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NPC Thunir (DM JohnP) (AC 20; HP 86/94)  2d6(3+1)+4=8
Saturday October 28th, 2006 10:38:02 PM

The dwarf ranger trots up the Wall of Fire, looking across at most of the party. Seeing that the fight will be going underground, Thunir ducks and passes through the flames to join the party.

"Thought that you'd finish this without me? Not on your life, folks!," mutters the dwarf as he snuffs out flaming bits of beard.

"Let's take the fight to those dead-worshippers!"

Hillside - Round 6 (DM JohnP) 
Saturday October 28th, 2006 10:42:42 PM

People begin preparing to descend into the stygian depths of the tunnel. Where does it lead beyond deep into the heart of the hill? What dangers lurk in the dark, waiting for the intrepid heroes to visit? Flappy the Bat may know, but he isn't telling.

Leading the way, the flame-haired rogue Xenia slowly examines the narrow tunnel for traps. She finds nothing, although a dwarf would probably not consider the tunnel to be particularly safe. After a short distance from the open air the tunnel begins to descend steadily into the hillside through tightly packed loam and clay. The tunnel is only 5 feet wide and shored up every so often by scraps of wood. Looking ahead, Xenia can see to the limits of what Mira's Light spell illuminates but she does not see the end of the tunnel.

Flappy the Bat returns, flying as fast as he can. After fluttering around Xenia's head, he lands in her hair and begins squeaking excitedly

Behind the rogue, Angus casts Detect Magic and begins scanning the tunnel as he follows Xenia. He detects nothing beyond what Xenia and himself are carrying and the summoned bat. He can see no farther than Xenia.

Outside, Belkior pulls a wand from his haversack and heals Conner. So many people to heal, and so little time to do it. Beside the catling cleric, Bin starts pulling his chain shirt over his head.
DM Note -- 4 rounds to go, -1 AC and +1 armor penalty when donned hastily.

Edmund and Birdie rejoin the party and the wizard is ready to stand and around and wait. It probably reminds him of his time in the navy ... or was it the army. It all blurs together after a while.

Mira is ready to cast Invisibility on Conner or whoever else wants it. With a nod and wave to the sorcerer, Arm ducks into the tunnel and pushes past the cultist lookout, with Conner just behind. The fighter's newly enhanced vision sees the tunnel in shades of gray and black, with the darkest regions beyond Xenia. He cannot see the end of the tunnel, either.

Kadaz follow behind Arm with a coil of rope, going up the cultist lookout and begins disarming the human with Wynn's assistance. When the dwarf pulls the man's sword from his hand, Kadaz feels weakened and diminished somehow. The feeling ends when he tosses the sword out onto the ground. Taking a moment to look for possible magic items, Wynn finds a ring on one of the human's hands. The pair also strip off the cultist's cloak and the goggles pushed up on the human's head.
DM Note -- Binding a character is normally a 1 minute action but doing it together will cut down the time.

Lang and Sunshine have to wait outside the tunnel. The narrow, 5 foot wide tunnel allows people squeeze past each other but nothing more. And there's already a line of people behind Xenia all the way to the entrance.

With his burns still fresh, Thar moves back to Belkior for healing.

The dwarf ranger, Thunir, runs through the Wall of Fire to join the party.

Ash, Syr and Shadow wait for the Wall of Fire to expire.

Tunnel Lineup
35 feet inside -- Xenia (invisible) & Flappy the bat (in same square because Flappy is Diminutive)
30 feet inside - Angus (invisible, polymorphed, Detect Magic)
25 feet inside -- Arm
20 feet inside -- Conner
15 feet inside -- Wynn (tying up cultist)
10 feet inside - Cultist Lookout (Held)
5 feet inside -- Kadaz (tying up cultist)
0 Feet -- Lang
Outside -- A crowd of other people

Wall of Fire duration = 4 rounds

Message Ring 1 (Wynn's) -- Angus, Mira, Wynn, Xenia + 2 more
Message Ring 2 (Angus') - Angus, Lang, Thar, Mira, Xenia, Syr, Shadow, Belkior

Loot
4 silvered masterwork short swords (all with faint aura) (Lang, Shadow, Thar, Xenia)
3 silvered masterwork longswords (all with faint aura) (Arm, Wynn)

MAP


Xenia (AC22, HP 48/48) /Active Spells Listed Below  d20+13=28 d20+14=30 d20+14=31
Sunday October 29th, 2006 7:48:09 AM


"Hair! Hair! Not the hair!" Yah! Bats.

Eyes and ears cast down the tunnel, Xenia draws a scroll from her haversack.

Last one. Gotta make it count. The scroll crumbles and falls as the rogue reads the magic and feels the spell translate the bat's excited squeaks into Common.

"The Bat's come back from down the Tunnel," Xenia broadcasts through the Message spell. The rogue gauges the Bat's speed from the distance it had covered outside. Ten? Fifteen seconds? "Whatever he found, looks to be some hundred to two hundred fifty feet on down. Looks like that's down a hill with loose dirt too."

"That means, if we go in, then coming back out ain't gonna be easy. I'm gonna talk to the Bat and see what he saw. If you go any preparing to do, you should do it now. Once we go in, I don't think we're coming out easy. Sure wish you could do that thing with the Hiding from Undead again, Belkie."


"Alright, Mister Flappy Bat," the invisible rogue addresses the little guy in her hair as she scoots five feet further down the tunnel to make room for those behind. "What did you see down there? How many things did you see moving around down there? How far away are they? And what are they doing?"

Rolls and Actions
UMD 28 vs DC21
Cast Speak with Animals
Spot 30
Listen 31

Movement and Position
Xenia AY14 (5-foot step)
Flappy AY14

Active Effects
Bat (10 minutes)
Longstrider (1 hour)
Message (60 minutes)
Invisibility (8 min)
Speak with Animals (1 min)

Bag of Tricks 2/10 per week.

Bin/Sub Al (AC15, HP34/45)  d20+4=6
Sunday October 29th, 2006 7:56:14 AM

Bin struggles with the laces.

"This will be incomplete. But it will have to do."

The Protector of Domi considers how powerful these cultists would have to be to have done the things that they've done so far. The rush to dress, however, is distracting. His mind will not divide itself between the two tasks.

Rolls and Actions
Knowledge Religion 6 (arg)
Donning Chain Shirt (Hasty 4/5 rounds)

Movement and Position
AN16

Active Effects
Mage Armor (3 hours)

Spells
0-*Detect Magic, *Detect Poison, *Guidance, *Light, **Resistance
1- *Detect Evil, *Entropic Shield, *Protection from Evil, *Sanctuary, **Enlarge Person
2- **Cure Moderate Wounds, **Find Traps, *Bull's Strength
3- ***Cure Serious Wounds, *Dispel Magic, *Prayer
4- **Cure Critical Wounds, *Divine Power, *Air Walk

Turn 6/8

Belkior/Sub Al (AC22, HP 52/60; Magic Circle Against Evil)  2d8(6+6)+3=15
Sunday October 29th, 2006 8:13:16 AM


"Xenia, I can still Hide us from the Undead," Belkior replies through the Message Spell. "Up to eight of us. I only need to touch each person."

As Thar steps up, Belkior touches him with the wand and all of his wounds close, the blood retreating back into his body to restore him to full health.

"What do you think, Angus? Do we have time to place a spell to Hide from Undead upon eight people?"

Looking around, the Healer of Alemi spots Mira and her burns. Deeper in is Kadaz, burned as well. Lang is hurt as well, but in the shadows, the extent of his injuries is difficult to determine. He crosses to the other side of the tunnel to better reach those inside.

Rolls and Actions
CMW from Wand Heal Thar 15hp

Movement and Position
AP13 (Move)

Active Effects
Magic Stone (3 stones for 30 minutes /Belkior 2, Edmund 1)
Magic Circle Against Evil (80 minutes)
Hold on Cultist (7/8 rounds)

Note: All within 10 feet of Belkior gain +2 to Saves from Protection from Evil

Day's Spells
0 - Detect Magic**, Detect poison*, Mending*, Read Magic*
1st - Bless*, Detect Evil, uHide from Undead, uMagic Stone, Sanctuary* (Protection from Evil+)
2nd - Delay Poison*, Hold Person*, uOwl's Wisdom*, Resist Energy*, Spiritual Weapon (Aid*)
3rd - Blindness/Deafness, Dispel Magic*, Prayer*, Searing Light* (uMagic Circle against Evil+*)
4th - Death Ward, Neutralize Poison+*, Summon Monster IV (uHoly Smite+*)

Wand of Cure Moderate Wounds (2/50 - level 3)

Question for DM
Would it take eight rounds to touch eight PC's and deliver the Hide from Undead spell?

Lang, what's your HP? Last I saw you weren't doing well, but I need numbers to set up a triage.

ed. JohnP - Per the SRD, it looks to be a full-round action to touch up to 6 friends. DM fiat would allow you to use a Move action to touch half-that many.

Shadow (AC 21/18 HP 28/28) 
Sunday October 29th, 2006 10:23:44 AM

OOC: Sorry for my silence but was in that nasty snow storm in Colorado and lost power for 2 days.

IC: "We have to wait for this nasty wall to come down before we join you. Might want to wait for us before going too far down." Shadow tries to communicate with the group on the other side. He will get his bow out and be ready to join the group.

Angus Ac 24/26 (evil) Hp 33 spells below 
Sunday October 29th, 2006 11:52:48 AM

Angus whispers to the invisible rouge when he hers her squeeking to the bat "Nice job bat girl."

On the message line. "Go ahead Belkior with the hide we will move ahead carefully. Heal who you can also. We need the light passed forward."

ANgus will cast shield on himself and move 5 feet forward, but mostly just hovers.

Spell Slots:
0 level 2/6
1st level 2/8
2nd level 3/8
3rd level 0/6
4th level 2/4

Mage armor - 8 hours total
Protection from evil - 16 minutes (extended)
Polymorph - 8 minutes
Message - Angus, Lang, Thar, Mira, Xenia, Syr, Shadow, Belkior
Message from Wynn to Angus
Protection from Arrows - scroll 3rd level
Invisibility 8 minutes
Invisibility on Xenia 8 minutes
Detect Magic
Shield 8 minutes

Rod of Extend 2/3


Edmund (AC: 12, HP: 27/27) 
Sunday October 29th, 2006 12:14:20 PM

Edmund, seeing he hasn't many practical options, settles with taking up a position to the rear centre of the group. (Move to AM-14 = 15 feet)

DM Sanity Info.

L.0: Daze, Detect Magic (x2), Read Magic (x2)
L.1: Charm Person, Colour Spray (x2), Grease, Obscuring Mist, Sleep
L.2: Daze Monster, Glitterdust, Hypnotic Pattern, Web
L.3: Hold Person, Slow, Suggestion

Wynn [AC=21 HP=46/59] Message 
Sunday October 29th, 2006 4:10:29 PM

Wynn pockets the ring taken from the lookout before tearing a long strip of cloth from the man's clothing (not the cloak). The bard ties a knot in the middle before shoving it forcefully into the cultist's mouth. He then ties the two ends around the back of the cultist's head. The gag secured, he lends his assistance to Kadaz.

"No point in letting him shout out a warning...or a spell!" he justifies his actions to the dwarf.

Conner [AC=22 HP=62/62] Message, Dark Vision, Invisible 
Sunday October 29th, 2006 4:20:48 PM

Conner squeezes his way forward to where the bat is relaying it's frantic message. "If you're going to cast this spell on us you had better get up here and do so!" whispers the fighter to the rest of he message ring. The invisible fighter peers into the darkness hoping to see what the bat is so interested in.

"We can't wait here for long or we'll lose whatever surprise we have...when we do go in, those in front need to move out of the way quickly to let the rest of us in...we'll never be more vulnerable than if we are stuck in a logjamb at the entry." Conner recalls the incursion exercises that were drilled repeatedly into his his fellow soldiers during training .

Kadaz (AC 24, HP 55/63)  d20+1=9 d20+5=19
Sunday October 29th, 2006 7:52:56 PM

Kadaz drops the foul weapon as quickly as he can. "Don't touch that" he hisses to those nearby. "It's cursed somehow. I will destroy it later."

He is very torn about the proper course of action. His place is up front, advancing on the enemy warriors. However, this cultist here must be restrained. And while it may take too much time Kadaz's ethics do not allow him to take the easy way out and strike at a helpless person, as others have already done. Kadaz continues to tie the cultist, while listening for action. (listen 9)

Birdie says beside Edmund, looking out for any threat. (spot 19)

Mira (AC 17 Mage Armor, 30/ 40 HP)  d20+4=14
Sunday October 29th, 2006 9:50:17 PM

"Kadaz!" calls Mira, "you should be up front where you can put your good eyes to use for all of us. Send the cultist back here (AO13) and I will look after him for you!" Mira beckons to Edmund, and holds out her short spear with the light spell cast upon it. If the wizard will hold the spear for her, Mira move out of the line in order to let the others through and will continue the job of trussing up the bad guy started by the others. (Use rope=14)

DM Sanity Info:

Position: AN13

Mage Armour - on Arm - 3 hours
Mage Armour - on Bin - 3 hours
Mage Armour - on Mira - 3 hours
Light - on Mira's short spear - 1 hour
Invisibility - on Conner - 6 minutes

Message - on Mira, cast by Wynn (and Angus)
Magic Circle Against Evil - from Belkior (if applicable)

- Spells: (0-level 6 per day, 1st level 7 per day, 2nd level 6 per day, 3rd level 4 per day)
0-level: detect magic, read magic, light#, mage hand, open/close, ray of frost
1st-level: magic missile, burning hands, mage armor###, shield
2nd-level: glitterdust, invisibility##
3rd-fireball



Lang (AC 24; HP 77/100; Sunshine AC 23; HP 47/47)  d8+1=8
Sunday October 29th, 2006 10:03:44 PM

Lang tries to find a way to squeeze by everybody to get into the tunnel. He does not have much luck.

Lang hears Belkior's concern over his wounds.

"Belkior I took a pretty good hit, and could probably used a little cure. More importantly you should check the wound for evil/undead stuff that may cause me more harm."

Lang doesn't like the tight confines of the tunnel. It seems like a nice funnel into a death trap.

"I think we should back out and let the invisible scouts do some searching. We can get ourselves into serious trouble if we go haphazardly down this tunnel."

Lang and Sunshine move over to Belkior. Lang pulls out his CLW wand and cures himself for 8 points.

Longstrider - duration 3 hours

Edmund (2nd, illegal post) 
Sunday October 29th, 2006 10:30:06 PM

((Edmund cannot use the Light spell, as it is prohibited to him. That said, the PHB (p.57) states only that he cannot learn the spell, use it from a scroll, or fire it from a wand. However, in this case, Mira has cast the spell. Can Edmund at least hold the spear and continue to use her light effect, or is he incapable of doing even that?))

If Edmund can hold the spear and not extinguish the light, he will do so for the present, seeing as he hasn't much else to do. Once they are in danger, however, Edmund will hasten to return it to Mira.

If Edmund cannot hold the spear or continue the Light effect, he will say, "Alas, yet another spell I can't manage, I'm afraid--not even items, in fact. Sorry, Mira."

DM BigTim 
Monday October 30th, 2006 2:04:10 AM

Does something none of you can yet see.
/evil laughter


Arm (ac: 18 (20) base + mage armor [+2 vs. evil] hp 27/27)  d20+4=5 d20+11=24
Monday October 30th, 2006 5:49:32 AM

Arm nods to Wynn, trusting him to take care of the lookout. As he peers into the darkness (spot=5 (nat. 1), listen=24), he hears Belkior's message and moves back to him to take advantage of the invisibility once again.

Once that is done, he again takes his place behind Angus, ready to proceed.

Thar ail Baerer AC 20/21, hp 41, Message, Prot from Evil 
Monday October 30th, 2006 9:39:54 AM

"You're a good friend Belkior, thanks for the healing" Thar says, glad that his wounds have been healed.

He'll take his place in the 3rd rank of the party (behind the Arm, Angus, etc.), knowing that he can be used to either help in combat or heal his companions.

He'll place his swords in their sheaths and ready his bow.

"Lead on, and I'll follow" he says.

Spells Left

1st - shield of faith, summon monster 1
2nd - restoration (lesser), summon monster 2, spiritual weapon

Rounds left of PfE = 35/40


Shadow  d20+3=11 d20+3=21
Monday October 30th, 2006 6:50:10 PM

Once the wall of fire drops, Shadow will approach the tunnel and follow the group down into the 'tomb'.

Actions:
Spot=11
Listen=21

Thunir (NPC - DM JohnP) (AC 20; HP 86/94) 
Monday October 30th, 2006 9:02:41 PM

"Hehe, going down the throat of a hole. Seems natural for a dwarf like me, don't it. Save your healing for those that need it more, friend."

With that, Thunir draws his two axes and moves down into the tunnel behind Kadaz.



HIllside - Round 7 (DM JohnP) 
Monday October 30th, 2006 9:16:47 PM

The dark tunnel leads down into the hillside. Wanting to learn what Flappy has seen, Xenia retrieves her last copy of this scroll and recites a spell so that she can understand Flappy's squeaking. To everyone else, it simply sounds like high-pitched twittering but the squeaks have meaning for the rogue.

Xenia only Highlight to display spoiler: {"Big cavern. Small hill center. Many small roost places. Many things moving. Close and far and on hill. Torches but no insects. Not seen what they do before. Look like you but not alive. Those on hill mostly live. Dressed like you swarm-mates." There's a lot more squeaking but Xenia gets the impression that the space under the hill contains structures or buildings and a central hill of some kind. The bat has seen several things moving about under the hill, humanoid but not alive. The living cultists are on the central hill with one or more unliving things.}

Bin keeps dressing himself, worrying about whether he will be ready to face whatever the cultists have been preparing.
DM Note -- 3 rounds to go.

After asking how Lang was feeling, Belkior heals Thar and debates hiding his companions from undead. It would be worthwhile, especially to get any extra advantage so Belkior moves to be able to reach more of his companions.
DM Note -- If you cast Hide from Undead next round, consider touching 3 people to be a Move-Equivalent action after casting the spell. Then a full-round action would be required to touch up to 6 others. And you can touch those people if they are within Move range (20 feet). The rules for holding charges on touch range spells in combat make absolutely no sense ... unless you aren't supposed to be able to do it.

On the otherside of the Wall of Fire, Shadow limbers his bow and moves forward. He wants to be ready for when the spell expires.

Down in the tunnel, Angus casts another protective magic on himself and stays right behind Xenia and Flappy.

Edmund moves closer to the tunnel entrance in preparation for following the others into the hill.

Wynn keeps binding the cultist lookout, making sure to pocket the ring and gag the human. Kadaz keeps working beside him although he really feels that he should be at the front of the group. His decision is easier when Mira directs the two fighters to pass the cultist back so that the human can be bound outside. She hands her illuminated spear to Edmund and then prepares to bind the captive.
DM Note -- Edmund has no problem using the spear. It's no different than an Everburning Torch or similar item.

Pushing past the others, Conner makes his way to just behind Xenia and Angus. The magic affecting his eyes allows him to see down the length of the tunnel beyond where Mira's spell illuminates.
Conner only -- Highlight to display spoiler: {Conner can see the end of the tunnel, the final 10 feet passing between dressed stone blocks. Nothing but a bare stone floor can be seen beyond that. No movement is seen within the tunnel or in the space beyond.}

Lang helps haul the cultist lookout from the tunnel and then moves beside Belkior for healing.

Arm moves back to receive the protective magic from Belkior which may come next turn. At the same time, Thar pushes forward to take his place.

Thunir pushes his way into the tunnel.

Ash and Syr keep waiting for the Wall of Fire to end. The people outside look around at the equipment dropped by the zombies and mummies -- silvered weapons, cloaks and armor from the mummies. Not to mention the things taken from the cultist lookout, although Kadaz is convinced that the cultist's sword is cursed.

DM REMINDER
We're playing fast and loose with character actions and movement. Within the tunnel, there are no additional movement costs for moving through a square occupied by an ally.

Tunnel Lineup
40 feet inside -- Xenia (invisible) & Flappy the bat (in same square because Flappy is Diminutive)
35 feet inside - Angus (invisible, polymorphed, Detect Magic)
30 feet inside -- Conner (invisible, darkvision)
25 feet inside -- Thar
20 feet inside -- Wynn
15 feet inside -- Kadaz
10 feet inside -- Thunir
5 feet inside - Arm
0 Feet -- Lang
Outside -- a gaggle

Wall of Fire duration = 3 rounds

Message Ring 1 (Wynn's) -- Angus, Mira, Wynn, Xenia + 2 more
Message Ring 2 (Angus') - Angus, Lang, Thar, Mira, Xenia, Syr, Shadow, Belkior

Loot
4 silvered masterwork short swords (all with faint aura) (Lang, Shadow, Thar, Xenia)
3 silvered masterwork longswords (all with faint aura) (Arm, Wynn)
Ring

MAP

Xenia (AC22, HP 48/48) /Active Spells Listed Below  d20+17=27 d20+14=28 d20+31=38 d20+14=27
Monday October 30th, 2006 9:55:51 PM


"Alright, here's what the Bat says." Xenia relays the bat's words through the Message Spell. "Sounds like this tunnel comes out into a big cave in the center of the hill. We got some undead close to the tunnel, and the Culties on a smaller hill in the middle of the cave. We maybe got some buildings in this cave too. So that means the Culties maybe got cover from us till we get close."

"I think getting that Undead thing you got there, Belkie would help us get into the cavern before the undead hit us and get us plugged up in the tunnel."

"I'm gonna move ahead and search until the tunnel opens out into the cave."

"Okay, Batty Guy. Fly into the cave and roost. Wait for my signal. We're gonna have to attack soon."

"You finding any magic out there, Angus?


The rogue draws an Everburning and drops it to the ground, then she moves further down the tunnel, searching as she goes, listening for the sounds of death awaiting, up in the cavern ahead.

Rolls and Actions
Search 27 (1/2 speed)
Listen 28
Hide 38 (+20 Invisible, -5 Full Speed)
Move Silently 27
MEA: Take out Everburning Torch
FA: Drop Torch.

Movement and Position
Xenia BC14 (20ft Move)
Flappy Inside the Cave

Active Effects
Bat (10 minutes)
Longstrider (1 hour)
Message (60 minutes)
Invisibility (8 min)
Speak with Animals (1 min)

Bag of Tricks 2/10 per week.

Bin/Sub Al (AC15, HP34/45) 
Monday October 30th, 2006 10:07:04 PM

Bin continues lacing up his chain mail. "What are you all whispering about?" he asks, looking around at the others.

Rolls and Actions
Donning Chain Shirt (Hasty 3/5 rounds)

Movement and Position
AN16

Active Effects
Mage Armor (3 hours)

Spells
0-*Detect Magic, *Detect Poison, *Guidance, *Light, **Resistance
1- *Detect Evil, *Entropic Shield, *Protection from Evil, *Sanctuary, **Enlarge Person
2- **Cure Moderate Wounds, **Find Traps, *Bull's Strength
3- ***Cure Serious Wounds, *Dispel Magic, *Prayer
4- **Cure Critical Wounds, *Divine Power, *Air Walk

Turn 6/8

Belkior/Sub Al (AC22, HP 52/60; Magic Circle Against Evil)  2d8(8+7)+3=18 d20+8=25
Monday October 30th, 2006 10:20:24 PM


The halfling cleric gives a sober nod as he hears about the undead waiting near the mouth of the tunnel.

"I'll try to touch everyone who has to go in first," Belkior whispers. "Sound off if you'll be one of the first eight into the cavern."

"In the meantime, Lang ... " The Healer reaches around the corner and touches the bugbear ranger. Lang's wounds come close to complete healing. "Your body is a Temple Lang," he says, voice full of disapproval, "that weapon you have ... " Belkior shakes his head.

Rolls and Actions
CMW from Wand Heal Thar 18hp
Knowledge Religion 25 (To determine how strong a cleric would be required to create a Mummy.)

Movement and Position
AP13 (Move)

Active Effects
Magic Stone (3 stones for 30 minutes /Belkior 2, Edmund 1)
Magic Circle Against Evil (80 minutes)
Hold on Cultist (5/8 rounds)

Note: All within 10 feet of Belkior gain +2 to Saves from Protection from Evil

Day's Spells
0 - Detect Magic**, Detect poison*, Mending*, Read Magic*
1st - Bless*, Detect Evil, uHide from Undead, uMagic Stone, Sanctuary* (Protection from Evil+)
2nd - Delay Poison*, Hold Person*, uOwl's Wisdom*, Resist Energy*, Spiritual Weapon (Aid*)
3rd - Blindness/Deafness, Dispel Magic*, Prayer*, Searing Light* (uMagic Circle against Evil+*)
4th - Death Ward, Neutralize Poison+*, Summon Monster IV (uHoly Smite+*)

Wand of Cure Moderate Wounds (1/50 - level 3)

Mira (AC 17 Mage Armor, 30/ 40 HP)  d20+4=13
Tuesday October 31st, 2006 12:12:20 AM

"A little higher, Edmund," directs Mira as she continues trussing up the cultist lookout. (Use Rope=13)

"Looks like the scouts are on to something," continues the sorcerer, as she repeats the information coming over the message spell for those who don't have the benefit.

"Edmund," she asks without looking up from her work with the rope, "have we got everyone? Anyone still outside? Everyone okay?"

DM Sanity Info:

Position: AN13 (unchanged)

Mage Armour - on Arm - 3 hours
Mage Armour - on Bin - 3 hours
Mage Armour - on Mira - 3 hours
Light - on Mira's short spear - 1 hour
Invisibility - on Conner - 6 minutes

Message - on Mira, cast by Wynn (and Angus)
Magic Circle Against Evil - from Belkior (if applicable)

- Spells: (0-level 6 per day, 1st level 7 per day, 2nd level 6 per day, 3rd level 4 per day)
0-level: detect magic, read magic, light#, mage hand, open/close, ray of frost
1st-level: magic missile, burning hands, mage armor###, shield
2nd-level: glitterdust, invisibility##
3rd-fireball


Edmund (AC: 12, HP: 27/27) 
Tuesday October 31st, 2006 1:05:18 AM

Edmund holds Mira's spear rather awkwardly. His reluctance to handle something so obviously emanating power he can not comprehend conflicts with his sincere desire to provide at least some little help. Clearly, however, Edmund's assistance as a torchbearer is limited. The light from the spear is all over the place, for Edmund keeps turning around, looking for the onrush of Very Terrible Things which are sure to arrive any moment now, any moment, very soon indeed, in fact, quite soon, just wait for it.

When Mira tells him to hold the light steady, Edmund manages to do this with his hands, only to offset the steadiness by further movement of his body as he cranes his neck, squints, and peers like an owl for other group members. Unwilling to admit he still doesn't know how many they number, or what their names are, or even who's who, he turns back to Mira, shrugging his shoulders. The light from the spear dances around like some sort of medieval disco as he explains.

"Outside? Ah... yes, a lot of people are here. There's... ah... Bin, putting his armour on... and er... the dog, here... and some people behind the fire, I think. Maybe we should wait for the fire to go away before we go in to the barrow? It might be best to be certain we have everyone. Not to mention how nice it would be to have a clear path for retreat--should it be necessary, I mean."

Edmund shrugs again. The light bounces around, and he returns to looking about for those Very Terrible Things. Any moment now, really!

DM Sanity Info.
L.0: Daze, Detect Magic (x2), Read Magic (x2)
L.1: Charm Person, Colour Spray (x2), Grease, Obscuring Mist, Sleep
L.2: Daze Monster, Glitterdust, Hypnotic Pattern, Web
L.3: Hold Person, Slow, Suggestion

Kadaz (AC 24, HP 55/63) 
Tuesday October 31st, 2006 6:02:37 AM

Kadaz nods gratefully at Mira as he passes the motionless cultist over to others for more binding. He looks forward, peering around Wynn and through his legs. "What are we waiting for?" he whispers towards the front.

Conner [AC=22 HP=62/62] Message, Dark Vision, Invisible 
Tuesday October 31st, 2006 8:04:13 AM

Conner follows Xenia down the tunnel, peering into the darkness "I don't see anything yet" he whispers back.



Wynn [AC=21 HP=46/59] Message 
Tuesday October 31st, 2006 8:09:13 AM

Wynn stands up, satisfied with the binding on their captive. "Don't know Kadaz...must be a bottle neck, or Xenia's looking for traps. She can be very thorough!"

The bard pats his vest to make sure his most important potions are at hand and waits his turn in the tunnel. "I'd like to be unseen by the undead" he calls out.

Angus Ac 24/26 (evil) Hp 33 spells below 
Tuesday October 31st, 2006 8:45:41 AM

Angus whispers to Xenia "Nice work. Information is power. No magic yet Xenia, besides us that is."

On the message line Angus adds "With undead ahead, we need Belkior's hide from undead spell. The three people that are invisible need to move forward and try to get in the chamber. The next group needs to be those that have Belkior's protective hide magic."

Angus looks where he thinks Conner is "Conner take the light spear and drop it 20 feet in front of us as we move forward. This will light our way as we move forward and those behind us can pick it up again."

Angus whispers to Xenia and Conner "lets move out and see what we can see. Xenia you may want to range ahead of Conner and me."

If Conner does not take the spear, Angus will cast light spell on his dagger, in preparation of dropping farther down the corridor.

Angus will move forward, five feet to give Xenia time to get some distance.

Spell Slots:
0 level 2/6
1st level 2/8
2nd level 3/8
3rd level 0/6
4th level 2/4

Mage armor - 8 hours total
Protection from evil - 16 minutes (extended)
Polymorph - 8 minutes
Message - Angus, Lang, Thar, Mira, Xenia, Syr, Shadow, Belkior
Message from Wynn to Angus
Protection from Arrows - scroll 3rd level
Invisibility 8 minutes
Invisibility on Xenia 8 minutes
Detect Magic
Shield 8 minutes

Rod of Extend 2/3


Thunir (NPC - DM JohnP) (AC 20; HP 86/94) 
Tuesday October 31st, 2006 1:43:44 PM

The dwarf ranger looks back up the tunnel when Belkior mentions casting the Hide from Undead spell.

"I'll take some of that. Help me get a couple good licks in and maybe put one of them dried up pile of bones down fast."

"Can't be too careful either," the dwarf says as he drops one axe, takes a potion from his pouch and downs it.

Antitoxin - 1 hour

Arm (ac: 18 (20) base + mage armor [+2 vs. evil] hp 27/27) 
Tuesday October 31st, 2006 2:56:37 PM

Already protected by the invisibility to undead spell and itching for action, Arm holds his place for the moment and waits for the rest to become ready. Once they are, he proceeds, eager to be done with this.

Conner (Illegal Second Post) 
Tuesday October 31st, 2006 5:31:30 PM

Conner will take whatever source of light is available and drop it up ahead. He shields the light by concealing it behind his shield as he advances, and then drops it on the ground behind him where the pixie-mage has instructed

Thar ail Baerer AC 20/21, hp 41, Message, Prot from Evil 
Tuesday October 31st, 2006 8:24:23 PM

"Count me in as one of the eight going in. I'll try to turn some of them as soon as the battle starts," adds Thar to Belkior.

"Ready Conner and Wynn?" he whispers, hoping that he whispered in the right direction to his invisible friends.

He'll watch the action around him and let anyone in front of him that needs to go to the fight ahead or scouting, especially the stealthy and buffed up types.

Spells Left

1st - shield of faith, summon monster 1
2nd - restoration (lesser), summon monster 2, spiritual weapon

Rounds left of PfE = 34/40

Lang (AC 24; HP 100/100; Sunshine AC 23; HP 47/47) 
Tuesday October 31st, 2006 9:34:27 PM

Lang puts away the cure wand and watches his wounds heal from Belkior's magic.

"Thank you. That undead creature hurt me alot more than my sword did. One day when I have a little more coin I will replace my sword with something less self-punishing."

"Belkior give everyone else the hide from undead spell. I want them to see me so I do not have to go chasing them around."

"Come on Thar we need to get back to the front where we belong."

Lang & Sunshine enter the tunnel and try to move to the front of the pack, but behind Angus and Xenia.

Hillside - Round 8 (DM JohnP) 
Tuesday October 31st, 2006 11:08:51 PM

The party continues to carefully explore and prepare for the presumed battle inside the hill. Flappy isn't the best scout, however, so it's not certain exactly what is occurring inside.

Wanting to light the way into the inky blackness of the cavern, Xenia pulls a magic torch from her pack and drops it onto the ground. The tunnel is suddenly illuminated, allowing everyone to better see the packed clay walls and ceiling. In the glow of the torch, Xenia continues to creep forward while checking for traps. She hasn't found any so far but it never hurts to be careful. Xenia can now see Flappy flying between the dressed stone blocks before entering the space beyond. The stone pavement beyond the blocks is marked by muddy footsteps going into and out of the tunnel. At the limits of her vision the rogue can see a wall made from stone blocks. She can't see enough of the wall to tell if there any openings in it or how high it extends.

Outside, Bin keeps donning his armor. He's wondering why everyone is whispering.
DM Note -- 2 rounds to go.

Belkior heals Lang with his wand and then prepares to cast his protective spell. Thinking about it, the catling cleric realizes that making a mummy is quite difficult. The spellcaster would have to be nearly twice as experienced as himself to attempt the task.

Mira keeps looping bonds of rope around the body of the paralyzed cultist. She looks up as the shadows dance about because Edmund is nervously looking all around while holding her magicked spear. The two spellcasters quickly do a head count and determine who has entered the tunnel and who is still waiting.

Inside the tunnel, Kadaz wonders what everyone is waiting for until Wynn reminds him about the protective magic from Belkior. The pair waits for Belkior to cast the spell.

Conner keeps pace with Xenia and Angus. Conner looks back up the tunnel when Angus suggests fetching the spear enchanted by Mira, then shrugs and follows Xenia. After picking up a Light dagger from Angus, the fighter moves just behind the rogue. The sorcerer moves ahead to where Xenia dropped the torch after enchanting one of his daggers.

While Thunir waits for Belkior to cast his spell, he removes a potion and downs it.

Arm is still waiting for Belkior to cast that spell. Why doesn't the halfling hurry? Thar is waiting for the spell, too.

Lang thanks Belkior for the healing and then moves through the tunnel until he is just behind Xenia and Conner. Sunshine trots along at his heel.

Ash, Shadow and Syr are apparently waiting for the Wall of Fire to come down.

Tunnel Lineup
60 feet inside -- Xenia (invisible)
55 feet inside - Conner (invisible, darkvision), Dagger with Light
50 feet inside -- Lang
45 feet inside - Sunshine
40 feet inside -- Everburning torch & Angus (invisible, polymorphed, Detect Magic)
25 feet inside -- Thar
20 feet inside -- Wynn
15 feet inside -- Kadaz
10 feet inside -- Thunir
5 feet inside - Arm
Outside -- a gaggle

Wall of Fire duration = 2 rounds

Message Ring 1 (Wynn's) -- Angus, Mira, Wynn, Xenia + 2 more
Message Ring 2 (Angus') - Angus, Lang, Thar, Mira, Xenia, Syr, Shadow, Belkior

Loot
4 silvered masterwork short swords (all with faint aura) (Lang, Shadow, Thar, Xenia)
3 silvered masterwork longswords (all with faint aura) (Arm, Wynn)
Ring

MAP

Xenia (AC22, HP 48/48) /Active Spells Listed Below  d20+17=28 d20+31=38 d20+16=34 d20+14=21 d20+14=19
Tuesday October 31st, 2006 11:30:56 PM


"Xenia again," the rogue reports through the Message spell, "All good so far. I see the entrance to the cave and a wall inside. Don't hear nothing. That's good."

"I'm gonna exit outta the tunnel and make sure things are clear both sides, for folks to pile out. I scream or go silent, it means you got a welcoming committee."


Searching and searching, the dark rogue covers the rest of the tunnel. Eye still on the ground, she crosses to the wall, before turning to place her back against it, and looking both left then right.

Rolls and Actions
Search 28 (1/2 speed)
Hide 38 (+20 Invisible, -5 Full Speed)
Move Silently 34
Spot 21
Listen 19

Movement and Position
Xenia BJ14 (Double Move at 1/2 speed)
Flappy Inside the Cave Somewhere.

Active Effects
Bat (10 minutes)
Longstrider (1 hour)
Message (60 minutes)
Invisibility (8 min)
Speak with Animals (1 min)

Bag of Tricks 2/10 per week.

Belkior/Sub Al (AC22, HP 52/60; Magic Circle Against Evil) 
Tuesday October 31st, 2006 11:43:12 PM

"Angus. Xenia," Belkior whispers. "Take extra care in the cave. These cultists are nothing like the ones we encountered in Plateau City. They are extremely powerful."

The Paragon of Alemi shapes his hands again into a living holy symbol.

"They are extremely powerful clerics," he repeats for the benefit of those outside the Message spell. "Their power must be staggering to be able to raise a Mummy, let alone two of them."

"This will hide you from all but intelligent undead," he says as he moves among then delivering the spell. "But remember, the first one of you who attacks, breaks the spell for all."

Rolls and Actions
Cast Hide from Undead (Recall the spell with Pearl of Power)
Don't know how many I can touch, given the crowding in the tunnel. Here's the list I have of recipients. Tell me if I've left anyone out.
Kadaz
Wynn
Thunir
Arm
Thar
Two More Available.

Movement and Position
??????

Active Effects
Magic Stone (3 stones for 30 minutes /Belkior 2, Edmund 1)
Magic Circle Against Evil (80 minutes)
Hold on Cultist (4/8 rounds)

Note: All within 10 feet of Belkior gain +2 to Saves from Protection from Evil

Day's Spells
0 - Detect Magic**, Detect poison*, Mending*, Read Magic*
1st - Bless*, Detect Evil, uHide from Undead, uMagic Stone, Sanctuary* (Protection from Evil+)
2nd - Delay Poison*, Hold Person*, uOwl's Wisdom*, Resist Energy*, Spiritual Weapon (Aid*)
3rd - Blindness/Deafness, Dispel Magic*, Prayer*, Searing Light* (uMagic Circle against Evil+*)
4th - Death Ward, Neutralize Poison+*, Summon Monster IV (uHoly Smite+*)

Wand of Cure Moderate Wounds (1/50 - level 3)
Pearl of Power L1 Used for the Day

Bin/Sub Al (AC15, HP34/45) 
Tuesday October 31st, 2006 11:49:49 PM

Bin Berry nods at Belkior's assessment of the power wielded by the cultists.

"I'm almost done," is his reply. "Then we'll see how they fare against Domi's power."

Rolls and Actions
Donning Chain Shirt (Hasty 2/5 rounds)

Movement and Position
AN16

Active Effects
Mage Armor (3 hours)

Spells
0-*Detect Magic, *Detect Poison, *Guidance, *Light, **Resistance
1- *Detect Evil, *Entropic Shield, *Protection from Evil, *Sanctuary, **Enlarge Person
2- **Cure Moderate Wounds, **Find Traps, *Bull's Strength
3- ***Cure Serious Wounds, *Dispel Magic, *Prayer
4- **Cure Critical Wounds, *Divine Power, *Air Walk

Turn 6/8

Role Call 
Wednesday November 1st, 2006 2:15:19 AM

Plateau City
Kadaz perfect
Arm perfect
Ash xxxoo
Shadow xooox
Ed perfect
Mira perfect
Connor perfect
Thar perfect

Crimson Shields (also known as Team AL with all the subs)
Syr ABSENT (computer problem)
Lang Perfect
Belk Perfect
Wynn Perfect
Angus Perfect
Xenia Perfect
Bin Perfect


Syr 
Wednesday November 1st, 2006 2:17:50 AM

Transfixed by the blazing wall in front of him, Syr absent mindedly wipes the trickle of drool from his mouth. With a shake of his head to clear it, he assesses the situation. Deciding to wait out the fire a bit longer as it appears to be dying down, he listens in on the message spell for what's going on up front.

Arm (ac: 18 (20) base + mage armor [+2 vs. evil] hp 27/27) 
Wednesday November 1st, 2006 5:50:12 AM

After Belkior casts his spell, Arm moves in directly behind Angus...determined not to miss out on the "fun". When the lead group starts to move, he does as well.

Kadaz (AC 24, HP 55/63), hide from undead  d20+3=4
Wednesday November 1st, 2006 6:04:23 AM

Kadaz nods gratefully as the short cleric passes by and tags him with a spell. Kadaz waits patiently in this conga line, waiting for movement from the front. To pass the time he examines the stone blocks that make up the wall next to him. However, he is so distracted that he barely notices the the wall. (search check 4, includes dwarf +2 racial bonus)

Conner [AC=22 HP=62/62] Message, Dark Vision, Invisible  d20+3=10 d20+4=18 d20+2=16
Wednesday November 1st, 2006 8:08:55 AM

Conner keeps the illumunating dagger safely concealed behind his shield and creeps forward to the entrance to the cave. He waits at the entrance for Xenia's assessment of the situation and then drops in quietly if given the OK.

[Lisen=10, Spot=18, Move Silently=16]

Wynn [AC=21 HP=46/59] Message, Hide from Undead 
Wednesday November 1st, 2006 8:10:59 AM

The bard waits his turn and receives the spell from the catling cleric. "Thanks Belkior, this may give us the advantage we need." Wynn then waits his turn to move forward in the tunnel.



Angus Ac 24/26 (evil) Hp 33 spells below  d4=4
Wednesday November 1st, 2006 9:01:42 AM

Angus is pleased that everyone is moving forward and he follows, hovering most of the time. On the message line Angus whispers in his new high squeeky voice. "Once we enter the larger room, move off to the sides, right or left so that those behind can get into the room. Each person alternate sides so we do not bunch up. Keep spread out so as to avoid the enemies area spells."

Angus flys over Sunshine and takes out a scroll and casts mirror image on Lang. "Have fun with this. I am trying something new." Angus squeeks.

Spell Slots:
0 level 3/6
1st level 2/8
2nd level 3/8
3rd level 0/6
4th level 2/4

Mage armor - 8 hours total
Protection from evil - 16 minutes (extended)
Polymorph - 8 minutes
Message - Angus, Lang, Thar, Mira, Xenia, Syr, Shadow, Belkior
Message from Wynn to Angus
Protection from Arrows - scroll 3rd level
Invisibility 8 minutes
Invisibility on Xenia 8 minutes
Detect Magic
Shield 8 minutes
Mirror Image from scroll 3rd level on Lang 5 images

Rod of Extend 2/3



Shadow (AC 21/18 HP 28/28) 
Wednesday November 1st, 2006 9:31:35 AM

OOC: Not sure if Shadow is one with the message spell on him, but if he is use the following.

IC: Shadow finally sees the wall of flame disappear and he moves forward to see how far the group has gotten. He can just make out Arm disappearing into the tunnel. Message, 'We are on our way inside finally.' He will move up to be right behind Arm.

Thar ail Baerer AC 20/21, hp 41, Message, Prot from Evil, Hide from Undead 
Wednesday November 1st, 2006 9:57:55 AM

"Thanks for the hide spell" says Thar, once he receives the assistance.

Looking ahead, Thar says "I'm right behind you" to Lang, ready for combat to begin.

He moves up to a position behind Angus (trying not to bump into his invisible comrade), while whispering a few short prayers for their group's well being.

Once in position, he'll wait to see what happens next.

Undead Turns left for Today = 3/4

Spells Left

1st - shield of faith, summon monster 1
2nd - restoration (lesser), summon monster 2, spiritual weapon

Rounds left of PfE = 33/40

Edmund (AC: 12, HP: 27/27) 
Wednesday November 1st, 2006 11:38:01 AM

((DM post indicates Edmund still has Mira's spear, yes? I don't know how I could have been more clear in my post about him having it. Let me know if I am doing something wrong, okay? :/ ))

Edmund remains outside of the cave, not wanting to continue further in until the others are able to come through the persistent wall of fire.

"How long does this thing last for?" he asks Mira. "Maybe it would be better if they just went around? It didn't take me very long."

Edmund looks at the wall dubiously for a moment before becoming distracted by the En-Lightened spear. Amused by the light, he shakes the spear violently, surprised that he is unable to put the light out or shake it off by so doing.

"Quite impressive this, and rather useful too, I expect. Sort of like a torch... but no danger of setting oneself ablaze. Not very fun, that, I can tell you."

Edmund points the light at the entrance to the cave, and might even succeed in seeing Arm's back as he heads off towards Angus. The benefits of this are admittedly dubious.

"I hope we can finish up soon," Edmund says. "I'm hungry."

Thunir (NPC - DM JohnP) (AC 20; HP 86/94) 
Wednesday November 1st, 2006 2:52:19 PM

After receiving the spell from Belkior, Thunir moves forward down the tunnel. He glances at the sides and ceiling, not too impressed with the construction but it should be safe. Unless something really bad happens, of course.

Mira (AC 17 Mage Armor, 30/ 40 HP)  d20+4=18
Wednesday November 1st, 2006 7:50:55 PM

"Just...about...finished..." announces Mira as she continues tying up the cultist (Use Rope=18) lookout, "just...hold...my spear...a little...longer...Edmund!" she continues.

Speaking through the message spell, Mira adds, "Shadow! Syr! If you can't make it 'round the wall, join us as soon as it is down! We're going to need everyone!"

Mira registers Belkior's findings, and thinks on the spells she has, trying to formulate a strategy that will give the party the best advantage. "We must work together...help each other..." she mutters distractedly.

DM Sanity Info:

Position: AN13 (unchanged)

Mage Armour - on Arm - 3 hours
Mage Armour - on Bin - 3 hours
Mage Armour - on Mira - 3 hours
Light - on Mira's short spear - 1 hour
Invisibility - on Conner - 6 minutes

Message - on Mira, cast by Wynn (and Angus)
Magic Circle Against Evil - from Belkior (if applicable)

- Spells: (0-level 6 per day, 1st level 7 per day, 2nd level 6 per day, 3rd level 4 per day)
0-level: detect magic, read magic, light#, mage hand, open/close, ray of frost
1st-level: magic missile, burning hands, mage armor###, shield
2nd-level: glitterdust, invisibility##
3rd-fireball



Lang (AC 24; HP 100/100; Sunshine AC 23; HP 47/47)  d20+17=34 d20+15=32 d20+6=7 d20+6=19
Wednesday November 1st, 2006 10:20:40 PM

Lang & Sunshine continue their forward movement, although at a slower rate as Xenia scouts ahead. He attemps to stay in the shadows, but that may prove more difficult as there are now 6 of him in the passageway.

Lang silently signals back to Thar that he is slowing down and to pace along behind him.

Move Silent 34
Hide 32
Listen 7
Spot 19

Longstrider - duration 3 hours

Hillside - Round 9 (DM JohnP) 
Wednesday November 1st, 2006 10:38:43 PM

Preparations are nearly complete and the scouts are creeping inside the tomb. What dangers await them inside?

Creeping along with her senses tuned, Xenia moves to the end of the tunnel and across to the wall. Once she entered the tomb proper the rogue saw that the wall was only 10 feet high, insignificant compared to the ceiling that arches 30 to 40 feet overhead. Beyond the wall, somewhere in the distance, Xenia sees sickly green torchlight reflected from the high point of the ceiling. At that point, the ceiling is probably 80 feet above the floor. But she sees nothing else as she looks about the space. She hears distant, echoing conversation but the acoustics of this place do not allow her to determine exactly where the voices are coming from.

Outside, Belkior casts his spell and scurries about to hide his companions from undead. After completing that, he returns to the tunnel entrance to protect three more people with his spell.
DM Note -- Belkior was able to touch all of these people, plus three more after this. He can protect a total of 8 people.

Bin is nearly finished donning his armor.
DM Note -- Finished after next round.

On the opposite side of the Wall of Fire, Syr stirs from his reverie and listens to what is occurring. He and Shadow wait for the Wall of Fire to end, which should be next round.

After receiving the spell from Belkior, Arm moves past the others in the tunnel until he is just behind Angus.

Kadaz decides to wait rather than pushing past the people ahead of him. Wynn does the same. Thar and Thunir also move forward.

After watching Xenia cross the open space, Conner moves ahead to the end of the tunnel and peers both ways into the space. His darkvision sees that the tunnel enters into a large alcove of a much larger space since it extends far past the limits of his vision. He can see the ends of the wall that Xenia is sheltering against but cannot make out any other details. On the plus side, he doesn't see anything lurking to attack the party as they exit the tunnel.

Angus directs the fighters and others in the tunnel after hearing Xenia's report. Then he flies ahead and pulls out a scroll.

Edmund is getting bored with holding the spear with the Light spell. Mira keeps binding the cultist lookout.

Lang pushes ahead until he is just behind Wynn and Conner in the tunnel, Sunshine at his heels.

Ash is still waiting for the Wall of Fire to end. Finally, it gutters out and the group will be able to move ahead.

Tunnel Lineup
Inside cavern - Xenia (invisible)
80 feet inside - Conner (invisible, darkvision), Dagger with Light
75 feet inside -- Wynn
70 feet inside -- Lang
65 feet inside - Sunshine
60 feet inside -- Arm
55 feet inside - Kadaz
50 feet inside -- Lang
45 feet inside -- Angus (invisible, polymorphed, Detect Magic)
40 feet inside -- Everburning torch & Thar
35 feet inside -- Thunir
5 feet inside -
Outside -- a gaggle

Message Ring 1 (Wynn's) -- Angus, Mira, Wynn, Xenia + 2 more
Message Ring 2 (Angus') - Angus, Lang, Thar, Mira, Xenia, Syr, Shadow, Belkior

Hide from Undead -- Arm, Kadaz, Thar, Thunir, Wynn (three more available)

Loot
4 silvered masterwork short swords (all with faint aura) (Lang, Shadow, Thar, Xenia)
3 silvered masterwork longswords (all with faint aura) (Arm, Wynn)
Ring

MAP


Xenia (AC22, HP 48/48) /Active Spells Listed Below  d20+31=42 d20+14=29 d20+19=38 d20+14=23
Wednesday November 1st, 2006 11:08:21 PM

"All clear," the rogue reports. "No undead at the entrance. Going right."

Xenia pulls the goggles over her head and stores them in a pouch. Her lenses go back on her face, then she quietly steps five feet to the right.

Rolls and Actions
MEA: Stow Goggles
SA: Put on Lenses
Hide 42 (+20 Invisible, -5 Full Speed)
Move Silently 29
Spot 38
Listen 23

Movement and Position
Xenia BJ15 (Double Move at 1/2 speed)
Flappy Inside the Cave Somewhere.

Active Effects
Bat (10 minutes)
Longstrider (1 hour)
Message (60 minutes)
Invisibility (8 min)
Speak with Animals (1 min)

Bag of Tricks 2/10 per week.

Conner [AC=22 HP=62/62] Message, Dark Vision, Invisible  d20+3=15 d20+4=13 d20+11=28
Wednesday November 1st, 2006 11:19:54 PM

Conner drops the lit dagger at the mouth of the tunnel and slips to the floor of the cavern and immediately heads to the left to secure the flank. He moves as quietly as possible until he reaches the end of the wall and then peers around the corner.

If no enemies are immediately present he will whisper his observations to the group, otherwise he will withdraw back behind the wall and pass along his message from a safer distance.

Move silently=15
Spot=13
Hide=28 (+10 invisible)

Position = Bj 11



Wynn [AC=21 HP=46/59] Message, Hide from Undead  d20+6=11 d20+6=9 d20+7=19 d20+7=18
Wednesday November 1st, 2006 11:24:33 PM

Wynn follows Conner out of the cramped confines of the tunnel and immediately heads to the right to join the rogue. He draws his longsword as he moves and keeps his eyes peeled for danger. "Right behind you Xenia" he whispers as he moves.

Spot=11
Listen=9
Move Silently=19
Hide=18

Position = BH 17

Belkior/Sub Al (AC22, HP 52/60; Magic Circle Against Evil) 
Wednesday November 1st, 2006 11:26:46 PM

Belkior lays the spell upon himself as well. As the Wall of Fire burns itself out, he turns and enters the hole, hustling down the crumbling dirt and into the darkness.

Rolls and Actions
Touch Self (I know that sounds bad.)

Movement and Position
AW14 (Double Move)

Active Effects
Magic Stone (3 stones for 30 minutes /Belkior 2, Edmund 1)
Magic Circle Against Evil (80 minutes)
Hold on Cultist (3/8 rounds)

Note: All within 10 feet of Belkior gain +2 to Saves from Protection from Evil

Day's Spells
0 - Detect Magic**, Detect poison*, Mending*, Read Magic*
1st - Bless*, Detect Evil, uHide from Undead, uMagic Stone, Sanctuary* (Protection from Evil+)
2nd - Delay Poison*, Hold Person*, uOwl's Wisdom*, Resist Energy*, Spiritual Weapon (Aid*)
3rd - Blindness/Deafness, Dispel Magic*, Prayer*, Searing Light* (uMagic Circle against Evil+*)
4th - Death Ward, Neutralize Poison+*, Summon Monster IV (uHoly Smite+*)

Wand of Cure Moderate Wounds (1/50 - level 3)
Pearl of Power L1 Used for the Day

Bin/Sub Al (AC22, HP34/45) 
Wednesday November 1st, 2006 11:32:27 PM

The final laces go through their eyes. No time to make them tight and fast. Not time.

"I'm done. Be right there." Bin looks up from dressing to catch Mira and Edmund nearby. Syr, Shadow and Ash wait on the other side of the black line of ash.

Rolls and Actions
Donning Chain Shirt (Hasty 1/5 rounds)

Movement and Position
AN16

Active Effects
Mage Armor (3 hours)

Spells
0-*Detect Magic, *Detect Poison, *Guidance, *Light, **Resistance
1- *Detect Evil, *Entropic Shield, *Protection from Evil, *Sanctuary, **Enlarge Person
2- **Cure Moderate Wounds, **Find Traps, *Bull's Strength
3- ***Cure Serious Wounds, *Dispel Magic, *Prayer
4- **Cure Critical Wounds, *Divine Power, *Air Walk

Turn 6/8

Mira (AC 17 Mage Armor, 30/ 40 HP) 
Thursday November 2nd, 2006 12:36:23 AM

Mira straightens up after assuring herself that the cultist isn't going anywhere in the near future. Placing her hands on her low back, she stretches backwards, and scans the others approaching the tunnel entrance. "'bout ready?" she asks those who are making up the rear guard.

Catching Edmund's eye, she addresses the wizard: "Edmund, there's no sense in me going invisible 'cause I've been trained up as a combat sorcerer. You know, fire, frost, that kind of thing." Mira reaches out to take the shortspear with the light spell before continuing, "I'm gonna' make you invisible! That way, you can move around, open doors, do spells that help us out, and such without being seen. You'll only become visible if you threaten a foe with a weapon or a spell. Okay?"

The green-eyed sorcerer then casts the magic over her friend.

DM Sanity Info:

Position: AN13 (unchanged)

Mage Armour - on Arm - 3 hours
Mage Armour - on Bin - 3 hours
Mage Armour - on Mira - 3 hours
Light - on Mira's short spear - 1 hour
Invisibility - on Conner - 6 minutes
Invisibility - on Edmund - 6 minutes

Message - on Mira, cast by Wynn (and Angus)
Magic Circle Against Evil - from Belkior (if applicable)

- Spells: (0-level 6 per day, 1st level 7 per day, 2nd level 6 per day, 3rd level 4 per day)
0-level: detect magic, read magic, light#, mage hand, open/close, ray of frost
1st-level: magic missile, burning hands, mage armor###, shield
2nd-level: glitterdust, invisibility###
3rd-fireball




Syr 
Thursday November 2nd, 2006 12:45:15 AM

Syr stands patiently by as the wall begins to flicker and die down. He positions himself near the shortest point to rejoin the main group and prepares for a sprint. To Mira through the message spell, "Just a few more seconds and I'll race to the back of the group." As he stares at the wall ready to move, he shares the contents of the message spell with Shadow and Bin.

Arm (ac: 18 (20) base + mage armor [+2 vs. evil] hp 27/27)  d20+4=21 d20+11=30
Thursday November 2nd, 2006 5:52:24 AM

Assuming that Sunshine will go with Lang to the left, Arm slips in behind him and moves to the right to stand next to Wynn. As the rest file in, he nudges him down the wall further so that they all may fit in. While he awaits to rest of the formation, Arm peers intently into the gloom (spot=21, listen=30).

Kadaz (AC 24, HP 55/63), hide from undead 
Thursday November 2nd, 2006 6:20:36 AM

Kadaz advances with the line, headed for the darkness. During this wait he opens his vial of antitoxin and drinks it. The big battle is probably coming up so it time to get ready. He positions his other potion in a convenient yet secure pouch, ready to pull it out and drink it if necessary.

antitoxin - 600 rounds
hide from undead - 10 min/level of Belkior


Thunir (NPC - DM JohnP) 
Thursday November 2nd, 2006 7:44:50 AM

The dwarf ranger heads straight down the tunnel and into the space, ending up near Xenia and the wall facing the tunnel.

Thunir looks at the floor and walls as he moves. Nodding, he whispers to whomever may be close by, "Old, really old, stonework. No mortar and look how close they fitted the stones together."

Position = BI14

Ash (AC 15; HP 26/26) & Shelya (AC 19; HP 37/37) - Barkskin (Sub - DM JohnP) 
Thursday November 2nd, 2006 8:10:38 AM

Ash wakes from his reverie and moves closer to the tunnel entrance. Suspecting that he and Shelya will need as much protection as possible, he casts Barkskin on himself and shares it with Shelya.

Actions
Move - 20 feet, AL14 or closer to tunnel
Standard - cast Barkskin

Active Effects
Barkskin (Self & Shelya) = +2 natural AC, 50 minutes

Spells
0 - DC 14 - Cure Minor Wounds, Guidance, Read Magic, Resistance, Resistance
1 - DC 15 - Cure Light Wounds, Cure Light Wounds, Magic Fang, Produce Flame
2 - DC 16 - Barkskin*, Lesser Restoration, Summon Swarm
3 - DC 17 - Call Lightning, Cure Moderate Wounds


Shadow (AC 21/18 HP 28/28) 
Thursday November 2nd, 2006 9:16:18 AM

Shadow is starting to get concerned as the he hears the group has already headed into the cavern while some of them are still way outside. He tries to wait patiently for the wall of flame to disappear, but is having a hard time of it.

Once the wall disappears he will run forward to the cave entrance and then slow down, but try to catch up with the group.

Angus Ac 24/26 (evil) Hp 34 spells below  d20+3=12
Thursday November 2nd, 2006 9:18:15 AM

Angus is happy with his handiwork as Lang and his images march forward.

Angus flys up to the ceiling (10 feet) and then over the heads of his fellows and into the chamber.

On the message line Angus whispers "I am taking top cover in the room. Everyone keep your eyes open and don't bunch up."

Angus gains altitude upon entering the chamber and has a look around.

spot 12

Spell Slots:
0 level 3/6
1st level 2/8
2nd level 3/8
3rd level 0/6
4th level 2/4

Mage armor - 8 hours total
Protection from evil - 16 minutes (extended)
Polymorph - 8 minutes
Message - Angus, Lang, Thar, Mira, Xenia, Syr, Shadow, Belkior
Message from Wynn to Angus
Protection from Arrows - scroll 3rd level
Invisibility 8 minutes
Invisibility on Xenia 8 minutes
Detect Magic
Shield 8 minutes
Mirror Image from scroll 3rd level on Lang 5 images

Rod of Extend 2/3


Thar ail Baerer AC 20/21, hp 41, Message, Hide from Undead, Prot from Evil 
Thursday November 2nd, 2006 10:05:15 AM

Thar will silently move into the cavern, trying to remain as quiet and unobtrusive as possible. He'll remain near Arm, and keep his swords ready. Using his darkvision, he'll try to see if anything is apparent in the cavern that looks threatening.

Undead Turns left for Today = 3/4

Spells Left

1st - shield of faith, summon monster 1
2nd - restoration (lesser), summon monster 2, spiritual weapon

Rounds left of PfE = 32/40



Edmund (AC: 12, HP: 27/27, Invisible) 
Thursday November 2nd, 2006 4:16:40 PM

Edmund looks up from his reverie with the spear as Mira takes it from him. As she begins speaking, he glances over his shoulder at the wall of fire. Her words quickly catch his attention, however.

"Invisible?" he asks in a voice whice belies both skepticism and doubt. "Oh, I don't know about that. I'd rather not, in fact. What if I don't reappear? No, best to stay visible. I rather like being able to see my hands. Thank you anywa--"

And suddenly he is invisible. The response is immediate.

"AHHH! I can't see my feet! I can't see my feet!"

Dust rises as Edmund seems to be jumping up and down.

"I can't see my hands! I can't see my hands! AHHH!"

After several moments of this, Edmund quiets down, possibly because he has fallen over. A series of seemingly unending and uninterrupted questions quickly follows.

"What if I don't reappear? What if I am invisible forever? What if the monsters die before I can threaten them? How long is it supposed to last? What if I bump into someone? What if only part of me reappears? What if my head doesn't reappear? What if my head appears, but nothing else does!?"

Edmund is hardly distracted by the wall of fire finally extinguishing itself (at the end of this round, yes?). He continues to ask paranoid questions, though with decreasing frequency, eventually just petering out to moaning unhappily to himself something aking to, "What will I do? What will I do?"

Edmund will still do as Mira asks, however, and remains standing near-at hand.

DM Sanity Info.
Spells in Effect: Invisibility (from Mira)

Spells Memorised:
L.0: Daze, Detect Magic (x2), Read Magic (x2)
L.1: Charm Person, Colour Spray (x2), Grease, Obscuring Mist, Sleep
L.2: Daze Monster, Glitterdust, Hypnotic Pattern, Web
L.3: Hold Person, Slow, Suggestion

Lang (AC 24; HP 100/100; Sunshine AC 23; HP 47/47)  d20+17=27 d20+15=25 d20+6=12 d20+6=23
Thursday November 2nd, 2006 10:21:26 PM

Lang can see that the passageway opens up into a much larger area. He continues his methodical movement forward. Once into the larger area he will move to one side, hugging the wall and trying to remain hidden and silent. This will also let his comrades move into the open area.

Move Silent 27
Hide 25
Listen 12
Spot 23

Longstrider - duration 3 hours

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