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Kazak 
Thursday April 26th, 2007 5:37:25 PM

" twas magic indeed that brought us here.....the tattoo's we all carry....somehow intertwined our fates......i longed for an answer to these tattoo's but this isn't exactly the answer i was hoping for " as Kazak sweeps a hand out at his surroundings

"Lets hold our position here until the others deal with their new found friend......then we can again move forward"

Kazak's red tinted armor glows in the torch light as he trudges after Durgan

Savin 115/115 ac 29 
Thursday April 26th, 2007 6:32:44 PM

Savin reaches downa and pulls his small friend to his feet. If you have any long term defensive
spells, you might want to cast them. This place is treacherous. Still good to see you."

Savin will say to the others, "We have gained another powerful ally and I am sure we will prevail but lets take care. Vampires can be tricky."

Randall 
Thursday April 26th, 2007 8:53:02 PM

The mage and Fluff the wonder familiar remains silent and waits....

Moving On With One More (DM/Al) 
Thursday April 26th, 2007 9:10:38 PM


Firn'gaer is greeted upon waking by both Peerimus and Savin. No one else, however, says much to the gnome. In his dazed state, he doesn't seem very talkative anyway.

Durgan and Kazak answer a rhetorical question put forth by the Human, Vinder. Magic. If it was Magic, it was certainly a different kind of magic than the rogue was used to. Especially in light of his last memories before waking in this dark and forbidding place. Now that, was something.

Peerimus orders a continuance. Before descending, Trace and Quinn take a quiet look around. Nothing. Looks safe enough to descend. How vulnerable, though, a simple staircase can be. Especially when you know that something could appear at any moment at the top of the stairs to rain damage down upon you.

Durgan takes a peek ahead as the others gather together behind. Still, there is nothing threatening up ahead. Vinder, with Peerimus' Everburning Torch, takes the lead again. The way ahead is straight, and by all appearances, clear for at least the 60 feet that the dwarves can see. The space the group moves through is only five feet wide and ten feet tall.

=== OOC ===

All set to continue? Check the Map. If you aren't where you want to be, please change positions in your next post.

BTW, sorry, Quinn, you didn't make your Knowledge Religion Check.

Round Timer: 36.2

Dark Passageways

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: 115/115, Peerimus 91/91 (Produce Flame 44.7 or 5/5), Trace 82/86 (Dark Vision 209.4), Quinn 100/100 (Light End of Rod 152.6, Fly 38.7), Durgan 171/182, Vinder 102/102, Kazak 143/158, Randall 63/63 (Levitate 45.5), Fluffykins 31/31, Firn'gaer 84/84, Rufus 42/42, Yorrick 117/117, Shadow 44/44
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  d20+11=15
Thursday April 26th, 2007 10:53:04 PM

Quinn will slow his pace to let a 5 foot gap open between him and the person in front of him. Sometimes you need room for Gargul's blessings.

Quinn keeps watch.

Spot 15

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)
FLy on Quinn
Light on metamagic rod of extend

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


Firn'gaer - AC 19, HP 84  d100=27
Friday April 27th, 2007 6:49:16 AM

Firn'gaer gets up and dusts himself off and at Peerimus' to continue he falls into place.

Firn'gaer casts his extended Mage Armor as the group continues.

"So where is it we are...exactly?" He whispers to Savin in front of him. "What in particular would be very important at this moment that I should worry about?"

Percentage for failure: 27

Active Spells
Detect Magic - requires concentration
Read Magic - always active
See Invisibility - always active
Mage Armor - 24 hours

Prepared Spells
0 - dancing lights(r), disrupt undead x2, ghost sound(r), mage hand x2, prestidigitation(r)

1 - expeditous retreat, magic missile x2, elven sight, shield x2

2 - extended mage armor*, knock, mirror image, resist energy, scorching ray x2

3 - dispel magic x2, empowered magic missile x2, fly, haste

4 - black tentacles, dimension door, mass enlarge person, polymorph

5 - heightened resilent sphere, heightened slow, telekinesis, wall of force

6 - analyze dweomer, chain lightning, mage's lucubration

* - Spells cast
(r) - racial spells


Savin 
Friday April 27th, 2007 8:24:47 AM

Savin smiles down at his gnome friend and says, "We are currently in the land of pain and torment called the Koshe Mar. Our cleric spells seem to be hampered along with any spells or spell like abilities that allow you to travel distances. No dimension doors or teleports or the like.

We have fought and finally hopefully permanenantly destroyed the Lich S'bat. You remember him don't you? We have fought trolls, and werecreatures. Right now we believe Quinn's father who happens to be a high level cleric vampire is up ahead guarding the cloak we are trying to retreive.

Sooo be prepared for nasty traps, vicious but intelligent undead, trolls and were creatures. Simple walk in the park."

Savin keeps his place in line but feels confined and out of sorts. He has to take this little mincing steps. Why can't these people walk faster!

Vinder the Hilt  d20+19=33
Friday April 27th, 2007 10:59:09 AM

"Guess we're moving again."

Vinder retrieves his rope of climbing and lets the length slither out before him.

"This rope is very useful," he says to the Dwarves. "Let's me 'feel' ahead for any traps. Might set 'em off before I even get there."

He goes invisible while the rope snakes forward, slithering along the ground and the walls. He tosses the torch as far ahead as he can so he might see a bit further.

Vinder is methodical in his progression; the rope leads the way, combing for any movement or weight sensitive traps, he picks up the torch and tosses it further down the hall each time he comes to it, and he continues his own scrutiny of the passage as he moves forward. (Search 33 for traps)

Kazak 
Friday April 27th, 2007 2:20:39 PM

Watching Vinder's use of his rope to check for traps " very inventive Vinder.... i like your thinking " admires the dwarf

Kazak walks behind his brother Durgan...a 1/2 step to the right to keep a clear line of sight up to Vinder.....shield ready on his left arm ...sword loosened in it's scabbard on his back

Durgan 
Friday April 27th, 2007 3:47:37 PM

Durgan follows behind Vinder leaning a bit towards the left wall and looking for unusual stonework as they travel. "I have such a rope also, but rarely have I used it to detect traps. In the underground areas, it can save your life. Especially when exploring and looking fer new veins of ore by yerself."

"Brother, do ye have a ranged weapon handy? I'll check the stonework for secret passages on the left side, yerself can check the right."



Randall 
Friday April 27th, 2007 7:58:48 PM

The mage watches Vinder and his rope and smiles.

" I may have to get one of those myself. "



Peerimus  d20+9=19 d20+15=31
Saturday April 28th, 2007 9:43:06 AM

Peerimus looks over the shoulders of the dwarf brothers on front of him. His Flaming hand lighting his immediate surroundings and of course Vinder is flinging his torch down the passsage. At least it's not an irriplacable item, because it is only a matter of time before it gets destroyed at this rate.

The druid keeps a sharp eye and ear down the passage in front of him.
[Listen 19 Spot 31]

Long Way to ... Another Door (DM/Al) 
Saturday April 28th, 2007 12:41:30 PM


Two hundred and fifteen feet. Vinder counts it off as he searches. Each five feet of the way is slowly and methodically searched. The cramped passageway extends another 215 feet before coming to another set of stairs. The rope snakes ahead, a clever trick, but no substitute for a good search, as the rogue well knows. The rope may trigger a simple proximity trap. But there are traps the only respond to the weight of an average sized creature. Or magic traps that respond only to those of good or ethical alignment.

The dwarven brothers also take the time to search the stone. In the end, though, neither dwarves nor humans find a single thing. Along the way, Peerimus' ball of Flame sputters and vanishes as the magic ends. Both Quinn and Randall feel the lift go out of their feet as their Fly and Levitation spells, respectively, expire.

For Savin, the pace is maddening. He uses it, well, though, to describe to Firn'gaer, the current situation. The creatures they've come up against so far, and the difficulty that casters of Divine Magic have had in this land. (See the OoC section below, Firn'gaer.) Peerimus and Quinn watch to the best of their abilities, but neither see nor hear anything threatening.

The stairs turn to the left, heading South and climbing back up for forty feet. At the top of the steps, the passageway turns left again and heads East before ending at another door, 25 feet along.

In the middle of the door Vinder finds a stone carving of a demon head. The wide angry eyes and flaring nostrils of the carving look out over a curved and open beak. At each side are what appear to be curving ram horns. Within the beak is set what appears to be a handle.

=== OOC ===

Check the Map. If you aren't where you want to be, please change positions in your next post.

Round Timer: 92.2

Dark Passageways

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: 115/115, Peerimus 91/91 , Trace 82/86 (Dark Vision 209.4), Quinn 100/100 (Light End of Rod 152.6), Durgan 171/182, Vinder 102/102, Kazak 143/158, Randall 63/63, Fluffykins 31/31, Firn'gaer 84/84, Rufus 42/42, Yorrick 117/117, Shadow 44/44

Failure Rates for Divine Spells
===============================
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 
Saturday April 28th, 2007 11:42:08 PM

Trace continues to follow from behind with his bow at ready and arrow in noch. Trace whispers to the dragon if he can hear, "Let the others know that I still have my darkvision if needed.

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

Trace 82/86
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 100/100  d20+11=20
Sunday April 29th, 2007 10:28:20 AM

Quinn comments to Trace at the back of the line "Brother, some of my spells only last one day and they will be off soon at this pace."

Quinn settles back to the ground and takes a look behind the group.

Spot 20

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)
Light on metamagic rod of extend

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


Vinder the Hilt  d20+19=32 d20+19=32
Sunday April 29th, 2007 3:05:19 PM

Vinder hands the torch back to Durgan and coils his rope to replace in his haversack. He then steps close to the door and begins to scrutinize it for traps. (Search 32, Disable Devices 32)



Durgan 
Sunday April 29th, 2007 8:31:15 PM

Durgan grumbles at becoming a torch bearer. He lets his crossbow slide back on its strap and takes the torch. In his free hand he readies his shield. "Hey Mr. Invisible, here's yer light." Durgan moves close to give Vinder adequate lighting, standing only a few feet behind him.

Kazak 
Sunday April 29th, 2007 9:07:58 PM

Kazak grins at Durgans grumbling....." we're up front brother....your axe will be needed more then that little tootpick shooter "

The 4'1" dwarf marches instep with Durgan keeping a half step to the right to keep a clear line of sight towards Vinder

Peerimus  d20+9=10
Monday April 30th, 2007 9:22:39 AM

"The torch is heatless Durgan, Just jam into your belt line for now. Keep your hands on your shield and weapon." Peerimus says quietly from behind the brothers. The druids attention is fully to his front. Though he hears nothing through the door is certain. [Listen 10]

Firn'gaer 
Monday April 30th, 2007 9:42:03 AM

A little unsure of the new dynamic, Firn'gaer just quietly watches.

Active Spells
Detect Magic - requires concentration
Read Magic - always active
See Invisibility - always active
Mage Armor - 24 hours

Prepared Spells
0 - dancing lights(r), disrupt undead x2, ghost sound(r), mage hand x2, prestidigitation(r)

1 - expeditous retreat, magic missile x2, elven sight, shield x2

2 - extended mage armor*, knock, mirror image, resist energy, scorching ray x2

3 - dispel magic x2, empowered magic missile x2, fly, haste

4 - black tentacles, dimension door, mass enlarge person, polymorph

5 - heightened resilent sphere, heightened slow, telekinesis, wall of force

6 - analyze dweomer, chain lightning, mage's lucubration

* - Spells cast
(r) - racial spells

Savin  d20+13=23
Monday April 30th, 2007 3:41:39 PM

Savin being stuck in the middle of the pack can't do to much. He just waits for the hammer to drop continually scanning his surroundings hoping to warn his comrades of the danger in time.

spot 23

DM/Al - Game Addendum (Trap Found!) 
Monday April 30th, 2007 4:18:53 PM

Vinder examines the door and the curious demon face that guards entry. He does indeed find a trap. Set within the open beak is a poison needle trap set to puncture the skin of any who attempt to trigger the handle and open the door. One other curious thing that he finds in the course of the search are that the nostrils of the demon face seem to extend into the stone of the door. Looking up the nostrils produces no result. Sticking a cautious finger up one reveals that it turns at some point early on, blocking visual access.

The rogue makes quick work of the trap, jamming the mechanism with a wooden shim.

All appears safe. At least from the threat of traps.

OoC: Anyone want to open the door before Posting Time?

Posting Report For: 
Monday April 30th, 2007 5:26:23 PM

Game #4 Children of Chaos
For the week of April 23, 2007

Name- MTWRFSS

DM Al - XXXXOS-
Durgan - XXOXX-X
Firn'gaer - -XOXX--
Kazak - OXXXX-S
Peerimus - XXXXOS-
Quinn - XXO2O-S
Randall - X2OXX--
Savin - OXXXX--
Trace - XXXOOS-
Vinder - XXXXX-S

Welcome back Richard!. Feel free to keep us "newbies" in line. :)

Submitted by Adm BrianZ

an excerpt from the journal of Dweezil the imp:

The imp flapped his way lazily down the long hall. Sooner or later something interesting was going to happen, he was sure of it. After all these were "adventurers" not poor commoners. Looking over at the magic journal and quill floating beside him, he could see that the quill had stopped moving. The imp sighed. I will demand rich payment from master for this assignment. "Bene Tellemara". Dweezil looked over as the quill began to move again. He smiled as he read what it said: they were about to open the door with the demon face on it...


Durgan 
Monday April 30th, 2007 6:09:17 PM

Durgan looks at the torch, then back at Peerimus, then at the torch again. He gingerly touches the "flame" and then sighs. "Fiddlesticks. More illusions. Whatever happened to good ol' fire?" Durgan tucks the torch into his belt.

Retrieving his axe, he looks at his brother. "Toothpicks? I happen to be very fond of that crossbow, I made it meself." Durgan beams with pride as he continues, "Old uncle Duncan showed me how. He would have taught you too if ye hadn't left at such a young age. Do ye have any ranged weapons with you at all?"

"The trap is disabled? Allow me." Durgan reaches out a steady hand and pulls the handle.

Randall and Fluffykins (AC 17, HP 63) 
Monday April 30th, 2007 7:58:21 PM

" Hold on a minute... let me cast a spell first... Fluff come here."

Fluffykins the wonder familiar lands on Randall's shoulder.

Randall waves his hand and round Blue Shield shrouded in flames shaped tattoo over right hand glows as the magic powers flows from his body and envelopes him with an aura of protection (Protection from Evil, also affects Fluff, duration 13 minutes).

Randall then waves to Trace that he's ready for the door to be opened.

=======================

Spells Known - Numbers denote spells Per Day
Cantrips All (6):
Arcane Mark Dancing Lights
3- Detect Magic Ghost Sound 3- Message
Prestidigitation

First level (7):
Charm Person Comp. Language Detect Secret Doors
Feather Fall Hypnotism
2- Identify 2- Magic Missile x
Protection From Evil 3- Shield
Sleep, Spider Climb

Second level (7):
1- Darkness 2- Knock 3- Mirror Image 1- Levitate x

Third level (6):
2- Fireball 1- Fly 2- Haste 1- Tongues

Fourth level (6):
2- Improved Invisibility 1- Minor Globe of Invulnerability
1- Fireshield 2- Stoneskin

Fifth level (5):
1- Passwall 2- Teleport 2- Wall of Force

Sixth Level (4)
1- Disintegrate 1- Greater Dispelling 1- Veil 1- Chain Lightning

Seventh Level (2)
1- Force Cage 1- Spell Turning

Tattoos:
Brahmah's Tattoo L1(Protection from Evil X3 per day) X



Randall correction. 
Monday April 30th, 2007 7:59:39 PM

ooc> OOPS, make that...

"Randall then waves to Durgan that he's ready for the door to be opened. "

Note that Durgan is up the stairs and round the corner. He cannot see Randall. --Al

Four Guardians (DM/Al) 
Monday April 30th, 2007 8:43:56 PM

Several look cautiously about. One listens. There is, though, nothing but the tight confines of the stairwell. No sounds but their own.

Vinder finishes his work and Durgan steps forward, trading places with the human. The dwarf reaches into the gaping beak and triggers the handle. There is a slight grinding of stone as the door swings open, revealing a hall 35 feet wide. The light only spills twenty feet into the room. But the dwarf can see far further than that. Thirty feet down the North wall is another door. Along the South wall stand mis-shapen gray figures upon low square pedestals. Over Durgan's shoulder, Vinder can make out one or two. Durgan, however, sees four. They stand, unmoving, grotesque forms looking almost of trolls, goblins, wolf-like creatures, but the shape is wrong.

The far end of the room is wreathed in darkness, too far for Durgan's dwarf-born Darkvision to pierce. Aside from the four statues, the room is otherwise empty.

=== OOC ===

Note to Randall: Fluffy must remain within 5ft of you to retain the benefits of a Shared Spell. If she strays more than 5ft from you during the duration of the spell, it ends for her. If you didn't know that, and you would like to take the spell back, feel free to do so.

Round Timer: 92.4

Dark Passageways

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: 115/115, Peerimus 91/91 , Trace 82/86 (Dark Vision 209.4), Quinn 100/100 (Light End of Rod 152.6), Durgan 171/182, Vinder 102/102, Kazak 143/158, Randall 63/63 (Protection From Evil 105.3), Fluffykins 31/31 (Protection From Evil - Shared), Firn'gaer 84/84, Rufus 42/42, Yorrick 117/117, Shadow 44/44

Failure Rates for Divine Spells
===============================
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.)

Vinder the Hilt 
Tuesday May 1st, 2007 11:02:35 AM

Vinder goes invisible as he takes the torch back from Durgan. "Thanks for holding that for me. Hold the others for a few minutes. I'm gonna check things out real quick."

He retrieves and uncoils his rope of climbing as he moves just into the room (H10) and sends his rope southeast to run over the nearest statue. If that turns nothing up, he'll probe the next statue with his rope before waving the others telling Durgan to bring the others into the room.

DM/Al - Game Addendum 
Tuesday May 1st, 2007 11:20:40 AM

Vinder's rope snakes through the air. It drapes itself over first one statue and then another while Vinder stands just inside the doorway.

24 seconds pass.

There is no response.

Kazak 
Tuesday May 1st, 2007 3:00:47 PM

The 4'1" dwarf moves forward to stand behind Durgan (f-10) " yeah i'd got a few javelins and spears in ma quiver.....don't need no toothpick shooter....if they are to far away i'll either charge or hide " chuckles Kazak

Keeping a half step to Durgans right Kazak surveys the room [i]" too darn quiet......i don't like them statues.....they creep me out .......wonder if a trap sensor will animte them "
whisper the dwarf to Durgan and Vinder

Vinder the Hilt 
Tuesday May 1st, 2007 4:28:42 PM

Everyone should come into the room slowly and carefully. The first bit should be okay, but I still need to do some more checking.he thinks to Fluffykins.

Invisible Vinder moves forward with the torch in his belt and rope in his left hand to make space for the others to come in.

Peerimus  d20+15=28 d20+9=19
Tuesday May 1st, 2007 4:51:16 PM

Peerimus stays on the heels of Kazak and just a step to his left. The darkness may be impeneratrable to his sight, but the druid was skilled in detection beyond his limited human eyes. [Spot 28, Listen 19]

"Shhhh" he more breathes than says in the the ear of Kazak. With his left hand, he flicks his wrist and throws a pair of fingers towards the far end several times. Fluffy? It's Peerimus, tell Vinder to keep steady forward, We're right behind him. With that the druid leans down to the dwarf's ear and whispers, "Let's move in."

Firn'gaer 
Tuesday May 1st, 2007 5:02:42 PM

Firn'gaer will follow the other as they enter the chamber but remain to a point just north of the passage.

He will begin to concentrate on any magic in the room. Using Detect Magic

Active Spells
Detect Magic - requires concentration
Read Magic - always active
See Invisibility - always active
Mage Armor - 24 hours

Prepared Spells
0 - dancing lights(r), disrupt undead x2, ghost sound(r), mage hand x2, prestidigitation(r)

1 - expeditous retreat, magic missile x2, elven sight, shield x2

2 - extended mage armor*, knock, mirror image, resist energy, scorching ray x2

3 - dispel magic x2, empowered magic missile x2, fly, haste

4 - black tentacles, dimension door, mass enlarge person, polymorph

5 - heightened resilent sphere, heightened slow, telekinesis, wall of force

6 - analyze dweomer, chain lightning, mage's lucubration

* - Spells cast
(r) - racial spells

Trace  d100=70
Tuesday May 1st, 2007 7:03:26 PM

Trace steps into the room and as he moves he concentrates on a spell that his Uncle had tried to teach him that only took hold after he had passed. He quitely speaks the ancient elven words..... (cast barkskin upon himself)
Then once in the room Trace trains his eyes on the four figures with his bow ready to protect and defend.

Barkskin 70%

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

Trace 82/86
AC 14 /Touch 6/Flat footed 9
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

Randall  d20+10=28
Tuesday May 1st, 2007 7:13:05 PM

Randall and Fluffykins advances with the others but stays inside of the room for now.
(H10).

Assuming that he see the statues Randall tries to recollect if he has ever seen anything like them before (Knowledge Arcane check 28)

============================================
ooc> We're good on the detect evil

Active effects: Detect Evil

Spells Known - Numbers denote spells Per Day
Cantrips All (6):
Arcane Mark Dancing Lights
3- Detect Magic Ghost Sound 3- Message
Prestidigitation

First level (7):
Charm Person Comp. Language Detect Secret Doors
Feather Fall Hypnotism
2- Identify 2- Magic Missile x
Protection From Evil 3- Shield
Sleep, Spider Climb

Second level (7):
1- Darkness 2- Knock 3- Mirror Image 1- Levitate x

Third level (6):
2- Fireball 1- Fly 2- Haste 1- Tongues

Fourth level (6):
2- Improved Invisibility 1- Minor Globe of Invulnerability
1- Fireshield 2- Stoneskin

Fifth level (5):
1- Passwall 2- Teleport 2- Wall of Force

Sixth Level (4)
1- Disintegrate 1- Greater Dispelling 1- Veil 1- Chain Lightning

Seventh Level (2)
1- Force Cage 1- Spell Turning

Tattoos:
Brahmah's Tattoo L1(Protection from Evil X3 per day) X



Savin 
Tuesday May 1st, 2007 7:49:03 PM

Savin comes around the corner and sees the room and says, "Wonder it they are golems? We have fought them before and I didn't like the experience. I think clerics can make golems. Quinn did you father possess that skill?"

Savin follows along tense and ready for action. He almost wishes it would just happen. This waiting for the blow to fall was nerve wracking.

Two Times Four (DM/Al) 
Tuesday May 1st, 2007 9:31:08 PM


After some cautious exploration by Vinder, the group moves into the room.

Peerimus sees nothing that Vinder and Durgan have not already seen. Nor does he hear anything but the sounds of his own party of tomb raiders as they move about.

Firn'gaer pushes up the stairs and past Savin, Peerimus, Kazak, and Durgan. She steps to the side of the doorway as Vinder makes room for the others. Invoking concentration, the gnomish wizard sees the room light up with magic. The strongest aura comes to him as overwhelmingly strong. But, as the auras sort out, he finds that that particular aura appears to come from Peerimus' haversack, or what lies within. Interestingly enough, the statues radiate auras as well. Strong ones. Aside from this, and the rather bright magic on his companions, Firn'gaer detects nothing.

Randall attacks the problem from a different angle. Though Randall's analysis may have, in part, been influenced by Savin's ruminating question, the human wizard sees a distinct possibility that these may be golems. Certainly not like the Iron monster that Meznock had following him around like a puppy. These, if they are golems, would be Flesh golems. Prone to uncontrollable rages. But still, however ... just as immune to magics.

Now more fully into the room, Durgan, Kazak and Trace, with the aide of their Dark Vision, can see the door in the middle of the wall at the far end of the room. Two doors. One is North. One is East. And to the South ... the statues.

=== OOC ===

NOTE: None of the messages sent to Fluffykins have been relayed. NOBODY has heard the thoughts that were sent. Please play it that way.

Round Timer: 93.2

Dark Passageways

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: 115/115, Peerimus 91/91 , Trace 82/86 (Dark Vision 209.4), Quinn 100/100 (Light End of Rod 152.6), Durgan 171/182, Vinder 102/102 (Invisibility 97.4), Kazak 143/158, Randall 63/63 (Protection From Evil 105.3), Fluffykins 31/31 (Protection From Evil - Shared), Firn'gaer 84/84, Rufus 42/42, Yorrick 117/117, Shadow 44/44

Failure Rates for Divine Spells
===============================
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.)

Durgan 
Tuesday May 1st, 2007 10:05:34 PM

"If they are golems, then we must be cautious", the dwarven warrior exclaims. "What might set them to attack?"

Durgan moves to K11 and takes up a defensive posture to protect from the "statues".

Randall Mercurial AC 17, HP 66 ( And Fluffykins AC 25, HP 31)  d20+10=23
Wednesday May 2nd, 2007 8:39:29 AM

[Fluffy Phone]
To everyone from Vinder
"Everyone should come into the room slowly and carefully. The first bit should be okay, but I still need to do some more checking."

Fluff relays Peerimus's message to Vinder

"Fluffy? It's Peerimus, tell Vinder to keep steady forward, We're right behind him"

Fluff to all
" Sorry new friends. I was dozing there for a second. "

=============================================
" All of you... hold. These are likely flesh golems. Before anyone takes another step.... let's figure out how best to deal with them.
Anyon know what these things are vulnerable too?

(Arcane knowledge check to see if Randall knows what flesh golems are vulnerable too 23)

{ Fluff, stay here with me . }



DM/Al - Game Addendum 
Wednesday May 2nd, 2007 9:38:08 AM

You would get all this from your first Knowledge Arcana roll, Randall.

Randall knows that a Flesh Golem has a hardened exterior that makes it more difficult than normal to damage. An Adamantine weapon should cut through that. Being immune to Magic is a definite problem with golems. All of the magic based energies that might normally be thrown at a creature with resistance to damage will be to no avail. Even those enchanted into weapons.

Randall sees no real distinct vulnerabilities as such. With a flesh golem there seems no substitute for standing toe to toe with one and whacking away with sheer brute power.

Firn'gaer  d20+22=37
Wednesday May 2nd, 2007 10:09:05 AM

Seal them in with a wall of force. Since the doors are not on the same wall that would give us a few minutes to decide our course of action.

Knowledge - Arcane: DC37 [confirming golem knowledge]

Active Spells
Detect Magic - requires concentration
Read Magic - always active
See Invisibility - always active
Mage Armor - 24 hours

Prepared Spells
0 - dancing lights(r), disrupt undead x2, ghost sound(r), mage hand x2, prestidigitation(r)

1 - expeditous retreat, magic missile x2, elven sight, shield x2

2 - extended mage armor*, knock, mirror image, resist energy, scorching ray x2

3 - dispel magic x2, empowered magic missile x2, fly, haste

4 - black tentacles, dimension door, mass enlarge person, polymorph

5 - heightened resilent sphere, heightened slow, telekinesis, wall of force

6 - analyze dweomer, chain lightning, mage's lucubration

* - Spells cast
(r) - racial spells

Quinn 
Wednesday May 2nd, 2007 11:41:50 AM

Quinn waits for the large group in front of him to push into the room and the cleric of Gargul follows closs on everyones heels.

"ANything exciting happening up front? ANy vampires yet?"

Vinder the Hilt  d20+19=36 d20+19=29
Wednesday May 2nd, 2007 12:02:19 PM

I'm going to check the statues out, Vinder thinks to Fluffykins.

Vinder creeps invisibly to I13 to investigate the statue at J13. (Search 36) If he finds nothing, he will repeat the procedure for the statue at L13. (Search 29)

Peerimus 
Wednesday May 2nd, 2007 2:52:41 PM

Peerimus reaches into his Haversack and extracts a scarab. "Kazak, quickly put this on. It will allow your weapon to strike true against the golems. [giving kazak a Scarab of Golemsbane. If Kazak wears any kind of necklace like item he will need to remove it to wear the scarab]

If Fluffy relays Vinders msg:
"Vinder get back hear, Firn`gaer, seal off the golems with a Wall of Force."

If Fluffy does not relay Vinder's Msg:
"Firn`gaer, seal off the golems with a Wall of Force."

"That should do for that, now Vinder let's check out this door and keep moving."

Kazak 
Wednesday May 2nd, 2007 3:19:36 PM

The dwarf quickly accepts Peerimus's item .....1st he takes off the amulet he is wearing placing it deftly into his haverack before he don's the Scarab of Golemsbane .

"That was quick thinking Peerimus "

"no wonder he's in charge....nimble of mind is that one " thinks Kazak to himself as the respect level raises a notch for Peerimus .

Stepping to next to Durgan (J-11) to form a dwarven wall of steel " like old times eh Durgan " Kazak draws his sword from it's scabbard over his back....his shield in position on his left arm....his red tinted armor gleams in the torch light

Trace 
Wednesday May 2nd, 2007 6:52:52 PM

Trace makes a mental note about a future purchase of adamite arrows, "hey, anyone have a spell for changing arrow steel to adamite? Trace continues hold ground and bow and arrow ready while waiting for marching orders.

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

Trace 82/86
AC 14(17) /Touch 6(9)/Flat footed 9(12)
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin (cast upon self)
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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

Randall Mercurial AC 17, HP 66 ( And Fluffykins AC 25, HP 31) 
Wednesday May 2nd, 2007 7:26:07 PM

[Fluff phone]

Fluff relays to all

"Vinder says I'm going to check the statues out"

======================

Randall moves to 10 feet back of the dwarves.

{ Fluff, relay to all please.
Yes, the wall should work but it will be a temporary solution and one that will leave these creatures at our back. I cringe at the thought of engaging the vampire and mid battle having to deal with four freed flesh golems.
The golems, if golems they be, won't be easy to beat as they are immune to magic, flesh golems also have a hardened exterior that makes it more difficult than normal to damage. An Adamantine weapon would be best against them.}

And Fluff relays as asked.

{ Randall says... }



Savin 
Wednesday May 2nd, 2007 7:28:26 PM

Savin follows the others into the room and sighs, "I hate fighting golems or other such creature. Not my forte. Still I will do my best."

Savin waits for the things to activate or the Wold to end or whatever is going to happen next.

Durgan 
Wednesday May 2nd, 2007 7:56:45 PM

"Indeed brother. Dwarven steel and brothers in arms turned away more than one group of would-be conquerers."

"Vinder, hold. The wizards are discussing magic. If they block them in with a wall, you will be trapped."

"They have not reacted as yet. Let us move to the other side of the room and continue on. I will form a rear guard in case they activate and follow us later."

Attack of the Four - Round 01 (DM/Al)  d20+10=18 d20+10=19 d20+10=11 d20+10=24 d20+10=28
Wednesday May 2nd, 2007 8:20:41 PM


Ideas, thoughts, and some small preparations.

Perhaps it was Vinder's act of approach that triggered things. Perhaps it was Durgan. Perhaps it just took the four figures a few moments to waken. Whatever the reason might be, Kazak is in the midst of taking the amulet from Peerimus when the statues come alive.

(Kazak, you now have the amulet in one hand and a free hand, but no weapon. I'll let you swap out your Amulet of Natural Armor, as a single Move Equivalent Action. Special, just this once.)

They attack without hesitation, converting on the nearest living thing, this unfortunately, happens to be Durgan. And fortunately as well, that happens to be Durgan. The two closest figures of stitched and sewn body parts step off their pedestals and slam thick meaty arms at the dwarf. Another comes out of the darkness and hits once, while the fourth lumbers along the wall, poised to strike, but unable to yet.

There are multiple thuds of meat against metal as blows rain down upon Durgan. But within the steel shell, the dwarf remains unharmed, such is the strength of his protection.

=== OOC ===

We're in Combat Rounds again: Please List AC in the Name section of your post. One round action per post.

Round Timer: 93.3

Dark Passageways

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: 115/115, Peerimus 91/91 , Trace 82/86 (Dark Vision 209.4), Quinn 100/100 (Light End of Rod 152.6), Durgan 171/182, Vinder 102/102 (Invisibility 97.4), Kazak 143/158, Randall 63/63 (Protection From Evil 105.3), Fluffykins 31/31 (Protection From Evil - Shared), Firn'gaer 84/84, Rufus 42/42, Yorrick 117/117, Shadow 44/44

Failure Rates for Divine Spells
===============================
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 May 2nd, 2007 11:55:28 PM

"Well it looks like we might work up a sweat again. Brothers, lets bash these unholy pieces of meat back to the slaughterhouse."

Quinn readjusts his shield and mace and steps forward, looking for an opening. Quinn sees he will be going nowhere fast. "Can anyone let a brother through?"

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)
Light on metamagic rod of extend

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


Randall Mercurial AC 17, HP 66 ( And Fluffykins AC 25, HP 31) 
Thursday May 3rd, 2007 8:08:07 AM

{ Fluff relay to all.
Hast spell being cast on Kazak. Enjoy }

Fluff relays as asked.

Randall casts a HAST spell on Kazak.

:: If able to, Randall will move out of Quinn's way (delayed move action to I9 once Trace moves). ::

===========================================

Active effects: Protection from Evil

Spells Known - Numbers denote spells Per Day
Cantrips All (6):
Arcane Mark Dancing Lights
3- Detect Magic Ghost Sound 3- Message
Prestidigitation

First level (7):
Charm Person Comp. Language Detect Secret Doors
Feather Fall Hypnotism
2- Identify 2- Magic Missile x
Protection From Evil 3- Shield
Sleep, Spider Climb

Second level (7):
1- Darkness 2- Knock 3- Mirror Image 1- Levitate x

Third level (6):
2- Fireball 1- Fly 2- Haste X 1- Tongues

Fourth level (6):
2- Improved Invisibility 1- Minor Globe of Invulnerability
1- Fireshield 2- Stoneskin

Fifth level (5):
1- Passwall 2- Teleport 2- Wall of Force

Sixth Level (4)
1- Disintegrate 1- Greater Dispelling 1- Veil 1- Chain Lightning

Seventh Level (2)
1- Force Cage 1- Spell Turning

Tattoos:
Brahmah's Tattoo L1(Protection from Evil X3 per day) X

======================

ooc> Could Randall have switched out his staff for his meta-rod during this round? If so, he does and casts and extended Hast instead.

DM/Al - OoC 
Thursday May 3rd, 2007 8:22:06 AM

A Haste Spell affects "One creature/level, no two of which can be more than 30 ft. apart." So the entire party may be considered Hasted. Even the pets.

Oh, and btw, you can move freely THROUGH space occupied by an ally. You just cannot end your move in an occupied square.

Al - OoC 2 
Thursday May 3rd, 2007 11:39:55 AM

To EVERYONE: It is a Move Action to Retrieve a stored item. If you have the item in Heward's Handy Haversack, Retrieving does Not provoke an AoO. It also takes a Move Action to Replace an item in storage. In essence, that means swapping out an item takes a Full Round.

Of course, you could always save yourself some time and Drop the item that you no longer need. That is a free action.

Randall, in your case, you would need a free hand to manipulate spell components. Unless, of course, you have the Eschew Materials Feat as Firn'gaer does. That being the case, you would not have the time to replace your Staff with your Rod and still retain a single free hand. Further, you really have no place to put your Staff. If you want a free hand, that leaves you only with the option of Dropping your staff. If you wish to fix this in the future, I know of at least two magic items that could alleviate this problem.

Randall 
Thursday May 3rd, 2007 5:31:00 PM

ooc>
Hast on everyone except Randall, Fluff and Firn'gaer's then.

=========================
{ Fluff relay to all.
Hast spell being cast on all except Firn'faer. Enjoy }

Fluff relays as asked.


Firn'gaer - AC 19, HP 84 
Thursday May 3rd, 2007 6:01:15 PM

"Golems." The gnome says. "You guys will have to handle them. I'm useless in this."

Moves to H7.

Active Spells
Detect Magic - requires concentration
Read Magic - always active
See Invisibility - always active
Mage Armor - 24 hours

Prepared Spells
0 - dancing lights(r), disrupt undead x2, ghost sound(r), mage hand x2, prestidigitation(r)

1 - expeditous retreat, magic missile x2, elven sight, shield x2

2 - extended mage armor*, knock, mirror image, resist energy, scorching ray x2

3 - dispel magic x2, empowered magic missile x2, fly, haste

4 - black tentacles, dimension door, mass enlarge person, polymorph

5 - heightened resilent sphere, heightened slow, telekinesis, wall of force

6 - analyze dweomer, chain lightning, mage's lucubration

* - Spells cast
(r) - racial spells

Peerimus AC 33 HP 91  d20+13=29 d20+13=31 d20+8=9 2d6(6+6)+19=31 2d6(6+1)+19=26
Thursday May 3rd, 2007 7:23:30 PM

Peerimus steps 5' to the south, "Concentrate attacks on a single foe, until it falls." With that he brings his enchanted staff in hard and thanks to the haste spell, repeatedly.

5' step to I/11 PA -5 Hit AC 29/31/9 Dmg 31/26/miss]

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 12 hours
Barkskin +5 Nat armor 1239.3 rounds

Savin 
Thursday May 3rd, 2007 7:46:30 PM

Savin enters the room and moves to J8. He summons his potion of enlargment from his glove of storing and sucks it down.

"Firn'gaer, while you magic isn't effective in damage, you might be able to slow them. I believe cold and fire slows them, but careful using anything else. You might make them grow."

Kazak Ac 30 Hp 143/158 haste,scarab of golemsbane  d20+18=33 d20+13=14 d20+8=16 d20+18=29 d10+16=19 d10+16=23
Thursday May 3rd, 2007 8:10:40 PM

Finally after pinning Peerimus's item on the dwarfs steel grey eyes harden as Durgan takes the brunt of the assault of the Golems

" i've got ya right flank brother !! " growls Kazak as he steps (5' move to J11)forward with sword unsheathed to aid his Durgan .....his blade flashes in the torch light(attacking G4)

(power attack +5)(one handed w/shield)
1st swing-d20+18=33 dmg d10+16=19
2nd swing d20+13=14 miss
3rd swing d20+7=16 miss
4th swing d20+18=29 dmg d10+16=23 (hasted)
total damage =42

With a 1st good strike ...Kazak rains blows at the beast misses until a final strike again finds it's mark " you ain't get thru me and me brother " growls Kazak at the beast



Trace  d20+11=23 d20+14=22 d20+19=28 d20+19=36 d20+19=38 d8+5=8 d8+5=9 d8+5=8 d8+5=12 d8+5=6 d6=2 d6=5 d6=2 d6=3 d6=2 2d6(4+5)=9 2d6(6+5)=11 2d6(5+6)=11 2d6(1+2)=3 2d6(5+2)=7 2d6(6+4)=10
Thursday May 3rd, 2007 8:28:21 PM

Trace tries his luck and as soon as the creatures attack he lets four arrows at G1
I am not sure what else I can do, if these arrows do nothing then I can put them away and get out my csw wand and keep you in good health. I have a cats grace spell, will this help anyone out?

manualy adding 1 pt attack and damage for point blank shooting

1 hit ac 24 - 9hps, fire 2, holy 9, = 20 hps
2 hit ac 23 - 10hps,fire 5 holy 11, = 26 hps
3 hit ac 29 - 9hps, fire 2 holy 11, = 22 hps
4 hit ac 37 - 13hps,fire 3 holy 3, = 19 hps
5 hit ac 39 - 7hps, fire 2 holy 7, = 16 hps

total damage = 103 hps

arrow total (171/178) (113/120 in two efficant quivers)

Trace 82/86
AC 14(17) /Touch 6(9)/Flat footed 9(12)
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin (cast upon self)
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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

Durgan AC 36 Hp 197/182  d20+23=26 d20+23=35 d20+18=22 d20+13=16 d10+11=20 d10+11=20 d10+11=12 d10+11=12
Thursday May 3rd, 2007 8:51:10 PM

"Brother, remember what the weaponmaster- Great Uncle Hrothgar taught us about about fighting golems? Hit them hard then hit them again. After that hit them hard again. Dwarven muscle and steel will prevail where magic will not."

Seeing he is the center of the defense, Durgan enters a defensive stance and then lays into the golems with his axe. "Form up on me and use your ranged weapons. Don't endanger yourselves needlessly."

actions:
attack G3 attack rolls: 28,37,24,18
+1 haste, +1 defensive stance(str)
dmg 20,20,12,12 - dmg rdx if any

defensive stance - 11/11 rounds ,+2 str, +4 con, +4 dodge AC

hp - 171/182 +26(stance) =197/182

haste - +1 AC, +1 reflex saves, +1 attack rolls, +1 attack full attack, speed bonus

Vinder the Hilt HP 102 AC 24 (dodge G1, two weapon defense, invisibility) 
Thursday May 3rd, 2007 9:17:51 PM

Vinder draws his daggers in either hand and moves to J13.

Attack of the Four - Round 02 (DM/Al)  3d6(2+4+3)=9 3d6(6+1+3)=10 3d6(3+4+5)=12 d20+10=20 d20+10=14 d20+10=22 d20+10=26
Thursday May 3rd, 2007 9:25:52 PM


Quinn readies mace and shield. Then he looks for an opening. Hobbled as he is by his rotted leg, making his way through is own companions might present problems.

Randall casts a spell, lending a boost of speed and agility to the companions around him.

Firn'gaer pulls well out of the way, into the northwest corner of the room.

Peerimus, on the other hand, grips his staff and attacks!

Savin moves quickly out of the doorway. With a snap of the fingers, a potion comes to his hand. With a quick gulp, he grows until his head nearly scrapes the ceiling.

Kazak spends a moment to swap his Amulet out for Peerimus' Scarab. Armed with the magic necessary to fight Golems, Kazak takes a short step to place himself between Peerimus and Durgan, and the dwarven fighter gets in a single swing. (1 hit only. You took a Move Action to change out neckwear.)

Four arrows streak between Kazak and Peerimus with uncanny Precision as Trace threads the shafts between his friends with extraordinary skill.

Durgan retaliates. A barrage of blows fall upon the unlucky golem.

Vinder creeps along the wall, drawing two daggers.

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

The golem with the cut from Kazak is barely standing. Two other golems fly to fleshy tatters under the concentrated power of Peerimus, Trace, and Durgan.

And ... from out of the shredded husks of the golems, boil swarms of thumb-sized, red and black striped insects. The angry hum of their wings carries a sense of evil intelligence. Standing against the wall, the Vinder can only hope that they have no senses to detect the invisible as they swarm and sting Peerimus, Kazak and Durgan.

Inside the Swarms Peerimus, Kazak and Durgan feel the poison injected into their blood by the stingers of the Hellish wasp-like creatures. The swarming insects buzz and land, invading clothing and armor. Their swirling churns the stomach bringing confusion and Nausea.

(Peerimus Take 9hp, Kazak Take 10hp, Durgan Take 12hp. Fortitude Save vs DC18 or take 1d6 Constitution Damage from Poison -Unless, of course, you happen to be immune to poison. Also, a Second Fortitude Save vs DC18 or be Nauseated for One Round.)

Meanwhile the remaining golems continue their attack. One Slams at Kazak and the other at Durgan but neither are able to make a dent in the superior dwarven armor.

=== OOC ===

We're in Combat Rounds again: Please List AC in the Name section of your post. One round action per post.

Round Timer: 93.4

Dark Passageways

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: 115/115 (Enlarge Person 98.4, Haste 94.7), Peerimus 91/91 (Haste 94.7)), Trace 82/86 (Dark Vision 209.4, Haste 94.7), Quinn 100/100 (Light End of Rod 152.6, Haste 94.7), Durgan 171/182 (Haste 94.7), Vinder 102/102 (Invisibility 97.4, Haste 94.7), Kazak 143/158 (Haste 94.7), Randall 63/63 (Protection From Evil 105.3), Fluffykins 31/31 (Protection From Evil - Shared), Firn'gaer 84/84, Rufus 42/42 (Haste 94.7), Yorrick 117/117, Shadow 44/44

Failure Rates for Divine Spells
===============================
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.)

Durgan AC36 Hp 185/182  d20+18=22 d20+18=34 d20+25=37 d20+25=33 d20+20=25 d20+15=22 d10+11=21 d10+11=18 d10+11=13 d10+11=12
Thursday May 3rd, 2007 10:50:47 PM

Durgan yells "get these things offa me!" as he keeps swinging at the remaining golems.

actions:
saves: 22 vs poison, 34 vs nausea
attacks: 37, 33, 25, 22 splitting the attacks if necessary.
dmg: 21, 18, 13, 12, -dmg rdx?

Quinn AC 25 Hp 100/100 
Thursday May 3rd, 2007 11:55:11 PM

Quinn sees that his new and even newer friends have this well in hand, well not counting the swarms. "Pour it on Brothers, but save some for the vampires." Quinn yells encouragement.

Quinn attempts to squeeze into the room. "Excuse me brother."

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)
Light on metamagic rod of extend

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


Trace  d100=28 d4+1=5
Friday May 4th, 2007 1:56:55 AM

Trace looks on in a bit of horror as the wasp begin to fly around and sting, quickly Trace calls upon nature to help their cause, Trace cast summon natures aly,... Trace calls forth five owls and quickly commands them to attack the wasp that are in the area.

spell failure passed with 28%
third level spell for 1d4 +1

arrow total (171/178) (113/120 in two efficant quivers)

Trace 82/86
AC 14(17) /Touch 6(9)/Flat footed 9(12)
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin (cast upon self)
Catsgrace

3rd Level
Summon Natures Aly (cast against the wasp)
Summon Natures Aly

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


Savin ac 29 hps 115/115 
Friday May 4th, 2007 3:18:18 PM

Savin sees the swarms erupt from the golems and the efficiency of his new dwarven's friends weapons and realizes he might have been a little quick in quaffing his potion. He calls out, "We are going to need mass spells to free kill those bugs..fireballs, cone of colds something!"

Savin realizing that he isn't needed for this battle moves to m7 and checks the door to see if it is locked. He won't open it but he might need another escape route.

Kazak Ac 30 Hp 133/158 haste,scarab of golemsbane  d20+18=22 d20+18=30 d20+23=43 d20+18=19 d20+13=26 d20+23=40 d20+23=39 d10+11=20 d10+11=17 d10+11=16 d10+11=15 d20+23=31 d10+11=16 d10+11=20
Friday May 4th, 2007 7:28:53 PM

Gritting his teeth as the swarm attacks ....the 4'1" dwarf holds fights off their attacks (d20+18=22 fort save vs poison)(d20+18=30 fort save vs nausea)

Keeping his position on Durgans right flank Kazak launches his attack againist the nearest golem(g4).....his blade flashing in the torch light.....slicing into the golem with dwarven determination " ya will feel the bite of dwarven steel " growls Kazak

1st swing d20+23=43 nat 20 !! crit roll d20+23=39 made it !! damage d10+11=20,crit dam d10+11=17
2nd swing d20+18=19 damage d10+11=16
3rd swing d20+13=26 damage d10+11=15
4th swing d20+23=40 crit hit!! d20+23=31 crit roll damage d10+11=16,crit damage d10+11=20 !
total damage =104!!

a grin comes to the dwarfs face as he feels his blade slash the beasts to ribbons " dwarven steel Durgan !! " growls Kazak

Randall Mercurial AC 17, HP 66 ( And Fluffykins AC 25, HP 31)  10d6(2+5+3+5+1+4+5+1+2+3)=31
Friday May 4th, 2007 8:55:07 PM

Randall raises his staff. A glowing bead erupts from it's tip and speeds across into the darkned room. A ball of flame erupts engulfing all within it's path.

( Fire ball from the flame staff sent to P10 causing 31 points of damage.)

Randall then moves back 5 feet into the hall way G10

=========================================

Active effects: Protection from Evil

Spells Known - Numbers denote spells Per Day
Cantrips All (6):
Arcane Mark Dancing Lights
3- Detect Magic Ghost Sound 3- Message
Prestidigitation

First level (7):
Charm Person Comp. Language Detect Secret Doors
Feather Fall Hypnotism
2- Identify 2- Magic Missile x
Protection From Evil 3- Shield
Sleep, Spider Climb

Second level (7):
1- Darkness 2- Knock 3- Mirror Image 1- Levitate x

Third level (6):
2- Fireball 1- Fly 2- Haste X 1- Tongues

Fourth level (6):
2- Improved Invisibility 1- Minor Globe of Invulnerability
1- Fireshield 2- Stoneskin

Fifth level (5):
1- Passwall 2- Teleport 2- Wall of Force

Sixth Level (4)
1- Disintegrate 1- Greater Dispelling 1- Veil 1- Chain Lightning

Seventh Level (2)
1- Force Cage 1- Spell Turning

Tattoos:
Brahmah's Tattoo L1(Protection from Evil X3 per day) X

======================



Firn'gaer - AC 19, HP 84 
Friday May 4th, 2007 9:18:58 PM

Firn'gaer waits to see the results of the fireball.

"Sorry, I didn't plan for swarms. I could drop another fireball if the first one does quite do it."

Active Spells
Detect Magic - requires concentration
Read Magic - always active
See Invisibility - always active
Mage Armor - 24 hours

Prepared Spells
0 - dancing lights(r), disrupt undead x2, ghost sound(r), mage hand x2, prestidigitation(r)

1 - expeditous retreat, magic missile x2, elven sight, shield x2

2 - extended mage armor*, knock, mirror image, resist energy, scorching ray x2

3 - dispel magic x2, empowered magic missile x2, fly, haste

4 - black tentacles, dimension door, mass enlarge person, polymorph

5 - heightened resilent sphere, heightened slow, telekinesis, wall of force

6 - analyze dweomer, chain lightning, mage's lucubration

* - Spells cast
(r) - racial spells

Vinder HP 102 AC 24 (dodge G1, two weapon defense, invisibility)  d20+17=26
Saturday May 5th, 2007 2:08:01 PM

Vinder is surprised by the sudden swarm of bugs.

My knives won't do anything against this, he thinks and moves to H12 to let the wizards try their luck.

(Reflex 26 if needed to avoid fireball)

Peerimus AC 33 HP 82/91  d20+13=14
Saturday May 5th, 2007 7:11:36 PM

the poison is of no concern but the droning of wings and the feeling of the creatures crawling everywhere he is exposed momentarly overwhelms the druid. Peerimus staggers back to the corner at H12

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 12 hours
Barkskin +5 Nat armor 1239.2 rounds



Attack of the Four - Round 03 (DM/Al)  3d6(5+3+5)=13 3d6(5+2+5)=12 3d6(1+2+1)=4 3d6(2+5+4)=11 3d6(1+3+3)=7 3d6(3+4+4)=11 3d6(6+3+2)=11 3d6(1+4+1)=6 3d6(6+1+2)=9
Saturday May 5th, 2007 8:22:53 PM

Durgan grits his teeth against both the poison and the nausea. The staunch dwarven fighter swings his waraxe through the swarms of hellish insects and feels the blade bite at the flesh of the two remaining golems.

Shouting words of encouragement, Quinn squeezes past Randall and takes a place by Trace and Firn'gaer.

Seeing the evil stinging swarms of what to his eye must be red and black striped wasps, the ranger begins a spell to summon the bane of all insects: Birds. (Trace, Summoning spells take a Full Round to complete. At the beginning of next round, your owls will appear. You must place them and run them yourself. I will not run them for you. If you do not move for them, they will do nothing that round.)

Savin gives some words of advice before slipping toward the northern door. Searching for a lock, the monk identifies a push plate in the middle. The plate may release a catch allowing the door to swing open. At least that sounds a reasonable assumption. Two holes are located above the push plate, but aside from that there are no other markings on the door. There appears no lock, at least no lock in the conventional sense.

Overcome by nausea, Peerimus breaks from the swarm, and following the wall, retreats to the southwest corner of the room.

Kazak too shakes off the poison and nausea. Shoulder to shoulder with his brother, his bastard sword becomes a whirling net of steel, slicing easily through golem flesh with the aide of Peerimus' Scarab.

Randall aims a fireball. It blooms and dies in the eastern end of the room without catching any of the swarms. (See the map, Randall. I've left the circle of the fireball to show you its scope.)

Firn'gaer apologizes for coming unprepared. He watches the results of the fireball with interest. His disappointment must be near palpable.

Feeling his efforts would be useless against this enemy, Vinder withdraws, sliding around Peerimus and moving toward the door.

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

The dwarven brothers shred the skin husks of the hollow golems and two more swarms of evil red and black stripped insects issue forth. Showing both an unexpected intelligence as well as a lust for pain and blood, the swarms spread out, taking the attack to the mammalian invaders. As though aware that the Fleshy-Ones can do them no harm, they sweep across the room and engulf everyone except for Savin and Fluffykins.

(Peerimus Take 13hp, Kazak Take 12hp, Durgan Take 4hp, Quinn Take 11hp, Vinder Take 7hp, Randall Take 11hp, Firn'gaer Take 11hp, Rufus Take 6hp, Trace Take 9hp. Fortitude Save vs DC18 or take 1d6 Constitution Damage from Poison -Unless, of course, you happen to be immune to poison. Also, a Second Fortitude Save vs DC18 or be Nauseated for One Round.)

The following characters may take AoO's against the following swarms.

Savin: W3
Quinn: W3 or W4
Durgan: W3 or W4 or W2
Vinder: W4
Kazak: W3 or W4 or W2
Randall: W3 or W4
Fluffykins: W3 or W4 or W2

=== OOC ===

We're in Combat Rounds again: Please List AC in the Name section of your post. One round action per post.

Round Timer: 93.5

The red circle is there only to show where Randall's fireball *was*. It is not now actually there.

Dark Passageways

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: 115/115 (Enlarge Person 98.4, Haste 94.7), Peerimus 71/91 (Haste 94.7)), Trace 73/86 (Dark Vision 209.4, Haste 94.7), Quinn 89/100 (Light End of Rod 152.6, Haste 94.7), Durgan 155/182 (Haste 94.7), Vinder 95/102 (Invisibility 97.4, Haste 94.7), Kazak 121/158 (Haste 94.7), Randall 52/63 (Protection From Evil 105.3), Fluffykins 31/31 (Protection From Evil - Shared), Firn'gaer 73/84, Rufus 36/42 (Haste 94.7), Yorrick 117/117, Shadow 44/44

Failure Rates for Divine Spells
===============================
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.)

Randall Mercurial AC 17, HP 52 ( And Fluffykins AC 25, HP 31)  d20+7=8 d20+7=11 d4+1=5 d20+10=13 d20+10=20 d6=3 10d6(3+3+3+2+4+3+5+6+6+6)=41
Sunday May 6th, 2007 8:30:26 AM

" Well that suckith. "

Randall swings his staff of fire (used as a quarter staff) at the threatening bugs

AoO
Auto miss the first with a 1
Hits AC 11 on the second for 5 points of damage

Fortitude roles
13 miss - 3 damage from poison (is that HP damage (49) or reduce Con (con 12, 38 hp)?)
20 saved (WHOOHOO!!)

{ Fluff relay to all and then get out of here.

"Move back in the corridor or as deep in the room as you can. I'm fireballing these things with or without you in the line of fire! Savin move deeper in the room and out of range. }

Delayed action until the end of the party's turn.
Randall waits until the last possible moment, takes a 5 foot step back ( move action to G10) and then use his staff to send a fireball in the room.
ooc> Please don't take up spot G10. Randall could possibly die if caught in the fireball
=========================
Fireball damage (41)
Cast at intersection L10/11, L10/11
=====================
Fluff relays the message and then flies off Randall's shoulders towards the back of the hall (B10, no longer affected by the protection from evil effect)

===============

Active effects: Protection from Evil

Spells Known - Numbers denote spells Per Day
Cantrips All (6):
Arcane Mark Dancing Lights 3- Detect Magic Ghost Sound 3- Message Prestidigitation

First level (7):
Charm Person Comp. Language Detect Secret Doors
Feather Fall Hypnotism
2- Identify 2- Magic Missile x
Protection From Evil 3- Shield Sleep, Spider Climb

Second level (7):
1- Darkness 2- Knock 3- Mirror Image 1-Levitate x

Third level (6):
2- Fireball 1- Fly 2- Haste X 1- Tongues

Fourth level (6):
2- Improved Invisibility 1- Minor Globe of Invulnerability 1- Fireshield 2- Stoneskin

Fifth level (5):
1- Passwall 2- Teleport 2- Wall of Force

Sixth Level (4)
1- Disintegrate 1- Greater Dispelling 1- Veil 1- Chain Lightning

Seventh Level (2)
1- Force Cage 1- Spell Turning

Tattoos:
Brahmah's Tattoo L1(Protection from Evil X3 per day) X



Randall Mercurial AC 17, HP 52 ( And Fluffykins AC 25, HP 31) 
Sunday May 6th, 2007 8:39:32 AM

That's intersection K10/11,L10/11

DM/Al - Addendum 
Sunday May 6th, 2007 3:05:54 PM

Vinder, Quinn, Trace, Durgan, Kazak, Savin IF YOU'RE STILL IN THE AREA BY THE END OF THE ROUND ... Roll a Reflex Save vs DC21 or Take 41hp fire damage from Randall's Fireball. Succeed and take Half Damage unless you have an Ability that mitigates that further.

Also, to answer your question, Randall, that's -3 CON Damage. The subsequent reduction removes 13 of the HP granted you by your CON modifier. That puts your current HP at 39.

Also forgot: Trace, please Make a Concentration Check vs DC9 or your Summoning spell is Disrupted and gone.

Durgan AC32 HP 155/182  d20+22=25 d10+9=13 d20+18=28 d20+18=25 d20+8=22
Sunday May 6th, 2007 9:42:46 PM

As the last golem falls under Kazak's assault, Durgan lets his defensive stance drop. "Nice work brother, now let's get out of the wizards' way." Durgan takes a swipe at the swarm as he runs through it, hoping his movement will get him out of the way. "Come on! Move it so the wizards can finish it!"

actions:
AOO - hit AC25, 13dmg against W2
drop defensive stance- -2str for remainder of encounter
saves: 28,25 fort 22 reflex(if needed)
move to: S11(haste)


Kazak Ac 30 Hp 121/158 haste,scarab of golemsbane  d20+18=35 d20+18=24 d20+23=30 d10+11=20
Monday May 7th, 2007 12:03:43 AM

" i'm startin to hate bugs " growls Kazak as he weathers the insects assault

d20+18=35 fort save vs poison
d20+18=24 fort save vs nausea

"Right behind ya brother " As the 4'1" dwarf slashes at the swarm (w2)(d20+23=30 AoO)(Damage D10+11=20)

Then charges after big brother " ya run almost as fast as ya climb down "laughs Kazak as he follows in his wake hoping to avoid as many insects as he can (moves to r10)

Firn'gaer the Screwed - AC 19, HP 49/60, Con 15; Rufus - 24/30  d20+12=17 d20+12=13 d6=3 d20+4=9 d20+4=24 d6=4
Monday May 7th, 2007 8:13:07 AM

[Fort vs poison DC17, fort vs distraction DC13, Con damage - 3; Rufus: fort vs poison DC9, distraction DC24, Con damage - 4]

Firn'gaer stands unable to do more that swat at the swarms crawling over him.

Rufus feels the poison coursing through his tiny body, but resists the urge fight. Instead the rodent flees through the swarms out into the hallway where they came [he has a full move of 30-ft and will take all of it.]

Active Spells
Detect Magic - requires concentration
Read Magic - always active
See Invisibility - always active
Mage Armor - 24 hours

Prepared Spells
0 - dancing lights(r), disrupt undead x2, ghost sound(r), mage hand x2, prestidigitation(r)

1 - expeditous retreat, magic missile x2, elven sight, shield x2

2 - extended mage armor*, knock, mirror image, resist energy, scorching ray x2

3 - dispel magic x2, empowered magic missile x2, fly, haste

4 - black tentacles, dimension door, mass enlarge person, polymorph

5 - heightened resilent sphere, heightened slow, telekinesis, wall of force

6 - analyze dweomer, chain lightning, mage's lucubration

* - Spells cast
(r) - racial spells

Peerimus AC 33 HP 69/91  d20+13=25 d100=31 13d6(6+6+1+4+4+6+3+3+5+2+6+1+5)=52
Monday May 7th, 2007 3:14:13 PM

Peerimus regains some of his composure as Fluffy relays Randall's plan. Peerimus hopes the corner he is in will keep him from Randall's blast. "Father, I call upon your righteous fires to destroy these vile creatures."

Cast Flame Strike Intersection j/k-11/12 Dmg 52 DC 21 %31

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 12 hours
Barkskin +5 Nat armor 1239.1 rounds

Trace  d20=20 d20=3 d20=7 d20=7 d20=2 d20=15
Monday May 7th, 2007 7:50:54 PM

Trace has never concentrated more in his life, his spell continues and out from the grace of the woods comes 5 owls. He commands them into the middle fo the swarm and ask them to eat untill they cant eat anymore and then to begin killing the rest. Trace sends them to W4.

spell concentrate 20
owl 1- 3+mod / owl 2-7+mod / owl 3- 7+mod
owl 4- 2+mod / owl 5-15+mod

(need dm help on attack and damage, I dont under stand their display) Rolling the 20 for each of them once since the talons are combined in a single attack but not sure about the modifier.)

Base Attack/Grapple: +0/-11 +0/-11
Attack: Talons +5 melee (1d4-3)
Full Attack: Talons +5 melee (1d4-3)

arrow total (171/178) (113/120 in two efficant quivers)

Trace 82/86
AC 14(17) /Touch 6(9)/Flat footed 9(12)
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin (cast upon self)
Catsgrace

3rd Level
Summon Natures Aly (cast against the wasp)
Summon Natures Aly

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



DM/Al to Trace 
Monday May 7th, 2007 8:00:59 PM

You complete your spell at the beginning of your round. From then you're free to Act and Move for this round. If you get this before Posting Time, I'll let you add more on. If you stay where you're at, you'll take more damage and poison from the swarm. You'll also get hit with Randall's Fireball.

You still need to roll Fortitude vs both last round's Poison and last round's Nausea. But after that, I sugggest you clear the area.

trace  d20+10=22 d20+10=21
Monday May 7th, 2007 9:13:35 PM

Trace moves to k7

Vinder the Hilt HP 95/102 AC 24 (dodge G1, two weapon defense, invisibility)  d20+13=25 d20+13=29
Monday May 7th, 2007 9:14:28 PM

Vinder resists both the poison and the nausea. (Fortitude 25 & 29)

He sprints down the hall to B10.

Attack of the Four - Round 04 (DM/Al)  d20+14=18 d20+14=24 d20+14=32 d20+14=33 d20+14=22 d20+14=15 d20+8=23 d20+14=31 d20+13=29 d20+10=25 d20+10=29 d20+14=20 d20+14=29 3d6(4+6+3)=13 3d6(5+5+2)=12 3d6(2+2+4)=8 3d6(5+4+5)=14 3d6(4+1+4)=9
Monday May 7th, 2007 10:26:17 PM

Randall makes a futile swing at a Swarm of hellish wasps as it passes. (Only one AoO. Haste does not apply.) Then he announces another fireball, this one close, whether someone stands in the area or not. It's a move of desperation, and he stands ready, with poison coursing through his veins, waiting for the others to move before dropping it on the Swarms. Fluffy relays a message and then zips out from between two buzzing Swarms.

Durgan drops his Defensive Stance and feels the wind leave his sails. Kazak takes a swipe at one of the swarms as it passes and finds out how effective naked steel is against a swarm: Not at all. The flying insects slip around the blade of the bastard sword, riding on the wind of its passage. Both brothers clear the area for the coming fireball.

Poor Firn'gaer and Rufus are stung many times. Both feel the poison. Rufus flees, but Firn'gaer, with the room spinning in his head, can only do himself harm by leaving the corner and running into the field of the coming fireball. He remains where he's at, batting at the Swarming wasps.

In the corner, Peerimus recovers his composure. The Mother and Father protect him from Poison. Calling on the power of the Elements, he calls a column of fire down on the space just vacated by Durgan and Kazak.

Even as he is stung again and again, Trace holds onto his spell. Five tiny owls appear and begin ripping at the bugs with beak and talon. But Trace is to find that the order of nature holds no sway here. The Natural Weapons of the Owl's have no effect on the swarms. The individual insects avoid the beaks and claws as easily as they avoided Kazak's blade.

Vinder fights off the effects of the Swarm and sprints around the corner and down the hall, taking the light with him. The light at the end of Quinn's rod, though, remains to illuminate half of the room. The end of the hall is already occupied by Randall's familiar, so Vinder stops just short of his goal.

Savin

Quinn

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

Peerimus' column of flame slams down through a Swarm (W2). It is too slow to react and catches the full brunt of the blast. There is something about the red and black wasps though, that Resists the Fire. The adjacent Swarm is faster, though (W1). It avoids the full blast, and its Resistance helps it shake off some of the Fire as well.

Then comes Randall's Fireball. Most of the Swarms have the reflexes to avoid part of the damage. One takes the full blast. But again, all of the hellish wasps resists the fire to a certain extent.

Quinn, Savin and Trace too are caught in Randall's Fireball. Having been warned by Randall, all three summon the Reflexes to avoid full damage. (Quinn and Trace take 20hp Fire Damage, Savin Evades.) Trace's Owls are not so lucky. All five are instantly barbecued.

Both Quinn and Trace shake off the poison and nausea as well. But, for some reason, they remain within the Swarms.

The Swarms continue to buzz and sting. One pushes through the door after Randall, it leaves Trace behind as though they collectively know who is the origin behind their pain. (Randall Take 13hp, Peerimus Take 12hp, Quinn Take 8hp, Firn'gaer Take 14hp, Savin Take 9hp, Fortitude Save vs DC18 or take 1d6 Constitution Damage from Poison -Unless, of course, you happen to be immune to poison. Also, a Second Fortitude Save vs DC18 or be Nauseated for One Round.)

Three of the party have been poisoned. Their skin is gray and the poison continues to eat at their insides. Within a minute it will strike again, taking more of their health and vitality from them. And the hellish wasps continue to sting. They seem resistant to fire and immune to straight weapons attacks. What can stop these insects of death?

=== OOC ===

We're in Combat Rounds again: Please List AC in the Name section of your post. One round action per post.

Round Timer: 93.6

The Hollow Golems

Enemy STATUS
============
W1 Wounded
W2 Wounded
W3 Wounded
W4 Lightly Wounded

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: 106/115 (Enlarge Person 98.4, Haste 94.7), Peerimus 59/91 (Haste 94.7)), Trace 53/86 (Dark Vision 209.4, Haste 94.7), Quinn 61/100 (Light End of Rod 152.6, Haste 94.7), Durgan 155/182 (Haste 94.7), Vinder 95/102 (Invisibility 97.4, Haste 94.7), Kazak 121/158 (Haste 94.7), Randall 26/50; CON 12/15 (Protection From Evil 105.3, Secondary Poison Damage 94.5), Fluffykins 31/31, Firn'gaer 35/60 CON 15/18 (Secondary Poison Damage 94.5), Rufus 24/30 CON 7/10 (Haste 94.7, Secondary Poison Damage 94.5), Yorrick 117/117, Shadow 44/44

Failure Rates for Divine Spells
===============================
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 May 7th, 2007 11:07:19 PM

Game #4 Children of Chaos
For the week of April 30, 2007

NAME-MTWRFSS

Dm Al- 2X22OSS
Durgan- XXX2O-S
Firn'gaer- XXXXX--
Kazak- OXXXX--
Peerimus- XXXXOS-
Quinn- OO2XO--
Randall- XX2XX-S
Savin- XXXXX--
Trace- OXXXX--
Vinder- O2XXOS

Submitted by Adm Brian Z

an excerpt from the journal of Dweezil the imp:

The magic quill was scribing furiously now, recording the actions of the battle in intricate detail. Dweezil hugged himself with glee. "I knew they wouldn't let me down! And what craftsmanship. I simply MUST meet the creator of these golems. Excellent work." He wondered how many human corpses were needed to construct so many. "And hiding hellfire swarms within? Simply marvelous." Dweezil reached out and plucked a wasp out of the air. He toyed with it a moment before eating it. "Mmmmmmmm. Reminds me of home" ,the imp muttered. As he watched the battle unfold he wondered who would inflict the most harm on the Children of Chaos - the wasps or their own spellcasters? The imp could barely contain himself as he laughed, the battle raging beneath him.


Quinn AC 25 Hp 61/100  d20+10=28 d20+10=17
Monday May 7th, 2007 11:19:36 PM

Quinn sees the fireball coming and ducks just in time but is still burned "What is with the new guy and his fireballs? Hey we have friendlies here."

Quinn moves forward (P11)with the aid of the haste. Quinn looks to wait out the swarms and the fireballs as he is battered and bruised by friend and foe alike.

Fort Save 28 and 17

Quinn becomes sick as he grabs his midsection and can barely stand.

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)
Light on metamagic rod of extend
Haste

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


Savin ac 29 hps 106/115  d20+16=27
Tuesday May 8th, 2007 9:28:26 AM

Savin activates his ring of blinking and moves to the east away from the swarm, tumbling to avoid any attacks of opportunity. (tumble 27)

Savin ends up in PQ 7 and yells, "Fire isn't working! Try cold or acid or something else!"

Savin is at a loss on what to do...he doesn't have any kind of spell to effect this creatures and he has seen how effective weapons are...not at all.

Vinder HP 95/102 AC 23 (two weapon defense, invisibility) 
Tuesday May 8th, 2007 10:16:17 AM

Vinder sees that he cannot help his new friends by fighting the clouds of bugs. Instead, he moves around the corner to B9 so he might keep an eye on their rear in case something attempts to strike while they are occupied.

Kazak Ac 30 Hp 121/158 haste,scarab of golemsbane 
Tuesday May 8th, 2007 5:07:16 PM

After racing after Durgan ....Kazak turns and looks back at the action as the fireworks erupt on the swarms " that should do the the ......what??....Durgan we might hafta go drag some of them away from dem swarms of bugs.....lets wait a moment to see what other magics our friends have to defeat the bugs"

" hey guys over here " waves the 4'1" dwarf

Peerimus AC 33 HP 57/91 Haste  d100=88 13d6(4+2+1+1+4+2+4+3+5+4+2+1+6)=39
Tuesday May 8th, 2007 5:42:08 PM

Cold or Acid would be nice, but Father's holy fire is far more powerful than any cold spell I have. Even creatures immune to fire can not stand unscathed within.
Peerimus calls down another strike, his mind focused and his connection to his homeland strong.

[cast heightened Flame strike DC 23 Dmg 39 %88 Intersection I.J/10.11]

"Randall, Firngaer, can we wall them in? If you have the spells delay until we clear an aera and hemisphere them in?"

Peerimus moves to P.13

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 12 hours
Barkskin +5 Nat armor 1238.9 rounds

Trace 
Tuesday May 8th, 2007 7:06:53 PM

Trace moved before the fireball and shouldnt
have been hit.

Trace unsure what to do next switches out his bow for the csw wand.

Randall Mercurial AC 17, HP 26/50 ( And Fluffykins AC 25, HP 31)  d20+10=14 d20+10=25 d6=3 10d6(1+5+3+2+6+5+5+3+1+5)=36 d10+22=32
Tuesday May 8th, 2007 7:46:45 PM

Fortitude roles
14 miss - 3 Con damage from poison
Reduces HP to 13
25 { Made it! }

{ Fluff relay to all
Get out of the way! Fireball coming online!!! }

Depending on how the spell works, I'll do one of two things.

Preferred action:
Randall takes a 5 foot step back (F10) and casts a very thin WALL OF FORCE at 10F/G from ceiling to floor, sealing off the area.

ooc> The spell description doesn't specify a thinkness for the wall.

If somehow Randall knows that this is not possible, Spellcraft check 32

2)
Delayed action until the end of the party's turn.
Randall waits until the last possible moment, takes a 5 foot step back ( move action to F10) and then use his staff to send a fireball in the room.
Damage 36
Range K10/11,L10/11

=====================
Fluff relays the message
===============

Active effects: Protection from Evil

Spells Known - Numbers denote spells Per Day
Cantrips All (6):
Arcane Mark Dancing Lights 3- Detect Magic Ghost Sound 3- Message Prestidigitation

First level (7):
Charm Person Comp. Language Detect Secret Doors
Feather Fall Hypnotism
2- Identify 2- Magic Missile x
Protection From Evil 3- Shield Sleep, Spider Climb

Second level (7):
1- Darkness 2- Knock 3- Mirror Image 1-Levitate x

Third level (6):
2- Fireball 1- Fly 2- Haste X 1- Tongues

Fourth level (6):
2- Improved Invisibility 1- Minor Globe of Invulnerability 1- Fireshield 2- Stoneskin

Fifth level (5):
1- Passwall 2- Teleport 2- Wall of Force

Sixth Level (4)
1- Disintegrate 1- Greater Dispelling 1- Veil 1- Chain Lightning

Seventh Level (2)
1- Force Cage 1- Spell Turning

Tattoos:
Brahmah's Tattoo L1(Protection from Evil X3 per day) X


Firn'gaer the Screwed - AC 19, HP 35/60, Con 15; Rufus - 24/30  d20+12=32 d20+12=14
Tuesday May 8th, 2007 7:49:42 PM

Firn'gaer resists the poison of the hellish insects, but still can do nothing more that bat at the swarm as it continues to bit and sting the wizard.

Active Spells
Detect Magic - requires concentration
Read Magic - always active
See Invisibility - always active
Mage Armor - 24 hours

Prepared Spells
0 - dancing lights(r), disrupt undead x2, ghost sound(r), mage hand x2, prestidigitation(r)

1 - expeditous retreat, magic missile x2, elven sight, shield x2

2 - extended mage armor*, knock, mirror image, resist energy, scorching ray x2

3 - dispel magic x2, empowered magic missile x2, fly, haste

4 - black tentacles, dimension door, mass enlarge person, polymorph

5 - heightened resilent sphere, heightened slow, telekinesis, wall of force

6 - analyze dweomer, chain lightning, mage's lucubration

* - Spells cast
(r) - racial spells

Peerimus OoC 
Tuesday May 8th, 2007 7:58:19 PM

Nauseated can still make a move action Firngaer

Durgan 
Tuesday May 8th, 2007 10:59:04 PM

"Kazak stay here." Durgan puts his weapon away and runs over to the beleagerd gnome. He picks him up and if time allows, runs back through the swarm with him. If he is too late to avoid the fireball, Durgan will try to cover Firn'gaer with his own body to protect him from the fireball and then move him out of the way next round. "Someone get some healing ready for the gnome!"

Trace  3d8(8+3+6)+5=22
Tuesday May 8th, 2007 11:05:14 PM

If able, Trace moves over and heals Firn'gaer, if not able to now, Trace will be ready to heal next round.

Attack of the Four - Round 05 (DM/Al)  d20+11=13 d20+14=25 d20+14=18 3d6(5+3+2)=10 3d6(2+2+3)=7 3d6(5+6+2)=13 3d6(4+3+2)=9 3d6(5+4+6)=15
Wednesday May 9th, 2007 8:17:14 AM


Stricken with nausea, Quinn can do nothing but escape the Swarming of the wasps. He crosses the room, taking the light with him.

Savin's body, tuned to perfection, automatically rejects the poison. He tries to activate his ring, but he is struck by a sudden wave of Nausea. Instead, he too escapes the Swarms, crossing to the other half of the room. (Fortitude 13. Blinking not active.)

Unsure of what to do, Vinder passes Randall's little dragon to take a place of watch upon the stairs. There is nothing on the stairs. At least not within the scope of Vinder's light. And speaking of light, as soon as Vinder rounds the corner, Randall is plunged into Darkness.

Kazak calls out to the others to come his way.

Peerimus calls for another column of fire to blast the hellish insects. It lands, catching two of the swarms.

Trace swaps out his bow for a wand of healing. He remains in place next to the huge swarm. (Sorry Trace, K7 was still within the area of the Fireball. You still get hit, I'm afraid. Sorry for forgetting to move you, though.) He makes ready to move Firn'gaer's side and heal the gnome.

Randall steps five feet back and incants a spell. An invisible Wall of Force fills the passageway blocking all access. He, Vinder, Fluffy and Rufus are on once side, and the rest of the party are on the other. But now what?

Firn'gaer fights off the poison, but is still taken by the nausea. He stands helpless in the corner. (You're still allowed a move action, Firn'gaer. Oh good. Peerimus has already mentined that.)

Durgan races with Hasted feet to pick up Firn'gaer and pull him out. But it's a long way. He barely has time to enter the swarm. (That's 55 feet, Durgan. With Haste you have a movement of 50. Haste doesn't stack with your boots.)

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

The column of holy fire seems to have done its job on at least one of the Swarms. Another one like that might even knock one of the Swarms out. (W1) Randall's Wall of Force seems to be working as well. The stinging insects don't seem to be able to pursue him. But, then again, neither can Randall aide his companions either. (BTW, Randall, it's a Standard Action to dismiss your Wall of Force spell.)

The swarm next to Trace engulfs him. The one who was in the doorway, stimied by Randall's Wall of Force, turns, and with a basic relentless intelligence, chooses Savin to attack. Another pursues Peerimus across the room. (Firn'gaer Take 10hp, Durgan Take 7hp, Trace Take 13hp, Savin Take 9hp, Peerimus Take 15hp, Fortitude Save vs DC18 or take 1d6 Constitution Damage from Poison -Unless, of course, you happen to be immune to poison. Also, a Second Fortitude Save vs DC18 or be Nauseated for One Round.)

=== OOC ===

Sorry to all. Storm took out my internet last night.

We're in Combat Rounds again: Please List AC in the Name section of your post. One round action per post.

Round Timer: 93.7

The Hollow Golems

Enemy STATUS
============
W1 Wounded
W2 Wounded
W3 Wounded
W4 Lightly Wounded

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: 106/115 (Enlarge Person 98.4, Haste 94.7), Peerimus 59/91 (Haste 94.7)), Trace 53/86 (Dark Vision 209.4, Haste 94.7), Quinn 61/100 (Light End of Rod 152.6, Haste 94.7), Durgan 155/182 (Haste 94.7), Vinder 95/102 (Invisibility 97.4, Haste 94.7), Kazak 121/158 (Haste 94.7), Randall 13/37; CON 9/15 (Protection From Evil 105.3, Wall of Force 106.6,Secondary Poison Damage 94.5, 94.6), Fluffykins 31/31, Firn'gaer 35/60 CON 15/18 (Secondary Poison Damage 94.5), Rufus 24/30 CON 7/10 (Haste 94.7, Secondary Poison Damage 94.5), Yorrick 117/117, Shadow 44/44

Failure Rates for Divine Spells
===============================
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 
Wednesday May 9th, 2007 11:12:23 AM

Quinn moves over to one of the doors and away from the swarms.

move to T10

Quinn spits up on the door as he is wracked by waves of cramps.

"Dad you will pay for this injustice."

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)
Light on metamagic rod of extend
Haste

Rod of Extend 2/3
Pearl of power

Vinder HP 95/102 AC 23 (two weapon defense, invisibility) 
Wednesday May 9th, 2007 2:43:20 PM

Vinder peeks back down the hall leading towards the fight and then moves back to his postion on the stairs, placing the torch at B10 so both Randall and Vinder can see.

This is crazy, he thinks, shaking his head. Man, I wish I could do something about those bugs.

Peerimus AC 33 HP 42/91 Haste  d20+13=27 d100=69 d20+18=27 12d6(6+1+3+2+1+4+5+4+3+2+5+5)=41
Wednesday May 9th, 2007 3:31:23 PM

The swarm follows Peerimus and they are keeping too far apart for a single spell now. The druid knows something about swarms, a great deal about Poison and that his friend Firn`gaer is in serious trouble. Needles puncture his flesh on his neck, face and even under his armor. The insects, no not insects, but something more. Outsiders perhaps or maybe magical beasts were everywhere. Though not use to the role anddefinately not comfortable with such command, It is apparnet many of his friends are at a lost

"Energy weapons! Anyone with an Energy weapon, even if the weapon can not hurt them, the energy enchantment upon the weapon will! Quinn if you have nothing else summon Air elemental, the bigger the better. An Elementals whirlwind should act like a Wind Wall or Gust of Wind spell"

"Durgan Trace and Firngaer, Clear that Area I am going to try and channel Father again!"


5' step Q.13 Delay for Trace, Firn and Durgan to Move and cast Heighten Flame Strike intersection I.J/7.8 DC 23 Dmg 41 %69

[Fort Save 27 against Nausea] [know Nature 27 most swarms are vermin]

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 12 hours
Barkskin +5 Nat armor 1238.8 rounds

Durgan  d20+18=25 d20+18=26
Wednesday May 9th, 2007 4:20:49 PM

Durgan moves up to Firn'gaer, picks him up and then moves out of the swarms wrath. "I don't have any durned energy weapons. How about you Brother?"

actions
move to: K13
fortitude saves 25,26

Firn'gaer the Screwed - AC 19, HP 25/60, Con 15; Rufus - 24/30  d20+12=21 d20+12=21
Wednesday May 9th, 2007 6:19:43 PM

Firn'gaer resists the poison and the urge to swat at the bugs. [I hadn't moved because with only a 20-ft move the swarms would have only followed me and I didn't want to take the chance of drawing a second swarm.]

"Durgan, I can take it from here. Thanks for the helping hand." With a brief word, Firn'gaer folds space and appears in T13.

Active Spells
Detect Magic - requires concentration
Read Magic - always active
See Invisibility - always active
Mage Armor - 24 hours

Prepared Spells
0 - dancing lights(r), disrupt undead x2, ghost sound(r), mage hand x2, prestidigitation(r)

1 - expeditous retreat, magic missile x2, elven sight, shield x2

2 - extended mage armor*, knock, mirror image, resist energy, scorching ray x2

3 - dispel magic x2, empowered magic missile x2, fly, haste

4 - black tentacles, dimension door*, mass enlarge person, polymorph

5 - heightened resilent sphere, heightened slow, telekinesis, wall of force

6 - analyze dweomer, chain lightning, mage's lucubration

* - Spells cast
(r) - racial spells

Kazak Ac 30 Hp 121/158 haste,scarab of golemsbane 
Wednesday May 9th, 2007 7:05:10 PM

Observing Quinn and the newly found mage move and appear behind him the 4'1" dwarf moves (5'ft move to S-11) to take a guarding position in front them

" none brother....just dwarven energy" responds Kazak to his brother

With a quick glance at Quinn " not much i can do but look good if the swarms head our way....maybe i can distract them so you could cast some of dem magics of yours " growls Kazak

Quinn Second illegal post 
Wednesday May 9th, 2007 7:10:15 PM

Quinn hears Peerimus's call to action, but he can do nothing else but dry heave.

DM/Al - OoC 
Wednesday May 9th, 2007 7:40:18 PM

Quinn, Nausea lasts One Round on a Failed Fortitude Save. As you were not within a Swarm Last round, you would not be Nauseous now. I apologize if the text of my post inferred anything different. If you would like to change your post before DM Post time, feel free.

Savin 97/115 ac 29  d20+11=28
Wednesday May 9th, 2007 8:01:59 PM

Savin is able to regain the use of his stomach and again tries to activate his ring of blinking. (ooc Fort save 28 Thought it was part of the poison effect so didn't think I needed a save...sorry)

Savin realizes that he is best as a distraction and a body for the swarms to attack so holds his ground but goes fishing in his haversack for another potion. (not sure if I can do this and activate the ring. Using the fishing to grab the potion as my move action...since I am hasted I think I can)

Savin pulls out a potion of protection from evil

Randall Mercurial AC 17, HP 37/37 ( And Fluffykins AC 25, HP 31)  3d8(8+6+5)+13=32
Wednesday May 9th, 2007 8:15:45 PM

Randall takes a CURE SERIOUS WOUNDS potion from his haversack and drinks it.
(Cures 32 HP)

{ Fluffy transmit to all:
Hang in there guys. I had to heal up. I'll be throwing more fireball soon. }

And Fluff does.

=========================================

Active effects: Protection from Evil
Poisoned

Spells Known - Numbers denote spells Per Day
Cantrips All (6):
Arcane Mark Dancing Lights 3- Detect Magic Ghost Sound 3- Message Prestidigitation

First level (7):
Charm Person Comp. Language Detect Secret Doors
Feather Fall Hypnotism
2- Identify 2- Magic Missile x
Protection From Evil 3- Shield Sleep, Spider Climb

Second level (7):
1- Darkness 2- Knock 3- Mirror Image 1-Levitate x

Third level (6):
2- Fireball 1- Fly 2- Haste X 1- Tongues

Fourth level (6):
2- Improved Invisibility 1- Minor Globe of Invulnerability 1- Fireshield 2- Stoneskin

Fifth level (5):
1- Passwall 2- Teleport 2- Wall of Force

Sixth Level (4)
1- Disintegrate 1- Greater Dispelling 1- Veil 1- Chain Lightning

Seventh Level (2)
1- Force Cage 1- Spell Turning

Tattoos:
Brahmah's Tattoo L1(Protection from Evil X3 per day) X


Trace  3d8(1+1+4)+5=11
Wednesday May 9th, 2007 9:20:43 PM

(cant tell the location of Firn'gaer)
Trace rushes to Firn'gaer and cast csw upon him to help stop the bleeding and hopfully will block another attack against him for at least one round.

(sorry for the crummy roll, last one was better)
heals Firn'gaer 11 hps.

arrow total (171/178) (113/120 in two efficant quivers)
Trace 82/86
AC 14(17) /Touch 6(9)/Flat footed 9(12)
Spell List
1st level
Resist Energy Resist Energy
2nd Level
Barkskin (cast upon self) Catsgrace
3rd Level
Summon Natures Aly Summon Natures Aly
Shadow 44/44 Armor Class: 20 Touch: 15 Flat-footed: 15

Attack of the Four - Round 06 (DM/Al)  d20+10=30 d20+10=20 d20+14=28 d20+14=16 3d6(2+5+4)=11 3d6(6+5+3)=14 3d6(3+3+2)=8 3d6(6+3+1)=10 3d6(2+4+4)=10
Wednesday May 9th, 2007 9:49:55 PM


Peerimus calls for energy enhanced weapons. He calls for Air Elementals. And he calls for the area to be cleared. Another blast is coming down.

Quinn feels overcome by the nausea he felt when he was within the swarm. But now that he's out, he feels better.

Vinder places Peerimus' torch on the ground, in a spot that will illuminate both legs of the passageway.

Durgan picks Firn'gaer off the floor with one hand and carries him across the room. (I'm assuming that you put him down as well. Free Action. Same as Drop.)

This time, Firn'gaer fights off both poison and nausea. He thanks the dwarf and then incants a spell of Dimension Door and points to the far corner.

Nothing happens. Perhaps he was warned of this. Perhaps he was not. But no doubt his companions can tell him why his spell failed. If he ever gets the chance to ask.

Kazak notices the wizard's pointing and takes up a position to guard him. Surprise. He doesn't show up.

Savin fights off the nausea this time. Activating his ring, he begins blinking back and forth between here and a black and white world. He holds his ground, using his very presence to defend his comrades, a worthy strategy. (You can activate the ring and draw the potion even without Haste.)

Randall heals himself with a potion. All of his wounds close, but his body is still gray and ravaged by the poison.

Trace again fights off the affects of both the Poison and the Nausea. He rushes out of the Swarm of hellish wasps. Fortunately, Firn'gaer hasn't gone far. Trace heals Firn'gaer. (Trace, from now on, please roll your own Fortitude when necessary.)

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

At Peerimus' call, the column of holy flame falls again from above. One Swarm avoids most of the divine fire (W3), but the other takes the full blast (W2). The Swarm worst hit is now reduced to a few angry members of its collective Hive Mind. Unable to muster the intelligence to find direction, they sweep aimlessly about in the air. They are still dangerous no doubt, should anyone be so foolish as to stand in their midst, but they do not appear to move from their current location.

Not so, the remaining three.

W3 follows Durgan, Firn'gaer and Trace like and angry cloud. Savin continues to be stung, though only being on this plane half the time seems to lessen the number of stings that the monk takes. And the Swarm that Peerimus had stepped out of, moves to take him in again.

(Firn'gaer Take 11hp, Durgan Take 14hp, Trace Take 8hp, Savin Take 5hp, Peerimus Take 10hp, Fortitude Save vs DC18 or take 1d6 Constitution Damage from Poison -Unless, of course, you happen to be immune to poison. Also, a Second Fortitude Save vs DC18 or be Nauseated for One Round.)

=== OOC ===

We're in Combat Rounds again: Please List AC in the Name section of your post. One round action per post.

Round Timer: 93.8

The Hollow Golems

Enemy STATUS
============
W1 Wounded
W2 Near Death /Mindless
W3 Wounded
W4 Lightly Wounded

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: 101/115 (Enlarge Person 98.4, Haste 94.7), Peerimus 49/91 (Haste 94.7), Trace 45/86 (Dark Vision 209.4, Haste 94.7), Quinn 61/100 (Light End of Rod 152.6, Haste 94.7), Durgan 141/182 (Haste 94.7), Vinder 95/102 (Invisibility 97.4, Haste 94.7), Kazak 121/158 (Haste 94.7), Randall 37/37; CON 9/15 (Protection From Evil 105.3, Wall of Force 106.6,Secondary Poison Damage 94.5, 94.6), Fluffykins 31/31, Firn'gaer 35/60 CON 15/18 (Secondary Poison Damage 94.5), Rufus 24/30 CON 7/10 (Haste 94.7, Secondary Poison Damage 94.5), Yorrick 117/117, Shadow 44/44

Failure Rates for Divine Spells
===============================
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  d100=6
Wednesday May 9th, 2007 11:43:06 PM

Quinn spits once more and shakes his head to clear it. "Alright now, lets see what Gargul will grant."

Quinn attempts to cast summon monster V and it fails miserablely.

Spell failure 6%

Quinn shakes his fist at the ceiling "This acursed land!"

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)
Light on metamagic rod of extend
Haste

Rod of Extend 2/3
Pearl of power


Vinder HP 95/102 AC 23 (two weapon defense, invisibility) 
Thursday May 10th, 2007 11:21:23 AM

Vinder peers again down the hall to see Randall standing at the door. "How's the fight going? Anyone down?" he calls back.

Quinn spell list revised 
Thursday May 10th, 2007 4:07:41 PM

copy and paste or alter as you see fit.not tryin to step on anyone's toes here.

Spells/day: 6/7+d/7+d/6+d/4+d/4+d/3+d
Save DCs= 17+ spell level

0th- Light x2**,Read Magic x2* Detect Magic x2*

1st- True Strike(d), Hide from Undead*, Entropic Shield, Shield of Faith x2*, Divine Favor, Protection from Evil x2**

2nd- Locate Object(d)*, Bull's Strength, Bear's Endurance, Silence, Consecrate, Align Weapon

3rd- Fly(d)*, Remove Disease x3**, Magic Vestments x2**, Searing Light,

4th- Dimension Door(d)*, Summon Monster IV*, Spell Immunity*, Divine Power, Greater Magic Weapon*

5th- Teleport(d), Summon Monster V*, Plane Walk, Spell Resistance*, Flame Strike*

6th- Find the Path(d)*, Summon Monster VI*, Greater Dispel Magic x2



Trace spell list revised 
Thursday May 10th, 2007 4:13:51 PM

copy and paste or alter as you see fit.not tryin to step on anyone's toes here.

Spells/day 2/2/2
Save DCs = ?
1st- Resist Energy x2
2nd- Barkskin, Cat's Grace
3rd- Summon Nature's Ally x2


Randall Spell list revised 
Thursday May 10th, 2007 4:30:33 PM

copy and paste or alter as you see fit. not tryin to step on anyone's toes here. stars denote used spells

Spells/day 6/7/7/6/6/5/4/2
Save DCs = ? + spell level

0th- Detect Magic x3, Message x3

1st- Identify x2, Magic Missle x2*, Shield x3

2nd- Darkness, Knock x2, Mirror Image x3, Levitate*

3rd- Fireball x2, Fly, Haste x2*, Tongues

4th- Improved Invisibility x2, Minor Globe of Invulnerability, Fire Shield, Stoneskin x2

5th- Passwall, Teleport x2, Wall of Force*

6th- Disintegrate, Greater Dispelling, Veil, Chain Lightning

7th- Force Cage, Spell Turning

note:
spider climb is L2



Firn'gaer revised spell list 
Thursday May 10th, 2007 4:51:51 PM

copy and paste or alter as you see fit. not tryin to step on anyone's toes here. stars denote used spells.

Spells/day 4+3/6/6/6/4/4/3
Save DCs = ? + spell level

0th- Dancing Lights(r), Disrupt Undead x2, Ghost Sound(r), Mage Hand x2, Prestidigitation(r)

1st- Expeditous Retreat, Magic Missile x2, Elven Sight, Shield x2

2nd- Extended Mage Armor*, Knock, Mirror Image, Resist Energy, Scorching Ray x2

3rd- Dispel Magic x2, Empowered Magic Missile x2, Fly, Haste

4th- Evard's Black Tentacles, Dimension Door*, Mass Enlarge Person, Polymorph

5th- Heightened Resilent Sphere, Heightened Slow, Telekinesis, Wall of Force

6th- Analyze Dweomer, Chain Lightning, Mage's Lucubration

Durgan AC31 Hp 141/182 
Thursday May 10th, 2007 5:03:24 PM

Durgan moves to the middle of the room and hopes to draw the swarm with him. Hoping to draw the other swarms together, he yells to his new comrades-in-arms, "Savin! Peerimus! to me! Everyone else get clear! I can see Randall and Firn'gaer gettin ready ta bring the pain."

actions:
move to N10

active effects:
-2 Str till end of encounter
haste

Kazak Ac 30 Hp 121/158 haste,scarab of golemsbane 
Thursday May 10th, 2007 5:53:19 PM

Looking over his shoulder at Quinn as he rants Kazak sighs and just shakes his head .....looking up as the Cleric raises his fist and voice at the ceiling " something up there ?" as the 4'1" dwarf surveys the ceiling for whatever Quinn is ranting at

Durgans voice catches Kazak's attention and he turns his attention back to the battle of the swarms "a true dwarven warrior me brother is " as he watches Durgan try to lure the swarms to him

Firn'gaer the Screwed - AC 19, HP 25/60, Con 15; Rufus - 24/30  d20+12=19 d20+12=19
Thursday May 10th, 2007 6:13:24 PM

Firn'gaer dim door fails and a look of surprise covers the wizard's face. "Sight to sight 'port doesn't work!"

From his position, he casts Fly and flies to T13.

"I've got nothing to help out with if they are immune to fire." He says his arms up in the air.

Active Spells
Detect Magic - requires concentration
Read Magic - always active
See Invisibility - always active
Mage Armor - 24 hours
Fly - 1200 rounds

Prepared Spells
0 - dancing lights(r), disrupt undead x2, ghost sound(r), mage hand x2, prestidigitation(r)

1 - expeditous retreat, magic missile x2, elven sight, shield x2

2 - extended mage armor*, knock, mirror image, resist energy, scorching ray x2

3 - dispel magic x2, empowered magic missile x2, fly*, haste

4 - black tentacles, dimension door*, mass enlarge person, polymorph

5 - heightened resilent sphere, heightened slow, telekinesis, wall of force

6 - analyze dweomer, chain lightning, mage's lucubration

* - Spells cast
(r) - racial spells

Peerimus AC 33 HP 32/91 Haste  d20+13=22 d100=79 3d6(6+5+2)=13 2d6(1+3)=4
Thursday May 10th, 2007 6:52:30 PM

Stepping back again, [5' to R.13] Peerimus brings just about his last spell to bare. "Father I call upon your knowledge of the ice and winds." Trace and Savin, get out of the center of the room. Find the far wall near Randall!"

"Firngaer, what about that sphere spell? Couldn't you try to simply put one in a bubble? At least give us a breather."

Peerimus delays again until they get clear and then Casts Ice Storm to intersection M.N/10.11 Dmg 13 Bludgeoning 4 Cold %79 Fort save 22

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 12 hours
Barkskin +5 Nat armor 1238.8 rounds

Randall Mercurial AC 17, HP 37/37 ( And Fluffykins AC 25, HP 31) 
Thursday May 10th, 2007 8:18:29 PM

Randall drops the wall of force and hopes for the best.

{Fluffy, transmit to all....
Hang in there guys. Fireballs coming up next

Fluffy, to Vinder
We're getting our arses kicked her. }

And Fluffy does as asked.

===================================

Spells/day 6/7/7/6/6/5/4/2
Save DCs = ? + spell level

0th- Detect Magic x3, Message x3

1st- Identify x2, Magic Missle x2*, Shield x3

2nd- Darkness, Knock x2, Mirror Image x3, Levitate*

3rd- Fireball x2, Fly, Haste x2*, Tongues

4th- Improved Invisibility x2, Minor Globe of Invulnerability, Fire Shield, Stoneskin x2

5th- Passwall, Teleport x2, Wall of Force*

6th- Disintegrate, Greater Dispelling, Veil, Chain Lightning

7th- Force Cage, Spell Turning


Attack of the Four - Round 07 (DM/Al)  d20+18=35 d20+18=20 d20+11=23 d20+10=22 d20+10=25 3d6(5+3+5)=13
Thursday May 10th, 2007 9:47:32 PM


Quinn calls on Gargul for aide. Gargul is there. He must be there. But this cursed land hides him away.

Vinder, invisible and behind the corner, peers back toward the sounds of angry combat.

Durgan again shakes off the Poison and Nausea and takes to the center of the room calling others to rally around and draw the Swarms to one place.

Kazak stands in admiration of his brother, heedless -somewhat heedless- of the crazy human with the tattoo eyes.

Firn'gaer is shocked at the failure of his magic. He calls another spell before zipping through the air and away from the attacking Swarms.

Peerimus steps out of the Swarm once again and prepares to bring down a rain of Ice.

Randall Dismisses his Wall of Force and has Fluffykins transmit two messages of widely differing tenor.

Savin (Fort 23)

Trace (Fort 22, 28)

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

Trace and Savin miss the warning and Peerimus' Storm of Ice comes crashing down, capturing the two of them and Durgan as well as most of the existing Swarms. (Savin take 8hp. Trace and Durgan Take 17hp) When the glistening chips of ice clear the air, only one Swarm is left intact. As it has already engulfed Savin, it contines to do so, the Wasps from Hell sting the staunch and self sacrificing monk. Then again, perhaps he is the best choice for this, as Blinking back and forth, he avoids the greater portion of the damage.

(Savin Take 6hp, Fortitude Save vs DC18 or be Nauseated for One Round.)

=== OOC ===

We're in Combat Rounds again: Please List AC in the Name section of your post. One round action per post.

Round Timer: 93.9

The Hollow Golems

Enemy STATUS
============
W1 Destroyed
W2 Destroyed
W3 Destroyed
W4 Wounded

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: 87/115 (Enlarge Person 98.4, Haste 94.7, Blink 94.3), Peerimus 49/91 (Haste 94.7), Trace 28/86 (Dark Vision 209.4, Haste 94.7), Quinn 61/100 (Light End of Rod 152.6, Haste 94.7), Durgan 124/182 (Haste 94.7), Vinder 95/102 (Invisibility 97.4, Haste 94.7), Kazak 121/158 (Haste 94.7), Randall 37/37; CON 9/15 (Protection From Evil 105.3, Wall of Force 106.6,Secondary Poison Damage 94.5, 94.6), Fluffykins 31/31, Firn'gaer 35/60 CON 15/18 (Fly 105.8, Secondary Poison Damage 94.5), Rufus 24/30 CON 7/10 (Haste 94.7, Secondary Poison Damage 94.5), Yorrick 117/117, Shadow 44/44

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

Savin 87/115 ? ac 29 blinking.  d20+11=19
Thursday May 10th, 2007 10:50:18 PM

OOC Al Savin is still blinking. Do I still take that much damage? Also does the ice storm effect me? 50% chance not too. Sorry missed the post.

Savin feels helpless but still knows that he can take the damage more than some of his comrades. Still when he sees the other swarms fall, he will dart away to the other side of the room heading south.

He turns to the spell users and yells, "Finish the damn thing off!"

fort check of 19

HP should be 87. Sorry. Corrected. --Al

Durgan HP 124/182 
Thursday May 10th, 2007 10:50:29 PM

Durgan backs up to take a position near his brother and hopes he is out of the way of any incoming fireballs. (move to R11)



Quinn AC 25 Hp 61/100 
Thursday May 10th, 2007 11:56:59 PM

Quinn is sick and tired of these continous traps, but know he must keep his head. With the swarms almost dead he turns his attention to the door in front of him. Quinn leaves the swarms to others as he has bigger fish to fry, or bring before Gargul.

Does the door open in or out? Any inscriptions?

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

Spells/day: 6/7+d/7+d/6+d/4+d/4+d/3+d
Save DCs= 17+ spell level

0th- Light x2**,Read Magic x2* Detect Magic x2*

1st- True Strike(d), Hide from Undead*, Entropic Shield, Shield of Faith x2*, Divine Favor, Protection from Evil x2**

2nd- Locate Object(d)*, Bull's Strength, Bear's Endurance, Silence, Consecrate, Align Weapon

3rd- Fly(d)*, Remove Disease x3**, Magic Vestments x2**, Searing Light,

4th- Dimension Door(d)*, Summon Monster IV*, Spell Immunity*, Divine Power, Greater Magic Weapon*

5th- Teleport(d), Summon Monster V*, Plane Walk, Spell Resistance*, Flame Strike*

6th- 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)
Light on metamagic rod of extend
Haste

Rod of Extend 2/3
Pearl of power used


Trace  3d8(5+2+1)+5=13 d20+10=29 d20+10=25
Friday May 11th, 2007 12:17:25 AM

Trace turns the csw on himself after kicking himself for not heading the warnings of his friends and staying in the way of friendly fire.

csw 13hps/ poison 29/ nasuea 25

arrow total (171/178) (113/120 in two efficant quivers)
Trace 41/86
AC 14(17) /Touch 6(9)/Flat footed 9(12)
Spell List
1st level
Resist Energy Resist Energy
2nd Level
Barkskin (cast upon self) Catsgrace
3rd Level
Summon Natures Aly Summon Natures Aly
Shadow 44/44 Armor Class: 20 Touch: 15 Flat-footed: 15

Randall Mercurial AC 17, HP 37/37 ( And Fluffykins AC 25, HP 31)  10d6(6+2+6+3+2+2+3+6+6+5)=41
Friday May 11th, 2007 7:47:11 AM

{Fluffy, transmit to all....
Fireballs coming up. Centered 10 feet East of the North door. }

And Fluffy does as asked.

Delayed action until the last possible instance.
Randall moves 5 feet forward (G10) and uses his staff to cast a fireball at the remaining swarm.

Damage 41
Intersection 6 P/Q, 7 P/Q

===================================

Spells/day 6/7/7/6/6/5/4/2
Save DCs = ? + spell level

0th- Detect Magic x3, Message x3

1st- Identify x2, Magic Missle x2*, Shield x3

2nd- Darkness, Knock x2, Mirror Image x3, Levitate*

3rd- Fireball x2, Fly, Haste x2*, Tongues

4th- Improved Invisibility x2, Minor Globe of Invulnerability, Fire Shield, Stoneskin x2

5th- Passwall, Teleport x2, Wall of Force*

6th- Disintegrate, Greater Dispelling, Veil, Chain Lightning

7th- Force Cage, Spell Turning

Vinder HP 95/102 AC 23 (two weapon defense, invisibility) 
Friday May 11th, 2007 11:37:14 AM

Vinder peers back down the hall to see if the battle's still raging or winding down. He finds he can't see through the darkness. The booms, thunder and flash of magic in the larger room are enough to catch his senses, though.

He shakes his head and smiles. I've gone up against magic-users before, but these guys seem fairly powerful. No sense in making enemies out of them.

Firn'gaer - AC 19, HP 25/60, Con 15; Rufus - 24/30 
Friday May 11th, 2007 3:11:45 PM

"That would work, but it could also trap Savin in there with them. If Savin's willing to take the chance, I'll throw it. What'd ya say Savin, I can trap the swarm, but if you're not fast enough you'll be trapped with them and probably dead!"

If Savin agrees, then Firn'gaer will throw the heightened resilent sphere at Savin and the wasps. The Reflex save is DC22.

Active Spells
Detect Magic - requires concentration
Read Magic - always active
See Invisibility - always active
Mage Armor - 24 hours
Fly - 1199 rounds

Prepared Spells
0 - dancing lights(r), disrupt undead x2, ghost sound(r), mage hand x2, prestidigitation(r)

1 - expeditous retreat, magic missile x2, elven sight, shield x2

2 - extended mage armor*, knock, mirror image, resist energy, scorching ray x2

3 - dispel magic x2, empowered magic missile x2, fly*, haste

4 - black tentacles, dimension door*, mass enlarge person, polymorph

5 - heightened resilent sphere, heightened slow, telekinesis, wall of force

6 - analyze dweomer, chain lightning, mage's lucubration

* - Spells cast
(r) - racial spells

Savin Illegal post 
Friday May 11th, 2007 4:31:28 PM

OOC Not quite sure what Firn'gaer is talking about buy I made my post early and moved. Not sure if I could retract it if I wanted to or I am still in the way.



Firn'gaer - OOC 
Friday May 11th, 2007 6:38:04 PM

I know Savin has already reacted for the round. I was looking more for the siloquy(sp?). Firn'gaer would throw the spell and Savin would need to make a Reflex save. If he made it he would not be in the sphere. That's what I meant about being fast enough.

DM/Al - OoC 
Friday May 11th, 2007 6:50:15 PM

If order of actions creates consequences, then order is resolved by Posting Order. In this case, because Savin posted first, he would have moved before Firn'gaer cast his spell. No Reflex Save would be necessary from Savin as he is no longer considered to be in that spot.

Kazak Ac 30 Hp 121/158 haste,scarab of golemsbane 
Friday May 11th, 2007 8:09:43 PM

Seeing 3 of the 4 swarms break apart under magical assault..... Kazak slides over to(S9) to stand between the last remaining swarm and Quinn....hoping to do his best to protect the ranting Cleric

Watching as magical spells explode about the room " very impressive display of power " muses Kazak to himself "Durgan and i are fortunate to have fallen in with such powerful allies"

Firn'gaer - OOC 
Friday May 11th, 2007 9:05:46 PM

I missed Savin moving. I was looking for coordinates when I was reading his post. My bad.

Firn'gaer will cast the spell then.

Peerimus AC 33 HP 32/91 Haste  d100=68
Friday May 11th, 2007 9:22:55 PM

Peerimus steps to Firngaer, "You are looking well my friend, but let us see if Mother can lighten your spirits." Peerimus move to S13 and casts Neutralize Poison.

Even though Randall is about to throw another Fireball, Peerimu sstill thinks if there is anything left of the swarm, that Firngaer should try and trap it. It would buy the group a few rounds for healing and to reorganize.

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 12 hours
Barkskin +5 Nat armor 1238.8 rounds


Attack of the Four - Round 08 (DM/Al)  d20+14=29 d20+14=29 3d6(5+1+3)=9 3d6(3+1+2)=6 d20=3 d20=4 d20=17 d20=15 d20=13 d20=12 d20=12 d20=20 d20=3 d20=13 d20=5
Saturday May 12th, 2007 11:20:30 AM

There is a general scramble as everyone instinctively clears the area around lone remaining Hell Wasp Swarm. Trace and everyone on his side of the room actually receive a telepathic warning relayed through Fluffykins, but what's coming is plain enough to everyone even without it. (Randall, please remember that the range of Fluffykin's Telepathy is only 60ft.)

Sensing the end of the last Swarm, Quinn turns his attention to the Eastern door. This, like the others in the room, is made of plain unmarked stone. No glyphs or writing are in evidence. In the center of the door is a push-plate, indicating that the door must open outward. Above the push plate are two holes just larger than the size of a thumb is round. There appears no lock, at least no lock in the conventional sense.

Trace heals himself, but despite the telepathic warnings and the sight of his companions as they clear the area, he remains in place.

Staff in hand, Randall finishes his incantation and a small bead leaves his hand, flying toward a spot upon the North Wall. The fireball is coming. Is everyone clear? Or will his aim catch his comrades in the radius of the blast?

While Vinder watches, invisible and around the protection of the corner, Firn'gaer prepares to cast a spell to trap the Swarm. Suddenly, there is a touch upon the gnomish wizard's shoulder and he feels the burning poison purged from his blood. It's Peerimus, one of the first people he had encountered upon appearing on this continent in the frozen wastes of Ice Vein. The druid has purged the poison. But what of Rufus?

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

The Fireball grows from the tiny bead, rushing with startling speed straight at Kazak! Not a foot from the 4'1" dwarf, the expanding wall of orange flame winks out leaving him untouched save for, perhaps, a few singed hairs of beard or eyebrow.

When the Fireball clears, the Swarm still stands, and angry cloud. A Resilient Sphere of shimmering force springs into place as Firn'gaer attempts to capture the Swarm. The cloud of Hell Wasps, though, has other ideas. It dodges and crosses the room to engulf Kazak and Quinn. This is not over yet!

(Kazak Take 9hp, Quinn Take 6hp. Fortitude Save vs DC18 or take 1d6 Constitution Damage from Poison. Also a Second Fortitude Save vs DC18 or be Nauseated for One Round.)

Poison still courses through the veins of Randall the wizard and through Firn'gaer's familiar, Rufus. Most of the Children of Chaos bear the swelling stings of the Hell Wasps, many are gravely injured. What's more ... that crashing Ice Storm was loud. The doors are of stone, and Vinder could tell you, sound doesn't travel well through stone. But, it does travel.

=== OOC ===

We're in Combat Rounds again: Please List AC in the Name section of your post. One round action per post.

Round Timer: 94.0

The Hollow Golems

Enemy STATUS
============
W4 Wounded

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: 87/115 (Enlarge Person 98.4, Haste 94.7, Blink 94.3), Peerimus 49/91 (Haste 94.7), Trace 41/86 (Dark Vision 209.4, Haste 94.7), Quinn 61/100 (Light End of Rod 152.6, Haste 94.7), Durgan 124/182 (Haste 94.7), Vinder 95/102 (Invisibility 97.4, Haste 94.7), Kazak 121/158 (Haste 94.7), Randall 37/37; CON 9/15 (Protection From Evil 105.3, Wall of Force 106.6, Secondary Poison Damage 94.5, 94.6), Fluffykins 31/31, Firn'gaer 35/60 CON 15/18 (Fly 105.8), Rufus 24/30 CON 7/10 (Haste 94.7, Secondary Poison Damage 94.5), Yorrick 117/117, Shadow 44/44

Failure Rates for Divine Spells
===============================
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 55/100  d20+14=20 d20+14=24 d20+11=28
Saturday May 12th, 2007 11:57:56 AM

Quinn howls in surpirse as the wasps attack him again "I though you were finishing them off!"

Save Poison 20
Save sickness 24

Quinn clearly has had enough of the wasps and opens the door and steps through. "Come on Kazak, Quick." Quinn will scan what is behind the door and close if after Kazak come though. Enen if the dwarf does not, the cleric of Gargul will close the door to keep the fireballs and wasps at bay.

spot 28

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

Spells/day: 6/7+d/7+d/6+d/4+d/4+d/3+d
Save DCs= 17+ spell level

0th- Light x2**,Read Magic x2* Detect Magic x2*

1st- True Strike(d), Hide from Undead*, Entropic Shield, Shield of Faith x2*, Divine Favor, Protection from Evil x2**

2nd- Locate Object(d)*, Bull's Strength, Bear's Endurance, Silence, Consecrate, Align Weapon

3rd- Fly(d)*, Remove Disease x3**, Magic Vestments x2**, Searing Light,

4th- Dimension Door(d)*, Summon Monster IV*, Spell Immunity*, Divine Power, Greater Magic Weapon*

5th- Teleport(d), Summon Monster V*, Plane Walk, Spell Resistance*, Flame Strike*

6th- 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)
Light on metamagic rod of extend
Haste

Rod of Extend 2/3
Pearl of power used


Vinder HP 95/102 AC 23 (two weapon defense, invisibility) 
Sunday May 13th, 2007 11:27:55 AM

Vinder remains where he is, peeping down the hall from time to time to see what he can.

Trace  d20+10=25 d20+10=11 3d8(6+6+4)+5=21
Sunday May 13th, 2007 9:14:43 PM

Trace moves back to Firn'gaer and heals him with the csw wand. Not sure what else to do, Trace tries to dodge any wasp that comes his way.

csw 21 hps/ poison 25/ nasuea 11

arrow total (171/178) (113/120 in two efficant quivers)
Trace 41/86
AC 14(17) /Touch 6(9)/Flat footed 9(12)
Spell List
1st level
Resist Energy Resist Energy
2nd Level
Barkskin (cast upon self) Catsgrace
3rd Level
Summon Natures Aly Summon Natures Aly
Shadow 44/44 Armor Class: 20 Touch: 15 Flat-footed: 15

Durgan 
Sunday May 13th, 2007 9:54:37 PM

Durgan moves out of the way of the wasp swarm and any incoming fireballs. "Kazak! out of the way brother, more fire comin unless I be mistaken."

move to: back to other side of the room again.

OOC-the map wouldn't load for me tonight, I will live with best guess.

Savin ac 30 hps 104/115  2d8(8+6)+3=17
Monday May 14th, 2007 12:16:39 AM

Savin is at a loss on what to do about the swarm. It is up to the mages to take care of this one but he knows his skills will be needed soon so he pulls out a potion and sucks it down.

cure moderate getting 17 point back

Kazak Ac 30 Hp 112/158 haste,scarab of golemsbane  d20+18=26 d20+18=24
Monday May 14th, 2007 12:16:47 AM

Kazak eyes widen as the fireball explodes right in front of him "whoa"

His steel grey eyes blinking from the heat of the fireball the dwarf catches movement heading his way ......." this ain't gonna be good......i hate bugs " groans Kazak as the Swarm engulfs the 4'1" dwarf

Blinded by the swarms attack and their painful stings (d20+18=26 fort ch vs poison)(d20+18=24 fort save vs nausea) Kazak hears Quinns voice and advice " right behind ya " as Kazak turns and charges after Quinn thru the door

Randall Mercurial AC 17, HP 37/37 ( And Fluffykins AC 25, HP 31)  10d6(1+4+3+4+1+6+4+4+3+1)=31
Monday May 14th, 2007 7:37:14 AM

Delayed action until the last possible instance.
Randall uses his staff to cast a fireball at the remaining swarm.

Damage 31 Intersection T6/7

===================================

Spells/day 6/7/7/6/6/5/4/2
Save DCs = ? + spell level

0th- Detect Magic x3, Message x3

1st- Identify x2, Magic Missle x2*, Shield x3

2nd- Darkness, Knock x2, Mirror Image x3, Levitate*

3rd- Fireball x2, Fly, Haste x2*, Tongues

4th- Improved Invisibility x2, Minor Globe of Invulnerability, Fire Shield, Stoneskin x2

5th- Passwall, Teleport x2, Wall of Force X2*

6th- Disintegrate, Greater Dispelling, Veil, Chain Lightning

7th- Force Cage, Spell Turning


Firn'gaer - AC 19, HP 46/60, Con 15; Rufus - 24/30  8d6(1+2+2+4+2+6+6+3)=26
Monday May 14th, 2007 9:11:47 AM

"Thanks Trace." He says for the healing.

Firn'gaer will wait for the fireballs to go and if the wasps are still there, he will fire a fireball from his own staff.

[Fireball from staff - 26 points, DC20 for half]

Active Spells
Detect Magic - requires concentration
Read Magic - always active
See Invisibility - always active
Mage Armor - 24 hours
Fly - 1198 rounds

Prepared Spells
0 - dancing lights(r), disrupt undead x2, ghost sound(r), mage hand x2, prestidigitation(r)

1 - expeditous retreat, magic missile x2, elven sight, shield x2

2 - extended mage armor*, knock, mirror image, resist energy, scorching ray x2

3 - dispel magic x2, empowered magic missile x2, fly*, haste

4 - black tentacles, dimension door*, mass enlarge person, polymorph

5 - heightened resilent sphere*, heightened slow, telekinesis, wall of force

6 - analyze dweomer, chain lightning, mage's lucubration

* - Spells cast
(r) - racial spells

Peerimus AC 33 HP 46/91 Haste  d100=29 3d8(1+2+6)+5=14
Monday May 14th, 2007 3:23:58 PM

Pretty confident taht Firngaer would not fireball himself, Peerimus stays right where he is. Calling for the wand of CSW from his haversack he activates the item upon himself. [activiate % 29 heal 14]

Fluffy if you would be so kind to let everyone know I have a wand to counter the poison.

Randall and Kazak exit the room, "Brambles." the druid curses under his breath. The thought then occurs to if that Vinder fellow is still watching thier backs so to speak. The bad guys might not be on thier way here, but any in the vicinity cetainly know where we are, he thinks.

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 39c
Lesser Restoration 49c
Reduce animal Dalek 12 hours
Barkskin +5 Nat armor 1238.7 rounds

DM/Al - OoC 
Monday May 14th, 2007 3:34:18 PM

Firn'gaer, Staff of Fire would use your Caster Level for the Fireball spell. That would make the damage roll a 10d6 rather than a 8d6. If you read this before DM Post time tonight, you can roll two more d6 and add that to the damage. Otherwise, I'll roll them for you.

Posting Report For: 
Monday May 14th, 2007 3:54:41 PM

Game #4 Children of Chaos
For the week of May 7th, 2007

Name - MTWRFSS

DM Al - XX3XOS-
Durgan - OXX2O-X
Firn'gaer - XXXXX--
Kazak - XXXXX--
Peerimus - XXXXX--
Quinn - XO2XOS-
Randall - OXXXX--
Savin - XOXXO--
Trace - XXXOX-S
Vinder - XXXXX-S

Submitted by Adm BrianZ

an excerpt from the journal of Dweezil the imp:

BOOM! BOOM! The fireballs were bouncing off every corner of the room as the Children of Chaos desperately tried to fend off the Hellfire wasp swarms. Dweezil looked over at the magic journal as it meticulously noted every spell used. Dweezil chuckled to himself, "Ha ha ha! How wonderful! What a show - fire, ice, flame from the heavens, I wonder if they'll have anything left for the vampires?" Dweezil laughed again as he watched the adventurers run from one side of the room to the other trying to avoid the spell blasts. "Delightful entertainment. And my master will be pleased with the record of their favorite used spells."


Firn'gaer - OOC  2d6(4+4)=8
Monday May 14th, 2007 4:58:23 PM

I missed that. I thought the staff work at 8th and used the caster's modifier. My bad.

Here are the additional 2d6 for the fireball.

[Peerimus - your confidence will be Firn'gaer's undoing. LOL]

Burnt and Gone -Please Read the OoC Note Below (DM/Al)  d20+14=30 d20+14=28
Monday May 14th, 2007 9:00:43 PM

Quinn pushes open the door. It swings open quite readily despite being almost a foot thick. In the light on the tip of his rod (I love saying that) he sees a corridor stretching to the furthest visible distance and beyond. Again, like the others it is a cramped 5 by 10. Quinn steps through and beckons to Kazak.

Vinder peeks out again, seeing nothing really except Randall, a rat and a pseudo-dragon. The rest, the main room, fades into the dim light.

Trace moves across the room again to heal Firn'gaer. He activates his wand and heals Firn'gaer.

Durgan moves in the opposite direction, getting well clear of the Wasps and any fireballs that may be visited upon them.

Savin draws a potion and drinks it down.

Kazak hears Quinn's call. He hustles through the cloud of angry Hell Wasps and past Quinn. Quinn slams the thick stone door, plunging the eastern half of the room into complete darkness. Staring both of them in the face is the same hook beaked gargoyle face that graced the door on the West side of the room. Inside its beak is the handle to open the door once again. Oddly enough, it seems to be on the exact same level as the two holes that Quinn had seen on the other side of the door.

Peerimus, with faith in the wizard he has come to call Friend, remains dangerously near the last Swarm. He heals his wounds with a wand and thinks a thought to Randall's Pseudodragon. There is, however, no answering thought. Perhaps the little creature is too far away.

Another bead leaves Randall's hand. This one strikes the very corner of the room and blooms outward in the darkness. The Swarm takes the blast, dodging the worst of it. From the side of the room, Firn'gaer raises his own staff and adds a Fireball of his own. (Firn'gaer, next time please select a Grid Intersection at which to place the Center of the Area Effect. If you don't, I will choose one for you. You may not like it, but you will be stuck with it.)

Two fireballs burst within the darkness, then vanish. The flash leaves everyone in the room blind except for Durgan. The room is silent. The angry buzz is stilled. Durgan sees the smoking bodies of the Hell Wasps scattered across the floor. Not a single one is left in the air.

On the other side of the stone door, Quinn and Kazak watch as a flames issue forth from the nostrils of the gargoyle face. A gust of hot air washes over them. Then, like a dried crust of phlegm, the charred remains of a Hell Wasp drops from one nostril of the gargoyle face. It falls to the floor unmoving. The last of the Hell Wasp Swarms is burnt and gone.

Kazak, with his dwarf-born Darkvision, can see much further down the corridor than Quinn's basic light. At the very edge of his vision, Kazak sees another door at the far end of the straight and narrow corridor. Then a very curious thing happens. A dark bulge appears in the door, at about human face level. In fact it might even be a face but for the lack of distinct features. Curious. Two brighter spots might even be eyes, though it's hard to tell in the Monochrome of Darkvision. Then the bulge disappears as though swallowed by the door.

=== OOC ===

You Have a Choice to Make. Please Read This. We're taking a vote. To Remain in Combat Rounds or Not to Remain in Combat Rounds. That is the Question. If you depart combat rounds, I will count time according the longest single action taken by a party member. Please cast your vote in your post. I will go with the majority.

Round Timer: 94.1

After The Hollow Golems

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: 104/115 (Enlarge Person 98.4, Haste 94.7, Blink 94.3), Peerimus 63/91 (Haste 94.7), Trace 41/86 (Dark Vision 209.4, Haste 94.7), Quinn 61/100 (Light End of Rod 152.6, Haste 94.7), Durgan 124/182 (Haste 94.7), Vinder 95/102 (Invisibility 97.4, Haste 94.7), Kazak 121/158 (Haste 94.7), Randall 37/37; CON 9/15 (Protection From Evil 105.3, Wall of Force 106.6, Secondary Poison Damage 94.5, 94.6), Fluffykins 31/31, Firn'gaer 56/60 CON 15/18 (Fly 105.8), Rufus 24/30 CON 7/10 (Haste 94.7, Secondary Poison Damage 94.5), Yorrick 117/117, Shadow 44/44

Failure Rates for Divine Spells
===============================
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.)

DM/Al - OoC 
Monday May 14th, 2007 9:03:37 PM

Please note, Peerimus, that a Lesser Restoration still requires 3 rounds to cast. Even from a Wand.

Quinn AC 25 Hp 55/100 
Monday May 14th, 2007 11:36:32 PM

Quinn looks at Kazak "You move fast there Kazak." Quinn smailes down on him. "We got ourselves battered and bruised. Lets return to the others."

Quinn will open the door a crack and look out "No wasps, good." Quinn will stick out his head and calls out "Kazak and I found a corridor. Any cure wands available for Kazak and I."

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

Spells/day: 6/7+d/7+d/6+d/4+d/4+d/3+d
Save DCs= 17+ spell level

0th- Light x2**,Read Magic x2* Detect Magic x2*

1st- True Strike(d), Hide from Undead*, Entropic Shield, Shield of Faith x2*, Divine Favor, Protection from Evil x2**

2nd- Locate Object(d)*, Bull's Strength, Bear's Endurance, Silence, Consecrate, Align Weapon

3rd- Fly(d)*, Remove Disease x3**, Magic Vestments x2**, Searing Light,

4th- Dimension Door(d)*, Summon Monster IV*, Spell Immunity*, Divine Power, Greater Magic Weapon*

5th- Teleport(d), Summon Monster V*, Plane Walk, Spell Resistance*, Flame Strike*

6th- 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)
Light on metamagic rod of extend
Haste

Rod of Extend 2/3
Pearl of power used



Kazak Ac 30 Hp 112/158 haste,scarab of golemsbane 
Tuesday May 15th, 2007 12:35:23 AM

Checking out the Gargoyle "heya Quinn didn't we see one just like that on the other side " as Kazak points at the beast " and the flames .....they must be connected somehow "

Surveying their new surroundings the 4'1" dwarf catches some movement at the other end of the room " hey did you see dat ??....something moved down by the door ......we ain't alone Quinn " whispers Kazak

Taking a defensive stance to protect Quinn , Kazak sword and shield come to the ready position.....his steel grey eyes continue to focus on the far door

(well i gotta vote for combat rds since i'm stuck on the otherside of the door with some creepy things)



Quinn (second Illegal post) 78/100 hp  d100=100 d8=1 d8=5 d8=6
Tuesday May 15th, 2007 8:41:27 AM

Quinn hears Kazak's aning "What did you see? I must have missed it."

Quinn will reluctantly cure his new dwarven friend and himself in anticipation of more problems.

Cure moderate wounds mass (using greater dispel magic)

Cure 23.

Quinn feels an incredible connection to Gargul (rolled 100%) "The time feels right my friend." Quinn comments in dwarvish.

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

ooc: Quinn will vote for whatever time line moves us along the fastest, but combat rounds seem more appropriote, as Kazak and I are not alone

DM/Al - OoC 
Tuesday May 15th, 2007 9:05:51 AM

Trace, I made a mistake up above. I've been told that you have a 60ft move from Haste, and therefore your Cure went off just fine. I'll correct it tonight. Sorry.

Vinder HP 95/102 
Tuesday May 15th, 2007 10:48:15 AM

Hearing the sounds of battle die away, Vinder becomes visible, retrieves the everburning torch, and moves back into the room.

"Everyone okay?" he asks. He's a bit surprised that his concern is sincere.

I've only known these guys for a few minutes, he thinks to himself. Must be the intensity of the situation.

He feels more than a little foolish that he was unable to help out in this latest dilemma, but is eager to prove his worth to his new friends.

"I guess we should keep moving, then. Which way?" He nods at the northern door and then the eastern door.

Peerimus AC 33 HP 61/91 Haste  d100=66 3d8(4+4+2)+5=15
Tuesday May 15th, 2007 5:26:59 PM

Peerimus hears no reply from Fluffy, but then again this is new stuff and any number of reasons could account for it. The druid is not overly concerned, but files away the inconsistency of it. Looking about, it would seem that Firn`gaer and himself are the worse for wear after the encounter and Trace just pretty much took care of his wizard friend. He already has the curing wand out and so he taps himself with it and then stows the wand back into his Haversack.

Hearing Vinder, "Yes, so far as we know." and as Quinn pokes his head, "Yes, the swarms are destroyed and get back out of that hall. I do not have the energy to launch a rescue of yourself and Kazak."

"Looking to everyone "I want to regroup at the door we entered from and get an account of our condition." Peerimus puts his hand on Firn`Gaers shoulder as they walk, "Like old times my friend."

I vote to exit combat, but keep posts to 2-3 rounds worth of action. No one should get into too much trouble that way and also I won't have 3 days of posting "Peerimus uses his wand" as exciting as that would be :)

Savin ac 29 hps 104/115 
Tuesday May 15th, 2007 6:37:37 PM

Savin will move towards the door and that he saw his friends go through and try to open it. "Come on we need to move. We are making a lot of noise and giving enemies plenty of time to prepare nasty surprises. Especially if that enemy has cleric skills."

OOC I vote to keep combat rounds going since we have so many spells on.

Firn'gaer - AC 19, HP 46/60, Con 15; Rufus - 24/30 
Tuesday May 15th, 2007 6:50:03 PM

[I assume the map is darker to represent the absence of light.]

"It's things like that that don't make me feel warm and fuzzy inside. As I remember correctly 'old times' were painful." He says to the druid.

Firn'gaer draws on his gnomish powers and casts Dancing Lights. A series of light orbs appear in the area around Firn'gaer illuminating as if they were each a torch.

"Can I get the Force Wall down." He says moving as far as his 20-ft move will take him on a direct line towards the Wall of Force. He will be in Q10.

[Combat rounds are fine with me.]

Active Spells
Detect Magic - requires concentration
Read Magic - always active
See Invisibility - always active
Mage Armor - 24 hours
Fly - 1197 rounds

Prepared Spells
0 - dancing lights(r)*, disrupt undead x2, ghost sound(r), mage hand x2, prestidigitation(r)

1 - expeditous retreat, magic missile x2, elven sight, shield x2

2 - extended mage armor*, knock, mirror image, resist energy, scorching ray x2

3 - dispel magic x2, empowered magic missile x2, fly*, haste

4 - black tentacles, dimension door*, mass enlarge person, polymorph

5 - heightened resilent sphere*, heightened slow, telekinesis, wall of force

6 - analyze dweomer, chain lightning, mage's lucubration

* - Spells cast
(r) - racial spells

Randall Mercurial AC 17, HP 37/37 ( And Fluffykins AC 25, HP 31) 
Tuesday May 15th, 2007 7:20:42 PM

{ Flufffy, join me please. }

Randall advances into the room...

" HEY! Where are all of you going?!? Shouldn't we take stock here and heal up our wounds before we set off somewhere else? And there IS another door here that hasn't been checked! Wouldn't it be nice is we just walked away from a treasure vault of some kind or another!?!"

:: Randall places both hands on his hips.. ::

"And some of use need to have this poison in our veins taken cared of before we continue! Anyone have a way to fix this? "

ooc> I vote "out of combat"



One North. One East. (DM/Al)  d20+8=12
Tuesday May 15th, 2007 9:39:55 PM


Quinn pulls on the handle of the door and there is a *click* much louder than one would expect from a simple door handle. He feels something strike his gauntleted hand. Too late, he remembers the trap that Vinder had found on the Western door. Thank Gargul for armor.

He opens the door and light once again floods the room. The grave image of Gargul breaks through this dark land and smiles upon him as he heals his companions. (Quinn, Kazak, Peerimus, Trace, Savin, Firn'gaer healed 23hp)

Kazak, whispers warning to Quinn. With sword and shield ready, he refuses to turn back to the room. He keeps his eyes, instead, turned to the door at the far end of the hall. The strange dark bump does not return. At least not in the few short seconds that Kazak stands watching.

Vinder becomes visible again and picks up the Everburning torch. He calls out to the people in the room. (Remember that dismissing the Invisibility fromt he ring is a standard action, Vinder. That shouldn't be an issue most of the time.)

Peerimus heals the rest of his wounds and calls for the party to regroup and assess at the Western Doorway.

Savin moves to the Eastern Doorway to convince Quinn and Kazak to come away. The dwarf is staring off into the darkness at something that Savin cannot see.

Four ethereal globes of light appear above Firn'gaer's head and he heads back toward the Western door. He calls for the Wall of Force to be brought down before he notices, to his practiced eye, that it is already gone. Poor Rufus remains in the center of the hallway at the place to which he had first run. (Yes, the darker areas are to simulate darkness. BTW, did you know that you still have Fly on?)

Randall strides into the room and takes a place at the center. He reminds no one in particular that he has been poisoned. In fact, the wizard still feels the burn of the Hell Wasp venom, dormant for a short while, it feels like it's building in strength again. (3 rounds until Secondary Poison Damage comes around for Randall and Rufus.)

=== OOC ===

Results of Vote: Most of the votes were for remaining in combat rounds. Peerimus, however, has a point with regards to Restoration Lesser. In that light, I will create a median solution. We will proceed in increments of 3 Rounds per post. Do not complete an action that will exceed 3 rounds. You can start one and finish it in subsequent posts. But from now we will proceed in 3 round increments. This post covered one round. Next will cover Three. I think that should be plenty. Everything is set up and moves around you. Where you go and when is up to you.

BTW, lots of healing went on last round. Take a look at the status below for your current HP.

Round Timer: 94.2

After The Hollow Golems

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: 115/115 (Enlarge Person 98.4, Haste 94.7, Blink 94.3), Peerimus 91/91 (Haste 94.7), Trace 64/86 (Dark Vision 209.4, Haste 94.7), Quinn 84/100 (Light End of Rod 152.6, Haste 94.7), Durgan 124/182 (Haste 94.7), Vinder 95/102 (Haste 94.7), Kazak 144/158 (Haste 94.7), Randall 37/37; CON 9/15 (Protection From Evil 105.3, Secondary Poison Damage 94.5, 94.6), Fluffykins 31/31, Firn'gaer 60/60 CON 15/18 (Dancing Lights 95.2, Fly 105.8), Rufus 24/30 CON 7/10 (Haste 94.7, Secondary Poison Damage 94.5), Yorrick 117/117, Shadow 44/44

Failure Rates for Divine Spells
===============================
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  3d8(5+5+7)+5=22
Tuesday May 15th, 2007 10:02:36 PM

Trace turns the csw on himself to bring him back to full health. Trace calls to the others. Ok, we might need a inventory check and question ourselves about spell usage so that when we go against the vamps that we arnt limited on what we can and cant do." Trace list out his possible spells left and ask on expirence on how these should be used and also could resist energy have been used against poison?

healing 22 hps total 86 perfect roll
arrow total (171/178) (113/120 in two efficant quivers)
Trace 86/86
AC 14(17) /Touch 6(9)/Flat footed 9(12)
Spell List
1st level
Resist Energy Resist Energy
2nd Level
Barkskin (cast upon self) Catsgrace
3rd Level
Summon Natures Aly Summon Natures Aly
Shadow 44/44 Armor Class: 20 Touch: 15 Flat-footed: 15


Durgan Hp124/182 AC31 
Tuesday May 15th, 2007 11:11:41 PM

"Would anyone mind giving me a hit offa one of those wands? I hope I don't need to explain that wasp stings you can't scratch because of full plate hurt sumthin fierce."

Durgan moves over to the doorway by his brother and takes a look."What did you see?"

"Nice job with the fire spells everyone, That was enough fire to make a dwarven forge proud."

effects:
haste
str -2 -back to normal now.

Quinn AC 25 HP 84/100 
Wednesday May 16th, 2007 12:03:33 AM

Quinn quickly pulls back his hand and turns back to Kazak "Gargul is smiling on us. If you see something do not take your eyes off it. These filthy undead are very tricky. Lets move forward, but carefully, it is time to get this party started. I have your back brother, the others are coming. I saw Brother Savin on his way."

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

Spells/day: 6/7+d/7+d/6+d/4+d/4+d/3+d
Save DCs= 17+ spell level

0th- Light x2**,Read Magic x2* Detect Magic x2*

1st- True Strike(d), Hide from Undead*, Entropic Shield, Shield of Faith x2*, Divine Favor, Protection from Evil x2**

2nd- Locate Object(d)*, Bull's Strength, Bear's Endurance, Silence, Consecrate, Align Weapon

3rd- Fly(d)*, Remove Disease x3**, Magic Vestments x2**, Searing Light,

4th- Dimension Door(d)*, Summon Monster IV*, Spell Immunity*, Divine Power, Greater Magic Weapon*

5th- Teleport(d), Summon Monster V*, Plane Walk, Spell Resistance*, Flame Strike*

6th- 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)
Light on metamagic rod of extend
Haste

Rod of Extend 2/3
Pearl of power used



Vinder HP 95/102  d20+19=31 d20+19=23 d20+11=28 d20+23=32
Wednesday May 16th, 2007 9:42:50 AM

Vinder moves into the central room and looks at each person in turn, gauging their relative health.

"I'll check out the northern door, then," he says before moving to said door.

Vinder scrutinizes the portal, looking for any traps. (Search 31) Finding any, he tries his luck at disabling the taps with his masterwork thieve's tools. (Disable Device 25 (forgot +2 for tools)) He then presses his ear against the portal to detect anything suspicious on the other side (Listen 28) before picking any locks. (Open Lock 32 (+2 for tools))

Peerimus AC 33 HP 91/91 Haste  d100=41 d4=3
Wednesday May 16th, 2007 5:13:55 PM

Peerimus smiles to himself at Firn`gaer's response, Yes just like old times Peerimus casts his eye about for Rufus, "Rufus you rat, get in here so I can help you. Randall, don't you go anywhere either. Peerimus starts with Randall, "Now hold still, I don't think this will hurt at all." Peerimus calls the Lesser Restoration wand from his Haversack and touches Randall. The wand glows at the tip breifly and Peerimus cocks his head to one side looking at it. He then shrugs and touches the wizard.
[%41 remove 3 con damage to Randall, in 3 rounds when it finishes]

Peerimus looks over towards the dwarves, Quinn and Savin. "We are not going anywhere yet. Kazak and Durgan, keep that door closed and keep on this side of it." He glances Vinder's way Good man and waits to hear what the rogue found.

"Trace, if you could help Durgan and Kazak while I work on our Poisoned companions. Vinder, Quinn, keep your eyes on that North door. Savin you watch the one we came through, in the east. Our dwarven steel will watch the west while we take care of things."

Firn'gaer 
Wednesday May 16th, 2007 7:02:18 PM

Firn'gaer zooms off to Rufus who spews a constant stream of complaints as he see Firn'gaer flying towards him. The gnome wizard just rolls his eyes at his familiar. "You're safe now." He says as he flies with Rufus back to Peerimus for some care.

Active Spells
Detect Magic - requires concentration
Read Magic - always active
See Invisibility - always active
Mage Armor - 24 hours
Fly - 1194 rounds

Prepared Spells
0 - dancing lights(r)*, disrupt undead x2, ghost sound(r), mage hand x2, prestidigitation(r)

1 - expeditous retreat, magic missile x2, elven sight, shield x2

2 - extended mage armor*, knock, mirror image, resist energy, scorching ray x2

3 - dispel magic x2, empowered magic missile x2, fly*, haste

4 - black tentacles, dimension door*, mass enlarge person, polymorph

5 - heightened resilent sphere*, heightened slow, telekinesis, wall of force

6 - analyze dweomer, chain lightning, mage's lucubration

* - Spells cast
(r) - racial spells

Kazak Ac 30 Hp 144/158 haste,scarab of golemsbane 
Wednesday May 16th, 2007 7:07:09 PM

Kazak keeps his eyes on the far doorway "Quinn we should wait for the others before we advance "

The 4'1" dwarf keeps alert..... moves to the near doors entrance and waits for his allies to join .

:"Something moved at the far end by the door....it blended in with the shadows..i think we need some light in there......lets be careful "



Randall Mercurial AC 17, HP 37/37 ( And Fluffykins AC 25, HP 31) 
Wednesday May 16th, 2007 7:30:09 PM

Randall fiddles in his haversack and draws out a potion of neutralize poison. He uncorks it and drinks the potion.

" Fluff! Come here girl!"

" Thanks Peerimus. I still feel week though. Got another shot of that wand to spare? "



Passage North. Passage East. (DM/Al) 
Wednesday May 16th, 2007 9:43:43 PM


Trace heals the remainder of his wounds before launching into a description of his own spell capabilities. He wonders if a Resist Energy spell could be used to ward against poison. He might have to ask someone with skill in Spellcraft.

Durgan walks across the room to see what's up with his brother. There's nothing much there, just a door. Looks sort of familiar, though, to both dwarven brothers. Single push plate. Tight workmanship. Admittedly the door is a bit far away right now, but it strikes Durgan to be very similar to the one they saw just after climbing out of the pit of the Black Puddings.

Quinn waits impatiently, wishing to push forward.

Vinder moves out of the hall and over to the Northern Door. He spends a moment giving it a good once over. He notes the same two holes that Savin had seen and that Quinn had seen in the Eastern door, but that is all. No traps. No locks. At least not on this side. He opens the door. It opens on another narrow passageway that runs off to the extent of the light from Peerimus' Everburning torch.

Peerimus directs the healing and keeps the curious within the current room.

Firn'gaer flies across the room to fetch Rufus. The poor rodent complains terribly. And well he might, the poison is building again within his tiny veins.

Kazak urges caution. And light. He describes something at the other end of the passageway that blended with the shadows.

As Peerimus' magic works to undo the sick and decrepit feeling within Randall's bones, the wizard draws a potion and drinks it down. None to soon. The poison was coming again. He feels the elixir cleanse him of all toxins.

Through all of his chattered complaints, Rufus suddenly gasps as the Poison strikes again. (Rufus, Fortitude Save vs DC18 or take 1d6 CON damage from Poison.)

Along with this, the group feels the affects of the Haste spell beginning to die. (Two more rounds left.)


=== OOC ===

3 Round Posts Max, please

Round Timer: 94.5

After The Hollow Golems

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
======
Durgan 124/182 (Haste 94.7), Firn'gaer 60/60 CON 15/18 (Dancing Lights 95.2, Fly 105.8), Rufus 24/30 CON 7/10 (Haste 94.7), Kazak 144/158 (Haste 94.7), Peerimus 91/91 (Haste 94.7), Quinn 84/100 (Light End of Rod 152.6, Haste 94.7), Randall 50/50; CON 12/15 (Protection From Evil 105.3), Fluffykins 31/31, Savin 115/115 (Enlarge Person 98.4, Haste 94.7, Blink 94.3), Trace 86/86 (Dark Vision 209.4, Haste 94.7), Vinder 95/102 (Haste 94.7), Yorrick 117/117, Shadow 44/44

Failure Rates for Divine Spells
===============================
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  3d8(8+4+3)+5=20 3d8(4+3+1)+5=13
Wednesday May 16th, 2007 9:44:31 PM

Trace takes this time to help heal the others in need. Taking the csw wand over and healing Durgan and Kazak. Here yall go. this should get us ready for the next trap. I dont know about yall but I am feeling a bit shell shocked. I know its another one of those terms that my Uncle allways used. Said he picked it up from a traveling stranger who claimed to be from another time and world.

heal Durgan 20hps
heal Kazak 13hps (sorry)

arrow total (171/178) (113/120 in two efficant quivers)
Trace 86/86
AC 14(17) /Touch 6(9)/Flat footed 9(12)
Spell List
1st level
Resist Energy Resist Energy
2nd Level
Barkskin (cast upon self) Catsgrace
3rd Level
Summon Natures Aly Summon Natures Aly
Shadow 44/44 Armor Class: 20 Touch: 15 Flat-footed: 15

Savin ac 29 hps 115/115 
Wednesday May 16th, 2007 10:19:49 PM

OOC Sorry missed post. This Central time is killing me.

Savin watches the door as Peerimus commands and readies himself to follow when the group starts moving on. "We need to pick a direction and go. Time is not on our side here."



Quinn AC 25 HP 84/100 
Wednesday May 16th, 2007 11:46:42 PM

Quinn looks at the back of Kazak's helmut "Let move forward and get a better look brother. The light will move with us. We can smite this evil while the others prepare to come through the door."

Quinn is itching for action and puts his mace back on his belt and takes out his holy symbol of Gargle, the all seeing eye. "Lets go see what we can see and flush this scum." Quinn saw in a loud clear voice and then he adds "We can see you, come and get some."

In a much quieter voice, Quinn adds, "Lets get the show on the road and use this haste while we have it. The tricky undead a waiting until we are slower to attack. I am right behind you brother."

Quinn anxiously waits to follow Kazak forward.

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

Spells/day: 6/7+d/7+d/6+d/4+d/4+d/3+d
Save DCs= 17+ spell level

0th- Light x2**,Read Magic x2* Detect Magic x2*

1st- True Strike(d), Hide from Undead*, Entropic Shield, Shield of Faith x2*, Divine Favor, Protection from Evil x2**

2nd- Locate Object(d)*, Bull's Strength, Bear's Endurance, Silence, Consecrate, Align Weapon

3rd- Fly(d)*, Remove Disease x3**, Magic Vestments x2**, Searing Light,

4th- Dimension Door(d)*, Summon Monster IV*, Spell Immunity*, Divine Power, Greater Magic Weapon*

5th- Teleport(d), Summon Monster V*, Plane Walk, Spell Resistance*, Flame Strike*

6th- 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)
Light on metamagic rod of extend
Haste

Rod of Extend 2/3
Pearl of power used



Peerimus AC 33 HP 91/91  d100=62 d4=3
Thursday May 17th, 2007 9:02:59 AM

Peerimus fires up the wand again and touches Rufus. Hopefully Firngaer's small friend will not be the first to pay for what the druid remembers as rash actions. Looking at Randall, "The wand has enough power for everyone, let me help Rufus and then I will get back to you."
[Lesser Restoration Rufus 3 points %62]

Overhearing Quinn, Peerimus doesn't look up or at them and simply states evenly, "Kazak. Go through that door and you are on your own."

Irritation flutteres into his calm voice then, "Savin, what we need to do is care for the near fatal wounds our friends have recieved. Tomorrow when we are home I will introducre you if you like to what a powerful poison feels like as it courses through your body and ravishes your system. I do not care about Quinn's father or all the undead Fidelia may have under her control or the imagined treausres, magic secrets or anything else. I care about getting the shroud and getting home with all of you still walking under your own power, period!" Peerimus exhales and unclenches his jaw. This place was getting to him and his anger came through and he did not like that loss of control on his part.

Looking back towards Savin to capture the man's eyes, "I apologize, that was unnecessary." He then glances back to the dwarven brothers, "But if you go through that door you will be on your own until i feel the rest of the group is ready"

Vinder HP 95/102 
Thursday May 17th, 2007 10:04:34 AM

Vinder closes the door he had just opened and returns to the group. He found himself a little shocked at Peerimus' sharp words, but agreed with the man's thinking.

"He's right," Vinder chimes in. "My line of work requires a lot of planning and tedious work. It might be a little dull, but still better than being dead."

Vinder waits patiently until everyone is ready to move forward.

Randall Mercurial AC 17, HP 50/50 ( And Fluffykins AC 25, HP 31) 
Thursday May 17th, 2007 12:15:38 PM

" will just wait my turn then Peerimus. Thanks again for the healings. "

{Fluffykins, go fine the dwarves and relay
" Don't go to far my dwarven friends. The rest of us are getting healed up back here." Then come back. This place is dangerous and I don't want you getting yourself in trouble. }

" Don't worry Quinn, I have another Hast spell memorized. I can extend it with my metamagical rod for double the duration. I also have two improved invisibility spells for whoever can best use them. "

=================================

Spells/day 6/7/7/6/6/5/4/2
Save DCs = ? + spell level

0th- Detect Magic x3, Message x3

1st- Identify x2, Magic Missile x2*, Shield x3

2nd- Darkness, Knock x2, Mirror Image x3, Levitate*

3rd- Fireball x2, Fly, Haste x2*, Tongues

4th- Improved Invisibility x2, Minor Globe of Invulnerability, Fire Shield, Stoneskin x2

5th- Passwall, Teleport x2, Wall of Force X2*

6th- Disintegrate, Greater Dispelling, Veil, Chain Lightning

7th- Force Cage, Spell Turning

Kazak Ac 30 Hp 157/158 haste,scarab of golemsbane 
Thursday May 17th, 2007 4:19:23 PM

"I ain't going anyplace with me brother " responds Kazak to Peerimus

With a nod at Quinn " he's a bold one for sure .....maybe a little to anxious to have a family eunion " grins Kazak

"Thanks " adds the 4'1" dwarf to Trace as the healing energy infuses him

Kazak holds his position by the door .....still keeping an eye on the far door

Durgan Hp144/182 
Thursday May 17th, 2007 5:18:17 PM

Durgan nods as Peerimus speaks ignoring the outburst. "The beasties in this place wont be any more or less healthy just by waiting for us. Better to be prepared I always say."

"Hey Kazak, did you look closely at the door? It looked like the same style as the one upstairs."

"Trace, I never heard o that term but the dwarf clans have a similiar phrase they use in the same situation. We call it helmut-head. Its a sad fate for a dwarf."

OOC-(another hit of healing please?)

Firn'gaer - 60HP; Con 15/18 
Thursday May 17th, 2007 8:14:25 PM

"Not unnecessary." He says. "I don't know much of this place, but anything related to our quest is deadly. Those of us who have been at this a while have seen many companions and friends fall. Reckless acts endanger all of us; therefore since my life is in each of your hands, I'd prefer caution to recklessness."

Active Spells
Detect Magic - requires concentration
Read Magic - always active
See Invisibility - always active
Mage Armor - 24 hours
Fly - 1191 rounds

Prepared Spells
0 - dancing lights(r)*, disrupt undead x2, ghost sound(r), mage hand x2, prestidigitation(r)

1 - expeditous retreat, magic missile x2, elven sight, shield x2

2 - extended mage armor*, knock, mirror image, resist energy, scorching ray x2

3 - dispel magic x2, empowered magic missile x2, fly*, haste

4 - black tentacles, dimension door*, mass enlarge person, polymorph

5 - heightened resilent sphere*, heightened slow, telekinesis, wall of force

6 - analyze dweomer, chain lightning, mage's lucubration

* - Spells cast
(r) - racial spells

Time. Precious Time (DM/Al)  d20+2=9 d6=1
Thursday May 17th, 2007 9:07:29 PM


Trace takes his healing wand to Durgan and Kazak, sharing, at the same time, words from a far away place. (Sorry about the position. The only way you're getting to Kazak is to enter the Passageway.)

Savin warns that in many ways time works against the group and Quinn agrees, urging the others forward.

Peerimus puts his foot down, standing firm with regard to healing and preparing before moving on. He turns his magic to Firn'gaer's familiar, Rufus. But before the druid can apply the magic, Rufus gives a tiny rodent gasp. The poison hits again, and poor Rufus weakens some more. (Fortitude Save vs Secondary Poison Effects 9, CON Damage 1) Then Peerimus applies Restoring magic and the rat recovers almost all of his vigor.

Vinder backs Peerimus up in both word and deed. He closes the Northern door and waits.

Randall agrees as well and waits for healing while Fluffykins flies to the Western passageway to relay a message.

The rest of the group falls into line behind the leader as Kazak, Durgan and Firn'gaer all pitch in with their support.

Then it happens again. This time both dwarven brothers see it. The far door is at the very edge of Durgan's dwarven Darkvision, but what happens is unmistakable. A darkness bubbles up from the surface of the door. About seven feet off the ground, it has two glowing points that would certainly be eyes if this could be confirmed to be a face. Then it sinks back into the door and disappears.

=== OOC ===

3 Round Posts Max, please

Round Timer: 94.8

After The Hollow Golems

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
======
Durgan 144/182 (Haste 94.7), Firn'gaer 60/60 CON 15/18 (Dancing Lights 95.2, Fly 105.8), Rufus 24/30 CON 9/10 (Haste 94.7), Kazak 157/158 (Haste 94.7), Peerimus 91/91 (Haste 94.7), Quinn 84/100 (Light End of Rod 152.6, Haste 94.7), Randall 50/50; CON 12/15 (Protection From Evil 105.3), Fluffykins 31/31, Savin 115/115 (Enlarge Person 98.4, Haste 94.7, Blink 94.3), Trace 86/86 (Dark Vision 209.4, Haste 94.7), Vinder 95/102 (Haste 94.7), Yorrick 117/117, Shadow 44/44

Failure Rates for Divine Spells
===============================
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 84/100 hit points  d20+11=21
Thursday May 17th, 2007 11:47:02 PM

Quinn squeezes past the dwarven brothers "You can't smash the evil from the back brothers."

As Quinn passes Trace he asks "Can you give me a tap of your wand brother?"

Quinn calls out to the group "Lets go clean this place out brothers."

Quinn looks down the corridor attempt to see the apparition that kazak described.

Spot 21

Trace  3d10(6+9+9)+5=29 3d10(4+1+8)+5=18
Friday May 18th, 2007 6:47:48 AM

Trace heals Durgan and then Savin, afterwords ask if anyone needs more that this is the time. Then quickly exits out of the hallway to the rear of the group where he exchanges the wand for his bow.

Durgan 29 hps
Savin 18 hps

arrow total (171/178) (113/120 in two efficant quivers)
Trace 86/86
AC 14(17) /Touch 6(9)/Flat footed 9(12)
Spell List
1st level
Resist Energy Resist Energy
2nd Level
Barkskin (cast upon self) Catsgrace
3rd Level
Summon Natures Aly Summon Natures Aly
Shadow 44/44 Armor Class: 20 Touch: 15 Flat-footed: 15

Vinder HP 95/102 
Friday May 18th, 2007 10:27:24 AM

Vinder patiently waits for everyone to finish healing up.

Moving to T10, he glances at everyone crowded into the passage.

I guess I'm not taking the front, this time. Well, if there is something down there, the Dwarves will have a better time with it than myself.

Vinder sucks on his teeth, musing to himself.

Peerimus AC 33 HP 91/91  d100=91 d4=1
Friday May 18th, 2007 11:16:32 AM

Both Wizards were still in some hurt from the poison of the swarms, but what are the odds that zealous cleric charging off before we are done? Peerimus dismisses the thought, he had other worries, like the reported face bubbling through a door at the far end of the eastern hall. Would it wait and if so how best to enter without falling into the waiting trap.

Peerimus activates the wand again and touches Randall. "Hopefully this will purge the effects of the remaing poison." [Lesser Restoration %91 1 point Con]

"Keep your eyes on that far door and keep the reports of activity coming." he says to the dwarven brothers.

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 39c
Lesser Restoration 46c
Reduce animal Dalek 12 hours
Barkskin +5 Nat armor 1238.1 rounds


Kazak Ac 30 Hp 157/158 haste,scarab of golemsbane 
Friday May 18th, 2007 6:43:53 PM

"Peerimus thats twice i've spotted that thing.....first time it seemed to appear out of the door ...now it's risen from the floor......i think we need light to the far end....can that be done ??"

Taking a step forward " don't charge it ....get some light down at that end .....then maybe we can charge " chuckles Kazak"

Durgan 
Friday May 18th, 2007 8:28:43 PM

Durgan moves aside as Quinn squeezes by. "Mebbe not, but yer not likely to get smashed BY the evil neither. If yer so anxious to go and see what that face is, be my guest."

"Hey Peerimus, how's the healing goin back there?"

Randall 
Saturday May 19th, 2007 7:45:03 AM

Thanks Peerimus, I still feel a little weak though. Another shot of that wand should do it.


Firn'gaer 
Saturday May 19th, 2007 7:55:18 AM

With a brief gesture, Firn'gaer calls back his resilent sphere spell to memory. [Used Mage's Lucubration]

With a shiver that pierces Firn'gaer to the bone, "This place is worse than the liche's lair."

Active Spells
Detect Magic - requires concentration
Read Magic - always active
See Invisibility - always active
Mage Armor - 24 hours
Fly - 1188 rounds

Prepared Spells
0 - dancing lights(r)*, disrupt undead x2, ghost sound(r), mage hand x2, prestidigitation(r)

1 - expeditous retreat, magic missile x2, elven sight, shield x2

2 - extended mage armor*, knock, mirror image, resist energy, scorching ray x2

3 - dispel magic x2, empowered magic missile x2, fly*, haste

4 - black tentacles, dimension door*, mass enlarge person, polymorph

5 - heightened resilent sphere, heightened slow, telekinesis, wall of force

6 - analyze dweomer, chain lightning, mage's lucubration*

* - Spells cast
(r) - racial spells

Savin 115/115 hps ac 28 
Saturday May 19th, 2007 11:45:35 AM

Savin holds up his hand to stop Trace from curing him. "I am totally fine brother. Use your healing on someone else or save it for the future." ooc thanks but Savin is at full hitpoints.

Savin looks at the small corridor and his enlarged body and sighs. Not gonna help my mobility. (ooc can you dispel the effects of a potion willingly?)

Tending to Details (DM/Al)  d100=6 d100=27 3d8(4+3+1)+5=13 3d8(6+7+6)+5=24 d100=7 d100=71 d100=58 d100=78 d4=3 d4=2
Sunday May 20th, 2007 9:49:41 AM

Quinn squeezes past the dwarven brothers to find a place next to Trace, his objective: healing magic. As an added result, though, Quinn's light brightens the Passageway. His human eyes now see the door, dimly at the very furthest range of his vision.

Trace parcels out more healing. He touches Durgan with his wand, and nothing happens. This cursed land takes its toll once again, stealing Trace's cure spell. His second try, however, succeeds. Trace calls to Savin for the next dose, but Savin appears to be at full health. (Trace, I rolled spell failure for you. I missed the fact that you had stopped rolling it. First roll fails with 6. I also re-rolled your numbers. You used 1d10's instead of 1d8's.)

Sensing the direction of things, Vinder leaves the North door and waits along the east wall for things to proceed.

Peerimus Restores life's essence again to Randall. The magic is weak this time. He urges the dwarves to keep keen watch.

Kazak takes a single step closer to Trace, his eyes looking beyond both the elf and the human cleric. He calls for more light as his brother Durgan calls out to Peerimus for a progress report. (Kazak, if you want to actually move closer, you'll have to pass both Trace and Quinn.)

Randall feels his body strengthen. But there is still a weak sickness, and he tells Peerimus.

Firn'gaer casts a spell to return a spell, as Savin measures the narrow passageway with dubious eyes. His enlarged form will be a pretty squeeze in that narrow space. No room to dodge or maneuver at all. But ... what can he do about it? (Sorry, Dismissing a spell requires using words and gestures that are a variation of the spell, and you do not have the ability to do that. Please see the rules below regarding Squeezing through a space.)

=== OOC ===

SPEEDING THINGS UP. PLEASE READ: To speed up game play, I've rolled enough applications of Lesser Restoration to Restore the CON of both Randall and Rufus to full. The time taken for this is Seven Rounds. Three Charges are burnt in the process - the first one lost to spell failure.

Responsibility for either accepting this or rejecting it is up to Peerimus. That's because it would be one of his wand charges that would be lost.

If he does accept it then you will need to complete seven rounds of action in your next post. Decide on a direction in which to proceed. Prepare well. Position yourselves to continue on.

Round Timer: 95.1

After The Hollow Golems

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
======
Durgan 168/182, Firn'gaer 60/60 CON 15/18 (Dancing Lights 95.2, Fly 105.8), Rufus 24/30 CON 9/10, Kazak 157/158, Peerimus 91/91, Quinn 84/100 (Light End of Rod 152.6), Randall 50/50; CON 13/15 (Protection From Evil 105.3), Fluffykins 31/31, Savin 115/115 (Enlarge Person 98.4), Trace 86/86 (Dark Vision 209.4), Vinder 95/102, Yorrick 117/117, Shadow 44/44

Failure Rates for Divine Spells
===============================
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.)

Squeezing
In some cases, you may have to squeeze into or through an area that isn't as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space you take a -4 penalty on attack rolls and a -4 penalty to AC.
When a Large creature (which normally takes up four squares) squeezes into a space that's one square wide, the creature's miniature figure occupies two squares, centered on the line between the two squares. For a bigger creature, center the creature likewise in the area it squeezes into.
A creature can squeeze past an opponent while moving but it can't end its movement in an occupied square.

Quinn AC 25 84/100 hit points  d20+11=16 d20+10=24
Sunday May 20th, 2007 10:23:43 AM

As Quinn passes Durgan he responds to the dwarf "Do not worry borther, I will lay down my life to protect you from the undead. You will be safe. Now lets go get them."

Quinn looks to Trace yet again "You missed me with the wand. Please Brother, it is going to get hot an heavy real fast."

Quinn hold forth is holy symbol of Gargul and move forward 10 feet so others can follow.

Spot 16
listen 24

Quinn is less wary with his eyes than his ears as he attempts to rally the troops for purging of evil.

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

Spells/day: 6/7+d/7+d/6+d/4+d/4+d/3+d
Save DCs= 17+ spell level

0th- Light x2**,Read Magic x2* Detect Magic x2*

1st- True Strike(d), Hide from Undead*, Entropic Shield, Shield of Faith x2*, Divine Favor, Protection from Evil x2**

2nd- Locate Object(d)*, Bull's Strength, Bear's Endurance, Silence, Consecrate, Align Weapon

3rd- Fly(d)*, Remove Disease x3**, Magic Vestments x2**, Searing Light,

4th- Dimension Door(d)*, Summon Monster IV*, Spell Immunity*, Divine Power, Greater Magic Weapon*

5th- Teleport(d), Summon Monster V*, Plane Walk, Spell Resistance*, Flame Strike*

6th- 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)
Light on metamagic rod of extend
Haste

Rod of Extend 2/3
Pearl of power used



Durgan AC31 Hp168/182 
Sunday May 20th, 2007 7:12:46 PM

"Layin' down yer life is noble but not very practical. If this group were all dwarves, the one best able ta handle the undead would be the most protected. But it's yer own call. I'm not about to try and convince a human o' anything. I've learned better than that."

Durgan follows(third?) in the party order, crossbow out and ready as the group approaches the door. "Hey Kazak, if that face should happen to show up again, show it what happens when ye stick yer face where it don't belong. Dwarf style."

Kazak Ac 30 Hp 157/158 haste,scarab of golemsbane 
Monday May 21st, 2007 12:29:21 AM

"ya got that right brother...we'll take that shadowy thing head on.... dwarven style " grins Kazak

Sword and shield at the ready the 4'1" holds his position as his eyes keep the far doorway in sight

"so whats da plan Peerimus ??.....we need to co-ordinate our tactics so we know each is doing "

Vinder HP 95/102 
Monday May 21st, 2007 10:09:53 AM

"Something in the door, you say?" Vinder's brow furrows at the Dwarf's words. "Maybe some kind of incorporal creature, something that can go through solid objects? I've heard of them before, but never seen one."

The conversation is slightly amusing as Vinder can only peer through the hall's entrance to speak with those further down the hall, seeing as the corridor is too crowded for another body.

"How would you deal with something like that? I just have my knives. If I can't stick it, I'm pretty useless."

Peerimus AC 33 HP 91/91 Haste 
Monday May 21st, 2007 11:49:02 AM

"About another minute and well will be ready to see to that door Durgan." Peerimus activates the wand several more times and soon enough as far as time to him at least, the task is finished.

Peerimus looks to Firngaer as teh subject of incorporeal creatures surfaces, "I believe the good mage Firn`gaer can enlighten any on that subject." Peerimus also can not help but to think of Yorrick. The great bear, his oldest friend, nay his true brother also was well equipped to deal with such. Peerimus finds his shoulders slumping at the thought of not having him right there at this time. His eyes drift down to the floor, could he have brought them safely this far, perhaps. With a sharp inhallation of breath, Peerimus snaps back and his eyes focus again on the present. A creature awaits at the far end of the narrow hall and they would be moving in single file down it for the most part. Not a preferrable situation to walk into a creatures lair with.

"Something at the far end is playing Looking-Lou with us, our problem is the door may be trapped and it is goading us to come a running." Peerimus looks to Quinn, "Tricky undead like to goad mortals to act carelessly and thus join them." Peerimus then looks to Vinder, "So we need to determine that not to be the case."

"The rest of us are going to stay here and get ready to head down there. Vinder goes, searches, hopefully finds nothing and then we go. Durgan and Kazak are side by side in front with Quinn and myself right behind them. After that, Trace and Firngaer and then Vinder and finally Savin."

Peerimus has his animated shield active his wands all stored and a fighting grip on his staff.

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 39c
Lesser Restoration 41c
Reduce animal Dalek 12 hours
Barkskin +5 Nat armor 1200 rounds

Just so as everyone knows, squeezing as Peerimus suggests will halve movement and lower AC's by 4 and to hit -4. But thoe poinr is to move down the hall and get into the room, not get into a fight outside. Single file and the disatnce from front to back is over 45'. Guys in the back will take 2 extra rounds just to get into the room.

Firn'gaer 
Monday May 21st, 2007 3:52:52 PM

"Force magic will work on incorporeal creatures." He says. "I have a few spells that will work. Walls of force, resilent sphere, and magic missiles all work well against them." He continues. "I also suggest that I take a few moments to scan hallways before we enter them. I can see the unseen as well as magical energies. These are spells that I have made a permanent part of myself. This will give us some ideas of magical traps or invisible opponents that maybe waiting for us out of sight."

Active Spells
Detect Magic - requires concentration
Read Magic - always active
See Invisibility - always active
Mage Armor - 24 hours
Fly - 1181 rounds

Prepared Spells
0 - dancing lights(r)*, disrupt undead x2, ghost sound(r), mage hand x2, prestidigitation(r)

1 - expeditous retreat, magic missile x2, elven sight, shield x2

2 - extended mage armor*, knock, mirror image, resist energy, scorching ray x2

3 - dispel magic x2, empowered magic missile x2, fly*, haste

4 - black tentacles, dimension door*, mass enlarge person, polymorph

5 - heightened resilent sphere, heightened slow, telekinesis, wall of force

6 - analyze dweomer, chain lightning, mage's lucubration*

* - Spells cast
(r) - racial spells

Posting Report For: 
Monday May 21st, 2007 4:17:26 PM

Game#4 Children of Chaos
For the week of May 14th, 2007

Name- MTWRFSS

DM Al- XXXXOS-
Durgan- OXOXX-S
Firn'gaer- XXXXOS-
Kazak- XXXXX
Peerimus- XXXXX
Quinn- XX2XO-S
Randall- XXXXOS-
Savin- XXXOOS-
Trace- OXXOX--
Vinder- OXXXX--

Submitted by Adm BrianZ

an excerpt from the journal of Dweezil the imp:

Dweezil was flapping his leathery wings for all he was worth. Frantically trying to escape, he dove down among the twisted brambles of plants which vaguely resembled trees. They scratched his skin and tore at his wings but he clawed his way through them regardless in a desperate attempt to escape. Kill or be killed and survival of the fittest were the status quo in the abyss, but this was ridiculous. An ENTIRE flock of Vrocks were after him and there was no hope of escape. They could fly faster than him and were merely in it for the sport now. Wide-eyed and nearly driven mindless with fear, Dweezil realized he was trapped. They were closing in. That was when it appeared. A shimmering magic portal created by a powerful mortal spellcaster. Calling to him? He didn't care. Dweezil bolted through the portal, The vrocks hot on his trail. The mortal was powerful indeed. He drove the vrocks back and closed the portal.

Dweezil awoke with a start. At first he thought something was scratching him, but soon realized it was only the magical quill scribbling away again. It seemed the Children of Chaos were on the move again after taking some time to heal up after the swarm battle. Good. Dweezil hating falling asleep. "I wonder why I dreamt of the time my master first summoned me? Could it have some meaning?" Dweezil sat and wondered while the adventurers moved on.


Savin ac 29 hps 115/115  d20+12=20
Monday May 21st, 2007 6:13:37 PM

Savin listens to the debate and cranes his neck trying to see the creature that is causing the stir. (spot 20 but some how doubt I see anything.)He listens to the instrucions from Peerimus and groans. "I am in the back? I hate being in the back. Sure we could get ambushed...that would be cool from the back but I think we killed everything coming from this direction. All the cool stuff is up front." Savin sighs and turns his back on the others watching to see if anything is coming from the back.

Trace  d100=98 3d8(5+2+6)=13 d20+10=10 d20+6=6
Monday May 21st, 2007 7:54:57 PM

Trace hears anohter call for help and heals Savin. Trace keeps a wear eye and ear down the passage with his darkvision. A cloud of dust clogs Traces eyes and ears as he continues to move to the back out of danger.

(hope i got those out of the way nat 0's twice in a row.) 10 spot, 6 listen

(18 hps added the plus five after, passed failure with 98%)

Randall Mercurial AC 17, HP 63/63 ( And Fluffykins AC 25, HP 31) 
Monday May 21st, 2007 8:48:08 PM

" Me and Fluff will be in front of Savin then."



Tense Few Seconds (DM/Al) 
Monday May 21st, 2007 8:55:29 PM


Quinn points his holy symbol toward the door and moves a cautious few steps forward. He listens into the gloom. At first, all that he hears is the sound of his own breathing. Then, faintly, through at least a foot of stone, faintly, faintly, the sound of voices. And they appear to be chanting.

There is low chatter from the group as Peerimus puts the final touches to heal Randall and Rufus.

Firn'gaer peers down the hallway. He sees nothing but his companions, new and old. Around him, the Dancing Lights disappear, the spell having run its course. That matters little, though to his recently acquired Gnomish sight. It sees with perfect clarity into the dim outer edges of the torchlight. (If you are attempting to use Detect Magic on the door ahead, Firn'gaer, you are too far away.)

Trace uses his wand again. This time to heal ... (special dm sigh) Quinn. Then, wiping dust from his eyes, he stumbles back out of the passageway.

Randall, after feeling the fullness of health return, joins his familiar as it peers around the corner at the mysterious door.

Then it happens again. This time the face bubbles out of the south wall, directly next to the door. The dwarven brothers see it in the same monochrome they'd seen it in before. Quinn, Randall and Savin see it through ten feet of dim light. Even then, though, the color is clear. The eyes glow red. Firn'gaer sees it with perfect clarity. The dark bubble is a translucent darkness, eyes glittering with a hungry malevolence. Then it pulls back into the stone and is gone.


=== OOC ===

Round Timer: 95.9

After The Hollow Golems

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
======
Durgan 168/182, Firn'gaer 60/60 CON 15/18 (Fly 105.8), Rufus 24/30 CON 9/10, Kazak 157/158, Peerimus 91/91, Quinn 100/100 (Light End of Rod 152.6), Randall 50/50; CON 13/15 (Protection From Evil 105.3), Fluffykins 31/31, Savin 115/115 (Enlarge Person 98.4), Trace 86/86 (Dark Vision 209.4), Vinder 95/102, Yorrick 117/117, Shadow 44/44

Failure Rates for Divine Spells
===============================
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.)

Squeezing
In some cases, you may have to squeeze into or through an area that isn't as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space you take a -4 penalty on attack rolls and a -4 penalty to AC.
When a Large creature (which normally takes up four squares) squeezes into a space that's one square wide, the creature's miniature figure occupies two squares, centered on the line between the two squares. For a bigger creature, center the creature likewise in the area it squeezes into.
A creature can squeeze past an opponent while moving but it can't end its movement in an occupied square.

Durgan 
Monday May 21st, 2007 10:27:05 PM

Durgan does not seem uncomfortable squeezing into the passageway. Learning to tunnelfight in cramped passageways is something every dwarf learns early in life.

"Whatever is on the other side of that door ain't gonna be any less ugly the longer we wait. Let's do this."

Quinn AC 25 100/100 hit points 
Monday May 21st, 2007 11:43:57 PM

"Thanks brother Trace. I think your bow is a better weapon right now that your wand."

Quinn smiles as he finally see the evil face and branishes his holy symbol "Be gone foulness."

"See brother Durgan, you may yet get to die in bed. The Evil is gone, but I expect it to return. Do not get too close or you might get hurt."

Quinn lets his holy symbol fall back to his chest and pulls his heavy mace and move forward 10 feet. "Were is the fearless monk of ours, I thought it was his job to spring the traps. I guess it is my turn to be point."

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

Spells/day: 6/7+d/7+d/6+d/4+d/4+d/3+d
Save DCs= 17+ spell level

0th- Light x2**,Read Magic x2* Detect Magic x2*

1st- True Strike(d), Hide from Undead*, Entropic Shield, Shield of Faith x2*, Divine Favor, Protection from Evil x2**

2nd- Locate Object(d)*, Bull's Strength, Bear's Endurance, Silence, Consecrate, Align Weapon

3rd- Fly(d)*, Remove Disease x3**, Magic Vestments x2**, Searing Light,

4th- Dimension Door(d)*, Summon Monster IV*, Spell Immunity*, Divine Power, Greater Magic Weapon*

5th- Teleport(d), Summon Monster V*, Plane Walk, Spell Resistance*, Flame Strike*

6th- 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)
Light on metamagic rod of extend
Haste

Rod of Extend 2/3
Pearl of power used


Firn'gaer - AC 19, HP 60 
Tuesday May 22nd, 2007 10:28:41 AM

Firn'gaer sees the red eyes looking towards them from the stone and then fade back into the south wall. "I'm not sure exactly what that is. For that matter, I have no idea what that is. Ghost, perhaps, possessing the area? But for certain whatever it is, it's either a scout keeping tabs on our progress or it's waiting for the right moment to make its move."

He moves to T13 and waits to fall into his place in the line.

Looking at Savin, "I know you like the enlarged for, but it is a little counter-productive given our current situation. I won't be able to cast any spells beyond you in the hall. Which basically means that you might as well be a wall if we meet something down there."

Active Spells
Detect Magic - requires concentration
Read Magic - always active
See Invisibility - always active
Mage Armor - 24 hours
Fly [maintaining a position about 3-ft off the ground] - 1178 rounds

Prepared Spells
0 - dancing lights(r)*, disrupt undead x2, ghost sound(r), mage hand x2, prestidigitation(r)

1 - expeditous retreat, magic missile x2, elven sight, shield x2

2 - extended mage armor*, knock, mirror image, resist energy, scorching ray x2

3 - dispel magic x2, empowered magic missile x2, fly*, haste

4 - black tentacles, dimension door*, mass enlarge person, polymorph

5 - heightened resilent sphere, heightened slow, telekinesis, wall of force

6 - analyze dweomer, chain lightning, mage's lucubration*

* - Spells cast
(r) - racial spells

Vinder HP 95/102 
Tuesday May 22nd, 2007 3:11:42 PM

Vinder nods at Peerimus's words, ready to take point, but it appears that the group is not all of the same thought. No one makes way for him, so he sits on his haunches with a disgusted sigh.

Just when I thought these guys had it together. He feels a sudden anxiousness course through his body. I'm going to die here.

DM/Al - OoC 
Tuesday May 22nd, 2007 3:23:55 PM

Vinder, you can pass *through* a space occupied by an ally. As long as you do not end up in an occupied space at the end of a round.

Should be plenty of room up front. ^_^

Durgan AC31 HP168/182 
Tuesday May 22nd, 2007 3:57:58 PM

Durgan rolls his eyes at Quinn's words. "I'd rather die at the forge, thanks fer askin. Yer all talk and no action. Vinder! get up here and check the door afore someone goes and sets off a trap. Dwarven energy got yer back. Ready brother?"

Durgan leans up against the wall to let Vinder through.

Peerimus  d20+15=18 d20+9=13
Tuesday May 22nd, 2007 4:20:16 PM

Peerimus looks to Savin, "Sorry but in your current enlarged state you got back duty. When we get that door open, use that excessive speed of yours and tumble your but through to the front."

Peerimus spins back to the hall "South Wall now. Smells of summoning spells and not creatures just deciding suddenly to hang out." Quinn begins moving forward, Mothers mercy, one of them is bad enough, now I have two.

"I am going with spells, Firn`gaer, Please hit the far end with an area dispel. Vinder you go right behind it and check for traps on your clear we go."

Peerimus looks to Randall. "Put the Stone skin on the dwarven brothers, as soon as Firn`Gaer throws his spell. Firn`Gaer you then throw Haste while Vinder is searching. Randall's got an invisbility spell, to touch that off on Firn`Gaer, Trace, and himself. It's just until you attack, but that surprise will count for alot."

"OK Firn, go."

Through all the back and forth, Peerimus tries to maintain some attention down the hall, but it is too much to ask for. [Spot 18 Listen 13]

assuming we agree i see
round 1 Firn casts dispel Randall stone skins Durgan
round 2 Vinder goes down hall Randall stone skins Kurzak
raound 3 Vinder searches Firngaer casts Haste, Randall turns himself Fluffy, Firn, Rufus and Trace invisible
round 4 Vinder gives the all clear. We all go

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 39c
Lesser Restoration 41c
Reduce animal Dalek 12 hours
Barkskin +5 Nat armor 1100 rounds

Kazak Ac 30 Hp 157/158 haste,scarab of golemsbane 
Tuesday May 22nd, 2007 4:38:58 PM

"Aye brother i'm always ready " growls Kazak

With a look back at Peerimus " i'm gonna backup Quinn....don't want to leave him out front all alone" as the 4'1" dwarf keeps equal distance to Quinn's move (10 'ft)

Weapon and shield at the ready

DM/Al - OoC 
Tuesday May 22nd, 2007 4:39:49 PM

If Peerimus' plan is a go, I'll need an Okay from Firn'gaer, Randall, and Vinder. Feel free to post a second time if you need to. I'll also need to know if you open the door and who does it.

If I don't hear from each of the three and about the door before post time, I'm going to have to consider it a no go for today and a possibility for tomorrow.

Such are the drawbacks behind giving you each your individual freedom of choice.

Randall Mercurial AC 17, HP 63/63 ( And Fluffykins AC 25, HP 31) 
Tuesday May 22nd, 2007 7:31:21 PM

Randall considers Peerimus' plan...

{ Fluff please relay to all }

" Well I can do some of what you want. Here's what I'm prepared to do. After Firn'gaer casts his area dispell:

One and two, I'll cast Stoneskins on Durgan and Kazak

Three, I'll cast Improved Invisibility on myself. I'll then blend in the back ground to cast spells without hopefully being detected.

(ooc> Only three round actions still correct? )

I can also cast an extended Hast spell unless
Firn'gaer prefers to do it himself. I have a spare Improved Invisibility for whoever can best use it.

If someone is interested, they can borrow my ring of invisibility." }

And Fluff does. He flies around as needed to make certain everyone hears.

=================================

Spells/day 6/7/7/6/6/5/4/2
Save DCs = ? + spell level

0th- Detect Magic x3, Message x3

1st- Identify x2, Magic Missile x2*, Shield x3

2nd- Darkness, Knock x2, Mirror Image x3, Levitate*

3rd- Fireball x2, Fly, Haste x2*, Tongues

4th- Improved Invisibility x2, Minor Globe of Invulnerability, Fire Shield, Stoneskin x2

5th- Passwall, Teleport x2, Wall of Force X2*

6th- Disintegrate, Greater Dispelling, Veil, Chain Lightning

7th- Force Cage, Spell Turning


Randall 
Tuesday May 22nd, 2007 7:32:36 PM

{ Fluff continue relay please to all...

" And I'm certainly not opening that door. " }



Trace  d20+10=18 d20+6=9
Tuesday May 22nd, 2007 8:57:25 PM

Trace stors his csw wand again and again pulls the great bow out and noc's an arrow he trains his eyes for the room ahead ready to let loose a flurry if needed.

spot 18, listen 9

arrow total (171/178) (113/120 in two efficant quivers)
Trace 86/86
AC 14(17) /Touch 6(9)/Flat footed 9(12)
Spell List
1st level
Resist Energy Resist Energy
2nd Level
Barkskin (cast upon self) Catsgrace
3rd Level
Summon Natures Aly Summon Natures Aly
Shadow 44/44 Armor Class: 20 Touch: 15 Flat-footed: 15


Savin  d20+12=13 d20+13=21
Tuesday May 22nd, 2007 9:18:10 PM

Savin hears Peerimus, sighs and nods, "OK boss." He then waits and watches

spot check natural 1
listen check 21

Slowly I Turned Step By Step Inch by Inch (DM/Al) 
Tuesday May 22nd, 2007 9:50:22 PM

The new and improved Children of Chaos move into position. Quinn approaches to a point just outside the range of a well aimed Area Dispel Magic spell and Kazak follows boldly behind him.

Peerimus lays out a plan. Randall quickly moves from Kazak to Durgan then back into place, casting three spells.

Firn'gaer considers the plan. And Vinder has yet to accept the plan, especially as he has to be first. And he certainly has not volunteered to open the door.

Now quite close to the door, Kazak can tell that this is definitely the same type of door that he saw a while back in another part of this maze of rooms and passageways. If so, it's likely that it will need to be held open somehow else it swing shut once again. Oddly enough, both Durgan and Kazak, through a dwarf-born sense of cunning for the stone, have the sense that they have come full circle in a way after having descended the stairs, traversed a lower level and then climbed back up again.

=== OOC ===

How do we proceed? Proceed with the rest of the plan? Who opens the door?

Round Timer: 96.2

After The Hollow Golems

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
======
Durgan 168/182 (Stoneskin 130/130 109.1), Firn'gaer 60/60 CON 15/18 (Fly 105.8), Rufus 36/42 CON 9/10, Kazak 157/158 (Stoneskin 130/130 109.0), Peerimus 91/91, Quinn 100/100 (Light End of Rod 152.6), Randall 63/63 (Improved Invisibility 97.5); CON 13/15 (Protection From Evil 105.3), Fluffykins 31/31, Savin 115/115 (Enlarge Person 98.4), Trace 86/86 (Dark Vision 209.4), Vinder 95/102, Yorrick 117/117, Shadow 44/44

Failure Rates for Divine Spells
===============================
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 25 100/100 hit points 
Tuesday May 22nd, 2007 10:59:39 PM

"Glad to have the company Brother Kazak." Quinn takes a quick look over his shoulder.

Quinn call back to his less intrepid fellows "Send out the dispel so I can open the door. We have some undead to bring to justice. It is about time we take care of them before the us the time to make a few magic items to thwart us."

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

Spells/day: 6/7+d/7+d/6+d/4+d/4+d/3+d
Save DCs= 17+ spell level

0th- Light x2**,Read Magic x2* Detect Magic x2*

1st- True Strike(d), Hide from Undead*, Entropic Shield, Shield of Faith x2*, Divine Favor, Protection from Evil x2**

2nd- Locate Object(d)*, Bull's Strength, Bear's Endurance, Silence, Consecrate, Align Weapon

3rd- Fly(d)*, Remove Disease x3**, Magic Vestments x2**, Searing Light,

4th- Dimension Door(d)*, Summon Monster IV*, Spell Immunity*, Divine Power, Greater Magic Weapon*

5th- Teleport(d), Summon Monster V*, Plane Walk, Spell Resistance*, Flame Strike*

6th- 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)
Light on metamagic rod of extend
Haste

Rod of Extend 2/3


Firn'gaer - AC19, HP60  d20+10=29 d20+10=11 d20+10=19 d20+10=11 d20+10=27 d20+10=30 d20+10=28 d20+10=11 d20+10=30 d20+10=23
Wednesday May 23rd, 2007 10:56:28 AM

[The plan sounds fine.]

Firn'gaer sets to work on the plan. He casts an Area Dispel Magic at the indicated area of the hall. He moves into a position where he has line of sight of the end of the hall. [I'm going to roll a bunch on d20+10 for the Dispel.]

Active Spells
Detect Magic - requires concentration
Read Magic - always active
See Invisibility - always active
Mage Armor - 24 hours
Fly [maintaining a position about 3-ft off the ground] - 1177 rounds

Prepared Spells
0 - dancing lights(r)*, disrupt undead x2, ghost sound(r), mage hand x2, prestidigitation(r)

1 - expeditous retreat, magic missile x2, elven sight, shield x2

2 - extended mage armor*, knock, mirror image, resist energy, scorching ray x2

3 - dispel magic x2*, empowered magic missile x2, fly*, haste

4 - black tentacles, dimension door*, mass enlarge person, polymorph

5 - heightened resilent sphere, heightened slow, telekinesis, wall of force

6 - analyze dweomer, chain lightning, mage's lucubration*

* - Spells cast
(r) - racial spells

Vinder HP 95/102 
Wednesday May 23rd, 2007 11:52:32 AM

"If there's some kind of monster up there, we need to take care of that first before I'll look at the door. I can't very well concentrate on traps and locks with something munching on me. Deal with the face, first."

He holds his position.

Peerimus 
Wednesday May 23rd, 2007 1:59:52 PM

Peerimus nods to Randall, "Apologies I mis understood your prepared spels and thought had prepared an invisibility spell. Improved on yourself is fine, but I am a bit concerned with its duration, but you know the spell far better than I."

With no other information forth coming, Peerimus awaits the outcome of the dispel magic. "The thought is Firn'gaer's spell will indeed deal with the faces Vinder."

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 39c
Lesser Restoration 41c
Reduce animal Dalek 12 hours
Barkskin +5 Nat armor 1099 rounds

Durgan AC31 HP168/182 
Wednesday May 23rd, 2007 5:02:03 PM

Durgan winces and shifts uncomfortably at all the spells being thrown about.

"A necessary evil I guess." Durgan looks at his hands under the effects of the stoneskin. "I hope they return to normal eventually."

"You know Peerimus, it's a good plan and all, but what if this door opens into an empty room?"

OOC-if Vinder does not open the door, Durgan will move up and open it.

Savin 115/115 ac 29 
Wednesday May 23rd, 2007 5:11:53 PM

Savin just waits patiently for someone anyone to do something.

Kazak Ac 30 Hp 157/158 haste,scarab of golemsbane ,Stoneskin 
Wednesday May 23rd, 2007 5:30:07 PM

"Quinn this door looks familiar.....an exact copy of the one we just went thru.....i just have this strange feeling we're going in circles or will be soon"

The 4'1" waits till the magical dispel has been cast before moving forward towards the door again "what so you Quinn??....shall we open it ?"



Randall Mercurial AC 17, HP 63/63 ( And Fluffykins AC 25, HP 31) 
Wednesday May 23rd, 2007 7:18:44 PM

The now invisible Randall moves out of the way of the rest of the group. Randall fetches his rod ( tee hee ) from his haversack and holds it in his hand ( as well as the staff in the other hand)

ooc> Is Fluffy invisible too?

{ Fluff, relay to all please.
I'm still here but I'm now at the other end of the room ( T15 ) I'll follow the group and act as a " secret weapon " casting while invisible. I'll be using Fluff to communicate with all of you to maintain silence. I'll cast the Hast spell first once we enter battle. If anyone wants the ring of invisibility speak up now. I'll place it on the floor and that person can come and get it. And friend dwarves, those stoneskin spells aren't cheap. Make sur you make good use of them. }

And Fluffy relays

==============================

Spells/day 6/7/7/6/6/5/4/2
Save DCs = ? + spell level

0th- Detect Magic x3, Message x3

1st- Identify x2, Magic Missile x2*, Shield x3

2nd- Darkness, Knock x2, Mirror Image x3, Levitate*

3rd- Fireball x2, Fly, Haste x2*, Tongues

4th- Improved Invisibility x2 *, Minor Globe of Invulnerability, Fire Shield, Stoneskin x2 **

5th- Passwall, Teleport x2, Wall of Force X2*

6th- Disintegrate, Greater Dispelling, Veil, Chain Lightning

7th- Force Cage, Spell Turning


Trace (darkvision)  d20+10=23 d20+6=14
Wednesday May 23rd, 2007 7:45:24 PM

Trace continues to keep an eye and ear open for any and all while keeping his bow with noc'ed arrow ready.

spot 23, listen 14

arrow total (171/178) (113/120 in two efficant quivers)
Trace 86/86
AC 14(17) /Touch 6(9)/Flat footed 9(12)
Spell List
1st level
Resist Energy Resist Energy
2nd Level
Barkskin (cast upon self) Catsgrace
3rd Level
Summon Natures Aly Summon Natures Aly
Shadow 44/44 Armor Class: 20 Touch: 15 Flat-footed: 15



DM/Al - OoC 
Wednesday May 23rd, 2007 8:50:29 PM

I will retroactively allow you to Share Improved Invisibility with Fluffykins, Randall. In the future, you need to declare that you are sharing the spell. Also remember that if you either of you stray further than 5ft from each other, the spell is broken on Fluffy.

The Keepers of the Shroud - Round 01 (DM/Al)  d20+6=18 d20+6=7 d20+6=19 d100=18 d8=6 d8=1 d20+12=25 d20+12=23 d20+12=17 d20+12=18
Wednesday May 23rd, 2007 10:17:57 PM

Firn'gaer casts a Dispelling magic on the door. Nothing observable happens.

Vinder declines to be the first to face the monsters that surely lurk ahead. So who will open the door?

Durgan.

The dwarf walks the length of the passageway and squeezes past brother Kazak and Quinn. He puts his hand to the smooth square to the left of the door and pushes out.

Directly in front of him is a dark spectral Shadow, eyes blazing red. Would that the Shadow alone were all that was there, but the sight that greets the eyes of the dwarven fighter is as though the earth itself had opened up and loosed the hosts of Undead. More shadows float up in the air. Gray walking corpses reach out, long dripping tongues hanging from slack and lifeless mouths. Up above, huge skeletal dragons walk on the air. And standing upon a rise ten feet high, thirty or forty feet away, three figures watch. The one in the center, gray and naked, has a long and alien head. To the south is an armored figure of dried flesh and funereal wrappings. And to the north is yet another armored figure, this one bearded, pale of flesh, with a cold and unearthly beauty.

"So you have arrived at last." The bearded figure speaks. "With my son, no doubt. Did you know he killed his own mother? He couldn't have her, so he killed her." Hahahahahahahaha! The voice is smooth and warm, a voice to trust, a voice that touches the soul. It is a voice that you so wish to be near. "You didn't think we noticed, did you Quinn? Naughty boy. Sons and mothers. That's why, in the end, we had to cast you out."

"Do you know what evil you have let into your midst?"

The voice carries down the hall and into the far room for all to hear.

Then a Shadow reaches out a hungry hand. It reaches out for Durgan. The act triggers motion, and Durgan watches as the three other Shadows swoop down and disappear into the walls.

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

The Shadow in front of Durgan breaks through his defenses, and Durgan feels his Strength drain away. (Touch AC18, -6STR Damage) Then the Shadow steps into the nearby wall.

Quinn and Kazak see arms reach out from the walls. They seem to be flailing blindly. One misses Quinn, but the other touches him and Quinn too feels some of his strength drain away. (Touch AC19, 18 on Miss Chance/Success, -1STR Damage)

Two walking corpses step up to the door as the shadows clear away. They slam their arms at Durgan, a minor inconvenience as Durgan's armor turns the blows away. But their long tongues flick out to touch the dwarf. The dripping tongues graze him, and Durgan suddenly feels a paralysis creeping into his bones. (M1 Slam AC21, Touch AC19, M2 Slam AC17, Touch AC18. Durgan, make Two Fortitude Saves vs DC17 or be paralyzed for 1d4 minutes.)

Up above, one of the Skeletal dragons walks through the air to a place above the door, waiting for the foolish to enter.

**** WHAT YOU CAN SEE ****

Durgan can see everything and I've sent him his own map.

Everyone else can see the map below. For Quinn, Peerimus and Savin, though attacking from where you are incurs a 20& miss chance.

Neither Randall nor Fluffy can see anything from their position.

Firn'gaer, I'm assuming that Rufus is in a pocket somewhere on your person.

The Shadows are nowhere to be seen, but it's pretty clear that they are in now in the walls.

Quinn, because of the angle, every opponent except for M1 and M2 have total cover verse you. This will affect your Turning.

=== OOC ===

Here We Go! Combat Rounds Again. Best of Luck to You. They've been waiting.

For 50% Checks DM Uses 1 to 50 is Success. 51 to 100 is Fail.

Round Timer: 96.4

View From the Golem Room

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
======
Durgan 168/182 (Stoneskin 130/130 109.1, STR 16/22 ), Firn'gaer 60/60 CON 15/18 (Fly 105.8), Rufus 36/42 CON 9/10, Kazak 157/158 (Stoneskin 130/130 109.0), Peerimus 91/91, Quinn 100/100 (Light End of Rod 152.6, STR 13/14), Randall 63/63 (Improved Invisibility 97.5, Protection From Evil 105.3), Fluffykins 31/31, Savin 115/115 (Enlarge Person 98.4), Trace 86/86 (Dark Vision 209.4), Vinder 95/102, Yorrick 117/117, Shadow 44/44

Failure Rates for Divine Spells
===============================
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 25 100/100 hit points -1 STR  d100=47 d100=86 d20=14 d6=4 d6=4
Wednesday May 23rd, 2007 11:45:37 PM

Quinn is horrified and elated at the same time. All the searching has come to an end. Gargul has granted him the ultimute test of his faith.

"Father! Prepare yourself to meet Gargul. Your time of judgement is at hand. If you repent, Gargul may let you visit Mother."

Quinn feels the shadows touch "Brother Kazak, lets support your blood before it is too late. we can not wait for those dallying."

Quinn hangs his mace and grasps his holy symbol and brandishes the Eye of Gargal at the shadows.

concelment 47 & 86 %

Turn check 14 + 3 = 17 or up to 14 HD effected

Turn Damage 8 + 15 = 23 HD (Looking for destruction of the undead)

Quinn will move forward 5 feet to give Kazak and Durgan room to maneuver. "They have not yet met Dwarven steel and Gargul's resolve. Lets take'em down."

Turn 1/10

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

Spells/day: 6/7+d/7+d/6+d/4+d/4+d/3+d
Save DCs= 17+ spell level

0th- Light x2**,Read Magic x2* Detect Magic x2*

1st- True Strike(d), Hide from Undead*, Entropic Shield, Shield of Faith x2*, Divine Favor, Protection from Evil x2**

2nd- Locate Object(d)*, Bull's Strength, Bear's Endurance, Silence, Consecrate, Align Weapon

3rd- Fly(d)*, Remove Disease x3**, Magic Vestments x2**, Searing Light,

4th- Dimension Door(d)*, Summon Monster IV*, Spell Immunity*, Divine Power, Greater Magic Weapon*

5th- Teleport(d), Summon Monster V*, Plane Walk, Spell Resistance*, Flame Strike*

6th- 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)
Light on metamagic rod of extend
Haste

Rod of Extend 2/3


Trace (Darvision) (Protection from evil  d20+10=26 d20+6=17 d100=76
Thursday May 24th, 2007 1:03:50 AM

Trace holds onto his bow and pulls out the horn of goodness from his sack and blows it loudly. All the while keeping an eye and ear out for anything behind or near. All within 10 feet are protected from evil.
spot 26, listen 17, spell failure 76 horn of goodness.
arrow total (171/178) (113/120 in two efficant quivers)
Trace 86/86
AC 14(17) /Touch 6(9)/Flat footed 9(12)
Spell List
1st level
Resist Energy Resist Energy
2nd Level
Barkskin (cast upon self) Catsgrace
3rd Level
Summon Natures Aly Summon Natures Aly
Shadow 44/44 Armor Class: 20 Touch: 15 Flat-footed: 15


Vinder HP 95/102 AC 23 (two weapon defense, invisibility) 
Thursday May 24th, 2007 10:17:18 AM

The instant he hears the enemy's voice, Vinder goes invisible and quickly draws a dagger into each hand.

"I'd suggest moving back into this room so they can't pick us off one at a time coming down the hall!"

Heart thumping, Vinder takes a lower stance, ready to spring into action.

Here, I'm going to die! His palms begin to sweat. This is it!

Peerimus AC 31 Touch AC 22 HP 91/91  d100=87
Thursday May 24th, 2007 12:39:37 PM

"Would love to Vinder, but sveral of our companions I do not believe will be and with the door automatically set to close, they will not be pursuing. Our objective, unfortunately lies through them." [Peerimus casts Freedom of Movement %87] Mother watch over and protect your son

and moves to V/10. "Randall cast that Haste we need to be in there sooner than now!"

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 39c
Lesser Restoration 41c
Reduce animal Dalek 12 hours
Barkskin +5 Nat armor 1099 rounds

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