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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

Peerimus AC 26 HP 91/91 and Yorrick AC 21 HP 117/117  d100=3
Saturday March 3rd, 2007 8:53:02 AM

"Jaeden's right Savin, and the quicker we are about and then out, the better. Try the door." Peerimus moves up to trigger the sythe trap and send Dalek and Yorrick through when he does.

"OK remeber physically powerful, ability to dominate minds, And Quinn so as you know we will NOT be cutting down companions if that happens. We will find a different way to deal with it."

Peerimus attempts to place a fire protection spell over him and Yorrick. It naturally fails. "The sooner we are in the sooner we are out and away from this place."

Yorrick seems to understand and grunts his own affirmation to that statement.

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

Time for Caution. But Caution Takes Time (DM/Al) 
Saturday March 3rd, 2007 10:17:20 AM


Quinn imparts his knowledge of Vampires as Savin does a quick search of the area round the door. After a quick once-over of the walls and door in the five foot area around him, Savin finds nothing. He puts his ear to the Wooden Door, but hears not a sound.

Others urge him to open the door and have it done with.

Peerimus, replaces Laima in the spot before the Scythe trap, ready to trigger it and move through at a moment's notice.

=== OOC ===

Note: You may Take 20 on your search. But that would take 18 minutes to cover the entire passageway. By then several active spells will have expired.

25.8

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 
Saturday March 3rd, 2007 12:39:36 PM

Quinn is getting anxious "We need to move faster. Lets all back up through the trap and send Brother Jaeden in with his nice sword to make short work of the door."

Quinn start to back up. "This corridor is starting to feel like a wounded blind duck in a barrel."

"Brother Jaeden Gargul's blessing will not last forever, we must move."

Quinn feels his fathers old ring one last time before putting it in his pocket.

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) 
Sunday March 4th, 2007 8:44:33 PM

Laima moves aside to let anyone into or out of the hall. She purses her lips and squints her eyes as there seems to be some confusion as to what to do next.

Trace and Shadow 
Monday March 5th, 2007 12:52:36 AM

Trace moves to commanded postion.

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

Posting Reports For 
Monday March 5th, 2007 6:29:50 AM

Game # 4 The Children Of Chaos.
For the week of Feb 26,2007

Name-----MTWTF
DM Al----2XXXOS
Savin----ZOXXX
Preemus--XXXXOS
Trace----XOXOOS
Quinn----XXOXXS
Laima----XXXXOS*sUB BY Frick & Serger
Jaden----XXXXX *Sub By Brian Z & Yves

Adm Ceil - DM Al Just in case your Adm Forgets??

Savin 
Monday March 5th, 2007 8:55:23 AM

Savin will activate his blink ring once again and say, "Prepare yourselves and back off a few feet so I can move if I need to." Once they do, Savin will then try to open the door.

Peerimus and Yorrick 
Monday March 5th, 2007 2:09:35 PM

"Quinn, relax and stay right there. Soon as Savin gets that door open all of you need to get into the room beyond as fast as possible."

Laima is still with him in the main chamber so he says to her, "When they start to move I willl trigger the blade trap. Lead Dalek down the hall, Yorrick and I will be right behind you."

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) 
Monday March 5th, 2007 7:28:30 PM

Jaeden draws his horn and holds it in his off weapon hand.

" Lead on comrades. My sword arm is at the ready to serve our cause. "


Empty As a Hole (DM/Al) 
Monday March 5th, 2007 8:17:16 PM


There is a clamoring to proceed, a jockeying for position. The Children of Chaos poise themselves for combat.

Savin speaks to his ring. Then he opens the door.

The door opens readily, swinging outward into the room at Savin's push. The room beyond is fairly large, roughly sixty feet by sixty. Around the room are rows of doors. Three doors stand on each stone wall of the room, nine in total including the door within which Savin stands. In the center of the room is a low square well, five feet in height at its lip. The ceiling is low, no more than 10 feet high. The four corners of the room are filled with old wooden pillars, glistening dark and greasy. Singularly curious is the floor of this room. The stone floor is filled with countless tiny holes about a finger's width in diameter. They cover the floor from wall to wall.

Little wonder that Savin heard nothing when he pressed his ear to the door. Not a thing stirs in this room. From all appearances, it is empty of all creatures, living or undead.

=== OOC ===

Note: Take note, Jaeden, that you are already carrying a glowstone in one hand. With the horn in the other, you have no free hand for a weapon.

25.9

Map of the Vestibule

Room of the Well

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 
Tuesday March 6th, 2007 8:38:52 AM

Quinn looks into the room and give a low whistle "This looks perfect for you to check out with your speed and cunning brother Savin."

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 
Tuesday March 6th, 2007 9:22:22 AM

Laima nods an affirmative to Peerimus and grabs the reins of Dalek, ready to move into the hall after the trap is sprung.

Jaeden(BZ) AC25 Hp 132/116 
Tuesday March 6th, 2007 3:15:04 PM

Jaeden stows his horn for now and enters the room, glowstone lighting the way. He looks at the numerous doors and gives a low whistle.

"Well should we try one at a time or all at once?, he laughs. I think we should prop open or mark the door we came in through just in case we need to beat a hasty retreat."

spells active:
aid

Peerimus AC 26 HP 91/91 and Yorrick AC 21 HP 117/117  d20+8=11 d20+20=32
Tuesday March 6th, 2007 4:05:30 PM

Trace and Savin, move in with Jeaden." As soon as they do, Peerimus takes a deep breath and inches forward towards the blade trap. Each step, like a child turning the handle of a jac in the box. You know it's going to happen, any second now, any....[Reflex 11]

The blade rips down and Peerimus hestitates for that one crucial moment. Blood sprays the walls and his clothes, but he'll live. "Laima, quick take Dalek, Yorrick let's move my friend."

Peerimus enters after Dalek and leads Yorrick as the bear moves backwards down the tight passage. [Handle animal 32 to back yorrick down to not let his rear be unguarded]

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

Trace and Shadow 
Tuesday March 6th, 2007 6:13:49 PM

Trace moves to the center of the room and ask the others, "I have a horn of goodness, do you think I should stow my bow and have it at the ready along with the staff of healing?

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


Savin 
Tuesday March 6th, 2007 7:29:09 PM

Savin will dart forward to E7 and take a quick look down the well. He makes sure to look all around though waiting for the boogyman to pop out. Savin will have his spiked chain in hand, ready for action

That Sinking Feeling - Round 01 (DM/Al)  2d6(2+4)+5=11
Tuesday March 6th, 2007 8:37:46 PM

Quinn whistles low and encourages Savin to check out the room.

Jaeden pushes past Savin and enters the room. His stone illuminates half the room, leaving the other half in a dim half light. Without it, however, everything would be pitch black.

Peerimus gives orders for Savin and Trace to enter with Jaeden. Then he braces and triggers the trap. A meaty butcher's slap of flesh cleaved by sharp stone comes as Peerimus fails to avoid the trap. (Take 11hp damage) Then the bloody point of the stone Scythe rises, withdrawing from the druid's flesh and Laima hurries under leading Dalek by the reins. Peerimus enters, coaxing Yorrick backwards into the narrow passageway. The bear grunts as he squeezes into the tight space. Just as Yorrick works himself all the way in, the muffled click of the Scythe comes from beyond. It has reset itself again.

Trace too moves past Savin and takes up a place near the well. He asks if he should stow his bow and, like Jaeden, use his own Horn of Goodness. With his wand he could also work in a healing capacity should it be needed. Shadow, with wary eyes, stalks along behind the elf. The sleek black leopard clearly does not like this place. Her hair stands on end.

Savin darts quickly into the room to Trace's side. There is the rattle of steel as Savin prepares his spiked chain. The monk takes a quick glance into the well. All he can see is wreathed in darkness. He can't see much more than five to ten feet down.

Then the ground begins to tremble. The air growls with a deep grinding rumble of movement. The door slams shut with a *bang* as the downward pressure of the ceiling forces it into the path of least resistance. Yes! The ceiling has dropped five feet and is now level with the middle of the doors, effectively sealing them shut. But the height within the room appears no less than it was before. There is still ten feet of space for Jaeden, Savin, Trace and Shadow in which to stand. It is not just the ceiling that is dropping, it's the entire room.

(Those in the room may make a Listen check for some fairly interesting information.)

=== OOC ===

WE'RE IN COMBAT ROUNDS AGAIN! Only one round of actions per post, please.

Once Again For the New Players: Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.[/b]

Note that one of Jaeden's glow stones still lies on the floor in the Passageway where Jaeden threw it.

26

Map of the Vestibule

Room of the Well

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 80/91, 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 
Wednesday March 7th, 2007 1:30:23 AM

Quinn sees the door slam shut and his eyes grow wide. "By Gargul's eye these undead are cunning."

Quinn rushes forward and attempts to open the door to see what happened to his new friends and what is making the grinding noise.

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 ac 115/115 ac 29  d20+5=21 2d6(2+5)+14=21
Wednesday March 7th, 2007 6:05:10 PM

Savin is torn in which direction to go. He calls out to Peerimus, "The room is sinking! Either get in here or get us out of here!"

Savin will move over to the door which him came through and aim a kick at it. He smashes his foot into the door trying to shatter it so the others can get in or his friends can escape.

Hit ac 21 with a powerattack. Used +9 on the powerattack to do 21 points of damage to the door.

location b7

Laima (by Shegger) 
Wednesday March 7th, 2007 6:32:54 PM

Laima stays where she is, holding tightly to Dalek's reins. "What's going on? Why'd the door close?"

Trace and Shadow 
Wednesday March 7th, 2007 7:27:06 PM

Trace will take what action that is called out for him to do. Can we not still open one of the doors? Do you think it is our weight that has made the room drop? What if we try and back to the hall, the room will rise back up, then we can open a door and move one by one to the newly opened door. I am just throwing this stuff against the wall to see what sticks. I dont think we are in danger of being crushed but maybe the whole room dropping into an abyss is more likely.

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


Jaeden (BZ) AC25 Hp132/116  d20+16=23 d20+11=22 d20+6=26 2d6(3+6)+13=22 2d6(4+4)+13=21 2d6(2+3)+13=18 d20+2=13
Wednesday March 7th, 2007 7:56:05 PM

"This can not be good." Jaeden says with a grimace. Jaeden tosses his glowstone to Savin and then begins to attack the door they came in through with his sword. Hopefully he can make a big enough hole for someone to come in or for those trapped to get out. (5-point power attack on door - 23,22,26 to hit, 22,21,18 dmg(+5/hit power attack - I don't have my book with, does two-handed weapon double power attack dmg? If so +10dmg/hit)

"We are moving down and there are holes in the floor. I predict spikes in our future." He says this with grim determination, nothing but unwavering courage in the face of this danger.

skill check:
listen = 13

OOC-How is the well affected by the movement compared to us? Could we get into it? Will the ceiling stop when it hits?

Peerimus AC 26 HP 80/91 and Yorrick AC 21 HP 117/117 
Wednesday March 7th, 2007 8:34:52 PM

"Not good." Peerimus grimaces, looks like the group is about to become seriously seperated or seriously flanked. Yorrick had the back side for now and he could get out easy enough if need be. the druid shouts to his friends, hoping to be loud enough for those inside. "The room might be weight sensitive. If anyone can fly, DO IT!"

To those still with him, "Quinn, Laima do either of you have magic or item that can help extradite them or get us in?"

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

That Sinking Feeling - Round 02 (DM/Al) 
Wednesday March 7th, 2007 9:06:20 PM

Quinn rushes to the door. A push reveals something blocking the door from opening. Something very firm and very unyeilding.

*BANG!*

The door explodes under his hand. The wood splits, opening a large rent. Down below, Quinn can see Savin withdrawing his foot. The high kick has nearly shattered the door. The door is Badly Damaged but it still blocks the way. It shouldn't take much damage to clear it away completely, but the wood is still Hard.

Laima stands fast, calling out for information.

Trace throws out multiple theories and suggestions as the room continues to descend.

*SHATTER!*

Jaeden's adamantine blade slashes at the remains of the door, and splinters of spatter Quinn in the face. The door is clear, it's gone, and Quinn watches as the stone slab of the ceiling, two feet thick, slides down past taking his companions with it.

Jaeden looks about the rest of the room. The doors appear to float upward as the room descends, but nothing else in the room has changed. the well remains not five feet up over the level of the floor. And Jaeden listens. It's nestled within the grinding rumble of the descending room. Faint, faint, but ever so familiar. A lighter sound, a rhythmic, it's ... a splash. Like something falling into water. Another. Another, and another still.

Water!

The room has dropped another five feet, the doors above are now completely gone.

With the bulk of Yorrick at his back, Peerimus calls for a way to get the others out.

Those within the Passageway can now see out into the room. What was previously the ceiling is now the floor. The others are trapped down below, and the room is still descending.

=== OOC ===

WE'RE IN COMBAT ROUNDS AGAIN! Only one round of actions per post, please.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Note that one of Jaeden's glow stones still lies on the floor in the Passageway where Jaeden threw it.

26.1

Map of the Vestibule

Room of the Well

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 80/91, 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.)

Trace and Shadow 
Wednesday March 7th, 2007 10:11:22 PM

Trace calls to the others, quick, I need a command. do you want me to use spider climb to take my weight off the floor? Also, I dont know how much water is about to appear but I have some dust of dryness, I will absorb 100 gallons of water.

If no command is given, Trace will drink down a potion of spider climb.

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

DM/Al to Trace 
Wednesday March 7th, 2007 11:16:23 PM

The Spiderclimb from the potion that you drank before is still active for another 4 minutes. No need to drink another one.

Quinn AC 25 Hp 88/100 
Thursday March 8th, 2007 1:16:57 AM

Quinn drops the door handle in his hand that is no longer attached to the door and also shakes off the door splinter from his cloak.

Quinn screams "Father, enough traps! Come out and face judgement!"

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

Al, Does Quinn see the roof of the room while standing in the threshold of the doorway? Is there open space in front of Quinn or is the doorway blocked by stone? I will add an action after you answer. Thanks.

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

Quinn will step out on top of the room and take alook around fo he mechanism that is dropping the room.

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


DM/Al - OoC 
Thursday March 8th, 2007 8:06:18 AM

Yes, Jim. But that's Past Tense. Last round he *SAW* the Ceiling of the room as it dropped past his level of vision. But now, it has completely passed the level of the door and the people below are out of sight. He did notice that as the Ceiling passed it was Two Feet thick.

That was last round. First round it dropped 5 feet. 2nd round it dropped another 5 feet. Now, the top of the Ceiling is level with Quinn's Floor. He can walk out on it now if he wishes. But everything below is concealed and inaccessible.

If Quinn chooses to walk out into the room, keep in mind that the room (and therefore the Ceiling) is still visibly sinking. It would be like walking out onto the roof of a slow moving elevator as it passes.

Peerimus AC 26 HP 80/91 and Yorrick AC 21 HP 117/117 
Thursday March 8th, 2007 5:02:34 PM

The room continues to descend and with it, the bulk of the real fighting force at thier disposal. It still seemed to him that the trap involved weight, but could they even hear him now? Peerimus again shouts but with a different result in mind, "Savin! Dim door out to the entrance and if you can bring Jaeden with you...Do it!"

Hopefully he could and hopefully the room would stop sinking without their weight inside. "It could buy us the time we need and Jaeden out here is far more important. His sword can cut through the two feet of this trap to free Trace, just as it did the Wall of Stone.

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 hitpoints 115 ac 29 
Thursday March 8th, 2007 5:32:33 PM

Savin pulls off his blinking ring and tosses it to Trace. Use this to get out. Blink up and then run to the doorway."

He then pulls Jaeden behind him and dimension doors 10' up and 50' to the west trying to get into the main room they entered before bringing Jaeden with him.

Laima (by Shegger) 
Thursday March 8th, 2007 5:58:19 PM

Laima tries to keep out of everyone's way. She feels more than a little dejected that she has nothing to help out with the current situation.

"Are there any cables connecting the top of the descending floor? What's above the sinking room, now?"

Jaeden (BZ) AC25 HP 132/116 
Thursday March 8th, 2007 7:38:00 PM

Jaeden waits to see if the dimension door is sucessful.(assuming it is):

"I wonder, now that we have left, if that "sinking room" is actually an entrance to another area. We should have waited a bit more before leaving."

That Sinking Feeling - Round 03 (DM/Al) 
Thursday March 8th, 2007 8:36:18 PM

Quinn walks into the center of the stone slab and begins looking around for a mechanism that might be driving the room down. Around himself he sees the doors and the four pillars, glistening and greasy. The stone is below his feet and more stone is above his head. Beyond that, the cleric has not the training to understand how such things work and how they might be disabled. As he looks about himself, the floor continues to descend.

Peerimus calls out to Savin. Use the Abundant Step and transport himself and Jaeden to the topside where Jaeden might cut a hole through the stone and rescue Trace. A muffled groan comes from Yorrick, sounds of anxiety. Little wonder with the unseen rumbling of the moving room behind the bear squeezed and vulnerable in such a tight space.

Savin takes a moment to remove his Ring of Blinking and thrust it into Trace's hands. With this and his Spiderclimb he might save himself. Then Savin takes hold of Jaeden and Steps ... Nothing happens. Faraday's words of this morning come back to Savin. Something is preventing teleportation here. Looks like the effect extends inside as well as outside.

Trace puts on Savin's ring as Commanded. It's not difficult to activate. But a sad and frightened yowl comes from Shadow at his side. Will he leave her here while he escapes? (Trace, you may consider the ring activated this round if you'd like. And your Spiderclimb is still active, no need to expend another potion.)

Laima asks if there may be cables controlling the descent of the room. Quinn sees no cables. Dalek whinnies behind her. She remembers the empathetic connection that man and horse share, and she wonders at the emotions Minek would feel were it her instead that was trapped below as the room slowly descends into who knows what.

Jaeden waits for Savin, but there is no change. Nothing. No result. They're going down, and only the ceiling ten feet above separates them from freedom.

The room continues to sink. Soon, Quinn finds that the bottoms of the doors are so low that he will have to climb to get back up into the Passageway should he wish to. (At the moment Jump DC20 or Climb DC10)

=== OOC ===

WE'RE IN COMBAT ROUNDS AGAIN! Only one round of actions per post, please.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Note that one of Jaeden's glow stones still lies on the floor in the Passageway where Jaeden threw it.

26.2

Map of the Vestibule

Room of the Well

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 80/91, 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 
Thursday March 8th, 2007 9:59:00 PM

Quinn stamps on the ceiling and hit it with his mace. "I am up top brothers." Quinn yells.

To those in the corridor above Quinn says "I am riding this room to the bottom to see if I can help our brothers."

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


Jaeden 
Friday March 9th, 2007 7:38:37 AM

The fighter remains calm and using the skills honed through hundreds of battles reacts.....
by drinking a potion of Enlarge Person, growing from his original 6 feet to 9 feet and then using his greatsword to hack a hole in the ceiling.

" QUINN!!! Back to the edge, I'm carving me way up!!! "



Trace and Shadow 
Friday March 9th, 2007 9:21:02 PM

Trace will wait untill the last moment before saving his own neck, meanwhile he stows all and gets out the dust of dryness incase he needs to soak up some water.

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

Savin 
Friday March 9th, 2007 10:07:39 PM

Savin sighs as his dimension door doesn't go off. He really doesn't know what to do here. He rushes back over and pulls out the glowing rock Jaeden gave him before and shines it down the well, trying to get an idea of what is happening.

Peerimus AC 26 HP 80/91 and Yorrick AC 21 HP 117/117  d20+20=23
Saturday March 10th, 2007 1:57:38 PM

Quinn appears to have made his decision and Peerimus is pretty much at a loss here. Yorrick won't be able to make it that far that fast. By then the room will be too far below him. He's not sure if he could persuade Dalek to make the jump currently and is not even positive it is a good idea to get on top of the room. There were quite a few other doors, which are still there and likely it is just a trap. Somoething bad will likely happen to all in the room. He also had absolutely no way of stopping it.

Peerimus has his torch so the stone is not really needed and quinn may appreciate more light. In that thought, Peerimus picks up Jaedens glowing stone and gives it a toss over the edge to land on the roof with Quinn. He puts his hand on Yorrick's rear flank and gives the nervous bear a reassuring pat. [Handle animal 23]

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


That Sinking Feeling - Round 04 (DM/Al) 
Sunday March 11th, 2007 9:32:23 AM


Quinn's voice drifts down from above. Those below hear it muffled by two feet of stone. The words are indistinct, but intelligible. There is a *tink*tink*tink* as he taps his mace against the stone. (Note, Quinn, that if you wish to try and do damage to the stone, you have to roll Hit and Damage. See the OoC Section.)

Jaeden draws a potion. When he drinks it, his armored form swells and grows. If there were any doubt that he could strike the ceiling before, there is no longer. With the strength of his new size and the Ohm Family Adamantine Greatsword, he prepares to carve a hole in the ceiling through which the group might escape. (Jaeden, roll Attack and Damage. And please indicate which square you are attacking.)

Trace prepares for Water, stowing all of the gear that might possibly be damaged by water, and taking out a Magic Dust. Shadow, at his side, continues to mew like a frightened kitten. Little wonder with the rumble that comes from all around and the feeling of motion that she is ill equipped to understand let alone do anything about.

Suddenly, Shadow takes a sharp step back. She lifts a paw and shakes it. It is then that you notice the water seeping up through the holes in the floor. It's dark water, old water. And it's coming up fast.

Savin rushes to the lip of the well. He takes out Jaeden's glow stone and leans out over the thick, three-foot high lip of the well. Within the well the level of the dark waters also rises as the room drops down and down. But there's also something else. Here, within the well, the water churns. There's something below the surface, a multitude of things, squirming, slipping and sliding over each other, waiting to boil up and over the lip of the well once the level of the water rises high enough. What? Was that imagination, or did Savin just see the jump of a spark?

The floor begins to darken around Quinn as the room continues to drop and the light from the doorway above abandons him. Suddenly, like a charging will of the wisp, Jaeden's glow stone flies out of the doorway and bounces once, twice, and comes to rest near Quinn, lighting the room around.

From the place at which he had picked up Jaeden's glowing stone, Peerimus can no longer see the floor/ceiling. It has dropped down below the visible angle of the lower edge of the doorway. Out of sight too, is Quinn, stooped as he is to communicate with those below.

The room continues to descend. Looking up, Quinn estimates the distance back up to the Passageway where Peerimus, Laima, and the two animals wait at some 10 feet. The walls are smooth and largely featureless. It would be a difficult climb or jump for him, not to mention the others trapped below should they wish to get back up. And the room is still going down.

Down below, as Jaeden lines up the best of his shots at the Ceiling above, the water continues to rise. It rises to mid thigh on him. To the others it is waist level. Poor Shadow paddles, trying her best to keep her head above the cold and sucking water. At this rate, the chamber will become completely filled in the space of five or six heartbeats. Air will then become a problem. Trace looks about himself. There's well more than 100 gallons of water here right now, and more coming in. Worse yet, the things thrashing within the Well will then spill out into the room. As they rise up with the water to the very lip of the well, their nature becomes clear to Savin. Long and thin. They are snakes, thrashing and writhing through the water, packed into the mouth of the well in their attempt to escape. No. Not snakes. Eels.

And very soon they will be free.

=== OOC ===

Read these details carefully
The Floor/Ceiling is Standard Stone and 2ft thick. That's Hardness of 8 (which, of course, will not matter to Jaeden's Adamantine sword). Hit points to break through a 5ft square section requires 120HP damage. More than one PC can work on the same section of Stone.

After that you will need to roll a Jump check and a Climb check. The Jump check is to hop up and grasp the edge the Climb check is to pull yourself up. They are all moderated by 1) your Speed and 2) Your speed cut to 1/4 from being up to your waists in water.

Additionally, Jaeden can escape through a 5ft opening, but he must make an Escape Artist check of DC20 to make it through in one round.

Take note that there are many ways of circumventing these obstacles if you 1) Think, and 2) Work Together.

Jaeden None Needed
Savin Standing Jump DC24, Running Jump DC12
Trace Standing Jump DC32, Running Jump DC16 (Can Spiderclimb, but must either get to one of the outer walls, or get to the ceiling some other way.)
Shadow Standing Jump DC60, Running Jump DC30

Climb Check for All is DC15 except Trace.

WE'RE IN COMBAT ROUNDS AGAIN! Only one round of actions per post, please.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Note that one of Jaeden's glow stones still lies on the floor in the Passageway where Jaeden threw it.

26.3

Map of the Vestibule

Room of the Well
Note: The Blue on the lower Map is the Level of the Water.

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 80/91, 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  d100=24
Sunday March 11th, 2007 5:56:13 PM

OOC: Quinn was only tapping for communication purposes.

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

Quinn see the lack of darkness on top of the roof of the room and pull out a coin and casts light on it.

spell failure 24%.

Quinn tosses the coin onto one corner of the roof and moves to the opposite corner tapping his mace as he moves to indicate his location, hoping that his friends have a way out as he tries to think of one himself.

Quinn hears Jaeden strike the ceiling and call up above "They are attempting to break out of the room through the ceiling."

Quinn grips his heavy mace as he will help once he determines exactly where they are concentrating their efforts. Quinn looks up "Got any rope up there?"

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)  d20+11=30
Sunday March 11th, 2007 7:02:38 PM

Laima steps up to the lip of the passageway and looks desparately for any mechanism that might clue her in to how the room is lowering.

She casts detect magic to facilitate her search. (Spellcraft check 30 to determine strength and school of any auras)

(OOC - Do the pillars in the room extend upwards as well? Trying to determine whether the room is being moved like an elevator, mechanically, or magically. Is there an apparatus under the room that's lowering it, or is it above the room?)

DM/Al - Some Answers 
Sunday March 11th, 2007 9:55:46 PM

From all you can see, there is a real ceiling up above against which the false ceiling of the descending room must have rested. The pillars in the four corners either continue up into the stone of what is now the ceiling, or they are crafted to fit pretty darn close to flush with the ceiling. It's hard to tell with nobody to examine the craftsmanship up close.

Once again, without getting up close to the pillars, it's hard to tell whether they're moving or not. It doesn't seem likely, though. There is no sign of an apparatus anywhere. But that doesn't mean that there is not one.

This is only a reiteration of the things that you can readily see. If an apparatus were visible, however, I would have described it. I would not omit details deliberately to mess you up unless they were hidden as part of a game related plot device. And in that case, I would attempt to prompt you in some way.

Please ask, though, if you think something should be there. Sometimes I do forget to include details in a post. I try not to, but I'm only human.

OOC: JimF - So the pillers are still attached to the true ceiling? There are then holes in the false ceiling that Quinn is standing on, correct?

Posting report for: 
Monday March 12th, 2007 3:52:46 PM

Game #4 Children of Chaos
For the Week of March 5, 2007

NAME - MTWRF

DM Al XX22O-2
Jaeden XXXXX - sub by BZ and Yves
Laima OXXXO-S sub by Shegger
Peerimus XXXXOS-
Quinn OXX2O-S
Savin XXXXX-
Trace OX2OX-

submitted faithfully by Adm BZ

Laima (by Shegger)  d20+10=15
Monday March 12th, 2007 4:00:04 PM

"Quinn!" Laima hollers down. "Check out one of those pillars and see if there aren't some kind of track on them that's taking the room down. Maybe you can jam it up!"

The half-orc then quickly removes her necklace. "Quinn, if you can find a way to get this necklace through the ceiling to them, it will allow whoever wears it to breathe underwater!" (Necklace of Adaptation.)

Peerimus AC 26 HP 80/91 and Yorrick AC 21 HP 117/117 
Monday March 12th, 2007 5:32:02 PM

Peerimus moves to the edge and looks over Laima's shoulder as she tosses down her magical necklace. "Can't stop it's descent can't get in and can't get under it." the druid mutters aloud. Trying to open one of the other doors could make things worse, could not
Lucky is not something the druid considers hinmself, especially here. If things can go wrong they seem to with great regularity. He looks down the shaft again, case in 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
CSW wand 44c
Lesser Restoration 49c
Reduce animal Dalek


Jaeden AC24/25 Hp 132/116  d20+21=25 d20+16=17 d20+11=26 3d6(3+2+5)+14=24 3d6(3+6+2)+14=25 3d6(3+4+2)+14=23
Monday March 12th, 2007 5:41:35 PM

The enlarged Jaeden attacks the ceiling with wild abandon, trying to make a hole for his companions to escape through.

" I am not worried about the water but those eels make me nervous. Can anyone do something about them? I have several potions of water breathing if anyone needs them."

actions:
attack square C7
attack rolls: 25,17,26
damage 3d6(enlarged sword)+13+1 (enlarged str)
- 24,25,23

spells active
enlarge person:+2 str,-2 dex,-1 AC and attacks.

OOC- How is the ceiling and floor of the false room attached? The doors and walls were all visible before it started sinking.


Trace and Shadow 
Monday March 12th, 2007 9:39:53 PM

Trace uses the dust of dryness to buy a little bit of time, he hopes something is done quickly. He cant bear to leave shadow behind to drown or attacked by the eels.

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

Savin  d20+5=25 d20+5=20 d8+23=31 d8+23=29
Monday March 12th, 2007 10:32:36 PM

Savin calls out a warning to the others, "Something is coming up this well! Its eels and they don't seem happy. Trace get out now! Use the ring to blink straight up! Grab Shadow and blink! (OOC not sure that this will work but hey you can try.)

Savin will move over to Jaeden and add his staff to the onslaught of the wall. He slams into the ceiling with a powerattack trying to hit a place where Jaeden has already weakened.

OOC rolled a critical hit. Not sure if ceilings can be critically hit but if they can...I did a power attack using +9 on my strike. Do 31 points of damage regularly or if the critical hit works 60 total

That Sinking Feeling - Round 05 (DM/Al)  d6=5
Monday March 12th, 2007 10:51:02 PM


Quinn casts a spell on a coin and tosses it to the northwest corner. He begins moving toward the opposite corner, tapping his mace on the floor as he goes. He calls for Rope as the floor continues to descend.

Laima casts Detect Magic and scans the room. There appears to be some residual magic around the area of the Well. (1st round of the Detect Magic.) She remembers the magic Necklace that she wears and moves to take it off. (Too many actions in a round. You may take it off and toss it down next round w/o fear of breaking the Concentration on your Detect Magic spell.)

Peerimus moves up behind Laima. Things look bleak to the druid.

Down below, the Adamantine sword carves through the stone ceiling like butter. Quinn turns at the sound in time to see the point of the sword cut up through the floor several times. It's not hard to figure out where Jaeden might be. (Place on the floor is marked with Sword Cuts on the map.)

Jaeden appears less worried about the water than about the long dark things sliding over the lip of the well and into the swiftly rising water around them. Little wonder at Jaeden's lack of concern. As the water rises, none of it seems to touch his person. A thin layer of air remains between Jaeden and the water. He already has a necklace just like Laima's.

Trace tosses the Dust of Dryness into the writhing mass thrashing in the mouth of the Well. In a single instant, the entire top layer of water to the depth of about seven inched dries to nothingness. The desiccated carcasses of several eels fall back into the water only to be pushed out of the way by others coming up from below. And the water continues to rise.

Savin calls for Trace to take Shadow and go. If it were only that simple. He could probably escape by himself. But Shadow would not be included in the enchantment of the ring. Taking out his staff, Savin helps Jaeden punch a hole in the ceiling. The stone resists, but not very well. Pulverized stone crumbles into the rising water. One or two more good hits should clear a five foot breech.

But is it too late? The water continues to rise, over Trace's head, over Savin's head, over Jaeden's head, it completely fills the chamber. Quinn sees dark wetness bubble up through the holes that Jaeden has cut. Shadow paddles with all four paws, bumping up desperately against the ceiling. There is no air below. Time to hold your breath.

(Any character can hold their breath for a number of rounds equal to twice their Constitution score. After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding your breath. Each round, the DC increases by 1. When you finally fail your Constitution check, you begin to drown. In the first round, you fall unconscious (0 hp). In the following round, you drop to -1 hit points and are dying. In the third round, you drown. Trace, please roll for Shadow as well.)

Savin feels something brush up against his arm in the dark murky waters.

=== OOC ===

94/120 26hp remaining in Ceiling.

Please review the rules for Aquatic Terrain and Underwater Combat This will be considered Calm Water.

The Floor/Ceiling is Standard Stone and 2ft thick. That's Hardness of 8 (which, of course, will not matter to Jaeden's Adamantine sword). Hit points to break through a 5ft square section requires 120HP damage. More than one PC can work on the same section of Stone.

No jump or climb needed now. But you must make a DC10 swim check in order to move.

Jaeden can escape through a 5ft opening, but he must make an Escape Artist check of DC15 to make it through in one round. (Escape Check reduced because you are Wet.

WE'RE IN COMBAT ROUNDS AGAIN! Only one round of actions per post, please.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Note that one of Jaeden's glow stones still lies on the floor in the Passageway where Jaeden threw it.

26.4

Map of the Vestibule

Room of the Well
Note: The Blue on the lower Map is the Level of the Water.

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 80/91, 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 (Light Coin 86.4, 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 82/100  d20+13=15 d8+5=7 2d6(5+6)=11 d6=6
Monday March 12th, 2007 11:04:57 PM

Quinn is glad for Gargul's light and thinks to himself, More obstructions to keep me from putting my fathers to rest once and for all.

Quinn looks up again. "They are coming through, where is the rope. Tie it off to the animals so they can help pull everyone up, and hurry."

Quinn is amazed at Jaeden's progress and will carefully step forward and smack the weakened area with his mace.

AC 15
damage 7 +11 for viscous
6 damage to Quinn

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


Jaeden AC24/25 Hp 132/116  d20+7=24 d20+19=24 d20+14=34 d20+14=29 d20+9=13 3d6(2+5+1)+14=22 3d6(4+4+6)+14=28 3d6(2+4+1)+14=21 3d6(6+3+3)+14=26
Tuesday March 13th, 2007 8:02:00 AM

Jaeden continues hacking away. The quicker he can break through, the quicker he can help the others through the hole.
--------------------------------------
(Swim check 24)

actions: -2 attack for being in water
attack square C7
attack rolls: 24
Crit. 34, crit check 29
13

damage 3d6(enlarged sword)+13+1 (enlarged str)
( If I read right, it's 1/2 damage underwater?
22 (11), 28/21 (14/10.5), 26(13)
48 damage total.



DM/Al - Game Addendum 
Tuesday March 13th, 2007 10:59:56 AM


You're right. 1/2 damage underwater. No crit against a stone ceiling.

Still ...

The water slows all movement. Jaeden's blows come with less power. And yet, it is enough. The Sword of Ohm carves into stone and clears away all remaining obstructions. A five-foot opening is breached in the ceiling through which all of his companions can now swim to safety, all except Jaeden himself.

(Note: You must still make a Swim check of DC10 to get out at 1/4 speed.)

Laima (by Shegger) HP 48 AC 17 
Tuesday March 13th, 2007 3:33:24 PM

"It looks like Jaedan's chopped a hole in the ceiling. I think they can escape," Laima tells Peerimus behind her.

Laima slips her necklace back on, seeing as they shouldn't need it at the moment, and eagerly watches the scene below, silently rooting for her friends.

Peerimus AC 26 HP 80/91 and Yorrick AC 21 HP 117/117  d20+20=30
Tuesday March 13th, 2007 4:50:36 PM

Peerimus has no rope and he states such. He simply had no real way of helping from where he was. So Peerimus sets himself to keeping an eye on the doors and keeping Dalek and Yorrick as calm as he can. [Handle animal 30]

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  d20+12=32 d20+16=33
Tuesday March 13th, 2007 7:39:44 PM

Savin swims over with the grace of a dolphin after putting his staff away into his glove of storing. (Swim natural 20...what a waste. He grabs the edge of the new hole and hoists himself up with no problems and then lays on his stomach arm extended ready to help anyone else.

OOC doubt I had much actual swimming to do since I was at the hole helping anyway. Figure with my base movement, I should have no problems getting this done.

That Sinking Feeling - Round 06 (DM/Al) 
Tuesday March 13th, 2007 10:04:46 PM

Quinn and Jaeden clear away the final obstructions, and a breach is open in the ceiling.

Under Peerimus' care, Yorrick and Dalek endure the rumbling descent of the room with little but an anxious whinny and a moan. Both Peerimus and Laima stand at the edge of the doorway and look down as Savin comes shooting out of the hole, as graceful as a seal. He extends a hand to help the next person or animal out.

The room continues to sink. Water rises up out of the hole. It rises up over Savin's head as he lies upon the stone floor. It rises to Quinn's waist.

Down below, Jaeden breathes comfortable within his skin of air. But Trace and Shadow seem paralized by their condition. They do nothing to save themselves.

Suddenly, there is a great *THUD* the grinding rumble disappears. The room has come to a stop! The silence that follows in the wake of the falling room, is deafening. Then the eels swim out of the darkness. They swim up through the hole. They swim up and surround everyone. The water feels charged with electricity. Their mouths open and close revealing sharp teeth in a beak-like mouth.

(Jaeden, you may take an AoO against one of the Eels. Quinn, you may take an AoO against an Eel as it comes up out of the hole. Savin, you may take one AoO per Eel up to your Dex Mod. Eels are AC20. Despite the size on the map, they are classed as Small.)

=== OOC ===

Please review the rules for Aquatic Terrain and Underwater Combat This will be considered Calm Water.

The Floor/Ceiling is Standard Stone and 2ft thick. That's Hardness of 8 (which, of course, will not matter to Jaeden's Adamantine sword). Hit points to break through a 5ft square section requires 120HP damage. More than one PC can work on the same section of Stone.

No jump or climb needed now. But you must make a DC10 swim check in order to move.

Jaeden can escape through a 5ft opening, but he must make an Escape Artist check of DC15 to make it through in one round. (Escape Check reduced because you are Wet.

WE'RE IN COMBAT ROUNDS AGAIN! Only one round of actions per post, please.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Note that one of Jaeden's glow stones still lies on the floor in the Passageway where Jaeden threw it.

26.5
T-1/1
S-1/2

Map of the Vestibule

Room of the Well
Note: The Blue on the lower Map is the Level of the Water.

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 80/91, 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 (Light Coin 86.4, 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 82/100 
Tuesday March 13th, 2007 10:23:39 PM

Quinn is getting frustrated "By Gargul, does anyone have a rope up there."

Quinn looks at the drowned rats with him "Where is brother Trace and his kitty?"

Quinn ask Savin and Jaeden "Do you two have rope? I have some, but maybe not enough."

*****20 feet of silk rope*****

Quinn stowes his mace and gets his rope out of his pack and prepares to toss it up. "I trust someone can tie a knot." Quinn says with frustration.

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


Trace and Shadow 
Wednesday March 14th, 2007 12:14:10 AM

Trace and Shadow swim up and through the hole, once Trace ganis his footing he will retrive the coin of swan boat and toss it down into the water so that they can climb in untill they can climb out of the water up the rope.

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


Jaeden AC 24/25 Hp132/116  d20+19=39 d20+19=28 3d6(1+6+5)+14=26 d20+7=8
Wednesday March 14th, 2007 4:17:36 PM

Jaeden takes a swing at the nearest eel as they surround him and go past him. Seeing the futility of fighting here and since he is the last one out, Jaeden tries his luck at squeezing through the hole in the ceiling.

actions:
AoO: 21-2=19+20(critcheck!)check 28 dmg:(3d6 +14 x2, 1/2(cancel?) -I just rolled the reg =26dmg
swim check - 8
escape artist - NA

Peerimus AC 26 HP 80/91 and Yorrick AC 21 HP 117/117  d20+20=27
Wednesday March 14th, 2007 4:49:41 PM

Peerimus gives Yorrick and Dalek a final pat of reassurance. "I will be right back." He calls down to Quinn, "Be right there for the rope, just hold it up." He then shifts into an eagle and gets ready to make a dive for the rope when Quinn in ready with it.

[Handle Animal 27]

Savin 115/115  d20+12=27 d20+12=13 d20+12=27 d20+12=20 d20+12=23 2d6(1+6)+5=12 2d6(1+1)+5=7 2d6(1+5)+5=11 2d6(5+6)+5=16 d20+5=16
Wednesday March 14th, 2007 5:29:39 PM

Savin sees the eels moving through and decides to try and knock some of them off. He slashes out with his hands as they swim by. He hits 4 out of the 5 doing 6,3,5,8 points off damage to each. (OOC he took half damage and -2 on his rolls)

Savin will then try to aid Jaeden out of the hole by grabbing hold and heaving with all of his strength. Strength roll of 16. If Jaeden comes through Savin will dart to the surface for a breath.

Laima (by Shegger) 
Wednesday March 14th, 2007 6:28:36 PM

"I don't have any rope," Laima hollers down. "Sorry!"

She gets as close to the edge as she can without being in danger of falling in.

That Sinking Feeling - Round 07 (DM/Al)  d20+5=15 d20+4=15 d20+7=19 d20+7=27 d20+7=8 d20+7=10 d20+7=19 d20+7=27 d20+7=9 d20+7=22 d20+7=27 d20+7=27 d20+7=9 d20+7=24 d20+7=23 d20+7=25 d4=4 d4=4 d4=4 d4=3 d4=4 2d6(3+4)=7 2d6(2+5)=7 2d6(3+6)=9 2d6(3+2)=5 2d6(5+1)=6 d20+7=22 d20+7=26 d20+7=10 d20+7=27 d20+7=12 d20+7=25 d4=3 d4=2 d4=4 2d6(2+3)=5 2d6(4+3)=7 2d6(3+1)=4 d20+7=20 d20+7=25 d4=1 2d6(3+4)=7 d4=1 2d6(6+5)=11
Wednesday March 14th, 2007 9:25:32 PM


No Rope! No one has any rope! Quinn sheathes his mace and pulls out a length. 20 feet. Only 20 feet. But it's about 20 feet from the floor to the passageway above. If someone strong held on upstairs it might be possible to climb. (You can brace the rope against your Drag Weight)

Trace and Shadow swim slowly over the masses of eels in the space left near the ceiling of the room. The eels appear lethargic, as though they have just awaken. The eels are unable to make an Opportunistic strike against the swimming pair. (Swim checks 15 & 15 respectively.) But there is an eel blocking the opening. They can't move past it. The Eel will have to be killed or otherwise convinced to move. In the meantime, Trace, the frail elf, runs out of Air! (Trace make a DC10 Constitution check or Fall unconscious and begin to Drown.)

Jaeden takes a swing at one of the eels as it enters his 10 foot reach. His blade hits it at a critical spot, severing it completely in two. The Eel spasms in death and a burst of Electricity charges the water for 5 feet all around. Jaeden is without a doubt that if the he'd let the Eel any closer when he attacked, the dying Shock would have caused him damage. Gripping the edge of the hole, Jaeden tries to escape. But, once again, there is an Eel above, blocking the way.

Peerimus shifts into an Eagle and prepares to catch the rope that Quinn holds in his hands.

Like Jaeden, Savin takes shots at the Eels as they go by. The monk observes that even the strikes that he delivers, made less effective by the water, seem to do significant damage to the Eels. Savin also notices that when he strikes he can feel an electric tingle in his hands.

Savin reaches down to Jaeden, Trace and Shadow, but there is an above the hole blocking the way.

Laima watches from above, and as she watches, the Eels begin to bite. Despite the untouchable armor, the Eels find a way to fasten their teeth Savin and Quinn. Savin is bitten once, while poor Quinn is bitten three times, once critically. Down below five Eels bite at Jaeden. Two bites on Jaeden, one of the critical. Both Trace and Shadow are bitten by one Eel a piece.

Savin AC19, AC27, AC8, AC10, AC19 -No Crit at AC9-, Damage 4+Electricity 7 = 11hp
Quinn AC27, AC9, AC22, AC27. AC27 -Crit at AC24, AC23, AC25-, Damage 4+4+3+4 & Electricity 7+9+5+6 = 42hp
Jaeden AC22, AC26, AC10, AC27, AC12 -Crit AC25-, Damage 3+2+4 & Electricity 5+7+4 = 25hp
Shadow AC20, Damage 1 & Electricity 7 = 8hp
Trace AC25, Damage 1 & Electricity 11 = 12hp

Shock and pain hammer at Trace Jacobs. Worse than that, though, his lungs feel ready to burst. Meanwhile, more eels move in from the side.

=== OOC ===

If you attack an Eel, please designate which one by giving its square coordinates.

Please review the rules for Aquatic Terrain and Underwater Combat. This will be considered Calm Water.

The Floor/Ceiling is Standard Stone and 2ft thick. That's Hardness of 8 (which, of course, will not matter to Jaeden's Adamantine sword). Hit points to break through a 5ft square section requires 120HP damage. More than one PC can work on the same section of Stone.

No jump or climb needed now. But you must make a DC10 swim check in order to move.

Jaeden can escape through a 5ft opening, but he must make an Escape Artist check of DC15 to make it through in one round. (Escape Check reduced because you are Wet.

WE'RE IN COMBAT ROUNDS AGAIN! Only one round of actions per post, please.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Note that one of Jaeden's glow stones still lies on the floor Laima threw it.

26.6
T-0/1
S-1/2

Map of the Vestibule

Room of the Well
Note: The Blue on the lower Map is the Level of the Water.

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: 104/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 107/116 (Aid 37.5), Dalek 58/72 (Reduced), Trace 73/86 (Spider Climb 30), Shadow 36/44, Quinn 46/100 (Light Coin 86.4, 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 46/100  d100=26
Wednesday March 14th, 2007 11:48:48 PM

"Ahhh! Ouch!" Quinn exclaims in surprise as the eels does some serious damage to the cleric. "I will be seeing Gargul in a few moments if we don't get out of here and fast. If only someone had thought to actually bring a rope."

Quinn lets the eagle take the rope from his hands. (Quinn actually tossed it up to the waiting arms of his ropeless friends last round)

Quinn thinks to himself, what a waste of a spell, as he pull out his pearl of power to recast fly on himself. Quinn really wanted to save the pearl for searing light for dear old Dad.

spell failure 26%, just made it.

Quinn will rise above the level of the water and get ready to grab onto Savin shortly.

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
Pearl of power 3rd level - used

Laima (by Shegger)  d20+1=5
Thursday March 15th, 2007 6:24:49 PM

"Oh, wait!" Laima exclaims, reaching into her haversack. "I forgot that I do have rope! Silly me."

She quickly pulls a 50' length of silk rope from her Heward's Handy Haversack and tosses down the slack, planting her feet firmly. (Strength check 5, if needed)

Jaeden AC 24/25 Hp107/116  d20+19=39 d20+19=33 3d6(4+4+2)+14=24 3d6(4+4+5)+14=27
Thursday March 15th, 2007 7:23:10 PM

Jaeden attempts a Whirlwind attack in the hope of killing off most of the eels next to him....

ooc> SNAP!!! Critical threat!!!
Hits AC 39 (33) for 24(12) and 27 (13.5) damage for a total of 51 (25.5) HP damage to all eels within a 5 foot range.

Peerimus AC 26 HP 80/91 and Yorrick AC 21 HP 117/117 
Thursday March 15th, 2007 8:40:41 PM

Peerimus shifts back, grabs the rope from Laima and lets one half drop towards his companions below. "Quinn clear the hole of eels so they can get out."

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 104/115 ac 29  d20+5=17 d20+14=26 d20+14=15 d20+14=17 d20+9=16 2d6(2+3)+5=10
Thursday March 15th, 2007 9:31:24 PM

Savin waits to see the results of Jaeden's attack. If the eels are cleared away, he will add his strength in trying to help the others out. Strength roll of 17

If they aren't he will do a flurry of blows on any of the eels impeding his friends escape. Cerntainly not my best round of attacks as I only hit once and either do 10 or 5 hitpoints of damage to the eel.

(ooc realized that I should only get +12 to hit but the attack still hits and the others are even more pathetic.)

That Sinking Feeling - Round 08 (DM/Al)  d6=1 d6=6 d6=6 d6=5 d6=3 d6=1 d6=2 d6=3 d6=1 d6=1 d6=2 d20+4=12 d20+5=22 d20+7=26 d20+7=16 d20+7=11 d20+7=11 d20+7=21 d20+7=26 d20+7=17 d20+7=27 d20+7=12 d20+7=11 d4=4 d4=3 d4=4 2d6(2+2)=4 2d6(6+2)=8 2d6(3+5)=8 2d6(6+2)=8
Thursday March 15th, 2007 10:33:08 PM


From a very special pearl Quinn recalls a spell and the rises up five feet out of the water. Then he tosses the rope up to Peerimus the Eagle.

From the depths of lost resources, Laima finds ... some Rope! She tosses it down and over the edge. Peerimus flies back to the Passageway and helps her to brace it.

Down under the water, Jaeden like a whirling eddy of water, hits every Eel within his reach. (Jaeden: See Note in the OOC section) And the giant sized Jaeden has a *very* *long* *reach*. Eleven Eels, including the one up through the hole explode in a burst of blood and lightning. For five feet around each Eel, the water is charged with painful electricity. (Take the following damage: Jaeden 19hp, Trace 9hp, Shadow 7hp, Savin 2, Quinn ... has just escaped in time.)

But now the hole is clear! Shadow swims up through the hole with Trace behind her. (Swim checks 12 and 22 respectively.) Savin grasps Trace and helps haul him out of the hole as Trace gasps for sweet precious air. He scrabbles in his pack for the Swan Boat Token. (Following Trace's last know instructions.)

Down below, the three remaining Eels drift toward Jaeden. (You may take an AoO against one at the outer range of your Reach Jaeden. If you kill it you will not be affected by the burst of electricity.)

Up above, the Eels attack again.

Savin AC26, AC16
Trace AC11, AC11
Shadow AC21, AC26, AC17, AC27 -No Crit AC12-, Damage 4+3+4 & Electricity 8+8+8 = 35hp

Savin and Trace remain unbitten, but poor Shadow takes three bites. Electricity crackles around the black cat with each wound. The air fills with the smell of ozone and burnt flesh, and when the smoke clears, she is floating unconscious in the water. (Shadow is at -1hp.)

=== OOC ===

If you attack an Eel, please designate which one by giving its square coordinates.

Please review the rules for Aquatic Terrain and Underwater Combat. This will be considered Calm Water.

The Floor/Ceiling is Standard Stone and 2ft thick. That's Hardness of 8 (which, of course, will not matter to Jaeden's Adamantine sword). Hit points to break through a 5ft square section requires 120HP damage. More than one PC can work on the same section of Stone.

No jump or climb needed now. But you must make a DC10 swim check in order to move.

Jaeden can escape through a 5ft opening, but he must make an Escape Artist check of DC15 to make it through in one round. (Escape Check reduced because you are Wet.

WE'RE IN COMBAT ROUNDS AGAIN! Only one round of actions per post, please.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Note that one of Jaeden's glow stones still lies on the floor Laima threw it.

26.7

Map of the Vestibule

Room of the Well
Note: The Blue on the lower Map is the Level of the Water.

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.
Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 104/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 107/116 (Aid 37.5), Dalek 58/72 (Reduced), Trace 73/86 (Spider Climb 30), Shadow -1/44, Quinn 46/100 (Light Coin 86.4, 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: I've check this out. For Whirlwind Attack you must make Separate Attack Rolls for each opponent you wish to hit. That is as opposed to one roll applied to all opponents as you have done here. However, as it is not critical to the combat in this situation and it would slow us down by a day, I'll let this stand as is.

Trace 
Thursday March 15th, 2007 11:01:51 PM

sorry scrambling to catch up on my post, i hate my job,

Trace and Shadow  3d8(1+8+4)+5=18
Thursday March 15th, 2007 11:07:12 PM

Trace fogets about the boat and grabs the csw and if enough time heals Shadow to bring her back around and hates himself for letting her get in this condition. Trace calls out to the others, I have 100' of rope in my pack, let me get it out and me and my Shadow and come up a second rope.

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

Quinn AC 25 Hp 61/100  d100=67 d8=5
Friday March 16th, 2007 8:40:14 AM

Quinn is none to pleased to see Liama pull out her rope, AFTER, he used his pearl of power. "Sister!" is all the Quinn can bear to say before force of will make him stop talking before he says something he will regret.

Quinn will now sacrifice shield of faith (more wasted spells to lack of rope) to cure his body.

Quinn is cured 15 hit points

Quinn moves over to help steady the ROPE, when it is finally lowered and is prepared to grab and pick up any, but the enlarged Jaeden.

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
Pearl of power 3rd level - used


Peerimus AC 26 HP 80/91 and Yorrick AC 21 HP 117/117 
Friday March 16th, 2007 2:07:12 PM

Peerimus loops the rope about himself twice and backs up 10'. Instructing Laima to grab ahold just in front of him. He drops into a low crouch and prepares for the weight of his fellow party to start in the rope

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 102/115 hps ac =29  d20+16=21
Friday March 16th, 2007 3:30:13 PM

Savin will decide its time to get out of the water and will swim over to the rope and pull himself out easily climbing up the to the ledge with the others. When he gets to the top, he will say, "I can take over the holding duties if you want."

Savin will grab the rope and brace himself to haul up the others.

Climb check 21

Jaeden(BZ) AC 24/25 Hp 88/116  d20+19=30 3d6(2+1+4)+14=21 d20+7=11 d20=16
Friday March 16th, 2007 9:02:22 PM

Jaeden takes another swing at a confused eel(AoO) and then makes another attempt at getting through the hole. Pushing off with his feet, he swims straight up with his arms stretched in front of him. With his arms, he uses the floor(ceiling) as leverage, and pulls himself out. "Aaahhh! it is good to breathe fresh air again!"

actions:
AoO: 30 dmg 21
swim check 11
escape artist 16

That Sinking Feeling - Round 09 (DM/Al)  d20+7=9 d20+7=24 d20+7=18 d20+7=12 d20+7=11 d20+7=25 d20+7=24 d20+7=23 d20+7=19 d4=2 d4=1 d4=1 d4=2 2d6(6+6)=12 2d6(2+1)=3 2d6(3+6)=9 2d6(1+4)=5
Saturday March 17th, 2007 1:18:19 PM


Without thought for himself, Trace digs a potion from his pack and pours it into Shadow's mouth. The Eels are too lethargic to use the Opportunity, and an sneezing cough comes from Shadow as she rises to consciousness again. (Sorry, correction last round Shadow was at -8hp. Now she is at 10hp.)

Quinn cures himself as well, and moves to the area around the rope.

Peerimus takes hold of the rope and prepares to take up the weight. It doesn't take long. The rope goes taught as Savin scrambles up the wall with his characteristic speed. He moves past Laima and Peerimus to take up the rope at the back of the line.

After another Eel expires in a burst of Electricity, Jaeden makes another attempt at drawing his Large body through the Small hole. For a desperate moment his armor grates on stone, and he is stuck with is arms pinned. Then he breaks free and slips up through the floor and into open air again!

Jaeden, Trace and Shadow remain in the water, hemmed in by Electric Eels. Crushed in together, both Jaeden and Trace are hampered in their movement. (Jaeden and Trace occupy the same space and are considered Squeezed. They lose DEX to AC.)

The Eels attack again. Four attack Jaeden, and without the ability to move freely, the warrior takes a shocking bite. Trace takes a minor wound, but three Eels attack Shadow and the poor valiant black leopard is slammed back into unconsciousness by her injuries. If Shadow does not receive treatment or rescue soon it looks as though she will die.

Jaeden AC9, AC24, AC18, AC12; Damage 2 & Electricity 12 = 14hp
Trace AC11, AC25; Damage 1 & Electricity 3 = 4hp
Shadow AC24, AC23, AC19; Damage 3 & Electricity 14 = 17hp

=== OOC ===

No swim check necessary you all have firm footing.

Please review the rules for Aquatic Terrain and Underwater Combat. This will be considered Calm Water.

Combat rounds. Only one round of actions per post, please.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Note that one of Jaeden's glow stones still lies on the floor Laima threw it.

26.8

Map of the Vestibule

Room of the Well

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.
Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 102/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 88/116 (Aid 37.5), Dalek 58/72 (Reduced), Trace 64/86 (Spider Climb 30), Shadow 10/44, Quinn 61/100 (Light Coin 86.4, Fly 38.7), 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 61/100  d20+11=28
Sunday March 18th, 2007 6:25:32 PM

Quinn is happy to see Savin climb up the ROPE to safety. Quinn yells to Trace and Jaeden "Up the rope and out of the water. leave the eels to their ellement."

Quinn is inwardly concerned that jaeden may not be able to fit in the opening.

Quinn will rise 15 feet and look at the doors that are exposed. Quinn is looking for any doors that may show usage or have anything inscribed upon them.

spot 28

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
FLy on Quinn

Rod of Extend 2/3
Pearl of power 3rd level - used


Laima (by Shegger) 
Sunday March 18th, 2007 9:13:27 PM

Laima continues to hold the rope, urging the rest to hurry up to safety.

Trace and Shadow  3d8(4+6+2)+5=17
Sunday March 18th, 2007 10:11:55 PM

Trace retives the csw wand and heals Shadow again. If able Trace will try and spider climb up the wall with Shadow in tow.

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 80/91 and Yorrick AC 21 HP 117/117 
Monday March 19th, 2007 2:11:09 PM

Peerimus maintains his position and grip, giving Savin a nod and glance to note injury. "That could have gone better." he dryly notes to the monk. A small smile supressed as he is still blissfully unaware of how much trouble the others could still be in.

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) AC 24/25 Hp 74/116  d20+2=16
Monday March 19th, 2007 5:30:05 PM

Jaeden attempts to use the rope and climb up.

----

Climb check 16

Posting Report For: 
Monday March 19th, 2007 6:10:58 PM

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

NAME MTWRF

DM Al X2XXOS-
Jaeden XXXXX-- sub by BZ and Yves
Laima XXXXO-S sub by Shegger
Peerimus XXXXX
Quinn XXXOX-S
Savin XXXXX
Trace XXOXO-S

submitted by ready for Spring Adm BrianZ

Savin 
Monday March 19th, 2007 6:45:53 PM

Savin steadies himself against the rope and says to Peerimus, "They are in trouble down there! The flooded area released electric eels which are killing us down there. We almost lost shadow already. We still will need to find a way past this as well. Hope you have some ideas."

That Sinking Feeling - Round 10 (DM/Al)  d20+6=12 d20+7=14 d20+7=24 d20+7=26 d20+7=27 d20+7=17 d20+7=9 d20+7=19 d20+7=25 d20+7=11 d20+7=20 d4=3 d4=1 d4=2 d4=2 d4=1 2d6(6+1)=7 2d6(1+3)=4 2d6(2+2)=4 2d6(3+3)=6 2d6(2+5)=7
Monday March 19th, 2007 8:41:56 PM


Quinn calls down to the others to get themselves up the rope, unaware, perhaps, that Shadow is unconscious. He rises upward to the level of the doors and begins a pursuit of the group's next problem: Which door to choose? He takes a good hard look at the doors, but none stand out from any of the others in any way that he would find significant.

Trace rummages in his pack, drawing out the wand of curing. He heals Shadow again, and his feline friend, and for the second time Shadow rises from near death to a world of pain and fear. Wand in hand, Trace prepares to take her out of the water. If the Eels don't cut of their escape before they can move. (Drawing the wand and healing Shadow took all your actions, Trace. You can try to get out next round. Unless something bad happens first.)

Savin, Peerimus and Laima maintain the rope, Peerimus commenting on the way things have turned out and Savin filling Peerimus in on the situation down below. Suddenly there is a great heave on the line. The rope strains, stretching to its limit against the 1600 lbs man climbing up its length. One small portion of the rope rubs against the lip of the passageway, sawing back and forth against the corner with every move Jaeden makes. The climb is painfully slow. Then Jaeden's hand appears on the lip of the passageway, his head, shoulders, then body. Jaeden hangs, teetering upon the edge of a fall. (Climb is one quarter speed, so you're not all the way home yet, Jaeden. One more Climb check vs DC5. A Climb check that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall.)

Meanwhile, no one has noticed that Trace and the severely wounded Shadow have been left down in the water. As such, they are the lone targets for the remainder of the Electric Eels.

Bite Trace AC14, AC24, AC26, AC19, AC25, AC11, Damage 3+1+2 & Electricity 7+4+4 = 21hp
Bite Shadow AC27, AC17, AC9 -Crit Threat AC20/Critical-, Damage 2+1 & Electricity 6+7 = 16hp

The Eels attack, sending debilitating shocks through both Elf and Cat. Shadow lapses again into unconsciousness. (Trace is at 43/86. Shadow is -6/44)

=== OOC ===

No swim check necessary you all have firm footing.

Please review the rules for Aquatic Terrain and Underwater Combat. This will be considered Calm Water.

Combat rounds. Only one round of actions per post, please.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Note that one of Jaeden's glow stones still lies on the floor Laima threw it.

26.9

Map of the Vestibule

I've made Jaeden Transparent so you can see through him to the action below.
Room of the Well

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.
Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 102/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 88/116 (Aid 37.5, Enlarge Person 31.2), Dalek 58/72 (Reduced), Trace 43/86 (Spider Climb 30), Shadow -6/44, Quinn 61/100 (Light Coin 86.4, Fly 38.7), 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 61/100 
Monday March 19th, 2007 11:26:49 PM

Quinn sees that Trace is not leaving the water and the electric shocks prove it. Quinn races down to his stranded friend. "Brother Trace, give me your cat and save yourself. Leave the cat unconcious for my sake."

Quinn will grab the cat by the sruff of his neack and start to rise.

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
FLy on Quinn

Rod of Extend 2/3
Pearl of power 3rd level - used


Trace and Shadow 
Tuesday March 20th, 2007 1:05:49 AM

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
Thankfull for the help Trace scrambles up the wall to safty. "I didnt like the way it was looking there for awhile, thanks brother"

Trace then readies to start healing Shadow and himself as need and anyone else that may be in need.
3rd Level
Summon Natures Aly
Summon Natures Aly

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

Laima (by Shegger) HP 48 AC 17 
Tuesday March 20th, 2007 10:08:53 AM

Laima continues to hold onto the rope as her friends scramble up.

Seeing Quinn looking at doors to go through, she pipes up, "Those two doors have magic about them." She points to the doors at J1 and M10. "Probably trapped."

Savin 
Tuesday March 20th, 2007 9:13:32 PM

Savin bears down on the rope digging in to support Jaeden as he pulls himself up. "Geez buddy, have you ever thought of losing a few pounds. You fighter types have no idea on how to take care of yourself. Always letting yourselves go to pot!"

That Sinking Feeling - Round 11 (DM/Al)  d100=3 d20+7=14 d20+7=21 d20+7=9 d20+7=18 d20+7=15 d20+7=26 d20+7=25 d4=4 d4=3 2d6(1+2)=3 2d6(6+6)=12 d20+6=15
Tuesday March 20th, 2007 9:31:09 PM


Seeing the plight of Trace and Shadow below, Quinn dives down and reaches into the water to take hold of the unconscious black leopard. His eye, trained in the ways of healing, note that Shadow has stabilized on her own. Quinn secures his grip and prepares to rise. Hopefully the Eels will leave them be while they make their escape.

Trace thankfully leaves things to Quinn, and scrambles up the wall like a Spider.

Frozen just before the doorway, Jaeden clings to slender silk rope. It continues to hold his weight, but for how long.

Down below, seven of the Eels bite at Quinn before he can pull Shadow up and to safety. He takes two bites and a jolt of electricity.

Bite Quinn AC14, AC21, AC9, AC18, AC15, AC26, AC25, Damage 4+3 & Electricity 3+12 = 22hp

=== OOC ===

No swim check necessary you all have firm footing.

Please review the rules for Aquatic Terrain and Underwater Combat. This will be considered Calm Water.

Combat rounds. Only one round of actions per post, please.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Note that one of Jaeden's glow stones still lies on the floor Laima threw it.

27.0

Map of the Vestibule

Room of the Well

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.
Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 102/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 88/116 (Aid 37.5, Enlarge Person 31.2), Dalek 58/72 (Reduced), Trace 43/86 (Spider Climb 30), Shadow -6/44, Quinn 39/100 (Light Coin 86.4, Fly 38.7), 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 (BZ)  d20+2=5
Tuesday March 20th, 2007 9:33:14 PM

Jaeden tries to pull himself up once more.

actions:
climb check =5

"Help! This potion isn't helping anymore."



Trace and Shadow 
Tuesday March 20th, 2007 10:22:00 PM

Trace will climb over to Jaden and help him up the rope by trying to take some of the weight off him. Trace climbs up the wall and nuges under Jadens buttocks with his shoulder hoping this is enough to help him climb the rope.

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


Quinn AC 25 Hp 61/100 
Wednesday March 21st, 2007 9:44:30 AM

ooc: Al is there any reason Quinn had to expose himself to the eels to get the panther?

Move action to descend. Move action to pick up Shadow. Shadow is in the water. In order to get hold of Shadow Quinn had to reach into the water. Not enough action to raise back up again.

Trace could have stood his ground and held her up to you, but he didn't. --Al


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

Quinn is very annoyed at the eels and the entire situation. Quinn dumps the more than half drowned cat in the passage way and waits for Trace. "Pull out your wand brother. Your cat and I need it both. Three sucessfull taps each should do the trick."

Quinn remains flying is the doorway, dripping water down below.

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
FLy on Quinn

Rod of Extend 2/3
Pearl of power 3rd level - used


Laima (by Shegger) HP 48 AC 17  d20+1=18
Wednesday March 21st, 2007 10:30:21 AM

Laima holds fast to the rope. Seeing Jaeden having a difficult time of it, she starts to pull on the rope, hoping to simply drag him up and over.

"Everyone pull the rope!" she hollers back. (Strength check 18)

Jaeden (Yves) ooc to the party 
Wednesday March 21st, 2007 1:07:18 PM

ooc> Jaeden's through as of last turn as per my ooc post to the DM. Don't waste your posts helping him this turn.

Jaeden (Yves)  d20+12=22
Wednesday March 21st, 2007 7:13:25 PM

Jaeden manages to pull himself up.

" Help the others! With my current size I'm better off out of the way!"

The warrior decides that quarters are to cramped and attempts to make his way all the way through the room and past the Scythe trap

-------------------------------
Reflex roll 22

Savin 
Wednesday March 21st, 2007 9:10:49 PM

Savin lets go of the rope once Jaeden and Trace find their way back up. He will move over to Trace and hold out his hand asking for his blink ring back.

He will then turn to Peerimus and ask, "Do we try another door? Is their another door that isn't under water?"

That Sinking Feeling - END OF COMBAT ROUNDS (DM/Al) 
Wednesday March 21st, 2007 9:29:18 PM


Jaeden hauls himself in just as Laima pulls and Trace pushes. Laima feels the crush of Jaeden's hard metal body as it presses into the cramped confines of the Passageway. Mindful of the position this puts everyone in, Jaeden pushes through, squeezing by his companions for open space. He shoves past Peerimus and Savin. He climbs over Dalek. No space. Going to have to do it. Go out through the trap again. Jaeden shoves his way past Yorrick, popping back out into the vestibule. *shhhik!* The Stone Blade comes down, missing him by a hair.

Quinn raises quickly out of the water with Shadow wrapped in his arms. Flying up and into the Passageway, he deposits Shadow's unconscious body on the floor where she begins to stain the stones dark with wetness.

Quinn calls for healing. All are safe. But back out in the room are eight doors from which to choose, nine total including the one through which they had entered the trap. Laima has called out with information, that she had not had the time to give in the heat of earlier excitement. Two of the doors across the way bear magic auras. Both are Abjuration magic. Clinging to the wall, Trace watches one or two Eels occasionally break the surface, stirring the murky water below.

What now? Which door to choose? And how to get across?

=== OOC ===

We are out of combat rounds. But I'll be timing for the purpose of Spells to the person who executes the longest action.

Note that one of Jaeden's glow stones still lies on the floor Laima threw it.

27.1

Map of the Vestibule
Shadow is in the space beneath Quinn.

Well Room with Doors

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.
Use the convention of North South East and West where North is to the Top part of a Map.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Injuries and Problems
======
Savin: 102/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 88/116 (Aid 37.5, Enlarge Person 31.2), Dalek 58/72 (Reduced), Trace 43/86 (Spider Climb 30), Shadow -6/44, Quinn 39/100 (Light Coin 86.4, Fly 38.7), 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 39/100 
Wednesday March 21st, 2007 11:52:33 PM

Quinn is still annoyed and wet, not a good combination. In a lilting voice Quinn calls out "Brother Trace, please climb up here and cure Shadow and myself with your wand so we can investigate these two doors our sister has identified."

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
FLy on Quinn

Rod of Extend 2/3
Pearl of power 3rd level - used


Peerimus AC 26 HP 80/91 and Yorrick AC 21 HP 117/117  d100=85 3d8(7+8+6)+5=26 d100=36 3d8(7+4+5)+5=21 d100=89 3d8(8+7+4)+5=24 d100=87 3d8(5+1+1)+5=12
Thursday March 22nd, 2007 9:02:51 AM

Jaeden goes by and Quinn sows up with Shadow. The druids face darkens slightly, but it could have been worse. Peerimus pulls out his wand, informing Savin and Laima he is letting the rope go and touches Quinn activating it. The wand works without incident and healing power flows quickly into the cleric. [2 charges CSW %85/36 Heal 26 and 21]

Peerimus then touches Shadow [2 charges CSW %89/86 Heal 24 and 12]

While doing this he talks, "Laima sees magic upon two of the doors. They could be trapped, they could merely be locked. I am open to all ideas. My first thought is to use Air Elementals to open the doors, starting with the ones that do not radiate magic"

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 40c
Lesser Restoration 49c
Reduce animal Dalek

Laima (by Shegger) HP 48 AC 17 
Thursday March 22nd, 2007 12:00:28 PM

Laima points again to the doors at J1 and M10. "Those are the ones I sensed magic on," she explains.

"They're most likely trapped," Laima says to Peerimus. "Magic of that strength and school that would be placed on a door are of the dangerous variety. We should proceed with caution."

Trace and Shadow 
Thursday March 22nd, 2007 8:32:35 PM

Trace ask the others to heal Shadow, then takes out his 100' rope and hands one end to someone close and starts climbing to the other doors, "Which one do we need to open first and I will try and secure the rope once it is opened."

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

Trace 
Thursday March 22nd, 2007 8:36:26 PM

Does Trace know when the spider climb is done? If so he will down his last bottle before hand. Is there any room to stand on a ledge infront of the doors?

Jaeden (BZ) AC 24/25 Hp 88/116 
Thursday March 22nd, 2007 8:40:11 PM

The enlarged Jaeden takes his boots off, one after the other and shakes the water back out of them. While he waits, he takes the time to clean his family sword, first drying it off, then oiling it. Jaeden calls out his ideas down the hall:

"I think we need to determine how we are getting over to the doors first. I have a single fly potion, but that is likely a one way trip. We should be cautious of the room raising back up and crushing someone against the ceiling. Also there could be a room underneath the well within the water. Finally, opening the doors with an air elemental is a sound idea."

Savin 
Thursday March 22nd, 2007 8:51:09 PM

Savin asks, "Why doesn't Quinn fly over and try those doors while he has a fly spell activated? We are wasting to many resources and I admit it is dangereous but we need to keep moving before we get worn down. Save the summonings for fighting the enemy."

Doors and the Water Pit (DM/Al) 
Thursday March 22nd, 2007 8:54:07 PM


For a second time, Quinn calls out for healing. He appears anxious to investigate the doors. But he is no fool to go rushing in while wounded.

It's Peerimus who steps up to heal both Quinn and Shadow. (Note updated HP's below) Shadow looks up, her eyes in a panic, searching for the memory of the last few moments, searching for Trace.

Laima again points out the doors upon which she had detected magic. Peerimus suggests the use of Air Elementals to test the doors.

Trace takes out a rope with the promise of securing it once one of the doors is opened. He searches with his inner senses, feeling the duration of his Spiderclimb spell. Seems as though there are still a few more minutes left. (See note Below on Spell times.) He glances at the doors that ring the room. They appear to be flush with the wall with no ledges or landings upon which to stand.

From outside the Passageway, Jaeden gives advice while cleaning up a bit after his dunking.

Savin suggests that Quinn fly across and try the doors. But which ones?

Eight doors. Two were revealed to have magic signature by the Cone of a Spell aimed directly across the room. Which to test first? And even then, how to get across? That is the challenge.

=== OOC ===

(Please note the Injuries and Problems section below. Notice that there are Spell Names after some of the PC's. Attached to these Spell Names are some numbers. These numbers correspond to the Round Timer below. When the Round Timer reaches the same number as that behind the Spell Name, that spell has expired. Trace, that means you have about Two and a Half minutes left on the first Spider Climb spell.)

Note that one of Jaeden's glow stones still lies on the floor Laima threw it.

Round Timer: 27.5

Maps are largely the same as before. Only Shadow has moved between Yorrick and Dalek. I'm not sure where Trace is.
Map of the Vestibule

Well Room with Doors

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.
Use the convention of North South East and West where North is to the Top part of a Map.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Injuries and Problems
======
Savin: 102/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 88/116 (Aid 37.5, Enlarge Person 31.2), Dalek 58/72 (Reduced), Trace 43/86 (Spider Climb 30), Shadow 32/44, Quinn 86/100 (Light Coin 86.4, Fly 38.7), 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 86/100  d100=83 d20+11=31 d20+11=14
Thursday March 22nd, 2007 11:37:09 PM

Quinn stretches as he feels the healing offered by Perrimus mend his body. "Thanks brother. Thank you mother and father for me."

Quinn looks over at Savin "Brother you read my mind."

Quinn casts flies over to the doors that Laima called out as magic and cast read magic and scans the doors looking for Glyphs.

Spell Failure 83%

read magic - spellcraft 31, 14

Quinn looks at Trace hanging on the wall holding a rope "Brother I see you are prepared. Can you heal me while I work?"

Without looking at the corridor Quinn calls out "Sister, what types of magic do you see?"

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
FLy on Quinn

Rod of Extend 2/3
Pearl of power 3rd level - used


DM/Al to Quinn  d20+11=29 d20+11=24 d20+11=14 d20+11=16
Friday March 23rd, 2007 8:10:41 AM

Please make 4 more Spellcraft rolls.

Spellcraft rolls : 29, 24, 14, 16

Laima (by Shegger) HP 48 AC 17 
Friday March 23rd, 2007 4:05:35 PM

"Abjuration magic, Quinn," Laima replies to her flying friend. "Of moderate power. Please be careful."

She remains in the passage with the rest, watching anxiously as Quinn scrutinizes the two magicked doors.

Savin 
Saturday March 24th, 2007 10:17:15 AM

Savin feels somewhat helpless as the others do their scouting. He should be there with them. They shouldn't be exposed alone. He fidgets as he waits, he hands clasping into fists, and then relaxing again.

"Does anyone have a fly spell they can cast on me?"

Doors of Death (DM/Al) 
Saturday March 24th, 2007 10:40:35 AM


With the warning from Laima, Quinn casts a minor cantrip of Divination. All magical writings open up to the Cleric of Gargul. Beginning at the North-most door of which Laima had warned the group, Quinn floats above the water examining each door in a clockwise direction. Quite a few of them contain some very startling surprises.

J01 Spell Glyph of Warding, Flesh to Stone
M04 No Glyph
M07 No Glyph
M10 Spell Glyph of Warding, Greater Dispel Magic
J14 No Glyph
G14 Blast Glyph of Warding Greater (Sonic)
D14 No Glyph
A10 No Glyph
A07 Entry Door
A04 Blast Glyph of Warding Greater (Acid)
D01 Spell Glyph of Warding, Disintegrate
G01 Blast Glyph of Warding Greater (Cold)

Arriving back at the door at which he began, Quinn counts six doors protected by powerful Glyphs of Warding. Five, excluding the door that the group had entered, contain no magic writings.

Savin, anxious to move on, asks if anyone might have a Fly spell for him. This brings up another point, even should the group find one of the doors to be passable, how will they get across the room?

=== OOC ===

Note that one of Jaeden's glow stones still lies on the floor Laima threw it.

Round Timer: 27.8

Doors Containing Glyphs are outlined in Red!
Map of the Vestibule

Well Room with Doors

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.
Use the convention of North South East and West where North is to the Top part of a Map.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Injuries and Problems
======
Savin: 102/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 88/116 (Aid 37.5, Enlarge Person 31.2), Dalek 58/72 (Reduced), Trace 43/86 (Spider Climb 30), Shadow 32/44, Quinn 86/100 (Light Coin 86.4, Fly 38.7), 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 86/100 
Sunday March 25th, 2007 12:37:15 PM

Quinn is a bit annoyed at Trace for just hanging on the wall. "Brother Trace, if you are not going to cure me, please open the non glyphed doors." Quinn will indicate which ones are not glyphed. "We do not want to waste your potion.

Quinn will position himself in front of the blast glyph of cold and open it, trusting Gargul to protect him.

"There are 2 other doors I can open (acid & sonic), the others will be tougher. One we can open if that person has no active spells and the rest of us vacate the area as it is a dispel magic. The last two are real tough."

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
FLy on Quinn

Rod of Extend 2/3
Pearl of power 3rd level - used



Peerimus AC 26 HP 80/91 and Yorrick AC 21 HP 117/117 
Sunday March 25th, 2007 7:37:28 PM

Peerimus breaks from his thoughts on the doors. "We could be in some serious trouble." Peerimus looks to whom he considers at this point to be the authority on the traps on the doors. "Quinn, Do Glyph traps reset or once tripped, are the energies expended?"

Turning To Trace, "Rushing through up to now is what brought us to this in the first place and the minor spells I will not be missed. But if the Glyph resets it is fairly pointless."

"With no one coming forward on the fly, I think it is safe to say we don't have that luxury. This also means Yorrick, Dalek and likely Shadow are not coming any further . Now I can shift with some rope and fly across after an elemental opens a door, shift back and the hold the rope. But first we need an answer on if Glyphs reset."

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 40c
Lesser Restoration 49c
Reduce animal Dalek


Jaeden AC 24/25 Hp 111/116  3d8(4+6+1)+12=23
Sunday March 25th, 2007 7:52:44 PM

:: Jaeden realizing that he'd better be as close to full strenth as possible drinks a potion of cure serious wounds (23 pts). After doing this, Jaeden remembers that he has an item tucked away that may be of use. ::

" I have a potion of flying if that can help the party out... "



Laima (by Shegger) 
Sunday March 25th, 2007 11:01:51 PM

Laima is at a loss for what to do next. As Quinn ticks off the various doors and their protective spells, she can only shake her head.

"I could try to dispel the magic on the doors. I can attempt it four times, and then we'll have to try another way."

Trace and Shadow  3d8(7+8+2)+5=22
Sunday March 25th, 2007 11:22:59 PM

Without a direct order Trace uses his csw wand on Quinn, not realizing that he was the main healer in the group. Trace inches closer and touches the wand on Quinn. (heals 22hps)

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

Trace 43/86
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 32/44
Armor Class: 20
Touch: 15
Flat-footed: 15


DM/Al - OoC 
Sunday March 25th, 2007 11:35:19 PM

Muhahahahahahahaha!!!!

<shakeshisheadinsadness>

If only I were a truly EVIL DM ...

You guys should read each other's posts more clearly.

Two Ways to Go (DM/Al) 
Monday March 26th, 2007 9:11:10 PM


In his annoyance, Quinn berates Trace. Then he flies to one of the doors with an Explosive Magic Glyph written upon it. Just as he reaches for the door, Trace comes up behind him with the healing wand. Quinn grasps the handle of the door and ... He releases it. The Cleric of outland Gargul turns to the Ranger and waits as the healing wand erases the last of his wounds. He waits until Trace crawls back a safe distance along the wall. Then Quinn opens the door.

With a crack like a splintering berg of Ice Vein a blast of cold engulfs Quinn. But when the last jagged fragments of ice drop to the water below, Quinn is unharmed and staring into ... a blank wall. It's a false door, like the one in the great vestibule, another cruel trick set for those who would raid Queen Fidelia's treasure trove.

At Peerimus' prompting, Quinn examines the front of the door again. The Glyph is now gone. Peerimus offers to shift and fly across with a rope when a passageway is found. But just then, Jaeden, in the act of healing himself, remembers a potion of Fly that he still retains.

Laima offers to dispel the magic upon the doors, but before that, Quinn uses his Immunity to Glyph spells to open two other doors. The Gargulite continues unscathed through two more blasts, one of acid and one of concentrated sound. Behind both doors are Blank Walls.

Eight doors remain. Five show no sign of the destructive Glyphs. Three are known to contain harmful magic packages. Trace crawls along the wall, again at Quinn's direction. Cautiously, he opens the first door. Surprise. It is not trapped. Neither is it a blank wall. Rather, this door reveals a dark unlit passageway. Trace continues around. The second door reveals another Blank Wall. Behind the Third non-magic door is another dark and narrow unlit corridor. All of the rest contain blank walls.

Two narrow passageways present themselves. Two ways to go. But how to get across. And once across, then what?

J01 Spell Glyph of Warding, Flesh to Stone
M04 Hallway
M07 Blank Wall
M10 Spell Glyph of Warding, Greater Dispel Magic
J14 Hallway
G14 Blank Wall
D14 Blank Wall
A10 Blank Wall
A07 Entry Door
A04 Blank Wall
D01 Spell Glyph of Warding, Disintegrate
G01 Blank Wall

=== OOC ===

Hope you don't mind me rushing ahead, but lets move onto something a bit more interesting. ^_^

Note that one of Jaeden's glow stones still lies on the floor Laima threw it.

Round Timer: 28.8

Doors that Contain or Contained Glyphs are outlined in Red!
Map of the Vestibule

Well Room with Doors

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.
Use the convention of North South East and West where North is to the Top part of a Map.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Injuries and Problems
======
Savin: 102/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 111/116 (Aid 37.5, Enlarge Person 31.2), Dalek 58/72 (Reduced), Trace 43/86 (Spider Climb 30), Shadow 32/44, Quinn 100/100 (Light Coin 86.4, Fly 38.7), 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.)

Posting Report For: 
Monday March 26th, 2007 9:19:06 PM

Game #4 Children of Chaos
For the Week of March 19, 2007
NAME - MTWRF

DM Al XXXXXSS
Jaeden XXXXO-S sub by: BZ and Yves
Laima OXXXX-S sub by: Shegger
Peerimus XOOXO-S
Quinn XO2XO-X
Savin XXXXOS-
Trace O2OXO-S

Submitted by Adm BrianZ

Jaeden (BZ) Hp 111/116 
Monday March 26th, 2007 9:32:28 PM

Jaeden finishes cleaning himself up while he waits for everyone to begin moving into one of the tunnels.

"How are we going to get Yorrick and Dalek across? I am still enlarged. I could support an end of a rope as an anchor if needed."

supplies used:
potion enlarge
potion csw

Trace and Shadow  3d8(8+5+7)+5=25 3d8(6+6+2)+5=19 3d8(7+4+8)+5=24 d20+10=19 d20+10=16
Monday March 26th, 2007 9:48:16 PM

Trace scrambles away from the frosty blast and gives Shadow healing, then takes one end of the rope and moves quickly along the wall to the first door that showed a open hallway and then heals himself. "Can someone fly Shadow over here? I hope the door I picked is ok with yall. Trace will then drink down a potion of darkvision and peer down the hall one (19) then if able scrambles to the second dark hall (16). What ever is seen Trace tells the others.

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

Savin 
Monday March 26th, 2007 10:13:58 PM

Savin sees the two tunnels and is happy that they can move forward again but is concerned that the animals will only be in danger if they come too.

"I think we need to leave our animal friends behind for this journey. We don't have a way to get the larger over and Shadow was almost killed already. They would be safer here. I also have a potion of flying but was hoping to save it for battle with flying creatures. I am helpless against them otherwise. Can we tie ropes and shimmy across?"

Quinn AC 25 Hp 100/100 
Tuesday March 27th, 2007 9:11:02 AM

Quinn is pleased that he and Trace are working together "Nice job brother." he comments to the ranger.

Quinn flies over to the Children of Chaos and lands "Your turn sister. Take out the last two glyphs. We need to see what is behind there, just in case."

Quinn listens to Jaeden and Savin "I have to agree with brother Savin. It is too dangerous for the animals. We should go forward without them."

After Laimia is done dispelling the glyphs, QUinn will inspect the doors to make sure she was sucessful and open the doors.

If capable, Quinn will carry the group over, one by one with his fly spell.

Corridor #M04

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
FLy on Quinn

Rod of Extend 2/3
Pearl of power 3rd level - used


Peerimus AC 26 HP 80/91 and Yorrick AC 21 HP 117/117  d20+30=32
Tuesday March 27th, 2007 10:37:13 AM

Peerimus agrees to a point. "I think the best place for Yorrick and the others, is back in the main chamber. We will take them through the trap and Yorrick can protect them there."

"I do not want to use Laima's dispel magic on traps, much rather her use that spell on your father Quinn. I believe we can assume he will be magically protected on many levels. Attempting to tear those down is a high priority. Laima, That said, if you have them to spare, by all means attempt it."

Peerimus looks to the door where Trace is at[M04 I think] "We go that way. Quinn has the fly spell so Savin save that potion. Trace and I will secure the hall while Quinn ferries the rest of you. But first to our other friends"

"Jaeden activate the trap so Yorrick, Dalek and Shadow can move through and then come through to us yourself. I got a wand, don't worry about the trap."

Peerimus tasks Yorrick to defend the horse 'Dalek'. Shadow will likely be able to take care of, see escape, any real danger far better. "Good luck my friend" and he gets ready to give Yorrick the signal to go through to the antechamber.
[handle animal 32]

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 40c
Lesser Restoration 49c
Reduce animal Dalek

Laima (by Shegger) 
Tuesday March 27th, 2007 6:23:23 PM

Laima agrees with Peerimus. "No need to use up my magic if we have viable paths to check out first. Let's go down these passages that Trace has discovered and hope they lead where we want. Otherwise, we'll return here and I can attempt to dispel the glyphs."

Look Forward - Look Back (DM/Al) 
Tuesday March 27th, 2007 8:23:12 PM


Jaeden poses the question: What about the animals? Among them is a friend loyal and true.

Trace scrambles back into the cramped passageway and heals all of the wounds on both himself and on Shadow. Then he scrambles back out and all the way around to the far passageway and drinks a potion of Darkvision before peering in. It's strange seeing in nothing but black, white and gray. The passageway here too is narrow, no more than five feet wide. Forty feet up the passageway the walls seem to disappear as though opening out into a larger room. At the very furthest edge of his vision, Trace thinks he spies some dark motes hanging in mid air. (M04)

He passes on, heading for the second passageway. Into this too he peers. This passageway is as narrow as both of the others. Forty feet away is a closed door. In the middle of the door is the carving of a demon head. At least it appears to be a carving. Wide angry eyes and flaring nostrils look out over a curved and open beak. At each side are what appear to be curving ram horns. (J14)

Trace feels the Spiderclimb spell beginning to fail. Not long now before it ends. (Trace you have four more rounds on your current Spiderclimb. You can travel 40 feet with Spiderclimb on a Double Move.)

Savin weighs in on the question of the animals, expressing the opinion that they would be safer here. He also announces that he has a potion of Fly. But he makes a plea for conservation of resources as well. Who knows how far this crypt extends? And didn't Sleema say something about none daring to sleep in this area?

Quinn agrees with Savin in regard to the animals, and he asks that Laima dispel the remaining glyphs. Peerimus disagrees, and Laima too prefers to retain her spells for real and present threats.

Quinn offers to Ferry the others across the water, but he finds that the weight of even the lightest of the group is too much for his strength. The most he might carry across would be some 165 lbs, and even Savin weighs more than that. Peerimus wears full plate armor and Laima, though unarmored, is a big girl. Quinn might carry Trace across, but Trace has found his own way.

Of the members of the group, it is Jaeden, with his Enlarged Strength that looks as though he'd have the best chance of ferrying the group across. Even with his Large size Mithril Full Plate armor he could carry around some 470 lbs. (References: Fly Spell, Carrying Capacity.)

Peerimus arranges for Jaeden to come through, triggering the Scythe trap so that the animals can run through. (Jaeden: Reflex vs DC19 or take 2d6+5 damage.) He places Dalek and Shadow in Yorrick's care, and sends them on their way.

Trace calls out to the others as they prepare, describing what he sees down each of the passageways. Which one will they choose, and what lies beyond each?

=== OOC ===

Note that one of Jaeden's glow stones still lies on the floor Laima threw it.

Round Timer: 29.6

Doors that Contain or Contained Glyphs are outlined in Red!
Map of the Vestibule

Well Room with Doors

Doors
======
J01 Spell Glyph of Warding, Flesh to Stone
M04 Hallway
M07 Blank Wall
M10 Spell Glyph of Warding, Greater Dispel Magic
J14 Hallway
G14 Blank Wall
D14 Blank Wall
A10 Blank Wall
A07 Entry Door
A04 Blank Wall
D01 Spell Glyph of Warding, Disintegrate
G01 Blank Wall

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.
Use the convention of North South East and West where North is to the Top part of a Map.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Injuries and Problems
======
Savin: 102/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 111/116 (Aid 37.5, Enlarge Person 31.2), Dalek 58/72 (Reduced), Trace 86/86 (Spider Climb 30, Dark Vision 209.4), Shadow 44/44, Quinn 100/100 (Light Coin 86.4, Fly 38.7), 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 100/100 
Tuesday March 27th, 2007 10:07:23 PM

Quinn reluctantly agrees with Peerimus and Laimia "Conservation of our spells is important, but remember that anything that is atuned to the glyph or knows the password can pass through it. We do not want to be attacked on two fronts. But your spells could be put to better use later. I agree the risk is worth taking."

Since Laimia is not casting her dispel magic, Quinn moves out of the corridor and watches Trace inspect the corridors and waits for jaeden's decision about his fly potion. "I fear it is beyond my strenght to move everyone across, even if Gargul enhances me, I can not move everyone across. We have to find another way. Suggestion? Rope tied to the door might work but will not be fast or easy, for all save brother Savin. I bet he could balance on the head of a pin."

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
FLy on Quinn

Rod of Extend 2/3
Pearl of power 3rd level - used


Laima (by Shegger) HP 48 AC 17 
Wednesday March 28th, 2007 11:03:39 AM

Laima frowns as she tries to come up with a solution to their predicament. How to get across?

"Is there anything down the passage to securely tie a rope to?" she asks Trace. "We might have to drive a spike into the floor if there isn't. Otherwise, I think we're gonna have to 'ferry' everyone over via Jaeden after giving him the ability to fly or levitate."

Jaeden (BZ)  d20+12=23 d20+21=23 3d6(6+6+3)+14=29 d20+12=29
Wednesday March 28th, 2007 4:29:47 PM

"It seems like my strength is needed once more."

Jaeden activates the trap (reflex 23) and knowing the method of its operation, manages to avoid it. Quickly, he shuffles the animals(including Shadow?) into the room before the trap resets. He retrieves a coil of rope(sorry-I was underwater when we needed it earlier!) and two magic javelins stored in Dalek's saddlebags just in case they are needed and stows them in his pack.

Jaeden caresses Dalek's nuzzle and explains to his friend the need for him to be left here within Yorrick's care. Knowing the horse is smart enough to understand him, he sets his mind to the task at hand.

Jaeden takes a moment to smash the wall with his adamantine sword upon the location where the trap is located. "Maybe it can be destroyed" (attack AC 23, dmg 29) He then enters back into the hall with a quick motion just in case the attack did not deactivate the trap. (reflex 29)

Squeezing to the end of the hall, Jaeden announces that when everyone is ready, he will drink his fly potion and ferry everyone across in the order of their choice. "My friends, I have no fear. Let us proceed and face the darkness together"

DM/Al - OoC 
Wednesday March 28th, 2007 4:38:51 PM

I need to know which route you're taking.

The passageway here too is narrow, no more than five feet wide. Forty feet up the passageway the walls seem to disappear as though opening out into a larger room. At the very furthest edge of his vision, Trace thinks he spies some dark motes hanging in mid air. (M04)

This passageway is as narrow as both of the others. Forty feet away is a closed door. In the middle of the door is the carving of a demon head. At least it appears to be a carving. Wide angry eyes and flaring nostrils look out over a curved and open beak. At each side are what appear to be curving ram horns. (J14)


Peerimus AC 26 HP 80/91 and Yorrick AC 21 HP 117/117  d20+15=31 d20+9=23
Wednesday March 28th, 2007 5:47:51 PM

Peerimus point across to the door where Savin reported the room at the end of the hall. (M04) "We go there." With that the druid shifts into an eagle and makes the short flight to teh far side. Landing he returns to his human shape. the Everburning torch tucked into his belt blazes back to life, lightening the gloom. Peerimus moves 15' down the hall, setting his shield into animation and bringing his staff to both hands. Peerimus watches and listens for anything to enter the corridor from in front of him. [Spot 31 Listen 23]

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 40c
Lesser Restoration 49c
Reduce animal Dalek


Crossing Over (DM/Al) 
Wednesday March 28th, 2007 9:38:49 PM


Jaeden decides to use his single potion of Fly and ferry the group across. He bids a sad farewell to Dalek. Will he ever see him again after parting in this land of the Undead? Then before re-entering the Passageway, Jaeden strikes at the painting of the Death Visage and Its curved Scythe. The Ohm Family Greatsword cleaves a long deep finger width slash in the stone. And when Jaeden steps through, the handle of the Scythe descends, but the blade remains up above, no longer attached.

Meanwhile, Peerimus takes the shape of an Eagle, flying across the Electric Eel infested waters below to the opposite NorthEast Passage. The glow of the druid's Everburning Torch illuminates twenty feet up the Passageway before vision dims to indistinct darkness. At the edge of the dim light, Peerimus too gets the same sense that Trace did, that the Passageway opens up into a larger space. For him, however, the rest of what lies beyond is dark.

Trace comes in from the wall just in time for his Spider Climb spell to end. Jaeden Ferries first Laima and then Savin across to the other door. Neither carries much in the way of heavy possessions, and neither presents much of a problem for the warrior. Quinn and Jaeden hover just outside the door, waiting for the others to investigate.

Now that he is closer, Trace, and Laima behind him as well, can see that what is straight ahead is a lighter shade of darkness, possibly a wall. The things that Trace took to be motes before, now that they're closer, might just possibly be things upon that wall. Only closer inspection will tell for sure though.

=== OOC ===

I've made up your Marching Order by myself. It's on the Map. You might want to re-order it to your liking.

Trace's Spiderclimb is expired.

Note that one of Jaeden's glow stones still lies under the water where Laima threw it.

Round Timer: 30.3

Well Room with Doors

New Area

Doors
======
J01 Spell Glyph of Warding, Flesh to Stone
M04 Hallway
M07 Blank Wall
M10 Spell Glyph of Warding, Greater Dispel Magic
J14 Hallway
G14 Blank Wall
D14 Blank Wall
A10 Blank Wall
A07 Entry Door
A04 Blank Wall
D01 Spell Glyph of Warding, Disintegrate
G01 Blank Wall

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.
Use the convention of North South East and West where North is to the Top part of a Map.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Injuries, Problems, and Active Spells
======
Savin: 102/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 111/116 (Aid 37.5, Enlarge Person 31.2, Fly 33), Dalek 58/72 (Reduced), Trace 86/86 (Dark Vision 209.4), Shadow 44/44, Quinn 100/100 (Light Coin 86.4, Fly 38.7), 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 100/100 
Wednesday March 28th, 2007 11:34:28 PM

Quinn just smiles as his new friends fly across to the opening "Excellent teamwork. We should have no problem with the evil of this place if we keep this up."

Quinn's human eyes can not make much out in the corridor and he lets the non humans in first. Quinn will be the last on in the corridor, taking one last look at the water below before floating into the corridor.

Quinn calls ahead "Keep and eye out for magical traps up front sister."

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
FLy on Quinn

Rod of Extend 2/3
Pearl of power 3rd level - used


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