WoldianGames Homepage WoldianGames Homepage
WoldianGames Homepage
  LOG ON

Children of Chaos Archives


Return To Index


Enemy Sighted (DM/Al)  d20+12=17 d20+4=5 d20+12=17
Wednesday June 7th, 2006 9:17:38 PM


At Jaeden's empathetic urging, Dalek moves up next to Trace's horse and nudges the knot of Jaeden's companions forward. Jaeden himself moves up again between the bears. (I'm assuming that you mean AM93.)

Trace holds position, waiting for those behind. His horse fails to understand the ranger's command, but Dalek now takes over whinnying in a language that the beast understands. Traces horse watches obediently for Dalek's lead.

Sly, Luke and Magog move up as one, crossing the next intersection, and joining Trace's Leopard. Magog is making an awful lot of noise.

After a word to Sly, Firn'gaer glides silently, save for small squeaking sounds, across the ground. The he lifts up into the air, rising to a height at which he commands a view of almost the entire town. From here, he has a good look at the front of the temple. There are two windows that flank the front door at a distance. They are shuttered. Both the door and the balcony door stand open but what is inside is hidden by darkness.

Father Jasper chugs along as fast as he can, huffing and puffing. Then Savin steps out of the alley, and with a few quick steps, scoops the cleric into a fireman's carry.

Peerimus and his bears hold position. Something about the voice nags at the back of his mind. A familiarity. The declarative tones of strident command. Where has he heard that before?

Suddenly, from his vantage over the rooftop, Firn'gaer sees the Troll come from around the western corner of the Temple. This is no troll he as ever seen before. This one wears clothing, leggings and a tunic. And it moves with a quiet grace. It appears not to have heard the group, despite Magog's loud voice and previous singing. (Only Firn'gaer sees the Troll.)

Jaeden, Sly, Rufus, Peerimus, Yorrick, and the Summoned Bear spot a small figure that materializes in the air above them. Firn'gaer? But no. This one is different, more green of complexion. A goblin! But its outline is indistinct. Its form ... translucent. It looks down upon those standing below. Then it drifts back toward the temple. Five. Ten. Fifteen feet.

From within the temple, comes the sound of spellcasting.

=== OOC ===

DM Absence Note!!!
I will be gone this weekend on a camping trip. No internet.
That means I will miss tomorrow's post. I will, however, be back to do the Friday Post which will come possibly quite late on Sunday.

Sorry.

Map Your Location
Map of what you can see

1) Please List AC and Hit Points for you and your Animals
2) If you OR your Animals move, list your location by Grid Coordinates. Squares are 5-foot.
3) All checks are your responsibility. You know the situation. If you make none, I assume you take no special precautions.

Physical Parameters
===================
Houses are 20 feet high and made of rough wood planking. Roofs with shallow pitch.
Climb check 20

Small houses have a door and window on opposite sides. Usually the Doors are on the South side and the window is on the North. All doors are closed. All windows are shuttered. Both doors and shutters appear sturdy. (Same as a Good Wooden Door for the purposes of bashing. PHB page 166.)

Streets of Dirt. Tumble allowed for those who can.

Temple walls are stone. The walls rises to a height of 35 feet. The Dome atop the Temple rises another 35 feet above that.
Climb check 25

The Balcony is 25 feet off the ground.

If you have questions about physical details, please ask.

Data
====
Firn'gaer 35' off the ground
Goblin (RE) is 40' off the ground

Peerimus AC 26 HP 103 and Yorrick AC 27 HP 82  d20+10=15 d20+10=28 d20+10=21 d20+10=16 d20+10=18 d20+15=21 d20+19=29 d20+11=31 d20+11=29 2d8(1+7)+16=24 d20+16=24 d20+15=26 d8+10=17 d20+20=27 d20+15=33 d20+9=25
Thursday June 8th, 2006 2:45:16 PM

Peerimus grunts and points a claw towards the translucent Goblin. [Targetted dispel CL checks 1528211618] http://www.d20srd.org/srd/spells/dispelMagic.htm

Peerimus spurs the Summoned bear to try and engage and for Yorrick to switch with him to the lead.

The lead bear moves to AO/85 -50'move Handle animal 21
Yorrick moves to AL/85 -60 move Handle animal 29
Peerimus moves to AL/87 -40 move Spot 33 Listen 25

SNA hit AC 31 crit 29 Dmg 24 Grapple 24
Yorrick hit AC 26 dmg 17 grapple 27
(Can move and attack because of extra speed from Haste)

The voice rattles about in his head, who who could that be? But the vague familiarity leaves a vast amount of possibilities and so the druid turns his full attention back to teh situation at hand. And the group they moved against was stealthy and deadly. Yorrick and the summoned bear had scent to assist them, thought the building would likely aid the enemy in that matter Another previously thought out tactic by the opponent that widdles our capabilities The great brown bear spits in disgust at haivng to engage on the opponents well groomed and well known turf.

Spell list
Level 0:Create Water, Mending x2, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire x2, Entangle Longstrider, Obscuring Mist, Produce Flame, Goodberry
Level 2:
***Barkskin x4, *Owls Wisdom
Level 3:
CMW x2, *Greater Magic Fang, *Protection from Energy, Poison
Level 4:
Freedom of Movement, *Dispel Magic x2, *Scrying
Level 5:
Animal Growth, *Wall Thorns, Baleful Polymorph
Level 6:
*Mass Cat's Grace

Spells in Affect
Peerimus Barkskin 108.9 minutes +4 AC
Protection Fire 103.0 minutes
Owl's Wisdom 104 Rounds
Cat's Grace 109.5 +2 effective Dex
Extended Haste 17 Rounds from Firngaer

Yorrick
Greater Magic Fang
Barkskin 108.9 minutes +4 AC
Protection Fire 103.0 minutes
Cat's Grace 109.5 +4 effective Dex
Extended Haste 17 Rounds from Firngaer

SNA Brown Bear 5 rounds AC 17 HP 51 Att +11/11/6 Dmg d8+8/d8+8/2d6+4 Grap +16 lis +4 spot +7
Cats Grace +4 Effective Dex
Extended Haste 17 Rounds from Firngaer

Jaeden Ohm (AC 29 HP 106/106: Barkskin; Cats Grace)  d20+20=28 d20+11=15 2d6(5+5)+11=21 d100=68
Thursday June 8th, 2006 7:00:20 PM

Seeing Peerimus-Bear point it's claw and rumble out what can only be ursine casting Jaeden moves forward and hopes for the best [hustle to AM86]. He waits under the Goblin, ready to split it in two should it fall [Readied attack hit ac28 dmg 21 conceal 68 *just in case]

notes
second roll is an accident. please disregard.

Sly (AC 28 85/85 hp) and Luke (Ac 21 50/65 hp) 
Friday June 9th, 2006 6:49:34 AM

OOC: I posted Thursday and Sly should beat 93/AP, anout 10 feet to Jaeden's left. Magog should be behind Sly at 93/AQ, Luke shouled be next to Sly's left at 94/AP?? that post is gone?

Sly peeks around the corner, Then "Psst! Jaeden! We'er right hare ten feet away from you, What do you wnt us to do? Follow your flank??"

Sly's Spells

0- Detect Magic,Read Magic,Flar, Ray of Frost,

1- Magic MisselsX2, Scocking Grasp. Feather Fall,

2- Flaming Sphear,Levetating, Spider Climb,

3- Lighting Bolts, Fire Ball, Fly.

Father Jasper - AC 26; HP 94 
Friday June 9th, 2006 7:24:14 AM

Held by Savin, Father Jasper holds on and enjoys the ride.

Active Spells
Extended Magic Vestment - 20 hours
Extended Haste
Mass Cat's Grace

Lesser Extend Rod - 2/3 left

Spells
0 - Create Water, Detect Magic, Detect Poison, Light, Purify Food and Drink, Read Magic

1 - Bless, Detect Evil, Divine Favor, Sanctuary, Shield of Faith, Cure Light Wounds(d)

2 - Bull Strength, Hold Person, Resist Energy, Spiritual Weapon, Status, Cure Moderate Wounds(d)

3 - Blindness/Deafness, Magic Vestment*, Prayer, Searing Light, Cure Serious Wounds(d)

4 - Dimensional Anchor, Divine Power, Freedom of Movement, Summon Monster 4, Holy Smite(d)

5 - Flame Strike, Greater Command, Cure Light Wounds, Mass(d)

Firn'gaer - AC 23, HP 77  d20+8=19 d20+6=10
Friday June 9th, 2006 7:30:29 AM

[Listen DC19, Spot DC10]

Keeping one eye on the Troll, Firn'gaer also scans the area for additional, even invisible, opponents.

He flies forward and up at a 45 degree and ends at AV83. There he waits.

[He is 65-ft off the ground.]

Active Spells
Detect Magic
See Invisibility
Extended Mage Armor - 22 hours
Extended Haste - 17 rounds
Mass Cats Grace (from Peerimus)
Extended Invisible - 217 rounds
Extended Fly - 218 rounds

Lesser Extend Rod - 0/3 left

Day's Spells
0 - arcane mark, dancing lights(r), flare, ghost sound(r), mage hand, prestidigitation(r), read magic

1 - alarm, expeditous retreat, magic missile x2, ray of enfeeblement, shield

2 - extended mage armor*, invisibility*, knock, mirror image, resist energy, scorching ray

3 - dispel magic x2, fly*, haste*, lightning bolt, slow

4 - black tentacles, dimension door, mass enlarge person, polymorph

5 - empowered fireball, telekinesis, wall of force

6 - heightened resilent sphere, mage's lucubration

* - Spells cast
(r) - racial spells

Savin  d20+13=26
Friday June 9th, 2006 7:33:15 AM

Savin takes a quick look around and then moves up carrying the old cleric on his shoulder. Jasper starts to protest until he notices the startling speed that he is moving at.

Savin takes his move and gets both of them to AL/91 and then gently puts Jasper down into AL 90, using up his next move action. (though about moving more and then dropping him but that might have ended up bad.)

Savin watches the skies waiting for anything to appear.

spot 26

OOC Shoot Al, looks like Jasper and I posted at the same time. Is it possible to move me before him. Half the reason I did those actions was that Jasper could then do something in this round besides hold on.

Father Jasper (illegal second)  d20+8=20
Friday June 9th, 2006 12:08:09 PM

Father Jasper would wait to be set down and then ready to counter any spells cast.

[Spellcraft DC20, with improved counter spell]

Jaeden Ohm (Free Action Post) 
Friday June 9th, 2006 1:13:18 PM

"Sly, go back to the alley where you were. Come around them from behind. Magog, you go with Sly."

Trace (hp 74) (ac 26), Shadow (hp 44)(ac20) magic fang, +1 to att and dmg  d20+9=12 d20+5=8
Friday June 9th, 2006 5:11:25 PM

Trace moves up a full 30' trying to keep up with the other with out running. If the disspell dose not work on the goblin then Trace will cast summon natures ally I (eagle) next to the goblin to help distract the goblin and do minor damage. If the goblin stays aloft , Trace will sheath his sowrds and and draw is bow for the next round. Shadow stays on Traces hill waiting for the next command.

Spot (12) Listen (8)

Exchange of Spells - Round 01 (DM/Al)  d20+21=26 d20+4=14 d20+4=16
Monday June 12th, 2006 12:20:54 AM


Peerimus the Bear casts a spell skywards. The translucent goblin looks down. It's eyes go straight to the wildshaped druid. Has he identified the spell its sources? Aside from that, Peerimus's spell appears to have absolutely no affect. Yorrick and the summoned bear rush forward at Peerimus' order, but all they can do is to look skyward at the flying goblin.

Peerimus the Bear's magics make Jaeden aware of the goblin flying above. He places himself within the midst of the bears hoping for what he is not sure. The goblin remains aloft. Nothing happens.

Sly, Luke and Magog rush around the corner to the main street and call to Jaeden for instructions. Jaeden instructs the three to go around the building and to attack the opponents from behind.

Savin flies down the street with Father Jasper. The cleric protests, and Savin stops, placing him gently upon the ground.

Once on the ground, Father Jasper watches the Gnome closely, watching for a spell. The Cleric of Alemi waits in Readiness to counter what may come.

Firn'gaer moves forward and up. Invisible and flying without sound, he watches for opponents.

Trace moves 30 feet and then contemplates a spell that may take longer than he thinks. He sheathes his swords and is currently unarmed. Shadow follows behind. (Sorry, too many actions here, Trace. Any Summoning Spell is a Full Round Action. That means you can't move that round save for a 5-foot step. It also means that your summoned creature appears in the round AFTER the one in which you cast it. Sheathing a weapon is a Move Equivalent action. You may usually draw a weapon in conjunction with a Move, but in this case your hands are full with two weapons already. So, I had you move and then sheath your weapons. You may cast your spell next round. Or you may move draw your bow and fire.)

=====================================

The translucent goblin weaves it's hands, and indeed it does cast a spell. In that split second before completion, Father Jasper recognizes it for a Mind Fog spell. As the goblin points at a place upon the ground, Father Jasper realizes that the spell will raise a faint mist that can weaken the Will of all caught within and cause them lapses in Wisdom. (If Father Jasper cannot counter this spell, then Yorrick, Summoned Bear, Peerimus, Jaeden, Savin, Father Jasper make a Will Save vs DC22 or come under the effects of Mind Fog.)

Peerimus the Bear, meanwhile, detects a familiar scent. He had last smelled it that night in Heranmar, when, as a Horse, he had trailed the owner of the scent to the Old Abbey.

Up above, Firn'gaer watches as a female figure with dark skin and white hair, suddenly appears from the shadows at the corner of the building across the main street. (Square AC82) She waves her arms in the direction of the troll and points behind her. Two things happen simultaneously. The woman melts into darkness, disappearing as easily as she had appeared. And the troll ducks between two building, heading south and inadvertently hiding from Firn'gaer's view.

From whithin the temple come more sounds of spell casting.

=== OOC ===

DM Absence Note!!!
I I'm back. ^_^

We are in Strict Combat Rounds Now!!!

Map Your Location

1) Please List AC and Hit Points for you and your Animals
2) If you OR your Animals move, list your location by Grid Coordinates. Squares are 5-foot.
3) All checks are your responsibility. You know the situation. If you make none, I assume you take no special precautions.

Physical Parameters
===================
Houses are 20 feet high and made of rough wood planking. Roofs with shallow pitch.
Climb check 20

Small houses have a door and window on opposite sides. Usually the Doors are on the South side and the window is on the North. All doors are closed. All windows are shuttered. Both doors and shutters appear sturdy. (Same as a Good Wooden Door for the purposes of bashing. PHB page 166.)

Streets of Dirt. Tumble allowed for those who can.

Temple walls are stone. The walls rises to a height of 35 feet. The Dome atop the Temple rises another 35 feet above that.
Climb check 25

The Balcony is 25 feet off the ground.

If you have questions about physical details, please ask.

Data
====
Firn'gaer 65' off the ground
Goblin (RE) is 40' off the ground

Jaeden Ohm (AC 30 HP 106/106: Barkskin, Haste)  d20+4=7 d20+8=14 d20+2=11 d20+21=23 2d6(5+2)+11=18
Monday June 12th, 2006 12:56:23 AM

A light fog envelopes Jaeden and the Bears and while the warrior is not entirely sure what the effect is he knows that he's been effected [save 7: fail].

"Casters, archers, we need this Goblin down now!"

"Peerimus Bears with me, out of this fog."

He moves forward to clear the radius of the fog [move to AM80] and looks around [spot 14 listen 11], ready to strike out at any available foe [readied attack hit ac 23 dmg 18].

movement notes
Mind Fog should have a 20' radius. My intention is to move out of the fog. If Jaedens current move doesnt do so please adjust accordingly.

Father Jasper 
Monday June 12th, 2006 6:28:03 AM

"Do not be so hasty my burly friend. The power of Alemi will banish this spell." He says to Jasper. The venerable priest recognizes the spell thrown by the goblin. Using the spell energy from his Greater Command spell, Jasper counters the Mind Fog.

[Both are Enchantment spells as per Improved Counterspell]

Active Spells
Extended Magic Vestment - 20 hours
Extended Haste
Mass Cat's Grace

Lesser Extend Rod - 2/3 left

Spells
0 - Create Water, Detect Magic, Detect Poison, Light, Purify Food and Drink, Read Magic

1 - Bless, Detect Evil, Divine Favor, Sanctuary, Shield of Faith, Cure Light Wounds(d)

2 - Bull Strength, Hold Person, Resist Energy, Spiritual Weapon, Status, Cure Moderate Wounds(d)

3 - Blindness/Deafness, Magic Vestment*, Prayer, Searing Light, Cure Serious Wounds(d)

4 - Dimensional Anchor, Divine Power, Freedom of Movement, Summon Monster 4, Holy Smite(d)

5 - Flame Strike, Greater Command*, Cure Light Wounds, Mass(d)

* - cast

Sly (AC 28 85/85 hp) and Luke (Ac 24 50/65 hp)  d100=30 d20+1=20 d20+6=16 d20+5=16
Monday June 12th, 2006 3:14:57 PM

Was About to walk toward Jaeson, when the spell goes off, So sly pushes Magog back "Bad Magic there! Follow mw!"
Sly w watch witch way Firn-gare is looking towards (south I hope!} Sly will go in that direction. Once at 87/BC With Magog following.

If he sees the enermy, he'll cast a a flair spell at him hoping to blind him.

Luke follows Sly.

Sly percentage 30% - Looking 20 - Listening 16.

Luke will listens 16.

Sly Spells

0- Detect magic, Read Magic,Flar, Ray of Frost,

1- Magic MisilesX2, Scorking grasp, Feather Fall,

2- Flaming Sphear, Levating, Spider Climb,

3- Lighting Bolts, Fire Ball, Fly.

Peerimus AC 26 HP 103 and Yorrick AC 27 HP 82  d20+11=27 d8+8=10 d20+16=28 d20+15=35 d20+10=17 d20+20=37 d100=85 d20+10=27 d6+5=10
Monday June 12th, 2006 4:31:55 PM

Peerimus watches the goblin remain unaffected by his spell, Must be an item keeping him aloft, too bad. But now what? Jasper took care of his spell, no need to dash off into the open, take the chance? If he is incorporeal it would be a waste.

The druid decides to sit and wait, Yorrick and the summoned bear can hold the front so to speak there was little he could do to an air borne opponent. Peerimus casts Produce Flame, a small blue and purple fire appearing wreathed about one of his claws. The flame leaps from his hand skyward into the goblin. [Range touch Attack %85 Hit AC 27 dmg 10]

The lead bear readies AO/85
Yorrick readies AL/85
Peerimus stays AL/87

SNA hit AC 27 Dmg 10 Grapple 28
Yorrick hit AC 35 dmg 17 grapple 37

Spell list
Level 0:Create Water, Mending x2, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire x2, Entangle Longstrider, Obscuring Mist, *Produce Flame, Goodberry
Level 2:
***Barkskin x4, *Owls Wisdom
Level 3:
CMW x2, *Greater Magic Fang, *Protection from Energy, Poison
Level 4:
Freedom of Movement, *Dispel Magic x2, *Scrying
Level 5:
Animal Growth, *Wall Thorns, Baleful Polymorph
Level 6:
*Mass Cat's Grace

Spells in Affect
Peerimus Barkskin 108.8 minutes +4 AC
Protection Fire 102.9 minutes
Owl's Wisdom 103 Rounds
Cat's Grace 109.4 +2 effective Dex
Extended Haste 16 Rounds from Firngaer
Produce Flame 10/min or 10 attacks

Yorrick
Greater Magic Fang
Barkskin 108.8 minutes +4 AC
Protection Fire 102.9 minutes
Cat's Grace 109.4 +4 effective Dex
Extended Haste 16 Rounds from Firngaer

SNA Brown Bear 4 rounds AC 17 HP 51 Att +11/11/6 Dmg d8+8/d8+8/2d6+4 Grap +16 lis +4 spot +7
Cats Grace +4 Effective Dex
Extended Haste 16 Rounds from Firngaer

Trace (hp 74) (ac 26), Shadow (hp 44)(ac20) magic fang, +1 to att and dmg  d20+5=20 d20+9=12
Monday June 12th, 2006 5:32:39 PM

Trace takes a look around and listens if nothing is threating he cast summon natures aly I (eagle) next to the flying goblin.

After casting Trace readies next action to unsling his bow for the next round.

(listen 20, spot 12)



Savin ac 25 hps 115/115  d20+11=25 d20+14=24 d20+16=35 d100=71 d20+28=37 d20+20=30
Monday June 12th, 2006 7:17:50 PM

Savin sees the cloud descend upon him and tries to hold his breath. (Will Save of 25) He darts back 5 feet and then zooms forward going 20 and leaps into the air. He swings out his spiked chain and feels it wrap around the offending goblin's body.

Savin will land and give the chain a might jerk trying to bring the goblin down to street level.

Not sure where Savin would land. Putting my location at AM AN/82/81

ooc Hit ac 35, rolled a 71 for the 50% chance miss chance so I made that. Not sure which special attack you want me to use. I am assuming grapple. (+4 iimproved grapple, +6 str, +4 large size, +14 base for a total of +28)
Not sure if I would get a follow up attack so rolling one in case you need it. Hit AC 30 with just basic +20 for base and str)

enlarge potion: 6/50
mass cats grace ?
boots of haste 1/10 deactive right now
shillelagh 5/10



Jaeden Ohm (AC 30 HP 106/106: Barkskin, Haste) 
Monday June 12th, 2006 10:06:39 PM

*** OOC ***
Didn't realize how counterspell worked. I need to repost for Jaeden...

*** IC ***
Seeing no effect from the Goblins spell Jaeden assumes that it wasn't meant for him. Still, he is unable to reach the foe so it seems that Peerimus' spell failed as well.

"Casters, archers, we need this Goblin down now!"

He holds his position waiting to see what happens next [delay action]

IF Savin's manuver works:

Seeing the target now grounded Jaeden moves to base him quickly. Reaching the caster he takes a mighty, but slightly clumsy swipe [hit ac 23 dmg 18][used rolls from scrapped post above]

[ Sorry, Jaeden, I sent you the wrong info in that first email. Your original post should stand just fine. --Al ]

The Revenge of Old Enemies - Round 02 (DM/Al)  2d6(1+5)+7=13 d20+18=30 d6+4=8 d6+4=8 d6+4=8 d6+4=7 d6+4=5 d20+17=36 2d6(3+6)+9=18 2d6(1+5)=6 d6=3 d4=1
Monday June 12th, 2006 11:20:44 PM

Father Jasper, the priest of Alemi attempts to counter the spell from the flying goblin. He uses a spell of the same energy, but the blue mist rises anyway. (You need a spell of at least one level higher to successfully counter with Improved Counterspell, Father Jasper. Savin Saved against Mind Fog. Jaeden Failed. Jaeden roll 2d6 to determine how many more rounds you are under the affect. Still need rolls from Yorrick, Summoned Bear, Peerimus, and Father Jasper make a Will Save vs DC22. For a description of Mind Fog see below.)

Jaeden moves to take himself out of the range of the spell, but it is already gone, and he escapes unaffected.

Sly, Luke and Magog sprint back up the side street. Sly turns to cast a Flare spell, but finds that he doesn't have time. (That's 80 feet, Sly. That's a Double move, even with Haste.) And he is too far from any opponents to cast the Flare spell at any rate.

Peerimus and his bears hold their position. He conjures a ball of fire and throws it up against the floating goblin. The ball of flame strikes true, and the translucent goblin flinches. Another ball of flame appears in Peerimus' hand.

Trace stands fast as well. Speaking the magic words of nature and moving his hands, he calls an eagle to his service. He places him as close as he can to the goblin. (Trace, you have enough distance at Level 10 to place the Eagle at AO89/15 feet in the air. You may attack with the Eagle next round if the Eagle has enough Movement to reach an opponent.)

Savin takes a few steps back and then rushes forward, leaping straight up into the air just before the bears. At the peak of his arc, the monk whips his chain at the goblin. It wraps about the translucent figure as Savin had planned. But then Savin begins to fall. The chain spins the goblin as the Monk drags it down with him, but not before leaving a nasty wound. Savin hits the ground without control. (Reflex DC19 to avoid falling prone.)

(Savin, I don't know a single manufactured weapon in the core books that you can use to Grapple. I think the best you can do is a hit and I rolled 13hp for you with the chain. BTW, you ended a move action in mid air with no actions remaining after your attack. Thus the fall with no Dex to Reflex.)

Firn'gaer remains silent and invisible.

+++++++++++++++++++++++++++++++++

The goblin leers down upon the group, and for the first time, they truly see its face. The shriveled decaying head of the thing is Horrific. The sight is enough to drain the nerve from all but the bravest of souls. (Jaeden, Peerimus, Savin, Yorrick, Summoned Bear: Fortitude Save vs DC17 or take points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage.) It begins to cast another spell. It stabs a finger at the ground. A field of black rubbery tentacles rise up out of the ground reaching for anything within their grasp. Savin, Peerimus, Yorrick, the Summoned Bear, and Father Jasper are all caught and squeezed. (This round DC30 vs your Take 10 score. Yorrick and Savin came close, but no dice.)

Father Jasper 8hp Grapple Damage
Savin 8hp Grapple Damage
Peerimus 8hp Grapple Damage
Yorrick 7hp Grapple Damage
Summoned Bear 5hp Grapple Damage

The goblin then streaks down into the house to the west and disappears as it passes straight into the roof. (Grapple check to beat next round is 20. Beat it and you may escape.)

Suddenly, from out of the western side street, the troll appears. It snaps its fingers, and a spiked chain appears. The troll smiles at Savin showing rows of pointed teeth before it whips the chain at Father Jasper. (Hit AC36, Damage 24 hp) The chain clangs hard against Father Jasper's armor, breaking bone and pulping flesh. Bright sparks fly into the air as well, sending shards of agony through the Cleric of Alemi. Oddly enough, the Troll winces also at the strike. But it shows its teeth, as though tasting of the pain.

"WELCOME!" A voice booms from the dark doorway of the balcony. A figure shuffles within. "I HAVE SO LOOKED FORWARD TO MEETING YOU AGAIN." The figure moves out of the doorway and onto the balcony into the light of morning. Atop dark priestly robes that bear the symbol of Marteaus sits a long skull of white bone. Sharp incisor teeth rim the front of its snout. Below the robes, the creatures bone legs bow backwards as do those of an animal.

"MY LORD MARTEAUS HAS TAKEN A SPECIAL INTEREST IN YOUR CAUSE. AND FOR THE CLOSENESS WE HAVE SHARED HE HAS GIVEN ME NEW LIFE! MY GREAT LORD HAS GIVEN ME A SECOND CHANCE! AND IN HONOR OF HIS GREATNESS, I WILL GIFT HIM WITH YOUR PUTRIFYING HEADS!!!" The laugh is dry, the laugh of the skelletal undead. Then the laugh severs like a cord. In the brief stillness, recognition comes to Peerimus. Even without the vocal aparatus of life, the voice comes back to him. It comes to Savin as well, the person closest to him when he was killed. It is the Wererat Cleric, once leader of the Cat and Mouse gang. It is S'bat.

"ESPECIALLY YOU!" A bony hand thrusts in Savin's direction. "YOU STRUCK ME! YOU DISGUSTING FILTH RIDDEN HUMAN! YOU DARED TO STRIKE MY PERSON. YOU SENT ME TO DEATH. AND NOW MY MAGGOTY WORMS WILL MAKE THEIR PROGENY WITHIN YOUR FESTERING HEAD!!!"

S'bat points a finger at the ground between Yorrick and the Summoned bear. A cloud of sickly yellow mist rises up and engulfs most of those within the street. (DC vs Cloudkill is 22. Summoned Bear, Fortitude vs the DC or be Slain. Peerimus, Yorrick, Savin, Jaeden Fortidude vs the DC or 1 point of CON damage. Successful save takes half, ie none.)

=== OOC ===

We are in Strict Combat Rounds Now!!!

Map Your Location

1) Please List AC and Hit Points for you and your Animals
2) If you OR your Animals move, list your location by Grid Coordinates. Squares are 5-foot.
3) All checks are your responsibility. You know the situation. If you make none, I assume you take no special precautions.

Physical Parameters
===================
Houses are 20 feet high and made of rough wood planking. Roofs with shallow pitch.
Climb check 20

Small houses have a door and window on opposite sides. Usually the Doors are on the South side and the window is on the North. All doors are closed. All windows are shuttered. Both doors and shutters appear sturdy. (Same as a Good Wooden Door for the purposes of bashing. PHB page 166.)

Streets of Dirt. Tumble allowed for those who can.

Temple walls are stone. The walls rises to a height of 35 feet. The Dome atop the Temple rises another 35 feet above that.
Climb check 25

The Balcony is 25 feet off the ground.

If you have questions about physical details, please ask.

Data
====
Firn'gaer 65' off the ground
Goblin (RE) is ??' off the ground

Mind Fog
========
Creatures in the mind fog take a -10 competence penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).

Father Jasper - AC 25, HP 65  d20+11=16 d20+8=27
Tuesday June 13th, 2006 7:28:15 AM

[I missed that imp. counterspell needed to be higher level.]

[Will save DC16]
[Grapple DC27]

[Moves to AQ93]

The pain from the troll's hit causes a numbing to shoot throughout the cleric's body. the cleric moves out of the tentacle spell to give him room to deal with the troll.

Active Spells
Extended Magic Vestment - 20 hours
Extended Haste
Mass Cat's Grace

Lesser Extend Rod - 2/3 left

Spells
0 - Create Water, Detect Magic, Detect Poison, Light, Purify Food and Drink, Read Magic

1 - Bless, Detect Evil, Divine Favor, Sanctuary, Shield of Faith, Cure Light Wounds(d)

2 - Bull Strength, Hold Person, Resist Energy, Spiritual Weapon, Status, Cure Moderate Wounds(d)

3 - Blindness/Deafness, Magic Vestment*, Prayer, Searing Light, Cure Serious Wounds(d)

4 - Dimensional Anchor, Divine Power, Freedom of Movement, Summon Monster 4, Holy Smite(d)

5 - Flame Strike*, Greater Command*, Cure Light Wounds, Mass(d)

* - cast

Firn'gaer - AC 23, HP 77  d20+10=26
Tuesday June 13th, 2006 7:34:09 AM

Firn'gaer counters the cloudkill spell. [DC26 or 15th level caster]

Active Spells
Detect Magic
See Invisibility
Extended Mage Armor - 22 hours
Extended Haste - 15 rounds
Mass Cats Grace (from Peerimus)
Extended Invisible - 215 rounds
Extended Fly - 216 rounds

Lesser Extend Rod - 0/3 left

Day's Spells
0 - arcane mark, dancing lights(r), flare, ghost sound(r), mage hand, prestidigitation(r), read magic

1 - alarm, expeditous retreat, magic missile x2, ray of enfeeblement, shield

2 - extended mage armor*, invisibility*, knock, mirror image, resist energy, scorching ray

3 - dispel magic x2*, fly*, haste*, lightning bolt, slow

4 - black tentacles, dimension door, mass enlarge person, polymorph

5 - empowered fireball, telekinesis, wall of force

6 - heightened resilent sphere, mage's lucubration

* - Spells cast
(r) - racial spells


Countering the Cloudkill - Addendum (DM/Al) 
Tuesday June 13th, 2006 10:29:13 AM

Technically, Firn'gaer, you could not have Readied a Counterspell against S'bat as he did not come into sight until his turn in the round. But, as you did not take an Action last round, I will allow it.

Please consider the Cloudkill spell Countered, everyone. The Cloudkill does not exist.

Peerimus AC 26 HP 95-103 and Yorrick AC 25 HP 67-74  d20+20=40 d20+17=19 d20+16=33 d20+16=29 d20+4=7 d20+3=4 d20+11=30 d20+11=15 d20+9=13 d4=4 d4=3 d4=2 d4=1 d4=1 d4=2 d20+11=15 d20+6=19 d6+5=6 d6+5=6
Tuesday June 13th, 2006 1:25:15 PM

Mind Fog- Peerimus Will 29 Yorrick Will 7 SNA Will 4
Ghost - Peerimus Fortitude 30 Yorrick Fortitude 15 SNA Fortitude 9

The tentacles ensnare them all, the Mind Fog seems to have worked on Yorrick and the ghost's manifestation has also weakened both bears. Peerimus has stayed off the effects and turns his attention from the Balcony to the troll. Yorrick thrashes in the tentacles, but can not break free. [Grapple 19] Jaeden calls for a move forward and the druid is now sorely torn. Likely the bear won't be much of a target. The choice is quickly made and a roar tells the summoned bear to move forward and out. Not that the animal needed much encouragement.
[SNA grapple 33 moves forward AN/79]

Peerimus turns, shrugging the tentacles from himself and throws two flaming orbs at the troll. He expects nothing to happen, but one does not know for certain until the attempt is made.
[Full Round Attack, one attack escapes Grapple 40, second attack and haste attack throws two fire orbs of Produce Flame range Touch attack Hit AC 15/19 Dmg 6/6]

Spell list
Level 0:Create Water, Mending x2, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire x2, Entangle Longstrider, Obscuring Mist, *Produce Flame, Goodberry
Level 2:
***Barkskin x4, *Owls Wisdom
Level 3:
CMW x2, *Greater Magic Fang, *Protection from Energy, Poison
Level 4:
Freedom of Movement, *Dispel Magic x2, *Scrying
Level 5:
Animal Growth, *Wall Thorns, Baleful Polymorph
Level 6:
*Mass Cat's Grace

Spells in Affect
Peerimus Barkskin 108.7 minutes +4 AC
Protection Fire 102.8 minutes
Owl's Wisdom 102 Rounds
Cat's Grace 109.3 +2 effective Dex
Extended Haste 15 Rounds from Firngaer
Produce Flame 8/min or 8 attacks

Yorrick
Greater Magic Fang
Barkskin 108.4 minutes +4 AC
Protection Fire 102.8 minutes
Cat's Grace 109.3 +4 effective Dex
Extended Haste 15 Rounds from Firngaer

SNA Brown Bear 3 rounds AC 17 HP 46-51 Att +11/11/6 Dmg d8+8/d8+8/2d6+4 Grap +16 lis +4 spot +7
Cats Grace +4 Effective Dex
Extended Haste 15 Rounds from Firngaer


Jaeden Ohm (AC 30 HP 106/106: Barkskin, Haste) 
Tuesday June 13th, 2006 4:04:47 PM

Frustration is clearly written across the face of the Jaeden Ohm. He can't get at any of his opponents and he can't see half of his companions.

Then the troll makes his emergence and the warrior feels a little better. Live or die, at least that foe he can fight.

Powered by the haste spell he'd been enchanted with Jaeden runs hard to the west, leaving the field of vision of those children who could see him [3x move to AI94]. While he never reappears to anyone's sight, he is heard.

"Take cover from the church! If their casters can't see us they'll need to come to us."

Jaeden Notes OOC 
Tuesday June 13th, 2006 4:06:37 PM

***OOC***

Traveling around the western building to come behind the troll. I count the move to be 34 counting diaganols as 1,2,1,2,etc... . 3x move no action but a free action shout.

[ 34 squares looks about right, Jaeden. But 34 squares is 170 feet. With Haste, you're still limited to 120 feet. You want to reconsider that move? 120 feet would only put you at AB91. --Al ]

Jaeden OOC Hasted Movement 
Tuesday June 13th, 2006 5:28:10 PM

*** OOC ***

Regular move 30' (6 squares)
Haste =30' (6 squares)
Hasted move 60' (12 squares)

Movement options x1,x2,x3,x4 (move, hustle, run, sprint)

Jaeden is running so x3

60' x3 = 180' (36 squares)

Isn't this right?

[ I don't think there's a Sprint. Run is x4. But Run also has to be in a relatively straight line. You can't execute the Run move if you're wrapping around the building like that. Sorry. --Al ]

Trace (hp 74) (ac 26), Shadow (hp 44)(ac20) magic fang, +1 to att and dmg (summoned eagle)  d20+5=17 d20+9=28 d20+11=22
Tuesday June 13th, 2006 7:10:03 PM

listen, 17 spot 28

Trace sees the true foe move forward and has a chill run down his back, quickly he commands the eagle to dive onto the caster hopefully to distract him enough from being able to cast another spell.

He tells Shadow, "Shadow!, the bones, attack!!"

Trace then calls for his mount to come to him
(handel animale check 22)

readies action draw longsword and mount his warhorse.

hit post by accident  2d20(5+16)+3=24 d20+3=23 d20+3=22 d20-2=15 d4=1 d4=2 d4=2
Tuesday June 13th, 2006 7:16:00 PM

attack rolls for the eagle, did not roll for shadow since I didnt think she could reach in time, if she can let me know.

Ignore the first roll, was wrong set up, attack roll hit ac 24 with tallon one for 1hp damage and hit ac 23 wit tallon two for 2hp dmg and hit ac 15 for bite for 2hps dmg.

Sly (AC 28 85/85 hp) and Luke (Ac 24 65/65 hp)  d100=38 d4+1=2 d4+1=3 d4+1=4
Tuesday June 13th, 2006 7:36:34 PM

If Sly can see this troll hanging in then he will use a Magic missels on it, "Arck pa to ieoutst" three magic missels fly to it's target. (Moves 81/AW)

Magog is hot on Sly heels (81/Ay), Luke Runs behind then wonder int where all the enermy are??(82/AW)

Sly makes his percentage 38%
Sly's missels Damages 9hp damages

Sly Magic Spells

0- Detect Magic, Read Magic, Flar, Ray of frost.

1- Magic missels, Scorking Grasp, Feather Fall.

2- Flaming Spear, Levating, Spider Climb.

3- Lighting bolts, Fire ball, Fly.

Savin ac 25 hps 115/115  d20+8=22 d20+11=22 d20+15=22 d20+28=42
Tuesday June 13th, 2006 9:35:08 PM

Savin lands on his feet after his jump and grimaces as he sees the goblin disappear. Wow that was one ugly critter. (Occ Will save made after looking into its face. dc roll of 22 Reflex roll made dc roll of 22) "Sbat! is back! This isn't good." Savin thinks. Savin is torn on which direction to go first. Then he sees the troll tear into Jasper and realizes that the old man can't take those kinds of wounds. He will help him first.

Savin tumbles towards the troll (skill check 22 to avoid AOO)stopping at AO/AP 93/94 He lashes out with his chain, interlacing his with the trolls. With a mighty heave, Savin pulls the chain out of the startled troll's hand and grins back at the ugly brute.

(ooc base 9, +6 str, +1 haste, 4 feat improved disarm, +4 two handed weapon, +4 size. Not sure if I get the masterwork +1 chain so leaving it out for now.)

enlarge potion: 7/50
mass cats grace ?
boots of haste 1/10 deactive right now
shillelagh 6/10
haste ?


Meetings in Dangerous Places - Round 03 (DM/Al)  d20+17=28 2d6(6+3)+9=18 2d6(1+6)=7 d6=4 d20+14=28 d20+14=31 d20+9=27 d20+8=27 d20+2=4 d20+17=36 2d6(5+1)+9=15 2d6(5+2)=7 d6=4 d20+14=30 d4+2=4 4d6(5+3+4+1)=13 d4+1=3 d20+15=19 d20+25=42 d20+23=40 2d6(2+1)=3 2d6(6+1)=7 2d6(2+1)=3 2d6(6+3)=9 2d6(2+4)=6 2d6(6+1)=7 d6+4=10 d20+18=31
Tuesday June 13th, 2006 10:35:31 PM

Father Jasper feels the effects of the Mind Fog sap his Will. Still, with a mighty wrench, he breaks free of the Black Tentacles and flees the area of the spell. As he moves, the Troll takes the Opportunity to whip out the spiked chain and strike the Cleric again. (AoO Hit Father Jasper AC28, Damage 25 hp) Once again bright burning magic flies from Father Jasper as the Chain smashes against him. And, as before, some of the magic flares against the Troll as well, causing it to grit its pointed teeth. (I rolled the number of Rounds for Father Jasper's Mind Fog. 7 more rounds.)

Firn'gaer intones a spell, and the sickly yellow cloud vanishes, dispelled and dissipated. On the balcony, S'bat's head jerks in the direction from which the sounds of spell casting had come. The empty sockets of the wererat's skull search for the invisible foe.

The Horrific appearance of the goblin and the cloud of Mind Fog take their toll on the Bears of Peerimus. The Summoned Bear moves out of the grappling Tentacles, but Yorrick cannot escape. Peerimus, himself, breaks free of the Tentacles, but stays within the circle of their influence. Instead he attacks the Troll, throwing two glowing balls of fire. The Troll, despite its size, manages to dodge both balls of fire. With a sense of wisdom, the creature seems to anticipate where Peerimus will next throw.

Jaeden staves off the effects of the Goblin's Horrific appearance. (I rolled the Fort Save for you. Fort 27) Then he calls for his companions to use the houses for cover. Domi knows, the enemy certainly has. He hustles around the western building bent upon coming in behind the Troll. Jaeden sees nothing but the side-street. He hears nothing but the Troll around the corner. (Oh, and Jaeden, you're affected by Mind Fog for One more round. I rolled that for you as well.)

Trace completes his summoning and a majestic eagle appears in midair. It flies straight and true, up toward the balcony upon which S'bat stands. But 10 feet from the skeletal form as though the eagle stops as though halted by a magic barrier. It screams in frustration, unable to get any closer. The Ranger orders Shadow to the attack, and the loyal animal runs up the street and around the corner. Trace, himself calls his mount. The horse leaves Dalek and hustles down the narrow street. Trace rises up into the saddle. (Trace, you don't have action left to draw your sword. You have no weapon in your hands at this time.)

Sly looks back the way they came. There is the sound of blows, but he cannot see what is making them. The corner of a building blocks his view. He and Luke and Magog go tearing around the corner in time to see the Summoned Bear and Trace's Cat, Shadow.

Savin tries to tumble through the field of writhing black tentacles. He finds the task impossible. Still, he goes. As he moves, the Troll's weapon lashes out again. (Hit Savin AC36, Damage 22) It catches Savin full on. He feels the bright pain from the weapon that seizes upon his nerves. It is vicious.

(BTW: Knowledge Religion vs DC20 for the following: Highlight to display spoiler: {The goblin is a Ghost. S'bat is a Lich.})

+++++++++++++++++++++++++++++++++++++++++++++++++

The Black Tentacles squeeze Yorrick. (Take 10hp damage.) Still within the area of Tentacles Peerimus, Yorrick, and Savin must still fight to fend them away. (Opposed Grapple for next round is DC31. Beat it to escape damage and/or escape the area.)

Off the Side Street, Jaeden is suddenly confronted with a dark-skinned, white haired woman. She drops out of the shadows, dagger in hand. (Hit Jaeden AC30, Damage 4+13Sneak = 17 hp) The woman's blade finds a crack in Jaeden's armor. She drives the dagger in deep and then twists. Suddenly, Jaeden feels his muscles begin to stiffen. (Poison: Fortitude Save vs DC20 or be held per the Hold Monster spell for d4+1=3 rounds). Then the woman tumbles away, fading into the shadow of the building.

The Goblin is not seen.

The Troll grins at Savin and deliberately reaches down for the weapon at his feet. (Savin you may make an AoO against the Troll. Not another Disarm as he is not armed until he acquires the weapon.) He snaps his fingers and the Chain disappears. Then he tumbles ten feet back and then leaps up to catch the edge of a nearby roof, pulling himself up like a giant ape. Jaeden can now see the Troll towering above the house. The troll now sees him as well. It pads quietly to the western edge of the roof.

S'bat laughs. "Pestilence!" he screams. Then lifting the symbol of Marteaus, he casts a spell and points a bony hand in Sly's direction. Swarms of Locust spring up out of the ground. Down below, Firn'gaer can see the insects biting his companions.

Take the following Damage as the swarms of Locust bite you:
Sly 7hp
Magog 3hp
Luke 9hp
Shadow 6hp

=== OOC ===

We are in Strict Combat Rounds Now!!!

Map Your Location

1) Please List AC and Hit Points for you and your Animals
2) If you OR your Animals move, list your location by Grid Coordinates. Squares are 5-foot.
3) All checks are your responsibility. You know the situation. If you make none, I assume you take no special precautions.

Physical Parameters
===================
Houses are 20 feet high and made of rough wood planking. Roofs with shallow pitch.
Climb check 20

Small houses have a door and window on opposite sides. Usually the Doors are on the South side and the window is on the North. All doors are closed. All windows are shuttered. Both doors and shutters appear sturdy. (Same as a Good Wooden Door for the purposes of bashing. PHB page 166.)

Streets of Dirt. Tumble allowed for those who can.

Temple walls are stone. The walls rises to a height of 35 feet. The Dome atop the Temple rises another 35 feet above that.
Climb check 25

The Balcony is 25 feet off the ground.

If you have questions about physical details, please ask.

Data
====
Firn'gaer 65' off the ground
Eagle is 25' off the ground
Goblin (RE) is ??' off the ground

Status
======
Jaeden is Mind Fogged Until Round 4
Father Jasper is Mind Fogged Until Round 10

Mind Fog
========
Creatures in the mind fog take a -10 competence penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).

Father Jasper - AC 25, HP 41  10d6(2+1+4+5+6+2+6+6+1+4)=37
Wednesday June 14th, 2006 7:03:47 AM

Father Jasper casts Flame Strike at the troll.

Damage 37, save DC20

Active Spells
Extended Magic Vestment - 20 hours
Mass Cat's Grace

Lesser Extend Rod - 2/3 left

Spells
0 - Create Water, Detect Magic, Detect Poison, Light, Purify Food and Drink, Read Magic

1 - Bless, Detect Evil, Divine Favor, Sanctuary, Shield of Faith, Cure Light Wounds(d)

2 - Bull Strength, Hold Person, Resist Energy, Spiritual Weapon, Status, Cure Moderate Wounds(d)

3 - Blindness/Deafness, Magic Vestment*, Prayer, Searing Light, Cure Serious Wounds(d)

4 - Dimensional Anchor, Divine Power, Freedom of Movement, Summon Monster 4, Holy Smite(d)

5 - Flame Strike, Greater Command*, Cure Light Wounds, Mass(d)

* - cast


Firn'gaer - AC 22, HP 77  10d6(2+3+6+6+4+2+5+3+4+5)=40
Wednesday June 14th, 2006 7:09:37 AM

[Moves to AM82]

The gnome wizard sends down an empowered fireball at S'bat.

Empowered Fireball - Damage 60, Save DC20

Active Spells
Detect Magic
See Invisibility
Extended Mage Armor - 22 hours
Mass Cats Grace (from Peerimus)
Extended Fly - 215 rounds

Lesser Extend Rod - 0/3 left

Day's Spells
0 - arcane mark, dancing lights(r), flare, ghost sound(r), mage hand, prestidigitation(r), read magic

1 - alarm, expeditous retreat, magic missile x2, ray of enfeeblement, shield

2 - extended mage armor*, invisibility*, knock, mirror image, resist energy, scorching ray

3 - dispel magic x2*, fly*, haste, lightning bolt, slow

4 - black tentacles, dimension door, mass enlarge person, polymorph

5 - empowered fireball*, telekinesis, wall of force

6 - heightened resilent sphere, mage's lucubration

* - Spells cast
(r) - racial spells


Peerimus AC 26 HP 95-103 and Yorrick AC 25 HP 57-74  d20+20=29 d20+20=34
Wednesday June 14th, 2006 8:21:42 AM

Peerimus watches as the two shots go wide and his face takes on a 'you got to be kidding me' look. They essentiallly suck at this and the enemy is more powerful and much more coordinated and intelligent. The druid inventory's the battle, we are split up, out of touch, come have yet to engage and several of us are severly wounded. They are a well oiled machine, with superior position and unwounded. We don't leave now we all die.

Then the eagle hits a barrier, meaning the bear will to, Peerimus decides to use the last rounds of the bear to detect any traps on the door and tells the bear to charge into the temple and kill anything it finds. Though it likely won't even make it inside.
SNA moves through doors at AL-AM-AN

The flame strike blasts the troll, though Peerimus doubts it was hurt. S'bat's spell heading to his right means Sly and Magog showed up and the troll is off to the roof to put him in the direction Jaeden went.

The druid shrugs off the tentacles again and cast Freedom of Movement, sharing the spell with Yorrick. The spell casuses the tentacles to instantly slide off of Yorrick as well wwith the smallest of efforts. Both remain where they are.
[grapple 29 hero point 34]

Spell list
Level 0:Create Water, Mending x2, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire x2, Entangle Longstrider, Obscuring Mist, *Produce Flame, Goodberry
Level 2:
***Barkskin x4, *Owls Wisdom
Level 3:
CMW x2, *Greater Magic Fang, *Protection from Energy, Poison
Level 4:
*Freedom of Movement, *Dispel Magic x2, *Scrying
Level 5:
Animal Growth, *Wall Thorns, Baleful Polymorph
Level 6:
*Mass Cat's Grace

Spells in Affect
Peerimus Barkskin 108.6 minutes +4 AC
Protection Fire 102.7 minutes
Owl's Wisdom 101 Rounds
Cat's Grace 109.2 +2 effective Dex
Produce Flame 8/min or 8 attacks

Yorrick
Greater Magic Fang
Barkskin 108.3 minutes +4 AC
Protection Fire 102.7 minutes
Cat's Grace 109.2 +4 effective Dex

SNA Brown Bear 2 rounds AC 17 HP 46-51 Att +11/11/6 Dmg d8+8/d8+8/2d6+4 Grap +16 lis +4 spot +7
Cats Grace +4 Effective Dex

Sly (AC 28 78/85 hp) and Luke (Ac 24 56/65 hp)  d100=49 d20+3=20
Wednesday June 14th, 2006 5:40:15 PM

"Ah! Gee! Wilerker! Magog! Luke! Shadow! Come And stand clost to me! it's going to get Cold, but it will not kill you. Just these pest!" All this time Sly is circerling two fingers in the air and around himself (mumbling) "wons eci tsorf wolb dniw wolb!" and keep the fingers going in a circle. As frost come out of his fingers, the ray follows the fingers making a tight circle around them, some times even touching them and killing the pest that are biting. (Ray of Frost Lvl0 spell.)

"Every body! Peerimus! Jaeden! The goblin is a ghost! and I know tha S'bat is a Lick! Still want to go?"

Luke welps in pain, But stick close to Sly.

Percentage for spell the go off, 49%,

Knowledge of Religion - 20 Bearly made it!

Spell List?
0- Detect Magic, Read Magic, Flar.

1- Magic Misels, Scocking Grasp, Feather Fall.

2- Flaming Spear, Levating. Spider Climb,

3- Lighting bolts, Fire Ball, Fly.


Magog {CeiL} AC 22 HP 99/102  d20+1=18
Wednesday June 14th, 2006 5:57:28 PM

occ: Knowlage of religion 18.

Magog avances to where Sly is standing, slaping himself all the way, but never letting go of his hammer. "SLAP ouch! SLAP owwowwo!"

Savin 93/115 ac 25  d20+16=27 d20+16=33 d20+10=25 2d6(3+4)+16=23 d20+22=38
Wednesday June 14th, 2006 7:36:25 PM

Savin will take his AOO lashing his chain around the leg of the troll trying to trip him. He will give a mighty heave pulling the beast off his feet. He then follows up with a power attack hitting ac 25 for 23 points of damage.

(ooc took 8 on my power attack, since spiked chain is a 2 handed weapon it gets doubled as well as strength. Trip roll dc was 33. Assuming I was successful with him taking 10. Rolled a 38 to avoid the grapple)

Savin will yell to the others, "We need to regroup and rethink. Retreat!" Savin will then put his put his chain away, and summon his quarterstaff. He will then dimension door behind Sbat hoping the lich doesn't sense him and no one else can see him.

location AM/AN 74/73

Jaeden Ohm (AC 29 HP 106/106: Barkskin)  d20+9=27
Wednesday June 14th, 2006 7:43:09 PM

Jaeden feels the sting as the shadow dancers blades finds the gaps in his armor. He also feels the wicked burn of poison but as with the last battle his hearty immune system shakes it off [save 27: success]. He looks in the direction of the attack to see the woman tumble away but before he can react she is gone.

Just simply gone...

He had heard of people so skilled as to be able to vanish in plain sight, but until now he had his doubts.

He continues to run, wary of the unreachable troll and keeping close to the wall of the building he's circling. He bypasses the troll and continues until he's back at the intersection [2x move to AL94].

"Fall back!" he shouts, deeming it necessary to regroup.

notes
*hugging the building he's circling so as to keep out of chain reach.

Blood on Both Sides - Round 04 (DM/Al)  d20+11=27 d20+11=12 d20+19=24 2d6(2+3)+7=12 2d6(6+1)=7 d20+1=17 d20+13=22 d3=1 d20+12=21 d20+19=32 d20+14=29 d20+9=13 2d6(6+1)+7=14 2d6(6+5)+7=18 4d4(2+2+3+1)+4=12 d20+16=35 4d8(6+6+6+3)+13=34 d20+16=20 d20+11=29 d20+11=24 d20+6=9 d20+11=17 d20+11=13 4d4(3+3+1+4)+5=16 d100=86 d100=88 d100=8 d100=73 d100=22 d100=14
Wednesday June 14th, 2006 10:44:58 PM

From his place behind Savin, Father Jasper calls down a roaring column of flame. It slams down upon the Troll. But when the flames clear, the creature is unharmed. Somehow it managed to Evade the divine flames.

Firn'gaer moves a spot in a direct line with the balcony. As he casts, small bead leaves his hand and drops down at an angle, coming down right on top of S'bat. S'bat is caught completely unaware. The Fireball balloons in a blaze of heat. Trace's summoned eagle is immediately incinerated. And when the red-orange blaze dies away, S'bat stands, blackened and critically hurt.

Peerimus instructs his Summoned Bear to enter the Temple on the heels of Firn'gaer's fireball. As soon as the bear enters the doorway, a dark figure steps forward, and there is the flash of a large blade. (Ready Attack Hit AC24, Damage 19hp) A deep booming voice comes from within the temple door. "In the name of Mistress Fidelia, you will die."

Peerimus himself fights the grasping tentacles. He attempts a spell. At first, the dark ropes bind him, but with an heroic effort he rips away, completing his spell. The tentacles fail to find purchase on either himself or Yorrick.

Bitten here and there by the swarm of locust, Sly attempts to Concentrate on a spell, and he just barely makes it. (Concentration 17 vs DC17) He fires a Ray of Frost into the nearest swarm using a Touch Attack. (Touch Swarm 3, AC22 vs DC18) The ray strikes the Swarm doing 1 point of damage. Sly, Luke and Magog stand where they are, remaining within the Swarm of Locust. (I've numbered the Swarms. Please target one if you are making an attack. But in general, it may be best to just move away from them.)

Savin takes his attack of opportunity, ripping the startled Troll off his feet. Then he follows up with a strike, just barely catching the Troll, but dealing a powerful blow. Then Savin calls a retreat. He steps, and is gone.

For Savin Only: Highlight to display spoiler: {Savin appears on a 10-foot wide catwalk skirted by a railing open to the floor of the temple below. The interior of the temple rises up into the lofty dome up above. S'bat is directly before him. The skeletal wererat looks badly injured.

The Temple is Dark. As Dark as the Circle out on the Sargrass Plains. (20% Miss Chance.) Down on the floor below, rows of pews stand before a golden altar, and on the altar lies a plain metal object like a two pronged fork. To the east, at the corner of the pews is a pale thing human form. It cannot help but see Savin, large as he is.

Suddenly, there is the heavy scent of brimstone. Two figures materialize, one on either side of the Monk. Both are large. The one on the west side of the catwalk is beefy and muscular, with spines running in a crest back from a blunt frog-like head. The one on the east side of the catwalk is a multi-colored four-legged bird.
}

Jaeden shakes off the poison and continues around the building. He could swear that the Troll had climbed the building but it is no longer there. He turns the corner, and there is the Troll, prone upon the ground. Instead of going around and out into the street, Jaeden stops just out of reach. (Jaeden, I'm sorry that I did not move you all the way to the place you designated. But you would have incurred an AoO from the Troll if you had. I have tried to place you as I think you would have wanted. You may execute one Standard Action left to you from this Round 03 in addition to the one allowed you in Round 04.)

Trace sits astride his horse without moving.

(I'm sorry about the position of the Troll and its unexpected relocation. But, it is Savin's right to use the Special Combat Attacks in any way he choses, even though they wreck holy havoc with the flow of things. I know you would not have walked into the Troll like this. But there's not a whole lot I can do.)

++++++++++++++++++++++++++++++++++++++++++

The goblin suddenly appears from out of the western building, flying to ten feet over the roof. It looks about for the one with the chain, the one who hit it. The chain wielder is not in sight. So instead, it lets out a Moan Frightful enough to chill the blood and instill panic in the bravest of hearts. (Jaeden, Peerimus, and Yorrick. Will save vs DC17 or be Panicked for 2d4 rounds. Don't forget the -10 from Mind Fog. Also, see the description of Panicked below)

The Troll shakes off the Frightful Moan of its own small companion. He rises from prone, then looks first from the armored warrior nearby to the priest across the street. He decides that the priest is finer prey and lopes casually across the street, tumbling the last ten feet to loom above Father Jasper. With a snap of its fingers, the spiked chain appears again.

Within the Main Door of the Temple, Peerimus' Summoned Bear faces off against a dark fully armored knight. The Greatsword in the knight's hand strikes three times hitting twice. (Hit Summoned Bear AC32, AC29, AC13. Damage 14+18=32) With the damage from the initial attack, the blows drop the bear and it returns to whence it came.

For Savin Only: Highlight to display spoiler: {"S'bat!" The thin man on the ground floor calls up a warning. Four Missiles of light streak from the man's fingertips and burn sparks off of Savin's flesh. (12hp damage)

"I know, Estivies." S'bat turns. Within the sockets of his skull a red light glows.
}

S'bat turns into the temple, and the group outside can hear his voice as well as Savin can.

"I knew you would be the one to enter and die. I have enlisted aide against you, and part of my payment is your soul." Then the wererat casts defensively. Dark energy glows about him as his wounds heal.

For Savin Only: Highlight to display spoiler: {The stench off the muscular creature is devastating. It takes all Savin has to hold in his breakfast. (Savin Fortitude Save vs DC24 or be Nauseated. Then the creatures attack from both sides.

(w/Flanking)
H Bite AC20
H Claw AC29, Damage 16hp (Miss Chance 88)
H Claw AC24
A Bite AC9
A Claw AC17
A Claw AC13
}

=== OOC ===

We are in Strict Combat Rounds Now!!!

Map Your Location
Map For Savin Only

1) Please List AC and Hit Points for you and your Animals
2) If you OR your Animals move, list your location by Grid Coordinates. Squares are 5-foot.
3) All checks are your responsibility. You know the situation. If you make none, I assume you take no special precautions.

Physical Parameters
===================
Houses are 20 feet high and made of rough wood planking. Roofs with shallow pitch.
Climb check 20

Small houses have a door and window on opposite sides. Usually the Doors are on the South side and the window is on the North. All doors are closed. All windows are shuttered. Both doors and shutters appear sturdy. (Same as a Good Wooden Door for the purposes of bashing. PHB page 166.)

Streets of Dirt. Tumble allowed for those who can.

Temple walls are stone. The walls rises to a height of 35 feet. The Dome atop the Temple rises another 35 feet above that.
Climb check 25

The Balcony is 25 feet off the ground.

If you have questions about physical details, please ask.

Data
====
Firn'gaer 65' off the ground
Goblin (RE) is 30' off the ground

Status
======
Jaeden is Mind Fogged Until Round 4
Father Jasper is Mind Fogged Until Round 10

Panicked
========
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Panicked is a more extreme state of fear than shaken or frightened.

Mind Fog
========
Creatures in the mind fog take a -10 competence penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).

Peerimus AC 26 HP 95-103 and Yorrick AC 25 HP 57-74  d20+16=31 d20-6=13
Thursday June 15th, 2006 8:13:41 AM

Peerimus looks up as the ghost re-appears and his mind quickly dismisses the the moaning, but the hairs across his back stand on end as he Yorrick lets out a plaintive whimper. The druid knows precisely what that means. Yorrick turns about into hime and starts to move past. Peerimus accompanies the panick stricken bear.

Both Peerimus and Yorrick move 200' south.

Spell list
Level 0:Create Water, Mending x2, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire x2, Entangle Longstrider, Obscuring Mist, *Produce Flame, Goodberry
Level 2:
***Barkskin x4, *Owls Wisdom
Level 3:
CMW x2, *Greater Magic Fang, *Protection from Energy, Poison
Level 4:
*Freedom of Movement, *Dispel Magic x2, *Scrying
Level 5:
Animal Growth, *Wall Thorns, Baleful Polymorph
Level 6:
*Mass Cat's Grace

Spells in Affect
Peerimus Barkskin 108.5 minutes +4 AC
Protection Fire 102.6 minutes
Owl's Wisdom 100 Rounds
Cat's Grace 109.1 +2 effective Dex
Produce Flame 8/min or 8 attacks
Freedom of Movement

Yorrick -4Str, -3Dex, -2 Con -10Will and Wisdom
Greater Magic Fang
Barkskin 108.2 minutes +4 AC
Protection Fire 102.6 minutes
Freedom of Movement
Cat's Grace 109.1 +4 effective Dex

Firn'gaer - AC 22, HP 77 
Thursday June 15th, 2006 3:08:28 PM

Firn'gaer casts Heighten Resilent Sphere at the ghost.

Resilent Sphere - Reflex DC 23; Force Effect

[Moves to AM94]

Active Spells
Detect Magic
See Invisibility
Extended Mage Armor - 22 hours
Mass Cats Grace (from Peerimus)
Extended Fly - 214 rounds

Lesser Extend Rod - 0/3 left

Day's Spells
0 - arcane mark, dancing lights(r), flare, ghost sound(r), mage hand, prestidigitation(r), read magic

1 - alarm, expeditous retreat, magic missile x2, ray of enfeeblement, shield

2 - extended mage armor*, invisibility*, knock, mirror image, resist energy, scorching ray

3 - dispel magic x2*, fly*, haste, lightning bolt, slow

4 - black tentacles, dimension door, mass enlarge person, polymorph

5 - empowered fireball*, telekinesis, wall of force

6 - heightened resilent sphere*, mage's lucubration

* - Spells cast
(r) - racial spells


Father Jasper - AC 25, HP 74  d20+17=36 4d8(6+5+7+4)+11=33
Thursday June 15th, 2006 3:17:10 PM

Jasper 5-ft steps to AP93 and then Cast Defensively using Summon Monster 4 to cast Cure Critical Wounds on himself.

Cure Critical - heals 33 hp

Active Spells
Extended Magic Vestment - 20 hours
Mass Cat's Grace
Mind Fog - 6 rounds

Lesser Extend Rod - 2/3 left

Spells
0 - Create Water, Detect Magic, Detect Poison, Light, Purify Food and Drink, Read Magic

1 - Bless, Detect Evil, Divine Favor, Sanctuary, Shield of Faith, Cure Light Wounds(d)

2 - Bull Strength, Hold Person, Resist Energy, Spiritual Weapon, Status, Cure Moderate Wounds(d)

3 - Blindness/Deafness, Magic Vestment*, Prayer, Searing Light, Cure Serious Wounds(d)

4 - Dimensional Anchor, Divine Power, Freedom of Movement, Summon Monster 4*, Holy Smite(d)

5 - Flame Strike, Greater Command*, Cure Light Wounds, Mass(d)

* - cast

Jaeden Ohm (AC 29 HP 89/106: Barkskin)  d20-6=-5 d12=8 2d4(1+3)=4
Thursday June 15th, 2006 5:27:00 PM

The ghost reappears and dread fills the warrior's heart as it never has before (save -5: crit fail). His birthright, the magnificant Ohm family greatsword falls to the ground, forgetten in panick.

Empty handed Jaeden bolts in a west, south-western direction and leaves the sight of the party.

notes
* critically failed panick save [needed a crit success to make it...]. Probably just made the record for lowest save roll ever...
* as per panick rules I rolled for random direction. The only method I could think off that would be random and cover all possibilities was to roll a d12 and use clock numbers to define the direction Jaeden would try to go. Rolled an 8, so please place Jaeden at 24 squars as far west, south-west as possible.

Trace (hp 74) (ac 26), Shadow (hp 44)(ac20) magic fang, +1 to att and dmg  d20+17=25 d8+6=13 d6=3 d20+12=21 d8+6=11 d6=5 d20+15=33
Thursday June 15th, 2006 6:24:04 PM

Trace rides his horse in a gallop at the Troll and attacks hitting (hit ac 25 with 19hp dmg )
if second attack is allowed after drawing sword and moving then hit (ac21 for 32hp dmg)
Trace calls shadow to his side and tells her "Guard Father Jasper from all attackers"

Rolled ride check (dc 33)

Sly (AC 28 78/85 hp) and Luke (Ac 24 56/65 hp)  d100=98 d20+6=24
Thursday June 15th, 2006 7:06:52 PM

Sly watches as savin disaperes, then on the bacony S'bat turns his back and seem to speak to somebody?? Sly is baffel??

Then his blood turns cold, Got to do something, I got to do something? But what? Cannot let Savin Die?

Sly yells at Jaeson and Peerimus, "I think that Savin is in the Temple because S'bat has just turn his back to us! There nothing S'bat would like is to turcher a holy man!

I'm not running I'm going into that temple!"

Luke tells Sly "Me too!"

Sly tells Luke "No Luke go with Trace and the others they need you now more than ever!"

To Magog Sle tell him, "Go arounr the corner! and help the others."

OOC Sly Will prepare the spider Climb. for the next round.

Percentage for spell 98%

Spot 24

Sly Spells

0- Detect Magic, Read Magic, Flar,

1- Magic Missels, Scocking Grasp, Feather Fall,

2- Flaming Spear, Levating, Spider Climb,

3- Lighting Bolts, Fire Ball, Fly.



Magog {CeiL} AC 22 HP 99/102  d20+21=41 d20+16=35 d8+16=19 d8+16=22 d8+16=19 d8+16=22
Thursday June 15th, 2006 7:20:30 PM

Magog Is swing the hammer around, first this way then that way killing a lot of bitting pest, "Magog Do What?"

Attach AC 41(natural 20 also critical) - Damages 19+22+19=60hp
Second swing AC 35 - Damages 22hp.

OOC: Hurah! Kristal!

Savin ac26 hps 65/115  d20+11=25 d20+12=31 d20+12=18 d20+12=25 d20+10=31 d20+6=11 3d6(5+1+4)+17=27 3d6(4+4+6)+17=31 d100=26 d100=75
Thursday June 15th, 2006 9:09:46 PM

Savin shrugs off the stench having been well prepared for it and worse by Jaeden's stinky feet at camp. (fort save 25)

He clicks his feet together activating his boots of speed (free action) and wades into the attack giving S'bat all of his focus. With a flurry of blow, his magically enhanced staff strikes hard and true. He hits the horrible thing that S'bat has become solidly twice and hopes it is enough to put it down again. Damage 31 and 27 for a total of 58

OOC (explaination of damage 3d6 staff damage enlarged with shilligah, +1 for shillegh, +6 for damage, +10 for powerattack, used 5 points but they get doubled for 2 handed weapon. Made both miss rolls with a 26 and a 75)

Savin grimaces in pain but he adds, "You might have expected me but not sure if your ready for me!"

location AM/AN 74/73

enlarge potion: 9/50
mass cats grace ?
boots of haste 2/10 deactive right now
shillelagh 8/10



Death and Death, the Squad from Koshe Marr - Round 05 (DM/Al)  d20+7=21 d20+17=27 2d6(1+5)+9=15 2d6(3+3)=6 d6=3 d20+17=29 2d6(5+4)+9=18 2d6(5+2)=7 d6=3 d20+17=22 2d6(2+6)+9=17 2d6(1+4)=5 d6=3 d20+17=25 d20+12=29 2d6(1+1)+9=11 2d6(3+1)+9=13 2d6(1+5)=6 2d6(2+3)=5 d6=3 d6=6 d20+10=30 d20+4=14 d20+9=14 d20+9=11 d20+5=9 d20+5=22 4d6(3+3+5+1)=12
Thursday June 15th, 2006 10:21:37 PM


"WE WILL FEAST UPON YOUR FLESH AND THEN TAKE THE REMAINS BACK TO KOSHE MARR IN TRIUMPH!!!" S'bat raises his bony arms to the dark dome of the Temple in exaltation. "My Lord Marteaus will then have ALL of the Artifacts of Chaos, and KOSHE MARR will spread across the Wold!!!"

Yorrick is affected by the Moan of the Goblin Ghost. He flees in Panic and Peerimus goes along to protect his friend. They wind up some 100 feet south of town headed toward a edge of a slope some 200 feet away. From this angle the slope itself is not visible, but it is likely that it leads down to the forest, the trees of which are visible from here.

Firn'gaer moves down the street and then sends a globe of shimmering force to enclose the Goblin Ghost. The Ghost jumps to avoid the sphere, but too late. It is trapped within the force sphere.

Under the gaze of the towering Troll, Father Jasper steps back and then casts a healing spell upon himself.

Like Yorrick, Jaeden succumbs to the Frightening Moan. He drops is sword and flees.

Trace guides his mount with his knees and comes charging around the corner. As soon as he does, though, he enters the range of the spiked chain. The Troll takes the Opportunity to Attack. (AoO vs Trace's Horse Hit AC27, Damage 21hp) The chain lashes out at Trace's horse. The chain hits, striking Vicious sparks of pain. Trace's horse is very near collapse, very near the road to death. Trace swings, but the Troll catches the blow on one of its bracers, deflecting the blow. (Even with +2 for flanking, you missed.) After having moved, Trace has no time for a second attack. Shadow races out of the Swarm of Locust, responding to Trace's call. The Swarms do not chase him. Protect Father Jasper! But, as soon as the cat rounds the corner, he too becomes a target for the Troll's chain. (AoO vs Shadow Hit AC29, Damage 25hp) The chain smashes down upon Shadow as he races to protect the Cleric. Shadow is very badly hurt. (Trace, you need to update your HP. Shadow took 6hp two rounds ago from the Swarm of Locust in addition to the damage this round.)

Sly sees S'bat turn and guesses that Savin is inside the temple. He casts a spell upon himself. And strange of strange things, he remains within the Swarm of Locust. Sly directs Luke to run back and help Trace and the others. Luke runs up the street. Luke rounds the corner and meets the chain as well. (AoO vs Luke Hit AC22, Damage 22hp) Luke tries to dodge the chain, but it just catches him, ripping skin and breaking bone. Luke is in better shape than Shadow. But that was a painful blow.

Magog also stays in the Swarm of Locust. He strikes about himself with his hammer until he realizes that he is doing no damage!!! The swarm is cannot be hurt by weapon's damage. He may just have to go somewhere and hit something else with more substance.

Surrounded by demons from the Abyssal Plains, Savin fights on. His blows rain down upon the skeletal form of S'bat, powerful blows. But most striking off armored protection. But when Savin pauses, sweat rolling into his eyes, the dark pits of the Wererat Lich's eyes remains before him. The darkness falls forward, coming for him. Then they pass, dropping down. The bones of the Lich S'bat strike the floor and break apart, inert and destroyed.

+++++++++++++++++++++++++++++++++++++++++++++++

For Savin Only (Highlight to display spoiler: {The two extra planar creatures pause. One has no way back. Neither will be paid. The decide to take it out on the human between them. The Bird attacks again. (Bite AC14, Claw x2, AC14, AC11) Savin easily avoids the attacks. The muscular creature on the other side, however, screams out a horrible Blaspheme. Savin feels the Wold spin and the strength leave his body. (Savin, you are Dazed. You can take no actions for 1 round, though you can defend yourself normally. You are also Weakened. Your Strength score decreases by 2d6 points for 2d4 rounds. There is no Save against this.

Down below, the pale thin man grins, revealing very sharp pointed incisors. He points at Savin and a Scorching Ray lances out. (Touch AC9, AC22, Damage 12hp) One Ray goes screaming by. But the other touches Savin's flesh brining searing pain. Then the man moves up under the catwalk and out of sight.
}

A female voice comes from out of nowhere.

"The new one, S'bat, he is gone. But we can still take the Artifacts back to Fidelia. Kill them. Kill them quickly."

(Listen vs DC10 to determine that the voice came from the southwest corner of the western building. Your best guess as to whether the author of the voice is still there or not.)

Surrounded by little creatures, the Troll decides to take them out one by one. (Hit Trace's horse AC25, Damage 17hp; Hit Shadow AC29, Damage 18hp) Trace's horse dies. (Trace, make a DC15 ride check or take 1d6 damage from a fall from your dead horse.) Shadow falls unconscious on the ground. (WARNING, SHADOW IS AT -5hp and falling toward death. He can avoid further AoO by making a Move Only out of the Threat Range of 20 feet.)

Within Firn'gaer's Resilient Sphere, the Goblin Ghost weaves a Dispelling Spell. The Sphere vanishes and the Ghost is free once again. It rises up 50 feet, nearing Firn'gaer's height.

Warning!!! If you do not tell me where on the grid to move your character, I have to guess at a location. You might not like my guess.

=== OOC ===

We are in Strict Combat Rounds Now!!!

Error On the Maps: Trace's Horse should not be there. It is dead.

Map Your Location
Map For Savin Only
Map Of Everyone's Position

1) Please List AC and Hit Points for you and your Animals
2) If you OR your Animals move, list your location by Grid Coordinates. Squares are 5-foot.
3) All checks are your responsibility. You know the situation. If you make none, I assume you take no special precautions.

Physical Parameters
===================
Houses are 20 feet high and made of rough wood planking. Roofs with shallow pitch.
Climb check 20

Small houses have a door and window on opposite sides. Usually the Doors are on the South side and the window is on the North. All doors are closed. All windows are shuttered. Both doors and shutters appear sturdy. (Same as a Good Wooden Door for the purposes of bashing. PHB page 166.)

Streets of Dirt. Tumble allowed for those who can.

Temple walls are stone. The walls rises to a height of 35 feet. The Dome atop the Temple rises another 35 feet above that.
Climb check 25

The Balcony is 25 feet off the ground.

If you have questions about physical details, please ask.

Data
====
Firn'gaer 65' off the ground
Goblin (RE) is 50' off the ground

Status
======
Father Jasper is Mind Fogged Until Round 10

Panicked
========
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Panicked is a more extreme state of fear than shaken or frightened.

Mind Fog
========
Creatures in the mind fog take a -10 competence penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).

Trace (hp 74) (ac 26), Shadow (hp 13)(ac20) magic fang, +1 to att and dmg (summoned eagle)  d20+17=32 d20+12=31 d8+6=7 d8+6=7 d6=3 d6=1
Thursday June 15th, 2006 11:11:56 PM

Trace screams in anger seeing Shadow hit hard, in turn takes two vicious swings at the troll

hit ac 32 for 10hp dmg second swing hit ac31 for 8hps dmg.

Trace's eyes begin to water with anger and screams again, heal Shadow she will protect you.

Shadow attack roll  d20=16
Thursday June 15th, 2006 11:25:46 PM

dont under stand shadows base attack will you add to the roll and explain sorry for this insert.

Sly (AC 28 78/85 hp) and Luke (Ac 24 24/65 hp) 
Friday June 16th, 2006 7:16:51 AM

Sly fells the spell starting to work, he must run to the wall of the temple. Once there he'll climb next to the window(or balcony!), hopeing that nothing is there to meet him, like the monster at the door.

Luke wimpers and lick his wounds, he then look around, but there no one to attack. He goes back and licks the wound trying to stop the bleeding.

OOC: There's nothing to roll for at this time.

Magog {CeiL} AC 22 HP 99/102 
Friday June 16th, 2006 7:22:41 AM

Now Magog is mad, he has to hit something, With Sly going for the wall of the temple.
He get's the Idea the Magog should go inside, So He heads for the door, Not even paying any attention to the flying pest.

Magog at 77/AT.

OOC: Nothing to roll for yet!

Peerimus AC 26 HP 95-103 and Yorrick AC 25 HP 57-74  2d4(4+1)=5
Friday June 16th, 2006 11:19:14 AM

Peerimus glances over his shoulder as they clear town and notes that not a single other member of the group seems to have taken up the issued retreat call. Not good

This attack was almost precisely what the group needed. They came in force against an unknown enemy and ellicited a first rate responce from that enemy. Peerimus keeps pace with Yorrick and mentally catalogs what they will know going into the second battle. Assuming, of course, that he is not the only survivor. If that is the case it will be an interesting if not potentially short life.

Peerimus refocuses his thoughts to thier opponents, A ghost with arcane casting skills that rival Firngaer, a Lich with Divine capabilities equal to Father Jasper, A troll with the fighting prowess of Savin, the dark warrior in the temple who could likely rival Jaeden and he still knew nothing of the silver haired woman. It did not look promising. Even were they human, they would be a hard team to dismantle, add the powers thier their respective races for lack of a better word brought to the battle and the Children of Chaos were outclassed. Top that with the inability for the group to act cohesively, no it did not bode well at all.

Yorrick continues to run, Peerimus beside him, they move another 200'.

Spell list
Level 0:Create Water, Mending x2, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire x2, Entangle Longstrider, Obscuring Mist, *Produce Flame, Goodberry
Level 2:
***Barkskin x4, *Owls Wisdom
Level 3:
CMW x2, *Greater Magic Fang, *Protection from Energy, Poison
Level 4:
*Freedom of Movement, *Dispel Magic x2, *Scrying
Level 5:
Animal Growth, *Wall Thorns, Baleful Polymorph
Level 6:
*Mass Cat's Grace

Spells in Affect
Peerimus Barkskin 108.4 minutes +4 AC
Protection Fire 102.5 minutes
Owl's Wisdom 99 Rounds
Cat's Grace 109.0 +2 effective Dex
Produce Flame 78 rounds or 8 attacks
Freedom of Movement

Yorrick -4Str, -3Dex, -2 Con -10Will and Wisdom
Panicked 4
Greater Magic Fang
Barkskin 108.1 minutes +4 AC
Protection Fire 102.5 minutes
Freedom of Movement
Cat's Grace 109.0 +4 effective Dex


Father Jasper - AC 25, HP 90  d20+17=32 d8+11=16
Friday June 16th, 2006 9:06:43 PM

Father Jasper, casting defensively, heals all allies near, within 30-ft for 16 hit points using Mass Cure Light Wounds.

Mass Cure Light Wounds - 16 hit points

[Moves to AO94]

Active Spells
Extended Magic Vestment - 20 hours
Mass Cat's Grace
Mind Fog - 5 rounds

Lesser Extend Rod - 2/3 left

Spells
0 - Create Water, Detect Magic, Detect Poison, Light, Purify Food and Drink, Read Magic

1 - Bless, Detect Evil, Divine Favor, Sanctuary, Shield of Faith, Cure Light Wounds(d)

2 - Bull Strength, Hold Person, Resist Energy, Spiritual Weapon, Status, Cure Moderate Wounds(d)

3 - Blindness/Deafness, Magic Vestment*, Prayer, Searing Light, Cure Serious Wounds(d)

4 - Dimensional Anchor, Divine Power, Freedom of Movement, Summon Monster 4*, Holy Smite(d)

5 - Flame Strike, Greater Command*, Cure Light Wounds, Mass(d)*

* - cast

Firn'gaer - AC 22 (21 vs touch), HP 77  5d4(1+4+3+3+2)+5=18
Friday June 16th, 2006 9:33:28 PM

Firn'gaer holds his ground against the ghost. He sends a Magic Missile at the appartition.

Magic Missile - 18 points

Active Spells
Detect Magic
See Invisibility
Extended Mage Armor - 22 hours
Mass Cats Grace (from Peerimus)
Extended Fly - 214 rounds

Lesser Extend Rod - 0/3 left

Day's Spells
0 - arcane mark, dancing lights(r), flare, ghost sound(r), mage hand, prestidigitation(r), read magic

1 - alarm, expeditous retreat, magic missile x2*, ray of enfeeblement, shield

2 - extended mage armor*, invisibility*, knock, mirror image, resist energy, scorching ray

3 - dispel magic x2*, fly*, haste, lightning bolt, slow

4 - black tentacles, dimension door, mass enlarge person, polymorph

5 - empowered fireball*, telekinesis, wall of force

6 - heightened resilent sphere*, mage's lucubration

* - Spells cast
(r) - racial spells


Savin ac 26 hps 53/115 
Saturday June 17th, 2006 12:30:49 AM

Savin is dazed and confused. He sees the big nasties trying to rip him to shreds and by instinct keeps moving and weaving but seems to be getting into his own way.

enlarge potion: 10/50
mass cats grace ?
boots of haste 3/10 deactive right now
shillelagh 9/10



Jaeden Ohm (AC 29 HP 89/106: Barkskin)(Panicked 2/4) 
Sunday June 18th, 2006 1:21:37 PM

Still irrationally and uncharacteristically panicked Jaeden continues in his headlong flight to the west north-west.

Dalek gets a mental wiff of the warriors fear and breaks into a sprint to reach the warrior.

notes
Second panicked round of four.

Continuing The Fight - Round 06 (DM/Al)  d20+31=45 d20+15=18 d20+14=23 d20+4=11 d20+9=29 d20+9=21 d20+9=21 d20+9=21 d20+9=14 d20+14=23 2d6(2+5)+4=11 d100=87
Sunday June 18th, 2006 8:57:11 PM

S'bat has fallen, but the rest of the rest of the Arch Foes fight on aided by the extra-planar help summoned just before S'bat's defeat.

Anger takes Trace Jacobs at the sight of his friend and companion, Shadow, laid bloody and still upon the ground. The anger fuels his blows. He hits twice, and flames lick along the wounds burning the Troll.

Shadow is unconscious at this point. (6hp taken from the Locust Swarm in Round 03, 25hp taken from the AoO when Shadow approached the Troll, and 18hp from a regular attack. That's 49hp. Shadow has 44hp, so Shadow is at -5hp and unconscious.)

Sly runs around the Swarms of Locust. They do not follow him. He arrives at the wall just outside the doorway and begins climbing toward the balcony. His hands and feet stick to the wall like a spider's. The Bladesinger makes it 10 feet up the wall. Climbing is slower than foot travel, even with the spell. Still, he should be able to make it to the balcony door with very little problem from here.

Luke is confused. He's standing right next to the very large Troll, but he doesn't seem to see it. He must be confused. Or something.

Magog leaves the Swarms of Locust as well. Again, they do not follow him. He approaches the front door of the Temple with caution.

Peerimus keeps pace with Yorrick as the sounds of combat fade behind them. He wonders at the continued fighting, considering whether the group will retreat or not. The pair approach the drop off. 50 feet wide and some 75 feet in drop, the edge of the plateau is a surface of loose rock skree. Some 60 feet to the east is a trail, up which Trace, upon his now dead horse may have climbed to reach the plateau. At the bottom of the hill is a wall of brush that leads into the forest for a undetermined number of feet. The brush should present little problem for Peerimus, but it is uncertain whether Yorrick would be able to bull his way through it without harm.

Defenders of the town could easily stand at the top of the ledge and rain devastation down upon enemies intent upon charging up. Descent of the loose rock face looks to be just as treacherous. (Peerimus and Yorrick, Balance check vs DC10 for every 10 vertical feet of descent. Miss one check and tumble the rest of the way down the hill taking 1d6 for every 10 feet.)

Father Jasper casts defensively. Luke, Trace and Shadow feel the healing power. Shadow recovers consciousness, but the Leopard is still prone upon the ground. (Standing up draws an Attack of Opportunity.) The Cleric of Alemi takes a 5-foot step.

Firn'gaer fires magic missiles at the Goblin/Ghost. They strike sparks from an invisible Shield, leaving the Goblin/Ghost unharmed. As a one time wizard, this seems a predictable defense.

For Savin Only (Highlight to display spoiler: {Trapped in a daze, Savin can do nothing but wait for the attack that he knows must come. (Savin, you need to roll the STR drain too. That's 2d6 points for 2d4 rounds.)}

In panicked flight, Jaeden breaks from out of the cluster of houses and into view. Dalek spots his fleeing master and heads in pursuit. Dalek easily catches up with Jaeden, trotting along side.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

The Goblin/Ghost answers Firn'gaer's spell with one of its own. It casts, and then stabs a finger in Firn'gaer's direction. (Firn'gaer, Fortitude Save vs DC18 or become Blind.) Then the Goblin/Ghost rises up another 20 feet. It now rides 5 feet above Firn'gaer's height.

A wince rolls across the Troll's face and curls into a snarl as the flames from Trace's sword lick across his wounds. "Hello Little Elf," he says in a voice deep as a well. "We killed so many of your kind when we arrived. We stored their bodies in the building across the street. But their flesh has become rotten and bitter. I'm so glad that you've come. So nice to Eat you. But lets take away your toys first."

The tip of the chain whips out and wraps around Trace's blade. With a jerk the Longsword rips from Trace's grip. (Disarm Trace 45 vs a Take 10 DC of 26. Trace is Unarmed.) Then, the Troll attempts to Tumble to the other side of Trace, but misses his step and remains where he is.

A dagger flashes from the shadows next to Father Jasper, and behind the blade is the dark-skinned woman. (Appear in Square AO95 and Hit Father Jasper AC23). The blade glances off the Cleric's armor, and the woman vanishes again, tumbling backwards and disappearing into the shadows.

For Luke Only (Highlight to display spoiler: {Your nose twitches and you scent the woman shadowdancer directly behind you. (Square AO95. You may attack her at a 50% Miss Chance.)}

For Savin Only (Highlight to display spoiler: {The extra planar creatures attack. The Bird creature lands a claw, ripping across Savin's bowels. Fortunately, the slash is not quite right, and Savin avoids a disemboweling stroke. (A Bite AC11, Claw AC29 (Crit AC21, NoCrit), AC21, Miss Chance 87. Damage 11hp; H Bite AC23, Claw AC21, AC14) The pale thin man appears at the edge of the catwalk, crawling over the railing like a spider. He grins once again, showing his pointed incisors.}

Firn'gaer is occupied above. The Troll, just below appears unconcerned with the foes that he faces. Especially now that it is clear that the Drow Shadowdancer is somewhere near. Inside the temple, Savin appears to be unmoving. Is he overcome as well? Sly and Magog approach the Temple with extreme caution. While Jaeden, Dalek, Peerimus, and Yorrick flee, half of their number overcome by panic.

=== OOC ===

Condition Summary For The Group

We are in Strict Combat Rounds Now!!!

Map Your Location
Map For Savin Only
SOUTH of Town

1) Please List AC and Hit Points for you and your Animals
2) If you OR your Animals move, list your location by Grid Coordinates. Squares are 5-foot.
3) All checks are your responsibility. You know the situation. If you make none, I assume you take no special precautions.

Physical Parameters
===================
Houses are 20 feet high and made of rough wood planking. Roofs with shallow pitch.
Climb check 20

Small houses have a door and window on opposite sides. Usually the Doors are on the South side and the window is on the North. All doors are closed. All windows are shuttered. Both doors and shutters appear sturdy. (Same as a Good Wooden Door for the purposes of bashing. PHB page 166.)

Streets of Dirt. Tumble allowed for those who can.

Temple walls are stone. The walls rises to a height of 35 feet. The Dome atop the Temple rises another 35 feet above that.
Climb check 25

The Balcony is 25 feet off the ground.

If you have questions about physical details, please ask.

Data
====
Firn'gaer 65' off the ground
Goblin (RE) is 70' off the ground
Sly is 10' off the ground climbing to the balcony

Status
======
Father Jasper is Mind Fogged Until Round 10

Panicked
========
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Panicked is a more extreme state of fear than shaken or frightened.

Mind Fog
========
Creatures in the mind fog take a -10 competence penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).

Firn'gaer - AC 22 (21 vs touch), HP 77  d20+11=31 d100=9 d20+10=20 d100=14 d20+10=24 d100=24 d20+10=27 4d6(5+1+4+5)=15 4d6(3+4+2+5)=14 4d6(4+1+2+5)=12 d20+6=10 d20+8=25 d20+23=27
Monday June 19th, 2006 8:57:38 AM

[Save DC31]

Firn'gaer resist the spell of the goblin ghost and sends one of his own back. Three rays of flame jump from his outstretch hand and streak towards the undead.

Scorching Ray
Ray 1: Percent 9%; Touch AC 20, Damage 15
Ray 2: Percent 14%; Touch AC 24, Damage 14
Ray 3: Percent 24%; Touch AC 27, Damage 12

[Spot DC 10, Listen DC25, Spellcraft DC27]

Active Spells
Detect Magic
See Invisibility
Extended Mage Armor - 22 hours
Mass Cats Grace (from Peerimus)
Extended Fly - 213 rounds

Lesser Extend Rod - 0/3 left

Day's Spells
0 - arcane mark, dancing lights(r), flare, ghost sound(r), mage hand, prestidigitation(r), read magic

1 - alarm, expeditous retreat, magic missile x2*, ray of enfeeblement, shield

2 - extended mage armor*, invisibility*, knock, mirror image, resist energy, scorching ray*

3 - dispel magic x2*, fly*, haste, lightning bolt, slow

4 - black tentacles, dimension door, mass enlarge person, polymorph

5 - empowered fireball*, telekinesis, wall of force

6 - heightened resilent sphere*, mage's lucubration

* - Spells cast
(r) - racial spells

[ Firn'gaer, there is a 50% Miss chance on each of those Touch Attacks. Please feel free to roll them yourself. If you do not by this evening, I will roll them for you. --Al ]

[I did already. That's the Percent number.]

Father Jasper - AC25 (Flat-footed AC20, Touch AC15), HP 90  d20+17=24 d20+12=32 d8+3=8 d20+7=21 d20+7=22
Monday June 19th, 2006 9:10:31 AM

[Cast Defensively DC24]

The drow's attack turns the cleric's attention from the troll for a momemt, but she is gone. Father Jasper sees Firn'gaer doing battle with the goblin ghost. He decides to take a moment to give assistance to the wizard. He brings a staff of force into being next to the ghost. The staff swings and connects with the semi-ethereal opponent.

Spiritual Weapon - AC 32, Damage 8

[Spot DC21, Listen DC22]

Active Spells
Damage Reduction 2/-
Extended Magic Vestment - 20 hours
Mass Cat's Grace
Mind Fog - 4 rounds
Spiritual Weapon (Atk +12, 1d8+3) - 10 rounds

Lesser Extend Rod - 2/3 left

Spells
0 - Create Water, Detect Magic, Detect Poison, Light, Purify Food and Drink, Read Magic

1 - Bless, Detect Evil, Divine Favor, Sanctuary, Shield of Faith, Cure Light Wounds(d)

2 - Bull Strength, Hold Person, Resist Energy, Spiritual Weapon*, Status, Cure Moderate Wounds(d)

3 - Blindness/Deafness, Magic Vestment*, Prayer, Searing Light, Cure Serious Wounds(d)

4 - Dimensional Anchor, Divine Power, Freedom of Movement, Summon Monster 4*, Holy Smite(d)

5 - Flame Strike*, Greater Command*, Cure Light Wounds, Mass(d)*

* - cast

Peerimus AC 27 HP 106-114 and Yorrick AC 25 HP 57-74  d20+13=21
Monday June 19th, 2006 10:17:49 AM

Yorrick veers to the right and runs parrallel to the drop off, Peerimus starts to keep pace, but with another glance back to the town he pulls up and lets Yorrick continue alone. [Spot 21]

Some of the spells of protection are dismissed. Jeaden and Dalek appear and the sight of the weaponless fighter puts a frown upon the bear. The gouts of fire above the town mark Firngaer and that counts at least him still being alive. It is now quite obvious the others plan to go down fighting rather than admit a temporary defeat. The cost of pride he thinks.

Peerimus shifts to the form of a Megaraptor and pounds northward back towards town. [Speed 60]

Spell list
Level 0:Create Water, Mending x2, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire x2, Entangle Longstrider, Obscuring Mist, *Produce Flame, Goodberry
Level 2:
***Barkskin x4, *Owls Wisdom
Level 3:
CMW x2, *Greater Magic Fang, *Protection from Energy, Poison
Level 4:
*Freedom of Movement, *Dispel Magic x2, *Scrying
Level 5:
Animal Growth, *Wall Thorns, Baleful Polymorph
Level 6:
*Mass Cat's Grace

Spells in Affect
Peerimus Barkskin 108.3 minutes +4 AC
Protection Fire 102.4 minutes
Owl's Wisdom 98 Rounds
Cat's Grace 108.9 +2 effective Dex
Produce Flame 77 rounds or 8 attacks
Freedom of Movement

Yorrick -4Str, -3Dex, -2 Con -10Will and Wisdom
Panicked 3
Greater Magic Fang
Barkskin 108.0 minutes +4 AC
Cat's Grace 108.9 +4 effective Dex

Savin 42/115 ac 26  2d6(1+2)=3 2d4(2+4)=6 d20+10=27 d20+4=21 3d6(4+5+3)+11=23 3d6(5+5+1)+11=22 d100=27 d100=92 d20+17=37 d20+17=27
Monday June 19th, 2006 2:23:07 PM

Savin comes out of his daze weakened and groggy. (ooc lost 3 strength for 6 rounds. Am assuming one was used up while dazed)

Savin decides to take his normal attack on the creature that screamed at him wanting to cause him some pain back. He powerattacks with a -3 for power attack swinging his normal two times but refrains from a flurry of blows this time. He hits ac 27 and 21. If both hit, he does 23 and 22 points of damage. (miss rolls of 27 and 92)

Savin will then tumble away back outside the temple 10' and slip around the corner to ar-aq/75-76, (rolled tumble checks of 37 and 27 to avoid AOO)

Finally Savin will switch his staff for his spikechain, ready to take any AOO on creatures chasing him.

ooc Al it is more important for me to slip away then get the second swing. I think I can still do both but if I can't then I will only swing once.

He will see Matog and say, "We might be getting some ugly visitors soon. Get ready!"

enlarge potion: 11/50
mass cats grace ?
boots of haste 4/10 active right now
shillelagh 10/10 last round
strength lose 3 points for 2/6 rounds

Trace (hp 74) (ac 26), Shadow (hp 11)(ac20) magic fang, +1 to att and dmg  d20+16=23 d8+6=13 d20+11=23 d8+6=11 d20+1=3
Monday June 19th, 2006 4:23:51 PM

(ooc ignore second 20 and 8 rolls, forgot that you said only one swing when I draw a new weapon)

Trace screams a war cry at the words of the Troll and the frustration that is left as his sword is ripped from his hand. Without so much as a second thought he instinctivly draws his silvered sword and slashes out at the troll.

"Your nothing but dwarven waste in my eyes troll! I'll slice you down to my size and then run you through. If you win, youll still loose cause I will kill you inside your gullet."

(intimidate check ....lol 3 probally only encouraged the troll to keep on)

Sly (AC 28 78/85 hp) and Luke (Ac 24 24/65 hp)  d100=40 d20+6=11
Monday June 19th, 2006 8:17:44 PM

Sly Climbs up as far as his strenth will alow him, pushing wit his feet and pulling himself up those brick and motar. He will have the dagger of return in his teeth.
(noW if he make it to the balcony, Will he see the body of S'bat? on the floor? will he see Savin? Hurt as he is? What else will he see?)

Luke turns and faces west(95/AO)GROWLS "GRRRR! Snap! Grrr! Me Smell Old Lady? Grrr! Snap! Grrr! Me not see you, But me smell You! Grrr!

Luke chances foe an attack 40% Attack AC 11,

Sly Spells

0- Detact Magic, Read Magic,Flare, Ray of frost.

1- Magic Missels, Schocking Grasp, Feather Fall,

2- Flaming Spear, Levating,

3- Lighting Bolts, Fire Ball, Fly.

Jaeden Ohm (AC 29 HP 106/106: Barkskin)(3rd round 4:Panick) 
Monday June 19th, 2006 8:22:22 PM

Still Jaeden runs in panick. He notices Dalek along his side and makes a grab for the reigns. Dalek however will have none of it. He can tell that something is not right with his Human and refuses to be mounted. He keeps pace with the warrior but does not allow him to mount.

Panicked further by the horses betrayal Jaeden continues his flight to the west south-west.

notes
panicked 3rd of 4

Magog {CeiL} AC 22 HP 99/102 
Monday June 19th, 2006 8:22:24 PM

Mogag walk along at his own pace still heading for the Door of the temple. Swinging his beloved Warhammer, as if dispencing at unseen ghost. (He is now at 24/AP)

An Eye for an Eye. A Cleric for a Ghost. - Round 07 (DM/Al)  d20+14=34 d20+17=35 d20+17=35 d20+17=29 d20+12=31 2d6(1+2)+9=12 2d6(6+4)+9=19 2d6(1+2)=3 2d6(1+4)=5 d6=3 d6=6 d20+14=29 d4+2=5 4d6(4+5+3+6)=18 d20+9=25 2d6(5+6)+4=15
Monday June 19th, 2006 9:36:12 PM

Firn'gaer shakes off the Blindness spell and turns fiery rays upon the Goblin/Ghost. An ethereal scream cuts the air as the second ray strikes and the spectre vanishes in a flash of flame.

Father Jasper casts defensively again, and a Spiritual Staff appears in near the last known position of the Goblin/Ghost and sweeps through empty air. The Goblin/Ghost is gone.

Peerimus looks back to find that none join him in retreat. He changes into the form of one of their recent foes, the Rapke of the Sargrass Plains. On strong reptilian feet, he races back toward the battle, leaving Yorrick to continue his panicked run to the West. (Yorrick is now off the map.)

Savin takes a single swing at the muscular demon to the west. The quarterstaff strikes true, but the blow does less damage that Savin had anticipated, as the demon resists the blow. Then Savin tumbles out the door and onto the balcony. He leaps over the side and slows his fall for 25 feet. He takes a few steps to the corner and quickly switches to the long spiked chain. (Savin, after the 25 foot drop you only had enough movement to get to AP77/AQ78.)

His flaming sword on the ground, Trace draws a backup weapon. Trace blusters in an attempt to intimidate the Troll. The Troll replies with a chuckle like the rumbling earth. (Opposed for Intimidate 34.) Trace strikes with his shortsword, but it too is rebuffed. It cuts the Troll's clothing without making a mark upon its rubbery hide. Shadow does nothing, conscious, but still Prone upon the ground.

Sly continues his climb up, only to see Savin on his way down. He draws his dagger and places it between his teeth, then he steps onto the balcony next to S'bat's body. Inside the doorway to the balcony is dark. He can hear the sound of heavy footfalls.

Luke scents the female drow directly behind him. He turns to snap at her, but his teeth meet nothing but empty air.

Jaeden continues his panicked flight. Dalek keeps a pace with him, but will not allow his master to mount.

Magog ignores Savin's warning and continues on a slow pace toward the front door. (Magog, there is no AP24. I placed you at AP76.)

++++++++++++++++++++++++++++++++++++++++++++++

"Renbo!" Heedless of the foes about him, the troll looks skyward as the Goblin/Ghost disappears in a burst of fire. His eyes narrow and it is now clear that things have become serious. "I will deal with you later, Elf," he growls. "First the cleric." The spiked chain snakes out to catch Father Jasper's feet. (Touch AC35, Trip 35 vs DC9.) The chain wraps, and the Troll hauls the cleric to the ground. He follows with two smashing blows. (Chain Hit Father Jasper AC29, AC31, Damage 12+19+3+5=39hp) The chain whales down upon the prone cleric, throwing a spray of blood up into the air. "Kill him Sinesia. Take his life. Take one of theirs."

Again the woman appear as she strikes down at Father Jasper with her dagger. (Appearing in Square AO95, Hit Father Jasper AC29, Damage 5+18Sneak=23hp. Father Jasper, roll Fortitude vs DC20 or be Held for 1d4+1 rounds per the Hold Monster Spell.) The drow woman snarls as the blade finds a vulnerable spot. She twists, opening the wound. Then Father Jasper feels the fast acting nerve poison. The woman jumps back once again, tumbling into the shadows. (Father Jasper is also Prone.)

For Luke and Shadow only (Highlight to display spoiler: {You an both smell the woman. She is near. But this time, you cannot tell exactly where. Noting the direction of the scent is a move action. Then, if you move within 5 feet of the scent's source, you can pinpoint that woman.})

Suddenly, a large multi-colored bird with four long, clawed legs steps from the door of the balcony. It raises it's black beak to the sky, and gives a shriek. Then it attacks Sly Foxx. (A Claw Sly Foxx AC25, Damage 15hp.) The claw strikes out and rakes Sly. (Sly, I have you at AC25. Please explain to me how you got to AC28 or you must take the damage.)

Inside the dark temple is silence. That can be very good. But in this case ...

=== OOC ===

We are in Strict Combat Rounds Now!!!

Map Your Location
SOUTH of Town

1) Please List AC and Hit Points for you and your Animals
2) If you OR your Animals move, list your location by Grid Coordinates. Squares are 5-foot.
3) All checks are your responsibility. You know the situation. If you make none, I assume you take no special precautions.

Physical Parameters
===================
Houses are 20 feet high and made of rough wood planking. Roofs with shallow pitch.
Climb check 20

Small houses have a door and window on opposite sides. Usually the Doors are on the South side and the window is on the North. All doors are closed. All windows are shuttered. Both doors and shutters appear sturdy. (Same as a Good Wooden Door for the purposes of bashing. PHB page 166.)

Streets of Dirt. Tumble allowed for those who can.

Temple walls are stone. The walls rises to a height of 35 feet. The Dome atop the Temple rises another 35 feet above that.
Climb check 25

The Balcony is 25 feet off the ground.

If you have questions about physical details, please ask.

Data
====
Firn'gaer 65' off the ground
Sly is 25' off the ground on the balcony

Jaeden Ohm (AC 29 HP 89/106: Barkskin)(Panicked 4/4) 
Monday June 19th, 2006 10:24:19 PM

Still under the now redead ghost's effect Jaeden continues his panicked run. Dalek, keeps pace with the human, sending tendrils of calm into the fearful warriors mind.

Trace (hp 74) (ac 26), Shadow (hp 11)(ac20) magic fang, +1 to att and dmg  d20+11=18 d20+17=32 d8+6=13 d6=4 d20+9=15 d20+5=24 d20+1=3
Monday June 19th, 2006 11:17:44 PM

Trace takes advantage of the Trolls movement and graps his sword off the ground while he attacks Father Jasper. As he grabs the sword Trace watches in horrer as the Troll and the old woman decend on Father Jasper. Not to loose the direction Trace ask Shadow and Luke to track the old woman and pinpoint.

After Trace bends down to pick up his sword, if the old woman is in striking distance then he attacks her and if not the Troll is the target again. Trace hits a/c 32 for 17 hps damage.

spot check 15 and listen 25 intimidate 3 again

Traces war crys are now starting to sound like a child screaming for help with no affect on the Troll.
Trace screams out for help as he braces for another attack now standing with his silver short sword and his longsword with flames dancing and twirling off the edge of the blade.

(shadow has the trick learne of track, I would think this command would pinpoint the old woman and the +11 for the 20 roll is a handel animale for Traces old friend Luke. since Trace has two attacks per round I figure that he can pick up the sword while the troll attacks father jasper and then still get one of his attacks.)

Father Jasper - AC25 (Flat-footed AC20, Touch AC15), HP 51  d20+10=24 d20+17=36 3d8(4+2+6)+11=23 d20+12=31 d8+3=10
Tuesday June 20th, 2006 7:43:17 AM

[I assumed if I read correctly Jasper was hit three times. His armor gives him DR 2/-, which I subtracted from the damage for each hit.]

[Fort Save DC24]

If he is able he will direct the spirital weapon against the drow woman, otherwise it will attack the troll.

Father Jasper is again the target of the enemies furry. He first deals with his wounds. Watching the troll and the women he tries to avoid being the recipient of eithers weapons while he heals himself.

Casting Defensively DC36
Casts Cure Serious Wounds - heals 23 points

Spiritual Weapon - AC 31, damage 10

Active Spells
Damage Reduction 2/-
Extended Magic Vestment - 20 hours
Mass Cat's Grace
Mind Fog - 3 rounds
Spiritual Weapon (Atk +12, 1d8+3) - 9 rounds

Lesser Extend Rod - 2/3 left

Spells
0 - Create Water, Detect Magic, Detect Poison, Light, Purify Food and Drink, Read Magic

1 - Bless, Detect Evil, Divine Favor, Sanctuary, Shield of Faith, Cure Light Wounds(d)

2 - Bull Strength, Hold Person, Resist Energy, Spiritual Weapon*, Status, Cure Moderate Wounds(d)

3 - Blindness/Deafness, Magic Vestment*, Prayer, Searing Light, Cure Serious Wounds(d)*

4 - Dimensional Anchor, Divine Power, Freedom of Movement, Summon Monster 4*, Holy Smite(d)

5 - Flame Strike*, Greater Command*, Cure Light Wounds, Mass(d)*

* - cast

Firn'gaer - AC 22, HP 77  d20+12=27 d6+5=9 d20+6=8 d20+8=19
Tuesday June 20th, 2006 7:56:57 AM

Floating above, Firn'gaer turns his attention to the two battling his companions. The woman will have a special place, but not yet. First Firn'gaer sends a black ray of energy down at the troll.

Cast Ray of Enfeeblement - Touch AC 27, Temporary -9 to Strength Score

[Spot DC8, Listen DC 19]

Active Spells
Detect Magic
See Invisibility
Extended Mage Armor - 22 hours
Mass Cats Grace (from Peerimus)
Extended Fly - 212 rounds
Ray of Enfeeblement - 110 rounds

Lesser Extend Rod - 0/3 left

Day's Spells
0 - arcane mark, dancing lights(r), flare, ghost sound(r), mage hand, prestidigitation(r), read magic

1 - alarm, expeditous retreat, magic missile x2*, ray of enfeeblement*, shield

2 - extended mage armor*, invisibility*, knock, mirror image, resist energy, scorching ray*

3 - dispel magic x2*, fly*, haste, lightning bolt, slow

4 - black tentacles, dimension door, mass enlarge person, polymorph

5 - empowered fireball*, telekinesis, wall of force

6 - heightened resilent sphere*, mage's lucubration

* - Spells cast
(r) - racial spells

Peerimus AC 27 HP 106-114 and Yorrick AC 25 HP 57-74  d20+13=30
Tuesday June 20th, 2006 9:39:13 AM

Yorrick continues to flee even as Peerimus leaves him.

Peerimus runs northward trying to take in as much as he can. The Ghost seems to be gone and Firngear is targetting another. [Spot 30 move 280']

Spells in Affect
Peerimus Barkskin 108.2 minutes +4 AC
Protection Fire 102.3 minutes
Owl's Wisdom 97 Rounds
Cat's Grace 108.8 +2 effective Dex
Produce Flame 76 rounds or 8 attacks
Freedom of Movement

Yorrick -4Str, -3Dex, -2 Con -10Will and Wisdom
Panicked 2
Greater Magic Fang
Barkskin 107.9 minutes +4 AC
Cat's Grace 108.8 +4 effective Dex

Al -Sly has a +4 natural Armor Barskin and +4 Dex enhancement. That may account for the AC discrepency

DM Al to Peerimus and Sly 
Tuesday June 20th, 2006 9:55:31 AM

This is what I show for Sly's AC.

(+3 DEX, +7 [Mithril Shirt +3], +3 [Small Mithral Shield +2], +1 [Amulet of Natural Armor +1], +1 [Ring of Protection +1])

Sly already has +4 Gloves of Dex. So no Mass Cat's Grace would have no affect. I had forgotten about the Barkskin, but I just took a look and found the place at which you cast it.

That makes AC28. Very good, Sly. Well done. Perfectly done. You avoid the damage. ^_^

Sly (AC 28 85/85 hp) and Luke (Ac 21 50/65 hp)  d20+5=24 d20+5=23 d20+5=10 d20+5=16 d20+5=18
Tuesday June 20th, 2006 6:16:24 PM

Sly has one foot over the railling, when Savin pass him, jump down to the street below, "Hey! Savin! I came all the way up here to help you! Are you done here!" Sly will push himself off and drift down to the ground. landing right in frount of Magog.

Luke move to 95/AO, will track the squares 94/AN, 95/AN, 96/AN and 96/AO. He'll try to pick up the scent of that witch.

Sly Jump over railing DC 24

Luke The four space around him DC 23, DC 10, DC 16 and DC 18.

Sly's Spells

0- Detect Magic, Read Magic, Flar, Ray of Frost.

1- Magic Missels, Scockin Grasp, Feather Fall.

2- Flaming Spear, Levating,

3- Lighting Bolts, Fire Ball, Fly.

OOC: Thank You One and all!

Magog{Ceil} 
Tuesday June 20th, 2006 6:23:21 PM

Magog is about to go up the steps and enter the Temple, When Savin drops from above?? Magog watches Savin running really fast, when Sly drifts down beside him??.

Magog has now forgotten what he was doing, so he might as well follow Sly. So Magog start singing again (Softly at first)

Savin 66/115 ac 26 
Tuesday June 20th, 2006 6:42:07 PM

Savin will use his wholeness of body feat and cure himself 24 hps. He will look at Sly and smile, "Sorry about the confusion. I just wanted to kill S'bat again. I killed him or at least knocked him into dust. I think he was a lich. Be careful. Their is somekind of mage in there still with two demons. I am going to try and help out the others. Why don't you guys follow along after me."

Savin will then dart away moving his base 100' with his boots of speed. He will skirt the swarms and go around the far building on the right (looking at the map but to Savin's left) and arrive at spot AX-AY/90-91

enlarge potion: 12/50
mass cats grace ?
boots of haste 5/10 active right now
strength lose 3 points for 3/6 rounds

Concentration of Forces - Round 08 (DM/Al)  d20+17=22 d20+17=18 d100=15 d20+8=24 2d6(3+5)=8 2d6(4+6)=10 d6=2 d20+8=27 d20+3=12 2d6(4+2)=6 2d6(2+1)=3 d6=6 d20+14=22 d4+2=6 4d6(3+6+2+1)=12 d20+19=29 d20+14=18 d20+9=27 2d6(3+6)+7=16 d20+21=30 d6=3
Tuesday June 20th, 2006 9:55:17 PM

Jaeden continues his flight. As the steps pound on, he feels the panic lessen, dissipate, and leave.

Trace reaches for the longsword upon the ground. The Troll takes the opportunity to lash him with the Chain. (AoO Hit Trace AC22) This time, however, the heavy links glance from Trace's armor leaving him unharmed. The ranger fails to see or hear the dark woman stalking somewhere nearby. Maybe it's because he's screaming like a woman. ^_^

Shadow and Luke both scent the woman. It takes them a moment to determine the direction, but then they move. Shadow moves to pinpoint the location of the woman, and as he moves, the Troll takes the opportunity to strike at the cat. (AoO Hit Shadow AC18) The chain misses again, this time thudding into the dirt. Shadow moves around over Father Jasper to point at a space that appears unoccupied. But Shadow knows something is there. (Square AN94) (Scent: Move Equivalent Action to determine the direction. Then a Move to approach to within 5 feet. Doesn't for Shadow, this doesn't leave any more Actions to Attack.)

Father Jasper wards off the poison. He catches Trace's request to Shadow, and the Black Leopard's interest in the space right next to him is unmistakable. The Cleric of Alemi directs his Spiritual Weapon toward the spot. (50 or Less is a Miss: 15 = Miss) The Spiritual Weapon sweeps through empty air. Still lying upon the ground, Father Jasper heals himself.

A dark black ray shoots from Firn'gaer's hand and strikes the Troll. Firn'gaer fails to detect the dark woman with either eyes or ears.

While Yorrick continues to run, Peerimus comes bounding back toward the town. His powerful hind legs driving him over the ground and up the main street. He fails to hear the dark woman. But he can smell her. The same scent he detected when he was a horse. She is here, within 30 feet.

Sly does not attack. Instead, he pushes away from the balcony and drifts to the ground like a feather.

Luke does not detect the woman anywhere around him. But he knows her direction. He has to go around the Cat to get to her. He finds her! (Square AN94) But he is so intent upon the woman, that he forgets the Troll. The troll takes the Opportunity to attack Luke with the spiked chain. (AoO Hit Luke AC24, Damage 18hp) Even in the Troll's weakened state, the lesson is painful. Luke loses a lot of hide. (Luke, you don't need to roll for Scent. It's not like Track. It is automatic. It is a Move Equivalent action to detect the direction of the scent if it is within 30 feet. Then, if you move in that direction, you can pinpoint the square if you get within 5 feet.)

Magog does nothing except begin to sing.

Savin heals his body, mind over matter, then he rushes around the Swarms of Locust, coming around the far building. (Savin, I count 100 feet putting you at BB87/BC88. Remember, every other diagonal should count twice.)

++++++++++++++++++++++++++++++++++++++

The Troll roars up at Firn'gaer above. He lashes out again at Father Jasper lying prone upon the ground. (Hit AC27, AC12, Damage 9hp) Without the Troll's strength to back up the strikes the blows are less damaging. The Troll itself, is by now wounded, bleeding and charred in several places. But, as Trace and Father Jasper look on, its wounds heal themselves.

Now surrounded by animals, the dark woman stabs downward at Father Jasper again. (Hit AC22, Damage 18hp. Fortitude vs DC20 or be Held for 1d4+1 rounds per the Hold Monster Spell.) The poisoned dagger enters the Cleric's flesh again and then rips the wound, drawing pain and blood. The woman dives over the cleric's body and disappears. For Luke and Shadow: (Highlight to display spoiler: {You smell her somewhere. You may expend a Move Equivalent action to determine the direction.}) For Peerimus: (Highlight to display spoiler: {You can no longer smell her.})

Suddenly, a Knight dressed in black plate mail steps from the dark doorway of the temple. His helm is shaped in the form of a winged reptile. An Aura of despair washes over Sly Foxx. (Sly -2 to all Saving Throws when you are within 10 feet of this man.) "In the name of Mistress Fidelia, you will die." The Black Knight raises a two handed Greatsword. (Hit Sly AC19, AC18, AC27, Damage 16hp.) The Knight's black blade cuts into Sly with his first chop, then he rains blows down upon the Bladesinger's Mithril armor.

From deeper inside the doorway Sly can hear some chanting. Suddenly Sly feels himself Slowing down. (Sly, Will Save vs DC20 or be Slowed. Don't forget to take -2 for the Aura of Despair from the Black Knight. A slowed creature can take only a single move action or standard action each turn.)

Without a target upon which to vent its fury, the large four legged bird squawks in anger. Then it jumps. It falters only slightly when it hits the ground. Then weaving around Sly, Magog and the Swarms of Locust, it takes off after Savin.

A cloud of gas also wells from out of the Temple door. Then the gaseous cloud changes into the large muscular frog-headed demon. It regards Sly Foxx with cold demon eyes, and then dismisses him, looking instead out toward the rest of the melee, searching for someone. It watches the Bird as it runs in pursuit around the Swarm of Locust.

=== OOC ===

We are in Strict Combat Rounds Now!!!

Map Your Location
SOUTH of Town

1) Please List AC and Hit Points for you and your Animals
2) If you OR your Animals move, list your location by Grid Coordinates. Squares are 5-foot.
3) All checks are your responsibility. You know the situation. If you make none, I assume you take no special precautions.

Physical Parameters
===================
Houses are 20 feet high and made of rough wood planking. Roofs with shallow pitch.
Climb check 20

Small houses have a door and window on opposite sides. Usually the Doors are on the South side and the window is on the North. All doors are closed. All windows are shuttered. Both doors and shutters appear sturdy. (Same as a Good Wooden Door for the purposes of bashing. PHB page 166.)

Streets of Dirt. Tumble allowed for those who can.

Temple walls are stone. The walls rises to a height of 35 feet. The Dome atop the Temple rises another 35 feet above that.
Climb check 25

The Balcony is 25 feet off the ground.

If you have questions about physical details, please ask.

Data
====
Firn'gaer 65' off the ground

Jaeden Ohm (AC 29 HP 89/106: Barkskin)  d20+16=30
Tuesday June 20th, 2006 11:05:20 PM

"It's ok Dalek, I'm back..." Just as he says it Jaeden realizes that the horse already knows. They are after all mentally conected.

Without wasting another moment Jaeden sets himself and Dalek in Motion.

"Run!"

The horse sprints back towards the fray and Jaeden throws himself into the departing horse's saddle [ride check 30].

Dalek continues in a straight line to the north east, sides heaving and hooves throwing up dirt and turf [4x move to AV106:AW107].

notes
*Dalek's movement
Given a full action Dalek should be able to reach more then that spot. I counted up and across, multiplied the total by 75% (the formula for diagonal movement) and had a remainder. Unfortunately I can't make use of the remainder because it's not in a straight line.

*What may mess with that calculation is Jaeden's mounting. I sent Dalek in motion first in an attempt to avoid this as a standard action. The ride check should cover the difficulty of the manuever (I hope).


Trace (hp 74) (ac 26), Shadow (hp 11)(ac20) magic fang, +1 to att and dmg  d20+15=27 d20+12=32 d20+12=17 d20+7=11 d8+6=13 d8+6=10 d6=3 d20+17=37 d20+17=37 d6+4=6 d6+4=8
Wednesday June 21st, 2006 12:00:10 AM

Trace quitens down now and begins his work at cutting down the troll working his blades that he has worked so hard to master. Swinging and cutting working them back and forth while the silver shines in the sun and the flames swirl and ripple in the air as they burn the flesh of the troll.

Shadow, hot on the dark woman's trail finds her exact point and waste no time. She lunges forward and sinks her teeth deep as she can shaking her head back and forth tearing as much as she can.

(first swing long hit ac27 16hps dmg, first swing short sword hit ac 32 fro 10 hps dmg for total 26hps dmg)

shadow attack (nat 20 crit chance, nat 20 to hit crit, damage 8+6+1=15hps dmg to the dark woman)

[ Trace, it takes a Move Equivalent Action to determine the direction of a target by scent. After that, Shadow has to Move to her. By that time, Shadow has no Actions left to attack. Unless, of course, the woman were next to Shadow or within range of a 5-foot step. And I'll give this little bit away, She's not.

I will let you redo Shadow's move if you'd like. Shadow can use the same rolls and attack the Troll if you'd like. It's only a 5-foot step to get to the Troll and that should help Shadow avoid an AoO as well. If you do not respond by this evening, I will handle the mistake in the fairest way that I can.

BTW, what gender is Shadow? --Al
]

Firn'gaer - AC 22  d20+6=26 d20+8=19
Wednesday June 21st, 2006 9:19:17 AM

[Spot 26 (Nat 20), Listen DC19]

Firn'gaer spots his prize trying to hide, natural 20 on Spot check, and decides this will be his chance to get the wench.

He casts Telekinesis at the shadowdancer. If he gets her he will raise her up 20-ft.

Telekinesis - Will save DC22

Active Spells
Detect Magic
See Invisibility
Extended Mage Armor - 22 hours
Mass Cats Grace (from Peerimus)
Extended Fly - 211 rounds
Ray of Enfeeblement - 109 rounds
Telekinesis (effect up to 275 lbs) - 11 rounds

Lesser Extend Rod - 0/3 left

Day's Spells
0 - arcane mark, dancing lights(r), flare, ghost sound(r), mage hand, prestidigitation(r), read magic

1 - alarm, expeditous retreat, magic missile x2*, ray of enfeeblement*, shield

2 - extended mage armor*, invisibility*, knock, mirror image, resist energy, scorching ray*

3 - dispel magic x2*, fly*, haste, lightning bolt, slow

4 - black tentacles, dimension door, mass enlarge person, polymorph

5 - empowered fireball*, telekinesis*, wall of force

6 - heightened resilent sphere*, mage's lucubration

* - Spells cast
(r) - racial spells

Father Jasper - AC25 (Flat-footed AC20, Touch AC15), HP 54  d20+10=15 d20+10=21 d20+17=31 4d8(7+4+3+1)+11=26 d20+12=29 d8+3=8
Wednesday June 21st, 2006 1:14:31 PM

[Using hero point Save DC21]

Father Jasper directs his magical staff at the troll. Still trying to stave of death, Father Jasper converts a spell to heal himself.

Casting Defensively DC31
Coverting Divine Power to cast Cure Critical Wounds

Cure Critical Wounds - Heals 26 points

Spiritual Weapon - AC 29, Damage 8

Active Spells
Damage Reduction 2/-
Extended Magic Vestment - 20 hours
Mass Cat's Grace
Mind Fog - 2 rounds
Spiritual Weapon (Atk +12, 1d8+3) - 8 rounds

Lesser Extend Rod - 2/3 left

Spells
0 - Create Water, Detect Magic, Detect Poison, Light, Purify Food and Drink, Read Magic

1 - Bless, Detect Evil, Divine Favor, Sanctuary, Shield of Faith, Cure Light Wounds(d)

2 - Bull Strength, Hold Person, Resist Energy, Spiritual Weapon*, Status, Cure Moderate Wounds(d)

3 - Blindness/Deafness, Magic Vestment*, Prayer, Searing Light, Cure Serious Wounds(d)*

4 - Dimensional Anchor, Divine Power*, Freedom of Movement, Summon Monster 4*, Holy Smite(d)

5 - Flame Strike*, Greater Command*, Cure Light Wounds, Mass(d)*

* - cast

Peerimus AC 27 HP 106-114 and Yorrick AC 25 HP 57-74  d20+21=36 d20+15=25
Wednesday June 21st, 2006 2:40:42 PM

Yorrick runs on west.

Peerimus loses the Shadow dancer but knows she likely did not go far. The druid steps north 5' and looks for her. If she is still hidden to him, he readies for her to make another appearance. [Step diagonal to AM/97 readied action to Faerie Fire the Shadowdancer]

If Firngaers spell hoists her aloft he will move straight North 20' and outline the Troll in Faerie Fire.

Either way his eyes and ears aer very much alert. [Spot 36 Listen 25]

Spell list
Level 0:Create Water, Mending x2, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire x2, Entangle Longstrider, Obscuring Mist, *Produce Flame, Goodberry
Level 2:
***Barkskin x4, *Owls Wisdom
Level 3:
CMW x2, *Greater Magic Fang, *Protection from Energy, Poison
Level 4:
*Freedom of Movement, *Dispel Magic x2, *Scrying
Level 5:
Animal Growth, *Wall Thorns, Baleful Polymorph
Level 6:
*Mass Cat's Grace

Spells in Affect
Peerimus Barkskin 108.1 minutes +4 AC
Protection Fire 102.2 minutes
Owl's Wisdom 96 Rounds
Cat's Grace 108.7 +2 effective Dex
Produce Flame 75 rounds or 8 attacks
Freedom of Movement

Yorrick -4Str, -3Dex, -2 Con -10Will and Wisdom
Panicked 1
Greater Magic Fang
Barkskin 107.8 minutes +4 AC
Cat's Grace 108.7 +4 effective Dex

Shadow 
Wednesday June 21st, 2006 3:36:50 PM

Since the woman is not within reach Shadow will trun her vicious bite on the troll, before the farie fire.

(Shadow is a she......dont know why I choose that, I guess to be diffrent.)

Savin ac 26 hps 66/115  d20+14=29 d20+23=43 d20+16=35 2d6(2+5)+4=11 d20+13=25
Wednesday June 21st, 2006 9:33:29 PM

Savin moves forward to engage the troll who is menacing his friends. His chain whips out and wraps itself around the leg of the monk-like troll and Savin gives a mighty heave. The troll once again is upended and lands on his back with many foes about.

Savin follows up with the chain and strikes the creature hitting ac 35 for 11 points of damage.

OOC rolled touch attack of 29, trip attack of natural 20 for a total of 43 and follow up attack of 35 ac.

Savin will glance around looking for the pesky shadowdancer spot 25 or anything else that might be threatening.

enlarge potion: 13/50
mass cats grace ?
boots of haste 6/10 active right now
strength lose 3 points for 4/6 rounds


Blood Spilt All Around - Round 09 (DM/Al)  d20+6=16 d20+8=28 d20+6=13 d4=3 d20+7=19 d20+11=25 d20+14=20 d20+9=12 d20+19=30 d20+14=15 d20+9=27 d20+9=20 2d6(4+4)+7=15 2d6(4+4)+7=15 d20+7=21 d20+7=13 d20+7=25 4d6(1+5+5+2)=13 4d6(4+1+2+5)=12 4d6(5+1+6+4)=16
Wednesday June 21st, 2006 10:23:28 PM

Jaeden comes out of is Panic and immediately commands Dalek to turn. The warhorse wheels, and Jaeden executes a running mount maneuver, leaping to the saddle in mid-stride and pulling himself aboard. The pair race back to the town pulling up just shy of a collision with the wall of one of the buildings.

Trace and Shadow attack the Troll in tandem. Trace hits only once, and with his shortsword. The flaming longsword is turned by the Troll's rubbery hide without doing damage. (AC27 is a miss.) Shadow steps forward five feet and rips a large chunk out of the Troll's thigh. Sticky green blood showers the faithful Black Leopard. (A she is good. No problem with that.)

Through a combination of luck and exceptional eyesight, Firn'gaer Spots the shadowy figure of a woman directly next to the Troll. He casts a spell and takes her within his Telekinetic grasp. At first she fights from reflexive surprise. Then with calm, she looks about, spying the gnome up above as she is hauled upward 20 feet to the level of the rooftop. Still shrouded in a darkness that only Firn'gaer can pierce, she puts her hand to her lips and appears to blow the gnome a kiss.

With an heroic effort of Fortitude, Father Jasper shakes off the paralyzing poison for a second time. Remaining upon the ground, he heals himself. Then he turns his Spiritual Weapon on the Troll, striking it with a resounding whack.

As Yorrick continues to run to the West, Peerimus the Rapke bounds up the street. As vigilant as Peerimus is, he still sees nothing of the dark woman. He casts a spell, and the druid bathes the Troll in a burning blue-green light.

(Sly/Ceil is having internet problems. I'll NPC her and Magog for now.)

Sly (AC 28 69/85 hp) and Luke (Ac 21 50/65 hp)

Sly shakes off the feeling of being Slowed, but he succumbs to the incredible stench rolling off of the demon. (Will Save vs Slow 28 /Nat 20; Fort Save vs Nausea 13) Sly is Nauseated for as long as he stays within 10 feet of the Demon and for 3 round after that. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.) Sly can do nothing but stumble weakly away grasping his stomach. He goes around Magog to (AQ75)

Luke is not about to be outdone by a Cat. He races forward to bite the Troll too. Brave Luke draws an Attack of Opportunity. (AoO Hit Luke AC19) Instead of the chain, the Troll aims a kick at Luke as he dives in for the bite. The kick bounds harmlessly off of Luke's reinforced natural armor. (Bite Troll AC25) Luke bites, but he doesn't have the luck that Shadow does. Luke fails to penetrate the Trolls thick skin.

Magog hears fighting going on around the corner. "Sly?" he asks. "What's going on?" Then Sly comes around him, looking very green. Magog walks around the corner and comes face to face with a giant hulking Demon and a Black Knight. Which to hit? Magog chooses the Demon. But as soon as he steps in, the Demon takes an Attack of Opportunity. (H hit Magog AC20) The Demon bites, but cannot penetrate Magog's Plate Mail. Both the Aura of Despair from the Black Knight and the incredible Stench from the Demon hit Magog at the same time. (Fortitude 12, ) Magog too is overcome by the Stench. He can do no more than stand there trying not to retch.

Savin comes around the corner. His chain whips out and snatches the legs out from under the Troll. The Troll goes down. Savin looks about, but can see no sign of the woman.

+++++++++++++++++++++++++++++++++++++++++++++++

20 feet up, but still within the shadows of the nearby building, the woman appears, at least to Firn'gaer's eye, to take a potion from behind herself and drink it down.

With a snap if it's fingers, the spiked chain disappears. The Troll rises to it's feet now, Totally on the Defensive now. It appears gravely wounded, and it is in the midst of many foes. (Trace, Luke, Shadow, and Savin, take an AoO vs the Troll as it rises from Prone.)

The four legged Bird comes tearing around the corner. It runs straight at Savin. (Savin, take an Attack of Opportunity against A.)

The Demon looks down at Magog, it's eyes narrow. Then its eyes follow the path that the Bird just took. It raises its hands and opens its mouth, and it is gone like a blink. Suddenly it appears ... directly between Savin and Trace. (TraceFortitude Save vs DC24 or be Nauseated)

The Black Knight steps five feet forward and attacks Magog. "Mistress Fidelia, accept this one's warm and beating heart." (Hit Magog AC30, AC15, AC27, Crit Threat AC20=NoCrit, Damage 30hp) The black Greatsword hacks two gaping wounds in the half-orcs flesh.

From inside the Temple come more sounds of spellcasting. Three Scorching Rays of fire lance out of the doorway and Touch Magog. (Touch AC21, AC13, AC25, Damage 13+12+16= 41hp) Now burnt, cut to the bone, and nauseated, Magog is not looking well.

Sly (AC 28 69/85 hp, Nauseated) and Luke (Ac 21 50/65 hp)
Magog (AC 21 31/102 hp, Nauseated)

=== OOC ===

We are in Strict Combat Rounds Now!!!

Map Your Location

1) Please List AC and Hit Points for you and your Animals
2) If you OR your Animals move, list your location by Grid Coordinates. Squares are 5-foot.
3) All checks are your responsibility. You know the situation. If you make none, I assume you take no special precautions.

Physical Parameters
===================
Houses are 20 feet high and made of rough wood planking. Roofs with shallow pitch.
Climb check 20

Small houses have a door and window on opposite sides. Usually the Doors are on the South side and the window is on the North. All doors are closed. All windows are shuttered. Both doors and shutters appear sturdy. (Same as a Good Wooden Door for the purposes of bashing. PHB page 166.)

Streets of Dirt. Tumble allowed for those who can.

Temple walls are stone. The walls rises to a height of 35 feet. The Dome atop the Temple rises another 35 feet above that.
Climb check 25

The Balcony is 25 feet off the ground.

If you have questions about physical details, please ask.

Data
====
Firn'gaer 65' off the ground
The woman is 20' off the ground and seen only by Firn'gaer

Savin ac 26 hps 66/115  d20+14=30 2d6(3+2)+6=11 d20+14=18 d20+15=34 d20+15=34
Wednesday June 21st, 2006 10:44:50 PM

Savin lashes out with his chain at the troll doing another 11 points of damage to the troll. He sees that it is wounded and hopes to kill the creature so his friends can find some fire and finish it off.

Savin sees the bird demon run around the corner and lashes out with his chain once again but with much less effect (assume I missed hitting ac 18)

Savin decides that these demons for whatever reason seem to be upset with him since they are chasing him over this sad little town. He decides he will try to lure them away from his friends where they can do less harm. Savin will tumble away. (ooc rolled two tumble rolls of 34, dang if I knew I was gonna roll that well I would have stayed and fought!) He moves to AX-AY/104-105.

Savin switches out his chain for his staff, and then he will then reactivate his tattoo of Shillegah.

He will smile an innocent smile at the demons and shout. "Your smelly and stupid! Your claws are brittle and your teeth are dull. As dull as your brains!"

enlarge potion: 14/50
mass cats grace ?
boots of haste 7/10 active right now
strength lose 3 points for 5/6 rounds
shillegah 1/10 second casting today

[ Savin, AX-AY/104-105 is on top of the corner of a 20 foot high building. If you wish to be there, you must beat a Climb Check of DC25 (20+5 for Accelerated Climb). If you don't make the Climb Check, you fall back to AV-AW/102-103. Even if you do make it, because you tumbled out of AoO range, moving at half speed, you only make it to the top corner of the building. You are still 5 feet away from fully standing. At that place, you are 15 feet above the ground and clinging to the side of the building. As such, you lose Dex to AC.

Or, you could chose a different spot to end your move. --Al
]

Trace (hp 74) (ac 26), Shadow (hp 11)(ac20) magic fang, +1 to att and dmg  d20+17=20 d20+15=29 d20+12=18 d20+12=15 d20+7=18 d8+6=7 d6=2 d20+9=27
Wednesday June 21st, 2006 11:32:51 PM

Trace swings five times at the troll and only once is able to break the hide of the troll hit ac 29 for 9hps of damage.

made save 27

Trace's stomach turns a bit when the deamon appears but he is able to shake the feeling off and even more determined to finish off the Troll that killed his elven brethern.

"Your going to die you troll trash and before the day is done I'll burn your body next to elves you killed and use your empty skull as a trash can!"

Sly (AC 28 69/85 hp) and Luke (Ac 24 24/65 hp)  d20+3=18 d20+11=18 d20+6=25 d6+4=8
Thursday June 22nd, 2006 8:05:35 AM

Sly is so sick that the only thin he can do is thumble (18) next to Magog, and vomit on the Deamon (from the waist down) all his lunch had turned to liquid, is now baking on the deamon body.

Luke bites but leave only a hicky. So he'll try again, twice he bites the Troll (AC 18 (miss) & Ac 25 (I don't know?? but if Luke does break the skin He does 8 hp of dammages)

Sly's Spell (witch He cannot use at the moment)

0- Detect Magic, Read Magic, Flar, Ray of Frost.

1- Magic Missels, Shocking Grasp, Feather Fall,

2- Flaming Sphere, Levetate,

3- Lighting Bults, Fire Ball, Fly,

Magog {CeiL} AC 22 HP 31/102 
Thursday June 22nd, 2006 8:12:54 AM

Magog has no time to attack, bercause he's also sick to his stomack, He up chock his lunch (and he had a big lunch) but as he starts to vomit the Black Night hits him. Causing the big Barbarian to spin fully around. Thoust spraying all over both the Demon and the Knight. Now the enermy both stinck!!

PS, Magog stays at the same place on the map.

Peerimus AC 27 HP 106-114 and Yorrick AC 25 HP 57-74  d20+21=37 d20+9=11 d20+11=12
Thursday June 22nd, 2006 12:05:56 PM

Yorrick stops fleeing, looking about the bear does not see Peerimus. He vaguely recalls his friend turning back towards town, but Yorrickk has no interest in returning to that horrid place. The smells, the feel, all about it was wrong. Yorrick waits precisely where he is. Peerimus would be back soon enough.

Peerimus's keen eyes watch as Magog is torn to ribbons, another new comer is soon to die. The lesson in the grass lost. [Spot 37] Sly was also there and would be equally dead soon. Jaeden and Dalek were returning and Jasper still lived, but was also still in great danger. Too many choices and again too spread out. The druid decides to either save Sly and Magog or at least avenge thier deaths.

Peerimus moves forward 40'. The large reptile hunches into the shadows of the building and does a remarkable job of hiding. [Hide 11, OK maybe not...] The tentacles can find no purchase upon him with the Freedom of Movement spell. Still fully within the writhing spell he throws a ball of fire at the armored knight [Ranged Touch Attack nat 1 SoB]
[Moved to AL/86]

Spell list
Level 0:Create Water, Mending x2, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, *Faerie Fire x2, Entangle Longstrider, Obscuring Mist, *Produce Flame, Goodberry
Level 2:
***Barkskin x4, *Owls Wisdom
Level 3:
CMW x2, *Greater Magic Fang, *Protection from Energy, Poison
Level 4:
*Freedom of Movement, *Dispel Magic x2, *Scrying
Level 5:
Animal Growth, *Wall Thorns, *Baleful Polymorph
Level 6:
*Mass Cat's Grace

Spells in Affect
Peerimus Barkskin 108.0 minutes +4 AC
Protection Fire 102.1 minutes
Owl's Wisdom 96 Rounds
Cat's Grace 108.6 +2 effective Dex
Produce Flame 64 rounds or 6 attacks
Freedom of Movement

Yorrick -4Str, -3Dex, -2 Con -10Will and Wisdom
Greater Magic Fang
Barkskin 107.7 minutes +4 AC
Cat's Grace 108.6 +4 effective Dex

Father Jasper - AC25 (Flat-footed AC20, Touch AC15), HP 54  d20+12=17 d20+17=31 5d8(8+6+5+5+7)=31 11d6(2+3+4+5+2+3+2+6+6+6)=39
Thursday June 22nd, 2006 6:02:50 PM

Father Jasper also takes the opportunity to rise from the ground.

Casting Defensively he cast Holy Smite and centers it on AT93.

Casting Defensively DC31

Holy Smite - 20-ft radius burst; Damage: 31 points to evil creatures, 39 points to evil outsiders. Will save DC19 for half and negate Blind for 1 round.

Active Spells
Damage Reduction 2/-
Extended Magic Vestment - 20 hours
Mass Cat's Grace
Mind Fog - 1 rounds
Spiritual Weapon (Atk +12, 1d8+3) - 7 rounds

Lesser Extend Rod - 2/3 left

Spells
0 - Create Water, Detect Magic, Detect Poison, Light, Purify Food and Drink, Read Magic

1 - Bless, Detect Evil, Divine Favor, Sanctuary, Shield of Faith, Cure Light Wounds(d)

2 - Bull Strength, Hold Person, Resist Energy, Spiritual Weapon*, Status, Cure Moderate Wounds(d)

3 - Blindness/Deafness, Magic Vestment*, Prayer, Searing Light, Cure Serious Wounds(d)*

4 - Dimensional Anchor, Divine Power*, Freedom of Movement, Summon Monster 4*, Holy Smite(d)

5 - Flame Strike*, Greater Command*, Cure Light Wounds, Mass(d)*

* - cast


DM/Al to Firn'gaer 
Thursday June 22nd, 2006 8:12:19 PM

You removed your post. I hope you aren't waiting for me to rule on the Telekenisis before posting.

Firn'gaer - AC 22, HP 77 
Thursday June 22nd, 2006 8:23:21 PM

Firn'gaer continues to lift her another 20-ft into the air. If she will be within reach, he will move to keep her away from him.

Active Spells
Detect Magic
See Invisibility
Extended Mage Armor - 22 hours
Mass Cats Grace (from Peerimus)
Extended Fly - 210 rounds
Ray of Enfeeblement - 108 rounds
Telekinesis (effect up to 275 lbs) - 10 rounds

Lesser Extend Rod - 0/3 left

Day's Spells
0 - arcane mark, dancing lights(r), flare, ghost sound(r), mage hand, prestidigitation(r), read magic

1 - alarm, expeditous retreat, magic missile x2*, ray of enfeeblement*, shield

2 - extended mage armor*, invisibility*, knock, mirror image, resist energy, scorching ray*

3 - dispel magic x2*, fly*, haste, lightning bolt, slow

4 - black tentacles, dimension door, mass enlarge person, polymorph

5 - empowered fireball*, telekinesis*, wall of force

6 - heightened resilent sphere*, mage's lucubration

* - Spells cast
(r) - racial spells

Jaeden Ohm (AC 29 HP 89/106: Barkskin) 
Thursday June 22nd, 2006 9:45:14 PM

Just as Jaeden prepares to enter the fray he realizes the lack of expected weight across his plated back. His greatsword isn't there...

"By all the hells!" he shouts in dismay.

Picking up his rider's need Dalek drives himself to where Jaeden last had the sword [move to AG93:AH94].

The warrior drops to the ground and picks up his sword.

notes
* I think thats where the sword was.. if not please correct ending location
** I just had to erase the craziest post and best rolls I've ever made because I forget that Jaeden lost his sword....

Salute for a Half Orc - Round 10 (DM/Al)  d20+16=33 d20+12=21 d20+6=26 d20+9=15 d20+7=16 d20+19=31 d20+14=17 d20+9=13 2d6(3+1)+7=11 d20+1=15 d20+1=4 d20+1=21 d20+1=13 4d6(3+1+2+2)=8 4d6(6+3+3+3)=15 4d6(1+2+1+5)=9 d20+20=27 d20+10=23 d20+10=13 d20+10=24 d20+10=16
Thursday June 22nd, 2006 9:55:01 PM

Savin takes the opportunity to lash at the Troll. But this time the Troll is on the defensive, Total Defensive. The blow misses. He misses the Bird creature as well, then, with all the speed of Hasted magic, he tumbles out of the reach of the two demons and zips down the street, climbing the side of a building. Unfortunately, he miscalculates the distance and ends up clinging to the upper edge of the building, wondering if the demons will catch him in such a vulnerable position.

Trace takes out his vengeance on the Troll, swinging like a whirlwind of blades. But this Troll on the defensive is harder to hit. All of the blows miss.

Stomach cramping from the nauseating stench, Sly comes back around the corner, if only to retch upon the object of his misery. But the demon is gone, and he empties the contents of his stomach at the feet of the Black Knight.

Luke bites at the Troll too, but like the others the wardog's bite's miss.

Magog loses his lunch too. From pride or lack of sense, he stands his ground, willing to die before giving ground.

Yorrick finally stops running. There is calm after the panicked run. He remains where he is, with faith that his Friend will return for him. Meanwhile, said Friend again assesses the battle. Peerimus determines that Sly and Magog are in the greatest peril, and he rushes toward them into the sea of waving black tentacles. But neither they nor the Mind Fog hold fear for him any longer. He throws a ball of Flame at the Black Knight, and by the worst of luck, he misses.

With the threat of the chain now gone, Father Jasper rises from the ground. The Cleric of Alemi also feels the affects of the Mind Fog leaving. He calls down Divine energy to Smite Evil. The Divine Energy catches the woman, the Troll, the Demon and the Bird. The woman and the Troll avoid the worst of it. The Bird makes one last squawk and drops to the ground.

Firn'gaer the lifts the woman another 20 feet into the air. As she rises higher, she leaves the protective shadows of the buildings below and becomes visible to all.

Jaeden and Dalek pound through the streets, under Savin, around the corner and across the street. And there it is, his Family Sword. Quickly he dismounts and scoops it off the ground.

++++++++++++++++++++++++++++++++++++++++++++++++

The Black Knight looks down at the vomit on his armor. "Fools!" is all he says. Then he attacks Magog. (Hit AC31, AC17, AC13, Damage 11hp) Fortunately for the half-orc, only one blow penetrates his armor.

Casting again from within the door of the Temple. Three rays blaze forth. (Touch Magog AC15, AC4, AC21 [Crit Threat AC21=Crit], Damage 8+15+9= 32hp) Only two hit Magog, but one strikes a critical spot. Magog falls with a large black smoking hole through his body. There is little doubt that he is dead.

The Demon, temporarily Blind, cannot pursue Savin. Instead, it once again screams to the gods of the Abyss, uttering a cry of pure Blaspheme. The waves of Blaspheme wash over Father Jasper, Luke, Shadow and Trace. (Father Jasper and Trace are Dazed for one round and Weakened by 2d6 STR points for 2d4 rounds. Luke and Shadow are Dazed for one round, Weakened, and Paralyzed for 1d10 minutes. No Saves with Blaspheme.)

The Troll laughs as the Blaspheme washes over him. It comforts his evil soul. He looks down at Trace. "I'll be back." he says. Then he steps across the narrow street to the northern building and scrambles up the wall like a spider. Running across the roof, he disappears from Trace's Dazed field of view.

Floating up above, the drow woman looks up at Firngaer, 25 feet above her. "Time to go," she says. She reaches behind her and draws a wand. She activates it and then points at Firn'gaer.

Dispel Checks (Rolled against the order Listed in Firn'gaer's last post.)
=============
23-Extended Mage Armor
13-Mass Cats Grace (from Peerimus)
24-Extended Fly - 210 rounds
16-Telekinesis (effect up to 275 lbs) - 10 rounds

Firn'gaer feels the Mage Armor around him vanish at the same time he begins to drift down out of the sky and back down to the ground as if the Fly spell had ended. The drow woman remains 40 feet above the ground.

Death takes two from the group. One of these held the Mark of Chaos. Life is possessed of a hard heart. All things die. But some deaths are better than others.

=== OOC ===

We are in Strict Combat Rounds Now!!!

Map Your Location

1) Please List AC and Hit Points for you and your Animals
2) If you OR your Animals move, list your location by Grid Coordinates. Squares are 5-foot.
3) All checks are your responsibility. You know the situation. If you make none, I assume you take no special precautions.

Physical Parameters
===================
Houses are 20 feet high and made of rough wood planking. Roofs with shallow pitch.
Climb check 20

Small houses have a door and window on opposite sides. Usually the Doors are on the South side and the window is on the North. All doors are closed. All windows are shuttered. Both doors and shutters appear sturdy. (Same as a Good Wooden Door for the purposes of bashing. PHB page 166.)

Streets of Dirt. Tumble allowed for those who can.

Temple walls are stone. The walls rises to a height of 35 feet. The Dome atop the Temple rises another 35 feet above that.
Climb check 25

The Balcony is 25 feet off the ground.

If you have questions about physical details, please ask.

Data
====
Firn'gaer on the ground
The woman is 40' off the ground

Jaeden Ohm (AC 29 HP 89/106: Barkskin)  d20+26=45 d20+9=27 d20+9=23 d20+19=21
Friday June 23rd, 2006 1:08:03 AM

To be sure that Savin can hear him Jaeden bellows at the top of his lungs, Savin, the Troll!!! Don't give him time to recover.. Even as he shouts the warrior spurs Dalek into a full run aimed directly at Firngaer.

Just before it seems certain that man and horse are about the trample their small companion the muscles on Dalek rear legs ripple with effort and the gifted horse makes a herculean jump. Up they go, over the gnome, completely clearing a standing Jasper and easily missing the talking dog.

Dalek lands and strides five more feet [ending at AR93:AS94][Jaeden Save VS. stench = 27][Dalek Save VS. stench = 23] where Jaeden cleaves down with his huge blade at the demon before him. The warrior is jarred from his landing however and misses horribly [att1: hit ac21, miss].

Notes
* Went big and came up short...
* 20' run pre jump gives Dalek his run bonus
* 30' jump gives over 7' center clearance
* Jaeden save vs. stench: 27 = save
* Dalek save vs. stench: 23 = fail (unless he gained 1 on his fort save last level...)
* Attack is with -2 from being sickened, the state caused by a successful save vs H's stench. Turns out to be a critical -2...

Sly (AC 28 69/85 hp) and Luke (Ac 24 24/65 hp)  d100=62 d20+11=28 d20+6=15 d6+4=9
Friday June 23rd, 2006 9:08:09 AM

Sly is on his feet, he notes that the Demon has moves far enough for him for him to stop the dry heaves, will run down to AQ/81 (that is one square digagnualand Then three strait down Total of fourty feet.} urnd and starts to consentrair on a spell (his Flaming Spear).

Luke not to be discurage (after all he is a barbaran) will attack again.

Sly percentage roll 62%

Luke attack AC 28 & AC 15 - Damages 9hp and a miss.

Sly's Spells

0- Detect Magic, Read Magic, Flare, Ray of Frost.

1- Magic missles, Shocking Grasp, Feather Fall,

2- (Flaming Spear), Levetate,

3- Lighting Bults, Fire ball, Fly,

Peerimus AC 27 HP 106-114 and Yorrick AC 25 HP 57-74  d20+21=34
Friday June 23rd, 2006 9:56:22 AM

Sly seems to recover and Peerimus heart turns as Magog falls. He knows a powerful wizard can wreck havoc on a battkefield and decides to try and do something quick about that. Hoping Sly can defend himslef for another few moments the raptor emerges from the tentacles and swiftly moves past the black knight and into the temple.

he knows the knight will get to swing, but also thta the wizard had to be in a direct line with Magog. The produce fire will light up the inside of the temple for him.

Upon entering the keen eyed druid picks out the wizard and casta Baleful Polymoprh at him.
[Spot 34 Fortitude DC 21]

[i count 60' move to Row 74 and I can still go another 10.]

Spell list
Level 0:Create Water, Mending x2, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, *Faerie Fire x2, Entangle *Longstrider, Obscuring Mist, *Produce Flame, Goodberry
Level 2:
***Barkskin x4, *Owls Wisdom
Level 3:
CMW x2, *Greater Magic Fang, *Protection from Energy, Poison
Level 4:
*Freedom of Movement, *Dispel Magic x2, *Scrying
Level 5:
Animal Growth, *Wall Thorns, *Baleful Polymorph
Level 6:
*Mass Cat's Grace

Spells in Affect
Peerimus Barkskin 107.9 minutes +4 AC
Protection Fire 102.0 minutes
Owl's Wisdom 95 Rounds
Cat's Grace 108.5 +2 effective Dex
Produce Flame 63 rounds or 6 attacks
Freedom of Movement

Yorrick -4Str, -3Dex, -2 Con -10Will and Wisdom
Greater Magic Fang
Barkskin 107.6 minutes +4 AC
Cat's Grace 108.5 +4 effective Dex


Savin 66/115 ac 26 
Friday June 23rd, 2006 6:27:32 PM

Savin will deativate his boots of speed saving their power until really needed. He will drop to the ground, not quite sure why he started climbing the building in the first place. He will then activate his ring of blinking and make sure that his staff is in hand.

He saw this demon teleport once and suspects it might do so again so he calmly waits for it to come and get him ready for it to possibly materialize behind him.

He calls out to the demon and to the others, "The big fat dumb demon has a beef with me. I will be along shortly once I dispatch it. Save Sly and kill that troll!"

location AV-AW/102-103 (Believe thats where I would go just dropping to the ground

enlarge potion: 15/50
mass cats grace ?
boots of haste 7/10 inactive right now
strength lose 3 points for 6/6 rounds
shillegah 2/10 second casting today
blinking 1/7

Father Jasper - AC25 (Flat-footed AC20, Touch AC15), HP 54  2d6(5+2)=7 2d4(2+3)=5
Friday June 23rd, 2006 8:53:15 PM

Father Jasper reels from the spell trying to gather his thoughts.

Active Spells
Damage Reduction 2/-
Extended Magic Vestment - 20 hours
Mass Cat's Grace
Spiritual Weapon (Atk +12, 1d8+3) - 6 rounds
Blasphemy (7 strength points) - 5 rounds

Lesser Extend Rod - 2/3 left

Spells
0 - Create Water, Detect Magic, Detect Poison, Light, Purify Food and Drink, Read Magic

1 - Bless, Detect Evil, Divine Favor, Sanctuary, Shield of Faith, Cure Light Wounds(d)

2 - Bull Strength, Hold Person, Resist Energy, Spiritual Weapon*, Status, Cure Moderate Wounds(d)

3 - Blindness/Deafness, Magic Vestment*, Prayer, Searing Light, Cure Serious Wounds(d)*

4 - Dimensional Anchor, Divine Power*, Freedom of Movement, Summon Monster 4*, Holy Smite(d)

5 - Flame Strike*, Greater Command*, Cure Light Wounds, Mass(d)*

* - cast


Firn'gaer - AC 18, HP 77 
Friday June 23rd, 2006 8:57:47 PM

Firn'gaer moves to AI94 while maintaining concentration on the spell. He takes her up another 20-ft into the air.

Active Spells
Detect Magic
See Invisibility
Mass Cats Grace (from Peerimus)
Ray of Enfeeblement - 107 rounds
Telekinesis (effect up to 275 lbs) - 9 rounds

Lesser Extend Rod - 0/3 left

Day's Spells
0 - arcane mark, dancing lights(r), flare, ghost sound(r), mage hand, prestidigitation(r), read magic

1 - alarm, expeditous retreat, magic missile x2*, ray of enfeeblement*, shield

2 - extended mage armor*, invisibility*, knock, mirror image, resist energy, scorching ray*

3 - dispel magic x2*, fly*, haste, lightning bolt, slow

4 - black tentacles, dimension door, mass enlarge person, polymorph

5 - empowered fireball*, telekinesis*, wall of force

6 - heightened resilent sphere*, mage's lucubration

* - Spells cast
(r) - racial spells

Trace (hp 74) (ac 26), Shadow (hp 11)(ac20) magic fang, +1 to att and dmg  d20+15=24 d20+12=26 d20+12=22 d20+7=23 d8+6=11 d8+6=8 d6=5 d6=5 d8+6=14
Friday June 23rd, 2006 9:05:33 PM

(ooc: I assume trace cant even attack when dazed so ignore the above rolls and show Trace in full defensive mode)

At the evil screams Trace raises his swords and tries to block any on coming attack.

"Trace screams, save yourself Sly, run for the hills come back if you regroup your self, make your way around the back of us."

Trace  d20+9=27
Sunday June 25th, 2006 11:29:13 AM

(reflex check for evasion feat for any on coming attack)

Free Falling Through Pain - Round 11 (DM/Al)  d20+16=24 d20+14=32 4d4(2+1+4+1)+5=13 2d6(3+1)=4 2d4(1+3)=4 d10=3 d20+19=29 2d6(6+4)+7=17 d20+3=11 d20+20=32 d20+10=23 d20+16=31 d8+9=15 d20+19=28 d20+14=29 d20+9=24 2d6(5+1)+7=13 2d6(3+3)+7=13 d100=1 d100=17
Sunday June 25th, 2006 1:05:11 PM

Now armed with the Ohm Family Greatsword, Jaeden leaps quickly to the saddle. (I rolled your Ride Check 24 for Fast Mount) Man and horse thunder up the narrow street and then take to the air. Praise Domi for short friends and four legged animals. The pair clear Firn'gaer. Hooves fly dangerously near to Father Jasper's head. (Or so it seems to the Good Father.) And finally, mount and rider come down just before Shadow and Luke and dangerously near Trace, in a clatter of plate mail and thudding hooves. Jaeden swings the Greatsword of his family, but cleaves nothing but air. Dalek barely manages to withstand the stench of the Demon, but as he thunders to a stop, the Demon takes a hit of opportunity at the warhorse. (H Hit Dalek AC32, Damage 13hp) It's sharp and bloody. The Demon takes a chunk out of Dalek's shoulder.

With Peerimus on the scene, Sly makes a temporary strategic withdraw from the fight, moving past the burnt and bloody body of Magog. (Sly is Nauseated until Round 13. BTW, Sly, did you know that each square is 5 feet? Not 10?) In his mind, Luke rushes forward and attacks the Demon. But in reality, he has been Dazed, Weakened and Paralyzed by the Demon's scream of Blasphemy. (Sly, rolled Weakness and Paralyze for Luke for last round. Luke is Weakened by 4 STR points for 4 rounds. He is also Paralized and Helpless for 3 minutes. That means he cannot move or speak.)

Peerimus takes a bold chance. His Rapke form bounds toward the Temple doorway. The Black Knight readies as Peerimus approaches the door. And, as Peerimus the Rapke rushes through, the Knight swings in a two handed side-arm cut that cleaves through meat and bone. (Hit AC29, Damage 17hp) As Peerimus rushes past the Knight, he is taken by an Aura of Despair. (-2 to all Saves while in the vicinity of the Black Knight.) Peerimus ignores the pain, intent only upon the spellcaster that he knows must be inside the temple. And there he is. A pale thin figure with immaculate dark hair stands on a diagonal to Peerimus' left. The figure smiles, showing sharp pointed teeth. Then Peerimus casts his spell, and the pale thin man shrinks and changes. Items fall from his form as his skin darkens, his arms lengthen, he becomes smaller and smaller, until he assumes the form of a Bat. In the corner of his mind, Peerimus notes the Darkness within the Temple. It is the same Darkness that they had encountered out on the Sargrass Plains.

Savin drops off the wall. Landing in the narrow street, he calls out a taunt to the Demon along with words of tactical advice to his companions. Then he prepares himself for the Demon's attack.

Father Jasper blinks in a Dazed and Weakened condition after the wave of Blaspheme rolls over him.

Firn'gaer moves away from the center of the Demon battle while retaining Concentration on the drow woman he has suspended above the earth. She kicks in the air as he raises her up another 20 feet. At 80 feet above the ground, she now stands near level with the height of the Temple dome.

Trace, like Father Jasper, fights to shake off the Daze. All he can do is to shout a warning. (Trace, please be aware of the sightlines on the map. There's unlikely that Trace would be able to see what is going on at the front of the Temple with the Building in the way.)

++++++++++++++++++++++++++++++++++++++

The Demon ignores both Jaeden and Trace. Instead, as Savin had anticipated it turns and lopes up the street toward the monk. (Jaeden, take an AoO against H next round in addition to your Moves for the round. Trace, sorry, you don't get one. You are Dazed.) Instead of closing with Savin, however, it stops 15 feet away and raises its arms. A cold, cloying miasma of greasy darkness rises for 20 feet around it. Touching upon Savin, Trace, Jaeden and Dalek. Savin and Jaeden have felt this once before, it was an Unholy Blight cast by the hand of S'bat when he was alive. (Savin, Trace, Jaeden and Dalek, Take 5d8 Damage. You are also Sickened for 1d4 rounds. A successful Will Save vs DC18 Negates the Sicken affect and reduces the Damage by Half.)

Up in the air, the Drow Woman turns about with no as to the direction of her movement. Instead, she aims her wand at the Troll on the roof. (32, 23) There is no affect that can be seen. Then she sheathes her dagger, freeing up another hand.

The Troll steps over the edge of the roof. With a hand against the wall, he floats slowly to the ground next to Sly Fox. The Troll aims a punch at Sly's head. (Hit AC31, Damage 15hp) The punch is casual, almost an afterthought. But the punch is hard, a reminder of the strength possessed by Trolls. Then the Troll snaps its fingers to put the Chain is back in its hands, and it flattens its back against the wall. (Note, the only ones with Line of Sight to the Troll are Peerimus and Sly.)

"Die in the name of Mistress Fidelia!" The Black Knight takes a five-foot step into the Temple doorway and attacks Peerimus. (Hit AC28, AC29, AC24, Damage 13+13= 26hp, Miss Chance 1 and 17.) Two blows whistle around the Druid narrowly missing his flesh. But for the subtle deception of Darkness, Peerimus would be in much greater pain right now. (Peerimus, if you need attack stats for the Rapke, just ask. I can email them to you.)

The bat flaps its wings and flies out the door to the balcony. It flies out of the Dark and into the Sunlight. Sunlight. It flies about in a single confused circle. "Fee! Fee!" A tiny voice echoes from the lips of the bat. Then it flies off, disappearing into the sky, leaving behind the lingering question of whether those last two words might possibly have been "Flee." Or, maybe, just possibly have been "Free."

=== OOC ===

Map Your Location
Peerimus Only

1) Please List AC and Hit Points for you and your Animals
2) If you OR your Animals move, list your location by Grid Coordinates. Squares are 5-foot.
3) All checks are your responsibility. You know the situation. If you make none, I assume you take no special precautions.

Physical Parameters
===================
Houses are 20 feet high and made of rough wood planking. Roofs with shallow pitch.
Climb check 20

Small houses have a door and window on opposite sides. Usually the Doors are on the South side and the window is on the North. All doors are closed. All windows are shuttered. Both doors and shutters appear sturdy. (Same as a Good Wooden Door for the purposes of bashing. PHB page 166.)

Streets of Dirt. Tumble allowed for those who can.

Temple walls are stone. The walls rises to a height of 35 feet. The Dome atop the Temple rises another 35 feet above that.
Climb check 25

The Balcony is 25 feet off the ground.

There is a Darkness Effect inside the Temple. 20% Miss Chance to Sight dependant Attacks.

If you have questions about physical details, please ask.

Data
====
Firn'gaer on the ground
The woman is 80' off the ground

Savin hps 59/115 ac 27  d20+10=28 5d8(1+1+2+5+5)=14 d20+11=16 d20+11=26 d20+11=27 d20+11=15 d20+7=27 d20+7=26 3d6(5+4+1)+17=27 3d6(6+1+4)+17=28 3d6(3+1+1)+17=22 3d6(6+4+6)+17=33 d100=53 d100=97 d100=79
Sunday June 25th, 2006 1:50:55 PM

Savin winces and steels himself as he sees the fog come up around him. He grits his teeth and concentrates past the sickening effect of the spell. Will save 28 Total damage 7

Even with the spell around him, Savin feels stronger as the last spell finally wears off. He clicks his boots of speed together reactivating the speed effect and takes a 5' step forward, blinking to the right and flanking the demon.

Savin knows that this creature is dangerous and most likely beyond his ability to defeat alone but also knows that his friends need time to regroup and reorganize. He swings with a flurry of blows desparately trying to bring this big creature down.

Savin hits 3 times out of his 5 the last being a critical hit. He does a total of 99 points to the demon.

ooc combat adjustments base +9, str +6, shilligah +1, speed +1, enlarge -1 for at total of +16 before power attack. Took a -5 for powerattack for a total of +11 and +7 for my final swing. Not sure if I get it so I didn't take it but blinking should allow me to flank automatically giving me +2. Thought I would let you rule on it before I took it. Took 3 100d rolls to see if I missed due to blink but made all 3.

location au-av/101-102

enlarge potion: 16/50
mass cats grace ?
boots of haste 8/10 inactive right now
shillegah 3/10 second casting today
blinking 2/7

[ Yes, Blinking allows +2 To Hit, Savin. You can go ahead and take it. But to be precise, that's not from Flanking, but from a form of Concealment. There are times when the distinction makes a difference. -- Al ]

[ Savin, you cannot reach the Demon if you take no more than a 5-foot step. It will be just out of reach for you. You must move at least 10 feet in order to hit it.

If you would like to change your move before this evening, feel free. Otherwise, I will assume that you step forward 10 feet and take One Hit against it. -- Al
]




Jaeden Ohm (AC see below HP 77/106: Barkskin) Dalek (AC 22 HP 36/72)  d20+4=18 d20+3=14 5d8(8+3+1+5+6)=23 d20+17=25 d20+21=32 2d6(3+2)+11=16 d20+18=32 2d6(2+5)+11=18 d20+2=7 d20+9=24 d20+5=15 d20+7=27
Sunday June 25th, 2006 3:11:40 PM

The demon responds to Savin's taunts and turns's it's attention to the monk. Jaeden takes the opportunity to swing his greatsword down towards the departing creatures back. The tip of his blade pierces demon flesh [AoO vs H: hit ac30 dmg 16].

For an instant he marks the demons movements well, gauging it's timing and strength, adapting his style to deal with this particular foe [Dodge feat +1 AC set against H until otherwise noted].

Then the demons stink washes over the area and both horse and man struggle to fight off the effects. Man succeeds but horse does not [Jaeden save 18: save, 12 dmg][Dalek save 14: fail, 23 dmg].

With naught else but a mental urging Jaeden sends Dalek running to the east. After only a few steps the warrior slips from the horses back and steps the remaining 5' to once again close with the Demon [running dismount check: 25][move to AV96].

Again he swings at the Demons back and again the blade rips through the outsider's skin [Att1 vs H: Hit AC32 dmg 18]. Despite his concentration on this beast the warrior remains aware of his surroundings [listen 7 spot 24].

Dalek continues his run and turns to the NE. He's had enough of demons and there kind, but still can help his Human but keeping an eye out [move to BG81:BH82][spot 15 listen 27: crit success].

Armor Class
Current: 29 (barkskin)
VS Hezrou: 30
VS AoO: 33
VS AoO from Hezrou: 34
Blind Fighter: Concealed opponents don't get their bonus to hit.

Other Notes
Total damage to H: 34
Jaeden Spot 24
Jaeden Listen 7
Dalek Spot 15
Dalek Listen 27 (crit success)

Peerimus AC 27 HP 89-114 and Yorrick AC 25 HP 57-74  d20+19=29
Sunday June 25th, 2006 9:03:02 PM

He had the knights attention, but the wizard who just fled the area had more of his attention. The Polymorph would likely do little. The Raptor looks at the black knight and shrieks at him, blue green fires blaze up about the armored man, making him an easier target in the gloom. [defensive casting of faerie fire 39]

Peerimus then moves to J27, a second series of shrieking calls aimed at teh knight.

Spell list
Level 0:Create Water, Mending x2, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, **Faerie Fire x2, Entangle *Longstrider, Obscuring Mist, *Produce Flame, Goodberry
Level 2:
***Barkskin x4, *Owls Wisdom
Level 3:
CMW x2, *Greater Magic Fang, *Protection from Energy, Poison
Level 4:
*Freedom of Movement, *Dispel Magic x2, *Scrying
Level 5:
Animal Growth, *Wall Thorns, *Baleful Polymorph
Level 6:
*Mass Cat's Grace

Spells in Affect
Peerimus Barkskin 107.8 minutes +4 AC
Protection Fire 101.9 minutes
Owl's Wisdom 94 Rounds
Cat's Grace 108.4 +2 effective Dex
Produce Flame 62 rounds or 6 attacks
Freedom of Movement

Yorrick -4Str, -3Dex, -2 Con -10Will and Wisdom
Greater Magic Fang
Barkskin 107.5 minutes +4 AC
Cat's Grace 108.4 +4 effective Dex

Sly (AC 28 54/85 hp) and Luke (Ac 24 24/65 hp)  d100=2 d20+1=4 d20+10=22 d20+5=25 d4+4=7 d4+4=7 d4+4=6
Monday June 26th, 2006 9:00:40 AM

Sly loses consentration of his spell, (He was about to put the spell into the Dagger of Returned and Spell Storage)BUT the blow on the head brings a reaction from Sly.
Sly will react by stabing the Troll in the stomack two times. "Not Today!" Yells Sly as he stabs the troll two times, that will flatten the troll further onto the wall.

Luke (Rolled a 4) he is now Paralyzed (Three rounds??)

Sly Percentage for his Spell 2% (Sheesh!)
Attack with Daggar Ac 22 and Ac 25(natural 20, about time!) Damages 7+7+6=20hp.

Sly is still in the same spot,

Sly's Spells

0- Detect Magic, Read Magic, Flare, Ray of Frost.

1- Magic Missels, Shocking Grasp, Feather Fall.

2- Flaming Spear, Levate,

3- Lighting Bolts, Fire Ball, Fly.

Father Jasper - AC25 (Flat-footed AC20, Touch AC15), HP 54  d20+12=28 5d8(4+7+3+5+3)=22 d20+12=20
Monday June 26th, 2006 10:34:29 AM

Father Jasper directs his magical weapon to attack the knight at the temple doors. He also sends a beam of blazing solar heat at the dark knight.

Searing Light - Touch AC 28, Damage 22
Spiritual Weapon - AC 20

Active Spells
Damage Reduction 2/-
Extended Magic Vestment - 20 hours
Mass Cat's Grace
Spiritual Weapon (Atk +12, 1d8+3) - 5 rounds
Blasphemy (7 strength points) - 4 rounds

Lesser Extend Rod - 2/3 left

Spells
0 - Create Water, Detect Magic, Detect Poison, Light, Purify Food and Drink, Read Magic

1 - Bless, Detect Evil, Divine Favor, Sanctuary, Shield of Faith, Cure Light Wounds(d)

2 - Bull Strength, Hold Person, Resist Energy, Spiritual Weapon*, Status, Cure Moderate Wounds(d)

3 - Blindness/Deafness, Magic Vestment*, Prayer, Searing Light*, Cure Serious Wounds(d)*

4 - Dimensional Anchor, Divine Power*, Freedom of Movement, Summon Monster 4*, Holy Smite(d)*

5 - Flame Strike*, Greater Command*, Cure Light Wounds, Mass(d)*

* - cast

Firn'gaer - AC 18, HP 77 
Monday June 26th, 2006 10:41:36 AM

Firn'gear lifts the woman another 20-ft higher.

She's ready for the drop, I'm sure. I wonder how well she can dodge floating down after I turn off her fly? He thinks to himself.

Active Spells
Detect Magic
See Invisibility
Mass Cats Grace (from Peerimus)
Ray of Enfeeblement - 106 rounds
Telekinesis (effect up to 275 lbs) - 8 rounds

Lesser Extend Rod - 0/3 left

Day's Spells
0 - arcane mark, dancing lights(r), flare, ghost sound(r), mage hand, prestidigitation(r), read magic

1 - alarm, expeditous retreat, magic missile x2*, ray of enfeeblement*, shield

2 - extended mage armor*, invisibility*, knock, mirror image, resist energy, scorching ray*

3 - dispel magic x2*, fly*, haste, lightning bolt, slow

4 - black tentacles, dimension door, mass enlarge person, polymorph

5 - empowered fireball*, telekinesis*, wall of force

6 - heightened resilent sphere*, mage's lucubration

* - Spells cast
(r) - racial spells

Trace (hp 57/74) (ac 26), Shadow (hp 11)(ac20) magic fang, +1 to att and dmg  5d8(1+3+3+6+4)=17 d20+5=16 2d6(1+5)=6 2d4(3+2)=5
Monday June 26th, 2006 4:33:30 PM

Trace remains weakened and while in defensive mode he drinks down a bottle of spider climb and slowly backs up to one of the buildings away from the fight.

Change of Arenas - Round 12 (DM/Al)  d4=4 d20+14=16 3d8(7+4+5)+5=21 d20+22=41 d100=38
Monday June 26th, 2006 8:46:09 PM

Savin shakes off most of the effects of the Unholy Blight. He steps forward ten feet, attacks swings and misses. (Sorry. See the note in your original post. I took your first roll.)

Jaeden catches the Demon with an attack of opportunity as it leaves to pursue Savin. The blade cuts, but not as deeply as the warrior had thought. Something about the Demon's nature rejects most of the damage! Then comes the Unholy Blight. Jaeden fights off most of it. But Dalek cannot. The horse is sickened by the Evil miasma. (Dalek is Sickened for 4 rounds including the last one. Ends Round 14.) Man and horse turn the corner and close with the Demon. Jaeden dismounts with startling speed and strikes at the creature from the Abyss. As Jaeden steps in, the Demon takes an Attack of Opportunity against him. (Hit AC16) The two trade attacks, bite vs blade. Jaeden's connects. The Demon's does not. Again, though the Demon flesh rejects most of the damage. Dalek and Jaeden stay alert for other foes, but neither detects any.

Peerimus lights the Black Knight with blue-green Fairie Fire before dancing away, backing up against one of the shuttered windows. His Rapke eyes look to the Balcony door through which the spellcaster had fled. (Note: A Rapke's Petrifying Scream is a Standard Action.) Taking in the interior of the Temple, Peerimus can see two blocks of pews with an aisle down the middle. At the front of the pews is a golden altar. In the center of the altar is a depression, a basin for water. And next to the basin lies a plain metal fork.

Sly's head rings from the blow. This makes him so angry that he imagines stabbing the Troll twice with his dagger. But in reality, Sly is still to Nauseous to concentrate on attacking. (One more Round of Nausea, Sly.) Luke and Shadow remain Paralyzed for 3 Minutes. Such is the power of Blaspheme that there is no avoiding it. There is no save.

Father Jasper throws his energies into attacking the Black Knight. The Spiritual Weapon flies toward the Knight, but bounds from hard Plate Armor. Searing Light, however, draws the crackle of burning flesh.

Firn'gaer lifts the Drow Woman another 20 feet. At 100 feet up, the gnomish wizard appears ready to do something more than simply hold her.

Trace withdraws from the Demon, backing away five feet. He draws a potion and then drinks it down. (Trace, drawing a potion is a Move Equivalent Action. Drinking is a Standard Action. After that, you can do no more than move 5 feet.)

+++++++++++++++++++++++++++++++++++

The Black Knight steps five feet back into the door of the Temple. Despite the blue-green Faerie Fire, the Darkness conceals his shape. (20% Miss Chance.) The Black Knight draws a scroll and reads from it. A healing glow surrounds him.

The Troll leaves Sly and rushes for the Temple door. Through Sly's swirling Nausea, he can see that the Troll is very badly injured, but his wounds are healing at a rapid rate. (For Peerimus Only: Highlight to display spoiler: {Peerimus the Rapke sees the Troll enter the doorway and move to the west side. It quickly climbs the wall like a spider to the height of 12 feet.})

The woman looks down from 100 feet. She's watching Firn'gaer. "Time to go ... " she calls down from above. "Thank you for a wonderful time Little Man." She draws a scroll, reads from it, and vanishes. Firn'gaer feels the Telekinesis spell end. (Firn'gaer, Spellcraft vs DC15 for the following: Highlight to display spoiler: {Either she is further than some 455 feet away. Or she is somewhere with a barrier blocking the line between Firn'gaer and her.}) (For Peerimus Only: Highlight to display spoiler: {Suddenly the Drow Woman appears on the Catwalk above in the Southeast corner of the Temple.})

The Demon opens its mouth, and a multi-colored explosion of leaping, ricocheting energy bursts from his skin. It engulfs Jaeden and Savin. It almost gets Trace. Good thing he had moved. Jaeden and Savin feel the chaotic energies rip through their bodies. (Take 5d8 hp damage and be Slowed for 1d6 rounds. Will Save vs DC18 gets you only 1/2 damage and negates the Slow effect.)

The area in front of the Temple has cleared of foes. Peerimus stands alone. One against great odds. His nearest aide is Sly Foxx who is still afflicted with Nausea.

=== OOC ===

Map Your Location
Peerimus Only
Peerimus Only

1) Please List AC and Hit Points for you and your Animals
2) If you OR your Animals move, list your location by Grid Coordinates. Squares are 5-foot.
3) All checks are your responsibility. You know the situation. If you make none, I assume you take no special precautions.

Physical Parameters
===================
Houses are 20 feet high and made of rough wood planking. Roofs with shallow pitch.
Climb check 20

Small houses have a door and window on opposite sides. Usually the Doors are on the South side and the window is on the North. All doors are closed. All windows are shuttered. Both doors and shutters appear sturdy. (Same as a Good Wooden Door for the purposes of bashing. PHB page 166.)

Streets of Dirt. Tumble allowed for those who can.

Temple walls are stone. The walls rises to a height of 35 feet. The Dome atop the Temple rises another 35 feet above that.
Climb check 25

The Balcony is 25 feet off the ground.
The Catwalk inside the Temple is the same height. 25 feet up. It can be accessed by stairs at both the Northeast and Northwest corners Inside the Temple.

There is a Darkness Effect inside the Temple. 20% Miss Chance to Sight dependant Attacks.

If you have questions about physical details, please ask.

Jaeden Ohm (AC see below HP 48/106: Barkskin) Dalek (AC 22 HP 36/72)  5d8(7+8+3+4+7)=29 d20+4=11 d20+18=36 d20+18=31 d20+13=30 d20+13=31 d20+8=16 4d6(6+4+2+2)+22=36 4d6(5+2+3+2)+22=34 d20+9=19 d20+2=7 d20+5=22 d20+7=21
Monday June 26th, 2006 9:58:06 PM

The multi-colored energy explodes from the Demon's skin and this time Jaeden is slammed by the full force of it [save: 11, fail dmg 29]. The warrior grunts through the pain and explodes into a frenzy of activity. His first cut bites deep into the demons flesh despite is natural resistance [att1 vs H: Hit AC36 crit confirmed AC 31, dmg 36]. He reverses direction and spins full around, putting his momentum into it and sinking his blade into the creatures hip [att2 vs H: Hit AC30 confirm crit AC 31, dmg 34]. He tears his blade free and makes a third hasty stab but the demons hide is far to thick for the not so pointy blade to penetrate [att3 vs. H: hit ac 16, miss].

Armor Class
Current: 29 (barkskin)
VS Hezrou: 30
VS AoO: 33
VS AoO from Hezrou: 34
Blind Fighter: Concealed opponents don't get their bonus to hit.

Other Notes
Total damage to H: 70 (in two hits)
Jaeden Spot 19
Jaeden Listen 7
Dalek Spot 22
Dalek Listen 21

Savin 50/115 ac 26  d20+10=28 5d8(1+7+5+1+5)=19 d20+10=29 d20+10=25 d20+10=27 d20+10=28 d20+7=12 3d6(4+4+2)+23=33 3d6(5+2+3)+23=33 3d6(3+2+5)+23=33 3d6(5+5+6)+23=39 d100=80 d100=96 d100=23 d100=58
Tuesday June 27th, 2006 12:33:01 AM

Al, did you roll for Savin's blinking against your spell. I do see one 100 but it was under 50% so I shouldn't have gotten any damage if that was for me.

Savin winces in pain but is able to shake off the slow parts of the spell with a save of 28.

Savin has had enough of this demon. He activates his boots and goes and with his flurry of blows just tearing into the demon. He feels his weapons hit an incredible 4 times digging deep into the creatures's flanks.

Total of 138 points of damage - damage reduction is 98 points. Still not to shabby

explaination of hits and damage, +9 base, +6 str, +2 blinking, +1 shillegh, speed +1, enlarge -1 = +18. Took +8 to my powerattack for an extra 16 points of damage, +6 str, +1 shilligh

Savin stays in the same place this round, watching to see if he hurt the beast.

enlarge potion: 17/50
mass cats grace ?
boots of haste 8/10 active right now
shillegah 4/10 second casting today
blinking 3/7

[ Savin, the 50% Miss chance is for Targetted spells. This was a Burst or Area Effect. Blink says you take Half Damage. In this case, since you made the Will Save, that means One Quarter of the Damage that you rolled. --Al ]

Firn'gaer - AC 18, HP 77  d20+6=21 d20+8=16 10d6(3+4+3+6+4+6+3+6+3+1)=39
Tuesday June 27th, 2006 7:02:33 AM

Quite an amazing little assassin there. I'll have to prepare a special punishment for her.

Turning Firn'gaer sees the dark knight in the temple door his body hard to make out in the special darkness. The troll runs by into the temple as well.

A special, he thinks. Taking his staff, Firn'gaer sends a fireball at the enterance to the temple, the enemy marked D (AM75).

Fireball - 39 points, Reflex save DC20.

[Spot DC21, Listen DC16]

Active Spells
Detect Magic
See Invisibility
Mass Cats Grace (from Peerimus)

Lesser Extend Rod - 0/3 left
Staff charges used - 1

Day's Spells
0 - arcane mark, dancing lights(r), flare, ghost sound(r), mage hand, prestidigitation(r), read magic

1 - alarm, expeditous retreat, magic missile x2*, ray of enfeeblement*, shield

2 - extended mage armor*, invisibility*, knock, mirror image, resist energy, scorching ray*

3 - dispel magic x2*, fly*, haste, lightning bolt, slow

4 - black tentacles, dimension door, mass enlarge person, polymorph

5 - empowered fireball*, telekinesis*, wall of force

6 - heightened resilent sphere*, mage's lucubration

* - Spells cast
(r) - racial spells

[ Firn'gaer, you need to move to at least square AK93 in order to have Line of Sight for your Fireball. Otherwise there is a building in the way. Do you wish to move there? --Al ]

Yes, move me, please.

Sly (AC 28 54/85 hp) and Luke (Ac 24 24/65 hp) 
Tuesday June 27th, 2006 9:03:57 AM

Sly is sick again, He's confused and tired. He's happy that Savin has gotten away. But he knows that he had stab the pesty thing and now he's gone with is spider climb. ??Do I still have my spider climb?? I wonder!

Sly will get down on all fours and try to move to 76/AO to climb the wall to the balcony again.

OOC: DM Al my spider climb has not expiered yet?

Luke is still in the same place,

Sly Spells

0- Deteck magic, Read Magic, Flare, Ray of Frost,

1- Magic missels, Shockinf Grasp, Feather Fall,

2- Flaming Spere, Livetate,

3- Lighting Bolts, Fire Balls, Fly.

[ Sly, your Spiderclimb is good for many more rounds still. Climb to your hearts content. --Al ]

Peerimus AC 27 HP 89-114 and Yorrick AC 25 HP 57-74  d20+16=17 d20+13=14 d20+8=13 d20+13=33 d20+13=26 d100=63 2d6(4+3)+10=17
Tuesday June 27th, 2006 10:06:48 AM

It is getting quite crowded, hopefully that does not mean everyone outside is dead A breif pause tells him nothing, no sound from the outside to confirm either way. The fireball at the entrance does however. Peerimus allows a flick of a smile to cross his reptillian face at the thought. His head snaps to regard the troll, and then to the knight. He should have time. Peerimus lashes out and sends two fiery streaks at the spider climbing troll. The first of the flaming balls strikes perfectly. The second is quite off the mark.
[Ranged Touch attack Hit AC 33 crit 23/13 %63 Dmg 17]
used hero point to reroll d20+13=14

He then steps 5' farther North.

Spell list
Level 0:Create Water, Mending x2, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, **Faerie Fire x2, Entangle *Longstrider, Obscuring Mist, *Produce Flame, Goodberry
Level 2:
***Barkskin x4, *Owls Wisdom
Level 3:
CMW x2, *Greater Magic Fang, *Protection from Energy, Poison
Level 4:
*Freedom of Movement, *Dispel Magic x2, *Scrying
Level 5:
Animal Growth, *Wall Thorns, *Baleful Polymorph
Level 6:
*Mass Cat's Grace

Spells in Affect
Peerimus Barkskin 107.7 minutes +4 AC
Protection Fire 101.8 minutes
Owl's Wisdom 93 Rounds
Cat's Grace 108.3 +2 effective Dex
Produce Flame 41 rounds or 4 attacks
Freedom of Movement

Yorrick -4Str, -3Dex, -2 Con -10Will and Wisdom
Greater Magic Fang
Barkskin 107.4 minutes +4 AC
Cat's Grace 108.3 +4 effective Dex

Savin supplimentry post  d20+10=16
Tuesday June 27th, 2006 10:40:16 AM

Savin rolls an AOO when the demon issues his spell but misses his chance.

Father Jasper - AC25 (Flat-footed AC20, Touch AC15), HP 54  d20+12=22
Tuesday June 27th, 2006 2:33:11 PM

Father Jasper continues to keep his attention towards the dark knight at the temple. He calls a spell to cease the movement of the fighter.

Hold Person - Will save DC17
Spiritual Weapon - AC 22

Active Spells
Damage Reduction 2/-
Extended Magic Vestment - 20 hours
Mass Cat's Grace
Spiritual Weapon (Atk +12, 1d8+3) - 4 rounds
Blasphemy (7 strength points) - 3 rounds

Lesser Extend Rod - 2/3 left

Spells
0 - Create Water, Detect Magic, Detect Poison, Light, Purify Food and Drink, Read Magic

1 - Bless, Detect Evil, Divine Favor, Sanctuary, Shield of Faith, Cure Light Wounds(d)

2 - Bull Strength, Hold Person*, Resist Energy, Spiritual Weapon*, Status, Cure Moderate Wounds(d)

3 - Blindness/Deafness, Magic Vestment*, Prayer, Searing Light*, Cure Serious Wounds(d)*

4 - Dimensional Anchor, Divine Power*, Freedom of Movement, Summon Monster 4*, Holy Smite(d)*

5 - Flame Strike*, Greater Command*, Cure Light Wounds, Mass(d)*

* - cast

Jaeden Ohm Supplimentry Post  d20+18=19
Tuesday June 27th, 2006 3:04:08 PM

Jaeden follows Savin's lead and strikes at the Demon as the beast covers the the area in scintilating colors. Unfortunely he rolls his ankle on a rock and his fabulous sword hit's nothing but unforgiving ground [AoO vs. H: Hit AC 19, crit miss].

Trace (hp 57/74) (ac 26)(spider climb), Shadow (hp 11)(ac20) magic fang, +1 to att and dmg  d20+15=16 d20+12=22 d20+12=18 d20+7=21 d8=1 d8+6=7 d8+6=9 d8+6=12 d8+6=9 d6=3 d6=1
Tuesday June 27th, 2006 5:18:30 PM

Trace sees another shift in the battle, its hard to tell who has the upper hand yet, at the beginning the group was truly outmatched and then seemed to rally around desperiation and surge back against the evil. But now the worm has turned just a bit and all bets are off. Trace decides to help fight off the deamon and the re think the situation. Hopefully the troll will stay gone long enough to git rid of the present problem.

Again Trace works his swords in a flurry at the deamon.

(hitting ac 16,22, 18, and 21 for for 41hps dmg if all hit((wishfull thinking))

Trace again braces for a return attack.

Ganging Up - Round 13 (DM/Al)  d6=5 d20+15=35 d20+11=21 d20+11=28 d20+21=38 d20+21=30 2d6(5+1)+7=13 d6=5 d20+25=34 d20+16=30 d20+17=33 d20+16=20 d100=71 d100=47
Tuesday June 27th, 2006 9:12:00 PM

Both Savin and Jaeden take the opportunity to strike at the Demon as it prepares to bathe them in Chaos. Both miss, and then the tide of Multi-colored Chaos washes over them. Savin shakes it off, receiving only minor wounds. Jaeden does not, and his limbs begin to Slow (Sorry, Jaeden, you're Slowed for ... 5 Rounds).

Jaeden swings, but his limbs are already moving as though through liquid. He lands a single blow, but it hits a critical place on the Demon's body. That makes up for the damage that the Demon's flesh resists.

Savin is now within range for a full flurry of blows. He lands one after another crushing flesh and bone. The Demon is lifted off of its feet, and when it lands on the ground it is an unrecognizable mass of pulpy flesh.

Firn'gaer moves into the main street for a view of what might be going on at the front of the Temple. He draws magic from his staff and sends a Fireball to explode next to the Black Knight. Inside, Peerimus sees the ball of fire engulf both the Troll on the wall as well as the Black Knight. But when the orange conflagration clears, neither appear as harmed as was expected.

Sly's stomach still feels raw. But the Nausea is easing. He feels it going away. Sly walks across the street to the wall of the Temple. He begins to climb the wall, his hands and feet sticking to the wall like those of a Spider. Sly makes it 6 feet up toward the balcony. (Sly, the Nausea is now over. You can act as normal now. You can make it to the balcony in one Move Action, and you have a Standard Action left to do whatever you want with.)

Luke and Shadow are still paralyzed.

Peerimus Only: (Highlight to display spoiler: {Inside the Temple, Peerimus the Rapke throws two more balls of fire at the Troll. Its grimaces as its blood soaked clothing hisses and chars. Peerimus the moves five steps up the side aisle.})

Father Jasper casts a spell at the Black Knight. The Knight gives a violent shake to his reptile crested helm and then raises an iron clad arm to fend off the Spiritual Staff. "Not good enough." He calls out to the Cleric.

Trace rushes around the corner to help his friends confront the Demon. He prepares for the heavy blow to fall when he enters space threatened by the large creature's arms. But none falls. The Demon is dead. Nothing but a crushed and bloody pile of flesh.

+++++++++++++++++++++++++++++++++++++++++

Those with a line of sight to the front door of the Temple see the Black Knight withdraw into the dark interior He moves with startling speed and seems to withdraw to the west.

Peerimus Only: (Highlight to display spoiler: {Several things happen simultaneously. The dark figure of the woman on the Catwalk above dives over the railing and hurtles through the air downward in the direction of the golden Altar. Half way across the room her form wraps in shadows and she is gone. (Spot Check would be a good idea here.)

The Black Knight clicks his heels together and then Charges with speed startling in a plate mail armored warrior, across the floor straight at Peerimus. The Knight is smaller, and Peerimus the Rapke is not without defenses. (Take an AoO against the Charging Black Knight.) But Peerimus cannot stop the Charge itself. (Hit AC38, Crit AC30 Confirmed, Damage 13hp.) The Dark Greatsword bites deep, striking a Critical spot. And as the sword tastes the pain of the Critical hit, it howls like a tortured soul. Peerimus feels the Life sucked from within him, and the Black Knight appears to grow stronger and more robust. (Peerimus, Take one Negative Level.) Also, in the presence of the Black Knight, the Aura of Despair returns (-2 to all Saves)

Then the Troll leaps from the wall, landing from the 12 feet with practiced ease. Loping across the floor it takes up a position behind the Black Knight. Suddenly a claw flashes out, grasping Peerimus' leg and throwing him to the ground. (Touch Peerimus AC30, Trip Peerimus AC33; Peerimus Trip DC21: 10 + 8 Rapke STR + 4 Size - 1 Negative Level) The Troll follows up with a vicious kick. (Hit AC20) But the kick bounces harmlessly off of Peerimus' thick hide. (Peerimus is Prone.)
})

Sly Only: (Highlight to display spoiler: {Climbing the wall, Sly hears the armored clank of a running man. He hears a howl like the scream of a tortured soul. It comes from inside the Temple. Sounds like it is to the West.})

Most everyone else hears little, but there is clearly activity from the direction of the Temple. Father Jasper most certainly saw Peerimus rush into the Temple. So did Sly Foxx. And Firn'gaer did as well when he was still up in the air. But what will they do about it? Many of the group is effectively incapacitated. Can Peerimus be in trouble?

What can they do about it?

=== OOC ===

Map Your Location
Peerimus Only

1) Please List AC and Hit Points for you and your Animals
2) If you OR your Animals move, list your location by Grid Coordinates. Squares are 5-foot.
3) All checks are your responsibility. You know the situation. If you make none, I assume you take no special precautions.

Physical Parameters
===================
Houses are 20 feet high and made of rough wood planking. Roofs with shallow pitch.
Climb check 20

Small houses have a door and window on opposite sides. Usually the Doors are on the South side and the window is on the North. All doors are closed. All windows are shuttered. Both doors and shutters appear sturdy. (Same as a Good Wooden Door for the purposes of bashing. PHB page 166.)

Streets of Dirt. Tumble allowed for those who can.

Temple walls are stone. The walls rises to a height of 35 feet. The Dome atop the Temple rises another 35 feet above that.
Climb check 25

The Balcony is 25 feet off the ground.
The Catwalk inside the Temple is the same height. 25 feet up. It can be accessed by stairs at both the Northeast and Northwest corners Inside the Temple.

There is a Darkness Effect inside the Temple. 20% Miss Chance to Sight dependant Attacks.

If you have questions about physical details, please ask.

Vertical Axis
=============
Sly is 6' up the wall.

Jaeden Ohm (AC see below HP 48/106: Barkskin) Dalek (AC 22 HP 36/72)  3d8(5+7+1)+5=18
Tuesday June 27th, 2006 9:39:35 PM

In the first split second Jaeden wonders at the slowness of his own movements...

In the second the warrior wonders at the speed with which Savin just pulverized the demon...

By the third fraction of a second he sends a call to for dalek to come. He'll need to move quicker then he now can.

Eager to rejoin his Human Dalek takes a last look at the front of the temple before spurring into a run [move to AU93:AV94]. While Jaeden waits for the horse to arrive he digs into his pack and removes a vial of liquid that anyone who has shopped at the Catacombs will recognize as a healing potion.

His face shows confusion as his limbs continue to respond with agonizing slowness.

Armor Class
Current: 29 (barkskin)
VS AoO: 33
Blind Fighter: Concealed opponents don't get their bonus to hit.

Other Notes
Slowed 2/5
Rolled for healing potion before I realized that I don't have enough movement to drink it... I'll use this roll next round.



Firn'gaer - AC 18, HP 77 
Wednesday June 28th, 2006 7:29:10 AM

"Peerimus is in the temple by himself!" He moves over next to Jasper. "Let's go. I can get us in there quickly. Ready."

Assuming Jasper is ready, he will Dimension Door the two of them just inside to AM74.

Active Spells
Detect Magic
See Invisibility
Mass Cats Grace (from Peerimus)

Lesser Extend Rod - 0/3 left
Staff charges used - 1

Day's Spells
0 - arcane mark, dancing lights(r), flare, ghost sound(r), mage hand, prestidigitation(r), read magic

1 - alarm, expeditous retreat, magic missile x2*, ray of enfeeblement*, shield

2 - extended mage armor*, invisibility*, knock, mirror image, resist energy, scorching ray*

3 - dispel magic x2*, fly*, haste, lightning bolt, slow

4 - black tentacles, dimension door*, mass enlarge person, polymorph

5 - empowered fireball*, telekinesis*, wall of force

6 - heightened resilent sphere*, mage's lucubration

* - Spells cast
(r) - racial spells


Father Jasper - AC25 (Flat-footed AC20, Touch AC15), HP 54  d20+12=28 d8+3=10 d20+7=26 d20+7=8
Wednesday June 28th, 2006 7:36:39 AM

"O...Ok." The priest says looking at the wizard. He gets his resolve quickly, "Yes, yes let's go."

When he arrives inside the temple, if it appears that Peerimus and the enemy are with 40-ft of him, he will cast Prayer.

Spiritual Weapon - AC 28, Damage 10

[Spot DC26, Listen DC8]

Active Spells
Damage Reduction 2/-
Extended Magic Vestment - 20 hours
Mass Cat's Grace
Spiritual Weapon (Atk +12, 1d8+3) - 3 rounds
Blasphemy (7 strength points) - 2 rounds

Lesser Extend Rod - 2/3 left

Spells
0 - Create Water, Detect Magic, Detect Poison, Light, Purify Food and Drink, Read Magic

1 - Bless, Detect Evil, Divine Favor, Sanctuary, Shield of Faith, Cure Light Wounds(d)

2 - Bull Strength, Hold Person*, Resist Energy, Spiritual Weapon*, Status, Cure Moderate Wounds(d)

3 - Blindness/Deafness, Magic Vestment*, Prayer, Searing Light*, Cure Serious Wounds(d)*

4 - Dimensional Anchor, Divine Power*, Freedom of Movement, Summon Monster 4*, Holy Smite(d)*

5 - Flame Strike*, Greater Command*, Cure Light Wounds, Mass(d)*

* - cast

Sly (AC 28 54/85 hp) and Luke (Ac 24 24/65 hp)  d20+6=8 d20+5=21
Wednesday June 28th, 2006 7:48:15 AM

Sly will climb as far as he can, (like up to the belcony, into the temple (still on wall), up on the celling for an all around view.) On his way, He thinks to himself "I was reay to help Savin, but now Peerinus needs my help! Bladesingers don't run with out all his Mates in Arms".

Luke cnnot move from his spot' not even yell for help.

Sly's Spells

0- Detect Magic, ReadMagic, Flare, Ray of Frost,

1- Maggic Missels, Shocking Grasp, Feather Fall,

2- Flaming Sphear, Levetate,

3- Lighting Bolts,Fire Ball, Fly,

(Now if I can remember how Spiderman did things like this??)

Sly Spot 8 - Listens 21.

Peerimus AC 31 HP 38/81 and Yorrick AC 25 HP 57-74  d20+13=16 d6+5=7 d20+21=28 d20+15=29
Wednesday June 28th, 2006 9:56:47 AM

The eyes narrow on the Rapke as the knight suddenly blazes across the room. He most definately should have seen this coming. He half heartedly swipes at the knight. Perhaps it is enough perhaps not. [Touch Attack Hit AC 16 dmg 7]

The Troll then closes, having not only survived but brazen enough to close. One swipe from the claw and despite it's supposedly weakend state from Firngaers spell, Peerimus finds himself on his back and well working towards surrounded and dead. The Assassin was here somewhere as well and Peerimus's eyes dart about the room as his ears try to pick out her movments. [Spot 28 Listen 29]

Peerimus quickly goes through his options, they range from grim to down right pointless. On a brighter note, perhaps his sacrifice saved Sly and some of the others by drawing all the opponents here.

With an echoing cry resounding through the chamber, Peerimus slashes the flaming claw in a swipe towards the troll, hoping to give it pause, and with one great hind leg he pushes himself up right.
[total defensive action and stand from Prone]

Spell list
Level 0:Create Water, Mending x2, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, **Faerie Fire x2, Entangle *Longstrider, Obscuring Mist, *Produce Flame, Goodberry
Level 2:
***Barkskin x4, *Owls Wisdom
Level 3:
CMW x2, *Greater Magic Fang, *Protection from Energy, Poison
Level 4:
*Freedom of Movement, *Dispel Magic x2, *Scrying
Level 5:
Animal Growth, *Wall Thorns, *Baleful Polymorph
Level 6:
*Mass Cat's Grace

Spells in Affect
1 negative level
Peerimus Barkskin 107.6 minutes +4 AC
Protection Fire 101.7 minutes
Owl's Wisdom 92 Rounds
Cat's Grace 108.2 +2 effective Dex
Produce Flame 30 rounds or 3 attacks
Freedom of Movement

Yorrick -4Str, -3Dex, -2 Con -10Will and Wisdom
Greater Magic Fang
Barkskin 107.3 minutes +4 AC
Cat's Grace 108.2 +4 effective De

Savin ac 26 hps 46/116  d100=3 d100=86 d100=31 d100=53 d6=4 d6=2
Wednesday June 28th, 2006 5:20:02 PM

Savin deactivates his boot of speed figuring that he can't get into the temple with or without them this round. He bolts straight ahead at a sprint running straight through the locusts. He tries to blink through them but finds himself twice in pain as he is pushed forward through the bugs. He will come to a halt at AV-AW/76-77

Al if possible Savin will move towards the door. Not sure if that is allowed after a sprint. Normally on a sprint I would get 210' while blinking. I know you can only move in a straight line but I figure that only took Savin around 3 seconds. I will leave to your descretion. I adjusted my hitpoint up by 2 and then took my six.

enlarge potion: 18/50
mass cats grace ?
boots of haste 8/10 inactive right now
shillegah 5/10 second casting today
blinking 4/7


Trace (hp 66/74) (ac 26)(spider climb), Shadow (hp 11)(ac20) magic fang, +1 to att and dmg  d8+5=9
Wednesday June 28th, 2006 7:18:30 PM

Trace moves twords the swarms to head for the temple, he downs a potion of cure light wounds and readies his spell of windwall to rid the swarm ahead of him.

Trace calls shadow to his side.

(move Trace and shadow as far North as he can move after drinking the potion with out reaching the swarm first.)

Rush For The Temple - Round 14 (DM/Al)  d100=91 d20+16=25 d20+20=27 d20+16=32 d20+17=19 d20+16=32 d20+17=27 d100=98 d100=26 d20+20=28 2d6(5+3)+7=15 d20+22=31 d100=20 d20+16=26
Wednesday June 28th, 2006 8:58:33 PM

His movements drastically Slowed, Jaeden calls Dalek to him. Dalek sees nothing more than Sly moving up the wall before he enters the narrow streets arriving just as Jaeden removes a vial from storage.

Firn'gaer moves to Father Jasper and prepares him for entry into the Temple. Peerimus may be in trouble. The wizard opens a Dimension Door and the two disappear.

Father Jasper girds for entry and the two appear suddenly just within the doorway of the temple. Peerimus the Rapke appears well outside of 40 feet and so he does nothing. The Spiritual Staff, however, swings at the Black Knight, and this time draws a thump that sounds like it impacted flesh. The cleric looks about the Darkened Temple all the way up to the lofty ceiling above. He sees Peerimus, the Troll, the Black Knight and Firn'gaer. No more than that.

Sly climbs up the rest of the way to the balcony. He enters through the doorway and comes upon a Catwalk that looks out over the floor of the Temple 25 feet below. Sly continues to climb. He climbs up ten more feet. The wall ends its vertical rise here. There is a short lip before the dome curves inward, rising up even further. Sly climbs five more feet out toward the dome. He is now 35 feet up into the air and sticking like a Spider to the inside of the dome. Luke remains paralyzed.

Peerimus the Rapke throws a ball of fire at the Black Knight as he Charges across the room. He strikes true through the Darkness (91%: Must not be simple Darkness.) and the Flame scorches the Knight. He is thrown to the ground, but not before he gets a look at the Altar. He neither sees nor hears the Drow Woman. But he does see that the plain metal fork once lying there is now gone. What to do. The Troll appears strong. Very strong. But to lie here is to court death. Even with Firn'gaer and Father Jasper so near at hand. Peerimus sees to Total Defense and then rises up from the ground. The Black Knight and the Troll seize the Opportunity. (Troll Hit Peerimus AC25; Knight Hit Peerimus AC27) Complete concentration upon defense, Peerimus is able to avoid both blows.

Hearing Firn'gaer's words about Peerimus, Savin runs. He runs toward the Temple, blinking in and out of the Ethereal plane. He charges straight through the Locust Swarms and feels two sharp pains as he materializes twice in the same place as the swarming locust. But he's through. Now he's through.

Trace follows Savin down the street. He draws a potion from his haversack and prepares to cast his spell. He calls to Shadow, but Shadow does not respond. Shadow remains with Luke, paralyzed by the magic of the now dead Demon. (Trace, you have to draw a potion before you an drink it. That requires a Move Equivalent Action. So, this round, all you can do is Move and Draw the Potion. You were not healed this round. Also note that Drinking is a Standard Action. So is casting your spell. That means you can only do one of them next round.)

+++++++++++++++++++++++++++++++++++

"Sinesia, do not leave." The Troll's voice is calm but commanding. "I will hold this one at bay, Drahkmoor," he says before swiping another claw at Peerimus' legs. (Touch Peerimus, AC32, Trip19, TouchAC32, Trip27, Miss Chances 98, 26; Peerimus Trip DC21: 10 + 8 Rapke STR + 4 Size - 1 Negative Level, Hit Peerimus AC26) The Troll takes the Rapke leg, but his grip does not hold. Again the Troll grabs for Peerimus, and this time throws him again off his feet. The Troll uses momentum from the Trip to strike at Peerimus, but even Prone, the Druid's Defensive focus helps protect him from further harm. The Troll does not appear to be deterred by the fire, even though Peerimus can see that it is burned in many places and very badly hurt.

The Black Knight pounds swiftly back across the floor, and with a blur of speed he brings the Greatsword down upon Firn'gaer. (Hit Firn'gaer AC28, Damage 15hp, Miss Chance 20%) (Peerimus, take another AoO against the Black Knight. This time at -4 to hit for being Prone.) The black blade comes at an angle striking for Firn'gaer's temple. *whish* It misses by a hair's breath, misdirected by Darkness.

"This is for you, Sir Drahkmoor." A female voice comes from somewhere near the Altar. There is the sound of a spell, and then neither Firn'gaer nor Father Jasper hear a thing. (Firn'gaer and Father Jasper, you are within the influence of a Silence Spell.)

=== OOC ===

Map Your Location
Peerimus, Firn'gaer, Father Jasper, and Sly Only: Main Floor
Peerimus, Firn'gaer, Father Jasper, and Sly Only: Second Floor

1) Please List AC and Hit Points for you and your Animals
2) If you OR your Animals move, list your location by Grid Coordinates. Squares are 5-foot.
3) All checks are your responsibility. You know the situation. If you make none, I assume you take no special precautions.

Physical Parameters
===================
Houses are 20 feet high and made of rough wood planking. Roofs with shallow pitch.
Climb check 20

Small houses have a door and window on opposite sides. Usually the Doors are on the South side and the window is on the North. All doors are closed. All windows are shuttered. Both doors and shutters appear sturdy. (Same as a Good Wooden Door for the purposes of bashing. PHB page 166.)

Streets of Dirt. Tumble allowed for those who can.

Temple walls are stone. The walls rises to a height of 35 feet. The Dome atop the Temple rises another 35 feet above that.
Climb check 25

The Balcony is 25 feet off the ground.
The Catwalk inside the Temple is the same height. 25 feet up. It can be accessed by stairs at both the Northeast and Northwest corners Inside the Temple.

There is a Darkness Effect inside the Temple. 20% Miss Chance to Sight dependant Attacks.

If you have questions about physical details, please ask.

Vertical Axis
=============
Sly is 35' up the wall.

Trace (hp 57/74) (ac 26)(spider climb), Shadow (hp 11)(ac20) magic fang, +1 to att and dmg 
Wednesday June 28th, 2006 10:00:24 PM

Trace drinks down the potion of cure light wounds (roll on last post) and then sprints through the swarms. (sprint 60'? wich would put him just past the swarms at 80,as)

Jaeden Ohm (AC see below HP 66/106: Barkskin) Dalek (AC 22 HP 36/72)  d20+17=31 d20+17=20
Thursday June 29th, 2006 1:06:22 AM

With vial in his right hand Jaeden reaches out and grabs Daleks reigns as the the horse obligingly slows. Horse and warrior work in tandem and despite Jaeden's slowed state he manages a fast mount [ride check: 31, success].

Dalek immediately wheels and takes off back to the northeast, running around the insects. Jaeden does his best to hold on with one hand as he sucks down the contents of his held vial [move to AX75:AY76][ride check: 20, assumed success][heal 18 from potion of cure serious, rolled last round].

Armor Class
*Current: 28 (+4 barkskin, -1 slowed)
*VS AoO: 32
*Blind Fighter: Concealed opponents don't get their bonus to hit.

Other Notes
*Slowed 3/5
*Explanation of moves: Fast mount requires an available move action but does not use it. Ride check succeeded so only free action. Standard action used to quaif potion while dalek makes a double move. Rolled a ride check just in case. Assuming 20 succeeds.



Sly (AC 28 54/85 hp) and Luke (Ac 24 24/65 hp)  d20+1=20 d20+6=19
Thursday June 29th, 2006 7:22:46 AM

Sly Advances onto the Dome, he'll stop at about (26/X), (becouse he heard a female voice??). "Where's that Witch at? If she's going to throw a spell! She has to chant! I think I'll do a little chanting of my own!"

"Hmmmm glloooobbb FffFiiiiRrRreeE oot TTxxeeNN rraattllAa!" Sly is Congering a Fire Ball Spell. Pointing his finger next to the Atltar.(13/Z)

Luke is still trap and cannot move.

Sly - Congering 20 - Listen 19,

Sly's Spells

0- Detect Magic, Read Magic, Flare, Ray of Frost.

1- Magic Missels, Shocking Grasp, Feather Fall.

2- Flaming Spear,Levetate.

3- Lighting Bolts, (Fire Ball)), Fly.



Peerimus AC 27 HP 60/103 and Yorrick AC 25 HP 57-74  d20+19=21 d20+10=30 d20+10=28 d100=84 2d6(2+2)+8=12 2d6(5+2)+8=15 d20+21=28 d20+15=22
Thursday June 29th, 2006 8:11:53 AM

Hold me here indeed, it was not you of whom I was concerned The knight turns and Peerimus lashes out brutally with one of the razor sharp talons. [Hit ac 30 crit 28 Dmg 12+15 if crit]

The Rapke lies prone, but a talon poised in the troll's direction gives him enough room and the the Rapke issues another Avian-like cry. In an instant the troll is staring 24' and 6 tons worth of opponent. [Defensive Cast Animal Growth concentration 21]

Spot 28 Listen 22

Spell list
Level 0:Create Water, Mending x2, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, **Faerie Fire x2, Entangle *Longstrider, Obscuring Mist, *Produce Flame, Goodberry
Level 2:
***Barkskin x4, *Owls Wisdom
Level 3:
CMW x2, *Greater Magic Fang, *Protection from Energy, Poison
Level 4:
*Freedom of Movement, *Dispel Magic x2, *Scrying
Level 5:
*Animal Growth, *Wall Thorns, *Baleful Polymorph
Level 6:
*Mass Cat's Grace

Spells in Affect
1 negative level
Peerimus Barkskin 107.5 minutes +4 AC
Protection Fire 101.6 minutes
Owl's Wisdom 91 Rounds
Cat's Grace 108.1 +2 effective Dex
Produce Flame 29 rounds or 2 attacks
Freedom of Movement
Animal Growth Huge +8 Str +4 con DR 10/Magic +4 saves 110 rounds

Yorrick -4Str, -3Dex, -2 Con -10Will and Wisdom
Greater Magic Fang
Barkskin 107.2 minutes +4 AC
Cat's Grace 108.1 +4 effective De

Savin ac 26 hps 46/115  d20+18=21 d20+18=33 d100=88 d100=28 d20+14=26 d20+17=37 d20+17=32 d100=61 d100=76 3d6(3+1+1)+7=12 3d6(3+5+3)+7=18
Thursday June 29th, 2006 11:43:30 AM

Savin moves into the temple blinking through the wall. He sees the dark knight trying to kill his friends and swoops in. He lashes out with his staff, tripping the heavily armored knight. He follows up with a terrific smash after his trip attack trying to put this opponent down quickly.

Savin is located at AO-AP/73-74 which represents 45' movement. Blinking I have 52.5' of movement, so I assumed 50'.

OOC Explaination of attack: Rolled to hit with a touch attack, assumed 21 missed and used hero point. Second roll hits ac 33. Rolled 2 d100 for chance of missing. One for blink and second due to temple effect. Trip roll was a 26 +6 str, +4 feat, +4 size. Follow up with staff strike after the trip and hit with a critical hit. I didn't add anything for opponent being prone, couldn't remember if I get pluses or he got minuses but assuming ac 32 is a hit. Total damage = 30

enlarge potion: 19/50
mass cats grace ?
boots of haste 8/10 inactive right now
shillegah 6/10 second casting today
blinking 5/7


DM Note: Keep Forgetting 
Thursday June 29th, 2006 12:37:13 PM

Savin, Firn'gaer, and Father Jasper all feel the Aura of Despair around the Black Knight. (-2 to all Saves.)

Father Jasper - AC25 (Flat-footed AC20, Touch AC15), HP 54  d20+12=15
Thursday June 29th, 2006 7:45:56 PM

Father Jasper takes the opportunity given by Savin to move out of the Silence. He moves to Z31. Once out he cast Prayer.

Spritual Weapon - AC 15

Active Spells
Damage Reduction 2/-
Extended Magic Vestment - 20 hours
Mass Cat's Grace
Prayer - 10 rounds
Spiritual Weapon (Atk +12, 1d8+3) - 2 rounds
Blasphemy (7 strength points) - 1 rounds

Lesser Extend Rod - 2/3 left

Spells
0 - Create Water, Detect Magic, Detect Poison, Light, Purify Food and Drink, Read Magic

1 - Bless, Detect Evil, Divine Favor, Sanctuary, Shield of Faith, Cure Light Wounds(d)

2 - Bull Strength, Hold Person*, Resist Energy, Spiritual Weapon*, Status, Cure Moderate Wounds(d)

3 - Blindness/Deafness, Magic Vestment*, Prayer, Searing Light*, Cure Serious Wounds(d)*

4 - Dimensional Anchor, Divine Power*, Freedom of Movement, Summon Monster 4*, Holy Smite(d)*

5 - Flame Strike*, Greater Command*, Cure Light Wounds, Mass(d)*

* - cast

Firn'gaer - AC 18, HP 77  d4+3=7 d20+22=37
Thursday June 29th, 2006 7:53:42 PM

The tripped warrior gives Firn'gaer the chance to step back and take a rod from his haversack. With it he casts Mirror Image on himself.

[Moves to U32]

Casting Defensively - DC37
Mirror Image - 7 images

Active Spells
Detect Magic
See Invisibility
Mass Cats Grace (from Peerimus)
Mirror Image (7 images) - 11 minutes

Lesser Extend Rod - 0/3 left
Lesser Silence Rod - 2/3 left
Staff charges used - 1

Day's Spells
0 - arcane mark, dancing lights(r), flare, ghost sound(r), mage hand, prestidigitation(r), read magic

1 - alarm, expeditous retreat, magic missile x2*, ray of enfeeblement*, shield

2 - extended mage armor*, invisibility*, knock, mirror image*, resist energy, scorching ray*

3 - dispel magic x2*, fly*, haste, lightning bolt, slow

4 - black tentacles, dimension door*, mass enlarge person, polymorph

5 - empowered fireball*, telekinesis*, wall of force

6 - heightened resilent sphere*, mage's lucubration

* - Spells cast
(r) - racial spells

Preparing For The End - Round 15 (DM/Al)  d20+15=28 d100=66 d20+10=13 d20+10=25 d20+10=29 d20+10=21 d20+10=18 d20+10=21 d20+10=13 d20+15=26 d20+17=34 d8=2 d6=2 d100=11
Thursday June 29th, 2006 9:08:56 PM

Trace drinks a potion and heads toward the Swarms of Locust. Because of the time he took to drink the potion, he does not make it to the Swarms yet. (The action is called Run. You can move 4x your speed in a Straight Line. But, it is a Full Round Action. That means you can do nothing else but Run during that Round.)

Even Slowed, Jaeden mounts the saddle with startling speed. While Jaeden drinks his potion, Dalek hustles around the building.

Sly climbs out onto the inner surface of the dome and begins moving up. (Sorry, Sly on the surface of the dome you're moving up as well as out. 20 feet of movement will get you 10 feet higher and about 5 feet out.) The Bladesinger aims a spell, targeting the right rear corner of the Altar. An orange Fireball, 40 feet in diameter explodes across the floor. There is no visible reaction to the Fireball.

Luke and Shadow are still paralyzed.

Peerimus burns the Black Knight badly as he turns his back on the druid/Rapke. The Peerimus remains upon the floor and casts a spell. He grows in size and gains a rejection to damage. He looks around, but is still not able to detect the Drow.

Savin appears straight through the shuttered window. He trips the Black Knight and then brings his staff down upon him. (The First Touch attack hit. Keep your Hero Point.) The Knight lies still.

Father Jasper quickly leaves the area. As soon as he hears his own footsteps he knows that he is clear of the Silence spell. He begins to Pray. The Spiritual Weapon sweeps thuds weakly against the downed Knight's armor.

Firn'gaer takes a step back and draws a special rod. He waves his hands, and without a sound, casts a spell.

+++++++++++++++++++++++++++++

The Black Knight lies still.

A high laugh comes from south of the Altar. "Alright Scaor. I'll follow your orders. As long as your alive." The laugh comes again. "But just to make things interesting ... " There is the sound of a single word and the woman appears for a moment, her wand pointing at Peerimus. (Appeared at W15) Then she turns and she is gone again. (Peerimus, lose Protection from Fire and Owl's Wisdom.)

Barkskin (Dispel 13)
Protection Fire (Dispel 25)
Owl's Wisdom (Dispel 29)
Cat's Grace (Dispel 21)
Produce Flame (Dispel 18)
Freedom of Movement (Dispel 21)
Animal Growth (Dispel 13)

The Troll tumbles out of Peerimus' reach and then snaps his fingers. The long spiked chain comes into his hands. (Hit Firn'gaer AC34, Firn'gaer is 5: Rolled 2, Miss Chance 11) The chain whistles toward one of the illusory Firn'gaer's, but misses in the darkness, leaving the illusion intact.

"SINESIA YOU MINK IN HEAT!!!" The Troll bellows in frustration. "Fine! Return with the Chime. Tell those at Fell Home that I died fighting." And the Troll prepares for the end.

=== OOC ===

Map Your Location
Peerimus, Firn'gaer, Father Jasper, Sly, and Savin Only: Main Floor
Peerimus, Firn'gaer, Father Jasper, Sly, and Savin Only: Second Floor

1) Please List AC and Hit Points for you and your Animals
2) If you OR your Animals move, list your location by Grid Coordinates. Squares are 5-foot.
3) All checks are your responsibility. You know the situation. If you make none, I assume you take no special precautions.

Physical Parameters
===================
Houses are 20 feet high and made of rough wood planking. Roofs with shallow pitch.
Climb check 20

Small houses have a door and window on opposite sides. Usually the Doors are on the South side and the window is on the North. All doors are closed. All windows are shuttered. Both doors and shutters appear sturdy. (Same as a Good Wooden Door for the purposes of bashing. PHB page 166.)

Streets of Dirt. Tumble allowed for those who can.

Temple walls are stone. The walls rises to a height of 35 feet. The Dome atop the Temple rises another 35 feet above that.
Climb check 25

The Balcony is 25 feet off the ground.
The Catwalk inside the Temple is the same height. 25 feet up. It can be accessed by stairs at both the Northeast and Northwest corners Inside the Temple.

There is a Darkness Effect inside the Temple. 20% Miss Chance to Sight dependant Attacks.

If you have questions about physical details, please ask.

Vertical Axis
=============
Sly is 45' up the wall.

Jaeden Ohm (AC see below HP 66/106: Barkskin) Dalek (AC 22 HP 36/72)  d20+17=28 d20+9=19 d20+2=5
Friday June 30th, 2006 12:59:31 AM

Dalek continues his move until he reaches the temple entrace [move to AN77:AO78]. Once there Jaeden slips from the saddle once again. By now the warrior is familiar with his slowness and although he doesn't do much, what he does is in full control [dismount to AN:76][ride check 28, success].

He marks the trolls position through the entrance, and considering what the beast just bellowed figures that things have taken a turn for the better inside. He marks the trolls movements still, aware that a very real danger still exists.

Armor Class
*Current: 28 (+4 barkskin, -1 slowed)
*vs. AoO: 32
*vs. troll: 29
*vs. AoO from troll: 33
*Blind Fighter: Concealed opponents don't get their bonus to hit.

Other Notes
*Slowed 4/5
*Jaeden spot 19
*Jaeden listen 5

Peerimus AC 27 HP 60/103 and Yorrick AC 25 HP 57-74  d20+21=30 d20+15=19 d20+13=18
Friday June 30th, 2006 2:12:50 PM

A clicking comes from deep in the Raptors throat and it turns away from the now armed troll. Savin is better able to close and take him down. Firngaer is there as well Peerimus moves north, further into the temple, his sharp eyes and eyes trying to find the Shadow dancer.
Peerimus moves to N/13 and readies for her to appear. If it is within 10' of him he'll strike.
[Hit AC 18 which misses so I shan't bother]

Spell list
Level 0:Create Water, Mending x2, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, **Faerie Fire x2, Entangle *Longstrider, Obscuring Mist, *Produce Flame, Goodberry
Level 2:
***Barkskin x4, *Owls Wisdom
Level 3:
CMW x2, *Greater Magic Fang, *Protection from Energy, Poison
Level 4:
*Freedom of Movement, *Dispel Magic x2, *Scrying
Level 5:
*Animal Growth, *Wall Thorns, *Baleful Polymorph
Level 6:
*Mass Cat's Grace

Spells in Affect
1 negative level
Peerimus Barkskin 107.4 minutes +4 AC
Cat's Grace 108.0 +2 effective Dex
Produce Flame 28 rounds or 2 attacks
Freedom of Movement
Animal Growth Huge +8 Str +4 con DR 10/Magic +4 saves 109 rounds

Yorrick -4Str, -3Dex, -2 Con -10Will and Wisdom
Greater Magic Fang
Barkskin 107.1 minutes +4 AC
Cat's Grace 108.0 +4 effective De

Fahter Jasper - AC 25, HP 54  d20+7=22 d20+7=8
Friday June 30th, 2006 3:59:24 PM

[Spot DC22, Listen DC8]

The cleric directs his magical staff to the troll.

Father Jasper attempts to look for the hidden woman. He will ready Dimensional Anchor as soon as she becomes visible for anything.

Active Spells
Damage Reduction 2/-
Extended Magic Vestment - 20 hours
Mass Cat's Grace
Prayer - 10 rounds
Spiritual Weapon (Atk +12, 1d8+3) - 1 rounds

Lesser Extend Rod - 2/3 left

Spells
0 - Create Water, Detect Magic, Detect Poison, Light, Purify Food and Drink, Read Magic

1 - Bless, Detect Evil, Divine Favor, Sanctuary, Shield of Faith, Cure Light Wounds(d)

2 - Bull Strength, Hold Person*, Resist Energy, Spiritual Weapon*, Status, Cure Moderate Wounds(d)

3 - Blindness/Deafness, Magic Vestment*, Prayer*, Searing Light*, Cure Serious Wounds(d)*

4 - Dimensional Anchor, Divine Power*, Freedom of Movement, Summon Monster 4*, Holy Smite(d)*

5 - Flame Strike*, Greater Command*, Cure Light Wounds, Mass(d)*

* - cast

Firn'gaer - AC 18, HP 77  d20+22=34 5d4(3+1+4+2+4)+5=19
Friday June 30th, 2006 4:01:52 PM

Firn'gaer uses his rod to cast a Magic Missile at the troll.

Cast Defensively - DC34
Magic Missile -

Active Spells
Detect Magic
See Invisibility
Mass Cats Grace (from Peerimus)
Mirror Image (6 images) - 109 rounds

Lesser Extend Rod - 0/3 left
Lesser Silence Rod - 1/3 left
Staff charges used - 1

Day's Spells
0 - arcane mark, dancing lights(r), flare, ghost sound(r), mage hand, prestidigitation(r), read magic

1 - alarm, expeditous retreat, magic missile x2**, ray of enfeeblement*, shield

2 - extended mage armor*, invisibility*, knock, mirror image*, resist energy, scorching ray*

3 - dispel magic x2*, fly*, haste, lightning bolt, slow

4 - black tentacles, dimension door*, mass enlarge person, polymorph

5 - empowered fireball*, telekinesis*, wall of force

6 - heightened resilent sphere*, mage's lucubration

* - Spells cast
(r) - racial spells

Trace (hp 57/74) (ac 26)(spider climb), Shadow (hp 11)(ac20) magic fang, +1 to att and dmg  d20+9=14 d20+5=25
Friday June 30th, 2006 5:04:04 PM

Trace runs through the swarms and heads for the front door looking and listening all the way.

spot 14 listen 25
running at four times my speed should put me just inside the front door.

Savin Hps 46/115 ? ac 26  d20+17=35 d100=74 d100=69 2d6(5+3)+6=14 2d8(7+6)+3=16 d20+13=26
Friday June 30th, 2006 11:50:40 PM

Savin sees the missiles hit the troll, if the troll is still alive, he will summon his spike chain and put his staff away with his own snaps of fingers. He will move forward and swing his chain at the vile trollmonk hitting the creature through his blinking and darkness of the temple.

He hits for ac 35 for 14 points of damage.

If the troll falls from the missiles, he will say to Firn'gaer, Use a fire spell on him or drop some oil or something. Don't want him to regenerate. Savin will then reach into his haversack pulling a potion out and drink it down. He heals himself for 16 points of damage bringing his totals up to 62.

Savin will then take a hard look for the hidden evil npc spot check 26

u-v/28-29 if fighting the troll otherwise I stay in the same place.

enlarge potion: 20/50
mass cats grace ?
boots of haste 8/10 inactive right now
shillegah 7/10 second casting today
blinking 6/7


Sly (AC 28 69/85 hp) and Luke (Ac 24 24/65 hp)  d100=68
Saturday July 1st, 2006 12:44:05 PM

Sly sits up there, thinking that he has miss the female, 'Darn! I though sure that she was there. I miss my chance to get her!! . . . Wait a minute she is carring what ever was on the pedistal?? AND She is carring that magic ITEM!'

Sly not chants for the spell Detect Magic, "OMnn! lla cigam tel em ees!" casting the spell in the temple. He's hoping to sort out the magic (hoping to see the item that the female is carring)

Luke is still has not moved.

Sly's Spells

0- (Detect Magic), Read Magic, Flar, Ray of Frost.

1- Magic Missels, Shocking Grasp, Feather Fall,

2- Flaming Spear, Levetate,

3- Lighting Bolts, Fly,



Find the Heart of Darkness - Round 16 (DM/Al)  d20+19=31 2d6(1+2)+9=12 2d6(6+6)=12 d6=4 d100=68 d100=93
Sunday July 2nd, 2006 2:16:02 PM

Jaeden and Dalek move to the door of the Temple. In the doorway, they see eight copies of Firn'gaer all moving in unison. They also see the Troll, burnt and bleeding. Fortunately they have stopped just out of range of its long spiked chain. (Sorry, Jaeden, I put you on the other side of Dalek. The position you wanted was already occupied by one of Firn'gaer's copies. I had forgotten to add them to the big map last time. Hope that doesn't upset any tactical movement.)

Peerimus the Rapke stalks up the west aisle and comes around toward the altar. He seeks prey in the form of the Drow woman, but he can neither hear nor see her. More importantly, were she near, he would be able to scent her and, at the moment, he does not.

Father Jasper too looks about the lofty Temple space. With part of his mind he directs the Spiritual Weapon toward the Troll, but it does not attack. Father Jasper Readies, poised to Anchor the Woman to this Place should she appear anywhere in the Temple. (Request to All: If you use a Ready Action, could you be specific as to what Triggers the Action? Please read about the Ready Action if you have any questions.)

Firn'gaer sends Magic Missiles against the Troll without speaking a sound. All five glowing missiles strike, but the Troll remains standing.

Trace hustles through the Swarms of Locust. He rushes toward the door of the Temple, but can't get as far as he'd like because the space is blocked by Dalek, Jaeden, and a flock of little Firn'gaers. In the dark room beyond he sees the Troll as it fights to remain standing. (Trace, a 60 foot double move will get you to the front of the doorway. No need for the 4x Run. And the 4x Run requires that you go in a Straight Line. And, in this case was not possible anyway.)

Perhaps Savin missed the spiked chain in the Troll's hands, or perhaps the fact slipped his mind. He steps in too far, and the Troll takes the opportunity. (AoO Hit Savin AC31, Damage 12+12=24hp, Miss Chance 68, Miss 93.) The spikes and the vicious energy that sparks from the chain leave a nasty wound on Savin. The backlash against the Troll itself cause the Troll to keel over unconscious. As it falls, Savin's chain lands, crushing more bone and rending more flesh. Savin looks about for the Evil Drow woman, but she is highly skilled, and he sees no sign of her.

Up on the ceiling, Sly Foxx gets an idea. He casts a simple cantrip and directs it downward. The spell shows the Bladesinger that the area below is swirling with magic. There is magic down below, without question. With a few more seconds concentration, Sly knows he can separate them into Auras and determine the Location of each. (See Note Below, Sly) At 45 feet above the ground, Sly also knows the spell will not reach far. Already, he can see that it will only show him a part of the Temple.

(Sly, with Detect Magic you must concentrate for three rounds in order to determine the location of magic auras. Here's what it says:

1st Round
Presence or absence of magical auras.

2nd Round
Number of different magical auras and the power of the most potent aura.

3rd Round
The strength and location of each aura.


The spell also spreads out in a 60 foot cone. Being 45 feet in the air the spell does not quite reach the Altar. It stops at about Row 22.)

+++++++++++++++++++++++++++++++++++++++

Outside, the circle of Black Tentacles disappears.

All within the Temple watch and listen for the Shadowdancing Drow. None hear her. None see her. Where could she be? Better question, what could she be doing? What could she be planning?

One thing, however, both Savin and Father Jasper notice: The Troll's wounds are still healing themselves.

=== OOC ===

Map Your Location
Main Floor
Sly Only: 2nd Floor

1) Please List AC and Hit Points for you and your Animals
2) If you OR your Animals move, list your location by Grid Coordinates. Squares are 5-foot.
3) All checks are your responsibility. You know the situation. If you make none, I assume you take no special precautions.

Physical Parameters
===================
Houses are 20 feet high and made of rough wood planking. Roofs with shallow pitch.
Climb check 20

Small houses have a door and window on opposite sides. Usually the Doors are on the South side and the window is on the North. All doors are closed. All windows are shuttered. Both doors and shutters appear sturdy. (Same as a Good Wooden Door for the purposes of bashing. PHB page 166.)

Streets of Dirt. Tumble allowed for those who can.

Temple walls are stone. The walls rises to a height of 35 feet. The Dome atop the Temple rises another 35 feet above that.
Climb check 25

The Balcony is 25 feet off the ground.
The Catwalk inside the Temple is the same height. 25 feet up. It can be accessed by stairs at both the Northeast and Northwest corners Inside the Temple.

There is a Darkness Effect inside the Temple. 20% Miss Chance to Sight dependant Attacks.

If you have questions about physical details, please ask.

Vertical Axis
=============
Sly is 45' up the wall.

Jaeden Ohm  d20+9=17 d20+2=16 d20+5=19 d20+6=15
Sunday July 2nd, 2006 8:46:01 PM

A quick glance inside tells Jaeden that ther is no foe remaining. At least, not any that are visible. From the bodies he's seen he knows that there is at least one more. One that if Dalek's senses are to be trusted is very capable of 'disappearing'.

A glance down at his own blood seeping through two plates of his armor suggests that indeed the woman has a knack for not being seen.

Still, there are plenty inside and few to watch the larger outside area. So again the warrior climbs to Daleks back the two of them patrol the from of the temple, from one side to the next and back [jaeden spot 17 listen 16][dalek spot 19][listen 15].

[ Jaeden, could you be more specific about the path you wish to take? -- Al ]

Savin ac 26 hps 22/115  d20+13=25 d20+13=26 d20+13=29 d20+8=21 d100=32 d100=25 d100=99 d100=26 d100=93 d100=23 d20+8=23 d20+8=17 3d6(4+5+6)+22=37 3d6(5+5+5)+22=37 3d6(3+3+2)+22=30
Sunday July 2nd, 2006 9:58:28 PM

Savin calls to the others, "First we need light! Lots of light. Her skills need shadows so lets protect ourselves with light.

Firn'gaer, use your artifact to find the other. It can pinpoint it and her if she is a tool of chaos.

Savin then puts his chain away and summons his staff. He steps 5' closer to the troll and goes into a flurry of blows against the prone creature. Savin whacks the regenerating troll hitting it 3 times (missed once do to the darkness of the room.) He does 104 points of damage to the troll and thinks it will take him a while to fix all that!

Savin looks over at Jasper and asks, "Father, do you have any cures handy, I am feeling a mite abused."

Peerimus AC 27 HP 60/103 and Yorrick AC 25 HP 57-74  2d8(3+6)+10=19
Monday July 3rd, 2006 9:04:13 AM

Peerimus snorts and turns back to move to where the Troll lies. He raises one of his hands, which is stil wreathed in flame as he does so.

[I can no longer get to the map link from work so pardon this post onthe grid Al. with 70' move I want to put Peerimus within 15' of the troll if Possible. If I need more movemtn by all means close me to 15' and ignore the healing spell.]

After nearing the troll and with a snarl, Peerimus casts Cure Moderate Wounds on himself.
[Cure 19 not included yet]

Spell list
Level 0:Create Water, Mending x2, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, **Faerie Fire x2, Entangle *Longstrider, Obscuring Mist, *Produce Flame, Goodberry
Level 2:
***Barkskin x4, *Owls Wisdom
Level 3:
*CMW x2, *Greater Magic Fang, *Protection from Energy, Poison
Level 4:
*Freedom of Movement, *Dispel Magic x2, *Scrying
Level 5:
*Animal Growth, *Wall Thorns, *Baleful Polymorph
Level 6:
*Mass Cat's Grace

Spells in Affect
1 negative level
Peerimus Barkskin 107.3 minutes +4 AC
Cat's Grace 107.9 +2 effective Dex
Produce Flame 27 rounds or 2 attacks
Freedom of Movement
Animal Growth Huge +8 Str +4 con DR 10/Magic +4 saves 108 rounds

Yorrick -4Str, -3Dex, -2 Con -10Will and Wisdom
Greater Magic Fang
Barkskin 107.0 minutes +4 AC
Cat's Grace 107.9 +4 effective Dex

Jaeden OOC 
Monday July 3rd, 2006 11:52:44 AM

*** OOC ***

Jaeden will first head towards X79:Y80. From there he'll move in a a straight line (except where he needs to avoid insects or other dangers) to AZ79:BA80.

I'm not sure if we're still in rounds or not, so his intention is to patrol between those to spots, making sure to keep alert the whole way and to pause at each end to peer down the side streets.

Trace (hp 57/74) (ac 26)(spider climb), Shadow (hp 11)(ac20) 
Monday July 3rd, 2006 4:54:15 PM

Trace heres the request for light and pulls the torches out of his haversack with continous light cast upon them and starts to toss them into the corners(if movment is allowed). Plus the light emitted from the flame on his sword as well.

Trace keeps half a thought on Shadow hopeing she is allright.

Sly (AC 28 69/85 hp) and Luke (Ac 24 24/65 hp)  d20+3=16
Monday July 3rd, 2006 6:27:35 PM

Sly now wishes that he was a little lower, he would have to start over again, So he consentrates harder.
With his arm out streach, he hums to keep his mind on the colors below, he starting to sweat but he does not move.

Luke is still in the same spot.

Sly's Spells

0- Read Magic, Flare, Ray of Frost.

1- Magic Missles, Shocking Grasp, Feather Fall.

2- Flaming Sphear, Levelat.

3- Lighting Bolts, Fly.

Casting For A Breeze - Round 17 (DM/Al)  d100=50 d100=17 d20+6=19 2d6(3+1)=4
Monday July 3rd, 2006 9:22:15 PM

Jaeden mounts quickly once again. He and Dalek begin a quick and methodical scout of the front of the Temple. Dalek moves to the first cross street to the West. Horse and rider see nothing unusual. Once again they note that the building just south of them reeks of rotting flesh. Dalek heads back in the opposite direction. (Lets stay in Combat Rounds for the moment. If I break out of Combat Rounds, you will most likely each perform actions of varying lengths. I'd have to give the Shadowdancer the same movement as that performed by the one of you who acts the longest, and I don't think the rest of the group would like that. BTW, on the map, Jaeden and Dalek are shown making their way back toward the East after having gone as far as X79:Y80.)

Savin switches to his staff and beats down the flesh of the Troll. It becomes a barely recognizable pile of flesh and broken bones ... that still slowly pulls itself back into shape. Not in very good condition himself, Savin calls for healing.

Peerimus the Rapke gives up his search for the Drow Woman. She could be anywhere by now. He comes up the center aisle toward the Troll with fire in his claw. (Almost. It was a 90 foot move.)

Trace draws a torch and throws it into the Temple. The light does no more than cast shadows of its own. Only a total all encompassing light or a total and absolute darkness could banish all shadows.

Sly suddenly realizes how far he is from the floor below. But there's nothing to do but continue on with his hunch and see how it works out. As the Detect Magic spell moves to its second phase, Sly detects over 40 magic auras below. Many of these must be from all of the active spells and magic items in the possession of his friends. However, the most exciting piece of information is that the most powerful aura is over Level 20. This must be an Artifact. The question now is where is it? If its one of the Artifacts in Firn'gaer's possession it should show up in the same place that he is. If not, then that must be where the Woman is. The next few moments would tell.

Firn'gaer and Father Jasper stand still as to not add to the noise.

+++++++++++++++++++++++++++++++++++++++

The Temple is quiet except for the sounds of the group themselves. No silent step of feet. No flicker of shadow. Nothing.

Outside, in the street in front of the Temple, Dalek gets a brief whiff of the Woman from a passing breeze. But then its gone.

=== OOC ===

Map Your Location
Main Floor
Sly Only: 2nd Floor

1) Please List AC and Hit Points for you and your Animals
2) If you OR your Animals move, list your location by Grid Coordinates. Squares are 5-foot.
3) All checks are your responsibility. You know the situation. If you make none, I assume you take no special precautions.

Physical Parameters
===================
Houses are 20 feet high and made of rough wood planking. Roofs with shallow pitch.
Climb check 20

Small houses have a door and window on opposite sides. Usually the Doors are on the South side and the window is on the North. All doors are closed. All windows are shuttered. Both doors and shutters appear sturdy. (Same as a Good Wooden Door for the purposes of bashing. PHB page 166.)

Streets of Dirt. Tumble allowed for those who can.

Temple walls are stone. The walls rises to a height of 35 feet. The Dome atop the Temple rises another 35 feet above that.
Climb check 25

The Balcony is 25 feet off the ground.
The Catwalk inside the Temple is the same height. 25 feet up. It can be accessed by stairs at both the Northeast and Northwest corners Inside the Temple.

There is a Darkness Effect inside the Temple. 20% Miss Chance to Sight dependant Attacks.

If you have questions about physical details, please ask.

Vertical Axis
=============
Sly is 45' up the wall.

Jaeden Ohm (AC see below HP 66/106: Barkskin) Dalek (AC 22 HP 36/72)  d20+9=18 d20+2=13 d20+5=10 d20+6=16
Tuesday July 4th, 2006 4:01:56 AM

Images of the horrible day at the village fly from horses mind to human's. At first Jaeden is confused but quickly he sorts through Dalek's thoughts and realizes that Dalek has caught a scent of the remaining foe.

"Everyone, Dalek has caught a scent outside! Use the animals!"

"Trace," While the warrior can't be sure what talents the man has but he certainly has his suspicions. "Quickly, check around here for tracks."

Not being able to help with his own suggestion Jaeden continues his patrol [jaeden spot 18 listen 13][dalek spot 10 listen 16].

Armor Class
*Current: 29 (+4 barkskin)
*vs. AoO: 33
*Blind Fighter: Concealed opponents don't get their bonus to hit.

Other Notes
*Use same coords as before for endpoints of Jaeden's patrol.



Sly (AC 28 69/85 hp) and Luke (Ac 24 24/65 hp)  d20+3=18
Tuesday July 4th, 2006 7:11:00 AM

Sly's heart beats faster as he start to see a strong aura, but wich one is it? Firn-gare Vision? or that witch holding the Chimes?

"I must know more! Just a little bit more!" mumbles Sly, He cosentrait harder, so hard that the linen shirt under his armer is wet with sweat. He holds his onto his spot, not moving and inch.

Poor Luke he cannot even blink, stays at the same spot, but starts to wonder as to where is his master?

Sly made the Cocsentration Check 18

Sly's spells

0- Read Magic, Flare, Ray of Frost.

1- Magic Missels, Scocking Grasp, Fether Fall.

2- Levetate.

3- Lighting Bolts, Fire Ball, Fly.

DM Independence Day Ruling (DM/Al) 
Tuesday July 4th, 2006 9:10:15 PM

Time for a DM post and I've only got Player posts from Jaeden and Sly. In deference to the US Independence Day holiday, I'll hold things and not move forward today. If there are missing posts tomorrow, however, the PC will have to go the round without an action.

Savin  d20+13=20 d20+13=23
Wednesday July 5th, 2006 5:57:21 AM

OOC Sorry about yesterday Al, to much time on the beach.

Savin will look at Father Jasper and frown, "Please Father, can you spare a cure? I have a suspicion that I am going to need to be at full strength or close to it if and when we find this lady.

Firn'gaer! Use your artifact to find her!"

Savin will stoop by the troll and quickly start looting. He will take any gloves and spiked chain that he sees first, but quickly rifle through pockets etc looking for anything interesting.

He will keep looking about waiting for the hammer to fall.

Look and listen checks 20 and 23

Sly (AC 25 56/85 hp) and Luke (Ac 21 50/65 hp) 
Wednesday July 5th, 2006 6:04:28 AM

Sly still sweating and holding in place.

Luke has not moved ro bark.

Sly's Spells

Same as yesterdays.

Fahter Jasper - AC 25, HP 54  d20+7=16 d20+7=16 4d8(8+4+7+5)+11=35
Wednesday July 5th, 2006 8:03:55 AM

"I can spare a cure." He will move to Savin's position while staying out of the silence. He converts his Freedom of Movement to a Cure Critical Wounds spell.

CCW - heals 35 hp.
[Spot & Listen DC16]

Active Spells
Damage Reduction 2/-
Extended Magic Vestment - 20 hours
Mass Cat's Grace
Prayer - 8 rounds

Lesser Extend Rod - 2/3 left

Spells[/u]
0 - Create Water, Detect Magic, Detect Poison, Light, Purify Food and Drink, Read Magic

1 - Bless, Detect Evil, Divine Favor, Sanctuary, Shield of Faith, Cure Light Wounds(d)

2 - Bull Strength, Hold Person*, Resist Energy, Spiritual Weapon*, Status, Cure Moderate Wounds(d)

3 - Blindness/Deafness, Magic Vestment*, Prayer*, Searing Light*, Cure Serious Wounds(d)*

4 - Dimensional Anchor, Divine Power*, Freedom of Movement*, Summon Monster 4*, Holy Smite(d)*

5 - Flame Strike*, Greater Command*, Cure Light Wounds, Mass(d)*

* - cast

Firn'gaer - AC 18, HP 77  d20+6=11 d20+8=14
Wednesday July 5th, 2006 8:32:34 AM

Firn'gaer moves out of the silence. He moves to Y32. Once out of the silence, he will recall Telekinesis using Mage's Lucubration.

The silence prevented him from hearing anything shouted by his companions.

[Spot DC11, Listen DC14]

Active Spells
Detect Magic
See Invisibility
Mass Cats Grace (from Peerimus)
Mirror Image (6 images) - 107 rounds

Lesser Extend Rod - 0/3 left
Lesser Silence Rod - 1/3 left
Staff charges used - 1

Day's Spells
0 - arcane mark, dancing lights(r), flare, ghost sound(r), mage hand, prestidigitation(r), read magic

1 - alarm, expeditous retreat, magic missile x2**, ray of enfeeblement*, shield

2 - extended mage armor*, invisibility*, knock, mirror image*, resist energy, scorching ray*

3 - dispel magic x2*, fly*, haste, lightning bolt, slow

4 - black tentacles, dimension door*, mass enlarge person, polymorph

5 - empowered fireball*, telekinesis, wall of force

6 - heightened resilent sphere*, mage's lucubration*

* - Spells cast
(r) - racial spells

Peerimus AC 27 HP 60/103 and Yorrick AC 25 HP 57-74  6d6(5+2+5+1+3+2)+50=68
Wednesday July 5th, 2006 9:58:52 AM

Peerimus stands over the fallen troll and lifts his massive leg slowly. You have done enough evil in this world. Peerimus, then blasts the vile creature lying before him through the chest. the Flames of his spell leaping to snuff out the troll's life.
[coup de grace PA 8 auto hit and crit dmg 2d6+12 talon x2- PA 8 x2- Produce Flame 1d6+5 x2 Total 68]

Spell list
Level 0:Create Water, Mending x2, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, **Faerie Fire x2, Entangle *Longstrider, Obscuring Mist, *Produce Flame, Goodberry
Level 2:
***Barkskin x4, *Owls Wisdom
Level 3:
*CMW x2, *Greater Magic Fang, *Protection from Energy, Poison
Level 4:
*Freedom of Movement, *Dispel Magic x2, *Scrying
Level 5:
*Animal Growth, *Wall Thorns, *Baleful Polymorph
Level 6:
*Mass Cat's Grace

Spells in Affect
1 negative level
Peerimus Barkskin 107.2 minutes +4 AC
Cat's Grace 107.8 +2 effective Dex
Produce Flame 26 rounds or 2 attacks
Freedom of Movement
Animal Growth Huge +8 Str +4 con DR 10/Magic +4 saves 107 rounds

Yorrick -4Str, -3Dex, -2 Con -10Will and Wisdom
Greater Magic Fang
Barkskin 106.9 minutes +4 AC
Cat's Grace 107.8 +4 effective Dex

Trace (hp 57/74) (ac 26)(spider climb), Shadow (hp 11)(ac20)  d20+9=22 d20+7=11
Wednesday July 5th, 2006 5:17:39 PM

Seeing the situation underhand and with a bit of self satisfaction seeing the beast that had killed so many of his brothers and sisters lie dyeing. Trace moves back out side and tries searching for the missing woman. (spot 22 listen 11)

Helpless and Under Assault - Round 18 (DM/Al)  d10+15=20 d20+17=36 d20+18=19
Wednesday July 5th, 2006 9:13:00 PM

Jaeden picks up on the scent through his connection to Dalek. He calls for the others to use the animals. And he asks Trace to use Tracking to check the ground for tracks. All this time, he is unaware of the Silence spell inside the Temple. Only Father Jasper, Sly, and Trace hear him. He and Dalek continue on their patrol route, heading east and skirting the Swarms of Locust. Neither hears nor sees a sign of the drow woman.

Sly continues concentrating. The locations of magic auras begin to appear. There are two large ones of moderate strength that occupy almost the entire floor of the Temple. The two front windows and the two southern most on either of the side walls also have moderate magic auras on them. Peerimus, Savin and Father Jasper, as well as the fallen bodies of both the Troll and the Black Knight have several moderate to strong auras around them. Firn'gaer has several moderate auras, but it's hard to see due to the two incredibly powerful auras that shine from the area around his haversack. That, however, is all that Sly picks up. Either the Drow Woman was never within the field of Sly's spell, or she has moved through already.

Luke and Shadow are still paralyzed and will be so for some time to come.

Savin turns to Father Jasper and moves his mouth. No sound comes out. Savin is within a Silence spell. He stoops and begins going over the Troll's body. He picks up the spiked chain lying nearby. He removes the single glove that the Troll is wearing. There is a ring on the hand underneath the glove. And there is a bracer on the arm as well. Savin figures it will take him 15 to 20 more seconds to go over the entire body. (3 more rounds to search the entire body. 1 round per each 5-foot cube.) As Savin works, he listens for the Drow Woman. He does not hear anything that might be her. (Savin, you can't Spot at the same time that you are Searching.)

The blood and the look on Savin's face must have been enough for Father Jasper to get the meaning. He casts a spell and holds the charge, then steps into the silence to touch and heal Savin. He looks about, but in the Silence, he certainly cannot hear anything.

Firn'gaer slides along the wall to the right until he can hear the sound of his own footsteps. The seven copies of him slide along as well. He calls out Mage's Lucubration, this time giving voice, and brings back his Telekinesis spell. If Firn'gaer can only Spot the Drow Woman, he can snare her again with the spell. But, for the wizard, there is no sign of her.

Peerimus the Rapke uses the fire in his claw to perform a killing blow. He prepares, then he strikes. (DC10+15 Fire Damage Dealt = 20 vs Fort Save 36) The mass of bloody and burnt tissue sprays blood and sparks all over Savin. But when the all settles, the pile is still pulling together, attempting to reconstruct itself. By this time, however, a full third of the Troll's body is covered in burns.

Trace turns his attention to the outside of the Temple. From the Temple doorway, he catches no sign of the Drow Woman or any other danger.

+++++++++++++++++++++++++++++++++++++++

Savin and Peerimus are focused upon the regenerating mass of flesh that is the Troll. Father Jasper stands close by. All are within the area of a Silence spell and can hear nothing nor can they make a sound. Firn'gaer is inside the Temple, just outside of the Silence spell. Sly is up above on the ceiling.

Trace, Jaeden and Dalek patrol the front of the Temple. Nowhere does anyone detect a sign of the Drow Shadowdancer.

Suddenly, Trace is slammed by a sense of overwhelming fear. It is the sort of blind desperate fear he has seen many times from animals caught in traps. It is but a moment for Trace to sort his thoughts, and when he does, he realizes that the feeling is coming from Shadow through the empathetic link that they share. The Cat is in a panic.

=== OOC ===

Map Your Location
Main Floor
Sly Only: 2nd Floor

1) Please List AC and Hit Points for you and your Animals
2) If you OR your Animals move, list your location by Grid Coordinates. Squares are 5-foot.
3) All checks are your responsibility. You know the situation. If you make none, I assume you take no special precautions.

Physical Parameters
===================
Houses are 20 feet high and made of rough wood planking. Roofs with shallow pitch.
Climb check 20

Small houses have a door and window on opposite sides. Usually the Doors are on the South side and the window is on the North. All doors are closed. All windows are shuttered. Both doors and shutters appear sturdy. (Same as a Good Wooden Door for the purposes of bashing. PHB page 166.)

Streets of Dirt. Tumble allowed for those who can.

Temple walls are stone. The walls rises to a height of 35 feet. The Dome atop the Temple rises another 35 feet above that.
Climb check 25

The Balcony is 25 feet off the ground.
The Catwalk inside the Temple is the same height. 25 feet up. It can be accessed by stairs at both the Northeast and Northwest corners Inside the Temple.

There is a Darkness Effect inside the Temple. 20% Miss Chance to Sight dependant Attacks.

Silence Centered at U30 on the Temple Map. Centered at AM72 on the Main Map. I've put in a Gray Circle to indicate the Silenced Area.

If you have questions about physical details, please ask.

Vertical Axis
=============
Sly is 45' up the wall.

Return To Index      Next Part
Copyright © 1980-2024 WoldianGames. All rights reserved.
Privacy Policy - Terms of Service - Site Map - Contact Us - SRD
 
WoldianGames Homepage