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Enter the Crypt


The Hill with Big Teeth (DM/Al) 
Wednesday January 31st, 2007 9:39:23 PM


The group moves out, taking their leave of Sleema and Rogo. Sleema lowers her eyes as Savin bends down toward her. She begins to unfasten her clothing as his lips touch her head. But she stops when he withdraws. On her face is a look of confusion mingled with relief, and possibly, just possibly, a third emotion there as well.

Rogo hangs back simply watching the group leaves in the direction that Sleema had pointed.

Savin takes point, leading the group, with Trace and Shadow a distance behind. Laima, as they move across the black hills, ponders what might cause the Dead Area that Faraday described. She knows many forms of magic that might be described in such a way. Warding spells might give that affect. Illusions as well. Then there are Anti-magics. There are many Arcane possibilities. But what would cause an Artifact, a being such as the strange Ring to use those words? Perhaps it was just a manner of speaking?

The passage over the dark scrub hills is quiet save for the eerie rustle of the dried black leaves. One mile. Two Miles. Three. An hours travel passes, an hour or more. Savin crests a rise and then calls a halt to the others through Laima's Message spell. The hill before the monk descends into a natural bowl possibly three hundred feet at its widest. To the right a road comes into the area through the vales between the hills. And to the left, set into the face of a hill, is a broad stone arch. Some forty feet wide and twenty feet high, the stone portal set into the hill is etched with designs indecipherable from Savin's distance upon the ridge. As evidence of the geologic age of the place, stalactites hang just inside the archway, and stalagmites rise up from below. From Savin's vantage, it is a mouth full of teeth. From within the mouth comes the flickering lights of a flame. And the ground just outside of the mouth, is littered with the bones of the fallen.

Quinn  d100=64
Wednesday January 31st, 2007 11:55:24 PM

When Savin point out the archway, Quinn remarks "Nice job brother. This has got to be the place. It certainly looks evil." Quinn looks around at the group and comments "It might be a good time to spell up as brother Savin scouts ahead. I will cast hide from undead, as I bet it will help with the upcoming dead area."

Quinn will dismount Dalek painfully and cast Hide from Undead on Savin first and then the rest of the group, animals included, if they allow the touch.

Spell failure 64%

"Hurry as we know you can brother as the ward will not last forever."

Quinn then stride forward purposely, following Savin, but not waiting for the fleet footed monk. Quinn is lost in thought as he goes over the order in which to cast spells on himself.

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
Locate Object (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity
Divine Power
Greater Magic Weapon
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance
Flame Strike
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Hide from undead on the entire party

Rod of Extend 2/3


Note: (DM/Al) 
Thursday February 1st, 2007 8:03:06 AM

You may apply the Hide from Undead spell to up to 12 creatures, Quinn. That should cover the entire party.

But, first creature to attack *anything* breaks the spell for all.

Feel free to make the change anytime between now and posting time tonight. Otherwise Savin will be the only recipient of the spell.

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

OOC: Quinn did the entire group. I edited my post.

Peerimus and Yorrick 
Thursday February 1st, 2007 5:04:11 PM

Peerimus nods at Quinn's assessment, "Yes almost certainly the place." He chuckles a bit, "Hill with big teeth." But what now? "The bones lying about could be purposeful placement as a deterant. Or the arch way could animate and the bones are later spit out. Either way we need to be careful." Again Peerimus missed Niobe and Jaeden's sullen and quiet mood did nothing for him either. Peerimus stops Quinn and pulls him back and down to the ground. "A moment first."

"Quinn what are the limits on this undead masking spell? Can powerful ones see though it or could any see through it?" Peerimus studies the area more form his belly upon the crest. "Fires burn inside the entrance, odd for undead would it not be brother Quinn." The druid whispers to Savin through the magical link, "I think you should make a quick, quiet and completely unseen circuit this area. See if you can get more from those markings and just a general complete vantage of this area.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, Pass without Trace x2, Produce Flame
Level 2:
Barkskin x2, Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, Wall of Fire, Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours

Trace and Shadow  d20+10=24 d20+6=26 d20+21=39 d20+16=20
Thursday February 1st, 2007 7:25:57 PM

(sorry for missing post, could not be avoided)
(do we still have the whisper spell on? that was handy)

Trace reloads his quivers and put the rest of the arrows in his haversack. Trace give some more candy to Rogo without a word and moves on away from the camp.

Trace picks up pace and keeps behind Savin around 100 feet. Shadow senses the moment and becomes more alert while keeping to Trace's side. Trace looks ahead and scans the area around Savin.

spot 24, listen 26, move silently 39, hide 20
((pass without trace)) active spell

arrow total (462/462) (120 in two efficant quivers)

Trace 86/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy (cast upon Shadow, sonic resistance)
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Jaeden ( post by George) 
Thursday February 1st, 2007 7:51:37 PM

Jaeden moves up behind Peerimus and whispers, "Well this looks like a nasty place. Not to sure if it is wise to go through that gate. It looks like it could just bite you in half.

Savin  d20+14=31 d20+12=31
Thursday February 1st, 2007 7:55:12 PM

Savin hears Peerimus's orders and whispers back, "Patience then for I think I am going to do this quiet and slow. Give me a couple of minutes.

Savin darts quietly from shadow to shadow, taking his time, working his way closer to the archway. He gets close enough to see the writing to see if he can read it.

move silently 31
hide 31

Cautious Approach (DM/Al)  d20+9=20 d20+9=26
Thursday February 1st, 2007 9:32:39 PM


Quinn casts a spell upon the group to hide them from the senses of the Undead.

Peerimus hesitates to rely upon the cleric's magics. He lies low upon the ridge and orders up a cautious survey of the area. Jaeden and Trace cluster just behind with their companions.

Savin takes the command and worms his way down the hillside toward the portal. The Archway is set into the hillside and. The ground the comes up to the entrance of the Portal sits like the bottom of a bowl, nestled, as it is, within the surrounding hills. It is some three hundred feet at its widest and largely circular. It is clear and provides no concealment at all. The only way to approach the Archway without entering the open space is to skirt its edge.

This Savin proceeds to do, slowly and cautiously wending his way to the left. He meets the rock wall of the hillside, and flattening himself against the stone, he inches inward. There is some eighty feet to cover between the safety of the brush and the Archway itself. If a patrol were to come up the road across the flat bowl between the hills, they would most likely spot him quite easily. The Lavender Moonlight throws uncertain shadows. It is difficult to make out the nature of the archway from so far away. He inches closer. Within seventy feet. Sixty feet. Fifty feet.

Strands and lumps. The archway flows like living stone. Forty feet. Is that an arm reaching out? The round lump could be a head or face. With such understanding the carvings resolve themselves to Savin's eyes. A figure with its entrails alive and writhing from its stomach. A woman being defiled by a three headed goat. A winged creature licking the eyeball of a face, frozen with terror. The scenes of horror meld and flow with and into one another, carved in vivid realism across the Arch.

From his vantage point Savin can see the bones. The once toward the center of the arch are more greatly ground and broken, as from the passage of feet over them, creating a path through the arch and in.

=== OOC ===

The group is roughly 250 to three hundred feet away from the archway up at the top of a ridge. The Archway could be said to be to their northwest. Savin is 40 feet from archway flattened against a rock wall halfway between the archway and the safety of the brush. Roughly across the open area from the Archway the mouth of a road disappears between two hills.

Quinn  d20+10=23
Thursday February 1st, 2007 10:22:04 PM

To answer Peerimus's question, Quinn answers "Gargul provides brother. But there are limits to his graces. The more powerful the undead and the more intelligent have a chance to see through the blessing. It should only be relied on to get in the front door and not much more anything else is just a bonus."

Quinn looks at Dalek "I take it we will be leaving the horse behind. No sense having horseshoes ringing down a corridor."

Quinn looks back to Peerimus "If we are concerned about the archway biting us, lets summon a creature to test it. I hesitate to suggest this as it may spoil our element of surprise. Brother Savin is quick, I am sure he can test the archway without loosing a toe."

Quinn looks around, somewhat impaitently and he twirls his goatee "Is Brother Savin always this cautious? There are undead around, I can feel it. We need to set them on the right path, and soon."

Quinn will look around for track up on the rim of the bowl, just looking for something to do, as he is obviously anxious.

track 23 looking for undead track specifically

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
Locate Object (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity
Divine Power
Greater Magic Weapon
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance
Flame Strike
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Hide from undead on the entire party - 2 hours

Rod of Extend 2/3


Savin  d20+14=16 d20+12=29
Friday February 2nd, 2007 8:44:58 PM

Savin is able to slink back to the group staying in the shadows but he isn't as quiet this time.

When he gets back he describes what he has seen and says, "Looks like we need to go into the very gates of hell to retrieve this Shroud. I am ready but must admit that I am not really very comfortable about walking into a giant maw.

Still I have a feeling that is the way we need to go."

Savin turns towards Gargul's cleric and says, "Well I have lead you here champion of Gargul. Go smite your undead enemies."

Quinn (Second illegal post) 
Saturday February 3rd, 2007 6:36:05 AM

Savin's words are music to Quinn's ears. "You are so right brother, lets go."

Quinn redoubles his effort and grunts through the pain in his leg as he strides toward the open mouth.

Quinn fishes out his small silver bell and rings it and then comments to no one in particular "They hate that."

OoC - DM/Al 
Saturday February 3rd, 2007 8:36:01 AM

Question to Quinn: Where would you like to place yourself? This is a reminder to all as well. I try to describe the enviroment with as many specifics as possible. In that way, you can use the environment as you would in real life. If you have any questions in those regards, feel free to ask them.

The converse of that is that you must be specific with your movements. If you do not, I will attempt to interpret your writings to the best of my ability and place you where I believe you wish to be. Once that is done, there is no undoing it.

Peerimus and Yorrick  d100=7
Saturday February 3rd, 2007 6:06:09 PM

Peerimus looks sourly at Quinn, unfortunately the cleric makes a great amount of sence in leaving Dalek behind. But what would befall the horse if they leave him here? Peerimus could think of nothing to do for Dalek either. Finally he stands and looks, "No we do not leave Dalek. Savin take us in. we cut straight to the entrance and descend with all speed to not be caught in the open any longer than we must. Yorrick and I will be right behind Savin, Then Quinn, Laima, Jaeden Dalek, Trace and finally Shadow." He pauses for a breath, and asks Father for his Protection, but the power fails hinm and the spell is wasted. [cast Barkskin 7% failed] "All right, Let's move quickly."

What Happened In The Open (DM/Al)  d20+8=28
Sunday February 4th, 2007 11:18:29 AM


Jaeden's sharp look provides all the answer that Quinn requires, even had Peerimus not decided against leaving Dalek behind. Quinn turns away to examine the ground upon the ridge. He finds no tracks whatsoever. This is a puzzlement, perhaps until once recalls the spell that Peerimus cast masking groups trail. Then again, the dense nature of the brush that surrounds the group now is, in and of itself, a good indicator that this area is rarely if ever traveled - by either the living or the undead. Most travel is likely accomplished via the road below.

Savin returns, reporting his find, and Quinn, already anxious, sets off alone down into the bowl below. As he limps down the slope, the group up above see him extract a small item from a pouch or pocket. Holding it in the air, he shakes it and speaks a few words to himself.

Peerimus quickly decides on a combat order and sets the group into motion, following the rash Cleric of Gargul.

It requires no feat of speed to overtake the lamed cleric, and the group steps out of the brush and into the open bowl as one. They move as quickly as possible across the open ground toward the Archway. Flickering orange fire-light frames the stalactites and stalagmites enhancing the image of a snarling mouth full of pointed teeth. The group comes at the portal from the southeast, and the full depths beyond the Archway remain hidden by the angle of their approach. But the sharp of eye might catch the far wall within the portal. From the floor to an unseen ceiling, the wall seems to be covered by a mural of age muted colors and a detail that is, for now, masked by the distance.

One hundred feet. Seventy five. Fifty. The group nears the Archway. Twenty feet high and forty feet wide, the Archway writhes with its bizarre and brutal sculpture.

"Rogo!"

The voice, full of panic, comes from behind. The goblin boy is not ten feet out of the brush at the edge of the bowl. He has followed the group and is trotting across the ground in their direction. Sleema bursts from the underbrush in pursuit.

In front of the group, other events unfold. There is the faintest of shimmers at the peak of the Archway. A figure materializes from the Ether. Translucent and no more than three feet tall, it is clad in rich robes. The figure looks down from above at the group.

"Thieves and defilers," says the figure in a voice surprisingly deep for its size.

The figure drifts out from the wall, and there is the tinkling rattle of metal that echoes from the Ethereal. A length of chain, as translucent as the figure itself, drops loose revealing that it is tethered to the hillside by a shackle about its ankle.

All within the group except for Quinn and Laima recognize the figure. It is the goblin/ghost who fought in aerial combat upon the mysterious elfish plateau not weeks ago. A mage of some power, it is now chained above the Archway barring their way.

Quinn  d20=15 d100=12 d100=22 d100=6 d100=83 d100=85
Sunday February 4th, 2007 1:41:45 PM

Quinn is disgusted that the ghost could see through his enchantment on everyone.

Quinn looks at the Ghost and spits "Foul Undead! It is time to be judged." Quinn takes out his holy symbol of Gargul and attempts to banish the ghost.

Turn 15+3 for Cha+12 for level (Forgot my character sheet for the details)

Quinn will then cast greater magic weapon on his mace and unfortunately it fails him (12%).

If there is time, Quinn will cast pro evil and then shield of faith on himself(22 & 6%). At least pro evil worked. Quinn thinks to himself, am I being punished, not bold enough?

If more time permits, Quinn will cast see invisible (spontaneously cast concecrate) and then locate object on the Shroud of Altman (83 & 85%). Quinn smiles at his spell casting sucess, maybe not forsaken after all.

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2 *
Divine Favor
Protection From Evil x2 *
2nd Level(7/1) (DC: 19)
Locate Object (d) *
Aid
Bull Str.
Bears Endurance
Silence
Consecrate *
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance
Flame Strike
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Hide from undead on the entire party - 2 hours
Pro Evil
See Invisible
Locate Object

Rod of Extend 2/3


Peerimus AC 22 HP 91 Yorrick AC 23 HP 117  d20+12=17
Monday February 5th, 2007 4:34:30 PM

Peerimus hears the goblins voice and his heads spins around, but very soon the goblin is forgotten as the ghost familiar voice sends a chill through him. At least this time it's destruction will be assured

Quinn, of course, is already acting against the spectral creature. For his part, Peerimus prepares to counter the Ghost. Peerimus calls out to his companions, "The Ghost is a mage, and a very capable one at that. Spread out!"

Peerimus moves 20' to the right to put some distance about the party. Yorrick snorts the stench not so pleasant to the bear's nose and follows Peerimus.

[spellcraft 17 2md level only dagnabit]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, Pass without Trace x2, Produce Flame
Level 2:
Barkskin x2, Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, Wall of Fire, Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours


Jaeden (George) 
Monday February 5th, 2007 7:00:41 PM

Jaeden pulls himself up on Dalek and starts to move down into the bowl with his sword and shield set. He angles his horse away from the others so not to be caught up in any mass spells.

Savin 
Monday February 5th, 2007 7:03:52 PM

Savin pulls his spiked chain from his belt and darts forward. (Al how high is the ghost chained? Can we reach him with normal weapons?)

Depending on the situation, Savin will pull out a potion of fly or enlarge if needed to reach the ghost.

Savin darts to the left away from the others hoping to draw fire as he closes the quickest.

Old Enemies - Round 01 (DM/Al)  2d6(4+6)+12=22
Monday February 5th, 2007 9:28:44 PM


Quinn brandishes his holy symbol. Even in a land created by Marteaus, it seems the authority of Gargul holds sway. The Ghost quails and shrinks away. (See note below.)

Peerimus and Yorrick break right toward the median that bisects the bowl. Correspondingly, Jaeden and Dalek break left, heading in the direction of the hill. Savin grabs a potion and heads straight forward, drawing his spiked chain. (See note below.)

As Peerimus and Savin move more center, a view into the mouth of the portal opens up to them. All of the walls are covered in the mural that they had glimpsed before. Most notably, two dark figures are painted on the left wall. The room extends some one hundred feet into the mountain. And, at the far wall are a set of double doors. Placed some feet forward of the doors, four braziers light the area with flickering firelight.

Of far greater interest, however, is the figure standing before the double doors. Stripped of his armor and finery, the figure is no more than a skeleton festooned with scraps of tattered flesh. His long snout turns about with a start as he sees the two figures come into view outside the Archway. He too appears to be shackled, his chains anchored to the floor beside the double doors. It is S'bat, the Wererat Lich and Evil Cleric of Marteaus. More interesting still, is the item standing upon a pedestal next to the doorway. It appears a plain ceramic urn. S'bat wastes no breath upon his nemeses. He begins casting a spell.

Still running full tilt, Sleema nearly falters. "Renbo?" Then she catches up with the young goblin and catches him up in her arms. "Renbo???!!!" She calls out again, her cry directed up at the translucent figure at the peak of the arch. "P'ch Byana pa?!?" (Translation for Trace: Highlight to display spoiler: {"Is that you?"})

The Ghost looks out toward the calling voice, but it cannot fight the force that compels it to flee. It rises up the hillside to the extent of its chain. Ten feet. Then it disappears.

=== OOC ===

10/10

To All: Your actions have initiated events that require Time Keeping. Consider yourselves in Combat Rounds as of Quinn's Turning. This being the case, Quinn, you may consider all of the spells that you have cast to be uncast. Even the ones that you would have lost.

Quinn:[b] You forgot to roll for Turning Damage. I rolled for you, but please click the link to read up on the rule for Turning Undead.)

[b]Savin:
I've mentioned that the Archway is 20ft high and the goblin is chained at its peak in the center. That being the case, you could reach it with the spiked chain using either potions. You can choose which one to use.

Map of the Vestibule

Positions:

Savin: On Map
Peerimus and Yorrick: Row G 50 feet from the Archway
Jaeden and Dalek: Directly east of the Archway 50ft
Everyone else: Northeast of the Archway 50ft

S'bat: On Map
Ghost/Renbo: Gone?!!
Sleema and Rogo: 70 feet from the Archway NorthEastEast

Trace and Shadow  d20+21=40 d20+16=19 d20+11=13 d8+5=7 d6=4 2d6(2+3)=5 d8+5=9 d6=1 2d6(3+1)=4
Monday February 5th, 2007 9:42:11 PM

Trace moves between Rogo and the ghost and calls for Shadow, "Shadow, guard the boy" Trace then draws his arrows lets go three arrows, (standard action, move only five foot) Shadow moves full range to put herself between Rogo and the ghost.

hit ac 40 7hps, 4fire, 5holy
hit ac 19 9hps, 1fire, 4holy
miss ac 13

Added Note (DM/Al) 
Tuesday February 6th, 2007 10:31:58 AM

Sorry, forgot to mention this. Only Peerimus and Savin have an angle that will allow them to see into the Archway. The rest of the PC's do not have that information.

Quinn  d100=90
Tuesday February 6th, 2007 3:13:12 PM

OOC: Al, very generous of you to let me reroll spells.

Thanks for rolling the turning damage, but it is actually 25 as you forgot my Cha modifier. Quinn can effect up to 14 HD (max.) undead for a total of 25 levels/HD.

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

As expected, Quinn is pleased to see the vile ghost flee "Still resisted outright destruction, this Koshe Marr must be fortifying the undead." Quinn exclaims to no one in particular.

Quinn comments "Prepare yourselves to enter the belly of the beast. I expect we will receive a warm welcome."

Quinn holds his ground and cast greater magic weapon on his mace. (90%) Quinn takes an experimental swing "Ah, that feels even better. THose undead are in real trouble now."

Quinn looks at Jaeden and Savin "I have some treats for you too brothers, silence for brother Savin and Aid for brother Jaeden. Line up and we can get this done quickly. Brother Savin what do you want me to cast the silence on? Lots of spells to cast."

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
Locate Object (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance
Flame Strike
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Hide from undead on the entire party - 2 hours
Greater Magic Weapon 12 hours

Rod of Extend 2/3

Turn Undead 1/10


Peerimus AC 22 HP 91 Yorrick AC 23 HP 117  d100=11
Tuesday February 6th, 2007 4:24:03 PM

Peerimus moves forward 20' keeping his angle so that S`Bat stays in view. "Savin watch youself, I will try and slow him down. But the second time in as many seconds, Peerimus is unable to focus the power of Father Wold and the Wall of Fire Spell fails.

Yorrick moves up along side Peerimus.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, Pass without Trace x2, Produce Flame
Level 2:
Barkskin x2, Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours

Savin AC 29 hps 115/115  d20+9=19 d8+15=21
Tuesday February 6th, 2007 7:27:20 PM

Savin activates his boots of speed and darts forward. "Sbat! It is time to leave this world for good!" He runs forward and moves to G19. He swings his chain powerfully and tries to smash the urn next to the lich hitting ac 19 for 21 points of damage.

Jaeden (sub George)  d20+19=30 2d6(1+5)+12=18
Tuesday February 6th, 2007 7:32:46 PM

Jaeden pushes Dalek forward galloping towards Savin ready to back him up. His sword is in his hand and if he can reach anything he will take a swing at it hitting ac 30 for 18 points of damage

Old Enemies - Round 02 (DM/Al)  d20+16=21
Tuesday February 6th, 2007 9:43:51 PM

Two sharp cracks ring out under the Lavender Moon as Trace's steel tipped arrows ricochet off the stone of the hillside, striking nothing but bare rock. Trace takes up a protective position before Sleema and Rogo.

Quinn casts a spell upon his mace. (Now a +3 weapon.) The Cleric of Gargul promises magic for both Savin and Jaeden. But the two have other ideas.

Peerimus moves closer to the Archway. He also attempts a spell, but the Unnatural aura of Koshe Marr cloaks him in its evil, and the spell goes awry.

Savin activates his boots and races under the archway. As he enters, he feels sharp pain as Spikes of Stony material thrust up through the soles of his boots and into his feet! For the span of ten feet he can move only half as quickly has he usually does, the pain is so intense. Even after leaving the area of Spiked Stones, the pain remains. (Savin, Reflex Save vs DC20 or your speed is reduced to half normal for 24 hours or until you receive a cure spell (which also restores lost hit points). Another character can also remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the save DC.)

The run over the stones brings Savin up short of his target. Instead, he turns his chain against S'bat. The spiked links clash against the Lich's bones, but they do much less damage than expected.

(Sorry, I missed a detail. The Urn is in E22. You cannot reach that with a single move action due to the area of Spiked Stones. I thought it would be most logical for Savin to turn his attack to S'bat. If, however, you'd like to use further move instead, feel free and I'll take the damage from S'bat.)

Jaeden and Dalek thunder across the ground toward the Archway. But upon seeing Savin's reaction, the warrior pulls back on the reins.

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

Despite the lashing chain, S'bat holds onto his spell. A humanoid figure all wrapped in chains, appears on the other side of the room. The figure writhes and clanks, and then the chains about it burst as from its skin and fly at Savin. Writhing about, they threaten him.

S'bat, meanwhile, steps back out of the range of Savin's chain and begins another spell. With a wave of his hand, a Wall of Stone, ten feet high rises up, surrounding himself and the Urn. It closes the Lich from sight except for a narrow slit at eye level.

"Renbo!" Sleema continues to call up in the direction of the peak of the arch. In her voice is a sense of pleading. "Sup bia sitto ah!"

(Translation for Trace: Highlight to display spoiler: {"Renbo! This is your son!"})

=== OOC ===

09/10

Savin: Note, that you had a potion in your hand last round. In order to accomplish your current actions, you would have had to drop it. It is waiting in Square G1 should you survive this encounter.

Map of the Vestibule

Positions:

Savin: On Map
Peerimus and Yorrick: Row G 30 feet from the Archway / 3 squares off the map.
Jaeden and Dalek: Directly east of the Archway 50ft
Everyone else: Northeast of the Archway 50ft

S'bat: On Map AC Less than 19, Damage Reduction
Ghost/Renbo: Gone?!!
Kyton
Sleema and Rogo: 70 feet from the Archway NorthEastEast

Note that only Savin, Peerimus, Jaeden and Dalek can see into the area on the Map. From Savin and Peerimus's actions, however, it's clear that there must be something going on inside.

Trace and Shadow  d20+21=29 d20+16=21 d20+11=14 d8+5=10 d8+5=8 d8+5=7 d6=3 d6=6 d6=1 2d6(4+6)=10 2d6(6+3)=9 2d6(5+1)=6
Tuesday February 6th, 2007 11:22:04 PM

Trace sprints to the corner of the entrance to give himself partial cover and only moves further if the distance is too far to shoot.

Trace whispers to the group, "we have a problem, Rogo is the wizzards son, his mom is shouting to him now, feels like an evil act but do you want me to grab Rogo?"

Trace takes up aim at the edge and if able shoots at the closest target. (if closest target is Rogo dad then add +4 to att and dmg.)

hit ac 29 10hps, 3fire, 10holy = 23pts
hit ac 21 08hps, 6fire, 09holy = 23pts
miss ac 14 07hps, 1fire, 06holy = 14pts

arrow total (460/462) (118/120 in two efficant quivers)

Trace 86/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy (cast upon Shadow, sonic resistance)
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15


Quinn AC 27 Hp 100  d100=63 d20+10=23
Tuesday February 6th, 2007 11:55:58 PM

Quinn looks at the group as most everyone runs into the gaping maw "I guess everyone chose plan b, bold unprepared frontal assult. By the way what is a S'Bat?"

Quinn moves up 20 feet and then casts protection from evil on himself as his new found friends do not seem to want any spells.

Spell failure roll 63%

Quinn wants to be able to see down the corridor with his movement.

Quinn is very concerned that his hide from undead spell has been a complete failure, so much for the undead minions. Will just have to take care of whatever evil resides in this hill.

Quinn attempts to be as observant as possible.

Spot 23

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 *
2nd Level(7/1) (DC: 19)
Locate Object (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance
Flame Strike
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Hide from undead on the entire party - 2 hours
Greater Magic Weapon 12 hours
Protection from Evil 12 minutes

Rod of Extend 2/3

Turn Undead 1/10


Peerimus AC 22 HP 91 Yorrick AC 23 HP 117  d20+12=26 d100=15 d100=5
Wednesday February 7th, 2007 8:55:42 AM

Peerimus moves an additional 20' closer and then his brain slaps into gear, damn that's right "Quinn! Trace! S'Bat is a powerful clerical Lich who follows Marteus." Peerimus also gives those who can not see a quick heads up on the Wall of Stone about S'Bat, the just summoned demon and the Spike stones [Spell craft 26]

Peerimus will also remind everyone to trust Savin, "Don't get all panicky and rush in." To that order Peerimus will again attempt to pull the power he knows is out there from Father.
Instead a spew of profanity, to make sailors blush and the most vile demon in existance proud, spews from his mouth.
[Wasted spell 3 Extended Wall of Fire oh and bonus wasted hero point]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, Pass without Trace x2, Produce Flame
Level 2:
Barkskin x2, Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours

Quinn (second Illegal post) 
Wednesday February 7th, 2007 11:08:12 AM

Quinn's eyes twinkle when he hears the work Lich "Liches are like bonus points, time for judgement."

Quinn looks at Peerimus "Why not rush in brother, do we leave brother Savin to his fate while we spell up? I say charge!"

QUinn looks at Lamina "Sister, snap out of it! We need you to bet your butt in gear!"

Peerimus 
Wednesday February 7th, 2007 11:25:30 AM

"Because Savin is perfectly able to get himself out and to be precise I said do not get Panicky and rush in. Several of us have almost died and some have rushing to his rescue to find Savin already departed from danger. So yes Spell up."

Savin ac 29 hps 115/115  d20+13=17
Wednesday February 7th, 2007 8:51:43 PM

Reflex save of 17 failed move half speed

Savin kneels down next to the wall and activates his ring of blinking. He then decides to hopefully surprise the lich next round and prepares to go through the wall.

He sees Jaeden and yells, "Jaeden, Caltrops!"

Jaeden (Sub George)  d20+19=39 d20+16=34 d20+16=32 2d6(3+5)+13=21 2d6(4+1)+13=18
Wednesday February 7th, 2007 9:04:49 PM

Jaeden hears the warning from Savin but he has already spurred Dalek forward charging towards the strange creature creature with the long arms. When he feels Dalek slow, he will spur him on to his farthest movement and then summersault from the horse to move forward on foot ( ride check natural 20 for a 39)

He knows he is going to be attacked by those long arms so he raises his sword to fend off the oncoming blows (weapon expertise adding +5 to his combat. If he can close enough distance he will swing his great sword hitting possible ac 34 (extended critical hit follow up hits ac 32 for critical hit. Doing either 21 or 39 if this creature is subject to critical hits)

Old Enemies - Round 03 (DM/Al)  d20+8=21 2d8(8+6)=14 d20+12=28 d20+12=13 d20+12=23
Wednesday February 7th, 2007 10:04:45 PM


Trace and Shadow hurry to the corner of the Archway. But, after crossing some fifty feet, all he can do is look. (No shots this time, Trace.) He sees Savin at the far side of a long room. The monk is standing in front of a ten-foot high wall of stone that snakes roughly across the wall. On the other side of the room is a chain wrapped figure with two fifteen foot long chains snaking and dancing before it. He proposes snatching Rogo, but no one replies. Maybe they cannot hear him whispering.

Quinn asks about S'bat as he hobbles toward the Archway. He attempts another spell, but Koshe Marr steals it from him.

Peerimus, answers the Gargalite, warning those who don't know of the dangerous Wererat Lich of Marteaus. He also describes the Wall of Stone, the demonic chain Kyton and the area of Spike Stones that guards the entrance to the Archway. Peerimus too, attempts as spell. He too runs afoul of the cloying pall of Koshe Marr.

Savin speaks to his ring, and his form begins to flicker to insubstantiality. He calls a warning to Jaeden.

Jaeden and Dalek, however, are already moving. Dalek whinnies in pain as his feet are pierced by the Spike Stones. However, unlike Savin, the horse is nimble enough to avoid any permanent injury. (Dalek makes the Reflex at 21. He takes 14hp damage.) After exiting the area of Spike Stones, Dalek speeds up. Jaeden reins him in and executes an incredible trick dismount and rushes forward on foot. He strides through the writhing chains with his guard up. (AoO Chain vs Jaeden Hit AC28) With Jaeden's Combat Expertise, his added Mobility, and his practice in Dodging, the warrior manages to avoid the deadly chains. He raises the Ohm Family Greatsword to strike. (But can't this round. Too much movement.)

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

The two dancing chains immediately strike at Jaeden. (Hit AC13, AC23) But neither of the blows can penetrate Jaeden's superb defense. The Kyton itself, takes a different tactic. Its eyes lock with the Warriors, drilling into his soul. "What kind of a move do you call that?" the stern voice rebukes. Suddenly, in front of Jaeden is the face of his father, and the look in his father's eyes is one of disapproval. (Unnerving Gaze: Will vs DC15 negates. Fail and take a -2 penalty on attack rolls for 1d3 rounds.)

There comes a chanting from behind the Wall of Stone. From the eye-slit in the wall, a greasy gray-green miasma boils forth. It rolls over the top of the wall and out into the area, engulfing both Savin and Jaeden. (Unholy Blight: Savin and Jaeden take 5d8 hp damage. Also, you are Sickened for 1d4 rounds. A successful Will Save vs DC20 reduces damage to half and negates the sickened effect. Savin, take only 1/2 damage anyway from Blinking. If you make your Will Save, take 1/4 damage.)

With Rogo in her arms, Sleema approaches even closer, apparently oblivious to the combat that rages within the Archway. Rogo remains still and unafraid. His eyes too, are fixed upon the peak of the Archway where the Ghost had been. There are no responses, however, to Sleema's cries. The Ghost remains unseen.

=== OOC ===

08/10

Trace: Peerimus returned with Six Score arrows. One score = 20. That means a total of 120 arrows. You had 60 left before. That means you had a total of 180 to start the day. Now you have 178. Not four hundred some.

Jaeden: Please post AC and HP for yourself and Dalek.

Savin: Sorry, forgot to mention, you took 2d8 hp damage from going over the Spike Stones. Please roll your damage.

Map of the Vestibule

Positions:

Savin: On Map /1/2 Speed from Spike Stones
Peerimus and Yorrick: Row G 30 feet from the Archway / 3 squares off the map.
Jaeden and Dalek: On Map
Trace On Map
Quinn: Northeast of the Archway 30ft

S'bat: On Map AC Less than 19, Damage Reduction
Ghost/Renbo: Gone?!!
Kyton on the map
Sleema and Rogo: 50 feet from the Archway NorthEastEast

Savin: Reminder, potion on ground outside Archway.

One again, so you can have it as a reference: Divine Spell Failure Rates in Koshe Marr.

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 27 Hp 100  d100=42 d20+10=25
Wednesday February 7th, 2007 11:52:11 PM

ooc: Al please post spell failure % in your DM post, thanks.

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

Quinn feels foresaken again as his protection from evil spell fails. The cleric blames himself for not rushing in to combat the lich. Well at least that is why he took two protection from evil spells, maybe he will be back int he good graces shortly. A different tact is needed along with speed.

Quinn casts fly on himself (spell failure roll of 42%)

If the fly spell is sucessfull, Quinn will rise 5 feet off the ground and then move 30 feet forward to get a better view of what is happening.

If the fly spell is not sucessfull, Quinn will hobble forward 20 feet.

Spot 25

Quinn looks at the frozen half orc and attempts to rile her out of her funk "SISTER! Wake up and get in the game, your friends need you. At least watch for the Ghost, after we dispatch the Lich we will be back for him."

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 *
2nd Level(7/1) (DC: 19)
Locate Object (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance
Flame Strike
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Hide from undead on the entire party - 2 hours
Greater Magic Weapon 12 hours
Fly ??????????

Rod of Extend 2/3

Turn Undead 1/10


Peerimus AC 22 HP 91 Yorrick AC 23 HP 117  d100=18
Thursday February 8th, 2007 10:22:16 AM

Peerimus moved up 20 last round So should only be 10' from the arch.

Peerimus moves up to the archway, with jaeden and Savin engaged as they are, he couldn't try to use any of the offensive spells he had left. What he could try was to remove the spell S'Bat has just poured into the area. However the druid decides to try a different move. It, of course, fails. [stoneskin]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours

Laima (JimF) AC 17 HP 48  d20+11=21 d20+10=25
Thursday February 8th, 2007 1:14:23 PM

Laima shakes her head to clear the funk she was in and takes stock in the situation. The spike stones are a problem and have to be dealt with if the great bear is going to enter the crypt easily.

Spell craft 21 to identify spike stones

Laima cast a targeted dispel magic on the spike stones

Dispel check 25

Laima will then move forward 40 feet so that she can see down the corridor, letting the more serious melee types go first.

Laima looks at Trace "It might be hand to hand time? You go first."

Spell Slots

0 level 0/6
1 level 0/8
2 level 0/7
3 level 1/7
4 level 1/7
5 level 0/5

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

ooc: Al can I assume that Laima has already cast mage armor on herself????

Savin 105/115 ac 30  d20+12=29 2d8(1+2)=3 5d8(5+5+7+3+7)=27 d20+9=21 d8+17=22 d20+9=28 d20+4=15 d8+17=18 2d6(4+3)=7 d100=89 d100=36
Thursday February 8th, 2007 7:30:57 PM

Save 29
spike stones damage 3
unholy blight damage 27 divided by 4 =7

Savin steps through the wall utilizing his blink ring and with his first swing if he can will swing at the urn that he saw orginally.
He hits ac 21 for 22 points of damage. If this breaks it the urn, he will concentrate the rest of his attacks upon the lich.

The first hits ac 28 and the second AC 15. Assuming the first hits and missed with the second. Do 18 points of damage +7 for bane to undead.

89 and 36 percentage roll for blinking

blinking 1/7
boots of speed 3/10



Jaeden {sub George} ac 25 110/116 hps  d20+13=21 5d8(2+2+1+4+4)=13 d20+21=32 d20+16=23 d20+11=31 d20+11=17 2d6(1+2)+13=16 2d6(2+2)+13=17 2d6(5+4)+13=22
Thursday February 8th, 2007 7:37:43 PM

will save of 21 damge 6 points

Jaeden attacks KY with quick blows from his greatsword.

He hits acs 32,23,31 with a follow up chance of a critical hit at ac 17 assuming a miss)Total damage is 16 + 17 + 22 for a total of 55 points of damage

Old Enemies - Round 04 (DM/Al)  d20+13=19 d20+16=23 d20+12=26 d100=61 d6+7=10
Thursday February 8th, 2007 9:35:48 PM


This time Quinn's spell succeeds. He rises up off the ground and moves into the mouth of the Archway. He calls for Laima again, and this time she stirs from out of the depths of her thoughts.

At the mouth of the Archway, Peerimus attempts to invoke a spell of protection. But once more, the dark forces of Koshe Marr bar the grace of the gracious Mother and the stalwart Father.

Laima directs a spell at the area below the Archway. Her magic is powerful, but the ground does not visibly change. Then again, there was no visible trace of the spell before either. Has the spell been removed? Or, does it remain?

Savin steps straight through the Wall of Stone, disappearing from the sight of his companions. The first thing he strikes at is the Urn. The monk's spiked chain smashes down on the object with tremendous force.

... But ...

As Savin turns to attack the Lich, he notes with surprise that the Urn is not only unbroken. It is barely chipped. That is one hard Urn. Savin's chain lashes at S'bat. Perhaps due to his surprise, Savin's second strike misses. Even the first strike, however, barely scratches the Lich.

Jaeden fights the greater affects of the Unholy Blight. With a second effort of Will, he shakes off the Kyton's Unnerving Gaze. (Will 19) Then he executes a stunning and relentless attack. The Kyton splits in half, both parts vanishing before they hit the ground as the body parts return to their native plane.

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

Within the confines of the Wall of Stone, S'bat turns on the one who has twice far destroyed him. He weaves a simple spell, with an eye to dodging the chain. (Concentration 23, Range Touch AC26, Miss Chance 61) A dark coruscating ray leaps from his bony hand and touches Savin on the arm. Savin feels the strength drain from him. His body has been Enfeebled. (Savin, take a -10 STR Penalty.)

Sleema and Rogo remain where they are. As though for the first time, Sleema notices the martial poise of the outworlders arrayed in front of the mouth-like Archway. She whispers gently to her son who continues to stare up at the peak of the Archway where the Ghost had been not moments ago.

=== OOC ===

07/10

Note: DM uses Greater than 50 as success on a 50% roll.

Trace: Peerimus returned with Six Score arrows. One score = 20. That means a total of 120 arrows. You had 60 left before. That means you had a total of 180 to start the day. Now you have 178. Not four hundred some.

Jaeden: Please post AC and HP for Dalek as well. Should be AC22, HP58/72

Laima: Sorry, but no. That's one of the innate penalties of not posting. You lose your actions. Even if it was not you yourself as a player, you have inherited that legacy.

Map of the Vestibule

Positions:

STATUS
======
Savin: 1/2 Speed from Spike Stones
Peerimus and Yorrick: Unlucky. I mean, Uninjured.
Jaeden and Dalek: Both Lightly Wounded
Trace and Shadow: Uninjured
Quinn: Flying

S'bat: Lightly Wounded, AC17, Damage Reduction
Ghost/Renbo: Gone?!!
Kyton: Slain
Sleema and Rogo: 50 feet from the Archway NorthEastEast
Urn: Lightly Damaged, AC7

Savin: Reminder, potion on ground outside Archway.

One again, so you can have it as a reference: Divine Spell Failure Rates in Koshe Marr.

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 27 Hp 100  d100=41 d20+10=20
Friday February 9th, 2007 8:15:19 AM

Quinn flies 30 feet down the corridor and get a shiver of anticipation of encountering a lich. Quinn also casts spell resistance on himself, and by the grace of Gargul it just works.

Quinn surveys the action in front of him.

spot 20

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

OOC: Is there a top to the wall of stone or is it covered? Can Quinn see Savin and the Lich?

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

Dalek seems to be in harms way and Quinn coaxes him "Dalek come here." and Quinn will point to the corner farthest away from the lich.

Quinn yells out "Keep him busy Brother!" Indicating Savin.

Spell resistance 24

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 *
2nd Level(7/1) (DC: 19)
Locate Object (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Hide from undead on the entire party - 2 hours
Greater Magic Weapon 12 hours
Fly on Quinn
Spell resistance on Quinn

Rod of Extend 2/3

Turn Undead 1/10



Peerimus AC 22 HP 91 Yorrick AC 23 HP 117  d20+20=32 d20+8=24 d20+10=12
Friday February 9th, 2007 1:17:01 PM

The Spikes may or may not be there and it hardly matters, the group needed to enter get the shroud and exit. Peerimus gives Yorrick a pat, 'It will sting, but we have no other options, but to pray Laima succeeded." With that, both bear and human move through the area. The druid calls to Trace and Lamia, we befriended them and that makes them our resposibility now. Trace you can talk to them, convince them to get out of the area. Laima keep an eye out for the ghost. If it returns try and destroy the chain that tethers it. We'll go get the shroud."

Peerimus doubles moves to G7 with Yorrick right next to him. If needed reflex Peeriimus 24, Yorrick 12

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours

Laima (JimF) AC 17 HP 48 
Friday February 9th, 2007 6:45:13 PM

Laima considers Peerimus's actions and words, but her desire to help her new friends is too much and she follows the druid and the great bear "You may need my spells as they appear to be much more reliable."

Laima looks at Trace "Too slow, you get to guard the Ghost." The half orc give the ranger a half hearted smile and she heads into the crypt.

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

ooc: I am unsure of where Laima is, but she will attempt to move just past where the spike stones were in a single move.

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

Laima will attempt to move up next to Peerimus and cast improved invisibility on the Druid "Have fun big guy."

If Peerimus is not in reach, Laima will cast the spell on herself.

Spell Slots

0 level 0/6
1 level 0/8
2 level 0/7
3 level 1/7
4 level 2/7
5 level 0/5

Spells in effect:

Improved Invisibility on ???????????????? 1/11



Savin 115/115 ac 29  d20+16=29
Friday February 9th, 2007 10:10:40 PM

Savin decides that he needs to rethink his tactics. He deactivates his boots of speed. He tumbles blinking through the wall and moves over to g13. He then heals himself for 24 points of damage using his monk feat and waits for reinforcements to arrive.

Jaeden (sub George) 
Friday February 9th, 2007 10:12:04 PM

Jaeden will also back up 30 feet and wait for a way for the wall to come down.

Old Enemies - Round 05 (DM/Al) 
Sunday February 11th, 2007 10:13:02 AM

Quinn moves through the Archway. He drifts safely over the area of Spiked stones where he casts a resistance Spell upon himself. From five feet up and fifty some feet away, it is difficult to tell whether the Wall of Stone is completely covered or not. It rises up ten feet high, and the lintel of what appears to be a doorway can be seen above its top. Quinn also spots a narrow slit in the stone. It is a hand's span tall and two or three spans wide, just enough to see out of.

More height might reveal the nature of the wall. And certainly Savin would know whether the stone completely enclosed the area or not. By the best gauge, the ceiling of this area is some 20 feet high.

Peerimus takes a leap of faith. Or, rather, a walk of faith, he and Yorrick step out into the area of Spike Stones, and ... nothing happens. They cross safely to the other side where he gives orders to the others to ensure that the Ghost is not neglected as they pursue the group's objective.

Laima crosses as well, reaching Peerimus' side where she calls forth a spell and touches him lightly on the shoulder. Yorrick grunts with surprise as his friend disappears.

Savin simply steps back outside of the wall of stone. To the eyes of the others, he emerges from solid stone and speeds back toward them where he pauses. After a moment of concentration, the boils and sores on his exposed skin heal and close. (Sorry, Savin, you're at 1/2 speed. And Blinking further reduces your speed to 75% of that. You only make it 25 feet.)

Jaeden and Dalek back away as well, waiting for the wall to come down. The question might be, though: Who will take the wall down?

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

With the entire group now largely within the Archway, the totality of the room is visible to all. Across all three walls runs a mural in ancient muted colors. Scenes of blood and fire almost move in the flickering light of the four iron braziers. The scenes show the hosts of Koshe Marr rampaging across the land. Trolls, Werewolves, Goblins and a myriad other Unholy creatures are shown marching relentlessly across the land, perpetrating all manner of atrocities.

Two figures appear repeatedly. One glows with radiant darkness: The figure of Marteaus. The other is a beautiful pale woman. In the center of the East Wall the mural is dominated by two giant figures cowled in black. In bony hands, they carry huge blades scythes that come together and cross at their tips.

Outside the Archway, Sleema approaches to the hillside behind Trace and Shadow. She places Rogo on the ground and both continue to stare up at the place they had last seen the Ghost.

"Renbo! You fool! Where are you?!?" The voice of S'bat comes from beyond the Wall of Stone. Then more chanting. With a hiss of air, a bank of yellow green fog rises from the ground around Savin and Jaeden. The poisonous vapors swiftly penetrate their skin, corrupting and sickening. Then, slowly, the cloud billows, and begins moving toward the Archway, toward the rest of the group. (Cloudkill: Take 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude Save vs DC20 halves this damage). Holding one's breath doesn't help, but creatures immune to poison are unaffected by the spell.)

"COME TO YOUR DEATHS, YOU FOOLS!" The Lich shouts from behind his Wall of Stone. "With your heads piled before me, Queen Fidelia may release me from this mortifying penance!"

=== OOC ===

06/10

Note: DM uses Greater than 50 as success on a 50% roll.

Trace: Peerimus returned with Six Score arrows. One score = 20. That means a total of 120 arrows. You had 60 left before. That means you had a total of 180 to start the day. Now you have 178. Not four hundred some.

Jaeden/George: Please post AC and HP Jaeden AC25 HP110/116 Dalek AC22, HP58/72

Map of the Vestibule

Positions:

STATUS
======
Savin: 1/2 Speed from Spike Stones
Peerimus and Yorrick: Uninjured.
Jaeden and Dalek: Both Lightly Wounded
Trace and Shadow: Uninjured
Quinn: Flying 5ft
Laima: Uninjured

S'bat: Lightly Wounded, AC17, Damage Reduction
Ghost/Renbo: Gone?!!
Sleema and Rogo: 50 feet from the Archway NorthEastEast
Urn: Lightly Damaged, AC7

Savin: Reminder, potion on ground outside Archway.

One again, so you can have it as a reference: Divine Spell Failure Rates in Koshe Marr.

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Laima (JimF) AC 17 HP 48  d20+10=26 d20+11=25
Sunday February 11th, 2007 1:28:44 PM

Laima is taken aback by the green cloud "Ick! This will not do."

The sorceress attempts to dispel the cloud: targeted dispel magic - 26

Spellcraft to identify the cloud 25

If the cloud is dispelled, Laima will call out "You have to do better than that!" and then softly to herself "I hope he can't do better."

Spell Slots

0 level 0/6
1 level 0/8
2 level 0/7
3 level 2/7
4 level 2/7
5 level 0/5

Spells in effect:

Improved Invisibility on Peerimus 2/11


Quinn AC 27 Hp 100  d100=33
Sunday February 11th, 2007 1:38:56 PM

Quinn sees the green cloud boil forth and yells out "Stop this foulness you undead abomination. It is time to keep you eternally quite."

Quinn will cast a silence spell on the wall of stone (back left hand corner - J22): 33%

Quinn call to his Chaos mates "Lets see how our vile foe likes to suffer in silence. Cast your spells where you stand unless you can cast them silent. I will find the edge of the silence before entering."

Quinn will rise to a height of 15 feet (10 feet up from his current position) to see better and move forward to the edge of the silence spell. Quinn will hum to himself so that he does not enter the silence, just yet.

If Quinn can see the lich, he will smile and wave (with his mace) and mouth, I AM COMING FOR YOU.

Spell resistance 24

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 *
2nd Level(7/1) (DC: 19)
Locate Object (d)
Aid
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Hide from undead on the entire party - 2 hours
Greater Magic Weapon 12 hours
Fly on Quinn
Spell resistance on Quinn
Silence on stone wall

Rod of Extend 2/3

Turn Undead 1/10


Trace and Shadow  d20+19=23 d20+19=23 d20+14=27 d20+11=29 d8+5=9 d8+5=13 d8+5=6 d8+5=13 d6=5 d6=3 d6=4 d6=6 2d6(6+4)=10 2d6(6+1)=7 2d6(3+3)=6 2d6(5+1)=6
Sunday February 11th, 2007 6:43:38 PM

Trace keeps cover by the wall and takes aim at S'Bat, he sends four holy fire arrows streaking his way.

Trace whispers again to the others hoping the will hear him this time, "Rogo is the gohst son, it dosent feel right but do you want me to grab him for insurance?"

hit ac 23 09hps, 5fire, 10holy = 24pts
hit ac 23 08hps, 3fire, 07holy = 18pts
hit ac 27 07hps, 4fire, 06holy = 17pts
hit ac 29 07hps, 6fire, 06holy = 19pts

totla dmg = 78

arrow total (176/178) (118/120 in two efficant quivers)

Trace 86/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy (cast upon Shadow, sonic resistance)
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15

DM/Al - OoC 
Sunday February 11th, 2007 8:42:23 PM

Confirming here, Quinn. You cast Silence Centered at J22, right?

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

OOC: Yes Al

Peerimus AC 22 HP 91 Yorrick AC 23 HP 117  d20+20=36
Monday February 12th, 2007 10:02:13 AM

Peerimus whispers to Yorrick, "I am afraid you can not follow where I am going. Make sure Lamia stays safe." [guard Handle 36] Peerimus then shifts to the form of a beautiful golden eagle with ivory acsents, not that anyone can see him as he is still invisible, but that is not the point. Peerimus then takes flight in a straight line to land atop the stone wall. [Pretty sure the 80' move gets me there]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours

DM/Al - OoC 
Monday February 12th, 2007 10:21:03 AM

Peerimus, where upon the Stone Wall do you wish to land? The wrong choice could land you in the area of the Silence spell.

Old Enemies - Round 06 (DM/Al)  d4=2 d20+15=34
Monday February 12th, 2007 9:39:16 PM


Laima aims an Abjuration spell at the poisonous cloud. The sickening mist is dispelled before it can move another foot. Too late, however, for Jaeden who feels slightly drained by the poison of the Cloudkill spell. (2 CON damage reduced to 1 with a Fortitude Save of 34.)

Quinn casts a Silence spell at the wall near the east corner. Then he rises up into the air moving just past the midway point of the room. From here, he can see that the Stone only encloses the Lich up to a height of 10 feet. From there, the top is open. From there, he can see the silent movements of the Wererat Lich, and Quinn taunts him with a gesture. (Note, Quinn, that your Flight Maneuverability is Good rather than Perfect. That means that any Upward Movement is made at 1/2 speed. 30 feet in this case. Downward, though is 2x speed. If you notice, you don't make it near the Silence spell -Outlined in dashes.)

Trace remains just outside the Archway. He fires four arrows. All four spang off of the Wall of Stone. (S'bat has Total Cover behind the Wall.) Neither the fire nor the holy energy appears to affect the rock. Neither do the arrows even leave a chip in the stone. It will take a stouter blow than that to break down this wall. Again, he suggests taking the goblin boy as hostage. No one replies.

Peerimus becomes an Eagle and leaps up into the air on the beat of great wings. He passes just below Quinn and to his right on his way to the lip of the Wall of Stone. (As with Quinn, your Flight is only Average, and so upward movement is 1/2 speed.) Yorrick, following his friend's verbal commands, looks about, watching for any who would threaten the female half-orc.

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

As they close in, Peerimus and Quinn see the top of S'bat's head as it moves about within the area of Silence. It moves from one side of the Stone enclosure to the other. Finally, it stops, and a chanting arises. The Lich has found a pocket of space free from the Silence Spell!

Back at the mouth of the Archway, Sleema and Rogo continue to look up at the place where they had seen the Ghost. Sleema places an arm about the boy's shoulder.

=== OOC ===

BTW, Sorry, the Slit in the Stone Wall is at H21. Apologies for not mentioning that sooner.

05/10

Note: DM uses Greater than 50 as success on a 50% roll.

Jaeden/George: Please post AC and HP Jaeden AC25 HP110/116 Dalek AC22, HP58/72

Map of the Vestibule

Positions:

STATUS
======
Savin: 1/2 Speed from Spike Stones
Peerimus Eagle Flying 10ft and Yorrick: Uninjured.
Jaeden and Dalek: Both Lightly Wounded
Trace and Shadow: Uninjured
Quinn: Flying 15ft
Laima: Uninjured

S'bat: Lightly Wounded, AC???, Damage Reduction
Ghost/Renbo: Gone?!!
Sleema and Rogo: Uninjured
Urn: Lightly Damaged, AC7

Savin: Reminder, potion on ground outside Archway.

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Trace and Shadow 
Monday February 12th, 2007 11:28:36 PM

Trace whispers to the others, someone dispell his wall, my arrows are not going to touch him while he is in there.

Quinn AC 27 Hp 100  d100=53 d3=2 d20+11=28
Tuesday February 13th, 2007 6:45:31 AM

Quinn tries a new spell (monster summon VI) to bring in some new friends to help the fight (elementals -fire, 2), targeting behind the stone wall. It will get crowded back there.

Quinn will fly to E18

Spellcraft 28 to identify what the lich is casting?

Spell resistance 24

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 *
2nd Level(7/1) (DC: 19)
Locate Object (d)
Aid
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Hide from undead on the entire party - 2 hours
Greater Magic Weapon 12 hours
Fly on Quinn
Spell resistance on Quinn
Silence on stone wall

Rod of Extend 2/3

Turn Undead 1/10


Laima (JimF) AC 17 HP 48  d20+11=13 d20+10=25 d20+7=23
Tuesday February 13th, 2007 6:55:47 AM

Laima heres Trace's comments and yells back "The wall is permanent and can not be dispelled. Shoot at the ghost or pull your blades and come help."

Laima will ready action a dispel magic, to see what happens.

Spellcraft 13 to identify the liches spell, not this time.

Ready action: Dispell check to liches spell that effects her new friends(targeted dispell or counterspell-most likly targeted spell): 25

Laima will move forward to H12

Concentration check if needed 23

Spell Slots

0 level 0/6
1 level 0/8
2 level 0/7
3 level 3/7
4 level 2/7
5 level 0/5

Spells in effect:

Improved Invisibility on Peerimus 3/11


Peerimus AC 22 HP 91 Yorrick AC 23 HP 117 
Tuesday February 13th, 2007 1:25:08 PM

Peerimus shifts to his left and flies in over the wall to land within its confines. The silence spell should mask my landing beautifully. [H/22] The druid then reverts to his human form and takes in teh scene before him. Hopefully S'Bat had no invisibility detections in place. With that and the Silence spell I should be able to finish this once and for all. Peerimus says a small prayer to Father in his head in hopes the enchanted staff in his hands would prove more than a match for the Urn.

Yorrick moves forward with Laima and sniffs the air about him. It was unpleasant and foul and he gives a small grunt of protest in still being within this area and land.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours


Savin ac 29 hps 115/115  d20+11=15
Tuesday February 13th, 2007 4:24:41 PM

Savin drops his chain to his feet making a mental note to pick up all of his dropped items and then summons his quarterstaff from his glove. He casts his shillegah spell from his tattoo on the staff and then darts forward and kneels down next to the wall ready to go in next time.

blinking 5/7
Shillagh 1/7
-10 str ?

ooc Sorry to miss the last post. I had it all set in my head and just never posted. Old age is taking its effect.

Jaeden AC25 HP110/116 Dalek AC22, HP58/72 
Tuesday February 13th, 2007 4:28:04 PM

Jaeden feels a little woosy but moves forward to I20 and yells to the spell users to bring down the wall. He realizes that he can't even hear himself and wonders if he can climb the wall.

Trace and Shadow 
Tuesday February 13th, 2007 8:29:34 PM

Trace drinks down a potion of Spider climb and commands Shadow to protect (contain) the two goblins, and makes his way to the wall to climb. Trace takes note of where the ground is dangerous and move around to the (from his vantage point) left side of the wall and if he reaches it will climb to the top hoping to stay out of the lich's reach.

Old Enemies - Round 07 (DM/Al)  d20+10=11
Tuesday February 13th, 2007 8:43:03 PM

Trace calls for the Wall of Stone to be dispelled. Only then can his arrows get at the Lich. He fishes out a potion of Spiderclimb and then drinks it down with the intention of making his way through the Archway. (Taking a Potion from Storage: Move Action. Drinking Potion: Standard Action. You can move next round, Trace. Also, give me a Handle Animal to command Shadow, please.)

Quinn begins a summoning spell. With half an eye on S'bat, he attempts to identify the spell that the Lich is casting. It is a spell that Quinn himself was denied only seconds ago. It is the Abjuration spell to create a Magic Circle to guard from one's Enemies. The summoning spell takes longer than Quinn expected. (Summoning is a Full Round, Quinn. You have no Move Action. The Small Fire Elementals will appear at the beginning of your next post and may take full actions at that time. BTW, when you create them in your post, please be very specific as to where you place them. It's going to be incredibly crowded in there, and where they appear will dictate who can do what.)

Laima correctly informs Trace that the Wall of Stone is now as real and unmagic as the stones upon the ground around him. I cannot be dispelled. She moves forward, ready to counter any spell that might threaten her companions.

Peerimus glides over the Wall and settles to the ground. Both Silent and Invisible, his presence is marked by no more than a gust of air from his wings. Would this be enough to alert the Lich? The druid reverts to human form and readies his magic blessed staff.

With the backing of his friends, Savin arms himself with his Staff, bringing Magic to his weapon as well. He rushes forward, prepared to phase through the Wall once again.

Jaeden moves in as well. He eyes the wall trying to suss out a way to the other side. It's a bit of a climb for a man in full armor. But another way may be to break through it.

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

Again chanting comes from behind the Wall of Stone. Peerimus watches the Wererat Lich weave his spell. It is eerie within the Silence. The pointed skull turns in his direction and a bony hand reaches out. Nothing happens. S'bat stamps his foot. His jaw moves, possibly swearing a curse, but he appears to pay no more attention to the invisible druid.

=== OOC ===

The Slit in the Stone Wall is at H21.

04/10

Note: DM uses Greater than 50 as success on a 50% roll.

Jaeden/George: Sorry, with the -1 to Con Jaeden's HP becomes 98/104, Fortitude is now 14.

Map of the Vestibule

Positions:

STATUS
======
Savin: 1/2 Speed from Spike Stones
Peerimus and Yorrick: Uninjured.
Jaeden and Dalek: Both Lightly Wounded
Trace and Shadow: Uninjured
Quinn: Flying 15ft
Laima: Uninjured

S'bat: Lightly Wounded, AC???, Damage Reduction
Ghost/Renbo: Gone?!!
Sleema and Rogo: Uninjured
Urn: Lightly Damaged, AC7

Savin: Reminder, potion on ground outside Archway.

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 27 Hp 95/100  d20+8=22 d20+8=13 d6+3=4 d6=4 d20+17=21 d8+5=7 2d6(5+1)=6 2d6(3+1)=4 d6=5
Tuesday February 13th, 2007 11:34:54 PM

OOC: Al the fire elementals are medium and not small per monster summon VI

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

The two fire elemental appear on both sides of the lich, brightening up the space behind the wall.

Augmented Medium Fire Elemental

AC 16
HP 40
Slam +8
Dam. d6+3 +d6 fire

The first fire elemental slams into the lich.

AC 22 for 4 + 4 for fire

DC 14 reflex save or the lich will catch fire.

The second elemental had to turn around and missed the lich even with a flanking bonus

AC 15

Quinn is excited to see new friends join the fray "Cleansing fire for you my friend! I come to collect your ashes."

Elemental location E & H 22

Quinn will fly will all haste to close with the lich (charge if necessary) and whack him a good one with his mace.

AC 21 (not counting charge or flanking) 7 damage + 6 for viscious + 4 holy = 17 (could have been better, damage reduction does not apply)

Viscious damage to Quinn 5

Damage

Spell resistance 24

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 *
2nd Level(7/1) (DC: 19)
Locate Object (d)
Aid
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Hide from undead on the entire party - 2 hours
Greater Magic Weapon 12 hours
Fly on Quinn
Spell resistance on Quinn
Silence on stone wall

Rod of Extend 2/3

Turn Undead 1/10



Posting Reperts for 
Wednesday February 14th, 2007 6:47:47 AM

Game # 4 The Children of Chaos
for the wek of Feb 5, 2007

Name-----MTWTF
DM Al C.-XXXXOS
Savin----XXXXX
Preemus--XX2XX
Quinn----XX2OXS
Jaden----XXXXXS*Sub by Georgre
Laima---->>>XX

Adm Ceil

Laima (JimF) AC 21 HP 48  d20+5=25
Wednesday February 14th, 2007 10:10:50 AM

Laima see Savin and Jaeden head for the wall and Quinn on top of it swinging down. It looks like the Lich is engaged so the sorcerer will take a moment to cast mage armor on herself. "Should have done that a long time ago." she chasties herself.

Laima will move up 10 feet and scan the area especially to the rear as she is waiting for Trace and maybe the ghost.

Spot 25 (natural 20!!)

Laima will call to Trace to encourage haste in the ranger and to test her new position for the silence "Hurry Trace. Did you kill the Ghost?"

Spell Slots

0 level 0/6
1 level 1/8
2 level 0/7
3 level 3/7
4 level 2/7
5 level 0/5

Spells in effect:

Improved Invisibility on Peerimus 4/11
Mage Armor 1 hours

Peerimus AC 22 HP 91 Yorrick AC 23 HP 117  d20+9=18 d20+6=10
Wednesday February 14th, 2007 2:25:25 PM

Peerimus holds right where he is. The elementals have the lich surrounded and he is in a silence spell and invisible. It left little to do. There was always the doors. Peerimus looks as best he can without getting in the way of the battle at the doors. checking out if open in or open out, obvious locks, the building material of the door and that sort of thing.

Yorrick moves with Lamia and keeps vigilence over her. [Spot 18 Listen 10]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours

CDM Jerry 
Wednesday February 14th, 2007 2:51:00 PM

I've sent an email to all of you so we can decide about the future of this game. Please read and let's discuss things. :)

I want only the best for ya so let's hear your opinions. ;)

Meanwhile, play on!

[Al, you can delete this later.]

Savin ac 29 hps 115/115  d20+11=26 d20+10=22 2d6(6+3)+1=10
Wednesday February 14th, 2007 7:00:27 PM

Savin is about to go through the wall when he sees the bright light coming through the slit of the wall and hears the crackle of the flames. He realizes that their isn't room for him and he decides to climb the wall. He hoists himself over and sits on the wall. He tries to hit the lich from this position.

Climb check 26

Swing and hit ac 22 without any modifiers for 10 points of damage


Old Enemies - Round 08 (DM/Al)  d20+12=23 d20+16=35 d20+8=27 d20+11=18
Wednesday February 14th, 2007 9:46:07 PM

Two Medium Fire Elementals, summoned by Quinn, appear on either side of S'Bat. One appears directly on top of Peerimus!!! Both Elementals immediately proceed to move away from the Lich. Quinn suddenly realizes that just as a Magic Circle Against Evil will not allow a Non-Good summoned creature within its bounds. Neither will a Magic Circle Against Good allow a Non-Evil summoned creature. The Elementals find themselves compelled to leave, and yet they are trapped. Rather than attack, they spend the entire time attempting to move outside the area of the Circle, scrabbling against the Wall of Stone. (Peerimus, you are Squeezing with the Fire Elemental. Reflex Check vs DC14 or take 1d6 Fire Damage and catch on fire. This continues every round in which you are Squeezing with the Fire Elemental or in the Fire Elemental's way. You can, however, easily move out if the Fire Elemental's square.)

Meanwhile, Quinn himself flies in just on top of Savin, and leaning down over the edge of the wall, lands a blow on top of S'bat's head. The blunt magic weapon powers through the Lich's damage reduction, but some other force wards off the damage from the mace itself. Only the energy from the weapon does any harm.

Laima casts protection upon herself and then moves toward the melee. She looks about herself for unexpected dangers, but the only dangers she can find are those right here out in the open. Yorrick follows along.

Peerimus, takes a look at the door as he struggles to avoid the escaping Fire Elemental. The double doors appear to be of solid iron. From the position of the hinges, they open outward. A dark, rust-red handle stands out of each door toward the center where they meet. There does not appear to be any obvious locking mechanism.

The Wall of Stone is smooth and contains no handholds. It's a tough climb -especially as he has to go around Quinn- but Savin makes it to the top of the wall, even with one hand holding onto his quarterstaff. Once up on top, however, Savin finds that the wall is only two inches thick. He attempts to Balance atop the narrow wall! (Balance 23, Sorry, rolled for you to keep things moving.) Savin balances easily on the thin edge of stone. His confident agility even allows him to weave and dodge. (Not Flat-footed while Balancing.) The monk's quarterstaff too lands a blow, with no affect! The Lich's bones should not be able to withstand the bludgeoning magic. But it is then that Savin recalls S'bat's Lycanthrope origins ...

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

S'bat clashes his bony teeth together and intones another spell, dodging defensively (Concentration 35.) Then he reaches up to touch Quinn. The Lich's hand crackles with dark energy. It is a Harm spell! And S'bat's skull appears to grin as he slaps a bony claw against Quinn's armor ... (Touch Quinn AC27, Caster Level Check vs Spell Resistance 18 - Fail.) The spell discharges in a spray of Negative Energy. But when the fireworks die, Quinn floats unharmed. The Spell Resistance has proven its worth.

=== OOC ===

The Slit in the Stone Wall is at H21.

03/10

Note: DM uses Greater than 50 as success on a 50% roll.

Jaeden/George: Sorry, with the -1 to Con Jaeden's HP becomes 98/104, Fortitude is now 14.

Map of the Vestibule

Positions:

STATUS
======
Savin: 1/2 Speed from Spike Stones
Peerimus and Yorrick: Uninjured.
Jaeden and Dalek: Both Lightly Wounded
Trace and Shadow: Uninjured
Quinn: Flying 15ft
Laima: Uninjured

S'bat: Wounded, AC19, Damage Reduction
Ghost/Renbo: Gone?!!
Sleema and Rogo: Uninjured
Urn: Lightly Damaged, AC7

Savin: Reminder, potion on ground outside Archway.

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 27 Hp 88/100  d20+15=24 d20+10=24 d8+5=8 d8+5=7 2d6(5+1)=6 2d6(5+4)=9 2d6(1+3)=4 2d6(4+6)=10 d6=6 d6=1
Thursday February 15th, 2007 10:25:37 AM

Quinn give a mental apology to his fire elemental friends and the best way to get them out of their prediciment is to smash the lich, which he goes about to do.

Quinn laughs at the Lich when his spell fails "Gargul protects his own, now prepare to meet him."

Quinn takes two mighty swings at his nemisis.

AC 24 damage 8 + Holy 6 + Viscious 9 = total 23, but most likly only 15

Ac 24 damage 8 + Holy 4 + Viscious 10 = total 21, but most likly only 14

Quinn will move to be directly over the lich s that Savin has room to move.

Viscious damage to Quinn: 7

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

ooc: Al, Do Quinn and Savin get +1 to attack the lich for our elevated position?

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

Spell resistance 24

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 *
2nd Level(7/1) (DC: 19)
Locate Object (d)
Aid
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Hide from undead on the entire party - 2 hours
Greater Magic Weapon 12 hours
Fly on Quinn
Spell resistance on Quinn
Silence on stone wall

Rod of Extend 2/3

Turn Undead 1/10


Al - OoC 
Thursday February 15th, 2007 11:23:19 AM

To your question, Quinn. Sure, why not.

Laima (JimF) AC 21 HP 48  d20+5=18
Thursday February 15th, 2007 11:40:25 AM

Laima is concerned about Jaeden's inaction, but there are no spells she can do that can help the big warrior in the silence spell.

Laima is even more worried about Trace as the ranger may have become possesed by the Ghost as he his not taking any action.

Laima casts see invisibility on herself, just in case as she is not ready to climb the wall, at least not until Savin and Quinn beat down the lich. This way she can watch Peerimus and help him if he gets in trouble.

Spot 18, looking for Peerimus.

Laima will move forward 10 feet and snap her fingers as she still looks for the edge of the silence spell. Laima will not enter the silence.

Spell Slots

0 level 0/6
1 level 1/8
2 level 1/7
3 level 3/7
4 level 2/7
5 level 0/5

Spells in effect:

Improved Invisibility on Peerimus 5/11
Mage Armor 11 hours
See Invisibility


Peerimus AC 22 HP 91 Yorrick AC 23 HP 117 [Peerimus is invisible]  d20+8=16 d20+13=33 d20+13=29 3d8(3+5+8)+5=21 3d8(6+5+2)+5=18 d20+6=15 d20+2=10
Thursday February 15th, 2007 12:13:33 PM

The elementals get shoved out from the Lich and Peerimus suddenly finds himself far clser to a fire than his dad had taught him long ago. Peerimus slips past the retreating elemental and decides a different course against the lich. [G22] [reflex 16]

With both Savin and Quinn's weapons not being particularly effetive, Peerimus draws out a wand as moved in and then touches S'Bat with it.
[Touch attack Hit AC 33 crit 29 Dmg 21+18] whoops sorry ignore that can't crit the undead so just dmg 21

Laima disappears and Yorrick's head swivels about trying to locate her by sound or smell. [Listen 15 scent 10]
Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand Charges left 47

Savin 115/115 ac 29  d20+14=34 d20+14=32 d100=71
Thursday February 15th, 2007 4:41:43 PM

Savin is frustrated with his lack of effectiveness. He decides to use his circlet of blasting major and let the lich have it. He shoots the beam striking the lich in the head doing 60 points of damage to the fiend.

(OOC Al, I rolled a natural 20. Not sure if they can be effected by critical hits but rerolled and hit ac 22. If it works..I do another 60 points of damage. Remember that this searing ray is extra effective against undead so critical hit my be appropriate.)

rolled 71 for miss chance form blinking

blinking 6/7
shillagh 2/10

He then pulls out a vial of silversheen to be used next round.

Jaeden ac25 98/116 hps  d20+12=23
Thursday February 15th, 2007 4:48:06 PM

Jaeden sheaths his sword and with a running leap jumps up and grabs hold of the top of the roof. Jump roll 23. He pulls himself up and pushes himself over the wall.

Trace and Shadow  d20+19=23 d20+19=21 d20+14=27 d20+11=27 d20+11=24 d8+5=9 d8+5=11 d8+5=13 d8+5=12 d6=2 d6=2 d6=1 d6=6 2d6(3+2)=5 2d6(6+5)=11 2d6(5+6)=11 2d6(6+2)=8
Thursday February 15th, 2007 8:26:40 PM

handel animal is 24

Trace now on top of the wall fires down on to
S'Bat,

hit ac 23 09hps, 2fire, 05holy = 16pts
hit ac 21 11hps, 2fire, 11holy = 24pts
hit ac 27 13hps, 1fire, 11holy = 25pts
hit ac 27 12hps, 6fire, 08holy = 26pts

totla dmg = 91 hps

arrow total (176/178) (118/120 in two efficant quivers)

Trace 86/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy (cast upon Shadow, sonic resistance)
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15


Old Enemies - Round 09 (DM/Al)  d100=56 d20+16=30 d20+2=13
Thursday February 15th, 2007 9:38:09 PM


Quinn continues to pound at S'bat from above. The Holy and Vicious energy leaps in the shadows behind the Wall of Stone, but the mace itself still fails to break through the unnatural resistance of the Lycanthrope.

Compelled to move out of S'bat's Magic Circle, the Fire Elementals continue to try to escape the Wall.

Laima casts a spell of divination upon herself and looks about. *click*click*click* No silence yet. And no Peerimus either. He must be behind the Wall of Stone. Warrd forbid, Koshe Marr has opened up and taken him while her spell has hidden him from the eyes of his friends!

Peerimus evades the Fire Elemental and draws a wand of Positive Healing Energy. The powerful Cure Spell from the wand escapes the unholy affects of Koshe Marr and a the Energy blesses Peerimus' invisible hand. (Spell Failure of Divine spell 56%) S'bat stiffens and arches away as he is burned by the divine energy that appears from empty air. But the Lich's is strong of mind, and he Wills away most of the damage. (Will Save 30 for half damage vs DC14.)

Trace and Shadow now enter the Archway. They make it half way down the hall. In his mind, Trace imagines putting several arrows into the bony Lich. (Sorry, Trace. If you don't post some days, you can't make up the posts you missed when you do. It's one of the inherent penalties of non-posting.)

S'bat's white skeletal body is now covered in dark burns. Brittle and blasted, his body threatens to cave in upon itself.

"LORD! THEY COME! I HAVE FAILED AGAIN, THEY COME!" He wails into the fire-lit chamber.

Then a Blast of Searing Light lances down from Savin's forehead. There is a blaze of brightness, a war of Dark and Light. And when eyes clear, all that is left of S'bat is a pile of dark grainy powder and an iron shackle. (Sorry, though. No critical.)

Down behind the Wall of Stone, the Fire Elementals cease their struggle to escape. They look up to Quinn for instruction. Jaeden leaps up and catches the top of the wall. (Climb 13) But, in his heavy armor, he fails to pull himself up and over, and does no more than hang there. (See Jump.)

S'bat is destroyed. And yet he is sure to rise again unless a way can be found to prevent that. The Ghostly Gobin Wizard too has proven the ability to return. Is there a way to ensure that these two do not return? Maybe even to release them from the curse of Undeath?

=== OOC ===

WARNING: We will remain in combat rounds for timing purposes. The Ghost is still affected by the Turning, but that won't last long.

The Slit in the Stone Wall is at H21.

02/10

Note: DM uses Greater than 50 as success on a 50% roll.

Jaeden/George: Sorry, with the -1 to Con Jaeden's HP becomes 98/104, Fortitude is now 14.

Map of the Vestibule

Positions:

STATUS
======
Savin: 1/2 Speed from Spike Stones, Savin -10 STR Penalty.
Peerimus and Yorrick: Uninjured.
Jaeden and Dalek: Both Lightly Wounded, Jaeden -1 CON Damage.
Trace and Shadow: Uninjured
Quinn: Flying 10ft
Laima: Uninjured

S'bat: Dust
Ghost/Renbo: Gone?!!
Sleema and Rogo: Uninjured
Urn: Lightly Damaged, AC7

Savin: Reminder, potion on ground outside Archway.

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 27 Hp 88/100 
Thursday February 15th, 2007 10:35:14 PM

Quinn thrusts his mace into the air in triumph "Yes, another one bite the dust! Lets crush the vessel so the lich must stay before Gargul and accept his fate."

Quinn looks at his firey friends. "No worries my flaming friends, once we open the door here you can light our way and burn up any foes that oppose us, just stay away from any shrouds, please." Quinn holds his mailed hands, close to his friends to feel their warmth and to show his appreciation.

Quinn see Jaeden perdiciment and flys over to help him up as best he can.

Spell resistance 24

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 *
2nd Level(7/1) (DC: 19)
Locate Object (d)
Aid
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Hide from undead on the entire party - 2 hours
Greater Magic Weapon 12 hours
Fly on Quinn
Spell resistance on Quinn
Silence on stone wall

Rod of Extend 2/3



Laima (JimF) AC 21 HP 48  d20+2=17
Thursday February 15th, 2007 10:42:52 PM

Laima hears Trace run up "Watch our back Trace. I think we may have company from our less than friendly neighborhood ghost. I am pretty sure that I am useless against a ghost, so you need to take it down."

Laima again skirts the silence spell, clicking all the way, and finds the wall and looks up. "Savin, care to help a lady up? I may be able to use the arrow slit as a hand and foot hold with your help." Laima hold up her hand to Savin.

Unmodified climb check of 17

Spell Slots

0 level 0/6
1 level 1/8
2 level 1/7
3 level 3/7
4 level 2/7
5 level 0/5

Spells in effect:

Improved Invisibility on Peerimus 6/11
Mage Armor 11 hours
See Invisibility 110 minutes


DM/Al - OoC 
Friday February 16th, 2007 8:00:15 AM

Just a reminder that Jaeden's Greatsword is made of Adamantine. I'll leave you to search for the ramifications to that.

Peerimus AC 22 HP 91 Yorrick AC 23 HP 117 [Peerimus is invisible]  d20+7=25 2d6(6+5)+27=38
Friday February 16th, 2007 2:23:28 PM

Peerimus stows the wand and walks over to the Urn. Taking his staff in both hands, he reaches as far back as he cen and brings it over hard.
[Power attack 9 Hit AC 25 Dmg 38]

Pretty sure he is out of the Silence spell, Peerimus calls out, "I am trying to destroy the Urn! Get back to the entrance and see what can be done about the ghost. See if Sleema can offer help to send him on his way."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand Charges left 47

Savin 
Saturday February 17th, 2007 1:34:45 PM

Savin pulls Laima up and helps her over and then drops back down to go collect his spiked chain and potion that he left on this side.

Jaeden (sub-George)  d20+21=39 2d6(6+4)+13=23
Saturday February 17th, 2007 1:37:54 PM

Jaeden pulls himself over the wall after a brief struggle and slides down the other side. He will say, "Please give me some room. I am gonna take apart that urn.

He takes a swing at it hitting ac 39 and does 23 points of damage to it. (ooc that would normally be a critical hit but doubt it applies here.)

Old Enemies - Round 10 (DM/Al)  d20+1=14
Sunday February 18th, 2007 9:39:45 AM


Quinn leaves the fallen Lich in triumph, to attempt to help Jaeden over the Wall of Stone. All sound is stilled for the Cleric of Gargul as he enters the area of his own Spell of Silence.

Laima moves forward five feet before her clicking fingers cease to produce sound. She skirts to the west and the Wall of Stone, reaching to Savin for a hand up. It's a stiff climb up the largely smooth wall, and much too difficult for Laima, and the slit that S'bat had left is to the east and well within the area of Silence. (Climb check DC25.) Savin might be able to pull her up, but it's precarious atop the thin wall of stone. (Savin, Balance vs DC20 to pull Laima up. Fail by greater than 4 and fall off the wall. Laima, if you allow Savin to pull you up, beat a Balance DC of 15. Fail by greater than 4 and fall off the wall taking 1d6 hp Damage.)

From the top of the Wall, Savin hears a tremendous *CRACK*. The urn down below is now split as though struck by a tremendous force. Though he is nowhere to be seen, Peerimus' voice calls up from below. It is he who had struck the Urn, and he calls for attention to now be focused upon the Ghost. The Fire Elemental, standing next to the Urn, appears alarmed by the attack.

Savin reaches down to help Laima up. (Sorry, too many actions. Don't forget, we're still in combat rounds. If you make the rolls mentioned earlier, you may place yourself at F17 where your Spiked Chain is lying. You will not have picked it up, yet, however. Laima still has to make the Balance check or fall.)

Jaeden continues to struggle to pull himself up, but he cannot make it over the wall. (I rolled for you, Climb 14. Climb check vs DC15 to pull yourself to the top of the wall. Then Balance vs DC15 to move. Miss the Balance DC by more than 4 and fall, taking 1d6 damage.)

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

Sleema and Rogo continue to wait down below. Their eyes are raised to the peak of the arch.

=== OOC ===

WARNING: We will remain in combat rounds for timing purposes. The Ghost is still affected by the Turning, but that won't last long.

The Slit in the Stone Wall is at H21.

01/10

Note: DM uses Greater than 50 as success on a 50% roll.

Jaeden/George: Sorry, with the -1 to Con Jaeden's HP becomes 98/104, Fortitude is now 14.

Map of the Vestibule

Positions:

STATUS
======
Savin: 1/2 Speed from Spike Stones, Savin -10 STR Penalty.
Peerimus and Yorrick: Uninjured.
Jaeden and Dalek: Both Lightly Wounded, Jaeden -1 CON Damage.
Trace and Shadow: Uninjured
Quinn: Flying 10ft
Laima: Uninjured

S'bat: Dust
Ghost/Renbo: Gone?!!
Sleema and Rogo: Uninjured
Urn: Damaged, AC7

Savin: Reminder, potion on ground outside Archway.

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 27 Hp 88/100  d100=78
Sunday February 18th, 2007 9:12:25 PM

Quinn is frustrated that his efforts were to no avail in helping Jaeden.

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

ooc: Quinn will only attempt to assist Jaeden if he thinks it will actually help, as I saw no evidence of it last round. If not, Quinn will leave for the time being.

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

Quinn will mouth to Jaeden, Ghost Time. Turn Around,.

Quinn will fly out of the silence spell and hover the open (non silence effected) potion of the wall.

Quinn will cast protection from evil on himself.

Quinn will call out to his new friends "So you all have crossed paths with this Ghost before? What do you know of him and how did you vanquish him in the past? I can always turn him again so that we can grab the shroud and go."

spell failure 78%

Spell resistance 24

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)
Aid
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Hide from undead on the entire party - 2 hours
Greater Magic Weapon 12 hours
Fly on Quinn
Spell resistance on Quinn
Silence on stone wall
Protection From Evil on Quinn

Rod of Extend 2/3


DM/Al to Quinn 
Sunday February 18th, 2007 9:35:07 PM

You could roll Aide Another for Climb. If you succeed on your own Climb check against a DC10 Jaeden will gain +2 to his Climb Check should he wish to continue his efforts. Aide Another is a Standard Action.

That's the best you can do in this situation.

ooc: That is what I attempted last round. Quinn can not take another round to help, so Jaeden is on his own with the wall.

Posting Reports For 
Monday February 19th, 2007 7:20:24 AM

Game # 4 The Children of Chaos
For the week of Feb 12,2007

NAME-----MTWTF
DM Al C--2XXXXS
Savin----OXXXO
Preemus--XXXXX
Trace----XXOXO
Quinn----O2X2O
Laima----OXX2O*Jim Frick (he has two character in this game?)
Jaden----OXOXS*Sub By George.

Adm Ceil - Just let me know when you want Sly to jump in.

Laima (JimF) AC 21 HP 48  d20+3=12 d20+3=21
Monday February 19th, 2007 8:33:13 AM

Laima feels herself losing her balance, but then she catches it at the top of the wall: Used one of her luck points from Waard.

"Whoa! That was close. Thanks Savin."

Laima looks down at Peerimus and up at Quinn. "Ghost or what is behind door #1?" Laima asks as she teeters on the wall "Not as wide up here as I thought." Laima sits on top of the wall so that she can easily drop down without hurting herself.

Spell Slots

0 level 0/6
1 level 1/8
2 level 1/7
3 level 3/7
4 level 2/7
5 level 0/5

Spells in effect:

Improved Invisibility on Peerimus 7/11
Mage Armor 11 hours
See Invisibility 110 minutes


DM/Al - to Laima 
Monday February 19th, 2007 9:08:30 AM

First, a note on Luck points. Luck Points are not like Hero Points. They do not allow for a re-roll. (See Below.) But, as this Woldian PrC is quirky and difficult to get a handle on, we'll just let the success slide this time.

Second, as you've had a success using a Luck Point, you get back the points you used Plus One more. Please add one additional Luck point to Laima's total.

Third, having made the Balance check, I don't see why Laima couldn't descend this round as well. It's a Move Action. If you wish her to be inside the Wall of Stone, the only open spot is G22. Regardless of which side she descends on, she must make either a Jump Check of 15 to Jump Down. Or she must make a Climb check of DC10 to grasp the ledge and lower herself to a point by which she can let go and land without injury. Or, I suppose, she could fall and take 1d6 hp damage.

Feel free to add that to Laima's post at any time before the DM post tonight.

Beginner's Luck: The mendicant loses his luck domain re-roll ability. Instead, he receives luck points. Each morning, the mendicant receives one luck point per level. Up to five luck points may be spent to boost an attack roll, saving throw, skill check, or spell roll that targets a single person making one save (each point spent gives a +1 on the roll). If the roll succeeds, the mendicant gains back the points he spent, plus one. If the roll fails, the luck points are lost. The mendicant can have a maximum of 2 luck points per level at any one time. Every time the mendicant gains a hero point, the hero point is used to permanently raise this maximum by one. Using luck points is a free action. Note: using luck points when the outcome does not matter, or when there is no risk, is an insult to Wardd and results in losing the points spent regardless of the roll. Every morning, a mendicant's luck points are reset back to one point per level.


ooc: AL, I will have Laima use her hero point instead. Laima is not ready to decend yet, that is why she is still on the wall.

Peerimus AC 22 HP 91 Yorrick AC 23 HP 117 [Peerimus is invisible]  2d6(5+1)+27=33
Monday February 19th, 2007 12:59:51 PM

Peerimus glances up as the crowd starts to gather atop the inches wide stone wall, father help me Hearing Quinn he calls back, "Our wizard dispatched the ghost from the Wold Quinn. He carried a heavy force magic arsenal for such purposes." Peerimus then lines up another shot on the Urn. "Savin! Jaeden! and everyone else trrying to come over the wall! STOP! I have the urn blast it. Go back and ready to drop that ghost and make sure Sleema and Robo don't get killed or undead-a-fied."

Peerimus lines up another shot on the Urn.
[Full Round action to automatically hit an Object Dmg 33]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand Charges left 47

Trace and Shadow  d20+6=23 d20+10=27
Monday February 19th, 2007 1:18:31 PM

Trace climbs up the wall and ask for some help getting shadow on the other side, Trace whispers to the others, "I assume we are to enter this area, also we have the two goblins over there looking for their husband and father, do you want to grab them in hopes of staving off the ghost or let them be, also rogo has been keeping somthing hidden from us, it might prove usefull against us since he is the ghost son.

listen 23
spot 27

BrianZ 
Monday February 19th, 2007 5:57:33 PM

hello all! just testing if my access works, Please delete later. I am looking forward to joining this game.

Old Enemies - Round 11 (DM/Al)  d20+12=28
Monday February 19th, 2007 9:17:25 PM


No time to help, Jaeden scale the wall. Quinn flies out of the Silence and casts a protective magic upon himself in preparation for the reappearance of the Ghost. He calls out to others for any knowledge that they may be able to impart about their foe.

Peerimus' voice comes from behind the wall, responding to Quinn's question. He shouts for the others to see to the Ghost, then the invisible druid raises his staff again and brings it down hard upon the Urn. Again the powerful blow crashes against the Urn. It's a wonder the thing does not fly from the pedestal and ricochet off the wall. A myriad cracks line the surface, and from within a dark energy, an anti-light glows. The Urn is on the verge of shattering. One more blow should do it.

Despite Peerimus' words, Trace makes his way to the Wall of Stone with Shadow in tow. He climbs easily up the side, crawling like a spider. His mouth moves in words of request and advice. But nothing comes from his mouth. Unfortunately, the only place left up on the wall is well within the area of Quinn's magic Silence.

Savin helps Laima up onto the wall. (Balance DC28) Then he slowly falls down the side and lights to go after his spiked chain. (Sorry, Savin, I couldn't wait. I have to leave for rehersal.)

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

Everyone is clustered around or near the Wall and door. Only Dalek remains near the Archway.

From the opposite end of the room, those who look see the boy raise his arms up into the air, reaching for something above. There is no fear on his face. Sleema, appears more hesitant. Yet the sharp of eye might pick up the yearning in her face.

From above, the Goblin Ghost floats into sight. His arms too are outstretched, reaching down to Rogo and Sleema. He stops at the end of a ghostly length of chain that tethers him to an unseen spot on the Ethereal Plane. He cannot reach them. And they, on the ground, cannot reach him either.

The Ghost pays not the slightest heed to the group swarming over the wall at the other end of the room. He appears to only have eyes for the two below.

=== OOC ===

WARNING: We will remain in combat rounds for timing purposes.

The Slit in the Stone Wall is at H21.

00/10

Note: DM uses Greater than 50 as success on a 50% roll.

Jaeden/George: Sorry, with the -1 to Con Jaeden's HP becomes 98/104, Fortitude is now 14.

Map of the Vestibule

Positions:

STATUS
======
Savin: 1/2 Speed from Spike Stones, Savin -10 STR Penalty.
Peerimus and Yorrick: Uninjured.
Jaeden and Dalek: Both Lightly Wounded, Jaeden -1 CON Damage.
Trace and Shadow: Uninjured
Quinn: Flying 10ft
Laima: Uninjured

S'bat: Dust
Ghost/Renbo: Uninjured
Sleema and Rogo: Uninjured
Urn: Nearly Destroyed, AC7

Savin: Reminder, potion on ground outside Archway.

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Savin 
Tuesday February 20th, 2007 6:24:24 AM

Savin will pick up his chain and watch the "family scene" amongst his goblin friends. One part of him knows that the ghost is evil but still he feels pity at what the creature has lost.

"Sleema, is their anything we can do to free your husband from his current condition? If we could restore him to you, I would try."

Quinn AC 27 Hp 88/100  d100=95 d20+10=16
Tuesday February 20th, 2007 10:04:20 AM

Quinn will look down in Peerimus's general direction "Lets avoid the ghost brother. I can turn him, but lets leave him be. We have enough potential enemies behind door # 1."

Quinn will cast spell immunity on himself in preparation.

spell failure 95%

Quinn feels Gargul's touch and warms "We are on the right path, let go recover the shroud."

Quinn will scan the door to see if it is possible for his fire elementals to effect it.

Spot 16

Spell resistance 24
Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)
Aid
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Hide from undead on the entire party - 2 hours
Greater Magic Weapon 12 hours
Fly on Quinn 12 minutes (7/120)
Spell resistance on Quinn
Silence on stone wall
Protection From Evil on Quinn 12 minutes (1/120)
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)

Rod of Extend 2/3


JimF 
Tuesday February 20th, 2007 10:05:30 AM

I will wait unil 4 PM EST to make my last post for Laima. THat is unless Chris wants to post before me. Be my guest!!!!!!

Peerimus AC 22 HP 91 Yorrick AC 23 HP 117 [Peerimus is invisible]  2d6(2+2)+27=31
Tuesday February 20th, 2007 1:32:07 PM

"well Thought Quinn, I concur. Jaeden take out this wall, Everyone get off of it. No need to climb it in a moment or two.

Peerimus then says a small prayer to Mother, in hopes the destruction of the Urn does not affect the ghost. This seems to be a place of pain and suffering and he hopes he is not about to add to it. Peerimus then whispers one more thing "Good bye forever this time S`Bat, The elves are avenged". The Staff comes down again with a grunt of the effort the Druid brings with it.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand Charges left 47

Laima (JimF) AC 21 HP 48  d20+11=14
Tuesday February 20th, 2007 4:21:32 PM

ooc: Al, what cleric spells has Laima normally taken in the past?

I will wait until at least 4 pm each day to post for Laima, in anticipation that the new team will start to play Laima: Chris/???? Please!!!

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

Laima deftly slides down the wall to the inside of the stone wall. "Sounds good. Lets get the shroud and get out of this dreary place."

"I will be looking for more people to turn invisible, start lining up boys." The sorcereress then casts detect magic and scans the remains of the lich and the door that is soon to be breached.

spellcraft 14 (too many distractions in round 1)

Spell Slots

0 level 1/6
1 level 1/8
2 level 1/7
3 level 3/7
4 level 2/7
5 level 0/5

Spells in effect:

Improved Invisibility on Peerimus 8/11
Mage Armor 11 hours
See Invisibility 110 minutes
Detect magic - long time

Jaedan sub George  d20+22=28 2d6(3+5)+13=21
Tuesday February 20th, 2007 5:58:17 PM

ooc I am assuming someone else will play Jaeden starting tomorrow.

Jaeden drops from his futile climb and listening to Peerimus, takes out his Ohm Family Greatsword and looks for a weak place in the wall. He will move over to the arrow niche and attack the wall in that area since it already has a hole.

He will swing his sword and try to bust open the wall. Hit AC 28 for 21 points of damage.



Old Enemies - End Combat Rounds (DM/Al)  d20+5=25
Tuesday February 20th, 2007 9:25:37 PM

Savin retrieves his chain and calls out to Sleema, offering the group's aid.

Quinn turns from the sentimental to the practical. His objective is the door. He casts more protective magic upon himself, and then turns his gaze to the double doors. There's not much to see over the top of the Wall of Stone or through the thin slit. The door appears wooden. It is flanked by half columns and a lintel that may be granite and may not be.

Peerimus calls for Jaeden to take down the wall as he aims one last blow at the Urn. Dark light flares and a haunted wail rises like banshees sucked back through time. The anti-light dies, leaving broken bits of pottery. Nothing more. The black powdered bone that had been the Lich S'bat is gone. The Evil has been destroyed.

Laima makes her way back down the wall with a grace born only to those with exceptional luck. (I rolled your Climb check. 25 /Nat 20.) She slides down on the inside of the wall, but finds that the only unoccupied space happens to be exceptionally Quiet. Trapped within the area of Quinn's spell of Silence, she cannot cast the Detect Magic spell.

Suddenly, the portion of the wall directly next to Laima crumbles and falls away with an eerie silence. On the other side, through the partial breach stands Jaeden. The Ohm Family Greatsword has carved neatly through, but part of the Wall of Stone still blocks the way. One more blow should open a five foot opening in the Wall.

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

Across the floor of the room the Ghostly Goblin wizard continues to reach out toward his son.

"Pi'tchak," the boy calls from below.

Sleema looks into the Archway toward Savin's voice. Her face is a mask of conflict. Despite the fearful nature of the apparition above, she too calls up in the Goblin tongue. In her voice is are a dozen emotions. Emotions that speak of hardship, want, determination, and loneliness. And love too. That is there as well.

Sleema takes Rogo by the waist and lifts him up. Even so, father and son cannot reach. They cannot touch. The Ghost draws back.

"A'chi bahde in baya, Sleema," the Ghost says in a wispy voice. "Iee s'ligo." His form begins to waver, fading, and he looks up into the dark sky as though seeing things visible only to his eyes. "Iee k'cha. Dmahna. Sudeigo k'cha. Iee kyego, Sleema."

"Iee kyego, Renbo," Sleema replies from below. She lowers Rogo to the ground, holding him before her as the Ghost becomes more and more translucent, fading away. He raises his arms to the sky as though reaching for something unseen. A sharp eye might catch the look of peace upon his face. Then he is gone. Sleema holds Rogo in her arms.

Inside the Vestibule to the Nightshade Crypt, surrounded by the mural of Koshe Marr triumphant, the Children of Chaos continue their work. The two towering Death's Head Reapers painted upon the east wall, their scythes, crossed in an arch between them, watch the invaders go about their puny insignificant business.

With a few more cuts of this blade, Jaeden clears away a ten-foot section of the Wall of Stone. Laima, now free to come and go as she pleases, makes her way out of the area of Silence. She comes around the wall and casts her spell, directing it through the remainder of the Wall and toward the door. There is definitely magic here, but with Peerimus in the way, and two fire elementals as well, that would be a given. After but a moment, the aura's separate into locations. She can tell Peerimus from the Fire Elementals from the Door. Yes, there appears to be a spell upon the door. It is of moderate strength, though Laima cannot tell what school of magic it is. From the place where S'bat once stood, there is no sign of magic, nor from the remains of the Urn.

The double doors stand waiting. The Fire Elementals might burn through them. But they have less than a minute left upon this plane. And both Savin and Jaeden bear wounds upon their abilities.

What to do?

=== OOC ===

We will now end Combat Rounds. Though, if you could, please be as specific as possible with your movements. I hate to interpret people's movements incorrectly, especially when it results in harm to the PC's. But in the absence of specific instructions, I can only do what I can. Often times it is also not possible to undo things once I make a post.

Congratulations Everyone. Good Luck.

BTW, I'll keep the map going, should you need it for reference.


Map of the Vestibule

Injuries and Problems
======
Savin: 1/2 Speed from Spike Stones, Savin -10 STR Penalty.
Peerimus and Yorrick: Uninjured.
Jaeden HP 98/104 -1 CON Damage.
Dalek: Both Lightly Wounded, Jaeden
Trace and Shadow: Uninjured
Quinn: Uninjured
Laima: Uninjured

Sleema and Rogo: Uninjured

Savin: Reminder, potion on ground outside Archway.

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 27 Hp 88/100  d100=66
Tuesday February 20th, 2007 11:03:27 PM

Quinn is still hovering over the remains of the lich and the invisible Peerimus. Quinn is disturbed to see the liches remains disappear as he wanted to take some of the bone and dust for his next set of rituals, oh well, I bet there are more behind door #1.

Quinn looks to the fire elemental on his right. "Watch out brother Peerimus, I know you are down there somewhere. I am going to send fireball to work ont he door."

Quinn will motion fireball forward "Fireball see if you can burn through the wood door and have fun with it. I am getting anxious to release some more undead from their unlife and need to get inside. Once inside do not burn any cloth unless instructed."

Quinn will back up 10 feet as he does not want to get caught in any flames, but stay out of the silence.

Quinn will cast locate object, concentrating on an artifact shroud.

spell failure 66%

Spell resistance 24
Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Hide from undead on the entire party - 2 hours
Greater Magic Weapon 12 hours
Fly on Quinn 12 minutes (7/120)
Spell resistance on Quinn
Silence on stone wall
Protection From Evil on Quinn 12 minutes (1/120)
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Locate object on Quinn for the artifact shroud

Rod of Extend 2/3


Trace and Shadow  d20+6=13 d20+10=17
Tuesday February 20th, 2007 11:21:19 PM

Trace takes up postion on top of the wall, waiting for orders on where to head next.

listen 13
spot 17

Peerimus AC 22 HP 91 Yorrick AC 23 HP 117 [Peerimus is invisible]  d20+15=31
Wednesday February 21st, 2007 2:21:21 PM

"My thoughts exactly Quinn," The druid as he turns to call up to Quinn, catches the miniature drama near the front archway [Spot31] as he moves through the breech in the wall.

"Yorrick, stay where you are my friend I will be back in a moment." The bears grunts a response to the familiar voice and scent that passes him. Peerimus heads to the outer archway to get near Sleema. She understands some common and hopefully will understand enough. His voice floats from the air of the archway, "Sleema, he is at rest and peace now. You and Rogo should not stay, you need to go home."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand Charges left 47


Savin  d4=3 d100=52
Wednesday February 21st, 2007 7:52:40 PM

Savin will move forward and pick up his potion that he left behind and then dig around for another and drink it down. (Potion of lesser restoration getting 3 str points back.

He will listen to his comrades getting ready to breach the door and say to Sleema, "You have my sympathies on your loss. I do suggest you get your son out of here as I have no idea on what is on the other side of the door."

Savin will then head back toward the door that Jaeden is knocking in the wall.

Jaeden (sub George) 
Wednesday February 21st, 2007 7:53:29 PM

Jaeden keeps smashing the wall down to make room for his horse to fit through and join them on the journey.

Burning Desire (DM/Al)  d8+11=19 d20+11=19 d6+1=3 d6=2
Wednesday February 21st, 2007 9:22:14 PM


Quinn instructs one of the Fire Elementals to burn down the door. Then he backs up, flying to a distance he believes to be beyond the scope of any traps upon the door. He casts a spell, calling to Gargul to help him in Locating an Object. But the object that he is in search of is one of a kind, and Quinn has no firm idea of what it may look like. The gods look with offense upon such ill conceived requests. The spell goes unanswered and is gone.

Trace moves back as Jaeden hacks down more of the Wall of Stone. And again, and again, and again, until he is perched atop a small section in the west, just over the pedestal that used to house the Lich's Urn. He keeps watch, but neither sees nor hears anything threatening.

Peerimus, still invisible, asks Yorrick to remain where he is, and then makes his way back to the Archway where Sleema and Rogo stand. Sleema appears lost in thought. Rogo still looks up at the place where the ghost of his father had just been.

Savin appears as well. Retrieving the potion he dropped, he offers his condolences to the goblin mother and son.

Sleema peers about, searching for the source of the invisible voice. Just then, Laima's spell expires, and Peerimus materializes. She nods her head to Peerimus and Savin.

"We go now," she says. There is more written upon her goblin face, a mix of emotions. But she says no more. She takes Rogo's hand, and they run off.

Just then, the Fire Elemental attacks the door.

A Glyph glows bright in the air before the double doors. It explodes, releasing dark rays of Negative Energy. The rays rush outward across the chamber, and as they pass the Inflict Wounds upon all.

(Elementals 1 and 2, Trace, Shadow, Jaeden, Laima, Yorrick take 19hp damage. Will Save vs DC19 for 1/2 Damage. Quinn, you are Immune from a Glyph of Warding spell, but you are *not* immune from a Mass Inflict Moderate Wounds spell. Unfortunately, I couldn't beat your SR.)

The Doors remain closed. They are not visibly locked. The surface of the wood is unmarked at the place in which the Elemental struck it.

=== OOC ===

-15
5/15

Quinn: Your Elementals have about 5 more rounds of life left in them.

Please be as specific as possible with your movements. As you see, it has already proven important. I'll keep the map going, should you need it for reference.

Map of the Vestibule

Injuries and Problems
======
Savin: 1/2 Speed from Spike Stones, Savin -7 STR Penalty.
Peerimus and Yorrick: Uninjured.
Jaeden HP 98/104 -1 CON Damage.
Dalek: Both Lightly Wounded, Jaeden
Trace and Shadow: Uninjured
Quinn: Uninjured
Laima: Uninjured

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 27 Hp 88/100  d100=5 d20+3=9 d20+3=16
Wednesday February 21st, 2007 11:56:09 PM

Quinn is unpreturbed by the failure of the locate object spell, Gargul just wants him to do it the hard way. Goals achieved through hard work are more worthy in the end.

Quinn is a bit more taken aback by the glyph "Those evil and cunning undead."

Quinn will attempt to spontaneously cast cure light mass (flame strike) on the group, once everyone is in range. Quinn hums for a moment to make sure he is out of the silence spell.

Spell failure 5%, More in the way of doing things the hard way Quinn thinks to himself.

"Sorry brothers and sisters, but Gargul will not allow me to cure anyone at this time. It appears there is more work to do first."

The fire elementals each fail their saving throw.

HP 21/40 each

Quinn looks around to each of his new friends "Are we ready to enter the crypt and recover our artifact? I am willing to lead with Fireball and Conflageration."

Spell resistance 24
Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Hide from undead on the entire party - 2 hours
Greater Magic Weapon 12 hours
Fly on Quinn 12 minutes (12/120)
Spell resistance on Quinn
Silence on stone wall
Protection From Evil on Quinn 12 minutes (6/120)
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Summon monster VI (7/12)

Rod of Extend 2/3


Savin 115/115 ac 29  d4=4 d100=62
Thursday February 22nd, 2007 8:30:21 AM

OOC Al, You didn't mention Savin by name in taking damage fromt the mass inflict wounds. I am assuming he is out of range for now.

Savin watches as the two goblins move away and feels pity in his heart for them. Can't be good to see your father and husband as a ghost and then disappear.

Savin then hears the groans of pain from his friends as the spell goes off and he is jolted back into reality. He moves forward towards the group pulling out another potion of lesser restoration and quaffs it down curing back another 4 points of strength damage (rolled a 62 for spell failure if applicable). Savin is feeling more like his old self now and is ready for the next challenge.

"Anyone just try and open it?" he asks as he nears the door.

Al - OoC 
Thursday February 22nd, 2007 10:24:27 AM

Yes, Savin and Peerimus were outside the range of the Inflict spell.

Laima (JimF) AC 21 HP 29/48  d100=67 d20+13=18
Thursday February 22nd, 2007 3:12:07 PM

ooc: Al, what cleric spells has Laima normally taken in the past?

I am waiting for one of our new players to take over Laima. I do not want her to lose too many actions in the process and will continue to post until someone takes over: Chris/???? Please!!!

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

Laima will recoil in pain as the inflict spell washes over her (failed will save 18)
"Oh, that hurt!" Laima almost growls as she momentarily hugs herself

If Laima has a protection from evil spell, she will cast it on herself. (I still do not know what divine spells Laima took, please help Al.)

Laima will retrive and active a sunrod from her HHH. "Can someone just kick in the door? Just let me back up a bit." Laima backs up through the hole Jaeden created (20 feet).

Spell failure 67%

Spell Slots

0 level 1/6
1 level 1/8
2 level 1/7
3 level 3/7
4 level 2/7
5 level 0/5

Spells in effect:

Improved Invisibility - not yet but soon
Mage Armor 11 hours
See Invisibility 110 minutes
Detect magic - long time


DM/Al - OoC 
Thursday February 22nd, 2007 3:46:55 PM

Here's one from Thursday January 25th, 2007 1:26:47 PM, Jim

spells prepared
0- Resistance -- Resistance -- Create water
1- Comprehend Languages -- Bless -- Longstrider (d)

BTW, Detect Magic goes away once you cease to Concentrate. Taking damage while concentrating requires a Concentration check of a DC equal to the damage taken. In this case DC19.

The spell would go away at any rate, if she stopped to cast a different spell.

Peerimus AC 22 HP 91 Yorrick AC 23 HP 98-1117  d20+4=9 d20+20=40
Thursday February 22nd, 2007 4:53:44 PM

Peerimus watches as the two goblins get away, an odd feeling that, but onto other matters. The druid turns just as the energy is released from the Glyph and he frowns a bit seeing Yorrick wince from the sting. Should have bid him to me. Foolish, you knew it was coming.

Peerimus animates his shield and pulls his curing wand. With a low whistle, he bids Yorrick to exit the room and stand with him at the archway. "Laima withdraw to me if you please and I will see about getting this wand to work on those wounds."

Speaking up, "Quinn, everyone pull back and have the elemental hit the door again. The trap may be completely discharged at this point. If not, it may be up to you Jaeden and your family's sword to hewn a path through."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand Charges left 47

Jaeden Ohm(BZ) AC25 Hp 89/104  d20+13=23
Thursday February 22nd, 2007 6:59:55 PM

Turning his face at the blast of energy,Jaeden then stands back to let the elemental try the door.( move 30 feet away from door to G17) He examines his sword, and as expected finds not a mark upon it. He will take the door apart as soon as the elemental is finished with it.

"Can anyone help me with this ailment?" (Con dmg)

save= 23 for half 9 dmg



Against a Blank Wall (DM/Al)  d20+9=14 d20+3=16
Thursday February 22nd, 2007 9:18:08 PM


The relentless cloak of Koshe Marr takes another spell from Quinn. The summoned Fire Elementals flicker and flare at the pain of their injuries, but they stand ready and willing to execute Quinn's commands.

Calls to just open the doors, come from all over the area.

Savin quaffs a potion that restores some of his strength.

Laima draws a sunrod and sets it alight. She will not need the illumination, but it may be very helpful for her companions. She pulls back a goodly distance. Just to be sure.

Peerimus takes out a healing wand, and calls both Yorrick and Laima to him. Time to heal wounds and prepare for the assault.

Jaeden moves back as well. He calls out to the others for some magic that might cure his condition.

Trace and Shadow take the full force of the blast as well. (Will 14 and 16 respectively.) Unlike the others, however, they remain where they are and lick their wounds.

The Fire Elemental still outside the sphere of silence, takes his cue. He moves to open the door, and the other moves with it. As one, they pull upon the handles, and the doors come open. Behind the two double doors is nothing but an expanse of bare rock. The doors are fakes. This is not the way in.

The Children of Chaos stand in the opening of the Nightshade Crypt, surrounded by depictions of the horrors of Koshe Marr, but with no way in. What to do now?

=== OOC ===

-17
3/12

Note to all: Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.

Quinn: Your Elementals have about 3 more rounds of life left in them.

Please be as specific as possible with your movements. As you see, it has already proven important. I'll keep the map going, should you need it for reference.

Map of the Vestibule

Injuries and Problems
======
Savin: Uninjured, 1/2 Speed from Spike Stones, Savin -3 STR Penalty.
Peerimus: Uninjured
Yorrick: 98/117
Jaeden HP 89/104 -1 CON Damage.
Dalek: 58/72
Trace: 67/86
Shadow: 25/44
Quinn: 88/100
Laima: 29/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Trace and Shadow 
Thursday February 22nd, 2007 11:26:00 PM

Trace climbs down off the wall and moves himself and shadow away from the ward. He takes out the wand of csw and begins healing himself and Shadow, Trace calls to the others, who else needs healing?

Al is the failure for the wand fourth level?

DM/Al-OoC 
Thursday February 22nd, 2007 11:43:55 PM

No, that's 3rd Level, Trace. And don't forget, you get a bonus for making your Will Save this morning. The DC against the spells you cast are -10 lower than on the list.

Savin 
Friday February 23rd, 2007 8:45:05 AM

Savin is discouraged but not really surprised at the false door. He starts a closer examination of the walls looking for secret doors and possible meaning to the artwork on the walls.

Will start at the entrance to the room and gradually work my way towards the false door starting with the left side of the room.

Savin calls out, "Does anyone have a way to magically look at these walls and interpret them or find a secret entrance?"

Quinn AC 27 Hp 88/100  d100=36 d20+9=20 d20+9=27 d20+9=23
Friday February 23rd, 2007 9:16:40 AM

Quinn shakes his mace and shield at the false doors "Tricky evil undead, you can not hide forever. We are coming for you."

Quinn ponders the situation "The undead spend alot of resources in the antechamber. There must be a door."

Quinn calls and motions for Fireball and Conflageration to follow him "We need to find a secret door. You two split up and search the walls. Burn your way around, one each way, starting at the blank rock behind the doors and circle around to the entryway."

Quinn casts detect magic on himself and will start scanning for more magical traps or other residual magic. Quinn will announce "I will search for hints of magic and the elementals will search the walls. Laima can you give me a hand. We also have the floor and ceiling. Can anyone seach by where the ghost was tethered?"

Spell failure 36%

Spellcraft rolls: 20, 27, 23 as needed, if at all.

Spell resistance 24
Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Hide from undead on the entire party - 2 hours
Greater Magic Weapon 12 hours
Fly on Quinn 12 minutes (14/120)
Spell resistance on Quinn
Silence on stone wall
Protection From Evil on Quinn 12 minutes (8/120)
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Summon monster VI (9/12)

Rod of Extend 2/3


Laima (JimF) AC 21 HP 29/48  d20+11=22 d20+11=19 d20+11=30
Friday February 23rd, 2007 4:09:41 PM

ooc: I am waiting for one of our new players to take over Laima. I do not want her to lose too many actions in the process and will continue to post until someone takes over: Chris/???? Please!!!

I skipped on day waiting for someone to post for her. Please email me if you are ready to take over and I will stop posting.

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

Laima gladly moves over to Peerimus in anticipation of being cured. "That hurt."

Laima listens to Quinn's plan and agrees and casts detect magic again. Laima starts to scan the back half of the room and is careful to stay out of the fire elementals. "Well it can't hurt to look."

Spellcraft rolls: 22, 19, 30 as needed.

Spells prepared
0- Resistance -- Resistance -- Create water
1- Comprehend Languages -- Bless -- Longstrider (d)

Spell Slots

0 level 2/6
1 level 1/8
2 level 1/7
3 level 3/7
4 level 2/7
5 level 0/5

Spells in effect:

Improved Invisibility - not yet but soon
Mage Armor 11 hours
See Invisibility 110 minutes
Detect magic - long time


Quinn (second illegal post) 
Friday February 23rd, 2007 4:11:22 PM

Quinn sees Jaeden's distress "I will gladly take care of your condition tomorrow, but unfortunately can offer no help right now. Sorry Brother."

Peerimus AC 22 HP 91 Yorrick AC 23 HP 98-117  d100=66 3d8(8+8+8)+5=29
Friday February 23rd, 2007 4:41:02 PM

Peerimus touches Laima with the wand and it springs to life at his mental call. [nice! Heal 29] Peerimus arches a brow and looks to the wand as if considering asking the item why it does not do that all the time.

Looking up Peerimus gives a bit of a whistle, "False door. Cute." Everyone let the elementals make a quick ciruit to trip any traps that may be near the walls." But some of the others are already movning in. Peerimus backs 20' further out with Yorrick, 'just in case'.

"Jaeden, and Savin as well, I have a wand of restoration. I will put it to use upon the discovery of and opening of the door."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand Charges left 47


Trace and Shadow  d100=40 3d8(5+6+2)+5=18
Saturday February 24th, 2007 11:43:37 PM

"The DC against the spells you cast are -10 lower than on the list.
show me on my roll
I dont understand"

Trace uses the cure serious wounds wand and cures 18 hps on himself.

Walk Beneath the Scythes of Death (DM/Al) 
Sunday February 25th, 2007 1:09:48 PM

Trace climbs down from the wall. Cure wand in hand, he proceeds to heal both himself and Shadow. That morning, through the strength of his Will, he had managed to break through the darkness of Koshe Marr to the blessed Nature of the Wold beyond. Graced with such a vision, it is easier for him to activate the magic of the wand, and he finds it easier to heals himself to all but the smallest of scratches. (See fuller explanation below.)

Peerimus succeeds with the wand, healing Laima of all injuries. And he makes a promise of Restoration to Jaeden upon the discovery of a way into the Crypt. Then he withdraws back through the toothed Archway, placing himself and Yorrick at a safe distance while the process begins.

The Fire Elementals begin to strike the stone, per Quinn's instruction. They begin with the stone that had been behind the double doors and each work their way around at five-foot intervals. Both reach the corners of the room before they vanish. The summoning finished, they return to the Plane of Fire. (The Elementals have covered the entire South Wall of the room.)

Savin puts a hand to the East wall. There must be a secret door here somewhere. However, the Monk, for all his capabilities, is unused to the kind of Search required. This will take a long time. (I assume that you're Taking 20.)

Meanwhile, Quinn begins in the East and Laima in the West. They both arm themselves with divination magic and begin to scan the walls for Magic. They cover both walls much more quickly than Savin can search even a small area of the wall. Soon, they meet in the middle, at the double doors having found nothing but the residual magic cast during the battle, and Quinn's still active Silence spell.

Time passes as the others watch Savin continue his search. Quinn drifts gently to the ground as his spell of Flying expires. The southeast corner of the room also returns to sound as the Silence reaches its limit. Quinn also feels the Resistance to Spells leave his body. During his search, Savin feels the remainder of his strength suddenly return as the spell of Enfeeblement wears off. (Trace, Spider Climb is still active for another 10 minutes.)

Finally! Half way down the wall, Savin finds a small hole cleverly hidden along the fringe of the cloak worn by the painting of one of the giant Deaths head Reapers. Cautiously inserting a finger, he pulls. There is a deep grinding of stone as a portion of the wall falls back and away, pivoting from the bottom, as though the door of a moat opening outward. There, framed between the arch created by the looming Scythes of the two visages of Death, is a five-foot wide passageway.

The passageway is narrow, and unlit. This will be difficult for Yorrick and Dalek. They will have to squeeze through the narrow confines. The darkness will be daunting as well. To Savin, the nearest to the doorway, the way leads off into infinite darkness. Laima, however, just behind him, can see a closed door at the very limits of her monochrome Darkvision. What's more, there is a small object on the floor some 20 feet into the passageway. As the flame from the braziers in the main room flicker, the tiny object catches the occasional light, and it throws back a gleam of reflection.

=== OOC ===

24

The Search took 22 minutes. If you wish to have attempted more healing magic in that time, please feel free.

Please do not use Left and Right as direction designators. Left and Right are different depending on which way you are facing, and there is no way for me to know which direction your character is facing. Please, use the convention of North South East and West where North is to the Top part of a Map. Thank you.

Map of the Vestibule

Peerimus, Yorrick, Jaeden and Dalek are off the map at around Row -1.

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.

Please be as specific as possible with your movements. As you see, it has already proven important. I'll keep the map going, should you need it for reference.

Injuries and Problems
======
Savin: Uninjured, 1/2 Speed from Spike Stones eliminated by Wholeness of Body
Peerimus: Uninjured
Yorrick: 98/117
Jaeden HP 89/104 -1 CON Damage.
Dalek: 58/72
Trace: 85/86 (Spider Climb)
Shadow: 25/44
Quinn: 88/100
Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Trace: Because you made your Will Save this morning, it is easier for you to cast Divine spells today. For example, the CSW spell you just cast is 3rd Level. The spell failure percentage for that is 20. Normally, if you roll less than 20 on a d100, you fail. For you, however, it drops by 10. That means if you had rolled less than 10 you would have failed. That's a much better chance.

Savin 115/115 ac 29 
Sunday February 25th, 2007 7:18:50 PM

Savin steps back from the opening and bows at his companions pleased that his hard work paid off where the more flamboyant efforts of the others failed.

"Can someone shine some light on the subject? I don't think we should be bumping around in the dark in this evil place. To much in their enviroment.

I am willing to go down first and trip any nasty surprises. Makes sense only to risk one of us."

Jaeden - Yves's turn AC25 Hp 89/104 
Sunday February 25th, 2007 8:43:48 PM

Jaeden moves up next to Savin, reaches in his pouch, and pulls out a stone. The stone radiates with the glow of a continual flame spell.

" Ask and ye shall receive. "

Jaeden holds his great sword and takes up a defensive position near the monk.



Quinn AC 27 Hp 88/100  d20+11=17 d20+11=26 d20+11=19 d100=92
Sunday February 25th, 2007 9:47:55 PM

OOC: Al, How much time expired. I understand that the summon spell is done, but the other spells have a 12 minute duration and you did not have them all end (protection from evil?). Is something else afoot here?

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

Quinn will scan the new found tunnel for magic.

Spellcraft rolls: 17, 26, 19 as needed, if at all.

Quinn will cast find the path to determine if this is the correct path to follow to find the artifact shroud.

spell failure 92%

Quinn will report his findings to the group.

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Find the path 2 hours

Rod of Extend 2/3


DM/Al - OoC 
Sunday February 25th, 2007 10:33:59 PM

Please read the OoC portion of the post, Quinn. The Search took 22 minutes. There is often valuable, sometimes life saving information in the OoC section.

The actual count from the end of the Battle is more around 24 minutes, though. Clever players will identify the mysterious unlabled number 24 in the OoC section. Yes, that's my time counter.

Sorry, I missed Protection from Evil. That's gone too. So is Detect Magic. I'm afraid that you no longer have that spell unless you cast it again. Hide from Undead is gone as well. It was gone the moment someone attacked.

Trace and Shadow  3d8(7+2+1)+5=15 3d8(1+3+5)+5=14 d100=23 d100=49
Sunday February 25th, 2007 11:30:30 PM

During the search time Trace heals Shadow as well and if anyone else needs healing he will heal them as well.

Trace and Shadow will move in line of marching orders and he stows his wand and replaces it with bow and arrows.

arrow total (176/178) (118/120 in two efficant quivers)

Trace 86/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Posting Reports for 
Monday February 26th, 2007 6:19:27 AM

Game #4 The Children of Chaos

It's Monday?? Time to do the Report??

Yup. Monday is the time. Thanks. --Al

DM/Al - OoC  d20+2=19
Monday February 26th, 2007 9:25:43 AM

Quinn: May I have a more specific wording of your request for Find the Path? Note that the spell specifically states that it works with respect to locations, not objects or creatures at a locale.

In other words, you must pick a Place that you wish to go to and not a Thing that you wish to find.

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

I do not have time to look up the location of the Shroud from the earlier posts, so I will make an Int. Roll, you pick the DC.

Rolled 19

Peerimus AC 26 HP 91 Yorrick AC 23 HP 117-117  d100=27 d100=11 d100=100 3d8(7+7+2)+5=21 d100=32 d4=4 d20+16=23 d100=79 d20+20=25
Monday February 26th, 2007 2:34:34 PM

It will take Savin awhile and as much as he would like to help, he would simply be another possible victim of a deadly trap. One Life risked is enough. Peerimus gets everyone else to leave the vestibule. While Savin made his search, Peerimus puts the wand of curing to use. Starting with Yorrick and on the third try the wand functions. [%27, 11, 100 Heal 21]

As Trace handles Dalek and Shadow, Peerimus exchanges the wand for the Lesser Restoration and touches Jeaden [%32 Heals 4 points Con]

The passage is found and Jeaden takes out a fiery stone. Peerimus pulls an Everburning torch and slides it all the way through his belt.

"Savin goes first, Jeaden give him 25' and follow him. Then Quinn, Trace, Shadow, Laima, Dalek, me and Yorrick. I have to be back there to help Yorrick back down and keep Dalek steady" Peerimus moves to the horse, "and for you good friend we will need to shrink you a bit." Peerimus spends some time with Dalek so the animal is relaxed and then attempts the spell. [Handle Animal 23 Reduce Animal %79 sucess Dalek is Medium sized]

When the group is ready, Peerimus will get Yorrick to back down the passage, keeping his hand uon his friends hindquarters the entire time and speaking softly to reassure the bear. Peerimus has put both wands away, the shield is animated in front of him and his staff is in hand.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 44c
Lesser Restoration 49c


Posting Report 
Monday February 26th, 2007 3:43:36 PM

Game#4 The Children of Chaos
For the week of February 19, 2007

NAME - MTWRFSS

DM Al C - 2XX20-2
Jaeden - OXXX0-X - sub Brian/Yves
Laima - XXOXX-- - sub Chris/Shegger
Peerimus- XXXXX--
Quinn - O2XO2-X
Savin - OXXXX-X
Trace - XXOXOXX

Adm BrianZ

OOC<Adm CeiL>: Brian Dear, Jerry is intrested in the players posting at least 5 times a week! MTWTF So if they miss one day or two days in that week, that's OK!
What Jerry is looking for are habituals misses, Or long strech of missing days! That spells TROUBLE, that is what Jerry want to get a grip and fast. DM might even ask you to E-mail the player, to see if every thing is all right. Your doing fine, except dropp the SS's. <Adm Ceil>


Jaeden AC25 Hp89/116  d20+10=26 d20+9=27
Monday February 26th, 2007 3:58:14 PM

"Thank you Peerimus. We must be prepared to face what lies ahead and healing keeps us the most prepared we can be."

"Dalek, please wait here a few moments while some of us scout ahead." (Handle Animal check=26)

Jaeden follows behind Savin, sword ready and continual flame torch on his belt, giving Savin a lead of about 25 feet. Looking about, he is wary of potential traps, and wants to secure the way before bringing his friend through a potentially dangerous area. (Spot = 27)

Laima (by Shegger) HP 48 AC 17 
Monday February 26th, 2007 4:23:08 PM

"Thanks, Peerimus!" Laima smiles broadly at the druid.

She moves up to the newest path and waits for her turn to march down the hall.

A Cut Above (DM/Al) 
Monday February 26th, 2007 8:36:07 PM

Savin calls for a light and Jaeden supplies one.

Quinn ponders how to apply a spell that specifies Location to reveal the way to an Object. Could there be some way to word the boon of Gargul to make this spell work? (I'll let you keep your Percentage roll. But you have two choices. Either give up on the Find the Path spell, or find a way to word the request that will fit within the spell's parameters. If the wording doesn't work, you lose the spell. Feel free to discuss this with your teammates.)

After having healed Shadow, Trace lines up to enter the passageway. (Trace, did you heal Dalek? If you did, please make some rolls for me.)

Koshe Marr steals more magic from Peerimus before he is finally able to heal Yorrick. The druid casts a spell that Reduces Dalek to a size by which he can easily enter the narrow passageway, then he sets the marching order.

As Quinn ponders his spell, Savin enters the passageway. Jaeden stands nearby, ready to count Savin's steps and follow after 25.

As Savin enters one of the towering images of Death appears to move! Its Scythe slices downward, chopping straight toward Savin's head. (Reflex vs DC19 or take 2d6+5 damage.)

Then the blade of sharp stone rises back up. ... nine .... ten ... eleven ... twelve ... It takes to the count of twelve to rise back to its former position. Then with the barest sound of scraping stone, it sets into the wall, indistinguishable from the rest of the painting.

=== OOC ===

This week is what's known in the Theater as Hell Week. That's the week before opening in which most things technical are ironed out. Rehearsals often go long, and by the end of the week everyone is largely a basket case. I'll try not to miss a post, but you will notice that I'm posting a little earlier than usual.

Thanks for your understanding in this matter.

Al

25

Map of the Vestibule

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.

Please be as specific as possible with your movements. As you see, it has already proven important. I'll keep the map going, should you need it for reference.

Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 115/115, Peerimus 91/91, Yorrick 117/117, Jaeden HP 89/104, Dalek 58/72 (Reduced), Trace 85/86 (Spider Climb), Shadow 44/44, Quinn 88/100, Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Savin ac 29 hps 115/115  d20+13=33
Monday February 26th, 2007 10:26:16 PM

Savin sees the scythe and almost casually takes a step forward allowing the blade to pass behind him. (saving throw 33 natural 20) He watches it retreat into the wall and says to the others, "Careful of this thing. It comes right out of the painting and I think it resets its self. Where the heck is Sly when you need him. Maybe you can brace it or something. Put a shield up? I don't know, I only find them, not disarm them."

Savin decides to activate his ring of blinking as he moves down the tunnel. He will keep activating it until he gets to the end but will still move slowly looking for potential traps. He will move towards the object he saw on the floor to begin with.

Quinn AC 25 Hp 88/100 
Monday February 26th, 2007 11:14:23 PM

OOC: I will not cast the find the path spell and keep the 92% roll for my next spell.

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

Upon seeing the trap, Quinn exclaims "Nasty, Nasty undead."

Quinn looks around "Next up?"
Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)

Rod of Extend 2/3


Trace and Shadow  3d8(3+8+1)+5=17 3d8(4+4+1)+5=14 d20+10=29 d20+6=16
Monday February 26th, 2007 11:15:37 PM

Trace heals Dalek (rolled twice if needed)

Then he follows in with the others keeping his eyes peeling and his ears at the aleart.

spot 29, listen 16

arrow total (176/178) (118/120 in two efficant quivers)

Trace 85/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15


Peerimus AC 26 HP 91 Yorrick AC 23 HP 117-117 
Tuesday February 27th, 2007 6:34:16 PM

Peerimus holds the group as soon the blade comes at Savin. A look of relief on his face thta his faith as well as Savins' in the monk's agility was not misplaced. the druid counts out the reset. "Savin, you are already on the other side. jaeden toss him the fire stone and let him confirm the gleaming object. Don't touch it though friend. Just find out what it is."

"To get through I am afraid we will need to launch the trap a few more times. All I can think of is for Savin to trigger it and during a Ten count as many as can, get through into the hall. Of Course we are all not going to make it in onthe first run, Also I note the hall itself looks like it will only be room enough for 6 maybe 7. So Dalek, myself and Yorrick will also have to wait until that far door is opened. If necessary I will trip the scythe and move Dalek and Yorrick through while the rest of you secure the far room."

"First thing's first though, Savin check out the gleam."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 44c
Lesser Restoration 49c
Reduce animal Dalek

Laima (by Shegger) 
Tuesday February 27th, 2007 6:53:50 PM

Laima pauses at Peerimus' request to wait.

"I'll bet I could get through," she says. She gives the druid a smile and a wink. "No problem. I'm feeling lucky."

She remains where she is, though. Realizing more is at stake than just her own health.

Doors and Rings (DM/Al) 
Tuesday February 27th, 2007 9:18:10 PM

Savin's superior reflexes slip him easily past the falling Scythe. At a verbal command, his ring activates and Savin's figure becomes indistinct as he begins Blinking aback and forth between here and the Ethereal Plane. In the light of Jaeden's glowing stone, the monk makes his way fifteen feet to stand over the small gleaming object on the floor.

It's a ring. Further, it's placement is such that it appears to stand in the exact the center of the passageway with the face heading straight out toward the room where the group stands, as though someone had placed it very specifically in this spot in such a way as to ensure that it would be seen. Kneeling, Savin examines the face of the ring. An eye-like motif repeats itself in multiple layers. The eye is reminiscent of the symbol that the new cleric of the outland god worships. Quinn. The eye, in a way, resembles the eye of Quinn's holy symbol.

The light of Jaeden's stone grows dim ten feet further on. But even in the dim light, it is quite easy for Savin to see the end of the narrow corridor. Some fifteen to twenty feet further on from him is wooden door.

Exclaiming at the foul ingenuity of the undead, Quinn forgoes his spell, reserving it for a later time. (Sorry, Quinn. Can't let you keep the Percentage roll. It was intended for the Find the Path spell, and if you are not going to cast it, then the roll goes away.)

Trace touches Dalek with the wand, and the Reduced Warhorse returns to full health. Trace, the watchful elf, looks about. Nothing moves besides his companions. With his elfish sight, he can quite easily see the door at the end of the 40-foot corridor, even in the dim light. It seems a typical example of its type. Stout, it has a handle one side. It's difficult from his position, though, to see whether it opens inward or outward.

Peerimus quickly assesses the situation, including just what they must do in order to get past the Scythe trap. Trigger the trap, and then run through while it resets. He quite correctly identifies the lack of space within the narrow passageway. Some of the party must remain outside until the others open the door and pass through to whatever might lie beyond.

Laima is ready to go. With a slight smile to her oddly attractive half-orc face, she calls upon the name of Luck. Perhaps she would be the one to trigger the trap again?

=== OOC ===

25.2

Map of the Vestibule

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.

Please be as specific as possible with your movements. As you see, it has already proven important. I'll keep the map going, should you need it for reference.

Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 115/115, Peerimus 91/91, Yorrick 117/117, Jaeden HP 104/104, Dalek 58/72 (Reduced), Trace 85/86 (Spider Climb), Shadow 44/44, Quinn 88/100, Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Jaeden AC25 Hp89/116  d20+3=12
Tuesday February 27th, 2007 9:25:12 PM

Jaeden takes out two more stones with continual flame cast on them. He throws one over to Savin (Dex role 12), keeps one and sees if anyone else wants the third.

" Anyone want this? "

Jaeden remains where he is and waits to see what the others intend to do about the trap.



Quinn AC 25 Hp 88/100 
Tuesday February 27th, 2007 10:14:09 PM

Quinn is waiting in line, still holding his shield and mace. "Any undead in sight brother Savin? Can you open the door? What are you looking at?"

Quinn seems somewhat impaitent or anxious or both.

Quinn whispers back to Peerimus "I think we have to let brother Savin pop the traps, he is good at it."

To Laima "Sister can you cast detect magic and see the door at the end of the corridor? Lets see if it or anything else in the hallway is trapped. Your eyes are better suited and nicer looking than mine."

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)

Rod of Extend 2/3


Peerimus AC 26 HP 91 Yorrick AC 23 HP 117-117 
Wednesday February 28th, 2007 10:14:25 AM

Peerimus calls to Savin to carefully pick up the ring and move it so that the face of the ring is pointing to the corner. "Hopefully that is the sensor for the trap."

"Once moved, come and see if the trap springs again. No matter what happens, trap or no, start into the corridor. You have to a count of ten to do it safely."

With that Peerimus waits anxiously on his fleet footed friend

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 44c
Lesser Restoration 49c
Reduce animal Dalek



Savin 
Wednesday February 28th, 2007 10:48:54 AM

Savin after studying the ring says to Angus, "This looks like your holy symbol Angus. Wonder if one of your brethern tried this portal before. Peerimus I wonder it this is yet another trap in its own right. Let me do some experiments before just picking it up."

Savin will summon his staff from his glove of holding and holding the staff on one end, with the other prod the ring moving it a few inches if it will move at all. He glances right to left and up and down, waiting for something nasty to happen and ready to spring away if it does.

If nothing happens, then Savin will scoop up the ring and trot back with it towards his friends. He will stop in before the first axe trap and hold up the ring to Angus saying, "Recognize anything?"

Jaeden (BZ) AC25 Hp104/104? 
Wednesday February 28th, 2007 7:03:02 PM

Jaeden waits patiently while the others examine the ring. When Savin activates the trap again, Jaeden will move into the corridor before it resets.

"Friend Savin, Jaeden smiles, ready when you are. Peerimus, will you continue to look after Dalek for me?"

OOC- I thought Peerimus restored Jaeden's Con?

Trace and Shadow  d20+11=31 d20+6=18 d20+10=30
Wednesday February 28th, 2007 7:22:34 PM

Trace takes his turn into the tunnel while guiding Shadow and Dalek. Trace continues to keep his eyes peeled while trying to take in every detail that there is to see. Also keeping his eyes tuned to the surroundings so that they are not snuck up on.

Handle Animale Check (31)
Spot Check (30)
Listen Check (18)

arrow total (176/178) (118/120 in two efficant quivers)

Trace 85/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Laima (by Shegger)  d20+11=23 d100=51
Wednesday February 28th, 2007 8:33:50 PM

Laima takes Quinn's advice and casts detect magic. With her senses trained towards detecting magic, she squints down the hall. (Percentage roll 51%. Spellcraft check 23 to determine magical strength and school of magic if I detect any auras.)

Dangerous Relations (DM/Al) 
Wednesday February 28th, 2007 8:52:01 PM

Jaeden tosses another one of his glowing stones into the passageway. The giant Scythe does not react to the passage of the stone. It remains where it is. The warrior asks if anyone wants another stone. No one responds. (Yes, Jaeden is restored to full CON. Note the Injuries and Problems section under OoC for your HP and any other on-going conditions.)

Quinn remains in place, making various suggestions. All the while he watches Savin work at the ring that lies upon the stone of the corridor.

Peerimus suspects another trap in the ring on the floor. He offers words of caution and calls for Savin to spring the Scythe trap again.

Both Trace and Jaeden prepare to rush under the resetting Scythe once it has been triggered. Trace keeps look out in the meantime. So far, all is clear and quiet.

Laima invokes her Arcane heritage and searches for magic down the passageway. Crowding in beside Jaeden, she is able to get a fairly straight shot down to the door at the far end. The only magic she detects comes from Savin. He is literally aglow with magic. Neither the ring on the floor, nor the door at the far end, however, show the slightest signs of magic. Neither, interestingly enough, does the painting that houses the stone Scythe. It's workings must be strictly mechanical. (BTW, Laima, a Percentage roll is only necessary on Divine Magic here in Koshe Marr. Gods have trouble reaching here. Arcane works just fine.)

Needless to say, Savin approaches the ring with caution. He steps a cautious distance away. He reaches out with the length of his staff. He prods at the ring. The ring moves. And that is all. Nothing else happens.

Savin scoops up the ring and takes it to the threshold of the passageway. He holds it out, specifically asking if Quinn might know it. The recognition strikes like a bolt of jagged lightning. There could be no two rings like this in all existence. How could there be? No! It's impossible. Quinn stands staring at the ring and its motif of eyes. Could it be? In this place? At this time? But how could there be any mistake in this? The ring had been placed so deliberately in their path, the ring that belonged to Quinn's father.

(Technically you can all run under the Scythe trap in the time it takes to reset. Unfortunately, only 8 medium sized characters can fit in the corridor with the far door still closed. If you wish, simply have someone roll vs the DC19 Reflex for the Trap. Whether that Character takes the 2d6+5 damage or not, up to eight medium characters can then fill the passageway if you so choose. All I need is for someone to trigger the Trap. Anyone?)

=== OOC ===

25.5

Map of the Vestibule

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.

Please be as specific as possible with your movements. As you see, it has already proven important. I'll keep the map going, should you need it for reference.

Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 115/115, Peerimus 91/91, Yorrick 117/117, Jaeden HP 116/116, Dalek 58/72 (Reduced), Trace 85/86 (Spider Climb), Shadow 44/44, Quinn 88/100, Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Savin ac 29 hps 115/115  d20+13=26
Thursday March 1st, 2007 8:52:02 AM

Savin will toss the ring to Quinn after seeing his expression and ask, "Do you recognize it? You look like you have seen a ghost."

He will look to the others and say, "Be ready to move, I am going to set off the axe trap again."

When everyone looks ready, Savin will quickly step forward and then spring back trying to set it off and once it moves will move down the hallway to make room for the others.

Save 26 vs reflex

Quinn AC 25 Hp 88/100  d100=57 d8=6
Thursday March 1st, 2007 9:22:18 AM

Quinn looks concerned and excited by Savin's discovery as he catches the ring. Quinn turns the ring around in his hand and and then clears his throat "Brothers and sister, we have a good problem at hand. We have the opportunity to put a powerful vampire cleric before Gargul to be judged. Unfortunately, he was my father while living. Both my mother and father were priests of Gargul of some renown, but they were defiled by vampires. I have already tracked down and put the shell of my mother before Gargul. Prepare yourselves, this may start to get difficult from here on out."

Quinn cracks his neck to loosen up. "Lets go collect him."

Quinn focuses on Savin again "Any more traps? By the way, the husk that was my father is very devious and has never shown mercy."

"Jaeden here is an aid spell to assist you, you will need it"

Spell Failure 57%

"Gargul has granted me a sign."

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden

Rod of Extend 2/3


Laima (by Shegger) HP 48 AC 17 
Thursday March 1st, 2007 3:53:39 PM

"I don't sense any macig," Laima says to her friends. "Not the ring, or the door, or anything else in the hallway. Which, of course, means there could be mundane traps."

She looks at the scythe above before Savin trips the trap again. She'll remain in the larger area while others explore the hallway. "If there is a trap in that hall, we probably shouldn't squeeze everyone in there at once. Perhaps just two or three to check things out and open the door before the rest of us move onward."

Peerimus and Yorrick 
Thursday March 1st, 2007 6:45:21 PM

Peerimus nods at Quinn, "All right then, Savin you'll need to trip the trap and then move to open the other door. Everyone follow right on his heels. I'll be along behind you as soon as I can."

News that a powerful Cleric with the near supernatural physical prowess of a vampire left Peerimus more than a bit concerned. To top it off they were going to have to rush in and play it by ear. Not the groups strongest suit in the past.

"If it is a Quinn's father, watch yourselves. Quinn, you know the most about the undead in general and vampires in particular. Give us a quick run down."

physical Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 44c
Lesser Restoration 49c
Reduce animal Dalek


Jaeden (Yves) AC25 Hp104/104 
Thursday March 1st, 2007 8:27:55 PM

Jaeden gets a little shaken at the prospect of facing a vampire. Undeads are something he's not really equiped to deal with.


Into Tight Quarters (DM/Al) 
Thursday March 1st, 2007 9:13:40 PM


A vampire Cleric. The story Quinn tells is brief. How many years has it been since Quinn last saw his father? Years in which he might have grown in power. And how much more powerful might he have become here in the bosom of Koshe Marr? Perhaps the Lord to which S'bat had cried out had not been the God Marteaus after all.

Savin triggers the trap, avoiding the blade with ease. Though shaken, Jaeden moves quickly in ducking under the rising blade. Quinn is fast ... er ... slow on his heels. Then Trace and Shadow move in on their turns.

Peerimus, Yorrick and Dalek remain outside. Laima too stays where she is, leery of the tight confines of the passageway.

Peerimus calls for a description of Quinn's father, his powers, the dangers that might present themselves. Quinn's parents had been noted clerics and undead hunters. At the time they were turned both had been at least as powerful as Quinn himself is now. When Quinn had finally tracked down his mother, she was a full fledged vampire in every sense of the word. If it had not been for his loyal followers, she might have defeated Quinn and taken him into the depths of the Undead World.

Five within the passageway, five without. Savin stands next to the door. There is a click as the stone Scythe once a sets into the wall above Peerimus and Laima.

What lies beyond the door? Do they dare open it?

=== OOC ===

25.7

Map of the Vestibule

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.

Please be as specific as possible with your movements. As you see, it has already proven important. I'll keep the map going, should you need it for reference.

Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 115/115, Peerimus 91/91, Yorrick 117/117, Jaeden HP 116/116 (Aid 37.5), Dalek 58/72 (Reduced), Trace 85/86 (Spider Climb 30), Shadow 44/44, Quinn 88/100, Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 25 Hp 88/100 
Friday March 2nd, 2007 8:41:00 AM

Quinn twirls his goatee as he thinks how to answer Peerimus. "Well brother, Vampires are tough by themselves, but spell users are much much worse. This husk of my father will heal the wounds we cause him on a continual basis so we must overwhelm him. Also vampire a very stong of body and will and may attempt to dominate those that are themselves not stong of will. The shell of my Mother did that to several members of my last hunting party and we had to strike them down as well. It was a tradedy." Quinn bows his head for a moment.

Quinn continues "Light is a powerfull weapon against Vampires, along with holy water. Once we destroy my Fathers Husk, we must find his resting place and finish the job."

"Oh, I almost forgot, vampires can control swarms of rats, bats and wolves and can take their form along with that of gas."

"Prepare yourselves as this will be a test of Gargul."

Quinn looks at Savin "Brother Savin, please do the honors with the door."

Quinn then seeks out Laima "Sister be ready with your dispel magic as we will need them to rid us of summoned creatures and the magical defenses on the vampire. Use them early and often."

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden

Rod of Extend 2/3


Savin  d20+2=19 d20+12=18
Friday March 2nd, 2007 9:15:49 AM

Savin ponders the door and says, "Last time we did this the door was only a false front. The ring seems me to be strangly placed. Almost to easy. I think we need to throughly search the walls before trying the door. Look for traps and other possible passage ways. The god these undead worship, I don't want to mention his name here and attract his attention seems to enjoy suffering and mind games."

Savin starts feeling the walls, looknig for anything that might be different. He presses his ears to the walls listening for possible sounds or air movement.

"I am surprised that you spell users don't have a way of checking these things out more easily."

Search 19
listen 18



Jaeden AC25 Hp 132/116 
Friday March 2nd, 2007 9:19:07 PM

"We have no way to disarm a trap should we find one anyway. Let us open the door and see what is beyond. My sword and my spirit are ready."

spells active:
aid

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