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Death Lies Waiting


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.

Sly (AC 28 56/85 hp) and Luke (Ac 24 50/65 hp) 
Thursday July 6th, 2006 8:42:10 AM

Sly Yells (I know where she is!!) but nothing is heard, the words come out "....." Darn a silent spell! I want a piece of that whitch!.

So Sly will hold his dagger in his mouth as he start going down the wall. (Strait down from where he was hanging on the ceiling.(I don't remember what square Sly was in))

Luke is getting angry but it does not Help> he is still stuck.

Sly Spells

0- Read Magic, Flare, Ray of Frost.

1- Magic Missels, Shocking Grasp, Feather Fall.

2- Levetate.

3- Lighting Bolts, Fire Ball, Fly.

Jaeden Ohm 
Thursday July 6th, 2006 2:35:48 PM

Unaware of Trace's distress or Sly's excitment, Jaeden continues his watch over the front of the building [same patrol endpoints].

It's awfully quite in there Dalek, I wonder what's going on in there. Seemed like everything was clear when I looked in. The warrior decides to continue his patrol for a bit but will likely investigate shortly.

OoC (DM/Al) 
Thursday July 6th, 2006 4:02:39 PM

You're all waiting for Trace to post, aren't you. I don't blame you.

Trace (hp 57/74) (ac 26)(spider climb), Shadow (hp 11)(ac20)  d20+11=16 d20+7=15
Thursday July 6th, 2006 4:21:51 PM

Traces heart is about to leap out of his chest at the feeling he recives, Trace yells back in a strained but not yelling voice to the door of the temple , "The Drow Woman is by my shadow, help me please!" Before he can even get the word please out he sprints back to where Shadow was left her frozen state. Trace moving at 4x should put him next to shadow. As he comes to shadow he screams for Jaden to come to his aid. spot and listen next to shadow spot 16 listen 15.

Firn'gaer 
Thursday July 6th, 2006 4:31:19 PM

Trace's shout sends the gnome wizard moving out the door as fast as a gnome would move unaided by magic. Before he does he cast Haste on all within range to aid them in reaching the helpless animals.

He moves as far as that will take him. I'm sure which square because of indoor to outdoor map switch.

Active Spells
Detect Magic
See Invisibility
Mass Cats Grace (from Peerimus)
Mirror Image (6 images) - 106 rounds
Haste - 11 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


Father Jasper - HP 54  d20+7=12
Thursday July 6th, 2006 4:35:45 PM

In the silence spell, Father Jasper is unaware of the dangers shouted by Trace. He feels the haste magic wash over him and looks around for signs of danger.

He will ready a move to go where obvious danger is.

Spot DC12

Active Spells
Damage Reduction 2/-
Extended Magic Vestment - 20 hours
Mass Cat's Grace
Prayer - 7 rounds
Haste (from Firn'gaer) - 11 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 60/103 and Yorrick AC 25 HP 57-74  2d6(3+2)+10=15 d20+21=34
Thursday July 6th, 2006 6:00:30 PM

The Raptor stays where it is looking at the Troll lying before it. It certainly would not be getting up anytime soon, but.
peerimus Coup de grace's the troll again. (Dmg 15)

His sharp eyes catch the flicker of Panick on Trace's face Spot 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
1 negative level
Peerimus Barkskin 107.1 minutes +4 AC
Cat's Grace 107.7 +2 effective Dex
Produce Flame 15 rounds or 1 attacks
Freedom of Movement
Animal Growth Huge +8 Str +4 con DR 10/Magic +4 saves 106 rounds

Yorrick -4Str, -3Dex, -2 Con -10Will and Wisdom
Greater Magic Fang
Barkskin 106.8 minutes +4 AC
Cat's Grace 107.7 +4 effective Dex

Savin 57/115 hps ac 27  d20+13=31 d20+11=21 d20+15=19 d20+16=32 d20+14=26 2d6(5+3)+6=14
Thursday July 6th, 2006 8:31:44 PM

Savin looks up as he feels the magic wash over him making his movements faster, spotting Firn'gaer and Trace running towards Shadow. Spot check 31

Savin will put his staff into his glove of storage and heft the new chain. He knows it is a powerful magic item but is somewhat concerned that it wounded its wielder but decides to give it a whirl.

Savin darts out of the temple and straight down the main street staying towards the center. He moves 100' (not blinking anymore) and ends up at ALAM/9392. He runs right through the fog cloud (already saved once but if I need to again made will save of 21) and will attack the woman if he sees her and she is in range.

He will try and trip rolling a touch attack of 19. trip roll of 32. He will follow up with his attack after trip hitting ac 26 for 14 points of damage plus whatever the chain does.

If he doesn't see her, then he will have a ready action of the same events if she comes into view.

enlarge potion: 23/50
mass cats grace ?
boots of haste 8/10 inactive right now



The Wages of Vengeance - End of Combat Rounds (DM/Al)  d10+15=17 d20+17=36 2d6(6+4)=10 d6=2
Thursday July 6th, 2006 8:56:10 PM

Sudden inspiration comes to Sly Foxx and he heads down the wall. He lets go and floats down like a Feather, landing on the ground next to Peerimus.

Luke, paralyzed and unable to move or speak can do nothing.

Jaeden and Dalek turn for another patrol of the front of the Temple. To them, things seem suspiciously quiet.

Trace reacts instantly to the feelings of panic coming off of Shadow. After cries for help, he runs back up the street and straight through the cloud of Mind Fog. (Trace, beat a Will Save vs DC23 or take a -10 competence penalty on Wisdom checks and Will saves.) Trace turns and there she is, the Drow Woman. Dagger in hand, she floats up in the air near Luke. (On the map at AQ93 one square up off the ground.) Both Luke and Shadow stand side by side unable to move, unable to call out. The perfect victims for this Evil woman.

Firn'gaer hears Trace's cries and casts a spell of Haste. The Hasted wizard rushes out the front door, six copies clustered around him. He makes it to the very edge of the Mind Fog. (Firn'gaer, you are at AN82. Peerimus, Savin, Father Jasper and Sly are Hasted as well.)

Father Jasper feels the rush of magic and looks up. He Readies to go where danger may threaten. Nothing appears either dangerous or threatening at the moment.

Peerimus too notes the commotion. He stands his ground and concentrates on dispatching the Troll. (DC10+15 Fire Damage Dealt = 17 vs Fort Save 36) He lines up a killing blow again and strikes. The Troll has an exceptional constitution. The pill of burnt flesh continues to regenerate. It looks like it may be some three to four minutes before it can come anywhere near a state where it will be able to move again, though.

Savin looks up from the Troll and senses the activity. Taking the Troll's chain he bolts from the Temple. Like Trace, he runs through the cloud of Mind Fog. But unlike Trace, it has no affect upon him now. The woman comes into view as Savin comes up the street. She is just within range of the Troll's chain and Savin moves from reflex. The chain catches the Flying woman by the feet, but succeeds in doing little more than flipping her end over end in mid air. Then the Chain comes around for a second strike and the results are dramatic. Vicious white light strikes from the Drow Woman and feeds back into Savin (Savin take 2hp.) She spins in mid air, arms flailing like a rag doll. Then the Drow Shadowdancer drops from the sky and hits the dusty street, still and unmoving.

=== OOC ===

You may leave Combat Rounds now. But be aware that Time still passes.

Map Your Location
Main Floor

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.

Trace (hp 57/74) (ac 26)(spider climb), Shadow (hp 31/44)(ac20)  d20+5=10 d20+17=25 d20+12=19 d8+6=14 d8+6=8 d6=2 d6=3 d8+5=9 d8+5=11 d20+9=11 d20+5=16
Thursday July 6th, 2006 10:29:51 PM

Trace fails the check horribly

Trace sees the Drow pulled down from the air and without wasting time he hammers down with his flaming longsword upon the prone unmoving Drow Woman ( hit ac 25 and 19 plus whatever bonus for prone target for a total of 27hps damage.

After finishing off the woman Trace takes this time to use the cure spell saved in his sword and spell he had prepared the night before on Shadow giving back 20hps.

"Shadow still cant move, I tried to heal her but she cant get up. Can anyone help?"

Trace keeps a wary eye while caring for Shadow spot 11 listen 16

Sly (AC 28 56/85 hp) and Luke (Ac 24 50/65 hp) 
Friday July 7th, 2006 8:11:34 AM

Sly Floats down from the top of the Dome, lands next to Peerimus (now at 27/W) touching his leader on the feathers to get his attention (If Peerimus had not seem him floating down).

Sly takes the dagger out of his mouth, not to speak but to point. Now having his attention, Sly starts to motion with his fingers and hands doing the hunters languages (Much like mutes and deaft people do) He tiris to tell him that there is magic up the center iles of the temple (pointing with his dagger) then turns to face the south of the inside of the temple, again with the hands and knife, points to the south east corner trying to tell Peerimus that there is big magic there not ours!.

Sly them point to the cat walk above them with his knife, that there is magic aura there, putting up two fingers Meaning Two Differant Auras, Not THEIRS.

Now as he waits to see if Peerimus understand, Sly sheet his dagger and draws his Sword of Holding.

Luke seem to know the danger he's in, but cannot do any thing about it

Jaeden Ohm  d20+9=14 d20+2=3 d20+5=21 d20+6=12
Friday July 7th, 2006 11:29:35 AM

The rest of Children go running down the center road and Jaeden figures he knows why. Ironic, he thinks to himself. The one taking special pains to keep an eye out is the last to see.

By the time the thought is finished Dalek has already started moving. Not down the center, where certain ill effects await, but around the building to the south of him [2x move to AE93:AF94].

He sees the woman is down. Good. But still he keeps his eyes and ears attentive [jaeden spot 14 listen 3, crit fail][dalek spot 21 listen 12].

Peerimus AC 29 HP 77/81 and Yorrick AC 25 HP 57-74  3d8(5+6+4)+5=20 3d8(1+6+7)+5=19
Friday July 7th, 2006 2:40:44 PM

Sly is waving and pointing frantically and the Huge raptor just sort of cocks it's head and snorts. Peerimus then shifts. Shrinking and morphing seamlessly back to his human form. The druid then pulls a wand from his belt pouch as he steps out of the temple and the silence spell. He touches off the wand to himself twice and calls to Firngaer.

"My Fire spell expired too soon. You'll need to finish the troll!"

OoC I took 3 rounds of actions

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 106.7 minutes +4 AC
Cat's Grace 107.3 +2 effective Dex
Produce Flame 1 rounds
Freedom of Movement
Haste 8 rounds

Yorrick -4Str, -3Dex, -2 Con -10Will and Wisdom
Greater Magic Fang
Barkskin 106.4 minutes +4 AC
Cat's Grace 107.3 +4 effective Dex


Savin 55/115 ac 27 
Friday July 7th, 2006 4:50:21 PM

Savin looks down at the dead body of the shadowdancer and slumps to his knees. "Reena is avenged." Savin feels tears fill his eyes for a moment as he thinks of his dead lover. Still he knows that somewhere Reena is smiling. She wasn't a very forgiving person at times. He will bend over the dead shadowdancer and start looting her body, looking for interesting tidbits.

As he looks for interesting tidbits, he will think about the power of the spiked chain and how it stung him as well. He understands how a regenerating troll could use it but he wonders at the wisdom of using a weapon that wounds its wielder.

Firn'gaer  2d6(4+2)+8=14
Friday July 7th, 2006 9:14:46 PM

Firn'gaer gives a sigh of relief as the woman lies dead on the ground.

"Consider it done." He says to Peerimus and then he moves back into the temple. When the troll is in view, he uses his staff to place a hemisphere wall of fire over the troll. He makes sure the troll is within the flaming wall.

Wall of Fire - 14 points of damage.

Active Spells
Detect Magic
See Invisibility
Mass Cats Grace (from Peerimus)
Mirror Image (6 images) - 105 rounds
Haste - 10 rounds

Lesser Extend Rod - 0/3 left
Lesser Silence Rod - 1/3 left
Staff charges used - 3

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 
Friday July 7th, 2006 9:22:07 PM

Father Jasper moves out of the temple following Peerimus. He will moves to aid the worst wounded.

"I'm sorry, I don't have the means to remove the paralysis, but I think it will wear off in a few minutes."

Active Spells
Damage Reduction 2/-
Extended Magic Vestment - 20 hours
Mass Cat's Grace
Prayer - 6 rounds
Haste (from Firn'gaer) - 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

Savin "Illegal post" 
Friday July 7th, 2006 10:32:15 PM

Savin will call out to Firn'gaer, "Remember to loot the body. I bet they have some interesting magic. We need to find the artifacts too."

Sly 
Saturday July 8th, 2006 7:56:43 AM

Sly stands there watching Peerimus back as he exit the temple. "It is if I was not here? The leader acted as if I didnot existed?
I'll finish this war, then I'll think about this fact??" Sly will start up the toward the alter, swinging his sword back and forth. (to see if She is any where near now?)

Peerimus AC 29 HP 77/81 and Yorrick AC 25 HP 57-74 
Saturday July 8th, 2006 1:11:28 PM

Peerimus waves Sly over, "I did not forget what you wre trying to say, but I simply had no idea what you were gesturing about in the Silence spell."

He calls to the others about, "And I still have a Wand if Father Jasper's spells are not enough."

Peerimus then looks to the biuilding where the foul stench of decay emminates. he was not going to like what he found there and what he would be doing for the next several hours, maybe days.

Jaeden Ohm (HP 66/106: Barkskin) Dalek (AC 22 HP 36/72) Illegal Second 
Saturday July 8th, 2006 8:22:28 PM

Jaeden slows Dalek to a walk and the two approach the fallen lady. The last of their immediate foes to his knowledge. He notes Savin's practicality and nods. "If I had to guess I'd say it was her who had the artifact." He points to the dead shadow dancer.

With the area seemingly secured the warrior makes his way to their fallen comrad. The Half Orc is a mess and likely beyond repair. He picks up first the humanoids fallen weapons, then the body itself and throws it over Daleks rump.

Both warrior and horse make their way back to the group where Jaeden addresses Father Jasper. "Can you do anything about this?" As he asks he pulls a very dead Magog down from Dalek and lays him at the clerics feet.

A Few Seconds After. And a Few Minutes More (DM/Al)  2d6(6+3)+8=17 2d6(3+5)+8=16 2d6(6+6)+8=20 2d6(5+6)+8=19 2d6(2+6)+8=16 2d6(1+1)+8=10
Sunday July 9th, 2006 5:42:34 PM

In the first few seconds after the fall of the Drow Woman, the quiet of the small town is broken by Trace as he moves quickly around Luke and hacks several times at the prone body of the drow woman. The hiss of charred flesh follows the meaty thud of sundered flesh as flame leaps up from the body. If there had been any life left in the still form, there is none now. He moves to Shadow, still paralyzed, and he cures some of the terrible wounds on her body. Though the Black Leopard does not move, Trace can feel the rapid beating of her heart. A few steps away lies the body of his dead horse.

Within the Silence spell, Sly points to the places on the wall where he detected two magic auras that did not seem to be held by any of the group. Peerimus tends to other things first. But, as Sly looks at the places to which he points, he notices that the spots are in the exact same places as the shuttered windows.

Peerimus walks out of the Silence spell without acknowledging Sly. He tends to healing first, and warns Firn'gaer of the remaining threat posed by the regenerating Troll. Then he turns back to Sly to find him swinging his sword about as though to find someone. He apologizes for his lack of attention to Sly's communication. Sly finds nothing by swinging his sword.

Watching the flames still flicking over the body of the Drow Shadowdancer, Savin's first thoughts are for Reena. Vengeance has a hot wild flavor, satisfying in its way. His second thought is for loot, and he begins going over the body of the woman quickly patting out the few remaining flames. The first thing that he finds is a handful of half burnt scrolls. Portions remain intact, but large portions crumble to the touch. The are useless now. As he begins stripping the body of boots, gloves, a jeweled circlet, as each saleable item comes off, thoughts go through Savin's head. Thoughts of his own power, of the things that his abilities can bring him, the power to avenge, to acquire more powerful magic to further their mission, all these things can be his. It is a higher destiny beyond that which binds others. And with these thoughts he feels the bonds of Law that separate his Order from the common fighter begin to fade. He searches himself for the vision that has made him a Monk, and finds that the path is not so clear anymore. Savin has lost his way.

Firn'gaer tends to the Troll. Wielding his staff, he conjures a dome of fire over the body of the Troll. It's not possible to see into the shell of flames, but within half a minute the Troll's remains cease to regenerate. By the time the spell runs it's course the body of the Troll produces more smoke than steam.

Father Jasper moves among his wounded companions. He assures Trace that the paralysis will run it's course and Shadow will be moving soon enough.

On his own initiative, Dalek avoids the Mind Fog, skirting the building instead. Both see that the Drow Woman is down. The Slowness leaves Jaeden's limbs. But the weight does not lift from his heart. He and Dalek retrace their steps and take up the body of their fallen comrade. They present the body to Father Jasper, knowing that those with the divine gift have been known to work miracles.

As time passes, the Swarms of Locust vanish, returned to the realm from which they were conjured.

Luke and Shadow begin to stir, freed of the paralysis.

Savin finds a plain metal fork on the body of the Drow Shadowdancer.

Peerimus investigates the building from which comes the foul odor of rotten meat. The windows on the east and west sides of the building are shuttered, as are the windows of all of the buildings. But the door on the south side is unlocked. The druid opens the door. An overpowering stench of bloated carcasses comes rushing out. The buzzing of flies sounds from within the dark doorway. The building is piled waist deep with corpses! As Peerimus' eyes adjust to the gloom, he can see that they are Elfish corpses. All of them seem to be elves. All wear the remains of light armor. Most are men. A few seem to be women. The druid thanks the Mother and Father that none seem to be children.

Where is this strange town full of armored elves that the group finds itself in? And for what purpose could such a place have been put? What kind of Evil would slaughter this entire town? During the battle several of their Evil opponents mentioned the names Fidelia and Koshe Marr. And ... did one of them even suggest that this, Koshe Marr is where the Fifth and Last artifact is being held?

Jaeden Ohm (HP 66/106) Dalek (AC 22 HP 36/72) 
Monday July 10th, 2006 12:56:33 AM

Knowing there is naught else that he can do for their downed comrade Jaeden looks around. He see's that Savin looks somehow troubled, but is unsure if now is the best time to talk of it so he remains silent.

He takes notice of the pile of items that Savin has collected and realized that someone should do the same for the other corpses. He moves to each of their foes bodies in turn, collecting all their gear and putting it into a pile. Once done he finds Firngaer.

"This is everything they had, minus what Savin already picked over. Might be a good time to see what may be of use."

"Savin you want to see which of the stuff you grabbed is enchanted?"

While he waits for the results he does what little he can to see to Daleks wounds.

Sly (AC 28 54/85 hp) and Luke (Ac 24 24/65 hp) 
Monday July 10th, 2006 8:44:32 AM

All of a suden Sly can hear again, Turns and Yell out at Peerimus toward the doors, "I said that there's was more auras here on the cat walk, Auras as strong as yours"

Now Sly will look up towards the catwalk, yelling again, "YooHoo! Up on the Cat walk! Sweet-pea! Come on down and play!" Sly swing his blade back and forth, watching if either of the ones bearing the auras will come down.

Firn'gaer 
Monday July 10th, 2006 10:37:13 AM

After the troll is dead, he will scan the body for any magic remaining. Once done he will return to the others to decide what next to do.

Father Jasper  4d8(8+6+6+6)+11=37 3d8(1+5+6)+11=23 2d8(3+8)+10=21 2d8(7+5)+10=22 2d8(8+7)+10=25 2d8(2+2)+10=14 d8+5=8 d8+5=13 d8+5=12 d8+5=10 d8+5=7
Monday July 10th, 2006 10:43:01 AM

"I think I have enough, but we'll have to see how for it goes." He says about healing.

Converted Spells
4th - 37
3rd - 23
2nd - 21, 22, 25, 14
1st - 8, 13, 12, 10, 7

"Let me know if there is more needed. I also have a wand."

Active Spells
Damage Reduction 2/-
Extended Magic Vestment - 20 hours

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

Trace and Shadow 
Monday July 10th, 2006 5:10:00 PM

Trace moves to the others and begins to introduce himself, well now we can talk, I am Trace, I came to this land a long time ago and kinda went a walk about for a while just now makeing my way back. I kinda felt drawn back if you know what I mean.

What Now (DM/Al) 
Monday July 10th, 2006 9:37:48 PM

Jaeden takes a cue from Savin. He begins collecting up possessions from the bodies of their adversaries.

Sly still calls out to enemies on the catwalk of the Temple. He receives no response, violent or otherwise. Luke sniffs at the body of the Drow Shadowdancer. He turns, and with his hind legs, kicks dust on her body. "She tried kill me!" he barks to Savin and Trace.

Firn'gaer concentrates on the smoking pile that was the Troll, and after some seconds he sees three auras Faint Divination, Faint Transmutation, and Moderate Conjuration. Nearby is the small pile of Glove, ring and a single Bracer that Savin had removed before. The auras are still within the blackened mass of Troll meat, and Firn'gaer wisely determines that the remaining items are far too hot to retrieve. At least for the moment.

Father Jasper moves among his comrades. There is not a one who has escaped without injury. (Please see Father Jaspers list of Converted spells and decide who gets what.)

The elf that the group had met at the edge of town introduces himself again. Shadow follows along, much calmer now.

Looting the fallen is almost a tradition among mercenary bands. Jaeden roams the area counting off the bodies as he finds them. The Shadowdancer is in the street. The Black Knight and the Troll are on the floor of the Temple. A short distance from the Troll and the Black Knight is a small pile of items to mark the spot that the pale man stood just before he turned into a bat and flew away. At the back of the Temple, Jaeden finds a stairs on either side that lead up to the Catwalk. He walks around to the balcony where he finds the remains of S'bat, the wererat lich. Of the Goblin/Ghost, there is no sign. (List of items below.)

(Those of you who have Knowledge Religion: Beat DC18 for the following: Highlight to display spoiler: {Both Ghosts and Liches can be destroyed. A Lich in particular will reappear unless one finds and destroys the thing that holds it's life force, its Phylactery.})

But what to do now? That is the question Firn'gaer asks. What is this place? Trace may know. He found his way here. Most likely by non-magical means. What to do about this town? Where to go from here? Back to Heranmar and the Crones?

Peerimus had walked around to the front of the building from which the horrid smell still comes. He's been quiet, and gone for some time. Savin has been unusually quiet as well. As the group goes about its business, the cloud of Mind Fog fades.

Shadowdancer
============
Haversack
Gloves
Ring
Boots
Glasses
Ring
Amulet
Circlet
Cloak
Wand
Wand
Potion
Chain Shirt
Dagger

Troll
=====
Glove of storing
Glasses
Spiked Chain
Ring
Ring
Bracers

Black Knight
============
203 pp, 5 gp
Plate Mail
Belt
Rin
Boots
Greatsword
Amulet
Scroll

Vampire
=======
27 pp, 5 gp
Cloak
Pearl
Amulet
Ring
6 Scrolls
Bracers

S'bat
=====
165 pp
Chain Mail
13 Scrolls
Ring
Pearl
Cloak

Trace and Shadow 
Monday July 10th, 2006 10:40:30 PM

If our destination is up for a vote I would like to return to Hernamar or Hook city. Do we still own the armory in Hook? We had a good name there when I left last time and its been maybe two years since Ive seen that wondours place and even longer since I saw the port of Hernamar, not since we delivered it from the eternal gloom of rain and Sir Thomas rang the bell that put this tattoo on me.

One last question, have we figured out any special properties to this tattoo? The only thing I found is mine goes from red to allmost black when my mood turns foul.

Jaeden Ohm 
Monday July 10th, 2006 10:58:05 PM

The grisley task of looting the dead now complete Jaeden notices that Trace is keen to speak. He leaves the pile of goods for now and makes eye contact with the Ranger.

"Your timing is good Ranger, without your aid we may have lost more then one. Names Jaeden Ohm." He extends his hand in greeting.

"The Gnome here is Firngaer, the priest is Father Jasper and Savin I think you know. The man bear who walked into that building is Peerimus. When we're not fighting he speaks with what little of a collective voice we have. Sly and Luke I believe you know... hey wait,"

Jaeden looks around.

"Where is Sly anyways? Luke can you go find him?"

He shrugs, "Anyway, Sly and Luke you know. Although Luke has ah... changed a bit since you knew him... from what I understand anyways."

The warrior points to the building that Peerimus entered. "We should go into that building and see if Peerimus needs any help. From the smell of it it may not be a pretty sight."

"While we walk there, can you tell me about how you came to be here, and where exactly here is?"

Sly and Luke  d20+6=22
Tuesday July 11th, 2006 6:28:41 AM

Sly swished his sword back a forth, from the frount of the alter to the back of the Temple.

He come across the body of the Knight, Sky Smiles and talks to the dead body "Look at you! You though you were a evil Sir Lawrence!"
Hee'll search the body taking everything of use, then puts it in to his little Smuff Box

Sly get to his feet, looking up towards the cat walk and wonders if his Spider climb is still working? WHEN all of a sudden Luke jumps into his arms!

Needless to say that Sly is now flat on his back, "Alright! Patoie!(Luke licking his face) I'n alright but you r looking a little beat up?"

Luke takes off when Jaeden remind Luke of Sly, run into the Temple, jumping into Sly's arms. While he is fsce to fece with his master, he tells Sly "Witch! wanted to kill Luke!".

Sly get's up on his feet, looks toward the Cat walk, Jaeden is up there "Jaeden! Are there Three bodies there? Look for a common artifact!
Because it just dawm on me That Lich and Ghost can be distroyed, So we must find the things that holds their life forse. I think it's called Phylastery, I hope that I pronounce that right??"

Knowladge of Religion check 22 (made it.)

Peerimus  d20=10
Tuesday July 11th, 2006 9:12:06 AM

The building of the dead was sometn=hing he was both prepared for and not at the same time. For a moment or two he simply stares. He can hear the others and knows what is being discussed, it never changes really. But what of these people, can they afford the time. S'Bat and possibly the ghost will be back at some point. The wizard too, looked to be undead, a vampire likely. Which means the polymorph will not hold him, he simply used it as a reason to flee and thus escape. Then there is the master of these cretins, this Fidelia, but all that is later. First is the task of this town. Peerimus moves out around the building and back to the group.

"It seems that the town protectors are dead and piled in that building." Looking at Sly knowing he is about to be extremenly mad, "Elves one in all. They are dressed as combatants, but what I did not see were any children. So the native population of the town may return." He pauses and then continues, "I am staying to bury them. I also need to go look for Yorrick. The fear has worn off by now and he is likely sunning himself somewhere. I see we have all the valuables, we can sell them and put the money to better use. I also think we should enter a few more buildings, see if we can figure out where we are. No one go alone though, S'Bat is not destroyed. and while his Phylactery may be about, I think it unlikely." With the last part Peerimus shifts to an eagle and takes to the air south west in search of Yorrick

Savin 
Tuesday July 11th, 2006 8:04:54 PM

Savin stands up and takes a look into the house with the dead elves. He hears Peerimus's talk of burying them and shakes his head. "I don't mean any disrespect Peerimus, but I think we would be better to divest them of their arms and armor, to be returned to their kin, and then have Father Jasper say a few words and then torch the house. Their bodies can't be dug up for debasement or to be made into undead. I don't know the normal burial rites for elves. Sly probably knows.

I think we need to take a look around this town and the temple as well. Which God was it erected for in the first place?" Savin will direct his last question to Father Jasper. "I know they worshipped Marteaus and S'Bat got some of his powers from that evil deity, but is that his temple or one converted to their uses. Either way the temple needs to be searched. We might find out more information and a final way to get rid of these horrid undead for good. I don't wish to have to fight them again.

Then I think we need to head back to civilization and find out what this fork does. Find out if this magic and loot can be useful to us in our quest or sell it and buy some things that can help us. These were strong foes and they killed one of us. Only luck kept our losses to a minimum and now I believe we need to go against their Master. Anyone who could demand their loyalty must have great powers and a very evil heart. We need to be prepared."

Pieces of the Puzzle (DM/Al) 
Tuesday July 11th, 2006 9:27:06 PM

Trace talks of going back to either Heranmar or Hook City. He's been gone for a long time. He speaks without knowledge of the cosmos rending quest that the group has been tasked with. He asks about the tattoos as though they grant powers. A look at the body of the Shadowdancer, stripped and dead, shows that the back of her hand too bears the tattoo, the mark of Chaos. Trace may wish to know what he's in for. He may decide to move on instead.

Jaeden welcomes Trace, and then heads across the street toward the building into which Peerimus had stepped.

Peerimus emerges before they reach the doorway and describes what is within. He announces his intention to bury the dead. Piled as they are, filling the entire floor, it's hard to tell just how many there are. Quite a lot to be certain.

Both Sly and Peerimus come upon the realization at the same time in different locations. S'bat is most certainly not destroyed. He will be back. So too may the unnamed Goblin/Ghost. When and where are the only real questions. That, and what might they bring with them next?

Peerimus becomes an eagle and lifts into the air in search of Yorrick. He quickly finds his friend at the western edge of the cleared ground that surrounds the empty town. Contrary to expectations, Yorrick paces in a tight semi-circle, occasionally standing upon his hind legs to see or scent the goings on within the buildings of the town. And it isn't until he spies his friend Peerimus that he stops. There is something of a sense of relief in the bear's low moaning call.

Savin calls for a respectful burial for the elven dead and then an investigation of the town and the Temple. Both the Temple and the contents of the buildings might give a clue as to what was going on in this town so apparently far from civilization. Savin's speculation is that the elves worshipped Marteaus a god of the distant Northern peoples across the great Ocean. There, Marteaus reigns as a god of Disease and S'bat had claimed His patronage many times.

And what of this plain fork that the Shadowdancer had nearly run off with. Could it be the Chime of Xaos? Or, perhaps something else? And what of the Last remaining Artifact? What was it S'bat had said?

"My Lord Marteaus will then have ALL of the Artifacts of Chaos, and KOSHE MARR will spread across the Wold!!!"


As Sly comes down from the Catwalk he notices a large relief carved on the back wall of the Temple behind the altar. It isn't easy to see, stone carvings in back rock in a dark Temple. The design shows armored elves in combat with bows and swords in hand. They fight dwarves, and everywhere they conquer. In some places even the forces of nature seem to aide the elves. Living trees grasp at dwarven victims. Winds and rains smite dwarven armies. This appears to be a Temple of War. Or used to be.

Firn'gaer 
Tuesday July 11th, 2006 9:29:49 PM

Firn'gaer is relieved that the fight is over and he is still alive, but still...to lose one of their own in the fight. A price too high? They have lost a couple of companions in the last few weeks. He pauses as he thinks on that, In the last few days not weeks. He pushes away the foul welling in the pit of his stomach as he looks around to the others he travels with. Some he's traveled with for what feels like a while and others not so long. As he does he reassures himself. I'm alive and as long as I draw breath I will continue, Gargul willing.

"Trace is it." He says to the new commer. "Nice to meet you. The resident wizard." He says as a squeek peeks from his robes. "I'm sorry." He says. "Come on out. It's safe for now. This is Rufus." He places a hand to his mouth as if to whisper something. "He's a little spoiled. I blame myself." The small rodent begins to squeek while standing on its hind legs. It almost looks as if Rufus is shaking his rodent fists at Firn'gaer. "Settle down, settle down I'm sorry you're not spoiled." He mouths Yes he is.

Once introductions are done, he turns to Peerimus. "I'm not sure if a burial is prudent at this time, but I can help with that. I think I can dig a mass grave pretty quickly in as a Bulette."

"I agree Savin. Their master most certainly has Xaos. We need to learn more of him before we go in. I think Hernamar first. I'd like to see if the town survived. After that we can head to Hook City. Funny thing, that was where I was going when I was dragged ito this."

Trace and Shadow 
Wednesday July 12th, 2006 12:02:14 AM

Trace talks with the Firn'gaer and then pats Shadow on her side. He makes his way over to his mount, with a frown he removes the tack and saddle from his fallen horse and kneels down to give a kind of last rights to his horse and thanks him for taking the brunt of the damage that would have undoubtaably change the outcome for Trace in this battle. If yall dont mind I would like to rejoin the group, I feel better being back around my old friends.

Father Jasper 
Wednesday July 12th, 2006 9:11:08 AM

"I can help Magog, give time. It will require some meditation at prayer time." He response to questions of the dead comrade. "I can even bring your horse back if you'd like."

"I think a proper burial is the least we can do for the fallen. With time I could bring them back as well. It might give us some insight into what we may face."

Sly Foxx and Luke 
Wednesday July 12th, 2006 9:56:03 AM

Sly look's around as he exit the Temple, He's pretty sure that it is the Temple of a war God, that must mean there should be some of the gentry left in this town, But as Sly and Luke exit the temple, he spots the body of Magog.
"Oh! No!" Yells Sly as he runs to the body on his friend, He knell next to the body, "I told you to help the Leader! You shoule have gone to either Peerimus or Jaeden! Not Me! You did not have a chance against that Knight!"

Sly yell fot Farther Jasper, "Please come here! Magog is dead! Can you bring him back?" pleeds Sly.

Luke know that the body of Magog has been dead too long, He ask Sly "Come! let's talk to Master Trace!". Pulling on Sly's Sleeve.

Jaeden 
Wednesday July 12th, 2006 3:35:01 PM

Jaeden makes a quick mental check list of the things needed to wrap up and encounter.

Father Jasper has seen to the wounded, check.
I've confirmed the death of Magog and brought his body to Jasper, check.
I've gathered what we can salvage from our foes, check.
I've welcomed the returned member, check.
Anything else.... don't think so. Ok what's next?


He address the group as a whole. "It seem's we have three descisions to make at this time. First, what to do with the Elves that have been slaughtered. I think perhaps Sly should decide this, seeing as he has been chosen by the Elven nation as one of their guardians. What do you think Sly?"

"Second, we now have a considerable supply of items we've taken from our fallen foes. Do we try to identify their nature and use them or do we simply unload them at the catacombs and split the proceeds to use as we will? This may of course depend on question three."

"Third, where is our next step? I've heard two cities suggested but are we sure those are even options? We now know that having faraday take us where there is no Chaos signature is a bit risky. so is this really an option? We also have no idea where our remaining foes are. If I'm understanding this correctly we have a Lich, Vampire and possibly a Ghost still to content with and of those only the Vampire is likely of immediate concern. Then we have this person Fidellia. Where is she and do we need to be concerned with her now. We have a name, Koshe Marr, and we know she likely has the final artifact."

My suggestion would be that before we do anything else we get more information. We can have Faraday ask Noxy to look for the remaining artifact. Also, we may be able to ask Noxy to look for the Chaos signatures of the foes that have escaped or who may come back to haunt us again. Firngaer, can you start working with Faraday? Sly, what should we do about the Elves? Do we dig a mass grave, burn them, or do nothing?"



Father Jasper (OOC) 
Wednesday July 12th, 2006 4:16:31 PM

I didn't know who was at what hit points left. That's why I just did them all. Just grab numbers and I'll make them off. When they're gone we can go with wands. I felt it was easier to do it this way.

Converted Spells
4th - 37
3rd - 23
2nd - 21, 22, 25, 14
1st - 8, 13, 12, 10, 7

DM/OoC 
Wednesday July 12th, 2006 4:38:19 PM

No problem, Rich. No reason you should have to watch everyone else. They need to watch their own hitpoints and take healing when it's offered.

Keep in mind also, that Peerimus has a Negative Level. Without proper research and treatment it is possible that the level loss could become permanent.

Jaeden Ohm OOC - Healing 
Wednesday July 12th, 2006 6:27:55 PM

Jaeden will take the 25 and 14 point heals from the burned 2nd level spells, he is now 105/106 and is fine there.

Dalek will take the 23 from the burned 3rd level and the 13 from the burned first level spell. He is now 72/72.

Jaeden Ohm Illegal Second Post 
Wednesday July 12th, 2006 6:35:01 PM

Seeing Sly begin to put items in his magic box Jaeden panicks.

"Sly stop. Don't put anything in there. Isn't that box magic? We don't know what all this stuff is yet. You could put something in there that will cause problems. Look..."

He moves back to the pile and lifts up the backpack that is in fact a Haversack. "I have no idea what this is... but what if it's one of those Haversacks. What do you think will happen if you put this inside your box? You need to make sure you know exactly what you're putting in there"

Peerimus and Yorrick  2d8(2+8)+10=20
Wednesday July 12th, 2006 6:42:30 PM

Peerimus lands and shifts quickly to get a reasssuring hug to his friend. "It is alright now Yorrick. I know the smell from the town is powerful, but everything is all right." Peerimus looks back and wonders if he should have Yorrick follow him back or simply stay here as he does. No Yorrick should come. Peerimus says a small blessing to Mother Wold and touches Yorrick, healing many of the wounds he sustatined. [CMW 20]

Then he puts a hand to the great bears back, "We have to go back now. We will leave very soon." With that druid and bear return.

To the others, "Issue with burning is unless we stay to put out the fire, the entire town is in jeapordy. The lack of children and so few women say to me that the towns population may return. Razing the town might annoy them. Has anyone?..." He stops the thought and just moves to a nearby house and with a sharp knock opens the door and enters.

REgardless of what he finds he emerges shortly. "Discussion of Faraday taking us where a Chaos signature is not is fairly moot. We know it is very dangerous to do so unless a signature can be found in Hook City or Hemmerar we're not going." the druid states factly. "Jaeden is right on pretty much everything. We, again, have virtually no info. What we do know is S`Bat follows Maerteus, Somone named Fidelia has one of the artifacts, likely the shroud that Noxy can not see and it is somewhere called Koshe Marr, which is likely a different plane of existance. Lending from the fact that Noxy can not see the Shroud. We have a great many magic items in the magic chest. We should Identify them and sell them, using the proceeds for information gathering and equipping ourselves to go to this Koshe Marr and from the looks of those with S`Bat, be prepared to battle the undead."

To the elves, I dislike the idea of fire, but i fully agree burial is impractical. I'm not leaving them as they are though. Raising any of them is out of the question to me. Also there is Magog, bury him here in honor? We can not take him to his home, we don't know where it is or really anything about him. Other than he was a fellow champion. Personally I am not comfortable standing before Gargul and asking his return knowing nothing more than that."


Savin 113/115 hps 
Wednesday July 12th, 2006 7:30:07 PM

Savin will take the 37 and the 21 hit point cures putting him to 113/115 hps.

OOC Assuming we are out of combat rounds, we have all gotten together at this point and discussed a few things.

Savin shakes his head at some of the suggestions. "We need to finish searching this area first. Who knows what is in that temple. We might find the things that we need to finish the lich and the vampire there. After that we should use Faraway to take us to a city. We know it can get us to that Floating City since it was there before.

I agree we need to get the items identified and we need to do some research on this Koshe place. I am tired of going in unprepared. Sounds like a lot of undead so we might want to stock up on holy waters, holy symbols and such."

Savin will finish the conversation then start searching the temple looking for the vampires coffin and the liches vessel.

Jaeden Illegal Third Post 
Wednesday July 12th, 2006 7:45:47 PM

Jaeden nods in response to Savin. "You're right about searching and I was remiss for not mentioning it. Once we make our descions we should do that. Travelling to a city however I'm not sure I agree with. We tried porting to a very small and defined area that Faraday was intimately familiar with. At least the artifiact was there for what is likely hundreds of years. Even there we had trouble. and some got dumped in the water. How can you be willing to have the artifact drop us into a city that it's been to once or twice?"

"But again we're getting way ahead of ourself. Until we search with noxy we don't know a damn thing. Who knows what a search will find. We know that Niobe was travelling to hook city. Maybe Noxy can latch on to her so we can get there?"

"Again I stress the point is we don't know and won't until we check with Noxy through Faraday."

Secret Outpost (DM/Al) 
Wednesday July 12th, 2006 9:30:52 PM

There is a general move to welcome Trace back into the group.

Father Jasper announces that he has the power to raise Magog from the dead. Sly pleads for him to do so. But raising the dead is an act not taken lightly. There must be respect for the wishes of the dead as well as respect for the laws of Nature of which death is a part.

Wounds are healed.

Peerimus returns with Yorrick. There is talk of where to go next. What dangers may await. And how to best put this small and empty town to rest.

Savin searches inside the dark Temple. He finds the same relief that Sly did. Carved into the stone of the back wall, it is a scene of warrior elves in the act of conquest. It covers the whole of the wall behind the altar and under the Catwalk, wrapping around the two shuttered back windows. Aside from that, the Temple is plain, spartan, and reveals nothing else.

Peerimus knocks upon a door. There is no answer. He lifts the latch and finds the door is not locked. The druid enters, and when his eyes adjust, he finds racks and racks of unstrung bows. Elfish bows, hundreds of them. Another building contains swords in stacked crates, piled high, each crate containing different types of blades. Another building contains a small forge with both weapon and armor smithing equipment. Another building is a fletcher and bowyer. There is a leather works and a small lumberyard in which lie parts for a dismantled trebuchet. One of the buildings appears to have been a mess hall. The building in which the bodies had been piled was a barracks.

It is easy for Trace to understand now why the group of mercenaries that he had been trailing were carrying arms to this place. It is a depot for arms. A stepping stone for war.

None of the equipment stored in the buildings is to Firn'gaer's enchanted eyes magic. Mundane weapons awaiting a small army.

Tucked into the armor of the bloated bodies in the barracks is the remains of a small diary. Most of the pages are stuck together, the ink run to illegibility by the noxious fluids leaked by a warm and decaying body. There is a small section in the center, however, penned in a neat feminine elfish hand, that can still be read.

My resolve wanes by the day. What began as a call to noble destiny now stands stripped and naked folly before my eyes. Even with the Sleeper to lead our armies, how could we think to bring sword and slaughter to the length and breadth of this land? But I dare not attempt to escape this madness. Many still believe that the Sleeper will raise them up to rule all of the Wold, and they would hunt me down like a stag. Worse yet, their agents would find you and the children Severian. And they would kill you for fear that you may have heard from me of this most secret of their places.

So I can only sing for the Sleeper and hope for the call to come. Then, when we have placed all the lands under our rule, by the grace of Lord Ebyron, may all prosper under our just and even hand. I must pray for that day. For it is my only hope.


The date at the bottom is smeared. But it looks to be a date from several weeks ago. Possibly at about the time that the group had been in Ice Vein.

How S'bat and his gang had found the outpost of the elfish nation is something that may never be known. But the isolation of the local was perfect. And the Temple of War was the ideal site to Unhallow and and lure the hated adversaries to a doom that never happened.

Sly and Luke 
Thursday July 13th, 2006 2:07:07 PM

Sly was very angry when he saw the elves bodies, "How dear they!" was his screem, But calm down when he heard about the way S'bat used the gredy elves. But he knows that this place exist in Elven land. He will leave the Temple to the elders to judge.

Now Sly tell the others not to bury Magog's body with the other evil Elves. "I will send a message to the Elders in Capitol City"

Sly now greet Trace Properly! "Welcome back, My Friend! I alway knew you would be back. "Now! Let me introduce you to Luke." Sly turns to Luls "Luke ! say hello to your pass Master!"

Luke sits next to Sly, raise his paw for Trace to shake "Hello! Trace, nice seeing you again."

Trace and Shadow 
Thursday July 13th, 2006 4:07:12 PM

Trace thanks every one and shakes the paw of Luke, then gets busy in burning the bodies of his elves.

Jaeden Ohm 
Thursday July 13th, 2006 5:01:58 PM

Jaeden waits patiently for Faraday to be consulted. His eyes follow Trace as he moves back to the building with the dead Elves and starts to burn them. When he realizes what the ranger is about to do his face scrunches up as if to say 'Did I just miss something'.

He wonders if he just imagined an entire conversation that didn't really happen or if anybody really hears him. Am I really here? he wonders. In combat or without is seems like no-one hears what I say. Wait that's not true. Peerimus does respond, and of course Dalek...

"Father Jasper, I think you better have a look at me. My wounds are healed but I think something is seriously wrong with me. I'm beginning to feel like I am somehow completely disconnect from what is going on around me."

Savin 
Thursday July 13th, 2006 8:11:05 PM

Savin wanders back from the temple to listen to his friends discuss the next move. After he hears about the diary he will take a look at it and say, "Hmmm this group seems a little more militant. Looks like they were getting ready to fight for the Fey King. Wonder if they somehow drew the attention of our evil counterparts because of that.

Does anyone know where we are? Can we just walk out of here and find a town or some civilization? Trace you were here when we got here. Do you know where we are and how long of a journey it will take to travel to get somewhere with people.

I think we need to get to the Catacombs. We know we need to get to someplace called the Koshe Marr but we don't know how to get there. We might be able to hire a sage who can furnish us some information on this place. We also know that we are going to face S'bat again. I want to get some magic and or some protection against undead."

He then holds up the chime he found and asks, "Noxy, is this what we were looking for? Can it help us in some way? What does it do? Does it have a name? Is it smart like you or just a powerful magic artifact. I don't want to insult it if it is smart. Can you find us a town in this area?"

He then turns to Peerimus, "I agree that burning the town might get some people upset but this has more the feel of a base then a town. I wonder if anyone really lives here anymore. So leader, what is your decision. We walking, riding or taking a magic ride?"

Questions and Decisions (DM/Al) 
Thursday July 13th, 2006 9:43:57 PM

Taking a cue from Jaeden, Sly passes Bladesinger judgment on the settlement and its slaughtered residents. Sly decides to leave the town to the Elfish Elders to deal with.

It's not clear how Sly's magic snuffbox works. It grows and it shrinks. But the risk of accident with these sorts of things is great, so Jaeden rescues the haversack just before it goes into the chest.

Trace, contrary to Sly's decision, makes ready to burn the bodies of the dead elves. Would this be in the building or outside of the building?

Jaeden watches the new elf with disbelief. It's as if he hasn't heard a thing. But what to do with the bodies? Leave them to decompose upon the floor? There are quite possibly over one hundred elfish bodies stacked inside. It would be a long days work to bury all of them. A long day of hard and filthy labor. But would it be worth it? Would it be the right thing to do?

Savin appears anxious to move on. The question is How? Savin has many questions, actually. Questions that other of his companions have asked before as well. Both the Vision of Noxnyx and the Ring of Far and Away are in Firn'gaer's haversack. What harm could asking do?

Father Jasper 
Thursday July 13th, 2006 9:48:36 PM

Father Jasper Spends some time talking with all the party members and making sure that the party is healed and feeling well.

He talks to Jaeden about his thought and councels the great fighter about his feeling of dissassocition and disconnection from the people around him

He also talks to Sly to see if there are any rights that they sould be taking with the dead elves as to make sure there burried with honor due

then spens some time in pray to Alemi in quite



Trace and Shadow 
Friday July 14th, 2006 1:18:38 AM

Trace turns to talk to Sly. "I think for to keep from starting a pleague we should burn the bodie. My heart says we should bury them as you suggest but I dont want to be here and attacked while wearing my self out burying these brothers. I think for safety sake and speed we should give them a cermony and burn the bodies but in a respectfull way. I didnt mean to ignore you , sometimes I talk to my self and when I decide what to do I set out to do it and dont realize that everyone cant read my mind. But without question I will do what the group suggest.

(would burned in one building, I think would be easist unless Trace decides that the large fire would set the entire village ablaze and maybe the forest in which case he would use a controlled fire away form all structure and trees.)

Firn'gaer (catching up, sorry) 
Friday July 14th, 2006 7:57:30 AM

"No, no magical containers in the Snuffbox." He says confirming what everyone was thinking.

Rufus shakes his head and squeeks, Bad, very bad...

**********************

"Father Jasper, perhaps a Commune spell or Speak with Dead may reveal some information. At least it will fill in some detail on what happened here." He says looking to Peerimus and then to Father Jasper. "I'd like to keep the journal. Perhaps given time I could learn more into the nature of this place's purpose."

"Peerimus, can you take an aerial scout to see what else is near. I'd like to know what's near-by." He says to the druid. "Then we'll have a better idea if magical transport is needed or if we walk. As of now our only means of magical transport is Faraday. We'll need something else." He says with a hand stroking his beard.

********************

Firn'gaer takes out Faraday and Noxnyx from his haversack. "Morning Faraday." He says to the artifact. "Faraday, do me a favor, can you look in on Niobe? Her position is a close enough point of reference for that area to get us within a few miles. Wouldn't you say?" He says to Faraday.

"If Faraday can't locate a close enough point to Hook City or Hemmerar then I suggest we camp for the day and discuss our options."

He looks at Trace. "Trace how did you find this place? What is the nearest settlement to this and how far is it?"

"I need to go to Hook City. I want to do some research on Koshe Marr. Also, there may be some information on Fidellia. It's a large city so let's put it's resources to good use."

"Whatever is decided we should set up camp and wait 'til tomorrow. We're all battle weary and there are still some wounds to be tended as well as burial of the dead."


Sly and Luke 
Friday July 14th, 2006 8:37:30 AM

Sly goes to Firn-gare, "Friend Furn-gare, I will look around for a Elven High Way entrance around here. If i find one it will take us first to the Elven Capital City, there you can tell about this place, Maybe they know something about this place." Sly start to leave when he thinks he knows where they are, Sly turn toward Firn-gare "Oh! I almost forgot, We are in the Elven Forest and to the east is the Elven Capital!"

Sly will go off into the woods, to find a big tree where there could be an entrance.

Luke follows Sly, "We go on high road again??"

Sly answers Luke "Only if we find an entrance."

Peerimus and Yorrick  d20+21=23
Friday July 14th, 2006 10:14:47 AM

Peerimus starts nodding to Savin, "Now that I have entered several of the other buildings I agree. It definately seems to be a base and staging area. A prelude to war upon the rest of the lands. It would seem that many have a much different take on Ebyron and his return. Razing the entire base may not be a bad idea given that."

"Firngaer Fine idea on that, I will in a few moments. I would not want to set camp here and a quick scout is in order for that as well. I also agree Niobe and Hook City is our best bet. Everything we want is there."

The druid smiles a bit on the surface and a great deal on the inside, Poor Jaeden

As Sly heads off to locate an entrance to the highway and to the elves, Peerimus looks back to the building of dead elves and to Trace. His brow furrows and his hand pets Yorrick. Quietly he says to himself "The elves may be at war Sly and you and Trace may not know it."

As others question Trace, who did after all arive on foot, as to where they are he waits for the answer.

Peerimus will also in short order atke flight as a Hawk to about 200' up and look about. Pulling a full circle of the encampment about 50' beyond it. [Spot 23]


Jaeden Ohm 
Friday July 14th, 2006 12:16:28 PM

As soon as Firngaer pulls out Faraday and Noxnyx Jaeden turns his attention from Father Jaspers attempts at comforting words to the Gnome and his working.

This is what we really need to know.

"Trace, thank you for staying your hand with the flame. I'm still not sure that that is the best course of action." He speaks to the group but every other couple of seconds his eyes flick back to see what is going on with Firngaer.

"Consider this. The Elves were preparing for war as Ebryon's influence drove them to delusions of a supremecy of the fey and the 'natural'." The warrior has enough diplomatic reasoning to know that he has to be careful with this line of thought speaking to Peerimus. "I mean, a supremecy so ablsolute as to require the subserviance of everything else."

He points to the discovered journal. "But that is proof that even under that influence the belief was not absolute. And now, without that presence, I think it likely that the Elves will no longer pursue this course of action. Of course, if Sly can this highway he's looking for then perhaps we can find the truth of the matter."

"My fear about burning the bodies without Sly's approvalis that if we are doing something that is not proper to their dead the Elven nation may take it as an act of desecration. One that would require retaliation. We do have strength, but I doubt we could last very long against the entire Elven nation."

"Also, we may have to be careful. Our tracks are all over this place. If we leave by a non-magical means our tracks could be picked up any day by an Elven scouting party. It is possible that we could get credit for this slaughtering."

"Perhaps, if Sly finds this highway he's looking for we should go first to the Elven capital to explain what we found. From there he should be able to find a highway that gets us close to some other city. Or perhaps there is a branch of the catacombs there that we could use. And maybe, just maybe Sly can find out something there about Fidelia and this Koshe Mar."


Trace 
Friday July 14th, 2006 3:57:30 PM

(ooc:Al can you answer the where from for Trace? Trace basicly has been traveling in the wild, not sure the last large city that is near.)

Savin 
Saturday July 15th, 2006 7:22:00 AM

Savin not liking that one of his friends is heading off on his own will murmer to Peerimus, "I will go with him and see if I can keep him out of trouble." He pauses, searches Peerimus's eyes and continues, "Peerimus, you have a big heart but don't let yourself get to distracted by these dead elves. We are destined to meet and stop a much greather evil. That is our job. Though I feel compassion and sympathy for these dead elves, they have passed on and the bodies are only empty shells. I am more concerned on what happens if we fail. Lot more people out there who will suffer and die."

Savin puts his hand on the druids shoulder, "Leadership is a burden, more so now than before. You literally have the whole weight of the Wold on your shoulders now. Be compassionite but choice wisely."

Savin will hurry after Sly

Arms Against Decisions (DM/Al) 
Sunday July 16th, 2006 2:59:12 PM

The fate of the town and the mortal remnants of it's former occupants remains under discussion.

Firn'gaer suggests a Commune or a Speaking with the Dead to Father Jasper as a way to get more information about this area. The wizard knows that decisions are best battled with information as the weapon in hand. He suggests that Peerimus take an aerial look at the town and its surroundings.

Sly thinks of another way that his elfish heritage may be of help and decides to search for a link to the Elven Highway. And as he does, Peerimus suggests that the Elves may be at war. It's a dire thought. It's a thought that could tear a Bladesinger in two, for where would his loyalties lie in the end?

Peerimus, before leaving to take Firn'gaer's suggestion, asks to hear how Trace came to be upon this lonely plateau. All listen as Trace tells his story. (See Trace's Story below.)

Rather than have Sly take to the woods alone, Savin announces that he will accompany the Bladesinger. Before he goes, he leaves words of sympathy and wisdom with Peerimus. He feels his own words stir something within him. Where is the Law in this lawless place? What is right and what is wrong? Is that the same as what is Lawful and what is not? He feels the tenets of his teachings are being tested here.

Both Savin and Sly stay as Firn'gaer takes out both the Vision of Noxnyx and the Circle of Far And Away. To Trace's suprise, the metal ring that Firn'gaer brings out begins to talk. (See Faraday and Noxnyx below)

Faraday chatters on, answering any and all questions as best he can for an entity that lives in a radically different way than any those he is speaking to. Afterwards, Sly and Savin make their way to the edge of town, down the steep slope of loose skree and off into the thick woods. Sly stops at a tree of sufficient size and begins searching for the door that would take them to the very tops of the branches. There is no door. He moves to the next tree. And the next. And the next. And the next. Nothing. There are no entrances here to the Elven Highway.

And it occurs to the Bladesinger that there may be no connection to the Elven Highway for a reason. It is possible that this place was meant to be secret hidden even from Elves as well as others. If that is the case, then who is keeping this secret? Who can be trusted in the Elven Capitol? Maybe not even the Council of Elders themselves.

Peerimus becomes an eagle and takes to the air. The town is a small flat plateau nestled into the foothills of a mighty mountain range. To the west, the dark green of the forest tops rolls like an unending carpet as far as his eye can see. To the east gray rock and stone rise to the sky. Somewhere within those mountains is the Dwarven cavern city of Turak Nor. There are no signs of roads or other towns. Streams or trails may wend their ways along the forest floor, but they are all hidden from the air by the forest canopy.

Trace's Story (DM/Al) 
Sunday July 16th, 2006 2:59:35 PM

Trace Jacobs, long gone from the group, tells his story. He had wandered the land alone since falling from the wagon during the Great Race. On the outskirts of Dremoria he caught wind that bands of mercenaries have been hired to move large quantities of weapons into an area on the eastern frontier. Finding the trail of one of these bands had taken some time. Track them through the forest was proving to be less difficult.

In a small secluded vale with a peaceful gurgling stream, he came suddenly upon their camp. At least, what was left of it. The parts of at least seven men and women lay scattered and decomposing across the area. From the evidence, they may have been dead for several weeks. Crates of elven bows lay broken apart, their contents ruined, as though from the simple joy of destruction. There was evidence that some of the men and women had had their flesh eaten by other than the wild animals of the area.

From that point, there were new tracks to follow. This trail was not as easy to read. The killers were clearly much more skilled than their prey had been. The trail lead into a group of foothills. Eventually it had wound up at a small plateau on which a rough frontier town lay. He had out in the brush watching the town from just below a loose slope of skree.

The town had appeared deserted, and finally, after a time, he had decided to investigate.

That is how he had come to be in the place he was when the Children of Chaos had teleported behind him. As far as he knows, there is no other town or settlement of any note for several days journey around. Ideal for a secret weapons depot.

Faraday and Noxnyx (DM/Al) 
Sunday July 16th, 2006 2:59:56 PM

"Hooo. Everything alright now? Did you find out who those others were? Who were they? Oh, good morning, Firn'gaer. It is a good morning, isn't it?" The Circle of Far and Away begins its usual chatter as soon as it and the Vision of Noxnyx are taken from Firn'gaer's haversack.

"Hey, hey, hey! Is that Xaos?" Colors swirl on the face of the Vision of Noxnyx. To Firn'gaer's trained eye, eleven dense dots of color stand out from the swirl of background movement. Eleven. The seven of them and four artifacts. Unless one of the dots was Magog's body.

"Hey, yeah. You think that's Xaos, Noxy? Yeah, I think that's Xaos too. Looks like here. Feels like her too, you say?"

"Well, four down, one to go."

"What? Niobe? Sure."

"Niobe. Yes. Niobe. You remember Niobe, don't you? Yes. Right." The screen on the Vision of Noxnyx suddenly changes with a *blink*. To Firn'gaer's eye there is a single dot. As he watches, the dot moves toward the bottom of the screen. Even a less than careful keeping of the time would suggest that the last time the group saw Niobe had been little more than two days ago. The trip from Heranmar to Hook City is much longer than that. From the position of the sun it is little more than 10 in the morning. A caravan would be well started on its day's journey by now.

"Um, you know neither Noxy or me can tell you where she is, right? I mean, in relation to your Wold, that is. Some day I'd like to be around long enough to learn about the Wold in which I exist. But after we're needed, we get whisked away. Hundreds of years go by. And by the time we're re-discovered, everything's changed. There's not much I forget. But what's the point in remembering when everything you remember is long gone?"

"So, anything else you want to know? Oh, and tell us about the others. In all my existence this is the first time that's happened. Pretty exciting, I tell you. The stuff that makes a millennium underground worthwhile."

Trace and Shadow 
Sunday July 16th, 2006 7:45:12 PM

Trace stands up and brushes off his hands, well I am ready to hear the plan, as you humans would say, Im all ears, (trace smiles wheile pulling on his pointed elven ears.)

Firngaer (sub Jason) 
Sunday July 16th, 2006 8:15:09 PM

While the others do this and that Firgaer stays focussed on Faraday and Noxnyx. "Ok Faraday, there's a few more thing's I'd like Noxy to look in on if you don't mind."

"First, lets see if Noxy can find the final artifact yet..."

"Ok next, I'd like to see if we can get Noxy to find the chaos signature for the ghost and the lich that we just fought. If you don't know how to tell who those where, just ask him to search for all the signatures that we first saw here. Except for him of course." He points to Trace.

"Now I have a couple questions for you Faraday. Feel free to consult Noxy as well. Do the names Fidelia or Koshe Marr mean anything to you?"

Jaeden Ohm 
Sunday July 16th, 2006 8:22:30 PM

Only Father Jasper, Firgaer, Trace and Jaeden remain where the group met up after combat. The warrior knows that it might be awhile before the others return so he makes himself busy with brushing and feeding Dalek. The ritual of caring for his horse is calming to both Dalek and Jaeden and he soon finds himself calm and focused.

"We'll have a plan soon Trace." He says in response to the Rangers racially uncharacteristic impatience. "As I said earlier, what collective voice we have is spoken by Peerimus who is now scouting to better make a descision. When he, Sly and Savin return, and when Firngaer finishes with the artifacts, we'll have much more information to make a decision with. At least, I hope we will."

He listens to exchange between Firngaer and Faraday but continues to speak to Trace.

"You must have questions. Perhaps while we wait for the others to return I can give you some answers."

Savin 
Sunday July 16th, 2006 8:59:39 PM

Savin will consult with Faraday before he leaves with Sly. He holds up the chime and asks, "What is Xaos role in breaking up the chaos lord Faraday? You take us to him, Noxy finds them, what we know as the Bane of Serbone keeps him from changing forms, what is Xaos job? Can she help us battle these counterparts?

They seem to be throwing a wrench into the normal operation of destiny. They are powerful but many seem monster like. Well all except the dark knight. We had a ghost, a troll, a vampire, a lich and a drow. Well I guess you can't call drows monsters. They bear our tattoos and seemed to be working for someone else. This Fidelia that Firn'gaer mentioned."

Savin will then ask Firn'gaer and Peerimus, "I have been thinking and I think it would be best if we found some way to get to the Catacombs to identify the magic and sell it. Buy some things designed to fight the undead since we are going to see S'bat again and possible more undead. Firn'gaer.. Can you teleport? Maybe if you went alone and then could teleport back here, we could save time. I would bet our enemy is somewhat disorganized right now. If that isn't possible, then mabye Peerimus and I could go. I can travel very fast when alone and Peerimus could either shrink down to an animal I could carry or perhaps something that could fly? I should easily be able to cover 100 miles a day. My problem is navigation. If Peerimus was along who could fly above and check the terrain, we should be able to move very quickly.

(ooc Did some quick calculations. Savin's base is 70' or 140' with a double movement. That is 1,400' a minute. That's 84,000 feet an hour. I can't remember how many feet are in a mile but I divided by 5,500. In 8 hours Savin should be able to cover 122 miles by just my normal movement.)

Savin will follow along with Sly after all the conversations and say, "I think we are going to have to do this the old fashioned way.

Posting Report For 
Monday July 17th, 2006 2:37:11 AM

Game 4 for the week of Jule 10-14

Name MTWTF

DM AL XXXXO-SS

Sly&Luke XXXXX
Savin OXXXO-S/SS
Peerimus OXXOX
Firn-gare XXOOX-SS
Jaeden XX2XX-SS
Trace XXOXX-SS
Fr.Jasper OOXXO

Adm; Firn-gare is sub by Jason, Krista would like to come back into the Game (Don't know if she'll play her old Magog or a new Character/



Sly and Luke 
Monday July 17th, 2006 2:53:19 AM

Sly look for an entrance to the Elvin Highway, BUT for some odd reason he cannot find one??. "Savin! This is a mystery to me? I cannot find a entrence? Let's go back and report to both Peerimus and Jaeden."

So the trio returns to the village. Sly will sit on the ground (Waiting for Peerimus to return, Sly want to talk to both Lesders). Sly is very silent, he has a stick in his hand, he is also doodulling on the ground.

Luke follows Both Sly and savin, he will also sit beside his master, "No! go high?" the dog ask.

"No! Luke, there's no high way here!" answers Sly.

Luke look to Sly "What mean? No go?"

Sly starts to scratch Lukes ear, tell the dog "It Means that The Elders don't know about this little village!!"

Sly goes back thinking and waiting for Peerinus to come back.

Trace and Shadow 
Monday July 17th, 2006 5:17:24 PM

Trace decides to sit down and eat some rations with Shadow while wiating for the others to come back. He takes this time to look over Shadow for any wounds not noticed before.

Peerimus and Yorrick  d20+20=36
Monday July 17th, 2006 5:23:40 PM

Yorrick moves over and gives Trace and Shadow another good sniffing. The scent is relatively familiar and with his immediate goal accomplished the bear looks skyward with a small plaintive moan. Yorrick was certainly quite uncomfortable with where he was and was impatiant to be gone from the area.

Soon enough Peerimus returns to the ground and shifts back to human. "As we thought, there is likely nothing for days. Now that is not soo much an issue to me. We have dealt a hard blow to this mistress Fidelia, but we shall secure that blow. The drow, knight and troll we vaporize beyond reconstitution of necromancy. To the point of travel, Niobe is still not to Hook city but we could easily make Heranmar by this time tomorrow. I can go ahead of us and the rest of you could move to my location via Faraday."

"We are surrounded by trees on a small plateu, if we set fire to the building we must stay to assure it does not spread beyond control. Given what we know of this base and such, I believe destruction by fire to the dead to be the best course, but I will defere that to Trace and Sly."

"The lack of an elven Highway unfortunately does not mean the elders do not know about this place Sly. It simply means we are off the beaten path. Our first order of business is the bodies."

Looking to the group, "We bring Magog, I'll not bury him near unhallowed ground nor in this village of hatred and war. We knew little of him, but he deserves that much I know. Sly has everything we could sell to eeauip ourselves against our new dark foes yes?"

"Then lets set to making sure the Necormancers will have no new supplies of flesh to pervert."

Peerimus then starts to setting fire to the building, after the knight, troll, drow and bones of S'Bat are placed within. Assuming no one overly objects of course.
[Survival for seeting controlled fire and keeping it that way 36]

Savin "illlegal post 
Monday July 17th, 2006 8:40:03 PM

Savin looks at Peerimus and asks, "How are you going to travel? In bird form? I would like to go with you if you don't think I would slow you down to much. I would stay to the ground but not sure if one of us should just go off on their own. I can travel fast, not as fast as a bird since I have things to go around but still consider taking me with you."

Peerimus and Yorrick illegal second 
Monday July 17th, 2006 8:58:35 PM

"I need to wait until tomorrow and plan to travel much faster than mere flight." the druid gives a grin to the monk, but I was planning on taking you as well." Looking a bit to the others, "No one should ever be anywhere by themselves unless there is no other way." Peerimus in no way will elaborate, he merely gives a chuckle if asked further.

Father Jasper 
Monday July 17th, 2006 9:44:57 PM

Jasper waits with the warrier
but remains silent praying to Alemi
and thinking on things that had past over the last few days



Faraday's Answers (DM/Al) 
Monday July 17th, 2006 10:06:31 PM

"Final Artifact. Right," the plain brass circle says in reply to Firn'gaer. "The Shroud of Atman. What do you say, Noxy? Hehe. Get it. He doesn't speak. What do you say?" The Circle chuckles to itself. "And the others too. The one's you saw before. Koshe Marr? Hmmm. Fidelia? Hmmm."

"Huh?"

The screen of the Vision is blank. Faraday is silent.

"Um ... " Voice comes at last from the loquacious Circle. "I'm not sure what he means. He says that he knows they're somewhere. I don't remember anything like this every happening either. He says that he feels them somewhere, but he can't see them. When I bond with him, I feel them too. I can feel Atman. And I can feel two of those others too. There were six before. But now there are only two. It's like having something right in front of you, you know it's there, but you can't see it."

"With you, the others, Niobe, even the elf over there, it's different. We can see you plain as ... well as day if you'll excuse the idiom from someone who's got no eyes. It's like they're hidden in the dark. I might be able to take you there with just the feeling. It feels different from a blind jump. But I can't guarantee what will happen."

There's an audible sigh from the Circle.

"But you asked about a Fidelia and a Koshe Marr. I got to apologize if it's important. But I've never heard of them. I've lived a long time. But there are a lot of things I haven't heard of. Sometimes even gods can rise and fade away in the time between the times I'm needed. But I bet I can tell you who would know. Lady Watcher. She hears everything and remembers all of it. I bet she would know."

"Xaos, on the other hand, I can tell you about. Xaos is used to call Chaos into being. She's not very good at fighting, I'm afraid. You see, Chaos is building, gathering, becoming the Destructor. It's not here yet, and you don't want it to be. Noxy is your eyes. I don't take you to Chaos. I take you to the Place That's Not A Place. That's where you'll battle. What Xaos does then is to call Chaos into being. She sounds, and Chaos gathers. It forms into the Destructor before its time. That's an advantage. Then you do battle. Seribond will give you another advantage. It will keep the Destructor from changing forms. That's important. You'll see. Then, when you've defeated Chaos, you must resurrect it. And that's why you need the Shroud of Atman."

"If you don't resurrect Chaos you will have absolute and unbending Law. No freedom. No creativity. All things are done in the name of Law. Sometimes some very terrible things. Good and Evil will be indistinguishable. It's not a pretty sight."

Leaving With A Bang (DM/Al) 
Monday July 17th, 2006 10:06:50 PM

Trace, though one of the original members of this group, is a newcomer to the task for which the Children of Chaos were born. He sits on the sidelines with Shadow with Yorrick nearby snuffing at the elf and cat. There is little Trace can do for the Leopards wounds right now. But his mere presence seems to calm her. She purrs, a deep throaty murmur.

Jaeden, though with the group for a relatively short time, seems to have a great deal of faith. He ensures Trace that a plan will be forthcoming shortly.

Firn'gaer and Savin put questions to the two artifacts, the Vision of Noxnyx and the Circle of Far and Away. (See Faraday's Answers, above).

Savin proposes a way out. But he also hits on the major problems of his plan, navigation. How to find the way. Even with a guide in the sky it would be difficult to find the way out when you don't even know where you are.

Trace could lead the group out. He found his way in after all. He could also tell the group that the nearest bastion of civilization would be the cities of Dremoria. But would it necessarily be safe there? Even with a Bladesinger in your midst. According to Trace's best guess it would be between two to three weeks travel overland to the coast. This place must be deep in the interior of the continent. From the coast, it might take another week or so to either Heranmar in the north or Hook City in the south.

Sly tells Peerimus of the lack of access to the Elven Highway. Peerimus considers flying out and using himself as a beacon for Faraday to bring the rest. But in light of Trace's information, the druid must revise his estimation of the trip to at least three and a half days, even at the speed of flight. And that is if he can find an easy path through the Gray Tooth Mountains. Or is he considering something else?

Niobe and Silus Destin's caravan, on the other hand, must be no more than two days south of Heranmar. (Knowledge Geography vs DC10 for the following: Highlight to display spoiler: {It would be another 9 days march from there to Hook City.})

But the concern of the moment is for the bodies of the slain elves. There is a consensus that Fire is the way to put them to rest. The remains of the group's Evil counterparts are gathered up and put into the same building as their slaughtered victims, and the entire building is set ablaze. None of Peerimus' experience with wild natural fires could prepare him for this.

The building catches fire readily, and soon it is completely engulfed in roaring flames. A column of dark black smoke rises straight up into the air, a dark black pillar that thrusts upward into the sky. The sound of dull explosions come from within the building as bloated corpses expand and explode. The heat for at least 15 feet around the building is too dangerous to brave. The heat alone is enough to catch the neighboring buildings on fire. Soon half the town is ablaze and the group is forced to retreat, leaving behind the corpse of Trace's dead horse. The heat from the burning town creates it's own winds. Dancing thermal updrafts fling sparks and smoke this way and that.

Fortunately, the area of cleared ground designed to defend the town from spies and squads of creeping infiltrators, also keeps the fire from reaching the forest. By late evening the fire has burned down to the extent that the blackened skeleton of the town can be approached. The sun will set within two or three hours. The sky is full of smoke.

Jaeden Ohm 
Tuesday July 18th, 2006 12:04:05 AM

"Well we best pick a direction and be off at once. We've got about two or three hours of light left and we won't find this to be a good camping area."

The wind briefly switches course, sending a noxious patch of black smoke across the gathered heros. "Plus, that column of smoke will attract much attention."

He finishes loading up whatever needs loading onto Dalek. Including the body of Magog, all the Half Orcs equipment, whatever else remains of the loot.

He looks to Peerimus for final word on the direction of travel.

Firngaer (sub Jason) 
Tuesday July 18th, 2006 12:06:36 AM

Once Faraday finishes speaking Firngaer immediately fills the silence with another question. "Can Noxy find Lady Watcher? Can you take us to her?"

Still intent on the artifact Firngaer largely ingnores the rest of the Children.

Sly and Luke 
Tuesday July 18th, 2006 1:24:14 PM

Sly agrees to go along with the group. He will help contain the fire.

OOC: we are having a heat wave here in conn. I'm sorry for the short post but I don't fell so good.

Peerimus and Yorrick 
Tuesday July 18th, 2006 3:59:12 PM

As the fire blazes through the village and turns into a veritable firestorm, Peerimus watches. It happened for the most part how he anticipated, though he was surprised the elves had constructed such highly flammable structures and had apparently taken no safe guards against a fire attack. But that was supposed to be one of the benefits of a hidden encampment, you didn't get attacked in the first place. He let the thought pass to irrelevancy.

Looking to the group as the buildings fell in on themselves, "There is a good site about a mile from here near a stream I spotted while overhead. The forest will offer some protection and the distance we will move in will help mask our departure. Trace, you can handle our rear and mask our trail. I'll lead. We'll set camp and move to Heranmar just after first light."

With that Peerimus will lead the group out the southern direction, down the slope and into the wood. Peerimus will move in a good mile or two to a location near a stream and off any existing game trail.

Trace and Shadow  d20+6=14 d20+11=27 d20+9=27 d20+5=17
Tuesday July 18th, 2006 4:53:47 PM

Trace moves with effiency using his tracking skills to hide their path away from the village. He tells Shadow to move ahead and to keep an eye out while he works. Trace takes his time to make sure the trail that is left behind is extreamly hard to follow.

(Shadow spot 14) (Trace geogerphy 27, spot 27, listen 17 .... use of tracking abilty to hide the groups trail ((has the racial abilty of tracking and swift tracking))

Savin 
Tuesday July 18th, 2006 8:02:30 PM

Savin moves along again walking real slow to not get ahead of the others. "I don't suppose you guys feel like jogging do you? Peerimus, when ever your ready let me know. We will have to get the magic items from Sly to be identified. Everyone else give me a wishlist from the Catacombs."

Putting It Behind (DM/Al) 
Tuesday July 18th, 2006 9:12:24 PM

"Lady Watcher?" the Circle replies to the Gnome. "No. The Crones are people of their own. They may go down through the age just like us and you. And they've always tried to help you when they can. But they're not ... they're not born of Chaos. Do you understand?"

"If it makes you feel any better, that's a question that you always ask."

Black smoke still rises into the air, but the fire is no more than smoldering blackened timbers. The party leaves the small plateau, making their way down a trail that wends down the slope of loose skree and into the same trail that Trace had used to arrive here. One by one, the Children of Chaos walk into the cool and dark of the forest canopy, and the trackless pine timberlands that cover the foothills at the base of the great mountains, swallows them up.

Save for the movement of the party, the forest is quiet. Going is slow. Especially with the time taken for Trace to obscure the parties trail. To Savin and his supernaturally quick step, the pace is painfully slow. He seems particularly keen on a shopping trip. Materialism and the Monk.

After two hours of travel, the party comes to the spot that Peerimus had picked out from the air. It is one hour before dusk. But in the shade of the pine woods, the light is already dim to the humans. There is a stream running swift clear and cold amidst large mountain boulders and a rocky river bed. Peerimus looks at the trees. They are all pines. Various types, but pines all. Most of the trees in his clearing were deciduous, but there must surely be a pine or two.

Night is coming. The day had held so much death and destruction. Magog's body rides behind Jaeden's saddle. The sky is clear. In the forest, so close to the mountains, the night promises to be cold. But here, so near the mountains, the sky at night also promises to be full of stars.

Firngaer (Sub Jason)  d20+7=22
Tuesday July 18th, 2006 11:23:37 PM

With Faraday being unable to find the Crones Firngaer still believes that Hook city should be their final destination. Circumstances, he understands however, do not always allow for ones wants.

When the others start walking down the path he floats up and glides along behind Jaeden. He keeps both Faraday and Noxy out and holds a continuous conversation with the former. The wizard it seems is still keen to learn to directly communicate with Noxy despite his so far less then successful attempts.

Firngaer frowns at one point when Jaeden grabs him from the air and sits him atop Dalek. He glares at the warrior for a moment until he realizes that this is indeed better for his studies. [Int check for learning to communicate with Noxy = 22]

When the group stops to camp Firgaer finds a quiet place and studies his spell books. He turns in early, only to rise early and continue his studies.

Notes
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

Jaeden Ohm 
Tuesday July 18th, 2006 11:33:40 PM

Jaeden Ohm stays quiet for the hike. There is a time for talk and a time for revelry, but the trail is neither. Particularly considering the grisley scene being left behind.

At one point during the hike, after noticing Firgaer almost bump into him a few times, he turns and places lifts the Gnome onto Daleks back. He wants to smile but a glare from the Gnome washes it right away before it even forms.

When Peerimus calls for a stop he does his part in helping to set up camp. Once done he unloads the remaining loot that he stopped Sly from loading into his snuff box and offers it to Savin.

"Here Savin. With this you should have everything that I collected from the bodies. I'm not sure how much we'll get so I'm not sure what I can get out of my share. Let me think on it tonight and tomorrow morning before you leave I'll let you know".

Before turning in for the night Jaeden offers to take which ever of the guard shifts nobody else wants.

Sly Foxx and Luke 
Wednesday July 19th, 2006 7:09:00 AM

Sly will keep company with Trace, "I'm Sorry that you lost your Cat, Trace, From what I've seen of him in action, he was a good fighter."

Sly will be with Trace, helping as much as he can, But all the time he think over as to why there is no Elven Highway around this area??

Peerimus and Yorrick  d20+20=33
Wednesday July 19th, 2006 5:06:10 PM

Arriving Peerimus moves to create a small and hopefully unnoticed campsite. "It will be chilly tonight and the air suggests of dampness, stay wrapped up on watch and in your rolls. We'll go with 3 shifts. Jaeden and I will take the first, Yorrick, Dalek and the rest of the animals will likely be awake for most of it as well. Then we shall wake Sly and Trace and Savin the last watch would then be Firgaer, Father Jasper and Sly and Trace still. Our elven friends only need the 4 hours from the first shift. We keep a low ember fire only and keep the everburning torches hidden. The less light we give off the better. the trees and rocks should break up most of our light and noise and with luck we'll go undisturbed."

Peerimus will use his survival skills to try and erect a hidden small camp. DC 33

Trace and Shadow 
Wednesday July 19th, 2006 5:41:50 PM

Trace beds down for the night and untill it is his turn to take watch he takes the time to memorize his spells for tomorrow. He sits with Shadow and tends to her wounds and feeds them both. Trace offers to hunt if anyone is in need of food otherwise he is content with his rations at this time.

Savin  d20+6=24 d20+8=13
Wednesday July 19th, 2006 7:56:06 PM

Savin rolls around camp collecting firewood and digging a fire pit. He lites a fire and makes a small but servicable cooking fire. He will then ask, "I am going to make some stew. Anybody have anything that can go into it? I am running low on supplies but still have plenty of spices.

Savin takes whatever ingredients are offered and makes an excellent stew which he gladly shares among his friends. He will then pull out his pan pipes and play soft music hoping to ease the tension around camp.

OOC Al, I am at work, and don't have character sheets so I am guessing on the skill rolls.

cooking 24
panpipes masterwork item 13

father Jasper 
Wednesday July 19th, 2006 8:29:48 PM

Jasper will set up his bedroll near the fire to keep warm
chat a bit if anyone is willing about nothing of real value but just to had a conversation ( small talk ) and then pray a bit and roll up in his bed til his shift at watch


Night In The Mountain Forest (DM/Al) 
Wednesday July 19th, 2006 9:34:09 PM

Firn'gaer wracks his brain around how to go about establishing a telepathic contact with the Vision of Noxnyx. But even if possible, where does one begin within one's own brain. He cannot find the knack of it. Meanwhile, Faraday chats on. Just before Firn'gaer puts the artifacts away for the evening, the Circle comes up with an idea.

"Say, since you've seen these two that you're looking for, why don't you try a normal scrying? Have you thought of that?"

Peerimus finds a group of large mountain boulders against which several fallen trees had fetched up when the river was in full during the melt of mid-spring. The middle of this area provides a screen from both the wind as well as watchful eyes. The group sets up a small fire as an evening mist drifts down out of the mountains and night falls like a gentle cloth.

Sly helps Trace, but his mind is on the mystery of the Elven Highway. Why does it not reach here? So near Dremoria? The only reason he can think of is that the town was meant to be hidden *by* elves *from* elves. Elves against elves, the implications of that are terrible for the Bladesinger to contemplate.

But though the night is cold, it is uneventful. Late at night, Yorrick senses another bear, one of his smaller black cousins. But the bear is merely curious. And certainly not mad enough to attack a group as large and dangerous as this. The pine woods at the foot of the great mountains has a deep peace all its own.

Night passes.

Morning comes.

Peerimus has an idea.

[ OoC: All spell casters, please post spell lists for this new day. ]

Firngaer - Back Posting (sub Jason) 
Thursday July 20th, 2006 1:16:17 AM

"We could try," the Gnome shrugs in response to Faraday's suggestion. "But that'd have to be Peerimus as I don't have anything to help in that area. If we are going to scry however, we should do it in the morning so we don't give ourselves up."

Firngaer (sub Jason) 
Thursday July 20th, 2006 1:27:44 AM

Waking in the morning Firngaer streches his short little arms high into the sky. He looks wistfully at Noxy but the mage is disciplined enough to know his priorities. He remains in his bedroll and opens his spell books for further study, leaving breakfast for someone else to cook.

As soon as Firn rises from his bed roll he begins chanting what by now the group knows as his morning ritual. Briefly the air around the Gnome shimmers and the group knows what this means. He is magically shielded [cast: mage armor, self].

Notes
Lesser Extend Rod - 3/3 left
Lesser Silence Rod - 3/3 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

Sly and Luke 
Thursday July 20th, 2006 7:54:09 AM

Sly is wrap in his Bedroll of Comfort, well as he shares his bedroll with Luke.
Sly is reading his magic book, laying on his belly button, when Savin ask for some ingredeants for a trail stew.
At once Luke wakes and take his doggie back pact to Savin, in the back pack is a hand full of beef jerky and one turnip.

"Here me help! get some stew too?" ask Luke.

Sly's Spells for the day.

0 Dectect MagicX2 - Ray of Frost - Flar.

1 Burning Hands, Magic MisselsX2, Chill Touch.

2 Flaming Sphere - Levitate - Scorching Ray.

3 Fire Ball, Lighting Bolts, Fly.

Savin 
Thursday July 20th, 2006 8:35:30 AM

The others find Savin permorming his morning rituals. He moves about the camp, in a graceful dance, fighting imaginary opponents while throwing kicks, punches, knees and elbows. He will then sit and meditate for several minutes, his breathing becoming very shallow at times as he exercises his inner body as well.

His eyes spring open and he leaps to his feat. So what it the deal? Peerimus, are we going to go travelling today? Can we do a normal scry of the Hook City and let Faraday and Noxie see it and then teleport all of us there?.

Peerimus and Yorrick 
Thursday July 20th, 2006 3:52:15 PM

Peerimus is up at ealy morning, feeling very much refreshed from the open air and being able to watch the starfield all night. As others go through their mornings he moves to the stream and splashes the water on his face and wets back his hair. The druid then kneels at the shore line and meditates in the grand presence of Mother and Father. In an hour he stands and checks the skies and then draws several blue lines with a grease like stick from his upper left eye to his lower right jaw.

He then moves back to the others and joins the morning discussion. On the topic of scrying he shakes his head, "A bit off subject I would think right now. Now we go to Hernmar and the catacombs. Whether we purchase anything for the future is beside the point. Gems are far more portable then what we have."

Peerimus glances over and gives Savin a wink, "Savin Yorrick and I should be able to arrive just outside the gates in a few moments. We'll wait there so Noxy can fix us and then Faraday can bring the rest of you."

Peerimus pats Savin on the shoulder, "Ready then?" and Yorrick gets up as Peerimus walks towards a large pine. Putting his hand on Savin's shoulder and Yorrick he steps into the tree with them and just like that they are gone.

Peerimus steps out of the tree with his two friends in tow and takes a quick gathering of his surroundings. Verifying he is in the right location. "And here we are. We have about an hours wait for the others. Noxy should be homing in on us in a moment and then Faraday can do his thing."

While they must wait, Peerimus uses his Rod of Extend and places an extended Greater Magic Fang on Yorrick and casts Endure Elements on himself and shares that with Yorrick.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, Jump, Longstrider, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Bears Strength, Lesser Restoration, Cats grace
Level 3:
CMW, *Greater Magic Fang, Protection from Energy, Nuetralize Poison, Stone shape
Level 4:
Ice Storm, Freedom of Movement, Dispel Magic x2
Level 5:
Animal Growth, Heighten Flame Strike, Wall of Thorns
Level 6:
* Transport Via Plants



Jaeden Ohm 
Thursday July 20th, 2006 4:14:29 PM

Jaeden wakes at the shuffling sound of Savin's feet running through his routine. He sits up and watches the monk's movements, surpised at the similarity between them and the moves his father developed. He watches until the monk finishes, keeping a careful eye for optimizations of movement.

When the monk finishes and speaks to Peerimus the warrior interjects himself. "I may have misunderstood, but I think Faraday's suggestion was to Scry for the remaining foes. It might be worth it however to check and see if Faraday can opperate in the manor you suggest."

In an *Blink*, Heranmar (DM/Al) 
Thursday July 20th, 2006 7:59:41 PM

A mountain mist rises from the rocky stream bed as the light of morning grows in the pine forest like a seedling plant.

The early morning is filled with ritual as each member of the group tends to his needs.

After some time, Peerimus returns from the stream and announces his departure. Along with Savin and Yorrick he steps to a mighty pine. They step into the tree and are gone.

Removing both Faraday and Noxnyx from his haversack, Firn'gaer asks to see Peerimus. On the shifting colors of the Vision's screen, two many-colored dots appear. They have arrived. Somewhere. Preparations are made to leave. Magog's body is loaded again onto Dalek's rump. He will be returned for burial. But to where? Father Jasper has the power to ask him, even in death. Perhaps even ask him if he would like to be brought back from death. Who knows, the group had known the carefree half-orc for less than a day.

When asked, Faraday begins preparations for the jump. Again he promises quick action. But again, to the party, the process seems to take forever. A small herd of elk wander down the stream bed while the party waits. A massive doe elk raises her head from behind a fallen tree truck to watch the group as they wait. Her ears are pointed skyward, alert for danger from this group of strange beasts.

*blink*

Then they are gone.

The feeling of dislocation is less this time. There is a moment of lightness in the stomach, a dancing and swirling, like fish cavorting in the emptiness of one's midsection. And then the group is standing in the grass. Nearby is Peerimus, Yorrick and Savin. They are in the field just outside the woods through which the small stream runs. Within these woods is the clearing in which the group had stayed the night before leaving for the Plains of the Sargrass. Off to the west is the wall of Heranmar, the Northern Gate and the road leading up to it. To the east, up slope, is the Old Abbey. And beyond Heranmar is the sea.

All is quiet. Nothing moves. It is morning. There are no sounds from the town.

[ OoC: Apologies for the early post, but I'm going out to dinner tonight. -- Al ]

Trace and Shadow 
Friday July 21st, 2006 1:20:34 AM

(ooc: sorry for the nonpost, had a fishing tournament to get to and my brohter was waiting on me.)

Trace stretches and gets ready to move into the town, he turns to the others, "After we finish in town, I would like to swing by the abby for some cheese and wine, its been a while since I enjoyed a tavern."

Sly and Luke 
Friday July 21st, 2006 4:14:15 AM

OOC: Al get a doggie bag for me, It's cooler now and my stomack is rumbling.

Sly is rubbimg his stomac, "Wine and Chees sound good to me right now. Let's go to Heranmar where the people are just as friendly as ever! But the food is good.
Oh! Trace! There's no more wine or cheese at the abby! I look!"

Perimus and Yorrick 
Friday July 21st, 2006 4:48:05 PM

The group arrives in short order and Perimus smiles as they get their bearings. "Well done Faraday, and i have a few future ideas to allow us to get to some of the more populated places in the future, like Hook City and other larger places. For now though, this will have to do. Let's go in and as a single group enter teh catacombs and sell everything we can. We can then take care of Magog's burial and over lunch discuss the next steps."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, Jump, Longstrider, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Bears Strength, Lesser Restoration, Cats grace
Level 3:
CMW, *Greater Magic Fang, Protection from Energy, Nuetralize Poison, Stone shape
Level 4:
Ice Storm, Freedom of Movement, Dispel Magic x2
Level 5:
Animal Growth, Heighten Flame Strike, Wall of Thorns
Level 6:
* Transport Via Plants

Active Spells:
Peerimus and Yorrick: Endure elements
Yorrick: Greateer Magic Fang 22hours


Savin 
Friday July 21st, 2006 9:30:05 PM

Savin follows along happy with how things turned out. He ponders what kind of supplies they should get to help battle ghosts, liches and other sorted undead.

Firngaer (sub Jason) 
Saturday July 22nd, 2006 12:22:52 AM

Firngaer nods his head in approval of Peerimus' little trick. "I still think we should stop in Hook city, but this will do well enough."

The prospect of shopping for new trinkets excites the little mage.

Jaeden Ohm 
Saturday July 22nd, 2006 12:25:25 AM

Jaeden arrives by way of teleportation once again. This time, the combination of the familiar territory and the frequency of jumps makes him fare much better through the process. He pause only for a moment to register the surroundings before speaking.

"I like it Peerimus. Now to the Catacombs!"

The Innocent Pay (DM/Al)  8d6(1+1+3+6+3+2+5+3)=24
Saturday July 22nd, 2006 12:49:40 PM

As the group moves toward the silent town, Sly points up to the Old Abbey and Trace looks again. A second look reveals the old collapsed walls, the door hanging open on broken hinges, the bell tower crumbling and decrepit. This is the same place in which that he and his small band had originally come upon the Chaos Bell. It had been in the basement, after battling the strange bird-like men. Pip Goodfield, Guardian Solomar, Sir Thomas, Gniffle, Neko, Alec, Holly. All since gone their way now. The Abbey itself is ravaged by time and clearly deserted. There will be no cheese and crackers to be had there.

The group makes their way across the grass to the North Gate. Still nothing moves in the town. This is the morning, a prime time for commerce. At the very least fresh vegetable, meats and breads, still warm from the oven should be exchanging hands at this time. But there is no one about when entering the North Gates. The buildings stand as they do everyday, but no one is about.

A murmur of voices drifts on the air from the south, as the group makes their way through the town toward the building which holds the gate to the Catacombs in the rear. Drawing nearer, the murmur resolves into subdued speech punctuated by what can only be sobs. The group passes a home with the front door wide open. A second look reveals that the door is actually missing, rough torn wood marks where the hinges had been ripped away.

Passing further south brings a view of the South Gate out from behind the buildings in the center of town. They are there, outside the South Gate, all the people of Heranmar, gathered together on the grassy sward. Floating just above them is the form of Lady Wisdom, and below her are the other four Crones, Lady Watcher, Lady Justice, Lady Sorrow, and Lady Mercy.

" ... son, father, sister, mother, neighbor and kin. All we lay to rest. ... " The voice of Lady Wisdom drifts to the Gate, wafting on a sea breeze. And then the eye is drawn to the figures on the ground. They count four and twenty, all wrapped in shrouds for burial. It is a funeral.

Jaeden Ohm 
Saturday July 22nd, 2006 3:04:11 PM

Jaeden stops, frozen in mid stride. His mouth hangs open in disbelief. When could she have done this? He looks over at Firgaer, sure that the now-a-Gnome will react to this turn of events. It was after all he who didn't want to leave the village for fear of this very occurance.

Well at least we know where the crones are. Immediately he feels guilty for the unworthy thought. The knowledge that he has no control over his internal dialog does nothing to ease the guilt.

He stands frozen, waiting for some direction and not walking to make a disturbance to the ceremony.

Trace and Shadow 
Saturday July 22nd, 2006 8:11:23 PM

Trace sees the scene up ahead stops and turns to the others. I suggest we find a inn and hang out there untill the funeral is over. I dont want to stand around out here and seem like we are rushing their service. I think that is the least we can do.

Savin 
Saturday July 22nd, 2006 11:21:31 PM

Savin face falls at the view of the funeral. He listens to Trace and just shakes his head. He moves away from the group and walks over to the mourners and joins them, his head down and tears suddenly coming to his eyes. He thinks of Reena wondering if she is being put to rest here with the others. He wonders if these deaths were from the raid when they were still here or newer ones but can't bring himself to ask anyone.

Sly and Luke 
Sunday July 23rd, 2006 7:30:02 AM

Sly and Luke passes through the empty streets, they both head south and exits the town. He see the people and then the witches,

Sly advences to the frount of the morners, bows his head, when the witches had finish their speach, Sly goes down on one knee and speaks, "My dear Friends and Good People of this town, May We the Children of Chaos ask a big favor from you? May We add a find fighter who gave his life to rid the problems you suffered? His name is Magog, he walk in to a fight with a foe, that he knew he would lose. Giving the rest of us time to get the upper hand on these evil ones!"

Sly and Luke both bow their heads and wait for an answer. . .

Jaeden Ohm (Illegal 2nd) 
Sunday July 23rd, 2006 12:45:03 PM

Seeing both Savin and Sly approach the flock of mourners Jaeden too approaches. It is rare that a warrior feels self conscious at the sound of his own armor but this is certainly one of those times for Jaeden. He does his best to approach quietly but is laughably unsuccessful.

Posting Report For 
Monday July 24th, 2006 6:19:58 AM

Game # 4
Week of July 17, 2006

Name MTWTF
DM Al XXXXOS

Sly & Luke XXXXX-SS
Savin XXXXXS
Peerimus XXXXX
Firn-gare XXXXX
Jaeden XXOXXS-SS
Trace XXXOXS
Fr.Jasper XOXOO

(Krista ??)

Adm Waiting to see if Magog is comeing back from the dead?

RE: Posting Report For (OOC) - Jason 
Monday July 24th, 2006 3:27:48 PM

I don't know if it matters, but Jaeden didn't miss any posts last week. Whoever is keeping track, if you're checking by day that could throw you off since I usually get the days post in the night before.

Dear Jason, One post per 24hours, IF you post twice in one day, it still on post per 24 hours.;)

Peerimus and Yorrick  d20+13=14 d20+19=36
Monday July 24th, 2006 5:06:39 PM

In the druid's personal experience with the town and people in general a bad feeling finds a quiet place in the back of his mind and his defences are on high alert. An almost unpercieved gesture brings Yorrick to move in even tighter on his right. Hopefully Sly knew what he was doing. Peerimus had no wish to defend himself against an angry mob of mourners looking for a target for thier grief.

[Spot 14, Handle animal 36]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, Jump, Longstrider, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Bears Strength, Lesser Restoration, Cats grace
Level 3:
CMW, *Greater Magic Fang, Protection from Energy, Nuetralize Poison, Stone shape
Level 4:
Ice Storm, Freedom of Movement, Dispel Magic x2
Level 5:
Animal Growth, Heighten Flame Strike, Wall of Thorns
Level 6:
* Transport Via Plants

Active Spells:
Peerimus and Yorrick: Endure elements
Yorrick: Greateer Magic Fang 22hours

They Are The Ones. It Is Them. (DM/Al) 
Monday July 24th, 2006 9:30:44 PM

Some members of the Children of Chaos move into the group of mourners. Some hang back.

Sly Foxx asks if Magog might be buried along with the others. He was brave, if, perhaps a little too carefree. He deserves to be buried in a clean place, with honors.

And yet, looking at the dead face of the half-orc lying across Dalek's back, one cannot help but be struck by how young Magog was. Father Jasper has said that he has the power to bring him back. Would this unknown warrior wish to be brought back to life if given the choice? Would it hurt to ask him? (Spellcraft vs DC10 for the following: Highlight to display spoiler: {If Father Jasper has the power to raise Magog, he most certainly has the power to Speak with his dead body as well.})

At that moment, Lady Wisdom rises higher into the air.

"They have come."

Her hand sweeps in an arc, pointing toward the group. Her eyeless and earless face looks down upon them. The other four Crones do not move, they have no need to look. They know. The crowd turns, almost as one. A murmur rises among them, growing, building. A woman breaks from the crowd, rushing at Jaeden and Savin, the nearest to her. She throws herself on the ground.

"Thank you. Thank you, Lords." The words come out amidst chokes and sobs. "For avenging my brother's family."

As if on cue, the rest of the townsfolk surge forward, jostling, crowding, reaching out for a touch of one of the group.

" ... protectors ... "

" ... champions ... "

" ... saviors ... "


The words rise and fall amid the tumult.

What could have happened to cause such a reaction from a town steeped in such dislike of outsiders? The Crones remain apart. Holding to their positions, they remain with the bodies. Lady Watcher stands with her eyes closed. Her gray frizzled hair is pulled back from the gem at the side of her head in the place of her ear, the gem that hears all. And the corners of her wizen lips are pulled upward in the wraith of a satisfied smile.

=== OOC ===

I've sent an email to Jon about raising Magog sometime last week. And I've been kind of cheesed that I haven't received a reply from Jon or Kristel.

Until I realized that they have a Yahoo email address. And, guess what, Yahoo service has been down for four or five days now. I'd like to get on with the Magog and Jasper thing. But I guess I'll wait for a few more days.

In the meantime, if you have any questions, feel free to ask them of anyone you may want. We'll continue with the funeral and such in the next few days.

Jaeden Ohm 
Monday July 24th, 2006 10:49:25 PM

For just an instant Jaeden worries that something may go terribly wrong here. But the chants of the crowd and the look on Lady Watchers face quickly dispells his concern.

He smiles wide as the crowd surrounds them, unable to transcend the ego swelling praise and acclaim. He does manage to turn towards Peerimus, who is hanging back. He suspects the Druid may be uncomfortable in the chaos of the crowd and nods towards the crones, indicating that perhaps he should take this chance to speak with them in case they don't stick around.

He starts to say something, to ask what has happened. But he realizes that the townsfolk need this more than they need questions. They need to put their faith in 'heroes' and they need to celebrate them to give closure to their loss. There'll be plenty of time for questions.

The warrior smiles, shakes hands, and even lifts a curious little girl onto his hip, supported by the crook of his armored elbow.

It's been a while since he's been the cause of cheer. Feels good.

Trace and Shadow 
Tuesday July 25th, 2006 12:25:33 AM

Trace moves back into an alley keeping an eye on the crowd and what is around, not liking crowds much he lets his new and old friends partake in the honoring.

Trace takes this time to use a dagger to clean mud and blood off his boots and armor while keeping an eye out. He tells shadow "Dont let anyone sneak up on me, just growl or something to let me know, dont bite anybody, ok." Shadow looks up at Trace with her black coat shinning a bit in the sun and shoves her head against his leg knocking him back a bit as if to say ok, if you say so."

Firn'gaer 
Tuesday July 25th, 2006 7:16:12 AM

Firn'gaer remained quiet as they returned and learned of the deaths in the town. His anger and sorrow start to well from within. This is what I feared...rush, hurry, impatience... His thoughts races as he looks on. A Tear runs down his cheek. Could we have prevented this... The thought crosses his mind.

Rufus, too, feels the emotion from his master. In an unusual gesture from the usually selfish rodent, he climbs the robes and curls himself up at Firn'gaer's neck. Occassionally giving a lick to the cheek of the wizard.

********************

The words of praise come from the crowd as Sly moves up to them. Heroes? Firn'gaer gives a penetrating look towards the Crones. No doubt they had some hand in this turn.

"Please, no thanks are required." He says to a grieving woman.

Real heroes would have placed the innocent above their own needs. The thought shoots across his mind. He feels ill thinking that this might or could have been prevented. Despite the feel he remains only if to allow the grieving some closure they might have otherwise not had.

The crowds do cause Rufus to scurry back into the folds of Firn'gaer's robes.

Sly and Luke 
Tuesday July 25th, 2006 9:19:01 AM

OOC, to DM Al, Oh! is that why my E-mail was quiet lately?? I have not heard from them either.

Sly is on the border of tears, as the people presses towar them, Sly tell them that he so soory of their losses, when next he speak to Domi, He'll pray for all of them!

This goes on and on untill he tells the people that he'll put the body of Magog on the groung beside the big grave they have dough. "I'm going for a drink of water, then I'll be right back, Luke and I"

Luke is press out of the way, he cannot get to Sly, so he moves to the back of the mob of people,

Peerimus and Yorrick 
Tuesday July 25th, 2006 4:53:35 PM

Peerimus' shoulders drop slightly in relief and the mounting tension in his body dissapates. He catches the look from Jaeden and replies with a nod and moves to is right, trying to circumnavigate the crowd and close on The Crones. He did indeed have questions and hopefully he could recount them all that the group had. Larger still was the hope The Crones would answer in a way he could relay and fathom.

The druid homes in on Lady Watcher for her knowledge is what he believes he seeks. With a deep nod bordering on respectful bow, "Lady Watcher, we have heard of a place called Koshe Marr, where the enemy apparently gathers under a dark mistress named Fidelia. None of us have heard of such a land and it is my hope you could educate us on how to get there and where it is." Peerimus waits if any answer is forthcoming and then adds a few more to The Crones as a whole.

"What we just witnessed, I would request to know what part you played. Did you allow them to see what transpired at the elven settlement?"

"The elves looked as though preparing for war. A very real war against the rest of the Wold from the artwork within the temple. I feel this is collateral from Ebyron's awakening, but it also seems they are not a nation acting as one is this. A journal we discovered and the hidden nature of the encampment suggests a cell attitude. Can you tell us anymore on this as I feel it could add direct impact to our Quest."

Savin 
Tuesday July 25th, 2006 8:06:12 PM

Savin watches Peerimus slip off to see the crones so he decides to take on the Townsfolk.

"Hear me!" He will shout! Once he has everyone's attention, he will continue in a loud but more sedate voice, "We are thankful that you are happy to see us. Yes we have avenged some of your brethern but that was only the first battle. We have taken down some mighty foes, men and monsters steeped in evil. One was a Dark knight, another a troll warrior much better trained and wicked than a normal troll. A woman assassin who could blend into shadows better than a black cat at night. We fought many undead, a lich, a vampire and a ghost. We drove them off and killed their corporal bodies but we must find them again and destroy them permanantly.

We have discovered that these powerful foes were but minions for an even more powerful master. We are now back in town to mourn the loss of our own companion and yours as well. We will re-equip, try to gain some knowledge on what we are fighting and then brace the wickedness in its lair!

Today is a day of mourning. Soon will be the humbly go forward and try to fight this evil. Our quest is just, pray to your Gods for our success!"

Savin will merge with the crowd and question and consol the mourners, "How did you families and friend die? I am so sorry for you loss." Savin will then give 10 gold piece to each family who lost a family member. "I know it can't bring them back but it might help ease the burden for a time. You can properly grieve without money worries for a time."

A Tale of Two Nights Ago (DM/Al) 
Tuesday July 25th, 2006 9:46:42 PM

The reaction of the Children of Chaos to the adulation from the grieving townspeople is mixed.

Peerimus works his way around the edge of the crowd, a fairly easy thing for him to do as many people are not comfortable approaching Yorrick.

"We would not show them the horrors of such a thing," without opening her eyes Lady Watcher replies in response to the druid's questions, "after they had already suffered horror and the pain of loss. Yesterday morning, I heard the screams of these people and we came. Through house after house there was nothing but the worst death's imaginable. None had heard a think during the night. Even I heard nothing of it. From house to house the killers had gone. And the people woke to the slaughter of their neighbors."

"We did not fully understand what had happened. But shortly, I heard your voices in combat, and then we knew. We told these people of your bravery, of your sacrifice, and of your loss. Sometimes they do not really know until they have felt loss themselves."

"Of Koshe Marr, I have heard." It is at this time that Lady Watcher opens her eyes. The eyes of all the Crones, in fact, turn to watch. All but Lady Wisdom, who remains floating above her attention on the townspeople of Heranmar. "But let us speak of that at a later time. We must speak at length, and the people must first be allowed to lay their loved ones to rest."

"Of the elves that you found, I can only say that no one truly knows when Chaos will begin to shake the Wolds apart. But Chaos is both Creation and Destruction. It is Birth and Death. It is when Chaos grows so strong and wild that it cannot be tempered and shaped by the forces of Law, that Suffering reigns."

"This may be a sign. Chaos is always on the wax or the wane, always on the cusp of teetering from balance. Always. And yet, this may be a sign."

Savin speaks, and the crowd quiets. When he finishes speaking none come forward to claim his gold.

"They took whole families." The voice of Lady Sorrow is deep as the Void. "Where they entered a home, none escaped."

Lady Wisdom rises up, and the crowd once again turns to her. "From the Wold we come, and to the Wold we return again ... "

The funeral ends and men begin loading the shroud wrapped bodies onto a cart for transport to a burial site. Some townspeople remain, close kin of the slain who will follow the cart to attend the actual burial. Many townspeople re-enter the gates of Heranmar. The Innkeeper invites the group to a Wake that has already been prepared. It is the destination of many of the townsfolk filtering through the gate at this moment.

Soon enough, the sward is empty save for the Children of Chaos and the Crones of the Gateway Downs. A few curious onlookers peer through the South Gate, but they feel the private nature of the moment and they leave.

"You have questions about Koshe Marr?" asks Lady Watcher.

Jaeden Ohm 
Tuesday July 25th, 2006 11:44:00 PM

"Yes we do."

The little girl he had lifted was back in town with her family and with the rest of the townsfolk. Gone from Jaeden's face is the basking in gratitude that lived there just a short time ago.

"And about this Fidelia. Regarding Kosh Mar, where is it? How would we get there if not by Noxnyx? What can we expect to find there?"

"And regarding Fidelia... Who is she? What role does she play in all this? What can we expect from her."



Sly 
Wednesday July 26th, 2006 6:30:17 AM

OOC to DM Al
I have important papers to get in town, A must! or I would not move an inch in this heat.
will post this PM.

Savin 
Wednesday July 26th, 2006 6:55:20 AM

Savin puts his gold away in shock, "Entire families? We must end this threat. Why did they do it? What was the purpose?"

Savin looks at the Crones with tears in his eyes, "Yes my master told me the most important thing about fighting is understanding your enemy and the terrain you will fight on. Whatever information we can get on this place and the horrors that live there will be helpful.

It seemed that this group, our counter-parts had many undead in them. You often don't see a lich, a vampire and a ghost all working together. To end the threats permanantly, we have to find their lairs and destroy their essences? Is the Koshe Marr a place of monsters and undead? Will we need special magic like we did in the ice vein. Not necessarily magic to resist cold but other magic to resist whatever conditions we might find?

Also once we find this last artifact, should we summon the avatar right then? Is the timing of that event important? Does it have to be a full moon or something?"

Sly and Luke 
Wednesday July 26th, 2006 7:09:29 PM

Sly goes over to Savin, and puts his hand on his shoulder, "Come! Savin, lets go and buy some silver daggers and garlic. I don't know what you and I need, But I'm counting on you to tell me. So I can live another day."

Sly will bow at the Lady. "Come! Luke."

Luke look at the lady the utters "Good Bye!" Then follows Sly and Savin.

Peerimus and Yorrick 
Wednesday July 26th, 2006 8:43:25 PM

Peerimus nods to defer to the precedings that need to be attended to first. He bows his head and in short order approaches the mass grave. Kneeling he takes a bit of soil in his hand and touches it to his tongue. Eyes closed he says a small prayer to Father and Mother. One of Protection over those which they place here and comfort for those they do not. At length the area empties and they are alone with The Crones.

Jeaden and Savin both elaborate and the monk gives the druid cause to cock his head, as he does when puzzled, and then a small grin. His face resumes a more serious tone and he listens to what The Crones have to say and what they do not.

Trace and Shadow  d20+9=10 d20+6=7
Wednesday July 26th, 2006 9:09:05 PM

Trace continues to hang out in the alley and keep an eye out.

spot 10 listen 7
(nat ones twice, I think Trace is in a coma)

Firn'gaer 
Wednesday July 26th, 2006 9:53:04 PM

Firn'gaer watches as the townsfolk go about the business of burying the dead. His mood changes as he begins to think on the past hours.

How could they have gotten here so soon. There wasn't time enough for them to be in both places. So how... There are more questions that need answers before the gnome wizard is done.

********************

"Savin, how'd you manage to hear anything your master's said. Weren't you sent away because of your lack of discipline." He says bluntly to the monk. "Come on, know your enemy...if you'd really learned that we'd have never gone teleporting into those traps. Or go running off just to impress the enemy on how fast you are. We'd have done some research, magical or otherwise first." He fires off at the monk. His voice is breaking and he looks as if he's fighting back a good deal of emotion.

********************

To the Crones, "Who was it that attack the homes?" He says with a slight annoyed tone in his voice. "It couldn't have been S'bat and his cronies. There couldn't have been time for them to do this and get back before we found them. Something doesn't add up." He continues.

While he waits he suddenly jumps thoughts, one would have thought he had always been a gnome. "Koshe Marr. What is it? I'm assuming it's a place. Is it a kingdom, a region...?" His tone is annoyance. He appears a little too tightly wound. "It appears to be a haven for necromatic energies since several of our opponents were powerful undead. What can you tell us."

Tales of Koshe Marr (DM/Al) 
Wednesday July 26th, 2006 10:11:11 PM

A seagull cries over the sea that begins a few hundred yards away and stretches off to the end of the Wold.

"Koshe Marr." The eerie hollow voice of Lady Sorrow.

"Koshe Marr." Lady Justice, her voice full of power.

"We have only heard of Koshe Marr." Lady Watcher, who hears everything. "And only in recent times. Recent on a scale of eons. We have heard of a dark land, lit by nothing but a lavender moon. It is spoken of as a land of great cruelty and true evil. Yes, the undead live there. Trolls, goblins, and werewolves as well. It is a land graced by the Northern god Marteaus and ruled by the Vampire Queen Fidelia."

"If the Others who we could not see were of this land, then they came with the blessings of Marteaus." Lady Wisdom speaks.

"Against the land, you cannot prevail." The words of Lady Justice.

"You must find the Shroud and quickly escape." Lady Mercy raises her wooden hand.

"And if you die there, your soul may be trapped forever."

"I have heard the tales of those who have been and returned," Lady Watcher continues. "Many who have been there over long and managed to return, now only rave with the speech of madmen. All speak of many different ways to cross to Koshe Marr, for Koshe Marr seems not to be of the Wold. If you could find an anchor there, it is possible that the Circle of Far and Away may be able to take you there. It is possible, but not certain. There are so many ways to cross, that we do not know of a single way to travel there with any certainty."

"And there is another way." It is the voice of Lady Sorrow again. The eyes of each of the Crones turns to her.

"Sister Sorrow ... " Lady Wisdom interrupts.

"No. We must speak of this." There is a silence in which none of the other Crones gives further complaint. "When we died closing the Portal to the Land of the Dead. And when we were reborn. We each brought with as a piece of that Portal and that Land which are one and the same. It is a mote upon our souls. It is a darkness upon our lives. With this terrible thing with in us, we may be able to send you there. But it is a dangerous thing. For us as well as you. We do not know if it will succeed without doing harm. And we do not know if we would be able to bring you back."

"You have the Circle," says Lady Wisdom. "And you have the Vision. You also have your own magics at your disposal. Once you have all five of the Artifacts, you can go to the place of trial. There is no time. The Circle will take you. The Circle can tell you all. The Circle knows the way."

"But first, you must find a way to Koshe Marr. You must find the Shroud. And you must return."

Lady Watcher turns to Firn'gaer in his state of agitation.

"I cannot say for certain who was here the night before the people of Heranmar were slaughtered. But I did not hear you on the land. And yet I did hear you, here in Heranmar. As before, I felt it was you, but not you. And it sent a shiver through my soul."

=== OOC ===

Feel free to ask more questions. Feel free to also pursue the mystery of how the townspeople were killed as well. But I'll give you a hint, the Crones don't have any more clues.

Jaeden Ohm 
Thursday July 27th, 2006 3:35:23 PM


From the Crones Jaeden knows what he needs. He waits for the other to finish and listens attentively.

The prospect of facing undead does not thrill him as his experience with those negative energy beings is practically nil. Perhaps a bit of study is in order...

Sly and Luke 
Thursday July 27th, 2006 3:50:12 PM

Sly stops and listen to what the witches are telling them. He turns to Savin, "Savin! I need you now more than ever, I need to know how to fight these undead? Will you help ME?"

Luke look toward the witches, asking Sly "Don't They ever have any good news?"

Trace and Shadow 
Thursday July 27th, 2006 4:43:28 PM

Trace walks up after hearing the crons, "Hey! Overwhelming odds against, chance of surrival allmost nill, ......what are we waiting for? Lets do this!"

Trace stands ready with Shadow looking up at him as if seeing her friend for the first time.

"Lets shop for some holy weapons first."

Savin 
Thursday July 27th, 2006 5:16:31 PM

Savin looks at Sly in disbelief, "Ahh Ahhh I don't know either. I do know that punching a vampire with your fist tends to be a bad policy. We might want to stock up on some holy water. I hear that silver is good against some werecreatures. Magic weapons are important. I am more concerned about the enviroment we are going to be in.

He looks over to the crones and asks, "Can you tell us more about this Queen Fidelia? Her name was mentioned by our counter-parts. I think she is our ultimate foe. Why would she want Chaos to reign surpreme? I had always have heard that vampires believe in order or at least domination.

Savin will show the crones the magic collected off their dead foes and point out all the identical rings. I wonder if they have some kind of significance?

Father Jasper? Obviously you have a knowledge of undead. What are your suggestions on battling them?" Savin will look to the others,
Do we wish to purchase some magic weapons to fight these creatures. I heard holy weapons, not a bad idea but might we also consider bane weapons? They are cheaper and do the same thing versus specific creatures like undead. Still I wouldn't mind a holy weapon. Should be useful against all creatures we find in this dark land."

Savin will also descreetly move over to the shrouded bodies. To any listening, he will say, "I mean no disrespect but may I inspect some of the bodies? I would like to see how they were killed."

Peerimus and Yorrick 
Thursday July 27th, 2006 9:19:41 PM

Peerimus is not much happy about the land of undead thought. He knew little and it was all just the standard ghost story stuff. Vampires are strong, quick and hate sunlight. Ghosts and others are incorporeal and many ndead drain the very life essence of thier victims. no not a good thing at all. And what of the natural oreder in this unnatural land they seek to enter. Should he even bring Yorrick, could he chance such a fate to his most beloved friend? So many questions and nothing but emptyness in the answers from those around him. What perplexed him most though, was this 'you but not you' stuff and this is the second time The Crones had used such language.
"Could there be an evil essence that has partially guised itself as us. Part of our very life force, our darker sides that have grown with the chaos and through Marteus taken form? When we go to this land of the lavender moon, we may take more with us than our skills and honor.

How? (DM/Al) 
Thursday July 27th, 2006 9:52:03 PM

"It is said, Savin," Lady Watcher replies, "that Fidelia rules Koshe Marr with an iron fist, but that the land belongs to Marteaus. Or perhaps Fidelia is not as you picture her. We do not know. Koshe Marr is clouded from us. We only have the words of those who have been there from which to know it."

"It is possible that those who you fought were an Evil disguised as you, Peerimus." Lady Watcher turns to Peerimus. "Now that you have slain them, we feel their presence no longer. But it is a great undertaking to disguise something as bound to the very essence of the cosmos as Chaos. Perhaps they were the Chosen as they would be were they Evil, raised in an Evil Land."

Lady Mercy turns as Savin points out the rings that he believes to be identical. "They are ring," she says. The slight turn of her head speaks like a shrug.

"You are Trace Jacobs." It is Lady Wisdom. Her eyes fix upon the elf. "Your heart burns brighter than your head. Beware your own fire, lest it lead you to blackened death."

"Do not ask us, Savin," says Lady Justice as the monk asks to examine the bodies. "They are not our kin." But the townsfolk of Heranmar are more than glad to allow one of the heroes who avenged their dead to examine the bodies of their loved ones. The cart is loaded and ready to leave. A woman buries her face in her hands and stifles her sobs as Savin nears.

Many of the bodies have been cut or pierced by a very sharp blade, the strikes are often to vital areas of the body. Some of the bodies have been crushed or bludgeoned by a thing with terrible strength. Some bear wounds long and deep, as though they had been cleaved by a great blade. A few are missing parts of their bodies. Some of the bodies have flesh torn from their bodies as though by sharp teeth. And a very select few appear to have been tortured before having been put to death.

A small boy rushes out of the small group that intends to follow the cart to the burial ground. He stops a few paces from Savin, his fists clenched.

"Thank you, Mister. For 'venging us like the Crones said." He wipes a sleeve across his eyes. "They killed 'Lissa and her mom and dad. 'Lissa was my friend." Then he turns and runs back into the crowd.

Father Jasper, very quiet up to this moment, turns away. His eyes are dark and haunted.

"I can't ... I can't go on. I will remain here. To protect this town. But I cannot go on in the face of this horror." He places a hand upon Magog's body. "This youth. It is best that he died with his innocence intact. It is best that he remain as he is. With Gargul, Lord of the Honored Dead."

"Your presence is welcome, Alemite," Lady Justice says to Father Jasper.

"Trust in yourselves," Lady Wisdom says to the rest of the Children of Chaos. "You are the only ones who can do what must be done. Find the shroud. Enter Koshe Marr. And return."

How to get to the Land of Koshe Marr? How, in a land of unknown vastness, to find a single item? How to prepare in such a way that they might survive? How, in fact, would they return?

"Call us, should you have need. Watcher will hear you, and one of us will come." A breeze blows off of the ocean. The Crones fade, leaving upon the wind. And they are gone.

Jaeden Ohm 
Friday July 28th, 2006 12:38:53 AM

"Well, shall we head to the local Catacombs branch?"

Jaeden helps Savin once again load the large bulk of loot onto Dalek for the short walk to the Catacombs. Once loaded he and the horse begin walking into town.

Savin  d20+2=20
Friday July 28th, 2006 7:34:24 PM

Savin will compare the wounds to what he remembers seeing from the counterparts and see if they at least seem like they could be made from the same weapon or not. (Intelligence check of 20)

He will then look up at the young lads speech and a lump forms in his throat. He doesn't know what to say. Finally he gets up and rejoins the others. "Let's get the stuff to the Catacombs and find out what its worth, sell want we don't want and buy the necessary supplies to nail this Vampire Queen's hide to a door."

Clearly Savin isn't very happy.

OOC I am heading out on vacation. Since I don't know what we have but don't want to stall the game, feel free to sell what you think we should sell and I will buy stuff when I get back. Jason please take over posting from here.

Jaeden Ohm (Illegal 2nd) 
Friday July 28th, 2006 11:17:21 PM


"Oh I almost forgot!" Jaeden exclaims while on the way back into town. He pulls the weapons he had collected from Magog out of the bundle of loot on Dalek and runs back to where Jasper stayed.

Reaching the priest he hands the items over. "Here Jasper. I didn't really know Magog but something tells me he would want to be buried with his weapons."

The warrior returns to Dalek and proceeds to the Catacombs, less loot in hand but somehow comforted by the fact that the fallen warrior will head to the life-after well armed.

Sly and Luke 
Saturday July 29th, 2006 7:41:58 AM

"You know I would like some Arrows with no heah on them, just feather fro flight. Some holy water, Hmm! What else do we need?? Garlic?" Ask Sly if that would be good to take along?

Facing the Dark Future (DM/Al) 
Sunday July 30th, 2006 11:04:04 AM


Savin compares the wounds on the slain townspeople with the weapons and fighting styles of their most recent opponents. He finds it highly likely that the attackers were the Drow, the Troll and the Black Knight.

Father Jasper accepts the belongings of the strange half-orc that had fought along side the group for a brief time.

"I will follow these people to the burial site," he says. "There may be some comfort that I can provide."

The cart rolls away down the road followed by its small group of mourners, taking with it the body of Magog and the Alemite priest that the group had met in Floating City. As the clatter of its wheels fades in the distance, the group turn back to the South Gate of Heranmar. Some are eager to see what gear their evil counterparts might have had. For certainly their task in the mysterious nightmare land of Koshe Marr sounds both horrific and deadly.

Some members of the group, however, ponder other questions. Peerimus ponders the wisdom of bringing his greatest friend Yorrick into such a terrible place. And how will the group even get to this unknown land? Could the two Arch Enemies still known to hold their undead existence be turned to an advantage? And in the dangerous vastness of the land of the God Marteaus, Koshe Marr, how do they locate the Shroud of Atman?

Posting Report For 
Monday July 31st, 2006 6:26:12 AM

Game #4
Week of July 24, 2006

Name MTWTF
DM Al XXXXX

Sly XXXXOS
Savin OXXXX
Peerimus XXXXO
Firn-gare XXXOO Sob by Jason
Jaeden X2O2X
Trace XOXXO

Sly and Luke 
Monday July 31st, 2006 7:59:06 AM

Sly Follows his friends, with Luke by his side. Sly ask Luke "What's the matter Luke? Cat got you toung?"

Luke Look at Sly, "No! Me want to play, But Big Bear, Woun't play!"

Sly see the need of a good work out with his best friend, "OK! Let's go and eat, then we go for a good hunt and play chase the stick? I need to run and play a little??"

Luke look to Sly. "You Do that for me? Yes We eat! then run and catch a rabbit! OK!"

Peerimus and Yorrick 
Monday July 31st, 2006 4:55:11 PM

Peerimus sits at the table with everyone else and drinks a cool cider. "We are going to have a massive influx of cash to spend on preparing for our run at getting the shroud. now once we are IN Koshe Marr I would expect Noxie to be able to pick up on the shroud, but we should consider he may not be able to. We could be in for a very extended stay. Everyone should get a Ring of Sustanance."

The druid nods as he speaks to get the others to nod with him. "Two hours of sleep means a very narrow window of vulnerability. Anyone who had issues with the enchantments in the last battle should look into ways of preventing such things in the future. Us spell casters will need to have quick access to fear removal and the ability to reverse other ability degrading affects."

"We are going to be without Jasper, which means no cleric, little healing and no special powers against the undead. This also means I will not be shifting for combat. We are again with Yorrick and Jaeden as our main front. Trace, you are going to have to anchor one flank and Sly you will have the other."

the druid shakes his head and looks at his friends again, this conversation had happened so many times. "Friends, we must stay with in relative contact with each other. Fight as a group, move as a group. When we split up and start acting as independants, people die. This time it was Magog, almost Sly and almost Jasper. It does not matter if you think you can handle it, or you can get out if need be. the plain fact is the rest of us do not know how sorely you are pressed and will surely commit very unwise acts in an attempt to assist."

"But back to Koshe Marr, It is a land created by Marteus which means much more than undead. He stands for corruption, death, disease and cruelty. We should assume no friends within this land, though there will surely be innocents for the dark inhabitants to torment. But they will be tainted, we need not be rude but I believe we would be in great peril to trust one too much. Any additional thoughts so far?"

Jaeden 
Monday July 31st, 2006 5:44:42 PM

Jaeden comes out of the local Catacombs branch and finds the others. He joins them just as Peerimus starts the discussion.

"I know for me my first priority will be to find a way to improve my resistance to any spells. Most of my training is one on one mellee or mundane group tactics. I fear I'm ill prepared to face spells."

He listens to the rest of the Druids speach and nods. With Peerimus covering the topics he wanted to hit on he announces what he cames to announce.

"Here's a list of the items we found on our foes. Let me know real quick if there is anything you want before we sell at a 10% loss."

[see email for list]

"Great, thats what I needed to know." He heads back to the Catacombs to finish his transaction.

Firn'gaer 
Monday July 31st, 2006 6:40:59 PM

"I agree." He says. "The one thing we need to do is stay together. I don't know much about the dead, but I know our inability to stay close has cause us trouble. Also, I would suggest something with Protection from Evil. It will prevent possession and mental influence."

"I'd take the Pearls of Power, both, as part of my cut. Always use additional spells." He says to Jaeden.

"As far as scrolls and potions, I'll take a look at them." He cast Read Magic to determinethe scrolls. He will take 10 on his Spellcraft for the potions since he's not being rushed. That makes his Spellcraft DC33 for potions. (only need DC25 to identify).

[OOC - If we have at least one day of down time, Firn'gaer is going to make Read Magic permanent.]

Firn'gaer (Permancy on Animals) 
Monday July 31st, 2006 6:44:10 PM

Firn'gaer has Permancy as a spell. He would be willing to make Greater Magic Fang permanent on Luck, Yorrick, Shadow and even Dalek. This is a conversation I've been wanting to bring up for a while, but there hasn't been time for him or he hasn't had the XP to do it.

Ler me know and as long as we have the days, Firn'gaer will do it.

Trace and Shadow 
Monday July 31st, 2006 8:17:32 PM

That would be a great idea for Shadow, that would free up a spell for me for every day.

Trace starts to repair and resupply for the upcoming trip,

"Where is a supply post around here, its been quite some time since I have been here."

An Afternoon at the Inn (DM/Al) 
Monday July 31st, 2006 9:42:55 PM

The group gathers together at the Inn. There are tables set up with food and drink. Most of the town seems to be here. They talk. They tell stories about those who died. Some cry. Some try to laugh. The crowd fills the room and spills out into the area outside where extra tables are set up.

This must be the wake that the Innkeeper had mentioned.

A group sitting at a large table outside the inn quickly clear out for the incoming heroes. The looks are meek, but the smiles seem genuine, and they're framed with words like, "It would be an honor to cede this table to you." and "We are only glad to have you here in Heranmar." It is a marked change from the last time the group was at this Inn.

The group spends the rest of the day speaking of what they might expect in Koshe Marr. They speak about what they might do to survive the trip. So far no one has very many ideas as to how they will actually get there.

Jaeden returns from a brief visit to the Catacombs outlet. It seems the group's Evil opposites were every bit as wealthy as they. But that stands to reason, as it is likely that they had the direct backing of the realm of Koshe Marr, and the resources of a therein at their beck and call. With enough gold untold magics can be bought. Little wonder then that the group's first close look as the Drow Shadowdancer as she appeared in the disguise of an old man covered in a long coat and broad brim hat had been inside the shop that contained a portal to ... The Catacombs.

Some coincidences have their reason. If only one knows where to look for it.

The scrolls and potions are spread about. Firn'gaer casts a Read Magic spell and begins to go through them. The scrolls take the better part of an hour. There is only one potion left, and considering who it was taken from, he could have guessed what it was even before tasting it and looking at the color.

Potion of fly

Scroll of cure serious wounds (div)

2 Scroll of silence (arc)
Scroll of see invisibility (arc)
2 Scroll of invisibility (arc)
Scroll of magic circle against good (arc)

3 Scroll of darkness (div)
3 Scroll of silence (div)
Scroll of fog cloud (div)
2 Scroll of invisibility purge (div)
2 Scroll of freedom of movement (div)
2 Scroll of dispel magic (div)

Firn'gaer lays out plans for the group as a whole. His only concern is time. Will there be the time, undisturbed, for his preparations? The Future is a curious animal. One never knows what it will be like until it arrives. Then it becomes the Present, and by that time, it's too late to do anything about its coming.

=== OOC ===

I don't like announcing Down Time. Things happen when they happen. The universe never tells you when you're going to have several days of uninterrupted down time. That's why wizards build private sanctums guarded by powerful beings and unfathomable magics. Just so they can get a little privacy.

Do what you like. If I have something going, it will mess you up. If I don't, you can get things done.

Jaeden Ohm 
Tuesday August 1st, 2006 2:23:52 PM

Time goes by and there is no sign of Jaeden Ohm. A quick glance from their table outside the Inn shows the rest of the Children of Chaos that Dalek still waits outside the Catacombs local branch.

It'd be a safe assumption that Jaeden remains there as well.

Peerimus and Yorrick 
Tuesday August 1st, 2006 5:22:20 PM

Peerimus nods to Firngaer, "yes making the spell pernament on Yorrick would be an asset and I have decided that like any of my friends he would be hurt were I to leave him behind. I plan to make a couple purchases for him as well as myself in the CC. Given what the scrolls are, I personally believe we should sell them."

"Trace, you might consider an Amulet of natural fists for Shadow. I would do the same for Yorrick, but I have already created an amulet for him. The CC will not enhance it in such a manner I have been told. There are also the tears of Ebyron, recently perfected by the Woldian mages. They can allow special enhancements of natural attacks. Savin you should look at those as well."

"I think we should remain here for several days, barring being forced into action. We still do not precisely know how to get there. the Crones have mentioned we might be able to 'use them', but it also sounds quite dangerous to do so. Unfortunately I do not have a better idea. Thought the way could not be too difficult, else the vampire would perish from a lack of his coffin. I may be able to scry on him or S'Bat. That may provide a good enough picture for some sort of transport."

Firn'gaer 
Tuesday August 1st, 2006 8:03:18 PM

"Then consider it done." He says to Peerimus. "I'll prepare the spells tonight and after you've cast your spells, I'll make them permanent."

"I might make a trip to the catacombs myself, but I've to ponder what I'd need."

Trace and Shadow  d20+9=14 d20+1=17
Tuesday August 1st, 2006 9:18:37 PM

Trace leans back and thinks scratching his chin as he does. What about I try and track the evil, I did it once, the trail cant be that old and I am sure that had to come and go to their land at will, maybe there is a portal left open somewhere since all died and it is still open for us to find it. I am pretty sure I can track it down if they used the same path to move back and forth. It might take a while with several tries but I am for the safer route rather than a cross your fingers and lets see aproach with the witches. Besides they allways freak me out a little. What do yall think?

Trace contiues to enjoy what wine there is and ask any if there is some cheese and bread to be had here and he would gladly pay for it and then some. He thinks to himself, man if I can just get some of the gnomish cheese with a bit of rhy bread that would just make this wine go down that much better.

Trace keeps an eye out on his surroundings (dc14)

With the wine going to his cheeks Trace decides to stand and give a short but need statment............this is a song that I learned from a passing travler when his friend died and he this toon after we buryed him. It made me feel better and I hope it dose the same for you who are suffering from your losses as me and my friends are with our own loss as well. This I give to you in this small town that has given me a place to call home in this strange land to me.

Trace staggers a bit but then steadies himself
and raises his glass and begins to sing just loud enough for most to hear him

Oh Danny boy, the pipes, the pipes are calling
From glen to glen, and down the mountain side
The summer's gone, and all the flowers are dying
'Tis you, 'tis you must go and I must bide.
But come ye back when summer's in the meadow
Or when the valley's hushed and white with snow
'Tis I'll be here in sunshine or in shadow
Oh Danny boy, oh Danny boy, I love you so.

And if you come, when all the flowers are dying
And I am dead, as dead I well may be
You'll come and find the place where I am lying
And kneel and say an "Ave" there for me.
And I shall hear, tho' soft you tread above me
And all my dreams will warm and sweeter be
If you'll not fail to tell me that you love me
I'll simply sleep in peace until you come to me.
I'll simply sleep in peace until you come to me.

Trace smiles and finsishes his drink down and follows suit and sits down as well.

Ideas (DM/Al) 
Tuesday August 1st, 2006 9:40:46 PM

Jaeden returns back to the store in which the Catacombs lies. The rest of the group ponders what they may do to survive Koshe Marr.

Peerimus suggests several things that may make them stronger. He also suggests several things that may help them get where they need to go. All ideas, however, are no more than that: Ideas. Until, that is, they are tried and tested only then can they be shown to be useful or not.

Firn'gaer discusses preparations to bolster the group as only he can.

The noon time passes into afternoon. The townspeople grouped at the Inn for the wake return to their homes in twos threes fours and more. The staff at the Inn cleans up after the subdued party leaving Trace with as much of the left overs as he wants. Unfortunately, there does not happen to be any gnomish cheese.

Trace suggests tracking the evil. But ideas ... Well, you know.

Trace sings a song. The staff at the Inn pause to listen.

=== OOC ===

Jason, weren't you going to post for Savin while George was away?

Savin (sub Jason) 
Tuesday August 1st, 2006 10:33:40 PM

Quiet up to this point Savin sits with the others but doesn't partake of the drink. The young monks mind is still troubled as he tries to come to grips with the villages loss.

He was so sure that since they had destroyed the evil all would be well. But no, all was not well.

He doesn't speak up to claim any of the items and as the others plot he remains uncharacteristically quiet.

OOC
Ack, my apologies. It completely slipped my mind with all the catacombs stuff going on. Thanks for the reminder.

Sly and Luke 
Wednesday August 2nd, 2006 9:45:17 AM

Sly and Lukes sits in a corne, listening to Trace sing, then applods when he finishes.

But sit there whishing he knew what to bring along?? "Wish I knew"

Luke rest beside him "Me Too!"

Jaeden Ohm 
Wednesday August 2nd, 2006 4:28:04 PM

Again Jaeden exits the Catacombs, his trade work being done. He walks towards his companion and without a work Dalek moves to follow.

"Well I'm all done in there. Some of the others alread have their shares and are just now working on their own transactions. The rest of you might want to head that direction in preparation."

He transfers the funds to each of the remaining companions before sitting down and calling for a glass of wine.

"I'll watch your stuff if you want."

Savin (Sub Jason) 
Wednesday August 2nd, 2006 4:33:05 PM

Savin collects his share of the loot and quietly puts it away. Usually the prospect of a Catacombs trip would excite the monk and he'd be the first one there. But still overcome by emotion at the loss of so many lives the excitement is muted.

So many dead in the last few days...

Reena, Jones, Magog, all these villagers...

Who's next?


Peerimus and Yorrick 
Wednesday August 2nd, 2006 7:51:51 PM

The druid bows slightly at the lonesome song Trace sings, he has heard many laments his day and he gives a slight smile to Trace upon conclusion. "Well done my friend." Peerimus hoists a drink and offers a small toast, "To family and friends. Both at rest and on the road."

Peerimus gets more serious again on what lies ahead. "I am not sure what more I can tell you Sly. Many undead, drain life, strength, will or your very soul. By magicks that can protect you. Ghost Touch on your armor would help against imcorporeal attacks. I will be able to cast some Death Warding magic but not enough every battle for everyone. So everyone needs to think to thier own protection, I will simply not be able to cover us all with spells. Sly, Jaeden and Trace you too, each of you should purchase a silver weapon. Tomorrow we shall meet for breakfast and discuss further about tracking them down and finding a different way to Koshe Marr. Trace, I am thinking that we may find an entrance back at the encampment. The Troll spoke as if the shadow dacner was returning without him and he was not concerned until she took the Chime from the alter. That may be our clue, The chime may open some door in or around the encampment. In a couple days we will return and give a thorough search."

Jaeden Ohm (Ilegal Second) 
Wednesday August 2nd, 2006 8:33:56 PM

Jaeden nods to Peerimus, glad to be here for a least the second part of the strategy discussion.

"I did pick up a horn that will help me and those near me. It will supply protection against possession and enchantments from evil beings and will give some general aid in defence against them besides."

"I've also aquired a bit of this and that to make myself less succeptible to spells. I hope it is enough."

"I didn't buy an actuall silver weapon, but I did pick up a coating to add to my blade that will work the same. It'll likely be good for only one encounter though."

Firn'gaer 
Wednesday August 2nd, 2006 8:49:27 PM

Firn'gaer spends the day at the Catacombs.

Firn'gaer too raises his glass to friends lost. "Well said, well said all." He says his pipe in his hand and a mug of local brew in the other.

"Though the road is long and darkness cloud the path, may our resolve never waver. Into the belly of the beast we tread, the least we can do is give it indigestion." He raises a mug.

"To friends new and old, cheers." He says.

Days End and Back At The Inn (DM/Al) 
Wednesday August 2nd, 2006 9:33:49 PM

Jaeden returns from the Catacombs. It seems the group now has more money than they had ever dreamed of. Even more then they had after returning from the lair of the mad gnomish archmage in the depths of Ice Vein. In fact, now that there seems so much money, the problem becomes what to spend it on. What can be bought to help survive the foray into dread Koshe Marr?

As the heroes ponder the question, the day goes by. The sky fades to transparent blue, then to dark purple and night descends like a soft rain.

The Innkeeper offers the group rooms at the Inn. No charge for the powerful adventurers that may keep misfortune from the gates of the town. His gaze drifts to the floor as he mentions that it might be preferable if the animals spend the night in the stables. Especially now that there is one more than there was the last time.

The last time ... Hopefully they have the blood cleaned up off the floor in the rooms above.

Sly and Luke 
Thursday August 3rd, 2006 5:40:03 AM

Sly thanks Peerimus and tell Jaeden, I'm off to the cathacombs any thing I can get you? OK! Then I'll see you all later! Come Luke>"
Sly starts for the door.

Loke jumps up and runs after Sly "Buy Soup Bone?"

Jaeden Ohm 
Thursday August 3rd, 2006 9:52:14 PM

Various party members come and go. There is much to buy and with the days adrenaline now worn off the toll a body takes in battle comes to the forfront. Jaeden finishes his glass of wine and orders another.

He leaves two gold on the table. Well aware that it is way to much for a tip. He turns his chair towards the open street and looks at the sky, relaxing in companionable silense.

Savin (sub Jason) 
Thursday August 3rd, 2006 9:54:36 PM

Savin too sits in silence, but for different reasons. His inner turmoil brews and the monk nearly radiates anger. It won't be long before he calls for action.

Emotional the monk may be but he's not stupid. He rises from his chair with only a short sentence to the others.

"I'm off to the Catacombs myself. Could use some goods..."

A New Day in Heranmar (DM/Al) 
Thursday August 3rd, 2006 9:57:15 PM

Night passes quietly at the Inn. The night sky is clear, but the air is pleasantly warm with the approach of Summer. Morning comes and the Sun greets another day in the Wold. With the new day come new spells for the casters. This means new avenues for improvement. It also means new avenues for investigation.

It also means that the price of some old wounds come due. Peerimus feels the draw upon his soul, there since he was struck so hard by the Black Knight's sword, he feels the draw pulling part of him with it into death. Now is the time to fight or lose. (Peerimus, make a Fortitude Save vs DC16 or permanently lose 1 level.)

Trace and Shadow 
Thursday August 3rd, 2006 10:01:59 PM

Trace and Shadow make there way to the livery and ask a local working there if he can rent out the hay loft to him and his friendly cat for the night. Trace offers two gold for the trouble. Assuming he is not turned away, Trace beds down for the night and Shadow lays down beside him with here head and front paws laid across Traces legs.

The long days events catch up to the both of them and sleep comes to them.

Trace and Shadow 
Thursday August 3rd, 2006 10:13:56 PM

Traces new standered spell list
1st level
longstrider
entangel
2nd level
cure light wounds
cats grace

Peerimus and Yorrick  d20+12=16
Friday August 4th, 2006 8:15:44 AM

Peerimus nods to the inn keeper and gives the man a small smile. "The stables will be quite satisfactory. I will be staying with them, if I could get a few blankets."

Peerimus goes over all the animals, grooms them and checks them for injury and general health. Satisfied hed spreads out several blankets and extinguishes the lantern.

Blackness, a void without sound or substance pulls at him. He calls out to Mother for protection, Father for the power to attack, but there is no answer in the void. His voice does not even find its own echo. His mind tumbles in confusion, where was he and how did he end up here alone, naked and with none of the powers that are at his command. Again the blackness seems to reach out, no more reach into, and pull him. So small so helpless, Peerimus starts to lose hope and faith and lets himmself be drawn to whatever the black has in store. Somewhere in the dark then, there is a flash, a twist in the darkness of more a curtain of black that is faded and thus noticable in the utterness about him. Curiosity ignites and the hopeless feeling is caged for a time.

A human hand draws the curtain aside, his hand? Possibly, it is hard to tell. Beyond a dull grey field awaits, with a colorless sky and trees. All are shades of black. Could this be Koshe Marr? Was I killed in my sleep? questions form and fragment, thought is as elusive as a morning mist. Peerimus steps through and again feels the blackness pullfrom the other side, but this time the pull is different, savage brutal and full of hate. This time the druids will sets fire within him and he recognizes the evil for what it is. His world of perspective alters rapidly, like a bird taking high to the air sees the land below anew, the blackness shrinks before his sight and takes form. The Greatsword of the dark knight. Peerimus walks upon the blade and the deeper powers within that blade beckon to him.


Sweating, Cold and shaking, Peerimus bolts awake with a great sucking in of breath. His disordered mind grasps about for the familiar. Yorrick, Dalek, the barn, his own pounding heart. All register that he is alive and he is still whole. He had won.

Peerimus eventually gets back to sleep in the deep hours of the night and with the rise of a new dawn, he sits cross-legged at the barn door and meditates. Recalling his battle in the night, his victory and what inner secrets such an encounter may reveal.

Jaeden Ohm 
Friday August 4th, 2006 11:00:27 AM

As the new dawn breaks Jaeden rises with the sun. He limbers up his body, puts on his armor, and gathers his gear. Strange to be gearing up with no impending action but the man doesn't feel like taking any chances.

His next thought is to greet Dalek. He does this first mentally as he enters the common room of the inn and then in person as heads to the stables. He stops before the door, looking down at a meditating Peerimus.

"You look tired my friend. Tired, but somehow the shadow that hung over your head yesterday is gone. Let me know if you need anything."

Letting the druid go back to his meditations he passes him and see's to Dalek.


Firn'gaer 
Friday August 4th, 2006 11:31:04 AM

Having slept a pieceful night, the long in a while, he prepares his spells and comes down for morning meal.

"I ready to do this if Peerimus is ready." He says referring to permanent casting of magic fang spells.

"Barring any places we should look first, I think we need to research a way to Koshe Marr. I'd like to exhaust other options before the Crones have to open a portal. Besides my new spell could have us to Hook City likity-split."

Savin (sub Jason) 
Friday August 4th, 2006 6:04:59 PM

Savin too wakes with the dawn. He rises from his bed and spends a few minutes loosening up. His feet come together and he places his hands intentfully at his side. His eyes close. He is still for a moment, his mind making the journey to each part of his body and residing there for a brief moment. Acknowledging, experiencing, and being in that place.

With his awareness peaked the monks eyes open. Without yet having moved, already the monks naked body gleams with light sweat. A short slow routine and Savin is fully warmed up.

Gone is the anger and frustrations of the day before. He has some time he figures, and so he he spends the next thirty minutes in vigorous exercise. This morning he looks to work on this grappling. Without a partner that means conditioning and drills. Lunge after lunge after lunge as he pushes himself to further extremes of physical condition. He sprawls repeatedly to the ground, working the best defense available to counter a grapple attempt.

By the time 30 minutes is up Savin is breathing hard, sweating hard, and smiling like a child at a summer festival. He wipes himself down, clothes himself and gathers his items. Out he goes to join the others.

Sly and Luke 
Friday August 4th, 2006 7:03:36 PM

Sly sleep his four hours, a sleep of nothing, no trees, no meadow, no hills, no sky, not even earth, some thing to stand on. Just blackness.

Sly washes and feed Luke, then walk up to Savin, "Savin I have to do some thing beside just waiting! I'll be your sparing partner!"

They wrestle and graple, fight alittle with hands, un till the bouth of then was soak with sweat, the clean them selves, the to breackfast they went.

Luke follow behind knowing that he's going to get his share.

Savin (sub Jason)(Illegal Second) 
Saturday August 5th, 2006 11:42:16 AM

Peerimus is meditating, Jaeden is busy with Dalek, and undoubtedly Firgaer is busy with his spells and preparations. So when Sly offers to play for a while Savin is elated.

He turns it into an excerise of awareness, curious about a wrestlers openings to a second attacker. Whatever position he and Sly end up in the monk keeps an eye on Luke, imagining that the dog would try to attack.

Where could he get me while I'm tied up like this? Where am I vulnerable? If he did attack now, how could I counter?

Savin is in his element. His mind is where it most wants to be. No complications. Just personal improvement. If only all of life were this easy.

Waking Stronger (DM/Al) 
Sunday August 6th, 2006 11:26:31 AM

Each to their own inclinations, the Children of Chaos wake from their various beds.

Peerimus draws back his life essence, winning a battle by a margin closer than can be called comfortable. But he is whole now. The taint of the Black Knight's sword has lifted from his body. But it is a reminder to the druid that the Undead have a great jealousy and thirst for the essence of the living.

It's a new day, they are back from the distant mountains, and they, unlike others, are alive. There is an old saying of the Monks from the Sargrass Plains, stretch the weave and if it does not burst, it will tighten and become stronger. And so does the group feel stronger after facing their evil opponents and waking to see the new dawn.

But the dangers of Koshe Marr loom ahead. Each concerns his self with how he will survive this land. Little seems to be known of it, save it's reputation for cruelty and death, a thing the group has seen a plenty in their former opponents.

Firn'gaer announces that he is ready to cast the spells that will make permanent, an enhance to the power of their animal friends.

=== OOC ===

Still need Day's Spells from some of you. Please key them to your new level, even though new character sheets are not yet in.

Trace and Shadow (Greater Magic Fang?) 
Sunday August 6th, 2006 7:18:16 PM

Trace comes back from the Catacombs with his shopping. When he makes his way back to the group he shows off his new weapon and magic item along with the horn of goodness, "Well I think I am prepared for the upcoming journey, plenty of water in skins and if it helps I have this little pellet that if I throw it will unleash 100 gallons of water. Well I think we need to head back to the village and try and track the way those evil chaos creatures were making there way back and forth, maybe even if there is a portal that was left open for their return that is still open since they are not here to close it. I suggest we move quick since they might be expected back and the longer we wait the more likely someone will come looking for them. I say we beat them to the punch."

(ooc: what is the greater magic fang bonus?)

Savin 
Sunday August 6th, 2006 10:01:13 PM

Thanks for the help Jason.

Savin seems to be darting back and forth between the Catacombs and the group. "I am thinking of getting a circlet of blasting. Good against undead. I am concerned about trolls. Do we have adequate fire generation to take care of them? Savin waits for the answers and darts back to the Catacombs.

Trace and Shadow (Greater Magic Fang?) 
Sunday August 6th, 2006 10:19:41 PM

I have about 2200 gp left, I could go and buy a necklace of fireballs. I bought a horn of goodness and I traded in my swords for a +1 long comp bow with holy and fire.

Posting Report For 
Monday August 7th, 2006 5:08:53 AM

Game #4 Children of Chaos
For the week of July31,2006

Name MTWTF
DM Al XXXXXS
Sly XOXXX
Savin OXXXXSS
Peerimus XXXOX
Firn-gare XXXOX
Jaesen XX2XX
Trace XXXXOS

Adm Ceil Savin was sub by Jason

Sly and Luke 
Monday August 7th, 2006 5:15:18 AM

Sly pop in the Inn, where the party is having breackfast, "I'll be with you guy in a few minutes! Both Luke and I are getting tattoos!"
Sly runs back to the Catacumbs> > >

OOC DM AL; Both Sly and Luke has gone up a level and some Xpoints, That's all nothing else has change. Magic list will come after visit to the Catacumbs>

Firn'gaer (OOC) 
Monday August 7th, 2006 6:57:05 AM

Greater Magic Fang makes all natural attacks +1 weapons.

Peerimus and Yorrick 
Monday August 7th, 2006 8:42:43 AM

The druid nods to Jaeden, "Indeed I am my warrior friend, but whole as well." Peerimus meditates for a couple hours this morning before informing the others he would be in the catacombs for a bit after breakfast. He meets Firmgaer immediately after for the casting of the Greater Magic Fang on Yorrick and to see if the wizard plans to bestow Shadow and Luke with the same. Peerimus will also mention that Greater Magic Fang on Luke would make his single attack at +3.

Upon returning and Trace's mention of extra gold, the druid speaks up, "I would like to ask all extra monies be pooled to see if a Curing wand could be purchased. I have a Light wound wand, but as it will be our only means of curing we need another and a more powerful one at that. I have about 3,000.

Spell List:
Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Chill Metal, Bull Str, Heat Metal
Level 3:
Greater Magic Fang x2, Protection from Energy, Neutralize Poison, Greater Shillelagh
Level 4:
CSW, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, Heighten Flame Strike, Wall of Thorns, Deathward
Level 6:
Spell Staff, Mass CLW

Firn'gaer 
Monday August 7th, 2006 9:14:42 AM

That morning, Firn'gaer makes Read Magic permanent on himself.

Firn'gaer cast Permancy on the great bear targeting the Greater Magic Fang spell. "That should do for Yorrick." He says.

"Shadow is next?" He says looking to the hunting cat and companion to Trace. "I can give Luke the Greater Magic Fang as well. If Peerimus has enough prepared. If not use my Pearl of Power to bring one back to cast on Luke." He waits with the Permanency spells for the additional castings.

"I have about 1700 in coins and almost 1000 in various gems. I'd help out with a cure wand. Let me know how much is required. Also, we no longer need the Catacombs to identify items. I've learned a new spell that makes that an easier process."

Prepared Spells
0 - arcane mark, dancing lights(r), disrupt undead, ghost sound(r), mage hand, prestidigitation(r), read magic*

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

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

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

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

5 - permanent x4

6 - chain lightning, mage's lucubration, shadow walk

* - Spells cast
(r) - racial spells

Peerimus and Yorrick illegal second 
Monday August 7th, 2006 9:12:55 PM

Peerimus smiles to Firngear, "I have a Pearl for 3rd level spells, you are doing quite enough." Placing the spell on Luke gives the dog a +3 to his bite both to hit and Damage

Transformations (DM/Al) 
Monday August 7th, 2006 9:30:19 PM

The group spends most of the morning at the Catacombs. So far the little they know about the land of Koshe Marr leaves the impression that it will be almost entirely and overwhelmingly against them in all aspects.

... great cruelty and true evil ...

Those had been the words. And yet this says nothing of what they may face once there. Will they be foreced to wade through miles of gore and evil blood at every step, fighting for every foot of ground to find an Artifact who's location they do not yet even know?

Peerimus and Firn'gaer prepare for just such an eventuality, endowing their animals with greater power.

As Peerimus casts his spell, Yorrick's claws grow longer and sharper, his teeth take on a wicked curve. Then Firn'gaer uses arcane energies to lock the druidic magic in place. Yorrick has become more than he was.

They turn to Trace. And they turn to Sly. With their approval, the pair will perform the change on both Shadow and Luke as well. But such acts are not to be performed lightly. And most certainly not without consent. Trace and Sly must respond, or there will be no transformation.

Within Firn'gaer there is a hollowness. It had happened the first time. When he had endowed himself with the abilities to Detect Magic and See the Invisible. And here it was again. All things great in Arcane Magics come with their price, and this price had been taken from his Life essence.

Trace and Shadow 
Monday August 7th, 2006 10:05:08 PM

Trace steps up to the others, I asked Shadow if this was ok, she said she is capable but more power is allways better for combat. So please endow Shadow with Greater magic fang.

As far as the money, I think it is a great idea to get a healing wand, you are more than welcome to my 2200 for wand to save my life.

Jaeden Ohm 
Tuesday August 8th, 2006 12:38:49 AM

"Here Peerimus, I'd be a fool not to chip in on a cure wand." Jaeden hands their leader 3,350 golden coins. "With three thousand from you, twenty seven hundred from Firngaer, and twenty two hundred from Trace, that should get us a cure serious wounds wand if I remember the list price at the catacombs."



Sly and Luke 
Tuesday August 8th, 2006 8:46:54 AM

Sly rushes in the dinning roon, pick up a couple of toast and a glass of milk, tell Fir-gare "OK! give Luke the spell, and is ther any thing I can get you while I'm at the catacumbs?"

Luke shout at Slu "HEY! WHAT ABOUT BONES? MINE YOU KNOW?"

Sly to Luke, "Don't worry I'll get them for you!" Them rushes off again, thinking to himself 'I'll have to get me a speed spell if i go back and forth like this! I wonder how Savin does this??'

Peerimus and Yorrick 
Tuesday August 8th, 2006 5:24:35 PM

With Trace and Luke both consenting to the spell, Peerimus casts Greater Magic Fang on Shadow, covering all of the cats natural weapons and then with his Pearl he recalls the spell and places it upon Luke, enhancing only the dog's bite attack, but in doing so the Bite is like a +3 weapon.

Peerimus nods to all on the offered extra coin, "Well done then. CSW wand will certainly assist more in the heat of battle. I will return shortly.

-OOC Al should we assume immediate aquisistion of CC purchases?

Firn'gaer 
Tuesday August 8th, 2006 9:13:01 PM

After the castings of Greater Magic Fang on Luke and Shadow, Firn'gaer seals the magic. Soon after the mage wobbles slightly and slowly massages his temples. Finding a place to sit, he is quiet for a few minutes as he recovers from the life drain.

Great Sacrifice (DM/Al) 
Tuesday August 8th, 2006 9:37:58 PM

The group continues to make preparations. With the departure of Father Jasper, Peerimus proposes a wand of Curing.

Sly and Trace give their consent to have their animals enhanced. Peerimus places the blessings of the Father and Mother upon Luke and Shadow. Firn'gaer gives more of himself. The expenditure of his life force today has been extraordinary. Can any but another mage appreciate the sacrifice he has given this day?

=== OOC ===

Go ahead, apply all Catacombs purchases to your Character Sheets. I'll handle them with the general integration of things.

BTW, treat your animals with care and even handed tactical common sense. Firn'gaer has expended a total of 5000XP on the four Permanency spells today. It would be a shame to waste that by getting your animals killed.

Sly and Luke 
Wednesday August 9th, 2006 6:52:46 AM

Sly goes over to Firn-gare, "Are you alright? You just use up a lot of energy there, my Friend, I'll get you some vitamin in the catacumbs."

Off goes Sly, back to the catacumbs.

Luke runs hot on Sly's heels, "Me too Come."

Jaeden Ohm  d20+9=15 d20+2=8 d20+5=9 d20+6=9
Wednesday August 9th, 2006 2:22:25 PM

Watching the proceedings, Jaeden takes a closer look at Firngaer. He can see the cost to the Gnome clearly as the drain is writ clearly upon his face. With a new level of respect for the mage Jaeden saddles Dalek and leads him from the barn.

"I'm going to make a circuit of the town. Just want to make sure there's no mischief happening. If you see Dalek running back without me that means I'm in trouble and need you to come."

He mounts the horse and proceeds at a walk down the city streets, keeping an eye out for any sign of their remaining foes.

notes
Jaeden spot 18 listen 8
Dalek spot 9 listen 9

Peerimus and Yorrick 
Wednesday August 9th, 2006 6:18:50 PM

Peerimus puts his hand on the Gnomes shoulder for a moment and then turns back to Jaeden and gives a smile, "Very well might have guessed that on our own." he says with mirth. "Enjoy your ride."

"We still have how to get to Marr and discovery of what we might encounter once we arrive. Firngaer , you mentioned Hook City, still want to head that way. I would like to wait until tomorrow if so. I want to shift some spells based on the Catacombs purchases and conduct a small test."

Looking to everyone still present. "As far as I am concerned we are in no real hurry. Things are coming to a head yes, but a few days should make no difference. Enjoy the rest and better food than what we are likely to get for awhile once we leave."

Trace and Shadow (greater magic fang +1) 
Wednesday August 9th, 2006 6:40:46 PM

Trace saddels up his horse, "Wait Jaden, Me and Shaddow will go along, I need to get used to my new mount anywayand and none of use should venture out alone." Trace swings his leg up and over the (from his perspective) giant warhorse. Shadow gives a yaoll and takes off ahead of Trace and the horse. Dont worry Jaden, I'll protect you. Trace draws a dagger just to have somthing at the ready.

Savin 
Wednesday August 9th, 2006 6:50:24 PM

Savin runs out of the Catacombs entrance and says, "I have finally gotten service. Working on my order now. Has anyone figured out how to get to the Koshe Marr? Maybe we can hire the services of a sage? I would like some more information but where do we hire a sage around here?

Firn'gaer 
Wednesday August 9th, 2006 8:48:53 PM

Firn'gaer starts to feel better after sealing the magic. He lifts his head, "I'm fine, Sly. That spell takes quite a bit out of you and with so many castings in a short time the drain compounded. I should be fine in a bit."

"I think we should still head to Hook City, don't you. There is a Star Mage Guild there. The guild should have information on Koshe Marr. They might even have something on the Fidelia woman. We still have very little in the way of information about Koshe Marr other than evil and dark and a purple moon. I'd like to know how magic is effected, arcane and divine. It would be in our best interest to at least make the journey." He pauses. "Might know of a way to there without the Crones. They're not certain they can do it and I don't want to get stuck there."

Prepared Spells
0 - arcane mark, dancing lights(r), disrupt undead, ghost sound(r), mage hand, prestidigitation(r), read magic*

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

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

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

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

5 - permanent x4****

6 - chain lightning, mage's lucubration, shadow walk

* - Spells cast
(r) - racial spells

Getting Down To It (DM/Al) 
Wednesday August 9th, 2006 9:46:20 PM

Sly and Savin spend more time at the Catacombs.

Jaeden and Trace climb upon their mounts and move out to patrol the perimeter of the town. (Please tell me if you have a specific route. Here is a Map of the town.) The Townspeople scramble away in fear as Shadow leaps down the street in sinewy strides. They watch, wary from windows as Trace and Jaeden proceed sedatedly up the road. It's one thing to know in your mind that these people are your protectors. It's another thing entirely to muster the faith and courage to stand your ground against a charging black leopard.

Firn'gaer and Peerimus begin thinking toward their raid into Koshe Marr. Firn'gaer still thinks a trip to Hook City is in order. Peerimus proposes that they wait until the morrow. And he mentions a little test.

Wonder what that might be?

So far, no one has commented on Traces idea of returning to the Plateau of the burnt elfish town.

Jaeden Ohm 
Wednesday August 9th, 2006 10:05:06 PM

Having mounted up just NE of the South gate Jaeden leads Trace on a counter clockwise circuit of the road that runs just inside the wall. "Trace, call shadow back if you can. You see how the villagers are reacting." He nods to a towns women as she grabs her child and hurries inside.

When the trio reach the northern gate Jaeden calls for a short stop while he peers down the central street and out the northern gate. If all is clear he leads them to complete their circuit.

Trace and Shadow  d20+5=14 d20+9=19 d20+6=9 d20+6=20
Thursday August 10th, 2006 1:38:53 AM

Trace only cocks a slight grin that Shadow is causing a stir and then reins her in. Shadow ...Trail...

Shadow then drops back behind the horses and pulls up the rear keeping a an eye out.

Trace spot 19 listen 14
Shadow spot 9 listen 20

I am not sure if the track will stay long enough to go to Hook City and then back unless we can find a elven highway. Even then, every day that passes the trail will degrade some. Maybe we ought to verify that there is nothing back at the village before we go to Hook and if there is something we need to note where it is and make haste before those creatures come up missing and someone closes what path that may or may not be open. In any reguards, I feel time slipping away and cant explain why. It may be nothing but my gut has kept me going this long.

Trace continues to talk to Jaden while they patrol while he keeps an eye and ear trained on the surrondings.

Sly and Luke 
Thursday August 10th, 2006 6:21:26 AM

Sly tell Firn-gare, "Alright then, I'm almost finish in the catacumbs, I'll be right back with your Vitamins!" Off Sly goes with Luke hot on his heels, "My soup bones!"

Jaeden and Dalek OOC Notes  d20+9=28 d20+2=19 d20+5=19 d20+6=20
Thursday August 10th, 2006 7:43:55 PM

*** OOC ***

Jaeden spot 28 listen 19
Dalek spot 19 listen 20

Peerimus and Yorrick 
Thursday August 10th, 2006 9:16:59 PM

Peerimus discusses more of Hook City with Firngaer as the two go about a patrol and Sly heads back to the catacombs.

"I agree more information is better and The Star Mages Guild would be a good place for you and indeed us to ask and possibly get some Sage Advise. But what of you think on Trace and trying to pick up a trail leading out of the Elf Encampment?"

Peerimus listens and adds his own thoughts. Those of the enemies ability to cover great distance at speed and by magic. to the druid a trail is highly unlikely, Thogh he does support a return to look for a possible portal that was within the encampement itself. He again points to the Troll speaking of being left behind only after the Shadow dancer took the Chime and left the temple proper. Though why she did not follow on her departure is beyond his reason.

Life Goes On (DM/Al) 
Thursday August 10th, 2006 9:58:46 PM

Shadow heels at Trace's call, then ranger and companion accompany Jaeden on a from the South Gate around then interior of the wall to the east. Before they leave, a wagon becomes visible coming up the south road, more peddlers arriving in town. Life, it seems, goes on.

The pair continue up the road. Outside one of the houses a woman in worn skirt and apron scrubs at the stones before the doorway. The trace of a brown stain wears away at each stroke of her bristle brush. Life goes on.

Both Peerimus and Firn'gaer and Trace and Jaeden discuss the idea of returning to the plateau of the elfish town. Peerimus wonders at the Shadowdancer's motivations. Why had she not escaped with the Chime? That must have been at least part of their mission, must it have not? Perhaps there is something they overlooked? Or, perhaps they simply fail to imagine the Wold through Evil eyes, to truly feel the drives and motivations. It's a shame that many of the woman's possessions had burned when her body had been hacked by Trace's flaming sword. But the anger had been understandable given that the woman had come so close to killing the defenseless Shadow. Or had it been Luke?

Meanwhile, in the Catacombs, both Savin and Sly come close to finishing their orders. Live goes on.

But where will the search for a way into Koshe Marr take the group? What will they try? What skills or magics will they bring to bear?

Jaeden Ohm 
Thursday August 10th, 2006 11:25:20 PM

Returning from his circuit Jaeden dismounts and waits for Peerimus and Firgaer to finish their conversation as his report is quite uneventful.

"Everything seems clear and nothing looks to be out of place. If that Shadow Dancer were still around that wouldn't mean much..." he shrugs.

He turns to Firngaer.

"I've heard you mention a couple times now that you wanted to head to the Star Mages guild. Are you a member of that order? Or do you simply see their advice?"

Sly and Luke 
Friday August 11th, 2006 10:13:07 AM

Sly come running in again. "Don't leave with out me! I'm almost done, then I'll pay her then I'll be right back!" Sly runs out the door (not even taking a drink of water.

Luke come running in after Sly, bur sly is faster, He's already out the door. "Where did he go??"

Peerimus and Yorrick 
Friday August 11th, 2006 8:40:30 PM

Peerimus continues his talk with Firngaer, "I have been thinking more on the wisdom of returning to the ecampment and think we should before heading to Hook City. If there is a trail picking up tomorrow will be far easier than in several days. We need not cross through to Koshe marr, only find the front of the trail. then we will be able to mark the locationand travel to Hook city to inquire at the Guild. Information in hand we return to the trail and move forward. It involvves so large if's I know. If there is no trail we waste little in travelling to the encampment and could simply divert to Hook City, but if there is a trail we need to be there sooner rather than later."

"No matter what we need to wait until tomorrow so I can travel back and act as a beacon for Faraday. So for today I am going to ask Yorrick to wait in the glade where he might fish and nap and I am going to locate a farmer and assist where I may."

Peerimus will also ask though he knows the answer, Sly about storing the left over gold in the magic snuff box

Spell List:
Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Chill Metal, Bull Str, Heat Metal
Level 3:
Greater Magic Fang x2, Protection from Energy, Neutralize Poison, Greater Shillelagh
Level 4:
CSW, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, Heighten Flame Strike, Wall of Thorns, Deathward
Level 6:
Spell Staff, Mass CLW


Waiting For Tomorrow (DM/Al) 
Friday August 11th, 2006 11:02:59 PM

Jaeden and Trace make the circuit of the town and return with a report of all peaceful. At least within the walls.

Jaeden reveals his Northern roots with knowledge of the Star Mages Guild where the Guild is much more widely and openly known. He inquires as to Firn'gaer's affiliation.

Sly runs back from the Catacombs and then out again.

Peerimus continues to discuss the avenues in which the group might find out about Koshe Marr and the location of the Shroud of Atman. Whatever path they should follow, however, it looks as though they must wait until the morrow for the proper travel spells.

=== OOC ===

I'm off to Seattle tomorrow for vacation. It's on the other side of the mountains, but I hear they have internet there. But I don't know how much time I'll have. I will try my best to put in all the DM posts. But I can't guarantee the quality.

I'll also try to finish off the Character Sheets.

Savin 
Friday August 11th, 2006 11:21:41 PM

Savin walks out of the catacombs with a new circlet around his head swing his new upgraded spiked chain.

"Sorry that took so long. They are real busy in there. I don't mind going to the hook city, but I am ready to finish this business too. Information is power, but speed and decisiveness is also important. I don't think it will be to wise to delay to long and let them regroup and find out where we are."

Jaeden Ohm 
Saturday August 12th, 2006 4:55:15 AM

"Tactically I agree with Savin. For this descision though I leave it up to those with an understanding of magic. For me it is hard to judge what risk may exist."

After a moments consideration, "If it were up to me however, I think I would ask Faraday to take us there as soon as we are prepared for it. His last reply seemed to imply that he could do it."

"But then again," he nods towards Peerimus' finger as he shows a matching ring on his own hand. "... waiting a week will ensure that these start offering us their sustenance."

He shrugs, reminding the group of when he first joined them. It seems the warrior is better suited for making decisions in the midst of battle then while relaxed.

Trace and Shadow 
Sunday August 13th, 2006 10:58:24 AM

Trace ride up to the others, ok.....If we can get in and out of Hook City in a days time by teleporting then lets do it but can we teleport to the village or are we going to try and find a way other than me tracking?

Posting Report For 
Monday August 14th, 2006 8:11:51 AM

Children of Chaos
Game #4
The week of aug 7,2006

Name-----MTWTF
Dm Al----XXXXX
Sly------XXXXX
Savin----OOXO2
Peerimus-2XXXX
Firn-gar-2XXXX
Jaeden---XO2XXS
Trace----XXOXXS

Adm Ceil

Peerimus 
Monday August 14th, 2006 8:54:08 AM

Small OOC Peerimus bought the wand. I have 4,000gp so I need 7,250gp to complete it.

Firn'gaer 
Monday August 14th, 2006 10:10:44 AM

"I guess I'm a little confused on how we plan on getting back to the elven village. Faraday can only transport us if there is a Chaos Signature. I don't remember mention of any other than us."

"If there is, then what. There is a way to get to Koshe Marr and we go? Again we head off knowing nothing of our destination. Again we go off with our enemies having more information then we. How many times must we do this...I guess until it kills us..." He says looking at the group. "I don't understand the great rush everyone has. Rush here, rush there, blindly we go because we're too stupid or stubborn to actually learn a little bit before we go. I say this. I'll go to Hook City and you go to the encampment. If you find anything, Faraday can teleport to me. If I find anything, I'll come to you. Either way, I'm not blindly running off where we know little or nothing of what we might face other than 'there's undead'."

Prepared Spells
0 - arcane mark, dancing lights(r), disrupt undead, ghost sound(r), mage hand, prestidigitation(r), read magic*

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

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

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

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

5 - permanent x4****

6 - chain lightning, mage's lucubration, shadow walk

* - Spells cast
(r) - racial spells

[Firn'gaer will give Peerimus 9 gems worth 100 each and 1000 gp coins.]

Jaeden OOC 
Monday August 14th, 2006 11:21:29 AM

*** OOC ***
Jaeden already gave you 3,350 gp Peerimus. Go ahead and mark that on your character sheet as I've done the same.

Peerimus 
Monday August 14th, 2006 11:46:36 AM

OK and with Trace's 2200 earlier we got it covered. Firngaer only need the 1000 and 7 gems

wand purchased

Sly and Luke 
Monday August 14th, 2006 2:41:44 PM

Sly run's in and gives the vitamins to firn-gare, Eats two toast, Gulps a Mug of Goat's milk. Then tell Peerinus, "My Cleatk at the Catacumb is of to the sand boxand then powders her nose? I just don't understand what they do that?? Their nose are not that BIG?".

Sly goes back to the Catacombs again.

Luke come in the Inn and ask " Sly Come Back? Now gone?".

Firn'gaer 
Monday August 14th, 2006 3:33:08 PM

"Thanks Sly," He says. "You didn't need to do that, but I do appreciate it."

"And thank you too, Luke." He says.

Savin illegal post 
Monday August 14th, 2006 3:33:30 PM

Savin agrees with Firn'gaer, "I think our mage is correct. We should go to the Hookcity and do our research. We are pressed for time but time wisely spent now is better than a trip to Gargul later and having Chaos unleashed on the Wold."

Peerimus and Yorrick 
Monday August 14th, 2006 3:49:42 PM

The druid tilts his head and then shakes it a cfew times in small motions, "We get back to the Elven encampment the same way we came here." He glances at all of them. "Trace and I will not be able to follow any trails if we go to Hook City first and spend several days there. Answers in Hook city are not goint to be easily found. So tomorrow we go to the encampment to see if a trail exists. After that we go to Hook City and delve further into Koshe Marr. Then we work on how to get to Koshe Marr and once there we find the Shroud with Noxy."

"I can go instantly back to the encampment, Hopefully Niobe erected the Feather Tokken Tree in Hook city or very close by, thus giving us instant transport there as well. and if she didn't we got Firngaers way and I will put down a tokken for later use. It is also one of my thoughts to leave Koshe Marr. Though I am unsure on Planar travel if Koshe Marr is indeed non-Woldly as we suspect."

Trace and Shadow 
Monday August 14th, 2006 5:05:56 PM

Trace cracks a smile, Amen Peermius, The trail is limited if there is one and Hook city will still be there. We need to go to the trail first (stupid or not) just because of time or we will kiss away an easy entrance there. and if teleporting can be done to a feather token tree then as soon as we have a entrance we can drop a tree and teleport back to Hook City and then in time teleport to the Kosh Mar tree when we are good and ready. Only problem is if they find the tree. none the less we need to make sure there is not a easy route into kosh mar in the village.

Firn'gaer 
Monday August 14th, 2006 6:12:26 PM

Firn'gaer looks at Peerimus, "Very well. We check out the elven encampment first. Perhaps there is something of value and you're right, we can't overlook anything at this point. I was just unaware of your ability to get there, hence my confusion."


Plans Set for the New Morning (DM/Al) 
Monday August 14th, 2006 6:44:11 PM

The trips to the Catacombs appear near completion. The ideas filter through the group and they come to a decision to return first to the site of the elven town, there to search for a possible overland route to Koshe Marr by following the tracks of their Evil counterparts. Next, they will find their way to Hook City to glean all they can of the mysterious and apparently deadly land.

The day finishes pleasantly enough in the town of Heranmar. The sun sets. The moon rises. The night passes and a new day begins.

=== OOC ===

New spells Spellcasters, please.

Savin 
Monday August 14th, 2006 10:10:58 PM

Savin wakes before dawn and heads out to the courtyard for his morning exercises of stretching and decides to take a jog. He will slowly for him, any observers will think him sprinting, jog around the town looking for a bakery. When he finds one, he will cheerifully buy some fresh baked bread and then head to the market. He will find a farmer selling some cheese and 3 dozen eggs. If possible he will buy some fruit juice or cidar and then head back to the Inn.
With permission of the Innkeepers cook, he will borrow the fire and scramble up the eggs, melting the cheese into them and then toast the bread. He will make egg sandwiches for his companions and then start banging on the doors of his companions yelling "Get up! It is a beautiful day. Breakfast is ready!"

Jaeden 
Tuesday August 15th, 2006 11:20:27 AM

Dressed in his loose fitting blacks Jaeden opens the doors to Savin's knock. "Ah breakfast you say ... you must have heard my stomach grumbling all the way from your room. Give me a moment to get my things together and I'll be down."

A couple minutes later Jaeden comes down carrying his armor and personal gear. He walks out of the inn and to the stables and leaves his gear with Dalek. A few minutes later he returns, unarmored but obviously armed and with only his belt pouches for gear. He removes his massive sword from his back so he can sit and joins whoever is now down at the breakfast table.

When Firngaer arrives and settles in he asks, "So Firn, I asked a question yesterday but it got lost in the debate about where to go next. Are you a member of the Star Mages? Or do you simply go to them as a source of knowledge?"

He takes a bit of the food before him. "Oh Savin... this is excellent!"


Firn'gaer 
Tuesday August 15th, 2006 12:41:46 PM

Savin puts a savage beating on the doors to the bed chambers. Firn'gaer already awake and in concentration says nothing at the sound.

Savin, and those within earshot, can hear the loud squeeking from inside the room. A small head peeks out under the monk and the rodent procedes to give the much larger human a fierce tongue-lashing.

A few minutes later, Firn'gaer dresses and comes down to the common area. "Savin I have to appologize for Rufus and his rude behavior. The only thing he loves more than eating is his beauty rest, which he need a lot of." He gives a slight smirk at his comment. "Anyway, I'm sorry for his harse language."

Ugly am I! I'll have you know I'm the Casanova of the rodent world...'sides I see you don't stand infront of many mirrors yourself. He scurries out of Firn'gaer's robes and towards a table.

"I would do that. The owner might not be pleased with a rat running around in the dinning area. You might get stepped on."

The Rufus pauses and sits back on his hind legs. He looks about the room for large boots intent on making mashed-rat.

Ahhh...maybe good idea. Didn't want to walk anyway...

In a quick dash he is back in the folds of Firn'gaer's robe.

At the table he responds to Jaeden's question. "Yes I am...was a member. I think my dues are a little late for the year so I don't know what standing within the guild I hold. I had planned on working my way up the hierarchy of the guild, but that'll be on hold for now. Besides the requirements for moving up aren't possible for anyone who moves around as much as us adventuring types, crafting unique spells and magical items. Things that aren't possible unless you can spend most of your time in a guildhouse. Far as that goes, don't think I've ever benefitted from the open access to spells and libraries that the guild offers. Again another drawback for us adventuring types."

[post spells later]

Peerimus 
Tuesday August 15th, 2006 4:55:47 PM

Peerimus finishes his evening in a small ceremony and places Deathward within his quarterstaff. The following morning he meditates and asks Mother for her guidance this day as those who trust him look to him for guidance.

Peerimus arrives at the tavern with Yorrick in tow and while the bear heads around back to see what he can find Peerimus enters. He is fully dressed in his full Plate armor made from Dragon hide and walks with his quarterstaff in hand. "Savin, Looks like you have out done yourself."

He sits and takes several large helpings of everything. "After breakfast, finish what you need to and we meet at the grove. I'll go and take Savin and Yorrick and we will wait for your arrival. Then we shall see what we shall see."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Chill Metal, Heat Metal, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, Dispel Magic x2, Ice Storm
Level 5:
Animal Growth, Extend Greater Shillelagh, Wall of Thorns, Deathward
Level 6:
Transport Via Plants x3

Quarter Staff (spell staff -Deathward)

Sly and Luke 
Tuesday August 15th, 2006 5:28:46 PM

Sly enter the tavern, all disshuveled and sit down with the others at the table "I never work so hard as to be served by a female cleark. It has taken me this long to get my business done. Here Luke your soup bones! I have a wand of Cure moderate Wounds fully charged, and I want to have a drink of elven wine!"

Back to the Plateau (DM/Al)  d100=48
Tuesday August 15th, 2006 8:33:56 PM

The Children of Chaos gather on the new morning to break their fast. The Innkeeper cedes the kitchen to one of the Heroes and Savin produces a breakfast fit for such.

As planned, Peerimus repeats his transport in reverse. With the blessings of the Mother and Father, he steps into a tree taking Yorrick and Savin with him. The three emerge from a pine on the slopes of the great mountains. One hour later, the rest of the group joins them, brought by Faraday with the aide of Noxnyx.

The black skeletal frames of the houses stand, surrounding the dark hulking mass of the temple. It's a brisk and beautiful cloudless morning in the foothills.

=== OOC ===

Make the appropriate rolls and such for your various investigations. Results depend on both the nature of your questions as well as your rolls.


Jaeden Ohm  d20+9=16 d20+2=20 d20+7=25 d20+5=11
Tuesday August 15th, 2006 9:01:26 PM

Having arrived back at the scene of death (now fully armored) Jaeden falls into his old habits and puts himself on guard. He can do little to help the search he figures, so may as well keep his eyes open for foes (jaeden spot 16 listen 20 dalek spot 11 listen 25).

Mounted on Dalek he moves between the others.

Trace and Shadow  d20+9=24 d20+5=25 d20+4=16 d20+4=19 d20+6=25 d20+6=20 d20+13=29 d20+13=33 d20+11=20 d20+18=23
Wednesday August 16th, 2006 12:59:59 AM

Trace rides slowly up to the temple.
spot 24, listen 25

Traces mount stands near by at the front entrance
spot 16, listen 16

Trace ask Shadow if she would seek out a trail or any thing that was left behind by the evil ones
(((seeking)))))
spot 25, listen 20

Trace then moves in and out methodicly looking for tracks or traps or hidden doors, in around under or above Trace moves slowly but surly as he was taught so long ago by his Uncle. In allmost a secong nature.

search 29
nature 33, geography 20

All the while, Trace tries to move as quite as he can.

move silently 23

Sly and Luke  d20+5=18 d20+8=28 d20+9=12 d20+9=12
Wednesday August 16th, 2006 9:33:57 AM

Sly is transported and arrives on the slopes of the mountain, the first thing he sees is the burnt Village of these elves. He is filled sorrow and wonders as to what these elves were up to to get them all killed??

Sly sit's on his heels, not saying a word.

Spot 18
Listens 28

Luke coms through the phazinf with his soup bone in his mouth, he goes to his master ans sits next to him. But Luke is alert and listens to his surounging.

Spot 12
Listens 12

Sly's Spells

Lvl 0- Dectec Magic - Read Magic - Concentration - Resistance.

Lvl 1- Magic MissilesX2 - Endure Elements - Protection from Evil.

Lvl 2- Bull's strenth - Invisisility - Mirror Image.

Lvl 3- Lighting Bolts - Rage - Fly.

Savin 
Wednesday August 16th, 2006 12:11:01 PM

While they are waiting for the others to arrive, Savin says to Peerimus, "Do you have a way to magically track these guys? I doubt that we are going to be able to tell there tracks from others. I also think they were powerful enough to move around magically. They obviously attacked the town while we weren't there and they surely didn't walk to it."

Firn'gaer 
Wednesday August 16th, 2006 12:44:46 PM

The group arrives via Faraday. The location is a grim reminder of how precarious the balance of the Wold is with Ebyron on one side and Queen Maab on the other.

Firn'gaer waits as others more adept at tracking begin to search for signs and clues that might give some insight into their opponents.

"Be careful." He says as they move out. "They have a knack for guessing out next moves. There may be a welcome waiting."

Active Effects
Detect Magic - requires concentration
Read Magic - requires concentration
See Invisibility
Mage Armor - 24 hours

Spells Prepared
0 - dancing lights(r), disrupt undead x2, ghost sound(r), mage hand x2, prestidigitation(r)

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

2 - extended mage armor*, invisibility, mirror image, resist energy, scorching ray x2

3 - dispel magic x2, empowered magic missile x2, fly, haste

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

5 - heightened resilent sphere, heightened slow, telekinesis, wall of force

6 - analyze dweomer, mage's lucubration, shadow walk

* - Spells cast
(r) - racial spells

Peerimus and Yorrick  d20+15=26 d20+9=21 d20+18=23 d20+24=40
Wednesday August 16th, 2006 4:44:32 PM

The tree peels away like shadow to sun and the druid finds himself near the burned encampment. Yorrick gives a small grunt of recognition and Peerimus absently gives the big bear a pat. "You well may be right. I am not expecting much. We know the elves came in on foot, Trace followed them. Trace also followed our enemies for a while so they too arrived by foot to this place. But more than finding a trail I am hoping to eliminate a trail head by conducting a thorough search of the surrounding countryside." While they wait he casts Longstrider on himself.

The others arrive and Perimus nods to Firngaer. "He's right, now Trace and I will be point in this search. The rest of you stay on our heels and alert for anything unpleasant."

Peerimus moves up with Trace on the rangers right with Yorrick just to his own right. During the approach he keeps scans the nearby shadows and trees for signs that something unnatural may be about. [Spot 26 Listen 21]

Once upon the small enscarpment, he lets a small sigh of relief and then gives a qucik survey about himself. "Trace, a perimeter search for exiting trails and then we shall go through the interior.

Peerimus picks carefully around the edge with Trace for signs of a trail made by bipeds. [Know Nature 23 Survival 40]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Chill Metal, Heat Metal, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, Dispel Magic x2, Ice Storm
Level 5:
Animal Growth, Extend Greater Shillelagh, Wall of Thorns, Deathward
Level 6:
Transport Via Plants x3

Quarter Staff (spell staff -Deathward)


Covering Old Ground (DM/Al) 
Wednesday August 16th, 2006 7:48:33 PM

The Children of Chaos move into the town. Trace goes to the dark and silent Temple. Scorch marks climb the sides of the stone building. He searches the building inside and out, but finds nothing either new, unusual, or hidden.

Shadow looks about, but sees nothing unusual. (Trace, you may find tracks with a Search roll, but you cannot read anything from them with that. In order to Read or Follow tracks, you need the Track Feat and you need a Survival roll.)

Sly remains silent, while Jaeden keeps a watchful eye.

Savin asks Firn'gaer whether he has a way to track their opponents through magic. It has been several days since the battle where a great deal of magic was released by both sides. Firn'gaer would know that only overwhelmingly strong magic auras would linger this long. It might be difficult to infer anything from such a reading, but ingenuity could possibly win the way. One never knows.

Peerimus walks the perimeter of the plateau. His years of experience and his connection with nature allow the druid to read the ground as if it were a ballad printed upon a scroll. There are many trails off the plateau. Many of these bear older prints made from elfish boots. The troll prints are easy to pick out. They are much larger. And the footsteps of the armored Knight are also distinct, sinking heavily into the ground. A running skirmish had come from within the town and moved all the way out to the edge of the slope of skree. The elves had taken a stand at the edge and fought to the last man and woman. There was evidence that the bodies had later been dragged back into town. These prints might date from five weeks ago or so.

Moving closer into town, there are signs that the Troll, at least, moved in what appeared to be guard patrols through the streets and buildings. The Knight's prints do not seem to come much out of the Temple. The prints of the others are difficult to distinguish from the older elfish prints. The prints of the Troll go down the slope at several points, and when they return they appear to sink deeper, as though returning with a burden. That can be explained by hunting forays into the woods. During one of these, perhaps, the Evil Villains of Chaos had destroyed the party of arms runners that Trace had been trailing.

In no place does there seem to be anything that might be interpreted as a path well traveled by the Villains as a whole. Certainly nothing that leads to a realm outside the Wold.

Sly and Luke 
Thursday August 17th, 2006 7:18:41 AM

Sly get to his feet, walks to Jaeden, Savin and Peerimus, he ask them "What do you want me to do? look for a trail? Go with Trace into the Temple? Or some thing else?
Because I grow angrier when I see what happen here, even if these Elves were Good or Evil!" Sly pauses, "Alot of question I would like to answer, But to the task at hand!"

Luke is by Sly's side.

Sly's Spells

L 0- Detect Magic - Read Magic - Consentration - Resistance.

L 1- Magic MisselsX2 - Endure Elements - Protection from Evil.

L 2- Bull's Strenth - Invisibility - Mirror Image.

L 3- Lighting Bolts - Rage - Fly.

Savin  d20+14=18
Thursday August 17th, 2006 10:31:14 AM

Savin watches Peerimus and Firn'gaer to see if they are having luck in their tracking efforts. Having no particular skill in tracking, Savin looks for other clues.(Spot check 18) His frustration mounts as he sees the burnt out buildings and walks over to Jaeden and says, "This is a desolate place. I doubt we will learn much more here. Still I understand the attempt. I just don't think our adversarys are travelling by normal means. They can either teleport or have some other magical means of transportation, just like we do."



Jaeden  d20+9=17 d20+2=5 d20+5=12 d20+7=27
Thursday August 17th, 2006 3:36:23 PM

Jaeden shrugs in reply. His eye's do not stop scanning the area (spot 17 liseten 5). "It's cost us a day, but if we are planning to go to Hook City anyway I don't think a day will matter much. I think you're right though. It is not likely we'll find anything here."

He remains quite for a moment longer while he checks with Dalek to see if the horse has seen or heard anything (spot 12, listen 27 crit success).

"But you know, I can't complain as I really don't have a better idea. The problems we've had with this group are completely new to me and I admit to being at a loss as to how to play this game. I've had plenty experience with filling specific roles in specific campaigns, but the major descision were always passed down. This game requires a bit more ingenuity and it may take me a while to get used to it."

"You're welcome to keep me company while I make a few more rounds if you want."

He spurs Dalek forward to get closer to another member of the group, continuing his vigilance.



Firn'gaer 
Thursday August 17th, 2006 8:09:18 PM

Firn'gaer will scan for magic. He will try to determine the type of magic if any, Take 10 on Spellcraft DC 34.

Active Effects
Detect Magic - requires concentration
Read Magic - requires concentration
See Invisibility
Mage Armor - 24 hours

Spells Prepared
0 - dancing lights(r), disrupt undead x2, ghost sound(r), mage hand x2, prestidigitation(r)

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

2 - extended mage armor*, invisibility, mirror image, resist energy, scorching ray x2

3 - dispel magic x2, empowered magic missile x2, fly, haste

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

5 - heightened resilent sphere, heightened slow, telekinesis, wall of force

6 - analyze dweomer, mage's lucubration, shadow walk

* - Spells cast
(r) - racial spells

Peerimus and Yorrick  d20+22=39
Thursday August 17th, 2006 9:10:25 PM

The druid tunes out most of the background conversations while he picks his way around. He drops his pack a the location of the 'last stand' occurred and keeps going until he comletes the circle. "I have where they entered, the town and especially the temple should be checked." Peerimus stares a moment or two at teh group and his head takes on the ever famliar thinking tilt to the left. Then his eyebrows arch and he squints slightly as if what had been said just finally registered with him.

"Jaeden with me, Everyone else go over the temple with a fine tooth comb. Peerimus goes back to where he dropped his pack and stops for Jaeden to check up. "They made their final stand here, but more than that the encampment came out to meet them here. So they did not appear here, they came in, were seen and the encampment had enough time to mount a response that met them here." With that Peerimus goes through the small area in hopes of learning still more and from where the troll and Knight came in from.
[survival 39]

Learning a Little More (DM/Al) 
Thursday August 17th, 2006 9:32:39 PM

This is a bad place for Sly. Slaughtered elves. Elves being bad. All sorts of things to get a Bladesinger's blood to boiling. But it's where they need to be.

Or is it? Both Savin and Jaeden have their doubts. But how could their Evil counterparts have traveled from Koshe Marr? How could they have traveled from here to Heranmar or to the Sargrass Plains and back, for that matter? And why would the Shadowdancer have been in the store with the portal to the Catacombs in the middle of the day the very day after having escaped the night before? What would have been the point to be there in disguise, and then reveal herself so dramatically?

Jaeden and Savin watch for danger, but nothing more threatening than a distant mountain eagle presents itself.

Firn'gaer looks about with his Permanent magic sight. He scans the main street and then walks down through to the Temple. Outside the Temple no trace of magic remains. The Temple itself is still unnaturally Dark inside even though all of the windows on the ground floor are open, the shutters having been consumed by the tremendous heat of the burning town. Within, Firn'gaer picks up four Moderate Auras of Evocation magic. They seem to fill the four corners of the Temple. There is another Aura of Faint Evocation magic that appears to be attached to the existence of the other four.

Peerimus completes his circuit of the town and works his way in down the main street. From the prints and the traces of blood in the ground, it appears that the elves may have been fighting from the inside of their town out to the cliff of skree. Peerimus backtracks the traces of battle into the town to the place where most of the elves most likely fell. It's at a spot in the middle of the main street. Blood soaks the ground deep in a circle around a clear space some 30 feet wide, as though the elves had attempted to attack something within it's center. From the amount of blood in the ground, Jaeden could estimate that they lost most of their forces here before being forced to attempt an escape to the woods. From all accounts, not one of them made it.

Not coincidently, the area where most of the battle seems to have occured is next to the building in which the bodies were found.

=== OOC ===

BTW, Trace, meant to say this last time, there's no sense having your horse make spot or listen checks. If you can't communicate with it, as, for example, Jaeden can communicate with Dalek, then it won't matter what he sees.

Trace and Shadow  d20+12=18
Friday August 18th, 2006 12:31:47 AM

Trace checks around the tempel for any tracks

surrival 18


Sly and Luke  d20+10=29 d20+9=18 d20+12=23 d20+9=16
Friday August 18th, 2006 9:33:20 AM

Sly gets his answer, "Alright! I'll go in the temple with Trace is. But I want you to know this place grind on my nerves, because even if the Elves were Evil! Why slauter them all??
I'm off to the temple! Come Luke."

Sly will enter the temple,with his wits about him. (Spot 29 - Listens 18)

Luke follows Sly, he will try to track any scent and listen for odd noise. (Track 23 - listens 16)

Sly's Spells
lvl 0- Detect Magic, Read Magic, Concentration, Resistance.

lvl 1- Magic MisselsX2, Endure Elements, Protection From Evil.

lvl 2- Bull's Strenth, Invisibility, Mirror Image.

lvl 3- Lighting Bolts, Rage, Fly.

Savin 
Friday August 18th, 2006 11:24:56 PM

Savin tries to wait patently as the spellusers make their studies. He isn't really sure what they are looking for.

He says aloud to anyone who will listen, "This reminds me of a time when I was training with my Master. Yes Firn'gaer, it was before the time they threw me out. Anyway my Master was training my footwork. He had me sit in a low stance and would take a staff and beat my legs. He did this for a very long time. Weeks if I remember right and truthfully I wasn't sure what he was accomplishing aside from giving me buises. Finally I asked what this training accomplished and I will never forget what he said. He said you can beat a dead horse but a smart monk knows when to get out of the way and stop getting beat up.

I am not sure what made me think of that." Savin then asks if anyone knows directions to Hook City and how far it is."

Peerimus and Yorrick  d20+18=32
Friday August 18th, 2006 11:31:42 PM

Peerimus comes back into the burned out center of town. "Unless any has a reason to stay let us begone. As we thought there is no evidence that they used anythhing less than magical transit to get here. There is no trail."

Peerimus moves back to the the tree into which they entered. Once everyone arrives, "The plan is simple, I am going to attempt to stride to Hook City and thus allow Faraday to follow. It might not work if Niobe has not put down the oak tree or there is no oak tree near the city. If that is the case I will be back within minutes. So if I do not return in a minute, I and Savin will be in Hook City and waiting for you."

The druid first see if a suitable oak tree is about the mostly pine forest. Perhaps he'll get lucky. If not, he finds a good spot where an oak may thrive and puts down one of his feather tokens, casts Transport via Plants and steps in with Yorrick and Savin to Hook City.
[know nature 32 for tree placement]

Ceil to DM Al 
Saturday August 19th, 2006 8:47:10 AM

DM Al,
I hope that Peerimus remembers that he has sent Trace and Sly into the Temple?? And not to leave them behind!

Then again Sly was a pain in the (err!) rump, maybe that his plan? Sly and Trace will have to walk all the way to Hook City.

OK! Peerimus try to find the key to the frount door of the house!

To Hook City (DM/Al) 
Saturday August 19th, 2006 10:46:35 AM

Sly, Luke and Trace go over the interior of the Temple for tracks. The hard floor of the Temple does not seem to hold tracks and Trace finds it almost impossible to pick up a thing. Luke has more luck. The air has traces of the scent of the Troll and the Drow woman, both scents he recognizes. But they are days old and faint. They are also largely obscured by the persistent over-riding smell of burnt wood smoke, a smell that lingers everywhere and tickles Luke's nose.

Peerimus announces his intention to move on from here to Hook City. That would leave the group plenty of time to conclude what they are doing here in the hour that Faraday requires to teleport them to Peerimus' location. Peerimus finds a Blue Oak in and small clearing in the mountain pines. He, Yorrick and Savin step through once again ...

... and emerge on the edge of the great plain of mud that surrounds Hook City. The walls of the city itself rise above the tents and crowds camped outside the gate. Looks like they'll have to walk in as it doesn't seem that Niobe has placed the anchoring tree yet. Darn her. But, then again, it's been only a week or so since they parted ways in Heranmar. So many things have happened since then that it seems longer. Perhaps she hasn't yet arrived. Or, another possible reason for the failure of the spell to take them into the city proper is that those who govern this City of Magic don't like unauthorized entry within their walls. There could likely be powerful wards against anything but teleportation by authorized persons.

After concluding their investigations, the rest of the group gathers around, Firn'gaer, Noxnyx and Faraday. On the Noxnyx's screen two dots show, one for Peerimus and the second for Savin. There is a sense of dislocation, as though one's head were suddenly where one's right elbow should be. Then they are all on the edge of the sea of mud, all together once again.

Sly and Luke 
Sunday August 20th, 2006 7:43:31 AM

As Sly and Luke looks around, They pick up nothing, But Luke a couple of scent that he remembers but too old to do any good.

Luke "AH! AH! CHOO! Me nose is getting stoffy"

Sly turn to Trace, "Let's go there nothing here any more but dust and the snell of burnt wood!"

They all go back with the others, But Peerimus and Savin has already gone, "Jusst in time to leave!" Sly smiles, but he puts the memory of these Elves from his mind.

They arrive at Mud Town as everybody call it, "Ahh Almost Home! All we have to do now is check in and pay a Magic Tax! It won't be too much because WE are property OWNERS!" But under Sly's breath, he mutters "I hope!"

Firn'gaer 
Sunday August 20th, 2006 11:29:11 AM

Space and time warps and the wizard stands with the others before Hook City. "Thank you, Faraday."

"So that's Hook City." He says staring out over the sea of mud a slight disappointment in his voice. "I expected a little more...no matter. Now where is the Star Mage Guild I wonder...anyone know?"

"Magic tax?" He says to Sly. "What kind of magic do they tax and how much..." Remembering spending quite a bit at the Catacombs recently. "Hope it's not too much."

Active Effects
Detect Magic - requires concentration
Read Magic - requires concentration
See Invisibility
Mage Armor - 24 hours

Spells Prepared
0 - dancing lights(r), disrupt undead x2, ghost sound(r), mage hand x2, prestidigitation(r)

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

2 - extended mage armor*, invisibility, mirror image, resist energy, scorching ray x2

3 - dispel magic x2, empowered magic missile x2, fly, haste

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

5 - heightened resilent sphere, heightened slow, telekinesis, wall of force

6 - analyze dweomer, mage's lucubration, shadow walk

* - Spells cast
(r) - racial spells

Trace and Shadow  d20+9=15 d20+5=19
Sunday August 20th, 2006 10:19:01 PM

Trace rides up next to Firn'gaer. This is mud city, so dont be so down, we have to cut through this heap to get to Hook City wich I promise you, you will be impressed. If not for the giant hooks suspended in the sky holding up a huge bridge. They are not my kind of people but I have to admit. They did allright with this city.

But like I said first, this is mud city and we have to make our way through here first and keep one hand own your weapons and the other on you money. Their is a large theif population here in Mud City since they are not welcome in Hook. We did some security work for awhile in Hook fighting orcs wich some how had some legal status in Hook. I can be quite political at times so mind you tounge in certain situations or well spend most of our time with the law.

We do have a wharehouse here full of arms and armor along with some wagons as well. It's been quite some time since I left here and I really dont rember who we left to take care of it. I hope it hasnt been taken over by someone. I just dont want to argue right when we arrive. I would like to have a chance to enjoy some fine wine and cheese. That is really something that I missed about this place.

Trace rides while talking to Firn'gaer and Shadow keeps close on Traces mounts heels.
spot (15) listen (19)

Posting Report For 
Monday August 21st, 2006 7:52:43 AM

Game #4 Tha Children Of Chaos
For the week of Aug, 14,2006

Name.....MTWTF
DM Al....XXXXOS
Sly......XXXXXS
Savin....XOXXX
Peerimus.XXX22S
Jaeden...X2XXO
Trace....XXOXOS

Adm Ceil (Tee Hee! Wait until these guys go to the White Swan Spa!!

Sly and Luke 
Monday August 21st, 2006 8:29:42 AM

Sly smiles at the memories this place bring back, He answers Firm-gare question. "Ahh! Yes! this place has it's good and bad memories. I wonder if Sir Thomas is still at the Temple? I would like to visit him, he was pretty bad off mentally. BUT we had a good time getting rid of the Bad guys in the White Swan Spa!!
As to how much? well I don't really remember but we are still owners of a big business."

Sly will go into the snuff box, open the Magic Trunk and take out a set or two of keys. then put's away the magic snuff box.

Then again the curency here is not the same, We'll have to go to the Exchange Office and wait in line!"

Luke tell Sly, "I like Mud!"

Jaeden Ohm 
Monday August 21st, 2006 3:09:57 PM

Jaeden appears with others and this time is completely unphased by the transport. By now he's an old pro and no longer needs time to recover after the ordeal.

Burdened with the weight of gear and an armored rider Dalek's feel sink a ways into the mud. Each step he makes produces a queer sucking noise. Old news to the members of the party who are familiar with this city.

He stays mounted and proceeds with the others as they approach the city proper. Once they approach the gates he defers to one of the party members more familiar with the local custom.

Peerimus and Yorrick 
Monday August 21st, 2006 5:11:37 PM

Peerimus smiles as he steps from the tree. The very fact that he is as close as he is makes him smile. "As good as we could have hoped for I think Savin. Now we just have to relax a bit for the others."

Once the rest arrive, Peerimus takes up walking to Mud City. Several have already answered Firngaer, so the Druid just walks in silence, a happy look on his face and enjoying the blue sky and sun. If memory served Trace was spot on, they would need to move through the city to one of the bridges to Hook City suspended above. Exactly how all that went he could not recall, but one of the others likely would.

Savin 
Monday August 21st, 2006 9:32:58 PM

Savin moves into the city with wide eyes. Upon hearing the description, he tucks his meager collection of coins away and tries to cover any other valuables as well. He will ask, "So how far is the Star Mage Guild anyway? Can I go there too? Or should we hole up in a good inn while our mages go and do some research.

Through To The Gates (DM/Al) 
Monday August 21st, 2006 10:03:14 PM

The group wades in, across the outer perimeter of mud. At places it is thigh high. No wonder that all of the people milling in and about the sprawling city of tents are covered in dirt and mud. There's a tall post that rises only slightly above the tops of the tents. On that post, someone has put up a very beat up sign that says, "Welcome to Mud City!"

Voices come from all sides. Some hawk wares. Some speak of the days they've spent waiting here in Mud City for entry through the gates. Some even hawk places in line. There are cries and screams and laughs and roars. All seem to quiet as the group passes between the tents. People stare and then pick up where they left off when the powerful group passes out of view. No one approaches or disturbs them. The people camped in Mud City know dangerous people when they see them.

When the group arrives at the front gate, they are splattered and plastered in mud and only the Moon and Stars know what else. Guards stand before an outer gate before a line of carts, wagons, and people on foot, all waiting to enter. Within the gate a trio of peddlers are answering questions and laying their items upon a table as two guards pass a glowing wand over their bodies.

The eyes of the guards immediately turn as the clearly powerful group of people and animals approaches through the mud. A tall guard, wearing a shortsword, studded leather cuirass, and a plumed helm detaches from the contingent at the gate and approaches the Children of Chaos.

"Do you seek emergency entrance?" he asks. His voice is deep and resonant, a voice accustomed to command. Within the eyeholes of his helm, the man's eyes are blue and level and penetrating.

Sly and Luke 
Tuesday August 22nd, 2006 6:00:52 AM

Sly standing between Preemus, Savin and Trace, answere for the group "Yes! Sir! We are business and land owners in Hook City. We are regestered as the Children of Chaos. It's been a while and would like a nice bed in our own Home!"
Sly tell the the tall guard. (All the time Sly is holding Luke mouth shout.)

Peerimus and Yorrick 
Tuesday August 22nd, 2006 4:31:23 PM

Peerimus nods at Sly's statement and meets unfliching the gaze of the man at arms. he shifts his quarterstaff to his left hand and his right gets tucked into his armpit as he relaxes in stance. Yorrick gives a small nudge to the druid and the looks to regard the others about him.

Savin 
Tuesday August 22nd, 2006 9:06:08 PM

Savin looks at the officer and thinks about restraining but just can't help himself. "Why do you call it emergency entrance? Is the City under some kind of attack?"

Trace and Shadow 
Tuesday August 22nd, 2006 9:23:51 PM

We can wait our turn but none the less we are here to check up on our shop and resupply and enjoy the inns.

Jaeden 
Tuesday August 22nd, 2006 9:25:18 PM

Still mounted and still deferring to the others who are familiar with the town, Jaeden say's nothing. He smiles and nods when the blue eye gaze sweeps over him.

Your Papers Are *Not* in Order (DM/Al) 
Tuesday August 22nd, 2006 9:32:38 PM

"Children of Chaos." The guardsman stands fast watching the elf with his hands clamped around a big dog's muzzle. "Alright." He reaches into a pouch and pulls out a stone. To any familiar eye it looks like a memory stone. The guard holds the stone in his hand. His fingers close around it, and his eyes go blank and far away. The far away look turns to a frown.

"We have no record of landholders under the name of The Children of Chaos," he replies, his gaze still off in an unseen distance. "The business records also show nothing." Then he tips his head to one side and looks up and to the right. "There is, however a record of a group named The Children of Chaos who entered the Great Race. Congratulations if you are they, but that still doesn't gain you admittance to the city."

The guard's fingers open, releasing the stone and he replaces it in his pouch. He takes a single step backwards, and the entire squad guarding the gate stop what they're doing. They are still, but their attention is focused on the group of interlopers and the single guard confronting them. The merchants and petitioners lined for their turn shuffle a few nervous paces away.

"We try to be fair," the guard says. Thus far there is no weapon in his hands. "Not often, but occasionally people leave for an extended period. Sometimes they forget things. Sometimes they even forget the important things, like what they're called or where they live. Not often. But occasionally. And I've taken the liberty of assuming that you wished to enter the city under the grounds of an emergency, because you have casually bypassed all of these other people who have waited legitimately in line for entry. Why else would you do such unless you had emergency circumstances?"

"We take security seriously here in Hook City. Especially with the recent rumors of attacks in the outlying areas by groups of elves who rally around a powerful being who they call the Sleeper. No one really knows who was responsible for the attacks by the mutated plant and animals, but many have their suspicions." The guard's eyes do not waver. Neither do they specifically drift to either Sly nor Trace. But the two elves can feel the prickle of eyes as they are watched.

"As I said, we try to be fair here, and we don't want any trouble. So I suggest that you state your business now, clear and straight forward. Either that, or leave. You're inconveniencing all of these people who are waiting in line for Customs and Processing."

Trace and Shadow 
Tuesday August 22nd, 2006 10:08:36 PM

Well if you rember madam Chole then you will rember us, our group has changed a bit but some of us are still here. Trace kicks the horse a bit and if your thinking that I am part of some rebel elf movment then say so instead of judgeing me with you insulting eyes. We have purpose here and we are residents here. To that affect we have as much right to be here as you. If you want us to stand in line so be it but there is not posted rules about that I see about, form a line to the right please. So check our magic or let us pass and we will gladly stand in your line sir. As for our history we have been registered with the city as Champions Protector 452 and now owners of departed Madame Chloe's armory. You will find that in your stone sir. Trace show his frustration by sighing alot and scratching his head but never moves for a weapon since he knows it is unnesscary for entry and would only make matters worse.

Trace truns to the others, same circus as last time when we came here, lets let these guards do their civic duty and well be in soon enogh. Be ready to divy out all our magical items so that they can get their two copper from us.

Trace whips his head around sharply at the guard, since WE ARE leagle residnets we get a tax break and that is something that Madame Chloe informed me.

Savin 
Tuesday August 22nd, 2006 10:37:25 PM

Savin sighs as he thinks of all the red tape but quickly looks behind him to see the line of other applicants who are behind them and who they unfairly cut off. He is surprised that he didn't notice the line when they first arrived.

Savin will then step forward and say, "My name is Savin. I was part of the team of the great race and a member of the Children of Chaos. I will admit that I was a junior member then only recently joined but a member nontheless.

You have inquired about our mission here and I am willing to tell you though it will strain the limits of your imagination and belief. Basically we are here to have our mages visit the Star Mage Guild. For some reason they don't want me to go with them, so I will take the opportunity to do some sightseeing in your fair city.

Don't fret, we will not be able to stay long because we have to travel to the lands of the Koshe Marr, an land of nasty reputation. While there we will try to retrieve an artifact which we will use to summon the Avatar of Chaos. Lucky us we then get to battle this creature and scatter him amongst the cosmos assuring all llife in the Wold as we know it. Our mages are here to study about this magical land and do research on what we might expect to find there."

Savin will look at the guardsmen and purse his lips, "I don't know if doing research to help save the Wold is considered an emergency but that is why we are here. I am willing to wait in the back of the line, since I don't really want to have to fight an Avatar anyway. In fact, if you want, we can find a much better suited person...such as yourself! You seem very responsible and honorable. Do you want to switch jobs?"

Savin looks around and notes the looks on both Peerimus and Firn'gaer's faces and says, "What? It's the truth. My master always taught me to tell the truth."

Savin looks back to the guard and says, "Ahhh you might want to keep this quiet. Wouldn't want to start a panic or anything."

Rufus 
Wednesday August 23rd, 2006 7:28:19 AM

A squeek and then another is heard from the folds of Firn'gaer's robes. "How convenient for us the monk decides this is a time to listen to his master's teaching. Why doesn't just declare we have the plague or something."

Firn'gaer  d20+1=9 d20+6=21 d20+8=16
Wednesday August 23rd, 2006 7:50:08 AM

Firn'gaer tries to hide his annoyance with Savin but is unable to do so [Bluff DC9]. "Yes how convenient for us." He responds. Note to self, Savin's not allow to speak to guard-types.

The guard drops the stone and Firn'gaer decides he'd like to know what type of magic is on the rock. Concentrating he starts to look for magical auras. Mostly the stone, but he is also interested in what the guards carry.

Other than that Firn'gaer says nothing more unless spoken to as Savin has made mess enough of the the situation. He doesn't wish to fan the flames.

********************

[Spot DC21, Listen DC16]

Detect Magic
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. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)

[Taking 10 on Spellcraft DC34]

Active Effects
Detect Magic - requires concentration
Read Magic - requires concentration
See Invisibility
Mage Armor - 24 hours

Spells Prepared
0 - dancing lights(r), disrupt undead x2, ghost sound(r), mage hand x2, prestidigitation(r)

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

2 - extended mage armor*, invisibility, mirror image, resist energy, scorching ray x2

3 - dispel magic x2, empowered magic missile x2, fly, haste

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

5 - heightened resilent sphere, heightened slow, telekinesis, wall of force

6 - analyze dweomer, mage's lucubration, shadow walk

* - Spells cast
(r) - racial spells

Sly and Luke 
Wednesday August 23rd, 2006 8:22:37 AM

Sly let's go of Loke mouth and will turn to Trace, "Easy Trace! After all we are Elves, But I wonder is this guard is talking about the village of Evil Elves we just came back from? Their master and his pals, killed them all. We had a hard time with his minions but he finnaly vanish to Koshi Marr with the Chimes.
We Need to rest and recoup before we go into Koshi Marr, To get this Mad man before he invades this Hook City of ours."

Luke now free to speak, "Nice Lady house, Me hungry! Want soup bone!" he tell the guard.

Sly's Spells
----- ------
l-0} Detect Magic - Read Magic - Consentration - Resistance.

l-1} Magic MisselsX2 - Endure Elements - Protection From Evil.

l-2} Bull's Strenth - invisibility - Mirror Image.

l-3} Lighting Bolts - Rage - Fly.


Peerimus and Yorrick 
Wednesday August 23rd, 2006 8:52:36 AM

Peerimus's right hand goes up and pinches the bridge of his nose and his chin dips into his chest. That did not just happen did it Father? After a breif moment with a long but relatively quiet exhale he opens his eyes and look up again to the guard. His right brow arches as he looks at Savin upon the man's question and still looking soley at the monk "Yes, one might think it best to keep such things quiet indeed."

The druid looks to Sly, "No he was not and tha..." Luke speaking halts the druid cold in mid word. His lips purse for a moment and then he looks back at the guard and the rest about them, with a rather stupid smile on his face. "Well and there you are then." Peerimus rests back on his heels and just looks at the group of guard.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Chill Metal, Heat Metal, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, Dispel Magic x2, Ice Storm
Level 5:
Animal Growth, Extend Greater Shillelagh, Wall of Thorns, Deathward
Level 6:
**Transport Via Plants x3

Quarter Staff (spell staff -Deathward)
Active Spell Longstrider cast in early AM

Jaeden Ohm 
Wednesday August 23rd, 2006 4:43:49 PM

And just like that Jaeden Ohm makes a descision.

Next time he'll make sure that it's he that speaks first, regardless of whether he's familiar with the area or not. Of course only Dalek is aware of this decision...

Surprisingly, Trace seems to know exactly what information is needed to prove residency. Surprising for the simple reason that to Jaeden Trace is the newcomer here. The rangers knowledge serves as a great reminder that this is not the case.

So he waits to hear the Guards reaction to Trace before intervening. He can only hope that Savin's outburst doesn't erase everything that Trace may have accomplished.

Trace 
Wednesday August 23rd, 2006 7:24:49 PM

(ooc: only recent newcomer, rember Trace is only one left from the very first day and Sly was soon to follow, hint, use archives when you cant rember, wich I had to do. I dont have that good of a memory.)

To the Star Mage's Guild (DM/Al) 
Wednesday August 23rd, 2006 8:55:05 PM

Water off a duck's back. In many ways, the phrase describes the guard's reaction to the many different responses that he gets from the Children of Chaos. Trace's anger. Savin's story full of magic, unknown lands and apocalypse. The talking dog. The squeak of the rat. Before all of this, his demeanor is calm and unchanged. Hook City is a city of magic, after all. The guard simply reaches back into his pouch and once again grasps the stone in the palm of his hand.

Firn'gaer detects the decided presence of magic.

"Champions Protector 452 is registered under the name of The Swords of Light not the Children of Chaos," the guard says. His eyes move as though viewing things unseen.

For Firn'gaer the magic auras begin to separate and become distinct. There are more auras that can be easily counted, the most powerful is Strong.

"It is not clear whether they are the registered owner of Madame Cloe's Armory, though the record states that they resided there for a time. The Key Stones for the Armory are listed as missing and ownership would reside with those who possess the stones."

The Aura's glow in their separate locations. The guard's sword, his armor, his bracers, the amulet at his neck. Many more auras glow from behind him. They glow on the other guards, in the wagons of the merchants, on the gate itself and around the wall. The Stone in the guard's hand, however, holds the strongest aura. Firn'gaer identifies the aura as a blend of Transmutation, Divination, and Illusion magic. The art of blending three auras is unheard of, and how it is done is a mystery.

"Star Mage's Guild?" The guard opens his palm and quickly stores the stone back in his pouch. "The Link shows a bulletin put out by the Star Mage's Guild." His eyes within the eyeholes of his helm squint as he examines the group with greater scrutiny. From Savin to Peerimus to Firn'gaer to Sly, Jaeden and Trace.

"Please come with me," he says.

Guards and petitioners part, leaving an aisle as the guard leads the group into the outer gate. But instead of passing through the tunnel like gate area and into the city beyond, he stops half way and goes through a door leading into the bulk of the Wall of Tears itself. The door leads into a small unlit room. In one corner stands a pedestal topped by rods of different glowing colors. Next to the pedestal is a single guard standing by a winch. Across the way is door sealed by a grated portcullis. On the other side of the portcullis, sunlight filters down from above illuminating a raised dais some ten by ten feet across.

"Raise the inner gate," the guard commands, and the one attending the winch begins turning the cogs.

"The teleport pad will take you to the Star Mages Guild. You may go four at a time. The horse and bear will count as two people I'm afraid."

Entering the room with the Teleport Pad, you can see a latice of iron grillwork set into the ceiling. Those standing on the top of the wall would be able to look down from above. The guard who lead you here touches the colored rods in a certain order and the first four disappear.

When the last of the group to Teleport arrives, they find themselves in a large domed room surrounded by many arching windows. At the same height as the windows and to the west the view is dominated by the row of Great Hooks. Suspended in mid air, they hold up the cables of a massive bridge. And down below, on the bridge, people mill about, each and everyone engaged in commerce of one sort or another.

"Hello, hello." A tall human, bald and almost impossibly gaunt appears as from thin air. "You're the one's sent by the Gate. Welcome to the Star Mage's Guild. My name is Prothro Sstemn. I can likely guess who you are and why you've come to the Star Mage's Guild. But it's more customary for you to state it formally for the record."

[ OoC: Glad you're using the Archives, Trace. That's a lot of detail to hold in your mind without a Memory Stone. ]

Savin 
Wednesday August 23rd, 2006 9:17:32 PM

Savin grins in triumph and sticks his nose in the air. "You see. My master was right. Truth is the best policy. You don't always have to hide things or be sneaky. Not everyone in the Wold is evil or not worthy of trust. If you never trust anyone, how can they trust you?"

Savin moves over to the pad to be teleported with the first group. Savin smiles at the thin man and sticks out his hand, "My name is Savin. You know who we are? How is that?" Savin then shuts up with the glaring look he gets from Firn'gaer. "Uh I am sorry. I suppose I should let our mage talk to you. This is his territory after all."

Sly and Luke 
Thursday August 24th, 2006 8:53:45 AM

Sly watches Savin and thinking to himself 'You really have to Love that Monk!'

Sly will listen and watch, but in hismind will wonder what happen while we were gone?? I know we the city didnot like it when we rid of that gang. But Time is not on our side.

Luke just sits beside Sly (after all Sly is scraching his ears, the next best thing beside his Soup Bones.)

Firn'gaer 
Thursday August 24th, 2006 9:09:34 AM

"Very well." He says at Savin's lead. "Greetings Prothro Sstemn, my name is Firn'gaer Gyddyn. I am a Journeyman member of the Star Mage Guild from New Elenna. We need information on a land called Koshe Marr and its ruler Queen Fidelia. We have only basic information and because of what we've learned more research is needed. I request access to the guild's library for this." He says to Prothro. "Also, I have guild business I wish to handle for myself."

Trace and Shadow 
Thursday August 24th, 2006 4:12:56 PM

Trace turns to the others, If you dont need me for awhile, I am going to stable my horse and find a inn that dosnt mind elves and panthers, ...... if there is one.

Oh and dont forget, our official name around here is Southern Lights Champions Protector 452. We had moved on from here when we changed our name. Oh and I am going to go check on the armory and see why it is not in our name. Anyone want to join?
(((Trace says this looking at Sly)))))

Sly and Luke 
Thursday August 24th, 2006 6:18:05 PM

"I go with you if you don't mind!" Sly pipe in, "Your right We were the Southern Light Champion Protector 452. I have forgoten that!"

Luke pick's his head "Me Too!" and follow the Cat. Muttering cats dont like soup bones!

Jaeden Ohm 
Thursday August 24th, 2006 6:49:13 PM

"Trace if you wait a moment I'll come along. I'd like to here a few things first. Remember, we might have came here to find out answers but that is NOT why we were brought here. We were brought here because the Star Mages were looking for us. Plus, I'm not so sure you'll be allowed to wander these halls freely."

Jaeden returns his eyes to the starmage.

Firn'gaer 
Thursday August 24th, 2006 7:49:40 PM

He listens to the others and in specific Jaeden. "That's true, Prothro there was apparently a bulletin issued by the guild. I am unaware of anything that would warrent a thing. Is the guild looking for us or me?"

How Are You Who You Are? (DM/Al) 
Thursday August 24th, 2006 9:15:11 PM

"I didn't say that I *knew* who you were." The man extends his hand to take Savin's. His grip is weak and slightly effeminate, but his skin is dry and warm. "I said I could guess who you were. That is a very clear distinction. Precision in wording can be very important, you know. There are unlikely to be many groups of your power and your particular composition, and therefore it should be fairly simple to guess who you are." He smiles.

And the smile remains frozen upon his face as he turns, following Trace, Sly, the leopard, the talking dog, and a warhorse with his eyes as they make a circuit of the very large teleport room. The views that Trace and Sly see from the windows that ring the circular room are awe inspiring. The Sargrass Plains stretch off to the south across a large slow moving river, to the north the plain of Mud City and the wooded hills of the Gateway Downs.

But there does not seem to be any way to leave this room.

"Yes ... Well ... I'm sorry. But, I'm afraid we'll need you to remain here for the moment. Alright?" He raises a hand and waves at the small parade as they continue around the room. *ehem* He clears his throat. "Excuse me."

The long pale fingers of one hand reach into a pocket of his robe and come out with a stone identical to the one that the guard at the gate had used. He closes his fingers around it, and his eyes too, stare off into the middle distance.

"Firn'gaer Gyddyn ... Firn'gaer Gyddyn ... By the Moons of the Wold!" His hand opens and his eyes seek out Firn'gaer. "You're several weeks overdue. And you don't look a thing like the description. We thought you had aborted your visit to our tower in Hook City. The last record we have of you is a sighting in the Floating City." Again he closes his hand and his eyes move as though viewing a thing that only he can see. "You were reported in the company of a group who call themselves The Children of Chaos. Wait. Wait, there are several annotations under Children of Chaos. See Reference, Great Race. See Reference Crones of the Gateway Downs. See Reference ... Koshe Marr."

Prothro lapses into silence as his eyes move about, taking information from his unknown source.

"Interesting. How very interesting," he mutters to himself. "Did you know that it is believed that your group is largely responsible for the many tears that have opened leading to Koshe Marr? Very little wonder there is a bulletin out on you."

"First things first, though." Prothro opens his hand focuses upon the stone for a moment. A pattern of colored waves appears above his hand rippling with light. He tucks the stone back into his pocket, and the colored waves vanish. "Please remove your Headband of Intellect, Firn'gaer Gyddyn. Thank you. Xi tien xia hwa jian." He intones a spell and then stares intently at Firn'gaer. Or, rather, Firn'gaer's head.

"Hmmm. Yes, you are he. Firn'gaer Gyddyn. We'll have to change the record from Human to Gnome, but your thought patterns are the same. You're a member in good standing for several months more, and as such, you're entitled to the use of our labs and access to any of the unrestricted material in our libraries. That includes what little information we have on Koshe Marr."

"However, I was wondering if you could do us a small favor. The bulletin in question is coded 475. That indicates that you are a non-hostile group of great interest for whom our records are incomplete. If, while you remain within our tower, you would be so kind as to fill in our missing information by telling our recorders of your activities and such, we would be ever so grateful. We are always seeking to improve the quality of our Libraries, you know."

"We will, of course, deposit your fellows on the street level should they want. Or provide them with refreshments, as they wish." He turns and smiles at Trace and Sly.

"Mind you, we don't provide services such as this for Journeymen. But, if you don't mind me saying, you seem rather powerful for a simple Journeyman."

"Please come this way." He leads the group across the room towards ... well, apparently nothing. Then suddenly a long corridor materializes around the group as though they had passed through an invisible door. At the far end of the corridor, quite a distance away, is a dark portal. "Right this way, please. As we walk tell me what it is that you'd like to do and where you'd like to go, if you will, thank you."

"Now, exactly what sort of information are you looking for on Koshe Marr, Firn'gaer. I might be able to point you in the right direction."

Trace and Shadow 
Thursday August 24th, 2006 11:22:36 PM

Trace relaxes a bit, when he is addressed he gives his needs, "Thank you for your hospitality, If I can get some Hare with some bread cheese and wine, stable my horse and provide me some parchment and a couriour to the city land manager or deed holder I would be very greatfull and glad to pay for these services with a good tip. If I can get this with out having to wander around the streets that would be just great and after I would be more than happy to share any information that I can. So where can I hole up for now? Also before evening I would like to make my way over to Chole's Armory to check up on the property."

Sly and Luke 
Friday August 25th, 2006 7:15:54 AM

Sly has his eyes on the forest beyond Mud City. He hungers for the forest once more, the peace and the hunting with his friends!

Then the memory fades, now he is with his friends in Hook City.
So to Prothro he tell him "Sir Prothro, I also have changed, I'm no longer a young fighter that was last here?? I'm now a Blade-singer!
I need more training with my blade! I need more training with my spells! Is there any place for me to train here?? I must follow my Vows."
Sly looks into the old man with his even older eyes.

Jaeden Ohm 
Friday August 25th, 2006 1:38:41 PM

Jaeden settles in a waits as patiently as a soldier on guard duty. He has his own questions to be sure, but too many people talking at once does more harm then good. Besides, for now this Firngaer's show.

Savin 
Friday August 25th, 2006 11:11:12 PM

Savin perks up on the request to tell the history of the group. "Maybe while the others are doing the research, I can fill in your histories. I am now one of the older members of the group. We have done some interesting things. Let's see, we have fought a dragon, vampires, a lich, multiple golems, a crazy mage who made golems...well anyway, let me know when you want to have me meet with your sages."

Peerimus and Yorrick 
Saturday August 26th, 2006 9:18:59 AM

The druid moves about the room and looks out of the windows, "Beautiful." he says to no one in particular. The other wizard starts talking and for the most part it is just a background hum to Peerimus. Then the thought that he and his friends are responsible for 'tears to Koshe Marr' is mentioned and Peerimus becomes very interested to the point of interrupting. "Thought largely responsible for the many tears that have opened leading to Koshe Marr? On what possible basis is that absurd idea founded good sir?"

The answer no matter what it may be produces pursed lips and Peerimus itching his ear absently. "And that is why Savin we should not inform everyone who may ask our business of the complete unvarnished truth. It is not a matter of trust in them but of thier trust in us." Peerimus lets it drop with that and his tone remains friendly and smile is on his face as he spoke.
Savin, Sly Trace, all of them were good people. They are just a bit overzealous sometimes. You just have to deal with it as they have to deal with you. Peerimus shakes his head with the thought and turns his attention back to the wizard.

"I think deposit on the street would fine for all of us. It would give us a chance to see more of the city."

Garden or Streets or Somewhere Else? (DM/Al) 
Saturday August 26th, 2006 11:53:17 AM


"Absurd idea?" Prothro turns as the group arrives at the end of the long corridor and stops before the dark portal. "Hmmm." He reaches into his pocket again and closes his hand about the white stone.

"There is an annotation referencing the Children of Chaos in a record involving the death and rebirth of the powers known as the Crones of the Gateway Downs." Prothro's eyes flick quickly from one place to another in the empty air. "Your part in things is sketchy. Most of the record centers around the Five Stones located outside of the town of Heranmar. It's thought that they mark a portal between the Wold and something described as The Void. Annotations by Sillius of Ailsildur and Chamalor Dawn among others debate the connection between The Void and Koshe Marr, but the prevailing hypothesis is that The Void was the proto-state within which Koshe Marr would develop."

"We have nothing but second hand evidence, but there are reports that a group known as The Children of Chaos passed from the Void and into the Wold at the site of the Five Stones and that this was the first tear between The Wold and Koshe Marr."

"There is really not much in the record save for unsubstantiated second-hand stories and the physical fact of the stones themselves," he says, releasing the white stone. "Perhaps you could help fill in the details for us."

"Now, I had planned on settling you in the Garden Atrium. And we have fine facilities for the care of many different varieties of mounts. Firn'gaer, you of course, would have to follow me to a Library Link if you wish to research our stacks. The rest of you could wait quite comfortably with your needs cared for in the meantime."

"But, if you wish to be delivered to street level ... " The sentence trails off and Prothro stands with a flummoxed look upon his face. "Er, who would like to go to the street level and who would like to go to the Garden Atrium?"

Jaeden Ohm 
Saturday August 26th, 2006 12:57:30 PM

Finally Jaeden joins the conversation.

"Prothro excuse me. You said the Children of Chaos came from the void back into this world. Can you tell me when the annotation says this happened?"

Forgetting the mage for a moment Jaeden address the party as a whole. "Earlier I heard mention that this other group might be our counterparts in this endeavor. If this is true, could they have styled themselves as the cildren of chaos as well? Could that have been them that entered through the portal? If there were a portal near the encampment as well that would explain their fast travel."


Sly and Luke 
Sunday August 27th, 2006 9:07:05 AM

"Hmm! You might have something there Jaeden, It was quite a battle in there!" Sly stears out into space.

"I'll follow where ever Peerimus and the rest of the Childern go!". Sly waits.

Luke replies "Me Too!"

Peerimus and Yorrick 
Sunday August 27th, 2006 6:35:05 PM

Peerimus nods to the wizard, "The Atrium would be excellent. My choice of words were out of ignorance of Hook City." The druid nods to Savin, Trace and then to Sly. "You three as far as I am aware are the only ones who would be able to 'fill in the blanks' for the Star Mages Guild. In this concern I think a wise thing to do concerning the Crones and what has occurred elsewhere on the southern continnet in relation to us."

Trace and Shadow  d20+11=19
Monday August 28th, 2006 12:02:05 AM

Trace places his mount in a stable and tells Shadow to guard the horse, "I dont think it would be wise for you to follow me around the city, might makes somep people nervous." Trace then answers what history questions there is and ask to be placed on the street.

After being placed on the street, Trace makes his way to the city officals office after going by and checking on the armory to find out why it is not show in the records as the childern of chaos or southern lights as the owner of madem choles armory.

dc check , knowlage geography 19

Firn'gaer 
Monday August 28th, 2006 8:41:29 AM

[A little back-posting]

"I know I'm a little over due. I ran into some orcs on the way through the Ice Veins and was helped by these gentlemen. As it turns out, I found out the information I was coming here for while traveling with them." He pauses.

"My appearance? We were in the Floating City during the great upheaval and came in contact with an artifact called the Knot of Druiss. That encounter left me in the state I'm currently in, reincarnated as a gnome. But I'm getting use to the new me."

Prothro mentions his journeyman status and Firn'gaer blushes slightly, "Well as you know, the next step requires an article on the nature of magic and to put it bluntly, New Elenna didn't offer any inspiration for my topic. So I was content in remaining a journeyman mage." He says. "I have found the nature of Chaos to be an interesting topic, but I'm not sure I've the time needed to adequately research the subject given my current circumstances."

Jaeden asks Prothro his question and Firn'gaer starts to think. It is possible that this opposing group also are known by CoC and that they are responsible for the tears into Koshe Marr and not us. He strokes his beard as he thinks. I've never been and from what I've learned from the others, they went into this void a while ago. It does make sense the more I think.

"I'm not sure how much of the holes we can fill in, but I would be happy to give you what information we have."

"Yes, I'll come to the Library Link. I have some personal matters with the guild to attand to as well."

Posting Report For 
Monday August 28th, 2006 8:42:18 AM

Game #4 the Children of Chaos
For the week of Aug 21,2006

Name.....MTWTF
DM Al....XXXXOS
Sly......XXX2XS
Savin....X2XOX
Peerimus.X22XOS
Firn-gare.XXX2O
Jaeden...XXXXXS
Trace....X2X2OS

Adm Ceil WoW What a game!!


Savin 
Monday August 28th, 2006 2:17:31 PM

Savin, scratching his chin, says," I don't remember any 5 stones. Does anyone remember 5 stones around Heranmar. What does that mean?"

Peerimus and Yorrick 
Monday August 28th, 2006 2:22:03 PM

Peerimus interjects to Savins question, "They may be referring to the grave markers at the Abbey of the Crones that came before the current reincarnations. The Crones did tell us they can die and such."

Class A Facilities (DM/Al) 
Monday August 28th, 2006 8:50:11 PM

Prothro stand before the dark portal with the Children of Chaos around him rapt in the details that fly about him. His hand closes again around the stone.

"Yes. Yes, there is mention of an older building nearby. An Abbey, you say? And the stones are grave markers? Current reincarnations? We must get this into memory stones right away."

"In answer to your question," he releases the stone and turns to Jaeden, "the record has a transcription date of Oh-three Oh-nine, post Ascension. But there is an annotation stating that the records come from paper notes that actually date from *before* the Ascension of the North Continent Gods. Quite old."

"Well ... " Prothro looks about himself at the small crowd of persons and animals all with their own needs and their own places to go. "Lets start with the Garden Atrium, shall we?" He turns and enters the dark portal.

Within the portal is a small windowless room, lit with a soft white light from above. As each new person or animal enters, the room seems to expand to accommodate them.

"Once your satisfied and settled into the Garden Atrium, I will send someone with refreshments, a box of Memory Stones, and any other materials you may need to conduct the various transactions that you might have in mind." He looks up into the air and nods his head as if listening to inaudible music. "Ah, here we are." Then he steps back out of the portal.

Stepping through the dark portal again places the Children of Chaos in an immense solarium. Softly rolling slopes of evenly cropped grass stretch off through towering oak, alder and pine. Through the boles and branches one can see the panes of glass that encase the entirety of the small forest. The sharp of eye may even recognize the view beyond as the endless plains of the Sargrass to the south.

Nearby is a clear space paved with rough, but flat paving stones. On it are several tables of finely polished wood. Comfortable chairs are scattered about the space as well, and two backless divans flank the whole at opposite sides of the periphery. The sound of running water comes from through the trees to the left.

"Well, here we are." Prothro turns to Trace. "If you'd still like to be taken to the streets the Star Mage's Guild would be pleased to oblige you. But I assure you that any business that you might wish to can conduct can be handled from right here. Well ... almost any business at any rate."

"You, Sir," Prothro turns to Sly Foxx, "you expressed the desire to train. Martial training, I'm assuming. We have ... well, we have a combat simulation that we keep for Weapon Mages. I'm sorry to say that it is currently being overhauled. Even were it not, though, it's tremendously popular. Time on the simulation is booked for nearly an entire year in advance ... " He trails off into a sigh. Then ... "One moment," he says. Once more his hand closes about the white stone. Though his lips do not move, his head nods as though in the midst of conversation.

"Luck is with you," he smiles. "They're in the final stages of repair, and you'd even be doing them a favor by testing the system out for them. What do you say? Think about it, please. I'll send a Student down momentarily. You can tell him whether you'd like to try the combat simulation or not."

"In the meantime, Firn'gaer?" Prothro gestures back into the portal and the two wizards depart.

The next destination is a smaller and very quiet room with booths draped in rich purple velvet. The light is dim, streaming in only from narrow arched windows.

"These booths allow access to the Link," Prothro whispers to Firn'gaer. "Within each booth is a Limited Link Stone. Just place it within your palm and close your fingers about it and you will have access. Just ask with your mind and it will answer. It may take a little time to get used to forming a query, but anyone with a modicum of intellect soon gets used to it."

"The booths themselves are soundproofed for privacy. No sound can get in or out. I must warn you that the Stones themselves are warded to keep them from being removed from the booths by unauthorized persons, and there are harsh penalties for those who attempt enspell them to allow their removal. We are an organization that is serious about our security."

"Any questions, now before I leave you to your research?"


=== OOC ===

Trace, or anyone, if you still wish to be taken to the streets please don't hesitate to speak up. I'll put you there next post.

Trace and Shadow 
Monday August 28th, 2006 10:44:08 PM

After being placed on the street, Trace makes his way to the city officals office after going by and checking on the armory to find out why it is not show in the records as the childern of chaos or southern lights as the owner of madem choles armory.

Trace's mount and Shadow are left behind as not to draw any mor attention than needed.

Sly and Luke 
Tuesday August 29th, 2006 8:28:20 AM

Sly bows to Prothro, "I thank you that you are able to extend my training in the art of a blade-singer. An Elf in training not only trains to the point of making his blade sing in a fight, whitch is what I yearn for. But the use of magic. To this aim I thank you."

Sly bows once more, then goes off to a nice little glen, and Takes off his armor. With a sword in hand and a loin cloth around his loins, He start to fight an a imagenery enermy, well the paces and trust that he has already learn. This training will go on untill he will be interupted.

Firn'gaer 
Tuesday August 29th, 2006 8:10:56 PM

[Sorry this is going to be brief. I start Law School tomorow and I have lots of work to do before tomorrow. I expand with tomorrows post.]

Firn'gaer will probe the library for information on Koshe Marr and of Queen Fidelia. That should take a bit.

Savin 
Tuesday August 29th, 2006 9:03:36 PM

Savin hears the comments about combat simulations and his interests peaks. "Do you have to be a mage to try this simulation. My master always warned me to keep my practice up and since we are soon heading into peril, I want to be sharp. If I am allowed, I would be honored to try this.

I am also willing to speak to anyone who wants to hear my tales. Peerimus stop rolling your eyes. We should have our story told. How many others have seen what we have? Our story should be told so others can learn from our mistakes and victories."

Peerimus and Yorrick 
Tuesday August 29th, 2006 9:10:00 PM

Peerimus stiffles a slight grin at Savin's comment on eye rolling. Yes the monk did know the druid well. "Savin it is sometimes that I fear our stories smell of boasting is why I caution their telling. Ungifted as we are in that realm we seem to just roll off a fight night highlight reel and much of the story and lessons could be lost. You are right though and that our battles both martial and mental should be chronicled."

Peerimus then steps into and settles in and takes in the atrium of the Star Mages Guild, "A very nice Arborium master wizard. My compliments to the Star Mages Guild." Peerimus gathers those that came to the garden, before any exploring is done, have something for you so that mother's children are not overly disturbed."
With that Peerimus casts Pass without Trace and places it on each of them. He then looks to Yorrick, "Go and relax my friend, enjoy a rest on the grass." As Yorrick takes a stroll about, Peerimus shifts to a tiny non descript brown feathered bird and takes wing to a high tree top. Mostly to be by himself and connect with Father and Mother, but also to get a better view of the plains rolling away to the south.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Chill Metal, Heat Metal, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, Dispel Magic x2, Ice Storm
Level 5:
Animal Growth, Extend Greater Shillelagh, Wall of Thorns, Deathward
Level 6:
**Transport Via Plants x3

Quarter Staff (spell staff -Deathward)
Active Spell Longstrider cast in early AM


Jaeden Ohm 
Tuesday August 29th, 2006 9:11:45 PM

For now Jaeden stays with Dalek so the horse wont be penned up. Through their connection he can sense that Dalek is beginning to get a bit worn out and needs some time to just wander a bit and chew some grass.

Not sure if the mages of the Starmage Guild will like Dalek nibbling at their garden, Jaeden shrugs and figures they'll speak up if theres a problem.

Different Ways (DM/Al) 
Tuesday August 29th, 2006 9:25:56 PM

After Prothro leaves with Firn'gaer, there is only the briefest of minutes before another figure steps through the dark portal. Before him he pushes a cart that moves silently over the grassy ground. A look at the nether parts of the cart would reveal that the cart has no wheels. Rather, it is levitating inches above the ground.

"Erm, Greetings," he says without looking up from the cart. "I'm Jerm Sterndrawer. And I'm told that I'm to help you in, er, any way you want." He begins placing various food items from the cart onto the table. Several jugs of drink, plates of cheese, bread, a leg of mutton, a tureen of soup and some bowls. There's a platter of fruit. A large boar's carcass rolls out of a compartment under the cart for Yorrick and Shadow. He places pens, ink and parchment upon the table. And he also opens the lid to a box in which slit many white stones, each about the size of the end of a human thumb.

"These, erm, are, ah, Memory Stones. Yes. Memory stones. You, er, activate them, you see by placing them in your hand and closing your fingers around them. Then you speak, and they'll take in your words. You can even press your fist to your head, and they will take in your thoughts. Erm," he places the box on the table as well, "they're for you."

"Erm, now, lets see." Jerm counts off on his fingers as he speaks. "You have some animals to stable. Someone wants to go to street level. And, erm, I suppose it's you who is expected at the training simulation." He points a finger tentatively at Sly Foxx who makes a few practice swipes and lunges with his longsword. "Well," he swings his arms in an awkward attempt at joviality. "Follow me. Erm. Yes."

While those who remain behind relax in the Garden Atrium, the room beyond the dark portal takes the party to their various destinations.

On the Street Jerm points to a Star shaped design next to the door. It opens as he passes his hand across its surface revealing a bell pull within.

"When you want to come back in, pull the rope," he says. Then he gives an awkward wave and steps back in, closing the door behind him.

The streets around the Tower of the Star Mages Guild are clear of traffic, but just beyond the streets swirl with people. The Great Bridge, held suspended by the famous Hooks can be seen up above. This is obviously Magic City. But how to get from here to where you wish to go? (Please roll either Knowledge Local, Knowledge Geography, or Gather Information. Or, if you know specifically how to get where you're going, please detail your route.)

At the Training Simulation you are met by a spry and canny eyed wizard. "Baird Cain," he says introducing himself. His grip is strong, firm and dry. "I understand you're going to be the ones testing out the simulation before we put it on line. Let me show you the control panel and let you make your choice of levels."

He shows you to a flat pedestal at the edge of a large featureless room. At the left side of the pedestal are stones marked from 1 to 20. These are labeled LEVELS in bold script. In the middle are two stones. One is marked SINGLE. The other is marked MULTIPLE. On the far right of the pedestal is a row of stones marked with the numbers 1 to 10. This is labeled ENTRANTS.

"You select your Level on the left," explains Baird. "In the center, choose whether you want to face one opponent or multiple opponents. Then, on the right, you select how many people you'll be going into the simulation with. Lets not overwork the system to start. Lets start with no more than three of you going in at once, alright? It'll hurt. Hehe. Sometimes hurts like hell. But you can't die, so no worry on that account."

"Go ahead, give it a try. Any of you are welcome to go at it."

In the Library Link Firn'gaer steps into one of the booths. There's a small table furnished with pen and paper sitting before a very comfortable looking chair. He takes the Link Stone from a small hollow at the upper left corner of the desk and calls up all information with references to Koshe Marr and Fidelia. Before his eyes a list of text begins to scroll down in mid air. As the list grows longer and longer the text grows smaller and smaller. Each word has a raised quality to the text, as though each word wished, in some way, to be selected.

Some of the items are clearly of little use and most likely carry either an erroneous reference or one of such tangential connection as to be meaningless. But from the list, a shorter list catches the wizard's eye.

Catacombs, The
Children of Chaos
Crones of the Gateway Downs
Crystal Forest
Dimensional Breach(es)
Giggling Ghost, The
Goblin(s)
Harrowed Moon
Heranmar
Inn, The
Koshe Marr
Lilac Moon
Marteaus
Marteaus, Machine Of
Montoya, Roderigo
Nightshade Crypt
Skull(s)
Troll(s)
Twilight Palace, The
Undead
Vampire(s)
Void, The
Werewolve(s)


Trace and Shadow  d20+11=31 d20+9=15
Tuesday August 29th, 2006 10:22:38 PM

Trace makes his way down to street level, having been here before and even patrolled the area as a champion he quickly rembers where he is at in the city and makes his way to the armory to check up on the condition and see if it has been left alone. (knowlage geog. 31)

As trace makes his way he travels to one of the exchange counters to convert 20 gold to city currency so that he has some walking around money. He takes his time and walks the bridge to get where he is going. As he is going he stops and shops the local market getting some fruit and trinkets and such.

He then continues on his way to the armory. While he travels he keeps his eyes open
spot (15)

Sly and Luke 
Wednesday August 30th, 2006 3:44:31 PM

He look at Jerm, "well I guess I'll go first!" Now he follows Jerm to meet Baird Cain, Luke follows Sly.
Sly greet Baird Cain, Luke Sits next to sly,

Batrd Cain shows Sly the Panal at the far end of the wall, Sly listen to the stones and buttons and sliding door. Luke is thinking about his soup bone.

Sly step up to the panal , pushing level Two, he then goes to push the single button. Now Sly will wait to see what entrance will open?

Luke Follows Sly.

Firn'gaer 
Wednesday August 30th, 2006 7:51:56 PM

That's a lot of interesting entries. This might take a while. I hope the others can find something to keep them busy.

Firn'gaer looks at the list and decides that he'll get primary information before looking into other curiousities. He decides to look at information about Kosh Marr first then the Twilight Palace.

Peerimus and Yorrick  d20+2=4
Wednesday August 30th, 2006 8:44:51 PM

Yorrick comes through the carefully cropped bushes and trees at the smell of the boar being brought out. He may consider Peerimus more than family and Peerimus him, but right now the human was not about and little was going to stop the massive kodiak from claiming the prize. Luckily, Peerimus too was paying somewhat attention and that the only competition the bear might encounter was the panther. Peerimus keeps his eye on Yorrick and Shadow for a bit just to be sure the panther does not try anything foolish. It was a magnificent animal, but the druid knew it to be no match for the bear. There was other food and Shadow seemed perfectly happy with a choice Mutton leg. Peerimus returned to his view and thoughts on Mother and Father bounty and beauty of infinite variety.

He almost blends everything else out when he remembers Jaeden. The man was of good heart and may or may not want to sit about the atrium for hours by himself. Peerimus flies back down and shifts back, "It appears I chased everyone off and you drew the stay with the druid stick." A smile plays at the corner of his mouth, but he tries his bests to seem absolutely serious.
[Bluff 4]

On The Streets Today (DM/Al) 
Wednesday August 30th, 2006 9:28:04 PM

The layout of the city comes back to Trace with startling clarity. He finds a place that describes itself as a place to exchange the gold used in the outer Wold for the Magic Chits used in Hook City. The man at the window laughs at the twenty gold disks that Trace lays out.

"I'm sorry, Lad, but that would be but a fraction of a single White Chit. Come back when you've got a hundred."

Fortunately one of the vendors in the market is willing to exchange fruit for nothing but a few coppers. There's another who tries to entice Trace with roast meat on a stick from an animal that he calls a Prairie Pig. Yet a third vendor sells bracelets, headbands, small mats, baskets and belts all woven from grass. All of these will take the silvers and coppers from Outside.

Trace descends the Stairs and walks through Labor Town, taking in the sights as he goes.. Then from there he moves into Soldier City where he had once stood guard over Madame Cloe's Armory with the rest of the Southern Lights. The warehouse is not hard to find. The neighborhood hasn't changed much. It all feels very familiar. It even feels comfortable. The outside of the warehouse itself could use a new coat of paint. But aside from that, it seems intact. The door is locked, however, and there are no windows on the ground level.


Level 2 / Single Opponent / Two Entrants  d20+6=19 d20+3=11 d20+2=12 d20+9=11
Wednesday August 30th, 2006 9:28:27 PM

The stone next to the number 2 lights to a bright white as Sly selects the second lowest Combat Level. The center stone for a Single Opponent lights as well. And on the right side of the pedestal the stone indicating that 2 Entrants will be going in lights white telling the system that both Sly and Luke will be going in.

"See the outline that marks the combat square?" Baird points to a dark line that runs around most of the room forming a large rectangle. Just step in. Go ahead."

Sly crosses the line first, and then Luke. Suddenly the Wold changes around them. The scene is now a dark graveyard. Sickly weeds grow all around from out of black soil. The sky is covered in a gray pall of clouds.

Suddenly, there is a the creak and clack of bones and a large figure appears from behind a low rise. It towers at over twice Sly's height with huge hooked claws and a curved wicked beak. It is part owl and part bear, but its flesh has been stripped away. Sly and Luke face a Skeleton Owlbear.

As large as it may be, the Skeleton Owlbear is quick and alert. It moves first and charges, opening its beak in a tonguless roar from which no sound emerges. It stops outside a five foot span from Sly and swings a claw. (Hit AC11). Sly dodges easily.

Initiative Order: Luke, Sly, Skeleton Owlbear.

== OOC ==
Skeleton Owlbear (19) Wins the Initiative
Then Luke (12), then Sly (11)

Status
Skeleton, Owlbear: Uninjured

Please Post your Location by Grid Coordinate.

Combat Map

Koshe Marr and The Twilight Palace (DM/Al) 
Wednesday August 30th, 2006 9:28:57 PM

Koshe Marr

Koshe Marr is described as a bleak land of darkness and exceptional cruelty. Daylight in Koshe Marr is reported to be lit by nothing but a moon, and night is entirely without light. The land itself is inhospitable, and there are reports that water and basic foodstuffs are not readily had across the countryside. What flora exist is reported to be largely poisonous, and what fauna is reported to be deadly.

Goblins and Trolls are said to work in cooperative groups, much in the way of towns, but with social dynamics so foreign and so anti-social as to appear unworkable. It's said that they may be held together by fear as the land is ruled by an Autocracy under a queen who we known only by the name of Fidelia. She has a great many troops of werewolves as well as trolls and goblins. And there are reports of special guards lead by Liches or a Lich. The specifics of these special guards are sketchy, and though we would like to acquire greater detail, it is speculated that the details are few because those who encounter these special guards do not live to return and tell about it.

From the reports, it is thought that Koshe Marr is a land where Necromancy abounds. There is strongly corroborating information that Fidelia herself is a Vampire of immense power. There is even speculation that Koshe Marr was formed from an extraplanar area known only in theory as The Void. The Void is the theoretical Land of the Undead, postulated by the Axioms of Symmetry.

As of this recordning the existence of Koshe Marr is only corroborated by the consistency of various eye witness accounts. None have been able to find a reliable path through to this land and reports come only from those who have stumbled upon it and have been fortunate enough to be able to return.

[RETURN TO PREVIOUS MENU]

The Twilight Palace

The Twilight Palace is the most consistantly recorded name for the residence of Fidelia of Koshe Marr. At the time of this recording we have no further information on either the character of The Twilight Palace or its location.

[RETURN TO PREVIOUS MENU]


Peaceful Forest (DM/Al) 
Wednesday August 30th, 2006 9:29:20 PM

The Garden Atrium is peaceful. Even fierce predetors, lie down and eat with each other.

Peerimus, Jaeden and Savin bask in the filtered sunlight. Then the druid notices a brass bell with a wooden handle standing on the table near the platter of fruit. Most likely it is there to summon a Student, should they wish anything else, or wish to go elsewhere within the Star Mages' Tower.


Savin 
Wednesday August 30th, 2006 10:08:45 PM

OOC Sorry Al, got delayed today.

Savin watches Sly pick her choice and eyes light up with the Owlbear. "Oh I have to try this next!" he says.

"Is there any chance of me joining the battle?"

Trace and Shadow 
Thursday August 31st, 2006 12:02:54 AM

Trace satisfied that the armory has remained undistrubed decides not to go in and instead heads for the city officalas building to discuss the records on the building and why the guard didnt show ownership of the building to belong to the Southern Lights aka Children of Chaos.

Jaeden Ohm 
Thursday August 31st, 2006 1:49:09 AM

Reasonably sure that things will be calm for a time, Jeaden removes and stows his silvery platemail. His new cloak, this one also crimson, is removed while the pieces are being taken off. Once unarmored the warrior throws on his loose fitting black silks and once again fastens his cloak.

He relaxes and enjoys a sample of meats, cheeses, fruits and breads.

He smiles at Peerimus' comment. "I don't find it the short straw to stay here with you Peerimus. To be honest I am glad for the moment of peace and quiet. It seems that when our group is together it's not easy to follow a rational course."

He pauses his words while he consumes another piece of cheese and a bite of moist, dense, dark rye. "You know, after the fight with those demon frogs I really thought we were going to pull it together. But last fight we lost it all again."

He sighs. "Perhaps I should have kept the plan simple."

"Wow these cheeses are amazing." He grabs another and motions for Peerimus to do the same. "You've been with these people longer then I have Peerimus. Has it always been like this? Or is it because of all the new blood coming and going? Perhaps I am being unrealistic. Maybe I'm expecting the precision of a trained military group where that precision is not possible, or even appropriate."

He pours him self a glass of wine and washes the food down with a swallow. "Excellent." He states as he pours a glass for Peerimus.

Jaeden

Sly (AC 25 97/97 hp) and Luke (Ac 24 65/65 hp)  d20+11=25 d20+6=23 d6+4=10 d6+4=5 d20+15=34 d20+10=25 d8+8=12 d8+8=11
Thursday August 31st, 2006 6:08:56 AM

Luke Enter the arena, sit a little behind Sly. Watching all around, BUT when to Skeleton Owlbear enters the arena, Luke shouts "BONES!"
Luke attacks the enermy's bony legs (Twice).

Luke move to 11/G Biting the leg AC 25 & AC 23 - Damages 10+5+15hp

Sly advances a few feet (a little bit into 13/F) Raises his Undead Ability Long Sword, attacking the monster Twice, (Attacling AC 34 & AC 25 - Damages 12+11+23hp)



Firn'gaer 
Thursday August 31st, 2006 7:56:38 AM

Firn'gaer will go to the next few topics.

Dimensional Breach(es)
Harrowed Moon
Lilac Moon
Void, The


Peerimus and Yorrick 
Thursday August 31st, 2006 5:02:25 PM

Peerimus takes a piece of the cheese and the poured glass, "Thank you." Peerimus listens to Jaeden and he is nodding at just about the entire conversation. "When my path lead me to the gates of Hermaner those many months ago the group was quite different. Shiraz, Thomas and Ilsidur were with the group and those three I think were the rocks upon which the group braced themselves." the druid takes a drink and sits down obviously trying to think of how to phrase his thoughts.

"I think our coordination and fighting falls apart on the lack of a formed front line. You are the only one completely suited to such." Peerimus then looks to the full plate of Dragon Hide he wears and adds, "Until now that it is. AS we venture forth it is my intention that you I and Yorrick will be that line. Firngaer would be our back support. The issue then becomes Sly, Trace and Savin. A group needs mobility and flanking support, but not 50% of the group. One of them, I would lean to Sly needs to not run off. And all three of them." Peerimus pauses again but decides to forge on with the thought, "They need to know that if they break and attack I no longer will be following them, they will need to find thier own way back if they step too deeply."

Level 2 / Skeleton Owlbear / Sly and Luke (DM/Al)  d20+6=16 d20+6=24 d20+6=11 d20+1=7 d6+5=11
Thursday August 31st, 2006 9:36:15 PM

Savin finds the Garden Atrium too staid for his liking. A student takes him to the Combat Simulation room, but when he arrives, Sly and Luke are already in the midst of a bout with a Skeleton Owlbear.

"Sorry, Mate," the wiry wizard replies. "Can't join in after the simulation has started. There's a barrier around it now. It's locked until one or the other side is dead or they call it quits. They don't really die, of course. But they do go unconscious."

From outside the rectangle, Savin and the wizard Baird watch Sly and Luke in combat. But inside the rectangle, neither Sly nor Luke can see out.

Luke runs around to the Skeleton Owlbear's flank. But as he closes, the Owlbear's superior Reach allows him an Attack of Opportunity. The sweep of the Owlbear's claw is slow and Luke ducks under it biting the Owlbear's leg once. The bludgeoning power of Luke's teeth crush the leg bone of the Owlbear.

Sly steps five feet in and performs a full attack. His longsword hits twice, but the edge of the blade doesn't seem to do as much damage as Luke's teeth did. The bone of the Owlbear has damage reduction against the slashing longsword.

The Owlbear is not focused on Luke. It strikes down on the Wardog with both claws and a bite. One claw comes down on Luke's back. There's a loud crack as one of Luke's ribs break.

== OOC ==

Combat Notes:
1) You can only attack once if you move more than 5 feet in one round.
2) Watch out for creatures larger than you. Their reach can give them an Attack of Opportunity against you if you approach too fast.

Initiative Order: Luke, Sly, Skeleton Owlbear.

Status
Skeleton, Owlbear: Wounded
Sly 85/85
Luke 54/65

Please Post your Location by Grid Coordinate.

Combat Map

The City Office (DM/Al) 
Thursday August 31st, 2006 9:36:38 PM

Trace makes his way from the Armory to the City Office which is also in Soldier City. The building which houses the City Office is of stone, and Trace walks up the steps and into the cool shade of the large vaulted ceiling. Guards, scribes, merchants and other common people of Hook City move with purpose all around him. Straight ahead is a large raised desk behind which sits an attractive young woman. Upon the desk is a rectangle of stone with the script for the word "Reception" carved upon it.


Strategy in the Garden (DM/Al) 
Thursday August 31st, 2006 9:37:04 PM

Seated at one of the tables, Jaeden and Peerimus discuss past and future strategies for the group while they dine upon the wine and cheese provided by the Star Mages Guild.

Dimensional Breach(es) Harrowed Moon Lilac Moon The Void (DM/Al) 
Thursday August 31st, 2006 9:37:37 PM


Dimensional Breach(es)

A rather lengthy text scrolls down before Firn'gaer's eyes when he selects Dimensional Breache(es). Skimming downward reveals that almost none of it is related to Koshe Marr. There is, however, as small paragraph embedded in the center of the work.

"It is thought that dimensional breaches link the Wold to the unsubstantiated land of Koshe Marr. There are records from several sources reporting a walk into dense fog that results in a crossing to this land. All attempts to date to replicate the crossings have been unsuccessful, and it is theorized that these dimensional breaches, if that is indeed what they are, may move about in a fashion that is not understood."

[RETURN TO PREVIOUS MENU]

Harrowed Moon

Harrowed Moon is a name often used synonymously to refer to the as of yet unsubstantiated land of Koshe Marr. It is thought by some, however, that Harrowed Moon is actually only one of the lands within Koshe Marr. Some theorize that it is a kingdom. Others, that it is a demi-plane. For further details see: Koshe Marr.

[RETURN TO PREVIOUS MENU]

Lilac Moon

A moon of lilac color. The only celestial body to light the unsubstantiated land of Koshe Marr is said to be lilac in color. The hours when not lit by the Lilac Moon are said to be pitch black.

[RETURN TO PREVIOUS MENU]

The Void

A Pre-Ascension term. Also known as The Vague Lands. Also known as Kash Marr. Also known as Koshe Marr. Thought to be ruled over by Marteaus, God of Testing and once connected to an area near Lake Abandon in the Threshold of the Gateway Downs. Parents in the town of Abandon are said to frighten their children into obedience with stories of a Machine constructed to open a rift between the Void and the Wold to swallow them up, but the stories are varied and non-specific.

[RETURN TO PREVIOUS MENU]


Savin 
Thursday August 31st, 2006 10:42:39 PM

Savin watches for a couple of moments and winces when he sees Luke bitten. He knows that it isn't totally real but he doesn't like the feeling of just watching his friends battle. He says to the attendant, "When they are through, I would like a chance to test my skills. Is it possible to simulate some of the magic I would normally use, or do I really have to expend that magic in the simulation? I am heading back to the gardens. Send Sly after me, when you are ready for me. Maybe he will want another go around and we can try some team tactics.

(OOC Taking some liberties but I think a discussion of tactics is important)

Savin wonders back and catches the end of Peerimus's statement when he enteres the area. He will plop himself down in the chair and pick up some grapes. "Peerimus, my apologigies for evesdropping but I couldn't help in overing hearing your conversation. I find your observation disquieting. We all have to fight with our best skills. Sly's are his magic bonded together with his skill with a sword and his stout heart.

Mine are my mobility, my rapid striking and knowledge of the arts of grappling and tripping. Mainly it is my mobility. Yours are your ability to assume animal form and your spells."

Savin looks sternly at the two and says, "Peerimus it is your job to weld us into an effective fighting team. You need to come up with tactics that accent our strengths and minimize our weaknesses. Our group isn't suited for forming a line of fighters in the front and having our spellusers behind in support. I disagree that you need to assume that role. As we get more experienced, we seem to be fighting greater and greater horrors. Your companion Yorrick will not be able to stand up to that kind of abuse and he will fall in battle.

I think we need to form fighting teams or partners. 2 groups of 3 or 3 groups of 2 which support each other in combat. Those teams are then given specific jobs. Jaedan has the best armor and can dish out some good damage with his weapons. Team him with Trace and let them take on the larger fighters we encounter. Send them Yorrick in support.

Peerimus you should partner with Sly and Luke. You compliment each other and can take on the enemies support players. You have spells to help identify them when they are hiding and Sly seems better suited to this role then the stand up fighter.

I partner with Firn'gaer and our job is to take out the spellusers. I use my speed to close with them and get inside their range so to speak. I also have the speed to retreat if things get to hairy. Firn'gaer uses his spells from a distance to support me and the other two groups. I know this isn't ideal but unless we come up with some set tactics and work together towards a common cause, we will keep have friends die. I know you think I am brash, but when fighting I try to use my skills to protect the others as much as possible. I put myself in those crazy situations to take the heat off you. That is why I dimensioned doored to the lich. He was eating us up with his spells.

Your are our leader. It is a grave responsibility you took on. Unfortunately it is your job to pluck us out of the fire we get ourselves into. Saying we our on our own isn't what I expect from my leader. Guide us and tell us how to fight but to abandon a friend, that is unworthy of you."

Trace and Shadow 
Thursday August 31st, 2006 11:02:08 PM

Trace makes his way up to the counter, "Excuse me madam, who do I need to talk to about property ownership? It has been awhile since I have been here and not sure who to talk to." Trace notices how beautifull the girl is, "I wonder, since I havent been her in a while I wonder if you would like to show me around and we could shre some dinner? That is if your not spoken for." Trace waits for his answers.

Sly (AC 25 97/97 hp) and Luke (Ac 24 54/65 hp)  d20+15=31 d20+10=25 d8+8=11 d8+8=13 d20+12=29 d20+7=15 d8+5=12 d8+5=13
Friday September 1st, 2006 10:19:44 AM

Sly is sweating a little when Luke got hurt, But he now will consentrate on the enemy, He entones his Sister Ruby {My dear Rube help me in this pratice in becomeing a True Bladesinger.}

Sly swing at the owl bear, "Let go of the Dog!" (1st attack AC 31 - Damages 11hp) "He's only defending ME!" (2nd Attack Ac 25 - Damages 13hp).
Sly will not move from his fighting spot (F/12/13)

Luke will bite the claw that hurt him, (rage- Hit points is 62 for now} Attack AC 29 & Ac 15 Damages 12+ 13(?)=25 I hope??. (right now Luke stays where he is. I don't know if the Ouw bare will drop him?)

Jaeden Ohm 
Friday September 1st, 2006 12:18:10 PM

Jaeden listens to Savin's words as the monk jumps into the conversation. His face shows turmoil through most of the monks words but at the end the turmoil ceases.

"Savin ease up. You walked in late on that conversation and missed most of what Peerimus said. He didn't say anything about you staying behind or in the frontline. He, and I, recognize the incredible asset we have in your ability to cover distance AND dish out damage. It is the others that we're trying to find a good spot for."

He pause for a moment to collect his thoughts.

"I agree with you Savin, at least in theory. With this group, splitting into teams with roles would be great except for one thing. Until now we've shown a complete lack of ability to coordinate even in the most simple of encounters. Given that, how can we expect everyone to work together in a format that is even harder to coordinate?"

"Actually, the last fight we did something very similar to what you just proposed except that it was Peerimus, Trace, and I in one group while Sly, Magog, and Jasper made up another. You and Firn were left on your own to do what you do best. That worked out horribly."

"In all honesty, I would prefer that we didn't need a preset plan as it will always have limitations. But given our weaknesses, specifically our inability to coordinate, there seems to be no other way."

Peerimus and Yorrick 
Friday September 1st, 2006 2:50:36 PM

Peerimus gestures to a seat for Savin and listens to the monk. "I agree with almost everything you said." Holding his hand up in a calming motion, "You misunderstand some though, likely because I am not a gifted speaker. Abandon is not what I meant. I meant that if anyone shoots off into the heart of danger they will need to do so with a plan to get back out of it that does not require friends to place themselves at grave risk. What the rest of us need to also do is have more faith that they can indeed do so. Since you mentioned the lich it is a fine example. You went, thinking it to be the best course. Sly and Magog should not have followed, but held faith that you could escape if need be. That is what I meant."

"To our strengths? I agree those are indeed our strengths for the most part. Our weakness lies precisely as Jaeden said. I like your idea of partners, but I would also add we should stay within assistance of each other. Yours is the hardest of this as you can cover so much more ground than any of us. If we are to create partners within our group those partners must stay with and support each other as well as supporting the others. I am, for better or worse, the only one capable of healing, so I can no longer be out of reach of anyone. It also means I will not be joining Yorrick in battle, but rather fighting next to him." Peerimus takes another bite of cheese and washes it down.

"We need communication in combat, that is how we will prevail against greater enemies. In that thought I would alter some of what you said. Not 3 teams but 1 team where each of us has a partner and no one goes anywhere in combat without their partner."

"I would be far more inclined to partner you and Trace or Sly over Firngaer. For if you were with Firngaer, I fear he would quickly find himself quite alone. Which is not strike at you Savin. Firngaer operates from a distance and you simply need to be up close. The polar opposites should not be responsible for each other. I would stay with Yorrick and I think Jaeden. I could then use healing on the two most powerful fighters we have. But again, as Jaeden said, the more difficult to figure is Trace and Sly."
Peerimus slumps back into the chair and breathes out a sigh.

"It boils down to Jaeden is very much right. We seem incapable of coordination in combat on even the simplest level, although I disagree we tried the multiple teams. We really just split up in the beginning and did what we always do, wing it. I honestly believe that we need stick together and not become so dispersed. It allows communication and assistance and that we can see what the others are doing. This is also a conversation that everyone needs to be in on. Hell I would even be happy just be able to predict our own actions over a 12-18 second period but I can't even do that save for Jaeden."

Peerimus puts up his hand, "I know every situation is different and I do not want a contingent plan upon plan for everything, but general knowledge would be nice."

Savin "illegal post" 
Friday September 1st, 2006 4:44:30 PM

Savin listens to his two companions and visibly tries to relax and slow his motions. He then grabs a glass of wine and gulps it down. He looks at the cup and sighs, "You know, I can't even really get drunk anymore. Wine and other alcohol is a kind of a poison and my chi automatically fends it off."

He looks back up at the two earnest members of the Children. "I think we have a couple basic problems. The first is knowledge. I don't have a great understanding of what you can do. Peerimus, you can change shape and cast spells but I don't know which spells you normally have prepared. I don't know what your personal battle plan is? Do you cast defensive spells first? Are you going to summon animals to help in battle? Will you enhance the rest of us with your magic?

The same can be said of Firn'gaer. Will he shoot balls of fire when he sees more than six opponents. Will he always use his magic to strike at the largest threat facing us?"

Savin looks over to Jaeden. "You also are a mystery? What is your favorite style? Do you prefer combat from a mount or on your on legs. Do you want to fence with your opponents or strike them down with powerful blows?

We have to learn each others tendencies so we can learn to trust each other in combat. That is our second problem. Trust. We need to learn to trust each other. I have been thinking of becoming a Hand of Domi. This code almost insists I close with my opponents and show no fear. Still I know that between the magic I possess (Savin taps his blink ring) and my speed, I can escape most sticky situations. I am best suited out of all of the group to fight solo, helping those who need it and closing with the stand off spellusers. I only choose Firn'gaer as a partner because he is most likely to also stand off and use his magic. He can fly, and become invisible to get himself out of sticky situations.

Still we have to trust each others skills to be able to survive those situations. When I dart off, I don't expect anyone to follow. Either I will be successful, like the last battle, and strike fast and move away or I will be dead before anyone can get there. Either way it doesn't make sense to chase after me.

Sly and Trace are the hardest pair to team up. Not to mention Luke. It is a quandry."

Trace "illegal post" 
Friday September 1st, 2006 10:43:26 PM

When leaving town yall had to notice that trace sold his swords and bought a new fancy bow. would be hard to miss

Reception (DM/Al) 
Saturday September 2nd, 2006 11:16:04 AM

The woman is a half-elf as evidenced by the exotic tilt of her eyes and the slight point to the tip of her ear exposed as she brushes her dark hair back with one hand in a gesture of surprise and discomfort.

"Property ownership ... " Her eyes flutter as she steals a look into Trace's face. " ... is on the second floor. In the Auditor's office," she replies.

"I ... but I don't know you ... " She appears indecisive. (Charisma check, Trace, if you wish to continue with this.)

Level 2 / Skeleton Owlbear / Sly and Luke - End Combat (DM/Al) 
Saturday September 2nd, 2006 11:16:29 AM

Luke acts before Sly. He bites the claw that struck him, and with a single tear the bones of the Skeleton Owlbear come apart and fall to the ground.

The simulation fades, and Sly and Luke find themselves back in the large rectangle room. Luke's injury is gone. In fact Luke seems to feel just a little more than fine, having just bitten a large chunk out of a rather large and nasty enemy. All that remains is the memory of the pain which is a funny thing because feels like it hurt only moments ago, but doesn't really now. His only regret is that all the bones have disappeared.

"There you go!" Baird smiles. "That was Level 2. Good job. You downed your opponent in two rounds. Two points you might want to take away from that battle: One, most kinds of Skeletons are resistant to damage by slashing weapons like your longsword, Sly. And Two, you need to watch out for creatures with a longer reach than you have. When you approach them, they can take an attack of opportunity against you. Wait till someone with a lot of armor draws that Attack of Opportunity. Tumble in. Step in slowly, if you can. Or, another way around it, is to use magic to enlarge yourself."

"Good job. You're friend wanted to go next. You can go in with him if you want. The simulation will take up to ten combatants."

"Oh, and tell him that you can use any magic you want. The magic itself won't be expended when the simulation ends."

Mulling the Facts (DM/Al) 
Saturday September 2nd, 2006 11:16:54 AM

Firn'gaer returns to the main menu. He stares at the items displayed in his mind's eye. So much information. What is important and what is not? What is useful and what is not?

He spends a few moments mulling over what he's read so far.

Catacombs, The
Children of Chaos
Crones of the Gateway Downs
Crystal Forest
Dimensional Breach(es)
Giggling Ghost, The
Goblin(s)
Harrowed Moon
Heranmar
Inn, The
Koshe Marr
Lilac Moon

Marteaus
Marteaus, Machine Of
Montoya, Roderigo
Nightshade Crypt
Skull(s)
Troll(s)
Twilight Palace, The
Undead
Vampire(s)
Void, The
Werewolve(s)



Productive Debate (DM/Al) 
Saturday September 2nd, 2006 11:17:20 AM

Savin returns from the Simulation Room. The Student, a plain, bespectacled, mouse haired girl, having been drawn from her studies twice already, has learned, and waits upon his whim nearby.

He, Peerimus and Jaeden continue to discuss the strategies and tactics of their group's dynamic. Sly and Luke appear, guided by another student, a dwarven boy. Both students give each other weary looks. They announce that the Simulation Room is now open. Twenty Levels of Difficulty. Single or Multiple Opponents. Up to ten combatants.

Jaeden Ohm 
Saturday September 2nd, 2006 8:13:22 PM

Jaeden things for a moment about how to proceed in this conversation of strategy. His deliberation is interupted as the Sly and Luke are escorted back by the student. It is then that the idea strikes him.

"Wait a second. What we need is practice. Practice with plenty of time to prepare and no fear of error. We seem to have that opportunity right here before us. Why don't we try a couple simulations with all of us? I'm not sure how it works, but maybe we can even ask for specific environments."

"Peerimus, why don't you draw up partners, taking into consideration Savin's choices. Then we give it a go a few times. See if we can work into some sort of rythme."

Savin 
Saturday September 2nd, 2006 11:22:53 PM

Savin leaps up with Jaeden's suggestion and says, "I wonder if they can simulate ivampires for the simulation. I have a feeling we are going to be facing them. Should we try it already buffed up or like we are suprised?"

Savin eagerly heads back to the magical room anxious to try. He turns and says, "We are going to need Firn'gaer if this is going to be a true simulation."

Trace and Shadow  d20+13=30
Saturday September 2nd, 2006 11:49:39 PM

Trace moves a bit closer as not to talk too loud while he entertains the thought of company with this lady. "You havent heard of me, I am part of champions 452, the southern lights. The group I am part of won the great race. Any way, I need to go upstairs and discuss some things but I would still like to spend some time with you and share some dinner, my treat. (cha. check 30)

Trace waits for an answer before he heads upstairs to the land manager.

Firn'gaer 
Sunday September 3rd, 2006 9:15:57 AM

Firn'gaer looks long at the list. He decides to look at the following subjects.

Catacombs, The
Children of Chaos
Crones of the Gateway Downs
Heranmar
Inn, The
Marteaus, Machine Of
Montoya, Roderigo


Sly and Luke 
Sunday September 3rd, 2006 9:35:58 AM

Luke looks around then ask "WHERE DID BONES GO?? NO! BONE REWARD??"

Sly could almost hear Lukes heart brake, so he goes into the dog armor pouch, gets a soup bone and give it to Luke as a reward. "There is a bone over here. See It's even has your teeth marks on it!"

Sly following the Baird, tell him "Your right! that was too easy, the dog won that round, But I always though that skellatins could be brought down with a aword as well as a blunt weapon. But then again you never know what you'll find on other planes of exestance."

At this point they (Sly and Baird) arives where the others are resting. Sly headr some of the conversation, "I was going to ask Savin to go at a another fight, BUT Jaeson is right we should all go in, and do some fighting together. How about it Peerimus? I really need this because LUKE WON THE BATTLE!"

Jaeden Ohm (second Illegal) 
Sunday September 3rd, 2006 4:55:09 PM

Glad that his idea took hold Jaeden rises with a smile but pats the air with both hands to slow things down a bit. "Hold it, hold it. Savin's right, we need Firngaer to suceed in what we're trying to do here. As a matter of fact, we need Trace too. Let's give each of them the rest of the day to finish their business. Then, later tonight we can enter as a group and test out Savin's 'partner' theory."

This next he directs to Savin and Peerimus. "Would you two rather start with partnering off completely or perhaps try a hybrid plan. Maybe we keep Savin and Firngaer as a 'strike' unit while the rest of us act as a 'base' unit. This keeps cohesion a bit more simple but gives us some of the flexibility that Savin's plan promises. The Yorrick and I can be the anchor, Sly and Trace act as support and guard our flanks, while Peerimus keeps us alive and perhaps offers some spell support to the strike unit if they're in range. Luke and Shadow can stand in reserve, perhaps to set up flanks for us or to cover in an emergency."

Posting Report For 
Monday September 4th, 2006 8:14:58 AM

Game # 4 The Children of Chaos
The week of Aug 28,2006

Name...MTWTF...Miss
DM Al...XXXXXS
Sly.....OXXXXS..1
Savin...OXXXXS..1
Peerimus,OXXXX,,1
Firn-gare.XXXXOS.1
Jaeden...XXXXS
Trace....XXXXS

Adm Ceil..No problem Here.

Intriguing Stranger (DM/Al) 
Monday September 4th, 2006 9:03:51 AM

=== OOC === Giving Trace a head start here.

The receptionist's lips curve into a wry smile.

"Alright mysterious member of Champions 452, The Southern Lights, and the group who won the Great Race. I work her until four in the afternoon. If you're here then, I'll have dinner with you."

"My name is Lydia, by the way," she calls after Trace as he heads up one of two sets of marble steps behind her that ascend to the floor above.

On the second floor, Trace finds a door labeled with a sign for the Office of the Auditor. Inside is a small waiting room with two hard chairs and a small low table between them. Opposite the chairs is a long counter behind which a young man in the outfit of a scribe stands looking down at something below the counter that clearly occupies all of his attentiong. Behind him is a door through which can be seen shelves of files stacked to the ceiling. (If you wish to ask questions, Trace, roll Gather Information.)

[ OoC: Trace, a Charisma Check or any Ability Check for that matter, is not done with your Ability Score. Rather, it is rolled with your Ability Modifier. In your case, with a CHA of 13, the Modifier is +1. So, instead of a Charisma Check of 30, you actually have a Charisma Check of 18. Still enough to get a date if you still want. Please remember these things. In the upper levels you need to know how to play the game as well as how to tell a story. ]

Flood of Information (DM/Al) 
Monday September 4th, 2006 9:05:03 AM

=== OOC === Giving Firn'gaer a head start here.

Catacombs, The

This entry has an extensive write up of the Wold-spanning quasi-franchise known as The Catacombs. There's a lot of information to wade through, but near the bottom of the text is a list of known outlets, and one of the items catches Firn'gaer's attention: "The Inn, Koshe Marr?"

[RETURN TO PREVIOUS MENU]

Children of Chaos

Winners of the Great Race Year, One of the Fifth Age. Barnum Berrybrawn, Halfling; Ilsidur Wayfinder, Dwarf; Niobe uiCrevan, Half-Elf; Peerimus [No Surname], Human; Savin [No Surname], Human; Shiraz [No Surname], Minotaur; Sly Foxx, Elf; Teleheri Truagdin, Human; Trace Jacobs, Elf/Affiliation in question.

This group is of unknown political and ethical affiliation, but they can be identified by spiral tattoos on their bodies. Of the group only Barnum Berrybrawn, Teleheri Truagdin and Sly Foxx are known to have Arcane abilities.

Niobe uiCrevan is a known resident of Hook City with connections to both the caravaning as well as the gem cutting indistries. What her connection is to the group is unknown.

Word of mouth reports trace this group back to the Threshold area of the Gateway Downs at the time of the Void incident and the reappearance of the town of Abandon. It is from this time and this area that we date the first records of the land of Koshe Marr, and is through this circumstantial evidence that some postulate a connection between this group, The Void, and the land of Koshe Marr.

[RETURN TO PREVIOUS MENU]

Crones of the Gateway Downs

Basic Description:

Lady Justice: Possess neither her right nor her left hand. Instead a metal hand exists where the left should be and a burned stump where should be the right.

Lady Mercy: Has no right hand. Instead a wooden fist exists in its place.

Lady Sorrow: Has no hands at all, and has clearly lost her eyes in some horrable accident. Black pearls have, instead, been set in her eyesockets.

Lady Watcher: Thought to be the youngest looking of the five, she has no ears. In place of ears, she has two small, flat, red gems

Lady Wisdom: Has no ears, however nothing else seems to be wrong with her.

The Five Crones of the Gateway Downs are thought to be one of the one of the most powerful forces on the continent. They inspire a near god-like respect amongst the people of the Gateway Downs. In a land without indigenous gods, the Five Crones fulfill a roll as protective powers.

Direct evidence for their existance is said to lie a circle of five stones that lie just outside of the town of Heranmar. This is where it is rumored that they gave their lives to close a portal between this Wold and a land of the dead. This tale is thought to have connections to the Void incident of The Threshold and concequently to the many reports of the land of Koshe Marr.

[RETURN TO PREVIOUS MENU]

Heranmar

"A coastal town of the Gateway Downs ... "

The report goes on to list numerous demographic, geographic, and economic facts and statistics about the town of Heranmar. Near the end, however is a section on notable areas in and around the town. In that section there is brief mention of a circle of five stones located just outside of town. Within this mention is a even briefer note of a rumor that the stones are carved in a representation of the Five Crones of the Gateway Downs and have supposedly been set there to guard a portal to either The Void or to Koshe Marr.

[RETURN TO PREVIOUS MENU]

Inn, The

Among the many stories of Koshe Marr, one of the most commonly shared locations is known as "The Inn". It is said to be a location free from the cruel and corrupt undead influence of the land in addition to being a hub between many different lands. It is also decribed as having a physical connection to a branch of the Catacombs.

[RETURN TO PREVIOUS MENU]

Marteaus, Machine Of

If rumors of its existance are true, the Machine of Marteaus is an Artifact Level machine that may possibly qualify as a Living Machine. It is said to have been the primary focus of The Void incident and the mechanism by which the Void was to be opened into The Wold.

It is for this reason that many point to the Machine of Marteaus as the origin of the many reports of Koshe Marr since the time of the Void incident.

[RETURN TO PREVIOUS MENU]

Montoya, Roderigo

Paladin of Alemi, Scholar and Adventurer, Roderigo Montoya was among one first to attempt an exploration of the recently reported land of Koshe Marr. He and his party departed via unknown means and were never seen again.

Parts of a journal and a diary that have been attributed to him were reportedly discovered, and then either lost or stolen. All we have are word of mouth reports of the contents of second hand notes transcribed by those who claim to have found the documents.

[RETURN TO PREVIOUS MENU]

Savin 
Monday September 4th, 2006 4:02:22 PM

Savin walks over to the combat simulation area, sees the operater and says, "We are going to try this with our entire party. There are 6 of us plus a dog and a bear. Will that cause you problems? I know we can go on mulitple levels but what would you suggest? I would like it to be with undead and or trolls since I believe where we are heading will have those kinds of villians next. Will that pose a problem?"

Once everyone gets together, Savin will inquire to the others days and what information they have found.

Trace and Shadow  d20+1=14
Monday September 4th, 2006 4:49:13 PM

Trace looks back and waves at Lydia. "I tell you what, after I report back to my group, If I have time, well go tonight. If not I'll catch up with you later."

Trace makes his way upstairs and moves into the room and address's the auditor. "Excuse me sir, Lydia said that you could help me with some information about land ownership inside the city. My names is Trace Jacobs. I am a part of the Children of Chaos. When we were last here we were also known as the Southern Lights and are registerd as the protectors 452 hired by deceased Madem Chole, before she had passed she had left a will with a city offical that she had passed ownership to us in the event that she was killed. After she had passed a messenger informed us of the situation and not too long after we entered the great race I was thrown from the wagon and had temprory memory lost. Since I moved back into the wild and when my memory came back I tracked and found myself back with the group that I started.

The reason I am here today is that when we returned to our city, the town guard with a memory stond did not show any record of us owning the armory formaly the property of madam Chole. I came here to find out what needs to be to fix the records.

Upon the answers givin Trace and make his way back by Lydia and tell her if he hopes to see her later. He will then make his way back to the group. And report what he has learned.

(gather information 14)

Teamwork Training And Time Slots (DM/Al) 
Monday September 4th, 2006 8:36:23 PM

With the aim of using the Combat Simulator of the Star Mages Tower as a tool for testing team strategies, Savin, Jaeden, Sly and Luke follow their Student guide back to the Simulator room. Peerimus tags along in silence, non-committal as to how this might work for them.

Baird welcomes Sly, Luke and Savin back with a grin and tries to answer the questions as they come at him.

"Six plus a dog and a bear, huh?" Baird eyes the group. "The numbers shouldn't be a problem, the simulation will take up to ten of you. And ... I think I'd try any setting between 10 and 14. I think those should be good levels for you. And I'm sorry, the system is configured for random opponents now. Specific requests are usually ordered at the time the time slot is booked, as things like that require calibration of the equipment."

"Speaking of which ... " The wizard counts the numbers again. "I'll have to tell you, if you're waiting for two more of you to show up, you won't have much time. The next appointment is scheduled to arrive in 15 minutes. From the records, they booked their time slot 14 months ago. You're lucky we have this time open today after reconfiguration and maintenance."

=== OOC ===
Shadow remains in the Garden Atrium. Does Yorrick come along? Dalek? Trace's horse has been stabled.

Jaeden 
Monday September 4th, 2006 9:06:43 PM

Before leaving the garden Jaeden puts his armor back on. He gives Dalek a pat and sends a tendril of thought suggesting the horse stay put.

Once the group hears of their limited time with the simulation Jaeden sighs. "Damn. I had hoped we'd have a few goes at it. Alright then, lets see what we can do in one shot with only part of our team."

Sly and Luke 
Tuesday September 5th, 2006 7:30:18 AM

Sly is running down the hallway trying to catch up with the group, (But really sly was trying to out run Luke.) "Poff! Poof! Are we set to go?" Sly ask.

But then a voice behind Sly Ask "Luke Go Too?"

Firn'gaer 
Tuesday September 5th, 2006 1:42:24 PM

Firn'gaer continues to look over the records in the library. The reading is intensive and exhausting to normal men, but a wizard is no normal man and this is no normal wizard. So Firn'gaer continues to read.

Peerimus and Yorrick 
Tuesday September 5th, 2006 5:00:45 PM

Peerimus turns to locate Yorrick and the bear moves in quickly to follow. Hearing the limits and expecting some sort of time limit before the paying patrons started to want to get their promised service, Peerimus nods in agreement. "It would certainly be better if Trace and Firgaer were hear, mostly Trace, but they are not so we will make do. I say we move for setting 14 or 15. I want us overmatched and hopefully the random opponents will be multiple. For What I see as our weakness is coordination and concentration on opponents. I also still believe that our melee fighters, Yorrick, Jaeden, Luke and Sly and in part me should be side by side and you Savin should remain mobile. When Trace is about I assume him to want to get to the outside and use his bow with Shadow remaining in front of im to stop any from engaging him in melee. If any move towards him that will be when our main melee group will send support. Likely in the form of Sly and Luke to assist Shadow. All the while Firgaer uses his spells against the opponents ranged attackers and that is what you do as well Savin. Now in this upcoming scenerio we will not have Trace and Firngaer, but I think their role as I just put down is acceptable to be assumed and we can judge our results on that basis. Agreed?"

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Chill Metal, Heat Metal, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, Dispel Magic x2, Ice Storm
Level 5:
Animal Growth, Extend Greater Shillelagh, Wall of Thorns, Deathward
Level 6:
**Transport Via Plants x3

Quarter Staff (spell staff -Deathward)
Active Spell Longstrider cast in early AM


Savin 
Tuesday September 5th, 2006 9:22:47 PM

Savin listens to the attendant and then looks over at Peerimus, "I guess we will have to use smaller team tactics. I think we are better off getting some practice than no practice. I have no problems running solo and will attack anything that seems to have a ranged attack or a spell user. Still with only 4 of us, I would dial down the skill level to what our friend here suggests. (Savin points at the attendant) We want this to be a test of tactics and something where we can work together. If we are swarmed over, we won't learn anything. This way we will have time to coordinate and communicate. That has been our problem in the past."

Savin then looks at the attendent and asks, "I know that our buff spells are assumed in this but do we still need to take them, drink potions and cast our spells in the scenerio or does the simulator just assume them?"

Changing Names (DM/Al) 
Tuesday September 5th, 2006 9:33:57 PM

The young man raises his bespectacled eyes and blinks at Trace like an owl caught in the light of a bull's-eye lantern.

"I'm sorry? Armory? Madam Cloe? You ... fix the record. Yes, alright. There's a fee for that. Let me ... " He turns first one way, and then he turns another. " ... find the record. Let me find the record first." He shuffles out the door behind the counter and disappears into the stacks.

"Cloe, Madam ... Cizzenia. Clarrisa. Cleo, Dontobrix. Cleo, Tarintella. Cloe, Madam." There's the sound of pages turning, paper against paper. "Armory. Here we are. Soldier City, Plat 865 B and C."

The sound of paper shifting again mixes with the shuffle of feet, and the young man returns from the backroom and dumps a heavy book on the ledge behind the counter with a thump. A cloud of white dust rises into the air.

"Armory," he reads. "Soldier City, Plat 865 B and C, the land is registered to a group and ownership resides in possession of the Key Stones. The name of the group listed here is ... Swords of Light."

"What would you like it changed to? You'll have to present proof of ownership. And there's a fee."

(Roll and INT check if you're confused.)

Reading. Reading. (DM/Al) 
Tuesday September 5th, 2006 9:34:22 PM

Firn'gaer continues to read. Datum, data, information, meaning. Magic or mundane, the search for truth, efficacy and significance is a difficut road.

Catacombs, The
Children of Chaos
Crones of the Gateway Downs
Crystal Forest
Dimensional Breach(es)
Giggling Ghost, The
Goblin(s)
Harrowed Moon
Heranmar
Inn, The
Koshe Marr
Lilac Moon

Marteaus
Marteaus, Machine Of
Montoya, Roderigo
Nightshade Crypt
Skull(s)
Troll(s)
Twilight Palace, The
Undead
Vampire(s)
Void, The
Werewolve(s)



Choose a Level. Any Level. (DM/Al) 
Tuesday September 5th, 2006 9:34:46 PM

"Alright. Four people and two animals." Baird Cain speaks as he steps to the back of the pedestal and presses the stone for Six Entrants. "If you have potions other magics, take them as you normally would. You'll have them back after the simulation is over." He touches the center stone labeled for Multiple opponents. With a wave of his hand, he indicates the left side of the pedestal, the section for Level.

"Go ahead. Choose. Then step within the dark rectangle. Good luck."

Savin 
Tuesday September 5th, 2006 10:02:42 PM

Savin looks at the numbers and then at the group. "Lets split the difference. I say we go with 12. Should be a good test but still allow us a chance to work together. Wonder if we will even fight an intelligent monster or a group. Could be a dragon or something very large."

Savin leaves the touching of the buttons to Peerimus and enters the rectangle

Trace and Shadow  d20+1=18 d20+15=33 d20+20=33
Tuesday September 5th, 2006 10:09:46 PM

Int roll 18

Ok, it is supposed to be Southern Lights and changing to Children of Chaos. Also, what proof do you require? The request for ownership to be transfered to us should be in city records since it was a city offical that brought us the news that she had assigned the ownership of the property to us. I also can go back to One of the other party member and bring back the keys to the armory. But like I said it should be in the records of the ownership transfer and should show the missprint from that to your records.

Anyway, I feel pressed for time, the name changed from Southern Lights to Children of Chaos and as for the fee send me a bill. I am staying at the Star Mages guild. Who you send to collect the fee we can show them the keys to the building, they are a set of gems that work the lock.

Trace is not sure but he feels urgency to get back to the group. Trace uses his skills to get back to the group unnoticed and with out minimal attention. (Hide 33) (move silently 33)

Peerimus and Yorrick 
Wednesday September 6th, 2006 5:00:57 PM

"Twelve? Where is your sence of adventure and Challenge?" The druid responds with smile as he hits the 13.

Stepping in with Yorrick, "Remember this a cooperation test and to see how fast we can be how lethal if need be. Jaeden it is your show, but remember everyone. One listen to Jaeden, two trust Savin is all grwon up and can take care of himself. When Savin pops off let him" Peerimus gives the monk a grin, "He knows what he is doing."

Still smiling he adds after a momnet, "Oh and Three, Savin don't get yourself killed."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Chill Metal, Heat Metal, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, Dispel Magic x2, Ice Storm
Level 5:
Animal Growth, Extend Greater Shillelagh, Wall of Thorns, Deathward
Level 6:
**Transport Via Plants x3

Quarter Staff (spell staff -Deathward)
Active Spell Longstrider cast in early AM


Sly (AC 25 97/97 hp) and Luke (Ac 24 65/65 hp) 
Wednesday September 6th, 2006 6:08:13 PM

Sly Stand behind Jaesen, wrinkle his brow and his nose "Adventure, Chanllenge, Cooperation??"
Sly tuns to Luke, "Can you do all those things??"

Luke (And you swear that the dog's chest bulges out) answers " YEP!"

Firn'gaer 
Wednesday September 6th, 2006 7:52:34 PM

Firn'gaer continues to read the entries.

This sucks...why didn't you get something to eat before coming in here. You know I don't have one of those nifty trickets you wear...I eat...and rather enjoy it too.... Rufus grumbles. Does this place have room service...? When are you going to be done...I'm starving...ooohhh...wasting away...you're a cruel master...soooo cruellll.....

What's In a Name? (DM/Al) 
Wednesday September 6th, 2006 9:34:05 PM

Trace stands before the counter wondering what happened and why the Armory is registered under the name of the Southern Lights when he had thought that it was not. He plays back the conversation with the guard at the gate in his head. The had introduced themselves at the Children of Chaos. The guard had said that they had no record of landholders under the name of The Children of Chaos. He checked the records again after Trace had identified them as Champions Protector 452 as well. After checking he said that 452 is registered under the name of The Swords of Light, but that it wasn't clear whether they were the registered owners of Madame Cloe's Armory, and he said that ownership would reside with whoever who possess the Key Stones and that The Key Stones for the Armory were listed as missing.

The visit here proves the link to the Swords of Light. And this pencil neck behind the counter has said pretty much the same thing. Ownership resides in possession of the Key Stones. But who has the Stones?

"Er, um, Star Mage's Guild. Very well. And the Key Stones would be just the thing to prove ... " The young man's voice fades as Trace leaves and makes for the stairs. Using all his skill, he conceals his presence as he makes the long trip back to the Star Mage's Tower. It's slow going.

[ Hide is executed at 1/2 speed. Unless you perform an Accelerated Hide. ]

What? No Munchies? (DM/Al) 
Wednesday September 6th, 2006 9:34:33 PM

A high pitched chitter comes from Firn'gaer's clothing as he continues to read. Rufus complains, but the booth is scrupulously clean and food free.

Catacombs, The
Children of Chaos
Crones of the Gateway Downs
Crystal Forest
Dimensional Breach(es)
Giggling Ghost, The
Goblin(s)
Harrowed Moon
Heranmar
Inn, The
Koshe Marr
Lilac Moon

Marteaus
Marteaus, Machine Of
Montoya, Roderigo
Nightshade Crypt
Skull(s)
Troll(s)
Twilight Palace, The
Undead
Vampire(s)
Void, The
Werewolve(s)

[ OoC: If you wish to read something different you'll need to choose the topic. ]


Level 13 / Multiple Opponents / Six Entrants (DM/Al)  d20+1=9 d20+1=3 d20+1=17 d20+2=9 d20+2=18 d20+3=10 d20+3=9 d20+4=7 d20+5=16
Wednesday September 6th, 2006 9:35:13 PM

Peerimus touches Stone number 13 and six step into the dark bounds of the rectangle. The scene suddenly becomes a blasted rocky plain. The sky above is red. Around one hundred feet away three figures turn their heads toward the newcomers. Two are medium size, thin and six feet tall, they sport long claws on thin arms. Their skin is red and runs with a sheen of wetness.

The third is large and frost white with segmented body plates that look hard as armor. It carries a spear in clawed hands, and it has a small insect-like head with large faceted eyes. It's tail whips about behind it, barbed, the tail glints with bright menace.

One of the red ones acts first (B2). A hemisphere of darkness springs up around it and then it slinks back a few paces. The large white one acts next (G). It turns its head a certain way and suddenly both of the red ones are surrounded by a dark aura. The white one brandishes its spear at the Children of Chaos and hisses in an alien tongue, then it steps forward to cover the other red one who has not yet acted.

=== OOC ===

Luke, your action will count before the actions described above. If it disrupts either of them, I will rewrite.

Initiative Order (All actions will be executed in this order unless Delay or Ready actions are used)
Luke, B2, G, Jaeden, Sly, Yorrick, Peerimus, Savin, B1

NOTE: You don't have to post in Initiative order, but I will resolve the combat in Initiative order.

Initiative Rolls:
Peerimus 9
B1 3
B2 17
Yorrick 9
Luke 18
Jaeden 10
Sly 9
Savin 7
G 16

Combat Map


Savin ac 28 hps 115/115 enlarge 
Thursday September 7th, 2006 7:49:37 AM

Savin reaches into his haversack and pulls out an enlarge potion that he sucks down. He then banishes his staff to his glove of storing with a snap and pulls out his new spiked chain from that is looped to his belt.

He looks down at Jaeden and asks, "So what is the plan?"

Peerimus AC 30 HP 91 and Yorrick AC 27 HP 117 
Thursday September 7th, 2006 8:24:47 AM

"They look to be melee combantants and have spell ability." The druid responds to Savin as he eyes the trio. "I have a Dispel Magic, but not seeing them actually cast anything I would guess they could simply erect their defenses again. But we have our own we can see to."

With that Peerimus casts Barkskin and shares it with Yorrick. "when we engage I will summon a creature to thier rear and give us flanking."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
*Barkskin x2, Chill Metal, Heat Metal, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, Dispel Magic x2, Ice Storm
Level 5:
Animal Growth, Extend Greater Shillelagh, Wall of Thorns, Deathward
Level 6:
**Transport Via Plants x3

Quarter Staff (spell staff -Deathward)
Active Spell Longstrider cast in early AM


Trace and Shadow  d20+20=31 d20+15=26
Thursday September 7th, 2006 4:31:09 PM

Trace continues to make his way back sure that Sly has held onto the key stones for the armory to finalize the name change.

His mind travels a bit as he makes his way back to the guild. I bet we can sell of the armor to some small outpost and then refinish the inside to suit our needs, make the second floor larger for rooms for all of us and turn the bottom into a common room / library so we can study. It would be nice not to have to depend on someone else when we return. Hire a caretaker and maybe pay a new local champion protector group to watch out for the outside of the building.

Maybe it wouldnt be such a hassel to return to Hook if we are well established in the city.

Trace continues to conceal himself as he makes his way back to the others.
hide 26 move silently 31

Sly (AC 25 95/95 hp) and Luke (Ac 21 65/65 hp)  d20+9=19 d20+9=20 d20+10=18
Thursday September 7th, 2006 5:43:39 PM

Luke Spots the enermy, he stand still for a moment just stearing at them. He will growl in their direction "gerrrrr!" (a low growl)

Sly listen to Luke and turns toward their direction "Hold Luke! Ok! what's are going to do? Swords or Magic".

Sly's Magic Spells

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

1- Magic Missels X3, Burning Hands,

2- Invisibility, Levitate, Mirror Image,

3- Fire Ball, Lighting Bolts, Fly,

Jaeden Ohm (AC see below HP 116/116) 
Thursday September 7th, 2006 6:09:14 PM

Following Savin's lead Jaeden too pulls out a potion of enlarge and sucks it down. He eye's the white chitinous creature and marks it's movements well [-1 dodge AC vs. G].

"Seems straight forward here. Peerimus, you and Yorrick move with me. Bring Yorrick to my side and stay behind us yourself. Sly, starting hitting the white thing with any range spells you have. Once you're out, join me on the opposite side from Yorrick. Savin, use your mobility to get behind and flank along with whatever Peerimus summons."

"I want all focus on one beast. The only exception will be possibly Savin. Savin, if one ends up lagging behind and casting go after him. Otherwise, keep on the same one as we're hitting."

"When he drops I'll call out the next target but make sure we're on the same one."

With the plan set Jaeden moves to take position [move to w11,x12].

ac
Regular: 25
VS G: 26
VS AoO: 29
VS AoO from G: 30

Jaeden (addendum - free action) 
Thursday September 7th, 2006 6:10:46 PM

Getting into position Jaeden realizes his opponents are lined up.

"Sly, can you hit them with a lightning bolt?"

Home Is Where You Hang Your Longsword (DM/Al) 
Thursday September 7th, 2006 9:19:08 PM

Creeping from shadow to shadow, Trace makes his way through Soldier City toward the great Hooked Bridge with Magic City on the otherside, the Star Mages' Tower and his friends. Through his head run plans and possibilities for a new home. The Armory. He can almost see it with a new coat of paint.

Now, as long as Sly Foxx still has those Key Stones ...

Lost in Thought (DM/Al) 
Thursday September 7th, 2006 9:19:31 PM

Firn'gaer considers the information he's read so far as the Main Menu hands in the air before his eyes.

Catacombs, The
Children of Chaos
Crones of the Gateway Downs
Crystal Forest
Dimensional Breach(es)
Giggling Ghost, The
Goblin(s)
Harrowed Moon
Heranmar
Inn, The
Koshe Marr
Lilac Moon

Marteaus
Marteaus, Machine Of
Montoya, Roderigo
Nightshade Crypt
Skull(s)
Troll(s)
Twilight Palace, The
Undead
Vampire(s)
Void, The
Werewolve(s)

[ OoC: If you wish to read something different you'll need to choose the topic. ]


Level 13 / Multiple Opponents / Six Entrants - Round 02 (DM/Al)  d20+7=22 d20+7=25 d20+7=16 d20+7=27 d20+7=15
Thursday September 7th, 2006 9:22:49 PM

Round 01

Luke lunges forward, growling for the kill, but with a word, Sly holds him in formation.

After the red creature creates his area of darkness and the white creature places black auras around the other two (last post) ...

Jaeden takes a page from Savin's playbook and drinks a potion of Enlarge Person. After a few commands, he moves 30 feet (If your speed is 30, you can only move as far as X14/Y15. Remember, every other diagonal you cross is 5 feet more. See the diagram called Diagonal Movement on PHB pg 147.).

Jaeden calls for Sly to cast a Lightning Bolt at the two creatures while they are lined up, but the Bladesinger is busy holding Luke back.

Yorrick hold his place by Peerimus as his friend casts a spell of protection upon them both.

Savin like Jaeden, drinks down a potion of Enlarge Person. Then he swaps out staff for spiked chain.

The other tall red creature (B2) hisses like a tea kettle and points a clawed hand at the group. A force whirls through the group and rips at the magics upon the group. Jaeden loses his Enlarge Person spell and shrinks back down. The Barkskin on Yorrick fades away. Peerimus feels his own Barkskin hold, but his speed dies as the Longstrider spell is dispeled. Savin feels the dispel come upon him, but his Enlarge Person spell holds. The thin red creature then slinks back into the hemisphere of darkness.

Round 02

Luke, you may move twice here. Once for Round 2, and, if you wish, once for round 1. Last chance.

The first red creature (B1) slinks to the north. Another area of darkness springs up around it.

The large white (G) creature shakes its spear and suddenly lifts up into the air, flying 5 feet forward and 30 feet up into the air.

=== OOC ===

Luke move for both Rounds 2 and 3. Then we'll pick up the Initiative Cycle as below.

Initiative Order (All actions will be executed in this order unless Delay or Ready actions are used)
Round 1 Luke, Jaeden, Sly, Yorrick, Peerimus, Savin, B1,
Round 2 Luke, B2, G,

Starting Next Post:
Jaeden, Sly, Yorrick, Peerimus, Savin, B1, Luke, B2, G, (Trying to sync the Init Order so that the Opponents are mostly at the end.)

NOTE: You don't have to post in Initiative order, but I will resolve the combat in Initiative order.

Status
G Uninjured
B1 Uninjured
B2 Uninjured

Combat Map

Firn'gaer 
Thursday September 7th, 2006 9:28:08 PM

Firn'gaer checks the remaining entries.

[Sorry for the weak post. First week of school and just really busy.]

Sly (AC 25 85/85 hp) and Luke (Ac 21 65/65 hp)  d20+20=36 d20+11=28 d20+6=15 d6+4=9
Friday September 8th, 2006 8:24:13 AM

OOC; I hope I get this right>

Luke half way listens to Sly, Backs up five feet and when Sly mind is on Jaeden. Luke bolts fouty- five feet toward D-2(putting Luke at T/12 (first round)).
But when their magic hit the Children, Luke is still in motion and still running at the enermy in frount of him.
Luke will Attack Enermy(GE)At (I-12)his right side, First jumping 36, Then attacking area or anything (by bite) AC 28 &AC 15 (miss??) - Damages 9hp.

Sly starts chanting his spell, But something happens and is unable to cast the spell?? "What Happen? I didn't get a chance to cast my spell! I'll Have to use my Bow?
Oh! No! There goes Luke!"

Sly Spells

0) Detect Magic, Read Magic, Ray od Frost, Flare.

1) Magic MisslesX3,Burning Hands,

2) Invivibiliyi, Levitate, Mirror Image,

3) Lighting Bolts, Fire Ball, Fly.


Jaeden Ohm (AC see below HP 116/116) 
Friday September 8th, 2006 12:44:31 PM

Ok, there goes simple. Jaeden thinks as his magical growth is ripped away and he returns to normal size. At least we'll get a real test.

"CASTERS!" he shouts as he grabs a javelin and readies it. "Savin, we need them out of the picture asap but wait until we can support you." He knows that as soon as Savin closes the white beast will descend to tear him up.

The takes mark on one of the tall red creatures [D2] and lets fly with the javelin. Within a couple feet of leaving his hand the javelin explodes into crackling electricity and flies towards the creature. It hits it and continues on for another 25' or so [5d6 lightning bolt, save reflex 14 for half].

The warrior stays where he is to allow the others time to advance.

ac
Regular: 25
VS G: 26
VS AoO: 29
VS AoO from G: 30

notes
sorry for the mis-move last round Al. I always forget that potions require actions.

Peerimus AC 30 HP 91 and Yorrick AC 23 HP 117  d20+10=18 d20+10=14 d20+10=20 d20+10=30 d20+10=27
Friday September 8th, 2006 5:01:17 PM

The magic is ripped from the druid and his face grimaces. The fact they were powerful enough casters to dispel his magics annoyed him to say the least. The druid reminds himself that he did push the 13 button. Yorrick now no longer needs to stick near him to benefit from the spell though, "Yorrick stay with Jaeden keep him safe" As though the bear understands the Common language, Yorrick moves to Jaedens right. (Pardon I can not access the map at work. Image shack is blocked)

Peerimus checks the flier, You allies are not the only ones in control of magic "Father I ask of your power to strip them of thiers."
Dispel Magic at the flying creature [Targetted Dispel Check 18, 14, 20, 30, 27]

Peerimus says to the others, "I will take out the reds in the darkness in a moment."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
*Barkskin x2, Chill Metal, Heat Metal, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, Dispel Magic x2, Ice Storm
Level 5:
Animal Growth, Extend Greater Shillelagh, Wall of Thorns, Deathward
Level 6:
**Transport Via Plants x3

DeathWard in Staff


Trace and Shadow  d20+20=34 d20+15=35
Friday September 8th, 2006 5:21:50 PM

Trace keeps moveing back to his friends.
hide 35 move silently 34

Savin ac 28 hps 115/115 enlarge haste  d20+15=34 d20+16=25 d20+17=27 2d6(6+2)+7=15
Friday September 8th, 2006 6:24:12 PM

Savin nods to Jaeden and says, I am after the spelluser (Points at B2) He then activates his boots of speed and darts to the south around the darkness and ends up at D/E 15/16 with his spike chain in hand just waiting for B2 to do something.

range 20'

Ready action for attack of opportunity touch attack hits ac 34 trip attack DC roll 25. If successful, Follow up attack hits ac 25 for 15 points of damage. If trip check fails Savin will drop his chain.

trip modifiers +6 str, +4 size, +4 improved trip, +2 spiked chain)

enlarge 2/30
haste 1/10 boots

Long Way Back (DM/Al) 
Saturday September 9th, 2006 11:17:20 AM

Hook City is a big town. Trace creeps his way back. How long did it take for him to get here from the Tower in the first place? Hours?

Wonder what the others are doing back in the ... Garden Atrium? Eating, Drinking, lolling about. Relaxing and getting soft.

At this rate, it might be early evening before he'd be back.

Level 13 / Multiple Opponents / Six Entrants - Round 02/03 (DM/Al)  d20+20=35 2d6(2+3)+9=14 d20+23=35 d20+5=18 d20+7=15 d20+7=25 d20+20=26
Saturday September 9th, 2006 11:17:59 AM

Round 02

Luke having rushed forward earlier finds himself in just the right place to attack the white creature. Unfortunately, Luke hasn't learned that approaching larger creatures can come at a price. As he nears it takes the Attack of Opportunity. (AoO GE Hit Luke AC35, Damage 14hp; Fort vs DC23 or be Slowed as in the Slow Spell for 1d6 rounds.) The frost white spear hits Luke and the Wardog feels the creeping cold slowing his limbs. Will he be able to fight it off?

After taking the hit, Luke makes a bite of his own. It's a good bite. It would take a chunk from an orc. It would even take a chunk from Savin. But!!! In this case, Luke's teeth fail to penetrate the white creature's tough natural armor. The creature Concentrates (35) and casts it's spell and then lifts up off the ground. (Luke, you can take a AoO vs GE on your next post as it rises up off the ground.)

(Note here, Ceil, that Luke got only one attack. If you move more than 5 feet in the same round, you only get one attack.)

Jaeden casts a Javelin of Lightning at one of the tall red creatures. Blue electricity crackles about it's slim form. But when the light show fades, the creature remains unharmed. It appears that these things are Immune to Electricity!

Sly hesitates. Should he use magic or use his bow? (Sly, I need to know what you want to do.)

Yorrick Moves forward to protect Jaeden.

Peerimus casts Dispel Magic, aimed at the White Creature flying above. It appears to have had no affect.

Savin clicks his heels and receives a rush of speed from his boots. He flies across the blasted stone plain to come around behind one of the red creatures. With spiked chain in hand, he awaits the Opportunity to attack should the creature let it's guard down.

The threatened Red creature (B2) eye's Savin. It Concentrates (18) to activate its powers defensively, and then Targets Savin with a clawed hand. (15 vs Haste CL10; 25 vs Enlarge Person CL5) Savin's Haste remains, but the monk quickly shrinks down to normal size. The red creature then moves five feet forward. It gives its companion a look. Even though they say nothing, it almost looks as though they are speaking.

Round 03

The first Red creature (B1) grins. Suddenly it is gone. Just as suddenly, it appears directly behind Savin.

The large white (GE) looks behind it to Savin who now appears to be surrounded. It flies down to the outside range of Savin's Chain and it strikes down with its spear. (GE Hit Savin AC26) Savin's luck is with him and the White creature swings wild.

=== OOC ===

Next Initiative Order (All actions will be executed in this order unless Delay or Ready actions are used)
(Bottom of Round) Jaeden, Sly, Yorrick, Peerimus, Savin, B1, (Top of Round) Luke, B2, G,

NOTE: You don't have to post in Initiative order, but I will resolve the combat in Initiative order.

Status
G Uninjured; AC >28
B1 Uninjured; AC ???
B2 Uninjured; AC ???

Combat Map

Slow Effect
An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.



Topic Exhausted (DM/Al) 
Saturday September 9th, 2006 11:18:41 AM

Topic by topic, Firn'gaer goes through the rest of the selection on Koshe Marr.

Crystal Forest
The Crystal Forest is one of the most consistently described locales described in the many reports on the unsubstantiated land of Koshe Marr. It is reputed to be a forest of crystalline trees. When disturbed by vibration energies, they are said to shed razor sharp shards of crystal. To be caught below such a crystal fall is to court death.

In this way the Crystal Forest is very similar to the Crystal Mountains that divide the Great Sargrass Plains.

[RETURN TO PREVIOUS MENU]

Giggling Ghost, The
This entry has an extensive write up of the dream phenomena known as the Giggling Ghost. There's a lot of information to wade through, but near the bottom of the text is a list of entryways and speculated entryways. One of the items catches Firn'gaer's attention: "The Inn, Koshe Marr?"

[RETURN TO PREVIOUS MENU]

Goblin(s)
Skimming the paragraphs, Firn'gaer pegs this as a book length treatise on goblins. Far down its length is a section on Habitats. Within that section there is a short paragraph that mentions Koshe Marr. Within this paragraph it notes that goblins are said to live in open communities.

[RETURN TO PREVIOUS MENU]

Marteaus
Ruler of the Gods of Testing. He strives to bring suffering through disease upon the Noble Races of Wold. It is only through true suffering that one discovers his true need ... There are pages and pages of text on Marteaus, his manifestations and his history. But under a section entitled "Sphere of Influence" there is a short paragraph on Koshe Marr. It mentions that there are indications that Marteaus may ultimately be the power behind Koshe Marr and that the land may even be a creation of his. This, it is speculated, is the reason that the influence of all other Divine forces is so diminished in that land.

[RETURN TO PREVIOUS MENU]

Nightshade Crypt
Described by an unidentified adventurer, mad and on the brink of death, the Nightshade Crypt reported to be a vault used by Fidelia of the unsubstantiated land of Koshe Marr to store items under maximum security.

[RETURN TO PREVIOUS MENU]

Skull(s)
"This same skull was Yorick's skull, the king's jester. Alas, poor Yorick! I knew him, Horatio: a fellow of infinite jest, of most excellent fancy: he hath borne me on his back a thousand times; and now, how abhorred in my imagination it is!"

Skimming the paragraphs, Firn'gaer pegs this as a treatise on the skeletal cranium written purely for its satirical merits. Far down its length is a section supposedly set in Koshe Marr in which skulls from all manners of creatures fly about crying and shouting various nonsense phrases. The skull of a noted politician local to Hook City sells sausages to any who might pass and the picture described of a sausage waved about in its mouth is lurid and suggestive.

[RETURN TO PREVIOUS MENU]

Troll(s)
Skimming the paragraphs, Firn'gaer pegs this as a book length treatise on trolls. Far down its length is a section on Habitats. Within that section there is a short paragraph that mentions Koshe Marr. Within this paragraph it notes that trolls are said to live in open communities.

[RETURN TO PREVIOUS MENU]

Undead
Skimming the paragraphs, Firn'gaer pegs this as a book length treatise on the Undead. Far down its length is a section on Habitats. Within that section there is a short paragraph that mentions Koshe Marr. Within this paragraph it notes that Undead are said to thrive within Koshe Marr where, it is said, they roam with impunity.

[RETURN TO PREVIOUS MENU]

Vampire(s)
Skimming the paragraphs, Firn'gaer pegs this as a book length treatise on vampires. Far down its length is a section on Habitats. Within that section there is a short paragraph that mentions Koshe Marr. Within this paragraph it notes that vampires, are said to live as aristocracy in this land where the sun never shines.

[RETURN TO PREVIOUS MENU]

Trace and Shadow  d20+9=12
Saturday September 9th, 2006 8:09:12 PM

Trace seeing that it is taking too long to make his way back moves out of the shadows and resumes normal speed on his way back to his friends. He keeps a wary eye out around him.
spop 12

Peerimus AC 30 HP 91 and Yorrick AC 23 HP 117 
Sunday September 10th, 2006 11:51:26 AM

Peerimus moves up 40' [Y/14]. The dimensionally shifting creature brings a small frown. No use in trying to entrap one. And how were they going to be able to do anything to the flier? It had a greater reach than any of them No the first momnets of this partcular test the druid was not liking. He had another dispel, but most creatures capable of innate spell use could do so more than once.

Yorrick will move with Jaeden, defending the human as Peerimus asked.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
*Barkskin x2, Chill Metal, Heat Metal, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, *Dispel Magic x2, Ice Storm
Level 5:
Animal Growth, Extend Greater Shillelagh, Wall of Thorns, Deathward
Level 6:
**Transport Via Plants x3

DeathWard in Staff



Savin ac 29 hps 115 
Sunday September 10th, 2006 11:31:01 PM

Savin wants to stay and fight but remembers that this was supposed to be a group event and dicides to theave some of these creatures to his friends He remembers that his master telling him about being greedy and to share his toys.

He decides to withdraw back towards his friends sckirting the darkness and ends up. He will get himself up to W15 before his stops his movemnts. He would have made sure to stay out of the darkness."

He wiisphers back to Jaeden, "That plan looked painful.

Sly (AC 28 85/85 hp) and Luke (Ac 24 51/65 hp)  d20+10=24 d20+6=18
Monday September 11th, 2006 7:35:09 AM

Sly cannot see any enermy there, "Jaeden! I cannot use my magic un some one I cannot see? All I see beside the Blackness is Luke! Now what is the PLAN??" Sly tries hard not to enter the Blackness, Knowing that it is fruitless. Do you want me to fly over there? Or Wait?" Jasesen can see that Sly is using all his restrain not to run around the Black spot. (Sly will move to AA/13)

Luke (Makes His Fort Save 24) is confused? he sniff the ground where the enermy was? Looking for a scent?? (Luke is moving around in the same Spot looking to pick up a scent.)

Sly's Spells

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

1- Magic MissilsX3,Burning Hands.

2- Levitate, Invisibility, Mirror Image.

3- Lighting Bolts, Fire Ball, Fly.


Posting Report For 
Monday September 11th, 2006 8:40:17 AM

Game # 4 The children of Chaos
For the week of Sept 4,2006

Name----MTWTF
DM Al----XXXXXS
Sly------OXXXX < Yummy Ache
Savin----X2OXXS
Peerimus-OXOXXS < Him Too!
Firn-gare-OXXXO < Ditto!
Jaeden---XOOXX < Also??
Trace----XXOXXS

Adm Ceil - Well Fore belly aches out of six players Is not Bad??

Jaeden Ohm 
Monday September 11th, 2006 5:26:20 PM

Not positive on how to proceed Jaeden takes further action to help protect both he and Yorrick. He reaches for the horn strapped around his torso and with a great inhalation blows a deep resonating note. For the briefest of moments he and Yorrick shimmer with protective energy [circle of protection vs evil: Jaeden & Yorrick in range]. Once done, the warrior moves forward to close the distance between the group and their foes [move to Y13].

"We need to close with them Sly. Slow and steady. If you have anything you can use against the flier let it fly. The red ones at least seem to be immune to electricity."

"Press forward, on my call we'll charge them!"

Picking Up the Pace (DM/Al) 
Monday September 11th, 2006 9:31:44 PM

Trace tires of the slow pace. Out in plain sight, he heads up the stairs from Soldier City onto the bridge. He looks about himself, but sees only the market crowd. No one seems to be following him. But he knows that someone even moderately skilled in the arts of concealment could be following him and he would not have spotted them.

By the sun it is passing true noon.

Paging (DM/Al) 
Monday September 11th, 2006 9:32:13 PM

The links reveal their information, but it is not so much the length of each piece that presents problems so much as it is the fact that buried within all of the information are bits that may or may not be of use to them. It is the sifting of the information, the wheat from the chaff, that becomes a tedious job.

Level 13 / Multiple Opponents / Six Entrants - Round 03/04 (DM/Al)  d20+7=20 d20+7=13 13d6(2+1+3+5+1+2+4+4+3+6+6+2+6)=45
Monday September 11th, 2006 9:32:50 PM

Round 03

Jaeden is having difficulty getting the measure of his opponents. He takes out a magic horn and sounds a blast. A circle of Magic surrounds him, protecting all within it's sphere against Evil. He takes a 5-foot step to the northwest. (Jaeden, drawing the horn is a Move Equivalent action. You can't move any more than 5 feet after drawing and activating the Horn of Goodness.)

Itching to confront his foes, Sly comes up directly behind Jaeden and calls again for guidance. Jaeden tells him to attack the flying creature if he can.

Following Peerimus' instructions, Yorrick follows in Jaeden's footsteps.

Peerimus moves forward, assessing the capabilities that the creatures have exhibited so far.

Savin withdraws quickly from out of the midst of the three creatures. He comes in at the head of the group. (Savin, did you deactivate your Boots of Speed? Or did you burn another round of use?)

The Red creature (B2) points a clawed hand at Jaeden and his horn. Jaeden feels the Magic Circle fade and then vanish, dispelled. It moves to the far edge of the sphere of Darkness, away from Luke.

Round 04

Luke shakes off the numbing cold and tries to find his opponents. He finds that he can actually see quite well into the sphere's of darkness. In fact, because he can smell the Red creatures, he should have no problem biting them either, even though they are partially concealed by the dark. (Here are the affects of Darkness Luke.)

The first Red creature (B1) also enters the sphere of darkness. It points at Peerimus. The druid feels a dispelling magic wash over him. But the magic has no affect.

The large white creature(GE) flies forward, slicing through the air. It holds out a clawed hand pointing in the direction of the clustered group. A Cone of biting Cold shoots from his hand and engulfs Savin, Yorrick, Peerimus, Jaeden, and Sly. (All five of you take 45hp damage. Make a Reflex Save vs DC20 and take half.)

=== OOC ===

Next Initiative Order (All actions will be executed in this order unless Delay or Ready actions are used)
(Bottom of Round) Jaeden, Sly, Yorrick, Peerimus, Savin, B1, (Top of Round) Luke, B2, G,

NOTE: You don't have to post in Initiative order, but I will resolve the combat in Initiative order.

Status
G Uninjured; AC >28
B1 Uninjured; AC ???
B2 Uninjured; AC ???
Luke 51/65

Combat Map

Slow Effect
An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.



Jaeden Ohm (AC see below HP 116/116) 
Monday September 11th, 2006 10:22:59 PM

"We need to close or we're going to get hammered. Let's take the reds down then figure out how to get the big white."

"Everyone, full advance now!"

With that the warrior makes a full on sprint in a straight line [4x move to G15: straight line, 4x should cover]

ac
Regular: 25
VS GE: 26
VS AoO: 29
VS AoO from GE: 30

[ Jaeden, you forgot to make your Reflex Save vs the Cone of Cold. If you don't make one before time to post tomorrow I'll make it for you. Don't worry. I roll well. Sometimes. -- Al ]

Trace and Shadow  d20+9=29
Monday September 11th, 2006 10:46:48 PM

Trace continues on his way back keeping a wary eye for anyone following him.
spot 29

Savin ac 29 hps 115/115  d20+13=30 d20+14=21
Tuesday September 12th, 2006 8:31:52 AM

OOC I forgot to mark a round on the boots, but yes I did use them last round)

Savin easily rolls away from the cone of cold taking no damage. (evasion)

Savin hears Jaeden's orders and agrees with them but is worried about the reach of the flying monster. He calls out a warning, "Careful to go around that thing."
Savin then decides that even at their full sprint, he has time to do something and touches his circlet shooting a beam of searing light at the flying behometh threatening them.

Savin hits touch ac 21 with a beam of light doing 40 points of damage to the creature, no save.

He then still using his boots of speed races around the flying monster avoiding the range of aoo and ends up at H18 in the darkness. He still has his spiked chain out.

boot of speed 3/10

Sly (AC 28 66.5/97 hp) and Luke (Ac 24 65/65 hp)  d20+8=22 d20+11=26 d6+4=7
Tuesday September 12th, 2006 9:56:10 AM

Fort Save 22 (DM AL your mean, making me do math!)

Sly will move closer to the dark spot, he want to see better. He moves to (U/13)

Luke now can make out where D2 is,hemakes towards him. He'll move to (H/18) and attack him (AC 26 - Damage 7hp)

DM Luke has gone up a levet to lve 8, I have not adjusted his hp yet, Sorry.

Firn'gaer 
Tuesday September 12th, 2006 4:49:13 PM

Firn'gaer files away the information. "Don't know if I want to go to Koshe Marr." He says looking down at Rufus.

The rat lifts his head from his nap. I'd say that's obvious. So why don't we stay, get some good food and a hot bath, then head home and forget all about that thing on your hand.

"Very funny." He says. If it were only that easy... He thinks smiling down at his furry companion. "We've one more thing to attend to and then we can get that meal and bath you want."

Fine... He replies with a huff.

When Firn'gaer finishes reading the material, he will find his way to administrative offices of the Star Mage Guild. He is going to pay his dues for another year.

Peerimus AC 30 HP 69-91 and Yorrick AC 23 HP 117  d20+8=23 d20+10=20 d20+10=30
Tuesday September 12th, 2006 6:50:10 PM

The Cone of frost blasts into the druid and Yorrick. Yorrick rolls to the right and evades the cone entirely. Peerimus moves behind his shield blocking some of the blast.
[Peerimus reflex 23, Yorrick Reflex 20 Evasion]

More blasts like that and things could get ugly. "Jaeden the big one is right in Yorrick's path." But Peerimus does not stop the bear, he can't leave Jaeden all by himself. Instead Peerimus says a prayer to other for his safe keeping.

Peerimus himself refocuses. Then moves to V-12, "Doing my best to keep up." and will ready a Dispel Magic on the next spell the G3 tries. [Dispel Check 30]

Yorrick moves with Jaeden keeping pace with the slower armored man. [Move and Move]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
*Barkskin x2, Chill Metal, Heat Metal, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, *Dispel Magic x2, Ice Storm
Level 5:
Animal Growth, Extend Greater Shillelagh, Wall of Thorns, Deathward
Level 6:
**Transport Via Plants x3

DeathWard in Staff


Hey Ranger ... (DM/Al) 
Tuesday September 12th, 2006 9:35:41 PM

The sound of vendors hawking their wares comes from all around Trace as he makes his way across the Great Hooked Bridge. He takes a good look around. No one seems to be following. None seem suspicious. This time he's fairly certain.

The elfish ranger does spot one train wreck though, as it comes straight for him. A halfling makes his way through the crowd in a bee-line directly for him. He swaggers with a confident air, and he wears a leering smile upon his face.

"Hey, Ranger!" he calls. "You're a Ranger right? Am I right? New in town? On your own, footloose and fancy free? Tell me I'm wrong. Well this is your lucky day. I've got just what you need. Yes that's right. I know what you need and I can get it for you."

"You ... are looking for a date. Right? Am I right? I'm right. Right?" The halfling follows along, somehow keeping pace with Trace and the ranger's longer stride. Blondes, brunettes, red-heads, tall, short; he keeps up the patter as they walk along.

Administration Offices (DM/Al) 
Tuesday September 12th, 2006 9:36:05 PM

Firn'gaer deposits the Link Stone in the depression in the top of the desk from which he had gotten it. When he emerges from the booth a Student is waiting to guide him to wherever he might wish to go. In the Administrative offices an attractive middle aged woman sits behind a desk, her eyes far away. In her hand is a Link Stone.

"I'm sorry," she blinks and focuses on Firn'gaer. "You wished to pay Guild Dues? Firn'gaer Gyddyn, was it? Could you place your hand over the Glyph, please?" On the surface of the desk are two glyphs blended into one. From what Firn'gaer can make of them they were originally the Woldian glyphs for Read and for Soul.

"You're due for a raise from Journeyman to Star Mage, aren't you?" she asks. Her look is warm and friendly. "Any idea what you're going to write your treatise on?"

"Oh, will this be a yearly renewal? Or a lifetime membership?"

Level 13 / Multiple Opponents / Six Entrants - Round 04/05 (DM/Al)  d20+20=21 d20+12=28 d20+20=30 2d6(5+2)+9=16 d20+17=35 d20+12=16 d20+12=22 d20+7=17 d20+12=23 d20+12=17 d20+7=14 d20+20=33 2d6(2+2)+9=13 d100=38
Tuesday September 12th, 2006 9:36:49 PM

Round 04

Jaeden decides that closing with the enemy is the only course of action. He Runs in the direction of one of the Red creatures. (Lose Dex to AC.) He passes close enough to the flying white creature to allow it a swipe of Opportunity. (AoO GE Hit Jaeden AC21 - Nat 1) The wind whistles as the spear slices the air, but it misses Jaeden. (Reflex 28. You made your Reflex Save. Take only 22hp damage from the Cone of Cold.)

Sly is cautious and moves forward only a little. He sees the shapes of the two Red creatures in the darkness and he sees the large White creature floating above.

Yorrick passes under the White Creature as well as he follows to protect Jaeden. (AoO GE Hit Yorrick AC30, Damage 16hp; Fort vs DC23 or be Slowed as in the Slow Spell for 1d6 rounds.) Superior reflexes allow the creature to make an Attack of Opportunity against Yorrick as well, and this time the spear finds it's mark. Like Luke, Yorrick feels the numbing cold creeping through his flesh. His movements begin to slow.

Peerimus tromps over next to Sly. The druid keeps his eyes on the White flying creature. He stands ready to counter any spell the thing might attempt.

Savin activates the Circlet around his head, and a beam of Searing Light shoots from his finger toward the White creature. For the tiniest of moments the creature Resists the spell. Then it breaks through. The Circlet was created by a powerful mage. The White creature smokes and steams from its wound. Savin rushes around the space controlled by the White creature, but not before noticing that the White creatures wounds are already beginning to close.

The Red creature (B2) takes a 5-foot step to the south of Savin and attacks with both claws and a bite. (B2 Hit Savin Claw AC16, Claw AC22, Bite AC17. Miss chances for darkness not rolled because all misses.) None of the attacks penetrate Savin's defenses.

Round 05

Luke sees his enemy in the darkness, and he rushes in for a bite. Savin is in the place he wants to go, but that's alright, the space next to him should be fine now. Luke rushes past Yorrick, in for the kill. But just before his teeth close, Luke notices a red slime that covers the Red creature's skin. More than that, there's a dark aura surrounding the creature. Luke remembers the spell that the White creature cast at the beginning of the fight. It made this dark aura.

Luke bites the Red Creature. The red slime burns like acid! The dark aura tries to drain his strength! (Luke, make a Reflex Save vs DC18 or take 1d8 Acid damage; Also make a Fortitude Save vs DC23 or lose 1d6 temporary Strength damage.)

The first Red creature (B1) takes a 5-foot step away from Jaeden and toward Savin. It attacks the monk. (B2 Hit Savin Claw AC23, Claw AC17, Bite AC14. Miss chances for darkness not rolled because all misses.)

The large White creature(GE) flies to Savin and attacks the one who wounded it. (GE Hit Savin AC33, Damage 13hp, 20% Miss Chance = 38/Hit; Fort vs DC23 or be Slowed as in the Slow Spell for 1d6 rounds.) The white white spear pierces Savin's flesh and the cold begins to spread, numbing his muscles and slowing him down.

=== OOC ===

Next Initiative Order (All actions will be executed in this order unless Delay or Ready actions are used)
(Bottom of Round) Jaeden, Sly, Yorrick, Savin, B1, (Top of Round) Luke, B2, Peerimus, G

NOTE: You don't have to post in Initiative order, but I will resolve the combat in Initiative order.

Status
GE Lightly Wounded; AC >28, AC21 touches
B1 Uninjured; AC 26 hits
B2 Lightly Wounded; AC 26 hits
Jaeden 94/116
Luke 51/65
Yorrick 101/117
Peerimus 69/91
Savin 102/115

Combat Map

Slow Effect
An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.


Sly (AC 28 66.5/97) and Luke (AC24 61/65)  d20+2=17 d20+5=14 d8=3 d6=5
Wednesday September 13th, 2006 4:49:19 AM

Luke's Reflex saves 17 losing 3hp of damage.

Luke's Fort save 14 His strenth was (16 +3) is now (11 +0)

Luke yelps and back up 6 feet,Growling at his enermy.

Luke runs to N/19 he will start to conger the Magic Missels Spell.

Peerimus AC 30 HP 69/91 and Yorrick AC 23 HP 101/117  d20+13=27 d20+16=33 2d6(1+6)+11=18 d6=1 d20+21=28
Wednesday September 13th, 2006 10:58:13 AM

The Spear strikes and Yorrick grunts but not much else. The wound was slight to the powerful ursine and the super natural effects easily overcome. [Fort 27]
Yorrick then moves 10 to close with B1 attacking Jaeden and strikes with a great claw.
[Hit AC 33 Dmg 18 +1 Fire, Grapple 28]
Peerimus moves to S14 and casts Produce Fire.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
*Barkskin x2, Chill Metal, Heat Metal, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, *Dispel Magic x2, Ice Storm
Level 5:
Animal Growth, Extend Greater Shillelagh, Wall of Thorns, Deathward
Level 6:
**Transport Via Plants x3

DeathWard in Staff
Barkskin 120 mnutes
Produce Fire 12 minutes

Trace and Shadow  d20+20=35 d20+15=31 d20+9=19
Wednesday September 13th, 2006 4:38:36 PM

Trace keeps up his pace and evens moves quicker for a moment to try and distance himself from the flesh peddler. "Sir, I am allready spoken for so thank you and good day." Trace continues to move in and out of the crowd. Trace does his best to use the crowd and slip out of sight from the pesky peddler pushing his pretty people parts painfully.

While moving Trace keeps an eye out for the peddler to continue evading him.
spot 19

Savin ac 30 hps 102/115 haste  d20+11=24 d20+9=14 d20+9=21 d20+9=28 d20+9=16 d20+4=24 d20+4=8 d8+15=19 d8+15=19
Wednesday September 13th, 2006 6:40:39 PM

Savin feels the slowness hit him but is able to shake it off. (fort save 24) Savin drops his spiked chain and summons his staff to his hand.

He launches into a flurry of blows with his staff using powerattack (+5) to try and take down an opponent quickly. He srikes at B2 and hits him twice (ac 28 and 24 but natural 20, missed critical roll)doing 38 points of damage to the creature.

haste 4/10

Jaeden (AC see below HP 94/116)  d20+21=39 d20+21=38 d20+16=23 d20+11=30 d20+11=22 4d6(1+4+3+6)+26=40 2d6(5+4)+13=22 2d6(2+5)+13=20 2d6(3+3)+13=19
Wednesday September 13th, 2006 6:48:54 PM

Near to range Jaeden takes a 5' step to set up a flank across from Savin [5' step to F16]. He wants at least one of these creatures down quickly and lets loose a barrage of attacks at the creature before him [att1 vs. B1: hit AC 39 confirm crit AC 38 DMG 40][att2 vs. B1: hit ac 23 DMG 22][att3 vs B1 hit ac 30 confirm crit ac 22 DMG 20 (39 if crit confirms)].



Jaeden (attack conceal checks)  d100=72 d100=38 d100=65
Wednesday September 13th, 2006 6:50:38 PM

att1: no conceal
att2: no conceal
att3: no conceal


Jaeden (modifiers on attack) 
Wednesday September 13th, 2006 6:54:51 PM

OOC: didn't account for flanking

Att1 hit ac41 confirm crit ac40, dmg 40
Att2 hit ac25, dmg 22
Att3 hit ac32 confirm crit ac24, dmg 20 (39 if crit confirms)

Firn'gaer 
Wednesday September 13th, 2006 7:24:25 PM

"I'm sorry, here." Firn'gaer hands over the stone. "Yes, I wish to pay dues," He thinks over the money he's spent, "No, it will only be my annual due."

Should have given less for the wands...come to think of it...I shouldn't have given any...live and learn...

"Yes I am eligible for promotion. I may write it on Koshe Marr, since so little is known and that's where I'm headed."

Spoken For (DM/Al) 
Wednesday September 13th, 2006 9:03:59 PM

The halfling pimp spins away, targetting another potential customer as Trace begins to leave him behind. Trace keeps a wary eye out for the pest as he wends his way across the Bridge, but he sees no more of the halfling. Trace arrives at the other end of the Great Hooked Bridge and begins descending to Magic City below.

Chatty Kathy (DM/Al) 
Wednesday September 13th, 2006 9:04:18 PM

"Koshe Marr?" The woman's hand closes about the Link stone for a moment. She blinks a few times, then she returns and shakes her head. "I don't think I have access to that topic. A place, huh? Well, I hope the beaches are nice." She winks and takes Firn'gaer's gold.

"How are you liking our Tower here in Hook City?" she deposits the gold in a drawer without counting it. "We like to think its every bit as good as Star Tower in Plateau City. More so, as we have more recent magic innovations. You know, not everyone receives the welcome that you have here. Especially not mere Journeymen. Your name must be on someone's list somewhere."


Level 13 / Multiple Opponents / Six Entrants - Round 05/06 (DM/Al)  d100=53 d100=34 d20+12=29 d20+20=28 d20+15=31 d20+10=25 d20+14=19 d20+20=28 d100=42 2d6(5+1)+9=15
Wednesday September 13th, 2006 9:04:59 PM

Round 05

Jaeden flanks one of the Red creatures opposite Savin. The Red creature feels bite of the The Ohm Family Greatsword three times, though the last time is not as damaging as Jaeden had hoped. Still, it is enough to bring the creature down. But not before red slime sprays all over Jaeden's weapon and the dark aura of magic travels up its length to work evil magic upon the weapon's weilder. (Jaeden, make Three Reflex Saves vs DC18. For each Save Failed, the Ohm Family Greatsword takes 1d8 points of Acid Damage. Hardness does not reduce the damage to the weapon. A two handed blade has 10hp, Jaeden. Also, make Three Fortitude Saves vs DC23. For each Save Failed, take 1d6 STR damage.)

Sly hustles toward the knot of melee, preparing to cast a Magic Missile spell.

Yorrick moves forward, and with a claw, pulls one of the Red creatures under him. Only now, though, does he notice that it is dead, slain only moments ago by Jaeden. Dead now, the Red creature's slime no longer burns.

Savin drops the spiked chain and a stout quarterstaff jumps into his hands as from thin air. Two blows from a flurry strike the Red creature, breaking bone and pulping flesh. (Miss Chances 53 and 34; both hit.) Red slime leaps to the quarterstaff and dark energy climbs its length to Savin's body. (Savin, make Two Reflex Saves vs DC18. For each Save Failed, your quarterstaff takes 1d8 points of Acid Damage. Hardness does not reduce the damage to the weapon. A quarterstaff has 10hp, Savin. Also, make Two Fortitude Saves vs DC23. For each Save Failed, take 1d6 STR damage.)

The Red creature (B2) takes a 5-foot step to the south of Savin and then suddenly disappears. It reappears directly behind Peerimus.

Round 06

Luke, hit by both acid and dark energy, backs up and growls.

Peerimus, unaware that the Red creature has teleported behind him, heads in the direction of the melee. (AoO B2 Hit Peerimus AC29) The druid feels the wind of passing claws as they brush past his neck, and then he's gone. Then he conjures fire in the palm of his hand.

The large White creature(GE) attacks Savin again. This time it goes all out. (Hit Savin Spear AC28, AC31, AC25; Bite AC19; Tail AC28, Miss Chance 42; Damge 15hp; ; Fort vs DC23 or be Slowed as in the Slow Spell for 1d6 rounds.)

=== OOC ===

Next Initiative Order (All actions will be executed in this order unless Delay or Ready actions are used)
(Bottom of Round) Jaeden, Sly, Yorrick, Peerimus, Savin, B1, (Top of Round) Luke, B2, G,

NOTE: You don't have to post in Initiative order, but I will resolve the combat in Initiative order.

Status
GE Lightly Wounded; AC >28, AC21 touches
B1 Dead; AC23
B2 Wounded; AC23
Jaeden 94/116
Luke 48/65, -5 STR
Yorrick 101/117
Peerimus 69/91
Savin 87/115

Combat Map

Slow Effect
An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.



Trace and Shadow 
Wednesday September 13th, 2006 9:26:14 PM

Trace moves back out of the shadows and moves double time back to the tower. He is really starting to miss the wild.

Savin 87/115  d20+13=15 d20+13=23 d8=3 d20+11=30 d20+11=23 d20+11=27 d20+11=31 d20+12=29 d8+9=15
Wednesday September 13th, 2006 10:06:48 PM

Savin looks on in dismay as his staff bubbles a little. He is thankful that this is just a simulation! Failed one reflex, made all 3 forts.

He yells to Peerimus, "What out behind you!"

He decides to leave the big nasty to someone else and darts away to attack the disappearing/reappearing B2. He moves to V13 (taking the AOO from the GE. Made fort save of 31 if necessary against the AOO)and attacks.

He hits ac29 doing a small powerattack. He does 15 points of damage to the creature. (powerattack +2)

Haste 5/10


Jaeden Ohm (AC see below HP 94/116)(str -6, AC +3)  d20+12=19 d20+12=29 d20+12=28 d20+15=24 d20+15=21 d20+15=16 d6=3 d6=3
Thursday September 14th, 2006 1:21:29 AM

As his foe falls Jaeden whips his blade to the right and finishes with a snap. Acid droplets fly off the Ohm Family Greatsword and sizzle agains the ground as they splatter against it. The magnificent blade however remains untouched [reflex vs. 18: 19, 29, 28].

While the quick manuever served well in removing the acidic substance it does nothing against the cold darkness clinging to his blade. It travels to his hands and up his arms, clinging and sapping the warriors strengh [fort save vs. 23: 24, 21, 16][str dmg: 3+3=6].

He grits his teeth and scans the illusory battlefield. He knows this ins't real but still his sword seems heavier. And his armor, never has it been such a burden before.

We can do this if we can get the other red down. he thinks to himself just before he shouts to his companions. "The red! All on the red!"

As the battle leader makes the call he pulls out a stoppered vial. He takes a step towards Yorrick [5'step to G15] as he gulps down the contents and for the briefest of moments a deflective field of force shimmers around him [shield of faith +3 deflective bonus to AC].

Armor Class
Regular: 25(28)
VS GE: 26(29)
VS AoO: 29(32)
VS AoO from GE: 30(33)

Effects
-6 Str (time unknown)
+3 AC, deflective (1/60 rounds)

Sly (AC 28 66.5/97hp) And Luke (AC 24 48/65hp)  3d4(4+2+2)+3=11 d20+11=25 d20+6=22 d6+4=5 d6+4=7
Thursday September 14th, 2006 8:32:58 AM

Sly Consentrat on enermy at hand, He lets go of three magic missels at the red enermy. Damaged 11hp. But stays where he is for the moment. (Magic Missels Damages 11hp.)

All Luke hears is 'attact red!' not to question as to who sait it. He attakes again, Attack by bitting (AC 25 & AC 22? - Damages 5+7=12hp)

Sly's Spells

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

1- Magic Missels X2, Burnind Hands, Protection From Evil.

2-Invisibility, Mirror Image, Levetate.

3- Lighting Bolts, Fire Ball, Fly.

Back At Last. But ... (DM/Al) 
Thursday September 14th, 2006 9:40:09 PM

Trace makes his way into Magic City, wending his way to the Tower of the Star Mages' Guild. The door waits on the street. It's a plain ordinary door, but there is no handle on the outside. No windows in sight either. Rather, there is only a Star shaped design next to the right of the doorjamb.

Spacing Out (DM/Al) 
Thursday September 14th, 2006 9:40:36 PM

"Er ... Hello? The woman waves as Firn'gaer stares off into empty air.

Level 13 / Multiple Opponents / Six Entrants - Round 06/07 (DM/Al)  d20+6=25 d20+20=24
Thursday September 14th, 2006 9:44:43 PM

Round 06

Jaeden calls for an all out attack on the remaining Red creature. Draws a potion and after a short move, drinks it down, adding to the protection that surounds him. (Jaeden, you need only roll for each actual strike against the creature. Not each Roll that you made. The 4th Crit roll doesn't count. So you take only -3 STR damage.)

Sly directshis Magic Missiles at the remaining Red creature. For a moment, the creature's natural Resistance to spells holds. Then Sly's Missiles break through, burning the creature badly.

Yorrick growls and savages the dead body of the Red creature

Savin rushes off and as he goes, the White creature slams his spear down from above. (AoO GE Hit Savin 24) Savin escapes unscathed. He slams his quarterstaff into the body of the Red creature. It drops to the ground, but not before more of the Red slime splashes onto Savin's quarterstaff. More dark energy also leaps to Savin's body. (Savin, make One Reflex Saves vs DC18. With a Failed Save, your quarterstaff takes 1d8 points of Acid Damage. Hardness does not reduce the damage to the weapon. A quarterstaff has 10hp, Savin. Also, make One Fortitude Save vs DC23. With a Failed Save, take 1d6 STR damage.)

Round 07

Luke hears Jaeden and attacks the nearest Red creature. He bites the one in Yorrick's claws, but it's already dead.

Peerimus turns to find the Red creature behind him dead at Savin's hand. He turns back with the ball of flame in his hands, but appears lost in thought.

The large White creature(GE) points in the direction of Peerimus and Savin. Suddenly a hemisphere of solid ice forms around them trapping them in. It is 13 inches thick and quite hard. (36hp or Break of DC28. 1/2 hp for all damage except from fire.) Then the White creature flies to the other side of Sly, watching the Bladesinger as it goes. Sly can see the burn wounds upon its body closing up and healing.

:: Peerimus and Savin, if you wish to create a breach in the Ice Hemisphere, please tell me at what point you are creating the Breach. ::

=== OOC ===

Next Initiative Order (All actions will be executed in this order unless Delay or Ready actions are used)
(Bottom of Round) Jaeden, Sly, Yorrick, Peerimus, Savin, B1, (Top of Round) Luke, B2, G,

NOTE: You don't have to post in Initiative order, but I will resolve the combat in Initiative order.

Status
GE Lightly Wounded; AC >28, AC21 touches; SR ??
B1 Dead; AC23
B2 Dead or Dying; AC23; SR < 25
Jaeden 94/116, -3 STR
Luke 48/65, -5 STR
Yorrick 101/117
Peerimus 69/91
Savin 87/115, Staff -3hp

Combat Map

Slow Effect
An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.



Trace and Shadow 
Thursday September 14th, 2006 10:39:22 PM

Trace knocks on the door hoping for a speedy entrance.

If no one answers the door, Trace will concentrate on Shadow and get her to come to the door. Maybe that would draw the attention to the door.

Savin hps 87/115 ac 30  d20+13=18 d20+11=13 d6=1
Thursday September 14th, 2006 10:57:30 PM

Savin jerks his staff away from the acid and barely keeps it from being splashed. dex save 18. Unfortunately his concentration is distracted and he fails his fortitude save taking a one point lose of strength.

Savin sighs in dismay. He deactivates his boots of speed this round (free action)and zips his staff into his glove of storing (free action) He calls over to Peerimus and says, "I am going to blink through the wall. Do you have a way out?"

Savin will activate his blink ring. He then takes his movement to pull out a another potion of enlarge for next round.

haste 5/10
blinking 1/7

Jaeden (AC see below HP 94/116) 
Friday September 15th, 2006 11:28:18 AM

Yes! Jaeden thinks to himself. Hopefully the white one can't do the same tricks.

One more potion is fished out of Jaeden's pack and gulped down [potion of flying] and the warrior takes a single step behind Yorrick's cover [5' step to G16].

Armor Class
Regular: 25(28)
VS GE: 26(29)
VS AoO: 29(32)
VS AoO from GE: 30(33)

Effects
-3 Str (time unknown)
+3 AC, deflective (2/60 rounds)
Fly 60' [40' in heavy armor](1/50)

Sly (AC 28 66.5/97) & Luke (AC24 48/65)  3d4(2+4+3)+3=12
Friday September 15th, 2006 3:22:05 PM

Luke let's go of the dead body in yourric mouth, then tee yourick "Sorry! Mw Help!".

Sly is only five feet next to the bid white ine, BUT he is 15 feei in the air? Sly cannot swing that high, So he'll use magic instead, the blade singer will use Magic missels again on this bad guy.

Damares 12 hp. to GE.

Sly''s Magic Spells

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

1- Magic Missels, Burning Hands,

2- Levitate,Fire Ball, Mirror Image.

3- Lighting Bolts, Fire Ball, Fly.

Peerimus AC 30 HP 69/91 and Yorrick AC 23 HP 101/117  d20+10=14
Friday September 15th, 2006 9:44:40 PM

Peerimus scrunches his nose at the ice wall and answers Savin, "I do and hopefully a way for us both." With that Peerimus casts Dispel magic at the Ice Wall. [CL 14 not likely] The druid frowns as the spell does little. "Well that being the case, I should be able to burn through shortly" glancing at the fire in his hand.

Yorrick remains where he is, drops the dead red thing and looks at Jaeden and then to the larger white creature with the spear.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
*Barkskin x2, Chill Metal, Heat Metal, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, **Dispel Magic x2, Ice Storm
Level 5:
Animal Growth, Extend Greater Shillelagh, Wall of Thorns, Deathward
Level 6:
**Transport Via Plants x3

DeathWard in Staff
Barkskin 120 mnutes
Produce Fire 12 minutes

Locked Out (DM/Al) 
Saturday September 16th, 2006 9:18:09 AM

Trace knocks at the door. He waits.

Nothing.

He concentrates on Shadow. He waits.

Nothing. Trace has heard of the special Empathetic connections that Wizards have with their familiars and Paladins have with their mounts. It would be nice to have such a Magical connection sometimes. And it's true that Shadow is a special animal. But it doesn't seem as though he and she have that special ability to communicate.

Trace stares at the plain wooden door, the blank wall of the tower and the star-shaped design to the right side of the door. Now ... what had the student ... Jerm was his name ... what was it that he said just before closing the door?


Wizards Are Like That (DM/Al) 
Saturday September 16th, 2006 9:18:30 AM

The woman shrugs and continues with her work as Firn'gaer stands lost in thought. Apparently it's not that unusual for the members of the Star Mages' Guild to lapse into near catatonic states of thought at the drop of a pointed hat.

Level 13 / Multiple Opponents / Six Entrants - Round 07/08 (DM/Al)  d20+6=18 3d6(5+6+1)=12 2d6(2+6)=8
Saturday September 16th, 2006 9:19:02 AM

Round 07

Jaeden draws a potion and drinks. He feels a lightness to his feet and the viceral knowledge that, should he but wish it, he could soar into the sky. Then he tucks in behind the protective bulk of Yorrick.

Sly sends three more Magic Missiles at the White creature. This time, however, the Missiles of light are repelled by the creature's natural Spell Resistance. (Sly's Caster Level Check = 18.)

Note to All: If you cast a spell at the White Creature, roll a Caster Level Check to defeat its Spell Resistance (1d20 + your caster level)

Yorrick drops the dead Red creature and continues to guard Jaeden.

Savin speaks a command word to his ring and beings to Blink back and forth between the Ethereal and Material planes. He takes out a potion and prepares to leave the confines of the hemisphere of ice.

Round 08

Luke releases the body of the Red creature as well and it falls to the ground. He stays with Yorrick.

Peerimus turns a spell on the ice that surrounds he and Savin. But luck is not with him today. His spell fails to Dispel the entrapping ice.

The large White creature(GE) raises its arms as, at the same time, it rises up into the air. A 40-foot high column of great magical hailstones pound down from above striking Sly, Yorrick, and Luke. (Sly, Yorrick and Luke take 20hp damage, No Saving Throws. 12 from bludgeoning. 8 from cold. Also, all land based movement within the area of Ice Storm is at 1/2 speed.)

:: Peerimus and Savin, if you wish to create a breach in the Ice Hemisphere, please tell me at what point you are creating the Breach. ::

=== OOC ===

Next Initiative Order (All actions will be executed in this order unless Delay or Ready actions are used)
(Bottom of Round) Jaeden, Sly, Yorrick, Peerimus, Savin, B1, (Top of Round) Luke, B2, G,

NOTE: You don't have to post in Initiative order, but I will resolve the combat in Initiative order.

Status
GE Lightly Wounded; AC >28, AC21 touches; SR > 18
B1 Dead; AC23; SR 14
B2 Dead or Dying; AC23; SR 14
Jaeden 94/116, -3 STR
Sly 46/97
Luke 28/65, -5 STR
Yorrick 81/117
Peerimus 69/91
Savin 87/115, Staff -3hp; -1 STR

Combat Map

Slow Effect
An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.



Sly (AC 28 66.5/97 & Luke (AC 24 48/65)  d20+4=9
Sunday September 17th, 2006 7:16:57 AM

Sly Stand there looking at his hand and wondering as to what HAPPEN??

Luke will run to sly's side.

Firn'gaer 
Sunday September 17th, 2006 7:49:52 AM

The wizard's attention suddenly snaps back from the white sand beach with scantily clad serving wenches.

He sighs, "I'm sorry what was that...oh Plateau City...I like the guild here. It seems like forever since I was there." He say a little hurried. He seems a little embarrased but soon recovers. "I had noticed I've received more attention then is usually extended to a Journeyman. It's possible that could have something to do with my companions. They mentioned something about being landowners."

Trace and Shadow 
Sunday September 17th, 2006 11:51:38 AM

Trace shakes his head, I need to start paying better attention to the little things. Trace thinks back and rembers the wizzard passing his hand over somthing.

Trace looks around and sees a star shaped stone on the wall and then passes his hand over it. Behind the stone appears a rope. Trace reaches in and pulls............

Peerimus AC 30 HP 69/91 and Yorrick AC 23 HP 81/117  d6+5=8 d6+5=6 d20+10=26 d20+5=12
Sunday September 17th, 2006 2:04:55 PM

"One opening coming shortly Savin." and with that Peerimus lobs a pair flaming ball at the North end [T/10 and U/10 Touch Attack 26 and 12 Dmg 8 and 6] Hearing another roar from Yorrick is obviously getting the ruid excited and needing to get into the combat more. "Let's move!"

Yorrick weathers the ice storm, grunts a bit at the impacts, but again the spell does not so much hurt the mighty kodiak. He stands and bellows challenge to the spear wielding creature and waits by Jaeden for the man he is defending to move.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
*Barkskin x2, Chill Metal, Heat Metal, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, **Dispel Magic x2, Ice Storm
Level 5:
Animal Growth, Extend Greater Shillelagh, Wall of Thorns, Deathward
Level 6:
**Transport Via Plants x3

DeathWard in Staff
Barkskin 120 minutes
Produce Fire 10 minutes

Jaeden (AC see below HP 94/116) 
Sunday September 17th, 2006 11:26:18 PM

Jaeden knows the moment is now and hopes to whatever gods that watch that he can pull this off. He hustles to the south, skirting and hugging the edge of the hailstorm. Once around the effect he moves towards the white creature, moving up 5' for every 5' forward [hustle to O22 25' off ground, see below for path and move count].

Armor Class
Regular: 25(28)
VS GE: 26(29)
VS AoO: 29(32)
VS AoO from GE: 30(33)

Effects
-3 Str (time unknown)
+3 AC, deflective (3/60 rounds)
Fly 60' [40' in heavy armor](2/50)

Movement & Path
Jaeden gets 8 movement squares per move action. Using two move actions. Path as follows:

Square, height [5' moves]
G16, ground [1]
G17, ground [2]
G18, ground [3]
G19, ground [4]
H20, ground [5]
I21, ground [7]
J22, ground [8]
K22, 5' up [10]
L22, 10' up [11]
M22, 15' up [13]
N22, 20' up [14]
O22, 25' up [16]

Notes
Jaeden is essentially approaching at a diagonal because of the height gain. I believe this means that the creature will only get 2 AoO instead of 3 as the square 10' away and 5 feet down would count as 2 for the creatures reach.

Al to Jaeden - OoC 
Sunday September 17th, 2006 11:39:06 PM

The creature would only get one AoO regardless. There is only one AoO per Opportunity presented. If a creature approaches, even a Huge Creature with a 15 foot reach only gets One AoO despite how many squares another creature must traverse to reach it.

If there are two Opportunities, say, rising from Prone and Drinking a Potion. Then a creature with Combat Reflexes might get Two AoO's. But the rule is one AoO per Opportunity.

DM Al - OoC 
Sunday September 17th, 2006 11:52:42 PM

== On Counting Movement ==

Keep two things in mind when counting distance.

1) If you traverse Diagonals, ever other square adds an additional 5 feet.
2) Unless your Fly mode is Perfect, then you travel 1/2 speed going up. Double speed going down. Your Fly Mode is only Good.
3) You have to do some prorating if you wish to use mixed modes of Movement.

Full Ground distance = 60
Full Fly distance = 120
% Ground Traveled: 75 40/60 = 67%
% Fly Remaining = 0.67 * 120 = 39.6 or 39 rounded down

G16, ground [1] -5 feet
G17, ground [2] -10 feet
G18, ground [3] -15 feet
G19, ground [4] -20 feet
H20, ground [5] -25 feet
I21, ground [7] -35 feet (Extra 5 feet here)
J22, ground [8] -40 feet (39 fly feet remaining)
K22, 5' up [10] -50 feet (29 fly feet remaining)
L22, 10' up [11] 60 feet (19 fly feet remaining)
M22, 15' up [13] 70 feet (9 fly feet remaining)
N22, 20' up [14] 80 feet

So, technically, you can only get as far as N22 at a height of 20 feet off the floor.

You'll notice that I haven't clipped you for diagonal feet risen.

You can't attack from here. But, then again, you couldn't attack before either. And, you provoke no AoO from this either.

Given this information, if you'd like to change your move, Jaeden, feel free.

Posting Reports For 
Monday September 18th, 2006 6:30:36 AM

Game # 4 The Children Of Chaos
For the week of Sept 11,2006

NAME-----MTWTF
DM Al-----XXXXX
Sly-------XXXXXS
Savin-----OXXXO
Peerimus--OXXOXS
Frin-gare-OXXOXS
Jaeden----2O2XXS
Trace-----XO2XOS

ADM Ceil - No problem here! Except School Exams!

Savin hps 87/115 ac 29 
Monday September 18th, 2006 7:17:11 PM

OOC..I don't think I am missing that many posts. I might post on weekends too.

Savin decides to not wait on Peerimus melting through the ice but decides to blink through. He moves to V18 and then drinks down his enlarge potion.

He calls to Jaeden, "Isn't this one yours?"

haste 5/10
blinking 2/7
enlarge 1/30


Firn'gaer 
Monday September 18th, 2006 7:28:38 PM

After Firn'gaer finishes he will make his way back to that last place he saw the others.

The Details That Matter (DM/Al) 
Monday September 18th, 2006 8:58:54 PM

The star-shaped design vanishes below his hand as Trace reaches out palm forward. Set within the exposed recess within the wall is a yellow silken rope. Trace pulls it and a deep bell sounds. Or does it sound only within his own head?

The door opens and Jerm the Student peers out around the slab of wooden door.

"Oh. It's you. Did you get everything taken care of to your satisfaction? Come in. Come in. Welcome back to the Star Mages' Guild."

"Well, where is it you wish to go now? Back to the Garden Atrium? I hear that you're allowed to go wherever you like. Or, wherever I'm allowed to go at least. Someone must like you. You sure get the special treatment."

Talks, Perhaps, A Little Too Much (DM/Al) 
Monday September 18th, 2006 8:59:31 PM

"It could be your friends," the woman behind the desk replies as she examines her nails. "Though I doubt it would be because they own property here in Hook City. More likely something they picked up on the Scan as you came through. Maybe it's a result of the Precognition. Or maybe it's from something you're carrying. Whatever it is, it must be something important. Looks to me as though someone here is very interested in being friends with you and your friends."

When Firn'gaer turns, the Student who had lead him here is still waiting.

"I, I ... I hear that your friends have mostly left the Garden Atrium. They're all in the Combat Simulation room now. Would you like to go there?" he asks.


Level 13 / Multiple Opponents / Six Entrants - Round 08/09 (DM/Al)  d20+20=39 2d6(4+4)+9=17 d20+20=39 d20+15=24 d20+10=26 d20+14=32 d20+14=28 2d6(3+3)+9=15 2d6(1+2)+3=6
Monday September 18th, 2006 9:00:11 PM

Round 08

With feet a bare few inches off the ground, Jaeden sweeps across the floor, flying around the edge of the Ice Storm, then soaring upward as he comes around the curve. He slows as he climbs, reaching the same height as the White creature as he closes. (AoO GE Hit Jaeden AC39, Damage 17hp) The White creature swings its spear and strikes Jaeden as he comes within range, the wound is deadly cold and threatens to slow the warrior.

Sly wonders what happened to his Magic Missiles. Maybe later he can ask Firn'gaer about Spell Resistance.

Yorrick roars defiant of the White creature. He stays with Jaeden as his friend Peerimus asked. (Next round you may move Yorrick to follow Jaeden as you would have this round. That is in addition to Yorrick's move next round.)

Blinking allows Savin to walk straight through the Wall of Ice. Once outside, he drinks his second Potion of Enlarge Person and grows once more to Large size. He's bigger now, but still not big enough to reach the White creature up above. His spiked chain is lying on the ground some sixty feet away. (In H18) And it is still in its original size.

Round 09

Luke Rushes to Sly's side, looking up at the combat above.

Peerimus casts two balls of flame at a spot on the Ice Wall. They both hit Automatically. There is the hiss of steam as ice becomes vapor. The beginnings of a Breach is created as over a third of the Wall melts away.

The large White creature(GE) hisses like a tea kettle and attacks the ironclad thing with its full armament. (GE Hit Jaeden Spear AC39, AC24, AC26, Bite AC32, Tail AC28, Damage 15 + 6 = 21hp) One spear strike and the creature's bite both penetrate Jaeden's armor. The warrior is bleeding from numerous wounds. Blood drips and strikes the stones blow.

Jaeden: Make two Fort checks vs DC23 -One from the AoO and another from the Spear Hit- Fail and be Slowed as in the Slow Spell for 1d6 rounds.)

=== OOC ===

Next Initiative Order (All actions will be executed in this order unless Delay or Ready actions are used)
(Bottom of Round) Jaeden, Sly, Yorrick, Peerimus, Savin, B1, (Top of Round) Luke, B2, G,

NOTE: You don't have to post in Initiative order, but I will resolve the combat in Initiative order.

Status
GE Lightly Wounded; AC >28, AC21 touches; SR > 18
B1 Dead; AC23
B2 Dead or Dying; AC23; SR < 25
Jaeden 56/116, -3 STR
Sly 46/97
Luke 28/65, -5 STR
Yorrick 81/117
Peerimus 69/91
Savin 87/115, Staff -3hp; -1 STR
Wall of Ice at T&U 22/36

Combat Map

Slow Effect
An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.



Jaeden (AC see below HP 55/116)  d20+15=24 d20+15=21 d6=3 d20+20=30 2d6(4+6)+13=23
Tuesday September 19th, 2006 1:37:56 AM

Flying up to face the white creature Jaeden is throttled by his foes incoming spear thrust. He feels the cold seep into his flesh but shakes the effect off before it reaches his bones [fort vs 23: 24]. The next spear thrust hits him too and this time the coldness overwhelms him [fort vs 23: 21 slowed for 3 rounds].

Even with his movements slowed Jaeden does what every good warrior does... he attacks [att1 vs GE: hit AC 30, DMG 23].

Remembering that this is all simulation Jaeden does something he's never before done. He replies to Savin's words with banter of his own. "No problems here friend." he shouts with a slight slur from the slow effect. "But I'd be a bad companion indeed if I kept him all for myself. Have at him!

Armor Class
VS GE: 26(28)
VS AoO from GE: 30(32)

Effects
-3 Str (time unknown)
+3 AC, deflective (4/60 rounds)
Fly 60' [40' in heavy armor](3/50 rounds)
Slowed (1/3 rounds)


Sly (AC28 46/97)hp) and Luke(AC24 28/65hp)  d3=3 d20+20=40 d20+11=26 d20+6=12 d6+4=8
Tuesday September 19th, 2006 7:32:07 AM

Sly cannot reach the enermy and all magic users are thowing spell at him, Sly decides to saty on the ground, Instead Sly will use Ray of frost, "chilly chilly Brrr!" Hopefully doing three hit points of damages.

Luke jumps up and tries to bite the big Bully. Biting him (AC26 & AC12 (miss) - Damages 8hp)

Peerimus AC 30 HP 69/91 and Yorrick AC 23 HP 81/117 
Tuesday September 19th, 2006 3:31:43 PM

Peerimus moves north out of the entrapping ice wall. [Q/9] Seeing the creature still flying above he calls for Yorrick to make his way back to him. There was little the grounded bear could do except get frustrated and wounded. Yorrick moves back to the druid. [P/9]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
*Barkskin x2, Chill Metal, Heat Metal, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, **Dispel Magic x2, Ice Storm
Level 5:
Animal Growth, Extend Greater Shillelagh, Wall of Thorns, Deathward
Level 6:
**Transport Via Plants x3

DeathWard in Staff
Barkskin 120 minutes
Produce Fire 10 minutes

DM Al to Peerimus 
Tuesday September 19th, 2006 3:39:40 PM

The Ice Wall is not yet breeched. It is only 1/3 melted through. 22/36 hitpoints left to go.

Firn'gaer 
Tuesday September 19th, 2006 5:29:00 PM

"Yes please take me back to the atrium." He says to the student. "Oh, would it be possible to get something to eat on the way?"

Savin ac 29 hps 87/115 
Tuesday September 19th, 2006 8:46:52 PM

Savin hears Jaeden's sad call for help and sighs. He calls out, "I will come help but I thought you might want the challenge for yourself!"

Savin reaches into his haversack and pulls out another potion which he drinks down. He will then make a 5' step towards the combat to U20

haste 5/10
blinking 2/7
enlarge 2/30
flying 1/10


Garden Atrium. Again for the First Time. (DM/Al) 
Tuesday September 19th, 2006 9:32:14 PM

The Student guides Firn'gaer to an immense solarium. Softly rolling slopes of evenly cropped grass stretch off through towering oak, alder and pine. Through the boles and branches one can see the panes of glass that encase the entirety of the small forest.

Nearby is a clear space paved with rough, but flat stones. On it are several tables of finely polished wood. Comfortable chairs are scattered about the space as well, and two backless divans flank the whole at opposite sides of the periphery. The sound of running water comes from through the trees to the left.

On the table the remains of a meal lie upon various plates. Slices of meats and cheezes still wait upon a tray. Pitchers of beverage stand, condensation running down onto coasters beneath them. Nearby, Shadow looks up, wide-eyed from the carcass of a wild boar. She backs away with ears drawn down, as though pentinent after having been caught at something she should not have been doing. Nearby is a hambone, already stripped clean of meat.

Several low wooden trays lie on the tables. Some contain paper, quills and pots of ink. Others contain round white memory stones.

Trace, in the Garden (DM/Al) 
Tuesday September 19th, 2006 9:32:39 PM

For lack of anywhere else to bring him, the Jerm takes Trace back up to the Garden Atrium. There, they find Firn'gaer. Shadow is also here. She looks very guilty for some reason.

Level 13 / Multiple Opponents / Six Entrants - Round 09/10 (DM/Al)  d20+10=20 d20+6=14 d20+25=27 d20+20=36 d20+15=29 d20+10=15 d20+14=33 d20+14=25 2d6(6+2)+9=17 2d6(3+6)+9=18 2d6(3+2)+3=8
Tuesday September 19th, 2006 9:33:43 PM

Round 09

Jaeden feels his muscles freeze and slow. He strikes a mighty blow at the White creature! But horror of horrors, the Ohm Family Blade does no more than rebound off of the tough scale of the creature's plate hide.

Sly fires a Ray of Frost at the White Creature. (Ranged Touch = 20 /Hit; Caster Level Check = 14 /Miss) The ray hits the creature, but the thing protecting the creature from magic turns the Ray of Frost away.

(Sly, you need a ranged touch attack for the Ray of Frost Spell. Plus, please roll a Caster Level Check when directing a spell at this creature that can be defeated by Spell Resistance.)

Yorrick comes at Peerimus' call, moving out of the darkness.

Savin draws a potion and drinks. His feet lift off the ground and he moves five feet toward the creature. (Savin, I think your Fly potion should last 50 rounds.)

Round 10

Luke jumps without a 20-foot running start. (Jump Check 27.) Luke jumps no higher than three feet above the ground. Not nearly far enough to bite the White creature.

Peerimus approaches the melted Ice Wall only to find that it is not yet completely breeched. (22/36 hp) He cannot yet get out. (Peerimus, you can hit the wall with two more balls of fire for this round if you wish, in addition to the two you will have for the next round.)

The large White creature(GE) attacks Jaeden again. (GE Hit Jaeden Spear AC36, AC29, AC15, Bite AC33, Tail AC25, Damage 17 + 18 + 8 = 43hp) Two spear strikes and the creature's bite penetrate Jaeden's armor. The warrior is battered and badly hurt. It is doubtful whether he will withstand another attack.

=== OOC ===

Next Initiative Order (All actions will be executed in this order unless Delay or Ready actions are used)
(Bottom of Round) Jaeden, Sly, Yorrick, Peerimus, Savin, B1, (Top of Round) Luke, B2, G,

NOTE: You don't have to post in Initiative order, but I will resolve the combat in Initiative order.

Status
GE Lightly Wounded; AC >30, AC20 touches; SR > 18
B1 Dead; AC23
B2 Dead or Dying; AC23; SR < 25
Jaeden 13/116, -3 STR
Sly 46/97
Luke 28/65, -5 STR
Yorrick 81/117
Peerimus 69/91
Savin 87/115, Staff -3hp; -1 STR
Wall of Ice at T&U 22/36

Combat Map

Slow Effect
An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.


Trace and Shadow 
Tuesday September 19th, 2006 10:04:17 PM

Trace moves over and grabs a memory stone and sits down with some food. As he eats he passes his history into the stone and when done eating and talking he reutrns the stone to whoever is willing to take it. "I know this is for history purposes but it sure feels like a last will and testamont. Ok now where is the rest of my friends so that I can go over what I have learned."

Sly (AC28 46/97) and Luke Luke (AC 24 28/65) 
Wednesday September 20th, 2006 8:22:50 AM

Sly sees that his magic has no effect on this monster, so he calls out to Jaeden "Jaeden! My mgic is not working, There's only one way yo do this, for me that is, I have to fly up to him and go into a hand to hand combat! Does this alright with all of you??"

Luke just sits next to sly.

Firn'gaer 
Wednesday September 20th, 2006 6:21:06 PM

Firn'gaer arrives back in the atrium, "Thanks you." He says to the student.

"Shadow you better have left enough for Rufus." He says as the animal has the hand in the cooky jar look.

"I'm here." He says to Trace from a quite place of shade. "Don't know where the others are. When they get back we can go over what I've learned from the library."

Savin ac 34 hps 87/115 
Wednesday September 20th, 2006 7:16:58 PM

Savin suspects that magic is needed to harm the creature so he summons his staff (free action) and activates his tattoo of shillegah. He then moves to RS23/24 also gaining as much height as possible at the same time. He will yell out hoping to distract the creature from Jaedan, "Come on puss face. What was your mother? A giant toad? Jaeden, get to Peerimus. I handle this thing...I hope."

Savin is using his combat expertise feat to increase his ac making it tougher to hit him.

haste 5/10
blinking 3/7
enlarge 3/30
flying 2/50
shillehah 1/10



Peerimus AC 30 HP 69/91 and Yorrick AC 23 HP 81/117  d6+5=6 d6+5=10 d6+5=7
Wednesday September 20th, 2006 8:34:10 PM

Peerimus sends ball afater ball of flame into the sides of the icy prison he finds himself within. The magical heat was working well, but the rest needed him. The druid had already seen the effeciency to which thier opponent put the spear it wielded to use. Likely Jaeden was in serious trouble by now.

It takes time, possibly too much, but he exited after the third strike through the northern breach. [move to T9]
He calls to Savin and Jaeden, "I'm on it, Jaeden pull back my way."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
*Barkskin x2, Chill Metal, Heat Metal, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, **Dispel Magic x2, Ice Storm
Level 5:
Animal Growth, Extend Greater Shillelagh, Wall of Thorns, Deathward
Level 6:
**Transport Via Plants x3

DeathWard in Staff
Barkskin 120 minutes
Produce Fire 7 minutes


Jaeden (AC see below HP 12/116)  d20+20=29
Wednesday September 20th, 2006 9:53:15 PM

Simulation it may be but the pain is real and those last strikes hurt. They hurt real bad...

Strangely, despite the ferocity of the attacks being launched his way Jaeden's mind has time to work and wonder. 'So this is how it ends?' it thinks, regardless of the warrior conscious understanding of the simulation.

The thought process doesn't stop him from delivering his own last ditch attack. With a might heave he lifts his blade up high and brings it crashing down upon the beasts collar bone... only to have the fabulous blade once again bounce from the creatures armored flesh.

'Yep... it's the end.' still his mind moves on as if it were somehow apart from the combat happening in the here and now.

Armor Class
VS GE: 26(28)
VS AoO from GE: 30(32)

Effects
-3 Str (time unknown)
+3 AC, deflective (5/60 rounds)
Fly 60' [40' in heavy armor](4/50 rounds)
Slowed (2/3 rounds)

A Loaf of Bread, a Jug of Wine, and Dictation. (DM/Al) 
Wednesday September 20th, 2006 10:21:42 PM


Trace grabs a white Memory Stone and sits down with some food. With a modest bit of concentration, Trace makes the stone glow from its center. Must be working now. He talks while eating. There's a lot to tell. This might take a while.

[ Tsk, tsk. The DM does not like bending time and space. ]

Shadow eyes the carcass of the boar. Her tail lashes back and forth. She walks past it, her nose sniffing the air. She walks past again, as though it weren't there. Then she finally walks on, as though she had never wanted it in the first place.

Firn'gaer settles into a shady spot beneath a spreading chestnut tree. He announces himself to Trace.

"The others are in the Combat Simulation room," one of the Student's pipes in. "I'll take you there if you'd like." From the look on the student's face, he'd much rather be there watching the fight than here catering to Trace and Firn'gaer.


Level 13 / Multiple Opponents / Six Entrants - Round 10/11 (DM/Al)  d20+20=39 2d6(4+5)+9=18 d20+20=36 d20+15=29 d20+10=18 d20+14=33 d20+14=26 2d6(5+1)+9=15 2d6(2+2)+9=13 2d6(5+3)+3=11 d20+20=24 d100=39 d100=28 d100=4
Wednesday September 20th, 2006 10:22:25 PM

Round 10

Bloody, battered, limbs still slow and frozen, Jaeden makes one last strike at the White creature. Again, his sword does no more than rebound from its tough chitinous plates. Without Jaeden's concentration to keep himself aloft, his body floats gently to the ground, landing at Luke's feet.

Sly calls out to Jaeden asking if he should use his Fly spell and join the melee in mid-air.

Yorrick remains where he is at, watching as Peerimus tries to escape.

With the snap of a finger, the staff jumps again into Savin's hands. He speaks a word, and a special tattoo lends power to his wood in his hands. Hasted, Savin flies up into the air, coming in from the southeast. But he approaches too close, and the creature takes an Attack of Opportunity as Savin closes with it. (AoO GE Hit Savin AC39, Damage 18hp, 39 Miss Chance = Hit) The savage attack with the Spear rips through Savin's flesh. He feels the cold beginning to creep into him.

(You cannot use Combat Expertise unless you are Attacking. You trade Attack for AC. If you are not Attacking, you get no AC.)

Round 11

Luke, like Yorrick, can do nothing but watch from below.

Peerimus melts a Breach in the Ice Wall with one more ball of flame. He exits the ice prison and calls to Jaeden.

The large White creature(GE) divides attacks between Jaeden and Savin. (GE Hit Jaeden Spear AC36, Damage 15; GE Hit Savin Spear AC29, AC18, Bite AC33, Tail AC26, Damage 13 + 11 = 24hp, Cleave vs Savin AC24, 28, 4 Miss Chance = Hit, Hit) The White Spear hits Jaeden and sends the warrior into unconsciousness with a spray of blood. Cleaving through it comes around, but misses the monk. Then the Spear again and again, the bite and the tail. Savin is blood as well. And now he's alone.

Worse yet, Savin cannot help but notice that the burns from his earlier blast against this creature, have all but closed up and healed.

(Savin: Make two Fort checks vs DC23 -One from the AoO and another from the Spear Hit- Fail and be Slowed as in the Slow Spell for 1d6 rounds.)

=== OOC ===

All 50% Miss Chances are Hit <= 50 < Miss

Next Initiative Order (All actions will be executed in this order unless Delay or Ready actions are used)
(Bottom of Round) Jaeden, Sly, Yorrick, Peerimus, Savin, B1, (Top of Round) Luke, B2, G,

NOTE: You don't have to post in Initiative order, but I will resolve the combat in Initiative order.

Status
GE Lightly Wounded; AC >30, AC20 touches; SR > 18
B1 Dead; AC23
B2 Dead or Dying; AC23; SR < 25
Jaeden -2/116, -3 STR
Sly 46/97
Luke 28/65, -5 STR
Yorrick 81/117
Peerimus 69/91
Savin 45/115, Staff -3hp; -1 STR
Wall of Ice Breached at T&U

Combat Map

Slow Effect
An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.


Jaeden Ohm (unconscious -3hp) 
Wednesday September 20th, 2006 11:03:16 PM

Freed from the merciless constraints of Jaeden's will the magic of the potion of flying slowly disperses. The Ohm Family Greatsword falls from the warriors limp grasp to land tip first in the ground below both warrior and creature. In a matter of seconds the unconscious man lands beside both his families blade and the peculiar dog barbarian know only as Luke.

Savin hps ? AC30  d20+11=25 d20+11=27 d100=31 d100=95 d20+15=30 d20+15=22 d20+15=32 d20+15=34 d20+10=21 d100=60 d100=39 d100=21 3d6(1+4+6)+10=21 3d6(1+4+5)+10=20 3d6(6+5+6)+10=27
Thursday September 21st, 2006 7:44:53 AM

OOC Al, Savin is blinking. I don't see where you rolled the 50% chance to miss. I have rolled and think you have missed once. Rolled two saves and made them anyway but you can correct as you think best.

Savin goes into a flurry of blows with his staff. He hits ac 30, miss 60, ac 32 miss 39, ac 35 miss chance 21

OOC +9 base, +5 str (how long is Savin down 1 strength?), +1 shillegah, +2 flanking) Did a power attack of +2 to give +4 to my damage

Total damage assuming no damage reduction 21+20+27=68

haste 7/10 (took two rounds of haste, didn't have it activated last round but looks like you thought I did)
blinking 4/7
enlarge 4/30
flying 3/50
shillehah 2/10

[ Sorry about that. I've rolled the Miss Chances and edited. Unfortunately all 3 have hit. Savin should be at 45hp.

Note that in the OOC section I have listed how the Miss Chances will go. This is to keep me consistent. 50 and under will be a Hit.

Also, if you did not have Haste Active last round, then you are lower. You are at 20 feet. -- Al
]

Sly (Ac 28 48/97) and Luke (ac 24 28/65) 
Thursday September 21st, 2006 9:25:01 AM

It's seem Jaesen did not hear him, so sly will cast fly on himself, telling himself "Well ! here goes nothing!"
Sly put a hand on himself and a sword in the other, Chanting the fly spell.

Sly leaves Luke behind as he start to rise.

Trace and Shadow 
Thursday September 21st, 2006 3:46:03 PM

Trace walks behind Shadow and scruffs her neck gently and with the other hand scratches her chin., "Looks like you have allready had enough darlin" He then pats her on the side and walks over to Firn'gaer, "I have been working on putting the correct name on the armory that belongs to us. I hope Sly has kept the key stones for the building to show proof of ownership otherwise it might take a bit more work to finalize this. I think we can turn it inoto a stronghold for us on downtime and somewhere to store spoils of war or heck a place to call home really. Anyway I'm going to look in on the group and see how there doing." Trace moves over to the attendant and ask to be lead to the rest of the group.

Peerimus AC 30 HP 69/91 and Yorrick AC 23 HP 81/117 
Thursday September 21st, 2006 8:12:32 PM

Peerimus stays where he is and starts casting, damn my slowness. Should have done this long ago. "Father we beseech thee. Aid us." The druid's hair blows and his cloak billows about him as he calls upon the elements to help him do battle.
[spontaneously cast SNA VI Huge Air elemental]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
*Barkskin x2, Chill Metal, Heat Metal, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, **Dispel Magic x2, Ice Storm
Level 5:
Animal Growth, Extend Greater Shillelagh, Wall of Thorns, Deathward
Level 6:
***Transport Via Plants x3

DeathWard in Staff
Barkskin 120 minutes
Produce Fire 7 minutes

Relaxing on the Sidelines. (DM/Al) 
Thursday September 21st, 2006 9:38:05 PM

"Oh yes, Sir. That would be great, Sir. Maybe we can catch the end of the battle. I hear they chose Level 13." The Student, a young beardless lad, seems more than happy to lead him down to the Combat Simulation room after Trace leaves off his dictation without completing much at all.

Leaving Firn'gear to relax in the Garden Atrium, Trace and the Student enter the room beyond the dark portal. When they step out, they are in a large rectangular room. Within a rectangular area that takes up most of the room, a large White creature with insectile plating fights with Savin high up in the air. Jaeden lies very still below with Luke and Sly while Peerimus and Yorrick stand a few feet away near an white mound of ice. Sly begins lifting upward toward the melee.

Clustered around a pedestal is a group of six to eight brown robed Students and one man in wizard's robes. The Students watch and chatter amongst themselves cheering on one or the other of the combatants.

Level 13 / Multiple Opponents / Six Entrants - Round 11/12 (DM/Al)  d100=19 d20+20=26 d20+15=27 d20+10=18 d20+14=24 d20+14=33 d100=90
Thursday September 21st, 2006 9:38:37 PM

Round 11

Jaeden continues to bleed. More of his life slips away. (Stabilization 19 vs 10%)

Sly Casts a Fly spell on himself. He rises 20 feet up into the air. He is in range, should the creature wish to attack him. But he has not come so close as to draw an Attack of Opportunity. A five-foot move closer will bring Sly into striking range of the creature.

Yorrick watches from below, near enough to his friend Peerimus to come to his aide, should he need it.

Savin drives home blows with his staff. The White creature cannot seem to follow Savin as he blinks back and forth, and is unable to dodge Savin's blows. All three blows land. But the damage from the blows is less than it would be for a normal creature. Blue ooze leaks out of cracks in the white carapace, but the wounds begin to repair themselves before Savin's eyes. (See Status for Additions.)

(Note to Savin: You would recover one point of Ability damage per day.)

Round 12

Luke watches Sly rise up. He stands near the body of Jaeden. Blood leaks across the rocks toward the wardog's feet.

Peerimus begins casting a spell of summoning. Help lies at the other end.

The large White creature(GE) sends a flurry of spear, tail and tooth strikes against Savin. (GE Hit Savin Spear AC27, AC18, Bite AC24, Tail AC33, 90 Miss Chance = Miss) The tail sweeps right through Savin's Torso. Had he been on the Material Plane, he would have been hit.

"Fear ... " The echo hisses in the brains of Savin and Sly. Suddenly a wave of Fear radiates from the White creature in a 10 foot area around it. Both heroes feel Fear strike their souls. (Savin and Sly, roll a Will Save vs DC 22. If you Fail, you are Panicked for 13 rounds. Even if you succeed, you are Shaken for One Round.)

=== OOC ===

All 50% Miss Chances are Hit <= 50 < Miss

Next Initiative Order (All actions will be executed in this order unless Delay or Ready actions are used)
(Bottom of Round) Jaeden, Sly, Yorrick, Peerimus, Savin, B1, (Top of Round) Luke, B2, G,

NOTE: You don't have to post in Initiative order, but I will resolve the combat in Initiative order.

Status
GE Wounded; AC = 32, AC20 touches; AC27 Flatfooted; SR > 18; Damage Reduction 10/???
Jaeden -3/116, -3 STR
Sly 46/97
Luke 28/65, -5 STR
Yorrick 81/117
Peerimus 69/91
Savin 45/115, Staff -3hp; -1 STR
Wall of Ice Breached at T&U

Combat Map

Slow Effect
An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.

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.

Shaken
A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Shaken is a less severe state of fear than frightened or panicked.


Peerimus AC 30 HP 69/91 and Yorrick AC 23 HP 81/117  d20+19=39 d20+19=29 d20+19=36 2d8(7+6)+4=17 2d8(3+3)+4=10 d20+20=31
Friday September 22nd, 2006 12:18:50 PM

Peerimus directs the elemental to appear in a location at 30' up and behind the creature [O-R/25-27], that the servant of the clouds immediately attacks. The elemental connects solidly with both blows and then backs up to 20' away [O-R/26-28]
Elemental Hit AC 39 crit 29/36 Dmg 17 and 10

The druid himself moves to O/13 he had to treat this as an actual battle and thus had to get to Jaeden before the warrior bled out. As he moves past Yorrick, he touches the bear under the chin to indicate that Yorrick was to stay in front of him as they got closer to the battle. [Handle animal 31] Yorrick knows precisely what his friend wants and heads towards the fight as well. [move to O/14 and ready in case]

Elemental AC 21 HP 136 Reach 15 Att+19 Dmg 2d8+4 DR 5- Fly 100 perfect Fort +9 Reflex +19 Will +5 Air Mastery Airbourne creature -1 Attack and Damage
Round 11/12

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
*Barkskin x2, Chill Metal, Heat Metal, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, **Dispel Magic x2, Ice Storm
Level 5:
Animal Growth, Extend Greater Shillelagh, Wall of Thorns, Deathward
Level 6:
***Transport Via Plants x3

DeathWard in Staff
Barkskin 120 minutes
Produce Fire 7 minutes

Sly (Ac 28 46/97hp & Luke (Ac 24 28/65hp)  d20+9=25 d20+13=29 d20+8=25 d8+8=15 d8+8=13
Friday September 22nd, 2006 3:32:15 PM

(Will Save - 25 Sly is shaken.)
(Attack AC 29 - AC25 _ Damages 15+13=28hp)

Sly tries to recover but he'll attack thi big dummy antway. Sly will fly in swinging His aword, Hit the enermy once, Spins hitting him again, then drop five feet trying to gwt away for the Thing.

Luke who is next to jeson tell him "Jaeon! Can hear luke? Go into poket of Luke armor, there is a vile of CMW. drink it!"

Savin 45 hps ac 30  d20+15=21 d20+15=19 d20+15=35 d20+15=30 d20+15=27 d20+10=23 3d6(5+3+1)+6=15 3d6(6+4+2)+6=18 d20+12=30 d100=54
Friday September 22nd, 2006 6:26:51 PM

Savin makes his fort save against the fear and is only shaken for the round. Because of this he forgos his normal powerattack and just attacks the creature with his normal flurry of blows. He only manages to hit once but it was a critical hit doing 33 points of damage before damage reduction. (miss chance 54. Do you want me to play 80-100 as a miss or 1-20 is a miss)

He calls down to Peerimus, "This thing is regenerating! Do you have any fire spells?"

haste 8/10
blinking 6/7
enlarge 5/30
flying 4/50
shillehah 2/10


Late Arrivals. (DM/Al) 
Saturday September 23rd, 2006 11:15:30 AM

While Firn'gaer relaxes in the Garden Atrium, Trace approaches the crowd around the pedestal.

"Welcome," the wizard says. "I'm Baird Cain. I see you've come to join your friends. You'll have to wait. The area is shielded during bouts. No one in. No one out. But there may be time for one more after this. If you're up for it."

Level 13 / Multiple Opponents / Six Entrants - Round 12/13 (DM/Al)  d100=69 3d6(1+6+1)+6=14 d20+23=26
Saturday September 23rd, 2006 11:16:08 AM

Round 12

The crimson pool beneath Jaeden's body continues spread. (Stabilization 69 vs 10%)

Sly stands strong against the waves of Fear. He flies 5 feet closer and strikes twice. The first cut of his sword slices into the White creature's armor plating, drawing a trickle of blue oozing ichor. The second blow bounces harmlessly from the tough white plates of natural armor. Sly tries to back away. But after two strikes, there is no more time. He stands exposed to attack from the White creature!!!

(Sly, I have your attack with Long Sword of Spell Storing +2 at +16/+11. You have -2 from Shaken, but you also have a +2 because you are Flanking across from Savin. I suspect that you are using your Base Attack without considering the bonuses you get from the Longsword. I've adjusted your numbers.)

Yorrick moves as Peerimus directs, ready to protect his friend should the White creature approach.

Savin also withstands the Fear. His staff turns in a blur. Two cracks split the air as one of the White creature's chitinous plates is shattered and another is slightly damaged.

(Savin, when Sly moved in you got a Flanking bonus in addition to your bonus for striking as an invisible creature. That allows your fourth strike to hit against the White creature without its Dex to AC. I rolled Damage for you at 14hp before DR.)

(Note to Savin: 1-20 is fine. A 20% roll is prettty clear. There is only ambiguity with a 50% roll.)

Round 13

Luke urges Jaeden to reach into his pack for a healing potion. Jaeden, however, is unconscious and beyond hearing. If only dogs had hands.

Peerimus completes his summoning spell and a Huge Air Elemental appears to the south. With its extended reach, the Elemental pummels the White creature. But the White creature's natural resistance to damage staves off most of the harm. The Elemental withdraws 5 feet to the south.

Peerimus himself hurries around the curve of the Ice Wall on his way to Jaeden. He comes in behind the protection of Yorrick.

The large White creature(GE), now dripping blue ooze to the blasted stones below, backs five feet away from Sly and Savin. It concentrates on defense, then it disappears. The next instant it reappears behind the Air Elemental and at 40 feet in height.

"Fear ... " Again the echo hisses, this time in the mind of the Air Elemental. Fear washes over the Elemental. (The Elemental, rolls a Will Save vs DC 22. If it Fails, it is Panicked for 13 rounds. Even if it succeeds, it is Shaken for One Round.)

=== OOC ===

All 50% Miss Chances are Hit <= 50 < Miss

Next Initiative Order (All actions will be executed in this order unless Delay or Ready actions are used)
(Bottom of Round) Jaeden, Sly, Yorrick, Peerimus, Savin, B1, (Top of Round) Luke, B2, G,

NOTE: You don't have to post in Initiative order, but I will resolve the combat in Initiative order.

Status
GE Wounded; AC = 32, AC20 touches; AC27 Flatfooted; SR > 18; Damage Reduction 10/???
Jaeden -4/116, -3 STR
Sly 46/97
Luke 28/65, -5 STR
Yorrick 81/117
Peerimus 69/91
Savin 45/115, Staff -3hp; -1 STR
Wall of Ice Breached at T&U

Combat Map

Slow Effect
An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.

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.

Shaken
A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Shaken is a less severe state of fear than frightened or panicked.



Peerimus AC 30 HP 69/91 and Yorrick AC 23 HP 81/117  d20+5=22 d20+19=24 d20+19=34 2d8(3+3)+4=10
Saturday September 23rd, 2006 5:11:49 PM

The elemental reacts instantly as the creature vanishes to appear behind it. It pays no heed to the compulsion emminating from this strange creature. Instead it turns and strikes and this time moves away and downward 5 feet.
[Save 22 Hit AC 24/34 dmg 10]

Peerimus answers Savin as he closes with jaeden, Yes and as soon as I heal Jaeden I plan to use it." He advances on the fallen warrior. [P/21] Yorrick moves with him taking up a readied position at [Q21]

Elemental AC 22 HP 136 Reach 15 Att+19 Dmg 2d8+4 DR 5- Fly 100 perfect Fort +9 Reflex +19 Will +5 Air Mastery Airbourne creature -1 Attack and Damage
Round 10/12

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
*Barkskin x2, Chill Metal, Heat Metal, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, **Dispel Magic x2, Ice Storm
Level 5:
Animal Growth, Extend Greater Shillelagh, Wall of Thorns, Deathward
Level 6:
***Transport Via Plants x3

DeathWard in Staff
Barkskin 120 minutes
Produce Fire 7 minutes

Sly (AC 28 46/97hp) and Luke (AC24 28/65hp)  d100=69 d20+18=32 d20+12=15 5d6(3+5+5+3+5)=21
Sunday September 24th, 2006 8:15:32 AM

OOC: I was rust into a role play, It Was Importent. I also forgot the the Sword Had a Spell of lighting in it. It's my fault I shoule have put off my play.

Sly will fly around the air elemantal to get at The Big Dummy, This time he rembers the spell in his sword, as he hits his enermy Sly yell "ZITTS" that will discharge the spell into the Dummy's body. The second attack sly misses, spinning off to some where???

Damages from spell 21hp.

Sly Spells

0lv- Detect Magic, Read Magic, Flair.

1lv-Magic MisselsX2, Burning Hands.

2lv- Invisibility, Levetate, Mirror Image.

3lve- Fire Ball.



Jaeden Ohm (Jaeden -5/116)  d100=63
Sunday September 24th, 2006 7:06:12 PM

[d100 vs 10% to stabilize: 63 fail. For future reference is 1-10 stabilize or 91-100?]

Blackness gives way to spotted memory lived again as if for the first time. A fourteen year old Jaeden stands in the courtyard of the Ohm Manor in Plateau City. His pratice sword rests comfortably in his hands and he breathes heavily. The man across from him holds his own practice blade and his breath is still regular dispite their long session. Jaeden was always amazed at how easily his father moved his blade.

Father and son began to circle, waiting for the opening one of them would eventually leave.

"Jaeden! Can hear luke?"

What the...? To Jaeden's surprise there was a talking dog nosing at his legs. He gently kicks the dog away, knowing that this could give his father the opening he needs.

"Go into poket of Luke armor, there is a vile of CMW. drink it!"

Again he kicks the dog away and this time his father comes at him hard. He's forced into a hasty parry, the dog completely forgotten.

Back in the simulation Jaeden lies still, blood seeping from behind his many metal plates.

Posting Reports for 
Monday September 25th, 2006 7:03:58 AM

The Game # 4 Children of Chaos
The Week of Sept 18, 2006

NAME-----MTWTF
DM Al----2XXXOS
Sly------OXXXXS
Savin----XXXXX
Peerimus-OX2XXS
Firn-gare-XXXOO
Jaeden---OXOXO

Adm Ceil - This is one of the best games going, and YES! I'm bragging.


Trace 
Monday September 25th, 2006 6:22:21 PM

How sad ........Trace left out of the posting report. Should I get the hint?

Trace and Shadow 
Monday September 25th, 2006 6:29:14 PM

Trace pats his leg for Shadow to come, "Come Shadow, its time to practice." Trace pulls his hair back and ties it up and tightens his bracers. He then taks out the strenght stone and commands it to hover above him and then pulls off his bow and pulls the string a couple of times with magical flames starting to roll off the string each time he pulls back.

Trace turns to one of the wizards, "ok just let me know when I can step in," Shadow pushes up against Traces leg and lets out a loud growling hiss as she senses the adrialin starting to stir.

Sly and Luke 
Monday September 25th, 2006 7:58:51 PM

Awaites the Dungion Master?? Who knows all!

Savin 45 hps ac 30  d20+15=29
Monday September 25th, 2006 9:00:17 PM

Savin deactivates his boots of speed wisely seeing that they can't help him this round. Using the fly spell moves straight up and then comes over the top of the air elemental to R27. He takes one swing at the monster but misses hitting ac 29.

"Ah guys, Can I get some help here. This thing is pesky."

haste 8/10
blinking 7/7
enlarge 6/30
flying 5/50
shillehah 3/10



Color Commentary. (DM/Al) 
Monday September 25th, 2006 9:22:10 PM

"Your friends are not bad," Baird Cain says as Trace waits with Shadow by his side for the current encounter to end. "See that there? That's a Gelugon, an Ice Devil. Very nasty. Tough and cunning."

"And the two dead. See them? Those are Babau. Demons. Strike them, and the slime on their skin damages your weapons. Both devils and demons have innate magic powers and they know how to use them. That's a tough fight."

Back in the Garden Atrium, Firn'gaer considers all of the information that he has learned.

Level 13 / Multiple Opponents / Six Entrants - Round 13/14 (DM/Al)  d20+20=36 2d6(2+5)+9=16 d20+23=35 d20+23=42
Monday September 25th, 2006 9:23:25 PM

Round 13

Jaeden continues his descent toward death. Visions come to him, strange and otherwise, to herald him unto his final rest. (Jaeden, 1-10 is fine. It's the more natural way to do it.)

Sly flies in to attack the White creature again. He rises up five feet as he comes. But he forgets again about the White creature's longer reach. The White creature takes an Attack of Opportunity. (AoO GE Hit Sly AC36, Damage 16hp, Sly: Make a Fort check vs DC23. Fail and be Slowed as in the Slow Spell for 1d6 rounds.) The spear lashes out as Sly approaches. Sly feels the cold cut him deeply. He swings his sword and the blow nearly strikes a solid blow, but at the last minute it is turned against the White creature's plated hide. The spell stays in the sword.

(Sly, I have your attack with Long Sword of Spell Storing +2 at +16/+11. You aren't shaken this round. But you don't have Flanking either. So that's +16/+11 not +18/+12. Also, you only get one Hit when you move more than 5 feet. So only one. I've adjusted your number. You hit a 30 not 32. You don't hit, and the spell is still in the Sword.)

Yorrick moves in tandem with Peerimus, ready to attack should his friend be threatened.

Savin climbs 15 feet up into the air to come over the Air Elemental. He launches an attack from the edge of the White creature's reach. I bounces off the creature's hard plate.

Round 14

Luke continues to snuff at Jaeden's still and silent body.

Peerimus squeezes past Luke and ends up next to Jaeden.

The Huge Air Elemental fends off the fear. Shaken as it is, it still hits the White Creature. The blow, however, does not seem to do any damage.

The large White creature(GE), continues to regenerate. It Concentrates, and again Defensively activates a spell. Again it disappears. This time it reappears 5 feet above the ground and behind Peerimus. Yorrick, standing ready for an attack on his friend, launches an attack of his own. (Peerimus, Yorrick can take his Ready attack on the Ice Devil before it makes its Free Action to activate the Aura of Fear. If Yorrick does over 42 points of damage, the Aura of Fear is disrupted. Otherwise ... )

"Fear ... " Again the echo hisses, this time in the minds of the Peerimus, Luke, and Yorrick. Fear washes over them. (Peerimus, Luke and Yorrick, roll a Will Save vs DC 22. If you Fail, you are Panicked for 13 rounds. Even if you succeed, you are Shaken for One Round.)

=== OOC ===

All 50% Miss Chances are Hit <= 50 < Miss

Next Initiative Order (All actions will be executed in this order unless Delay or Ready actions are used)
(Bottom of Round) Jaeden, Sly, Yorrick, Peerimus, Savin, B1, (Top of Round) Luke, B2, G,

NOTE: You don't have to post in Initiative order, but I will resolve the combat in Initiative order.

Status
GE Wounded; AC = 32, AC20 touches; AC27 Flatfooted; SR > 18; Damage Reduction 10/???
Jaeden -5/116, -3 STR
Sly 30/97
Luke 28/65, -5 STR
Yorrick 81/117
Peerimus 69/91
Savin 45/115, Staff -3hp; -1 STR
Wall of Ice Breached at T&U

Combat Map

Slow Effect
An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.

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.

Shaken
A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Shaken is a less severe state of fear than frightened or panicked.


Jaeden Ohm (Jaeden -6/116)  d100=85
Monday September 25th, 2006 10:47:00 PM

[d100 vs 10% to stabilize: 85 fail]

Jaeden manages to parry his father's first attack. The second too is blocked and each to come is deflected or turned in proper order. Eventually the two combatants clinch, blades locked in preparation for the most subtle of blade play.

Blackness swirls... encompassing the warrior's reality for an unknown period of time. Still he bleeds and still the magic of the simulation continues to do its thorough job, tricking his mind into the belief of death and bringing to the surface those thoughts that rise just before death.

A sensation of a wet nose penetrates the blackness for an instant, strangely comforting.

Blackness...

He sat there across an old dining room table from his father. He was shocked. He had just returned from a training expedition to find out that his family had lost its fortune. His father had just explained it to him and had risen to retrieve a small fine pouch embroidered with the Ohm family coat of arms from the bedroom. Jaeden recognized the pouch as one of the two Ohm family heirlooms. With his first coins Jaeden's ancestor had purchased this pouch and had proclaimed that this pouch would be the beginning of the Ohm fortune. Addicus tossed the bag on the table and with a heavy clink it landed before Jaeden. "50 gold coins." He stated matter-of-factly. "You won't be able to live like you're use to, but it'll help to get yourself started." For a few moments they just sat there considering the turn of events before his father continued. "You'll always be welcome here Jaeden, but it's time you made your own way in the Wold."

Blackness...


Sly (AC 28 30/97hp) and Luke (Ac 24 28/65)  d20+7=20 d6=4 5d4(3+1+1+2+2)=9
Tuesday September 26th, 2006 8:07:45 AM

OOC: Fort Save 20 (close but fail) Slow for 4 rounds. (I hope I'm right!)

Sly being so close to the Wall if Ice creture, will put his hand out and slowly chant the Spell of Burning Hands "toh toh chuo" (Doing 9hp of damages)

Luke is still trying to get throught to Jaeson, "Come on Kid! your Strong, Get the Vile out of my Saddel Pack! but leave my soop bones alone!.

Sly's Spells
lvl 0- Detect Magic, Read Magic, Ray of Frost, Flair.

lvl 1- Magic MisselsX2,

lvl 2- Invisibility, Mirror Image, Bull Strenth.

lvl 3- Lighting Bolts, Fire Ball.

Peerimus AC 30 HP 69/91 and Yorrick AC 23 HP 81/117  d20+4=15 d20+18=21 d20+16=24 d20+19=22
Tuesday September 26th, 2006 9:16:23 AM

The Creature appears, Yorrick misses and then Peerimus and the bear scream and flee from the monstrousity. "Ahhhhh!!!! Mother help us we're all going to die! Ahhh! Run for your lives."

The elemental flies straight over and passes the creature below it by 20'. It then drops straight down to the ground level and closes to 15'. Manifesting a heavy fist, it tries again to bludgeon the White creature, but to no avail. The Elemental then moves dierctly upwards to a height of 20'.

[Hit AC 22 miss. Move vertical 55' P16/ down 25'/ up 20' total move 100' with Spring attack]

[Yorrick save 15 fail Peerimus save 21 fail]

Elemental AC 22 HP 136 Reach 15 Att+19 Dmg 2d8+4 DR 5- Fly 100 perfect Fort +9 Reflex +19 Will +5 Air Mastery Airbourne creature -1 Attack and Damage
Round 9/12

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
*Barkskin x2, Chill Metal, Heat Metal, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, **Dispel Magic x2, Ice Storm
Level 5:
Animal Growth, Extend Greater Shillelagh, Wall of Thorns, Deathward
Level 6:
***Transport Via Plants x3

DeathWard in Staff
Barkskin 120 minutes
Produce Fire 7 minutes

Trace and Shadow 
Tuesday September 26th, 2006 3:46:33 PM

Trace continues to watch his friends battle, feels strange watching them fight and not being able to step in to do his part.

Trace simply nods at the descriptiosn given about the creatures and keeps his eyes glued to the action not wanting to miss a moment.

Savin 45 hps ac 30  d20+23=34
Tuesday September 26th, 2006 8:05:38 PM

Savin sighs as the creature disappears yet again. "Face me you foul beast!" He then sighs again when Peerimus goes crying for his Mommy.

Savin decides to change tactics and tries to take one of the devils weapons away. He swoops down ending up at PQ2122 at 10' and swings a mighty blow at the devil's spear trying to disarm the creature. Disarm attempt is 38

Modifies are base + strength is 15, +4 for improved disarm and +4 for two handed weapon.
Taking 10 for the devil and his other minues, I believe his spear clatters to the ground.

haste 8/10
enlarge 7/30
flying 6/50
shillehah 4/10


Tides Turn in the Tank. (DM/Al) 
Tuesday September 26th, 2006 9:22:49 PM

Both Baird Cain and Trace Jacobs turn their eyes to the rectangular arena as Wardd turns a card face up to reveal the Hanged Man. In but a moment, all things go bad and death leers from the other side of a razor's edge, waiting his due. A gasp goes up from the crowd of students as the heroes fight for their lives.

Firn'gaer waits patiently upstairs.

Level 13 / Multiple Opponents / Six Entrants - Round 14/15 (DM/Al)  d20+19=39 d20+5=19 d20+19=31 d20+19=28 d20+14=19 d20+14=15 d10+6=8
Tuesday September 26th, 2006 9:23:53 PM

Round 14

An irregular heartbeat slows. Jaeden's heart stutters as his blood pressure drops. Scenes of his life play before his inner eye as the light comes to claim him.

Sly feels the deadly cold slow his muscles, his thoughts, everything. He turns in mid-air and casts a spell. A cone shaped blast of fire rips from his fingertips in the direction of the Ice Devil. Short. Way too short. The fire only goes 15 feet. Instead of reaching the Ice Devil, the fire catches Peerimus' Air Elemental. The Elemental shies from the flames, coming away with only a minor burn. (Reflex 39 for 1/2 damage)

Savin descends and slams his staff against the Ice Devil's spear. The spear drops from the claws of the Ice Devil and falls near Jaeden's cooling body.

Round 15

Then disaster strikes.

Luke, Peerimus, and Yorrick all succumb to the unnatural Aura of Fear that radiates from the Ice Devil. In a panick they flee from the Ice Devil, scattering to all points of the compass. Jaeden lies in their wake with on one to halt his descent into death. (Luke's Will Save = 19 /Failed)

The Huge Air Elemental tracks across the sky, then slams suddenly down on top of the Ice Devil. The blow, though startling, fails to have sufficient impact to breech the Ice Devil's defenses.

The Ice Devil(GE) strikes out at Savin with it's natural weapons. (GE Hit Savin Claws AC31, AC28, Bite AC19, Tail AC15, Damage 8hp) One claw rakes across Savin's arm. Blood drips from Savin's very solid arm. He is no longer Blinking!

=== OOC ===

All 50% Miss Chances are Hit <= 50 < Miss

Next Initiative Order (All actions will be executed in this order unless Delay or Ready actions are used)
(Bottom of Round) Jaeden, Sly, Yorrick, Peerimus, Savin, B1, (Top of Round) Luke, B2, G,

NOTE: You don't have to post in Initiative order, but I will resolve the combat in Initiative order.

Status
GE Wounded; AC = 32, AC20 touches; AC27 Flatfooted; SR > 18; Damage Reduction 10/???
Jaeden -6/116, -3 STR
Sly 30/97, Slowed 4/4 rounds
Luke 28/65, -5 STR, Panicked 13/13 rounds. Now 45 feet off map to the west..
Yorrick 81/117, Panicked 13/13 rounds.
Peerimus 69/91, Panicked 13/13 rounds.
Savin 37/115, Staff -3hp; -1 STR
Air Elemental 132/136
Wall of Ice Breached at T&U

Combat Map

Slow Effect
An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.

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.


Savin 37/115 ac 30  d20+13=32 d20+13=21 d20+13=21 d20+13=28 d20+8=15 3d6(3+5+6)+10=24
Tuesday September 26th, 2006 10:03:32 PM

Savin watches Jaeden fall, sees Sly's spell fall short, the air elemental miss and his allies flee. He thinks to himself, Thank the Gods this is only a simulation!

He activates his boots of speed knowing that he he will have to get lucky. He goes into a flurry of blows adding a small power attack (3) to his blows. All but one miss but at least one does some good. He hits for 24-10=14 points of damage.

"Sly Can you do anything for Peerimus? Dispel his fear or something? I don't think I can beat this thing alone."

haste 9/10
enlarge 8/30
flying 7/50
shillehah 5/10


Jaeden Ohm (Jaeden -7/116)  d100=64
Wednesday September 27th, 2006 1:26:57 AM

[d100 vs 10% to stabilize: 85 fail]

Shock registers clearly across a young Jaeden's face. Here was his father handing him the second of the Ohm treasures. "I don't know what path you'll choose, but this should at least help to keep you safe." With those words he hands Jaeden the fabulous greatsword that his grandfather had first acquired as a gift for his father, an enchanted weapon with a adamantine blade.

Jaeden gazes deeply into the mirror polish of the blade he had dreamt about, only to have his stare met by the wavering eyes of his distorted reflection.

His father, the room, and the cool morning air fade to black an all that exists is the reflection of those wavering eyes staring back at him from deep within the Ohm Family Greatsword...

Blade and reflection shatter into a hundred pieces and scatter, lost to blackness...



Sly (ac 28 30/97) and Luke (ac 24 28/65)  d100=88
Wednesday September 27th, 2006 8:54:37 AM

Magic percentage 88

Sly is now weaken and slow in moving (to space 22/S) Once there he'll start to conger Magic Missels.

Luke is so sceard that he is running around, Screeming in fear, "YIEP! ... Bark! ... Me Dying! KahoooOO!"

Sly's Magic Spells

lvl 0- Detect Magic, Read Magic, Flair.

lvl 1- Magic misselsX2, Protection from evil,

lvl 2- Invisibility, Mirror Image, Bulls Strenth..

lvl 3- Lighting Bolts, Fire Ball.

Peerimus AC 30 HP 69/91 and Yorrick AC 23 HP 81/117  d20+19=32 d20+19=23 2d8(5+5)+4=14
Wednesday September 27th, 2006 3:22:09 PM

The battle forgotten, Jaeden forgotten, Yorrick and indeed his whole very life, it seemed at the time, forgotten. All he knew was the hear the wrenching fear that consumed him, over powered him and brought him mercilessly low. Across the cracked rocked and under the parched and burnt sky he ran and ran.

The servant of cloud and breath attacks again and tries to crush the life from the smaller white creature it has been summoned to destroy.
It strikes hard enough to wound it's opponent once. [Hit AC 32/23 Dmg 14] Elemental will move 5' north row 15

Elemental AC 22 HP 136 Reach 15 Att+19 Dmg 2d8+4 DR 5- Fly 100 perfect Fort +9 Reflex +19 Will +5 Air Mastery Airbourne creature -1 Attack and Damage
Round 8/12

Yorrick is but a speck on the horizon as the bear runs on.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
*Barkskin x2, Chill Metal, Heat Metal, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, **Dispel Magic x2, Ice Storm
Level 5:
Animal Growth, Extend Greater Shillelagh, Wall of Thorns, Deathward
Level 6:
***Transport Via Plants x3

DeathWard in Staff
Barkskin 120 minutes
Produce Fire 7 minutes

Approach of the Inevitable End (DM/Al) 
Wednesday September 27th, 2006 8:38:48 PM

Baird Cain shakes his head.

"They had a chance for a while there," he says to Trace. "But I don't think they can hurt the Ice Devil fast enough now. Your flying monk there is going to fall soon enough. And the Air Elemental can't hit hard enough. See how the Devil is ignoring it?"

"Unless they can raise a miracle ... " Cain shakes his head.

In the Garden Atrium, Firn'gaer opens his spellbook and begins studying. The shafts of sunlight from outside feel good. There are so many marvels here.

Level 13 / Multiple Opponents / Six Entrants - Round 15/16 (DM/Al)  d20+23=32 3d6(4+2+1)=7 2d6(4+4)=8
Wednesday September 27th, 2006 8:39:27 PM

Round 15

Visions of home, visions of the fall. They roll through Jaeden's head as he bleeds. His heartbeat slows. It won't be long now.

Sly flies slowly through the air. He cannot even make it as far as he would like. Almost. But not quite. He prepares to cast Magic Missile.

Savin attacks. One blow lands good, splashing blue ooze. The Ice Devil seems unconcerned. The human is bloodied and will soon be dead.

Round 16

Luke, Peerimus, and Yorrick all continue running.

The Huge Air Elemental strikes downward, drawing blue ichor. Then it shifts away.

The Ice Devil(GE) flies five feet to the west. It raises a claw and Concentrates on a Spell-like Ability while on the Defense. Again, a 40-foot column of magic hailstones comes down in a column. (Savin, Sly, Air Elemental, take 7hp Cold Damage, 8 hp Bludgeoning Damage, No Saves.) The hail pounds downward in a terrible roar!

(Sly, if you stay in the area of Hail, you must make a Concentration Check vs DC15 or you lose your spell. And you cannot take a 5-foot step while Slowed.)

=== OOC ===

All 50% Miss Chances are Hit <= 50 < Miss

Next Initiative Order (All actions will be executed in this order unless Delay or Ready actions are used)
(Bottom of Round) Jaeden, Sly, Yorrick, Peerimus, Savin, B1, (Top of Round) Luke, B2, G,

NOTE: You don't have to post in Initiative order, but I will resolve the combat in Initiative order.

Status
GE Wounded; AC = 32, AC20 touches; AC27 Flatfooted; SR > 18; Damage Reduction 10/???
Jaeden -7/116, -3 STR
Sly 15/97, Slowed 4/4 rounds
Luke 28/65, -5 STR, Panicked 12/13 rounds. Now off map to the west.
Yorrick 81/117, Panicked 12/13 rounds. Now off map to the southeast.
Peerimus 69/91, Panicked 12/13 rounds. Now off map to the south.
Savin 22/115, Staff -3hp; -1 STR
Air Elemental 117/136
Wall of Ice Breached at T&U

Combat Map

Slow Effect
An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.

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.



Savin hps 22/115  d20+6=15 d20+6=15 d20+6=26 d20+18=34 d20+5=16 d20+5=14 3d6(2+4+6)+23=35 3d6(1+5+6)+23=35
Wednesday September 27th, 2006 9:52:45 PM

Savin is frustrated and desperate. He finds himself almost hyperventilating. Can it be that this opponent is to much for him? Could he actually lose? He remembers his master sitting by a pond one day discussing a battle. He words ring out in his head. "Sometimes desperate times call for desperate measures."

Savin knows this is only a simulation but it is striking at his core. It is striking at who he is? He is the defender of the Children. The Crones told him that. Jaeden lies dead and his friends scattered. Sly is surely next.

Savin bursts into one last desperate ploy. He swings his staff with blinding speed and power. Not trusting to skill but trusting to luck. His first two swings bounce of the armor of his foe, the third hits, as it hits he throws his entire being into making it count (used every hero point I have to increase the critical hit chance) He drives the blow through. (natural 20 on the third swing, hit ac 34 with follow up)

Spent Savin 2 follow up swings also miss but he hopes he has done enough. At least he wipes the smirk of the devil's face.

Savin does 70 points of damage - 10 for damage reduction for a total of 60.

haste 10/10
enlarge 9/30
flying 8/50
shillehah 6/10


Jaeden Ohm (Jaeden -8/116)  d100=91
Thursday September 28th, 2006 1:49:58 AM

[d100 vs 10% to stabilize: 85 fail][doh if only we're rolling high....]

His duty at watch was done and Jaeden's step carried a spring as the young mercenary hurried back to his tent to join the game and drinking he knew must be going on. It was early evening and he could still see the face and expressions of each of the men he passed. Like him, most of them wore charcoal grey plate and all of them wore a deep purple colored tabard with the 'black sun rising from the black horizon' emblem of the Ebon Dawn. Moral was high and most of those he passed gave smile and nod. Those he knew personally gave a wave and some even called out some greeting or jest.

It was good to know your place. Good to have friends. Good to know your commander was a good man who chose his employers carefully. Good to be young and good to be good.

Blackness for a time...

They sat circled around the fire in front of their tent. Shadows flickered and the wine skins made their rounds while leaving their kiss with each of the men who spend a moment to embrace them. And all of them did. It was how they bonded.

Friends... faces... blackness...

The face of Garimoore Twindell...

Blackness...

The face of Blain Deirtic...

Blackness...

Each of his comrades in turn displayed their disembodied face against the blackdrop...

Blackness...

Sly (AC 28 30/97hp) and luke (AC 24 28/65hp)  d20+4=18 5d6(4+4+5+6+2)=21
Thursday September 28th, 2006 8:23:01 AM

Sly holds out his hand, He's so tired and ( even thow he's flying) he feel heavy, out of his mouth Come the wrong spell the fire ball spell, "llaB eriF" at the ice denom.

When he saw what he did, he yelled "OOOPS!"

Luke is still in fear and running around seeking safty.

Made my Dc Check 18.

Damages on the ice demon 21hp.

Sly's Spells

0- Detect magic, Read Magic.

1- Magic MisselX2, Protection from Evil.

2- Bull's Strenth, Invisibilaty, Mirror image.

3- Lighting Bolts.

Trace and Shadow 
Thursday September 28th, 2006 3:46:54 PM

Trace takes a step foward and pulls an arrow, looking at Cain, "Is there no way I can get in there, they are being killed, are you sure this is practice only?" Trace starting to fear for his friends since the scene is so real, fire starts rolling off the bow and arrow as Trace looks on worried.

Peerimus AC 30 HP 69/91 and Yorrick AC 23 HP 81/117 
Thursday September 28th, 2006 4:00:19 PM

Must get away, must put more distance between himself and the unearthly horros that hounded him. It made no difference if he coudl see them, smell them or hear them or not. He knew they were there. The druids mind was shut to a a single purpose, self preservation. his legs were beginning to warm now, his breaths coming harder as his lungs filled with fire. Peerimus continued to set his feet down, one after the other.

End of Simulation (DM/Al)  d100=42 d20+12=21 d20+19=25 d20+23=29
Thursday September 28th, 2006 8:50:27 PM



Round 16

Jaeden lies still upon the ground while battle rages around him.

Sly concentrates in the midst of the pain caused by the driving pelting hail. His armor constricts, but he overcomes that too. (Arcane spell failure pass at 42.) A tiny bead leaves his fingers and speeds toward the Ice Devil. It explodes, swelling into a brilliant orange Fireball that engulfs not only the Ice Demon, but Savin, the Air Elemental and Jaeden's prone body as well. (Reflex Saves vs DC16: Savin 21, Air Elemental 25) Savin twists in the air, Evading the blast entirely. The Air Elemental also shies away, taking half of the burn. Jaeden, clinging to edge of life by the tips of his spiritual fingers, is killed in the blast.

When the fire shrinks away, the Ice Demon remains unharmed. The Ice Demon is immune to Fire.

Savin throws every bit of power that he has into a wild and flailing flurry of blows. The staff swings in crazed arcs through the air, missing and bounding harmlessly off the Ice Demon's body. kKhshhhh! A cracking liquid pop and Savin is showered in freezing blue gore. When he clears his eyes, the Ice Demon stares from alien eyes filled with shock. Its abdomen has exploded, burst from its shell of plating to leave the soft organs within naked and exposed.

But even as Savin watches ... they begin to heal.

Round 17

Luke, Peerimus, and Yorrick run. The panorama of the blasted land jerks and jogs past their wide eyes as they pound across the ground in flight.

The Huge Air Elemental holds its position, as though stunned by the scene below.

The Ice Devil(GE) backs through the air. It lets out a deep roar like the birth of a mighty ice island as it break from its glacial mother and falls calving into the ocean.

Then it's gone.

The land of cracked naked rock is replaced with the smooth cool floor of the Simulation Chamber. Light, sound, the hard angles of his plate armor and the acrid smell of his own sweat all flood Jaeden's senses. Peerimus, Yorrick, and Luke awaken to find themselves standing at the edge of the large rectangular floor. Savin and Sly stand over Jaeden as he begins to move.

Suddenly whoops and cries break out from the side of the room. A group of robes Students cheer and raise their fists into the air. In their midst is Baird Cain. And next to Cain is Trace. Baird Cain nods.

Of the terrible wounds and debilitation taken in the fight, nothing remains. A check into pouches and packs reveals that the magic items used are still there. Everything is as it was before. Except for the memory.

"Well done. You held your own." Baird Cain strides forward. "Just barely. And you lost one of your own. You also took damage from your own people. If you'll take advice from an old Weapon Mage, you need more magics. And you need to support each other much more than you did here. If you can't work out how to hit your opponent, start thinking about how you can help your companions hit your opponent."

"Now, I think you've got time for one more. If you're up to facing it again. I hear you have one more friend in the tower somewhere, but it doesn't look like he'll be joining you."

"What will it be? One more time? Or pack it up?"

=== OOC ===

Final Status
GE Near Death; AC = 32, AC20 touches; AC27 Flatfooted; SR > 18; Damage Reduction 10/???
Jaeden -28/116, -3 STR
Sly 15/97, Slowed 4/4 rounds
Luke 28/65, -5 STR, Panicked 11/13 rounds. Now off map to the west.
Yorrick 81/117, Panicked 11/13 rounds. Now off map to the southeast.
Peerimus 69/91, Panicked 11/13 rounds. Now off map to the south.
Savin 22/115, Staff -3hp; -1 STR


Peerimus and Yorrick 
Thursday September 28th, 2006 9:11:22 PM

Peerimus looks to the group as he replies, "Yes a few weaknesses were certainly exposed in a rather dramatic way. First and foremost I think is that of a lack of ability to truly get to airborne opponents and again my friends I must urge caution against larger creatures. They can do avoidable damage as you close. Tumble if you have the skill, assume a defensive stance and await more help or merely close slowly to not allow the enemy to freely swing at you."

"For my part I fear a rather grevious weakness with my good friend here, that of magic of the mind. Though really I am at a loss on what to do of it."

"But we should also all take heart that Trace was not with us and his prowess with a bow is quite well nigh on impressive. Our main Arcane power of Firngaer was also not present." Peerimus falls silent though and breathes deeply once. The wizards abscence from the current location spoke volumes of lore as if the very Star Mages Guild library were bared to all and teh contents f those vsat and miraculous tomes all read at once and in every language Peerimus could understand. Even if that were to come about, the din would be welcome respit from the empty hollow of silence that now met his ears and eyes upon not seeing the wizard present.

Again taking a deep breath he looked to his companions, "we more certainly need to take advantage of a second simulation as surely as we need to breathe air. Trace you are in this time I pressume?" Then looking to Baird Cain, "Yes my good sir, another go around indeed. Level 14 I would say."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Chill Metal, Heat Metal, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, *Dispel Magic x2, Ice Storm
Level 5:
Animal Growth, Extend Greater Shillelagh, Wall of Thorns, Deathward
Level 6:
**Transport Via Plants x3

DeathWard in Staff
Longstrider

Trace and Shadow 
Thursday September 28th, 2006 9:25:11 PM

Trace relaxes once he sees everyone is ok, he returns his his arrow and walks up to greet everyone.

"Good show guys if yall want to have at it again, I would like a chance to use my bow and get used to firing shots again. It has been some time since I have used it in combat."

Trace steps up and claps Sly on the back, "You ok little brother?"

Jaeden Ohm 
Friday September 29th, 2006 12:45:15 AM

A blast of searing heat burns away the blackness but leaves in it's wake pure emptiness. For a moment all sense of self ceases.

Then Jaeden cracks his eyes open to see light and the crispness of reality. The edges of his armor dig into him and his first waking thought is that plate armor was most definitely not designed to lay around in. Speaking of laying around... whats going on? he wonders.

Slowly the broken images of the last 30 seconds return. To Jaeden much more time has passed but such is the magic of the simulation. The reality of the simulation, the battle, and his fall come back to him but those memories pale in comparison to the life that had just flashed before his simulated dying mind.

The warrior remains quiet and introspective, only nodding in reply to Peerimus' querry at another go.

ooc
doh! I didn't get my last two rounds. I had such grand plans for them... :P Guess the last two episodes of Jaeden's formative experiences will have to wait for another time :D

Savin 
Friday September 29th, 2006 8:09:40 AM

As the battle fades, Savin's adreniline doesn't. He whirls around, eyes wide as the the battle mage speaks.

He visibly calms down and then walks over to Peerimus. "Level 14? We didn't do so good with level 13. You really want to go to level 14? I know we have Trace but we are still missing Firn'gaer. While I respect Sly, he isn't the specialist that Firg'gaer is." Obviously Savin is still a little shook from the last battle.

Savin blows his breath in and out a few times and continues. "Can we at least make a plan on some tactics before we go running in again. What spells do you have? What are you going to do? Without coordination, we are doomed to failure and I don't like failure!"

Sly and Luke 
Friday September 29th, 2006 10:04:57 AM

Sly fall from the hight he was, but he was not hurt?? As he get's up he come face to face with Big Brother Trace, "yes! I think I'm good for another round, But just because your rustie!!" Sly smiles at Trace.

But to Savin he answers "You right Savin, I'm no Firn-gare! He's the best wizard around, I'm only 3rd level because I was ask to become a Bladesinger. By now I would have become a 5th level wizard. But I make no regreates I am a better swinging a blade than throwing Spells. Come on Savin take another round and sharpen our skills!!"

Luke (who is now next to Sly) "Yes! Me Help you!"

Peerimus AC 26 HP 91/91 and Yorrick AC 23 HP 117/117 
Friday September 29th, 2006 11:08:23 AM

Peerimus looks to Savin and cocks his slightly, not quite procesing the question correctly and certainly not the tone. Straightening his head to its former and orginal orientation.

"Savin, I would think our tactics and plan would be the same as previously laid out. The plan worked well enough, we were coordinated and laid the Ice Devils support and allies low quiet effectively. It was our inability to get to the flying creature with enough force and firepower that casued the defeat. It was the disregard for the creatures superior reach and thus simply getting ourselves pounded on which lead to our defeat. It was our inability to pull back and make him come to us that caused our defeat. It was our inability to adapt to different tactics than charge and swing that caused our defeat."

The druid continues in an even and friendly tone of point, "The initial plan and basic stratedgy was good and I think should remain. Our melee fighters, Yorrick, Jaeden, Luke and Sly and in part me should be side by side and you Savin should remain mobile. We will have Trace and I assume him to want to get to the outside and use his bow with Shadow remaining in front of him to stop any from engaging him in melee. If any move towards him, that will be when our main melee group will send support. Likely in the form of Sly and Luke to assist Shadow. We no longer have Firngaer and that leaves a considerable hole. I will do what I can, but I think a shift to the attempt to overwhelm by numbers and to that course I will be summoning help as fast as I may."

Peerimus casts Greater Shillelagh immediately, not waiting for the simoulation to start. "I will be casting it every morning so." He lets the sentence drop. "Your show Jaeden."

"As to my spell capability, I am no wizard or cleric. I have and will always prepare a spell of dispelling and some healing. I have energy resistance spells, some offense and the rest are a mix and mostly non combat orientated. After this I will be returing to the catacombs to sell my shield and purchase potions, scrolls and wands in hope to cross a vast casm of no true wizard or cleric being in our company. For this sim though, we will simply have to try and make do again and I most certainly say level 14. We will learn far more through defeat."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Chill Metal, Heat Metal, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, Dispel Magic x2, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, Wall of Thorns, Deathward
Level 6:
**Transport Via Plants x3

Quarter Staff (spell staff -Deathward)
Active Spell Longstrider cast in early AM

Jaeden 
Saturday September 30th, 2006 1:50:54 AM

Clearly Jaeden is shaken by his simulated death but Peeriums calls on him to get things rolling again and he puts aside his thoughts.

"I think Peerimus is right. I knew beforehand our weakness was airborne creatures, and it's even more true without Firn around. I prepared for that by getting a potion but this time it seems I underestimated my opponent. Once those reds went down so easily I thought the white would follow suit.

Lesson learned.

I think 14 isn't a bad choice. We have one more with us, and that last was not just a 13. It was a 13 that was a bad matchup."

He looks at each thinking.

"You know, I don't think we really did all that bad there. To be honest I think that the only mistake that was made was done by me. I didn't realize that others could get up to Mr. White as well. If I'd known that I might have bought time until we could have grouped up."

"So yes, lets stick with the same plan and see how things pan out."

ooc

Al, if you could enter us into the simulation in a formation similar to:

- - - - - -
- Y Y J Sl Sa
- - - P - -
- - - - - -
- - - - - -
- - - - SH L
- - - - T -

Jaeden OOC 
Saturday September 30th, 2006 1:51:42 AM

Note to self... spacing with dashes doesn't work...

Choose A Setting. Any Setting. (DM/Al) 
Saturday September 30th, 2006 11:28:33 AM


Experience. Experience has taught Baird Cain that no advice that he could give would be of service unless the recipients took it into themselves and made it their own. And so, he merely stands in silence as the others talk amongst themselves about their experience, and how they might turn it to their use.

When they are ready, Cain indicates the pedestal with a motion of his hand. The Students clear a silent path, and wait for the choice of settings.

At the left side of the pedestal are stones marked from 1 to 20. These are labeled LEVELS in bold script. In the middle are two stones. One is marked SINGLE. The other is marked MULTIPLE. On the far right of the pedestal is a row of stones marked with the numbers 1 to 10. This is labeled ENTRANTS.

=== OOC ===

Next Simulation will revert to good old Woldian Group Initiative. Individual Initiative was an interesting experiment. But not interesting enough.

Oh, and yes, that's right, Jaeden. Spacing with dashes does not work. Unless you set your browser to display in a Monospaced font. And even then, you could not guarantee that everyone would have theirs displayed so either.

Savin 
Saturday September 30th, 2006 4:03:40 PM

Savin listens to Peerimus and sighs, "I understand the basic strategy Peerimus but I am more concerned about tactics. I use my magic to help my fighting prowness. My boots make my blows faster, my tattoo increases the effectivenss of my staff. I drink a potion to help me grow which also helps my battle prowness.

Do you or any of our spellweavers have spells that could help Jaeden? Can you make his stronger like the bull or graceful like the cat?
Can you provide protection from the cold or fire?

Can Sly make some of us faster like my boots do. Since we don't have a magic specialist anymore, it might make more sense for our spell users to try and buff us up or protect us with their magic.

I know it is difficult to be ready for every situtaion but in the last couple of battles, we have been fighting flying creatures. A wand of flying might be in order. This simulations are to learn from. I hate defeat and don't think dying is really enlightening. I would much rather struggle and win."

Savin looks at the choices and touches multiple and with a sour look, punches in level 14. He wonders aloud, "How do we count our Luke, Yorrick and Shadow. Are they entrants?"

Questions Answered (DM/Al) 
Saturday September 30th, 2006 4:09:11 PM

From his place by the pedestal, Baird Cain nods to Savin's question.

"Yes," he replies, "anyone who can in any way participate in the conflict is considered an Entrant. And the difficulty of the combat scales with the number of Entrants."

Jaeden 
Saturday September 30th, 2006 4:42:49 PM

Savin's comment about death and enlightenment triggers a wave of emotion in Jaeden but he pushes the sensation aside and focuses on the matter at hand.

"Scales eh? I guess I should have assumed that. Perhaps we should stick with 13?"

"Baird, how do I reset this thing? ... Ah great. So lets try this."

With the controls reset Jaeden makes the selection.

Multiple.

Thirteen.

Eight.

ooc
Even though the dashes didnt work the set up of the letters gives the right idea for initial set up. Al if you could start us off in that formation, with the frontline facing the center please.

Sly and Luke 
Sunday October 1st, 2006 8:03:32 AM

Sly listens to Savin, then replies "I have a few that might help! Bull Strenth could go to Jaeden, Dispell Magic to help all of you! But I'm not much of a wizard, never was, I'm a fighter! I had to fight all my life and most of it I spent it with all of you. I swing a sword for Justice and for the Elves and I will be doing that untill I die.
NOW let's try again!"

Luke loos to Sly asking, "Does this mean an extra Soup Bone!"

Trace and Shadow 
Sunday October 1st, 2006 11:48:26 AM

Trace steps up to the combat area, "Ok yall, Im ready. When we get in there I have three spells to cast and then I am combat ready, you just have to point out where you want me to set up." Trace leans over and pats Shadow on here side and when she looks up at him he scratches her under her chin.

HP 74/74
AC 24 /Touch 16/Flat footed 19
Spell List
1st level
Resist Energy
Summon Nature's Ally I

2nd Level
Barkskin
Catsgrace

Posting Reports for 
Monday October 2nd, 2006 7:52:40 AM

Game # 4 The Children of Chaos.
For the week of Sepy 25,2006

NAME.....MTWTF
DM Al.....XXXXXSS
Sly.......XXXXXS
Savin.....X2XXXS
Peerimus..XXXXX
Jaeden....XOXXXSS
Trace.....XXO2XS
Firn-gare<on a walk about>

Adm Ceil - We are now a closed game. So we better fight as a unit, because there will be no new players coming in this game (just old Vets)

DM/Al - OoC 
Monday October 2nd, 2006 1:44:50 PM

Keep in mind that it may be hard to find replacements. We'll just have to muddle along as best we can.

It's not easy to find old animal doctors who want to play this game.

Peerimus AC 22 HP 91/91 and Yorrick AC 23 HP 117/117 
Monday October 2nd, 2006 4:34:57 PM

Peerimus nods as Jaeden fires up the simulator. " I am going to start summoning help as soon as we arrive. at worst it will occupy our opponents while we take further preparations."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Chill Metal, Heat Metal, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, Dispel Magic x2, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, Wall of Thorns, Deathward
Level 6:
**Transport Via Plants x3

Quarter Staff (spell staff -Deathward)
Active Spell Longstrider cast in early AM
Extend Greater Shillelagh

trace  d8=2 d8=8
Monday October 2nd, 2006 9:52:56 PM

hp roll for Trace

[ Trace, from now on, please roll hp on the Loot and Booty board. Thanks. -- Al ]

Level 13 / Multiple Opponents / Eight Entrants - Round 0 (DM/Al) 
Monday October 2nd, 2006 9:58:01 PM


This time Jaeden selects the setting. He chooses Level 13. He chooses 8 Entrants this time.

The group steps into the great rectangle.

The Simulation Room, the gaggle of ogling Students, the pedestal beside which Baird Cain stands, all of that fades away. In it's place, comes a broad flat prairie. Dry scrub and parched earth stretch out under a clear blue sky and a big yellow sun. In the distance rocky buttes in shades of red line the horizon.

But none of sere beauty of the scenery can compare to the awe-inspiring sight center stage to this drama. A massive coiled creature, a deep purple against the brown terrain, raises its length toward the sky. Its giant maw reaches for five large fliers circling above. The fliers, dark serrated beaks and whipping tails, four wings each that beat in a humming syncopated cadence, the five fliers spin and zip in impossible trajectories as they bedevil the behemoth below.

Only then do you notice a second purple beast. It lies flaccid and motionless, sprawled across the ground like a deflated bag. Its hide is blackened and scorched. It has been slain. This is a tale as old as the Wold. A tale of life, death and survival, the constant circle of prey and be preyed upon. Unfortunately, it is not a tale that can be savored for long.

As the newcomers appear all eyes turn to them. The gargantuan purple beast turns its mouth and roars. The fliers above bank and dive to the attack, screeching with cries that crackle in the air. With the speed of animal aggression they all attack.

But, on the ground nearby, the small group of humanoids are faster.

=== OOC ===

INITIATIVE
Group 20
Opponents 18

Group Can Act First

Combat Map


Jaeden Ohm (AC see below HP 116/116) 
Monday October 2nd, 2006 10:32:32 PM

With steady and deliberate actions Jaeden lets go of his greatsword with one hand, reaches for the horn hanging from his torso and lifts it too his lips [move action]. With a great intake of breath he exhales into the enchanted instrument, producing a long, deep, and steady tone. While the tone sounds protective energies shimmer over Savin, Sly, Yorrick, Peerimus and Jaeden [Standard action: Protection from Evil 10' from horn sounding].

"Peerimus. Can you keep the worm busy for a while?"

ac
Regular: 25
VS A3: 26
VS AoO: 29
VS AoO from A3: 30

Effects
Prot. From Evil (1/600)[Jaeden, Savin, Sly, Peerimus, Yorrick.]

Sly (AC 28 97/97) and Luke (Ac 24 65/65) 
Tuesday October 3rd, 2006 7:34:34 AM

Sly look around at the bog beast, "OH! MaMa! That's a Big Snake and take a look at those fangs!" Sly lifts his shield then ask Jaeden "Alright! Who do we iretate first? the big garter snake? Or his pesty flying dinner up there?"

Luke watches the flying birds, "Master Sly! I'm hungry! Can I have one of those turky?"

Sly's Magic Spells

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

1- Magic MisselsX3, Burning Hands.

2- Bull's strenth, invisibility, Mirror Image.

3- Lighting Bolts, Fire Ball, Fly.

Peerimus AC 22 HP 91/91 and Yorrick AC 23 HP 117/117  d20+18=34
Tuesday October 3rd, 2006 9:32:02 AM

"I think so Jaeden, but only a round maybe two. I will bring in some air elementals in a moment. Trace the deaa worm is blackened as if burned or struck by lightning. The flying creatures likely inflicted the damage"

With that Peerimus has Yorrick defend Jaeden for anything to come in and casts a Wall of Thorns spanning from J9 to J20.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Chill Metal, Heat Metal, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, Dispel Magic x2, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Thorns, Deathward
Level 6:
**Transport Via Plants x3

Quarter Staff (spell staff -Deathward)
Active Spell Longstrider cast in early AM
Extend Greater Shillelagh

Trace and Shadow 
Tuesday October 3rd, 2006 4:26:18 PM

HP 74/74
Trace sees the situation unfold infront of him and readies himself, straining his hand Trace points his fine lined finger at Savin and in Elvish calls out a spell. Unseen Trace's Holy Leaf wich has been preserved in hardened clear sap begins to glow underneath his mithrill. Then without time goingby but a second the energy moves from the leaf to Traces hand and then flys to Savin. Trace begins to ready another spell. After casting, Trace calls out, "Who needs Cat's Grace?"

(ooc: Savin now has Barkskin +2 Nat. armor)

AC 24 /Touch 16/Flat footed 19
Spell List
1st level
Resist Energy
Summon Nature's Ally I

2nd Level
Barkskin
Catsgrace-Cast upon Savin unless told otherwise

Savin 115/115 ac 29 
Tuesday October 3rd, 2006 6:08:40 PM

Savin pulls out a potion and drinks it down enlarging himself. He then readies his spiked chain stowing the staff into his glove of storing.

"Does anyone know what those flying things are. If they can take out a purple worm, we need to be cautious. Careful of the worm, they like to swallow things. If I get swallowed, don't fret, I have the ability to get out."
enlarge 1/50
protection from evil 1/600

Level 13 / Multiple Opponents / Eight Entrants - Round 1 (DM/Al)  d20+12=27 d20+19=28 d20+19=22 d20+19=26 d20+19=30 d20+19=30 2d8(1+4)=5 2d8(5+7)=12 2d8(4+3)=7 2d8(7+2)=9 2d8(5+1)=6
Tuesday October 3rd, 2006 8:40:51 PM

Jaeden lifts a horn hanging from a cord loosely about himself. He blows it, and a Circle of Magic protection springs up in a ten foot radius about himself. (I'm assuming that from now on, your horn will be loosely attached about yourself, Jaeden.)

Sly readies his shield, and he and Luke stand ready for the coming horde.

Peerimus casts a spell, and a ten-foot thick Wall of Thorns springs up in front of the Purple Worm. Thorns cut into its skin, though on its massive form, the damage seems but a scratch. He warns Trace that the fliers may be what has slain the burnt and blackened worm.

Trace calls upon the divine power of the woods, then moves to Savin to grant him skin as hard as Bark. (Trace, you have to touch someone to deliver the spell. I've moved you next to Savin for this. In the future, call your own movement, or you will have no cause to complain about where I move you. Nice role-playing detail w/the leaf, btw.)

Savin takes out a potion and drinks it down. He grows in size, now towering over Trace. (Too many actions, Savin. You can ready your Chain next round. Also, please reduce one to AC from Size.)

The Purple Worm rears backwards, ripping itself from the Wall of Thorns. Peerimus knows that thorns must have hurt it, but there seems little or no damage.

The Fliers attack, diving downward with startling speed. (A2, A4, A5 Touch Savin AC28, AC22, AC26 Electricity Damage 5+7+12=24hp / A1, A3 Touch Yorrick AC30, AC30, Electricity Damage 9+6=15hp) The dark beaked fliers go for the larger targets. Their whipping tails shoot Rays of Electricity. Three rays touch Savin and two touch Yorrick. The affect is electrifying. (No Saves.)

Peerimus was right.

=== OOC ===

One note on Magic Circle Against Evil. The Effects are only active if you are within the 10' space around the Target. Once you leave that area, you are no longer protected. The area, of course, moves with the Target who has the spell.

= STATUS =
Purple Worm Lightly Wounded; AC??
A1 Uninjured; AC??
A2 Uninjured; AC??
A3 Uninjured; AC??
A4 Uninjured; AC??
A5 Uninjured; AC??
Savin 91/115
Yorrick 102/117

Combat Map

Trace and Shadow 
Tuesday October 3rd, 2006 11:45:22 PM

Trace watches in horror as Savin is Struck by streams of lighting crackeling in the air, lighting up his whole body and the smell of burnt flesh is undeniable. Trace toches the holly leaf once more and speaks his native elvish again. Again the leaf glows bright and the energy is passed from the leaf to Traces hand. Trace then sends the energy to Savin as he touches the now giant friend in front of him. Trace calls out to his friends, "I can cast endure elements four more times and I also have my horn of goodness along with cats grace spell. Or do I need to draw my bow and start shooting those turkeys down?"

(ooc: Savin now has endure elements from electrictity, he can ignore the first 20pts of damgae for 100 minutes.)
(ooc: Savin now has Barkskin +2 Nat. armor)
Trace 74/74
AC 24 /Touch 16/Flat footed 19
Spell List
1st level
Resist Energy-Cast upon Savin unless told otherwise
Summon Nature's Ally I

2nd Level
Barkskin-Cast upon Savin unless told otherwise
Catsgrace

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15


Sly (AC 28 97/97) and Luke (Ac 24 65/65) 
Wednesday October 4th, 2006 9:19:56 AM

Sly looks up at the flying Turkies "OH! Great MR.I could use some practice with my bow! Hurry and go get them."

Sly turns to Jaeden "Ok1 now what do you want me to do? Wait and get the shock of my life or change to my bow??"

Luke look at the flying beast, "I wonder what they taste like??"

Jaeden (AC see below HP 116/116) 
Wednesday October 4th, 2006 4:41:07 PM

"Sly drop a fire ball on those three fliers." Jaeden points to a spot in the air where he wants sly to direct his spell [roughly square T8 at a height of 40'].

"Once that's done cast Fly on Yorrick, then pull out your bow and start picking them off."

"Everyone else, lets start taking them down one by one. Lets clear them out before our purple friend joins the party."

Instructions given Jaeden retreives a potion of flight [move action] and quaffs it [standard action]. During the process he manages to get a little closer to the fliers [5' step to Z15].

ac
Regular: 25 (27 vs evil)
VS A3: 26 (28 vs evil)
VS AoO: 29 (31 vs evil)
VS AoO from A3: 30 (32 vs evil)

Effects
Prot. From Evil (2/600)(10' radius)
Fly (1/50)

Notes
Remember to give yourself ac+2 verse evil and save+2 verse evil if in 10' of where Jaeden stops.

Peerimus AC 22 HP 91/91 and Yorrick AC 23 HP 102/117  d20+20=31
Wednesday October 4th, 2006 4:47:15 PM

"All right I am going to bring in some airial assistance in a few moments for us. That wall will not hold him for long. He will either go through it or right around it and likely the latter and to the south of it. Everyone might want to gear up for that fight."

With a hand, Peerimus keeps the agitated Yorrick at his side. "Mother grant us your protection. May the skies hold no harm for us." Peerimus casts Resist Energy and shares it with Yorrick

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Chill Metal, Heat Metal, *Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, Dispel Magic x2, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Thorns, Deathward
Level 6:
**Transport Via Plants x3

Quarter Staff (spell staff -Deathward)
Active Spell Longstrider cast in early AM
Extend Greater Shillelagh
Resist Energy Electricity 120 minutes Resistance 30

Savin 
Wednesday October 4th, 2006 9:29:59 PM

Savin reaches into his haversack pulling out a potion of flying and sucks it down.

OOC quicky post to beat Al. I will fill it the blanks later tonight

Level 13 / Multiple Opponents / Eight Entrants - Round 02 (DM/Al)  d20+19=31 d20+19=21 d20+19=27 d20+19=28 d20+19=27 2d8(4+1)=5 2d8(7+4)=11 2d8(6+6)=12 2d8(6+7)=13
Wednesday October 4th, 2006 9:40:24 PM


After seeing what the Fliers are capable of, Trace touches Savin with a spell to Resist the Electricity. He announces that he has spells to Endure Elements, and grant the Grace of a Cat. He has a horn like Jaeden's too. But ... strangely, the affect from that didn't seem to do Savin much good, even though he is well within the range of the Magic Circle. Could it be that the Fliers are not evil?

Sly calls for instructions from Jaeden. Jaeden tells Sly to use a Fireball on the Fliers. After that cast Fly on Yorrick, and when that's done start shooting the Fliers with arrows.

Jaeden then takes out a potion. After drinking it down he lifts off the ground and moves five feet forward.

Peerimus calls a warning, predicting the actions of the giant Purple Worm. He casts the same spell that Trace just did. He places it upon himself and shares it with Yorrick.

Savin takes out a potion and drinks it down. Like Jaeden, his feet float above the ground.

From their place on the ground some 80 feet away, the group can only see the fore part of The Purple Worm as it rears above the 10-foot Wall of Thorns. The Worm's mouth opens in a tremendous roar before its massive column of flesh falls from sight behind the Thorns. The earth shudders, and a cloud of dirt and debris flies into the air behind Peerimus' Wall. In the terrible earth shaking tumult, the Purple Worm's location is unknown.

Oblivious to the waving and touching of the two-legged creatures below, the Fliers continue their attack on the two largest prey. They fly above in amazing hovering maneuvers, banking at startling turns. And the Rays of Electricity shoot down once again at Savin and Yorrick (A2, A4, A5 Touch Savin AC31, AC21, AC27 Electricity Damage 5+11=16hp /0hp after Resistance / A1, A3 Touch Yorrick AC28, AC27, Electricity Damage 12+13=25hp /0hp after Resistance)

The Fliers cry out as though from anger as the Rays fail to produce the desired results.

=== OOC ===

One note on Magic Circle Against Evil. The Effects are only active if you are within the 10' space around the Target. Once you leave that area, you are no longer protected. The area, of course, moves with the Target who has the spell.

= STATUS =
Purple Worm Lightly Wounded; AC??
A1 Uninjured; AC??
A2 Uninjured; AC??
A3 Uninjured; AC??
A4 Uninjured; AC??
A5 Uninjured; AC??
Savin 91/115
Yorrick 102/117

Combat Map

Trace and Shadow  d20+17=27 d20+12=24 d8+5=13 d6=1 d8+5=11 d6=5
Wednesday October 4th, 2006 10:23:46 PM

Trace draws his bow and aims at the flyer A2. Trace draws back and lets loose two flaming arrows at the flyer. Thin trails of black smoke is left in the wake of the arrows as they speed to their target.

[arrow one hits ac 27 for 13hps dmg and 1 hps of fire damage]
[arrow two hits ac 24 for 11hps dmg and 5 hps of fire damage]

(ooc: Savin now has endure elements from electrictity, he can ignore the first 20pts of damgae for 100 minutes.)
(ooc: Savin now has Barkskin +2 Nat. armor)
Trace 74/74
AC 24 /Touch 16/Flat footed 19
Spell List
1st level
Resist Energy-Cast upon Savin unless told otherwise
Summon Nature's Ally I

2nd Level
Barkskin-Cast upon Savin unless told otherwise
Catsgrace

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15


Jaeden (AC see below HP 116/116) 
Thursday October 5th, 2006 1:37:06 AM

Following the fliers movements Jaeden continues to point as he calls to Sly. "They're on the move. Target the fireball there, Sly now, before they move again!" He points to a different place this time [roughly AB5 at a height of 40'].

"This one is ours Savin." He judges that Savin can reach the creature and attack so he spends these seconds basing the creature and setting up the flank for the monk [double move to AD17]. He still keeps and eye on A3, suspecting the beast will attempt to attack him from behind [+1 dodge ac vs. A3 still].

ac
Regular: 25 (27 vs evil)
VS A3: 26 (28 vs evil)
VS AoO: 29 (31 vs evil)
VS AoO from A3: 30 (32 vs evil)

Effects
Prot. From Evil (3/600)(10' radius)
Fly (2/50)

Notes
Remember to give yourself ac+2 verse evil and save+2 verse evil if in 10' of where Jaeden stops.

Sly (AC 28 97/97) and Luke (Ac 24 65/65)  d100=66
Thursday October 5th, 2006 8:45:18 AM

Magic 66%+2 vs Evil=68%

Sly put's his fingers together and consentrate on his Fire Ball spell. "Bail de FEU!" If the spell goes off It will go up to hit A2 first. them travel hier to A5.

Luke yell at Sly "Roast that turkey!! Yumm! Yumm!"

Sly's Spells
lv 0- Detect Magic, Read Magic, Ray of frost, Flair.

lv 1- Magic MisselsX3, Protection from Evil.

lv 2- Bull Strenth, Invisibility, Mirror Image.

lv 3- Lighting Bolts, Fly.

Jaeden (Free Action) 
Thursday October 5th, 2006 10:41:41 AM

"Nice shot Sly. Now if you can make Yorrick fly we're good to go."

Peerimus AC 22 HP 91/91 and Yorrick AC 23 HP 102/117  d20+20=34
Thursday October 5th, 2006 6:24:48 PM

The ground shudders, dirt and dust are flung skyward from behind the wall and Peerimus takes a quick look upwards. "The worm has likely gone under. Backing up may give us a few rounds. Anyone touching the ground back away while you act." With that said, Peerimus sets to following his own advise and to follow through on bringing assistance to the air. Peerimus and Yorrick move back from the wall of thorns 5' and Peerimus begins casting SNA VI

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Chill Metal, Heat Metal, *Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, Dispel Magic x2, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Thorns, Deathward
Level 6:
**Transport Via Plants x3

Quarter Staff (spell staff -Deathward)
Active Spell Longstrider cast in early AM
Extend Greater Shillelagh
Resist Energy Electricity 120 minutes Resistance 30

Savin 91/115 ac 30  d20+12=28 2d6(3+4)+18=25
Thursday October 5th, 2006 9:12:46 PM

Savin winces as the lightning hits him but is grateful for the protections his companions have given him. Now it is time for him to fullfill his part of the team and start smacking down these flying creatures.

He decides to stick with his spiked chain as he goes after AB5 as requested but starts off his movement staying low to ab/ac 12/13 and then climbs to within his spiked chain height. (Al get confused on how high I have to go. If I am 12' tall and have a range of 20 with the chain, not sure if I have to climb at all but will move up at least 5'. Trying to avoid AoO and put myself in position to take some.)

Savin lashes out with his chain against AB5 using his powerattack -4/+4 damage. He hits ac 28 for 25 points of damage. (add another 2d6 +2 if undead)

OOC explaination of damage 2d6 for chain, +1 for magic, +9 for two handed weapon strength, +8 for 2 handed power attack

Flying 2/50
enlarge 3/50
barkskin ?
resist elements lightning

Trace and Shadow 
Thursday October 5th, 2006 9:24:58 PM

(ooc:add 2d6 +2 to each shot if creature is evil)

Jaeden OOC 
Thursday October 5th, 2006 10:12:46 PM

OOC I didnt mention height. My intention was for Jaeden to go to whatever height is needed to base A2.

Level 13 / Multiple Opponents / Eight Entrants - Round 03 (DM/Al)  6d6(2+3+1+4+6+5)=21 d20+14=26 d20+14=15 d20+19=20 d20+19=32 2d8(8+4)=12 d20+21=41 d20+21=23 2d6(2+5)+9=16 d20+23=43 d20+23=29 d20+23=31 2d6(1+2)+9=12 2d6(1+6)+9=16 2d6(6+6)+9=21
Thursday October 5th, 2006 10:17:57 PM

Trace draws his bow and lets loose One arrow. The arrow drives up into the body of the flier and it lets out a scream. The fire, however, does not seem to burn it. Something about the Flier's make up Resists the flames, and the Holy Light of Vengence Upon Evil ... never comes. (Trace, drawing a bow is a Move Equivalent Action. You can't take a Full Attack if you use a Move or Move Equivalent.)

Jaeden spots a new place for Sly's fireball. Then he flies up into the air to set up an attack for Savin. He comes up below one of the fliers, threading a dangerous line between another one hovering lower down. He comes up close to the underside of the Large creature, and finds that their reach is not as great as it could be. No attack of opportunity comes. (Jaeden, next time give me a height please. Any further up and you would have drawn an AoO from either A2 or A3 on the other side. So I stopped you right underneath A2.)

Following Jaeden's request, Sly targets one of the Fliers with a Fireball! Unfortunately, he does not send the Fireball to the place Jaeden asked. A tiny bead leaves the Bladesinger's hands upon the completion of the spell. It rises toward the Flier and then explodes into an orange ball of flame 40 feet across that catches two of the Fliers and, ironically, Jaeden as well. (Fireball Caster Level 6; 21hp. Reflex vs DC16 for half. Reflex A2 26, Reflex A3 15 /Nat 1. Jaeden, take 21hp or Reflex vs DC16 for 10hp.) In a second the ball of flame dies away. One Flier steams a bit but is unharmed. The other is slightly scorched. Like Trace, Sly and Jaeden learn that these Fliers are Resistant to Fire. Jaeden learns, perhaps, the hard way.

Peerimus calls for an orderly retreat as the ground beneath the party's feet rumbles and shakes. He and Yorrick move five feet away from the last known position of the Purple Worm, and Peerimus works on a spell to call a little air support.

Savin ignores Jaeden's strategic set up and goes after one of the Fliers on the outside of the pack. He comes up underneath one and flicks his chain upward. The Flier shrieks in pain. (Savin, see the Jump Skill it has a chart on Vertical Reach. You have a 16foot vertical reach.)

The underground rumble grows in volume. Rocks and stones bounce up off the ground and the earth trembles beneath everyone's feet. The Purple Worm is coming!

The Flier that Savin attacked drops straight down at him. (Take an extra Attack of Opportunity next round, Savin.) It opens it's beak and bites. (A5 Bite Savin AC41 (No Crit 23), Damage 16hp)

One Flier is interested in Trace, the little creature from whom the trails of black smoke rise. It shoots a Ray at Trace. (A4 Touch Trace AC20 /Nat 1) A current catches the Flier's wings and the beam goes awry, striking the ground at Trace's feet. Frustrated, it flies in closer, but higher up.

It's last beam having had no affect on the bear, one of the fliers moves on to the next nearest target. It swoops in closer and targets the creature next to the bear. (A1 Touch Peerimus AC21, Damage 12 /After Resistance Damage 0hp). Here too, the Electric Ray has no affect.

Abandoned by his companions, Jaeden flies alone against two of the Fliers. One maneuvers smartly to flank him on a verticle diagonal and they both attack with their dark beaks. (A2 Bite Jaeden AC43 (Crit AC29, Damage 12+16=28hp; A3 Bite Jaeden AC31, Damage 21hp /Total Damage 49hp) The higher creature seizes Jaeden by the juncture of shoulder and neck. Its powerful beak draws critical blood from Jaeden's neck. The flier from below bites at Jaeden's armored leg. The flesh is rent and mangled and the bones may be broken.

Such can be the price for inattention on the battlefield. Will Jaeden ever trust his companions again?

=== OOC ===

I get the feeling that you guys are not reading each other's posts. Why do I get that feeling?

= STATUS =
Purple Worm Lightly Wounded; AC??
A1 Uninjured; AC27 and greater hits. Could be lower.??
A2 Lightly Wounded; AC27 and greater hits. Could be lower.
A3 Lightly Wounded; ACAC27 and greater hits. Could be lower.
A4 Uninjured; ACAC27 and greater hits. Could be lower.
A5 Lightly Wounded; AC27 and greater hits. Could be lower.??
Savin 75/115
Yorrick 102/117
Jaeden ???/116

Combat Map

George 
Thursday October 5th, 2006 10:42:03 PM

Jaeden posts....He points to a different place this time [roughly AB5 at a height of 40'].

"This one is ours Savin." He judges that Savin can reach the creature and attack so he spends these seconds basing the creature and setting up the flank for the monk [double move to AD17]. He still keeps and eye on A3, suspecting the beast will attempt to attack him from

Sorry I thought I was following instructions. Jaeden pointed at AB5 and said it was ours. I have been very busy with real life and haven't be able to follow things as closely as normal. Raced to get the post in before Al tonight.

[ It happens. BTW, I didn't hurt Jaeden badly on purpose. Rolls just went badly for him.

And mistakes can be the source of heroism. Now that you see this, what do you do about it? --Al
]

Trace and Shadow  3d8(1+3+6)+10=20
Thursday October 5th, 2006 11:17:15 PM

Trace screams outloud in victory "I got one, I got him good too. Then trace feels dread all over again when he sees Jaden take on a full attack by two of the fliers, "what rotten luck!". Trace hollars at the group, "Form up and draw in the ranks, we need to solidify the defense of the group, I have endure elemants scrolls to read off. I say we enable some defanse against the fliers and drop the worm when he rises then deal with the fliers as they come in."

Then Trace draws the csw wand and sepaks the commands true and sends forth healing power in a brilliant white and blue glow whipping out to envlope Jaden.

(Jaden recives 20 hps healing) If able Trace will move 5' back to give a purple worm room to sprout.

(ooc: Savin now has endure elements from electrictity, he can ignore the first 20pts of damgae for 100 minutes.)
(ooc: Savin now has Barkskin +2 Nat. armor)

Trace 74/74
AC 24 /Touch 16/Flat footed 19

Spell List

1st level

Summon Nature's Ally I

2nd Level

Catsgrace

Shadow 44/44
Armor Class: 20 /Touch: 15 /Flat-footed: 15


Jaeden (AC see below HP 57/116)  d20+12=27 d20+21=31 d20+16=22 d20+11=14 2d6(2+5)+13=20 2d6(4+6)+13=23 2d6(6+2)+13=21
Friday October 6th, 2006 12:28:09 AM

Jaeden watches in triumph when Sly's fireball heads in the general direction he had indicated. His sense of victory is quickly seared away as the spells flames wash over him... appearantly having been targetted at a location other then what he had called for. He manages to turn his back on the blast and only takes indirect damage from the heating of his plate [reflect vs 16: 27 save for 1/2].

He moves into position, setting up the flank... but finds himself alone, against two fliers and possibly a third. He decides to give it a round before he withdraws for healing.

Lets see if these things can take as well as they give! He thinks to himself.

Repeatedly the warrior cuts and pokes at the higher of the fliers. His first real attack is well placed [att1 vs. A2: hit AC31 dmg 20] but being unaccustomed to arial combat his next to blows are awkward at best [att2 vs A2: hit AC22
dmg 23][att3 vs A2: hit ac 14 dmg 21].

Knowing that he's in trouble Jaeden disengages from combat and backs off a step [5' step to AC16 40'].

ac
Regular: 25 (27 vs evil)
VS A3: 26 (28 vs evil)
VS AoO: 29 (31 vs evil)
VS AoO from A3: 30 (32 vs evil)

Effects
Prot. From Evil (3/600)(10' radius)
Fly (2/50)

Notes
- Remember to give yourself ac+2 verse evil and save+2 verse evil if in 10' of where Jaeden stops.

More Notes
This was my plan all along... I wanted to be able to finish Jaeden's death sequence. Muahahahahaha!

Trace and Shadow 
Friday October 6th, 2006 7:01:50 AM

(ooc: did jaden apply the 20 hps I sent his way.)

[ Probably not, Trace. The Cure spells are Touch Spells. You have to touch your target. That's sort of difficult in this case as Jaeden is up in the air at this time. So to speak. -- Al ]

Sly (28 97/97) and Luke ( Ac 24 65/65)  d100=62
Friday October 6th, 2006 7:45:08 AM

Sly yells Jaeson as he move (Five feet towards Yurrick to AA/17)"DAMNATIONS Jaeson! That was one of my stronest Spell! Don't go flying into it!"

Sly touches the bear and consentration again, speaks the words "YLF".

Luke watches any flying turky that drops, He's getting hungry.

Magic 62%

Sly's Spells

lvl 0- Detect Magic - Read Magic - Ray of Frost -Flair.

lvl 1- Magic Missels X3 - Burning hands.

lvl 2- Invisibility - Mirror Image - Levetate.

lvl 3- Lighting Bolts.

Peerimus AC 22 HP 91/91 and Yorrick AC 23 HP 102/117  d3=2 d20+14=21 d20+14=18 d20+14=20 d20+14=16 d20+20=21 d20+17=32 2d6(6+5)+10=21 d6=2
Friday October 6th, 2006 5:12:11 PM

Peerimus cringes slightly at the attack on Jaeden and he completes the spell. The flash of light above him, gives him no pause. The creatures electrical attacks were no longer a problem.

That Worm is going to be here very shortly, but Jaeden needs the help up there. A pair of Air Elementals materialize flanking the creature below Jeaden at 5 feet away. The pair instantly strike. (with typical die roller fashion and strike nothing.)

Peerimus sighs at the waste of the spell and returns his attention to the shuddering ground. Wanting bring Yorrick back another 20' Peerimus puts his hand to the bear and tries to head back. [Nat 1 fun continues] Peerimus checks himself and holds his ground, Yorrick has other idead and Peerimus is not going to break the protection. Instead he begins casting another spell. [SNA V]

Yorrick pauses as the ground shudders and bears his teeth and readies himself to tear into the approaching enemy. [Readied Attack Hit AC 32 Dmg 21+2 Fire]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Chill Metal, Heat Metal, *Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, Dispel Magic x2, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Thorns, Deathward
Level 6:
***Transport Via Plants x3

Quarter Staff (spell staff -Deathward)
Active Spell Longstrider cast in early AM
Extend Greater Shillelagh
Resist Energy Electricity 120 minutes Resistance 30
SNA VI Large Air Elemental AC 20 HP 60 Att +12 Dmg 2d6+2 Reach 10 Air Mastery -1 att -1 Dmg DR 5- Rounds 12

Al I can't get to the map. I'll try again at home to refine the air elemental positions

Trace and Shadow  d20+15=21 d20+15=24 d20+10=18 d8+5=11 d8+5=6 d8+5=8
Friday October 6th, 2006 8:09:58 PM

(ooc: since I can not heal in distance like I thought then please let this be my post, if it is not possible then erase this post. Sorry for the mess up. I thought since it was a wand I could heal from distance.)

Trace watching the action above decides to attack one more time before he moves out of the area. He lets go three more arrows with their trails of smoke rising into the air at A2.

[arrow one hit ac 21 for 11 hps damage]
[arrow two hit ac 24 for 6 hps damage]
[arrow three hit ac 18 for 8hps damage]

Savin ac 30 hps 75/115  d20+12=14 d20+12=16 d20+12=29 d20+7=27 d20+7=20 2d6(3+2)+18=23 2d6(4+4)+18=26
Friday October 6th, 2006 8:14:35 PM

Savin sees the A5 swoop towards him and lashes out with his chain. He misses and grimaces at the creature attacks him in return. He then activates his boots of speed and attacks A5 hoping to kill it off. He swings his chain 3 more times hitting twice. (Last swing possible critical hit but missed crit. roll)

The chain lash the creature twice doing 23 and 26 points of damage.

Savin then moves up another 5' in height.

He calls to the others, "Don't attack the purple worm immediately! These creatures were fighting each other before we came. He might just attack them, now that we are distracting them. Remember they killed his companion."

Flying 3/50
enlarge 4/50
barkskin ?
resist elements lightning 2/1000
haste 1/10


Level 13 / Multiple Opponents / Eight Entrants - Round 04 (DM/Al)  d20+25=34 2d8(8+3)+12=23 d20+40=53 2d8(7+2)+12=21 d20+21=31 2d6(4+4)+9=17 d20+19=25 2d8(1+1)=2 d20+21=41 d20+21=29 2d6(1+6)+9=16 2d6(1+6)+9=16 d20+21=37 d20+21=25 2d6(6+5)+9=20 2d6(5+2)+9=16
Friday October 6th, 2006 10:14:31 PM


With Jaeden in danger, Trace fires three quick arrows into the higher of the warrior's opponents. Even with Jaeden in close combat, Trace's aim is Precise and accurate. Arrow whistle through the air and one strikes the Flier.

Even without support, Jaeden holds his position. His first cut cleaves cleanly through the Flier's foot. His second, Jaeden believes misses its mark, until he sees the blood drip from the Flier's breast. The second blow hit! The third misses, but the Flier is now at least as wounded as he. Then the warrior makes a strategic adjustment, dropping directly under the Flier above and out of the Flanking trap. (I've made A2 Semi-Transparent. You can sort of see Jaeden below.)

Sly moves to Yorrick and touches the Bear with a Fly spell. Hopefully, Yorrick will have more sense than to fly into any Fireball spells.

Peerimus completes his spell and two Large Air Elementals appear above. From the furthest extent of their reach, they flank the lower of Jaeden's attackers. They attack, but miss. Peerimus calls to Yorrick, urging him back away from the shuddering ground that grows in violence as the Purple Worm nears. Yorrick, however, infused with Sly's magic, has other ideas. He watches the ground, claws ready, awaiting the thing that makes the ground tremble. Peerimus, meanwhile, begins another summoning spell.

Savin hits his opponent twice with the spiked chain. It squawks under the impact but its four synchopated wings keep it flying.

Suddenly the ground explodes! A shower of stones, rock and dirt pelts all those on the western side of the group as the Purple Worm bursts from the ground. Mindless and animalistic, it attacks the nearest thing at hand and that's Sly Foxx. (Purple Worm Hit Sly AC34, Damage 23hp; Grapple Check for Improved Grab 53, Grapple Damage 21hp, Total 44hp Damage.) The Purple Worm comes down on top of Sly like a mountain. It grips the Bladesinger in its multi-toothed mouth and drags him in across the ground. Worse yet, the chomping mouth appears to be pulling him in ... as though to Swallow him Whole!

Wounded, Savin's Flier opponent screams in anger, and its black beak lashes out again. (A5 Hit Savin AC31, Damage 17hp) The razor beak takes another bite out of Savin, just barely quick enough to reach in and snap. Then the Flier hovers a few cautious feet away. Wounded, it eyes the flying Monk.

A squawk of surprise comes from the western most Flier as the Purple Worm rises just below it. As high as it is, it is in no danger, but it is surprised none the less. It flies a few feet east and tries for easier prey once again targetting Trace, the delicious looking morsel that he missed before. (A4 Touch Trace AC25; Damage 2hp.) From almost directly over his head, beam lances down at Trace, glancing against his arm. The shock burns, but it is no where near as bad as it could have been.

The remaining three Fliers appear taken aback by the Elementals that have suddenly appeared in their midst.

The highest one, backs a cautious five feet away before striking down at the prey that had ducked down below it. (A2 hit Jaeden AC41 (Crit AC29), Damage 16+16=32hp) Again the razor beak strikes a critical spot. Blood sprays raining down on Peerimus below.

The other two Fliers gang up on one of the Elementals. The move to Flank it, not quite achieving position. Still, they find the Elemental ready enough prey. (A1 Hit E1 AC37, Damage 20hp; A3 Hit E1 AC25, Damage 16hp Total 36hp)

The skies above are raining blood. Worse yet, the Purple Worm has arrived. It's incredibly powerful. And it's just about to eat Sly Foxx.

=== OOC ===

True AC Revealed! (Man, that dice roller doesn't like you, Jaeden.)

= STATUS =
Purple Worm Lightly Wounded; AC??
A1 Uninjured; AC22
A2 Wounded; AC22
A3 Lightly Wounded; AC22
A4 Uninjured; AC22
A5 Wounded; AC22

E1 24/60
E2 60/60

Savin 58/115
Yorrick 102/117
Jaeden 25/116
Sly 53/97 ; Grappled. See the rules on here on Grapple for what you can and can't do.
Trace 72/74

Combat Map

Trace and Shadow 
Friday October 6th, 2006 11:05:44 PM

Trace decides to stand ground and then yells at Jaden, "Jaden, flee and heal, then come back. We will stand ground."

Trace and Shadow.  d20+15=19 d20+15=34 d20+10=15 d20+15=28 d8+5=11 d20+15=22 d8+5=9 d20+11=12
Friday October 6th, 2006 11:28:15 PM

Trace reloads and sends another barage of flaming arrows at the flier A2. The first arrow screams upward to A2 and sinks into the sholder (hit ac22 for 9hps damage).

The second one could not have hit more true. The firey arrow sunk deep in the chest of the flier with a loud thunk! and crackel!!!(hit ac 34crit rolled 28 to ensure crit. hit and damage 11 for 33hps damage.)

The third arrow only missed because the second arrow hit so hard as to move the flier from his current postion.

Trace calls for Shadow to move to infront of him to protect while he continues to shoot down the fliers. [move shadow to y14-if handel animale check is needed rolled nat 1 so she probaly bit me seeing that I was moving her between me and the worm but she has a trick learned as guard wich I think fits this situation as in guard me.)

(ooc: used one hero point to reroll the first arrow shot.)

Sly (AC28 53/97) and Luke (Ac24 65/65)  3d4(2+3+2)+4=11
Saturday October 7th, 2006 8:31:06 AM

If Sly is being drag Head first, then this is what Sly Do!
Sly being draged by the upper part of his body, has his arms in frount of him, He will now call up his Magic Missels to do damages to this Snake! "Muffle! Muffle! elffum!

If Sly is being drag by the lower part of body or even side ways, then this is what Sly will do!
Sly will look his foe in the eye, point his finger toward the Big Eye1 "You! PussBucket! !eyeehtotni."

Either way his magic missiles hit the eye doing 11hp of damages.

Luke Seeing tha Sly is in trouble, will try to run between the blood rain to get to Sly as fast as He can.

Sly Magic Spells

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

lvl 1- Magic MisselsX2, Burning Hands.

lvl 2- Bull Strenth, Invisibility, Mirror Image.

lvl 3- Lighting Bolts.

Peerimus AC 22 HP 91/91 and Yorrick DR 10 AC 23 HP 122/137  d3=2 d20+13=21 d20+13=22 d20+8=18 d20+13=27 d20+13=22 d20+8=21 d8+8=12 d8+8=11 2d6(3+5)+4=12 d8+8=9 d8+8=9 2d6(1+1)+4=6 d20+20=21 d20+14=30 d20+14=21 2d6(6+5)+2=13 d20+14=23 d20+14=27 2d6(1+5)+2=8 2d6(5+3)+2=10 d20+20=21 d20+20=24 d20+18=32 3d6(3+2+3)+14=22 3d6(3+4+5)+7=19 d6=3
Saturday October 7th, 2006 12:18:55 PM

The spell completes and a pair of brown bears appear. One at location Y.Z/15.16 and the other on the far side of the Worm at S.T/15.16. Both tear at the monstrous worm on sight.
Bear 1 Hit AC 21/22/18 Dmg 12/11/12]
Bear 2 Hit AC 27/22/21 Dmg 9/9/6]

Peerimus is not done with them yet though, "Father! Your sons need your power!" A bright violet glow wraps the druids hands and springs green like a vine, quickly wrapping Yorrick and the nearest bear. (Bear 2) Peerimus will also direct the spell to Shadow and Luke, though he is unsure if Luke will benefit.

Yorrick's bulk grows and he now occupies AA.AB.AC/18.19.20 and Peerimus urges his friend to attack the worm and steps up with him. Yorrick to Z/17 and Peerimus to AC/17.
Flames leap from Yorricks great claws as the power of Father Wold coarses through him and he lays into the worm.
[Hit AC 21/24/32 Dmg 22+3 Fire/19]
[handle Animal nat 1 again though]

The elementals also continue. E1 moves to EF/22 and attacks A3 As E2 moves to AF/17 and also attacks A3 in the flank.
E1 Hit AC 30/21 Dmg 13
E2 Hit AC 23/27 Dmg 8/10

Calling to the party above him, "I will hold off the worm, concentrate everything on the flyers"
Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Chill Metal, Heat Metal, *Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, Dispel Magic x2, Ice Storm
Level 5:
*Animal Growth, *Extend Greater Shillelagh, *Wall of Thorns, *Deathward
Level 6:
***Transport Via Plants x3

Quarter Staff (spell staff -Deathward)
Active Spell Longstrider cast in early AM
Extend Greater Shillelagh
Resist Energy Electricity 120 minutes Resistance 30
SNA VI Large Air Elemental AC 20 HP 60 Att +12 Dmg 2d6+2 Reach 10 Air Mastery -1 att -1 Dmg DR 5- Rounds 11
SNA V BB1 AC 15 HP 51 Att +11/6 Dmg 1d8+8/2d6+4
BB2 AC 15 HP 63 DR 10 Magic Att +14/9 Dmg 2d6+12/3d6+6 Rounds 12

Al would the -1 attack and damage apply from Air mastery for the elementals?



Savin ac 30 hps 57/115  d20+12=17 d20+12=32 d20+12=17 d20+12=22 d20+7=21 2d6(3+1)+18=22 2d6(2+3)+18=23
Saturday October 7th, 2006 3:02:09 PM

Al, You have listed Savin's at 40 hps but I believe I am at 58. Had 75 last round and took 17 points this round

Savin looks at horror at Sly's situation but really doesn't know how he can help. If Sly is swallowed he will dive in after him with his blink ring. He decides to at least take out one opponent. He lashes out hard with his spike chain again hitting the creature twice, (missed my critical hit chance again!)

Savin does another 45 points of damage to the creature. He stays where he is but climbs another 5' higher into the air.

Flying 4/50
enlarge 5/50
barkskin ?
resist elements lightning 3/1000
haste 20 (boots of speed)

[ Right, I was looking at Jaeden's HP when I did the subtraction. Thanks. --Al ]

Jaeden (AC see below HP 25/116) 
Monday October 9th, 2006 2:13:13 AM

Every ounce of pride housed in Jaeden's body compels the man to attack. To see if the flier can withstand a full attack from him. To see who is the stronger. But death does things to a man, even if that death was simulated.

Feinghting upward with a strike Jaeden creates just enough room for him to turn tail and run without provoking an attack in response. He retreats to where he hopes healing hands await. [Full Retreat to AC17 Ground Level].

Posting Reports for 
Monday October 9th, 2006 5:29:03 AM

Game #4 The Children of Chaos
the Week of Oct 2,2006

NAME.....MTWTF
DM Al....2XXXX
Sly......XXXXXS
Savin....OXX2XS
Peerimus.XX2XXS
Jaeden...XOX23
Trace....X2X22

Firn-gare,on walk about>

Adm Ceil - OH! Oh! DM al Is after Sly again? and Jaeden walks into exploding Spells.

Sly & Luke 
Monday October 9th, 2006 6:28:26 PM

Sly is in the mouth o9f the snake, But Sly need more info, because he does not know witch way hes going in??

[ Head-first, Sly. --Al ]

Level 13 / Multiple Opponents / Eight Entrants - Round 05 (DM/Al)  d20+40=44 2d8(2+6)+12=20 d20+20=37 2d6(1+6)+6=13 d20+19=23 d20+19=34 2d8(6+4)=10 2d8(7+1)=8 d20+21=29 d20+21=29 2d6(1+4)+9=14 2d6(1+1)+9=11
Monday October 9th, 2006 8:32:08 PM


Trace calls out to Jaeden to come in for healing. Then he fires another barrage of shots. The first one appears to miss, but such is the luck of Heroes, that fate intervenes and the Flier actually moves into the path of the arrow. It strikes home. The second arrow does as well. This one, unfortunately suffers the opposite fate. A strike that appears to Critically wound, does not. Still, the Flier is gravely wounded, and near death. (Trace, the longbow only Criticals on a Natural 20.) Trace calls to Shadow to Guard. But the Black Leopard is too busy snarling at the bizarre and alien attackers to heed.

In the mouth of the Great Worm, Sly tries a spell to hurt the creature even as he goes down its gullet. But the Bladesinger is about to learn a dire lesson about the precision required to cast a spell. Because of the tight confines of the Grapple, Sly's hands cannot move in exactly the right motions to cast the spell!!! The spell does not go off. (Sly, you can't cast a spell with Somatic components while in a Grapple. Somatic Components are Hand motions.)

Luke rushes forward to Sly's aide, heedless of any Attack of Opportunity that might come from the Worm's great reach. Fortunately for the Wardog, the Worm has its mouth full Grappling Sly and cannot attack. The brave dog comes up right along side the Worm.

Peerimus completes his second Summoning spell and two Large Brown Bears appear flanking the Purple Worm. The first bear (B1) Hits with his claws and just barely misses with his bite. The second bear (B2) hits with both claws and its bite. Purple gore flows down the Giant Worm's side. Then the druid calls on another favorite spell, blessing Yorrick, the nearest Summoned Bear, Luke and Shadow with Growth. Luke remains his original size, a sure sign that he is now no longer truly an Animal.

Peerimus commands an Attack. His voice is weak, but unnecessary. His friend had been waiting to sink his teeth into the Worm for some time now. Yorrick tears great holes in the Worm's skin, and flecks of Purple goo fly everywhere. (Note: Had to place B1 5 feet further North. The space was already occupied by Luke. It effectively changes nothing.)

Above, the Elementals continue their attacks. E1 backs away and hits with superior reach. It slams the Flier once. E2 closes to a Flanking position and slams the same Flier twice.

Savin lashes his Flier once again with the long length of chain. Something cracks within the Flier, and, losing consciousness, it plummets to the ground. It strikes the ground with a crunch.

Jaeden yields to discretion as the better part of valor. He drops straight down and away from the Flier above him, coming to ground next to Peerimus. (Sorry, Jaeden, Peerimus claimed AC17 first. I put you next to him in AC16.)

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

Wounded now, and under attack from all sides, the Purple Worm works to clear it's mouth. It can either spit Sly out or Swallow him. Either would produce the same result. And both require the same amount of effort. It is the Worm's nature to eat, and so it swallows. (Worm Grapple Sly 44, Grapple Damage 20hp. Sly is Swallowed Whole.) The Worm gives a toss of its head and Sly goes down its gullet. The Bladesinger's only hope now is to Cut his Way Out!!! (Sly see below for instructions on how to cut your way out from inside.)

The Worm then lashes out with the stinger in its tail. (Worm Sting Yorrick AC37, Damage 13hp /3hp after DR, Poison Fortitude DC 25, initial damage 1d6 Str, secondary damage 2d6 Str) The Worm strikes out at the creature that hurt it the most, Yorrick. The stinger of the Purple Worm drives through even the powerful magic of the Animal Growth spell, and Yorrick feels the Poison of the Purple Worm enter his system.

Up above the Flier hit by Trace's arrows retaliates and the other Flier continues its attack. (A2 Touch Trace AC23, A4 Touch Trace AC34, Damage 10+8=18hp) Two Rays of Electricity shoot down from above and touch Trace. His skin burns and shocks shoot throughout his nerves and muscles.

The two Fliers fighting the Elementals continue their attack on the one. They keep pace with the moves of the Elementals. (A1 Hit E1 AC29, Damage 13hp; A3 Hit E1 AC29, Damage 10hp Total 23hp. I took two extra away from the last round damage for Air Mastery.)

One Flier is down and another is near death. But Sly is Swallowed! And Yorrick is possibly Poisoned! And one of the Air Elementals is a breath away from expiring!

=== OOC ===

Worm's AC Revealed!

= STATUS =
Purple Worm Wounded; AC19
A1 Uninjured; AC22
A2 Near Death; AC22
A3 Wounded; AC22
A4 Uninjured; AC22
A5 Dead

B1 51/51
B2 51/51
E1 3/60
E2 60/60

Savin 58/115
Yorrick 99/117
Jaeden 25/116
Sly 33/97 (Swallowed Whole 25/25 to Cut Way Out)
Trace 54/74

Combat Map

Swallow Whole (Ex)
Once inside, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per round from the worm's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon (like a Dagger) to deal 25 points of damage to the gizzard (AC 17).


Trace and Shadow  d20+17=36 d8+5=10 3d8(1+6+2)+10=19
Monday October 9th, 2006 9:02:23 PM

(ooc: watch, when we hit real battle I'll be rolling nat. one's)

Trace shoots another arrow up at the flier and not even waiting to see it it hits he runs to Jaden and takes out the cure serious wound wand and delivers some much needed health. Trace touches Jaden and delivers 19hps of health.
[arrow one hits ac 36 for 10hps dmg]
[wand gives jaden 19 hps back]

(ooc: Savin now has endure elements from electrictity, he can ignore the first 20pts of damgae for 100 minutes.)
(ooc: Savin now has Barkskin +2 Nat. armor)
Trace 54/74
AC 24 /Touch 16/Flat footed 19
Spell List
1st level
Resist Energy-Cast upon Savin unless told otherwise
Summon Nature's Ally I

2nd Level
Barkskin-Cast upon Savin unless told otherwise
Catsgrace

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Sly (AC28 25/25) Luke (Ac 24 65/65)  d20+14=22 d20+9=12 d4+5=9 d20+17=28 d20+13=28 d6+12=16 d6+12=14
Tuesday October 10th, 2006 8:48:04 AM

Sly is very limited in his movements, But still he can reach his dagger of returning and spell storage, (on his belt) But cannot remember If He put a spell in there?? "Well I'll find out once I use this dagger to cut my way out!!"

Sly start cutting at what he thinks is a wall of flesh, First cut AC 22 for 9hp of damages, but as he tries for a scond cut, The snake moves, and he misses (AC 12), almost cutting himself, "Boy! It's dangerious in here??"

Luke rages at this Monster because He's eating His Master!! He a mad Barbarian attaching with his teeth, First attact (AC 28 damages 16hp), he shakes his head trying to open his side, then attacks again (AC28 damages 14hp) Shaking his head again foe a better opening.

DM Al - Luke has turned in to a Barbarian and will die trying to get sly out of there. I hope I read thing right??

Savin 58/115 ac 30  d20+12=20
Tuesday October 10th, 2006 12:35:46 PM

Savin yells down, "Someone get Sly out of there!" Without new orders, Savin decides to follow his old ones and keep fighting the flyers. He soars up another 30' I think that is the max climb with a fly spell) and over AC/AD 13 and lashout out with his spiked chain. If A2 is still alive, not sure with Traces arrow, Savin will lashout against him. He hits ac 20 so misses this round.

Savin is trying to get into a place where he can get AoO on A2 or A4

(OOC Since Savin couldn't use the movement this turn, he will have deactivate his boots of speed)

Flying 5/50
enlarge 6/50
barkskin ? +2 to ac
resist elements lightning 4/1000
haste 2/10 (boots of speed)


Peerimus AC 22 HP 91/91 and Yorrick DR 10 AC 23 HP 119/137  3d8(4+8+5)+5=22 d20+19=36 d20+20=21 d20+20=34 d20+15=26 3d6(4+4+1)+15=24 3d6(1+2+2)+8=13 d6=6 d20+14=34 d20+14=28 4d6(2+2+1+4)+4=13 d20+14=24 d20+14=33 2d6(1+2)+2=5 2d6(6+5)+2=13 d20+13=24 d20+13=19 d20+8=9 d8+8=12 2d6(1+4)+4=9 d20+16=26 d20+16=23 d20+11=23 2d6(5+3)+12=20 2d6(4+6)+12=22 3d6(4+1+4)+6=15
Tuesday October 10th, 2006 5:01:51 PM


Peerimus pulls his healing wand and touches Jaeden, healing him for 22. He calls out to Savin and the rest, "I will get to Sly!" Hopefully in time

Yorrick bellows back at the worm as the stinger strikes. The great ursine's ability to fend off poisons was great even before the magical spell. The worms poison does nothing more than make Yorrick angrier. [Save 36]
With flaming claws and greath teeth, Yorrick tears into the great worm striking through the touch outer skin twice.
[Hit AC 21 nat 1/34/26 Dmg 24+6 Fire/13]

The wounded Elemental shifts to his Fly by attack and strikes while shooting upward 100'. The other elemental strikes from his flanking position after closing into short range, so if the first is pusued he might get an Attack of Opportunity.
[E1 attack A3 Hit AC 34 crit 28 Dmg 13]
[E2 attack A3 Hit AC 24/33 Dmg 5+13]

The summoned bears, likewise slash and tear at the enormous and powerful worm. Icor and goo pour from the gaping rents torn into the creatures side.
[B1 Hit AC 24/19/8 Dmg 18/9]
[B2 Hit AC 26/23/23 Dmg 20/22/15]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Chill Metal, Heat Metal, *Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, Dispel Magic x2, Ice Storm
Level 5:
*Animal Growth, *Extend Greater Shillelagh, *Wall of Thorns, *Deathward
Level 6:
***Transport Via Plants x3

Quarter Staff (spell staff -Deathward)
Active Spell Longstrider cast in early AM
Extend Greater Shillelagh
Resist Energy Electricity 120 minutes Resistance 30
SNA VI Large Air Elemental AC 20 HP 60 Att +12 Dmg 2d6+2 Reach 10 Air Mastery -1 att -1 Dmg DR 5- Rounds 10
SNA V BB1 AC 15 HP 51 Att +11/6 Dmg 1d8+8/2d6+4
BB2 AC 15 HP 63 DR 10 Magic Att +14/9 Dmg 2d6+12/3d6+6 Rounds 11

Al Animal Growth also provides increasse in HP at 2/HD so Yorrick has an extra 20HP

Level 13 / Multiple Opponents / Eight Entrants - Round 06 (DM/Al)  2d8(1+3)+6=10 d20+21=36 2d6(6+4)+9=19 d20+19=31 d20+19=25 d20+21=34 d20+21=39 2d8(4+8)=12 2d8(8+4)=12 2d6(4+2)+8=14 2d6(1+3)+8=12
Tuesday October 10th, 2006 9:53:20 PM

Trace fires another arrow and then takes a 5-foot step to put himself next to Jaeden. It strikes the Flier in the breastbone, drawing a squawk of pain. But the flier continues to hover above. (Too many actions, Trace. You can shoot, make a 5-foot step, and draw the wand in one round. But you can't cast a spell as well. No healing. And, if you want to shoot, you have to put the wand away or drop it. BTW, I noticed that you've switched to the new character sheet mid-battle. Tsk, tsk. Not very sporting. And you're not even completely approved. Please use the old one.)

All is blackness inside the gizzard of the Worm. Sly draws his dagger and cuts into the wall of flesh that surrounds him, desperate to cut his way to freedom. (Crushing Damage 10+8 Acid Damage = 18hp) Suddenly the walls of the gizzard contract, squeezing Sly's bones. A rush of wet digestive fluid washes over the half-elven Bladesinger and he feels his flesh being eaten away. Sly is being digested alive!

Luke sees Red. As Sly disappears into the gullet of the Worm, the wardog goes into a Rage. With powerful bites, he rips into the Worm, spraying purple slime everywhere.

With a cry to save Sly, Savin flies up into the air to engage the Fliers. His chain lashes out, but it misses this time.

Peerimus calls out that he will get to Sly and then reaches out to heal Jaeden.

Yorrick, shakes off the Worm's poison, and then attacks! One flaming claw brings the Worm close to death. The second sends it into unconsciousness. The Purple Worm lies upon the prairie dirt as dead to the Wold as its mate. Inside the Worm, the crushing stops. But Sly is still trapped, and the dagger is his only way out. (Sly, now that the Worm is dead, the AC to hit is 0.)

Peerimus' two Summoned Bears move in on the Worm carcass, tearing and ripping. Inside, Sly feels some moving and pushing around still.

Up above, one Elemental makes a Flyby attack from a very very short distance away. It strikes, but as it moves away, the Flier behind it takes an Attack of Opportunity. (A1 Hit E1 AC36, Damage 19hp) The cruel beak of the Flier shreds the last essence of the Elemental and sends it back to the Plane of Air. Without noticing the Flier on the other side, the remaining Elemental closes and slams one of the Fliers twice. Though wounded, the Flier doesn't look to be going down. And now the Elemental is alone.

Jaeden takes a breather after having been wounded and healed.

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

Only the four Fliers now remain above. Two of these are wounded, one quite badly.

The two Fliers that had been attacking Trace watch as Savin flies up toward them. Still, they continue to attack the prey down below. (A4 Touch Trace AC31, Damage 12hp; A2 Touch Trace AC 25, Damage 12hp /Total 24hp) They blast away with their Rays and Trace takes a Shocking amount of Damage. Then they move away from Savin.

The two Fliers fighting the Elementals switch to the lone remaining one. (A1 Hit E2 AC34, Damage 14hp; A3 Hit E2 AC39, Damage 12hp = Total 26hp. Peerimus, Take an AoO against A1.) One comes in, without regard for the Elemental's reach. They both hit, but one draws an attack from the Elemental.

=== OOC ===

Worm's AC Revealed!

= STATUS =
Purple Worm Dead
A1 Uninjured; AC22
A2 Near Death; AC22
A3 Wounded; AC22
A4 Uninjured; AC22
A5 Dead

B1 51/51
B2 51/51
E1 Unsummoned
E2 34/60

Savin 58/115
Yorrick 119/137
Jaeden 47/116
Sly 15/97 (Swallowed Whole 16/25 to Cut Way Out, AC0 now that it is dead.)
Trace 30/74

Combat Map

Swallow Whole (Ex)
Once inside, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per round from the worm's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon (like a Dagger) to deal 25 points of damage to the gizzard (AC 17).


Savin (Attacks of opportunity)  d20+12=31 d20+12=25 3d6(4+3+4)+18=29 3d6(5+6+1)+18=30
Tuesday October 10th, 2006 10:29:59 PM

Savin's chain snaps out twice as the flyers glide away (combat reflexes to attack both) He hit both (A2 ac 31 and A4 ac 25) A2 takes 25 points of damage and A4 takes 29 points of damage. (Al I rolled 3d6 when I only should have rolled 2d6. I just dropped the last number rolled.)

Trace and Shadow  3d8(2+7+1)+10=20
Tuesday October 10th, 2006 11:18:20 PM

Trace decides not to send the healing away after a shocking reminder that he is still a target. Trace speaks the command and directs the healing onto himself. Trace continues his way to Jaden.

[Trace gains 20hps]

(ooc: Savin now has endure elements from electrictity, he can ignore the first 20pts of damgae for 100 minutes.)
(ooc: Savin now has Barkskin +2 Nat. armor)
Trace 50/74
AC 24 /Touch 16/Flat footed 19
Spell List
1st level
Resist Energy-Cast upon Savin unless told otherwise
Summon Nature's Ally I

2nd Level
Barkskin-Cast upon Savin unless told otherwise
Catsgrace

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Jaeden (AC see below HP 62/116)  3d8(2+4+4)+5=15
Wednesday October 11th, 2006 1:36:32 PM

Jaeden fishes out a potion from a pouch at his waist [move action] and downs it while he floats upwards 5' [quaff potion of cure critical + 15hp][5' step to AC16-5'].

"Everyone who can focus on that one!" He points to the most injured of the fliers [A2]."

ac
Regular: 25 (27 vs evil)
VS A3: 26 (28 vs evil)
VS AoO: 29 (31 vs evil)
VS AoO from A3: 30 (32 vs evil)

Effects
Prot. From Evil (3/600)(10' radius)
Fly (2/50)

Notes
- Remember to give yourself ac+2 verse evil and save+2 verse evil if in 10' of where Jaeden stops.

OOC
Sorry about the missed posts. I was travelling for business and thought I could keep up posting. I was wrong. Thing next time I'll have to ask for a sub.

George 
Wednesday October 11th, 2006 2:12:31 PM

Pretty sure I killed A2 with my AoO. Focus on the others if you can.

[ George is correct. A2 is down as of Savin's AoO. --Al ]

Peerimus AC 22 HP 91/91 and Yorrick DR 10 AC 23 HP 119/137  d20+12=16 d20+12=27 d20+12=15 2d6(4+2)+2=8 3d8(7+4+2)+5=18
Wednesday October 11th, 2006 4:42:37 PM

The Air elemental misses as the bird like creatures close. [Hit AC 16]

The elemental shifts down 5 feet and attacks A 3 again. This time only a single slam strikes well enough. [Hit AC 27/15 Dmg 8]

Peerimus looks to the battle in the sky, he could fly up and engage, but to trmendous effect. The flight skills of his would be opponents were perfect, like that of the elemental. Sly would hopefully cut himself out soon. Sending the bears further into the worm and they could shread sly as much as the carcass, so no he would not do that. Trace had a bow and Jeaden needed to return to engage. Peerimus touchs the warrior again. Muscle knits, skin resurfaces itself and some of the slower rivlets of blood stem and dam. Peerimus gives the man a wink, "I would say Savin must be missing you by now."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Chill Metal, Heat Metal, **Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, Dispel Magic x2, Ice Storm
Level 5:
*Animal Growth, *Extend Greater Shillelagh, *Wall of Thorns, *Deathward
Level 6:
***Transport Via Plants x3

Quarter Staff (spell staff -Deathward)
Active Spell Longstrider cast in early AM
Extend Greater Shillelagh
Resist Energy Electricity 120 minutes Resistance 30
SNA VI Large Air Elemental AC 20 HP 60 Att +12 Dmg 2d6+2 Reach 10 Air Mastery -1 att -1 Dmg DR 5- Rounds 9
SNA V BB1 AC 15 HP 51 Att +11/6 Dmg 1d8+8/2d6+4
BB2 AC 15 HP 63 DR 10 Magic Att +14/9 Dmg 2d6+12/3d6+6 Rounds 10

Looks like this ((A1 Hit E2 AC34, Damage 14hp; A3 Hit E2 AC39, Damage 12hp = Total 26hp.) was physical so I ask if the DR 5 and the Air Mastery -1 were already subtracted for each strike

Sly (AC 28 15/97hp0 and Luke (Ac24 65/65hp)  d20+14=29 d4+5=9 d20+12=22 d20+7=19 d6+5=8 d6+5=9
Wednesday October 11th, 2006 5:29:41 PM

Sly is hurting, buring, and suffercation! But with one last slash and or stab at the inside wall of the Darn Snake, "Die! Gatter Snake! Die!" Stab the inside skin of the monster, Hoping to opend a hole big enough to get some air before he Passes out!

Luke look for signs on the snake skin, YES! there is a slash of dagger. That's the place tha Luke will attack to get to Sly.
Luke attaks at that spot (Attack AC 22 & AC19 - damages are 8+9=17hp)

Hopefully Luke can drag Sly out??

Savin ac 30 hps 58/115  d20+12=32 d20+12=20 2d6(6+1)+18=25
Wednesday October 11th, 2006 7:22:41 PM

Savin swoops over to where A2 was but at the height of 45' and attacks A3 hitting it with a chance critical hit but missed critical roll...again. Do 25 points of damage using my normal powerattack.

Savin calls down, "Can you slow them down somehow? Web their wings or something!"

Still trying to put Savin in range for is AoO with his chain.

Flying 6/50
enlarge 7/50
barkskin ? +2 to ac
resist elements lightning 5/1000
haste 2/10 (boots of speed)



Level 13 / Multiple Opponents / Eight Entrants - Round 07 (DM/Al)  2d6(3+4)=7 d20+21=31 2d6(4+3)+9=16 d20+21=34 2d6(2+2)+8=12 d20+19=34 2d8(1+7)=8
Wednesday October 11th, 2006 9:14:14 PM

As the two Fliers attacking Trace retreat, they find out just how far this strange flying creature can strike. It's quite far, and one of the Fliers pays for the lesson with its life. (A2) is struck by Savin's chain and plummets to the prairie below. The dead weight of the monster plunges forty feet onto Yorrick. Druidic magic protects the bear from damage, but it's still unexpected, and Yorrick mauls the dead Flier as though attacked.

Trace turns the wand of healing on himself. Burnt skin heals and jangled nerves calm.

Jaeden draws a potion and drinks it down before floating back up in the direction of the remaining Fliers.

The Air Elemental shifts down and slams the wounded Flier. (Sorry, I took the Air Mastery into account, but hadn't noticed the DR. Will note it from now on. BTW, Yorrick has Fly from Sly Foxx.)

A hand suddenly appears out of the side of the dead Purple Worm, a hand holding a dagger. Then a shoulder, and a head. Sly Foxx gasps for air having cut himself out of the belly of the Worm. Luke rushes around and grasps Sly's sleeve in his teeth and pulls him the rest of the way out.

Savin slides in next to the Air Elemental and slams his spiked chain against the wounded Flier. Bones break and wings falter. The Flier (A3) is now near death.

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

One more Flier falls from the sky, and one is near death.

One of the healthy Fliers moves in to attack the new flying human. (A1 Hit Savin AC31, Damage 16hp) The cruel beak slips past Savin's defenses, and the monk's blood drops down onto those below.

Instead of fleeing, the grave injuries of the second Flier only push it to attack. (A3 Hit E2 AC34, Damage 12hp w/DR 7hp) The Flier's beak strikes, but the Elemental is not injured nearly as bad as it should be. Not by a long sight. (Added back 10 for DR from last round.)

The third Flier swoops down from its height to attack the one of the ground bound Summoned Bears in a tactic bred into it by generations of experience. (A4 Touch B1 AC34, Damage 8hp) The Ray of Electricity shoots down and burns the Summoned bear.

The Flier opens its beak and screams! Would these interlopers not leave so that they might eat?

=== OOC ===

= STATUS =
Purple Worm Dead
A1 Uninjured; AC22
A2 Dead
A3 Near Death; AC22
A4 Uninjured; AC22
A5 Dead

B1 63/71
B2 51/51
E1 Unsummoned
E2 39/60

Savin 42/115
Yorrick 119/137
Jaeden 62/116
Sly 15/97
Trace 50/74

Combat Map

Trace and Shadow  d20+15=23 d20+15=25 d20+10=17 d8+5=11 d8+5=8
Wednesday October 11th, 2006 9:57:05 PM

Trace drops the wand and calls for Shadow to fetch, and draws arrows and sends forth three flaming arrows at A4. Three streaks of black smoke shoot up into the air again. The first two sink into the flier with the third sailing out and away with the smoke trail arching out.

[arrow one. hit ac 23 and does 11 hps damgage]
[arrow two. hit ac 25 and does 8 hps damgage]
[arrow three. miss ac 17 and no damage.]

(ooc: Savin now has endure elements from electrictity, he can ignore the first 20pts of damgae for 100 minutes.)
(ooc: Savin now has Barkskin +2 Nat. armor)
Trace 50/74
AC 24 /Touch 16/Flat footed 19
Spell List
1st level
Resist Energy-Cast upon Savin unless told otherwise
Summon Nature's Ally I

2nd Level
Barkskin-Cast upon Savin unless told otherwise
Catsgrace

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Savin hps 42 ac 31  d20+12=25 d20+12=30 d20+7=27 d20+7=8 2d6(3+5)+18=26 2d6(3+3)+18=24 2d6(4+2)+18=24 2d6(3+4)+18=25 2d6(2+2)+18=22
Wednesday October 11th, 2006 10:23:46 PM

Savin winces in pain as the beak tears into his flesh. "OK if that's the way you want it!" Savin activates his boots of speed (free action) and his chain becomes a blur. It lashes the flying creature 3 times. (Third time again could have been a critical hit but yes I blew it again. Still hitting 3 times was sweet)

Savin pounds the creature for 74 points of damage.

"Wanna play some more?" Savin grins.

Flying 7/50
enlarge 8/50
barkskin ? +2 to ac
resist elements lightning 6/1000
haste 3/10 (boots of speed)


Jaeden (AC see below HP 62/116)  d20+23=24
Thursday October 12th, 2006 2:16:01 AM

Back to firmer grasp of life Jaeden turns his eyes to the remaining fliers. He watches as one in reach is pelted by two of Trace's arrows and decides to close with the creature.

Pulling back his massive blade Jaeden launches into flight directly at the creature in an airborn charge. He thrusts the Ohm Family greatsword at the beast but alas his unfamiliarity with airborn combat tharts hims and he strike misses by far [charge to AB13-45'][att1 vs. A4: Hit AC 24, crit miss].

Dismayed as his sloppiness Jaeden waits on guard and observes the creatures movements [+1 dodge ac vs. A4].

ac
Regular: 25 (27 vs evil)
VS A4: 26 (28 vs evil)
VS AoO: 29 (31 vs evil)
VS AoO from A4: 30 (32 vs evil)

Effects
Prot. From Evil (6/600)(10' radius)
Fly (5/50)

Notes
- Remember to give yourself ac+2 verse evil and save+2 verse evil if in 10' of where Jaeden stops.

OOC
wow the dice roller has it in for me this combat.


Sly (AC 28 15/97hp) and Luke (Ac 24 65/65hp)  2d6(6+3)+4=13
Thursday October 12th, 2006 12:27:33 PM

Sly finnaly with the help of Luke, Pops out of the worm! "Sly ask luke "Got some warer? I'm burning up with acid!" Sly will go into the pouch of Luke Armor and will drink the cure moderate wounds. Then will drench himself with his drinking water.

Luke watches his master, then ask sly "Dark in there?"

Air Elemental AC 20/21 HP 39/60  d20+12=23 d20+12=20 2d6(2+4)+2=8
Thursday October 12th, 2006 5:10:53 PM

The elemental pivots again and glides 5 feet down as it strikes the creature before it with heavy buffeting winds.
[Hit AC 23/20 Dmg 8]

SNA VI Large Air Elemental AC 20 HP 60 Att +12 Dmg 2d6+2 Reach 10 Air Mastery -1 att -1 Dmg DR 5- Rounds 8


Peerimus AC 22 HP 91/91 and Yorrick DR 10 AC 27 HP 119/137  d20+20=35 d20+20=36 3d6(1+2+4)+15=22 d6=2 d20+29=42
Thursday October 12th, 2006 7:06:57 PM

Peerimus lets out a sigh of relief as Sly emerges through the wall of goo from the depths of the worm. "I will be to heal you in a moment good Sly." Peerimus first touches Yorrick, A small prayer upon his lips for his great freinds protection from their enemies. [Cast barkskin on Yorrick] Then gesturing to one of the creatures directly above he urges his great and powerful friend to attack.

Yorrick launches into the air at A1, straight up 30'. With a great flaming claw, Yorrick strikes. [Hit AC 36 Dmg 22+2Fire grapple 42] the unfortunate creature is quickly pulled into the massive ursines crushing embrace.

The other bears, without direction look towards the enemies, but have no way to attack them. The Magically enlarged bear stands and roars his displeasure at his assailant, but there is little else the creature can do to the high flying antagonist.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
*Barkskin x2, Chill Metal, Heat Metal, **Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Freedom of Movement, Dispel Magic x2, Ice Storm
Level 5:
*Animal Growth, *Extend Greater Shillelagh, *Wall of Thorns, *Deathward
Level 6:
***Transport Via Plants x3

Quarter Staff (spell staff -Deathward)
Active Spell Longstrider cast in early AM
Extend Greater Shillelagh
Resist Energy Electricity 120 minutes Resistance 30

On Yorrick Barkskin

SNA VI Large Air Elemental AC 20 HP 60 Att +12 Dmg 2d6+2 Reach 10 Air Mastery -1 att -1 Dmg DR 5- Rounds 8
SNA V BB1 AC 15 HP 51 Att +11/6 Dmg 1d8+8/2d6+4
BB2 AC 15 HP 63 DR 10 Magic Att +14/9 Dmg 2d6+12/3d6+6 Rounds 9



Level 13 / Multiple Opponents / Eight Entrants - End Combat (DM/Al)  d20+11=19
Thursday October 12th, 2006 8:49:33 PM

Trace drops the wand and sends three arrows at the western most Flier. Two hit, and the Flier is wounded. Shadow hears Trace this time. (Handle Animal 19) She steps up, now large and muscular, and scoops the wand up in her mouth.

Savin flails the chain through the air with powerful strokes. Deep gashes appear in the Flier's body. Bones break. But it remains flying, an evil glint in its dark eye.

Jaeden charges straight up into the air! He swings the Ohm Family Greatsword, but an unexpected thermal turns his aim and the sword swings within a hair's breath of the Flier's neck.

Sly pulls a potion out of Luke's saddlebags and drinks down the healing draught. Crushed bones knit and burned skin heals. It feels much better. Luke looks at the giant body of the Worm and wonders what it had been like in there.

The Air Elemental slides down again and slams the wounded Flier for a second time. The blow is not strong, but it's enough to send the Flier into unconsciousness. It falls from the sky, striking the ground with a crunch of breaking bones.

Peerimus casts Barkskin upon Yorrick and sends him up into the air to attack. Like a great behemoth, Yorrick rises up under Savin and snatches the Flier from the air. It has time to squawk once before is crushed to Yorrick's massive body.

With a snap of his jaws, Yorrick dispatches what remains of the Flier within his grasp.

The other lone remaining Flier, stuck with arrows and facing a flying human with a long nasty sting, decides to flee instead of fight. It jets straight up into the air 120 feet, a speed that none other than perhaps the Air Elemental can match.

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

The Prairie-scape fades and once again becomes the Simulation room. Surprisingly, the group finds themselves, not up in the air or lying upon the ground. Everyone, rather stands upon the floor, arrayed in a loose circle, facing outwards. Not the slightest trace of physical injury remains. The memory of pain is all that is left. Potions remain untouched within bags and pouches. Wands still hold their previous charges. All is as it was.

The sound of cheers rise from the crowd of Students. Baird Cain walks down from the Pedestal.

"Much better this time." His eyes smile. "Much better. You make good use of your magics. Take care, though. There are many ways of taking that magic away."

"Now, if you don't mind, the next appointment is here for their session."

Sure enough, in the corner stand a group of five. Two humans, a man and a woman, an elf in flowing robes, a gnome floating upon a small carpet, and a large hulking figure standing obscured by the shadows wait patiently across the room. The elf raises his hands and claps politely. The humans and the gnome nod in silent greeting.

The Students make way for the group as they clear off of the rectangular arena. One of the Students steps forward to guide the group back to the Dark Portal. Firn'gaer waits in the Garden Atrium where Trace had left him. What has he learned in the mysterious libraries of the Star Mages Guild? And how would it help the group in their quest to spirit the Shroud of Atman out of the land of Koshe Marr?


=== OOC ===

= FINAL STATUS =

B1 63/71
B2 51/51
E1 Unsummoned
E2 39/60

Savin 42/115
Yorrick 119/137
Jaeden 62/116
Sly 28/97
Trace 50/74

Sly and Luke 
Friday October 13th, 2006 9:33:10 AM

Sly gets to his feet, "It wasvery dark in there and painful. You! my Faithfull Friend! deserve another Soup Bone."
Sly will check his body for further aches and pain, then follow the Student out of the arena. Waving to the next group that will enter, also waving to the other observers.
Sly cannot wait to sit down some place to rest.

Luke is over excited that Sly would give another bone. "I'm right behind you, Master"

Trace and Shadow 
Friday October 13th, 2006 6:29:33 PM

Trace retrives the wand from shadow and sholders his bow. "Wow that was intense, I think a scroll of mass heal or mass anything would really come in handy so that we could reduce the time of trying to add points or spells to everyone." Trace continues to walk and talke as he waves hi to the next group.

Trace turns to Sly, "Hey little brother, do you still have the stones that Madam Chole gave us to unlock the wharehouse? We need them to help show ownership. I surely hope you kept them. I figure we cold sell off all the armor and equipment out of there and turn it into a real home for all of us. Bring in some carpenters and add on to the second floor and make the first floor a formal room with a library for study of spells and maybe a small sparing area and even a corner set up as a bar to relax after a battle. I think maybe we could get someone to start on it while we are in kosh mar and maybe it will be done when we get back. What do yall think?"

Peerimus and Yorrick  d20+20=24
Friday October 13th, 2006 8:01:39 PM

Peerimus takes a moment to orientate himself and more importantly to ease Yorrick. An accidental swipe from him could be costly in many ways. The human druid nods to his companions and turns his head to make eye contact with the elf. Upon achieving it, Peerimus dips his head once with slow purpose and then resumes his interlude with his friends. The group walks to the garden and the druid is also discussing the last encounter.

"It did go very well, not breaking concentration of foes I think was quite important. Anyone without a ranged weapon should get one. Mass Heal would certainly be wondrous, but no of us can cast it. To other Mass spells I woul rather we posses items that pernamently enhance our attributes. It takes reliance off of me and is not as threatened by dispel magics." They walk some more and return to the garden, his mind working back to the puzzle that is engaging Koshe Marr. Trace diverts its path again.

"A residence in Hook City hmm? It as been a very long time since I was anywhere I could or dared call home. To call one so with all of you does ring well to me. We should look into what we can do in that regard. "

The group arrives at the Garden and speak then at length with Firngaer about all he had learned while enjoying the fruit, cheese and a few glasses of wine.

Sly and Luke 
Saturday October 14th, 2006 8:26:56 AM

Sly speaks to Peerimus and Jaeden, What happen to me back there was unexpected, SO don't blame your self for the Monster grabing me and swalod Me. I hope I fare well in your eyes."

To Trace, "Now Big Brother, I remember the stone but if I have it! Itwould be in my MagiC Chest. So let's go some where and we'll look into it!"
The both of then arrive at the garden. Sly takes out his Ivory and Gold snoff Box, open the lid and takes out the Gold Key, insert it into the key hole, twist it "POOF"! There in frount of them is a Ivory and Gold Chest.

Sly opens the lid, start to take out the comtents. Takes out a statue of a Ferret, "Ahh!
this little statue is cursed, to me. It has saved my life countless times, also started a lot of trouble. JUST Don't RUB HIM! Next a Belt of Kobodian Kind, "That's also cursed, Don't wear it unless you wanr to turn into a Kobod! A Deck of Cards "Remember these? there still a lot of them that are empty. then a rag doll of Ilsidur.
Sly lokk anain but ther's nothing left in the Chest?? Sly sit down on the ground, "That's funny I though I put it in here to keep it safe?? WAIT a minute! I thing I know where it is!" Sly picks up the doll if Ilsidur then goes through the little pokets and there was a little stones that Madam Chole gave them!

As Sly puts everything back into the chest (except the stones) including the Doll, As he pulls out the key from the chest "POOF!"
There at there feet is the Inory and Gold Snuff Box and the stones are now regular size.

Sly put the Snuff box away in one of his poushes, then hand Tarce the stones. "Here are the stones, Why the suprised look on your face??"

Sly calls Luke , goes into one of the dog pockets, then Sly gives the well deserved Soup Bone. "Go and enjoy!"

Luke grabs the bone and before Sly could finish his sentance, he was off to chew on his reward.

Savin 
Saturday October 14th, 2006 1:18:01 PM

Savin finds himself back on the ground. He coils his spiked chain and puts it back on his belt. When given the advice by Baird Cain, Savin bows and says, "You are of course correct Sir. Unfortunately there is always something bigger, nastier or smarter out there. Wisdom in your tactics is always needed, so is flexibility. My master, a very wise man, once gave me some very astute advice. Fear of your opponent can cripple you to non action. Sometimes even doing the wrong thing is better than doing nothing at all. Yes our spells can be countered or dispeled but if we never cast them in fear of that, why have them?"

Savin bows again and holds out his hand, "Thank you for the education and chance to use this amazing device. Hopefully our actions helped you in its calibration."

Savin then nods to the new entrants and says, "Good luck!"

Savin joins his friends back in the garden and listens to Firn'gaer's report.

Under The Trees Again (DM/Al) 
Sunday October 15th, 2006 10:55:34 AM

The Children of Chaos collect themselves and have parting words with Baird Cain. A Student leads them into the small room beyond the Dark Portal. When they emerge, they are in the Garden Atrium. The sunlight slants through the trees from the glass panels above, the angle telling of the passage of time. It is now fully mid-afternoon, possibly as late as three o'clock.

"Welcome back." Firn'gaer closes his spellbook and rises from his place between the roots of a large pine. "I hope the Combat Simulation room was instructive." He brushes pine needles from the back of his robe. "The Libraries are amazing. Not at all what I had expected. And very informative. I think I have some ideas of where we may have to go in order to recover the Shroud of Atman once we're in Koshe Marr."

"But that will be the trick. I still don't know how we might get there. I say we ... " The sentence trails into a frown upon the gnomish face.

"But lets sit and talk about this. Let me tell you what I've learned, especially about the two places that I think the Shroud may be held. And I'd like to hear your ideas on how we might break through into Koshe Marr itself."

Firn'gaer's spellbook disappears into his haversack, and he climbs up to a seat in one of the chairs around the table. The chair adjusts automatically to his size and Firn'gaer takes a slice of cheese with bits of hot pepper mixed within it.

Yorrick lumbers under the shade of the trees only to find that the carcass of the roast boar that he had been working on is now largely stripped of the best meat. Shadow slinks aside with tail low and lashing from side to side. She remains behind Trace, peering out from behind his legs, wary of the great bear.

Trace asks Sly the question he's been dying for hours to ask, and Sly begins digging through the small mountain of stored possessions that he has been keeping for the group. Spare clothing, magic bedrolls, cursed magic trinkets. A pile of items grows on the ground near the chest. Sly even brings out the shrunken form of Ilsidur and searches through the miniature pockets and pouches. On Ilsidur, Sly finds some stones. The are tiny and do nothing. Strangely enough, they look like nothing more than simple stones.

Finally, Sly empties his own pouch. At the bottom, underneath all of the coins, he finds the three stones given to Lok Muddlefoot so long ago. They had been taken for care by Sir Thomas, then passed on to Trace before the paladin left for his Temple. Then, just before the Great Race, Trace had given them to Sly so that he and Shiraz could get supplies from the warehouse. From there, they must have been overlooked in all of the excitement ... and here they are.

Jaeden 
Sunday October 15th, 2006 11:53:58 PM

Jaeden trails after the others, close enough to hear the talking but far enough away to not be pulled into the conversation. He is weary now and it shows. The haunted look that was on his face after the first simulation has returned and he looks pre-occupied.

When they reach the trees again Jaeden strips off his armor once again and lays down on a patch of grass to nap for a time. His eyes shut, clips of his death visions flicker across the backs of his eyelids, and he fades in and out of light sleep.

Trace and Shadow 
Monday October 16th, 2006 12:46:09 AM

Trace takes the stones and puts them in his handy haversack. Trace turns to one of the students, "Excuse me, is there someway you can summon one of the city officals here? I went and spoke to them earlier today about ownership and they needed evidence of property that I didnot have earlier. I had asked them if they would come by the guild so that I could show them the stones and they seemed agreeable to the request. If you could send them word that I am ready when they are to view the stones to open Madam Choles former wharehouse so that we can make the name change final I would like that very much."

Trace sits down at a nearby table and gets ready for a battle plan for the entrance into Kosh Mar. Trace looks through Firn'gaer's notes from his study time, "Hey! It seems that Firn'gaer has maybe found our way to Kosh Mar. I cant read his writing verywell but it seems that there is a machine of marteus that might be able to take us there and another note here it that it is rumored to be near a lake called abandon. I know that there is a town called abandon near Hernamar. Very nice work Firn'gaer. What do yall think?"

(ooc: I hope it is ok that I put the notes in there, I thought it might help since Firn'gaer is not posting that I did some research on the past posting.)

Posting Reports fot 
Monday October 16th, 2006 8:22:57 AM

Game # 4 The Children of Chaos
For the Week of Oct 9,2006

Name-----MTWTF
DM Al----XXXXXSS
Sly------XXXXXS
Savin----OX2OOS
Peerimus-OXX2X
Jaeden---XOXXOS
Trace----XXXOXS

Fern-gare <walk about>

Adm Ceil - Very goo game with only five players! But who's counting?

Sly and Luke 
Monday October 16th, 2006 8:25:25 AM

Sly is busy puting his Items back, "Gee1 I didn't think I had this much Junk in Here??"

Luke is not listening, just chewing on his Soup Bone.

Savin 
Monday October 16th, 2006 6:52:24 PM

Savin listens to the discussions and picks up on Firn'gaer's stumble. He looks keenly at the mage and says, "Firn'gaer. What is the matter? You are planning on going with us right?"

Peerimus and Yorrick  d20+20=37
Monday October 16th, 2006 7:58:06 PM

Upon arriving and Yorrick's investigation, Peerimus gives the bear a wink, "It's all right friend, we'll come up with some more soon." Looking to Firngaer, he reads the wizard and had already guessed much from his lack of presence in the last simulation when he and Trace were in the same place to start. But he will have to tell the others himself. It is a great decision and I'll not lighten it

Trying to keep a jovial and friendly tone, "So we well may have a may in and or a way to lcate the shroud once there? Excellent work, especially with the possibility of finding it oonce there. To me that was the most critcal piece. We have the stone then as well excellent." Peerimus looks to the valet heading out with Savin's direction and asks about the chance of getting another shank of meat.

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