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The Tomb


The Tomb - Round 10 (DM JohnP) 
Thursday November 2nd, 2006 10:52:06 PM

The Wall of Fire has come down and the advance scouts are creeping into the vast underground space. Even without seeing much of it, they can tell that the space is huge. The vaulted ceiling soars high overhead, lit by a flickering sickly green light. Whispers of distant movement and echoing conversation filter through the room. Somewhere hig above, Flappy is flying and those at the end of the tunnel can hear his squeaking. The air in the space smells stale, as if something long dead had mouldered here for many, many years.

Crouched against the wall, Xenia switches her eyepieces before shifting over five feet. From her vantage point she can watch the others file into the space. Her attention is diverted by what Flappy is chattering about but she still hears the chanting.
Xenia only -- Highlight to display spoiler: {"People. Dead People. Not nice. Stinky things. No bugs. Nice roost but bad, bad place."}

Conner drops the enchanted dagger at the tunnel exit and moves into the space, crossing to the wall sheltering Xenia. He moves to the north end and risks peeking around the corner. The fighter's darkvision shows him stone walls and an arching ceiling overhead. To the northeast, there is what looks to be a small stone building although it is probably a mausoleum, considering where they are. To the east, he sees a large step-pyramid. The flickering sickly green light from atop the pyramid casts deep shadows on the sides but he can see some details. Every inch of the surface is carved with endless repetitive scenes of spiders, spider-humanoid hybrids and other spider monsters. Each step of the pyramid is 10 feet in height and the top is 40 feet above the floor. Conner cannot see any stairs or other means of reaching the top of the pyramid. The ceiling is about 40 feet above the top and sides of the pyramid. The fighter also sees a flicker of movement screened by the small building he is sheltering beside, but not enough to tell what it is.

To the south of the tunnel, Wynn also moves into the room and looks beyond the wall sheltering Xenia. His low-light vision shows him more of what Conner described -- stone walls and floors and another of the mausoleums. The lights are flickering atop the pyramid, casting deep shadows.

Belkior hides himself from undead and then moves down the tunnel, nearly halfway to the vault.
DM Note -- Two more applications of the spell possible.

Finished with donning his armor, Bin stands and looks at the others. He can easily grab his other gear and equip it as he moves.

Mira finishes binding the cultist lookout and then casts a spell to render Edmund invisible. She looks about at the weapons, armor and other gear left lying from the defeated cultist and undead.

Seeing that the Wall of Fire has ended, Syr starts heading underground. Shadow is right on his heels.

Arm moves past Lang and Sunshine and into the space. He moves beside Wynn but no further. Strangely, no one wants to be the first around the corner ...

With everyone moving in the tunnel, Kadaz removes a potion from his pouch and consumes it. He then moves 5 feet closer to the coming battle.

Thunir moves past Lang and into the space, ending up close to Xenia.

Outside, Ash moves closer to the tunnel and then casts a protective magic on himself and Shelya.

Angus flies over the people remaining in the tunnel and into the space. He moves upwards in order to be able to see over the wall sheltering Xenia. The pixie's low-light vision cannot see anything in the deep shadows cast by the wall or the pyramid. However, his Detect Magic spell immediately senses multiple magical auras just within the maximum range of the spell. He can also clearly see the top layer of the pyramid lit by some ugly green torches. The sick green light shows the top few feet of a wide ramp and an unknown creature standing on the top of the pyramid. Nothing else is yet visible.
Knowledge Planes DC 18 to identify creature -- Highlight to display spoiler: {Chain Devil}

Thar moves into the space, staying close to Arm. His low-light vision does not reveal any more of the space than what others have already seen.

After having a slight panic attack at the thoughts of being stuck in his new invisible state, Edmund eventually settles down. A little, at least. Those nearby can still tell where he is from the quiet moaning.

Lang moves into the large, open space and moves to the north to back up Conner. Sunshine follows at his heels.

Tunnel Lineup
Inside cavern - Xenia (invisible), Conner (darkvision, invisible), Wynn (Hide from Undead), Arm (Hide from Undead), Angus (flying, invisible, polymorphed, Detect Magic), Thar (Hide from Undead), Thunir (Hide from Undead)

80 feet inside - Dagger with Light
70 feet inside -- Lang
65 feet inside - Sunshine
60 feet inside -- Kadaz (Hide from Undead)
40 feet inside -- Everburning torch
35 feet inside --
30 feet inside -- Belkior (Hide from Undead)
25 feet inside -- Syr
15 feet inside - Shadow
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, Belkior, Kadaz, Thar, Thunir, Wynn (two 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

DM Request - Please, please, please ... use coordinates to tell me where you want to go. Otherwise I just move you. If the coordinates aren't visible, tell me and I will modify.

MAP - Outside and tunnel

MAP - Tomb proper, with areas seen by PC's



Arm (ac: 18 (20) base + mage armor [+2 vs. evil] hp 27/27)  d20+4=8 d20+11=15
Friday November 3rd, 2006 5:52:55 AM

Arm nudges Wynn and lifts his chin down further along the wall. If he doesn't choose to move yet, Arm will advance further into the area so that he may see more of what is going on (move to J29) (spot=8, listen=15).

Kadaz (AC 24, HP 55/63), hide from undead  d20+1=3 d20+4=15
Friday November 3rd, 2006 6:11:17 AM

Kadaz moves ahead 40', turning to the right once he enters the tomb proper. Inside the tunnel he looks around carefully, prepared for an ambush. (spot 3)

Back outside, Birdie is going slightly crazy. He is supposed to be guarding Edmund, who is no longer visible. Birdie sniffs the air and locates Edmund by the smell of fear eminating from him. Birdie stands next to him, again ready. (track by scent, 15)

Shadow (AC 21/18 HP 28/28) 
Friday November 3rd, 2006 6:40:17 AM

Shadow will listen to what the people keep reporting, but will hasten as fast as he can down the tunnel to reach his comrades. "We all should be in the tunnel at least, and ready to help the others already in the chamber." He says through the message spell.

Conner [AC=22 HP=62/62] Message, Dark Vision, Invisible  d20+3=22 d20+4=11 d20+11=15
Friday November 3rd, 2006 7:33:59 AM

"Looks like some kind of a temple up ahead with a green light, and maybe some kind of crypt over to the north. I'm going to advance a little further and check out the crypt." Conner whispers over the message spell.

The fighter cuts diagonally across the open space between the two buildings and tries to get a better look at what lies to the east and south-east in particular.

Move Silently=22
Spot=11
Hide =15 (invisible)

New Position=M 16

Wynn [AC=21 HP=46/59] Message, Hide from Undead, Disguised  d20+9=20 d20+8=23 d20+16=25 d20+6=14
Friday November 3rd, 2006 7:45:24 AM

"The whole place looks like a cemetary"the bard whispers back. He moves silently to the south-east to get a better look. Wynn keeps to the shadows as much as possible and dons his Hat of Disguise as he goes. A shimmer sweeps from head down to toe as the half-elf's attire takes on the appearance of one of the many red-cloaks they have seen.

Move Silently=20
Hide in the shadows=23
Disguise=25
Spot=14

New Position=K 29

Angus Ac 24/26 (evil) Hp 34 spells below  d20+2=8 d20+3=15
Friday November 3rd, 2006 7:50:05 AM

Angus takes stock in the group situation. "Be ready there is something on top of the pyramid, but I can not tell what. Lets send two evenly balanced groups around the wall after I tell everyone what is on the other side."

Knowledge of the planes 8

Angus will fly over the wall and take another look around and report back his findings.

Spot 15

"Be ready people. Its going to get hot in a hurry." Angus whispers on the message line.

Location 0-23 30 feet high

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


Xenia (AC22, HP 48/48) /Active Spells Listed Below  d20+31=40 d20+16=26 d20+19=39 d20+14=24
Friday November 3rd, 2006 8:02:45 AM

"Moving out." Xenia sends over the message spell. She sheathes her rapier to leave her hands free.

"The Bat says he sees Dead People. Undead, coming up."

The dark rogue pushes off the wall and moves out to the south. Along the way, she makes a slight detour, raising on her toes to place a kiss against Wynn's cheek with her dark lips.

"I see another wall to the southeast. Gonna make for it and use the corner for cover. I'll report what I see from there."

Rolls and Actions
Hide 40 (+20 Invisible, -5 Full Speed)
Move Silently 26
Spot 39 /Nat 20
Listen 24

Movement and Position
Xenia M31 (Double Move)
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.

Ash (AC 15; HP 26/26) & Shelya (AC 19; HP 37/37) - Barkskin (Sub - DM JohnP)  d20+9=18
Friday November 3rd, 2006 9:14:02 AM

After waiting for the others to move, Ash motions for Shelya to precede him and moves into the tunnel as far as he can go. He needs to be close to the action if he is going to heal or protect his companions.

Actions
Double Move - 40 feet, AP14 or closer to tunnel
Handle Animal = 18

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



Belkior/Sub Al (AC22, HP 52/60; Magic Circle Against Evil) 
Friday November 3rd, 2006 10:04:02 AM


"Syr, it's good to see you here."

Shadow, one of the Plateau City group squeezes by, and Belkior reaches out to touch him in passing. Then the halfling cleric delivers his last touch to his elfish companion.

"Let me give a bit more protection from things Evil as well, Syr." Forming his hands into the symbol of Alemi, Belkior casts protective magic and blesses the elfish monk.

Rolls and Actions
Touch Shadow as he goes by
Touch Syr giving Hide from Undead
Cast Protection from Evil on Syr

Movement and Position
AW14

Active Effects
Magic Stone (3 stones for 30 minutes /Belkior 2, Edmund 1)
Magic Circle Against Evil (80 minutes)
Hide from Undead (80 min)
Protection from Evil on Syr (8 min)
Hold on Cultist (2/8 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* (uProtection from Evil+)
2nd - Delay Poison*, uHold 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) 
Friday November 3rd, 2006 10:13:16 AM


"Done!" The word is no less than a cry of triumph, Man's victory over his own wardrobe. "I'm sorry. I hope you weren't waiting for me." The Protector of Domi gives a brief salute to the small crowd still outside the hole, and then dashes in.

Movement and Position
AY14

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

DM BigTim  d20+8=28 d20+8=28 d20+8=22 d20+8=23 d20+11=24 d6+10=15 d20+11=31 d20+11=23 2d6+20=30 d20+11=22 d6+10=12 d20+11=21 d100=42 d100=97
Friday November 3rd, 2006 10:41:57 AM

Don't worry about these rolls, you'll find out soon enough.
/evil cackle

Thar ail Baerer AC 20/21, hp 41, Message, Hide from Undead, Prot from Evil 
Friday November 3rd, 2006 3:01:07 PM

Thar will move silently to J26, keeping down and trying to keep the wall b/t him and the odd pyramid. When he reaches the pyramid corner, he'll peek around it to see if there is anything new that he can observe.

He'll whisper through the message spell "Belkior, I'll take the South side and do you want to take the North when you get an opportunity? That way, we have clerics on both sides for turning undead and healing our companions?"

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 = 31/40

Thunir - Hide from Undead (AC 20; HP 86/94) (NPC - DM JohnP)  d20+5=18 d20+5=23 d20+5=8 d4=3
Friday November 3rd, 2006 9:38:29 PM

The dwarf ranger moves up and around the corner, scanning for movement in the dim recesses of this space. As soon as he rounds the corner ... he halts.

Actions
Move = to J19
Ready action = missile attack (to be rolled later)

Will saves = 18, 23, 8

Syr (AC 21/20 HP 62) message, protect from evil, invis from undead 
Friday November 3rd, 2006 9:39:42 PM

Ignoring the need for silence, Syr runs to catch up with the others in the large room ahead (Move 50') As he contorts his body to pass the halfling in the hallway, he murmurs a quick "Thanks!" in reply. Not truly realizing that he was made invisible to undead, he continues to speed forward making up the ground quickly. (he should be just inside the room.)

OOC: Those are random treasure rolls, right Tim?
BigTim: Yah, that's it.

Edmund (AC: 12, HP: 27/27, Invisible) 
Saturday November 4th, 2006 1:24:29 AM

Edmund is still bemoaning his loss of visibility, though he is largely keeping it to himself. As the rest of the group moves into the tomb, Edmund will follow along, keeping near the back, though not actually in the last position. If possible, he will remain near the most defensible of the rear-guards.

((DM, see fit to move Edmund at your discretion in line with the above. I would write more, but this is convention weekend and I'm only home for a few hours of sleep.))

Mira (AC 17 Mage Armor, 30/ 40 HP) 
Sunday November 5th, 2006 12:10:38 AM

"Relax, Edmund!" sooths Mira. "Being invisible can proove ever so useful for sneaking around. Besides, it will wear off soon enough. 6 minutes, to be exact!" Mira starts down after her companions, calling to Edmund and those who lag behind, "come along now..." as she moves down the tunnel, her shortspear held aloft.

DM Sanity Info:

Position: AV14 or as far down the tunnel as she can get. Likely behind Belkior.

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



The Tomb - Round 11 (DM JohnP)  Mummy D d20+8=28 Mummy F d20+8=28 Mummy E d20+8=22 Mummy G d20+8=23 3d6(3+3+5)=11 Mummy D d100=42
Sunday November 5th, 2006 10:10:26 PM

Two groups form to move around the small building just inside the tomb. The Light spell on the dropped dagger casts dark shadows on the opposite side of the building. The flickering torchlight from atop the pyramid does not provide any illumination, either, so the back side of the building remains in dark shadow.

Anyone within the tomb can now hear chanting in an unknown language that Angus suspects is Infernal. Unless someone speaks that language, the chanting is simply background noise.

Arm moves to the southeast, along the wall and then looks towards the pyramid. He sees the same figure standing on the top platform of the pyramid.

Kadaz rushes out of the tunnel and moves to the south. Birdie manages to locate Edmund and stays near the invisible mage.

Back in the tunnel, Shadow moves forward to nearly the end.

Hoping to see more of the area, Conner flits across the open area and looks towards the pyramid. What he sees freezes his blood and may stop him in his tracks.
Three Will saves DC 16 or Paralyzed for 1d4 rounds

On the other side of the tunnel, Wynn moves forward also while activating his magic hat. He looks towards the pyramid and simply sees dark shadows.

In the air over everyone's heads, Angus flies forward and higher to get a better view of things. As he passes over the building he realizes that it has no roof, simply walls but he can see only rough details of the interior. The most striking thing is the large stone box with it's slab lid propped beside it. Looking towards the pyramid, the pixie can now sense a widespread magic aura in front of him in addition to the number that he detected before. He cannot see anything besides moving figures in the shadows below him. Besides the figure standing at the edge of the top platform, he can see shadows of three other figures atop the pyramid.

Xenia reports what the bat sees and moves to the southeast. As she approaches the other small building, she stops at the corner and peers around.

Ash moves into the tunnel with Shelya ahead of him.

Belkior protects Shadow and Syr with his Hide from Undead spell and then casts another protective magic for Syr.

With a salute to his companions, Bin rushes into the hole to join the battle.

Thar moves into the space and heads to the south, following Wynn and Xenia.

Moving around the wall, Thunir rounds the corner and stops in his tracks.

Syr rushes down the tunnel and enter the space behind the others.

With everyone else entering the tunnel, Edmund follows along behind Bin. While the new cleric is rather spindly, Edmund thinks that being near a cleric is probably good when facing undead. At least, while he's invisible, no one can see him shaking. Birdie trails the invisible wizard.

Mira follows suit, keeping with the mass of people entering the tunnel.

Lang and Sunshine stay where they are.

++++++


Monster actions by BigTim, writeup by JohnP

The creature atop the pyramid moves down into the shadows and then returns to it's station. It dropped some things on the ramp before returning to the platform.

Arm, Conner, Thar, Wynn, Xenia -- Knowledge Planes DC 18 to identify creature on the pyramid -- Highlight to display spoiler: {Chain Devil}

Mummies shuffle out of the darkness towards the scouts. Despite Xenia's skills and magical protections, the rogue must have done something to reveal herself to the undead because two of them head directly towards her and a third one follows them.
Mummy D, Spot = 28 (natural 20)
Mummy F, Spot = 28 (natural 20)


Angus, Arm, Kadaz, Syr, Thar, Wynn, Xenia -- Three DC 16 Will saves or Paralyzed for 1d4 rounds

Another three mummies shuffle towards where Conner is sheltering. They've obviously determined that someone is hiding there, but cannot tell exactly where he is.
Mummy E, Spot = 22
Mummy G, Spot = 23


Angus, Lang -- Three DC 16 Will saves or Paralyzed for 1d4 rounds

Angus -- If paralyzed, take 11 points falling damage

One of the mummies running towards Xenia swings at her but misses the invisible rogue.
Mummy D, 42 < 50% miss chance

Lineup
Inside cavern - Xenia (invisible), Conner (darkvision, invisible), Wynn (Hide from Undead), Arm (Hide from Undead), Angus (flying, invisible, polymorphed, Detect Magic), Thar (Hide from Undead), Thunir (Hide from Undead), Lang, Sunshine, Kadaz (Hide from Undead), Syr (Hide from Undead)

80 feet inside - Dagger with Light
75 feet inside -- Shadow (Hide from Undead)
40 feet inside - Everburning torch, Bin
35 feet inside -- Edmund (invisible)
30 feet inside - Belkior (Hide from Undead)
25 feet inside -- Mira (Light Spear)
20 feet inside - Shelya
15 feet inside - Ash
10 feet inside - Birdie

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, Belkior, Kadaz, Shadow, Syr, Thar, Thunir, Wynn

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

Tunnel Map

Tomb Map


Xenia (AC22, HP 48/48) /Active Spells Listed Below  d20+4=22 d20+4=22 d20+4=12 d20+4=18 d20+16=33 d20+31=46 d20+16=22 d20+16=19 d20+16=36
Sunday November 5th, 2006 10:49:34 PM


"Jigs up!!!" The urgency carries in the dark rogue's whisper as she throws off the paralysis through a heroic effort and then dives through the throng of mummies, past the lets of the one in front of her and then rolling toward Wynn at an angle before climbing to her feet and heading north. It's hard to still the beating of her heart the ragged tear of her breath. But maybe, just maybe, if they continue to come after her, the others will have time to gather together.

"Mummies! Three of them here in the South. I just broke free and I'm up along the main wall."

Rolls and Actions
Will Saves 22, 22, 12, 18 (Burned Hero Point)
Tumble 33, 19, 36 (1st to tumble through F's space. Second two to avoid AoO's from D & F.)
Hide 46 (+20 Invisible, -5 Full Speed)
Move Silently 22

Movement and Position
Xenia M27 (Double Move 1/2 speed for Tumbling)
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) 
Sunday November 5th, 2006 10:56:38 PM


"I'm coming!" Belkior pushes past Edmund and Bin, picking up speed in the loose dirt of the tunnel. Clanging noisily, he runs at full speed toward the cavern somewhere ahead. He bursts past Shadow and Syr, and suddenly the walls are no longer there, and a wall comes up fast.

Belkior grits his teeth and puts on the brakes, sliding to a stop just before the wall.

He turns back and whispers to Shadow and Syr, "The light," he points at the dagger at their feet, "throw it over the wall."

Rolls and Actions
Full Round Run

Movement and Position
BJ14 (I23 on the Interior Map)

Active Effects
Magic Stone (3 stones for 30 minutes /Belkior 2, Edmund 1)
Magic Circle Against Evil (80 minutes)
Hide from Undead (80 min)
Protection from Evil on Syr (8 min)
Hold on Cultist (2/8 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* (uProtection from Evil+)
2nd - Delay Poison*, uHold 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

Arm (ac: 18 (20) base + mage armor [+2 vs. evil] hp 27/27)  d20=18 d20+5=7 d20+5=17 d20+5=16
Monday November 6th, 2006 5:57:25 AM

Arm squints to see what is atop the pyramid, and is taken aback when he identifies it, "chain devil," he mutters under his breath, hoping that his message will carry to the rest. As he watches Xenia kiss Wynn, he thinks of Mira, and asks, "Mira, are you well, love? The battle's about to begin...stay safe!".

As the mummies approach, Arm is ready to advance and attack when one particularly rotting specimen catches his eye and stops him in his tracks (OOC: failed once...doh!).

Conner [AC=22 HP=62/62] Message, Dark Vision, Invisible , Paralyzed 1 rnd  d20+3=12 d20+3=23 d20+3=11 d4=1 d4=1
Monday November 6th, 2006 8:04:33 AM

Conner slips across the opening but no further. The sight of three mummies freezes him in his tracks [Will=12,23,11 - failed - 1 rnd]

[*Note -rolled an additional d4 for 2nd failed Will save, also a 1 so Conner is still paralyzed for 1 round?]

Wynn [AC=21 HP=46/59] Message, Hide from Undead, Disguised  d20+6=15 d20+6=9 d20+6=8 d4=2 d4=3 d4=3
Monday November 6th, 2006 8:09:48 AM

Wynn's mind and body are frozen in uncertainty. Despite his desire to follow Xenia, he remains paralyzed at the sight of the undead.

[Failed all three checks - paralyzed 3 rnds]

*[Added two more d4 rolls so now paralyzed for 3 rnds]

Angus Ac 24/26 (evil) Hp 34 spells below  d20+10=27 d20+10=14 d20+10=21 d20+10=16 d20+10=26 d20+10=27 d20+10=23 8d6(2+5+4+3+4+5+1+4)=28
Monday November 6th, 2006 9:33:16 AM

Angus comes over the roofless building and view the horrors on the right and the left. Angus give a shudder and starts to fall from the sky, but just catches himself (rerolled save using hero point).

Saves: 27, 14 (reroll 23) 21, 16, 26 and 27.

On the message line Angus stammers "There are six mummies, three on each side. Get Belkior, Bin and Thar up front quick!"

Angus drops down 10 feet and flys north and west 40 feet getting in range of the mummies to the north, and lining them all up.

Location: M 13 or 15 (approximately, having trouble with the map) 20 feet high

Angus unleashes a lightning bolt with a CRACK, on the three mummies to the north.

DC 20 save reflex: Damage 28 or 14

Angsu becomes visible and yells "Everyone forward."

Spell Slots:
0 level 3/6
1st level 2/8
2nd level 3/8
3rd level 1/6
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 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) 
Monday November 6th, 2006 9:50:55 AM

Hearing Belkior's whisper, Shadow scoops up the dagger with the light spell on it and throws it over the wall in front of him. He hates having to stop do this, but feels it is important. He will then draw his new silver sword and move to the south (his destination is 26F, but not sure if he can make it this turn).

ed. JohnP - Scott, please designate a target square and roll a missile attack to put the dagger where you want.

Posting for 10/30/06 ADM Scott (PC) 
Monday November 6th, 2006 10:01:49 AM

Plateau City
DM John: XXXX
Kadaz: XXXXX
Arm: XXXXX
Ash: OOOXX
Shadow: XXXXX
Edmund: XXXXX
Mira: XXXXX
Connor: XXXXX
Thar: XXXXX
Overall: 93% effective

Crimson Shields
Syr: OOXXX
Lang: XXXXO
Belk: XXXXX
Wynn: XXXXX
Angus: XXXXX
Xenia: XXXXX
Overall: 90% effective


DM JohnP 
Monday November 6th, 2006 10:07:44 AM

Al

Can you update Xenia's position?

Ooops, sorry. Thought I had. --Al

Thunir - Hide from Undead (AC 20; HP 86/94) (NPC - DM JohnP) 
Monday November 6th, 2006 10:10:55 AM

The dwarf ranger lingers next to the wall, hidden to the undead but not moving either.

Thunir eyes follow the mummies as they approach, hoping that his mouth is closed and he's not drooling.

DM BigTim 
Monday November 6th, 2006 10:21:37 AM

<*>Just a note here.<*>

When rolling saves VS the mummies, if you fail and are paralyzed, its a d4 for every failure, not just once. Conner for example had to save 3 times because there were 3 mummies there, do on each failure he would roll a seperate d4. and the result would wear off concurrent. (at the same time)

Thar ail Baerer AC 20/21, hp 41, Message, Hide from Undead, Prot from Evil  d20+1=11 d20+8=28 d20+8=25 d20+8=24
Monday November 6th, 2006 10:46:33 AM

As Xenia notifies them that the gig is up and he hears about the mummies, he silently curses to himself and moves around to get a better view.

He first tries to get a good idea of what's on the throne (Know Planes Check = 11) but is unable to recognize what it is.

When he continues looking around, he notices that there are three mummies coming towards him and initially is horrified at the image. After a moment, he manages to shake off his fear (Save Checks = 28, 25, 24).

As he prepares to move forward, he notices that his two nearest companions are terrified by the sight of the mummies and he decides to fight defensively for this round. If either he or his nearest companion are attacked by the mummies, then he'll attack that creature and try to defend his companion. Otherwise, he'll wait for the moment and see how the battle develops.

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 = 30/40

Bin (current armor unknown)  d20+11=30 d20+11=14 d20+11=12
Monday November 6th, 2006 2:55:46 PM

Bin, now with his armor and weapons available runs down the tunnel to join the others. Not at all offended that Belkior passes him, he attempts to stay close to his clerical peer as they engage the foe. His language skills include Infernal so he can easily pick up what they are saying once in range. He knew it was a good idea at the time to learn a language of some of his foes.
At first seeing the mummies he gathers the courage to face such creatures again, knowing that Belkior as given him more resolve with his current spell going. Yet it does little good in this situation.

Will saves:30,14,12

OOC: Out of curiosity, was the Mage Armor spell on him from earlier higher or lower then his armor now donned hastily?

(OOC: Mage Armor +4 -ed. Carla/Mira)

Ash (AC 15; HP 26/26) & Shelya (AC 19; HP 37/37) - Barkskin (Sub - DM JohnP) 
Monday November 6th, 2006 3:29:01 PM

After Bin and Belkior run ahead, Ash and Shelya bring up the rear. Cursing his heavy hide armor, Ash figures that he should be in the tomb next round and able to do something.

Shelya keeps pace, staying just ahead of her two-legged companion.

Actions
Double Move - 40 feet, BB14

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


Edmund (AC: 12, HP: 27/27, Invisible) 
Monday November 6th, 2006 7:30:22 PM

Despite being left out of the message ring, Edmund quickly gathers that all is not well further up in the tunnel. Abandoning all fear, he bolts away down the tunnel towards the entrance, brushing past people as necessary. (Double Move, 60 feet, to BJ-11)

Edmund (2nd, illegal, stupid clarification, d'urr) 
Monday November 6th, 2006 7:33:06 PM

((I R DUM. Edmund is not running towards the entrance of the tunnel, he is running towards the entrance of the 'chamber', where it opens up. Sorry. Brain is melting from hours of researching the historiography of Bede.))

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

Mira (AC 21 Mage Armor, Shield, 30/ 40 HP)  d20+8=15
Monday November 6th, 2006 8:27:00 PM

Several voices on the message ring fall silent, then Xenia, and Angus identify mummies. 3. No! 6! "Careful!" she calls out in a harsh whisper as those around her take off ahead of her, "there are at least half a dozen mummies...and something else..."

*Mira isn't sure if she heard right from the Plateau City bard. Did Arm say Chain Devil? Mira tries to remember what she might know of such a creature. (Knowledge Arcana=15)*

The mage casts a protective shield upon herself as she prepares to enter the cavern.

DM Sanity Info:

Position: BB14 or as far down the tunnel as she can get towards the 'temple opening'.

Mage Armour - on Arm - 3 hours
Mage Armour - on Bin - 3 hours
Mage Armour - on Mira - 3 hours
Shield - on Mira - 6 minutes
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


(OOC: DM, don't know if Arm is included in the message loop, but noticed that two of Wynn's spots are open. Mira is included in both loops, so I assume she would hear what is going on if he was. Negate what is between the *'s if it is unreasonable for Mira to hear Arm.)




Kadaz (AC 24, HP 55/63), hide from undead  d20+3=19 d20+3=19 d20+3=7 d20+3=20 d20-6=9
Monday November 6th, 2006 8:42:28 PM

Kadaz glimpes 3 mummies and momentarily freezes. But having seen one before seems to allow him to shake off the effect. (will saves 19, 19, 7, burn hero point, 20).

This is serious. And there are more mummies on the other side. Kadaz is going to try to remember to not look in that direction. He pulls out his other potion and quickly drinks it. (potion of bulls strength) A sense of strength fills his body, making him feel much more confident about the upcoming battle. He then steps towards the action, axe ready to strike. (move silent 9, 5' step to H27)

DM sanity info
hide from undead (80 min)
antitoxin (60 min)
bulls strength (30/30 rounds)

Bin  d4=4 d4=1
Monday November 6th, 2006 9:20:48 PM

OOC: Number of rounds effected by two mummy fear effects.

Action: Trembling in his armor like a tambourine in a gnomes hand, Bin can do nothing but wait for the fear to leave him.
Rounds:5

Syr (AC 19/20 hp /62) protect from undead, Invisibility to undead  d20+8=27 d20+8=15 d20+8=17 d4=4 d20+12=14
Monday November 6th, 2006 9:33:06 PM

Syr quickly takes a look around the room when suddenly his eyes lock with a mummy's and he feels an overwhelming fear take over him as the creature sees right through his soul (Saves 27,15,17) Then as Belkior bursts into the room the pushy halfling causes the monk to break the gaze (forgot about that +2 bonus).

With a shake of his head, he peers around the room. He sees the danger to Xenia and runs to intercept the undead (stopping a 5' step away from them) and let's them come to him instead.

OOC: (I'll rely on DM's discretion on actual spot plus I can BARELY make the map out...)

Lang (AC 24; HP 100/100; Sunshine AC 23; HP 47/47)  d20+4=21 d20+4=21 d20+4=5 d20+2=18 d20+2=15 d20+2=3 d4=2 d4=2
Monday November 6th, 2006 9:34:09 PM

Ugh more mummies Lang thinks right before their horror washes over him and freezes him in place once again. Sunshine standing besides him is also frozen in place.

Will Saves 21, 21 & 5 (darn 1 almost made all 3)

Will Saves 18, 15 & 3 (another 1)

Lang 2 rounds
Sunshine 2 rounds

Longstrider - duration 3 hours

Al to All 
Monday November 6th, 2006 9:41:04 PM

If the map seems small when you access the Link, click on the picture, it should zoom in.

ed. JohnP ... And I'll try to zoom it up this time. too.

DM BigTim  d20+10=16 d20+10=18 d20+10=23 d20+10=27 d20+10=28 d20+10=30 d20+11=22 d20+11=31 d20+11=23 d20+11=19 d20+11=12 d20+11=13 d100=29 d6+10=14 d6+10=11 d6+10=16 d6+10=11 d6+10=13 d6+10=12
Monday November 6th, 2006 10:59:53 PM

More Treasure rolls.

DM JohnP 
Monday November 6th, 2006 11:22:48 PM

DM Post in the morning.

Arm (ac: 18 (20) base + mage armor [+2 vs. evil] hp 27/27)  d4=1
Tuesday November 7th, 2006 5:52:48 AM

Arm is rooted to the spot at the horrific sight...for the moment.

OOC: Sorry for the missed roll yesterday..Arm'll be paralyzed for this round only. MIRA, I'm included in Wynn's message spell, so yes you DID hear what I said. :)



Tomb - Round 12 (DM JohnP)  Reflex saves d20+4=16 d20+4=20 d20+4=22 Mummy D d20+10=16 d20+11=22 d6+10=14 Mummy F d20+10=23 d20+11=31 d20+11=23 d6+10=11 d6+10=16 Mummy H d20+10=28 d20+11=19 d6+10=11 Mummy E d20+10=18 d20+11=12 Mummy G d20+10=27 d20+11=13 Mummy I d20+10=30 d100=42
Tuesday November 7th, 2006 8:19:19 AM

Things are getting desperate down in the tomb as the mummies move forward and many of the party freeze in fright.

Xenia momentarily freezes at the sight of the mummies but then heroically shakes off her fright and tumbles by three of the mummies.

Hearing the message relayed by Xenia and the other, more ominous silences, Belkior pumps his little cat legs as fast as they can go. He makes it into the tomb and needs to decide which way to go, shouting to Shadow to toss the dagger farther into the tomb.

Arm freezes at the sight of the mummies, but he is already straining at his senseless limbs. He will be able to act next round.

Conner also freezes in fright, watching the three zombies stalk towards him. He will also be able to act next round.

Wynn helplessly watches his favourite rogue tumble past the mummies.

After momentarily freezing and heroically forcing himself to move, Angus flies lower and towards three of the mummies. He hurls a bolt of electricity towards the three undead.

After hearing Belkior's shout, Shadow steps forward and picks up the dagger and tosses it.
DM Note -- Shadow, at start of next turn, please designate a target square and make a missile attack roll.
Three DC 16 Will saves or Paralyzed for 1d4 rounds

Thunir hopes that he is drooling into his beard.

Thar manages to withstand the horrid sight of the undead. Thinking quickly, he draws his two swords and waits for the undead to attack something.

Running down the tunnel behind Belkior, Bin recognizes the language being spoken inside the tomb. The Infernal words seem like part of a complex ritual, gradually building in intensity and rhythm. Stopping where he does, he can't help looking at the three mummies to the southeast and freezes.
DM Note -- Bin's AC should be 1 less than normal when wearing armor.

Ash keeps running down the tunnel towards the tomb, Shelya keeping pace ahead of him.

After putting another protective magic on herself, Mira moves down the tunnel to stand right behind Ash.

Kadaz heroically shakes off a momentary fright and pulls a potion from his pouch. While stepping towards the undead, he downs the potion.

The presence of Belkior assisting him, Syr rushes to assist Xenia.

Lang and Sunshine freeze at the sight of the mummies.

++++++


Some of the mummies manage to pierce Belkior's spell and see those people protected by Hide from Undead.

Three of the mummies move to attack the helpless Wynn, taking advantage of his paralysis.
Mummy D Will save 16, vs. DC 16 for HfU
Mummy D attacks Wynn, hitting AC 22 for 14 damage (bludgeoning), DC 16 Fort save required

Mummy F, Will save 23 vs. DC 16
Mummy F attacks Wynn, hitting AC 31 (threat), confirmation AC 23, 27 damage (bludgeoning), DC 16 Fort save

Mummy H, Will save 28 vs. DC 16
Mummy H attacks Wynn, hitting AC 19, 11 damage, DC 16 Fort save


Two of the other mummies go after the helpless Thunir.
Mummy E, Will save 18 vs. DC 16
Mummy E attacks Thunir, missing AC 12 (natural 1)

Mummy G, Will save 27 vs. DC 16
Mummy G attacks Thunir, missing AC 13


Mummy I moves to where it thinks someone is hiding and swings futilely.

Paralyzed Next Round
Bin
Lang & Sunshine
Thunir
Wynn

Lineup
80 feet inside - Shadow (Hide from Undead)
60 feet inside -- Shelya
55 feet inside -- Ash
50 feet inside -- Mira (Light Spear)
40 feet inside - Everburning torch

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, Belkior, Kadaz, Shadow, Syr, Thar, Thunir, Wynn

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

Tomb Map


Angus Ac 24/26 (evil) Hp 34 spells below  d20+8=24 d20+8=18 6d6(2+3+6+2+4+6)=23 6d6(3+5+3+6+3+5)=25
Tuesday November 7th, 2006 9:29:28 AM

Angus sees new and old friends alike frozen in fear and the mummies advance, seemingly able to pierce the hide from undead spell. "This is not good."

On the message line "Protect those that are paralyzed until they can recover. I have those on the north side, at least for now."

Angus lines up the mummies for another spell, this time an empowered scorching ray.

Angus will attempt to hit two mummies (F & G).

Ac 24, 23 damage - double for 46
Ac 18, 25 damage - double for 50

Angus squeeks out "Burn!"

Location: no change

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

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 on Xenia 8 minutes
Detect Magic
Shield 8 minutes
Mirror Image from scroll 3rd level on Lang 5 images

Rod of Extend 2/3


Xenia (AC22, HP 48/48) /Active Spells Listed Below  d20+11=12 d8=7
Tuesday November 7th, 2006 9:54:15 AM

"HELP! We need help here!" The dark rogue's voice comes from empty space. "Man down!"

Xenia steps back five feet and draws an alchemist's fire. Bandage wrapped guys gotta light up good. You gotta figure they light up good.

"HANG ON, WYNN!" But in her excitement, the throw goes wrong, and the fire splashes into an empty corner. As the flask leaves her hand, the dark girl becomes visible once again. Standing near the attacking Undead creatures.

Rolls and Actions
Range Touch F Hit AC12 /Nat 1
Splashes back Into Square K27 doing damage to no one.

Movement and Position
Xenia N26 (Draw Alchemist Fire as MA; Then 5-ft Step)
Flappy Inside the Cave Somewhere.

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

Bag of Tricks 2/10 per week.

Belkior/Sub Al (AC22, HP 52/60; Magic Circle Against Evil)  d20+21=26 d20+21=37 d20+21=28 d20=17 8d6(6+4+6+3+2+4+6+4)=35
Tuesday November 7th, 2006 10:18:55 AM


His act will reveal all with the Hide from Undead. But the spell has run its course and is of no use any longer.

Belkior heads south in response to Xenia's cries. The sight of the Mummies is gruesome, but the halfling Protector is made of stern stuff. More horrifying, is the sight of his companions at the mercy of the vile things.

The halfling calls upon Alemi, holding his hands forth, and sends Searing Light down upon the nearest Undead abomination.

Rolls and Actions
Will 26, 37, 28
Cast Searing Light
Range Touch Hit Mummy H AC17, +Mod, -4 Into Melee (Don't have CS here. Had a HD crash at work. Have the sheet at home.)
Damage 35hp Damage

Movement and Position
I26 covering Kadaz and Thar with Magic Circle

Active Effects
Magic Stone (3 stones for 30 minutes /Belkior 2, Edmund 1)
Magic Circle Against Evil (80 minutes)
Protection from Evil on Syr (8 min)

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* (uProtection from Evil+)
2nd - Delay Poison*, uHold 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

ed. JohnP = Belkior's missile AB is +8, so this RTA hits.

Shadow (AC 21/18 HP 28/28)  d20+5=19 d20+1=15 d20+1=7 d20+1=15 d4=2 d4=3 d4=3
Tuesday November 7th, 2006 10:31:32 AM

Shadow tosses the dagger over the wall (aiming for square L 23). He then turns to help those left defenslenss from the mummies, but upon seeing these horrible undead his fear is too great for him to react any further (I just cannot roll high enough to not be paralyzed by the mummies).

DM BigTim 
Tuesday November 7th, 2006 10:32:16 AM

Need everyone to start noting which square they end up in and when attacking a target, to note which target they are attacking. All mummy's have a letter so plz, use that in your post.

Thank you for your cooperation.

Thunir (AC 20; HP 86/94) (NPC - DM JohnP) 
Tuesday November 7th, 2006 10:49:39 AM

The dwarf watches helplessly as the mummies attack him.


Kadaz (AC 24, HP 55/63)  d20+14=15 d20+14=28 d10+7=12
Tuesday November 7th, 2006 10:54:32 AM

Kadaz wends his way forward, moving to flank a mummy while stepping over the sputtering remnants of burning oil on the floor. (normal move to K27). A ray of light come from behing him and hit sa mummy, lighting it up and making it a clear target.

Kadaz swings and finally gets to unleash the power of his adamantine axe upon the foul undead! "DIE AGAIN" he yells. He is really, really mad and this causes him to initially misjudge the attack angle. But at the last minute he readjusts to a better angle. He hits and the gleaming black axe blade sends a mini-blizzard of wrappings flying out of the side of the mummy. (attacking mummy H, roll a natural 1 on a to hit, spend another hero point, roll a 28 to hit, damage 12)

DM sanity info:
antitoxin (60 min)
bulls strength (29/30 rounds)

Bin (AC 22/23 HP 34/45) 
Tuesday November 7th, 2006 11:18:23 AM

The small priest can do nothing but listen to the chanting sounds from their known enemies. His inability to help his saviors with deeds does not stop him from trying to communicate with them as he try's to move his limbs to some effect. "Speeeeeech,Infernal..Chan...chan...chanting. re....re...repeating.

Fear rounds 2/5

Ash (AC 15; HP 26/26) & Shelya (AC 19; HP 37/37) - Barkskin, Resistance (Sub - DM JohnP)  Shelya d20+3=11 d20+3=21 d20+3=17 d4=2
Tuesday November 7th, 2006 11:48:35 AM

With Shadow frozen in the entrance, Ash and Shelya can't get through into the tomb proper and still do something this turn. SO th druid casts another protective magic on himself and then advances with Shelya until he is right behind Shadow.

Shelya pushes past Shadow into the room and freezes in fright.

Actions
Standard - Cast Resistance
Move - 20 feet, BF14

Active Effects
Barkskin (Self & Shelya) = +2 natural AC, 50 minutes
Resistance (Self & Shelya) = 10 rounds

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
* = cast

DM BigTim  d20+11=22 d6+10=14 d20+11=28 d6+10=16 d20+11=25 d6+10=15 d20+11=21 d6+10=13 d20+11=21 d6+10=16 d20+11=13
Tuesday November 7th, 2006 3:55:05 PM

HA

Wynn [AC=21 HP=-6/59] Message, Hide from Undead, Disguised  d20+5=6 d20+5=20 d20+5=17 d20+5=21
Tuesday November 7th, 2006 6:00:03 PM

The bard's last concious thoughts are of surprise. He can't help but wonder how they saw through his disguise or discovered him hidden in the shadows, but no answers are forthcoming. Unable to defend himself he lapses into unconciousness and falls to the stone floor.

[Fort saves=6,20,17,21 used a hero point!!]

ed. by BigTim
your Hide from Undead spell was cancelled when Belkior attacked with a Searing Light.

Conner [AC=22 HP=62/62] Message, Dark Vision, Invisible , Paralyzed 1 rnd 
Tuesday November 7th, 2006 6:03:04 PM

Conner remains frozen in his tracks as the mummies attack his companions. His mind a jumble, he tries to stir himself into action, but to no avail.

Mira (AC 21 Mage Armor, Shield, 30/ 40 HP) 
Tuesday November 7th, 2006 7:59:35 PM

Mira moves as quickly as she can down the passageway towards the sounds of combat. She will squeeze past those who are moving more slowly if she has to, in order to exit the tunnel and arrive inside the chamber up ahead. The magically lit shortspear in one hand, she touches the wand at her belt to reassure herself it is still there. Seeing the catling cleric nearby, she draws comfort from his holy presence.

DM Sanity Info:

Position: H25 if possible

Mage Armour - on Arm - 3 hours
Mage Armour - on Bin - 3 hours
Mage Armour - on Mira - 3 hours
Shield - on Mira - 6 minutes
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

- 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) 
Tuesday November 7th, 2006 9:03:00 PM

Lang & Sunshine struggle against the paralysis that the mummies have them in. At the very end of the round they feel their will coming back into their bodies.

Lang 1 round
Sunshine 1 round

Longstrider - duration 3 hours

Edmund (AC: 12, HP: 27/27)  d20+5=21 d20+5=16 d20+5=24 d20+4=24 d20+4=22 2d6(6+5)+2=13 2d6(5+6)+2=13
Tuesday November 7th, 2006 10:14:08 PM

Edmund quails a bit as he hears the sounds of battle around the corner, but for better or worse, he dashes across the floor and into the corner (at G-17) (Will save vs Fear 21 for G, 16 for E, and 24 for I), and raises his arm, hurling Belkior's Magic Stone with all his might.

The stone sails through the air towards the mummy, and looks like just the sort of blow Edmund could actually, justifiably, be proud of. (Hits AC 24 (Nat. 20 Threat, 22 to confirm) for 13 damage (26 if confirmed)).

It was probably a lucky shot, though. Despite summoning up all of his courage, Edmund is still as white as a sheet and visibly shaking in his boots. So much for Mira's helpful spell.

DM Sanity Info.
Spells in Effect: None

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

Thar ail Baerer AC 20/21, hp 41, Message, Prot from Evil 
Tuesday November 7th, 2006 10:21:01 PM

(OOC - For some reason, my Inet won't allow me to see the map, so I'm going to have to guess on positions.)

Seeing that Wynn is being attacked, Thar will cast "Summon Monster 2" and bring in a Celestial Giant Bombardier Beetle (AC 16, 13 hps) next to the closest mummy that is attacking Wynn. He'll keep the Beetle b/t Thar and the mummy, to allow Thar to have somw protection for now.

Undead Turns left for Today = 3/4

Spells Left

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

Rounds left of PfE = 29/40

Syr (AC 20/19 HP 62) message, protect from evil, invis from undead  d20+12=17 d20+12=21 d20+12=19 d20+7=9 d10+5=15 d10+5=11 d10+5=10
Tuesday November 7th, 2006 10:33:41 PM

OOC: map connection timed out.. link broken? not quite sure where Syr is...

Syr steps toward the nearest full strength zombie and unleashes a flurry of punches. (Att 17,21,19,9 dam 15,11,10) Grinning in satisfaction, he mutters to himself, "about time I get to hit something good."

.ed by BigTim
Your Invisibility to Undead spell is gone. It happened a couple rounds ago

DM JohnP 
Tuesday November 7th, 2006 10:54:13 PM

My ISP is acting up again and I can't upload the map. Which is probably why Syr got a timeout error, too.

DM post in the morning, and I'll do something with the map.

Arm (ac: 18 (20) base + mage armor [+2 vs. evil] hp 27/27)  d20+6=19 d8+5=8
Wednesday November 8th, 2006 5:53:10 AM

Shaking of the paralysis and seeing Wynn go down, Arm sacrifices his hide from undead spell to swing at Mummy H, thinking that he connected (attk: 19, dmg: 8).

OOC: Arm will remain at the same square for now..

Tomb - Round 13 (DM JohnP)  H AoO d20+11=22 D d20+11=22 d6+10=14 F d20+11=28 d6+10=16 H d20+11=25 d6+10=15 E d20+11=21 d6+10=13 G d20+11=21 d6+10=16 I d20+11=13
Wednesday November 8th, 2006 7:51:57 AM

Things are rapidly turning for the worse inside the tomb. At least one party member is down already and more may be falling soon. And, to make matters worse, the chanting is getting louder and more insistent. Although no one can yet see the top of the pyramid, everyone suspects that is the source of the chant.

Seeing the danger to his companions, Angus fires two rays of fire at the mummies expecting to see them consumed in flames. But nothing happens to the undead, much to the pixie sorcerer's consternation.
DM Note -- Empower is +50% to rolled damage, so damage would be 34 and 37 points.
Two chances at Spellcraft DC 23 -- Highlight to display spoiler: {Protection from Energy (Fire)}

Scrambling away from the undead, Xenia pulls a flask of Alchemist's Fire and throws it at one of the mummies. Her aim is off and the flask misses the creature, hitting the floor and splashing those nearby with droplets of molten fire. The mummies seem unaffected but Syr stifles an exclamation.
Syr -- 1 hitpoint damage from splash effect into neighboring squares

Belkior moves south towards the shouts from Xenia. At the corner, he casts a spell and shoots a ray of divine light at the nearest undead, mummy H.

Frozen fast in the doorway, Shadow hopes that he tossed the Light-spelled dagger far enough ahead. Xenia can now clearly see the bottom of the ramp but no further up the pyramid.

Thunir begins to feel sensation returning to his limbs. If he survives this next round of attacks he should be able to start damaging these undead things.

Heedless of the danger of allowing a mummy to swing at him, Kadaz moves by the guttering fire thrown by Xenia. His judgement was sound since the creature missed him. Then the dwarf's axe bites deep into the tough hide of the nearest mummy, but not well enough to destroy the foul thing.

Bin struggles against the paralysis.

Back in the tunnel, Ash casts another protective spell and then moves up behind the paralyzed Shadow. Shelya moves forward into the tomb and freezes in fear, a puddle of urine spreading under her.

Wynn collapses to the ground.

On the other side of the space, Conner stays rooted in place but he's about to break free.

Mira rushes past the others in the tunnel and into the space.

North of the tunnel, Lang and Sunshine struggle to break free. Edmund screws his courage to the sticking point and moves into the corner. He turns and hurls the magic stone from Belkior at the nearest of the mummies and hits it squarely.
DM Note - Hits Mummy E

Thar starts summoning a monster that will arrive next round.

Syr can't get closer to an unharmed mummy, so he remains and tries to knock the bandages off the closest one. But he cannot land a solid strike on the armoured thing and he does no damage.

Arm swings at the nearest mummy but cannot manage to hit the thing.


++++++


Mummy D stoops and delivers a final blow to Wynn.
Mummy D hits AC 22, 14 hitpoints damage (bludgeoning)

Mummy F steps towards Xenia and attacks the rogue.
Mummy F hits AC 28, 16 hitpoints damage (bludgeoning) and DC 16 Fortitude save (disease)

Mummy H turns towards the elven monk and attacks, hitting Syr.
Mummy H hits AC 25, 15 hitpoints damage (bludgeoning) and DC 16 Fortitude save (disease)

The other mummies concentrate on Thunir, two of them landing attacks on the dwarf.
Mummy E hits AC 21, 13 damage (bludgeoning) and DC 16 Fortitude save (disease)
Mummy G hits AC 21, 16 damage (bludgeoning) and DC 16 Fortitude save (disease)
Mummy I misses AC 13


The chain devil at the top of the ramp waits and watches.

Opponents
Mummy D - Undamaged
Mummy E - Badly Damaged
Mummy F - Undamaged
Mummy G - Damaged
Mummy H - Badly Damaged
Mummy I - Damaged

AC's next round

Paralyzed Next Round
Bin (3 rounds remaining)
Shadow (2 rounds remaining)
Shelya (2 rounds)
Wynn (3rd and final round)

Lineup
75 feet inside - Ash
40 feet inside - Everburning torch

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, AC26 while moving for Mobility, HP 34/48) /Active Spells Listed Below  d20+3=18 d20+16=23 d20+16=17 d20+16=29
Wednesday November 8th, 2006 8:11:37 AM

"WYNN!!!" The blow from the mummy is a dull intrusion on the rogue's shattered consciousness.

"WYNN!!!" Heedless of the Undead, she hurls herself across the floor and dives upon the body of the bard, protecting it with her own.

Rolls and Actions
Fort 18
Tumble 23, 17, 29

Movement and Position
Xenia L29
Flappy Inside the Cave Somewhere.

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

Bag of Tricks 2/10 per week.

Ash (AC 15; HP 26/26) & Shelya (AC 19; HP 37/37) - Barkskin, Resistance (Sub - DM JohnP)  d20+9=29 d20+9=25 d20+9=25 d20+9=23 3d6(2+5+5)=12
Wednesday November 8th, 2006 8:15:41 AM

Ash pushes past the frozen Shadow into the tomb. He easily withstands the horror of seeing four mummies and moves to the south past his frozen companion, neatly stepping around the puddle of urine that everyone will agree has come from the animals.

Moving between Mira and the wall (G25), he intones the words and gestures to call lightning on the closest mummy (H).

Shelya quivers helplessly.

Actions
Move - 20 feet, G25
Cast Call Lightning, 12 points to Mummy H, Reflex DC 17 for half

Active Effects
Barkskin (Self & Shelya) = +2 natural AC, 50 minutes
Resistance (Self & Shelya) = 9 rounds
Call Lightning - 4 bolts remaining

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
* = cast



Shadow (AC 21/18 HP 28/28) 
Wednesday November 8th, 2006 9:19:35 AM

Shadow struggles inside with his mind trying to tell himself that the creatures are able to be destroyed. He continues to shake off the feeling of overwhelming terror.

Angus Ac 24/26 (evil) Hp 34 spells below  8d6(1+5+3+4+4+5+1+3)=26
Wednesday November 8th, 2006 9:46:50 AM

OOC: Empower increase the damage 50%, so I rolled 6 d6 instead of 4 d6.

---------------------------------

Angus see that his scorching rays have no effect. "We have problems people." Angus intones and then to Mira directly "Mira, two mummies resisted my scorching rays. They are protected from fire, pass the word and choose spells accordingly."

Angus hovers and lines up two mummies again (E & I)for a lightning bolt.

A CRACK sounds again in the chamber, as the bolt strikes the two mummies.

damage 26 DC reflex save of 20 for 13

Location: no change

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

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 on Xenia 8 minutes
Detect Magic
Shield 8 minutes
Mirror Image from scroll 3rd level on Lang 5 images

Rod of Extend 2/3


MAP (DM JohnP) 
Wednesday November 8th, 2006 9:49:38 AM

MAP

Belkior/Sub Al (AC22, AC24 vs. Evil, HP 52/60; Magic Circle Against Evil)  d20+10=28 2d8(4+2)+3=9 2d6(5+5)+3=13 d20+21=26 d20+6=21
Wednesday November 8th, 2006 10:34:23 AM


Standing at the corner of the wall, the halfling Healer is skewered upon the horns of a dilemma. Judging by the wounds Wynn had taken, he could very well be beyond hope, one more hero lost to the arms of Gargul. If so, then there could be no choice but to move into the midst of things and attempt to keep him on this side of death's door.

Belkior stares into the gloom at the fallen bard. If he is indeed gone, then there is the Magic Stone still in his hand. If Wynn is beyond succor, then revenge may yet be at hand.

Rolls and Actions
Heal 26 /Spot 21 (To determine Wynn's condition. Visual Only. Penalties if apply.)

:: Either/Or ::
Range Attack at Mummy H Hit AC23 (-4 for into Melee)
Damage 13hp, OR ...
CMW Heal Wynn 9hp

Movement and Position
Either way, move to:
L28 covering Kadaz, Syr, Wynn, Xenia, Arm with Magic Circle unless they move.
Draw AoO's from H and F

Active Effects
Magic Stone (3 stones for 30 minutes /Belkior 2)
Magic Circle Against Evil (80 minutes)
Protection from Evil on Syr (8 min)

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* (uProtection from Evil+)
2nd - Delay Poison*, uHold Person*, uOwl's Wisdom*, Resist Energy*, Spiritual Weapon (Aid*)
3rd - Blindness/Deafness, Dispel Magic*, Prayer*, uSearing 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 (AC 22/23 HP 34/45) 
Wednesday November 8th, 2006 10:57:23 AM

Muttering silent prayers to Domi while cowering away from the mummies, Bin try's to regain his composure and get involved with the conflict.
(Dear Domi, please allow me the courage to face these creatures with my comrades. Allow me to help them as they have helped me. Allow us to defeat these nefarious fiends before their ritual comes to pass.)

Fear: 3/5

DM BigTim  d20+5=20 d20+5=22 d20+5=15
Wednesday November 8th, 2006 1:07:28 PM

Just rolling to throw you off. Is it working?

Kadaz (AC 24, 26 vs evil when Beklior is near , HP 55/63)  d20+14=19 d10+7=10 d20+14=28 d10+7=16 d20+9=11 d20+1=18 d20+1=15 d20+1=13 d4=2 d4=1
Wednesday November 8th, 2006 3:24:59 PM

Kadaz steps 5' ahead (to L27) and then starts swinging at any mummies nearby, starting with wounded ones.

(Translation, if mummy H is still up swing at it. If it goes down due to his attack then cleave mummy F. If mummy H is down, then two attacks on mummy F.

Attack 1: hit AC 19, damage 10 if a hit
if cleave possible, hit AC 28, damage 16

Attack 2: hit AC 11, miss :(

DM sanity info:
antitoxin (60 min)
bulls strength (28/30 rounds)

(OOC: Shouldn't everyone within within 10' of Belkior get a +2 AC deflection bonus vs evil in addition to the +2 on all saves vs. effects from evil creatures?)

ed. by BigTim
Yes

Birdie runs up to follow Edmund (to G18)and glances past him, catching sight of the mummies. He bravely growls at the first one, but the sight of the remaining 2 overwhelms him. Birdie cringes back against the wall, tail between his legs, whimpering in fear, trying to hide behind Edmund's legs. (feared 2 rounds)


Lang (AC 24; HP 98/100; Sunshine AC 23; HP 47/47)  d20+15=30 d6+6=8 2d6(5+4)=9 d6=2 d20+7=11
Wednesday November 8th, 2006 7:01:41 PM

Lang & Sunshine break free from the mummies paralysis at the same moment.

"Come on boy we need to help our friends."

Lang and Sunshine moved towards mummy I. Lang ends up in I17 and Sunshine in I18. Both attack mummy I.

Lang hit AC 30; weapon damage 3 (after damage reduction 5), vicious damage 9 & vicious damage to Lang 2.

Sunshine hit AC 11; 0 damage.

Longstrider - duration 3 hours

Conner [AC=22 HP=62/62] Message, Dark Vision,  d20+14=34 d20+9=22 d8+7=14 d8+7=14
Wednesday November 8th, 2006 7:32:46 PM

Conner's rage boils over as the three mummies attack Thunir. He breaks free from the paralysis that had engulfed him and hacks downward with his longsword at the terrible undead. His blade strikes true and he immediately follows by slashing across the creatures body.

The fighter's movements are swift and powerful, and his rage cold and silent. The only sound the hiss of his blade as it slashes through undead flesh, and the grunt of his own exertion with each blow. The fighter pop's back into view as his first blow lands.

[Hit Mummy E AC=34 for 14 HP and AC=22 for 14 HP; +2 on attacks for flanking but didn't bother rolling for extra damage as I presume the mummies are not affected by criticals.]

New Position = L 17

Wynn [AC=21 HP=-20/59]  d20+7=12
Wednesday November 8th, 2006 7:36:20 PM

Fort save=12
[Not sure if an unconcious / dead character gets a fort save but it didn't matter anyway]

Edmund (AC: 12, HP: 27/27)  d20+4=24 d20+4=20 d4=4 d4=3
Wednesday November 8th, 2006 7:56:36 PM

Edmund watches in horror as the Mummies surround Thunir, and as Angus' fire seems to have no effect. Even the stone which Edmund threw didn't explode or detonate, it just made a bit of a *thunk*. The Mummy seems to be hurt, though. Edmund can't tell, what with all the bandages to begin with.

As Xenia screams to the south, Edmund realises something awful has happened to Wynn. "Probably dead," he thinks to himself. "And we're likely to follow him, too. One after another."

Edmund is distracted from these thoroughly miserable thoughts by the arrival of Birdie, who immediately cowers behind him. "Oh, I can't protect you, Birdie," Edmund cries with despair. "I can't even protect myself!"

Shaking like a leaf, his face a mask of despair and fear, Edmund wages a battle inside himself. The contest between Run and Fight seems to go on interminably, though it lasts only a moment. Somehow, despite the dire circumstances, valiance asserts itself over fear. Edmund reaches down to his hip and draws his little dagger. Drawing himself up to his full height, he gives a tremendous yell at the top of his lungs and hurls the dagger at the nearest mummy (I) with all his might. (Hits AC 24, (Nat. 20 Threat, 20 to confirm) for 4 damage (7 if confirmed)).

The exertion may well have been too much for poor Edmund.

If the mummies remain standing after Angus' and Edmund's most recent efforts to subdue them, he will turn and bolt for the tunnel (F-23 or beyond), running the most direct route he can take through the moving people.

However, should the situation before him improve (with the death or incapacitation of mummies I and E), Edmund will stand his ground and defend Birdie against the remaining mummy, being heartened by the improvement in the situation.

DM Sanity Info.
Actions Taken: Throw Weapon, Target: Mummy I HAC24(c:20) Damage 4(c+3)

Spells in Effect: None

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

((I seem to be getting God's own rolls. Is the applet broken? Actually, maybe I should not question the source of this fortuna divina. Long may it continue!))

Mira (AC 21 Mage Armor, Shield, 30/ 40 HP)  d20+2=20
Wednesday November 8th, 2006 7:58:23 PM

"Who's there? Who's there?" calls Mira when half the message ring goes silent. One of the two who initiated the ring must be down. Then, Angus' voice comes across. Something about the mummies being immune to fire! They must have got Wynn! she thinks.

Mira looks for the thing Arm identified. The thing he called a Chain Demon (Spot=20). She knows there is something evil...up there...watching them. Mira tosses a pinch of ground mica into the air. Running a hand through the airborne particles she chants the ancient words and points to the top of the pyramid casting Glitterdust in the direction of the lurking creature.*

DM Sanity Info:

Position: H25

Mage Armour - on Arm - 3 hours
Mage Armour - on Bin - 3 hours
Mage Armour - on Mira - 3 hours
Shield - on Mira - 6 minutes
Light - on Mira's short spear - 1 hour
*Glitterdust - on J - range 160 ft, 10 ft radius spread - Will vs DC 16 negates blinding only, no spell resistance -golden particles covers everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration (-40 penalty to hide) - 6 rounds

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

- 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




Thunir (AC 20; HP 59/94) (NPC - DM JohnP)  d20+12=17 d20+12=27 d20+10=29 d10+4=10 d20+5=22 d10+4=12 d20+10=18
Wednesday November 8th, 2006 10:01:49 PM

Thunir absorbs the two blows from the mummies and then starts hacking with his two axes.

His waraxe bites deeply into Mummy I, breaking it into dust. His following attacks continue on Mummy I unless it has fallen, when he will turn on Mummy G.

Either way, Thunir stands ready to chop the undead into dust, too.

Actions
Full Attack (Two Weapons)
1st primary - hits Mummy I, AC 29, 10 points
2nd primary - misses Mummy G, AC 22
Secondary - misses AC 18

Active Effects
Antitoxin

Spells
1 - DC 13 - Longstrider, Resist Energy
2 - DC 14 - Cure Light Wounds
* = cast


DM  d20+8=17
Wednesday November 8th, 2006 10:25:31 PM

rolling a saving throw.

DM BigTim  d20+11=28 d6+10=14 d20+11=28 d6+10=16 d20+11=31 d20+11=26 2d6(5+5)+20=30 d20+11=28 d6+10=16 d20+11=31 d20+11=28 2d6(4+4)+20=28
Wednesday November 8th, 2006 10:51:47 PM

.

Thar ail Baerer AC 21, hp 41 - PfE, Message  d20+6=15 d20+6=13 d6+3=8 d4+2=5
Wednesday November 8th, 2006 11:00:04 PM

"Wynn!" Thar cries, echoing his companions shouts, as he sees his friend collapse. To Arm and Syr, he yells "Get rid of the mummies (pointing to H and/or D) and I'll heal Wynn! I can't get to him now!"

If Mummy H is still up, Thar will move forward and attack w/ his new silvered magical SS in one hand and his +1 SS in the other hand.) (I'll assume +1 on my roll for the new one, but we don't know yet what its bonus is...)

Attack 1=15 Dmg1 = 8
Attack 2=13

When the beetle arrives, Thar will direct it to spray acid at H (or D, depending on which is still going.), but direct the cone to only hit the mummy's and not include Thar's companions in the spray.

Beetle Acid Spray = 5 pts dmg

When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based.

Beetle: Assuming he's in the PfE circle, so he is (AC 18, 13 hps). Otherwise, AC 16. Celestial nature gives it SR 7, 5 Resistance to Acid, Electricity, Cold

DM Sanity Info

Undead Turns left for Today = 3/4

Spells Left

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

Rounds left of PfE = 28/40



Arm (ac: 18 (20) base + mage armor [+2 vs. evil] hp 27/27)  d20+6=25 d8+5=13
Thursday November 9th, 2006 5:56:01 AM

Moved my Xenia's act of sacrifice for her lover, Arm redoubles his efforts to strike out at these foul creatures, hopefully with better results this time (attk: 25 dmg: 13). If Mummy H is still up, he will attack it, otherwise he will move to K28 and attack Mummy D, hoping that Wynn will survive long enough for them to finish this...if THEY survive...

Mea Culpa (DM JohnP) 
Thursday November 9th, 2006 8:33:56 AM

I did not remember some skill rolls and magical effects when parsing yesterday's post. For the time being, consider Wynn to be stablizied at -9 on the ground.

Syr (AC 20/19 HP 45/62) message, protect from evil  d20+12=26 d20+12=29 d20+12=26 d20+7=9 d10+5=6 d10+5=13 d10+5=12 d20+9=12
Thursday November 9th, 2006 8:45:56 AM

Syr is staggered by the hard blow and feels the mummies rot creep into his wound (save 12).

Worried about the bard, he decides the best defense is a good offense. He winces when he hears Xenia's scream.

If mummy H is dead, he moves 5' and attacks D. Grunting with effort as he sees his blows glance off, Syr doubles his efforts Att 26,29,26,9 damage 5,13,12).

DM Plea (DM JohnP) 
Thursday November 9th, 2006 9:03:45 AM

I'm attempting to collect and summarize posts from 15 or 16 people. And, as you can see, I'm already making really significant mistakes.

Please indicate location using the square coordinates. If you don't include bonuses from flanking, spells, feats, etc. I can't do it for you.


Tomb - Round 14 (DM JohnP)  AoO d20+11=13 Save d20+6=9 d4+2=6 Mummy G d20+11=31 d20+11=28 2d6(4+4)+20=28 Mummy D d20+11=28 d6+10=14 Mummy F d20+11=28 d6+10=16
Thursday November 9th, 2006 9:07:59 AM

The odds start to turn as more party members break free of the paralyzing horror caused by facing the undead. Still, things in the south are bad as Wynn falls beneath the combined efforts of three mummies.

And that damnable chanting continues to grow in intensity ...

Xenia sees her beloved fall and scrambles towards him, somehow avoiding any attacks from the mummies. She covers Wynn's body from more blows, willing to take them herself for him.

Ash finally clears the tunnel and enters the tomb. He moves to the south and calls down an electrical bolt on the closest undead. The damage is not enough to destroy the thing, though. Shelya remains behind him, still frozen.

In the tunnel entrance, Shadow keeps trying to break free but cannot manage to do so.
DM Note -- One more round of Paralysis

Angus recognizes that the undead aren't damaged by fire and transmits that to the others. He uses a spell that he knows will work, Lightning Bolt, and catches two of the mummies. Neither fall yet but both look badly damaged.

Hoping to protect his fallen companion, Belkior tosses one of his magic stones at the nearest mummy and then scrambles as fast as his little cat legs can move. He makes it to beside Wynn's fallen body without getting hit.

Bin mutters a silent prayer to Domi, asking for strength and courage.

Guarding the little cleric's back, Kadaz steps 5 feet and hacks at Mummy H. Neither swing of his axe gets past the armor of the undead thing, though. Ever faithful, Birdie runs to protect Edmund but freezes at the sight of the mummies.

Shaking the effects of the mummies' horrible visages off, Lang rushes to relieve the pressure on Thunir. His vicious shortsword stabs into Mummy I, nearly destroying it. Sunshine also moves forward to attack but doesn't manage to hit.

Conner steps forward 5 feet and lands a blow onto the back of Mummy E, breaking it into dusty fragments.

Trying not to scream like a child or add to the growing puddle on the floor, Edmund hurls his dagger with all his might at Mummy I. His aim is true and the dagger strikes the vacant eye socket of the mummy, a blow that would be fatal if this foul thing still drew breath. Now the dagger simply looks like a pretty ornament sticking out of the mummy's skull. Still, the destruction of the other mummy strengthens his resolve.

Mira casts a spell up at the creature looking over the combat, hoping to blind it. She can't tell yet what effect her spell has had although the thing is very sparkly.

Thunir breaks free of the paralysis and chops at Mummy I, breaking it apart. His following attacks at Mummy G do not land.

Thar directs his summoned creature to arrive on the far side of the melee and orders it to spray one of the mummies. It sprays Mummy D and then remains in position while Thar steps forward and stabs at Mummy H. Neither of his swords can defeat the mummy's armor.
DM Note -- In future, indicate exactly what square the summoned creature appears in and its target or else it doesn't arrive. I placed the beetle in the one position where it could spray D without hitting anyone else. Position of the summoned creature would have really mattered this round. You also have to fight the summoned creature each round because I don't need the extra work.

Arm swings at Mummy H but doesn't quite make it past the creature's armor.

Syr stands in consideration, horrified at might foul infection might be creeping through his body. Then he concentrates on the task at hand, raining blows down on the mummies. His first strike barely knocks some dust lose from Mummy H but his second finally destroys the thing. Then he steps forward and delivers the final blow at Mummy D, hitting it also.

++++++


The remaining mummy on the north side keeps attacking Thunir, hitting him solidly.
Mummy G hits AC 31 (threat), confirmed AC 28, 28 damage

The other two mummies concentrate their attacks on Kadaz. Mummy D steps five feet away from Syr, around Belkior, to reach the dwarf fighter but the other simply turns from his last target.
Mummy D steps 5 feet, hits AC 28, 14 damage to Kadaz
Mummy F hits AC 28, 16 damage to Kadaz


The chain devil continues to watch the combats between the mummies and the party.

++++++


Opponents
Mummy D -- Damaged, AC 26
Mummy F -- Undamaged, AC 26
Mummy G -- Damaged, AC 26
Chain Devil -- Undamaged, AC ?

Paralyzed Next Round
Bin (2 rounds remaining)
Birdie (2 rounds remaining)
Shadow (1 rounds remaining)
Shelya (1 round remaining)

Lineup
40 feet inside - Everburning torch

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

Ash (AC 15; HP 26/26) & Shelya (AC 19; HP 37/37) - Barkskin, Resistance (Sub - DM JohnP)  d20+9=20 3d6(4+6+3)=13
Thursday November 9th, 2006 9:26:12 AM

Ash keeps moving forward, wanting to help his companions. He comes around the corner and can see the last of the mummies but doesn't freeze in fright this time, either.
Will save = 20

The druid again calls down a lightning bolt on one of the mummies.

Actions
Move - 20 feet, J28
Cast Call Lightning, 13 points to Mummy D, Reflex DC 17 for half

Active Effects
Barkskin (Self) = +2 natural AC, 50 minutes
Resistance (Self) = 8 rounds
Call Lightning - 3 bolts remaining

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
* = cast


Shadow (AC 21/18 HP 28/28) 
Thursday November 9th, 2006 9:36:44 AM

Shadow tries to calm himself by telling himself, 'you can face this thing, you can face this thing, you can face this thing' but still can't seem to break away from the overwhelming fear that has taken control of his body.

Xenia (AC22, HP 34/48) /Active Spells Listed Below  2d8(7+6)+3=16
Thursday November 9th, 2006 10:52:48 AM

"Wynn! Honey? Sweetheart?!? Don't die." Tears roll down the landscape of Xenia's dark face to fall down upon Wynn's. "Stars in the sky, please don't take him from me."

Clutching the bard in her arms, she gropes with one hand for her haversack. The magic bag places a potion under her frantic fingertips and she rips the seal away with her teeth.

"Drink this, Wynn," she whispers into the face of the bard, as she dribbles the almond scented liquid between his pale, unmoving lips. "Don't die, Wynn. Please don't die. I couldn't live without you."

Rolls and Actions
Potion CMW Heal Wynn 16hp

Movement and Position
Xenia L29
Flappy Inside the Cave Somewhere.

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

Bag of Tricks 2/10 per week.

Belkior/Sub Al (AC22 vs. Evil, HP 52/60; Magic Circle Against Evil)  2d8(8+2)+8=18
Thursday November 9th, 2006 11:11:39 AM


Belkior steps away from the two mummies, clearing the space as well as providing himself breathing room to cast a spell.

"I'm behind you, Kadaz," he says to the dwarf. "Let the blessings of Alemi soothe your injuries." Holding out his hands, the Healer touches the dwarf with Alemi's light.

Rolls and Actions
CMW Heal Kadaz 18hp (Burn Resist Energy)

Movement and Position
K27 (5-foot step)
Covering Kadaz, Syr, Wynn, Xenia, Arm with Magic Circle unless they move. (And Thar if he moves forward)

Active Effects
Magic Stone (3 stones for 30 minutes /Belkior 1)
Magic Circle Against Evil (80 minutes)
Protection from Evil on Syr (8 min)

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* (uProtection from Evil+)
2nd - Delay Poison*, uHold Person*, uOwl's Wisdom*, uResist Energy*, Spiritual Weapon (Aid*)
3rd - Blindness/Deafness, Dispel Magic*, Prayer*, uSearing 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 (AC 22/23 HP 34/45) 
Thursday November 9th, 2006 12:32:45 PM

Bin attempts to move his arms after his prayer to Domi. He gets a finger to twitch, then another, but still he can do nothing but concentrate on collecting himself before he has to collect the fallen and the dead. His fear quickly turning to frustration he continues to struggle against his unnatural disorder.

OOC: Bin was feared by two of three mummies. Would the fear be removed if those two mummies that "feared" him were destroyed? If so, would this be the case? I remember the first mummy feared him for 4 rounds and the second for 1, so he is still under the effect of his first failure.

ed. DM JohnP - First, I don't see anything about the effects being cumulative.

As to whether the effect ends when the cause is destroyed, I think that's a DM call. I'm inclined to allow it.


Angus Ac 24/26 (evil) Hp 34 spells below  4d4(3+2+2+2)+4=13 4d4(1+4+2+2)+3=12
Thursday November 9th, 2006 1:28:30 PM

Angus is very happy to see two of the mummies to the north fall and gets ready to do more chopping on the last one (G).

Angus readies his magic missile spell and unleashes four magical darts at the mummy.

damage 13

Angus looks to Lang and Conner and squeeks "Once the mummy falls move on the pyramid. I will help those to the south."

Angus gains altitude and move over to the southern battle.

On the message line "Everyone push through, we have to break up the ritual."

From Angus's vantage point he will have a look around. (can Angus see over the pyramid? How tall is the pyramid?)

Spot 12

Location: O23 30 feet up

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

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 on Xenia 8 minutes
Detect Magic
Shield 8 minutes
Mirror Image from scroll 3rd level on Lang 5 images

Rod of Extend 2/3


Thunir (AC 20; HP 32/94) (NPC - DM JohnP)  d20+12=21 d20+10=28 d10+4=10 d20+5=20 d20+10=30 d6+4=10
Thursday November 9th, 2006 2:31:43 PM

The dwarf ranger staggers under the blow from the mummy, then replies in kind.
Fort save = 21

His dwarven waraxe flashes out twice, followed by the handaxe in his other hand. He damages the mummy but not enough to destroy it.

Actions
Full Attack (Two Weapons)
1st primary - hits Mummy G, AC 28, 10 points
2nd primary - misses Mummy G, AC 20
Secondary - hits Mummy G, AC 30, 10 damage

Active Effects
Antitoxin

Spells
1 - DC 13 - Longstrider, Resist Energy
2 - DC 14 - Cure Light Wounds
* = cast

ed. JohnP - corrected my mistake with the critical


Conner [AC=22 HP=62/62] Message, Dark Vision  d20+12=23 d8+7=11 d20+7=24 d8+7=11
Thursday November 9th, 2006 7:07:34 PM

Conner smiles in grim satisfaction as he dispatches the first of the mummies and shifts his position ever so slightly to engage the last of the three attacking Thunir.

If it still stands, Conner unleashes his remaining fury on the creature, driving the blade of his longsword through the bandages and across it's grotesque body [Hit'G' AC=23 and 24 for 11 + 11 HP]

If the mummy has already been destroyed, the fighter will stop to pull a flask from his pouch and apply it's contents to his longsword, taking the time to ensure the blade is well coated (Oil of Bless Weapon).

"You're next" he growls under his breath as he looks towards the pyramid.

New Position = M 18

Wynn [AC=21 HP=7/59] Protection from Evil 
Thursday November 9th, 2006 7:34:00 PM

The bard lies motionless on the ground. Every square inch of his body aches and he cannot seem to move his limbs. It's as if a weight holds him down. He lies still and tries to get his bearings. Something sharp is poking him in the ribs and he feels something wet, presumably blood, running down his cheek. . Slowly he edges his fingers towards the pain in his ribs and discovers the point of a dagger pushing through a small gap in his armor. He pushes the pointed blade aside.

Carefully he opens his eyes, half expecting to be clubbed yet again by the mummies. His vision, blurred by the beating, gradually clears and the anxious face of Xenia takes shape above him..."I'm not sure this is really the time" he quips weakly .

Position=L29

Kadaz (AC 24, HP 43/63)  d20+14=26 d20+7=26 d10+7=9 d20+14=20 d20+9=22 d20+12=25 d20+12=29
Thursday November 9th, 2006 8:08:17 PM

This is what Kadaz signed up to do - a guard's job. Stand in front of his companions who are down and shield them. But that doesn't mean Kadaz has to like it.

Kadaz braces himself but being hit by both mummies sends waves of pain is almost more than he can bear. But he manages to stand straght and starts to return the blows. The healing spell that Belkior casts makes it possible for Kadaz to believe he won't be soon joining Wynn on the floor. "I could use another of those" he grunts in Belkior's direction.

Kadaz first concentrates on the damaged mummy, hoping to drop it and prevent it from threatening Xenia and Wynn.

1st swing: hit AC 26, damage 9, if D drops cleave F but miss

2nd swing: hit AC 22 miss

fort saves: 25, 29

DM info:
- HP total accounts for 2 mummy hits and heal from Belkior
- antitoxin (60 min)
- bulls strength (27/30 rounds)



Edmund (AC: 12, HP: 27/27)  d20+5=24 d20+5=23 d20+4=7 d4=2
Thursday November 9th, 2006 8:24:44 PM

Edmund manages to avoid fleeing in terror this time, and takes heart from the apparently imminent destruction of the remaining mummies. Dashing towards the Chain Devil to the east, he draws and loads his crossbow, intent on accomplishing at least something against the creature which seems to be in charge. (30 ft. move to M-19)

As he passes the wall, the mummies on his right catch his eye. He is growing used to this sort of thing now, and manages to stifle rising fear. (Will Saves vs. Fear=24 and 23)Suspecting he is too probably too far from the devil to hit it, he turns on his heels, swivels the crossbow up, and fires towards the nearest mummy (G, or F if G is dead, or D if F is dead,). The result of the shot is uncertain to Edmund, but he's pretty sure it didn't accomplish anything. (Hits AC7, 2 Damage)

DM Sanity Info.

Current Position: M-19

Actions Taken: Ranged Attack (HAC7, Damage 2)

Spells in Effect: None

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 97/100; Sunshine AC 23; HP 47/47)  d20+13=31 d20+13=30 d20+8=23 d20+8=18 d6+6=7 2d6(6+1)=7 d6=1 d6+6=11
Thursday November 9th, 2006 9:47:25 PM

Lang steps forward and attacks the last remaining mummy on this side (G).

"I am with you Thunir. Let's send this last foul creature back to Gargul."

Lang moves 5' to J18. Sunshine remains in I18.

Hit AC 31; damage 2 after DR5, vicious damage 7 & vicious damage to Lang 1.
Hit AC 30; damage 6 after DR5.
Hit AC 23; miss.
Hit AC 18; miss.

If Mummy G is gone by this time then Lang, Sunshine and his 5 images will move forward to the stairs, ending in cell P23 and P22.

Longstrider - duration 3 hours

OOC - Do not forget that Lang has Mirror Image spell on with 5 images.

Mira (AC 21 Mage Armor, Shield, 30/ 40 HP)  d20+6=24 6d6(1+1+2+5+6+2)=17
Thursday November 9th, 2006 11:01:34 PM

Mira watches as the creature up on the pyramid gets coated in golden sparkles...and does nothing. "Okay, pretty boy!" she mutters under her breath, "let's see how you like this!"

The sorcerer rolls a tiny ball of bat guano and sulfer together then squeezes it hard in her right hand. Casting her hand out in the direction of the devil on the pyramid, she releases the magic. An explosion of flame detonates with a low roar (17 pts. dmg from fireball, spell resistance vs 24, DC vs 17 reflex to take half dmg.) Anything that was within a 20 ft. radius of J gets caught).

Mira moves 5 ft. to her right. The sorcerer thinks she hears the Crimson Shield bard say something, and a smile creeps across her lips.

DM Sanity Info:

Position: H26

Mage Armour - on Arm - 3 hours
Mage Armour - on Bin - 3 hours
Mage Armour - on Mira - 3 hours
Shield - on Mira - 6 minutes
Light - on Mira's short spear - 1 hour
Glitterdust - on J - range 160 ft, 10 ft radius spread - Will vs DC 16 negates blinding only, no spell resistance -golden particles covers everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration (-40 penalty to hide) - 6 rounds (5 rounds remaining)

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#




Thar ail Baerer AC 21, hp 41 - Belkior's PfE spell, Bless  d8+4=12 d4+2=3
Thursday November 9th, 2006 11:35:54 PM

"Thank heavens, now I get a chance to do some healing," Thar says, as he moves quickly to position J28.

"Xenia, move over dear, as I need to help your man." He gently pushes her out of his way and he casts CLW's upon her lover, curing 11 pts of dmg (sorry, hit the wrong +4 button vs. +3).

To his nearest companions, he adds "Keep these mummies off my back, and I'm going to try to help Wynn get back up and if I have to, I'll drag him to safety!"

The beetle, seeing that its acid did a little bit of dmg, moves to N27 and sprays acid at mummy F (aiming so it only hits mummy F and nothing else).

Dmg Acid = 3

Rounds Left for Beetle = 1/3
Beetle is AC 16, 13 hps, Celestial nature gives it SR 7, 5 Resistance to Acid, Electricity, Cold

DM Sanity Info

Undead Turns left for Today = 3/4

Spells Left

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

Rounds left of PfE = 27/40

Arm (ac: 18 (20) base + mage armor [+2 vs. evil] hp 27/27) 
Friday November 10th, 2006 8:48:16 AM

Feeling helpless and guilty at not being able to affect the mummies, Arm resorts to the only thing he has available to him. He clears his throat and begins to sing of exalted deeds and overcoming of great odds, hoping that this will be enough (bard song: inspire courage +1-+1 to hit/dmg & +1 to saves vs. fear affects. duration: as long as he sings, then 5 rounds thereafter.)

Syr HP 61/62 AC 22/21) message, protect from evil  d20+14=23 d20+14=19 d20+14=16 d20+9=23
Friday November 10th, 2006 8:55:23 AM

Looking down at Wynn, the elf asks Xenia, "How is he?" with obvious concern on his face. Kneeling down by the bard's side he whispers to him, "Don't let them beat you, we need to hear your song once more."

Seeing Wynn's body start to move he smiles and pats him on the arm, "Why don't you sit this next one out?" he moves 5' to L29 and attacks, missing mummy D each time.

Tomb - Round 15 (DM JohnP)  d20+5=9 d20+6=23 d20+10=14 d20+5=20 Mummy G d20+11=18 Mummy D d20+11=13 Mummy F d20+11=24

Friday November 10th, 2006 10:44:10 AM

Three of the six mummies have been destroyed and things are starting to look up for the party. The chain devil is still standing on the top platform of the pyramid, looking down at the battle.

And that chanting is still continuing ...

Angus has flown higher but the top platform of the pyramid is 40 feet above the floor so he cannot see anything other than the devil that casually watches the combat.

++++++


Ash moves to the south, around the corner and calls down another lightning strike on one of the mummies. Shelya remains near the entrance but is starting to stir from her paralysis.

In the tunnel entrance, Shadow witnesses the destruction of the closest mummies and feels strength returning to his legs. He will be able to act next round, joining in one of the two melees.

Quietly pleading, Xenia pulls a potion from her backpack and pours it into the slack mouth of Wynn. She is rewarded by faint stirring of her lover's body.

Belkior moves behind Kadaz and casts a curing magic. The healing energy flows into the dwarf fighter, removing some of the injuries inflicted by the mummies.

In the centre of the space, Bin sees the last of the mummies that affected him being destroyed. Feeling starts returning to his legs and he can act next round.

Angus casts one of the earliest spells that he learned at Mummy G, the last one standing on the north side. The pixie sorcerer watches the magical missiles strike the undead thing and then he starts flying higher to the south. He cannot yet see anything of the top of the pyramid since it is 10 feet above him. But, if he had to guess, that's probably where the chanting is coming from so he instructs the others to rush up there.

Wanting to finish off Mummy G, Thunir launches a series of attacks with his axes. He hits the thing twice but cannot put it down.

Across from him, Conner steps in swinging his longsword. He cannot get past the breastplate that Mummy G is wearing, however.

Wynn starts stirring after an invigorating liquid flowed down his throat.

With a quick thanks to the little healer behind him, Kadaz hacks at Mummy D. His first swing just manages to get past the breastplate armor worn by the undead thing that shows no sign of weakening.

Realizing that none of his current spells will do much against undead, Edmund tries firing his crossbow. He may just be a greater danger to his companions rather than the undead.

Lang hits with both his vicious sword and the simple enchanted one. While he does a great deal of damage, Mummy G is still standing ... barely.

Behind the small building, Mira pushes together the components for a Fireball spell and then targets the chain devil. A wash of flame sweeps over the top of the pyramid and the chain devil disappears! Even better, the chanting falters for a moment ... but has Mira simply poked a hornet's nest?
Anyone able to see Chain Devil -- Spellcraft DC 22 &/or Knowledge Planes 23 -- Highlight to display spoiler: {The chain didn't / couldn't teleport. Instead, it simply ceased to exist when the spell's energy hit it.}

Thar orders his summoned beetle to move and keep spraying Mummy D but this time the undead thing withstands the spray. The cleric from Plateau City then waits for one of his companions to move.

Arm realizes that the mummies are very tough opponents. Instead of attempting to attack them, he breaks into a song of battle. His companions immediately stand straighter and stronger, even those on the other side of the small building.

The concern evident in his voice, Syr tries to encourage Wynn. Then he steps forward to shield the bard from the mummies, swinging at Mummy D without effect.

Thar then steps forward and casts a healing spell on Wynn.

++++++


Mummy G keeps attacking the injured Thunir, but misses the dwarf.
Mummy G misses AC 18

The other two mummies keep attacking Kadaz but also miss the armored dwarf because of Belkior's protective magics.
Mummy D misses AC 13
Mummy F misses AC 24


Mira's spell has had some effect because an armored figure comes to the edge of the platform to look down upon the combat. Then it gestures and chants to call a foul green cloud from the ground around the melee to the south.
Spellcraft DC 19 -- Highlight to display spoiler: {Stinking Cloud}

Everyone in south (Belkior, Kadaz, Ash, Thar, Arm, Wynn, Xenia, Celestial Beetle) -- Nauseated or DC 20 Fortitude save to negate. Those who are Nauseated and leave area are nauseated for an additional 1d4+1 rounds.
Nauseated = Single move action only; no attacks, spellcasting, etc.

If you're inside the cloud, you can only see into neighbouring squares (5 feet) and have a 20% miss chance. Farther away, you have 50% miss chance and total concealment. So you sneaky, hidy types can hide from the nasty mummies.

++++++


Opponents
Mummy D -- Damaged, AC 26
Mummy F -- Undamaged, AC 26
Mummy G -- Nearly Destroyed, AC 26
K - ?


Lineup
40 feet inside - Everburning torch

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

Thunir (AC 20; HP 32/94) (NPC - DM JohnP)  d20+10=28 d10+4=8 d20+12=15 d20+12=13 d4=1 d4=1
Friday November 10th, 2006 11:07:08 AM

The dwarf ranger keeps up the attack on Mummy G. His frist swing drops the mummy into a crumpled pile of bones.

Thunir then follows Angus' direction, moving towards the ramp up the pyramid. As he passes the corner, he catches sight of the other two mummies. Again, he is caught unaware by the horrible appearance of the undead and freezes in fright.
Will saves = 15, 13, Paralyzed 1 round

Actions
Attack - Primary - hits Mummy G, AC 28, 8 points
Move - to M20

Active Effects
Antitoxin

Spells
1 - DC 13 - Longstrider, Resist Energy
2 - DC 14 - Cure Light Wounds
* = cast



Matt C. 
Friday November 10th, 2006 11:36:54 AM

Wouldn't the stinking cloud block his sight of the mummies?

ed. JohnP - You're correct, it would. Plus a lot of other things, too.

Kadaz (AC 26, HP 43/63)  d20+12=25 d20+14=25 d20+9=14 d20-2=0
Friday November 10th, 2006 1:19:25 PM

The choking gas starts to fill Kadaz's lungs but he expells it. His beard and mustache act as a filter and keep the worst of the gas from him. (fort save 25)

Kadaz stands still and swings yet again at the damaged mummy (D) hoping to bring it down. But both of his swings bounce off the mummy's armor. Kadaz spares a moment to stare at his axe in disbelief. (to hit 25, 14)

Birdie finally comes out of his fear and looks around for the human he was supposed to be protecting. He sees the mage far away and runs to him. On the way he starts growling at the remaining mummy. Unfotunately his growl leaves a great bit to be desired and comes out more as a whimper (intimidate 0) (move to M17).

DM info:
- antitoxin (60 min)
- bulls strength (26/30 rounds)

ed. JohnP - Did you add in the effect of flanking and Inspire Courage? There's also a 20% miss chance.

Edmund (AC: 12, HP: 27/27)  d20+5=23 d20+4=23 d20+4=21 d4=3 d4=2 d20+5=21
Friday November 10th, 2006 3:28:20 PM

When the Chain Devil vanishes, Edmund cannot help but give a cry of satisfaction. "Fantastic stuff!" he shouts to Mira. "It's entirely gone!" (Spellcraft=23)

As a new figure takes the place of the Chain Devil and casts a cloud of noxious gas to the south, Edmund wrinkles his nose. "Stinking Cloud," he says. "Nasty spell, but mostly harmless. Still, best put a stop to that!" (Spellcraft=21)

Edmund dashes off towards Angus (25ft move to P-22), loading his crossbow again along the way. He raises and fires, this time to surprisingly better effect. (Hits AC 23, (Nat. 19 Threat, 21 to confirm) for 3 damage (5 if confirmed))

Edmund is feeling rather proud of himself, and is clearly much less frightened than before. How long this lasts depends on the future success of the party, of course.

DM Sanity Info.
Current Position: P-22
Actions Taken: Ranged Attack (Critical Hit, 21 to confirm, Damage 2 (5 if confirmed))
Spells in Effect: None

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

Belkior/Sub Al (AC22 vs. Evil, HP 52/60; Magic Circle Against Evil)  d20+15=33 2d8(8+3)+3=14 d20+8=16
Friday November 10th, 2006 5:10:51 PM


Those covered by Magic Circle get +2 to Saves Also.

The Chain Devil vanishes. Illusion? There is little time to verify this. Little time for much of anything before the stinking miasma cuts off sight of all things beyond arm's distance.

"I'm here still, Kadaz." Belkior dismisses the smell and barks the trigger word for the wand. The empty wand falls from his hand as he reaches simultaneously for both Kadaz' back and his haversack. The halfling cleric steps into the empty breech to be next to both Kadaz and Syr as his hand comes back with another wand of curing.

Rolls and Actions
Fort Save 35 (Forgot +2 form Magic Circle. Added here.)
CMW Heal Kadaz 14hp (from Wand)
Spellcraft 16 to determine whether the Chain Devil was an illusion or not.

Movement and Position
L28
Covering Kadaz, Syr, Wynn, Xenia, Arm, Ash, Beetle with Magic Circle unless they move. (And Thar if he moves forward)

Active Effects
Magic Stone (3 stones for 30 minutes /Belkior 1)
Magic Circle Against Evil (80 minutes)
Protection from Evil on Syr (8 min)

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* (uProtection from Evil+)
2nd - Delay Poison*, uHold Person*, uOwl's Wisdom*, uResist Energy*, Spiritual Weapon (Aid*)
3rd - Blindness/Deafness, Dispel Magic*, Prayer*, uSearing Light* (uMagic Circle against Evil+*)
4th - Death Ward, Neutralize Poison+*, Summon Monster IV (uHoly Smite+*)

Wand of Cure Moderate Wounds (50/50 - level 3) (0/50 - level 3)
Pearl of Power L1 Used for the Day

Mira (AC 21+4 one time only bonus next round, Mage Armor, Shield, 30/ 40 HP)  d20+14=32 d20+14=27
Friday November 10th, 2006 7:22:51 PM

Gone! The devil creature is gone....disappeared!? Mira blinks, but not even a golden sparkle remains.(Spellcraft=32) Something must have gone wrong when the creature tried to use its own foul magic, she surmises.

The devil is replaced by another, and his movements are familiar to the mage (Spellcraft=27). Mira crouches down, dropping her magicked shortspear and fishes in her component pouch for the strange little figure she won such a very long time ago. Mira winds up the bizarre little figure of a paladin with an overlarge shield and sets it on the ground in front of her.

Wind-up Toy [free action]activates and gives everyone in your group +4 to AC, immunity to magic missle for 1 round. [Shield Spell]

(OOC: I'm assuming this does not apply to the stinking cloud spell, but to the next round of actions from the NPC bad guys. DM's discretion.)


DM Sanity Info:

Position: H26

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

Message - on Mira, cast by Wynn (and Angus)
Magic Circle Against Evil - from Belkior (if applicable
Bard song - from Arm - inspire courage +1, +1 to hit/dmg & +1 to saves vs. fear affects. duration: as long as he sings, then 5 rounds thereafter.

- 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#




Angus Ac 24/26 (evil) Hp 34 spells below  d20+15=20 d20+15=22 8d6(1+6+3+3+3+6+5+3)=30 4d4(2+2+4+2)+4=14 d20+3=12 d20+8=20
Friday November 10th, 2006 7:30:45 PM

Angus see the chain devil disappear "What was that all about? A fireball killing a devil?"

Spellcraft 20

When Belkior mentions illusion, Angus nods to himself "Could be."

When the mailed figure replaces the chain devil, Angus nods again "A good conductor."

Spellcraft 22

"Stinking Cloud. I'll raise you." Angus rises 15 feet to be above the pyramid.

On the message line "I am going to recon and say hello to our new guest."

Angus will try to line up "K" with any other figures that may be chanting and launch another lightning bolt (only if I can get more than one, all would be preferable).

DC20 save for half 30 damage

If Angus can only see the one figure he will cast magic missile and send four darts into the mailed man.

damage 14

spell resistance if required 20

Angus will scan the activity on top of the pyramid and report back on the message line.

spot 12

Location: O23 45 feet up

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

(To be adjusted based on if Angus cast MM or Lbolt)

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 on Xenia 8 minutes
Detect Magic
Shield 8 minutes
Mirror Image from scroll 3rd level on Lang 5 images

Rod of Extend 2/3


Edmund (update) 
Friday November 10th, 2006 9:04:02 PM

((I misrolled my spellcraft, and just noticed. Those should be +15, not +5. Edmund still passes the rolls, of course, but now with rolls of 33 and 31 respectively.))

Thar ail Baerer AC 21, hp 41 - Belkior's PfE spell, Bless  d20+11=22 d20+7=23 d4+2=6 d20+9=19 d6=1
Friday November 10th, 2006 9:09:47 PM

As the gas cloud appears around Thar, he begins coughing but manages to resist most of the stinking effect (Save 22).

(DM, I don't know the castor's spell level, but he needs to make a caster check > 7 to pass the beetle's SR of 7. I'm assuming he'll make his check so I'm going to roll a Save for the Beetle.)

The beetle also manages to resist the cloud (Save 23) and sprays one last acid burst against the mummy D, making sure it doesn't hit any companions of Thar's with its spray. (6 pts of dmg) After its burst, its summoning ends and it disappears.

Thar will move out of the cloud to H28 and draw his bow, firing an arrow at the armored target. (OOC - How high is the cloud and can I see over it to hit the armored figure?) Attack Figure K = 19, Dmg (if any) = 1.

ed. JohnP - The cloud is 20 feet high, so you won't be able to see over it.

Ash (AC 15; HP 26/26) & Shelya (AC 17; HP 37/37) - Barkskin, Resistance (Sub - DM JohnP)  d20+7=21
Friday November 10th, 2006 10:08:44 PM

When the choking cloud forms in the area, Ash manages to withstand the stench.
Fort = 21

He steps back out of the cloud and moves around the back of the building, joining the group to the north.

Shelya shakes off the last of the paralysis and begins following Ash.

Actions
Double Move - 40 feet, I20

Active Effects
Barkskin (Self) = +2 natural AC, 50 minutes
Resistance (Self) = 8 rounds
Call Lightning - 3 bolts remaining

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
* = cast


Kadaz (AC 24, HP 43/63) - correction  d100=53 d10+7=12
Friday November 10th, 2006 11:34:07 PM

<Thanks JohnP. With the flanking Kadaz's first attack will hit.>

Kadaz's first swing did manage to graze the mummy, the fog had hid this from Kadaz's first glance.

(didn't miss in the fog, 12 damage on Mummy D)

Conner [AC=22 HP=62/62] Message, Dark Vision, Bless Weapon 
Saturday November 11th, 2006 9:50:45 AM

With the last mummy to the north finally destroyed, Conner smears the Oil of Bless Weapon over the blade of his longsword in preparation for what surely will be the more crucial battle ahead.

Bless weapon = 3 minutes

Lang (AC 24; HP 97/100; Sunshine AC 23; HP 47/47)  d20+6=12
Saturday November 11th, 2006 10:12:53 AM

Lang watches as the dwarf finishes off the last remaining mummy on this side (G) with a quick sword thrust.

"Good work Thunir. Now it is time for us to deal with those cultists. maybe you should heal yourself first," says Lang as he eyes all of Thunir's wounds.

Lang and Sunshine quickly outpace the dwarf as they run towards the stairs and start to climb them. Lang sees the armored figure at the top of the structure (spot 12) get hit by some magic from his comrade Angus. Not bad having a sorcerer backing you up.

"Surrender now and you will live. Resist and you will die," says Lang to the armored individual.

Not sure how far they will get. A double move would get them starting up the stairs and a run move almost near the top.

Longstrider - duration 3 hours

OOC -- How much area do the 5 images of the Mirror Image spell take up?

Xenia (AC22, HP 34/48) /Active Spells Listed Below  d20+5=24
Saturday November 11th, 2006 11:41:21 AM


"Wynn, you ... " Eyes glistening with her tears, Xenia sends unspoken thanks to Thar for healing her guy up all the more. "Wynn, can you move? We gotta get outta here. We got mummies ... " Then the gas hits, washing all around them. With dogged determination, the dark rogue holds onto her stuff.

"Wynn!" She waves a gloved hand before her face to get the stuff out of her face. "Can you stand? We gotta get out of here." Stand or stay, Xenia sticks with her man, unto death, to fall or fly together.

Rolls and Actions
Fortitude Save 24 (With +2 for Magic Circle!)

Movement and Position
Xenia L29 (Or wherever Wynn goes)
Flappy Inside the Cave Somewhere.

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

Bag of Tricks 2/10 per week.

Wynn [AC=21 HP=29/59] Protection from Evil  d20+7=25 d8+5=11
Saturday November 11th, 2006 1:08:13 PM

Wynn waits until Xenia shifts her weight before pulling himself into a seated position. His nose wrinkles at the smell of the cleric's spell, but he has smelled worse in the lower levels of Floating City [Fort Save =25]. He crawls to the edge of the cloud of gas with Xenia's aid before casting a healing spell upon himself [Cure Light Wounds=11].

"Thanks...I'll be fine in a moment"

New Position=I-29

Arm (ac: 18 (20) base + mage armor [+2 vs. evil] hp 27/27)  d20+2=22 d20+8=16
Monday November 13th, 2006 5:52:15 AM

Shrugging off the effects of the poisonous cloud (fort=22), Arm still continues his song. He cannot see much, but hopes that he can aid his companions should any of the enemy be left.

Syr (AC 26/25 hp 46/62)  d20+13=33 d20+13=16 d20+13=18 d20+13=25 d20+7=20 d10+6=8 d100=81 d10+10=17
Monday November 13th, 2006 7:55:31 AM

Hearing Wynn begin to move brings a smile to the elf's face until the cloud descends over the group. Unable to breath (save 17) the elf moves back 5' into L29. He braces himself against the wall and begins hacking loudly.

Syr - you rolled a d10 for the save, not a d20

DM Note (JohnP) 
Monday November 13th, 2006 9:18:29 AM

Waiting to give Bin and Shadow a chance to post.

[ Dang it. Bin is me. I forgot I was to sub for him last Friday. Post coming right up. --Al ]

Shadow (AC 21/18 HP 28/28)  d20+5=21 d6+1=7
Monday November 13th, 2006 9:38:43 AM

"AAAHHHHH" Escapes the lips of Shadow as he finally bursts free from his overpowering fear and he starts heading for the green cloud (He decided since there are more to that way that need to be defeated.). He will run/jog to get to I27.

If there is time he will take a deep breath before he charges into the cloud (holding the breath in) to engage the Mummy F (if he can get by his companions.

Actions:
To hit 21 (not sure what is special about the new silver short sword)
dmg=7 (again new silver short sword)

Bin/Sub Al (AC 22/23 HP 34/45) 
Monday November 13th, 2006 10:10:10 AM


His legs move! His arms move! Released from the cursed paralyzing fear, Bin Berry rushes to the north to avoid the could just barely visible to the south. On the ground are the remains of the mummies.

Up at he crest of the pyrimid stands an armored figure, one of his former captors.

"Your evil will not stand!" calls the Protector of Domi, and rushes to the foot of the stairs.

Movement and Position
P21 (Double Move)

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

Tomb - Round 16 (DM JohnP)  Fall 4d6(4+1+4+4)=13 Syr save d20+10=28 Mummy D d20+11=20 Mummy F d20+11=22 Swarm 2d6(4+1)=5 2d6(4+3)=7
Monday November 13th, 2006 11:19:26 AM

Mira seemed to have destroyed the devil but she may have just stirred up a hornet's nest. The chanting faltered for a moment but continues at a slightly lower volume.

Angus and Lang are now close enough to see more of the pyramid, including the top platform. Besides the armored figure at the top of the ramp, there are two more figures standing in the centre of an area carved into an intricate pattern. The top platform is lit with four guttering torches that cast a sickly green light that fails to illuminate much beyond the platform's edge.

The pyramid is 40 feet high, each step 10 feet in height and made from black stone. The only easy means of reaching the top platform is the ramp that Lang is climbing towards the armored half-orc. The sheer sides of each platform can probably be climbed but not easily (DC 20 Climb check). The ceiling arches overhead so that it remains 30 to 40 feet above the pyramid.

++++++


Thunir managed to destroy the last mummy on the north side and then moved off to scale the pyramid.

On the south side, Kadaz isn't bothered by the stench and manages to hit Mummy D once with his axe. Birdie finally shakes off his fear and moves to protect Edmund. He moves across to where the wizard is and prepares to keep pace when Edmund moves to the base of the ramp. Once the doughty wizard steps on the ramp, he pauses for moment before continuing to load his crossbow.
DM Note -- Loading a light crossbow is a Move Equivalent action that can't be done while moving (like a regular bow), so no chance to fire and score that critical. See Spellcraft check below.

Belkior easily withstands the stinky magic and uses a wand to heal Kadaz again. The Halfling cleric allows the completely consumed wand to fall from his hands.

Behind the small building, Mira fumbles in her pack for a small thing hidden in the lowest corner. She hurriedly winds it up and sets it loose.

Angus flies higher in order to see all of the top platform of the pyramid. He sees enough through the armored figure's visor to determine that it's a half-orc. Farther back on the pyramid there are two other figures, probably cultists. One is a human woman dressed in fine clothes. The other is a tall, imposing figure in armor and a long crimson red cloak that nearly touches the floor. When the figure turns, Angus realizes that it's another mummy.
DC 17 Will save or Paralyzed, take 13 falling damage if Paralyzed

(If Angus made save and assuming that he would target mummy) He moves over to catch both the armored figure and the mummy with his lightning bolt. The electricity flows from his fingers and jumps instantly through the air to strike both figures. Nothing seems to happen, however, to either of them.
Spellcraft DC 25 -- Highlight to display spoiler: {Spell Resistance}

The cloud of stench doesn't bother Thar who steps out of it, drawing his bow. The cloud billows 20 feet high and blocks his sight of the armored figure on the pyramid. Ash also resists the magic and retreats around the building. Shelya joins him as he moves.

On the north side, Conner smears a magical oil on his weapon in preparation for the fight on top of the pyramid. Lang heads for the top of the pyramid as well, easily passing Thunir and Edmund. When he reaches the base of the ramp he finds that it is too steep to allow running but it doesn't slow him otherwise. The bugbear ranger nearly makes it to the top of the ramp.
DM Note -- The images are all within 5' feet of one another, not necessarily within the same square as Lang. But I'm not bothering to show them on the map.

Xenia and Wynn crawl together out of the cloud of gas, away from the mummies and the pyramid. Once in the clear, Wynn heals himself.
DM Note -- You'll have to move into separate squares next round unless you want to continue grappling.

Inside the cloud, the song of courage and strength continues as Arm is unaffected by the stench.

Syr inhales the stinking gas the wrong way and briefly chokes but manages to carry on. He manages to strike Mummy D once despite the thick gas cloaking the area.
DM Note -- Re-rolled your Fort save using a d20, then applied the attacks that you had previously rolled.

Finally breaking free of the fear that gripped him, Shadow runs towards his companions in the south. He takes a big gasp of air before plunging into the foul green cloud but manages to find his dwarf companion in the cloud.
[I]DM Note -- Please make two (2) DC 16 Will saves for these mummies that you haven't seen before. And I'll rule something about holding breath next round.


Bin also breaks free and races around the building to the ramp. Standing beside Edmund, the two casters sense the palpable evil of the pyramid, reinforced by something else.
Spellcraft DC 25 -- Highlight to display spoiler: {The pyramid is protected by an Unhallow spell.}

++++++


Everyone inside the Stinking Cloud needs to make another DC 20 Fortitude save or become Nauseated.

The two remaining mummies continue to attack Kadaz but both swing over the dwarf's head.
Mummy D misses AC 20
Mummy F misses AC 22


The armored half-orc on the edge of the platform invokes another prayer and three thick streams of insect spew forth from his hands, alighting on the ramp around Lang and Sunshine.
Lang -- 5 damage, Sunshine -- 7 damage from Swarm attack + each make a DC 12 Fort save or Nauseated for 1 round

The actions of the two figures on top of the pyramid are not visible to anyone but Angus. But the change in the chanting is obvious to everyone -- suddenly the acoustics in the tombs change so that the Infernal words are clearer or louder, it's difficult to tell, and seemingly accompanied by a hushed chorus of echoes from the shadows. At the same time, the torches momentarily flare higher and the sickly green light casts everything in sharp shadows.

Angus (only if made Will save and still flying) -- Highlight to display spoiler: {The mummy knocks the burned woman to the ground then stoops with a dagger. There's a bright reflected gleam and a gush of crimson blood spurts onto the black stone of the pyramid. Angus suddenly realizes what would have happened to Bin had the cleric not been able to escape.}

++++++


Opponents
Mummy D -- Damaged, AC 26
Mummy F -- Undamaged, AC 26
K - ?
L - ?
M - ?

Lineup
40 feet inside - Everburning torch

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

Kadaz (AC 26 HP 57/63)  d100=24 d20+15=31 d10+8=12 d100=45 d20+10=25 d20+12=31 d20+1=3 d20+1=7 d4+1=4 d4+1=5
Monday November 13th, 2006 12:43:39 PM

Kadaz's wounds mostly heal thanks to the timely intevention of Belkior. "Thanks. Stand behind me and no one will touch you," he promises the very, very useful cleric.

Kadaz peers through the mist and again swings at the damaged mummy. His first swing hits the mummy (D) and causes even more wrappings to hit the floor. He squints and swings again, this time just barely missing.

(1st swing: 24% to not miss in cloud, hit AC 31, damage 12)
(2nd swing 45% to not miss in cloud, but only hit AC 25)
(fort save 31 vs stinking cloud)

Birdie continues to follow along behind Edmund. As he glances around to look for his master he catches sight of yet more mummies. If he could speak he'd probably say something like "Mommy." Instead, he freezed in fear at the foot of the ramp, whimpering, while voiding an already empty bladder. (will saves 3 and 7, feared 4 rounds)

DM info:
- antitoxin (60 min)
- bulls strength (25/30 rounds)
- inside Belkior's circle of protection vs evil
- +1/+1 from Arm's song of courage


Belkior/Sub Al (AC22 vs. Evil, HP 52/60; Magic Circle Against Evil)  d20+17=31 2d8(1+7)+3=11
Monday November 13th, 2006 12:47:45 PM


Those covered by Magic Circle get +2 to Saves Also.

The sounds from the north are disturbing. Will these two mummies keep the bulk of the group from reaching their real goal?

"Kadaz, we have to move forward."

"Syr, these mummies are only a distraction. If you can get around them, then go. The real threat is at the top of the pyramid. If anything, we must at least make them follow us out of the cloud so we can see what's going on."

The halfling triggers the wand in his hand and touches the monk with Healing energy. Then he puts his own advice into practice charging around the mummies despite the danger. At the corner, he turns.

"Kadaz, hit this one. I'll distract it for a moment while I am here!" (+2 Flanking to Kadaz if he hits Mummy D this round).

Rolls and Actions
Fort vs Cloud Save 31
CMW Heal Syr 11hp (From Wand)

Movement and Position
N29 (Take AoO from Mummy D
Covering Kadaz, Syr, Arm, Thar, Shadow with Magic Circle unless they move.

Active Effects
Magic Stone (3 stones for 30 minutes /Belkior 1)
Magic Circle Against Evil (80 minutes)
Protection from Evil on Syr (8 min)

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* (uProtection from Evil+)
2nd - Delay Poison*, uHold Person*, uOwl's Wisdom*, uResist Energy*, Spiritual Weapon (Aid*)
3rd - Blindness/Deafness, Dispel Magic*, Prayer*, uSearing Light* (uMagic Circle against Evil+*)
4th - Death Ward, Neutralize Poison+*, Summon Monster IV (uHoly Smite+*)

Wand of Cure Moderate Wounds (49/50 - level 3)
Pearl of Power L1 Used for the Day

Angus Ac 24/26 (evil) Hp 34 spells below  d20+12=23 d20+15=22 d20+15=30 d20+8=21 d20+8=12 d20+8=21 d20+8=17 d20+8=10
Monday November 13th, 2006 1:18:40 PM

Angus shakes of the effects of the new mummy (I have been forgetting my own +2 for my protection from evil). Is it possible that he is getting used to those horrible things?

Angus is unsure of why his lightning bolt did not work, but recognizes the unhallow spell as it is similar to the one Sarah used to briefly thwart the Shields.

Angus watches the terrible ritual that is taking place and on the message line "Something real bad is starting to happen on top of the pyramid. Everyone best hurry before we can't stop it."

Angus try a new tact and casts a targeted dispel magic at the armored half orc that will be facing Lang and his images.

Dispel magic checks as needed for spells in effect on the half orc: 21, 12, 21, 17, 10

Angus will stay at 45 feet elevation but will move forward 20 feet.

Location: S23 45 feet up

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

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 on Xenia 8 minutes
Detect Magic
Shield 8 minutes
Mirror Image from scroll 3rd level on Lang 5 images

Rod of Extend 2/3


Edmund (AC: 12, HP: 27/27)  d20+15=34 d20+4=11 d4=2
Monday November 13th, 2006 2:09:27 PM

((Sorry about that, I forgot about the reload time--I was just thinking of drawing the weapon as a free action because of the base attack bonus. Oops!))

Edmund fumbles with his crossbow and manages to get it loaded, thinking all the while of how he'd love to see a bolt sailing through the air to connect, critically, with a target. The dreams (or are they delusions?) end as he finishes the task, and then takes stock of the situation around himself. There is a feeling of dread which was not there before--a pervading sense of something evil afoot. Edmund is not familiar with these sorts of spells, but he does remember the early attempts he made at using Evocative spells, back with his tutor.

"Look out, lads!" he cries, "There's some sort of... Unhallowed magic at work here. They're protected!"

Edmund hurries across the stairs to get out from behind Wynn (20 foot move to R-25), raises his crossbow, and fires at the half-orc standing atop the pyramid (K). The shot is not as good as the one Edmund had been thinking of, but with any luck, it found its way through the armour. Bolts are small, and there are insects swarming about, so Edmund is not sure. (Hits AC 11, Damage 2)

((I am assuming the insect swarms do not block sight, as it is not indicated they do so in the DM post. If they do, I will revise this action.))

DM Sanity Info.
Current Position: R-25
Actions Taken: Ranged Attack (HAC 11, Damage 2)
Spells in Effect: None

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

Edmund (update) 
Monday November 13th, 2006 2:11:58 PM

((Grr. You know, I read these posts over, but it doesn't show.

First, the Spellcraft check is 34

Second, Edmund is trying to get out from behind Angus, not Wynn. So many people, I get them all confused. Sorry for the mistake.))

Conner [AC=22 HP=62/62] Message, Dark Vision, Bless Weapon 
Monday November 13th, 2006 4:07:55 PM

Conner hears Belkior's call for haste and turns his attention to the pyramid and the half-orc atop it. He averts his eyes from the action to the south as he bolts up the ramp. He rushes through the insect swarm, sidestepping Uriel and Lang as he moves.

"Forward!" he cries out to his companions, "Our battle lies forward!"

New Position=Z-21





Wynn [AC=21 HP=44/59] Protection from Evil  2d8(5+7)+3=15
Monday November 13th, 2006 4:14:16 PM

Wynn scrambles out from beneath Xenia and then helps her to her feet. "Quick! Go around to the North. I'll follow in a few moments" The bard reaches into his vest pocket and withdraws a potion. "Go! I'll be fine." he pleads with her, knowing that she is hanging back because of him.

He tips the potion into his open mouth and feels the warm healing powers envelop his battered frame. [Cure Moderate Wounds]

Xenia (AC22, HP 34/48) /Active Spells Listed Below 
Monday November 13th, 2006 4:53:08 PM


"It does sounds like they need us." Still, it's hard to leave his side. "You look better. You look the best thing in the Wold to me." Xenia kisses Wynn's cheek, less pale now.

And don'chu ever do nothing like that again. The words sit on the tip of her tongue. But it's the nature of what they do. It's what he is. And it's what she is. She wouldn't love him as much as she does if things were different.

"I'm off." In the end, that's all she says before turning and tearing down the back of the wall and around toward the stairs to the pyramid thing.

Movement and Position
Xenia O20 (Double Move)
Flappy Inside the Cave Somewhere.

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

Bag of Tricks 2/10 per week.

Kadaz (AC 24/26 evil HP 57/63) - additional post  d10+8=12 d100=73 d20+10=12
Monday November 13th, 2006 6:27:34 PM

Belkior moves around Kadaz and the mummy and distracts the mummy just enough so that the fighter's 2nd swing grazes the mummy. Did it really do damage? Kadaz can't be sure in the fog.

<DM call needed: If Belkior does move to flank mummy D than Kadaz's 2nd swing will increase from 25 to 27 and it will hit the mummy. Is this revision allowed? If so, Kadaz does an addition 12 hp of damage on mummy D.>

<More complications - if this 2nd hit makes mummy D drop Kadaz will cleave at Mummy F (percent roll 73% to see in fog) but miss. (Hit AC 12)>

Lang (AC 24; HP 89/100; Sunshine AC 23; HP 40/47)  d20+14=33 d20+7=18 d20+15=29 d20+7=25 d6+6=9 2d6(1+4)=5 d6=3 d6+5=10 d20+3=16
Monday November 13th, 2006 6:39:31 PM

Lang & Sunshine battle their way through the swarming insects, not getting too many in their mouths or noses (Fort saves 33 & 18). The armored enemy is just a short distance away now. They quickly close on the armored individual and commence attacking it.

"You should have surrendered."

Lang hit AC 29; damage 9+5; damage to Lang 3
Sunshine hit AC 25; damage 10
Sunshine trip attempt 16

Lang lands a pretty solid hit on the spell caster. Hopefully it's enough to get through its defenses. Sunshine also lands a pretty solid bite. If Sunshine bite connects, he will attempt to pull the creature down to the ground

OOC - Trip: A dog that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an AoO. If the attempt fails, the opponent cannot react to trip the dog (see wolf in MM).

Lang in cell AA22
Sunshine in cell AA23

Longstrider: Duration 3 hours


Syr (AC 21/20 hp 57/62) , message, protection from evil, z23  d20+9=28 d20+9=28
Monday November 13th, 2006 8:05:07 PM

Syr hears the halfling's voice penetrate the fog echoing Angus' whisper and acknowledges with a nod. Afraid to open his mouth (save 28) lest he begin wretching, he leaves the battle to the others. He sprints toward where he remembers the stairs up the pyramid and chases Lang through the cloud of bugs (base move 50'=running 200'? he should be next to Lang) (save 28 for the bugs).

(If move is wrong then please feel free to correct)

Bin (AC 22/23 HP 34/45)  d20+4=17
Monday November 13th, 2006 8:07:49 PM


The newcomer has a look of confident professionalism as he assess the situation. He knows that the comrades on the stairs need desperate support in order to get to the top successfully, yet he hesitates to put himself in immediate danger, for without his powers and the powers of the other clerics, the healing that will be soon needed will not be available in sufficient quantities.
Although he feels the aura of evil about the pyramid, he is not able to determine the that there is an unhallowed ward about it. What he does know is that he is tired of failing valuable saving throws so before he stats to climb the stairs he casts Resistance on himself. Pulling from a pouch a miniature cloak, he tosses it over his left shoulder with his right hand as his left hand points to himself as he mutters "Domi, please allow this servant resistance this next round to withstand that which the enemy attempts!"

(OOC)What degree angle are the stairs please? More or less then 45 degrees?

Spellcraft DC:25=17

Movement and Position
From P21 as far as possible given climb up stairs, after spell. (ooc) The spell is an action, but is there some move available after it is cast or is that his round?

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

Ash (AC 15; HP 26/26) & Shelya (AC 17; HP 37/37) - Barkskin, Resistance (Sub - DM JohnP)  3d6(6+4+2)=12
Monday November 13th, 2006 9:48:03 PM

Ash turns the corner and moves to where he can see the half-orc on top of the pyramid. The druid calls down another lightning bolt on the figure.

Actions
Move - 20 feet, L19
Standard - call Lightning, 12 damage & DC 17 Reflex for half

Active Effects
Barkskin (Self) = +2 natural AC, 50 minutes
Resistance (Self) = 7 rounds
Call Lightning - 2 bolts remaining

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
* = cast



Thunir - Longstrider (AC 20; HP 32/94) (NPC - DM JohnP) 
Monday November 13th, 2006 9:51:46 PM

The dwarf ranger pauses for a moment to cast a spell upon himself. Then he moves with increased speed towards and up the ramp.

Actions
Standard - Cast Longstrider
Move - to S21

Active Effects
Antitoxin
Longstrider

Spells
1 - DC 13 - Longstrider*, Resist Energy
2 - DC 14 - Cure Light Wounds
* = cast



Mira (AC 21 Mage Armor, Shield, 30/ 40 HP)  d20+5+2+1=26
Monday November 13th, 2006 11:52:31 PM

Mira holds her breath and squints into the noxious smoke before making a dash through its range. (Fortitude Save = 26) She manoeuvres around the bodies, trying to escape the green cloud. She comes out standing pretty close to her friend, Xenia.

"Hey X," she whispers, "you wanna' go invisible again?"


DM Sanity Info:

Position: Q26

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

Message - on Mira, cast by Wynn (and Angus)
Magic Circle Against Evil - from Belkior (if applicable
Bard song - from Arm - inspire courage +1, +1 to hit/dmg & +1 to saves vs. fear affects. duration: as long as he sings, then 5 rounds thereafter.

- 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#




Arm (ac: 18 (20) base + mage armor [+2 vs. evil] hp 27/27)  d20+2=11 d20=16 d4=4
Tuesday November 14th, 2006 6:13:15 AM

Not so lucky this time, Arm succumbs to the gas. Thankful that he didn't have overly much to eat, he attempts to stumble to a clear area (J27), where he is quietly sick.

(OOC: the courage effect will still last for another 5 rounds. Arm will be sick for 4 of them, so he will start up the song again if necessary...ignore the 2nd roll, plz.. :) ).

Thar ail Baerer, AC 21, hp 41 - PfE, Message 
Tuesday November 14th, 2006 10:05:44 AM

Seeing that his way is blocked forward and that his skills are better used in healing, Thar will turn and sprint (runx4) around the wall and attempt to reach O21.

He looks and yells "Thunir, I'm going to try to give you a boost! Don't let me get in your way though!", intending on healing his companion as soon as possible.

Move ~ 120', Ending at O21

DM Sanity Info

Undead Turns left for Today = 3/4

Spells Left

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

Rounds left of PfE = 27/40

Shadow (AC 21/18 HP 28/28)  d20=20 d20=20 d20+5=12
Tuesday November 14th, 2006 10:54:56 AM

Shadow sees the mummies and shrugs off the effects that have frozen him in place before (2 20's) and he will strike out at mummyD. He will continue to hold his breath if he is able to try and avoid the effects from the gas cloud.

Actions:
Will saves (20,20)
to hit 12

Tomb - Round 17 (DM JohnP)  AOO d20+11=24 Mummy D d20+11=31 d20+11=22 d100=28 d6+10=13 Mummy F d20+11=26 d100=59 d6+10=14 Reflex d20+8=22 Half-orc d20+22=29
Tuesday November 14th, 2006 11:12:46 AM

The ramp leading to the top platform is steep and smooth, with flagstones closely fitted together. It doesn't provide good enough footing for running but isn't so steep that climbing is required.

Those heroes who are at the top of the ramp or flying in the air can see that it is the cloaked mummy that is cotninuing the chant. The Infernal chant continues to grow in volume and intensity, particularly after the woman's blood began pooling on the stone of the pyramid.

Behind the small building, the strange device clatters to life beside Mira. Everyone senses a Shield forming in front of them.

++++++


Kadaz doesn't mind the smell so much, all things considered, and he keeps battling the mummies. He hits Mummy D twice with Belkior's help distracting the mummy.

The Halfling cleric again withstands the Stinking Cloud and heals Syr with a new wand. Belkior then moves around the mummies through the cloud towards the pyramid. He moves by Mummy D and the undead nearly hits Belkior.
Mummy D misses AC 24 ... dratted Shield effect

Angus doesn't stiffen with fright and watches the events on top of the pyramid. He tries to remove magical effects from the half-orc. The pixie sorcerer flies closer to the top of the pyramid without climbing any higher.

At the bottom of the ramp, Edmund fires off his crossbow and sees the bolt glance harmlessly off the half-orc's armor. Then the wizard scrambles across the ramp to the south side.

Conner runs towards the top of the pyramid, shouting for everyone else to join in. He stops short of the swarms, planning on plunging through next round.
DM Note -- Double move brings Conner up short of the swarms. The ramp is too steep and slippery for running (but not so much as to require a Climb check).

Wynn and Xenia untangle themselves and help one another to their feet. The bard gulps down a healing potion while Xenia runs around the building in Ash's wake.

On top of the pyramid, both Lang and Sunshine move out of the swarms and attack the half-orc. Lang lands a vicious blow but it's Sunshine that has the greatest effect. The wolf's bite grips the half-orc's leg and throws him to the ground.

Syr dances by the mummy since it has already swung at Belkior, making his way to the ramp. The monk moves up the ramp and finishes beside Sunshine at the top of the ramp.

At the foot of the pyramid, Bin casts a simple protective magic before moving partway up the ramp.

Ash comes around the corner and calls down a lightning bolt on the half-orc. Thunir casts a spell to make his short legs move faster and then starts up the ramp.

With a glance down at her wind-up toy, Mira turns and moves through the cloud of stinking gas. She moves past the mummies and finishes near Edmund beside the ramp. Coughing and retching comes from inside the cloud and Arm ends his singing. The bard stumbles out of the cloud, trying to recover his breath.

Thar turns and also runs around the building with the others heading towards the pyramid.

Shadow continues trying to hold his breath while fighting the mummies. He strikes out at Mummy D but cannot get past its armor. Even though he is trying not to breath, Shadow can still smell the rotten order of the Stinking Cloud.
DM Note -- Fortitude saves after this round, please.

++++++


The mummies realize that the halfling cleric is a more important target so they turn their attentions to Belkior. Mummy D hits the little fellow very hard and Mummy F hits nearly as hard.
Mummy D hits AC 31 (threat), not confirmed AC 22, 13 damage + DC 16 Fortitude save (disease) ... dratted Shield effect
Mummy F hits AC 26, 14 damage + DC 16 Fortitude save (disease)


The mummy on top of the pyramid turns and looks at Lang, Sunshine and Syr at the top of the ramp. An almost palpable menace seems to flow from the empty eye sockets, chilling the blood of the three. All the while the mummy continues its Infernal chant.
Lang, Sunshine, Syr - DC 17 Will save (fear) or Paralyzed for 1d4 rounds

Blood continues to flow from the woman collapsed at the mummy's feet. Angus, Lang and Syr see that the blood is flowing in carved channels in the stone of the top platform.

The half-orc risks getting to his feet in front of the three heroes. Once he is standing, he will cast a spell, growing in size and power. The three close to the half-orc can see loathsome sores on the half-orc's skin and a scent of disease and decay that is particularly foul for Lang and Sunshine.
Lang, Sunshine and Syr -- Two things:
- Attack of Opportunity possible when the half-orc stands from prone if not Paralyzed
- DC 15 Will save (vs. fear) or Shaken (-2 on attacks, skill checks and saves), while half-orc alive


++++++


Mira's device winds down, its energy spent. At least it proved useful for one round.

Opponents
Mummy D -- Damaged, AC 26
Mummy F -- Undamaged, AC 26
K -- Damaged, ?
L -- Bleeding out
M - ?

Lineup
40 feet inside - Everburning torch

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

Belkior/Sub Al (AC26 vs. Evil, HP 25/60; Magic Circle Against Evil)  d20+17=34
Tuesday November 14th, 2006 11:54:45 AM


The blows from the mummies fall, and the halfling cleric grits his teeth against the pain. A vile disease begins to burgeon from the injuries. But Belkior is a Paragon of Alemi, and by the Grace of the God of Healing no disease may plant fetid roots within him.

"Follow," he hisses through the pain. "If you can."

"Kadaz, Shadow, I'm leaving," Belkior announces and then withdraws, out of the cloud of stinking gas.

Rolls and Actions
Immune to Disease (Paragon 1) ^_^
Delay until Kadaz and Shadow attack or move. To provide Flanking if needed.
Total Defense
Fort vs. the Stinking Cloud 34

Movement and Position
P25 (20 ft)
Covering Birdie, Edmund, Mira with Magic Circle unless they move.

Active Effects
Magic Stone (3 stones for 30 minutes /Belkior 1)
Magic Circle Against Evil (80 minutes)
Protection from Evil on Syr (8 min)

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* (uProtection from Evil+)
2nd - Delay Poison*, uHold Person*, uOwl's Wisdom*, uResist Energy*, Spiritual Weapon (Aid*)
3rd - Blindness/Deafness, Dispel Magic*, Prayer*, uSearing Light* (uMagic Circle against Evil+*)
4th - Death Ward, Neutralize Poison+*, Summon Monster IV (uHoly Smite+*)

Wand of Cure Moderate Wounds (49/50 - level 3)
Pearl of Power L1 Used for the Day

Note: John, I thought I placed Belkior at N29 last round. That would have removed the attack from Mummy F without a move from it. I'll take it either way. If the Mummy moves five feet that should open a passage for Kadaz to move. If it doesn't, Belkior feels less pain.

ed. DM JohnP - corrected on map so that Belkior is in N29 and Mummy F moved to attack him.

Angus Ac 24/26 (evil) Hp 34 spells below  4d4(2+3+1+4)+4=14 d20+3=8
Tuesday November 14th, 2006 12:05:47 PM

Angus is disappointed that his dispel magic did not have any visual effect on the half orc, but hopes that it did do some good.

Angus repositions himself to have a better view of the big nasty mummy on top of the pyramid and lines him up for some magical darts. Angus flys over and hovers in Z 16 gaining a bit of altitude on the way.

Angus casts magic missile at the mummy M and four streak out and strike the beast.

damage 14

On the message line Angus squeeks "Time to hurry, I think I just made the big nasty mummy mad."

From his new position Angus will look for other dangers.

Spot 8

Location: Z16 55 feet up

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

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 on Xenia 8 minutes
Detect Magic
Shield 8 minutes
Mirror Image from scroll 3rd level on Lang 5 images

Rod of Extend 2/3

ed. DM JohnP - If you're checking this, please make a Spell Resistance check.


Environment Information (DM JohnP) 
Tuesday November 14th, 2006 12:41:32 PM

Here's general environment information:

Pyramid
- Total height = 40 feet
- Each platform is 10 feet above lower one.
- Climb DC 20 (to scale between platforms) and standard quarter movement rate
- Jump DC 36 with 20 foot running start (DC 72 without) to go directly between platforms
- Jump DC 8 (medium characters) or DC 24 (small characters) with running start (doubled without) plus another Move action and DC 15 Climb check to grasp edge and pull self up
- Jump DC 15 to avoid falling damage going down

Ramp
- Ramp is less than 45 degree angle so no Climb checks, but too steep and slippery for Run actions (don't make me use geometry to calculate exact angle - it rises 10 feet for every 15 forward)
- sides of ramp from floor or platforms can also is also Climb-able or Jump-able

Light
The top platform is only area that is actually lit. Everything else is in darkness except for light sources carried by characters. I'm ignoring that for areas that have already been explored by characters.


CDM Jerry 
Tuesday November 14th, 2006 12:53:08 PM

Please post the report from last week's posting, Mr. ADM. Email me when this is done.

Xenia (AC22, HP 34/48) /Active Spells Listed Below 
Tuesday November 14th, 2006 1:10:18 PM


The girl rogue raises an arm to wipe the remaining wetness from her face. She sniffs, throws her fist out in a wordless thumbs-up in Mira's direction, and pulls the corner of her mouth up in the beginning of a smile.

"Thanks, Mira," the rogue says, after running low across the ramp and to the sorcerer's side. Xenia's voice is more subdued than usual. She draws a flask from her haversack. "Maybe I can do something to foozle with what's going on up there," she adds.

Movement and Position
MEA: Draw Alchemist Fire
Xenia R26, unless Edmund moves, then R25.
Flappy Inside the Cave Somewhere.

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

Bag of Tricks 2/10 per week.

Bin (AC 22/23 HP 34/45)  d20+10=20 d20+3=23
Tuesday November 14th, 2006 6:24:44 PM

Holding his breath so as not to inhale these small creatures, Bin charges through the myriad of insects to AB 21 where he sees another mummy. This one much better dressed then the others and far more intimidating. He thinks to himself, What on earth could this be?
His will is stirred to fear but the blessing from Domi, in his minds eye, is what prevents him from cowering as he has before. He holds forth his Holy Symbol with pride and courage as he attempts to turn the beast and keep it from it's Infernal chanting. "Away beast from your evil meddling and allow the dead to rest as is!"

Movement and Position to AB 21

Will Save:17 needed, rolled 20 (+9 from skills, +1 from resistance)

Turn check: Natural 20+3 Cha (OOC:Woot! If it matters, darn! If it dosn't)

Active Effects
Mage Armor (3 hours)

Turn attempts 4/10 (I think this is my fourth attempt now anyway.)

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

Bin  2d6(1+2)+11=14
Tuesday November 14th, 2006 6:32:22 PM

OOC:Sorry all, I got excited with the natural 20...lol here goes again.

Turn check: 12 (With 23)If it works....

Turn Damage:14

Mira (AC 21 Mage Armor, Shield, 30/ 40 HP)  d20+2=22 d20+2=4 d20+11=25
Tuesday November 14th, 2006 6:47:31 PM

Mira works quickly and casts the familiar spell upon her friend. "Be careful X," she says, adding "let me know what you see." The mage then starts up the ramp.

Holding the magicked shortspear aloft, she keeps her wits about her, but the chanting is such a distraction! (Spot=22, nat. 20, Listen=4) The sorcerer tries to make sense of what she sees. (Spellcraft=25)

DM Sanity Info:

Position: R or Q25 (If Birdie of Edmund move!)

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


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



Wynn [AC=21 HP=44/59] Protection from Evil , Fly 
Tuesday November 14th, 2006 6:53:42 PM

Wynn pulls yet another potion, this time from his haversack, and quaffs it from the safety of his current position. [Potion of Fly]

Conner [AC=22 HP=62/62] Message, Dark Vision, Bless Weapon  d20+14=29 d8+7=12 d20+3=16 d20+3=5 d4=1
Tuesday November 14th, 2006 7:03:10 PM

Conner charges up the remainder of the ramp and swings with all his force at the enlarging armored cleric. "If it's death you crave..." he growls. [Hit AC=29 for 12 HP; note that weapon is blessed so bypasses evil DR; Will save vs half-orc if required=16,]

Current Position=AA-21

ed. JohnP - DC 17 Will save required from mummy fear

ed. Bob - Failed will save (5) vs mummy, paralyzed for 1 rnd

Lang (AC 24; HP 87/100; Sunshine AC 23; HP 40/47)  d20+4=8 d20+4=23 d20+2=3 d4=3 d20+15=24 d6+6=9 2d6(6+5)=11 d6=2
Tuesday November 14th, 2006 8:18:35 PM

OOC - This post for will save and AoO.

Lang will save 23 (burn hero point to get rid of 8)
Sunshine will save 3; natural 1

Lang feels the tug of the mummy leader pulling at him, trying to get him to fear him. Fortunately, Lang resists the evil creature's power. Sunshine is not as fortunate and goes rigid in fear (3 rounds).

OOC - Do I get +4 for prone? I did NOT add it into my calculations.

Lang AoO hit AC 24; damage 9+11; damage to Lang 2.

OOC - Do I have a chance to disrupt the enlarge spell?
OOC - Do I get an AoO when he attempts to cast the spell?

ed. DM JohnP - answering your questions
1. Yes, he is getting up from prone so you get the +4
2. No, the only way would be an AoO and he easily made the Concentration check
3. No.


Edmund (AC: 12, HP: 27/27) 
Tuesday November 14th, 2006 8:35:33 PM

Edmund loads his crossbow as he heads up the ramp, mentally running over his available spells along the way. (30ft. move to X-25) The time may be near for some sort of magic, considering the dismal effect of his archery thus far.

Of course, what sort of magic, even Edmund does not know.

DM Sanity Info.
Current Position: X-25
Actions Taken: Shoulder Weapon (Free Action)
Spells in Effect: None

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

Kadaz (AC 24/26 evil HP 57/63)  d20+12=23 d100=32 d20+17=27 d10+8=10
Tuesday November 14th, 2006 9:03:51 PM

Kadaz replies to Belkior's instructions. "I will follow and keep these guys off you."

Kadaz takes one more swing at the mummy he's been fighting (D) and hits it! He then moves out of the cloud to the base of the ramp, intending to keep these mummies from taking those at the top of the stairs from behind. (move to N25)

(fort save vs stinking cloud 23
miss chance in cloud 32%
hit AC 27, damage 10)

Once there he asks "Birdie, what's wrong with you boy?" The dog can only whimper, frozen to the spot. (3 more rounds feared for Birdie)

DM info:
- antitoxin (60 min)
- bulls strength (23/30 rounds)
- inside Belkior's circle of protection vs evil
- +1/+1 from Arm's song of courage


Thunir - Longstrider (AC 20; HP 40/94) (NPC - DM JohnP)  d8+4=8
Tuesday November 14th, 2006 9:29:24 PM

Thunir chants a spell and heals himself, then keeps moving up the ramp. He keeps to the side, hopefully out of everyone else's way.

Actions
Standard - Cast Cure Light Wounds
Move - to Y21

Active Effects
Antitoxin
Longstrider

Spells
1 - DC 13 - Longstrider*, Resist Energy
2 - DC 14 - Cure Light Wounds*
* = cast


Ash (AC 15; HP 26/26) & Shelya (AC 17; HP 37/37) - Barkskin, Resistance (Sub - DM JohnP)  3d6(4+4+5)=13
Tuesday November 14th, 2006 9:34:30 PM

Ash calls down another lightning bolt on the half-orc and then moves closer to the pyramid.

Actions
Standard - call Lightning, 13 damage & DC 17 Reflex for half
Move - 20 feet, O21 (if Thar moves)

Active Effects
Barkskin (Self) = +2 natural AC, 50 minutes
Resistance (Self) = 6 rounds
Call Lightning - 1 bolts remaining

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
* = cast



Lang (AC 24; HP 82/100; Sunshine AC 23; HP 40/47)  d20+4=7 d20+2=16 d20+11=31 d20+11=29 d20+11=21 d20+6=13 d20+6=7 2d6(3+3)+12=18 2d6(1+5)=6 d6=5 d6+6=11
Tuesday November 14th, 2006 9:41:15 PM

Lang will save 7
Sunshine will save 16

Lang feels yet another assault on his mind, again trying to get instill fear him. Lang's will power is taking a beating and he succumbs to the half-orc's smell of disease & decay. Sunshine is not affected by the half-orc's assault on his senses (2 rounds left of mummy fear). Lang, though shaken by the disgusting half-orc continues to attack him. The six images of Lang dart in and out appearing to slice up the half-orc pretty good. The real Lang smacks the half-orc pretty good with his first swing and may have penetrated the foul creatures defense with one other attack.

OOC - adjusted rolls for -2 to hit. If half-orc is immune to criticals then he only takes 9+6 from the first swing.

Lang hit AC 31(29); critical damage 18+6; damage to Lang 5
Lang hit AC 21; damage 11 (if it hits)
Lang hit AC 13; damage 0
Lang hit AC 7; damage 0

Lang in cell AA22
Sunshine in cell AA23

Longstrider: Duration 3 hours
Mirror Image: Duration ?

Syr (AC 22/21 hp 57/62) , message, protection from evil, AB24, Arm's Song  d20+9=28 d20+9=23 d20+12=25 d10+5=10 d20+19=39 d20+19=21 d20+19=37 d20+19=33 d20+14=32 d10+6=7 d10+6=15 d10+6=9 d10+6=9
Wednesday November 15th, 2006 2:32:55 AM

Accustomed to the mummy's gaze, Syr meets it without fear (save 28). Then as the half orc tries to intimidate him, he snarls at the creature. "Is that all you have?"

As his foe grows in size, Syr edges forward 5' to take a swift kick at the orc's head (AoO 32 damage 11). "Lang get all your buddies after this thing. Put some force behind those blows."

Having little trouble hitting the enlarged orc, he lands several blows (I think) Att Crit+unconfirmed,37,33,32 damage 7,15,9,9).

With the message spell, he updates everyone as to what is going on atop the pyramid, "There is a another mummy priest up here that just sacrificed someone and the blood is flowing everywhere. This orc thing is a bit ill too."

(OOC: regular att is +12 base for character, +1 song, +4 prone, +2 flanking, please change if necessary)

Arm (ac: 18 (20) base + mage armor [+2 vs. evil] hp 27/27) 
Wednesday November 15th, 2006 6:02:28 AM

Feeling somewhat better now that he is out of the cloud, Arm gratefully gulps in lungfuls of air, between gagging spells that is. He feels helpless at not being able to help his friends, but at this point the room is still spinning, so he closes his eyes and waits for it to pass. (OOC: 4 rounds left on inspire courage, 3 rounds for the sickies.)

Thar ail Baerer AC 21, hp 41 - Belkior's PfE spell, Bless  d20+9=11
Wednesday November 15th, 2006 11:22:23 AM

Thar will follow close behind Thunir. As he enters the cloud of bugs, he closes his eyes and puts his hands over his mouth, hopefully resisting their affect. As he hears the fighting around him, he opens up his eyes slightly and with a gasp, breathes in some of the bugs, choking him for this round. (Failed Fort Save)

Fort Save = 11 (OOC - Assuming I need a DC 12 Fort save or Nauseated for 1 round)

Since all he can do is move, he'll follow behind Thunir, but will make sure he's not in range of the armored enemies weapon and that someone is between him and the foe. End up in space Y22.

DM Sanity Info

Undead Turns left for Today = 3/4

Spells Left

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

Rounds left of PfE = 26/40


DM Announcement (DM JohnP) 
Wednesday November 15th, 2006 12:12:10 PM

Giving Shadow until noon (Wold Time) to post. Otherwise, he stays where he was.

Shadow (AC 21/18 HP 28/28)  d20+3=19 d20+5=15 d6+2=8
Wednesday November 15th, 2006 12:33:26 PM

Shadow cannot hold his breath any longer, but tries to not take too much of the vile stuff into his lungs. He forces his way through the nasty stuff and swings once again at mummy D.

Actions:
Fort save=19
to hit=15 (not sure of any bonuses from bard song or silver short sword)
dmg = 8 (if he hits)


Posting Record ADM Scott (PC) 
Wednesday November 15th, 2006 1:08:46 PM

Plateau City
DM John: XXXX
Kadaz: XXXXX
Arm: XXXXX
Ash: XXXXX
Shadow: XXXXO
Edmund: XXXXX
Mira: XXXXX
Connor: XXXXX
Thar: XXXXX
Overall: 98% effective

Crimson Shields
Syr: XOOXX
Lang: XXXXX
Belk: XXXXX
Wynn: XXXXX
Angus: XXXXX
Xenia: XXXXX
Bin: XXXXO
Overall: 92% effective


Tomb - Round 18 (DM JohnP)  Caster lvl check d20+8=15 Mummy D AoO d20+11=24 Mummy F AoO d20+11=13 Reflex d20+8=22 Mummy D d20+11=26 d6+10=11 Mummy F d20+11=28 d6+10=13 Mummy M d20+11=31 5d8(2+2+4+1+8)=17
Wednesday November 15th, 2006 2:01:56 PM


When the cultist tries to regain his feet, Lang strikes at the half-orc and scores a deep hit. Syr does the same, hitting the half-orc as he struggles to his feet. But the cultist survives and casts a spell that causes him to grow in size and might.

The woman's blood flows through the channels carved in the platform. The two heroes who are at the top of the pyramid think that the channels form a pattern. All the while, the mummy continues the Infernal chant.

++++++


Belkior announces his intention to go towards the pyramid and then waits for Kadaz and Shadow to act.

Wanting to ensure that nothing else was sneaking up on the party, Angus moves to the northeast beyond the pyramid. He sees another ramp leading downwards to the north before he fires magical missiles at the mummy. Again, the spell is ineffective against the mummy.
DM Note -- rolled caster level check = 15

Xenia across the ramp towards Mira, drawing a flask of Alchemist's Fire as she does so. Mira casts Invisibility on the other woman and then moves behind her on the ramp while watching for other foes.

The new cleric moves through the locust swarms and onto the top platform of the pyramid. As soon as Bin sets foot on the top level he can tell that foul magics have been performed here ... both recently and in the distant past. Maybe he can even tell something about the recent spells. He calls upon Domi to repel the foul creature that has just sacrificed the woman and he feels the God's power flow into him like never before ... but something resists against it. And, to his horror, the mummy is unaffected by the attempt.
Spellcraft or Knowledge Religion DC 22 -- Highlight to display spoiler: {The top level of the pyramid has had the Desecrate spell cast upon it. And mummies are not all the same ...}

To the south, Wynn pulls another potion and downs it. He begins to float just above the floor.

Conner moves the rest of the way up the ramp and jerks to a halt when he sees the horrid face of the mummy.

Edmund also moves higher on the ramp. Birdie trails behind him.

To the south, Kadaz hits the damaged mummy once more. Then he moves past them, allowing them to swing harmlessly at his back.
Mummy D -- AoO misses AC 24
Mummy F -- AoO misses AC 13


Thunir casts a healing spell and then moves up the ramp. Ash calls down another lightning strike and then moves forward.

Lang launches into another series of attacks but manages to land only one strike with his sword. Beside him, Syr pummels the enlarged half-orc into a bloody corpse. The half-orc's diseased face no longer bothers Lang so much and he recovers from his momentary fright.
DM Note - Lang no longer Shaken

Down by the cloud, Arm gasps for breath. Shadow swings once at Mummy D, missing. Belkior then moves to the foot of the ramp.
DM Note -- I couldn't tell where Shadow was going, so I left him in place.

Thar moves up the ramp and through the locust swarms beside Thunir.

++++++


The mummies in the Stinking Cloud pursue Belkior, catching the Halfling and hitting him twice.
Mummy D hits AC 26, 11 damage
Mummy F hits AC 28, 13 damage


The mummy on top of the pyramid stops chanting after the cultist drops in front of Lang and Syr. He steps to the centre of the platform, directly in the pool of blood and casts a spell. A foul, clinging mist forms in the air near the top of the ramp, affecting everyone up there.
Everyone at top of Ramp or Platform -- Bin, Conner, Edmund, Lang, Syr, Thar & Thunir -- 17 damage and Sickened (-2 to Attack, Damage, Skill checks, Saves and Ability checks) for 1d4 rounds OR DC 21 Will save for 9 damage and no Sickened, Caster Level check = 31 (if anyone has Spell Resistance)

Birdie and Sunshine (presumably they are neutral) -- 9 damage or DC 21 Will save for 5 damage

Spellcraft DC 19 -- Highlight to display spoiler: {Unholy Blight}

The mummy continues to glower at any who dare to make the final approach to the top of his master's resting place. At least it has stopped chanting even though the whispering echoes suggest that the chant could be resumed at any time. The woman's body has stopped bleeding, her blood filling the channels in the stone.

Anyone who enters the final 5 feet of ramp, or flies above 40' high, needs to make one DC 17 Will (fear) save when they first see the mummy on the pyramid. Several people have already done so.

+++++++


Opponents
Mummy D -- Damaged, AC 26
Mummy F -- Undamaged, AC 26
M -- Undamaged (please roll Caster Level check for any spells)

Lineup
40 feet inside - Everburning torch

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

Edmund (AC: 12, HP: 18/27, Fear)  d20+5=24 d20+15=21 d20+4=16 d20+5=13 d4=1 d20+15=35
Wednesday November 15th, 2006 3:03:53 PM

Edmund raises his crossbow and prepares to charge up the remaining section of ramp, through the swarming insects ahead. However, just as he starts to move, he is assailed by an evil force so powerful that no amount of willpower can prevent Edmund suffering intense pain. "Augh!" he cries out wretchedly, "An unholy blight!" (Will Save 21=24, Spellcraft 19=21)

Edmund's courage begins to falter, finally, and he turns his head looking back towards the tunnel entrance. It is not far--he could make it in less than a minute, perhaps. Edmund prepares to turn and flee, but then remembers how Wynn nearly gave his life for this venture, how supportive the members of his own group have been, how these things desecrated the forest, enslaved innocent people, and wrought havoc across cities spread far apart. And, on thinking of these grave injustices, even Edmund's small courage is awakened for one final assault.

With an astounding yell, he charges forward, ready to face the cultist leaders atop the Pyramid. (15ft move to AA-25) The insects are practically ignored (Fort Save 12=16), and he reaches the foot of the Pyramid, staring at his foe, and prepared to fire. And then, Edmund realises what he is up against, and so horrible is the prospect that he is momentarily frozen in space, the yell dying instantly on his lips. (Spellcraft 19=35 (Nat. 20), Will Save 17=13, Paralyzed 1 Round)

"A king among mummies..." Edmund whispers in shock.

DM Sanity Info.
Current Position: AA-25
Actions Taken: 15ft Move
Spells in Effect: Fear (1 Round)

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

Ash (AC 15; HP 26/26) & Shelya (AC 17; HP 37/37) - Barkskin, Resistance (Sub - DM JohnP)  2d8(8+1)+5=14 d8=7
Wednesday November 15th, 2006 3:06:08 PM

Ash sees the half-orc go down under the blows of his companions. Then he sees that Belkior stagger under the mummies' attacks.

The druid moves across the ramp to where he can reach the halfling cleric. He casts a healing spell to help keep the Healer on his feet.

Actions
Move - 15 feet, O24
Standard - cast Cure Moderate Wounds, 20 hitpoints (re-rolled 1)

Active Effects
Barkskin (Self) = +2 natural AC, 50 minutes
Resistance (Self) = 5 rounds
Call Lightning - 1 bolts remaining

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*
* = cast

Belkior/Sub Al (AC22 vs. Evil, HP 49/60; Magic Circle Against Evil)  d20+14=19 4d8(8+1+8+2)+9=28
Wednesday November 15th, 2006 3:23:13 PM


Hanging to life by a thread. Belkior can feel the broken bones within his body. He knows the names of many of them. Such are the thoughts of a Healer at this time.

"Mira, run," he croaks before mustering up his concentration for a spell. With focus upon defense, Belkior calls healing light upon himself. Life returns, or at least the chance at it.

"Thank Alemi," he sighs, and then feels a touch upon his shoulder. It's the druid. "Thank you, Ash," he says before stepping back five feet, prepared for a renewed assault.

Rolls and Actions
Concentration 19 (For Defensive Casting vs DC19)
CCW 28hp (Burn Neutralize Poison)

Movement and Position
Q24 (5-ft)
Covering Kadaz, Ash and Mira with Magic Circle unless they move.

Active Effects
Magic Stone (3 stones for 30 minutes /Belkior 1)
Magic Circle Against Evil (80 minutes)
Protection from Evil on Syr (8 min)

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* (uProtection from Evil+)
2nd - Delay Poison*, uHold Person*, uOwl's Wisdom*, uResist Energy*, Spiritual Weapon (Aid*)
3rd - Blindness/Deafness, Dispel Magic*, Prayer*, uSearing Light* (uMagic Circle against Evil+*)
4th - Death Ward, uNeutralize Poison+*, Summon Monster IV (uHoly Smite+*)

Wand of Cure Moderate Wounds (49/50 - level 3)
Pearl of Power L1 Used for the Day

Angus Ac 24/26 (evil) Hp 34 spells below  d20+8=24 d20+8=9 d20+8=20 d20+8=27 d20+8=14 d20+8=28 d20+3=17 d20+15=18
Wednesday November 15th, 2006 4:46:48 PM

Angus is excited to see the half orc fall, but not that his spell has no effect. "Time for plan D" The pixie says to himself.

Angus attempts a targeted dispel magic at the big bad mummy.

Spell resistance not required.

Dipel checks as needed:
24, 9 (yuck), 20, 27, 14, 28 (natural 20 for the last roll, great)

Angus gets on the message line "The big bad mummy is attempting to finish some bloody ritual. Need help now. Also there seems to be more stairs on each side of the pyramid."

Angus flies over to a bit to get a better view of the surroundings.

spot 17

Location: AH16 55 feet up

Angus is starting to sweat as this is getting tight, especially if another mean and nasty shows up. "Hurry." is all Angus can add.

Angus can not figure out what spell the mummy cast, but is sure glad it did not hit him.

Spellcraft 18

Spell Slots:
0 level 3/6
1st level 4/8
2nd level 3/8
3rd level 5/6
4th level 3/4

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
Detect Magic
Shield 8 minutes
Mirror Image from scroll 3rd level on Lang 5 images

Rod of Extend 2/3


Xenia (AC22, HP 34/48) /Active Spells Listed Below  d20+31=44 d20+16=31 d20+14=32 d20+4=20
Wednesday November 15th, 2006 4:49:09 PM


"Here I go, Mira." Seeing Wynn down there. Almost dead. The rogue feels her breath coming hard, her heart beating fast in her chest. "I'm going. You take care of yourself."

Mummies all around.

No thinking no more! Xenia rushes up the ramp. Her forearms come up in front of her face as she dives through the swarming bugs. Her eyes close to slits.

Mummy. Angus said, 'Mummy'.

Xenia keeps her eyes near closed, even as she comes out of the cloud of bugs. Who's that? It's Syr that she's passing to her left. Keeping her ears tuned, the invisible girl rogue listens for stuff moving up on the top of this pyramid thing. Mummy. Where's the Mummy. But that's the bad thing, finding the mummy.

Then suddenly there's a pair of feet! And it's got legs! And they're all bandaged and stuff! It's too late now! It's the Mummy, and the rogue freezes! Xenia fights for control. Cool and controlled. Cool and controlled. You're invisible. You're quiet. You're stealthy. Move one foot. Then the next foot. He can't see you. Just go.

"Xenia here. Can anyone still hear me? I'm invisible at the top of the pyramid. Behind the Mummy. There's a dead woman up here. Maybe your Evil Sorcerer Queen Girl. Looks like all her blood is running into these lines cut in the stone."

"You think if I try and burn off the blood it might foozle the guy's magic? Or maybe mix the blood with oil? Whadda you magic guys think?"


Movement and Position
Hide 44 (+20 for Invisible, -5 for full range of movement)
Move Silently 31
Listen 32
Will 20

Movement and Position
Xenia AH25 (Double Move)
Flappy Inside the Cave Somewhere.

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

Bag of Tricks 2/10 per week.

Kadaz (AC 24/26 evil HP 57/63)  d20+15=26 d10+8=14 d20+15=18 d20+10=16 d20+15=20
Wednesday November 15th, 2006 5:22:43 PM

The mummies are following and they'll continue to be a problem. "Belkior, the bigger threat is up there. Go protect the ones up there. I'll try to slow these mummies down." Kadaz moves into Belkior's position and swings at the damaged mummy. Now that he's out of the cloud he can clearly see the rents and tears in the mummy's cloth. How much more damage can this thing take? he thinks to himself.

(5' move to P25 when Belkior moves. Or stay where he is if Belkior doesn't.
Swing 1: hit mummy D, (AC26), damage 14
if this drops cleave mummy F but miss, AC 18
Swing 2: miss, AC 16)

(If the mummies move past Kadaz up the ramp he'll make an AOO if it becomes possible. Unfortunately he'll miss.)

<DM note: Birdie was feared and is frozen in place at the bottom of the ramp. Will unfreeze end of next round.>

The battle going on around Birdie. The mummies which causes this paralysis have advanced on the dog. He trembles and tries to run away but his legs just won't move. At least his master is here defending him.

DM info:
- antitoxin (60 min)
- bulls strength (22/30 rounds)
- inside Belkior's circle of protection vs evil
- +1/+1 from Arm's song of courage
- Birdie frozen 1 more round

Conner [AC=22 HP=45/62] Message, Dark Vision, Bless Weapon , Sickened  d20+3=18 d4=2
Wednesday November 15th, 2006 7:47:46 PM

Conner remains frozen at the top of the ramp, fallen victim to the mummies gaze. There is little he can do to fight off the sickening effect of the mist.[Will save =18, failed, sickened for two rounds]

The frustration begins to build in the fighter as he finds his skills and prowess thwarted once again by these unholy creatures.



Angus (Second Illegal Post)  d20+8=18
Wednesday November 15th, 2006 7:50:39 PM

Angus hears Xenia's question and responds "It can not hurt. It may at least get its attention. I can seem to bother it."

Arcane Knowledge 18


Bin (AC 22/23 HP [18 or 25]/45)  d20+4=19 d20+9=20 d20+4=14 d20+8=18 d20+8=18 d20+8=23 d20+8=20 d20+8=17
Wednesday November 15th, 2006 7:51:13 PM

Bin stands in awe but a moment upon knowing the foulness of this area. His holy power diminished by the ancient rites of evil and the current occupant of the pyramid's top. A wave of sickness overcomes him as he takes damage from the recent spell. Uncertain as of now how much damage is caused, he deliberatly moves forward with his plans. He knows this ritual must end, even if his life is forfeit in the process. He looks around to find a few comrades shaken and damaged by the recent spell and is torn between offense, defense, or healing. Then he decides on his course. Taking his right hand, first finger pointing out toward the obvious enemy in ancient wraps. begins his spell. "Magic fare, if you dare, for those who care to wield it. Magic go from this foe, let Domi's will make it so!" He brings his left hand up and duplicates the finger position of his left hand to complete his Dispel Magic on the spell wielding Mummy.

OOC: Not exactly sure how to do this. I will roll 5 rolls to start. From what I understand about the spell, it starts with the most powerful and works it's way down per roll. I suppose if it has more spells then that, I can continue on them next round.

Religion check 22: 19 fails(+3 Int., +1 Rank)

Will Save at DC 21: 20 [Is Resistance still active? If so +1 and save, if not fails.](+5 Cleric, +4 Wis.)

Spellcraft 19: 14 Fails(+3 Int., +1 Rank)

Dispel Magic rolls on Main Mummy:18, 18, 23, 20, 17.

Position AB 21

Active Effects:Mage Armor (3 hours)

Turn attempts 4/10

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

ed. JohnP - Resistance is still active

Wynn [AC=21 HP=44/59] Fly  d20+6=22
Wednesday November 15th, 2006 7:57:36 PM

The bard pushes off from the floor and flies as quickly as he can towards the top of the pyramid, anxious to provide support to those who had already risked so much to save him.

The site of yet another mummy affects him little as he races forward, avoiding the misty miasma at the top of the ramp. [Will Save vs mummy=22].

New Position some 20 feet above the top of the pyramid near AE-25



Thunir - Longstrider (AC 20; HP 23/94) (NPC - DM JohnP)  d20+6=20 d4=3 d20+4=15 d4=1
Wednesday November 15th, 2006 9:41:48 PM

The foul magic seeps into Thunir's bones, wracking him with chills and aches. The damage was bad enough but this will further reduce his effectiveness in combat. The dwarf ranger advances, clearing the group of people clustered at the top of the ramp and freezes at the sight of the mummy.
Will vs. Unholy Blight = 20, Sickened for 3 rounds
Will vs. Mummy Fear = 15, Paralyzed 1 round


Actions
Move - to AB22 (15 foot)

Active Effects
Antitoxin
Longstrider

Spells
1 - DC 13 - Longstrider*, Resist Energy
2 - DC 14 - Cure Light Wounds*
* = cast

Lang (AC 24; HP 60/100; Sunshine AC 23; HP 40/47)  d20+4=7 d20+2=4 d4=2 d20+13=29 d6+4=9 2d6(4+1)=5 d6=5
Wednesday November 15th, 2006 10:15:48 PM

Just as Lang recovers from being sickened by the half-orc, the mummy casts a spell that not only damages him, but also sickens him again. Sunshine is also damaged by the spell.

Lang will save 7; sickened for 2 rounds
Sunshine will save 4

"Syr this guy looks pretty tough. See if you can circle behind him and so we can flank him. I'll move right up into his face and try to distract him."

Lang and his 5 images move forward and attack the mummy lord. The real one lands a solid blow, Lang hopes.

OOC - adjusted rolls for -2 to hit & damage (this round and next).

Lang hit AC 29; damage 9+5; damage to Lang 5

Lang in cell AE23; sickened for 1 more round
Sunshine in cell AA23; paralyzed for 1 more round

Longstrider: Duration 3 hours
Mirror Image: Duration ?

Syr (AC 20/19 hp 49/62) , message, protection from evil, AF24, Arm's Song  d20+9=29 d20+15=24 d10+6=8
Thursday November 16th, 2006 4:11:07 AM

Feeling his lungs burn slightly he shrugs off the limited effects of the spell. (Will save nat 20)

Nodding to Lang, he moves forward, "You get the front, I'll get the rear, gotcha."

Hearing Xenia's question in his head, he replies, "You have two options, disrupt the spell or take out the source. Personally, I'm for taking out the source." With that he rushes across the pyramid and aims a flying kick at the mummies head (Charge att 24 didn't add a flanking bonus, wasn't sure damage 8).

Arm (ac: 18 (20) base + mage armor [+2 vs. evil] hp 27/27) 
Thursday November 16th, 2006 5:46:24 AM

Regaining his feet, Arm leans against the near wall and does his best to compose himself, finding that the room is spinning slightly slower now. (3 rounds of courage, 2 rounds of ick).

Shadow (AC 21/18 HP 28/28)  d20+3=20 d20+5=20 d20+1=20 d6+1=6
Thursday November 16th, 2006 10:09:49 AM

Shadow will pursue the mummies (moving to N26) and strike out at the mummyD. He has to take another breath of the foul stuff and seems to not be too affected by the stuff.

Actions:
Fort save=20
to hit=20 (not sure of bonuses from bard and the sword, and disregard 3rd roll)
dmg=6


DM Announcement (JohnP) 
Thursday November 16th, 2006 12:22:51 PM

Same thing. Waiting to noon, Wold time to post.

I'm going to Toronto overnight, so tomorrow's post will probably be in late evening.

Tomb - Round 19 (DM JohnP)  Spot d20+20=30 Listen d20+20=23 Mummy D d20+11=12 Mummy F d20+11=16 Mummy M d20+12=21
Thursday November 16th, 2006 1:11:01 PM

The people at the top of the pyramid get a better view of the mummy and the other figures. The mummy moves with a direction and purpose that seemed absent in the lesser ones that they have faced already. In addition to the scarlet cloak that nearly reaches the floor, this undead thing was buried in armor. Angus has also seen the glint of jewelry tucked under the bandages on different parts of the mummy's body and the marks where the mummy has been damaged by fire.

Conner recognizes the dark-haired woman's body as Lady Ilonia. She looked much better the last time the fighter saw her ... in addition to the gaping wound in her throat, the noblewoman's clothes and skin bear the marks of rough travel through the jungle and burns from Mira's fireball. Somehow, a surprised expression still remains on her dead face.

++++++


Edmund moves ahead through the swarms and then freezes at the sight of the mummy. Still, he did manage to withstand its evil spell and identify the spell that the mummy cast at them.

Seeing how badly Belkior has been hit, Ash moves across the ramp and casts a healing spell on the Halfling cleric. Belkior casts another healing spell on himself and moves away from the mummies a little way.

Angus casts another Dispel Magic spell and thinks that he removed some spell from the mummy. Then he moves farther to the east, looking for other threats. He sees nothing, however.

After being turned invisible, Xenia creeps upwards past her companions and onto the platform until she is crouched beneath one of the torches. She studies the patterns that the blood is making in the stone, wondering how she might disrupt the ritual that the mummy is trying to complete.

Kadaz steps across to place himself between Belkior and the mummies. His first swing connects with the damaged mummy, nearly destroying it. The second swing is wide, however. Birdie is still frozen nearby.

At the top of the ramp, Conner is paralyzed with fear even after being hit by the unholy magic. Nearby, Bin withstands the worst of the unholy magic and also tries to dispel whatever protective magics the mummy has. He doesn't think that his spell accomplished anything, however. Thunir also freezes in fear when he catches sight of the mummy.

Wynn clicks his heels together and lifts off the floor, flying towards the top of the pyramid and his beloved. He soars above the platform to get a good view of everything below.

At the top of the ramp, Lang and Sunshine are damaged by the mummy's spell. Lang pushes himself forward, onto the platform, and stabs once with his shortsword. The attack misses, however. Syr charges in Lang's wake and misses the mummy with a kick. Behind, Sunshine remains frozen in fear.

Arm is still suffering from the effects of the Stinking Cloud. Shadow moves forward through the cloud to attack one of the mummies. His stab misses, however.

Mira and Thar both take a breather.

++++++


Kadaz has blocked the mummies pursuit of Belkior so both of them attack the dwarf. Mummy F steps around the dwarf to get closer to the Halfling cleric. Neither undead can hit Kadaz.
Mummy D misses AC 12 (natural 1)
Mummy F misses AC 16


The mummy concentrates and successfully casts another spell without allowing itself to be attacked by Lang or Syr. Nothing happens yet but the spellcasters have a chance to identify the spell.
Spellcraft DC 20 -- Highlight to display spoiler: {Summon Monster V}

++++++


Opponents
Mummy D -- Nearly Destroyed, AC 26
Mummy F -- Undamaged, AC 26
M -- Slightly damaged (please roll Caster Level check for any spells)

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

Belkior/Sub Al (AC22 vs. Evil, HP 49/60; Magic Circle Against Evil)  d20+19=35 d20+8=23 d20+11=17 d8+2=9
Thursday November 16th, 2006 1:47:27 PM

Belkior moves back another five feet. "Mira," he whispers.

A quick look up the ramp brings the real foe into focus. The halfling braces himself against the chill of despair, and it washes harmlessly over his resolve. Shaping his hands into the symbol of Alemi, he conjures an enormous translucent open hand next to the mummy. The Spiritual Weapon of force strikes at the Mummy, but the resulting sound has the dull ring of armor.

Rolls and Actions
Will save vs. Fear 35(+2 PoE, +2 Halfling Racial. I assume that I will need this save in order to cast against the Mummy.)
Cast Spiritual Weapon. It appears at AF22
CL Check vs. Spell Resistance 23
Hit Mummy AC17 (+6 BAB, +5 Wisdom)
Damage 9hp (But probably not.)

Movement and Position
R24 (5-ft)
Covering Kadaz and Mira with Magic Circle unless they move.

Active Effects
Magic Stone (3 stones for 30 minutes /Belkior 1)
Magic Circle Against Evil (80 minutes)
Protection from Evil on Syr (8 min)
Spiritual Weapon 8/8 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* (uProtection from Evil+)
2nd - Delay Poison*, uHold Person*, uOwl's Wisdom*, uResist Energy*, Spiritual Weapon (Aid*)
3rd - Blindness/Deafness, Dispel Magic*, Prayer*, uSearing Light* (uMagic Circle against Evil+*)
4th - Death Ward, uNeutralize Poison+*, Summon Monster IV (uHoly Smite+*)

Wand of Cure Moderate Wounds (49/50 - level 3)
Pearl of Power L1 Used for the Day

Angus Ac 24/26 (evil) Hp 34 spells below  d20+15=20 d20+8=26 d20+8=19 d20+8=24 d20+8=15 d20+8=9
Thursday November 16th, 2006 1:52:20 PM

Angus studies what the mummy is doing.

Spellcraft 20

In alarm, Angus announces "The mummy is calling for help!" and to himself "That is sure a spell I want in my arsenal.

In a calmer voice Angus calls on the message line "I will attempt to disrupt his summon spell."

Angus casts yet another dispel magic targeting the summon monster V spell.

Dispel Check for creature(s): 26, 19, 24, 15, 9

Angus flys over to the pyramid to see if his magic will work better if he is closer to the monser.

Angus is hopefull he was sucessful is disrupting the magic.

Angus yells encouragement to those fighting the master mummy "Knock him down!"

Location: AK19 55 feet up (15 feet above the pyramid)

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

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 (8/30 rounds)
Detect Magic
Shield 8 minutes
Mirror Image from scroll 3rd level on Lang 5 images (12/30 rounds)

Rod of Extend 2/3


Xenia (AC22, HP 34/48) /Active Spells Listed Below  d20+31=35 d20+14=27 d20+19=31
Thursday November 16th, 2006 2:05:20 PM


Xenia takes another flask from her haversack. Pulling the cork with her teeth, she pours the contents along the carved design so that it mixes with the blood of the Evil Sorcerer Queen. Both cork and flask appear from thin air and hit the stone floor as she drops one and spits the other, then quickly shifts five feet away.

"I mixed the blood with oil," she whispers over the Message Link. "Dunno if that's gonna do any good. Next thing is to try and light it all on fire. Should burn good with the oil mixed in if nothing else, I figure."

From behind the lines, the rogue eyes the grody mummy thing, looking for a holy symbol. Maybe could try the same trick with this guy as she did with the one outside.

Rolls and Actions
Hide 35 (+20 for Invisible, -5 for full range of movement)
Move Silently 27
Spot 31 (To Spot the Mummy's Holy Symbol)

Movement and Position
Xenia AI24 (5-foot step)
Flappy Inside the Cave Somewhere.

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

Bag of Tricks 2/10 per week.

Question: How big is the design on the floor into which the blood has flown? Is the Mummy standing over it? What Squares does it cover? Also, does the Mummy have a visible (and possibly loosely attached) Holy Symbol?

Edmund (AC: 12, HP: 18/27)  d20+15=20 d20+5=23
Thursday November 16th, 2006 2:33:26 PM

((The current map does not have the top of the columns labeled. I am basing the following post on the premise that the Mummy is in column AF as per previous map.))

As Edmund manages to recover himself, he is startled as the Mummy King begins to summon some sort of creature. Slinging his crossbow over his back, Edmund looks to the others and shout, "It's summoning! Something awful is going to come! Stop him!" (Spellcraft 20=22)

Turning, Edmund hurries across the top of the Pyramid, turning to face the Mummy King (30ft. move to AF-27). "All right," he says determinedly, "Try this one for size!"

Edmund moves his hands carefully, tracing patterns in the air. With the words, "Tardus, Tarde, Tarditas!" one of Edmund's strongest spells is cast. (Cast spell Slow, Duration 5 rounds, Will Negates (Needs DC 18), Caster Level Check against Spell Reistance=23)

DM Sanity Info.
Current Position: AF-27
Actions Taken: 30ft Move
Spells in Effect: Slow (On "M", 5 Rounds)

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

Wynn [AC=21 HP=44/59] Fly , unseen servant 
Thursday November 16th, 2006 5:33:52 PM

From his position above the pyramid, Wynn can see the blood as it makes it's way through the channel that forms some kind of symbol. The bard reaches into his component pouch and retrieves some string and a sliver of wood. With a subtle movement of his hands he intones the words "yala quella mellanomin" and completes the casting of an 'Unseen Servant' spell. Speaking in elvish, the bard directs his unseen servant to expel the blood out of the channel and keep it clean.

[OOC the unseen servant should materialize near the mummy's feet and begin it's task of pushing the blood out of the channel.]

Position: Unchanged
Unseen Servant position: DM's discretion but on top of the pyramid in a bloodied square with a channel.
Unseen servant: 6 hrs
Fly: 3 minutes -2 rnds

Conner [AC=22 HP=45/62] Message, Dark Vision, Bless Weapon , Sickened  d20+10=30 d8+5=11
Thursday November 16th, 2006 5:45:45 PM

Conner manages to stagger forward as he overcomes the fearful affect of the mummy. He turns his head to one side as he advances and vomits on the smooth stone. Regardless, he makes his way next to Lang and is able to slash out at the mummy with his longsword.

[Hit AC=30; Nat 20 wahoo!!, automatic critical from blessed weapon although mummy will be immune to criticals, blessed weapon overcomes any DR; -2 to atk and dmg from sickened effect]

Conner wipes the spittle from his chin and jaw with his sleeve as he prepares for the mummies response.



Bin (AC 22/23 HP 25/45)  4d8(8+5+7+3)+8=31 d20+4=9
Thursday November 16th, 2006 6:12:33 PM

Bin watches as Thunir comes up the stairs near Connor. Watching both stop, Thunir looked in far worse condition. Bin steps to the dwarf ranger, and places his right hand on his shoulder, raising his left hand in the area reaching toward the sky. "May healing two fold be bestowed upon this hero of good."
Bin is not aware of what the mummy is casting but continues his actions.
Lastly Bin asks Thunir, "If you stay here, I can heal you again. If you wish to engage, may I enlarge you after a couple more spells?"

Position AB 21

Actions: Cure Critical Wounds on Thunir for 31 healing.
Spellcraft DC20: 9 fails

Active Effects:
Mage Armor (3 hours)
Resistance 4/10

Turn attempts 4/10

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

Thar ail Baerer, AC 21, 32/41 hps, PfE, Message  d20+10=25 d20+10=22 d20+4=20 d20+8=16 2d8(5+8)+3=16
Thursday November 16th, 2006 10:19:52 PM

As the wave of evil washes over him, Thar grinds his teeth and manages to resist the sickening feeling. He does suffer some pain though and feels part of his life draining away (9 pts).

Going up the stairs, Thar sees another mummy and after an initial shock, resists the urge to panic or freeze in place.

Will Save = 25
Save vs. Fear = 22

Spellcraft Check = +4=20

Watching the enemy cast the sell, Thar notices that it is some summoning spell and he echoes his companions concern "He's bringing in help and we've got to interrupt him!"

Relying on others to destory the mummy, Thar heals Thunir before Thunir moves and casts CMW's upon him. Healed 16 points of dmg.

Concentration (I assume we need it due to the damage the spell caused us?) = 16

Undead Turns left for Today = 3/4

Spells Left

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

Rounds left of PfE = 25/40


Syr (AC 22/21 hp 49/62) , message, protection from evil, Ae24  d20+17=32 d20+17=33 d20+17=22 d20+12=22 d10+6=15 d10+6=7
Thursday November 16th, 2006 10:41:28 PM

Hearing Angus' plea to knock the mummy down, he contemplates wrestling with it but decides against it after looking at Lang and Wynn close by to help keep the creature on the defensive. Instead, he moves further around the pyramid to attack the creature (move 5') and unleashes another series of punches at the priest hoping to disrupt his spell at the least (Attack 32,33,miss,miss damage 15,7).



Lang (AC 24; HP 65/100; Sunshine AC 23; HP 40/47)  d20+11=19 d20+11=26 d20+6=16 d20+6=14
Thursday November 16th, 2006 11:09:01 PM

OOC - added back 5 HPs from last round from a hit that was a miss.

Lang moves slightly, trying to flank the evil creature with Syr. Move 5' to square AF22 (I think, as the map is missing the letter coordinates).

Lang unleashes a full round attack on the mummy. He is very concerned that his last attack was not able to penetrate the mummies defense as it was a pretty good swing from his shortsword. He hopes the illusion images will keep him from getting hurt pretty bad until the rest of the group can concentrate on the undead creature. His attack, although fairly solid, isn't nearly as good as his lone swing last round. His shortswords bounce harmlessly off the creature.

OOC - adjusted rolls for -2 to hit & damage (done this round). Did NOT add in +2 to hit for flanking with Syr.

Lang hit AC 19
Lang hit AC 26
Lang hit AC 16
Lang hit AC 14

Lang in cell AF22; sickened for 0 more rounds
Sunshine in cell AA23; paralyzed for 0 more round

Longstrider: Duration 3 hours
Mirror Image: Duration ?

Arm (ac: 18 (20) base + mage armor [+2 vs. evil] hp 27/27) 
Friday November 17th, 2006 5:45:26 AM

Righting himself away from the wall, Arm closes his eyes momentarily to vanquish a bout of dizziness. Once this has passed, he orients himself in preparation to move on (2 rounds of courage, last round of sickness).

Kadaz (AC 24/26 evil HP 57/63)  d20+15=32 d10+8=16 d20+15=21 d20+10=20
Friday November 17th, 2006 7:51:54 AM

"Belkir, move up the ramp, I've got this last one" Kadaz orders the cleric. "They need your help up there more than we need it here."

With that, he swings at the nearly destroyed mummy and hits it with his best blow yet. Unfortunately his remaining swings aren't nearly as effective.

(1st swing hit AC 32, 16 damage
if D drops then cleave mummy F, hit AC 21, miss

2nd swing hit AC 20, miss.)

Seeing his master hit the mummy is enough to free Birdie from his fear. He starts growling at a mummy.

DM info:
- antitoxin (60 min)
- bulls strength (21/30 rounds)
- inside Belkior's circle of protection vs evil
- +1/+1 from Arm's song of courage
- Birdie unfrozen end of round


Shadow (AC 21/18 HP 28/28)  d20+3=22 d20+5=12
Friday November 17th, 2006 10:04:48 AM

Shadow realizes that he needs to get out of this cloud of arful stuff, so he will move out (M24). When he gets there he takes yet another swing at the mummy (D), but to no avail.

Thunir - Longstrider (AC 20; HP 70/94) (NPC - DM JohnP) 
Friday November 17th, 2006 9:34:49 PM

The dwarf ranger feels the healing magic flow into him, strengthening him and preparing him to continue the fight. However, he's still paralyzed and won't be able to move forward yet.

Actions
None

Active Effects
Antitoxin
Longstrider

Spells
1 - DC 13 - Longstrider*, Resist Energy
2 - DC 14 - Cure Light Wounds*
* = cast



Ash (AC 15; HP 26/26) & Shelya (AC 17; HP 37/37) - Barkskin, Resistance (Sub - DM JohnP) 
Friday November 17th, 2006 9:45:20 PM

Ash commands Shelya to head up the ramp, away from the lesser mummies. The druid follows his companion to where the final combat will occur.

Actions
Withdraw - 35 feet, V23

Active Effects
Barkskin (Self) = +2 natural AC, 50 minutes
Resistance (Self) = 4 rounds
Call Lightning - 1 bolts remaining

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*
* = cast


Mira (AC 21 Mage Armor, Shield, 30/ 40 HP)  3d4(3+2+4)+1=10 d20+14=22
Saturday November 18th, 2006 7:25:37 PM

Mira turns to face the mummy (F) plagueing the party from behind. The sorcerer releases 3 balls of magical energy at point blank range into the creature. (10 pts. dmg.) The woman than moves 5 feet further up the ramp. "Come on Kadaz! We're needed up top. Looks like they're calling reinforcements!" (Spellcraft=22)

DM Sanity Info:

Position: R25

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

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






Role Call from the city that never sinks 
Sunday November 19th, 2006 11:51:18 AM

Plateau City
Mira XXXOX
Edmund XXXXX
Shadow XXXXX
Ash XXXXX
Arm XXXXX
Kadaz XXXXX
Thar XXXOX
Conner XXXXX
2 strikes

Crimson Shields
Syr XXXXX
Angus XXXXX
Wynn XXXXX
Lang XXXXX
Xenia XXXXX
Bin XXXXX
Belkir XXXXX
perfect

Looking back, I think I've been using a different calender week than my fellow Scott. I think I'm on the same page now (crosses his fingers). Anyway, no real issues to report in the the two games for 'attendence'. BTW nice job John with juggling the huge group.

Arm (ac: 18 (20) base + mage armor [+2 vs. evil] hp 27/27) 
Monday November 20th, 2006 5:47:35 AM

Feeling much more himself, Arm once again starts up his song (OOC: inspire courage +1), and moves around the back of the abuttment (I move to '20' on the map, since there's no letter designation), prepared to once again provide whatever help he can to his friends..the main thing going through his mind at the moment is if Mira is OK.

Tomb - Round 20 (DM JohnP)  Will d20+24=32 Mummy F d20+11=30 d6+10=14 Mummy M d20+12=18 d20+12=17
Monday November 20th, 2006 9:15:08 AM

DM Apology - Sorry, missed my flight on Friday and got back late. Never found the time during the weekend to get this done.

The mummy is now battling the heroes in the centre of the pyramid. While some keep the mummy occupied, others are trying to prevent the mummy from completing the ritual it was attempting. The whispers continue to echo in the background, waiting for the mummy to resume chanting.

Blood has flowed from Lady Ilonia's throat into the carved stone surface of the pyramid. The blood has now seeped into all parts of the diagram that occupies the central portion of the pyramid. No one knows for certain but they all think that this blood is a key part of the ritual.

++++++


Belkior moves away from the annoying lesser mummies and casts a spell to summon a divine weapon.
DM Note -- Mummy M is not visible from Belkior's position and no line of effect exists. Either another mummy can be targeted or not cast the spell.

Hoping to immediately remove the creatures that the mummy is summoning, Angus prepares to cast Dispel Magic as a counterspell. He releases the spell energy and cancels the mummy's spell. Angus then flies around the rear of the pyramid to keep moving.

Xenia reaches out with a flask of oil and pours it into the carved pattern. Then she shifts away from the dropped flask while looking for a symbol. She doesn't see anything on the back of the mummy since it is facing the obvious threats of Lang and Syr.

After identifying the spell that the mummy is casting, Edmund casts a spell to reduce the effectiveness of the undead in physical combat. The mummy resists the sppel, however, and does not slow down.

Wynn summons a magical force to push the blood from the channels. It slowly pushes the blood around and slops it over the edge of the channel. The mummy notices the blood being pushed about and roars in frustration.

Still suffering from the effects of the mummy's spell, Conner pushes himself forward and strikes the mummy with his longsword. The weapon strikes true, damaging the thing's desiccated body.

Bin casts a healing spell to keep Thunir in the fight. Thar does the same, too.

Syr and Lang coordinate their efforts, moving to flank the mummy. Syr just barely hits the mummy with his second strike while Lang serves to merely distract it.

Down below, Arm continues to recover from the Stinking Cloud. Nearby, Kadaz destroys the last bits of sinew and tendon holding Mummy D together. He cannot strike Mummy F, though. Shadow moves forward to attack the mummies.

Thunir is still paralyzed. Ash moves away from the combat, up the ramp.

Mira sends magical missiles to strike the remaining lesser mummy and then moves up the ramp.

++++++


Mummy F attacks Kadaz, hoping to get through the dwarf and keep attacking Belkior. The mummy's attack hits the dwarf fighter, rocking him slightly.
Mummy F hits AC 30, 14 damage + DC 16 Fortitude (disease) save

The greater mummy is being pressed on all sides by enemies hoping to disrupt the summoning of his lord and master. He casts another spell but cannot avoid being attacked by the enemies around him.
Mummy M - Concentration check = 18, not enough to cast defensively.

Everyone adjacent to Mummy M -- Please make an AoO vs. AC 33

++++++


The stinking cloud of gases fades and dissipates. It's creator is departed from this mortal coil and the magical energy unravels, clearing the air near Arm.

Q&A
1. The diagram occupies the entire central portion of the pyramid platform (squares -- AE22, AF22, AG22, AE23, AF23, AG23, AE24, AF24, AG24)
2. The mummy is standing in the centre of the diagram.
3. No visible holy symbol on back of mummy.

Opponents
Mummy F -- Slightly damaged, AC 26
Mummy M - Slightly damaged, AC 33 (please roll Caster Level check for any spells)

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

Belkior/Sub Al (AC22 vs. Evil, HP 49/60; Magic Circle Against Evil)  d20+19=29
Monday November 20th, 2006 9:46:24 AM

"Kadaz," Belkior hesitates before leaving the darven warrior and the others behind. "Draw the mummy up the ramp. Hold it just inside the swarm of locust! Make their magic work for us!"

With that, he rushes up the ramp under the load of his heavy armor and takes up a position just outside the juncture between two of the Swarms.

The Paragon of Alemi glances over his shoulder at the battle raging in the center of the pyramid. The sight of the mummy is terrifying. But the halfling is a tiger at heart and the presence of Evil does nothing to daunt him.

Rolls and Actions
Will save vs. Fear 29(+2 PoE, +2 Halfling Racial.)

I'll elect to save the Spiritual Weapon from last round.

Movement and Position
Y23 (Double Move)
Covering Thar, Thunir and Sunshine with Magic Circle unless they move.

Active Effects
Magic Stone (3 stones for 30 minutes /Belkior 1)
Magic Circle Against Evil (80 minutes)
Protection from Evil on Syr (8 min)

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* (uProtection from Evil+)
2nd - Delay Poison*, uHold Person*, uOwl's Wisdom*, uResist Energy*, Spiritual Weapon (Aid*)
3rd - Blindness/Deafness, Dispel Magic*, Prayer*, uSearing Light* (uMagic Circle against Evil+*)
4th - Death Ward, uNeutralize Poison+*, Summon Monster IV (uHoly Smite+*)

Wand of Cure Moderate Wounds (49/50 - level 3)
Pearl of Power L1 Used for the Day

Xenia (AC22, HP 34/48) /Active Spells Listed Below  d20+31=36 d20+16=27 d20+19=39 d20+17=33
Monday November 20th, 2006 10:15:29 AM


Wah!

"Hey! All the blood and stuff is coming up over the sides of this etching thing on the floor up here! That's one of us doing that, right? 'Cause if it isn't something's starting up here! Sum'pin's starting, and I don't think it's a good thing."

Spurred to action, the dark rogue drops everything. With the mummy surrounded and all, there may be a chance to catch sight of that magic symbol he's got. And, seeing it, then maybe there's the chance to take it away from him.

Stepping up opposite the Connor the Shaved-Head Guy, Xenia draws the Spiked Chain. All the advantages are here. It's now or never. She flicks the chain out to grab at its target and pull it out of the mummy's grasp.

Rolls and Actions
Hide 36 (+20 for Invisible, -5 for full range of movement)
Move Silently 27
Spot 39 (Nat 20 /To Spot the Mummy's Holy Symbol)
Disarm 29 (+11 BAB, +4 Poorly Secured, -4 Not Monk, Duelist, or Hand, +2 Invisible, +2 Flanking vs. Conner, -4 Non-proficient, +4 Two-handed, +2 Spiked Chain)

:: If this succeeds, the holy symbol will be on the ground at the mummies feet. Success or failure might be nice to know, as one of the nearer PC's might want to risk the AoO and reach in to pick it up. ::

Movement and Position
Xenia AH25 (5-ft step)
Flappy Inside the Cave Somewhere.

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

Bag of Tricks 2/10 per week.

Edmund (OOC Question) 
Monday November 20th, 2006 12:08:07 PM

((I can't find any reference to an holy symbol in the above DM post except for the line reading No visible holy symbol on back of mummy. So, Xenia can't have aimed at something that isn't there, could she?

Have I missed something? If I have, and there is a holy symbol, Edmund may rush forward and try to take it. Thanks!))

ed. JohnP - Yep, that's correct. Xenia didn't see anything on the mummy's back. Nobody else was really looking at the mummy's other side, either.

Ash (AC 15; HP 26/26) & Shelya (AC 17; HP 37/37) - Barkskin, Resistance (Sub - DM JohnP)  d20+10=17 d20+3=21
Monday November 20th, 2006 1:10:54 PM

Ash keeps moving up the ramp to the platform until he catches sight of the mummy. Fortunately, Arm's song helps him overcome the fear that the mummy causes and he continues onto the platform. Shelya is emboldened by Ash's example and keeps pace with her companion.

Actions
Double move - to AC25
Shelya in AC24

Active Effects
Barkskin (Self) = +2 natural AC, 50 minutes
Resistance (Self) = 3 rounds
Call Lightning - 1 bolts remaining

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*
* = cast

Thunir - Longstrider (AC 20; HP 70/94) (NPC - DM JohnP)  d20+15=33 d10+5=11
Monday November 20th, 2006 1:23:26 PM

The dwarf ranger breaks free of the paralysis binding his limbs. With a dwarven song on his lips, he charges at the mummy with his axe swinging.

Arm's song helps him focus his energy on the mummy, just hitting the thing.
Hit AC 33, 11 damage

Actions
Move - Charge to AE23
Standard - Attack, hitting AC 33 for 11 damage

Active Effects
Antitoxin
Longstrider

Spells
1 - DC 13 - Longstrider*, Resist Energy
2 - DC 14 - Cure Light Wounds*
* = cast



Edmund (AC: 12, HP: 18/27) 
Monday November 20th, 2006 2:35:25 PM

((Thanks, DM. New question for you: is it possible for the Grease spell to target the 'pattern' on the floor as an object? If so, Edmund will target the entire pattern with the spell. If this is not possible, he will target a 10ft square area centred on the bottom right corner of square AG-22, hitting whatever part of the pattern travels through that area.))

Edmund starts in surprise as the Slow spell has no effect upon the Mummy King. Having been so sure of success, he is completely taken aback at failure. Unsure of what to do now, he falters for a moment, but then fixes upon the pattern on the floor.

Rushing across the top of the pyramid to the rear (25ft. move to AJ-25), he turns and casts another spell--Grease, with new movements and words to summon the slippery ooze into the pattern ((see above)).

"I'll try to disrupt the ritual!" Edmund shouts to his companions. "The fighting is up to you!"

DM Sanity Info.
Current Position: AJ-25
Actions Taken: 25ft. Move to AJ-25, Cast Grease on pattern or bottom right corner of square AG-22

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

Angus Ac 24/26 (evil) Hp 34 spells below  d20+8=11 d20+8=9 d20+8=11 d20+8=24 d20+8=16 d20+15=25 d20+15=31 d20+15=18 d20+15=29
Monday November 20th, 2006 2:47:20 PM

Angus is getting desparate. How is the group going to take down this mummy?

Time to try his last targeting dispel magic, using a fourth level slot, the last one.

Targeted dispel: 11, 9, 11, 24, 16

Angus is obviously shaken, since this has to be his worst dispel magic ever. One can only hope it was effective.

Angus will watch to see if there are any changes in the auras on the mummy.

Spellcraft checks: 25, 31, 18, 29 (better)

Angus calls out again. "Pull the mummy down!"

Location: AK19 55 feet up (15 feet above the pyramid)

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

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 (7/30 rounds)
Detect Magic
Shield 8 minutes
Mirror Image from scroll 3rd level on Lang 5 images (11/30 rounds)

Rod of Extend 2/3



Bin (AC 22/23 HP 25/45)  d20+8=21 d20+4=19
Monday November 20th, 2006 4:39:34 PM

Bin smiles as the group works together as a team. He thinks to himself, Domi has truly blessed me with finding such fine and brave characters, or so they could find me, he would contemplate.

He pulls forth his Holy Symbol to Domi and holds it up and away from his body as his small frame begins to sway in a macabre reverie to his god as his next action. "Oh father of the shield! Protector of Alemi! Please hear your servant in our time of need! Allow us your blessing of grace, bravery and honor in which we may thwart this creature that finds such things vile."

Bin centers his PRAYER spell at area AE 23

Position AB 21

Actions: Cast Prayer centered in area AE 23. Saving Throw: None Spell Resistance:21
On allies +1 Luck bonus to hit, damage, saves and skill checks.

Spellcraft to determine Greater Mummy's recent spell:19

Active Effects:
Mage Armor (3 hours)
Prayer spell 1/8 rounds
Resistance 5/10 rounds

Turn attempts 4/10

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

Bin/Buzz 
Monday November 20th, 2006 4:54:20 PM

OOC Question: My apologies, but I was just looking through the Prayer spell again and I misunderstood what it said. Bin would make movement to AE 21 and then cast. When I saw range, I assumed I could cast it 30 ft away, but after reading it again, I understand what it says. Thank you.

Kadaz (AC 24/26 evil HP 43/63)  d20+12=19 d20+15=32 d10+8=14
Monday November 20th, 2006 5:04:50 PM

The remaining mummy at the base of the pyramid manages to hit Kadaz but doesn't manage to inflict the dwarf with its foul disease. (fort save 19)

Kadaz answers Belkior "Good plan. But shouldn't you be up on top dealing with the main theat? I can handle this one" Looking over his shoulder he sees one problem with this plan. "Mira, get out of the way" he yells. He attacks the mummy once, then moves up the ramp, luring the mummy on. (hit AC 32, damage 14, move to T24)

(OOC: would Kadaz get a +1 to hit bonus for being at a higher elevation than the mummy?)



Lang (AC 24; HP 65/100; Sunshine AC 23; HP 40/47)  d20+15=16 d20+15=32 d20+15=28 d20+10=11 d20+10=27 d20+7=8
Monday November 20th, 2006 5:09:16 PM

Lang sees an opportunity to strike the Mummy and he lashes out. Unfortunately, Lang cannot capitalize on the opening.

AoO hit AC 18 w/ flanking +2; natural 1

Lang continues his unrelenting assault on the mummy. He is very concerned that it may take him a long time to penetrate the mummies defense as his sword strikes once again bounce harmlessly off the creature. Fortunately, he has the illusionary images and his friends to help defeat the undead creature.

Sunshine growls menacingly at mummy F. If it approaches him he will bite it.

OOC - rolls include +2 to hit for flanking with Syr.

Lang hit AC 32
Lang hit AC 28
Lang hit AC 11; natural 1
Lang hit AC 27

Sunshine hit AC 8; natural 1 (#3 out of 6 rolls)

Lang in cell AF22
Sunshine in cell AA23

Longstrider: Duration 3 hours
Mirror Image: Duration ?

Conner [AC=22 HP=45/62] Message, Dark Vision, Bless Weapon  d20+15=31 d20+15=34 d8+7=11 d20+10=21
Monday November 20th, 2006 10:55:54 PM

Conner swings his sword at the master mummy as it tries to cast evil magic, but his aim is off (Hit AC 31) and the mummy escapes the fighter's blade. The man redeems himself when his second swing connects (Hit AC 34 for 11 pts. dmg.) A third swipe at the thing doesn't add any further damage. (Hit AC 21)

Mira (AC 21 Mage Armor, Shield, 30/ 40 HP)  d20+8=23
Monday November 20th, 2006 11:30:09 PM

At Kadaz's abrupt admonition, Mira puts all her energy into climbing up the ramp. Just as she approaches the swarm, she hears Arm's voice raised in song. The sorcerer wills herself through the swarm coming out on the other side at the edge of the platform.

Will Save vs Fear (at sight of mummy M) = 23

DM Sanity Info:

Position: AD25

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

Message - on Mira, cast by Wynn (and Angus)
Magic Circle Against Evil - from Belkior (if/when applicable)
Inspire Courage - from Arm + 1

- 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




Wynn [AC=21 HP=44/59] Fly , Unseen Servant 
Monday November 20th, 2006 11:49:43 PM

From his position above the pyramid, Wynn continues to direct his unseen servant to expel the blood out of the channel and keep it clean.

[OOC the unseen servant should continue it's task of pushing the blood out of the channel.]

Position: Unchanged
Unseen Servant position: DM's discretion but on top of the pyramid in a bloodied square with a channel.
Unseen servant: 6 hrs
Fly: 3 minutes -3 rnds


Arm (ac: 18 (20) base + mage armor [+2 vs. evil] hp 27/27) 
Tuesday November 21st, 2006 5:52:35 AM

Still singing, Arm moves up next to Shadow (N26). From what has previously transpired, he doesn't believe that he can affect the mummies, but instead will provide support for his friends.

Syr (Ac 21/20 Hp 49/62)  d20+15=34 d20+15=28 d10+6=9 d20+10=23
Tuesday November 21st, 2006 9:02:28 AM

Seeing the mummy is again casting a spell, Syr takes a quick swipe at his shoulder and manages a weak blow (AoO 34, damage 9). Hearing Angus urging to pull the creature down, he decides to wrestle with it (Touch attack 28, grapple check 23).

Shadow (AC21/18 HP28/28)  d20+5=24 d6+1=3
Tuesday November 21st, 2006 9:03:31 AM

Shadow will move to strike Mummy F (to O26). He will try and help down this before he moves up to help his companions.

Actions
to hit=24
dmg=3

Tomb - Round 21 (DM JohnP)  Lang damage d6+6=11 2d6(5+4)=9 d6=5 Mummy F d20+11=26 d6+10=14 Mummy M d20+12=25 d20+10=17 d20+10=12 d20+10=18 d20+10=30 d20+10=25 d20+10=25 d20+10=12 d20+10=14 d20+10=20 d20+10=23 d20+10=19 d20+10=28 d20+10=11 d20+10=13 d20+10=23 d20+10=13
Tuesday November 21st, 2006 2:00:12 PM

The fighters surrounding the mummy attack when it began casting a spell. Only Syr was able to hit the undead caster but his strike was enough to interrupt the spell.

++++++


After the cultist's spell disappears, Arm recovers and begins singing again to encourage his companions.

Belkior calls out his plan to Kadaz and the others fighting the lesser mummy, to draw it up into the swarms. Then he moves himself to just above the summoned locusts.

Hoping to remove some of the mummy's casting ability, Xenia steps a little closer and studies the undead thing. As it twists and turns to avoid the attacks of the fighters, the crimson-haired rogue catches a glint of a golden symbol tucked underneath the bandages covering the mummy's chest. Xenia doesn't think that she can so easily rip the symbol away from this opponent but she tries and nearly succeeds. Of course, this time her companions are gradually weakening the thing.
DM Note -- The mummy's Disarm DC is 29, and defender wins a tie.

Ash moves up onto the platform, ready to combat the mummy. Shelya follows her companion. Thunir charges towards the mummy, hitting it with his dwarven waraxe.

After seeing the mummy resist his spell, Edmund decides to focus on stopping the ritual. He casts a spell that he learned early in his training on a section of the carved pattern and watches as the slippery grease forms on the stone. As the material forms on the stone surface, the blood is forced up and out of the grooves to form a bloody mess in that area.

Angus casts a final spell to remove magics from the mummy. He doesn't think that he removed any spells but he senses that there are still area spells active around the pyramid that might be strengthening the mummy.

Hoping to strengthen his comrades and weaken the mummy, Bin moves towards the combat and casts Prayer. He feels that his spell affected the mummy even though he can't tell anything about what spell it had just tried to cast.

Kadaz chops into the mummy standing below him and then moves to draw it up the ramp as Belkior suggested.
DM Note -- Sure, higher ground would apply.

Inspired by the song coming from Arm and Bin's spell, Lang hacks at the mummy with his shortsword and hits with his first swing.
DM Note -- Inspire Courage and Prayer add (together) +2 to attacks and damage, rolled for you. Lang takes 5 points of vicious damage.

Conner adds some damage to what Lang has caused.

Hearing Arm's voice provides the incentive that Mira needs to move up the ramp and onto the top platform, resisting the fear from the mummy. Above the pyramid, Wynn keeps directing the Unseen Servant to push the blood around. The force moves more of the blood out of the channels, adding to the mess on the stone top of the pyramid.

Syr moves in to wrestle with the mummy. He easily grabs the foul thing's arms but the mummy's immense strength allows it to pull free.
DM Note -- Mummy's Grapple DC is 29

Shadow steps forward but cannot hit the mummy.

Thar takes a breather.

++++++


Mummy F slams one of its fists into Shadow and then moves five feet so it can climb the ramp after Belkior.
Mummy F hits AC 26, 14 damage to Shadow + DC 16 Fortitude (disease) save

The greater mummy again begins casting a spell. The motions and words are immediately recognized by the heroes as Dispel Magic.
Defensive Casting, Concentration = 25, no AoO.

Bin -- 17, 12, 12 ... nothing dispelled.
Conner -- 30 .... Message dispelled (I think this is a higher CL than other spells)
Lang -- 25 .... Longstrider or Message dispelled
Thunir -- 25 .... Longstrider dispelled
Syr -- 12, 14, 20 ... not sure what specific spells are on you, but probably nothing dispelled
Ash -- 23 ... Message dispelled
Mira -- 19 ... caster level 8 or lower effect (Message from Angus) dispelled
Wynn -- 28 ... caster level 17 or lower effect dispelled. I think the highest CL spell is Message cast by you
Xenia -- 11, 13, 23 ... Speak with Animals or Longstrider dispelled
Grease spell -- 13 ... not dispelled


Opponents
Mummy F -- Damaged, AC 26
Mummy M - Damaged, AC 33 (please roll Caster Level check for any spells)

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

Belkior/Sub Al (AC22 vs. Evil, HP 49/60; Magic Circle Against Evil) 
Tuesday November 21st, 2006 2:35:26 PM


Belkior turns his full attention to the people and animals clustered about the top of the pyramid. All are reasonably hale for the moment, and mostly within reach. There may be time to summon some help.

The halfling begins a spell to reach into the planes of the divine.

Rolls and Actions
Cast Summon Monster IV (Lantern Archon at AD23/On the Ground)

Movement and Position
Y23 (No Move)
Covering Thar, Thunir and Sunshine with Magic Circle unless they move.

Active Effects
Magic Stone (3 stones for 30 minutes /Belkior 1)
Magic Circle Against Evil (80 minutes)
Protection from Evil on Syr (8 min)
Summon Monster IV (8/8 starting next round)

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* (uProtection from Evil+)
2nd - Delay Poison*, uHold Person*, uOwl's Wisdom*, uResist Energy*, Spiritual Weapon (Aid*)
3rd - Blindness/Deafness, Dispel Magic*, Prayer*, uSearing Light* (uMagic Circle against Evil+*)
4th - Death Ward, uNeutralize Poison+*, uSummon Monster IV (uHoly Smite+*)

Wand of Cure Moderate Wounds (49/50 - level 3)
Pearl of Power L1 Used for the Day

Xenia (AC22, HP 34/48) /Active Spells Listed Below  d20+11=21
Tuesday November 21st, 2006 2:54:40 PM


Grrr ... Fram! Looks like this guy's symbol is secured pretty tight. Won't be any grabbing that thing until he's pinned down.

The dark rogue shifts gears.

"HEY, SYR! TRY GRABBING HIM AGAIN!" From the safety of distance, Xenia flicks the chain at the Mummy's face. Go for the eyes. Go for the eyes. They always blink when you go for the eyes.

*sss-chk* The tip of the chain cracks in the air, directly over the mummy's eye.

Rolls and Actions
Aid Another 21 (+2 to Syr vs. Mummy M /-4 Non-proficient, +2 Flanking vs. Conner, +1 Inspire, +1 Prayer)

Movement and Position
Xenia AH25 (No Move)
Flappy Inside the Cave Somewhere.

Active Effects
Bat (10 minutes)
Longstrider (1 hour)
Message (60 minutes)
Speak with Animals ( = DISPELLED = )

Bag of Tricks 2/10 per week.

Angus Ac 24/26 (evil) Hp 34 spells below  d20+8=14 4d4(4+2+3+1)+4=14
Tuesday November 21st, 2006 3:20:46 PM

Angus grits his teeth in anger, mostly at himelf for the poor dispel magic attempt.

Angus reaches back to an old faithful of his and begins casting magic missile yet again.

spell resistance 14, no luck.

Damage if applicable 14

Angus watches helplessly as his spell is resisted yet again.

Angus adds encouragement "Drag him down Syr! Hold him for everyone to stab!"

Location: AK19 55 feet up (15 feet above the pyramid)

Spell Slots:
0 level 3/6
1st level 5/8
2nd level 3/8
3rd level 6/6
4th level 4/4

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 (6/30 rounds)
Detect Magic
Shield 8 minutes
Mirror Image from scroll 3rd level on Lang 5 images (10/30 rounds)

Rod of Extend 2/3


Thar ail Baerer, AC 21, 23/41 hps, PfE, Message  d20+10=23 d20+3=8
Tuesday November 21st, 2006 4:17:50 PM

(OOC - I assume my Message was also dispelled?)

Seeing that Shadow has taken quite a hit, Thar will run through the swarm again and try to reach him in order to cast a healing spell.

When he reaches P25, he'll jump off the ramp to P26 and if possible, move behind Shadow to O27. If Shadow moves b/f Thar, then Thar will stay behind him but not go in range of the mummy's attack.

Total move, 80' (only counting moving through squares Left/Right and not diagonal) + jump off ramp.

Save vs. Swarm = 23

Jump Check (ramp) = 8 (not sure how far the jump is from that point, but didn't look very far, since he is near bottom)

Again, Thar is able to move through the swarm and not sickened by it, but the small biting creatures again leave several wounds on his body.

Undead Turns left for Today = 3/4

Spells Left

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

Rounds left of PfE = 23/40



Bin (AC 22/23 HP 25/45)  d20+8=22 d20+4=22
Tuesday November 21st, 2006 6:48:08 PM

Bin watches as Syr attempts to manhandle the undead creature and is inspired by his actions to cast another spell. Pulling from his pouch a pinch of powder that some may recognize as iron. He points toward Syr with his right hand as he sprinkles the powder from that shoulder to his finger extended. "Power to Syr, may he succeed. Let him grow to better manage our foe!

Bin casts Enlarge on Syr. (OOC: Bin did not ask Syr's permission before casting, so I would guess he has the option of saving against it if he so chose. The verbal components would announce Bin's intention I would hope.)

Position AB 21

Actions: Cast Enlarge on Syr. Fortitude save negates. SR:22
Spellcraft to determine Greater Mummy's recent spell:22

Active Effects:
Mage Armor (3 hours)
Prayer spell 2/8 rounds
Resistance 6/10 rounds
Enlarge on Syr if taken 1/60 rounds +2 enlargement bonus to Strength. Height increase x 1.5. Weight increase x 3.4
(OOC: Please correct anything I may have missed.)

Turn attempts 4/10

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

Shadow (AC 21/18 HP 14/28)  d20+3=22 d20+7=15
Tuesday November 21st, 2006 9:26:36 PM

Shadow backs up a step from the impact from the mummies fist. He does stagger a bit, but does feel like he can continue. He takes the needed steps to try and land a blow to the mummy, but is unsuccessful.

Actions:
Fort save=22
to hit=15

Edmund (AC:12, HP: 18/27, Invisible) 
Tuesday November 21st, 2006 9:27:36 PM

Unable to think of any more creative uses for his spells, and having already abandoned any hope of using his crossbow to effect on these incredible creatures, Edmund realises it is time to get out of the way. Thankfully, Mira has given him just the sort of means to do that, though he's not too excited about the method.

Reaching into his scroll case, he takes out one of the Invisibility scrolls Mira gave him. Unfolding it, he holds the scroll in his left hand, pronouncing the words aloud in as strong a voice as he can muster. His right index finger traces a symbol in the air as he speaks.

Then, with the final word, the scroll crumbles into dust and Edmund vanishes without a sound.

Never one to enjoy the benefits of being invisible, Edmund hurries away from the battle until he can do something useful. (30ft. move to AF-29)

DM Sanity Info.
Current Position: AF-29
Spells in Effect: Invisibility (5 minutes/50 rounds)

Actions Taken:
Standard: Cast Invisibility (from Scroll)
Move: 30ft. to AF-29

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 57/100; Sunshine AC 23; HP 31/47)  d100=53 d20+17=37 d20+17=22 d20+12=26 d20+12=29 d6+8=10 2d6(6+4)=10 d6=3
Tuesday November 21st, 2006 9:51:41 PM

OOC - took 5 HPs from last round from a miss that was a hit.

OOC - Longstrider 1-33, Message 34-66 or Mirror Image 67-100

Spell dispelled - Message

Lang is happy when one of his swings from last round did penetrate and damage the mummy. He swings with renewed vigor as he knows he can hurt the undead creature if his attacks are strong enough. His enthusiam is rewarded as one of his sword thrusts damages the mummy.

OOC - rolls include +2/+0 to hit for flanking, +1/+1 for inspiration and +1/+1 for Prayer.

Lang hit AC 37; damage 10+10; damage to Lang 3
Lang hit AC 22
Lang hit AC 26
Lang hit AC 29

Lang in cell AF22
Sunshine in cell AA23

Longstrider: Duration 3 hours
Mirror Image: Duration ?

Thunir (AC 20; HP 70/94) (NPC - DM JohnP)  d20+12=26 d20+12=14 d20+7=23
Tuesday November 21st, 2006 10:31:02 PM

The dwarf ranger grunts when he senses that the mummy has stripped his spell. Thunir still has two good axes, though, and they should do a good job of chopping undead.

Unfortunately, they don't.

Actions
Full - Attack
1st - miss AC 26
2nd - miss AC 23
Second weapon - miss AC 14

Active Effects
Antitoxin

Spells
1 - DC 13 - Longstrider*, Resist Energy
2 - DC 14 - Cure Light Wounds*
* = cast


Ash (AC 15; HP 26/26) & Shelya (AC 17; HP 37/37) - Barkskin, Resistance (Sub - DM JohnP)  3d6(2+5+5)=12
Tuesday November 21st, 2006 10:35:44 PM

Ash unleashes his final lightning bolt on the mummy. Then he moves to the southwest corner of the top platform to keep out of the way of the fighters.

Actions
Standard - call lightning, 12 damage DC 15 reflex save
Move - to AB 27
Shelya in AB26

Active Effects
Barkskin (Self) = +2 natural AC, 50 minutes
Resistance (Self) = 3 rounds

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*
* = cast


Mira (AC 21 Mage Armor, Shield, 30/ 40 HP)  d20+6=21 d3=3
Tuesday November 21st, 2006 11:22:05 PM

Concerned with the blood that seems to be completing some sort of pattern on the floor, Mira focuses her magic on stopping whatever ritual the master mummy is trying to complete. The sorcerer points a finger at the blood moving through the channels and a ray of freezing air and ice projects onto the floor. (Ray of Frost RTA=21, 3 pts. cold dmg.)

DM Sanity Info:

Position: AD25

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

Message - on Mira, cast by Wynn (and Angus)
Magic Circle Against Evil - from Belkior (if/when applicable)
Inspire Courage - from Arm + 1

- 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

Conner [AC=22 HP=45/62] Dark Vision, Bless Weapon  d20+16=29 d20+11=24
Wednesday November 22nd, 2006 12:13:29 AM

Conner lashes out again at the mummy, but fails to penetrate the creatures's tough wrapping. Hopefully his efforts will be rewarded by opening up the creature to the attacks of others.

[Hit AC=29 and 24 +2 flanking, +1 prayer and +1 inspire already added in]

Wynn [AC=21 HP=44/59] Fly , Unseen Servant  d20+13=26
Wednesday November 22nd, 2006 12:23:46 AM

Wynn watches his unseen servant continue to disrupt the flow of blood down the channels and smiles with grim satisfaction at the mummies displeasure. He flies into a flanking position with Thunir and stabs at the mummy with his longsword. His demeanour quickly turns sour as the mummy is unaffected by his blade.

[Hit AC=26; added flanking and bonuses for inspire and prayer]

New Position = AG 23

Arm (ac: 18 (20) base + mage armor [+2 vs. evil] hp 27/27) 
Wednesday November 22nd, 2006 5:56:49 AM

Arm remains where he is for the moment as he continues his song. He looks toward the top of the pyramid and hopes that everything is going well for them up there.

Kadaz (AC 24/26 evil HP 43/63)  d20+16=32 d10+8=17
Wednesday November 22nd, 2006 6:44:30 AM

Well, that didn't work Kadaz thinks to himself as the mummy doesn't follow him up the ramp but instead turns on Shadow. He walks back down the ramp and swings again at the mummy's back, again hitting it. "Look at me, you pile of paper!" he says in exasperation.

(hit AC 32, damage 17)
(end in square P24)

Syr (Ac 21/20 Hp 49/62) message, protect from evil, inspire, enlarge  d20+17=30 d20+13=33 d20+13=18
Wednesday November 22nd, 2006 8:57:20 AM

Hearing Bin cast the spell behind him, he smiles "Now that's someone we need around more often!" As the spell takes affect, he stumbles slightly and suddenly feels lightheaded. As his vision clears, he realizes the effect of the spell and laughs as he looks down at his foe. He lunges at the mummy once more hoping his increased size and weight allow him to hang on. (Touch attack 29, forgot about the -1 due to the spell, grapple check 33 (natural 20)). "Now you aren't getting away", Syr quickly goes for a pin to the ground (grapple check 18). "Finish it guys, I'm not sure how long I can hold it!"

(OOC: I think I did that right)

Tomb - Round 22 (DM JohnP)  AoO d20+11=14 Reflex d20+12=29 Unarmed d10+6=7 Mummy F d20+11=17 Mummy M d20+16=32 d6+12=17
Wednesday November 22nd, 2006 9:38:55 AM

The fight is coming to a conclusion -- only the two opponents remain and the party seems to be getting the upper hand. The party keeps trying to disrupt the ritual that the greater mummy had been performing, apparently with some success. Of course, if the mummy should somehow vanquish them, that means that it will require a new sacrifice ... possibly Bin again?

++++++


Belkior begins the cast a spell to call a divine creature. Hopefully that thing will be able to attack the mummy and damage it.

Seeing that the mummy's symbol is tucked into it's cloth wrappings, Xenia distracts it to help Syr wrestle it.

Angus casts a spell to send magical missiles at the greater mummy. To his surprise, the missiles strike home and visibly damage the undead thing.

Thinking that his companion will need to be healed, Thar dashes down the ramp through the summoned insects and then jumps to the floor. He wants to finish behind Shadow so he exposes his back to the lesser mummy. The clumsy thing misses the nimble Thar and he manages to reach a spot behind Shadow. Shadow resists the foul disease spread by the mummy but cannot hit the thing back.
Mummy F -- misses AC 14 (a miss even without Thar's DEX bonus)

Bin sees that his new companion needs assistance with grappling the mummy so he casts a spell to increase Syr's size and strength, at the cost of losing some agility. The monk now has a definite size advantage if he chooses to wrestle with the mummy again.
DM Note -- Syr also has a --2 size penalty to DEX, --1 size penalty to attack, and --1 size penalty to AC (cumulative --2 to AC)

Since discretion now seems the better part of valor, Edmund opts to turn himself invisible and get out of the way of the fighters. Ash is also keeping out of the way while he releases the final lightning bolt at the greater mummy. The undead thing avoids a portion of the damage.

Mira casts a minor spell at the channels of blood. The cold creates a frozen, greasy bloody mess. It's now seeming that the mummy may have to re-start the ritual due to the disruption caused by the party.

In the heart of the melee, Thunir can't hit the mummy but hopefully provides a distraction for someone else. Conner has the same effect. Wynn flies around the melee to hover over the Grease spell. He can't hit the mummy, either.

Arm continues to sing to encourage his companions while guarding Shadow's back. Seeing that he couldn't taunt the mummy to climb the ramp, Kadaz runs back down and hits the thing again.

Big Syr grabs hold of the mummy like a doll and grips him tightly. He gets a small strike in at the same time, then tries to pin the mummy down. Unfortunately, the thing is too strong to be subdued so easily.
DM Note -- Rolled the automatic unarmed strike damage, 7 points. Mummy M still has a Grapple DC of 29, so not pinned.

++++++


The only remaining lesser mummy swings and misses at Shadow. Then it steps up the ramp.
Mummy F -- misses AC 17

The greater mummy has few options since it is being held by Syr. So it strikes at the monk with its fists, hitting the monk hard. Syr feels the insidious taint of the infection from the lesser mummy creeping through his body, ready to burst forth.
Mummy M hits AC 32 (with natural weapon), 17 damage (bludgeoning) + DC 17 Fort save (disease)

DM Note -- Syr, you lose any DEX bonus to AC while grappling.

++++++


Things might be looking up for the party. Syr is grappling with the greater mummy, preventing it from casting more spells. Of course, the mummy just pounded Syr hard so the grappling may not be the best idea. And there's some vague memory rumbling around in the heads of some of the heroes.

Anyone -- Knowledge Religion DC 18 -- Highlight to display spoiler: {Mummy Rot has 1 minute (10 round) incubation period}

Opponents
Mummy F -- Damaged, AC 26
Mummy M - Damaged, AC 33 (no change due to Grappling)

Message -- not bothering anymore, no one is sneaking and everyone is visible to one another

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

DM Announcement (JohnP) 
Wednesday November 22nd, 2006 9:41:02 AM

It's not a holiday for me (or some others), but I'll keep that in mind.

DM posts will occur only if a significant portion (>75%) of the players have posted.


Edmund (OOC) 
Wednesday November 22nd, 2006 10:50:00 AM

((OOC: Waiting on map to post, unless there will not be a map for today?))

ed. DM JohnP - Oh ya. The Map. That thing that I was supposed to do.

Of course, now I suddenly have "The Map" song from Dora the Explorer running through my head. Which I probably will not be able to shake all day. It's all your fault, Edmund!


Belkior/Sub Al (AC22 vs. Evil, HP 49/60; Magic Circle Against Evil)  d20-2=17 d20-2=11 d6=3 d6=2 d20+8=26 d2=1
Wednesday November 22nd, 2006 11:25:32 AM


"EVIL SHALL FALL!"

A glowing lantern of divine light appears suddenly behind Thunir the Dwarven Ranger. It's voice booms out as it floats upward to a place just above Thunir, and two rays of divine light lance down from it at the Mummy.

Belkior abondons the place next to the swarms. Rushing up to a place behind the enlarged Elfish Monk.

"I'm here, Syr. I can heal you." The Healer of Alemi eyes the wounds that his companion has already taken. "And if you feel any of the affects of Mummy Rot, take heart in that I can counter it well before you feel the affects."

Rolls and Actions
Lantern Archon Touch Mummy M AC17, AC11(2, -4 Firing into Melee)
Light Ray Damage 3hp and 2hp (Beats all DR)
Lantern Archon Aura of Menace: Will vs DC12 or -2 penalty on attacks, AC, and saves.
Lantern Archon Magic Circle Against Evil Covers Thunir, Conner, Lang, Syr, Mira.

Belkior Knowledge Religion 26

Movement and Position
Lantern AE23 10 feet up (5-ft float)
AE25 (Double Move someplace behind Syr.)

Active Effects
Magic Stone (3 stones for 30 minutes /Belkior 1)
Magic Circle Against Evil (80 minutes)
Protection from Evil on Syr (8 min)
Summon Monster IV (8/8 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* (uProtection from Evil+)
2nd - Delay Poison*, uHold Person*, uOwl's Wisdom*, uResist Energy*, Spiritual Weapon (Aid*)
3rd - Blindness/Deafness, Dispel Magic*, Prayer*, uSearing Light* (uMagic Circle against Evil+*)
4th - Death Ward, uNeutralize Poison+*, uSummon Monster IV (uHoly Smite+*)

Wand of Cure Moderate Wounds (49/50 - level 3)
Pearl of Power L1 Used for the Day

ed. DM JohnP - Al, since Syr and mummy are grappling, you need to randomly determine which one is hit by the light rays (1 = mummy, 2 = Syr).

[ One for the Mummy. Two for the Show. Three ... Well, you get it. --Al ]

Xenia (AC22, HP 34/48) /Active Spells Listed Below  d20+13=30 d20+11=21 d6=5 d2=1
Wednesday November 22nd, 2006 11:44:14 AM


"HOLD ONTO HIM, SYR! PIN HIM DOWN!"

The rogue eyes a way to that gold holy symbol from her position at the edge of the melee.

"HANG ON! I'LL SEE IF I CAN DO SOMETHING TO WEAKEN HIM!"

A reach around to her haversack brings a wand to her hand. Never fuzzed with this one a'fore. Xenia shakes the wand to hopefully get all the magic up to the business end of the thing. Then she speaks the trigger word and a dark ray shoots out and hits the Mummy.

Whaddya know. I think maybe it works.

Rolls and Actions
UMD 30 vs. DC20
Ranged Touch Mummy M AC21 (-4 Firing Into Melee, +2 Flanking vs. Conner, +1 Inspire, +1 Prayer)
STR Penalty -5 to Strength

Movement and Position
Xenia AH25 (No Move)
Flappy Inside the Cave Somewhere.

Active Effects
Bat (10 minutes)
Longstrider (1 hour)
Message (60 minutes)
Ray of Enfeeblement on Mummy (10/10 rounds)

Bag of Tricks 2/10 per week.

[ Rolled a 1 here too. --Al ]

Edmund (AC: 12, HP: 18/27, Invisible) 
Wednesday November 22nd, 2006 11:49:09 AM

Edmund continues to retreat his invisible self away from the battle, all the way down the steps on the south side of the Pyramid and then off to the west, back towards the 'front' of the Pyramid.

DM Sanity Info.
Current Position: Z-36
Spells in Effect: Invisibility (5 minutes/49 rounds)

Actions Taken:
Standard: Move
Move: Move 60ft. to Z-36

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

Angus Ac 24/26 (evil) Hp 34 spells below 
Wednesday November 22nd, 2006 5:10:15 PM

Angus peers into the battle below him from his lofty position. Things are getting a little crowded down there. He is not sure that he can cast his spells and only affect the mummy.

Angus decides to do some more scouting of the temple. He flies east (up the alphabet) to see where the east stairs leads to. If it ends in a wall he will continue south to see where the south stairs leads to.

Pixie double move is 120'.

Location: East or south stairs about 55 feet up (15 feet above the pyramid).

Spell Slots:
0 level 3/6
1st level 5/8
2nd level 3/8
3rd level 6/6
4th level 4/4

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 (6/30 rounds)
Detect Magic
Shield 8 minutes
Mirror Image from scroll 3rd level on Lang 5 images (10/30 rounds)

Rod of Extend 2/3

Kadaz (AC 24 HP 43/63)  d20+17=31 d20+12=32 d10+8=12 d10+8=13
Wednesday November 22nd, 2006 5:42:45 PM

Kadaz takes a step uphill to get a better angle on the mummy and takes his swings. He must be getting used to this because this time he manages to hit twice. (5' move to Q24, hit AC 31 and 32, damage 12 and 13)

Birdie, fully recovered, is patiently sitting near the base of the ramp watching his master fight this mummy. Now that he's had some time to consider it he has no idea why he found this creature so frightening.

DM info:
- antitoxin (60 min)
- bulls strength (18/30 rounds)
- +1/+1 from Arm's song of courage


Conner [AC=22 HP=45/62] Dark Vision, Bless Weapon  d20+16=35 d20+11=15 d8+7=14
Wednesday November 22nd, 2006 7:08:50 PM

Conner waits a fraction of a second while Syr try's to pin the mummy, but when the opportunity arrives he drives his blessed longsword into the evil creature [Hit AC=35, automatic critical for 14 HP damage - no DR].

A second strike rings off the stones as the mummy and the monk continue their wrestling match [Hit AC=15]

"Krut!" the tattooed fighter curses the clumsiness of his second blow in the dwarven tongue.

Shadow (AC 21/18 HP 14/28)  d20+7=24 d6+1=6
Wednesday November 22nd, 2006 7:19:31 PM

Shadow will take another swing at the mummy (F) in hopes to finally drop it.

Action:
To hit=24
dmg=6

Wynn [AC=21 HP=44/59] Fly , Unseen Servant  d20+13=19 d20+8=9
Wednesday November 22nd, 2006 7:19:32 PM

The bard tries twice more to damage the grappled mummy with his silvered sword, but to no avail. The creatures wrappings are far to tough for his feeble efforts. Frustrated, all he can do is yell out encouragements to his companions..."Hold on Syr!...Again Conner!"

The unseen servant continues it's chore of cleaning the channels of Lady Iliona's blood.

Hit AC=19 and 9 (Nat 1)

Lang (AC 24; HP 57 or 51 /100; Sunshine AC 23; HP 31/47)  d20+19=35 d6+8=9 2d6(6+1)=7 d6=6
Wednesday November 22nd, 2006 7:33:10 PM

Lang stops swinging at the Mummy as Syr and the Mummy begin to grapple. Instead he stands ready, waiting to swing if the Mummy breaks free from Syr's grasp.

Ready standard action - standard attack.

OOC - rolls include +2/+0 to hit for flanking, +1/+1 for inspiration and +1/+1 for Prayer.

Lang hit AC 35; damage 9+7; damage to Lang 6

Lang in cell AF22
Sunshine in cell AA23

Longstrider: Duration 3 hours
Mirror Image: Duration ?

Bin (AC 22/23 HP 25/45)  d20+8=10
Wednesday November 22nd, 2006 10:08:01 PM

So the huge monk and the mummy wrestle each other on the ground as others anticipate when to swing at their undead foe, Bin wonders if he had made a right choice in the decision. "No time to ponder the past now", he whispers to himself as he begins his next action.
Bin steps around to AE 24. Uncertain if the mummy can attack him with the current situation as it is, he utilizes his Concentration skill for his next action, just in case.
"Domi, my allies need your protection! Please strip me of grace in battle to aid them in theirs!"
Bin uses his Take Under Wing skill as a Protector of Domi.

Position AE 24

Actions: Concentration Check = 10 (2+8)
Take Under Wing (I'm not exactly sure how to use this properly. I have different attack modifiers. I assume it would come from his primary weapon, up to +5? Does this also mean, that Bin needs to engage this round and next round in order to keep the party "Under Wing, or may I continue to cast spells? If the former is the case, do I get an attack this round as well as the movement and Take Under Wing? I also did not see a duration for this. [Whew])

Active Effects:
Mage Armor (3 hours)
Prayer spell 3/8 rounds
Resistance 7/10 rounds
Enlarge on Syr = 2/60 rounds +2 enlargement bonus to Strength. Height increase x 1.5. Weight increase x 3.4
Take Under Wing in 5' area around AE 24 +5 to AC except Bin, which is -5 to hit with his hammer.

Turn attempts 4/10

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

ed. DM JohnP - This is strictly my interpretation of the Protector's "Take Under Wing" ability, not anything official. Your next DM is not bound by rulings.
- I treat Take Under Wing as being something like an area effect version of the "Combat Expertise" feat. As such, Bin needs to actually make an attack to activate the power.
- Like Combat Expertise, turning the power on is (for all intents and purposes) a non-action or Free Action. So Bin can move and attack when activating the power.
- Like Combat Expertise, the bonus/penalty lasts until Bin's action in the following round. For all intents and purposes, the AC bonus applies when the opponents attack on their turn. The power can be re-activated next round, as well.
- Like Combat Expertise, casting a spell or performing any other standard action in place of a melee attack means that Take Under Wing cannot be used that round.




Thar ail Baerer AC 21 hp 23/41, Message, Prot from Evil  d8+3=8
Wednesday November 22nd, 2006 11:33:21 PM

Thar will follow Shadow, but make sure that Shadow is b/t him and the mummy. He casts CLW's upon Shadow, curing 8 pts of dmg.

Undead Turns left for Today = 3/4

Spells Left

1st - shield of faith,
2nd - restoration (lesser)

Rounds left of PfE = 22/40

Xenia (2nd Illegal Post) 
Thursday November 23rd, 2006 3:59:33 AM

The rogue frowns at how close the ray had come to hitting Syr instead of the Mummy.

"Syr, can you Trip him down instead? Throw him to the ground where we can all pound on him?"

Syr (Ac 13) HP 49/62  d20+12=16 d20+12=23 d20+16=33 d20+16=33 d20+11=19 d10+6=12 d10+6=11
Thursday November 23rd, 2006 8:56:00 AM

Thourgh clenched teeth straining against the mummy, "Now you want me to trip him? Will you people make up your mind?" (Trip check +4 size, +4 feat, +4 str=16,23) Attack 33,33,16 damage 12,11).

(I'm not real sure of the trip attempts so I rolled 1 more for the other base attack in case the first fails. I also tossed in 3 of the possible four regular attack rolls. Basically, to continue trying to trip and once it goes down pummel the heck out of him)

Thunir (AC 20; HP 70/94) (NPC - DM JohnP)  d20+12=24 d20+7=8 d20+12=30 d6+4=7
Thursday November 23rd, 2006 9:33:37 AM

The dwarf ranger steps aside so he isn't beneath the summoned creature. His axes flash out towards the mummy, but he still can't hit it.

Actions
Free - 5 foot step to AE 24
Full - Attack
1st - miss AC 24
2nd - miss AC 8 (natural 1)
Second weapon - miss AC 30

Active Effects
Antitoxin

Spells
1 - DC 13 - Longstrider*, Resist Energy
2 - DC 14 - Cure Light Wounds*
* = cast


Ash (AC 15; HP 26/26) & Shelya (AC 17; HP 37/37) - Barkskin, Resistance (Sub - DM JohnP) 
Thursday November 23rd, 2006 9:37:54 AM

Ash stays in the corner, casting a spell to call a small ball of fire in his hand.

Actions
Standard - cast Produce Flame
Shelya in AB26

Active Effects
Barkskin (Self) = +2 natural AC, 50 minutes
Produce Flame - 5 minutes
Resistance (Self) = 2 rounds

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*
* = cast


Bin (AC 22/23 HP 25/45)  d20=1 d20-5=10
Thursday November 23rd, 2006 10:36:02 AM

Thank you DM. That helps. So he will make the following attacks on the mummy. This is my first time rolling for a weapon, so if I get something wrong, please correct it, for the story line and I will learn as we go.

Light Hammer normally +5/0 now 0/-5, natural 20's needed to hit with no critical threats.

First attack fumbles, (I can't find any effects for rolling a one in the PHB, do you have fumbles in this game?)

Second attack misses.

Tomb - Round 23 (DM JohnP)  d2=1 Will d20+24=32 Touch d20+16=18 Mummy F d20+11=22 Disease d6=5 d6=2 Mummy M d20+16=30 d6+9=11
Thursday November 23rd, 2006 12:06:37 PM

Encouraging his companions, Arm keeps singing.

Belkior calls forth a champion of good, a lantern archon, to assist the heroes with their battle. The summoned creature appears behind Thunir and then flies upwards, closer to the mummy. It fires two rays of light at the mummy, striking it once and barely hurting it. Even while the archon's presence protects some of the nearby heroes, the mummy appears to be unaffected by the creature's divine aura. The Halfling cleric then moves closer to Syr in preparation to heal the enlarged monk.
DM Note -- Duration of the Summon Monster IV spell is 9 rounds, from Good domain.

Hoping to weaken the mummy, Xenia draws a wand and manages to trigger it. A beam just barely catches the mummy and it weakens slightly.
DM Note -- No Flanking bonus for missile attacks, only melee. Syr and Wynn also provide soft cover to the mummy. But you still just barely hit.

Meanwhile, Edmund reaches the bottom of the south ramp. At the same time, Angus scouts to the east. Neither see very much because neither have darkvision and the light sources on top of the pyramid do not illuminate these areas very well. They do get the impression that there are no other exits from the tomb. There are also small buildings like those near the entrance.
DM Note -- Angus moved off map because I don't want to change scale of map.

Kadaz moves to get a better position on Mummy F and swings at it, hitting twice. One or two more good whacks should knock this thing into fragments of bone and cloth. Shadow tries to poke his sword into the undead's back but cannot get past its armor. Behind the rogue, Thar casts healing magic to repair some of the damage inflicted by the mummy.

Fighting the boss mummy, Conner hits it squarely with his first swing but misses with the next. Wynn misses with both swings. Lang stands ready to attack the mummy if it breaks free from Syr's grip.

Bin moves closer to the mummy and concentrates on assisting his companions. He swings ineffectually at the mummy.
DM Note -- An attack roll of "1" is simply a miss, even if it would otherwise hit.

Hearing the shouts of alarm from his companions, Syr releases the mummy and tries to trip it to the ground. His foot sweep manages to knock the weakened mummy to the ground and then he starts stomping the cloth-wrapped bundle of bones. He hits it twice.
DM Note -- I rolled the touch attack to initiate the Trip. You didn't make a Fort save against Mummy M's last attack or reduce hitpoints from damage. Please make the Fort save before reduction from disease effects.

With the mummy on the ground, Thunir manages to hit it once. Ash calls forth a handful of fire, thinking to burn the mummy.

Mira takes a breather.

++++++


Mummy F attacks the greater threat in front of him but cannot hit Kadaz. It steps beside him on the ramp.
Mummy F misses AC 22

Loathsome sores and pustules burst forth on Syr's body, robbing him of vitality and ruining his fine elven skin.
Syr -- Take 5 points of Constitution damage and 2 points of Charisma damage. There will also be 16 or 24 hitpoints lost and Fort save reduced by 2 or 3.

The mummy gets to its feet, trusting its tough body and armor to protect it from the attacks of everyone nearby. It lashes out at Syr once more, hitting the monk again.
All those within melee range, attack of opportunity vs. AC 32

Mummy M hits Syr, AC 30 and 11 points of damage + DC 17 Fort save (using reduced Fort save)

+++++++


Opponents
Mummy F -- Nearly Destroyed, AC 26
Mummy M - Damaged, AC 32

Message -- not bothering anymore, no one is sneaking and everyone is visible to one another

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

Edmund (AC: 12, HP: 18/27, Invisible) 
Thursday November 23rd, 2006 2:29:08 PM

Edmund continues his expeditious retreat away from the battle on the pyramid, fully expecting it to explode, or something similar, once the Mummy King is defeated.

DM Sanity Info.
Current Position: S-37
Spells in Effect: Invisibility (5 minutes/48 rounds)

Actions Taken:
Standard: Move
Move: Move 60ft. to S-37

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

Thar ail Baerer AC 21 hp 23/41, Message, Prot from Evil  d20+8=13
Thursday November 23rd, 2006 4:02:21 PM

Now that his friend is feeling better, Thar turns his attention towards the smaller mummy. He draws his bow and fires an arrow at it, hoping to do some damage. "Take this you undead scum" he mumbles to himself b/f firing the arrow.
Sadly, his arrow misses its target and hits the ground.

Undead Turns left for Today = 3/4

Spells Left

1st - shield of faith
2nd - restoration (lesser)

Rounds left of PfE = 21/40


Kadaz (AC 24 HP 43/63)  d20+15=35 d20+10=13 d10+8=11 d10+8=10 d10+8=14
Thursday November 23rd, 2006 4:15:28 PM

Kadaz takes a step uphill in front of the mummy. He still needs to block it from coming to the aid of the other one up on top. He again swings twice, this time without the advantage of an ally on the other side of it. Only his first swing hits this time, but Kadaz can tell he's wearing it down.

(move to R24, swing twice, hit AC 35 (nat 20) and 13, damage 11 (and 10 more if mummies take a critical hit) (ignore the last roll)

DM info:
- antitoxin (60 min)
- bulls strength (17/30 rounds)
- +1/+1 from Arm's song of courage


Conner [AC=22 HP=45/62] Dark Vision, Bless Weapon  d20+16=19 d20+16=36 d20+11=22 d8+7=12
Thursday November 23rd, 2006 5:07:24 PM

Conner continues his onslaught against the mummy atop the pyramid, missing it as it stands up, but striking it squarely as it presses it's attack on Syr. [Hit AC=19 AoO; 36 and 22 for 12 HP with blessed sword that bypasses DR]

Wynn [AC=21 HP=44/59] Fly , Unseen Servant  d20+12=31 d8+1=9 d20+5=22
Thursday November 23rd, 2006 5:13:05 PM

Convinced that his sword will not penetrate the mummies wrappings, Wynn pulls a wand from his belt and touches it against the hideous creature. [Touch attack w/ wand of cure light wounds hits AC=31 for 9 HP damage to an undead creature? - Caster Level check vs SR = 22]

The unseen servant continues it's labors, steadily cleaning the blood and oil from the grooves in the top of the pyramid.



Mira (AC 21 Mage Armor, Shield, 30/ 40 HP)  3d4(3+3+2)+1=9 d20+6=9
Thursday November 23rd, 2006 11:08:23 PM

Mira tries to see into the battle frenzy in order to determine the effectiveness of her peers. Unsure if they are making any headway against the mummy, she sends her magic missiles into the fray, but is unsure if they were of any help. (Caster check vs 9, 9 dmg. *unlikely!*)

DM Sanity Info:

Position: AD25

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

Magic Circle Against Evil - from Belkior (if/when applicable)
Inspire Courage - from Arm + 1

- 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



Bin (AC 22/23 HP 25/45)  d20=9 d20=4 d20-5=3
Thursday November 23rd, 2006 11:58:12 PM

The small priest wields his weapon with some skill, but it will take a very clean shot for him to do any damage, yet he presses on to the attack, joining his comrades in this fight to the death. The attack of opportunity was as ineffectual as his others.

Position AE 24

Actions: Attack mummy at Af 23

Active Effects:
Mage Armor (3 hours)
Prayer spell 3/8 rounds
Resistance 7/10 rounds
Enlarge on Syr = 3/60 rounds +2 enlargement bonus to Strength. Height increase x 1.5. Weight increase x 3.4
Take Under Wing in 5' area around AE 24 +5 to AC except Bin, which is -5 to hit with his hammer.

Turn attempts 4/10

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


Arm (ac: 18 (20) base + mage armor [+2 vs. evil] hp 27/27) 
Friday November 24th, 2006 5:17:14 AM

Arm continues his song from where he is, encouraged himself that his friends seem to be getting the upper hand

OOC: Syr, I like your new look...was that from the all the turkey you ate? LOL!! Look at the map to see what I mean..

Belkior/Sub Al (AC22 vs. Evil, HP 49/60; Magic Circle Against Evil)  d8+3=7
Friday November 24th, 2006 8:42:19 AM


"EVIL SHALL FALL!"

The Lantern Archon again shouts out it's cry. A pulse of white light touches Syr and he feels the Aide of the Archon.

"Hang on, Syr. I have the cure for that." Must have been a previous infection, the little Healer thinks to himself. Should have spotted that.

He calls for a scroll from his haversack. It crumbles to dust as he reads, then he reaches out to grace his companion with the healing of Alemi.

Rolls and Actions
Lantern Archon Cast Aide on Syr 7 Temp Hit points, None of the other effects stack with previously ongoing effects.
Lantern Archon Magic Circle Against Evil Covers Thunir, Conner, Lang, Syr, Mira, Bin.

Belkior Cast Remove Disease on Syr from Scroll
Belkior Magic Circle Against Evil Covers Thunir, Conner, Lang, Syr, Mira, Bin, Ash.

Movement and Position
Lantern AE23 10 feet up (No Move)
AE25 (No Move)

Active Effects
Magic Stone (3 stones for 30 minutes /Belkior 1)
Magic Circle Against Evil (80 minutes)
Protection from Evil on Syr (8 min)
Summon Monster IV (8/9 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* (uProtection from Evil+)
2nd - Delay Poison*, uHold Person*, uOwl's Wisdom*, uResist Energy*, Spiritual Weapon (Aid*)
3rd - Blindness/Deafness, Dispel Magic*, Prayer*, uSearing Light* (uMagic Circle against Evil+*)
4th - Death Ward, uNeutralize Poison+*, uSummon Monster IV (uHoly Smite+*)

Wand of Cure Moderate Wounds (49/50 - level 3)
Pearl of Power L1 Used for the Day
Used plain scroll of Remove Disease


Xenia (AC22, HP 34/48) /Active Spells Listed Below  d20+13=33
Friday November 24th, 2006 8:55:54 AM


"GOOD GOING, SYR!"

Ew! Grody! Xenia quells her revulsion as Syr breaks out in enlarged pustules.

"We'll get him! Then we'll fix things up, Syr! Just like when we took down Vampie Sarah."

Xenia drops the wand into the blood and oil. She replaces it with a scroll from her haversack. Reading the scroll comes off natural, like she's been doing it all her life. As the parchment crumbles, three glowing stones appear in her hand.

Thanks for this little trick, Bralin. Hope it works.

Rolls and Actions
UMD 33 vs. DC21 /Nat 20
Cast Magic Stone from Spell

Movement and Position
Xenia AH25 (MEA: Draw Scroll of Magic Stone)
Flappy Inside the Cave Somewhere.

Active Effects
Bat (10 minutes)
Longstrider (1 hour)
Message (60 minutes)
Ray of Enfeeblement on Mummy (9/10 rounds)

Bag of Tricks 2/10 per week.


Angus Ac 24/26 (evil) Hp 34 spells below 
Friday November 24th, 2006 7:14:04 PM

Angus finishes his quick search of the east part of the cavern. He flies back to the battle, ready to provide spell support if needed.

Location: AI23

Spell Slots:
0 level 3/6
1st level 5/8
2nd level 3/8
3rd level 6/6
4th level 4/4

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 (6/30 rounds)
Detect Magic
Shield 8 minutes
Mirror Image from scroll 3rd level on Lang 5 images (10/30 rounds)

Rod of Extend 2/3

Lang (AC 24; HP 52/100; Sunshine AC 23; HP 31/47)  d20+19=33 d6+8=12 2d6(1+6)=7 d6=3 d20+17=33 d20+17=24 d20+12=26 d20+12=24 d6+8=14 2d6(4+6)=10 d6=2
Friday November 24th, 2006 7:23:13 PM

Lang quickly stabs the evil undead when an opportunity opens up. He is succesful in penetrating the creatures defense.

AoO Hit AC 33; damage 12+7; damage to Lang 3

Lang waits and sees the mummy break free of Syr. He quickly attacks the mummy as it and Syr have stopped grappling. He hopes to finish off the foul creature as it is doing a pretty good job beating up on Syr and his good friend might might need some divine help.

OOC - rolls include +2/+0 to hit for flanking, +1/+1 for inspiration and +1/+1 for Prayer.

Lang hit AC 33; damage 14+10; damage to Lang 2
Lang hit AC 24
Lang hit AC 26
Lang hit AC 24

Lang in cell AF22
Sunshine in cell AA23

Longstrider: Duration 3 hours
Mirror Image: Duration ?

The Tomb - Over (DM JohnP) 
Friday November 24th, 2006 10:56:55 PM

The battle to halt the ritual that will return the great lich to the Wold is drawing to a close. Knocking the greater mummy to the ground allowed Lang to hit it solidly in and nearly destroy it. Of course, Syr is now battling for his life.

On the ramp, Kadaz lands a solid blow on the lesser mummy that shatters it into pieces. Thar's had missed the mummy with an arrow but it doesn't matter now.

On top of the pyramid, Conner and Lang both hit the greater mummy. They are aided by the magic that Wynn and Mira hurt the mummy with. Bin is able to protect the others while they destroy the mummy. Lang's sword is the weapon that shatters the mummy, sending fragments of bone falling to platform where they stick in the frozen, bloody mess that has been made of the summoning ritual.

And all of this occurred while Arm was encouraging everyone with his song.

Xenia had used a scroll to create some magical weapons but, at least from what Edmund and Angus say, they won't be needed. The two mages have scouted the remainder of the tomb and found no other threats or means of escape.

Belkior used a scroll to cure Syr but the elven monk is still plagued by the loathsome sores spread by the mummy's strike.
Knowledge Religion or Heal DC 20- Highlight to display spoiler: {Curing Mummy Rot requires Remove Curse or Break Enchantment followed by Cure Disease. Before the Remove Curse, a DC 20 caster level check is required for any healing spell.}

COMBAT ENDS


As soon as the mummy falls beneath Lang's sword, the whispering echoes within the tomb fade. Soon, the only sounds that everyone hears is the sound of their ragged breathes and the scuff of their feet on the stone floor. After the ring and crash of battle the silence is nearly overwhelming.

Contrary to Edmund's fears, nothing collapses following the destruction of the mummy. Of course, considering how long this tomb has existed here, lingering here may not be the best idea. It's time now to see to each others' wounds and begin preparations for departure.

The remains of the two cultists, the six lesser mummies and the greater mummy are within the tomb. When a healer bothers to check the cultists, both Lady Ilonia and the nameless half-orc are dead. While the healers tend to the wounded, the others start picking up the items and equipment carried by their opponents. Lady Ilonia was dressed in finely made clothing of the sort that is fashionable rather than truly useful. There are some items of jewelry on her body that Xenia finds. The half-orc wears more immediately useful items -- a breastplate, silvered mace, a crimson cloak, a ring, a necklace and finely made gloves.

Each of the lesser mummies carried old, ancient really, equipment that seems to have withstood time. After Kadaz and Shadow go around to all of the fallen undead, they have collected breastplates, longswords and crimson cloaks. As everyone suspects, the lead mummy on top of the platform carried more items. Trusting to his supernatural resistance, Belkior picks through the remains of the fallen thing and tosses out -- half plate armor, a long scarlet cloak, a necklace, a ring and a woven band of unknown material from around the thing's skull.

It takes some time for all of this to be gathered. After finishing, the heroes are faced with the decision concerning what to do with the bodies of the cultists. The long-banished lich's phylactery has rested here in this tome for ages. Leaving the bodies here may be a fitting end or it may create future problems. Whatever they decide, the party files out of the tomb to the open air. While it seems like a great deal of time has passed, they find that the sun is still in the sky outside. The bodies of the zombies remain where they fell even though flies and insects have already found them. The bound cultist is still here even though Belkior's spell ended some time ago. Unlike the dead cultists inside, this human is alive, well and glaring at the heroes.

After standing and enjoying the sun and open air, a couple people begin picking up the items dropped by the creatures outside. Each of the mummies was equipped in the same manner as the ones inside the tomb. The zombies each carried a silvered sword and decayed studded leather armor. The half-orc had been searched before and most of his gear removed -- full plate armor, a red cloak, a ring (carried by Wynn), a bastard sword (tossed aside by Kadaz), goggles made from leather and smoked glass, and a finely made composite longbow that requires considerable strength to use.

Everyone now stands around outside, looking at one another. Syr is sick and injured and they have one prisoner. The tunnel to the tomb lies open behind them, allowing wandering animals or other creatures entrance. And the sun is going to set soon.

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

Loot -- From Zombies outside Tomb
4 studded leather
4 silvered masterwork longswords

Loot -- From Living Human Cultist
Masterwork Full Plate armor
Masterwork Bastard Sword
Masterwork Composite Longbow +4 STR
Cloak
Ring (carried by Wynn)
Goggles

Loot -- From Lesser Mummies Inside & Outside Tomb
8 Masterwork Breastplates
8 Silvered masterwork longswords
8 cloaks

Loot -- From Half-orc Cultist
Masterwork breastplate armor
Masterwork silvered heavy mace
Ring
Cloak
Necklace
Gloves

Loot -- From Greater Mummy
Masterwork half-plate armor
Cloak
Necklace
Ring
Headband



Thar ail Baerer 
Saturday November 25th, 2006 11:00:43 AM

Now that the enemy has been destroyed, Thar finally relaxes slightly and says "Well group, we should destroy the phlactery and the undead bodies, as they could rise again in the future and I don't want to face a lich in the future."

"In regards to the prisoner, I think we should turn him in to the authorities. We could take the items we've found and ID them in town, as it looks like we've found some goodies. How should we split it up? Maybe roll dice to set an order of division?"

Looking at Syr, Thar says "I don't have the magic to heal his disease, but we should get him back to town and heal the infection. I can cast magic on him to heal wounds, but most of my magic is gone."

Finally, he checks on the rest of his companion's wounds and injuries, and trying to bind up wounds if needed.

(OOC - thanks so much to John for running this huge adventure w/ so many PC's. Its been fun and great to play with the shield characters!)

Edmund 
Saturday November 25th, 2006 12:18:51 PM

Happy, very happy, to be out of the tomb and still in one, living, piece, Edmund is quick to agree with Thar.

"Definitely destroy the bodies and the Phylactery. I don't want to come back here again, and I'd hate to leave behind reason for a successor cult to form. Just what we need is another Evil Elf Sorceress Queen to start the whole bloody business over again."

"As for all the treasure, none of it looks particularly promising to me--maybe some of the rings, perhaps. Lots of swords and armour for you lot. Maybe some of it is magical, though. We'd have to identify it to know. Best to take it to town to do that all the more quickly, seeing how much of it there is."

Glancing at Syr, Edmund adds, "And all the more reason to go to town right there. There's nothing I can do for him, and he looks in a bad way."

((Echoing thanks to DM John for managing to somehow handle a zillion rolls, effects, characters, monsters, and actions every day. He must be an Epic Level DM!))


Bin Berry  d20+9=23
Saturday November 25th, 2006 2:09:01 PM

Bins eyes well up at seeing Syr's condition. He uses his healing skill to try to assist, but notices it does not help. "I can assist you tomorrow in curing this disease, but I do not know what the course of this disease will take, or if you will be alive then."

Bin standing a few feet apart from others, puts his armor on correctly as he and the others discuss their plans.

Bin looks around at the unholy place and adds, "As well, I would like to perform holy rights on this area to attempt to undo that which many evil ceremonies have created. I don't think any of us would enjoy coming back here in a few months or years to find cultists using this place for unholy ceremony." He points down to the bound prisoner, "Especially since there is someone that knows it is here." There are few times in Bin's life he wants to kill in cold blood, but seeing the prisoner makes his blood boil at what may have occurred had these fine people not found him, or if he could not have escaped. The lady on the pyramid must have taken his position as sacrifice. He looks to the prisoner, "Unfortunately, I do not have the authority to judge and execute a sentence, or no prisoners would be returned."

Turning to the others after tending to Syr as best he can, "I will start a fire in the field near the hole. Lets start dragging bodies to it so they can not be reanimated or worse, brought back to life. Then perhaps we can see about either collapsing the entire cavern with the pyramid or somehow turning it into hallowed ground, which at this moment may seem impossible, but as far as I am concerned, nothing is out of Domi's reach."

Bin is motivated to begin as he has suggested.

Heal check: 23

{OOC Agreed, the DM's have done that which looked terribly confusing and at the least difficult. Thanks for a wonderful adventure. As well, I would like to thank everyone for their patience with the new guy here. It is apprecaited as well.}

Kadaz (AC 24 HP 43/63) 
Sunday November 26th, 2006 8:07:40 AM

When the battle is done Kadaz goes over Birdie carefully making sure he wasn't hurt. Fortunately Birdie came through the battle unscathed. "Good dog, you know what to do" Kadaz says, praising the dog.

Kadaz helps drag the undead remains out to the bonfire location Bin selected. "You know what I like about mummies?" he asks generally. "They don't bleed all over you. That's a nice change."

"Before we divide up the treasure, could someone cast detect magic on all of the items? That way we might have some idea of relative worth."

(More thanks to the DMs! A wonderful adventure.)

Belkior/Sub Al (HP 52/60)  d20+21=37 d8+5=13 4d8(8+8+2+7)+9=34 2d8(4+6)+3=13 2d8(4+5)+9=18 2d8(8+1)+9=18 2d8(6+6)+3=15 3d8(1+8+6)+9=24 2d8(7+8)+3=18 3d8(8+6+2)+9=25 2d8(8+2)+3=13 d8+5=10 3d8(7+7+4)+9=27
Sunday November 26th, 2006 10:51:47 AM


"Sit down, please." The little Healer brooks no argument. After the mummy falls, his small hands pull his enlarged companion down to the stones of the pyramid for an examination.

Belkior shakes his head. "I won't lie to you, Syr. This is very serious. The disease delivered by the Mummy's blow is life threatening. And it can only be cured by strong magic and great skill. Tomorrow, I, and no doubt our new friend Bin, will be able to prepare to heal you. I will put all my effort into that end. But you have to survive until then. You have to fight it with the natural Fortitude granted to your body by the nature and the gods."

"Until then, my friend. I will help you as much as I can."

After the group emerges once again into the light of the sun, the halfling bustles about, examining each person in turn and setting up a triage to care for their wounds. (See Below)

Rolls and Actions
Heal Check 37

Day's Spells
0 - Detect Magic*, Detect poison*, uMending*, uRead Magic*
1st - Bless*, uDetect Evil, uHide from Undead, uMagic Stone, uSanctuary* (uProtection from Evil+)
2nd - uDelay Poison*, uHold Person*, uOwl's Wisdom*, uResist Energy*, uSpiritual Weapon (Aid*)
3rd - uBlindness/Deafness, Dispel Magic*, Prayer*, uSearing Light* (uMagic Circle against Evil+*)
4th - uDeath Ward, uNeutralize Poison+*, uSummon Monster IV (uHoly Smite+*)

Wand of Cure Moderate Wounds (46/50 - level 3)
Pearl of Power L1 Used for the Day
Used plain scroll of Remove Disease

Group Status
Shadow 14/28 - Heal 13hp (Detect Evil for CLW)
Lang 52/100 - Heal 47hp (Death Ward for CCW 34, From Wand CMW 13)
Bin 25/45 - Heal 18hp (Spiritual Weapon for CMW)
Thar ail Baerer 23/41 - Heal 18hp (Delay Poison for CMW)
Sunshine 31/47 - Heal 18hp (Delay Poison for CMW)
Edmund 18/27 - Heal 15hp (Wand for CMW)
Kadaz 43/63 - Heal 24hp (Blindness/Deafness for CSW)
Xenia 34/48 - Heal 18hp (Wand for CSW)
Conner 45/62 - Heal 25hp (Prayer for CMW)
Wynn 44/59 - Heal 13hp (Wand for CMW)
Mira 30/40 - Heal 10hp (Bless for CLW)
Belkior 49/60 - Heal 3hp (Detect Magic, Mending, Read Magic for CMW)
Ash 26/26
Arm 27/27
Shelya 37/37
Angus Hp 34/34

Not sure where Syr is now HP-wise. But I don't think it's good.

Prayer for CSW (27) to try and bring him up to full.

Xenia (Healed to full)  d20+4=8
Sunday November 26th, 2006 11:52:54 AM


Xenia turns her dark face up to the wide blue sky and the bright sunshine. A thing wells up inside her chest at the beauty of it all. Her vision gets all watery, and a tear escapes from out of the corner of her eye and runs down the side of her nose to the corner of her full dark lips. It tastes salty.

Her eyes find Wynn. To see him is to go to him. She snuggles into the crook of her arm, resting her face against his chest.

"We're gonna die, aren't we?" she murmurs. "I mean, like, someday and all, you know." She takes a deep shuddery sorta breath and sniffs away the tears. "Even if it's, like, old age, huh? I mean, like, nothings forever, is it? All we really got is what we got right now."

She reaches out and hugs him with a passion fierce and immediate. The she releases him with a sigh.

"I better go start getting the stuff all organized." She looks up into his face, and the same feeling fills her up inside. The same feeling that she had felt just now at seeing the sun and sky again. "Yeah. I'd better do that."

Xenia starts putting the stuff together. Laying them out on the ground in rows, classified by type. So many things fill her head right now. It's hard to get her mind into thoughts of prices and the quality of the merchandise.

"Hey! Can we get one of you Magic Guys to take a look at this stuff and see what's magic and what's not? No point bringing it to the Catacombs if it's just ordinary all all, you know."

Rolls and Actions
Appraise 8

Active Effects
Bat (10 minutes)
Longstrider (1 hour)

Bag of Tricks 2/10 per week.


Edmund (2nd, illegal post, HP: 27/27)  d20+15=18 d20+15=25 d20+15=21 d20+15=34 d20+15=19 d20+15=31 d20+15=29 d20+15=35 d20+15=34 d20+15=35
Sunday November 26th, 2006 4:57:28 PM

After having been cured, Edmund feels he is operating at peak efficiency. Except for the decidedly unpleasant lack of tea, things are looking up.

When Xenia gives a shout, Edmund moseys over to see what the hullabaloo is.

"Oh... Oh! Yes, I know some spells for that. Can't say as I've ever used them, but now's as good a time as any."

Edmund stands back a bit from all of the loot, and casts <i>Detect Magic</i> on the whole mess of swords, rings, cloth, armour, and whatsits.

((Concentration for 3 rounds to detect presence of auras, number of auras, most potent auras, strength of auras, and location of auras.

Here are ten Spellcraft Checks to determine school of magic if necessary/applicable (DC 15+spell level or 15+half caster level for non-spell effects): 18, 25, 21, 34, 19, 31, 29, 35, 34, 35. Add 2 to these rolls against Enchantment Spells/Effects.))

DM Sanity Info.
Spells Cast: Detect Magic

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

Conner 
Sunday November 26th, 2006 5:22:47 PM

The tattooed fighter sheathes his sword and scans his surroundings, looking for any that might need assistance. He spots Wynn hovering nearby and gives him a grin, pleased that the half-elf is alive after all. When he sees the others gathering weapons and armor he lends a hand. "Better not forget what we left at the entrance" he reminds them before hustling down the pyramid and back through the tunnel.

Conner will collect anything left outside, including the remaining cultist and the evil sword,which he will lash to the cultist rather than carrying himself. He will bring them all back down to the pyramid.

Wynn  d20+9=21 d20+3=19
Sunday November 26th, 2006 5:38:24 PM

The bard takes a look at Syr and thanks the gods that he himself has not been so afflicted. When Belkior suggests the monk must battle this illness through the night, he glides forward for a look.

"I've heard tales and read accounts that once corrupted by a mummies touch, that one is cursed and that the curse must be lifted before the cleric's healing will work" [Bardic Knowledge= 21]. "Perhaps this will help" he offers the monk a small vial labelled Remove Curse in elvish. "Drink that, and ask the cleric to continue his healing."

The bard then takes a moment to collect a hug and a kiss from Xenia, and to assure her that he will be fine. He holds her for a moment when she turns to leave and kisses her deeply. "We'll be fine, just fine..." he tells her before she turns her attention to the loot the others have collected.

"I'm going to check out those buildings below" he calls out as he flies down. Wynn will check the northernmost building first, looking for an entrance. [Search=19]


Lang (AC 24; HP 99/100; Sunshine AC 23; HP 47/47) 
Sunday November 26th, 2006 8:49:58 PM

Lang thanks Belkior for the healing.

"We should do a search of all the complex below. We will need a spell user to detect magic when we are down there."

"Sunshine & I will take point to go back down below."

Longstrider 3 hours

Mira (Restored to full health)  d20+14=17 d20+14=15 d20+14=32 d20+14=18 d20+14=30 d20+14=23 d20+14=18 d20+14=20 d20+14=15 d20+14=33
Monday November 27th, 2006 12:37:05 AM

Belkior's healing improves the mages health, and her mood, and she looks to see where she is needed most. At Xenia's urging, she has a look at the goods laid out for examination. "Any of these giving you trouble?" she asks the newest magicker of the group. Mira applies the tips of her fingers to her temples and examines the items in order to detect the presence, number, and strength of auras. (Detect Magic)

Spellcraft Checks 17, 15, 32, 18, 30, 23, 18, 20, 15, 30.

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




Arm 
Monday November 27th, 2006 5:51:40 AM

Seeing that the battle is finally over, Arm reaches the top of the pyramid and ceases his singing. He walks over to the body of Ilonia and prods it none too gently with his foot to ascertain that she is decidedly dead.
Restraining himself from pushing the body off the top, he instead aids the others in carrying the spoils out of the cave. Once they reach the outside, he seeks out Mira. Embracing her, he whispers in her ear, "I'm glad you're safe, my love.". To the rest, he says, "It doesn't seem that we'll make it to a town by nightfall, so we'll have to camp here for the evening. That is, unless you don't think that Syr will last through the night. If we MUST travel at night, we should all go together.".

Shadow 
Monday November 27th, 2006 7:27:31 AM

Shadow is one of the first to sigh a heavy breath of relief after the final enemy falls. He shakes his head and wonders what he really did in the battle. He starts to worry about it, but then is asked to go and gather the gear from all of the creatures and cultists. He helps with that and starts to feel better about his part.

When the group gets outside he looks to the sky and again is thankful to see the open air and he can't wait to get back to Plateau City.

"I agree we need to do something about this vile place, but I am not sure what we," he looks around the entire group, "can do right now about it. Any suggestions?"

Shadow 
Monday November 27th, 2006 7:36:00 AM

OOC: Yes, a big thanks to the DM's for their wonderful work on this joint game (huge undertaking).

Also, wanted to apologize for my silence over the holiday break. I was traveling with family and no internet (about killed me).

Ash (Sub - DM JohnP) 
Monday November 27th, 2006 9:31:55 AM

The druid is subdued following the battle. Fighting these undead things is obviously all well and good, esepcially since they were taken outside of the normal cycle of life and death. But his companions' lives coudl have so easily been snuffed out during the battle. Something to think about when he has more time.

Ash and Shelya help with moving the equipment and bodies out of the tomb. Since he still has a handful of fire, Ash can light the way for his companions as they move through the tunnel and complete the insepctions of the pyramid. He maintains the spell long enough to light the fire that will consume the tinder dry bodies of the mummies, returning the bodies to the earth and sky. When everyone is outside and watching the bodies burn, Ash turns to the others.

"Should we seal the tomb? I can summon some earth elementals that can be set to collapsing the tunnel. I don't know if they can do anything about the tomb, though."



Thunir (NPC - DM JohnP) 
Monday November 27th, 2006 9:36:19 AM

After all the equipment has been salvaged and scanned by the mages, Thunir squats down to examine the jewelry. Some of the jewelry is obviously magical, but most of what Lady Ilonia was wearing was merely for appearance.

After he finishes polishing and wiping the blood from it, he tosses the rings and necklaces together into a pouch.

"Some nice stuff here, really. And a signet ring, too. That might be useful to the authorities."

"You think that anyone would want to bring either of these two back to life?"

Posting - ADM Scott (PC) 
Monday November 27th, 2006 9:44:36 AM

Plateau City
DM John: XXXX
Kadaz: XXXXX
Arm: XXXXX
Ash: XXOXO
Shadow: XXXOO
Edmund: XXXXX
Mira: XXOXX
Connor: XXXXX
Thar: OXXXX
Overall: 86% effective

Crimson Shields
Syr: OXXXO
Lang: XXXXX
Belk: XXXXX
Wynn: XXXXX
Angus: XXXOX
Xenia: XXXXX
Bin: XXXXO
Overall: 88% effective


Belkior/Sub Al (HP 52/60) - 2nd Illegal Post 
Monday November 27th, 2006 10:19:05 AM


A broad grin spreads across the halfling Healer's face as the bard brings out just the potion that may save Syrdeth's life.

"Just the thing! And I have another scroll that will remove the disease once the curse is lifted. This will depend upon the potency of the potion, but at least we have a chance today to save you from a dangerous night, Syr."

Angus - Detect Magic  d20+15=29 d20+15=24 d20+15=33 d20+15=33 d20+15=21 d20+15=21 d20+15=17 d20+15=19 d20+15=16 d20+15=24
Monday November 27th, 2006 10:24:42 AM

Once outside, Angus cancels his polymorph spell and becomes his human self. Angus breaths deeply, happy to be away from the dust from ages past.

"I agree we need to seal this tome forever. Ash if you earth elementals will do the trick, have at it." Angus looks over the pile of loot and sees Edmund and Mira casting detect magic and he lends his own to the effort.

Spellcraft checks:

29, 24, 33, 33, 21, 21, 17, 19, 16, 24

Angus is happy that everyone is still alive, but concerned for Syr. "Belkior is there anything else you can do for Syr?"

Angus pulls Mira and Xenia aside "We have a problem. We can not let anyone bring the lich into the Wold and our prisoner knows the location of the tome. I do not have a way to erase his memory of this place, short of killing him. Suggestions? We can bring him with us and turn him over to the authorities?"

Breathing Outside Air (DM JohnP)  d20+5=24
Monday November 27th, 2006 12:11:27 PM

The heroes stand about outside after removing the bodies and anything of possible value from the tomb. After the time inside, it's very much appreciated to get out and see the setting sun.

First priority is to heal and cure the sorely injured Syr. The elven monk has been unresponsive since the mummy clubbed him to the ground. His companion Wynn remembers a potion in his pack and produces it to the delight of the healers. Belkior takes the potion and carefully tips it into Syr's slack mouth.

A minute or so later, when Edmund and Mira are scanning the items, they do not detect any sign of a curse lingering on the elven monk.

Examination of the items recovered from the mummies and cultists proceeds quite quickly. Between Edmund, Mira and Angus they manage to determine the strength and nature of the auras surrounding each item. Before he heads back into the tomb, Wynn tosses the ring taken from the human cultist into the pile. When Thunir drops the pouch containing the jewelry from Lady Ilonia onto the pile, none of it detects as magical. But there are some very nice gems and metals in the pouch. Including some that tweak the interest of the casters.

After producing the potion, Wynn flies back underground to check the tomb one last time. He finds that each of the small buildings is open at the top. There is a stout wooden door on the side of each building that faces the central pyramid, the door hanging open. Inside each building the bard sees a stone box or coffin with a stone lid pushed aside. Presumably, these were the resting places of the mummies. The larger building near the entrance is similar, containing a slightly more ornate stone coffin that lies open. As he scouts the tomb, the bard sees a metallic glint that proves to be Edmund's dagger. As he exits the tomb for the final time, Wynn picks up the Everburning Torch left lying in the tunnel. Once he is outside, he returns the Torch to whoever brought it.

Ash wonders if he should summon some elementals to destroy the tomb and tunnel. Of course, if the party remains here overnight he can change hsi spell selections. Soften Earth and Stone should do nicely to collapse the tomb unless it is magically protected. At the very least, the spell would allow the druid to close the tunnel excavated by the cultists and their undead minions.

Considering the time of day and Syr's condition, the party elects to stay overnight. Besides, no one really knows what dangers lurk on the Plain of Stones during darkness. The heroes can use this time to complete healing Syr, decide what to do with the prisoner and plan what to do with the tomb.

Loot -- From Battle Meeting Bin
4 silvered masterwork short swords (all with faint evocation) (Lang, Shadow, Thar, Xenia)
3 silvered masterwork longswords (all with faint evocation) (Arm, Wynn)

Loot -- From Zombies outside Tomb
4 studded leather
4 silvered masterwork longswords (all with faint evocation)

Loot -- From Living Human Cultist
Masterwork Full Plate armor (moderate abjuration)
Masterwork Bastard Sword (moderate evocation)
Masterwork Composite Longbow +4 STR
Cloak (faint abjuration)
Ring (faint abjuration)
Goggles (faint transmutation)

Loot -- From Lesser Mummies Inside & Outside Tomb
8 Masterwork Breastplates (faint abjuration)
8 Silvered masterwork longswords (faint evocation)
8 cloaks (faint abjuration)

Loot -- From Half-orc Cultist
Masterwork breastplate armor (moderate abjuration)
Masterwork silvered heavy mace (moderate evocation)
Ring (faint abjuration)
Cloak (faint abjuration)
Necklace (moderate transmutation)
Gloves (moderate transmutation)

Loot -- From Greater Mummy
Masterwork half-plate armor (moderate abjuration)
Cloak (faint abjuration)
Necklace (moderate transmutation)
Ring (faint abjuration)
Headband (moderate transmutation)

Lady Ilonia's Jewelry
Strand of 24 pearls
Golden earrings, with rubies and emeralds
Diamond ring
Gold ring
Signet ring
{These can be assesed using Appraise skill)

Belkior/Sub Al (HP 52/60)  d20+21=36
Monday November 27th, 2006 12:50:27 PM

With the removal of the Mummy's Curse, Belkior takes out his last scroll. It is the one he had originally brought to combat the affects of the disease that had been turning the citizens of Floating City into green plant zombies.

Instead of reading it right away, the halfling Healer inspects his elfish companion. Lifting his eyelid and feeling his skin both for temperature and texture.

"I believe that I can treat this disease to allow you to pass with comfort and safety through the night, Syr. Come first light tomorrow, Alemi will grant me the power to cure you completely."

"If that would be alright with you, it would save us some expensive supplies."

Rolls and Actions
Treat Disease
Heal 36 vs Fort Save needed by Syr

Day's Spells
0 - Detect Magic*, Detect poison*, uMending*, uRead Magic*
1st - Bless*, uDetect Evil, uHide from Undead, uMagic Stone, uSanctuary* (uProtection from Evil+)
2nd - uDelay Poison*, uHold Person*, uOwl's Wisdom*, uResist Energy*, uSpiritual Weapon (Aid*)
3rd - uBlindness/Deafness, Dispel Magic*, Prayer*, uSearing Light* (uMagic Circle against Evil+*)
4th - uDeath Ward, uNeutralize Poison+*, uSummon Monster IV (uHoly Smite+*)

Wand of Cure Moderate Wounds (46/50 - level 3)
Pearl of Power L1 Used for the Day
Used plain scroll of Remove Disease

Xenia  d20+6=15 d20+6=10 d20+6=18 d20+6=12 d20+6=22
Monday November 27th, 2006 1:21:01 PM


"Wow. Gonna haveta get a cart for all this stuff."

Bustling about. That's what Xenia's up to. Lots of stuff to get done. The non-magic stuff, the rogue puts to one side. She whips out a magnifying glass and quickly goes over the jewelry.

"Hey, Shadow, wanna take a look at this stuff. Here's what I think it's worth. See if you think the same." She hands him the magnifying glass to help out before moving on.

"Thanks, Hon." Xenia reaches up and gives Wynn a buss on the cheek when he comes back out with her torch. There's a squeek, and she looks up to see her bat flying out of the hole as well. Xenia waves a goodbye as it vanishes.

"Alright. Lemme get a catalog of this stuff." She takes out quill pen and ink. Moving from pile to pile, she writes out a description of each thing and where they got it from.

"I'll take this stuff when we get back and see what we can get for it." With a casual dip, she sweeps the goggles up off the ground with one hooked pinky.

"Hey, you know, it's not like I'd recommend trying on stuff you find in a mummy's tomb. But we could maybe save us some gold on Identify fees if we could figure some of this out ourselves."

With that, she takes the lenses off her face and straps on the cultist's Goggles.

Rolls and Actions
:: Appraise (+2 from Magnifying Glass) ::
Strand of 24 pearls: 15
Golden earrings, with rubies and emeralds: 10
Diamond ring: 18
Gold ring: 12
Signet ring: 22

Active Effects
Longstrider (1 hour)

Bag of Tricks 2/10 per week.

Xenia's List
Loot -- From Battle Meeting Bin
4 silvered masterwork short swords (all with faint evocation) (Lang, Shadow, Thar, Xenia)
3 silvered masterwork longswords (all with faint evocation) (Arm, Wynn)

Loot -- From Zombies outside Tomb
4 silvered masterwork longswords (all with faint evocation)

Loot -- From Archer Human Cultist Guy
Masterwork Full Plate armor (moderate abjuration)
Masterwork Bastard Sword (moderate evocation)
Cloak (faint abjuration)
Ring (faint abjuration)
Goggles (faint transmutation)

Loot -- From Mummies Inside & Outside Tomb
8 Masterwork Breastplates (faint abjuration)
8 Silvered masterwork longswords (faint evocation)
8 cloaks (faint abjuration)

Loot -- From Half-orc Cultist Guy
Masterwork breastplate armor (moderate abjuration)
Masterwork silvered heavy mace (moderate evocation)
Ring (faint abjuration)
Cloak (faint abjuration)
Necklace (moderate transmutation)
Gloves (moderate transmutation)

Loot -- From Big Mummy Guy
Masterwork half-plate armor (moderate abjuration)
Cloak (faint abjuration)
Necklace (moderate transmutation)
Ring (faint abjuration)
Headband (moderate transmutation)

Ilonia's Jewelry and Non-Magic Stuff
Strand of 24 pearls
Golden earrings, with rubies and emeralds
Diamond ring
Gold ring
Signet ring
4 studded leather
Masterwork Composite Longbow +4 STR


Xenia /Al - OoC 
Monday November 27th, 2006 1:22:49 PM

I'll take Xenia's List to the Catacombs tonight. If there's anything else that someone would like to try on and test out with the aim of Identifying it, please feel free. I'll take that item off of the Catacombs list.

Edmund 
Monday November 27th, 2006 2:52:45 PM

((Al, do you mean to try it on and find out what it does by the effects? If so, the following post is Edmund's go.))

Edmund picks up the ring from the human archer, glancing at it suspiciously for a moment.

"Hmm... abjuration..." he says to himself, and then, he slowly puts it on, closing his eyes a bit, perhaps irrationally, in fear that he might become suddenly invisible.

Angus 
Monday November 27th, 2006 5:11:28 PM

Angus is pleased to see Belkior work his wonders on Syr and he waits to see how the elf responds. Angus paces nervously.

Angus's eyes tend to drift from Syr and Belkior to the pile of loot the group is accumulating and he smiles.

Angus will again approach Mira and then Lang, as Xenia is too busy with the loot. "What do we do with the cultist? Kill him or attempt to find the proper authorities that will keep him imprisoned forever. We can not have him tell others of the liches warren."

Kadaz (AC 24 HP 43/63) 
Monday November 27th, 2006 6:12:33 PM

Kadaz looks admiringly over the loot. "Nice bit of stuff here. And most of us are hale and hearty." He walks over and stands next to Syr. "I'm sure the clerics will have you back on your feet soon" he says to the unconscious one."

Kadaz then walks over to the captured cultist. "Now, stupid one. We've foiled your plans. Do you have anything to say in your defense? I personally don't really care to have to watch you all the way back." He watches the cultist carefully, waiting to see what he says.

As for what to do with the now empty tomb, Kadaz favors using magic to permanently alter the runes carved in the top of the pyramid. Would this prevent them being used in any future ritual? Then the gropu might be able to collapse the entrance. Anything else seems to be beyond their ability.



Mira 
Monday November 27th, 2006 8:25:00 PM

Mira crouches down to examine some of the smaller items, paying specific attention to the rings. She compares them to those that she already wears (Featherfall, and Sustenance) in order to learn if they might carry a similar magic. She will share her findings with Xenia and Shadow in order to assist their general appraisal of the loot.

Arm's embrace startles her. Then, she relaxes, enjoying the warmth of his breath against her ear. "I'm glad you're safe, too," she murmurs. Stepping back from the bard, Mira keeps a hand clasped on his upper arm. "I agree with you Kadaz," she answers the fighter. "We should ruin this place. Purify it somehow. I have fire at my disposal, or we can seal it up. Those dryder fellows said the phylactery was destroyed, right? This was just some sort of sick magic, right?" Mira looks around for confirmation of her understanding of affairs. "I figure the dryders will have to continue to guard this place," Mira's gaze lands on the human cultist, and with a nod of her head, she adds solemnly, "and maybe him, too."

Wynn  d8+5=9
Monday November 27th, 2006 10:20:20 PM

Back in the open, the bard watches over the rest of the company and reflects back on the battle inside the tomb. When night falls he takes an early watch and and casts a curing spell upon himself before taking his turn at rest. [CLW=9]



Conner 
Monday November 27th, 2006 10:24:50 PM

The burly fighter helps haul the various items to the surface where the others examine them. Conner will try the bastard sword when a spare moment comes his way. He swings it back and forth, judging the weight and balance of the sword before putting it into the pile.

Lang (AC 24; HP 99/100; Sunshine AC 23; HP 47/47) 
Monday November 27th, 2006 11:59:23 PM

Lang listens to Angus and the implied message. Lang looks over the two groups as he thinks about what Angus is asking of him. He mulls it over before answering.

"Angus, I think we need to bring him back to the authorities. I think too many from the Plateau City and our group would be ... dismayed if I killed the prisoner outright. Perhaps letting him go may be the right move. If we have eliminated the leaders of this cult then maybe he will be viewed as a nut case if he starts babbling about this place."

"Maybe a vote needs to be taken."

Lang (AC 24; HP 99/100; Sunshine AC 23; HP 47/47) 
Monday November 27th, 2006 11:59:55 PM

Lang listens to Angus and the implied message. Lang looks over the two groups as he thinks about what Angus is asking of him. He mulls it over before answering.

"Angus, I think we need to bring him back to the authorities. I think too many from the Plateau City and our group would be ... dismayed if I killed the prisoner outright. Perhaps letting him go may be the right move. If we have eliminated the leaders of this cult then maybe he will be viewed as a nut case if he starts babbling about this place."

"Maybe a vote needs to be taken."

"Syr I am glad you are feeling better."

Edmund (2nd, illegal post) 
Tuesday November 28th, 2006 1:17:39 AM

"Kill him!?" Edmund stares, agog with disbelief.

"KILL him? Of course we should't kill him. We should take him back to town and place him in the hands of the authorities. You can't just go around killing people like that, you know! Let the law deal with him. I suspect the prison term for all the crimes this fellow has been involved in will give him plenty of time to consider the error of his ways."

Arm 
Tuesday November 28th, 2006 5:53:48 AM

Given the events of the past, Arm is more than a little surprised at Angus' comment about killing the cultist. He nods his head and says, "I agree. One way or another, he must be kept silent and," looking in Edmund's directon, he continues, "a jail cell where he can easily pass on what he knows to others is not the best of ideas.".

Kadaz 
Tuesday November 28th, 2006 7:03:57 AM

"I have a suggestion. How about we give this cultist a sword and just let him go? Once this tomb is sealed I doubt he alone could get back into it. And it's a long hard trip from here to the water and then he has to find a ship to get across." Kadaz is ready to wash his hands of this fellow.

Conner (Illegal second post) 
Tuesday November 28th, 2006 7:47:26 AM

"I'll brook no killing of prisoners" the fighter growls at Angus and Arm. "Give him to the spidermen. They're cursed to guard the tomb forever...they can guard him as well".

Edmund (3rd. illegal post) 
Tuesday November 28th, 2006 8:11:55 AM

When Conner offers his suggestion, Edmund smiles a bit and nods.

"Yes. Yes, that sounds perfectly just. He should serve out his sentence with those whose land he has defiled. And, here on the island, he is no threat to anyone."

Angus (second illegal post) 
Tuesday November 28th, 2006 8:15:56 AM

Angus smiles at the emotion being shown "I only suggested that killing the cultist is an option, as dead men can tell no tales. Imprisoned men can do alot of talking. Connor has a very nice idea, we can talk with the dryders about guarding him in addition to the remnants of the tomb. If not, we still have the other option, if necessary. I do not like the idea of liches walking free in our future."

Shadow 
Tuesday November 28th, 2006 8:39:00 AM

Shadow tries to get a word in edgewise, but is not having much luck with the group trying to decide what to do. "I am not sure we have the ability to remove the evil around this place, but we should try and seal it up again. However, that did not stop these cultists." He muses.

"As for the cultists we should take them to the city and let the authorities decide what to do with them. Maybe they can send some powerful holy men to make this place not evil." Shadow suggests at last.

Thar, 41/41 hps, AC 20/21 (Prot from Evil)  d8+3=11 2d8(7+6)+3=16
Tuesday November 28th, 2006 9:44:02 AM

Listening to the conversation regardin the cultist, Thar adds "I like Angus and Conner's comments. Giving him to the driders and let them deal with him. Or, we could kill him. I'm fine either way."

Changing sujects, Thar says "I'm OK with waiting to find out what the magic items are before we start splitting them up. I am curious what the cloaks or gloves would be for, but I'll wait my turn to pick an item, once we know what they are."

"Should we set up watches if we're staying overnight? I need rest to regain my spells," Thar adds.

Thar will cast his last spells (1 1st level and 1 2nd level) to heal him, seeing that he is down 18 hps. After casting them, he is healed back to full strength.

PfE = 18/40 rounds left.

Back to the Float (DM JohnP) 
Tuesday November 28th, 2006 1:23:31 PM

The party rests for the night. It's a welcome relief, after the days under the jungle canopy and then the fight in the tomb, to see the stars and moon overhead. One of the rangers had kindled a fire away from the bonfire consuming the undead and people gather around, reviewing the fight in the tomb and what to do from here.

Ash suggests that he might be able to attempt the destruction of the tomb. He can't affect the dressed stone that it is made from, but he might be able to shift the soil it is built upon. With luck, it might collapse to close off the tomb. He sits and deliberates with Kadaz and Thunir since the two dwarves are probably the most knowledgeable. After a while, Thunir and Ash descend the tunnel again to examine the stone floor. The dwarf carries his urgosh with him and, after a couple minutes, the party can hear the ring of metal on stone. After some digging, the pair return.

"Thunir broke through the flagstones to the soil, and I think I can shift some of the foundation stones. But that will have to wait until morning," Ash reports.

Debate is also swirling about what to do with the cultist. Some people remember that other cultists haven't been particularly fearful of death, expecting to become more powerful. Certainly, the human prisoner isn't begging and pleading for his life. The only thing that seems to provoke a reaction is when someone mentions giving him a sword, although those watching the cultist get the impression that he would prefer to use the sword on one of them. Finally, Conner settles on turning the cultist over to the spider-elves who have watched over the tomb for ages.

The talk lasts long into the night while Xenia and others examine the gear that they have acquired. Xenia tries on the goggles and finds that she can see much better at night even though she can't discern colours any longer. Edmund tries on a ring, not noticing too much difference. To his relief, he doesn't turn invisible and he's able to remove the ring.

++++++++


Morning dawns early, the sun rising over the jungle on the opposite side of the Plain of Stones. Refreshed from his night's sleep, Ash anounces that he is ready to attempt bringing down the tomb. He descends again into the tomb with Thunir.

Nothing is heard of the pair for several minutes until Xenia, staring down into the tunnel with the goggles on, sees them running up. Both are smeared with mud and grime as they run from the tunnel, breathing hard and with wild looks in their eyes. An ominous low grating sound of stone moving on stome echoes from the tunnel.

"I think we'd better get moving," Ash announces. "This might be a bit bigger than I had planned."

As the pair start gathering their belongings, a gush of air blasts from the tunnel carrying the smell of the long-sealed tomb. The observant notice a section of the hillside sinking down. As the party moves away, they look back occasionally to note the progress of the collapse. As they reach the midpoint of the Plain of Stones, the tomb-mound is no longer steep-sided and tall. It is now slumped, irregular and shrunken.

++++++++


The party reaches the edge of the jungle in late afternoon. After crossing the Plain in the heat of the day, the shade under the trees is inviting once more. They aer only a short distance into the jungle when Guardian appears on the trail ahead of them. When the spider-elf asks about their task at the tomb, someone pushes the prisoner forward.

"This is one that sought the release of the lich? My people have long guard the tomb. If you would turn him over to me, I would enact the punishment decreed by our customs. Will you do that?"

When the party agrees and Conner pushes the cultist forward, Guardian stretches out his upper body towards the human. He mutters some words in Sylvan while gesturing and then the cultist is transformed into a tortoise crawling on the trail at the feet of the spider-elf. Guardian bends down and picks up the polymorphed cultist, cradling him in both arms as he struggles.

"He will soon enough forget his evil ways. In time, he will simply be a tortoise and will live many, many years in this form. My people once thought this a fitting punishment for those who would put themselves over others."

++++++++


The remainder of the journey is uneventful. Guardian accompanies the party, guiding them quickly through the jungle until they reach the shores of the lake. Not the same spot that they landed, but it seemed to be a shorter path.

Thunir moves to the shore and pulls the Folding Boat from his clothing. Muttering some words as he places it on the water, Thunir creates the ship that will take everyone back to the Floating City. Guardian stands on the shore, conversing with Ash. The druid looks to his companions and waves slowly.

"Guardian is allowing me to stay here. I need to spend some time communing with nature, thinking of my place within it. Go in peace and harmony with the Wold."

With that, Ash and Guardian turn and walk into the jungle. Shelya follows closely, not even bothering to squat to leave a scent mark for Birdie and Sunshine.

++++++++


The boat trip across the lake is calmand quiet. Unlike the outbound trip, no one suffers from seasickness because the winds remain steady. However, terrible dreams again plague those sleepers who are not strong-willed.

Finally, the lights of Floating City appear on the horizon through the light evening mist. Now that their voyage is at an end, the final minutes of the trip seem to drag out into interminable waiting. But, it does come to an end as Thunir guides the ship into the docks with barely a bump. Everyone hops ashore, helping to secure the boat while sacks of loot are unloaded. The fighters like Lang and Conner stand about glaring while Xenia prepares to take all of it to the nearest Catacombs outlet. Once everything is unloaded, Thunir reaches out and mutters the words that cause the ship to collapse on itself.

Now that they are back in the Float, the heroes have to decide where to go while waiting for news from the Catacombs.

DM Note: Ash's player went on walkabout during the early part of the combat, in case you hadn't noticed. And the ID is completed at the Catacombs, too. And I forgot the results of the Appraise checks, so look for an extra DM post.

Edmund 
Tuesday November 28th, 2006 1:39:23 PM

Edmund is entirely pleased to return to Floating City, and spends the last few minutes aboard the boat hopping up and down excitedly as they near the dock.

"Knew we'd come out all right in the end," he declares ebulliently. "Knew we would. Couldn't possibly go astray with me along, dontcha know. Did you see when I threw my dagger? Did you see? It was fantastic stuff, that. Legendary! Wait until I write Caspian and tell him..."

Once they are ashore, Edmund positively beams. "Can we go back to Plateau City soon? I want to visit Sampson's and have a very long bath--or better yet, two baths. And tea. Lots of tea. And some sandwiches. With soup. And be able to rest in a nice, soft bed. And then, another bath!"

"All in all," Edmund sums up to anyone willing to listen (or to no-one in particular if no one is willing to listen), "A fine little adventure. And the best part is Wynn found my dagger, I'm not invisible forever, the evil cultist is now a harmless turtle, and I've not been cursed by that pretty little ring. All in all," he repeats once more, "rather enjoyable!"

Edmund smiles cheerily as he looks to the party members.

"I rather like turtles, dont you? Why, I remember once, when I was just a boy . . ."

DM Addendum (DM JohnP) 
Tuesday November 28th, 2006 2:51:41 PM

During the voyage, Xenia and Shadow ahd many opportunities to examine the jewelry recovered from Lady Ilonia. While there were some early disagreements, they came to the conclusion that Lady Ilonia carried much of her wealth on her person.

The pair can't really put a value to the signet ring. Shadow recognizes the deMontmorency family crest on the ring, so it might be worth something to any relatives. Of course, he might have to explain how he acquired it, too.

Jewelry Appraisal
Strand of 24 matched pearls ..... 100 gp/pearl, 3000 for necklace
Golden earrings, with rubies and emeralds ..... 2500 gp
Diamond ring ..... 3500 gp
Gold ring ..... 800 gp

DM JohnP - Yes, Ash is out of the loot division. When/if he returns, I'll work something out for him.


Angus 
Tuesday November 28th, 2006 3:22:26 PM

Angus is pleased to see Guardian and likes his choice of punishment. "He would have chose death if the choice was his. He will not be telling anyone about the lich in that form. Guardian you truely are wise." Angus nods at the druid drider.

Angus relaxes on ship back to the float and watches over the group as the loot is unloaded. Visions of magic items dance through Angus's thoughts as he can not wait to go to the Catacombs.

Angus looks over his new and old friends "Lets adjoin to the Giggling Ghost to celebrate our adventure together and decide what life in the Wold has in store for us next."

Belkior/Sub Al 
Tuesday November 28th, 2006 4:03:38 PM

The new day dawns. On this new day it is a great weight off of Belkior's mind to be able to call for a particular spell from Alemi and then to delivering its healing magic to rid Syrdeth of the Mummy Rot.

After that, it is nice to have the time to clean one's self after so much contact with the undead. On the boat home, the halfling removes all of his armor, exposing the insides where bacteria breeds, to the light of the sun and the cleansing properties of the fresh open air.

He watches as the tower of Floating City draws nearer and nearer. What new challenges await them there?

Xenia 
Tuesday November 28th, 2006 5:03:45 PM

"Here. Whyn't you take this, Shadow." Xenia pushes the Signet Ring across the deck between them. "I think you might find more use out of it then turning it to cash back in Plateau City. Signet Rings are like that, you know."

Xenia smiles at her fellow rogue. "'Course you know."

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

"Wish we coulda spent more time in Plateau City, Mira." Later, leaning on the railing of the boat, her hair unbound, the wind tugging at her red curls. "There are so many things left to see. Good food and stuff to try. And shopping. You got, like, way more shopping than we have in Floating City."

"It was nice seeing you again. I mean, outside of wherever it is the Giggling Ghost gets to when it's not in Floating City. You got a good group. A little quiet, some of them. But I guess you make up for it ... if you know what I mean."

"You ever think it's kinda, you know, kinda weird being the only girl in the bunch? I dunno what I'd do without Wynn."

"Hey, you guys gonna think yourselves up a name?"

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

Xenia leaps from the boat to the dock. She eyes the bustle in and out of the main arching gate. Lots of stuff was still busted up when they left. Can't expect that woulda changed in just a few days. So much work to do. So much to build back together. Work. Work and opportunity. Xenia gives Wynn a hug and dances a little jig before heading up the dock and toward the waiting city.

Kadaz 
Tuesday November 28th, 2006 9:07:28 PM

Kadaz endures the boat trip back to Floating City, again too aware of the uncharted depths below his feet, protected only by a thin, fragile wood shell. How anyone, especially a dwarf, could travel like this by choice is beyond him. Once he gets back on solid ground he'll kneel down and touch the stone ground. "Ah, that feels good" he exclaims.

"Thank you all very much" he says to the Crimson Shield members. "I enjoyed very much traveling with you. If I can ever again be of assistance please do not hesitate to contact me. Our journey together it prevented a great evil, and it was profitable. Both very good things." Kadaz is clearly thinking ahead to what he is going to buy.

On the way home Kadaz will take a moment to talk to Edmund. "Hey Ed, I don't know what's going on but you're a bit whispy looking. Kinda like you're not all here, know what I mean? I wonder if all of that invisibility really left you or if you held on to it a bit. Not that I know much about magic, you're the expert. Maybe that's why it likes you." Kadaz will squint at Edmund, turning his head slightly, as if concentrating very hard at seeing him. "Birdie" Kadaz says to his dog. "Sniff Edmund. If he disappears any more I want you to be able to find him." Kadaz leads his dog up to Edmund for a good sniff.


Mira 
Tuesday November 28th, 2006 10:07:50 PM

During the trek across the island Mira checks in with the members of her party. She thanks each one for the part they played in interupting the rite and defeating the cultists. The sorcerer singles out Kadaz for his heroic efforts in looking after the strange little cleric cat-ling from the other party. When she learns of Ash's decision, she is a little sad, but she remembers that he never did seem very happy in the city. Mira wishes him well, and assures him he will always find a welcome at the little flat behind Sampson's.

*******

Later, on the ship, she has a few quiet words with Xenia. She confides that though she is the only woman in the party, the group treats her well, "and I don't seem to have any trouble finding room-mates!" she adds laughing, before continuing, "but I think I'll have my hands full with those two, eh?" Mira points an index at the half-elf bard, and the talkative wizard.

Turning serious, the woman takes the half-drow's gloved hands in her own bare ones. Mira asks Xenia to write down instructions on how to get to the manor house outside Plateau City where the Crimson Shields installed the orphans they rescued from Floating City. She promises to check on the orphans, as time permits, and get updates to the drow, "somehow."

*****

"The Giggling Ghost sounds good to me!" Mira answers Angus. The woman finds Arm, and holds out her hand for him to take. Smiling at the bard, she announces, "I'm starved! Lets go eat!"

Edmund (AC: 12, HP: 27/27), Panicked 
Tuesday November 28th, 2006 10:15:51 PM

After Kadaz speaks to him, Edmund's joyful smile fades into a look of wide-eyed horror.

"Not all here? Wispy? Oh no!!! I knew it! I knew it! I always said that being invisible was a bad idea! Now look! Look!!!"

Edmund rushes off to find a mirror, pinching himself along the way to make sure he still exists, and occasionally stopping to ask random people along the way if they can still see him.

"Pardon me. Do I look a bit wispy to you?"
"Excuse me, you can see me, right?"

The odd looks only increase when he stands in the street and cries, despairingly, "A mirror! A mirror! For the love of God, does someone have a mirror!?"

And then, as he pinches himself again, "Ow!"

Such are the joys of magic.

Kadaz 
Tuesday November 28th, 2006 10:39:33 PM

As Edmund rushes off Kadaz turns around so the mage can't see. He then breaks out into a big smile and chuckles just a bit. If anyone is near he'll wink and add "Too bad we can't convince Edmund he's under the effect of a silence spell."

Mira (2nd illegal post) 
Tuesday November 28th, 2006 11:03:44 PM

"Like I said..." adds the sorcerer, with a sigh.

Syr 
Tuesday November 28th, 2006 11:04:37 PM

Moving up to Belkior, the elf bows briefly, "I owe you a debt of gratitude and there aren't many that can say that. The wasting disease would have added me to death's ranks if not for you. Ask me anytime that you need a favor."

At the Ghost with the rest of the group, "Now, if no one objects, I never wish to see any living undead again. I'd much rather stick to the live and kicking folks or even those darn creeping vines." He shudders quickly.

Conner 
Tuesday November 28th, 2006 11:16:04 PM

Conner shows his white teeth when he opens his mouth and lets out a hearty laugh. "I'll buy the first round, Guardson, and you buy the next, while we wait for the bean-counters to divvy up the loot."

Wynn 
Tuesday November 28th, 2006 11:32:15 PM

Locating a quiet spot on board the boat, Wynn retrieves his journal and starts to scribble furiously. So much has happened. When he looks up from his writing, he sees Xenia talking to the green-eyed sorcerer from the other party, and wonders what they are talking about...

Once the party disembarks from the boat, he makes his way back into town with the rest of the large party.

Arm 
Wednesday November 29th, 2006 5:48:36 AM

Arm is pleased as well with the guardian's solution to their captive problem. Bowing to him in thanks, he prepares to leaves for the city.

After they arrive, he begins to say his goodbyes to the Shields, then warmly takes Mira's hand and says, "Aye, my stomach is letting me know that it has been unloved as of late...let's go!".

Xenia (2nd Illegal Post) 
Wednesday November 29th, 2006 9:32:09 AM

The rogue covers her mouth with a gloved hand, but her green eyes are laughing as she exchanges a look with Mira.

"I'm off to the Catacombs to see what all this stuff's worth. I'll meet up with you guys in a bit." And Xenia strides up the dock, her eyes searching the crowd of dockworkers.

"Hey! Can I get a wagon over here?"

Thar ail Baerer 
Wednesday November 29th, 2006 10:26:19 AM

Relieved to be off of the water, Thar steps off of the boat and greets his companions.

Sadly, he sees that the group is now going to be parting ways. He gives a warm goodbye to each member of the Crimson Shield and thanks each for their assistance and welcome in the new city.

Finished greeting, he looks at each of his companions and waits for them to decide what the next step should be. For some reason, Kadaz is smiling broadly and then Thar hears excerpts of the conversation. He says "I'm going to go to the Catacombs to upgrade my swords and Edmund, do you want . . . um, Kadaz, what did you do with Edmund? Where is he? I don't see him and don't know the detect invisibility spell. Gosh, I hope that ring wasn't cursed."

He'll go with whichever members of his team wish to go to the Catacombs.

Angus second illegal post 
Wednesday November 29th, 2006 2:28:24 PM

Angus is happy to see that several people want to go back to the Giggling Ghost. "Dinner and drinks are on me. I will start a 100 gp tab with Happy when we get to the Ghost. Those of you that go to the Catacombs, met us at the Ghost later for some fun."

Traipsing to the Ghost (DM JohnP) 
Wednesday November 29th, 2006 2:52:14 PM

The suggestion that they retire to the Giggling Ghost is greeted with enthusiasm by everyone. So, after helping load the cart with all of the loot, everyone follows behind as the carter leads his placid mule up the ramps within the Float.

Thunir collapses his boat and tucks it into his jacket. With a nod to everyone, he accompanies them back to the Ghost.

"I'll join ya, if you don't mind. I should head back to Plateau City tomorrow or the next day, but Uncle will be upset if I don't at least visit with some contacts here. Besides, the Ghost sets a mighty fine table."

Fortunately, there is a Catacombs outlet not too far from the Ghost so they are able to accompany Xenia all the way there. Everyone else covers the short distance to the Wold-famous tavern, drawn by the smell from the kitchens. The door stands open to allow customers to enter and leave, seemingly unguarded. The two groups of adventurers enter the cozy interior of the tavern and move towards one of the big tables.

It's not long before some serving staff come by to take orders. Before long, there's a steady stream of apronned waiters, servers and busboys going back and forth between the table, the kitchens and the bar.

During all of this, people duck out to place orders at the Catacombs and check on the sale of the loot.

As time passes, the conversation ebbs and flows. Ahnging over everything is the knowledge that the two groups will soon part and it is nearly time to bid farewell.

Xenia 
Wednesday November 29th, 2006 5:08:44 PM

Xenia turns her eye to all of the construction going on off the streets of Fence Level. Real-estate. That's the game. Now's the time to buy. Make your mark in times of uncertainty when prices are low. They'd need a place to stay, after all. Build some new apartments. And if they had room for a storefront that they could maybe rent out, or maybe even put their own stuff up in, well wouldn't that be even better!

Swinging into The Ghost the rogue is all kinda overcome by a sense of ... after all the wild and really horrible things of the past month and such ... seein' Wynn almost die, having their lives torn down and wrecked by the Crying Woods gone outta control ... after all that, coming into the Giggling Ghost wraps Xenia in a feeling of Home that is so strong that it almost brings tears to her eyes. For a moment, she almost feels like a little girl again in the warm kitchen with Sliver Merryman cooking dinner and Marcus sitting at the table reading up on his next deal.

"Happy!" Xenia's arms go around the girth of the stout patron of the inn. (But not completely around.) "We're back. It's good to be back. Daphne!" Xenia waves. Mostly 'cause it's not possible to hug her. "You miss us? I sure missed you."

Kadaz 
Wednesday November 29th, 2006 6:08:50 PM

Kadaz enters the Giggling Ghost and looks around for a waitress. Calling one over he pulls out a gold and asks a favor. "A mage friend of mine, named Edmund, is a bit timid about his appearance. Can you pretend that you don't see him? At least for a little while? You can hear him just fine, but can't see him. Thanks." Kadaz describes Edmund and then orders several plates of food.

"Conner, how about you buy the first one and I'll buy the next 2, you the next 3, and me the next 4, and so on. We'll see how far we get."

Shadow 
Wednesday November 29th, 2006 6:39:41 PM

Shadow is glad the trip back is uneventful, and relishes being back in the city.

When talk comes up about the signet ring Shadow turns to Xenia, "Yes, I know what you mean and will do just that. I can leave you some money, but not sure just how much I can get from it." He shrugs showing his fellow rogue he truly does not have any idea just how much it will fetch.

Once in the Giggling ghost, Shadow will pipe up with, "I will help with that, I could really get a few down right now and forget that nightmare we just came from." He is willing to pick up at least a couple of rounds.

Angus  d20+9=17
Wednesday November 29th, 2006 7:33:09 PM

Angus is comforted to enter the Giggling Ghost, all of the old smells and sounds, it is so much like a second home. Angus spots Happy and calls to him. "Happy my good man, I want to purchase drinks and dinner for my friends and me. Lets see how this 100 gp last."

Angus sits down and orders a nice red wine for himself. "How is everying going Daphne? You are looking fine lass."

Angus kicks back and smiles at Mira "So what is next for you and yours? Are you staying in the float or going home? I heard you talking to Xenia about the orphans, if you do go back I have something I want you to give to them. Kids need presents you know."

Angus leans back in his chair and takes out his silver flute and begins to play. Angus seems very content.

perform

Xenia (2nd Illegal Post) 
Wednesday November 29th, 2006 8:07:10 PM

Xenia sips at a grape rink mixed with wine. On the table in front of her is a sheet of paper. In her hand is a quill pen. On the paper, lines and circles, and more lines and more circles gradually little by little take on the form of a map.

"'Zis look right to you, Mira? This is supposed to be Plateau City. Here's the gate, and the road leading out of it."

"This is the way we went. Right, Angus? I mean, it kinda goes like this. And this is the place we spent the night on the way out. Right?"

"How'zat look, Syr? Belkie?" She holds the map up. "How 'bout you, Lang. You know this sorta map stuff, don'tcha?"

"I'm gonna write about how to get there down in the corner, Wynn. Whaddya think I should say?"

Lang & Sunshine 
Wednesday November 29th, 2006 9:13:59 PM

Lang plops himself down at the table with Angus, Xenia and the rest of the gang. Sunshine finds a spot on the floor near Lang and lays down. Lang pours some water in a bowl and throws some scraps on the floor for Sunshine to eat & drink.

Lang takes out some supplies and starts cleaning his weapons. It doesn't take to long as undead bleed very little. Once he is done he starts to eat some food. He looks up when the conversation turns to the kids and the plantation. Lang takes the map from Xenia and gives it the once over.

"Yes, this looks about right. Our path brought us in through the back gate I think. There may be a quicker route to the front of the house. Man I hope the kids are alright. Maybe Thunir's co-worker has some news on them."

Lang goes silent thinking on the last battle with the undead and the cultists. He thinks about the weaknesses he saw in his fighting and how he can improve upon them.

"Anyone up for going to the Catacombs to spend some of this money we just liberated?"

Matt C. 
Wednesday November 29th, 2006 9:17:36 PM

OOC - please update your email address for me to this:

WLCMLC@SBCGLOBAL.NET

Mira  d20+2=17
Wednesday November 29th, 2006 11:48:37 PM

"I'll have what he's having," the sorcerer tells the server when he brings Angus a bottle of red wine. "I figure we'll go home. To Plateau City. Escort our guide, Thunir, here, eh?" Mira looks to her companions for confirmation, then adds, "we'll stay here for a day or so, then head home..."

The sorcerer overhears Kadaz speaking to the waitress (Listen=17) and makes a frowny face at the dwarf.



Edmund 
Thursday November 30th, 2006 12:25:19 AM

Edmund arrives somewhat later, brandishing his small steel mirror. Having never had a reason to use it, he had completely forgotten it was in his backpack. Despite the mirror, he doesn't appear to be acting normally (Though, what is normal for Edmund?). He is walking very slowly, turning around frequently, and occasionally walking backwards.

When he arrives at the table, one hand grasps for a chair. Pulling it carefully over, he sits down, very, very slowly, never once taking his eyes off of the mirror.

"Hullo, hullo!" he says, dismally. "I think... I think I've got it ironed out, maybe. But I've got to make sure..."

Edmund continues to stare at the mirror, and then waves to the waitress absently. Being rather caught up in watching himself in his mirror, Edmund doesn't notice that the waitress squints at him a bit, looks at Kadaz, and then ignores him.

This continues for some time, with Edmund waving at the waitress, and the waitress ignoring him and glancing at Kadaz. Finally, Edmund says aloud, still without looking up from his mirror, "What ho, waitress? Waitress? Can I get some service?"

"Oh my!" exclaims the waitress in an entirely unconvincing and dramatic fashion, "Whereever can that voice be coming from? It must be a ghost!"

At this, Edmund gives a miserable cry of alarm. A disaster immediately occurs as he tries to pinch himself, stand up, turn around, step backwards, look at the mirror, wave to the waitress, and knock on the table simultaneously. With a tremendous crash reminiscent of the very first time he met the Plateau City group, he succeeds only in tipping his chair over and crashing to the floor with a rather undignified *thump*.

The waitress hurries over to help him up whilst various patrons glance over and laugh, making comments such as "seems the little half-elf can't hold his liquor" and "master mage, perhaps you should stick to water!"

With the help of the waitress, Edmund untangles himself from the chair and stands up, brushing himself off. As he looks around to see everyone laughing and staring at him, his eyes widen, and he suddenly breaks into a beaming smile. His voice belies unconfined joy.

"I'm cured! Drinks all 'round!"

Syr 
Thursday November 30th, 2006 12:33:16 AM

Syr peers over Xenia's shoulder and comments, "Got a real talent there, I do believe we've found our official cartographer. You know with everything so new now, I bet there is a market for that... Might bear some thought for later..."

After hearing the different plans, he pats Edmund on the back quite hard, "It was good having you guys around, I hope our paths cross again?"

Arm 
Thursday November 30th, 2006 5:46:35 AM

Arm plunks down into a chair next to Mira and begins partaking of the Ghost's fare. Retrospective for the moment, he is torn between missing the company and assistance of the shields and getting back to some sort of normalcy once they return to Plateau City.

Al/Xenia - OoC 
Thursday November 30th, 2006 7:58:00 AM

Catacombs is fully staffed now and ready.

Thar ail Baerer 
Thursday November 30th, 2006 10:07:19 AM

Accompanying his friends to the Catacombs, Thar laughs at Edmund's and Kadaz's antics and says "Kadaz, I'll buy you your first few drinks to thank you for the laugh, as its something we surely needed."

Once Edmund is "cured", Thar gives him a friendly shove and says "Welcome back friend. I'll buy your first drink for you!"

Looking to Mira, he says "I'll support whatever you all want to do, but I should check in at the temple when we get back home, to ensure that they don't have anything critical for me to attend to. But I do enjoy the time off."

Belkior 
Thursday November 30th, 2006 12:43:38 PM

The halfling cleric peers over the edge of the table at his companions, both new and old. The excitement of the last several days has almost been too much for his little heart. And now the sadness of parting.

Belkior watches as Xenia prepares a map showing the route to the orphanage. He attempts to add his corrections but the rogue doesn't hear his quite voice amidst the conversations swirling about the table. Everyone else, it seems, is looking after the children.

Maybe there's something that he could send, too ...

"Excuse me for minute," Belkior says to whoever might be listening. Then he heads off to the Caracombs.

Kadaz 
Thursday November 30th, 2006 9:37:24 PM

Kadaz, several barrels of ale later, staggers from the Giggling Ghost, draped over Edmund. "I wuv you, man" he says, slurring his words. "You make me lif, lof, laf, whatever. Here, hold my axe. I gotta go."

Leaving the Ghost (DM JohnP) 
Thursday November 30th, 2006 10:18:11 PM

Just after Kadaz staggers out of the Ghost, Friendly comes to the table with a bill.

"Who is going to get this? Or are you going to pool some money for this?", the keeper of the Ghost asks.

People start fumbling for coin and tossing it onto the table. After making sure that all their belongings are found, the heroes make their way onto the street. Someone, probably Belkior, remembers that there is still the matter of settling accounts at the Catacombs. Fortunately, through some side effect of the magic that connects the different outlets, the Catacombs is a round the clock operation.

DM Note - We'll finish the buying and selling tomorrow, then the Shields will go back to their own board.

Arm 
Friday December 1st, 2006 5:42:34 AM

Arm anxiously awaits the proceeds from the Catacombs so that he may shop for....what?

Angus 
Friday December 1st, 2006 8:33:39 AM

Angus comes back to the Giggling ghost with two large sacks and a seen of sweat on his brow. Angus wipes his forehead and looks at his damp arm "How did that happen?"

Angus looks for Mira "Ah, there you are. I have presents for the kids. The heavy bag are wooded toys for the tots, blocks and carved figuues along with some dolls. The sweet smelling bag is candy. Please give these to Kay and Leutenant Buckle at the orpahange. They will dole them out."

Angus plops down in a chair and orders a wine, clearly tired from his feeble exertions.

Shadow 
Friday December 1st, 2006 10:34:51 AM

When the bill arrives Shadow will put in his share and get ready for the trip back to Plateau City. "It has been great working with you all," he says to the Crimson Shields, "and I really do hope our paths cross again." His farewell to their new companions.

If time permits he will head over to the Catacombs to purchase some gear.

Edmund 
Friday December 1st, 2006 2:12:03 PM

Edmund bows politely to each of the individual members of the Crimson Shields in turn. Much as when they set out together, Edmund feels it is best to commemorate the event with a little oration.

"I must confess, when I originally met you lot, I found myself skeptical of your prowess in battle. Having had few adventures with other people, I was not a very good judge of what adventurers are like. I envisoned mighty dwarves, such as Kadaz here, and could little conceive of aught else being successful at the adventuring trade.

"However, I see now that I was in error, for you have performed brilliantly time and time again. Your team work has been an inspiration, and has taught me a number of lessons which I shall not forget. For my part, I hope that you have learned something from our group as well, and that the ties forged in our communal struggle will never be put asunder. I look forward to the day when we may fight side-by-side again for the good of the Wold.

"Should you ever have need of an half-elf wizard with a penchant for tea and a desire to do what is good and right, you surely know upon whom you can call. And, I'd be much obliged if you could give me his contact information, too, for I suspect he'd be a dashed useful fellow to have around!"

Edmund grins to the shields, and with a wink, he heads off to collect his not-entirely hard-won gains.

When Edmund's obtains his share of the monetary reward, his eyes widen considerably. Having been without any sort of money whatsoever since the first few days of meeting the party (when he spent his little all on paper and ink), he is completely aghast at the immense fortune now in his possession.

He immediately bustles off to the finest tea shoppe in the vicinty to peruse their wares. Adventuring is all well and good, but the tangible rewards are a certain delight!

Wynn  d20+12=26
Friday December 1st, 2006 5:37:27 PM

As his comrades prepare to leave for the catacombs and home, the bard takes center stage at the Giggling Ghost. With a tankard of ale in his left hand, and a parchement in his right he begins to sing in a rich, earthy voice [Perform=26]

Beneath a veil of tears, her husband now departed
Iliona nursed her fears, her path to shadows charted.
The lady's wealth and social grace gave her little solace
She gathered many close to her and filled their hearts with malice.
In praise of Atmahlanto

In search of the lich and the promise of death she led them far field
Unknown to them their unholy fate had long already been sealed.
Across the haunted lake and to the farthest shore they flew
They came upon the dryders there and unmercifully they slew
The cursed of Atmahlanto

Deep in the jungle, trees larger than life, we followed where she led
Each foe that was felled, rose again, a foul diseased undead.
We tracked her o'er the Plains of Stone, where ancient creatures fed
A passage way beneath the ground was where the pathway led
To the tomb of Atmahlanto

Beneath the ground we ventured forth, into the darkened halls
A sickly pale was cast upon those dank unhallowed walls
With each step we bravely took we chanced a deadly sight
And many brave companions were frozen by their fright
In the tomb of Atmahlanto

Our cleric's symbol held aloft, he called upon god's power
But bolstered by unholy ground, they did not yield or cower
The undead creatures held their ground and nearly stole my life
The fate of all our unslept dreams lay balanced upon a knife
In the tomb of Atmahlanto

In her final grievous hours, Illiona did not falter.
Her life they stole and left her bleed atop their sacred alter
But I was saved to fight again and stop her evil part
For no blood of hers would ever reach that evil waiting heart
In the tomb of Atmahlanto

A desperate battle took place that day as evil battled good
Atop the pyramid of death the unholy creature stood.
Surrounded by our company of dwarves and elves and men,
the defender of the undead king fought us one to ten.
It fought us to a standstill, afflicting us with blight,
But in the end it fell before our combined and righteous might.


The mighty lich lies trapped this day beneath the rock and scree
His temple lies in ruins, no cultists to hear his plea.
No way to rise, he lies in wait, an eternity is his sentence
For the cursed watch from the forest still, unyielding in repentance
O'er the Tomb of Atmahlanto

Though time will pass and leaves will fall and friends will soon depart
Take solace in the knowledge that we'll be remembered for our part
For beneath the ground in the darkened halls where evil was held at bay
A friendship, hard as steel, was forged on that glorious day
In the tomb of Atmahlanto.



Conner 
Friday December 1st, 2006 10:17:30 PM

Conner stops drinking long enough to listen to the bard's verse, and cheers loudly once it's done. "Well sung bard, well sung!"

Belkior 
Friday December 1st, 2006 10:17:44 PM

The halfling cleric returns from his quick trip to the Catacombs. Clearly, he is distracted about something but smiles when he sees all of the heroes standing outside.

"Guess it's time to get going. Here's something for the children. If you happen to get there, of course. Ask Buckle or Kay to read to them, okay? And look to their schooling, too?"

Belkior then looks over his shoulder at his companions from Floating City. No one really can tell what the halfling Paragon is thinking and he quickly turns back to the folks from Plateau City. He solemnly goes up to them, starting with Kadaz, and extends his hand. Due to his small size, he doesn't like to be manhandled - especially getting picked up and hugged like a human child. So he stays formal, muttering thanks and good wishes to Mira, Edmund, Arm, Conner, Thar and Shadow.



Farewells (DM JohnP) 
Friday December 1st, 2006 10:48:08 PM

The two groups bid their farewells to one another. The group from Plateau City realize that they don't have long before the portal closes for the night, so they start walking up to Gold Level as soon as they've said goodbye.

Of course, the Shields no longer have a home to go back to, so some tag along. Finally, though, they reach the site of the portal and they must part.

With various gestures, the two groups part company. Conner is trying to keep Kadaz from wavering too far to either side as they walk. Then the group from Plateau City is assembled on the portal platform and, in the blink of an eye, they are returned to Plateau City.

++++++++


The Plateau City folks find themselves back in the portal building in Plateau City. It's only a short walk, really, especially at this late hour back to the apartment. When they reach there, Shadow unlocks the door after checking his tell-tales. he is reassured that nothing has been disturbed.

Looking around the apartment, nothing has changed. Why should it, of course? It's been barely more than a week since they left for Floating City.

DM Note - Floating City folks, back to your regular board.

Farewells (DM JohnP) 
Friday December 1st, 2006 10:48:08 PM

The two groups bid their farewells to one another. The group from Plateau City realize that they don't have long before the portal closes for the night, so they start walking up to Gold Level as soon as they've said goodbye.

Of course, the Shields no longer have a home to go back to, so some tag along. Finally, though, they reach the site of the portal and they must part.

With various gestures, the two groups part company. Conner is trying to keep Kadaz from wavering too far to either side as they walk. Then the group from Plateau City is assembled on the portal platform and, in the blink of an eye, they are returned to Plateau City.

++++++++


The Plateau City folks find themselves back in the portal building in Plateau City. It's only a short walk, really, especially at this late hour back to the apartment. When they reach there, Shadow unlocks the door after checking his tell-tales. he is reassured that nothing has been disturbed.

Looking around the apartment, nothing has changed. Why should it, of course? It's been barely more than a week since they left for Floating City.

DM Note - Floating City folks, back to your regular board.

Farewells (DM JohnP) 
Friday December 1st, 2006 10:48:08 PM

The two groups bid their farewells to one another. The group from Plateau City realize that they don't have long before the portal closes for the night, so they start walking up to Gold Level as soon as they've said goodbye.

Of course, the Shields no longer have a home to go back to, so some tag along. Finally, though, they reach the site of the portal and they must part.

With various gestures, the two groups part company. Conner is trying to keep Kadaz from wavering too far to either side as they walk. Then the group from Plateau City is assembled on the portal platform and, in the blink of an eye, they are returned to Plateau City.

++++++++


The Plateau City folks find themselves back in the portal building in Plateau City. It's only a short walk, really, especially at this late hour back to the apartment. When they reach there, Shadow unlocks the door after checking his tell-tales. he is reassured that nothing has been disturbed.

Looking around the apartment, nothing has changed. Why should it, of course? It's been barely more than a week since they left for Floating City.

DM Note - Floating City folks, back to your regular board.

Lang & Sunshine 
Friday December 1st, 2006 11:10:24 PM

Lang is always amazed at Wynn's musical ability. It is a talent he will never have. Lang quickly says goodbye his new friends.

"If you need us you know where to find us. Leave a message with Happy here at the Giggling Ghost or with the orphans at the plantation."

Lang & Sunshine 
Friday December 1st, 2006 11:10:24 PM

Lang is always amazed at Wynn's musical ability. It is a talent he will never have. Lang quickly says goodbye his new friends.

"If you need us you know where to find us. Leave a message with Happy here at the Giggling Ghost or with the orphans at the plantation."

Lang & Sunshine 
Friday December 1st, 2006 11:10:24 PM

Lang is always amazed at Wynn's musical ability. It is a talent he will never have. Lang quickly says goodbye his new friends.

"If you need us you know where to find us. Leave a message with Happy here at the Giggling Ghost or with the orphans at the plantation."

Thar ail Baerer 
Saturday December 2nd, 2006 9:05:01 PM

After exiting the portal, Thar says to his companions "I never thought I'd be so happy to be back home. I enjoyed floating city, but plateau city looks more like home. So, where should we go next? I should check in at the temple but we could all meet for a drink tonighT at the Giggling Ghost? Or maybe at the apartment?"

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