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Spiders' Webs
Proposition


The Next Morning (DM JohnP) 
Wednesday June 28th, 2006 11:21:50 AM

DM JohnP - My apologies for missing last night's post. Lightning hit very close to the house and the only casualty seems to be my cable modem. So no posts from home for the next couple days.

Everyone sits about and continues to discuss what they've learned so far. Well, except for Edmund, who seems to be suffering from cabin-fever or something similar from his studies. He's simply eager to rush out and start fighting.

Mira and Conner suggest that they might be able to get some information from the Registrar due to their experience with the bureaucracy.

Mira leaned over to ask Arm about his vision following the sip from the chalice. The bard relates what he experienced, but it doesn't shed much light on today's dilemna.

Kadaz, Shadow and Thar make plans to try to make contact with the Constables. Maybe asking about in the Market will provide some leads. Kadaz also warns about travelling in small groups because there's a possibility that the cult will try to take revenge.

When they step outside to go to the neighbourhood tavern, the party sees a heavily loaded gnome walking up the street towards them. Right behind is Ash, the druid admiring a new tattoo applied to his arm.

The little gnome sets down the bag that is nearly larger than himself. Looking up at the party, he pulls out a list and begins to rapidly read the words written there.

"Special-express-delivery-from-the-Catacombs-for-the-following-people:Kadaz-Guardson,Thar-ail-Baerer.Please-read-and-follow-all-cautions-concerning-the-use-of-these-items.Thank-you-for-shopping-at-the-Catacombs."

Then the gnome hurries off up the street.

Everyone stands there looking at Ash before they invite him to follow them to Sampsons. The tavern is fairly quiet tonight without much excitement. After a satisfying meal, some ale and quiet conversation, everyone makes their way back to the apartment. Some are earlier than others, though, and some people may choose to go for a walk.

The night is quiet except for Arm who awakens following a dream.



Arm's Dream (DM JohnP) 
Wednesday June 28th, 2006 11:33:05 AM

Arm only -
Highlight to display spoiler: {Arm drifts through a grey featureless area. He isn't flying but he feels that this space has no directions - neither up nor down, let alone right versus left.

After what might have been an instant or an eternity, Arm realizes that he is walking along a fog-shrouded alley. The tops of the neighboring buildings are lost in the fog and he cannot see either end of the alley. The only sound that Arm can hear is a slow, rhythmic knocking.

When he rounds a gentle bend in the alley, Arm can see that the source of the knocking is a door blowing in the wind. When he approaches it, he can see a short hallway and stairs leading up. He moves to step through the doorway.

Instead of the hallway, Arm finds himself in a darkened tunnel. A glimmer of light is ahead while there is only inky darkness behind. When he moves down the tunnel, it opens into an immense space that seems boundless. Ahead of him, Arm can see rows of grey-clad people prostrate upon the gritty stone floor. Now there is no sound except for the grit beneath his feet as he walks through the rows of featureless people. Each is shrouded in a robe that hides their faces and form so that he cannot tell anything about them. Eventually he comes to a gap or space that he knows is for him. Arm briefly looks up towards the ... altar or whatever ... ahead of him.

Then he awakens.
}



Thar ail Baerer 
Wednesday June 28th, 2006 11:42:46 AM

Before they go to Sampson's, Thar looks into the package from the Catacombs to see what they've bought. (OOC - Is this how magic items we've bought get delivered?).

At Sampson's, Thar eats a light meal, as he is getting 'stir-crazy' from being cooped up. He prefers the forest and outside world, vs. being in a structure for a long period.

"Let's get moving soon, as the longer we wait, the more time that harlot has to escape us. Kadaz, I'll follow your lead, and your plan sounds reasonable to me." he adds, with anger in his voice towards the Lady.

Shadow 
Wednesday June 28th, 2006 12:32:43 PM

Feeling his companion's anxiousness, Shadow also orders a light meal to get on with the evenings hunt for the two guardsman. When he finishes, "Well, whenever you all are ready, I think it is time to see if we can find those two and see what they can remember."

Ash 
Wednesday June 28th, 2006 1:54:36 PM

After a short meal of salad (for Ash) and Rare meat (for Shelya), Ash and Shelya go for a short walk around the neighbourhood, hoping to find a small park in which to relax.

Edmund 
Wednesday June 28th, 2006 4:02:41 PM

Edmund is fairly disappointed about not going to talk things over with the nobles, whom he feels certain he would get on with swimingly. (He had been hoping for a little news of his brother as well.) Nevertheless, he remains indefatigable and, when left in the apartments, begins work on various unworkable devices. He also writes in his journal,

Still haven't found the Evil Sorceress Queen, but the rest of the fellows think they know how to track her down. I'm certain I could find easily her myself, but I wouldn't want to rain on their parade. Better to let them have the glory and what. Won't make anyone happy if I keep sweeping in to save the day.

Still, I should like to get out of these apartments, at least for a little while. Perhaps I should head over to the local weaponer and see if I can help him improve his forge, even though he promised me a 'right thrashing' if I ever saw fit to help him again after the last time. Amittedly there were a lot of turnips, but that cannot be entirely blamed upon me.


Kadaz 
Wednesday June 28th, 2006 4:20:12 PM

Kadaz looks in amazement at Thar, Ash and Shadow and their pitiful excuses for meals. "Come on! Eat up! Don't let a little trouble disturb your meal. Kadaz orders 2 big rare steaks and then eyes Shelya's, as if he's going to wrestle the wolf for even more meat.

After the meal Kadaz treats the party to as much ale as they can drink. It's time to celebrate!

Once back home Kadaz is staight to bed. In the morning he is very slow at getting up. He slowly walks around the common room carefully not looking at any food on the table. "I'm fine," he insists. "Must be a touch of the flu."

Birdie eyes him warily, very much aware that something is not quite right.



Conner  d20+6=13
Wednesday June 28th, 2006 6:46:31 PM

The fighter sits opposite Kadaz at the table and is careful to keep his limbs well away from the hungry dwarf, but when Kadaz announces his intention to supply all the ale one can drink, Conner matches him one for one. The evening slides by and a large collection of mugs grows in front of the burly fighter.

The next morning, a sparrow perches on the window sill and announces it's ownership of all the territory between the apartment and the small alley to the west. The bird's song seems particularly piercing and despite his best attempts to ignore the noise, Conner cannot fall back asleep. His tongue is stuck to the roof of his mouth, and saliva seem to be a scarce commodity. When he sits up, a sharp pain stabs at the back of his left eye.

It's going to be a long day...

[OOC Fort save vs hangover =13]

Mira  d20+8=22
Wednesday June 28th, 2006 7:33:10 PM

Mira orders the special of the day, the one the server recommends, but picks at her food, and leaves her glass of wine unfinished. She watches Arm, and worries. As the pieces of information gathered by the party start to fit together, the sorcerer wonders what part the chalice, and its contents, played in any of the magics employed by Lady Iliona and the elite magic types of the Bearers of the Chalice. (Knowledge Arcana=22) She decides to keep her worries to herself. No need to alarm Arm...or the others she thinks to herself, but the sorcerer decides not to let the bard out of her eye sight.

*****

The next morning, bright and early, she knocks on Connor's door. "Rise and shine, sleepy head!" she calls out. "We'll want to be at the Registrar's early to avoid the lineups!"

Mira doesn't wait for an answer, but returns to the hearth where water and freshly ground coffee beans are brewing.

Arm 
Thursday June 29th, 2006 5:57:47 AM

Arm orders the same as Mira, but picks at his food as well....the vision of walking through the desert strong in his mind and just as disturbing as when he experienced it.

As soon as he awakens from his dream the next morning, he seeks out Mira and draws her to the side. Speaking in hushed tones, he tells her of what transpired in the dream, then adds, "I sincerely hope that I have not been possessed by whatever was in that chalice. I can assure you that I have NO desire to join any type of cult...perhaps we should seek out someone at the temple to 'evaluate' me.".

Morning in the Market (DM JohnP) 
Tuesday July 4th, 2006 4:05:27 PM

DM Apology - Sorry all. I should be back to a normal posting schedule this week. Expect to see DM posts in the afternoon / evening this week.

The morning is bright. Too bright for the likes of Conner and Kadaz. But a little discomfort is a small price to pay for an evening's celebration. Right?

As planned, Conner and Mira head towards the Registrar's office. While Conner shades his eyes and winces at the sounds of the market opening, Mira ponders what purpose the chalice might serve the cult. Maybe it's a focus for some spell, or possibly an artifact. Or maybe it's simply a container for the drink which might have been magical or alchemical. Either way, it's a mystery that will have to be solved. Particularly since it seems that the effects on Arm have persisted.

After a walk into Merchant Quarter, the two adventurers find themselves outside the Registrar's office just after the doors open. The pair enter and walk towards the counter. It's Conner's luck that the same snotty clerk isn't serving anyone. When the man sees Conner's bloodshot eyes, he gulps.

"How can I help you?," the man asks in a quavering voice. He doesn't seem to notice Mira at first.

Meanwhile, Kadaz is slowly organizing the trip to Open Palm Market. Both Thar and Edmund are eager to go. Shadow hushes the two while Kadaz looks for a floppy brimmed hat that can keep the sun from his eyes. Since this seems a little more active, Ash trails along too.

It's only a short time before most people in the market know that the group is looking for the Constables. The collection of five people, a dog and a wolf are anything but inconspicuous. Some men sporting the armbands of the Defense League looked ready to say something to Thar and the others, but then seemed to have business elsewhere.

Finally, after walking through the market for a while, the five end up standing in the centre while Edmund explains exactly what went wrong when he helped the weaponsmith.

Then a quiet voice asks from the shadows of a stall, "You're looking for us. Why do I think that you don't simply have a crime to report?"

When the group looks more closely, they see a slight halfling leaning against the stall where they would swear he hadn't been an instant before. His half-elf partner is nowhere to be seen.

"Samwell Rabbitsfoot, at your service. What did you want?"

Conner 
Tuesday July 4th, 2006 7:37:28 PM

Conner's head throbs with each step he takes. The blood pulsing through his veins sounds like a waterfall, and a cold sweat envelops his body as he fights off the effects of the previous night's celebration. "Never again" he thinks to himself "never again!"

It takes the fighter a moment to recall the clerk who had served him on his last trip, and despite the fog that clouds his thoughts, Conner recognizes the uneasiness in the man.

"I'm here to get official permission to erect a monument" he emphasizes the 'official' part. Before he can continue he feels a terrible pain in his belly and an upwelling of gas. "Burrrrp!" Conner knows just how foul the contents of his stomach are by the acrid taste in his mouth. The unfortunate clerk is also far more intimate with those contents as well.

"As I was saying, I want official permission to erect a monument along the river by the Open Palm Market in remembrance of those who perished. You can help, can't you?" He leans a bit closer to the man as he finishes his question.

Ash 
Tuesday July 4th, 2006 8:48:29 PM

Ash turns around upon hearing the halfling's voice. Looking at the figure for a second, his only reaction is a raised eyebrow and a muttered "interesting".

Shelya, not used to be surprised is a bit more vocal but a calming motion from Ash convinces her to relax. She is still not comfortable with the situation though.

Kadaz  d20+1=18
Tuesday July 4th, 2006 9:44:13 PM

Kadaz shields his eyes from the too-bright sun as he quickly looks around in surprise. His pounding head has gotten better over the last hour or so, but Kadaz is by no means at his best. He glances around to make sure there isn't anyone obviously trying to evesdrop on their conversation.

"Good day, sir. We are the group that uncovered the death cult operating in Lady Illona's cellar. Sergeant Tomlin warned us to be on watch for retribution from the cult. Instead of waiting for them to come to us we hope to seek them out."

Kadaz pauses, a little nervous at talking to these senior officers. "The sergeant also indicated you may be involved with this investigation. We'd like to offer our assistance. We've proven our abilities and our loyalty to Plateau City. And the Sergeant can vouch for us if you have any questions."

Kadaz stops and waits nervously for a response. He looks around trying to spot the halfling's partner. (spot 18)

Thar ail Baerer  d20+10=21
Tuesday July 4th, 2006 10:06:35 PM

After the first constable appears and isn't apparently accompanied, Thar nonchalantly looks around for the second constable. He remains silent and lets Kaz do the talking.

He does notice that people are staring at him with some trepedation (due to him b/n an elf) but he stares each one of them down, daring them to say something to his face.

Spot (for 2nd constable or other threats) = 21

Arm  d20+4=13 d20+9=17
Wednesday July 5th, 2006 5:55:30 AM

Arm leaves the negotiation to Kadaz as well, content for the moment to stay on the lookout for trouble...his hand never far from his sword (spot=13, listen=17).

Shadow 
Wednesday July 5th, 2006 8:45:32 AM

OOC: anyone know what is going on with John?


DM Request (JohnP) 
Wednesday July 5th, 2006 1:12:20 PM

I'm still looking for updated character sheets from most of you. Please send them to petherick AT personainternet DOT com

I apologize for the posting blip last week. Modem failures at home, server problems at work and a trip out of town screwed up my posting schedule. I should be good for the remainder of this week. Once my cable modem is replaced, I should return to evening posting later this week.

The only potential problem on the horizon is my father-in-law's health. Sometime in the next couple weeks, I'll need to go to his funeral.

ADM Scott - Once we're through this investigation stage, look for portions of the module so you can take over if I have to go out of town.

Registry Office Woes ... and The Constable (DM JohnP) 
Wednesday July 5th, 2006 2:03:19 PM

Conner leans forwards and nearly intoxicates the clerk.

"Approval?," the clerk squeaks.

"Ahhh. That's the Planning Office. Unfortunately, yes. But I can tell you how to get there. It's upstairs ... and downstairs, too. Ahh, sometimes you can see the Official Planners meeting here on this floor. Why don't I go see if they're in the conference room."

The clerk scurries off while Conner leans against the counter. He's trying to be quiet but the other people are looking at him. Mira simply shakes her head.

Finally the clerk returns and looks at Conner.

"You're in luck. They are meeting and ... well ... wouldn't mind the interruption ... probably." He points to a corridor.

When Conner and Mira head towards the corridor, the sounds of loud 'debate' are coming from the meeting room. Conner winces slightly as one of the voice climsb higher in pitch.

"Blockhead!"

"Airy fairy nincompoop! It will never stand!"

"Hamhanded oaf! And it will never look right with that base!"

"Cretin! Those ... thing-a-ma-jiggy's ... just give birds a place to nest!"

"Toadstool! What's wrong with that?"


When Conner looks in the door, he sees an elderly male elf looming across a table at a craggy female dwarf. A tired looking gnome is watching both of them. All three of them look at Conner.

"What do you want?," the elf asks in a scratchy voice that makes Conner's brain hurt.

"He's here to tell you that you don't know beans about design!," the dwarf replies.

++++++


Despite everyone looking, the halfling's partner is nowhere to be seen. The little Constable seems to weigh Kadaz's words.

"Ahh. Gormley thought that you'd show up. So ... you want to help. How about you start helping by buying me some brunch? There's a nice place not too far from here."

The halfling starts walking to the east, towards Guild Quarter. He comes to a small restaurant with seating outside on the street, close to the west edge of the Open Palm Market.

"Nice place, run by good people. Serves the best crepes and pancakes in town. Almost as good as my mother's, in fact. Want to join me?"

Rabbitsfoot plops himself down on a stool at the table closest to the market. There are chairs for everyone.

"What exactly are you proposing to do in way of helping Gormley and I?"


Kadaz 
Wednesday July 5th, 2006 2:53:08 PM

Kadaz looks at the halfling curiously. This is an odd setting for an interview. Well, he's the constable. Kadaz sits down by Rabbitsfoot and orders pancakes. Come to think of it - some bland food might sit well in his stomache.

"My fellows and I are very unhappy with recent happenings in Plateau City - starting with the idiots in the Defense League and then Illonia's followers. We'd like to help set things right. We followed our leads and they led to Lady Illona's. She escaped through the sewer and we were unable to follow. We want to finish the job by apprehending her but aren't sure where to look."

Kadaz pauses and looks at his fellows around the table. "There are 6 of us. We are willing to run down leads, go into places where the Guard may not want to enter, and fight those who would harm Plateau City. I understand that you and Gormley have better contacts than us. But with more helpers you will be able to cover more territory, run down more leads. And if you come across minor problems that should be corrected but would otherwise be a distraction to you we can handle them. And it never hurts to have some strong arms at your back."

Kadaz turns away from the halfling and concentrates on the pancakes. He slips one of his pancakes onto the ground for Birdie. Birdie sniffs at it and ignores it. He wonders where the beef is.


Edmund  d20+9=29
Wednesday July 5th, 2006 5:09:39 PM

"...and so that's how we managed to remove the turnips from his ears. It really wasn't that big of a deal, you see."

Having thus finished his explanation, Edmund sets off with Kadaz, Ash, Shadow, and Thar. He talks the whole way there about nothing in particular. If they do not answer him, he doesn't notice.

Upon meeting the strange halfling fellow, and sitting down for some pancakes, Edmund chooses his moment and launches into another verbal barrage whilst the others are eating and probably unable or unwilling to interrupt him too frequently.

His hope, of course, is to convince the constable to not only accept their offer of assistance, but additionally secure their pledge that anything found in the progress would be considered rightly belonging to the party. (Diplomacy=29)

"Yes, so we're here to help you, old bean. Going to seek and destroy, find and dispell, hunt and annihilate, hide and go seek--the whole ball of wax, if you know what I mean. Can't ask for more then that, what? Surely, you'll find it useful. In fact, you might even find it relaxing. A chance for you to sit back, kick your feet up, and let us do some of the work--provided, of course, we also reap the benefits. You're well off enough that you surely don't need anything which these vagabonds have, anyway. Shouldn't need to stoop to that, you, with your mighty fortresses, well-crafted armour, and implacable defenses, what?"

Edmund smiles good-naturedly, raising his glass a bit to the halfling constable.

(OOC: Sorry about the missed post yesterday. I was out of town, wearing a red uniform, waving a musket about.)

Thar ail Baerer 
Wednesday July 5th, 2006 9:22:18 PM

After Thar takes a seat and again orders a light meal, he asks the Constable "We have been trying to look at the local Registrar's office to see the Lady's records, but were told they were sealed. They could give us a lot of leads towards where she could be hiding out. We'd greatly appreciate you helping us look at the records."

Seeing that Kadaz is now looking less hungover, Thar smiles and is glad he was able to get healthy naturally, without needing alternative measures to recover, like the old elven paste that Thar used to have to drink after his long nights out, as a youngster.

Conner  d20-2=11
Wednesday July 5th, 2006 11:09:58 PM

Burrrp! The fighter brings a fist up to cover his mouth. Conner winces when the half-elf addresses him.

Lifting his head, and squaring his shoulders the tattooed fighter moves through the doorway and into the room. "My name is Conner, uh, Conner Baelson, and I wish to have a bit of space to put up a monument to those in the trade quarter who perished as a result of the recent catastrophe." Conner looks at his boot clad feet, then back at the Planning Officers in front of him, before continuing. "A bit of ground in the wee park by the river off Open Palm Market." He continues, "A simple stone monument, polished, to reflect the river, and the names of each of the victims from the Trade Quarter inscribed in rows. Master Thurl done the carving. I got the names, all the names." The big man looks away from the dwarf, the gnome, and the half-elf, and his voice cracks as he repeats hoarsely, "all the names..."

Diplomacy=11

Mira  d20+5=17 d20+2=21
Wednesday July 5th, 2006 11:24:34 PM

Mira trails after the civil servant as he threads through the maze of the public building. She cringes when she hears the bickering, but has to stiffle a laugh when she spots the source.

The sorcerer gets serious when Conner makes his heartfelt request, then adds her voice to his petition. (Aid Another/Diplomacy=17) Standing at the fighter's elbow, the green-eyed woman says, "there are many in the quarter, and beyond who support my friend's endevour. Master Thurl himself is carving the monument. Conner has paid the Registry for the names of the citizenry who perished. The City Guard have endorsed the project and provided the names of those who died in service. The clerics ask for gestures of kindness. Now is the time for remembrance and reconciliation." Mira tries to gauge the mood of the planners (Sense Motive=21). "Can we count on the city's support? Will you grant dispensation to a small plot of land for the monument?"

(OOC: Wrapping up a purchase in the Catacombs. Character sheet this weekend?-Carla)

Shadow 
Thursday July 6th, 2006 1:30:03 AM

Shadow uncertain of what they will actually accomplish listens intently and tries to pick up what the others get out of the halfling. He will join in the meal because of his smaller meal earlier.

ADM stuff 
Thursday July 6th, 2006 1:30:45 AM

OOC: Edmund, I still need you to post what your email is for me. Thanks, Scott (ADM)

Edmund (e-mail address) 
Thursday July 6th, 2006 3:18:49 AM

OOC: Scott, I posted it here on June 28th, marked private to DMs--thought you were able to see those, sorry! Here it is again: spcooper@oakland.edu

Arm 
Thursday July 6th, 2006 5:54:20 AM

Realizing that the gruff little dwarf in the room is not very dissimilar to a certain dwarf they are well acquainted with, Arm pinches himself to keep from laughing aloud as they overhear the exchange. Smiling admiringly at Mira's soulful exchange, he realizes that he has little left to add, and is content to nod in a friendly manner at the ruling group, even though he picked up on a return of Conner's grief.

OOC: Sorry for yesterday's post...I forgot which group I was with :-s


Things to Say and Do (DM JohnP) 
Thursday July 6th, 2006 3:59:44 PM

The elf, dwarf and gnome look up at Conner when he proposes the construction of a monument. Mira's words further spark their interest.

"Excellent idea! Just the sort of public philanthropy this town needs," says the elven man.

"What exactly do you have in mind?," asks the dwarf.

The gnome continues where the dwarf left off. "Do you have plans and drawings? Have the plans been stamped by a engineer or architect licensed to practice in Plateau City? It's all well and good for you to plan something like this but there's an official process, of course. If you give me a minute, I can go to the Planning Office and get you the forms that you need. You'll have to get them filed in triplicate and notarized, of course. Then they'll be subject to review by my esteemed colleagues here, of course. You haven't started work on this already, have you?"

The elf and dwarf are slightly more observant than the gnome so they notice how the vein in the side of Conner's head starts to throb. Both try to divert his attention.

"Ahh, Trade Quarter you said?," asks the elf.

"Who is making this monument for you?," the dwarf asks.

"Endorsed by the Guard, you mentioned?," the elf continues.

"I'm sure it will be structurally sound if you get any competent dwarf to do the work. You did, didn't you?" finishes the dwarf.

Arm simply stands back out of Conner's swing radius.


+++++


The halfling looks up when the elven waiter comes by and orders his food. "The usual, but a triple stack of pancakes. Feeling a little hungrier than usual."

The waiter looks to everyone else and takes their orders.

While they're waiting, the halfling listens to the party. He nods when Kadaz, Edmund and Thar explain what they want. He was about to reply when the waiter and a hulking half-orc busboy return with the orders. The waiter sets down everyone's food while the busboy holds a tray with two covered platters and several jugs, one of which is steaming. All of this is set down in front of Rabbitsfoot by the waiter with a flourish.

When the covers are removed, one platter contains a high stack of thin rolled pancakes covered with fruit sauces and whipped cream while the other has what looks like four fried eggs, a rasher of bacon, a half dozen small sausages and toast. Rabbitsfoot then pours some syrup over the pancakes and ladles a generous serving of some kind of red sauce on his meat and eggs. There's still a couple covered containers that the halfling hasn't used yet.

Then he starts eating with gusto. Everyone decides that speaking is worthless until the halfling slows down a little bit. Kadaz, in fact, has to look away when he starts dabbing the toast into the eggs to make the yolks run around the bacon and sausages. Shadow simply wonders where all this food is going to go. If he ate like this, there's no way he could climb or do anything remotely athletic.

After the halfling has eaten most of the pancakes, he looks around the table.

"So, you found out that Gormley and I had ... ahh ... been working with the records at the Registrar's office. Smart, really."

He pauses while the waiter starts removing the empty dishes. When he finishes, people realize that Rabbitsfoot now has some papers in his hands.

"Here," and he holds the papers out to Thar. "Hold these so they don't get dirty. Egg is really difficult to get out of these papers. I'll take them back when I'm done."

Rabbitsfoot continues talking while mopping up the remnants of whipped cream, syrup and fruit sauce with the last pancake.

"Interesting idea. Of course, it would have to be strictly informal. Gormley and I couldn't share official records or information with you. But if you happened to ... come across information in this matter, it would be appreciated."

By now, Rabbitsfoot has finished the pancakes and is wiping up the egg yolks with toast. Finally, he pours some sort of hot beverage from the steaming carafe into a mug. The waiter returns now and clears everything away. Now that you've seen him several times, there's something about the waiter ...


Shadow 
Thursday July 6th, 2006 4:59:28 PM

Shadow is watching the goings on and he notices something about the waiter, so he watches him out of the corner of his eye. (He is trying to determine if he has seen the man before or what it is that has his interest up.)

He thinks the halfling might be a major resource in their tracking down of the rest of the cult. He will try and get the papers to scan what is on them, but will let one of the others that might have more knowledge look at them closer.

Kadaz  d20+1=19
Thursday July 6th, 2006 6:49:52 PM

The recovery Kadaz has made in the past hour is destroyed by the sight of the halfling eating enough food for a family of 6. Kadaz concentrates on nibbling at his pancakes while trying to convince his stomache to settle down again. But an accidental view of brown sausage and white eggs in a swirling mixture of red sauce and yellow yolk .... He tears his eyes away from that unholy mess and swallows, managing to keep everything down.

Birdie, turning up his nose at the pancakes Kadaz offered, creeps under the table to Rabbitsfoot's side of the table and whines a bit, hoping for some bacon or sausage, or maybe both.

Kadaz listens to Rabbitsfoot's offer. "Thank you. That sounds acceptable. We will be glad to share information we uncover. And I trust that you will be able to point us towards productive lines of inquiry."

Kadaz pauses to consider practicalities. "Can you give us a way to contact you if we uncover something interesting? In turn, you can send messages to us at Sampsons in the Trade Quarter where we take most of our meals. And do you have a suggesting for our next step?"

"And finally, thank you for introducing us to this fine eating establishment." Kadaz's slightly greenish face makes it clear he is just trying be polite when he says this.

Kadaz stops eating (after finishing almost an entire pancake) and looks around to see if anyone is taking notice of them. He finally notices the waiter and examines him more closely. (spot 19)


Ash 
Thursday July 6th, 2006 8:24:19 PM

Ash just sits listening to the discussion,rubbing Shelya absently behind her ears.

Thar ail Baerer 
Thursday July 6th, 2006 9:09:18 PM

As Thar sits watching the Constable eat, he says "Thank you and I appreciate any help you can give. How do you recommend we get to the "unsealed" records at the Registers office?" He glances at the papers, trying to read what they say but not letting the waiter or any other strangers get a glimpse of them.

Once that is finished, he gets up and hands the papers to Shadow, as he notices the waiter behaving oddly. He walks over to him, and stumbles into the waiter, hopefully making a huge mess and knocking both himself and the waiter to the ground.

As they lay on the floor, he'll mutter "I'm sorry for falling into you, but you looked like you were someone I should get to know better, as you seem very very interested in our table."

Conner 
Thursday July 6th, 2006 10:56:11 PM

Conner wipes a thick hand across his brow as the pint-sized planners pepper him with questions. "Aye Torkelson's a dwarf. He's the stonemason over on Purse Street who's been working on the monument. Yeah, Sergeant Tomin gave me some names, men and women of the Guard. The other names, I paid for them. Paid that scrawny little..." Conner looks over his shoulder to see if the clerk from the Registry is still around before continuing, "paid the clerk to give me the names, and filled out papers. Lots of papers."

The fighter looks kind of perplexed. Like he doesn't know what else to say.

Mira  d20+8=22
Thursday July 6th, 2006 11:02:09 PM

Mira steps back out of the room, and looks for the clerk who had previously been so...helpful...to her and Conner.

If she finds the clerk, she asks him if he can help her get some more records. As she fumbles with her purse, she continues, "public records mind...unsealed...about the affairs of the recently deceased Mr. deMontmorency and his wife the lady Iliona." (Diplomacy=22)

Edmund 
Thursday July 6th, 2006 11:54:48 PM

Edmund doesn't recognise the waiter, or notice anything particularly odd about him. He does notice the others acting a little oddly, and is especially surprised by Thar's outrageous behaviour.

"Good heavens, Thar! Roughing up waiters now? Not all Elves are members of crazy brain-eating cults, dontcha know."

Looking mournfully at his empty tea cup, Edmund occupies himself by rocking comically on his chair as he listens to the what else the constable has to say.

Arm 
Friday July 7th, 2006 6:03:04 AM

Grateful that Mira has removed herself from the brewing storm, Arm follows her into the other room. As she searches for coins, he stays her hand a fishes a few out of one of his own pockets for the clerk.

All Sorts of Interesting Paper (DM JohnP) 
Friday July 7th, 2006 1:05:55 PM

Conner replies to the questions of the Planning Office. He's a little confused by the bureaucratic concerns of the gnome but at least the other two seem helpful. Just when he looks for support, he sees that the other two have wandered off somewhere.

The dwarf and elf nod at his responses. The dwarven woman, in particular, smiles when Conner mentions Torkelson's name.

"Well ...," the elf starts.

"I suppose some kind of temporary permission ...," continues the dwarf.

They both turn and look at the gnome who was starting to look a little disturbed by the thought of bypassing the review process.

"Greengrass-Farminghammer, be a nice fellow and run upstairs for a couple copies of Form 1213-AR (Revision 2A) - Request for Temporary Art Display Permit," asks the elf in a soothing voice. "They should be filed with the other permit requisition forms in the second large black filing cabinet."

The gnome slides off his chair with a defeated expression on his face. Once he leaves the room the elf and dwarf continue speaking.

"How long should we make the temporary permit good for?," asks the elf.

"How about ... twenty years? Sound good to you?," the dwarven woman asks Conner.

+++++


In the sidwalk cafe, the others are in a state of mild disgust and nausea. Not so much that they don't notice the waiter, however.

When Kadaz asks about potential places of inquiry, the halfling Constable pauses from wiping his chin.

"Well, if some people were able to learn about what buildings Lady de Montmorency still holds, they might start looking at those places."

While he's replying, Thar and Shadow are trying to inconspicuously peek at the papers that Rabbitsfoot asked Thar to hold. They see that the top sheet is a list of addresses within Plateau City, with the mansion in Wealthy Quarter at the top. There's some addresses in the Hindquarter, Trade Quarter and a couple each in Outcast and Nightmare Quarters.
Knowledge Local DC 15 - Highlight to display spoiler: {The addresses in the Trade Quarter, Hindquarter and Outcast Quarter are small apartment buildings.
The addresses in Nightmare Quarter are tenements.
}

Rabbitsfoot looks up and asks Thar, "May I have my papers back?"

When Thar gets up from the table, the waiter neatly moves out of his way when he stumbles. The waiter helps Thar to his feet. Ash and Edmund watch this with amusement.

Rabbitsfoot smiles when he watches this little exchange.

"I see that you've met Gormley. Master of disguise, is our Mr. Gormley. He thought that I might need protection from you lot so he insisted on this little masquerade. Say hello, Gormley."

The waiter pulls up a chair and smiles. "Hello, Gormley," he says in a monotone voice. You get the impression that it's an old routine with these two. And the more astute realize that he's actually a half-elf.

Then he continues in a more lively, lilting voice. "Why don't you talk to the clerics and mages who were called in to the mansion? You know how those types are," and he makes a drinking gesture, "Can't stop talking after a drink or few."

Rabbitsfoor speaks up now. "Leave messages for us with Sergeant Tomin. We can either pick them up or he can run them to us. Shall we go, Mr. Gormley?"

The half-elf smiles and stands. "Certainly, Mr. Rabbitsfoot. Shall I summon Bearus to lift you from your chair?"

In response, the halfling levers himself from the chair and makes a dismissive gesture at Gormley. The two start walking away towards the Market.

That's when all five realize that the half-orc is really the waiter. And he's looking for payment for Rabbitsfoot's breakfast.

Thar ail Baerer 
Friday July 7th, 2006 10:01:42 PM

Getting himself up and wiping the food off of his clothes, Thar pays the waiter for Rabbitfoot's breakfast, while smiling at his own mess.

After sitting down, he says in a low voice, "I think that we have some good leads now. We can start one of two ways. We could start investigating those addresses that we saw or secondly, question the clerics and mages that were called in to the mansion. What do you all think we should do? Due to the risks, I don't think we should split up, and should stay together as a team."

Edmund 
Friday July 7th, 2006 11:14:58 PM

Edmund sits up quickly and chimes in when asked for his advice.

"Oh, question the clerics and mages, to be sure. At least, that's something I can be of use in. As for investigating... I think we should wait for everyone else before we start poking our heads where it might be dangerous to poke them."



Kadaz  d20+1=9
Friday July 7th, 2006 11:42:29 PM

As Rabittsfoot and Gormley leave Kadaz thanks them. "I think this is the beginning of a beautiful friendship."

Kadaz also thanks Thar for paying for the halfling. Kadaz takes care of everyone else, sure that he is paying the lesser amount.

"First, we find the others. Then we decide together what to do. Did any of you reconize what was on the list? I'm sure Mira will know, she's a font of information. And we will have to be on our best behavior when we track down the clerics - again a task for Mira." During the last sentence Kadaz is staring at Edmund, afraid what will happen if he is sent in to negotiate a delicate point. (knowledge local 9)

Shadow 
Saturday July 8th, 2006 5:26:15 PM

"Well then, let's go find the others." Shadow agrees as the group leaves the cafe. He is unsure of where to start except, "Should we just wait back at the apartment? They should return there soon."

Thar ail Baerer 
Sunday July 9th, 2006 10:26:50 AM

Thar will follow Shadow out of the tavern and say "Yes, let's go back to the apartment. Going out again as a team sounds like our best option."



Conner 
Sunday July 9th, 2006 11:22:33 PM

"Aye," says Conner nodding. "20 years would be a good start."

Mira 
Sunday July 9th, 2006 11:23:32 PM

Mira keeps a lookout for the registry clerk, in order that she might press her point. (See previous post.) She signals Arm to put his money away.

Arm 
Monday July 10th, 2006 5:54:47 AM

Arm grimaces a bit, then aquieces to Mira's wishes. Waiting around, he glances curiously into the other room, straining to hear any signs of bones breaking, skulls cracking, and the like. Hearing nothing, he takes it as a good sign and resorts to the waiting game with Mira.

Here and There (DM JohnP) 
Monday July 10th, 2006 1:45:29 PM

In teh Registrar's office, Conner sits and waits for the return of the gnome. After what seems like an interminable wait, the small bureaucrat finally returns to the room. Planner Greengrass-Farminghammer looks up at Conner and points to the thick sheaf of papers.

"I took the liberty of beginning to fill the form out. You'll need to sign ... or make your mark on the document. Here. Here. Over here. Here again. Here. There. Twice on this page. Once more. And, nearly the end, here. Then, once more here."

Then he passes the paper to the elf and dwarf who rapidly scrawl their signatures in the appropriate places.

Finally, Conner looks at the completed document that the gnome is carefully stacking. Teh gnome looks up at Conner.

"We'll make copies for our records here. Come back in a couple days for your copies that you should take to Thorkelson."

All three planning officials now look at Conner, obviously expecting him to leave.

Outside in the main room, Mira and Arm are looking for the clerk. They spot him behind the counter, keeping his head down and appearing to work industriously. But his sideways glances indicate that he's watching them. When the pair move closer, he picks up his materials and prepares to move away.

"Please. Let me be. If I let you look at those documents, it'll be my job."

He seems honestly frightened so Mira and Arm let him pass for now. Having nothing else to do here, the pair round up Conner and prepare to return to the apartment.

+++++


At the sidewalk cafe, Thar opens up his beltpouch to cover the cost of Rabbitsfoot's brunch. He and Shadow share the list of addresses and begin a discussion of where to start looking.
DM Note - Anyone with any ranks in Local Knowledge has, at a minimum, what is included on the Plateau City pages.

Strangely, Edmund voices the need for caution when investigating this matter. Kadaz also suggests meeting up with the other three before investigating, both to divide up the work and to ensure that everyone knows what is occurring.

After Kadaz pays for everyone else's meals, the five head back to the apartment to wait for Mira and the others.

+++++


Finally, shortly before lunchtime, everyone is at the apartment. The adventurers can share what they've learned and organize teh afternoon's search. As suggested by Edmund, they could start investigating the addresses on the list from Rabbitsfoot. Or they could go to the Mages Guild and to the two temples called in to investigate the mansion.

Ash 
Monday July 10th, 2006 7:40:32 PM

Ash, who has been quiet throughout to the point that people would be forgiven for assuming that he was clueless as to what was happening, suggests that it would be better to leave the investigation of the addresses in question until after speaking to the mages and clerics. While saying this, he absently scratches behind Shelya's ears.

Shelya merely wags her tail in enjoyment of the scratch she is getting behind her ears.

Conner 
Monday July 10th, 2006 11:57:24 PM

"I know how to read and write," grumbles the fighter ominously at the gnome's condescension. Taking the implement of writing from the planner, he goes through the laborious process of writing out his full name in all the places indicated by Greengrass-Farminghammer.

"I'll be back," he says, when he is dismissed with the promise that the required paperwork will be ready in a few days.

On exiting the room, he signals Arm and Mira and heads for the door.


Mira 
Tuesday July 11th, 2006 12:06:17 AM

With a shrug of her shoulders at the clerk's strange behavior, Mira follows Connor out of the building. As they walk down the street, she falls back behind the fighter to walk beside Arm. Looping her arm through his, she asks the bard his opinion on the clerk's strange behavior.

"I wonder who has him so frightened. They are public records, and unsealed at that!" Mira listens to what Arm has to say, and adds her two coppers, "I wonder if Lady Iliona has friends inside the civil service who would try to cover things up for her?"

+++++

Back at the apartment she listens to what the others have to say, and shares her information with them in turn.

"We can see the clerics and such, but we shouldn't wait to long to check out the apartments. The longer we wait, the greater the chance these cultists will get away with whatever it is they are trying to do."


Kadaz 
Tuesday July 11th, 2006 5:41:38 AM

Kadaz agrees with Mira. "We should not let the cultists get too comfortable in a new location. So let'ts prepare for trouble and get moving." Kadaz makes sure his new armor is in place, grabs his axe, and is ready to move out the door.

Arm 
Tuesday July 11th, 2006 6:01:29 AM

Once again enjoying Mira's closeness, he says to her, "Aye, it is VERY strange the way he acted, and I totally share your opinion that Ilonia's talons extend far and deep in this city. It seems that this will be our most difficult assignment yet.".

Once back at the apartment, he shares his opinion, "Even though Mira and I could possibly gain much from the mages guild, I think we'd be best served by checking out the other addresses before the rats find other holes to hide in.".

Shadow 
Tuesday July 11th, 2006 9:29:04 AM

"I guess it is the Mages or the Clerics first, and then on to the addresses we have." Shadow looks anxiously at the rest of the group.

Edmund 
Tuesday July 11th, 2006 3:43:16 PM

Having already given his opinion, Edmund accompanies everyone back to the apartments, listening to what each person says.

After each person finishes weighing in, Edmund leans back in his chair.

"So where are we off to? You know my opinion already. Now it is decision time, what. Of course, I'll go with you whichever choice you've made--wouldn't let you poor fellows sink without me. Couldn't conscience it."

More Visits (DM JohnP) 
Tuesday July 11th, 2006 10:06:17 PM

DM Note - My posting scheduled may get screwed up (again). I will know my schedule for the end of the week tomorrow and will let people know.

Back at the apartment, everyone gets a chance to plan and propose what they want to do. Some, like Ash and Shadow want to visit the clerics and mages first. Obviously, knowledge is power and forewarned is forearmed. They know that clerics from two temples - Alemi and Gargul - visited the mansion as did scholars from the Mage's Guild.

Others, like Mira, Arm and Kadaz, think that the apartments are the more probable hiding places. And that it's better to nip this problem in the bud before it grows too vast.

The others, Conner, Edmund and Thar, don't really care. Of course, there is the possibility that Thar's cleric friend has found some information.

Of course, they might split up to cover more ground. In which case, meeting up at Samson's for supper is probably the best plan.



Arm 
Wednesday July 12th, 2006 5:54:39 AM

Arm glances at Mira and says, "What say we pick up a small bite before heading off? This may prove to be a long evening, and it's best we face it on a full stomach.".

Thar ail Baerer 
Wednesday July 12th, 2006 9:38:03 AM

As the group prepares to eat, Thar says "Well, I really don't care either way which direction we follow, but I had to vote, I'd say the apartments may work well first. If we have a few hours before we head out (while everyone is eating), I could run to my temple and see if anyone has information that could aid us. I'd like to have someone go with me, to help watch my back. We could be back in an hour or 2 and then update the group on our progress."

Conner 
Wednesday July 12th, 2006 10:34:20 AM

"I'll go with those that check out the apartments. Not much use for me among clerics and the like."

Shadow 
Wednesday July 12th, 2006 11:03:56 AM

"Well, I know that I am not suited for mages or clerics, so if we do split up I should probably go with the group headed for the apartments. I still think that it might suit us better to not split up, but that is my opinion." Shadow says to the group as they settle in for an early dinner (or late lunch, not really sure what time of day it is for sure).

Kadaz 
Wednesday July 12th, 2006 2:40:03 PM

Kadaz thinks about the possibilities. "We should hit the apartments first just in case the cultists are regrouping. And we shouldn't split up. Once we have followed up on the apartment leads we can visit the clerics - they probably aren't leaving town soon."

Kadaz is ready to leave. "If you want food, let's get it to go." Breakfast is still a bit of a tender & queazy memory for Kadaz.

Mira 
Wednesday July 12th, 2006 7:52:11 PM

"Let's just grab some street food from a vendor, Arm," Mira answers the bard. "I'm for checking out the apartments too," she volunteers, "and then Sampson's."

Ash 
Wednesday July 12th, 2006 9:37:33 PM

Ash shrugs, "Whatever people decide I guess. However, charge in in haste, regret in leasure."

Apartment Hunting (DM JohnP) 
Wednesday July 12th, 2006 10:43:34 PM

The party seems to have decided on looking at the list of apartments first, leaving visits to the Temples and Mage Guild to the morrow. Shadow and Thar still remember the locations, some being close and other farther afield. The apartment buildings in Trade Quarter are pretty familiar to the longer-term members of the party and it's the matter of minutes to walk to the closest.

While it is shabbier than the one that the party lives in, it still looks respectable. As does the second one, a bit farther away. Both of these buildings look to be occupied by erspectable folk and a quick word or two doesn't reveal any information to the contrary. The third one in Trade Quarter, though ... that's a bit more interesting. It turns out that Lady Ilonia owns the decrepit building where the three thieves were staying. It's still a dump and most of the ground floor is still awash in backed up sewer water. Hmmm, wonder what ever happened to Geordie ...

Since they're close to the north side of Trade Quarter and the river, the natural thing to do is to head over to the Hindqarter. It's immediately obvious that this is one of the place where elves are moving too. Thar and Ash both see some familiar faces among the groups of younger elves loitering in the streets. The addresses in Hindquarter turn out to be larger places filled with small one- and two-room apartments now filled beyond capacity. Obviously, the landlord was probably making a killing from the elves who were forced to shelter here.

After checking these addreses, the natural thing to do is to go through the Hindquarter to reach Outcast Quarter. Of course, that also means going through Rogue Quarter. Since it's now afternoon, there are more people stirring on the streets. Still, the sight of Conner and Kadaz are sufficient to dissuade any trouble.

Nightmare Quarter, though, lives up to its name. It's a den of necromancer and black magic shops, cut-rate alchemists and pawnshops. All of this is dominated by the Temple of Marteaus, Lord of Disease. The many dark windows of the temple seem to look out over the quarter, making everyone nervous. There are clumps of beggars around the temple, asking for alms from the worshippers and supplicants. As the party thread their way through the streets, they are repeatedly accosted by beggars covered in loathsome sores and other afflictions. Finally, they reach the first of the two addresses here. The tenement looms overhead, vacant windows allowing anyone on the street to look inside. Still, people must live here since there is a cluster lounging on the steps of the building. One, larger than the rest, hawks a repulsive chunk of green phlegm on the pavement near the party. He stares at them and everyone realizes that this is a bugbear.

"Whatta ya lookin' at?," he sneers at the party.

Arm - DC 15 Listen check - Highlight to display spoiler: {There is a rhythmic banging coming from somewhere nearby, like in your dream.}

The other tenement is on the edge of the Quarter, nearly in Rogue Quarter. This building is still horrid but at least there's shutters on all of the windows. And children playing outside, too.

Finally, after all of this walking, the party crosses the river again to Outcast Quarter. The apartment buildings here are nearly identical to the better ones in Trade Quarter - nothing fancy, but not decrepit either. Each looks to occupied by a mix of families and others although many are not of the "noble" races since this is the Outcast Quarter.

Thar takes the time to visit his shrine, speaking to the head priest again. The man takes Thar into his office to meet privately with him.

Thar only - Highlight to display spoiler: {The priest doesn't have a lot to say. Nothing, certainly, here in Outcast Quarter. But some of the worshippers live in Nightmare Quarter and have complained about being harassed in their building. When he describes the address, it's the one with the bugbear lounging outside.}

+++++


Finally, footsore from all the walking, it's time to head to Sampson's for an evening meal. The trip back over the river from Outcast Quarter seems longer, somehow.

When the party arrives at Sampson's they can easily find a place to sit. As usual, the servers recognize them and greet everyone with a smile. Even Ash, with that great big dog that follows him everywhere.

After eating and rehashing the day's events over a couple mugs of ale or glasses of wine, everyone's attention is drawn to a group entering the door from the street. The couple leading the group catch their eyes - an attractive dusky-skinned half-elf woman and a human man, although there's something funny about his neck. Five others follow them: an extremely striking human man; an armored blonde-haired amazon with a big sword; a halfling who moves funny, maybe because of those deformed legs; a simply-dressed elf who moves with economical grace; and, a bugbear. All the conversation stops when the bugbear and the deformed halfling enter the tavern. The arrivals stand there, obviously looking for someone or something.



Angus 
Wednesday July 12th, 2006 11:46:15 PM

The tall and impossibly thin human male with blond hair showing under his leather traveling hat enters the Tavern and takes a deep breath. "Smells good, and fun." The very attractive man takes off his hat and lets his companions enter.

When there are stares at the Bugbear he announces to all in a strong voice "Don't worry he is house broken." and he then slaps the seven foot humanoid on the back in jest with his thin arm. In a quieter voice he adds "The troubles you know."

Angus looks for a bar maid, the most attrative one and calls her over with a smile. "Do you have a table that will fit all of us. The Crimson Shields are hungry tonight."

Angus asks the barmaid "So how does the food and drink at Sampson's compare to the Giggling Ghost in the Floating City? What is your name lass?" Angus finishes with another winning smile.

Edmund 
Thursday July 13th, 2006 5:34:21 AM

Even Edmund is caught short by the entry of the unusual people, but only momentarily. Finding his voice again, he manages to say, "Good heavens!" rather breathlessly.

"Have you ever, in all your days..." but he trails off, realising the party probably has.

Doing his best not to stare, he nevertheless arches both eyebrows before turning away with a noncommital shrug of his shoulders.

(OOC: sorry about the missed post yesterday, I've been having some trouble with Comcast lately. Everything seems fine now.)

Arm  d20+9=17
Thursday July 13th, 2006 6:10:49 AM

Arm walks along with Mira, discussing the finer points of spellcasting. As they come upon the tenament with the bugbear, Arm notices the banging noise from his dream (listen=17). Leaning in to Mira, he whispers urgently, "I can hear the sound from my dream" as he wonders if she can hear it as well.

Once they are back at Sampson's, he settles in next to Mira, glad for the chance to relax. As the oddly-matched group enters, Arm looks curiously from one to the other, and lifts his chin toward them (especially the popinjay human), and tries to get Mira's take on them.

Famina 
Thursday July 13th, 2006 6:54:33 AM

A gleaming, silver-armoured woman only slightly shorter than the bugbear, but a lot slimmer and less imposing, is part of the group. She has a classical, almost wild look to her, with blond braids that dangle down her back and are tied into place, a hawkish pointed nose, and sharp chin. A steel helmet with horns and a nose guard obviously marks her as a warrior of some kind, as does the very large sword she wears at her side. She walks with a swagger of confidence and strength only natural with such people. When Angus settles for a table, she pulls up a chair and looks around for others of similar uniqueness, people who will stand out from the common folk of a town. Especially armored or rather large people, who usually are the most noticeable. And anyone who by then is still staring at the bugbear she stares back at, a slight smile on her face...that of someone eager to see someone else cause trouble, so that she can bury her fist in his face...

Kadaz 
Thursday July 13th, 2006 6:58:00 AM

Walking all over the city takes Kadaz back to his time in the guards. This is the way to see what is going in!

"That building in the Trade Quarter is very interesting." Kadaz muses out loud while at sampsons. "Since it is still filled with sewage that means it must have a connection with the sewers that Illonia escaped through. I think we need to back to look more closely at this one. "

Back at Sampsons Kadaz is enjoying his meal when the odd set of strangers come in. While Kadaz is not one to jump to conclusions this mismatched group stands out. He rests his hand near the hilt of his axe, just in case.

Xenia  d20+19=23
Thursday July 13th, 2006 9:27:23 AM

The dark half-elf comes in on the arm of her handsome guy. This night her hair falls loose across her slim shoulders in a cascade of fire red waves.

'Sampsons', huh? Nice enough. Cozy.

Here green eyes scan the room from behind lenses perched on the bridge of her dark nose. (Spot 23) Suddenly, her mouth drops open into a rounded "oh" and her green eyes light up with surprise.

"Wynn! Wynn!" Xenia grabs at the bard's arm in her excitement, the arm she's already holding. She reaches behind to her back and the obliging haversack comes up with just the thing she's stored for safe keeping.

"Hey!" Her thin arm shoots up into the air and the fringes on her velvet sleeve fly as she waves it about. "Hey!" At the top of her arm clutched in a gloved hand is a yellow slip of paper. "Hey, Mira!" the dark rogue calls out.

Shadow 
Thursday July 13th, 2006 10:19:37 AM

"We will definitely need to check that out again to see if we can find a trial for 'Lady' Illonia there, but I doubt we will find any trace there. My guess is she would be hiding out in one of the better locations or with the elves only because of her tag along that escaped with her."

When the mismatched group enters he reaches over and gives a nudge to any of his cmpanions that do not notice the group immediately. He is very tense with how the group is looking around the room, but relaxes a hair when the dusky-skinned elf reacts and calls out Mira by name. He will keep his hand on his new dagger just in case, but he hopes this is an acquaintance of the mage.

Belkior 
Thursday July 13th, 2006 1:47:35 PM

The halfling cleric with the deformed cat legs looks about the tavern. At least as much as he can see of it from his position. This is another of those times when being small is a disadvantage.

Still, from Xenia's reaction, it seems that she knows some of these people. It can't go too badly wrong, can it? Not like that time during the waking of the Fae King back in the Float.

DM Note - This is JohnP's character. I will be posting for myself for a while, then recruiting a Sub. In other words, sometimes Belkior will be used to advance the story line.

Thar ail Baerer 
Thursday July 13th, 2006 2:59:37 PM

As the group heads to Sampson's, Thar tells them what his cleric has said. "The priest had little information, but the bit he did have concerned the building with the bugbear in front of it. The church's parishoners (who live there) have complained about being harassed in that building and I think it may be worth checking out further."

Watching the group that has entered pensively, Thar keeps his hands loose, and continues eating his meal. He watches them closely, hoping that they aren't hostile or will try to start something that could result in further bloodshed. He is somewhat relieved that Mira seems to know one of the group.

Mira 
Thursday July 13th, 2006 6:44:06 PM

Furrows mark Mira's brow as Arm confides his news to her. "Arm," she says, ever so quietly so that only the bard will hear, "I heard no sound. Are you very sure?" The sorcerer slides her arm down the bard's, until they are holding hands, palm to palm. Mira hopes her hands aren't cold, but she is worried for her companion.

*******
Back at Sampson's Mira slumps in her chair as Kadaz, Shadow, and Thar discuss things. The mage is idly picking at her food when the door opens, and an adventuring group enters the establishment. Engrossed in the terrain she is creating with the remains of her meal, Mira pays no attention to the odd party...until one of them calls out her name!

Pulling herself to a sitting position, Mira pushes her glasses back up her nose, and squints in the direction of the entrance. It's the drow-girl she befriended a while back at the Winter Solstice Party in the Giggling Ghost. Xenia was her name, and her cute boyfriend, the bard, Wynn, and the other fellow, what was his name, Syr? Mira had met them all, though the elf had been pretty quiet.

But who was that with her? She had mentioned she was a Crimson Shield, but a...bugbear? And what was with the halfling with the cat legs? And that weird looking blonde.

"I know Xenia, and Wynn," she says, addressing those at the table. "Their party is known as the "Crimson Shields". They are from Floating City. They're pretty good," she says by way of explanation. Standing up, and knocking her chair over in the process, she waves at the half-drow. "Over here Xenia!" she calls, and then addressing her group, "pull that table over here, and get some more chairs!"


Syr 
Thursday July 13th, 2006 9:29:27 PM

As the group enters, the short elf does his best to go unnoticed and standing behind Lang, it isn't difficult. Aware of the many stares that they are receiving, he shows nothing but a small tight smile on his face. After Xenia calls out, he sticks his head around Lang's broad back to follow her gaze until it rests on an old acquintence. Sighing with relief and thinking to himself that this will be easier than he thought. He helps move the chairs and tables with obvious ease to join up with the Mira's group. Greeting everyone with a nod and a genuine smile, "Hiya, the name's Syrdeth Redbow... no before ya ask, I do not have a bow...Anyway, most just call me 'Syr'. The big guy and his pooch that gets all the attention are Lang and Sunshine. I'll let the others introduce themselves."

Xenia (2nd Illegal Post) 
Thursday July 13th, 2006 10:20:33 PM

Xenia is all big grins as she drags Wynn across the inn towards Mira and her friends. She waves the yellow slip of paper.

"Hi. I still got your address," the girl rogue says. "But now I guess I won't need it. These your friends? Hi. Alexandria Merryman Next." She drops into a curtsy then springs up. "But you can call me Xenia." She gives everyone a little open palm wave. "Hi. And this is Wynn."

"I'm so glad to see you again, Mira. But we're really here to find this group that mixed it up with a Death Cult recently." The dark skinned girl looks around the room. And then she stops.

"You?" Xenia turns back, her gloved finger pointing collectively at Mira and all of her friends.

Conner 
Thursday July 13th, 2006 10:26:40 PM

Conner Baelson looks up from his ale to see the dark half elf from the Giggling Ghost arrive and call out for Mira. He stands up to get a better view of the group that has come in with her.

Conner is not paricularly tall, but he makes up for height with hard chorded muscles, the kind built from heavy labour, first with a shovel and later with a sword. If his physique were not imposing enough his short cropped mohawk thick sideburns and moustache and the primitive tattoo that stretches down his right temple surely make him stand out in a crowd.

Conner hooks a neighbouring table with his foot and drags it next to their own table. "Join us?" he asks.



Wynn 
Thursday July 13th, 2006 10:42:17 PM

The bard follows Xenia over to the table and listens as she goes through introductions. He remembers Mira. She reminds him of a girl that used to look after the books for his father, always pushing her spectacles around.

Wynn removes his hat, and the fanciful disguise of earlier in the evening fades in a shimmering of air about him. He is now readily recognizeable as a half-elf, dressed in a loose cream coloured shirt, brown leather breeches and a brown leather vest. A longsword rests at his left side.

To the casual observer he is just another half-elf, albeit a bit better armed and armoured than most. To the more vigilant there is something else. The gloves on his hands speak to a disformity, and the occassional glimpse of pink flesh partially obscured by his hair... perhaps a scar.

"Wynn Brightsong", he introduces himself and drags two chairs over to the table. "A death Cult, well that sounds like a story to be told." Wynn motions to one of the serving girls for another two pitchers of ale before slipping into one of the chairs.

Meetings & Greetings (DM JohnP) 
Thursday July 13th, 2006 10:48:01 PM

Syr and Xenia leading the way, the Crimson Shields move over to the table occupied by the other adventurers.

Around that table, the reactions to these other adventurers are mixed. Some like Edmund and Arm, are simply curious. Others, like Kadaz, Shadow and Thar are more cautious. Mira recognizes some of them and identifies them for the others. Conner responds in a friendly fashion and Ash simply sit quietly.

Trailing behind the elven monk, the Shields are equally cautious as most of them think back to the encounter in Floating City. Of course, Famina wasn't around for that episode and she's still trying to fit onto this group so she's almost on hair trigger. Belkior is, as always, cautious. And Angus seems to making a show of everything.

Wynn allows some kind of magic to fall away and he is revealed as a half-elf like his flame-haired companion. But there's still something unusual about his neck. Still, he introduces himself politely.

At Syr's urging, the staff eventually manage to shove some tables close so that Shields can sit with the group from Plateau City. Everyone looks at one another after Syr introduces himself, wondering who will speak next.


Belkior 
Thursday July 13th, 2006 11:02:44 PM

After the tables are joined and the others begin introductions, the halfling cleric looks over at the other group. Since it appears safe, he moves to the smallest of them and extends his hand towards the woman with the lenses perched on her nose.

"Belkior Orvisson, Healer and Paragon of Alemi. You probably noticed me come in. late of Floating City but I attended seminary here in Plateau City. I didn't get out much, certainly not to a place like this. I spent more time looking after people in the Temple hospital."

Belkior can't help but notice the stares. He gestures down towards his legs.

"You're wondering about these? During the awakening of the Fey King, a druid went mad in Floating City. We ... and some others ... subdued her, I guess. And she repaid us by triggering a artifact. I suppose it was tainted by the Fey King's magic since it changed all of us randomly. I got these legs. A mixed blessing, really. I can keep up with the others now but they're difficult to keep clean."

Then Belkior makes his way around the table of the other group, shaking hands or sharing whatever greeting the others mentioned.

"Yes, as Wynn mentioned, we'd been hearing about a group that uprooted a death cult. I was speaking to Librarian Cadmoen in the Cathedral of Light about our experiences with some other undead and he mentioned you folk."

Edmund  d20+9=22
Friday July 14th, 2006 3:20:16 AM

Edmund listens to all of the introductions with an increasing bewilderment. By the time they have all finished, he has already forgotten who they are. It was hard enough to barely learn the names of the people he was travelling with, but to suddenly have another six names thrust upon him, out of the blue, is just too much. He gives it up for a loss.

Realising, at the end of the introductions, that he has spent the past few minutes with his mouth gaping open in a surprise, he sits up straight and regains his composure, his teeth clicking to. Feeling this is the correct moment to introduce himself, and possibly make a little speech on the occasion, he launches into a veritable barrage of oratory magnificence, doing his best to ensure the new people regard him positively. (Diplomacy=22)

"Well, well, well, well, well. What ho, there, fellows. And lady. Or rather, ladies now, so it would appear. Nice to meetcha all, to be sure, what what. I'm Edmund Greenleaf, Wandering Mage, Adventurer at Large, Heroic Defender of Plateau City against the might of Evil Elf Sorceress Queens and the very like, inventor of fabled devices too strange and terrible to imagine, and sometime companion of these fine fellows--and lady--what are seeking to make the world a right better place, by defeating aforementioned Evil Elf Sorceress Queens lately plaguing the populace.

Allow me to be the first--or if not the first, the second, or whatever ordinal thereafter--to express a hearty welcome, volumnious greetings, fulsome praise, and my most voluble and profuse expression of salutation at this happy occasion of our meeting. Wheresoever our paths might take us, doubtless this moment shall be heretofore stenciled in the child's drawing book of the memory, as though etched in wax crayon, but otherwise impervious to the ravages of time (though not to a solvent cleansing solution or similar product, I can recommend several if you are in need).

I entreat you, and do heartily beseech you, each and every, to procure for yourselves a place of rest, a commodious furnishing, a comfy chair, an overstuffed ottoman, or even a big wooly blanket laid upon the floor. Join us, eat, drink, and be merry. Tell us tales of your mighty adventures, and we shall tell you tales of ours--and none mightier than mine (though I shan't tell them, not wanting to leave everyone else in the shade. I like to remain modest, giving others a chance to shine, dontcha know!) I shall be happy to listen, to learn, and perhaps to offer words of instruction where appropriate! --Did you know there are forty-seven different kind of turnip? It's true, and their uses are many. This is just one example of the valuable information we have to offer each other!

So, in summary, many greetings on this happy meeting, so let us now proceed to eating, thus ending this oratory to which I'm treating...

You!"

Having finished, and still not even a little breathless, Edmund leans back on his chair, rocking it on the floor. His hands folded over his arms, he smiles in a self-satisfied way, evidently considering this latest endeavour worthy of merit.

Arm 
Friday July 14th, 2006 6:10:30 AM

Arm looks gravely at Mira and says, "Unfortunately, I am QUITE sure of of what I hear, and it bothers me to no end.".

He relaxes visibly as Mira recognizes at least some of the new group. Rising along with Mira, albeit more gracefully, the half-elf drapes one arm across her shoulders as he introduces himself to the newcomers "I am Armathen Ebano, singer of songs and teller of stories...but with the current climate, I have not had much success with that lately. You, however, may call me Arm.".

Ash 
Friday July 14th, 2006 7:20:22 AM

Ash watches the proceedings with interest, neither commenting or introducing himself, merely scratching Shelya behind the ears and waiting.

Shadow 
Friday July 14th, 2006 9:28:30 AM

Shadow listens attently to the introductions, but is noticed to keep taking a look at the door. He is wondering if any thing else strange will happen in the groups normal place of security. When the group starts introducing themselves, Shadow waits his turn and then will stand and say, "Simply call me Shadow and welcome." He looks over at Mira wondering again if she knows enough about this group to really make that a firm welcome. He will then sit and wait to see where this new endeavor takes the group.

Thar ail Baerer 
Friday July 14th, 2006 10:23:11 AM

Once Shadow completes his introduction, Thar, a rugged looking elf, how wears a mixture of outdoors garments (similar to what a ranger would wear) and some clerical vestments (including a cross on his chest), will rise and say "Hello, my name is Thar. I am glad to meet all of you and if Mira speaks well of you, then I am pleased to have met each of you."

He also adds,"Yes, we've been tracking Lady Ilonia and if you have any information regarding her or would like to join us, then we should discuss that. I'm not speaking for the group though, as I'm really not the 'leader' of it. I mostly heal and help scout things out for the group."

Xenia 
Friday July 14th, 2006 12:18:45 PM

"Um ... yeah." Evil Elf Sorceress Queen? Lady Ilonia??? "Like Wynn and Belkie said, we're looking to find something about this Death Cult. And we were told that you were the ones who run them out."

Seated next to Wynn, Xenia looks first from the Really-Talky-Greenleaf guy to the Ranger Cleric guy. Trying to figure out what they're trying to say.

"Um ... and so I'm figuring, and tell me if I'm wrong here, that this Evil-Elf-Sorceress-Queen is this Lady Ilonia, right? And she's involved in this Death Cult you put down, right? I'm right, right?"

The dark girl purses her lips with dissatisfaction. She draws a deep breath and then puffs it out in a sigh.

"Hang on, why don't we, like, you know, both start from the beginning, huh? Really, Wynn is much better at this story stuff than I am ... " The rogue takes another deep breath.

"We came over from Floating City to get some orphans settled in a new home. And we got offered this plantation outside the city here by a merchant "Family" here by the name of the Van Ottens. Only hitch is we gotta go out there and look into some weirdness going on with the old owner."

"Well, looks like the place got taken over by a vampie girl who's a cleric. And after we route her and her minions we find these papers stuck in this hidden place, you see. They're letters between her and this group in Plateau City that she's a part of. Some kind of Death Cult. Same Death Cult that we heard you just put down. Which is why we're here. Looking for you, I mean."

"There was an address in with the papers. At least part of an address." The rogue takes out the document containing the address and puts it on the table. "Maybe you could tell us something about this place."

"That's about it for us. Now maybe you could tell us what this Death Cult is all about, yeah? If it's a threat to our kids we want to know about it."

Famina 
Friday July 14th, 2006 2:42:16 PM

The tall blonde stares at the other party's members, measuring them up. A diverse group, mainly of elvish/human blood. Nothing amazing there. This one fellow gives a speech that is impressive in its wordiness, and obviously meant to be friendly, and to Famina it just smacks of civilized manners.
Well, it's best to be nice to them back. Especially since... "Yes, the Death Cult. Followers of Marteaus, right? And, um, have you in your journeys seen any green little gems that are particularly unique, like, Xenia, can you show them it?" Famina looks hopefully to the half-elf girl, who assumedly does show the other group the unique green gem they found upon the vampire's throne, as well as the dwarven patriarch had shown them.


Angus  d20+9=19
Friday July 14th, 2006 3:11:54 PM

Angus slides over to the offered table and takes a seat and drops his big leather traveling hat on the back of his chair. The thin man barely makes the chair creak when he sits down. "Hi All, Angus Deminoff and he nods and smiles at all the new faces."

Angus adds to Xenia's comments "The vampire was real tough, her name was Sarah, if that means anything to you. She would not have mixed well with the orphanage we were setting up. Been having a bit of trouble finding these kids a home. One was burned down and we lost the next in the troubles. The Floating City was overrun by plant creatures, not a nice place to grow up right now. That is why we are in your lovly city."

Angus clears his throat after Famina adds her piece. "We actually did not find any gems, although we are always looking, but a green stone in the shape of a spider. Does than mean anything to you?

Angus sips from his wine and continues "Our new friends the Von Otten's, you must know them, have informed us that you routed this death cult. All taken care of then? We just don't want any problem to crop up for our orphans, as we would hate to have to find them a new home again. It has been a full time job for too long."

Angus barely eats and instead takes out his flute and beings to play "It helps with digestion you know."

(Perform 19)

Between notes Angus adds "Anyone have any words to add to my tune?"

Mira 
Friday July 14th, 2006 5:42:37 PM

Open mouthed, Mira just gapes in astonishment until the newest member of their party finishes his dialogue. "Well, then," she says, settling herself back in her chair, "well, then," she repeats, and steepling her fingers, she explains, "we were investigating a case concerning a piece of stolen jewelry. All clues pointed towards a couple of rough types who styled themselves as part of this new Plateau City Defense League. They seem to be a vigilante group sprung up after the "troubles" as you call them, targeting those with elvish blood as responsible for the Fey King and the upsurge in natural phenomena." Mira beckons for a server, and orders a couple of bottles of wine, and jug of water to round out the previously ordered beer.

"Anyway," she continues, "we traced the missing jewelry and these goons from the Defense League to a pile in the wealthy quarter, owned by the widow of a merchant by the name of de Montmorency. Lady Iliona, as she is called, seems to be the sponsor of a weird cult called Bearer's of the Chalice." Mira's eyes slide over to Arm, then she leans forward on the table and lowers her voice, so that those gathered 'round must also lean forward to hear her, "we witnessed the ceremony, and it seemed pretty harmless, just a big show for those who showed up." The sorcerer's green eyes cloud, "later we heard about a high placed elven priest of Flower who was murdered. The description of the murderer's fit our Defense League/Chalice goons and we went back to check the place out, after the big to-do. There was another "ceremony" going on in a secret chamber...and there were undead..."

Mira hangs her head. How does she explain to these experienced adventurers that the ring-leaders got away?


Conner 
Friday July 14th, 2006 5:51:21 PM

The fighter pours another mug of ale from the pitcher in front of him and takes a long pull of the frothy liquid. He starts to relax as the strangers settle in and begin to tell their tale. He knows nothing of vampires and the undead, and frowns at Edmund's over-glorification of the events that unfolded in the mansion. "Lady Iliona escaped" he grumbles. "Got away through the sewers. We're working with a couple of constables to try and track her down." He takes another drink and says no more.

Syr 
Friday July 14th, 2006 6:02:32 PM

Leaning back in his chair and propping a knee on the edge of the table the elf seems quite comfortable with the new group. His grin widens as he winks at Arm, "hmm, Arm was it? I like the shortened name (go figure)! Anyway, is Conner always this wordy or does he save it up to tortue unsuspecting strangers?" Putting his hands together a few times, he claps, "Just kidding Sir Mage, that was well thought out and said."

Kadaz 
Friday July 14th, 2006 8:24:06 PM

Kadaz is sitting back from the table a bit, observing the newcomers. He looks like a walking metal shop -- full plate mail, big axe, flail, multiple knives. He is also rather ugly with sparse facial hair, a disaster for a dwarf. But he has a loyal companion in his dog, a mutt named Birdie that's wearing a good looking collar.

"We've made some friends in the local guard by breaking up the cultists at Lady Illona's. We also have some clues as to other possible locations and are planning to investigate one or two in depth. Would you like to come? And you say you have an address. I wonder if it matches any of the locations we have."

He looks over at the other dwarf and says in dwarvish "Hello Belkior. Good to have another dwarf in this party. If I may ask, what's with your legs?"

(OOC: I am going on vacation from July 24-29 and am looking for someone to play Kadaz for me. Any volunteers?)

Wynn  d20+10=27
Friday July 14th, 2006 10:57:55 PM

Wynn listens to the discussions swirling around him and the good natured banter that has broken out between the two parties. Mixed in amongst all the chatter he catches the strains of Angus' flute and joins him in song [Perform=27]. The lyrics are somewhat stilted as is often the case when they are so quickly improvised, but Wynn's voice is well practiced and strong.

Sarah was a vampire, a creature of the night
Older than the oldest elf, upon the land a blight
Three young girls and their father, she captured in her snare
In eternal darkness, she chained them in her lair

Each passing day her power grew, and undead gathered near
Empowered by each victim, she spread her cloak of fear
Silently each night she crept and hunted by the lake
Innocent souls she tracked her blood lust for to slake

The Shields arrived in search of home and bed
Instead of peace and quiet we encountered the undead
Sarah's spawn and zombies pressed us in the night
Her wolves leapt upon us, their wicked fangs a deadly sight.

Despite her worst intentions and her minions evil might
We stood our ground and bested them and lasted out the night
Their corpses now lie buried beneath the grassy mound
In time the rain will fall and crops will grow upon the killing ground

Now truly dead, her body burned, her soul as black as tar
The vampire was but one of many in cities near and far
A spider stone, a letter torn, the clues are precious few
To trace this rot within the Wold, a challenge for the true.



DM Announcement (JohnP) 
Friday July 14th, 2006 10:59:17 PM

Too beat to post tonight. Will post over the weekend.

Belkior - 2nd Illegal Post 
Friday July 14th, 2006 11:09:24 PM

The halfling cleric listens to the stories that roll around the table. After a while, Belkior withdraws some pens and paper and starts making notes.

"Well, Wynn's got the long and short of it from our perspective. We went out to the farm, defeated the vampire and her undead minions and then tried to make the place safe."

"We found some things when we cleaned the place. Like Famina said, a stone carving of what looks like a statue. We've just come from the Von Otten's where we learned that some others nearly identical were found near Floating City."

"And some papers, including letters between the vampire and some addresses here in town. As Xenia said, we checked them out. Found out one was the mansion where you beat the death cult. The other was a stinking tenement in what's called Nightmare Quarter. Not too far from the Temple of Marteaus. Nasty looking bugbear ... no offense intended, Lang ... hanging on the doorstep. Seemed to be suffering from some sort of lung ailment, if I'm any judge."

"So, you're busy chasing down the ringleaders who got away. You checked out some places, you said?"

Angus (Second Illegal post) 
Saturday July 15th, 2006 7:02:20 AM

After Wynn adds his voice to his flute, Angus laughs good naturedly and responds to Kadaz in dwarvish "Master Dwarf, please remove your helmut. You are mistaking our halfling healer of Alemi for a dwarf. We had a dwarf in our company, but he was recalled to his clan. The Von Otten's are dwarfs you know. So much practice for me with languages lately, very nice." Angus leans back and casts a winning smile at the new group of adventurers.

Arm 
Saturday July 15th, 2006 12:07:13 PM

The sidelong glance from Mira is not lost on Arm, as he realizes that she is quite probably not ready to tell everyone about what has been happening to him.

Taking a liking to him, Arm leans toward Syr and whispers with a smile, "I believe you are referring to Edmund and not Conner... but yes, unfortunately he is ALWAYS wordy."

After listening to Wynn's performance, Arm applauds loudly, regretting deeply the current situation that has prevented him from doing much the same. As an afterthought, however, he realizes that since Wynn is brave enough to call attention to himself, perhaps he can once again practice as well.

Xenia (2nd Illegal Post)  d20+9=26
Saturday July 15th, 2006 11:06:26 PM

Xenia grins wide at the applause that Wynn receives for the ballad he's just made. After the stuffy banquet at the dwarven mansion, this is just the perfect thing. She rises to her feet and begins putting her hands together as well.

*clap*clap* *clap*clap*

She keeps a measured beat with her hands, her shoulders turn in constant motion and her hips sway side to side, as with short shuffling steps she dances a circle around Wynn. Then breaking from the circle, Xenia dances a path around the clustered tables. She syncopates the beat, spinning a pirouette in the space between Syr and Arm.

"Yip! Yee!"

Passing Mira then Conner, Xenia adds voice to her hand claps.

"WOOOO!!!"

Just past Shadow and Thar the dark rogue whips off her cloak and throws it high into the air. As she breaks her pattern and spins like a dervish on around the table. Past Ash, Edmund, Lang, Angus and Famina she whirls, while her cloak flutters down, and down, and down to settle over the heads of both Belkior and Kadaz.

Coming full circle around the table, Xenia comes to an abrupt stop. She stands poised, in a moment of perfect stillness. Then she bends like a willow, in a languid backward arch. Her chest heaves with the heat of her dance, and her dark lips tremble as she looks up into Wynn's face up above. (Perform Dance 26)

Joint Investigations


Raising Glasses and Cheer (DM JohnP) 
Saturday July 15th, 2006 11:14:47 PM

The introductions and sharing of information have really started to flow. Most of the Crimson Shields have introduced themselves except the bugbear. The others have referred to him as Lang but he hasn't yet spoken for himself. On the other hand, all eight of the Plateau City adventurers have said something. Well, the half-elf with the wolf didn't really say anything but then he doesn't seem the talkative type.

As for the information flowing around the table, the Shields have shared what they have learned so far:
- they defeated a vampire in it's lair on a farm outside the City.
- the vampire had been corresponding with people inside Plateau City.
- Belkior copied a diagram from the vampire's shrine, and it matched one from the death cult's shrine
- checking the addresses, one was Lady Ilonia's mansion
- the second address was a tenement in Nightmare Quarter.

They also found some things that may, or may not, be important but relate to Floating City:
- stone statue of a spider, identical to some found near Floating City
- correspondence from the vampire about Floating City.

For their part, Mira from the Plateau City group relates the events that led up to this point. The other parts of their chase of the ringleaders of the death cult are also recounted:
- they have a list of buildings owned by Lady Ilonia
- they've also been recommended to learn what they can from the two temples who sent clerics to Lady Ilonia's mansion - Alemi and Gargul. And from the Mage Guild.

Like any meeting of adventurers, everyone is a little cautious. The only two who have really shared much about what they contribute to their respective parties are the two clerics, Arm and Conner. Although it's a safe bet that Wynn is a bard, after that impromptu performance. Time will tell how these two groups function together.

Kadaz suggests putting words into action and going to check out some of the addresses they were given. Is that what people will do? Or will they agree on which address to check first?



Edmund 
Sunday July 16th, 2006 3:07:43 AM

Edmund takes a liking to Wynn instantly. Raising an eyebrow at Xenia's dancing, he light elbows Wynn in the ribs after her dance is finished. It's clear Edmund hasn't had much to drink, but it has probably been a little too much.

"Kindred spirits, what? You and I, I mean. You sing, I speak. Bards and Orators, united in their entertainment of the people. Of course, it's been a long time since I did any sort of real enterttainment in oratory--dramatic soliloquies, readings, and the like. Still, refreshing to hear a professional of the verse at work. Of the muse even. Not sure what muse, but definitely one of the better ones.

Edmund is excited at the prospect of fighting vampires. "Back at home, I was considered a regular vampire slayer," he proclaims confidently. "I'm not afraid of their silly little hats! Have at 'em!" He raises his glass at this point, and then drains the remainder of its contents.

It is not entirely clear that Edmund knows what a vampire actually is. However, attempting to educate him at this particular moment would probably be a futile endeavour. But then again, when isn't it?

Having no preference about where they should begin their investigation, he merely says, "Wherever there are Vampires. I'll take care of them. You just leave it to me!"

Further information doesn't seem to be forthcoming from Edmund at this time.

Wynn 
Sunday July 16th, 2006 6:24:24 PM

The bard leans over and places a kiss on the dark rogues lips, and then gently helps her up. "Beautiful" he says, leaving it to Xenia to figure out if he means the dance or simply her.



Conner 
Sunday July 16th, 2006 6:36:42 PM

Conner begins to clap in time with Xenia as she twirls about, encouraging her further. The fighter has seen many women dance in his time, albeit most more skimpily clad than the rogue, and he whistles his appreciation loudly.

[OOC just to avoid any confusuion, Conner is not a cleric]

Kadaz  d20+9=27
Sunday July 16th, 2006 8:06:31 PM

Kadaz stands and picks up his axe, settles his shield on his arm, and quickly loosens his daggers at his belt. "Enough talk, Plateau City is in danger. We have an address - the tenament Nightmare quarter. We should go now since we're concerned about them reestablishing their alter. Once we've cleared that location we can search out the clerics or do something else."

Kadaz is rather brusque and would much rather be out doing something than sitting around talking. He turns to look at the others expectantly. "Come Birdie" he says to his dog. "Time to work." Birdie stands up from his place on the floor and trots over the door, ready to start again. (handle animal 27)



Xenia 
Sunday July 16th, 2006 9:27:45 PM

Lips warm, and soft as velvet leaves. Xenia melts into Wynn's arms. It's the dwarf, the Kadaz guy, who breaks her out of her romantic mood. "Reminds me a bit of Bralin. 'Cept Bralin didn't talk as much." she whispers.

"Like Belkie says, we went out there already," she announces. "To your Nightmare Quarter place. One a those places that you don't really want to go at night. Unless, that is, you're one of those kinds of people that folks aren't looking to meet in those places at night, if you get my meaning."

"Weerdo place. Couldn't shake the feeling that someone was watching us the whole time." Xenia retrieves her cloak and walks over to the haversack, strung onto the back of her chair. She folds the cloak and pushes it down into the largest compartment. From one of the smaller compartments, she draws a black ribbon and proceeds to tie her hair back into a tight ponytail.

"Kadaz, why don't you fill us in, huh? What exactly is this Danger that Plateau City's in? I mean like, what kind of Ceremony were these Bearer's of the Chalice types putting on at the de Montmorency place? What kind of Undead did you see and how many?"

The dark-skinned rogue sighs and looks around the inn.

"And if we're going out to that Nightmare place again, I'm gonna need some place to change real quick."

Syr 
Sunday July 16th, 2006 9:38:34 PM

Syr blinks in surpise when he is corrected, "Why yes, Edmund it is... and I haven't even had a beverage yet." He looks up as the party is leaving and cocks his head to the side, "Did I hear that right? You have a dog named 'Birdie'? Hey Lang, is this guy a friend of yours? We have a couple hounds named Birdie and Sunshine. I know the bad guys are shaking now?" He smirks at Sunshine before reaching down and patting the dog on the head.

Preparing to get up, he looks over at Angus to see what direction the sorceror wants to steer the group.

Mira 
Sunday July 16th, 2006 9:58:29 PM

Mira sips from a glass of wine as the story gets filled out by the poetic bard. Mira's eyes flick to Arm's face when Xenia does her hoochy-coo, and the be-spectacled sorcerer leans a little more towards her bard. Mira is about to ask Kadaz to take back his seat while the party strategizes, and then the drow-girl says something about her party being watched from the building in Nightmare Quarter.

"We have no time to loose, then!" she announces. "If they've spotted you, they may be clearing out and moving to the next place as we speak!"

Mira starts to give instruction, "anything you don't want to carry, you can leave at our place. It's just a couple of doors behind Sampson's. If it's a scouting mission, Shadow should go with you. He knows this city like the back of his hand, and can get around pretty well undetected. Conner and Kadaz will be back up. You'll need a healer, too, in case you get into...trouble." The woman looks at the strange little catling dubiously, and then turns to Thar. "What do you think? You wanna' go?" While waiting for an answer from the elf, Mira continues, "take a magiker too. Turning to those she hasn't addressed, "The more diplomatic types could pay a visit to the investigators who checked out the de Montmorency pile after we left, or we could check out another address and maybe catch Lady Iliona and her people in a pincer movement. Whatever we do, we shouldn't split up into more than two groups." Putting her hands on the table, she leans forward and addresses the thin flute playing guy who seems to be a leader of sorts for the Crimson Shields and asks, "what-daya think?"

Lang & Sunshine 
Sunday July 16th, 2006 10:21:51 PM

Lang & Sunshine are the last ones of the Crimson Shields to enter the tavern called Sampsons. He and Sunshine move slightly to the side of the doorway as Xenia and the rest of the Shields make their way towards a group of people she seems to know. He follows their movement for but a moment before he focuses his attention on the rest of the patrons in the Tavern.

Lang is looking for two things as he surveys Sampsons. One is to see if there are any other animals in the place so he can determine if Sunshine should stay inside or outside. He is happy to see that one of the group the Shields is heading for has a dog at his side. The other thing Lang is looking for is how much attention he is drawing from the other patrons. Ever since his transformation into a Bugbear, he gets a lot more stares than he is used to. Mainly though, he is trying to determine if any of the stares will turn violent.

Comfortable, for the moment, that everything is peaceful he and Sunshine move towards the 2 groups that appear to be conversing quite well with each other. They get there just in time to see Angus, Wynn and Xenia perform. As always, he is amazed how the three of them can burst into a performance at the drop of a hat. Lang also hears some of the group finishing up introductions.

"If you do not know already from my companions, I am Lang and this is my friend Sunshine", Lang says as he absent mindedly scratches behind Sunshine's ears. Lang was never the talkative type when he was a human, letting the rest of the Shields do most of the talking for him. He is even less talkative now that he is a Bugbear.

Lang moves off to the side waiting to see if the group stays or goes.

Ash 
Sunday July 16th, 2006 11:31:59 PM

Watching the event unfold, Ash is amused by watching the various interactions that take place. He studies the partiers with the scrutiny of one studying the cultural activities of a primitive culture but otherwise seems uninterested in their goings-on. He does notice that half the people seem intent on having some fun and relaxing (presumably blowing off steam after their experiences) while the other half seem intent on proceeding to the next stage in their endeavours. As for himself, he will go where the wind blows him....or as an alternative, where the others decide to go.

He is impressed with with other party and their adventures, despite himself. He has heard tales of the Vampires...or Strigoi as he has heard them called...and believes them to be a difficult challenge at best.

The bugbear interests him and he is impressed to see it showing kindness to an animal and relaxes somewhat. His studies of that race do not indicate such behaviour to be the norm and as such, this particular bugbear merits some study.
"Greetings Sunshine and Lang, this is Shelya and my name is Ash." Other than to continue scratching behind Shelya's ears, Ash makes no other action or comment.



Famina 
Monday July 17th, 2006 1:42:46 AM

Famina is quite happy with the song, and after it, she claps Wynn happily on the back. "That was very good! I'm amazed at your talent." She turns to Xenia and grins, "And you move so wonderfully! Like a shadow-fighter." She shakes her head, pondering. "Or a puppet on a string..." She searches for suitable words, but as one who hasn't seen much dancing, she is at a loss.
She drains another mug and refills her tankard, pondering Mira's proposal. "I agree! Tough-types from both parties go one way, diplomatic types the other... and we meet afterwards."

Arm 
Monday July 17th, 2006 5:55:12 AM

Although he admires the beauty of Xenia and her dance, Arm prefers the beauty of Mira, both inner and outer. As she nuzzles closer to him, he squeezes her shoulder to show her that she has no reason to fear.

As the talk turns to action, Arm agrees, "Yes, let us depart before it is too late. I will go with the diplomatic party, and when our business is concluded, we shall come and seek the rest out, just in case they should require some help. We will all meet at the tenament, then.". As he says this, he looks to Mira to see if she thinks that is a sound plan, and that she will accompany him.

Angus 
Monday July 17th, 2006 8:43:55 AM

Angus greatly enjoyed performing with Wynn and Xenia, that was a good one, he thinks to himself.

Angus raises an eyebrow when Edmond talks of fighting vampires, the last one was one tough customer.

When Mira and kadaz talk of immediate action, Angus speaks up "This city is new to all of us. There seems to be an underlying evil at work here. You have been investigating this evil longer than us and it appears that you have more information to investigate, but Xenia is very astue in that the nightmare quarter could be more dangerous at this time of night. If these investigators are available for an interview at this time of night, then I say split the groups. If not, we can progress as two groups to the nightmare quarter, the shifty ones first and the rest as backup following behind."

Angus looks at all those in attendance. "We normally form up combat teams based on the situation. If we split, Belkior, Syr and myself can check with the investigators and the rest can go to the nightmare quarter. If we stay together and all go to the nightmare quarter our portion of the recon group will be: Wynn, Lang, Xenia, and Syr."

Angus asks Lang "In either senario, are you taking Sunshine?"

Angus looks to Mira "How are you going to split your group and can we visit both the nightmare quarter and the investigators at this time?"

Thar ail Baerer 
Monday July 17th, 2006 10:29:15 AM

As the new party members dance and celebrate, Thar smiles and enjoys watching the camraderie. He is interested in the dark elf that hass joined the party and realizes that he should speak to her at a later date and find how she has come to this place.

Thinking for a moment, Thar replies to Mira "Yes, I think we should act now and I'll go with the group to the Nightmare quarter. I'm interested in finding out what denizens are occupying or influencing that place."

Standing, he readies himself to leave, once everyone else is prepared.

Shadow 
Monday July 17th, 2006 10:45:37 AM

Not one for performances himself unless necessary is thrown off a little by the sudden performce by both groups. He looks a little startled at Edmunds claim of being a vampire slayer, never having experienced a fight with one before has heard terrible rumors about them and therefore is a little sceptical of his claims.

Hearing the group decide to split up right now and go in two seperate directions, Shadow decides it is time to speak up, "I do know the city well, and you are right about the Nightmare Quarter, but if we stay together until we actually do some close recon we should be okay. If you need somewhere to change and leave your belongins, "he looks over the whole group, both his and theirs, "you can do so at our apartment. I need to get geared up also." With that Shadow will go with the groups back to the apartment to get ready for the recon they talked about.

Scott (ADM for PC - OOC) (aka. Shadow) 
Monday July 17th, 2006 10:46:54 AM

Who is the ADM for FC game. We need to do our posting report, but they said they only wanted one. Do ou want to handle it this week and then I will next week and we can rotate it?

Scott the Southern One-OOC 
Monday July 17th, 2006 2:44:31 PM

Hmm, is it a wierd coincidence that both ADM's are named Scott? I'll handle it and we can alternate.

Scott the Southern One-OOC 
Monday July 17th, 2006 3:39:48 PM

With the merging of the two games, I wasn't quite sure where to break it so I used the chapter break of the DM post on Saturday as the last. The last post I have logged is the ADM posts (although considering Belkior hasn't posted yet, I'm giving him credit cause it's always good to suck up to the DM.)

Plateau City
Kadaz: perfect
Arm: perfect
Ash: XXOXX
Shadow:perfect
Edmund:X0XXX
Mira: perfect
Connor:perfect
Thar: perfect
Overall: 95% effective

Crimson Shields
Syr: perfect
Lang: OX00X
Belk: perfect
Famina:perfect
Wynn: perfect
Angus: perfect
Xenia: perfect
Overall: 91.4% effective

JimF 
Monday July 17th, 2006 3:47:57 PM

Scott do not forget to list DM post too.

Kadaz 
Monday July 17th, 2006 7:51:13 PM

Kadaz glances back at the party getting ready. Too much talking, not enough doing, he thinks as he idly rotates his axe.

He glances over at the bugbear with the dog and nods, approvingly. "Lang, can you see in the dark?" he asks. "If so, you should go near the front with me."

Birdie is a bit more cautious about the new dog. He moves a bit towards Sunshine and sniffs, trying to get a read on the friendliness of this newcomer.

Belkior 
Monday July 17th, 2006 9:17:03 PM

The halfling cleric listens to Angus' proposal to separately check with the temples and other investigators and also send people to the tenement.

"Angus, it's past supper time. While there will surely be priests and other attendants at the temples, I doubt that we could easily find the senior priests who would have investigated. And, for that matter, I doubt that we could find the investigators from the Mage Guild, either."

Then he nods to both Shadow and Xenia. "But I like the idea of checking the place out first before we go in."

Moving Out (DM JohnP) 
Monday July 17th, 2006 10:42:30 PM

With kadaz' suggestion, the two groups immediately start to plan and prepare to head out. There is a discussion of exactly how to go about it. Angus, among others, had suggested that some people go to spy out the tenements while others go to speak to the investigators from the temples and Mage Guild. However, Belkior reminded everyone that it is after supper and actually fairly late. After thinking about, everyone comes to that same conclusion.

At this time, it appears that Mira is speaking for the Plateau City group while the Shields are looking to Angus for direction. Mira's suggestion of stashing gear at their apartment makes sense. Those people who want to investigate tonight pay for their food and drink at Sampson's and then walks over to the apartment. The warehouse is also close but probably not as secure unless some people were left behind to guard whatever is left behind.

Moving the short distance to the apartment reveals the difficulty of moving so many people with any kind of ... discretion, Shadow might put it. If they want to check out the tenement before going in, they will need to send some people ahead of the main group.

Once the Shields have stored their gear in the apartment, it's time to sort out exactly who is going where. Right now, there seeem to be four, or maybe five, options. People could either:
- stay behind in Sampson's to keep drinking;
- stay at the apartment;
- try to find investigators from the temples and Mage Guild;
- go ahead to scout the tenement; or,
- ready themselves as part of the main group going to the tenement.

Of course, some method of communication between the scouts and the others will need to be worked out.

DM Request - Please indicate what each character is doing.



Edmund 
Monday July 17th, 2006 10:57:41 PM

After listening to the plans being formulated, Edmund agrees that little could be accomplished in the evening. "Hunting vampires at night?" Incredulous, he shakes his head. "No, no. You must hunt them when the moon is full, and in Orion. Only then can you pierce their hats with weapons!"

It is apparent however much Edmund has had to drink (though it didn't look like much), it was too much. He also doesn't seem like the sort of person inclined, even in the best of circumstances, to be quiet. These are clearly not the best of circumstances. Therefore, he makes his way off to his room in the apartments for, "Research, research, that's the way to get 'em!" Once there, he promptly falls into bed, where he will sleep until the following morning, if left uninterrupted.


Wynn  d20+16=29 d20+10=28
Monday July 17th, 2006 11:05:47 PM

As talk turns more serious and plans are discussed, the bard leans in and voices his opinion. "I don't know much about this 'Nightmare Quarter' but by the looks of it, I think we should wait for daylight to investigate...but if there is going to be a scouting party back to the tenement, I'll be going."

The bard pulls his hat out of his vest pocket, puts it on, and with a few careful adjustments soon looks eerily like one of the many denizens he had seen earlier outside of the tenement; a dirty, thin, unkempt beggar or thief with a patch over one eye and a decided limp. His cloak has taken on the appearance of an old winterblanket, moth-eaten and filthy from too many nights on the street. Any clues as to his armour and weaponry are concealed beneath the disguise. He coughs once, a wet sounding cough that sounds as if it comes deep from within his bronchial passages. [Diguise=29, Perform=28]

"I can also cast a simple spell that allows me to whisper what we may see to as many as four others, although it does not last but 40 minutes".

Wynn will accompany any who go into the Nightmare Quarter, although he will try to make it look as if he is on his own and not part of the group, perhaps he will be unnoticed as just another outcast of society. He will cast message on two of the scouts and two of any back-up party just before they split up.

Conner 
Monday July 17th, 2006 11:14:05 PM

The fighter rises to his feet and crosses his massive arms. A smile of anticipation crosses his face. "Lots of nightwork to be had soldiering" he says. "Sounds like I'd be better off as part of the second wave, reinforcements if you like" he pats the hilt of his sword and reaches for the spiked shield that leans against the wall behind him.

"Can you use that sword you hid beneath yer cloak?" he asks Wynn.

Conner will accompany any scouting party to the edge of the Nightmare Quarter and then take up a ready position where he can provide immediate support to the scouts if required.

Arm 
Tuesday July 18th, 2006 5:54:32 AM

After cotemplating the situation for a bit, Arm realizes that it is probably best if they wait until the morning to inquire with the investigators. Turning to Mira, he voices this and continues, "If you wish to hang back a bit and follow the lead group, that's fine with me.".

To the newcomers, he says, "Do you have a place to stay? Unfortunately our apartment is not large enough to accomodate all of you, but we can certainly take some of you in until you find more permanent lodgings.". After he says this, he wonders if Mira would be willing to share a room with him, but for some reason he is pensive about asking her at the present.

Angus 
Tuesday July 18th, 2006 8:20:27 AM

The tall sorcerer stands and stretches. "Fighting some undead at night is not a healthy proposition, if that is what you think we will be facing during our scouting of the Nightmare quarter. We could not defeat the vampire Sarah at night, as she was too strong. If we wait until morning we can all prepare spells for the day and then also not split our forces. We can go see the investigators at the Mages Guild after breakfast and then check on the Nightmare Quarter after lunch. This way we all have the same information to work on, we do not know what the investigators have found that may be helpful in the Nightmare Quarter. Full sun is a good time to investigate the Nightmare Quarter, especially if we suspect vampires or their ilk. Mira What do you think?"

Angus finishes his wine and leaves some money for the bill and winks at the big bugbear "Thanks Lang" as some inside joke just transpired between them.

Angsu looks at Wynn "Excellent tactics my friend and you may want to link your message or I can use mine to like the two groups together, recon and support, just in case things get hot. Mira do you also have a message cantrip at your disposal, very handy you know."


Belkior 
Tuesday July 18th, 2006 9:48:12 AM

The halfling cleric stands with the others, slowly stroking the fur on one leg with his fingers while he listens.

"If you're planning on scouting tonight, there should be some people ready to rescue them if need. Not that they'll probably need it but just to be careful, of course."

"Although it now sounds like we'll be doing this in the morning. In which case we should turn in and get a good sleep tonight to be prepared. In the morning, I can either go with the backup for the scouts or head to the Cathedral of Light. I do know several people there from when I attended seminary. The Gargulites ... well, I didn't associate with them much."

Sub needed - Does anyone want to take over Belkior for the next while?

[ I'll take Belkior, John. Last CS I have for him was dated: "Date Updated: May 11, 2006". Is that the latest? Do you have a Spell List for the day? -- Al ]

Thar ail Baerer 
Tuesday July 18th, 2006 10:18:31 AM

The elven ranger/cleric waits in the apartment for a short while, as everyone gathers their equipment. He then says "Well, I'd like to be in the scouting group, as I want to get an idea of what we'll be facing. How will the scouting group let the 'reinforcements' know if we need help? I don't have any spells that could do that, but does anyone else?"

He then prepares to leave, once the scouting group exits.

Shadow 
Tuesday July 18th, 2006 10:24:49 AM

Shadow was all for using the cover of night for his and Xenia's recon, but listening to the conversation of undead he pipes up, "I think you might be right in your guess that it would not be smart to think there are no undead involved if this tenemant is housing some of the cult. We should probably wait till morning to do a full recon, but I am willing to still go tonight if the group decides they can't wait." He looks around the two groups to see what everyone decides.

Mira 
Tuesday July 18th, 2006 10:30:50 AM

Mira stands, and wraps her big cloak around her. When several of the party suggest waiting until morning because the night might favour their enemies' strengths, she stops.

Pulling on her lower lip, she thinks for a bit before answering. With an applologetic look at those who are making ready to go into action, she says, "Angus has a valid point. We should have our wits about us before checking out something so dangerous." The sorcerer's eyes follow the progress of the inebriated wizard, Edmund, as he makes his way through the tavern. "Famina and Xenia can crash in my room, and if you've got bedrolls and such, there's space in the common room...I think. A short rest for those who need it to be at their best. Those who don't need a lot of sleep, can work on strategy."

A sly smile plays across the woman's face, "we move out at sunrise!"



Xenia 
Tuesday July 18th, 2006 12:09:24 PM

"I think it's worth a look see." Xenia pulls a shirt of flowing black enameled mithril links from her haversack along with a large square of black cloth. "The streets are different at night. Different people. Mostly people what don't ask questions and don't get into other folks' business 'cause they don't want other folks to get into theirs."

The dark rogue begins tying the square of cloth around her head in a bandana that hides her red hair.

"Remember when we went in earlier today? Everyone was staring at us. Just the plain folk who live there. That's 'cause we don't belong, and they know it. We go in like that in the morning with a group of ten or more and it's gonna be like coming in with an army. That's fine if that's what you want. Or if you're the City Guard. It's safe. But the stuff you're gonna find out is gonna be over by the time you find it out."

"I think Mira was right. If this Lady Ilonia girl is on the run, then it might be time's against us. If there are Undead, they're gonna be working in the dark, and that means they'll have a whole nights jump on you while you sleep."

"I say we do a soft recon. No contact. Fixed objectives. We go in. Find out if they got sentries, guards, or watchers. Find out if there are any undead guys. Map all entrances and exits."

"If it's all quiet, then could be the place is clean. Or, probs we're too late."

"We could use backup, a'cause there's always the chance of trouble. And it wouldn't be a bad thing to have everyone along. In case we come on something really big going down. With two Message relays, the main body of folks could follow over 500 feet behind pretty safely."

"Me and Shadow on point. Wynn following 130 feet behind in disguise. Angus and Syr 130 feet behind Wynn and the rest 180 feet behind Angus and Syr."

"I'm for having a look see now. Unless you need the sleep or there's something else you wanna do tonight."

"Um," she holds up the mithril shirt, "there any place I could change into this, Mira?"

Angus (Illegal second Post) 
Tuesday July 18th, 2006 1:11:27 PM

Angus smiles at Xenia "I am always up for some excitement."

Angus then looks at Mira "As Xenia indicated we can do a layered approach, but I leave it up to you if we do a quick recon now and then more exact in the morning, as it is your city and you have discovered most of this evil. If we do go I suggest you stay with my group and we can add a few warriors in to, can never have enough warriors around, maybe Conner to balance out Syr." As Angus seems to take the measure of Conner, as he tries to mix the two groups.



Lang & Sunshine 
Tuesday July 18th, 2006 1:41:26 PM

"Yes, Kadaz I can see in the dark. I would say my dark vision starts to fail at about 60 feet."

Sunshine's tail keeps wagging as he and the dog Birdie make acquaintances. Sunshine does not approach the other dog Sheyla, but stays near Lang.

OOC - There are 2 dogs in the PC group?

Lang listens to the plans that are starting to formulate. His interest in meeting with the investigators is minimal. His ears perk up when they start talking about doing a little recon. He frowns slightly and shakes his head when he is left off the front lines of the recon team.

"Xenia, I should be at the front of the recon group. Do not let my new form make you forget that I am quite adept at keeping out of people's views and people's ears. This new form also granted me darkvision so I can easily move around without having any light source. Also, I have the power to enhance my speed to move faster than most humanoids. And lastly, if things go bad I will be where I need to be."

Xenia (2nd Illegal Post) 
Tuesday July 18th, 2006 2:28:17 PM

"Sounds good," Xenia calls out from the small space she's found in which to change. "Haven't seen you slink around since you changed into a bugbear, Lang. But you did a good job snipping when we took on the Hearts in that Courtyard on Trash Level."

"Be good to have your sense of smell there too. Think you could scent undead inside if we get outside one of the windows in that building?"

Xenia comes out dressed in black chain armor, rapier at her side. Her velvet party shirt she folds and slots into her haversack.

"I mean, it's not like we didn't get a good whiff of them back at the plantation, is it?"

Syr 
Tuesday July 18th, 2006 2:45:44 PM

Syr runs a hand down his black ponytail, "Sounds like we have some work tonight. I'll go to wherever there is need boss. Paired with Conner is fine be me."

Lowering his voice so the barbarian can't hear, he mentions to Connor, "I could use a new partner. Famina's great but she's more of the grunt and nod type." Looking up at the large man the elf smiles modestly, "I know I don't have a sword like you but I think you'll be pleasantly suprised that I can take care of myself." He clenches his fists before him as tendons and veins pop up from his arms in response.

Wih a thoughtful look, he asks those assembled, "Hey, I know everyone wants to have input but it might be best to appoint a single tactician? I mean, we are all after the same thing, right? To make this work effectively it helps to make one decision. Just look at this situation, we have people going to the apartment, going on recon, hanging back, staying with the forward group. I just want a little bit of organization. On top of all that, we don't know what each is capable of. Me for example, don't let these good looks fool you." He smiles as he pokes fun at himself, "I tend to fight unarmed, unarmored and fast."



Famina 
Tuesday July 18th, 2006 3:09:37 PM

"I suppose you're right, dawn it is." Famina is somewhat disappointed...what's the point of fighting undead if they can't fight back? Still, it's probably more effective. Going in at night to look around seems foolish, but fun. Still, she knows she'll not get in the group, what with her plain old human senses. She feels like pouting a bit, but decides it's better to just overlook it and puts away her beer. "Scouting might be good, but wouldn't it be worse at night? I mean, if the undead are out, they might feed on you. Wouldn't it be better to scout during the day? ..or better yet, scout at just before dawn, when the undead return to their crypts, and people have yet to awaken, and there's a good solid hour or so..." Famina shrugs. "In any case, I suppose I'll turn in early, to prepare for tomorrow. Thank you, Mira."

Thar ail Baerer 
Tuesday July 18th, 2006 4:03:08 PM

Listening to the discussion re: the advance scouting group, Thar speaks up and says "I'd like to be with the advance party instead of sitting back. I dont have to necessarily be with Shadow and Xenia, but do want to be involved in the recon efforts vs. being part of a relief party. My ranger skills could come in handy."

Kadaz 
Tuesday July 18th, 2006 4:25:08 PM

Kadaz listens to the strategy and hears some good ideas. "I haven't fought vampires before while you have, Xena. The idea of a scout tonight with an open attack in the morning makes sense. So I suggest you direct us for this night time scout. But I'm not sure we need 500' from front to the back of the group - that's a long way for reinforcements to come if they're needed. How about 3 groups each only about 150' apart. Will the message spell go that far? I'll be in the last group as I am probably the noisiest one here." He glances ruefully at his armor - no way to move quietly in this pile of metal.

He looks over at the bugbear. "Lang, keep Sunshine away from Sheyla. The wolf is not very friendly.

(OOC - I'm also looking for a subsutitute for Kadaz for next week. He's very easy to play - just pound anything in his way into the dust!)

Off Into the Dark (DM JohnP) 
Tuesday July 18th, 2006 9:52:14 PM

Even before various options are discussed, Edmund decides that it's time to rest. Since he was making even less sense than usual, that's probably for the best.

After some hurried discussion, the others arrive at plan to scout the tenement. At least the outside to determine who or what might be guarding it. After some discussion, the group decides to split into three parties.

The first group - Lang, Shadow and Xenia - will approach the closest to the building. As Xenia suggested, they won't actually go in but will see (and smell) what they can. Lang's companion Sunshine may be convinced to stay with the others or accompany the ranger.

The second group - Conner, Syr, Thar and Wynn - will hang back farther but will keep the advance scouts in sight and range of the Message spells cast.

Then, at a greater distance, most of the others will try to stay out of sight. That group will contain Angus, Belkior, Famina and Kadaz. Birdie, of course, is with Kadaz.

Arm and Mira waver about staying or going out, but still have a chance to make that decision. From what they said, they'll probably go with the main group.

That still leaves the druid Ash who hasn't said anything. And, of course, the sleeping Edmund.

+++++


Those who decide to go out make their way through the darkened streets of Plateau City. Here in Trade Quarter, a large group of people would seem unusual unless they were heading home from a tavern or suchlike. As everyone moves east in loose groups, they manage to sort themselves out and try to be inconspicuous.

Once they enter the Rogue Quarter, it's a bit easier to blend in. Despite the hour, there are still groups of revellers and other less honest folk still out on the streets. Several of the taverns are still open and music flows from the open doors and windows. The streets get darker and rougher as they get closer to Nightmare Quarter. At this time of night, it's difficult to tell exactly where the dividing line is, particularly since many of the beggars are working the crowds in Rogue Quarter. The main group decides to linger on Skull Street which forms part of the boundary between the two quarters. There's enough traffic here that they're not too obvious.

Even in Nightmare Quarter, it's not too difficult to blend in. Or, rather, to be not noticed since few, if any, people wandering the streets of this Quarter at this time of night have wholly legitimate business in mind. Men and women of all races and descriptions linger on the street corners offering to sell various substances, services or themselves.

The second group decides to wait on the edges of Skull Market around the Temple of Marteaus. The advance scouts creep closer to the tenement.

DM Note - The above groups are only approximate. If your character is doing something else, describe and the groups will be adjusted.

Advance Scouts - Into Nightmare Quarter (DM JohnP) 
Tuesday July 18th, 2006 10:13:36 PM

Lang, Shadow and Xenia only - Highlight to display spoiler: {The trio drift forward towards the tenement. As they move, they try to keep one another in sight without seeming to. The spell really helps since they can communicate by only whispering.

Crossing Skull Market at night is far different than during the day. There are vendors who set up stalls in the evening. Some, offering more legitimate goods, are beginning to close up their stalls and head home. Others offering illegal goods or services are only now displaying them for all to see. Added to that are the people drifting about, making whispered offers of even less reputable goods. Some offer to sell right there while others suggest visiting shops in the streets and alleys leading away from the market.

Finally, everyone is relatively close to the tenement. Unlike the day time, there aren't any people obviously loitering on the steps.

Please describe your approach, etc., making skill rolls as appropriate.
}

Back-up Scouts (DM JohnP) 
Tuesday July 18th, 2006 10:21:18 PM

Conner, Syr, Thar and Wynn only - Highlight to display spoiler: {The edge of Skull Market is decidedly bad. And over it all looms the Temple of Marteaus. For some reason, the temple is lit by magic fires than burn with bilious flames that cast everything in the market with a sickly green tinge. In this light, it is impossible to determine healthy from sick.

And the goods and services offered in this market are definitely less than legal. Even if the spellcasters doubt that much of it actually does anything, the goods are still illegal or, at least, repugnant.

It's already beginning to wear on the nerves, this silent waiting for word from the advance scouts. It would be even worse without the spells that allow communication.

Please indicate what you are doing, making skill rolls as needed, etc..
}

Wynn [AC=21; HP=59] Message, Disguise  d20+6=25
Tuesday July 18th, 2006 10:45:30 PM

Excited by the adventure ahead, the bard recites a poem he picked up along his travels. It certainly helps to calm his own nerves.

Deep at the end of Nightmare Street
Lies a heart without any beat
It rests inside a man so old
His veins run with blood that's icy cold

If you dare and seek him out to learn of his ways
You'll be forever sorry and always rue that day
For you'll be turned to cold grey stone
No longer a living person of flesh and bone

Down the road lies the Black Cathedral, Shrine to Lord Marteus
For the great pandemic he surely dost prepare us
Domi's greatest enemy, he cleaved his heart in two
Made the Wold a dangerous place for the likes of me and you

Filth and disease are his calling card
Those he touches are forever scarred
Their minds are tormented and their bodies wracked with pain
If they don't die early they will surely go insane

Right in the middle is a barren space
Despite the prayers and wishes it remains an unholy place
Permanently in ruin and forever cursed this way
The Scar's a place of legend where monsters yet hold sway

Still, the Nightmare Quarter isn't really oh so bad
If you are a wizard that's gone decidedly mad
Lots of poor downtrodden to turn into undead
Their eyes on fire glowing bright bloody red
Yes the Nightmare Quarter is the place of dreams
Wakes you up in cold sweat just to hear your screams


At the appropriate time he casts message on Xenia, Shadow, Conner, Syr and Angus. He also offers to cast disguise on one other member of either the scouting party or his own team in close support "It will let you blend right in" he offers.

Once they actually enter the Nightmare Quarter, Wynn, disguised as one of the downtrodden denizens of the quarter makes his way from one refuse bin to the next, trying to remain inconspicuous. "Let me know what you see" he murmers to Xenia and Shadow from a safe distance. "Angus, Conner,Syr, can you hear me?"

Wynn maintains a watchful eye on those around him as he awaits word from the advanced scouts [Spot=25]

OOC: Message lasts for 50 minutes

Conner [AC=22; HP=62]Message  d20+4=16
Tuesday July 18th, 2006 10:48:40 PM

Conner saunters casually down the streets of the Rogue Quarter and finally into the Nightmare Quarter. He accepts the message spell from Wynn but declines the disguise. "I think I fit in pretty well here" he rubs his mohawk and taps his temple near the large ornate tattoo.

Once in the skull market he loiters about and tries to keep alert for any danger whilst listening to any whispered messages. [Spot=16]

"I can hear you fine" he whispers back to Wynn.

Xenia (AC22, HP 48/48)  d20+19=30 d20+14=27 d20+16=31 d20+16=20
Tuesday July 18th, 2006 11:27:08 PM

"We're outside the tenement, Wynn." Xenia walks tall and casual through the darkness that fronts each building. What she can't cloak in the shadows, she hides with the heedless walk of a native with no more to hide than anybody else. The eyesight of her elven heritage drinks in the slightest bit of light and paints the dark like daylight for 120 feet in all directions.

"Shadow, Lang, I'll stand off and watch the roof and the windows from across the street. Why don't you move in and work your way around the building. I'll warn you of anything your coming up on. Or of anything that's coming up on you."

"How far off are the others, Wynn? Just in case this all breaks down? Looks quiet for now. But you never can tell. I'll feed you a running report."

Rolls and Actions
Spot 30
Listen 27
Hide 31
Move Silently 20

Active Effects
Message (Duration 50 minutes)

Mira 
Wednesday July 19th, 2006 12:21:12 AM

The sorcerer blows a little air through pursed lips, which causes a loose whisp of her hair to rise up, then return to the same place. Impatiently she brushes the stray strand out of the way. "Look," she says, "if it was up to me, I'd just as soon fireball the place and leave it at that!"

There is an exasperated look on the sorcerer's face, "I'll come, but I'll need to get at least a little sleep before the night is out." The woman looks briefly at her newest aquisition, worn on the middle finger of her right hand, then she looks at Arm. "How about you?" she asks, adding, "should we fetch Edmund, and see if we can sober him up?"

(OOC: Mira will swing by the apartment to see if Edmund can be helped, before joining up with the others...those at the very back.)

Edmund 
Wednesday July 19th, 2006 2:01:07 AM

When and if awakened, Edmund will protest rather violently, but more or less nonsensically--"Not in the mustard pot!" before he realises what is going on.

"Time to move out already? Good heavens, you people don't waste any time. Whatever happened to rest and relaxation? I mean, really! I don't expect there's time to have bath first, is there? I should at least like some time to arrange my thoughts, read over my spell book, and that."

If given such time, Edmund will use it to study his spellbook and memorise his spells for the day. He doesn't appear to be at all inebriated any more, but this is almost certainly because he had very little to drink.

"You do know," he says rather miserably, "That the moon is almost certainly <i>not</i> in Orion, and consequently, the destruction of any vampires encountered will be most difficult. Once they curl up into their hats, they will deploy their whatsits, and there'll be nothing we can do about it!"

If this doesn't make much sense, what comes next is possibly even worse, all said with the straightest face whilst he manages his morning preparations.

"My brother and I used to go out of an evening to step on the little blighters, but they'd always pull up into their hats. It wasn't until much later that we were told the trick about the moon. Sure enough, they didn't have their hats on then. They take them off to charge the follicles. Keeps their hair lustrous. Clever little people. But vicious. Terribly vicious."

It should now be fairly self-evident that Edmund is not talking about the same kind of 'vampires' as the rest of the party. Either that, or he is lying outright.

Once prepared, he nods decisively to Mira. "All right, I'm ready. I hope we'll all come back from this mess alive. I expect the Evil Elf Sorceress Queen will have more up her sleeves than a few paltry vampires."

Kadaz (AC 24, HP 63/63) & Birdie (AC 17, HP 7/7)  d20+1=6
Wednesday July 19th, 2006 5:45:18 AM

At the back of the group Kadaz tries, not very well, to keep an eye on what is going on around him. At least he can see in the dark and doesn't depend on the irregular lighting. (spot 6)

Even though he understands the reason for the party division it rankles that he's not in the front. Tomorrow morning it will be his turn to kick down some doors.

Arm 
Wednesday July 19th, 2006 8:51:37 AM

Turning to Angus, Arm says, "Even if Mira does not have the 'message' cantrip, I do, so we'll be fine.".

Clearly seeing Mira's consternation, he attempts to calm her down, "It won't take very long, my dear, and I confess that I am a bit curious as to what we'll be getting into. If you get too tired, I'll gladly return home with you.".

Angus - message 
Wednesday July 19th, 2006 9:17:52 AM

Angus casts message also and uses it to keep Mira, Arm and Syr to keep the group connected and up to date on information.

Through the message spell Angus talks to Mira and Arm "Take you time and get Edmund it you can. Then work your way back toward our group. No rush and do not draw attention to yourself."

Through the message spell to Syr "Hi quick one. I trust you are ready to run in either direction."

When Angus heres Arm's grumbling he comments through the message spell "You should see me in the morning if I do not get my eight hours of sleep."

Active spells:

Message

Shadow  d20+4=21 d20+10=29 d20+10=16 d20+4=16 d20+4=17
Wednesday July 19th, 2006 10:40:16 AM

When Wynn offers a disguise Shadow asks, "Could that be used on our big friend here?" Shadow indicates Lang. "It would help us to be more incospicous when we actually get to the building."

When Xenia suggests that she stay and watch the front of the building, Shadow nods. He then grabs Lang's arm and pulls him a little ways away from Xenia and says too loudly, "Oh, I thinksss I ammm gonna be sick. Come on and keep meee from dropping in me own vomit." He pulls Lang to the side of the building wobbling like he is way too drunk. Once on the side of the building he will bend over like he is emptying his stomache and will look between his legs his legs to see if anyone is watching. He will remain this way until he is sure there is no one watching. He will then move off around the building to see what info they can gather.

Rolls for actions:
Perform = 21
Move Silently = 29
Hide = 16
Listen = 16
Spot = 17

Syr  d20+9=23 d20+9=29 d20+4=20 d20+8=21
Wednesday July 19th, 2006 12:26:42 PM

Nodding to the message in his head from Angus he whispers back, "Don't take this the wrong way but I could go either way."

He points once at Wynn to acknowledge that he hears and then moves slightly away from the group, blending into the dark walls on the street. Looking for any spotters from above and behind he waits there to hear from the front party.

Hide in Shadows 23, Move Silently 29 Listen 20, Spot 21

Lang (AC 24; HP 92/92) & Sunshine (AC 22; HP 47/47)  d20+14=23 d20+17=25 d20+15=26 d20+6=7 d20+6=17
Wednesday July 19th, 2006 2:00:44 PM

Lang nods in agreement as the groups are decided. He moves towards Angus with Sunshine at his side. Lang looks down at Sunshine and says, "Defend", giving the order for Sunshine to defend Angus (animal handling 23).

Lang moves off with Shadow and Xenia. As is his custom when in a city and expecting violence, Lang retrieves his quarterstaff from his quiver and uses it as a walking stick. He stays behind Shadow and Xenia to give them a clear view as they move towards their destination. Lang hears Xenia's order and he follows Shadow's quick plan of deception, and adds his own part.

"Yes, my friend let's move over here so you do not make a mess on the street. Ugh, not on my feet again."

Lang gets a little distracted to notice much behind him, but keeps an ear out for Xenia or other noise.

Move Silently 25
Hide 26
Spot 7
Listen 17

Sunshine remains next to Angus, ready to defend him if needed.

Thar ail Baerer  d20+8=25 d20+8=25 d20+10=21
Wednesday July 19th, 2006 6:55:01 PM

Noticing that he didn't have "Message" initially cast on him, Thar asks Wynn (before he finishes the casting, etc.) to add him to the distribution.

As the 2nd group continues moving, Thar will attempt to silently move towards the edges and dark areas of the street, blending in to the best of his ability and moving silently. He'll also watch for anyone that could be acting as lookouts or early warning scouts.

He'll go to the opposite side of the street from the dark elf.

MS - 25
Hide - 25
Spot - 21



Belkior/Sub Al (AC20, HP40/40) 
Wednesday July 19th, 2006 9:28:10 PM

Belkior walks on cat feet along side Angus, Famina and Kadaz. That is not to say that the halfling was quiet as a cat. But surely there must be some advantage if you're going to have the legs of a cat.

When he had been in Plateau City before he had rarely gone out at night, and certainly not to these Quarters. Now, here at last, he looks around with a dubious eye.

"Angus, do you think ... " He shakes his head. " ... Well, if there are going to be undead ... " Belkior sighs. "I suppose we'll just have to wait for a sign from the others." Belkior looks up at the evil facade of the Temple of Marteaus, his face is a mask of trepidation.

Advance Scouts - Around the Tenement (DM JohnP) 
Wednesday July 19th, 2006 10:29:41 PM

Lang, Shadow and Xenia only - Highlight to display spoiler: {The three scouts get closer to the tenement, trying to determine who (or what) is standing guard.

Xenia stands back across the street and looks over the building. She doesn't see much at this time of light. There are some faint lights inside some of the apartments, probably just candles or the like. Nobody is standing watch on the steps of the tenement.

Shadow concocts a ruse that he executes with Lang's assistance. He seems quite convincing as a drunken reveler who had too much to drink. With the bugbear's assistance, he mvoes closer and eventually circles the building. The sides of the tenement are close to the neighbours and the night sky is nearly blotted out. There is an alley behind the tenement that looks to be where most of the refuse is deposited, not all of it in the bins provided. There is also a rear door that isn't secured, moving slightly in the breeze.

None of the three are close enough to hear very much. If there ever really any watchers on the tenement, they're doing something else now.
}

Back-up Scouts - Hanging About (DM JohnP) 
Wednesday July 19th, 2006 10:36:44 PM

Conner, Syr, Thar and Wynn only - Highlight to display spoiler: {These four are mainly occupied with relaying messages between the advance scouts and the others. So far there hasn't been any screams for help or, for that matter, ominous silences.

Loitering about Skull Market, the four are able to observe some of the other people who are there. One person who catches their eyes is a tall person - they're not really sure what race because of the full plate armor they are wearing - who is striding towards the Temple of Marteaus. It's the way that the crowd parts for this person that is striking, that and the swirl of the crimson red cloak that hangs from their shoulders.
}

Everyone Else - Hanging on Skull Street (DM JohnP) 
Wednesday July 19th, 2006 10:44:07 PM

The others loiter about on Skull Street, waiting for word from the scouts. As they wait, Mira appears with the new wizard in tow. Edmund is still muttering about vampires in hats and Belkior is beginning to wonder if he needs to examine Edmund's head for injuries. Of course, nighttime on Skull Street means that nobody looks twice at a raving drunkard being supported by a slight woman.

Those trying to hide are both hindered and aided by Belkior's presence. The Paragon emits a slight glow here that draws the attention of people passing by. While most simply stare at the halfling with the wweird legs, he also draws a crowd of people seeking healing or other attention.

In comparison, Kadaz and Famina pass nearly unnoticed. And, as far as the casual eye can tell, Angus is simply a mage shopping for spell components. Arm hangs back in the shadows and waits for things to happen.

The druid, Ash, must have decided to stay back in the apartments.


Xenia (AC22, HP 48/48)  d20+19=35 d20+14=28 d20+16=35 d20+16=34
Wednesday July 19th, 2006 11:32:41 PM

"Nothing so far, Wynn." The dark rogue moves down the street parallel to Shadow and Lang as they make their way toward the side of the tenement. "A few small lights in some of the windows. No one on the roof that I can see. No watchers on the front steps. Lang and Shadow are headed around back. I think they said something about an open back door."

"Lang, Shadow, looks tight in there. We go in, we can be boxed real easy. Lang, why don't you check out the back alley. You're probs the only one who can really see back there anyway. Shadow, watch Lang from the rear corner. I'll watch your back from the front corner."

Xenia crosses the road, quick and silent. Her slim dark form merges with the corner of the building. The elfish girl's green eyes drink in the street at night. Her rogue's instinct itches to take this inside. But the discipline of her training keep her at her post.

"What do you see, Lang?"

Rolls and Actions
Spot 35
Listen 28
Hide 35
Move Silently 34

Active Effects
Message (Duration 50 minutes)

Mira  d20+2=13
Wednesday July 19th, 2006 11:58:40 PM

"Snap out of it, Edmund!" says the green eyed woman with the dark hair, as she grasps the wizard's shoulders and gives him a shake. "If you don't stop talking, I'll...I'll use my magic."

Mira isn't sure what spell to cast, seeing as she doesn't have Silence. She does have some rather nasty scrolls, in her scroll case though.

After a quick look around (Spot=13), the sorcerer looks past Edmund, and over to Arm. "What's going on? What are they telling you?"



Kadaz (AC 24, HP 63/63) & Birdie (AC 17, HP 7/7) 
Thursday July 20th, 2006 6:27:26 AM

Kadaz looks at Edmund and in suport of Mira shakes his axe at the nattering wizard.

(OOC: still looking for a sub for next week. Without one Kadaz is going silent.)

Arm 
Thursday July 20th, 2006 8:41:56 AM

Retrieving his hat from a pocket, Arm affixes it to his head and attempts to help Mira with Edmund, "I don't have a silence spell, but I DO have charm person. Do you understand, little one? Cease and desist before you ruin it for us all and force me to do something that I'd really rather not.".

To Mira, he says, "As of this moment, they're still planning on how to enter the tenament.".

Famina 
Thursday July 20th, 2006 8:58:27 AM

(I'll take over your character if you want for a week... send it over to mikey_powell@hotmail.com)
Famina doesn't try to look out of place...she knwos that in trying, often one will draw too much notice. Instead, she just casually waits, leaning against a wall, watching nothing in particular. Though she does occasionally glance at a woman selling herself, with great distaste. If any guy event hinks about approaching her asking for a good time, she glares angrily at him, and reaches for her weapon slightly...


Lang (AC 24; HP 92/92; Sunshine 22; HP 47/47)  d20+6=20 d20+17=22 d20+15=33 d20+6=25 d20+6=25
Thursday July 20th, 2006 9:41:18 AM

Lang hears Xenia's instructions to continue the reconnaissance of the building. Lang quickly looks around to see if they have aroused anyone's attention by being on this street and near this building.

Spot 20

Satisfied that the area is clear of observers, or at least anyone that is interested in what the three of them are doing, Lang creeps forward down the alleyway.

"Watch my back Shadow", Lang whispers to his new companion.

Lang stealthily slinks down the alleyway. With Shadow at his back they make there way towards the partially open door. Stopping near it he goes still and listens intently for any noise inside the doorway. Without opening the door anymore than it is, Lang peers inside while remaining hidden and quiet.

Move Silent 22
Hide 33
Spot 25
Listen 25

Sunshine nuzzles Angus's hand as he waits for his master to return.


Belkior/Sub Al (AC20, HP40/40)
  d20+4=23
Thursday July 20th, 2006 12:19:18 PM

" ... er, no. I don't come here often ... "

" ... the Temple of Light has wonderful facilities for that ... "

" ... yes, well cleaning can be a bit of a problem ... "

Belkior feels like doing nothing more than hiding in and amongst the forest of his companions' long legs. But the Paragon of Alemi hold his own amongst the curious and the seekers. He smiles and nods and the right things to say just seem to come to him. Even amidst the swirling crowd of Big People. (Diplomacy 23)

Thar ail Baerer  d20+4=19
Thursday July 20th, 2006 3:16:55 PM

Thar tries to remember what sort of person would be wearing a red cloak and going to the temple of Marteaus. It could be a paladin or some other clerical figure, but this is an odd place for such a person to be around, especially traveling in such a bad part of town.

He continues skulking in the darkness, watching for anything suspicous to happen and
hopes that the Advance party is having success.

Knowledge (Religion) = 19

(OOC - John, do you need Spot/MS/Hide checks each round for the Second scout party or just when we move to new areas?)

Wynn [AC=21; HP=59] Message, Disguise  d20+9=17
Thursday July 20th, 2006 3:30:06 PM

Wynn continues to play the part of a beggar and keeps tabs on the progress of the advance scouts through Xenia's running commentary.

"Angus, Syr, nothing to report so far. Lights on in the tenement but no movement, and there aren't any guards to report. Shadow and Lang are checking out an open back door." Wynn whispers back to the rear guard. "Almost forgot, Belkior seems to be drawing a crowd. He's glowing faintly and the locals seem to know he is a healer. Must be something to do with the strange lights here".

Wynn observes the cloaked figure striding towards the temple. Obviously a person of power in his armour and cloak. He tries to remember what else he has heard about the Black Cathedral, its worshippers and clergy, and the general area of the Nightmare Quarter and it's strange lighting. [Bardic Knowledge=17]

[OOC Wynn could only cast message on 5 persons so he chose two of the advance scouts, one middle scout, and two of the rear guard - none left over for Thar - Sorry!]

Conner [AC=22; HP=62]Message  d20+4=17
Thursday July 20th, 2006 3:36:23 PM

Conner listens to the group's progress but says nothing. His unease with the surroundings only grow as he observes the cloaked figure head for the Temple of Marteus. He keeps a sharp eye out for anything else untoward [Spot=17]

Edmund 
Thursday July 20th, 2006 3:58:56 PM

Shocked by the threats, less so by threats of charm person, more so by threats of a giant axe, Edmund is reduced to a meek silence preceded only by the words, "I say!"

Briefly flirting with the idea of casting a silent, motionless Charm Person spell on Arm, he decides against the idea as it would almost certainly jeopardise him, as well as everyone else. Looking around, he sees they are all involved in some great plan of which he is not entirely aware. Left out of the message loop, having not been told to prepare a message spell of his own, he feels even more isolated.

Unable to talk, unsure of what to do, and having no idea what is going on, he wonders at what steps he might need to take to facilitate a swift 'tactical withdrawal'. Considering what would happen if twelve heavily-armoured sorcerer-warriors came bounding towards them, he realises his spells aren't much use by themselves. One doesn't defeat groups of enemies with web and glitterdust.

Reaching down to touch the dagger at his waist, he also is comforted a little by the weight of the light-crossbow on his back. This comfort is small indeed. Knowing he would probably succeed only in making his would-be-killers angrier by shooting at them, he continues to look about for possible routes of escape, becoming more and more nervous and frightened, not at all aided by being prevented speaking.

Finding no way of sneaking off without alerting the entire party, and discovering he likes adventures far less than he originally expected, he contents himself with staring at the ground rather sullenly. "At least I shall cast a web spell on the whole mess when they come for us, and maybe that will give me time to get away," he thinks to himself. He doubts it though, being as he doesn't much know the way back to Sampson's for starts.

He doesn't give any other outward signs of his feelings rather than a miserable frown and dim eyes which lack any of their usual excitable glint.

Sighing quietly, he is forced to come to the mental conclusion, "Such is the adventuring life, what."

Ash 
Thursday July 20th, 2006 5:00:16 PM

Ash, having decided to watch out for the inebriated Edmund, decides to hold back and watch what happened.

(OOC sorry John, been a very bad week :( )


Angus - Message  d20+3=13
Thursday July 20th, 2006 7:17:07 PM

Angus draws back a bit and looks down on Belkior "Uh, Belkior, why are you starting to glow? Do Alemi and Marteus have problems with one another?"

Angus will attempt to shield Belkior from view with his body.

Spot 13

Angus scans the crowd, hoping that Belkior does not draw a big crowd, but if he does, hopfully it is a big one so that it will serve as a diversion to help the scouts.

Syr 
Thursday July 20th, 2006 9:33:48 PM

Syr nods slightly out of reflex as he receives Wynn's status report. Other than that the elf is prepared to sprint towards the reinforcements behind him.

The Advance Scouts - Peeking Inside (DM JohnP) 
Thursday July 20th, 2006 9:56:33 PM

Lang, Shadow and Xenia only - Highlight to display spoiler: {Xenia checks over her shoulders, looking for any hidden watchers. But nothing stirs, and she is simply a slightly deeper patch of darkness on this poorly lit street. She whispers to Lang, asking what he sees in the alley.

Lang creeps closer to the back door, trying his utmost to remain hidden. When he gets closer to the unlatched door the ranger's ears detect a low, sonorous chanting coming from inside. When Lang peers inside, his dark-adapted eyes show him a small landing and stairs leading up and down. After concentrating on the noise, Lang thinks that it comes from the basement.

Shadow trails behind Lang in the alley.
}

The Back-Up Scouts - Mysterious Stranger (DM JohnP) 
Thursday July 20th, 2006 10:12:57 PM

Conner, Syr, Thar and Wynn only - Highlight to display spoiler: {Each of the four loitering in Skull Market noted the person walking towards the Temple of Marteaus. The cloaked figure is upon the steps of the Temple before something connects for Conner and Thar. That red cloak ... it was very similar to those worn by the cultists they fought in the basement of Lady Ilonia's mansion.

Wynn can't recall anything of significance about it, however.

Meanwhile, they continue to relay messages between the advance scouts and the others. It's not too difficult to remain hidden here in the market but it might be if they decided to move. As planned, the four are about 150' from the mansion.

DM Note - Move Silent and Hide only when moving, Spot if you think you might want to notice something.

}

Everyone Else - Still Loitering on Skull Street (DM JohnP) 
Thursday July 20th, 2006 10:24:38 PM

Mira and Arm finally manage to quell Edmund but the wizard is none to happy about it. Somehow, in all those stories, there was nothing about standing around and waiting. Or having to be quiet when standing around and waiting.

Meanwhile, Mira asks Arm to share what the scouts are reporting. Provided that the old saying "no news is good news" is correct, everything is going well.

Famina tries to stare down some of the passersby who pay too much attention. That scares most of them off but a loud, very drunk man does approach and inquires loudly as he gestures vaguely towards himself. "Wha' chew lookin' at? Ya lookin' for summa this?"

Angus stands near Belkior, wondering why the mutant halfling is drawing so much attention. The Paragon looks over and shrugs as he talks to the people.

And Ash finally shows up with Shelya in his wake.

Right now, everyone is about 300 feet from the tenement. There isn't any real need yet to hide or sneak but there might be if they wanted to move closer to the tenement.

Arm  d20+4=6 d20+9=26
Friday July 21st, 2006 6:07:34 AM

Grateful that Edmund has finally come to his senses, as they were anyway, Arm reports again to Mira the preparations, then scans the area for trouble (spot=6, listen=26).

Famina 
Friday July 21st, 2006 7:41:33 AM

Stupid old man! Famina curses her luck, as the fool brushes closer, and her hand itches for her sword. Still, that wouldn't be nice..he's just drunk, not fully in control of himself. She might be ruining the others chances, though...
So, she does the only thing she thinks she can do, without risking the others. Slouching her shoulders, she quickly walks back down the street and heads into the closest alley, vanishing from view. (That is, heading away from the temple)
Once out of view, she moves to the side, wondering if the drunk will pursue her. If he does, when he gets to the alley, she'll be able to at least deal with him out of the temple's view.
Still, this means she's not entirely aware of what might be going on back in the temple area.

Shadow (AC 21/18 HP 28/28)  d20+4=18 d20+4=23 d20+10=25
Friday July 21st, 2006 9:48:15 AM

Shadow will continue to watch both directions (the alleyway with Lang and down the narrows between the buildings towards Xenia). He will take out one of his daggers and palm ready to throw in case of any situation that might arise. He tries to blend into the very dark area around him.

Actions:
Spot=18
Listen=23
Hide=25

Xenia (AC22, HP 48/48)  d20+19=33 d20+14=25 d20+16=34 d20+16=31
Friday July 21st, 2006 9:53:07 AM


Chanting? Did he say, 'Chanting'?

"Lang, Shadow. Chanting sounds like cultists to me. I'm gonna relay the main group with a request to move on this place. Hold put for now. But be ready to receive reinforcements and move in. If we get a go, we'll finish the circuit of the Tenement and identify all exits before they arrive. Don't want to let anyone escape."

"You guys see anything wrong with that?"

"Wynn, Lang hears chanting coming from the basement. Tell, um, .... "
Who runs things on their side? The dark rogue draws a blank. " ... Mira. Tell Mira we got chanting here, and ask her if she wants to surround the place and take it."

From the corner of the building, Xenia looks up the street and then down. Then she casts a glace at the rooftop, eying the distance from one roof to the other and searching for possible escape routes.

Rolls and Actions
Spot 33
Listen 25
Hide 34
Move Silently 31

Active Effects
Message (Duration 50 minutes)

Thar ail Baerer  d20+10=28
Friday July 21st, 2006 11:05:59 AM

Finally realizing what the red cloak (on the large man heading to the temple) could represent, Thar relays that it is similar to what he had seen cultists wear in Lady Ilonia's house.

He will continue to watch the man in the cloak and see if anything further erupts.

Spot = 28

"We may have found something that is pretty key to our plans and I agree with Xenia, as this may be the break we've been waiting for. We've got a pretty strong group and if we're going to start a fight, now's the optimum time."

(Wynn, thanks for the info on message. No harm, no foul ;-) )

Kadaz (AC 24, HP 63/63) & Birdie (AC 17, HP 7/7)  d20+1=4
Friday July 21st, 2006 4:28:39 PM

All is quiet in the party at the rear. Kadaz assumes guard position - back to a wall, axe head resting on the ground but haft in hand. He keeps an eye on those walking by has he waits patiently. For whatever reason he is distracted and notices nothing beyond his immediate group. (spot 4)

Birdie also knows what to do in these situations. He shuffles around a bit to smooth the ground and curls up for a nap.

Belkior/Sub Al (AC20, HP40/40) 
Friday July 21st, 2006 4:47:54 PM

"Well ... " Belkior tries to smile at a passing human, boils covering the side of his face. " ... I've always glowed with health, Angus," the halfling replies. "It's part of being a Paragon of Alemi. But ... "

"No. No cat under here. You eat ... Oh my." The halfling draws back a bit toward his friends.

" ... But I suppose being here outside the Temple of Marteaus, amid all of this sickness and disease, makes my Aura of Health that much more apparent."

"Any word from Xenia and Lang? Have they spotted any Undead? I have a spell that can confirm the presence of Undead prepared and ready."

Angus - Mage Armor & Message 
Friday July 21st, 2006 5:00:30 PM

Angus steers clear of the wandering man and takes Belkior's explaination in stride "Well good for you. Lets saunter forward and see what we can see and give Mira and her tardy friends time to catch up."

Angus moves with Sunshine toward Wynn's group. With the message spell he relays to Syr "We are closing the distance. Keep us up to date."

Angus calls on his group of companions "Lets keep up and close ranks on Belkior so he does not draw too much attention."

Angus casts mage armor on himself.

Edmund 
Friday July 21st, 2006 9:31:04 PM

Still behaving rather sulkily, Edmund continues to stare determinedly at the ground, not knowing what on earth he could possibly be good for at the moment. He considers, at turns, readying his crossbow, preparing himself the casting of Web, and hiding under the nearest dungcart, but gives them all up as being likely to provoke danger. This places doesn't look like the sort of neighbourhood where people would take kindly to mages brandishing crossbows.

After several minutes of this, Edmund notices his own feet, and with some amount of surprise and shock declares quietly to himself, "Good heavens! My boots are muddy... or is that mud?"

Sighing dejectedly, and with more than the usual pathos, he does his best to wipe the indeterminate muck off his shoes on some nearby straw. The success of this venture is marginal at best. Feeling more stifled and frustrated than ever, he returns to staring at the ground.

Already he has decided that he would very much like for this particular adventure to be over. He thinks to himself ruefully, "Whatever happened to slaying dragons, rescuing fair damosels in distress, and all that? There are no dragons or damosels here. Just mud--at least I hope it is mud--and dark alleys!"

Edmund does his best not to sigh again.

Lang (AC 24; HP 92/92; Sunshine AC 22; HP 47/47)  d20+6=10 d20+6=20 d20+17=20 d20+15=34
Friday July 21st, 2006 9:35:45 PM

Lang looks back towards Xenia and makes a hand gesture and a sharp nod of his head to show that he understood the directions she gave. He also gives a quick glance towards Shadow to see if he has any information to give out.

Lang quietly stows his quarterstaff and withdraws his two shortswords, all the while listening to the chanting in case it stops or changes.

Spot 10
Listen 20
Move Silent 20
Hide 34

Wynn [AC=21; HP=59] Message, Disguise 
Friday July 21st, 2006 9:59:54 PM

Wynn relays Xenia's message back to Angus and the others. "The advance scouts have heard chanting from inside the tenement. Xenia suggests we move in and take them by surrounding the building. If we do, keep your eyes open for sewer outlets, the cultists seem familiar with them and may escape through them again!



Conner [AC=22; HP=62]Message  d20+1=9 d20+2=15
Friday July 21st, 2006 10:04:06 PM

"I vote we take them now" the fighter whispers to the others. He starts slowly moving towards the tenement in case his support is needed. He tries to stay in the shadows as much as possible without overtly looking like he is hiding. [Hide=9, Move silently=15]

Syr 
Friday July 21st, 2006 10:07:23 PM

Dropping his voice to a whisper, he tells the group he is with, "The cavalry is coming in. I haven't heard anything from up front yet."

To Angus, he 'whispers' "Wait until Wynn chimes in with a report from the front." At just that opportune moment, Wynn updates Angus. "How about we assemble the troops here while the advance team decides where we need to allocate people."

Mira 
Saturday July 22nd, 2006 11:48:11 PM

"What are they saying?" whispers Mira, excitedly. "If we are to move forward, I can make some invisible for a little while." Turning to the sulky wizard, she asks, "what about you, Edmund. Surely you have something up your sleeve?"

The Advance Scouts - Whispered Messages (DM JohnP) 
Sunday July 23rd, 2006 9:30:57 PM

Lang, Shadow and Xenia only - Highlight to display spoiler: {Shadow keeps watching Lang as the bigbear listens outside the back door of the tenement. He manages to find a very comfortable, if smelly, spot to hide beside a large bin of refuse. Meanwhile, Lang hears the whispered communication from the red-haired rogue and prepares for action.

As he crouches there, Lang continues to hear the chanting. He is now certain that it is coming from the basement. Glancing inside, he can see through the shadows to see both the stairs to the basement and up to the first floor. He doesn't see any other exits here in the alley.

Xenia whispers a message back to Wynn and looks around the front of the tenement. Besides the front door, she doesn't see any other doors. But the first floor windows are low enough that a person could drop from them without too much difficulty.

Then the messages start coming back. The others are starting to close in so they can close in quickly, if needed. And it's not long before Xenia sees the tattooed fighter ... Conner, that's it ... quietly walking through the shadows.
}

The Back-Up Scouts (DM JohnP) 
Sunday July 23rd, 2006 9:38:02 PM

Conner, Syr, Thar and Wynn only - Highlight to display spoiler: {The messages go back and forth. Reports from the tenement and the main group. Soon they'll all have company.

Thar keeps an eye on the figure wearing the red cloak and sees them enter the Temple of Marteaus. Whatever happens, the group probably shouldn't try going in there after the presumed cultist.

Wynn and Syr are involved in passing messages back and forth but Conner gets tired of waiting. The tattooed fighter starts moving forward. He doesn't have the skills of the others, though, so while he is quiet he doesn't do much more than stay on the shadowed side of the street.

After a short while, the three see their companions approaching from Skull Street.
}

Everyone Else - Getting Moving (DM JohnP) 
Sunday July 23rd, 2006 9:55:49 PM

The messages get passed back and forth and Angus tells everyone to move ahead to Skull Market. And to try to close up around Belkior, hoping that the Paragon will attract less attention.

Arm and Mira prepare to move forward. Mira offers to make someone invisible and inquires if Edmund could do the same. No one accepts her offer yet which is probably a good thing since it's difficult to tell how the people here would deal with open spellcasting.

The new wizard, Edmund, is lost in his private misery while he waits. Then the message to move forward is given. He now knows that he has to watch where he places his feet in these streets.

Belkior wonders if any undead have been seen, indicating that he has some detection magics available. He accepts Angus' statement with a shrug.

Birdie has barely settled himself before Kadaz starts moving forward. With a big sigh, the dog heaves himself to his feet and follows the sorcerer and the others. When Famina moves off briefly the drunk man makes a feeble wave and her and wanders off into the centre of the market. The barbarian sees that the others are moving off and follows along. As does Ash, even though the druid has again lapsed into silence.

Clustered around Belkior, the group moves along Skull Street and into the market. They can see more of the stalls and other vendors moving about. Things look to be quieting down but it's still enough that their group doesn't stand out. Too much, anyway.

After a short while, they catch sight of Syr, Thar, and Wynn. There's time and opportunity for a hurried conference and planning.

Ash 
Sunday July 23rd, 2006 10:18:07 PM

Ash and Shelya follow the others, listening to hear what the plan is. Ash grips his staff tightly, knowing that with the others around, violence is likely. Shelya just sniffs the area.


Xenia (AC22, HP 48/48)  d20+19=35 d20+14=25 d20+5=17
Sunday July 23rd, 2006 10:30:45 PM


"I see the guy Conner coming down the street. We got reinforcements, guys."

"You say the Stairs go up and down, Lang? I'm going to pop in the Ground floor and make sure those are the only stairs they got. If that's the case, we can block all exit from the Basement except for any secret escapes that they might have underground."

"Shadow, why don't you link up with Lang and see how far the stairs go down and whether they've posted any guards in the stairwell. I'll place Conner at the front door. Don't get seen. WE don't want to spook them before we're in place."


Xenia watches the street before stepping out of the shadows and sauntering toward the front door.

"I got Lang and Shadow checking out the stairwell, Wynn. I'm going to check the basic plan of the Ground floor. Make sure we have them boxed in. I'll post Conner at the front door."

As the tattooed fighter approaches up the street, Xenia extends skinny arm and beckons as though calling a customer to the sweet delights under her cloak.

"If I get the layout of this building right, Wynn, we'll have to all move quickly down the single stairwell in a hurry. It's a bottleneck, but if we got surprise on your side, and if we all hurry, we can be on them before they know it. We'll need heavy armors in front, though."

Rolls and Actions
Spot 35
Listen 25
Disguise 17 (To Act in Character)

Active Effects
Message (Duration 50 minutes)

Edmund 
Monday July 24th, 2006 2:28:19 AM

Edmund looks over to Mira and shrugs plaintively. "I don't know how to cast Invisibility, I'm afr--"

He pauses for a moment, thinking.

"Well, I do have those two scrolls you gave me, actually. I could cast Invisibility with them. They are one-use only, however."

"As for having something up my sleeve, I have lots of things up my sleeve--but probably not very useful things. Daze, Detect Magic, Colour Spray, Grease, Hypnotic Pattern, Web, to name a few. I'm not certain what good any of that is for sneaking about dark streets. What do you suggest?"

Arm  d20+4=18 d20+9=14
Monday July 24th, 2006 5:52:19 AM

Arm relates to Mira what is going on then suggests that they move forward a bit and be at the ready. As he is scanning the area for 'surprises' (spot=18, listen=14), he wonders how they got themselves into an all-out battle plan when they were only supposed to be 'taking a look at the situation'...perhaps these newcomers aren't what they are perceived to be. While they advance, he expresses his concerns to Mira, "I hope we're ready for this.".

Famina and Kadaz (Subbed by Mikey) 
Monday July 24th, 2006 6:08:39 AM

The two fighters stand ready to charge in after the others with only a second's notice. Both are eager to start a fight; the only thing stopping them from going in now is the willingness to work with the rest of the group. So, they stand and listen to the others, complying with the plan.

Conner [AC=22; HP=62]Message  d20+4=23 d20+3=9 d20+2=17
Monday July 24th, 2006 7:33:19 AM

Conner sees Xenia beckoning him forward and he makes his way towards her [Move Silently=17]. "The front door it is" he agrees, "but do not hesitate to call me below, this sword isn't just for decoration. Where do you want the others when they arrive?"

Once at his post, the fighter finds a darkened corner to stand in, and keeps a watch for any signs of danger from either inside or outside of the building [Spot=23, Listen=9]

Wynn [AC=21; HP=59] Message, Disguise 
Monday July 24th, 2006 7:47:41 AM

Wynn passes along what information he has to the rear guard who have now joined them in the market. "Xenia believes they are in the basement with but a single set of narrow stairs as the only entrance or exit. I guess they will also have a way in through the sewers from what Conner and Kadaz have said. I think we should make our way to the tenement in small groups of two or three to remain unobtrusive. Xenia wants some armor to lead the charge down the stairs. Conner is already there as is Lang. Syr and Kadaz should join them first, perhaps with Mira in tow. I can take the next group, and then Arm can follow with Edmund and Ash. Does that sound reasonable?"

If the group is in agreement, Wynn will wait for Syr and his group to make it to halfway across the market before starting across with Famina, Belkior and Thar. Wynn leads them along the edge of the market so as to not look like they are following Syr and the group in front.

"Xenia, Syr and Kadaz will be with you in a moment, I'm bringing the next group right behind. Where do you want us?" Wynn whispers his message to the rogue.

Shadow (AC 21/18 HP 28/28)  d20+10=12 d20+3=11 d20+3=19 d20+10=23
Monday July 24th, 2006 10:40:23 AM

Shadow listens intently to Xenia as she sends the messages. Once he gets the indication to join Lang he will move forward quietly to where the bugbear is stationed in front of the back door. As he moves over there he will put his dagger away and unsheath his rapier.

Once there he will look into the stairwell (from outside first). If he does not see anything he will move into the landing and check both up and down for any signs of sentries. (he will indicate what he finds to xenia)

Actions
Move silently=12
Listen=11
Spot=19
Hide=23

Posting Record for Week of 7/17/06 - ADM Scott (for PC) 
Monday July 24th, 2006 10:57:09 AM

Plateau City
DM John: perfect
Kadaz: perfect
Arm: perfect
Ash: OOOXX
Shadow:XXXOX
Edmund:X0XXX
Mira: XXXOX
Connor: XXOXX
Thar: perfect
Overall: 84% effective

Crimson Shields
Syr: OXXXX
Lang: OXXXX
Belk: perfect
Famina:XXOXX
Wynn: XXOXX
Angus: perfect
Xenia: perfect
Overall: 88% effective


Xenia (AC22, HP 48/48) - 2nd Illegal Post 
Monday July 24th, 2006 11:19:38 AM

"We'll need most 'round at the back of the Tenement, Wynn," the rogue replies. "With a small group at the front. The group at the back will enter first. The group at the front will wait for a reaction, then follow next or stay above, depending on what happens."

"Hey, you know, I just had an idea. If Angus can do his Invisible thing on me, Lang or Shadow, we could maybe sneak into the basement and seal off any escape route to the sewers before we close this thing down. What do you think? Ask Mira if anyone in her group can make with the Invisibility too."


Rolls and Actions

Active Effects
Message (Duration 50 minutes)

Belkior/Sub Al (AC20, HP40/40) 
Monday July 24th, 2006 11:49:56 AM

Belkior scampers down the street as fast as possible, the wall of his much taller companions shepherding him along. "Wait. Please." A few skips and he forms his hands into the Symbol of Alemi. The he stops and concentrates on the spell. Belkior feels awash with the wisdom of health and well-being.

"Alright. Lets go. So what are they saying? Have they discovered anything? How close are we?"

From down in the Well of his Companions it's very difficult to see out.

Active Effects
Owl's Wisdom (Duration, 8 minutes)

0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, Detect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, Owl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: Dispel Magic*, Prayer*, Searing Light*, Speak with Dead (Magic Circle against Evil+*)
4th Level: Death Ward*, Freedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Thar ail Baerer 
Monday July 24th, 2006 11:56:08 AM

Thar will continue forward, following Wynn's lead. He'll try to saunter casually, trying to not look like he is following anyone. He will keep his arms close to his twin short swords, to ensure that they are close, if needed.



Lang AC 24 Hp 92  d20+17=27 d20+15=33 d20+6=20 d20+6=26
Monday July 24th, 2006 12:32:41 PM

Lang looks back at Shadow and the with short swords out, the big Bugbear attempts to enter the unlatched doorway as quietly as possible (move silently 27).

Lang will then find the deepest shadows a few feet in (hide 33) and take a better listen (listen 20) and see what he can see (spot 26, nat. 20).

Lang is ready to relay what he sees to Shadow.



Angus - AC 16 
Monday July 24th, 2006 12:41:03 PM

Angus continues to move forward with his group and casts and extended protection from evil on himself, using his new rod. Angus mumbles to himself "I am going to like this new toy."

Using the Message Angus relates to Syr "We are still coming up. I think we see you now. When we get to your position, you should move up to support. If you wait for me I will make you invisible."

Communicating with Mira "The front groups are doing a quick recon and we are moving up to support. Bring your group up casually to our position."

Angus reaches down to stroke Sunshines coat as he is very thankful for the protection.

Spell Slots

0 Level 1/5
1 Level 2/8
2 Level 0/8
3 Level 0/8
4 Level 0/4

Spells in Effect

Message (Mira, Arm, Syr)
Mage Armor - Hours
Protection from Evil - 16 minutes (extended)

Rod of extend 1/3

Mira (AC 13+4,40 HP) Mage Armour  d20+3=14
Monday July 24th, 2006 1:14:50 PM

Mira does as she is bid, and with her group, makes her way to catch up with the others. She continues her dialogue with the party wizard. "Those are all good Edmund," she enthuses in a hushed voice, continuing, "just keep your wits about you, and be careful not to hit any of our group, unless it is to give them extra protections or other benefits."

When the small group makes their next pause, Mira stands with her back against a wall, and whispers to Arm, "lean in towards me, like...ah...you know, like you're going to kiss me...or something. I don't want to be seen quite yet." With the bard's body helping to block her from view (Hide=14) the sorcerer fumbles with her spell component pouch, makes a few quick movements with her hands and mumbles some archaic words to cast a protective spell upon herself.

DM Sanity Info:

Spells In Effect:

Mage Armour - on Mira
Message - on Mira, cast by Angus

- 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, opn/close, ray of frost
1st-level: magic missile, burning hands, mage armor#, shield
2nd-level: glitterdust, invisibility
3rd-fireball




Syr (AC 21/20 HP 62)  d20+9=11
Monday July 24th, 2006 7:18:51 PM

The elf lightly grabs Kadaz's forearm and says, "Hold on a few moments for the rear group to catch up and then we move forward to help

As he waits for the sorceror's group, "Unseen and underappreciated, that's me." Assuming Angus casts the invisibility, he keeps a hand on Kadaz and prompts him to advance with a subtle pull. (Move silently 11)

Advance Scouts - Creeping Inside (DM JohnP)  d20=18
Monday July 24th, 2006 10:13:09 PM

Conner, Lang, Shadow and Xenia only - Highlight to display spoiler: {At the tenement, everyone prepares to investigate more closely.

Xenia saunters up to the front entrance, up the short flight of stairs to the door. As she might have expected, the door is propped open and she can glance inside. A dark hallway stretches ahead of her to where she can see the shadows of cross hallway. There is one doorway a short distance down this first hallway, also held open. She can hear the sounds of chanting coming from somewhere ahead.

Right behind her, the tattooed fighter lounges against the wall in what Conner hopes is a large enough shadow.

At the back, Lang and Shadow creep inside the building towards the stairwell. Lang manages to move quietly but the Plateau City adventurer scuffs something with his feet. When the bugbear looks down the stairs, he sees that the basement is dimly illuminated by flickering lamps or candles. He can see a humanoid figure just beside the base of the stairs. His nose, however, tells him that the undead at the bottom of the stairs is beginning to get ripe ... several days past his best before date, as it were.

The messages keep flying back and forth. It won't be long before the others are all here and it's time to plunge into the basement. Or, there might still be time to back away and come back tomorrow.
}

In the Market - Everyone Else (DM JohnP) 
Monday July 24th, 2006 10:26:20 PM

Gradually, the people who were waiting on Skull Street move forward to join the others in Skull Market. There are whispered conversations back and forth, wondering about what the scouts have seen and heard. And how to prepare for the fight that looks to be coming.

Some of them, like Mira and Angus take the time to cast protective spells in anticipation of the fight. The fighters, like Famina and Kadaz simply loosen their weapons. Others, like Ash, Arm and Edmund are simply dragged along with the others.

Finally, everyone reaches the edge of Skull Market and can see the tenement ahead. Guided here by Wynn and Syr, this looks like a good spot for casting spells and preparing for the assault. Or, to exercise the better part of valour and come back in the daylight. But everyone's blood seems to be up too much for that.

Xenia has by now whispered back her findings to Wynn. It's now time to determine whether the main attack will go through the front or back doors, or if the group will split up. And who might be casting Invisibility on any who care to sneak inside.

Ash 
Monday July 24th, 2006 10:38:44 PM

Ash, concerned that a battle might happen shortly, decides that defence is the best offence. Raising his hand over Shelya, he casts Barkskin on her. He doesn't know if it will happen, so he holds back on any offensive spells for the interim.

DM Info:
Spells:
Level 0:
Cure Minor Wounds
Flare
Guidance
Read Magic

Level 1
Cure Light Wounds (x2)
Goodberry
Magic Fang
Summon Nature's Ally I

Level 2
Animal Trance: Fascinates 2d6 HD of animals.
Barkskin
Summon Nature's Ally II
Summon Swarm

Level 3:
Cure Moderate Wounds
Summon Nature's Ally III


Xenia (AC22, HP 48/48)  d20+17=28 d20+14=27 d20+16=31 d20+16=36
Monday July 24th, 2006 11:02:26 PM


"I think we can confirm the undead," Xenia sends the message back to Wynn. "Also pretty sure the front entrance connects with the back stairs, Wynn, though I'm just about to confirm that. If it does, then we can take the whole group in through the front. I'll check for traps too. Not likely, but always better safe than sorry."

"What's the word on the Invisibleness? And we got something that can make Silence? Maybe a spell that can block the hallway?"

"I'm going in."


Xenia leans into the Tattoo Guy. "I'll be right back, um, Conner. Gonna make sure the front door way checks out," she whispers. Then she switches from lenses to Goggles and quiet as a mouse, she slips inside.

Rolls and Actions
Search 28 (For traps.)
Listen 27
Hide 31
Move Silently 36 (Nat 20)

Active Effects
Message (Duration 50 minutes)

Mira (AC 13+4,40 HP) Mage Armour 
Monday July 24th, 2006 11:14:58 PM

"Kadaz, you ready for this?" asks the sorcerer, touching the homely dwarven fighter lightly on the shoulder. The sorcerer plucks one of her eyelashes and rolls it in a bit of gum arabic. A few graceful movements with her hands and the whispered words amin quella. Mira touches Kadaz lightly on the forehead, and his image starts to fade. "You have about 3 minutes, ai atar! Make good use of them."

Turning to the others, she asks, "who's in contact with the lead group? Tell them Kadaz is on his way...invisible." With a smile, she adds, "who's next? Wynn? Famina?"

DM Sanity Info:

Spells In Effect:

Mage Armour - on Mira-3 hours
Message - on Mira, cast by Angus
Invisibility - on Kadaz - 3 minutes (30 rounds)

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





Edmund 
Tuesday July 25th, 2006 2:50:25 AM

Somewhat more nervous and panicky than usual, Edmund is already considering what to do when the horrible heavily-armoured sorcerer-warriors come bearing down upon him. His plan is relatively simple, and is etched upon his mind in a formula similar to this:

1) Monsters attack in force.
2) Run away.

The method of adopting this policy is, of course, entirely speculative. Edmund now rues, not for the last time, the lack of Teleport.

"Why don't we come back during the daytime? It really looks like it could stand to wait. And I'm not feeling entirely well. It'd be much easier to come here with some of the guards. Possibly a score of them. And a siege engine. It'd be much safer. Much safer indeed. I'm the last person to advocate anything which might be misconstrued as cowardice, but discretion is the better part of valour. He who runs away lives to fight another day. And that."

Yet, desite all of this, Edmund still seems dependable enough. In his head, he goes over the spells at his disposal. Largely area-of-effect, he is none too certain of being able to cast them without hitting his new acquaintences as well. "Still, one must do their best, what what?" he thinks, dismally.

DM Sanity Info
Spells in Effect: None
Spells Memorised:
L.0: Daze (x2), Detect Magic, Read Magic, Resistance
L.1: Charm Person (x2), Colour Spray, Grease, Hypnotism, Sleep
L.2: Daze Monster (x2), Hypnotic Pattern, Web
L.3: Hold Person, Slow, Suggestion

Arm  d20+4=9 d20+9=20
Tuesday July 25th, 2006 6:01:34 AM

Doing as Mira wishes, he blocks her as best he can from obvious view while she casts her spell. When she finishes he DOES give her a quick kiss, "For luck," he whispers afterwards.

Scowling at Edmund, he says to him, "It's a bit late now to back out, as it seems they've already begun entering. You may leave if you wish, but you'll be on your own returning.". He then scans the area while he grips the pommel of his sword. (spot=9, listen=20).

DM Clarification (DM JohnP) 
Tuesday July 25th, 2006 7:38:51 AM

I just realized that it wasn't clear from my posts. There is a front stairway to the basement AND a rear stairway.

Conner [AC=22; HP=62]Message 
Tuesday July 25th, 2006 7:44:21 AM

Conner nods to Xenia and taps the hilt of his sword. "I've got yer back" he whispers. The tattooed fighter grins in the darkened corner, "this one has pluck!" he thinks to himself. He takes a quick mental recount of his potions, Blur and Haste in the right belt pouch and two healing potions in the left. Very quietly he straps his shield into position and readies himself for the onslaught.

Wynn [AC=21; HP=59] Message, Disguise  d20+6=16 d20+9=20
Tuesday July 25th, 2006 7:53:00 AM

Wynn shakes his head at Mira's offer, "This disguise will suffice, your spell is better spent on Famina, but thanks anyway."

As the bard approaches the house he spots Conner against the wall and raises a finger to his nose in recognition. Sounds like two sets of stairs he whispers back to Angus. "I suggest we split into two groups and catch them between us" Wynn slips past Conner into the hallway, creeping along the wall towards the stairs as quietly as possible [Spot=16, Move Silently=20].

"Don't wait there forever Conner" he whispers as he passes. "When the rest arrive, move up. We are going to need that sword arm of yours".

Angus Hp 33 AC 14/16 for evil 
Tuesday July 25th, 2006 8:53:11 AM

Angus moves forward with his group and listens to Syr and Wynn "Yes we should split up and cover all entrances. Wynn you cover your sweet. I will send you Ed, Thar, Belkior, Mira and Arm for support. Syr, Kadaz, Famina, Sunshine, Ash and me will support Lang and Shadow."

Angus relays the message to Mira as she approaches and also includes the rest of the middle group in the conversation. "Did I forget anyone? Lets send the sneaky ones in first to check the situation. Combat as a last resort. Warriors protect the spellusers and be ready to support the scouts."

Angus will then turn Syr invisible and whisper "Go forward and help out Shadow and Lang, we will follow behind you."

Before spliting the groups Angus talks to Belkior "Please cast you detect undead and any other protective spells. I want both groups to have a bit of information before we split. Lets get closer to the building before we split."

OOC: John can we have a map of the building so we know how far apart the groups will be? John how much time is elasping per post, we need to keep rack of spells.

Spell Slots

0 Level 1/5
1 Level 2/8
2 Level 1/8
3 Level 0/6
4 Level 0/4

Spells in Effect

Message (Mira, Arm, Syr)
Mage Armor - Hours
Protection from Evil - 16 minutes (extended)
Inviso on Syr - 8 minutes

Rod of extend 1/3


Lang  d20+17=28 d20+15=19 d20+6=10 d20+6=15
Tuesday July 25th, 2006 9:02:02 AM

Lang's nose never seems to fail him and he relays the information to Shadow "lets move down and see what else we can see and maybe take out this one undead guard. How accomplished a rouge are you Shadow? Can you take the undead with one blow or do you want me to slice and dice him?" Lang flexes his ample muscles.

"I really want him, all those zombies and vampires at the farm house got my dander up, but lets see what we are facing before potentially alerting the whole place." Lang smiles a toothy grin, showing oversized canines.

Lang will take his time and move into position (move silent 17), ready to strike killing blows. Lang will then hide (hide 19) and see what he can see (spot 10) and hear (listen 15) again from his new vantage point.

ooc: How is the area lit? Is Lang using darkvision?

Posting Correction - ADM Scott (PC) 
Tuesday July 25th, 2006 9:26:50 AM

I apologize there was an error in the posting record for Edmund in the week of 7/17-7/23, it should state he had a perfect posting record. Sorry Shawn.

Posting Report For 
Tuesday July 25th, 2006 10:26:23 AM

Game #9 Crimsom Shields
Week of July 17, 2006

Name MTWTF
DM John XXXXX

Xena XXOXX
Angus XXXXX
Lang XXXXX
Wynn XXXXX
Syr XXXXX
Famina XXXOX
Belkior XXXXX

Adm Ceil; Almost perfict!

DM Clarifications (JohnP) 
Tuesday July 25th, 2006 10:38:26 AM

In answer to the OOC questions:

MAP will show up tonight. The building is approximately 100 feet (front to back) but Lang and Xenia think that the basement is slightly smaller.

TIME - consider that 30 seconds (5 rounds) have elapsed on spells, other than Message. Don't bother with durations for Message or Mage Armor.

LIGHTING - is described in the spoiler post for the scouts. Lang doesn't need to use darkvision.



Shadow (AC 21/18 HP 28/28)  d20+3=21 d20+10=14 d20+9=14
Tuesday July 25th, 2006 11:11:18 AM

Shadow mentally critizes his botched attempt at moving in silently, but recovers quickly. He hears Xenia talk about traps and he realizes he should have thought of that also and begans scanning the area. He comes up short when he spots the human, but then hears Lang report it is an undead. "We are not going to be able to sneak in from the back. I am not sure we can take this undead down quietly, so we will wait here until you are ready." Shadow will wait patiently for the backup to arrive.

Actions
Spot=21
Hide=14
Search for traps=14

Thar ail Baerer AC 19, hp 41 
Tuesday July 25th, 2006 11:11:19 AM

Thar will continue moving to support Wynn and the rest of his group. He will check his holy symbol carefully, to ensure that he is ready to try and turn any undead that appear.

DM Sanity Check

L0 Spells: Det Magic (2x), Det Poison, Read Mag
L1: Bless, Shield of Faith, SumMon 1, Prot from Evil
L2: Delay Poison, SumMon 2, Spiritual Weap

Turn Undead Attempts - 4/4

Famina (AC 19, hp 84/84) and Kadaz (AC24, hp 63/63, subbed by Mikey, invisible) 
Tuesday July 25th, 2006 12:29:48 PM

The dwarf nods in thanks to Mira, then chuckles as he realizes she can't see that gesture. "Thanks, Mira.." He swiftly moves forward, running if necessary to get to near the entrance of the house. While he's got the invisibility running he wants to make maximum use of it.

Meanwhile Famina moves up just a little but stays near the mages, or at least Mira. The woman may be capable at magic, but she doesn't look very good at fighting...and she'd hate to have someone sneak up on them from behind and take out their support. "You guys all right here, or should i go rushing ahead?"

Belkior/Sub Al (AC20, AC22 vs Evil, HP40/40) 
Tuesday July 25th, 2006 5:42:06 PM

"Another moment. Bother." Short legs at times have a decided drawback. Belkior stops to cast another spell. His companions around him are covered in Alemi's Holy Protection against Evil.

But others all around are casting spells, preparing to go into the Tenement.

"Would you like Silence as well as Invisibility ... er ... " The halfling looks around the street. " ... Kadaz?"

Active Effects
Owl's Wisdom (Duration, 7.5/8 minutes)
Magic Circle Against Evil (Duration 90 minutes)

0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, Detect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, uOwl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: Dispel Magic*, Prayer*, Searing Light*, Speak with Dead (uMagic Circle against Evil+*)
4th Level: Death Ward*, Freedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Inside / Outside the Tenement (DM JohnP)  d20=11
Tuesday July 25th, 2006 10:13:23 PM

The others have finally made their moves up to the tenement and, following the directions of Angus, moved to either the front or back doors.

At the back, Lang creeps down the stairs until he is on the bottom steps. Shadow is right behind him. The two can see almost all of the basement now. There is a zombie guarding the base of this stair and one opposite as well. Mostly, they see the backs of kneeling cultists facing towards one end of the basement. Somewhere in front of them, out of Lang's sight, is the person who is leading the service. Among the cultists is the bugbear that they had seen earlier in the day.

Several archways lead from the main basement room into what look like storerooms. Lang's eyes can see partway into them but he can't see much.

Angus leads Ash, Famina, Kadaz and Syr around to the back. Along the way, Ash casts a protective spell on Shelya. Famina moves to protect Angus as the four wait outside the back door. Syr remains quiet and contemplative. The trip was a little confusing since Kadaz was invisible.

At the front door, Xenia creeps down the hallway to the door to the stairs with Wynn right behind her. Conner moves to the hallway when the others arrive. Before they split up, Mira cast Invisibility on Kadaz. As he moves up, Belkior casts a protective spell that shelters several of his companions. Arm mutters something to Edmund but the wizard now appears ready for combat. Thar simply fingers his holy symbol.

Player Sanity
Back Door Group
Angus - outside
Ash - outside
Famina - outside
Kadaz - invisible, outside
Lang - hidden, bottom of stairs
Shadow - hidden, bottom of stairs
Syr - invisible, outside
Birdie - following invisible Kadaz
Shelya - following Ash
Sunshine - guarding Angus

Front Door Group
Arm - outside
Belkior - outside
Conner - outside
Edmund - outside
Mira - outside
Thar - outside
Wynn - top of stairs
Xenia - hidden, top of stairs

Posts from now on will take place in rounds

MAP


Xenia (AC22, HP 48/48)  d20+14=27 d20+14=17 d20+16=31 d20+16=34
Tuesday July 25th, 2006 11:12:18 PM

"Looks like there are two sets of stairs, Lang." Xenia puts an arm around Wynn as he comes in from outside. "We're at the top of the stairs on the other side."

"I think we got some Invisibles coming in. Why don't we let them through first. They can get a good look at exactly what's down there and report back. For now, we'll just hold the stairs and monitor things from just outside the room, alright?"

Xenia gives Wynn's hand a squeeze before she creeps down the stairs, her eyes open for sentries. She thinks of a certain potion that she has in storage, and, as she reaches over her shoulder, her haversack puts it right on top.

Rolls and Actions
Spot 27
Listen 17
Hide 31 (1/2 speed for Max Hiding.)
Move Silently 34
Draw Potion of Barkskin.

Movement and Position
15 feet to E10

Active Effects
Message (Duration 50 minutes)

Question: How high are the ceilings?

Arm  d20+4=23 d20+9=27
Wednesday July 26th, 2006 5:59:56 AM

Arm grips Mira in a hug, then tell her, "Well, this looks like it...stay close if you like, and I'll do my best to watch over you.".

He then draws his sword before entering the front door so as not to make any undue noise, and is ever watchful for trouble (spot=23, listen=27).

Wynn [AC=21; HP=59] Message, Disguise  d20+9=22
Wednesday July 26th, 2006 7:47:47 AM

Wynn reacts instantly when Xenia mentions invisibility. "I can make you invisible if you think it would help" he suggests. If Xenia approves he will cast invisibility on the rogue, otherwise he casts it upon himself and proceeds down the stairs [Move silently=22]

[OOC Wynn's invisibility spell lasts for 5 minutes]

Conner [AC=22; HP=62]Message  d20+2=13
Wednesday July 26th, 2006 7:52:41 AM

Conner waits until the rest of the group has assembled outside before entering the house himself. "Keep an eye to the street" he advises the group, and then follows Arm inside [move silently=13]

Mira (AC 13+4,40 HP) Mage Armour 
Wednesday July 26th, 2006 8:05:17 AM

"Stand still!" admonishes Mira as she casts Invisibility upon the woman-warrior from the Crimson Shields before the group splits up. "Remember, you loose the advantage once you strike out at the enemy," she reminds Famina.

*****

The green eyed sorcerer looks up into the bard's eyes, as she briefly hugs him back. "I'll stay back a bit...be one of the last to go in, okay?"

Mira lets Conner, Thar, and Arm pass through before she follows after. "Come along Edmund, and keep an eye on the little guy with the funny legs," she says as she follows the bard over the threshold of the front door.

DM Sanity Info:

Spells In Effect:

Mage Armour - on Mira-3 hours
Message - on Mira, cast by Angus
Invisibility - on Kadaz, - 3 minutes (5/30 rounds used)
- on Famina, - 3 minutes )30 rounds)

- 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 14/16 evil Hp 33 
Wednesday July 26th, 2006 9:58:19 AM

Angus looks for the invisible Syr "Syr, Syr, where are you?" Angus whispers at the back entrance. Once Syr answers Angus continues. "You are very sneaky. Go forward and see how Lang and Shadow are doing. Maybe you can sneak or tumble past any guards and get mor information. But be quite. We want information and if necessary we can capture the whole evil lot and turn them over to the authorities."

Angus will look to Ash "We do want to take them to the authorities, don't we? Or are they too evil to save? This is crunch time, are we going to subdue?"

Angus will hang out by top of the back stairs (S9) and scratch Sunshine behind the ears.

Spell Slots

0 Level 1/5
1 Level 2/8
2 Level 1/8
3 Level 0/6
4 Level 0/4

Spells in Effect

Message (Mira, Arm, Syr)
Mage Armor - Hours
Protection from Evil - 7/160 rounds (extended)
Inviso on Syr - 6/80 rounds

Rod of extend 1/3


Lang AC 24 Hp 92  d20+17=28 d20+6=12 d20+6=7
Wednesday July 26th, 2006 10:01:24 AM

Lang will listen to the ceremony as best he can from his vantage point and relay the information to Shadow, via hand signals.

Two fingers and point at the Zombie.

Flash a handfull of fingers 3 times (15) and the big bugbear points at shadow.

1 finger and Lang points at himself.

Lang indicates to Shadow that he want the rouge to pass the information forward.

Lang will let Syr pass when he comes forward and is ready to back up his friend if there is any trouble.

Hide 28
Spot 12
Listen 7 (natural 1 - was concentrating too hard on shadow.)

Shadow (AC 21/18 HP 28/28)  d20+10=25 d20+10=24 d20+3=4 d20+9=26
Wednesday July 26th, 2006 10:29:14 AM

Shadow carefully follows Lang down the stairs trying to make no noise and continue to hide his presence from those below. When the bugbear starts giving him information Shadow realizes he wants him to relay the info, so he moves back up the stairs.

As he is concentrating on Lang and his message Shadow is unable to determine what is actually being chanted by the cultists. Once back a safe distance Shadow will communicate their findings to the group, "There are 2 zombies, one each guarding the stairs, 15 cultist chanting, and 1 bugbear down here." As he is telling this to the group he feels Syr pass him and allows his invisible comrade to pass by. He will wait a second to see if there are any further instructions and then will move back down to Langs position ready for what is about to happen.

Actions:
Move silently=25
Hide=24
Listen=4 (nat. 1)
Search=26

Xenia (AC22, HP 48/48) - 2nd Illegal Post and Change of Move 
Wednesday July 26th, 2006 11:20:09 AM


"You do!" The rogue's excitement is clear even through the whispered Message. She spares her handsome bard a kiss. "Do it to me," she says before heading down the stairs.

"Zombie on the right at the bottom of the stairs, Wynn," she reports. The girl rogue eyes the cultists, getting up real close, enjoying the freedom that invisibility lends. It's pretty spiff. She reports back on just who and what she thinks they are, and she's half thinking about how this might be kinda fun just she and Wynn back at a room at an inn ... when she sees something that brings her to a stop.

The dark rogue freezes and backs quickly away from the gathering of cultists.

"Lang! That bugbear's down here. Everyone there's a bugbear down here. That means he can smell us. Right, Lang? Is that right?"

Bugbears is north of the stairs and to the east. I'm gonna back off to the south and wait.


Rolls and Actions
Spot 27
Listen 17
Hide 46 (-5 for Full Range of Movement. +20 for Invisibility.)
Move Silently 34

Movement and Position
Move to H12

Active Effects
Message (Duration 50 minutes)

Question: How high are the ceilings?

Belkior/Sub Al (AC20, AC22 vs Evil, HP40/40)  d20+1=20
Wednesday July 26th, 2006 11:42:44 AM

Kadaz is nowhere to be seen.

"I'm not sure whether the spell will see through the walls, Angus," the halfling replies. "But, I'll see what I can do."

Hands out before himself, forming the symbol of Alemi, Belkior calls upon the spell to Detect Undead. Then, with a quiet that amazes even himself, the halfling moves step by step through the front door of the Tenement, seeing through the lens of the spell.

Rolls and Actions
Cast Detect Undead (First Round: Presence or absence of undead auras.)
Move Silently 20

Movement and Position
Move in 20 feet. Possibly to the top of the stairs.

Active Effects
Owl's Wisdom (Duration, 7.5/8 minutes)
Magic Circle Against Evil (Duration 90 minutes)
Detect Undead (Duration Concentration or 9 minutes)

0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, uDetect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, uOwl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: Dispel Magic*, Prayer*, Searing Light*, Speak with Dead (uMagic Circle against Evil+*)
4th Level: Death Ward*, Freedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Thar ail Baerer AC 21, hp 41 - Belkior's PfE spell, Bless 
Wednesday July 26th, 2006 11:46:58 AM

Thar first cast Bless upon the group he's with (he'll try to hide behind the nearest person, so that no one outside will be able to observe him or hear his whispered words.

He'll will follow behind Wynn and whisper "If you need me to try to turn the zombie guard, let me know. Otherwise, I'll wait for the action to begin b/f doing anything.

Spell Affects - Belkior's Prot from Evil, Thar's Bless

DM Sanity Check

L0 Spells: Det Magic (2x), Det Poison, Read Mag
L1: Shield of Faith, SumMon 1, Prot from Evil
L2: Delay Poison, SumMon 2, Spiritual Weap

Turn Undead Attempts - 4/4

Bless duration - 1/15 rounds, +1 attack and ST's vs. fear

Affected by Bless - Arm, Belkior, Conner, Edmund, Mira, Thar, Wynn, Xenia



DM Clarification (DM JohnP) 
Wednesday July 26th, 2006 12:49:58 PM

Ceiling Height - The ceiling is low, about 7 feet in most places. Consider archways and entrances from stairwell to be closer to 6'. In other words, cramped and claustrophobic but no penalties for combat for medium character. Now, if someone summons a large animal ... or turns into troll ... it might experience some penalties.

Edmund 
Wednesday July 26th, 2006 1:05:34 PM

Edmund still remains at the rear of his group and, after some thought on the issue, follows them in. He nods to Mira's instruction but, perhaps surprisingly, doesn't speak.

The first spell he can think of which would be of any value is Web, so he immediately goes over the mental preparations involved. He feels some small relief that he will not, at least, have to deal with any of that spell component nonsense. Still, he does need to remember the correct movements and words, so he goes over them again and again in his head. He has to ensure this doesn't go all wrong.

As a result, Edmund has a kind of distant look, his mind more on his preparations than the reality of impending battle.

Syr (AC 20/19 HP 62) Indivisible  d20+9=20 d20+8=13
Wednesday July 26th, 2006 9:30:17 PM

Syr tweaks Angus on the arm as he moves past. He whispers, "I'll look for spell casters." (spot 13)

Giving the Zombie as wide of berth as possible he moves into the room. He heads toward K13 while moving through N11 so that he never closes on the bugbear. (Move silently 20) Once there he relays anything he sees with the whispered message cast by Angus.

Creeping and Peeping (DM JohnP)  d20=2 d20=13 d20=1
Wednesday July 26th, 2006 10:51:22 PM

Everyone starts moving closer to the basement and some of the scouts sneak in.

At the back door, Lang uses some impromptu sign language with Shadow. The rogue understands what the bugbear intended and goes back up the stairs to pass the information to the others. Angus has a quiet conversation and directs the others. Syr listens to his instructions and sneaks downstairs, avoiding the bugbear. Ash and Kadaz simply wait at the top of the stairs.

At the front stairs, Wynn offers to cast Invisibility on his companion. Xenia accepts and sneaks down the stairs, an invisible and silent zephyr that curls around the zombie standing guard. Wynn and Thar follow her down the stairs. Neither of them can see much of the basement.

At the top of the front stairs, Arm and Conner prepare to follow the others down the stairs while Mira casts Invisibility on Famina. The tall barbarian woman hurries around the building. Edmund hangs back, waiting to see what happens down below.

In response to Angus' earlier suggestion, Belkior casts Detect Undead and begins scanning the area. The floor of the building is thin enough for the Paragon to detect the presence of undead. He doesn't say anything since everyone knows about the zombies, and he doesn't want to distract anyone.

Down in the basement, Syr and Xenia can now see more of the basement. At the far end, in the torchlit area, a robed figure is leading the service. Like the kneeling people, he is facing a rough altar at the far end with his back to the stairs. Looking about, the rogue and monk can see more of the basement. The storage room beside Xenia is piled full of broken furniture and other cast-off belongings. The one on the opposite side of the basement beyond Syr is similar except that it looks like most of the junk has been recently moved out. There is mud tracked all over the floor in this end of the basement. The two cannot see into any of the other storage rooms.

+++++


The bugbear cultist lifts his head and looks about. He inhales and then gets to his feet. So far, none of the other cultists have moved or responded to his actions.

Player Sanity
Back Door Group
Angus - outside
Ash - outside
Famina - invisible, outside
Kadaz - invisible, outside
Lang - hidden, bottom of stairs
Shadow - hidden, bottom of stairs
Syr - invisible, basement
Birdie - following invisible Kadaz
Shelya - following Ash
Sunshine - guarding Angus

Front Door Group
Arm - hallway, top of stairs
Belkior - hallway, top of stairs
Conner - hallway, top of stairs
Edmund - hallway, top of stairs
Mira - hallway, top of stairs
Thar - stairs, behind Wynn
Wynn - stairs
Xenia - invisible, basement

Posts from now on will take place in rounds. Please make it easier for me and indicate destination squares for movement, etc..

MAP


Ash 
Wednesday July 26th, 2006 11:26:42 PM

Ash sticks beside where he thinks Kadaz is, all the while ensuring that Shelya is ready for anything that might come out the door.



Xenia (AC24, HP 48/48)  d20+19=37 d20+14=21 d20+16=24 d20+16=32
Wednesday July 26th, 2006 11:28:06 PM


"Wynn!!!" Tension fills the whispered voice of the dark rogue. "I think the bugbear's onto us. He's standing up and sniffing around."

Remaining where she is, Xenia reaches quietly quietly behind to her haversack for a potion. It's right on top, and she feels her skin toughen as she drinks it down.

"The floor on the area to the south is all muddy. Like if maybe someone came out of the sewers they'd muck up the floor and stuff. So if there's an entrance to the sewers, could be it's at the South end of the room. If anyone else invisible comes down here, tell them not to walk in the mud. They'll leave tracks and get spotted like real quick."

"Um, there's an altar to the north and there's a guy doing culty chanting stuff there. He might be the strongest culty magic guy here."

"Gonna try and see who the fighters are and stuff. Anything I should look out for for Spellcasters? Holy Symbols! Right! No, but if this is a cult, you'd think they'd all have weerdo holy symbols. Even if they're magic guys or not."

The rogue's green eyes roll over the crowd of cultists, searching for the glint of weaponry.

Rolls and Actions
Spot 37 (For Weapons)
Listen 21
Hide 44 (+20 for Invisibility.)
Move Silently 32

Draw and Drink potion of Barkskin

Movement and Position
No Move. At H12

Active Effects
Message (Duration 50 minutes)
Invisibility (Duration 3 minutes?)
Bless (Duration 2/15 rounds)
Barkskin (Duration 3 minutes)

Mira (AC 13+4,40 HP) Mage Armour 
Thursday July 27th, 2006 12:16:36 AM

Treading close on the heels of those in front of her, Mira whispers for Conner. If the fighter lets her get within range, she will cast the Invisibility spell once again.

DM Sanity Info:

Position: Mira-in the hallway, trying to get down the stairs (towards G10?)

Spells In Effect:

Mage Armour - on Mira-3 hours
Message - on Mira, cast by Angus
Invisibility - on Kadaz, - 3 minutes (6/30 rounds used) - on Famina, - 3 minutes (1/30 rounds) - on Conner, - 3 minutes (30 rounds)

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




Syr (AC 19/20 hp /62)  d20+9=26 d20+8=15
Thursday July 27th, 2006 2:30:39 AM

The elf relays what he sees to Angus, Mira, and Arm. Next he whispers, "They aren't really doing anything bad that I can see. No real reason to jump them other than suspicion."

Pausing as he sees the bugbear move, "If you guys hold fast for a little longer, I'll get in a position to take out the priest quickly if need be. Tell Lang and Shadow to back off a bit, Lang's got a brother that is moving. I need to be quiet now."

Using the chanting to mask his movements (Move Silently 21) and watching where he walks carefully, the elf moves around the group of chanters towards the front, keeping the same distance (25') between himself and the suspicious bugbear (should end in F9 and next round up front). While there he tries to discern what type of rite is being performed. (spot 15)

Famina (AC 19, hp 84/84, invisible) and Kadaz (AC 24, hp 63/63, invisible, subbed by mikey)  d20+1=13
Thursday July 27th, 2006 4:35:39 AM

Famina accepts the invisibility spell somewhat tentatively, uncertain as to its complete effects. Kadaz shakes his head in response to the halfling's question, then realizes that won't do. "No thanks, Alemite," he politely says. "Uh, Birdie, Protect him..." He gently instructs his dog, hoping it understands his command. It seems to do so (dc 13), stopping following his voice/smell to stand next to Belkior and guard him.

So it is that both of them move in. Invisible, and hopefully not too loud, or at elast at a distance such that it won't make a difference. They descend slowly. They make sure to keep ahead of the others in the group that they can see so that they can easily defend them. If any non-sneaky person moves up, such as Angus or Belkior, they will move along with them. If any cultist moves to attack anyone else near the back door, they will move to intercept and attack those people back. The key being, to quickly respond to an attack and/or quickly be part of one in the next few rounds.

Arm (AC14, HP 27/27) 
Thursday July 27th, 2006 6:01:59 AM

Arm waits for Conner to see if he proceeds down the stairs. If he does, he will follow behind him (OOC: I'll be 1 square behind wherever he stops). While he is waiting, he whispers as quietly as he can in Mira's ear, "If there IS an entrance to the sewers to the south down there, we need to make sure that we block off that escape route. If Ilonia is here, we cannot allow her to escape again.".

Conner [AC=22; HP=62]Message, Bless, Invisible  d20+2=13
Thursday July 27th, 2006 7:57:21 AM

Conner feels the warm touch of the cleric's spell wash over his body and smiles at the deformed halfling in acknowledgement of his efforts. He also accepts Mira's invisiibility spell. "I'll try to block off any exit through the sewers" he whispers, and sets off down the stairs in search of the muddy footprints [Move Silently=13]

Wynn [AC=21; HP=59] Message, Disguise, Bless 
Thursday July 27th, 2006 8:03:31 AM

Wynn waits quietly on the stairs as the invisible rogue investigates the basement. "See if Lady Ilonia is down there" he whispers. When he hears the bugbear is sniffing around he instinctively reaches for the hilt of his longsword.

Lang AC 24 HP 90/92  d20+15=34 d6+6=7 2d6(2+4)=6 d20+13=28 d6+6=10 d20+8=12 d6+6=11 d20+10=20 d6+6=12 2d6(6+1)=7 d6=2 d6=6 d20-1=18
Thursday July 27th, 2006 9:04:16 AM

Lang is getting concerned about the opposing bugbear and thinks that it is time for a distraction.

Lang flexes and positions his short swords to strike the Zombie in front of him, making sure that Shadow sees the movement. Lang Whispers to Shadow, just before his strike "Distraction time, get everyone ready, especially those invisible."

Full Attack (Did not take any flanking bonuses)

RH AC 34 - damage 7 +6 for vicious - 13 total
LH AC 28 - damage 10
LH AC 12 - damage 11, if hit
RH AC 20 - damage 12 +7 for visious - 19 total

Lang will hold his last strike with his vicious weapon, if the Zombie is already destroyed.

Damage to Lang

2 and 6 if necessary

Once the Zombie is redead, Lang will boldly step in the basement and announce "I hear this is the place to come join the death cult. Did I find the right place or do I have to go an pound that half orc that told me." Lang's short swords hang loosly at his sides, but they are ready at a moments notice. Lang give the crowd a big toothy bugbear grin.

Bluff 18

Lang looks at Shadow with hs periphial vision to make sure he and the other are getting in position.

Lang is at N10

Angus Ac 18/20 evil, HP 33  d20+6=20
Thursday July 27th, 2006 9:12:45 AM

Angus hears the action at the bottom of the stairs and moves into action. In a rushed whisper Angus calls those outside to action "If you are invisible, get down the stairs and get in the basement. Do not attack, unless you or Lang are threatened, lets see how far Lang can take this."

Angus rolls his eyes and casts Shield on himself and then looks at Sunshine and mutters "What is your master getting us into?"

Angus will attempt to reinforce Famina's ordres for Birdie "Come her pup, be a good dog."

Handle animal untrained 20

Spell Slots

0 Level 1/5
1 Level 3/8
2 Level 1/8
3 Level 0/6
4 Level 0/4

Spells in Effect

Message (Mira, Arm, Syr)
Mage Armor - Hours
Protection from Evil - 8/160 rounds (extended)
Inviso on Syr - 7/80 rounds
Shield - 1/160 rounds (extended)

Rod of extend 2/3


Shadow (AC 21/18 HP 28/28)  d20+10=20 d20+10=29 d20+5=25 d4+1=5 d20+5=7
Thursday July 27th, 2006 10:52:50 AM

Shadow will move into a flanking position near Lang in case his attacks do not drop the zombie. If the zombie does not go down Shadow will assist the bugbear with this opponent. If the zombie drops, Shadow will try and remain hidden as to be able to attack a different target as needed. (either way will try and be near O-10 or N-11)

Actions
Move Silently=20
Hide=29

Attack=25 (nat 20 no crit)
dmg=5

Belkior/Sub Al (AC20, AC22 vs Evil, HP40/40) 
Thursday July 27th, 2006 11:07:49 AM

"Just a little more, and I'll know how many undead and how strong the strongest is."

One hand extended before himself, the halfling Paragon of Alemi maintains his concentration on the undead in the basement while he reaches for a wand in the haversack on his back.

Rolls and Actions
Detect Undead (Second Round: Number of undead auras in the area and the strength of the strongest undead aura present.)

Movement and Position
MEA: Take out Wand of CMW
Remain at the top of the stairs.

Active Effects
Owl's Wisdom (Duration, 7.5/8 minutes)
Magic Circle Against Evil (Duration 90 minutes)
Detect Undead (Duration Concentration or 9 minutes)

0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, uDetect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, uOwl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: Dispel Magic*, Prayer*, Searing Light*, Speak with Dead (uMagic Circle against Evil+*)
4th Level: Death Ward*, Freedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Thar ail Baerer AC 21, hp 41 - Belkior's PfE spell, Bless 
Thursday July 27th, 2006 11:20:35 AM

Thar will continue waiting b/h Wynn, and will draw his shortbow. He'll continue hiding also, trying to keep an eye on what's occurring, but not attacking until he get's the signal.

Spell Affects - Belkior's Prot from Evil, Thar's Bless

DM Sanity Check

L0 Spells: Det Magic (2x), Det Poison, Read Mag
L1: Shield of Faith, SumMon 1, Prot from Evil
L2: Delay Poison, SumMon 2, Spiritual Weap

Turn Undead Attempts - 4/4

Bless duration - 2/15 rounds, +1 attack and ST's vs. fear

Affected by Bless - Arm, Belkior, Conner, Edmund, Mira, Thar, Wynn, Xenia

Edmund 
Thursday July 27th, 2006 3:58:15 PM

Edmund follows at the rear of his group ((along row 10 towards the interior, I presume)), as yet taking no provocative action. He is happy, however, to be the recipient of Thar's Bless--the use of magic by the others gives him hope for victory, for he has a fairly dim view of weapons and what they can achieve.

DM Sanity Info
Spells in Effect: Bless (Thar)
Spells Memorised:
L.0: Daze (x2), Detect Magic, Read Magic, Resistance
L.1: Charm Person (x2), Colour Spray, Grease, Hypnotism, Sleep
L.2: Daze Monster (x2), Hypnotic Pattern, Web
L.3: Hold Person, Slow, Suggestion

Battle in the Basement - Round 1 (DM JohnP)  d20=5 d20+14=22 d20+14=20 d2=1 d2=1 d2=1 d2=1 d2=2 d2=1 d2=2 d2=2 d2=1 d2=2 d2=1 d2=1 d2=2 d2=2 d2=2 d2=1 d2=2 d2=1
Thursday July 27th, 2006 11:05:35 PM

Outside the back door, Ash and Shelya wait patiently. The invisible Famina and Kadaz join the line of people going down the back stairs.

In the upstairs hallway, Mira casts another Invisibility spell on Conner this time. Then the sorcerer joins the queue of people going down the stairs, right behind Arm who has slipped in ahead of her. The invisible Conner leads the way but Wynn is still waiting at the bottom of the stairs.

Downstairs, Xenia remains within her little quiet happy place as she fortifies herself with a potion from her pack. She sees that the bugbear has two of the curved sword-daggers called kukris at his belt. All of the other cultists are wearing shapeless robes and are carrying only small weapons if they're even armed at all. The cleric looks to have a light mace at his belt.

Syr silently slips around the back of the gathered cultists, over towards the bottom of the front stairs. The altar at the front of the room is bare except for a heavy green stone bowl or chalice that seems to be the focus of the cleric's attention. The elven monk is right ... nothing bad happening here, if you overlook the undead guards, that is. Syr's not certain but he suspects that Plateau City probably has a "No Undead Creation" bylaw or something similar.

The people outside the front and back stairs now hear the sound of combat coming from the basement. Lang lashes out at the zombie, which is slow and unarmored, and drops it with his final swing. Then he moves 5 feet into the room and challenges the room.
DM Note -- I took your actions to be Full Attack, then 5' shift. The zombie had Cover (+4 AC) from the wall and the third attack missed as a result.

Angus encourages the others to move down to the basement and then casts a protective spell on himself, while looking down at Sunshine. Shadow follows Lang into the basement but remains hidden.

Upstairs at the front, Belkior scans one end of the basement through the floor. He pales for a moment and then brightens. He whispers to those nearby, "Lots of undead ... nine just in this end. But the strongest one is no more than half my strength, weaker than any of these Plateau City folk." Those nearby think that Belkior is scanning the end of the basement where Zenia said the altar was.

Thar draws his shortbow, scanning for targets. Behind him, Edmund waits in the upstairs hallway.

+++++


Lang's action has got everyone's attention. The bugbear looks at him and tilts his head. The cultists scramble to their feet and edge away from this seeming mad bugbear that has just destroyed one of their guardians. And the cleric at the end of the room also comes to his feet and turns towards the back stairs.

The bugbear draws his two kukris as he looks at Lang, then speaks.

"If you want to join us, why do you destroy our god-given servant? And you're not alone, either ..."

The bugbear concentrates for a moment, then snaps a command to the cleric.

"They have clerics with them, powerful too! They mustn't take the chalice!"

He then whistles and prepares to enter battle. The knowledgeable in the basement might have a chance to determine what he did.
Lang, Shadow, Syr, Thar, Wynn, Xenia - Spellcraft DC 16 - Highlight to display spoiler: {Detect Good}

This triggers a frenzy of movement among the cultists. The cleric moves to pick up the stone chalice in front of him and then calls out.

"To me! Guard me!"

The people in the basement now see undead - skeletons and zombies - moving out of the storerooms in the basement. Four skeletons come from the end rooms (1 and 2) and assemble around the cleric. Zombies come from two next rooms (3 and 4) and shamble towards the entrances. And from the south two rooms (7 and 8), three more skeletons clatter towards Lang. Each of these undead are armed with a simple wooden club.
Syr - can make an AoO against Z4.
Shadow - can make AoO against S5 &/or S6


And a hulking dire rat comes from a storeroom (6) with fragments of cloth and bone clinging to it's fur.

The cultists surge towards the exits. Some draw daggers but others simply seem to want to escape. None attack any of the party .... yet.

MAP

Ash  d20+5=15
Thursday July 27th, 2006 11:16:51 PM

Ash, hearing the noises, decides that they have been discovered. At this point he asks Shelya to enter the stairwell and follows her down [Handle Animal=15]



Xenia (AC24, HP 48/48)  d20+16=25 d20+16=30
Thursday July 27th, 2006 11:39:00 PM


"Uh oh. That's gone and done it. Lang's stirred the pot here. You close enough to see, Hon? Looks like skeletons and zombies. But the other ones, tell all the others that most of these cultists look like just harmless nutjobs."

"The main guy, he's got this Chalice thing that he seems to think is real important ... And you know what, Wynn? I'm gonna get it."


The dark rogue once again dips into her pack for a potion. She drinks it down and then rises five feet into the air and flattens herself against the ceiling.

"Remind me later to tell Lang he's a lunatic. hehe." The rogue's chuckle tumbles over the Message link, like water gurgling through a stream.

Rolls and Actions
Hide 45 (+20 for Invisibility.)
Move Silently 30

Draw and Drink potion of Fly

Movement and Position
Five foot Rise. At H12 (5 feet up)

Active Effects
Message (Duration 50 minutes)
Invisibility (Duration 3 minutes?)
Bless (Duration 2/15 rounds)
Barkskin (Duration 3 minutes)
Fly (Duration 3 minutes)

Syr (AC 20/19 HP 62) Indivisible, G3  d20+10=23 d20+10=24
Thursday July 27th, 2006 11:47:31 PM

Syr silently curses to himself and mumbles VERY quietly to the linked, "... and I thought I was the impulsive one." With a sigh, "Okay, I'm moving to the front corner and waiting of an opportunity."

He then precedes to weave as delicately as possible through the cultists without touching any. He heads toward the corner of the room and waits to see what everyone else is doing. (Not sure what skill to use: Tumble 23, Move silently 24)

ed. DM JohnP - Tumble skill is appropriate and the DC would be 29 (25 for first opponent, +2 for each additional). Ordinarily, the failed roll would trigger an AoO but these are zombies. So no movement, and Syr can attack if he wishes.

Edmund (AC:12+2, HP:27/27) Bless  d20+10=27
Friday July 28th, 2006 3:43:12 AM

As the moment of choice comes, Edmund will proceed into and down the stairs as far as he dares ((towards a destination at square D-10)) without any intention of being quiet. "Foul creatures! Foul villains! Foul wretches! Prepare to meet thy fate!" As brave (and somewhat over-the-top) as these words are, he nevertheless is more than a little frightened.

Still, he will keep his head and begin casting Web on the large room ahead ((target centred on square J-10)) with the intention of creating a mass of webs anchored between the floor and ceiling to impede or trap the cultists and their associates. Whilst he does this, he keeps his eyes open and his wits about him, casting defensively so as not to endanger himself (Concentration: 27)

The spell begun, and the arcane motions of his hands fluidly performed, Edmund will speak the words quite firmly without any noticeable quaver to his voice. Perhaps he is braver than even he thought he was. "Ecce tela mea!" he will declare, calling the Web into existence.

DM Sanity Info
Spells In Effect: Bless (Thar), Web (Duration: 50 minutes)

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

Arm 
Friday July 28th, 2006 6:03:08 AM

Impatient at not being able to join the fray, Arm instead clears his throat experimentally, then begins to sing a song of people who excel at what they do (bardsong: inspire competence - +1 vs. charm, +1 attk, +1 dmg - 30' radius cast on himself). He knows that his stylings won't reach the entire group, be for the moment he can at least help out those that are with him.

OOC: I don't know what the duration of this song is, as I don't have my PH at work here...if someone can help me out, it'd be greatly appreciated... :)

ed. DM JohnP - The song you're thinking of is "Inspire Courage". It takes a standard action to start, free action to continue and continues for 5 rounds after Arm stops singing. Casting a spell or using most magic items will also cause it to end.


DM Clarification (DM JohnP) 
Friday July 28th, 2006 7:48:03 AM

I meant to do this last night but ran out of time.

Marching Order - Front Door
People lined up to go down the stairs are, from bottom to top:
- Wynn (in basement, on map)
- Thar (in basement, on map)
- Conner (on landing, on map)
- Arm (off map)
- Mira (off map)
- Edmund (off map)
- Belkior (off map)
- Birdie (off map)

Marching Order - Back Door
- Famina (in basement, on map)
- Kadaz (in basement, on map)
- Angus (on landing, on map)
- Sunshine (off map)
- Ash (off map)
- Shelya (off map)

In the Basement
Alphabetical
- Lang
- Shadow
- Syr
- Xenia

Movement Notes
Movement through square occupied by a friend costs normal movement. (This is different than rules, but in tabletop movement would end up being sync'd through use of Held actions and I'm not going to bother with that.) I'm also going to allow the front people to act &/or move, then the people behind, rather than strictly posting order.

Movement through square occupied by an opponent requires a Tumble check. Calculate the DC for the check by counting opponents between start and open square (DC 25 for first, +2 for each additional). And Tumbling is at half-speed unless you take a -10 to move at full speed.

Any character on the map can see far enough into the basement to cast area spells.

Wynn [AC=21; HP=59] Message, Disguise, Bless  d20+11=30 d20+10=24 d8+3=5
Friday July 28th, 2006 8:06:46 AM

Wynn darts quickly through the gap between the cultist at the botom of the stairs and the zombie, clearing the way for those behind him [Tumble=30 Ends up in G-11]. The half elf then turns and slashes wickedly at the zombie [Hit AC=24 for 5 HP] "Come on" he calls back up the stairs. "There's no time to waste!"

Conner [AC=22; HP=62]Message, Bless, Invisible  d20+6=18 d20+13=33 d8+7=15
Friday July 28th, 2006 8:19:30 AM

Once Lang prematurely springs the trap, the fighter realizes his invisibility will serve little purpose. Trapped on the stairs he cannot slip through the crowd in time to stop the cleric escaping with the alter. When Wynn clears a space at the bottom of the stairs he will dart through.

If the Zombie remains standing, Conner hewes him in two [Hit AC=33; Nat 20 for 15 HP] and the tattooed fighter pops back into sight standing in E-10.

If the Zombie fell under Wynn's attack, a still invisible Conner slips past the fallen undead and to his left F-9.

Lang AC 24 87/92 Hp  d20+15=25 d6+6=7 2d6(5+1)=6 d20+13=30 d6+6=11 d20+8=18 d6+6=12 d6=3
Friday July 28th, 2006 9:05:46 AM

Lang is disgusted with his diplomacy skills and attacks a zombie (Z1) with full abandon. Lang growls through gritted teeth "Foul undead"

RH AC 25 for 7 damage + 6 for viscious total 13
LH AC 30 for 11 damage

If these two thrusts drop the zombie, Lang will switch to a new opponent S6, if not he will finish off the zombie.

LH AC 18, for 12 to the zombie or 9 to the skeleton.

Viscious damage to Lang 3

Lang looks frustrated and bellows "Everyone drop you weapons and kneel on the floor and you will not be harmed!" Lang is doing his best to push into the room, so that those behind him can come in. Lang will also do his best to keep the cultist from leaving.

Lang thinks to himself, diplomancy is not my stong suit.

Angus AC 23/25 evil HP 33  d20+3=10 d20+9=18
Friday July 28th, 2006 9:25:23 AM

Angus realizes that things are moving fast now and he has to get out of the way so that others of this diverse group can enter the fray. Angus polymorphs himself into a pixie.

Angus's features begin to rapidly shrink and he takes on more sylvan caracteristics, including wings. Angus flying into the room and scans it hovering (H11) close to the ceiling.

Spot 10

In a high pitched voice Angus adds, "Everyone calm down and surrender, we do not need to spill living blood today if you cooperate."

Diplomancy 18

Spell Slots

0 Level 1/5
1 Level 3/8
2 Level 1/8
3 Level 0/6
4 Level 1/4

Spells in Effect

Message (Mira, Arm, Syr)
Mage Armor - Hours
Protection from Evil - 9/160 rounds (extended)
Inviso on Syr - 8/80 rounds
Shield - 2/160 rounds (extended)
Polymorph - 1/80 (18 Dex and natural AC improvement)

Rod of extend 2/3



Shadow (AC 21/18 HP 28/28)  d20+5=15 d4+1=4
Friday July 28th, 2006 9:26:09 AM

Shadow is not sure he approves of his new companions tactics, but no sense in trying to put the coins back in the purse. He will take a swing at skeleton S5, and try to make room for those behind to get up front.

Action
To hit=15
dmg=4

Belkior/Sub Al (AC20, AC22 vs Evil, HP40/40) 
Friday July 28th, 2006 10:47:26 AM

The voices and hubbub drift up the stairs. Sounds like the cat's out of the bag so to speak.

Jump *clank*
Jump *clank*
Jump *clank*

Armored in breastplate and buckler, Belkior hops up and down on his cat feet, trying to see around the line of humans on the stairs.

"The undead aren't very powerful!" he calls down to his companions. "I'd ... " Jump *clank* " ... try to turn them ... " Jump *clank* " ... But the stairway is too narrow."

Rolls and Actions
Jumping up and down

Movement and Position
Remain at the top of the stairs.

Active Effects
Owl's Wisdom (Duration, 7.5/8 minutes)
Magic Circle Against Evil (Duration 90 minutes)

0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, uDetect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, uOwl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: Dispel Magic*, Prayer*, Searing Light*, Speak with Dead (uMagic Circle against Evil+*)
4th Level: Death Ward*, Freedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Famina (AC 19, hp , hp 84/84, invisible) and Kadaz (AC 24, hp 63/63, invisible, subbed by mikey)  d20+8=24 d6=5 d6=4 d20+12=29 d10=8
Friday July 28th, 2006 1:48:50 PM

The battle has begun! And there's no way Famina or Kadaz is going to be kept out of it.
"Lang, move to the left just a little..." an invisible voice behind him chirps excitedly. She brushes right past him (moving through his square) and continues on. Hopefully he managed to drop that zombie he's been focusing on. If he hasn't, she heads into the empty area next to Lang and resumes his attack on that very same zombie. (Along the way, I believe I provoke attacks of opportunity from the two zombies and the skeleton next to Lang, but I have Mobility for +4 AC)
If that zombie has fallen, which she hopes it has, she moves into the square in which it was standing and takes a swing at the skeleton six that is next to Lang. Hopefully, she can help clear out the way for others to get in.
Either way, with a chopping blow with some force thrown behind it, she deals her enemy a powerful blow. (using power attack -4, hit AC 24, did 9 + 8 (PA) + 6 (strx1.5) +1 = 24 damage)
And becomes visible right afterwards. (though I think the invisibility doesn't matter to the zombies anyways)

Kadaz is right on the tail of the barbarian, even though he can't see her. He, too, brushes past Lang, and the undead have probably just taken a swing at Famina and can't get an attack against the dwarf. At this point, things get complicated.
If the zombie has fallen, and Famina appears in that square attacking the skeleton, then Kadaz goes into the empty square next to Lang. He will then join in the attack on the skeleton, unless it is ashes, in which case he will attack the zombie (with cover).
If the zombie has fallen but Famina is not in its square (aka, Famina managed to finish it off after moving), Kadaz moves into that square and will attack the skeleton.
And finally, if the zombie has survived this round, then Kadaz has no place to go to, as he unfortunately finds out. He tries moving into Famina's square, then into the dog's square, then heads back into his very own square, feeling very sad he can't be in the fight.

If he does get an attack in with his adamantine battle axe, he's pretty happy. He chops off an arm or leg with a good swing (hits AC 29, does 13 damage).

Thar ail Baerer AC 21, hp 41 - Belkior's PfE spell, Bless  d20+1=14 2d6(3+2)+4=9
Friday July 28th, 2006 3:20:18 PM

Seeing that the fun is know beginning, Thar will squeeze to the side of the passageway, trying to allow his companions to pass.

He will look at the closest group of enemy undead that are still standing and attempt to turn them w/ his cross.

Turn Check (most powerful I can turn) = 1d20+Chr bon = 14 = 4th Level (my cleric level + 1)

Turn Dmg = 2d6 + your cleric level + your Charisma modifier = 9 HD turned

Turned Rounds = 1/10

Spell Affects - Belkior's Prot from Evil, Thar's Bless

DM Sanity Check

L0 Spells: Det Magic (2x), Det Poison, Read Mag
L1: Shield of Faith, SumMon 1, Prot from Evil
L2: Delay Poison, SumMon 2, Spiritual Weap

Turn Undead Attempts - 3 left /4

Bless duration - 3/15 rounds, +1 attack and ST's vs. fear

Affected by Bless - Arm, Belkior, Conner, Edmund, Mira, Thar, Wynn, Xenia



Battle in the Basement - Round 2 (DM JohnP)  d20+1=12 d20+1=9 d20+1=15 d20+1=17 d20+1=5 d20+1=12 d20+1=13 d20+1=8 d20+1=19 d20+1=12 d20+1=13 d20+1=15 d20+1=13 d20+1=3 d20+1=6 d20+1=7 d20+1=11 d20-1=6 d20-1=10 d20+17=35 d20+5=11 2d4(1+1)=2 2d4(3+3)=6 d20+4=7 d20+4=12 d20+1=9 d20+1=18 Cultist 4 d20+2=7 Cultist 9 d20=11 Cultist 18 d20+2=20 d4+1=3 Cultists d20+1=18 d20+1=10 d20+1=2 d20+1=11 d20+1=18 d20+1=6 d20+1=3 d20+1=18 d20+1=4 d20+1=17 d20+1=16 d20+1=3 d20+1=4 d20+1=6 d20+1=21
Sunday July 30th, 2006 10:05:54 PM

The battle intensifies down in the basement as bits of rotting corpse go flying about the room. Thinking to try a different approach, Xenia downs another potion from her haversack and rises up towards the ceiling of the room.

Syr slips by the zombies in front of him. Since he was invisible, the zombies couldn't move to block him and he moves into the corner of the basement.

Upstairs, Arm starts to sing a rousing song to inspire his companions. Because he's still in the hallway, his voice reaches only the others in the hallway and those near the bottom of the stairs.
DM Note -- Those affected, at present -- Arm, Belkior, Conner, Edmund, Mira, Syr, Thar, Wynn

Wynn rolls past one of the clumsy zombies and slices into it. Conner pushes through and finishes that undead off, leaving two large pieces on the floor.

Once Conner moves, there is room for Edmund to squeeze through. The wizard makes it down to the landing and he casts a spell into the basement. A mass of webbing grows from the walls, floor and ceiling to engulf anyone in the centre of the basement. That includes a newfound companion -- Wynn. But he's caught virtually all of the cultists in the webbing.
Wynn -- Please make Reflex saves vs. DC 17. If successful, you are simply Entangled (half speed, -2 Attack, -4 DEX). Failure requires a full-round DC 20 Strength or DC 25 Escape Artist check to get free and simply be Entangled.
DM Note -- Since area effect spells are centred on square corners, I default to the top left corner for centring spells.

Nearly all of the cultists are caught in the webbing although a couple are able to twist away as it formed. The zombies, of course, were too clumsy to escape but the bugbear appears to be unaffected. The dire rat looks stuck, though.

On the other side of the room, Lang hacked into another zombie in front of him. His shortswords plunge into the soft flesh of the zombie and don't harm the undead like they would a living opponent. Still, his weapon's magic and the strength of his arms combine to destroy the zombie. Then he steps aside to clear the doorway.

Angus shifts himself into the form of a pixie and flies forward. The Web and the skeletons block his path, however, so he cannot advance as far as he wants. He cries out to the cultists to surrender. Some of those who are simply trying to escape listen to his words but they're all inside the Web.

Now that Angus has moved, Ash can send Shelya into the stairs.

Shadow swings at the skeleton in front of him but his rapier simply rattles through the bones of the undead's ribcage.

In the hallway upstairs, Belkior tries to see around his larger companions.

Famina and Kadaz cannot move forward to attack, so they stay invisible and waiting behind Angus.

Thar gestures with his holy symbol from the stairs and calls forth positive energy to repel or destroy undead. The zombies turn and struggle in the web ... but the one on the far side runs into storeroom 4. The three skeletons in front of Lang and Shadow are destroyed, falling into splintered bone and dust. Now that room is available, Shadow and Angus move forward into the room. And that means that there is room for Kadaz and Famina to move as well.

Mira waits patiently upstairs.

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


Wynn starts with alarm as the torch on the wall ignites the webbing. It flares briefly before burning out. The same occurs at other points in the basement, catching a zombie and a cultist in the resulting flames.

Shadow can see into storeroom 6 where the dire rat came from. There is much more mud on the floor of this storeroom than in the main part of the basement.

+++++


The bugbear steps out of the webbing and calls out to Lang.

"Brought friends, did you? Well, how about I slice you up first before I start on the rest? That's for trying to trick me, yes it is."

The bugbear mutters a few words and a malignant aura settles around one of his kukris.
Spellcraft DC 16 - Highlight to display spoiler: {Corrupt Weapon}

Then he calls out again, presumably to the dire rat.

"Philemus! Get out of the web and attack!"

The dire rat struggles in the Web but cannot break free.

The cleric grips a medallion around his neck and mutters some words. Then he commands the skeletons to protect him and move with him.
Lang & Syr - Please make Knowledge (Religion) checks.

The closest zombies is caught in the Web. It thrashes and throws itself about but cannot get any further away from Thar and his holy symbol. The other one is free of the Web but cannot push past the cultists caught in the Web.

Cultist 4 moves slowly through the Web until he is out and then he closes with Lang. He jabs at Lang with a dagger but doesn't come close to harming the ranger. Cultist 9 also moves out of the Web and also attacks Lang with a rusty dagger.
Cultist 4 - dagger misses AC 7
Cultist 9 - dagger misses AC 11


Cultist 18 also jabs at Wynn. Because Wynn is within the Web, his dagger manages to slip by the bard's armor.
Cultist 18 - dagger hits AC 20, 3 damage

All of the other cultists attempt to break free of the Web's bonds. Only one of them does so but when she tries to run, she bumps into an invisible figure. One had the webbing burned away and is covered in terrible burns. He slowly makes his way out of the Web, sobbing with pain.

Player Sanity Info
Skelton -- AC 13, DR 5/bludgeoning
Zombie -- AC 11, DR 5/slashing

Web - anyone entering Web's area is Entangled (half speed, no Run or Charge, -2 on Attack, -4 to Dexterity and Concentration check required to cast spell)

Moving Through Opponents - There are two, or three, possible methods of moving through a square occupied by an opponent.
a) Tumble skill - DC 25 for first opponent and +2 for each subsequent. Failure means that movement stops at the first opponent, who gets an AoO.
b) Overrun special attack - move into the square and opponent can choose to either block or allow movement through square. If the opponent blocks, determine whether they are knocked down and movement can continue. Opponents can only choose to block opponents that they are aware off (my ruling), so Invisible characters who have made Move Silent checks can attempt this.
c) Bull Rush special attack - pushes the opponent back 5' or more.

MAP


Xenia (AC24, HP 48/48)  d20+16=36 d20+16=26 d20+11=20
Sunday July 30th, 2006 10:36:10 PM


"Framble farping fan pans!!!" From her horizontal position at ceiling height, the dark rogue watches the chaos as everyone thrashes around in the web stuff.

"What idiot put the web up?!!! Watch out, Wynn!!! Frapping Framble Matter!!!" grrrrrrrrr

The flame headed rogue can feel a tiny growl ticking away at the back of her throat.

She grits her teeth and plunges into the web anyway. Head first, she flies at ceiling height. Bending and flexing her body around strands of web, Xenia weaves her way to the other side. Until, at last, she breaks free! She's on the other side!

Arcing around the edge of the crowd, swift and silent, the invisible rogue swoops in directly behind the ususpecting weirdo cultie cleric.

Rolls and Actions
Hide 51 (Nat 20+20 for Invisibility. -5 for Full Movement)
Move Silently 26
Reflex 20

Movement and Position
(Half speed through H11 to H7)
95 effective feet out of 120-foot double move. Now at L4(5 feet up)
How about a 4th way, John? Fly over their heads. ^_^

Active Effects
Message (Duration 50 minutes)
Invisibility (Duration 3 minutes?)
Bless (Duration 3/15 rounds)
Barkskin (Duration 3 minutes)
Fly (Duration 3 minutes)

Famina (AC 17, hp , hp 98/98, invisible)  d100=8 d100=56 d100=82 d20+9=23 d6=2 d6=1
Monday July 31st, 2006 12:16:15 AM

The barbarian is normally a frenzied fighter, but this time there's too much confusion, and she understands the value of tactics at times. Besides, she always prefers the bigger fight. Picking from her enemies, she chooses the monstrous rat just over to her left.
NOW she is ready to unleash her fury! She yelps out an attack cry, something in dwarven vaguely, "Ishkhaqwi ai durugnul ur druggen dundiggen nackhnal!"
which translates vaguely to 'I spit upon your grave, you stinking nose-picking rustbucket!'
She skirts the web and moves into position just to the side of the huge critter and bursts out of her invisibility with a wild chop!

(Moving south to M13, then heading west to K13. I don't think I provoke attacks since I am invisible [according to aoo rules I think] If it does I have +4 AC (AC 23 till I rage) since mobility. Then, raging and taking a power attack -5 at the dire rat at K12. Hit AC 23, did 3 base + 10 pa + 9 str + 1 magic = 23 damage. Poor critter!)

(For fun, use http://www.delving.com/swear.html to make your own dwarven curse! :D)


Edmund (AC:12+2, HP:27/27) Bless, Inspire Courage  d20+10=27
Monday July 31st, 2006 1:42:13 AM

Edmund cannot see Wynn from his position, but he can see a cultist missed by the web, and this particular cultist seems to be slashing at something. Certain this cannot be a good sign, Edmund holds position and readies Charm Person. Still casting defensively (Concentration: 27), he makes the arcane movements with practised ease--the words of his voice firm, but strangely pleasant, encouraging, and friendly. Smiling, he looks to the dagger-wielding cultist (at F-11), and warmly ends his incantation. "Amicus!"

If successful, Edmund will adopt a casual and good-natured attitude with the cultist and say, "Ho there, my fine fellow. You look like a man of intelligence and devotion. Let's consider things as equals, what. I know I can trust you--I'm an excellent judge of character--and I can tell you're the sort of fellow willing to help a chap out when he's in a bind. You see, I've got a bit of a difficulty here. Lots of stuff going on, can't really keep an eye on it all, but I'm certain you can help. If you could just poke about and make certain none of my friends have gone and gotten themselves caught in that nasty web, silly twits, I'd really appreciate it. Just do your best to cut them free, if they have, and you know such deeds will never go unrewarded. My gratitude will be unrelenting."

"Once you've done that, if you would be so good as to pip off down this hallway here and just round the corner to the local guard post, I've an important message which I'm trusting you to deliver. If you could just let them know that my friends and I are all here, I would be--once again--deeply appreciative. I know it's not too much to expect of someone as accomplished and helpful as you, especially as between friends. And, you'd be doing yourself no small amount of favour as well, if you know what I mean."

DM Sanity Info
Spells In Effect: Bless (Thar), Web (Duration: 50 minutes), Inspire Courage (Arm), Charm Person #1(Duration: 5 hours)

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

Arm 
Monday July 31st, 2006 5:16:57 AM

Unable to do much more at the present, Arm resorts to continue his song, and hopes that it provides some help for those down below.

Kadaz (AC24, hp 63/63), invisible 
Monday July 31st, 2006 5:52:43 AM

The invisible Kadaz takes a quick look around and sees the others handily taking care of the undead. But that cleric and bugbear are a concern. He's going after them!

Kadaz decides to take advantage of being invisible. He steps into the web (move to M10) and struggles to make any headway at all. He forces his way through the web (to L9), trying not to touch the cultists and alert them to his position. Kadaz makes no attempt at moving quietly - he's too busy forcing his way though the webs. Hopefully the sounds of active battle will overwhelm his jingling. But, he suddenly notices, he's leaving a wake in the web! What genius had the bright idea to cast a web?

If one of the cultists does attack Kadaz will take the blow and not retaliate. He grits his teeth keeps struggling forward.

Spells In Effect:

Invisibility - (10/30 rounds used)

Wynn [AC=21; HP=56/59] Message, Disguise, Bless, Inspired  d20+9=27 d20+11=23 d8+4=10
Monday July 31st, 2006 7:52:32 AM

Wynn manages to avoid the web and easily slips out of the sticky mess [Reflex=27; Move to G12]. He does not take his eyes off the dagger wielding cultist and once out of the web slashes at the man with his longsword [Hit AC=23 for 10 HP].



Conner [AC=22; HP=62] Message, Bless, Inspired  d20+5=25
Monday July 31st, 2006 8:02:29 AM

The fighter sees the escaping cleric and plunges into the web in pursuit [Reflex=25]. The going is slow as Conner carefully steps between the strands of webbing [New Position I-11?]

Shadow (AC 21/18 HP 28/28) 
Monday July 31st, 2006 9:20:17 AM

Shadow will scoot back a little to get better shot at the cultists 'I really want to get a shot at the bugbear or cleric, but just way too many bodies in the way' he thinks to himself as he puts his rapier away and get his bow out.

Thar ail Baerer AC 21, hp 41 - Belkior's PfE spell, Bless, Inspired  d20=14 2d6(5+2)+4=11
Monday July 31st, 2006 11:54:39 AM

Thar will move forward into the position that Conner just vacated (E10) and can now see Skeletons S1-4 (near the Bugbear)

Readying his cross again, he'll try to turn these abominations. Since he has already affected the zombies near him, he'll ignore them this time and focus on other targets.

Turn Check = 15 = 4 HD Max affect
Turn Dmg = 11 HD turned

First Turn Attempt Rounds (Z4-6) = 2/10
Second Turn Attempt Rounds (S1-4) = 1/10

Spell Affects - Belkior's Prot from Evil, Thar's Bless, Inspired

DM Sanity Check

L0 Spells: Det Magic (2x), Det Poison, Read Mag
L1: Shield of Faith, SumMon 1, Prot from Evil
L2: Delay Poison, SumMon 2, Spiritual Weap

Turn Undead Attempts - 2 left /4

Bless duration - 4/15 rounds, +1 attack and ST's vs. fear



Belkior/Sub Al (AC20, AC22 vs Evil, HP40/40)  d20+14=20
Monday July 31st, 2006 1:01:55 PM

A space opens up ahead.

"Excuse me." Belkior pushes past the talkative member of the Plateau City group. Edumnd. Yes that was his name.

"Sorry. Excuse me, Edmund."

There looks to be more space in front of ... Thar ail Baerer was his name. Wasn't it.

"Excuse me, Thar."

The halfling cleric eases past Thar as well, only to find himself stuck in some sort of sticky web with robed, dagger-wielding humans ... and zombies all around him. Quickly, Belkior forms his hands into the Symbol of Alemi and casts a spell upon himself to be Free of the webs that bind his Movement.

Rolls and Actions
Cast Freedom of Movement Defensively 20 vs DC19

Movement and Position
Move to F10. Draw AoO from 18 as Belkior moves from E10 to F10. If 18 is still standing after Wynn's last hit, that is.

Active Effects
Owl's Wisdom (Duration, 7.5/8 minutes)
Magic Circle Against Evil (Duration 90 minutes)
Freedom of Movement (Duration 90 minutes)

0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, uDetect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, uOwl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: Dispel Magic*, Prayer*, Searing Light*, Speak with Dead (uMagic Circle against Evil+*)
4th Level: Death Ward*, uFreedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Mira (AC 13+4,40 HP) Mage Armour 
Monday July 31st, 2006 4:44:42 PM

"This should help you get about," the sorcerer whispers to the bard in front of her in the line-up to get into the fray. Mira extracts a scroll from her case, and chimes out the words she had nearly memorised during previous study. As the scroll disolves, she directs the magic the bard's way. "You should be able to climb along the walls and the cieling, but you must always be in contact with the surface to do so," she says, adding, "see if you can get the chalice, but be careful."

DM Sanity Info:

Position: Mira-in the hallway, still trying to get down the stairs, but happy to be buffing folks up and sending them down before her!

Spells In Effect:

Mage Armour - on Mira-3 hours
Message - on Mira, cast by Angus
Invisibility - on Kadaz, - 3 minutes (10/30 rounds used) - on Famina, - 3 minutes (5/30 rounds) - on Conner, - 3 minutes (30 rounds)
Spider Climb - on Arm - 3 minutes (30 rounds)

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



Syr (AC 19/20 hp /62) Inspire, Invisibility  d20+10=30
Monday July 31st, 2006 7:31:02 PM

Syr grins at the comic scene before him as everyone struggles with the web. Prior to laughing aloud, he remembers the seriousness of the situation and moves on the source of the problem. Moving with the utmost of care, he sneaks up on the priest. Thinking to himself that even Xenia would be proud of his stealthiness. He stands just behind the priest and flexes his muscles in preparation.

(OOC: I'm one of those rule challenged people, what kind of modifiers do I get next round for attacking?)

[ Invisible creatures get +2 Bonus To Hit against Sighted creatures. -- Al (Just helping out.) ]

Lang (AC 24; HP 79 or 81/92) & Sunshine (AC 22; HP 47/47)  d20=4 d20+13=28 d20+13=18 d20+8=13 d20+8=21 3d6(2+3+1)+6=12 d6=6 d6+6=9 3d6(2+3+6)+6=17 d6=2 d6+6=9
Monday July 31st, 2006 8:55:44 PM

Knowledge Religion 4.

Lang does not understand the motion the Cleric made.

Lang hears the Bugbear taunt him and responds with his own.

"Bugbear you and your foul friends will meet death today. You are next."

Lang continues his methodical killing of the evil cultists.

Attack Cultist #9 and then Cultist #5:

RH hit AC 28; damage 12; damage to me 6
LH hit AC 18; damage 9
RH hit AC 13; damage 17; damage to me 2 (let me know if this hit)
LH hit AC 21; damage 9

If Lang kills the 2 cultist he will step forward, closer to the Bugbear (into cell M8).

"Famina take care of that rat."

Sunshine hears the strong tone in his Masters voice. A low growl starts in the dog's throat.

Angus AC 23/25 evil HP 33  d20+4=13 d20+4=21 d20+8=23 4d6(6+2+4+4)=16 4d6(6+6+6+4)=22
Monday July 31st, 2006 9:10:53 PM

Angus's view of the room is severely hindered by the web spell. He sees Wynn and a cultist stuck in the web in front of him and a large rat off to his right a short distant.

He decides to soften up the rat for Famina, after hearing Lang's command.

Cast Scorching Ray - 2 rays
Hit TAC's 13 & 21
Spell Resistance 23 (if needed)
Damage 16 & 22

Spell Slots:

0 Level 1/5
1 Level 3/8
2 Level 2/8
3 Level 0/6
4 Level 1/4

Spells in Effect:

Message (Mira, Arm, Syr)
Mage Armor - Hours
Protection from Evil - 10/160 rounds (extended)
Inviso on Syr - 9/80 rounds
Shield - 3/160 rounds (extended)
Polymorph - 2/80 (18 Dex and natural AC improvement)

Rod of extend 2/3

Ash 
Monday July 31st, 2006 9:28:26 PM

Ash follows Shelya down the stairs, preparing to check for wounded compatriots

Battle in the Basement - Round 3 (DM JohnP)  Cultist 9 d100=99 d20-1=17 Listen d20=14 Bugbear d20+14=15 d20+14=21 d20+9=23 d20+9=10 d20+4=17 Cleric d20+17=33 Skeleton S3 d20+1=21 d20+1=20 d6+1=7 d6+1=4 Skeleton S4 d20+1=9 Zombie 4 d20+1=18 Cultists d20+1=12 d20+1=14 d20+1=11 d20+1=5 d20+1=18 d20+1=19 d20+1=15 d20+1=2 d20+1=14 d20+1=10 d20+1=13 d20+1=8 d20+1=4 d20+1=10
Monday July 31st, 2006 10:40:11 PM

The parties start manoeuvring around the Web in the centre of the room.

Xenia has one solution, flying nimbly directly through the centre of the area. She manages to avoid the worst of the webbing and emerges on the far side of the area. She finishes her movement directly behind the cleric who is clutching the stone bowl.

Famina ... well, the barbarian princess takes a more forceful approach. Brandishing her greatsword, she moves around the webbing until she can attack the dire rat. One mighty swing is enough to destroy the creature.

On the stairs leading to the front hall, Edmund tries to enchant the cultist that attacked Wynn. Unfortunately, he cannot see enough of the cultist to target him.
DM Note -- No Line of Effect to Cultist 18 since he has Cover from Edmund. The spell isn't expended.

In the hallway, Arm keeps singing since he didn't see any way forward down the stairs.
DM Note -- If you do want to move, put your intended destination in the next post since there should be room.

Like a dwarf in a china shop, Kadaz simply bulls his way through the webbing until he realizes that he is probably showing everyone where he is. Cultist 9 jabs out when he moves but cannot hit the heavily armoured fighter.
Cultist 9 -- 99%, dagger misses AC 17

Wynn, encouraged by Xenia's words, managed to avoid being caught by the spell. He steps out of the webbing and attacks Cultist 18, killing the poor deluded fellow. Actually, the cultist looks even worse than the dire rat that Famina chopped.

Following Kadaz' example, Conner plunges into the webbing also. He makes his way partway in and none of the cultists attack him.

Shadow moves to get a better line on the bugbear, shuffling his weapons as he does so.

On the stairs, Thar steps forward and again tries to turn undead. He seems to have done everything correctly, but nothing happened that he could see.

Sensing that there is space up ahead, Belkior pushes past the people from Plateau City and into the webbing. Then he casts a spell to allow him to move freely within the spell's area.

The sorcerer Mira reads a scroll to cast a spell upon Arm. She tells the bard that he can crawl on the walls and ceilings now.

Back in the basement, Syr the invisible elven monk creeps close to the cult cleric and his skeleton guards.

Lang swings at the two cultists in front of him and easily cuts them down with his first two swings. Then he steps closer to the bugbear cultist and taunts him some more.
DM Note -- I'm assuming that you actually meant Cultist 4, the one that attacked you not the unarmed Cultist 5 who is deeper in the Web.

Angus was going to attack the dire rat with a spell but it died from Famina's mighty swing.
DM Note -- spell not expended.

Finally, Ash creeps down the stairs behind Shelya.

++++++


The bugbear steps closer to Lang and starts swinging. At the end of it, none of his attacks manage to hit the ranger from Floating City.
Primary hand -- misses AC 15 (natural 1)
Off-hand -- misses AC 21
Primary hand -- misses AC 23
Off-hand -- misses AC 10 (natural 1)
Primary hand -- misses AC 17


The cleric casts a spell, unaware that there are any invisible opponents nearby. Once he has done that, he moves closer to the bugbear.
DM Note -- Syr, roll an AoO if desired. I'll adjudicate the results of the attempted spellcasting following that.
Lang, Syr and Xenia - Spellcraft DC 18 -- Highlight to display spoiler: {Magic Circle Against Good}


The four skeletons move to protect the cleric's back. If Syr revealed himself, the closest ones will attack. The first one gets a lucky swing in with it's club and manages to hit the elven monk. The second misses badly.
Skeleton S3 hits AC 21 (threat), possibly confirmed AC 20, 7 or 11 damage. Who was Syr dodging?
Skeleton S4 misses AC 9


The zombies keep trying to run away from Thar. One is still stuck in the Web and the other can't get past the other cultists.

The cultists keep trying to escape the Web but none break free. One who had escaped before manages to make it out and approaches Ash, pleading.

"Please! Don't kill me! Don't let them kill me!"

Player Sanity Info
Cultist -- AC 11, 7 hitpoints
Skeleton -- AC 13, DR 5/bludgeoning
Zombie -- AC 11, DR 5/slashing

Web - anyone entering Web's area is Entangled (half speed, no Run or Charge, -2 on Attack, -4 to Dexterity and Concentration check required to cast spell). Five full feet of Web also provides Cover and 20 feet provides Total Cover.

MAP

Xenia (AC24, HP 48/48)  d20+10=24
Monday July 31st, 2006 11:41:24 PM


Spell stuff.

Hey! HEY!!! Framblemation! the rogue curses inwardly as the Cleric Guy moves away and the Skellies close in behind him. Alright, you. Gonna do this the hard way. The dark rogue spots a clear spot just inside the door to the nearby store room.

"Lang," Xenia whispers over the Message Link. "I'm going to go for that Stone Chalice. Keep the Bugbear guy off of me, will you?"

With effortless grace, Xenia rises upward and flattens herself against the ceiling. The mass of Skeletons and Cultie Weirdoes pass below as she glides toward the door. She slips in ... reaches around the corner ... grabs the Chalice thingie ... AND YANKS!!!

Suddenly, Xenia appears floating up above the ground next to Lang.

It happens so fast, that the dark rogue isn't quite sure whether she's got it or not.

Rolls and Actions
Disarm 24 to Grab item. (Base 11, -4 per Woldian Rules, +1 Bless, +2 Invisible)

Movement and Position
N7 (5 feet up)

Active Effects
Message (Duration 50 minutes)
Bless (Duration 3/15 rounds)
Barkskin (Duration 3 minutes)
Fly (Duration 3 minutes)

Question: Does Xenia have the Chalice, John? If she does, there's some shouts and threats from the girl rogue that follow.

Edmund (AC:12+2, HP 27/27) Bless, Inspire Courage  d20+10=25 2d4(3+4)+5=12
Tuesday August 1st, 2006 1:01:01 AM

Edmund tries to make his way down the hallway a bit (towards a desired destination of E-10 or farther), disappointed at the sudden death of his target and the failure of his spell due to an intervening wall. Still, he keeps his chin up, and upon reaching his destination, make the swift gestures necessary for Hypnotic Pattern, (Targetted on the upper-left corner of I-9, affects 12 hit dice of creatures) whilst continuing to cast defensively (Concentration: 25).

DM Sanity Info
Spells In Effect: Bless (Thar), Web (Duration: 50 minutes), Inspire Courage (Arm), Hypnotic Pattern (Duration: Concentration+2 Rounds)

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

Syr (AC21/20 HP 62) Inspire  d20+12=18 d20+10=29 d20+14=22 d10+6=11 d20+13=17 d20+13=28 d20+7=17 d10+6=16 d10+6=13 d10+6=12
Tuesday August 1st, 2006 1:02:38 AM

Seeing the priest trying to move away from him, the monk panics and grabs his fleeing collar (Touch attack 21). With a quick yank, he drags the priest back to him and gets him in a bear hug (grapple check 30). Squeezing until the veins stand out on his arms, he wrestles with the cleric (att 21 damage 11).

OOC: Trying something new so feel free to correct me. So not only should the spell be interrupted for a grapple, he also did damage. Not sure if he gets multiple attacks or not but I rolled them above)

Edmund--Correction, 2nd illegal post 
Tuesday August 1st, 2006 1:07:09 AM

((OOC: Correction to previous post. Edmund's move description should read 'towards a desired destination of E-10'. Please ignore the words 'or farther'))

Arm (AC14, HP 27/27) 
Tuesday August 1st, 2006 5:58:04 AM

Finally seeing his way clear, Arm heads down the steps past Edmund and to the right of Belkior (F11). He realizes that he may be attacked by one of the cultists doing this (#14), but while still singing, he renews his original intent to block off the southern area so that none escape.

Kadaz (AC24, hp 63/63), invisible  d20+12=15 d10+5=15 d20+7=9 d20+12=24 d10+5=12
Tuesday August 1st, 2006 6:23:37 AM

With all that is going on, Kadaz finds it impossible to ignore the cultists in front of him. He targets one carrying a dagger (#16) and suddenly becomes visible as he swings twice. (hit AC 15 for 15 damage, hit AC 9).

If the first swing hits and kills the cultist Kadaz takes advantage of the momentum of the axe to continue swinging at the next armed cultist (#12). (use cleave feat, hit AC 24 for 12 damage)

Conner [AC=22; HP=62] Message, Bless, Inspired  d20-2=8
Tuesday August 1st, 2006 7:35:49 AM

Conner continues working his way through the web, cursing the mess of sticky strands that impede his progress [Move 1/2 speed and arrive at K-7]. "I'm coming for you!" he threatens the cultists that might block his way, hoping they stand aside as he passes. He is not at all sure this will work, but he is determined to get to the cleric [Bluff=8]

Wynn [AC=21; HP=56/59] Message, Disguise, Bless, Inspired  d20+16=34 d20+7=27
Tuesday August 1st, 2006 7:47:05 AM

Wynn decides to follow Conner through the web, counting on the tattooed fighter clearing a path. Anyone paying attention to him will note a slight shimmer as the facade of a beggar becomes the cloaked figure of a cultist [Disguise=34]. "Make room, make room!" he commands any of the cultists that might impede him. "I must protect the chalice!" [Bluff=27, Nat 20]

Wynn advances behind the fighter and slips between him and the Bugbear [L7]. He will dodge the Bugbear if it looks like his impersonation of a cultist has failed.

Results of Syr's Grapple AoO (DM JohnP)  d100=65 d20+1=7
Tuesday August 1st, 2006 7:57:55 AM

DM JohnP - this Grapple attack changes the results of the cleric's spellcasting and subsequent movement. I'm not going to change the skeleton's rolls, though.

Syr manages to grab the evil cleric by the collar. Using some secret elven martial art, he wraps his arms around the cleric and interrupts his spell casting.
DM Note - Spell fails, no damage this round from Grapple but can try in following rounds

The cleric calls out, "Invisible! They're invisible! Save me, you wretches!"

The skeletons move to attack the person who assaulted their master. Skeleton 3 steps closer and catches the grappling Syr with a hard knock.
Skeleton 3 - hits AC 21 (threat), confirmed AC 20, 11 damage
NOTE - Grappling means that attacker (Syr) also loses his DEX bonus to AC


Skeleton 4 swings wide of the elven monk.
Skeleton 4 - misses AC 9

Skeleton 2 moves to attack Syr and bumps into an invisible opponent. It swings it's club through space L4, but misses whoever is standing there.
Skeleton 2 - 65%, misses AC 7

The other skeleton stays where it is.

DM Announcement - I'm going to try to get the map updated.

Anyone who has already posted, feel free to re-post considering this outcome of an AoO.


MAP UPDATE!!! (weeee!) 
Tuesday August 1st, 2006 8:11:55 AM

Map Update Right Here, Y'all.

Xenia (AC24, HP 48/48) - Move Redo 
Tuesday August 1st, 2006 9:29:51 AM


"Woooo! Go, Syr!!!" Xenia's voice comes out of the thin air next to her companion and the grappled Cult Cleric.

"I'll take that off your hands," the rogue whispers softly as she reaches in, grabs hold of the stone Chalice, and yanks it loose.

Visible, now, the flame-headed rogue backs away from the phalanx of skelies and the whole melee mess. With a practiced reach, she stuffs the Chalice into the haversack behind her.

"I got your Chalice!" the rogue shouts to the room. "Surrender! Or you'll never see it again!"

"Probs never see it again anyway where you're going," Xenia whispers, unaware that her subvocalization is going to Wynn, Lang, and Shadow over the Message spell. "Weerdo undead lovers."

Rolls and Actions
Disarm 24 to Grab item. (Base 11, -4 per Woldian Rules, +1 Bless, +2 Invisible)
:: Using same Roll from Original Post ::

Movement and Position
Back up 5 feet to L3 (Near the ceiling.)
ME: Put Chalice into Haversack.

Active Effects
Message (Duration 50 minutes)
Bless (Duration 3/15 rounds)
Barkskin (Duration 3 minutes)
Fly (Duration 3 minutes)

Please say "Here" 
Tuesday August 1st, 2006 10:39:33 AM

Plateau City:
DM POSTS XXXXX
Mira XXXOX
Kadaz XOXXX
Ash XXXXX
Thar XXXXX
Conner XXXXX
Shadow XXXXX
Arm XXXXX
Edmund XXXXX
95% effective

Crimson shields:
Xenia XXXXX
Syr OXXXX
Angus XXXXX
Wynn XXXXX
Lang XXXXX
Belkior XXXXX
Famina X0XXX
% Effective 94.3%


Shadow (AC 21/18 HP 28/28)  d20+6=13 d4+1=4
Tuesday August 1st, 2006 11:39:55 AM

Shadow will take aim at the bugbear that is attacking Lang, and let go of the arrow. He will then ready another arrow to shoot at the bugbear or a new target depending on how good his new companion is.

Actions:
To hit=13
dmg=4

Famina (AC 17, hp , hp 98/98, invisible)  d20+4=10 d20+6=10
Tuesday August 1st, 2006 12:18:24 PM

Famina rushes into the web, intent on enemies...only to find herself caught by strands that even her great strength can't break through. She spends the round cursing and thrasing against them, just ten feet away from the cultists she wishes to cut down...

Belkior/Sub Al (AC20, AC22 vs Evil, HP40/40) 
Tuesday August 1st, 2006 12:26:26 PM

The Web is impossible! Can't see a think through it.

"Invisible! They're invisible! Save me, you wretches!"

Belkior focuses on the voice. Heedless of any attack, the Paragon of Alemi hustles around the south edge of the crowd. He passes Wynn and Conner. The edge of the mob curves north back in the direction of the voice. Belkior rushes through a gap between the cultists and comes face to face with ... A Skeleton!

Rolls and Actions

Movement and Position
Double Move to K7
Draw AoO from Z4/Unless turned, 16, 11, 12, 3 - AC22 vs Evil. (14, 15, 7 I assume are unarmed.)

Active Effects
Owl's Wisdom (Duration, 7.5/8 minutes)
Magic Circle Against Evil (Duration 90 minutes)
Freedom of Movement (Duration 90 minutes)

0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, uDetect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, uOwl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: Dispel Magic*, Prayer*, Searing Light*, Speak with Dead (uMagic Circle against Evil+*)
4th Level: Death Ward*, uFreedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Lang (AC 24; HP 73/92) & Sunshine (AC 22; HP 47/47)  d20+13=27 d20+13=31 d20+8=26 d20+8=27 d20+13=22 d20+8=9 d20+8=15 3d6(2+6+3)+6=17 2d6(1+2)+12=15 3d6(6+5+4)+6=21 d6+6=10 d6=5 d6=3
Tuesday August 1st, 2006 12:27:54 PM

A small look of concern comes across Lang's face when he realizes that he will not be able to match the Bugbear swing for swing. Well he will just have to make his swings hurt more.

Lang continues to taunt the Bugbear.

"You're first Bugbear. Then your cleric friend."

Attack Bugbear. Probably hit 4 times with 3 criticals - but only 1 confirmed:

RH hit AC 27; 17 damage; damage to me 5
LH hit AC 31 (22); 15 critical damage
RH hit AC 26 (9); 21 damage; damage to me 3
LH hit AC 27 (15); 10 damage

Sunshine continues growling.

Angus (AC 23/25 evil; HP 33/33)  d20+3=21
Tuesday August 1st, 2006 12:37:58 PM

The web and its stuck creatures are becoming a visual nuisance. Angus can hear his friends, both new and old on the other side in combat. He also hears the enemy commanding creatures and threatening his pal Lang. Angus needs to see what is happening on the other side of the room. He carefully flies his way over ending up in square H4, looking around as he goes.

Spot 21

Spell Slots:

0 Level 1/5
1 Level 3/8
2 Level 1/8
3 Level 0/6
4 Level 1/4

Spells in Effect:

Message (Mira, Arm, Syr)
Mage Armor - Hours
Protection from Evil - 11/160 rounds (extended)
Inviso on Syr - 10/80 rounds
Shield - 4/160 rounds (extended)
Polymorph - 3/80 (18 Dex and natural AC improvement)

Rod of extend 2/3

Thar ail Baerer AC 21, hp 41 - Belkior's PfE spell, Bless  d20+8=13 d20+8=15 d6+4=6 d6+4=8
Tuesday August 1st, 2006 12:54:20 PM

Thar silently curses to himself, b/c his turning effort didn't seem to work as planned.

"Edmund, I'm moving in and go ahead and follow me, if you'd like. I'll try to ensure that no one gets past me."

He looks around and seeing that the time for him to use his trusty short swords has arrived, Thar moves to F11 and attacks C14. "Alright girls, let's go do some damage, since it's been a while," he whispers to his swords, as he moves in for the attack.

1st Attack = 13, 1st Dmg (if any) = 6
2nd Attack = 15, 2nd Dmg (if any) = 8

Use Dodge against F11 (AC21 vs. him, 20 vs. other targets)

DM Sanity Check

First Turn Attempt Rounds (Z4-6) = 3/10

Spell Affects - Belkior's Prot from Evil, Thar's Bless, Inspired

L0 Spells: Det Magic (2x), Det Poison, Read Mag
L1: Shield of Faith, SumMon 1, Prot from Evil
L2: Delay Poison, SumMon 2, Spiritual Weap

Turn Undead Attempts - 2 left /4

Bless duration - 5/15 rounds, +1 attacks and ST's vs. fear

Still Inspired = +1 on attacks/dmg


Ash  d20+5=14
Tuesday August 1st, 2006 4:05:56 PM

Shelya moves to guard Ash from the cultist, moving between the Druid and the cultist, hackles raised and teeth beared in a threatening growl.

Ash surprised by someone coming up to him and begging to be taken prisoner, agrees to the surrender and asks Shelya to guard the cultist (Handle Animals= 14)

Looking beyond he notices the other cultists and prepares to summon a swarm of rats to attack them.

DM sanity:
Level 0:
Cure Minor Wounds
Flare
Guidance
Read Magic

Level 1
Cure Light Wounds (x2)
Goodberry
Magic Fang
Summon Nature's Ally I

Level 2
Animal Trance: Fascinates 2d6 HD of animals.
Barkskin (cast)
Summon Nature's Ally II
Summon Swarm (casting next round presumably)

Level 3:
Cure Moderate Wounds
Summon Nature's Ally III

Further Note: I have 6 points to put into skills (probably some of which will be in Handle Animal) but given the period between the stories, I have decided that Ash wouldn't actually have had time to actually improve them)


Mira (AC 13+4,40 HP) Mage Armour 
Tuesday August 1st, 2006 7:32:57 PM

Now that Arm has entered the fray, Mira is impatient to do her part. Placing a hand on the person in front of her (Edmund?) she gives him a shove...into the room. The sorcerer looks to see if there are any enemy, and gets ready to start casting.

DM Sanity Info:

Position: F9

Spells In Effect:

Mage Armour - on Mira-3 hours
Message - on Mira, cast by Angus
Bless - Mira, from Thar
Inspire Courage - Mira, from Arm
Spider Climb - on Arm - 3 minutes (1/30 rounds)

- 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





Battle in the Basement - Round 4 (DM JohnP)  Cultist saves d20=2 d20=15 d20=12 d20=5 d20=6 d20=11 Shadow miss d20+6=17 Bugbear d20+14=28 d4+5=9 d20+14=22 d20+9=13 d20+9=11 d20+4=7 Cleric d20+2=11 Skeletons S1 d20+1=10 S2 d20+1=12 S3 d20+1=11 S4 d20+1=20 Zombie d20+1=21 Cultists d20+1=14 d20+1=5 d20+1=3 d20+1=18 d20+1=5 d20+1=2 d20+1=9
Tuesday August 1st, 2006 10:17:17 PM

Syr's move has surprised the cultists, making escape and protection of their chalice look nearly impossible.

Inching closer, Edmund casts a spell into the concentration of cultists. A pattern of lights emerges within the Web. The only response is a muttered, "Oooh, look at the pretty lights."

After gripping the cult cleric last round, Syr tries to continue holding him and hurt him this time. He steps closer and squeezes the cleric, hurting him.
DM Note -- I interpreted your post as meaning the following:
- Maintain grapple by moving into cleric's space
- Inflict damage by making another Grapple check (which beat cleric Grapple DC), rolling monk unarmed damage
If this is not correct, you'll need to provide more information in your posts.


Arm moves into the basement and continues to sing. Everyone in the basement can now hear his voice.

Deep in the Web, Kadaz tries to attack one of the cultists. His axe goes wide, however.

Conner pushes his way through the Web, going right past two of the dagger-wielding cultists. Neither can act, however, since they are both firmly caught in the webbing.

Manipulating his spell, Wynn moves through the Web right behind Conner. He tries to look and act like one of the cultists and, so far, it seems to be working.
DM Note -- Double move at half speed doesn't quite take you where you want to finish.

Seeing her chance now that Syr has the cleric in an elven monkey-death grip, Xenia reaches in and grabs the chalice away. Then she retreats and threatens to destroy the chalice.

From the far end of the basement, Shadow looses an arrow at the evil bugbear. The arrow doesn't even come close to the cultist. It does come dangerously close to Lang's ear, though.
DM Note -- Applying the Woldian house rules for firing into melee, since you didn't take the -4 for firing into melee and the -1 for the intervening figure (Lang), the DM rolled for accidentally hitting Lang in the back.

Famina rushes in and gets caught up in the Web.

Belkior freely moves through the Web, moving up to where Wynn and Conner are. None of the cultists could attack since they are caught in the Web.
DM Note -- Belkior's intended destination was where Conner finished his move. Belkior could also move to J7 or L7. Let me if you want him moved further and I will correct map.

Fighting the evil cultist toe-to-toe, Lang responds with a similar flurry of attacks. He hits with all four attacks and seems to have hurt the bugbear.

Angus weaves his way through the maze of webbing.

Wanting to take the fight to the cultists, Thar was going to step in but finds Arm in front of him.

Ash accepts the surrender of the cultist and order Shelya to guard. Then he starts casting a spell.

Mira moves into the basement.

++++++


The bugbear again swings repeatedly at Lang. This time he hits once, then steps back away from the ranger.
Primary hand -- hits AC 28, 9 damage
Off-hand -- misses AC 22
Primary hand -- misses AC 13
Off-hand -- misses AC 11
Primary hand -- misses AC 7


The evil cleric cries out, "Save the chalice! The chalice!", as he struggles against Syr's grip.
Grapple check = 11 vs. unknown DC
DM Note -- if you're using Grapple, please determine what your own DC is and post it.


The four skeletons move to attack Xenia. None of them manage to hit the agile rogue, their clubs swinging by her head.
Conner -- please make an AoO vs. S2
S1 -- misses AC 10
S2 -- misses AC 12
S3 -- misses AC 11
S4 -- misses AC 20


The zombie struggles against the Web spell and finally breaks free. The other one cannot move past the cultists.

The cultists continue to try to escape the bonds of the Web spell but the spell holds them fast.

Player Sanity Info
Bugbear -- AC 22
Cultist -- AC 11, 7 hitpoints
Skeleton -- AC 13, DR 5/bludgeoning
Zombie -- AC 11, DR 5/slashing

DM Sanity Plea - If you're casting spells or other actions that require saves by the targets, please list the DC. It saves me a lot of time referring to character sheets.

Speaking of character sheets, some of you still owe me sheets.

And, if you're using Special Attacks, please provide all the necessary information to determine the outcome.


MAP


Conner [AC=22; HP=62] Message, Bless, Inspired  d20+14=27 d8+8=15 d20+16=28 d20+10=12
Tuesday August 1st, 2006 10:43:40 PM

Conner swings his longsword at S2 as it attacks Xenia [Hit AC=27 for 15 HP AoO] and then turns his attention to the bugbear. Stepping forward [L6] he attempts to disarm the creature. The fighter slides his blade along his opponents weapon and gives a hard inward twist, trying to wrench it from the bugbears hand [Improved disarm=28 trying to disarm primary weapon]. He then follows up with a shield bash, hoping to further unbalance the beast [Hit AC=12].

Xenia (AC24, HP 48/48)  d20+13=32 d6+1=6
Tuesday August 1st, 2006 10:44:38 PM


"Wah!" The dark rogue is suddenly surrounded by Skelies!

Tumbling through and just flying away shouldn't be too hard. But ...

"Wynn!!!" Xenia steps back and orders up her Light Mace from the Haversack. "I, uh, got the Skelies trapped back here! Help!" And she punctuates her cry by bringing the little spiky ball of her weapon right down on top of one of the boney heads with a crunch.

Rolls and Actions
Hit Skeleton S1 AC32, Damage 6hp w/Inspire Courage

Movement and Position
Back up 5 feet to M3 (Near the ceiling.)

Active Effects
Message (Duration 50 minutes)
Bless (Duration 3/15 rounds)
Barkskin (Duration 3 minutes)
Fly (Duration 3 minutes)
Inspire Courage (On going)

Wynn [AC=21; HP=56/59] Message, Disguise, Bless, Inspired  d20+11=25 d8+4=9
Tuesday August 1st, 2006 10:57:01 PM

Wynn reacts immediately to Xenia's cry for help. His longsword flashes as he strides forward and slashes down on S4 [Hit AC=25 for 9HP]. He prepares to dodge this same opponent should the skeleton attempt to return the favour [Effective AC=22, 25 vs AoO]

"Hold on Xenia, I'm on the way" he calls out as he strikes at the skeleton.

[Wynn is now in space K5]

Edmund (AC:12+2, HP:27/27) Bless, Inspire Courage 
Tuesday August 1st, 2006 10:57:11 PM

Edmund stands a little to the side, allowing Mira to pass him as Thar and Belkior did, if she feels it impossible to resist plunging into the larger area of the basement. As for being shoved about, he doesn't take well to that sort of outrageous behaviour, and remains in the position he recently took up ((at D-10 apparently, according to the map)). He does not attempt to move any further into the basement and will resist, strenuously and to the very utmost of his physical ability, anyone's attempt to forcibly propel him in any direction.

Unable to determine whether or not the fanatics are fascinated by his Hypnotic Pattern--these things being rather difficult to tell under the circumstances--he continues concentrating on the spell to maintain its effect. Ruefully, he considers it really is his only significant option other than to dismiss his Web, which would of course free all of the evil fanatics, their friends, and the undead servants of the Evil Elf Sorceress Queen simultaneously. Absolutely resolute in his determination that such an eventuality must not come to pass, he carries on the good work of trying to fascinate the cultists instead.

"Good thing I'm here," he says to himself with a smile. "Otherwise all of these EVIL VILLAINS would have escaped in a trice!"

DM Sanity Info
Move: None
Position: D-10
Action: Concentrating (Hypnotic Pattern)

Spells In Effect:
Bless (Thar)
Web (Duration: 50 minutes)
Inspire Courage (Arm)
Hypnotic Pattern (Duration: Concentration+2 Rounds)

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

Syr (AC 14 HP 51/62) Inspire  d20+10=15 d20+14=25 d20+14=21 d20+14=21 d20+9=15 d10+6=8 d10+6=7 d10+6=9 d10+6=7
Wednesday August 2nd, 2006 12:50:18 AM

Refusing to be distracted by the priest's calls, he tightens his bear hold and shifts his hips to knee the man in the thigh area several times. (grapple check 15, att 25,21,21,15 dam 8,7,9,7). Meanwhile, he messages to Angus and the others, "I've got the priest in a hold but we are outnumbered over here. Xenia's got her hands full and she's closer to the one trapped."

Famina  d20+6=12
Wednesday August 2nd, 2006 4:51:42 AM

The barbarian is roaring with rage, but the webs still hold her. Damned magic!

Arm  d20+6=20 d8+5=7
Wednesday August 2nd, 2006 5:58:52 AM

Thrilled to finally see some action, Arm strikes out at the cleric nearest to him (#14), quite probably connecting with him (attk: 20, dmg: 7). All the while, he continues his song to aid his companions.

OOC: Remember all, you all get +1s to attk & dmg from my song... ;)


Kadaz (AC24, hp 63/63)  d20+12=18 d10+5=7 d20+7=17 d10+5=13
Wednesday August 2nd, 2006 6:48:36 AM

Now visible, Kadaz concentrates on the two armed cultists in front of him. He yells "Drop those weapons" as he swings at one (#16). (Hit AC 18 for 7 damage; hit Ac 17 for 13 damage).

Shadow (AC 21/18 HP 28/28)  d20+6=11
Wednesday August 2nd, 2006 8:56:56 AM

Shadow noticing just how close he was to hitting Lang, will change his target to one of the cultist to discourage them (#16). He does miss, but maybe will discourage them to attack.

Actions
To hit=11 (or 6 if DM feels this is into melee) miss either way

Thar ail Baerer AC 21, hp 41 - Belkior's PfE spell, Bless 
Wednesday August 2nd, 2006 10:07:36 AM

"Well, crap. I guess I'm going to have to do something else now," Thar says to himself, as he realizes that he can't get directly into melee w/o getting trapped in the web.

"Arm, move and give me some room! I can't get into combat with you in the way!" yells Thar to Arm, hoping that he'll give Thar some room to move.

While he's waiting for Arm to move, Thar will cast Monster Summoning 2 and call a Celestial Giant Bombardier Beetle (http://www.d20srd.org/srd/monsters/giantBombardierBeetle.htm) into spot J3.

DM Sanity Check

First Turn Attempt Rounds (Z4-6) = 4/10

Spell Affects - Belkior's Prot from Evil, Thar's Bless, Inspired

L0 Spells: Det Magic (2x), Det Poison, Read Mag
L1: Shield of Faith, SumMon 1, Prot from Evil
L2: Delay Poison, Spiritual Weap

Turn Undead Attempts - 2 left /4

Bless duration - 6/15 rounds, +1 attacks and ST's vs. fear

Still Inspired = +1 on attacks/dmg

Beetle - HP 13, AC 16


Lang (AC 24; HP 53/92) & Sunshine (AC 22; HP 47/47)  d20+13=30 d20+13=23 d20+8=26 d20+8=12 d20+13=28 d20+8=9 4d6(5+5+5+1)+12=28 d6+6=12 3d6(4+6+3)+6=19 d6=6 d6=5
Wednesday August 2nd, 2006 12:46:51 PM

Lang steps forward after the retreating Bugbear (square M7).

The taunts continue to fly out of his mouth.

"Is that the best you've got? This isn't even a fair fight. Maybe I should only use 1 arm this time. Better yet, I should let our Sorcerer fight you. Then maybe you would have a chance."

Attack Bugbear. Hit 3 times with 2 criticals - 1 confirmed:

RH hit AC 30 (28); 28 damage; damage to me 6
LH hit AC 23; 12 damage
RH hit AC 26 (9); 19 damage; damage to me 5
LH hit AC 12; 0 damage

"Sunshine defend." Sunshine moves forward to guard Lang's back (square M8).


Belkior/Sub Al (AC20, AC22 vs Evil, HP40/40)  d20+3=19 2d6(6+5)+4=15
Wednesday August 2nd, 2006 1:47:42 PM

Belkior rushes through the gap in the cultists on the heels of Conner and Wynn. His aura of Protection Against Evil keeps pace with them, covering them.

The scene is one of classic Undead Evil. The halfling Cleric calls upon his god to strike down the blaspheme of those who should have left this Wold. Alemi answers with all of his might, Turning the ghastly Skeletons and casting them down.

Rolls and Actions
Turning Check 19 (Can Turn 6HD baddies)
Turning Damage 15hd (Directed at Skeletons in the corner)

Movement and Position
Move to K6.
Covers the following with Magic Circle Against Evil: Conner, Wynn, Lang, Syr

Active Effects
Owl's Wisdom (Duration, 7.5/8 minutes)
Magic Circle Against Evil (Duration 90 minutes)
Freedom of Movement (Duration 90 minutes)

0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, uDetect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, uOwl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: Dispel Magic*, Prayer*, Searing Light*, Speak with Dead (uMagic Circle against Evil+*)
4th Level: Death Ward*, uFreedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Turning 3/4 per day

Ash 
Wednesday August 2nd, 2006 1:56:52 PM

Ash continues to cast a spell: concentrating on his link to the natural world, As requests the aid of the smallest of small, summoning a swarm of rats to attack the cultists cought in the web (specifically cultists 12, 13, and 16)

Shelya continues to guard the prisoner.

Angus (AC 23/25 evil; HP 33/33)  4d4(3+2+1+4)+4=14
Wednesday August 2nd, 2006 2:07:19 PM

Angus (AC 23/25 evil; HP 33/33)

Angus readies a magic missile spell to cast against the Cleric if the cleric escapes from Syr's grasp or tries to cast a spell.

Standard Action: Ready Magic Missile for 14 damage

Angus hears Lang tell the Bugbear to fight a sorcerer. What?!?! I am that Sorcerer. What is his friend thinking?

Spell Slots:

0 Level 1/5
1 Level 3 or 4/8
2 Level 1/8
3 Level 0/6
4 Level 1/4

Spells in Effect:

Message (Mira, Arm, Syr)
Mage Armor - Hours
Protection from Evil - 11/160 rounds (extended)
Inviso on Syr - 10/80 rounds
Shield - 4/160 rounds (extended)
Polymorph - 3/80 (18 Dex and natural AC improvement)

Rod of extend 2/3

Mira (AC 13+4,40 HP) Mage Armour  d20+16=17
Wednesday August 2nd, 2006 6:07:18 PM

"MOVE!" yells the mage, and she squeezes past the wizard pressed against the hall wall, and behind Thar. Mira tries to concentrate on casting a simple offensive spell, but the press of so many foe affect her concentration (Casting Defensively=17, nat. 1, oh crud...)

A dribble of fire lands on the ground at the sorcerer's feet.

DM Sanity Info:

Position: F9

Spells In Effect:

Mage Armour - on Mira-3 hours
Message - on Mira, cast by Angus
Bless - Mira, from Thar
Inspire Courage - Mira, from Arm
Spider Climb - on Arm - 3 minutes (2/30 rounds)

- 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




Battle in the Basement - Round 5 (DM JohnP)  d2=2 Swarm d6=3 d6=6 d20=18 d20=1 Bugbear d20+12=17 d20+12=25 2d8(3+5)+3=11 Cleric d20+19=26 Cultists d20=3 d20=10 d20=10 d20=8 d20=13
Wednesday August 2nd, 2006 10:24:10 PM

Conner smashes skeleton S2 before it had a chance to attack the half-elven rogue who snatched the chalice away from the cleric. Then the tattooed fighter make a short step forward and twists the spell-enhanced kukri away from the bugbear cultist. The shield bash, however, goes wide.

Faced with three remaining skeletons, Xenia steps back and lashes out with a light mace that she pulled from her belt. It connects with one of the skeletons and crumples it, falling into a pile of disconnected bones on the floor.

Wynn moves in to attack one of the skeletons threatening his lady love, nearly smashing it to pieces.

Over on the other side of the room, Edmund wonders why everyone is so impolite and pushy. As far as he's concerned, he's captured all of the evil cultists and continues to concentrate on keeping them in place.

Now that the evil cleric is firmly in the elven monkey death grip, Syr starts punching him using the woodpecker technique. He misses his first try, but manages to hit with some subsequent attacks.
DM Note -- Using Woldian special attack rules, if you want to attack the cleric no grapple check is required. However, the attack rolls are made at --4. Using the attack rolls, modified with a -4:
Attack 1 -- hits, 8 damage
Attack 2 -- hits, 7 damage
Attack 3 -- hits, 9 damage


Famina is starting to get really angry with this Web!

Near the front stairs, Arm cuts down an unarmed cultist while continuing to sing.

Two screams come from deep inside the Web where Kadaz is hacking at the cultists. He cuts down two of the dagger-wielding cultists, leaving their bodies hanging in the webbing.

Shadow was about to shoot at the cultists but Kadaz killed his target.

Since he can't move forward, Thar begins the preparations to summon a creature.
DM Note -- You could move through the space occupied by Arm.

Lang keeps up the pressure on the evil bugbear, hitting him three times. Sunshine moves forward to protect Lang.

Calling upon the divine light of Alemi, Belkior rushes in and attempts to turn the remaining skeletons. He does manage to frighten them off but that is all that he is able to do.
Knowledge Religion DC 15

Ash calls forth a swarm of rats to attack the cultists inside the web. The swarm arrives where he directs and promptly sets to attacking the only surviving cultist in the area. The cultist starts screaming, "Ah! Ah! Get them off! Please! Please!"

And Kadaz is attacked, too, since the dwarf is within the area.
Kadaz -- takes 3 hitpoints damage and must make the following checks:
- DC 12 Fortitude to avoid disease,
- DC 12 Fortitude or become nauseated (single move only possible action) for 1 round.


Across the room, Angus prepares himself in case the cleric escapes Syr's grasp. And he wonders why Lang would think it a good idea for him to fight the bugbear. Isn't it more fitting that the bugbears fight one another?

Mira pushes past Thar and Edmund and approaches the zombies. The jostling and web disturb her spellcasting and she cannot complete her spell.

+++++++


Both Conner and Lang both press the bugbear hard and he may actually be getting worried. Or maybe that's just the light of fanaticism in his eyes. He mutters the words of a spell and gestures with his free hand, then reaches out to touch Lang.
Concentration = 17 vs. DC 17, No AoO
Touch attack = 25

Lang - 11 hitpoints damage, Will save DC 14 for half damage (Belkior's Circle of Protection covers you and provides +2)

The cleric struggles with Syr, then mutters the words of a spell. The elven monk feels the death magic touch him.
Concentration - 26 vs. DC 23, able to cast
Syr -- Fort save vs. DC 18 or become Blind (Belkior's Circle of Protection covers you and provides +2 to save)

The skeletons cower against the wall.

The zombies are both free but can't make any progress against the cultists who are stuck in the Web.

The cultists keep struggling but none can break free. The cultist next to Angus pleads, "Please! Don't hurt me any more!"

Player Sanity Info
Bugbear -- AC 22
Cultist -- AC 11, 7 hitpoints
Skeleton -- AC 13, DR 5/bludgeoning
Zombie -- AC 11, DR 5/slashing

MAP: Is Now Good



Edmund (AC:12+2, HP:27/27) Bless, Inspire Courage  d20+9=22
Wednesday August 2nd, 2006 10:52:02 PM

Edmund watches Mira move past to run into the web and fizzle a spell. This is precisely why he didn't move forward. He shakes his head, wondering why on earth all this commotion is taking place seeing as he has wrapped it up neatly for them. "People losing their heads, getting carried away, no doubt." he says, rather dismally.

Intent upon keeping his position so as not to foul himself in the chaos ahead, and continuing his concentration on Hypnotic Pattern ((if possible, considering his following actions)) he hears more shouting from the room--shouts for mercy from voices he doesn't recognise. As this is not the first time he has heard such cries, this strikes even Edmund as being odd behaviour for devoted fanatics, and he makes an incredible leap of logic as a result.

"I think," he begins, "I think they might want to surrender. Maybe we should stop attacking them. Perhaps they were being controlled by the Evil Elf Sorceress Queen."

Edmund writhes a bit, trying to decide if he is allowed to accept surrenders or make parleys. Unsure of who the leader actually is, he decides he is as good as the next fellow to offer conditions--it is his Web, after all.

Shouting to be heard over the din, Edmund cries out, "I am Edmund, Lord High Archmage of... Sampsonia! Throw down your weapons, put your hands in the air, and move towards my voice. You will be unharmed if you do not put up a fight! Those who resist will surely perish. This web is only the first taste of the destruction I am capable of! We have no wish to harm you if it can be avoided!" (Diplomacy=29)

Edmund hopes the other members of the party have heard him and will hold off on attacking any cultist who is no longer a threat. The sound of cultists screaming in agony is turning his stomach.

((OOC: As I understand it, changing the attitudes of people in combat with Diplomacy takes ten full-round actions. In this case, Edmund's primary goal is not trying to change attitudes (as from Enemy to Neutral), he is trying to encourage and direct in a uniform way any desire to surrender which is already there. Essentially, the die roll is there in case you have a use for it, not to indicate a decisive Diplomatic action on the part of Edmund.))

DM Sanity Info
Move: None
Position: D-10
Action: Concentrating (Hypnotic Pattern)

Spells In Effect:
Bless (Thar)
Web (Duration: 50 minutes)
Inspire Courage (Arm)
Hypnotic Pattern (Duration: Concentration+2 Rounds)

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

Xenia (AC24, HP 48/48)  d20+12=22 d20+7=23 d3+1=4 d3+1=3 4d6(3+5+2+3)=13 4d6(1+4+5+2)=12
Wednesday August 2nd, 2006 11:03:36 PM


All of the sudden the Skelies are pretty much gone. Not like last time at the plantation at all. Most of it's just screaming and thrashing around. Most of these folks look pretty harmless too.

'Course, there's Syr who's wrassling with the Cult Cleric guy. And there's Lang is trading insults with the Sickie Bugbear guy. Both of them sound kinda like problems. But doncha know, killing them just don sit right. You know, like, maybe they're, like, evil and stuff. That is, they're, like, Undead Lovers, right? But does that make them Evil? Or just stupid?

Xenia sighs. This religio-morality stuff is just too much sometimes. But it's, like, even if they don't deserve to die, they're still causing problems, right? They're doing all this spell casting stuff and that's gotta stop.

Xenia glides sideways in behind Syr and the Cleric.

"Hey you. Cleric guy," she says. "Shut up."

*bap*bap*

The dark girl smacks him good a couple of time with her bare fist. And the places she hits, you just know they gotta hurt. Hurt a lot.

Rolls and Actions
Hit Cleric with Unarmed Strike Hit AC22/AC23, Damage 4+3+13Sneak+12Sneak = 32hp Non-Lethal w/Inspire Courage (Maybe minus -4 from Cover for Striking into a Grapple)

Movement and Position
Move Back 5 feet to L3 (Near the ceiling.)

Active Effects
Message (Duration 50 minutes)
Bless (Duration 3/15 rounds)
Barkskin (Duration 3 minutes)
Fly (Duration 3 minutes)
Inspire Courage (On going)

Kadaz (AC24, hp 60/63)  d20+8=14 d20+8=13 d20+12=28 d10+5=14 d20+7=23 d10+5=13
Wednesday August 2nd, 2006 11:52:42 PM

"Ahhh" yells Kadaz to alert the others. "They summoned rats!" (fort saves of 14 and 13 to resist disease & nausea)

Not one to take a bite lightly Kadaz swings wildly at the rats that are attacking him. (hit AC 28, damage 14, hit AC 23, damage 13). Turns out a really big axe is good at hitting these small rats!

Syr (AC 14 HP /5162) Inspired  d20+7=16 d20+9=15 d20+9=25 d20+9=16 d20+4=13 d10+6=13
Thursday August 3rd, 2006 12:37:52 AM

Syr hangs on to the priest and continues pummeling him despite Listening to the priest, he realizes that a spell is being uttered and he tries harder to disrupt it (failed save). Suddenly, the lights go out. Cursing to himself he continues to pummel the man (att 15,25,16,13 after the -4, damage 13). Speaking loudly he says, "GUYS! he got me, I'm blind. Need help over here!"

Mira (AC 13+4,40 HP) Mage Armour  d20+10=16
Thursday August 3rd, 2006 1:01:54 AM

A quick recon of the room, and Mira comes to the same conclusion as Edmond. Animated skellies, and un-dead aside, the cultists seem a pretty sorry lot. "Like the archmage said, throw down your weapons, and put your hands in the air, or I fireball the place!" (Aid another, Bluff=16 (or if Diplomacy is more appropriate it would be 14)) Mira starts to move her hands, as if readying to cast...

DM Sanity Info:

Position: F9

Spells In Effect:

Mage Armour - on Mira-3 hours
Message - on Mira, cast by Angus
Bless - Mira, from Thar
Inspire Courage - Mira, from Arm
Spider Climb - on Arm - 3 minutes (2/30 rounds)

- 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



Famina  d20+6=9
Thursday August 3rd, 2006 1:46:21 AM

Famina doesn't hear the words of peace and reconciliation...but she doesn't need to. Because she's still stuck in the bloody damned webs! She curses and thrashes about, twisting herself even more into them. Poor barbarian, she just can't seem tog et leverage to use her impressive strength.

Arm (ac: 14 hp 27/27)  d20=17 d20+6=16 d8+5=10
Thursday August 3rd, 2006 5:58:29 AM

Arm grimaces a bit at Thar's insistance on his moving. Not wanting to get caught up in the web, he reluctantly moves over a step and seems to avoid it (DC=17). He then proceeds to attack the next cleric within reach, hoping to bring down this one as well (attk: 16 dmg: 10).

OOC: Sorry I couldn't be more precise with my actions, but the map is down... :(


Shadow (AC 21/18 HP 28/28)  d20+6=7 d4+1=5
Thursday August 3rd, 2006 7:34:54 AM

Shadow hears the two mages suggest surrender to these cultist, but is not sure they will take it. He lines up to fire an arrow at any of the cultists that continue to fight (except the bugbear engaged too closely with Lang, and the cleric enganged with Syr)

Actions: (if having to attack)
To hit=7 (nat. 1, not good)
dmg=5

Conner [AC=22; HP=62] Message, Bless, Inspired , Prot Evil  d20+14=34 d20+14=24 d8+8=12 d8+8=10 d20+9=19
Thursday August 3rd, 2006 7:39:03 AM

Conner grins with satisfaction when the bugbear's Kukri hits the floor. His demeanor changes however when the beast begins casting spells at Lang. The longsword flashes again and finds it's target. Conner can feel the blade pull across exposed flesh and hears the hissing sound as it does so. [Hit AC=34 critical confirmed with 24 for 22 HP].

The tattooed fighter flexes his massive forearm and the inked dragon seems to writhe. The blade of the longsword snaps back towards the bugbear, narrowly missing the exposed neck area [Hit AC=19]

Wynn [AC=21; HP=56/59] Message, Disguise, Bless, Inspired, Prot Evil  d20+11=30 d20+11=18 d20+8=20 d8+4=12 d8+4=10
Thursday August 3rd, 2006 7:54:23 AM

Wynn steps in to assist Syr. He allows the guise of a cultist to fade away and becomes the well armoured and well armed half-elf that is his normal appearance.

With a firm and well controlled timbre in his voice he warns the cleric. "Either surrender now, or I will send you to Gargul without the benefit of retaining your head" [Intimidate=20].

Wynn presses his blade against the man's throat to emphasize his intent. If the cleric does not immediately show signs of surrender the bard will follow through and end the man's life. [Held Action - Coup de Grace - Hit AC=30 (Critical cinfirmed with 18) for 22 HP]

[OOC Wynn's AC vs AoO during Coup de Grace is 25]

Al/OoC 
Thursday August 3rd, 2006 9:15:41 AM

Map is now working.

Thar ail Baerer AC 21, hp 41 - Belkior's PfE spell, Bless  d4+2=6
Thursday August 3rd, 2006 10:03:19 AM

Once the beetle appears at J3, Thar will order it to move and attack the skeletons that are nearby. He knows that they won't surrender and should be taken care of immediately, while they are still turned.

He thinks to himself "The rest of the group has the cultists handled, so this should help finish things off."

He'll order the beetle to move backwards (towards I3) and use it's acid spray against the two skeletons, hopefully doing 6 points of dmg to each, but not affecting Xenia or any other companions.

(... 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. )

For his own action (I assume my commanding the beetle was a standard action?), Thar will move towards G14 as best as he can. (It looks like he can avoid the web that way and also avoid Arm, since he moved to give Thar some room. Not sure how far I can get though...)

DM Sanity Check

First Turn Attempt Rounds (Z4-6) = 5/10

Spell Affects - Belkior's Prot from Evil, Thar's Bless, Inspired

L0 Spells: Det Magic (2x), Det Poison, Read Mag
L1: Shield of Faith, SumMon 1, Prot from Evil
L2: Delay Poison, Spiritual Weap

Turn Undead Attempts - 2 left /4

Bless duration - 7/15 rounds, +1 attacks and ST's vs. fear

Still Inspired = +1 on attacks/dmg

Beetle - HP 13, AC 16


Lang (AC 24; HP 38/92) & Sunshine (AC 22; HP 47/47)  d20+4=7 d20+13=28 d20+13=33 d20+8=11 d20+8=24 d20+13=23 3d6(1+4+6)+6=17 2d6(4+5)+12=21 d6+6=8 d6=4
Thursday August 3rd, 2006 10:46:39 AM

The touch of the Bugbear leaves Lang with a nice wound on Lang's arm (Will save 7+2 = 9). The evil creature will pay for touching him.

The Bugbear makes it too easy for Lang as he presses the attack against the creature.

"You are not very good at fighting are you? You can't even hold onto your weapon."

Attack Bugbear. Hit 3 times with 1 critical - 1 confirmed:

RH hit AC 28; 17 damage; damage to me 4
LH hit AC 33 (23); 21 damage
RH hit AC 11; 0 damage; damage to me 0
LH hit AC 24; 8 damage

Sunshine looks for a way past Lang to attack the Bugbear, but cannot get past Lang or the Web spell (square M8).

Belkior/Sub Al (AC20, AC22 vs Evil, HP40/40)  d20+8=11
Thursday August 3rd, 2006 12:15:24 PM

Belkior focuses on both the bugbear and the cleric, trying to determine the nature of the spells being cast. But it isn't until Syr calls out that it becomes apparent.

"Hold on, Syr," he replies. "I can't do anything about it right now, but in the morning I will be able to restore your sight. In the meantime, keep hold of that cleric."

The halfling holds his hands out, forming the symbol of Alemi. "And I will see what can be done about the bugbear."

Rolls and Actions
Spellcraft 11
If Bugbear is still standing:
Cast Hold Person on Bugbear (Will vs DC19 or be Held for 8 rounds)

Movement and Position
K6.
Covers the following with Magic Circle Against Evil: Conner, Wynn, Lang, Syr

Active Effects
Owl's Wisdom (Duration, 7.5/8 minutes)
Magic Circle Against Evil (Duration 90 minutes)
Freedom of Movement (Duration 90 minutes)

0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, uDetect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, uOwl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: Dispel Magic*, Prayer*, Searing Light*, Speak with Dead (uMagic Circle against Evil+*)
4th Level: Death Ward*, uFreedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Turning 3/4 per day

Ash  d8=1 d8+5=9
Thursday August 3rd, 2006 2:14:32 PM

Ash moves in in order to cast cure light wounds on Kadaz (heal 9 points)

Angus (AC 23/25 evil; HP 33/33)  4d4(3+1+1+2)+4=11
Thursday August 3rd, 2006 8:27:31 PM

Angus casts magic missile spell at the cleric for 11 damage.

Spell Slots:

0 Level 1/5
1 Level 4/8
2 Level 1/8
3 Level 0/6
4 Level 1/4

Spells in Effect:

Message (Mira, Arm, Syr)
Mage Armor - Hours
Protection from Evil - 11/160 rounds (extended)
Inviso on Syr - 10/80 rounds
Shield - 4/160 rounds (extended)
Polymorph - 3/80 (18 Dex and natural AC improvement)

Rod of extend 2/3

Battle in the Basement - Round 6 (DM JohnP)  Swarm HP 4d8(5+6+6+6)=23 Skeletons d20=16 d20=19 Swarm d6=3 d6=1 Zombie d20+2=5 Cultists d20+1=6 d20+1=5 d20+1=2 d20+1=4 d20+1=19
Thursday August 3rd, 2006 9:54:32 PM

The combat is drawing to a close. Acting upon the calls for mercy that he is hearing from inside and beyond the Web, Edmund calls for the cultists to surrender. His call is answered in a variety of ways.

"Please! Keep them off me!"

"Kill them! Their touch profanes the Chalice! Kill them!"

"Don't hurt me!"


And there are some sounds of people simply crying in terror and pain.

After some internal debate, Xenia steps closer and knocks the cult cleric on the head with her bare fist. Immobilized in the elven monkey death grip, the cleric is unable to protect himself and slumps unconscious after the first blow.

Deep inside the Web, Kadaz starts swinging at the rats that have attacked him. He hits twice but there are so many of these things and they're crawling all over the dwarf.

Syr did not resist the foul magic from the cleric and can no longer see. He feels the cleric go limp after Xenia says something, though.
DM Note -- If you want to pummel the unconscious cleric, go ahead but I'm assuming that you did not do so.

On the other side of the Web, Mira threatens more violence if the cultists do not surrender.

Since her companions want the cultists to surrender, maybe it's a good thing that Famina is still stuck in the Web.

Ignoring the words of Edmund and Xenia, Arm moves into the Web and cuts down one of the unarmed cultists.

Shadow prepares to shoot any of the cultists that threaten his companions.

Conner's longsword hits the bugbear cultist with a "Thwack!" like cleaver chopping soupbones. The evil bugbear drops to the floor but not before moaning some final words.

"I go to meet my Lord. We shall free the Old One soon and you will pay!"

Wynn holds his blade to the throat of the cleric, watching for signs that the cultist is not truly unconscious.

A celestial giant bombardier beetle appears next to the skeletons and is commanded to attack by Thar. The beetle sprays the two skeletons but they both withstand the attack. The beetle then moves backwards at his command. Meanwhile, Thar moves to the south side of the Web.

Lang stands over the fallen bugbear, hoping that he'll get up for more beating.

Belkior also stands ready to subdue the bugbear, this time with magic.

At the back entrance, Ash moves up to heal Kadaz. He manages to heal the dwarf but the swarm keeps biting the dwarf.
DM Note -- Concentration broken by casting a spell, but swarm stays for 2 more rounds.
Kadaz - 3 hitpoints damage, and two DC 12 Fortitude saves again.

The cultist screams one final time, "NOoooo!".

Angus would cast a Magic Missile but the cleric is already subdued.

++++++


Both the bugbear and cleric are subdued. The bugbear may bleed out, but the cleric is simply unconscious.

The skeletons cower against the walls.

When Thar moved, he got too close to one of the zombies that he had previously turned. Zombie 4 attacks Mira but misses badly. The other zombie is still trying to get away and there's the other one cowering in storeroom 4.
Zombie 4 - misses AC 5

The cultists keep trying to escape from the Web but none can.

Player Sanity Info
Cultist -- AC 11, 7 hitpoints
Skeleton -- AC 13, DR 5/bludgeoning
Zombie -- AC 11, DR 5/slashing

MAP

Xenia (AC24, HP 48/48) 
Thursday August 3rd, 2006 11:03:17 PM


With the two really troublesome ones down, Xenia puts some distance between herself and the Skelies. Flying over Syr and the unconscious Cult Cleric, the dark girl touches down at Wynn's side.

"You okay, Syr? What's wrong with him Belkie?"

"Hey! Whoever put this WEB stuff up, could you take it down already?" she shouts into the dark. "I can't see through all this, Wynn. How we supposed to know who's wants to give up and who don't?"

Rolls and Actions
MEA: Replace Light Mace in Haversack.

Movement and Position
Fly to J5 and land.

Active Effects
Message (Duration 50 minutes)
Bless (Duration 3/15 rounds)
Barkskin (Duration 3 minutes)
Fly (Duration 3 minutes)
Inspire Courage (On going)

Famina  d20+6=20
Friday August 4th, 2006 12:37:06 AM

Famina can't really see any enemies, and doesn't know what's happening, and she manages to struggle through the webs just a bit closer to the cultists.

Edmund (AC:12+2, HP27/27) Bless, Inspire Courage  d20+10=24
Friday August 4th, 2006 3:45:55 AM

Preparing to step forward and dismiss the Web, Edmund is horrified to see Arm cutting down an unarmed cultist who posed no threat. Revolted by this display of brutality, all thought of dismissing the Web or concentrating on maintaining Hypnotic Pattern disappears from his mind. Surely Arm must have lost his senses!

Thinking quickly about a non-lethal, temporary way to prevent Arm continuing his rampage without endangering him, he comes to a quick conclusion and, with a wave of his hands, the pronouncement of arcane speech, and focus upon a small bar of metal from his component bag, he casts Hold Person on Arm. (Will negates, saving throw 18 [10+3+5]). Edmund casts this defensively, as he is unsure whether or not Arm is in control of himself at the moment (Defensive Casting=24).

The Hypnotic Pattern, no longer being focused on, should persist for a little while longer.

DM Sanity Info
Move: None
Position: D-10
Action: Cast Spell (Hold Person: Arm)

Spells In Effect:
Hold Person (Duration: 5 rounds, or until negated/dismissed)
Bless (Thar)
Web (Duration: 50 minutes, or until dismissed)
Inspire Courage (Arm)
Hypnotic Pattern (Duration: 2 Rounds)

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

Arm AC 14 HP 27/27  d20+5=25 d20=4
Friday August 4th, 2006 6:00:05 AM

Arm feels the tingling of a spell sent in his direction, but he brushes it off like so many leaves (will save=25-nat. 20). Glaring in the direction of Edmund, he says, "I don't know what you had planned for me, but we'll discuss it later...". Saying so, he attempts to move toward the cleric by the steps (#17) to ensure that he does not escape, but finds himself tangled in the web (Dex=4).

Knowing that even if one of these dead-worshippers escapes, they can rise up again to cause more problems, he calls out to Ash, "Mind the one by the steps! Don't let him escape!".

Kadaz (AC24, hp 60/63)  d20+8=28 d20+8=11
Friday August 4th, 2006 6:02:37 AM

The rats just aren't going away! There're too many of them. Ash healed Kadaz's wounds but the rats jut reopened them. (save 28 vs disease, 11 vs nausea).

The rats crawling all over his armor and biting at him through the joints turns his stomach. Kadaz struggles to move out of the web but he is in so much distress that he can't do much more than slump limply against the webs. "Ash" he pleads, "I don't feel so good."

Thar ail Baerer AC 21, hp 41 - Belkior's PfE spell, Bless  d4+2=3 d20+10=27
Friday August 4th, 2006 10:21:52 AM

While his companions subdue the rest of the cultists, Thar will move towards E14 and see what is in that room.

He'll command the beetle to again spray the two skeletons, while avoiding hitting any of his friends.

Spray damage = 3 points

Spot (for Thar looking into the storeroom) = 27

DM Sanity Check

First Turn Attempt Rounds (Z4-6) = 6/10

Spell Affects - Belkior's Prot from Evil, Thar's Bless, Inspired

L0 Spells: Det Magic (2x), Det Poison, Read Mag
L1: Shield of Faith, SumMon 1, Prot from Evil
L2: Delay Poison, Spiritual Weap

Turn Undead Attempts - 2 left /4

Bless duration - 8/15 rounds, +1 attacks and ST's vs. fear

Still Inspired = +1 on attacks/dmg

Beetle - HP 13, AC 16


Syr 51/62 blinded 
Friday August 4th, 2006 11:55:24 AM

As night closes in on his vision, the elf hears Belkior's words and takes same reassurance in them.

Then hearing a much closer voice nearby, "I guess it was you that clocked him but this guy is limp. I can't see much right now, can you tie him up? Oh, and Xenia... unless you have something specific going on... please don't go too far? I've never been unable to see before." His voice and confidence are a bit unsteady at this request.

Belkior/Sub Al (AC20, AC22 vs Evil, HP40/40)  d20+21=37 d20+8=27
Friday August 4th, 2006 12:38:56 PM

"Excuse me," Belkior again pushes through the crowd of his companions. Along the way, he examines the cleric. And the takes a look at the bugbear. The cleric appears to be no more than unconscious. But the bugbear is dying.

"I'm sorry." The halfling looks up at Lang and Conner. "But as much as he deserves it, I can't let him die." Belkior kneels by the bugbear's side and begins tending to the worst of the wounds, staunching the blood to ensure that he unnamed bugbear is in at least stable condition.

All the time, he wonders why it was that the skeletons had not crumbled. Generally weak creatures, they should have been destroyed by the turning.

Rolls and Actions
Heal 37
Knowledge Religion 27 (Sorry, I forgot to roll for this last round.)

Movement and Position
Move to M5
Covers the following with Magic Circle Against Evil: Conner, Wynn, Lang, Syr

Active Effects
Owl's Wisdom (Duration, 7.5/8 minutes)
Magic Circle Against Evil (Duration 90 minutes)
Freedom of Movement (Duration 90 minutes)

0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, uDetect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, uOwl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: Dispel Magic*, Prayer*, Searing Light*, Speak with Dead (uMagic Circle against Evil+*)
4th Level: Death Ward*, uFreedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Turning 3/4 per day

Shadow (AC 21/18 HP 28/28)  d20+6=20 d4+1=5
Friday August 4th, 2006 4:53:32 PM

Shadow will continue to keep watch over the cultist, and if any of them make a move to attack or escape Shadow will say, "Hold or die."

Actions (if needed):
to hit=20
damage=5

Conner [AC=22; HP=62] Message, Bless, Inspired , Prot Evil  d20+12=21 d20+10=25 d8+8=12 d6+5=9
Friday August 4th, 2006 4:59:50 PM

Conner watches with grimsatisfaction as the bugbear drops. "The old one be damned!" he replies to the dying creature " the old one won't be helping you now."

Conner turns his attention to the cleric, and seeing that Wynn, Syr and Xenia have the situation under control he strides towards the beleagured Kadaz [K8] and swipes at the swarm of rats. Conner tries first with his longsword [Hit AC=21 for 12 HP] and then bashes at a second rat with his spiked shield [Hit AC=25 for 9 HP]. "Can any of you mages or clerics call off this swarm?" he calls out.

Wynn [AC=21; HP=56/59] Message, Disguise, Bless, Inspired, Prot Evil  d20+11=22 d20+11=15 d8+4=8 d8+4=11
Friday August 4th, 2006 5:18:41 PM

Wynn steps past Syr and his unconcious victim and wades into the two skeletons, being extra careful to avoid the spray of the large beetle.[Position K4]

The bard spins on his plant foot as he swings his longsword, slashing across both undead [S3&S4]in a whirlwind attack [Hit AC=22 and 15 for 8 and 11 HP respectively].

"Foul undead" he mutters.

Mira (AC 13+4,40 HP) Mage Armour  d20+3=20
Friday August 4th, 2006 6:54:47 PM

"Noooo!" cries the mage. Unsure of Edmund's intentions, she blurts out what she knows. "He's sipped from the chalice! I don't know if he has been affected, but he may not be himself!" Not heeding the enemy who may very well lash out at her, the human sorcerer races after the bard, and possibly into more trouble. (Dex=20, vs Web )

DM Sanity Info:

Position: K10 (or near Arm as appropriate)

Spells In Effect:

Mage Armour - on Mira-3 hours
Message - on Mira, cast by Angus
Bless - Mira, from Thar
Inspire Courage - Mira, from Arm
Spider Climb - on Arm - 3 minutes (3/30 rounds)

- 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




Xenia (2nd Illegal Post) 
Saturday August 5th, 2006 12:01:18 AM

"Um, sure. Not going anywhere, Syr. Though I don't think he is either. I clocked him pretty good. Should be out for a couple of hours at least."

"Hey, Wynn. You hear that? That you, Mira?" Xenia peers through the Web stuff, trying to get a look at what's going on.

"'Sipped from the chalice ... ' Whaddya think that's supposed to mean, Wynn?"

Edmund (2nd Illegal Post) 
Saturday August 5th, 2006 12:06:10 AM

Edmund starts in surprise as Mira shouts and bolts off, into the web, towards the bard.

"He's sipped from the Chalice? Good heavens! No wonder. I didn't think he was the murdering sort, but if he's been drinking at tainted cups, there's no telling what he's capable of."

With a horrendous shock, Edmund realises he has just seriously annoyed the tainted bard. Terrified, he begins considering how he might escape the Wrath Of Arm.

Angus (AC 23/25 evil; HP 33/33)  d20+3=19 d20+3=4
Saturday August 5th, 2006 1:26:44 AM

Angus continues to hover in his polymorphed self. He listens to the conversation of the other group and also for any more enemies that may pop out.

Listen 19
Spot 4

Spell Slots:

0 Level 1/5
1 Level 3/8
2 Level 1/8
3 Level 0/6
4 Level 1/4

Spells in Effect:

Message (Mira, Arm, Syr)
Mage Armor - Hours
Protection from Evil - 11/160 rounds (extended)
Inviso on Syr - 10/80 rounds
Shield - 4/160 rounds (extended)
Polymorph - 3/80 (18 Dex and natural AC improvement)

Rod of extend 2/3

Lang (AC 24; HP 42/92) & Sunshine (AC 22; HP 47/47) 
Saturday August 5th, 2006 1:44:01 AM

Lang stands over the fallen Bugbear, the adrenaline rush of the battle still upon him. He looks down at the dying Bugbear, wondering if he should end its evil life now.

Belkior, however, steps in his way before he can make up his mind. Lang, in his battle lust, glares at the little healer.

"Exactly what do you plan on doing with him when you get him healed up? They may be doing something illegal here, but what do you think the authorities are going to do to us after they find out how we came into this building?

Lang stands there bleeding from all the cuts inflicted by the Bugbear and his own weapon. He awaits a response from Belkior or anyone.

Sunshine whines softly as he hears the frustration and anger in Lang's voice.

Ash  d8=5 d8+5=9
Sunday August 6th, 2006 5:37:55 PM

Ash, feeling guilty that he caused Kadaz harm, casts another Cure Light Wounds on him. (9 points)

Battle in the Basement - Round 7 (DM JohnP)  d20=5 d20=16 d20=12 d20=8
Monday August 7th, 2006 7:35:43 AM

DM JohnP - Apologies for missing the regular post last night. I'll get back on the usual schedule tonight.

Xenia moves about, getting closer to Wynn. She's concerned with what happened to Syr. And the Web is now getting annoying so she calls for it to be dismissed.

At the other end of the basement, Famina keeps struggling in the Web.

Edmund was about to dismiss the Web but Arm's callous killing of the cultist has enraged him. The wizard tries to control Arm by casting a Hold Person spell but the bard shrugs it off. After doing so, he glares at Edmund and promises to "discuss" the matter later before getting stuck in the Web.

Inside the Web, the rats have been crawling over Kadaz and the smell is too much for even his dwarven stomach. After he's still a little squeamish after watching ... eat breakfast this morning.

Thar tells the summoned beetle to keep attacking the skeletons. It does so and one of the skeletons is weakened. The elven cleric moves to examine storeroom 5, finding nothing more than cobwebs, broken furniture and a box of chipped crockery.

In the dark, Syr asks for assistance while he kneels over the unconscious cleric.

Wanting to save the life of the bugbear, Belkior moves over and checks the cleric as well. He manages to bandage the wounds of the cultist. Thinking on it, he thinks that the cleric had strengthened or bolstered the skeletons to protect them from turning. It's all rather academic since one of the skeletons has now recovered from the turning.

Shadow keeps watching the cultists, particularly the one near the stairs that has surrendered.

Wanting to rescue his companion from the rats, Conner moves down and smashes the last of the little creatures.

Wynn cuts down both of the remaining skeletons.

Concerned about her friend's actions, Mira moves through the Web to stand beside where he is caught. Her movement allows one of the zombies to attack her back but it misses.
Zombie 4 AoO -- club misses AC 12

Angus watches and waits.

Lang questions why Belkior has preserved the life of the bugbear cultist but makes no move to end the creature's life.

Ash heals Kadaz once more.

+++++++


The cleric is still unconscious on the floor and Belkior has managed to prevent the bugbear from dying.

Zombie 4 keeps attacking Mira but does no better than before.
Zombie 4 -- club misses AC 8

The cultists keep struggling within the Web.

MAP

Syr 51/62 blinded (Sub/Al)  d20+4=13
Monday August 7th, 2006 11:08:14 AM

Blind, Syr feels for a hold on the cleric's clothing. Without the benefit of eyes, the elfish monk turns to his ears. (Listen 13) There's a scrabbling behind and to the right.

"Are all the skeletons gone? I remember the wall behind me, and a corner close by. If you don't mine, I'll just take this Evil Cleric and we'll get out of everyone's way."

(Drag Cleric with him to M3)

Belkior/Sub Al (AC20, AC22 vs Evil, HP40/40)  d20+8=25 4d8(2+8+6+6)+9=31
Monday August 7th, 2006 11:37:31 AM

"I'm sorry, Lang, but this bugbear is a living being." The halfling healer shakes his head. "I can't just let him die if the cost is as simple as staunching the flow of his wounds. Through my inaction I would be responsible for his death."

"Your actions are your own, though. We all have only so much influence on each other. Kill him if you feel that he is deserved of death. But keep in mind that we only just encountered these people moments ago. Their use of Undead aside, as far as we know, they've done nothing more than fight as fiercely as we would have to protect what is theirs."

"I think we need to know more of what is going on here. Now, let me tend to some of your wounds ... "

Belkior steps toward his towering bugbear companion. Then he stops. Placing both fists upon his hips, he tilts his head back and looks all the way up to meet Lang's eyes. (Knowledge Arcana 25)

"Is that a Vicious weapon that I see?"

Belkior gives his companion a disapproving look, but still steps forward to apply Alemi's healing magic. "Your body is a temple, Lang. You should treat it with respect."

Rolls and Actions
Burn Deathward for Cure Critical Wounds Heal Lang 31hp

Movement and Position
5-foot step to M6
Covers the following with Magic Circle Against Evil: Lang, Sunshine, Ash, Kadaz, Conner

Active Effects
Owl's Wisdom (Duration, 7.5/8 minutes)
Magic Circle Against Evil (Duration 90 minutes)
Freedom of Movement (Duration 90 minutes)

0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, uDetect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, uOwl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: Dispel Magic*, Prayer*, Searing Light*, Speak with Dead (uMagic Circle against Evil+*)
4th Level: uDeath Ward*, uFreedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Turning 3/4 per day

Thar ail Baerer AC 21, hp 41 - Belkior's PfE spell, Bless  d20+9=23 d20+4=9 d20+4=8
Monday August 7th, 2006 11:57:44 AM

Seeing that the skeletons are now gone, Thar will dismiss the beetle from the battle.

He will then go towards Mira and attack Z4 with his twin short swords, frustrated that he had to enter the ill-timed web from earlier. Luckily, he is only entangled and can still attack the zombie

Reflex Save in Web = 23

Attack1 (+6-2 entngl +1 bless) =10
Attack2 (+6-2 entngl +1 bless) =9

DM Sanity Check

First Turn Attempt Rounds (Z5-6) = 7/10

Spell Affects - Belkior's Prot from Evil, Thar's Bless, Inspired

L0 Spells: Det Magic (2x), Det Poison, Read Mag
L1: Shield of Faith, SumMon 1, Prot from Evil
L2: Delay Poison, Spiritual Weap

Turn Undead Attempts - 2 left /4

Bless duration - 9/15 rounds, +1 attacks and ST's vs. fear


Xenia (AC24, HP 48/48)  d20+19=38 d20+15=31
Monday August 7th, 2006 12:15:26 PM


Grrrrrrr ... This is all still SUCH A MESS!

She looks around, eying the situation. (Spot 38)

"HEY!!! You know, we got a few folks here who just don't get the idea and they're still holding onto their weapons. Yeah, I see you there." The dark rogue tracks around the edge of the web, drawing a spiked chain. "I wantcha to PUT THAT DOWN!" The spiked chain lashes out and strikes the weapon from the hands of one of the cultists. (Disarm #3)

"And that goes for all of you Cultie Guys. You lay down your weapons now and we won't have to kill you any worse than we are now. Hear?"

"Everyone sound off and give a report in! This is Xenia. North is secured down. We got the Head Cultie Cleric guy and the Bugbear. All undead are gone."

"How you doing in the south? Make sure you check for secret doors. I think maybe with all the mud they've tracked around, they got a way from here to the sewers."


After giving her report, the dark rogue gives a listen. She listens into the Web stuff for a particular voice. The she calls out in an exaggerated whisper.

Mira!?! Hey, Mira? You okay in there?"

Rolls and Actions
Spot 38
Disarm #3 +31 [+11 MAB, +1 MW, -4 Non-proficient, +4 Two Handed, +2 From Chain, +1 Bless]

Movement and Position
Move to H5.

Active Effects
Message (Duration 50 minutes)
Bless (Duration 3/15 rounds)
Barkskin (Duration 3 minutes)
Fly (Duration 3 minutes)
Inspire Courage (On going)

Arm (AC 14, HP 27/27)  d20=20
Monday August 7th, 2006 1:27:12 PM

Casting one more glare at Edmund, Arm manages to extricate himself from the web (Dex=20-nat. 20). Moving himself across the room to the rear steps, he yells to Mira, "I'm OK. Don't worry about me, but mind the southern area. We can't allow any of these scum to escape. If we do, we may never sleep easy again!".

After he says this, he thinks to himself, "Perhaps if we rid the Wold of these creatures, I will have some peace as well.".

Famina  d20+3=14
Monday August 7th, 2006 2:07:57 PM

Hearing the battle is over, and not being able to see any enemies are up (the web blocks sight), Famina drops out of her rage and tiredly tries to pull herself out of the web. She promises to have a few words with whatever mage put up the blasted thing.

Edmund 
Monday August 7th, 2006 2:27:04 PM

As the battle seems to be winding up save for a block of cultists and zombies caught in his web, Edmund finds himself at a loss of what to do next. Distressed by everything which has happened, and sickened by the battle, he backs up a bit (to C-10) to sit down at the top of the stairs.

Frustrated, angry, and more than a bit ill, Edmund remembers all too clearly the spectacle of the miserable cultists begging for mercy. Having signed up for adventure, not murder, he is revolted at having participated in what was essentially a massacre.

Edmund puts his head in his hands and waits for someone to come tell him everything is settled. He wants no more part of this infamous affair.

DM Sanity Info
Move: 5 feet to C-10
Position: C-10
Action: None

Spells In Effect:
Bless (Thar)
Web (Duration: 50 minutes, or until dismissed)
Hypnotic Pattern (Duration: 1 Round)

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

Mira (AC 13+4,40 HP) Mage Armour  3d4(2+3+3)+1=9
Monday August 7th, 2006 2:31:21 PM

"Whew! That was close!" thinks the sorcerer as she ducks the zombie's club and moves back up the stairs towards Edmund. Mira registers the bard's voice, and wonders if Arm really is OK.

"Just a minute, Xenia," she calls out to the rogue somewhere past the web-mess. Hands outstretched before her, Mira sends the full force of a ball of magical energy into the chest of the creature that had been plaguing her. (9 pts. magic missile dmg. to Z4.)

DM Sanity Info:

Position: E10

Spells In Effect:

Mage Armour - on Mira-3 hours
Message - on Mira, cast by Angus
Bless - Mira, from Thar
Inspire Courage - Mira, from Arm
Spider Climb - on Arm - 3 minutes (4/30 rounds)

- 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




Kadaz (AC24, hp 63/63)  d20+4=24 d20+6=24
Monday August 7th, 2006 3:25:24 PM

A wave of healing washes over Kadaz, closing up rat bites and calming his stomach. The dwarf straightens to his full 4' height and grabs his axe again. "Thanks Ash, those rats were annoying. Did you see where they came from?"

Seeing most of the party to the north of the room Kadaz decides to cover the south. He struggles though the web and manages to move 10' (to M11). He breaks out of the web into a clear spot and involuntarily shivers, glad to be free again. (strength check 24, natural 20)

When he gets there he glares at the cultist in front of him (#17). "Surrender" he orders. And shouldn't Birdie be up those stairs a bit? "Birdie come here!" he orders. Birdie hears and starts moving towards his friend. (handle animal 24).



Ash 
Monday August 7th, 2006 6:58:36 PM

Ash looks to see if anyone else needs healing. "Is everyone okay?" he yells. He then looks to Shelya to ensure that she is okay with his prisoner.

Angus 
Monday August 7th, 2006 7:14:37 PM

Angus has had enough of watching and waiting and tries a new tact, and backs up Xenia's words "Surrender now, resistance is futile."

Angus then cast charm person on one of the still armed cultists in the web (DC 16 will save). Angus then call out to his new found friend "Put away the dagger, we just need to talk. Work your way over to me if you can. I am the small pixie flying up by the ceiling."

Angus sees that Belkior has saved the cleric and suggests "Anyone have some stout rope." in his new squeeky pixie voice.

Spell Slots:

0 Level 1/5
1 Level 4/8
2 Level 1/8
3 Level 0/6
4 Level 1/4

Spells in Effect:

Message (Mira, Arm, Syr)
Mage Armor - Hours
Protection from Evil - 12/160 rounds (extended)
Inviso on Syr - 11/80 rounds
Shield - 5/160 rounds (extended)
Polymorph - 4/80 (18 Dex and natural AC improvement)

Rod of extend 2/3





Conner [AC=22; HP=62] Message, Bless, Inspired , Prot Evil  d20+3=16 d20+4=21 d20+14=24 d8+8=10 d20+10=28 d6+5=8
Monday August 7th, 2006 7:57:27 PM

Conner hears the warnings to look to the south and plunges back into the webbing. He manages to evade most of the sticky strands and easily brushes off any of the others [Dex=16, Str=21]. The armed and dangerous fighter moves to assist Mira [H-10] and slashes at the Zombie if it remains standing [Hit Z4 AC=24 for 10 HP]. If the zombie has fallen, Conner will turn his attention to the cultist and cleric stuck in the web. If either move against him he will drive his forearm up and into them and let the shield spikes do their work [Held Action, shield bash hit AC=28 for 8 HP]

"What do we do with this lot?" he asks Mira. "Is Lady Ilonia in there anywhere?" he waves at the wall of sticky webbing.

Wynn [AC=21; HP=56/59] Message, Disguise, Bless, Inspired, Prot Evil  d20+11=30 d20+11=29 d8+4=8 d8+4=12 d20+8=18
Monday August 7th, 2006 8:14:00 PM

"You heard the lady" Wynn calls out to the ensnared cultists "drop those daggers and give yourselves up!" Wynn moves within reach of the cultists [Intimidate=18]and slashes into the webbing with his longsword should any move to attack him. His actions are swift, sure and threatening [Held action; Hit 30 critical, confirmed w/ 29 for 20 HP damage]

Position =H6

Lang (AC 24; HP 73/92) & Sunshine (AC 22; HP 47/47) 
Monday August 7th, 2006 8:16:55 PM

"Thank you Belkior for the healing."

"Yes, Belkior this weapon has been enchanted with the power of Vicious. After the last battle with the Undead where I was unable to inflict a lot of damage I felt I had to improve my damage capability. This enchantment was the cheapest and quickest way. The damage done to me is a small price to pay to quickly end the life of my adversaries."

"Plus I always have you to heal me if it gets out of hand," Lang says with a lopsided grin.

Lang looks around and it appears the 2 groups have everything under control. His swords are not needed down here anymore. There is nothing more that Lang can do downstairs.

"I will go upstairs and keep lookout on the back entrance. Someone should do the same for the front entrance."

"Sunshine heel."

Battle in the Basement - Round 8 (DM JohnP) 
Monday August 7th, 2006 10:30:55 PM

Trying to get out of the way of the others, Syr gropes his way into the corner of the basement. He drags the limp body of the evil cleric with him. The blind monk hears the discussion between Belkior and Lang about the evil bugbear and the new weapon that Lang wields. They don't seem to come to an agreement before Lang leaves to guard the rear entrance.

Wanting to deal with the remaining zombies, Thar moves closer and manages to avoid getting stuck in the Web. He swings at the nearest zombie but cannot hit it. The celestial beetle returns to its home since it is no longer needed.

Xenia wants this all to end. She whips a chain at the nearest cultist and whips the dagger from her hand. That cultist was strangely distracted or dazed. She calls out to the other cultists to drop their weapons.

Famina is still struggling with the Web. It's creator, Edmund isn't sure what to think of things. He's rather sickened by the bloodshed here in the basement.

Mira blasts the nearest zombie with a Magic Missile but is not able to drop it.

Kadaz moves through the Web towards the rear stairs and glares at the cultist there. Ash and Shelya are still guarding the man who surrendered to them and Arm was already there.

Angus Charms one of the cultists who is still trying to fight and then orders the man to come to him. The cultist is still stuck in the Web and cannot move.
Charmed Cultist 1

Conner keeps forcing his way through the Web and gets close enough to attack Zombie 4. His sword swing cuts the zombie apart and it hangs in the webbing. Wynn moves over to the few remaining cultists that have some fight in them.

+++++++


The cleric and bugbear are unconscious and out of the fight.

The remaining zombie tries to push past the cultists but they are stuck fast in the Web. The zombie that went into the storeroom can't be seen but it can be heard crashing about in the room, trying to get farther away from Thar.

The only cultist who is trying to get out of the web is the unarmed one next to Sunshine (#5). She can't break the webbing, however.

Player Sanity Info
Cultist -- AC 11, 7 hitpoints
Zombie -- AC 11, DR 5/slashing

MAP


Xenia (AC24, HP 48/48)  d20+15=19
Monday August 7th, 2006 11:21:14 PM


"Hey, Wynn, I ... you know ... I don't think these folks are, like, responsible for themselves, you know. I mean, look at them. They're, like, all Zombied out." From behind Wynn, Xenia again flicks the chain out at the middle cultist's dagger to send it to the floor.

"Maybe they're, like, mind controlled or something. You think?"

"Weerd ... " she whispers as she waits for the Web to come down.

Rolls and Actions
Disarm #2 19 [+11 MAB, +1 MW, -4 Non-proficient, +4 Two Handed, +2 From Chain, +1 Bless]

Movement and Position
Move to H5.

Active Effects
Message (Duration 50 minutes)
Bless (Duration 3/15 rounds)
Barkskin (Duration 3 minutes)
Fly (Duration 3 minutes)
Inspire Courage (On going)

Edmund (AC:12+2, HP:27/27) Bless 
Tuesday August 8th, 2006 1:47:23 AM

With an anticlimatic 'pfft!', Edmund's Hypnotic Pattern spell exhausts itself. Edmund takes no notice, remaining in position with his face in his hands.

DM Sanity Info
Move: None
Position: C-10
Action: None

Spells In Effect:
Bless (Thar)
Web (Duration: 50 minutes, or until dismissed)

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

Kadaz (AC24, hp 63/63)  d20+8=28
Tuesday August 8th, 2006 5:40:35 AM

Kadaz looks at the shadowy south end of the cellar and has a thought. He unlaces a belt pouch and pulls out a smaller bag. From inside this bag he pulls out a small cube that has been enchanted with continual flame. He tosses the cube at the south wall of the cellar. "Hide now, evil ones!" he taunts. (hit AC 28, nat 20, with thrown light cube)

He moves slowly past Arm to the the first side entrance and looks in. (stands at M14 and looks into room 6).

Arm  d20=19 d20=12
Tuesday August 8th, 2006 6:00:48 AM

Arm moves up to stand directly in front of the cleric (#17 at M10). Holding his still-dripping sword at his throat, he says, "Where is Ilonia, you dog? Speak fast, and speak truly, otherwise you'll have more than three holes to breathe from, at least until you drown in your own blood!" (dex=19, intimidate=12).

Angus (Ac 23/25 evil) Hp 33/33  d20+8=22
Tuesday August 8th, 2006 8:41:40 AM

Angus is happy to see that the one cultist is under his spell and cautions "Just relax, we will free you from thw web in short order. Have your friends stand down so that it is easier for us to free all of you from the web."

Angus also sees Syr in distress. "Let me see if I can take care of that for you Syr." Angus comments to the blind monk in his new high squeeky voice.

Angus cast a targeted dispel magic on the blindness.

Dispell 22

Angus looks around the room and calls out. "Lets quickly dispatch the undead and then have a parley with our new guests. Who ever is closest, please check the front and back entrances for possible friends of our new guests."

Spell Slots:

0 Level 1/5
1 Level 4/8
2 Level 1/8
3 Level 1/6
4 Level 1/4

Spells in Effect:

Message (Mira, Arm, Syr)
Mage Armor - Hours
Protection from Evil - 13/160 rounds (extended)
Inviso on Syr - 12/80 rounds
Shield - 6/160 rounds (extended)
Polymorph - 5/80 (18 Dex and natural AC improvement)

Rod of extend 2/3


Syr 51/62 blinded (Sub/Al) 
Tuesday August 8th, 2006 11:13:41 AM

"Thanks ... er, Angus." Syr stretches a hand out in front of his face. He blinks and squints as though to restore his sight by that act alone. At the same time, he reaches for rope to bind the unconscious cleric. Until, that is, he remembers that he doesn't have any.

Belkior/Sub Al (AC20, AC22 vs Evil, HP40/40)  d20+8=19
Tuesday August 8th, 2006 11:28:37 AM


The halfling devotee of Alemi shakes his head, a gesture of sadness. The things that some will do in the name of inflicting harm upon others.

Belkior watches Lang move off through the Web to guard the outer exit. But are things indeed over here? And how to bring things to a safe and merciful conclusion? Is this Web now functioning to protect and preserve lives? Or is it merely serving to promote fear and uncertainty?

From the sound of things, there is more than enough strength in these two groups to control this small group of Undead worshippers. Perhaps it is time to see this spell gone.

"I will attempt to bring the Web spell down," Belkior announces. "Please be ready." He forms his hands into the symbol of Alemi and directs the divine magics toward the Web.

Rolls and Actions
Dispel Magic 19 (Targeting Web Spell)

Movement and Position
M5 No movement

Covers the following with Magic Circle Against Evil: Syr

Active Effects
Owl's Wisdom (Duration, 7.5/8 minutes)
Magic Circle Against Evil (Duration 90 minutes)
Freedom of Movement (Duration 90 minutes)

0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, uDetect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, uOwl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: uDispel Magic*, Prayer*, Searing Light*, Speak with Dead (uMagic Circle against Evil+*)
4th Level: uDeath Ward*, uFreedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Turning 3/4 per day

Thar ail Baerer AC 21, hp 41 - Belkior's PfE spell, Bless  d20+7=23 d20+10=27
Tuesday August 8th, 2006 11:48:40 AM

In a grateful tone, Thar says "Thanks Conner, for handling that Zombie."

He'll leave the webbed area and go south, to check out room #7. If he needs light, he will light one of his torches to help inspect the room.

Search = 23
Spot = 27

DM Sanity Check

First Turn Attempt Rounds (Z5-6) = 8/10

Spell Affects - Belkior's Prot from Evil, Thar's Bless, Inspired

L0 Spells: Det Magic (2x), Det Poison, Read Mag
L1: Shield of Faith, SumMon 1, Prot from Evil
L2: Delay Poison, Spiritual Weap

Turn Undead Attempts - 2 left /4

Bless duration - 10/15 rounds, +1 attacks and ST's vs. fear

Mira (AC 13+4,40 HP) Mage Armour 
Tuesday August 8th, 2006 1:01:19 PM

Eyes forward on the meeting room of the cultists, Mira backs carefully up the stairs until she bumps into the distraught wizard. After a quick glance to assure herself that it is indeed Edmund, she asks, "why the long face, Edmund? You did fine, and we still need you!"

Mira places a hand on the man's shoulder, and gives him a gentle shake, "the lady has yet to be found, and I fear some of our party would prefer to extract confessions at the point of a sword!" Hand still on Edmund's shoulder, Mira stoops to bring her face closer to the wizard's. "I'll stay here until the hall is secured. Send a fighter to me. Find one of the healers, the little one with the furry legs, and go question the...survivors."

Mira will squeeze against the hall wall in order to let Edmund pass.

As an afterthought, she adds, "be careful. The lady may still be in the room, masquerading as a follower."

DM Sanity Info:

Position: D10


Shadow (AC 21/18 HP 28/28)  d20+6=13 d4+1=4
Tuesday August 8th, 2006 1:29:36 PM

Shadow will make ready for the release of the web spell. He will keep an arrow knocked in case the cultists do not surrender. He will release if one of the cultist makes an aggresive move towards any of his companions or makes to exit the room.

Actions
To hit=13
dmg=4

ADM Scott A - Posting for 7/31/06 
Tuesday August 8th, 2006 1:40:37 PM

Plateau City
DM John: perfect
Kadaz: perfect
Arm: perfect
Ash: perfect
Shadow: perfect
Edmund: perfect
Mira: perfect
Connor: perfect
Thar: perfect
Overall: 100% effective

Crimson Shields
Syr: perfect
Lang: perfect
Belk: perfect
Famina: perfect
Wynn: perfect
Angus: perfect
Xenia: perfect
Overall: 100% effective

Outstanding everyone posted for every day!

Ash 
Tuesday August 8th, 2006 4:38:14 PM

Seeing that everything has been handled in a professional manner by everyone involved, Ash stands beside Shelya and his prisoner and watches to see what happens next.

Conner [AC=22; HP=62] Message, Bless, Inspired , Prot Evil  d20+3=17 d20+4=21 d20+14=22 d8+8=12 d20+9=13 d8+8=12
Tuesday August 8th, 2006 5:17:06 PM

"No worries Thar" Conner gives a quick glance back to his companion in arms. Conner is sure that the remaining zombies must be dispatched. He steps forward and to hack at Z5 with his now well blooded blade. [Dex=17 to avoid web, Str=21 to push through any stray strands, Hit AC=22 and 13 for 12 and 12 HP respectively].

"It may be fine to release the cultists, but these undead must be sent back to their graves" he grunts as he slashes into the zombie.

Wynn [AC=21; HP=56/59] Message, Disguise, Bless, Inspired, Prot Evil 
Tuesday August 8th, 2006 5:24:38 PM

Wynn maintains his vigil over the cultists and prepares to defend himself and Xenia depending on the actions of the ensnared worshippers once the web comes down. [Held action from previous round; Hit 30 critical, confirmed w/ 29 for 20 HP damage]

"you may be right Xenia, but there's been lots of spells flying around, and as far as I'm concerned they're responsible for whatever they've done. Keep your guard up when this web falls!"

Lang (AC 24; HP 73/92) & Sunshine (AC 22; HP 47/47)  d20+6=18
Tuesday August 8th, 2006 8:15:07 PM

Lang and Sunshine continue moving up the stairs to the rear entrance. Once there they remain quiet listening to the sounds coming off the street.

Listen 18.

Battle in the Basement - Round 9 (DM JohnP)  d2=1 d2=2 d2=1 d2=1 d20+1=7
Tuesday August 8th, 2006 10:44:58 PM

Xenia disarms another of the cultists while speaking with Wynn. The two disarmed cultists seemed unaware of anything but the fading pretty lights. Their creator, Edmund, barely notices that his spell has run its course. He is still very disturbed by the violence that his fellows have visited upon these poor misled people. Mira backs up the stairs and reaches out to the wizard, trying to console him.

Kadaz tosses a light cube into the shadows at the south end of the basement. The magical glow from the cube banishes nearly all of the shadows. The dwarf fighter then moves to the opening into storeroom 6 and peers inside. His darkvision reveals a great deal of mud and debris on the floor along with a rat-gnawed sack of grain. Unlike the other storerooms, this one is empty of broken furniture except for a tattered rug hung over the outside wall. Kadaz senses that there is an opening behind that curtain.

There is now a knot of people at the rear stairs. Arm has moved up to threaten the cultist there, who cringes away from him. Ash and Shelya continue to guard the cultist. Lang pushes past the group and goes to the rear door with Sunshine.

Angus issues further instructions to his new friend and casts a spell that removes the magical blindness from Syr's eyes. The sorcerer instructs the others to both deal with the remaining undead and watch for any reinforcements.

With his vision restored, Syr moves to bind the unconscious cleric but doesn't have any rope. Belkior has tired of the problems that the Web is causing and dispels it. The webbing shrinks away from the cultists and party members caught within it until there are only wisps clinging to the ceiling and walls. The cultists are now free to act.

As soon as the Web disappears, the charmed cultist 1 moves toward Angus. He is tucking his dagger back into his belt as he moves.

Thar thanks Conner for dealing with the zombie and then moves to the south end of the basement. His elven eyes show nothing in the storeroom but broken furniture and some crates stuffed with rags.

Shadow readies an arrow in case any of the cultists do not surrender.

With the Web gone, Conner has a clear route to the last zombie. He steps up and chops it into pieces.

Wynn stands ready to defend Xenia and the others in that corner of the basement.

Famina waits patiently.

++++++


When the spells holding them end, the cultists are free to move. Some choose to run while others try to surrender.

The only remaining zombie keeps banging against things in storeroom 4.

The cultists vary in their reactions depending on their devotion to the chalice. The ones who had earlier been trying to simply escape (Cultists 5, 7 & 10) now drop to the floor and try to surrender.

Cultist 17, who surrendered before, blurts out a response to Arm's threats.

"Ilonia! Don't know now Ilonia! Don't know names of any of the bosses! They left today, before service! Don't know where!"

Cultist 2 reaches down for his dropped dagger. Wynn sees this action and chops down with his sword, neatly skewering the cultist.

Cultist 3 holds up her empty hands, indicating that she wants to surrender.

The other two cultists are both fanatics and they try to fight their way out of the basement. They both make for the front stairs since this exit is closer and, frankly, Mira and Edmund seem like weaker opponents. But they both have to get past Conner. Cultist 6 sees no way to get past the fighter, so he stabs and misses with his dagger.
Cultist 6 - dagger misses AC 7

Cultist 11 tries to run past Conner, allowing the fighter an attack. Shadow holds his shot because of Kadaz and Famina.
Conner - take an AoO vs. AC 11

Player Sanity Info
Cultist -- AC 11, 7 hitpoints
Zombie -- AC 11, DR 5/slashing

MAP

Angus (Ac 23/25 evil) Hp 33/33 
Tuesday August 8th, 2006 11:02:29 PM

Angus smiles when he sees Belkior add a dispel magic to his own and feels like he may want to try out his new found wings a bit. "Nice job Belkior." Angus squeeks.

Angus then flies over to the middle of the room.

K6

Angus call to his new found friend. "Follow me. Lets calm your friends."

Angus also takes note of the female cultist and thinks that seems to be a novelty and wants to add a new friend to his list.

Cast charm person on the female cultist DC 16. "Come over here my dear." Angus becons as two friends are better than one.

Angus then spreads his even smaller arms as he hovers and calls out. "Surrender and you will not be harmed. Kneel down in the center of the room and remain calm."

To the others Angus adds, "Shields and friends, lets quickly check all of the rooms, but some must watch our new found friends and the exits. Lets be quick as we might get company."

Spell Slots:

0 Level 1/5
1 Level 5/8
2 Level 1/8
3 Level 1/6
4 Level 1/4

Spells in Effect:

Message (Mira, Arm, Syr)
Mage Armor - Hours
Protection from Evil - 14/160 rounds (extended)
Inviso on Syr - 13/80 rounds
Shield - 7/160 rounds (extended)
Polymorph - 6/80 (18 Dex and natural AC improvement)

Rod of extend 2/3


Syr 51/62 (Sub/Al)  d20+10=29 d20+9=23 d20+10=19 d10+4=9
Tuesday August 8th, 2006 11:08:39 PM


"Domi! It's good to see again! Thanks, Angus!" Syr looks around the room, lit bright as day in his elvish sight. The Web is gone, and across the room is a cultist wielding a dagger against ... Conner.

With startling speed, Syr glides across the floor and (Touch #11 AC29, Trip 23 [+4 STR, +5 Improved Trip]) kicks the man's feet out from underneath him.

"And stay down!" Syr winds up and plants (Hit #11 AC19, Damage Non-lethal 9hp. Follow up on Improved Trip. Stunning Fist, Fort vs DC15 or be Stunned for one round.) a fist into a place between the muscles of the man's arm designed to cause stunning pain.

Move to I11

Conner [AC=22; HP=62] Message, Bless, Inspired , Prot Evil  d20+10=30 d20+10=20 d8+8=9 d8+8=11 d20+16=35 d20+7=24 d3+5=8
Tuesday August 8th, 2006 11:23:30 PM

Conner's exasperation with these cultists begins to show, he lashes out at the escaping man's temple with the hilt of his sword, catching the cultist squarely as he goes by [AoO critical hit confirmed for 20 hp non-lethal damage; took -4 penalty on attack]

The cultist with the dagger is the next focus of his attention. Just as Syr knocks the man down, Conner bats the man's dagger from his hands with his own blade [improved disarm=35] He then slams his boot into the cultists mid-section in an attempt to knock the wind out of the man [unarmed strike hits AC=24 for 8 HP non lethal].

Conner's blood is up and the fierce look in his eye speaks to his ardent wish that the man attempt to pick up his dagger. "They want you alive, but nobody said you had to be healthy!" he growls. Conner's tattoo has taken on a deep shade of crimson, a sure sign he means what he says.

Edmund (AC12+2, HP:27/27) Bless 
Tuesday August 8th, 2006 11:27:36 PM

Edmund nods slowly to Mira as she talks, then suddenly starts to his feet. "Someone has dispelled my Web!" he declares, worriedly. I expect it's not sa--"

Interrupted mid-word, Edmund sees a cultist running towards them, just beyond Mira, who has pressed herself up against the wall to allow him to pass. In distress, Edmund cries, "Look out!"

Interposing himself between Mira and the Cultist (at F-10), Edmund readies Colour Spray (Saving Throw DC 16, Will Negates). With a few words and a quick gesture, he lets fly with it towards the oncoming Cultist (burst direction is to the right, emanating from the bottom right Corner of F-10).

DM Sanity Info
Move: 15 ft to F-10
Position: F-10
Action: Cast Spell (Colour Spray)

Spells In Effect:
Bless (Thar)
Colour Spray (Instant)

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

Wynn [AC=21; HP=56/59] Message, Disguise, Bless, Inspired, Prot Evil  d20+11=25 d8+4=8
Tuesday August 8th, 2006 11:34:43 PM

"Stay here and keep your sword on them" he tells Xenia. "There's something in that storeroom that needs to be put to rest." Wynn advances on the trapped Zombie and slashes at the undead creature with his longsword [Hit AC=25 for 8 HP].

There is no pity in the bard's eyes for the Zombie, only remorse that these cultists have raised the creature from death and now he must dispatch it.



Kadaz (AC24, hp 63/63) 
Wednesday August 9th, 2006 5:42:53 AM

Looking over his shoulder at the fight in the celler Kadaz shakes his head in disbelief. That idiot is attacking Conner with a dagger? Where does this cult recruit its members - the insane asylum?

Turning his attention to the room in front of him Kadaz examines it more closely. "There's an exit in this room!" he announces to the group. "I'm going to check it out." He holds his axe and shield at the ready and moves towards the blanket covering the back wall. He extends his axe and with the blade moves the covering aside to see what's behind it.

Arm  d20+2=14 d8+5=8
Wednesday August 9th, 2006 6:00:46 AM

Tired of showing mercy to these scum, Arm instead slashes at the cultist's arm (-4 penalty to hit=14 dmg: 8) and says "Let this be a lesson to you.". To Lang he says, "If this thing tries to escape rend it's limbs from it's body, then turns to see if Conner needs help with dispatching the other two.

Thar ail Baerer AC 21, hp 41 - Belkior's PfE spell, Bless  d20+7=27 d20+7=23 d6+3=9 d6+3=4
Wednesday August 9th, 2006 10:25:26 AM

Remembering that there is still one zombie left to deal with, Thar yells "We've got one more zombie to deal with" and runs at top speed towards the zombie in room 4 and aware that it will cancel the turning, swings both swords (if this round or next round, when he reaches the room since he's running) at his target.

If both hit (likely, hit AC 27, 23), they do 13 points of dmg (9, 4)



Famina  d20+3=19
Wednesday August 9th, 2006 1:14:56 PM

Still in the web. Not much else to do. Famina also has a terrible urge to scratch her nose, and can't do it. Oh, the agony!

Xenia (AC24, HP 48/48)  d20+9=22 2d4(3+1)+1=5
Wednesday August 9th, 2006 1:52:50 PM


"Sure, Wynn. Got it here." The rogue floats to within range of the cultist intent on sticking Mira's Tattoo Head friend.

"Don't even think about it, You," she warns. "We're merciful folks here, but if you keep trying to fight us, I'm gonna wang you with this chain here a good one. Got it?"

"HEY!" Xenia shouts across the room. "Yeah, you. um ... Arm! Whatcha cutting on folks for who don't have no weapons?"

All the time, the dark rogue is thinking to herself ... Uh oh. This is the one that's Mira's boyfriend, isn't it?

Rolls and Actions
Ready Attack vs #6 if he continues to fight.
Hit #6 AC22, Damage 5hp

Movement and Position
Move to G5.

Active Effects
Message (Duration 50 minutes)
Bless
Barkskin (Duration 3 minutes)
Fly (Duration 3 minutes)
Inspire Courage

Belkior/Sub Al (AC20, AC22 vs Evil, HP40/40)  d20+21=36
Wednesday August 9th, 2006 2:05:45 PM

"Thank you, Angus."

"Alright, now that the Web is gone, gather around. Lets see to your wounds." Belkior tugs on the arm of a nearby cultist and examines his health. (Heal on #5 to check general health.)

"Famina, if Kadaz is looking into a secret exit, maybe you should follow to back him up."

Rolls and Actions
Heal Check on #5 36

Movement and Position
Move to K7

Covers the following with Magic Circle Against Evil: Syr

Active Effects
Owl's Wisdom (Duration, 7.5/8 minutes)
Magic Circle Against Evil (Duration 90 minutes)
Freedom of Movement (Duration 90 minutes)

0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, uDetect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, uOwl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: uDispel Magic*, Prayer*, Searing Light*, Speak with Dead (uMagic Circle against Evil+*)
4th Level: uDeath Ward*, uFreedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Turning 3/4 per day

Shadow (AC 21/18 HP 28/28)  d20+6=11 d4+1=5
Wednesday August 9th, 2006 3:27:50 PM

Shadow will move to L15 to get a better area to effect with his coverage with his bow. He will keep his arrow nocked and ready to realease if the cultists do not surrender. "Hold there and listen before you lose your lives." He adds to the noise of what is going on.

Actions if needed:
to hit=11
dmg=5

Edmund (second illegal post) 
Wednesday August 9th, 2006 3:44:33 PM

Hearing Xenia shout at Arm, Edmund's mouth drops open. He shouts to the rest of the party, "Someone, stop Arm! He's drunk from the Chalice and has gone beserk! DO SOMETHING!"

Mira (AC 13+4,40 HP) Mage Armor 
Wednesday August 9th, 2006 3:50:54 PM

Once again behind the wizard, Mira stops at the base of the stair where she can see what is going on in the room, but block the way out for any who might try to escape.

With Edmund in front of her, she is unable to see clearly what is going on, but hearing his warning, Mira casts a quick spell of her own, transfering the magic (Mage Armor) to the wizard standing between her, and whatever is in the room.

"Oh, no!" She groans, when she hears Edmund call out the bard's name, "what has he done?"

DM Sanity Info:

Position: F10

Spells In Effect:

Mage Armour - on Mira-3 hours, Edmund-3 hours
Message - on Mira, cast by Angus
Bless - Mira, from Thar
Inspire Courage - Mira, from Arm
Spider Climb - on Arm - 3 minutes (7/30 rounds)

- 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 73/92) & Sunshine (AC 22; HP 47/47)  d20+15=34 d20+15=34 2d6(3+6)+12=21
Wednesday August 9th, 2006 8:44:47 PM

Lang continues up the stairs to Q10 or farther, but not out the doorway into the alley. Sunshine remains right behind him, protecting Lang as he always does.

OOC - What is Cultist 17 doing besides blabbering? If he tries to leave Lang will threaten him with his shortswords. He he continues, Lang will swing at him with the flat of his blade (non-lethal damage from his non-vicious sword).

Hit AC 30 (30); Non-lethal damage 21; assuming you can critcal non-lethal.

If Lang makes it to the exit doorway he will take guard and not let anyone in or out.

The Battle is Over ... Aftermath (DM JohnP) 
Wednesday August 9th, 2006 9:41:17 PM

Conner hits the fleeing cultist with the flat of his sword and lays him out flat. Then he turns and disarms the other cultist, following it with another blow that knocks the cultist out.

With that, the only remaining combatant is the zombie in storeroom 4. Thar and Wynn move into the storeroom and deal with that threat. Syr doesn't need to attack the cultist and Edmund doesn't need to cast a defensive spell.

Now there are only bleeding and unconcious cultists around the basement. If the party moves quickly they will be able to keep all of them alive. Belkior starts dealing with the injured cultists.

Angus charms another of the cultists who has surrendered and issues a set of orders. There are now two charmed cultists, six who have surrendered and ten who tried to fight and are now either unconcious or bleeding. Not to mention the unconcious bugbear and cleric.

Most of the drama occurs over by the back exit. Arm whacks the cultist with the flat of his sword and backs it by threatening violence from Lang. That elicits more wailing and protestations of knowing nothing. Not to mention concern from Xenia and Mira about Arm's actions.

"I don't know! Really!"

The other nearby cultists back up his story.

"They took off, all but Wyman and Otto there!"

"Talk to them two, not us!"

"They don't tell us nothing!"


Kadaz starts investigating what he thinks is a passage. He moves the rug aside with the flat of his axe and peers into the gloom. A low tunnel, low enough that a human would have to stoop, is shored up with bits of wood. From the smell, the dwarf figures that it's another connection to the sewers. Looking at the mud, he sees a mass of footprints and animal tracks. Maybe Lang could tell more.

Famina would go to help the dwarf but she seems to think that the webbing is still present.

Now it's time to complete treatment of the wounded and all the other post combat niceties.

Angus  d20+9=15
Wednesday August 9th, 2006 11:08:49 PM

Angus is very surprised by Arm's recent actions and call out to the warrior and Mira "Arm. Stand down! There is not need for more bloodshed amongst the living."

Angus then looks to Mira and in his new squeeky voice call to the sorceress "Please control Arm, his blood lust is up. If you can not we will quickly have to subdue him before he causes to much trouble. I may have to give him a case of the giggles."

Angus readies his Laughter spell and will cast it at Arm if his continues to be belligerant or does not listen to reason from his mates. DC 17 will save.

Angus calls up both sets of stairs "Are our flanks protected? Do we have a clear path to leave if we must? Any sign of trouble?"

To Angus's two new found friends he asks "What are your names? What can you tell me about your two friends Wyman and Otto over there? Also what can you tell me about the ritual you were participating in and why your joined the cult?"

Diplomancy 15 unmodified for the charm spell.

Spell Slots:

0 Level 1/5
1 Level 5/8
2 Level 1/8
3 Level 1/6
4 Level 1/4

Spells in Effect:

Message (Mira, Arm, Syr)
Mage Armor - Hours
Protection from Evil - 14/160 rounds (extended)
Shield - 7/160 rounds (extended)
Polymorph - 6/80 (18 Dex and natural AC improvement)

Rod of extend 2/3

OOC: How much time will elaspe from spells?



Syr 
Thursday August 10th, 2006 1:44:08 AM

Relieved to be able to see again, he stands by and watches as the last cultist is taken down. Stooping over he places his hands on his wound and concentrates. When nothing happens after a moment, he looks confused and puzzled. Looking down at the priest, he moves away a few feet and tries again. A look of relief crosses his face as he feels the healing touch spread through his body (cure 11hp). Muttering to himself, "Get over it, it's all in your head, just cause he took your vision, it don't mean he can change you." Taking strength from his own words, "Besides we have our own magic to use." The last he includes Angus on the whisper.

Arm  d20=18
Thursday August 10th, 2006 5:59:02 AM

His job done here, at least for the moment, Arm heads toward either Wyman or Otto, whichever is closest. Forgiving the new people, he is nonetheless concerned about Mira, as he thought she understood their (and especially HIS) situation.

Flashing his best smile to her and giving a 'thumbs up' sign, he approaches one of the above and says, "Even though my friends here seem to think you deserve to live, I don't happen to share their opinion. Whether you do or not depends on how you answer me...where is the witch Ilonia?"(intimidate=18).

Kadaz (AC24, hp 63/63)  d20+1=7
Thursday August 10th, 2006 7:15:42 AM

Investigating the dwarf-sized tunnel seems like a natural job for the dwarf fighter. "Tunnel here, I'm going in to see what's there" he announces to the group. With that, he heads down the tunnel carefully, watching for weak spots in the wall. (spot 7)

Ash 
Thursday August 10th, 2006 7:31:06 AM

Ash continues to stand over his prisoner, all the while looking to see if anyone needs healing.

"Um, excuse me. But does anyone want to do something with this fellow?", he asks, "Or should I let him go?"

Conner 
Thursday August 10th, 2006 7:53:44 AM

"Domi's Fist!! Well done, lad!" Conner thumps Edmund hard in the shoulder. "Your spells kept everything bottled up and we came in and swept up the lot!" The fighter moves on to congratulate Syr as well. "That was great!!" he says "I thought that clerics eyes were going to pop right out when you gave him that last big squeeze!"

Kadaz discovery of a tunnel shakes the fighter from his reverie. "Whoa there Kadaz, better bring someone with you! Anybody here a tracker?"



Wynn 
Thursday August 10th, 2006 8:01:04 AM

Wynn spends a moment wiping the blood from his longsword before sheathing it. A cultists cloak serves as a useful rag.

Once that is done he begins searching the clerics and cultists for anything suspicious, patting each of them down, examing their hands for rings and looking for any amulets, wands or other potentially magic items. Once he is satisfied he moves on to the cleric, bugbear and finally the corpses

Angus (second Illegal Post) 
Thursday August 10th, 2006 9:18:48 AM

Angus is relived that Arm does not immediately draw blood again and stays his readied spell.

Angus looks to Mira "What is this about drinking from the Chalice?"

Thar ail Baerer AC 19, hp 41  d20+6=10
Thursday August 10th, 2006 10:15:54 AM

After finishing off the zombie, Thar leaves the room and in an answer to Conner, says "Yes, I can help track, as I have experience tracking foes and beasts. I'll follow behind Kadaz and see what we can find."

As he is moving towards the tunnel, he adds "Someone should check the storerooms out thoroughly, making sure that nothing of importance is hidden in them."

For Survival check, assuming following condition for DC5 (soft mud, recent track, 1-2 people? (If 3 or more, DC is now 4))

Survival = 10

Shadow  d20+7=16
Thursday August 10th, 2006 12:29:50 PM

Shadow will put up his bow and move over to Syr who had looked to secure the cleric, but had nothing to do it with. "Here let me do that." and he will then grab some of the rope they had used previously and will bind the cleric.

Actions:
Use rope=16

Xenia (AC24, HP 48/48) 
Thursday August 10th, 2006 3:07:39 PM


"HEY, I'm talkin' to you!" Grrrrr ...

Xenia balls her gloved hand into a gloved fist as the Arm Guy just walks away without so much as a Hey don't worry about it. or an It's alright. I know what I'm doing. Flame-head begins the long stalk that winds up with her giving this guy a piece of her mind. Or at the very least a piece of her fist.

But something inside, maybe it's the magic of her new Circlet, something whispers into the girl rogue's mind telling her that maybe it's best to go through channels on this one. Maybe it's best to talk to folks in their group who have calmer heads, the one's with more control and common sense and who are more likely to see this in the Right way.

That, of course, has gotta be Mira.

The rogue veers in mid-stride.

"Hey, Mira!" The dark rogue comes in at an angle and walks a circle around the Mira to wind down her momentum. It puts her facing direct line toward the guy in question where he's gone to maybe do some more roughing up of the two captive head guys, the cleric and the bugbear. Xenia folds her skinny arms across her chest and watches him from across the room.

"So, uh, what's with your guy, huh? Looks like he's into the rough stuff."

Active Effects
Message (Duration 50 minutes)
Bless
Barkskin (Duration 3 minutes)
Fly (Duration 3 minutes)

Belkior/Sub Al (AC20, AC22 vs Evil, HP40/40)  d20+23=34
Thursday August 10th, 2006 3:23:34 PM


"Don't let them go," Belkior replies to Ash standing over with the prisoners. "We'll need to turn them in to the authorities. I believe that consorting with and or raising the Undead is still a crime in Plateau City. At least it was when I left."

Then the halfling Paragon of Alemi steps directly into the path of the half-elf, Arm.

"You will not harm these men unless you intend to slay them, do you understand. And if you intend to slay them you'd better have a pretty good reason." Belkior stands his ground until he receives acknowledgement from the bard. Then he leaves to go from body to body looking for signs of life and staunching its ebb wherever he might find it.

Rolls and Actions
Heal Check 34 (To Stabalize any dying cultists.)

Active Effects
Owl's Wisdom (Duration, 7.5/8 minutes)
Magic Circle Against Evil (Duration 90 minutes)
Freedom of Movement (Duration 90 minutes)

0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, uDetect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, uOwl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: uDispel Magic*, Prayer*, Searing Light*, Speak with Dead (uMagic Circle against Evil+*)
4th Level: uDeath Ward*, uFreedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Turning 3/4 per day

Mira 
Thursday August 10th, 2006 6:34:47 PM

The sound of fighting dies down, and with Edmund moving further into the room, the sorcerer surveys the scene. Dead skellies and zombie remains mix with the blood of witless cult members, while the incapacitated leader-types from the Bearers of the Chalice are in the capable hands of the Crimson Shields.

Mira takes a seat on the second step from the bottom. The shadows of the stairwell accentuate the dark shadows under the mage's eyes. Removing her glasses, she starts to polish them with the hem of her tunic. Squinting up at Angus, and Xenia she explains: "The first time we checked out Lady Iliona's place, we went under the guise of Bearer wanna'be's. At a certain point in the ceremony there was a general invitation to 'sip from the chalice'. We were all spread around the room, watching different stuff, when Arm felt compelled..." Mira finishes cleaning her spectacles and places them back on her nose, adjusts them until they are comfortable, and then looking at those gathered 'round, "...well, he drank from the chalice, that's what he did!"

Quickly she adds, "look, Arm's had a traumatic childhood. Its left...scars...if you know what I mean." There is a look, kind of like a plea for understanding, then Mira reaches out for Xenia to give her a hand up. "Look," she says again, "he's been having dreams, and hearing things. Let's go talk to him." Mira takes a few steps into the room, then stops, and exclaims, "Gargul's eye! The chalice! Who's got the chalice!"

Xenia (2nd Illegal Post) 
Thursday August 10th, 2006 7:06:31 PM


The dark rogue reaches out to take Mira's hand and sets her weight without thought.

"Drank from the chalice, huh? Wonder what that did? Coulda done nothing." She sighs. "Have you thought of bringing him to the Temple of Light for, like, a check or something? I mean, they could probably do a Detect Something-Or-Other on him. Better safe than sorry, you know."

"No worry." Xenia hooks a thumb back at her haversack when Mira mentions the Chalice. "I got it right here in the bag. hehe Ran a snatch and grab on the Cultie Cleric."

"Lets go talk to your guy."

Lang (AC 24; HP 73/92) & Sunshine (AC 22; HP 47/47)  d20+6=13 d20+6=22 d20+5=13
Thursday August 10th, 2006 7:53:12 PM

Lang waits by the back doorway. He sheathes his shortswords and retrieves his quarterstaff from his quiver.

Reaching down, Lang scratches Sunshine behind his ears. He stays silent and listens. If he hears nothing he will open the door slightly and take a peek outside.

Every now and then he glances down at Sunshine to see if he has picked up any sound.

Listen 13
Spot 22
Listen 13 for Sunshine

Edmund 
Thursday August 10th, 2006 8:09:17 PM

When Edmund hears Arm's words, his eyes widen and he shakes his fist at Arm.

"You'll do no such thing! He's bloody SURRENDERED! Lay one finger on that fellow and I'll see you in the dock myself! You're acting as bad as any of the Evil Elf Sorceress Queen's minions! You've already gone too far as it is. Stand down!"

Edmund looks and sounds like he has every intention of carrying through with his threat to have Arm brought up on charges for the outrageous behaviour he has witnessed. Sickened, angry, and disappointed that only Belkior seems willing to take a firm and resolute stand in defense of right, the wizard, normally genial and pleasant, is not about to tolerate any more nonsense from Arm. He is clearly serious.

Time for Talking (DM JohnP) 
Thursday August 10th, 2006 10:21:50 PM

The parties move to secure the basement, stationing people on both stairs to watch for any reinforcements. Or for the Guard, too. Lang and Sunshine look out the back door and there's a cluster of people on the front stairs. So far, there's no sign of any reaction to the fighting in the basement.

After a minute or so, with the combined efforts of Syr and Shadow, all of the cultists bound and secured in the centre of the basement. Ash and Shelya were watching all the while. Some of the cultists are still unconcious, but better to be safe than sorry. At least that's what Belkior always says.

Not all of the cultists are tied up. Two are listening avidly to Angus' words and reply to his questions with enthusiasm.

"I'm Tompkin Carver. Wyman over there always did the services, like the usual one tonight. Otto, he's new. He showed up last week, I guess. I heard about the Chalice and thought that it might be a way to communicate with Sherry, my wife. She died in the Troubles and I miss her so much. I sipped from the chalice and I knew that they were right."

"I'm Maria Clarkson. I didn't always have to live here in Nightmare Quarter, no way. I got cheated out of my inheritance after the Troubles and heard that the Chalice would help me get my own back. Wyman there, he told me how the Chalice would give me power. As long as I believed and worked, I'd get power and get my own back on that useless sister of mine. Otto there, he came from Floating City a week or so ago."

Others are also interested in talking to the cultists to find out what they know. Arm doesn't realize that the cleric, Wyman, and the bugbear, Otto, are still unconcious when he starts questioning them. And Belkior doesn't see fit to revive them simply so that the bard from Plateau City can hit them.

Kadaz carefully checks out the tunnel after Thar has had a chance to examine the tracks. From the looks of it, the tunnel is recently dug and none too stable. It runs not very far before it breaks into a sewer. Thar doesn't see any really fresh tracks in the mud. From the looks of it, nobody really looked at the tunnel after it was excavated. Certainly nobody walked down it in the last day or so.

Ever practical, Wynn was busy locating and examining the possible spoils. The run-of-the-mill cultists all carried daggers. Not very good daggers, but that's the only things of note besides a few coppers. The undead were armed with simple wooden clubs, table legs and broken boards for the most part. It's only Otto and Wyman who have anything of interest. Otto, the bugbear, has a good set of studded leather armor and two kukris, obviously silvered and well-made. Wyman, the cleric, has well-made breastplate armor and light mace.

All the while, there is a hushed conversation at the front stairs between Xenia and Mira about Arm's actions. Mira is rather worried about lingering effects of the sip that Arm took from the chalice, and Xenia suggests examination by skilled clerics and healers.

Edmund, of course, isn't shy about speaking his mind even though Conner has just been congratulating him on how he performed in his first battle. On the upside, Xenia managed to grab the chalice and that's got to be worth something.

Famina still stands in the centre of the basement. Nobody has yet carefully searched any other storerooms.

Located Loot
Studded leather armor
Silvered kukri
Silvered kukri
Breastplate armor
Light mace
18 daggers
Chalice

Elapsed Time
1 minute (10 rounds)



Famina 
Friday August 11th, 2006 1:48:48 AM

(Darn I just barely missed posting before the DM)
The reason Famina has been standing there so long is that she has to catch her breath. Going into full combat mode always takes a lot out of her.
Now, the fight seems over, and she has rested long enough to gain back her strength. So, she walks on over to examine the bugbear. "Hmmm... These cultists weren't as tough as we expected." She turns and looks at them and decides to give them a hard time. She strides over to them.
Like a reproachful teacher, she scolds them. "And what do you think you were doing, worshipping a god of testing? You've probably done all sorts of horrible things to other people...but the moment something bad happens to you, you cowards start crying for mercy. Why can't you find some sort of decent activity to do, like drinking or gambling?" She pokes one in the chest. "You! With the dagger! Where do you get---"
And so on, a bit.


Arm 
Friday August 11th, 2006 6:05:07 AM

With a look of disgust, Arm confronts Belkior, "And who are YOU to say who shall live and govern the actions of others? You and your troupe come in and act all sanctimonius, disregarding what we have endured recently. Then, when you leave, we'll STILL have these vermin to contend with, and you'll be free as birds!". Turning his back on him, he forcefully sheathes his sword, not even bothering to clean it first, "I'll NEVER have any peace with the likes of them around," he thinks.

As he passes Edmund on his way to Mira, he growls, "Mind your tongue, little one...I still haven't forgotten what you did. You'd best sleep with one eye open from now on.".

Kadaz (AC24, hp 63/63) 
Friday August 11th, 2006 6:45:43 AM

After coming back from inspecting the tunnel to the sewer entrance Kadaz calls to Birdie and sets him at the covered blanket, guarding the entrance. Then Kadaz carefully goes from store room to store room, inspecting each carefully for hidden doors as well as clues. "Shadow, will you help me search?" Kadaz asks. Shadow seems to be good at finding things.

Conner 
Friday August 11th, 2006 7:36:36 AM

Conner's enthusiasm for the outcome of their little set-to is not dampened by the verbal skirmish between Arm and Edmund. "The new fellow seems quite excitable" he thinks to himself.

"What did you find Kadaz? Is that where Lady Ilonia travelled escaped to?

Wynn  d20+3=13
Friday August 11th, 2006 7:39:06 AM

Wynn removes the weapons and armour from the bugbear and cleric and deposits them in the middle of the basement along with any other weapons he can gather up. He then assists Kadaz and Shadow with searching the storerooms [Aid another=13]

Angus  d20+15=22 d20+15=33 d20+15=21 d20+15=27 d20+15=34 d20+15=30 d20+15=24 d20+15=29 d20+15=21 d20+15=19 d20+9=20
Friday August 11th, 2006 8:40:36 AM

Angus is happy to see Xenia and Mira attempting to work out the Arm problem, until Arm opens his mouth again. "Mira get control of Arm or we will have to take him down. Arm, stay away from Belkior, and watch your tounge."

The now pixie sorcerer now pleads with Mira in calmer tones "After this is all done with, we may have to make a closer inspection of Arm, using magic to see if there is anything amiss or anything we can do about it. When did Arm drink from the Chalice and when did the dreams start?"

Angus casts detect magic to look at the items that Wynn collected and Arm.

Angus calls to Xenia "Let me view the Chalice, so I can see if there are any magical effects."

Spellcraft rolls to determine magic types:
22, 33, 21, 27, 34, 30, 24, 29, 21, 19

Angus then turns to his two new friends and asks "Maria and Tompkin what can you tell me about a mysterious Lady Ilonia? Have you had the pleasure of meeting the Lady and do you know where she may reside?"

Diplomancy 20 (unmodified for the charm spell)

Angus scans the basement and it looks like the cultist are under control "Lets search each room and see if we can get ourselves out of here. That is unless anyone want to make a foray upstairs? Anyone stealthy want to investigate?"

Spell Slots:

0 Level 2/5
1 Level 5/8
2 Level 1/8
3 Level 1/6
4 Level 1/4

Spells in Effect:

Message (Mira, Arm, Syr)
Mage Armor - Hours
Protection from Evil - 24/160 rounds (extended)
Shield - 17/160 rounds (extended)
Polymorph - 16/80 (18 Dex and natural AC improvement)

Rod of extend 2/3


Thar ail Baerer  d20+7=23
Friday August 11th, 2006 9:38:11 AM

Thar climbs out of the long tunnel and reports to the group that they have had little luck in finding any fresh tracks in the sewer. "It seems to be a dead end, at least in tracking them that direction."

To make himself useful, Thar will accompany Shadow and Kadaz in searching the various storerooms, for any other loot, secret doors, etc.

Search = 23


Mira 
Friday August 11th, 2006 9:44:20 AM

Mira's green eyes flash when the little pixie squeaks out orders. "Look, you, Angus is it? I don't 'control' Arm, anymore than you 'control' your bugbear friend over there, or miss thing with the hair!" Mira flicks a finger at the Amazonian fighter, Famina.

The flash of irritation disappears when she turns to face Arm. Reaching a hand to cup his cheek she peers into his eyes. "Arm! " she whispers, "you must fight the demons that torment you!" Trying to read the half-elf's face, she continues, "it is the right thing to return the un-dead to the Shadowlands where their fates can be determined by the grey-eyed one. "Removing her hand, from his face, and placing it on his chest, where she can feel the beating of his heart, she continues, "but these others, the followers, have their own motives, misdirected as they may be. They are victims caught in a web of lies. Let us get what information we can regarding the Lady Iliona and the rest of the cultist leaders, and continue the hunt. Leave the followers to the guards. They will not go unpunished."

Before Arm leaves to do his duty, Mira will grasp his arm, and ask one more favor, "do not be too hard on Edmund, or the others. We are all working to the same ends, to make the Wold a good place."

Releasing the bard, Mira gives Xenia a look. "Let's see what needs to be done, question the ring-leaders, and send someone for the Plateau City Guards. We are known to them. When the guards arrive, let Kadaz and Conner do the talking."

"Can you bring these two 'round?" she asks the cat-ling cleric.

"Edmund, come help me question these two! Let's find out when, and where the lady was last seen."


Belkior/Sub Al (AC20, AC22 vs Evil, HP40/40)  d20+8=21
Friday August 11th, 2006 10:58:23 AM


"It's the LAW, you fool!" Normally sedate and well reasoned, the halfling cleric raises his voice in frustration. "If you would like us to have regard for what you've endured all you need do is explain ... "

But the angry half-elf is gone before he can finish. Belkior closes his eyes and calms himself before continuing any further.

"I'll see what I can do, Mira," he replies to the bespectacled sorcerer. Walking back across the room to the bound cleric. He searches the human for a holy symbol and ensures that it is out of reach. His companions are thorough and they most certainly know more about the binding of prisoners than he. But Belkior ensures that the cleric's hands are bound well also before bringing the man to consciousness.

"Welcome back, Wymann," he says as the human comes awake. "I'm Belkior Orvisson, Cleric of the Order of Alemi. We have some questions for you."

Rolls and Actions
Knowledge Religion 21 (To identify the holy symbol)

Active Effects
Owl's Wisdom (Duration, 7.5/8 minutes)
Magic Circle Against Evil (Duration 90 minutes)
Freedom of Movement (Duration 90 minutes)

0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, uDetect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, uOwl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: uDispel Magic*, Prayer*, Searing Light*, Speak with Dead (uMagic Circle against Evil+*)
4th Level: uDeath Ward*, uFreedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Turning 3/4 per day

Xenia (AC24, HP 48/48)  d20+16=20 d20+19=25 d20+14=27
Friday August 11th, 2006 11:50:47 AM


Xenia stands behind Mira as she talks with her guy. The rogue's eyes stray to Wynn as he helps the others in a search of the rooms, helping the dwarf where he might not know the places to look and the human where his eyes might not see in the dim illumination. He's just so perfect, and she feels her heart swell up, like, twice its size inside her just thinking about it.

The half-elf can't help but feel like the luckiest girl in the Wold.

"We're all here for each other," she adds on the tail end of Mira's talk with her guy. She reaches up and places a hand on the arm of each, Mira and her guy. "I guess sometimes it doesn't feel like it. Ask me sometime about these Chaos guys we met once. But we really are here to help each other, um, Arm."

"Yeah, um, I'll be right there, Angus."

"Sorry, gotta go. You guys gonna be alright here?" Immersed in the depths of her feelings, Xenia wants to just reach out and hug the both of them. But 'cause of the place they're in and a'cause maybe she doesn't know them really that well enough to do a thing like that, she just kinda leaves it there. "Alright. I'll be 'round."

"Gotcher Chalice here, Angus," she whispers. Xenia flies to a shadowy spot and pulls the stone Chalice from her haversack. She places the big stone cup-thing on the ground in an out-of-sightish sort of place. "I think maybe you wanna be, like, careful with this thing. I mean, seeing it might get these Culty guys excited again, you know. And it's not like that would be a big problem, but they might, like, you know, hurt themselves."

"I'll recon the upstairs while I still got the Fly on," the rogue volunteers. "I can take a look in all the windows. Be right back, 'kay?" And she zips off silently through the air.

Active Effects
Recon rooms upstairs (Flying)
Hide 20
Spot 25
Listen 27

Active Effects
Message (Duration 50 minutes)
Bless
Barkskin (Duration 3 minutes)
Fly (Duration 3 minutes)

Shadow  d20+10=26 d20+10=16 d20+10=23 d20+10=27 d20+10=14 d20+10=28 d20+10=21 d20+10=25
Friday August 11th, 2006 1:59:13 PM

Shadow finishes up securing the cultists, and is interupted by the commotion Arm and Belkior have started causing. He is about to head over there to see what he can do to help, when Kadaz calls to him. He looks one more time at Arm heading over to Mira, and he think, 'that should take care of it, I hope.'

"Let's take a look." He says to Kadaz as he goes and checks out the storerooms.

Actions:
Search (8 rooms=8 rolls)=26,16,23,27,14,28,21 & 25

Ash 
Friday August 11th, 2006 7:32:28 PM

Ash stands aside, watching and listening to what is happening. His offers of healing having had no response he kneels down beside Shelya and relaxes.

Syr 
Friday August 11th, 2006 7:59:08 PM

Syr echoes Xenia's comments and snorts in contempt at her mention of the Children of Chaos group. "Arm, just take care of your own and things will work out." He stays down near the cultists and stands guard over the lot.

DM JohnP 
Friday August 11th, 2006 10:32:29 PM

DM post coming over the weekend when I'm not so tired.

Edmund 
Saturday August 12th, 2006 2:03:10 AM

Shaking his head disgusted at Arm's comment, Edmund follows Mira over to the cultists who need to be questioned, glad to finally be given a task at which he is both capable and reasonably gifted.

"Right so. I think I'll be of use to you, finally." he says.

Lang (AC 24; HP 73/92) & Sunshine (AC 22; HP 47/47)  d20+6=22 d20+6=12
Saturday August 12th, 2006 9:13:30 AM

Lang watches the crowd that has gathered. He tries to spot any armor or arms on the people (spot 22). He also tries to pick up on any conversation they are having (listen 12).

If nothing of interest happens he will try to get someones attention from downstairs and whisper to them what he sees.

Wrap-Up (DM JohnP) 
Sunday August 13th, 2006 9:21:12 AM

People are doing a lot of different things following the battle.

Lang is waiting on the back stairs, trying to spot anyone interested in the tenement. There isn't much to see in the alley, certainly no great crowd of people. But he does hear some doors opening inside the tenement. From what he can hear, some tenants are wondering what all the noise was. But no one does more than open their door slightly to peer out.

The party members on the front stairs are too busy talking to hear much from upstairs. But Xenia flies upstairs after leaving the chalice with Angus. Lang sees her flit through the first floor. Like the bugbear, Xenia hears whispered conversations behind closed doors and people peeking from slightly open doors. From what she can hear, the tenants in this building are too afraid to confront the building super about what happens in the basement. But one or two of the braver ones seem to be working up the nerve to fetch the Guards.

+++++++


After finishing their investigation of the tunnel, Kadaz and some others search the storerooms and the rest of the basement. Wynn, Shadow and Thar prowl in an out of the storerooms. Most of the rooms are full of broken furniture and discarded belongings, none of any value. The exception is storeroom 2 where a broken desk has been propped up with some bricks and a cot has been rebuilt. Searching the desk, they find a collection of notes written in tiny, cramped script. A quick glance indicates that it's a diary, of sorts, and details preparations for some sort of ritual. They see references to both Plateau City and Floating City. And there's a crude map in the book showing Floating City and the lake it sits in. They figure that it will take half a day for someone familiar with both cities to figure out what the book contains.

When they come back with their findings, they pile it all with the things taken from the cultist. Angus casts a divinatory spell and examines all of it. Nothing too interesting, really, but at least some of the equipment is magical. Except for that chalice ... it seems to be simply a lump of carved stone. Maybe Kadaz or another dwarf could tell more about it ...
DM Note - Results of Detect Magic are shown at bottom of post

There are, however, lingering traces of magic from whatever the chalice held. From what he can tell, it seems to be Illusion magic. The fact that there is still a trace in the chalice suggests that it was a fairly strong effect.

+++++++


The confrontation near the front stairs continues. Arm is none too pleased about being lectured to, especially by some visitors to the City. As for Edmund, well the less said the better. And when the pixie thing suggests magical examination, well ... he is fairly steaming when he goes to stand beside Mira.

Mira defends her friend, bristling at the suggestion that she somehow controls him. Still, she admonishes Arm herself for his actions against the cultists while attempting to keep everyone focused on the overall task. She suggests that someone run to fetch the Guards, but it doesn't look like anyone does.

Conner stands off to the side, watching the interaction between Arm and Edmund. But the afterglow of battle is still upon him and everything is right with the world. Like the fighter, Ash simply waits patiently.

++++++


Famina recovers from her exertions and moves over to question the cultists and berate them about their worship. Syr is already there, watching over the lot of them.

While she is doing this, Angus asks his two newest and dearest friends about Lady Ilonia. The response he gets is the same:

"Never heard of her. Sounds like one of them snooty types, too good to talk to the likes of us."


After nearly erupting over Arm's remarks, Belkior calms himself. He goes over to the unconcious and bound cleric and searches him. He finds one holy symbol around the cleric's neck, clearly a symbol of Marteaus. Then, to his surprise, he finds a second holy symbol pinned inside the man's robe. This one looks like a symbol of Gargul but it's different, somehow. When he studies it for a bit, he concludes that it's an old symbol from before the Year of Ascension.

Then Belkior gently awakens the cleric. Edmund has come over, too, and prepares to question the human.

++++++


wymann's eyes flicker open to see the halfling standing over him. He flexes his arms and legs, testing his bonds while a snarl comes to his lips.

"Blasphemer! You profaned the Chalice! You shall all pay for that when we ..."

He stops speaking then, glaring about at the people standing near him. It will take a terribly persuasive argument or magic to get anything more from him.

Located Loot & Results of Detect Magic
MW Studded leather armor - faint abjuration
MW Silvered kukri - faint evocation
MW Silvered kukri - faint evocation
MW Breastplate armor - faint abjuration
MW Light mace - none
18 daggers - none
Chalice - traces of illusion
Book - none

Total Elapsed Time
2 minute (20 rounds)

Diary Map


Kadaz 
Sunday August 13th, 2006 6:10:16 PM

Kadaz looks over the captured cultists and loot. He motions to the other adventurers to move out of hearing of the prisoners and speaks softly.

"It's time to visit the guard" he explains. "We have a working agreement with 2 constables, Rabbitsfoot and Gormley. We have been exchanging information on this cult. I think the prisoners, especially that cleric, may know more than we are able to get out of them. But the constables may be able to learn more. We should hand these folks over. Also that diary. But we should understand what's in the diary before we give it up."

"Also, there are number of bodies here that will have to be taken care of. Any chance they might rise as undead?" Kadaz looks over at Belkior as he asks this question.

Angus 
Sunday August 13th, 2006 8:47:55 PM

Angus points out the magic items so that both parties know what is what. Angus hold on to the Chalice until Xenia returns. "Lets take the loot. Who can carry, we have alot." At least to a pixie Angus thinks.

Angus is pleased that one from the City speaks well and wise. "Kadaz, an excellent Idea, and you have contacts with the guard. That is most fortunate. Can you lead this entourage out of hear and to the countstable? I think we have may more than a nuisance of ourselves here."

Angus smiles when he looks over at the loud mouthed subdued cleric. "Don't worry, we have ways to make you talk."

Just as a first attempt, Angus casts Charm Person on Wymann DC 17 will save. "There is more where that came from." Angus smiles again.

Angus looks to Syr and Shadow "Do you two want to stay behind and see what happens after we leave. I will make you each invisible for eight minutes, to assist you ample skills."

Angus looks to his two new friends "Please escort me a a bit of a walk." Angus still flying for a bit more queues up behind Kadaz and waits for him to lead the group out of the building.

Spell Slots:

0 Level 2/6
1 Level 6/8
2 Level 1/8
3 Level 1/6
4 Level 1/4

Spells in Effect:

Message (Mira, Arm, Syr)
Mage Armor - Hours
Protection from Evil - 24/160 rounds (extended)
Shield - 17/160 rounds (extended)
Polymorph - 16/80 (18 Dex and natural AC improvement)

Rod of extend 2/3

OOC: How much time to mark off spells?

Xenia  d20+3=22
Sunday August 13th, 2006 10:12:05 PM

"Hey guys." Xenia pads down the stairs. "The folks upstairs are pretty harmless. 'Side from being kinda worried 'bout what was going on down here, they're not up to nothing."

"What we got here?" The rogue picks up one of the silvered kukris. This is like that thing the Scorpion Boy was using, huh?" She takes a grip around the hilt and swings it through the air a couple of times. "Weirdo thing. Dunno how you'd use that. But the silvered blade might be useful. Those Vampies. 'Member?"

"Hmmm. Whatcha got there?" The rogue leans over the map with her hands behind her back. "Hey, that's Turtle Lake, isn't it? There's the Float. But what's this "Beach" thing here? That's pretty far away. I mean, look at it. It's all the way 'cross the lake, and that's one big lake."

"Wonder what someone would want out there." She thinks on what might be going on at the Big Float that these Culty guys might be up to. Then she gets this idea connection thing.

"Hey, Angus," the rogue calls, "wonder if this place on the map is the place that that Thundir at the party was talking about? You know. The Hill place. Big snake. Lizard things and the biggest fram frambin' spiders he ever seen."

"Wouldn't that be a coincidence?"

Rolls and Actions
Knowledge Local 22

Active Effects
Message (Duration 50 minutes)

Famina 
Monday August 14th, 2006 5:11:47 AM

Having finished berating the prisoners, Famina makes a little tour of the dungeon, checking on how the other adventurers are doing. Everyone seems all right, so she's pretty happy.
"Turtle what?" Famina overhears Xenia as she's passing by. "Hmm..." She peers at hte map and nods at the half-elf's assertions.

Arm 
Monday August 14th, 2006 6:07:12 AM

Before joining Mira, Arm barks at Angus, "I'd rather leave the whole LOT of you be...". As he approaches Mira, he is finally able to shed most of his anger at the new group's unwillingness to remove their current menace. After her dissertation, his shoulders slump as he envelops her in a hug, not wanting to let go, yet knowing that he must, "You realize," he says to her, "that they have have no idea what they are dealing with here, or how far the corruption goes with these fools.". Softening a bit, he continues, "Thank you, my dear...you are my one and only sanctuary.".

Falling in behind Mira, he snorts derisively at their feeble attempts to question the prisoner, "Let them go," he thinks sardonically, not trying in the least to aid them.

Conner 
Monday August 14th, 2006 7:50:17 AM

Conner gathers up the two sets of armor and makes ready to leave. "Famina isn't it" he waits until she looks his way. "Why don't you make sure that one stays quiet during transport" he nods his head towards the vitriolic cleric.

"Good idea Angus, never know who might come looking for that chalice".

Wynn 
Monday August 14th, 2006 7:52:49 AM

Wynn gathers up the remaining unconcious cleric in what might resemble a firemans carry. "What happens to the rest of these pathetic followers, do we escort them to the guard or just take names?"

Mira  d20+3=19 d20+8=15 d20+5=18 d20+8=14
Monday August 14th, 2006 8:07:17 AM

Mira waits for Angus in pixie form to finish with Wymann, spending her time in study of the diary. She doesn't know much about the island or the lake, but she grew up in Plateau City. She pays more attention to the diary and any references to the city or things arcane (knowledge local=19, knowledge arcana=15). If there appears to be any secret script, she will attempt to read it (decipher script=18).

When Edmund gets ready to question the captured cultist leaders, Mira lends her support (aid another, diplomacy=14).

*****

When the party prepares to leave, the sorcerer voices her opinion, "I'd rather not leave anyone behind, if we are going to quit this place. We should seal off the entry to the sewers. We should make the basement safe for the inhabitants as well. I'm not a holy person, but I've got some Holy Water. Will that do?"



Thar ail Baerer 
Monday August 14th, 2006 10:02:55 AM

Listening to the various conversations going on around him, Thar adds "I'm interested in what this map describes, as I'd be relieved to finally get out of this cities tight confines. I miss the outdoors and feel of the grass under my feet. Should we send a party to scout it out?"

In response to Mira, he says "I'll help seal off the entry. Kadaz, would you use your dwarven skills to help me make sure it is totally sealed?"

Belkior  d20+8=22
Monday August 14th, 2006 10:54:01 AM


"I don't think that it's likely that these people will rise as undead unless someone specifically raises them, Kadaz," the halfling cleric replies. "And if that is to be the case then there's little we can do without catching those who intend to do the raising."

"Unfortunately, I haven't prepared the proper spells today. Otherwise we could put these two to question. But, if they're in custody, I don't think it would be too difficult to convince the Guard that allowing us to question them later would be in the best interest of Plateau City."

The halfling eyes the basement.

"I think that's an excellent idea, Mira. And normally I would have a spell to consecrate this area. I might have a spell to seal the way to the sewers as well. But, I didn't foresee the need this morning. Do you have any knowledge of collapsing tunnels, Kadaz? What do you think it might do to the ground on the surface, Thar?"

Rolls and Actions
Knowledge Religion 22 (For Kadaz' Undead Question)

Active Effects
Owl's Wisdom (Duration, 7.5/8 minutes)
Magic Circle Against Evil (Duration 90 minutes)
Freedom of Movement (Duration 90 minutes)

0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, uDetect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, uOwl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: uDispel Magic*, Prayer*, Searing Light*, Speak with Dead (uMagic Circle against Evil+*)
4th Level: uDeath Ward*, uFreedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Turning 3/4 per day


Shadow 
Monday August 14th, 2006 3:46:06 PM

Listening to the group discuss what to do next, Shadow is a little worried about collapsing the tunnel. "How about Xenia and I rig a couple of traps to deter people to use the tunnel and we can return tomorrow ans seal it. Unless Kadaz does have a way of closing it off without destroying the building."

"Xenia, you are familiar with the place on the map. Is it something we should check out after questioning these folks. Even though it does sound like Ilonia is sticking around we should make sure, if possible."

Edmund  d20+9=28
Monday August 14th, 2006 4:05:03 PM

Edmund steps over to the human, kneeling down before him to look into his eyes. He speaks quietly, pleasantly, and seems wholly genuine in his demeanour. (Diplomacy=28)

"Listen, friend, let us put our quarrels aside. We surely have no desire to interfere with a peaceable religious gathering. The sooner you cooperate with us, the sooner all of this will be settled and things can return to normal, right? So let's work together so everyone ends up satisfied. We just have a few questions for you, you're in no danger, and then we'll be on our way."

"First, I'd like to know if you have heard of the noble Lady Ilonia. If so, where has she gone? We would very much like to speak to her, to settle our differences and remedy the situation we are all facing."

"Could you tell me more about the Chalice, and why you revere it so? Surely it has power--but what sort? The sooner we know about it, the sooner we can dispense with it and return it where it belongs."

"There seems to be an entrance, in the back there, to some sewers. Did you create it, and where does it lead. We are concerned for your safety and health, really. It is unwise to conduct a religious gathering so near an open sewer access. Who knows what might come out of it."

"Lastly, could you tell me about your gathering--what the purpose is, who you are worshipping or venerating--what deity it serves? I'm quite interested, in fact, and would very much like to know more about your customs and beliefs."

Edmund listens intently to the results of his inquiries, maintaing a friendly, non-threatening demeanour throughout.

Xenia (2nd Illegal Post) 
Monday August 14th, 2006 6:03:10 PM

"'Member when we first met, Shadow? We were talking about having come from a party? Well, one of the guys at the party, he was talking 'bout exploring a place on Turtle Lake. Temples, and big snakes, lizard men and big, big spiders."

The dark rogue rummages around in the mess of stuff from out of the side rooms, looking mostly at boards and stuff.

"It's a big lake, you know. I mean, could be the place on the map has nothing to do with this place that Thundir was talking about. But, you never know. Know what I mean?"

"Hey, Shadow. What do you think of this?" She grabs up an old board and then arranges some of the cultist's daggers along its length. "Tie a few of these to the board like spikes. Tie some rope to each end and stick the ropes to the ceiling with pitons. Pile up some furniture in front of the doorway. When the start taking down the furniture, this swings down and spikes them."

"Or we could dig a shallow pit. Nothing they'd fall into. But we could put a few of these sticking up in the bottom of it. They step in and get a dagger up their foot."

"Whaddya think?"


Lang (AC 24; HP 73/92) & Sunshine (AC 22; HP 47/47) 
Monday August 14th, 2006 9:08:40 PM

Lang relaxes a little bit by the back entrance as it appears that things are quieting down and no one ventures close enough to see what has happened.

He thinks back on the battle, happy that the Shields and their new friends were successful in overcoming the cleric and the cultists. If the two groups stick together for a while they will need some more organization in their battle tactics.

"You guys almost done down there?" Lang whispers down the stairs.

Ash 
Monday August 14th, 2006 9:48:42 PM

Ash listens to all the debate in confused amusement. "What will happen, will happen. Emotions only confuse matters. The only thing that man or elf can know is that so long as we have choice, the forces of good and evil will continue to struggle over us. Only by denying both, can we overcome this mortal coil. Oh well."

With that, Shelya and he go up the stairs in order to breath in the fresh air.

Getting Ready to Leave ... Maybe (DM JohnP) 
Monday August 14th, 2006 11:05:59 PM

Kadaz suggests going to the Guards and turning over what they've found particularly since he expects that the constables will be better able to interrogate the important cultists. He does wonder about the possibility of more undead but Belkior reassures him that the animated corpses shouldn't rise up of their own accord. Magic, of course, might do the trick and the little cleric hasn't memorized the necessary spells to prevent a necromancer from doing so.

After pointing out the items with magic auras, pixie Angus agrees with Kadaz' suggestion to go to the Guards. He asks his new best friends to follow him from the basement and prepares to leave himself. Before he does, he tries casting a spell on Wymann to get him talking. The evil cleric simply glares at Angus and doesn't respond to the spell.

d20+12=22

Arm, of course, doesn't think much of the attempts to question the cultists. Not this namby-pamby talking, anyway.

His friend Mira doesn't think so, though, and she asks some questions about the contents of the diary that seem to improve the mood of Wymann. Priming the pump, so to speak, for Edmund to apply his skills.

The wizard pulls up a ... well, something less disgusting than the floor ... and speaks to Wymann. After offering to protect him from Arm, and with Mira's assistance, the cleric softens a little. But not really enough to do more than expound on his beliefs.

"The Chalice is the symbol of our faith, and our vessel that brings Truth. Drinking from it allows someone to see their destiny, their path, or their fate. And sometimes to connect with our God's true nature and He will send dreams and visions.

"When we awaken Lord Gargul's true nature, balance will be restored to the Wold. Those who were true, even when our Lord was not, will be raised to serve him."


++++++


Xenia plays with the magical kukris, marvelling at how they reflect the torchlight in the basement. Not to her taste, really, but they might be useful against undead types. She's actually more interested in the crude map inside the diary. It really does look like New Turtle Lake ... or whatever people are now calling the lake where the Float is since it moved ... but she can't recall hearing of anyone travelling that far down the lake. It might be where Thundir was since he did mention mountains and the only mountains close to the Float now are on the east side of the lake.

Famina looks over the rogue's shoulder and shrugs.

When she gets a chance, Mira looks at the diary and leafs through it. There are references to trips to libraries here in Plateau City and preparations for travel to Floating City. And there are words, or maybe names, listed in the book that she doesn't recognize. Overall, it reinforces the impression that someone will need to spend at least half a day with the diary before they can completely understand what is going on.

++++++


Finally, people make preparations to leave the basement. Conner grabs the two suits of armor, thinking that leaving some watchers here might be an idea.

Wynn stoops and takes the bugbear up onto his shoulders, straining to do so. But it does show off his athletic build quite nicely, at least he hopes so. Then he asks the obvious question - what happens with the rank and file cultists?

Then Mira pipes up with her suggestion to seal the tunnel. Thar volunteers to help but wonders if Kadaz would be better suited.

Shadow proposes trapping the tunnel and Xenia's interest is peaked.

Nobody moves to do anything, though.

+++++++


Outside the back stairs, Lang and Ash are getting impatient. What's taking them so long?

DM Note - Sorry for the abbreviated (?) post. Lot's doing tonight and I didn't have time to really advance things.

DM Request (JohnP) 
Monday August 14th, 2006 11:07:41 PM

Would one or both of whoever is serving as ADM please contact me at petherick AT personainternet DOT com?

I would like to know which one of you is best able to take over at the end of the week. I need to go out of town this week and will miss the Thursday and Friday DM posts.



Arm 
Tuesday August 15th, 2006 5:50:34 AM

Impatient to get moving, Arm leans in close to Mira and says, "Are we ready to leave yet? Also, is there any way that we can stop our new 'friends' from staying with us?".

Kadaz  d20=11
Tuesday August 15th, 2006 7:04:18 AM

Kadaz looks over the pile of captives and loot and then at the basement. "We can't leave traps here. There are folks in this building who had nothing to do with the cult. And that means there may be kids playing down here. I'm not willing to risk injuring an innocent. But I'm willing to try to collapse the tunnel. And Edmund can persuade one or more of the residents to let us know if the cultists come back. They'll be able to keep a better watch on what goes on than us."

"There are enough of us to split into 3 groups. One to stay here and work on the tunnel and clean up. Another group can take the captives to the constables. And Mira, you work on that diary with some of the smart folks. Maybe with a visit to the libraries you can get more out of it. And then we all can meet at Sampson's tonight."

"And finally, those kukris look interesting. May I see them?" Kadaz already has 3 kukris secured to his weapons harness. One looks to be normal, the second is looks to be made of some sort of dark iron, and third is very shiny. He is obviously a collector of these funny curved knives.

After examining the kukris Kadaz will move to the tunnel and try to figure out how to collapse it. Having been raised above ground in the city his experience with stone and dirt is less than might otherwise be expected. Once he decided on a plan he'll move the dead bodies into the tunnel and try to bury them as part of sealing the way to the sewers. (unmodified 11 on some sort of check to know what to do)

Posting Report For 
Tuesday August 15th, 2006 7:19:10 AM

Game #8 Chrimson Shield
Week of Aug 7,2006

Name. . ..MTWTF
DM John. .XXXXXS
Xena. . ..XXXXXS
Angus. . .O2XXXS
Lang. . ..XXXXOS
Wynn. . ..XXX2X
Syr. . . .XXXXX
Famena. ..XOXOX
Belkior. .XXXXX Sub ny Al

Game# 12 Plateau City
Week of Aug 7,2006

Name. . .MTWTF
DM Jim
Shadow. .OXX2X
Edmon. ..X2XXOS
Arm. . ..XXXXX
Thar. . .XXXXX
Conner. .XXXXX
Kadaz. ..XXXXXS
Mira. . .XXXXX
Ash. . ..XXOXX

ADM Ceil No report on Monday. So I did it.


Angus 
Tuesday August 15th, 2006 9:26:10 AM

Angus is pleased to see Kadaz take the reins and adds his voice to his "Sounds like a great plan. Kadaz take who you need to destroy the tunnel, but do not take too long. Mira does not have to read the diary right hear and can move out with the rest of us. Lets round up all the cultists and move out. Lets let the guard decide what to do with them, even though they seem to have been duped."

Before Kadaz heads to the tunnel Angus adds "Who else know the guard in Plateau City or should we just wait for you and your crew before we move out?"

Angus flies over to the subdued cleric. "I will try your friend next as I feel he will be easier to crack, but do not worry we will get the information we need out of you." Angus smiles as he flies away, hoping to unsettle the Cleric.

Angus settles next to Xenia "It looks like we might be going back to the Float before long. Lets make sure we have all the information we need from this side before we cross over."

Angus takes his two new frinds and moves up the stairs to Lang and Ash. "Can we join you?" he squeeks.

Thar ail Baerer 
Tuesday August 15th, 2006 10:03:54 AM

Pondering Belkior's question for a moment, Thar says "Well, as long as we collapse part of it near larger structures, like the sewer or this building, it shouldn't hurt the ground above. If we collapse the entire tunnel, then it would likely show some sort of depression above or even worse, cause a sinkhole."

"I agree that we shouldn't put up traps, because some poor beggar or other transient may come through here sometime and I would hate for them to be injured. Collapsing parts of it would make the most sense and be the safest for transients. If the cultists come back, they would have to do a great deal of work to reestablish the tunnel anyway."

Thar will stay with Kadaz and hoever else is staying to work on collapsing the tunnel. He goes to the far end of the tunnel (near the sewer) and tries to figure out which supports to destroy. Being that he has little skill in this sort of engineering, he figures that they could just collapse every support near the sewer, out at least 10-15'.



Xenia 
Tuesday August 15th, 2006 10:36:48 AM

"Yeah. Good thought, Kadaz." Xenia puts the daggers back into the pile of loot. "Wouldn't want any of the folks upstairs to get hurt for no reason."

"Well, then, I think we need to go back and see Ashbeard, Angus. See if we can talk to his cousin Thundir. He'd be the one to tell us whether or not this place on the map is his Snake Temple place or not."

"Some of you guys might wanna come too, Mira. I mean, you guys know your thing here best. If this place on the map is the same place as Thundir's Snake Temple thing then you'd be the best to ask questions that might find out how your cult thing here figures in this place way out there."

"Um, and, you know, we might, like, you know, stop in at the Temple of Light on the way." The rogue's green eyes track to Arm and she adds a little point with her head. She begins collecting up the loot and stowing it in her haversack for the trip to the guard. "We could ... check into some stuff, you know, Mira?"

Active Effects
Message (Duration 50 minutes)

Belkior (Sub/Al) 
Tuesday August 15th, 2006 11:05:06 AM


"If we wait until tomorrow morning," Belkior turns his back on the practitioner of Marteaus and wanders over to the room that contains the secret tunnel, "I can ask Alemi for a spell that will fold the stone over the entrance." The halfling cleric touches the wall. "I might be able to seal off the entire room."

"Tell me if you think that's the best way to precede."

"A trip to the Temple of Light may be a good idea, Xenia." He uncovers the extra symbol that he recovered earlier from the Cleric of Marteaus. "Do you see this, Angus? It looks to me to be an earlier version of the Eye of Gargul. A very old symbol, from before the Year of Ascension."

Belkior looks up into the faces of the larger people. A sudden awareness of the setting invades the consciousness of the little cleric, underground, in the dark of night in the disease-ridden midst of Nightmare quarter.

"Listen to his words." He points to the cleric. " ... awaken Lord Gargul's true nature ... " Belkior repeats. "These people are secretly dedicated to reverting Gargul to a time when he was known as Gargulus. At that time he was immensely powerful and truly evil. Do you have any idea of the havoc that such a thing would wreck upon the Wold? I'm not even sure that they themselves can imagine it. Consider what the Wold would be like, if our Lord of the Dead should become ... Truly Evil."


Active Effects
Owl's Wisdom (Duration, 7.5/8 minutes)
Magic Circle Against Evil (Duration 90 minutes)
Freedom of Movement (Duration 90 minutes)

0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, uDetect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, uOwl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: uDispel Magic*, Prayer*, Searing Light*, Speak with Dead (uMagic Circle against Evil+*)
4th Level: uDeath Ward*, uFreedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Turning 3/4 per day

Shadow 
Tuesday August 15th, 2006 11:22:38 AM

Shadow is thinking of goin with the group taking the cultists, but then hears Belkior's suggestion about getting some magic to seal the tunnel. "I think that would be the best Belkior, if we are worried about traps then we should be more worried about collapsing the tunnel. Even if we are trying for only a small section you are still talking about what is above. What if collapsing the tunnel weakens the foundation of the whol structure. Could be a real problem, but if we wait for Belkior we don't have to worry about anyone. I do say we split up and do our different things, but one of the groups should stay here and make sure nothing goes in or out of the tunnel until we can seal it. I would be willing to stay, and you never know we might get lucky and one of the upper beings in the cult might show up."

ADM Scott AE from PC (message to DM and Ciel) 
Tuesday August 15th, 2006 11:25:30 AM

First, Ciel thank you for doing the posting record (I was waiting to see if the other Scott was going to do it, and if not then I was going to do it), so thank you for doing it.

Second, John I am not going to be able to cover for you this weekend (bad weekend for me also, not sure I will be in town and probably no internet - sorry).

DM JohnP 
Tuesday August 15th, 2006 11:42:45 AM

I will be out of town on Thursday and Friday nights and most of the weekend.

Adam S., the incoming DM for Floating City, will be taking over for those posts.

Angus (second Illegal post) 
Tuesday August 15th, 2006 12:32:42 PM

When Belkior rehashes what the cleric retorted he comments mostly to himself "Now that would be just bad."

Mira 
Tuesday August 15th, 2006 4:45:33 PM

Mira pockets the diary. "Okay," she says, "lets march these folks to the constabulary. If Kadaz is staying behind, do you want to lead the way, Conner?

Mira raises a hand to stiffle a yawn. "Lets drop these folks off, hole up at the apartment to study the diary and evaluate the goods, and freshen up. We can visit the library...and the clerics...when things open up in the morning." Mira yawns again, and leans against the bard. In a low voice she whispers, "Arm, Xenia and Wynn are my friends. These people are good people. They may not do things the same way as we do, but they do them for the same reasons." Turning to face the half-elf, she continues, "please be nice," adding, "for my sake?" The sorcerer takes one of the bard's hands in hers, and lifting it to her lips, brushes it with a kiss before releasing it.

"Sampson's by six," she calls to those of her party who stay behind, "or we come and get you!"

Edmund 
Tuesday August 15th, 2006 5:32:30 PM

Edmund looks to Mira.

"Constabulary, what? I'll come to, if you don't mind. I'd like to have a look around!"

Scott the Southern One 
Tuesday August 15th, 2006 6:33:14 PM

Thanks again Ceil, I actually started doing role call and then stopped when I saw that I did it last week. Amazingly enough, forgetting that we had 2 'Scotts'. I do have dirty blond hair and that's my excuse for confusing the other Scott ADM. I'll do it next week, Scott.

Syr 
Tuesday August 15th, 2006 7:14:09 PM

Syr eyes the halfling carefully as he casually mentions 'folding stone' like a bed sheet. Volunteering to do guard duty, he helps herd the colonists out of the basement and to the constables.

Trekking Through Nightmare Quarter with a Coffle of Prisoners (DM JohnP) 
Tuesday August 15th, 2006 11:04:15 PM

Arm mumbles to Mira that he is ready to go, hopefully without the Floating City group.

Kadaz dismisses the idea of trapping the area because innocent bystanders might get hurt. Then he makes the suggestion that the parties break up into three groups to continue the investigation. One group would take the prisoners to the guards, one group would investigate the book and one would seal the tunnel. Xenia then chimes in with the suggestion that they go back to speak to Ashbeard and his cousin, mainly to see what Thunir can tell them about the map. The red-haired rogue also suggests -- with an wink and nod towards Arm - that the party investigating the diary go to the Cathedral of Light for some other reasons.

Belkior suggests sealing the tunnel with magic but that would have to wait until morning. After some thought, the halfling cleric expounds on what the two parties might have stumbled into. Those listening, especially those with some knowledge of history and religion, think that his comments make sense.

Kadaz moves to the tunnel to figure out how best to collapse or seal it off. Thar stays to help him, suggesting that collapsing the tunnel would probably create a problem in the alley or nearby buildings. Shadow, the rogue from Plateau City, agrees that trapping the basement is a bad idea and volunteers to stay and guard the tunnel until it can be magically sealed. The elven monk Syr will also stay.

Angus asks Kadaz who else would know the Guards, then leads his two charmed cultists up the back stairs to Lang.

Mira agrees to lead the group investigating the diary. But she suggests that both groups go together to turn the cultists over to the Guard since it is the middle of the night. Besides needing rest, none of the libraries or other places is likely to be open. Edmund seems interested in the idea of going to a library.

Ash, Conner, Famina, Lang and Wynn don't respond and make no actions. Presumably they join the group heading to the nearest Guard post. After joining Lang in the alley, everyone troops through the streets of Nightmare Quarter. The streets are pretty much deserted now and Skull Market contains only the most desperate of the beggars and others looking for quick coin. The size of the group, even if some of them are obviously bound, deters any interference. This is, after all, a part of town where groups of prisoners being dragged through the streets might be a common occurrence.

Conner remembers that the nearest Guard post is close by Skull Market. In fact, there are several such small stations near the market but the largest one that is still open is likely to be close to the river near the Falls. It's in the opposite direction of their beds, but it's probably for the best.

When they get close, Conner and the others familiar with Plateau City approach the post. There's still lights on ... apparently a busy night on the river and that's what this station is mainly here for. When the group of prisoners is brought forward, the desk sergeant looks up with an expression that is a mix of curiosity, resignation and anger of having the last part of his shift occupied by dealing with this.

"What do you want? Who are all these people?"


Ash 
Tuesday August 15th, 2006 11:13:16 PM

Ash finds all of this quite fascinating. The aspects of lust, hate, anger, and jealousy, as they are exposed in daily activity suggest to him some inbalance in the inner beings. He wonders aloud at the wisdom of thinking with one's heart and not the head, but directs it at no one individual.

Otherwise, he and Shelya follow along quietly.

Famina 
Wednesday August 16th, 2006 1:40:30 AM

The barbarian keeps her sword drawn as she escorts the cultists. Along the way, she takes the opportunity to berate them a bit more. "Worship a good god, like Alemi or Domi... Living this life will only lead to more suffering for you." She doesn't really know much about gods, but tries not to let this show.
She switches tactics when they arrive at the guard, falling silent and moving into the back. But she doesn't put away her sword.

Edmund  d20+9=26
Wednesday August 16th, 2006 2:52:36 AM

Relieved at avoiding the duty of going door-to-door in the dead of night, Edmund steps to the front when they arrive at the guard post.

"What ho there, my good man. We've been working with Constables Rabbitsfoot and Gormley with regard to this cultist situation you fellows have been experiencing. We found a number of the villains, armed to teeth, carrying out some sort of evil service over in the Nightmare Quarter. We've brought along some of the ringleaders here, figuring you'd like the chance to question them yourselves about what they intended and what they are responsible for." (Diplomacy=26)

Arm 
Wednesday August 16th, 2006 6:24:08 AM

Losing himself yet again in Mira's beauty, Arm takes both her hands in his and presses them to his heart, "For you, anything, my dear..".

On their way home, he leans over to her and says, "Perhaps tomorrow, would you mind accompanying me to a temple? I would like to speak with someone there, and perhaps someone should bring that damnable chalice as well.".

Kadaz 
Wednesday August 16th, 2006 6:36:02 AM

Back in the cellar Kadaz looks over at those remaining. "Belkior will try to seal the stone in the morning. But I think we should try to collapse some of the tunnel before that in order to be sure it is closed."

Kadaz starts cleaning up the cellar by taking dead bodies to the tunnel. After they are lined up in the tunnel near the sewer he starts trying to collapse the tunnel.

Angus  d20+9=19
Wednesday August 16th, 2006 7:21:50 AM

Shortly after leaving the temple, Angus reverts back to his tall skinny human form and exclaims "Well that was fun." not really specifing what exactly was fun.

Angus will attempt to charm the cleric two more times as the group forms up to leave DC 17 will save. Angus smiles at the bound cleric the entire time. If successful, Angus will ask about the organization of the death cult and the msyterious Lady Ilonia.

Angus talks with his two new found friends "You two must find a new path. The one you have choosen is fraught with danger. The group you WERE associated with is evil and only thought to use you for its own purposes. After we speak to the guard and find what they want to do with all of you, you will have to go an restart your lives in the image of Domi or Alemi."

Angus is more than a bit annoyed at the guards reaction, but keeps it to himself. In a calm even voice Angus adds to Edmunds intorduction "What is your name and who is your commanding officer? I think he may be more interested in this situation than you. We just thought that you may have wanted to take some credit for bringing in the prisoners. My mistake. We will take all the credit if you do not want to assist." Angus pauses "Names please?"

Diplomancy 19

Conner 
Wednesday August 16th, 2006 8:10:18 AM

The tattooed fighter joins the group escorting their captives to the guard post. He carries the sets of armor, switching off with Wynn part way to take on the somewhat larger load of the unconcious bugbear. When they arrive at the guardpost he waits for Edmund to finish what thankfully a short description of their business. "This" he lays the bugbear across the table, "this along with the cleric over there seem to be leading the group, the rest seem to be mostly deluded followers of the death cult."

Wynn 
Wednesday August 16th, 2006 8:13:14 AM

At first Wynn is reluctant to switch burdens with the burly human, but the considerable weight of the bugbear eventually wins out and he greatfully accepts Conner's offer. "Thanks, at first it looked like just so much fur, but the damn thing is heavy".

At the guard post he maintains a low profile and keeps his eyes open for any cultists that may decide to bolt.

Thar ail Baerer 
Wednesday August 16th, 2006 9:33:56 AM

After saying goodbye to his companions, Thar will go and begin helping clean up the room, especially the blood from the floors, walls, etc.

Remembering his religous duty, he'll give last rites to the dead men and women, hoping that they won't rise in the future as undead abominations.

Once his sad, but necessary task is done, he'll go over to Kadaz and help him with the tunnel work.

To the rest of his companions (that are staying for the night) "If we're going to here overnight, we should set a watch schedule, to make sure we don't have any unexpected company. I'll volunteer to go first."

Xenia 
Wednesday August 16th, 2006 10:20:52 AM

The place is dark and grody. But no more so than Trash Level on the Float. And you can see the stars here. Xenia pads through the street next to Wynn. She takes his arm when he straightens from the transfer of his burden to Conner. The dark-skinned, red-headed girl nuzzles her cheek against the bard's shoulder.

"I love you, Wynn," she whispers. "No reason. Just a'cause."

For some reason, it doesn't take them long at all to get where they're going.

Shadow 
Wednesday August 16th, 2006 10:56:23 AM

Shadow glances over at Syr as Kadaz has them stacking bodies in the small tunnel, and talking about collapsing the tunnel. He shakes his head in wonder that his argument about trying to collapse the tunnel might be more unsafe than trapping, but does not speak out again. When Kadaz starts to try and collapse the tunnel, Shadow will make sure he is fairly far away from the tunnel and hopes that nothing bad happens.

Lang & Sunshine 
Wednesday August 16th, 2006 6:36:53 PM

Once the group reaches the guard station, Lang and Sunshine melt into the background. They do not try to draw attention to themselves.

Lang takes the opportunity to clean his weapons.

Mira  d20+8=20
Wednesday August 16th, 2006 7:18:04 PM

Before departing the basement Mira presses two vials of Holy Water into the hands of the cleric Thar. "My...faith...isn't very strong" she says, not making eye contact with the cleric, "but I know there is a difference between that which is good, and that which is bad. Maybe it was superstition that swayed me to pick these up when last I was in the Catacombs." The sorcerer smiles apologetically at Thar, "I guess you sprinkle it around the room and on the...bodies?"

Mira then leaves the dank basement to the small group made up of brave members from both parties who are willing to stay behind, and trails after the larger group. Threading an arm around the bard's waist, she leans in close to Arm, as tears spring to her eyes at the tenderness he shows her.

"The others...they just don't understand him," she thinks to herself.

"Yes...dearest, "she responds, tentatively. "First thing in the morning, the Cathedral of Light." Mira looks 'round for Xenia, to see if she overheard the comment, and makes a mental note to speak to the dark rogue later about the chalice.

Mira supports Edmund as he does the talking (Aid Another, Diplomacy=20) adding simply, "my friend speaks the truth. We can all attest to that" while she remains near the back of the group with Arm.

(OOC: Please use the Holy Water. I am deleting it from my CS-Mira/Carla)

Belkior (Sub/Al) 
Wednesday August 16th, 2006 7:57:57 PM

"If you're standing guard, I'll settle ... somewhere for a bit of rest." Belkior looks about the dirty basement with a disapproving frown. Dirt and germs are two distinct problems, and dirt is not necessarily unhealthy. But it is, none the less, not a place that he would chose to bunk down.

Still,the halfling removes a bed roll and choses one of the northern corners in which to sleep.

Syr 
Wednesday August 16th, 2006 9:13:13 PM

Seemingly accustomed to doing the dirty work, the elf works quickly and efficiently. Turning to his grimy partner, "Hey Shadow, that a given name or a nickname? Seems appropriate of course."

After waiting for his answer, "You know, this Plateau City seems like a nice place. Did you know we move our orphanage just outside of town. I know you guys are around here a bit more... if you ever get some free time, feel free to check on them for us? I, for one, would feel better that they could come to someone closer in time of need. After all, you guys do seem fairly close and trustworthy. I dunno, it's jsut a thought."

Walkback (DM JohnP)  d20+12=20 d20+12=15
Wednesday August 16th, 2006 10:40:46 PM

The walk to the Guard post was pretty quiet, some people enjoying the night sky that is visible overhead.

Ash and Shelya have tagged along with the group escorting the cultists, the druid wondering why these people are so concerned with emotional matters. Famina has also tagged along, mainly as an opportunity to harangue the cultists about their religion.

After thinking a bit about the whispered suggestions, Arm murmurs to Mira that he'd like to visit one of the temples tomorrow to see what lingering effect that drink from the chalice has caused. Not to mention taking the chalice there for examination. Mira agrees with what he suggests and plans to do that first thing in the morning.

After returning to his human form, Angus tries to charm the cleric. The cleric resisted the magic the first time but finally Angus' persistence is rewarded when Wyman smiles back at him. When Angus asks about the organization of the cult, Wyman pauses for a moment and then starts talking.

"Well, I look after the circle in Nightmare Quarter. Since I'm from there, originally, you know. Most of the people were there tonight. I'm supposed to look for new members and perform the services."

"I report to Saxmuir. He normally supplies me with the Drink but tonight Otto there brought it. I don't know who Saxmuir works with but I think he's responsible for most of Plateau City. He had me busy for the last couple weeks going back and forth the libraries, preparing for something in Floating City. I saw a map and sketched a copy. Knew I shouldn't, but I'm always curious."

"A couple days back, some people came and Saxmuir asked me to put them up. I didn't learn their names but I think they were from the circle in the rich parts of town. The circles don't mix much, so I'm not sure. They left this afternoon after Otto said he saw some people snooping around. I don't know, but I think they left for Floating City."


The Guard Sergeant was a little surprised and, frankly, upset about having the quiet end of his shift disturbed by the arrival of the parties and the cultists. The party responds in a variety of ways.

Edmund tries to smooth things over, explaining where they've come from and why they're come to the post. With Mira's assistance, he ingratiates himself with the guard, enough so that the words of Angus don't do more than make the sergeant work faster.

The sergeant starts booking the people in, recording their names and what they were accused of doing. He asks if any of the prisoners have "special" abilities and when Conner responds after dumping the bugbear on the counter, the sergeant arranges for manacles and gags for Wyman and Otto.

Wynn and Xenia stand back and watch, leaning against one another. Lang also tries to melt into the darkness outside the Guard post, unsure of how the Guard will react to a bugbear.

The sergeant speaks after he has completed signing in the prisoners.

"Morning comes, the dayshift will send a runner to these constables you mentioned. Don't know them but I guess they're from a different quarter. We'll keep them locked up 'til we can move them to Central.

"I didn't think to see these people down here. The notice said they was from Wealthy Quarter."


With that, the night's work seems to be done. Everyone goes outside and start walking back to Trade Quarter. Conversation is muted despite the earlier excitement. Maybe it's the hour, maybe everyone is simply tired. The trip is quiet since virtually no one is on the streets at this hour.

It's only a short time before the parties are back at the apartment shared by the Plateau City group. Eventually sleeping arrangements are made and they settle down for the night.

++++++


Morning comes and it's time to keep investigating. After a quick breakfast, people decide where they're going to go and what questions to ask. Everyone is eager to go but they have to cool their heels while waiting for the people who stayed in the basement.



Creepy Night in the Basement (DM JohnP) 
Wednesday August 16th, 2006 10:41:39 PM

The people who remained behind in the basement prepare to seal off the tunnel. Kadaz starts hauling the bodies of the undead into the entrance, heaping them there. If nothing else, the bodies will form a barricade if something comes from the sewers. Shadow and Syr help out with moving bodies. The zombies, particularly, each require several trips since the magic holding their rotting corpses together ended. Finally, the bodies are moved and it's time to work on the tunnel.

Thar performs a short service over the group of bodies using the holy water provided by Mira. He hopes that the service will provide solace for the souls of the people whose bodies were corrupted into undead. Then he starts knocking out supports with Kadaz. The pair work carefully and trigger several slides of earth. Looking upwards after one of the slides, Kadaz sees the underside of some paving stones and figures it's time to stop.

Belkior also prepares a place to rest, clearing away the worst of the debris before shaking out his bedroll. He will be ready in the morning to seal the tunnel. When he hears Syr suggesting that the Plateau City group look after the orphanage, he pipes up in agreement.

++++++


Morning comes and the party is ready to seal the tunnel. Then it's time to meet up with the others before starting the day's investigations.



DM Addendum (JohnP) 
Wednesday August 16th, 2006 10:44:23 PM

I won't be posting for the next two nights. Please be nice to Adam and clearly indicate what you're doing to investigate.

Mira  d20+8=17 d20+3=16
Wednesday August 16th, 2006 11:42:12 PM

On arriving home safely, Mira offers her room to Xenia, and Famina. There are two plain cots, a simple low table against the wall between the headboards. Above one bed is a shelf with a few personal items: an interesting rock, some bits of glass worn smooth by time spent in water, a small box, a bug in a jar, and a chipped bowl. A scroll case, a velvet bag, and a very old and faded silk mage's robe hang from pegs under the shelf. Against the wall in one corner is a long staff, the figure of an owl carved at one end. A jumble of adventuring gear is piled on the floor at it's base.

Twisting the ring on the middle finger of her left hand, Mira volunteers, "I don't need as much sleep as I used to. Two hours should be sufficient. I'm going to make some tea, and have a look at the diary again." (Knowledge Arcana=17, Basic Knowledge=16) Mira will ask Edmund's opinion, sliding over on the bench to make room for the wizard. When fatigue overcomes her, she retires to her room, and lays down fully clothed, removing only her fanciful belt, on top of her bedroll on the floor.

+++++

In the morning, Mira washes her face, brushes out her hair, and braids it tightly in a single tail as is her habit. She replaces her tunic with another equally simple, and equally worn, but clean. Using the sleeve, she cleans any smears off her glasses, before exiting to the common room. After settomg the big pot of joe to brew, she plans her day, scratching out a to-do list on a cheap piece of paper:

1. Cathedral of Light with Arm, and chalice. Ask questions about 'the drink'. Any traces on the chalice? Share info with the clerics. Marteaus and Gargulus connection?

2. Royal Library with diary?

3. Meet up at Sampson's. Dinner?




Ash 
Wednesday August 16th, 2006 11:47:34 PM

Ash awakens the next morning to find that Shelya has decided to use him as a pillow. Moving carefully so as to not wake her (hopefully), Ash finds a quiet part of the apartment and commences his meditations.

Having completed his meditations, he waits to see what the cityfolk are planning on doing. He has learned alot about himself and other people. "My master was correct, this was worthwhile," he muses to himself as he waits, looking forward to future studies.

GM Notes:
Spells for today
Level 0:
Cure Minor Wounds
Flare
Guidance
Read Magic

Level 1
Cure Light Wounds (x2)
Goodberry
Magic Fang
Summon Nature's Ally I

Level 2
Animal Trance: Fascinates 2d6 HD of animals.
Barkskin
Summon Nature's Ally II
Summon Swarm

Level 3:
Cure Moderate Wounds
Summon Nature's Ally III


Edmund  d20+10=16
Thursday August 17th, 2006 12:35:16 AM

Looking at the diary, Edmund smiles broadly. "Well, it's quite obvious," he says. "It's a map!" (Knowledge Arcana: 16) If then asked about what it is a map of, with regard to the outlying area, or respective to some other location, Edmund will prevaricate, dither, and if necessary outright lie to the effect of, "Oh, probably somewhere in the Samoil Highlands, west of the Borgar Tree. Leagues and leagues away." If asked where the 'Borgar Tree' or the 'Samoil Highlands' are, Edmund will simply say, "Far away." and will refuse to discuss it further, making a show of considering it unimportant.

Rising early the next day, excited about the prospect of going to a library, Edmund washes up, has a bit of breakfast, and studies his spells. Having learned a bit from his first fight--not counting all those fights with tiny hat-wearing vampires--he modifies his spell list to better suit what he feels to be his heroic and invaluable combat style.

DM Info:
New Spells Memorised!
L.0: Daze, Detect Magic, Ghost Sound, Read Magic (x2)
L.1: Charm Person, Colour Spray, Grease, Hypnotism, Obscuring Mist, Sleep
L.2: Daze Monster, Fog Cloud, Hypnotic Pattern, Web
L.3: Hold Person, Slow, Suggestion

Syr 
Thursday August 17th, 2006 1:04:34 AM

Following Shadow and Kadaz back to the apartment, he sees an open area against a wall. With a loud sigh, he sinks down and goes through the long series of stretches that he uses to stay limber. Finally, he leans back against the wall and rests with images of the kids running around their new home.

In the morning, he is roused by Edmund's all too knowing voice. Rolling his eyes, he growls with a rough voice, "Let's just figure out where to go and get on the move. Too much talk and leadership by committee gets people dead. Not to mention the death caused by inaction."

Arm 
Thursday August 17th, 2006 6:03:55 AM

Arm smiles gratefully at Mira's acquiescence, feeling that at least part of the weight of the Wold has been lifted from him. Before they retire for the evening, he reassures her, "Please don't get the idea that I have any designs on that chalice...I wish now that I had never even TOUCHED that gods-forsaken thing, and would like nothing better than to smash it into unrecognizable pieces. I WOULD like to see what the Light clerics have to say about it, though. The only fear I have is that now that we have it, we are even moreso a target for Ilonia.".

Once they are back at the apartment, fatigue overcomes his hunger, and he falls into a deep sleep that is only disturbed by the smell of brewing coffee in the morning. Smiling at the thought of the beautiful woman who has made it, he rises and goes to join her, eveloping Mira in a hug and hoping to gain strength for the day...a day that he may learn things he doesn't want to hear.

Kadaz 
Thursday August 17th, 2006 7:04:53 AM

Kadaz spends the night in the cellar preparing to seal the tunnel. As the others rest as best possible he stands watch, needing no lights to keep an eye out for intruders.

In the morning, after the tunnel is sealed, he walks with the others back home. He is finally tired and ready for a bath and then a short rest in his bed. Birdie, as always, is looking forward to the next meal.


Shadow 
Thursday August 17th, 2006 10:31:44 AM

Shadow knows that he will not get any rest in the night they spend in the basement, so he ivestigates the basement and surrounding area to the apartment. He is not expecting to find anything, but just wants to be sure. When Belkior returns and seals up the tunnel he will then be relieved to return to the apartment and get some rest. That will be most of his day, but when the party meets up (either back at the apartment or at Sampson's) Shadow will ask, "First, did we find out anything useful, and second what are we going to do with the gear we secured from the mob?"

Thar ail Baerer 
Thursday August 17th, 2006 10:41:25 AM

After a long night in the cellar, performing last rites (w/ the holy water) and working w/ Kadaz on collapsing the tunnel, Thar is glad to finally get back to the apartment.

Once there, he greets his companions (at least those who are awake) and retires to the nearest flat spot and tries to rest for a short while.

After his nap, he rises and asks his companions "Well, we may want to investigate this Saxmuir fellow. I'm curious about his background and what info we could find out. I could check at my temple and see if anyone has heard of him."

Xenia 
Thursday August 17th, 2006 11:29:52 AM

"Thanks, Mira." Xenia hugs the other woman. "But I think I'll just curl up with Wynn," the rogue whispers into Mira's ear. Not that it'll be much of a secret. And not like it's something they haven't done in front of the rest of the group before. They still got their bedrolls that they can put together. But it just seems like a better idea in this new group of folks. Maybe it's another idea from this new Circlet thing she's got.

Morning smells like kaffe! Xenia rolls up from sleep in just her undies. As she pulls on a shirt, the half-elfish girl once again regrets the loss of her jammies in the collapsed apartments in Floating City.

"So, we gonna go see Ashbeard this morning," she asks of Angus over the lip of a steaming mug. "Mmmm. This is good, Mira. You got good beans 'round here."

Belkior (Sub/Al) 
Thursday August 17th, 2006 11:43:03 AM

Morning comes in the basement of the tenement in Nightmare quarter. Belkior rises, dresses himself, and then tends to his devotions to Alemi before folding his bedding neatly together and stowing it away.

"Good morning, Syr, Thar, Shadow, Kadaz," he nods to each in greeting. "Alright." He eyes the room again in which the door to the sewer is cut. "I'm going to take this wall," he points to his right, "and remove it, folding it over the entrance to the sewers. Does that sound safe?"

With the approval of the excavationists, Belkior calls on Alemi to Shape the Stone and cover the entrance. Then with some relieve, he accompanies the others out of Nightmare quarter and the clean freshness of the other parts of Plateau City.

Day's Spells
0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, Detect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, Owl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: Dispel Magic*, Prayer*, Searing Light*, uStone Shape (Magic Circle against Evil+*)
4th Level: Death Ward*, Freedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Turning 4/4 per day

Famina 
Thursday August 17th, 2006 2:01:14 PM

Famina gladly takes up Mira's offer of hospitality and finds herself a place one the floor with a bedroll. Mira wakes up long before the barbarian, who snoozes silently, contentedly nuzzling the pillow till mid-morning. Then she wakes and dons her garments, taking care to keep her sword sharp.
"Hmmm...so, what's the plan? Head over to the Float and then the strange area our dwarf patron told us about? Look for other cultists here? What do you think we should do?" she queries whoever she finds in the inn's common room in the morning. Well, she queries AFTER having a muffin and a morning pint of ale.

Wynn  d20+7=8
Thursday August 17th, 2006 5:29:38 PM

The bard spends the night wrapped in the warm embrace of his half-drow sweetheart. He is continually amazed at just how much heat her lithe body can generate and several times during the night he slides a leg from beneath the bedroll to find the cool night air.

Wynn rolls on his side when Xenia rises and he watches her dress and ready for the day, quite thankful that her funny pajamas were lost during the fae uprising. He manages to suppress the urge to wolf-whistle and draw attention to her skivies.

One he has a mug of coffee of his own, he spends some time examining the diary in Mira's possession and scans the entries for names or places that he might recognize and attach some significance to, however his relative newness to both Plateau City and Floating City work against him [Bardic Knowledge=8; Natural 1 d'oh!]



Conner 
Thursday August 17th, 2006 5:44:02 PM

Conner arrives back at the apartment and finds his way to his own bed. The grating voice of the mage keeps him from sleeping and he momentarily contemplates hurling his heavy boot at Edmund, but others are in the way and his aim from a prone position would be suspect. "Domi's breath! take yer prognosticatin' to orators corner or the library, I'm trying to sleep"

Once the mage quiets down, Conner's sleep is deep and restfull, unplagued by dreams or worries. In the morning he examines the scraped knuckles of his powerful fists, a pleasant reminder an evening well spent.

After coffee and bread, the fighter takes time to clean and treat his weapons and armor and then scans the apartment for packages. "Any deliveries from the catacombs while we were out?" he asks aloud.




Angus 
Thursday August 17th, 2006 5:56:02 PM

To make Lang feel more comfortable around the guard he polymophs him into a human. "Come in for a brief stay if you like or move on back to the apartments with ease." Angus goes back to his charges with the guards.

Angus has a few more questions for Wymann before his is button up for the night. "Can you tell me where this Saxmuir lives? I would just love to speak with him. Also what can you tell me about the powers of the magical elixir that Saxmuir brings you, it seems amazing."

After getting his answers, Angus will leave with the group and go back and rest for the night. Angus moves up between Conner and Edmund "Nice job with the guards. Good contacts are always helpfull."

Before bed Angus appoaches Mira "Would you like to try being turned into a pixie to see how it feels? It takes getting use to, but it give a great vantage point for spell casting." Angus waits expectantly for an answer.

In the morning after a meager breakfast and some of Mira's wonderful coffee "Mira this is excellent." Angus beams.

Angus listens to Xenia idea of a visit to Ashbeard "Not a bad idea. We may want to not reveal everything we have discovered. It is interesting that the dwarves have sent an scout to the location that we seem to have found on our map. Very curious."

Still with Xenia, but looking over at Mira and Arm Angus confides "The Temple of Light is also a must."

Lang (AC 24; HP 89/92) & Sunshine (AC 22; HP 47/47) 
Thursday August 17th, 2006 7:21:11 PM

Lang thanks Angus for the polymorph spell. The spell may come in handy where situation dictate that he not be a bugbear.

Lang is pleasantly surprised when the polymorph spell ends and some of his wounds are healed (healed 8 for polymorph and 8 for nights rest).

In the morning Lang joins the groups and listen to the plans for the day. He also takes Sunshine outside to do his business.

Xenia (2nd Illegal Post)  d20+2=20
Friday August 18th, 2006 2:20:58 AM

The rogue takes out pen, paper and ink. With many looks over at the diary, Xenia copies the map. Folding the thing into quarters, she gives it to Angus.

"There you go. Now you don't have to tell them anything you don't want to," Xenia says. "But I think probs best to play it straight with them, Angus. If they're anywhere near as good as they seem to be, wouldn't be hard for them to find out where we were last night. Means they can connect the map we're gonna show them with the cult. And they look to be playing pretty square with us, you know what I mean? They put out a lot of resources for our kids. Lotta stuff they didn't have to, you know."

"You do what you think's best, but that's my take on the thing, 'kay?"

Rolls and Actions
Forgery 20

Post in Progress (DM Adam) 
Friday August 18th, 2006 4:26:38 AM


{ OOC: Had some reading to catch up on. Breaking for dinner. Will have posted in the next couple of hours - sorry for the delay. }

Arm 
Friday August 18th, 2006 5:57:33 AM

Arm sits idly by, entwining his fingers in Mira's hair and slowly massages her head, grateful as always for her closeness and support.

Rest and Research (DM Adam) 
Friday August 18th, 2006 2:57:30 PM


The Guard Post

Intent on gleaning further information from Wymann, Angus asks the cleric for Saxmuir's whereabouts and the properties of the elixir. Wymann, however, is tight-lipped and refuses to say any more.

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

The Basement

Shadow confirms there is little of interest, or relevance, to be found in the basement. Meanwhile, Thar completes the last rites ceremony and the rest of the night passes slowly under Kadaz's careful watch.

When Belkior wakes, he dutifully performs his morning rituals and approaches the door to the sewers. Calling on the power of Alemi, he neatly folds the stone of the nearby wall over the opening.

Quite tired, Thar, Shadow and Kadaz return to the apartment with Belkior just as dawn breaks.

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

The Apartment

Mira generously offers room for Xenia and Famina to sleep, while the rest of the Crimson Shields claim whatever space remains for their bedrolls.

Before resting, Mira flicks through Wymann's diary - at times asking Edmund for his opinion. Together, they realise (of note) that: Highlight to display spoiler: { Wymann has made several visits to Plateau City. On each of these occasions Wymann has sought out libraries, such as the Temple of Gargul, the Cathedral of Light and the Mage's Guild. There is also some mention of the purchase of "special weapons". Lastly, an odd name seems to recur: "Atmahlanto".}

In the morning, the groups discuss the options available to them and attempt a plan. Arm, Famina, Angus and Syr (with his call for action) are the most vocal.

So far, some of the suggestions are:

- Visit the Cathedral of Light?
- Visit the Royal Library?
- Visit Ashbeard.
- Visit the Float and the 'strange area'?
- Seek out other cultists?
- Investigate Saxmuir?

With a hot mug of coffee, Wynn settles down with Wymann's diary. Inside, he scans for names and places and notes the following: Highlight to display spoiler: { There is some correspondence with a vampire, Sarah, who was not a member of the Red Testers, but was sympathetic. It seems she provided some unspecified information. Also, Wymann describes preparations to move to Floating City ... something about stealing boats ... }

As the discussion continues: Lang returns with Sunshine from their morning walk; Xenia hands Angus an excellent copy of the map; Ash completes his meditation; Wynn and Mira agree that further reading of Wymann's diary may prove useful; Conner cleans and treats his weapons and armour; And, the rest of the group returns from the Nightmare Quarter.

{ OOC: Sorry folks - it took much longer to post than I anticipated (it's 4:45 am Saturday, here). The good news is I'm now very familiar with what's happening and will be more punctual (and less 'dot-pointy') in the future. Oh, and on Conner's question regarding a Catacombs delivery ... can someone help me out here? Is it ready, etc? }

Edmund 
Friday August 18th, 2006 3:45:54 PM

Happy to have been of some service to Mira, he ponders the meaning of what they discovered in the diary. He has never heard of anyone named Atmahlanto before, though with a name that complicated, it is probably someone important.

Edmund joins the rest of the party and gives his own ideas about what they should do, "Oh, the Royal Library, let's! I love libraries! I'm sure there's all sorts of stuff there, and then I can try to look up this Athamantio fellow. Or fellow-ess, I suppose. Either way, there's bound to be loads of stuff there. I remember the last time I had a chance to visit a library, it was when I was studying my basic cantrips, and I found all sorts of interesting books about all manner of things, including some of the most arcane..."

Edmund continues, regardless of whether he is being listened to, until asked to stop or until he wanders off to his room, shaking his head and talking to himself all the way there, with the occasional chuckle at his jokes.

Syr 
Saturday August 19th, 2006 7:35:10 PM

Anxious to be out and about the elf rises early. Looking around at their new surroundings, he asks Wynn, "You ever miss our old place? I wonder what we are going to do once things settle down? I've been an orphan and now I'm homeless. I mean the city is destroyed and even finding a place vacant will be hard enough. I guess you are more used to the wandering thing than I am, it's not so bad, eh?"

Standing near the door and obviously eager to be on the move, the elf looks at Angus and Mira, "What's on the plan for today? The dwarves and the temple? The time is wasting..."

Kadaz 
Sunday August 20th, 2006 7:04:16 AM

Tired and dirty, the cellar party stumbles home with the rising sun. Kadaz tries to step over the sleeping folks on the floor but short legs make this difficult. He collapses into his bed and intens to stay there until noon or so.

Xenia 
Sunday August 20th, 2006 10:52:11 AM

Clad in nothing but the shirt, Xenia pads into the pantry to looks for maybe a roll with jam or something. Something to go with her kaffe.

"I'll go see Ashbeard," she calls out. "But I wanna get back in time to go to the Temple of Light, 'kay?"

The rogue pads back out empty-handed. She pulls up her haversack and begins taking stuff out.

"Anyone want to take some of this stuff to the Catacombs and get it identified while you're out?" She turns one of the silvered kukris once again in the morning light. Unless one of you guys can identify it. Doesn't look like it's special much, but could be useful."

"I'm gonna use the room to clean up a bit, 'kay?" Xenia whispers to Mira before disappearing into the sorcerer's room toting her haversack in one hand. Inside, the rogue does a quick sponge bath as quietly as possible so as not to wake Famina. She gets dressed and armored up again in the black mithral shirt. Today's another work day.

"You know, I was thinking that getting a new place in the Float was a pretty good idea too, Syr," she says coming back out with dark ribbon between her teeth. Her hands are up behind her head in the act of binding her hair into a ponytail. "I mean, it's really bad and all that lots of folks got killed when the plants attacked from the Crying Woods. But, you know, that also means that there's lots of places out there without owners now. We could maybe pick up land pretty cheap. We could put up a place and rent out the ground floor for shops while we put our apartments up above. Whaddja think? We could even use it to sell some of the stuff we pick up from all around."

From the corner of her eye, Xenia eyes Wynn for a reaction. The thing with his mother's trading company mighta put him off business and that sorta stuff for good. He was kinda quiet about it. Maybe she shouldn't oughta bring this sort of stuff up at all.

Recap of Loot
MW Studded leather armor - faint abjuration
MW Silvered kukri - faint evocation
MW Silvered kukri - faint evocation
MW Breastplate armor - faint abjuration
MW Light mace - none
18 daggers - none
Chalice - traces of illusion
Book - none

Ash 
Sunday August 20th, 2006 2:37:19 PM

Ash sits writing in his journal, waiting to see what more these fascinating people decide to do.

Mira 
Sunday August 20th, 2006 7:10:05 PM

Mira makes sure the pot of joe is kept full and hot. The table is set with an assortment of mis-matched cups and plates. "Since the 'troubles' it has been hard to provision," she says apologetically, volunteering, "and none of us are much at cooking. We usually just head to Sampson's. I guess you could call us 'regulars' there." To Syr's enquiry she responds, "I'd like to go to the Cathedral of Light as soon as Arm is ready.

The sorcerer listens to Xenia's friends talk about the place they call home, and makes an enquiry to those who are nearby, "so your home was affected by the upheaval of nature as well? Were you visited by the Fey Lord, or his minions?" Mira remembers the meeting at the Giggling Ghost that she was priveldged to attend, as a guest of the half elven bard. She looks at Syr, Xenia, and Wynn, as well as the other Crimson Shields, and breathlessly asks, "did you sing?"



Wynn 
Sunday August 20th, 2006 7:32:51 PM

When Xenia's vanishes into the bedroom to do whatever it is half-elven girl's do to get ready for the day, Wynn takes out his journal. Taking a seat at the table in the common room, he makes an entry describing recent events, as well as his thoughts and feelings.


Conner 
Sunday August 20th, 2006 7:45:44 PM

Satisfied that his equipment is in tip top shape, the burly fighter waits on his companions. He watches the dark-half-elven girl from the other group until she disappears into Mira's room. Skinny bone-rack, he thinks to himself, but a head on her shoulders.

When she starts unpacking stuff and suggests a visit to the Catacombs he speaks up from his seat next to the only door leading out of the ground floor apartment. Hands crossed over his chest, he looks at the rogue with fierce dark eyes under thick black eyebrows, "Yer not thinkin' of sellin' the chalice now, are ye, lass?"

Xenia (2nd Illegal Post) 
Sunday August 20th, 2006 8:52:08 PM

"Hmm?" Xenia turns out of her covert glance at Wynn. It's the Conner guy.

"Well, that depends on what it is, don't it? I mean, what kind of magic did you say this had on it, Angus?"

"But, whatever it is, you guys helped fight for it, so you get a say in what we do, yeah? That seems fair, right?" the rogue says to the guy with the tattoo eye.

Angus 
Sunday August 20th, 2006 10:19:17 PM

Angus wakes late as usual and get a small bite to eat and loads up a cup of coffee with milk. Angus sees that several people are ready to go already. "Just give me a minute Xenia and I will go with you to Ashbeard's. The temple sounds like a nice stop afterwards."

Taking a moment for reflection "Xenia you have fun with the shopping at the Catacombs. I will give Sampson's a good once over and wait for everyone to assemble there for our evening meal and parlay."

When Xenia asks aboutt he Chalice Angus looks up from his coffee. "Oh, it is not magical, just a symbol, but it held a powerful elixir. I saw remnants of it. I would really like to see some up close for inspection, it could be curious." Angus looks introspective. "The temple could prove interesting also." The sorcerer ponders.

Angus waits for Xenia to finish preening before heading out with the rouge.

Lang (AC 24; HP 89/92) & Sunshine (AC 22; HP 47/47) 
Sunday August 20th, 2006 10:19:53 PM

Lang grabs a little breakfast and takes a seat at the table. He sits and listens to the conversation.

Arm  d20+3=22
Monday August 21st, 2006 6:03:11 AM

His bitter mood beginning to return from listening to Edmund's prattling, Arm asks Mira if he may look at the diary to see if he can shed any light on it, especially the name Atmahlanto (bardic knowledge=22).

After perusing it for a bit, he says to Mira, "If we check at the Catacombs for these 'special weapons', I highly doubt that we will find out anything, since I can only assume that their transaction histories are private, although I suppose it couldn't hurt to ask. Then again, they may not even be COMING from there, and they wouldn't have any knowledge of them...who knows? The third possibility is that these weapons are already here...in the form of those stylized daggers. In that case, someone should take them to the Catacombs to see what they make of them.". Pausing for a moment to gather his thoughts, he continues, "I am ready to head to the temple when you are, my dear, and if we have time after that, I'd like to visit the library as well, although I'm sure they'll kick Edmund out once he starts babbling.".

Thar ail Baerer 
Monday August 21st, 2006 10:08:07 AM

After waking up, Thar eats a quick meal (berries, nuts, etc., that he kept in his pack) and asks the group "I'd like us to keep making progress on our investigations, as the longer we delay, the more time the cult will have to execute their plan. Also, they're going to eventually find out we've wiped out their group that was meeting in the basement and have the chalice. Possibly, they may be trying to find us and get their chalice back."

Waiting for anyone to comment, he adds "I think we should continue breaking off into groups, but need to have a strong group at least guard the chalice for a short while, until something comes up in our investigations. I'm not picky about which group I go with, and will help wherever I can."

Turning to Mira, who often acts as their leader, he says "What do you want us to do?"

Shadow 
Monday August 21st, 2006 12:10:07 PM

If the group is still around after his cat nap (too long a night in the basement left him worn out) he will join them at the table. Otherwise he will see if any notes are left for the group that was recovering from the night ordeal.

Finding nothing he will head over to Sampson's to see if the group is meeting there. If anyone else is up he will drag them along.

Belkior (Sub/Al) 
Monday August 21st, 2006 3:01:08 PM

Belkior enters the apartments of the Plateau City group on the heels of Kadaz, Thar and Syr. From a pouch he draws a light rice cracker wrapped the leaf of a dark dried sea plant.

"The entrance to the sewer is sealed," he reports.

"Might I brew some tea?" the halfling asks Mira. "The Floating City was attacked by the Crying Woods," he says in reply to Mira's question. "Over 20 orcworts gathered by the shore and extended vines the size of giant cables to the top of the city and attempted to pull it down. There were rose vines growing everywhere. Shambling Mounds and Tentriculos roamed the streets. We were finally able to make it to the walls of Open Level where we sprayed the giant vines with a mixture invented by an unusual gnome who we rescued. The vines let go and the entire tower of the city swung back and forth with the momentum. It's fortunate that many of the people had already been evacuated to the shore. As it is, only the structures originally built by the Teruci were able to withstand the force as the city swung back and forth."

Belkior sighs and takes another bite from the rice cracker. "So many people lost their lives."

"Angus, I'm ready for a trip to the Temple of Light any time you are," he says at last.

Day's Spells
0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, Detect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, Owl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: Dispel Magic*, Prayer*, Searing Light*, uStone Shape (Magic Circle against Evil+*)
4th Level: Death Ward*, Freedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Turning 4/4 per day

Scott the Southern one 
Monday August 21st, 2006 3:19:52 PM

Plat City
Shadow XXXXX
Ash XOXXX
Arm XXXXX
Edmund XXXXX
Mira XXXXX
Conner XOXXX
Thar XXXXX
Kadaz XXXXX

Floating City
Lang XOXXX
Syr OXXXX
Xenia XXXXX
Wynn XXXXX
Angus XXXXX
Belkior XXXXX
Famina XOXXO


Getting Ready to Hit the Town (DM JohnP) 
Monday August 21st, 2006 10:29:06 PM

In the apartment, several people have labored over the diary taken from Wymann in the cult temple. They learned a fair bit, although none of it did much to reveal anything about the death cult. Angus thinks back to the last words Wymann exchanged with him before they left the Guard post in Nightmare Quarter.

"I can't tell you where Saxmuir lives. He contacts me, usually by coming to the space there in the basement. He tells me what he wants me or the circle to do, and turns over the mead. I've never visited his circle."

"I can't tell you much about the mead. Some people dream after drinking from the chalice. Some people see visions. There's no real pattern that I can tell. And I don't know how Saxmuir makes it, if he does."


The contents of the diary are fodder for investigations in the libraries of the city. But there are other possible places to visit, too. Arm asks to examine it but he doesn't recognize anything other than the names of places in either city. The name "Atmahlanto" isn't known to him.

Several people simply sit back and watch, allowing the others to decide for them. This research stuff is more for the scholars and spellcasters, anyway. This group includes Syr, Lang and Wynn from Floating City and the druid, Ash from Plateau City. The druid and bard are making notes to check against their memories of recent events.

Others, like Kadaz and Shadow, are more interested in sleeping.

Edmund, of course, indicates his preference for visiting the Royal Mage Guild library.

Xenia proposes going to Ashbeard's and then to the Temple of Light. She asks whether someone else is interested in taking the weapons and armor to the Catacombs for identification and appraisal. When she mentions the Catacombs, Conner questions the wisdom of selling the chalice.

Mira wants to get Arm to the Cathedral of Light as early as possible and the bard agrees with this. Thar defers to Mira's wisdom in selecting a course of action.

Angus agrees with Xenia's proposal and elaborates on what he learned with his divination magic. Then he waits while Xenia finishes her girl stuff and Belkior is ready to go with them.

+++++


After it is all said and done, it looks like most people are getting ready to visit Ashbeard and then the Cathedral of Light. This group includes Angus, Belkior, and Xenia.

Mira and Arm, with Thar tagging along, may go directly to the Cathedral of Light.

Edmund wants to go to the Royal Mage Guild library. Of course, someone mentioned before that it's probably not a good idea for a person to wander about alone.

Several people are available to go with one of the above groups: Ash, Conner, Lang, Syr, Wynn. Even Kadaz and Shadow can join in if they wake up soon.

Someone might take the armor and weapons to the Catacombs, too.

Famina sits by herself in the corner. She's getting homesick for the woods where she was raised and might need to go back. She hasn't said anything to the others, yet.

DM JohnP - I'm gonna try to get this part over fairly quick. If your player is going to one of these locations, ask away or elaborate on what someone else asks.


Von Otten Family Mercantile Combine (DM JohnP) 
Monday August 21st, 2006 10:36:32 PM

Angus, Belkior, Xenia and whoever else has tagged along with them cross through Trade Quarter as they walk towards the office of the Von Otten family trade concern. The streets are clean this morning as the morning rush of people dwindles. There is a clean smell to the air even though it didn't rain overnight.

When the group comes up the street towards the offices, the scene outside is quieter than usual. They wonder about this until they recall that Steve is still out at the plantation putting it to rights so that the children will have a safe place to stay. Again, the same guard is on the door but this time they aren't made to wait. The adventurers are shown directly in to the offices and they only have to wait a little bit before Ashbeard completes an entry into a ledger.

"Back so soon, eh?," the dwarf asks. "Do you need something, or have some questions?"

Cathedral of Light (DM JohnP) 
Monday August 21st, 2006 10:42:46 PM

When the groups meet up at the Cathedral of Light, they are again awed by the size of the place. But Belkior has been here before, quite recently too. So he knows which librarian to track down about this kind of thing.

Turning to the right after coming through the main entrance, Belkior leads the party to the office of the Chief Librarian. The elderly man is seated behind a desk that has been carefully organized. It's not that the desk is bare, for it is not. Instead, the books are neatly stacked so that their spines are even and flush with one edge of the desktop. And the scrolls are neatly arranged in a basket. Alert eyes realize that the scrolls have been bound with coloured cord, presumably as some hint of the contents.

The librarian looks up towards Belkior. "Back so soon. What can I assist you with?"

Royal Mage Guild Library (DM JohnP) 
Monday August 21st, 2006 10:48:26 PM

Edmund leads his companions up the stairs of the great library in Merchant Quarter. While perhaps not quite as extensive as the holdings of the Star Mages, the Royal Mage Guild library is open to all and sundry. Of course, since the riffraff can come in, the really interesting books are all kept in the Special Collections. But Edmund thinks that he can probably sweet talk one of the junior assistant librarians into letting him peek at some of those texts. The history texts, that is.

When he finally makes his way through the stacks, he sees a wizened old gnome perched on a stool behind a bare desk.

"What do you want?"

Xenia 
Monday August 21st, 2006 10:56:10 PM

"Yeah, we found something." The dark rogue gives a little handwave to the dwarf and flashes her pearly whites. "We went into Nightmare quarter last night and broke up a little party. Found something I think Thundir will want to see."

Xenia sits on the corner of the desk and turns her gaze to Angus as though passing the ball in this game to him.

Edmund  d20+9=29 d20+10=22
Monday August 21st, 2006 11:09:42 PM

Edmund happily leads his companions (if there are any) to the Library, eager to immerse himself in the familiar surroundings of books, books, and books. When he reaches the desk, he peers down at the Gnome with a pleasant smile on his face. (Diplomacy=29, Natural 20!)

"What ho there, master Gnome, I'm here for some research of absolutely vital importance for the security of Plateau City--and very possibly the whole region. I need to search your texts for some History, and also for anything relating to someone named..." Edmund pauses, to check a slip of paper he has scribbled notes on. "Ah... At... mah... lanto. Atmahlanto."

If the Gnome Librarian resists Edmund's diplomatic efforts, Edmund will then attempt to persuade him with his impressive credentials, official standing, and legal basis. (Bluff=22).

"You do realise who you are speaking to, don't you? It would be very unwise for you to impede the progress of this vitally important, official, state-sanctioned investigation. I advise you to cooperate with me and provide me the information I am looking for, lest you be considered aiding and abetting those who would seek to do harm to these fair lands!"

Arm 
Tuesday August 22nd, 2006 6:06:13 AM

Arm grips Mira's hand firmly on the way to the cathedral. While walking, he says to her, "Did someone bring the chalice so that they may examine it?".

Once they get to the librarian's office, he waits patiently for his turn to speak. Still gripping Mira's hand for support, he tells in detail everything that has happened to him since he drank from the chalice, including the dreams that he's had and his recent mood change.

Angus 
Tuesday August 22nd, 2006 6:16:11 AM

Angus nods to Xenia as she starts introductions with Ashbeard. "Yes surprisingly we are back so soon." Angus relates what happened last night and even takes out the map that Xenia drew for him. Angus continues "Thundir made mention of, what we feel, is the place indicated on the map. He may have been their himself. We think Thundir can give us background information on the area."

Angus scratches his chin and adds "Do you know of anyone named Saxmuiror the name Atmahlanto?" Angus will be sure to ask Thundir also.

At the Temple, Angus will not participate, but will closely watch Mira and Arm, especially arm. While leaving the temple Angus will cast detect magic, descreatly, and concentrate on Arm, to see what he can see.

Kadaz  d20+1=10 d20+5=24
Tuesday August 22nd, 2006 6:20:42 AM

Kadaz wakes up in time to hear what the plans are. And even though he knows this is going to hurt, Kadaz decides Edmund shouldn't go out by himself. "Edmund, I'll go with you to the mage's guild. Let me get ready." Kadaz spends a quick 15 minutes cleaning the worst of the muck and mire off his armor and weapons and then walks with Edmund, watching for threats. (spot 10)

In the Royal Mage Guild Library Kadaz tunes out and ignores what Edmund is saying. Instead he mentally considers the size of the bonfire that could be made with all of these books and papers. Birdie starts sniffing around trying to pick up a hint of anything interesting. (tracking by scent 24)



Wynn  d20+7=16
Tuesday August 22nd, 2006 7:23:37 AM

The bard accompanies Edmund and Kadaz to the library. He discreetly stays upwind of the dwarf who still smells a bit 'off'.

Once at the library he leaves Edmund to his own devices and begins scanning the stacks for popular accounts of the more recent history of Floating City and Plateau City. He keeps his eyes peeled for any mention of the names Saxmuiror or Atmahlanto. He also looks for acounts of giant spiders and tales of vampires. Wherever possible he looks into the written accounts of the more well known bards of the two regions.

The half-elf remains immersed in his search until he is called to leave by his companions or until he is asked to leave at closing.

[OOC Knowledge History or Local = 16]

Ash 
Tuesday August 22nd, 2006 7:31:12 AM

Ash decides to follow the group heading to the mages library...he has heard of it and would like to see it for himself. Once there, he just stands looking at all the books, and more importantly, all the scholars working there.

Conner 
Tuesday August 22nd, 2006 7:32:15 AM

The fighter accompanies the group headed to the Cathedral of light. On his way he stops in at the stone mason's to check on the progress of the monument and informs them of the approval for the location of the monument along the river by Open Palm Market. "You may want to check out the spot in case a base must be built."

Once at the Cathedral he stays mostly near the back, taking in the proceedings and hoping that they can provide more information about the Chalice. If an opportunity arises to speak with one of the more senior clerics he will ask if they might be willing to consecrate the monument and address any gathered for the unveiling. "A few words about love thy brother and walk in thy neighbours shoes would go a long way about now" he suggests.

Thar ail Baerer 
Tuesday August 22nd, 2006 11:31:36 AM

Thar will quietly walk to the Cathedral of Light, following Mira and Arm. When he gets there, he admires the handiwork and beautiful architecture surrounding him.



Belkior (Sub/Al) 
Tuesday August 22nd, 2006 12:30:06 PM


*** AT The Cathedral of Light ***

"Remember the group that you mentioned last time?" Belkior looks up over the edge of the desk at the Librarian. "The ones who you thought were using the old version of the High Woldian symbols for Gargul? Well, we came upon them last night in the Nightmare Quarter, and from what we've gleaned, it doesn't look as though they are using the symbol simply to lend history or relevance to their group. They had several undead under their control. And I found this on the head cleric, a human by the name of Wymann."

Belkior reaches up on his tip-toes and places the Holy Symbol that he had recovered the night before onto the edge of the Librarian's desk.

"In his ravings, Wymann also let slip that they were attempting to awaken Lord Gargul's true nature and restore a balance to the Wold."

"They have a higher contact by the name of Saxmuir who apparently supplies a potion that may be illusory in nature. We've recovered some of their writings as well. The mention special weapons. And the name Atmahlanto. There also seems to be some connection to the Floating City, and a site to the south of Turtle Lake."

"I know that's a lot to take in at once. But we were wondering if you might know of any of these things. They may fill in holes in the bits of information that you may have as well."

"Er ... And we'd also like to know if you have anyone available who might know anything about curses." The halfling Cleric of Alemi takes a sidelong glance at Arm. "How to detect them and what might be done about them."

Day's Spells
0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, Detect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, Owl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: Dispel Magic*, Prayer*, Searing Light*, uStone Shape (Magic Circle against Evil+*)
4th Level: Death Ward*, Freedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Turning 4/4 per day

Mira  d20+8=19 d20+2=17 d20+3=21 d20+7=23
Tuesday August 22nd, 2006 4:41:08 PM

Before Mira leaves the apartment, she asks Xenia if she could bring the chalice to the Cathedral of Light. "Like the wizard said," Mira nods at Angus, "it is the traces of the contents that are magical, and not the goblet itself" With a beseeching look, she adds, "it may be the only lead we have to what is ailing Arm." Pointing to the little cleric of Alemi, she adds, "he can carry it."

At the Cathedral of Light...

Mira nods as Arm advocates for himself. She takes it as a good sign, that he hasn't tried to hide anything. The others fill in the blanks, so Mira tries to underscore the seriousness of their quest, and the time pressures inherent with wanting to catch Lady Iliona and the other leaders of the death cult. (Diplomacy=19) Mira speculates that the cultists may have infiltrated other communities, namely the Floating City and environs. She also volunteers that the enemy cleric had a diary, which she has in her possession.

She stays with Arm for as long as he needs her.

At the Library...

On her way to the library, Mira will try to continue the discussion the wizard Angus had started earlier. "I have no desire to spend time as a pixie, but I have always fancied a turn as a..." Mira looks both ways, before putting a hand up the skinny mage's ear and whispering Highlight to display spoiler: { "as a... dragon!"}. Flushing a little, she waits for his response, hoping he won't take it wrong.

The sorcerer doesn't need books for her magic, but she is not immune to their appeal. She is also curious to see how the newest member of their party acquits himself in an environment more in tune with his inclinations. While Edmund does his thing, Mira observes the people using the library. (Sense Motive=17) If the library has a section where they keep records of current events, the kind that are usually written or printed out on cheap paper and distributed amongst the populous for a few coppers. She will have a look, paying particular interest to anything mentioning sightings of undead in and around Plateau City or Floating City, or mentioning Marteaus or Gargul. (Search=21, Gather Information=23)

Xenia (2nd Illegal Post) 
Tuesday August 22nd, 2006 5:20:30 PM

*** Flashback to the Morning ***

"Check," Xenia whispers in reply and gives a covert wink to underscore the accord. Girls gotta stick together.

She hands the stone chalice to Belkie before taking off to pay a visit to the Von Otten Family.

"See if maybe you can help Mira's guy, huh?" She frowns at the stone cup before releasing into the halfling's hands. Looks like a stone cup to her, not much more. "Thanks, Belkie." That's all she says, but the words convey her concern.

Just a stone cup. But what does she know? Could be bad magic. It could. But, then again, sometimes folks are that way just 'cause they're that way. No magic involved at all. Xenia takes a sidelong look at Mira, and inside she hopes not. Girls gotta stick together, and sometimes that means looking out for each other's hearts.

Syr 
Tuesday August 22nd, 2006 5:55:28 PM

The elf watches as everyone finally leaves and grins to himself, "You just gotta keep pushing to get things done." Whistling happily, he scoops up the loot from the cult and organizes it into his backpack. Turning to an empty room he peers around, "Anyone left to visit the catacombs?" Shrugging his shoulders, he turns and leaves.

Lang (AC 24; HP 89/92) & Sunshine (AC 22; HP 47/47) 
Tuesday August 22nd, 2006 5:55:41 PM

Lang provides bodyguard support for the group heading over to Ashbeards. Once inside he will remain in the back and quiet as Xenia nad Angus report in their findings.


Edmund (second, illegal post) 
Tuesday August 22nd, 2006 7:17:21 PM

((OOC: Edmund is making inquiries about searching the "Special Collections", though I forgot to mention that explicitly in my text. I expect it is inferred from the fact he is asking permission, which he would not need to do if he was only interested in the public offerings. Still, I thought it better to be clear, just in case. D'urr! Sorry!))

Talking to Ashbeard & Thunir (DM JohnP) 
Tuesday August 22nd, 2006 10:59:55 PM


Xenia waves nonchalantly and mentions that the Shields found something in Nightmare Quarter that might interest Thunir. Angus elaborates further and Ashbeard looks thoughtful. All the while, Lang is busy holding up a wall.

"Well, I can't answer for Thunir, of course. But he should be along shortly since he's preparing to head out again sometime soon. I'll send a message so that he comes up here as soon as he arrives." Ashbeard summons his secretary and asks her to send Thunir as soon as he arrives.

"What were those other things you were mentioning?"

When Angus mentions Saxmuir and Atmahlanto, Ashbeard simply shrugs. "I've never heard those names before."

A while later, Thunir opens the door to Ashbeard's office and looks about.

"Oh, it's all of you. I was wondering what Cousin Ashbeard wanted with me."

When he hears the party's questions, Thunir starts fingering the tasseled fringe of his leather jacket. After being shown Xenia's copy of the map, he points to some features on it.

"I was up in these mountains, here. I was hoping to come down close to the bay and get back on the lake, in order to sail back. The ruins I found are here, a fair bit away from this thing marked down there."

Thunir's gestures indicate that he only skirted the edge of the area marked "Beach" and the other symbol.

"It took me several days to sail back, skirting the shore so that I could camp overnight. Do you have anyway of crossing the lake? I'm not sure that you can count on getting boats. For some reason, the fishermen in Floating City don't like going too far out of the bay where the City is."

"I owe you still, really. If you need help with a boat, I can manage it. Do any of you know how to sail?"




In the Cathedral of Light (DM JohnP) 
Tuesday August 22nd, 2006 11:02:00 PM

Arm walks with Mira towards the Cathedral of Light, gripping her hand firmly. He's not really sure what to expect when he asks about his visions. Maybe the news will be good, maybe it will be bad. Maybe it would be better not knowing.

Conner detours in order to speak with the dwarven stonemason who is preparing the monument. The dwarf nods gruffly when told about the planning approval and returns to carving the names into the sides of the pillar.

Angus stands off to the side as the others speak to the librarian. Thar is gazing at the murals painted on the ceiling of the library.

Once they are in the library, Belkior does most of the talking. The librarian looks up when he mentions the information about Wymann and what was found in the basement.

"So, they're here in Plateau City again? We had to run a pack of them off some time ago, not long after the Troubles. Nasty types, of course."

"Oh, you don't know? They're called a lot of things, most commonly Red Cloaks on account of the cloaks that they all wear. How much do you know about the Year of Ascension?"

"That was when the Gods of the Wold and the Gods of Testing moved into their current patterns. Now, Gargul is the Lord of Death and Life and is in both the Gods of the Wold and the Gods of Testing because he's neutral. But before, he was evil. When the change came, some of the former worshippers of Gargul rejected his change in role and alignment. Some of them set out to 'restore' Gargul to his former ways. For some reason, Marteaus allowed these rebels into his church and grants them spells."

"Today, they often work through fronts like this death cult you mention. If they're actually working openly, they wear red cloaks to recognize one another and indicate their ranks."


Belkior continues on and mentions some other names, including the ones from the diary.

"Atmahlanto ... that's the second time recently that there's been someone interested in that creature. But, from what you say, that's no surprise to you. Let me get a history book out."

The librarian goes off to a cabinet, unlocks it and withdraws a thin leather-clad volume. He moves to a nearby table and motions Belkior over.

"This book is really old, back to the Second Age. It's been faithfully copied several times and we think it's correct."

"Things were different back then as you might guess. The Wold was different, in both shape and form. One of the most feared names from that time was At-mah-lan-to, an elven wizard who feared losing his faculties as he aged. He might have been one of the first liches, for he transformed himself with foul magic to continue his studies. Over time, he came to rule a mighty city dedicated to the worship of Gargul, the evil god of the dead."

"In addition to undead armies, At-mah-lan-to used monsters bred from spiders to control his slaves. He was, apparently, enamoured of poison and poison spells. Eventually, a party of adventurers managed to destroy his physical body and liberate the slaves when his magic faded. But they couldn't destroy the phylactery, the thing enchanted to hold his lifeforce. Somehow, it's not clear in the book, the adventurers managed to somehow prevent At-mah-lan-to from reforming."

"The adventurers then buried the phylactery along with the bodies of At-mah-lan-to's servants and guards. It was well that they did for the servants were somehow transformed into undead when they died. The tomb was sealed with a magic ritual that was not described and is no longer possible. After the adventurers left, the former slaves guarded the tomb. Apparently, they were cursed somehow and would not be freed until the lich was permanently destroyed."


After expounding on this, the librarian hears mention of Arm's curse.

"You mean that he sipped from an unknown, potentially magical drink? Why don't you adventurers ever learn? I'm not the one to examine him; he should go to the infirmary. They can probably tell you something about this drink, too."

When the party walks with Arm towards the infirmary, Mira sticks close to his side.

Infirmary tomorrow - it's late already

Talking to Thelonius Longbottle in the Mage Guild (DM JohnP) 
Tuesday August 22nd, 2006 11:03:38 PM

Kadaz rouses himself to accompany the wizard so that he won't get himself into too much trouble. Birdie tags along, happy to be going for a walk in the morning.

Edmund turns all of his charm upon the wizened gnome and, surprisingly, didn't turn him off with his chatter. The gnome looks up and studies Edmund. The gnome smiles when the wizard mentions his background and relations.

"Say, that wouldn't be the Greenleafs of the Windbourne Hills, would it? My second-cousins have a small forest fruit winery there and they constantly go on about how nice the Greenleafs are. So, since you are related, I suppose I can help you out."

The gnome goes puttering off to a door and unlocks it, looking both ways to ensure that no one is seeing where he keeps the key hidden.

After the gnome left, Birdie continues to nose about. After casting back and forth for a short while, the dog pushes some books from a low shelf and pulls out a sack. Birdie tears the sack open and an awful smell pours out. Ash reels away in disgust since the last time he smelt something like this it was a swamp-lizard left rotting in a stagnant pool for a fortnight.

Wynn, fortunately, is off browsing the books in the nearby stacks. He finds nothing interesting in the history section but does find a travelogue written by a elven bard who claimed to be in the first party who explored the lake where Floating City is now located. The book mentions the hazards of the Crying Woods and some of the other areas bordering the lake. An area, close to where the "Beach" marking was located in the diary map, was described as having unusually large jungle creatures. Actually, it's described as a bit of a "lost world". As for vampires, there are numerous treatises on the best methods for dispatching vampires, famous and infamous vampires, and fanciful romance stories involving vampires. But nothing about Sarah.

Mira finds some stacks of broadsheets intended for use as packing material. Looking through it, she sees little mention of undead besides the events under Lady Ilonia's mansion.

The gnome comes back with a tottering stack of mouldy books. He gently eases them onto his desk, making sure than none fall.

"Good thing I hadn't put these back. Someone else was in here a few weeks back asking about the same thing. Fascinating stuff, really, these books that purport to describe the Second Age. Look here."

"The story is that Atmahlanto was a priest-wizard of Gargul. Back when he was the God of the Dead. Apparently Atmahlanto was rewarded for faithful service by being transformed into a lich. Or something like a lich, anyway. The books aren't clear."

"He built a great temple complex to honor his God using undead hordes and living slaves. The legend is that an early adventurer group, much like you lot, managed to destroy his physical body. However, they couldn't destroy the phylactery that held his lifeforce but they somehow prevented At-mah-lan-to from reforming. The adventurers then buried the phylactery along with the bodies of At-mah-lan-to's servants and guards."

"Like a lot of books from back then, nothing much is said about the slaves. Except that Atmahlanto liked to experiment, grafting different animal parts onto them and enchanting them. Supposedly some of these former slaves guard the tomb to this day. And they're good guardians since they're supposed to be both magically adept and unharmed by normal weapons."

"After the cataclysms came to the Wold, the location of Atmahlanto's temple-tomb was lost. People still read about him because he was supposed to be Gargul's only mortal confidante and then he became undead. If his tomb was ever found, and a historian managed to talk to him without being instantly destroyed, that historian could learn a lot about what Gargul was like back then."



Arm 
Wednesday August 23rd, 2006 6:07:23 AM

Arm pales visibly at the thought of undead, liches, and the like. Feeling rather ill, he allows Mira to guide him to the infirmary for some apparently much-needed care.

Going to the Infirmary (DM JohnP) 
Wednesday August 23rd, 2006 9:25:15 AM

After being directed to the infirmary, Belkior leads the small group back into the main part of the Cathedral of Light. After some twists and turns, the group comes to a waiting room filled with all manner of sick and injured people.

Motioning to his companions to wait, Belkior approaches the attendant. After a whispered conversation, Belkior comes back to his companions.

"He says it shouldn't be too long. The specialists who treat ... ahhh ... problems of this nature ... aren't too busy. Most of these people are sick or injured."

After a short wait, Arm is summoned into an examination room where an elf and a dwarf wait. Mira and Belkior follow along in case Arm needs some support. Arm is motioned towards a low chair in the centre of the room.

"How long has he been like this?," the elf asks as he bends over Arm's head. "Have you noticed any unusual changes in behaviour?"

The elf's long fingers lightly press on bumps and other points on Arm's head. The sensation would almost be soothing if it weren't for the anxiety of wondering what the diagnosis might be.

As the elf does this, the dwarf takes a small silver hammer from a pocket of his white overrobe. After polishing it on a sleeve, he bends and taps Arm's right knee with the hammer. Then the left knee. Then both ankles. The dwarf watches Arm's reactions as he does so. Finally, the dwarf elbows the elf aside and taps Arm on the top of the head with the hammer. The dwarf cocks his head, seeming to listen to some noise.

As this is going on, Belkior looks over at Mira and shrugs.

Since he can't measure the bumps on Arm's head any longer, the elf starts asking more questions. As before, he speaks to Mira and Belkior rather than Arm.

"Do you have any remnants of the potion he drank?"

"Has his diet changed recently? Any unusual cravings?"

"Has he ever suffered a serious head injury? One where he lost conciousness?"

"He's never been infected with Southern Brain Worms, has he? Or Jungle Skull Rot?"

After several exploratory taps on the top of Arm's head, the dwarf hits Arm's head with the silver hammer with gradually increasing force. This is definitely getting bothersome.

The poking and prodding continues until Arm is ready to throw himself out of the chair. Finally it ends, but not before Amr can feel many tiny bumps starting to swell on his head. The two healers move over to a corner and whisper to one another.

"Nothing wrong, as far as we can tell. Did he fall out of a tree as a child?"

"Nope, the resonances all check out. There is a sub-harmonic on the ninth pressure point but that's probably just this morning's breakfast not agreeing with him. Or something else irritating him."

"He's good to go. Now shoo, we have really sick people to see, don't we Thurible?"

When Mira mentions a more traditional magical examination, the elf and dwarf shrug and look at one another.

"What, you want him magically examined? Why didn't you say so? Hummpf, waste of time in my opinion. Cranial sonic resonance imaging is the latest technique in diagnosis of diseases of the mind. I said so in my paper, accepted for print in the next issue Annals of Diagnostic Acoustics."

"This new-fangled dwarven technique is all well and good but nothing is better than craniometry. You don't need specialists like us for magical examination, any Healer can do it."

Despite these statements, the two temple acolytes stand back and cast magic spells at Arm. When Mira holds out the Chalice, they examine it also.

"Like we said, anyone could do it. No trace of lingering magic and no sign of continuing mental influence."

"And there's no trace of anything left in the fancy bowl, either."


Syr 
Wednesday August 23rd, 2006 9:25:50 AM

Syr stands impatiently in line at the catacombs.

Angus 
Wednesday August 23rd, 2006 9:34:17 AM

Angus listens intently to Ashbeard and Thunir before answering Thunir " Hey if you could arrange sailing transportation that would be great. Just remember their are 15 of us and several animals. Should we check back tomorrow for details."

Angus follows Xenia to the temple and he listens in horror to all that is revealed. "Just great." Angus mumbles " And I am the one that always wants more information. This just might be too much information."

Angus is very interested in finding out more about the magical Elixir that Arm foolishly drank and he tags close along. "So how are you going to analyze the magical echoes and effects on our friend and the chalice?" Angus asks with boundless curiousity. Angus walks next to Mira on the way. "This should be interesting." Angus then adds "Want to try out being a mini dragon?"

Angus moves over to Xenia. "I will come to the Catacombs with you. We have to see if they sell and Lich bane." Angus smiles weakly.

Shadow 
Wednesday August 23rd, 2006 10:46:19 AM

Partially waking up as the group heads out, Shadow rests his head back on the pillow and is instantly back ot sleep.

He dreams of the 'good old days' when all he had to worry about is the occasional mark waking up as he was leaving with the 'confiscated' item or two.

When he wakes up he will head over to Sampson's as his stomache is growling. After a quick sponge off, he checks to see if anyone else is around. Not seeing anyone he heads over to Sampson's.

Mira 
Wednesday August 23rd, 2006 11:53:07 AM

Mira doesn't know what to think...

As the group makes their way back to the rendezvous point, she watches the bard out of the corner of her eye. The healers at the Cathedral of Light seemed like a bunch of quacks to her, but the news that Arm was unaffected by he elixir was good, right? What would account for the half-elf's short temper then, and disturbing streak of violence?

More disturbing though is the news gained regarding the monstrous evil that seems to have pervaded their part of the Wold. Mira feels sick to her stomach, and her hands go cold and numb at the thought of what could happen if the 'cult' goes unchecked and somehow goes looking for this preist-wizard-undead -Atmahlanto-creature. Mira checks her group: Conner, Kadaz, Thar, Shadow, Ash, Edmund. Are her friends, old and new, up to this? Is she?


Xenia 
Wednesday August 23rd, 2006 2:07:15 PM

"Yeah, we done some sailing," replies the dark rogue. "Well, more like rowing."

"But did I hear you were heading out again, Thunir?" she asks. "I mean, you wouldn't happen to be headed out to the same area, would you? If you were, It might, you know, be to the benefit of both of us to go the same way. You'd get the backing of swords, stealth and magic. And we'd get the benefit of a guy who knows not only the area, but how to sail too."

"Whaddja think? Pretty good deal, huh?"

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

Later, along with Angus, Xenia heads to the big Temple of Alemi out on the island in the river.

"Um, I think Syr took the stuff down to the Catacombs already, Angus. You wanna go check things out with him?"

Somehow everything looks really familiar. Maybe it's from when she was flying over it in gryphon form the other day, but it doesn't seem like it. More like ... like having seen it in a dream. Weird. Very weird.

Hearing from Belkie about the Gargul-Marteaus guys brings back the same feeling. Red Cloaks. She can even see herself fighting them. Again, very weird.

The rogue shakes off the feeling as they head down to the Infirmary place. It's like Mumbo-Jumbo-Land down there, but the upshot is there's no curse on Arm. That's bad. Means maybe this guy's got a bad streak in him. Maybe, just maybe, this guy's a hitter.

"Well, that was pretty bizarre, huh?" Xenia comes up behind Mira and Arm. "I mean, those two guys. I think they been down in the basement too long, huh?" She chuckles, but it's a nervous sort of chuckle. "So, um, we going back to Sampson's now? They do pot pies?"

Belkior (Sub/Al) 
Wednesday August 23rd, 2006 2:53:59 PM

"Yes, the 'Red Testers,'" Belkior nods as the Librarian gives a synopsis of the Year of Ascension. "I should have guessed from the symbol."

Then the Librarian wanders into new territory with his description of Atmahlanto.

"Spiders, you say? Remember the stone figure that we found in the throne of the vampire, Sarah? The figure shaped like a Spider? Could that have been a symbol connected to Atmahlanto? Maybe a symbol of office carried by Sarah as one of Atmahlanto's undead emissaries. Or, perhaps the symbol of a courier that Sarah might recognize as coming from Atmahlanto?"

The halfling cleric of Alemi ponders the implications.

"There were also indications that the cult was moving their base of operations to Floating City. And we've met a merchant who's reported giant spiders, spiders large enough to ride, he said. He saw these things somewhere on Turtle Lake."

"Thank you." Belkior inclines his head to the Librarian. "I think our next avenue of investigation lies in the direction of Floating City. Hopefully we'll be able to send a report back to you for your archives."

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

Later, in the Infirmary, Belkior pays the pair and their experimental therapies little heed. Instead, he spends the time reporting the findings that they had gleaned from the trip to the Librarian.

"So it looks like we'll need to follow the cult back to Floating City, Angus." Belkior looks around at the others. "Do you think we should ask the Plateau City group to come along as well? They have as much a stake in this as we do."

Day's Spells
0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, Detect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, Owl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: Dispel Magic*, Prayer*, Searing Light*, uStone Shape (Magic Circle against Evil+*)
4th Level: Death Ward*, Freedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Turning 4/4 per day

Edmund 
Wednesday August 23rd, 2006 5:16:04 PM

"Greenleaves," Edmund says to the gnome with a smile and a wink. "I'll give them your regards!" Then, as the wizened old fellow pips off to check the archives, Edmund turns to the rest of his group and gives them an enthusiastic thumbs-up with a big grin to boot.

When the Gnome comes back to deliver his findings, Edmund's happy smile becomes rather strained. "Liches... chimeras... undead... unharmed by weapons... magically adept..." he says quietly, staring through the Gnome, as opposed to looking at him. "Right. Jolly good. Probably vampires too. Good thing I know how to deal with them. Good thing..."

Edmund trails off, looking a bit pale, but then blinks, eyes focusing again.

"Wait a minute. What do you mean someone else has been asking after this information? Who else has been?"

Kadaz 
Wednesday August 23rd, 2006 8:40:13 PM

Kadaz jumps a bit when Birdie breaks open the smelly bag. He moves over to the bookshelf and nudges it back in with foot. Then he nudges a book over in front of the bag.

Kadaz listens carefully to the mage reporting on what he knows. Kadaz pipes up with his own questions. "What did this phylactery look like? Like a bowl or a box? How big? And this grafting of animal parts. Could that be like a halfling with cat legs?" This doesn't sound good.

Thar ail Baerer 
Wednesday August 23rd, 2006 9:06:02 PM

As the day passes on, Thar's head begins to ache as he tries to take in all of the information regarding Gargul, Ah-whatchamacallit and the cultists wearing Red Cloaks. "Why do these humans always have such complex schemes? Life in the outdoors was so much simpler. Basic healing, hunting and chasing maids made life so much easier. Oh well, at least I won't get bored."

He follows Mira and Arm back to the rendezvous point, disappointed that the "healers" (or so they claimed) seemed involved in quite a bit of quackery. But he does give himself a sigh of relief, when it appears that Arm doesn't have anything significantly wrong with him. "I'm glad you're OK, my friend," he says to Arm, while walking with the group.

He then falls silent, waiting for someone to propose some different options, either in Plateau City or Floating City.


Ash 
Wednesday August 23rd, 2006 9:59:14 PM

Shuddering at the memory of that previous odour, Ash continues to follow along and see what happens.

Wynn 
Wednesday August 23rd, 2006 10:15:18 PM

Wynn browses the travelogue and takes mental note of the hazards mentioned by his fellow bard. Unable to find anything else of interest he joins Edmund and the others to hear the gnome's summary of Atmahlanto. A chill runs through the bard as the tale is recounted to them. A lich whose phylactery cannot be destroyed...that can't be good.

Conner 
Wednesday August 23rd, 2006 10:20:50 PM

The fighter tags along with Belkior and the others and silently thanks the gods that he himself does not require medical treatment.

On the way back he keeps his own council, but is definitely worried about the possibility of this death cult awakening the lich and enabling him to re-form.

Talking to the Von Ottens (DM JohnP) 
Wednesday August 23rd, 2006 10:43:35 PM

Ashbeard and Thunir listen to the questions that the Shields and the people from Plateau City have. When Angus and Xenia invite him to accompany the parties, Thunir looks over at his cousin.

"Well, my boat would be a bit cramped for that many people. It would be especially tight with the animals coming along, too. But I suppose that it would be possible, if I am permitted to go. And I really would like to get a better look at that area, especially with some other people to watch out for the spiders."

The two dwarfs lean close and whisper back and forth. Thunir turns back and nods to them.

"I can go along with you. Send word when you're ready to depart and I'll meet all of you at the Teucri portal to Floating City. Maybe the portal guards can tell you something of when these people crossed."



Back from the Cathedral (DM JohnP) 
Wednesday August 23rd, 2006 10:44:50 PM

Arm sits patiently under the examination by the specialists. He now understands why those two aren't very busy. Walking back from the Cathedral, he keeps close to Mira who seems to be lost in thought. Both of them should be heartened by the lack of any lasting effect from Arm's drinking the potion, but neither seems to be.

Xenia tries to cheer the group, joking along with Angus. But she's having either premonitions or flashbacks, too. Walking with them, Belkior thinks about how it now looks like everyone will need to travel to Floating City. It would be nice to see what has happened there.

Thar walks along, wondering what sights and places he will experience next. Conner keeps pace with him as they all walk back to Sampson's.



Back from the Library (DM JohnP) 
Wednesday August 23rd, 2006 10:46:36 PM

Edmund's high spirits are barely dampened by what the gnome tells him. But then he asks about the others who have been seeking the same information. The gnome quickly replies.

"A divine, I think he followed one of the Gods of Testing. Gave me the heebie-jeebies, he did. Name of Wymann, or something like that."

As this exchange goes on, Kadaz tries to get the weeks-old forgotten food away from Birdie. He manages the task and, fortunately, the gnome is so taken with Edmund that he doesn't notice that Birdie almost ate his slime mould starter culture. The dwarf also asks some questions of the gnome.

"The phylactery? No details are mentioned except that it was too big to move and it was somehow invulnerable to damage. Not the way these things are made nowadays, but Atmahlanto was one of the first, if not the first, lich."

"The stories don't mention animal parts, at least not cats or wolves or the like. Spiders and insects and crossbreeding with outsiders, that's what was mentioned. And gruesome experiments to create living undead, but those seem to have ultimately failed."

Ash and Wynn listen to all of this, wondering how the entire thing fits together. They lead the group from the Mage Guild back to Sampson's.


Elsewhere & At Sampson's (DM JohnP) 
Wednesday August 23rd, 2006 10:48:17 PM

Syr waits impatiently in the line at the Catacombs outlet.

After awakening, Shadow looks for any companions who have stayed in the apartment. He finds the tall barbarian woman who is sitting and compulsively polishing her greatsword. When the rogue enters the common area, Famina looks up at him.

"I've had a bad premonition. I should stay here to protect the children at the farm. Can you tell my companions that I can't accompany them?"

With that, Famina stands and walks out the door. After making himself presentable, Shadow heads towards Sampson's. It's early when he gets there but that simply means that it will be easier to have the staff push a couple tables together so that everyone can sit together.

DM JohnP -- Mikey, Famina's player, is going on walkabout for a couple weeks with the start of school.


Edmund 
Thursday August 24th, 2006 3:29:32 AM

"Ah! Wymann!" Edmund exclaims. "Have no fear, master Gnome. He is now in the hospitable custody of the town constabulary."

When Edmund hears the Phylactery is invulnerable to danger, he blanches. "Invulnerable... to damage?" he repeats quietly, eyes sinking down to the floor. "I say."

Thanking the Gnome profusely, with much shaking of hands, bowing, and offers of a drink together at the Gnome's convenience, Edmund returns to Sampson's with his friends. Along the way, Edmund can be heard muttering to himself repetitively. "Spiders... Living Undead... Invulnerable Liches... Chimaeras... Evil Gods..."

Once they reach Sampson's, Edmund is looking none too good. "Not feeling well, chaps." he says miserably. "Been a rough few days. Very stressful. Most upsetting. Hope you understand. Should be better in the morning, what? Then we'll set off to destroy this Lich King. No fear, it should be easy with me on your side. As you know, I've lots of experience with this sort of thing. I've handled liches plenty of times. For now, though. I think a bit of rest, what? Yes..."

Edmund, for what might be the first time ever, will pass up attempts at conversation and rush off to his room instead, shutting the door, tumbling into bed, and hiding under his covers. "What am I going to do now!?" he whispers pathetically to himself, once he is alone. "What am I going to do!?"

Arm 
Thursday August 24th, 2006 6:10:27 AM

Arm is about a tenth of a second from grabbing the hammer from the dwarf and adding a few bumps to HIS head when he thinks of Mira and instead suffers the exam. With a scowl of disgust, he leave the two inept healers and accompanies Mira out of the Cathedral of Light.

Leaning on her to combat the occasional dizzy spells from the "examination", Arm throws an arm across Thar's shoulders as well, "Thank you, my friend. I don't know how much credence we can put behind those two, but your sentiments are appreciated.". Looking to Mira, he continues, "If its all the same to you, my dear, I'd like to head back to the apartment for some rest...I don't feel quite well at the moment. If you could bring me some food, as well as any news, back from Sampson's, I'd really appreciate it.".

Angus 
Thursday August 24th, 2006 8:27:34 AM

Angus reflects on all he has learned today and it is more than he cared for. "Lets all meet up at Sampson's with the others and swap information and plan out the next few days. It looks like we will get to so you folk our city this time around. Although, it is not in as good a shape as your. I trust they have been working on the reconstruction, but I fear it will take time."

Angus walks in silence for a bit longer and then adds "If you can think of any supplies that will help fight undead and spiders, go pick them up now. We may be a bit of money from the latest run in with the cultists. Time to stock up now if we are going sailing and camping in the woods." Angus gives an involuntary shudder as he knows how much he misses a soft bed when the Shields hit the woods.

Lang & Sunshine 
Thursday August 24th, 2006 9:18:17 AM

Lang trails along with the group lost in his thoughts about the lich and fighting more undead. The group will have to be very prepared if a lich is stronger than the vampire they recently fought.

"Perhaps we need to do some research on the strengths and weaknesses of a lich before we sail. We may need to stock up on some undead supplies also."


Shadow 
Thursday August 24th, 2006 10:54:14 AM

Shadow arrives at the nearly empty Sampson's, "Hey {insert name of the waitress/waiter that is working}, could you help me move these table together?" He says as he points to a couple of tables and starts putting them together. Once the tables are situated, "I will take a tankard of Sampson's famous brew, and wait for the rest of my companions to show up." With that he will take one of the chairs next to the wall (facing the entrance) and lean it against the wall with his feet on one of the other chairs near. Feeling very refreshed he waits comfortably sipping his ale.

Thar ail Baerer 
Thursday August 24th, 2006 12:18:54 PM

Thar will continue accompanying Arm and Mira back to the apartment, ensuring that their journey is uninterrupted.

Once back at the apartment, Thar says "Arm, if you're going to take a nap, I'll head over to Sampson's and see what everyone wants to do next. Do you need me to bring you any food?"

Once he hears Arm's response, Thar heads to Sampsons.

Xenia 
Thursday August 24th, 2006 12:35:31 PM

Back at Sampson's Xenia curls up in a chair next to Wynn.

"How was the Library? Any interesting books? Anything with ... pictures?" She twirls the tip of her finger across the top of Wynn's thigh, drawing invisible doodles in long caressing strokes.

"Fram and framblation," Xenia suddenly snaps her fingers in irritation as the thought comes to her. "You know, I forgot to ask Ashbeard about land prices in Floating City. You figure he's got to know that sorta thing. I think it would be great to have a little shop underneath our new apartments." The rogue's green eyes search for eavesdroppers first, then she whispers.

"And my Da is always looking for new ways to move goods out of Dirt City, if you know what I mean."

Belkior (Sub/Al) 
Thursday August 24th, 2006 1:12:30 PM

At Sampsons, Belkior offers the information that they learned from their talk with the Librarian of the Temple of Light. In turn, he listens quietly as the others speak of the details that the others learned of the Lich Atmahlanto and the offer of a boat from Floating City with Thunir of the House Von Otten.

"Poisons, Angus," Belkior adds to the sorcerer's call for supplies. "The Librarian at the Temple of Alemi said that Atmahlanto was fond of Poison and Poison spells," he says to the others gathered there. "So in your supplies and preparation, take care to plan for that as well as wards against Undead."

The little cleric of Alemi puts his hand to his chin as he considers the situation.

"As we are dealing with both poison as well as undead, I think we should seriously consider investing in a wand of Restoration. That would be the Lesser variety for now as I doubt that we collectively have the funds for anything else. What do you say?" He looks to both Angus and Mira for their input.

Day's Spells
0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, Detect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, Owl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: Dispel Magic*, Prayer*, Searing Light*, uStone Shape (Magic Circle against Evil+*)
4th Level: Death Ward*, Freedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Turning 4/4 per day

Kadaz 
Thursday August 24th, 2006 4:52:05 PM

Finally back at Sampsons with food and ale in him, Kadaz looks around at the group and wonders where this is heading. He decided now is the time to bring up the issue.

"We've broken up 2 of these cult circles in Plateau City. Wyman seemed to imply that other quarters of the city also had circles. They have to be stopped. But Wyman also said that their leaders have fled to Floating City. Without the leaders the other circles may be easier to find and destroy."

"Angus, thank you for inviting us to travel with you to Floating City to track down these leaders. But I just want for my friends here to understand that this may leave some danger behind us in Plateau City. I'd like for us to discuss this."

"Personally, I feel we've lessened the danger to Plateau City from this cult. I want to follow the leaders and stomp out this evil where they've gone to ground. So I vote to travel. What do you think?" With this last question Kadaz turns to look at the other members of the Plateau City party, wanting them to speak their minds.


Mira 
Thursday August 24th, 2006 9:25:00 PM

Mira moves close to the bard, and gives Arm a kiss on the cheek. She stays close, and reaches up to brush the hair back from his forehead. "Quel kaima, melamin,"* she says before turning to follow Thar to Sampson's.

Mira waves to Shadow, and crosses to where the rogue has claimed a table for the party. Opening her scroll case she takes out some sheets of cheap paper, and an implement for writing and starts to make notes about what she has learned so far.

Who? Death Cult/Red Cloaks

What? Interest in raising dead/undead- interested in At-mah-lan-to (priest-wizard-lich?) corporal body destroyed-entombed in phylactery-uses poison/poison spells

Why? to restore Gargul (former/evil ways) with support of Marteaus (testing/disease-supports)

Where? Presence in Plateau City-Floating City?-other places?

How? Does the draught factor in? 'Mead' made by Saxmuir-drink from chalice and have dreams/see visions-no lasting affect? Something else? Wyman's research-just At-mah-lan-to or more? What is Lady Iliona's connection?

When?


*Sleep well, my love.

Ash 
Thursday August 24th, 2006 10:39:33 PM

Ash returns to Sampsons, getting increasingly confused by the events he is finding himself involved in.

Getting Together (DM JohnP) 
Thursday August 24th, 2006 10:54:33 PM

The parties drift back to the apartment and Sampson's where they had arranged to meet.

After muttering a few pleasantries, Edmund retreats to his room. Blessed silence lingers in his wake.

Arm and Mira walk in together, and the bard also retires. Mira sits at the table and begins scribing some notes about what they've learned. Thar waits to hear what Arm says before retiring, then goes to Sampson's.

++++++


Angus continues past the apartment and goes directly to Sampson's. Lang walks beside the sorcerer, musing about what preparations should be made. Xenia and Belkior enter together, also talking about what preparations should be made.

Once they arrive, they move over to the table that Shadow has put together. Kadaz arrives shortly and puts his feet up on the table. The dwarf debates whether departing for Floating City would leave too much danger behind. Ash drifts in shortly after, Shelya at his heels.

After talking over a meal and drinks, everyone eventually heads back to the apartment. Mira and some others are still awake but the others look to have retired for the evening. Maybe the time for planning is in the morning. Everything will seem brighter then, won't it?



Edmund  d20+9=22
Friday August 25th, 2006 12:38:48 AM

Edmund rises in the morning and, after washing up, reads over his usual spells for the day. Still unsure of what to do, he is at least certain on what he doesn't want to do. When he meets everyone else later on to begin planning what to do next, he immediately puts in his two pence worth. (Diplomacy=22)

"Setting off to destroy liches is all well and good, but if the phylactery is immune to damage, I doubt there is anyway we can truly stop this creature. Even my formidable talents, along with my exhaustive experience in defeating liches, will most likely be of little avail to you. I could not advise such a mission as this."

"I think we ought seek out this Evil Elf Sorceress Queen and put a stop to her instead. This Athamantlos fellow has been around for ages, right? But, the problems only began recently! It is reasonable to assume that the existence of this lich is not the direct cause of the problems you have suffered. It is far more likely that some malevolent force is at work directing things, and that force is clearly something new--the Evil Elf Sorceress Queen, obviously! Let us find her and dispose of her! If we dispose of the lich, she will merely find some new villainy to turn to her ends. But, if we dispose of her, I suspect the problems will cease, and there will be no need to essay upon nigh-suicidal missions in far-away lands. If the evil continues after her death, then it will be time to up the stakes and risk a little more. We will be stronger then, as well, and better ready to handle such a creature as Atlamanthys."

"Until it is necessary, why risk life and limb if we could put end to this by a safer means? Common sense dictates we risk only what is necessary. It would be folly to do otherwise!"

Xenia  d20+7=24
Friday August 25th, 2006 4:41:35 AM


New day dawns, and this time the girl rogue is ready for it. She rises early and dresses quick in shirt and leggings. With a few coppers, she bops out to a little store for some fresh baked rolls with strawberry jam centers for everyone to have with their kaffe.

"That makes sense, Ed," she says from around a mouthful of jam. "But, if your Evil Elf Sorceress Queen Ilyona is one of the leaders of this cult you got, I think she's gone off to Floating City by now. Leastwise that's what I read from the stuff we found out yesterday."

Xenia takes another sip of kaffe and looks at the mug she's borrowed. There's a rough but appealing hemisphere with rays, a sunrise over the water, embossed on the side and painted in blues and orange.

"That should be pretty easy to check," she continues. "Just ask them down at the Teleport Pad."

Rolls and Actions
Diplomacy 24 (26 if sitting near Belkior)

Arm 
Friday August 25th, 2006 6:00:06 AM

Arm doesn't settle for a simple kiss on the cheek. Summoning what strength he has remaining, he draws Mira close and kisses her full on the lips, "Thank you, my dear," he whispers to her, yet the expression in his eyes says more than words ever could.

Nodding gratefully to Thar before he leaves, Arm wearily lays down on his bed, then watches the room spin for a bit before he falls asleep. Even in sleep, he feels as if he is spinning, tumbling around a dark vortex just to land once again in the desert, just as before. He awakes with a start, thinking, "Will I ever be free of this?" just before Mira and the rest return. Going out to the common room, he accepts the food hungrily from Thar upon his return. Perhaps it was the short rest or the ingestion of food, but his dizziness seems to have passed, albeit he STILL has one killer of a headache.

After asking Thar if he knows of a cure for it, he whispers to Mira over his cup of java, "I was thinking my dear...if you are willing, I would like it if you would either move into my room or I into yours.".

Kadaz 
Friday August 25th, 2006 6:25:31 AM

Kadaz has finally had it. Edmund's words, while fine and smooth, make no sense to him. This guy thinks way too much of himself. The dwarf leans over, picks up Birdie, and sets the dog on the table in front of Edmund. "Hey, Ed, talk to the dog! Maybe he'll believe you."

To the rest of the party Kadaz summarizes his feelings. "Let's find the source of this cult in Floating City and pound it to dust. I'm ready to go."

Conner 
Friday August 25th, 2006 7:44:27 AM

Conner rises early and takes a seat at the bottom of the stairs. There is a soft 'schwkkk...schwkkk...schwkkk' as he repeatedly draws his whetstone down the blade of his sword, stopping only to search for unseen burs with the side of his thumb.

He makes room for Xenia to get by him when she returns with provisions. She squeezes past and her hair brushes against him, his thoughts turn briefly to Amy.

Wynn 
Friday August 25th, 2006 8:01:28 AM

The half-elf rises at the smell of Kaffe and bread. He finds an old chipped mug without a handle and pours himself a cup. He sits near the window, his feet propped up on the sill, thinking about the lich, the Crying Woods and what he has read about the dangers they may face. "If we are going to visit the Crying Woods we should visit the elves and check on Prionel. They may be able to provide us with assistance, or at the very least allow us safe passage." His thought turn back to their last encounter with the jungle, Prionel's daughter, Perimon's folly at establishing a colony on it's shores, and the rumors of a 'Lost City of Gold' hidden from the ages deep in the jungle.

His quiet thoughts are interrupted by Kadaz' outburst. "Talk to the Dog...", its too much for the bard and his chair tips back just a bit too far. The ground rushes up to catch him. Lying on his back, Wynn can only laugh at the proposition of Edmund and Birdie in an intellectual showdown.

Mira 
Friday August 25th, 2006 10:56:59 AM

Mira marvels at how good she feels after only a couple of hours of sleep. Holding out her hand, she looks at her newest acquisition, and smiles. The sorcerer sets things up for breakfast, then takes up her pack and heads out to the public baths. It is early and still dark outside. She will likely be one of the first at the facility, but who knows when next she will have the luxury, or the opportunity.

On her way back, she runs into Xenia. Sniffing at the bag held by the rogue, she licks her lips, and then grins. "I've never been to Floating City, well not beyond the confines of the Giggling Ghost, anyway," she says. The sorcerer remembers what Angus and Belkior said about the destruction that occurred, and grabs Xenia's arm. "The Ghost! It still stands? And Happy? Is he okay? I don't suppose we could stay there, if we go back with you and the Crimson Shields?"

Back at the apartment, she pours herself a coffee and listens to what folks have to say. She is about to answer Arm's question when Kadaz's outburst draws her attention. Mira's melodic laugh join's that of the others, and she ruffles the half-elven wizard's hair.

Shadow 
Friday August 25th, 2006 11:00:24 AM

After a good meal and a couple of ales at Sampson's Shadow is ready to head back to the apartment. When he sees that decisions won't be made until morning and since he is not ready for bed Shadow says, "I am going to head over to the guild to see if they have any more information." With that Shadow will gear up and then make his way through the early evening towards the rogue hideout. Once he is there he will let them know that he needs to see the nightmaster (or daymaster if he is still there). He will chat with some of his one time accomplaces if they are around waiting for his meeting.

Once in with the day/night master he will explain what has transpired and let them know it seems like he and his companions are headed to Floating City in search of more ringleaders. He states that he is sorry to inform them that he does not yet know where Lady Ilonia is, but hopes they are still on the right trail.

Angus 
Friday August 25th, 2006 12:10:56 PM

Angus muses to himself after taking in all of the information at Sampson's "Lets go cash in the supplies we liberated from the death cultists and use the funds to fight them. I like your idea Belkior about the lessor restoration wand, but lets see what kind of funds we get. We also may want to get a few delay poisons or neutralize poison scrolls to spread around, just in case. Who will do the shopping?" Angus finishes looking full at Xenia.

Hearing Edmond complain about changing focus, Angus adds. "Edmond, this is our most solid lead right now. As Xenia stated, your lady may even be in our fair city and not your at the moment. Two groups of cultists have been smashed to date, let our combined forces track down this third lead and see what we can learn. If we discover the lich and it is too much for our combined might, we can always retreat and seek council with the Platinum Dragons as they spend alot of time in the Floating City. In fact, the Paltinum Dragons came to the defense of the City during the troubles."

Angus looks around att he group. "Any reason we should not leave for the Floating City tomorrow morning? We can stop by and tell Thunir our plans today."

After lunch, Angus will leave word for Ashbeard and Thundir of the groups plans and where to reach them.

Belkior (Sub/Al) 
Friday August 25th, 2006 1:32:48 PM

Belkior enters the room after tending to his morning's devotions.

"Some Antitoxin may be useful as well, Angus." He reaches up to the table for one of the rolls and examines one carefully before nibbling a small bite. "They provide an inexpensive boost to the body's defenses for those of heartier constitution."

The roll tastes nutritious, but the sugar in the jam at the center worries the little healer. Perhaps he would eat around it.

Day's Spells
0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, Detect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, Owl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: Dispel Magic*, Prayer*, Searing Light*, Speak with Dead (Magic Circle against Evil+*)
4th Level: Death Ward*, Freedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Turning 4/4 per day

Syr 
Friday August 25th, 2006 5:08:48 PM

Entering Sampson's he spies the rest of the group and reports in as he sits down, "Still waiting to hear from the people at the Catacombs but we should know soon."

(OOC: I'll post the ID results once I get it except for the chalice which was with someone else, although technically I guess I could toss it in and now will)

He nudges Angus, "'fair city'? Weren't you there the last time?"

Hearing that the party will be returning to Floating City, he takes a little skip as they rise from the table, "Home at last!" Then with a puzzled look, "...although we don't really have a home." Just as quick a smile returns, "Well, at least we'll be in familair territory."

Xenia (2nd Illegal Post) 
Friday August 25th, 2006 5:11:58 PM

"hehe." Walking back up the street with Mira, Xenia sighs. "Yeah. The Ghost is pretty much one of the only buildings that made it through the mess down on Fence Level. I mean, after the vines let go and the whole city went swinging back and forth, whatever buildings that were standing just came apart. 'Cept the Ghost. That's Teruci building for you. Even after all that it still held up. Not our apartments, though. Did I tell you, we used to live just around the corner from the Giggling Ghost?"

"Anyway, just by chance, Happy was out of the city when things let go. He was down by the docks just outside with those Chaos guys I was talking about. Got a dunking in the lake. But that was about it. Pretty lucky, don'cha think?"

Bag of rolls in her arms, the girl rogue leans in and bumps Mira's shoulder with her own.

"'Course we'll stay at the Ghost. Happy likes us. We saved Daphne once from Witches in the Crying Woods. He'll like you guys too. He's got some Lux Suites up on the third floor that, maybe he'll give us. The Giggling Ghost was pretty much the only place left to stay anyway. Leastwise it was at the time we left."

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

Later, with the practiced ease of a tumbler, the rogue slips and rolls to the floor from her cross legged seat on a chair. Lying on her back next to Wynn, she holds out her roll so that he can take a bite between laughs.

To Angus, she grins and gives a thumbs up.

"Just gimme the cash and I'll do the buying," she replies.

Angus (Second Illegal Post) 
Friday August 25th, 2006 7:52:24 PM

Angus throws his head back and laughs when Xenia is sooo ready to go shopping. "Let get the count from Syr first. You'll get your chance."

Thar ail Baerer  d20+8=28
Friday August 25th, 2006 8:32:51 PM

In the apartment, Thar will attempt to use some of his healing knowledge and aid in helping to relieve Arm's headache.

(Heal = +8= 28 (Good ole' natural 20. That's got to help me somehow....)

Once done there, he'll return to Sampson's and listen to the group's deliberations. "I'm indifferent to whichever way you all want to go. I'll support the consensus and will help where i can. I just want to destroy the cult in any way possible."

Lang & Sunshine 
Saturday August 26th, 2006 1:05:02 AM

Going back to the Floating City. Hopefully it is in better shape than when the Shields left. It will be nice to see Happy again.

This Way ... or That Way (DM JohnP) 
Sunday August 27th, 2006 4:16:15 PM

The groups' consensus seems to be that the investigation should be pursued in Floating City. Two groups of the death cult have been broken up here in Plateau City and, as someone pointed out, the leadership seems to have left for Floating City for their own purposes.

Of course, the Floating City folks are a little anxious to see their homes. Not to mention worried about what might happen if the cultist's were able to awaken the master lich that is supposed to lurk in the nearby jungle.

After they've discussed that, everyone gradually turns in for the night. Some, of course, prefer to close Sampson's before turnign in and others want to take an evening stroll.

++++++


Come morning, it's time to make preparations. There's been a lot of discussion of what might be needed for this excursion. And since the status of shops, even the Catacombs outlet, in Floating City is unknown it would probably be best to do the shopping here.

Not to mention that they need to do something while they're waiting for the Teucri portal to open for traffic to Floating City. When they sent word to the Von Ottens, Thunir sent word back that he would be waiting at the portal after the noon hour when traffic started going towards Floating City.

Angus 
Sunday August 27th, 2006 5:30:58 PM

Angus is ready for morning as he is happy to soon be seeing the Floating city again. At breakfast Angus announces "Lets get pack up and everyone meet at the teleportation portal for noon. Thunir will met us to take us through. Everyone make what arrangements need to be made."

Angus silent wishes that Syr and the Catacombs selling would go faster, but we may be able to continue the transaction from the Floating city also.

Angus will bid farewell to Famina. "Take care of the kids and watch for undead. We may send word for you to assist us. Your sword arm will be missed."

On his way to the Teleportation platform, Angus will stop by the guard to see how Wymann and Otto are getting along in their new surroundings.

Once at the platform, Angus is anxious and ready to step through, but waits for the full head count. Angus practices his dwarvish on Thunir when he appears.

Kadaz 
Sunday August 27th, 2006 6:08:21 PM

Kadaz spends the morning getting ready for departure. His preparations involve buying food for him and Birdie for a week, sharpening weapons, cleaning armor, oiling leather, and finally giving Birdie a quick bath.

While working he'll ask those who know "What's the best way to fight undead? Holy water maybe? Any spells that can make my axe more effective? And since I've never teleported before, what should I expect?"


Xenia 
Sunday August 27th, 2006 10:32:15 PM

Xenia licks jam off the tips of her fingers. From the corner of her eye, she watches as Famina leaves for the Plantation. "Weird girl," she comments to herself. "Got no sense."

"You know, Angus, I don't know how much gold we got left for supplies. I mean, I think we spent a lot of our Resurrection Fund these last few weeks. I know I don't have but a few hundred gold left. Don't think we're gonna get that much from the stuff off the bugbear and the cult priest either. Not with splitting it with the Plateau City guys. Sure's not gonna buy enough stuff for fighting Liches and giant spiders. What we gonna use for cash?"

Walking to the teleport pad, Xenia drifts next to Mira.

"You ready with a description of this Illiyona Death Cult Queen of Evil, Mira? 'Course, she coulda gone through in disguise. But best to ask if she's been through anyway. I mean, long as we're here, you know?"

Edmund 
Monday August 28th, 2006 12:10:29 AM

Rising in the morning, Edmund runs over his usual spells in the most sulky and sullen manner he has heretofore displayed. He stomps about a bit, washes up quickly, and hardly touches his breakfast. He does drink his tea, of course.

When the time comes for everyone to head to the teleport pad, Edmund tags along at the back, dragging his feet and proceeding with an entirely dismal aspect about his person. He is clearly not enthusiastic about going to Floating City, whatever he might have said about his expertise in these matters.

If asked about his behaviour, Edmund will smile weakly and explain it away. "Didn't sleep well, breakfast not agreeing with me, that's all. Ready to take on the Invincible Lich King. Glad to be here. Wouldn't let you fellows sink alone, dontcha know. Gotta have someone about who knows how to do these things..."

For all of his confident prattle, Edmund looks a bit green and seems as if he might be ill at any moment. Nevertheless, he goes along with the party, though without the usual endless chatter.

Arm 
Monday August 28th, 2006 6:03:27 AM

Arm laughs aloud as well at Kadaz' comment, thinking that Birdie would probably win any arguement that he was put to by Edmund.

Preparing to set off for the day as well, he wonders why Mira did not answer his request, "Perhaps I spoke too hastily, and it is not yet time," he thinks to himself.

Thar ail Baerer 
Monday August 28th, 2006 9:24:53 AM

Thar agrees with the party's decision and after notifying his temple of their plans to go to Floating City, buys several more days of food, to ensure that he has a week's worth.

He follows the rest of the group to their planned destination at noon.

Syr 
Monday August 28th, 2006 10:33:46 AM

Overhearing Angus' comment about supplies he steps in between Xenia and the sorceror, "If we need some specific supplies, I can take care of it from my own funds. I have a nice little deal coming a bit infrequently with royalties. Just let me know what we need and I'll take care of it."

OOC: I wasn't quite sure how to roleplay the slow moving catacmobs and continuing to stay with the rest of the group, so I figure a messenger to Syr with transaction details should cover things? Of course, I prolonged things with a bit of debate :).

Shadow 
Monday August 28th, 2006 10:46:39 AM

Once back from the Thieves Guild (DM John, hint, hint, wink, wink) he will check back in at Sampson's (if it is not too late), and let the group know if there is any news there. He will stay with them until they return to the apartment. Having a quite night at the apartment, Shadow is ready to help the group do what ever is needed to prepare for their trip.

Once the group heads to the transporter he will watch closely as what happens having never really seen what goes on here. He is a little apprehensive about this, but sees the confidence in others so will not say anything.

Belkior (Sub/Al) 
Monday August 28th, 2006 10:56:09 AM


Fifteen people ... No. Fourteen without Famina.

The halfling cleric taps the quill pen against his lips as he stands upon the chair at the breakfast table composing his list.

After breakfast, he hops down off the chair and presents the list to Angus.

"I've cataloged our contingent of people from both the Shields and Plateau City group. We have several people who should be able to cast the Lesser Restoration spell and the Delay Poison spell. But I believe that I am the only one with the ability to completely Neutralize Poison once it is in a person's system. The same goes for a full Restoration of a person's abilities once they've been damaged. But I think that Restoration should only be necessary if we experience an attack from an Undead with the ability to strip away one's life experience."

"What do you think?"


Antitoxin 50gp - 10
Scroll Restoration, Lesser 150 gp - 5
Scroll Restoration 800 gp - 1
Scroll Delay Poison 150 gp - 5
Scroll Neutralize Poison 375 gp - 3

Total 3325 gp???


Day's Spells
0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, Detect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, Owl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: Dispel Magic*, Prayer*, Searing Light*, Speak with Dead (Magic Circle against Evil+*)
4th Level: Death Ward*, Freedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Turning 4/4 per day


Weekly Post Update (8/21/06) - ADM Scott (Shadow) 
Monday August 28th, 2006 11:00:06 AM

Posting for week of 8/21/06

Plateau City
DM John: perfect
Kadaz: XXXOX
Arm: perfect
Ash: XXXXO
Shadow:XOXXX
Edmund:perfect
Mira: perfect
Connor: XXXOX
Thar: perfect
Overall: 91% effective

Crimson Shields
Syr: XXXOX
Lang: XXOXX
Belk: perfect
Famina:OOOOO
Wynn: XXXOX
Angus: perfect
Xenia: perfect
Overall: 78% effective


Xenia (2nd Illegal Post) 
Monday August 28th, 2006 12:03:26 PM


Xenia eyes Mira's guy, Arm, as they walk on their way to the Teleport Pad. She angles her path to intersect with his.

"Each girl is different, you know," she says, sorta half looking up at the sky and half not. "And I don't mean to say that I know what you and Mira are about or nothing. But sometimes it's hard to make something to be so just by the saying of it, you know what I mean? I mean, sometimes it's better to get there by the doing of things, Arm."

"I still remember seeing Wynn for the first time. Coming up out of the water in that cave outside the Crying Woods, he coulda been like, you know, a god or something rising up outta the sea. Since then, we've had sorta some ups and some downs, you know. Mostly me, I guess. But it's been worth it. Going through, I mean." The rogue nods to herself. "Yeah. Even the down parts. I don't think I'd trade any of it for anything in the Wold, 'cause it's all what makes up what we got right now, me and Wynn."

"And I guess that's what I'm trying to say now, Arm. It's like, the important thing in being with someone isn't in getting there. It's in the ride, Arm. It's in the getting there."

"Just, you know, be with her. Keep treating her in the way you think she should be treated and feel the way you feel about her. Things will come along. You know?"

"Anywho." Xenia tucks her hands behind her back and looks up at one of the big fluffy clouds up above. "Just wanted to let you know you weren't alone in all this, you know? Good luck."

"Hmm-hmm-hmm ... " The girl rogue wanders back to Wynn's side. She takes his arm and hugs it to her. She's such a lucky girl.

Angus (Second Ilegal Post) 
Monday August 28th, 2006 1:22:41 PM

To Syr and Xenia, Angus adds "I have no money to spare in fact I owe the big furball 200 gp." As Angus hooks his thumb in the direction of Lang. Angus continues "Syr, I think the Catacomb's branch was still open even during the worst of the troubles so you should be able to continue your transaction from there."

To Belkior "Not a bad start for the supply list, but we do need to find out how much coin we will get back from our sale of the cultists supplies."

Kadaz (2nd ilegal post) 
Monday August 28th, 2006 5:22:13 PM

On the way to the transporter Kadaz finally notices Edmund's sulk. Is that his fault? he thinks to himself. Well, a quiet Edmund is a step in the right direction. But can't have him this way in combat.

Kadaz walks over to Edmund and gives him a hearty slap on the back. "Cheer up Ed! We're off for some adventure. And I'm looking forward to seeing a new city. I wonder if they brew a good ale there?" he asks, somewhat rhetorically.

Lang & Sunshine 
Monday August 28th, 2006 7:47:27 PM

Lang & Sunshine take position in the back of the large group as it makes its way to the teleporter to the Floating City.

He chuckles softly when Angus refers to him as a "furball".

"Don't forget that the interest is compounded daily. It adds up quickly at 25%."

Lang has his quarterstaff out in case anyone makes any trouble to the two groups.

Wynn 
Monday August 28th, 2006 8:16:41 PM

Wynn walks along with the others towards the portal, taking in all he can of Plateau City, the names of the streets, the bars, the oddity and curio shops. He takes mental note of the architecture of important buildings. He barely notices when Xenia leaves his side to speak with Arm, but he gives her a quick smile when she returns.



Conner 
Monday August 28th, 2006 8:19:51 PM

The fighter takes a backward glance at Sampsons and again at the Open Palm Market where one day a monument will stand in memory of all those who perished. He wonders if he will return to see it...

Departure Time (DM JohnP) 
Monday August 28th, 2006 10:54:12 PM

Preparations are made for the departure from Plateau City. Angus and the other Shields say goodbye to Famina as she departs for the plantation. They might miss her fighting skills in the coming days but everyone knows how barbarians are about these premonitions.

A debate swirls in the apartment over what to purchase in preparation for the possible fight on the other side. Kadaz wonders about holy water or weapon enhancements while Xenia, ever sensible, wonders how the necessary money will be acquired. Syr suggests that he might be able to provide some of the funds. Thar recognizes the importance of trip planning and buys several days worth of trail rations for himself. Belkior is the first one to make some specific suggestions, mainly for protective and healing magics.
DM Note - I'm prepared to allow some retroactive purchases, or delivery of goods in Floating City. And ... nudge, nudge ... Belkior can put up some cash, too.

Before they leave the house, a quiet tapping is heard on one of the windows of the apartment. When someone goes to look, they see what looks to be a levitating package with a note attached to it. Glancing at the note, it's clearly addressed to WYNN and bears the label of a well known Plateau City delivery and retrieval service that uses the motto "Anytime, Any Place, Anyone ... We'll Get It There and Back".

++++++



The procession to Merchant Quarter and the Teucri portal is somber. Everyone wonders exactly what they will encounter on the far side. Even Edmund is quiet although, for some reason, Birdie seems to be paying particular attention to the wizard. Arm, of course, thinks this to be funny and a distraction from his personal romantic entanglements. He glances over at the silent Mira and wonders what she is thinking.

Lang takes the rearguard position, watching for anyone taking too much interest in the party. Wynn and Conner aren't too far ahead. Ash is somewhere around, too.

++++++


Shadow thinks back on his conversation with the local Daymaster. The news that Lady Ilonia was still missing was greeted with a shrug but the Guild boss did look up when Shadow mentioned going to Floating City.

"Be careful over there. They've got some rough and ready types there, not like here in our City. Especially on the lower levels, so watch your step. With the refugees here, there's been some trouble with them wanting to set up shop here."

"You might be interested that there's been some unusual traffic heading to the Float lately. And the Guards on the Float end have clamped down, searching most shipments through."


++++++


The Central Guard headquarters isn't too far from the Teucri portal in the centre of the city, so it's not out of the way for Angus to go by there. He cannot gain admittance to see the prisoners, however. The desk sergeant gruffly responds to his request, "No Visitors. None but Constables and their lawyers get in to see them."

++++++


When everyone reaches the Teucri portal, they see a low building with several ramps leading to large doors below ground. The Floating City people came to Plateau City through this portal but it was a very rushed time. They recall that the Floating City portal is in the uppermost Open Air level while here in Plateau City the portal seemed to be below ground. The actual travel seemed instantaneous, if a little nauseating.

A slight human walks up to Angus and extends his hand.

"Thunir, here. Thought it best to look different, as it were. At least until we're out of Floating City. All of you know what happened last time."

Looking around, the Floating City folks see a small pile of packed goods guarded by a couple of teamsters. The teamsters look familiar from the Von Otten's business, so this is probably what Thunir has brought. There's no sign of a boat, though.

"I've booked our departure slot. Unless things speed up, we're looking at about two hours before we can get through. Is there anything that you want to do before we go? Or anyone that you want to talk to?"

"Cousin sent along enough provisions for the trip. I guessed maybe a week, more of less, to sail down the lake to where your map is marked. Then maybe another week to this place marked, depending on how hard the traveling is. If we have to clear trails or find our own way around cliffs or rivers, it might be longer. We might be able to hunt or fish for food but sometimes that's not a good idea."

"I was thinking of sailing down the shore, putting in every night. With all of us, it'll be pretty squeezed in the boat and it would be better to camp ashore. Not to mention that no one seems to have good charts for the south end of the lake. Any questions?"



Edmund 
Monday August 28th, 2006 11:10:17 PM

"Boats? We're going to be putting about in boats?" Edmund cannot keep the shock out of his voice. "I say, this merry little adventure gets better with every passing moment. Invincible lich kings, evil elf sorceress queens, and now boats. Next they'll be telling me we're going to have to sleep in dragon nests for warmth!"

"Yes, yes, I had some naval training. It was required. Sent off on it, really. My brother and I both had a thorough grounding in that sort of thing--it was deemed necessary for any sort of politician of merit to have a knowledge of military affairs. And, of course, I excelled at it. In fact, they put me off the ship in less than a quarter of the time it usually took to graduate. Saw the excellence of my ability and didn't feel the need to carry on testing what was clearly solid gold... but boats, why must we use boats? Couldn't we just... build a bridge? Or perhaps drain the lake? I'm certain there is a spell for it somewhere. Perhaps, if I were able to simply take all of the water out and put it somewhere else . . ."

Slightly less sulky, and already dreaming of an invention to drain the water from the lake, Edmund seems to be back to his old self again.

Arm 
Tuesday August 29th, 2006 6:02:56 AM

Somewhat startled by Xenia's openness, Arm looks at her curiously, then listens intently while she passes along her sage advice. Smiling at her and telling her "Thanks!" whe she is done, he smiles inwardly as well, thinking, "Perhaps they are not ALL bad, these newcomers.".

After she returns to her chosen, Arm grips Mira's hand firmly but tenderly, thinking he is a lucky man as well.

Wynn 
Tuesday August 29th, 2006 8:09:08 AM

Wynn grabs the package and opens it. A puzzled expression crosses his face as the contents are revealed. [OOC I think the package was meant for Conner]

When they meet Thunir at the portal he greets the adventurer and listens to his advise. "Yes" he replies, I think I will visit the catacombs for a few provisions, anyone interested in joining me?"

Wynn heads back to the catacombs with whoever is interested in joining him.

Conner 
Tuesday August 29th, 2006 9:14:27 AM

"I'll go with you" Conner replies to the bard. "I've got a few potions to replenish".

Shadow 
Tuesday August 29th, 2006 12:20:05 PM

Shadow is a little concerned with what the Daymaster has to say about the lower levels of the city, and the inspections of those going to the Float. He is not sure what this all means, but will definitly pass this information on to his companions. Once he is with the group and headed to the portal he will ask, "Could someone explain the general layout of the Floating City, and what is meant by the Float? I am a little confused and do not feel that comfortable jumping into this without some knowledge." He hopes his new companions can shed some light on the subject.

If some of the group is staying at the portal while they wait and no one has anything for him to do, Shadow will find a quiet place and rest his eyes while they wait. When the time comes to depart he will show a brave face, but is not very comfortable with this type of transport that he has not had any experience with.

Angus 
Tuesday August 29th, 2006 3:00:53 PM

Angus is pleased to see Thunir is disguise and smiles "One can never be too careful. So you have food for the trip, excellent. Now this boat of yours, what can you tell me about it. Do we need to hire a crew? I am just glad we do not have to travel by giant turtle."

Angus is pleased with Shadow "You have now given us more pieces to the puzzle. The Floating City gets poorer and more cutthroat as you go down in levels or safer and richer as you rise. It depends on your perspective."

Angus will wait with Thunir and the other for the backlog to clear as he has no money to spend. Angus does look at Lang "Any more spare change in those fur lined pockets of your that you want to part with?"

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

OOC: John can you give us an estimate on how much money we expect from the loot so that we can do some planning in advance. It may speed things along. The Catacombs is being painfully slow with Syr.

Xenia  d20+3=18
Tuesday August 29th, 2006 3:09:59 PM

"The Turtle ride was great, Angus." Xenia is all grins at the memory.

Floating City is, like, this huge tower that floats around on Turtle Lake, you see?" Xenia says to the guy who just calls himself Shadow. "It's got these levels where everyone lives. And it's totally enclosed, but you can see the sky on each level 'cause there's, like, this projection of the sky on the ceiling that comes through by magic."

"Well, everywhere 'cept Trash Level, that is."

"There's six common levels. On top is Open Level. That's open to the sky, and it's where the Overlord lives. Next is Gold Level. That's where the nobles and the mega-wealthy live. It's also where we have our Temple of Alemi. Next is Merchant Level, then Barracks Level for the City Guard, then Fence Level. Fence Level is flush with the surface of the lake outside. That's where the Giggling Ghost is, Mira," she adds. "And it's where we used to live. I mean, it's where our apartments used to be 'til they got flattened."

"Underneath that is Trash Level. Most of the poor people live down there. And the gangs. There's not supposed to be any gangs in Floating City. But they spring up now and again."

"Some people say there's even levels lower than Trash. Some sort of Teucri built levels that no one can get to. Some even say that the Underlord lives there."

"Nothing really to worry about. It's safe as walking around here." (Knowledge Local 18)

"Hey! Wait up, Wynn!" Xenia scrambles after the bard as he heads off for the Catacombs. After all, who in their right mind would pass up a chance to go shopping with their Honey?

Belkior (Sub/Al) 
Tuesday August 29th, 2006 3:23:10 PM


"It may pay to stop at the Giggling Ghost on the way down to the docks," Belkior suggests as they meet Thunir on the Floating City side of the Teleport Pad. "He usually seems to know what is happening in the city."

"It's on the way, at least."

Day's Spells
0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, Detect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, Owl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: Dispel Magic*, Prayer*, Searing Light*, Speak with Dead (Magic Circle against Evil+*)
4th Level: Death Ward*, Freedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Turning 4/4 per day

Lang & Sunshine 
Tuesday August 29th, 2006 7:33:50 PM

"Angus I have a little money left, but not much. How much do you need?"

"What are we going to do first when we get to the Floating City?"



Mira 
Tuesday August 29th, 2006 8:06:30 PM

The sorceress accompanies the two groups to te portal. She notes that Conner and Edmund seem quieter than normal and wonders if they share her own self-doubt at leaving the familiar streets of Plateau City for the unknowns of the Crying Woods and Floating City.

When Wynn and the others leave for the Catacombs she stays behind and speaks with Thunir, asking him about Floating City, his adventures in the wilds, and anything he might know about libraries and mages guilds in Floating City.

Ash 
Tuesday August 29th, 2006 8:43:20 PM

Ash can barely contain his excitement....he is going to see a new city...not too long ago he had never left the grove; and now, he was going to see a second City.

Stopping, he rubs Shelya once for good luck and then tries to enter a meditative state. "Ohm Nadda Shi, Ohm Nadda Shi". Unfortunately, he is too excited and can't do it. He mumbles under his breath "The Master would rap me on the knuckles for behaving like such a schoolboy".

"Ohm Nadda Shi", the second time is the charm and he calms down sufficiently.

All through this crisis, Ash has stood motionless, showing no signs of the internal conflict.

Waiting in Line (DM JohnP) 
Tuesday August 29th, 2006 10:32:44 PM

Everyone is milling about as they wait for the line to start moving. Thunir explains that it's often like this, especially when the afternoon shift is coming on. As he said before, probably a couple hours until they can get through the portal.

Several people take advantage of the time to dash off and make some quick purchases. Even if they want special orders, the magic of the Catacombs means that they can still get service even on the other side in Floating City. At least until they get out of delivery range. Wynn and Conner lead the way to the Catacombs. Syr comes back from the Catacombs, muttering about surly mind-flayers and slow service.

Edmund doesn't go shopping. Instead, he seems to be fretting over the prospect of boating on the incompletely charted waters of New Turtle Lake. Or was it the Floating City folks telling him about the sea serpents and other monsters rumored to lurk in the lake?

Belkior suggests stopping by the Giggling Ghost in Floating City to catch up on gossip. Not to mention the group will need a place to stay since the Shield's apartment was destroyed. Lang is simply anxious to get going. Ash tries to pass the time in meditation, but inside he is excited about the prospects of seeing a wild area that few people have disturbed. Thar also seems anxious to get back into the wild.

On the other side of the pile of supplies, Shadow sits with Xenia. He listens intently while the more experienced rogue describes the basics of Floating City.

Arm stands by Mira and Angus as they converse with Thunir Von Otten. The dwarf is pretty talkative, although he tries to stay in character as a young human.

"Ahh, I should tell you that the portal Guards will want to take down names and similar information before we go through. Standard practice, but they're more vigilant now, even before the Float got up in arms. People were thinking that some fey-touched people or creatures crossed through during the Troubles."

"I don't know much about Floating City. I've just passed through a couple times on my way into the wilds. Like my cousin said, I'm the one who looks for new markets or suppliers. Not to mention prospecting and the like. Once I find it, it's up to others to negotiate terms but I sometimes have to get them there."

"My boat is right here,"
and he pats his haversack. "No crew needed, good thing too with all of you going along. I'll show the basics of sailing and we'll get along."

While he is talking, the line finally starts moving. Shortly, the parties can see the portal ahead of them. There is a circle of eight low pillars spaced with enough room that a small cart or wagon can fit between. The pillars and the centre of the circle are somehow marked with complex patterns that no one recognizes.

There's still time for people to come back from the Catacombs before the group goes through the portal to Floating City.

DM Addendum - Everyone can expect about 450 gp from the sale of the items, after paying for identification and then splitting 14 ways.

Thar ail Baerer 
Tuesday August 29th, 2006 10:55:34 PM

Thar sighs to himself, resigned to waiting for their trip to resume. "Well, at least I get to see a new city. I was finally getting used to this city and learning about it, but I guess you have to go where goodness leads you," he thinks to himself.

During their waiting time, Thar will try to cheer Ed up and ask him some nonsensical questions about sailing and such. Mostly, it is to get him talking about anything, which usually has seemed to work in the past.

Syr 
Wednesday August 30th, 2006 3:48:13 AM

Syr decides to spend the time in line grumbling to himself, replaying the conversation with the mind flayer in his mind. As they begin to approach the gate, his attention is diverted to the process going on before him.

OOC: Thanks for the heads up on the appraisal, service is a might slow, I've held off posting because of that.

Kadaz 
Wednesday August 30th, 2006 6:11:57 AM

Kadaz watched quietly as the party waits for their turn at the portal. Now that they are getting closer he starts to get some butterflies in his stomach. He kneels down to pet Birdie. "Hey, we're going to have some fun" he says to the dog.

The dwarf fighter takes this time to make sure all of his gear is securely tied to his pack or belt. Wouldn't want anything coming lose during the trip - don't know where it might end up.

Arm 
Wednesday August 30th, 2006 7:35:38 AM

With all the talk about money, Arm leans in to Mira and whispers, "Are we paid up to date on the apartment, especially since we may be gone for a while? The last thing we need is to come home homeless...".

Depending on what Mira says, Arm will rush back to Sampson's to pay for at least 3 months more on the apartment, then return to her.

Angus 
Wednesday August 30th, 2006 8:55:37 AM

When Angus sees Syr return he asks and finds out about his troubles with the evil mindflayer at the Catacombs "I think we will have enough money if we pool our recent gains to purchase the items that Belkior indicated. That will leave some pocket change for everyone and bolster our magical protections. Syr, just go place the order and we can pick it up on the other side after everything is identified."

Angus suffles along on his way to the gate.

Hearing Lang respond to his money question "I will take whatever you can spare. No need to weigh you down with it. Are there any magical enhancement you want to puchase that I can cast on you with a momnts notice?"

To Mira Angus adds "Are you folk, pure city people or have you camped out under the stars before? I prefer the city, but we have ventured out into a forest or two. Not to mention the jungle that attacked the Floating city during the troubles."

Xenia 
Wednesday August 30th, 2006 11:33:50 AM

Just on her way to hot foot it to the Catacombs after Wynn, the dark rogue holds up at something Angus says.

"Hey, you mean like you keep a scroll for us and cast it when we need it, Angus?" she asks. "That's a good idea. And it would be cheaper. I wasn't gonna buy anything, but maybe I should buy one of them Flying scrolls. It's cheaper than the potion."

"By the way, Angus, you might tell them about the Crying Woods while your at it. I mean, the beach is pretty harmless. But remember them Assassin Vines? And those vine things that grew out of the ground when we were sleeping? The ones that tried to suck our blood?"

"Yucko." Then Xenia's gone, running up the street after Wynn.

Belkior (Sub/Al) 
Wednesday August 30th, 2006 11:51:42 AM


Belkior taps his chin as he does some mental calculation.

"Angus," he says, tapping the sorcerer on the side of the leg, "with the proceeds that will come to the six of us from the sale of the Cultist items, I don't think that we will be able to meet the budget for that list."

"Unless you are including the portion that belongs to the group from Plateau City, that is."

"Er," the halfling healer of Alemi fidgets uncomfortably. "Is that what you had intended?"

Day's Spells
0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, Detect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, Owl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: Dispel Magic*, Prayer*, Searing Light*, Speak with Dead (Magic Circle against Evil+*)
4th Level: Death Ward*, Freedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Turning 4/4 per day

Edmund 
Wednesday August 30th, 2006 2:35:00 PM

Edmund trudges along, talking to himself as he follows the party into the queue for the teleport pad. Most of what he says will probably sound like nonsense to the party. "Yes... with a series of screws, and possibly a large flywheel to keep inertia... hmm maybe several thousand gallons? No, probably not... with runoff--but somesort of wetskin, oiled leathers... yes, yes. Much more efficient. . ."

When Thar tries to speak to him about his experience with sailing and the navy, Edmund stops talking to himself and focuses on Thar, beaming broadly. "Oh, you want to know about that, do you? Where should I begin?"

Thar will probably regret his essay into the Land of Small-Talk with Edmund, as Edmund launches into a veritable barrage of anecdotes, stories, and tales of a nautical nature. Carrying on for some time as they wait in line, Edmund says things like:

"Quite simple, really. Leviathans are nothing to be concerned about if you know just what to do, as you see! Most people never think to tickle the chin, but then it's all a matter of applying pressure in the right place--every creature has its weak spot, dontcha know. With Displacer Beasts it's just as simple, though in that case one wants to gently stroke the tentacles in a counter-clockwise manner, best to try to get in at a bit of a run, all things considered, but easy enough once you settle to it. In fact, I used to keep one as a pet. Caged, mind you. Big, giant cage. More of a room with bars. Lots of bars. Still, one just had to stroke those tentacles in just the right way--there's a right way and a wrong way, mind--and it'd go to sleep just as nice as you'd like. 'Course, I let other people try on occasion. Taught a few myself, in fact. Not my fault they couldn't follow instructions and ended up--well, at any rate; the navy! Had a great deal of fun. Didn't learn much, but that's because I did a bit of studying before I ever set foot on the dock. The Captain was incredibly surprised at my aptitude. In fact, he uttered quite a string of oaths whenever I set out to prove myself. Quite invaluable, in fact. Once, I was able to fix some sort of problem they had, the sails were all wound up with cords, quite inextricable to be sure, and I managed to cast Web and use it as a sort of impromptu topsail! Quite effective, seeing as we were just tossing about in that storm until I took decisive action. Of course, the topsail did break off, but I can hardly be faulted for mechanical failures and faulty design! They were VERY grateful for the service, expressed it most enthusiastically, and felt I should be of even greater benefit on other vessels. Quite selfless of them, not to keep me all to themselves, what? Tremendous times. Came to an end too quickly, though. Supposed to last four years, barely lasted six months, but that's life. We can't always do what we want. Well, I suppose one could if one was rich enough and had reasonable enough wants. Still, there you have it."

This continues until Thar escapes Edmund's range of discussion ((OOC: I have no idea what the saving throw versus Verbosity is, or how it would work. Perhaps Will saves, DC 15 or suffer boredom?)) or until someone else comes along to distract Edmund, offering him a new target to converse with. Alternately, Edmund will shut up when it comes time to enter the teleport portal.

"Exciting this, I think. Should prove interesting. I've got a great idea about the lake, too! Just wait until we get there!"

Angus (second illegal post) 
Wednesday August 30th, 2006 2:44:27 PM

Angus just shakes his haed and tunes out Edmond, before looking down at what is pulling on his leg. "Hi Belkior. I though your list was for 3325 gp that would leave us almost 3000 gp to distribute to individuals for personal use? I think we will have to forego the wand if that is what you mean, unless we have a generous benefactor to help.

Belkior (Sub/Al) - Second Illegal Post 
Wednesday August 30th, 2006 4:24:43 PM

Belkior shrugs and again looks away with discomfort.

"The list is largely our idea, Angus," he replies. "And it is not something that has been approved of by their group yet. I hate to be using any of their money despite the fact that they will still be getting some to spend."

Kadaz (2nd illegal post)  d20+6=9
Wednesday August 30th, 2006 4:41:15 PM

Kadaz overhears Belkior's worrying about costs. "Belkior, feel free to use my share of what was found in the cellar. You're buying items that will help us all. I believe most of us will feel the same. And when my friends and I return home we can worry about spitting up what is left. "

Meanwhile, overhearing Ed go on at length with Thar. He nudges Birdie with his foot towards Edmund. "Go on, go play with him". But Birdie doesn't take the hint and just sits by Kadaz's feet. (handle animal 9)

Shadow 
Wednesday August 30th, 2006 6:23:48 PM

Shadow has rested his eyes a little too much, and he suddenly jumps when the group moves futher down the line. "Sorry about that." he says to the group as they continue to wait.

Lang & Sunshine 
Wednesday August 30th, 2006 9:01:22 PM

Lang & Sunshine wait patiently as the line moves forward towards the teleport portal. It wasn't this slow or crowded when they cam over from the Floating City.

Hopefully they will not have too much trouble getting their large group through.

Thar 
Wednesday August 30th, 2006 10:26:00 PM

Listening to Edmund's discourse and thinking that it would make quite the treatise, Thar eventually gets a headache and wonders if Edmund ever breathes in between sentences.

Quickly thinking of a distraction, he says to Angua "I have experience in camping outside, as I prefer it to being in a city. In fact, there is an animal that I'd like," while pretending to see some sort of prey that he can pursue (while waiting for the group to enter the teleport pad).

Getting to The Threshold (DM JohnP) 
Wednesday August 30th, 2006 11:02:09 PM

The line slowly moves ahead. Not fast enough for Thar, who simply wanted to distract Edmund and is now being lectured. The prospect of silently scouting ahead of the party through a forest of towering trees seems like such an idyllic prospect right now.

Syr, Wynn and Conner amble back from the Catacombs, passing Belkior as the halfling cleric goes to purchase some items.

Kadaz and Arm are thinking of some last minute things before departure. Angus and Xenia discuss some of their experiences in the woods around New Turtle Lake with Mira, hopefully away from where Edmund might overhear. And Shadow and Lang simply can't wait to get going. Ash is pretty quiet, too.

Thunir simply waits patiently, not really talking. Finally, it is nearly the party's turn to depart. The guards approach as the stevedores prepare to carry the packed food and supplies onto the Teucri portal pad. In bored voices, they ask for both the names of people traveling and request the 10 gold fare. Looking about, the party can see that several other guards are lounging around tables, reading and simply passing the time. From their appearance, it looks like the City takes portal security seriously enough to pay for mages and clerics to guard the portal.

"Name and Place of Residence, please. City alone will do. Hurry it up, keep moving."


Mira 
Wednesday August 30th, 2006 11:30:37 PM

Mira can only smile inwardly as Edmund recounts his naval experience to the unwitting Thar. Her quite reverie is broken by Angus' question. "I have some experience with river travel" she offers, "but for the most part I have spent my time within the confines of the city and the farmlands that surround it."

When it is her turn to pass through the portal she answers the guard simply. "Mira Silver, Pateau City" and then steps through with Thunir and Arm.

Edmund 
Wednesday August 30th, 2006 11:32:36 PM

Constitutionally incapable of hurrying up his response to any sort of question, Edmund isn't entirely concise in responding to the guard, taking special care to include all of his various titles, some of which seem practically laughable, such as "Sacred Cultivator of the Holy Bramblebush of Chaos".

Soon enough, though, he exhausts the redundant complexity of his titles and gives his full name and place of residence as "Edmund Eustace Greenleaf II, Late of the Windbourne Hills, now residing in Plateau City."

Presuming he is clear to proceed, he'll approach the portal with some trepidation, following whomever is lucky enough to be in front of him (and preceding any unlucky enough to be waiting behind him).

Arm 
Thursday August 31st, 2006 5:59:43 AM

Returning just in time to unfortunately hear more of Edmund's ramblings, Arm fervently wishes that the guardian of the pad will turn him away, but that doesn't seem to be the case.

Holding his head up in a show of dignity, he hopes that the guard isn't one of them who has an abhorrance for elves, he announces, "Armathen Ebano-Plateau City" as he waits patiently to pass through the portal.

Kadaz 
Thursday August 31st, 2006 6:32:46 AM

Kadaz steps up behind Arm. "Kadaz Guardson, Plateau City, with Birdie." Both take their place in the transport area.

Ash 
Thursday August 31st, 2006 7:24:33 AM

Ash walks up to the pad, fascinated by all he sees, looking for any markings on the device, Shelya following warily behind him. He is too distracted to notice the guard, just keeps looking around.

A growl from Shelya wakes him from his revelry and , looking at the guard "Uh...Ash and Shelya". They both then step on the pad.

Shadow 
Thursday August 31st, 2006 10:03:07 AM

As the group starts to give name and city of residence, Shadow waits his turn, "Shadow of Plateau City." He states simply and heads up to the platform.

Belkior (Sub/Al) 
Thursday August 31st, 2006 11:03:33 AM


Belkior draws a deep breath that speaks heavily of relief.

"Thank you Kadaz," he replies.

"Belkior Orvisson of Floating City," he says when time comes to declare himself.

Day's Spells
0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, Detect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, Owl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: Dispel Magic*, Prayer*, Searing Light*, Speak with Dead (Magic Circle against Evil+*)
4th Level: Death Ward*, Freedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Turning 4/4 per day

Lang & Sunshine 
Thursday August 31st, 2006 12:27:35 PM

Lang waits his turn and then speaks.

"Lang Madchel from the Floating City."

Wynn 
Thursday August 31st, 2006 1:32:42 PM

"Hurry Xenia!" Wynn extorts the half-drow rogue. "We don't want to miss our appointment at the portal." He grabs her hand and helps steer her through any crowds. They arrive just as Lang and Sunshine step forward.

"Wynn Brightsong from... well from Floating City" he concludes. "One or two more coming right behind me!"

Conner 
Thursday August 31st, 2006 1:36:24 PM

Conner hustles back towards the portal as best he can. He admires the two half-elves ahead of him for their ability to dart back and forth between the people who seem determined to impede his own progress.

"S'cuse me...Pardon me...Watch it...Uumph! Sorry about that. Wynn! Xenia! tell them I'm on my way!"

Xenia 
Thursday August 31st, 2006 1:42:18 PM

"I'm coming, Wynn." Xenia wends her way through the crowd in the bard's wake. "I'm coming." The rogue throws an occasional look over her shoulder at Conner the Tattoo Eye guy.

"Alexandria Merryman Next." She dips reflexively in a small curtsy. "Fence Level of Floating City."

Angus 
Thursday August 31st, 2006 8:20:55 PM

Angus shuffles forward and waits his turn. Angus announces is a strong and maybe overly loud voice "Angus Deminoff of the Floating City."

Once in the Floating City Angus seeks out Mira "This is what is left of our fair City." Angus only uses the greeting as an opening and in a lower voice "What do you think of our plan to sell the cultist booty and purchase group items for our latest foray. The Shields are very group orientated, but we just met you and your friends. How do you want to proceed?"

Syr 
Thursday August 31st, 2006 8:57:11 PM

Syr is still distracted by the events at the store but does manage to mention to the guards, "Syrdeth Redbow of Floating City sir, nice place that you have here but it's good to go home."

Thar ail Baerer 
Thursday August 31st, 2006 9:00:36 PM

Bringing up the rear and glad they are finally moving, Thar responds "Thar ail Baerer of Plateau City." He ensures that no one has been left behind and then goes into the portal.

Once the group reaches it's destination, he goes up to Mira and asks her "Where should we head first? I'd like us to consider scouting out the woods that we've been hearing about, but I don't think the whole group needs to go there.

Into the Woods


DM JohnP 
Thursday August 31st, 2006 9:37:39 PM

Interim exp awards will be distributed to everyone by e-mail. I'll get in touch if there are bounces.

Please update your character sheets and send them in if this award results in a level increase. You might as well send them all in anyway so that I know that your sheets are current.


Through the Portal (DM JohnP) 
Thursday August 31st, 2006 9:57:42 PM

Everyone lines and makes their way through the portal, handing over the money and stating their names. Belkior dashes back from the Catacombs just before the group passes through. The halfling cleric with the strange legs tells Angus, "I bought most of those things that you suggested. If you think we need more, we can pick them up in Floating City before we head across the Lake."

The transition is accomplished with little sensation. So little, in fact, that the disorientation from suddenly changing their surroundings is more profound. The Plateau City portal was located in the basement of a building. Here in Floating City, the portal is open to the sky up on Open Air Level. The sky is blue with barely a cloud in sight. A slight wind blows, ruffling the hair and tossing the cloaks of everyone.

Some Floating City guards step forward, motioning towards the bundles of supplies. Thunir allows them to search everything and they don't find anything of interest.

Thunir looks at everyone, but mainly the Floating City people.

"Where to?"

Mira 
Thursday August 31st, 2006 10:09:51 PM

Mira stands on the edge of the teleport on her arrival. She is taken aback by the devastation as Angus points out his home city to her. "And I thought Plateau City was in bad shape," she says, as she does a slow three-sixty. Realizing that she is holding up the queue, she follows the Crimson Shield's wizard.

"I suspect we'll try to find lodgings at the Giggling Ghost," she responds to Thar. "I've been there before. Sort-of." How does she explain the strange phenomena that is the Giggling Ghost, to this newcomer to their party? Before she can get into it, she is moved along, propelled forward by the throng exiting the teleport.

In answer to Thunir's question, Mira looks to Angus and asks, "The GG? Maybe your crew can show us about, and we can make some enquiries about the...cult?" Mira brushes at a stray whisp of hair, and adjusts her spectacles. "We can compare notes and formulate strategy over dinner...and escort Mr. Thunir, here, to these strange woods first thing in the morning?" Mira waits for the Shield's caster to comment, deferring to Angus' knowledge of his home.



Ash 
Thursday August 31st, 2006 10:53:00 PM

"Where to?", the guard asked Ash that question; "Where to?". That is a good question. The only problem is that Ash has no idea where he is going and as such, no idea on how to answer. To this point he has followed these new friends of his wherever they went, and so far, that has been to his advantage. He decides to follow Mira until such time as he decides where he is going.

Xenia 
Thursday August 31st, 2006 11:05:35 PM


HOME!

"We're HOME!" Xenia hugs Wynn. All wrecked up as it is, it still fills the rogue with a rush of belonging, of homeness!

"Wooooo!" Xenia does a little dance and leaps up into the air. "You can just feel the water nearby, can't you? Feel that. Smell that. And you can see how you feel just that much closer to the sky up here on Open Level. It's like you're living up in the sky."

"That's Domi's Amphitemple of Courage over there and Alemi's Temple of Truth on the other corner. And you see in the center? That's the Overlord's Palace. It's over top of the Underamp which is where we got to go to get down through the Central Pillar to the other Levels."

Xenia kicks up a slim leg and snaps her fingers in rhythm as she dances in a snaking circle.

"We're back!"

"C'mon, lets go." She grabs Mira by one hand and Arm by the other and begins dragging them up the street in a direction generally toward the center of the city. "We got three Levels to go down before we get to Fence and the Giggling Ghost."

Syr 
Thursday August 31st, 2006 11:33:33 PM

Syr walks over to where Mira and Angus are huddled an announces, "Here is what the Catacombs was able to identify,

+1 kukri (silvered) ... 2095 gps 2 sps
+1 kukri (silvered) ... 2095 gp 2 sps
+1 studded leather armor ... 1057 gps 5 sps
+1 breastplate ... 1215 gps
MW light mace ... 274 gps 5 sps
18 daggers ... 32 gps 4 sps

Unless someone tells me otherwise, I'm going to go ahead and liquidate the lot?"


Kadaz 
Friday September 1st, 2006 5:05:04 AM

Kadaz looks interestedly around at the new surroundings. While it's no Plateau City it does look interesting, and Xenia does certainly seem to like it here. Well, he's willing to keep an open mind. Sort of.

Kadaz picks up his gear and prepares to move on. "Syr, I say sell everything. Then buy the items Belkior thinks we need."

He looks around again. Where's the nearest tavern? He wonders if it'll be half a comfortable as Sampson's.

Arm 
Friday September 1st, 2006 6:00:54 AM

Arm stumbles along, led by Xenia. If he manages to catch Mira's eye, he cocks an inquisitive eyebrow at her, wondering if she's really all that familiar with their new friend.

Wynn 
Friday September 1st, 2006 9:54:43 AM

Wynn smiles. Xenia's obvious joy at being home is not something he shares. His true home is leagues away in the Windbourne Hills. Yet her enthusiasm is contagious... and a bards' home is wherever his pack is stowed... and the Giggling Ghost always felt like the Inn around the corner.

He follows the rogue to the central pillar and down towards the fence level. "The further we descend the closer you want to keep your purse", he remarks to their new companions from Plateau City.



Conner 
Friday September 1st, 2006 10:01:37 AM

Having grown up in the vineyards that surround Plateau City, the 'Float' is very foreign to him. His short stint with the military was spent in far flung outposts, far from heavily populated areas, and the idea that you could stack people one upon the other is, to say the least, amazing.

Conner follows the group downwards, his head on a swivel as he takes in the sights and sounds of this strange place.

Belkior (Sub/Al) 
Friday September 1st, 2006 11:16:02 AM


Floating City again. From habit, Belkior forms his hands in the symbol of Alemi as he faces in the direction of the Temple of Truth. The smaller temple of Alemi on Gold Level is more comforting in its scale, but there is a great deal to be said for the grandeur of the Temple of Truth here and the Temple of Light in Plateau City.

Scrolls of Delay Poison, Neutralize Poison, and Restoration, Lesser.

He himself will be the only one capable of casting a spell from the single scroll of Restoration, and it will have to be saved for battlefield emergencies.

Aside from that, the halfling cleric things to himself, Ash, Thar ... and Lang. He would have to meet with them to read over the scrolls, ensure that each had the capability to cast them, and to distribute them in a wise and strategic manner. Yes, once they were at the Giggling Ghost, perhaps.

The thought of the inn brings a small rumble to Belkior's tummy and he looks up at the sun to gauge the time of day. Time for a snack, perhaps.

Day's Spells
0 Level: Detect Magic**, Detect poison*, Light*, Read Magic*, Resistance*
1st Level: Bless**, Detect Undead*, Hide from Undead*, Magic Stone*, Sanctuary*, (Protection from Evil+)
2nd Level: Hold Person*, Owl's Wisdom*, Silence, Spiritual Weapon* (Aid*)
3rd Level: Dispel Magic*, Prayer*, Searing Light*, Speak with Dead (Magic Circle against Evil+*)
4th Level: Death Ward*, Freedom of Movement*, Summon Monster IV+, (Holy Smite+*)

Turning 4/4 per day

Angus  d20+9=17
Friday September 1st, 2006 11:53:23 AM

Angus enjoys the teleportation sensation and comments mostly to himself "That will be fun when I can do that myself."

Angus explains some of the plant battles to Mira "There were the gaint trees that sent vines that grabbed hold of the city and attempted to topple it. They also sent in humanoid shaped pods that carried away anything living to feed the main trees. It was tough. The vines were eventually severed, but it caused the city to snap back and caused tremendous damage to life and property."

On a happier note Angus takes out his flute and begins to play his flute (perform 17). It is a light and airy tune.

Angus addds to Mira "Lets go see Happy at the GG and see if he can put us all up. The GG was still standing when we left to see your fair City."

After Syr updates himself and Mira he adds "I think we should sell the lot and pool the resouces for the supplies that Belkior just purchased. They will help with the spiders and undead. Whatever we do not use we can sell and distribute the money."

Shadow  d20+3=19
Friday September 1st, 2006 12:53:31 PM

Shadow is not prepared for the sudden transportation (even though he thought he would be), and once through staggers a little and moves to the side to make sure he is all there. He pats himslef down to make sure he is whole and then starts checking all the gear he has on his person. "We were not meant to do that." he mumbles to himself.

Seeing Xenia react so positively to returning Shadow can not help himself and smile. He gives himselfa shake and realizes that they are here and he instinctively starts scanning the area for any signs of trouble. He then will follow Xenia who has Mira and Arm in tow.

Activites
Spot=19

Edmund 
Friday September 1st, 2006 9:10:15 PM

Edmund steps from the teleportation portal without much ado. If it bothered him, he certainly isn't showing it. Of course, he is a Wizard, so he is probably used to being Teleported around.

Content to look around, Edmund says things such as, "Good heavens!" and "I say!" when confronted with the various sights of Floating City. If asked, he'll beging talking about the finer points of architecture. At length.

Otherwise, he follows along with the party, content to make remarks primarily to himself.

Ash (naughty second post) 
Sunday September 3rd, 2006 9:22:26 PM

After about 10 minutes or so of stunned amazement at the sights, Ash overhears Syr describing what he found and approaches him, asking "kind sir, if I may, I would be interested in examining one of the kukri".

DM inquiry: am I correct in assuming that a kukri falls under dagger skill?

{ DM Adam to Jeff: Well, it's a Martial Weapon (as opposed to a Simple Weapon) ... but, sure - it's dagger-like. It's a heavy, foot-long, curved knife that is slightly deflected at an angle of around 20°. }

DM sanity:

Brahmah's Tattoo Type (B) infused with Cure Light Wounds

Level 0:
Cure Minor Wounds,Flare, Guidance, Read Magic

Level 1
Cure Light Wounds (x2), Goodberry, Magic Fang, Summon Nature's Ally I

Level 2
Animal Trance, Barkskin, Summon Nature's Ally II
Summon Swarm

Level 3: Cure Moderate Wounds, Summon Nature's Ally III


Thar 
Sunday September 3rd, 2006 9:23:20 PM

Puzzled by his new surroundings, Thar tries not to gape too much. Once has his bearings, he remains silent, following the group to the GG or wherever they lead him to. He does make a mental note to himself "I should see if we have a temple of my faith here, as it would be good to get any intel that they may have re: the cult."

For now though, he follows in silence, but very wary of his surroundings and watching all passerby's for any suspicous behavior.

Floating City and the Ghost (DM Adam) 
Monday September 4th, 2006 12:30:08 PM


{ OOC: Erm ... I posted on Friday - admittedly it was late on Friday - but, my post seems to have vanished. Very, very strange ... Here it is again (sorry, folks). }

Several votes for heading to the Giggling Ghost are heard as everyone makes their way down from the portal platform. Thunir simply nods and follows Xenia's lead as they head towards the Underamp.

Xenia's excitement at returning home brings a smile to several of the others. However, as she points out landmarks, the group can't help but notice the damaged state of Floating City. Many non-Teucri buildings have collapsed entirely, while others exhibit obvious signs of structural damage. Dust is occasionally whipped up by the light wind and it hampers the progress of the few strong souls who have turned their attention to repairs and rebuilding.

For most though, it is still a time of grief.

Navigating around large mounds of obstructive rubble and side-stepping large cracks in the pavement, the group makes their way under the Overlord's Palace by way of the Underamp. Descending the Central Pillar further reveals the Floating City phenomenon: massive levels for dwelling stacked upon one another!

Angus' tune is a welcome distraction from the scenes of damage and the group leaves Open Air Level behind. They pass three other levels, each with distinct differences in social classes, before arriving at Fence Level. For the unfamiliar, Wynn's earlier caution about 'keeping purses close' now makes perfect sense: Fence Level is a rough area and home to many shady-looking characters. It also smells of fish.

Heading down Crook Street, the group turns right into Dagger's Point and stands before a familiar looking tavern, the Giggling Ghost.

Inside, Happy - the tavern owner - greets them with enthusiasm. "Welcome to the Giggling Ghost!" With a wave of his hand he gestures for them to find seats. "Someone will be with you shortly." Taking in the sights and smells, the group notices the bar wraps around in an "L-shape" and runs alongside a balcony. The entrance they have just stepped through is close to two sets of stairs: one leading down to the Tavern and the other leading up to the Inn. There is plenty of seating at the bar, but the noises downstairs may be tempting ...

A pixie soon flits up from the stairwell to the sound of pots and pans crashing in the distance. She distractedly chews her lip - trying to ignore whatever disaster just occurred. "Hi-ImSparklescanItakeyourorders?" She asks rapidly.

Shadow 
Monday September 4th, 2006 12:58:29 PM

Shadow is overwhelmed by the new city, not having been outside Platuea City much at all. He seems to be following along and trying not to look around, but keeps finding himself not paying attention to anything but.

When the group descends to Fence level he starts feeling more at home. He looks at his companions and makes sure they don't see, but he makes a symbol with his hands quickly and scans to see if anyone recognizes it.

Once the group arrives at the GG he will wait with the group and once the pixie asks for orders Shadow will say, "I will have some ale." he then shakes his head, "Please" he adds.

Edmund 
Monday September 4th, 2006 5:15:02 PM

Edmund stays close to Mira. Occasionally, he remarks to the others upon various things which interest him, including the architecture, populace, flora, weather, and fashion of the inhabitants.

Entirely new to Floating City, he will not be keen to explore the city without taking along someone who is familiar with the location.

Lang & Sunshine 
Monday September 4th, 2006 5:30:39 PM

Lang drinks in the sight of the Giggling Ghost and Happy. Last time they were here there were plant creatures and vines all over the place.

Lang glances down at Sunshine and says, "Come on boy. Let's find a table and get some food."

Mira 
Monday September 4th, 2006 6:27:14 PM

Mira lets herself be dragged by the enthusiastic half-drow for a while. Once the group reaches the Fence level though, she wriggles free, and looking at the bard, Arm, she reaches out a hand for him to take. The sorcerer looks around for her friends from Plateau City and once she is satisfied they are all together, she presses on after Angus, Xenia, Wynn, and the other Crimson Shields.

It is with a sigh of relief that she enters the familiar environs of the Giggling Ghost. "One of the private rooms" she volunteers when the pixie makes her enquiry. "A couple bottles of wine, a keg of ale, some cider, and spring water, please!" she adds, tossing the pixie a small velvet pouch containing 10 GP. Mira tries to catch Angus' eye, adding, "This should get us started."

(OOC: have subtracted 10 GP from Mira's swag.-Carla


Xenia 
Monday September 4th, 2006 8:14:41 PM

"Happy!" Xenia throws her arms around the not inconsiderable girth of the proprietor of the Giggling Ghost. "We're back."

"We went to Plateau City," she adds, lifting her face. "In case you didn't know. We got the orphans settled on a plantation out there. They got a big house, fields, a barn, a stream and pond. They even got a windmill out there. And we made sure they had tutors too. They'll learn something out there. They'll learn a trade and stuff. Plateau City's nice. It's a good setup. They'll ... they'll do good out there."

The dark rogue steps back. "They'll ... do good." Her green eyes are sort of far a way, looking off to another place.

"Um, these are folks we met in Plateau City. They do kinda the same thing over there that we do here. This is Mira, and Arm, and Shadow, Ed, and Thar. That one over there is Ash. He don't talk much. That's Conner and Kaz. The dog, his name's Birdie and the leopard's um ... Shelya. I think."

"Good folks."

"Um, you know, I was thinking it would be nice to sit down and find out what's been happening in the Float. I mean, since we've been gone for a while. Must be lots of stuff on the build, huh?"

"But, um," Xenia steps in a circle, turning to glance at the door to the inn, "I think, before that, I'm gonna step around the corner. Take a look at the old apartments. What's left of them."

"I'll be right back, Wynn. Won't be long."

Xenia walks down the road, only recognizable as a road by the piles of rubble flanking both sides. It's a short walk to the crumbled heap of brick and mortar that was once their home. But instead of climbing the heap to the place where once her room was, or to the old garden, or the place on the roof where she used to go to look at the stars on the Level ceiling, instead of these things, Xenia turns to the other side of the street and walks into the open memorial space that marks the resting places of Mother Flaust and the five orphans who had died in the arson fire set by the Anvil Hearts. The grass is littered with bits of once flying detritus, but the rogue finds a clear spot, and seats herself on the ground in front of the crumbled mausoleum.

After a time, sitting in the stillness, Xenia looks up. "I'm gonna miss you guys," she says, speaking from her heart to all of them, all of the orphans, to Florin, and Tionel, and Gordo. All of them.

Kadaz  d20+1=3
Monday September 4th, 2006 8:46:44 PM

Kadaz watches his path carefully, trying to remember the way back to the portal. He also keeps an eye out for guards snd guardposts on the way. But he's too distracted by the new surroundings, and their broken condition, to really note much of anything useful. (spot 3)

Once in the GG he goes with the group to their room. "Thanks Mira" he says to her for providing initial funds. This should be an interesting party. He takes a chair with back to the wall and leans his axe and shield against it. He takes off his helm and puts it on the table. "So, what's good here?" he asks the natives.

Thar ail Baerer 
Monday September 4th, 2006 9:09:12 PM

Still trying to absorb everything around him, Thar follows the group to the GG and thanks Mira for the private room.

"I'll take an ale with some oatmeal or whatever other simple soup that you have, thanks," he says to the barmaid.

Looking at Ed, Thar says "I'll go exploring with you later, if you are interested. I'd like to see my temple, if there is one here."

Role Call - ADM Scott the Southern - UnShadow 
Monday September 4th, 2006 10:01:09 PM

Crimson Shields:
Syr X0XXX
Xenia Perfect
Lang XXXX0
Wynn XX0XX
Belk Perfect
Angus Perfect

I think that's two straight weeks for Famina not posting... Did I miss her leaving the game?

Tourists:
Shadow Perfect
Edmund Perfect
Mira 0X0XX
Ash 0X0XX
Arm Perfect
Thar X0XXX
Conner XX0XX
Kadaz X0XXX



Al - OoC 
Monday September 4th, 2006 10:10:43 PM

Yeah, you missed her leaving the game. Mikey's busy so Famina went to the Plantation to live with the orphans for a while.

Conner 
Monday September 4th, 2006 11:48:26 PM

Conner enters the familiar confines of the Giggling Ghost, although this is the first time he has not used the fireplace as an entrance. He wonders what would happen if he were to leave that way, but thinks better of it and orders a pitcher of ale instead.

Wynn 
Tuesday September 5th, 2006 12:07:55 AM

Wynn takes a seat at the table, motions for a second pitcher and sits down next to Kadaz and Conner. "Strange place isn't it. All piled up on top of itself. It was even stranger when the whole place was leaning to one side." The bard indicates a 45 degree angle with his hand before continuing. "Did I tell you that we likely saved the entire city?"

Wynn proceeds to tell the Plateau City folks of the Crimson Shields' heroic part in saving Floating City. How they barricaded themselves inside the Giggling Ghost to protect the orphans from the orcwarts that over-ran the city. How they saved Pek, a halfling alchemist who invented the serum that killed the vines that threatened to pull the city over, and how he and the others climbed out onto the vines to apply Pek's concoction.

The bard grows more animated as he continues the tale. "It was a good thing Xenia was able to use her seal of fly, or many of us would have been lost when the vines snapped and the city swung upright." He illustrated the whipsaw motion of the city with his arm.

"It was during that time when we ran into that witch and her 'Knot of Druiss'...turned Lang into a bugbear, gave me these..." he exposes the gills on his neck, "and gave poor Belkior those damn cat legs. Doesn't look like there's anything to do about it either!"



Syr 
Tuesday September 5th, 2006 2:26:29 AM

Syr watches as Wynn uses his story telling prowess to entertain their guests. He occasionally points to locations around the room that Wynn mentions in his stories.

Syr leans back in his chair and orders an ale. He stares blankly at the wall and thinks of the destruction caused by the Fey King.

Asking no one in particular, "Any idea as to what we are going to do for lodging? I mean, I'm sure Happy is grateful that we saved his life but grateful enough to cut us a permanent deal?

Arm  d20+4=21
Tuesday September 5th, 2006 6:03:37 AM

Having been many places before, Arm still has never seen a city such as this, and he can only assume that Xenia's enthusiasm is for the outer environs of the city, and not areas such as they are in at the moment. Wanting to keep his wits about him, he seats himself next to Mira and partakes of some water, keeping a watchful eye open until they retire to a private room. He then listens to Wynn's story with interest, noting many of the events that happened back home as well. (spot=21)

Ash 
Tuesday September 5th, 2006 7:34:09 AM

Ash bows and returns the Kukri to Syr. He then continues his rubbernecking,trying to see everything, all the while keeping up with Mira et al. Only having been to Plateau city before, he has no real comparison, but this place is defintely different than Platau City.

Shelya sniffs about than proceeds to follow Ash.

Angus  d20+9=25
Tuesday September 5th, 2006 8:48:09 AM

Angus just beams when he sees Happy "Good to see you are well. What is the news of the City? Is it getting back on its feet? We still saw lot of destructions on our way down here."

Angus waits for Happy's response and then adds. "We do need a place to stay for a few days, before heading out again with our new friends from the Plateau City. I trust it will not be a problem to put us all up."

In more conspiratorial tone, Angus adds "We are helping them with some problem folk that came through the gate recently. Have you heard anything about death cultist or anyone causing trouble in the city or on the shore."

gather information 25

Angus will also go to see the Ghost Daphne "How are you doing girl? Lokking beautiful as always."

Belkior 
Tuesday September 5th, 2006 9:54:13 AM

The halfling cleric looks around as the group clears the teleportal and starts walking through Floating City. So much destruction, so many people gone, Belkior thinks to himself.

It was difficult not going to the Temples to assist with all of the injured who must be there. But, from the sounds of things, they need to leave the city as soon as possible to keep up with the cultists.

"Edmund, if you want to go exploring someone should be able to go with you tomorrow. Just remember, don't go downramp from here. I can show you and Thar some of the temples, if you like." Belkior nods to both the Plateau City folk as he says this.

After they arrive at the Ghost, Belkior notices that Xenia slips away. He is pretty certain what she is up to but decides to let her do this alone. Maybe he will go there tomorrow at dawn to complete his prayers.

Belkior seats himself close to Thar and Ash inside the Ghost. The halfling asks Sparkles for a double stack of halfling pancakes with fruit and a large side order of Happy's famous baked beans.

"Can't get these in Plateau City, not that I could tell," Belkior says after he mutters a prayer over the meal.

"When we go out in the jungle, you two should be pretty comfortable. Unless it's like the Crying Woods, where no one is comfortable. But Thunir didn't mention anything about that."

"So, when we're out there, I can handle most of the healing and curing. I picked up most of the scrolls that we wanted and I can probably get more here in the Float. Of course, if something should happen to me, you should know that I carry most of my healing magics in my haversack."

"Have either of you spent much time in the jungle?"


Belkior (Illegal Second Post) 
Tuesday September 5th, 2006 10:39:37 AM

Belkior hears Angus suggesting that the pooled money be used to purchase the scrolls and other curative magics.

"I've already bought most of that, Angus. But if people want to use the money for that, I can pick up the rest of the list."

"At the end, any of the unused scrolls can be either be split between the two groups or sold and the money distributed out."

"Does that sound okay to people?"

Please indicate in a post, so that Belkior can go shopping.

DM Announcement 
Tuesday September 5th, 2006 10:40:25 AM

Adam, please keep posting this week. My home computer died over the weekend and it will probably be a couple days before it's up and running again.

{ OOC - Adam to John: Will do. Hope it's back up and running soon. }

A Private Breakfast (DM Adam) 
Tuesday September 5th, 2006 3:52:33 PM


Shadow receives a discreet sign in response, and gets the feeling at least one of them may have otherwise been a target. He can't help but eye Edmund.

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

Happy blinks rapidly several times before bursting into laughter. "Oh, it's you!" He beams and affectionately returns Xenia's hug. "Sorry, I haven't been myself lately; I didn't ..." He pauses. "I mean, I have been a platypus recently!" He looks up and notices a few vacant expressions. "Erm, perhaps it's best if you don't ask about that!" The tall wizard bartender adds with a smile. "Suffice to say, it's always good to see the Crimson Shields and their friends." He bows slightly for the Plateau City group. "Some familiar faces here, I see. Welcome to the Ghost!" He approaches the heroes and makes to shake hands. However, much back-slapping and hugging ensues. After a moment, it is quite obvious something has rattled him and he does his best to shrug it off. When Xenia mentions news of the orphans he visibly relaxes. "I'm so happy to hear it!" And he laughs again. "I really am, you know." He says with a wink. "Now, let me check I've got enough room for you all tonight, while Sparkles here gets some food and drink into you all. I'll join you in a bit and we can talk about the Float ... or, what's left of it." He finishes quietly and hurries towards the kitchen. "Daphne! Brussels! The Shields are here!" He calls out behind closed doors.

Sparkles flits erratically around the group in a zig-zag motion as she takes down everyone's order. A teeny pencil frequently becomes a blur of activity in her tiny hands. After Belkior's order she finally looks up and clears her throat with a squeak. "Aleinthesecondprivateroomdownstairswithbottles andbottlesandbottlesofwinebothredandwhiteand greenandorageandmaybepinkifwehaveitinkegsofale andciderandsomespringwaterforoatmealsoupanda coupleofpitchersofaleandsomestacksofpancakes withfruitandbeansbakedontheside." She fires off the list so fast it is difficult to understand anything and before anyone can modify their order, she zips back down through the stairwell.

By the time the group makes their way downstairs, their table has already been laid with enough food and drink for all: wine, ale, cider and water; breads, meats, pancakes and other pastrie sweets, fruit and vegetables, baked beans, two soups, a large bowl of oatmeal, and bacon and eggs. On the way there, Arm notes a man at the bar, another man, a halfling and a dwarf stepping into a large golden tapestry hung on the wall and a woman with an ugly toad on her shoulder and an even uglier dog-like animal with no tail and extra large head step through the green flames of one of the fireplaces.

Inside the booth, Thunir looks up from the table to Mira. "Good choice!" The dwarf smiles.

Settling down for a meal and a drink, the group soon notices a familiar face peeking through one of the booth walls. "Hellooo, Angus! Heheheeee!" A ghostly barmaid calls.

{ OOC: Sorry - I'd write more, but I'm wayyy out of (and over) time. Am I moving too slow? Please email feedback to adam#designstorm.com.au }

Angus  d20+9=23
Tuesday September 5th, 2006 4:17:44 PM

Angus seems relieved somehow, the city is a wreck, the the GG does just feel so much like home.

Upon hearing Belkior talk about all of the curative and protective items he purchased Angus adds. "Those items will help both groups. I feel we should chip in so gold each and then distribute the items to the clerics. I think we will need as much protection as possible when fighting undead and spiders. We can split up the items or sell them after our foray. I think it amounts to 300 or so gp per person. Is that correct Belkior?"

Angus goes over to Happy again as starts asking about how people are doing on the big float and then turns the converstation again. "Any word about the death cultist I mentioned earlier or giant spiders or problems with undead on the shore?"

gather information 23 (25 in lst post)



Ash 
Tuesday September 5th, 2006 7:14:33 PM

Following in the wake of everyone, Ash can't help look at everyone and everything. This place is amazing to him and he can't help but hide his fascination.



Kadaz 
Tuesday September 5th, 2006 7:15:06 PM

In the relaxing atmosphere of the Giggling Ghost Kadaz decides it's ok to take a break. He leans over the table and decides to give the halfling a run. He piles a plate high of food and sits down beside the cleric. "So Belkior, go buy me something useful. But hurry or there won't be any food left for you." Kadaz grins at Belkior and digs in.

Thar ail Baerer 
Tuesday September 5th, 2006 8:50:06 PM

Thar sits and enjoys listening to the tales of bravery by the Crimson Shields. Glad that he has met them, he is assured that he is doing the right thing by traveling with all of the newcomers.

In response to Belkior, he says "No, I haven't spent a lot of time in the jungle, but I would enjoy spending some time out exploring in it and learning about its fauna and creatures. Anything to get me out of these oppressively tight human cities. On the other hand, I too can heal, but I have had to split my time between healing people and learning how to survive in the woods and exploring the countryside."

After a moment he adds "No offense to anyone by that city comment, but I don't like small spaces where there are so many people."

OOC - I'm confused about the money. Did we sell items yet and the 300 gp will come out of that? Or do we need to take our current money and give that?

Edmund 
Tuesday September 5th, 2006 9:33:06 PM

Edmund smiles warmly at Shadow as they carry on with the rest of the party.

When they arrive at the GG, Edmund throws himself into one of the chairs with a considerable crash. "Thanks, Mira!" he exclaims when she pays up for the room. "Good to know someone around here is willing to cover all the bases, seeing as I haven't a bean. Spent it all on parchment, actually. Haven't a brass farthing left."

Edmund smiles broadly at everyone, including Shadow. He then leans back on his chair, rocking it on its legs. "Much better, this. Much better. Why bother chasing after Evil Elf Sorceress Queens or Invincible Lich Kings, when we've the nicety of this fine inn. I could get used to it, i could. Nice place. Fantastic stuff. Let's stay a while, what? No need to hurry, as I can see. No rush!"

When Thar offers to explore later, Edmund nods enthusiastically. "Oh yes, and especially any libraries. I'd like to do some more research for my invention. If it comes down to it, I've got a fantastic idea for draining the lake!"

Xenia 
Tuesday September 5th, 2006 10:53:03 PM


"Hiya, Daphne." Returning to the inn Xenia gives a little wave of her hand to the ghost as she floats on by. She wanders to the buffet and gets a kinda sorta biggish plate of strawberries and a dish of cream, then wanders around poking her head into places until she finds the private room where everyone's got themselves settled.

One dish in each hand, Xenia slides along the outside of the table till she's next to Mira and Arm. She puts the strawberries and cream out for everyone and then plucks a big plump red one from the pile and dips it into the cream. It's sweet and juicy.

She watches Wynn (her fave thing to do) as he tells about them rescuing the weird little guy and the making the Crying Woods let go of the city.

"Don't forget the Tiger, Wynn," she adds. "Don't forget the tiger you and Syr scared away."

Then she plucks up another strawberry.

"Hey, what do you guys thing of getting a pirate outfit? I mean, for the boat? You know, one of those shirts with the big puffy sleeves. Crimson sash and crimson bandana. Maybe even one of those black three corner hats." The girl rogue grins. "Pretty swank, huh?"

[ OoC: What time is it? We took the teleport pad in the morning, didn't we? ]

{ OOC - Adam to Al: It's mid-morning. }

Syr 
Tuesday September 5th, 2006 11:20:45 PM

Syr sips on his ale and updates the group about the sale, "I'm not sure about the spoils but I'm still waiting to finalize the deal. Ash over there asked to examine a Kukri and never got back to me. I've held off finalizing until he says so."

Backing up Xenia's story he echoes, "We had some hairy moments in the jungle but made it out alive. Ask Angus what it feels like to be dropped on your head by a plant from 20'."

Leaning forward in his chair, the elf cuffs Edward softly before laughing, "Drain the lake? Look around you, do you realize how much commerce and trade comes from the lake? You would be lynched before sunrise for such a deed! Now draining my nose during the cold months, that would be something!"



Arm 
Wednesday September 6th, 2006 10:02:34 AM

Arm partakes of some of the fruit, and grabs a piece or two of the bacon as well. To Syr, he says, "I don't think any of us would mind if you'd drain Edmund's head there....perhaps we'd finally find a brain, or something close to it at least.".

Thinking about the remarks regarding spiders, he says to Mira, "What say we make a stop for some anti-venom before we head out?".

Belkior 
Wednesday September 6th, 2006 12:12:22 PM

The halfling cleric looks over at the elven monk. "Syr, I think Ash gave the kukri back to you. But I think that was while we were placing our orders, and what not."

"How about I take all of the money that Syr got from the sale, buy protective and curative magics and bring it all back here. The scrolls and such are probably best carried by Thar or myself, but maybe we should spread the antitoxins around."

Belkior leans over to where Thar and Ash are sitting.

"Say, dear fellows. Did you want to spread out the healing magics, or did you want me to hold them all?"

"Out there in the jungle, are you two more likely to be fighting or staying in the back with me and healing people?"

OOC - I will use the money from the sale, buy everything listed and more. As stated before, any leftovers will be either shared out or sold and the cash distributed.

No one needs to thrown in any money right now.




Happy Answers? (DM Adam) 
Wednesday September 6th, 2006 12:29:12 PM


"Well, then ..." Happy says as he takes a place at the table. "We're basically a full-house, but I've still managed to organise two of the suites on the third floor for you all. It'll be cramped, but it's the best I can do for half-price. How long do you think you'll need them?" He takes a sip from his mug and frowns. "It seems terrible to charge even half-price for shelter when people need it so badly, but I am setting aside some of the profits for the rest of the Fence - it's the least I can do." He adds. "Now, you have some questions?"

With great patience, Angus repeats his queries and the bartender wizard finally responds with a sigh. "Not much has changed, I'm afraid. Here and there people have started rebuilding their homes and businesses - there's even a group spearheading a relief effort of sorts, but they're mainly concerning themselves with the upper-levels, from what I hear. Call themselves the 'Red Cross', or something. Down here on the Fence, most are just trying to make it from one day to the next. I get the impression they're waiting for something, or someone, to just make it all right again. Somehow, I don't think that's going to happen ... not this time. That kind of desperate hope can be dangerous, if you ask me."

When Angus asks Happy if he has heard news of death cults, giant spiders, or undead in the city, Happy raises an eyebrow. "So, nothing serious then?" He grins briefly. "No, I've not heard of any such things and I don't hope to."

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

While Happy answers any other questions the group may have, Thunir turns to Mira. "Will we be leaving in the morning, then?" The slight human asks.

Everyone else enjoys a late breakfast and discusses their movements for the rest of the day.

Mira 
Wednesday September 6th, 2006 1:26:35 PM

Mira sits quietly nursing a glass of wine and listening to what the others and Happy have to say. When the owner of the Giggling Ghost indicates only two rooms are available, and that the parties must share, her lips make a little moue.

Mira squeezes Arm's hand, just a little, and then releases it when Thunir addresses her. Steepling her fingers, and leaning forward with elbows on the table. "Though I'd personally like to see more of the city, I sense some of my companions are chaffing at the bit!" Mira smiles over at the newest members to the party, Ash and Thar, and winks at Edmund. "The woods it is, then. Bright and early." Turning to Angus, she asks, "do you think we have enough time to do a little exploring before retiring for the night? If so, I want an account of what everyone will be doing...and no one goes anywhere alone!"

Mira settles back into her seat, fills her goblet, and sighs, "tomorrow morning, the docks at sunrise...or whatever passes for sunrise in this place!"

(Mira is grateful that Belkior is looking after managing the party trust and setting up a first aid kit!-Carla)

Kadaz 
Wednesday September 6th, 2006 3:37:04 PM

The trip to come is finally penetrating into Kadaz's skull. "Wait, a jungle? Big trees all around? No roads or pavement or houses nearby? That sounds grim!" Kadaz is used to living in a city and his idea of nature is a small, well tended park.

"Good thing I've got a big axe. Maybe I can take care of some of those excess trees. And Birdie knows the proper use for a tree." Kadaz picks up a good chunk of meat and puts it on the floor for Birdie. "There, build up some strength to take on those trees." he orders the dog.


Xenia 
Wednesday September 6th, 2006 4:05:30 PM


There's so much to do here. Folks need help. Folks need to see someone helping out. They need so see someone on their side.

And there's Prillana still out there somewhere. Poor girl, about to have given up and insorbed by the Crying Woods to take the place of her mother gone wack crazy. That's brave. That's really brave.

But they promised the Plateau City guys they'd hunt the Lich Spider Cult with 'em. And it's not like that's not important too, you know. If these guys can get Gargul turned around to being evil the Wold might be crawling like with undead in everyone's laps and stuff. That would be bad.

"Tomorrow." Xenia stands next to Mira. "Looks like we'll only be needing the rooms for one night, Happy," Xenia replies.

"Anything in particular you wanna see, Mira? We're gonna see the docks tomorrow anyway. We got a Star Mages Guild and a League of Adventurers here. Maybe you just wanna wander the levels and see what's out there. Wonder if there's folks out there who need any help?"

Angus 
Wednesday September 6th, 2006 4:21:37 PM

Angus is happy that Happy answered his question, but not much he can do if the innkeeper has not heard of those the group pursues. "I am glad to hear you have not heard of these nasty folk we seek. They must have just passed through, and we will do the same. We will head out in the morning."

Angus looks over to Mira "Lets not leave too early, this is the last time we may be sleeping in a soft bed for awhile."

Angus listens to Xenia extoll the virtures of the Floating City to Mira "Just be carefull when you climb over all of the collasped buildings on your way to and fro. It is a good idea to buddy up here. We broke up a thieves guild on the lower levels, but we saw several of the out and about after the jail was destroyed."

Angus leans back in his chair and looks like he is in for some serious relaxing.

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

OOC: Will Catacomb purchases catch up with us on the road or ship?

Shadow 
Wednesday September 6th, 2006 5:01:46 PM

(OOC: Sorry for the silence, but my work computer went down [I am on my bosses computer right now, so very brief] and I was not home yesterday except for sleeping, laugh.)

Shadow follows the group to the private room and finds his place to sit. He will observe what is going on in the room. (I hopefully will be able to post more tomorrow.)

Ash 
Wednesday September 6th, 2006 6:37:32 PM

Ash takes the opportunity to meditate. He has seen so much and has not had time to digest it.

Shelya relaxes beside him.

Edmund 
Wednesday September 6th, 2006 7:32:58 PM

Edmund raises an eyebrow at Syr and is about to respond when Arm speaks. It is then, with an expression of shock and disgust, Edmund stands up abruptly.

"I'm sorry for trying to help, but we can't all follow your sterling example, Arm, seeing as we don't have the sense to go about drinking from cursed chalices and doing our best to kill unarmed people. --Must be because our brains have all drained out, but if that's the case, better to go without brains, I say, than to end up a murderer and a wretch."

Turning to the rest of the party, Edmund shakes his head angrily. "If you will excuse me, ladies, gentlemen, I've better things to do than to sit here suffering insults for my efforts to help things along. When you want my assistance, you will probably know where to find me."

That said, Edmund turns on his heels and exits directly, and if unimpeded will return to Plateau City to take up residence at Sampson's where he will return to the various odd jobs he had been doing to earn his keep.

Wynn 
Wednesday September 6th, 2006 7:37:50 PM

"I agree. Tomorrow we visit the Crying Woods and start our quest. We should stop by the elven city in the trees first, and seek out Prionel and Prillana. They may be able to provide safe passage...course they may not since Xenia decked Prillana, and now Prillana's the spiritual guardian of the place. It's worth a shot...she probably still likes me", he gives Xenia a playful poke with his foot under the table.

"I wouldn't take to chopping down any trees while you're in there Kadaz, they chop back!"

Conner 
Wednesday September 6th, 2006 7:48:19 PM

Conner remains quiet throughout much of the conversation. He looks about for a barmaid but only sees pixies and ghosts, neither of which have ample enough bosoms for his tastes.

He sighs, takes another drink and wonders what Wynn sees in the skinny half-drow. His thoughts go to Amy...

Mira (2nd illegal post)  d20+8=21
Wednesday September 6th, 2006 8:04:38 PM

Mira rolls her eyes, thinking "here we go again" as she jumps up and dashes after the wizard. Taking up a position between Edmund and whatever exit he chooses, she does a little dance, moving her body this way and that as he tries to dodge around her.

"Don't be like that, Edmund, please?" she pleads. (Diplomacy=21) Mira reaches out her hands, to grab those of the young wizard, and she blurts out, "I've been the only magiker with...those guys," still holding Edmund's long, thin hands in hers, she swings her head to one side, indicating most of the group from Plateau City with the gesture, "for ever so long," she stares up at the mage through her little round spectacles, her eyes large and green, "since the beginning, really." Letting go of his hands, she lets hers drop at her sides, and hangs her head, "there used to be a paladin, Uriel, with us. He understood Arm, and seemed to be able to keep him in line." Mira, looks up at Edmund, her eyes shiny and brimming with tears, "I've tried my best...but...but..." maybe it is the stress, but the tears start to slip down her cheek, "please don't leave. We...I...need you."

Edmund (2nd, illegal post) 
Wednesday September 6th, 2006 8:36:51 PM

Edmund is more than a little shocked by the interposition of the sorceress between himself and the door, and tries, unsuccessfully, to step around her. Once she starts speaking, however, he stops and listens, making a rather pained face as she asks him to stay.

"I... well..." Edmund furrows his brows for a moment, trying to figure out what he should do. Unwarranted insults are not to be borne lightly, but neither is the request of a trustworthy lady so easily dismissed. He wrangles with this internal struggle for a moment, before looking up and doing his best to smile.

"Very well, then. Far be it for me to refuse the request of a lady--and our leader, as well. It would be tantamount to disobeying orders, and I would not want to be responsible for shaming my family, would I?"

"Besides," he adds with a more genuine smile, "What would you do without me? Fight the Invincible Lich King and the Evil Elf Sorceress Queen on your own? I think not!"

"Now, about the lake. What if, instead of draining the water, we just moved it all up in the air? I bet we could find a spell that would let us teleport the water. Then, we could teleport it up into the sky, which should give us plenty of time to investigate. If we were quick, by the time we left, all of the water would come back down and land in the lakebed, and there you have it. Just as we found it!"

"If you give me a bit of time, I can even tell you how far up we'd have to teleport the water. There's a formula for it... and then... well, even better, we could just all take umbrellas! Then, we could take all the time we need!"

Edmund seems to be feeling better already, excited about the prospect of doing something to help out once again.

Lang & Sunshine 
Wednesday September 6th, 2006 8:56:43 PM

Lang enjoys the food, slipping some to Sunshine every now and then.

"Do we have all the supplies we need? I think I will mosey on over to the catacombs and make a purchase."

Xenia (2nd Illegal Post) 
Wednesday September 6th, 2006 9:32:46 PM

beah Xenia sticks a pink tongue out at Wynn.

"Yeah, and I bet you really liked that kiss she gave you, Mister Smarmy Wynn Brightsong." Xenia's two feet clamp around Wynn's one and she grins as she tries to get him in a scissor hold. Not much chance of that when her attention is drawn to Mira as she runs out after Ed. So he talks a lot, at least they don't have to worry about him going whacko vengeance on them like Jancassis Boy. Glad he's gone.

"I don't think Prillana would hold a grudge, Wynn," the girl rogue says in a more serious tone. "She was an elfish princess, noble and self sacrificing. I think she be, you know, above that, don't you think?"

Thar ail Baerer 
Wednesday September 6th, 2006 9:59:07 PM

To Belkior, Thar responds "I think we should split the healing items, as I'll be mostly in back helping heal, while firing an occasional arrow or casting a spell to bless our group. I'd say you should have 2/3 of the scrolls and I'll take 1/3. Your healing is more potent than mine and if I need to enter battle, I can."

Thinking of his love for the trees, Thar asks Kadaz "Let's not get too hasty in cutting down trees. A lot of them have been my friends and I'm sure there are some sentient ones here. All I ask is that we take our time on the thinning out of trees."

He sits back and watches the interactions b/t Ed and shakes his head as he thinks to himself "I think I'm going to puke here, as I'll never understand the whole human bonding, dating or mating rituals, or whatever that is. Oh well, as long as people are happy," he concludes.

"I'm looking forward to seeing the Crying Woods tomorrow, so what time are we leaving?"


Thar ail Baerer 
Wednesday September 6th, 2006 9:59:52 PM

(Sorry, left a few words out of my post. It was the interactions b/t Ed, Mira and Ash.)

Syr 
Thursday September 7th, 2006 1:04:09 AM

Syr smirks at Thar's comments, "We certainly do see things in the same light. Aww don't mind them. The Dark Lady and Fish Face used to be much more dramatic. They've settled down some It's much more romance than drama. Heck, even Angus chases less tail now that he's stepped into Florin's old spot. Me, I don't see much use to it, I mean life is long, plenty of time, right?"

Looking at their playful interaction his eyes smile as he whispers, "Although, don't get me wrong. Those two are some of the truest friends that I've ever had."

"It is interesting to look at the group dymnamics. Take your mage friend over there, for someone so new to the group, he sure has an ego. Of course, for someone that actually invents RAIN, I guess he should."

Arm 
Thursday September 7th, 2006 6:07:09 AM

Arm snorts into his drink as he wishes he partook of something stronger, as that seems to be the only thing that allows someone to deal with Edmund.

Cocking his head in his direction as he once again prattles on about draining the lake in spite of what was previously said, Arm murmurs to Syr, "See what I mean?".

Angus (second Illegal Post)  d20+9=15
Thursday September 7th, 2006 8:40:33 AM

Angus watches the interplay between Ed, Mira and Arm and thinks to himself, interesting, but it bears watching as we can not have any flare ups at a critical situation. Angus continues to watch from across the room, before calling for Daphne.

"Hi again, Ghost girl, still beautiful I see. Have you heard about any newcomers to the Big Float that were interested in Gargul and the old times?" Angus will order another wine whatever the answer is.

gather information 15

Belkior 
Thursday September 7th, 2006 9:04:56 AM

The halfling cleric watches the interplay between Mira, Arm and Edmund with some concern. Belkior thinks that he'll have enough problems keeping this lot alive and healthy without some of them storming off. Maybe I should proposes a diversion ...

"Edmund! You wanted to see the Float? I was going to walk to the Catacombs to pick up the rest of the healing supplies. Did you want to come with me? I can tell you a bit about the Float while we walk. And I could probably use a hand carrying everything back."

"Thar, did you want to come too? We can split the healing supplies up then, if you want."



Xenia (3rd Illegal Post) 
Thursday September 7th, 2006 12:26:22 PM


The girl rogue gives her favorite bard one last mock pout before standing up and moving around the table. On the way around she pokes an elbow into Syr from behind.

"Don't call him that," she berrates her elfish collegue in a harsh whisper. "He's sensitive."

"Hi, Ed." The dark rogue comes the rest of the way around the table to where the Plateau City Wizard Guy is. "You know there's caves under the lake and all. Lots of caves. And, you know, if you can make the water rise up into the air, even for a little time, maybe that would be a good way of exploring those caves."

"You think you could, maybe, explain a bit more on how you'd do that teleporting water thing?"

Daphne (DM Adam) 
Thursday September 7th, 2006 1:11:09 PM


"Oh yooou! Heheheeee!" The shimmering ghost of Daphne laughs as she drifts down from the ceiling and onto Angus' lap. "Do you really think I'm beautiful?" She queries dramatically, raising her arms into the air and striking (what she thinks) is a flattering pose. When she realises Angus is instead waiting for an answer to his question she firmly plants her tongue in her translucent cheek and frowns. "'Newcomers' ... hmm ... let me seee ... heheee! Well, there's those new helpers, but Happy got them wrong. They're not the Red Cross, they're Red Cloaks! I should know - I saw two of them talking outside our porch one night. And, their cloaks were red. No spiders though ... except in the store-room! Heheheeee!" Bored with the lack of attention, she twirls through the table and floats up towards the ceiling again.

Roaming the Float (DM JohnP) 
Thursday September 7th, 2006 2:35:11 PM

Strange as it may seem, the atmosphere inside the Ghost is getting a little strained. Belkior and some others suggest getting out and walking Floating City.

Those that accompany the halfling cleric easily keep pace as his little cat-legs mince along the streets of Floating City. Down here on Fence level, over half of the buildings have collapsed from the jungle's attack when the Fae King awoke. Clusters of people are picking through the rubble, looking up as the small party passes by. From the street it's not possible to tell if these people are starting to rebuild or merely picking through the rubble.

It's only a short distance to the Catacombs outlet on Fence Level. Those that go inside are amazed at how ... similar ... it is compared to the one in Plateau City. Part of the magic, they guess. Belkior hurriedly conducts his transaction and transfers part of the healing magic to Thar.

After a bit of discussion, Belkior first heads over to the docks area. If nothing else, everyone can look out on New Turtle Lake and see where they've going to be sailing. Walking around Fence Level shows more of the destruction caused by the plants. Here, particularly, since some of the plant creatures gained entrance through the docks. The smell of the water or, rather, the fish that feed most of the City, grows in intensity as they group walks closer to the water. Finally, they're at the water's edge.

Those from Floating City think that there are fewer boats than before, but it's difficult to tell. It looks like refugees are still coming back from the land where they were evacuated too during the attacks. It doesn't take much for Belkior to attract a small crowd and he is quickly busy dealing with minor complaints. He thinks to ask about people sailing from the City.

"Nasty business, that. Bunch of toughs came down two nights back, stole a couple boats, including Fred's there, and took them out on the lake. Less'n they could see at night, don't know where they'd go at night."

Another fisherman looks up from mending a net and nods in agreement. His face is bruised and his voice is slurred from some missing teeth.

"'Speshly at night. Da Woods be worst at night, donya know. An' da centre da lake be not safe, nei'der. Too deep ta fish, loose nets ev'ry time ya set there. Me pals look for me boat, but I t'ink ish gone."



Angus 
Thursday September 7th, 2006 4:30:27 PM

Angus continues to people watch and do some serious relaxing. Angus is very interested in watching the young lass with the pink dress, very interesting.

Angus watches for the conclusion of the Mira, Arm, Ed situation.

Angus waves to Belkior as he and some of the group head out into the city. "Have Fun." Angus call after the group as he flags down Daphne for another wine "Where is my beautiful ghostly barmaid?"

Angus will while away the hours in the GG and then retire to the suites and he wants as much sack time in a bed as he can store up. Sleeping on the ground with out the comforts of a bath and a tavern are almost too much for Angus to bear.

Mira 
Thursday September 7th, 2006 5:48:52 PM

"Did you say red cloaks?" Mira looks 'round to the ghostly girl sitting on the wizard's lap. "Not red cross? And, on some upper level?"

The sorcerer lets Edmund be led off by the little cleric halfling bound for the Catacombs.

"Shadow?" Mira seeks the party rogue, "you up for a little recon?" "Angus?" she turns to the wizard with the ghost on his lap, "who from your party knows these...what are they called...upper levels...best? Just some scouting mind you," she adds, adjusting her glasses, "not like last time...in the tenement, okay? And, be on the docks in the morning!"

Shadow 
Thursday September 7th, 2006 6:38:18 PM

Shadow was relaxing until Mira calls his name, "Oh yes, I can do that with a little help from one of our friends here." He will look to the new companions and see which one will show him the upper levels. "Hopefully we can get an idea of what they are doing here."



Edmund 
Thursday September 7th, 2006 6:51:32 PM

Edmund looks to Belkior and nods enthusiastically. "Catacombs, eh? I'd love to. Probably lots of books there, what what? Let's go. I'm ready!"

Edmund will accompany Belkior, waving to Xenia as they go. "I'll explain when we get back! It'll be brilliant, just you wait and see. I'll have to do some research of course, but no fear there!"

Wynn 
Thursday September 7th, 2006 8:40:08 PM

Wynn's peaceful demeanour is jarred by Syr's crude depiction of the mutations he suffered from the Knot of Druiss. His first reaction is anger followed immediately by shame. He pulls the collar of his shirt up to hide the gills on his neck. When Mira suggests a trip to the upper levels he seizes the opportunity to free himself from the uncomfortable situation and volunteers to go.



Conner 
Thursday September 7th, 2006 8:42:17 PM

"I'll go to the catacombs" he looks up from his ale. "They still owe me a quiver and 18 javelins and I don't want to go into the jungle without them!"

Xenia  d20+7=17
Thursday September 7th, 2006 9:16:58 PM


"I'll be waiting, Ed," Xenia waves a gloved hand as the wizard guy makes his escape. "I'll be waiting."

"I'll go with Shadow too, Mira." The rogue purses her lips, eyes still on the door through which the funny wizard had gone. Then she shrugs. "I did a ... a survey of a good part of Gold Level a month or two ago. Think maybe I still got the map I drew around here somewhere."

"If them Red Cloak guys are with the Death Cult, then I don't think they'd be on Barrack's Level. That's almost all City Guard there. Could be Merchant Level. But, you know, I think if your Lady Lilliona is with them, then I'm betting they're spending most of their time on Gold Level."

"What do you think, Wynn?" Xenia takes the bard's arm and heads to the door. "We can maybe, you know, talk to folks and see if they can lead us to a place where the Cloakies can mostly be found. Might be a clue in that."

(Gather Information 17)

Lang & Sunshine 
Thursday September 7th, 2006 9:21:48 PM

Lang grows impatient as the catacombs' staff seems to be busy elsewhere and not helping their customers.

He waits though as his purchases are important for the upcoming trip.

Thar ail Baerer 
Thursday September 7th, 2006 9:29:43 PM

"Sure, I'd love to go there. That way, I'll be able to explore the city some more and maybe visit my temple."

He follows Belkior, Ed and whomever is going with them on their journey.



Arm 
Friday September 8th, 2006 5:56:16 AM

Arm takes a final sip of his water, and rises to join Mira, pausing to make sure that his sword is securely fastened at his belt. "At least that meddlesome fool is gone for the moment," he thinks as he accompanies her out the door.

Kadaz 
Friday September 8th, 2006 6:04:29 AM

With the information from the ghost now available it's time to get to work. "Mira, I can't be quiet or fast, but if you;d like some backup I'm willing to go with you and search the upper levels for the cult members." Kadaz finishes off his mug, puts down knife and fork, and starts gathering his gear. Birdie, not quite ready to stop, picks up a beef bone in his mouth and plans to carry it along.

Belkior 
Friday September 8th, 2006 9:26:18 AM

The halfling cleric takes delivery of his scrolls at the Catacombs. He looks over at Thar while attempting to hold them all.

"I'll just hold on to the antitoxins. I bought a total of 15 antitoxins. I was planning on passing them out to everyone once we were all in the boat."

"Here's some of the healing scrolls. This is what I got with the money: five scrolls each of Delay Poison, Neutralize Poison and Lesser Restoration; 3 scrolls of Remove Disease and 2 scrolls of Restoration. So how about you carry 2 scrolls each of the Delay Poison, Neutralize Poison and Lesser Restoration, and one of the Remove Disease scrolls. Did you want one of the Restoration scrolls?"



Mira (2nd illegal post) 
Friday September 8th, 2006 12:56:40 PM

"Sure Kadaz," says Mira, "you and Birdie be backup for Shadow, Wynn, Xenia, and anyone else going to the upper level." As the groups heads out, she calls, "remember, tact and diplomacy are likely to get you further up there, then brute strength and muscle."

As Arm approaches, ready to go with the group heading to recon the upper levels, Mira pokes a finger in his chest, and blocks the way. "You, Mr. Armathan Ebano, are staying here with me!" Mira's tone is light, but there is an undertone of seriousness. She smiles a crooked smile, but her eyes are dark, and there is a little crease of worry that is becoming a permanant feature, on her brow.

"We have to talk."

Angus (second Illegal post) 
Friday September 8th, 2006 2:22:15 PM

At Mira's inquiry, Angus adds "Xenia and Syr are the best to accompany shadow. Make sure no one draws weapons on the upper levels as they may find themselves in whatever is passing for a jail now a days. Just go find out information."

Angus then separates Mira from the rest of the group and in low tones adds "You know, we can always have Lang sit on Arm if he gets out of hand. Just look at that anchor of his." Angus finishes smiling. In a more serious tone "We need to keep the group working together and not causing strife."

Angus catches Belkior before he heads out again. "Belkior can you get a scroll or two of the spell that warded Lang from some of the vampires powers in the last battle (death ward)? It was helpful."

Belkior - 2nd Illegal Post 
Friday September 8th, 2006 2:35:59 PM

Belkior looks over to Angus before leaving.

"Sure, I can pick up a couple of those scrolls, too. Even if there aren't any vampires, we know there are death cultists out there somewhere in the jungle. And that spell will keep us safe from things like Inflict Wounds spells."

Thar 
Friday September 8th, 2006 2:44:07 PM

Responding to Belkior's query, Thar says "Sure that sounds good to me (to carry 2 scrolls each of the Delay Poison, Neutralize Poison and Lesser Restoration, and one of the Remove Disease scrolls. I can't cast Restoration yet, so you should hold onto those scrolls."

Looking at Angus and Belkior, he says "What other sorts of spells do you recommend we pray for, especially to fight the vampires or other bad guys we're likely to meet. I'd hate for us to duplicate our magic and miss something important."

Angus (thrid illegal post) 
Friday September 8th, 2006 7:17:17 PM

Angus smiles at Thar "Thats what I like, a man who thinks ahead. That is a man that will get ahead. I would take spell that will be useful against cultists, undead and spiders, athough the scrolls may take care of the spiders already. I worry about opponents that think for themselves like the cultists and high level undead, you know like lich kings."

Angus laughs and slaps Thar on the back good naturedly and looking at Angus's arms, Thar barely felt the slap.

Edmund (2nd, illegal post) 
Friday September 8th, 2006 9:13:53 PM

Once they reach the catacombs, Edmund wanders off, leaving Belkior to try and hold everything. Stepping behind a counter to examine the bottles there, he also starts poking through some of the scrolls available for sale, and looks about to investigate for books of interest.

"Good heavens, what's all this?" he says, as he picks up first one bottle, then another. Edmund is clearly excited. "I've never even heard of some of these things!"

Thelonius, Catacombs Staffer 
Friday September 8th, 2006 9:52:50 PM

Near seven feet tall and equally as broad, bald as an egg even down to his eyebrows, an extremely large man wearing a kelly green work apron across the expanse of his chest steps quietly up behind the overly curious wizard. Firm hands pink with burn scars come down upon the wizard's shoulders.

"I'm terribly sorry, Sir." Those same very very strong hands steer the wizard gently, but with a decided instance, back around to the customer side of the counter. The voice is deep and mellifluous. "I'm afraid this side of the counter is restricted to Catacombs staff, save by expressed invitation. My name is Thelonius Johnson. Did you wish to make a purchase? How can the Catacombs be of service to you today?"



Edmund (3rd, illegal post) 
Friday September 8th, 2006 10:34:36 PM

"Eh, wot?" Edmund is entirely surprised as he finds himself being manoeuvred around the counter and back to the other side.

"Oh! Very sorry! Quite sorry. My apologies. Thought it was more of a research laboratory than a shoppe. No one explained, you see. Purchase? No, no, no purchases. Well, I mean, yes. We have done, though--don't think we have any more purchases to make, do we? Belkior?"

Edmund squeaks a bit, looking to the halfing for an answer, his cheeks reddened with embarassment.

Thelonius, Catacombs Staffer 
Saturday September 9th, 2006 9:05:16 AM

"No apologies necessary, Good Sir." A smile as spreads across the expansive face of Thelonius Johnson. "None at all. Great Curiosity and the Thirst for Knowledge are great patrons of the Catacombs and therefore any friends of theirs are friends of ours."

"May I ... provide a demonstration while you wait for your friend to conduct his transaction, Sir? I am not a practitioner of magics, Arcane or Divine. However ... " There is the wooden sound of a sliding drawer and Thelonius lifts a ring from behind the counter. The plain band of steel expands to fit one of his thick and meaty fingers as he slides it onto his hand.

"With this ring upon my finger ... " He turns his hand to hide the bright pink scar-flesh that covers his palms, remnants of what at one time must have been a horrible burn. " ... I am granted the ability to lift, move and hold things with my mind."

Thelonius speaks a control word and then glances with concentration at the snack bar. A brown cookie rises of its own accord from the table. Slowly then, but with deliberation, the confectionary floats across the room into Thelonius' hand.

"Chocolate with walnuts, I believe." Thelonius offers the cookie to the wizard customer. "Ring of Telekinesis." The large man removes the steel band from his finger. "75,000 gold. Not an inconsiderable price."

Syr 
Saturday September 9th, 2006 9:38:19 AM

Syr rolls his eyes as Wynn flees the scene, "I really should think more before I speak. I just assumed he was more than two and had accepted it by now. After all what's better than living on a city in the middle of the water and be able to BREATHE it?"

Staying behind to speak with Happy for a few seconds, "Any specific deeds that these Red cloaks have done? I for one am interested in helping the rebuilding process."


Edmund (4th!, illegal post) 
Sunday September 10th, 2006 3:04:44 AM

Edmund takes the cookie in a state of shock, whilst still goggling from the demonstration of the ring.

"Ring... of... Telekin-- oh, most useful. Actually, actually, that sort of thing, that sort of thing might be... what is the limit on it? I mean, what can it lift--could it lift, say... oh, I dunno... a large body of water? Could I lift a lake with it? If so, I cou-- SEVENTY-FIVE THOUSAND GOLD PIECES!?"

As the price finally sinks in, Edmund is shocked out of his goggling. "Good God. Seventy-Five thousand... no, no. Far too expensive. Must be a better way. I'll have to learn a spell, perhaps. Some research in the libraries. No way around it. Seventy-Five thousand . . ."

Edmund looks mournfully at the ring, before thanking Thelonius for the kind demonstration. Then, with one last, avaricious glance, he turns and hurries over to help Belkior.

DM Blurb (JohnP) 
Sunday September 10th, 2006 3:12:28 PM

No time for a DM post this afternoon as I'm simply taking a break from yardwork, housework, cooking Sunday dinner and looking after the kids. Expect to see DM post tomorrow night, chivvying you along to depart from the city and get moving again.

Any Catacombs transactions that are initiated before the party departs from Floating City will be delivered. After departure, there will be no Catacombs access.

Now, I have to run because my nose tells me that there is work to do with the youngest one's diaper.

Arm 
Monday September 11th, 2006 5:52:34 AM

Smiling broadly at Mira, Arm replies, "I wouldn't want to be any place else BUT with you, my dear.". His smile falters a bit though as he accompanies her as he wonders if he's angered her.

After Angus pulls her aside for his conversation, he attempts some light conversation at first, then heads for the meat of the issue, "What is troubling you, my dear? I'm sorry we haven't had the chance to speak before now, but this business with the cultists is really bothering me. They are rapidly reaching the status of orcs in my mind, and you KNOW how I feel about that issue.".

Lang & Sunshine 
Monday September 11th, 2006 8:23:21 PM

Lang & Sunshine head back to the group after their catacombs transaction is completed.

Shadow 
Monday September 11th, 2006 9:21:32 PM

Shadow waits for the local rogue to take the lead and will follow along until needed.

Xenia 
Monday September 11th, 2006 10:01:31 PM

Instead of heading back to Crook Street, Xenia turns right onto Dagger Point.

"You can go up and down the levels through the four corner pillars too," she explains. "We'll take the northwest pillar up to Gold Level then after looking around a bit there we'll work our way back down to Merchant."

"Always worth knowing more than one way in and out of a place, you know what I mean," Xenia whispers to Shadow.

Edmund 
Monday September 11th, 2006 10:19:21 PM

Edmund looks about for Belkior and follows along meekly, entirely embarassed from his interchange with the Catacombs staff.

Mira 
Monday September 11th, 2006 10:29:00 PM

Mira returns to Arm as soon as she can, "we've got to talk," she repeats to the bard. Looking about, she finds a small vacant table in a dark corner and leads the bard to it where she takes one seat. Taking the bard's hand, she unconciously turns it palm side up, and starts to trace the lines with her index finger.

..an almond shaped hand signifying delicacy and grace, and yet with the square base of someone who values energy...long slim fingers that signify an emotional and somewhat aggressive nature...the ring finger is interesting...longer than normal it signifies an artistic talent, but also a reckless and wild nature...

Mira sighs. "Arm," she starts, "everyone in the group wants to find Iliona, the Red Cloaks, and set things to rights. The Crimson Shields, our people." The woman pauses to think, and then continues, "people are different from each other, and no amount of getting after them is going to change them. Nor is there any reason to change them, because the differences are probably good, not bad. We need everyone to work together, and stay in the group...even Edmund."

"Don't laugh!" she chides, poking at the bard across the table. "You may not see his value, but until now, I've been the only magiker in our group!" Mira lowers her voice, and staring at the lines on the bard's palm, continues quietly, "I want to be with you Arm, but, your anger scares me."

Walking Round the Floating Town (DM JohnP) 
Monday September 11th, 2006 10:37:26 PM

The two groups, those from Floating City and those from Plateau City, have split and recombined and spread in a variety of directions. Or else simply stayed put in the Giggling Ghost.

Thunir tells everyone that he is off to visit with some suppliers here in Floating City. Although, from the tone of his voice, it sounds more like he is simply checking to see if these people are still alive.

Angus is one of those who stayed in the Ghost, trying to strike up conversation with the serving staff. Syr stays behind, too, wondering about how his words affect others. Not much happens there, although it's amusing to watch how much Ash and Shelya act like one another as they both "meditate" in a warm patch of sunlight.

++++++


Belkior leads Edmund off on a little trip around Fence Level, intending to show him the sights. Conner, Lang and Thar go along too because they have business in the Catacombs. Belkior and Lang manage to conduct their business in the Catacombs. While they're doing this, Edmund wanders off behind the counter and gets into a metaphysical debate with one of the staffers. And Conner is filing a complaint form with the management about the tardy delivery of a previous order. The management calmly states that all deliveries will be made before Conner and the others leave town.

Walking on towards the docks, the group hears about the theft of some boats a couple nights before. People readily volunteer to Belkior that a pair of boats, each capable of holding 10 or so people, were taken. And the descriptions are familiar -- red cloaks and magic to cloak sight and sound. From what the dockhands say, the thieves rowed out under the cover of magic and darkness.

++++++


Mira looked up when Daphne mentions the red-cloaked visitors. She persuades Shadow to go on a scouting expedition. Wynn[b] decides to tag along, partly to cool off after Syr's remarks. And [b]Xenia volunteers to go along, too, to use her knowledge of the upper levels of the Float. Arm joins up with Mira and the others, looking back at Edmund as he chatters to Belkior. Kadaz volunteers to go along, too.

As the party heads out, Xenia takes the lead and shows off the sites on Fence Level. They retrace their steps, heading back up the ramps that they descended after arriving. Periodically, Xenia and the other locals will exchange words with some people that they recognize, or dart into a shop. Over time, they manage to find some traces of the death cultists. A glimpse in the street, small purchases and the like is all that they hear. From what they can piece together, the death cultists might have stayed briefly someplace on Merchant Level but then left a couple days before.

++++++


After a couple hours, everyone makes their way back to the Ghost. Before ordering an evening meal, everyone shares what they have learned. Thunir comes back, too. When he hears what each group has to say, he thinks for a moment.

"Sounds like they'll be two days ahead of us. How much distance that means depends on things like winds and currents but mainly whether they stop at night. Safer and better to stop ashore at night, but they might press straight across the lake."

"We really should be getting after them. How soon do you want to sail, tonight or tomorrow? Or do you want to wait some more?"

People begin debating this when Happy walks over to the table. The proprietor of the Ghost looks around at the grim faces.

"Hopefully not something that you ate, these long faces. Should I tell you what we're serving tonight, or send Daphne later? Oh, and there's some messengers looking for some of you."

Happy barely dances aside as a procession of small winged creatures lug some heavy packages to the tables. Packages are dropped for Conner, Lang and anyone else who purchased something at the Catacombs. When Conner opens his package, he finds a quiver and some javelins. And, in way of an apology, a thin package whose wrapper states "Finest Elven Trail Rations -- Chocolate".



Xenia 
Monday September 11th, 2006 11:19:28 PM


Long day. Xenia sits in the Ghost next to Wynn a ceramic cup of grape drink in her hands. It had been a long day. Wandering around Gold before finally coming down to Merchant. Looks like the Cloakies hadn't stayed on Gold after all. The rogue turns the cup of drink between the palms of her hands as her mind goes back to earlier that afternoon, passing the site of the orphanage. The second orphanage, they'd just built it up after the fire. Brand new up on Merchant Level. Then the plants came and shook the tower. The memory reflects in the green of Xenia's eyes. The first floor of the orphanage had given way and been flattened under the weight of the upper floors. Later they had heard how Gordo had held up the ceiling with his body while the children escaped up the stairs. But eventually the weight had been too much. Gordo hadn't made it.

"How do you ... " Xenia's voice comes out thick with emotion. She stops. Breathes. Clears herself of emotion before continuing. "Can you sail at night?" she asks Thunir. "I mean, like, how can you see to steer? We been out on the lake at night on turtle ferries before. But that's turtles."

"If we can go, I say we go now."

Edmund 
Monday September 11th, 2006 11:19:39 PM

Edmund smiles broadly at Belkior as they head back, grateful for having been dragged along on what other people might have considered a rather boring outing. Edmund is always interested in seeing new things, even if they are seventy-five thousand gold pieces out of his price range.

When they get back to the GG, Edmund addresses the whole group--but Xenia in particular.

"Now, as for my idea for cleaning out those tunnels for you--I don't see why one couldn't teleport the water out of the way, or even use telekinesis to shove it out of the way. Of course, I'd need to do some research to learn the necessary spell, but I imagine the libraries around here would have just the sort of thing.

Of course, if not, there's always a backup plan. As I mentioned to the rest of my group back when I agreed to come along, Xenia, I've built plenty of little machines for this or that job. I bet I could make a pump, maybe even steam-driven, which we could use to empty out the caves if I can't find a spell quickly enough."

Edmund smiles broadly, leaning back in his chair with a bright smile.

"So, what do you think? It's very likely guaranteed to probably succeed!"

Angus 
Monday September 11th, 2006 11:21:42 PM

Angus watches the Shields and those of Plateau City make their way back to the GG. Once all are assembled and information exchanged, Angus adds to all "It sounds like we have some time to make up. Lets get a good night sleep and leave early after once of Happy's excellent breakfast's. It may be awhile before someone cooks for us."

Angus calls happy over before retiring himself and wants to have Happy send someone to deliver a note to their boat benefactor "Happy I hope this note is not too much trouble for you."

In the morning, Angus packs up his possesions in his new haversack and heads downstairs to collect all of his friends new and old and announces "lets go find our ride. If you get seasick sit at the prow of the boat as I will be in the back." Angus places his big floppy leather hat on his head and heads out of the inn, eager to find some answers on the far shore.

Xenia 
Monday September 11th, 2006 11:32:45 PM


The rogue turns her head and listens in silence to Edmund's idea ... ideas.

"Sure, Ed," she replies as he finishes. "Tell you what, can you work up some sketches? Maybe a demonstration of what you're talkin' 'bout? Folks aren't likely to buy what they can't see. Know what I mean?"

The dark rogue turns her attention back to the discussion of when they would be leaving. Good ideas come from all over. Never hurts to listen. But, then again, Marcus The Fixer Merryman didn't raise his daughter to buy a pig in a poke either.

Kadaz 
Tuesday September 12th, 2006 5:48:25 AM

"The Red Cloaks have 2 days on us. Once they get to their destination they'll have time to set up and prepare for us. So time is vital. We should go now if traveling by night isn't too dangerous." Kadaz looks around to see if others are swayed by his logic.

Belkior 
Tuesday September 12th, 2006 10:32:41 AM

The halfling cleric ponders what Thunir has said. No more or less than anyone else, Belkior doesn't want the cultists to get too much of a lead. But his cautious nature wonders what the risks might be if they sail at night.

"Thunir, what do you mean about it being better and safer to stop ashore at night? Are you concerned about being able to navigate? Or what?"

Belkior looks around at his companions, trying to gauge what they're thinking.

"How long, exactly, do you think it will take to sail down the lake?"

Thunir's Response (DM JohnP) 
Tuesday September 12th, 2006 10:49:22 AM

Thunir Von Otten rubs his chin and scowls. The expression looks a little unusual on his "human" face. The Shields, who remember his real appearance, realize that it's in character for the dwarf.

"Took me over a week to sail back, last time. And I wasn't nearly as far as we're thinking to go."

"Of course, now the winds seem to be better and favouring us so there won't be as much need to tack and lose time."

The dwarf looks around at the assembled group.

"Do any of you know how to sail? I can teach you the basics, easily enough. But having another experienced sailor would be nice. And there's enough of you who can see well at night that we could easily sail then."

"I figure three days straight sailing, day and night. Or a week, at least, if we stop on shore every night. We lose a good part of sailing time, not to mention having to travel farther."

When Belkior asks about specific problems, the disguised dwarf smiles briefly.

"My boat's not too big, and there's how many of you? Fourteen, now that the big lass with the big sword has gone. Plus two dogs and a wolf. We'll be too cramped for sleeping easily. So you wizards probably won't be able to meditate, or whatever it is you do, to regain spells."

"And the locals say the center of the lake is haunted. Or cursed. Or just plain bad luck. Not just the fishermen from here in the Float, but the local tribes too. Don't rightly know, but I'd like to see for myself."

DM Addendum - I ran out of time last night. Feel free to make additional posts in light of this information.


Angus 
Tuesday September 12th, 2006 10:57:26 AM

Angus smiles at Thunir "We can sail day and night if you like. We will not have to change spells unless we use some. I trust you are taking us by a way that is not fraught with danger, or are you holding back on us? Is there something out on the water that we need to prepare for?" Angus cocks his head to the side and raises one eyebrow while waiting for an answer from the disguised dwarf.

Angus adds "If it is safe to do so we can sleep and practice sailing in shifts, or should we rent a bigger boat?"

Arm 
Tuesday September 12th, 2006 2:17:19 PM

Arm's grin drops almost instantly at Mira's last comment. He takes both her hands in his and says, "My dear, I'm am eternally sorry to put you through such distress. It's just that I worry that we are not doing enough to rid the Wold of this cult. If even ONE member is to escape, that can be the cultist that one day ends your life, and that would be something that I am FAR from prepared to deal with. Any that are allowed to go free could warn Ilonia of us, and we can be chasing her from one end of the Wold to the next and NEVER be closer than days behind her. THAT is why I feel we need to systematically rid this place of them, one way or another.".

Pausing for a moment, he continues, "As far as the group is concerned, I'm OK for the most part with them. The only ones I have problems with are Edmund and Angus. Whatever spell your little wizard tried to cast upon me, THAT will not be forgotten. Who's to say that HE is not a member of the cult himself? That would explain his general incompetence and ability to provide any benefit of much worth to the group. Also, what better way for Ilonia to keep tabs on our plans than to have a spy in our very midst? Nay, I fear I shall NEVER be able to trust him. Perhaps I should pay more attention to my magical studies so as to aid you when needed...at least you know I am not part of the cult. As far as Angus goes, well...he'd best mind his tongue around me, or the next time he may not be keeping it, so it's best that we avoid each other."

Squeezing her hands as tenderly as he can, he concludes, "I hope you can understand what I'm feeling right now. If any harm were to come to you or to any of our 'home group', excluding Edmund of course, especially if I could have prevented it, I'd never forgive myself.".

Xenia 
Tuesday September 12th, 2006 3:44:06 PM

The slim rogue takes a sip of her drink before standing and beginning a slow walk around the table.

"Alright. We know they got a two day head start. We know they nabbed a boat at night, so they ain't afraid to sail at night either. That gives them at least two days on us that we know of."

"We also know that they're going 'cause they want to find this At-mah-lan-to elven wizard lich guy. They have to find him and find out from him how to turn Gargul back to the way he was before the ... um ... the Fifth Age."

"What we don't know is how long this might take them, right? I mean, getting in to see an Evil Lich can't be too easy. Even if you're evil yourself, you think? Then finding from him a way to turn a god back to what he was before. That don't sound too easy either. Even if At-mah-lan-to has things like that just lying around after ump-teen I don't know how many years."

"But, can we risk it? This is big stuff. I think we're talking undead rising up all over the Wold sorta stuff. Can we risk thinking that they're not gonna walk right in and get what they want with us just a couple hours behind?"

"And if we do wait till morning, what are we gonna gain from it? Is the gain worth the risk?"

"Remember, we're not just trying to catch these guys. We're trying to stop something very very bad from happening."

Syr 
Tuesday September 12th, 2006 4:30:18 PM

Syr listens to the debate around him and nods at Kadaz, "Well, if it was nearby, I'd worry about sailing into a possible ambush but that doesn't really make much sense. Are there any reasons why these Red Cloaks expect to be followed? I'd say nope. Now is the time to give chase and make up ground, or water if you prefer."

With a grin, he gives a brief salute, "Captain, I'm one to volunteer as a sailor, at the very least I can swim. This doesn't mean that we have to swab the decks and such do we?"

Wynn 
Tuesday September 12th, 2006 5:58:45 PM

The bard listens to the various points made on either side of the argument before having his say. "Sounds like it's as well to leave now as morning. I've everything I need and can leave now if that is the group's desire. As for sailing, I have little experience and what there was ended in being shipwrecked, but these gills must be of some use and I am a strong swimmer if need be."

The bard secures the buckles and drawchords of his pack to emphasize his readiness.

Conner 
Tuesday September 12th, 2006 6:10:59 PM

The fighter grunts with satisfaction when he opens the package from the catacombs. He balances one of the javelins in his hand, feeling it's weight and judging the trueness of the shaft. The hint of a smile crosses his face before he places the javelin's, 18 in all, into the quiver. He then places his bow into a second compartment and finally loads approximately 50 finely fletched arrows into the third compartment.

Once the quiver is loaded, Conner examines the various potions that were delivered, checking their labels and finally storing them in his belt pouches, vest pockets or pack, depending on their contents.

"I've never sailed before, but I'm more than happy to learn. Just keep us out afloat is all I ask!" Conner is clearly ready to go whenever they decide to move out.

Lang & Sunshine 
Tuesday September 12th, 2006 7:45:41 PM

Lang accepts the package from the catacombs representative. He opens it up and finds the two items in purchased inside. He takes out the armor and calls Susnhine to his side.

"Here ya go boy. This should help out a little against any nasties we meet."

Lang puts the newly magicked armor on Sunshine.

He takes the other item out of the package and fastens it to his cloak.

Mira 
Tuesday September 12th, 2006 7:48:18 PM

Mira takes one last look at the palm of the bard and the lines that prophesize his future. Curling his fingers to cover the lines, she sighs. "For our sake, keep your head and keep the peace, Arm."

Mira rises from her seat, and goes to join the others. Soberly she informs those nearby, "I've had some experience on the Endless River in Plateau City, but I know nothing of your lake or the dangers it holds. As such, I will defer to whatever course the Crimson Shield's and Mr. Thunir think best.

The sorcerer seeks out Conner, and finds him admiring his new aquisitions. "What's that!?" she calls excitedly, pointing to the thin package of trail rations. Mira reads the elvish print, and draping an arm over the burly fighter's muscled shoulder, she asks, "are you going to share?"

The Last Supper (DM JohnP) 
Tuesday September 12th, 2006 10:23:17 PM

The debate goes back and forth about whether to leave immediately or wait until morning. Not much really changes when Thunir responds to Belkior's questions. Trust the Halfling cleric to see both advantages and disadvantages to either option.

On the side advocating immediate departure are Xenia, Kadaz, Syr, and Wynn.

Angus first advocates for early departure.

Edmund doesn't really care, either way. Nor do Conner, Lang or Mira. From his questions, Belkior simply wants to get on the lake and sailing. The others remain silent.

Thunir listens to this debate and then nods. "Well, sounds like we're going tonight. Might as well eat supper before we sail. Unless you think that you might have a weak stomach."

"Doubt we can rent a boat. Not if the fishermen hear what we want to do. We'll manage, one way or the other."

Thunir gestures to summon Daphne or another server to the table. "Drinks are on me! I'll have tonight's special and I think some others are hungry too."

"We'll head over to the docks after the meal. If any of you have business that you still want to attend to, better do it quick. We'll head out right quick, now that you've decided."


Thar ail Baerer 
Tuesday September 12th, 2006 11:47:25 PM

Thar sits for a while, thinking about what the heck a steam powered thingy is that Edmund's talking about. Eventually, he adds "I'd like to go tonight too, as I don't want them to get to far ahead. I would be interested in learning to sail from Belkior though, as that's a skill that I have little experience in. Anything to get me out of the city."

He sits back and waits to hear what the final decision is.

Angus 
Tuesday September 12th, 2006 11:50:23 PM

Angus listens to Thunir and the others and exclaims "I take a wine my dear Daphne, as it looks like I will miss out on my good night sleep. I will be trading my feather bed for planks at the bottom of the boat. Time to deaden the pain." Angus holds up his flagon to Thunir and finishes "Lets get this party on the road....lake."

After packing Angus pulls Syr and Lang aside and talks to them in low tones "Keep and eye on that Arm character. If he acts up again and causes problems in a bad spot, we may have to sit on him so that we he does not hurt himself or anyone else. Keep your eyes opem for more important things though, like giant spiders, evil red cloaks and the occasional lich king."

Angus holds the door open at the GG for all to leave and head to the docks.

Syr 
Wednesday September 13th, 2006 12:33:32 AM

At Wynn's comments about his own gills Syr's ears perk up. As he turns to speak to Angus and away from Wynn, he says through a smile, "Will do boss!" He nods quickly and departs with the others for the dock.

As they are leaving, he reaches down and squeezes a finger in between Sunshine's armor giving the dog a quick scratch. "Hey Lang, nice new duds, Sunshine seems to move a bit easier now too."

Kadaz 
Wednesday September 13th, 2006 5:38:28 AM

Kadaz looks up at the decision to leave sooner rather than later. "Great. But just one thing, the water's not very deep, right?"

Arm 
Wednesday September 13th, 2006 6:04:14 AM

Arm doesn't know how to respond to Mira, except to say, "Well, for you..I'll keep the peace. That does NOT mean that I'm turning a blind eye to them, though.". Sighing, he continues, "Is there anything else we may need before we leave?".

Conner 
Wednesday September 13th, 2006 7:52:56 AM

The fighter looks puzzled at Mira's request. "Say's here they're elven trail rations. Last time I tried those I thought I'd choke. You're more than welcome to the whole lot."

Wynn 
Wednesday September 13th, 2006 7:55:07 AM

The bard retreats to the corner of the inn and opens his journal. He flips to a new page and starts...
The Lich King


Shadow 
Wednesday September 13th, 2006 8:30:32 AM

Shadow makes sure his last meal in town is a good one, and will order what the special is. He is apprehensive and at the same time a little excited to be heading out. He remembers the last time he left the civilized areas and wonders what awaits this time.

Xenia 
Wednesday September 13th, 2006 12:53:43 PM


The best and most tender cuts of the beef, soft, warm fresh baked bread, sharp cream white cheddar and some soft cheese that smells of dill. Xenia fixes two plates. Small pickles. Some strawberries. Two bowls of steaming corn and potato stew.

The rogue gathers her haul and balances it over to the place Wynn has staked out in the corner. Without a disturbing word, she places the food within easy reach. Then she seats herself nearby to eat and watch.

Belkior 
Wednesday September 13th, 2006 2:53:12 PM

The halfling cleric orders a doubel stack of halfling pancakes with fruit syrups. And a extra large bowl of Happy's famous baked beans. They're going to be spending the next while out of doors living rough so this wonderful food won't be available. And no one will really complain, either.

Since it's a special occasion, Belkior also orders a mug of the hardened cider. Probably going to be hard to get, following the destruction that occurred with the Fae King's coming. Once all of this arrives, Belkior settles down to clear his plate and bowl after muttering a quiet prayer over his meal.

After eating, he goes over to check on Ash and Shelya. Even if they are simply "meditating", someone needs to make sure that they eat before setting sail.


Mira 
Wednesday September 13th, 2006 7:27:05 PM

Mira makes up a plate for herself and gathering up an opened bottle and a glass, she finds a seat and tries to enjoy the meal. Her mind is preoccupied however by the things that Thunir has said. She thinks on the used Quall Feather Token that made a boat for her party when the Endless River overflowed its banks, and she wishes she had another. She still had the anchor, but what good would it be? And then there was the matter of crowding. She only needed 2 hours of rest to be at her best, thanks to her new ring, but what about Edmund, and Angus, or any of the others who depended on a good night's rest for the restoration of their powers?

Letting her mind wander, the sorcerer worries about her party and the tensions that threaten to undermine their ability to work as a team. Mira had tried diplomacy, but Arm and Edmund were so different one from the other. Being stuck in the cramped quarter's of the boat weren't going to help matters. Thar and Ash, seemed to anticipate the forest adventure, so no worries there, but a boat for 3 days or more was another matter. Shadow was so quiet, you would hardly know he was there half the time. But he liked to be off by himself a lot. Could the introverted rogue handle close proximity to so many?

Mira's eyes move over Conner and Kadaz, and the dwarf's dog. The woman shudders at the thought of the smell after a couple of days without bathing. The sorcerer makes a mental note to situate herself near the front of the vessel, and with a sigh drains her glass.

Lang & Sunshine 
Wednesday September 13th, 2006 9:10:09 PM

Lang nods his head in agreement after hearing Angus's concern of 1 of the other groups' members.

He enjoys the meal at the Giggling Ghost, knowing it may be his last warm one for a while.

Thar ail Baerer 
Wednesday September 13th, 2006 10:20:37 PM

Thar sits and ponders the comments about Arm that he's been hearing. "I'm not comfortable with a lot of the negative things that are being said about my companions, especially Arm and Ed."

Deciding to make sure that both know where he stands, he goes over to Arm and says "I know you're having some difficult times, but I want you to know I've got your back and know that you've got mine. We've fought in several battles and I'll stick by your side."

He goes over to Edmund and echoes his comments that were said to Arm, hoping that both realize that he's on their side and won't let anyone abuse either of them.

He offers to pray with either one of them, hoping to help dissolve any fears or trepidations that they might have.

Onto Turtle Lake (DM JohnP) 
Wednesday September 13th, 2006 11:01:31 PM

After everyone finishes their meals, Thunir pats his vest pocket to ensure that the box is still there. Then he stands, motioning to Daphne and the other servers. When they approach, he passes a couple platinum coins into their palms. The money is more than enough to pay for the meals of everyone at the table. Wynn finishes scribing in his book and then closes it with a snap.

"Let's get going. I hope that everyone is ready to go."

Thunir walks to the door of the Ghost as Angus holds it open. He turns west on Dagger Street and veryone follows him out of the street. Syr reaches down to pat Sunshine as the dog follows Lang from the Ghost.

Thunir looks over to Kadaz as they walk and jokes, "It's deep enough. Over our heads, anyway."

They keep walking and turn on Rogue's Alley to head towards the water. Mira walks close to Arm and Conner, thinking to herself. But she's not so wrapped up that she doesn't reach out for the trail rations.

Shadow walks in the back, trailing behind everyone else with Syr. Thar and Belkior are in the middle of the pack, keeping an eye on Ash and Shelya. Xenia also keeps an eye on everyone else.

Finally the group reaches the dock area. Thunir moves towards an open area where no boat is docked. He climbs down a ladder and hangs from it with one hand while pulling the box from his vest. He mutters the Dwarven word <Azhar> ("open") and lets go of the box as it unfolds into a small boat suitable for four people. Thunir smiles up at the group.

"Don't worry, it'll be big enough."

Then he mutters another Dwarven word, <Ukbar> ("Bigger") and the boat expands into a small ship. The ship contains five benches with oars, a small cabin and a mast with a furled sail.

"Don't usually sail this way, but we can manage. Come on board, stow your gear in the cabin. There should be some hammocks in there already."

"Some of you bigger types better take an oar. We'll need to row out aways before we can put the sail up. The rest of you should stay out of the way while we're getting out. Once the sail's up, you can move around a bit."

As people enter the boat, Thunir moves about and directs them. His suggestions start to sound more and more like orders, especially as Belkior gets in the way more than once before he is banished to the cabin. Finally, though, everyone is loaded and the animals are persuaded to board also.

The people on the oars start pulling and Thunir gets even more exasperated.

"Okay! Okay! I'm going to call the stroke and you try to keep up."

"Stroke!"

"Stroke!"

"Stroke!"

"Harder on the left, stroke!"

"Keep pulling, stroke!"

Eventually the rowers get the rhythm and the boat moves more quickly, if not more gracefully. Finally it is far enough out from shore and Thunir moves from the steering oar to the sail.

"Someone help me and we'll get this up."

It's not long before the evening wind pushes the boat along. The speed isn't great but it is steady. The lights of the Floating City recede in the distance. The dark shoreline also shrinks as the sound of wind and waves fills the air. With the darkness, the boat seems to be alone upon the waters of Turtle Lake. But everyone knows that there a couple boats two days ahead, also heading to the same destination.

As the boat settles into sailing, Thunir moves about adjusting ropes and securing things. The constant motion of the boat moving through the water is almost soothing. Although some people are beginning to experience some discomfort.

Fortitude DC 5 save or experience seasickness



Mira  d20-1=4 d20+3=9 d20+5=20
Wednesday September 13th, 2006 11:26:56 PM

Mira stows the rations, and makes her way on board. The sorcerer isn't one of the 'bigger types' but there are 5 benches after all, and what harm could be done, right?

Str=4
Dex=9

The woman makes a complete muddle of the exercise and red faced, retreats into the stuffy darkness of the cabin. The gentle rocking of the boat isn't so bad though.

Fort.=20

Finding an unoccupied hammock, Mira wraps herself up in her voluminous cloak, and settles in for a snooze.


Edmund  d20+4=5
Wednesday September 13th, 2006 11:34:03 PM

((OOC: DC Fortitude 5 save vs. sea-sickness yields a CRITICAL MISS, which I suspect results in an automatic fail, yes? I am not familiar with the 3.5 rules on such things, so I am going to write this post as if I failed the roll.))

Edmund is disappointed by not having the time to do teleport spell research or build a mock-up pump for Xenia, but doesn't grumble overmuch when it comes time to leave. After all, his experience with the Navy no doubt leaves him feeling confident.

Of course, as for that experience with the Navy, it must have been a long time ago, for not long after sitting down in the boat, Edmund beguns to look a little green, his eyes glassy and unfocused as he does his best to row in time, which he seems entirely unable to do.

"Not... quite much like... sort of thing I'm used to... putting about in rowboats... used to... sails... ugh."

Edmund looks more than a little queasy, and leans over the bulwark a bit, unable to handle his oar any longer. "I think... must have gotten... bad sausage for breakfast... Someone else... take over?"

He looks almost as bad as he feels. Almost.

Conner  d20+4=20 d20+3=20 d20+4=17 d20+7=12
Wednesday September 13th, 2006 11:43:35 PM

Conner welcomes the opportunity to use his muscles after a couple of days of relative inactivity. He puts all 190 lbs. of muscle on his 5ft. 8 in. frame to work on the oars. (St.=20, Dex.=20). Later, when Thunir calls for help with the sail, Conner is the first to volunteer. (St.=17)

The rolling of the deck underfoot is disconcerting, but doesn't cause the fighter any real problems. (Fort=12)



Angus  d20+9=16 d20+4=19
Thursday September 14th, 2006 1:05:12 AM

Angus makes no effort to grab and oar as his frame speak volumes that it would be a futile effort. Instead after stowing his gear, he pulls out his flute and picks a tune to go with the beat of Thunir drum.

Perform 16

Between notes Angus calls out "Any words of encouragement for this new crew Wynn?"

Fort save 19

Angus keeps his meager dinner down and goes over to the rail by Edmund and pats the wizard on the back "Don't worry it passes in a few days. It happens to all of us at one point or another."

Angus goes into the cabin and finds a hammock and lies down for a good rest. "Night Mira. Sleep well." Angus places his big hat on his head and quickly dozes off.



Arm  d20+2=7
Thursday September 14th, 2006 6:03:27 AM

Arm makes himself as comfortable as possible on the boat, feeling a minor discomfort but not to the point of being debilitating (fort=7). Glancing momentarity at Edmund, he shakes his head and takes a seat near Thar, saying that he will take him up on the offer of prayer, even though he is not a 'religious man'. As time goes on, he relates to Thar much of his life's story...his parents death at the hands of orcs and his subsequent hatred of them, his visions after drinking from the chalice (where HAS that cursed object gotten to, by the way?), and his current concerns. Perhaps he can provide some solace for him that has been missing since Uriel left the party.

Kadaz  d20+8=11 d20+4=10
Thursday September 14th, 2006 7:00:49 AM

Kadaz takes his place at the oars, finding a position suitable for one of his relatively short height. He grasps the wood shaft of the oar strongly and pulls as directed. (fort save 11)

Kadaz keeps rowing in a very focused manner with his eyes closed. He finds that if he concentrates on the feel of the wood in his hands he can almost ignore the presence of water under him, water so deep that it would swallow him up with no trace, water that his little armored body would sink into faster than a rock, water hiding sea monsters that could crush their ship effortlessly, water so deep that ... . He gulps and rows a bit harder. Once the rowing is done Kadaz stays in his seat, grasping the oar, eyes closed. He quitely mutters a prayer to Domi.

Birdie, on the other other hand, is enjoying this trip. He sits at the very bow of the ship feeling the wind in his hair, eagerly looking into the darkness trying to see what is out there. (fort save 10)

Wynn  d20+5=22
Thursday September 14th, 2006 7:51:40 AM

His pack at his feet, Wynn takes a seat on the hard bench behind an oar. At Angus' bidding, he breaks into a song, with a wink at Xenia:

Anne Bonney's the queen of the pirates
Anne Bonney flies over the sea
Anne Bonney will teach you
Yes, let me beseech you
To come be a pirate with me.

Well, first you need a ship
And then you need a crew
And only a leaky, creaky ship
And a nasty crew will do!

And then you need a chest
Full of lots of gold and loot
And a flag with a skull
And a few seagulls
And a dirty old pipe to toot!

To the ship! To the ship!
To the ship, ship, ship!

Aye, some would say we're mean
And some would say we're bad
But they all admit
When they're trying it
It's the most fun they've ever had had!


Fort=22







Xenia  d20+3=20 d20+9=19 d20+8=28 d20+19=28
Thursday September 14th, 2006 10:40:25 AM


"Lots of gold and loot!"

Xenia echoes the lyrics to Wynn's song and breaks into a jig. Her feet drum a beat against the deck of the ship, rhythm to fill the weaving melodies of Wynn's song and Angus' flute.

"We're pirates!" She laughs as she dances on the rolling deck of the ship.

When the dwarf in human clothing calls for help with the sail, Xenia springs to the big pole thing in the middle of the ship.

"Aye, aye, Cap'n!" she salutes and sets about learning the sail part of this sailing thing. Booms and masts and cleats and rigging. Xenia handles the ropes with ease.

And when the sail finally goes up, filling with wind and swelling out into a beautiful curving arc beneath the starlit sky, Xenia heads for the bow.

"Hey, Guy." She ruffles the fur on Birdie's head as they both face into the wind and spray. It's a bigger boat than the one they took with that old pervo Minos, but it's the same feeling. A wind in your face sorta feeling. A big grin spreads across the rogue's dark features. She pats Birdie's side. "You know the place to be. Doncha?"

Standing in the prow, Xenia keeps watch as the ship cleaves the dark waters of Turtle Lake.

Rolls and Actions
Fort 20
Perform(Dance) 19
Use Rope 28 /Nat 20
Spot 28

Belkior  d20+15=17 d20+21=23
Thursday September 14th, 2006 2:38:49 PM

The halfling cleric enjoys the wind in his face. Seeing that Edmund is a little ... green ... Belkior skips across the deck, his claws gripping the wood.

"So, feeling a mite unwell? Did you have too much to drink? Oh, bad sausage ... of course. You know, if you didn't eat meat that wouldn't happen. Never met a pancake or baked beans that would do that to you."

Belkior stretches up to put a hand on Edmund's forehead. After some tsking under his breath, Belkior leans back.

"Maybe you should stay out here. Thunir doesn't seem too friendly and I doubt that he would like it if you .... ah, decorated ... the cabin. Besides, feeling the wind and seeing the horizon should do you some good."

Belkior then makes the rounds of the rest of the boat, making sure that everyone is okay. When Kadaz starts frettign about armor and water, that gets Belkior thinking. He moves into the cabin and removes his breastplate, figuring that they should have time to get re-armored before meeting any danger.

Fort = 17
Heal = 23

Ash  d20+6=19
Thursday September 14th, 2006 5:16:28 PM

Ash continues his fascinated examination of his environs, speaking not a word to anyone.

OOC: Sorry everyone, I've been out of sorts this week, but will try to post regularly from now on.

Fort=19

Syr  d20=18
Thursday September 14th, 2006 7:01:06 PM

Syr makes his way to the bow of the boat and motions with a nod to Lang to take the opposing first oar. From there, he is able to keep an eye on Arm but does so very casually and only because he promised Angus.

Handling the rolling waves easily (save 20+) he sees Edmund move to the edge and empty his stomach. He winces in sympathy, calling out, "Just let it come up. Whatever you do, don't lie down. It only gets worse then. I've been there before, standing and flexing your knees with the waves is the best way to beat it. Look on the bright side, you've got a few days of practice coming up!" He grins once at the sickly mage, "Ya know, if we had worked out the details of the water teleportation then we COULD be walking now." His voice trails off into a sympathetic cchuckle and a slight shake of his head.

Lang & Sunshine  d20+14=32 d20+7=9
Thursday September 14th, 2006 8:51:17 PM

Lang and Sunshine nimbly jump onto the boat after the magic expands it.

"Neat, where can I get one of these?"

Lang slides into an oar position near Syr, dropping his backpack by his feet. Now this is more like it, he thinks. A little exercise to get the blood flowing. Sunshine finds a spot near Lang, but out of the way and lays down to watch all the activity.

"Come on Syr let's get this boat a rockin."

Lang helps row the boat. With his new strength and great size, he almost feels he could row the boat himself. The gently rocking of the boat reminds him of the forest and how the wind would blow through the tall grass. The rocking, however, keeps Sunshine from dozing off in the warm sun.

Fort 32
Fort (Sunshine) 9

"Nope, no sailing experience here."


Thar ail Baerer  d20+9=10
Thursday September 14th, 2006 10:19:10 PM

Thar will laugh at his companions, who are singing a range of sailing and campfire songs. He does feel better now that everyone is being merry, instead of fighting and feuding.

When Arm joins him, Thar says "I understand my friend. Life often throws us curves and it is never easy. But these challenges make us all the better for it."

After a moment, he pulls out his cross, folds his hands and begins praying softly with Arm, praying for a safe journey for their group, thanks for the friendship he and everyone else has with Arm and for the gifts that YHWH has given Arm. He asks for guidance in re: to Arm's life and that blessings be placed upon Arm throughout the coming days. Lastly, he asks for grace and compassion, as well as healing be given to Arm, as he is a good man who has had some tough times in his recent life.

After Arm adds anything he desires, Thar will get up, shake Arm's hand and tell him "I'm here for you when you need me." He then gets up and tries to begin learning how to sail this contraption, as he loves the wide open lake. After a moment though, he feels quesy and runs to the edge of the boat, vomiting up most of his previous meal. "Crap, this must be what it's like sailing. I'm not sure I'm going to like this," he adds as he continues vomiting over the side.

(OK, I rolled a one on my Fort save vs. the seasickness. I assume I failed it, even with a +9 on my fortitude save.)

Blue Sky Above, Blue Water Below (DM JohnP) 
Thursday September 14th, 2006 10:43:01 PM

DM Note - Yes, a roll of 1 is an automatic failure, just like a 20 is an automatic success.

When the sun rises above the distant mountains, the Floating City is no longer in view behind the boat. In fact, the west shore is no more than a distant green smudge on the horizon. Ahead of the boat, the tops of the mountain range can already be seen above the waves.

The sky is like a blue bowl upended over the boat, the only clouds far behind them. The clouds were briefly lit pink by the sunrise and then faded to grey smudges. The water around the boat is blue and featureless, just a light swell on the water. But that swell was enough to cause Edmund some discomfort. Who is joined by Thar, after the cleric spends some time speaking with Arm.

People have pretty much sorted themselves out by now. Some assisted Thunir with the sailing while others simply stayed out of the way. Thunir suggested that those with darkvision or low-light vision do the night shift with him, while the others do the day. Sometime during the night, the scout let the disguise go so that he now is a dwarf again.

Mira was one who simply stayed out of the way, along with Belkior and Angus. Arm heads to the front of the boat, well away and definitely upwind of Edmund. Ash and Shelya also keep out of the way.

Conner and Kadaz both pulled on the oars, with Wynn lending a song to encourage everyone's efforts. Xenia turns out to be very good with the rigging of the boat and helps get the sail arranged to Thunir's liking. Syr and Lang take seats near the front of the boat.

Actually, once the sails are set there is very little to do. The wind doesn't change much during the night hours and Thunir retires to the cabin some time after the sun rises.

It's actually a pretty lazy day. The wind stays constant although it does pick up speed. No adjustments of the sail are needed and the rhythmic motion of the boat is enough to make everyone drowsy. If they aren't seasick, of course.

DC 10 Fort save, -2 if already seasick

Anyone keeping watch notice nothing more than distant flocks of birds flying across the sky.

Those people who do fall asleep do rest easily. Those who are susceptible face an unsettling dream.

Will save DC 15 or Highlight to display spoiler: {You are barely asleep when you begin falling.

Falling ....

Falling endlessly.

Far below you, through the blackness, you begin to see something. Something moving ...

As you continue to fall, the movement resolves into a great mass of scaled flesh ... snakes or something similar ... winding endlessly over and back across each other. But no head nor tail is evident, simply a great mass of writhing scaled flesh.

You continue to fall and the immense scale of the scaled flesh becomes evident. This serpent, if that is what it is, is greater in size than anything that you have seen before. It is greater than the entire Float ...

And then, seemingly just before you strike the coils of scaled flesh, you snap awake ....
}



Angus  d20+9=19 d20+4=5
Thursday September 14th, 2006 11:09:10 PM

Angus snaps awake and grabs his hat that was covering his face. Angus sits up and practically falls out of the hammock. "What was that!" Angus stammers, now fully awake.

Angus goes outside the cabin and has a look around to make sure everything is ok. "Anyone see any snakes or dragons out here?" Angus asks those minding the sails and the watch, not even recognizing who is on deck.

Angus explains "That dream was just too vivid. Dragon or snake coils going on forever. I have never had dreams like that, at least not since I was younger and those were took a much more interest tract. Anyone else have strange dreams too?"

Angus then feel the rocking of the boat and heads to the rail and dry heaves for a few minutes.

Fort save 5 (natural 1)

Arm  d20+5=11
Friday September 15th, 2006 6:01:22 AM

Thankful for the courtesy provided by Thar, Arm smiles at him, but bows his head in silence when asked for his own intentions. He prays to whomever will listen for strength that he may endure the coming trials, then thanks Thar profusely for his kindness.

After he leaves, Arm leans against the side of the boat and falls into a fitful sleep, where he dreams not the usual dream, but something eerily similar. He jerks awake, reaching for his sword until he realizes where he is. Standing up, he says to those within earshot, "Did anyone else feel that?" realizing that 'feel' is probably the wrong term to use, but sufficient for the moment. Depending on what the others say, he then heads off to find Mira to report what happened to him (will=11).

Kadaz  d20+3=20 d20+4=11
Friday September 15th, 2006 6:46:28 AM

Kadaz rows and watches during the night. Come daylight he wanders into the cabin and rolls out a blanket on the foor. He is more than ready to sleep in order to take his mind off this unnatural situation. He drops his head onto the side of the boat and nods off. His sleep is thankfully dreamfree - a welcome break from his fears of being so far away from firm land. (didn't try to make fort save, accepted it; 20 will save)

In the bow of the boat Birdie gets drowsie but is too interested in watching the birds and the waves. He occasionally barks at a larger swell. When Xenia comes by he goes to her feet and wags his tale, shamelessly begging for a bit of attention. (fort 11)

Belkior  d20+15=21 d20+15=28
Friday September 15th, 2006 9:34:48 AM

[Fort = 21, Will = 28]

The halfling cleric stirs just before the sun peeks above the distant mountains and finds a spot on deck where he can pray. Settling himself into a comfortable pose, he begins his meditations and silent prayers to Alemi. Somehow, he expects that he will need much assistance from the God of Healing in the coming days.

After completing his devotions, Belkior moves about the boat to check on his companions. Unfortunately, more of his companions are now suffering from nausea. And, since they've been unable to eat, dry retching.

Ginger. That might work, but I'll have to persuade them to eat it somehow. I'll have to check the supplies to see if we have any with the food."

Belkior goes to the cabin and starts examining the food rations. Really, not too much here but the woodsy types should be able to get something once they make it to shore.

As teh day wears on, Belkior decides that a nap might be nice. He finds a quiet corner of the deck, out of the way of the others, and curls up. He sleeps peacefully, untroubled by any dreams.

When his companions report their dreams, it's apparent to Belkior that everyone has experienced the same thing. Maybe he will have to assist his companions so that they can rest.

Xenia  d20+4=14 d20+3=15 d20+19=31
Friday September 15th, 2006 11:33:54 AM

[Fort 14, Will 15, Spot 31]

The warm pup and her Comfy Cloak had been ample guard against the night chill. Woulda been better with Wynn. But, when you're keeping watch you gotta keep watch, you know?

The sun comes up and folks start movin' about. The water could be, like, this big dark really smooth humpy floor. The girl rogue can almost imagine walkin' out onto it, 'cept that it's always moving. Be nice to stick a hand into it. But the sides on this boat are a bit high.

The rogue does a stretchy cat yawn. Time to sleep. Maybe wake up when it starts to get warm. The hammocks are novel. And the spark off lots of ideas in the slim rogue's head. None of them they can use here, 'cause there's just too many folks with 'em to be private. So Xenia just curls up in the dark cabin and drifts off to the gentle sway of the boat.

Later in the day the rogue wakes to reports of dreams. Dragon-snake dreams and other stuff that's got folks upset. Xenia unbinds her hair and lets the red curls blow in the wind as she scans the horizon in all directions.

"I didn't dream nothing," she replies.

Edmund  d20+2=19 d20+5=11
Friday September 15th, 2006 2:12:02 PM

Edmund manages tolerably as a result of Belkior and Syr's advice, comforted most of all by the fresh air. Soon enough, however, he drifts off to an unfit sleep accompanied by a miserable dream. (Will Save: 11) Waking up with a startled cry, he looks around, evidently shocked. He is not accustomed to having nightmares.

"Good heavens!" he says breathlessly, lying down again with one hand pressed over his eyes. "What a miserable outing this is turning out to be!"

Despite the unsettled sleep, the seasickness seems to have gone away for the present. (Fort Save: 19) "There's a mercy," Edmund thinks to himself, closing his eyes once more as he attempts to put the dream out of his mind.

Syr  d20+8=25
Friday September 15th, 2006 8:16:45 PM

Syr stays where he is and stretches out on the bench. Nodding to the bugbear, he says, "Wake me after your watch?" He then rests in peace for the next 4 hours letting the gentle motion of the waves rock him.

Thar ail Baerer  d20+9=28
Friday September 15th, 2006 9:49:12 PM

Thar takes his turn at watch during the night and during his reverie (in between bouts of vomiting), has some eerie dreams of snakes and falling in water. "I've never heard of sea sickness being this bad and I don't think I'm looking forward to going through that again. Now I know why I've avoided the sea before," he comments to his nearest companion.

In the morning, he awakens and suddenly feels refreshed, as the sea sickness appears to be gone. "All I needed was a good night of reverie, albet with bad dreams", he thinks to himself. (For save 28-2 = 26 - Forgot the -2 on my initial roll)

After eating a light meal, he continues to watch the surrounding sky, hoping to spot anything suspicous or dangerous to the crew. After a while, he takes a break and does his morning prayers, along with thanks for the group's safety last night.

Wynn  d20+5=17 d20+6=18
Friday September 15th, 2006 9:59:16 PM

Wynn turns in for the night, finding a dark corner of the ship and using his pack as a pillow. His sleep is uninterrupted and he awakes refreshed and ready for a new day.

The bard scans the horizon for the masts of other ships, or the outline of far away lands. "Isn't this great?" he slaps Edmund across the back of his shoulder. "The wind in your face, the rocking of the waves...have you ever breathed air as fresh as this?" Wynn is clearly in his elements on board the ship.

[Fort=17, Will=18]

Conner  d20+7=20 d20+3=17
Friday September 15th, 2006 10:03:30 PM

Conner finds a spot against the cabin wall and falls asleep. The cool night air and the gentle rocking of the boat more than make up for the hard planks beneath him, and the incessant snoring of his companions. [Fort=20, Will=17]

Mira  d20+5=9 d20+7=14
Friday September 15th, 2006 11:06:27 PM

Mira tosses and turns, finding the hammock an uncomfortable fit. When she finally falls asleep, her sleep is plagued by dreams of an enormous serpent (Will Check=14). She wakes up, and wrapping herself in her cloak, exits the cabin to find Arm. Making her way across the deck, the wave action gets the better of her, and she feels a wave a nausea overcome her. (Fort Check=9)

Pale, with dark circles under her eyes, Mira grips the half-elf's arm for support, leaning heavily against him, as he tells her about his dream.

Edmund (2nd, illegal post) 
Saturday September 16th, 2006 1:19:30 AM

Edmund finds himself unable to sleep after so disturbing and unuusal an event as the past nightmare, and so takes to his feet to walk about the ship a bit. In the doing, he bumps into the surprisingly jovial Wynn.

Whilst Wynn enthusiastically lauds the joys of seafaring life, Edmund stares at him as if listening to the ravings of an instutitionalised maniac. Unable to formulate a cogent, thoughtful, eloquent response to Wynns, "Isn't this great?" after a day of seasickness and a night of ill-tempered dreams, Edmund purses his lips.

"It's rubbish."

Edmund apparently considers this an end to the conversation, for he makes his way aft to the larboard quarter, there to stare into the water. He is careful to keep windward of his ill companions so as to avoid experiencing the smell of sick, which would doubtless unsettle his only recently-calmed stomach.

Lang & Sunshine  d20+14=27 d20+7=20 d20+4=15
Saturday September 16th, 2006 5:05:05 PM

Lang rests comfortably after the sails are put up. He is only slightly winded from the oaring. Lang's sleep is uninterrupted. He is surprised when others in the group report having a strange dream.

Fort saves 27 & 20.
Will save 15.

Ash  d20+6=26 d20+8=23 d20+10=24
Saturday September 16th, 2006 9:00:28 PM

Will: 26
Fort: 23

Ash relaxes on the boat, watching the birds fly and trying to classify the birds. "Are they seagulls? Or another type of bird? Hmmm" (Knowledge: Nature =24)



Arm  d20+5=6
Monday September 18th, 2006 6:02:31 AM

Perhaps it is the bumping so suddenly into Mira as she exits the cabin, or perhaps moreso it is from the rocking of the ship and the feeling of dread after the dream, Arm joins his love at the railing to rid himself of what little he has eaten (fort=6, nat. 1). After the waves of nausea have passed, at least for the moment, Arm relates to her what he dreamt, but from the look in her eyes, she has experienced much the same, "It is eerily similar to MY dream, yet worse somehow. I wonder if that means that we are fast approaching the danger I have dreaded?".

DM Apology (DM JohnP) 
Monday September 18th, 2006 7:58:15 AM

Mea culpa.

Okay, you'd think that I would have learned by now. If I don't make the DM post on Friday night, I'm never going to find enough time on the weekend to make it.

Feel free to make roleplay posts today, and we'll return to the regular DM post schedule tonight.

Lang & Sunshine 
Monday September 18th, 2006 6:21:19 PM

"Did everyone really have the same dream?"

"Belkior is there any religious significance to these dreams?"

Xenia 
Monday September 18th, 2006 6:29:16 PM

"I didn't have no dream, Lang," Xenia replies. Standing next to Mira and Arm, she rubs their backs with the flat of her hand in the way that Sliver used to confort her when she was younger.

"I know, it's not much fun being sick. We'll be on dry land soon enough and it'll be over."

Wynn  d20+5=20 d20+6=23
Monday September 18th, 2006 7:13:28 PM

The cool sea breeze invigorates the bard and he clambers to the top of the main mast [Climb=20]. Standing atop the main spar, one hand firmly clenched around a rope, he scans the horizon for signs of life [Spot= 23]

"Ahoy!, Xenia" he calls out to the small figures below." "Shiver me timbers and call me a keel-hauled octopus!" He has no idea what that might mean, but it seems to fit the circumstances.

Conner 
Monday September 18th, 2006 7:16:28 PM

The burly fighter looks up from honing the blade of his sword and wonders just what Wynn is blathering about. When it is clear that no danger is immediate he returns to his work, spitting on the whetstone before rubbing it along the blade in long smooth strokes.

Kadaz 
Monday September 18th, 2006 7:53:45 PM

Kadaz wakes around noon and comes out onto the main deck. He leaves his armor behind in the hope that he might sink a little less slowly without it.

He looks around at all of the water and decides to sit down on the nearest bench. "Birdie, come here" he orders. How can that dog not be disturbed by this? he wonders. And who is that fool on top of that stick in the middle of the floor? It makes him dizzy to look up.

At least Conner has the right idea. Kadaz moves to sit beside him, pulls out his whetstone, and starts sharpening his axe. "Do you like fish?" he asks Conner, passing the time.

Birdie tears himself away from the bow and moves back to greet Kadaz. He tries to get Kadaz interested in moving forward to feel the breeze but the dwarf has no interest in moving away from the center of the boat. Birdie quickly loses interest and moves back to the bow to sniff the wind.

Edmund 
Monday September 18th, 2006 7:58:04 PM

Edmund looks up at Wynn and shakes his head, raising an eyebrow a bit before carrying on his little walk around the ship. Happily (for Edmund, at least), he bumps into Conner, who, Edmund notices, was also looking at Wynn.

"Nonsense that, what? Shiver me timbers--it's an exclamation referring to the planks of a ship coming to bits, and keel-hauling is a punishment whereby one is dragged under the keel of the ship from stem to stern. As for Ahoy, it's a sort of salutation and call to attention which implies the target can be seen."

Edmund grins broadly, winking at Conner before continuing. "I know you'd love to know more about the terminology of the seas--I can see the excitement in your eyes--but I want to have a look from near the prow--the front, you see--and see the water rushing away. So, maybe some other time, what!"

Glancing up at Wynn, Edmund puts one hand to his mouth and calls out to him. "'Vast shouting there! Don't call alarum unless there's something worth calling alarum about!"

Still grinning, Edmund makes his way forward to negotiate his way into a vantage point where he can see the water racing past.

Xenia 
Monday September 18th, 2006 9:32:08 PM

Xenia turns from Mira and Arm and waves with big sweeps of her arm up at Wynn on top of the Mast Thingie.

Hey you Crazy Weirdo! Whachoo saying up there?" Xenia's smile sparkles in the sunshine. She shades her eyes with one hand while, with the other, she blows him a kiss.

Sailing, Sailing, Sailing upon the Blue (DM JohnP) 
Monday September 18th, 2006 10:15:06 PM

The remainder of the first full day on the water passes like the morning did. Quiet, gently rocking and distant flocks of what Ash thinks are ducks or geese.

Angus jumps awake and moves about the boat. Either the dream or the motion of the boat sends him to joins Kadaz at the gunwale of the boat, hoping that the fresh air and light will help settle his stomach.

Arm and Edmund also experience the same dream of endless reptilian coils lying beneath the earth. But at least Edmund has stopped being sick, maybe because there's nothing left to lose.

Others like Belkior, Xenia, Wynn, Conner, Lang, and Ash escape both seasickness and the dream. The elves, Syr and Thar, don't need to sleep and manage to resist the motion of the boat.

Mira suffers from both seasickness and the bad dream. When she compares what she experienced with both Arm and Edmund, they quickly realize that everyone experienced the same dream. When they discuss it with Belkior, the little cleric can't recall anything from his religious education. Thurin wasn't bothered by either the seasickness or the dream but he thinks that this might be the reason that the centre of the lake is considered 'haunted'.

Still, it's a pretty relaxing day on the water. The afternoon passes uneventfully and the wind eases as the sun sets. Thunir expects that the crossing should take at least one more day. That would be followed by sailing along the shore to locate where the cultists put ashore.

The wind has eased enough that even those who suffered the worst from seasickness recover and almost enjoy this trip. However, sleep still holds terrors for those who are neither elves nor strong-willed.

Everyone who sleeps will need to make a Will save DC 15 -- or experience the same dream.

Anyone who has now failed 2 such saves is now Fatigued (cannot Run or Charge, -2 DEX, -2 STR) until you manage to sleep. Of course, where would you run or charge on the boat?

Arcane spellcasters who fail this save cannot recover or change spells.


For others, though, the first night in the centre of the lake holds no terrors.

+++++++


The morning of the second full day on the water again dawns clear and bright. The sailing continues without problem. More flocks of birds are sighted now and those on watch notice some distant things.

Spot DC 20 -- Highlight to display spoiler: {In the distance, you spot an extremely large fish or other water creature break the surface and fall back into the water, throwing spray high into the air.}

Spot DC 25 -- Highlight to display spoiler: {Just before sunset, when the last light of the day highlights the distant mountain peaks, you catch sight of a very large flying creature. It seems to be gliding or soaring on the winds rising up the mountains and you only notice the reflection of light from its wide wings.}

Thunir is certain that you should sight shore tomorrow and can begin searching for the boats used by the cultists.


DM Addendum (DM JohnP) 
Monday September 18th, 2006 10:40:59 PM

Someone (I can't remember who) asked a while back about the chalice. Syr attempted to sell it in the Catacombs but it was deemed to be worthless to them.

So the chalice is:
a) still being carried by someone
b) tucked safely away in the apartment in Plateau City
c) stored in Happy's safety deposit box (that no one knew existed)

Allow yourselves some retroactive decision making about this.


Xenia - OoC 
Monday September 18th, 2006 10:45:22 PM

Recollections:

Arm was the one who asked about the Chalice. Xenia was the last to be holding it. It was in her Haversack. But she'll gladly have relinquished it to whomever might have asked for it.

Arm  d20+4=9
Tuesday September 19th, 2006 5:58:44 AM

Relieved to be feeling better, Arm hopes that Mira is feeling the same. Turning to Xenia, he smiles at her and nods his thanks for her gesture of comfort, thereby missing anything else that is going on (spot=9).

Wynn  d20+6=12
Tuesday September 19th, 2006 7:28:34 AM

Wynn spends the day learning how to set and trim sail and the art of navigating the vessel in such a featureless environment. He also spends a little time penning a sea shanty for later.

That night he falls into a fitfull sleep, plagued by dreams of a giant serpent [Will=12, OOC not sure I needed to make this roll - Wynn made the roll on the first night and is 1/2 elf]

Mira  d20+7=26 d20+2=20
Tuesday September 19th, 2006 7:45:12 AM

Quiet throughout the day, Mira studies the dynamics of the group confined to the boat, glad when her stomach eventually settles. That night, when she eventually falls asleep, it is a dreamless and restorative sleep. (Will Save-26)

On the second day, Mira points out the spot where she sees the large fish (Spot-20) and tries to explain what she sees to the others.

Kadaz  d20+3=22 d20+1=19
Tuesday September 19th, 2006 7:46:25 AM

Kadaz spends a a long and boring day with naught to do but sharpen all of his weapons (twice!) and then moving onto maintenance of both sets of armor. During the day he'll talk tactics with the other fighters, then ask Belkior about the Gods.

That night Kadaz sleeps the sleep of the just with no dreams. He awakens refreshed in the morning, wondering what all the fuss is about. (will save 22, spot 19).



Conner  d20+3=16 d20+4=20
Tuesday September 19th, 2006 7:51:26 AM

The day wears long for the fighter. The endless monotony of the waves wears thin on Conner. To combat the boredom he moves forward and keeps a watch where he spots a large fish breaking the surface of the water in the distance. He excitedly points it out to those around him.

Conner's dreams that night are of home [WILL=16]

Angus  d20+2=5 d20+2=17 d20+9=28
Tuesday September 19th, 2006 8:22:08 AM

Angus just spends the day relaxing. Just after mid day Angus takes out two bottles of red wine from his new haversack and several pounds of chocolate. "Snack time." Angus announces as he recleans his own mug and pours himself a glass of wine and will pour one for any one who wants one. Angus lays the chocolate out on a cloth napkin and nibbles away.

Angus is oblivious to his surroundings as he spends most of the day with hisbig floppy hat hung low over his eyes. (Spot 5 and 17)

Angus has no problems avoiding the dream on the second night and awakes refreshed. With a stretch, Angus exclaims to the new sun "That was much better."

Belkior  d20+15=33 d20+15=17 d20+6=11
Tuesday September 19th, 2006 11:22:14 AM

The halfling cleric is still not bothered by either the motion of the boat as it crosses New Turtle Lake. Belkior still avoids doing anything with the rigging or other parts of the boat - Thunir's words from the night they departed the Floating City still rankle. Besides, with thirteen other people aboard there are more than enough people to serve as crew.

Belkior instead ministers to the health and wellbeing of the crew. He reminds everyone about not getting too hot, or too much sun or too little sleep. Of course, his sleep isn't burdened by any bad dreams. Try as he might, he cannot recall anything from his education that might explain the dreams.

During quiet moments, Belkior plans for the coming days. No one really knows what to expect. Thunir did mention giant reptiles or snakes, and the big spiders of course. And, since they're chasing death cultists there will surely be undead. Maybe he should concentrate on protecting people? Or maybe lead from the front if he would be unaffected by poison or whatever they are going to face?



Xenia  d20+4=7 d20+19=27
Tuesday September 19th, 2006 1:10:04 PM


The second night is different from the first. Xenia takes an early watch shift, keepin' a green eye peeled for any danger that might approach across the star-lit waves. Early shift is good. 'Cause it means she can curl up with Wynn for at least part of the night.

But Wynn doesn't look like he's sleeping so good. The rogue rolls a caress across his cheek and places as soft kiss upon his brow. She settles in to watch over him, in case he needs her when he wakes. The ship rocks, though. And it's snuggly next to Wynn. Xenia drifts down into darkness. A darkness filled with snakes. (Will 7)

Xenia wakes with a start, arms and legs pulled into a fetal ball.

"Snakes," she whispers. "I seen 'em now. Snakes."

The next day reveals even more stuff. This time, they are not in dream.

"I seen it Mira," she says, "it was, like, this big dark spraying thing that just come rolling up and then slipped back down into the water, right?"

Then there's the big flying thing up in the mountains. From how far away it is, it must be pretty big. Xenia points, but she wonders how many of the others actually see it. (Spot 27)

Shadow  d20=12 d20=16
Tuesday September 19th, 2006 2:39:38 PM

(OOC: Sorry had to go out of town and missed Friday-Monday, but trying to catch up)

Seems like Shadow did not have a great first night on the boat, but his second night is better. He is still not feeling all that great on the third day aboard the ship. He listens and watches what is going on seeming to be sulleng to everyone. He now knows that he does not enjoy being surrounded by water.

Posting (ADM Scott PC) 
Tuesday September 19th, 2006 2:59:53 PM

Plateau City
DM John: perfect
Kadaz: perfect
Arm: perfect
Ash: OOOXX
Shadow:XOXOO
Edmund:perfect
Mira: perfect
Connor: OXXOX
Thar: OXXXX
Overall: 80% effective

Crimson Shields
Syr: OXXXX
Lang: perfect
Belk: OXXXX
Wynn: OXXXX
Angus: perfect
Xenia: perfect
Overall: 90% effective


Edmund  d20+3=11 d20+5=15
Tuesday September 19th, 2006 3:01:02 PM

Edmund's position near the prow gives him a pretty good view ahead, but Edmund seems far less interested in the horizon than the water, and consequently notices nothing (Spot=11).

Having thus occupied himself, he moves aft again, deciding to try sleep once more. This time, he sleeps the sleep of the just--or at least the mostly-just. At any rate, he doesn't experience unpleasant dreams. (Will Save=15)

Ash 
Tuesday September 19th, 2006 4:10:57 PM

Ash continues to study the scenery.

Thar  d20+10=21
Tuesday September 19th, 2006 9:01:28 PM

Thar will continue to enjoy the outdoors, now that he isn't seasick and finally is used to the waves.

He'll keep working with the crew and learning about sailing, since there is little else to do.

Spot = 21

Syr  d20+8=27
Tuesday September 19th, 2006 9:30:02 PM

Done with sleep for the time being, Syr spends his time watching the others and keeping watch on the horizon. despite the lulling motion, his keen eyes spot the large bird in the distance and he points it out to those that will listen.

Dawn of a New Day (DM JohnP) 
Tuesday September 19th, 2006 10:35:20 PM

The second full day on the water passes without much of note. More water creatures are spotted by the observant, including what might have been a large sea serpent. It was too far away to tell for sure and it certainly wasn't interested in the boat.

The mountains ahead loom higher and higher. Through some trick of the light, the mountains sometimes appear close enough to touch but Thunir assures everyone that at least another day of sailing is required before shore is sighted. The weather has been very nice, especially considering what it might be like to be stuck in a boat for such a time. Whether it is the change in the weather or just the time spent on the water, no one is bothered by the motion of the boat any longer.

The second night in the centre of the lake is much like the first. Terrors still lurk in sleep for those who are not strong-willed.

Everyone sleeping, please make DC 15 Will save -- or experience the same dream. Failing this two nights in a row results in being Fatigued.

++++++


The third day on the water bodes well. The boat is now close enough to the mountains that some details are visible as the sun rises in the morning. The peaks are high and rugged, seeming to present a barrier to travel beyond. More flocks of birds are seen, including some that the rangers and druid think are shorebirds.

Finally, just after the midday meal, a green smudge can be seen on the horizon. "Land, ho!", shouts the lookout.

Thunir nimbly climbs the mast and peers ahead, studying the distant shore. After spending more than thirty minutes up there, he comes down and adjust course southwards. "We'll make shore before sunset, then head south. Maybe we'll anchor for the night, don't want to miss them in the darkness. Unless some of you want to keep pressing."

As the boat approaches the wild shore, a group of flying creatures can be seen diving into the water. Presumably the creatures are after fish, but they are not birds or more common creatures. The flyers have bat-like wings, long tails and large beaks but seem to be reptiles.

The distance to shore is deceiving, as well, because the trees are much taller than anyone expected. The nearest trees appear to be several hundred feet high and the forest stretches to the mountains. Nothing can yet be seen through the trees, so the forest remains a mystery.

As night falls, Thunir looks for a good spot to prepare for setting anchor. Having seen the shore, he's not too keen on camping there before he needs to. Of course, if people insist and volunteer to watch the shore, he will try to keep moving along the shore.


Edmund  d20+5=12
Tuesday September 19th, 2006 11:59:06 PM

On the final night, Edmund rests and, after the pleasant night before, has the unpleasant dream again (Will Save=12), waking with a start in the morning. "Ugh!" he says to himself, shaking his head and rising to the day.

When Edmund sees land, he is pleased, but this rapidly gives way to horror when he sees the flying creatures diving into the water. "My God," he exclaims, "Cockatrices!!"

Edmund immediately goes into panic mode and dashes aft and below to avoid having to deal with the 'Cockatrices'. He will be extremely difficult to coax out, whatever the case may be.

Mira  d20+7=13 d20+8=23
Wednesday September 20th, 2006 12:17:37 AM

Mira tries to delay sleep as long as possible, but eventually she succumbs. Alas, the nightmare returns (Will=13, fail). The sorcerer seeks out Angus and Edmund for a conference. Remembering the Wold wide shared dream of the elves, she asks the magikers if they have any speculation regarding the provenance of such dreams, as she puzzles over the matter herself. (Knowledge Arcana=23).

Though anxious to put ashore (just to feel firm ground under her feet), the woman defers to the decision of the Crimson Shield's. Finding Xenia, she asks, "you've been here before, right?"

Wynn  d20+6=25
Wednesday September 20th, 2006 12:25:54 AM

Wynn is more subdued after a fitful night plagued by dreams of a great serpent. The beautiful day soon restores his spirits, and he can't resist referring to his ship-mates as "sprogs" and "scurvy dogs" when the opportunity presents itself. When Xenia passes by, the half-elf smacks his hand loudly on her skinny bottom, and refers to her as his "bonnie wench."

Conner  d20+3=14
Wednesday September 20th, 2006 12:35:06 AM

Conner is glad of the opportunity to talk strategy and combat tactics with the dwarf, Kadaz. He beckons for Lang to join the discussion, figuring him for the only real muscle in the other party. Later he suggests that Syr and Shadow be included in the discussion.

That night, he dreams of an enormous scaled serpent. (Will=14) In the morning, he listens to what the others have to say, but doesn't volunteer that he, too, shared the dream.

"We camp on the beach tonight?" he asks, when land is sighted.

Kadaz  d20+3=17
Wednesday September 20th, 2006 5:51:42 AM

The last night on board Kadaz sleeps much easier knowing that land is in sight. Again he sleeps soundly, undisturbed by bad dreams. Guess these dreams just don't come to dwarves.(will save 17)

As land gets closer and closer the next day Kadaz starts to feel much more relaxed on the water. A bit boring certainly, but not too bad.

Once Edmund runs quaking in fear for shelter Kadaz looks more closely at the flying creatures. It seems best to do exactly the opposite of what Edmund says, he's just the sort of person to get everything exactly wrong. But just in case, Kadaz gets his crossbow out and keeps watch.



Arm  d20+5=17 d20+4=15 d20+11=15
Wednesday September 20th, 2006 5:57:19 AM

Arm spends the rest of his time talking with Mira about the finer points of Majiking, hoping to be of more use to the party that way. He doesn't think he can roll his eyes up any higher in his head when he notices Edmund heading for ze hills, but out of respect for Mira, he says nothing. When he DOES sleep, he is thankfully dreamless (will=17).

Once they are on dry land, he helps Mira alight from the boat then looks around their new environment, his hand on the pommel of his sword in case it is needed (spot=15, listen=15).

Angus  d20+9=28 d20+8=17
Wednesday September 20th, 2006 9:28:12 AM

Angus wiles away the day and head off to sleep (Will save 28) and has no problem keeping the reptilian terrors away for a second night.

When Mira comes for a meeting on the dream in the morning, Angus give her reasoning deep consideration (Arcane Knowledge 19). "Mira, you a a nice line of thought going there about the dream. I do think that the dream effected those that are not spell users too, but more food for thought."

Angus looks to Thunir "So, now that it is morning, how do we get to land. I am not keen on swimming, If I can avoid it."

Angus call all of the adventurers together "Good Morning Everyone. We are going into an area we are not familiar with. I suggest that once we hit shore, we send out our trackers to see if they can find any trails or sign of the Red Cloaks. Who is best suited for tracking besides Lang?"

Shadow  d20=19
Wednesday September 20th, 2006 10:43:45 AM

Shadow has a good nights rest, so is feeling very good in the morning looking at the mountains. He hopes this will be the last day without true sight of land. Knowing how to swim and being able to make it to land are too different things, and is looking forward to be able to step once more on land, even if it is wilderness and not a proper city.

"I would really like to sleep on solid ground, but understand if it is too risky out here." He says when the group discusses the matter.

Lang & Sunshine  d20+4=21
Wednesday September 20th, 2006 1:06:20 PM

Lang gets another nights good rest and is unaffected by the strange dream.

"Sure Angus, I will scout out the area and see if I can pick up any trails."

Xenia  d20+4=23
Wednesday September 20th, 2006 2:09:04 PM


"Yipe!"

The rogue jumps like a cat at the sharp spank to her bottom. She whirls and leaps at her attacker, wrapping her legs about his waist and kissing him full on the lips.

"Mmmm. You're yummy."

Then freefall. Xenia lets go and falls backwards, turning it into a roll across the deck of the ship. It's good to wake up after a good night's sleep. (Will 23)

"Cock-a-whoozis?" The rogues eyes follow Edmunds. Flying lizards. Her eyes scan the trees. Big as anything she's ever seen. Land of the Giant Lizards.

"We're in the Land of the Giant Lizards." The words are as much for herself as for anybody else. "Thundering Lizards. Thunder Lizards." Xenia chants the quiet mantra as she walks toward the bow of the ship taking in the towering forest. It make her feel so small. Who knows what big lizard heads might emerge from amidst the massive boles of the trees.

"Um, I can spot tracks, Angus," Xenia calls over her shoulder. Her voice sounds hushed to her own ears, awed before the mysterious new land. "I dunno if I'd know what they meant or anything. But I can find tracks with the best of 'em."

Belkior  d20+8=26 d20+15=18 d20+5=16
Wednesday September 20th, 2006 2:43:34 PM

The halfling cleric looks ahead at the strange shore of the lost forest. To Belkior, all trees are tall so it doesn't matter too much that these ones are a hundred times his height compared to the usual ten times. Even the flying reptiles aren't too bothersome, especially since they take little notice of the boat and its passengers. When Edmund runs muttering and jibbering into the cabin, Belkior follows after him. The reptiles looked nothing like what he recalled of cockatrices.

"I don't think that those are really cockatrices, Edmund. I mean, cockatrices have feathers on ... well, at least part of their bodies. These things have nothing like that. Maybe Xenia's right about them."
Knowledge Nature = 26, Diplomacy = 16

He'd slept well the previous evening (Will save = 18) so Belkior is pretty refreshed. When the others start suggesting that they camp ashore rather than stay on board the boat, his cautious nature comes forth.

"Isn't it too late to ask Lang and Thar to check things out? Who really knows what is lurking under those trees. Don't you see how dark it is under there? I mean, if there's giant spiders doesn't it make sense that there are little ones too? Not to mention other poisonous things?"

"I vote for staying on board tonight. Then we can go tomorrow and find where the cultists left their boat."



Edmund (2nd, illegal post) 
Wednesday September 20th, 2006 3:23:18 PM

When Belkior tries to convince Edmund about the cockatrices, Edmund shakes his head and refuses to leave the cabin.

"Beaks! Bat wings! Long tails! Reptilian! No, they are the very definition of cockatrices, and I'm certainly not going to muck about with them. They'll attack anyone who comes near them, and I, for one, have no desire to spend the rest of eternity as a statue, being worn away by the wind and rain. No, sir. They are cockatrices!

Edmund steadfastly refuses to go out whilst the cockatrices are in sight, unless someone can conclusively and decidedly prove they are not what he claims they are.

Syr  d20+7=11
Wednesday September 20th, 2006 5:32:57 PM

The elf has a fitful night as he shares the same dream that the others have been discussing during the day.

Relieved to be included, Syr welcomes the tactics discussion gladly, "Normally, we are partnered together and try to double team anything we face. It also helps to have someone watching your back. Unfortunately, my partner was Famina..." He lapses into silence as he mutters, "I lose alot of partners... I wonder why?"

Coasting (DM JohnP) 
Wednesday September 20th, 2006 10:18:25 PM

As the boat approaches shore, everyone debates whether to anchor for the night or keep sailing. Actually, most of the debate is whether to go ashore and camp or to stay on board the boat.

Edmund, of course, can't be coaxed out of the boat's cabin for any reason. Belkior tries to talk him out and the Halfling cleric is in favor of staying on the boat.

Wynn doesn't care either way about going ashore, possibly because he seems to enjoy playing pirate. Kadaz keeps watch but the flying reptiles don't bother with the boat. The "flock" dwindles as the creatures fly off towards the distant mountain until, just before evening, none remain over the water.

Mira would like to go ashore but is willing to listen to everyone else. Angus wants to plan for the future, rather than actually going ashore or staying aboard. Syr also wants to plan. Shadow also defers to the group although, like Mira, he would like to go ashore.

Conner wants to camp ashore, as does Arm. Lang volunteers to scout the shore area, as does Xenia.

Bowing to the majority who seem to want to go ashore, Thunir anchors close to a small wooded point of land that juts out into the lake. The trees are thinner here and smaller than farther back from the shore. While it may not be the most comfortable, it would probably be more defensible from land-borne predators. The dwarven ranger brings the boat in close enough that the bottom can be seen through the clear water. At this point, it would be no more than chest deep on Lang.

Those who want to scout can slip over the side of the boat and go ashore without much difficulty. Looking around, there is no sign of intelligent creatures on the small point. There are numerous small reptiles and amphibians in the undergrowth but none that seem overtly aggressive to the visitors. Insects, spiders and other similar creatures are also numerous. As soon as the scouts plunge into the undergrowth they are surrounded by clouds of small insects that land and try to bite. Nothing more than annoyances, right now. All in all, it looks like a safe place to camp for the night.

While the scouts are ashore, Mira and Angus think back on the dreams, realizing that they only occurred when the boat was far from shore. No one complained of any dreams during the first night when the boat was still relatively close to the Floating City. Maybe tonight will be safe, too.

All those who want to camp ashore can do so. Thunir mutters something about "staying in his comfortable hammock" and stays on the boat. Although he does later complain about Edmund's whimpering.

++++++


The night passes without problem. At least, no one experiences any bad dreams and no danger presents itself while people are sleeping. The sounds of the nighttime forest, though, are unfamiliar and loud. There seems to be an continuous chorus of squeaking, chirping, rasping, croaking and other noises from all the creatures that live on this point.

++++++


Morning dawns late, this close to the mountains and the tall forest that lines the shore. When it does, what are probably birds start calling in a cacophony of sound that serves better than any alarm or crier. Thunir deigns to come ashore to share in whatever breakfast meal is prepared.

"I'm thinking that we should head south along the shore. From what the dockhands said, the stolen boats are big enough to spot pretty easy. Unless, of course, they hauled them up a creek or something. But, from the sounds of it, they're in a hurry."

"But we'll have to row for a bit, at least until the wind comes around."

After breaking camp and boarding the boat again, Thunir directs the bigger party members to the oars and steers the boat southwards. The boat coasts by the shore, allowing everyone to see the large trees. Occasionally, they can see where a large tree has fallen and created a small clearing. At these points, the party can see that the largest trees loom over a thicker mass of trees whose tops are barely over one hundred feet above the ground. Under them is a mass of short trees, shrubs and giant ferns that coat the ground. Scale is difficult to determine, but everyone thinks that these lowest trees would be above their heads.

After several false alarms, someone finally spots three boats pulled up onto a narrow stretch of sand. The boats seem to be abandoned but it's difficult to tell much from a distance. Thunir carefully approaches, hugging the shore as close as he dares without grounding the boat. Finally, the boats can be clearly seen.

Who chooses to go ashore first? What do they want to examine, and how do they go about it?

Please make Spot and Listen rolls, Search if it seems appropriate


Xenia  d20+19=21 d20+14=27 d20+12=27 d20+16=32 d20+16=20
Wednesday September 20th, 2006 10:38:29 PM

Xenia squints as she scans the treeline. (Spot 21)

"I'll take a look at the boats, Angus," the dark rogue offers. Maybe they left something on board that could tell us where they're headed. Probs not, but I can take a quick look."

With her eyes otherwise occupied searching through things, she relies on her hearing to alert her to trouble. (Search 27, Listen 27) The girl rogue stays to the shadows, quietly rifling through things as she moves from boat to boat. (Hide 32, Move Silently 20)

Thar ail Baerer  d20+10=20 d20+7=8 d20+10=11 d20+4=23
Wednesday September 20th, 2006 10:51:23 PM

Now that the gorup has a chance to spend some time on dry land, Thar will gladly leave the boat and assist Xenia in searching the boat and watching the surrounding treeline.

He'll als try to discover more about the flying animals that frightened Edmund. He will attempt to calm him and describe what a real cockatrice looks like and then show why these creatures aren't really what Ed thinks. If necessary, he'll embellish it slightly, hoping to calm down his friend.

Spot=20
Search=8 (1 failed)
Listen=11 (another 1? what's with the dice roller?)
Know (Nature) = 23

Syr  d20+4=15
Thursday September 21st, 2006 12:27:46 AM

The elf moves as 'Captain' directs and takes a front oar again. Grinning he challenges Lang, "Have at it big guy, let's see what you are made of?" The elf then pushes the pace forcing the bugbear to keep up (str 15).

With his back turned around, he misses the initial appearance of the boats and is content to listen to the other's commentary.

Seeing the boats, he suggests to Angus, "It would be interesting if we borrowed the opposition's transportation. At the very least it gives us barginning power... Why not just anchor them well offshore and let Thunir be the ferryman? It keeps him out of harm's way and still allows us to get the job done."

Arm  d20=13 d20+4=5 d20+11=27
Thursday September 21st, 2006 6:51:03 AM

Glancing at Mira to see if she will be staying on the boat again (OOC: sorry about the last post...I misread what was happening), Arm alights and begins looking around yet again for trouble (search=13, spot=5, listen=27).

Kadaz 
Thursday September 21st, 2006 6:51:28 AM

Kadaz is tense the entire first night on shore. Too many trees, too many strange noises. Birdie, however, is enchanted by the many new spells. He finally finds something chewy hidden in the sand, digs it up, and enjoys a little snack.

Once the small boats are sighted Kadaz knows the vacation is over. "They're probably inland somewhere. But Xenia, be careful. They may have left a guard or trap on the boats."

Angus 
Thursday September 21st, 2006 8:44:33 AM

Angus is glad to catch sight of their quarries mode of transportation and Syr gives him an idea. "We should move the boats, up or down shore, so that we know where they are and the Red Cloaks can not easily use them again. Syr it was your idea, can you find a place to move the boats and keep them hidden?"

Angus looks to Thar and Lang "Why don't you two go help Xenia and see if you can pick up the Red Cloaks trail. The rest of us can move the boats."

Angus seeks out Mira. "Lets go see Thunir." Once the two sorcerers find the disguised dwarf Angus begins "So what are your plans now that we found the Red Cloaks trailhead? We do want to pursue the cultists, but you have your own agenda too? How can we continue to work together as I think this arrangement has been working out nicely. Thanks again for the use of your boat."



Shadow  d20+3=11 d20+3=16 d20+10=21 d20+10=18 d20+9=26
Thursday September 21st, 2006 10:16:48 AM

Shadow will follow Xenia and search the boats trying to stay out of sight. He will try and match the female rogue stealth.

Actions:
Spot=11
Listen=16
Move Silently=21
Hide=18
Search=26

Mira  d20+2=14 d20+2=7 d20+2=11
Thursday September 21st, 2006 5:46:46 PM

Despite the possible dangers lurking in this new place, Mira is anxious to get on dry land. She finds a spot to camp that is close to shore, and sets up the two-man tent that was a Winter Solstice party prize. When it appears most folks are retiring for the night she locates the bard, Arm and inclines her head in the direction of the tent.

*****

The requirement for sleep having been minimized by the aquisition of the bauble worn on her right hand, Mira wakes early. Taking her fishing net, she inexpertly tries her hand at the art (Survival=14) until the rest of the large party wake. Hopefully, she will have something to offer at breakfast time!

Back on board the boat Mira watches as the more adventurous check out the shore. She grabs Conner before he heads out and repeats Syr and Angus' suggestion. "I have rope and an anchor!" she volunteers.

Mira is one of the last to depart, and will try to coax the reluctant Edmund out of hiding (cautioning him to keep quiet!)

Spot=7
Listen=11

Conner  d20+4=17 d20+3=21
Thursday September 21st, 2006 5:55:44 PM

Spot=17
Listen=21

Conner jumps out of the boat, and splashes ashore. The fighter stands guard close by, while the nimble types investigate the boats.

Wynn  d20+6=20 d20+2=14
Thursday September 21st, 2006 6:00:14 PM

Spot=20
Listen=14

Wynn leaves the boat soon after Xenia has slipped overboard. The half-elf leaves the rogue to her work, skirting the boats and while still staying on the beach, moves closer to the forest where he scans the green gloom.

Edmund 
Thursday September 21st, 2006 7:19:38 PM

Edmund listens to Thar patiently, but remains decidedly unconvinced that the creatures outside were not cockatrices. However, upon hearing they have moved away, Edmund calms almost instantly.

"Ah! That's good news. They generally only attack in self-defence. We just have to avoid blundering into their nests!"

When Mira shows up to lend her weight to getting him to leave the ship, Edmund aquiesces, and makes ready to go ashore, giving his crossbow a quick once-over first.

Lang & Sunshine  d20+6=25 d20+14=27 d20+14=26 d20+14=21 d20+6=22
Thursday September 21st, 2006 9:55:01 PM

Lang hops lightly off the boat onto the beach. He surveys the area as some of the group inspects the 3 boats that were probably used by the red cloaks.

Spot 25
Listen 22

Assuming the coast is clear, he whistles softly for Sunshine. The large dog in his newly magicked armor also jumps to shore. The two or them do what they do best, track.

"Everyone stay off the beach area for a few moments. If there are any tracks here I do not want them disturbed."

Lang starts scanning the sand for tracks. If he finds some he will try to determine type and quantity.

Track: 27
Track (additional if needed): 26 & 21

Belkior 
Thursday September 21st, 2006 10:16:11 PM

The halfling cleric waits impatiently on the boat. As he does so, he repeatedly checks his pouch, scroll case and pack to ensure that all of his healing magics are in place.

"Before we go too far into the jungle, I should distribute the antitoxins. Don't drink them right away, these potions are only good for a limited time. But they will help resist poison if we are attacked by spiders or snakes. Or anything like that."

On the Beach (DM JohnP) 
Thursday September 21st, 2006 10:38:26 PM

Thunir gently guides the boat towards the sand beach where the cultists' boats are drawn up. Everyone seems to be holding their breath as they watch the scouts slip from the boat and cross the strand towards the boats. Kadaz cautions the scouts before they leave.

Xenia leads the way, carefully studying the jungle as she prepares to slide from the boat. She moves quietly across the sand, sliding silently up to the boats. As she does, she can hear sounds from a short distance inside the jungle. Looking in that direction, she can see a path roughly hacked through the undergrowth leading into the depths of the forest. There are many small creatures moving about what looks like an abandoned camp just inside the treeline. Searching the boats reveals nothing but discarded junk -- broken buckles and straps, some red fibres snagged on a protruding nail and similar things. The cultists seem to have completely unloaded their boats.

As Xenia does this, Thar quietly talks to Edmund and then joins the rogue on the shore. He doesn't learn anything beyond what Xenia has already seen. Arm and Shadow later join them and also don't learn anything more from the boats on the beach.

Conner and Wynn splash ashore. The fighter stands to guard the scouts from anything in the forest, while the bard looks into the gloom.

Birdie and Shelya both whine excitedly from the boat. They smell something interesting in the jungle. Lang and Sunshine jump ashore and move to examine any tracks left by the cultists. The ranger announces that he sees many different bootprints in the sand, too many to count. Moving to the edge of the trees, he can see the prints more clearly and can estimate numbers. It looks to be at least 15 cultists, ranging in size from a barefooted child or halfling to big dwarf boots. Mixed in with the other prints, he can see the signs of a finely made woman's city boot totally unsuited for jungle travel. And his nose tells him more, now that he is on the edge of the jungle.

Lang -- Highlight to display spoiler: {Your nose picks up the Scent of blood, lots of it and spilled about two days before. There's also the acrid smell of decaying insects or spiders and something else, something wild and different.

Your eyes are keen enough in the half light under the jungle canopies to see more of the abandoned campsite ahead. There are all sorts of small reptiles, other animals and insects crawling over crumpled bodies laying about the clearing. There are both humanoid corpses and the bodies of giant spiders and some kind of large reptile. But you don't see any guards ... still alive, anyway.

In your professional opinion, a person skilled in survival could follow this trail (DC 10) hacked through the undergrowth. But a ranger's skill would be required to see details, or determine if anyone left the party.
}

Waiting on the boat, Syr suggests moving the cultists' boats, anchoring them out away from shore. Thunir looks over at this suggestion. Angus thinks this is a good suggestion and suggests that Syr look after it.

Mira continues to speak with Edmund, trying to get him out of the boat. She is successful and the wizard comes on deck. He is visibly relieved to be away from the flying reptiles. Those things looked to have been at least 10 feet long, with a wingspan at least double that, even if they were rather lightly built. Still, his courage is up and he ventures onto the sandy beach with his crossbow.

Belkior, of course, is cautious. He thinks that now would be a good time to distribute the protective potions. Ash stands beside him, looking into the jungle.

Thunir looks at Angus and Mira. "I want to come with you. From the looks of it, I wouldn't be able to travel here myself and it looks very interesting. Besides, I can take my boat with me when we don't need it any longer, don't you know. You might need me out in the woods and, besides, the family isn't all that keen on these cultists."


Thar ail Baerer  d20+6=21
Friday September 22nd, 2006 12:05:01 AM

Once he has finished searching the boats, Thar will join Lang and help him look at the tracks. He admits that he is a less skilled ranger than Lang, but does have some training in identifying tracks and following them to their source.

"Do you want to move into the jungle and we take point, along w/ Xenia and perhaps Shadow?"

Survival (Track) = 21

Arm  d20=9 d20+4=11 d20+11=31
Friday September 22nd, 2006 6:02:19 AM

A broad smile passes over Arm's face when Mira suggests the tent, but as they enter, he is overcome with a deep feeling of weariness. Relishing in the closeness and comfort of his love, he falls quickly to sleep...that being a thankfully dreamless one.

Come morning, he exits the tent and quickly scans the area to see if anything has changed overnight (search=9, spot=11, listen=31 nat. 20).

Kadaz 
Friday September 22nd, 2006 7:28:23 AM

Kadaz watches the activity on the shore carefully, and finally makes his way to the beach. He gladly takes one of the antitoxins from Belkor and stores it carefully in pouch with his other potions.

Onshore, he takes a guard position near the jungle, axe at the ready. "Lang, lead on, we'll all follow."

Birdie is going a bit hyper at Kadaz's feet. There are many, many new smells here and he has no idea which way to look first.

Angus 
Friday September 22nd, 2006 8:14:46 AM

After the inital search and recon, Angus splashes to shore and has a look around. "Excellent job everyone, very professional."

Angus lets everyone mill about for a minute or two and then calls out. "Lets get ourselves organized to move out. Syr had an excellent idea of moving or hiding the boats. What are your plans Syr. Once the boats are taken care of we need to head out. I suggest that Lang and Thar lead the way so they can help each other track our quarry. I would say that would make them combat buddies in the future."

Angus pulls Thunir and Mira aside once again. "I am glad you want to come with us Thunir, but what are your capabilities in things turn ugly. Do we have to protect you? What do you have that can help the group?" Then to Mira, Angus adds. "We normally fight in pairs or small groups. The fighters paired to support the spell users. Belkior and I are a buddy pair. Wynn and Xenia are a reserve. We are without two of our number recently so Lang and Syr need combat partners. I think Thar makes sence for Lang. What do you suggest for Syr and the others?" Angus waits patiently for Mira's answer and he seems to be giving this great improtance.

Belkior  d20+7=11
Friday September 22nd, 2006 9:15:12 AM

The halfling cleric jumps nimbly ashore, almost making the beach without getting wet. Ever since he gained these cat-feet, Belkior has been reluctant to get them wet.
Jump = 14

The Paragon moves up onto the beach, shaking his feet and flickign water droplets about. Unfortunately, the sand is clinging to his wet fur and starting to bother him. The others watch in amusement as Belkior hops from foot to foot, trying to get the offending sand grains off his feet.

Once he is on the beach, Belkior reaches into his pack and removes the bundle of potions. He passes them around so that each person has 1 antitoxin. As he does so, he reminds them to save the potion until they're facing snakes or spiders or other poisonous things.

Belkior then hauls his armor from his haversack and starts donning it. While he does so, he listens absently to his companions.

"Lang, what did you see up ahead? Do you want me to check for undead?"

Edmund  d20+3=12 d20+3=6
Friday September 22nd, 2006 9:41:27 AM

Once Edmund gets ashore and receives his Antitoxin, he stands near the party but looks about furtively, perhaps worried that the cockatrices might return.

"Giant Cockatrices, Giant Trees..." he mutters.

(Spot=12, Listen=6)

NPC Thunir 
Friday September 22nd, 2006 9:47:20 AM

Seeing that there is no immediate danger, the dwarven ranger goes into the cabin of the boat and starts moving supply bags out to the deck of the boat. Looking over at the people on the beach, he tosses the bags and packs across into a pile.

When he gets to a haversack, he reaches inside and withdraws a pair of waraxes attacehd to a complicated harness. Thunir withdraws a thick composite bow from the pack, placing it carefully on the deck. Finally, he withdraws a long, strange-looking tool or weapon with a pointed shaft and an axehead. After some convolutions, Thunir gets himself into the weapon harness and haversack. The end result is that the two waraxes hang at his sides but don't interfere with his movement while the bow is also easy to reach.

"I should be able to protect myself. Remember, I normally work alone."

The ranger hops ashore, more nimbly than would be expected for a dwrf loaded down with so much gear. He takes a look at the tracks on the beach and concurs with Lang's assessment.

"So, big guy, you gonna lead the way or am I?"

Xenia  d20+16=26 d20+16=19 d20+19=38 d20+14=30
Friday September 22nd, 2006 10:08:04 AM

"Nothing in here." Xenia hops out of the last of the captured fishing boats, and tracks across the sand to take a vial from Belkior.

"But, you know, I'm thinking that we should maybe wait on moving the boats, til Lang gives us the go." Her eyes turn to the bugbear ranger standing at the edge of the Big Tree forest. He's looking in like he's seeing more than just the trees.

"In case we need to pull back off the beach that is. Know what I mean? Always leave yourself a way out." Xenia winks at Shadow. "Right?"

"Whacha got, Lang?" Voice at a whisper, the dark rogue pads up the beach behind Lang. She angles herself to keep him between herself and the opening in the brush. Concealment. And as much quiet as you can get while whispering up a beach. (Hide 26, Move Silently 19) Her eyes and ears are peeled for spider or giant lizard action. (Spot 38, Listen 30)


Syr 
Friday September 22nd, 2006 3:06:06 PM

After Xenia gives the all clear Syr slips over the side to the other boats, "Hey, anyone want to help here and speed up the process I'd like a person per boat and then Thunir to pick us up? Let's get these moved out of sight." He proceeds to push a boat into the water and hop into it. Then as he sees the dwarf get out of the boat, he looks up perplexed, "Thunir! Does that mean my ride back is now a swim?"

Wynn  d20+6=8 d20+2=20
Friday September 22nd, 2006 8:22:24 PM

The bard accepts an antitoxin from the halfling and stores it in his vest. The gloom of the jungle is unsettling and he draws his sword in anticipation of danger. He readies to follow Lang and Thunir and will assume a position near the front of the column, counting on his agility and ability to see in low light to protect him. [Spot=8, Listen =20]

Conner 
Friday September 22nd, 2006 8:26:20 PM

The fighter helps Thunir ferry packs and other supplies from the boat and distributes them among the party. He then readies himself for the journey ahead. He secures his shield to his left forearm and shoulders his quiver,testing his ability to withdraw a javelin if needed. "Ready" he announces.

Thar ail Baerer  d20+10=12 d20+8=26 d20+10=14 d20+8=18
Saturday September 23rd, 2006 3:34:04 PM

Thar will follow Xenia and Belkior, hoping to spot anything of interest. He'll do his best to remain silent and hidden, while moving behind the point position.

Spot = 12
MS = 26
Listen = 14
HiS = 18

Ash 
Saturday September 23rd, 2006 10:43:43 PM

Ash continues to study everything for learning is the greatest gift.

The Campsite Battle (DM JohnP) 
Saturday September 23rd, 2006 10:53:47 PM

The scene in the abandoned campsite has rendered Lang silent. The other scouts, Thar and Xenia creep forward and begin to investigate the campsite. They see the scene of a battle. The corpses of brown-skinned elves and spiders are laid out around the small clearing, bearing the signs of both battle and magical injury. The two do a quick survey and count seven dead elves and what might be four giant spiders. It's difficult to tell because the spider corpses have begun to decay due to the heat and the forest life that is teeming over them.

Off to one side is the body of some kind of reptile. Like the spiders, this body is bloated and attacked by the scavengers of the forest. Looking more closely, the two think that someone has arranged the bodies of the elves and spiders.

The others start to come into the clearing. Kadaz, Conner and Wynn have moved up and prepare to support the scouts. The trio looks around the clearing, seeing the same things. What seem to be missing are the bodies of any cultists. But when the scouts look more closely, they see ample evidence of the cultists being injured and probably killed. When Belkior comes up, he mutters something about undead, that the cultists probably took their dead with them.

Arm sticks close to Mira. Edmund stands nearby, scanning the sky for more flying reptiles. He's relieved when they go under the trees, at least until he sees some of the insects and small creatures on the corpses. Angus comes along, organizing and planning as he does so.

Back on the beach, Thunir finishes the unloading of the boat when Syr asks about being brought back. "Go ahead and move them, I'll pick you up in a bit." He goes back to moving the packs around and then touches the boat, muttering a dwarven word that causes the boat to shrink back down in size. Thunir clambers aboard and grabs the oars, sculling the boat over to where Syr has moved the cultists' boats. After waiting for the monk to board, he brings Syr back to the beach. When the two step out, he mutters another word and the boat folds itself up into the box again. Thunir tucks the box into his vest before turning and following everyone into the clearing.

Ash brings up the rear, accompanied by Shelya. The hacked trail clearly leaves the campsite, heading away from the water and deeper into the forest.

Make Search, Spot, Survival (Track) rolls as desired to investigate the clearing more closely.



Edmund 
Sunday September 24th, 2006 12:11:16 AM

When Edmund sees the bodies of the elves, spiders, and reptile, his stomach turns and he goes a rather ghastly shade of green. Quickly turning away, he moves to sit down on a rock near the edge of the clearing, his back to the corpses.

After this latest development, Edmund is clearly not interested in searching for, spotting, or tracking anything. Instead, he looks like he might be sick. He just sits on the rock, shaking his head occasionally, silent and miserable.

Kadaz  d20+1=21 d20+5=22
Sunday September 24th, 2006 8:01:46 AM

Kadaz and Birdie take up position where the hacked trail leads deeper into the jungle. They watch carefully, on guard for spiders or lizards or anything else unfriendly. (spot 21 for Kadaz, spot 22 for Birdie)

Syr 
Sunday September 24th, 2006 9:58:02 AM

As his foot touches the shore he calls out to Angus, "All done, let's see them try and swim back three days!"

Coming back from moving the boats, the elf sidles up to Lang, "How long have they been here? I mean if it's less than a day then we have an advantage assuming they already used up their magic. I figure a battle this bloody and afterwards animating the dead would use up alot of magic." Looking at the tracks, "Heck at the very least you should be able to track them easier with a few walking corpses along. Or can you tell if they are riding?"

Lang & Sunshine  d20+14=23 d20+14=34 d20+14=26 d20+6=10 d20+6=7 d20+6=16 d20+6=25 d20+6=9 d20+6=23 d20+6=26
Sunday September 24th, 2006 11:03:43 AM

OOC - Sorry for the missed post

"This battle occurred about 2 days ago. There is a trail off the clearing that we should be able to follow fairly easily. Hopefully, I will be able to tell if any of the group in front of us break off from the path."

But before they move down the trail there may be more information that can be found from the dead bodies and battle scene.

Lang scouts out the campsite and then searches/views each of the dead bodies.

Survival (Track): 23, 34 & 26
Search (elves): 10, 7, 16, 25, 9, 23 & 26

Xenia  d20+19=25 d20+14=31 d20+17=35 d20+2=20
Sunday September 24th, 2006 3:09:34 PM

Xenia stands in the middle of the clearing, in the middle of the old blood and bug scavenger covered carnage. Slowly she turns, taking in the trees around them, all the confusing multiple layers green and brown shades, listening to the chitter and whish and the crack and drop of leaves and branches. (Spot 25, Listen 31) She turns, poised, you know, like you'd imagine deers and stuff would, listening in a place that just smells of danger.

Then she takes off her lenses, and swaps them out for a pair of goggles. And Xenia begins going over the ground, looking for things the Cultists might have dropped and quickly looking over the bodies of the elves. (Search 35) Thorough, methodical, and professional. Afterwards, she stands, pulling the goggles off of her head and stepping back. The goggles go back into her pouch and the lenses go back on the bridge of her nose.

"Hey, anybody here think these bodies have been arranged in some sort of pattern here?" She waves her hand to take in the dead bodies. "Wonder what for?" She takes another step back to look at it all from a wider angle. (INT 20, to figure out why the bodies might have been "arranged".)

"What do you think ... " She turns, but the rest of her question goes unfinished. Her gaze is on the wizard, sitting with his back to the clearing. The girl rogue walks across the clearing and sits on the rock next to Edmund.

"Hey, Ed." She pulls her black bandana from a pouch and begins folding it on her lap. "Not liking this much, huh?" Black cloth in a folded square upon her lap, she reaches back and binds her hair back tight. "I mean, yeah, it's not the best place in the Wold to be. We come all this way to a Giant Lizard Forest and first thing we find is this battle site where folks are all, like, killed. And you can't help thinking, well, that could be me. What am I doing here? Did I come all this way to be eaten by bugs and lizards? I could be home eating strawberries in a hot bath, or making a steam-pump-driving thing, or ... you know, something."

The dark rogue lifts the cloth off her lap and carefully positions the folded front edge against her brow before tying it in place behind her head.

"And, you know, when I ask myself those questions, I look around at the guys I'm with. They're my friends, and ... well, I don't know what your sitch is like, you know, but we got something special. All of us. Together. Didn't start out that way. I remember first time we killed someone, I tossed everything I had in my stomach onto the forest floor. Only ones who remember that probs are Syr and Angus. Since then, we've gone through lots of different stuff. We've met good folks and bad folks. We've seen stuff that's really shake your knees bad, we've seen stuff that's so beautiful it'd just melt your heart, and we've done stuff that's really important. And every time I think of being somewhere else, I a'member these things. I 'member these things, and I think that there's no place else I'd rather be than with my friends. And if I'm gonna die, there's no place I'd rather die than with them."

Xenia stands and holds a gloved hand out to Edmund.

"But we'll make it through. We always do. 'Cause we work together, and that makes us strong."

"Why don't you hang with Belkie for a bit, huh Ed?" She waves her other hand in the direction of the Cat-Legged halfling. "He's a good solid guy. And he knows stuff. He and Angus are usually the center of our protection. It's a good place to be."

Shadow  d20+3=8 d20+3=7 d20+10=22
Sunday September 24th, 2006 3:15:31 PM

Shadow is very disturbed by the staging of the battle and asks, "So do we think the cultists killed all of these?" He points to the bodies of the elves and the spiders. He knows the answer to his question. "I think we should follow them, and if they have undead it should be fairly easy for our two rangers to track them." He will follow the group knowing that he usually would be in a scout position but in the forest he thinks he should follow the up true scouts. Keeping his eyes open as they enter the forest.

Actions:
Listen=8
Spot=7
Search=22

Thar  d20+10=17 d20+6=19 d20+4=23
Sunday September 24th, 2006 3:48:52 PM

Thar, seeing that Xenia and lange searching the bodies, helps out by looking at both the tracks and the pattern of arranged bodies, hoping to decipher why they are in that pattern. Maybe they could be related to a ritual or something else related to undead creation.

"Shadow, I agree with you. I'm not comfortable standing around here, especially now knowing what's really going on."

To the rest of the group, he says "We should move soon, and I'm comfortable backing up Lang or Xenia in tracking our foes. We should keep a close eye out for ambushes though."

Spot = 17
Surv (track) = 19
Know (Relig) (for looking at pattern) = 23

Wynn  d20+3=23
Sunday September 24th, 2006 5:23:53 PM

The bard follows Xenia into the clearing and moves methodically from body to body, examining each of the elves to determine what precisely caused their deaths. He also tries to determine if they are of the same tribe that watches over the Crying Woods from Elvenguard [Search = 23; Nat 20]

Conner  d20+4=18 d20+3=19
Sunday September 24th, 2006 5:29:43 PM

Conner takes in the aftermath of the battle and it's effect on the newestr member of the party. He'd seen his share of massacres while patrolling with the military. The scene was always the same, bodies bloated in the heat as they decomposed, the thick smell of dried blood, and the insects...always there were insects.

He instinctively takes a position on the left flank and stays alert for any new danger, even though it is unlikely that the victors of this battle would be returning.

[Spot=18, Listen=19]

Mira 
Sunday September 24th, 2006 7:56:53 PM

One of the last out of the boat and across the shore, Mira leaves the initial investigations to the scouts.

After a quick look at the bodies of the casualties, she goes to stand near Edmond and Xenia. "I wonder who, or what, was fighting whom? You know?" she says, looking at the dark drow and then turning to see who else if around from the Crimson Shields. "You guys have been here before, right?" she says, making eye contact with the half-elven bard, Wynn. "Did the forest elves ally with other creatures? Would they be more likely to ally with one like this?" the woman points to the lizard, "or ones like these?" Mira points to the spiders.

Mira turns back to the bodies, and placing her fingers against her temples she scans the bodies for magical auras. (Detect Magic)

DM Sanity Info:

Spells: (0-level 6 oper day, 1st level 6+1 per day, 2nd level 5+1 per day, 3rd level 3+1 per day)
0-level (DC 14): Detect Magic(#), Read Magic, Light, Mage Hand, Open/Close, Ray of Frost,
1st-level (DC 15) Magic Missile, Burning Hands, Mage Armour, Sheild
2nd-level (DC 16) Glitterdust, Invisibility
3rd-level (DC 17): Fireball




Xenia (2nd Illegal Post) 
Sunday September 24th, 2006 8:38:01 PM

"Not this part of the shore, Mira," the girl rogue answers. "Other side of the lake. Crying Woods side. This could be completely different. Bet it probs is. Soon as you step off the beach the Crying Woods lets you know if it wants you or not. You can feel it."

Xenia looks around again.

"Don't feel nothing here. That's good and bad. Good 'cause the Crying Woods can be nasty. Bad 'cause the Crying Woods controls what's in it. It don't want you there, you aren't there. Here ... " she shrugs. "Could be anything here."

"Whaddya think, Wynn?" She waves a finger at he bodies. "I think it's Spiders, Lizards and Elves against Cultists. Things already here against things that just come." She kneels and picks a twig up off the ground, twirling it between her fingers. "That could mean that the elves have some way of controlling the spiders and the lizards. Don't make 'em bad, though. 'Specially from what we know about the Cultists."

"Whatcha think, Thunir," Xenia asks the dwarf. "You heard of any elf tribes living on these shores?"

Ash 
Sunday September 24th, 2006 9:57:38 PM

"Hmmm....more violence. It seems to follow us wherever we go." Ash mutters as he steps around the bodies.

"Any evidence of survivors?"

Shelya sniffs around the bodies.

Angus 
Monday September 25th, 2006 12:22:23 AM

Angus surveys the scene and lets the rangers and rouge do their work. Angus calls out to the rangers "Lang and Thar can you lead the way? I suggest you two get to know one another as you most likely will be helping each other in a scrap. I bet the walking dead slow down the cultist or maybe they are ment to slow us down. Be wary you two."

Angus slaps the wet back of Syr. "Good job with the boats. See if you can introduce yourself to one of the fighting folk from the Plateau City. You need a new fighting partner."

Angus then searches out Thunir. "You look ready for the road. What can you tell us about the lay of the land and these nasty inhabitants? Are the elves hostile or just defending their turf? Thunir it may be best if you follow behind Lang and Thar and tell them what you know of the area and its creatures."

Angus seeks out Belkior, Ash, Mira and Ed. "I suggest that we stay in the middle of the group so that we can use our varied talents to help all the warriors."

Angus calls out to all "We need a strong pair of warrior for rear guard. Any volunteers? Xenia and Wynn, you two want to be in front of us spell users, maybe even add Shadow to your group. Talk to him, I bet he would work well with you two. Everyone ready? Lang, Thar, lead on."



Arm  d20=3 d20+4=5
Monday September 25th, 2006 5:56:00 AM

Poking among the bodies, Arm cannot help but get a feeling of revulsion at the carnage, even if it IS the drow, whom he doesn't particularly care for in the first place, "Even here, elves are murdered..." he thinks. Searching the area a bit more, he fails to find anything (search=3 spot=5), then joins the rear of the group for wherever they may be heading.

Belkior  d20+8=27 d20+21=41
Monday September 25th, 2006 7:57:27 AM

The halfling cleric mvoes towards the bodies once he's been given the all-clear by the scouts. Belkior crouches beside the nearest one, waving away the flies that rise from the gaping wound in the body. Bending close, he examines how the body was arranged and then peers into the wound.
Knowledge Religion - 27, Heal = 41 (natural 20)

"Hmm, interesting ..."

When Angus and the others suggest pursuing immediately, Belkior stands and nods.

"Yep, we should be going as soon as possible. If nothing else, the cultists won't be going any faster if they raised their dead to fight for them. They might even be able to keep going longer than normal since they now have porters who don't tire."

Belkior looks down at the elf bodies, looking pensive.

"If they raised their own companions, why wouldn't they do that to their opponents? I mean, they should be able to unless ... well, I can think of a couple reasons. Maybe they used up all of their components. Or they'd reached their limit for controlling undead. Lang, can you count how many undead walked away from here? Or how many cultists died in battle?"

Or ... hmm, maybe they tried and couldn't raise these things." Belkior bends down and grimaces as he forces the mouth of the elven corpse open. "Nope, no onyx or other gems in here. Why didn't they try to raise these things?"

After carefully cleaning his hands, Belkior stands and looks around. "Let's get moving. Thar, I hope that you're up to some undead hunting."

Angus (second illegal post) 
Monday September 25th, 2006 9:54:31 AM

After the group forms up and prepares to follow the rangers as they track, Angus will cast mage armor on himself. Angus comments to Mira and Edmund after casting his spell. "Can never be too careful. Never know when a spider will drop from the trees?" Angus smiles at the two spellcasters and them moves to form up with Belkior and then waits for Mira and Edmund to catch up.

Kadaz (2nd post) 
Monday September 25th, 2006 9:54:41 AM

Kadaz, while watching ahead for danger, hears what the others are saying in the clearing. In reply to Angus' questions he says "Angus, Birdie and I will take rear guard."

Scott the Southern one 
Monday September 25th, 2006 7:25:16 PM

Plateau City Residents
Arm XXXXX
Kadaz XXXXX
Ash XOOXX
Mira XXX0X
Conner XXXXX
Thar XOXXX
Shadow XXXOX
Edmund XXXXX
88.5% EFFECTIVE

Floating City
Syr XXXXX
Xenia XXXXX
Lang OXXOX
Wynn XXXXX
Angus XXXXX
BelkiorXXXXX
93% EFFECTIVE



Edmund (2nd, illegal post) 
Monday September 25th, 2006 8:51:26 PM

Edmund nods to Xenia and shakes her hand when it is offered.

"Thank you. I appreciate everything you've said. It's just that I never really expected to run into this sort of thing. I suppose adventures are not all flash and glory, what?"

Edmund stands up swiftly, taking a deep breath.

"All right, then. I suppose I had better find Belkior. No reason to give those villains another elf target to pick off so easily. When we run into them, I'm going to do my best to ensure they never leave this island."

Edmund moves over to Angus and Belkior, taking out his crossbow as he does so, just to be sure. He fully intends not to be caught unawares with nothing but his support magic.

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

Jungle Trekking (DM JohnP) 
Monday September 25th, 2006 10:27:59 PM

The adventurers look around the scene of the battle. Some look for information, while others simply stare at the bodies of the fallen elves.

Kadaz and Birdie look deeper into the jungle along the trail left by the cultists when they left their first campsite. Both of them spot nothing out of the ordinary -- simply birds and insects flying through the beams of sunlight that shine through the forest canopies far overhead. Conner takes a position on the opposite side of the clearing, but sees nothing different.

Syr comes up beside Lang as the ranger examines the tracks in the clearing. Lang recounts what he learned before as he bends to examine the ground. The signs left by the cultists are pretty clear. From what he can tell, he thinks that eight living cultists -- including the woman in the fancy boots -- walked from the clearing and were followed by ten undead, probably zombies.

The ranger then moves over to the bodies of the elves and examines them with Xenia and Wynn. Each looks to have been laid out, arranged on the ground with their arms roughly at their sides. Each has one or more broken weapons on the ground beside them. The weapons are serviceable, made with crudely forged iron and steel but with great attention to the wooden portions. Besides that, no other goods besides some trinkets and remnants of clothing remain on the bodies. The strangest thing, from what the ranger's examination can tell, is that the elven bodies were arranged by a spider, not by elves.

Xenia and Wynn don't recognize what family or kin group these elves are from. They look nothing like the elves in the Crying Woods on the opposite side of New Turtle Lake. And they are brown-skinned, not black like Xenia's full-blooded relatives.

The lizard body was hacked to pieces. Lang thinks that it is some kind of giant lizard that died out in most parts of the Wold but supposedly lingered on in others, which might be the case here. If these things are around it could be trouble because it has big claws on both front and rear feet, not to mention a mouthful of teeth.

Mira comes over and magically examines the bodies and clearing. She detects no sign of magical items, besides what the party carries with them, and no lingering magical auras. And Thunir fairly blazes with signs of magical enhancements on his gear.

After Xenia finishes her examination, she walks over to where Edmund sits to one side, keeping out of the way of the others who are investigating. She talks with the wizard for a bit, trying to calm his fears.

Thar and Belkior move in for their examination of the bodies. They both feel that the bodies were arranged ritually, maybe as if for funeral rites, but it's not any method that they are familiar with. The Halfling cleric observes both wounds and magical destruction on the bodies. In his opinion, the bodies were either hacked after death or somehow survived much more damage than he would have expected.

Shadow also stays out of the way of the rangers. He starts thinking of the trip through the jungle and how he is more comfortable in the city. Ash also stays out of the way, even though he sends Shelya to pick up the scent of the cultists. Arm pokes around for a bit and then joins them.

After watching the examinations, several of the party including Angus share some theories about what they see here. The sorcerer suggests a marching order for when they decide to move out.

There are a couple hours of daylight left to the party before darkness comes. The rangers and Ash think that night will come quickly here under the tree canopies.

++++++


The party strikes off into the forest. Lang and Thar find that the trail is very easy to follow, especially with the shuffling and dragging steps of the zombies that now make up most of the cultist party. They don't see any sign of anyone leaving the party. And nothing like an ambush materializes.

Marching through the jungle is an unusual experience. The party usually cannot see more than 15 or 20 feet in any direction because of the thickness of the undergrowth. The jungle floor is damp, formed from rotting leaves and other debris. Insects and other small creatures are commonly spotted on the ground and ferns that make up much of this layer in the jungle. Most are recognizable, albeit larger than any of them have seen before. The worst thing was a yellow and black mass sliding across the path on a trail of slime. It gave even Thar and Lang a fright until they realized that the foot long thing was a harmless slug -- although the biggest one that they had ever seen.

Occasionally there are gaps in the undergrowth and the party spends some time walking through the giant trees. The largest ones, the ones whose tops are 300 feet or more overhead, are more than 15 feet through at the base. Even the smaller trees, the ones whose tops form the second canopy only 150 feet or so above the ground are each more than five feet across.

All the while, the birds and other creatures high in the canopies overhead continue to sing and call to one another. With their steps silenced by the soft ground, the party is walking through a strange landscape. What is unusual for the city types, particularly, is the absence of any stone, pavement or other hard surface. Thunir explains that the bedrock is often deep underground in forests like this, even this close to the mountains.

After two or three hours of walking, the light begins to dim. Looking ahead, Lang and Thar spot a large boulder, the first one that they have seen since beginning this trek through the forest. There is an open area in the undergrowth and it's not too far back the last stream that they crossed. The two rangers suggest that this is a good camp to spend the night. The boulder is so large, easily 30 feet on a side, and looks easily climbed so it would serve as a defensible position if they were attacked in the night.



DM Request 
Monday September 25th, 2006 10:31:41 PM

Adam S, please contact me by e-mail at petherick AT personainternet DOT com.

Thar ail Baerer 
Monday September 25th, 2006 10:49:23 PM

"I think we should stay here for the night and set up some sort of watch schedule, maybe intermingling humans and non-humans, to get the advantage of our lowlight vision. Do you agree, Lang?" he asks his ranger companion.

"I'm going to set up a "hide" in a tree for my watch, as that'll give me the best angle. I'll also volunteer to take 1st watch w/ someone else," he adds.

After helping scout out the nearest area and gathering some firewood, he waits to see what his companions say.

Xenia  d20+7=16 d20+16=36 d20+16=33 d20+19=30 d20+14=28
Monday September 25th, 2006 11:00:35 PM

Xenia unshoulders a shortbow as the party moves out through the forest after Lang and Thar. Maybe it's walking next to Wynn. That always seems to make things better than they maybe might look, but ... this place could be kinda beautiful in a way. If you weren't always worried something's gonna come along and eat you, that is. The big old trees, and the birds and stuff. It's nice. In a jungle sorta way. Sure not as creepy grody as the Crying Woods.

The call comes up for camp, and they make their way toward this really big rock.

"I'm gonna climb up the rock and have a look around," the dark rogue whispers to Angus and Wynn. "Anybody else comes up, tell 'em to keep a low profile. Thing about places high up is, you see, you can see a long ways around you, but others can see you pretty easy too if you're not careful."

The rogue skins the rock face like she'd go up a brick wall on a second story job, finding the shadowy places, going slow and close, so you're part of the stone. (Climb 16, Hide 36 /Nat 20, Move Silently 33) At the top, she keeps flat on her belly, creeping round low on all fours, like just another one of them lizards. Going to all four points of the compass, the girl rogue takes a look at what can be seen from above. (Spot 30, Listen 28)

Coming back down, she looks for a place she can jam a stick or something, someplace she can place an anchor around which she can tie a rope. That way, maybe, the folks less liable to be climbers might have an easier time going up if the need should arise.

Wynn  d20+6=20 d20+2=15
Monday September 25th, 2006 11:04:09 PM

The bard keeps his own countenance during the trip. Any thoughts he might have as to his observations at the campsite would be little more than conjecture and serve little purpose.

He offers to one of the last watches to best take advantage of his visual acuity [Spot=20, Listen=15]

Conner 
Monday September 25th, 2006 11:08:20 PM

The fighter marches in silence, keeping his eyes and ears open to danger. When he arrives at the rock he watches Xenia scout the surroundings and nods his head in appreciation of her talent. For his part he scouts out the immdeiate surroundings, looking for lanes of fire and areas that might offer additional concealment should they be attacked [Take 20 on Search = 21]

Arm  d20=4 d20+4=6 d20+11=26
Tuesday September 26th, 2006 5:53:56 AM

Sensing Lang's confusion at the placement of the bodies, he attempts to explain in a friendly way, "Don't let the placement of the bodies bother you. The drow consider spiders to be their brethren, and vice versa.".

As they trek through the jungle, he cannot help but be amazed at his surroundings. Even though he has spent much of his life in the forests, he has never seen foilage as dense as this. Keeping a firm grip on his sword, he is ever-watchful for trouble (search=4, spot=6, listen=26).

Kadaz 
Tuesday September 26th, 2006 7:15:30 AM

On the march Kadaz keeps his mind busy by imagining just how long it would take to drop one of those big trees. And how much noise would it make? And how many chairs could you build out of one? At the back of the party he mutters to Arm "I miss Sampsons right now. How about you?"

At the rock Kadaz is comforted to see something that isn't green. He gets ready for the night by gathering firewood and setting up 2 piles of wood, one near one side of the rock and the other on top of it just in case they need fire in the night to keep safe.

"I'll take middle watch" he volunteers.


Mira 
Tuesday September 26th, 2006 8:31:05 AM

Mira treks along with the rest, trying not to trip over any exposed roots along the way. When the group sets up camp, she asks Arm to help her with the little tent, choosing a spot close to where others are setting up.

In a low voice Mira speaks to the bard, if he agrees to help her with the tent. "Arm?" she says, "I don't think the elves who perished were, drow. You know? Their skin was brown like they might get out in the sun or something. There wasn't much gear around, either. I figure them for locals, right?"

Later, she will help make the cooking fire, and prepare any food the party are able to cobble together.

Angus  d20+9=24
Tuesday September 26th, 2006 8:41:57 AM

Angus rubs his sore calf muscules when they reach the rock as he is not use to all this physical activity.

Angus is happy to see what Xenia is setting up and thanks her "That looks like a good idea, as there is no way I can climb that rock all by myself."

Upon hearing talk of the watch Angus suggests "The spell users should have first watch in order to recover their spell come morning."

Angus casts two light spells in the dying light to aid in setting up camp.

Angus looks to Lang and Thar "Do you two want to recon a bit to make sure the area is safe. There is nothing stopping a spider from climbing up a rock. Also can you two determine if we are gaining on the cultists? Are we having a fire? Do you think it is safe or will it attract unwanted attention from the local creatures?"

Once everyone is on the rock, Angus gets everyones attention. "We are going up agains a formidable foe in these cultists, especially is they just created 10 zombies. We have to be prepared. I suggest we form up in teams to 2 or 3 so that there is always someone to watch your back. If we get into a fight, we keep the spell users in the middle to support the warriors. In the past, we have used Xenia and Wynn as our reserve to plug any holes in our line and to support as needed. I think Shadow can be an excellent addition to that group. We have Lang Thar and Thunir up front. We also have Kadaz for rear guard. Who can help support Kadaz as rear guard? We should also form at least one more fighting group? Any suggestions?"

Angus waits for an answer from the group and takes out his flute and plays a light tune.

perform 24

Belkior 
Tuesday September 26th, 2006 9:04:52 AM

The halfling cleric easily keeps up with the party as they move through the jungle. Belkior might even have an easier time of it, down below the tops of most of the undergrowth. Of course, he gets and even better view of the giant slug when he passes it. The thing is almost as big as he is ... and Belkior really hopes that it prefers plants rather than halfling flesh.

The only annoyance is how all the leaf litter on the jungle floor gets into his fur. Belkior hadn't needed to do much to keep his furry legs neat when he was in the city but he now wishes that he had purchased that comb and brush set.

Once the campsite is reached, Belkior will assist with making it ready. While someone gets the fire going, Belkior asks if someone will go with him to fetch water from the last stream. Some warm water for washing might be nice and they can also make a spot of tea.

When he overhears Angus' suggestions, Belkior agrees with the notion of keeping the healers and spellcasters in the centre. He has some suggestions of his own, though.

"Angus, what about Ash? He and his companion could fight, or he could stay in the centre with us and cast spells."

Shadow 
Tuesday September 26th, 2006 9:36:37 AM

As the group moves off into the jungle, Shadow tries to concentrate on the keeping an eye out for anything that could be dangerous to the group. However, his mind keeps coming back to the closeness of the jungle, he is getting more and more edgy as the group moves away from the clearing. Even though the thief is used to cramp places, that are stone and not living wood and plants. He is also disturbed by the groups inability to see very far into the jungle. The day finally ends at the boulder the group determines would be the best place to set up camp. He sees Xenia climb up the boulder, and is about to follow. He decides that he will search around the boulder instead. He will then help gather fire wood and start setting up what needs to be set up.

"I am not sure when would be best for me to take watch, so let me know." He will then sit down and make sure his gear is taken care of.

Angus (second illegal post) 
Tuesday September 26th, 2006 11:31:08 AM

Angus smiles down on his halfling battle partner "An excellent suggest about Ash, but I was hoping to hear from him on the subject. Maybe he has a battle partner among his plateau city friends or maybe Syr wants to buddy up with him. I am just trying to get a feel for the groups strenghts and weakness before we run into the cultists."

Xenia (2nd Illegal Post)  d20+16=19 d20+16=29
Tuesday September 26th, 2006 12:07:08 PM

Xenia hops down off the rock face.

"I'll take watch with Wynn," she offers, and flashes a the bard a smile.

"Hey, Belkie, you want clean, we can do this." From her haversack she draws a wand. She kneels next to Belkior. "Here you go." She wraps her tongue around a trigger word. (UMD 19)

Nothing.

"Fram," the dark rogue whispers a curse. "This works. I've done it." Again, she tries. (UMD 29) This time, she feels the magic enter her hands. "Gotcha!"

Sweeping her hands over Belkior's legs in even downward motions, Xenia removes the dirt and grime from the fur with the magic from the wand.

(Prestidigitation: Burned two charges)

Lang & Sunshine  d20+14=28
Tuesday September 26th, 2006 12:21:05 PM

Lang finishes up his examination of the battle scene and takes the lead as the large group follows the trail of the cultists and zombies. His confusion on why the bodies were displayed that way is cleared up by Arm.

"Arm, I hope you are tight and that is the reason. It is strange though. I will have to remember that for the future."

The trail is easy to follow and fairly easy on the body with the ground being so soft. Visibility is at a minimum so Lang hikes with his quarterstaff in his hands. Lang is comfortable with the fact that it will be hard for an armored group to approach them with it being so quiet and everything. But then same goes for their group.

When the slug goes by on the trail, Lang wonders if he will ever see a forest like the one he grew up in. So far he is 0 for 2 as the Crying Woods and now this forest are extremely different from what he has encountered in his past. Near dark the group approaches the large boulder. The three all agree it would make a decent place to camp.

"If we need a fire we can build it close to the boulder and that will block most of the light."

Lang scouts out the rock and the area looking for any signs of the cultists. He tries to determine where they went, if they camped here and how long ago it may have been.

Track 28

"My biggest concern of camping here or anywhere in this forest is the tree tops. They are quite a ways off the ground and anything can be moving up there without us hearing or seeing it. Spiders can easily drop in on us at any moment. So be alert to the trees along with the path when you are on guard duty. As Sunshine cannot climb the rock I will make camp at the base of the boulder. I would like first sleep and will pull a double guard duty in the middle of the night into morning."

Lang rolls out his bedroll and he and Sunshine hunker down for some rest until it is time for their guard duty.

OOC -- How big is the clearing around the boulder?

Edmund 
Tuesday September 26th, 2006 6:47:12 PM

Edmund finds himself a place to sit relatively quickly, only too happy to stop walking. Looking around, he feels safe enough, all things considered.

(OOC: Sorry about the brevity of the above post, but it's crunch time and I have to write a paper and study for some tests tonight. Expect more thorough posts after this week is done with!)

Thar ail Baerer  d20+6=12
Tuesday September 26th, 2006 8:54:48 PM

In response to Angus' plans, Thar says "I'm not sure if I'm the best person to be in the front lines of a battle. I'm one of only two healers and would be best used in a reserve capacity. Last time I took on a fighter, I got my rear kicked pretty good and Arm pulled me out of a mess."

"I'll take the first watch, and yes (to Xenia), I'll be careful up high in my "hide" and thank you for the advice.

Thar joins Lang in scouting out the area, looking for tracks and trying to get a feel of the drow group's movements. Also, he'll try to ensure find a spot that he can get a good view of any possible approaches.

"Who wants to take first watch with me? Arm and/or Mira, would one of you all like to join me?

Track = 12

(OOC - John, how high up on the trees does the thick foilage start? I'd like to get up 30-50' up, but it depends on the foilage.

My plan, if foilage is available, to climb up the tree, make a hide and once concealed, tie my rope to the tree and make a slipknot around myself, anchoring me to the tree. The knot will be arranged so that with a twist, the rope will be loosened from the tree (but not me) and I can rappel down the tree if needed to get into battle quickly)

Ash 
Tuesday September 26th, 2006 8:58:58 PM

Ash breaths deeply of the forest air. Both he and Shelya seem, despite the violence they have seen, happy to be back in the forest, even if it isn't their home forest.

Syr 
Tuesday September 26th, 2006 9:51:00 PM

Syr looks at the corpses and then at Xenia. "Nope, don't look alike at all." Looking down at his own white skin, "Not like this elf either. Maybe it's a new elf. I mean nature has sure been chaotic of late."

Hearing Angus' suggestion for the watch he shrugs, "Sure, I'll hang with Ash. he seems comfortable enough. How about we reserve last watch. I like to rest with no interruptions."

Camping at the Rock (DM JohnP) 
Tuesday September 26th, 2006 10:58:08 PM

Everyone starts to prepare the evening campsite against the large rock. There is an open area, roughly 40 feet in diameter on one side of the rock that looks like the best place to camp. There is no sign that the cultists stopped here.

As watch schedules are discussed, Thar thinks that he would like to take first watch from a hide in a tree. However, the lowest branches are 50 or 60 feet above the ground on thick trunks. Climbing up would be a real trial and the shorter trees are too thin to support his weight. If he wanted, he might be able to scale one of the large trunked ferns that are close by.

On the ground, Conner pores over the clear area and beyond, looking for cover and other little tricks of ground that might hold surprises if it comes to a battle. He finds nothing besides some rotting logs.

Wynn takes one of the last watches while Kadaz volunteers for the middle watch. The dwarf busies himself with finding deadwood that can be used for the fire. As he does so, he notices that the rock seems oddly shaped, not at all like it would be if it was here for natural reasons.

Xenia clambers up onto the rock to examine the surrounding area from a higher vantage point. As she climbs, she spots another of the giant slugs squeezed into a crevice of the rock. As she looks out over the forest floor, something about the rock seems odd. It doesn't make sense until she stops for a moment and looks at the rock ... the crevice with slug could be a .... and that's a ... there's a depression there, and another there. The rogue then realizes that she is crouched on top of an immense carved stone sculpture of a man's face and head, toppled onto one side. Moving around and brushing some leaves out of the way, she finds a pointed ear and what might be an attempt to depict a circlet.

Arm settles in to the camp, helping Mira with her small tent. As he does so, he and Mira discuss whether the dead elves were drow or some other unknown variety of elf. After he scouts the immediate area of the rock, Shadow sits down with them also. Syr drifts up to hear the tail end of the conversation between Arm and Mira, contributing a few thoughts himself.

Angus plops down to rest his legs when they arrive at the campsite, tired from the unaccustomed exercise of walking in the jungle. He suggests that the spellcasters take the first watch to ensure their being rested. He asks the rangers to scout the area, perhaps a bit farther out than Conner has already done. And he continues to fret over the combined groups will work in combat. Belkior sits down beside him after helping get the fire going. The Halfling cleric is relieved when Xenia uses some magic to clean the twigs and leaves from his legs. Edmund also rests his weary feet.

The bugbear ranger looks up when Angus asks about the cultists. From what Lang can tell, they haven't gained much time on the cultists so far. The cultists did not camp here and they haven't passed a campsite yet.

Ash isn't troubled by the jungle and neither his companion. While he would be as comfortable sleeping out under the ferns, he does camp with his friend.

++++++


The night passes quietly, with nothing more than the sounds of insects and night birds to disturb sleep. Morning dawns gradually under the trees, with the light slowly growing in intensity until it is possible to distinguish fine details.


Arm 
Wednesday September 27th, 2006 5:54:58 AM

Smiling at Mira, he graciously agrees to help Mira set up the tent. Once she mentions his slip-up, however, he slumps down on the nearest rock and rubs his eyes, feeling an ache that goes from the front to the back of his skull, "I'm sorry, my dear...of course you are correct.".

When Thar requests his help, Arm agrees...hoping that this will take his mind off of things. After making sure that Mira is settled, he says to her, "I'll be back soon," kissing her on the lips then joining his friend for their turn at watch. Once that is completed, he crawls into their tent, once again thankful for finding someone like Mira.

Kadaz 
Wednesday September 27th, 2006 7:10:41 AM

Before nightfall Kadaz walks around the stone very carefully, looking for any indication that it has 'woken up' in the past and moved by itself. That would be quite a nasty surprise in the middle of the night. "This stone is a bit odd," he announces to the rest of the party as he inspects it.

Kadaz spends his watch looking out into the darkness at small nocturnal animals going about their normal activities. He wonders just how much bigger this jungle can be having spent an entire day going into it. The other side of it must be close.

In the morning Kadaz spends some time making sure no rust gets a chance to start on his metalwork.

Birdie is getting tired of this new environment. He's smelled the smells and licked what seemed tasty. Now his paws are getting a bit tender. He misses his bed back in Plateau City.

Xenia 
Wednesday September 27th, 2006 7:51:39 AM


"Hey, look! Hey!" In the morning light, the dark rogue makes the second of two turns around the big stone, looking up at it from below.

Yup. Sure enough.

"Lookit that!" Xenia points at a ledge-ish sort of pointed bit of rock. "Dun't that look like a nose? And that one over there's an ear. It's a head. This rocks a big, like, statue head. It's an elf head."

"And whazzat? It's, like wearing a tiara or sump'in."

Xenia backs up to the edge of the clearing for a wider angle, and stands, hands on hips taking in the scale of the thing.

"Wouldja look at that. Wonder what this place used to be? Must be something underneath us, some lost city or something maybe, you think?"

Angus 
Wednesday September 27th, 2006 9:28:32 AM

In the morning, Angus rolls up his bedroll and dons his oversized floppy leather hat. Angus streches and exclaims "Where is my feather bed when you need it."

Angus then smiles up at Xenia on top of the big rock "So Girlie, it appears that you found evidence of an ancient cililization. I believe that gives you the right to name them, as the discoverer that is, think of a good one for the elves."

Angus walks up to the rangers before everyone set out. "Thar you have nothing to worry about if you are by Lang and Thunir, not to mention Sunshine. This is the tip of the spear and they will need a cleric is things get rough. Do not worry about us in the back as we have Belkior and Wynn can do a bit of curing if need be." Angus slaps Lang and Thar each on the back and adds "Happy hunting. Lead on and lets make up some time."

Angus moves back to the middle of the group with Mira, Belkior, and Edmund.

Angus waves to Syr and Ash as it seems they are getting better acquainted.

Angus calls Conner over "Good Sir, can you or one of your fellows bolster the rear guard today. Kadaz looked a bit lonely back there yesterday."

Edmund 
Wednesday September 27th, 2006 2:30:36 PM

Edmund looks over to Angus as he speaks with Xenia about the stone head.

"All elven civilisations are ancient--and I think you should ask them what they call themselves before you go about naming them arrogantly. Clearly they are still here... Or were, until recently. Let's hope they still are. All the more reason to hurry on."

The discovery of the giant stone head only worries Edmund. He finds himself thinking of the dead elves they found earlier. Occupied with feelings of grief and anger, his fears diminish and leave him impatient to stop the cultists before they can harm any more of the Elven inhabitants. Edmund might only be half-elven, but he has always identified more with his elven heritage than the human side of his ancestry.

"I'm ready to go when you are," he says grimly, crossbow in hand. "Let's find them and put a stop to this."

Shadow 
Wednesday September 27th, 2006 3:58:46 PM

Shadow takes his turn at watch (not sure), and is relieved that nothign occurs during the night. Especially with undead around.

In the morning he is refreshed (especially since they are not on the boat during the night and have solid ground under them).

He will take out his weapons and make sure they are in order and then puts them back in place and makes sure they are at the ready. "Does anyone feel we will catch them today?" He asks the group.

Lang & Sunshine  d20+14=30
Wednesday September 27th, 2006 9:28:24 PM

Lang enjoys the nights rest under the stars. He is surpised to find out that the boulder is in fact a statue.

"Angus perhaps you should fly up there and see what it looks like from above."

Lang takes his palce in the front when the group moves out. He picks up the cultists trail fairly easily.

Track 30


Syr 
Wednesday September 27th, 2006 9:47:19 PM

"How about both of us?" he responds to Angus. "I've always had a fondness for three letter names. Whatcha think Ash? Feel like being in the back for a while?"

Once everyone is awake he asks the groups, "Any sign of the brown elves last night or anything else for that matter?"

Thar ail Baerer  d20+6=11
Wednesday September 27th, 2006 9:48:04 PM

After an uneventful night (maybe?), Thar feels relieved that they are back to hunting the cultists.

"Xenia, great job figuring out where we were staying. Do you think there is anything under this rocky area, maybe hidden? Lang, what do you think?"

Taking a lead position with Lang, he heads out and begins tracking.

Track = 11 (another crappy roll...)

Belkior 
Wednesday September 27th, 2006 10:08:24 PM

The halfling cleric is excited about Xenia's discovery. He fairly bounces up and down on his feet, wondering how this might be linked with the elves currently living in this area. He also tries to see what he can of the massive statue but it's eroded with time. Aside from the ear, there's no sign that this was an elf.

Belkior wakes before it's light here, deep beneath the canopies. Years of waking at dawn for prayers have conditioned him and he no longer needs light or anything else to wake. He completes his prayers while the birds are waking and then stirs the fire and begins brewing tea for the others.

When the parties strike out on the trail, he takes up his usual spot in the middle. Now that his interest has been piqued, he continues to look for signs of past glories in this jungle.

Trekking - Day 2 (DM JohnP)  d20+3=9
Wednesday September 27th, 2006 10:36:11 PM

DM Note - Sorry for the short post. Busy tonight, getting ready for a quick trip out of town.

The second day of jungle trekking proceeds more smoothly. Everyone now has a bit of experience walking through the undergrowth and have recovered from the days of idleness aboard the boat. Now that they know what to look for, they spot two more massive pieces of stone. One is another head with similar features while the second looks like a massive hand.

At the front of the party, Lang and Thar easily follow the trail left by the cultists. The zombies have cleared a wide path through the undergrowth. From all signs, the cultists are setting a fairly quick pass and they see no signs of them stopping for more than brief rests. Certainly, by midday Lang is convinced that the cultists did not stop overnight and continued travelling at night.

Everyone else follows along, not complaining (too much) about the pace. After midday, it is evident that they are slowly climbing. Not steep, by any means, but they must be getting closer to the foothills of the mountains.

Near the end of the day, the party can see light through the trees ahead. Slowly, they approach an open area in the jungle, a gap in the forest giants arching high overhead. The clearing is covered in thick ferns and other, strange plants that look like fern-trees. Lang calls a halt before proceeding, even though the cultist's trail continues directly across the clearing.

Standing there, the party sees the open sky for the first time in two days. Birds and small flying creatures fill the air above the clearing. Edmund ducks when they see a small flock of the flying reptiles approach, gliding on the air currents above the forest. The flyers circle above the clearing and then begin descending. Scale is difficult to judge, after so many days under trees, but the outdoors types figure the flyers to have a wingspan over 10 feet.

The flyers are down below the treetops when one must have got too close to the trees. Instead of the graceful glide, it suddenly crumples and drops until it jerks to a stop above the ground.

Spot DC 9 - Highlight to display spoiler: {A spider crouches on the trunk of a giant tree across the clearing, a thick rope of webbing connecting it to the flyer that it has caught. It seems small until you realize that the treetrunk is probably the same size as the ones you've walked past all day - making the spider's body easily 10 feet across and it's legs that much or more.}

Edmund  d20+3=15
Wednesday September 27th, 2006 11:00:53 PM

As the reptiles fly over head, Edmund instinctively ducks, pointing his crossbow up above his head in a manner entirely inconsistent with the user manual.

When the 'cockatrices' pass by, Edmund looks up to see the lizard crumpled and stuck some distance above the ground. Squinting, Edmund points at the lizard with his crossbow. (Spot=15)

"Look at that! It's stuck in a spider-web... only... at this distance... the spider would have to be HUGE! Good God. And it's just over there. There's likely to be more!"

Edmund turns around, looking for more spiders elsewhere, brandishing his crossbow at every thing which moves, makes noise, or gives him cause for alarm.

Arm  d20+4=14 d20+11=29
Thursday September 28th, 2006 5:52:50 AM

As the realization dawns that the rock is actually a stone head, and an elven one at that, Arm removes his hat and touches the tips of his ears lightly while he looks at Mira to see if she has any input.

Choosing to leave the hat off, he tucks it away and falls in with Mira in their journey. His sharp eyes pick out the spider in the tree as well (spot=14), and he grips his sword that much tighter while he scans for possibly more of the spiders (listen=29).

Kadaz  d20+1=10
Thursday September 28th, 2006 7:10:09 AM

Being short, and at the rear of the party, Kadaz doesn't have a good view of what's ahead until they're already upon it. But he tries to keep a sharp eye out for what is behind them.

Once they're in the clearing he looks up, finally glad to see the sky again. But the appearance of giant spiders makes it clear he's very far from Plateau City. (spot 10)

"Hey guys" he says to his fellows. "This kinda reminds me of when we were shrunk and everything else was very large. I wonder what happened to this area."

Angus - Mage Armor  d20+3=19
Thursday September 28th, 2006 9:14:01 AM

Angus laughs when Edmund scolds him about elves. "You have to take life a bit less seriously there Ed and you just might enjoy it more." Angus goes and takes his place in the march.

Angus trudges on through the day and is one of the people that doesn't complain too much, but he still does. "This is tough on the feet." and aa little later "Lang are we catching up to the cultists yet?."

At the clearing, Angus spots the spiders attack and its huge size. Angus whispers forward "Lang, Thar, can you two lead us around and still pick up the trail? We do not want to lose time fighting all of the forest creatures." Angus is a bit frustrated when Edmund calls out.

Angus looks at Mira and then Edmund "Ed keep it down, we do not want to alert every creature in the forest to our presence."

Angus casts mage armor on himself. "Always good to be prepared." Angus smiles at Mira.

Xenia  d20+19=32 d20+14=22 d20+16=17 d20+16=17
Thursday September 28th, 2006 10:29:05 AM

Xenia is eyes and ears as the group moves through the forest, shortbow in hand. But something in the light today tricks her eye, and the shadows are hard to find. (Spot 32, Listen 22, Hide 17 /Nat 1, Move Silently 17 /Nat 1)

At the edge of the clearing, the dark rogue turns a frowny mean look on Angus as he berates Edmund in a tone that can only cause more distraction at a time when they all need to be working together. She puts her finger to her lips, then she turns to Edmund.

"Cool. Quiet. Focused," she whispers. "This is an unsecured area." Then she flashes him a wink and a quick thumbs-up.

Then the dark rogue turns her gaze straight up to see whether the same kind of spider nesting on the tree across the clearing might not be on the trees directly above them at this very moment. (See previous Spot Roll.)

Wynn  d20+6=7 d20+6=15
Thursday September 28th, 2006 3:44:34 PM

The bard considers the carved elven heads he has seen and wonders if they are connected in some way to what they have learned back at the library. [Bardic Knowledge = 7 Nat 1].

When they reach the clearing he stands by Xenia and searches the treetops for more spiders [Spot=15]

Lang & Sunshine  d20+14=20 d20+6=17
Thursday September 28th, 2006 9:46:12 PM

Lang contemplates Thar's question about what may be underneath the boulder.

"I guess anything is possible. I am not sure how we can go about trying to move something that large though."

Lang could follow the cultist's trail in his sleep. Between the quantity of the cultist's, the soft ground they are walking over and them not really trying to hide their trail, it makes for easy tracking. Perhaps when they get to the mountains the trail will go over some rocks and then he can test his ability to track.

The clearing comes up and Lang and Thar call for the group to halt. Everyone gathers around and one by one start to point or gasp towards the flying creature as it gets trapped by the spider (spot 17).

Lang is one or two steps into the clearing before he realizes he has drawn his swords, itching to fight either the spider or the flying lizard or maybe even both. Lang turns around rather sheepishly and gets back in place.

He watches to see what happens when the spider tries to claim his prize.

"Does anyone see any evidence of the cultist's being attacked as they crossed the clearing?"

Syr 
Thursday September 28th, 2006 10:18:53 PM

Syr matches along silently matching Kadaz's easy pace. "Being at the rear has it's advantages, look at all the people in front to wear down the trail for us... Anyway you were saying about 'shrunk'? What happened to you guys? Some evil Wizard?"

Belkior  d20+6=21
Thursday September 28th, 2006 10:27:29 PM

The halfling cleric stares across the clearing, a strange mix of feelings playing on his face. While he realizes that the natural world includes predators that consume other beings, it doesn't mean that he has to like it. Not the mention the deep instinctive fear that a creature weighing less than 35 pounds has when confronted with a much larger beast.

Belkior quietly whispers to Angus and the others nearby, "Maybe it will be satisfied and not bother hunting us."

Still, as he watches the struggling flyer drawn up by the spider, he can't help but check the locations of the healing magics on his person.

Under the Open Sky (DM JohnP) 
Thursday September 28th, 2006 10:43:08 PM

DM Note - not waiting for the laggards. A couple have let me know they aren't able to post.

Nearly everyone is taken aback by the sight of the spider capturing the reptile flyer. Once it has drawn the struggling flyer up close enough, they can see it biting and the struggles slow. Then the spider retreats into the canopy. Only Xenia is able to follow it's movements through the treetops. She also spots an unusual movement in the tall undergrowth, off to one side of the cultists' trail.

Edmund whirls around with his crossbow up and loaded, looking for more giant spiders. But none are in sight and, despite how skilled it might be, something that large isn't easy to hide. Angus and Belkior are both nearby, the sorcerer casting a protective spell on himself.

Arm, standing near the silent Mira, also looks about for more spiders. Wynn has been thinking about the statues, trying to remember anything about what he learned about the history of this area back in Plateau City. There were those mentions of a great city ruled by a necromancer but nothing specifically about elves.

At the back of the party, Kadaz and Syr look ahead at the others. Kadaz notices Birdie whining and acting nervous abou something that he cannot see. Ahead of them, the druid's companion wolf is also acting strangely.

At the front of the party, Lang draws his weapons and steps into the clearing before he realizes what he is doing. He is just asking the others about whether they've spotted signs of combat when he pauses, Sunshine stiff at his side.

Lang only - Highlight to display spoiler: {Your nose catches a wild Scent in the clearing, just like you smelled back at the campsite. You don't know what direction it is coming from, but the wind is at your back blowing across the clearing.}

Thar ail Baerer  d20+10=20 d20+6=17
Thursday September 28th, 2006 10:51:00 PM

As everyone starts taking about a spider above them, Thar looks up and sees what they were referring to(Spot 20). "We need to get moving, as I don't feel like getting into a fight with one of these things. Let's keep on the cultists trail and get past this clearing" he urges.

Track = 17


Xenia  d20+19=37 d20+14=31 d20+12=30 d100=48
Thursday September 28th, 2006 10:54:13 PM


"There!" The dark rogue's voice is a low hiss. "Angus. Wynn. Lang. Movement. In the grass. I'll mark it."

She draws a feathered shaft back to her ear and lets fly at the spot at which she had seen the movement. (If you need: Hit AC30, Miss Chance 48 /51 and Greater is a Miss)

Quickly drawing another arrow, she does a quick turn to scan the surroundings in all directions. (Spot 37, Listen 31.)

Edmund  d20+4=23 d20+4=21 d4=4 d20+4=23 d4=3
Friday September 29th, 2006 12:08:30 AM

When Xenia whispers and shoots, Edmund also whirls and lowers his crossbow on the indicated area. No one has ever actually seen him use this crossbow, and in fact, Edmund has never spoken about what sort of weapons training he has, so it is quite up in the air as to whether he has any idea what he is doing or not.

Edmund doesn't fire yet. Perhaps this is because he is waiting to see the outcome of Xenia's shot, or maybe it is because he is paralyzed by fear, or just possibly he simply doesn't know how to operate the crossbow. It is clear he knows how to load it, at the very least, and his aim seems fairly steady. He certainly doesn't look like he's fooling around--his features express more anger than anyone in the party has ever seen from him.

But still, he doesn't shoot.

Edmund will, if provoked, fire his crossbow at any enemy which should attack or approach in a threatening fashion. (AC=23 causes Threat (Nat. 19), Threat Roll AC=21, Dmg. Roll=4, Crit. Dmg. [if threat succeeds] Roll=3) He will not fire until such an enemy is visually identified and until that enemy makes some sort of threatening move.

(OOC: Ignore that second d20+4=23 roll, I meant to hit the d4 button instead. Sorry!)

Arm  d20+4=6 d20+11=14
Friday September 29th, 2006 6:06:30 AM

Arm cannot help but think that they are slowly and methodically being surrounded. Trying as best he can, he struggles to identify threats, but doesn't seem to be able to (spot=6, listen=14).

Kadaz  d20+1=9
Friday September 29th, 2006 7:19:01 AM

Birdie is rarely wrong and Kadaz knows that the dog's senses are better than his. "Danger is close. Get ready." he announces in a clear voice easily heard by most of the party. And then, a bit more softly, "Syr, I'll tell you the story another time. We're going to be in battle soon I fear."

Kadaz turns around and faces the rear, feet planted squarely in the path and axe held ready to strike. He peers into the undergrowth trying to see any threats. (spot 9)

Angus Mage Armor & Message 
Friday September 29th, 2006 8:01:49 AM

Angus is concerned, the tracker are watching a potential foe and now the rear guard is alarmed. Angus quickly casts message on himself and points to Lang, Thar, Mira, Belkior, Ash, Syr, Xenia and Kadaz. Angus then speaks in hushed tones "What is going on? Can we make it through or do we go around?"

Spell Slots used:

0 Level 1/6
1 Level 1/8
2 level 0/8
3 Level 0/6
4 Level 0/4

Spells in Effect:

Mage Armor 8 hours
Message 80 minutes

Shadow  d20+3=10 d20+3=18 d20+3=8
Friday September 29th, 2006 12:35:33 PM

Not wanting to take a chance with huge spiders, Shadow agrees with Thar about moving to the clearing. Quietly Shadow says, "We do need to move out from here because we don't know what is above us." He readies his bow by nocking an arrow hoping not to have to use it. 'I hate spiders, and now these creatures' he thinks to himself as he shudders from the dread of these things attacking.

Lang & Sunshine  d20+6=22 d20+6=17 d20=10
Friday September 29th, 2006 6:10:29 PM

Lang freezes as soon as the smell invades his nose. He draws his two short swords and tries to pin point where the smell is coming from.

Lang also hears Xenia's warning and sees her shoot an arrow into the brush.

"Something is approaching. It has a smell similar to a scent I smelled back at the battle scene. Fighters spread out, but stay close. Non-combatants get in the middle."

Lang takes up position facing the brush where the movement came from.

Spot 22
Listen 17
Scent 10

Syr 
Friday September 29th, 2006 7:33:28 PM

Syr rolls his eyes as Kadaz turns serious. "Bah! it's just a bunch of spiders at worst. I was moving the boats, did Lang ever figure out if the Spiders attacked the undead or were they allied with them? That might play a small role." He pinches his fingers close together to further illustrate the point. "Besides the last forest we were in tried to eat Angus, this place is so peaceful compared to that... nothing to worry about." Contrary to his words and casual attitude the elf focuses on the rear of the group and in particular, threats from above.

Mira (Mage Armour AC 17, 40 HP)  d20+2=5
Friday September 29th, 2006 10:56:21 PM

Mira looks about nervously (Spot=5). Then, as if to block out any distractions, she closes her eyes. Selecting a dry, curled, piece of cured leather from her velvet spell componant pouch, she wraps herself in an invisible field of force.

DM Sanity Info:

Mage Armour (cast on self) - 6 hours duration
Position: middle, to end of group formation

Spells: (0-level 6 per day, 1st level 6+1 per day, 2nd level 5+1 per day, 3rd level 3+1 per day)
0-level (DC 14): Detect Magic(#), Read Magic, Light, Mage Hand, Open/Close, Ray of Frost,
1st-level (DC 15) Magic Missile, Burning Hands, Mage Armour#, Sheild
2nd-level (DC 16) Glitterdust, Invisibility
3rd-level (DC 17): Fireball




Thar ail Baerer 
Saturday September 30th, 2006 9:51:35 AM

Knowing that trouble is about to arise, Thar will ready his swords and says "Let's not stop and keep moving everyone. If we wait, they'll likely encircle us!"



Ash 
Saturday September 30th, 2006 12:14:10 PM

Shelya growls warning. Ash attempts to convince the spiders that easier food can be found elsewhere.

OOC: Not sure exactly how it works but am trying to use Wild Empathy on the spiders.


Xenia (2nd Illegal Post) 
Saturday September 30th, 2006 1:17:09 PM

As the dark rogue scans their surroundings, she takes in the whole of it with a tactical eye.

Nothing up above. But that don't mean nothing couldn't come around and over them. But for now, above is not a problem. What is a problem is the tall grass and big ferns along the side of the trail. They're hiding stuff. There's the fliers up over head too. And the spider most definitely up above the exit from the clearing on the other side.

"No! Hold here," Xenia whispers. "We maybe got cover here. We try to cross and we'll be walking right into whatever's in the brush at the side of the trail. One thing that we do know is that there's a really big spider in the trees just above where we need to go and there's some flying things circling around up above.

What do you think, Angus? Think there's time to get an invisible flying scout in to the air to take a look first?"


=== Questions ===

1) How much cover do the trees give us now?
2) How much concealment do the ferns and grasses give anything at the sides of the trail? That is to say, how far can we see into the undergrowth at the sides of the trail?
3) Is the undergrowth such that within it we might take concealment from attacks from above?
4) How big is the clearing?
5) How wide is the trail?


Wynn [AC=21; HP=59]  d20+6=25
Saturday September 30th, 2006 8:36:25 PM

Wynn reacts instantly to Xenia's release of an arrow. His eyes scan the general vicinity of the arrow for any signs of movement[Spot=25] as he unshoulders his bow and knocks an arrow. The bard edges slightly away from the rest of the group but not into the clearing.

"May be best to spread out just in case one of these spiders has a mind to trap us all in a web"

Conner [AC=22 HP=62]  d20+10=29 d6+4=7 d20+4=16
Saturday September 30th, 2006 8:46:47 PM

Conner raises his shield arm in defence and spins to face the new danger. He reaches into his quiver and withdraws a javelin.

It's black wooden shaft is tapered at both ends and fitted with a small pointed spearhead. The smooth wood rests comfortably in his hand as he awaits what may come. If an attacker emerges from the jungle within 30 feet of him, he will hurl the javelin at it.

[Held Action Hit AC=29 for 7 HP, Spot=16]

Belkior 
Saturday September 30th, 2006 10:44:52 PM

The halfling cleric crouches as his companions prepare for combat. He looks in all directions, as they do, searching for spiders or other things approaching through the tall grass.

Out of the Grass (DM JohnP) 
Saturday September 30th, 2006 11:11:36 PM

The combined party has been on edge since entering the jungle and the sight of the spider feasting on a reptile flyer may have unnerved them. The party is standing on the edge of the clearing, staring 50 yards across to the other side where the spider is hiding. The edge of the clearing is thick with small trees, ferns and whatnot. The snaeky types figure that they would have no problem hiding and would be completely unseen until they approached closer than 10 feet to a foe.

The path cut by the cultists and zombies is about 10 feet across. While they would be concealed from opponents on the ground, anything flying or more than 10 feet tall would easily spot party members.

While Thar is urging everyone to quickly cross the clearing, Xenia fires an arrow off into the grass where she saw movement. Edmund simply raises his crossbow, searching for targets.

In the centre of the group, Arm vainly looks for any opponents. Shadow is also looking for opponents, dreading the thought of fighting spiders.

Angus casts a communication spell and tries to determine what is happening. Beside him, Mira casts a protective spell while Belkior simply looks for opponents. As Shelya quivers beside him, Ash looks for spiders, intending to calm them and dissaude them from attacking.

Wynn and Conner both prepare for battle, readying weapons in case an attacker shows themselves.

At the back, Kadaz spins to guard their backtrail but does not spot anything approaching. Beside him, Syr starts scanning the trees even while he questions if they have anything to fear.

Lang turns towards the motion in the grass, Scenting that this is the direction the wild scent is coming from.

As everyone does this, a deep resonant voice calls from the long grasses. The voice comes from near where Xenia fired her arrow, towards where Lang is facing. It asks a question, waiting for responses and then repeats itself in another language. The question is meaningless to anyone who does not speak these tongues.

Those who speak Elven - Highlight to display spoiler: {The dialect is guttural and archaic, allowing you to catch only a few words.

"Who ... forest ... peace .... friend .... foe ... forest ..."
}

Those who speak Sylvan - Highlight to display spoiler: {The diction is formal and old-fashioned, but the language spoken by woodland creatures changes little.

"Who are you to walk the Cursed Forest? Did you come in peace? Are you friend or foe of those who killed my fellow Cursed? Speak now or I shall feed your bones to the Forest!"
}


Edmund 
Saturday September 30th, 2006 11:54:53 PM

On hearing the words, Edmund raises his crossbow instantly, making a logical guess, and not wanting to threaten any elves. He answers in Elven, "Peace. Peace. Friends. Friends."

Looking to the rest of the group, he speaks in Common, It's the elves, speaking some kind of old Elvish with which I am not entirely familiar. They seem to be asking if we come in peace--if we are friend or foe, and who we are. You should lower your weapons, do not threaten them!

Edmund turns towards the place from which the sound originated and speaks in Elven once more, "We are friends. We want peace. We come to stop those who would harm you. We come to stop those who would defile your forest. We come to prevent evil. We are friends. We want peace." Edmund is not certain if the elves will understand him, but is fairly certain they will get the general thrust.

Edmund slowly puts his crossbow down on the ground in front of himself and raises both hands, palms outwards, in a sign of peace. "Peace. Friends," he says in Elven once more.

Kadaz (AC 24, HP 63)  d20+1=7 d20+5=10
Sunday October 1st, 2006 12:16:45 AM

At the back of the party Kadaz hears the voice from the weeds, then Edmund replying, first in a strange language and then in common. It's a good sign they're talking, not firing from ambush. But until proven otherwise, the voice is a potential threat. Kadaz and Birdie remain on guard, ready for trouble, but letting the talky types do their thing. (Kadaz spot 7, Birdie spot 10)

Xenia  d20+7=15
Sunday October 1st, 2006 8:33:14 AM


"Cool, Ed," Xenia cuts in. "Cool and focused. What I could pick up word for word was 'Who ... forest ... peace .... friend .... foe ... forest ... ' Anybody catch the rest of it? For all we know they're saying we're foes of the forest and they want to have us for lunch with us as the lunch."

"Angus, you speak elvish. Wynn? Syr? Let's turn on some charm here." The dark rogue stands from her crouch, her arms open with one hand empty. The shortbow with nocked arrow remains in the other. She calls out across the clearing in elfish. (Diplomacy 15)

"Mae govannen," she begins in elvish. "Lye soora kshqualentie sina men karna. Manke naa lle? Lle puttaaya lyre, lyre dagoruva."

"I told them we're following the evil people who made this trail. I asked them who they are. And I told them that if they try to stop us we'd have to fight."

OoC: Elvish Language from Gray Company.

Shadow 
Sunday October 1st, 2006 11:13:46 AM

Shadow continues to be watchful of the surroundings as the group tries to communicate with whatever is out there in the grass. He is not sure if he trusts the voice, but is allowing the rest of the group to figure it out. He does understand some of what is being said, but is very hesitant to add anything to the conversation in fear of provoking whatever is there.

Thar  d20+2=15
Sunday October 1st, 2006 11:20:06 AM

As Thar hears the odd dialect of elven and Edmund's response, he halts and adds (in elven) "We mean you no harm, oh great one. We simply wish to follow those who have injured your mighty forest and gain retribution on them for the injury they have inflicted upon you. We beg of you, please let us pass."

Diplomacy = +2 = 15

Angus - Mage Armor & Message & Invisible & Polymorph  d20+3=20
Sunday October 1st, 2006 12:02:56 PM

Angus smiles and lightly pats Edmund on the back and whispers "We spoken."

Angus also followed the brief elven words and tries a few of his own in addition to Xenia and Edmund. "As my friends of spoken, we are friends of the forest and do not want to disturb it. We only wish to pass through in search of those that defile the living. Will you let us pass unharmed?"

Angus takes up Xenia's suggestion and turns himself in visible, but uses his rod to extend the spell and if time permits then into a pixie, his new favorite form.

Angus will then gain 30 feet of altitude and have a look around.

Spot 20

Angus will make sure he still has contact with his message mate. Very quitely he will add "Going up about 30 feet to have a better look in the trees and grasses."

Spell Slots used:

0 Level 1/6
1 Level 1/8
2 Level 1/8
3 Level 0/6
4 Level 1/4

Spells in Effect:

Mage Armor 8 hours
Message 80 minutes
Invisiblity 16 minutes
Poylmorph 8 minutes

Edmund (2nd, illegal post) 
Sunday October 1st, 2006 2:29:42 PM

Edmund looks at Xenia and does his best not to roll his eyes when she starts talking about being cool and focused. He responds [in Common] with a smirk,

"If they thought we were foes of the forest, and if they wanted to eat us for lunch, do you think they would stand there and inform us of their villainous plan, whilst giving us ample time to respond with force? No. I think not. It is clear they are asking whether we are friends or foes, and they want to know who we are--reasonable questions and the sort of thing you'd expect them to ask having wandered upon trespassers in their woods. Logic, Xenia. Logic. How's that for 'cool and focused'?"

Shaking his head, he nods to the efforts of Thar, adding, in Elven, "There are evil people in your forest. They have slain your brethen and are using undead to do their bidding. We wish to stop them."

Mira  d20+2=6 d20+2=7
Sunday October 1st, 2006 4:17:15 PM

'Who ... forest ... peace .... friend .... foe ... forest ... '

Mira is able to make out the words spoken haltingly. She wishes she could understand the more flowing speach that followed, but, alas, she could not. "Arm," she stage whispers to her companion, "do you understand this foreign tongue?"

The sorcerer stands still, amidst her companions, as words of peace are spoken. She tries to see over the shoulders of the taller ones (Spot=6), and listen for other sounds coming from the forest (Listen=8) but isn't particularly adept.

Xenia (2nd Illegal Post) 
Sunday October 1st, 2006 4:19:19 PM

"I think you're probs right, Ed. I hope you are." With even voice the dark rogue continues to watch the clearing. Her arms remain out, exposed, but her bow remains in her hand.

"But have you considered that there's at least one out in the brush already, and there's at least one up in the trees over there? It would be a good plan to wait till we were half way across the clearing, and then attack from the brush. We'd run for the other side then the tree guys would drop down on us. That's logical, right? And it's got facts to back it up. 'Cept we're not moving, 'cause we saw the spider tag that flier. So have you thought that they're trying to get around back of us now? Good bet they know the forest better than we do and they can move faster through it. 'Specially if you agree that it's probs their home."

"Logical so far?"

"So could be this guy is trying to buy time. Could be. Could be either. We gotta hope that you're logic's right, 'cause that's the peaceable way. But you notice, guy out there hasn't come out? Hasn't exposed himself. Best case scenario, he's being cautious. Sound logical? So what could it hurt to make a gesture of, like, peace without goin' and throwing your weapons down in a dangerous wood, huh? Even if the guy and his friends out there aren't gonna attack us, no telling whether the fliers up there won't."

"That make sense, Ed? And does it also make sense not to try and rile one of your own group with the smirky face thing while your in a possibly dangerous situation?" Xenia pauses to listen to the sounds coming from the brush around them. "Probs not a good idea, Ed."

Edmund (3rd, illegal post) 
Sunday October 1st, 2006 6:37:06 PM

Edmund shakes his head at Xenia.

"Keep waving your bow at them and I suspect we shall soon find out what they are willing to stand for. After all, there are several dead elves behind us, and you're waving weapons about. This strikes me as being somewhat unwise.

As for him not showing himself, I think he has a jolly good reason not to come out, considering that as far as he knows, we could be the people responsible for the murder of his friends. I should point out none of our party are lying dead on the ground, and this is not our island. The impetus is upon us to make the first signs of peace--not them. For God's sake, put your bow down."

Lang & Sunshine 
Sunday October 1st, 2006 7:52:26 PM

Lang stands facing the voice. He remains silent as he doesn't understand the language being spoken.

Xenia (3rd Illegal Post) 
Sunday October 1st, 2006 8:22:38 PM


"I'm not waving it, Ed. I'm standing perfectly still. Maybe you're hysterical and you're seeing stuff or something." Xenia continues to watch the clearing and listen to the brush.

"What do you think everyone? Do we all want to put our weapons down? You think that's the best thing to do?"

Edmund 
Sunday October 1st, 2006 9:43:36 PM

Tired of being systematically patronised over the past few days, culminating in this latest round, Edmund gives up entirely, shrugging his shoulders with plaintive resignation.

"Do whatever you like. If they intend to kill us, I can at least rest assured in the knowledge that I'll die last. They can quickly surmise I am the stupidest, most useless person here, having fallen so easily for their very devious plan, and therefore I pose no threat to them whatsoever.

Anyway, If I am to die, at least it'll be a change from all the delightful walking, the charming scenery, and the lovely fauna."

With this, Edmund shoves his crossbow away with his foot and sits down on the ground, looking over towards the bushes. "Tea?" he asks in Elven, figuring, if he is very lucky, this word will make sense even in the older language. If he is even luckier, they might even have some tea with them.

Edmund hopes so.

Ash 
Sunday October 1st, 2006 10:49:12 PM

Ash considers the comments made by the voice. Waving the others and Shelya back, he walks forward, and bowing speaks both in Druidic and Elven, "Greetings fellow Forest-dweller, we mean no harm to any who come to us in peace, as I am sure you do. We apologize for any actions which you might have considered threatening."

Wynn  d20+9=27
Sunday October 1st, 2006 11:53:37 PM

The bard furrows his brow in concentration, trying to pick out words in the ancient language; "Who ... forest ... peace .... friend .... foe ... forest ..." It doesn't quite make sense. He searches his memory for place names from songs and stories he has heard for many of them slip in and out of the ancient languages [Bardic Knowledge 27]

Conner 
Sunday October 1st, 2006 11:56:07 PM

Conner maintains his vigilance as the voices sing out across the clearing. He does however lower the javelin into a slightly less menacing position.

Arm  d20+9=20
Monday October 2nd, 2006 8:19:40 AM

Arm whispers back to Mira in Common ,"Yes, I can understand most of what they say, but have your friend Edmund stay his weapon before he hurts someone, most likely himself.".

Addressing them in halting elven, he says, "We mean you no harm. Many of us are elves, though we are unlike you, we share the same bloodline. We only seek those who have no business here, as they seek to harm you as well (diplomacy=20)".

Edmund (OOC) 
Monday October 2nd, 2006 9:11:22 AM

(OOC: I thought I had made this pretty clear in my post, but from Arm's post, I guess it is not: Edmund is not armed, and his weapon is on the ground.)

ADM Record keeping (Scott - PC) 
Monday October 2nd, 2006 1:00:32 PM

Plateau City
DM John: XXXX
Kadaz: XXXXX
Arm: XXXXX
Ash: OXXXX
Shadow: OXXXX
Edmund: XXXXX
Mira: OXOXX
Connor: XOOXX
Thar: XXXXX
Overall: 87% effective

Crimson Shields
Syr: OXXXX
Lang: XXXXX
Belk: XXXXX
Wynn: XOXXX
Angus: XXXXX
Xenia: XXXXX
Overall: 93% effective


Shadow 
Monday October 2nd, 2006 1:01:31 PM

Shadow looks around for a place to hide in the shadows if the situation calls for that, but will maintain his position with his bow held with an arrow nocked.

Belkior 
Monday October 2nd, 2006 1:31:29 PM

The halfling cleric hears the voice from the grass but, like the others, only catches a few words. Belkior listens to the words of his companions and can't really think of anything to add.

He hunkers down and casts a spell, scanning the area where the voice is coming from. He is attempting to determine if any evil creatures are lurking in the grass. Belkior will whisper his findings to his companions.

Action - Cast Detect Evil

Spells
0 - DC 15 - Detect Magic, Detect Poison, Guidance, Purify Food and Drink, Resistance
1 - DC 16 - Bless, Detect Evil*, Detect Undead, Hide from Undead, Sanctuary (D - Cure Light Wounds)
2 - DC 17 - Delay Poison, Lesser Restoration(2), Spiritual Weapon (D - Aid)
3 - DC 18 - Dispel Magic, Prayer, Protection from Energy, Remove Disease (D - Magic Circle of Protection from Evil)
4 - DC 19 - Death Ward(2), Restoration (D - Holy Smite)

Syr 
Monday October 2nd, 2006 2:39:34 PM

Hearing the gibberish and Xenia's question, Syr's face turns a bright shade of red, "Umm, no, my parents left when I was too young. I never learned elvish."

"Weapons? I have no weapons." He calls out with an innocent smile. "Like I said, Didn't the evidence at the beach suggest a fight between the spiders and the undead? 'The enemy of my enemy is my friend.'"

Kadaz (2nd post) 
Monday October 2nd, 2006 6:49:24 PM

Kadaz overhears Syr's optimistic view about enemies. "Syr, in my experience the enemy of my enemy is just sizing me up. Don't relax your guard," Kadaz says over his shoulder while watching the back trail.

Strange Sights (DM JohnP) 
Monday October 2nd, 2006 10:22:28 PM

The words from the grass don't do much to ease the fears of the group. Some people think the person, or thing, out there is friendly. Others aren't so sure.

Edmund replies with some of the words that he understood while suggesting to his companions that they lower their weapons. He lowers his crossbow as an example. Xenia tries much of the same thing, but doesn't release the grip on her bow. Several other people say much the same thing - Thar, Angus and Arm -- but perhaps the speaker in the grass has the same problems understanding their Elven words.

Angus also casts a spell to make himself invisible, but doesn't get a chance to do any more.

Shadow, Mira, Lang, Conner and Belkior opt for silence, not wanting to perhaps provoke their visitor. The Halfling cleric casts a spell but does not detect any evil creatures within its range. He whispers this finding to his companions.

Wynn wracks his brain and recalls that the very oldest elven songs that he knows are in a dialect very similar to that spoken by the voice in the grass.

At the rear of the party, Kadaz crouches and scans for threats. Neither he nor Birdie spots anything. He and Syr have a whispered conversation about enemies and allies.

Ash replies in Elven and then repeats himself in Druidic. The voice in the grass hadn't replied to any of the elven speech but does when he hears Druidic. A flow of words in the ritual tongue of druids comes from the grass.

Ash only -- Highlight to display spoiler: {Greetings, from one Guardian to another. I wish to converse with your companions. Tell them that I will be stepping from the grass. My years have shown me that your kind do not take kindly to those who are Cursed.}

++++++


The grasses wave in front of Lang and a brown-skinned male elf appears above them, looking down and across at the party. The face is weathered, seamed with long exposure to the sun and elements, and the elf's graying hair is pulled back in a simple bun. The elf speaks again, directing his words towards the druid.

Ash only -- Highlight to display spoiler: {I shall not approach closer until I have the measure of your fellows. Are you pursuing those who do not allow the dead to return to the earth? Their passage through the Cursed Forest causes the stones deep underground to scream out in memory of the Corrupter.}

The elf studies the party, particularly the animals that accompany Ash, Kadaz and Lang. When no one makes an aggressive motion, the elf parts the grass and steps onto the path cleared by the cultists.

Everyone pauses, seeing a creature unlike anything seen before. The upper body of an elf rises seamlessly from the thorax and abdomen of a large spider. The brown skin of the elven body blends into the striped tan and black body of the spider, becoming entirely on the underside and legs. When he holds himself erect, the spider-elf would be taller than any of the party.

The elf-spider speaks again, still directing his words to Ash.

Ash only -- Highlight to display spoiler: {If you truly oppose them, destroy their vessel that one of you carries.}



Thar ail Baerer  d20+4=8
Monday October 2nd, 2006 10:46:40 PM

For a moment, Thar listens to Ed and Xenia's amusing exhange. When the creature steps up, Thar's mouth drops open as he sees the strange creature leave concealment. He's heard of driders in the past, but isn't sure if this is the same sort of creature as he's used to seeing. (Know Nat check = 8).

He remains silent though, glad that at least Ash can talk to whatever it is.

During intermissions, he says in Elven "Ash, what's it saying? What sort of language is it speaking? What does it want?"

Edmund 
Monday October 2nd, 2006 10:48:12 PM

When more speech in a seemingly friendly tone, this time in Druidic, come from the undergrowth, Edmund smirks, certain, as usual, of his first conclusions. "That sounds encouraging," he says in Common. "Maybe they do have some tea after all!"

Edmund folds his arms across his chest and smiles broadly. He continues to beam until the Elven-Spider emerges from the brush.

Edmund literally tips over, falling backwards, managing to exclaim one word before he becomes a bundle of jumbled-up half-elf. "Driders!" he squeaks, before he becomes inescapably tangled in his cloak. Muffled words come from within--very probably unhelpful words.

Xenia  d20+19=37 d20+14=27
Monday October 2nd, 2006 10:53:18 PM

The dark rogue remains silent, holding position while Ash speaks to the guy out in the brush. But when it emerges, when it steps onto the path, its body in full view, one word screams through her head ... Drider.

Xenia's eyes narrrow and the muscle at the corner her jaw jumps with tension.

Still she doesn't move.

Ash is talking. The Drider guy's not black. Everything's cool. Everything's calm. Sort of. For now. Listen. Watch. Be ready. (Spot 37, Listen 27)

"What's it say, Ash?" Tension clings thick to the rogue's words. "What language is that you're speaking." At least it isn't Undercommon. That she knows.

Wynn  d20+10=23
Monday October 2nd, 2006 11:33:38 PM

The bard recalls a number of older tunes and begins to piece together more of the ancient elvish and is about to ask who or what has been 'cursed' when the Drider steps out from the vegetation. Wynn is pretty sure who has been cursed but not why and by whom. He steps forward from his own concealment and shoulders his bow.

"We mean no harm...We pursue an evil force that has passed this way...those who butchered your bretheren near the beach." Wynn calls out in his best attempt at ancient elvish. His words are awkward and stilted, but he hopes his voice carries his good intentions [Diplomacy=23]



Conner 
Monday October 2nd, 2006 11:36:11 PM

The fighter maintains as neutral a posture as possible for as long as the conversation continues. He does not know what this creature is, nor understand it's language. There have been no signs of aggression, so he will hold his course.

Mira  d20+8=18 d20+2=14
Monday October 2nd, 2006 11:38:16 PM

Having found plenty of adventure within the walls of Plateau City, and having only ventured briefly and not far beyond its immediate environs, Mira has never seen anything like the half-elf/half-spider, unless it is the funny little cleric with the cat legs. Mira wonders at what type of magic could have created such a strange...construct. (Knowledge Arcana=18)

The sorcerer is unable to understand the words of the third language spoken by the half-elven creature others in her party are calling a drider, but she focuses on the tone of the aged one's voice, and his general demeanor in an attempt to discern his intentions. (Sense Motive=14)

Leaning close to Arm, she continues her whispered enquiry. "The cleric, Belkior says he does not sense evil from...from...the creature. What do you make of him?"



Kadaz  d20+1=6 d20+5=21
Tuesday October 3rd, 2006 7:39:21 AM

"Hey, Syr, it's a spelf" Kadaz notices, making up a word to describe the odd creature. But it's not attacking, so that's a good sign. He keep watch on the trail, just in case this is a diversion, but as usual he has trouble seeing much beyond the grass in front of his eyes. (spot 6)

Birdie also keeps on guard for oncoming enemies, doing a bit better at sensing what's around them. (spot 21)

Angus Mage Armor & Message 
Tuesday October 3rd, 2006 8:08:23 AM

Angus sees that the spider-elf is not threatening the group and be cancels his invisibility spell. Angus tries hard to concentrate on the words being spoken by Ash and the spider-elf but can not make them out.

Angus whispers "What does it want?"

Spell Slots used:

0 Level 1/6
1 Level 1/8
2 Level 1/8
3 Level 0/6
4 Level 0/4

Spells in Effect:

Mage Armor 8 hours
Message 80 minutes Lang, Thar, Mira, Belkior, Ash, Syr, Xenia and Kadaz.



Ash (DM JohnP - sub) 
Tuesday October 3rd, 2006 9:15:23 AM

DM JohnP - I'll plead being tired last night. Feel free to make additional posts based on this post. Ash - post for yourself, too.

Ash quickly translates the words spoken by the elf-spider, whispering them to anyone else linked by Angus' spell.

"He's coming out of the grass, calling me another Guardian like him. Something about being Cursed ... whatever that means."

"He's asking if we're pursuing the 'ones who don't allow the dead to return to earth', the cultists I guess. Something about their passing through the 'Cursed Forest' making the stones cry out in memory of the 'Corrupter'."

"Ummm ... ahhh, he wants us to destroy the cultists' vessel. That one of us carries."


Shadow  d20+3=20 d20+3=4
Tuesday October 3rd, 2006 9:41:37 AM

Shadow almost lets his fear overwhelm him when he sees the 'creature' emerge from the grasses. He shakes himself and mumbles, "You need to get back to the city, you are getting too jumpy." He is not sure the 'creature' is friendly but it has not made any menacing moves towards the group. Once Ash tells the group what the creature is saying, Shadow relaxes a bit. He will lower his bow, but not put it away. He will continue to scan the area.

Listen=20
Spot=4

Xenia (2nd Illegal Post) 
Tuesday October 3rd, 2006 10:12:01 AM

"I've got it." Xenia reaches over her shoulder and lifts the flap of her haversack. First thing on top is the stone cup and she raises it above her head.

"Anyone want to take this? Someone strong enough to smash it?"

"Ash," she whispers into the Message spell, "do you trust it? Ask it how it knows we had the cup."

"How 'bout the rest of you? Whaddya think? If it's drow-born ... "
The rogue leaves the sentence hanging. A war rages inside her head. Drow-born but not drow.

"We found you just outside a sewer culvert, Xenia." The dark little red-headed girl nestled warm in Sliver Merryman's arms. "Now I'm guessing your mother was human. Your real mother, that is. I suppose she had her reasons for giving you up." There's a look of sad sympathy in Sliver Merryman's eyes. "I'm just glad that she did or you'd never have come to us."
The memory echoes through Xenia's thoughts. It was a memory to return to her time and time again. Whenever her sensitive ears would pick up the words whispered in her presence. Drow.

It would be years from the time that Sliver Merryman had told her adopted daughter how she was found. It would be years before little Xenia came to hear that men would at times force themselves upon women. But it was not long after that, however, that she would connect this idea with the story of her unknown birth mother, and guess at the origin of her own conception.

Edmund (2nd, illegal post) 
Tuesday October 3rd, 2006 10:30:28 AM

Edmund continues to fumble around inside of his cloak, making little progress in extricating himself. He can be heard squeaking rather violently within, uttering all sorts of nonsense. When Ash translates the words of the drider, Edmund calms down a bit and speaks slowly enough that he can finally be understood.

"Do what it asks! Destroy the chalice! Destroy the bloody chalice! Don't expect me to do it--get Thar! He's strong enough! Thar! Thar! Destroy the chalice!"

This sort of thing continues until Edmund exhausts himself and falls more or less silent. He continues to struggle, less violently, to escape from the confines of his own cloak.

"Could... ah... someone... help me out? Please?"

Arm 
Tuesday October 3rd, 2006 11:52:10 AM

Even though he was proven wrong previously about the drow, Arm gives Mira a brief description of what he knows of driders, then adds, "It's a good but unusual thing that it doesn't resonate evil. Let us see what it has to say, but be on guard.".

As Ash translates for the group, he turns to Xenia and says, "My dear, if it would please you, I would like to be the one to destroy the chalice. It has caused me much turmoil and pain since I drank from the cursed thing, so I think it only fitting that I be the one to end it's existance.". He then looks to Mira for moral support, then to the rest of the group to see if they concur.

Belkior  d20+4=22
Tuesday October 3rd, 2006 11:59:23 AM

The halfling cleric relaxes slightly when he hears Ash's translation of the spider-elf's words. As Xenia debates, Belkior whispers through the spell to his companions.

"It's not asking for the chalice, it want's the thing broken. I say do it, but take your own counsel. Kadaz or Lang can probably shatter it."

Belkior thinks about Ash's translation and what they learned in Plateau City before striking out.

"This lich, At-mah-lan-to, was supposed to use spiders, wasn't he? Maybe the lich is the 'Corrupter' that this elf-spider is talking about. We know that the lich used to rule this area a long time ago. Maybe the 'corruption' is what 'cursed' this forest, and this fellow there.'"

"Ash, ask him about the Curse!"



Xenia (3rd Illegal Post) 
Tuesday October 3rd, 2006 12:34:19 PM


Eyes still on the drider-elf, Xenia nods to Arm. She raises the stone cup up higher to make sure that it's seen. Then she passes it to the Arm.

"If you can't break it right at first go," she says, mindful of Belkior's suggestion, "you can ask maybe Kadaz to give you a hand with it."

"Hey, Ash," Xenia continues almost silently over the Message spell, "I still want to know how it knew we had the cup, huh? Even if that thing out there is friendly, it might give us a clue as to what's going on here."

Edmund (3rd, illegal post) 
Tuesday October 3rd, 2006 1:43:52 PM

At Arm's suggestion, which Edmund hears, the bundle of half-elf-plus-cloak nods.

"Yes. I think it is probably only fitting that Arm should destroy it, if he wants to. He has the greatest claim to such a thing."

Edmund's head finally peeps out from beneath the cloak, which is now wrapped about him like a toga. "But of course, if he needs help, that's fine too. I doubt as he will, though."

Edmund stumbles to his feet and bows, awkwardly, to the Drider. Maybe Edmund is shaking--or perhaps it is just the tangle of his cloak.

Ash 
Tuesday October 3rd, 2006 3:02:59 PM

OOC: Most of what I was going to post was co-opted by DM somehow :)

Only additions:

Ash bows respectfully and greets the stranger. He asks, very carefully, in Druidic, "M'lord, I apologize for my ignorance and if I am overly forward in asking; but, what do you mean when you refer to yourself as cursed?"

During a lull in the conversation, he advises the others than their new acquaintance speaks the high holy tongue of his order.

He returns to speaking Druidic to the Spider-Elf, "m'lord, I will admit further confusion; what vessel? what is it? why must we destroy it? I do not mean to act the ignorant buffoon, but I have only recently left the Grove and my knowledge of these events is not as it should be expected."

Mira 
Tuesday October 3rd, 2006 6:08:10 PM

"Yes, Xenia," says Mira, "let Arm destroy the thing that has caused...so much grief." The sorcerer steps out of the way to allow the bard his space. As she steps past the half-drow girl, she adds, "it wasn't worth anything, right? And there was no residual magic?" Mira is pretty sure she is correct.

Seeing that Edmund has got himself tangled up, and appreciating the wizard's potential, she lends a hand. "You know, Edmund, that was pretty good..the polite words, and stuff." As the wizard sorts himself out, Mira stoops to pick up the crossbow by one bow end. She lets it dangle in a non-threatening manner as she hands it back to Edmund.

"You any good with this?" she enquires in a low whisper, intended for Edmund's pointy ears only.

Lang & Sunshine  d20+6=25 d20+6=9
Tuesday October 3rd, 2006 7:04:08 PM

Lang remains silent as the elf spider comes out of the brush. As it does not appear threatening and his comrades are talking to it, Lang shifts his attention elsewhere. Lang does not sheathe his swords, but looks out onto the field for other movement.

Sunshine sniffs the air as the creature approaches the group. He lays down at Lang's feet.

Spot 25
Listen 9

Syr 
Tuesday October 3rd, 2006 7:54:33 PM

Syr looks over at Kadaz and chuckles aloud, "SPELF?" "Where in the Wold did you hear that one?"

When he hears the word 'Drider' that brings out a very diferent reaction. Muttering out of the side of his mouth, "uhoh! I've seen her reaction to the dark side of herself before." Telling Kadaz, "I'll be a couple steps away." He moves toward Xenia with a purpose unsure of whether to protect or restrain her."

Edmund (4th, illegal post) 
Tuesday October 3rd, 2006 8:18:50 PM

Edmund looks over to Mira as he slowly manages to untangle himself from the complicated and very difficult-to-operate Ordinary Cloak. "Oh? Don't mention it, it's the truth, after all. Who of us can claim better personal reasons to destroy the chalice."

When Mira hands Edmund the crossbow, he leans over and whispers very quietly to her, "Oh, I think so. All things considered, I mean, I think, at least, very probably, I'm very likely a tolerable, if not entirely indecent, shot. If you know what I mean."

Ash (this is either a 2nd or 3rd post---i've lost count) 
Tuesday October 3rd, 2006 9:07:46 PM

Ash turns and looks at the rest of the people and asks them kindly to put theoir weapons away.

He then turns back to the "drider" and begins introductions with "this is my companion Shelya, and this is..um...Mira, and ..."; introducing everyone.


Thar ail Baerer 
Tuesday October 3rd, 2006 9:47:25 PM

Seeing that Arm would be a better person for destroying the chalice, Thar nods thanks to Edmund for his confidence (in his ability to destory the chalice) and decides to wait until the group get some answers re: the chalice before destroying it.

"If we decide to destroy it, we should conduct some sort of rite to eliminate any evil that is in it and prevent it from doing any more evil," he adds.

When introduced to the stranger, he says in elven "Blessings to you and I'm glad to meet you." He does make sure that his hands are empty, ready to grab his swords and fight if needed.

The Spider-Elf Speaks (DM JohnP) 
Tuesday October 3rd, 2006 10:39:39 PM


Edmund had fallen to the ground after seeing the creature and then proceeds to get entangled in his cloak.

Conner watches and waits while Mira studies the spider-elf, trying to figure out how it may have been assembled. She has heard many things about humanoid-creature hybrids and how they might have been created. Perhaps the spider-elf knows himself. Angus is curious as well as he listen to Belkior's musings about the origins of this creature.

Wynn keeps speaking Elven to the spider-elf and it seems to catch some of his words. Thar also speaks in Elven and the creature seems to follow along. Shadow keeps watching for other creatures approaching, even if he does relax after Ash translates.

At the back of the party, Kadaz and Birdie guard the trail while Lang looks to the front. Syr moves up closer to Xenia in case the rogue does something rash.

The spider-elf watches as Ash translates his words and Xenia hauls out the chalice. It recoils, holding one hand to its face as soon as the chalice is visible. From its motion, it seems to be able to smell the chalice and can't tolerate the smell of it.

Ash only -- Highlight to display spoiler: {"Break it!"}

Near him, Xenia holds the chalice above her head. Her face trembles a bit as she thinks about her drow heritage and how this spider-elf might be connected to it. Arm steps forward to break the chalice and Xenia passes it over.

After looking to his companions for confirmation, Arm grips the chalice in both hands. Looking about, he spies a block of stone peeking through the grass to one side of the cultists' trail. He steps across to the stone, raising the chalice above his head and then throws it down. The chalice cracks with a low ringing tone, a split running through the centre of the bowl. The tone hasn't died away before Arm pitches to the turf, barely catching himself.

But it's only a moment before he stands and looks around at his companions. Brushing some grass from his hands, Arm looks back at the spider-elf. That creature looks at Arm and the others, stopping at Ash. He speaks rapidly in the ceremonial language of the Druids. Ash can barely keep up as he translates.

"I am Guardian. I am Cursed because I walk the paths of the Cursed Forest. My brethren and I accepted the Curse to guard this Forest against those who might by chance or purpose disturb the Corrupter. Our people took this burden years ago to atone for what we did when the Corrupter made us into this form."

"Our people's sages hoped that our age-old burden might be at an end when the Changer awoke. Our people's sages hoped that the Fae King would end the ageless sleep of the Corrupter, restoring balance to Nature. And, perhaps, releasing us from the Curse."

"Our burden will be ended if those whom you pursue are able to release the Corrupter. But not in the way that my brethren would choose."

"Come! Follow me! I will show you a quicker path that leads to the upper edge of the Forest."



Edmund 
Tuesday October 3rd, 2006 11:01:25 PM

Edmund accepts his crossbow from Thar and, after unloading it, slings it over his back. He smiles, returning Thar's nod. After all, Edmund has never ceased being impressed with Thar's sword-in-each-hand trick.

When Arm destroys the chalice and falls over, Edmund steps over to help him to his feet, but stops when Arm manages to get up by himself. Smiling brightly, Edmund shakes his fist in a sign of encouragement. "Well done! Well done, indeed! Glad we are finally rid of that miserable burden! I feel better about this whole hopeless cause already!"

Moving back near the centre of the group, he watches (and listens) as the Drider and Ash converse in a language entirely unknown to Edmund.

"Guess they haven't any tea after all," Edmund says with a hint of a grin. "All the more reason to get this over with as soon as possible. I'm ready when you are.--it's time to stomp the Evil Elf Sorceress Queen and put an end to the Invincible Lich King! The sooner, the better"

Xenia 
Tuesday October 3rd, 2006 11:04:54 PM

The words wash over the rogue as though the drider-not-drider speaks with Ash's voice. Xenia's green eyes remain narrow and skeptical. Though, when the critter offers a faster way through the woods, she looks to each of her companions and simply gives a shrug of her thin shoulders, acknowledgement of the value that this opportunity presents.

"If we can get a jump on the Cultists we could, like, set up an ambush," is all she says before turning to the broken stone cup lying in the grass. Gingerly, she reaches out a hand, like a cat extending an exploratory paw, and bats at the cup. When nothing happens, she lifts it up off the grass, eying it in the light. Xenia turns to Arm and Mira.

"Maybe there was some magic in it after all," she says. "Funny to think of magic leaking outta a cup when you break it." She shrugs again. She tucks the broken cup back into her haversack. "Lets go," Xenia says, and forms up next to Wynn.

Arm 
Wednesday October 4th, 2006 6:02:18 AM

After breaking the cup and regaining his composure, Arm stands a bit straighter, his head held a bit higher. Smiling at Mira, he approaches her and evelops her in a tight hug. As the company prepares to leave though, he looks inquiringly at Xenia, "Are you sure it is wise to take that cursed thing with us? Perhaps we should let Kadaz smash it until it is unrecognizable and leave it where it lays. If by some chance we are captured and that is found on us, we will surely be held liable for it, and I'm sure that would not bode well for us.".

Ash 
Wednesday October 4th, 2006 6:47:54 AM

Ash notices that the "drider" didn't answer the question about the "cup" but keeps it to himself. Having finished translating for everyone else, he waits to see if the others decide to take the "drider" up on his offer.

Kadaz 
Wednesday October 4th, 2006 6:58:05 AM

From the back Kadaz yells forward. "Hey Ash. Does that spelf have any actual name other than Guardian? And does he know how many are in the party we're pursuing? And we'd better be off right now. Don't want the others to actuall reach their destination before we get there."

Once again Kadaz trudges along at the end of the party, slowing everyone down. He may be slow, but he keep up this pace all day.


Angus Mage Armor & Message 
Wednesday October 4th, 2006 7:47:23 AM

Angus has mixed feelings about the chalise being broken as it is lost as a bargining tool, but they may have gained a friend and guide.

Angus nods at Xenia "Ambushes are very good as long as we are the ones doing the ambushing."

Angus looks from Kadaz to Ash. "Yes, find out the guardians name and see if his leading us will keep the creatures of the forest at bay. Then lets see if we can make some time."

Angus uses his message spell "Lang and Thar, keep leading us, but keep your eyes open for any traps, just incase our new friend is less than genuine."

Belkior  d20+21=33 d20+6=16
Wednesday October 4th, 2006 8:41:37 AM

The halfling cleric watches as Arm breaks the chalice and then falls to the ground. He moves over to check his companion as Arm rises to his feet.
Heal = 33

"You seem okay, Arm. Did you simply slip when you broke the chalice? Or was it something else?"

Belkior isn't quite sure about the spider-elf, what with the language differences and all.
Sense Motive = 16

Since his companions seem to be trusting the spider-elf, Belkior tightens the straps on his haversack and prepares to walk. He's hoping, though, that this "short-cut" doesn't involve climbing. He likes the ground well enough and doesn't see any need to get any farther from it than he needs to.


Shadow 
Wednesday October 4th, 2006 10:19:31 AM

Shadow keeps quiet during the exchange, and sees the reaction of the 'spider-elf' when Xenia brings the chalice out. He watches patiently as Arm gets it and then breaks it on the rock. He is startled to see what happens to Arm, but does nothing. He notices the 'guardian' seems okay once the chalice broke.

Not wanting to be noticed, Shadow will remain near the back and make sure the group is covered just in case the 'guardian' is not as friendly as it seems.

Xenia (2nd Illegal Post)  d20+19=33 d20+14=24
Wednesday October 4th, 2006 10:28:14 AM


"Much easier to ditch something later than it is to get something back once you need it, Arm," the girl rogue replies. "Looks like maybe the crack you made let all the air out of it anyway. Leastwise, Spider Guy there don't seem bothered by it anymore."

"Hey, Ash," Xenia calls over the message spell, "you ask the Drider how he knew we had the Cup?"

Then, out loud, "Anyone else here notice that Spelfie over there knew that what we were carrying was a ... whadja call it, Ash? ... a vessel? I mean, without seeing it, Spider Guy knows it's a cup thing."

"Now I'm not saying this makes him a bad guy and all. But it means there's more here that we're not seeing. Maybe clues to stuff that might be important."

"Sure wish we all could talk to him. Got a lotta questions."

The rogue takes a good look around before the group moves out after the ... Spelf? (Spot 33, Listen 24)

Thar ail Baerer 
Wednesday October 4th, 2006 10:49:15 AM

Seeing that Arm stumbled after breaking the chalice, Thar runs over to check him and make sure he is OK. (Heal Check???)

If he is OK, Thar will say "OK group, we should consider following this Spelf thing, as we've been talking for a while and I'm still not happy being in this wide open area, where we could be attacked easily."

He'll move to the front and wait for his fellow ranger to join him in taking point.

Wynn  d20+6=16 d20+2=7
Wednesday October 4th, 2006 5:50:22 PM

The bard takes up position next to Xenia and readies to follow the drider. "Ask him his name!" he calls out to Ash. [Spot=16; Listen=7]

Conner  d20+4=20 d20+3=12
Wednesday October 4th, 2006 5:53:10 PM

The fighter replaces the javelin into his quiver, re-shoulders his pack and readies to leave. "Better to have a guide than stumble about in a foreign land" he mumbles to anyone within hearing distance [Spot=20; Listen=12]

Mira 
Wednesday October 4th, 2006 6:29:38 PM

"Excuse me," says Mira, nodding to the wizard, as she goes to check on Arm. Arriving after the little cleric has already made his enquiry, she waits for the bard's response.

When they start the trek, following the half-spider creature, Mira admits to Arm that she would like to see the chalice ground into powder as well, but she explains that she trusts Xenia, and is sure the half-drow wouldn't let it fall into the wrong hands.

Secretly, the sorcerer is worried about Arm's reaction when the chalice was broken. She wonders at what the connection must be between the bard and the goblet, but no answers come.

Lang & Sunshine 
Wednesday October 4th, 2006 7:32:09 PM

Lang nods silently at Angus's wish.

"Sunshine heel."

With his shortswords out he is ready to follow the creature and lead the large group.

Edmund (2nd, illegal post) 
Wednesday October 4th, 2006 10:24:34 PM

When Xenia picks up the chalice and puts it in her pack, Edmund's brow furrows.

"I think it is better to smash it into little bits. The sooner we are entirely rid of it, the better," he opines.

Edmund looks around, trying to remember who he was supposed to stay near. Angus, was it? Now, which one was he?

Syr 
Wednesday October 4th, 2006 10:27:32 PM

Syr nudges Kadaz with an elbow, " 'Spelf' See you started a trend." Calling from his position in the rear, "I'm all for the fast route. If not get ahead, I at least want to pull even."

Short-Cut (DM JohnP) 
Wednesday October 4th, 2006 10:44:48 PM

Xenia gathers the fragments of the chalice, wondering about the lingering magic that it seemed to hold. After she does this and looks around the clearing, the spider-elf leads the party away from the clearing and the cultists' trail through the jungle. Lang and Thar are not too far behind the creature and Ash has moved closer to be able to translate. The creature talks quietly over his shoulder as he walks. As he moves, the two rangers notice that he does not leave a trail that can be followed by conventional means but the bugbear ranger still notices the spider-elf's unique scent. The spider-elf doesn't seem to be following any path but the way is easy and free of obstructions. The two rangers and Ash think that the spider-elf is taking a direct path through the woods.

"Guardian is my name. I gave up any other when I chose to walk the forest paths and accepted the Curse. The Corrupter placed the Curse upon my people ages ago, when this land was his domain. My ancestors were the Corrupter's soldiers and killers, guarding his borders against those who would attack him. Now, we still guard the borders of his land to keep away those who would awaken him."

"This group you pursue is the most serious threat my people have faced for many, many years. Even now, they are crossing the Plain of Stones and should arrive at the Corrupter's tomb tonight. My people spied that much out but could not follow them."


When Ash translates Kadaz's question about the cultist party, the spider-elf pauses for a moment before answering.

"When they entered the Plain of Stones, there were eight living and ten walking dead, carrying the burdens. The path that I am taking will get us to the Plain of Stones more quickly, perhaps early enough that you can deal with those who wake the Corrupter before they break into his tomb."

Xenia falls in with Arm, who suggests disposing of the fragments. The bard, however, doesn't disclose what happened to him when he collapsed. Not even to Mira, who walks nearby. Both clerics, Belkior and Thar, examined him and could not find anything wrong. Xenia worries about how Guardian knew about the chalice and when Ash asks again, Guardian answers.

"The Corrupter made us sensitive to his magic, and that practiced by his followers. Whatever the reason, today it allows my people to identify those who use the same magics."

Edmund stumbles along with the others, trying not to think about tea and crumpets at his favorite lunching spot or the pleasures of studying an arcane text for hours, puzzling out a spell. Wynn and Conner join the line following the spider-elf through the jungle.

Behind them all, Shadow and Syr keep pace while watching the spider-elf.

++++++

The spider-elf guides the party quickly through the forest. The rangers' impressions were correct -- Guardian took a route that was both more direct and easier. The party quickly left the clearing and were back under the high canopies for the remainder of the day. During the trip, even the rangers did not see any threatening wildlife even though they could hear sounds and see (and smell, for Lang) sign of large beasts.

As he walks, he quietly converses with Thar in Elven. As the day progresses, Guardian gradually speaks in a version of Elven that is closer to modern, close enough to be understood by most of the party at least.

Near the end of the day, the observant notice a structure or platform built high in the trees, over 200 feet above the forest floor. Watching carefully, they can see humanoid figures moving about the platform, seeming to perform household activities. A watcher notices the party and calls down in the ancient elven that Guardian speaks.

Friend! Foe!

Guardian raises two forelegs from the ground, waving them in acknowledgement. When pressed, Guardian answers evasively.

"My people, those who have not accepted the Curse. You cannot disturb them. We shall meet more Cursed soon and they will have word of those we pursue. We will be spending the night near the upper edge, not far from the Plain of Stones. It is best if you travel the plain during the cool morning hours."

The party travels into the early evening, after dusk under the tree canopy. Pointing ahead, the party sees a mass of webbing suspended a short height above the forest floor between two trees. Guardian leads them to a ramp that leads up the webbed mass. The ramp has been covered with leaves and twigs and whoever steps on it finds that they can move freely without becoming stuck. Guardian motions up towards the webbing.

"Come, my fellow Cursed have built this place for you."

Edmund 
Wednesday October 4th, 2006 11:23:58 PM

Trudging along, Edmund finds himself in the unpleasant situation of trying not to think about something. This, of course, only makes him think about it all the more. By the time the group reaches the shelter the Cursed have constructed, Edmund's thoughts are practically consumed by thoughts of scones, crumpets with butter, steaming tea, and mountains upon mountains of books. Only the most cursory of examinatory glances is necessary to destroy any hope of finding tea, scones, or books. Edmund sighs.

"No tea anywhere, I'll warrant."

After looking around, Edmund is only too happy to rest until the morning, when they are due to set out for the Plain of Stones. In fact, when Edmund finally sits down, he almost immediately dozes off sitting upright, smiling faintly as he dreams of a Plain of Scones, bordered by the shores of a steaming lake of tea.

Thunir 
Thursday October 5th, 2006 1:51:29 AM

Hefting the Urgosh onto his left shoulder, I walk stoicly and without word with the others. Watching and listening to everything around the group.

When arriving at what will be called the camp for the night, I volunteer to take the first and last watch.

We may be in a camp of supposed friends, but I will not throw caution to the wind.

And then I proceed to set up my bedding and then help those others do the same.

Arm 
Thursday October 5th, 2006 5:59:41 AM

Grateful for the assistance, Arm smiles at Thar, Belkior and Kadaz, assuring them that he is ok.

As they continue their march, he leans close to Mira and whispers, "When the chalice broke, I felt as if something was wrenched from my soul, and suddenly I felt better than I have in a long time. Perhaps that will be the end of my nightmares. As for disposing of the chalice..I am more concerned with the enemy finding it on us and taking out their aggression for its demise rather than it falling into the wrong hands.".

Once they reach the encampment, Arm looks apprehensively at their accomodations, then reaches out tentatively to touch the webbing, confident that if he becomes stuck, the others will help him. IF everything seems ok, he follows the rest to their lodgings then says, "I still think we should post a watch, even if our hosts aren't aware of it. Who wants to go first?".

Kadaz 
Thursday October 5th, 2006 7:17:22 AM

Kadaz replies to Arm's question about watches. "We have enough fighters to allow the spell casters to sleep the whole night. And I doubt that any real threat will pass by these spelfs unnoticed."

Kadaz carefully climbs onto the web loft and makes himself comfortable. He bounces up and down a bit to make sure the surface will hold him. "I wonder why this is in the air. Insects on the ground maybe?" he wonders aloud.

Angus Mage Armor 
Thursday October 5th, 2006 8:43:33 AM

Angus is somewhat excited about all of the happening. "This is all very interesting." Angus mumbles to himself.

When Ash translates that the Guardian feels the magic that is practiced by the corrupter and his follower Angus asks Ash to translate a question from his elvish "Ash, what types of magic can Guardian feel and what has he felt lately from the evil cultists? Also, please ask him if he knows why the evil cultists are in his land." Angus is hopeful that it is not to easy to reanimate a lich king.

Upon seeing the web house, Angus looks to Guardian and in elvish adds "Thank you for your help and this fine abode."

Shadow 
Thursday October 5th, 2006 9:30:27 AM

Shadow starts feeling better about the situation right now, but then as they travel and he remembers why they are here. He tries to keep a watchful eye out, but is starting to succumb to the feeling that they are safe with the 'spelf'.

When they reach their 'lodging' he looks at it and waits for others to test it out. He will remain on the forest floor until he sees Kadaz jump up and down on it. He then proceeds upwards. "I agree we should keep watch, and I can do any of the watches." He starts to get his dinner of trail rations together and sits and eats quietly. Listening for the answers from the 'spelf' of the groups questions.

Xenia 
Thursday October 5th, 2006 11:46:15 AM

Not a word. Xenia moves with the group without a word as they make their way through the forest behind the mysterious Spider Guy. Instead, she tunes herself to all the stuff around her, the little sounds and movements of the Big Lizard Forest, the ways of her companions around her, the trail as it changes putting roots and holes and rocks under her feet. But most of all, she tunes herself to Wynn. Swinging her eyes in sync with him to cover more of the forest, moving her body with his rhythm. The passage through the woods moves like a dream this way.

Even the dark of evening under the canopy of trees is lit bright to Xenia's elf-born sight. She lifts her eyes to take in the web platform the Spidies made for them. They're in this deep now. Nothing to do but go on with the idea that these Spider Guys are helping them. No sense taking it any other way.

"I'll take a watch with Wynn," she volunteers. "You need to rest now?" She reaches out to him, her arm slipping around his waist, her hand to the small of his back. "I'll be right up. I ... I just gotta check one thing. It's ... probs nothing ... " The rogue's face contracts into a frown of concern. "But I gotta check it."

With a small hug, she disengages from Wynn. Then she walks straight over to the Guardian Guy. Straight up, she stare s at him, straight into his eyes, watching his face.

"Xun dos harl'il'cik ulu l' ilythiiri?" she says in her book learned Undercommon.

Mira 
Thursday October 5th, 2006 12:55:07 PM

Intrigued by the drider, Mira tries to work her way closer to the front of the group in order to hear what he is saying and catch Ash's translation. She finds the creature's dissimulation a little sad, and wonders at the self esteem of one who would refer to himself as 'cursed'. Although his form is odd, even kind of ugly, it certainly provides the half-elf/half-spider with some...benefits.

Clutching the silver and emerald pendant at her neck, the woman wonders if others of mixed race consider their heritage a blessing or a curse.

Following the group up the leaf strewn ramp, she stops, unconsciously holding her breath, when the dusky skinned rogue confronts the one who calls himself Guardian, in a foreign tongue.


Belkior 
Thursday October 5th, 2006 1:17:24 PM

The halfling cleric follows along with his companions, skipping over the small obstacles and making short detours for the larger ones. It's times like these ... along with stairs in big people sized buildings ... that he wonders why he tries to keep up with big people. Still, there are times that he can simply duck under branches and fern fronds that his companions have to push aside.

When they party reaches the sleeping .. web, for lack of a better term ... Blkior moves up beside Ash. He's had a question bothering him all day.

"Ash, Guardian said that there were eight living people in the cultist party. But he didn't say more, could you ask him about that?"

After watching kadaz enter and bounce on the webbing, Belkior will gingerly follow. This is getting very close to climbing into the trees. Why doesn't this spider-elf sleep in a nice, snug burrow under a tree root?


Angus (second illegal post) 
Thursday October 5th, 2006 7:24:08 PM

Angus stretches and asks Guardian. "Should we have a fire? Or is it dangerous here?"

Angus looks around as the others start to set up a camp. "The spellusers should take first watch again. If there are not objections. It looks like we will have a big day tomorrow."

Ash 
Thursday October 5th, 2006 8:10:23 PM

While not his home, the "Guardian" has led him to a place close enough to cause Ash to feel homesick. Keeping his misgivings about the "Guardian" to himself, Ash follows quietly, listening to everyone and everything, but keeping close to Shelya (just in case).

Considering Belkior's request, he turns to Guardian while walking, and asks about the living people in the cultists party.

Thar ail Baerer 
Thursday October 5th, 2006 9:51:14 PM

Thar will closely follow "Guardian" through the undergrowth, watching for any unwelcome surprises. Once their final destination is reached safely, Thar nods appreciaively at the impressive structure that the elves have set up.

"Very nice home you all have. Your architecture is truly beautiful," he adds, enjoying the sight of homes made out of natural items. "I'm truly sorry that you are in this situation though and I'll do my best to help you eliminate these evil cultists."

"I'll take a watch, and will go 2nd," he says to his companions.

While waiting, he unobtrusively walks around the area, especially looking for escape routes, if the elves become hostile.

DM Announcement (DM JohnP) 
Thursday October 5th, 2006 10:14:24 PM

Crimson Shields - BigTim has asked all of us to post over on the Shields board as a planning and introduction process.

See you there!


Syr 
Thursday October 5th, 2006 10:29:45 PM

Calling from the back of the group when they stop, "Hey Ed! Maybe no 'T' but at least we have a few I's around." He points a finger at his left eye keeping a solemn expression on his face.

Yawning and streching out on the webs, "I'm for last watch again, besides I like these wierd hammocks. Just grab me when it's my time."

Last Day in the Woods (DM JohnP) 
Thursday October 5th, 2006 11:02:25 PM

Almost everyone has entered the webbing when they see the other Cursed that Guardian mentioned. It's difficult to tell, but these creatures seem younger and they defer to Guardian when he enters. After Ash asks about the cultist party, Guardian converses with the other spider-elves. Their hushed conversation is in the ancient form of Elven and some members of the party are able to overhear. Those who speak Elven understand more of the words after listening to Guardian for the day.

Listen DC 10 -- Highlight to display spoiler: {Group .... Gone ... Fight ... Away ... Negative ... Return ..."}

Guardian turns to Ash and speaks slowly, allowing the druid to translate.

"As I said, eight living. They entered the Plain of Stones this afternoon and my fellows could not follow them any further. But my fellows heard signs of a fight out there, probably with the plains beasts. That is why you should go in the morning when it is cool and the plains beasts are less active."

"My fellows say that one or two of the living ones were either tied or being assisted by the others. Some were injured in the fight near their boats, so it may either way."


It seems that the spider-elves have also provided hammocks for everyone to sleep in, familiar after the time aboard Thunir's boat. While everyone is dropping packs and preparing to rest, some of the spider-elves carry in great wooden containers holding water. Their gestures make it plain that these are for washing. Looking around, the party notices that these people use very little metal. Their weapons look very similar to those found at the scene of the first battle -- well crafted wood and leather but crude metal.

After people wash, the spider-elves carry in baskets of fruit and vegetables. Some are familiar while others are exotic -- strange fluted fruit shaped like a star; prickly shells with sweet-smelling flesh the consistency of custard; something that smells appalling to most of the party; and a cabbage-like thing that smells like new-mown hay. When Guardian sees the party looking for more food, he speaks and Ash translates for him.

"Sorry. My people rarely use fire, living as we do in structures like this either on the ground or above. I thought that these things would satisfy you, since I understand that your people rarely enjoy flesh unless it has been seared with fire. If I am wrong, my fellows will acquire reptile, bird or furred as you desire -- living or dead. Your companions, though, are much like the furred creatures in the Cursed Forest. They may find some food below the webbing that is to their liking."

When people start trying the fruit, they find all of it to be quite tasteful. They even find the fruit that smells like worn foot-wrappings forgotten for weeks under a bed tasty, if they can get it past their noses. With the clear, fresh water provided by the spider-elves, it's a simply and barely satisfying meal.

Guardian bids the party goodnight and begins ascending the webbing. When he reaches the peak of the structure, his front spider-legs start tugging at webbing that he produces from the underside of his spider body. In a very short time, Guardian has bound himself to the webbing and allows himself to hang freely. It's a strange sight, after days of unusual sights, and will probably plague the sleep of Belkior.

++++++


The night passes quietly for all. Those on watch do not see any sign of creatures although they occasionally hear what seem to be other spider-elves moving in the trees. Perhaps their patrols are keeping the jungle creatures away.

The spider-elves bring in more fruits after the party begins waking in the morning. Again, Belkior rises with the dawn to pray and request spells. While the fresh fruit is a nice treat for the vegan cleric, he thinks that his companions may be breaking out trail rations this morning.

As everyone is eating and preparing for the day, Guardian stirs and climbs down from his perch. He stretches his forelegs and reaches back with his elven hand to pluck at a patch of matted fur on his back. When everyone is ready to proceed, Guardian leads the way through the forest. The jungle appears different in this last stretch. More stone outcroppings and boulders are visible through the undergrowth. The giant trees that form the uppermost canopy are fewer and it is now possible to catch glimpses of the mountains. The mountains are much closer than anyone expected -- either they traveled further or faster yesterday than they thought or this is simply a spur of the mountain range.

Finally, the edge of the jungle is in sight. The giant trees end and even the second canopy trees diminish until the party is walking through only the ferns. Suddenly, like a line drawn by a ruler, the ferns end and the grassland of the Plain of Stones begins. The reason that Guardian and his fellows use that name isn't apparent, since it looks simply like verdant grassland. Across the grass, the party can see herds of creatures and the foothills of the mountains. One hill, closer than the others, stands out because of it's cone shape.

Guardian speaks to Ash again, pointing across the Plain of Stones and then to the north.

"I can approach no closer. The trail of those you pursue is only a short distance in that direction. Even if you do not find the trail, that hill is the Corruptor's Tomb and it is their destination."

"Cross now, before the plains beasts become active. If those you pursue turn back, my fellows and I will prevent their departure."


Guardian stands there, waiting. He might be willing to answer questions or he might simply be waiting for the party to depart.


Thunir  d20+13=27
Friday October 6th, 2006 3:33:41 AM

Slinging his Urgrosh across his back and pulling out and readying his bow, I will begin looking for signs of recent tracks. (Within the last hour)
Search for tracks: 27

Thunir opts to take the lead, using his ranger abilities to guide the party across the grassland before, like the guardian suggested, the beasts begin stirring.


Supplemental (DM JohnP) 
Friday October 6th, 2006 7:24:21 AM

When Xenia speaks a few words of Undercommon, Guardian looks at here and then to Ash.

"What language is it that she speaks?", Guardian asks Ash.



Kadaz 
Friday October 6th, 2006 7:27:50 AM

Kadaz looks at the Plain of Stone in front of them and tries to think about what could be out there.

"Ash, please ask the spelf some questions for me. These plains beasts, how big are they? What do they look like? And how do they fight, singly or in packs, in the open or from ambush? And when we get to the Corruptor's Tomb is there anything we should take care not to do?

Angus - Mage Armor 
Friday October 6th, 2006 8:45:26 AM

Angus's thoughts echo those of Kadaz and he nods his head at the warrior at his well thought out questions for Guardian.

At the grass lands, Angus coats himself in mage armor. "Ah, that feels soo good."

Angus turns to Guardian and attempts to thank the drider in elvish. "Thank you sir. You have been and honored host and we appreciate your hospitality. If we do not meet again, live well."

When the group heads out, Angus takes his spot in the middle with the other spell users and suggests "We are getting close, lets spread out our line a bit to avoid any nasty spell type surprises."

Angus looks to the front of the line "Lead on Lang and Thar, show us the way." Angus dons his big leather floppy hat.

Arm  d20+11=29 d20+4=19 d20+11=28
Friday October 6th, 2006 9:52:38 AM

Arm eats tentatively of the food provided, but once he sees that no others are adversely affected, he eats his fill. He has no trouble overhearing the conversation (listen=29), though he has no idea what to make of it. Turning to Mira, he relates what he hears in hopes that she may have a clue.

Once they reach the edge of the jungle, Arm draws his sword in preparation of a fight, if need be (spot=19, listen=28).

Shadow  d20+3=12 d20+3=15
Friday October 6th, 2006 11:02:38 AM

Shadow even though is suspicious of the 'spelf' he will enjoy the meal and the hammock that has been fashoned for him. Once it is his turn for watch he will find a comfortable place near the ramp up to their 'web cabin' to watch for anything out of the ordinary. He then thinks, 'How is any of this ordinary?'

Once the group arrives at the 'plains' he follows the gestures of Guardian and waits for translation from Ash, since he can only catch a phrase or two. He then unslings his bow and nocks an arrow. "Well we should get moving."

Actions:
Listen=12
Spot=15

Xenia  d20+19=25 d20+14=23
Friday October 6th, 2006 12:09:54 PM

The confused look upon the face of the Spider Elf Guy hits Xenia like a fresh comforting breeze. She closes her eyes and her body visibly relaxes.

"Diole lle." Thank you, she says in elfish. "Diole lle." She smiles, and dips in a little curtsy before the Guardian.

Worries of the evil drow now banished from her mind, the forest loses some of its previous menace. The girl rogue dives with relish into the feast of new weird fruit stuff. Even trying the stinky fruit. Collecting her own stash of fruits of each kind, Xenia settles in next to Wynn. Carving and peeling, she feeds the choicest pieces to her guy.

"Wonder what they call this stinky fruit, Wynn?" she asks. "Prickly Bomb. No. Ouchie Fruit. No. Dorian. No. I guess we'll never know. Not bad stuff, though."

The night passes peaceful between the big old trees, all snuggly with Wynn. It's a good way to spend the night before you gotta head out to a place called the Plain of Stones.

"Aa' lasser en lle coia orn n' omenta gurtha," Xenia says to the Spider Elf Guy at the edge of the Plain of Stones. Kinda formalish. And not the kind of thing she'd say every day. But here, on the edge of the Big Lizard Forest bordering on the Plain of Stones it just seems ... kinda right.

May the leaves of your life never turn brown.

It's, like, a goodbye. Never knowing if you're gonna see each other again. And just before marching out across the plain into monsterland where you're gonna be chasing down some culties bent on raising up a crazy lich guy, well, that just seems right.

Xenia draws a potion out of her bag and grips it in her hand. Not gonna be any place to hide out here.

"Yup, lets get going," she says, echoing Shadow's words. Eyes and ears peeled, the dark rogue walks out onto the Plain of Stones, good or bad, today feels like a day of destiny. (Spot 25, Listen 23)

Wynn 
Friday October 6th, 2006 12:13:08 PM

The bard spends a restfull night in the safety of the drider's lair. He spends as much time as possible asking questions and listening to the story of the corrupter, his vanquish, and their cursed role in life.

In the morning he takes his normal position in the marching order. Once at the Plain of Stones he cannot help but wonder why it bears such a name. He asks the Guardian why it is so.

Conner  d20+4=18
Friday October 6th, 2006 12:18:20 PM

The fighter marches along with little effort. Years of military service have accustomed him to long marches. He knows how to set a pace that can be kept, when to rest, and when to simply knuckle down and move on.

Once they arrive at the grassland he surveys the area for danger and the safest route to the tomb site. [Spot=18]

Conner secures his shield to his forearm and slips a javelin from the quiver across his back in preparataion for the next stage of teh march.

Mira 
Friday October 6th, 2006 1:15:47 PM

Mira helps herself to the foodstuffs provided by their hosts. She makes sure she takes only enough to satisfy her hunger, ensuring she leaves plenty for the rest of the party.

The sorcerer is quiet, preferring to keep her eyes and ears open as she watches the interactions of her party and the spider folk.

Thar ail Baerer  d20+6=12 d20+10=14
Friday October 6th, 2006 2:22:28 PM

Thar will follow Thunir, helping to watch their path and look for trails. He'll keep his eyes and ears open, looking for footprints or any other tell tale signs that their foe has left.

Knowing that Thunir is more experienced than he is, Thar will gladly pick up any advice that Thunir can give on tracking. "I'm looking forward to eliminating anything that evil, especially those who create undead," he adds to the conversation

He'll have his swords ready, hoping that he doesn't need to use them in battle.

Track =12 (ouch, another low roll...)
Spot = 14 (yet another, what is it w/ this dice roller...)


Edmund 
Friday October 6th, 2006 3:08:41 PM

When Edmund wakes up--which he does with a bit of a start--he rubs his eyes and looks around.

"So it wasn't all a dream, what? How disappointing. I guess we really will have to fight the Evil Elf Sorceress Queen and the Invincible Lich King after all."

Picking up a few pieces of fruit, he wrinkles his nose and manages a few mouthfuls, coughing a bit. "Not entirely pleasant, eh? I think... I think I've had enough."

Edmund looks to the other group members nearby and shakes his head.

"Strange dream I had--I was in a great library, and there were all these books, and tea, and the most wonderful scones. It was lovely! But, there was also this fruity voice which kept talking in undercommon. It asked me, over and over again, if I knelt to the Drow. The strange thing was, every time it asked, I had my mouth full. When I swallowed and answered, the voice had already... left. If that makes sense? Then, I'd go and take another bite, and it would come back and ask me, again! It was very frustrating. Just the sort of thing you'd expect to dream after the past day's events, though. No tea anywhere, and these things what are very similar to driders."

After relating this, Edmund goes off to study his spellbook, readying himself for the day's upcoming pleasantries. He returns in due course, smiling broadly.

"Well, I'm all set, if you are. No reason to delay, I suppose. It's the early bird as catches the worm, and it's early still. Anyway, the way I see it, the sooner we go the better. Either we go to triumph, in which case I shall soon have tea and books to hand once more; or we go to death, in which case, the tea and scones won't be a matter for concern. In either case, the longer we delay, the hungrier I become, so let's make an end of it for good or ill. It's not the dying I'm afraid of--just the waiting for an outcome which is so intolerable."

Edmund sets about his final preparations, fussing for some time with his cloak, despite all his protestations of 'readiness'. Soon enough, though, he is ready to go, surprisingly even more cheery than before. Indeed, the closer the moment of peril draws, the brighter his countenance seems to become. Perhaps there is something to his philosophy after all.

Syr 
Friday October 6th, 2006 7:55:01 PM

Syr tries to hide his disappointment when he hears that the other group is still ahead of them. Moving over to Angus, "Hey boss, it sounds like we are still playing catch up. You may want the scouts to range farther ahead to avoid an ambush."

Lang & Sunshine  d20+14=28 d20+6=20 d20+6=19
Friday October 6th, 2006 9:12:57 PM

Lang & Sunshine move back in front with Thar. For the most part Lang walks with his quarterstaff in hand.

"Go ahead Thar you take point. I'll follow a short distance behind with Sunshine"

Track 28
Spot 20
Listen 19

When they get to the spot where the spider creature will not advance, Lang will switch to his long bow.

"Thank you Guardian", Lang says in common even though the creature cannot understand him.

"Well let's get going. We have some undead to return to the earth. And probably a few live ones also."

Lang strides forth onto to plains taking point.

Belkior 
Friday October 6th, 2006 10:57:14 PM

The halfling cleric grimly tightens the straps on his haversack and performs another check of his pouches and cases, ensuring that all of his healing magics are present. His little cat feet are shuffling as he waits for Guardian to answer all the questions.

"We've got cultists to fight and undead to put down. And I don't want to meet these plains beasts that Guardian is talking about."

On the Plain of Stones (DM JohnP) 
Saturday October 7th, 2006 11:13:08 AM

Before the party bids farewell to Guardian, they have some parting questions. Ash dutifully translates and waits for Guardian's response.

"Some plains beasts may be no larger than you but many, most actually, are many times my size. The plains beasts are all scaled. Some fly but most walk upon the earth. It is the smaller meat eaters, the ones that hunt in packs, those you should worry most about. They sometimes pursue prey into the Cursed Forest, too close to my people's lodges. The large meat eaters usually do not bother with something as small as myself, let alone you. The big ones rarely enter the Cursed Forest."

"It is ages since my people went to the Corrupter's Tomb. We no longer have any knowledge of what it contains, except that the closest and most trusted servants of the Corrupter were sealed there to serve him for eternity."

"The Plain is now mostly grassland. Ages ago, the Corrupter's city stood there. The name comes from that time, when it was covered with buildings."


Considering that Guardian is larger than any of the party, nearly eight feet high and more than that long, the plains beasts must surely be massive. While thinking about that, the party bids Guardian farewell and they strike into the grassland. Guardian clasps his elven hands over his torso and dips his body slightly. He stays there, watching the party as they move deeper into the grassland.

++++++


It's only a short time before Thunir and Thar pick up the trail of the cultists. As before, the cultists have made no effort to hide their tracks. After some study, the three rangers conclude that the same number of cultists and undead are still walking. The trail leads straight into the grassland. The ground dips and rises, often allowing the party glimpses of things across the Plain. The mountains, of course, are always visible directly ahead. At this time of morning, the western faces are still cloaked in shadow. The conical hill that Guardian identified as the tomb is also directly ahead.

Finally, they spot of herd of creatures to the south. After judging distance, those skilled in estimating opponents figures that the smallest of these things is twice the size of Guardian. Fortunately, the creatures seem to be grazing on the grass which is now higher than Belkior, waist or chest high on everyone else.

Knowledge Nature DC 10 -- Highlight to display spoiler: {The creatures are giant reptiles called dinosaurs, herbivores and unlikely to bother the party unless the party approaches too closely and frightens them into a stampede.}

Xenia and the others who are watching occasionally spot bleached white stone sticking through the turf. As they move deeper into the grassland, the stone becomes more frequent. Finally, the scouts see what could be portions of two massive pillars lying on their sides. If the pillars were completely exposed, they might be 20 feet in diameter and over 100 feet in length.

However, the scouts' attention is drawn to the flattened grass near the pillars and the bodies heaped there. Some shiny and reflective things, they can't tell what, lie on the grass near the bodies. Lang and the animals can smell putrefying flesh that the cool morning breeze can't dispel.

Lang spots some movement in the grass on the far side of the clearing and hisses a warning to Thar, Thunir and the others behind him and Sunshine.

Crouching at the edge of the clear area where the path enters, the party has time to decide how to investigate. Or decide to simply detour and avoid this potential trap. Looking into the clearing, Xenia and Shadow figure that there is enough cover to sneak out. And the distance to far side of the clearing is great enough to have warning of whatever is lurking there.

Xenia  d20+19=20 d100=58
Saturday October 7th, 2006 5:19:17 PM


"Don't like this setup."

Crouching at the edge of the grass, Xenia looks out over the clearing.

"I mean, that look natural to you, Lang? Ash? The way the grass is all flat like that? And, you know, maybe it's just the way my mind works and stuff, but I see a rolly thing like those pillars, and I see flat grass and dead bodies. Well, it's like, my mind just sorta puts the two together. You know what I mean?"

Xenia eyes the length of the pillars and the area of the flattened grass, comparing the length of the pillars to the width of the grass.

"Way I see it, if this is some sorta really really big trap, then we can do things three ways. One, we can try go around. Two, we can try run right though it. Three, we can try and disarm it. Sum'pin this big, I dunno, could take a bit of time to disarm. Going around could take time too. And not only we gotta catch those Culties, but the longer we stay out here the more chance we got of being lizard food."

"That sound about right, Shadow?" she consults with the rogue from the Plateau City group.

"Plus ... we got whatever-it-is waiting on the other side." The rogue strains her eyes to pick out what it is over there, but something in the rays of the sun or the wave of the grass makes everything look the same. (Spot 20 /Nat 1)

"Angus, you know, if we could get one of the Scoutie types up into the air, they could maybe tell us what it might cost us in time to go around. Could maybe even get a glimpse of what's on the other side of the clearing."

"Meanwhile, I might have something here that may tell us if this thing is a trap or not." The rogue pulls a gray bag out of her haversack. She reaches into the bag and pulls out a ball of fur. She lays it on the ground and it becomes a rat. (Bag of Tricks, Gray 58=Rat)

"Hey, guy." She pets the rat on the top of its head with the tip of her finger. "I got a job for you."

Edmund 
Saturday October 7th, 2006 7:52:40 PM

At the hissed warning from Lang, Edmund smiles--though rather emptily. Looking about the field, which lives up to its name, he lowers his head for a moment. "So we've come to it, eh?"

Drawing his crossbow and readying it, he prepares to shoot at the first thing which threatens the party.

"They're not going to be interested in surrender this time around--not these ones. So, if I'm going to die, I'd like to go out with a bit of a sting to my touch, what?"

Edmund takes up a position near the rear of the group, a wan smile on his face.

"Now, it's your move."

Kadaz 
Saturday October 7th, 2006 8:33:30 PM

The chest-high grass has made it difficult for Kadaz to see much more than the butt of the person in front of him. But he does notice Edmund preparing his cross bow.

"Hey, Edmund" the dwarf whispers. "I know you haven't been in many fights. I have. So here is a tip. Everyone should do what they're best at. Fighter types like me move up and face the enemy. Quiet, sneaky types scout out the opposition, then hang back and use bows. And spell casters like you are supposed to use your brains and cast appropriate spells, either to attack the enemy or aid others in our party. And I guarantee that you will be much more effective casting spells than trying to shoot that bow."

Kadaz explains this in a calm, rational tone of voice. But if that mage really tries to shoot his crossbow Kadaz fears for those in the front of the party.

"Holding that bow will prevent you living up to your potential. Can you please put it away? I promise you, I've got your back."

Edmund (2nd, illegal post) 
Saturday October 7th, 2006 9:12:06 PM

Edmund listens to Kadaz, but shakes his head.

"If you absolutely insist, but I hope you realise I don't know a single attack spell--in fact, I can't even learn them, or use items which cast them. And, out here in a field, the spells I have are not going to be of much use. If we were were in a little room, or a corridor, or a cave... it would be different.

Frankly, I don't know how much use Web will be, and my Mist will just diffuse. There's very little I can do with my spells."

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

Kadaz (2nd post)  d20+1=12 d20+5=14
Sunday October 8th, 2006 6:37:01 AM

"Ed, I think you're selling yourself short," Kadaz whispers back. "While all of your spells might not be effective everytime we meet enemies, I think with a little imagination you could be the difference between life and death in some cases. You just have to watch, be ready, and make the best use of your spells. What spells can you cast?"

While talking with Edmund Kadaz keeps an eye on their back trail, and the grass surrounding them. Birdie is also on high alert now, he senses something is up. (Kadaz spot 12, Birdie spot 14)



Xenia (2nd Illegal Post) 
Sunday October 8th, 2006 9:33:31 AM


Xenia reaches behind to her bag again, though her attention never leaves the strange clear field of flat grass.

"Here Ed," she holds out a wand, "take this. It's got magic in it that'll shoot a ray. The ray weakens guys for about a minute. Might even work against Zombies, and the ray just needs to touch 'em to work."

"If we're lucky, they're wearing enough armor to stick'em down to the ground with this. Very least, it'll save some of our fighter guys some pain, I'd think."

"I was thinking to stick near Belkie and use it myself. But now I think it's probs best for me to get in there quick and foozle the Cultie magic guys. I'm not quite used to working magic anyway. You probs put better use to it, yeah?"

"Take it if you want. It's good stuff."

(Wand of Ray of Enfeeblement.)

Ash 
Sunday October 8th, 2006 10:36:47 AM

<OOC: Sorry guys, lost track of time and didn't realize I'd missed a post>

After a day of translating, Ash, is still no wiser as to the situation. However, he is defintely more cautious. Keeping his thoughts to himself, he watches as the rest of the party discuss options.

Thar ail Baerer  d20+4=5
Sunday October 8th, 2006 12:26:54 PM

Thar listens to Xenia and sees her plan with the rat. "Good idea, Xenia. I'm not fond of entering a trap, but we need to keep moving, as I don't want the cult to walk up on us, if we're ahead of them. I like your idea of someone flying up in the air and doing some recon work. Shadow or you would be prime candidates for that."

After observing the creatures in the distance, Thar is unable to decipher what they might be (Know (Nat) Check = Nat'l 1). "What do you guys think those might be?" he asks his fellow ranger.

"Ed, Kadaz has a good point re: your spells. Those 1st level spells you've memorized can change a battle quickly. After all, charming an enemy caster can tilt the balance in our favor."

Edmund (3rd, illegal post) 
Sunday October 8th, 2006 12:56:50 PM

Edmund frowns darkly, beginning to look a bit annoyed--and also a bit angry. He shakes his head bitterly as he looks to Xenia.

"Do I tell you what to do, or what you can and cannot accomplish? No, you are an adult--I presume you know how to do things. But you ignore me, you patronise me, you treat me like an idiot. Did you not listen to me? I have just said I cannot use such things. I am not wrong--I know my own abilities!"

Edmund turns away, scowling at the ground. This is too much like being at home, in some ways. He feels a knot in the pit of his stomach, and clenches his fists in frustration.

"Just because I am new to the group... it does not mean I am stupid! I am tired of being treated like a child who does not know his own name. I am tired of being patronised and pushed about. I wish you would just stop!"

Edmund turns around and walks as far away from Xenia and the others as he safely dares. He folds his arms and stares across the plain, biting his lip to prevent tears.

"I hate it," he whispers. "If this is an adventure, I could have stayed at home for the same thing--only without the threat of death. I wish I had!"

Syr 
Sunday October 8th, 2006 6:58:28 PM

Listening to the others telling Edmund what to do he frowns to himself. As the spell caster approaches whispering to himself, he waves a hand over beckoning the human. "Ed, don't worry about them. Shake it off. Remember the goal. We are here to stop the cultists and their evil magic. You just do what you think is right. If things do get hairy, I wouldn't mind a little help from your bow with whoever I am going up against. However, you will have to be fast to keep up with me."

Giving the mage a tap on the back, the whispers in his ear, "Now c'mon think of the big picture and get back up there and make a difference."

Xenia (3rd Illegal Post) 
Sunday October 8th, 2006 7:01:26 PM


A dark cloud moves across the face of the flame-headed rogue. Her eyes narrow and her gloved hand tightens into a fist.

But then her gaze flicks to the opposite side of the clearing. Slowly, she pulls in a deep breath. And slowly she lets it out again.

"Was just offering," she says pretty much to no one at all. "Mira, Angus, if you think you might wanna use it, just sing out."

Then she puts the wand back into her havrsack and returns her attention to the stuff that needs to get done.

Lang & Sunshine  d20+3=12 d20+6=20
Sunday October 8th, 2006 7:57:08 PM

Dinosaurs?! Lang thought they were creatures of myth.

"They're dinosaurs. They are large and stupid. Shouldn't bother us unless we get to close to them."

Lang ignores the heated conversation going on behind him. He tries to see more details of the movement and the flattened area.

Spot 20

"I don't thinks so Xenia. The pillars look like they haven't moved in a long time. More likely it is just the aftermath of another battle."

"I could go up and take a look."

Edmund (IVth, illegal post) 
Sunday October 8th, 2006 9:38:37 PM

Edmund looks up from his reverie when Syr speaks and, after a moment, joins him. Edmund's eyes turn down again, focusing on a point somewhere between his feet, as Syr speaks. At first, Edmund doesn't give much indication he has even heard what Syr said. He simply stands, looking at the ground. After a moment, he nods slowly. "I suppose," he says. "I suppose."

Edmund glances over to the rest of the group unhappily before speaking quietly to Syr. "When I was at home, my younger brother always treated me as if I was an idiot. 'Explain everything to Edmund. Tell Edmund precisely what to do. Make sure you use small words so Edmund can understand.' One of the reasons I was so keen to leave was to get away from being treated like a child. No matter how far I go, though, I am still shoved around, ignored, and treated like an infant."

Edmund frowns at the ground. "I know I'm not the smartest half-elf in the world, I know I'm not the best Wizard, or the cleverest fellow. Still, I hoped..."

Edmund shakes his head and turns away. "'Do as you're told, Edmund.'" he says, wryly, with a bitter smile on his lips. "Yes, I'll be over there in a moment. It's not as if I have any real choice, anyway, do I?"

Belkior 
Sunday October 8th, 2006 10:01:44 PM


Belkior watches the exchange between Edmund and the others with unease. It is with a sigh of relief that he turns back to the clearing as Syr steps up to patch things together.

"Getting someone up above might give us an idea of how far we have left go go as well, Angus," the cat-legged halfling adds to the opinions expressed so far. "And they might spot the Cultist from up there too."

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

Shadow  d20+3=19 d20+3=10
Monday October 9th, 2006 9:40:18 AM

"Yes, that sums it up fairly well, except that I can think of a fourth although really part of three. That is for the two of us to follow the cover and see what this is all about with the rest of the group ready to back us up." Shadow looks at Xenia and shrugs.

When Edmund, Kadaz and then Xenia get into it, Shadow just steps back and listens to the discussions. He shakes his head, but does not offer anything.

Actions:
Spot=19
Listen=10

Arm  d20=12
Monday October 9th, 2006 11:19:18 AM

Having only heard descriptions of them and seen some crudely drawn pictures, Arm is amazed at the sight of actual dinosaurs (knowledge: nature=12). He is more drawn to the hint of treasure among the bodies. He is tempted to go and investigate, but seeing the caution of the others, he holds back for the moment. Searching the ground, he finds a palm-sized rock and heaves it as far as he can in the general direction of the bodies, hoping to trigger a trap if there is one (OOC: I don't know if I needed an attack roll for this...if so, I'll do it on tomorrow's turn).

Depending on what happens (if nothing), Arm seeks out Angus and apologizes for his recent temper towards him and the rest of his group, "Since the chalice has been broken, I feel much more myself, though I'd STILL like to see the end of this cultist threat.".

Syr (5th illegal 2nd post ever) 
Monday October 9th, 2006 3:46:26 PM

"Bah! Pay them no mind, 'idiots' are those like me that don't seem to have a knack for magic and spells." He shrugs his shoulders and points to his head.

As the belaguered mage walks off with his head down he grins ruefully at his back, "Choice? Well... not unless you ironed out the details for draining the lake. It might be a long swim home otherwise."

Edmund (5th!, illegal post) 
Monday October 9th, 2006 4:58:48 PM

When Syr mentions draining the lake, even Edmund's dark mood cannot prevent the tiniest hint of a smile crossing his lips. Despite himself, he feels a little better.

Scott the Southern One 
Monday October 9th, 2006 5:34:37 PM

Role Call

Crimson Shields
Syr XXXXX
Xenia XXXXX
Lang XX0XX
Wynn XX0XX
Angus XXXXX
Belkior XXXXX

Plateau City
Ed XXXXX
Ash XXXOX
Arm XXXXX
Shadow XXXXX
Kadaz XXXXX
Thar XXXXX
Mira XXXXX
Conner XXOXX


At the Clearing (DM JohnP) 
Monday October 9th, 2006 10:17:39 PM

The party bunches up at the entrance of the clearing, staring across it and wondering how to proceed. The fallen columns lie half-buried in the turf with small shrubs and other vegetation growing around and over them. The grass has been flattened, presumably from the battle that resulted in the dead bodies heaped in the centre of the clearing.

Xenia frets over the possibility that this is a trap of some kind. She can't make out anything about whatever is waiting in the grass on the far side of the clearing. After asking Angus to get an aerial scout, she summons a scout creature of her own.

Edmund fades to the back of the group, drawing and arming his crossbow. He frets that his selection of spells will be less than useful in this situation. Kadaz offers some advice about the coming fight, if there is one, and the two discuss the matter. The discussion prompts Xenia to offer a wand

Ash stands by.

Thar also can't spot anything about what is waiting on the opposite side of the clearing.

As the debate concerning magical tactics continues, Syr offers the mage some encouragement.

Lang sees a bit better, thinking that creatures of some description are lurking in the grass on the far side of the clearing. From what the ranger can see, the bodies heaped in the centre of the clearing seem more decayed than they should be for a battle that happened less than a day before. His nose tells him the same thing. The shiny things look to be weapons. Lang offers to advance and investigate.

Belkior watches the goings-on with some concern. He also urges Angus to send an aerial scout out.

Shadow suggests that he and Xenia go ahead to scout, with everyone else ready to pile in if things go bad.

Bored with waiting, Arm picks up a chunk of stone from the turf and hurls it into the centre of the clearing near the bodies. Absolutely nothing happens except that some small carrion-eaters scurry away from the corpses.

Nothing else happens in the clearing. The corpses are still heaped in the centre of the clearing. The things still lurk in the grass on the opposite side. Looking about, Lang and Thar think that the group can go around the long side of the clearing and avoid whatever is lurking in the grass.

DM Addendum -- I realize that today was a holiday for many people. I made a DM post to keep things moving and hopefully clarify some points. I can have a map of the clearing posted up tomorrow, if that would help.


Xenia (AC24, HP 48/48)  d20+16=32 d20+19=24 d20+14=32 d20+16=30 d20+16=31
Monday October 9th, 2006 10:34:55 PM


"Alright, so we scout. But first I wanna little edge."

Xenia draws a scroll from her haversack. She opens it and takes a look. With a little frown, she edges closer to Belkior. Then she smiles, and as she reads from the scroll, the parchment crumbles and the magic transfers to her, adding speed to her stride.

She draws two potions. One, she holds onto. The other, pops its seal with a flick of her thumb. As she drinks her dark skin hardens.

"Right. I'm ready," she whispers. She reaches up on her toes and brushes Wynn a kiss on the cheek. "I'll be right back."

"Who's going with me? Gonna go out as far enough to see what's waiting on the other side. Maybe see what's up with the bodies in the middle too."

"Angus, got that Message thing still? Would sure come in handy."

"Alright, c'mon little Ratty Guy. You take off first.
She gives the rat the Seek command and a 30 foot lead before she follows it across the grass, low and slow, using the shadows of the natural cover.

Rolls and Actions
UMD 32 vs DC21 for scroll of Longstrider
Spot 24
Listen 32
Move Silently 30
Hide 31 (1/2 speed)

Active Effects
Longstrider (1 hour)
Barkskin (30 min)

Arm  d20+4=10 d20+11=31
Tuesday October 10th, 2006 5:51:36 AM

It having been far too long since the last time he could use his sword, Arm grips its pommel firmly and sets off after Xenia to provide backup for her, ever watchful for danger (spot=10, listen=31-nat. 20).

Wynn 
Tuesday October 10th, 2006 6:56:58 AM

The bard shakes his head in disbelief at Edmund's petulance. "So much for the dignity of elven blood" he thinks to himself.

When Xenia readies to go forward, Wynn readies his bow and moves to the very edge of the clearing in support.

"It must have been quite a battle" he comments to the guardian. "I'll want to hear the full story when I return, "as well as what magic keeps you from venturing across the area."

Conner 
Tuesday October 10th, 2006 7:00:18 AM

The fighter moves forward to support the scouting party should it form. "If we are going to go, then let's go!" he urges. "The guardian said we should go before these plains beasts awaken. A quick and rapid movement enmasse should give us the greatest tactical advantage."

Kadaz  d20+1=11 d20+5=14
Tuesday October 10th, 2006 7:08:04 AM

Watching Edmund sulk makes Kadaz wonder what in the Wold could have driven this mage out and into an environment he's obviously totally unsuited for. But right now, that's not his problem.

"Heads up everyone" he whispers. "Sounds like they're going to try something up at the front." Kadaz keeps his attention focused on the back. (Kadaz spot 11, Birdie spot 14)


Belkior  d20+8=14 d20+8=23
Tuesday October 10th, 2006 9:32:05 AM


"Wait!" The cat-footed halfling holds up a hand to those about to go out to scout the battle site. "Have you considered that the bodies out there may be the undead that the Cultists created the act as porters? Now that they're near, they no longer need them and have set them here as a guard or maybe a trap in case they were followed."

Belkior hops up and down once or twice to get a better look at the view beyond.

"No use," he sighs. "If I could get up closer I might be able to detect the evil from them. But as it is, I can tell you that the most common way to create undead produces zombies and skeletons. So look for those among the bodies up ahead."

"This may help as well." Belkior holds his hands out, forming the symbol of Alemi. He intones a prayer and then touches each of the scouts. "You should be undetectable to most undead now. Be warned, though, the spell will end if you attack them in any way."

"Keep in mind that this may be an attempt to slow us down too. To give them time to reach the Tomb and raise the Lich."

Rolls and Actions
Cast Hide from Undead (Can cast on up to 8 people)
Spellcraft 14 (These rolls to justify player knowledge.)
Knowledge Religion 23

Active Effects
Hide from Undead (80 minutes)

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

Thar ail Baerer  d20+10=20 d20+8=17 d20+8=12
Tuesday October 10th, 2006 10:26:09 AM

Anxious to get moving, Thar will join the scouting group, but stay near the rear, knowing that the more skilled members should be up front. He has his swords ready, hoping that they won't be needed. Knowing that he has nothing of relevance to add to the conversation, he simply says "I'll join you in the scouting group."

Otherwise, he tries to be as stealthy in the weeds and grass, hoping to make as little noise as possible and not attract undue attention. He closely watches what Xenia does and ensures that he is supporting Conner and Arm.

Spot = 20
MS = 17
HiS = 12

Lang & Sunshine  d20+6=9
Tuesday October 10th, 2006 12:33:46 PM

Lang & Sunshine follows along behind the scouting group. They will space a little distance away from the rest of the support group.

"Everybody stay alert. And make sure nothing approaches from the back unseen."

Spot 9


Angus 
Tuesday October 10th, 2006 12:35:11 PM

"Belkior I could change you into a flying creature if you want to move forward in the air. I could change anyone else for that matter."

Angus remains near Belkior amongst all the fighters.

Edmund 
Tuesday October 10th, 2006 12:35:24 PM

Edmund slowly moves back towards the rest of the group, but keeps his crossbow out as he has nothing to cast for the moment. When and if he has a use for his spells, he will use them, as he has in the past.

He keeps the crossbow lowered and, when Belkior mentions the corpses might be an undead trap, turns and faces those bodies in the intention of shooting any of them which might take to their feet, provided he can get a clear shot in.

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

Shadow  d20+3=8 d20+3=22 d20+10=17
Tuesday October 10th, 2006 1:20:35 PM

Shadow follows Xenia out into the clearing trying to stay at the edge of the tall grasses. He will have his bow out just in case of trouble. He knows he can not keep pace with his fellow rogue, so he tries to move forward quickly.

Actions:
Spot=8
Listen=22

IF needed:
Hide=17

Ash  d20=18
Tuesday October 10th, 2006 6:22:11 PM

Ash asks Shelya to guard Xenia. He then prepares to cast Barkskin on Shelya.

Syr 
Tuesday October 10th, 2006 8:21:25 PM

From the back of the group, the elf watches Belkior hop up and down trying to see, "Interesting." is his only brief comment. With that he continues his scan behind the group looking for any signs of trouble. To Kadaz, "You know an attack from above would be very effective with so little cover around on the plains..."

NPC Thunir (DM JohnP) 
Tuesday October 10th, 2006 10:04:28 PM

The dwarf ranger draws his bow and stands back with Wynn. He would have joined the scouts but didn't act before Belkior had shielded all of them with his spell.

Into the Clearing - Round 1 (DM JohnP) 
Tuesday October 10th, 2006 10:55:16 PM

A decision is reached and several scouts prepare to venture across the clearing towards the bodies clustered near one of the fallen columns. Before they strike out, Xenia commands her rat to range ahead, heading towards the corpses. Then she has to wait while the tiny creature moves through the grass.
DM Note -- Minimum of 1 round for the rat to make this distance.

Belkior's whispers for the scouts and others to wait and accept a spell that will hide them from any undead.

Ash casts a protective spell on his companion Shelya and asks her to guard Xenia.
DM Reminder -- Please make Handle Animal rolls to command Shelya. If you want her to use skills like Hide, or to Track, please make skill rolls for her.

Xenia leads a scouting party with Shadow across the grass towards the corpses. Shelya paces at Xenia's heel, possibly giving away the rogue's location. Of course, if it is undead watching, all of them are shielded by Belkior's spell.

Arm, Conner, Thar follow to support the scouts. Lang and Thunir are slightly ahead of them with Sunshine.

Wynn moves to the edge of the grass with his bow drawn, preparing to cover the ones doing the scouting.

Angus stays near Belkior, behind Wynn. Edmund is nearby, still holding his crossbow since he thinks that none of his spells will be effective in this open area against undead. Ash is also there, watching his companion cross the grass. Mira waits patiently with them.

At the back of the party, Kadaz keeps making sure that nothing sneaks up on them from the back. Syr is back there with them, scanning the skies as well in case there is an airborne opponent.

The rat has just made it up to the corpses when a human male without weapons or armor runs into the clearing from the other side. He's nearly to the centre of the clearing before he notices the scouts and others inside the clear and is skidding to a stop on the grass.

"What!? Who are you lot?", the man manages to shout before some skeletal monsters burst from the grass from the spot where Lang had spotted the movement. The monsters run and jump on their hind legs and are nearly able to reach the recent arrival but cannot attack.

Spot DC 10 -- Highlight to display spoiler: {The skeleton looks a lot like the creature's body at the boat landing. Right down the impressive teeth, the claws on each front leg and the ripping claw on each hind leg.}

Covered by Hide from Undead
Arm
Conner
Lang
Shadow
Shelya
Sunshine
Thar
Xenia

Hide from Undead information.

DM Note -- Combat Time now. Map is linked showing approximate positions. Please post intended destination or I will simply place you where I think you intended to go.

Players act next -- then monsters.


MAP


Bin  d20+6=25 d20+4=5 d20+3=11
Wednesday October 11th, 2006 12:27:49 AM

Seeing the skeletons before he hears them, the small frail human stands boldly before the undead and says "By the power of Domi, be gone from here!" Not altogether taking his attention from the group.

Spot 25
Listen 5
Turn Undead 11

ed. DM JohnP - Bin, you've rolled your turning check to determine how powerful of undead you can turn. Can you roll a turning damage (2d6 + turning levels + CHA modifier)? I'll roll for you if you don't check the board before tonight.

Arm (ac: 14 hp 27/27)  d20+4=22 d20+11=29
Wednesday October 11th, 2006 5:55:21 AM

Under cover of the hide spell, Arm pauses for a moment to watch the scene play out before him, unwilling to give away their positions to the undead. As an aside, he says to whomever is closest to him, "If that fool isn't careful, he'll give us all away.". He then scans the area for more undead (spot=22, listen=29).

OOC: The map is down, so I couldn't give an exact position for Arm.

DM JohnP 
Wednesday October 11th, 2006 7:49:19 AM

Yep, it looks like my ISP's web server is down so no map right now.

I'll keep checking and, if it's still down, go to my second option. That option is still available, Al?

[ Yes. Fortunately I had the map up last night and it's still there now. All I have to do is copy it and then put it up on Imageshack. Here it is. --Al ]

Map

Mira (AC 13, 40 HP) 
Wednesday October 11th, 2006 9:31:49 AM

"Move or let me through!" hisses Mira. The sorcerer will follow her companions as they move forward, or else squeeze past them in order to get a better view of the man who is calling out. "For good or bad, we can not let this man be taken by the creatures!"

Mira will do her best to get close enough for her magic to reach the things that are chasing the man, trying to stay behind any of the party that move forwards to help him.

Mira feels the palms of her hands tingle as she anticipates the use of magic.

DM Sanity Info:

Full round action to get within 100 ft. of creature closest to Bin. If possible, place Mira somewhere along line 30.


Thar ail Baerer 
Wednesday October 11th, 2006 9:43:32 AM

"Oh heck" he mumbles to himself, trying to decide whether to remain hidden or help the man running from the skeletons. "I'm going to mover closer, as I can't turn them from this far. I may be able to do it in a moment," he says to Arm and Conner.

He decides to move forward as far as possible, but ensures that he remains within the spell hiding him from the undead.

Move = 30'(Assuming each square is 5') to T28.

Shadow  d20+3=6 d20+3=6 d20+3=15
Wednesday October 11th, 2006 9:51:27 AM

Shadow will move up and to his right (AD,40). He will remain ready to assist, but does not want to break the spell just yet. He will look for further danger to the man and group. He however is distracted by the skeletal creatures, trying to figure out where he has seen them before.

Actions:
Spot=6
Listen=6
Spot=15

Xenia (AC24, HP 48/48)  d20+19=39 d20+14=16
Wednesday October 11th, 2006 11:20:28 AM


Blown! They're blown. Doesn't matter who this guy is with. If there are Culties out there, they know something's stirring now.

"HEY YOU!" The slim dark-skinned girl dressed in midnight black stands up in the grass and shouts at the little guy facing off against the lizard skelies. "Run this way! Draw 'em this way!"

"Shadow," Xenia talks fast as she pops the seal from the potion in her hand, "the Culties are out there somewhere, whether they're making for the Tomb or they're waiting to ambush us. Either way, we gotta find out. I'm gonna go up in the air and take a look."

"Meanwhile, try and make it so they come to us instead of us going to them. Could be Culties behind the pillars waiting to ambush us. We'll find out."

The rogue drains the potion.

"Bye, Kitty." She pets the fur on top of Shelya's head. "Wish me luck." Then the dark rogue shoots straight up into the air and spins in a circle, searching the ground for sign of the cultists.

Rolls and Actions
Drink Potion
Spot 39 /Nat 20!!!!
Listen 16

Movement and Position
Y25 (30 feet up)
(1/2 speed for upward incline)

Active Effects
Longstrider (1 hour)
Barkskin (30 min)
Fly (3 min)

Belkior (AC20, HP 60/60)  d20+6=20 d20+8=27
Wednesday October 11th, 2006 11:52:20 AM

Something's going on up ahead.

Belkior calls upon Alemi for greater Wisdom. Then as quickly as possible he scrambles forward and out into the open to a position at Arm's side.

"Looks like the Cultists have made undead of some of your Dinosaurs, Lang," he says. As he surveys the scene Belkior wracks his brains for what he might have learned in Seminary regarding Skeletal Undead, their strengths and vulnerabilities. He must have been particularly attentive that day for it all comes streaming back to him.

Rolls and Actions
Cast Owl's Wisdom
Spot 20
Knowledge Religion 27 (Undead Lore for Skeletons)

Movement and Position
20 feet to T34

Active Effects
Hide from Undead (80 minutes)
Owl's Wisdom (8 minutes)

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

Ash 
Wednesday October 11th, 2006 1:41:18 PM

"Oh dear, more of these undead beasts-things like we encountered in the CITY. I must help Shelya."

Ash casts Magic Fang on Shelya. He then proceeds to look for a good location to overlook the party so that he can run to aid anyone who might need healing.

Kadaz (AC 24, HP 63)  d20+9=16 d20+5=23
Wednesday October 11th, 2006 4:10:54 PM

At the back Kadaz sees nothing of what's coming. But by what Xenia said something is attacking someone in the clearing.

He reaches ahead to touch Edmund on the back. "Birdie, defend" he orders, hoping the dog can give the mage some help. Birdie obediently trots up to stand by Edmund's feet. The guard dog bristles a bit as he looks around for threats, growling at the grass. (Kadaz handle animal 16, Birdie spot 23)

Kadaz will remain at the back of the party, advancing behind the last person. He will move as fast has he can (20' normal, 40' move move) if the next to last person moves up that much.



Edmund 
Wednesday October 11th, 2006 7:58:25 PM

Edmund jumps when the undead creature spring into view and finds himself frozen in position for a moment, just staring as events unfound. "Good heavens!" he exlaims, entirely shocked by the creatures, even though he had been trying to prepare himself.

When Kadaz touches his shoulder, though, he recovers himself and moves forward (as far as he can, if necessary) into the clearing, being careful to stay near other group members who are capable of protecting him.

Unsure of what to do specifically, and not wanting to hit any of the people running around, he doesn't fire his crossbow, but remains ready to act if a spell is needed or a clear shot becomes available.

Bin Berry (AC 11/23, HP 45)  2d6(6+1)+11=18
Wednesday October 11th, 2006 8:30:31 PM

The power of Domi fills the small man as he unleashes holy power against the animated foes.
Hit Dice 18

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

Wynn 
Wednesday October 11th, 2006 8:40:16 PM

The bard moves forward, sliding to his right. If the stranger runs towards the party, and the skeletons follow, they may expose themselves. Wynn will also provide cover for any who remain behind him.

Position Y27

Conner 
Wednesday October 11th, 2006 8:45:03 PM

"Lets go boys!" calls the fighter, as he swings his shield around to cover his burly chest. Conner stays abreast of Thar.

Position: V28

Syr 
Wednesday October 11th, 2006 8:59:50 PM

Hissing to Kadaz, "What's going on? I can't see between everyone and this darn grass." The 4'10" elf bounces up and down trying to figure out what is happening in the clearing up front. Mindful of the others, he begins to work his way as close to the front as possible. (will rely on DM's discretion)

Lang (AC 24; HP 100/100; Sunshine AC 23; HP 47/47)  d20+10=25 d8+5=10 d8+5=7 d20+6=9 d20+6=9
Wednesday October 11th, 2006 9:05:09 PM

Lang watches as the Shields and their new friends move into action to help the man who is running from the skeletons. He hopes this is not part of a big trap.

"Let's not get too separated. Stay with your partner. This could still be a trap. We do not know if this guy is a cultist or not. Be alert!"

Lang moves closer to the man and the battle scene. Ending up in cell W25. He readys an arrow shot if enemy approaches him.

Ready Standard action:
Longbow (PBSm) - Hit AC 25; damage 10 & 7 before DR

Lang continues to look and listen.

Spot 9
Listen 9

Angus 
Wednesday October 11th, 2006 9:20:16 PM

Angus moves forward with Belkior. He is a little too far away for he magic to be effective at this point.

Cell S34.

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

Into the Clearing - End of Combat (DM JohnP) 
Wednesday October 11th, 2006 9:49:16 PM

The party begins reacting as soon as they see the human run into the clearing and the undead charge out of the bushes. Arm, shielded by Belkior's spell, scans for other opponents but doesn't see any.

Mira pushes her way past the others on the pathway and runs into the clearing. She gets as close as she dares and then halts. The undead skeletons seem to notice her but are intent on their first prey. Thar also moves closer.

Closer to the action, Shadow moves close to the corpses while watching the skeletons. As he nears the corpses, he sees no signs of movement among the obviously decayed bodies.

Xenia drinks a potion and soars into the air above the clearing. From this vantage point, she looks over the area and sees ... nothing except grass, the skeletons and the decayed corpses. And she sees more whitened stone sticking above the grass in all directions.

Belkior casts a spell upon himself and moves into the clearing. Looking at the skeletons, she recalls everything that he ever learned about them. They resist anything but bludgeoning weapons, and are immune to cold and quick. From the looks of them, he should be able to turn them if he got close enough. Angus moves along with him.

Ash realizes that he can't get close to Shelya to cast the spell upon her. He stays where he is, trying to determine where everyone is heading and wanting to be in the centre.
DM Note -- Magic Fang is a touch spell

Kadaz commands Birdie to protect Edmund and then charges into the clearing, the elven monk Syr beside him. Edmund stands ready to fire his crossbow or cast a spell, but sees nothing requiring either action.

Wynn runs ahead to near Xenia, trying to cover the people behind him and get a shot at the skeletons. Conner, Lang and Sunshine also run ahead towards the undead opponents.

As everyone is doing this, the newcomer holds aloft a symbol and calls forth divine energy. All of the skeletons collapse, falling to the ground in a shower of bone fragments and dust.

COMBAT OVER

++++++


In the silence that follows, everyone realizes that there are no more opponents only the destroyed bodies of undead animated by the cultists. From her vantage point, Xenia sees only herds of the plains beasts moving through the long grass. When she looks ahead she can see the steep-sided hill identified by Guardian as their destination. It looks like three or four hours of walking should get them to the hill.

The people on the ground can examine the area in peace now, without the threat of and undead. The rangers pore over the tracks and come to the conclusion that the cultists were attacked by a pack of the dinosaurs. With several of the zombies destroyed, the cultists animated the dinosaurs to guard their trail from any pursuers. The cultists don't seem to care about material goods since the shiny objects turn out to be silvered weapons. The final tally is four short swords and three longswords, all masterwork quality.

The newcomer also stands there, looking across the clearing at the party.

Loot
4 silvered masterwork short swords
3 silvered masterwork longswords



Thunir 
Wednesday October 11th, 2006 10:53:39 PM

Standing there quite impressed with this stranger, I walk up to him.

Placing a hand on his right shoulder, and looking at him in his eyes.
Well done lad, well done.

M'name is Thunir and anyone who uses the name of Domi and destroys dead stuff like that is a friend of mine. But tell me, what brings you out this way in just your skivvies and your god symbol?

Xenia (AC24, HP 48/48) 
Wednesday October 11th, 2006 10:55:12 PM


Um ... Like ... Whoa!

The dark rogue swoops down from above.

"No Culties in sight!" she reports. "Not from here all the way to the Tomb. They must be there already!"

"Hi." Floating in the air above, Xenia gives the little guy a wave of her gloved hand. "I'm Xenia. Who are you?"

Active Effects
Longstrider (1 hour)
Barkskin (30 min)
Fly (3 min)

Kadaz  d20+9=28
Wednesday October 11th, 2006 11:18:51 PM

"Hmmm, these undead don't seem to be so tough." Kadaz notices.

Birdie, release" Kadaz orders, letting Birdie leave Edmund. Birdie moves back to Kadaz. "Good job, you were ready for anything, weren't you" Kadaz says to the dog as he rubs his head and gives him a doggie treat.

Arm  d20+4=20 d20+11=18
Thursday October 12th, 2006 6:01:01 AM

Stepping up to the swords, Arm clears his throat and speaks a few arcane words in order to determine if they have any magical properties (spell: detect magic). Aftwards, he seeks out Thar to see if there is an evil aura about them.

If everything seems ok, he will stoop and pick up one of the longswords, sheathing his original one as well. If one of them has magic about it, that will be the one he takes.

When this is done, he looks toward their destination and prepares to set off (spot=14, listen=18).

Belkior  d20+8=19 d20+21=36
Thursday October 12th, 2006 10:18:52 AM


Belkior runs across the grass as fast as his cat legs can carry him. As he runs he examines the man for signs of religious affiliation, for surely this man must be a devotee of a God of power to perform such a feat.

"That was truly amazing." The halfling stands near the human and surveys the array of bones into which this man had deconstructed the Undead. "Four separate undead creatures at once."

"I'm Belkior Orvisson, Healer and Paragon of Alemi. It is an honor to meet someone with devotion so pure as to defeat these undead so quickly."

Then he lifts his eyes to Xenia.

"Are you certain that you see no Cultists?" he asks. "If that's the case, then they must already be somewhere in or very near the Tomb. We should hurry."

Then the halfling cleric hops quickly to the circle of fleshy corpses and runs a quick practiced eye over the remains.

"What did you say before, Lang? Eight living cultists and some ten zombies?" Belkior eyes reconstruct the remains upon the ground to come up with a body count of both freshly dead and destroyed undead. "That means that there are possibly eight cultists left and maybe three zombies, wouldn't you say?"

Rolls and Actions
Knowledge Religion 19 (To ID Bin's Religion)
Heal 36 (To identify the bodies)

Active Effects
Hide from Undead (80 minutes)
Owl's Wisdom (8 minutes)

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

Thar ail Baerer 
Thursday October 12th, 2006 10:24:01 AM

Once the battle is over, Thar takes a deep breath and gives thanks that things turned out well. He moves to the new person and offers a hand, "Hello, my name is Thar ail Bearer, but you can call me Thar. Its nice to meet you and how did you come to be chased by those creatures? It appears that you are a fellow priest and again, its good to meet a member of the cloth." After a moment, he adds "What can you tell us about the cultists? We know quite a bit, but anything you can add is good."

He will pick up one of the shortswords, admiring its quality, especially that it is silvered.

"Well group, should we continue on and finish those cultists off? It appears it is still several hours to our destination."

Shadow  d20+3=16 d20+3=17
Thursday October 12th, 2006 12:55:37 PM

Shadow sees the newcomer deal with the skeletal 'dinosaurs', but thinks to himself, 'How convienent that was.' He will remain cautious and wait to see what happens when the others approach him. He will not put the bow away or the arrow that is nocked, but will lower the bow showing no sign of aggression.

Actions:
Spot=16
Listen=17

Bin Berry (Ac 11/23, HP 45)  d20+9=10
Thursday October 12th, 2006 2:08:34 PM

As those that greet him approch his face turns from one of rage at the unholy spirits inhabiting the animated bones to one of boyish good looks and a wide smile. The only thing preventing him from looking like a youth is the days long stubble that dots his normally clean face. His light blond hair is accented by his deep blue eyes. Wearing nothing but a loin cloth, his pale skin covers what looks to be bones, very little fat and scrawny limbs. As immaciated as he appears though, he seems full of energy and enthusiasim, waving to the people that seem to be a gift from Domi.
"Well hello to you as well, and thanks for the attempt to assist me. My name is Bin. Bin Berry to be exact. I am a priest to Domi and designated a Protector of Domi. It's a pleasure to meet you." He shakes each persons hand in turn, those that are there first and the others later.
"Wow, I knew Domi had a purpose for me, to be kidnapped by these fiends but when they spoke of sacrificing me to their gods was when I decided I needed to make an exit. I get ahead of myself though. So I will start at the beginning." His hands move about as he talks, as if he is casting some unknown spell. What a very animated person he appears to be. "So, no dung, there I was, on my way to visit this nice little old lady that likes to make me pies." His eyes glaze over as he thinks of the pie, then he snaps back to reality. "Anyway, I was walking my horse when I was hit by a spell, I presume. I went unconcious and when I awoke, my head didn't hurt, but I was bound, gagged and hooded. The degenerates carried me through my own city in a bag and I was helpless to escape. Once I even heard them stop a guard patrol for directions, while I was being hauled around. The indignity of it all. Anyway, they got a boat and we traveled through the jungle awhile. Then we got into the plains. They had two different battles that I heard of. One at a boat landing and another one here. There were more then there are now but I am still not sure how many remain. At least 2 men and a woman that I heard, all in need of some lessons on how to respect others." Hands and arms moving around faster as the story reaches it's end. "Well after the last battle here. I heard the zombies digging for hours and the cultists giving them orders until they found what they were looking for. They all sounded very excited, except the zombies of course, then they left me. When I got free I saw this large hole in the ground and that is where I presume they were going." Bin dosn't seem the least bit winded by his story so he continues on, "So, now I have a dilemma." he motions to himself from top to bottom. The only thing he holds is a piece of wood shaped like a shield with two twigs depicting crossed swords attached to the face of the wood. "I think my equipment was near the entrance, but I didn't dare try to retreave them in case they came back. However, if you will assist me to get my equipment, I will certainly help you bring them to justice. I can only reason that Domi wanted me here at this specific time and manner for a reason, I would like to follow through on this corse set before me." he finishes with a humble bow to his would be rescuers.

Diplomacy - 10

Xenia (AC24, HP 48/48) 2nd Illegal Post 
Thursday October 12th, 2006 3:05:33 PM


Xenia continues to hover in the air, her face screwed up into a mask of concentration as she works on sorting through all the stuff the little guy is saying.

Then the light goes on.

"So that's why I couldn't see the Culties anywhere! They went down a hole!" She swoops down quick and grabs up one of the silver shortswords.

"Show us where, Bin Berry! We'll help you get your stuff back. 'Specially if you can do the same thing you did here to the rest of their Cultie Undead."

Active Effects
Longstrider (1 hour)
Barkskin (30 min)
Fly (3 min)

Edmund  d20+4=24
Thursday October 12th, 2006 6:44:40 PM

Shocked and surprised by the sudden demise of the undead creatures, Edmund is silent when Bin Berry approaches. After the young fellow finishes his introductions, during which Edmund has been grinning like a maniac, Edmund extends his hand to Bin, beaming broadly when they shake hands. Edmund instantly decides he likes the animated Bin, and considers him the finest person they've encountered so far.

"Good heavens, what a tale you have to tell, my good man!" Edmund exclaims with delight. "I must hear it all again! --Though, perhaps, when the need to pursue an enemy is not so pressing? As for your equipment, yes, I agree, let us get it at once, that you might revenge yourself upon these foul cultists!"

Edmund himself is an animated and verbose fellow, and wastes no time getting to know Bin, smiling broadly and congenially all the while. In fact, it is the first time Edmund has had anyone truly interesting to talk to--that is to say, someone who talks as much, and as expressively, as Edmund does. Encounters of this sort are rare enough, and Edmund wants to make the most of it.

"Edmund Greenleaf. Pleasure to make your acquaintence, I'm sure. I think you mentioned pies? Good heavens, what I wouldn't give for a nice hot pie myself. Let me ask you, do you happen to have any tea on you? You know, we set out and no one thought to bring any? Leastaways I have an excuse, being preoccupied with my studies--but these good ladies and gents brought no tea, only these vials of medicine which, I suspect, is hardly the sort of thing one can settle down with of an evening. Dreadful! No bathing, either. Nor books. Nor proper beds, not by half. It's been a right mess, it has. Quite inconvenient. What with evil elf sorceress queens and invincible lich kings and cockatrices and ersatz driders, well, a fellow doesn't know which way to look, what? For my part, I just want to go home, have some tea, and pursue adventures of a slightly less daring sort. Perhaps we could rescue damsels from rather ill-mannered poodles, or some such."

"Luckily, of course, they've brought me along, and though I don't particularly care for this sort of in-depth, over-the-top, save-the-world adventure, I'm utterly averse to abandoning those in need, and certainly could not conscience letting the present company go down to death and defeat. No, in fact, I've saved us all a few times. Quite mightily, in fact. And provided invaluable and timely aid. I'm just far too modest to mention it. Often. But one does one's best, what what? Must forge ahead, protect one another, find the tea, and come out all right at the end. At least, that's the goal. The quest, you might say. You seem like the sort who knows this sort of thing! A fair fortune it is to meet you out here on the back of beyond! Well-met, well-met, and well-met again, Bin Berry!

(Diplomacy=24 [Natural 20!])

Syr 
Thursday October 12th, 2006 10:29:57 PM

Syr gets to the front just in time to see the action end. Shrugging his shoulders to show his lack of concern with the previous danger, he moves to the newcomer and interjects during one of edmund's pauses to breath, "Pleased to meet you, the name's Syrdeth."

In the Home Stretch (DM JohnP) 
Thursday October 12th, 2006 10:48:41 PM

The aftermath of the battle -- fight or squabble, rather -- is short and to the point. Several people, including Thunir and Xenia, approach the newcomer and greet him.

At the rear of the party, Kadaz calls Birdie to his side and rewards him for good behaviour.

Arm is more interested in investigating the bodies and the swords. He utters a few words and gestures, then studies them. He confirms that all of them have a faint magical aura about them. When Thar is called over, the cleric explains that he would have to use a spell to detect evil. After thinking about it for a bit, the two realize that any truly evil weapon would radiate a much stronger magic aura than these weapons do.

After Belkior introduces himself and briefly studies the newcomer. From what he can tell, the newcomer is a follower of Domi. Then he looks over the bodies of the fallen zombies and determines that there are three humans, a dwarf, a half-orc and two half-elves among them. While he is doing this, Shadow is studying the ground and notices that there is far more blood and gore than he would think from the combat. After conferring with the Halfling cleric, the two think that maybe more cultists were killed here and were raised as undead.

After all of the introductions, the newcomer names himself Bin Berry and launches into a lengthy explanation of how he ended up nearly naked in the middle of the Plain of Stones. The short version involved his being kidnapped by the cultists to serve as a sacrifice for their ritual, getting carried all this way and then escaping after the three surviving cultists descended into a hole of some sort. Edmund, sensing a kindred soul, eagerly explains what the group is doing. Except that he does so in a florid, highly entertaining manner that charms the new Protector.

During this lengthy discussion, Syr manages to squeeze in an introduction. Everyone else prepares themselves for the continuing hike. From her vantage point Xenia cannot see any cultists or other threats nearby. From her observations and Bin's recollections, it will take several hours to reach the hill. Depending on the number of breaks they take, the party should arrive in mid to late afternoon.

++++++


The walk through the grassland is both relaxing and tense. The setting is idyllic, in a way. The skies are clear and the mountains appear to be almost close enough to touch. In the distance, the keen-eyed spot huge flying creatures soaring on winds rising over the mountains. But those distant creatures remain in the distance. Closer, the party sees a few distant herds of the plains beasts grazing on the grass. Once, a large bipedal plains beast raised its gore-covered face from the body of a larger beast and gazed at the party. Obviously, it dismissed them as a threat when it returned to its interrupted meal.

The pieces of bleached stone become more frequent. Near the middle of the day, the party crosses a section where large flat panels of stone prevented the grass from growing. This spot seemed like a nice place to rest. Thunir pointed to a section of stone still standing and explained that the carvings were identical to those he had found in the ruins during his first trip to this area. When people look, they can see the repeated forms of what is now recognizable as spider-elves like Guardian.

Finally, after several hours of walking, the party is near the base of the steep hill. The hill is possibly a hundred feet high with steeply sloped sides covered in the same grass as the Plains.

Bin remembered that the zombies had beaten down the grass near the tunnel they had dug, maybe 40 feet or so out from the tunnel. When Lang and Thar figure that they are a couple hundred feet from the base of the tunnel, they halt the party. While the path is about 10 feet wide and stretches ahead, it wanders enough that the open area near the base of the hill cannot be seen. Or the party seen from there.

Now is the time to determine if they charge in en masse, or send scouts ahead to learn what awaits them.

Spot checks from everyone, please

Loot
4 silvered masterwork short swords (all with faint aura)
3 silvered masterwork longswords (all with faint aura)

DM Note - Please confirm in your next post if your character has chosen to use one of these weapons. If you use it in combat, treat it as a masterwork weapon (+1 Attack) and I will add any bonus.

DM Note 2 - The grass offers concealment at distances greater than 5 feet, but causes half movement. The trail is full movement.

DM Addendum - No post tomorrow night, as usual. Post on probably Sunday afternoon.


Angus - Mage Armor  d20+3=22
Friday October 13th, 2006 12:09:38 AM

Angus is impressed with this Bin character. Could be a nice addition.

Angus moves forward slapping backs and shaking hands "Nice to see everyone snap into action. I think we will work well once we do get to the cultists." There is a glint in Angus's eye when he speaks of the cultists.

Once he reaches Bin he extends his hand a thin hand "Angus Deminoff. Pleased to meet you. Very impressive work out there. Think you can do it again? Those we all pursue, and that now includes you, may very well have more undead to deal with. Are you ready to ruin the cultist's day and get your stuff back. If so lets go. Lead our rangers to their trail."

Angus looks around and then back at the hole. "Lets form up. Find a battle buddy. Bin you stay with the ranger as that will make a group of four in front."

Spot 22

Angus will make sure he is in the middle of the group with Belkior, Mira and Edmund.

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


Arm  d20+4=16 d20+11=14
Friday October 13th, 2006 6:00:43 AM

Going off by himself for a moment, Arm swings his new sword experimentally, and is satisfied with the balance of it. Before heading out, he makes a point of introducing himself to the newcomer, then falls in alongside Mira while he shows her his new acquisition. He is obviously very proud of it.

Once they get closer to the hole, Arm once again makes himself battle-ready and scans the area for trouble (spot=16, listen=14).

OOC: Arm took one of the silver longswords. :)


Xenia  d100=30 d20+19=30 d20+14=34 d20+16=35 d20+14=29 d20+8=23 d20+8=23
Friday October 13th, 2006 9:54:03 AM

With the hole now in sight, the girl rogue sets up to scout the way. After a good look and listen, she brings out the little gray bag again. This time, the ball of fur becomes a Bat instead of a Rat.

"Perfect. Your just the little guy we need." Actually it's kind of amazing how much uglier bats are than you'd imagine they'd be. Her haversack produces a scroll, and gets herself up close next to Belkior. Somehow reading these things is much easier around the little guy, and pretty soon the magic takes over and she can talk to the batty guy.

"I need you to fly down around that hole there and see if there are any living people like us, or any dead things that are strangely acting like they're living. Then come back here and tell me how many and where they are. Okay?"

"You guys ever work with bats before?" Xenia asks the woodsy type guys. "Dunno how smart they are. Hope this works."

Rolls and Actions
Bag of Tricks 30=Bat
Spot 30
Listen 34 /Nat 20
UMD 35 vs DC21 (Speak with Animals)
Bat Hide 29
Bat Spot 23 (Blindsense)
Bat Listen 23

Speak with Animals (1 minute)
Bat (10 minutes)
Bag of Tricks 2/10 per week.

Thar ail Baerer  d20+10=30
Friday October 13th, 2006 10:43:15 AM

Responding to Xenia, Thar says "I don't think they're very bright, but its worth a shot. It should be able to at least tell us if there ar a lot or a few and if they are close or not to the entrance."

"I recommend we have Belkior, Shadow, myself and Xenia scout ahead, if the bat idea doesn't work. I want to make sure we don't walk into an ambush, but you never know what will happen."

He begins admiring his new silver short sword and likes that it is silver. His preferred weapon is a short sword and this is a nice addition to his collection.

Spot = (nat'l 20, finally...) = 30

Edmund  d20+10=30 d20+3=7
Friday October 13th, 2006 11:42:13 AM

Edmund follows along with everyone else, chatting amicably with Bin if the opportunity presents itself, and explaining a great deal about his own past, very possibly to the surprise of everyone else. During this, he does not look around much, and probably sees very little of anything, so engrossed is he in conversation. (Bluff=30 [Natural 20!], Spot=7)

It emerges that Edmund has a younger (but apparently wiser) brother named Caspian who took over the family business of politics and oratory back in the Windbourne Hills. When Edmund left, Caspian was extremely supportive, and gave Edmund everything he wanted to speed him on his way. Edmund had the usual training in the Navy, the mage university, and a Wizard tutor, all of which ended much sooner than usual. Edmund is convinced this is because of his amazing capacity for quick learning.

Edmund tells some comparatively brief stories about some other adventures in which he stomped vampires (by removing their little hats), defeated an immense animated dire turnip (by pulling its sprouts out), and saw off two dozen imps (by singing deliberately off-pitch hymns).

Edmund also relates what the rest of the group recognises as a highly fictionalised account of the battle in Plateau City. In his version of events, the rest of the group was trapped in one of the store-rooms, pleading with him to save them. He duly obliged. Edmund apparently trapped the cultists in a web, destroyed the skeletons, and strong-armed the bugbear into submission single-handedly, aided only by a menacing tone of voice, his little dagger, and the single web spell.

Perhaps Edmund's memory is faulty. It seems each time he relates a series of events, they become even more grandiose.

If the other people in the group contradict him, Edmund will acknowledge whatever they say happily, but carry on as if they had not contradicted him at all, not amending his story in the least. Whatever the case, it is clear he is not operating from malice, as he is extremely pleasant and clement--in fact, he seems happier than anyone has seen him since they met him in Plateau City.

He's still sad about the tea, though.

Belkior  d20+6=18
Friday October 13th, 2006 11:51:47 AM

"I'm afraid I'm not very quiet, Thar," Belkior apologizes. "But, maybe I won't have to be if we'll be sneaking up on Zombies.

"And I should be able to detect any Evil presence even through the concealment of the grass."

Rolls and Actions
Spot 18

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

Shadow  d20+3=4 d20+3=7 d20+3=22 d20+3=18
Friday October 13th, 2006 12:27:38 PM

Once it is clear to Shadow that the group feels there is no threat from this chatty fellow, he will move forward and lower his bow all the way. "I am called Shadow." he catches Bin's attention and nods then moves off to the end of the clearing checking out the trail.

Once the group starts moving again he will continue to try and spot any possible dangers to the group. He mumbles, "we couldn't be in a nice city doing recon, but out in this infernal tall grass." and shakes his head.

When Xania produces the ball of fur and it turns into yet a different animal Shadow says, "You will have to let me know the secrets behind that, how handy would that be?" the last part more to himself as he ponders something.

He is ready when the group is to enter the tunnel/hole.

Actions:
Spot=4
Listen=7

second set of actions:
Spot=22
Listen=18

Mira 
Friday October 13th, 2006 1:51:56 PM

While Bin explains his predicament and others in the large party introduce themselves, Mira drops her pack and digs around inside. Finding what she is looking for, she approaches the newcomer. "Here Bin, take this," she says, holding out a generic cotton tunic of the one-size-fits-all-unisex variety. "Sorry I don't have any breaches," she says, continuing, "my name is Mira, and I'm with a group of folks from Plateau City. You've met Edmund and Shadow, then there's Arm, Ash, Thar, Conner, Kadaz and some critters." Mira nods at the different folks as she says their names. "The rest are a group from Floating City. We're working together to track down the cultists of which you speak."

*****

Later, Mira asks Arm if she can have a look at his new weapon. "Must make sure there are no evil magics cast upon it," she says, looking meaningfully into the half-elf's eyes. (Detect Magic) Mira will share whatever information she gathers with Arm, and the rest of the party.

*****

Still later, as the group anticipate going down the hole, Mira asks those preparing to go out first if they want to be made Invisible?

DM Sanity Info:

Spells: (0-level 6 per day, 1st level 6+1 per day, 2nd level 5+1 per day, 3rd level 3+1 per day)
0-level (DC 14): Detect Magic(#), Read Magic, Light, Mage Hand, Open/Close, Ray of Frost,
1st-level (DC 15) Magic Missile, Burning Hands, Mage Armour, Sheild
2nd-level (DC 16) Glitterdust, Invisibility
3rd-level (DC 17): Fireball




Xenia 
Friday October 13th, 2006 2:04:00 PM

Grins big at Mira and raises her hand.

Angus (Second Illegal Post) 
Friday October 13th, 2006 5:08:08 PM

Angus smiles at Xenia "Nice combination you are trying there batgirl. I like the way your mind works."

Angus approaches Bin again "Do you have any armor or weapons to shiled and defend yourself? If not maybe we can scrounge you some protection. Anyone have a spare shiled or club for Bin? Do you like swords?" Angus indicates the silvered ones on the ground.

Syr 
Friday October 13th, 2006 8:43:03 PM

Tired of walking the monk sits down facing rearward and waits for the others to proceed.

Lang & Sunshine 
Friday October 13th, 2006 9:01:00 PM

Lang steps up to the rescued man and introduces himself.

"I am Lang and this is my best friend Sunshine. We are glad to have helped you escaped from the cultists. We will also be happy to liberate your equipment from them."

After the spellusers determine that the swords are just swords, Lang will take a shortsword for use against the undead. Unless someone else has better need of it.

Bin  d20+6=22 d20+5=19 d20+5=6
Friday October 13th, 2006 9:33:28 PM

When Xenia asks about the hole he gladly points in that direction.

Then turning to meet Edmund he smiles patiently while he explains his inconvenient situation at not having a bath or tea. When asked how he feels about it he simply says. "believe it or not, there was a time in my life when I owned less then a loin cloth, so dirt and such isn't a problem for me, but I feel sympathy for those that is not used to it. Pleasant it is not. Sorry, no tea. I do have some rations and such with my gear if that helps.

To Angus he answers his question, "I can do it many times in a day, with more then just undead as well." He holds up his holy symbol proudly. "I made this spur of the moment before I escaped and I know it has been blessed by Domi, so all is good until it gets better or worse."

He is grateful to Mira for the tunic. "Thank you very much. You can have it back when I am properly attired with armor." His white smile flashing across his face.

To Angus he replies, "All my possessions are near where I came from. It's not much but I own some magic and my armor is of superior quality. I can only use daggers and light hammer with ease but I will carry sword if you like. I doubt I will use it though.

So to those that welcomed him without questions, he greets warmly and thanks all for their help as well. He seems to relax as time goes on. He was very excited to see others, and lets face it, not all adventuring groups are friendly. He may have gone from the pan to the fire if not for the grace of Domi.

Bin tolerates Edmund and his tales of heroic deeds with a quiet smile. Watching some of the reactions from those around him he attempts to sense the motives of this talkative individual.

Seeing Edmund truly in distress over not having a tea, Bin will look for a substitute in the wild that might replace his favorite drink. Using his Herbalism skill, if there is something out here tasty to add to hot water, he may know it.

Spot roll for DM = 22
Sense Motive =19
Herbalism = 6

Ash  d20+6=12
Friday October 13th, 2006 11:48:05 PM

Ash Spot: 12
Shelya scent?

Ash can barely contain his excitement, another stranger!!! How exciting. However, to the outside world, a single raised eyebrow is the only outward sign.

Mira (2nd illegal post) 
Saturday October 14th, 2006 5:40:29 PM

"Bin," says Mira, "I can provide you with an armor of sorts, if you wish. It is invisible and magic, made of force you see. It will not hinder your movements, and incorporeal creatures can not bypass it."

If Bin accepts the offer, Mira will cast Mage Armor upon him, after casting Invisibility upon the half-drow, Xenia.

DM Sanity Info:

Spells: (0-level 6 per day, 1st level 6+1 per day, 2nd level 5+1 per day, 3rd level 3+1 per day)
0-level (DC 14): Detect Magic(#), Read Magic, Light, Mage Hand, Open/Close, Ray of Frost,
1st-level (DC 15) Magic Missile, Burning Hands, Mage Armour#, Sheild
2nd-level (DC 16) Glitterdust, Invisibility#
3rd-level (DC 17): Fireball


(OOC: DM, please advise if Mira's actions are okay, or if she has tried to do too much during the round.-Carla)



Kadaz 
Saturday October 14th, 2006 10:29:57 PM

Kadaz walks up to Bin and introduces himself and Birdie. "We're both from Plateau City and are very very far away from home. Can I interest you in one very talkative mage?"

Conner  d20+4=18
Sunday October 15th, 2006 11:27:47 AM

Conner nods his head in acknowledgement of the introduction made by Mira and offers Bin teh use of a javelin if he is so inclined, otherwise he simply checks his supply of potions and ensures that his oil of Bless Weapon is close at hand and ready for use.

[OOC Spot=18]

Bin 
Sunday October 15th, 2006 11:36:59 AM

Looking to Mira with gratitude, he responds, "I sure would feel more comfortable with some protection. That is certain. Thank you for your generosity."

When Kadaz offers me a deal on a mage he simply smiles and shrugs almost uncomfortably at the jest toward another.

To Connor Bin replies, "Thank you. I will carry it with me until I find my gear. A missle weapon is always handy when without one.

So with his magical armor and handy javelin, he travels with the intrepid adventurers into the unknown.

Wynn  d20+6=18 d20+9=10 d20+2=15
Sunday October 15th, 2006 11:44:02 AM

The bard slips up close to Edmund and in a hushed voice passes along some friendly advice "Better to acknowledge the contributions of others than to find yourself alone at the front, my friend."

Wynn then prepares to accompany Xenia down the hole. He retrieves one of the silvered longswords and slips it into his belt. Just before slipping down the hole behind the rogue he will cast Invisibility on himself as well as Message on Xenia, Angus, Mira, and two of whom ever accompanies the scouting party down the hole. "This will allow us to communicate at distance in but the merest of whispers" he explains.

[Spot=18, Listen=15, Move Silently=10 if needed]

Arm 
Monday October 16th, 2006 5:51:40 AM

Arm hands his new weapon over to Mira, grimly nodding in agreement to her statement. He knows all too well what the effects of evil magic can have on someone, and he has no desire to revisit that.

Posting Record 10/9/06 (Scott ADM PC) 
Monday October 16th, 2006 9:39:08 AM

Plateau City
DM John: XXXX
Kadaz: XXXXX
Arm: XXXXX
Ash: XXXOX
Shadow: XXXXX
Edmund: XXXXX
Mira: OOXXX
Connor: OXXOX
Thar: XXXXX
Overall: 88% effective

Crimson Shields
Syr: OXXXX
Lang: XXXOX
Belk: XXXXX
Wynn: XOXOX
Angus: OXXXX
Xenia: XOXXX
Overall: 82% effective

Bin: XXXXX


Shadow  d20+3=14 d20+3=22
Monday October 16th, 2006 9:40:43 AM

Shadow will continue to keep up his guard as they approach the 'hole' the cultists made. He will search aroung the entrance for anything that would suggest a trap.

Actions:
Search=14
Listen=22

Bin  d20+6=7
Monday October 16th, 2006 5:07:22 PM

Bin paying attention to his surroundings is anxious to find his gear. He follows the group patiently, hoping that his items are still present and intact. "If we are lucky, the cultists won't even know I am missing and we can catch them by surprise."

Spot to look for gear = 7

Kadaz (2nd post)  d20+1=17
Monday October 16th, 2006 8:36:40 PM

Once near the tunnel Kadaz looks around very carefully. "I'm good in tunnels" the dwarf reminds the group's thinkers, as he swings his axe back and forth, loosening up his muscles. "I'd like to be near the front of the group when it enters." (spot 17)

Before the Hill (DM JohnP)  d20+9=29 d20+2=10 d20+2=11 d20+2=14 d20+2=10 d20+2=14 d20+2=22
Monday October 16th, 2006 10:11:43 PM


The newcomer is welcomed into the group, especially since he seems so handy at destroying undead. Angus shakes his hand and directs the group for the trail ahead. Shadow also introduces himself before resigning himself to more walking through nature, then Mira completes the introductions of the others from Plateau City after offering the cleric a garment to cover his less than impressive physique. Bin replies to the kind words and charity of Mira and the others with a smile.

Before heading out on the trail, Arm takes some trial swings with the silvered sword at some weeds. It seems very balanced in his hand. Lang and Thar each pick up a weapon also.

Edmund welcomes the new set of ears with relish. Someone, finally, who hasn't heard his stories already. Maybe even an appreciative audience for his lavishly embellished tales. Bin smiles and nods, thinking back to his days listening to the interminable stories of the elderly worshippers at the temple where he first ministered.

++++++


Once the party nears the hill, everyone looks towards it and wonders what they might find. Bin, of course, has related what he remembered from his escape. The party is able to form a rough idea of what to expect from his descriptions.

Xenia reaches into a marvellous sack and draws forth another creature. Then she unfurls a scroll, reading it and then squeaking at the summoned bat. She hurls the creature into the air and it starts flying away towards the hill. Since the tunnel is 200 feet away, it will take the bat nearly a minute to return.
DM Note -- Belkior's bonus to CHA looks to be personal only, not to nearby people as well. At least that is my reading.

While they are waiting, Thar crouches beside Xenia and discusses who to send forward. Belkior doesn't think that he'd be a very good scout, at least with his armor on, but knows that zombies are not exactly watchful.

As Thar discusses this, he spots a reflected gleam of light from something metal or reflective on the hill above where they think the tunnel is. Hunkering down and studying the spot, the ranger thinks that the cultists have a lookout posted on the hill.

Everyone makes use of the time while they are waiting for the bat. Mira is worried that Arm may have picked up a cursed item and is about to cast a detection spell over the sword when the bard tells her that he has already determined that it is magical. And that a truly evil weapon would radiate much greater magic than this sword did.

Angus comes over to Bin and tries to organize some weapons and armor for the cleric. Bin is confident that they will find his gear when the party reaches the tunnel entrance. Even so, he accepts the offer of magical protection from Mira and the use of a javelin from Conner.

As he speaks with Angus, Bin is searching the ground but doesn't find anything that he recognizes as being good tea material. Kadaz comes over and jokes with Bin, leaving the cleric uncomfortable.
DM Note -- You really don't have the time necessary for a Take 20 check using this skill.

Syr sits down and rests while watching their trail through the grass. Ash and Shelya are, as ever, trying to appear stoic and inscrutable.

Wynn decides to take one of the silvered longswords and thinks of what he will do when the time comes to enter the tunnel. He stops and revises his plan when the bat returns and lands in Xenia's red hair, chittering excitedly. The sounds are fast-paced and bats might always sound that way. Regardless, Xenia translates what she is being told by the bat. She also questions it based on what Thar spotted but no one is wholly satisfied with the report of a creature no more intelligent than a dog or horse.

"Some movers, person-sized, slow outside hill. Nothing tunnel, not even bugs. Big, big, big space ... good roost ... down below. Some things moving but too far to tell before fly back."

"Nothing move on hill."

"Space big big. Bigger than anything. Closed long time. Room for many bats but none live there."


Xenia's spell ends not long after she, or the others, ask some more questions. Then it comes down to planning for the approach to the tunnel entrance. Thar is pretty certain that there is a lookout posted and he doubts that the entire group can sneak up there without being spotted. A small group of stealthy types may be able to get close.

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

MAP

DM Request -- Take this next post to ask any more questions of the bat, organize yourselves, cast preparatory spells and start approaching the hill.
- You are approximately 200 feet from the hill.
- The approach will NOT be played out round by round of sneaking through the grass, but will jump to contact with any enemies.
- that means that any preparatory spells, etc. will be incremented by the time required to make the desired approach.
- the long grass (off the trail) provides concealment but slows movement to half normal. So even slower if trying to move hidden.
- the hill is steep, ~45 degrees. Each 5' square means a 5' rise in height, requires a DC 0 Climb check to move at one quarter normal speed or a DC 5 Climb check to move at half speed.



Xenia  d20+13=30 d20+5=7 d20+5=19 d20+5=22 d20+5=23 d20+16=35 d20+19=38 d20+14=30
Monday October 16th, 2006 10:50:30 PM

"Hey Thar, point out the guy you spotted and I'll have Batty Guy here fly up that way and Seek him out. That way the rest of us can get a fix on him."

Xenia eyes the shortsword she snagged back at the pillars. Could come in handy. Could *have* come in handy against the Vampie Sarah. Then she sheathes it and draws a scroll, the last one of its kind she's got. Should last long enough. Wish she had saved the Fly potion, though.

The scroll reads fine, and puts speed into her feet.

"Alright, I'll take that invisible stuff now, Mira. And with the Message spell I should be able to get up pretty close and tell you what's up there."

"That's not gonna get us into the hole, though. You guys want to know what's up there before coming in? Or you wanna just head in fast?"

After receiving the Invisibility and the Message spells, Xenia heads straight down the trail, quick and quiet, headed for the spot where Thar saw the lookout.

Rolls and Actions
UMD 30 vs DC21 for Longstrider
Climb checks: 7, 19, 22, 23 for 160 feet of double moves.
Move Silently 35
Spot 38
Listen 30

Note: Xenia avoids the dirt piles and begins climbing at a point to the outside of them.

Active Effects
Bat (10 minutes)
Longstrider (1 hour)
Invisibility (3 minutes)
Message?

Bag of Tricks 2/10 per week.

Mira (Mage Armour AC 17, 40 HP)  d20+3=16 d20+3=8 d20+3=22 d20+3=10
Monday October 16th, 2006 11:20:22 PM

"Bits of leather...gum arabic...eyelash..." Mira mutters to herself as she gets busy with her magic and casts spells on her companions and on herself. She offers invisibility to Kadaz as well, since he is volunteering to be one of the first.

Invisibility - on Xenia - 3 minutes
Invisibility - on Kadaz - 3 minutes
Mage Armour - on Bin - 3 hours
Mage Armour - on Mira - 3 hours

The green eyed sorcerer will then select a trio of scrolls and stick them in her belt along with her wand, where they will be easy to access. Moving along the path, she keeps behind those better equiped for hand-to-hand combat, seeking out Edmund as a companion.

DM Sanity Info:

Position: Please place Mira where it seems most appropriate. She would be behind the scouts and fighters. Climb Checks 16, 8, 22, and 10 for good measure.

Message - on Mira, cast by Wynn

- 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  d20=17 d20+4=8 d20+11=19
Tuesday October 17th, 2006 5:53:09 AM

readying his newfound weapon, Arm takes up a position in front of Mira as they enter the hole area which he has no difficulty reaching (climb=17). As they approach, he asks Mira if she still has another mage armor spell for himself. He then peers into the hole to see if he can see anything (spot=8, listen=19).

Kadaz (AC 24, HP 63)  d20-6=-3 d20+2=3 d20+2=19 d20+2=12 d20+2=4 d20+2=20 d20+2=9 d20+2=21 d20+2=12 d20+2=18 d20+2=21 d20+2=4 d20+2=13 d20+2=19 d20+2=15 d20+2=16 d20+2=22 d20+2=14 d20+2=19 d20+2=3 d20+2=19 d20+2=21 d20+2=6
Tuesday October 17th, 2006 6:57:13 AM

Kadaz thanks Mira for the the offer but waves off the spell. "I am very slow and noisy. You should cast the spell on someone who can move up the hill faster. But what I can do is be a decoy. I'll march up the hill, attracting attention, and you fast invisible types get behind whoever is watching me."

With that, Kadaz holds his shield in front of him and starts slowly marching up the hill, armor clanking with every step.

(Kadaz has +10 in climb and +2 on move silent but a -8 armor check penalty. On a successful climb check move 10, if fail then 5.
Move silent: -3
Climb: 3, 19, 12, 4, 20, 9, 21, 12, 18, 21, 4, 13, 19, 15, 16, 22, 14, 19, 3, 19, 21, 6.

It takes Kadaz 23 rounds to move 200' uphill on the path. Luckily he has endurance.)


Wynn [AC=21 HP=59]Invisible, Message  d20+9=28 d20+6=19 d20+2=3 d20+5=14 d20+5=10 d20+5=24 d20+5=13 d20+5=12 d20+5=24 d20+5=10 d20+5=19 d20+5=20
Tuesday October 17th, 2006 7:44:18 AM

Wynn casts invisibility on himself and message on those around him including Xenia. He draws his sword and follows Xenia up the hill. There is no danger that he will bump into the rogue as she moves far more quickly than he.

The bard keeps Xenia, Mira, Angus, and two others up to date on his progress via the message spell.

Move Silently=28
Spot=19
Listen=3
Climb=14,10,24,13,12,24,10,19,20

Conner [AC=22 HP=62]  d20+2=12 d20+4=24 d20+3=6 d20+4=13 d20+4=15 d20+4=8 d20+4=12 d20+4=8 d20+4=23 d20+4=24 d20+4=22 d20+4=13 d20+4=13 d20+4=24 d20+4=18 d20+4=13
Tuesday October 17th, 2006 7:51:06 AM

The fighter steps off the trail and begins climbing the hill through the long grass, hoping it will conceal his movement, and provide some element of surprise should Kadaz become a target.

Conner parrallels the dwarfs progress from 15-20 feet away in the grass, he carries a single javelin in his right hand. The weapon assists him in parting the vegetation and could prove most effective at medium range.

Move Silently=12
Spot=24 (Nat 20)
Listen=6
Climb=13,15,8,12,8,23,24,22,13,13,24,18,13

DM Addendum & Clarification (DM JohnP) 
Tuesday October 17th, 2006 8:06:16 AM

The hill rises sharply from the nearly level grassland. Looking at the hill, coupled with Xenia's translation of the bat's speech, Kadaz suspects that the hill isn't natural. Instead, it may have been made many, many years before.

DM Clarification

What I intended and hoped that the map showed was:

- party is on plains, 200 feet from hill
- the hill, once someone gets there, is steep and requires Climb checks
- no Climb checks are required to get TO the hill's base.
- the tunnel is located at the hill's base


Feel free to repost, based on this.


Xenia - Slight Backpost 
Tuesday October 17th, 2006 9:07:15 AM


... a bit before leaving ...

"Um, um, um, um ... " With gentle but insistent hands, the girl rogue transfers the bat from hair to shoulder. "That's better." Kneeling in the trail, she maps out the area. With the tip of the silver shortsword, Xenia draws lines and dots showing the locations of things as she sees it from the description of the bat, with Thar's info thrown in.

"Here's the edge of that weird hill thing. And here's the hole the Culties dug down at the base. That's where we need to go. But I'm thinking that there are zombies down around the bottom here clustered around the hole. Now that would be fine. But from what Thar is saying, there's someone up on the hill too. Maybe a look out. Maybe someone sitting up there waiting to throw down on guys below when they come in close."

"So, how 'bout this? A small group gets Invisible with a link to the main group with your, Message spells. The small group gets up the hill and finds that guy or whatever is up there that Thar spotted. We attack from there."

"While the zombies and everything are looking up the hill, the rest of you come in from behind them and take 'em."

"Sound good?"

"Um, if whatever is up there is really powerful, then we'll have to change this. But we can let you know through the Message spell if that's what's going on, 'kay?"

Shadow [AC 21/18 HP 28/28]  d20+10=14 d20+10=16 d20+10=14 d20+10=21 d20=4 d20=1 d20=5 d20=1 d20=17 d20+10=15 d20+10=28
Tuesday October 17th, 2006 9:37:59 AM

"Xenia, that sounds like a good plan. Xenia, myself and one or both of the rangers would be good to move quietly to take out the threat on top of the hill. If we have enough invisibility that would be the best, but I can try to make it without it though." Shadow looks to the mages around the group to see what they think. "Oh, and I think that I might want to try out that last short sword, you never know what we might need." He takes the short sword if it is offered to him.

If the group is formed and headed to the hill here are the actions:

Move silenty = 14,16,14,21
Climb=4,1,5,1,17
Hide (if needed)=15 & 28

(not good climb rolls, good thing he was sneakinig up and not trying to move fast, lol)

Xenia (2nd Illegal Backpost) 
Tuesday October 17th, 2006 10:16:28 AM

"And Wynn." The bat jumps, its wings spreading to lift off the ground in a reflexive reaction as the girl rogue throws an arm around her bard with a smile. "And Wynn too."

Bin  d20+1=15 d20-2=16
Tuesday October 17th, 2006 10:23:01 AM

Bin's small fist tightens around the javelin as the group discusses it's plans. "I am not known for stealth and shadows. Perhaps I should stay here and wait for you to signal it is clear?"

Hide = 15
Climb = 16

Edmund (AC: 12, HP: 27/27) 
Tuesday October 17th, 2006 11:35:34 AM

Edmund looks at the hill dubiously. "A barrow! Just the sort of thing one might expect to find a Lich in. Not to mention wights, and God only know what else."

"But yes, Xenia is right. Best to take a small party up there. I don't know that I could manage it, to be honest. It looks right steep. Better if you take the sort of fellows who can scale that grassy mess."

"I'd be happy to stay down here at the bottom, near the door. I think I could probably hide us for a little while in a mist, whilst you investigate the hill top, if you think it would help. I don't know how long the mist will hold out-of-doors... not more than a few minutes, I warrant. Maybe enough time for you to get up and down, if you don't hang around the top too long, and if you are quick about getting up there."

Otherwise, Edmund will remain near the bottom of the hill with the 'sentry' group, letting the 'scout' group do their thing until they specifically request his aid.

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

Belkior 
Tuesday October 17th, 2006 12:08:40 PM

The halfling cleric of Alemi listens quietly to the plan, in the full knowledge that he will never be able to match the speed of the others.

Forming his hands into the symbol of his patron god, he mutters an incantation before reaching to the ground and plucking three stones from the path. Each stone, in turn, glows with divine magic.

"Would you like one or two?" Belkior holds them out, offering to Edmund. "I don't think I will have time to throw all of them. The blessing on them is especially effective against undead."

Rolls and Actions
Cast Magic Stone.

Active Effects
Magic Stone (3 stones for 30 minutes)

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

Angus AC 20 HP 33 Spells listed below 
Tuesday October 17th, 2006 12:23:37 PM

Angus considers the situation and then casts several spells on himself. "Wynn, good Idea. I will add a message spell of my own also.

Message - Angus, Lang, Thar, Mira, Xenia, Syr, Shadow, Belkior.

Angus clears his throat and points at several people "Testing, Testing, lets go sneak forward. I will do a quick recon via the air and invisible. Talk to you soon. Race you to the top." Angus adds with mirth.

Angus then casts protection from evil and invisibility (both extended), followed by polymorph (pixie).

Angus takes flight and gains altitude as he move forward. Angus squeaks "The view is great from of up hear. Angus will report what he sees to the group through the message spell.

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

Mage armor - 8 hours total
Protection from evil - 16 minutes
Invisibility - 16 minutes
Polymorph - 8 minutes


Syr 
Tuesday October 17th, 2006 8:27:24 PM

The elf rises easily and accepts Angus' touch for the message spell. He whispers back, "That shape changing thing you do is like a new toy for a kid. Just don't commit yourself to anything hazardous, we can't afford to lose you. For now, I'll hang back. Let me know when to bring Kadaz and myself as the cavalry." He looks over at the dwarf's short legs and then smiles, "Well, cavalry astride small ponies maybe..." As he sees Kadaz try to start up the hill he grabs his arm, "Easy there speedy, we'll just go in the hole."

After a moments pause he whispers to Xenia in the message, "Hey Red, any chance we can look for a second entrance, methinks the narrow entrance is definitely to their advantage."



Kadaz (AC 24, HP 63) 
Tuesday October 17th, 2006 8:35:51 PM

(sorry for the misunderstandin)

Kadaz is just starting off when the elf grabs and stops him. "Hey" growls Kadaz, "this sneaking around isn't for me. I still think I should walk slowly up towards the entrance. You all can sneak around the back, up on top, fly over, whatever. I'll go slowly enough so that you can get in place and ambush whatever is waiting for me."

Lang (AC 24; HP 100/100; Sunshine AC 23; HP 47/47)  d20+15=31 d20+17=32 d20+6=21
Tuesday October 17th, 2006 9:28:35 PM

Lang quickly casts the spell Longstrider on himself.

Lang watches as everyone takes off in different directions and by different modes. So much for sticking together and working as a team he thinks.

Well one this is certain, the bad guys went into the hole. Plus that is where this Bin guys stuff is. So that is where Lang is going.

"Come on Thar let's sneak up there and see what we can see and what fun we can scare up."

"Sunshine stay."

Lang moves off the path, into the tall grasses. Using his stealth he sneaks closer to the entrance to and tries to see what enemy is visible.

Lang Hide 31
Lang Move Silently 32
Spot 21

OOC - Lang still has his Longbow out.

Longstrider - duration 3 hours

Ash  d20+5=18
Tuesday October 17th, 2006 10:07:08 PM

Ash prepares for the impending battle, and decides to follow Kadaz, asking Shelya to defend (handle animal=18)



Thar ail Baerer, Message  d20+9=17 d20+8=26 d20+10=27
Tuesday October 17th, 2006 10:51:12 PM

Thar will point out what he saw on the hill and says "I'm not a great climber, so othersof you should handle that." After hearing Lang's offer, he smiles and says to Lang, "Great idea and lead the way. I'm all for stirring up this hornets nest and seeing what shakes out.

Thar will follow Lang and do his best to HiS, MS and Spot any other things. He'll have two short swords ready for action. He'll be carrying his new silver magical SS in his right hand and one of his +1 SS's in the other. Lastly, he'll make sure he has his crucifix nearby, ready to turn undead or cast spells.

As he follows Lang, he'll watch the surrounding area closely and try to discern any possible ambushes or telltale tracks.

He doesn't cast any spells right away, due to the fact that most will only last 3 minutes anyway.

MS = 16 (should be 16 only, since I accidently put in a 9 bonus instead of 8)
HiS = 26
Spot = 27

Edmund (2nd, illegal post) 
Tuesday October 17th, 2006 11:01:09 PM

Edmund nods enthusiastically to Belkior.

"Much appreciated! Yes, I'd love one. I should be a tolerable shot--I used to play at skittles and didn't do entirely awfully!"

Hillside - Round 0 (DM JohnP) 
d20+2=17 d20+9=21 d20+7=11 d20+7=20 Angus' Spot d20+2=10
Tuesday October 17th, 2006 11:24:39 PM


After some discussion, the party decides to send a scouting group ahead while the main body follows behind. The scouting group includes Angus, Lang, Shadow, Thar, Wynn and Xenia. Everyone else decides to follow along. One of the preparations is the casting of Message spells to allow everyone to speak to one another over distances.
DM Note -- If I'm wrong, correct me in the next post, please. For the Message spells, please see below, and the casters can revise who they put their spells on.

The main group prepares to move ahead after waiting a short time for the scouts. Mira casts some more preparatory spells and then moves into the centre of the group. Arm prepares for battle by putting himself between Mira and potential harm. Edmund figures that t he middle of the group is a good spot for him, as well.

Bin moves to the rear of the group while Belkior moves ahead of the arcane casters. Ash moves beside Belkior, as well while keeping an eye on Shelya.

The front ranks of the main group include Kadaz and Syr. Conner slips into the grass to the side of the trail.

++++++


Xenia accepts the invisibility spell from Mira and then silently moves forward. Lang also casts a spell on himself and moves quickly through the long grass towards the tunnel entrance at the base of the hill. Thar tries to keep up to the bugbear. And Angus turns himself into an invisible flying pixie to scout overhead. He has the best view of anyone, seeing Lang move through the grass and looking down at the tunnel entrance.
Angus -- Please post exactly how high you are flying. Why, you ask?

The other two scouts, Wynn and Shadow, follow along behind, trying to keep an eye out for danger to the others. The bard is invisible so he keeps to the centre of the path while Shadow keeps to the edges.

Angus reports what he sees through the spell to his companions.

"I see eight zombies moving around down there. The tunnel looks to go straight into the hillside. It's narrow, too, only about 5 feet wide. I can't see the lookout or anything else."

After hearing this report, Wynn, Xenia and Lang add their comments. They've spotted the archer and describe his location to the others, about 20 feet directly above and behind the tunnel entrance on the hillside. They also stammer some words about something else that Angus hasn't spotted.

"Oh sweet Gods ... they're horrible ...

Lang, Thar, Wynn and Xenia -- Highlight to display spoiler: {DC 16 Will save (vs. Fear), please. Failure results in Paralysis (no actions, including speech through Message spell). I'll tell you how long next round.}

This garbled news causes concern among the others and they wonder what to do. But none of the zombies or the hidden lookout have made any hostile action. Yet ... anyway ... maybe ...

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)

DM Addendum
Positions on the map are approximate, especially for scouts. If you want to be somewhere else, please tell me now.[/i]

MAP


Xenia (AC22, HP 48/48)  d20+4=23
Tuesday October 17th, 2006 11:41:20 PM


" ... ka ka ka gak ... " Gagging sounds from the dark rogue come down the Message spell. " ... stars ... That is so guh-roh-deee. But I'm fine."

"Sound off. Everyone else. Wynn? Lang? Thar?"

Rolls and Actions
Will Save 23

Active Effects
Bat (10 minutes)
Longstrider (1 hour)
Invisibility (3 minutes)
Message (60 minutes)

Bag of Tricks 2/10 per week.

Al: Map is 404 again. More pending recovery of the map.

Angus 
Tuesday October 17th, 2006 11:52:02 PM

Angus is 40 feet high

Arm  d20+4=21 d20+11=29
Wednesday October 18th, 2006 6:03:48 AM

A bit disconcerted by what the scouts see, Arm glances back at Mira and prepares for the worst. He was willing to head to the top of the hill to scout out, but apparently the group has more pressing concerns. (spot=21, listen=29)

OOC: Am I covered by Wynn's 'message spell'?



Arm OOC2 
Wednesday October 18th, 2006 6:04:14 AM

the map is down again... :(


Kadaz (AC 24, HP 63) 
Wednesday October 18th, 2006 7:02:02 AM

Kadaz learns of the archer on the hill and hopes that the flying ones can get up there and remove this threat. He keeps trudging forward, making sure his body shields Birdie from any arrow.

DM Addendum (JohnP) 
Wednesday October 18th, 2006 7:52:04 AM

Map should be working now. At least it was before I left home. Stupid ISP ...

Lang, Thar, Wynn, Xenia only - Highlight to display spoiler: {This is what you saw that nearly fightened you into paralysis:

You see two horrid, dessicated corpses slumped against the heaps of earth as if they had been carelessly tossed there by the zombies. Then, to your horror, you notice that they move ever so slightly. These things are alive ... AND THEY SHOULD BE DEAD!

Knowledge Religion DC 18 to identify
}

If you made the skill roll - Highlight to display spoiler: {The horrid undead things are mummies.}

Wynn [AC=21 HP=59] Invisible, Message  d20+6=19 d20+6=8 d20+2=18 d20+9=15
Wednesday October 18th, 2006 7:53:29 AM

Wynn continues to make his way carefully up the path in support of Xenia and Shadow. He startles momentarily at what appears before him but manages to regain his composure. He continues to close the gap between himself, the zombies and their accomplices.

Wynn whispers to those with whom he shares his message spell, describing what he has seen and the disposition and strength of their foes.

Will=19
Spot=8
Listen=18
Move Silently=15

Wynn's message spell should include Conner, Arm, Xenia, Kadaz and Ash


Conner [AC=22 HP=62] Message  d20+2=5 d20+4=20 d20+3=8
Wednesday October 18th, 2006 8:01:04 AM

The former soldier picks his way through the grasses, sliding by the larger clumps with the aid of his javelin.

The garbled messages from Wynn are at first an annoyance, but his second attempts make it quite clear that there are a number of different undead. Conner pats his pouch and reassures himself that the potions he has purchased are secure.

Spot=20
Move Silently=5
Listen=8


Angus AC 18 - 20 verses evil Hp 33  d20+3=5 d20+3=7
Wednesday October 18th, 2006 9:27:37 AM

Angus is still flying forward and keeping 40 feet above the ground, even when it slopes up. Angus will end up just behind the hold. Angus is concerned about what is worrying his friends. "What do you see? What is it?"

Angus scans 360 degrees looking for all possible bad guy especially leader or special types.

Spot 5 (not good)
Listen 7 (better, but not much)

If Angus spots B or A he will relate the information to the group through his and Wynn's message spell.

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

Mage armor - 8 hours total
Protection from evil - 16 minutes (extended)
Invisibility - 16 minutes (extended)
Polymorph - 8 minutes
Message - Angus, Lang, Thar, Mira, Xenia, Syr, Shadow, Belkior
Message from Wynn to Angus

Rod of Extend 2/3

Xenia (AC22, HP 48/48)  d20+5=15 d20+16=27
Wednesday October 18th, 2006 10:25:50 AM


Relief floods into Xenia like a breath of fresh morning air as Wynn's voice whispers over the Message spell. But what about the others?

"I'm going in," she announces in a terse whisper. She continues in silence down the trail as Wynn fills the others in on the two really horrible things up on the mounds of dirt.

"I see a break between the zombies and I'm going through. Gonna try and make it up and above the archer. I'll be in position to foozle him in a sec."

Off to her right the rogue catches sight of the bat flapping through the air. She draws her rapier, keeping the silver shortsword in her left hand as she slips through the line of zombies and begins a quick climb up the slope.

Rolls and Actions
Climb 15
Move Silently 27
Draw Rapier as part of Move

Movement and Position
Double Move to AR15 (Hit Slope at 55 feet. Climb 10 more feet at 1/2 speed.)

Active Effects
Bat (10 minutes)
Longstrider (1 hour)
Invisibility (3 minutes)
Message (60 minutes)

Bag of Tricks 2/10 per week.

Could you place the Bat at AQ19?

Belkior (AC22, HP 60/60; Magic Circle Against Evil) 
Wednesday October 18th, 2006 10:52:13 AM

Belkior listens closely to the whispered Message traffic. Xenia's words and voice carry a hint of horror.

"From the sound of things, there may be something horrible or terrifying ahead," the halfling announces quietly to those around him. "This magic should give those around me some strength to resist it."

The Magic Circle forms around Belkior as he holds his hands before him in the symbol of Alemi.

"Shall we go?" he says, skipping forward a short twenty feet on dark cat legs.

Rolls and Actions
Magic Circle Against Evil

Movement and Position
K12 (Move 20ft)

Active Effects
Magic Stone (3 stones for 30 minutes)
Magic Circle Against Evil (80 minutes)

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

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

Question: Is the Save from B and C a Fear effect?

Bin  d20+11=13 2d6(4+3)+11=18
Wednesday October 18th, 2006 2:08:42 PM

Following the group with his holy symbol in one hand, javelin in the other he mentally prepares himself for battle against his would be captors and their minions. As soon as he sees undead, he blasts them with the holy power of Domi.

Turn Undead = 13
Hit Dice = 18

Edmund 
Wednesday October 18th, 2006 5:12:46 PM

Edmund moves along with the party, doing his best to maintain his position in the group as they draw nearer to the Zombies. He does not take any action as yet, however, until he can see how the situation begins to unfold.

As they move forward, he fingers the little rock which Belkior gave him. He's eager to use it, and keeps his eyes open for a chance to throw the rock at the head of the first Zombie he has an open shot to.

Mira (AC 13 + 4 Mage Armor, 40 HP) 
Wednesday October 18th, 2006 6:00:15 PM

(OOC: Those who have magics on them, don't forget to add the info to your Post Name header. Mage Armor info is p. 249 PHB).

"Good luck then, Kadaz," whispers Mira when the dwarf declines the magic of Invisibility. When the bard asks about Mage Armor Mira casts the spell and lays her hands on Arm. "Good thinking Edmund!" exclaims Mira when the wizard suggests casting a spell that will hide the party. "I don't have anything like that, but I've got this!" The sorcerer shows Edmund one of her scrolls. Highlight to display spoiler: {It is a scroll of Wall of Fire p. 299 PHB}.

"Wait a minute," calls Mira as she stops close behind the half catling. She concentrates as she listens in to the information being communicated by the circle of allies.

"Zombies!"

DM Sanity Info:

Position: I12 (or J12)

Invisibility - on Xenia - 3 minutes
Mage Armour - on Arm - 3 hours
Mage Armour - on Bin - 3 hours
Mage Armour - on Mira - 3 hours

Message - on Mira, cast by Wynn (or 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




Shadow (AC 21/18 HP 28/28)  d20+10=25 d20+10=13
Wednesday October 18th, 2006 8:33:19 PM

Shadow will continue to move forward towards the zombies and whatever else there is at the entrance to the narrow tunnel. He will continue on his path using the grass to hide him from them.

Actions:
Move Silently=25
Hide=13

Lang (AC 24; HP 100/100; Sunshine AC 23; HP 47/47)  d20+4=5
Wednesday October 18th, 2006 10:05:00 PM

Lang stands completely still, not moving a muscle. He also remains silent.

Sunshine waits with most of the group for his master to come back.

Longstrider - duration 3 hours

Thar ail Baerer AC 19, hp 41  d20+8=18 d20+4=13
Wednesday October 18th, 2006 10:30:58 PM

Will save = 18

Horrified for a moment, Thar composes himself and realizes that something awful is up ahead. He messages (in whispers) what he has seen to his companions "It looks like we've got some mummies ahead of us and something has happened to Lang. I think he's terrified into immovability by them, but I'll keep an eye on him and if they get close, I'll pull him away".

Know (Religion) = 13, Thar will try to figure out what kind of undead mummies those may be, but appears to be unable to remember anything specific about them.

He'll maintain his position, unmoving and observing. If Z5 and/or Z6 move towards him (in a threatening manner, as if they have found him or Lang), then he'll try to turn them next round.

Syr (AC20/19 hp 61 
Wednesday October 18th, 2006 10:46:51 PM

Syr relates anything that the others are saying to those near him. He continues to mirror Kadaz next to him.

Ash 
Wednesday October 18th, 2006 10:52:18 PM

Ash follows Kadaz and Belkior closely, preparing to heal combatants if need be.

Edmund (AC 12, HP: 27/27) (2nd, illegal post) 
Wednesday October 18th, 2006 11:24:42 PM

Edmund looks at the scroll Mira offers him, but shakes his head quickly. "Can't use it, I'm afraid. Thank you for the offer, though," he says.

He smiles wanly before continuing, "I have a spell which will make a fog around me for a little while. It won't make us invisible, technically speaking, but it will make us extremely difficult to see. You'll have to stay near the place I cast it from, though... within 20 feet or so. The fog won't follow me or anything, of course."

Edmund pauses for a moment, thinking. Then, he adds as an afterthought, "Oh, I figure I should probably add that we won't be able to see out of the fog any better than the Zombies can see into it. That might be important."

((Question for DM: What's the wind direction/speed?))

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

Arm (ac: 18 (20) base + mage armor [+2 vs. evil] hp 27/27)  d20=15 d20+4=20 d20+11=28
Thursday October 19th, 2006 6:05:47 AM

Arm advances to an area somewhere near Xenia and Wynn (climb=15). While he waits for the rest to meet the enemy, he contemplates a spell to cast on himself, then scans the area quickly (spot=20, listen=28).

Mira (2nd illegal post) 
Thursday October 19th, 2006 11:12:52 PM

Mira watches Arm move ahead, and her heart skips a beat.

Bin (AC 11/23 HP 45) 
Friday October 20th, 2006 1:29:07 AM

OOC: Sorry all, my last roll for turn was wrong. I believe the roll should be this instead.
Turn=8
Hit Dice=18

Bin asks Edmund about his spell. "I am curious if this spell of yours is visible to those we are attempting to deceive? If so, then it might give away the fact we are here more then aid us, unless spontaneous fog is common in this area?"
He takes instruction from the group on when to move in.

Arm (ac: 18 (20) base + mage armor [+2 vs. evil] hp 27/27) 
Friday October 20th, 2006 5:42:25 AM

Arm waits patiently while the others decide how to proceed.

DM Advice (JohnP) 
Friday October 20th, 2006 8:36:16 AM

DM post coming tonight.

To save your DM and fellow players some headaches, please include the following in your Post Name:
- Character Name (you all do that)
- AC (however you like, as long as I understand it)
- HP (current / full format is VASTLY preferred by the clerics. If you don't do it, don't complain when they fail to heal you.
- Active Effects (specifically those that affect AC or Attack)

Casters - Somewhere in the body of your post, please list the active spells and targets (unless it's an area effect centred on your character, like Magic Circle or Take Under Wing).

And, as a favour to the person doing the maps, please use the co-ordinates on the map. Otherwise, I'll do my best to follow your intention but you may not like my literal reading of your words.

Answering Questions
Arm - per Wynn's post, you are included in his Message spell
Belkior - Yes, it is a Fear effect.
Edmund - The wind is at your backs (from the west), moving slowly (say 10 feet per round)



Edmund (3rd, illegal post) (AC: 12, HP 27/27) 
Friday October 20th, 2006 9:43:12 AM

When Bin voices his concerns, Edmund nods. "Yes, there's that as well. It's the best I can do, however. And, once they know where we are, anyway, it'll make it very, very difficult for them to attack us."

"I wouldn't advise doing it right now, standing here on this path, but once battle really gets going, it'll be quite useful if we need to get out of danger. The wind is light enough that it won't disperse very quickly, so it should provide adequate cover in a pinch."

"If, God Forbid, we need retreat, well, in that case, it'll be invaluable!"

Bin 
Friday October 20th, 2006 12:49:38 PM

OOC: LOL, still learning how to turn undead. Sorry for the mistakes all. It's like learning a new language here. I appreciate your patience.

Bin smiles at Edmund as he agrees with the fog best used for covering their retreat if one is necessary.

DM Addendum (JohnP) 
Friday October 20th, 2006 1:51:38 PM

Bin

As far as I'm concerned, what I would like to see is something like this:

Turning check = 13 (9 HD monsters)
Turning damage = 18 HD

That tells me what I need to know as a DM since I remember that you are level 8.

Hillside - Round 1 (DM JohnP)  d4=4 d4=1 d20+2=13 d4=1 d20+5=13 d20+10=13 d20+5=10
Friday October 20th, 2006 8:59:11 PM


The scouts relay messages back to the others about what they see near the tunnel entrance. Their disgust is evident in the stuttered exclamations and the ominous silence from Lang.

Xenia keeps her lunch down and moves silently through the zombies and other nasty things around the tunnel entrance, intent on her target on the hillside. The bat flitters along above the ground.

Arm glances back nervously at Mira before moving ahead of Kadaz and Syr. He scans ahead and sees something horrible hiding on a pile of dirt.
DC 16 Will save (vs. Fear) -- or Paralyzed for 4 rounds
DM Note -- Double move, 60 feet, straight ahead on path.

Kadaz, with Birdie at his heels, keeps moving towards the enemy. He can now plainly see some of the zombies in front of the tunnel.
DM Note -- Double move, 40 feet, straight ahead.

Wynn also manages to keep moving despite the horrible things hiding near the tunnel and ghosts forward on silent feet towards the tunnel entrance. He is now close to the first of the zombies.
DM Note -- Double move at half speed for Move Silent, 40 feet, straight ahead.

Conner easily keeps pace with the slower dwarf while staying within the grass.
DM Note -- Double move at half speed due to grass, 40 feet, straight ahead.

Angus flies invisibly 40 feet above the ground until he is just behind the tunnel entrance. Despite his efforts he cannot spot the hidden opponents who so bothered his companions.

Belkior casts a protective spell to shield himself and some companions against evil, then moves ahead. He can also now see some of the zombies.
DM Note -- Magic Circle also provides +2 AC (deflection) vs. evil

Bin moves head with the others until he can see some of the undead. Then he again invokes Domi's holy presence to destroy the foul zombies and ... Nothing happens.
Knowledge Religion DC 10 -- Highlight to display spoiler: {Maximum range on Turn Undead is 60 feet.}

Edmund moves ahead slowly, trying not to overtake the little catling Healer and put himself too close to the front lines. He's fingering a throwing stone that he will throw at one of the undead.

Mira moves ahead to keep pace with Belkior while conversing with Edmund.

Shadow moves head through the grass to remain hidden from the undead and lookout above the tunnel.

Lang does nothing . He gradually feels the Paralysis leaving his body. Sunshine keeps pace with the group.
DM Note -- Only 1 round of paralysis, so you can act next round.

Thar manages to resist the paralyzing fright and continues to watch the zombies, guarding Lang.

Syr trots ahead beside Kadaz, ensuring that everyone hears what he does through the Message spell. He can now clearly see the tunnel entrance and the undead.

Ash also keeps pace with the main group, Shelya pacing along in front of him.

++++++


The lookout on the hillside sees the party moving forward well enough to tell how much armour each is wearing. He looses two arrows at the one gesturing to repel his allies but both missiles soar over Bin's head. Xenia and Angus can see that the lookout is wielding a powerful composite longbow while wearing full plate armor.
Spot = 13, Knowledge Religion = 13
1st missile attack misses AC 7 (due to intervening characters)
2nd missile attack misses AC 4


The zombies move into a solid block in front of the tunnel entrance. Each zombie clutches a silvered longsword and wears the remnants of studded leather armor.

The two undead things heave themselves up from the pile of dirt and advance towards the party. Nearly everyone can now see the horrid, dessicated features of the things that are slowly moving towards them. Each of the things clutches a silver longsword and armor can be seen under the cloth strips wrapped around their bodies.
Knowledge Religion DC 18 - Highlight to display spoiler: {The undead things are mummies.}

Everyone but Conner not previously affected, including the animals - Will DC 16 (Fear) or Paralyzed 1d4 rounds. And the undead are Evil, so those within 10 feet of Belkior get +2 on saves.

DM Notes
- Ash, Lang & Thar - please roll for your animals
- Al, please roll for Flappy the Bat and, if he's Paralyzed, take 1d6 falling damage.
- Angus, if you are Paralyzed roll an additional 2d6 falling damage.


Paralyzed

MAP

ed. JohnP - Heh! The map works first try!


Kadaz (AC 24, HP 63)  d20+3=15 d20+1=12
Friday October 20th, 2006 10:09:24 PM

The sight of the undead sends a wave of revulsion and fear over Kadaz, causing a momentary hesitation. He shivers, and then pulls himeslf together. "Not me, you foul things" he snarls at the undead. (will save 15)

Birdie, peaking through Kadaz's legs, catches a glance of the mummies and freezes in place. (will save 12)

"Arm, let's get them" says. Kadaz doesn't notice what has happened to his dog and advances at a steady pace, 40'.

Thar ail Baerer AC 20/21, hp 41, Message, Prot from Evil (maybe) 
Friday October 20th, 2006 10:14:38 PM

Still hidden, Thar will continue waiting in the grass and stays concerned about Lang, who is still in shocked silence. As he looks around, he sees that his companions have not yet entered battle and as such, he'll wait until melee is met to bring his powers into play. He may cast a spell to prepare for battle (see #1 and #2)

1. DM John - Since he is hidden and not invisible, would casting a spell upon himself count as making himself "observable" now? If not, he'll cast Protection from Evil upon himself.

2. Protection From Evil is cast at 4th level, due to Thar's "good domain"

PfE Length = 40/40 rds, +2 def bonus AC, +2 ST's

3. He'll use his dodge feat to get his AC up by 1 (to 19 b/f the PfE spell and 21 a/f the spell) against any undead that would spot him and move to attack.

Spells

1st - bless, shield of faith, summon monster 1, protection from evil (still memorized if he can't cast it)
2nd - restoration (lessor), summon monster 2, spiritual weapon

OOC - I don't have an animal to roll for DM?

ed. JohnP - My bad. I was thinking "rangers and druids".

Unless you have the Still Spell and Silent Spell metamagic feats and have applied them to the spell, then spellcasting will reveal Thar.


Lang (AC 24; HP 96/100; Sunshine AC 23; HP 47/47)  d20+4=17 d20+2=18 d20+15=26 3d6(4+3+1)+6=14 d6=4
Saturday October 21st, 2006 1:03:08 AM

Lang snaps out of the fear of the undead creatures only to have another wave of fear hit him. This time it does not affect him.

Will save 17

"Thar you ok? Those undead creatures put a little bit of a fright in me. I think I'm ok now."

Sunshine whimpers softly at the sight of the walking dead. The dog continues to move forward with the group.

Will save 18

"Hey Thar, now is the time to have some of that fun we were talking about. These guys are in our way in getting to those cultists. Let's take the ugly one down first."

With a determined look on his face, Lang moves foward to cell AJ12 and swings at creature B.

Hit AC 26; damage 14; damage to Lang 4

"Sunshine boy I need you. Heel."

Sunshine moves forward 80 feet.

Longstrider - duration 3 hours

Xenia (Half Post)  d20+19=30 d20+2=21 d20+2=20
Saturday October 21st, 2006 7:31:29 AM

From down the slope, the girl rogue pauses to take the measure of the Bow Guy. Her keen eye searches or Holy Symbols, the sure sign this is a Magic Using Cultie guy. If she can maybe, like, take these things away from him, it'd pull some of his teeth right off.

And weapons, the dark rogue looks for other weapons and gear besides the bow. Something also tells her to look at his hands. (Spot 30, Knowledge Religion/INT Check 21)

Meanwhile, Flappy, the Bat Guy flies past the horrific animated copses below with little interest. (Will Save 20) His rudimentary brain catalogs them as a thing to avoid, but little more.

Questions
Any Holy Symbols on this guy? Where is it and how is it secured on his person?
Any other weapons aside from the bow?

Rest of Post Pending Answers

ed. DM JohnP - Answers:
- There's something that looks like a holy symbol on a thong looped around his right wrist
- He's got a bastard sword in a back sheath (that I should have mentioned)


Angus Ac 18/20 (evil) Hp 33 Spells listed below  d20+9=28 d20+3=7 d20+2=17
Saturday October 21st, 2006 2:05:20 PM

Angus finally catches sight of what has been bothering everyone, and the now pixie shudders, but is uneffected by the horror.

Will save 28

Angus then sees arrows fly toward his friends, most specifically Bin and Angus thinks to himself, the cultist do not like Bin, that speaks well of him.

Angus tries to find the origin of the arrows ar at least follow the trajectory back to the area of origin.

On the message hot line Angus whispers "Anyone spot the archer? I want to neutralize him."

Spot 7 (better than last time)
Int Check 17

Angus will then fly toward the area that the arrows came from, since he trusts his mind more than his eyes.

Angus will then call on his Haversack to get his scroll of protection of arrows and he will cast it on himself.

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

Mage armor - 8 hours total
Protection from evil - 16 minutes (extended)
Invisibility - 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

Rod of Extend 2/3


Edmund (AC: 12, HP 27/27)  d20+7=18
Saturday October 21st, 2006 6:46:02 PM

Edmund advances forward fearlessly (Will Save=18) (to square O-14, or P-13) and readies Web (against the bottom-right corner of square AK-14), speaking the arcane words and making the necessary gestures, intent upon catching the entire sorry lot of undead minions in his spell. He doesn't bother with materials because, of course, he has learned not to need such things for most spells.

DM Sanity Info.
Spells in Effect: Web (Duration: 50 minutes or 300 rounds)

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=59] Message  d20+9=19 d20+4=23 d20+4=19 d8+2=10 d8+2=10
Saturday October 21st, 2006 9:20:02 PM

"Not Yet!" Wynn whispers to his companions, but Lang springs the trap on the amassed undead before Xenia has dealt with the archer above. The bard has little choice and steps forward to assist his bugbear friend.

The silvered sword slips easily into his hand as he moves and the blade flashes across his victim, first down and to the left, and then back across and up beneath the chin [Atk 'B' AC=19 and 23 threat (19 to confirm - not much use against undead though) for 10 + 10 HP plus any damage bonuses for the weapon]

The bard becomes visible as soon as his sword strikes the creature and he prepares to dodge his foe [AC=22 vs 'B']

Position=AI-14

Conner [AC=22 HP=62] Message 
Saturday October 21st, 2006 9:34:44 PM

Hearing the battle joined ahead of him, the fighter tightens his grip on the javelin in his hand and runs forward through the tall grasses. Any thoughts of concealment are gone as he tramples the grass before him, a gutteral cry escapes his throat as he urges hismself and his comrades forward. "To Battle!"he yells.

New Position = X11

Shadow (AC 21/18 HP 28/28)  d20+1=7
Saturday October 21st, 2006 10:14:53 PM

Shadow is in midstride as he approaches the group keeping to the grass, when the creatures pop up out of the dirt. He sees these evil creatures and freezes. (Will Save 7)


Xenia (AC22, HP 48/48)  d20+5=13 d20+16=25 d20+9=19 d20+9=26 d20=2
Saturday October 21st, 2006 10:35:29 PM


Fram jamblies!!!

The sounds tell it all. Xenia doesn't even need to turn around to know what's happening.

"I'm going for Arrow Boy. He looks like some kind of Holy Magicer. I'm gonna try and take that away from him." The rogue whispers this quick over the Message spell. "I'll try keep him occupied as long as possible. Be nice to have some back up."

Then she drops the silver sword, and it becomes visible as it falls into the hole.

"C'mon Batty Guy, Attack." The rogue shouts the command and then immediately changes location, scrambling quietly up the slope. She pulls up even with the armored Cultie just as the bat comes flying up toward the guy and buzzes over his head.

Xenia reaches out for the danglie hanging from a thong from the guy's wrist. "Gimme that." With a quick grab she snags it !!!

But the thong doesn't give. The rogue becomes visible, one hand wrapped around the guy's medallion, the two of them linked by a leather thong. Then the dark rogue grits her teeth, and gives a heroic tug.

The thong parts, the holy symbol comes away in her hand. And Xenia holds up her prize.

"Hi there," the dark rogue grins, holy symbol in one hand, rapier in the other. "Give up. You're surrounded."

Rolls and Actions
Drop Silver Sword
Climb 13
Move Silently 28
Grabbing Items
Disarm 19 (+11 BAB, +4 Poorly Secured, -4 Light Weapon, -4 Not Monk, Duelist, or Hand, +2 Invisible)
Disarm 26 (Burn Hero Point)
Flappy Hit AC2 (Oops. Doesn't matter. Not enough action to attack anyway. Flappy is ascending and as such is moving 1/2 speed.)

Movement and Position
Xenia AV18 (Climb 1/2 speed)
Flappy AW13 (No AoO from Ranged Weapon.)

Active Effects
Bat (10 minutes)
Longstrider (1 hour)
Message (60 minutes)

Bag of Tricks 2/10 per week.

Belkior (AC22, HP 60/60; Magic Circle Against Evil)  d20+17=29 d20+8=25
Saturday October 21st, 2006 11:01:08 PM


"They're Mummies," Belkior announces. His voice is flat, carrying little inflection. These undead carry little terror for him.

"Lets go. We can't help them from back here." Belkior beings to run. As his dark cat legs drive his heavy plate armor across the ground, the halfling cleric wracks his brain for anything he might know of the vulnerabilities of the undead, especially Mummies.

Rolls and Actions
Will Save 31 (+2 Racial vs Fear, +2 Protection From Evil)
Knowledge Religion 25 (For a way to fight mummies.)

Movement and Position
W14 (Move 60ft Run)

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

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

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

Bin (AC11/23 HP's 45)  d20+11=24 d20+4=16
Sunday October 22nd, 2006 12:42:09 AM

Upon hearing about the mummies, a growl is emitted from Bin at his disgust of such things and their unholy presence. "I will teach you to respect the dead." He promises the cultists though his words are unheard by them.

Bin sighs under his breath at not having enough intelligence to know he wasn't close enough to the enemy to turn them, but his thought quickly turns from the past to the present as the arrows whiz near him. He makes movement with the others, staying near Belkior even when running until he thinks he has another attempt to turn the undead again. "I hope that is the right range anyway." He knows there are others that will deal with the archer but he keeps an eye open up there during movement so if something changes, he can also. Once close enough, he turns again.

He also ponders how best to fight the mummies, and at what level he would need to turn such vile monsters.

Rolls and actions:Will save and being near Belkior=24
Knowledge Religion=16

Movement and position:W14 (Move 60ft run)

Active effects:Mage armor=AC23
In Belkior's magic circle=+2 (80 minutes or until out of area of affect).

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

Mira (AC 13 + 4 Mage Armor, 40 HP)  d20+7+2=29
Sunday October 22nd, 2006 11:37:33 PM

The tones of their voices carry a sense of urgency as their words communicate what is going on. As she jogs after the catling cleric, the sorcerer catches sight of what waits at the entrance of the cave (Will Save=29, nat. 20), but is undaunted.


DM Sanity Info:

Position: V14

Mage Armour - on Arm - 3 hours
Mage Armour - on Bin - 3 hours
Mage Armour - on Mira - 3 hours

Message - on Mira, cast by Wynn (or 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




Syr Hp 62 AC 19/20 m  d20+7=19
Monday October 23rd, 2006 5:35:13 AM

Syr closes in on the pyramid beside Kadaz. He auses only slightly as he sees the 'mummy' (will 19). Asking the dwarf out of the side of his mouth, "What's the weakness of a mummy? Silver?"

Arm (AC 18 [20] base + mage armor [+2 vs. evil], HP 27/27  d20+5=18 d20+6=25 d8+5=13
Monday October 23rd, 2006 5:53:43 AM

Seemingly unfazed by whatever he sees in the dirt (will=18), Arm calls out to Kadaz to hold, then depending on what it is he sees, he strikes at it with his newly found blade and makes solid contact (attk: 25, dmg: 13).

Ash (hp 26)  d20+8=16 d20+2=21
Monday October 23rd, 2006 7:46:19 AM

Ash watches over everyone he can see, concerned for their health. He otherwise, waits, nervously.

Will checks:
Ash: 16
Shelya: 21

Spells:
Brahmah's Tattoo Type (B) infused with Cure Light Wounds
Level 0:
Cure Minor Wounds
Flare
Guidance
Read Magic

Level 1
Cure Light Wounds (x2)
Goodberry
Magic Fang
Summon Nature's Ally I

Level 2
Animal Trance: Fascinates 2d6 HD of animals.
Barkskin (cast on Shelya)
Summon Nature's Ally II
Summon Swarm

Level 3:
Cure Moderate Wounds
Summon Nature's Ally III



Thar ail Baerer, AC 20/21, hp 41, Message, Prot from Evil 
Monday October 23rd, 2006 9:55:27 AM

Now that the battle has begun, Thar decideds the need for secrecy is past and casts protection from evil upon himself, trying to give himself some added protection before entering the battle.

AC 21 (Dodge) vs. the closest creature that moves towards him.

(OOC - John, re: the animals, no problem ;-) that's what I thought you had in mind and in a level or 2, I'll have a companion.)

Rounds left PfE = 40/40

Spells

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



Hillside - Round 2 (DM JohnP)  Kadaz d4=1 Birdie d4=3 Lookout d20+1=17 Edmund Spellcraft d20+15=21 Shadow d4=3 Lookout d20+17=18 Zombie 1 d20+3=8 Zombie 3 d20+3=13 Zombie 5 d20+3=20 Zombie 6 d20+3=14 Mummy B d20+12=32 d20+12=28 2d8(6+5)+16=27
Monday October 23rd, 2006 11:46:21 AM

The lookout has fired his bow and the undead have begun moving, including the foul mummies that had been hidden near the tunnel entrance. The horrid appearances of the mummies have had their effect, freezing several of the party in place.

Kadaz and Birdie both stop in fright. The dwarf fighter will be able to move soon, but Birdie can only whimper in fright.
DM Note -- DC was 16, so both are Paralyzed. Kadaz frozen for this round only, Birdie for this and two more rounds.

Crouching in the grass, Thar tries to determine whether it is better to cast a protective magic or wait until the undead notice him. He sees Lang charge in, so he casts Protection from Evil on himself.

Unshaken by the mummy, Lang and Sunshine charge into combat. The mummy's tough body absorbs some of the force of Lang's shortsword but the flash of energy damages it fully.
DM Note -- Lang, please Vicious damage separately from weapon damage.

From her vantage point on the hillside, Xenia sees how things are playing out. She studies the lookout and sees what she thinks is a holy symbol looped to his wrist. The flame-haired rogue stretches out her hand and plucks it from his wrist, becoming visible. Then she taunts him, expecting that he might falter in his devotion to the cult. Now that she is closer, Xenia also sees that the human lookout has some goggles pushed up on his forehead and he is wearing the typical red cloak of the cultists. Flappy flaps up to the cultist.
DM Note -- Left you adjacent to the lookout, as opposed to posted location.

Angus briefly thanks whoever he prays to that he wasn't flying lower because the arrows went under his invisible feet. The polymorphed sorcerer clearly sees where the lookout is standing on the hillside. He pulls a scroll from his pack and recites the words upon it. The cultist turns his head towards Angus but doesn't do more than that.
DM Note -- Did not move you, otherwise there is no time for reading the scroll.

The wizard from Plateau City considers casting a Web spell but then mutters to himself without doing so. Even so, Edmund is now up beside Kadaz and feels better for having the solid, albeit unmoving, bulk of the fighter beside him.
DM Note -- Spellcraft vs. DC 12 to remember limitations of the spell.

Cursing silently, Wynn steps forward and swings twice at the nearest mummy. To his dismay his attacks do not manage to get past the thing's defenses.

Conner shouts and charges forward through the grass.

In the grass, Shadow freezes at the sight of the mummies.
DM Note -- Paralyzed for this and two more rounds.

Belkior recognizes the undead as mummies and recalls what he can about them. Resistant to damage, he thinks, and vulnerable to fire. Then he runs closer to the action.

Bin and Mira follow the catling cleric towards the sound of battle.

Syr and Arm both speak to Kadaz before seeing that the dwarf is briefly paralyzed. They both turn and run toward the battle.
DM Note - Moved Syr anyway. Arm isn't in contact with opponents to be able to attack, so made double move. If you want to change, let me know.

Ash remains on the path, watching his companions run towards the tunnel entrance. Shelya remains at his side.
DM Note - Left you behind. If you'd rather keep pace, let me know.

++++++


The lookout snarls at Xenia, "Too late, fool! We'll release the lich soon enough, and then you shall cower!". He drops the bow and draws the bastard sword from his back, glowing with a sickly green light. Swinging wildly, the sword passes nowhere close to Xenia.
Attack misses AC 18 (natural 1)

The zombies begin shuffling forward to attack. Their movements are uncoordinated and often interfere with one another. Zombie Z1 moves slightly and clumsily swings its sword and misses Wynn. Zombie Z2 slowly moves towards Wynn and isn't able to attack.
Zombie Z1 misses AC 8

Zombie Z3 steps towards Lang and swings, also missing. Zombie Z4 moves around to get closer to Lang. Zombie Z5 swings its sword in Lang's direction and misses.
Zombie Z3 misses AC 13
Zombie 5 misses AC 20


Zombie Z6 steps into Wynn and swings wide. Zombie Z7 moves around the pack of undead to get close to Wynn while Zombie Z8 does the same on the other side.
Zombie 6 misses AC 14

Mummy B swings its silver sword at Lang, hitting the bugbear ranger very hard. Mummy C rigidly steps into the long grass, moving even slower than the zombies. It manages to get behind Wynn even so.
Mummy B hits AC 32 (threat), confirmed AC 28, 27 damage to Lang

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

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

Map going up tonight.


Belkior (AC22, HP 60/60; Magic Circle Against Evil)  4d8(1+1+7+7)=16
Monday October 23rd, 2006 12:32:22 PM


"The mummies resist the damage of weapons!" Belkior shouts. "Attack them with Fire if you can."

The he holds his hands forth, forming the Symbol of Alemi and calls down a Holy light that bathes the melee and Smites all within who bear the taint of Evil.

"That might hold them for a while, but not for long," the little cleric says before rushing forward to aide those already embroiled with the undead.

Rolls and Actions
Cast Holy Smite Centered at Intersection of AI/AJ/13/14 (Evil Only: 16hp and Blind for 1 round in 20-ft radius. Will vs DC20 for 1/2 damage and no Blindness.)

Movement and Position
AA14 (20ft move)

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

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

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

Edmund (AC: 12, HP 27/27) 
Monday October 23rd, 2006 12:38:53 PM

Edmund recalls the limitations of Web at the last moment, having initially forgotten the need for anchoring surfaces, lest the web collapse and disappear. His original plan was to catch the Zombies in a sort of sticky blanket, but he realises this would not be the case, either. (Spellcraft 15 v. DC 12)

Thus advanced, he is glad to find himself next to Kadaz, though at the same time confused by Kadaz's seeming unwillingness to advance. "What ho there, Kadaz--what's the problem?" Edmund asks in a surprisingly normal tone of voice, despite the battle raging before them. "Are you all right?"

Edmund will put his hand on Kadaz's shoulder and give him a bit of a shake, if Kadaz doesn't respond in the affirmative.

Turning to the battle ahead, Edmund watches with somewhat amused disinterest as the Zombies blunder about incompetently, flailing their swords to no avail. With a bit of a smirk, Edmund remarks, "Well, that's not much of threat, what?"

Then, one of the other things, the Mommies--a name Edmund doesn't quite understand--swings and deals Lang a blow that would have felled Edmund instantly. The wizard stops smirking, and goes a rather ghastly shade of grey.

As he watches the weapons of his friends seeming to have no effect upon these creatures, Edmund suddenly realises just why everyone else is so concerned. He racks his brain for something useful, some spell, some sort of ability, and realises there isn't much he can do. Colour Spray seems best, but he doesn't want to hit his friends, either.

And then Edmund feels the little rock in his hand.

((Saved by the DM! I'll post the rest later, from home, when the map is up.))

Xenia (AC22, HP 48/48)  d20+5=19
Monday October 23rd, 2006 12:53:24 PM


"Yipe! This guy is strong." Xenia's voice comes down the Message Spell. "But lets see if he can catch me!"

"Right, Foo Brain. Look again. See how fast we're chewing up your Undead Guys?" With the slightest twitch of the his eyes, the dark rogue breaks off and scrambles further up the hill.

"Down, Batty Guy! Down." Xenia commands the bat to pull back as well.

"Come catch me, you Tin Pot!" she taunts the Cultie from her position up the hill. "You want this back?" Xenia holds up the symbol dangling from its leather thong. "COME CHASE ME! CAN YOU CLIMB? LETS SEE HOW WELL YOU CLIMB!!!"

And the dark rogue laughs.

Rolls and Actions
Climb 19

Movement and Position
Xenia BA15 (Climb 25 feet Off Map)
Flappy AX12, 15 ft above the surface of the hill.

Active Effects
Bat (10 minutes)
Longstrider (1 hour)
Message (60 minutes)

Bag of Tricks 2/10 per week.

Angus Ac 20/22 (vs. evil) Hp 33 - Spells listed below  d20+8=23 d20+8=14 6d6(2+1+5+5+4+1)+6=24 6d6(4+5+2+5+2+5)+6=29 6d4(3+3+1+1+4+4)+6=22
Monday October 23rd, 2006 2:59:47 PM

Angus smiles at Xenia's antics, but decides to take a more forceful approach since the tin can did not surrender.

Angus makes sure he is still well out of sword range and check his distance to the tin can and then he unleashes two empowered scorching rays.

Touch Ac 23 & 14 (Please note that I did not add +2 for flanking for being invisible)

Damage 18 & 23 (Ignore the +6) total of 41

From above the tin can Angus squeeks "That had to hurt!"

If for some reason the archer is out of range Angus will empower a magic missile.

damage 22

Invisibility ends

Spell Slots:
0 level 1/6
1st level 2/8
2nd level 1/8
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

Rod of Extend 2/3

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

ooc: Made an error on my AC +4 mage armor, +4 dex (pixie), +1 size (pixie), +1 natural (pixie), and +2 for pro evil for 20/22

Edmund (Update 1)  d20+15=27
Monday October 23rd, 2006 3:55:40 PM

((DM, this is the spellcraft roll from my previous post. I thought I rolled it, but after I put down the base number for reference, I forgot to do the roll after writing the post! Sorry! Rest of previous post still to follow after the map is up.))

(Spellcraft=27)

Mira (AC 13 + 4 Mage Armor, 40 HP)  d20+6=19
Monday October 23rd, 2006 7:05:35 PM

Mira takes in the scene at a glance, as her mind works to filter the messages coming to her from her magically linked friends as well as those called out by companions around her. Never one to hold her aces, the combat sorcerer pulls the scroll from her belt and almost before the parchment is unfolded intones the magic she has memorized.

The challenge of a higher magic is easily mastered (Caster Level Check=19). The sorcerer calls a warning to her friends, as she holds the magic until the last possible moment, in order to give them a chance to escape. With a single step forward, and final cry, "Nar tuarninin!" the scroll crumbles and a wall of fire is laid down through the zombies, and mummies at the cave entrance.

DM Sanity Info:

Position: W14

Mage Armour - on Arm - 3 hours
Mage Armour - on Bin - 3 hours
Mage Armour - on Mira - 3 hours
Wall of Fire - duration 9 rounds **(trying to encircle the undead and avoid the 'good guys', focusing the burning inward towards the undead. p. 298 PHB (2d4 pts dmg to those within 10 ft., 1d4 pts dmg to those past 10 ft. but within 20 ft., 2d6+4 to creatures passing through wall. DM, please roll damage vs your creatures. Please note double damage vs undead in addition to vulnerability of mummies.))**

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




Shadow (AC 21/18 HP 28/28) 
Monday October 23rd, 2006 7:19:37 PM

Shadow is so taken aback by the unholy creatures that have arisen that he is unable to even move from fright. 'I am going to die by these creatures!' Continuously runs through his mind.

Kadaz 
Monday October 23rd, 2006 8:21:36 PM

Kadaz tries to advance. But while his brain says go his body says no. Kadaz freezes in place long enough for most of the party to pass him by. Edmund stops by and makes idle chit chat and that seems to be enough.

Kadaz shudders as his body starts to respond. He looks grimly at Edmund. "Don't get close to them, Ed." Kadaz starts running towards the battle, hoping to get close enough to be useful next round.

(Kadaz runs ahead as fast as he can as far as he can.)



Thar ail Baerer AC 20/21, hp 41, Message, Prot from Evil (maybe)  d20+1=19 2d6(4+4)+4=12
Monday October 23rd, 2006 8:32:17 PM

Now that he has some protection, Thar stays where he is and attempts to turn the nearest Zombies. Grabbing his cross, he faces them and while praying, says "By the power of all that is good and mightly, begone you unholy creatures."

Turns/Day = 3/4 (after this one)
Turn Check = 19 = Max HD monster afffected = 6
Turn Dmg = 12 = Total HD affected.
Turn Duration = 10/10 rounds


MAP (DM JohnP) 
Monday October 23rd, 2006 9:53:08 PM

Here's the MAP.

Feel free to alter movements or spell targets based on this.



Bin (11/23 HP's 45)  d20=16 2d6(4+2)+11=17
Monday October 23rd, 2006 10:04:49 PM

Bin follows Belkior with Mira up until he stops and begins to cast. Bin wants to be sure he gets the undead in his Turn ability this time so he quickly moves as close as he needs to, to turn the undead this round.

If he can not get close enough to Turn this round, he moves as far as he can instead.

"Glory be to Domi! Feel his power and suffer his wrath foul minions of the dark!"

Turn Undead check=11 HD
(Buzz-it's d20+cha not d20+cha+level. 16+3(cha)=19 hence cleric lvl+3)

Turn damage=17 HD

Modified by DM BigTim


Xenia (2nd Illegal Post) 
Monday October 23rd, 2006 10:22:49 PM

The touch of a frown compresses the girl rogue's dark lips at the sight of all the zombies and stuff surrounding Wynn.

"You get 'im, Angus!" she shouts at the armored Cultie. "You call off your zombies or we're gonna burn you down! You call 'em off now and throw down your weapon or you'll die in fire."

Ash 
Monday October 23rd, 2006 10:27:50 PM

Ash sees his new friends getting hurt and runs up to help them. He hopes to be able to heal them as soon as possible.

Edmund (AC: 12, HP: 27/27) 
Monday October 23rd, 2006 11:16:08 PM

Edmund watches Kadaz charge forward, and then looks over to the Mommies and the Zombies far ahead. He fingers the magic stone he received from Belkior, and internally debates what he should do. Then, he decides. Too far to throw it with a clear shot, he runs after Kadaz, though not as far, desiring to stay away from monsters capable of instantly killing him outright. (Double Move to position AA-15, 55 feet)

DM Sanity Info.
Spells & Effects: +2 Protection from Evil (Belkior)

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 61/100; Sunshine AC 23; HP 47/47)  d20+13=25 d20+13=23 d20+8=21 d20+8=26 d6+6=9 2d6(3+3)=6 d6=6 d6+6=10 d6+6=8 2d6(2+3)=5 d6=2 d6+6=9
Monday October 23rd, 2006 11:25:20 PM

Lang staggers under the mighty blow from the Mummy. This is not exactly how Lang planned it. But then again Lang knows that he has a lot of friends backing him up. Let's see if I can chop this guy down to size, he thinks.

RH Hit AC 25; damage 9 + 6; 6 damage to me
LH Hit AC 23; damage 10
RH Hit AC 21; damage 8 + 5; 2 damage to me
LH Hit AC 26; damage 9

Lang gets a few good smacks in. Hopefully all are able to penetrate the undead's armor.

Lang looks at the battle scene, trying to figure out where Sunshine may be effective.

"Sunshine heel"

Sunshine moves off into the grass to get to Lang. He ends up in cell AJ11.

Longstrider - duration 3 hours

Mira (2nd illegal post) 
Monday October 23rd, 2006 11:33:59 PM

Mira will try to set the wall of fire in a line that runs through points in AK10 and AI15. The wall is 160 ft. long and 20 ft. wide. (Hopefully the allies' reflexes are better than the enemies!)

Wynn [AC=21 HP=59] Message  d20+11=27 d20+11=29
Monday October 23rd, 2006 11:44:39 PM

Wynn readies to try yet another attack when he hears Mira's warning call and he quickly tumbles back away from the tunnel entrance towards Sunshine [Tumble=27 & 29 to avoid 'C' and 'Z7'; new position = AE 15]

"The ugly ones are really tough" he calls out to all those listening

Conner [AC=22 HP=62] Message  d20+3=13 d6+4=6
Monday October 23rd, 2006 11:55:13 PM

Conner hears the commotion ahead and spots a zombie trying to sneak behind Lang. The muscled fighter runs forward and hurls his javelin with all his might. The projectile whistles toward Z4 in a shallow arc just as Mira's spell appears. [Hit AC=13; -2 for range increment, -4 for opponent in melee, 6 HP if successful]

New Position = AB 11

Arm 
Tuesday October 24th, 2006 5:56:36 AM

OOC: I'm going to forego movement for today simply because I'm just too confused:

1) If I was able to see something hiding in a mound of dirt and wasn't affected by fear, why couldn't I attack it?

2) If Shadow is hidden and paralyzed (I'm assuming the red 's' on the map), then what is the GREEN 's' directly behind me?

Sorry if this hurts the party, but I really don't know what's going on... :(

ed. JohnP - To answer your questions:
1. Arm moved to a position on the path where he had Line of Sight to the dirt mound that the mummy was hiding behind. And he rolled high enough to spot them. However, at that point he was still over 100 feet away. I read your attack as melee, rather than missile.

2. The green 'S' north of Arm is Shadow (hidden and paralyzed). The red 'S' west of Arm is Syr from the Crimson Shields.

I apologize for any confusion, Len.


Bin 
Tuesday October 24th, 2006 10:55:10 AM

OOC OK guys, I'm getting confused now also and I thought I had this figured out until you just corrected me so lets go through all this ONE MORE TIME!
I am a "Protector of Domi" which gives me a +1 per caster level to my turn check, so where do I put the bonus? It's not to the damage roll or it would say +1 to Turning Damage instead of what it says now. Please refer to the Black Cathedral for verification. I will check back in later today to clear this up.

ed. JohnP - Bin, here goes with the explanation.

- Turning, depends on cleric levels or, in other words, the # of levels in the cleric base class.
- in Bin's case, he has levels in the Protector prestige class which can also Turn Undead. Add cleric levels and Protector levels to determine "Effective Cleric Levels" for purposes of Turning.

In Bin's case, that's a total of 8.

The Turning Check (d20 + CHA modifier) result is compared to the Turning Undead table to determine the HD of the most powerful undead turned relative to the "Effective Cleric Level".

For this most recent turning attempt, the d20+CHA result was 19, so an undead with 3 HD more than Bin's effective level (8) can be turned (an 11 HD monster).

Effective Cleric Level also figures into Turning Damage (2d6 + cleric level + CHA) or 17 HD for this last attempt.

Compare this to Belkior who has only 3 cleric levels. His remaining levels are in the Healer and Paragon prestige classes that do not grant Turning. So he Turns Undead as if he were a 3rd level cleric.


Angus 
Tuesday October 24th, 2006 11:35:41 AM

Angus looks down at the smoking lookout "Last chance to surrender." Angus squeeks.

Hillside - Round 3 (DM JohnP)  Z1 d20+3=15 Z2 d20+3=12 Z3 d20+3=20 Z4 d20+3=16 Z5 d20+3=21 Z6 d20+3=17 Z7 d20+3=13 B d20+10=25 C d20+10=12 AoO d20+17=23 Wall of Fire Z3 4d6(3+3+4+3)+14=27 Z4 4d6(3+3+1+5)+14=26 Z5 4d6(2+1+6+1)+14=24 Z6 4d6(4+2+2+6)+14=28 Z8 4d6(4+5+2+6)+14=31 B 4d6(5+1+1+2)+14=23 C 4d6(3+1+3+3)+14=24 Lookout d20+1=8 d20+2=14
Tuesday October 24th, 2006 12:19:21 PM

The allied parties close in on the undead and the lookout in an attempt to end this fight as soon as possible. The mummies are far tougher than they seem but at least they are slow.

Forming his hands into the symbol of Alemi, Belkior calls down divine light onto the pack of undead. The light diminishes and blinds most of the zombies and they howl mindlessly. Three of the animated cultist corpses are destroyed outright, the evil animating force driven away. The mummies are made of tougher stuff, however, but one is more severely damaged than the other.

Edmund waits, fingering the stone given to him by Belkior. He's hoping that Kadaz will get into the fight.

Xenia scrambles away from the lookout, trusting in her agility to protect her. She's correct, and his swing misses her crimson locks. Xenia stands higher on the hill, laughing at the cultist and trying to distract him from the larger fight. Flappy also manages to get away.

Hoping to take advantage of the distraction provided by Xenia, Angus begins casting a spell at the lookout.

Mira steps forward, pulling a scroll out as she goes. She flawlessly recites the arcane inscription on the parchment and calls forth a Wall of Fire near her companions. The sorcerer carefully controls the spell and places it just beyond her companions fighting the undead with the hot side towards the tunnel entrance. The wall immolates all of the remaining zombies and the farthest of the mummies also crumples into a mass of burning bandages and bone fragments.
DM Note -- As shown, it was possible to position the line so that it did not go through squares containing Lang or Wynn.

Hidden in the grass, Shadow remains motionless.
DM Note -- Paralyzed for this and 1 more round.

Freed from his momentary paralysis, Kadaz charges towards the remaining opponents. Edmund easily keeps pace with the dwarf. Birdie remains behind, staring at the sole remaining mummy.
DM Note -- Birdie paralyzed for this and 1 more round.

Thar was going to turn the zombies but only one mummy remains. With the same idea, Bin moves ahead and focuses the energy granted him by Domi on the remaining mummy. It flees blindly away from the unseen Protector directly into the Wall of Fire. It manages to stagger a step beyond the Wall before it collapses into burning cinders.

Lang and Wynn see all of their opponents crumpled on the ground around them and the lookout remaining on the hill on the other side of the fiery Wall. Sunshine moves up beside the bugbear ranger, sniffing at the rapidly rotting remains on the ground nearby.

Conner charges ahead through the grass, a javelin held ready to hurl at an opponent.

Angus completes his spell now and sends two fiery rays towards the lookout, burning him badly.

++++++


No zombies or mummies remain on the battlefied.

After being burned himself and witnessing the destruction of his servants, the lookout leaves his bow and moves downslope. He slips under the flying Angus and lightly drops over the tunnel lip. His parting words before he disappears into the inky blackness are, "Kill me or burn me, I welcome it! I'll come back more powerful in death!"

Lang sees the cultist retreating down into the tunnel, not pausing. Most of the remains of the undead are on the opposite side of the Wall of Fire and everyone can see the weapons, armor and other gear lying with the remains. Lang can spot a bundle of gear near one of the piles of dirt, presumably belonging to Bin who escaped here from the cultists.

++++++


You can choose to pursue the lookout into the tunnel. Those on the west side of the Wall of Fire can move 80 feet to either end and then back, or move through the wall and take damage. Xenia, Angus and Flappy the Bat can pursue him more easily. The entrance of the tunnel is 5 feet wide and it does not appear to narrow or widen farther in. The tunnel is pitch black inside without any light sources.

Wall of Fire duration = Concentration + 7 rounds

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

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

Map tonight, but not really needed.

Xenia (AC22, HP 48/48)  d20+5=25 d20+19=24 d20+14=33
Tuesday October 24th, 2006 1:33:56 PM


"Wooo!" The dark rogue gives a war whoop. But under all that she's whispering.

"Angus! Can you get me invisible again? No. Better yet, yourself. Flyin' like that, you're faster than me. I'll distract the Tin Guy. He can't have gone far in all that armor."

"Seek!" The rogue gives the command to the bat and drops the holy symbol in the grass. She begins scrambling quickly down the slope. At the top of the hole, she stops and looks down into the dark, listening carefully for the movements of the guy she knows can't have gotten too far down inside.

"Hey. Tin Guy," she whispers. "Better run. We're coming for you. Better run quick."

Rolls and Actions
Climb 25 /Nat 20
Spot 24
Listen 33

Movement and Position
Xenia AS14 (40 foot climb)
Flappy Into the Tunnel. (2x speed for descending from height. Find and remain one five foot square away.)

Active Effects
Bat (10 minutes)
Longstrider (1 hour)
Message (60 minutes)

Bag of Tricks 2/10 per week.

BIn  d20+7=12 d20+6=26
Tuesday October 24th, 2006 1:43:33 PM

OOC: So basically, I just need to forget about the +1/caster level since I was a cleric before I became a protector, all it's trying to tell me is they stack, it's not a bonus. Sheesh, it's like pulling wisdom teeth I know.

Bin Blindly throws his javelin at the escaping cultist through the Wall of Fire. A blind shot is better then just letting him get away. "Dead it is then you misguided creature, may Domi protect your soul when it's released."
(Modifers please? I know I can't see him through the wall but if he's running away, I may get a bonus from behind. I'm not sure what all is involved here, but it looks like he misses with the javelin.)

Bin then makes movement to his pack when he sees it.

Javelin throw to hit=12
Spot check to see gear=26


Angus Ac 20/22 (evil) Hp 33 spells below 
Tuesday October 24th, 2006 5:15:29 PM

Angus is excited at the damage his new and old friends have wrought.

Upon hearing Xenia's plan, Angus turns himself invisible and comments "I am right behind you carrot top. Let go crack that tin can."

On the message line Angus adds "Xenia and I are heading into the hole, follow quickly, as I am sure there are more rats holed up. Bring torches or the like to light the way."

Angus flys after Xenia and Flappy into the hole.

Spell Slots:
0 level 1/6
1st level 2/8
2nd level 2/8
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

Rod of Extend 2/3


Thar ail Baerer AC 20/21, hp 41, Message, Prot from Evil (maybe)  d20+10=24 d20+8=18 d20+8=16
Tuesday October 24th, 2006 6:02:55 PM

"Great call on the wall of fire!" shouts Thar to Mira, glad that her wise choice of magic eliminated the undead.

Turning to watch the remaining enemy run into the tunnel, he says to his ranger companion, "Lang, how about we follow that guy and give our invisible friends some back up?"

He'll move into the tunnel, trying to be silent and quiet, watching for any possible traps or ambushes.

Spot = 24
MS = 18
HiS = 16

Rounds left PfE = 39/40

Spells

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

Edmund (AC: 12, HP: 27/27) 
Tuesday October 24th, 2006 6:10:40 PM

Edmund tags along at the back of the group, still clutching the rock Belkior gave him. "Wish I could do that," he says of the Wall of Fire. "Right useful in a pinch."

Edmund will not walk through the wall of fire and take damage, but will instead carefully circumvent it, even if it takes longer. If it cannot be circumvented, he will wait until it expires. Nothing can compel him to walk through it.

Mira (AC 13 + 4 Mage Armor, 40 HP) 
Tuesday October 24th, 2006 8:31:07 PM

The sorcerer is tempted to keep the blazing curtain of shimmering violet fire going a little longer, but time is of the essence, and it is blocking the party's progress. Mira drops her concentration, and the opaque sheet of flame is gone.

Mira blushes at the praise from her comrades, but her wide grin shows that she is pleased.

"Let's form up, and go after the cultists, but first somebody better check for traps at the entrance. Maybe we can get to this Ah-mah-fellow first?!"

Mira will advance as fast as she can stopping just short of the entrance of the cave. "Anyone want to be invisible?" she enquires, reaching once again into her spell component pouch.

DM Sanity Info:

Position: AL14 (or where ever the DM sees fit)

Mage Armour - on Arm - 3 hours
Mage Armour - on Bin - 3 hours
Mage Armour - on Mira - 3 hours

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

Map Post (DM JohnP) 
Tuesday October 24th, 2006 9:14:26 PM

MAP is here.

Anyone can choose to move around or through the Wall of Fire. It will remain active for another 7 rounds even if Mira drops concentration (it's not Dismissable).

The cultist lookout is barely within the tunnel, still visible to Lang. In other words, Lang could reach him with a double move or charge if he goes through the Fire.

Xenia (2nd Illegal Post) 
Tuesday October 24th, 2006 9:15:09 PM


"I'll take that Invisible stuff, Mira," Xenia grins from atop the hole.

"If there are any traps, Mira, they'd be all magic," the rogue offers. "Any mechanical traps Stove Pipe Boy would be setting off as he runs off down the hole." The rogue grins down at the Cultie down below. "Glyphs and stuff, though, all he'd need was a password and he could fly right by."

"That sort of stuff takes time to put up, though. I don't think there will be any traps," she says.

I hope.

Belkior (AC22, HP 60/60; Magic Circle Against Evil) 
Tuesday October 24th, 2006 9:22:56 PM


Life it seems for the short of leg is filled with running. Belkior hustles forward in his heavy armor, sighting the Lookout just before the entrance to the hole.

Cat legs braced apart, Belkior raises his hands again and shouts out, "Hold!"

"By the Holy Power of Alemi, Hold!"

Movement and Position
Cast Hold Person on Lookout (Will Save DC17 or be Held for 8 rounds)

Movement and Position
AE14 (20ft move)

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

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

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


Lang (AC 24; HP 69/100; Sunshine AC 23; HP 47/47)  d20+6=14 d20+6=24
Tuesday October 24th, 2006 9:29:58 PM

OOC - added back 8 HP's for vicious damage from sword attacks not needed last round.

Lang hears the message from Angus about the retreating cultist and mummy going down into the tunnel. He eyeballs the fire wall and decides that he has taken enough damage and will not damage himself needlessly by going through it. He wondered who cast the nicely timed spell.

"Yes, Thar let's follow them. At least a short distance into the tunnel."

Lang and Sunshine move with Thar towards the tunnel entrance. He sees the cultist and moves towards him. He will try to get to him to swing at him, but does not think it is possible this round.

OOC - I move 40' per round. Does it look like he is moving less than that?

OOC - double movement means no swing this round right?

Spot 14
Listen 24

Longstrider - duration 3 hours

Mira (AC 13 + 4 Mage Armor, 30?/40 HP)(2nd illegal post)  2d6(2+4)+4=10
Tuesday October 24th, 2006 10:01:46 PM

Mira is startled when the wall of fire stays in place, even though she no longer bends her mind to the magic of maintaining it. Finding her way blocked by comrades and allies, she gets as close to the cave as she can. (If the momentum of her run carries her through the violet wall, the mage takes a little heat. (10 pts. dmg.) and tries to get as far away from the burning side as possible.)

(OOC: DM JohnP you are a very evil DM!)

Kadaz (AC 24, HP 63) 
Tuesday October 24th, 2006 10:19:58 PM

Kadaz eyes the wall of fire and sees how far it extends into the grass. It will take him over a minute to make his way through the grass around the wall. He quickly makes up his mind.

"Wynn, get outta my way" he yells as he starts running straight for the wall of fire. At the last minute he puts his shield over his face and jumps through it.
"AAAARRRRGGGGGGGG" he yells, smoking on the other side.

(run 60', end at AM15)

Wynn [AC=21 HP=59] Message  2d6(5+4)+4=13
Tuesday October 24th, 2006 10:22:31 PM

Wynn stands back from the sorceress' wall of flame and admires her handiwork. The acrid smell of burnt flesh reaches his nostrils and he grimaces at the sour odor. "Nice work" he calls back to her. "Can you douse the flames or must they die of their own accord?"

Wynn waits for a reply from Mira before proceeding and will follow her through the flames if she proceeds. He covers himself with his cloak as best he can and dives through [13 HP damage], moving hastily towards the tunnel entrance and away from the heat.


Conner [AC=22 HP=62] Message  2d6(4+1)+4=9
Tuesday October 24th, 2006 10:31:54 PM

Conner's first reaction to Mira's spell is amazement, for he had no idea just how her powers had grown. His second thought is one of caution, but that choice is immediately taken from him by the dwarf and half-elf who charge through the flames.

"Damn bezerker!" he cries out in dwarvish as he follows on Kadaz' heels. [9HP damage]

Edmund (Follow-up post) 
Tuesday October 24th, 2006 11:01:19 PM

Edmund sets off through the grass to the southeast, intent upon walking around the wall of fire. (Double move at half speed = 30 foot move to AF-21)

Ash  2d8(4+3)+5=12
Tuesday October 24th, 2006 11:36:12 PM

Having seen Lang injured earlier, Ash attempts to move foward to his side in order to heal him.

If I'm successful:
Cure Moderate Wounds on Lang (12)

Arm (ac: 18 (20) base + mage armor [+2 vs. evil] hp 27/27)  2d6(3+3)+4=10
Wednesday October 25th, 2006 5:47:32 AM

Frustrated at not being able to attack the initial wave, Arm approaches, then jumps through the wall of fire, taking no little damage to himself (10 pts dmg). Before he approaches the hole, he seeks out Ash or Thar to provide healing for himself.

Kadaz (AC 24, HP 55/63) 2nd post  2d6(3+1)+4=8
Wednesday October 25th, 2006 7:13:21 AM

On the other side Kadaz takes a split second to figure out how much he was hurt. His body posture makes it clear he intends to keep running into the tunnel, if possible.

Thar ail Baerer AC 20/21, hp 26/41, Message, Prot from Evil (maybe)  2d6(5+6)+4=15
Wednesday October 25th, 2006 9:42:28 AM

Thar will also go through the fire, knowing that he'll suffer somewhat, but he'll have the abiity to heal himself and others if needed. He grits his teeth and charges through it. Once through, he notes the wounds and burn marks that he suffered from the fire.

He looks back through the fire and sees that Arm may need some help in a round or two (if he goes through the fire) and says "I'll heal you if you need it, once we get into the cave after this lookout!".

Unless any of his companions are dying, he'll turn and follow Lang into the fire and try to move silently, hiding in the cave walls shadows and trying to spot anything out of the ordinary.

Double Move = 60' max, but he'll only go enough to stay up with Lang (40'?)

(OOC - Just assume that Thar will use the HiS, MS and Spot rolls, since I wasn't clear before on him going through the fire.)

Dmg from Fire = 15
Spells
1st - bless, shield of faith, summon monster 1
2nd - restoration (lesser), summon monster 2, spiritual weapon

CDM Jerry 
Wednesday October 25th, 2006 3:55:31 PM

Please post the report for last week's posting habits please....both for Game 8 and 12. Email me when this is done.

Thanks!

Hillside - Round 4 (DM JohnP)  d20+6=12 2d6(5+6)+4=15 d20+6=14

Wednesday October 25th, 2006 10:06:10 PM

The combat has rapidly switched from nearly being overwhelmed by undead to pursuing the sole surviving opponent. The cultist lookout is sorely wounded as well and may not put up much of a fight.

Xenia carefully scrambles down the hill to a position just above the tunnel entrance. She tells her summoned creature to pursue the cultist lookout and Flappy flies down and into the tunnel entrance.

Wanting to stop the fleeing cultist lookout, Bin hurls a javelin at his back. The spear catches fire as it passes through the Wall of Fire but doesn't come anywhere close to the cultist lookout. Bin then runs up to the wall, seeing a bag that probably contains his gear beside the southern pile of dirt.
DM Note -- Single move forward. Gear is in AM17.

Angus casts an Invisibility spell on himself and then flies down and into the tunnel. He finds the cultist (and Flappy the Bat) only 10 feet inside the tunnel.

Seeing the cultist lookout only a little way inside the tunnel, Thar plunges through the Wall of Fire. He is about to attack the armored human inside the tunnel when he runs into an invisible creature. Thar restrains himself from swinging wildly because he saw Angus turn himself invisible.

Edmund is having nothing with walking through the fire so he starts moving to the south around the Wall.

Satisfied with having destroyed all of the undead, Mira stops concentrating on the spell. But the Wall won't disappear immediately so she decides to run through it after the cultist lookout.

Belkior summons divine energy from Alemi and casts a holding spell at the cultist lookout. The evil human stops in his tracks, helpless in the tunnel.

Lang pursues the cultist, running through the Wall of Fire.
DM Note -- If you did go through the wall, take 15 fire damage. And, continuing in the Evil DM(tm) mode, make an Handle Animals roll DC 25 to persuade Sunshine to go through the Fire.

Kadaz covers his eyes and runs through the fire, shouting a dwarf war song. Behind him, Birdie can move again after both mummies were destroyed. The dog moves ahead towards his master but is nervous of the fire.
DM Note -- Same thing, DC 25 Handle Animal check to persuade Birdie through the Wall of Fire.

Following the dwarf, Wynn covers his face and runs through the Wall of Fire to just outside the tunnel. Conner does just the same. Arm joins the others, feeling the flames lick over his skin but not being too badly hurt.

Ash runs up to the wall but Lang has already moved away.
DM Note -- Same thing again, DC 25 Handle Animal check to persuade Birdie through the Wall of Fire.

Syr waits. Shadow can move again, but doesn't do anything.

++++++


The cultist lookout seems to tremble in front of Angus, but cannot break free of Belkior's spell.

Angus, or anyone who can push by the pixie-mage, can now freely attack the cultist lookout. Or do something else to the evil human.

STAYING IN COMBAT TIME


Tunnel Line-up
10 feet inside - Cultist Lookout (Held)
5 feet inside - Angus (invisible, polymorphed) & Flappy the bat (in same square because Flappy is Diminutive)
0 Feet -- Thar
Outside -- A crowd of other people

Wall of Fire duration = 6 rounds

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

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

MAP


Xenia (AC22, HP 48/48)  d20+16=32 d20+19=32 d20+14=20 d20+12=21 d6=1 4d6(6+3+2+2)=13
Wednesday October 25th, 2006 10:14:00 PM


"Hehe." The dark rogue slips down over the lip of the hole, taking up the impact in her legs and rolling to the far side of the frozen Cultist.

Look first. Listen, then turn.

The dark girl rogue peers up the tunnel before turning to the cultist and sticking him with her rapier.

"Lets put him down," she whispers to the others. "I don't think he's gonna give up any information." Then she turns to the bat.

"Go. Seek. Find them Culties."

In her mind, she's thinking about what she can do to prepare before going along down this awfully narrow tunnel after some pretty dangerous folk.

Rolls and Actions
Tumble 32
Spot 32
Listen 20
Hit Lookout AC 21 (forgot the +2 for flanking)
Damage 1+13Sneak = 14hp

Movement and Position
Xenia (Just the other side of the Cultist)
Flappy Into the Tunnel. (Seek any living thing then return.)

Active Effects
Bat (10 minutes)
Longstrider (1 hour)
Message (60 minutes)

Bag of Tricks 2/10 per week.

DM REMINDER - STILL IN COMBAT TIME (DM JohnP) 
Wednesday October 25th, 2006 10:14:55 PM

Stay in combat time, please, to assist with duration of spells and exploration of tunnel.

Unless, with consensus, there will be a 10 round drop from combat to allow:
- Wall to expire
- healing to occur
- looting and dressing

Edmund (AC: 21, HP: 27/27) 
Wednesday October 25th, 2006 10:28:29 PM

((I'm all for staying in combat time, personally. It makes keeping track of things a lot easier.))

Edmund suddenly arrives at the fire wall much sooner than he expected; why, it's almost as if the wall has rotated on its axis clockwise!

((The wall appears to have spun a bit, so Edmund is now closer to the wall than he would have been if it had held the position in the previous map.))

More than a little nervous, Edmund carefully picks his way around the wall of fire, intent on heading back towards the party. (Double Move, 30 feet, new position AI-21)

((I am under the assumption that the Wall of Fire does not extend into square AF-24, and that square AF-24 is grass. If the Wall of Fire extends into AF-24, Edmund will walk as far south as is necessary to entirely avoid it.))

Angus Ac 20/22 (evil) Hp 33 spells below 
Wednesday October 25th, 2006 10:41:51 PM

Angus is bumped by Thar as he enters the hole and he squeeks "Hey, I'm flying here."

Angus then sees Xenia jump down and responds to her practical mind "Just do it quick and then I will make you invisible. We need your eyes in front."

Angus then looks at Thar "Heal yourself, you look a bit cooked and then lead everyone forward."

Angus will wait for Xenia to dispatch the lookout and then cast invisibility on her. "Lets go Carrot top" Angus squeeks.

Spell Slots:
0 level 1/6
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

Rod of Extend 2/3



Edmund (Typo Correction) 
Wednesday October 25th, 2006 10:53:28 PM

((In the above post, Edmund's AC is 12, not 21. Sorry about that!))

Matt C. 
Wednesday October 25th, 2006 11:16:10 PM

OOC - Lang & Sunshine ran around the Wall of Fire not through it (rate of movement is 40').

Mira (AC 13 + 4 Mage Armor, 40 HP) 
Wednesday October 25th, 2006 11:21:20 PM

Mira starts digging around in her component pouch, pulling out a bit of phosphorescent moss. "Lumen lanta" she whispers and with an elegant flick of her wrist she casts a light spell on the pointy end of her short spear. The object glows like a torch, shedding a bright light in a 20 ft. radius (dim light for 20 ft. beyond.)

"Stay in the shadows if you do not wish to be seen," she whispers across the message spell. "I will wait here for the others."

DM Sanity Info:

Position: AO14 (Mira will move out of the way 5 ft. if she is blocking someone!)

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

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



Wynn [AC=21 HP=46/59] Message  d20+9=25 d8+3=8 d20+4=24 d20+4=9 d8+3=4
Wednesday October 25th, 2006 11:28:22 PM

The bard steps 5 feet into the tunnel, sliding by Thar. He can make out the cultist in the dim light (low light vision) and delivers a wicked blow to the lookout [Hit AC=25 for 8 HP]. If the cultist still stands, he will try to finish him with a second swing [Hit AC=24; failed critical for 4 HP].

Wynn looks about to see who else has joined them and passes along Angus' plan to those in his message chain.

Conner [AC=22 HP=53/62] Message, Dark Vision 
Wednesday October 25th, 2006 11:32:48 PM

Conner steps forward towards the opening of the tunnel and readies himself to advance. "I will follow the scouts at a short distance" he announces. "This draught should let me see even without Mira's magic." He reaches into his pouch and retrieves a potion which he consumes.

Arm (ac: 18 (20) base + mage armor [+2 vs. evil] hp 17/27) 
Thursday October 26th, 2006 5:48:40 AM

Not wanting to hit any of the party, but pleased that they are taking out the cultist, Arm waits patiently while they finish the job. Once he is dispatched, he enters the tunnel and approaches Thar, saying, "About that healing...?".

Kadaz (AC 24, HP 55/63)  d20+9=29
Thursday October 26th, 2006 5:55:16 AM

Kadaz waits outside the tunnel for his turn to enter. "What is that frozen guy carring? Let's tie him up before he comes to so that he can't attack us again. And let's be quick about it! Those cultists are probably doing something nasty right now."

Looking back at Birdie Kadaz asks the dog "Where have you been?" Then he orders "defend" as he points to Edmund. Birdie takes off after Ed, intending to protect the mage. As the dog passes he growls at the wall of fire, warning it to stay away from the mage. (handle animal 29)

Thar ail Baerer AC 20/21, hp 26/41, Message, Prot from Evil (maybe)  d8+3=10
Thursday October 26th, 2006 10:24:25 AM

Seeing that his companions will handle the magically held cultist, Thar will walk over and simulcasts cure light wounds upon Arm, healing 10 points of his fire damage.

Spells Left

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

Rounds left of PfE = 37/40

Thar ail Baerer AC 20/21, hp 26/41, Message, Prot from Evil 
Thursday October 26th, 2006 10:25:11 AM

(Sorry. Disregard the PfE (maybe) comment. I fixed it for future reference)

Lang & Sunshine 
Thursday October 26th, 2006 1:13:20 PM

Lang & Sunshine join up with the rest of the group as they gather around the captured cultist.

"Well what do we do with him?"

Bin/Sub Al (AC15, HP34/45)  2d6(4+3)+4=11
Thursday October 26th, 2006 2:12:19 PM

"My gear!" Bin grits his teeth before shielding his face with is arms and rushing through the wall of fire. Hair and skin pops and sizzles, but he's through.

"Go on ahead. I'll follow behind!" The Protector of Domi grabs up the bag and begins rumaging for his armor.

Rolls and Actions
11 hp from Wall of Fire
Take Chain Shirt from bag

Estimated time to GST 12 rounds.

Movement and Position
AN16 (30-ft 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

Belkior/Sub Al (AC22, HP 52/60; Magic Circle Against Evil)  2d6(2+2)+4=8
Thursday October 26th, 2006 2:19:38 PM


There is little time to savor success as the cultist freezes in the grip of the Hold spell. Without hesitation Belkior drives forward, plunging through the flames. The smell of singed cat hair fills the air as the halfling cleric of Alemi pulls up next to Bin, breathing a sigh of relief.

"If someone could remain here to help," Belkior adds, "Bin could equip himself in half the time."

Rolls and Actions
8hp from Wall of Fire

Movement and Position
AN15 (40ft double move)

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

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

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

Edmund (2nd, illegal post) 
Thursday October 26th, 2006 5:04:05 PM

When Birdie shows up, Edmund cheers considerably. He stumbles through the grass as quickly as he can, intending on getting around the wall of fire in the next few seconds (should take 2-3 more rounds or so).

Ash (hp 26)  d20+5=18
Thursday October 26th, 2006 9:20:13 PM

"Well, I tried", he shrugs. "Well Shelya, should be go on the other side of this wall? What do you think?"

Shelya responds by backing further away from the fire.

"Okay", makes sense to me. We will wait to see if anyone needs healing.

Hillside - Round 5 (DM JohnP)  d20+6=9

Thursday October 26th, 2006 10:17:39 PM

DM Note -- Playing fast and loose with movement in the tunnel.

With a chuckle on her lips, Xenia flips over the edge of the tunnel and slips past everyone there until she lands just beyond the cultist lookout. She stabs the helpless man with her rapier but doesn't do much damage.

Angus was going to cast a spell on Xenia but the rogue is beyond the cultist lookout. Who isn't dead yet, either. But he manages to get past the two of them and makes Xenia invisible.

Wynn squeezes into the hole, too, and slashes the helpless cultist lookout twice.

Wanting to be able to see down in the hole, Mira casts a Light spell on the end of her spear.

After pulling a potion from his pouch, Conner drinks it down and feels ready to explore the dark depths of the tunnel.

Arm asks about some healing from Thar. The cleric turns and heals his companion.

Down to the south, Edmund walks around the end of the Wall of Fire and starts heading back towards the tunnel.

Kadaz decides that tying the cultist lookout is the better method of controlling him, rather than striking down a helpless man. Then he turns and commands Birdie to guard Edmund. The dog scrambles to the south and around the Wall of Fire.

Lang and Sunshine get around the north end of the Wall of Fire and start heading towards the tunnel entrance.

Seeing his gear on the ground, Bin charges through the Wall of Fire and grabs his armor from the sack. The Protector starts donning the armor.
DM Note -- 10 rounds to don, 5 rounds to don hastily with penalties. For a chain shirt, help doesn't speed things up.

Following behind the other cleric, Belkior dashes through the flames.

On the other side of the Wall, Ash cannot persuade Shelya to cross so the druid waits to see if anyone needs healing.

Shadow and Syr are lost in thought.

Flappy hasn't yet returned from his scouting mission.

++++++


The cultist lookout trembles, but cannot break free of Belkior's spell.

If the party wants to tie him up, someone will need to get up there with a rope. Either that, or stop with the namby-pamby poking and slashing and simply put him out of his misery.

Tunnel Line-up
20 feet inside -- Angus (invisible, polymorphed)
15 feet inside - Xenia
10 feet inside - Cultist Lookout (Held)
5 feet inside -- Wynn & Flappy the bat (in same square because Flappy is Diminutive)
0 Feet -- Thar
Outside -- A crowd of other people

Wall of Fire duration = 5 rounds

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

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

MAP

Posting Report - October 16 to 20 (DM JohnP) 
Thursday October 26th, 2006 10:39:44 PM

Doing this for the ADM's who both appear to have gone AWOL.

DM posting was off due to Tim's computer crash when I was out of town.

Plateau City
DM John: 2200X
Kadaz: XX00X
Arm: XXXXX
Ash: XX00X
Shadow: XX00X
Edmund: XXXXX
Mira: XXX0X
Connor: XX00X
Thar: XX002
Overall: 64% effective (100% on days that the DM posted)

Crimson Shields
Syr: XX00X
Lang: XX00X
Belk: XX00X
Wynn: XX00X
Angus: XX00X
Xenia: XX00X
Bin: XXXXX
Overall: 66% effective (100% on the days that the DM posted)



Xenia (AC22, HP 48/48) /Active Spells Listed Below  d20+31=44 d20+16=28 d20+17=36 d20+14=28
Thursday October 26th, 2006 10:48:16 PM


The dark rogue holds up her invisible hand and turns it in the dim light.

"Thanks, Angus. I'm invisible." She reaches into her pouch and brings out a pair of Goggles.

"Gonna leave the Cult Guy to all of you. Heading down the tunnel, making a sweep for traps. Going slow. Gonna keep talking. If I stop, you know something's wrong, 'kay?"

"Angus, can you detect magic up the tunnel? That might be even better. Don't think there will be any physical traps. But coulda left some magic ones."


Plenty of light from Mira's burning spear. Enough, sure for Xenia's elfish eyesight. Cautiously, she makes her way down the narrow tunnel. Eyes on every surface of the tunnel, she trusts her ears to pick up any possible approaching danger.

"The little Batty Guy's not back yet. Might mean this tunnel is pretty long."

"That, or it means they've got him somehow."


Rolls and Actions
MEA: Take out Goggles of Minute See
Hide 44 (+20 for Invisible, -5 Full Speed)
Move Silently 28
Search 36 (1/2 speed)
Listen 28

Movement and Position
Xenia AW14 (20ft at 1/2 speed)
Flappy Into the Tunnel. (Seek any living thing then return.)

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

Bag of Tricks 2/10 per week.

Belkior/Sub Al (AC22, HP 52/60; Magic Circle Against Evil)  2d8(6+4)+3=13
Thursday October 26th, 2006 11:04:58 PM


Belkior shakes his head, throwing off sparks. He reaches to his Haversack for a wand.

"Conner, allow me." A trigger word and a single touch closes all of the fighter's wounds. "Thar, you're hurt too. You're next, please."

Rolls and Actions
MEA: Draw Wand of CMW
CMW from Wand Heal Conner 13hp

Movement and Position
AO15 (5-ft Step)

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

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

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

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


Bin/Sub Al (AC15, HP34/45) 
Thursday October 26th, 2006 11:12:30 PM

"Thanks to Domi! It is all here." Bin pulls his arms through the shirt of chain mail. "I will do this quickly. It will have to do," he says.

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

Movement and Position
AN16

Active Effects
Mage Armor (3 hours)

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

Turn 6/8

Edmund (AC: 12, HP: 27/27) 
Friday October 27th, 2006 12:07:34 AM

Edmund continues his hasty movement through the grass to join the rest of his party, finally arriving to find Bin putting on his armour. ((Move to AL-17 = 10feet at half speed, 10 feet at normal speed))

"If you need some sort of help, it'd be my pleasure. Despite my appearances, I know a lot about armour!"

If Bin accepts, Edmund will help him equip his armour ((Do I need to make some sort of roll for this?)), and will prattle on with various armour-related trivia, minutae, and somewhat doubtful information.

"Did you know the halflings of Greenhill-on-Water wear plate mail fashioned entirely from cured ham? It's true--apparently it drives off the wild wildebeests which occupy the area, and provides sustenance in a pinch."

Otherwise, Edmund will wait until the party begins to advance into the tunnel which leads, presumably, into the barrow.

Angus Ac 20/22 (evil) Hp 33 spells below 
Friday October 27th, 2006 12:19:51 AM

Angus beams an invisible smile as Xenia goes invisible. "Move in front of me as I cast my detect magic. You search in front and I will check for magic."

On the message line Angus adds "Xenia and I are moving forward slowly and looking for traps. Someone take care of the lookout, one way or another."

Angus whipsers to Xenia "Lead on."

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

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

Rod of Extend 2/3



Mira (AC 17 Mage Armor, 30/ 40 HP) 
Friday October 27th, 2006 12:22:10 AM

Mira looks over to see Arm next to her, and Thar ministering to the bard's burns. "You guys alright?" she asks. "I'll stay here and wait for the others if you want to be with the first group to follow the scouts."

"Hey Conner, let me make you invisible!" she calls sotto vocce when she spots the big fighter. If the man is in agreement, Mira will cast the spell.

DM Sanity Info:

Position: AO14 (Mira will move out of the way 5 ft. if she is blocking someone!)

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

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

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



Arm (ac: 18 (20) base + mage armor [+2 vs. evil] hp 27/27)  d20+6=25 d8+5=13
Friday October 27th, 2006 5:55:02 AM

Arm looks at the cultist with distaste, "If no one will tie him up, I'll be happy to sever his ties with this existance.". Depending on the response, he swings at the lookout, doing none too little damage (attk: 25, dmg: 13).

If he doesn't strike, after affirming to Mira that he is now OK (After a nod of thanks to Thar), he will head down the tunnel after Xenia, saying to Mira, "Be careful, my dear.".

Kadaz (AC 24, HP 55/63)  d20+2=12
Friday October 27th, 2006 6:39:54 AM

Kadaz walks up the cultist and quickly disarms him, throwing all weapons outside the tunnel. Then he takes off any rings or anything that looks like it might be magical. Also, any pack or pouches. Then Kadaz takes his rope (50') and tries to securely tie the cultist. (use rope 12)

"Can someone check these knots to see if they are good enough?" he asks those remaining outside.

Conner [AC=22 HP=62/62] Message, Dark Vision, Invisible  d20+4=17 d20+2=20 d20+3=8
Friday October 27th, 2006 8:04:54 AM

Conner gratefully accepts the healing spell from Belkior and the Invisibility spell from Mira. The raw soreness of his burns ebb under the cleric's touch just as his muscular form fades from view.

He trots after Xenia and Angus, following some 15 feet behind untill they reach the edge of Mira's light spell. At this point the fighter peers into the inky darkness and scans the tunnel as far as he can see. He relays any information he gathers through the message spell.

[Spot=17, Move Silently=20, listen=8]



Wynn [AC=21 HP=46/59] Message  d20+3=18 d20+4=17
Friday October 27th, 2006 8:14:03 AM

Realizing that the cultist has been incapacitated, the bard ceases his attack and proceeds to disarm their captive. "Leave him to me Arm" he steps between Mira's beau and the cultist.

The bard then searches the captive for wands, rings, amulets and the like, and removes those items. "I will bind this one" he announces as he searches his pack for rope.

[Search the captive=18, Use rope=17]

[Wynn will spend several rounds to search and bind the cultist at the DM's discretion]



Lang & Sunshine 
Friday October 27th, 2006 12:32:28 PM

Lang & Sunshine move past the group of people standing around the cultist. They make their way further into the tunnel, following Xenia and Angus.

Thar ail Baerer AC 20/21, hp 26/41, Message, Prot from Evil 
Friday October 27th, 2006 12:48:39 PM

Thar says "Thanks Belkior" as he walks over to him to recieve the healing that was offered.

He keeps his bow ready, keeping an eye out for any problems that may arise.

Spells Left

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

Rounds left of PfE = 36/40

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Wall of Fire duration = 4 rounds

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

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

MAP


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


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

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

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

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

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


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

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

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

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

Bag of Tricks 2/10 per week.

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

Bin struggles with the laces.

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

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

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

Movement and Position
AN16

Active Effects
Mage Armor (3 hours)

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

Turn 6/8

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


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

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

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

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

Rolls and Actions
CMW from Wand Heal Thar 15hp

Movement and Position
AP13 (Move)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Rod of Extend 2/3


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

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

DM Sanity Info.

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

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

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

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

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

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

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

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

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

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

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

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

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

DM Sanity Info:

Position: AN13

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

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

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



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

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

Lang hears Belkior's concern over his wounds.

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

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

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

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

Longstrider - duration 3 hours

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

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

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

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

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

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


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

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

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

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

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

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

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

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

Spells Left

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

Rounds left of PfE = 35/40


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

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

Actions:
Spot=11
Listen=21

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

Thunir pushes his way into the tunnel.

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

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

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

Wall of Fire duration = 3 rounds

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

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

MAP

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


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

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

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

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

"You finding any magic out there, Angus?


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

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

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

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

Bag of Tricks 2/10 per week.

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

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

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

Movement and Position
AN16

Active Effects
Mage Armor (3 hours)

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

Turn 6/8

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


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

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

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

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

Movement and Position
AP13 (Move)

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

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

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

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

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

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

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

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

DM Sanity Info:

Position: AN13 (unchanged)

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

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

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


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

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

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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

Rod of Extend 2/3


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

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

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

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

Antitoxin - 1 hour

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

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

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

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

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

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

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

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

Spells Left

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

Rounds left of PfE = 34/40

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Wall of Fire duration = 2 rounds

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

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

MAP

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


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

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


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

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

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

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

Bag of Tricks 2/10 per week.

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

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

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

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

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

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

Movement and Position
??????

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

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

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

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

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

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

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

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

Movement and Position
AN16

Active Effects
Mage Armor (3 hours)

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

Turn 6/8

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

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

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


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

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

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

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

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

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

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

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

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

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

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



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

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

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

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

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

Rod of Extend 2/3



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

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

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

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

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

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

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

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

Undead Turns left for Today = 3/4

Spells Left

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

Rounds left of PfE = 33/40

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

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

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

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

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

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

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

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

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

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

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

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

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

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

DM Sanity Info:

Position: AN13 (unchanged)

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

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

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



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

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

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

Move Silent 34
Hide 32
Listen 7
Spot 19

Longstrider - duration 3 hours

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

MAP


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

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

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

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

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

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

Bag of Tricks 2/10 per week.

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

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

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

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

Position = Bj 11



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

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

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

Position = BH 17

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

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

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

Movement and Position
AW14 (Double Move)

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

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

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

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

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

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

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

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

Movement and Position
AN16

Active Effects
Mage Armor (3 hours)

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

Turn 6/8

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

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

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

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

DM Sanity Info:

Position: AN13 (unchanged)

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

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

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




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

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

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

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

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

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

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


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

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

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

Position = BI14

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

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

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

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

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


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

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

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

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

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

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

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

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

spot 12

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

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

Rod of Extend 2/3


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

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

Undead Turns left for Today = 3/4

Spells Left

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

Rounds left of PfE = 32/40



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

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

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

And suddenly he is invisible. The response is immediate.

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

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

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

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

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

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

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

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

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

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

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

Move Silent 27
Hide 25
Listen 12
Spot 23

Longstrider - duration 3 hours

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?"

Xenia - Farewell 
Sunday December 3rd, 2006 8:23:28 AM

Xenia presses the map into Mira's hand as the Plateau City Group clusters about before the Portal Pad.

"There's this little blond girl, Mira," she whispers. "Her name's Kyria. We're, like, pals, you know." *sniff* The girl rogue wipes at one eye with a gloved finger. "Give her a hug from me, will you? Tell her I'm thinking of her."

"We'll come see you! I mean, we're just a Portal trip away, right? Maybe come over for, like, shopping, you know? See ya." Xenia throws her arms around the sorcerer from Plateau City. "Sometime soon, yeah?" She hugs Mira's guy, the other bard, Arm. "Bye." Bends down a bit to hug the dwarf, Kadaz. The other rogue guy, Shadow. Conner the fighting guy. Thar with the two swords. And even the poor freaky Edmund guy.

"Bye. We'll send word when we've found a place to stay! Thinking of buying a place! Maybe around the Ghost!"

"Bye!"

Angus 
Sunday December 3rd, 2006 3:34:47 PM

Angus will slap Wynn on the back after his wonderful song "Nicely done! Nicely done!"

Angus will shake each hand it turn of the Plateau City folk, saving Mira for last. "It was a pleasure working with another Sorcerer. You lead your group well. All of you should go far. Hope to meet all of you again. As Lang said if you need us or just want to give us an update on the kid, please send work to Happy. And thank you for looking after our adopted kids and taking them the toys and candy. Live well." Angus then hugs Mira goodbye.



Kadaz 
Sunday December 3rd, 2006 4:37:12 PM

Kadaz wakes up in Plateau City in the morning with a splitting headache, covered in tattoos. "Hey, where did these come from?" is his initial response Then he remembers his quick trip to the Catacombs yesterday afternoon, a drinking game with Conner, and then things get dim. "Did we say goodby to the others?" he asks.



Conner 
Sunday December 3rd, 2006 6:40:11 PM

The fighter manages to open one weary eye and peer out through a painful haze as the rest of his comrades begin their day. It's all too much for the human and he simply lets his eyelid fall back into position before drifting back into an uneasy sleep.

Edmund 
Sunday December 3rd, 2006 8:47:08 PM

Edmund returns to Sampson's, has some tea, several baths, some more tea, and then goes off to sleep in a real bed.

He couldn't be happier.

Arm 
Monday December 4th, 2006 5:51:06 AM

Arm says his goodbyes to the shields as well, and after they step through the portal, takes a deep breath a lets it out slowly, thinking "home at last.". Suddenly, that thought disturbs him...he has never HAD a place to call home since he was very small, and neither has he had the desire to stay in one place for this long of a period. Could it be because of Mira, or is it something else that holds him here?

Shaking off these thoughts, he takes Mira's hand, anxious to go home and get some quality sleep time before he sets off for the catacombs in the morrow.

Shadow 
Monday December 4th, 2006 9:47:25 AM

Shadow is relieved to find his security measures to be undisturbed, and heads into the apartment. "I am ready for a good nights rest in my bed." With that he heads to his room and drops his stuff gets out of his filthy clothes and drops into bed to sleep like he has not for some time.

He wakes in the morning refreshed and will join anyone that is headed to Sampson's for breakfast. After breakfast, "I will go check in with 'The Guild', then stop by the catacombs, and then be back in the early afternoon." With that he will head off.

Mira  d20+3=19
Monday December 4th, 2006 5:29:18 PM

Mira acknowledges the good wishes of the Crimson Shields and accepts the bags of gifts intended for the orphans. The map to the plantation is safely stowed with the sorcerer's precious scrolls in her scroll case.

"We'll be seing each other sooner than you think, Xenia!" Mira smiles happily as she adds, "Don't get into any trouble before the winter solstice, okay?" With that not-so-cryptic message, the bespectacled woman disappears with her party through the portal.

*****

Mira wakes early, and before it is even light, she makes her way to the public baths. Keeping to herself, she none-the-less keeps her ears open to any news of events that have unfolded since the party left the city. (Gather Info=19), making gentle enquiries of the staff at the spa.

Once she has made herself respectable, she heads for the Catacombs.

Back at the apartment, she asks Arm if he would be interested in a short journey outside the city to visit the Crimson Shield orphanage and drop off the gifts from the orphans' benefactors.


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