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Nightshade Crypt
Gaining Entry


Desperate for Information (DM/Al) 
Monday October 16th, 2006 9:28:41 PM


Firn'gaer sighs.

"I tell myself that it is because there is much I could do here to prepare us for the coming conflict. We almost have all of the artifacts."

Firn'gaer takes the Vision of Noxnyx out and places it upon the table followed by the Circle of Far and Away.

"I was only able to follow a fraction of the clues that I might have on Koshe Marr, and even that I can barely assimilate. If I can find something that might help us when we finally meet the Destroyer, it will all have been worth it."

He lifts his small gnomish hand and turns it, observing the tattoo. It is now in the form of a black teardrop. All of the tattoos are in the form of a teardrop. The artistry of the image is such that it almost glistens like a dark oil.

"I never asked for this. But in the time since I found myself in the orc raider's tent in Ice Vein, I've come to believe in the thing behind these tattoos. I believe in the destiny that we are to fulfill." Firn'gaer looks up at the others gathered around. "And I feel that I can best fulfill that destiny right here at this time."

"So. What exactly do you mean that the Machine of Marteaus can take us there? The only thing that I could get from the Library Link is that the Machine of Marteaus has something to do with something called the Void Incident that happened near Lake Abandon in a place called the Threshold. What makes you think that it can take us there?"

"I've been thinking myself, that we never found S'bat's Phylactery. He may reappear in Koshe Marr somewhere. Scrying on him may find us a way in. But if there is another way, that may be better. Scrying on a Lich is a dangerous thing."

"Anyone have any other ideas?"

"While you think about that, let me tell you of the two places in Koshe Marr that I think the Shroud may be kept. One is the palace of the vampire who rules Koshe Marr. Her name is Fidelia. I can imagine that she'd have all of her power there and as many trials as we've faced, I don't think we would be able to fight our way in and then out again."

"And so I'm hoping that it is being kept in the other place. The archives mention a vault that Fidelia uses called the Nightshade Crypt. The archives used the word Maximum Security. If it is there, I think we may stand a chance getting in. And maybe getting out again as well."

While Jaeden drifts through a fitful doze, Trace asks the Student if they might not summon a City Official to complete some sort of transaction. The Student looks at Trace as one views the very naive, but he shrugs and says that he'll ask if they can send a runner to the City Office. On the way out, Peerimus asks for another shank of meat, and the Student nods his head, thankful for a request that he has some hope of completing.

Sly and Luke 
Tuesday October 17th, 2006 9:57:02 AM

Sly listens with his mouth open, "But Fern-gare, the Machien of Marteaus will kill our body, but not our Soel, if I remember corectly! Both Isidor and I got caught up in it! It took the Arches to bring us back! We might get caught in Koshe Marr forever!"

Luke sits next to sly, while his master pets him.

Trace and Shadow 
Tuesday October 17th, 2006 3:51:17 PM

Trace sits down next to shadow and starts to rub his chin a bit, "Do you think the arches can bring us back again? Maybe going over as souls could help our defense a bit? Or is this just crazy talk?"

Peerimus and Yorrick 
Tuesday October 17th, 2006 4:33:56 PM

Peerimus listens thinks, thinks and listens. 'Oh the places you will go, the things you shall see and do', Peerimus was pretty sure dying within Marteus's soul machine was not at the foremost of his father's mind when he uttered that. "I would certainly like to enterain ideas that do not involve our deaths. It is going to take a little time to srot out everything Firngaer has thus far discovered. I think we should start withthe assumption of the item being in this vault. from what we know of the power level of Fidelia, if she actually has it, we are not getting it without a great deal more knowledge. One way we can gain such is by penetrating the vault. It teaches of us ourselves and of the land we will find ourselves in. So if it is not there, we will be more well armed when we must move against her." Peerimus pours a glass of water and takes a bite of bread.

"So we review what has been learned and try to think our way in."

Savin 
Tuesday October 17th, 2006 6:29:37 PM

Savin looks at the others and querys, "Can we not use the items we have to lead us to the other item? Shall we ask the circle? Have no others been to the land of the dead? Can we get somehow hire a guide to one of the entrances?"

Let Me Find The Ways (DM/Al) 
Tuesday October 17th, 2006 9:31:44 PM


Firn'gaer leans forward in his chair, a look of alarm on his face.

"What exactly do you mean, Sly, when you say, 'the Machine of Marteaus will kill our bodies but not our souls?' When did you encounter this Machine of Marteaus and what happened?"

The gnome, grabs one of the white stones from a tray lying upon the table. He concentrates on it for a moment and then lays it upon the table to record as Trace picks up the conversation. It's clear to the wizard that these two have actually encountered what the Star Mages only know from rumors.

Then he sighs heavily and sits back, pulled from the brink of his intellectual curiosity by Peerimus' talk of death.

"Yes," he agrees, "if we can find a way that doesn't involve our deaths, I think that would be preferable."

Firn'gaer distributes his notes.

Savin tosses out quite a few different possibilities.

"I found mention of several people who are known to have been to Koshe Marr, Savin," Firn'gaer replies. "Most seem to be either missing now or insane."

"Always talk about me as though I weren't here." The voice of Faraday drifts up from the bronze circle lying on the table. "People always talk about me as though I wasn't here. Do you have any idea how irritating that is? Of course not, you're a warm blooded corporeal. How would you know? People talk to you." A long suffering sigh rises from the Circle.

"Er ... what was that you wanted to know again?"

=== OOC ===

Well, if you haven't guessed by now, it's up to you to think of a way into Koshe Marr. There is no settled upon and decided way in. You have many powers and resources at hand. They come from the powers your character has. They come from details in the history of the game. They come from things in your environment.

They can be utilized in many different ways to craft a plausible way into Koshe Marr.

There is no right way in, and the only wrong way is a way that fails or gets you hurt or both. The more plausible the method, the more reasonably you connect the dots, and the more detailed you can describe how and why it works, the better chance you have.

You can find the information Firn'gaer looked up Here in the Archives.

Sly and Luke 
Wednesday October 18th, 2006 7:42:49 AM

Sly looks at Fern-gare with a far away loo in his eyes, "I have tried to forget that little trip, But I'll do my best. If some of you older one can think of your trip to the Land of the Dead, I'm sure our wizard here would like to know about it.

I remember that we entered thi big Room, so big that it had balconies around it, We can face to face with this machine, nothing would harm it,no arrows no sword no spears nothing would put a dent in IT!
Ilsidur got an idea in his head the the machine had an opening at the top, so he goes up the stairs. Me all I saw was those arms taking people and doing something to them when they died.
Iknew Ilsidur was in danger so I followed him. When I caught up with him, he was in the process of a spell, something grab Ilsadur while I was trying to get the wizard back fro the edge of the balcony, the spell went off and the machine golden steem englof us, something pick us up.
And the next thing I remember we were in the Land of the Dead, But we had our sole! we could think for our selves while the others who tranfered there was more zombie like.

when the fight was over, we came back throught the portal That the witches open for us. It took a toll on the witches for they turn into Stone Statue. I go there every once in a while to visit then next to the broken Arc. That's all I can remember."

Sly pets Luke for a few more minutes.

Trace and Shadow 
Wednesday October 18th, 2006 8:36:41 PM

Trace scratches his head and keeps thinking, "Ive got a better idea, Prothro said the first tear into Kosh Mar. Prothro said there are five stones near the port town of Hernamar. Before we go and tangel with the machine of Marteus I think we ought to try and find the tear at the five stones first. Either way the town Abandon is past Hernamar on the Southern Trade road. So if we cant go through the tear at the stones we can head on to Abandon. What do yall think?"

Trace reaches down and pats Shadow on her side. "Either way I am starting to get itchy feet and have the need to get moving."

"Hey Firngaer, since your going to be in town for a while, I wonder if I leave you some gold if during your breaks from study for a clue to fight in Kosh Mar if you would see to the name change of Madam Choles wharehouse that she left to the Children of Chaos and also over see the construction of the second floor. if you agree to do this, before we leave, I'll put together a floor plan that has something of what everyone wants in it.



Savin 
Wednesday October 18th, 2006 9:10:47 PM

Savin haven listened to some of Firn'gaer's revelations points out, "You mentioned that the gateway to the Koshe Marr seems to be connected to us somehow. It seems that we, well our predecessors in the Children of Chaos, might have opened a portal. It seems that these stones seem to lead to the Koshe Mar if we could find a way to activate them.

Faraday, in your travels from the past, have you every heard of portals to this place of undead, this Koshe Mar? I wonder if you could interpret the stones? They seem to have a power simular to yours."

Peerimus and Yorrick 
Wednesday October 18th, 2006 9:20:32 PM

Peerimus goes over and over and for good measure goes over the information they had. Trace's voice stirs him from thought. "The stones which we know to the the grave markers, in a way, of the Crones, whom so acted in Sly and your behalf, as well as that of Shiraz and the others would be a good starting place. the only though that nags me is they gave thier lives to seal the rift at that point." He stops here not wanting to vocalize the rest of his thought. I am not wholly sure I want to try and recreate a rift there.

"Just ideas right now, I think we come up with as many as we can, no idea off limits. So we have the stones, It also sounds to me like me might try and work the idea of the catacombs. It is mentioned a couple times in relation to this 'Inn'. My last thought is finding out more on Rodriego Montoya. He mounted an expedition and vanished. He likely made it there."

Ideas And the Man Under Guard (DM/Al) 
Wednesday October 18th, 2006 9:57:10 PM


Firn'gaer listens with full concentration as Sly tells of his encounter with the Machine of Marteaus.

"That sounds like quite an ordeal, Sly." The wizard's voice is low and quiet.

"I'll see what I can do, Trace," the gnomish wizard replies. "Will I need the Key that you and Sly just ... rediscovered?" The shadow of a smile lingers on Firn'gaer's lips. "It occurred to me that we could search the stones near Heranmar. We're familiar with the area at least. And from what Sly has just said, it sounds like it was connected with your run in with the Machine of Marteaus."

"Well, there are always stories of people traveling to the land of the undead, Savin," the Circle of Far and Away replies to Savin. "As I said before, I only get out for short periods, and lots of time passes in between, so I've never heard of this Koshe Marr before. But it could be the new Land of the Dead."

"Sssst. Who's the new elf?" the Circle whispers. "Um. Never mind. Hi. You there. Elf. Yeah, you. I you're new here. You can call me Faraday."

"Where was I? Oh yeah. Too bad Noxy can't see there or I might be able to take us there. You don't think you could maybe point him in the right direction somehow, could you? Maybe if he knew where it was he could see there. Never tried it before. Who's crazy enough to *want* to go to the land of the dead in the first place?"

There's the rattle of wheels from the direction of the Dark Portal and a Student enters pushing before him a cart on which is a leg of beef.

"We sent a runner to the City Office," the student announces, "but it being as late as it's getting to, I don't think th*eep*!" The Student jumps and whirls around as armored footsteps sound from the same direction from which he himself had just come. A square of six armed guards approach in lock step with one green robed Star Mage trailing behind. In the center of the square walks a man of moderate height and build. The fit of the brown robe that he wears makes it clear that this article of clothing that he wears is not his own. Though quite clearly a prisoner, he holds his head high. His dark black hair is still in a neat ponytail, and the goatee upon his chin is still neat and trimmed.

All of this aside, the most startling feature of this man is the tattoo on the back of his hand. The tattoo depicts a dark glistening teardrop just like the one on each of your own hands. This man too is one of the chosen.

The Star Mage is one that you have not yet met. His features are cold, with narrow eyes and a cruel hooked nose. He glances from the man to the group seated around the tables, his eyes searching for signs of recognition.

"Do you know this man?" he asks. "He came to the gates of Hook City several days ago asking for entrance to the Tower. As a dangerous devotee of a foreign god, we took him into custody. Only recently have we realized that the tattoo on his hand links him to your group."

"Do you know him?" the Star Mage asks again.

Jaeden Ohm 
Wednesday October 18th, 2006 10:32:27 PM

Finally roused from his nearnap by the entrance of the man and his armed escort Jaeden sits up from his prone position. Loose fitting black silk covers his chest and legs in the form of both shirt and pants. His head is covered in very short, brown stubble and a hooded, crimson cloak hangs from his shoulders.

On the ground beside him is a pile silvery mail and a huge greatsword. Slowly he rises to standing and watches the proceedings.

Behind the group a ways, the single horse lifts it's head to watch as well, as if it understood as well as the man that something was happening.

Sly & Luke 
Thursday October 19th, 2006 5:06:00 AM

Sly raises his head to take a good look at the stranger. He knows that he has never seen him before, BUT he does have the Tattoo of theirs.
Sly gets to his feet goes over to the stranger, he takes a good look at the stranger's face.

The half elf speak to him so everybody can hear, "Well! Well! The last time we were together, I was blinded by some mad Mage and you led me to safty!! Welcome back!" Sly winks at the stranger as if to say 'Go With The Lie, Chap!'

Luke follows Sly, then sniff at the stranger boots!

Savin  d20+12=21
Thursday October 19th, 2006 8:17:23 AM

Savin hears Sly's lie and sighs in resignation. When will Sly learn that Savin just won't do that to people who have treated him fairly and well.

Savin rises to his feet and bows low before the Star Mage official. He then straightens and lightly slaps Sly across the top of the head. "Sir, We haven't met this man before but his tattoo brands him as one of us. He is joined to our destiny by this marking (holds up the tatto) as we all are."

Savin turns to the prisoner and says, "My name is Savin and we are the Children of Chaos. The marking on your arm suggests you should be with us. Still you need to know that we travel to the Koshe Mar, a very dangerous place. Peopled by goblins, trolls and ruled over by sundry undead. We travel there to retrieve an artifact necessary to complete a set which will then pit us against even more formidable foe. A foe which if given the chance would dominate this Wold and forever change it towards chaos."

Savin grins at the man, "So while you are marked with this tattoo which proclaims you to be one of us, you do have a choice. You can come with us towards greatness, adventure and maybe even a little loot or you can stay in the hands of these good people who will treat you well if limit your movement but you will be safe. Know that the last few who have joined us with the tattoo now sit by Gargul's side not being worthy of the task or just plain unlucky."

Savin takes a hard look at the man trying to figure out which strange God he worships and any other clues about him that might tell of his character. (spot 21)

Quinn deMarco 
Thursday October 19th, 2006 11:15:05 AM

Quinn is very annoyed at all of this inconvenience, but Quinn thinks to himself, this group could be allies in the cause. Quinn is a human that in addition to the tear drop tattoo on his hand has two eyes tattooed under his god given ones.

Quinn straightens and looks over the group and then back at the Star Mage. "I know none of them, but I feel kindred to them if they wish to visit the Koshe Marr."

Quinn again looks back at the Star Mage "It is not that Gargul is unheard of. I am sure you will get to meet him some day, as no one lives forever. I will attempt to put a good word in for you as I do not want him to hold your ignorance against you." Quinn seems very sincere and his voice holds no malice.

Quinn looks back at his tear drop tattoo and then to the man with the horse. "Brother, does your tear drop move on its own. Mine does. It can be disturbing at times."

Quinn then looks to the Child called Savin. "Brother, if you are worried about goblin, trolls and undead you best stay home, the Koshe Marr may be too dangerous for you. The group I recruited to visit the Koshe Marr had no such worries. Unfortunately, they have recently been judged by Gargul. My plans were discovered by Fidelia and my brothers and sisters met there end in an ambush. I heard echos that they were killed by a ghost and some of its minions. I need to give this ghost some eternal peace, not to mention others." Quinn then touches his holy symbol and has a quite moment of reflection, before twirling his pointed goatee and smiling. "When do we leave for the Koshe Marr?"

Sly Foxx 
Thursday October 19th, 2006 2:23:33 PM

"OUCH! Savin!, You'll mess up my hair cut that Flea just gave me!" said Sly as he rubs his head.

"Well! Befor we leave, we have to know what to call you, besides Hey YOU?" Smiles Sly.
i'm call Sly Foxx, I was a fighter/wizard, Before my baby siister, ask me to becomb a Blade-Singer. And this dog Is Luke, An altered beast, Say Hello to the err?... Errr? New member here!" Sly looks to ward Luke.

Luke (Who is not very intrested, look up at the new Member of the Children Of Chaos. "Hello! Got Soup Bones?"

Peerimus and Yorrick 
Thursday October 19th, 2006 4:10:21 PM

Peerimus stands as the Star Mage, thier hosts after all, enters with 'the prisoner' in tow and gives a short nod. Savin and Sly have answered the mans question, he sees no need to eleborate in any direction. He does address the prisoner, Peerimus' tone is as always even and relatively devoid of inflection

"Gargul and the gods of the north have very little influence here on the southern continent. To Hook City and all the lands beyond you are a devouted follower to a little known and foreign god." Looking to the Star Mage, "Dangerous may be an overzealous label to attach, but as you are marked as we, it is likely accurate."

Still addressing the Star Mage, as he really does not want to go into great personal business in front of them, and since the guild technically still holds him prisoner, "Through the powers of the Crones he has been marked as us, it is safe to remand him into our keeping sir. Is there anything else?"

Yorrick moves in on the newly delivered meat and takes it off to the side and sits down.

Trace and Shadow 
Thursday October 19th, 2006 4:50:03 PM

Trace sits cross leged whit his bow in his lap keeping the maintance up. He wears mithrill armor stained black with a dark brown vest over it. After you get past the multiple knives you see the remarkable bow that seems to have a flicker of flame and a bit of a glow from time to time everytime it is touched. Trace is an elven Ranger with olive skin and hazel eyes toped with long black hair. A scar on his face that he recived when fighting a orc named Bear and another on his chin when he was thrown from the wagon in the great race.

Without standing he talks to the stranger named Quinn, "Sir, ..Quinn, I've got a couple of questions for curosity sake. I take it that your a magic user, please if you dont mind tell me what your strengths are. I am curious if you will be protecting us or need protection, merely a stratergy question, try not to take offense.

Just to give you a heads up on what I mean, I am a ranger, my bow and daggers are my tools and this beautifull black leopard here is Shadow, she is my Shadow, she protects me as I work my bow and if needed I can summon a couple of Lions to help her. So now that you now a little of my ablities, what can you do for us? This is kind of an important information for us to where we are going. We dont plan on meeting our god's for some time now and need to know if you can help prevent that from happening."

Trace continuse to maintain his bow. Shadow sits up and stretches, she seems ready to get moving as well.

Quinn (second illegal post) 
Thursday October 19th, 2006 6:07:29 PM

Attempting to guage the reactions of this strange group, Quinn speaks again the the one called Sly "You can call me what you like brother, but most in my company call me Quinn. I am Quinn deMarco of Threshold City."

Then looking around again Quinn continues. "I am not a magic user, but a follower of Gargul. I am attempting to bring his word to the Southern Continent, but they still have their....ways."

Looking over his shoulder at the Star Mage. "This follower of magic has slowed me down in my search for the gateway to the Koshe Marr. Maybe you fellowe have the key?"

Peerimus and Yorrick 
Thursday October 19th, 2006 9:03:10 PM

Quick description:

Peerimus is of average height and size for a human, his long hair is slicked straight back and held in place with berry juice, which provides a bluish black sheen as well. his left hand holds a Ashwood staff and a large wooden shield sits on the ground near him. head to toe, he is armored in thick leatherlike armor, insimilar construction to full platemail but made from leathered hide.

Yorrick is a powerfully build kodiak bear of about 12' in height when standing and weighing in close to 2,000 pounds. A small blue stone orbits his head.

Custody of the Prisoner (DM/Al) 
Thursday October 19th, 2006 9:06:59 PM


Firn'gaer sits back in his seat and watches as the others speak with the newcomer. Finally, he raises his hand in greeting.

"Firn'gaer Gyddyn," he says and nods in greeting. Then he turns the hand around, displaying the dark glistening teardrop tattoo. "In my experience it is these tattoos that bind us together, and define whether we know each other as much as any common acquaintance might," the gnomish wizard says calmly, his eyes on the hooked nosed Star Mage. "So, in a way, you could say that we know, Quinn, yes."

"Will you release him into our care?"

"He is a fanatic and very possibly dangerous," the Star Mage replies. "Witness the tattoos under his eyes. He came to the City Gates and his demeanor was such that he was nearly turned away. When he mentioned the Tower the guards sent him to us and we took him into custody. He is belligerent, but we have determined that he does not even know why he has sought out our Tower. He raves continually of a dream."

"Will you vouchsafe such a madman, Firn'gaer Gyddyn? He worships death."

Firn'gaer does not drop his gaze. "Gargul is not Death," he replies. "He is the custodian of souls and the bane of the undead. Many in the North worship Gargul," he says to the Star Mage. "You should read your own Libraries."

"I trust the tattoos. There is something about them that works with forces that I can only describe as coincidence. And I scarcely think it a coincidence that at the very time we have been discussing ways to find our way into Koshe Marr, we come upon you, Quinn, who also wants to enter. It speaks to me of things of cosmic importance. Powerful forces at work. Forces that one would want to be on the good side of."

"And I'm also certain that someone very high up in the Star Mages agrees with me on some level. I can see very few other reasons why they would be providing all of this for us. Can you?" This last Firn'gaer delivers directly to the Star Mage with the economy of cold hard fact. The Star Mage stands in silence. His eyes are hard chips of flint.

"I will release this man to you, then," is all he says and signals the guards to follow as he turns to leave.

"And deliver all of his equipment here as well," Firn'gaer adds. The Star Mage stops. His back stiffens. "Yes. It will be done," he replies, then he and the guards leave.

"Politics," Firn'gaer sighs quietly. "Another reason why I must stay and ferret things out."

"Well," the voice comes from the large brass ring on the table, "I don't think I've ever seen so many of you called at one time. The girl, the old priest, the quiet little man, and the half-orc. Now you. Hello. I'm the Circle of Far and Away, but you can call me Faraday."

"Now, where were we?"

=== OOC ===

Jim, here's a repost from an earlier DM OoC. Worry not about your equipment. It will be delivered in one or two posts.

Well, if you haven't guessed by now, it's up to you to think of a way into Koshe Marr. There is no settled upon and decided way in. You have many powers and resources at hand. They come from the powers your character has. They come from details in the history of the game. They come from things in your environment.

They can be utilized in many different ways to craft a plausible way into Koshe Marr.

There is no right way in, and the only wrong way is a way that fails or gets you hurt or both. The more plausible the method, the more reasonably you connect the dots, and the more detailed you can describe how and why it works, the better chance you have.

You can find the information Firn'gaer looked up Here in the Archives.

Trace and Shadow 
Thursday October 19th, 2006 11:11:03 PM

Trace stands up and starts to pack his gear, "I feel a since of urgancy to get moving. I vote that we head for the stones and see if we can try and enter the tare there. Maybe we can use the machine of martus to open the tare with out turning the machine on. Maybe if we just place the machine near the stones it might activate the portal. I also saw in the notes that there were several openings that our evil counterparts have opened, I wonder if they are still open?

Jaeden Ohm 
Friday October 20th, 2006 1:35:36 AM

At the prisoners words Jaeden checks the back of his handed. He hadn't noticed the changed tattoo yet. "Can't say that I've seen it moving, but it does seem to change designs from time to time."

He shrugs and keeps his attention on the proceedings.

***

"Wait a second. Before we make any descisions about where to go next we should find out what Quinn here knows."

His gaze focus' on the priest. "You did say your previous group had made it to Koshe Marr didn't you? How did you get there before?"


Sly & Luke 
Friday October 20th, 2006 8:06:21 AM

Rubbing his head where Savin had lightly hit him, "Peerimus! I just remembered something! When we went the the five statues and the Old Abby? was it Savin or You Leader, We had entered the abby and about to decend into the cellar, we heared a noise of some sort?? But had to leave because of the Murders in the town!

I wonder if that was not another way to enter Koshe Marr?? With out finding the machien with the arms??" Wonders Sly??

Luke takes his Soup Bone, Follows Yurrick with his meal, he lay down next to the bear and Chew away at his beloved Soup Bone in safty.

Quinn 
Friday October 20th, 2006 8:38:15 PM

Quinn smiles broadly at his newly found benifactors. "Thank you Firn'gaer, for your explaination of the tear drop. That explains some of what Gargul had hinted at when I communed with him. It has brought me to Hook City. I was hoping to use the library at the Star Mage guile, but...things got difficult. I needed to check on some instances of planer travel."

Quinn looks around the group and starts counting "If we can make it to the Koshe Marr via planer travel, it is only good for 8, we may have to leave some of the pets behind. It would be very time consuming to make two trips, and I already lost one group, because I was away from them. Losing two groups would just be bad luck."

Quinn comments to Sly "Unfortunately brother, I never made to the Koshe Marr the first time. My friends were ambushed right before we were to shove off."

Quinn finally comes face to face with the Star Mage guild wizard. "May I please use your Library for some research?"

Trace and Shadow (illeagle post) 
Friday October 20th, 2006 11:17:42 PM

Trace perks up at the las comment, pets you call them, we or I will not be going anywhere without my so called pet. Shadow is one with me. Heck she is me on four legs. So to squash that dream right now, the so called pets will be traveling with me. I also dont think I will be alone on this one.

Savin 
Saturday October 21st, 2006 12:25:03 PM

After much picking of Firn'gaer's brain and coversation Savn brings up the following points. The monk starts jotting down what he believes is important information gathered from Firn'gaer. He writes his impressions and points them out to the group.

None have been able to find a reliable path through to this land and reports come only from those who have stumbled upon it and have been fortunate enough to be able to return.

"It is thought that dimensional breaches link the Wold to the unsubstantiated land of Koshe Marr. There are records from several sources reporting a walk into dense fog that results in a crossing to this land. All attempts to date to replicate the crossings have been unsuccessful, and it is theorized that these dimensional breaches, if that is indeed what they are, may move about in a fashion that is not understood."


It looks like we are just going to stumble on the Koshe Mar. Either we have to find a way magically possibly by spell or device.

The Void

A Pre-Ascension term. Also known as The Vague Lands. Also known as Kash Marr. Also known as Koshe Marr. Thought to be ruled over by Marteaus, God of Testing and once connected to an area near Lake Abandon in the Threshold of the Gateway Downs. Parents in the town of Abandon are said to frighten their children into obedience with stories of a Machine constructed to open a rift between the Void and the Wold to swallow them up, but the stories are varied and non-specific.

Word of mouth reports trace this group back to the Threshold area of the Gateway Downs at the time of the Void incident and the reappearance of the town of Abandon. It is from this time and this area that we date the first records of the land of Koshe Marr, and is through this circumstantial evidence that some postulate a connection between this group, The Void, and the land of Koshe Marr.

Direct evidence for their existance is said to lie a circle of five stones that lie just outside of the town of Heranmar. This is where it is rumored that they gave their lives to close a portal between this Wold and a land of the dead. This tale is thought to have connections to the Void incident of The Threshold and concequently to the many reports of the land of Koshe Marr.

The report goes on to list numerous demographic, geographic, and economic facts and statistics about the town of Heranmar. Near the end, however is a section on notable areas in and around the town. In that section there is brief mention of a circle of five stones located just outside of town. Within this mention is a even briefer note of a rumor that the stones are carved in a representation of the Five Crones of the Gateway Downs and have supposedly been set there to guard a portal to either The Void or to Koshe Marr.


Not sure how far they are apart but sounds like clues to the land of the dead are both in Abandon and Hernamar. I personally like Hernamar since we have been there before and it seems that is where the crones are from. They might be able to aid us in the crossing.

Among the many stories of Koshe Marr, one of the most commonly shared locations is known as "The Inn". It is said to be a location free from the cruel and corrupt undead influence of the land in addition to being a hub between many different lands. It is also decribed as having a physical connection to a branch of the Catacombs.

One of the items catches Firn'gaer's attention: "The Inn, Koshe Marr?"


Could the Inn be the Giggling Ghost? They do have a resident ghost who might be able to give us some information. The tapestries also could represent a gateway to the Koshe Mar.

Looks like we have a couple of different ways we might be able to reach this place. We need to be careful though. Hints from the archives also hint that our clerical spells might be limited. Peerimus and Quinn might not be able to contact their gods here to renew their spells. Healing magic and scrolls of commonly used spells might be a good idea. Healing wands too.

I think our best course of action is to head back to Hernamar. Not sure how far Abandon is away from it either.



Sly and Luke 
Saturday October 21st, 2006 4:15:56 PM

Sly's head snaps up, "Savin! I think you have something there, if i remember right and this is before the make over. T^here use to be a elevater that went into a dungon for differant adventers. It was magical much like the Tapestries that are there now. I wonder if it's still there under the floor boards. We could give it a chance to ask the oldest Ghost and ask Happy if we could check his cellar.
What do you think!"

Questions (DM/Al) 
Sunday October 22nd, 2006 9:13:50 AM

Quinn turns to ask his former captor for access to the facilities of the Tower. The sound of marching feet disappears behind the screen of hot-house flora. The Star Mage and the contingent of guards is already gone.

Firn'gaer shakes his head.

"From what I've seen, they are very jealous of their library, Quinn. I doubt they would allow you access to it. They don't seem to trust you very much on top of the fact that you're not a Guild member. What questions did you have? I might be able to get access to the Library Link a second time."

"In the meantime, take a look at these notes." The gnomish wizard pushes various papers in Quinn's direction. "They're questions I asked last time I was there."

"Um, alright. Sure. Fine." Faraday mumbles from the table. It begins humming in the tuneless way that it has of occupying itself with its own voice. It's a soft arrhythmic drone. The wind through the trees might provide such a background, the gurgle of a stream, or the buzzing of bees.

Peerimus sits quietly nearby, listening to all of the ideas as they are presented. Which one to act upon first, if at all? And how to fill in the details of the more broadly sketched ideas? Such are the questions a leader must ask.

Jaeden Ohm 
Sunday October 22nd, 2006 1:32:25 PM

"Wait a second Savin, that part about the Catacombs. Your notes say the inn has a connection to a branch of the Catacombs. Why don't we take a trip to the catacombs here and ask what branch is connected this inn? It would save us a whole lot of trouble if we could just travel to a city we know and 'step into' the inn in Koshe Marr."

Jaeden starts gathering his armor and re-equiping himself. Each silvery piece of armor is carefully fitted and strapped and before long the warrior stands, now in beautifull full plate with no helm.

"Should be easy to check the catacombs here and ask. Anyone want to come with me?"


Peerimus and Yorrick 
Sunday October 22nd, 2006 3:04:58 PM

Peerimus sitting and listening and thinking, leans forward a bit. Quinn is apparently a priest and that was good news given where they were attempting to get. Peerimus knew little of Gargul, or indeed any of the so called gods of the north lands. He had lived in and around 'The Downs' all of his life. He knew of the powers they weilded and that was enough for now.

"I agree the catacombs is the best starting point. It is surely the easiest, but for the part about all attepmts to reproduce a journey to Koshe Marr have failed. One would think the Star mages would have simply gone through the Catacombs." The druid casts a side glance towards the table, "Really Faraday, now is not precisely the time."

"I think 'The Inn' is in Koshe Marr. We know the Ghost is in Floating City and our agreement was not to return. That path should be a last resort. The reports also mention Fog and the apparent randomness of the gates and obviously not all fog takes you to Koshe Marr."

"Jaeden, why don't you investigate The Catacombs here, ask the staff about Koshe Marr deliveries. Perhaps we will purchase something for delivery to The Inn and then follow the delivery through." Peerimus continues, "Assuming this yields not enough I would propose returning to the Abbey and the basement. Sly could be right. Our opponents counted a lich and vampire in thier number and we may find some clues or evidence to assist us on our way. They came from Marr and likely returned."

Jaeden Ohm (Illegal 2nd) 
Monday October 23rd, 2006 2:17:01 AM

"Certainly can't hurt. At worst it costs us a couple hours."

Now armored Jaeden heads towards the door and calls for their student host. "I'd like to go to the catacombs. Can you show me the way out and perhaps provide a map?"

With that he leaves to investigate whatever he can find.

Quinn 
Monday October 23rd, 2006 9:07:07 AM

Quinn takes the gnome wizards advice and does not pursue study at the Star mage Guild "Hey, I can read. Gargul had guided me to the Library for information, but maybe you have already done the work for me."

Quinn graciously takes the notes that Firn'gaer offers and sits down to read. "Thanks, you must be one of the signs I was seeking."

While reading Quinn mumbles to himself "Trolls....there was the report of the troll with the chain that attacked my group....and another reference to Fidelia.....eyewitnesses said the attackers invoked her name."

Quinn returned the notes to Firn'gaer. "Thank you brother, your a very efficient. Your notes do mention that the Koshe Marr is on another plane. I can plane travel, but can only take eight and with pets we are over that number. A return trip is a concern as I may not get back to the exact location as the first trip and then our group will be split."

Quinn moves over to Savin. "Brother if you can find a gateway or such, by name or description, I have plenty of location and divination spells that Gargul can provide as he grants me great insite at times."

Sly and Luke 
Monday October 23rd, 2006 10:07:39 AM

Sly Sits and listens, then add "I vote for the abbe's basement!!"

Posting Reports for 
Monday October 23rd, 2006 10:14:49 AM

Game #4 The Children of Chaos
For te Week of Oct 16,2006

Name.....MTWTF
DM Al.....XXXXXS
Sly.......XXX2XS
Savin.....XXXXOS
Peerimus..XX22OS
Jaden.....XO2OXS
Trace.....XXX22
Quinn.....>>>2X <Jim started on Thursday.

Fern-gare<walk about>

Adm Ceil - Good Posting!!

Peerimus and Yorrick 2nd  d20+20=28
Monday October 23rd, 2006 11:32:23 AM

Peerimus's brows about leap from his forehead, "Troll with a chain!?" The druid shoots off of his chair violently with the proclamamtion. Yorrick picks up on the urgency instantly and stands, but Peerimus stays him with a hand. "The troll was certainly with S'Bat and the others."

Composing himself more, "Quinn, you should know the troll is dead by our hands as is almost all of the other responcible. S'Bat a lich and a vampire escaped and likely returned to Koshe Marr. And we shall follow."

Jaeden Ohm 
Monday October 23rd, 2006 1:38:45 PM

*** OOC ***
today's post for Jaeden is on the catacombs board

Trace and Shadow 
Monday October 23rd, 2006 7:02:32 PM

Trace suits up and gathers his thing and puts the saddle back on his horse and tightens down the tack. Trace then leads his horse back to the group. "Ok I am ready to go now."

The Kismetic (DM/Al) 
Monday October 23rd, 2006 9:30:48 PM

"That's sound reasoning, Peerimus," Firn'gaer adds and nods to Jaeden as he prepares to leave for the Catacombs. "Quinn, you mentioned that you had Divination spells. Do you think it might be possible to just ask Gargul how to get into Koshe Marr? Or, if we're limited in the kinds of questions we can ask, then can we at least ask how some things may work out before we travel long distances to find out?"

"You see," Firn'gaer says to Trace and Sly, both eager to be off for Heranmar, "when you leave the Guild Tower, I won't be going with you."

"A ghost may still be at large too," Firn'gaer says as Peerimus recognizes Quinn's description of the Troll Monk. "Though we disposed of a Drow Shadowdancer, and what I believe was likely an Anti-Paladin."

"Which brings me to another subject that may not be to your liking, Quinn. We have a very specific purpose ... I'm sorry, it's hard for me to believe that I'm not going. The Children of Chaos have a very specific purpose for entering Koshe Marr. It's vitally important that the Artifact is found and returned to the Wold, and I don't think that there will be time for vengeance along the way."

The gnomish wizard looks to Peerimus for confirmation, as Jaeden readies to leave for the Catacombs.

"Excuse me ... " A young female voice comes through the brush in the direction of the Dark Portal.

"Announcing Mistress Laima Ragana the Kismetic." One of the brown robed Students, this one a towheaded girl in spectacles, emerges from behind a bush. Behind her a female half-orc stands a good head and a half taller than her. With pale green eyes almond eyes and dark hair which fans out behind her head, she cuts an exotic figure. She stands next to the girl, and gives both a warm smile and a polite nod as she is introduced. Her hands are folded in front of her, the back of the hand which would hold the tattoo is covered.

"She came to the front door and I recognized the mark on her hand, same as yours. So I let her in and sneaked her her up here. Here she is."

The Student dips her head and then steps back. Her eyes lift one last time to the half-orc's face and in thier depths they betray a hint of sadness. Then the Student turns and scurries away, leaving the group with Laima Ragana the Kismetic.

Laima Ragana the Kismetic 
Monday October 23rd, 2006 11:51:50 PM

Large, prominent eyes blink slowly as the young girl walks away. She clears her throat quickly, perhaps hoping to catch the student's attention.

"Thank you friend." A small smile creeps through the corner of her lips. "As my newest friend, Lan, said, I am Laima Ragana the Kismetic. I hear that you collective are known as the Children of Chaos. I like that; it has a ring to it. It is my belief that we are fated to be together. The Path has led me here; can any of you tell me why?"

A slate colored set of robes holds a voluptuous, elongated torso. As the robes hold her waist the slate begins to transform into a rusty colored bottom; a keen eye catches that the robe's threading matches her pale, misty-green eyes. A heavy, platinum pendant nestles nicely between gray cleavage and a cloak that seems to blend the half-orc's natural colors with each individual's preferences drapes wistfully over her shoulders.

Her hands unfold, revealing an inky tattoo that matches the ones which stain all of you. She spins on her heel, facing the direction that the student took off towards.

"Lan, I will see you again, I am sure. You are talented and more importantly, intuitive. There is much potential in you my dear."

Another smooth spin on her heel and she is facing the group again.


Sly and Luke  d20+1=18
Tuesday October 24th, 2006 7:07:12 AM

Sly look at the Half-Orc standing before then, "Eeer! Excuse me please, but you remind me of another Half-orc that was with us not too long ago! He was not so beautiful as you!
The Half-elf rises to his feet, with rusty hair he advances to kiss her hand. "Your Welcome to out little group, The Children of Chaos!" Sly smiles sweetly at Laima.

Sly totaly forgets to introduce Luke.

Luke is still chewing on his Soup Bone.

Cha Check 18 (for once I wanted Sly to get a slap in the face! and I go and make my Check of 18)

Savin 
Tuesday October 24th, 2006 8:38:06 AM

Savin gracefully rises and moves over to meet the newest member of their group. "My name is Savin. Welcome to the the Children of Chaos. We seem to be getting a few new friends lately. Your tattoo seems to bind you to us." Savin holds up his own tattoo.

"We are currently contemplating how to gain entrance to the Koshe Mar. It is an evil land ruled by undead and peopled by trolls and goblins. We travel there on a hunt for an artifact needed to save the Wold from the avatar of Chaos. Interested?"

Savin looks the good looking half orc up and down trying to determine what her skills could be. "I am a monk, skilled in hand to hand combat. To incorporate you into this group and to insure that you can handle yourself in the dangerous place we are going, can you tell us about your skills? We have recently had a few join us also with the tattoos only to have them fall in the first battle. We would save you from that if you aren't ready." Savin holds his hands palm up and adds, "I don't mean to be insulting but I have seen to many friends die lately."

Quinn 
Tuesday October 24th, 2006 10:02:44 AM

Quinn waits his turn and then approaches "Hello sister Laima, I am Quinn deMarco and am a devote follower of Gargul. I just joined this merry band about 10 minutes ago, since I also carry the teardrop tattoo."

Quinn twists his pointed black goatee with his left and while smiling "Brother Savin understated the best part about the Koshe Marr...It is populated by hordes of undead that need to be set to rest. What say you sister, so you wish to join this band that seems joined by fate?"

Trace and Shadow 
Tuesday October 24th, 2006 6:51:01 PM

Standing next to his horse and Shadow next to him, Trace simply nods in the direction of the half orc.

Peerimus and Yorrick 
Tuesday October 24th, 2006 7:40:37 PM

The human in full leather nods his head towards the newest person in the area in a short and subtle fashion and apparenty deciding his earlier outburst a bit non becoming, he sits back down. "My name is Peerimus and back there is Yorrick, Dalek and Luke. Another of our number, Jaeden is currently investigating the possibility of using the Catacombs to enter Koshe Marr." he then turns his attention towards Quinn. "Quinn, to what Firngaer was just saying, could you commune with Gargul on such a topic even if the mission was soley to enter, gain the artifact and depart. We will be vanquishing as little as possible while there."

When Life Seems Chaotic (DM/Al) 
Tuesday October 24th, 2006 8:41:00 PM

As has been true of life for what seems eons, life has been chaotic for
the Children of Chaos. The arrival of yet another chosen by the Tattoo mark adds to the distractions from the group's mission.

Firn'gaer waits in silence as the brass circle upon the table continues to hum. He waits upon the introductions that each member of the group make to this exotic and attractive half-orc.

A student leads Jaeden back into the Dark Portal to another featureless corridor, through a square courtyard and eventually to a plain wooden door. Outside, the student instructs Jaeden how to place his hand over the star shaped design to the right of the door to reveal the silken bell pull, then the Student gives some brief directions to the Catacombs.

Trace waits patiently with Shadow and his horse, certain in the conviction that the answer to how to enter Koshe Marr lies elsewhere.

When asked by Peerimus whether a Commune with Gargul might be possible at this time, the cleric of a foreign god considers his recent ascendancy of power. At this time, a spell such as that could tax him to the the extent that it could cause him harm. A spell that requires the experience stored in the soul would have to wait until he is stronger.

Just then, a sound comes from up the path. More footsteps along with the roll of wheels. A Student pushing a cart appears flanked by two guards. From the cart comes the glint of mithril, circle of a shield, the weathered leather of a pack: Quinn's equipment has arrived.

Time passes as Quinn deMarco re-equips himself. Time to think, discuss and decide.



Savin 
Tuesday October 24th, 2006 10:48:56 PM

Savin listens to the conversation and says, "Somehow I think that we should either travel to Abandon. It seems to be linked to the Void or Koshe Mar. It would be nice to think we can get there from the Catacombs but our lives aren't that easy.

Hernanmar is also mentioned frequently but with the Crones names attached to it. I think they would have informed us if that was the way to go. No I think we need to travel to this town of Abandon. It seems to have a connection to the Koshe Mar for a while.

Faraday, Have you ever heard of Abandon? Can you take us there? If we get a map of the current Wold, and let you see it. Will that help get your bearings?"

Laima Ragana 
Wednesday October 25th, 2006 12:16:55 AM

As the regal man takes her hand and places a genteel kiss upon it, the slightest coloration speckles her cheeks. A quarter curtsey returns the formal introduction as Laima's full lips mouth the words, "thank you."

Eyes widening at the mention of the Crones, the half-orc clears her throat and with eager voice says, "The Crones? Yes, I have dreamt of the Crones; I have seen their faces." Her eyes seem to recede, gloss over and travel to some nonexistent location. "Their faces and the horrors that I believe are Koshe Marr. Golems and werecreatures; monsters rising from watery depths. The Path has been showing me this for a while."

Walking with a sure stride, Laima stops just short of the large bear, Yorrick, extends the back of her hand for a sniff and then begins stroking him with care along the side of his snout.

"I am not sure how much my opinion counts but The Path has been whispering in my ear for the past weeks. She has been showing me the Crones for a reason; they or their whereabouts is the key to Koshe Marr."


Trace and Shadow 
Wednesday October 25th, 2006 1:07:26 AM

If we cant use the catacombs then lets head to Hernamar. It is on the way to Abandon. Abandon is in a valley of the Great toothed mountains just off the side road of the trade road south leading out of Hernamar. I have seen this map before. I think the map is in Hernamar.

Sly and Luke 
Wednesday October 25th, 2006 7:53:29 AM

Sly watches Laima as she advances on the animals, Sly follows the Lady. That brown Bear is named Yurrick, he's Peerimus friend. This lazy Altered Dog (chewing on a Soup bone) is Luke, He's my friend" to Luke sly ask "Luke Please meet Lady Laima! She'll will be traveling with us!"

Luke stops chewing, look uo toward the Lady, "Hi! Do you reward nice dogs with Soup Bones?"

Sly smiles, "You have to forgive him, He's some what of a barbarian, always thinking of food!" Then sly points to Shadow, "The horse is called Shadow, he and Trace are special Friends. The Rat you see peeking from our wizard's sleeves is Fern-gare Special friend."

Quinn 
Wednesday October 25th, 2006 9:14:29 AM

Quinn is very happy to have his equipment back and put everything on with care. Quinn even takes out a small silver bell and give it a jingel and then looks around "Undead hate that." he adds to no one in particular.

Quinn looks from Trace to Savin "Hernamar or Abandon are both not far from my hometown of Threshold. We can travel fast or slow. I prefer fast. I can teleport more than half of us and then return the next day to pick up the rest. It will be a three day process as Gargul only grants me one teleport per day, but what the heck it sure beats walking."

Quinn looks around at his new friends. "Where half of us dine tonight in Abandon or Hernamar?"



Peerimus and Yorrick  d20+1=13 d20+1=13 d20+1=6 d20+1=2 d20+1=17
Wednesday October 25th, 2006 4:55:58 PM

Peerimus thanks Quinn for the offer, "If you go anywhere in this Wold, we can follow within the hour." he pauses on this thought and his face scrunches slightly. "Maybe" he then adds. "Friends Firngaer has been using Noxy and well now one of us will need to try and very quickly assume the experience he has accumulated over the past several months." With that he asks for and takes Noxy from Firngaer and attempts to have the vision spring to life upon thier current location and then to move to Jaeden and then again to Niobe and back.

i believe an int check [13] initial view [13, 6,2,17] for the alterations desired.

Not having much luck the druid frowns, "This could certainly be an issue. Trace, you might want to sit back down, we might still be a bit."

"When Jaeden returns, our best course is to go back to the abbey and search the basement, perhaps a lesser divination from Quinn will assist once at the locale. From there we can investigate Abandon and as a last resort implore upon the Crones. They have said as much that they could get us there. Though it also seemed to be at great risk and possible destruction of thier current avatars. So I would like to do this on our own. I will also plan on speaking with Mother and Father and maybe summon assistance from The Cradle once we are at the Abbey" Peerimus states all of the above as what shall be done and not as a quest for opinion. The entire time he focuses on Noxy and tries to read and interpret the patterns springing across the screen.

Evening Comes To the Garden Atrium (DM/Al) 
Wednesday October 25th, 2006 9:07:44 PM

"Abandon?" the voice from the large brass circle replies to Savin's question. "As in cavorting with Wild Abandon? I've heard of that. Never done it, though. No legs. But, um, aside from that. No."

"Besides, I don't think it's me who you need to help get bearings, Savin. It's Noxy. You see, I can try and explain to him what I think you want. But, in the end, it's him that has to know where he's putting you. He's the one who has to get you there. He's always been able to do that just fine with the energy from one of you guys to fix on. That, or the energy from one of us. If he can see it, he can take you there."

"Um, um, um, um ... " Peerimus is having little luck interpreting the swirl of flashing motes, lines and swirling blobs on the screen of the Vision of Noxnyx. To him, they all seem like no more than a hopeless riot of color. "Um, um, um, Peerimus? Peerimus? If I could offer a word of advice. Don't try to understand it. Understanding is alright for some people. Mostly for people who understand things well. Other people do better with an Intuitive grasp of things. Sometimes it's Wiser to just let things come to you instead of pursuing them."

As the various activities proceed, each at its own pace, the sunlight streaming through the glass panes above wane toward evening. Somewhere in the city Lydia, the girl at the reception desk in the City Office, taps her foot. With an unkind word for elves, she finally leaves for home.

Footsteps once again come from the direction of the Dark Portal. Jaeden, returned from the Catacombs, walks into the clearing lead by a Student.

"If you wish, I can arrange for dinner to be delivered," the Student offers before he leaves.

Jaeden Ohm 
Thursday October 26th, 2006 12:42:47 AM

In from the dark portal strides Jaeden Ohm. A quick clip closes the distance betweent he portal and party. At this point his face is neutral.

"Well," he begins, his voice tinged with a sigh. "It's not going to be that easy. Looks like the connection to the inn does exist. And, it looks like it exists to this very branch of the Catacombs. The only problem is that it's one way."

He shrugs and his face brightens.

"The good news however is that there is a way out. From the description I got there is a statue of a Dwarf in this inn. Once you touch it a portal to the Catacombs here opens."

"There was something else I should share. The Halfling that helped me told me of a lady that would come in regularly disquised as an old man. The Halfling, Tympani if any of you know her, seemed to think that this lady was very evil. She said that money would come through this portal when this lady was there and she'd use it to buy things, mostly teleport scrolls."

Jaeden is quiet for a moment while everyone digests what he's told them.

"On another note. Before I left Quinn here mentioned something about being able to port us there. While I was walking I was thinking about this... and, couldn't we use the same method to get there that we've been using around here. What if Quinn took me, Dalek, and Savin with him. Then you Peerimus use one of us as an anchor for Noxy to mark. Is there a reason why that wouldn't work?"

Sly and Luke 
Thursday October 26th, 2006 6:48:19 AM

Sly is listening the all the comments, but what Jaesen's Idea sound the best to him, to all he replies "Sounds Good To Me!"

Luke chew on his bone!

Quinn 
Thursday October 26th, 2006 9:18:29 AM

Quinn smiles broadly and he is obviously excited at the news brought by Jaeden. "Excellent news brother Jaeden, good work. Well now we can go visit the Koshe Marr."

Quinn looks around at his new companions "Well everyone ready? We have some undead to vanquish....what is everyone waiting for, do you want to live forever." With a wink Quinn picks up his gear and in moments is ready to travel.

Laima Ragana  d20+8=21 d20+6=7 d20+5=20
Thursday October 26th, 2006 10:48:49 AM

A sure stride carries the shapely robed woman to the table where the talking ring sits. She looks it over as her brow wrinkles in an inquisitive manner. She turns to the man with slicked back hair and markings upon his face, "What exactly are you trying to figure out, hon?"

As the student enters to inform of dinner time, Laima spins on her heel and clears her throat. "Dinner in here should be fine. Please find Lan and ask her to join us as well." Turning to the others who bear the tattoo, "Do any of you request anything in particular." Laima's demeanor suggests a straightforward attitude and a glimmer of impatience or excitement; it is a bit confusing.

Sitting on the edge of the table, long fingers taps slightly on her full lips as her foot taps in unison. Thinking hard on the signs that she has received as of late and of The Path's intentions for her she speaks up yet again.

"You know me very little thus far. Let me tell you that my life is led by The Path; she shows me the way, with signs, nudges and other little quandaries that suggest an appropriate destination. I have been hearing a bell ringing for many days now and it has brought me to you. I heard a man trying to gain entrance here; I heard him shouting. When I was able to see him, his hand passed over the star emblem next to the door and a bell pull was revealed for him to pull on. That is how The Path works. She has been sending me dreams lately; the faces of the Crones, the werecreatures, the golems pounding and other horrible thoughts. The Path points to the Crones; if we bypass them, we may miss something important."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
know:arcane.21
know:religion.7
know:planes.20

[ What exactly are you trying to know with those checks, Laima? --Al ]

Sorry. Knowledge checks to see if anything rings a bell in terms of accessing Koshe Marr. I thought that each check could shed knowledge in each realm's regard (i.e. the Know:planes possibly talking of how to planeswalk to Koshe Marr, the Arcane hinting towards previous magically vehicled ventures to the land of the dead, etc.)

Savin  d20+4=20
Thursday October 26th, 2006 7:59:09 PM

Savin looks over Peerimus shoulder and looks at the swirls and wriggles of the Noxnyx. He relaxexs his mind and tries to follow Faraday's advice. Just let the vision take him. (DC 20 using wisdom instead of intelligence)

If something happens, he will tell the group, otherwise he will pull his eyes away and say, "I like Jaeden's plan and I am willing to try it. We would be alone for a while and it could be dangerous but I am willing to try it.

Once we all get to Abandon, then what? Just explore or does anyone have any spells which might open this doorway? Maybe Quinn's idea of travelling the plains would work but sounds like all of us won't be able to go."

Savin listens to their newest member still trying to figure her out. He asks, "Laima, I am not sure I understand you path. Are you a witch? One that follows a different path to power? I am not sure I understand."

Ready Not Ready (DM/Al) 
Thursday October 26th, 2006 9:38:44 PM

Jaeden returns with news, both good news and bad. But any news is more information than was had before. He continues a thought he had before he left for the Catacombs. Could not Quinn teleport a portion of the group to Koshe Marr? Then, with the understanding that the Vision of Noxnyx has of either Jaeden, Savin, or Quinn's signature, could the Artifact not pinpoint their location? In this way, the Circle of Far and Away could use that location to bring the rest of the group in its slow and unhurried fashion.

Without a single question about the process, Quinn readily agrees. He picks up his gear and is ready to go. (BTW, Quinn, I'm assuming that you have your default spell list for the day.)

Laima, on the other hand, is more inquisitive. She turns to Peerimus as he looks into the unusual bronze hand mirror built on a small tripod. Across the mirror's face shoot colored lines, motes of light flash here and there, and blobs of colors float and morph in patterns that appear random. Also, as opposed to Quinn, she appears ready to stay a while.

The Student nods. "Lan? You want Lan?" he mutters under his breath, and then leaves to order up dinner.

Even as she explains herself, she rustles through her memory to conjure up a solution of their problem. They wish to go to this mysterious and terrible sounding Koshe Marr place. Could it be the source of the monsters in her vision? If it is ... oh dear. If it is indeed as they describe, then it must be another plane of existence. And so far they've mentioned teleportation. Hmmm. But arcane lore suggests that the classic teleportation spell will not cross planar borders. What are they thinking?

Savin looks over Peerimus' shoulder. A few moments, and a burst of intuition, and some of the colors on the screen of the Vision begin to make sense. That's Sly. The other dense blob must be Laima. The one to the left and behind must be Quinn. The active swirling one, from its position is Trace. This other one at the top right should be Jaeden. Is this what Firn'gaer sees?

"Hi there, Sweet Thing." The dull bronze ring or metal about the size of a large head says from its place on the tabletop. "I'm the Circle of Far and Away. Call me Faraday. "You, Dear Heart, have the look of someone who doesn't know what she's getting into. But, then, you don't look like that bothers you much either."

Jaeden 
Thursday October 26th, 2006 11:09:52 PM

For the first time since his return Jaeden notices the addition of the shapely half-Orc. Instantly his eyes search the backs of her hands for the telltale clue. Satisfied, he relaxes his gaze and studies the woman for a few moments while she orders their dinner and ponders unknown questions with exaggerated animation.

Eventually his eyes shift to the cleric that has so recently joined. So much change in so short a time. I wonder if this is how the others felt when I arrived. Good thing for the tattoos...



Trace and Shadow 
Friday October 27th, 2006 12:17:23 AM

Trace remains ready and quite. When the explantions of what needs to be done come in Trace's eyes glaze over and he decides to simply wait for a directions.

Sly and Luke 
Friday October 27th, 2006 6:59:51 AM

Sly studies his spells, hoping to chose som that will damage the Kosh Maw citizen. "Good chance I bought a silver dagger and a holly simbel of Domi! I forgot to get a holly synble for Luke?? But i don't think that vampires bits dogs?? not enought blood!"

Peerimus and Yorrick  d20+7=11
Friday October 27th, 2006 8:02:39 AM

Peerimus attempts to relax his mind, but too much is going on right now and he simply can't dot. Fine then, not going to drive myself nuts with this Noting Savin right there and whose eyes are telling that he is having some luck, Peerimus stands and hands Savin the mirror. "You seem to be setling well with it so here you are. Welcome to your new job." The last is added with a bit of a smile. It is then that Jaeden's return is noted and what the warrior was saying registers.

"Exactly what I was just saying Jaeden." He looks to Quinn, "Our good friend and companion Farady, you see, can take us anywhere that Noxy can see. And Noxy can see anyone marked. So only one of us need to be able to instanlty travel to Abandon, or here, or anywhere. I have been Mother's highway, but it has its limits. Correct me if I am wrong, but does not teleport have accuracy issues as well as physical limitations to the distance Quinn?"

A light seems to go off in the druids head and his shoulders slump slightly a hand coming up to allow his fingers to pinch his nose. A sign that whatever he just thought of annoys him. Remaining fixed in that position, "Trace? Weren't we going to get back to the Clerks about the stone and assuming some property to our name?" Nodding as it is confirmed, "Very well, we are staying in Hook City tonight. Here in the Guild if Firngaer can swing that, or at an Inn if it puts him out too much. Tomorrow we firm our residence and then depart to the Abbey."

OoC Al the Town of Abandon and the Abbey are 2 different places right? The Abbey is outside of Hernenmar and Abadon is......

[ Yes, that's correct. The Abbey is just outside Heranmar. Abandon is a completely different town somewhere to the south and east of Heranmar. Where exactly it is, however ... You do not know. ^_^ --Al ]

Laima Ragana 
Friday October 27th, 2006 11:56:16 AM

Chuckling lightly to Savin's thought of her being a witch, Laima turns to face him with a slight shake of the head.

"No, no, hon. I am not a witch. It is hard for me to explain my powers; I have a strong sense of things arcane but I also posses a small connection to the divine; to The Path. My knowledge of these magical aspects also tells me something that any arcanist would know; teleporting to Koshe Marr will not happen. You cannot teleport to another plane unless you are a Planeswalker; I doubt anyone here has that kind of power."

Hearing the voice of the artifact on the table Laima cocks her head to the right in inquisition. She runs a hand down a wrinkle in her flowing robes and clears her throat lightly.

"Yes, umm, well." Laima finds herself in an odd predicament; she is almost lost of words for a moment. "I know that The Path sends me here. I know that I am bound to these others, at least for a while, due to the matching tattoos and I know that my dreams will not disperse until I reach the place of pounding golems, stalking werecreatures and monstrous beasts rising from the depths. I know that I must see these things but I guess I am wondering why the rest of you are determined to venture to such a place."

There is an air of defensive tones coming from the half-orc; is it that easy to ruffle her feathers? She looks to each, searching for their reasons to venture to Koshe Marr and for someone else to suggest a more plausible route.


Savin 
Friday October 27th, 2006 1:33:38 PM

Savin is lost in Noxy's pictures. "Look Peerimus, I think that is you. He points to a swirl. Looks that is Trace. See these our our two new companions which I guess confirms that they should be coming with us.....Wait...What did you say? I can't hold Noxy. If I do I have to stay with the second group right? I have to go ahead to protect the others. What if they are attacked and I am not there?" The distress is clear on Savin's face.

Savin is then distracted by Laima's description of herself. "My pretty lady, I wish you would be more clear. We have enough troubles fighting as a group and without a clear understanding of your skills we don't know how to best utilize your skills in combat. I have a feeling that that little point is going to be important where we are going.

Do you cast spells like Firn'gaer or follow a God like Peerimus and Quinn? Do you swing a blade or someother weapon like Jaeden or myself? Or are you more like Sly who is good at rushing in and getting whacked by the enemy." Savin says with his eyes lite up in a grin. "I don't mean to pry but we have lost several newbies recently and I think coordination was part of the trouble."

Quinn  d20+5=16
Friday October 27th, 2006 2:01:49 PM

Quinn chuckles at Sly's comments "I have released a vampire dog into the afterlife before brother, so do not be so hasty. Vampire are vile creatures, but they do what serves their purpose. Be every watchful of your mut and see that he does not run off and get himself bitten."

Quinn looks to Laima "Of course we have a planeswalker sister. The would be me. Gargul grants many gifts. What are yours? How do you intend to fight the undead and their minons? Are you on the front line?"

Quinn looks at this noxy thing and attempts to figure out what it is?

Arcane Knowledge 16



Laima Ragana [retort] 
Friday October 27th, 2006 2:32:00 PM

Looking between the newly clad messanger of Gargul and the one called Savin she, again, shakes her head slightly.

"I think you two are too caught up in technicalities. Savin, I am and can do everything that you just described, plus more. I prefer my magics but," looking back towards Quinn, "I have some powers against the undead as well; limited powers but powers none-the-less."

Sucking on a slightly oversized tooth she seems to be weighing her words for a moment.

"The Path grants me many unique abilities Quinn. Sometimes she rewards me greatly for my trust in Her and my womanly intuitions; sometimes she punishes me to show me how fortunate I am to have her. Perhaps those moments of punishment are just that to me as I do not posses the breadth of vision that She does."

Pulling from a fold in her robes, Laima lifts up a dark wooden club; the head is carved into an intricate intertwining of question marks and myriad items which are superstitiously lucky.

"This, gentlemen, is my last resort. If I have to use this against my will, you will all most likely be dead or incapacitated. Now, I am sorry that I cannot explain the exactness of my talents but they are still yet a mystery to me in some ways."

Savin "illegal post" 
Friday October 27th, 2006 5:07:49 PM

"I get it Laima...well I really don't but I guess time will tell. Sounds like you don't prefer hack and slash combat but would rather stay to the rear and have this Mother of your strike down your foes with spells. We can work that into our tactics."

Savin looks at Quinn and hands him Noxy saying, "Can you figure this thing out?" The look of hope is obvious on Savin's face.

Sly and Luke 
Friday October 27th, 2006 5:43:58 PM

Sly with his nose in his book, answers Savins little joke, "I told you where the witch ahd what we were looking for before she disapered did I not??" Sly looks up from his book with a smile. But to Luke "Did you hear what she said?? You stick with me!! You hear?"

Luke keeps chewing on his bone.

Quinn (second illegal post)  d20+7=16
Friday October 27th, 2006 7:04:52 PM

Quinn takes the "noxy" from Savin with some trepidation "What is this thing?"

Quinn will look at the "noxy" and attempt to relex and free his mind "Lets see what Gargul wants me to see." Quinn takes his index finger and touches each of the eye tattoo under his natural eyes and then his shoulders.

Quinn lest out a deep breath and closes his eyes. Now only his tattooed eyes are visible.

Wisdom roll 16

Night Falls On a New Group (DM/Al) 
Saturday October 28th, 2006 10:22:51 AM

Dinner is delivered by a small caravan of Students. The bulk of the train of carts, however, is devoted to food for the animals. Buckets of water, oats and a small bale of hay for Dalek and Trace's horse. There's a haunch of venison for Shadow. On a cart is a small tub of silvery fish for Yorrick, along with a large bowl of dark berries. For Luke there is a platter with both a haunch of beef and one of ham.

For the humans there are a multitude of dishes and drinks. One, the native Southerners recognize as Grass Wine from the nearby Sargrass Plains. Firn'gaer frowns in contemplation at the feast.

"I'm fairly sure that the Guild would not feed us this well only to deny us lodging," Firn'gaer replies to Peerimus. "But I doubt we will be allowed free movement within the tower. Did you wish to stay here in this place or ask for actual rooms?"

The Students bustle about, placing dishes and setting dinner. Lan is not among them.

Peerimus passes the Vision of Noxnyx to Savin. As the hand mirror sized Artifact moves, so too does the entire scene within the screen shift. Savin has the feeling that he might even be able to influence the view within. But that would only come with practice.

Quinn mentions that he has the ability to Walk the Planes, a cryptic reference that Laima seems to understand, then he attempts to suss out the nature of this unusual hand mirror like object mounted upon its own tripod. His understanding of Arcane Lore tells him no more than the fact that this must be an object of magic. The one called Savin hands the object to him and Quinn looks into the screen. The riotous chaos of color and movement separates into flashing bursts, streaking lines, and slow pulsing colors. But what these may be escapes the Cleric of Gargul. Perhaps persistence is the key to success here.

As the light of evening dims to darkness, one of the Students speaks a word, and an extra-dimensional space opens in one corner of the rock slab upon which the woodland furniture rests. From within the rest of the Students take long poles with a torch-like glow burning at one end. These they plant around the area, lighting the clearing for night.

"I can make a hut here for us," Firn'gaer tells one of the Students. "You know of the spell, don't you? If you could get permission for that, please," he asks.

Plans come together for the approaching night. What plans, though, await the coming morn?

Jaeden Ohm  d20+9=23
Saturday October 28th, 2006 2:37:27 PM

Much passes back and forth among members new and old. Jaeden cringes at Quinn's comments as an image of a Vampiric Luke spings to mind... Scary.

The warrior is about to open his mouth and clarify to Savin what Laima is saying but the Half Orc seems comfortable taking that responsibility for herself so he leaves it be.

Then Quinn speaks again. This time about being a Planeswalker. "Peeriumus that is what I meant. I didn't mean we should use our travel technique to get to Heranmar or Abandon. Can't we use it to go directly to Koshe Marr.?"

"Quinn has already said that he can take up to eight of us directly there. With 3 or four signatures there, Noxy should be able use us for anchors. I figure that Quinn, Savin, Dalek and myself should go. Savin is himself mobile enough to stay out of trouble and Quinn and I can ride double on Dalek."

With that out Jaeden returns to observering the newcomers. A glance at the Half Orc tells the man that she is getting a bit defensive at having to give so much information without getting anything in return [sense motive 23]. He moves closer to her and does his best to explain.

"Laima, I think you deserve to know a bit more about us and what we plan to do. Each of us has been called or forcefully pulled to each other by the Crones and through the Chaos Bell. Some of our members have been together for some time while others, like myself, are still fairly new to the group."

"We've been collecting a number of artifacts that we need to accomplish our mission. Both Noxy and Faraday are two of the five we need. We believe another of them to be held in Koshe Marr."

"As for our mission, it seems Chaos itself is gathering and building it's strength before it manifests in this Wold. Our task is to wake this force before it is ready so that we have some sort of chance at neutralizing it."

"I know, seems crazy." He shrugs and smiles good naturedly.

Peerimus and Yorrick  d20+7=19
Saturday October 28th, 2006 8:55:44 PM

Peerimus exhales out his nose and chews his lip slightly, "Savin." he begins, but then he just breathes a resigned sigh and keeping Noxy he sits back down. Easing his mind he lets Noxy focus where they are all gathered and tries to again heed Faraday's advise and just use his intuition and not try to move anything just yet. [Wis 19]

Continuing to keep most of his focus on Noxy he answers Jaeden, "I had misunderstod certainly. Quinn you are going to need to be more clear. Can you open a portal to Koshe Marr? If so we have our entrance. Tomorrow morning Quinn will take himself, Jaeden, Dalek and Savin. wherever you appear you wait for an hour and the rest of us will along shortly through Faraday. I suggest everyone eat and drink and relax. I for one will be sleeping here with Yorrick."

"Jaeden as our tactitian it is going to be up to you to incorporate Quinn and Lamia. I would give council if you wish."

Savin 
Saturday October 28th, 2006 10:03:22 PM

Savin asks Faraday, "Faraday, I understand that you can take us to most places, but can you take us to other planes? Is the Koshe Mar really another plane? Will Noxy be able to sense us there?"

Savin turns to Peerimus and says, "I think this plan is very risky without that information."

Jaeden Ohm (follow up) 
Sunday October 29th, 2006 3:42:29 AM

"Of course, Peerimus. And yes I'd be glad for any council you have to offer."

"You're right Savin. I admit I'm making a big assumption. Farday, what can you tell us?"

As he listens Jaeden goes about removing each piece of his armor and doing what maintenance is required.

Sly and Luke 
Sunday October 29th, 2006 7:10:51 AM

Sly ask the students, Now You students have gone and done it, Luke is an altered Beast, He is now part Barbarien, Look at him now! He's has bothe the Beef and Ham and will not share!
Luke! don"t be so selfish! you'll lose your friend Yurrick that way!"

Luke answers Sly "MINE! ALL MINEI" he starts to eat on both haunches.

Sly knows better to put his hands any where near that food, but will tell the students "I think I'll sleep here under this tree, to keep an eye on Luke! I don't want to let himself be killed, because of his temper!"

Quinn 
Sunday October 29th, 2006 12:06:54 PM

Quinn looks sadly at Jaeden. "Brother, do we need to bring your horse as he will count at least 2 for those I take on a planeswalk. Also, planes travel is not real accurate. That is why it is best to do it all at once. If I have to make a return trip, I may be off by a few hundred miles and then we have split the group."

Quinn looks to Peerimus. "Brother I think your bear friend might even count for 4 of my eight and if he does then we may have three trips on our hands. Brother I want to join your group and I see that all of the people have the tear drop tattoo, but none of the pets do, maybe they are not fated to travel to the land of Koshe Marr? You have more experience with the tattoo so I will leave it up to you brother."

Peerimus and Yorrick 
Sunday October 29th, 2006 4:41:17 PM

Yorrick looks up from the large tub of fish with a grunt, as Luke starts up about the ham and beef being all his. He then looks at Sly and seems to shrug and goes back to the tub of fish. Peerimus casts a look towards him to verify his suspitions of the outcome between Luke and Yorrick and smiles as his thoughts are confirmed. "Worry not Sly, as tasty as those beef and Ham bones might be, they simply don't compare to Yorrick's mind as his fish."

The druid then returns to more serious matters. "The weak link in the plan is Quinn and his god, friends. Faraday is taking us to the realm of Chaos to battle the entity before formed. I submit this is most defintely off plane. If Quinn can get to Marr with a couple guards in case you land somewhere unpleasant, then Faraday will take the rest of us."

Here Peerimus actually looks up from his study of 'The Vision'. "So Mr. Quinn, your accuracy is only in contention in preventing you, Savin, Jaden and Dalek from arriving somewhere where your survival over the next hour is in peril. You will not be travelling back and forth. That also eliminates issues with your limitations in assisting with travel for all of those who are marked as Children of Chaos."

"Jaeden I would honored later this evening over a nice brandy."

Trace and Shadow 
Monday October 30th, 2006 12:03:41 AM

Trace starts to dig in his haversack and draws out some viles of silversheens. He rises to his feet and passes them out to everyone, "Here yall, I got these for us incase we run into some ware creatures."

Laima Ragana 
Monday October 30th, 2006 1:27:34 AM

Looking over the entire group again a look of trepidation smears the exotic lady's face. She looks across to the most bizarre artifacts which are being examined, talked to and responding. She shakes her head and begins to wring her hands. Reaching into another fold of her robes and letting out a short sharp whistle, an inky feathered head appears.

"Minek, go. Have some fish my friend. I trust that the bear means you no harm."

She watches as the raven bursts forth from her, a few ebony feathers floating towards the ground, and seems to stare down the gigantic bear as if anticipating its next few movements.

"I sleep very little Children. If there is anything you would like for me to study or research that needs completion before tomorrow's day breaks, I would be more than happy to assist. You all should heed my warnings one last time however. We are missing something quite important by not venturing to Abandon or Heranmar. Furthermore, we are losing valuable knowledge not seeking out the Crones. The Path has told me so."

Turning to look upon Savin yet again, "IF you wish to know how I handle myself in dire situations I will give you my first typical reaction. If there is enough room between me and my threat I will summon an area of thick, black tentacles from the earth. They help to slow and stop my threat. I typically follow that up with whatever comes to mind; my skills are quite versatile. Minek, there, will most likely be flying around, invisible. Our connection is strong enough so that I can channel my gifts through him. If he lands on any of your shoulders, be not alarmed, he generally comes bearing gifts."

A large toothy grin breaks free at her last statement.


Jaeden 
Monday October 30th, 2006 2:18:37 AM

On the verge of correcting Quinn, Jaeden closes his mouth before he can say anything as Peerimus beats him to the explanation. He shrugs, gives a stretch upwards to help him settle out of his armor, and walks over to one of the students.

"So, any way we can get a good bottle of brandy? If it's needed I wouldn't mind paying for it."

Posting Report (week of Oct. 23-27) [aDM.Drew] 
Monday October 30th, 2006 8:59:02 AM

Posting Report for Children of Chaos
Week of October 23-October 27
...............................M..T...W..Th...F
DM-Al....................x...x....x.....x.....+
Peerimus-DanK......x....x....o....x....+2
Laima-Drew...........x....x....x....2.....+
Sly Foxx-Ceil.........x....x....x....2.....+
Savin-George.........o....x....o....2.....+
Jaeden-Jason.........+....+....x.....x....+3
Quinn-JimF.............x....x....x....2.....+
Trace-Ted..............x.....x....o....x.....+

x = post
o = no post
* = substitute post
- = skipped post (no DM post)
+ = see notes
Notes
No DM post on Friday-DM-Al posted on Saturday and gave us the weekend to interact which resulted in multiple posts by some.
Jaeden/Jason's posts for Monday and Tuesday are in the Catacombs.


Savin 
Monday October 30th, 2006 12:44:44 PM

Savin smiles at the pretty half orc lady. "Ah those tenacle things. Yes they are a pain in the butt for us warrior types."

Savin looks over to Peerimus and says, "I agree with and trust Laima's feelings. I too think we should head to this town called Abandon. It is mentioned several times in the research Firn'gaer did. It seems to have some kind of connection. While I like our friend Quinn's enthusasim, I don't want to fail in this quest. Sounds like our failure will not only end our lives but could adversly affect everyone we know in the Wold. Care should be taken to assure our success. If a quick trip to Abandon can provide valuable insight or even a portal to the Koshe Mar, I think we have to go."

New Day. New Directions (DM/Al) 
Monday October 30th, 2006 7:23:05 PM

"Weeeeell." The Circle on the table stretches the word out long. "I've never done it before. Sure, I go to the Place-That-Isn't-A-Place, and I can take you all along. That's what I do. And I can take you to other places in the Wold too. If I have a good fix on it. But I've never tried to go between planes before. There's never been a need."

"Things are so different with you this time. Things have never really taken this long before. I've never seen so many of you before. Never ... never had to go to another plane before. Unless you count the Place-That-Isn't-A-Place. That's another plane. I guess. I mean, you said so. Right?"

The rest of the evening proceeds without incident. The students leave, and, after some minutes, one returns. He tells Firn'gaer that he has permission to use magic to build a shelter within the Garden Atrium. He also leaves a bottle of brandy.

Lan does not reappear.

Evening turns to night. Firn'gaer conjures a Secure Shelter for those who prepare a bed. Otherwise, under the glass dome, the night air is quite comfortable.

Morning comes soon enough, sunlight streaming down through the leaves of the dome grown trees. With the new day come new opportunities. Magic can be prepared to fit the outline of plans. Whatever those plans might be.

== OOC ===

Sly, Trace, Peerimus, Quinn, and Laima, please list your Spells for the Day at the bottom of your next post.

Trace and Shadow 
Monday October 30th, 2006 10:05:35 PM

Trace finnaly speaks up, "Ok, we dont need to go to Hernamar or Abandon, or at least not right now. The Only reason I brought up Hernamar and Abandon is because I read in his notes that the Macine of Martus is in Abandon and I thought we could take it to the stones of the Crones to open the rift again but now that we know we have a planes walker and that we can use the mirror to anchor us to him that solves the problem of going to Kosh Mar. So now there is no need to track down the machine of martus or see the Crones again. At least not yet. I thought we could place the machine near the stones and see if it would activate the rift but as I said now there is no need as long as we pull the planes walking off ok.

I know I am no longer a leader of the group but simply a follower, I hope I am not stepping on any toes with this speach. I only speak out because our next course of action is very clear to me and if anyone is not following this please let me know and I will go into more detail. Also I feel to hesitate and plan longer will possibly put us in danger for ffear of enemies spying on us and the sooner we get going the less likely we will have oppsition that is prepared for our arrival.

Trace 74/74
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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

Trace 
Monday October 30th, 2006 11:19:13 PM

hp 86/86

Jaeden Ohm 
Monday October 30th, 2006 11:27:27 PM

Evening...

"To speak plainly I can go either way on this. Usually I would agree with the spirit of Trace's comments but here," Jaeden sweeps his arm out to indicate the Tower they occupy, "... I seriously doubt that there will be any spying on us being done. At least, not by our enemies."

He faces Savin. "Firngaer's notes contain reference to many things multiple times. I don't see how that alone is clue enough to go to Abandon unless we didn't have another clear alternative."

Now his faces pivots to the new half Orc. "Laima's story on the other hand rings differently. She says that this 'Path' has lead her to us and now it leads to Abandon. That gives me pause."

Finally he turns to Peerimus. "I'm afraid it's on you my friend." He says with an apologetic smile.

Later that night, over a bottle of brandy...

With the others either snuggled away in the magical shelter or laid out under the stars Jaeden and Peerimus sit cross-legged on the grass facing each other. Between them rests a bottle of brandy and two recently emptied cups.

Jaeden lifts the bottle and refills first Peerimus' cup then his own. He sets the bottle down and lifts his cup in toast. "To strange lands, impossible quests, deaths that could have been, and new friends. May the Children work as one and may Chaos find balance and leave us the hells alone!"

He drinks from his brandy and allows a few moments in companionable silence.

Eventually though the warrior in him comes to the surface and he brings up the topic Peerimus had mentioned before. "I like the position we started in that last fight. It gave us our wall, allowed for Savin to venture out without compromising our position, and protected our ranged threat. I think the two newcomers could fit easily into that structure. Quinn can take position near you so he can both support the frontline and be shielded from direct combat. And Laima can stay back with Trace for more firepower."

"The only problem I see with that formation is that it's only strong from the front. If we find ourselves surrounded we'll have to change. "

"Earlier it sounded as if you had some ideas."


Laima Ragana 
Tuesday October 31st, 2006 1:29:08 AM

A mock curtsey is directed towards Savin and his vote of confidence. She smiles widely and nods at his summation of a possible course of action. A strong, angular jaw is lifted closer to her strong, angular cheekbones while meticulous lichen eyes continue weighing the new company.

"Look everyone. I am just an outside voice in your process here but I know what I feel. This Farady here even admits to not knowing the true outcome of jumping planes. It is tricky business from everything I have heard."

Things are interesting from where Laima stands; this place oozes magic, mystery and power. She spends the night exploring the room that the group is confined to. She watches the two friends, apparently a tight bond holds the two together, as they sip their liqueur and confide within each other. Throughout the night she sits, allows Minek to flutter about in the wonderful woodland environment.

As the morning rises, the half orc finds a spot, separate from the others and sits; her back against a tree, her head the same and eyelids drawn down in utter relaxation. She does not move from that position for a few hours, even with the others stirring a bit. After a few hours her eyes pop open and she looks around, smiling, with eyes full of energy.

"So today is the day you plan on beginning your travels?"
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Spells Preapared
Cantrips: Read Magic, Resistance, Light
First Lvl: CLW, Doom, Longstrider (Travel)


Sly And Luke 
Tuesday October 31st, 2006 7:21:15 AM

For once Sly over slept, Waking to see Luke sleeping on his back with a big bulge where his stomack should be. "Oh! Luke what did you do? I hope your not going to leaves little doggie gift all over the place/ Now Wake and get ready to leave!"

Luke wakes, moans "I don't believe that I eat the whole things?? OOHH!"

Sly's Spells

lv 0 - Detect Magic, Read Magic, Consentration, Resistance.

lv 1 - Magic Misselsx2, Endore Elements, Protection from Evil.

lv 2 - Bull's Strenth, Invisibility. Mirror Image.

lv 3 - Lighting BoltsX2, Fly.

Jaeden - Deep Into the Night 
Tuesday October 31st, 2006 9:37:26 AM

After some time at talk and Brandy Jaeden notices Laima looking about. He had assumed that all would be sleeping... but she did say that she hardly sleeps.

He looks at Peerimus, tilts his head, and lifts his eyebrows just a bit as if to ask 'Mind if I call her over?'

Knowing the Druid won't mind in the slightest Jaeden waits until the Half Orc is likely to see him, rises, and waves her over. They don't have a third cup but he's content with what he's had and so fills his own and offers it to her.

"I guess you really don't sleep much eh?"

Laima Ragana [addendum] 
Tuesday October 31st, 2006 10:57:15 AM

Smiling warmly to the offered cup and the gesture, Laima does indeed like the idea of conversation; she rises from the base of a tree and walks over to the duo.

"Thank you kindly." She sips of the liqueur and follows a draw with a tight inhalation to help enhance the body of it. "You all have been most accommodating since my arrival. I want you both to understand that I would like to help as much as possible. I am telling you what my intuition, my stomach and my womanly instincts are telling me. The Path has really changed my life since I have opened my eyes to it. I have begun to see just how powerful our intuitions can be." She takes another pull followed by the inhalation again.

"In terms of fighting, I do try to avoid such things, yet I do not think there will be much choice in Koshe Marr. My niche tends to be a debilitating one. I am not very strong, so the sticky situations that I have been in have forced me to wear down, slow and weaken my threats long enough to allow my escape or to bring them closer to my level."

Laima spends the rest of the night chatting with the two but will excuse herself at the above mentioned time for her relaxation.


Peerimus and Yorrick 
Tuesday October 31st, 2006 11:40:49 AM

Evening
Peerimus sits back and places his hands together, fingers flat against each other and his thumbs tucked under his chin. Really he knew that Faraday would not be able to take them, he surmised that Quinn would get no closer in his attempt. The entire Star Mages Guild had never reproduced the trip, a cleric of the north lands, in his mind, had little chance. Lamia and her path was a much easier scenerio, so that is where he chooses to start.
"Laima, not to take overt liberty with your interpretations, but I think you are in error on them. From my view, 'The Path' has been showing you OUR past. I surmise to allow you to know us and confirm our story when you finally caught us."

Peerimus puts his hands down and continues, "For our journey to fate and this form of Chaos began with bell tolls, we travelled into the Ice Vein and struggled against mighty golems. From there we were whisked to a place called The Floating City and did mightily battle with a great number of were creatures and finally. We left 'The Float' upon rafts and fought a kraken upon the great lake, a true beast from the depths. Upon all of these adventures the Crones set our feet first." The druid stops here and having leaned forward as he spoke, he returns to a more relaxed and proper position.

"To opening a gate to Koshe Marr and Quinn simply stepping through and Faraday following?" Peerimus shrugs, "You and Savin could be correct and it will fail as all the Star Mage attempts before have. I think Faraday's chances of following where Noxy points are far more probable then Quinn getting there in the first place. that is why I am holding to the original course. Quinn takes Jaeden, Dalek and Savin." He then looks to Jaeden and Savin, "If either of you feel this too foolish, then I and Yorrick will go in your steads. I'll not ask you to do what I will not."

Lights out time
Peerimus takes the glass and raises it slightly, To be continued too much to type right now

Savin 
Tuesday October 31st, 2006 12:57:34 PM

Savin wakes and stretches his arms. He rolls his neck producing several cracking sounds and he gets up. He looks around and starts him morning ritual of stretching and calistintics, finally performing kata. To anyone who watches it seems that Savin is acutally fighting something or someone. His moves are crisp and powerful. His punches and kicks snap out quickly. Savin then produces his staff and twirls it around him in a whirlwind of movement. Finally he produces his spiked chain and makes that also dance around him creating a whistling sound.

Once he is done with his morning routine a fine bead of sweat covers him, he pulls a towel out of his pack and wipes himself down. He moves over to the others and asks, "So what is the plan? I am willing to go ahead but where are we going?"

Quinn 
Tuesday October 31st, 2006 1:15:54 PM

Quinn goes and samples some of the fine fare that is outlayed before the group. Quinn even opens his own jar of "food" that he uses as a dip for all types of food. The paste in the jar smells just terrible and is jet balck in color. When people look at him he adds "It is an acquired taste."

After eating Quinn asks the group a question "I am confused about this Noxy and Faraday artifacts. What exactly do they do and why are we looking for three more?"

In the morning, Quinn goes through his morning rituals and prepares his spells for the day. Quinn dons his armor and casts several spells on himself (magical vestments).

0 Level(6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2

1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Comprehend Languages
Protection From Evil

2 level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Resist Energy
Align weapon

3rd Level(6/1) (DC: 20)
Fly (d)
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2

4th Level (4/1) (DC: 21)
Dimension Door (d)
Summon Monster IV
Death Ward
Divine Power
Greater Magic Weapon

5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Flame Strike
Spell Resistance
Plane Shift

6th Level(3/1) (DC:23)
Find the path (d)
Greater Dispel Magic
Summon Monster VI
Banishment

Spells in effect:

Magical Vestments extended on armor 24 hours (+3)
Magical Vestments extended on shield 24 hours (+3)

Peerimus and Yorrick 
Tuesday October 31st, 2006 3:08:26 PM

"I agree with your account of it in concern with Lamia and Quinn. It is really how I envisioned it. If we are surrounded we will simply have to do what we can. In such occurences I think Savin, Sly and Trace with Shadow will be our best bet to hold off the flanks. You, Yorrick and to an extent myself will always want to be the anchor position for Quinn and Laima to rally. Though, he does seem fairly combat ready, which is a good thing, Quinn of course. Though I am concerned about the multiple references to going off to destroy undead. We can ill afford a vigilante in that regard with this realm from what we have learned." As Jaeden waves Laima over, Peerimus nods and slightly raises his glass in welcome. "Yes by all means please sit with us."

"Know that all of us save maybe Quinn are very familiar with the Black Tentacle spell, it was a favorite of Firngaer's. Debilitating spells" Peerimus smiles and his left brow rises, "Well excellent then, Firngaer favored those as well and I think Jaeden we can easily work with that in mind. Laima will assist in slowing and taxing the enemy and hopefully make your life in such things more free of pain." Peerimus gives a slight raise to his glass again, as if he'd just made a toast and takes a small sip. "My spells are utilitarian, little combat but with the ability to bring Father's chosen to a battle they serve well. That does make me wonder though. I may not be able to do so in Koshe Marr."

Peerimus holds paryer and thanks to Father and Mother in the early hours of sunrise and casts Blackthorn upon his staff.

"Our plan is simple. We enjoy breakfast and Quinn tries to breech Koshe Marr with Jaeden, Savin and Dalek. If successful, the rest of us follow after Noxy finds them."
Peerimus spell list

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Chill Metal, Heat Metal, 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, Deathward
Level 6:
Heighten x2 Flame strike, Transport via Plants, Heighten Call Lightning Storm


Trace and Shadow 
Tuesday October 31st, 2006 5:38:47 PM

Trace rises in the morning and mock fights Shadow to get both their blood pumping to help get them ready for the day.

Trace turns to the others, "Mornin, do yall think that Laima Ragana or Quinn should take the CSW wand that way I wont have to drop it to concentrate and flinging arrows? I could drop my summon natures aly III spells for cure moderate wound spells instead or one of each?" Trace continues to secure his clothes and armor. He then sets the saddel back on his horse and secures the straps for oncoming battle.

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

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly III
Summon Natures Aly III

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

On the Road Again (DM/Al) 
Tuesday October 31st, 2006 7:30:43 PM

The legion of robed Students appear once more. This time they wheel carts of fruit, fresh baked bread and clear sweet water. The take down the lights from the night before as Firn'gaer dismisses the Secure Shelter.

Discussion had gone on into the night. Now, in the cold light of morning, Peerimus makes a decision.

"If we want to attempt any significant magics, then I suggest we leave the Guild Tower," Firn'gaer suggests. "Partly as a courtesy. Partly ... " The gnomish wizard looks around himself. "They've been extremely accommodating hosts," is all that he says. "In fact, I'm not confident that teleporting into and out of the city would be a good idea. You would think that a city famed for Magic and one that bothers to keep up a wall would have wards against teleportation as well." He stands and climbs off of his chair.

"I'll walk with you to the city gates."

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

"We already have four of the five Artifacts, Quinn," Firn'gaer explains as the group exits to the Tower through the very unassuming wooden door. "The first one we rescued from a mad Archmage in tunnels under Ice Vein. That was the Vision of Noxnyx. The second, as Peerimus mentioned, we were transported to Floating City to fetch. That was the Amulet of Seribond. You still have that, don't you, Savin? The third was the Circle of Faraday, who you've already met. And the fourth was the Chime of Xaos. We rescued that from the same group who your friends, apparently fell to."

"I'm sorry, by the way. My condolences on your loss."

"Jaeden has already described the destiny that we've been tasked with. But Lady Watcher also left us with a verse that explains things in a way."

"The Vision is to Find Him
Chaos Bane to Bind Him
The Circle Knows the Way, and
The Chime will call him to his Fate
Then when at last, you have him Slain
The Shroud will Offer Up his Soul"

"Faraday says he's been through this many times, and when the time comes, I suppose we'll be counting on him to talk us through this. But for now, we're after the last Artifact, the Shroud of Atman."

The group reaches the gate up to which they had come before being teleported directly to the Tower of the Star Mage's Guild. Leavening is much easier than entering had been. Firn'gaer steps back as the rest of the group exits into the filth of Mud City. The group goes unchallenged by the thieves and mercenaries who inhabit the city of tents. No one in their right mind would dare threaten such a group. A short walk brings the Children of Chaos to the woods again. They find a quiet open area, screened from the road by a stand of trees.

=== OOC ===

Apologies for the extremely swift fast forward, but I thought it best to get you clear of the city walls. This is for no reason other than stated. I don't believe that a City of Magic would take too kindly to unauthorized people teleporting into or out of their boundaries. And I thought it rather pointless and boring to rp through an argument with the city authorities over teleportation rights.

At any rate, what now?

Jaeden Ohm 
Tuesday October 31st, 2006 10:16:41 PM

The last to rise is Jaeden Ohm. It's a wonder he was able to remain asleep on the grass with the comotion about but Brandy has a way of making such things possible.

A couple of splashes of cold water on his face do wonders for the warrior and with no hair to be a mess he sits with the others looking mostly presentable.

"Good Morning everyone."

He goes about filling his belly and responding where necessary.

"No Quin, I didn't say we need three of the artifacts still. I only said that Noxy and Faraday were two of the five. We seek one more of these in Koshe Marr."

"I'm fine with that plan, as I was yesterday afternoon."

The group gathers it's gear and leaves town, Jaeden listening closing as Firn offers up many more details then he had originally offered. When the time comes he mounts Dalek and draws his sword, waiting for the Planeswalker to work his deed.

Sly and Luke 
Wednesday November 1st, 2006 7:15:24 AM

Sly rises early, washes himself but before he dresses himself. He'll wake Luke and while the dog is half a sleep Sly will wash the dog. "Oh! be quiet! I'm not hurting you! we must leave the city. Now Hurry!"

Luke is not very happy at being wash, "Water is for drinking! Not washing!" after being releast. Luke goes to a patch of grass and roll himself dry. "OK! Now ready"

The both of then will go as a group out side to a sight that Peerimus has chose. Sly Yells At Trace "Come on! Brother Trace. Your lagging!"

Sly Speels

lv 0- Detect Magic - Read Magic - Cocentration - Resistance.

lv 1- Magic Missels - Endure Elements - Protection form Evil.

lv 2- Bull's Strenth - Invisibility - Mirror Images.

lv 3- Lighting BoltsX2 - Fly.


Laima Ragana 
Wednesday November 1st, 2006 11:46:33 AM

The morning goes by in a swift fashion; Laima takes a piece of one ripe fruit and savors it. After that she spends a minute washing her face followed by letting her hair down. Long, wavy black hair sets down upon her shoulders for a moment before she spins, loops, ties and fans out a compact bun on the back of her head.

"Well, if you all don't mind, perhaps I could tag along for a while. Perhaps The Path will guide me in the same direction for a while."

Turning to look upon the gnome who seems to be the taproot of knowledge for this group, Laima cocks her head to the side. "Who is this Watcher Lady that you speak of?"

As the group makes their way through Mud City, Laima's pale green eyes continuously scan the surroundings.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Spells Prepared
Cantrips: Read Magic, Resistance, Light
First Lvl: CLW, Doom, Longstrider (Travel)


DM/Al - OoC 
Wednesday November 1st, 2006 12:22:21 PM

If you are going to split up, please tell me who is going to carry which artifact before you do so.

Here's the information that I have.

Vision of Noxnyx: Was Firn'gaer. Now?
Amulet of Seribond: Savin
Circle of Far and Away: Was Firn'gaer. Now?
Chime of Xaos: Now?

Quinn 
Wednesday November 1st, 2006 1:37:01 PM

Quinn finish combing and trimming his beard and puts away mirror, brush and sissors and stands up and announces. "One has to look presentable when vanquishing undead. You never know who you might meet along the way."

Quinn scans his new friends to make sure they are ready. "So what is it? Planes walking to Koshe Marr or teleportation to Abandon. Either way I can not take everyone. Let line up. I can take 8 planeswalking and 2 teleporting."

0 Level(6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2

1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Comprehend Languages
Protection From Evil

2 level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Resist Energy
Align weapon

3rd Level(6/1) (DC: 20)
Fly (d)
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2

4th Level (4/1) (DC: 21)
Dimension Door (d)
Summon Monster IV
Death Ward
Divine Power
Greater Magic Weapon

5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Flame Strike
Spell Resistance
Plane Shift

6th Level(3/1) (DC:23)
Find the path (d)
Greater Dispel Magic
Summon Monster VI
Banishment

Spells in effect:

Magical Vestments extended on armor 24 hours (+3)
Magical Vestments extended on shield 24 hours (+3)
Rod of Extend 2/3

Peerimus and Yorrick on Artifacts 
Wednesday November 1st, 2006 3:36:14 PM

Vision of Noxnyx: Was Firn'gaer. Now? Peerimus
Amulet of Seribond: Savin
Circle of Far and Away: Was Firn'gaer. Now? Peerimus
Chime of Xaos: Now? Peerimus


Trace and Shadow 
Wednesday November 1st, 2006 4:50:44 PM

Trace mounts his war horse and is glad to get moving. Trace steers his horse through mud city without incident but keeps a wary eye on the thives that plague the outskirts of Hook City.

As the group comes to a stop, Trace draws his bow and notches an arrow, "I guess we really dont know where we will actly land, we could land smak dab in the middle of a den of ware wolves I guess. Somebody that has a free hand needs to take this cure serious wounds wand so that I can fling arrows at a constant with reckless abandon and not worry about having to drop it after healing."

Trace takes out a bottle of silversheen and applies it to 20 arrows. "Ok, now I am ready."

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

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly III
Summon Natures Aly III

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

Peerimus and Yorrick 
Wednesday November 1st, 2006 7:02:59 PM

Peerimus agrees with Firngaer, "Of course we will leave the city before trying the travelling. Fare you well my friend, we shall hopefully be back soon." Here he looks to Trace, "We still have the matter of conversion of the wharehouse into suitable living accomidations and all. Hook City seems an excellent location for such."

The groups travels into and out of Mud City.

When they were sufficiently away, "Trace as you Quinn and Jaden are going to be the only one there if this works and Jaeden can not use the wand and Quinn can cast more powerful healing then the wand. For now you need to keep it. When we arrive I believe Laima a good candidate to possess it, but not until we get there."

"and so everyone is clear, if this does not work I will stride to the grove outside of Hermramdar with Yorrick and Savin and the rest of you will use Faraday and Noxy to follow. We investigate the lower abbey area and possibly try to use the Chime and proximity to the Crones stones to open a rift. I am still forming plan c and d."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Chill Metal, Heat Metal, 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, Deathward
Level 6:
Heighten x2 Flame strike, Transport via Plants, Heighten Call Lightning Storm
Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours

Complications (DM/Al) 
Wednesday November 1st, 2006 8:49:18 PM

Bird chirp in the trees. The soft sound of myriad leaves rustling in the breeze drifts across the grassy sward. The morning is so normal. So ordinary. Bearing no hint of the powerful group standing together in the field. No darkening clouds, no dramatic storm to foreshadow their march into danger and the unknown.

Each prepares him or herself in a manner unique to him or herself. Quinn presents himself as the conduit for travel. Peerimus dictates the plan, and it is a Plane Shift. Quinn, Jaeden, Dalek, Trace, Shadow, Trace's horse. Peerimus takes possession of he Vision, the Circle, and the Chime. Quinn prepares the spell.

The cleric of an outland god calls the ritual to mind ... Then he remembers the forked metal rod. The spell requires a forked metal rod of the proper material. The nature of the material determines the plane to which the spell brings the group. There is no rod. Worse yet, lacking is the knowledge of what material might take them to Koshe Marr.

There will be no spell.

*crack*

From the nearby grove of trees, the sound of a breaking twig!

In the Kismetic's head a voice, radiant as honey, chuckles softly so that only she can hear. It is a voice so cheerful, appealing, and friendly.

"Fortune can cast the most delicious devices into one's path. Can they not, Little Daughter?" And again, the warm and silvery laugh.

the Kismetic 
Wednesday November 1st, 2006 10:18:02 PM

She looks upon the others with a bit of satisfaction; she has not traveled with many others previously. A nice change of pace. However, some of the Children do not see things in as clear of a light as her; Savin does, it seems, but the cleric of the distant god obviously does not. Well, let us find out how well his god blesses him.

There are many things most would define as characteristically bizarre; the truth is, they just do not have the proper scope to their view on life. Today, this moment, with the sweet whispering, most would find that bizarre; Laima does not. She allows the honeyed words to flow through her and embraces the chuckle's tender echo. Her eyes close.

Highlight to display spoiler: {"Daughter? Are you? Does this mean? I...I do not know what to say. What delicious device do you speak of?"}

A puzzled look smears across well groomed eyebrows as the exotic one's head turns towards the grove, eyes still closed. She turns, paying no heed to the others at this point, especially to the boastful cleric who's short on change, and takes slow, carefree steps towards the trees.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Spells Prepared
Cantrips: Read Magic, Resistance, Light
First Lvl: CLW, Doom, Longstrider (Travel)


Sly and Luke 
Thursday November 2nd, 2006 5:50:55 AM

Sly stop and waits, Consous of every thing going on. He waits for his turn to enter, BUT it seem that waiting is the hardest thing to do. He'll lean on his sheild, untill further orders.

Luke Jumps when the branch falls.

Sly's Spells

1- Detect Magic, Read Magic, Consentration, Resistance.

2- Magic Missels, Endure Elements, Protection from Evil,

3- Lighting BoltsX2, Fly.

Quinn 
Thursday November 2nd, 2006 1:26:32 PM

Quinn is confused. This has worked in the past as he stare at his holy symbol of Gargul, the always seeing eye. Exasperated Quinn mumbles "I am sorry, I have been foresaken."

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

OOC: I took the spell components off my character sheet as you requested since you told me all I need to cast spells was my holy symbol.

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

Level(6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2

1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Comprehend Languages
Protection From Evil

2 level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Resist Energy
Align weapon

3rd Level(6/1) (DC: 20)
Fly (d)
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2

4th Level (4/1) (DC: 21)
Dimension Door (d)
Summon Monster IV
Death Ward
Divine Power
Greater Magic Weapon

5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Flame Strike
Spell Resistance
Plane Shift *

6th Level(3/1) (DC:23)
Find the path (d)
Greater Dispel Magic
Summon Monster VI
Banishment

Spells in effect:

Magical Vestments extended on armor 24 hours (+3)
Magical Vestments extended on shield 24 hours (+3)
Rod of Extend 2/3


Peerimus and Yorrick  d20+15=19 d20+20=32 d20+9=25 d20+6=18
Thursday November 2nd, 2006 2:56:24 PM

Peerimus stands stoically through the event and failure. Quinn's reaction did not sit to well with him, but he was not going to go into it as long as no one else popped in the matter will drop and that would be that. About to speak, the druid closes his mouth at the sound of the breaking branch and his head turns to follow the sight line of Laima and her now newly embarking direction. [Spot 19]

The fact that anything stole her attention in such a manner caused the druid to give pause. "Laima? Few things happen near us by chance, what did you hear?" Peerimus nods to Jaeden and Savin to follow her in and a kiss like sound towards Yorrick brings the kodiak to immediate attention. Both bear and human focus thier hearing forward to the copse of trees to locate the source of the breaking branch.
[Peerimus Listen 25 Yorrick 18]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Chill Metal, Heat Metal, 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, Deathward
Level 6:
Heighten x2 Flame strike, Transport via Plants, Heighten Call Lightning Storm

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours


Trace and Shadow 
Thursday November 2nd, 2006 5:50:08 PM

Trace un nocks his arrow and scratches his heads with it while he waits to find out what has happened. "oh the horror, the pain, I kills me truly when things do go as planned. Well, there goes a $250 bottle of silversheen down the drain. Maybe I could go to mud city and sell them before they loose their silver." Trace chuckels to himself at that last comment.

Jaeden Ohm  d20+9=19 d20+2=16 d20+5=10 d20+7=25
Thursday November 2nd, 2006 8:25:08 PM

On the Peerimus' call Jaeden moves Dalek forward to keep pace with Laima. He guards her left flank, sword in hand and ready to spur Dalek into a charge if necessary [Jaeden spot 19 listen 16][Dalek spot 10 listen 25].

The Wages of Fortune (DM/Al)  d20=16 d20=10
Thursday November 2nd, 2006 9:31:50 PM

Laima closes her eyes, but no reply comes to her. Around the Kismetic, her new companions react, some to the sound from the woods, some to her own unusual behavior. Some to both.

Jaeden and Peerimus spot a figure in the shadows behind one of the trees. The movement in the brush comes clearly to Dalek and Yorrick's ears as well as to the ears of their companions.

A strangled *eep* comes from the stand of trees and a figure swathed in brown robes stumbles into the open. A hand rises to brush away the hood, revealing soft brown hair and a heart-shaped face with spectacles perched upon a small nose. It is the girl who had stepped out to introduced Laima back in the Garden Atrium. It is Lan.

She takes a few halting steps on shaky legs before collapsing to her knees in the grass.

"They, they dismissed me. From the Tower, Laima. I broke the rules by letting you in, and they dismissed me." She looks around at the circle of powerful titans, the very ones she had seen handle demons and a mountainous purple worm. "I ... I waited outside the Tower. And, and, and ... and when you came out, I followed you. I don't have anywhere else to go, Laima." Her eyes plead, then flick with fear from one to the next of the Children of Chaos.

Poor little bird. The voice chuckles again in Laima's head.

The girl in the grass suddenly gasps. She clutches her chest and her eyes stare skyward in shock.

"Oh! Oh, oh, oh, oh .... Laima? Laima!"

The girl's body rises into the air. Her body jerks. Strangled choking noises fall from her mouth, open in a round Oh of surprise. Then, in an exploding spray of blood, the girl turns inside out. Skin folds back, wrapped in blood and shattered bone, turning and shaping with wet crackling snaps. A sluice of blood drenches the grass beneath as the girl is wrung, shaped and compressed.

Fortune can fill the need, Little Daughter. There is a languid mirth in the voice that only Laima can hear. But she can also extract a price. Remember that, Little Daughter, Little Cassandra. And give Marteaus a kick or two for me too, if you will. The chuckle is low and self satisfied. It fades into the sky, and then is gone.

In the air before the group, the girl's body ceases its transformation and drops to the bloody grass with a splash. And there it lies, in a pool of blood, flesh-red streaked with bone-white: A small forked rod. Just the thing for the Plane Shift spell.

Savin 
Thursday November 2nd, 2006 10:28:59 PM

Savin looks on when the girl stumbles out of the woods about to send her away as gracefully as he can. She would surely perish if see stays with them not having the experience or skills necessary for where they are hopefully going.

Suddenly she is twisted inside out, he gore splattering everywhere. Savin watches in horror as this sweet girl is transformed into a tool. He falls to his knees and vomit erupts from his stomach and out his mouth. After he is through, he steps up wiping his mouth and gingerly picks his way over to the girl. He picks up the fork and walks over to Quinn thrusting the bloody fork into his hand.

He steps back and eyes the two newcomers and says, "If I ever learn that either one of your were responsible for this, I will personally slaughter you like that poor girl was killed.

Peerimus, what do you want? Do we take care the remains or do we go and finish this horror here and now?" Savin's eyes look almost haunted.

Sly and Luke 
Friday November 3rd, 2006 7:14:43 AM

Sly watches with out much feelings as the tiny little whisp of a girl come into view. She talk to Laima, BUT what happens next make this Blade-singer sick to his stumack.

Sly drops to his knees with his sword in his hand, but there is nothing he can do but to watch helplessly. H e watches as the poor girl is turn inside out and the body drop at their feet.

He cannot move until Savin tell the two new commer off. With sword in hand, Sly will go to stand beside Savin, "What Savin told you, I will also have the pleasure of helping him kill you!! Even though I will be punish dearly in doing so! I'll be watching the both of you!"

Luke comes to sit beside his master, "Who do this!" Sly answers the dog "A very pourful heartless Beings!"



Peerimus and Yorrick  d20+20=24
Friday November 3rd, 2006 8:57:20 AM

Peerimus and relaxes as the girl steps out and Yorrick too, settles and has a seat. The posture does not last long. Yorrick stands and bellows, he can feel the perversion about him, his animal sences telling him that something is terribly wrong. Peerimus picks up the cue and as the girl doubles and then lifts into the air he runs for her. The space between him and her, endless, agonizingly distant. His feet feel as lead his brain racing commanding his limbs and body to greater and greater speed. Time crawls to every sence, but his racing mind and then as if the level had suddenly been thrust to another position, space and time return and he is sliding upon his knees to the girl. Far to late to do anything. What in the name of the Shadow realm just happened? There would be time to contemplate that later, for another situation was already beginning
"Enough!" Peerimus mostly spits the word rather than speaks it. "You two will reign it in." Peerimus stands trying to put his composure back to together, unfortunately he was in a position now where he could not strike out. He had to be like the great hickory and anchor the hillside. Both Laima and Quinn come under narrow eyes after Savin and Sly.

"We go no where until a few answers are had and.." he pauses his mind unable to recall the girl's name and he hated himself for that failure at that moment. "and we properly bury this girl. Laima, your face showed that much more was happening. Did you see more than us? Did ANYONE see or hear anything?" Peerimus sweeps his gaze across the group, he is trying to keep composure and for some measure he is succeeding, but it is a tenuous control at best.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Chill Metal, Heat Metal, 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, Deathward
Level 6:
Heighten x2 Flame strike, Transport via Plants, Heighten Call Lightning Storm

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours

Laima Ragana 
Friday November 3rd, 2006 1:07:54 PM

It is odd how even a great smile, such as Laima's was when Lan stumbled from the brush, could stay on a face while tears are shooting forth. Something in the half-orc's brain could not register that the smile was supposed to be gone as she watched the evisceration of her former newest friend; it was the abomination before her that stopped the switch from being flipped. She too found herself running for the poor girl, just as late as Peerimus was as well. She collapses or trips or dives, never-the-less she finds herself immediately clawing back up off of the ground.

"LAN! Oh Lan! Oh Laaan."

Getting up, pale eyes erupting in fire, she turns on those who slough blame upon her. Staring back at Savin and Sly, hands wringing upon themselves feverishly she opens her mouth to speak; then she closes it. She closes her eyes instead; her composure seems to return to her a bit. DMAl Highlight to display spoiler: {Why her? I know that your ways are beyond my vision, but that was unnecessary wasn't it? This group, these Children will not be able to see the good in this. I, however, see the path clearly for the moment."}

Her eyes flutter open and a rogue tear escapes. She looks over slowly to Peerimus and then back to Savin.

"She spoke to me. The Path spoke to me just before Lan came out of the woods and during her display of power." Her chest rises and falls heavy with a sigh. "I do not expect any of you to understand what just happened; I am still quite confused myself. She has given us our key to getting to Koshe Marr. Her provision, however, comes at a price. Sometimes The Path seems fickle and it takes a great deal of time to begin understanding the scope of Her view. I ask for your patience." Her composure has returned and her demeanor is as it was since she happened upon the Children of Chaos. "Look! No one knew La.n." her eyes flash towards Peerimus, " No one knew Lan except for me. She was a sweet, confused and innocent girl but I am sure that her resting place is quite suited to her tastes. I am now cemented into this group, on my own volition, until this journey is finished and Koshe Marr yields to us what we are seeking. We need to get going."

Her demeanor tells them that in her eyes the matter is settled. She looks over her robes, sees the stains upon her robes and shakes her head. With a swipe of her hand over the wrinkled areas where grass, dirt and blood stains taint the fabric they all begint o melt away, disappearing altogether.

Quinn 
Friday November 3rd, 2006 7:50:22 PM

Quinn is revolted at the way that he has come by the metal fork and takes out a rag to clean it. "This is a distressing sign from Gargul, but one I must heed."

Quinn moves over to Savin and Peerimus. "I fear this tragic scene is my fault. I will take care of the girls remains properly. I also fear that this event may replay itself on my new brothers and sister." Quinn waves his hand at his new companions.

Quinn clears his throat and continues, obviously distressed by the recent happenings "Gargul is speaking to me. We can planes walk to Koshe Marr that much is true, now that I have this fork. I suggest that I make a trip to the Catacombs in Hook City or even the Star Mage Guilde so that I can get a fork that is tuned to the Wold, so we can return when needed." Quinn will let his last words sink in before continuing. "I will take a few hours to ease the resently departed journey to be judged and then I will leave for Hook City. I can not take the first group to the Koshe Marr until the morn, brothers and that is if all goes well in the Catacombs."

Quinn moves over to the body of the girl and begins to concecrate the ground.

Aftermath of Horror (DM/Al) 
Saturday November 4th, 2006 1:15:31 PM

The reaction from the Children of Chaos is swift and in keeping for heroes committed to good and the protection of the innocent.

Savin, ever swift, is the first to the bloody grass where the girl had stood but moments ago. After retching, he picks up the red and white mottled forked rod and pushes it at Quinn. Both men feel the slick wetness of the rod as they handle it. It has the yielding texture of meat. Strands of brown hair still sprout from a scrap of skin that pokes out of one end of the rod.

Horror and the heat of the moment cause accusations to fly from both Savin and Sly Foxx. Peerimus steps in to mediate the hot words. He turns to Laima for explanation.

Try as Laima might to contact the voice, no reply returns to her. The voice, whether her Path or merely a figment of her imagination, is gone. She urges the group to press on.

Quinn has different ideas. He takes blame for the horror upon himself, then calls for a return to Hook City for a forked rod that is attuned to the Wold. The cleric of the foreign god then begins to cover a forty-foot area with equal measures of silver dust and water from a special font. (Quinn, if you really wish to Consecrate the area, you must expend the spell.)

Trace and Shadow 
Saturday November 4th, 2006 8:35:08 PM

Trace turns his head from the horror. Over the years Trace himself has been a bit blood thirsty for combat but the slaughter of innocent blood is a bit muhc. His blood boils a bit but keeps his head cool and steady.

"Too me it is obvious who has sacraficed this girl, but it is not the time or place to handel such things now. Lets take this evil act to do good and then return to Hook City to set things right for this crime, for that is truly what it was. Too clear the group, I can see why it might be thought someone new might have done this but I think from me it is obvious that someone from the star mage guild is truly responsible for this, her dismisal and all the help we recived while at the guild someone has something to gain from our adventure to kosh mar." Trace remains stead fast and ready for the travel.

Quinn 
Sunday November 5th, 2006 11:50:35 AM

Quinn finishes his Concerate ritual and says a few words over what is left of the girl "Be at peace sister and know that you have a friend when you stand to be judged." Quinn will trace the sign of Gargul over the remains.

Quinn will then turn and face each of his new companions in turn and trace the sign of Gargul in the air and mumbles "Please do not take my new brothers and sisters, at least not until we have completes your good works in the Koshe Marr."

Quinn looks around at his new friends "I'm off to the Catacombs. Anyone up for a walk or quick teleport?"

0 Level(6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2

1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Comprehend Languages
Protection From Evil

2 level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate *
Resist Energy
Align weapon

3rd Level(6/1) (DC: 20)
Fly (d)
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2

4th Level (4/1) (DC: 21)
Dimension Door (d)
Summon Monster IV
Death Ward
Divine Power
Greater Magic Weapon

5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Flame Strike
Spell Resistance
Plane Shift *

6th Level(3/1) (DC:23)
Find the path (d)
Greater Dispel Magic
Summon Monster VI
Banishment

Spells in effect:

Magical Vestments extended on armor 24 hours (+3)
Magical Vestments extended on shield 24 hours (+3)
Rod of Extend 2/3



DM/Al - OoC 
Sunday November 5th, 2006 11:56:08 AM

If you use the Teleport spell, please specify the location to which you are Teleporting. I will roll for Familiarity and any potential mishap based on your description.

Peerimus and Yorrick 
Sunday November 5th, 2006 9:45:28 PM

Peerimus remains where he is by the body as the northlander cleric performs the rituals of his god. Trace's words roll off his back, now was not the time for him to think of it. He ignores the returned look from Laima and focuses his mind in prayer to Mother. Look after this child, your child Mother. Care for her, take her into your arms and comfort her for she is home. To my Father I ask the power to apply retribution to guilty party for this act

As Quinn finishes, Peerimus unpacks his winter cloak and some canvas. Looking at the cleric, he offers an explanantion of what he is doing. "She has family in Hook City and should be buried with them. Do not attempt to teleport in. Hook City is a realm of magic and will not only have preventing wards but you will also bring the authorities against you and us."

For now he keeps Quinn's confession, Laima's comments on this Path and Trace's thoughts that the Star Mages Guild was somehow responsible to himself.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Chill Metal, Heat Metal, 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, Deathward
Level 6:
Heighten x2 Flame strike, Transport via Plants, Heighten Call Lightning Storm

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours

Savin 
Monday November 6th, 2006 7:37:45 AM

Savin listens to the conversation and agrees with this new cleric Quinn. "It only makes tactical sense that we can leave the Koshe Mar once we get there. Losing a day isn't much in the overall scheme of things. Also we might want to make sure our clerics have all the correct spells. Quinn can you take two of these plain walks? I don't know if you will be able to communicate with your gods in this evil land. Don't want to get stuck there."

Laima Ragana 
Monday November 6th, 2006 1:01:55 PM

Laima watches another day offered up as wasted. She watches as the others turn quiet of the moment's past events and how the plan to ride upon the back of a the cleric to a foreign god is further developed.

"We have little choice in the matter now; the fork is our sign as to how reaching Koshe Marr will be accomplished. We still need to make haste though, each day that we waste here increases the chance that something knows of our coming there."

Laima kneels next to the pile of pulpy flesh and soupy grass and closes her eyes. She, a few times, clenches her eyes tighter than normal as a strained expression crosses her face. After several minutes she rises with watery eyes and clears a congested throat.

"Quinn, please hurry dear, there is much to be done and the sooner we start the faster it can all be resolved. Oh, and on your way, please fail to mention Lan and the incident to anyone; best not to stir up too much trouble before we try this planesjump thing."


Posting Report: Oct.30-Nov.3 [aDM.Drew] 
Monday November 6th, 2006 1:06:21 PM

Posting Report for Children of Chaos
Week of October 30-November 3
...............................M...T...W...Th...F
DM-Al....................x....x....x.....x.....+
Peerimus-DanK......2....2....x.....x....+
Laima-Drew...........2....x....x.....x.....+
Sly Foxx-Ceil.........x....x....x.....x.....o
Savin-George.........x....o....o.....x.....+
Jaeden-Jason.........2....x.....x.....o....x
Quinn-JimF............x.....x.....x....x.....x
Trace-Ted.............2.....x.....x....o.....x

x = post
o = no post
* = substitute post
- = skipped post (no DM post)
+ = see notes
Notes
No DM post on Friday-DM-Al posted on Saturday and gave us the weekend to interact which resulted in multiple posts by some.


Jaeden Ohm 
Monday November 6th, 2006 9:14:10 PM

Jaeden stands in absolute shock as the girl is turned inside out. He sits there, atop Dalek with his mouth hanging open.

He is still. As still as only one who's insides are in turmoil can be. He says nothing while the accusations fly and still remains quiet when Peerimus breaks it up and the others discuss alternatives.



Returning to Hook City (DM/Al) 
Monday November 6th, 2006 9:20:37 PM

Quinn completes his Consecration of the ground, and the area takes on a feeling of peace, health and well-being, almost a light in and of itself.

The general consensus is to follow the Priest and return to Hook City, though the motives for doing so are mixed. Peerimus cautions against an attempt to teleport into the walls of the city. He also kneels by the girls remains, laying out material within which to wrap her. Laima too kneels close by. There is not much left of the girl. As compact as the forked rod may be, it appears that much of her went into its making. There is a pulpy unrecognizable meat residue. And there is blood. There is much blood. It occurs to those inclined to the study of the divine, that this making, if attempted by a mortal, would be a decidedly evil act.

After seeing the girl to rest, the group moves around the copse of trees and back to the road. It is a short way to the edge of the field of mud and the city of tents that surrounds the Main Gate. Even from here, the group can see the long line of people, carts and wagons. It backs up beyond the outer fringe of tents and half way to where they stand right now. More people arrive even as they watch, all waiting to get through the Main Gate.

The sun climbs through the sky on its way to full noon. Half way up as it is now, the air is quite warm. The day promises to be hot. But what would one expect for a day in early Summer at a place just across the river from the unforgiving Sargrass Plains?

Trace and Shadow 
Monday November 6th, 2006 11:14:28 PM

Trace speaks up, "Just teleport to the catacombs in Hernamar, there is no rules about teleporting there. I bet this would go quicker than the buracratic mess that it is to enter and exit Hook.

Laima Ragana 
Tuesday November 7th, 2006 11:41:22 AM

Chewing on the right corner of her full lips, Laima begins weighing some unmentioned options. Her eyes continuously scan or close slowly as her thoughts intertwine, diverge and string back together. Opening her eyes as Trace speaks she begins to nod her head; the fan of black hair bobs against her nods.

"Well, as Jaeden said before, there is a portal into the Catacombs from Koshe Marr. Why not just get going and we will find the portal once we are there. It sounds risky, I know, but sometimes you must trust instinct. The fork is here, now, and someone's life was sacrificed for it; let us not waste this burden."

She looks to Peerimus with raised eyebrows and glassy eyes. "Do you carry the artifact which speaks? Could you ask if it knows of where the portal to the Catacombs is in Koshe Marr? Someone said something about the artifact doing this several times; could it take us to a safe place there?"


Quinn  d100=23
Tuesday November 7th, 2006 1:00:04 PM

Quinn does not see that any of his new friends want to join him so he strikes out on his own, whistling off tune as he goes. Over his shoulder he calls back. "Hope to be back for supper. Meet you here."

The Cleric of Gargul walks out of view.

Quinn will attempt to get himself to the branch of the Catacombs in Hook City. If it proves difficult he will return to the group and teleport to his home town of Threshold, to visit the Catacomb branch there. It will take him a day to return as he will then have to restudy teleport and he will inform the group of the unfortunate delay.

Teleport roll to Threshold if necessary 23

DM Al - OoC 
Tuesday November 7th, 2006 1:21:25 PM

There is no Catacombs branch in Threshold. There is one in Heranmar and one in Hook City.

Also, I'm not sure what you mean by "attempt to get himself to the branch of the Catacombs in Hook City." Are you attempting to walk in? Or are you attempting a Teleport?

If you do not specify, then I will sometimes be forced to interpret what you might mean. That may not be your intent, but in many cases, you will be stuck with it. It is incentive to be as specific with your actions as possible.

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

JimF - Quinn is walking to Hook City.

Sly and Luke 
Tuesday November 7th, 2006 5:13:35 PM

Sly tell the party the he is sorry to be Late! He had a bit ov a sower stomack, anf turns to the leadre If you dont believe me! Well just step up and I'll up chuck on your boots!"

Luke sit beside Sly and you can head the dog laught.

OOC I had an unpleasent five days!

Peerimus and Yorrick 
Tuesday November 7th, 2006 7:13:47 PM

Peerimus looks towards Quinn as he moves off and purses his lips. The man was of a mind to a task and the druid didn't feel up to arguing at this point. The poor girl was takenn care of as far as he was concerned with her rest. What or who did the deed was fairly foremost in his mind. Not to mention the apparent anxiousness of his fellows, or at least some of them. "Quinn feels the need to get the diving rod to be able to return from Koshe Marr and he has the most knowledge in the subject." Is all he offers to those about him. To Laima he responds, "Yes I have Farday and Noxy, which in theory can locate and transport all of us to any location where another currently marked in the quest against the avatar of Chaos is. We used thta method to come to this grove initially from Heranmar. I teleported and the rest followed." he then addresses everyone, "To the need for all of us to accompany Quinn and the great hurry to get to Koshe Marr I simply do not see one more day having an impact. Our mission, our path, is to summon the avatar of Chaos before he is ready and to destroy him and then use the shroud to ressurect him into his reborn and much weaker form and thus prevent absolute chaos or law from ruling the Wold. Quinn will be back tomorrow and we will be on our way to that goal. We still need to locate the vault where we 'think' the Shroud is, then develop and follow a plan to get it and then escape Koshe Marr. We are not going to do that in a single day or possibly even a single week. I suggest everyone take a breath and relax."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Chill Metal, Heat Metal, 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, Deathward
Level 6:
Heighten x2 Flame strike, Transport via Plants, Heighten Call Lightning Storm

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours

Quinn's Shopping Trip Ep 1 (DM/Al) 
Tuesday November 7th, 2006 9:34:04 PM

The rest of the Children of Chaos remain at the edge of the mud plain, while Quinn strides through toward the distant gates of Hook City. The armored priest with odd tattoos under painted under his eyes draws many eyes of his own. People watch. People whisper. People move amongst the tents.

Many smells come from amongst the tents. The pungent odor of human offal comes and goes. There is an occasional charred waft from wood fires. Sometimes the smell of food comes to Quinn's nostrils. But the one smell that remains with the priest no matter where he turns, is a faint sickly sweet smell of meat.

There is a sudden tug at Quinn's thigh. A look down reveals a small boy, his skin filthy and mottled with mud. He cannot be more than three or four. One small chubby hand grips Quinn's pant leg, while the other is held to his mouth, sucking his thumb. The child walks along at Quinn's side his eyes exploring the world around him, confident in the safety provided by the adult to whom he clings.

A break appears between two tents through which the line can be seen, the line of patrons waiting to enter the city.

Jaeden Ohm 
Tuesday November 7th, 2006 11:11:27 PM

Still at a loss from recent events Jaeden watches Quinn's back as the man departs. New people, new personalities, again we'll be unable to work as a team. He sighs.



Savin  d20+12=13
Wednesday November 8th, 2006 8:22:01 AM

Savin looks at the others and asks, "How are we set for food? If we are going to the land of undead and might be staying there for awhile, we might want to stock up on food and water. Especially if our divine spells might not work as expected. I am going to catch up with Quinn and get some more food. Besides, I don't like any one of us to be completely alone."

Savin takes off after the priest. With his superior speed, he makes up the distance quickly and notices the child grab Quinn's pant leg. He follows behind for a few moments scanning the crowd, looking for a mother or some other threat. (of course I roll a natural 1)

Laima Ragana 
Wednesday November 8th, 2006 12:55:39 PM

With foot tapping impatiently Laima lets out a short sigh. Her faces wears a look of annoyance and doubt.

"Well, soon enough we may make a start on this quest. Getting back into Hook City will take him quite some time. Heranmar would have been the best way to go."

She turns to Peerimus as if ready to continue pursuit of her earlier questioning. "So Farady, is it? can teleport us to any place that he has been or that has been fixed on Nonyx? Can we not just ask Faraday if it has gone to Koshe Marr? That could save us tons of trouble. We could even ask Faraday to take us to the last place in Koshe Marr that it was. Would that not work?"


Quinn  d20+11=20 d20+10=28
Wednesday November 8th, 2006 12:58:21 PM

Quinn sees the small boy and smiles down on him. "Lets get you some lunch. Where are your parents?"

Quinn will cast detect magic and scan the boy and the surrounding area. Quinn thinks Hook City could be a nice place, just have to clean it up a bit.

Quinn looks at the boy again and says "Well lets queue up his son." and he moves into line keeping his eyes and ears open.

spot 20
Listen 28

Quinn is taking in the sights of the city, hopefully from better vantage this time around. Reminder to self, keep a reign on your own tounge, like that is possible.

0 Level(6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *

1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Comprehend Languages
Protection From Evil

2 level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate *
Resist Energy
Align weapon

3rd Level(6/1) (DC: 20)
Fly (d)
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2

4th Level (4/1) (DC: 21)
Dimension Door (d)
Summon Monster IV
Death Ward
Divine Power
Greater Magic Weapon

5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Flame Strike
Spell Resistance
Plane Shift *

6th Level(3/1) (DC:23)
Find the path (d)
Greater Dispel Magic
Summon Monster VI
Banishment

Spells in effect:

Magical Vestments extended on armor 24 hours (+3)
Magical Vestments extended on shield 24 hours (+3)
Rod of Extend 2/3


Peerimus and Yorrick 
Wednesday November 8th, 2006 2:51:38 PM

Savin begins off after Quinn and Laima's suggestion of not waiting to get back into Hook is already being executed by Peerimus before she says it. "Savin since you're off, bring Quinn back here or rather to the tree line. I don't really care how Savin, just do it."

Peerimus then beckons the others, "Let's get out of the sun. They should be back soon enough. To answer you Laima, The Circel of Far and Away can not do that. Faraday can take us where Noxy shows." Peerimus holds up the mirror. "Noxy can show where anyone with our mark is. So if none of us are in Koshe Marr Noxy can't show Faraday how to get there." He continues walking and then adds shortly, "Also far as we can tell Koshe Marr didn't exist before the Age of Ascension and the artifacts were scattered and buried long before then and only in the past year have we begun to retrieve them. Until a few days ago Farday have never heard of Koshe Marr, let alone been there. No. Until one of us makes it there, Faraday can not follow." Peerimus keeps the end of the thought to himself. That of his personal doubhts that Faraday can follow at all into this land of nightmares. Those in the first trip may be stranded for some time.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Chill Metal, Heat Metal, 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, Deathward
Level 6:
Heighten x2 Flame strike, Transport via Plants, Heighten Call Lightning Storm

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours

Quinn's Shopping Trip Ep 2 (DM/Al)  d20+12=14 d20+12=18
Wednesday November 8th, 2006 9:36:33 PM

Quinn stops and speaks to the boy. The young one does no more than look up at Quinn with large dark eyes, his thumb still stuck into his mouth. The priest takes hold of the outland symbol and casts a spell. With one hand he directs it down at the boy. The boy shows no sign of magic. Quinn plays the cone of the spell around him. A magic signature is revealed in the direction from which he had come. There are many signatures and one is quite strong. A look beyond the magic, reveals the source of the magic to be the unarmed Child of Chaos from the Star Mage Tower. He calls himself, Savin.

Savin is looking about the tents and people through which they walk. Quinn steers the boy toward the line queued up for entry into the city proper. They have to head back the way they came as the line is quite long, stretching out past the furthest of the tents. It looks like it may take all day to get into the city. Maybe even until tomorrow.

"Gavick! Gavick! Gavick!!!"

Over the thump and patter of the usual camp noises both Savin and Quinn hear a woman's voice calls. Suddenly, out of the crowd runs a small dark haired woman. "Gavick!" Her voice is filled with fear as she slams into Quinn and snatches the boy into her arms. Breathing hard, she backs away. Her large terrified eyes shift from Quinn to Savin and back again.

Oddly, even amidst the excitement, Savin notes an unusual odor. It's an olfactory undercurrent with the slight hint of foulness that often accompanies meat.

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

Back at the edge of the Plain of Mud, the rest of the party waits. Jaeden laments the wayward nature of the newcomers. Then again, if chaos is a requisite, then are they not true Children of Chaos in this way?

Peerimus, as he waits for Savin to bring Quinn back, explains some of the things that the group has found out about Faraday and Noxnyx. His command of the details is clear, as is his understanding of their limitations and how they function on a practical level.

Sly and Luke 
Thursday November 9th, 2006 6:53:11 AM

Sly Sits on his hounches, petting Luke, I don't think it will be long now! I can almost smell the rotting meat!"

Savin 
Thursday November 9th, 2006 9:01:47 AM

Savin sees Quinn and trotts over to him gently tugging on his sleeve. "Peerimus wants us back. I think he believes that Noxy and Faraday can get us to the Koshe Mar. He doesn't want to be delayed with all this. (Rigging waves at the milling crowd waiting to get in.)

I know that he is worried that our counterparts will strike again soon, hurting innocents or sending them prematurely to be judged by your masters. Even if he wants you to do the spell, I think we are better off teleporting to another city or branch of the catacombs and avoiding all this."

Savin will start leading Quinn back.

Quinn  d100=21 d20+12=28
Thursday November 9th, 2006 1:38:06 PM

Quinn kneels down by the boy and make sure there are no forks ready to explode from his body and then he hand sthe boy over to his mother and gives her a silver piece. "Nice boy you have there sister."

Diplomancy 28

Quinn greets Savin "Hi Brother." and then looks at him with concern before patting him on the shouler "Just checking for forks. Hate to have Gargul send me another one through a friend or innocent. You look clean...for now."

After Savin tells Quinn about the Peerimus he smiles and requests "Ok lets go see brother Peerimus. I will race you there. I should give you a head start."

Quinn will then teleport to the cospe and then look for Peerimus "What's up? You do realize that I lost my place in line. This back and forth is wasting time."

When Savin returns Quinn smiles broadly "Finally, what took you so long?"

teleport roll 21

0 Level(6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *

1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Comprehend Languages
Protection From Evil

2 level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate *
Resist Energy
Align weapon

3rd Level(6/1) (DC: 20)
Fly (d)
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2

4th Level (4/1) (DC: 21)
Dimension Door (d)
Summon Monster IV
Death Ward
Divine Power
Greater Magic Weapon

5th Level(4/1) (DC: 22)
Teleport (d)*
Summon Monster V
Flame Strike
Spell Resistance
Plane Shift *

6th Level(3/1) (DC:23)
Find the path (d)
Greater Dispel Magic
Summon Monster VI
Banishment

Spells in effect:

Magical Vestments extended on armor 24 hours (+3)
Magical Vestments extended on shield 24 hours (+3)
Rod of Extend 2/3


Laima Ragana  d20+6=21
Thursday November 9th, 2006 3:11:28 PM

Walking back into the shade with companions and assorted fauna Laima listens intently to Peerimus' words about the nature of the artifacts. She tries to remember everything that she can about what he is saying in order to not speak so many completely wrong utterances at one time.

"I see. Well, we could still get to Heranmar this afternoon correct?" She looks over the sludgy wasteland that is Mud City and shakes her head. "I do not like being here."

As she twiddles her thumbs, kicks some sticks or leaves on the ground and otherwise passes the time in boredom she is quite surprised when a full armored cleric of a distant god pops up next to her. She sucks an enlarged canine dryly and stares at him through narrowed eyes. Her head shakes sharply from right to left again.

'You know, you may loose your god's favor some day if you take advantage of his gifts and waste them like so; especially if you are truly vested by who you say you are. He is a fickle god and will just as soon turn his powers against you as grant them to you."

She turns and smiles as the large, sentient dog comments on a smell which escapes her humanoid olfactory glands. She reaches a hand out to pet Luke if he will allow; scratching him behind the ears and under the chin.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Know:religion.21 (recalling information on how clerics get their spells and on Gargul)


Peerimus and Yorrick 
Thursday November 9th, 2006 5:11:30 PM

Peerimus nods to Laima, "Yes indeed we can and will be to Hernemar today and soon." Spotting Savin and then noticing Quinn already there, "Ah and well here we are then. Savin I think at this moment yo are best to operate Noxy and Faraday in my absence. I will take Sly, Yorrick and Luke for safety. As soon as we leave get Noxy to locate us and use Faraday for teh rest. We will be waiting." Peerimus wrinkles his nose slightly and his eyes betray a bit of nervous thought that the druid is likely not vocalizing.

Placing the artifacts with Savin he touches Sly, Yorrick and Luke and steps into a tree, vanishing.

Teleport via plants to Hernemar

Trace and Shadow 
Thursday November 9th, 2006 6:53:32 PM

Trace spurs his horse hard and heads to intercept Quinn, "Check your belongings, quickly. I saw that woman bump you, that town is crawling with theives and if I know better she took something from you or at least tried."

Savin  d20+4=22
Thursday November 9th, 2006 7:50:50 PM

Savin races back to the encampment only to hear Quinn's comment. "Yeah but I bet I could beat you back to the line now!" Savin then sticks his tongue at the cleric and grins.

Savin accepts the artifacts with a sigh. "I am supposed to go ahead and protect you but if you feel this is best, I will abide your wishes. I will kick your tail though if you get into a fight without me."

Savin then sits down and looks at Noxy trying to figure out where they all went. He quickly sees Peerimus and Sly reappear on the opposite page and says to Faraday, "There they are. Take us to them please."

made wisdom check of 22 but not sure if that is the correct roll.

Heranmar for Shopping (DM/Al) 
Thursday November 9th, 2006 9:32:17 PM

Savin calls Quinn back. After leaving the boy's mother with a silver piece, the two make their way back: Each in his own way. Quinn returns in a sharp displacement of air. Savin speeds across the mud a few minutes later.

Trace late and suddenly develops a concern for the priest. He imagines a woman, a thief and pick pocket, with the trusting priest in and among the tents where Trace could not possibly see because of the distance. He leaps to horseback. But Quinn has already returned. (Violations of space and time will eventually come back to haunt you, Trace. They are extremely unforgiving.)

With the cleric back also comes a smell. It's subtle, but it holds a hint of foulness. Like meat. The animals don't seem to like it. Luke with Laima scratching his ears and Sly nearby listening, sneezes and shakes his head.

Peerimus hands the Vision of Noxnyx and the Circle of Far and Away to Savin.

"Hi! Hey we're outside," come words from the bronze circle. "Hi ya, Honey!" Without arms, legs or head, it's difficult to really tell who Faraday is talking to. But it's not hard to guess. Then the circle starts up again with the same tuneless humming that it always uses to amuse itself.

Peerimus takes Sly, Yorrick and Luke on a journey from one tree to another miles away. They appear in the grove outside Heranmar. The brook gurgles. It does not smell here.

Back outside the mud plain, Savin looks into the screen. All six other members of the group appear on the screen, easily recognizable to the monk as he allows his intuition to filter the swirling chaos of images. When Savin holds the screen up and moves it, the figures move around and sometimes off the edge. Then, as Peerimus and company enter the tree, he and Sly disappear from the screen. "You want to follow them. Right?" Faraday asks. There is a moment of silence, then the screen jumps. Six images are replaced by two. "There we go. Get you there in a jiffy."

Once again, 'a jiffy' to a magic Artifact that has lived for centuries takes an interminable hour. The sun continues along its final leg toward noon. Even in the shade of the trees the air becomes warm. And the smell lingers.

An hour passes, and in a flash the group blinks ... and appears in the grove with Sly, Peerimus, Yorrick and Luke. The white walls of Heranmar can be seen through the trees in this small grove. Peerimus and Sly note that with the reunion of the group the smell has returned. (Your roll was fine, Savin.)

Jaeden Ohm  d20+9=22 d20+2=22 d20+5=16 d20+7=21
Thursday November 9th, 2006 11:31:15 PM

Along with the others Jaeden nudges Dalek into a walk towards Heranmar. With no need to visit the Catacombs again, and remembering well what happened here last time, Jaeden sits astride Dalek outside of the catacombs branch and keeps his eyes on the surroundings [Jaeden spot 22 listen 22 crit success][Dalek spot 16 listen 21]

Quinn 
Friday November 10th, 2006 9:01:54 AM

When the transportation is complete, Quinn comments "Well that was interesting. It took longer than expedected. Well, brothers and sister, I am off to the Catacombs to get the fork attuned to the Wold and see if they have a map of the Koshe Marr. The Catacombs are so useful sometimes."

Quinn takes off immediately for the city at a brisk walk.

Savin 
Friday November 10th, 2006 11:30:18 AM

Savin calls after the cleric and says, "Ahh Quinn, no disrespect intended but you mihgt want to find a way to preserve that fleshy fork of yours. I think it is already starting to smell.

I also want to pick up some supplies...foodstuffs, water, and such. Maybe some more spices." (Al do I have to go to the catacombs for this stuff or can I assume I pick it up at a local market?)

Savin looks over at Peerimus and asks, "Do you want me to hold on to Faraway and Noxy? Do you want them back? If you do, why don't you take the Bane of Seribond. Don't think it is wise for one of us to hold to many of them. If the enemy figures that out, we could lose the lot very easily."

[ No need to go to the Catacombs for these things. Just go to the local market. --Al ]

Peerimus and Yorrick 
Friday November 10th, 2006 4:21:25 PM

Peerimus nods to Savin upon thier arrival and to the others as well. The smell is instantly noticable to the druid and the stank of what it stands for and represents turns his stomach. He tries to not associate it with Quinn his god and Laima and her Path, but it is hard and so he avoids eye contact with them.

"Savin, I will take Farday and Noxy. You keep Seribold and good idea on the supplies." Peerimus moves to sit down by the brook and dips his hand into it, splashing water on his face. "Good idea Jaeden to go with them. I will stay here and remember we are leaving first thing in the morning."

The great bear moves to a sunny spot and lies down.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Chill Metal, Heat Metal, 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, Deathward
Level 6:
Heighten x2 Flame strike, *Transport via Plants, Heighten Call Lightning Storm

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours

Laima Ragana 
Saturday November 11th, 2006 10:59:28 AM

Blinking from the outskirts of Mud City and Hook City by extension Laima lets out a clickish-tick from the roof of her mouth.

"Well. I have never been able to get used to that sensation."

Laima begins to wander around, taking in the sights that are Haranmar's environment. She blinks slowly and stretches her neck. Looking at the sun she chuckles.

"This sort of seems like cheating, doesn't it?

She too begins being put off by the stagnating stench of the fork. She strides up to Quinn and looks deep into his eyes.

"May I see the fork please? I will take care of this fetid smell."

Once the fork is exposed, Laima begins a small chant as her hands begin a 'shooing' motion towards, over and past the fork; the smell vanishes completely yet nothing takes its place save the earthiness of grass.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Casts Prestidigitation [remove the smell of the fork]


Going Bad (DM/Al) 
Saturday November 11th, 2006 1:21:48 PM

Peerimus and Yorrick remain behind, taking back Noxnyx and Faraday, as Quinn heads to the road, with the North gate to Heranmar visible just down the way. To the right, softly rolling grassy swards meet the blue of the endless Ocean. To the left, the same grassy expanse rises to the forest and the distant backdrop of the mountains. Off on a diagonal, between the party and the dark wall of the forest, stands the old Abbey, old and decrepit in the light of the late morning sun.

The reception this time is striking in it's difference. There are a few curious stares for the armored man with strange outland marks under his eyes and the oddly attractive gray half-orc in exotic garb, but far above and beyond that, are the smiles and waves of greeting that meet the group as they enter the gate and pass long the road.

Jaeden stands guard outside the shop as Quinn enters and heads through the mundane shop and into the door that puts him into the Catacombs itself. The warrior and his mount, alert as they are, detect nothing but the peace of the usual market day.

Savin strolls the market. Most of the items for sale are fresh. There are scallions and mushrooms, green sprigs of basil and parsley. Many of the vendors are willing to make free donations to the heroes of Heranmar.

Quinn's trip to the Catacombs is made long by the unusual nature of his requests. In the end, he receives his spell components. The maps, though, are not to be had. And, though the staff of the Catacombs is too polite to mention it, many of the customers within the small shop outside turn their heads at the smell as Quinn passes back through and out into the street. Laima has had enough of the smell. When Quinn reappears, she requests the forked rod be brought out for a deodorant treatment.

The forked rod, created from the flesh of the Star Mage girl, has changed. No more so, than any piece of flesh, cut and left to sit, but changed none the less. Whereas before it had been red, now it is a dull gray, with portions turning to a sickly green. The odor fills the air as the rod is brought out, confirmation that this is indeed where the smell emanates from. The small forked rod of flesh is spoiling. As a piece of meat, most people would consider it suspect. The more hearty of constitution, though, might still think it good to be cooked and eaten. As the component for a spell ... who knows? Could it be too late even now? What material would be required to connect with the terrible and mysterious land of Koshe Marr? Would such a spell require fresh blood as its sacrifice? Would this opportunity be lost?

Laima Ragana 
Monday November 13th, 2006 11:24:56 AM

A change of scenery; how refreshing. Laima's eyes widen with excitement and the prospects of getting going down the Path which has presented itself to her and the others. She lingers, watching as a few of the people taking kindly to the others instantly.

"So you all have been here before, huh? I would like to hear that story sometime."

As everyone returns and the deodorization is complete the half-orc looks upon the others with a raised eyebrow. "I think, again, that we should get to jumping. I would be more than happy to go first if you need a bit more...protection." Her eyes twinkle a bit brighter as her hands wring themselves slowly.

"Most of the magical abilities that you are relying on, are by your own admission, most likely going to be retarded in Koshe Marr. My abilities, as blended by both, will most likely have a better chance of staying true."


Posting Report: Week of Nov.6-10 [aDM Drew] 
Monday November 13th, 2006 11:30:52 AM

Posting Report for Children of Chaos
Week of November 6-November 10
...............................M...T...W...Th...F
DM-Al....................2....x....x.....x.....x
Peerimus-DanK......x....x....x.....x....x
Laima-Drew...........x....x....x.....x.....x
Sly Foxx-Ceil.........x....o....x.....o.....o
Savin-George.........o....x....2.....x.....o
Jaeden-Jason.........x....x.....o.....x....o
Quinn-JimF............x.....x.....x....x.....o
Trace-Ted.............x.....o.....x....o.....o

x = post
o = no post
* = substitute post
- = skipped post (no DM post)
+ = see notes
Notes
Ceil has been sick and also dealing with heavy family issues. She has requested that Sly be written out for the immediate time being.


Quinn 
Monday November 13th, 2006 1:01:10 PM

Quinn is very pleased to have the fork that is tuned to the Wold, now he can come back from the Koshe Marr. Quinn compares the two forks. One smells of death, as it should, the new one, seems fitting for the Wold.

Quinn comes back to the group and announces "I have the forks we need. All I need is to replenish my spells in the morning and we should be ready to plane walk. I tried to purchase a map of the Koshe Marr, but one does not exist yet. We may want to consider creating one as we go as it should be a valuable item." Quinn shows his two forks to the group. "I must contemplate the new arrangement of gifts that Gargul will grant me in the morning."

Quinn goes off and sits down beside a tree and closes his eyes, apparently deep in thought and reflection.

Peerimus and Yorrick 
Monday November 13th, 2006 4:50:57 PM

Peerimus too wonders if the 'rod' will last through until morning, but what choice did they have. Attempt to create a rift without it perhaps? It was decaying at an accelerated rate to be sure which did seem to suggest it was temporary. Waiting until the next day was the prudent move, but not the only one. Well assuming a rift could be forced open between then and now. "Laima, it is not so much a matter of wanting to delay, it may be a matter of no other viable option. Quinn can not go now, as I understand him, even if he wanted to. It is a gift of his god and not without limit. I am inclined to not sit and wait though. We move to the Abbey and try and force a rift in the basement where the foul lich and his minions laired while preying upon this town. With luck, the Fork, the Chime and the proximity to where evil lurked so many months will allow us to do so."

With that Peerimus sets foot at a brisk and determined pace towards the Abbey, going around the town proper and not through it.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Chill Metal, Heat Metal, 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, Deathward
Level 6:
Heighten x2 Flame strike, *Transport via Plants, Heighten Call Lightning Storm

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours

Savin 
Monday November 13th, 2006 6:46:34 PM

Savin smiles as he greets the townsfolk. He does some quick shopping picking up some food items, spices, brandy and some rope.

2 weeks iron rations
1 wineskin of brandy
4 water skins which he fills
100' of rope
whatever spices are available currently

(OOC please let me know how much to pay Al)

Savin will place the items in his haversack and follow along behind Peerimus.

Trace and Shadow  d20+6=19 d20+10=16
Monday November 13th, 2006 7:52:33 PM

Trace looks to the others, "While shopping is being done I am going to ride to the gate and back so as to keep an eye on the area."

If no objections to this Trace nudges his horse and sly quickly follows behind just quick enough to let the wind lift his hair but not too fast as being reckless.

spot 16, listen 19

A Fine Town (DM/Al) 
Monday November 13th, 2006 9:37:50 PM


The rest of the day is spent in Heranmar. Laima notes the friendly disposition and the respect with which the townspeople regard her new companions. But again she urges the group to press on to their goal.

Trace rides the town. The rolling gait of the horse rocks beneath his hips. The scent of the sea is on the wind. All is peaceful here. Could this be the place to which he and the others had first arrived so long ago?

Savin returns with an armload of goods donated by the people of the town. It's said that one man's gift is another man's bribe. After all, if a few coils of rope and some food stuffs will keep these powerful protectors around, these favored children of the Five Crones, well, then who can count the money wasted?

The specter of hospitality raises its head once more come evening when the group is invited to the Inn for a free meal and ale on the house. The patrons now smile in welcome. But the ghosts of memories live here as well. Near the bar is the place where Kon, the stunted caravaner had danced and played his drum. The table sits empty where Reena had sat next to Savin.

Sly, for his part, sits apart from the others. He sits in a corner absently rubbing Luke behind the ears. His ice blue eyes look to the east, as though they see straight through the towering Gray Tooth Mountains and into distant Dremoria.

Come the fall of night, the corpse forked rod looks worse than before. The sickly greenish tinge covers all surfaces. The foulness is now clearly that of a the rotting dead. Parts of the rod are drying, and hairline seams, invisible before, where the flesh and bone had been compressed together, have now begun to appear. The divining focus that would lead to Koshe Marr is beginning to peel apart.

=== OOC ===

If you wait till tomorrow to attempt the Plane Shift, please be specific as to what time you wake, and what time you make the attempt. If you do not, I will decide that for you.

Quinn 
Tuesday November 14th, 2006 1:43:44 PM

Quinn meditates under the tree, letting his mind relax and go with Gargul. When the time comes, Quinn will go to rest and continue to fast.

Upon waking in the morning, Quinn will perform his morning rituals and rearrange his spells.

Quinn will then eat a hearty breakfast as the sun rises and proclaim "Everyone ready to go?"

0 Level(6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)
Dispel Magic x2
Magical Vestments x2
Searing Light x2
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 x2
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment


Peerimus and Yorrick  d20+7=14
Tuesday November 14th, 2006 5:17:25 PM

Peerimus intended to go to the Abbey and attempt to open a rift that day as soon as Quinn returned. Using the basement for proximity, the rotting 'rod' as a focus and ringing the chime to try and create the rift.

Failing that, Peerimus remains outside of town at the Abbey and upon hearing what happened to Savin he asks that no one ge back into town. "They are working on a false notion and one we may not be able to ammend." Here he pauses in thought as another has come to him. Would have to continue mull over that one, it had positives, but also carried some powerful setbacks. After Koshe Marr he would address teh rest of them with the thought. No need to bother anyones mind with something that was unimportant until then.

Peerimus will sure the group is ready at first light, "Breakfast can wait Quinn. Savin, Jaeden and Dalek go, now."

If they vanish, Peerimus take out Faraday and the vision and relaxes his mind. Thinking of Savin, he opens his eyes upon the Mirror. "That would be them, right Faraday? And lickidysplit we go eh?"

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Spider Climb, 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, Deathward
Level 6:
Heighten x2 Flame strike, Transport via Plants, Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours

Trace and Shadow 
Tuesday November 14th, 2006 5:48:15 PM

(ooc: sounds like a hint, )

Trace rides back quickly to the group, "Ok yall, I am ready and prepared.z" Trace sits on his war horse checking his gear and the strap for the horn of goodness. Trace checks his arrows and adds another dose of silver sheen on them to extend the time that is needed to be silver. He holds a bow and a notched arrow in one hand and the reins in the other.

(ooc: sorry for the short post latly, will get better somedays and hopfully all the time after Thanksgiving. Having to work alot.)

Savin 
Tuesday November 14th, 2006 7:34:41 PM

Savin prepares himself in the morning and joins his comrades ready to face the Koshe Mar.

Directions, Departures, and Dysentery (DM/Al) 
Tuesday November 14th, 2006 9:46:22 PM


Peerimus attempts an experiment. Taking the corpse rod and the Chime of Xaos, he ascends the gentle slope outside the walls of Heranmar to the crumbling Abbey. He descends to the basement. Nothing has changed from the time they had been here before. Even the blond wig that the Drow woman had discarded still lies upon the dirt floor.

Once things are prepared, he takes out the Chime. It is a plain bronze-colored two pronged fork. One would hardly expect such thing to be an Artifact of Power. Peerimus taps it with the nail of his finger, and the Chime fills fills the air with a low hum. The anticipated Rift does not appear. But each of the Children of Chaos, from wherever they may be, feels drawn in the direction of the Chime. The dark teardrop tattoo on the back of each hand ripples, standing up off the skin like a sea-worm. And then the sound dies away.

As Peerimus and company leave the Abbey, a figure comes around from the back of the structure. She floats off the ground on a nearly substantial wisp of white. It is Ruby Foxx. Color has decidedly returned to her face and the upper half of her body. But below that, she is still the white soul stuff, the material that the Quadroprenolepis had become after Jason's parents, Sly's mother and Ruby his sister, had torn their essence from the nightmare creature that the mad Archmage Meznock had grafted their heads to.

"Hello, Sly. I'm getting much better," she says. Sly and Luke remain behind with Ruby while the others return down the slope to the grove outside the town gates.

Night passes without incident. The group wakes with the rise of the sun, and after an hour's preparation for spells, Peerimus urges them to leave. It is around seven in the morning. 21 hours since the group witnessed the making of the corpse rod outside Hook City. The corpse rod looks worse than ever. The seams that had appeared yesterday evening are splitting and portions of the rod, dry and dessicated, curl away from the whole. It would not last much longer, and that is most likely a good thing as the smell is now abominable.

Sly Foxx then appears walking up one of the banks of the stream that runs nearby. "I'm staying," he announces. "I've been thinking of my sister Ruby ever since I saw her again when the old Witches appeared to us. I have a responsibility. I have to care for her. We'll be here for a while, but if you don't find us here, we'll be in Dremoria."

Luke walks up to Trace. His cold nose nuzzles Traces hand. "Going with Sly," he says. He looks up and licks Trace's fingers. "Goodbye old master," Luke says, and then the wardog turns and follows the Bladesinger.

Quinn gathers the advanced team and readies for the Plane Shift. He holds the corpse rod. There is an slime to its touch. It feels unhealthy to the touch, if that is possible. The cleric of the northern god begins the words to the spell.

"Watch and learn, Little Daughter." The voice comes from inside the shell of Laima's ear. "Fortune can be a generous mistress. But she can be a real beast too when her gifts are snubbed. Grasp your luck when you can, lest it grasp you and shake you for its own amusement." Again the laughter, so self amused as it fades into the back of Laima's mind.

The small group of planes shifters disappear from the Wold plane. The transition is instantaneous, but to those caught within its grip time takes on a different meaning. All the world is sickness and pain of a kind that would make one wish to vomit up one's very existence.

Meanwhile, back in the glade, Peerimus brings out the Circle and the Vision. The Vision still swims with unknowable colors, he still has not mastered the knack. But Faraday answers his question anyway.

"Yup! Noxy sees them. They're ... somewhere. They're somewhere alright. And that's a somewhere I can get you to." Faraday begins humming.

=== OOC ===

1) Peerimus, Trace, Quinn, and Laima, please list spells for the day.
2) All those going with Quinn, please roll the following.
-a) Fortitude Save
-b) a 1d6
I'm assuming that is as stated, Quinn, Jaeden, Dalek, and Savin.

Savin  d20+11=28 d6=2 d20+13=23 d20+13=23
Wednesday November 15th, 2006 4:20:59 PM

Savin arrives whereever his arrives at and hunches down feeling sick to his stomach. The feeling passes as he scans his surroundings.

(Savin makes fort save of 28 for 2 of whatever he rolls a 23 spot check and a 23 listen check)

Peerimus and Yorrick 
Wednesday November 15th, 2006 4:31:47 PM

Peerimus tries again, using the sickly dying meat rod to strike the bell. Again no planar rift. The druid is disappointed but not surprised. The whole travelling accidently on purpose to Koshe Marr, a plane of death and unnatural horror simply eluded his reason. The morning it would be then. Peerimus keeps the group at the Abbey for the night, so at first Light Quinn and the others could be away. It happened soon enough and they were gone.

Blessed Mother, thank you for Faraday Again the screen of the artifact simply defied his attempt. A fine tiime to put your boots of Firngaer. And now Sly as well Peerimus gives the Blade Singer a deep bow and then a hug. And now except for Savin, his family was gone. Those still here seemed good, but he had not yet allowed himself to think of them in that way. "Take care old man." he says with a smile to the elf, "and you too Luke. We shall be back soon enough."

Now there was naught to do but wait for Faraday to open the gate and take the rest of them through and see what this 'Land of the Lavendar Moon' would present to them. While waiting he casts Endure Elements and Longstrider, sharing both spells with Yorrcik.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider

Laima Ragana 
Wednesday November 15th, 2006 5:26:18 PM

The next sun and moon go by in a blur and Laima finds herself thinking about everything. Again The Path has spoken to her and again She taunted the half-orc. This is an oddity in-and-of-itself but coupled with what has happened in the last three moons it eludes her vision as to a greater meaning.

As the morning breaks through the heavens residing above Heranmar, Laima shakes her head as the metallic whispers retreat yet again. "You all need to be leaving, now. The Path has given us a gift; if we do not use it, it will be our last and the first of many unfortunate happenings."

Then, after a moment, the group is gone and she is still standing about near Heranmar.

Her thoughts suck her inwards for a little while longer and it is not until Faraday's chiming voice speaks that she cracks out from her shell. Noticing Peerimus holding three different artifacts she walks up to him, smiling,

"Would you like some help?" is all she says.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
spells prepared
cantrips: Resistance -- Resistance -- Create water
first level: Bless Water -- Bless -- Longstrider (d)



Trace and Shadow 
Wednesday November 15th, 2006 5:55:48 PM

Trace seems a bit sad and neals down and gives his old dog Luke a hug. "See you soon Luke, please watch out for little brohter." Trace then walks over to Sly, "By little brother, dont worry, our paths seems to cross so I will see you soon. Take care of your family and return to us. If you need help call on us and well be there." Trace gives Sly a deep hug and then returns to his horse, ready for battle. Trace has his bow with arrow notched and the horn of goodness hanging around his neck. Trace watches the other dissapear from sight and then turns to the remaining, yall ready to follow? At the last minute Trace has a change of heart and dismounts and calls for a local stable, "please take care of my mount for me, I will return." Trace tosses a gold coin for a down payment. Trace looks at the others, "I dont think it would be fair to my horse to take him to this dead place."

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

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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

Quinn  d20+10=19 d6=3
Wednesday November 15th, 2006 7:38:45 PM

Quinn finishes his meditations and spell collection and then casts several spells on his armor and shield in conjunction with his magical rod of extend.

Quinn will then take out the stinking flesh fork, tuned to the Koshe Marr, and he prepares his plane walk incantation. Quinn arranges Savin, the horse, and Jaeden. "Now hold hands and someone hang onto the horse."

Quinn finds himself and his friends in a new land as he gets his bearings. Quinn also inspects the flesh fork before stowing it away.

Fort Save 19
D6 = 3

0 Level(6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)
Dispel Magic x2
Magical Vestments x2
Searing Light x2
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 x2
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical Vestments +3 on shield, extended to 24 hours
Magical Vestments +3 on Armor, extended to 24 hours

Rod of Extend 2/3

Stradling Worlds (DM/Al)  d20+15=33 d20+10=24
Wednesday November 15th, 2006 9:51:53 PM


In a wash of sickness, Savin, Quinn, and Jaeden stride Dalek appear on a dark twilight landscape. They stand at the bottom of a shallow depression amidst barren desolate slopes. Across the slopes, stray boulders and tortured stunted plant-life cast jagged shadows in the light of the enormous purple moon above.

A sound! A clack. Stone against stone.

A whisper. A movement at the corner of the eye.

All the senses work as if at a fever's pitch. The skin prickles with the Evil of the land.

Quinn glances down at the focus. It is as it was but a moment ago. No worse, but certainly no better, dried and disassembling. 21 hours from the time of its creation, the corpse rod will not stay intact much longer. Worse yet, Quinn feels a weakness in his left leg. Examination finds the flesh gray and withered, It is stiff, poisoned by the corruption of the decaying forked rod. Heaven only knows what magics might be brought to bear to restore it to health. (Quinn, your Land Speed is reduced by 10ft. Fort was vs DC21, if you hadn't guessed.)

Jaeden Fort 33
Dalek Fort 24

Back in the Wold, Trace makes a decision and raced back into town. He rides to the town stable and leaves the horse, surely a kindness to the animal considering where the group is going. Peerimus, Yorrick, Laima and Minek wait. Laima, looking over the druid's shoulder, offers her aide. She gazes into the flat portion of the Vision. It looks like nothing more than a hand mirror mounted upon a tripod. Colors in waves and blobs move and shimmer across its surface punctuated by streaks of shooting light. (You may make a Wisdom or Intelligence check, Laima to understand the Vision.)

Trace returns along the path with Shadow and the group waits while Faraday continues to hum.

Back on the dark landscape, the air creaks with threat, as though Koshe Marr itself senses the goodness in these interlopers. Even from his vantage astride Dalek, Jaeden cannot see over the crest of the slopes that surround the advanced group. There may be greater visibility from the crest of one of these slopes.

=== OOC ===

Trace: Silversheen only lasts for one hour. You would know that Faraday usually takes about one hour to teleport, so you may save the vial of Silversheen that you had applied last round if you wish.

Savin  d20+14=19 d20+12=22 d20+13=29 d20+13=14
Thursday November 16th, 2006 7:46:46 AM

Savin looks at his companions and says, "I will do a quick scout trip. Stay here so Faraday has something to lock on to. Savin will moving as quietly as he can go up the embankment and take a look around. He will try to keep to the shadows, not sure how effective that will be.

move silently 19
hide 22
spot 29
listen 14 (natural one)



Laima Ragana  d20+4=15
Thursday November 16th, 2006 10:36:27 AM

Watching the group disappear and Trace bolt to the town to save his companion Laima finds herself with the Man-of-the-Earth, watching the very debonair man with the large, talking dog walk away. The mirror flashes with colors and she does her best to sort those out. She relaxes her mind and attempts to find The Path dancing around the mirrored surface.

After a moment she sighs and turns to the druid. "I will take whatever you like. Perhaps with some time I can get the hang of this thing? If you do not trust me yet, I cannot blame you at this point."

Her figure squirms upright into a straightened posture and she rolls her shoulders back. Her smile is, as usual, warm and wide. "Perhaps a quick visit to the Crones would be in order? Maybe they can offer some last minute advice before we jump into this other world? They were in my dreams you know."

As she talks to Peerimus she unfurls a fold of her close-fitting robes and an inky black head peaks out. A long bill opens into a squawk and a split-second's struggle releases the bird from his pocket. Minek takes flight for a while, stretching his wings and feeding from the healthy grasses.

"He is a good friend and my most valued asset. He allows my magics to channel through him which has saved my life countless times. I owe much to that bird." She chuckles slightly and adds, as an afterthought, "He is quite witty too."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
INT check -- 15 [2 LPs used in roll if possible]

spells prepared
cantrips: Resistance -- Resistance -- Create water
first level: Bless Water -- Bless -- Longstrider (d)

luck points
2 / 4

Quinn  d20+9=12
Thursday November 16th, 2006 2:00:01 PM

Quinn sits down and looks at his throbbing leg. "Just great. Well I may not be running anywhere fast."

When Savin goes to scout, Qunn answers "I will be sitting right here." Quinn goes about poking at his leg. Quinn will see what he can determine with his Woldly healing skill first.

Healing 12

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

OOC: Can clerics only spontaneously cast cure spells or can they do restoration also?

Does Quinn have enough time to take 10 or 20 on his healing skill?

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

0 Level(6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2
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 x2
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical Vestments +3 on shield, extended to 24 hours
Magical Vestments +3 on Armor, extended to 24 hours

Rod of Extend 2/3


Peerimus and Yorrick 
Thursday November 16th, 2006 2:38:22 PM

Peerimus glances at Laima and his head cocks to one side as if in question at her. It rights soon enough and his lips purse and relax before his reply, "Trust?" his lips purse slightly again and relax as before. "Trust is not an issue Laima. By all means, if you can sort Noxy's Vision then blessed be you for sparing me another headache." Peerimus gestures to teh mirror and takes a step from being in directly ahead of it. Peerimus notes the raven and nods his agreement to Laima as his hand touches the great kodiak lying in the sun next to him. "I well know what you mean."

Trace moves off, "You have an hour, be swift." Peerimus animates his shield to hover next to him and thinking of no other preparations he might make, he waits on Faraday and sets his boody and mind at ease.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider

Enemy Territory


World Sync (DM/Al) 
Thursday November 16th, 2006 9:46:05 PM


While Quinn sees to his leg, Savin makes his way with stealth, up one of the slopes. Shadows twitch and turn in his path, each potentially reaching for him, the land itself claiming its prize.

Quinn examines the flesh of his leg, touching it and eying it with his knack for healing. (Plenty of time to Take 10 on healing, Quinn. So far.) From the physician's standpoint the condition is impossible. With this much rotted flesh on his body, he should be delirious with fever at this very moment. The very impossibility of the symptoms rule out a natural cure. If his leg is to be restored, it would have to be through magic. The question is, what spell would do the job? (As to your second question, only Cure spells can be spontaneously cast. Restoration is not included in that group.)

Back in the Wold, Laima applies her intellect to the task of deciphering the picture on the screen of the Vision. At the moment, she is not up to the task. Even graced with chance blown luck, the moving lights and colors mean nothing to her. (Peerimus and Laima, you may try again whenever you wish.) She suggests a visit to the Crones as she releases Minek to enjoy the bounty of the peaceful glade, a think that Yorrick is already taking goodly advantage of.

At last Savin makes the crest of the ridge. Within the protective concealment of a gnarled, stunted and blackened tree, he looks out over the land of Koshe Marr. The slope descends several hundred feet to a road. In one direction the road disappears, empty, between the slopes of two other hills. In the other direction the road also leads between two slopes, but here Savin catches sight of a group of some six ... no, eight figures. Tall and rangy, the characteristic waddle in their walk marks them as trolls. From the looks, it's a patrol. He watches, as they disappear around the bend.

There's movement! Other direction. Up the hill and off the road, something catches Savin's eye. A group of creatures makes its way through the brush. His eye follows the movement, but the distance, the darkness, and the brush make identification impossible. Another patrol? Is this place crawling with them?

Shadow pads after Trace in the bright morning sunlight. The smalls stream burbles happily over its bed, rolling through the glade on its way to the sea. Voices drift occasionally from the direction of the town, born upon the breezes off the Great Ocean. Time approaches eight o'clock.

Jaeden holds his hand up to shield his eyes and looks in the direction which Savin had left. The action does not help. Savin has been gone long enough to make the warrior nervous. Savin himself spots a glint from the brush in the hills across the road from his position. Was that movement? Leaves rustle in the tree directly above his head!

"Lets go!" The words come from Faraday and suddenly the friendly little glade is swallowed by the darkness. For those who have been transported by Faraday before, it takes a moment to realize that the darkness has ended and they are here, under the Lavender Moon.

Shadowy figures appear out of the darkness near Quinn, Jaeden and Dalek. There is a moan of complaint and large creature rises up off the ground, a hulking darkness against the dark landscape. Several figures stand around it.

Peerimus spots a lone rider, dark and silhouetted against the moon. The glint of armor in the lavender light.

At the same time that Savin hears the rustling above, he hears movement from the downslope, back in the direction that he came from.

Savin  d20+13=25 d20+13=22 d20+14=33
Friday November 17th, 2006 2:18:49 PM

Savin will take a look in the tree wondering if they have a spy. He is making the assumption that the figures appearing are his comrades so gives his full attention above him.

Spot check 25
Listen check 22

If he sees or hears anything else, he will climb the tree to see if he can spot anything in it. If he climbs the tree and sees nothing or originally sees nothing, he will rejoin his comrades and say, "This is a busy place. I spotted a patrol of trolls and saw a group of something else I couldn't identify making its way through the brush. Do any of you mages have a way to disguise us? If not, we either will be fighting a good amount of the time or hope we can avoid the patrols."

Peerimus and Yorrick  d20+20=29
Friday November 17th, 2006 4:49:08 PM

Peerimus puts a hand to Yorrick as the great bear stirs up at the new location, his comforting touch easing the animal instantly. The druid instantly casts about looking for Quinn and the others. "Everyone stay still until we know where we all are." He says in a hushed tone. The very First thing he does is stow Noxy and with a slight apology to Faraday, he stows the ring as well.

"Jaeden." Again in a whisper, "Where is Savin? and there is a rider at the hill top." Soon enough the question on Savin is answered as the monk comes down the slope. "Patrols hmmm. I wonder if the mistress of the realm has been harkened to our planned appearance. S`Bat and the Vampire and possibly the ghost all escaped our conflict in teh village some days ago. They could well guess our move to come here after the shroud." Peerimus turns to the only arcane source in thier midst, "Can you? I can mask our trail, but not our presence."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider

Quinn 
Friday November 17th, 2006 6:31:56 PM

Quinn looks at his diseased leg in disgust. "Well this will have to wait until the morning, before I can take care of it properly." Quinn looks up at Jaeden and then to his horse. "Brother Jaeden, I am in a bit of a spot regarding moving about. Does your horse accept other riders besides yourself?"

Quinn start to put himself back together and notices the return of the others and Savin. "Patrol you say. Maybe we should go have a talk with them and see if they can point us in the direction of the artifact we seek. Does anyone speak troll? What other races did you see Savin?"

0 Level(6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical Vestments +3 on shield, extended to 24 hours
Magical Vestments +3 on Armor, extended to 24 hours

Rod of Extend 2/3


Together Against a Terrible Land (DM/Al) 
Sunday November 19th, 2006 11:28:34 AM


Peerimus raises a hand to Yorrick to calm the fear in his friend. The bear's eyes are wide and his posture speaks to the druid of a cornered animal. He calls out to Jaeden, and finds that the mounted rider he had seen silhouetted before against the sky turns his head.

"Peerimus?" comes Jaeden's wary voice. "He's gone up the hill for a look around." The figure Peerimus had see had been Jaeden after all. Distances must be deceptive in this dark moonlit land. What had seemed the top of the hill was no more than a score of feet away.

Quinn's voice comes out of the darkness, calling to Jaeden. With the voice to guide him, Peerimus is able to pick out a figure on the ground. It resolves from the contours of the rough dark terrain. As the druid's eyes adjust it becomes easier to see Quinn's bare leg. Even in the strange purple light of the moon, the color of the flesh looks unnatural.

Up on the hill, Savin turns his attention to the tree above him. The leaves rustle again. The leaves, dark and dry, move as leaves would move upon the breeze. Savin sees nothing more, hears nothing more, and returns quickly down the slope in the direction he had left Jaeden and Quinn.

Footsteps and a skittering of loose stone announces Savin's return. The figures with Quinn and Jaeden confirm the monk's conjecture, the rest of the group has arrived. Savin brings word of what he has seen, and, as the group clusters within the depression between the dark sloping hills, discussion begins as to how to proceed.

They are here, in an unknown land. Vague names are the only paths to their goal. The Lavender Moon watches from above, shedding a chilly light. Quinn, Peerimus, Trace, and to a lesser extent, Laima feel a loss. It feels like despair. Loss of faith. Abandonment. Hopelessness. Suicide calls. Death beckons, close and comforting. Each, in their own time, comes to the realization. Their god, their faith and bastion, is barred from this land. In this land where nature weeps with pestilent sores and where death is a gibbering perversion wrapped in chains, in this terrible place, they will be weak.

A scream suddenly drifts on the air from the direction in which Savin had returned, from the direction of the road! High of pitch, the scream is filled with pain and fear.

=== OOC ===

I've had contact from Jason/Jaeden. He's been ill, but says that he should be back tomorrow/Monday. --Al

Trace and Shadow 
Sunday November 19th, 2006 10:31:27 PM

Trace feels sadness move over him as he enters this new world and allready feels ready to head home. Never the less he steadies himself and with his free hand pats Shadow on her side and then grasp his holy leaf to try and make himself feel better. He then hunkers down to stay out of sight and wait for direction.

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

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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

Quinn 
Monday November 20th, 2006 8:42:38 AM

Quinn feels a loss of contact with Gargul and goes over the spells he has to make sure he still has them.

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

ooc: Does Quinn still have his spells?

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

IF Quinn still has he spells he will approach Perrimuss. "Glad you could make it. Now I hope at the end of the day to Plane Walk back to the Wold. That will allow me to fix my leg and for us to recover our spells and make contact with our benifactors. Shall we have a look around?"

0 Level(6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical Vestments +3 on shield, extended to 24 hours
Magical Vestments +3 on Armor, extended to 24 hours

Rod of Extend 2/3


Laima Ragana  d20+5=24 d20+5=13 d20+5=25
Monday November 20th, 2006 11:07:42 AM

Just like that? The trip was easy, quick and relatively painless. Blinking, she looks towards the heavens and the orb of flowery purple hue. Its cast is dreary and sickly and tainted; Laima shivers. Her pale green eyes, washed over with the sticky lavender coloring scans the horizon and tries to find her bearings.

"There is something quite odd about this place." Her eyes give the look of abandonment and something wells up behind them.

"How could The Path lead me here?"
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
spot.24
listen.13
know:planes.25

Posting Report - November 13-17 [aDM Drew] 
Monday November 20th, 2006 11:15:25 AM

Posting Report for Children of Chaos
Week of November 13-November 17
...............................M...T...W...Th...F
DM-Al....................x....x....x.....x.....x
Peerimus-DanK......x....x....x.....x....o
Laima-Drew...........o....x....x.....o.....x
Sly Foxx-Ceil.........o....o....o.....o.....o
Savin-George.........x....x....x.....x.....o
Jaeden-Jason.........o....o.....o.....o....o
Quinn-JimF............x.....x.....x....x.....x
Trace-Ted.............x.....x.....o....o.....x

x = post
o = no post
* = substitute post
- = skipped post (no DM post)
+ = see notes
Notes
Ceil has been sick and also dealing with heavy family issues. She has requested that Sly be written out for the immediate time being.
Jason/Jaeden has been ill and contacted DMAl about his absence


Savin  d20+4=18
Monday November 20th, 2006 4:22:13 PM

Savin is glad to see his friends but is also uncomfortable with this strange land. He asks, "Peerimus Let me have Noxy to see if I can get a lock on the Shroud? At least that will give us an idea on which way to travel.

Quinn, I doubt that you can go back and then get here again. I think your focus was rotting away and even if it does work, I am doubtful it will bring you right to us. I think we need to get the shroud as quickly as possible and then get home."

Savin will take both Noxy and Faraday from Peerimus if he will give them to him and starts to concentrate on Noxy looking for the Shroud. He opens his mind to the whirls and swirls hoping he can understand their meaning this time. "Faraday, If I can focus in on the Shroud, can you take us to it or at least get us closer?"

wisdom check of 18

Peerimus and Yorrick 
Monday November 20th, 2006 5:18:30 PM

The loss is profound and though the druid had tried to brace himself mentally, to prepare for what he believed would happen when he left the Wold and nearness of Mother, The Cradle and Father, it was insufficient to the reality he found himself in. The druid physically slumps for moment and while part of himself wanted to wallow in the loss, to revel in the misery and unfairness of it all, there was another piece of him as well. The protion of him which had taken upon himself the mantle of leader, the portion of his proud heritage and that of his family and that part of his soul would not bow down to this forsaken land, that part would bring life to this dismal place and would surplant fear with joy and death with life.

Savin moves down the slope, the druids eyes quickly adjusting to the gloom and lack of color. "Noxy can't do that Savin. He can only find us and Quinn, nearer our home I would consider approaching the trolls for directions, but here in the land of evil I am goin gto assume they will not be freindly towards us." Peerimus tries to gather everyone about himself. "I want to be clear here, we have no allies in this land. This is a land of death and our resources have come up lame and we shall have to keep that in mind. The limits Quinn, Myself and Trace and Laima will have to operate under are unknown, but let us assume they are severe. Our spells and abilities will need to be conserved to thier utmost. We have no idea how long we will be here."

"First we must have a better idea of where we are and where civilization may be had. We know it exists, we just have to find it. Savin, you are going to be our best bet. We know the road must lead somewhere so I propose we head in the direction of the trolls with Savin well out in front and rely on his stealth and speed to remain hidden and get us warning if we should require it."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider

Savin illegal post 
Monday November 20th, 2006 7:06:48 PM

Savin listens to the dispair in Peerimus's voice and asks again, "Peerimus, I thought the artifacts so up on Noxy's pages too. Let me check real quick."

Savin will start circling the druid looking for where he keeps the items. "If I am wrong, then we can try it your way. We can always ask Faraday. Bring her out and lets ask her.

(ooc Trying to keep this moving but I really want to see if the artifacts can help. If they can't teleport us there, maybe at least they can point out the right direction to go.)

Trace 
Monday November 20th, 2006 7:56:32 PM

(ooc: want Trace to scout? hide +16 and move silently +21 plus a natural tracker)

What Was That Again? (DM/Al) 
Monday November 20th, 2006 9:40:54 PM

Trace holds his position with Shadow. The big cat presses closer to her friend. This land seems bad for her as well.

Quinn feels for the spells that he had prepared earlier in the day. They all seem present.

Laima feels the loss and sense of having been abandoned. Though her knowledge of the planes tells her that it could very well just be an affect of this land. A return to the Wold would bring her a sense of the thing that she has come to know as The Path once again.

Savin asks Peerimus to bring out the Vision of Noxnyx with the hope that it will at least provide the group with direction. Peerimus suggests that this would not be possible, previous experience to the contrary. He counsels all to conserve, for the group is truly on unknown ground. In many different ways.

Once again, screams of pain and fear come from the direction of the road. Laima, her ear already listening, hears the cries distinctly. The screams, and more. (Listen vs. DC20 to pick out this in addition to the high pitched screams: Highlight to display spoiler: {You can pick out two different high pitched voices amongst the screams. Accompanying the screams is the sound of pleading. Under the screams are lower gruff commands and laughter. Trace, if you make the Listen Check, some of the words sound familiar to you, but you're too far away to make out the meaning.})


Trace and Shadow  d20+6=7
Monday November 20th, 2006 10:55:12 PM

Trace hears nothing, you could say he has gone deaf!

Peerimus and Yorrick  d20+9=13 d20+20=25
Tuesday November 21st, 2006 8:11:19 AM

Peerimus curses himself, this new land was already taking its toll on hiim. How coul he have not heard the first cries. Gripping his staff and grabbing a fist full of Yorrick, the druid moves rapidly towards the road and the cries. "Trace, Savin, start circling about. Find a good ranged position Trace. The rest with me." his voice is a rasping whisper to his companions.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider


Quinn  d20+9=11
Tuesday November 21st, 2006 8:51:53 AM

Quinn is relieved after his mental inventory of his spells. To Perrimus and Savin "We can leave this land whenever we want with my planewalk spell, unfortunately, not all of us can go. If we take the artifacts with us and leave at least one person behind, we can always use the artifacts to focus on that person or persons and return just like before. No problems."

The scream rings out, but Quinn is engrossed in conversation and does not hear it.

listen 9

"Where is everyone going?" Quinn hobbles along slowly, favoring his leg on the way.

20 feet movement.

0 Level(6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical Vestments +3 on shield, extended to 24 hours
Magical Vestments +3 on Armor, extended to 24 hours

Rod of Extend 2/3


Savin  d20+13=20
Tuesday November 21st, 2006 9:11:10 AM

Savin says to Quinn, "Someone is in trouble, Stay with the main group." (listen check 20

Savin then follows orders, and launches himself at a hustle around to the flank and tries to circle behind, trusting to darkness and the crys of the victim to cover him.

Savin is conflicted with this manover though. Wouldn't this be evil just preying on evil in this dark land. How many truely innocents would be here?"

Laima Ragana & Minek  d20+5=6 d20+5=6 d20+7=27 d20+5=10 d20=8 d20+6=8
Tuesday November 21st, 2006 9:26:18 AM

The screams heard are evading the half-orc now, strain as she might to hear them. She does, however, hear Peerimus go into an aggressive yet tactical state as he begins to issue commands. His words left her out, perhaps to see what this enigmatic wayward lady is capable of. She smiles, whispers a few words and runs her hands the length of the slate-colored robes griping her curvaceous body; something happens to the threads but it is not of a natural state.

Moving generally with Peerimus, Laima takes a wider arc in order to separate herself from the rest; too close of a group means an easy target. Her eyes caress the horizon with curiosity as she releases Minek from his warm, secure shelter; his feathers have the same foreign look about them as does Laima's robes.

He flutters upwards for a moment, swooping and diving close by before perching on his half-orc's shoulder. "You are to look about little one; show me what you see, what you feel my friend. Be my eyes and our warning." With that the inky bird turn's his head and looks at the corner of her eye down a charcoal beak and lightly pecks her eyebrow before spreading his wings and taking to flight. He soars upwards, silently, and begins to scout as he has always done for his half-orc.

The paleness which is her eyes still reflects the lavender hue of the moon's touch as her skin continues its sickly tinge of the same reason. Instincts try to prevail in her subconscious as her figure slouches and slinks along attempting stealth. Her gait is awkward and her entire figure looks uncomfortable and unnatural.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cast -- Mage Armor [+4AC / 11 hours]
Listen.6
Spot.6
Move silent.8 [untrained]
Hide.8
Minek-Spot.27 NAT20!
Minek-Listen.10

spells per day --- Save DC
0- 6 / 6 --- 15
1- 7 / 8 --- 16
2- 7 / 7 --- 17
3- 7 / 7 --- 18
4- 7 / 7 --- 19
5- 5 / 5 --- 20
+1 to the Difficulty Class for all saving throws against illusion spells

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

active effects
Mage Armor [+4AC / 11 hours]

luck points
2 / 4


Jaeden Ohm  d20+9=15 d20+2=15 d20+5=14 d20+7=10
Tuesday November 21st, 2006 9:13:26 PM

Having said nothing since their arrival Jaeden continues in silence. He knees Dalek forward to keep pace with Peerimus but stops short of cresting the hill in case the others want to stop to scout it out.

Both warrior and horse do their best to stay aware of their surroundsings [jaeden spot 15 listen 15 Dalek spot 14 listen 10].


Small Folk R Fun (DM/Al) 
Tuesday November 21st, 2006 9:40:46 PM


Some get moving before the others. This land deceives the senses.

Savin moves with his usual extraordinary speed. Following a moment behind are Jaeden, mounted upon Dalek. Peerimus, Yorrick, with Minek, flying above are also close. Laima works her way slowly up the hill. Her attempts at concealment allow her half of her usual speed. Quinn, with his cursed leg, follows as best he can. (Quinn, your speed is reduced by ten, not to ten. That means you have a Land Speed of 20. Sorry for any misunderstanding.)

As she moves Laima feels anxiety and cold dread from Minek as he flies beneath the dark sky and strange moon. The familiar is afraid. Thankfully, though, it is not the bolt panic feel of immediate danger.

The scene from the top of the ridge is the same as that seen by Savin before. The dirt road cuts through the low lying scrub brush, snaking its way between the low lying hills. Jaeden stops short of the hill so as not to cut a silhouette against the sky. The tops of other ridges can be seen from here, spectral landscape in the moonlight, but neither the warrior nor his mount picks anything of note out of the shadows.

At the base of the ridge upon which the group stands are five - no, six - large creatures clustered about something on the ground. Even in the moonlight the creatures are recognizable as Trolls. The screams and pleas are clear now, as is the coarse laughter of the tormentors. One troll dances away from the others, waving a scrap of something in the air. Another suddenly roars. The trolls arm rises into the air, at its end a small figure squirms, thrashes and screams in panic.

(For Trace: Highlight to display spoiler: {You now recognize the language of the high pitched voices as Goblin. One of the voices is distinctly female. The words you pick out mostly consist of "No. Don't. Stop. and Please."})

Roughly 300 feet of rough, scrub dotted slope separates the group from the scene below. There appears to be enough brush to provide cover. There is certainly enough brush and uncertain terrain to make a direct thundering charge infeasible if not decidedly dangerous.

=== OOC ===

We're not into Combat Rounds yet. I'll let you know when we are.


George 
Wednesday November 22nd, 2006 7:43:17 AM

ooc Do we want to get involved with this? Evil is preying on evil. Not sure how it will advance the module and will use up resourses with clerics that might be hard to get back.

Laima Ragana & Minek 
Wednesday November 22nd, 2006 12:49:24 PM

Maybe her perceptions are a bit off. Perhaps her sense of reasonability is skewed in this forsaken place. What other reason could have this half-orc skirting the ground like a wolf or thief?
She continues to skirt the slope around its right side, stopping momentarily to chant again and point a finger to each of her travel mates. She whispers lightly and if everything goes as planned the others will hear her light, raspy voice echoing from within themselves [cast Message covering all: whispering will be heard in each of our head/ears].

Immediately she takes to utilizing her...well...utilitarian magics and whispers to the others, "Who knows what is happening down there? Just remember that we are not evil, so there is a chance that others are not as well."

For a moment her almond eyes shut and a calming look crosses her flesh as she sends out a feeling of comfort to her unsettled companion.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
spells per day --- Save DC
0- 5 / 6 --- 15
1- 7 / 8 --- 16
2- 7 / 7 --- 17
3- 7 / 7 --- 18
4- 7 / 7 --- 19
5- 5 / 5 --- 20
+1 to the Difficulty Class for all saving throws against illusion spells

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

active effects
Mage Armor [+4AC / 11 hours]
Message [110 minutes]

luck points
2 / 4


Peerimus and Yorrick  d20+20=40 d20=15 d20=11
Wednesday November 22nd, 2006 4:59:23 PM

A Message spell excellent, Peerimus begins with a good work to Laima, "Now we have real communication. Jaeden, slope won't make for a good ride, dismount and come on up here. Last I heard you had the battlefield. Anyone have a good ear to what is going on, or a good view?"

"Whatever it is we do not sit by while anouther creature is tortured." With that Peerimus will slowly start to pick his way down the slopes. "We close just under 200 I say and open up with missile fire. Make them come up the bad terrain to us."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider

Move Silent 15+1 dex-6 armor Hide 11+1 dex-6 armor


Trace and Shadow  d20+16=22 d20+21=27 d20+19=30 d20+19=39 d20+14=31 d20+11=16 d20+19=32 d8+11=17 d8+11=19 d8+11=15 d6=1 d6=1 d6=6 2d6(6+5)=11 2d6(2+3)=5 2d6(2+1)=3
Wednesday November 22nd, 2006 9:29:25 PM

Trace's pulse quickens when he hears the goblins voices and just as quick his temper starts to boil. Hearing the others voices in his head he responds, "I hear goblins calling for help down there, I hate goblins but no creature good or evil deserves torture unless a purpose is served. I agree with the tatics. I'll start with the goblins picking them off one by one, hopefully the trolls feel up for a fight and charge us. Then maybe we can capture one for ourselves.

A smile comes across his face, then we can repay the torture and get the location of the place we need from him before we end his useless life.

Trace moves quickly and quitely to the edge,
(move silently 22, hide 27)

if no one objects to this corse of action

Trace draws his bow and notches an arrow. Flames begins to lick and roll across the arrow. Trace picks out a Target that is goblin and lets loose four arrows down upon one of the goblins. Fire, Holy power fuel by Traces rage rain down upon the goblin below.

(+6 to damage to goblins first favored enemy))
(trace cannot pick a troll first due to his natural hattred for them))

hits ac 30 17 hps,1hp fire,11hp holy = 29hps.
hits ac 39 22 hps,1hp fire,5 hp holy = 28hps.
crit roll hit 32, triple dmg = 84hps.
hits ac 31 15 hps,6hp fire,3 hp holy = 24hps.
fourth arrow hits the ground at ac 16

total damage to goblin 137hps.

((ooc: please allow the combat action to happen, just for the sake of these rolls! Man alive....woot!!))

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

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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

Closing to 200 Feet (DM/Al) 
Wednesday November 22nd, 2006 9:40:12 PM

Laima casts a spell that links each member off the group. Then, per Peerimus' instructions, the group moves over the ridge and down the hill, moving through the stunted trees and rocks. It takes but a few seconds for the group to make its way a third of the way down the slope. The Trolls below don't appear to have noticed the approach. Their attention seems wholly absorbed by the thing in their midst. The Troll with the small creature gripped in one hand waves it about as it screams. Another Troll drops to its knees in the midst of the group.

Two hundred feet away from the Trolls under the cold light of the moon. There is still too much cluttered rock and brush for a charge down the hill. In fact, it appears that the same terrain that masks the group from discovery would most likely provide Cover from range fire to the Trolls should they come up the hill. The slope of the hill is not severe enough to act as a disadvantage in movement. But there may be some small advantage to being on the uphill side.

Trace puts an arrow to his magic bow, and red fire coats the arrow. He draws a bead, but the only creature that might be a goblin is the small one being waved about in the hand of the Troll. (You may still shoot it if you wish, Trace.)

=== OOC ===

I'll be going out of town for Thanksgiving. That, however, will not slow me down. I'm taking my laptop, and should get pretty good broadband speed using my cellphone as a modem. I'll be posting.

Trace 
Wednesday November 22nd, 2006 9:53:44 PM

((ooc: if Trace can not pickout a goblin clearly then his aim is focused on the Troll that is waiving the small creature around and then subtract 24pts from the damage total))

Trace speaks to the others after the attack or no attack, I think once we get their attention we head back up to get out of the brush and make them come up to us.

((al, Trace's attack hinges on the permission of our leader, if he deems that there is no attack and waste those awsome rolls that is his decision. My rolls were made in order to be ready for his post.))

[ Trace, Trolls are classed as Giants. So, though you might not hate them as much as Goblins, you still get some pluses against them. --Al ]

Quinn (sub George) 
Wednesday November 22nd, 2006 11:34:24 PM

Quinn painfully moves with the group limping along and struggling to keep up with the group. He hears the directions and wonders at the tactics of the group. He whispers or utilizes the message spell "We want to kill the goblin? Isn't this the creature being tortured? We don't mind killing it but only object to its being killed slowly or mistreated. How does this get us closer to the shroud?"

Quinn prepares for the battle the group obviously wants by pulling out his heavycrossbow and fitting it with a bolt.

20 feet movement.

0 Level(6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical Vestments +3 on shield, extended to 24 hours
Magical Vestments +3 on Armor, extended to 24 hours

Rod of Extend 2/3


Savin  d20+13=23 d20+12=25
Wednesday November 22nd, 2006 11:43:09 PM

Savin keeps circling down using the darkness and the cover to keep himself hidden. When the message spell comes into his head, he will answer, "Why are we doing this? I don't like to see creatures tortured either but we are in the land of shadows where undead rule. How does this help achieve our goals? We could be risking the avatar of chaos changing the Wold causing woe to millions one goblin on a different plane of existance. We have to find the Shroud, not get involved in meaningless battles."

Savin moves to the ground level and closes with the trolls trying to keep out of site and move quietly.

move silently 23
hide 25

Jaeden  d20+9=27 d20+2=3 d20+5=23 d20+7=8
Thursday November 23rd, 2006 2:28:10 AM

Jaeden dismounts and proceeds forward along side Peerimus. Various whispers ring through his head and he adds his own to the chorus.

"Trace these shadow's are playing tricks on your eyes. The only Goblin down there is the one being tortured. Be at ease Quinn, Trace was mistaken. We're after the Trolls not the Goblin. I think, frankly, we would do this without benefit. But if you're wondering how this gets us closer to the shroud look around. We're in a foreign land with no knowledge of how to get anywhere. That Goblin down there is our best chance at getting some information."

A few more steps.

"Yorrick and I will stay a few feet back from those of you would can do some ranged damage. Fall back behind us if the Trolls charge."

"Try not to do anything that will alert other patrols to our presence."

Up front Jaeden stays watchful while Dalek, now well behind the group does the same in the rear [jaeden spot 27 listen 3 dalek spot 23 listen 8].

DM/Al: Notes 
Thursday November 23rd, 2006 10:12:24 AM

Peerimus, when you post, please indicate whether you authorize Trace to fire or not. If you say nothing to that affect, I will consider it not authorized and it doesn't occur.

Keep in mind that Savin has placed himself roughly 130 feet from the group of Trolls. (That's 1/2 speed for Hiding, BTW, Savin. Unless you indicate that you are taking the -5 for Accelerated Hiding I will assume otherwise.) As Trace has proposed an action that would put you into combat rounds, I restricted you to one round of movement.


Peerimus and Yorrick 
Thursday November 23rd, 2006 2:25:57 PM

Jaeden's thoughts were mirroring his own, he liked that about the man It made everything seem the more feasible. "Jaeden has it right, Trace we are taking down the trolls, not the goblin. That rescued retch will be our source of information on the lay of land about us."

Peerimus repeats himself to the rest of the group, "We are taking out the trolls and the goblin is to survive. We need information, the means to easily get it has been placed in our lap. Open up on them."

Yorrick snorts at the druids side and Peerimus grips his staff, with Trace's flaming arrows striking into the trolls, he expects them to try and close quickly. Both bear and man ready to step in and greet any trolls who manage to get all the way to them.
Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider

Ruffians 01 (DM/Al)  d8+7=12 d8+7=14 d8+7=9 d8+7=9 d6=4 2d6(1+1)=2 d20+5=13 d20+6=17
Friday November 24th, 2006 10:12:02 AM

Trace lets his hatred of these Giant-kin flow. He lets fly with a Rapid series of shots and all four of them hit. The first two strike the nearest troll, and it does down without a sound. The second two arrows fly over it as it falls and strike the Troll beyond. It howls, and the remaining Trolls look up hill shouting in gruff alarm.

Quinn pulls out his Heavy Crossbow, taking the time to crank it laboriously back. (Keep in mind that reloading a Heavy Crossbow is a full round action.)

Savin creeps 70 feet down the hill, concealing himself in the brush. He is fairly certain that the trolls have not yet spotted him.

Both Savin and Quinn harbor doubts about the current course of action.

Jaeden, however, does not. He sets up the strategic plan and readies for action. From Savin's earlier report, these hills are possibly crawling with enemies. He and Dalek look about. The keen eyes of both master and horse see nor hear anything in the surrounding terrain. Fortune may be smiling upon them. For now.

Peerimus confirms Jaeden's plan. He waits with the main group up hill.

Oddly enough, the first action made by the Trolls is not to charge up the hill. Rather, they all reach down and pull something up off the ground. Trousers. They all pull up their trousers. The troll holding the small creature, gives it a toss and it rolls across the ground.

Then, shouting in a language incomprehensible to all in the party, they lumber off the road and toward the party. Now that the Trolls are no longer grouped together, the people up on the hill can see two goblins lying on the road.

=== OOC ===

[b]We are in combat rounds now.[b]

Status
======
All Trolls are AC16
Troll1 Wounded
Troll2 Dead or Dying
Troll3 Uninjured
Troll4 Uninjured
Troll5 Uninjured
Troll6 Uninjured

Map

Please indicate what square you are in by the square's grid coordinate if you move.
Please indicate your Target by its designation on the map if you attack.
If you fail to do either, then I will have to interpret these things for you, and you will be stuck with my interpretation whether you like it or not.

[b]Trace:[b] You have a +2 to Attack and Damage against the Trolls. They classify as Giants and so your Favored Enemy applies against them. Also
note that a Critical hit is NOT three times one roll. It is three or whatever multiplier done that number of times.

Sorry, I missed last night's posts. I've move your two posts, George, to after this one. They will count toward the next posting. Feel free to change them, though, if you feel a new direction based upon this post.

Quinn (sub George) ac 25 hps 100 
Friday November 24th, 2006 10:12:53 AM

Quinn thinks about using a spell but decides to save them for now and fires off his crossbow at one of the trolls.

He rolls a natural 20 and rolls to hit critical hitting ac 23 Quinn does either 7 points of damage or 23 if critical hit is a hit.

20 feet movement.

0 Level(6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical Vestments +3 on shield, extended to 24 hours
Magical Vestments +3 on Armor, extended to 24 hours

Rod of Extend 2/3


Savin hps 115/115 ac 29 
Friday November 24th, 2006 10:13:35 AM

Savin sees the arrows start shooting off and shakes his head. He thinks Peerimus is wrong but he will support him as he acknowledged him as leader. He activates his tattoo of shillegah enchancing his staff which is suddenly in his hand and moves 70' forward. He isn't concerned with hiding right now.

DM/Al - See New Post 
Friday November 24th, 2006 2:43:31 PM

Two Posts Up from here.

Jaeden Ohm  d20+21=41 d20+21=28 4d6(5+6+6+1)+24=42 d20+9=24 d20+2=7 d20+5=11 d20+7=22
Friday November 24th, 2006 8:18:28 PM

"Again from afar." Jaeden wispers to the others. The warrior stands his ground and readies his greatsword for attack [readied action, att. vs. any troll: hit ac 41, crit confirm ac 28, dmg 42]

Dalek, stay back by my friend and watch behind us.

The horse complies and moves to a safer position [A11:B12].

notes
Jaeden spot 24 listen 7
Dalek spot 11 listen 22

Jaeden OOC 
Friday November 24th, 2006 8:19:27 PM

not sure what happened to my tags there...

[ You missed the slash on your first closing tag. I fixed it. --Al ]

Trace and Shadow  d20+19=32 d20+19=23 d20+14=29 d20+11=19 d8+7=9 d8+7=13 d8+7=9 d8+7=10 d6=1 d6=2 d6=6 d6=3 2d6(2+5)=7 2d6(6+3)=9 2d6(3+6)=9 2d6(3+3)=6
Friday November 24th, 2006 8:24:34 PM

Trace's fury continues as he lets loose another four arrows at Troll one, Trace's voice drobs a bit and becomes husky, "Kill em all" Trace's eyes glaze over as and moves methoticly retriving arrows as he sends them along on a deadly path to the trolls. The tatoo on Traces hand darken as his fury grows.

hit ac 34 for 17hps damage
hit ac 25 for 24hps damage
hit ac 31 for 24hps damage
hit ac 21 for 19hps damage

total damage to Troll one 84 hps.

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

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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

Peerimus AC 26 HP 91 and Yorrick AC 23 HP 117 
Saturday November 25th, 2006 8:56:17 AM

Peerimus whispers into the Message spell to the others, "Just hold our positions everyone for a few more moments. We'll start closing after another volley." Peerimus edges forward 5' to create an even front line Yorrick.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider

Ruffians 02 (DM/Al)  d20+11=25
Saturday November 25th, 2006 11:04:29 AM

Quinn gets off a shot. Even with the range, the bolt is dead on, striking a critical spot. The force of the shot staggers the already wounded Troll. But it charges on as though unaware of how gravely injured it is. Quinn advances down the hill, empty crossbow in hand. It will take time and concentrated effort to reload the heavy weapon.

Savin activates his magic Tattoo and stands up out of concealment. He quickly advances down the hill, making it to just outside of the open area.

Jaeden holds position, readying for the attack. He order's Dalek back out of harm's way, and the warhorse steps back a few feet. All the while, the pair remain vigilant. So far so good. Neither detect any signs that their intervention has drawn unwanted attention.

Trace continues his ranged assault. Trace's first arrow strikes directly after Quinn's bolt, and the Troll goes down. He shifts his aim to the nearest Troll. That Troll goes down as well as three arrows thud into its rubbery flesh.

(Trace: Could you break your damage out into types, in the same way that you did before? It would really help me if you did. Thanks. Also, please remember to keep track of the arrows that you are expending.)

Peerimus remains in place with Jaeden and Yorrick. He moves forward to put himself into better position. Down below, it looks like Savin has placed himself into position to take on all of the Trolls by himself.

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

Down at the bottom of the slope, the pack of Trolls do indeed converge upon Savin. A lone human, he appears easy pickings.

The nearest Troll roars and charges across the flat ground. With the reach of its long arm it strikes out at Savin. (T4 Hit Savin, AC25) Savin does no more than turn ever so slightly, and let the massive claw pass him by.

Meanwhile, the Troll that Trace had just put down (T6) rises up off the ground. Covered in its own blood, it staggers forward toward the line of brush.

The larger of the two goblins rises from the ground. It is female. And it is naked. It staggers the few feet to the side of the other goblin and drops to its knees.

=== OOC ===

[b]We are in combat rounds now.[b]

Status
======
All Trolls are AC16
Troll1 Dead or Dying
Troll2 Dead or Dying
Troll3 Uninjured
Troll4 Uninjured (Is AC14 after having Charged)
Troll5 Uninjured
Troll6 Near Death

Map

Please indicate what square you are in by the square's grid coordinate if you move.
Please indicate your Target by its designation on the map if you attack.
If you fail to do either, then I will have to interpret these things for you, and you will be stuck with my interpretation whether you like it or not.


Jaeden Ohm  d20+9=18 d20+2=6 d20+5=15 d20+7=27
Saturday November 25th, 2006 2:45:24 PM

"Good Trace, hit a fresh one next. Savin lure them back over the next dozen seconds or so."

Jaeden is finding Laima's spell extraordinarily helpful in coordinating this fight. He' makes a mental note to thanks the half-Orc later.

"This last part is going to be tricky. We'll need some sort of fire to finish them off. See if we can get them all down low so we can finish them off at once."

Orders for the next few seconds having been delivered the warrior stands ready with an attack in case one of the beasts breaks free from Savin and charges the line.

Still man and horse stay vigilant [jaeden spot 18 listen 6, Dalek spot 15 listen 27].

notes/questions
Attack from last round still readied. Al, do I need to reroll this or do I just keep the same attack readied?

[ You need to re-roll. Seems a shame to waste, but that's the rules. You would re-roll even if it were a poor roll. --Al ]

Trace and Shadow  d20+19=31 d20+19=31 d20+14=27 d20+11=26 d8+7=9 d8+7=11 d8+7=8 d8+7=13 d6=3 d6=6 d6=5 d6=6 2d6(1+6)=7 2d6(2+6)=8 2d6(1+6)=7 2d6(6+5)=11
Saturday November 25th, 2006 9:10:13 PM

Trace sends another volly of arrows, seeing the one bloody Troll rise up again, he hits him in the chest with another arrow and moves his aim at the furtherst one on the right and sends down three arrows to him. White smoke illuminated by the purple night sky the smoke trails head all three arrows into the chest of (5)the other Troll.

((Trace thinks in his head to the others, "Dont fire the Trolls untill I retrive my arrows, not sure if I will be able to find more in this world. Wich one do we need to keep alive?"))

Troll 6
hit ac 33 (9 hps dmg,3 hps flame,7 hps holy= 19
total dmg = 19hps
Troll 5
hit ac 33 (11hps dmg,6 hps flame,8 hps holy= 25
hit ac 29 (8 hps dmg,5 hps flame,7 hps holy= 20
hit ac 28 (13hps dmg,6 hps flame,11hps holy= 30
total dmg = 75hps

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

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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

Peerimus AC 26 HP 91 and Yorrick AC 23 HP 117 
Sunday November 26th, 2006 1:03:48 PM

"We have to move in closer, in case Savin has the tables turned to fast. That and they are trolls, Trace is being a bit more effeicient than I anticipated." The last is added with an unseen grin in the gloom of the lavendar moon of the perpectual night sky. "Yorrick's claws have been gifted by Father with Fire. He will be able to pernamently put them down."

Peerimus and Yorrick move 30' in a straight line to col m

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider

Savin 
Sunday November 26th, 2006 7:09:11 PM

Savin suddenly finds himself face to face with 5 unfriendly trolls. He things about rushing in and killing all five but decides that would be selfish. A good warrior is generous to his comrades and if he kills all the trolls, his friends might feel slighted.

Savin decides to be a good friend and withdraws H7.

"Hi guys!" he says with a smile on his face.

Jaeden Ohm (AC see below HP 116/116)  d20+21=26 2d6(3+3)+14=20
Sunday November 26th, 2006 9:51:33 PM

Jaeden presses forward to keep the frontline formed at Peerimus' position [move to M13]. "Alright, Peerimus, Yorrick and I will take the first rush. Trace if you can pull off another volley fire as you will. Savin, if they all rush us, see if you can set up a flank with whichever Yorrick is fighting."

With the onslaught now likely Jaeden again readies for the attack [Att vs first troll in range: hit ac 26 dmg 20].

Armor Class
Regular: 25
VS [first troll to engage]: 26
VS AoO: 29
VS AoO from [first troll to engage]: 30

Quinn AC 25 hps 100 
Monday November 27th, 2006 10:32:50 AM

Quinn see that his bolts are not necessary with Trace in attendance and he stows his heavy crossbow and takes out his heavy mace.

Quinn will hobble forward 5 feet favoring his diseased leg and await the charge of the trolls.

Quinn wonders to himself why we are attempting to fight our way to the shroud and not use the other artifacts and his detection spells, but what is done is done and he waits for the trolls.

0 Level(6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical Vestments +3 on shield, extended to 24 hours
Magical Vestments +3 on Armor, extended to 24 hours

Rod of Extend 2/3


Laima Ragana & Minek [ac30 hp48/48:mage armor, message]  d20+11=30 [AC roll]
Monday November 27th, 2006 11:48:27 AM

Crouched down low, peering from behind a crooked bush and a few boulders, the mysterious lady shakes her head and stands slowly. Arcing out still, she makes her way through the rubble without taking her eyes off of the battle below. She has abstained from this so far and the look of despair for the trolls would tell anyone that she will likely continue that abstinence.

"Why are you all doing this? Does this not make us just as evil as you assume them to be?"

She looks to the purpled sky searching for her companion and truest friend. Minek, come to momma friend.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Moves to 22L
AC roll - d20 + 3DEX + 4RoP + 4MA

spells per day --- Save DC
0- 5 / 6 --- 15
1- 7 / 8 --- 16
2- 7 / 7 --- 17
3- 7 / 7 --- 18
4- 7 / 7 --- 19
5- 5 / 5 --- 20
+1 to the Difficulty Class for all saving throws against illusion spells

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

active effects
Mage Armor [+4AC / 11 hours]
Message [110 minutes]

luck points
2 / 4


aDM Drew 
Monday November 27th, 2006 11:51:22 AM

posting report will have to come later today/tonight. I appologize.

Jaeden Ohm (second illegal post) 
Monday November 27th, 2006 8:10:24 PM

For a split second Jaeden takes his eyes off the Trolls and looks in the direction he saw Laima head off. It is doubtful the half Orc can see the look on his face but his whispered thoughts speak for themselves.

"Are you kidding? What is there about a circle of trolls raping Goblins to death that makes you think they might be anything other then the blackest evil?"

If the message spell were able to transmit emotions the others would pick up a mixture of anger and disbelief coming from the warrior.

He doesn't spare anymore time on the half Orc for now and turns his attention back to the Trolls.

Ruffians 03 (DM/Al) 
Monday November 27th, 2006 8:41:18 PM

Jaeden and Dalek keep their vigil. The still see nothing on any of the hills around them. Nor do any foes approach up either ends of the road.

Jaeden, Peerimus and Yorrick move down the slope to back up Savin.

Trace releases four more arrows. The wounded Troll (T6) goes down again, struck by the first arrow. The next three shots thud into the Troll next to it (T5) and it falls to the black earth as well. For a moment, Trace believes that the whispers in his ear are actually thoughts in his head. He thinks a request to his companions. None, of course, hear his thoughts.

Savin taunts the remaining Trolls and then fades back up the hill in a flash of speed, back up to a place near Trace and Shadow.

Quinn secures his crossbow and draws a heavy mace before he too limps his way down the hill toward the impending melee.

Laima calls to Minek who glides down out of the dark skies to alight upon her shoulder, grateful for her protection. As she makes her way down the slope, she whispers her misgivings through the Message spell, the same misgivings expressed by Savin earlier.

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

The first Troll to have fallen (T1) now rises from the ground. All three remaining Trolls, emboldened by Savin's retreat, roar in their rough language, and head into the brush and up the hill. They cannot match Savin's speed, however, and they make it less than half of the way up the hill.

Meanwhile, the female goblin cradles the smaller one in her lap.

=== OOC ===

[b]We are in combat rounds now.[b]

Status
======
All Trolls are AC16.
Troll1 Near Death
Troll2 Dead or Dying
Troll3 Uninjured
Troll4 Uninjured
Troll5 Dead or Dying
Troll6 Dead or Dying

Map

Please indicate what square you are in by the square's grid coordinate if you move.
Please indicate your Target by its designation on the map if you attack.
If you fail to do either, then I will have to interpret these things for you, and you will be stuck with my interpretation whether you like it or not.

Hey, hey, hey! You're not implying that I would set up a scene of the blackest most perverse evil, now are you? ^_^

Jaeden Ohm (AC see below HP 116/116)  d20+21=36 2d6(3+5)+14=22
Monday November 27th, 2006 10:21:56 PM

Still making use of the message spell Jaeden relays a need for a shift in the frontline. "Peerimus, shift left to cover the approach to Trace."

That said he follows his own commands and moves 30' feet to his left [single move to M8]. He takes particular note of the nearest trolls movements [+1 dodge ac vs. T4] and yet again the warrior sets himself for battle [readied att. vs first Troll to approach: hit ac 36, dmg 22].

Armor Class
Regular: 25
VS [T4]: 26
VS AoO: 29
VS AoO from [T4]: 30

Trace and Shadow  d20+19=22 d20+19=23 d20+14=18 d20+11=29 d8+7=10 d8+7=12 d8+7=14 d8+7=12 d6=2 d6=6 d6=1 d6=6 2d6(4+3)=7 2d6(6+5)=11 2d6(5+5)=10 2d6(1+5)=6
Monday November 27th, 2006 10:30:51 PM

Trace continues to rain death from above, dropping Troll (1) again and then sending his focus on the next Troll (3). Trace whispers to the others, "Don't forget, I need to retive my arrows before you fire the trolls. I dont want to run out in this land. Also which of these do I need to keep alive, I guess we can make that decision when all are laying down. I also dont think we let the goblins go, I would prefer that once the info is obtained that all loose ends be taken care of."

Trace notches another arrow and takes aim at the last standing troll, "filthy giants!"

(((Improved Precise Shot)))
Troll 1
hit ac 24 (10 hps dmg, 2 fire, 7 holy= 19 hps)
Troll 3
hit ac 25 (12 hps dmg, 6 fire, 11holy= 29 hps)
hit ac 20 (14 hps dmg, 1 fire, 10holy= 25 hps)
hit ac 31 (12 hps dmg, 6 fire, 6 holy= 24 hps)

arrow total (104/120)

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

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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

Jaeden Ohm (free action) 
Tuesday November 28th, 2006 1:24:31 AM

Another whisper on the magical winds of Laima's spell, "Leave none of the Trolls alive. It is the Goblin we need to spare no matter how we look at this as it is the Goblin who is being brutalized and it is the Goblin who just might be thankful enough to lead us to our destination. And no Trace, unless we think that the Goblin poses a threat, we will not 'tie up loose ends'. That would make Laima's last comment far too true.".

CDM Jerry 
Tuesday November 28th, 2006 11:17:56 AM

I need the ADM of this game to make their report for last week's posting please. Email me when this is done or I will haunt you again tomorrow.

Savin hps 115 ac 29 
Tuesday November 28th, 2006 2:32:28 PM

Savin looks on at his arrow firing comrades and says, "I am going to go around them and get behind them. I will be able to put down any who rise again while you folks come up with some firebased means to finish them off. I should also be able to keep an eye on the goblins too."

Savin darts off at a hustle making sure to avoid any contact with any of the still standing trolls. He moves to 3AT on the map and awaits developments.

Quinn AC 25 hps 100 
Tuesday November 28th, 2006 3:34:16 PM

Quinn looks over the battle or what is left of it. "Trace will take all the glory of this battle. Trace save your arrows, there are only a few left."

Quinn stands firm with his shield raised and his mace proped on his hip. Most of the weigh is off of Quinn's recently diseased leg. "Lets see if any make it this far."

Hear Jaeden's comments about the goblins, Quinn adds "Evil preys on both good and evil and the goblins are weak with no power or the trolls would not have been have to have their way with them. A troll may be a better prisioner or maybe we should keep one of each."

Quinn wants to edge forward, but he sees that Savin will be more effective out front.

0 Level(6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical Vestments +3 on shield, extended to 24 hours
Magical Vestments +3 on Armor, extended to 24 hours

Rod of Extend 2/3


Peerimus AC 26 HP 91 and Yorrick AC 23 HP 117 
Tuesday November 28th, 2006 6:21:29 PM

Seeing Jaeden break Left, Peerimus follows with Yorrick to maintain the solid front to the approaching trolls. Trace's arrows slam home with stunning accuracey and the druid gives silent thanks to Father for seeing the ranger safely back to him on this quest. "No Trolls live." Peerimus echoes through the Message spell to the others after Jaeden.

"Trace, we'll save as many arrows as we can. Perhaps a bit slow to think it, but does anyone know goblin? Savin don't move so close that you scare the poor wretches."

Peerimus keeps his eye to the Trolls as they come, he knows they have reach and so he waits. The trolls would have to close and then perhaps he could move in with Yorrick.

move to M9

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider


Ruffians 04 (DM/Al) 
Tuesday November 28th, 2006 8:30:35 PM

Jaeden tracks across the hillside to intercept the Trolls. Over the Message spell link he sets himself up a moral bastion as well as a physical one.

Trace puts a wounded Troll down again before turning his attention to one of the uninjured ones. It drops under the impact of three magic arrows. He corrects his earlier mistake and calls for the need to retrieve his arrows. He also asks which of the Trolls to keep alive.

Jaeden replies. His order: Kill all of the Trolls. Peerimus concurs. Only Quinn dissents, suggesting one of each.

As Peerimus and Yorrick follow Jaeden, Savin speeds down the hill to circle around the single standing Troll. (Savin, I list your speed as 70. That would put your max distance at a hustle at 140ft. AT3 is 195 feet away. I placed you at AI3 instead.)

From his position, Savin watches as each of the Trolls regenerates, arrow holes and holy burns disappearing under the advance of rapidly healing Troll skin. The female goblin turns her head to watch Savin as well. Occasionally, she licks the face of the little one. Possibly in an attempt to bring it to consciousness.

Quinn and Laima watch from the south end of the hillside. Peerimus, looking to the future, asks if anyone speaks goblin.

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

The lone standing Troll turns as his companion, only moments before charging at his side, drops to the ground. The look on its face is near comical as it realizes the position it is in. Small as they may be, the Smooth-skins out number him. And the one with the bow has been dropping them all with a frightening ease.

The Troll runs!

Crying out in a loud voice, it wades through the underbrush in a direction that would take it furthest from any of the Smooth-skins waiting up the hill.

=== OOC ===

Status
======
All Trolls are AC16.
Troll1 Dead or Dying
Troll2 Dead or Dying
Troll3 Dead or Dying
Troll4 Uninjured
Troll5 Dead or Dying
Troll6 Dead or Dying

Map

Please indicate what square you are in by the square's grid coordinate if you move.
Please indicate your Target by its designation on the map if you attack.
If you fail to do either, then I will have to interpret these things for you, and you will be stuck with my interpretation whether you like it or not.

Trace: BTW, I've been ignoring this as you have to roll a Natural 1 in order to miss, but you are shooting at over one range increment from your targets and should reduce your RAB by 2 as a Range Penalty. But, as I've said, it really doesn't matter unless you roll a Nat 1.

Savin ac 29 hps 115/115  d20+6=16 2d6(1+3)+24=28
Tuesday November 28th, 2006 10:28:02 PM

Savin sees the troll running and is surprised. Trolls don't normally run. In fact they never run. How strange. Hedecides to get into the action. He activates his boots of speed and moves to ac20 and hits the troll with his staff with a powerattack +9. He hits ac 16 for 28 points of damage

ooc Base speed of 100 just gets me there. Fast is good! Took +9 on power attack, doubled for two handed weapon +5 for str, +1 for shillegah gives +24

Not sure if it gets an AoO since I came up behnd it. Didn't take the +2 for flanking

Trace and Shadow  d20+19=23 d20+19=27 d20+14=27 d20+11=28 d8+7=14 d8+7=14 d8+7=15 d8+7=13 d6=5 d6=4 d6=2 d6=5 2d6(2+1)=3 2d6(5+6)=11 2d6(2+6)=8 2d6(6+3)=9
Tuesday November 28th, 2006 10:45:52 PM

After seeing the final Troll drop, Trace swings his aim at the goblin in the road. " I will hold my aim for now but if it makes a move to run I will drop it without hesitation. Lets be done with this area, I also suggest we move the Trolls when we burn them, I gather that a fire will attaract unwanted attention."

Trace struggles to hold his rage due to his history with goblins.

Trace sends a final volly of arrows with deadly aim at troll 4.
Troll 4
hit ac 23 (14 hps, 5 fire, 3 holy = 22 hps)
hit ac 27 (14 hps, 4 fire, 11holy = 29 hps)
hit ac 27 (15 hps, 2 fire, 8 holy = 25 hps)
hit ac 28 (13 hps, 5 fire, 9 holy = 27 hps)

arrow total (100/120)

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

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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

Jaeden Ohm (AC see below HP 116/116)  d20+5=16 d20+7=19 d20+10=14 d20+9=24
Wednesday November 29th, 2006 12:23:35 AM

"Oh hell!" Jaeden lets the curse slip from his lips as the trolls breaks and runs. He exhales in relief as Savin speeds off in pursuit and catches the fleeing monster.

"Peerimus quick, send Yorrick to finish them off. Trace, stand down. I don't want this Goblin frightened by being caught in your sights. I have no doubt that you can pick of the creature fast enough if it bolts. The rest of you, support Yorrick in case any of those Trolls have some sort of surprise."

Having issued what will hopefully be the final instructions of the battle Jaeden hustles towards the Goblins [hustle to V14]. While he moves he imparts to Dalek his wish for the horse to join him at a walk and stows his greatsword at it's resting place on his back.

Dalek takes a final look around [spot 16 listen 19] before moving at a hustle towards Jaeden [hustle to S14:T15] and stops a few feet behind him.

As the warrior sees himself noticed by the Goblin he holds up his hands to show he means no threat [diplomacy 14]. He keeps a close eye on the creature, trying to determine what the creature might do and what it's disposition towards him is [sense motive 24].

With his attention so firmly on the Goblin Jaeden doesn't have a chance to keep tabs on the surroundings.

Quinn AC 25 hps 100 
Wednesday November 29th, 2006 10:39:18 AM

Quinn is glad to see Savin chase after the fleing goblin and yells out encouragment "Go wrestle him Savin, drag him back for questioning."

Quinn looks to Peerimus "No goblin or troll speak here brother. I hope someone does or this is all wasted effort."

To Trace Quinn bangs his mace on his shield in excitment "Nice Shooting brother. Save some of those arrows, they do a nice job."

Quinn will hobble down the hill toward the goblins, looking longingly at Dalek.

0 Level(6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical Vestments +3 on shield, extended to 24 hours
Magical Vestments +3 on Armor, extended to 24 hours

Rod of Extend 2/3


Peerimus AC 26 HP 91 and Yorrick AC 23 HP 117 
Wednesday November 29th, 2006 5:44:43 PM

Peerimus keeps Yorrick at his pace and moves towards the troll just ahead and furhter to the left. The troll being further than 40' it take the human and bear a full round to pick their way to it. Peerimus will not be sending Yorrick in advance and beyond thier shared spells yet. At this point he does not see the need. "We are on him Jaeden". he replies throught he link.

Peerimus to x8 and Yorrick to x6 if I read our starting squares right

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider

Ruffians 05 (DM/Al)  d20+9=16 d100=56
Wednesday November 29th, 2006 9:49:20 PM


Savin pursues the fleeing Troll. With a speed that widens the Trolls eyes as it takes a worried glance behind it. The Troll flails ineffectually at the speeding Smooth-skin as it closes. (T4 Hit Savin AC16) Then it is hit with a blow that brings bright spinning stars to its vision.

Then the Troll explodes in bright lights and flame as four of Trace's arrows come over Savin's shoulders and rip the Troll apart in Holy conflagration.

Jaeden calls for Dalek with his mind and then hurries down the hill toward the pair of goblins on the ground just off the road. He holds his hands up in a sign that is often a sign of peace. He is still quite far away, and it is unclear as of yet as to how his gestures are taken. The weapon, still in his hand may be a problem in this. (Sheathing a weapon is a Move Equivalent action Jaeden.) To all observation, though, the female goblin is afraid. She continues to lick the face of the smaller goblin with occasional looks over her shoulder at the battle that rages behind her. (Both Diplomacy and Sense Motive usually take around a minute, Jaeden.)

From Dalek, Jaeden receives a sense of wariness with no trace of alarm. That's a good sign. No other threats spotted yet. The gentle clop of Dalek's hooves approach behind Jaeden.

Quinn cheers his new companions on before hobbling down the hill where the group will, no doubt, have to deal with the regenerating Trolls.

Peerimus and Yorrick walk with spell enhanced speed down the hill toward the nearest downed Troll. They approach to within 15 feet. From that distance, Peerimus can see the burns from Trace's arrows. But around the burns, the wounds have come very close to healing.

[ Trace, T2 is Two Range Increments away. That will be a -4 penalty to your shots. ]

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

Suddenly two more of the Trolls rise from the ground. They look about at their bloody companions, and then they too begin to run. This time there are two. And they run in different directions. They scream loudly up into the hills.

=== OOC ===

Status
======
All Trolls are AC16.
Troll1 Dead or Dying
Troll2 Near Death
Troll3 Dead or Dying
Troll4 Dead or Dying
Troll5 Near Death
Troll6 Dead or Dying

Map

Please indicate what square you are in by the square's grid coordinate if you move.
Please indicate your Target by its designation on the map if you attack.
If you fail to do either, then I will have to interpret these things for you, and you will be stuck with my interpretation whether you like it or not.

Trace and Shadow  d20+15=24 d20+15=25 d20+10=20 d20+7=16 d8+7=10 d8+7=12 d8+7=12 d8+7=14 d6=6 d6=1 d6=6 d6=1 2d6(3+6)=9 2d6(5+1)=6 2d6(4+4)=8 2d6(2+6)=8
Wednesday November 29th, 2006 10:17:47 PM

Traces attention is diverted from the goblins as he sees the Trolls rise and run, Trace unloads two at the troll headed for the road and drops him before he gets too far and the same for the other as he is knocked down. Trace whispers to the others, "I think yall need to start setting fire to these trolls soon. I rember my Uncle giving me a speach about the law of average and I dont rember the whole story but the meat of it is that I am closer to missing than I was at the beginning so lets not reach that point."

Trace ignores the goblins for now and stays focused on the big uglies, waiting for the next one to pop his head up. "don't forget to loot the trolls just incase they have somthing usefull that we might need or can use."

Troll 2
hit ac 26 (10 hps dmg, 6 fire, 9 holy = 25 hps)
hit ac 27 (12 hps dmg, 1 fire, 6 holy = 19 hps)
total= 44hps dmg
Troll 5
hit ac 22 (12 hps dmg, 6 fire, 8 holy = 26 hps)
hit ac 18 (14 hps dmg, 1 fire, 8 holy = 23 hps)
total= 49hps dmg

arrow total (96/120)

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

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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

Jaeden Ohm  d20+5=21 d20+7=23
Thursday November 30th, 2006 12:45:00 AM

Jaeden sheathes his greatsword at his back and continues to move closer to the Goblin. The warrior does everything a man wearing full plate can do to appear unthreatening.

His focus is fully on the Goblins ahead and trusts that his companions can handle the Trolls.

Dalek continues to trail Jaeden by a few feet and keeps the vigil that his companion is too absorbed to keep [spot 21 listen 23].

Notes
*I believe drawing or sheathing a weapon can be done as a free action IF combined with a regular move action.

Draw or Sheath a weapon

Depending on your ruling Jaeden is either at AB14 or AH14.

[ Note that it says that Drawing *and* sheathing a weapon is a Move Action. Note also, that when it allows the drawing of a weapon during a Move Action, it *only* mentions Drawing. Sheathing remains a Move Action. This is not just my ruling. It is common practice among players. You will often see players Drop weapons as a Free action when changing to a different weapon. --Al ]

Laima Ragana [ac30 hp48/48:mage armor, message]  d20+16=29 10d6(2+6+4+6+1+6+2+6+1+6)=40
Thursday November 30th, 2006 12:06:29 PM

After several moments of contemplation the Kismetic realizes that the human makes a compelling point; raping is evil incarnate.

"I understand your point Jaeden. Let me handle this situation." Surveying the field before her she watches as the two newly risen trolls take to flight and scatter as base animals instincts tell them. She knows that they must be stopped.

Full, lush lips move as Arcanum is chanted; it rises and drops in audibility through the mental link that the group holds but nothing distinguishable can be discerned. Pulling her left arm back to resemble a chicken-wing she opens her eyes, focusing on the two fleeing trolls before thrusting an open palm, fingers pointing upwards, towards them. A great heat and rumbling ball of fire bursts forth from her palm and sails towards her target, erupting into a conflagration at his back.

"I will talk to the Goblin as well, Jaeden. Do not scare the poor creature."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cast: Shadow Evocation(fireball) targeted at BB7 (the lower left corner of T2)
Save DC 21 (illusion spell) for WILL save to disbelieve (I am not sure if they get this roll as their backs are to me)
Spell Resistance check-29 (d20 + 15(caster level 11 +4 for Greater Spell Penetration) + 1 Luck Point)
Damage: 40 (1/5 if they disbelieve for 8 damage)

spells per day --- Save DC
0- 5 / 6 --- 15
1- 7 / 8 --- 16
2- 7 / 7 --- 17
3- 7 / 7 --- 18
4- 7 / 7 --- 19
5- 4 / 5 --- 20
+1 to the Difficulty Class for all saving throws against illusion spells

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

active effects
Mage Armor [+4AC / 11 hours]
Message [110 minutes]

luck points
1 / 4

I am trully sorry everyone for not being here...hopefully this spell will start to make up for my absence. I also hope that my skills as a magic user will be adequate in replacing Firn...most likely not though, he was good. -Drew

Incredibly LATE Posting Report Week of 11.20-24 [aDM Drew] 
Thursday November 30th, 2006 12:21:35 PM

Posting Report for Children of Chaos
Week of November 20-November 24
...............................M...T...W...Th...F
DM-Al....................x....x....2.....+.....2
Peerimus-DanK......2....x....x.....+....2
Laima-Drew...........x....x....o.....+.....x
Savin-George.........2....o....x.....+.....2
Jaeden-Jason.........x....o.....x.....+....2
Quinn-JimF............x.....o.....x....+.....3
Trace-Ted.............x.....x.....x....+.....2

x = post
o = no post
* = substitute post
- = skipped post (no DM post)
+ = see notes
Notes
DMAl's Thursday post was a clarification for battle. He posted Friday to make up and posted Saturday to make up for Friday's post. Everything is back on track now.


Quinn AC 25 hps 100 
Thursday November 30th, 2006 5:20:40 PM

Quinn continues his slow plod down the hill and watch the troll that is dancing with Savin with interest. Quinn wonders if the troll will be alive or subdued by the time he reaches Savin, 50/50 shot.

Quinn is pleased to hear that Laima will be able to speak to the goblins so this may not be a complete waste. "Nice job sister, I think you cooked him." Quinn shouts encouragement.

Quinn spots Peerimus on the field "We must hurry this along if we are to find the Shroud today. I do not wish to tary in this land for more than a day, not with this leg."

0 Level(6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical Vestments +3 on shield, extended to 24 hours
Magical Vestments +3 on Armor, extended to 24 hours

Rod of Extend 2/3


Peerimus AC 26 HP 91 and Yorrick AC 23 HP 117  d20+20=26 d20+16=17
Thursday November 30th, 2006 8:11:18 PM

Peerimus and Yorrick move along side the down troll and further down the hill to be able to move on the others more quickly. But keeping Yorrick within striking distance and one almosyt past, Peerimus gives Yorrick the attack comand. Immediately the bear turns and slashes into the troll. The flames leaing to life about his great claw from the Tear of Ebyron impanted upon it.
[yet somehow he missed the helpless practically dead troll.] Peerimus shakes his head slightly side to side, 'Silly old bear'.

Move to AD 8 then attack

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider


Trace and Shadow 
Thursday November 30th, 2006 8:21:40 PM

has Peerimus posted yet?

[ Yes. Just above. --Al ]

Savin  d20+10=18 d20+10=23 d20+10=11 2d6(4+3)+16=23 2d6(3+6)+16=25
Thursday November 30th, 2006 9:40:00 PM

Savin sees the trolls getting up and thinks, "Sorry fellows but not today. He sees arrows fly and magic go off and decides to make sure his troll doesn't get up anytime soon. He swings 3 times somehow missing once and does another 48 points of damage to T4

Ruffians 06 (DM/Al)  d100=93 d20-2=15
Thursday November 30th, 2006 9:45:11 PM


Trace splits his attacks between the two fleeing Trolls. Both go down, hit by bright impacts of fire and holy light.

Jaeden sheathes his greatsword and continues his way down the hill, his focus on the goblins. Dalek follows behind. The vigilant warhorse sees nor
hears any other dangers.

Laima prepares an illusion, the stuff of shadows. But when she looks up, her target is gone, dropped by Trace's arrows. Knowing full well that the
illusion would not affect an unconscious being, she holds her spell. (You may retain the spell, Laima.)

Quinn counsels speed as he continues down the hill in the direction of Savin.

Peerimus and Yorrick move downhill from one of the downed Trolls. Yorrick strikes out with a flaming paw, but the new flames startle the bear and he
misses.

Savin continues to beat on the Troll by which he is standing. Bones break. Blood and pulpy flesh splatter and splash. This one isn't getting up for at least two or three minutes.

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

Just then the Troll (T3) under Yorrick's paws opens its eyes. It is still staggered by its wounds, and in no condition to fight. Closing its
eyes again it attempts to play dead and buy time to heal. (Bluff 15 vs Sense Motive from Yorrick and Peerimus only.)

Just outside the line of brush, another Troll rises from unconsciousness (T6). It takes it but a moment to assess its situation and run screaming up
the road.

The female goblin clutches the small one to her self, and rises to her feet. From 100 plus feet away Jaeden can see her eyes dart about in fear.
Whether that is due to his approach and that of the group or because of the Trolls that rise around her is not readily clear.

=== OOC ===

Status
======
All Trolls are AC16.
Troll1 Dead or Dying
Troll2 Dead or Dying
Troll3 Staggered
Troll4 Dead or Dying
Troll5 Dead or Dying
Troll6 Near Death

Map

Please indicate what square you are in by the square's grid coordinate if you move.
Please indicate your Target by its designation on the map if you attack.
If you fail to do either, then I will have to interpret these things for you, and you will be stuck with my interpretation whether you like it or not.


Trace and Shadow  d20+15=34 d20+15=16 d20+10=20 d20+7=22 d8+7=11 d8+7=12 d8+7=14 d8+7=10 d6=4 d6=5 d6=3 d6=4 2d6(5+2)=7 2d6(1+4)=5 2d6(3+6)=9 2d6(2+1)=3
Thursday November 30th, 2006 10:14:25 PM

Trace continues to stay on guard knocking down the Trolls as the get back up.

Troll 3
hit ac 36, 11 hps dmg, 4 fire, 7 holy = 22dmg)
hit ac 18, 12 hps dmg, 5 fire, 5 holy = 22dmg)
44 dmg
Troll 6
hit ac 22, 14 hps dmg, 3 fire, 9 holy = 26dmg)
hit ac 24, 10 hps dmg, 4 fire, 3 holy = 17dmg)
43 dmg

arrow total (92/120)

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

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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

DM/Al 
Thursday November 30th, 2006 10:16:58 PM

As far as you know, Trace. Troll3 is still down. Unless you can justify a reason to shoot at it, I don't think you would.

Jaeden Ohm  d20+9=21 d20+2=8 d20+5=19 d20+7=23
Thursday November 30th, 2006 11:01:29 PM

After a brief pause Laima speaks again and to Jaeden's surprise she conceeds his point. Not many would so freely do so. Yet another point of value to this new Half Orc he thinks to himself.

"I think you're right Laima, you might do better here. Look, she's skitish at my approach. Besides language, this situation might be better handled by a woman. I know it's a bit ruthless, but keep in mind we're trying to get her to guide us to our goal."

Hoping to not cause the Goblin to bolt Jaeden stops, then takes a step back [5' step to AA14]. Trusting in his new companion to handle this, he goes back to keeping an eye one the surroundings [Jaeden spot 21 listen 8 dalek spot 19 listen 23].

Notes
Ah, I didn't catch that the language limited it to drawing as being couplable with a free action. On another note, how did you get the link working? :P

Trace and Shadow 
Friday December 1st, 2006 7:16:37 AM

no, Trace would not have known, show all four at the standing troll. Sorry, was posting in a hurry and only paid attention to the Troll status at the bottom of your post. Wont happen again.

Savin ac 29 hps 115/115  d20+10=28 2d6(4+5)+16=25
Friday December 1st, 2006 9:02:17 AM

Savin looks down in satisfaction on his pulped troll. He calls out, "Does anyone have a way to finish this thing off?"

Savin then moves toward the goblins and T6. He swings a mighty blow at T6 hoping to put it back down and keep it down. He moves to AO19. Savin hits ac 28 for 25 points of damage using +5 on his powerattack

(OOC Al after quick post yesterday, I meant to tell you that I turned off my boots of speed. Didn't take the extra attack. Trying to conserve resorces)

Laima Ragana [ac30 hp48/48:mage armor, message]  d20+16=33 10d6(3+5+6+6+4+2+4+5+3+6)=44
Friday December 1st, 2006 9:49:08 AM

Something deep down forces her to hold onto the arcanum that was set to spew forth from her palm; that same something screams in her ear to let it go now. The slate-grey robe tussles as her left hand thrusts forward and emits a fiery orb of immolation; to only the most perceptive it takes on a dark, inky look during the first fraction of a moment of manifestation.

The fireball arcs forward, almost in slow motion, before landing and detonating between the newly risen troll and the fallen one near it.

Heat warps the landscape.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cast: Shadow Evocation(fireball) targeted at AN14 (between trolls T1, T5 and T6-all within 20' burst radius - even if the two unconscious trolls take 1/5 damage it is still fire damage none-the-less)
Save DC 21 (illusion spell) for WILL save to disbelieve (I am not sure if they get this roll as their backs are to me)
Spell Resistance check-33 (d20 + 15(caster level 11 +4 for Greater Spell Penetration) + 1 Luck Point)
Damage: 44 (1/5 damage if they make WILL save)

spells per day --- Save DC
0- 5 / 6 --- 15
1- 7 / 8 --- 16
2- 7 / 7 --- 17
3- 7 / 7 --- 18
4- 7 / 7 --- 19
5- 4 / 5 --- 20
+1 to the Difficulty Class for all saving throws against illusion spells

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

active effects
Mage Armor [+4AC / 11 hours]
Message [110 minutes]

luck points
1 / 4

Jaeden Ohm (Free Action Post)  d20+13=23
Friday December 1st, 2006 4:12:12 PM

The flash of erupting flames pulls Jaeden's attention from the surroundings to Laima's ball of fire. He takes note of the flickering shadows that seem to make up the flames [will vs DC21: 23, Success].

"Interesting..." he whispers.

Peerimus AC 26 HP 91 and Yorrick AC 23 HP 117  d20+17=35 d20+17=32 2d6(6+2)+11=19 d6=1 2d6(3+4)+11=18 d6=2 d20+7=12 d20+20=35
Friday December 1st, 2006 4:43:13 PM

Peerimus and Yorrick stay where they are. It does not matter much to the druid how dead the troll is. Until a great deal of Fire or acid is applied the simple truth of the matter is the troll is not dead. With that thought, Peerimus directs Yorrick to strike again with his claws. Which the kodiak obliges with. Each of the powerful strokes tears deeply, but the damage from fire is very limited. "This could take a while" Peerimus whispers through the spell to the others.

[Yorrick Hit AC 35/32 Dmg 19+1 Fire and 18+2 Fire]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider

Trace and Shadow 
Friday December 1st, 2006 5:59:36 PM

Free action

Trace whispers, quick, someone build a fire

Quinn AC 25 hps 100  d3=1
Friday December 1st, 2006 7:06:55 PM

Quinn is concerned that this is taking too long and secures his mace to his belt and he calls on Gargul's blessing and summons a fire elemental

Summon VI

One small fire elemental will apprear next round and begin burning trolls, starting with T4.

"That should speed things up." A satisfied Quinn exclaims.

0 Level(6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical Vestments +3 on shield, extended to 24 hours
Magical Vestments +3 on Armor, extended to 24 hours

Rod of Extend 2/3


Bloody Smoking Slaughter - END OF COMBAT (DM/Al)  d100=36 d100=77 d100=68 d4=2 d4=4 d20+11=16 d6=4 d6=3 d20+11=31 d4=2 d4=4 d20+11=16 d6=5 d6=3 d20+11=17 d4=1 d4=3 d20+11=29 d4=3 d4=2 d20+11=16 d6=1 d6=2 d20+11=29 d4=3 d4=1 d20+11=12 d6=3 d6=3 d20+11=16 d6=2 d6=1 d20+11=21 d4=2 d4=2 d20+11=18 d6=1 d6=2 d20+11=24 d4=4 d4=4 d20+11=29 d6=1 d6=6 d20+11=30 d4=4 d4=3 d20+11=14 d6=5 d6=4 d20+11=17 d4=2 d4=4 d20+11=23 d6=4 d6=2 d20+11=28 d6=1 d6=4 d20+11=15 d4=1 d4=2 d20+11=17 d6=3 d6=4 d20+11=16
Saturday December 2nd, 2006 11:29:46 AM


Trace shifts his aim again and slams two arrows into the single standing Troll. The Troll's shout is cut off, and it skids to the ground.

Jaeden backs five paces and stands watch with Dalek, leaving contact with the female goblin to the new female addition to the group. The hills around this section of the road appear free of threats to man and horse.

Savin speeds out of the concealment of brush and slams his staff into the Troll just recently brought down by Trace's arrows. There is a wet crunch of bone, ensuring that this one will stay down just that much longer. Then, in a rather loud voice, Savin calls out to his companions.

Laima casts a spell, and an orange ball of flame blooms in the open area by the side of the road. It engulfs two of the downed Trolls before it fades. It's a narrow miss for Savin at the very edge of the blaze. Jaeden, watching from the hillside, senses a wrongness to the Fireball. It is different, lacking in substance, from the Fireballs that he had seen Firn'gaer produce. And yet, it does appear to be effective as smoke now rises from the bodies of the two trolls.

Bluff or no bluff, Yorrick hits the downed Troll, sending it down into unconsciousness. The Tear affixed to his fur glows red and fire dances along the great bear's claws.

Quinn begins a spell of Summoning. The presence of Gargul feels indistinct. Distant. Out of reach. Quinn gropes for the power. He quests with his spirit. And he finds it. (30% spell Failure Result: 68/Pass) The Gods are there! Outside the boundaries of Koshe Marr. One need but have the strength to reach them.

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

Another Troll rises and Trace's arrows once again put it down. (T1. Trace, I used your shots intended for T3 if you don't mind. You have 92 left.)

The battlefield is still. The Children of Chaos have bought themselves some breathing space. Quinn's Small Elemental pops into existence next to one of the Trolls. Then, as the only creatures with renewable fire attacks, the Elemental and Yorrick begin moving from Troll to Troll aiming killing blows. Fire is capricious and the Trolls are strong in Fortitude. Still, it takes Yorrick and the Elemental little over one minute to dispatch them all, just in time for the Elemental to expend its time on this plane and disappear.

Trace moves from Troll to Troll in search of Arrows that he might recover. He finds that the Magic bestowed upon the ammunition by his bow has consumed them all. There is not a single one left. (All magic ammunition is destroyed, Trace.)

There are still no signs of the roving bands that Savin had seen earlier. But how long can that last? The bodies of four Trolls lie, easily visible from the road. Wisps of smoke rise from the mangled flesh.

The feeling of distance from his God lingers long after Quinn's attempt at a spell. What a forsaken land this is, where these Trolls, so easily defeated, are the common population. The full horror descends on the cold lavender rays of the awful moon. In this place, one cannot count upon divine assistance.

Next to the road, the small figure in the arms of the female goblin stirs. The female goblin remains rooted to the spot. Her eyes move from one to the next of these alien beings who arrive and slaughter the Trolls with such ease. Her eyes fall to the bundle in her arms. It is a young goblin, possibly around four years of age, and male. The female goblin looks up again. There is resignation in her eyes. She places the young goblin gently upon the ground. Then she herself lies down upon her back. Her legs fall apart and she turns her face away.

=== OOC ===

Feel free to post actions that occur at the same time that Yorrick and the Fire Elemental are dispatching the Trolls.

Note on Area Spells: Please choose an Intersection for the center for your spell rather than a Square. Thanks.

Laima, to answer one of your questions, there is really no Back or Front to characters in the core rules of D&D, so unless they were actively avoiding a look at you, they would see you. If, um ... if they had been conscious, that is.

Map as of the End of Combat

*** DIVINE SPELLS ****

Here's how it works. All Divine spells have a chance of Spell Failure in Koshe Marr. Scrolls of Divine spells as well. The spell failure increases per Spell level. (Caster Level is not affected.) Here is the chart.

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.)

(BTW, if you think this is grossly unfair, you should see the chart that DM/Inge used before I modified it. Ouch.)

Coup de Grace Rolls against the Trolls (If you're interested)
======================================
Total: 12 rounds
Elemental vs T4 Critical Fire 6 vs Fort 16 / Alive
Yorrick vs T3 Claw Critical Fire 7 vs Fort 31 / Alive
Elemental vs T4 Critical Fire 6 vs Fort 16 / Alive
Yorrick vs T3 Claw Critical Fire 8 vs Fort 17 / Dead
Elemental vs T4 Critical Fire 4 vs Fort 29 / Alive
Yorrick Move
Elemental vs T4 Critical Fire 5 vs Fort 16 / Alive
Yorrick vs T1 Claw Critical Fire 3 vs Fort 29 / Alive
Elemental vs T4 Critical Fire 4 vs Fort 12 / Dead
Yorrick vs T1 Claw Critical Fire 6 vs Fort 16 / Alive
Elemental Move
Yorrick vs T1 Claw Critical Fire 3 vs Fort 21 / Alive
Elemental vs T6 Critical Fire 4 vs Fort 18 / Alive
Yorrick vs T1 Claw Critical Fire 3 vs Fort 24 / Alive
Elemental vs T6 Critical Fire 8 vs Fort 29 / Alive
Yorrick vs T1 Claw Critical Fire 7 vs Fort 30 / Alive
Elemental vs T6 Critical Fire 7 vs Fort 14 / Dead
Yorrick vs T1 Claw Critical Fire 9 vs Fort 17 / Dead
Elemental Move
Yorrick Move
Elemental vs T2 Critical Fire 4 vs Fort 12 / Dead
Yorrick vs T5 Claw Critical Fire 6 vs Fort 16 / Alive
Elemental Move
Yorrick vs T5 Claw Critical Fire 5 vs Fort 15 / Alive
Elemental Gone
Yorrick vs T5 Claw Critical Fire 7 vs Fort 16 / Dead

Quinn 
Sunday December 3rd, 2006 3:48:49 PM

Quinn is unconcerned about the goblins as he directs his fire element and walks beside it "Hi sparky, good to see you again. Yes we are in a bit of a fix. I am sure you will like going home in a few minutes. We are not leaving until tomorrow."

Once the trolls are all dead for good, Quinn will walk over toward the goblins and the rest of the group. Quinn seeks out Perrimus "We have problems. It was real hard to summon the elemental. We need to push hard, because I think it will be next to impossible to recover our spells. I feel so lost somehow. Tomorrow, if we have not found the Shroud, I suggest at least you and I go back to the Wold using my plane walk, if it is sucessfull, to recover our spells and the return using the artifact."



Jaeden Ohm 
Sunday December 3rd, 2006 4:38:18 PM

Dalek please, bring Laima quickly. A thought and the warhorse speeds off to allow Laima to mount [move to M21:N22].

"Laima, Dalek will speed you to the Goblin. We're going to need your touch on this I think. See if you can build her trust enough to get her to show us to where we need to go." A whispered communication over the strands of Laima's magic.

"Ok Peerimus, our immediate danger is clear. The reigns are back in your hands."

Laima Ragana  d20+6=14 d20+6=14 d20+5=6 d20+9=14
Monday December 4th, 2006 11:16:45 AM

Laima pulls herself onto the horse and holds tightly as the mount trots her towards the goblins. She pulls up on the reigns and slides off of the side of the horse, pulling her backpack off and reaching into it; she pulls out a few articles of fine cloth, pale green and rust colors stripped with slate. Laima approaches slowly, wearing a large smile and warm eyes, walks up lightly next the sprawled goblin and the little one; delicately covering up the body of the baby before turning to the mother. Kneeling next to her, Laima places a hand on her knee and pushes her legs closed before offering the other cloth to the goblinette.
She watches the pathetic creature with mixed emotions and if the goblin tries to scamper away or appears startled, Laima will try to calm her with a gentle shhhh-ing sound.
"Its okay 'ittle one, its okay."
She watches the goblin woman for a moment and hopes that she will cover herself up. Turning to the baby, Laima looks upon it for signs of life and will examine the pup quickly.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Rides Dalek to within 20' of the goblins before dismounting and approaching slowly.
Ride.14
Spot.5
Diplomacy.14
Heal.14

spells per day --- Save DC
0- 5 / 6 --- 15
1- 7 / 8 --- 16
2- 7 / 7 --- 17
3- 7 / 7 --- 18
4- 7 / 7 --- 19
5- 4 / 5 --- 20
+1 to the Difficulty Class for all saving throws against illusion spells

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

active effects
Mage Armor [+4AC / 11 hours]
Message [109 minutes]

luck points
3 / 4 (get mine expended +1 back for successful spell)


Savin  d20+13=24 d20+13=18
Monday December 4th, 2006 11:30:41 AM

Savin will look to Jaeden and Peerimus and say, "While Peerimus's negotiates, why don't we at least try to move these bodies off the road and cover them up. Don't want it to be too obvious that we are here.

I have some rope. If we could tie the trolls off, maybe Dalek and Yorrick could exert their strength to pull them off road?"

Savin will quickly go to one troll and loop a rope under its long arms grimacing at the smell. If one of the animals moves over, he will tie it off. He will pat down the trolls as well during this process looking for loot and that paper one was waving before.

He will try and keep an eye and ear open as well for trouble.

Spot 24
Listen 18

Peerimus and Yorrick  d20+20=35
Monday December 4th, 2006 3:27:55 PM

To be completed....

What Quinn says disturbs Peerimus on multiple levels, the sense of loss or rather the feeling of isolation so unknown until now was one thing he had tried to prepare for, had expected and understood. This new aspect that Quinn brought forth though, the ability to channel and reach out despite distance and barrier was for some reason unexpected. Why had he not thought of it and how far did it extend. It was a thought he must leave uncompleted for now. The fight was over and several things needed to be done at the same time. Laima was moving to assist the goblin and looking like she was in the right thinking towards it.

Savin was certainly in the right, getting the most obvious signs of the dead trolls from the road was important. The presence of a forced killing trolls and 6 of them so thoroghly did not need to be shouted across the landscape. Throught the Message spell: Jaeden come with us to assist on moving the trolls off, Savin is right. It won't be perfect or close at all, but if the casual traveller misses it we may buy needed time. Lamia, repeat anything she says through the message spell. Do your best.

He's not sure what to say to Quinn just yet, so just shakes his head at the current plan laid out by the cleric. "Keep your eyess open with Trace." Peerimus will then attempt to get Yorrick to assist if he can, but it s something he never has worked on with the bear. Hopefully the charred troll remains would not be so much heavy as disgusting. The druid tries to set to the unpleasant task best he can.
[handle animal 35]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider

Hide! (DM/Al)  d100=41
Monday December 4th, 2006 9:34:39 PM

Quinn informs Peerimus of the unsettling experience he had while casting his spell. Peerimus takes it for the dire news that it is. Quinn plans to escape tomorrow. If he can. The Lavender Moon looks down from above like the baleful eye of a cat as spies out a passel of unlucky mice fallen into its trap.

Jaeden sends Dalek up slope to bring Laima while he watches for trouble. He passes leadership back to Peerimus.

Savin moves swiftly from Troll to Troll. None seems to have a single thing of even marginal worth on their person. Bone trinkets, colored stones, bits of cloth dipped in a dried mix that smells foul, old meat of dubious edibility. When Savin reaches the one that had been waving the scrap above his head, he finds that the scrap is actually cloth. It is a worn sleeveless shift that clearly belongs to the female goblin. It is surprisingly clean and looks to be of fine make, though it has very plainly seen better times.

Savin begins to move the bodies, dragging them to the brush on the hillside. Yorrick understands the idea after only a simple example from Peerimus, and takes the charred arm of one of the Trolls in his mouth and begins dragging a carcass in the same direction as Savin. The dragged bodies leave bloody trails in the dirt, but one skilled in the arts of woodcraft might be able to conceal these with a little effort.

Savin looks up occasionally eying the road and the surrounding hills. The group has been very lucky so far. No sign of patrols. But how long can it be before one appears?

The female goblin remains still and passive, turning her head to look only at the quiet sound of Laima as she approaches with clothing. Though she lifts her head, the female goblin makes no move to rise. Even with Laima right above her, she remains prone. Instead, however, she watches with wary eyes. To Laima's best judgment, the female goblin is past the bloom of youth. Care and the ravages of a hard life seem to have aged her beyond her years, though at one time she may have been much more attractive. The boy appears around four or five years of age. Both bear fairly severe wounds.

As Laima kneels to offer the clothing to the female, the boy stirs and rises.

"Chakacha pahka pa jah!" The boy rolls swiftly to his feet and slams himself between Laima and the female goblin. He grows and bares his teeth. "Jahkee grjeek deedee ah!"

A look of decision enters the female goblin's eyes. "Keeah, Rogo. Ritee demba deeahm." She gathers the cloth about herself and stands. With one hand she holds the little one to herself, restraining and protecting.

"I Sleema," she says in Common. With a renewal of hope comes a sense of fear. She looks about at the hills above and the road that disappears in both directions. "Must need hide!" She hurries the boy toward the brush at the side of the road. "We go! Hide, hide, yes?"

For Trace: Highlight to display spoiler: {"Hey! What do you think you're doing! You don't touch my mother!"
"Stop, Rogo. I think they may help us."
}

Quinn 
Monday December 4th, 2006 10:29:51 PM

At Savin's suggest, Quinn has sparky burn up as much troll blood as he can before he leaves. Quinn bides his fire elemental good bye "See you on the other side Sparky, literally."

Quinn moves back to Peerimus "Brother, after Sister Lamia get what she can from the goblins, I suggest we try your artifact toys to find the shroud. If the artifacts do not work we can try my find the path divination, if it works." Quinn lets his voice trail off as he is not too optimistic.

Quinn continues "Our curing may be suspect. Do we have a cure wand to test? To see what effect this place has on divine magics."

Trace and Shadow  d20+21=36 d20+16=19 d20+10=17 d20+6=18
Monday December 4th, 2006 11:40:00 PM

Trace becomes stealth while keeping his eyes and ears open.
hide 19, silent 36, spot 17, listen 18

Trace whispers to the others, "I forgot that I can speak with goblins, I probly meant to quit considering what they have done to my kind. The child is telling us not to touch his mother, she is telling him to stop that she thinks we might help, I wonder what gives her that idea? If she only knew my feelings on the matter. Tell her ,yes we help and do as she says everyone hide, she seems to understand common. I will try and hide the tracks the best that I can."

Trace comes out of hiding and moves down the hill and is able to move through the brush as if it was not even there (woodland stride) Trace uses his tracking ablities to try and hide the scenes of their work on the road. (swift tracking ability)

arrow total (92/120)

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

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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

DM/Al to Trace 
Tuesday December 5th, 2006 8:19:55 AM

Any use of Tracking is a Survival Roll. Please roll Survival to see how successful you are hiding traces of the fight.

If you don't see this message before posting time tonight, I'll roll for you.

Jaeden Ohm 
Tuesday December 5th, 2006 12:01:31 PM

Jaeden nods in agreement with Savin and in compliance with Peerimus' request for him to help. With a brisk stride he moves to assist and with a thought he brings Dalek over to do the same. Once the beasts are hidden he stays out of the way so that Trace can do his work.

The ranger's translations of the Goblin tongue bring a bit of satisfaction to Jaeden. Looks like this time at least the call was correct. He is also satisfied with his new companions and they way they acted, both militarily and morally.

Hoping that the sight of him won't change the Goblin's mind he begins to approach, doing his best to appear non-threatening.

Laima & Minek  d20+5=12 d20+5=19 d20+5=12 d20+9=19 d20+7=15 d20+5=17
Tuesday December 5th, 2006 12:19:26 PM

Wishing that she could fully understand what the boy-goblin was saying, Laima shakes her head slowly. Then his mother speaks a broken Common and Laima nods encouragingly, the fan of black hair bobbing back and forth behind her. As the female says to get off of the path, Laima perks up and begins to look around.

"We are here, my child, on urgent matters. We mean you no harm; not like those dirty trolls. Why were they assaulting you, hon?"

Laima's eyes are as warm as they are pale and her smile melds into the shape of comfort. Holding herself in the most non-threatening way that she knows she reaches into her backpack and withdraws a tiny, grey leather pouch. Pulling out three clear glass balls with fancy swirls of color through them, she extends them in an opened palm to the boy.

Tilting her head to the side, "Marbles?"

After a moment, she will replace the marbles in the pouch if the boy does not take them otherwise she smiles widely at his acceptance and replaces the pouch minus three marbles. Standing slowly, Laima runs her hands over her robes to smooth out the wrinkles.

Turning her head to look at Minek, perched on her shoulder, she clicks and nods her head to the lavender sky.

"Wanna take a peak little one? Fear not, just stay within sight."

Shaking his head in an apprehensive manner, Minek shows his wariness to scouting in this distant land, but after a moment takes off, leaving the security of his orc's shoulder.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Spot.14
Listen.19
CHA.12
Diplomacy.19 (to ease the apprehensions of the boy-goblin)
Minek Spot.15
Minek Listne.17

spells per day --- Save DC
0- 5 / 6 --- 15
1- 7 / 8 --- 16
2- 7 / 7 --- 17
3- 7 / 7 --- 18
4- 7 / 7 --- 19
5- 4 / 5 --- 20
+1 to the Difficulty Class for all saving throws against illusion spells

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

active effects
Mage Armor [+4AC / 11 hours]
Message [110 minutes]

luck points
3 / 4


Savin  d20+12=30
Tuesday December 5th, 2006 1:16:12 PM

Savin sees that the goblins at least seem to be friendly and follows the female goblin closely. He urges the others to get off the road and leads them up to an area where they can all hide. He will look for a depression or a hill or some kind of obstacle big enough to hide the group and with Dalek and Yorrick.

spot check 30

If he finds one, he will lead the group towards it, moving ahead to make sure nothing else is in its place. Once they all get comfortable, Savin will dig into his haversack and pull out some food for their guests. As he hands it over he will say slowly in common, "I understand that this land doesn't promote trust, but we mean you no harm."

He will look to Quinn and Peerimus and ask, "Can you heal them? I am sure that might help the situation."

Peerimus and Yorrick  d20+24=44
Tuesday December 5th, 2006 2:24:58 PM

Trace begins to work on removing the evidence of the dragged trolls and knowing time is precious, Peerimus does so as well. [Survival 44] As he works he whispers back throuh the message, "Everyone go and find a place to hide out in while Trace and I conceal the road, we will join you when our task is complete. Yes Quinn, we can heal her and the both and hopefully quite easily with a wand instead of spell." Peerimus will keep Yorrick still near him, so as not to break the shared spells, confident that as they deaprt the raod he will be able to cover thier trail.

"Tell her we shall heal both her and her son in short order and ask if she has ever heard of 'The Inn' or 'The Vault'?"

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider

A Moment's Peace (DM/Al)  d20+14=29
Tuesday December 5th, 2006 8:40:37 PM

Quinn turns again to his Fire Elemental, but it is already gone. He makes several suggestions. One to test the powers of the Chaos Artifacts. The
other to test a Wand of Curing.

Trace slips silently from out of the brush. After translating the words of the two goblins, he sets about obscuring the signs of the battle with a
speed that only one born to Tracking can. (Trace, Survival 29 to cover the traces of battle. Full speed from Swift Track.) Peerimus aides the
effort. Despite the desolation of the land, the druid seems to have keen eye for the way the land should appear and he arranges it so. As quickly as
Jaeden, Dalek, Yorrick and Savin pull the Troll bodies out of sight, Trace and Peerimus cover the signs of passage, leaving behind a setting as
visually pristine as though the battle had never occurred.

Sleema, as she had named herself, turns her head to Laima's question as she hurries the boy goblin into the brush and up the slope.

"Why? Why?" she whispers in rhetorical reply. "They mens." She forms the thumb and forefinger of one hand into a hole and jams a
finger from the other hand repeatedly into it. "Mens. This they do. Because they mens."

The boy reaches out for the clear round spheres as Laima offers them. He palms one and thrusts it into his mouth. His progress up the rough ground
of the slope lags as his cheeks move about in exploration of the smooth sphere. Finally, he spits it back out onto his hand and looks at it with
puzzlement. His mother hurries him along, and, after a quick wary look in Laima's direction, the little goblin stuffs all three marbles into his
belted shirt.

Savin looks around at the dark hills. One looks like the next, and each might hold an marauding patrol of only Domi knows what. The only haven that
he knows of might be the space between the hills into which the group first appeared. That, at least, appeared safe at the time, so he leads the
group back over the crest of the hill and back down into to the little dell.

Once at a place of relative safety, Laima releases Minek to keep watch over the land from the skies. Waves of anxiety coming from the bird, it obeys its mistress and climbs into the dark sky.

Sleema and the boy fall upon the food that Savin produces as though this were the first food they'd seen in days. For a while, the only sound is that
of munching, chomping and chewing.

At Peerimus' words, Sleema pulls the boy to her and inspects the long wounds made by the claws of the Troll.

"Inn," she replies, "yes. Inn. Everybody know Inn. Very far. Far, far. Bad place. Goblin no can go."

"Vault?" She shakes her head. "No Vault. No." She licks the little boy's wounds, holding him still despite his struggling. Then she looks up and
tips her head up to look at Peerimus. "You mean Crypt?"

Quinn 
Tuesday December 5th, 2006 11:09:02 PM

Quinn is disappointed that he could not help with help with the hiding of the battle marks as he thought Sparky was going to last longer.

Quinn then limps after Savin as he moves the group back into the hollow. "Out to the road and then back again, Brother I have seen this part of the Koshe Mar already. Is the Shroud we seek in this Inn or Crypt? If so lets get going and snatch it from this evil land. Brother Trace see if the creature can tell us which direction to go. I will attempt to confirm with my divinatation." Quinn will sit down gingerly and take the weight off his diseased leg.

Savin  d20+12=26 d20+13=17 d20+13=29
Wednesday December 6th, 2006 9:09:43 AM

Savin will pull Peerimus aside and say, "I still think that Noxy and Faraday can bring us at least closer to the Shroud. Why don't you ask Faraday?"

Savin leaves the questions to the others and climbs back up the embankment to get a view of the road. Once he finds a place where he can see but remain unseen he lays down to keep watch.

Hide 26
Spot 17
Listen 29



CDM Jerry 
Wednesday December 6th, 2006 12:37:21 PM

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

Peerimus and Yorrick  3d8(3+7+1)+5=16 3d8(6+3+1)+5=15
Wednesday December 6th, 2006 5:06:22 PM

Peerimus sits down and pulls out the curing wand as he listens toteh goblin through Trace's Translation and the broken Common "Yes Crypt, I mean Crypt. Where and how far?" Peerimus gestures in a slow circle about them as he asks. Poitning to the wand "Will Heal." He then touches the female goblin I hope and with that thought he touches her and if all goes well he touches the boy.

"Savin, Noxy can only see us, not them, and while she made be willing to help I do not plan to take her with us and would prefer she know as little as possible about us and what we are doing. Once we are away I will though."

"Quinn, our information says the crypt, I asked about the Inn because our information says it is our only refuge in this entire land and pardon my bluntness, but if you die, our only way home. I for one want to know where this Inn is if the worst happens."

Peerimus then captures everyones gaze "We are in another world, by virtue of this and all we know. Quinn and my seperation as it were, the evil that flows and lives here. If things go horrible, This Inn is your only chance. On another note, if Quinn's god is the lord of the dead and that god is seperated from us it stands to reason that death here could take on a whole new meaning of horror and pernamence. Keep thta in your minds freinds, this is not the place for unue risks or to slip up."

Peerimus returns his attention to the goblin, "The Crypt? The Inn? Where and how far?"

Posting Report for Nov 27 - Dec 1 [aDM Drew] 
Wednesday December 6th, 2006 6:10:23 PM

Posting Report for Children of Chaos
Week of November 27-December 1
...............................M...T...W...Th...F
DM-Al....................x....x....x.....x.....x
Peerimus-DanK......x....x....x.....x....x
Laima-Drew...........o....o....x.....x.....x
Savin-George.........x....x....x.....x.....x
Jaeden-Jason.........2....x.....x.....2....x
Quinn-JimF............x.....x.....x....x.....x
Trace-Ted.............x.....x.....x....x.....o

x = post
o = no post
* = substitute post
- = skipped post (no DM post)
+ = see notes
Notes
Nothing to note except school on my part which is one reason for tardiness.


Laima 
Wednesday December 6th, 2006 6:41:22 PM

Watching as the little boy-goblin tries to eat the marbles, Laima cannot help but giggle softly. As to his mother's response to the assault, Laima cannot help but blush violently.

"Well, um...yes...yes, of course they do."

She turns quickly and scurries up the bank, trying her best to blend in with the environment. Looking to the sky to find her companion, she feels happiness and warmth when he flutters overhead and she lets Minek know that as well.

"Well, let us hope that nothing of the sort happens, Peer. The Path has brought us to this tainted place and perhaps she will show us a safe path through it and home?"
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

spells per day --- Save DC
0- 5 / 6 --- 15
1- 7 / 8 --- 16
2- 7 / 7 --- 17
3- 7 / 7 --- 18
4- 7 / 7 --- 19
5- 4 / 5 --- 20
+1 to the Difficulty Class for all saving throws against illusion spells

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

active effects
Mage Armor [+4AC / 11 hours]
Message [110 minutes]

luck points
3 / 4


Trace and Shadow 
Wednesday December 6th, 2006 8:08:02 PM

Before talking to the goblins, Trace whispers to the others, "I think I should only talk in common to her unless we just can get anywhere with the conversation. I think my being able to talk goblin needs to be hidden right now incase she takes us to another goblin that way I can tell if they are planning good or evil. If told to do otherwise Trace will then speak in goblin and gather the locations of where they need to go and how to get there adding in land marks and such for guidance.

arrow total (92/120)

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

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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

Many Patrols (DM/Al)  d100=21 d100=15 d100=59 d4=3 d20+14=16 d20+10=13
Wednesday December 6th, 2006 9:33:49 PM


Quinn is anxious to get where the group needs to to get get to. To get the Shroud of Atman and leave this cursed realm. If only someone knew where that might be.

Savin insists that Faraday and Noxy might be able to help. To at least bet the group closer than they are now. He voices his opinion and then climbs back up in the direction of the ridge overlooking the road. The ridge stands a bit more than a hundred feet from where the group huddles at the lowest point between the hills.

Peerimus takes out a wand of healing and touches the Sleema with healing magic. Even with the wand, he feels the gulfs of darkness that stand between himself and the Divine Nature of the Wold. (21%) The magic nearly fails. He turns to the boy, and this time desolation comes for Peerimus. All around are rock and stunted growth. Plants and earth they are, but they are all dead. Twisted and dead. The magic fails. A third attempt, though succeeds and both goblins find their wounds completely healed. (15% and 59%)

"You a magic," Sleema says, a touch of awe in her voice. "My man, he a magic too. Great wizard!" Sleema raises both hands describing a great arc.

"Chakbak piah!" The boy stands calls out and copies her movements. It appears he's seen the movement before and knows the meaning, no matter the language.

"Inn very far," Sleema waves away further explanation before continuing quickly on. "Crypt near near." She points. "Go road. My village same way. Very more near." She kneels in and takes up a sharp bit of stone and begins drawing in the dirt. The lines and crosses resemble nothing like a map. Instead, it becomes apparent that Sleema is making calculations. While Trace whispers of the advantages of not revealing his skill in the Goblin language, she continues puzzling over numbers. "Fourteen mile," she says at last. "Crypt, fourteen mile. Village eleven mile."

"But many patrol. Very, very. Yes, yes. Near Crypt, so many patrol. You hiding. Go hiding. Sleema and Rogo help you hiding."

Laima looks into the sky to send comfort to her brave friend above. A dark bird against a dark sky, he is not easy to find, but he is there, high above. Suddenly, Laima feels a stab of fear! At the same time, Savin hears a distant rustle from the hills to his right. It is either very quiet or far away, and it sounds remotely of a snake's hiss.

(Laima, I need a Hide check from Minek, especially, but everyone may as well make Hide checks. Move Silently if you are inclined to move.)

For Trace: (Highlight to display spoiler: {Boy: 'Great wizard!' })

=== OOC ===

You may roll your own Spell Failure for Divine spells if you'd like.

Quinn  d20+7=11
Wednesday December 6th, 2006 10:47:48 PM

Quinn slaps his thighs and stands. "Alright, brothers and sisters, if we are to believe these creatures, then lets get going."

sense motive 11

Quinn listens to Seelma's words, but hears what he wants "Brother Jaeden may I borrow your horse as I will slow us down greatly with this leg. I will not be able to heal myself until the morning, when I attempt to go back to the Wold. I can take 8 with me when the time comes. These artifacts of yours make it so easy to return." Quinn smiles as he twists his goatee in happy reflection.

Quinn looks to Peerimus and Savin "I am new to the group, does brother Savin now scout while the rest of us follow? In lower tones, will our new friends reveal us to their great wizard that may think we have captured them?"

Jaeden 
Wednesday December 6th, 2006 11:06:39 PM

"What do you think Peerimus? Do we follow this Goblin to her village and then on to this crypt?"

Coming upon the She Goblin Jaeden asks in hushed tones, "Can we make it to this Crypt while hiding? Can we avoid the patrols?"

Peerimus and yorrick  d20+15=32 d20+9=26 d20-5=14 d20-5=12 d20+2=9 d20+2=9
Thursday December 7th, 2006 2:46:45 PM

"I think we go and go now Jaeden." Looking at the goblin "Sleema yes. Lead and quickly." Looking at Dalek, and the some of the more heavily armored individuals Peerimus lets a small sigh slip. Moving quietly and unseen was not the groups fortie. The best he could think of was to get the group moving and keep thier eyes and ears about them. "Trace and Savin take our rear guard. Laima, just behind Yorrick and then Jaeden you lead Dalek if Quinn will tolerate him as a rider. Silent and low." Peerimus can barely keep the smile off his face at the absurdity of the sentence, but their it was anyway.

Peerimus urges Sleema ahead and stays right in her wake, yorrick just behind him. The druids head is on a swivel checking re checking thier flanks. Searching the dim for sight or sound.

[Spot 32, Listen 26 Move Silent 14 Hide 12]
[Yorrick MS 9 Hide 9]

Trace and Shadow  d20+16=31 d20+6=12 d20+21=24 d20+10=24 d20+9=15 d20+6=21 d20+9=24 d20+6=12
Thursday December 7th, 2006 6:20:01 PM

Trace nods his agreement as he pets Shadow and then moves out with the others with Shadow sticking to his side.

Trace
hide 31/ listen 12/ move silently 24/ spot24

Shadow
hide 15/ listen 21/ move silently 24/ spot 12

arrow total (92/120)

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

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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

Quinn (second illegal post) 
Thursday December 7th, 2006 7:27:27 PM

Quinn hears Peerimus's suggestions and can not help himself but to respond "Brother Peerimus, will there be no scouts or pickets, only a rearguard. I do not think this creature is being false with us, but it could be decived itself. We need at least a scout out front to prepare us for what may be in our path. I am concerned for the groups saftey in this dangerous land."

Peerimus and Yorrick (second illegal post) 
Thursday December 7th, 2006 7:32:00 PM

"Quinn I wholly agree, the problem I see is that none but the goblins know this terrain and where we are headed. None of us can lead cause we know where not to lead to."

Savin  d20+4=21
Thursday December 7th, 2006 7:53:35 PM

Savin moves up to Peerimus and asks politely but firmly, "Can I please take a look at Noxy? I think you are mistaken in your assumptions and I will try to see if I can find the Shroud while we prepare to go."

Once Savin gets Noxy he will open the book and let his mind take in the swirls and dots. He says to Peerimus, "Just give me a couple of minutes please. If I am wrong then I promise I will circle the group as we walk and keep a flanking and rear guard up."

Savin rolls a 21 to see if he can figure out Noxy and where the Shroud might be.

Narrowing Choices (DM/Al)  d20+14=26 d20+10=29 d20+6=7
Thursday December 7th, 2006 9:37:16 PM


Quinn is ready to go. He eyes the female goblin first, trying to determine how trustworthy she may be. She seems sincere in her willingness to help. But, then again, the impression could be due to a temporary failure in judgment on Quinn's part.

Jaeden, decked in full plate mail, has good reason to doubt the group's ability to make their way by stealth for fourteen miles across a land full of patrols. But Peerimus sees no other choice. He sets up a marching order. Yorrick crunches through the brush as they begin to move out. This may prove difficult.

Sleema turns at the sound with alarm. She waves her arms for a stop.

"Choice now. One, go by road. Two, go by overland. Road more fast. But hiding more hard. Overland slow. But hiding more easy. I know both way. You choice now."

Despite the hissing sound from the nearby hills, Savin leaves the ridge and returns to the group. He takes the opportunity to press his idea of using the Vision of Noxnyx to find the shroud. When handed the mirror-like Artifact, he looks into it, allowing his intuition to guide him. Savin can easily identify the members of the party. The view appears to be as though looking down from above this time. He recalls the Firn'gaer was able to move the view about somehow. Could it be as simple as changing the way one controls the perspective of one's own eyes? After some experimentation, he finds that it is indeed as simple as that. But how to tell the Vision to find a thing when one doesn't know the location one's self? He points it in the direction that the Goblin had pointed toward. Nothing particular distinguishes itself upon the screen. Considering the vast expanses of land in the direction in which a relatively small Shroud might exist, the result is not surprising. It's the needle in the haystack problem.

Minek comes streaking down out of the sky in a flutter of agitated wings. If the raven had made an attempt to hide it was a miserable failure. (Hide 7 /Nat 1) He shivers, and makes small bird noises in the language that he and Laima share. (For Laima: Highlight to display spoiler: {"Skulls! Flying in the air! Flying skulls!"})

Jaeden Ohm 
Friday December 8th, 2006 1:47:30 AM

Dalek can you assist the new man Quinn? He is injured and can't move well.

A sense of reluctance travels the mental link between horse and man as the horse expresses revulsion towards Quinn's decaying leg. Still, their bond is strong and Dalek can sense the warrior's. He moves to Quinn and allows the priest to mount.

Without further comment or question Jaeden falls into marching order, leading Dalek as requested.



Quinn 
Friday December 8th, 2006 7:23:19 AM

Quinn is very interested in Savin's sucess with the artifact as he wants to use it tomorrow to return from the Wold. Quinn intently watches Savin at work. "A good plan and Valiant attempt brother Savin."

Quinn winks at Savin "Is it possible for you to range a few hundred yeards in front of the group without getting lost brother Savin. Have you ever been the eyes of the group before?"

Quinn is very pleased to mount the horse. "Brother Jaeden, I am honored to be allowed to mount your noble steed."

When the goblin asks about the choice of speed or steath Quinn answers "I feel our best option is speed."

Savin  d20+13=23
Friday December 8th, 2006 9:09:51 AM

Savin is frustrated with the bookish artifact. "How come in can find us on another plane but it can't find one of its brothers on this one. That doesn't make any sense.

Savin has Peerimus pull out Faraday and asks, "Faraday, can you tell Noxy what we are looking for? You seem to communicate with him well." If he doesn't get any other results after this, Savin will put both artifacts away and say, "Guess we have to do this the hardway. I too vote for speed.

I think this land will have ill effects on us the longer we stay. Firn'gaer's research seemed to indicate the same thing."

When Minek comes streaking down, Savin will wait for an explanation and then say, "We need to find some cover quick. We won't be able to stop them all if they try to run and then the masters of this land will know we are here.

Can any of our mages cast spells to help hide us? Ilusions or darkness. Invisibility? Something?

Savin looks around for anything that might hide them which is a tall task with such a large group. He pulls out a potion of flying in case he needs it later.

Laima & Minek  d20+5=24 d20+5=16 d20+6=26
Friday December 8th, 2006 1:15:07 PM

Minek's words do not fully register at first. "What? What do you mean?" But she holds up a hand to stop the group.

Utilizing the enchantment which she granted the group she whispers softly yet her mildly-raspy voice echoes true in everyone's ear.

"Minek says that he spotted flying skulls approaching. I am not sure what he means, but his descriptions have never been wrong or exagerated before."

Crouching low to the ground, Laima's eyes and ears are as open as possible. She awaits the thoughts of the others.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
spot.24
listen.16
hide.26 NAT20!

Peerimus and Yorrick 
Friday December 8th, 2006 7:17:28 PM

"Right now right here is not the time or the place Savin, we need to be elsewhere." The report of the incoming flying skulls interrupts the druid before he continues. Leaving Faraday right where the artifact is, he looks to Sleema, "Flying Skulls? The road go quickly." Peerimus practically shoves the goblin along encouraging her to take flight and put haste to her movements. "Savin, the only arcane powers at our disposal rest in Laima" as they are moving quickly he talks over his shoulder towards, "Do you have anything of the like?"

Peerimus moves teh goblin guide ahead and quickly as he can, Yorrick right on his heels, the druid does not spend time to see if the others are following, he merely assumes they are.

Skull Patrol 01 (DM/Al) 
Saturday December 9th, 2006 12:24:35 PM


Jaeden instructs Dalek to allow Quinn to ride, and with a reluctance born of loyalty, the warhorse lets Quinn mount.

Savin remains undeterred by his failed first attempt to locate the Shroud in this land through the use of the Vision of Noxnyx. He calls for Faraday
to guide his sight. Peerimus, however, refuses to take the Circle out, and it remains within his pack.

Meanwhile, Sleema's eyes are wide with fear. She looks back and forth from the black bird that had returned in a state of obvious agitation, to the
sky from which it had come.

Laima warns everyone through the Message spell of the Flying Skulls that Minek had seen, and Peerimus leaves Faraday on the ground and hurries with
Yorrick to encourage Sleema to push on up the slope in the direction of the road. He asks Laima if she might have any way of hiding the entire group.

It may, however, be too late.

The white of bone gleams in the light of the Lavender Moon. At the top of the ridge, just northwest of the group and within easy position to cut off
the group's path to the road, Five figures appear gliding silently through the air. Two are large and three are of medium size.

(You must have ranks in these Knowledge Categories to roll for them.)

One is a large humanoid head with wisps of scraggly hair that trail from the tatters of flesh still sticking to the bone. (NS on the map.)
(Knowledge Dungeoneering DC20 to identify this creature and acquire all of the knowledge that the player cares to give the PC: Highlight to display spoiler: {This is the
skull of a Spirit Naga.
})

The other large skull appears almost draconic, but it is smaller than most other dragon heads. It's coloration is black. (CS on the map.)
(Knowledge Arcana DC20 to identify this creature and acquire all of the knowledge that the player cares to give the PC: Highlight to display spoiler: {This is the skull
from one of the heads of a Chimera.
})

One of the smaller skulls is long, with a pointed chin. (BS on the map.) (Knowledge Planes or Knowledge Religion DC20 to identify this creature and
acquire all of the knowledge that the player cares to give the PC: Highlight to display spoiler: {This is the skull of a Bodak.})

The two remaining smaller skulls churn with hair that writhes in the moonlight. (M1 and M2 on the map.) (Knowledge Nature DC20 to identify this
creature and acquire all of the knowledge that the player cares to give the PC: Highlight to display spoiler: {These are the skulls of Medusa.})

Sleema wails in despair. The boy, previously brave in the face of the trolls, this time, screams in terror. Sleema scoops up her boy and flees away
from the skulls. Burdened by the weight of the boy, she doesn't make it far.

=== OOC ===

We're in Combat Rounds again!

The slope of the terrain and the brush on the ground should present no movement penalties. It will, however, prevent Charging. All those on the
ground also are considered to have Cover vs Ranged attacks but not
Melee attacks.

Savin, note that you have the vision of Noxnyx in one hand and a potion of Fly in the other.

Map

For your convenience.

Divine Spell Failure
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.)

Peerimus AC 26 Hp 91 Yorrick AC 23 HP 117  d20+18=22 d100=23 d20+10=24 d6+5=10 d20+12=29
Sunday December 10th, 2006 9:17:50 PM

Peerimus surveys the group coming over the hill and his nose screws up. "Two of the smaller ones appear to be of Medusa and given thier animated nature I would fully suspect thier gazing abilities are fully functional." Shortly thereafter the druid can be heard cursing at his own stupidity for not having gotten a sling.

"Does anyone kow what else those things are. Laima, you mentioned the Black Tentacle spell, hit as many as you can as soon as they get in range. Unless some of those others have Range attacks, make sure to get the medusas"

Keeping Yorrick Back Slightly, Peerimus focuses his mind and recalls the words of power taught to him by the Cabal. "Ay`a huaava`a shu`umaye." A small ball of deep living green flame appears in his right hand. Holding until the skulls close just a bit before throwing it at M1.
[Cast Produe Flame range touch attack hit AC 24 dmg 10 SR check 29]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, *Produce Flame x2
Level 2:
Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider

Trace and Shadow  d20+19=30 d20+19=39 d20+14=29 d20+11=24 d20+19=35 d8+5=8 d8+5=10 d8+5=13 d8+5=8 d6=2 d6=5 d6=1 d6=3 2d6(1+5)=6 2d6(1+6)=7 2d6(3+4)=7 2d6(6+6)=12
Monday December 11th, 2006 12:26:23 AM

Trace looks to the others and then starts firing at the smaller ones first. Trace watches the fire ball take off and aims at the same target. He lets loose four arrows with his aim still in lock.

Trace whispers to the others, I suggest that once we get past this current threat we find a way to get me more arrows or try a hidden way to travel. I seem to be able to run through my arrows pretty quickly. After that it will be daggers and my deep threat will be gone. Sorry for the situation but I didnt think I would need more than 120 arrows. Those Trolls used up alot of my stock and I think this round will do the same."

Trace notches another arrow while Shadow sits in front of him watching intently for any advancement to her master and friend.

hit ac 30 8hps, 2 fire, 6 holy, total 16 hps
hit ac 39 crit 30 hps, 5 fire, 7 holy, total
42 hps
hit ac 29 13 hps, 1 fire, 7 holy total 21hps
hit ac 24 8 hps, 3 fire, 12 holy total 23hps

total damage 102 hps damage
arrow total (88/120)

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

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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

Laima Ragana [ac21 hp48:mage armor, message]  d20+7=21
Monday December 11th, 2006 12:52:06 PM

The flustered bird, coupled with the new sight of flying skulls racing towards her completely takes her back and shocks her mind; she cannot identify any of the forms of the skulls.

Not much is registering except for the sudden exclamation of Peerimus to halt the approaching foes. Without thinking, her slate hands begin to weave an intricate pattern as a raspy voice begins chanting words of arcanum.

Pointing a finger in the general direction of the centermost skull she turns her hand upwards, opens her palm and begins wiggling her fingers in an upward motion. Suddenly thick, rubbery black tentacles begin to burst forth from the ground below the approaching threats.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cast -- Evard's Black Tentacles centered on N9 (Al, I think that the 20' radius hits all of the skulls at this point...if I am wrong for some reason, could you please position the center for maximum effect?)
Tentacle Stats
BAB-19 [CL +8]
Considered Large
11/11 rounds

Move -- AO17

spells per day --- Save DC
0- 5 / 6 --- 15
1- 7 / 8 --- 16
2- 7 / 7 --- 17
3- 7 / 7 --- 18
4- 6 / 7 --- 19
5- 4 / 5 --- 20
+1 to the Difficulty Class for all saving throws against illusion spells

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

active effects
Mage Armor [+4AC / 11 hours]
Message [109 minutes]

luck points
3 / 4

I failed all four rolls as well, but refreshed the page and lost those rolls.

Posting Report 12.4-8 [aDM Drew] 
Monday December 11th, 2006 12:56:58 PM

Posting Report for Children of Chaos
Week of December 4 -- December 8
...............................M...T...W...Th...F
DM-Al....................x....x....x.....x.....x
Peerimus-DanK......x....x....2.....x....x
Laima-Drew...........x....x....o.....x.....x
Savin-George.........x....x....x.....x.....o
Jaeden-Jason.........x....o.....x.....x....o
Quinn-JimF............x.....x.....2....x.....o
Trace-Ted.............x.....x.....x....o.....x

x = post
o = no post
* = substitute post
- = skipped post (no DM post)
+ = see notes
Notes
Nothing to note except school on my part which is one reason for tardiness.


DM/Al to Laima 
Monday December 11th, 2006 1:24:04 PM

The size of the area may coincide with an area that may catch a few of the skulls. However, you might note the little numbers tagged with each creature on the map. This is the elevation each has above the ground. The two large ones, for example are each 15ft above ground level.

Evard's Black Tentacles covers a field with tentacles each 10ft long. As such, the spell would not be able to reach any of the skulls at this time.

The convention of tagging the elevation with the icon on the map is one that I started before your entry into the game. Your character would also be aware that the tentacles could not possibly reach it's intended victims. Taking these facts into account, I will allow you to keep the spell and redo your move. (But not the knowledge check rolls.)

If you do not read this and redo your move by posting time tonight, I will consider you not to have moved. Even so, you will still get the spell back.

Quinn (posted by George)  d100=69
Monday December 11th, 2006 7:43:45 PM

Quinn grumbles, "I will try and turn them once they are closer but just in case it doesn't work..." Quinn reaches over and casts fly spell on Jaeden. (Rolled a 69 for spell failure)

Jaeden gets fly for 120 combat rounds

OOC Jim is having a some computer problems and asked me to post for tonight.

Level(6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical Vestments +3 on shield, extended to 24 hours
Magical Vestments +3 on Armor, extended to 24 hours

Rod of Extend 2/3


Savin ac 29 hps 115 
Monday December 11th, 2006 7:46:15 PM

Savin quaffs down the potion of flying that he has in one hand and stuffs Noxy into his haversack protecting it. He then pulls out his spiked chain and readies it for combat.

Skull Patrol 02 (DM/Al) 
Monday December 11th, 2006 9:47:53 PM

Peerimus calls out to the wellspring of nature for a spell. The stunted and blackened land around him fights the druid's will. But Peerimus prevails, and a ball of fire appears in his hand. With a toss, the flaming ball strikes one of the snake haired skulls squarely in the face. There is no resistance to the spell. The Medusa skull wails, writhing in green flame, and yet continues to approach.

Trace releases a rapid barrage of shots. His demeanor is cool and even. With his second shot, the Medusa skull first wounded by Peerimus explodes into bone fragments, completely destroyed by a critical strike. He shifts his aim across the field of battle to the other Medusa skull. Two arrows strike the horror with burning fire and holy light. It loses all semblance of life and falls to the ground like a stone.

Quinn calls to his distant divine patron for a spell. Fortune favors him with an easier time of it than Peerimus had. He reaches over Dalek's neck to touch Jaeden.

Savin too readies to Fly. He downs the potion with one hand and stows the Vision with the other. At a snap of his fingers, the spiked chain pops out of his glove.

Laima considers Peerimus' request for the spell of Black Tentacles. She gauges the height wondering whether the spell will reach that high. By the time she decides that the spell would be of no use, the remaining skulls have moved, and it is too late. With Minek flapping on her shoulder, Laima moves north and west, away from the body of the group.

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

The large skull with the stringy hair begins to chant. Suddenly it vanishes, becoming Invisible.

The other two skulls fly down from the height of the ridge. Turning their height advantage into greater speed, the close with alarming speed.

Sleema, boy in her arms, continues to flee. She runs behind Quinn and Dalek.

=== OOC ===

We're in Combat Rounds again!

REMEMBER: Your Flight Maneuverability is GOOD. That means 1/2 speed for upward flight and 2x speed for downward.

The slope of the terrain and the brush on the ground should present no movement penalties. It will, however, prevent Charging. All those on the
ground also are considered to have Cover vs Ranged attacks but not
Melee attacks.

Map

STATUS
======
NS Uninjured /Invisible
CS Uninjured
BS Uninjured
Medusa1 Dead
Medusa2 Dead

For your convenience.

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

Jaeden (AC see below HP 116/116)  d20+21=35 2d6(4+1)+12=17
Monday December 11th, 2006 10:28:56 PM

"Trace, Savin, take the big one. I've got this one. Casters, help where you can."

Making use of the Gargul granted flight Jaeden takes off in an airborn charge at the nearest skull [charge to ac24 15']. Reaching the skull quickly the warrior brings his greatsword around in a massive sweeping strike [att vs. BS: Hit AC 35 dmg 17].

Trace and Shadow  d20+19=23 d20+19=38 d20+14=31 d20+11=25 d8+5=9 d8+5=7 d8+5=8 d8+5=7 d6=2 d6=2 d6=1 d6=6 2d6(6+1)=7 2d6(3+1)=4 2d6(2+4)=6 2d6(3+6)=9
Monday December 11th, 2006 11:09:06 PM

Any excitement on knocking down two more foes is quickly set aside. Trace draws his aim down on the large one moving quickly his way. Four streaks of light leap from his bow and head to their target.

hit ac 23, 9 hps dmg, 2 fire, 7 holy, = 18 hps
hit ac 38, 7 hps dmg, 2 fire, 4 holy, = 13 hps
hit ac 31, 8 hps dmg, 1 fire, 6 holy, = 15 hps
hit ac 25, 7 hps dmg, 7 fire, 9 holy, = 23 hps

total damage = 69 hps

arrow total (84/120)

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

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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

Laima [ac25 hp48/48:mage armor, message, see invisibility]  d20+5=19 d20+7=25
Tuesday December 12th, 2006 11:49:28 AM

Watching as the skulls approach, two splintering and dropping from the air Laima notices the one disappear. She shakes her head quickly and begins another low, raspy chant of arcanum. Suddenly a pair of glowing orange spectacles appears floating in the air before her; she grabs them and places them over her eyes. The orange seeps into her skin and begins to swim around in her eyes. To the observant eye, you can see the orange also seep through her shoulder and up the legs of her inky familiar; Minek's eyes to swim with glowing orange.

"The one that went invisible is mine."

Laima begins to scan the horizon, looking for the one that has separated and vanished from sight.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cast -- See Invisibility on myself and Minek.

spells per day --- Save DC
0- 5 / 6 --- 15
1- 7 / 8 --- 16
2- 6 / 7 --- 17
3- 7 / 7 --- 18
4- 7 / 7 --- 19
5- 4 / 5 --- 20
+1 to the Difficulty Class for all saving throws against illusion spells

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

active effects
Mage Armor [+4AC / 11 hours]
Message [109 minutes]
See Invisibility [110 minutes]

luck points
3 / 4


Quinn  d20+3=13 2d6(3+2)=5
Tuesday December 12th, 2006 1:18:10 PM

ooc: Still haveing some computer problems the AC above is an estimate. I also apologize for any undead turning as I do not have the proper information at hand.

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

Quinn pats the horses neck as it is good to be off his leg. In the mean time, Lamina beats Quinn to castings see invisible so he hold his spell and readies his all seeing eye of Gargul to turn the undead.

Turn Undead (1/10):

10 +3 for Cha = 13
(I am unsure if there are any other modifiers or if I should roll turning damage)

Turning Damage (2D6) 5 (unmodified)

Quinn will attempt to use the horse as a shield to keep the skulls from the goblins.

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 x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical Vestments +3 on shield, extended to 24 hours
Magical Vestments +3 on Armor, extended to 24 hours

Rod of Extend 2/3


Peerimus AC 26 Hp 91 Yorrick AC 23 HP 117  d20+10=23 d6+5=8
Tuesday December 12th, 2006 4:48:56 PM

Peerimus is not entirely thrilled Jaeden is playing lone ranger, but is not going to bring it up now. In private and later definately, but not now. With one that is invisible and one claimed by Jaeden, Peerimus turns his attention to the only one left. He hurls another ball of fire towards CS. The ball strikes and encapsulates it momentarily.
[Touch attack AC 23 Dmg 8]

Not wanting to be caught in a bunch, Peerimuand Yorrick move towards the road 30'
[If I can get on at Home I will use a map Coordinate]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, *Produce Flame x2
Level 2:
Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider
Produce Flame 10 throws or 10 minutes

Savin ac 29 hitpoints 115/115 
Tuesday December 12th, 2006 4:51:54 PM

Savin lauches himself into the air trying to get some height. He flies 30 straight up using a double movement manuvering for the next round.

ooc Al I am assuming Savin is SH on the map?

[ Sorry, no. Savin is the SA a bit to the right of there. SH is Shadow. That's why it's with TR/Trace. If that affects your move, go ahead and change it. --Al ]

Skull Patrol 03 (DM/Al) 
Tuesday December 12th, 2006 8:45:07 PM

Jaeden charges through the air, coming up under the long-eyed alien skull and swinging the Ohm Greatsword in a backward arc that thunks handily into
its jaw. But something's wrong. The blow should have made a deeper cut! Something about this creature Reduces the Damage. The Skull begins to turn
its Gaze upon Jaeden and those near about.

Trace turns to the large Dragon-head skull. thu-tu-tu-tu-tu! The Dragon-head is bathed in fire and light. When the conflagration dims,
though, it still floats in the air. Blackened and brittle, it still floats. And it begins to open its mouth.

Laima casts an arcane spell, and the stringy haired skull pops into sight up the hill. Minek raises his wings, and his yellow beak opens as he sees
it too. (Location of Skull for Laima: Highlight to display spoiler: {At this point it is at S14. But it will move, and I will post that in a spoiler below as well.})

Some things come from within. Faith is one of them. Quinn calls on the strength of his faith to Turn the hateful undead. As Quinn raises his holy
symbol, the Alien-eyed skull stops its Gaze and it quavers in fear. (Quinn, if you wish to keep track of Sleema and Rogo behind you, direct Dalek to
move, and Turn Undead in front of you, then you need to beat a Ride DC of 10.)

(Quinn, you get +2 to Turn check because you have 5 or more ranks in Knowledge Religion. With a Check of 15, you can Turn Undead up to 13HD. Turning
Damage is Cleric Level +Roll +CHA. So your you can Turn up to 20HD of Undead. The Range and Area for Turning is a 60-foot cone. So you can only
catch BS for this Turning.)

Peerimus throws another ball of fire. This one splashes against the Dragon-headed skull. The heat sears away one hinge of its jaw, and the
Dragon-head falls to the ground! Peerimus and Yorrick move forward, passing underneath Jaeden and the Alien-eyed skull.

Savin rockets straight upward into the air. Spiked chain in both hands, he prepares for a downward strike. (A double move is actually 60 feet upward.
You have a movement range of 60 with Fly. But, if you'd prefer to be 30 feet up, then consider that done. Either is fine with me.)

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

The Alien-eyed skull flees! It tracks northeast straight across the hillside without changing elevation. (Double move/Withdraw. No AoO.)

Laima sees the Stringy-haired skull move its mouth. A sharp ear might detect the casting of a spell to the north west. (Spellcraft vs DC23 to
recognize the spell: Highlight to display spoiler: {Displacement}) To Laima who can see the skull: (Highlight to display spoiler: {It suddenly jumps two feet to one side. Then it
begins gliding down the hill toward Peerimus, Yorrick, and Jaeden. It is currently at AA22, 20 feet up in the air.
})

Next to Peerimus, Yorrick lifts his head and sniffs the air. The great bear looks about himself in confusion, eyes searching the empty air. He smells something nearby.

Sleema runs a few feet more. Then she stops and surveys the skies, amazed that the dreaded skulls have been decimated so quickly.

=== OOC ===

We're in Combat Rounds again!

REMEMBER: Your Flight Maneuverability is GOOD. That means 1/2
speed for upward flight and 2x speed for downward.

The slope of the terrain and the brush on the ground should present no movement penalties. It will, however, prevent Charging. All those on the
ground also are considered to have Cover vs Ranged attacks but not
Melee attacks.

Map

STATUS
======
NS Uninjured /Invisible
CS Dead
BS Lightly Wounded, AC Less than 35, Damage Reduction /Turned 10/10 rounds
Medusa1 Dead
Medusa2 Dead

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

Trace and Shadow  d20+19=39 d20+19=38 d20+19=24 d20+19=33 d8+5=8 d8+5=8 d8+5=6 d8+5=6 d6=6 d6=3 d6=4 d6=3 2d6(1+2)=3 2d6(3+2)=5 2d6(5+5)=10 2d6(3+2)=5
Tuesday December 12th, 2006 10:23:06 PM

Trace turns his attention to the next target and sends out another four arrows......

hit ac 39 crit 24 hps, 6 fire, 3 holy
= 33 hps
hit ac 38 8 hps, 3 fire, 5 holy, = 16 hps
hit ac 19 6 hps, 4 fire, 10holy, = 20 hps
hit ac 25 6 hps, 3 fire, 5 holy, = 14 hps

83 hps damage total.

arrow total (80/120)

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

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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

Savin ac 28hps 115/115  d20+18=30 d8+8=15
Wednesday December 13th, 2006 9:36:54 AM

(OOC Al you are right but I would rather keep myself at 30' height at this point)

Savin is about to go after the fleeing skull when he sees a blizzard of arrows leap from Trace's bow. (assuming Trace is shooting BS since that is the only visible skull). If the Skull falls to the ground, Savin complains, "Hey your taking all the fun!" He then drift over towards AI21 with his spiked chain ready to swing at anything that pops up.

He calls out, "Do any of you see the one that turned invisible?"

If Traces firestorm of arrows didn't put down the fleeing skull, Savin will charge BS slashing at it with his chain hitting ac 30 for 15 points of damage Savin will be at AP6 Height of 20.

Quinn AC 25 100 HP  d20+9=12 d20+3=9
Wednesday December 13th, 2006 9:41:34 AM

Quinn is not sure what Trace is firing at and comments "Save your arrow for targets that are not fleeing brother, I sent that skull packing and he won't be back for awhile."

Quinn move the horse in an attempt to shield the goblins from the invisible skull based on watching Lamina "Sister point out the invisible skull"

Spot 12
Ride 9

Quinn is unable to work the horse and spends his time pulling on the reins.

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

OOC: Turning damage did not destroy the Skull?? Very interesting and not good.

Laima [ac25 hp48/48:mage armor, message, see invisibility]  d20+13=32 d20+11=16 d20+11=31
Wednesday December 13th, 2006 11:50:05 AM

"Peerimus! It's above and next to you! Throw some dust into the air! Yorrick could probably smell it too! The damned thing is shifting on you....its a spell called Displacement!"

After her efforts to cast away the displacement and invisibility, Laima reaches into a fold of her robes and withdraws a knotty, jagged wand and holds it at her side.

"Jaeden, stay where you are until I can bring this thing to light!"

"Trace, get after the one fleeing! It will just go for reinforcements!"

Pale greens eyes race around as the newest member of the Children does her best to prove her worth to the bunch. They are destined along the Path and they only have the faint idea of its purpose; she has none, but her knowledge of the Path is greater and she wants their trust in order to teach them.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Spellcraft check (2 luck points used) -- 32 -- success gaining me 3 luck points in return.
Casts Dispel Magic on invisible skull.
Dispel Checks -- 16 & 31 (2 luck points spent)
Draws wand of Lightning Bolt

spells per day --- Save DC
0- 5 / 6 --- 15
1- 7 / 8 --- 16
2- 6 / 7 --- 17
3- 6 / 7 --- 18
4- 7 / 7 --- 19
5- 4 / 5 --- 20
+1 to the Difficulty Class for all saving throws against illusion spells

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

active effects
Mage Armor [+4AC / 11 hours]
Message [109 minutes]
See Invisibility [110 minutes]

luck points
2 / 4

DM/Al Update 
Wednesday December 13th, 2006 12:23:39 PM

To Peerimus, Jaeden, who have not posted yet, and to Quinn who still has a Standard Action available: The Stringy-haired Skull is still Invisible.

To Laima, who can see the Skull: Highlight to display spoiler: {The Skull jumps back two feet in the direction opposite which it had jumped before.}

Jaeden Ohm  d20+21=31 2d6(4+3)+12=19
Wednesday December 13th, 2006 8:03:15 PM

Jaeden is anxious to move to the next foe but a companions call is something that should be trusted. True, she was a new companion, but still the warrior would give her this.

He stands his ground.

"Keep me posted Laima. Let me know once it's clear."

The respite allows Jaeden to see Quinn struggling with Dalek. Be easy Dalek. I know you've grown accustomed to working with me by thought but Quinn has no way to speak to you. Let him guide you as long as he doesn't lead to you to danger.

He stands ready, waiting for a skull to appear [readied att. vs any enemy: hit ac31 dmg 19].

Peerimus AC 26 Hp 91 Yorrick AC 23 HP 117 
Wednesday December 13th, 2006 8:40:01 PM

Peerimus instinctively looks up at Laima's call of warning. Yorrick likely could smell it, but it was too high up to pinpoint or reach. Peerimus moves to w/19 with Yorrick right next to him. As he goes, not knowing a great deal about invisibility, he scoops up a handful of dirt and debris. Laima was the more knowledgable one here, had to go with her assesment. He does call to Trace, "Save your ammo! You are a limited supply friend and presently it is not a threat."

and to Quinn "My understanding was such projections of force against teh undead were fairly shortlived. How long does this Gargul banish them for and does Trace's attack have any affect on that?"

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, *Produce Flame x2
Level 2:
Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider
Produce Flame 10 throws or 10 minutes

Skull Patrol 04 (DM/Al)  d20+10=17 9d4(2+4+4+3+3+2+2+4+3)=27 d4+1=2
Wednesday December 13th, 2006 9:09:40 PM

Trace sends four arrows after the only remaining visible target: The Alien-eyed skull that is fleeing after having been turned. This time, the results are less than spectacular. The Flames do not appear to hurt the creature at all. Just as Jaeden's blade did not bite as deep, none of the impacts from the arrows seems to dent the skull in the slightest. The third shot actually misses, whizzing past by the slimmest of margins. Only the Holy damage has any affect. (BTW, Trace, Undead are not subject to Critical Hits. You got away with one earlier. My bad. Your lucky break.)

Savin hurtles down from above, striking out at the Alien-eyed skull with his spiked chain. But, like Jaeden, the Skull repels most of the damage. The spiked chain leaves no more than a scratch.

Quinn attempts to turn Dalek into a protective position. But as the Cleric of Gargul looks simultaneously about for the invisible skull, his tugs on the only serve to confuse Dalek.

Laima turns a spell upon the invisible Stringy-haired skull. She is rewarded with the sight of its form as it jumps two feet in a direction opposite to which it had when it had cast its last spell. Her success, however, is only partial. The skull still remains invisible to all other eyes. Laima watches as it turns its hollow eyed gaze on her.

Jaeden trust to the word of the new half-orc woman. He remains poised and ready, awaiting the appearance of a foe that he trusts is nearby.

On Laima's advice, Peerimus scoops up a handful of dirt and tosses it into the air. Pebbles rain down upon he and Yorrick, before they move out of the area. Nothing more.

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

The Alien-eyed skull turns west and continues its flight. Heading up the slope does not slow its progress. It's mastery of flight is Perfect.

The Stringy-haired skull appears to hesitate. It turns from Laima at the last minute. Jaeden suddenly feels the breeze of a large body passing nearby. He turns to strike, but there is nothing visible to strike at.

Trace and Shadow feel the wind of passage a split second later. As the elfish ranger turns to follow its path, a terrible Scream splits the air. The Scream tears the flesh and chills the blood with paralyzing fear. (Trace and Shadow, each take 27hp Sonic damage from the Scream Attack. No Save vs the Damage. Also, Trace and Shadow roll a Will Save vs DC14 or be Paralyzed for 2 rounds.)

Quinn and Dalek, at the very edge of the sonic Scream, feel chills, though they are not affected. All watch as the large Stringy-haired Skull appears, looming directly above Trace and Shadow. Sleema screams and runs for her life.

=== OOC ===

REMEMBER: Your Flight Maneuverability is GOOD. That means 1/2
speed for upward flight and 2x speed for downward.

The slope of the terrain and the brush on the ground should present no movement penalties. It will, however, prevent Charging. All those on the
ground also are considered to have Cover vs Ranged attacks but not
Melee attacks.

Map

STATUS
======
NS Uninjured
CS Dead
BS Wounded, AC20, Damage Reduction, Fire Resistance /Turned 9/10 rounds
Medusa1 Dead
Medusa2 Dead

Divine Spell Failure
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 hps 115 ac 27 -2 for charge  d20+10=29 2d6(3+5)=8 d8+28=34 2d6(3+5)=8
Wednesday December 13th, 2006 10:51:16 PM

OOC Savin forgot his bane damage last round from using his spike chain vs undead. Please add 8 points of damage from last round. Also need to add 2 more points for strength damage since I was using a two handed weapon)

Savin swoops after the creature (BS) again charging. This time he adds some strength to his strike with the power attack feat. His deadly chain crushing into the flying skull smashing it for 34 points of damage + anohter 8 points of damage for bane. Total 42 points Hit ac 29

(ooc explaination of attack. +9 base, +5 str, +3 magic weapon vs undead, +2 for charge total of +19 -9 for powerattack = total of +10. Damage 1d8 for spiked chain, +3 for magic weapon, +7 for strength bonus, +18 for two handed powerattack)

Savin is at R6

Jaeden (AC see below HP 116/116)  d20+21=35 2d6(5+4)+12=21
Wednesday December 13th, 2006 11:08:01 PM

The nearby motion puts Jaeden in a state of heightened readiness. He shifts his sense away from his eyes and prepares to parry the incoming attack.

It never comes but the skull appears above Trace and the warrior is ready to pounce. For the second time in a dozen seconds Jaeden makes a mid air charge at his foe [charge to AO23][att. vs. NS: hit ac35 dmg 21]. He watches the skull before him closely, marking it's methods of combat [dodge vs. NS]

Something about the skulls position doesn't jive with Jaeden's other senses. The warrior relaxes his reliance on vision yet again and prepares for the unexpected [blind fighting: reroll missed conceal check, opponent gets no advantage for attacking while concealed)].

Notes
Al, I didn't roll against coceal for displacement because I don't remember if you do high or low. Please roll for me, and remember that Jaeden gets a reroll if missed.

Armor Class
Regular: 25
VS NS: 26
VS AoO: 29
VS AoO from NS: 30

Quinn ac 25 hps 100  d100=80 d20+10=27 10d6(3+2+1+1+4+6+5+4+3+3)=32
Wednesday December 13th, 2006 11:12:39 PM

Quinn finally sees the undead spellcaster appear and quickly casts a spell at it. A beam of light lances out from his palm and strikes the creature (touch ac of 27 spell failure 80%)

OOC cast a searing light spell. No save allowed. Total of 32 points of damage.

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 x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment


Trace and Shadow  d20+7=17 d20+3=6
Wednesday December 13th, 2006 11:38:03 PM

Trace is shocked and starteled by the scream. He quickly grabs the encrusted holly leaf on the chain on his neck and recites the words "casstas ..resistaas...engerii.... "
((resist energy cast upon the paralized Shadow)) Trace whispers to the others, " Kill it quick so I dont have to use anymore arrows."

Trace readies his second resist energy for himself.

Trace will save 17
Shadow fails will save with 6

arrow total (80/120)

Trace 59/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy (cast upon Shadow)
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 17/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Laima [ac25 hp48/48:mage armor, message, see invisibility]  5d6(4+1+1+5+6)=17 d20+13=32
Thursday December 14th, 2006 12:30:52 PM

The skull has reappeared but it has already done damage to some of the group. It is time for a bit of harm to find its way to the skull. Pointing the knotty wand towards the skull, she chants a single word of arcanum and bolts of blue lightning streak from its tip.

"Jaeden, do not fear, trust its location. I dissolved its magic shifting."

Laima watches the skull, hoping that the tri-fold onslaught will drop it quickly; its powers could prove devastating to the entire group. Her wand stays pointed at it, waiting for another blast if it does not fall.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UMD -- 32 (used 2 luck points)
Wand of Lightning Bolt (5th level) -- 17 damage @ NS

spells per day --- Save DC
0- 5 / 6 --- 15
1- 7 / 8 --- 16
2- 6 / 7 --- 17
3- 6 / 7 --- 18
4- 7 / 7 --- 19
5- 4 / 5 --- 20
+1 to the Difficulty Class for all saving throws against illusion spells

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

active effects
Mage Armor [+4AC / 11 hours]
Message [109 minutes]
See Invisibility [110 minutes]

luck points
5 / 4

Wand of Lightning Bolt
49 / 50 charges


Peerimus AC 26 Hp 91 Yorrick AC 23 HP 117  d20+10=22 d6+5=9
Thursday December 14th, 2006 9:07:15 PM

Peerimus notes that the fire of Trace's arrows did nothing to the fleeing skull. It would only make sense the flame he held in his hand would prove equally ineffective against it. that left only a single target and so he moves [AD/18] towards the floating abomination and a bit more to the left. If the onslaught has not caused its destruction, he throws another green flaming orb at it.
Touch AC 22 dmg 9

Yorrick follows on the humans heels to stay close and in case his might is needed.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, *Produce Flame x2
Level 2:
Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider
Produce Flame 10 throws or 10 minutes

Skull Patrol End of Combat (DM/Al)  d100=71 d20+9=11 d20+6=24 d20+13=14
Thursday December 14th, 2006 9:16:23 PM

Savin pursues the Alien skull. Rushing up behind it and swings his chain with a powerful stroke. The bone resists, but can only resist so much. The skull cracks and drops like a rock striking the fallen skull of the medusa below and rolling away, motionless and destroyed.

Jaeden rushes after the big Stringy-haired skull, coming above it, he slashes downward with the Ohm Family Greatsword. His blade cuts a deep gash in the bone of the skull. It seems that the Skull is not Displaced. Perhaps Laima's Magic had something to do with that.

A beam of Searing Light comes from Quinn. It cuts past Jaeden and Trace, striking the Skull square on. The air is filled with the revolting smell of burnt skin and hair. (-4 for firing into Melee, but still hit.)

Trace turns his attention away from the Skull to cast a spell on Shadow. The ranger feels the baleful presence of the unnatural Nature that surrounds him, but his spell succeeds. (Spell Failure, Trace. I rolled for you. 71, you succeed.) The Skull takes the opportunity to Bite at Trace with Poisoned fangs. (AoO: NS Hit Trace AC11.) The bite is ill timed, and Trace moves easily away from it as he places a Resistance spell upon Shadow. (Trace: What kind of Energy are you protecting Shadow from? Fire, Cold, Acid, Electricity, Sonic? You must declare it when you cast the spell. Under the circumstances, I'll assume it's Sonic.)

Laima speaks at trigger word and a bolt of lightening streaks toward the skull. The large fanged skull jogs to one side, its Reflexes saving it from the worst of the Lightning strike. (You don't needn't roll UMD to cast Lightning Bolt, Laima. It's on the Sorcerer spell list. I don't mind if you roll it. But if you fail, I'll hold you to a possible mishap.)

Peerimus throws a ball of fire at the lone remaining Skull. The flames char a dark hole in one temple, but the Evil Thing remains afloat, a red glow burns in the black pits of its eyes.

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

The last remaining Skull is cracked and burnt. The skin and lanky hair that had hung from its surface has been consumed by fire, divine and electric. It clings to its Undead existence by a thread. It opens its hinged mouth to cast a spell ... and its Concentration slips. (Nat 1).

Jaeden, you may take an AoO against the last Skull. The AC is 16. It has 5hp left. If you roll a Natural 1, then the spell goes off, and the Skull becomes Invisible. If you hit, then, at the very least, you disrupt the spell. Sorry, Trace, no AoO if all you're holding is a Range weapon.

Sleema scrambles around the corner of a low boulder. She and the boy watch from behind protection of the screening rock.

=== OOC ===

Combat is effectively over. The noise level has not been exceptionally high. The group has managed to remain reasonably quiet in melee. That one Scream, though. The one from the Skull. That was pretty loud.

Trace and Shadow  d20+21=36 d8+6=11 d6=2 2d6(5+5)=10 3d8(5+2+3)+5=15 3d8(1+5+2)+5=13
Thursday December 14th, 2006 11:48:50 PM

(ooc: I wrote this in case I am right. Trace has point blank shot, dose that not give him the ability to attack and if no, trace also has the ability to move and shoot without penalty.)

AOo ,Trace takes five steps back and sends one arrow at the last skull if noone else knocks it down.
If no attack is needed then trace will take out the cure serious wounds wand and heal Shadow of her injuries.

hit ac 37, 11 hps dmg, 2 fire, 10 holy = 23pts
+1 to attack and damage on point blank shots.
total dmg. 23 pts damage.

cast 1, 15 hps healed.
cast 2, 13 hps healed.
total 28 hps healed.

arrow total (79/120)

Trace 59/86
AC 24 /Touch 16/Flat footed 19
Spell List

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

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 17/44
Armor Class: 20
Touch: 15
Flat-footed: 15

[ Sorry, Trace, Point Blank Shot wouldn't give you an AoO with a Ranged weapon. Also keep in mind that you are not allowed any Movement with an AoO. Not even a 5-foot step. --Al ]

Savin  d20+13=23
Friday December 15th, 2006 10:09:24 AM

Savin sees that the combat is basically over so he decides to take advantage of his fly spell and starts climbing into the air to see what can see. He is looking for more patrols, building or anything else of interest. (spot check 23)

After he takes a quick look around, he will swoop back to the ground and land next to his comrades looking at their handy work. He rolls his neck producing several loud pops and cracks and says with a smile, "I am suddenly glad I have a neck to do that with."

Savin will then report in with anything he has learned in his flight and recommend, "Peerimus, we need to start moving more quickly. We have barely just arrived to this cursed land and we have already been in two skirmishes. While they haven't been taxing, they are using up resourses."

Quinn ( sub by George) 
Friday December 15th, 2006 10:18:52 AM

Quinn looks around in satisfaction at the downfall of the skulls. He calls out to Gargul, "My Lord, We have brought down more abominations in your eyes. May my new brothers and sisters in arms bring down even more and receive your glory."

Quinn looks at Peerimus and adds, "We are only fighting the weak ones now, the ones they put on patrol to keep their slaves in line. We need to find the Shroud and hopefully kill some of the more powerful undead at the same time. When we stand in front of Gargul for judgement some day, he will find that pleasing."

Peerimus and Yorrick 
Friday December 15th, 2006 2:37:12 PM

The druid is already moving towards Sleema and her son as Savin urges them to make haste, "Precisely my thoughts Savin." he adds shortly and while we did not make a tremendous amount of noise I would venture teh flash of lightning, Trace's firey arrows and the green flame I added could be seen at t a considerable distance."

Looking to Sleema, "We must hurry and the road offers our best chance. As you have witnessed, we are quite capable of defending ourselves and not so goo at concealment. So we make haste." Peerimus tells everyone to get to position and for Laima to keep the bird by her.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, *Produce Flame x2
Level 2:
Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider
Produce Flame 10 throws or 10 minutes

Laima [ac25 hp48/48:mage armor, message, see invisibility]  5d6(3+6+2+5+2)=18
Friday December 15th, 2006 7:55:13 PM

"Save your arrows Trace, you will need them later." With another flick of the wand, bolts of electricity shoot forth and strike the skull again.

Looking towards Peerimus, Laima nods in agreement. "I could send Minek into the sky, invisible or I could do the same for Savin here. Nothing would see him up there unless they were enchanted to see him; he could even fight and stay invisible if we encounter others."

Her eyes scan continuously across the desolate, lavender shrouded landscape. She waits for an answer and will take Peerimus' decision as final as the make haste towards and down the path.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use Wand of Lightning Bolt -- 18 damage

spells per day --- Save DC
0- 5 / 6 --- 15
1- 7 / 8 --- 16
2- 6 / 7 --- 17
3- 6 / 7 --- 18
4- 7 / 7 --- 19
5- 4 / 5 --- 20
+1 to the Difficulty Class for all saving throws against illusion spells

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

active effects
Mage Armor [+4AC / 11 hours]
Message [109 minutes]
See Invisibility [110 minutes]

luck points
5 / 4

Wand of Lightning Bolt
48 / 50 charges


Ride? (DM/Al)  d4=2 d2=1 d20+11=13
Saturday December 16th, 2006 2:35:35 PM


The last Skull falls.

Trace works immediately to heal poor Shadow. Her dark fur stands on end, and her wide eyes only calm at Trace's touch. Trace himself, though, remains wounded. Red sores and cracks show on his skin from the sonic attack. A line of blood leaks from his nose.

Savin jets up into the air for an aerial view. He can see well for roughly two hundred and thrity feet around. Beyond that the landscape is all shapes, shadows and uncertain movement until it fades into an unrecognizable blur of distance and darkness. The monk sees nothing close by. But, in the distance, Savin does catch a gleam in the moonlight. It could be something. Or it might not. It seems to come from the distant hills in the direction opposite that in which Sleema had indicated lay the Nightshade Crypt and her village. (Savin, you may make a Hide check if you wish. As, if there is something there, then if you can catch sight of it, then it, logically, might catch sight of you. Your choice.)

Both Savin and Quinn are anxious to make their way quickly to the group's destination. But each for different reasons.

Peerimus is already on the move. He fires a few quick words at Sleema. Laima offers invisibility to aide the effort.

The goblin woman looks at each of the group as though through new eyes. The bear, the horse, the man.

"Rogo, he ride?" she says, and points to Quinn riding upon Dalek. "Two? Man and Rogo? Ride?" She chatters at the boy for a moment. He looks anxiously at Quinn upon the horse, but he nods. She walks the boy over to the horse and the boy raises his arms up to be lifted. Then Sleema goes to Savin. She then lifts her arms up to him.

"Ride?" she says. "You fast. We go first. Me ride."

=== OOC ===

Can I have that Marching Order again?

Also, I would advise spot and listen checks as you move down the road.

Laima Ragana  d20+5=16 d20+5=18 d100=28 d8+5=9 d100=28 d8+5=6
Monday December 18th, 2006 12:10:20 PM

"Trace, allow me to look at your beatiful girl there and yourself for that matter."

Step after step brought the wandering half-orc closer to the temporary destination. The Path has taken her to a new, dangerous place and thus far it seems as though she has proven herself capable.

She says little along the road and her eyes at times seem to glaze over in thought. After a while, however, she shakes free from her thoughts and returns to the immediate.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Spontaneously cast CLW in place of Bless - 28% for 9 points on Shadow
Use Pearl of Power to repeat CLW on Trace - 28% for 6 points
Listen. 16
Spot. 18

spells per day --- Save DC
0- 5 / 6 --- 15
1- 7 / 8 --- 16
2- 6 / 7 --- 17
3- 6 / 7 --- 18
4- 7 / 7 --- 19
5- 4 / 5 --- 20
+1 to the Difficulty Class for all saving throws against illusion spells

spells prepared
0- Resistance -- Resistance -- Create water
1- Bless Water -- *Bless* -- Longstrider (d)

active effects
Mage Armor [+4AC / 11 hours]
Message [109 minutes]
See Invisibility [110 minutes]

luck points
5 / 4

Wand of Lightning Bolt
48 / 50 charges


Posting Report for 12.11-15 [aDM Drew] 
Monday December 18th, 2006 12:23:28 PM

Posting Report for Children of Chaos
Week of December 11 -- December 15
...............................M...T...W...Th...F
DM-Al....................x....x....x.....x.....x
Peerimus-DanK......x....x....x.....x....x
Laima-Drew...........x....x....x.....x.....x
Savin-George.........x....x....x.....x.....x
Jaeden-Jason.........x....x.....x.....o....o
Quinn-JimF............x.....x.....x....x.....x
Trace-Ted.............x.....x.....x....x.....o

x = post
o = no post
* = substitute post
- = skipped post (no DM post)
+ = see notes
Notes
DM Al posted on Saturday and some have not caught up from the weekend. I will update this after DM Al posts for Monday.


Quinn  d20+3=20
Monday December 18th, 2006 4:03:48 PM

Quinn looks around statisfied. "The undead are now dead permanently. A very good thing." Quinn looks to Peerimus. "The trolls were a chance encounter that we attacked. The Skull were by design. They have now tested out strength and used many of our resources. We have to move now brother."

Quinn will reach down and pick up the boy goblin. "Lets move out brothers and sisters. Our evil friends sent their pawns, next comes the knights."

Quinn will gently move the horse into a walk.

Ride 20

Quinn scans the skies for Savin and says a little prayer "Lets give you Garguls sight."

Quinn tries to keep pace with Savin.



Peerimus and Yorrick  d20+9=24 d20+15=26
Monday December 18th, 2006 4:45:51 PM

Peerimus nods his agreement to Quinn "But we don't want to over extend ourselves and sacrifice our own wariness for speed." Jaden is probably the slowest in the group with his armor

"Jaden can you ride double with Quinn on Dlaek? I'll carry the boy." With that Peerimus moves to scoop him up. "Savin take a point some 80' out. You see anything we need to care about double time back so we don't blunder into it. Trace. You and Shadow are rear guard, eyes and ears open everyone."

Order..Savin carries Sleema 80'lead...Peerimus carries Rogo with Yorrick next to him....Dalek carries Quinn and Jeaden with Laima next to them...30' back Trace and Shadow.

[Listen 24 Spot 26]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, *Produce Flame x2
Level 2:
Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider


Savin  d20+13=14 d20+13=23 d20+13=31
Monday December 18th, 2006 9:14:16 PM

Savin tries to hide as he comes out of the sky but doesn't seem to do a very good job of it. (natural 1). He hopes the gloom covers his look around.

He simply nods at his directions, scoops up the goblin female and says, "If I get into combat, slip off and get out of the way." He moves ahead 80' looking around and asks, "What kind of patrols are in this area?"

spot 23
listen 31

Three of Fourteen Miles (DM/Al)  d20+11=31 d4=2 d20+13=23 d20+13=27 d20+11=22 d20+11=23 d2=1
Monday December 18th, 2006 10:08:50 PM

Laima looks to Trace and Shadow's wounds. Her small amount of religious training may have come from this compassionate side of her. Shadow is unhurt, her fur is no more than rumpled from the ordeal. Trace's prior healing must have done the job. Trace, however, is still wounded. And Laima's healing closes over half the wounds that cover his body. (You should be at 74/86 now, Trace.)

Quinn lifts the boy into the saddle and spurs Dalek up the hill, back toward the ridge. Peerimus, however, assesses Jaeden's plate mail and likens it to his own. Jaeden, however, seems to walk with a spring of step every bit as sprightly as Peerimus' own spell enhanced stride.

"Kind? Many kind," Sleema replies as Savin scoops her easily up off the ground and tops the ridge. The road is empty. The coast is clear. But could whatever had made that gleam in the moonlight have spotted him as he descended?

"Skull patrol. Werewolf patrol. Troll patrol. Not stupid bully like troll you fought. More smart. More strong. Have skull with them too."

With Savin in the lead, the party makes their way down to the road. In formation, they move off to the east. The going is easier along the road. It winds through the hills, even and level. Sleema is silent, sitting on Savin's shoulder, she watches attentively, and points out with a whisper as they near places that she has known patrols to hide.

Peerimus learns how heavy a four year old child can become when carrying him for an extended period of time, even a goblin boy. Soon, despite the strength granted to him by his magic gauntlets, Peerimus' arms begin to ache. The boy suffers the journey little better. Though the boy says not a word, he squirms from time to time. At some point into the journey, he reaches into his shirt and takes out one of Laima's marbles. He puts it into his mouth. Then he takes some folded sheets of parchment out and scrutinizes them with an intensity that seems beyond his years.

An hour passes along the road.

Several times, Peerimus believes that he catches a glimpse of something white under the moonlight behind the group. In this darkness, though, it is hard to be sure.

Savin hears the approaching patrol even before, Sleema whispers her warning. Something is coming from up ahead. They cannot be more than three or four hundred feet up the road. Just around the bend! Savin rejoins the group in a flash of speed. Sleema urges everyone off the road. The hillside here is also strewn with brush and boulders. It would be possible to hide in there somewhere up above.

=== OOC ===

If you hide off the road, I need to know how far off the road you go.


Savin  d20+12=20
Tuesday December 19th, 2006 12:05:22 PM

Savin urges the group to move up the hill though he is worried about some of the larger animals like Yorrick and Dalek.

"We have company coming. We need to get up wind in case they can smell us and hidden. We need to keep moving and not fighting." Savin will move upwind and find a suitable hiding spot around 40' off the road where he can see the road.

Hide 20

Quinn  d20+3=6 d20+1=17
Tuesday December 19th, 2006 1:26:36 PM

Quinn will urge the horse in the driection that Savin is indicating.

Ride 6

Quinn does not seem to have any luck with his hard headed horse. Quinn finally and painfully dismounts and attempt to hide away from the huge horse.

Hide 17

Quinn whipsers loudly "Brother Savin what was the complement of the patrol? Numbers and type? We must prepare spells and defenses. I will take the undead if any as Gargul is a powerful ally against them."

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 x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment


Peerimus and Yorrick  d20+24=29 d20-5=7 d20-1=13
Tuesday December 19th, 2006 5:33:16 PM

"Quickly off of the road." Peerimus deposits Rebo to the ground, both he and the goblin will be better off heading to hiding if the druid does not lug the boy over his shoulder. A quick gauge to the wind and Peerimus motions the group to follow and makes his way off the road, yorrick right behind him. The Pair search out a spot about 60 or more feet back into the gloom. They needed every advantage and Yorrick lays down while Peerimus crouches. Peerimus will not even bother peeking, leaving that to the more skilled Savin and Trace. If they are spotted he was sure he would know soon enough.

[survival for wind direction 29 Hide 7]
[Yorrick Hide 13]

Jaeden Ohm 
Tuesday December 19th, 2006 9:23:32 PM

Jaeden follows and when the party goes into hiding he finds a spot near Peerimus. A thought to Dalek sends the horse moving as far as necessary to find adequate cover.

notes
* Sorry, work crazy
** Quinn, Dalek is 100% working with you in a way that suggests intelligence far beyond that of an ordinary warhorse. You do not need to roll to get him to move.

What Occured Upon the Road (DM/Al)  d20+2=19 d20+2=17
Tuesday December 19th, 2006 9:29:59 PM

The group follows Sleema's urging and moves off the road. One by one, they hunker down and hide within the brush. (Spot or Survival vs DC7 for the following: Highlight to display spoiler: {Peerimus and Jaeden are horribly exposed, and if things remain as they are, he is likely to give the group away.})

Sleema moves forward away from Savin. She takes Rogo and pulls him back with her under the cover of a prickly bush.

All is quiet upon the road. Then the sound of voices come from the southwest! This is the direction from which the group had come, not the direction from which Savin had heard the patrol! The voices are laughing and joking, though it seems far enough away that individual words are not recognizable. A knot of seven men then appear from around the bend in the road. They have pale skin and wear worn and ragged clothing.

=== OOC ===

I'd resolve more of this, but with responses from no more than four out of six, I think I'd better leave things here. Please make whatever checks you deem appropriate. If I don't received responses from either Trace or Laima by tomorrow, I'll have to proceed regardless.

Laima Ragana  d20+5=22 d20+5=13 d20+6=19
Wednesday December 20th, 2006 10:24:52 AM

The road seems the Path destined less traveled while here in the this intriguing land. Watching as the others deem it appropriate to scuttled off it once again and back into the knotty prickles of underbrush. Minek stays perched quite firmly to the slate and rust colored robe as she begins to slink into a hiding place.

Utilizing the Message spell still in effect she notices something startling and begins in hushed tones, "Jaeden....Peer...you two are lying down out in the open! Get to another hiding place quickly."

She the scuttles off to find a spot about fifty feet or so from the majority of her group on the northern side.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
spot.22
listen.13
hide.19

Quinn AC 25 HP 100  d20+10=13 d20+10=23
Wednesday December 20th, 2006 11:09:44 AM

Quinn is pleased to see the horse move off on his own without him having to tie him up somewhere. At least it is going away from trouble, unlike the rest of us.

spot 13
survival 23

Quinn spots his two exposed friends "Brothers Peerimus and Jaeden you both stick out like a fox in a chicken coop. Please hide behind the bushes and not in front of them."

Quinn looks in the direction of Savin "Brother Savin, can you flank the potential werewolves from where you are?"

Quinn goes over his potential spells and readies his shield and mace.

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 x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment


Peerimus and Yorrick  d20+5=25
Wednesday December 20th, 2006 1:16:27 PM

The druid scowls and replies through the message spell "There are drawbacks to full armor and large shields my friends. This would be one of them. I will make myself less obvious but I won't be able to speak to anyone. Jaeden, your in charge." and with that the druid goes silent. Peerimus shifts into the large sagrass predator and despite his new enhanced size, the coloration motting of his new skin renders him nearly invisible.

Peerimus shape shifts to Bounder (megaraptor) Hide check nat 20 total 25

Savin 
Wednesday December 20th, 2006 8:33:26 PM

Savin hears the warnings of the others and decides to not repeat the obvious. He does say via the message spell, "We have more company coming from the other way. If we have to fight, beware a second group."

Savin tenses ready to jump us if they are spotted. "Come on Jaeden! Move!"

When Two Meet (DM/Al)  d20+11=30 d20+3=20 d20+8=24 d20=10 d20+1=13 d20+16=22 d20+9=19
Wednesday December 20th, 2006 10:11:46 PM


The knot of ragged men continue up the road. They are rather loud.

Five trolls break out of cover from the opposite direction, flying low, just above them is a Large Humanoid Skull. The men appear not to hear or see the patrol of Trolls as they bear down upon them. This, despite the fact that the attacking Trolls have broken out in whooping war-cries. Then the men, almost as one, begin swinging their arms in the air as though waving the attackers off. They cry out in a language unfamiliar to the group.

The Troll patrol stops, milling about in momentary confusion. Then the largest of the Trolls, this one armored with weapons on his belt, steps forward. He ignores the men, who are still waving their arms and shouting. Instead, he raises a hand to shade his eyes from the silvery moonlight, and looks beyond them.

Up from out of a stand of trees rises a Skull much like the one with the Patrol of Trolls. It opens its mouth and gives a cry of challenge. The rag clad humans, waving their arms in the middle of the road go silent, and then they vanish into thin air. From the shadows of a copse of stunted trees a second Patrol emerges. This one too is made up of trolls. This group too has a large armored leader in their midst.

The trolls of the first Patrol begin looking into the surrounding hills. They sniff the air as their two leaders approach each other.

Sleema is suddenly at Jaeden's side. She reaches up and tugs at his arm, drawing him a bit lower.

Trace kneels quietly next to Shadow, the two blending with the hillside.

The leaders approach each other, shouting in their gruff and incomprehensible language. One raises a club-like fist and strikes the other. The other roars and strikes back. The two Troll leaders trade blows back and forth until one is knocked to the ground. The one left standing shouts down at the other and points up into the hills on the opposite side of the road. Then the victorious Troll motions to his squad . They continue down the road in the direction in which the Children of Chaos had come. The leader of the other group picks himself up, and with a surly growl, leads his squad up into the hills.

The road is quiet and empty once again. The way forward appears clear once again.

Jaeden Ohm 
Wednesday December 20th, 2006 11:48:24 PM

Jaeden offers a nod towards Sleema, thankful for her help in finding cover. He waits, as silent as he can, for the others to break cover before he follows suit.

Trace and Shadow  d20+10=27 d20+6=11
Thursday December 21st, 2006 1:21:36 AM

(ooc: sorry for the absence. work is hard on me right now, we are short help. I am just glad me being gone didnt get anyone killed.)

Trace continues to hold his palce in the hills with Shadow waiting for the others to begin to move again.

spot 27, listen 11

While waiting for the other to get moving again trace uses the wand to heal himself if not at full healt yet.

arrow total (79/120)

Trace 59/86
AC 24 /Touch 16/Flat footed 19
Spell List

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

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 17/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Quinn 
Thursday December 21st, 2006 9:39:44 AM

Quinn holds his position, even though the crouch is hurting his now diseased leg. The priest of Gargul is thankful the big animals or the goblins did not give the group away.

Quinn will stay hidden until the patrols are out of earshot, especially the flying skull, and then approach Savin and Peerimus. "I think it is best that we push out our scouts forward and to our flanks. We would need tw scouts for this, one on each side of the road. I am new to your group brothers, do we have two with such capabilities?" Quinn looks at Savin and then over to Trace.

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 x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment


Savin 
Thursday December 21st, 2006 10:01:29 AM

Savin sighs a breath of relief when the trolls depart. "Interesting that they were using illusions. The spellusers will need to be careful in their tactics in using mass spells. They seem to be well organized if not well diciplined and they always seem to have one flying creature. I am not to worried about the ones on the ground. I can catch those but the flying ones could present difficulities."

Savin will look at the goblin female, "Thank you for your aid Sleema. Jaeden, while good in a fight, just stinks at slinking around. All of that metal he wears pulls down the juices from his brain and he always doesn't think correctly."

To the others, I am willing with Sleema on my shoulder to take the point again but I question our staying on the road. They seem very well patrolled. Can we go cross country. I am not really overly concerned about fighting a patrol but if one gets away and warns of our coming, it could get more difficult."

Peerimus (Bounder) and Yorrick  d20+24=33 d20+23=40 d20+17=33 d20+8=16 d20+8=25
Thursday December 21st, 2006 4:15:05 PM

The Large Raptor cocks its head sideways at Quinn and then looks to Jaeden. The land was crawling with foes, you would think they were invading a castle and even then so many guard might not be about Peerimus had no good answers and of course in his present form could voice none if he had them. With a blast of air from his nostrils he points a talon in the direction they were travelling, but not back to the road. A clicking and a head bob to Yorrick gets the point across to the bear and the ursine moves up to his side.

Peerimus then taps Savin on the shoulder and points forward and away from the group. To Peerimus the wold is much more revealed. His Raptor eyes and ears so much more attuned to the surroundings than his human ones. He looks about and then moves to Follow Savin, his great clawed feet making little more than a whisper of noise.

Peerimus moves at half speed to move silent and hide, which is still a 70 move.
Spot 40 Listen 33 Move Silent 16 Hide 25

Five of Fourteen Miles (DM/Al)  d4=1 d20+6=15 d20+6=8 d20+9=17 d20+13=22 d2=2
Thursday December 21st, 2006 9:43:54 PM

Her face remains closed a Sleema nods at the thanks from Savin and Jaeden. She acknowledges the gratitude, but her eyes harbor suspicion. It is as though she searches for an ulterior motive that might lie behind the thanks.

Both she and Rogo shy away from Peerimus, now in the form of a scaled creature of nightmare. Sleema's head turns, and for the first time she catches sight of the sheets of parchment still clutched in Rogo's hands. Sleema gathers him in and gently but firmly takes the sheets from the boys hand. Then, with a studied nonchalance, she tucks them back within the boy's shirt.

She whispers into the boy's ear, soft words in Goblin. Rogo nods in acknowledgement of his mother's words. (Trace, Apply your Favored Enemy Bonus +6: Listen DC20 to hear: Highlight to display spoiler: {"Do not show those. They are secret and may bring danger to us."})

Peerimus directs the group into the brush, a new direction. Sleema resumes the lead once more with Savin. With Peerimus now in scales and talons, Rogo rides with Quinn. The group moves up the slopes of hills and down the other sides, through brush and trackless stone. With no path or even the slightest trail, the way is much slower. But there does appear to be more cover here should the need arise again to hide.

A few miles later, both Trace and Peerimus the Bounding Reptile detect movement on the slope of the next hill. Both see the dark brown and gray bodies moving through the brush with the white skull flying above. Peerimus, with his keen animal eyes can pick out the yellow eyes and furred muzzles filled with sharp white teeth. The skull is different than the others also. This skull too has a muzzle, and horns that arch outward to either side.

There is still time to avoid a conflict, but quick action will be called for. If the patrol maintains its current direction it will pass close by.

Trace and Shadow  d20+12=14 d20+10=27 d20+16=29 d20+21=29
Thursday December 21st, 2006 11:00:55 PM

Trace sees the goblins whisper but hears nothing. Then figures ahead catch Trace's eye. Trace whispers to the others, "What in the Wold, another freakin patroll. Quickly, everyone move off our current path and ready yourself for combat. They have doglike creatures and will probaly smell us. Trace leads shadow to a nice spot a little further to the left of the group hoping to stay out of hand to hand combat if they are discovered.

spot 27, hide 29, move silently 29

arrow total (80/120)

Trace 59/86
AC 24 /Touch 16/Flat footed 19
Spell List

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

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 17/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Quinn  d20+3=23
Friday December 22nd, 2006 8:19:46 AM

Quinn hears Trace's warning and flattens himself against the four foot buffet for wolf creatures. "Do not worry beastie, we will not let them eat you."

Quinn is worried that the horse and the great bear will give the group away, but he says with the horse just in case it bolts.

Quinn maintains a firm grip on the reins so the the horse is as still as possible and will quickly follow anyone that leads the group.

Ride 23 (natural 20, finally getting a hang of the horse thing)

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 x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment


DM OoC (DM/Al) 
Friday December 22nd, 2006 9:49:31 AM

BTW, though I will sometimes call for Skill Checks, I generally leave them up to you and your common sense. I try to leave enough clues in my description of the environment to give you a good idea of what skill checks are needed. Just as it is up to each individual to watch, listen, think and take appropriate action without an omniscient voice prompting them that such an action is necessary, I like to avoid calling for Skill Checks whenever possible. My hope is that this practice provides a more realistic roleplaying experience.

And so, if you do not make a check where one is most natural I must assume that your PC did not take the action. My only other alternative is to make the skill check for you. That is another thing that I prefer to avoid.

Savin  d20+14=23 d20+12=31 d20+13=24
Friday December 22nd, 2006 11:28:02 PM

As Sleema rides upon Savin's shoulder, he will try to engage her in quiet conversation. He will ask about her life and how she found herself in this dreadful land. Was she born here or brought here? The little goblin female intrigues the monk. He is starting to build some respect for the brave goblin female. She seems willing to protect her young, help his companions and is generally acting in what seems to be a good pattern. It is shattering Savin's preconceived notions and opening his eyes to the idea that all "evil" creatures might not be evil.

Savin also hears the warning and although farther away from the group slips into some shadows and seems to disappear. He whispers to Sleema, "Quiet and remain calm. My companions will protect your son."

Savin is ready to spring into action if his friends are spotted.

spot 23
hide 31
listen 24

What the Goblin Had Said (DM/Al)  d20+4=6 d20+4=20 d20+4=17
Sunday December 24th, 2006 12:27:50 PM

Trace fades into the brush as he continues to watch the progress of the approaching brown furred beasts. (Trace, could you make a Hide check for Shadow as well? Move Silently if you are moving.)

Quinn draws Dalek to a halt. He bends over the goblin boy to present the lowest possible profile against the sky. Still, the priest of Gargul cannot help but feel horribly exposed atop the warhorse.

Savin offers the goblin woman words of calm and assurance, before he takes her into the shadows.

She had look at Savin with suspicion when he had first attempted to engage her in conversation, just after leaving the area of the twin Troll Patrols. Her eyes had searched his face, hunting for veiled insults, ulterior motives, the pryings and prodings to eek advantage from her most personal secrets. She had watched Savin, saying nothing in return. She had traveled with him, for her part silent. For a while. "I woman of Great Wizard," she had said at last. With those words, she had watched Savin's reaction. "Power, powerful." She had then dropped again into silence. But this time the quality was different. "He find me. I live in village. Take me his woman. I do him happy." The words had come slowly at first. But as the hard packed icy snows of winter turn to the rushing streams of spring, so to had come Sleema's words. "Me too happy. Both. Both he and me. Happy. Power. Food. Nice thing. Many many. Day is, he leave. Not come back. Many say he now dead. Now is no nice thing. No food. No power. Sleema but still happy. Have Rogo."

To who in a land of Evil, can one confess the weakness of love? Often only to the perfect stranger can those things most secret be said. Even as the Patrol closes in, Savin cannot help but ponder on the needs and feelings that all creatures seem share to one extent or another.

=== OOC ===

Christmas seems to be slowing everyone down. I'm going to try to provide the usual posts, but match the pace of things to the pace of posting. Hopefully in this way, we can keep everyone involved despite variable posting rates from different players.

Quinn  d20+3=23 d20+1=9 d20+1=12
Tuesday December 26th, 2006 9:43:04 AM

Quinn is still excited that he is handling Jadean's big horse so well. Quinn will turn the hores and dismount with the boy and then send the horse away from the patrols. Quinn will wince and his diseased leg take the weight of his and the boys bodies.

Ride 23 (natural 20 again)

Quinn will move forward and look for cover in the direction of Savin. To the boy Quinn adds "Hide." and he pantamines hiding for the goblin.

Hide 9
Move Silent 12

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 x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment


Savin  d20+14=27
Tuesday December 26th, 2006 12:57:57 PM

As the patrol moves closer, Savin checks if he can see any of his comrades or anything else from his hiding spot. (spot 27)

He contemplates the limited conversation that he has had with Sleema. She seemed to have married a powerful goblin wizard. At least powerful for a goblin and lived a life of ease in his shadow. Now that he has gone missing, she finds herself alone raising her child. Her life doesn't sound that different from many a townsperson he knows. Still she seems a little obsessed with power, but in this land power equates safety so he can understand that.

Savin doesn't fool himself into thinking that this little goblin is good but he understands how her enviroment didn't help her situation. He wonders if the Children of Chaos will just bring more pain into her life by associating with them.

Closer and Closer (DM/Al)  d20+1=14 d20+6=24 d20+6=21
Tuesday December 26th, 2006 9:46:20 PM

Quinn slips from Dalek's back as though born to the saddle. With a gesture, he hies the warhorse into a place of concealment. Dalek manages to blend with the light and shadow cast by a large boulder. Quinn places the goblin boy upon the ground and gestures for him to hide. There is immediate understanding in the boy's intelligent eyes. He takes Quinn's hand and they both press further into a large thorny bush.

Through the dense brush, Savin can see Quinn quite clearly, though the priest might just be passed over if the patrol doesn't pass too close by. Dalek is recognizable, but only if one knew that it was a horse one was looking for. Savin stares hard at the spot where the elfish ranger had been before. If Trace is still there, he is effectively invisible.

The patrol makes its way across the far hill. Here, they too blend well with the dark withered brush. If the party had not spotted them earlier, they might have come upon them and been very much surprised. Only the slightest of rustling gives away their quiet movement as they draw near.

Peerimus (Bounder) Yorrick  d20+8=10 d20+2=11 d20+24=26 d20+23=29
Tuesday December 26th, 2006 10:50:42 PM

Peerimus ducks and moves to get low with Yorrick following his lead. The druid scans back across the group, as he expected Trace and Savin are effectively hidden, though he picks up movement with his hyperactive hearing. Like so many animals, the raptor was a phenominal predetor and was genetically far beyond those about him. Couple that with his own consider time and practice at detecting the differences in shadow and to filter back noises and little could escape him. With a bit more effort he could probably find the monk and ranger, but that was not the point. eerimus kept his attention towards the enemy patrol.

peerimus Hide 10 Yorrick Hide 11
Peerimus Spot 26 Listen 29

Trace and Shadow  d20+16=17 d20+21=28 d20+10=16 d20+6=23 d20+6=25
Tuesday December 26th, 2006 11:23:06 PM

Trace and Shadow hold there postion and are in a wait and see if they are discovered stance. If they are, have mercy on what finds them. The group stands ready to strike like a snake in the brush.

hide 17, move silently 28, spot 16, listen 23

Quinn  d20+10=13 d20+10=30
Wednesday December 27th, 2006 8:52:50 AM

Quinn's leg throbs after his dismount, but he does his best to put it in the back of his mind and he makes sure his shield and mace are ready. Quinn grips each item tighter as a way to lessen the tension.

Quinn listens and tries to spot those approaching.

Listen 13
Spot 30 (natural 20, three in a row. If only I could do this in combat.)

Quinn looks over his shoulder to make sure the boy and horse are under cover.

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 x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment


Savin  d20+14=33 d20+13=23
Wednesday December 27th, 2006 6:00:19 PM

Savin motions Sleema farther into the shadows and wonders if he should try and signal Quinn that he might be exposed. He tests the winds to see if they are down or upwind hoping for upwind. He turns and whispers in Sleema's ear, "Is this area always so heavily patrolled?"

Savin tries to keep a look at the incoming patrol and keeps his ears peeled as well.

spot 33
listen 23

Attack and Rend (DM/Al)  d20=8 d20+6=15 d20+9=24
Wednesday December 27th, 2006 9:24:15 PM


Jaeden Hide 8
Laima Hide 15
Shadow Hide 24

Savin, Peerimus and Trace watch the subtle movement of dark brush that gives the patrol away. Oddly enough, it is Quinn who catches the first close look at the creatures as they move into an open patch of moonlight. Yellow eyes and ripping teeth, they are werewolves. Two are in man-wolf form and two go on all fours. In their midst is another large one, and in its clawed fist is gripped a dark bastard sword. Silently, the large horned skull floats just above them as they sniff about as though tracking.

The large one rises to its full height. A low growl begins to issue from its throat and its lips draw back exposing teeth that shine in the purple moonlight. Suddenly a dark shape breaks from cover and crashes through the underbrush in the direction of the far hill. With a howl the Werewolf Patrol leaps in pursuit. Savin and Quinn pick out a dark four footed shape, lupine in its own right. They watch it turn as the two swift wolf forms close upon it. Suddenly it changes, it's face morphs into that of a goblinoid, a hairy bugbear. It speaks as though beginning a spell, but it hasn't noticed the skull. The skull screams, ripping hair from the body of the prey. Then the wolves are upon it. They bear it down. The air is full of snarling and the meaty thud and rip of rending claws. The combatants roll through the underbrush with the snap of crushed and breaking branches. The end is inevitable, though. Soon the only sound is the wet smack as the werewolves feast upon the flesh with an occasional crack of breaking bone.

After a time, the large one breaks away from the kill. With a growl it commands the others. After a few reluctant snarls of their own, the lesser wolves of the pack leave the kill and continue on, with tails between their legs.

The hillside is quiet now, and empty, save for the iron tang of blood upon the air. Through luck or skill, the group managed to go undetected. The thick underbrush is surely a part of this. It makes the going slower, but it seems to help even the least adept of the group to conceal themselves.

Savin  d20+14=30 d20+13=27
Wednesday December 27th, 2006 10:59:40 PM

While watching the werewolf attack, Savin notices tactics. The skulls defintely have to be taken out. He will turn to the goblin mother next to him and ask, "Why are they hunting their own? Do some in this land resist the established leaders or do they just take pleasure in torment?"

When Savin rejoins the others he looks at the limping Quinn and says, "Do you have any magic that might help that? I don't think staying on the horse is a very good idea? You are to easily spotted. In fact both Yorrick and Dalek are both to easily spotted. Is there a way we can shrink them down? Change their forms? Make them less noticable somehow?"

Savin will then turn to Jaeden and say, "Each of these patrols seem to be made up of one distinct diverse group. Werewolves, trolls and more, but they all have a skull floating above them. This gives them the advantage of flight and vision. It also seems to have that nasty sonic attack. We need a way to take it out fast. Also each group seems to have an established leader. We need a plan to take the leader out quickly as well. I recommend Trace uses his bow against the skull creature if we are spotted. You and Peerimus take gang up on the leader.

Yorrick, Laima and I will take on the regular patrol members. If one flees, I will give chase unless it can fly. We can't have one get away and warn of our presense."

Savin turns to Sleema and repeats his question, "Is this area always so heavily patrolled?"

When ready Savin will again pick up the goblin and put her on his broad shoulder and move ahead of the group, scouting for trouble.

spot 30
listen 27

Trace and Shadow  d20+16=23 d20+21=33 d20+10=29 d20+6=25
Thursday December 28th, 2006 12:58:10 AM

Trace watches the wolves with amazement, while keeping an eye out Trace applies some silver sheen on his arrows for incase they run into another warewolf troup. Trace listens to the commands and next set of marching orders along with the future stratagy and gives his acknowlagement that he understands his postion. Trace continues to keep an eye out while they make their way along.

hide 23, move silently 33, spot 29, listen 25

arrow total (80/120)

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

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

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 17/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Quinn  d20+10=11
Thursday December 28th, 2006 8:28:46 AM

After the attack is complete, Quinn will break cover with the rest, but first will go retrieve the horse. Quinn will lead the horse back to the group by the reins and announces. "Well brothers and sisters, there is one less Bugbear in this relm. Evil always feeds on itself, especially if there is no good around."

Quinn shakes his head when Savin asks about his leg. "Afraid I can do nothing for my leg brother Savin, at least not until I plane travel back to the Wold at the end of this day. You are welcome to come back with me. If we have not found the Shroud by tonight, I will return in the morning with the use of the teleporting artifact, whole once again."

Thinking of the Skulls "I can always turn the skulls with Gargul help brother Savin. I was surprised that I did not destroy the last skull, but that may have to do with this land more than anything." Quinn will mount Jadean's horse and lift the small goblin up. "If they can see the horse, there is no sense me hiding or slowing the group down."

Spot 11 (Natural 1 now to even things out)

Quinn looks around "Shall we go find our Shroud? Lead on brother Savin." Quinn moves off on the horse.

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 x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment


The Value of the Crypt - Continuing The Overland Trek (DM/Al) 
Thursday December 28th, 2006 9:43:28 PM


"Was Barghest. Unlucky barghest. This place near Crypt. Powerful secret thing, Fidelia have in Crypt. Always very guard. Many guard. On road, asking many many question. Here, not on road," Sleema shrugs, "no asking question."

"Maybe barghest come sneaky steal. Maybe lost. Don't know. But barghest run. Not smart. Very very not smart. Barghest dead. We live." Sleema shrugs again. Then, she looks Savin in the face as though noticing a thing that he had said for the first time. The look is filled with a curious incredulity. She shakes her head and turns away. The ideas that some people have. The ideas of madmen.

The group moves out again, pushing their way as cautiously as possible through the heavy brush. Savin and Trace are eagle eyed, as the ability to spot their foes before they themselves have been spotted has proven invaluable so far. The boy Rogo squirms a bit in the saddle with Quinn. But aside from that his is very quiet and well behaved for his age. He grips one of Laima's marbles in his fist. Occasionally his hand touches a place at the side of his shirt.

Quinn  d20+11=12
Friday December 29th, 2006 8:35:41 AM

Quinn settles in for the ride as he starts to get in time with the motion of the horses walk. This is very soothing, Quinn thinks to himself. Although, Quinn normally walks or teleports where he wants to go; this leg problem of his is starting to bother him.

Quinn alternates between watching the boy and the path ahead.

Spot 12 (Natural 1 again!!!)

Quinn looks for but can not find Savin or Trace and in a forced whisper he calls out "Brothers Savin and Trace try not to stray more than a 100 yards ahead, as I have lost sight of each of you."

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 x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment


Savin  d20+14=27 d20+13=17
Friday December 29th, 2006 11:17:26 AM

Savin notices the strange looks that Sleema is giving him. He wonders at its cause and continues his conversation with the goblin mother. "Where do you live now? Why were you on the road in the first place? That seems pretty dangerous. What would cause you to take that risk with your son?" Savin goes into his haversack and pulls out some food and hands her some dried meat before popping a piece into his mouth.

He looks around and checks the area out.

spot 27
listen 17



Peerimus (Bounder) Yorrick  d20+8=9 d20+10=21 d20+24=44 d20+23=41
Friday December 29th, 2006 2:24:45 PM

Peerimus' stomach turns at the sounds of tearing flesh and snapping bone. The bile rises a bit to his mouth as his mind easily illuminates what his eyes can not actually percieve. He did not associate with wolves, did not like the frenzied pack style of the kill. Werewolves were worse still. he tries to shake the vision from his mind and leans into the earth a bit more, hopefully the moist scent of the ground would be enough of a distraction.

Quinn was still talking of taking flight to rest the night in the real Wold and return. Peerimus was not sure what he thought of the idea. What if something prevented his return. It seemed those who put thier faith of power in gods and not the Powers of the southern continent were far more likely to have disaster befall them. Over the last month the druid had seen 4 of these self proclaimed men of faith fall from the quest either through death, a falter of nerve or incapacitation of some kind. Now Quinn has been afflicted and his leg rots. The druids mind closes up and his heart steels to protect himself. He would watch over his family and keep them safe, first and foremost. To that end Quinn needs to stay.

Heavily guarded and patrolled indeed. This Fidelia is keeping the shroud very secure, or perhaps she has much more in this crypt. Probably the latter Peerimus moves quietly through the shrub and shadow, or at least he tries to. More important than his own stealth, the druid pays close attention to his surroundings and the sky.

Yorrick moves along with Peerimus, oblivious to the inner turmoil the human is placing upon himself. The land is strange, it feels wrong under his claws and the scents of the air all tell of predators and no prey. Yorrick snorts and shakes his head.

[Hide 9, MS 21 Spot 44 Listen 41]

Trace and Shadow  d20+16=21 d20+21=38 d20+10=27 d20+6=13
Friday December 29th, 2006 6:53:08 PM

Trace continues to move along with the group as the anchor and keepig his eyes peeled. The past few days Trace has not had much to say just keeping his eye on the prize and allways wanting to push on.

hide 21, move silently 38, spot 27, listen 13

arrow total (80/120)

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

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

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 17/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Seven of Fourteen Miles (DM/Al)  d4=4 d2=2 d20+13=18
Sunday December 31st, 2006 4:54:42 PM

The group continues overland. Occasionally the road can be seen off to the left. Sometimes from between the hills, sometimes from the crest of a hill.

"I live village," Sleema replies to Savin. "Soon we come. Sleema and Rogo live outside village. Can find safe place you rest." She gives Savin a penetrating look. "Maybe." She watches Savin after he gives her a piece of dried meat. Only after he eats of it as well, does she take a bite. She then goes silent, leaving the rest of his questions conspicuously unanswered. Some things cross lands and races, remaining the same throughout. One of these appears to be a woman's ability to hear only that which she wishes to.

Rogo rides, quiet as ever, behind the horn of Dalek's saddle. He fidgets. He takes out one of Laima's marbles and looks deep into the center. And, on occasion, he moves his hands about in what might almost pass for a ritual casting. His mouth moves in silence as the boy shuts all out of his deep concentration.

The Lavender Moon passes its peak in the dark sky of Koshe Marr. If the moon is the only light in this truly god forsaken land, then one can only imagine the pitch of blackness that might reign after the moon sets. Over hill after hill the group slips as quietly as possible through the brush. They descend into a shallow vale, when up upon the ridge there is movement.

Peerimus is the first to spot them. Then Savin. Then, from the rear of the party, Trace. There are more of them this time. Again, a great bull horned skull floats above. This time, the Patrol appears to be a mix of werewolves and trolls, three trolls and four werewolves. There are both a large well armored troll and a large bastardsword wielding werewolf.

Savin  d20+12=32 d20+14=21 d20+13=22
Monday January 1st, 2007 5:25:05 PM

Savin hurries back to warn his companions, checks the wind and motions them upwind from the oncoming patrol. "This group looks larger and better prepared. Maybe because we are getting closer or they discovered the missing patrol."

Savin finds the perfect spot to hide and motions Sleema in with him.

hide 32 natural 20
spot 21
listen 22

Laima  d20+5=18 d20+5=8
Monday January 1st, 2007 7:54:51 PM

So many thoughts, so much confussion. This place has been but a dream since she has arrived; the Path has blurred her vision further than ever before.

As she tags along in the rear, Laima floats through the brush in twitched, silent segments. She sees the new patrol and it seems as though this dream is devolving into nightmare. Trolls and werewolves. This Fiedlia has to be holding something else, but what?

"This is becoming a test indeed; perhaps an atonement for the need of a tuning fork."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
spot.18
listen.8

ooc- I am truly sorry for being gone. Part of me thought that there would be no posting so I did not check the board while the other part of me was indeed too busy to post regularly anyways...I am back now.

Ridge and Vale (DM/Al)  d20=2 d20+6=8
Monday January 1st, 2007 9:41:47 PM


Savin returns from his scouting position and tells the rest of the party of what he's seen of the size and composition of the patrol. Then he fades into the brush motioning for Sleema to follow.

Laima looks off into the direction mentioned by Savin. The gleam of the skull cannot be missed under the light of the moon above, and the dark forms of the others come below it are plain to Laima's eye as the Patrol makes its way down the hill toward the party. She stands in plain view, lost in thought as the patrol approaches.

Sleema ignores Savin. Instead she hisses a few sharp goblin words in the direction of the dark bulk of horse and rider. Rogo hears and begins to slide off and to the ground.

The Patrol is now roughly 500 feet away. They make their way across the slope following the line of the ridge. Their movement has not changed in either pace or direction. It may be possible that the group has still not yet been spotted down in the shallow vale below. If the Patrol maintains its current course and continues to follow the ridge, it will pass the group by entirely.

Jaeden Ohm 
Monday January 1st, 2007 11:27:31 PM

At warning of passing patrol Jaeden does his best to put himself out of line of sight. Even then he kneels so as to keep himself further hidden. From his current vantage he can do little to help the group spot further patrols.


Quinn  d20+11=24 d20+10=25 d20+3=8 d20=8 d20+8=15
Tuesday January 2nd, 2007 8:31:24 AM

Quinn is interested in the ritual casting the boy is attempting.

Spellcraft 15

Quinn will also cast detect magic on the boy as he is becoming interesting.

Quinn finally sees the evil patrol (spot 24) and then hears momma goblin give some good advice to the pup (listen 25) and Quinn also painfully slides off the horse.

Quinn then attempts to direct the big horse to a hollow.

Ride 8

Quinn shakes his hands at the horse. "Go, git, move?" Quinn gives up exasperated. "People are so much easier to deal with." Quinn starts to move forward toward Savin but cautions the goblin boy "Stay and hide." Hoping he understands and quickly mimes hiding behind a bush.

Quinn has his shield and mace out as he keeps low and move forward, limping at half speed (10 feet).

Hide 8 (without penalties for moving)

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 x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment


Peerimus and Yorrick  d20+8=15 d20+24=27 d20+10=15
Tuesday January 2nd, 2007 8:54:20 PM

Peerimus picks out the figures on the ridgeline, Mother watch over and hide us Crouching low, he takes a few small steps to better breakup his bodyline by putting a small shrub between him and the enemy. Problem to him was Trolls had Darkvision he knew, and fairly good Darkvision at that. Werewolves, almost certainly had scent as keen as that of a normal wolf. If they got too close... The large raptor almost holds it breath.

Peerimus Hide 15 Spot 27
Yorrick Hide 15

The raptor glances towards Quinn and then back to the enemy. Hissing or some such at Quinn could very well give them away. Desperate times and desperate measures. Peerimus carefully brings his powerful hind legs under him and prepares to spring.

The Concealing Brush (DM/Al)  d20=13 d20+6=26 d20+1=21 d20+9=14 d20+13=18
Tuesday January 2nd, 2007 10:24:54 PM


Jaeden Hide 13
Laima Hide 13
Dalek Hide 21
Shadow Hide 14

As the party waits, their collective breaths held, the Patrol upon the ridge approaches. Four hundred feet. Three hundred. Two hundred. The Patrol passes just above the position of the party, not 100 feet away.

And then they pass on.

It seems that the choice to move off the road might have been a good one. The dark brush seems to mask all save the clumsiest attempts at concealment. And with the goblins' help, they might just make it across this land completely undetected.

As the sound of the Patrol fades down the length of the ridge, Quinn thinks back to the gestures that the boy had been making. If the gestures were of a spell casting nature, then they would likely be arcane as they seemed to lack a Focus. But Quinn's knowledge of the Craft had failed to identify a specific spell that it might be.

Sleema and Rogo emerge from under a bush as the sounds of the Patrol fade completely leaving only the eerie rustle of the blackened vegetation.

"Village one two hours," Sleema says. In the sky the bloated Lavender Moon continues to sink toward the horizon.

Trace and Shadow  d20+21=30 d20+16=30 d20+10=22 d20+6=23
Wednesday January 3rd, 2007 1:23:57 AM

Trace keeps a hidden spot and blends into the background.

move silently 30, hide 30, spot 22, listen 23


Anger floods Trace as he sees the goblin refuse to hide. Trace then whispers to the group as he moves forward.

Trace then steps up behind the goblin pulling out a dagger. He will put one hand over the goblins mouth and the other around her waist. If she struggles to free her self, Trace will slide the dagger up to her throat to coax her to be still but not leave a mark.

Trace  d20+21=40 d20+16=17 d20+10=26 d20+6=13
Wednesday January 3rd, 2007 1:29:26 AM

(ooc: ignore my last post, I miss read the situation and now it just dosnt fit what I thought.)

Trace continues to keep an eye out and Shadow keeps on his heals guarding her master and friend.

move silently 40, hide 17, spot 26, listen 13

Quinn 
Wednesday January 3rd, 2007 9:48:22 AM

Quinn smiles when he has trouble finding the horse again after the patrol is out of sight. "Nice Job there boy, as he pats its neck."

Quinn painfully get back on the horse and picks the boy back up.

When mommy goblin talks of her village Quinn speaks up "I trust we are pushing past the village and going straight for the shroud. It is not a good idea staying any longer in this land than necessary and I am leaving after 24 hours to fix my leg and recover my spells. Anyone that wants a hot meal in the Wold is welcome to come. That is if my spell works." Quinn finishes with a weak smile.

Qinn pushes forward with the horse attempting to break a trail for the others.

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 x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment


Peerimus and Yorrick  d20+20=33 d20+23=26 d20+15=34 d20+8=26
Wednesday January 3rd, 2007 12:50:17 PM

Peerimus' eyes follow the patrol as it closes and thankfully passes. Slowly he stands and gazes in that direction for sometime. No it appeared they simply moved on. He bends over to nuzzle into Yorrick and pets the great bear with a taloned hand. An odd site to say the least. Yorrick seems to understand gesture and intent and gets up as well with a low moan in return to the click the druid makes.

The raptor bobs its head after Sleema conveys the remaining distance and falls into a spot behind her and Savin. Fatigue started to settle in and with it, a further blending of shapes in teh night.
[Spot 26 Listen 34 1/2 Speed Hide 26]

Laima 
Wednesday January 3rd, 2007 1:21:39 PM

How stupid! These dark nights seem to hold a freezing grip over the half-orc. Standing in the open as the patrol meanders by....how stupid!

Laima begins to pick her way through the underbrush with the rest of the group. Holding a safe distance from Peerimus-raptor with a look of apprehension Laima shows that she too is from the Southern continent and has experienced the plains of grass.

Her gait is low and methodic as she tries her best to blend in with the scenery without slowing up the group too much.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
spot, listen and move silent checks would be made but I do not have my CS with me at work.

Jaeden 
Wednesday January 3rd, 2007 9:09:54 PM

Taking the opportunity to get close to Quinn as he remounts Dalek, Jaeden speaks up. "Don't struggle so much with Dalek. He won't fight you. Just be gentle and let him know where you want to go."

He returns to his place in the procession and proceeds with the others.

Nine of Fourteen Miles (DM/Al)  d20=19 d20+13=15 d20+13=27 d2=1
Wednesday January 3rd, 2007 9:11:43 PM


The group continues overland toward their distant unknown goal. The moon appears to sink very quickly in this land. Soon enough it will be completely dark.

The group crosses over an elevated area, almost a small exposed mesa. They come to the edge. There is a break the descends once more into a shallow vale and the concealment of the brush. Peerimus hears movement from over the next ridge. First Peerimus, then Trace and Shadow, spot the source not moments after. It's another large Patrol the skull above this group is more human in appearance, but still quite large. This patrol tops the ridge directly across the vale. It does not appear that they have spotted the group quite yet. To Peerimus, Trace and Shadow, they seem to look in every direction but the right one. If they proceed on their present course, however, they will cross the vale and approach very near to the group's present position.

=== OOC ===

Just a warning: Work is crushing down pretty hard right now, and I expect it to continue this way for at least the next couple of weeks. What's more, I'm starting rehearsals for a play. That means two things, first, posting time will be a little earlier than it has. Posting will lean more toward the five to six Pacific Time rather than a six to seven Pacific Time. The second thing is that I may drop a post every now and again. I hope not, but I have no idea what the fatigue level will be. Just to let you know.


Quinn  d20+11=28 d20=4 d20+11=13 d20+10=16
Wednesday January 3rd, 2007 10:10:04 PM

Quinn will smile and look down at Jaeden "I will try brother, I will try."

Quinn spots the patrol and hears Trace's hushed warning.

Spot 28

Quinn will dismount the horse again with a grimace. "This is getting too repetitive. On and off, on and off." Quinn says to the boy as he helps him off the horse. Quinn again pantamimes hiding for the boys benifit.

Quinn looks at the long horse face in front of him and comments "Go hide" and he watches if Dalek does anything. If not, he will shoo him to deeper cover.

Quinn settles his shield and mace and moves forward to find a hiding spot.

Hide 4

Quinn mumbles "Duck and cover, duck and cover. I can not wait to find this shroud."

Quinn watches and listens for the patrol and he fingers his goatee.

spot 13
listen 16

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 x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

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

ooc: Al, how long has the group been in the Koshe Marr?

[ Roughly six or seven hours, Quinn. --Al ]


Savin  d20+12=21
Wednesday January 3rd, 2007 11:35:47 PM

Savin once again heads back to the group and directs them upwind into hiding spots. He wonders how long they have been at this and thinks that everyone needs a good rest. If they are able to once again evade the patrol, Savin will say to Peerimus, "I think we should try and find a good place to hold up and rest for a couple of hours. Stumbling around in the dark isn't something I advise. We have been travelling for a while and fatigue will make us clumsy."

Savin will hide from the patrol (hide 21) and then scout around for a possible camp nearby.

Laima Ragana  d20+5=10 d20+5=22 d20+3=11 d20+6=9
Thursday January 4th, 2007 12:28:17 PM

Picking her way along with the group she stops as the mesa is reached; working her way slightly right of the group she holds and waits for further direction which Savin provides.

"There are many keys to survival that I have not taken into consideration thus far. The Path teaches in odd ways as she sends us further along."

Then the half-orc sorceress crouches low and slinks off the path with Savin and the rest, trying to blend in as a twig to a bush.
~~~~~~~~~~~~~~~~~~~~~~~~~~~
spot.10
listen.22
move silent.11
hide.9

Jaeden Ohm 
Thursday January 4th, 2007 3:25:14 PM

Stay out of sight again my friend. Jaeden thinks to Dalek.

Following his own advice he too does what he can to remain unseen. Hopefully the need for stealth will soon be over.

Peerimus and Yorrick  d20+8=21 d20+10=22 d20+8=14
Thursday January 4th, 2007 6:44:48 PM

Peerimus can nothing much more than nod to Savin and nod in agreement he does to what the monk says. They were close to Sleema's village but still far enough that some serious issues could arise while 'stumbling about in the dark'. The sound grabs his attention completely and he spins his head towards the ridge. Another patrol and the insection of thier course was far too close. One of the group would be spotted for sure. Peerimus leaves Yorrick where he is and moves silently off in front of the group. Keeping low, he moves to put another 60' between him and the others.

peerimus hide 21 move silent 14
yorrick hide 22

Spotted! (DM/Al)  d20+11=22 d20+13=30 d20+13=18 d20+6=22 d20+1=14 d20=3 d20=9 d20+1=21
Thursday January 4th, 2007 9:27:50 PM


Hide:
Jaeden 9
Dalek 21 (Nat 20)

Once again the group attempts to conceal themselves from the approaching Patrol. They descend off the edge of the mesa and into the brush. Sleema takes Rogo to the back and the two crouch with their backs against a low cliff of crumbled earth.

With concern for the nearness that the Patrol will be passing the party, Peerimus places himself a good distance down-slope and between the group and the approaching denizens of Koshe Marr.

The Patrol approaches in formation. The Werewolves lead, the sword wielding leader in the fore. The Trolls flank the werewolves and the large skull floats some 20 feet above. The growl, gibber and sniff the air as they cross the low spot between hills and start up the slope.

Suddenly, the armored Werewolf turns and looks directly into the center of the space in which the party is hiding! He lets loose a howl, a hunting call and tears off in the party's direction. Only seconds behind, his pack follows. Slower to react, the Trolls lumber some thirty feet behind.

By scent or sight, the lead Werewolf picks out the form of Peerimus, hidden in the brush. It gives off another howl, both a warning and a call to hunt.

The earth between Peerimus and the group roars and then explodes upward as a wall of dark rock over a hundred feet long begins to rise up and grow toward the sky. Up and up it rises until it towers a full thirty feet above blocking both passage and sight.

Everyone Will Save vs DC14 for the following: (If you interact with the wall, you realize that it is an illusion. But you must interact with it first. If you make your will save you may then act as though the wall does not exist. If you tell others that it is an illusion they may be considered to have interacted with the Wall. But they may not disbelieve the wall unless they have made their Will Save.)

=== OOC ===

Welcome to the first Combat of 2007!

Post AC and HP for both PC and companions, please.

Note that the slope, though gradual, is enough to give the advantage of Higher Ground.

Map

Savin ac 29 115/115  d20+11=24 d20+5=24
Friday January 5th, 2007 2:39:41 PM

Savin sees the stone wall grow and knows that Peerimus is on the wrong side. He runs forward and jumps up to climb the wall and falls through it. (Will save 24) He stumbles and catches himself (dex save 24)in surprise as his hands catch nothing. He looks back and calls, "Its an illusion! The wall isn't real!"

Savin will move to V18 and get some silversheen out to apply to his staff.

"You really need to work on your hiding skills Peerimus!"

Peerimus AC 31 HP 91 Yorrick AC 23 HP 117  d100=22
Friday January 5th, 2007 4:46:52 PM

Peerimus snorts at the monk and glances back at the wall and then to the closing werewolves. Lycanthropes, the Floating city had taught him about these creatures. The old codes and ways seemed a bit cumbersome to him now. Without silver as a weapon, his odds at putting these abhorences of nature was mighty low. Perhaps upon return to teh real Wold he would put some study and commune time to address such a short coming. Now was not the time for all that distraction though.

Peerimus rises and issues his own cry back towards the closing werewolves. Let them know he was just not some prey hiding in the grass. The Raptor turns and heads south 70'. [Y31] Arriving quickly to his new location the druid focuses to reach across the space to Mother and her protection. [cast Barkskin %22]

The great bear rises and moves to Jaeden waiting for the warrior to move and then follows him.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, *Produce Flame x2
Level 2:
*Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider
Barkskin

Quinn AC 27 HP 100  d20+18=32 d100=74 d20+11=17
Friday January 5th, 2007 6:48:02 PM

Quinn was happy to be hiding and avoiding another patrol and just thinking of ways to get the group back to the Wold for dinner and a beer. Quinn was thinking that in addition to the artifact and his plane travel he can Banish one of his new friends or pets back to the Wold, and then the wall starts to grow.

Quinn sees the wall spring up and he moves toward the horse, seeking the modiblity option.

Quinn moved to H10

Quinn heres Savin's warning and takes a harder look at the wall.

Will save 32

Quinn can now see through the wall. "Good show brother Savin and you didn't even fall. I would have been on my face for sure."

Quinn sees that battle is coming and casts protection from evil on himself.

spell save 74%

Quinn scans the sky fr th Skull and fingers his eye shaped symbol of Gargul as he calculates ranges to the Skull.

Spot 17

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 x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2 *
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Protection from Evil 12 minutes

Rod of extend 2/3

Trace and Shadow  d20+7=18 d20+20=24 d20+20=25 d20+15=16 d20+12=16 d8+6=10 d8+6=11 d8+6=12 d8+6=7 d6=5 d6=4 d6=6 d6=5 2d6(1+5)=6 2d6(1+5)=6 2d6(1+6)=7 2d6(6+3)=9
Friday January 5th, 2007 8:36:01 PM

Trace being at the back of the party has the ability to watch the situation go to hell in a hand basket. Trace then draws down on the floating skull, sending four arrows its way. Trace whispers to everyone. "Before for we left for this place I gave everyone a vile of silversheen now is a good time to use it.

will save 18
attacking point blank at the skull

hit ac 24 10 hps, 5 fire, 6 holy total=21
hit ac 25 11 hps, 4 fire, 6 holy total=21
hit ac 16 12 hps, 6 fire, 7 holy total=25
hit ac 16 07 hps, 5 fire, 9 holy total=21

total damage 88 hps.

arrow total (80/120)

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

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

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 17/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Spotted! 02 (DM/Al)  d4=2 d20+6=26 d20+6=26 d8+7=13 d8+7=8
Sunday January 7th, 2007 8:58:39 PM


Savin leaps to the wall, intent upon scrambling up and over. But he finds that he merely steps right through. She shouts a warning, before hurrying to the side of Peerimus the Raptor. Savin orders a vial of Silversheen from his haversack and readies for the impending rush of the Werewolves.

Warned by Savin, one by one, each member of the group sees the Stone Wall for what it really is, rejecting its presence it no longer impedes them.

Peerimus leaps through the brush on reptilian legs, taking himself out of the path of the charging Werewolves and the curse of Lycanthrope. He struggles against the anti-life aura of Koshe Marr, but wins through. He completes a spell and his scales harden adding protection from infecting cuts.

Seeking to climb astride Dalek once again, Quinn hobbles up the slope. Before mounting, he fights against the unholy aura of the realm to cast a spell of Gargul. (BTW, Quinn, you can Mount as a free action if you make a Ride check of DC20.)

Trace defeats the illusion through the strength of his will, and it no longer presents an impediment to his deadly hail of arrows. Two our of four shafts find the Skull and it screams in pain. (Trace: Point Blank is only applicable when a Target is within 30 feet. At such time, it is automatic. Also, the Skull is 265 feet away. That's two range increments for your weapon and adds a -4 Penalty to your attack. That makes your Attacks this round 19, 20, 11, 11. Still means you hit twice, though.)

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

The Skull at the back of the group begins chanting. One Skull then becomes Six! All six approach, gliding through the air. The question now: Which one is the real Skull?

The Troll Leader shouts orders in then language of Giants. One heads for Savin and the other for Peerimus, while the leader himself takes a running hop and hurls a Javelin at Peerimus the Raptor. (TL Hit Peerimus AC26 [Crit = AC26 /Both Nat 20's], Damage 13+8= 21hp) Though the range is far for the Javelin, the throw is strong, and the dark providence of this land is behind the shot. The Javelin crashes straight through Peerimus' ribcage drawing blood to his mouth.

The Werewolf Leader growls orders before launching himself toward Savin. It comes up short of Savin snarling and snapping at the monk. The bastard sword in its hand gleams black in the waning moonlight. The fetid breath of the Werewolf leader is hot and rank. (Savin, you have a vial of silversheen in one hand and your quarterstaff in the other. Applying Silversheen will draw an AoO. You can wield your Two-handed Staff in one hand with a Penalty of -4.)

Following the commands of their Leader, the remaining Werewolves move to the flanks. One rushes in to go toe to toe with Peerimus the Raptor, while the other two move as though to circle to Savin's backside. (Peerimus, take an AoO against W1)

=== OOC ===

Note that the slope, though gradual, is enough to give the advantage of Higher Ground.

STATUS
================
LS Wounded - AC less than 19
WL Uninjured
W1 Uninjured
W2 Uninjured
W3 Uninjured
TR Uninjured
T1 Uninjured
T2 Uninjured

Map

Will Save vs DC14 for the following: (If you interact with the wall, you realize that it is an illusion. But you must interact with it first. If you make your will save you may then act as though the wall does not exist. If you tell others that it is an illusion they may be considered to have interacted with the Wall. But they may not disbelieve the wall unless they have made their Will Save.)

Quinn AC 27, HP 100 
Sunday January 7th, 2007 11:38:29 PM

OOC: Al, Quinn did not want to mount the horse last round.

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

Quinn heeds Trace's wise words and fishes out the vial of silversheen onto his mace and then moves forward. "Smart man brother Trace."

Move to L14

Quinn keeps an eye on the six skulls as they approach and calls out to Savin Peerimus. "We are coming to rescue you brothers."

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 x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2 *
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Protection from Evil 12 minutes

Rod of extend 2/3


Trace and Shadow  d20+15=32 d20+15=26 d20+10=18 d20+7=8 d8+5=6 d8+5=9 d8+5=7 d6=3 d6=4 d6=1 2d6(5+1)=6 2d6(2+1)=3 2d6(2+6)=8
Monday January 8th, 2007 1:09:48 AM

Trace spits to the ground as he sees the skull split into six, he then quickly tries to rember wich one is the real skull. He picks his targets and launches another assualt. Trace whispers to the group, "Yall want me to continue with the skull or move my attack at the wolf leader or the two dummies slowly coming down the hill?"

Shadow starts to yaowll as she paces back and forth infront of Trace waiting for one of them to get too close to her master.

if shot hits a false image trace will move to next target, sequance 1 3 6 2

hit ac 32, 6 hps, 3 fire, 6 holy = 15
hit ac 26, 9 hps, 4 fire, 3 holy = 16
hit ac 18, 7 hps, 1 fire, 8 holy = 16
miss ac 8

arrow total (72/120)

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

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

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 17/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Laima Ragana 
Monday January 8th, 2007 9:12:15 AM

Watching as the lycanthropes tear through the underbrush and close in on her new companions Laima cannot help but be struck with a bit of fear. These things could kill...sure...but they could do so much worse. There is, however, a greater threat at hand; the skull has cast an illusion and now floats as six.

"I am going to try and solve this multiplication problem. Hopefully I am right in my judgements."

Words of arcanum are chanted as the grey-skinned lady in robes stretches out her hand. Bringing her thumb into her palm and stretching out her four other digits, Laima mimics a broom with her fingers and, pointing at the skulls, begins to sweep the air.
~~~~~~~~~~~~~~~~~~~~~~~~~~
Cast Dispel Magic [20' burst] on 25AU - I do not have my CS with me at work, so I am unable to make any rolls. I have my range at 210' for the spell but I am also having trouble reading the map for distances...my target is close to 210' but if i can make it closer to the center of the skull cluster then I would prefer that.

Savin ac 29/29 hps 115/115  d20+16=20
Monday January 8th, 2007 9:16:34 AM

Savin feels a flash of anger with Peerimus. Here he ran down to support his friend and the first thing the druid does is bound away leaving Savin along with 3 closing werewolves.

Savin glances ruefully at the vial in one hand and his staff in the other. "Doesn't look good for me does it?" he says to the werewolf leader. Savin suddenly explodes backwards, tumbling away from the wearwolf, moving 30' away. (tumble roll 20)

He pours the silversheen on one end of his staff and calmly waits for the werewolf to close in again.

Peerimus AC 30 HP 70-91 Yorrick AC 23 HP 117  d20+13=17 2d6(5+6)+5=16 d20+20=30
Monday January 8th, 2007 4:55:40 PM

Peerimus glances towards Savin, Good, he's backing towards the group But then the monk stops far short of the main body and the Raptor gives a sharp cry. Peerimus has some other worries though and quickly shifts his focus to the approaching werewolf. He never even sees the shaft as it hurtles towards him. It strikes a glancing blow, but leaves a long tear across his midsection. Hardly life threatening, but painful and fairly bloody, leaving the copper taste of his blood in his mouth. The werewolf closes and he lashes out with a powerful talon. Were the creature not so resistant to his natural weapons he would stay and finish it, but as it was.

AoO Hit AC 17 Dmg 16

Peerimus moves back and angles towards where the group should be forming up and reverts to his human form. "Yorrick! I need your strength my friend"
The challenging bellow from the great ursine as Yorrick closes to stand next to him brings a smile to his face. Even though, he knows there is not much to be smiling at.

Move to O/22 by going 5 straight back out of reach and then angling to prevent AoO's
Yorrick moves to O/24

Handle animal 30

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, *Produce Flame x2
Level 2:
*Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider
Barkskin

Spotted! 03 (DM/Al)  d20+10=27 d20+4=5 d20+4=7 d4=3 d20+4=12 d20+4=19 d20+4=10 d20+11=22
Monday January 8th, 2007 9:23:44 PM


At Trace's reminder, Quinn fishes into his pack for the vial of Silversheen. Then, with the vial in hand, he moves back down the slope. (Quinn: Retrieving the vial from storage is a move action. Applying the Silversheen is as well. Also note that when you move diagonally, every other square adds 5 extra feet to your movement. That puts you at K13. See the Diagram on Page 147 of the PHB.)

*pht*pht*pht* Three of the Skulls vanish as Trace's arrows strike them. He receives no answer to the question of whether to switch from the Skull to the Werewolves. (BTW, Trace. The Silversheen that you applied in post Wednesday December 27th, 2006 11:58:10 PM has long since expired. Silversheen lasts an hour. It's been nearly two since you applied.)

Laima aims a spell into the far distance. It's a long way, and the spell does not reach as far as she thinks it might. But it's enough to catch the two of the Skulls at the edge of the spell affect. Both Skulls vanish, proving them to be nothing more than images. (Laima's CL Check = 27. See calculation of distance at bottom of post.)

(Real Skull was L5, btw.)

Savin Tumbles backwards, dodging through the brush. When he stops he pours the Silversheen over his staff and waits for the Werewolf Leader to come in for a beating.

After ripping a chunk from the Werewolf foolish enough to ignore his reach, Peerimus the Raptor retreats. The Werewolf takes a swipe at him as he leaves. (AoO W1 Attack Peerimus AC5 /Nat1) Pained by the wound Peerimus had delivered, the Werewolf's strike is wild and comes no where near the retreating druid. Once safely away, Peerimus takes the time to revert to human form and call Yorrick to join him. Yorrick hears his friends voice call to him from beyond the Rock Wall. (Yorrick Will Save 7) The travels around the wall to join Peerimus. (BTW, reverting back from animal form is a Standard Action.)

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

The Skull is alone once again. But not for long. Again it chants, and this time from one it becomes Seven! All seven Skulls leap forward through the air, swooping down toward the upward inclining slope.

The Trolls advance from behind, one of them coming up on Savin.

As for the Werewolves, instead of pursuing Savin, the Werewolf Leader charges straight through the illusionary wall, driving toward the core of the party instead. Two other Werewolves cover its flank while the third continues to pursue Peerimus.

=== OOC ===

Note that the slope, though gradual, is enough to give the advantage of Higher Ground.

STATUS
================
LS Wounded - AC less than 18
WL Uninjured
W1 Wounded - AC less than 17
W2 Uninjured - AC less than 17
W3 Uninjured - AC less than 17
TR Uninjured
T1 Uninjured
T2 Uninjured

Map

Will Save vs DC14 for the following: (If you interact with the wall, you realize that it is an illusion. But you must interact with it first. If you make your will save you may then act as though the wall does not exist. If you tell others that it is an illusion they may be considered to have interacted with the Wall. But they may not disbelieve the wall unless they have made their Will Save.)

Calculating Distance
Column I to AU = 39 squares.
Row 13 to 25 = 12 squares.

1) 39x5 = 195 feet
2) Every other square adds 5 feet so (12/2)x5 = 30 feet.
3) Total Feet = 225 feet.
4) With 210 feet, I think you reach more reasonably to AR24.

Quinn AC 27, HP 100 
Tuesday January 9th, 2007 9:22:08 AM

Quinn appllies the silver sheen to his mace and looks over at Jaeden "Snap out of it Brother, they are not that scary, protect your friends and form a line with me."

Quinn steps forward to M13.

Quinn swings his heavy mace and thrusts his shield forward waiting for the werewolves. "Time to meet Gargul, Filth." Quinn spits out.

Quinn keeps an eye on the Skulls and he calculates ranges and thinks to himself, not 60 feet yet, keep coming, just keep coming.

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 x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2 *
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Protection from Evil 12 minutes

Rod of extend 2/3


Posting Report for week of Jan.1-5 [aDM.Drew] 
Tuesday January 9th, 2007 9:40:27 AM

Posting Report for Children of Chaos
Week of January 1 -- January 5
...............................M...T...W...Th...F
DM-Al....................x....x....x.....x.....+
Peerimus-DanK......x....x....x.....x....x
Laima-Drew...........o....x....x.....o.....x
Savin-George.........o....o....x.....x.....x
Jaeden-Jason.........x....x.....x.....o....o
Quinn-JimF............x.....x.....x....x.....x
Trace-Ted.............o.....x.....o....x.....x

x = post
o = no post
* = substitute post
- = skipped post (no DM post)
+ = see notes
Notes
DM Post came on Sunday and all posted except Jaeden.


Laima Ragana [ac25 hp48/48:message / see invisibility / mage armor]  d20+13=30 d6+5=11 d20+9=26 d20+5=18 d20+7=21
Tuesday January 9th, 2007 5:24:11 PM

Terrified of becoming a lycanthrope, Laima decides to get away from that potential threat; the leader is tearing through the brush up towards her position and that cannot happen. She skirts around Quinn to put a few feet between herself and the lycanthrope and begins to chant arcanum yet again. As she finishes her magical words she mimes a big yawn and covers her mouth with her left hand; a small wink and smiling eyes are seen staring at the werewolf leader before blowing the yawn at him like a kiss. A coruscating ray wobbles towards the werewolf and seems to be well aimed.

"This is insane. Why does the Path test us with a disease powerful enough to do that to a creature?"
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Move to M10
Cast Ray of Enfeeblement on WL - No saving throw - 11 points STR penalty
To beat Spell Resistance-30 [d20 + CL11 + 2 luck points]
Ranged Touch Attack.26
Knowledge check.18 [please add +1 if lycanthropes fall under Religion or +3 if it is Arcana] to remember eanything she can about lycanthropes.

spells per day --- Save DC
0- 5 / 6 --- 15
1- 6 / 8 --- 16
2- 6 / 7 --- 17
3- 5 / 7 --- 18
4- 7 / 7 --- 19
5- 4 / 5 --- 20
+1 to the Difficulty Class for all saving throws against illusion spells

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

active effects
Mage Armor [+4AC / 11 hours]
Message [109 minutes]
See Invisibility [110 minutes]
AC roll.21

luck points
3 / 4

Wand of Lightning Bolt
48 / 50 charges


Peerimus AC 30 HP 70-91 Yorrick AC 23 HP 117  d20+11=13 d20+11=26 2d6(4+1)+19=24 d20+17=37 d20+17=36 4d6(6+2+6+3)+22=39 d6=2 d20+20=28
Tuesday January 9th, 2007 5:29:02 PM

Peerimus notes Quinns call to Jaeden, C`mon Jaeden, snap in With a shout in the ancient language of his master *drudic*, "Yuorrichk Ah`Mah Avea" Peerimus grips his staff and steps on against the werewolf, levelling a body shot with both hands.

Handle animal 28 Move to Q 22 PA 5 Hit AC 13 Hero Point Hit AC 26 Dmg 24

Yorrick moves in on the wolfman as well. Rising to his full height, the great bear sends one powerful bone crushing blow into it. A triumphant blast sounds forth to challenge the nearby troll.

Yorrick move Q/23 Hit AC 37 crit 36 Dmg 39 + 2 fire

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, *Produce Flame x2
Level 2:
*Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider
Barkskin

Savin hps 115/115 ac 29  d20+9=25 d8+17=20
Tuesday January 9th, 2007 5:52:12 PM

Savin is upset that none of the werewolves engaged him. He doesn't like being ignored! He will move to O15(using 20' of movement and avoid the AOO) and attack W3 with a powerattack. Savin makes sure to strike with thte silversheen end of his weapon. Savin does20 points of damage to the diseased creature.

"If you weren't so rude and accepted my invitation to this dance, we might be getting along better...alas for the lost social graces"

Savin looks around and yells, "Someone needs to dispel those extra skulls so Trace can finish it off. We can't let any get away!"

OOC Explaination of attack +5 power attack. Have to run out so can't look it up. Does silversheen give any pluses besides getting past the damage reduction?)

Jaeden (AC see below HP 116/116)  d20+13=19 d20+21=35 2d6(4+5)+13=22
Tuesday January 9th, 2007 8:49:42 PM

For too long Jaeden remains staring at the wall that had exploded into existance before him. He hears the call about it's false nature and narrows his in closer inspection.

After some unknown number of seconds he sees through the illusion but by then the spell had done it's job and granted it's surprise. The werewolf burst through and Jaeden is ripped from his observation.

His wasted time had cost him much...

With a grunt the warrior springs forward to meet the closest foe [move to J17] while he marks the beasts movements well [+1 dodge ac vs WL].

Meeting the beast and attempting to block it's way Jaeden swings his blade in a single massive arc that connects solidly [Att1 vs WL: Hit AC 35 dmg 22.]

Armor Class
Regular: 25
VS WL: 26
VS AoO: 29
VS AoO from WL: 30

Spotted! 04 (DM/Al)  d20+3=9 d20+3=4 d20+8=10 d20+22=27 d20+17=21 d20+12=17 2d8(5+5)+10=20 d20+10=26 d8+7=8
Tuesday January 9th, 2007 9:29:11 PM


Quinn applies Silversheen to his mace and moves down the slope. He keeps an eye on the flock of Skulls, judging the distance between himself and the undead abomination.

A dark coruscating beam leaps from Laima's hand and strikes the Werewolf Leader square in the chest. It's power appears to flag considerably. As Laima then retreats, she flogs her memory for some advantage that Knowledge might bring. The lore of Werewolves, however, is vague in Laima's mind. She knows nothing but the most Basic of legends about they and the curse of Lycanthrope. An weakness to silver, the werewolf's connection to the moon, the rumor that they are actually shape changing humans. (The description of the Knowledge Skill tells what types of monsters each type of Knowledge applies to. In this case, it would be Knowledge Local for Humanoids.)

Peerimus moves in to meet the wounded Werewolf. With Heroic effort, he uses the power that imbues his staff and crushes the creatures bone, pulping its internal organs. Not even the Werewolf's resistance to blow can stave off such power and it stands before Peerimus, Disabled. Then Yorrick comes over Peerimus' shoulder, and with a mighty swipe of his paw, rips the Werewolf in twain.

Savin circles the nearest Werewolf, vanishing through the illusory wall. The creature gives a yelp as something powerful and stout strikes straight through the stone and crushes the side of its head. It sways upon its crooked animal legs, Disabled, but not down.

Jaeden shakes off the crushing lethargy of Koshe Marr and takes an uphill position against the Werewolf Leader. The Ohm Family Greatsword cuts an arc through the dark air and descends upon the creature's shoulder. Powerful thought he blow may be, it is in the nature of the Werewolf to resist the blade and the blow. The cut does less damage than normal. (Welcome back, Jaeden. BTW, I think you just saved Shadow's butt.)

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

The Werewolf Leader barks an order and the other that had been able to pierce the illusory wall, heads directly for Trace. The lesser werewolf comes up around to the side of the Mesa to threaten Trace from the side while the Werewolf Leader moves five feet up the slope of the hill to even the advantage with Jaeden. Then with its dark Bastard Sword, it strikes. (Hit Jaeden AC27, AC21, AC17 Damage 20hp) One blow of the Bastard Sword crashes through Jaeden's armor and draws the warrior's blood. The other two strikes glance off of Jaeden's shining Mithril. Laima's spell appears to have saved Jaeden from greater damage.

The Disabled Werewolf quickly withdraws in the direction of the nearest Troll, while the Trolls come onward. From the direction that the Trolls take, it's clear that they are headed for the edges of the Illusory Wall.

The Troll Leader, however, has a different aim. Rushing forward again, he throws another Javelin. This time at Yorrick. (Hit Yorrick AC26, Damage 8hp) The Javelin pierces Yorrick's foreleg, drawing blood. But there had been little power behind the blow, and the wound is not deep.

The Skulls rush onward. They rise effortlessly and even with the upward sloping hillside, demonstrating their Perfect flight.

=== OOC ===

Note that the slope, though gradual, is enough to give the advantage of Higher Ground.

STATUS
================
LS Wounded - AC less than 18
WL Lightly Wounded - AC less than 35, Strength Penalty
W1 Dead
W2 Uninjured - AC less than 17
W3 Disabled - AC less than 17
TR Uninjured
T1 Uninjured
T2 Uninjured

Map

Will Save vs DC14 for the following: (If you interact with the wall, you realize that it is an illusion. But you must interact with it first. If you make your will save you may then act as though the wall does not exist. If you tell others that it is an illusion they may be considered to have interacted with the Wall. But they may not disbelieve the wall unless they have made their Will Save.)

Savin 115/115 ac 29  d20+9=21 d8+17=24
Wednesday January 10th, 2007 7:58:03 AM

Savin moves to Q12 and whacks the werewolf again, doing another 24 points to the werewolf. He calls out to the Trace and the spell users, "Someone dispel the images! Trace hold your shots until they do!"?

Savin looks at the troll and says, "Come on your smelly toad. Come and get me!

Quinn AC 27, HP 100 
Wednesday January 10th, 2007 10:27:28 AM

Quinn hobbles over to help Jaeden, just in case he goes into a funk again. Quinn is cursing his leg and the Koshe Mare the entire way.

Double move to I17

Quinn heads Savin's warning about the dispel and looks to Lamina. "Sister can you cast another dispel magic, mine may not work in this acused place."

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 x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2 *
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Protection from Evil 12 minutes

Rod of extend 2/3


Laima Ragana [ac25 hp48/48:message/see invisibility/mage armor]  d20+13=17 d20+11=24 d20+11=30 d20+11=31 d20+11=13 d20+11=21 d20+11=26 d20+11=20
Wednesday January 10th, 2007 6:11:20 PM

Things seemed well thus far; she had weakened the leader of the group and at least one werewolf was down. Then the wall flickers and although it remains there its substance disappeared and a troll and another lycanthrope are close to upon her. Panic rises again but things must be controlled and she is the only one who can control the present battle.

The same icy words of arcanum are heard spewing from her mouth and again wide spread fingers aim at the cluster of skulls and mimic a sideways sweeping broom.

Once the spell is cast, Laima retreats to the place she just fled from, knowing that it is much safer.

"We need to condense and not let them surround us!"
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
WILL save to disbelieve wall.17
Cast Dispel Magic with 20' burst centered on AA24.

Disple Checks -- d20+CL11
L1.24
L2.30
L3.31
L4.13
L5.21
L6.26
L7.20
Move.J14

spells per day --- Save DC
0- 5 / 6 --- 15
1- 6 / 8 --- 16
2- 6 / 7 --- 17
3- 4 / 7 --- 18
4- 7 / 7 --- 19
5- 4 / 5 --- 20
+1 to the Difficulty Class for all saving throws against illusion spells

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

active effects
Mage Armor [+4AC / 11 hours]
Message [109 minutes]
See Invisibility [110 minutes]

luck points
6 / 4

Wand of Lightning Bolt
48 / 50 charges


Peerimus AC 30 HP 70-91 Yorrick AC 23 HP 109-117  d20+20=23 d20+19=29 2d6(1+2)+11=14 d6=4
Wednesday January 10th, 2007 6:12:10 PM

Peerimus gives the creature not another thought, bt whirls and moves with Yorrick to the Troll heading towards the illusionary wall's edge. Knowing the creature has reach, peerimus moves in first to attract any attack it might launch and to place himself in the path of the troll.

Peerimus double moves to I/27

He calls for Yorrick to come in directly at the trolls flank and strike. [Handle animal 23]
Yorrick turns from the leader, though the bears eyes betray where he would rather put his flaming claws to use and comes in on the other troll. The great bear strikes, tearing through the rough skin of the troll and searing the wound with fire.
[Yorrick move to L/27 Hit AC 29 dmg 14+4Fire

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, *Produce Flame x2
Level 2:
*Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider
Barkskin

Jaeden (AC see below HP 116/116)  d20+21=36 d20+16=21 d20+11=17 2d6(2+5)+13=20
Wednesday January 10th, 2007 8:53:56 PM

Side stepping to keep the advantage [5' step to I17] Jaeden sends a flurry of attacks towards the werewolf leader. The first blow hits [att1 VS WL: hit AC 36 dmg 20] but both following blows miss the mark [att2 vs WL: hit ac 21][att3 vs WL: hit ac 17].

Armor Class
Regular: 25
VS WL: 26
VS AoO: 29
VS AoO from WL: 30

Notes
Working is getting very consuming... I apologize but can't do anything about it atm. I will do my best to at least get cursory posts in so no one dies...

Spotted! 05 (DM/Al)  d20+9=10 2d6(6+5)+13=24 d4=4 d20+10=16 d8+7=11 d20+4=15 d20+4=16 d20+19=35 d20+15=28 d20+19=33 d6+11=15 2d6(3+6)+5=14 d6+11=14
Wednesday January 10th, 2007 9:29:31 PM


Savin pursues the Disabled Werewolf through the illusory wall. One swing of his staff is enough to spatter its brains across the dark landscape.

Quinn comes in on the uphill side of Jaeden to menace the Werewolf Leader.

Laima casts another Dispelling magic, and the Seven Skulls suddenly become One. She retreats from the creatures who are closing in all around. (This time it was L2)

Peerimus and Yorrick move on the Troll making its way around the illusory wall. As Peerimus passes in front of it, the Troll reaches out and strikes at him. (AoO T2 Hit Peerimus AC10 /Nat 1)) Startled by the bold approach, and the bulk of the attacking bear, the Troll misses completely. Then Yorrick is upon it. For the second time today, the smell of burning Troll hide fills the noses of Peerimus and Yorrick as Yorrick's fiery paw draws furrows across the Troll's body.

Jaeden gives as good as he takes. At first his second blow appears to miss, but it powers through the Werewolf Leader's armor, cutting its flesh. (Damage 24hp, 14 after DR.) The third blow, unfortunately, glances away.

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

The Illusory Wall flickers and disappears.

The Skull chants one more time. Once again One be becomes Seven. All of them glide forward. Ever forward.

The Troll Leader shouts an order. It and the one from the North converge on Laima. The Troll Leader throws another Javelin. (TR Hit Laima roll Armor Class vs AC16 or take 11hp Damage) The javelin doesn't look like it can hit her, but will she be lucky enough to avoid the sharp metal point. Meanwhile the Troll from the North rushes right up to loom over the lovely gray half-orc.

The Troll between Peerimus and Yorrick is unnerved. It rushes out from between the two in order to join the Werewolf Leader. (Peerimus and Yorrick take an AoO each vs Troll2.)

The Werewolf to the west swipes a claw each at Trace and Shadow. (W2 Claw Trace AC15, Claw Shadow AC16) Both frenzied claws miss.

"You will join the Packs of Queen Fildelia!" The Werewolf Leader growls at Quinn and Jaeden. Then it swipes with claw and bites with fang, attempting to infect Quinn and Jaeden with The Curse. (Claw Quinn AC35, Bite AC28, Damage 15+14= 29hp; Claw Jaeden AC33, Damage 14hp). The Werewolf Leader scores hits on both the Cursed fluids of the Lycanthrope mix with the blood of both Heroes!

The enemy has closed with the group. Sleema and Rogo cower against the wall of the mesa. The Forces of Koshe Marr are now engaged!

=== OOC ===

Thanks Jaeden/Jason. You're doing fine.

Note that the slope, though gradual, is enough to give the advantage of Higher Ground.

STATUS
================
LS Wounded - AC less than 18
WL Wounded - AC between 21 and 17, Strength Penalty
W1 Dead
W2 Uninjured - AC less than 17
W3 Dead
TR Uninjured
T1 Uninjured
T2 Lightly Wounded - AC less than 29

Map

Will Save vs DC14 for the following: (If you interact with the wall, you realize that it is an illusion. But you must interact with it first. If you make your will save you may then act as though the wall does not exist. If you tell others that it is an illusion they may be considered to have interacted with the Wall. But they may not disbelieve the wall unless they have made their Will Save.)

Trace and Shadow  d20+19=27 d20+19=37 d20+14=18 d20+11=22 d8+5=10 d8+5=11 d8+5=6 d8+5=8 d6=4 d6=3 d6=6 d6=5 2d6(4+3)=7 2d6(2+2)=4 2d6(5+2)=7 2d6(3+6)=9 d20+12=28 d20+7=10 d20+7=13 d6+5=9
Wednesday January 10th, 2007 11:21:22 PM

(ooc: sorry had trouble with post yesterday, if you will, will you retro showing Trace blowing his horn of goodness. It hangs on a harness around his neck.)

Trace snaps out of his trance and quickly trians his eyes on the last skull remianing and lets loose four arrows.

hit ac 27, 10 hps, 4 fire, 7 holy= 21 hps
hit ac 37, 11 hps, 3 fire, 4 holy= 18 hps
hit ac 18, 06 hps, 6 fire, 7 holy= 19 hps
hit ac 22, 08 hps, 5 fire, 9 holy= 22 hps

total 80 hps off

Shadow Steps up and snaps at the wolfman and tares a bit of flesh but misses with the claws.

hit ac 28, 9 hps
miss ac 10
miss ac 13
toatl 9 hps.

arrow total (72/120)

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

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

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 17/44
Armor Class: 20
Touch: 15
Flat-footed: 15


Quinn Ac 27 HP 79/100  d20+14=32 d20+13=18 d20+8=17 d8+3=4 d8+3=10 4d6(5+4+4+2)=15 4d6(6+3+2+5)=16 d6=4 d6=3
Thursday January 11th, 2007 12:57:16 PM

OOC: Al did the WL drop his sword to claw Quinn and Jaeden?

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

Quinn steels his body against the disease and glares at the werewolf.

Fort save 32

"Time for you to meet the big man you unclean filth. Be sure to watch Gargul grant be the blessing to cure any that you infect."

Quinn swings his silversheened mace at the werewolf leader with relish.

AC 18, damage 4 + 9 holy + 6 viscious = 19
AC 17, damage 10 + 9 holy + 7 viscious = 26

Damage to Quinn for Viscious if he hit:

4 for first swing and 4 for second.

Quinn is just getting used to combat with his diseased leg and did not make his best attack ever. Quinn thinks to himself that this were curse is another reason to plane travel in 16 hours and counting.

Quinn stands his ground and attempts to leave as small a target for the troll as possible.

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 x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2 *
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Protection from Evil 12 minutes

Rod of extend 2/3



Jaeden (AC see below HP 102/116: Lycanthrop Cursed)  d20+21=39 d20+21=30 d20+16=19 d20+11=23 4d6(4+2+3+4)+26=39 2d6(1+3)+13=17 2d6(2+5)+13=20
Thursday January 11th, 2007 4:41:08 PM

The beast's claw burns and carries the taint of corruption and evil but Jaeden has no time to worry about such things now. He retaliates with a massive swipe of his greatsword that smashes into the Werewolf leader [att1 vs WL: crit ac39 confirm ac 30 dmg 39 before dr]. While the blow does less dmg then it should, still it rocks the beast.

Twice more the Ohm Family Greatsword strikes out at the werewolf leader and at least one of the strikes scores a hit [att2 vs WL: hit ac19 dmg 17][att3 vs WL: hit ac23 dmg20].

Finally Jaeden's whits fully return and he takes a moment to scan the battlefield.

"Savin, help Laima!"

"Peerimus, you and Yorrick pick up that Troll near where the wall was."

"I'll work to clean up the backfield."


Peerimus AC 30 HP 70-91 Yorrick AC 23 HP 109-117  d20+18=29 d20+19=29 2d6(2+2)+9=13 2d6(6+4)+11=21 d6=5 d20+13=26 2d6(5+3)+19=27 d20+17=22 2d6(1+2)+11=14 d6=4
Thursday January 11th, 2007 6:06:25 PM

The troll ignoring him and moving past almost takes the druid by surprise, but he recovers quickly and brings the staff across the flank of the monster. Yorrick follows suit and takes another powerful swipe at teh troll performing so foolish an action.

Peerimus Hit AC 29 dmg 13 Yorrick Hit AC 29 dmg 21+5Fire

If troll went down apply everything to WL

Peerimus charges the Troll, knowing it will once again great a strike, but he needed to close the gap. Upon moving through the trolls reach, he levels a powerful swing into its ribcage. Calling Yorrick to again follow him in, the great bear pounds down upon what appears to be another victim.

Peerimus PA 5 Hit AC 26 dmg 27 Yorrick Hit AC 22 dmg 14+4Fire

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, *Produce Flame x2
Level 2:
*Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider
Barkskin

Savin ac 29 hps 115/115  d20+14=26 d20+10=21 d8+19=21
Thursday January 11th, 2007 6:27:01 PM

Savin hears Jaeden's order to help their newest member and darts over to comply He will move to L11 tumbling part of the way to avoid the AOO (tumbling roll 26) He moves to flank the troll and swings hard with his quarterstaff trying to get the creatures attention.

Savin attacks T1 with a powerattack hitting ac 21 (Gave Savin +2 for flanking, hit ac 19 if it doesn't apply Do 21 points of damage)

Savin is hoping to put this troll down quickly so he can help the others.

Laima Ragana [ac16 hp48/48:message/see invisibility/mage armor]  d20+7=23 d20+7=16 d12=10 d20+14=21 10d6(4+2+3+5+5+4+5+6+6+5)=45
Thursday January 11th, 2007 7:24:34 PM

Laima hears something and turns in time to see the javelin leave the troll's hand; something told her it was coming and she is able to twist out of its way. Then another troll is upon her and looming large. Before she can react Savin flies in and begins to batter the monster, giving the half-orc enough time to get out of harm's way. She reaches for her side and pulls the darkwood club from its resting place as she realizes her vulnerability.

Turning to face everything again Laima grunts at the persistent skulls and decides that it is time to just destroy the infernal thing and its magic. Calling forth the power of shadow she points to the group of skulls with an upturned, open palm; a ball of fire appears and she throws it at the center of the cluster.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
AC roll.23 [previous turn to dodge javelin]
AC roll.16 [current turn]
Retreat to F13 coupled with drawing her club
Cast Shadow Evocation to mimic Fireball centered on 20W
Damage.45 [1/5 for 9 damage if WILL save is made to disbelieve]
Spell Resistance roll.21 [3 luck points used]
WILL Disbelief DC=21

spells per day --- Save DC
0- 5 / 6 --- 15
1- 6 / 8 --- 16
2- 6 / 7 --- 17
3- 4 / 7 --- 18
4- 7 / 7 --- 19
5- 3 / 5 --- 20
+1 to the Difficulty Class for all saving throws against illusion spells

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

active effects
Mage Armor [+4AC / 11 hours]
Message [109 minutes]
See Invisibility [110 minutes]

luck points
3 / 4

Wand of Lightning Bolt
48 / 50 charges


Spotted! 06 (DM/Al)  d20+4=17 d20+9=14 d20+19=27 d20+19=22 d20+15=31 d6+6=11 2d6(4+1)+5=10 d20+17=19 d20+9=20 d6+6=11 d20+4=22 d20+4=18
Thursday January 11th, 2007 9:48:54 PM


Trace shakes from his stupor and fires. The Werewolf takes advantage of the Opportunity to strike at him. (AoO drawn by firing a Ranged Weapon. Hit Trace AC17) Trace's armor keeps the claws away. pft-pft-ft-ft Four arrows leave the ranger's bow. A scream rings out as the second arrow strikes the real Skull. (I rolled targets for you. 1, 4, 6, 5) The Skull falls out of the air and crashes to the ground. All of the images vanish.

(Trace: Please see notes below.)

Quinn swings at the Werewolf Leader. In both cases, the beast is able to turn so that the blows glance harmlessly away.

Jaeden, however, has the skill of a born warrior. The Ohm Family blade opens the chest of the Werewolf Leader before coming around to cut it twice again. Even with it's resistance to damage, the beast is a bloody mess.

Neither Quinn nor Jaeden feel the tug of Lycanthrope. But then again, neither knows what that might feel like. Who knows when it may come?

Peerimus and Yorrick pursue the Troll as it trails blood and smoke across the landscape. Despite the heavy vegetation, the druid charges across the intervening space. (AoO vs Peerimus AC14) The Troll makes an ineffectual attempt to ward the human away before it is flung to the ground by a blow from Peerimus' staff. Yorrick is directly upon Peerimus' heels. The great bear shifts his attack to the fur covered wolf-man. There is a grunt of surprise from the bear when his claws fail to rip as deeply. The fire, though, sears the wolf-man's flesh quite well.

Savin comes to Laima's aid. Tumbling through the brush, he comes in to flank the Troll and gives it a good whack on the back of the head. It turns and gives a Giant bellow.

Laima withdraws to behind Trace and Shadow, drawing her club as she goes. When she turns back to the Skull, however, it is already lying still upon the ground, downed by one of Trace's arrows. (Laima, you can keep your spell. Not having performed a Standard Action also allows you to avoid an AoO from the Troll.)

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

The Werewolf Leader shouts out in a language that sounds like the same Giant the Trolls speak. It strikes with claws at Quinn before leaving its bastard sword behind and shifting five feet away and aim a bite at Jaeden. (Claw Quinn AC27, AC22, Damage 11hp; Bite Jaeden AC31, Damage 10hp) One claw rakes through Quinn's mithril shirt, and the bite clamps down upon Jaeden's armored forearm. Blood mixes with the waters of the werebeast's mouth.

The Troll Leader foregoes his javelins and draws a battleaxe as it marches upon Yorrick. (TR Hit Yorrick AC19) The large axe whistles through the air, but the angle is wrong, and Yorrick's natural armor deflects the blow.

The other Troll looks at the wiry man and then back at the pretty half-orc. Which one to hit? With native cunning, but little actual brains, it goes after Laima. (Savin, take an AoO.) (T2 Claw Laima AC20, Damage 11hp) It reaches out with a long arm, and from a distance away, it rips bloody furrows through her flesh.

The other Werewolf once again attacks both Trace and Shadow. But this time, Shadow finds herself flanked by both the newly arrived Troll and this Werewolf. (W2 Claw Trace AC22, Claw Shadow AC18) Still, despite all of its snarling and growling, the Werewolf's claws are repelled by the armor of the Ranger and his companion.

The odds appear decidedly in favor of these strange and mighty outworlders. Sleema climbs the wall of the mesa and peers around to see if any other patrol might be approaching.

=== OOC ===

Note that the slope, though gradual, is enough to give the advantage of Higher Ground.

STATUS
================
LS Dead or Dying
WL Wounded - AC19, Strength Penalty
W1 Dead
W2 Uninjured - AC less than 17
W3 Dead
TR Uninjured
T1 Wounded - AC less than 21
T2 Dead or Dying - AC less than 21

Map

Will Save vs DC14 for the following: (If you interact with the wall, you realize that it is an illusion. But you must interact with it first. If you make your will save you may then act as though the wall does not exist. If you tell others that it is an illusion they may be considered to have interacted with the Wall. But they may not disbelieve the wall unless they have made their Will Save.)

Trace: 1) Sorry, can't do actions once the round has passed. Going back in time messes too much with continuity. If you miss a post, you miss it. You cannot go back. 2) A Horn of Goodness may not have a special harness to wear it around the neck. Storage and retrieval is an advantage and disadvantage of particular items. They are designed with these limitations in mind. It will take a Move Action to take out an item like the Horn and a Move Action to store it again.

Trace and Shadow  d20+22=26 d20+22=33 d20+17=32 d20+14=17 d8+8=10 d8+8=13 d8+8=9 d8+8=14 d6=3 d6=4 d6=5 d6=1 2d6(5+3)=8 2d6(1+6)=7 2d6(3+1)=4 2d6(2+1)=3 d20+12=17 d20+7=8 d20+7=20 d6+5=8 d3+3=4
Friday January 12th, 2007 1:07:29 AM

Trace shifts his aim at the Troll attacking Laima Ragana and ignoring the wolf man next to him and will continue to do so untill he makes it through his armor.

Trace with his natural hatered for giants, unleashes his fury on the Trolls once again. He laughs to himself as he thinks he might give himself a nickname, Trace the Troll Trouncher. He'll keep it from their guest and her son that the only thing he can kill quicker is goblins.

Shadow hiss at the wolfman when he swings at her master again. She swipes two more times catching the wolfman once and then sinks her teeth in again tearing more flesh.

Trace fires four arrows at the Troll T1 and then to TR if it falls.

hit ac 26, 10 hps, 3 fire, 8 holy= 21hps
hit ac 33, 13 hps, 4 fire, 7 holy= 24hps
hit ac 32, 09 hps, 5 fire, 4 holy= 18hps
hit ac 17, 14 hps, 1 fire, 3 holy= 18hps

total=81 hps (+2 favored enemy, +1 point blank)

Shadow's attacks

hit ac 17, 8hps
miss ac 8, 0hps
hit ac 20, 4hps
total 12hps

arrow total (68/120)

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

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

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 17/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Savin ac 34 hps 115/115  d20+14=21 d20+9=14
Friday January 12th, 2007 8:18:07 AM

Savin is starting to get upset. Nothing wants to fight him. He sees Trace with his storm of arrows at T1 so Savin decides to tackle the big troll. He decides to be cautious this time and tumbles into range to avoid the AOO (tumble 21) and takes a tentative whack at the big creature using his staff to ward off any counterblows.

Savin's tentative blow easily bounces off the armor of the troll leader but hopefully will get its attention

OCC using combat expertise to add 5 to my ac bringing it to 34. Hit ac 14 which I am sure missed

Quinn AC 27 HP 65/100  d20+13=26 d20+8=18 d8+3=5 2d6(5+6)=11 2d6(6+6)=12 d6=3 d20+14=34
Friday January 12th, 2007 8:54:25 AM

Auinn is not happy with this were-wolf or his not sending it to be judged with his last series of blows.

Quinn will move up 5 feet to form a line with Jaeden.

Quinn move to J16

Quinn swings twice with his heavy mace

AC 26, damage 5 + 11 for holy + 12 for viscious = 28
AC 18, just missed, Quinn curses his leg yet again.

Quinn give a pained smile as his mace zaps him for 3 damage.

Quinn grits out "Time to be judged unclean filth."

Quinn again attempts to resist the were-curse.

Fort save 34 (now I get the natural 20)

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 x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2 *
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
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 x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Protection from Evil 12 minutes

Rod of extend 2/3


Jaeden (AC see below HP 92/116: Lycanthrop Cursed)  d20+21=39 d20+21=23 d20+16=30 d20+11=18 4d6(6+4+2+3)+26=41 2d6(4+3)+13=20 2d6(5+3)+13=21
Friday January 12th, 2007 12:42:20 PM

Most of the battle seems in order. The only wild cards being the still unengaged troll and the were-juice running through his veins.

Both must wait.

Again Jaeden unleashes a series of blows at the beast before him, and again the first of his blows crashes into the beast with massive force [att1 vs WL: crit ac39 confirm ac23 dmg 41]. His next blow also hits [att2 vs WL: hit ac30 dmg 20] and the last, while a bit over extended, still manages to strike the beast [att3 vs WL: hit ac18 + higher ground dmg 21].

[IF WL falls to Jaeden's first strike...]

Having dropped the foe before him Jaeden catches sight of the lone Troll and moves to base him [move to m16]. As he moves in he marks the new targets movements well [-1 dodge ac vs TR].

Armor Class
Regular: 25
VS WL (or TR if WL drops): 26
VS AoO: 29
VS AoO from WL (or TR if WL drops): 30

Laima Ragana [ac168hp37/48:message/see invisibility/mage armor]  d20+7=18 d20+12=16 12d6(1+2+2+3+4+2+4+4+4+1+3+3)=33 d20+11=31
Friday January 12th, 2007 3:23:33 PM

If T1 is still standing
Laima steps back after being ravaged by the huge fists of the troll; a look of fury glows behind her pale green eyes. Strange words are heard again as she points a finger directly at the large beast; it begins to burn and with an emphasized gesture, Laima shoots a ray of fire at it.
If T1 falls to Trace's arrows
Laima watches as arrows streak by and drop the troll which was upon her. "MY thanks to you Trace, ol chap!" Laima turns her focus to the other giant threat, TR, and begins to chants a magical language. Her finger begins to burn and she points it directly as the monster; with an emphasized gesture she launches the flame in a ray directly at it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
AC roll=18
Possible 5' move back to E13
Cast Cast Shadow Evocation to mimic Scorching Ray aimed at T1 or TR depending.
Ranged touch attack.16 [3 luck points used]
Possible damage.33 (3 rays each doing 4d6)
WILL disbelief DC.21
Spell Resistance check.31

spells per day --- Save DC
0- 5 / 6 --- 15
1- 6 / 8 --- 16
2- 6 / 7 --- 17
3- 4 / 7 --- 18
4- 7 / 7 --- 19
5- 3 / 5 --- 20
+1 to the Difficulty Class for all saving throws against illusion spells

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

active effects
Mage Armor [+4AC / 11 hours]
Message [108 minutes]
See Invisibility [109 minutes]

luck points
3 / 4

Wand of Lightning Bolt
48 / 50 charges


Peerimus AC 30 HP 70-91 Yorrick AC 23 HP 109-117  d20+13=20 2d6(3+6)+19=28 d20+17=36 d20+17=30 d20+2=16 2d6(4+3)+11=18 2d6(5+6)+11=22 d6=1 d6=6
Saturday January 13th, 2007 11:20:35 AM

Opponents are quickly being taken down and the great troll standing toe to toe with Yorrick and soon Jaden would not be around for long. Peerimus would leave Yorrick to handle hiself and he would assist Trace. Maintaining his tight grip on his empowered staff, the human wuickly heads towards the werewolf attacking Trace.

move to D/17 PA 5 Hit AC 20 Dmg 28

Yorrick bellows as the troll axe whistles just past his head and tears into his opponent with flaming claws and fang.

Claw Hit AC 36/30 Bite AC 16 miss Dmg 18+1 fire and 22+6 fire

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, *Produce Flame x2
Level 2:
*Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider
Barkskin

Spotted! 07 (DM/Al)  d20+4=19 d20+17=29 2d6(5+1)+8=14 d20+8=24 d20+5=7 d20+5=13 d20+17=22 d20+12=21
Saturday January 13th, 2007 3:23:23 PM


Trace ignores the Werewolf and launches another volley of arrows, this time at the Troll intent upon Laima. The Werewolf uses the opportunity to attack. (AoO Claw Trace AC19) Trace is too well armored for the creature, and Trace goes unscathed as his arrows tear large holes of holy fire through the Troll. Even as it falls to the ground, however, its severed arm seeks to re-attach itself.

Savin moves into the Troll Leader with caution. He swings tentatively, and tentatively he misses. Still, he's in position, to threaten the Troll, and he'll be a hard target to get a bead on himself.

Quinn steps up and smacks the Werewolf leader with his mace. The Werewolf howls at the contact of the Silversheen. Bones break, and the air is filled with the smell of burning fur as Holy and Vicious energy crackle all around.

Jaeden finishes the job. With a single cut, he cuts through to the spine of the Werewolf Leader. Then, stepping over the smoking corpse, he moves in on the Troll. The Troll uses its longer reach to opportunity and strikes out at the approaching armored human. (AoO Hit Jaeden AC29, Damage 14hp) The Troll Leader's Battleaxe catches Jaeden across the thigh. It's a bloody wound, but not life threatening in and of itself.

Three rays of fire leap from Laima's hand. With both Savin and Jaeden now so close to the Troll, it is only by the Luck of Waard that the first beam touches the Troll. (-4 Penalty for Firing into Melee. 2nd AC7, 3rd AC13. Each Ray requires a separate Range Touch Attack, Laima.) The second ray shoots over the Troll's shoulder, but the third one strikes as well. But when all is said and done, the Troll is barely smoking. It may have sensed a wrongness in the spell at just the last second. (Will Save 24, 1+2+2+3+4+1+3+3=19/5= 3hp)

Peerimus moves up the slope and delivers a single powerful blow to the Werewolf that menaces Trace. The druid's staff shatters bone and crushes internal organs, but the Werewolf still stands. Yorrick counterattacks, hitting with both claws. The Troll Leader roars in pain as its skin burns.

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

A look of understanding passes through the eyes of the Troll Leader. The battle is lost. Still, it cries out, a bellow that crosses language barriers. It is a cry for assistance. Then it sizes up the wounds of his foes, searching for the one most hurt. With one last ditch effort it puts its all into an attempt to take a soul with him unto death and sell its own life dearly. (Hit Quinn AC22, AC21) The Large Battleaxe strikes sparks in the darkness as its edge is turned from Quinn's shield.

The field of battle is soaked with blood, and not all of it is the blood of Koshe Marr.

Rogo lifts his arms to be taken up to his mother. But Sleema jumps down from the wall of the mesa instead to take her boy into her arms.

=== OOC ===

Note that the slope, though gradual, is enough to give the advantage of Higher Ground.

STATUS
================
LS Dead or Dying
WL Dead
W1 Dead
W2 Near Death - AC less than 17
W3 Dead
TR Wounded - AC greater than 16 less than 30; Touch AC less than 12
T1 Dead or Dying - AC less than 21
T2 Dead or Dying - AC less than 21

Map

Trace and Shadow  d20+21=37 d20+21=41 d20+16=20 d20+13=19 d20+21=30 d8+7=14 d8+7=15 d8+7=10 d8+7=13 d6=6 d6=1 d6=2 d6=6 2d6(3+3)=6 2d6(6+5)=11 2d6(5+4)=9 2d6(4+1)=5 d20+12=13 d20+12=16 d20+7=21 d20+7=19 d3+3=4 d3+3=4 d3+3=4
Saturday January 13th, 2007 8:53:15 PM

Turns from the one Troll and swings his fury on the Troll leader. Thankfull for help for him and Shadow Trace continues to ignore the wolfman and sends all four arrows at the Troll leader. Three of them hit true enough but the second arrow hit with a fury into the Trolls throat.

Shadow continued her attacks at the wolfman missing with her bite but hits him once with each claw.

hit ac 37, 14hps, 6 fire, 6 holy
hit ac 41crit, 45hps, 1 fire, 11 holy
hit ac 20, 10hps, 2 fire, 9 holy
hit ac 19, 13hps, 6 fire, 5 holy

total damage = 128hps

Shadow's attack on wolfman
miss ac 16
hit ac 21, 4hps
hit ac 19, 4hps

arrow total (62/120)

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

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

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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

(ooc: ignore extra d20 attack from shadow and third damage roll)

Jaeden Ohm  d20+21=39 d20+21=36 4d6(3+6+2+1)+26=38 d20+21=36 d20+16=34 d20+16=21 d20+11=28 d20+11=27 2d6(2+6)+13=21 2d6(6+3)+13=22 4d6(6+5+6+6)+26=49 4d6(6+6+4+5)+26=47
Sunday January 14th, 2007 11:58:08 AM

IF the Troll Leader drops from Traces shots...

With the Troll leader down Jaeden scans the battlefield and quickly beads in on the last remaining foe [W2]. He charges uphill at the beast and offers up a healthy dose of steel as a gift. Once again his blade tastes were-flesh and the impact from his blow staggers the beast [att1 vs W2: crit ac 39 confirm ac 36 dmg 38].

If the Troll Leader does not drop from Traces shots...

The foe before him hasn't dropped but surely it can't take much more. Jaeden lets loose with barrage of attacks, all of which hit to some degree or another [att1 vs TR: hit ac36 dmg 21][att2 vs TR: crit ac34 confirm ac21 dmg (22 if no crit)(49 if crit)][att3 vs TR: crit ac28 confirm ac27 dmg 47].

With the beast now pulvarized he looks to any remaining foes and begins to move in their direction [5' step to L16].

Notes
Jaeden's AC against an AoO from TR was 30 last round as per my previous post. The last hit missed.

Armor Class
Regular: 25
VS TR (or W2 if TR drops): 26
VS AoO: 29
VS AoO from TR (or W2 if TR drops): 30

All Down - Posting Addendum (DM/Al) 
Sunday January 14th, 2007 12:05:57 PM

Jaeden and Trace drop the remaining two foes. The trolls continue to regenerate, but that is merely a matter of cleanup.

Savin 
Sunday January 14th, 2007 11:10:11 PM

Savin leaves the battle unscathed but notices several of his friends and comrades received some bite wounds from the werewolves. He is immediately concerned and darts over to Sleema and her son. He checks on them to make sure that they are ok and then asks if she knows how long his friends have before they start showing symptoms.

Before the group moves off, Savin will make sure to loot the bodies and see if someone can detect magic on the pile they found.

"We need to move right along. It almost sounded like that Troll was calling for his comrades or possibly something else."

Quinn AC 27 HP 97/100  d8=6 d100=91 d8=1 d8=4 d100=54 d20+9=11
Monday January 15th, 2007 9:32:37 AM

Quinn surveys the battle field and stows his mace. His hand quickly finds his goatee and he starts twirling his hair. "That was exilerating. No worries brother Jaeden, once we leave this land in the next 15 or so hours, I will cure the infection you and I ma have."

Quinn will spontanously cast cure light wounds mass (spell resistance) on himself, Jaeden, Trace, Lamina, Savin and Peerimus (when everone is in range).

All are cure up 18 hit points (91% for spell failure)

Quinn will then spontaneously cast hide from CLW (hide from undead) on himself for an additional 14 hp (54% spell failure).

Quinn will inspect his wounds and then Jaeden's for problems with lycantropy.

Heal 11

"Brother Jaeden, we have on too much armor for me to properly inspect our wounds, but I do not suggest that we take off our armor either. THe inspection will have to wait."

Quinn looks at everyone as he hobbles over to the horse and mounts "Shall we be going. Quinn holds out his hand for the boy to mount the horse.

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 x2 *
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2 *
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
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 x2 *
Spell Resistance *
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Protection from Evil 12 minutes

Rod of extend 2/3


Laima Ragana  d20+12=28 d20+12=20 d20+12=31 d20+12=31 d20+12=30 d20+12=22
Monday January 15th, 2007 12:29:03 PM

Looking at Savin, the fanned hair on the back of her hair bobs in agreement; she chants a few words and her eyes begin to glow.

Quickly she takes to scanning the area for signs of magical items and beign to focus on those items that glow.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cast Dispel Magic
Spellcraft Checks-28,20,31,31,30,22 (if applicable, 1 luck point used in each roll)

spells per day --- Save DC
0- 4 / 6 --- 15
1- 6 / 8 --- 16
2- 6 / 7 --- 17
3- 4 / 7 --- 18
4- 7 / 7 --- 19
5- 3 / 5 --- 20
+1 to the Difficulty Class for all saving throws against illusion spells

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

active effects
Mage Armor [+4AC / 11 hours]
Message [108 minutes]
See Invisibility [109 minutes]

luck points
0 / 4

Wand of Lightning Bolt
48 / 50 charges


Peerimus and Yorrick 
Monday January 15th, 2007 4:53:46 PM

Peerimus moves with Yorrick to the trolls and assures they will not be rising in the near future as the others see to the searching for additional clues or things the group may use to stave off the evil of this land. The fact that two of them have now been bitten by Lycanthropes disturbs him more than a little, but now there is little he can do about it. The druid is more interested in the werewolves and especially the leader. he knkows upon death they revert to human form and that clothing melds and reveals itself as well. "Search the wolf leader closely, but quickly. Savin is probably right onthe last crfy was as much about reinforcements as anything else"

Peerimus moves to Sleema, "How far are we from the village and will we be able to hide completely whuile there and for how long?"

As Quinn casts curing spells and speaks again of shifting to the Wold, "Brother Quinn, I would not count on being able to get to the Wold. Conservation on your part is just as important as the rest of us. Getting into a trap is always easier than leaving it." Peerimujs leaves it at that, "Sleema, move us out."

Nearing The Village (DM/Al) 
Monday January 15th, 2007 9:08:57 PM

Pieces of Troll flesh spatter the landscape as Trace's arrows strike. The Troll Leader falls in pieces, and Jaeden rushes up hill. With a mighty cut, he cleaves the lone remaining Werewolf into two pieces, cleft from head to groin.

Savin moves to check on the two goblins, the group's charges in this evil land. Sleema shakes her head at Savin's question. In her eyes is a look part awe part dread.

"Queen Fidelia want soldiers, Werewolf come. Werewolf bite. Next Big Moon, change change!" Sleema growls and bares her teeth in an imitation of a Werewolf. Rogo imitates her, growling and holding his hands in the shape of claws.

Up above, the swiftly waning moon, is far from full. A pregnant crescent, it is still some days from its complete fullness.

Quinn heals the greater portion of wounds. Jaeden still has a nasty gash. He inspects the wounds of both himself and Jaeden. The teeth marks on them both appear to have broken the skin. (Anyone: Beat a DC20 Heal check or a DC20 for more specific details on how to cure Lycanthrope.)

Laima casts Detect Magic. The group itself is aglow with magic. On the ground two things resolve into individual auras: The weapons of the two leaders, a battleaxe and the bastard sword. Both have a faint glow of evocation magic.

One of the Trolls is nearly knit back together again. But Yorrick makes sure that he is torn asunder once again. After ensuring that the Trolls are dead, Peerimus gets the group moving.

"Village near," Sleema replies. "One hour near. Can stay near. If no go village. Village goblins tell Fidelia. But near village safe. Few patrols near village, because village goblins always tell Fidelia. Near home of Sleema and Rogo safe safe. Village goblins not come home of Sleema and Rogo. No like Sleema and Rogo." There is a look of sadness in her the female goblins eyes. Age settles about her like a blanket of snow.

The moon continues to drop, and with its passage goes the only light in this dark land. From Sleema's account, the goblin village should be reachable before full darkness. If the moon descends at the same rate it has been falling. The list of If's goes on and on. Which decisions will lead to success and which to disaster?

Posting Report 1.8-1.12 [aDM.Drew] 
Monday January 15th, 2007 10:42:34 PM

Posting Report for Children of Chaos
Week of January 8 -- January 12
...............................M...T...W...Th...F
DM-Al....................x....x....x.....x.....+
Peerimus-DanK......x....x....x.....x....+
Laima-Drew...........x....x....x.....x.....+
Savin-George.........x....x....x.....x.....+
Jaeden-Jason.........x....x.....x.....x....+
Quinn-JimF............x.....x.....x....x.....+
Trace-Ted.............o.....o.....x....x.....+

x = post
o = no post
* = substitute post
- = skipped post (no DM post)
+ = see notes
Notes
DM Post came on Saturday and everyone got their post in by next DM post over the weekend.


Trace and Shadow  d20+16=30 d20+21=27 d20+13=27 d20+10=25 d20+6=15 d20+3=20
Tuesday January 16th, 2007 5:17:13 AM

Trace rearranges his things and gets ready for travel again. Trace begins to feel soory for the goblins and retives some red rope candy from his haversack and gives them each some.

Trace tells them, "Sorry for all the fighting and I hope you can see that this is self defense. Do you have any one you can depend on?" Trace uses this oppertunity of being close to inspect them visualy, all the while keeping an eye out on the surrounding area.

search 27
spot 25
listen 15
hide 30
move silently 27
sense motive 20

arrow total (62/120)

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

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

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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


Quinn AC 27 HP 97/100 
Tuesday January 16th, 2007 8:34:34 AM

Quinn takes the candy from Trace and tries it "At nice treat brother Trace is a dark land."

Quinn looks down on Peerimus from the horse. "In about 15 hours I will attempt to leave the Koshe Mar brother Peerimus. One to fix my leg and two to cure the were-curse. I suggest that we all plan on leaving at that time to recover our spell and have a hot meal. Jaeden should also come to get cured. It would be easy to leave using your artifact, but I will not force you to as I have my own means to leave, Gargul willing. If you want my services and those of Gargul to complete the task in the balance of this day, I suggest we make haste."

Quinn will turn the horse and head in the direction of Goblin village. Quinn will look to Selma "I believe we need to skirt you village, little sister. Do you know a way we can scout out and avoid contact with your village?"

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 x2 *
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2 *
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
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 x2 *
Spell Resistance *
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Protection from Evil 12 minutes

Rod of extend 2/3



Laima Ragana 
Tuesday January 16th, 2007 1:37:29 PM

Laima points at the axe and the sword both and nods to them.

"They glow of evocative magics; damaging magics. They will be worth something and if we have enough time I will look into the actual spells used to enchant them. Someone should grab them."

Laima closes her eyes and after a few moments they flutter open, the glow gone and the paleness still hauntingly there. She meanders over to Sleema and entends a hand out to the weathered goblin.

"I like you. Will you walk with me hon?"

Peerimus and Yorrick  d20+15=29 d20+9=12
Tuesday January 16th, 2007 5:23:02 PM

Peerimus nods to Lamia and then to Savin and jeaden, "Secure those to Dalek and let us be off. As Quinn moves over upon the horse, he holds up a hand towards the mounted man, "I am not opposed to attempting to leave, to all of us going and even planning to leave, but I will not place my life on that fact nor the others. Nor the rest. Do not use your spells carelessly. You need to consider that you will not be able to, I have seen how much more effort is needed to channel Gargul here and I have to fight this evil land as well. Getting into this place of evil was easy. My experience has suggested many times evil lets you into its lair far easier than it lets you out and make no mistake as to where we are." P

The druids eyes glance to the wounded leg, but he seems to hold his tongue and turns towards Sleema, "With as much haste as we can muster now."

While his eyese are no longer as sharp, Peerimus keeps his head on a swivel none the less.
{spot 29 listen 12}

Savin  d20+10=22 d20+14=25 d20+13=33
Tuesday January 16th, 2007 5:59:02 PM

Savin pauses to think and then almost murmurs to himself, "What did the Master say about werebeast and their bites?" He suddenly remembers (heal check 22) and relates his memories to the others.

While he is doing this, he will tie the captured weapons on to Dalek, making sure they are secure.

Savin then moves over to Sleema and says to Laima, "Sorry the pretty lady is with me? He hoists her back to his shoulder and resumes his forward scouting position.

Savin says to Sleema, "I am afraid that the cranky old priest is right. Going into your village is bound to be a risk. I am sure some of your friends and neighbors will only be to glad to report us to the leaders of this land."

As Savin moves back and forth on his patrol, he suggests to Peerimus, "Why don't you look at Noxy and see if you can get a fix on the Shroud. Make sure it isn't moving or something."

spot roll 25
listen roll 33 natural 20

Eleven of Fourteen Miles - Outside the Goblin Village (DM/Al) 
Tuesday January 16th, 2007 9:28:34 PM

Sleema and Rogo both take the strange sticky strands of rope from Trace. Both sniff cautiously, but Rogo is the first, as with Laima's marbles, to put it in his mouth. It chews strangely in their pointed teeth. And from the looks on the faces of mother and son, the taste is something they have rarely, if ever, experienced.

Sleema watches Trace as though she had, perhaps, misunderstood his words. Sorry???

"One depend on Renbo. Renbo dead," she replies. "Only Sleema. Only Rogo."

To Trace's searching eye, they are no more than they appear. Rogo has several things hidden within his shirt, among them the marbles and the papers that Quinn had seen earlier. But nothing more.

At Quinn's words the look of confusion and misunderstanding deepens on Sleema's face.

"No go Village. No, no, no, no, no, no, no. Around going. Yes, yes." She looks up at the waning moon. "Soon is dark. You stay near Sleema's home. You can. Village goblin no come Sleema's home. Few patrol."

Laima informs the group of the magic on the two weapons, and Savin packs them away.

Today is a day of strange words for Sleema. She shies away from Laima as she approaches with friendly words. Her eyes are suspicious. Perhaps it is from that fact that few would be likely to express liking for another without ulterior motive within this land of Evil.

But just then, Savin comes along to scoop the female goblin up and take point for the march. Before leaving it tells the group of what he has learned of the cure for the bite of Lycanthropes. (See below.)

The party moves through the hill following Sleema's direction. At one point they come down from the hills and cross the road. All is done without incident. Trace and Peerimus spot signs of the goblin village long before Savin's keen ears pick up activity over the nearby hills. Old piles of bone. Pits of stinking offal. Even an occasional cast away rag hanging from a branch.

The party keeps a good distance from the village, and they encounter no one. The group passes from the range of even Savin's hearing, and eventually come upon an overhand cut from a low hillside. Not quite a cave, but enough to shelter two small creatures should rain fall from the dark sky. There are signs of habitation. Holes dug into both the ground and the side of the hill for storage. Stones places about upon which to sit. The remains of a fire pit, now cold.

The area seems isolated enough. And, if the things that Sleema has said are true, this may be a safe place to rest. The moon is a low mound upon the distant horizon. Very soon all progress would have to be made in the Pitch Black.

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

An afflicted character who eats a sprig of belladonna (also called wolfsbane) within 1 hour of a lycanthrope's attack can attempt a DC 20 Fortitude save to shake off the affliction. If a healer administers the herb, use the character's save bonus or the healer's Heal modifier, whichever is higher. The character gets only one chance, no matter how much belladonna is consumed. The belladonna must be reasonably fresh (picked within the last week).

However, fresh or not, belladonna is toxic. The character must succeed on a DC 13 Fortitude save or take 1d6 points of Strength damage. One minute later, the character must succeed on a second DC 13 save or take an additional 2d6 points of Strength damage.

A remove disease or heal spell cast by a cleric of 12th level or higher also cures the affliction, provided the character receives the spell within three days of the lycanthrope's attack.

The only other way to remove the affliction is to cast remove curse or break enchantment on the character during one of the three days of the full moon. After receiving the spell, the character must succeed on a DC 20 Will save to break the curse (the caster knows if the spell works). If the save fails, the process must be repeated.

Trace and Shadow 
Tuesday January 16th, 2007 10:56:12 PM

Trace whispers to the group, "Well its about to be dark, I have three bottles of darkvision potion. I suggest we use them. I think it would be a serious error to move around during the day and give up any hideing ability that we have." Trace turns to the goblin, "Is there anyway I can find more arrows for my bow? Do you know of anywhere that we could get more without attracting attention?"

arrow total (62/120)

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

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

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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

Quinn 97/100 Hp 
Wednesday January 17th, 2007 9:01:10 AM

OOC: Al please tell me when Quinn's PFE spell ends.

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

Quinn smiles from on top of the horse "Well remembered Brother Savin. I knew I could take care of the affliction, but not the details. I think my leg problem may be going to my head."

Quinn then shakes his head at Peerimus. "You have the artifact that got us hear. I see no reason not to use it to go back to the Wold if my spells fails. Brother Savin has a great idea, use the artifact to find the Shroud and if it work, I bet it will work to send us home."

Quinn looks at the little goblin mother. "Little sister, we are not of this land and can not stop at your home, we have pressing business elsewhere, but you are kind to offer."

With the boy in tow, Quinn will direct the horse on to their desired route. Quinn will call out "Brother Savin are you still on point? If we are getting closer to a settlement should we send the scouts farter forward and to the flanks? WHat do you think brother Savin as you seem to be the groups main scout?"

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 x2 *
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2 *
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
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 x2 *
Spell Resistance *
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Protection from Evil 12 minutes

Rod of extend 2/3


Laima Ragana 
Wednesday January 17th, 2007 12:40:13 PM

She listens intently as the other discuss strategy; their ways are much different than she is accustomed to. having been on her own most of the time, following The Path, Laima has learned to trust her gut, her instincts and the whisper of The Path's guidance. At times it is subtle, at times it is silent and occassionaly it screams at her.

She sits on a rock and looks around the eerie landscape; it is double so as her heritage's ability to maintain vision during hte darkest hours begins to kick it. Colors begin to dull into various shades of grey as she looks upon the resting moon.

"It is quite beautiful in a haunting way."

After a moment she comes back to the present, her attention drawn to the crippled cleric's words.

"Brother Quinn, listen to yourself. You are relying on the assumption that Gargul's magic will allow whimsical jumping between here and the Wold. You are relying on the item to be able to break through the barriers of this cursed land. And now you wish to press on through the blackest of hours? Sure potions can be drank to break through the veil of the night but we have just arrived here and already we have been attacked by organized trolls and werewolves! Have you thought about what is considered nocturnal here? At least in the daytime all of us has the ability to hear or see a threat; things will be quite different when that moon vanishes."

Jaeden (HP 110/116: Lycanthrop Cursed) 
Wednesday January 17th, 2007 3:59:04 PM

The after-battle routine having been well taken care of already Jaeden moves slowly to Dalek's side to offer the horse what comfort he might. He sees that Savin's job of tieing off the magical items was done well so does nothing further to that end.

Finally, he joins into the dialog of those who are voicing their opinions on what to do next. "I leave it to Peerimus and will stand by his desicion. I will say however that IF," he puts emphasis on the word if, "... we move on after dark, I will need some form of magical aid to see. Be it potion or spell matters little but without that aid I will hard pressed."

Peerimus and Yorrick  d20+7=17 d20+7=23
Wednesday January 17th, 2007 4:46:30 PM

Peerimus nods to Quinn and falls into walking, "As soon as we can, Yes I'll see if I can. Again I would like to mention that the less specific talking we do the less the enemy has a chance to learn. We all know why we are here and what we have available." Yorrick grunts and those in the group a little longer have come to recognize that sound as the bear picking up and vocalizing a bit of exasperation in the human he has adopted.

When the area is reached perrimus looks about. It certainly was not much and Firngaer's magice shelter would be a wondrously missed thing this night, but perhaps? Peerimus turns to Lamia, "Can you create what Firngaer called a 'Secured Shelter' or maybe it was 'Lodge'?" to the others, I thought our plan was to rest for the night, do our best to remain in no one's way. For almost an entire day we have climbed fought and hiked in rugged terrain and our bodies though high with adrenaline, need rest. Let us find the best we can and I will try and mask our presence as best I can. It will soon be Pitch and there is little we can do. Sleema do you usually have a fire and if so you should build one, if doing so doesn't automatically invite guests. It should seem this area not out of place as you would normally be were we not here. We will obviously rest in shifts and each shift will have one Darkvision potion I think. Myself, Trace and Savin will all be on different shifts."

"With me will be Yorrick and Jaeden, with Savin Quinn and Laima and with Trace, Shadow and I have to ask Jaeden for you to sleep short. A spell can be used to remove your fatigue as to us all. Everyone keep your armor on this night"

Peerimus then sits and takes Noxy out and tries to get a fix on the group. from there he will let noxy take him to the Shroud. {wis 17 and 23}

ooC Al not sure if the rings of Sustanance have adapted to peerimus and jaeden yet. if so the offered watch will change quite a bit

Savin 
Wednesday January 17th, 2007 7:45:30 PM

Savin listens to the general debate and agrees with Peerimus that they should rest for at least of few hours. He does wonder at the groups attack on Quinn's position of leaving later in the day.

"If Faraday and Noxy can find this spot again, why don't we plan on leaving at the end of the day? I don't like that some of us have been bitten by werewolves and if we put off treatment, they could suffer a much harder cure because of it. Why don't we ask Faraday if she can get us back home and back here again?"

Savin will ask Peerimus for Faraday and pose his questions to her directly. Faraday, Can you bring us back and forth now that you know where things are? You got us here once? Can't you do it again?"

Savin will gladly stand watch whenever he is requested and will make sure the the group is fed and rested. He will try to engage the younger goblin in conversation. "Your farther was a powerful wizard. Do you take after him? You seem bright enough for it. You might want to talk to Laima, she is a wizard of some sort and might be able to tutor you if you want?"

Ask the Artifacts (DM/Al) 
Wednesday January 17th, 2007 10:03:36 PM


"Maybe Village," Sleema replies to Trace as she stirs the ashes in the fire pit and sets kindling for a new blaze. "But no go Village. Village goblin tell Fidelia. Bad, bad." (BTW, Trace, my information says that you have 60 arrows, not 62.)

"Yes, Sleema make fire," she replies to Peerimus. "No fire is cold. Sleema's home far Village is good. Near village is safe." She brings her hands together meeting them in the middle.

As Sleema strikes sparks from flint and steel, Peerimus speaks of the long journey that they have made over hostile terrain. Eleven miles through heavy brush. Any person with a sense for Survival knows the fatigue that can set in after a long day's march. Sleema coaxes a faint ember with gentle breaths as the group debates the next course of action.

Peerimus, based on Quinn's earlier suggestion, takes out the Vision of Noxnyx. The screen sets off its own faint and shifting glow of colors. It takes Peerimus a moment, and then another moment again, but soon enough his mind instinctively begins to discern the patterns. He can pick out the colors that represent each member of the party that wear's the Tattoo. There are extra blobs of color that, from their positions, must represent Faraday, Seribond, Xaos, and Noxnyx itself. He moves the view about within three dimensions. And with a simple effort of will, the view on the screen simply jumps. Ten blobs of color become one: The Shroud of Atman. It remains motionless upon the screen, fixed in place. But where it might be, is difficult to discern without an exterior reference.

"Maybe. Probably maybe," Faraday answers when Savin puts the question to him. "I'd need something to fix on, you see. Even going back to the Wold is dangerous without someone already there to fix on. But, if someone were able to go back, I think I could get us there. Then, if someone were able to come back here, I could probably bring us back. Or if someone stayed here. That would probably work too."

Near the faint glow of the budding fire, Sleema watches as Peerimus and Savin work with the two artifacts. Faced with the talking circle and the glowing mirror, her looks are wary, guarded. Not so with Rogo. He walks to Savin without fear and reaches up to touch Faraday. This, if anything, seems to make Sleema even more tense. Savin attempts to speak with Rogo, but the boy simple tips his head to one side and looks up at the monk without any more understanding than the monk's friendly conversational tone.

"Say, pretty dark here, isn't it?" Faraday remarks. And sure enough, aside from the glow from the fire and that from the Vision's screen, the light has completely faded. It is a darkness to rival the cave under Turtle Lake. One's own hand held to one's face would be near to invisible. Even Trace and the animals are in complete blackness. Only the goblins and Laima see and move about with the same ease they had under the light of the moon.


=== OOC ===

Quinn, it's been an hour or more since the battle with the Werewolves and Trolls, so your PFE is long gone.

Peerimus, I show you having bought the rings back in Heranmar. I'd say that a good week has passed since then. Consider yourselves acclimated to the rings.

Quinn (second illegal post)  d100=95 d100=73
Wednesday January 17th, 2007 10:05:23 PM

Quinn looks at Lamina "I find you lack of faith in Gargul disturbing, as he just cured your wounds. Have some faith sister."

Quinn smiles at Savin "Brother Savin, you speak with wisdom and intelligence, we need to test these artifacts of yours to see if they will work. If they do not, I will attempt to leave and take any who want to follow, Gargul willing. It will be harder to find you the next day, but I will do my best. I will not sleep one night in the land of the undead."

Quinn will cast his spells as needed and allowed, to get the group back.

95% for planer travel
73 % for Banishment on Yorrick

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

ooc: Quinn can not get the Goblins back, but maybe the artifacts can......

DM/Al - OoC 
Wednesday January 17th, 2007 10:15:18 PM

Quinn and I posted at very nearly the same time. I've moved his to after mine for the sake of continuity.

I won't hold him to the move if he should wish to revoke it. But if he does not, I need to know who goes with him and who does not. If you do not declare that you have gone with him, then I will consider that you have stayed. Seven creatures may go with Quinn. Size is not an issue. You have ten creatures in all in the party including, Yorrick, Shadow, Dalek, and Minek.

You may use Banishment on up to 24HD worth of your companions. But I won't guarantee where they'd all wind up.

BTW, I will be very picky about the details here. Make sure that you have all of your ducks in a row, all the i's dotted and the t's crossed before you attempt this.

Savin 
Thursday January 18th, 2007 5:00:50 PM

Savin sighs as he looks around and listens to Faraday talking. He looks calmly into Peerimus's eyes and says, "Boss, I hate to say this but it makes the most sense if I stay here to be the beacon. I can hide well and run away from most threats. Everyone else needs time to get spells back or medical attention for various curses or diseases. Just don't dilly dally about it.

I don't think I should hold onto any of the artifacts just in case but I am willing to stay. Of course any spells, especially long term ones that you feel you might want to cast on me to help out would be appreciated."

Peerimus and Yorrick  d20+20=37
Thursday January 18th, 2007 5:49:27 PM

Peerimus nods to himself, maybe he was finally getting the hang of Noxy. "It seems to be stationary, unfortunately I have no reference points, but I am going to try a couple things after we get this finally straight." Peerimus looks to his family and newest companions and especially Savin. "It's a noble gesture and on many levels makes good sense and for those reasons I will be staying as well. My ring will allow you to watch for a few hours and then I can stay up and you get some rest. I have been very reserved with my spells and even if I can not contact Mother or Father I will still have plenty of fire to bring to bear." Peerimus glances over at Yorrick and cracks a very half hearted grin, "you though, silly lod bear, will be going with them."

Peerimus then shifts back to the rest of his companions. "There seems to be some confusion in what I have been saying. I have not been saying Quinn should not go. I have not said he should not try to. What I have said," Peerimus pauses a moment to make sure he does not accidently become boistrous and then continues,
"What I have been saying is that it might prove far more difficult to exit this land then it was to get in. Quinn is going to try and leave and I hope you can. It will eliminate many questions and possible future problems. It may also show us how we might get the shroud out. Now Farady brought the rest of us in on Quinn's signature. I do not doubht we can repeat that process. But I do believe in planning beyond the first step."

"If something were to happen and those who depart can not or do not return, anyone remaining behind must be prepared to set out for the Shroud. Get out and then relocate the group and hopefull Faraday and Noxy in the process."

Peerimus hands Faraday to Jeaden, Noxy to Quinn and tells Savin to give Seribold to Laima. Quinn can not take them all though and Peerimus turns to the next logical person to go in his mind. "Trace I am going to ask you to stay as well and send Shadow with Quinn. The less here the better and Quinn, there is no way I am going to let you channel Gargul to 'banish' anyone. So just put that out of your mind. You can take seven out of the ten of us. It means 3 of us stay. The best equipped three to do that is myself, Trace and Savin."

"You have the artifacts to get back here, get some arrows for Trace and time permitting, as much Alchemical fire as you can." Peerimus then moves to give Yorrick a great hug and whispers in his ear. Yorrick grunts and shakes his great head about and pushes back into the smaller human. Nearly upending him. Peerimus gives him a pat and nods towards the group and Yorrick moves to be next to Jaeden. "Take care my friend and tkae care of that big fur ball for me Jaeden. We'll see you all come morning."

DM/Al - OoC #2 
Thursday January 18th, 2007 7:18:24 PM

BTW, I'll also need to know where in the Wold you are attempting to get to.

Savin "illegal post" 
Thursday January 18th, 2007 8:58:03 PM

Savin also adds, "You might want to get more of that silversheen as well plus some regular oil for disposing of troll bodies."

Laima Ragana 
Thursday January 18th, 2007 9:35:13 PM

She looks upon the rustic druid with warm eyes and a smile.

"I know of the spell, Peer, but I do not possess its powers within; I have the foundation of it on a scroll somewhere but it is for emergencies only. I have had it for over a year now and have not needed to resort to it yet."

Turning to the adament cleric the smile does not faulter. She looks over the entire party, including the companions and shakes her head.

"I will not return to the Wold with you all. There is little there that I need and the Path brought me here for a reason. Remember cleric that one has already lost her life for us to make it here; Lan has lost her life for us to make it here. I welcome the company of anyone else that chooses to stay and Noxy can use me as a return anchor in a days time or however long it takes you all."

Laima will begin to settle down for the night. She looks again at the spokesperson for the group and his sticky, slicked hair.

"I can manage a longer lookout if you need. I need little sleep to be fully rested and my heritage allows mine eyes to break the enchantment of night's blanket."

Votes to Go. Votes to Stay (DM/Al) 
Thursday January 18th, 2007 9:49:08 PM


Quinn takes out the focus tuned to the Wold - a forked rod. In the light, it would be the blues, greens and browns of the living Wold. But here in this dark, it is but grays and blacks to those who have Darkvision. It is the merest of shadows in the wane firelight to those who do not. A choice must be made here in the dark. At most eight may go. At least two must stay.

The fire catches and crackles under Sleema's ministrations. The soft red glow of the fire pushes back at the darkness.

Savin volunteers to stay. With one of the Children here in this dark land, the Vision of Noxnyx should be able to see through and the Circle of Far and Away, then, to bring the others to him.

Peerimus offers to stay as well. And he asks Trace if he will remain. Laima too decides to stay and settles near the small fire pit.

Only Trace and Jaeden ponder. Jaeden had earlier ceded his will to the decisions of Peerimus. But can he be reasonably be held to his earlier words now that the promise of a cure to the Curse of the Werewolf lies potentially within grasp?

Quinn 97/100 
Thursday January 18th, 2007 11:18:48 PM

Quinn lets the Children of Chaos come to grips with what will pass. All Quinn adds is a small tid bit "Brother Peerimus, if our sister is bent on staying, I suggest you come and get in touch with your mother and father spirits. You must long for them as I do Gargul. Come back with your arsenal full."

As an afterthought Quinn adds "Brother, a Banishment send one back to ones home plane of existance, the Wold, in our case. I would only banish myself, you, or maybe our sister. Those who can travel great distances quickly to get back to where is familiar. It is a last resort."

Quinn will wait till all that have decided to come with him have chosen and then will invoke his spell concentrating on his hometown of Threshold, as there are warm beds and friendly faces there, not to mention food.

Before leaving Quinn will add to those staying "What do you want for breakfast?"

Trace and Shadow 
Friday January 19th, 2007 2:21:32 AM

Dont worry Laima, Me and my Shadow will stay behind. Besides I have a nack of staying out of sight and moving around quitely. Everyone else go and dont forget to bring me back a shoot load of arrows. I can put 120 in my quivers but bring more than that, I will put the rest in my haversack to reload with.

Laima Ragana 
Friday January 19th, 2007 11:27:03 AM

She looks to the ranger with a smile.

"Your company will be great friend; as will your skills of stealth and bow. I urge those of you who do not rely on a God or Power to stay as well."

She intently looks at Quinn again, eyes still warm, and points to his withered leg.

"Or you may end up deformed like brother Quinn here."

Laima will settle in for the night but will only sleep for a couple of hours.

Peerimus and Yorrick 
Friday January 19th, 2007 4:53:36 PM

Not particularly happy about it, but Peerimus does agree with Quinn. However it is very obvious by his face he does not agree with Laima, but also knows why she is staying and that it would be an excercise in futility to try and disuade her. He nods, "Very well, I will go, Laima will stay in my stead" Peerimus takes back the Seribould artifact so all the artifacts will be travelling to the Wold.

"No, only three stay, the smaller the presence the more likely it will go unnoticed." Peerimus gathers the all but Trace, Savin and Laima to Quinn then, including Shadow. "Trace, she should really go with us. I know she is stealthy, but she is also one more that might be discovered. She is your responcibility and friend more than anything else so I will make nothing more than a request in what I feel is the best interest of us all and our success."

Trace and Shadow 
Friday January 19th, 2007 7:52:37 PM

Thats not a bad idea, Go with Peerimus and protect them. I will stay here and hide and be a guiding light back to this god forsaken land. Dont forget the fire, silver sheen, and arrows. Trace hands them his bag of money. Here, also if they sell silver arrows get me a bunch of them so that I can not waste time with the silver sheen when the wolves attack.

MONEY: pp: 0, gp: 708, sp: 7, cp: 8

Savin 
Friday January 19th, 2007 11:05:25 PM

Savin sits next to Sleema and says, "Several of my friend will be travelling home, to rearm, rest and prepare for battle. I will be staying here with some of my friends. Can you hide us from prying eyes?"

Savin wanders a short eistance away to scout the area and make sure no unfriendlies are about."

Quinn (Second Illegal Post) 
Saturday January 20th, 2007 10:08:10 AM

OOC: Al, I am assuming that my followers in Threshold will be able to assist us in finding supplies, arrows, silver arrows, food, lodging, and maybe even silversheen.

[ They can supply you with mundane arrows, lodging and mundane goods. There will be limited quantities from the Special Substances and Items list. No Silversheen. No silver arrows. --Al ]

Staying and Going (DM/Al)  5d100(65+46+56+8+27)=202 d8=5
Saturday January 20th, 2007 10:16:00 AM

In the end, it is Laima, Savin and Trace who remain behind. Despite the urgings of Peerimus, Trace and Shadow cannot bear to be parted either. Minek will not be parted from Laima either. So it is Five who will return to the Wold while Five remain behind, three to act as beacons for Faraday to hopefully bring the others back. Jaeden simple nods his ascent in silence.

All of the artifacts are to return to the Wold. The members of the returning party link hands or hands are placed upon the sides of beloved animal companions. Quinn casts his spell ... and they are gone.

Sleema nods her head, unsurprised by the powerful magic.

"Yes," she replies to Savin. "Very magic." She indicates the small camp under the overhanging rock with a sweep of her arm. "Here is hide. Only here. No many Patrol. Near Village no many patrol. Near Village. But no near near."

Rogo, unlike his mother is startled by the abrupt disappearance of so many creatures. He walks to the place just vacated by Quinn, Peerimus, Jaeden, Dalek and Yorrick. The young goblin, unafraid, waves his hand through the air.

"Ip cham'pakee, eecha?" he asks, turning to Sleema. He puts a hand to his chin in a very adult gesture of thought. "Gue ahneelaigaba?" Again he passes moves about himself, feeling the empty air about him.

"Cham'pakee, harm'ut. Kree'pakee. Sukuhee sam de yip'pakee. Harm'ut."

Translation for Trace: Highlight to display spoiler: {Rogo: "Did they leave, Momma? Or maybe they're invisible." Sleema: "They left, I think. They went home. They will return come Moonrise. I think."}

Sleema feeds the fire from a small pile of sticks nearby. It is doubtful whether the pile will last the night. But, then again, the goblins only appear to need it for warmth and not for light.

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

Yellow-green. The air is yellow-green. Heat slams down like a smashing hand.

As the shock of transition passes, vision resolves. It is not the air that is yellow-green, but that the group is surrounded by tall stalks of yellow green grass. Side by side, linked by touch, the group has landed in a sea of grass that rises above their heads, nearly obscuring the fading light of day.

Peerimus has been here before. So too has Jaeden. They recognize the grass and they recognize the relentless heat. It is the Sargrass Plains, and night is falling. The return group has appeared many miles south of their intended destination. (Your characters would not know this, but, per the Spell, that's 202 miles directly south on an 8 point compass.)

Quinn Hp 97/100  2d8(4+7)+10=21
Saturday January 20th, 2007 3:57:53 PM

Quinn is not a bit surprised by missing the target. "Opps. This happens more often than not."

Quinn looks around "I am not familiar with our new local, but at least I feel Gargul's divine presence. I can teleport us people to a more hospitable location, but not bears or horses. Too much weight you know, brothers. I am fine if you want to stay here, but I do not know if it is safe and we do not get supplies or the breakfast I promised."

Quinn will cast Find the Path to determine where Hook City is, or at least its direction. The information may prove valuable if he has to teleport. Quinn points out "Brothers, Gargul tells me Hook City is that way, but I do not know how far."

Quinn will burn bears endurance to finish curing Jaeden.

Hp cured 21

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 x2 *
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2 *
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance *
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
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 x2 **
Spell Resistance *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI
Greater Dispel Magic
Banishment

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Protection from Evil 12 minutes

Rod of extend 2/3


Savin  d20+10=20
Sunday January 21st, 2007 11:57:45 PM

Savin looks at the small fire and trusts Sleema in knowing her surroundings but says to the others, "We need to get some sleep. I will take the middle watch, so you guys can get some uninterrupted sleep." Savin opens up his rations and collects some from the others and starts cooking a stew for all of them. He delicately spices it and shares it with the goblins (cooking 20)

He will then spread out his sleeping roll near the fire and get some sleep.

OOC I am going to be on a business trip and won't be able to post on Tuesday. If someone could post for me if needed...thanks

Peerimus and Yorrick  d20+9=21
Monday January 22nd, 2007 1:26:43 PM

It takes virtually no time at all for the druid to realize where they were and to fathom the depths of the trouble Quinn had placed them in. "The Sawgrass." He made the statement and looked up into the sky above. The endure Elements spell wrapped about the druid and protected him from the full onslaught the land about him could bring to bear. That and the sky was waning and eveing was setting in. An entire differnt problem. "Quinn you should have been more precise on the limitations of the spell."

Peerimus looks to Jaeden, the warrior surely knows precisely how unsafe they all are and the look of agitation on Peerimus' face likely tells him all he need care to know on the druids feelings. "We are in the wilds of Sawgrass Quinn and in very emminent danger." Then He stops and back tracks his thinking. "Wait a minute. Hook City? I thought we were trying to get to this Threshold. We won't see the inside of Hook City for possibly days. If you were intending Hook City, then I would like to know how we will bypass the standard line and the guard. Savin or maybe Trace has our information on the old House we plan to set up in the future. So I am not positive that will aid us at all."

Peerimus puts his ear to the wind at this point, he was not going to be caught unaware in this land. Satisfied he continues. If you are positive you can enter Hook and that it is the best destination for curing yourself and Jaeden go. I will take Yorrick and Dalek to Hernemar. There I can hit the Catacombs for the arrows and small supply cache. In the morning I will meet you at the trees on the outskirts of Hook."

Peerimus is agitated and his voice certainly conveys that fact. He ends the previous statement with a back hand wave to send them off as he calls a feather tokken from his pack. "Hang on my friends I'll get us out of this heat in a few short seconds."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, *Produce Flame x2
Level 2:
*Barkskin x2, Spider Climb, 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, Deathward
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
Longstrider
Barkskin

Quinn second illegal post 
Monday January 22nd, 2007 1:47:46 PM

Quinn smiles at Peerimus and twirls his goatee "I remember seeing some of the acursed grass by Hook City and that is why I looked for its direction. There is now of this grass by Threshold so we much be very far from it."

Quinn looks around for dangers "What is the danger you speak of brother? I can teleport us to Threshold or Hook City, but I can not take the animals. Should we leave them and return for them after we retrive the Shroud? If we have to return for the animals then that is more spells that will be lost once we return to the Koshe Mar."

Trace and Shadow  d20+16=33 d20+21=31 d20+10=12 d20+6=22
Monday January 22nd, 2007 8:42:34 PM

Trace gets his sleep while he can and lets everyone know that he has the last shift. Trace drinks down a bottle of darkvision during his shift moves about while hiding from sight.

hide 33
move silently 31
spot 12
listen 22

Jaeden Ohm  d20=14 d20=12 d20-5=7 d20+7=11
Monday January 22nd, 2007 8:55:24 PM

Jaeden nods at Peerimus recognition of their location and only nods in response. While the others decide their course of action his job is clear, watch [jaeden spot 23 listen 14][Dalek spot 17 listen 11].

He does utter one thought. "At least our timing is good. The drops and evening comes. If we need to rest now we can do it and be gone."

The Heat and the Night (DM/Al) 
Monday January 22nd, 2007 9:38:31 PM


The sun on Sargrass is barely over the horizon. The stifling heat lingers, pressing in and infusing the small group that stands amongst the impossibly tall grass. All except for Peerimus, begin to sweat. The grasses rustle as though sensing the precious fluids that seep from the skin of these interlopers.

Quinn casts a spell. After many passes and invocations of Gargul, he is drawn in a certain direction. But all directions look the same here buried within the tall grass. Unaware of the dangers of the Plains, he proposes to take the humans to Threshold via Teleport and leave their dear animal friends on this spot.

Peerimus, however, knows the danger. He listens for the rustle of grass that would sound the approach of a large predator. (Looking at your CS, I'd guess the +9 is a Listen check.) He takes steps to take the animals to the grove outside of Heranmar.

Jaeden acknowledges the location. In silence, he keeps his vigil. There is little to be seen in the tall screening grass, and he and Dalek hear less than Peerimus. Nothing threatens appears to threaten so far. But in the heat, both he and Quinn continue to sweat. The beads roll of their faces. Some drop to the metal of their armor, quickly evaporating into the air. A few fall to the ground and are absorbed by the soil just as quickly. The land is thirsty. Everything in this land is thirsty.

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

The darkness in Koshe Marr is total and unrelenting. Not even stars light the night sky. Even those with vision within the darkness feel the oppressive weight of this blackest of nights.

Savin cooks a meal, plenty of food for five. Minek pecks at Laima's share. But it's strange food for Shadow, poor food for a meat eating cat.

After the meal, Sleema brushes aside what appears no more than a fall of dark black withered leaves. Below is an old worn blanket. Taking the blanket, she rakes back the leaves and places the blanket atop. She and Rogo curl up within for warmth.

Trace takes the first shift. Even with the magic of Darkvision, the landscape is cloaked in mystery. Without a light from above, all things lose their depth, and the night becomes a mosaic of meaningless and confusing hypnotic patterns. All one can hope for is that some movement within one's vision might warn of the approach of danger.

And, though the night is impenetrable as pitch, it is alive with sound. Escalating wails, violent thrashings and rendings, and the subtle rustle of the black desiccated leaves that sound so like the gentle passage of a creeping enemy.

Quinn  d100=67
Tuesday January 23rd, 2007 8:48:22 AM

The heat is starting to take its toll on Quinn as he looks at Peerimus, "Wow, it is hot here. I will take your advice and take brother Jeaden to the grove of trees. You have the animals and will get the supplies. See you by the trees."

Quinn will move over and touch Jaeden and teleport to the grove of trees the group rested at prior to this adventure.

Teleport roll 67%

"Ahhh, much better." Quinn exclaims when they arrive at the cospe of trees. "Lets rest brother and tomorrow morning I will take care of our afflictions. Do you want to secure some provisions while I meditate for a while." Quinn puts his back to a tress and closes his eyes.

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 x2 *
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2 *
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance *
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
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 x2 **
Spell Resistance *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI
Greater Dispel Magic
Banishment

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended

Rod of extend 2/3


Peerimus and Yorrick  d20+20=23
Tuesday January 23rd, 2007 9:25:09 AM

Peerimus is about to correct Quinn, but perhaps he can not get as far as Hernamar and so he keeps silent. Getting any new suppplies would fall to him, but that was no problem. "See you in the morning." he quickly says as Quinn and Jaeden vanish with a small pop of air.

The great bear gives a grunt of complaint and Peerimus nods, "I know, I know." he says soothingly. "We are on our way as well." Peerimus sets the Feather Tokken down and a great oak grows from it. Whispering to the tree, "We need rest, escort us home Mother" Peerimus leads Dalek and Yorrick into the oak. {Transport via Plants to Hernamar}

Peerimus will leave the two by the stream. Giving Yorrick direction to guard Dalek. Tired and wearey, the druid makes haste to the small town and hopefully the catacombs.

{Handle animal 23}

Laima Ragana  d20+5=8 d20+5=18
Tuesday January 23rd, 2007 12:51:25 PM

The night closes in oppresively as only the night can do. Laima rests for a few hours while Savin watches and wakes up to the same brooding darkness. She keeps the talk to a minimum as voices may carry far in such barren lands but does make sure that Savin knows that she is up.

Contemplating the recent events that she has endured, Laima looses herself in unraveling the motives of The Path.
~~~~~~~~~~~~~~~~~~~~~~~~
spot.8
listen.18

sorry everyone for my absense; the internet was turned off here and work as been way too busy to get a post in.

Posting Report 1.15-19 [aDM.Drew] 
Tuesday January 23rd, 2007 12:58:26 PM

Posting Report for Children of Chaos
Week of January 15 -- January 19
...............................M...T...W...Th...F
DM-Al....................x....x....x.....x.....+
Peerimus-DanK......x....x....x.....x....+
Laima-Drew...........x....x....x.....x.....o
Savin-George.........x....x....x.....x.....+
Jaeden-Jason.........o....x.....o.....o....+
Quinn-JimF............x.....x.....x....2.....2
Trace-Ted.............x.....x.....o....2.....+

x = post
o = no post
* = substitute post
- = skipped post (no DM post)
+ = see notes
Notes
DM Post came on Saturday and everyone got their post in by next DM post over the weekend.


DM/Al - OoC 
Tuesday January 23rd, 2007 1:02:11 PM

Apologies, my mistake. That should be Laima takes the first shift. Trace will take the last.

Savin (JimF sub) 
Tuesday January 23rd, 2007 4:27:41 PM

Savin get some rest since he has the dreaded middle shift. Savin has a very fitful sleep and wakes before his shift. Savin will move away from the fire and scan the landscape, occasionally moving but keeping his back to the fire in an effort to save his eyes from ajusting to the light. When his shift is over he will wake the next contestant and try to get some sleep.

Safe and Sounds (DM/Al)  d100=6 d100=62 d100=92
Tuesday January 23rd, 2007 9:32:05 PM


Quinn feels the heat, and agrees with Peerimus that the grove outside of Heranmar might be the best place to rendezvous. It is a place that he's only seen once. But with but a few spoken words, he and Jaeden vanish, to appear next to the cool gurgling stream.

Peerimus casts his token into the grass. The earth rumbles and a mighty oak shoots toward the pale dimming sky. Would the majestic tree last through the coming day? How long would it last, its water besieged by the thirsty grasses and the withering heat? However long, the oak would live to provide a noble service. The reptile cry of a predator rings out somewhere on the plain, drawn by the smell of moisture. Whatever it might be, it would arrive to find nothing more than this strange tree as Peerimus, Yorrick and Dalek step through and into the pleasant glade outside of Heranmar.

Peerimus hurries into the town, only to find all shops in the town now closed save for the Inn. It would, no doubt, be open early the following morning. But for this evening, the gentle arms of the glade open to shelter the heroes for the night.

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

Laima, and then Savin stand watch through the dark night. Sleema lies watching for a while, but then drifts off to sleep. Rogo, however, even curled up within his mother's arms, watches the outworlders wtih wide goblin eyes. After an hour or so, he too falls to slumber. His hands clutch at something hidden within his shirt.

The first two shifts produce no danger. Hideous sounds and shifting shadows, lights that might be watching eyes. But nothing steps forward to attack. Savin wakes Trace for the third and final shift before the Lavender Moon, hopefully, rises again to light the land.

=== OOC ===

Heranmar group, if you could list all of the purchases that you wish to make in your next post, please.

Trace and Shadow  d20+16=20 d20+21=41 d20+10=19 d20+6=21
Tuesday January 23rd, 2007 11:58:23 PM

With the dark vision in his gullet Trace slowly makes his rounds around the camp on the look out and tells shadow to stand guard over the others while his is on watch.

hide 20, move silently 41, spot 19, listen 21

If anything was able to spot Trace while on his rounds it would surly think it was a ghost since no sound could be heard from him moving.

(ooc: go figure, nat 20 on move silently)

Quinn 
Wednesday January 24th, 2007 9:29:25 AM

Quinn wakes refreshed in the morning and hopes that Jaeden has broght breakfast for him and the rest of the Children of Chaos, especially those trapped in the Koshe Mar.

Quinn will go through his morning rituals and feels the warm embrace of Gargul as he mediates.

After eating and recovering his spells, Quinn will cast remove disease on Jaeden targeting his Lycantropy and then in turn he will cast two remove disease spells on himself to rid him of his leg and were diseases.

Quinn will then use his rod to extend magical vestments on both his armor and shield.

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

Rod of extend 2/3


Laima Ragana 
Wednesday January 24th, 2007 5:18:51 PM

As the night continues on, Laima nods to Savin as he lays down for the night and does the same for Trace as he rises for his shift. She watches the master-of-the-bow slink off into the night as he makes a few rounds of scouting.

The burden of having no light is not very foreign to the sorceress as her travels have brought her many places where light has abandoned the lands. Her ability to sleep only a few hours a day has allowed her countless extra hours of travel along the Path as well.

She turns occassionaly to look upon the goblins, curiosity eating up every glint of light in her eyes.

Peerimus and Yorrick  d20+7=17
Wednesday January 24th, 2007 5:22:05 PM

Peerimus turns about upon seeing the Catacombs entrance closed. It was a bit hopeful to think the place might be open. Peerimus walks back to the glen, relishing in the peaceful night under the open sky as he walked. Strange, he had not been gone so long and yet it felt like a lifetime. Thinking of kosher Marr and his eminent return lead his mind to the tree he created in the vast desolate heat of the sawgrass. A magical affect yes, but still a living tree and one that was doomed to die through lack of water. Though perhaps not, after all the grasses had a water supply, perhaps due to a great root system. Oaks grow down at a considerable pace, nearly deep as tall. There was the chance it could survive. Peerimus shakes his head as he walks, no it was not. Wishful delusion was all that line of thinking was. Peerimus's eyes darken, Quinn and his god. The druid would be far more skeptical of him now and that could be dangerous. He should have said I can get near Threshold, with a couple hundred miles or some sort. No Quinn had lead him to believe there would be no great distance and chance of error and that set his mind to trust the man far less. Had Peerimus not been prepared than he Yorrick and Dalek might be as dead as that tree. The druid's mood darkens.

The following morning, he meditates by the stream as the first rays of light touch upon the land. Soon he says his parting words to both Father and Mother and gets up. Leaving Yorrick to snooze, Peerimus heads into town and into the Catacombs. Peerimus looks to get 6 score of arrows, a long bow, 2 vials of Silversheen, 10 pounds of meat, 2 pounds of cheese and 2 sacks.
{I total it at 6gp+75+500+6+.4+.2=587.6gp}

Upon returning from the Catacombs he asks for Noxy and Faraday. "Good morningn Faraday. Get ready." His attention turns to Noxy, "and Good morning Noxy." His mind then sets to locate Trace and Savin, the two he knows best. {17}

Spell list to come


Savin 
Wednesday January 24th, 2007 9:03:19 PM

Savin tosses and turns during his cycle of sleep and when his turn comes to guard tries to stay very alert. He decides to close his eyes and just listen to the night noises and winces when he hears the variety of sounds.

When his watch period is up, he tries to get more sleep and hopes his travelling companions come back soon.

How You Passed the Night (DM/Al) 
Wednesday January 24th, 2007 9:55:32 PM


In the Wold, night passes sweet and starlit. Morning comes, affording all manner of possibilities.

Quinn, after communing with is god, spends moments to heed Savin's instruction and apply the remedy for Lycanthrope to both himself and Jaeden. The spells are cast, and both Jaeden and the Gargulite feel their noses clear. All trace of any form of sickness has left their bodies. There is not feeling of non-Lycanthrope or un-Lycanthrope. But, then again, neither had felt any particular sensation from the disease to begin with. They would only know if the Lycanthrope has been cured or not come the next full moon.

One ailment that clearly remains unchanged is Quinn's leg. It would appear that either the affliction is not a disease, it resists the strength of Quinn's magic, or perhaps it's something else.

After his own meditation, Peerimus returns to Heranmar. He is greeted in the town by voices from all directions. Everyone seems happy to see one of the Heroes of Heranmar. When Peerimus arrives at the store, he finds the proprietor willing to give up the bow, the arrows, and the foodstuffs for free. Only the Silversheen need be paid for.

"Gotcha, Boss! Coming right up!" Faraday's reply when Peerimus returns, and the Return Party prepares to enter again the dark of Koshe Marr. The Vision of Noxnyx shows three dense colors that move about the screen. There is hope, then, that those left behind are still alive. But are they whole and sane?

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

Back in Koshe Marr, Trace leaves Shadow behind and moves alone out into the near palpable dark. The problem, he finds, is not spotting danger. It is choosing between what is dangerous and what is not. He slips quietly between rocks, making rounds about the camp. He spots a low bush with a stout trunk and spiked vines trailing about it. He makes a wide berth about it, but just as he passes it lets off a loud roar and begins shaking itself to and fro.

After a while, it settles down and stops. Harmless, but noisy.

Soon enough, the Moon rises. Soon enough, there is even light enough for Savin to see by. The goblins rouse themselves. The Lavender Moon rules the skies once more.

(Trace, when you meditate to regain spells for the day, please roll a Will Save for me.)

Time passes. The continues its rise. Two or three hours after Moon Rise, there is a sudden burst of air, and five figures stand silhouetted against the dark landscape. The others have returned.

=== OOC ===

According to my reading, Remove Disease cures all disease that a subject is suffering from. So there would be no need to apply two uses of the spell to yourself, Quinn. I would expect that Quinn would know this, and so if you wish to replace the 3rd Remove Disease spell with something else, feel free to do that.

Trace and Shadow  d20+7=26
Wednesday January 24th, 2007 10:33:49 PM

Trace moves back to the group as the moon rises and take time to meditate for his spells.

Trace to say the least is a bit releaved to see his friends return and like someone dieing of thirst, Trace grasp for the arrows as if it was water.

will save 26

Quinn 
Wednesday January 24th, 2007 11:32:24 PM

Quinn is a bit dismayed that his leg is not better. "Oh well, the leg will have to wait until tomorrow."

When Peerimus returns, Quinn claps his hands together and then rubs them. "Good Morning brother, shall we go find our flock?"

Upon returning to the Koshe Mar Quinn will announce "Everyone ready for Breakfast. Not quite the meal I was planning on, but we had some travel complications. We should do better tomorrow."

Quinn looks around at everyone "Well brothers and sisters, we have a Shroud to find, shall we have at it? Brother Jaeden, can I still ride your nobel steed, I fear it will at least tomorrow before my leg is whole."

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

Rod of extend 2/3


Laima Ragana 
Thursday January 25th, 2007 2:26:47 PM

The one thing that totaly stirs the curvaceous sorceress during the night is whatever sound Trace triggered. She looks about but it seemed as though Trace was out of her break in the darkness.

Before the others arrive Laima will close her eyes and begin to 'communicate' with her controlling power; she prays for some spells that she hopes will aid everyone while traversing these lands.
~~~~~~~~~~~~~~~~~~~~~~~~
spells per day --- Save DC
0- 6 / 6 --- 15
1- 8 / 8 --- 16
2- 7 / 7 --- 17
3- 7 / 7 --- 18
4- 7 / 7 --- 19
5- 5 / 5 --- 20
+1 to the Difficulty Class for all saving throws against illusion spells

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

active effects

luck points
4 / 4

Wand of Lightning Bolt
48 / 50 charges


Peerimus and Yorrick  d20+7=9 d20+7=27 d20+7=17
Thursday January 25th, 2007 4:05:47 PM

Peerimus thanks the man for his generosity, it seemed much more like home here than anywhere else. Apologizing for not being able to talk, Peerimus takes his leave. His trip to the grove allows the entertainment of several thoughts. Securing the Grove itself and creating an actual home in that small tree stand by the brook would be nice and his mind set to the tasks it would require and envisioning the final outcome. Peerimus arrives back at the small stand with a rather large smile. "Flock? To you for now perhaps, as for myself they are family."

Peerimus gives Yorrick half of the meat on his return, knowing it will take Faraday some time to transport them. Upon arrival in Koshe Marr, the druid gives Shadow two pounds of the meat as well. The rest he stores for later in the day. To Jaeden, he hands the longbow and a score of arrows. The rest of the arrows he gives to Trace. "I was able to get a pair of Silvesheen vials as well and those too he gives to Trace along with 200gp. I spoke on getting alchemical fire and oil, but they do not burn near long enough to put a troll down. It seemed to me a waste of precious weight and money. It seems the night was uneventful at least and so I am going to suggest staying here and I will try to locate the Shroud with Noxy." Peerimus gets comfortable and tries to still his mind so Noxy can take him to the shroud. If found he will 'ask' Noxy to slowly rise like a bird above the Shroud until the rest of them showed on the screen. It would not give distance , but hopefully it would provide direction.

First try to locate the Shroud is a abysmal failure. Undaunted, Peerimus tries again. With success he continues with his first plan, A if you will.

{Wis DC's 9/27 and 17}


Savin 
Thursday January 25th, 2007 8:05:33 PM

Savin is happy to see the others back and waits patiently for Noxy to give them a direction to go. He says to Quinn, "How come your still limping? Did your God forsake you?"

Bad Place (DM/Al) 
Thursday January 25th, 2007 9:37:30 PM


Trace sits for a time within the black desolate anti-nature. He calls out to the forests, the streams and mountains of the Wold. They stand beyond his reach, held back by the Evil of Koshe Marr. Then wielding the sheer force of his will like a bludgeoning fist, Trace Jacobs punches through. The grace of Holy Mother Wold rushes into him and he feels her blessing. The spells return to him, and with the spells, a certain calm and aptitude. (Trace, take ten away from the normal Failure Percentage to cast all spells this day. 10% reduces to 0%, 15% reduces to 5%, etc.)

Laima, when she reaches to her deity feels a different thing. The spells return, most certainly, but along with the customary touch of the deity comes the sense of a wry chuckle. To Laima comes the distinct feeling of a thumbing of the nose at the rulers of this plane, a laughing up the sleeve, but not too openly. The feeling of a soft crafty smile that comes to the mouth when the back is turned of a very dangerous rival.

Quinn and Savin are anxious to move on. Peerimus, however, has another idea. It takes but a few moments. Peerimus, now accustomed to the screen, can almost feel his will direct the view presented before him as Firn'gaer had learned to do. The view snaps from the collection of six dots to a single still dot in the middle of the screen. Then it expands outward, the single dot growing smaller and smaller. Soon it is difficult to discern the dot that is the Shroud at all. Then, at the edge of the screen, there appears the tiniest of bits of color. It could be the group, but then again, it's difficult to tell. Regardless, without a frame of reference, neither direction nor distance has any meaning. The Shroud of Atman could be anywhere in Koshe Marr.

Sleema sits upon a rock with Rogo in her lap. Both watch all of this in silence. Neither of the goblins eat. Looking around, it is pretty plain that there is nothing within the camp that might be considered food, outside of that brought by the group. Finally, Sleema puts Rogo upon the ground and stands.

"You go Nightshade Crypt?" she asks. Behind her, Rogo looks up, his face is intent and questioning. As if in answer, Sleema points out into the brush. "Nightshade Crypt," she says. "Bad place. Bad, bad. Goblin no go. Patrol no go. Bad, bad place."

=== OOC ===

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

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

Quinn 
Friday January 26th, 2007 8:42:27 AM

Quinn is a bit dismayed at Savin's question "It appears that I have more research to do regarding my leg as it may not be a disease brother Savin, or beyond my strength to overcome. I will need an unharried day or two on the Wold to contemplate."

Quinn loos down on the little goblins "Little sister, how far and in what direction is the Nightshade crypt? Why do the goblins and patrols not venture to the crypt?" Quinn remember that he does not speak goblin and looks to Trace "Brother can you translate the questions, please."

Quinn will mount Jaeden's great horse once again.

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

Rod of extend 2/3


Peerimus and Yorrick 
Friday January 26th, 2007 1:01:23 PM

Peerimus furrows a bit remembering watching Firngaer with Noxy. The crypt was pretty far, but this Sleema knew of it. Using Faraday had its own issues. They landed almost 100 yards away from the caravan that day near Hernamar. The Shroud is in a crypt, possibly multiple levels. 300 feet could be very far indeed and into a very bad position. Walking had it's own problems. They longer it took the greater possibility of discovery and thus heavier fortifications and prepared defenses. Damn it all.

"Faraday, could you get us next to the Shroud? It is stationary now and I mean right next to it. And can standard warding spells block you like any other teleportation?"

Savin 
Friday January 26th, 2007 10:18:35 PM

Savin kneels next to the female goblin, pulls out some food from his haversack and hands it over to both of them. "Sleema, why is this Nightshade Crypt so fearsome? I suspect that is the area we are goint to have to go to find the thing we are looking for. What can you tell us about it? Why doesn't anyone else go there?"

Savin look on with compassion at the goblin and continues, "What are you going to do now? You have been a good guide but we are heading into danger and I am not sure it is fair to expose you to it. Are you going to stay here now?"

Two Answers for Two Questions (DM/Al) 
Sunday January 28th, 2007 12:47:29 PM

Though neither Quinn nor Savin speaks Goblin, Sleema seems to understand their words. At least she understands far more than she can articulate in Common.

"Nightshade Crypt there." Sleema points again in the same direction. "No know far. All goblin know. No goblin go. Place of Fidelia. Goblin go, Fidelia angry angry. Bucho. Bucho, he go. Come back say 'Hill. Big teeth.'. Soon, Bucho gone. Just gone."

"You go. Sleema stay. Rogo stay."

After experimenting with the Vision of Noxnyx, Peerimus brings out the Circle of Far and Away, putting questions to it.

"Right next to her? As in right next to her?" the Artifact replies, then ponders the question for a moment. "Yeah. I guess. I think I could. And, yeah. I mean, yeah, a warding spell would block me out. Would you like me to try?" he asks.

Peerimus and Yorrick 
Monday January 29th, 2007 5:22:59 PM

Peerimus shakes his head to Faraday, "Not just so as of yet." Hearing Sleem'a answer the druid nods, Good. She doesn't want to go. One less to keep track of. Hill big Teeth....hmmm A Tendriculous maybe. I remember them from the Floating City run through the streets to the Ghost.

Peeimus looks to those with him. "Now Faraday thinks he can put us right next to the Shroud. Well if there is nothing barring extra dimensional transport." Peerimus's face goes a bit sour and his voice becomes sarcastic, "And surely there will be because life would simple if there wasn't any and what fun would that be." exhale..."That said, we are going to try anyway. What we need is a back up plan. I have a couple things in mind but would want to sound them off as none are particularly free of trouble."

"We don't know how far it is. One thought is to place a spell or two on Savin and have him go to the Crypt and we will then come in. He is fast and can travel unseen very well. But he will also be completely alone and need to be right there and stationary for about an hour."

"Or Sleema points us in the right direction and and we all go and how this no patrol thing works out."

Laima Ragana 
Monday January 29th, 2007 6:06:24 PM

Getting connected to the Path proved interesting yet again as the subtle, icy taunting of Koshe Marr slipped around in her head.

Just like that the group is back; nothing extraordinary happened in their absence but it was nice to know that some people really do return. Laima stared at those, a wry smirk inks her face as she scans them.

"I see that things went almost to plan; welcome back connected ones. Nothing to report here really."

She listens intently to Peerimus' plan and at his conclussion sucks on an oversized canine for a moment.

"I like it. Let's take the shot and have Noxy pop us right in there. Sure the alternative with Savin seems a bit more sound but that puts him in grave danger with no help and it also isn't very sporting."

Her pale green eyes are quite large and still her full lips stretch wider across her face.

Trace and Shadow 
Monday January 29th, 2007 6:18:15 PM

Trace whispers to the others, it seems we are are about to part company with them, I think it is time I talk frankly to thim in their native tounge and ask about the items that Rogo is hiding in his shirt.

Quinn 
Monday January 29th, 2007 6:52:47 PM

Quinn ponders what Peerimus tells of the artifacts "Interesting brother. It would be best to spell up before trying, but if it fails because of warding our spells will be lost. It might be nice to teleport in to avoid the traps and guards, but it may be wishful thinking."

Quinn twirls his goatee some more and adds "I like the idea of sending brother Quinn. I can cast Hide form undead on him. We can plod up and brother Savin can report, maybe through some sort of communication spell all he sees. It is your neck brother." Quinn finishes looking for an answer from Savin from on top of Dalek.

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

Rod of extend 2/3


Savin 
Monday January 29th, 2007 6:52:50 PM

Savin listens to the differnt ideas and gulps when he hears he might be left alone...in the dark...with all of those scary noises...the rending of flesh....the screams of agony....

"Ahhh I am glad you have confidence in my abilities but I don't think I want to race ahead alone into an area where trolls, werewolves and every other nasty in this land are afraid to go. I think we should stick together.

If Faraway can get us all there, so much the better but otherwise I think we need to keep doing what we have been doing and try to get their as fast as we can."

Decisions, Decisions. (DM/Al)  d20+8=18 d20+1=8
Monday January 29th, 2007 9:35:27 PM

Jaeden listens in stoic silence as the others banter options.

Attempt a direct teleport to the location of the Shroud.

Let Savin make the trek into the heart of the area where no Goblin goes and use him as a beckon for Faraday.

Or, very simply, as a group, just walk.

Meanwhile Trace whispers to the group. Traces quiet tones draw Sleema's attention. She turns away, though, making a poor act of pretending not to listen.

The sharp of ear might catch the rising murmur beyond the brush covered hill. The murmur of many voices and activities melded to one. The sound made by a town or village waking to life.

Quinn 
Tuesday January 30th, 2007 3:50:58 AM

Quinn looks down at the group frm atop Jaeden's horse and comments "Brother Savin may be correct, that it is best to stay together at this point. Lets try Faraday, but without our short term spells cast. If it fails, we walk, if it work, we best be ready for action in a hurry."

Quinn looks directly at Peerimus "Brother, you seem to be the best with Faraday, shall we?"

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



Peerimus and Yorrick 
Tuesday January 30th, 2007 7:11:48 PM

Peerimus listens to the others and especially Savin. "very well, we shall try to use Faraday and will then move as a group towards the Crypt if need be."

"OK Faraday let's do this." As Faraday starts, Peerimus tells the group all he knows about a Tendriculous given his first hand encounters with them on the streets of Floating City.

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



A Hard Place (DM/Al) 
Tuesday January 30th, 2007 9:33:58 PM


"Alright. Yeah sure. Yup, coming right up." The Circle hums to itself as it begins the process to bring the Children of Chaos to the Shroud of Atman.

" ... huh? Wha? nnnnhu. eeeeeah. Rrrrrrr! ... " These are not sounds that Faraday has ever made before when preparing the transition.

"What in Blingabdigan's Hut is on that place?" the Circle says at last. "Even with Noxy to look for me, I can't feel a thing over there. It's ... It's like a big dead space. If you'd ask me, I'd say that nothing could teleport, even something already inside. It's just dead to that sort of thing."

"Which, I guess, makes a sort of sense if there are valuables stored there." Faraday makes intellectual pondering sounds. "Sorry about that."

One option goes off the table. But, in the trying, comes information that may be valuable and may be not. But surely, once entering this place, there would be no easy way out.

Quinn 
Tuesday January 30th, 2007 11:27:31 PM

Quinn shrugs his shoulders from atop Dalek "Just as I suspected brother, we have a bit of hard work ahead of us. At least we did not waste our protective spells."

Quinn looks around at his band of new friends "Brothers and sister, we are in an evil land on evils home turf. We are going to have to go forward and smack them in the mouth to take what they should not have. I say we stow the toys and make haste to our goal."

Quinn looks directly at Savin "Brother Savin, I expect that we will encounter a layered defense of this valuable object. You seem best suited for recon and we need information. Would you consider ranging ahead as we follow your backtrail? Sister Lamina may even be able to maintain contact with you with her spells, if our sister has that capability." Quinn now looks at Lamina, expecting some sort of answer.

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

Rod of Extend 2/3

Peerimus and Yorrick  d100=64
Wednesday January 31st, 2007 4:43:33 PM

"Savin we need to start moving and Quinn is correct. You will have to be our point. Get a good 100' lead and take it slow. If you see or hear anything I want you back to us."

Peerimus looks to Trace, "You should be up front, our enhanced vision should be able to keep an eye on Savin. Don't worry about anything else. Don't lose Savin. I will be right behind you with Yorrick. Jaeden you lead Dalek and Laima you have our rear so to speak."

"We want to move quickly and not worry about stealth, that's Savins job. Even taking his time he will be fast enough to keep a lead and will see anything headed our way. "

Peerimus asks everyone to stay quiet for a moment, "Mother conceal our trail and may known now we have passed before them.

{Cast Pass Without a trace affecting 12 creatures for 12 hours. %64}

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

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

Savin  d20+14=18 d20+13=19
Wednesday January 31st, 2007 8:42:48 PM

Savin kneels next to the brave little female goblin and says, "You stay here and try and stay of trouble. If we can, we will come back and try to take you and your son to a better place. Thank you for your help little mother." Savin leans forward and kisses her lightly on the forehead.

He then assumes his scout role and moves in the direction indicated.

spot check 18
listen check 19



Laima Ragana  d20+8=24 d20+5=9 d20+5=7
Wednesday January 31st, 2007 8:50:19 PM

Laima watches and nods occasionally at the progression of the plan; her ears perk up and lift her stature up a bit with Faraday's words of a 'dead' area around where the shroud is located.

More-or-less mumbling to her self, Laima chews on her lower lip a bit; the tip of one of her enlarged canines protrudes slightly. "Hmm, well if that is dead then that means...." She seems to be searching for reasons as to its cause [Know: Arcana check].

As the group makes final preparations Laima begins to chant her words of magic strengthening her protections for the day's journey and creating a link to the entire group that they can communicate through with no more than whispers.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cast -- Mage Armor then Message just as Savin is ready to leave.
Know:Arcana.24
Spot.9
Listen.7

spells per day --- Save DC
0- 5 / 6 --- 15
1- 7 / 8 --- 16
2- 7 / 7 --- 17
3- 7 / 7 --- 18
4- 7 / 7 --- 19
5- 5 / 5 --- 20
+1 to the Difficulty Class for all saving throws against illusion spells

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

active effects
Message -- 110 minutes
Mage Armor -- 11 hours

luck points
4 / 4

Wand of Lightning Bolt
48 / 50 charges


Enter the Crypt


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


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

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

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

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

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

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

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

Spell failure 64%

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

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

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

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

Rod of Extend 2/3


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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

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

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

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

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

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

move silently 31
hide 31

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


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

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

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

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

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

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

=== OOC ===

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

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

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

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

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

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

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

track 23 looking for undead track specifically

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

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

Rod of Extend 2/3


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

"Rogo!"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Rod of Extend 2/3


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

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

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

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

[spellcraft 17 2md level only dagnabit]

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

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


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

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

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

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

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

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

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


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

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

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

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

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

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

=== OOC ===

10/10

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

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

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

Map of the Vestibule

Positions:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Rod of Extend 2/3

Turn Undead 1/10


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

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

Yorrick moves up along side Peerimus.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

=== OOC ===

09/10

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

Map of the Vestibule

Positions:

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

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

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

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

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

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

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

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

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

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

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

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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


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

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

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

Spell failure roll 63%

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

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

Quinn attempts to be as observant as possible.

Spot 23

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

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

Rod of Extend 2/3

Turn Undead 1/10


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

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

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

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

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

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

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

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

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

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

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

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

Reflex save of 17 failed move half speed

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

=== OOC ===

08/10

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

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

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

Map of the Vestibule

Positions:

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

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

Savin: Reminder, potion on ground outside Archway.

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

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

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

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

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

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

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

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

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

Spot 25

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

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

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

Rod of Extend 2/3

Turn Undead 1/10


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

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

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

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

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

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

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

Spell craft 21 to identify spike stones

Laima cast a targeted dispel magic on the spike stones

Dispel check 25

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

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

Spell Slots

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

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

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

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

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

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

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

89 and 36 percentage roll for blinking

blinking 1/7
boots of speed 3/10



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

will save of 21 damge 6 points

Jaeden attacks KY with quick blows from his greatsword.

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

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


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

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

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

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

... But ...

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

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

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

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

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

=== OOC ===

07/10

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

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

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

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

Map of the Vestibule

Positions:

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

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

Savin: Reminder, potion on ground outside Archway.

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

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

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

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

Quinn surveys the action in front of him.

spot 20

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

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

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

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

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

Spell resistance 24

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

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

Rod of Extend 2/3

Turn Undead 1/10



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

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

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

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

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

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

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

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

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

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

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

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

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

Spell Slots

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

Spells in effect:

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

=== OOC ===

06/10

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

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

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

Map of the Vestibule

Positions:

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

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

Savin: Reminder, potion on ground outside Archway.

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

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

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

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

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

Spellcraft to identify the cloud 25

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

Spell Slots

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

Spells in effect:

Improved Invisibility on Peerimus 2/11


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

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

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

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

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

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

Spell resistance 24

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

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

Rod of Extend 2/3

Turn Undead 1/10


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

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

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

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

totla dmg = 78

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

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

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

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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

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

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

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

OOC: Yes Al

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

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

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

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

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

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

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


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

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

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

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

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

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

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

=== OOC ===

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

05/10

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

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

Map of the Vestibule

Positions:

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

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

Savin: Reminder, potion on ground outside Archway.

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

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

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

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

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

Quinn will fly to E18

Spellcraft 28 to identify what the lich is casting?

Spell resistance 24

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

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

Rod of Extend 2/3

Turn Undead 1/10


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

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

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

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

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

Laima will move forward to H12

Concentration check if needed 23

Spell Slots

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

Spells in effect:

Improved Invisibility on Peerimus 3/11


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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

=== OOC ===

The Slit in the Stone Wall is at H21.

04/10

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

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

Map of the Vestibule

Positions:

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

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

Savin: Reminder, potion on ground outside Archway.

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

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

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

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

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

Augmented Medium Fire Elemental

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

The first fire elemental slams into the lich.

AC 22 for 4 + 4 for fire

DC 14 reflex save or the lich will catch fire.

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

AC 15

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

Elemental location E & H 22

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

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

Viscious damage to Quinn 5

Damage

Spell resistance 24

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

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

Rod of Extend 2/3

Turn Undead 1/10



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

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

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

Adm Ceil

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

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

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

Spot 25 (natural 20!!)

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

Spell Slots

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

Spells in effect:

Improved Invisibility on Peerimus 4/11
Mage Armor 1 hours

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

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

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

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

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

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

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

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

Meanwhile, play on!

[Al, you can delete this later.]

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

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

Climb check 26

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


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

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

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

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

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

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

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

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

=== OOC ===

The Slit in the Stone Wall is at H21.

03/10

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

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

Map of the Vestibule

Positions:

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

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

Savin: Reminder, potion on ground outside Archway.

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

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

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

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

Quinn takes two mighty swings at his nemisis.

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

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

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

Viscious damage to Quinn: 7

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

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

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

Spell resistance 24

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

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

Rod of Extend 2/3

Turn Undead 1/10


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

To your question, Quinn. Sure, why not.

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

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

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

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

Spot 18, looking for Peerimus.

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

Spell Slots

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

Spells in effect:

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


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

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

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

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

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

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

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

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

rolled 71 for miss chance form blinking

blinking 6/7
shillagh 2/10

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

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

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

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

handel animal is 24

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

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

totla dmg = 91 hps

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

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

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

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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


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


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

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

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

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

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

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

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

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

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

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

=== OOC ===

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

The Slit in the Stone Wall is at H21.

02/10

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

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

Map of the Vestibule

Positions:

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

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

Savin: Reminder, potion on ground outside Archway.

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

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

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

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

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

Spell resistance 24

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

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

Rod of Extend 2/3



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

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

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

Unmodified climb check of 17

Spell Slots

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

Spells in effect:

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


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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

=== OOC ===

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

The Slit in the Stone Wall is at H21.

01/10

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

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

Map of the Vestibule

Positions:

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

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

Savin: Reminder, potion on ground outside Archway.

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

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

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

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

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

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

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

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

Quinn will cast protection from evil on himself.

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

spell failure 78%

Spell resistance 24

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

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

Rod of Extend 2/3


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

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

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

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

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

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

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

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

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

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

"Whoa! That was close. Thanks Savin."

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

Spell Slots

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

Spells in effect:

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


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

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

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

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

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

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


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

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

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

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

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

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

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

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

listen 23
spot 27

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

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

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


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

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

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

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

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

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

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

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

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

=== OOC ===

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

The Slit in the Stone Wall is at H21.

00/10

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

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

Map of the Vestibule

Positions:

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

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

Savin: Reminder, potion on ground outside Archway.

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

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

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

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

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

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

Quinn will cast spell immunity on himself in preparation.

spell failure 95%

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

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

Spot 16

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

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

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

Rod of Extend 2/3


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

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

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

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

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

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

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

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

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

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

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

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

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

spellcraft 14 (too many distractions in round 1)

Spell Slots

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

Spells in effect:

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

What to do?

=== OOC ===

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

Congratulations Everyone. Good Luck.

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


Map of the Vestibule

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

Sleema and Rogo: Uninjured

Savin: Reminder, potion on ground outside Archway.

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

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

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

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

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

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

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

spell failure 66%

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

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

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

Rod of Extend 2/3


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

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

listen 13
spot 17

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

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

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

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

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


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

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

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

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

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

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

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


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

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

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

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

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

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

Just then, the Fire Elemental attacks the door.

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

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

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

=== OOC ===

-15
5/15

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

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

Map of the Vestibule

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

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

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

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

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

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

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

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

The fire elementals each fail their saving throw.

HP 21/40 each

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

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

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

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

Rod of Extend 2/3


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

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

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

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

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

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

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

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

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

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

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

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

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

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

Spell failure 67%

Spell Slots

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

Spells in effect:

Improved Invisibility - not yet but soon
Mage Armor 11 hours
See Invisibility 110 minutes
Detect magic - long time


DM/Al - OoC 
Thursday February 22nd, 2007 3:46:55 PM

Here's one from Thursday January 25th, 2007 1:26:47 PM, Jim

spells prepared
0- Resistance -- Resistance -- Create water
1- Comprehend Languages -- Bless -- Longstrider (d)

BTW, Detect Magic goes away once you cease to Concentrate. Taking damage while concentrating requires a Concentration check of a DC equal to the damage taken. In this case DC19.

The spell would go away at any rate, if she stopped to cast a different spell.

Peerimus AC 22 HP 91 Yorrick AC 23 HP 98-1117  d20+4=9 d20+20=40
Thursday February 22nd, 2007 4:53:44 PM

Peerimus watches as the two goblins get away, an odd feeling that, but onto other matters. The druid turns just as the energy is released from the Glyph and he frowns a bit seeing Yorrick wince from the sting. Should have bid him to me. Foolish, you knew it was coming.

Peerimus animates his shield and pulls his curing wand. With a low whistle, he bids Yorrick to exit the room and stand with him at the archway. "Laima withdraw to me if you please and I will see about getting this wand to work on those wounds."

Speaking up, "Quinn, everyone pull back and have the elemental hit the door again. The trap may be completely discharged at this point. If not, it may be up to you Jaeden and your family's sword to hewn a path through."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand Charges left 47

Jaeden Ohm(BZ) AC25 Hp 89/104  d20+13=23
Thursday February 22nd, 2007 6:59:55 PM

Turning his face at the blast of energy,Jaeden then stands back to let the elemental try the door.( move 30 feet away from door to G17) He examines his sword, and as expected finds not a mark upon it. He will take the door apart as soon as the elemental is finished with it.

"Can anyone help me with this ailment?" (Con dmg)

save= 23 for half 9 dmg



Against a Blank Wall (DM/Al)  d20+9=14 d20+3=16
Thursday February 22nd, 2007 9:18:08 PM


The relentless cloak of Koshe Marr takes another spell from Quinn. The summoned Fire Elementals flicker and flare at the pain of their injuries, but they stand ready and willing to execute Quinn's commands.

Calls to just open the doors, come from all over the area.

Savin quaffs a potion that restores some of his strength.

Laima draws a sunrod and sets it alight. She will not need the illumination, but it may be very helpful for her companions. She pulls back a goodly distance. Just to be sure.

Peerimus takes out a healing wand, and calls both Yorrick and Laima to him. Time to heal wounds and prepare for the assault.

Jaeden moves back as well. He calls out to the others for some magic that might cure his condition.

Trace and Shadow take the full force of the blast as well. (Will 14 and 16 respectively.) Unlike the others, however, they remain where they are and lick their wounds.

The Fire Elemental still outside the sphere of silence, takes his cue. He moves to open the door, and the other moves with it. As one, they pull upon the handles, and the doors come open. Behind the two double doors is nothing but an expanse of bare rock. The doors are fakes. This is not the way in.

The Children of Chaos stand in the opening of the Nightshade Crypt, surrounded by depictions of the horrors of Koshe Marr, but with no way in. What to do now?

=== OOC ===

-17
3/12

Note to all: Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.

Quinn: Your Elementals have about 3 more rounds of life left in them.

Please be as specific as possible with your movements. As you see, it has already proven important. I'll keep the map going, should you need it for reference.

Map of the Vestibule

Injuries and Problems
======
Savin: Uninjured, 1/2 Speed from Spike Stones, Savin -3 STR Penalty.
Peerimus: Uninjured
Yorrick: 98/117
Jaeden HP 89/104 -1 CON Damage.
Dalek: 58/72
Trace: 67/86
Shadow: 25/44
Quinn: 88/100
Laima: 29/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Trace and Shadow 
Thursday February 22nd, 2007 11:26:00 PM

Trace climbs down off the wall and moves himself and shadow away from the ward. He takes out the wand of csw and begins healing himself and Shadow, Trace calls to the others, who else needs healing?

Al is the failure for the wand fourth level?

DM/Al-OoC 
Thursday February 22nd, 2007 11:43:55 PM

No, that's 3rd Level, Trace. And don't forget, you get a bonus for making your Will Save this morning. The DC against the spells you cast are -10 lower than on the list.

Savin 
Friday February 23rd, 2007 8:45:05 AM

Savin is discouraged but not really surprised at the false door. He starts a closer examination of the walls looking for secret doors and possible meaning to the artwork on the walls.

Will start at the entrance to the room and gradually work my way towards the false door starting with the left side of the room.

Savin calls out, "Does anyone have a way to magically look at these walls and interpret them or find a secret entrance?"

Quinn AC 27 Hp 88/100  d100=36 d20+9=20 d20+9=27 d20+9=23
Friday February 23rd, 2007 9:16:40 AM

Quinn shakes his mace and shield at the false doors "Tricky evil undead, you can not hide forever. We are coming for you."

Quinn ponders the situation "The undead spend alot of resources in the antechamber. There must be a door."

Quinn calls and motions for Fireball and Conflageration to follow him "We need to find a secret door. You two split up and search the walls. Burn your way around, one each way, starting at the blank rock behind the doors and circle around to the entryway."

Quinn casts detect magic on himself and will start scanning for more magical traps or other residual magic. Quinn will announce "I will search for hints of magic and the elementals will search the walls. Laima can you give me a hand. We also have the floor and ceiling. Can anyone seach by where the ghost was tethered?"

Spell failure 36%

Spellcraft rolls: 20, 27, 23 as needed, if at all.

Spell resistance 24
Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Hide from undead on the entire party - 2 hours
Greater Magic Weapon 12 hours
Fly on Quinn 12 minutes (14/120)
Spell resistance on Quinn
Silence on stone wall
Protection From Evil on Quinn 12 minutes (8/120)
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Summon monster VI (9/12)

Rod of Extend 2/3


Laima (JimF) AC 21 HP 29/48  d20+11=22 d20+11=19 d20+11=30
Friday February 23rd, 2007 4:09:41 PM

ooc: I am waiting for one of our new players to take over Laima. I do not want her to lose too many actions in the process and will continue to post until someone takes over: Chris/???? Please!!!

I skipped on day waiting for someone to post for her. Please email me if you are ready to take over and I will stop posting.

-----------------------------------

Laima gladly moves over to Peerimus in anticipation of being cured. "That hurt."

Laima listens to Quinn's plan and agrees and casts detect magic again. Laima starts to scan the back half of the room and is careful to stay out of the fire elementals. "Well it can't hurt to look."

Spellcraft rolls: 22, 19, 30 as needed.

Spells prepared
0- Resistance -- Resistance -- Create water
1- Comprehend Languages -- Bless -- Longstrider (d)

Spell Slots

0 level 2/6
1 level 1/8
2 level 1/7
3 level 3/7
4 level 2/7
5 level 0/5

Spells in effect:

Improved Invisibility - not yet but soon
Mage Armor 11 hours
See Invisibility 110 minutes
Detect magic - long time


Quinn (second illegal post) 
Friday February 23rd, 2007 4:11:22 PM

Quinn sees Jaeden's distress "I will gladly take care of your condition tomorrow, but unfortunately can offer no help right now. Sorry Brother."

Peerimus AC 22 HP 91 Yorrick AC 23 HP 98-117  d100=66 3d8(8+8+8)+5=29
Friday February 23rd, 2007 4:41:02 PM

Peerimus touches Laima with the wand and it springs to life at his mental call. [nice! Heal 29] Peerimus arches a brow and looks to the wand as if considering asking the item why it does not do that all the time.

Looking up Peerimus gives a bit of a whistle, "False door. Cute." Everyone let the elementals make a quick ciruit to trip any traps that may be near the walls." But some of the others are already movning in. Peerimus backs 20' further out with Yorrick, 'just in case'.

"Jaeden, and Savin as well, I have a wand of restoration. I will put it to use upon the discovery of and opening of the door."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand Charges left 47


Trace and Shadow  d100=40 3d8(5+6+2)+5=18
Saturday February 24th, 2007 11:43:37 PM

"The DC against the spells you cast are -10 lower than on the list.
show me on my roll
I dont understand"

Trace uses the cure serious wounds wand and cures 18 hps on himself.

Walk Beneath the Scythes of Death (DM/Al) 
Sunday February 25th, 2007 1:09:48 PM

Trace climbs down from the wall. Cure wand in hand, he proceeds to heal both himself and Shadow. That morning, through the strength of his Will, he had managed to break through the darkness of Koshe Marr to the blessed Nature of the Wold beyond. Graced with such a vision, it is easier for him to activate the magic of the wand, and he finds it easier to heals himself to all but the smallest of scratches. (See fuller explanation below.)

Peerimus succeeds with the wand, healing Laima of all injuries. And he makes a promise of Restoration to Jaeden upon the discovery of a way into the Crypt. Then he withdraws back through the toothed Archway, placing himself and Yorrick at a safe distance while the process begins.

The Fire Elementals begin to strike the stone, per Quinn's instruction. They begin with the stone that had been behind the double doors and each work their way around at five-foot intervals. Both reach the corners of the room before they vanish. The summoning finished, they return to the Plane of Fire. (The Elementals have covered the entire South Wall of the room.)

Savin puts a hand to the East wall. There must be a secret door here somewhere. However, the Monk, for all his capabilities, is unused to the kind of Search required. This will take a long time. (I assume that you're Taking 20.)

Meanwhile, Quinn begins in the East and Laima in the West. They both arm themselves with divination magic and begin to scan the walls for Magic. They cover both walls much more quickly than Savin can search even a small area of the wall. Soon, they meet in the middle, at the double doors having found nothing but the residual magic cast during the battle, and Quinn's still active Silence spell.

Time passes as the others watch Savin continue his search. Quinn drifts gently to the ground as his spell of Flying expires. The southeast corner of the room also returns to sound as the Silence reaches its limit. Quinn also feels the Resistance to Spells leave his body. During his search, Savin feels the remainder of his strength suddenly return as the spell of Enfeeblement wears off. (Trace, Spider Climb is still active for another 10 minutes.)

Finally! Half way down the wall, Savin finds a small hole cleverly hidden along the fringe of the cloak worn by the painting of one of the giant Deaths head Reapers. Cautiously inserting a finger, he pulls. There is a deep grinding of stone as a portion of the wall falls back and away, pivoting from the bottom, as though the door of a moat opening outward. There, framed between the arch created by the looming Scythes of the two visages of Death, is a five-foot wide passageway.

The passageway is narrow, and unlit. This will be difficult for Yorrick and Dalek. They will have to squeeze through the narrow confines. The darkness will be daunting as well. To Savin, the nearest to the doorway, the way leads off into infinite darkness. Laima, however, just behind him, can see a closed door at the very limits of her monochrome Darkvision. What's more, there is a small object on the floor some 20 feet into the passageway. As the flame from the braziers in the main room flicker, the tiny object catches the occasional light, and it throws back a gleam of reflection.

=== OOC ===

24

The Search took 22 minutes. If you wish to have attempted more healing magic in that time, please feel free.

Please do not use Left and Right as direction designators. Left and Right are different depending on which way you are facing, and there is no way for me to know which direction your character is facing. Please, use the convention of North South East and West where North is to the Top part of a Map. Thank you.

Map of the Vestibule

Peerimus, Yorrick, Jaeden and Dalek are off the map at around Row -1.

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.

Please be as specific as possible with your movements. As you see, it has already proven important. I'll keep the map going, should you need it for reference.

Injuries and Problems
======
Savin: Uninjured, 1/2 Speed from Spike Stones eliminated by Wholeness of Body
Peerimus: Uninjured
Yorrick: 98/117
Jaeden HP 89/104 -1 CON Damage.
Dalek: 58/72
Trace: 85/86 (Spider Climb)
Shadow: 25/44
Quinn: 88/100
Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Trace: Because you made your Will Save this morning, it is easier for you to cast Divine spells today. For example, the CSW spell you just cast is 3rd Level. The spell failure percentage for that is 20. Normally, if you roll less than 20 on a d100, you fail. For you, however, it drops by 10. That means if you had rolled less than 10 you would have failed. That's a much better chance.

Savin 115/115 ac 29 
Sunday February 25th, 2007 7:18:50 PM

Savin steps back from the opening and bows at his companions pleased that his hard work paid off where the more flamboyant efforts of the others failed.

"Can someone shine some light on the subject? I don't think we should be bumping around in the dark in this evil place. To much in their enviroment.

I am willing to go down first and trip any nasty surprises. Makes sense only to risk one of us."

Jaeden - Yves's turn AC25 Hp 89/104 
Sunday February 25th, 2007 8:43:48 PM

Jaeden moves up next to Savin, reaches in his pouch, and pulls out a stone. The stone radiates with the glow of a continual flame spell.

" Ask and ye shall receive. "

Jaeden holds his great sword and takes up a defensive position near the monk.



Quinn AC 27 Hp 88/100  d20+11=17 d20+11=26 d20+11=19 d100=92
Sunday February 25th, 2007 9:47:55 PM

OOC: Al, How much time expired. I understand that the summon spell is done, but the other spells have a 12 minute duration and you did not have them all end (protection from evil?). Is something else afoot here?

--------------------------------

Quinn will scan the new found tunnel for magic.

Spellcraft rolls: 17, 26, 19 as needed, if at all.

Quinn will cast find the path to determine if this is the correct path to follow to find the artifact shroud.

spell failure 92%

Quinn will report his findings to the group.

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Find the path 2 hours

Rod of Extend 2/3


DM/Al - OoC 
Sunday February 25th, 2007 10:33:59 PM

Please read the OoC portion of the post, Quinn. The Search took 22 minutes. There is often valuable, sometimes life saving information in the OoC section.

The actual count from the end of the Battle is more around 24 minutes, though. Clever players will identify the mysterious unlabled number 24 in the OoC section. Yes, that's my time counter.

Sorry, I missed Protection from Evil. That's gone too. So is Detect Magic. I'm afraid that you no longer have that spell unless you cast it again. Hide from Undead is gone as well. It was gone the moment someone attacked.

Trace and Shadow  3d8(7+2+1)+5=15 3d8(1+3+5)+5=14 d100=23 d100=49
Sunday February 25th, 2007 11:30:30 PM

During the search time Trace heals Shadow as well and if anyone else needs healing he will heal them as well.

Trace and Shadow will move in line of marching orders and he stows his wand and replaces it with bow and arrows.

arrow total (176/178) (118/120 in two efficant quivers)

Trace 86/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Posting Reports for 
Monday February 26th, 2007 6:19:27 AM

Game #4 The Children of Chaos

It's Monday?? Time to do the Report??

Yup. Monday is the time. Thanks. --Al

DM/Al - OoC  d20+2=19
Monday February 26th, 2007 9:25:43 AM

Quinn: May I have a more specific wording of your request for Find the Path? Note that the spell specifically states that it works with respect to locations, not objects or creatures at a locale.

In other words, you must pick a Place that you wish to go to and not a Thing that you wish to find.

------------------------

I do not have time to look up the location of the Shroud from the earlier posts, so I will make an Int. Roll, you pick the DC.

Rolled 19

Peerimus AC 26 HP 91 Yorrick AC 23 HP 117-117  d100=27 d100=11 d100=100 3d8(7+7+2)+5=21 d100=32 d4=4 d20+16=23 d100=79 d20+20=25
Monday February 26th, 2007 2:34:34 PM

It will take Savin awhile and as much as he would like to help, he would simply be another possible victim of a deadly trap. One Life risked is enough. Peerimus gets everyone else to leave the vestibule. While Savin made his search, Peerimus puts the wand of curing to use. Starting with Yorrick and on the third try the wand functions. [%27, 11, 100 Heal 21]

As Trace handles Dalek and Shadow, Peerimus exchanges the wand for the Lesser Restoration and touches Jeaden [%32 Heals 4 points Con]

The passage is found and Jeaden takes out a fiery stone. Peerimus pulls an Everburning torch and slides it all the way through his belt.

"Savin goes first, Jeaden give him 25' and follow him. Then Quinn, Trace, Shadow, Laima, Dalek, me and Yorrick. I have to be back there to help Yorrick back down and keep Dalek steady" Peerimus moves to the horse, "and for you good friend we will need to shrink you a bit." Peerimus spends some time with Dalek so the animal is relaxed and then attempts the spell. [Handle Animal 23 Reduce Animal %79 sucess Dalek is Medium sized]

When the group is ready, Peerimus will get Yorrick to back down the passage, keeping his hand uon his friends hindquarters the entire time and speaking softly to reassure the bear. Peerimus has put both wands away, the shield is animated in front of him and his staff is in hand.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 44c
Lesser Restoration 49c


Posting Report 
Monday February 26th, 2007 3:43:36 PM

Game#4 The Children of Chaos
For the week of February 19, 2007

NAME - MTWRFSS

DM Al C - 2XX20-2
Jaeden - OXXX0-X - sub Brian/Yves
Laima - XXOXX-- - sub Chris/Shegger
Peerimus- XXXXX--
Quinn - O2XO2-X
Savin - OXXXX-X
Trace - XXOXOXX

Adm BrianZ

OOC<Adm CeiL>: Brian Dear, Jerry is intrested in the players posting at least 5 times a week! MTWTF So if they miss one day or two days in that week, that's OK!
What Jerry is looking for are habituals misses, Or long strech of missing days! That spells TROUBLE, that is what Jerry want to get a grip and fast. DM might even ask you to E-mail the player, to see if every thing is all right. Your doing fine, except dropp the SS's. <Adm Ceil>


Jaeden AC25 Hp89/116  d20+10=26 d20+9=27
Monday February 26th, 2007 3:58:14 PM

"Thank you Peerimus. We must be prepared to face what lies ahead and healing keeps us the most prepared we can be."

"Dalek, please wait here a few moments while some of us scout ahead." (Handle Animal check=26)

Jaeden follows behind Savin, sword ready and continual flame torch on his belt, giving Savin a lead of about 25 feet. Looking about, he is wary of potential traps, and wants to secure the way before bringing his friend through a potentially dangerous area. (Spot = 27)

Laima (by Shegger) HP 48 AC 17 
Monday February 26th, 2007 4:23:08 PM

"Thanks, Peerimus!" Laima smiles broadly at the druid.

She moves up to the newest path and waits for her turn to march down the hall.

A Cut Above (DM/Al) 
Monday February 26th, 2007 8:36:07 PM

Savin calls for a light and Jaeden supplies one.

Quinn ponders how to apply a spell that specifies Location to reveal the way to an Object. Could there be some way to word the boon of Gargul to make this spell work? (I'll let you keep your Percentage roll. But you have two choices. Either give up on the Find the Path spell, or find a way to word the request that will fit within the spell's parameters. If the wording doesn't work, you lose the spell. Feel free to discuss this with your teammates.)

After having healed Shadow, Trace lines up to enter the passageway. (Trace, did you heal Dalek? If you did, please make some rolls for me.)

Koshe Marr steals more magic from Peerimus before he is finally able to heal Yorrick. The druid casts a spell that Reduces Dalek to a size by which he can easily enter the narrow passageway, then he sets the marching order.

As Quinn ponders his spell, Savin enters the passageway. Jaeden stands nearby, ready to count Savin's steps and follow after 25.

As Savin enters one of the towering images of Death appears to move! Its Scythe slices downward, chopping straight toward Savin's head. (Reflex vs DC19 or take 2d6+5 damage.)

Then the blade of sharp stone rises back up. ... nine .... ten ... eleven ... twelve ... It takes to the count of twelve to rise back to its former position. Then with the barest sound of scraping stone, it sets into the wall, indistinguishable from the rest of the painting.

=== OOC ===

This week is what's known in the Theater as Hell Week. That's the week before opening in which most things technical are ironed out. Rehearsals often go long, and by the end of the week everyone is largely a basket case. I'll try not to miss a post, but you will notice that I'm posting a little earlier than usual.

Thanks for your understanding in this matter.

Al

25

Map of the Vestibule

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.

Please be as specific as possible with your movements. As you see, it has already proven important. I'll keep the map going, should you need it for reference.

Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 115/115, Peerimus 91/91, Yorrick 117/117, Jaeden HP 89/104, Dalek 58/72 (Reduced), Trace 85/86 (Spider Climb), Shadow 44/44, Quinn 88/100, Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Savin ac 29 hps 115/115  d20+13=33
Monday February 26th, 2007 10:26:16 PM

Savin sees the scythe and almost casually takes a step forward allowing the blade to pass behind him. (saving throw 33 natural 20) He watches it retreat into the wall and says to the others, "Careful of this thing. It comes right out of the painting and I think it resets its self. Where the heck is Sly when you need him. Maybe you can brace it or something. Put a shield up? I don't know, I only find them, not disarm them."

Savin decides to activate his ring of blinking as he moves down the tunnel. He will keep activating it until he gets to the end but will still move slowly looking for potential traps. He will move towards the object he saw on the floor to begin with.

Quinn AC 25 Hp 88/100 
Monday February 26th, 2007 11:14:23 PM

OOC: I will not cast the find the path spell and keep the 92% roll for my next spell.

----------------------------------------

Upon seeing the trap, Quinn exclaims "Nasty, Nasty undead."

Quinn looks around "Next up?"
Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)

Rod of Extend 2/3


Trace and Shadow  3d8(3+8+1)+5=17 3d8(4+4+1)+5=14 d20+10=29 d20+6=16
Monday February 26th, 2007 11:15:37 PM

Trace heals Dalek (rolled twice if needed)

Then he follows in with the others keeping his eyes peeling and his ears at the aleart.

spot 29, listen 16

arrow total (176/178) (118/120 in two efficant quivers)

Trace 85/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15


Peerimus AC 26 HP 91 Yorrick AC 23 HP 117-117 
Tuesday February 27th, 2007 6:34:16 PM

Peerimus holds the group as soon the blade comes at Savin. A look of relief on his face thta his faith as well as Savins' in the monk's agility was not misplaced. the druid counts out the reset. "Savin, you are already on the other side. jaeden toss him the fire stone and let him confirm the gleaming object. Don't touch it though friend. Just find out what it is."

"To get through I am afraid we will need to launch the trap a few more times. All I can think of is for Savin to trigger it and during a Ten count as many as can, get through into the hall. Of Course we are all not going to make it in onthe first run, Also I note the hall itself looks like it will only be room enough for 6 maybe 7. So Dalek, myself and Yorrick will also have to wait until that far door is opened. If necessary I will trip the scythe and move Dalek and Yorrick through while the rest of you secure the far room."

"First thing's first though, Savin check out the gleam."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 44c
Lesser Restoration 49c
Reduce animal Dalek

Laima (by Shegger) 
Tuesday February 27th, 2007 6:53:50 PM

Laima pauses at Peerimus' request to wait.

"I'll bet I could get through," she says. She gives the druid a smile and a wink. "No problem. I'm feeling lucky."

She remains where she is, though. Realizing more is at stake than just her own health.

Doors and Rings (DM/Al) 
Tuesday February 27th, 2007 9:18:10 PM

Savin's superior reflexes slip him easily past the falling Scythe. At a verbal command, his ring activates and Savin's figure becomes indistinct as he begins Blinking aback and forth between here and the Ethereal Plane. In the light of Jaeden's glowing stone, the monk makes his way fifteen feet to stand over the small gleaming object on the floor.

It's a ring. Further, it's placement is such that it appears to stand in the exact the center of the passageway with the face heading straight out toward the room where the group stands, as though someone had placed it very specifically in this spot in such a way as to ensure that it would be seen. Kneeling, Savin examines the face of the ring. An eye-like motif repeats itself in multiple layers. The eye is reminiscent of the symbol that the new cleric of the outland god worships. Quinn. The eye, in a way, resembles the eye of Quinn's holy symbol.

The light of Jaeden's stone grows dim ten feet further on. But even in the dim light, it is quite easy for Savin to see the end of the narrow corridor. Some fifteen to twenty feet further on from him is wooden door.

Exclaiming at the foul ingenuity of the undead, Quinn forgoes his spell, reserving it for a later time. (Sorry, Quinn. Can't let you keep the Percentage roll. It was intended for the Find the Path spell, and if you are not going to cast it, then the roll goes away.)

Trace touches Dalek with the wand, and the Reduced Warhorse returns to full health. Trace, the watchful elf, looks about. Nothing moves besides his companions. With his elfish sight, he can quite easily see the door at the end of the 40-foot corridor, even in the dim light. It seems a typical example of its type. Stout, it has a handle one side. It's difficult from his position, though, to see whether it opens inward or outward.

Peerimus quickly assesses the situation, including just what they must do in order to get past the Scythe trap. Trigger the trap, and then run through while it resets. He quite correctly identifies the lack of space within the narrow passageway. Some of the party must remain outside until the others open the door and pass through to whatever might lie beyond.

Laima is ready to go. With a slight smile to her oddly attractive half-orc face, she calls upon the name of Luck. Perhaps she would be the one to trigger the trap again?

=== OOC ===

25.2

Map of the Vestibule

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.

Please be as specific as possible with your movements. As you see, it has already proven important. I'll keep the map going, should you need it for reference.

Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 115/115, Peerimus 91/91, Yorrick 117/117, Jaeden HP 104/104, Dalek 58/72 (Reduced), Trace 85/86 (Spider Climb), Shadow 44/44, Quinn 88/100, Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Jaeden AC25 Hp89/116  d20+3=12
Tuesday February 27th, 2007 9:25:12 PM

Jaeden takes out two more stones with continual flame cast on them. He throws one over to Savin (Dex role 12), keeps one and sees if anyone else wants the third.

" Anyone want this? "

Jaeden remains where he is and waits to see what the others intend to do about the trap.



Quinn AC 25 Hp 88/100 
Tuesday February 27th, 2007 10:14:09 PM

Quinn is waiting in line, still holding his shield and mace. "Any undead in sight brother Savin? Can you open the door? What are you looking at?"

Quinn seems somewhat impaitent or anxious or both.

Quinn whispers back to Peerimus "I think we have to let brother Savin pop the traps, he is good at it."

To Laima "Sister can you cast detect magic and see the door at the end of the corridor? Lets see if it or anything else in the hallway is trapped. Your eyes are better suited and nicer looking than mine."

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)

Rod of Extend 2/3


Peerimus AC 26 HP 91 Yorrick AC 23 HP 117-117 
Wednesday February 28th, 2007 10:14:25 AM

Peerimus calls to Savin to carefully pick up the ring and move it so that the face of the ring is pointing to the corner. "Hopefully that is the sensor for the trap."

"Once moved, come and see if the trap springs again. No matter what happens, trap or no, start into the corridor. You have to a count of ten to do it safely."

With that Peerimus waits anxiously on his fleet footed friend

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 44c
Lesser Restoration 49c
Reduce animal Dalek



Savin 
Wednesday February 28th, 2007 10:48:54 AM

Savin after studying the ring says to Angus, "This looks like your holy symbol Angus. Wonder if one of your brethern tried this portal before. Peerimus I wonder it this is yet another trap in its own right. Let me do some experiments before just picking it up."

Savin will summon his staff from his glove of holding and holding the staff on one end, with the other prod the ring moving it a few inches if it will move at all. He glances right to left and up and down, waiting for something nasty to happen and ready to spring away if it does.

If nothing happens, then Savin will scoop up the ring and trot back with it towards his friends. He will stop in before the first axe trap and hold up the ring to Angus saying, "Recognize anything?"

Jaeden (BZ) AC25 Hp104/104? 
Wednesday February 28th, 2007 7:03:02 PM

Jaeden waits patiently while the others examine the ring. When Savin activates the trap again, Jaeden will move into the corridor before it resets.

"Friend Savin, Jaeden smiles, ready when you are. Peerimus, will you continue to look after Dalek for me?"

OOC- I thought Peerimus restored Jaeden's Con?

Trace and Shadow  d20+11=31 d20+6=18 d20+10=30
Wednesday February 28th, 2007 7:22:34 PM

Trace takes his turn into the tunnel while guiding Shadow and Dalek. Trace continues to keep his eyes peeled while trying to take in every detail that there is to see. Also keeping his eyes tuned to the surroundings so that they are not snuck up on.

Handle Animale Check (31)
Spot Check (30)
Listen Check (18)

arrow total (176/178) (118/120 in two efficant quivers)

Trace 85/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Laima (by Shegger)  d20+11=23 d100=51
Wednesday February 28th, 2007 8:33:50 PM

Laima takes Quinn's advice and casts detect magic. With her senses trained towards detecting magic, she squints down the hall. (Percentage roll 51%. Spellcraft check 23 to determine magical strength and school of magic if I detect any auras.)

Dangerous Relations (DM/Al) 
Wednesday February 28th, 2007 8:52:01 PM

Jaeden tosses another one of his glowing stones into the passageway. The giant Scythe does not react to the passage of the stone. It remains where it is. The warrior asks if anyone wants another stone. No one responds. (Yes, Jaeden is restored to full CON. Note the Injuries and Problems section under OoC for your HP and any other on-going conditions.)

Quinn remains in place, making various suggestions. All the while he watches Savin work at the ring that lies upon the stone of the corridor.

Peerimus suspects another trap in the ring on the floor. He offers words of caution and calls for Savin to spring the Scythe trap again.

Both Trace and Jaeden prepare to rush under the resetting Scythe once it has been triggered. Trace keeps look out in the meantime. So far, all is clear and quiet.

Laima invokes her Arcane heritage and searches for magic down the passageway. Crowding in beside Jaeden, she is able to get a fairly straight shot down to the door at the far end. The only magic she detects comes from Savin. He is literally aglow with magic. Neither the ring on the floor, nor the door at the far end, however, show the slightest signs of magic. Neither, interestingly enough, does the painting that houses the stone Scythe. It's workings must be strictly mechanical. (BTW, Laima, a Percentage roll is only necessary on Divine Magic here in Koshe Marr. Gods have trouble reaching here. Arcane works just fine.)

Needless to say, Savin approaches the ring with caution. He steps a cautious distance away. He reaches out with the length of his staff. He prods at the ring. The ring moves. And that is all. Nothing else happens.

Savin scoops up the ring and takes it to the threshold of the passageway. He holds it out, specifically asking if Quinn might know it. The recognition strikes like a bolt of jagged lightning. There could be no two rings like this in all existence. How could there be? No! It's impossible. Quinn stands staring at the ring and its motif of eyes. Could it be? In this place? At this time? But how could there be any mistake in this? The ring had been placed so deliberately in their path, the ring that belonged to Quinn's father.

(Technically you can all run under the Scythe trap in the time it takes to reset. Unfortunately, only 8 medium sized characters can fit in the corridor with the far door still closed. If you wish, simply have someone roll vs the DC19 Reflex for the Trap. Whether that Character takes the 2d6+5 damage or not, up to eight medium characters can then fill the passageway if you so choose. All I need is for someone to trigger the Trap. Anyone?)

=== OOC ===

25.5

Map of the Vestibule

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.

Please be as specific as possible with your movements. As you see, it has already proven important. I'll keep the map going, should you need it for reference.

Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 115/115, Peerimus 91/91, Yorrick 117/117, Jaeden HP 116/116, Dalek 58/72 (Reduced), Trace 85/86 (Spider Climb), Shadow 44/44, Quinn 88/100, Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Savin ac 29 hps 115/115  d20+13=26
Thursday March 1st, 2007 8:52:02 AM

Savin will toss the ring to Quinn after seeing his expression and ask, "Do you recognize it? You look like you have seen a ghost."

He will look to the others and say, "Be ready to move, I am going to set off the axe trap again."

When everyone looks ready, Savin will quickly step forward and then spring back trying to set it off and once it moves will move down the hallway to make room for the others.

Save 26 vs reflex

Quinn AC 25 Hp 88/100  d100=57 d8=6
Thursday March 1st, 2007 9:22:18 AM

Quinn looks concerned and excited by Savin's discovery as he catches the ring. Quinn turns the ring around in his hand and and then clears his throat "Brothers and sister, we have a good problem at hand. We have the opportunity to put a powerful vampire cleric before Gargul to be judged. Unfortunately, he was my father while living. Both my mother and father were priests of Gargul of some renown, but they were defiled by vampires. I have already tracked down and put the shell of my mother before Gargul. Prepare yourselves, this may start to get difficult from here on out."

Quinn cracks his neck to loosen up. "Lets go collect him."

Quinn focuses on Savin again "Any more traps? By the way, the husk that was my father is very devious and has never shown mercy."

"Jaeden here is an aid spell to assist you, you will need it"

Spell Failure 57%

"Gargul has granted me a sign."

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden

Rod of Extend 2/3


Laima (by Shegger) HP 48 AC 17 
Thursday March 1st, 2007 3:53:39 PM

"I don't sense any macig," Laima says to her friends. "Not the ring, or the door, or anything else in the hallway. Which, of course, means there could be mundane traps."

She looks at the scythe above before Savin trips the trap again. She'll remain in the larger area while others explore the hallway. "If there is a trap in that hall, we probably shouldn't squeeze everyone in there at once. Perhaps just two or three to check things out and open the door before the rest of us move onward."

Peerimus and Yorrick 
Thursday March 1st, 2007 6:45:21 PM

Peerimus nods at Quinn, "All right then, Savin you'll need to trip the trap and then move to open the other door. Everyone follow right on his heels. I'll be along behind you as soon as I can."

News that a powerful Cleric with the near supernatural physical prowess of a vampire left Peerimus more than a bit concerned. To top it off they were going to have to rush in and play it by ear. Not the groups strongest suit in the past.

"If it is a Quinn's father, watch yourselves. Quinn, you know the most about the undead in general and vampires in particular. Give us a quick run down."

physical Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 44c
Lesser Restoration 49c
Reduce animal Dalek


Jaeden (Yves) AC25 Hp104/104 
Thursday March 1st, 2007 8:27:55 PM

Jaeden gets a little shaken at the prospect of facing a vampire. Undeads are something he's not really equiped to deal with.


Into Tight Quarters (DM/Al) 
Thursday March 1st, 2007 9:13:40 PM


A vampire Cleric. The story Quinn tells is brief. How many years has it been since Quinn last saw his father? Years in which he might have grown in power. And how much more powerful might he have become here in the bosom of Koshe Marr? Perhaps the Lord to which S'bat had cried out had not been the God Marteaus after all.

Savin triggers the trap, avoiding the blade with ease. Though shaken, Jaeden moves quickly in ducking under the rising blade. Quinn is fast ... er ... slow on his heels. Then Trace and Shadow move in on their turns.

Peerimus, Yorrick and Dalek remain outside. Laima too stays where she is, leery of the tight confines of the passageway.

Peerimus calls for a description of Quinn's father, his powers, the dangers that might present themselves. Quinn's parents had been noted clerics and undead hunters. At the time they were turned both had been at least as powerful as Quinn himself is now. When Quinn had finally tracked down his mother, she was a full fledged vampire in every sense of the word. If it had not been for his loyal followers, she might have defeated Quinn and taken him into the depths of the Undead World.

Five within the passageway, five without. Savin stands next to the door. There is a click as the stone Scythe once a sets into the wall above Peerimus and Laima.

What lies beyond the door? Do they dare open it?

=== OOC ===

25.7

Map of the Vestibule

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.

Please be as specific as possible with your movements. As you see, it has already proven important. I'll keep the map going, should you need it for reference.

Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 115/115, Peerimus 91/91, Yorrick 117/117, Jaeden HP 116/116 (Aid 37.5), Dalek 58/72 (Reduced), Trace 85/86 (Spider Climb 30), Shadow 44/44, Quinn 88/100, Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 25 Hp 88/100 
Friday March 2nd, 2007 8:41:00 AM

Quinn twirls his goatee as he thinks how to answer Peerimus. "Well brother, Vampires are tough by themselves, but spell users are much much worse. This husk of my father will heal the wounds we cause him on a continual basis so we must overwhelm him. Also vampire a very stong of body and will and may attempt to dominate those that are themselves not stong of will. The shell of my Mother did that to several members of my last hunting party and we had to strike them down as well. It was a tradedy." Quinn bows his head for a moment.

Quinn continues "Light is a powerfull weapon against Vampires, along with holy water. Once we destroy my Fathers Husk, we must find his resting place and finish the job."

"Oh, I almost forgot, vampires can control swarms of rats, bats and wolves and can take their form along with that of gas."

"Prepare yourselves as this will be a test of Gargul."

Quinn looks at Savin "Brother Savin, please do the honors with the door."

Quinn then seeks out Laima "Sister be ready with your dispel magic as we will need them to rid us of summoned creatures and the magical defenses on the vampire. Use them early and often."

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden

Rod of Extend 2/3


Savin  d20+2=19 d20+12=18
Friday March 2nd, 2007 9:15:49 AM

Savin ponders the door and says, "Last time we did this the door was only a false front. The ring seems me to be strangly placed. Almost to easy. I think we need to throughly search the walls before trying the door. Look for traps and other possible passage ways. The god these undead worship, I don't want to mention his name here and attract his attention seems to enjoy suffering and mind games."

Savin starts feeling the walls, looknig for anything that might be different. He presses his ears to the walls listening for possible sounds or air movement.

"I am surprised that you spell users don't have a way of checking these things out more easily."

Search 19
listen 18



Jaeden AC25 Hp 132/116 
Friday March 2nd, 2007 9:19:07 PM

"We have no way to disarm a trap should we find one anyway. Let us open the door and see what is beyond. My sword and my spirit are ready."

spells active:
aid

Peerimus AC 26 HP 91/91 and Yorrick AC 21 HP 117/117  d100=3
Saturday March 3rd, 2007 8:53:02 AM

"Jaeden's right Savin, and the quicker we are about and then out, the better. Try the door." Peerimus moves up to trigger the sythe trap and send Dalek and Yorrick through when he does.

"OK remeber physically powerful, ability to dominate minds, And Quinn so as you know we will NOT be cutting down companions if that happens. We will find a different way to deal with it."

Peerimus attempts to place a fire protection spell over him and Yorrick. It naturally fails. "The sooner we are in the sooner we are out and away from this place."

Yorrick seems to understand and grunts his own affirmation to that statement.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 44c
Lesser Restoration 49c
Reduce animal Dalek

Time for Caution. But Caution Takes Time (DM/Al) 
Saturday March 3rd, 2007 10:17:20 AM


Quinn imparts his knowledge of Vampires as Savin does a quick search of the area round the door. After a quick once-over of the walls and door in the five foot area around him, Savin finds nothing. He puts his ear to the Wooden Door, but hears not a sound.

Others urge him to open the door and have it done with.

Peerimus, replaces Laima in the spot before the Scythe trap, ready to trigger it and move through at a moment's notice.

=== OOC ===

Note: You may Take 20 on your search. But that would take 18 minutes to cover the entire passageway. By then several active spells will have expired.

25.8

Map of the Vestibule

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.

Please be as specific as possible with your movements. As you see, it has already proven important. I'll keep the map going, should you need it for reference.

Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 115/115, Peerimus 91/91, Yorrick 117/117, Jaeden HP 116/116 (Aid 37.5), Dalek 58/72 (Reduced), Trace 85/86 (Spider Climb 30), Shadow 44/44, Quinn 88/100, Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 25 Hp 88/100 
Saturday March 3rd, 2007 12:39:36 PM

Quinn is getting anxious "We need to move faster. Lets all back up through the trap and send Brother Jaeden in with his nice sword to make short work of the door."

Quinn start to back up. "This corridor is starting to feel like a wounded blind duck in a barrel."

"Brother Jaeden Gargul's blessing will not last forever, we must move."

Quinn feels his fathers old ring one last time before putting it in his pocket.

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden

Rod of Extend 2/3


Laima (by Shegger) 
Sunday March 4th, 2007 8:44:33 PM

Laima moves aside to let anyone into or out of the hall. She purses her lips and squints her eyes as there seems to be some confusion as to what to do next.

Trace and Shadow 
Monday March 5th, 2007 12:52:36 AM

Trace moves to commanded postion.

arrow total (176/178) (118/120 in two efficant quivers)

Trace 85/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Posting Reports For 
Monday March 5th, 2007 6:29:50 AM

Game # 4 The Children Of Chaos.
For the week of Feb 26,2007

Name-----MTWTF
DM Al----2XXXOS
Savin----ZOXXX
Preemus--XXXXOS
Trace----XOXOOS
Quinn----XXOXXS
Laima----XXXXOS*sUB BY Frick & Serger
Jaden----XXXXX *Sub By Brian Z & Yves

Adm Ceil - DM Al Just in case your Adm Forgets??

Savin 
Monday March 5th, 2007 8:55:23 AM

Savin will activate his blink ring once again and say, "Prepare yourselves and back off a few feet so I can move if I need to." Once they do, Savin will then try to open the door.

Peerimus and Yorrick 
Monday March 5th, 2007 2:09:35 PM

"Quinn, relax and stay right there. Soon as Savin gets that door open all of you need to get into the room beyond as fast as possible."

Laima is still with him in the main chamber so he says to her, "When they start to move I willl trigger the blade trap. Lead Dalek down the hall, Yorrick and I will be right behind you."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 44c
Lesser Restoration 49c
Reduce animal Dalek


Jaeden (Yves) 
Monday March 5th, 2007 7:28:30 PM

Jaeden draws his horn and holds it in his off weapon hand.

" Lead on comrades. My sword arm is at the ready to serve our cause. "


Empty As a Hole (DM/Al) 
Monday March 5th, 2007 8:17:16 PM


There is a clamoring to proceed, a jockeying for position. The Children of Chaos poise themselves for combat.

Savin speaks to his ring. Then he opens the door.

The door opens readily, swinging outward into the room at Savin's push. The room beyond is fairly large, roughly sixty feet by sixty. Around the room are rows of doors. Three doors stand on each stone wall of the room, nine in total including the door within which Savin stands. In the center of the room is a low square well, five feet in height at its lip. The ceiling is low, no more than 10 feet high. The four corners of the room are filled with old wooden pillars, glistening dark and greasy. Singularly curious is the floor of this room. The stone floor is filled with countless tiny holes about a finger's width in diameter. They cover the floor from wall to wall.

Little wonder that Savin heard nothing when he pressed his ear to the door. Not a thing stirs in this room. From all appearances, it is empty of all creatures, living or undead.

=== OOC ===

Note: Take note, Jaeden, that you are already carrying a glowstone in one hand. With the horn in the other, you have no free hand for a weapon.

25.9

Map of the Vestibule

Room of the Well

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.

Please be as specific as possible with your movements. As you see, it has already proven important. I'll keep the map going, should you need it for reference.

Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 115/115, Peerimus 91/91, Yorrick 117/117, Jaeden HP 116/116 (Aid 37.5), Dalek 58/72 (Reduced), Trace 85/86 (Spider Climb 30), Shadow 44/44, Quinn 88/100, Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 25 Hp 88/100 
Tuesday March 6th, 2007 8:38:52 AM

Quinn looks into the room and give a low whistle "This looks perfect for you to check out with your speed and cunning brother Savin."

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden

Rod of Extend 2/3


Laima (by Shegger) HP 48 AC 17 
Tuesday March 6th, 2007 9:22:22 AM

Laima nods an affirmative to Peerimus and grabs the reins of Dalek, ready to move into the hall after the trap is sprung.

Jaeden(BZ) AC25 Hp 132/116 
Tuesday March 6th, 2007 3:15:04 PM

Jaeden stows his horn for now and enters the room, glowstone lighting the way. He looks at the numerous doors and gives a low whistle.

"Well should we try one at a time or all at once?, he laughs. I think we should prop open or mark the door we came in through just in case we need to beat a hasty retreat."

spells active:
aid

Peerimus AC 26 HP 91/91 and Yorrick AC 21 HP 117/117  d20+8=11 d20+20=32
Tuesday March 6th, 2007 4:05:30 PM

Trace and Savin, move in with Jeaden." As soon as they do, Peerimus takes a deep breath and inches forward towards the blade trap. Each step, like a child turning the handle of a jac in the box. You know it's going to happen, any second now, any....[Reflex 11]

The blade rips down and Peerimus hestitates for that one crucial moment. Blood sprays the walls and his clothes, but he'll live. "Laima, quick take Dalek, Yorrick let's move my friend."

Peerimus enters after Dalek and leads Yorrick as the bear moves backwards down the tight passage. [Handle animal 32 to back yorrick down to not let his rear be unguarded]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 44c
Lesser Restoration 49c
Reduce animal Dalek

Trace and Shadow 
Tuesday March 6th, 2007 6:13:49 PM

Trace moves to the center of the room and ask the others, "I have a horn of goodness, do you think I should stow my bow and have it at the ready along with the staff of healing?

arrow total (176/178) (118/120 in two efficant quivers)

Trace 85/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15


Savin 
Tuesday March 6th, 2007 7:29:09 PM

Savin will dart forward to E7 and take a quick look down the well. He makes sure to look all around though waiting for the boogyman to pop out. Savin will have his spiked chain in hand, ready for action

That Sinking Feeling - Round 01 (DM/Al)  2d6(2+4)+5=11
Tuesday March 6th, 2007 8:37:46 PM

Quinn whistles low and encourages Savin to check out the room.

Jaeden pushes past Savin and enters the room. His stone illuminates half the room, leaving the other half in a dim half light. Without it, however, everything would be pitch black.

Peerimus gives orders for Savin and Trace to enter with Jaeden. Then he braces and triggers the trap. A meaty butcher's slap of flesh cleaved by sharp stone comes as Peerimus fails to avoid the trap. (Take 11hp damage) Then the bloody point of the stone Scythe rises, withdrawing from the druid's flesh and Laima hurries under leading Dalek by the reins. Peerimus enters, coaxing Yorrick backwards into the narrow passageway. The bear grunts as he squeezes into the tight space. Just as Yorrick works himself all the way in, the muffled click of the Scythe comes from beyond. It has reset itself again.

Trace too moves past Savin and takes up a place near the well. He asks if he should stow his bow and, like Jaeden, use his own Horn of Goodness. With his wand he could also work in a healing capacity should it be needed. Shadow, with wary eyes, stalks along behind the elf. The sleek black leopard clearly does not like this place. Her hair stands on end.

Savin darts quickly into the room to Trace's side. There is the rattle of steel as Savin prepares his spiked chain. The monk takes a quick glance into the well. All he can see is wreathed in darkness. He can't see much more than five to ten feet down.

Then the ground begins to tremble. The air growls with a deep grinding rumble of movement. The door slams shut with a *bang* as the downward pressure of the ceiling forces it into the path of least resistance. Yes! The ceiling has dropped five feet and is now level with the middle of the doors, effectively sealing them shut. But the height within the room appears no less than it was before. There is still ten feet of space for Jaeden, Savin, Trace and Shadow in which to stand. It is not just the ceiling that is dropping, it's the entire room.

(Those in the room may make a Listen check for some fairly interesting information.)

=== OOC ===

WE'RE IN COMBAT ROUNDS AGAIN! Only one round of actions per post, please.

Once Again For the New Players: Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.[/b]

Note that one of Jaeden's glow stones still lies on the floor in the Passageway where Jaeden threw it.

26

Map of the Vestibule

Room of the Well

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.

Please be as specific as possible with your movements. As you see, it has already proven important. I'll keep the map going, should you need it for reference.

Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 115/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 116/116 (Aid 37.5), Dalek 58/72 (Reduced), Trace 85/86 (Spider Climb 30), Shadow 44/44, Quinn 88/100, Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 25 Hp 88/100 
Wednesday March 7th, 2007 1:30:23 AM

Quinn sees the door slam shut and his eyes grow wide. "By Gargul's eye these undead are cunning."

Quinn rushes forward and attempts to open the door to see what happened to his new friends and what is making the grinding noise.

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden

Rod of Extend 2/3


Savin ac 115/115 ac 29  d20+5=21 2d6(2+5)+14=21
Wednesday March 7th, 2007 6:05:10 PM

Savin is torn in which direction to go. He calls out to Peerimus, "The room is sinking! Either get in here or get us out of here!"

Savin will move over to the door which him came through and aim a kick at it. He smashes his foot into the door trying to shatter it so the others can get in or his friends can escape.

Hit ac 21 with a powerattack. Used +9 on the powerattack to do 21 points of damage to the door.

location b7

Laima (by Shegger) 
Wednesday March 7th, 2007 6:32:54 PM

Laima stays where she is, holding tightly to Dalek's reins. "What's going on? Why'd the door close?"

Trace and Shadow 
Wednesday March 7th, 2007 7:27:06 PM

Trace will take what action that is called out for him to do. Can we not still open one of the doors? Do you think it is our weight that has made the room drop? What if we try and back to the hall, the room will rise back up, then we can open a door and move one by one to the newly opened door. I am just throwing this stuff against the wall to see what sticks. I dont think we are in danger of being crushed but maybe the whole room dropping into an abyss is more likely.

arrow total (176/178) (118/120 in two efficant quivers)

Trace 85/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15


Jaeden (BZ) AC25 Hp132/116  d20+16=23 d20+11=22 d20+6=26 2d6(3+6)+13=22 2d6(4+4)+13=21 2d6(2+3)+13=18 d20+2=13
Wednesday March 7th, 2007 7:56:05 PM

"This can not be good." Jaeden says with a grimace. Jaeden tosses his glowstone to Savin and then begins to attack the door they came in through with his sword. Hopefully he can make a big enough hole for someone to come in or for those trapped to get out. (5-point power attack on door - 23,22,26 to hit, 22,21,18 dmg(+5/hit power attack - I don't have my book with, does two-handed weapon double power attack dmg? If so +10dmg/hit)

"We are moving down and there are holes in the floor. I predict spikes in our future." He says this with grim determination, nothing but unwavering courage in the face of this danger.

skill check:
listen = 13

OOC-How is the well affected by the movement compared to us? Could we get into it? Will the ceiling stop when it hits?

Peerimus AC 26 HP 80/91 and Yorrick AC 21 HP 117/117 
Wednesday March 7th, 2007 8:34:52 PM

"Not good." Peerimus grimaces, looks like the group is about to become seriously seperated or seriously flanked. Yorrick had the back side for now and he could get out easy enough if need be. the druid shouts to his friends, hoping to be loud enough for those inside. "The room might be weight sensitive. If anyone can fly, DO IT!"

To those still with him, "Quinn, Laima do either of you have magic or item that can help extradite them or get us in?"

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 44c
Lesser Restoration 49c
Reduce animal Dalek

That Sinking Feeling - Round 02 (DM/Al) 
Wednesday March 7th, 2007 9:06:20 PM

Quinn rushes to the door. A push reveals something blocking the door from opening. Something very firm and very unyeilding.

*BANG!*

The door explodes under his hand. The wood splits, opening a large rent. Down below, Quinn can see Savin withdrawing his foot. The high kick has nearly shattered the door. The door is Badly Damaged but it still blocks the way. It shouldn't take much damage to clear it away completely, but the wood is still Hard.

Laima stands fast, calling out for information.

Trace throws out multiple theories and suggestions as the room continues to descend.

*SHATTER!*

Jaeden's adamantine blade slashes at the remains of the door, and splinters of spatter Quinn in the face. The door is clear, it's gone, and Quinn watches as the stone slab of the ceiling, two feet thick, slides down past taking his companions with it.

Jaeden looks about the rest of the room. The doors appear to float upward as the room descends, but nothing else in the room has changed. the well remains not five feet up over the level of the floor. And Jaeden listens. It's nestled within the grinding rumble of the descending room. Faint, faint, but ever so familiar. A lighter sound, a rhythmic, it's ... a splash. Like something falling into water. Another. Another, and another still.

Water!

The room has dropped another five feet, the doors above are now completely gone.

With the bulk of Yorrick at his back, Peerimus calls for a way to get the others out.

Those within the Passageway can now see out into the room. What was previously the ceiling is now the floor. The others are trapped down below, and the room is still descending.

=== OOC ===

WE'RE IN COMBAT ROUNDS AGAIN! Only one round of actions per post, please.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Note that one of Jaeden's glow stones still lies on the floor in the Passageway where Jaeden threw it.

26.1

Map of the Vestibule

Room of the Well

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.

Please be as specific as possible with your movements. As you see, it has already proven important. I'll keep the map going, should you need it for reference.

Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 115/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 116/116 (Aid 37.5), Dalek 58/72 (Reduced), Trace 85/86 (Spider Climb 30), Shadow 44/44, Quinn 88/100, Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Trace and Shadow 
Wednesday March 7th, 2007 10:11:22 PM

Trace calls to the others, quick, I need a command. do you want me to use spider climb to take my weight off the floor? Also, I dont know how much water is about to appear but I have some dust of dryness, I will absorb 100 gallons of water.

If no command is given, Trace will drink down a potion of spider climb.

arrow total (176/178) (118/120 in two efficant quivers)

Trace 85/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15

DM/Al to Trace 
Wednesday March 7th, 2007 11:16:23 PM

The Spiderclimb from the potion that you drank before is still active for another 4 minutes. No need to drink another one.

Quinn AC 25 Hp 88/100 
Thursday March 8th, 2007 1:16:57 AM

Quinn drops the door handle in his hand that is no longer attached to the door and also shakes off the door splinter from his cloak.

Quinn screams "Father, enough traps! Come out and face judgement!"

----------------------

Al, Does Quinn see the roof of the room while standing in the threshold of the doorway? Is there open space in front of Quinn or is the doorway blocked by stone? I will add an action after you answer. Thanks.

---------------------

Quinn will step out on top of the room and take alook around fo he mechanism that is dropping the room.

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden

Rod of Extend 2/3


DM/Al - OoC 
Thursday March 8th, 2007 8:06:18 AM

Yes, Jim. But that's Past Tense. Last round he *SAW* the Ceiling of the room as it dropped past his level of vision. But now, it has completely passed the level of the door and the people below are out of sight. He did notice that as the Ceiling passed it was Two Feet thick.

That was last round. First round it dropped 5 feet. 2nd round it dropped another 5 feet. Now, the top of the Ceiling is level with Quinn's Floor. He can walk out on it now if he wishes. But everything below is concealed and inaccessible.

If Quinn chooses to walk out into the room, keep in mind that the room (and therefore the Ceiling) is still visibly sinking. It would be like walking out onto the roof of a slow moving elevator as it passes.

Peerimus AC 26 HP 80/91 and Yorrick AC 21 HP 117/117 
Thursday March 8th, 2007 5:02:34 PM

The room continues to descend and with it, the bulk of the real fighting force at thier disposal. It still seemed to him that the trap involved weight, but could they even hear him now? Peerimus again shouts but with a different result in mind, "Savin! Dim door out to the entrance and if you can bring Jaeden with you...Do it!"

Hopefully he could and hopefully the room would stop sinking without their weight inside. "It could buy us the time we need and Jaeden out here is far more important. His sword can cut through the two feet of this trap to free Trace, just as it did the Wall of Stone.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 44c
Lesser Restoration 49c
Reduce animal Dalek

Savin hitpoints 115 ac 29 
Thursday March 8th, 2007 5:32:33 PM

Savin pulls off his blinking ring and tosses it to Trace. Use this to get out. Blink up and then run to the doorway."

He then pulls Jaeden behind him and dimension doors 10' up and 50' to the west trying to get into the main room they entered before bringing Jaeden with him.

Laima (by Shegger) 
Thursday March 8th, 2007 5:58:19 PM

Laima tries to keep out of everyone's way. She feels more than a little dejected that she has nothing to help out with the current situation.

"Are there any cables connecting the top of the descending floor? What's above the sinking room, now?"

Jaeden (BZ) AC25 HP 132/116 
Thursday March 8th, 2007 7:38:00 PM

Jaeden waits to see if the dimension door is sucessful.(assuming it is):

"I wonder, now that we have left, if that "sinking room" is actually an entrance to another area. We should have waited a bit more before leaving."

That Sinking Feeling - Round 03 (DM/Al) 
Thursday March 8th, 2007 8:36:18 PM

Quinn walks into the center of the stone slab and begins looking around for a mechanism that might be driving the room down. Around himself he sees the doors and the four pillars, glistening and greasy. The stone is below his feet and more stone is above his head. Beyond that, the cleric has not the training to understand how such things work and how they might be disabled. As he looks about himself, the floor continues to descend.

Peerimus calls out to Savin. Use the Abundant Step and transport himself and Jaeden to the topside where Jaeden might cut a hole through the stone and rescue Trace. A muffled groan comes from Yorrick, sounds of anxiety. Little wonder with the unseen rumbling of the moving room behind the bear squeezed and vulnerable in such a tight space.

Savin takes a moment to remove his Ring of Blinking and thrust it into Trace's hands. With this and his Spiderclimb he might save himself. Then Savin takes hold of Jaeden and Steps ... Nothing happens. Faraday's words of this morning come back to Savin. Something is preventing teleportation here. Looks like the effect extends inside as well as outside.

Trace puts on Savin's ring as Commanded. It's not difficult to activate. But a sad and frightened yowl comes from Shadow at his side. Will he leave her here while he escapes? (Trace, you may consider the ring activated this round if you'd like. And your Spiderclimb is still active, no need to expend another potion.)

Laima asks if there may be cables controlling the descent of the room. Quinn sees no cables. Dalek whinnies behind her. She remembers the empathetic connection that man and horse share, and she wonders at the emotions Minek would feel were it her instead that was trapped below as the room slowly descends into who knows what.

Jaeden waits for Savin, but there is no change. Nothing. No result. They're going down, and only the ceiling ten feet above separates them from freedom.

The room continues to sink. Soon, Quinn finds that the bottoms of the doors are so low that he will have to climb to get back up into the Passageway should he wish to. (At the moment Jump DC20 or Climb DC10)

=== OOC ===

WE'RE IN COMBAT ROUNDS AGAIN! Only one round of actions per post, please.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Note that one of Jaeden's glow stones still lies on the floor in the Passageway where Jaeden threw it.

26.2

Map of the Vestibule

Room of the Well

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.

Please be as specific as possible with your movements. As you see, it has already proven important. I'll keep the map going, should you need it for reference.

Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 115/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 116/116 (Aid 37.5), Dalek 58/72 (Reduced), Trace 85/86 (Spider Climb 30), Shadow 44/44, Quinn 88/100, Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 25 Hp 88/100 
Thursday March 8th, 2007 9:59:00 PM

Quinn stamps on the ceiling and hit it with his mace. "I am up top brothers." Quinn yells.

To those in the corridor above Quinn says "I am riding this room to the bottom to see if I can help our brothers."

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden

Rod of Extend 2/3


Jaeden 
Friday March 9th, 2007 7:38:37 AM

The fighter remains calm and using the skills honed through hundreds of battles reacts.....
by drinking a potion of Enlarge Person, growing from his original 6 feet to 9 feet and then using his greatsword to hack a hole in the ceiling.

" QUINN!!! Back to the edge, I'm carving me way up!!! "



Trace and Shadow 
Friday March 9th, 2007 9:21:02 PM

Trace will wait untill the last moment before saving his own neck, meanwhile he stows all and gets out the dust of dryness incase he needs to soak up some water.

arrow total (176/178) (118/120 in two efficant quivers)

Trace 85/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Savin 
Friday March 9th, 2007 10:07:39 PM

Savin sighs as his dimension door doesn't go off. He really doesn't know what to do here. He rushes back over and pulls out the glowing rock Jaeden gave him before and shines it down the well, trying to get an idea of what is happening.

Peerimus AC 26 HP 80/91 and Yorrick AC 21 HP 117/117  d20+20=23
Saturday March 10th, 2007 1:57:38 PM

Quinn appears to have made his decision and Peerimus is pretty much at a loss here. Yorrick won't be able to make it that far that fast. By then the room will be too far below him. He's not sure if he could persuade Dalek to make the jump currently and is not even positive it is a good idea to get on top of the room. There were quite a few other doors, which are still there and likely it is just a trap. Somoething bad will likely happen to all in the room. He also had absolutely no way of stopping it.

Peerimus has his torch so the stone is not really needed and quinn may appreciate more light. In that thought, Peerimus picks up Jaedens glowing stone and gives it a toss over the edge to land on the roof with Quinn. He puts his hand on Yorrick's rear flank and gives the nervous bear a reassuring pat. [Handle animal 23]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 44c
Lesser Restoration 49c
Reduce animal Dalek


That Sinking Feeling - Round 04 (DM/Al) 
Sunday March 11th, 2007 9:32:23 AM


Quinn's voice drifts down from above. Those below hear it muffled by two feet of stone. The words are indistinct, but intelligible. There is a *tink*tink*tink* as he taps his mace against the stone. (Note, Quinn, that if you wish to try and do damage to the stone, you have to roll Hit and Damage. See the OoC Section.)

Jaeden draws a potion. When he drinks it, his armored form swells and grows. If there were any doubt that he could strike the ceiling before, there is no longer. With the strength of his new size and the Ohm Family Adamantine Greatsword, he prepares to carve a hole in the ceiling through which the group might escape. (Jaeden, roll Attack and Damage. And please indicate which square you are attacking.)

Trace prepares for Water, stowing all of the gear that might possibly be damaged by water, and taking out a Magic Dust. Shadow, at his side, continues to mew like a frightened kitten. Little wonder with the rumble that comes from all around and the feeling of motion that she is ill equipped to understand let alone do anything about.

Suddenly, Shadow takes a sharp step back. She lifts a paw and shakes it. It is then that you notice the water seeping up through the holes in the floor. It's dark water, old water. And it's coming up fast.

Savin rushes to the lip of the well. He takes out Jaeden's glow stone and leans out over the thick, three-foot high lip of the well. Within the well the level of the dark waters also rises as the room drops down and down. But there's also something else. Here, within the well, the water churns. There's something below the surface, a multitude of things, squirming, slipping and sliding over each other, waiting to boil up and over the lip of the well once the level of the water rises high enough. What? Was that imagination, or did Savin just see the jump of a spark?

The floor begins to darken around Quinn as the room continues to drop and the light from the doorway above abandons him. Suddenly, like a charging will of the wisp, Jaeden's glow stone flies out of the doorway and bounces once, twice, and comes to rest near Quinn, lighting the room around.

From the place at which he had picked up Jaeden's glowing stone, Peerimus can no longer see the floor/ceiling. It has dropped down below the visible angle of the lower edge of the doorway. Out of sight too, is Quinn, stooped as he is to communicate with those below.

The room continues to descend. Looking up, Quinn estimates the distance back up to the Passageway where Peerimus, Laima, and the two animals wait at some 10 feet. The walls are smooth and largely featureless. It would be a difficult climb or jump for him, not to mention the others trapped below should they wish to get back up. And the room is still going down.

Down below, as Jaeden lines up the best of his shots at the Ceiling above, the water continues to rise. It rises to mid thigh on him. To the others it is waist level. Poor Shadow paddles, trying her best to keep her head above the cold and sucking water. At this rate, the chamber will become completely filled in the space of five or six heartbeats. Air will then become a problem. Trace looks about himself. There's well more than 100 gallons of water here right now, and more coming in. Worse yet, the things thrashing within the Well will then spill out into the room. As they rise up with the water to the very lip of the well, their nature becomes clear to Savin. Long and thin. They are snakes, thrashing and writhing through the water, packed into the mouth of the well in their attempt to escape. No. Not snakes. Eels.

And very soon they will be free.

=== OOC ===

Read these details carefully
The Floor/Ceiling is Standard Stone and 2ft thick. That's Hardness of 8 (which, of course, will not matter to Jaeden's Adamantine sword). Hit points to break through a 5ft square section requires 120HP damage. More than one PC can work on the same section of Stone.

After that you will need to roll a Jump check and a Climb check. The Jump check is to hop up and grasp the edge the Climb check is to pull yourself up. They are all moderated by 1) your Speed and 2) Your speed cut to 1/4 from being up to your waists in water.

Additionally, Jaeden can escape through a 5ft opening, but he must make an Escape Artist check of DC20 to make it through in one round.

Take note that there are many ways of circumventing these obstacles if you 1) Think, and 2) Work Together.

Jaeden None Needed
Savin Standing Jump DC24, Running Jump DC12
Trace Standing Jump DC32, Running Jump DC16 (Can Spiderclimb, but must either get to one of the outer walls, or get to the ceiling some other way.)
Shadow Standing Jump DC60, Running Jump DC30

Climb Check for All is DC15 except Trace.

WE'RE IN COMBAT ROUNDS AGAIN! Only one round of actions per post, please.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Note that one of Jaeden's glow stones still lies on the floor in the Passageway where Jaeden threw it.

26.3

Map of the Vestibule

Room of the Well
Note: The Blue on the lower Map is the Level of the Water.

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.

Please be as specific as possible with your movements. As you see, it has already proven important. I'll keep the map going, should you need it for reference.

Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 115/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 116/116 (Aid 37.5), Dalek 58/72 (Reduced), Trace 85/86 (Spider Climb 30), Shadow 44/44, Quinn 88/100, Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 25 Hp 88/100  d100=24
Sunday March 11th, 2007 5:56:13 PM

OOC: Quinn was only tapping for communication purposes.

------------------------

Quinn see the lack of darkness on top of the roof of the room and pull out a coin and casts light on it.

spell failure 24%.

Quinn tosses the coin onto one corner of the roof and moves to the opposite corner tapping his mace as he moves to indicate his location, hoping that his friends have a way out as he tries to think of one himself.

Quinn hears Jaeden strike the ceiling and call up above "They are attempting to break out of the room through the ceiling."

Quinn grips his heavy mace as he will help once he determines exactly where they are concentrating their efforts. Quinn looks up "Got any rope up there?"

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2 *
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden

Rod of Extend 2/3


Laima (by Shegger)  d20+11=30
Sunday March 11th, 2007 7:02:38 PM

Laima steps up to the lip of the passageway and looks desparately for any mechanism that might clue her in to how the room is lowering.

She casts detect magic to facilitate her search. (Spellcraft check 30 to determine strength and school of any auras)

(OOC - Do the pillars in the room extend upwards as well? Trying to determine whether the room is being moved like an elevator, mechanically, or magically. Is there an apparatus under the room that's lowering it, or is it above the room?)

DM/Al - Some Answers 
Sunday March 11th, 2007 9:55:46 PM

From all you can see, there is a real ceiling up above against which the false ceiling of the descending room must have rested. The pillars in the four corners either continue up into the stone of what is now the ceiling, or they are crafted to fit pretty darn close to flush with the ceiling. It's hard to tell with nobody to examine the craftsmanship up close.

Once again, without getting up close to the pillars, it's hard to tell whether they're moving or not. It doesn't seem likely, though. There is no sign of an apparatus anywhere. But that doesn't mean that there is not one.

This is only a reiteration of the things that you can readily see. If an apparatus were visible, however, I would have described it. I would not omit details deliberately to mess you up unless they were hidden as part of a game related plot device. And in that case, I would attempt to prompt you in some way.

Please ask, though, if you think something should be there. Sometimes I do forget to include details in a post. I try not to, but I'm only human.

OOC: JimF - So the pillers are still attached to the true ceiling? There are then holes in the false ceiling that Quinn is standing on, correct?

Posting report for: 
Monday March 12th, 2007 3:52:46 PM

Game #4 Children of Chaos
For the Week of March 5, 2007

NAME - MTWRF

DM Al XX22O-2
Jaeden XXXXX - sub by BZ and Yves
Laima OXXXO-S sub by Shegger
Peerimus XXXXOS-
Quinn OXX2O-S
Savin XXXXX-
Trace OX2OX-

submitted faithfully by Adm BZ

Laima (by Shegger)  d20+10=15
Monday March 12th, 2007 4:00:04 PM

"Quinn!" Laima hollers down. "Check out one of those pillars and see if there aren't some kind of track on them that's taking the room down. Maybe you can jam it up!"

The half-orc then quickly removes her necklace. "Quinn, if you can find a way to get this necklace through the ceiling to them, it will allow whoever wears it to breathe underwater!" (Necklace of Adaptation.)

Peerimus AC 26 HP 80/91 and Yorrick AC 21 HP 117/117 
Monday March 12th, 2007 5:32:02 PM

Peerimus moves to the edge and looks over Laima's shoulder as she tosses down her magical necklace. "Can't stop it's descent can't get in and can't get under it." the druid mutters aloud. Trying to open one of the other doors could make things worse, could not
Lucky is not something the druid considers hinmself, especially here. If things can go wrong they seem to with great regularity. He looks down the shaft again, case in point.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 44c
Lesser Restoration 49c
Reduce animal Dalek


Jaeden AC24/25 Hp 132/116  d20+21=25 d20+16=17 d20+11=26 3d6(3+2+5)+14=24 3d6(3+6+2)+14=25 3d6(3+4+2)+14=23
Monday March 12th, 2007 5:41:35 PM

The enlarged Jaeden attacks the ceiling with wild abandon, trying to make a hole for his companions to escape through.

" I am not worried about the water but those eels make me nervous. Can anyone do something about them? I have several potions of water breathing if anyone needs them."

actions:
attack square C7
attack rolls: 25,17,26
damage 3d6(enlarged sword)+13+1 (enlarged str)
- 24,25,23

spells active
enlarge person:+2 str,-2 dex,-1 AC and attacks.

OOC- How is the ceiling and floor of the false room attached? The doors and walls were all visible before it started sinking.


Trace and Shadow 
Monday March 12th, 2007 9:39:53 PM

Trace uses the dust of dryness to buy a little bit of time, he hopes something is done quickly. He cant bear to leave shadow behind to drown or attacked by the eels.

arrow total (176/178) (118/120 in two efficant quivers)

Trace 85/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Savin  d20+5=25 d20+5=20 d8+23=31 d8+23=29
Monday March 12th, 2007 10:32:36 PM

Savin calls out a warning to the others, "Something is coming up this well! Its eels and they don't seem happy. Trace get out now! Use the ring to blink straight up! Grab Shadow and blink! (OOC not sure that this will work but hey you can try.)

Savin will move over to Jaeden and add his staff to the onslaught of the wall. He slams into the ceiling with a powerattack trying to hit a place where Jaeden has already weakened.

OOC rolled a critical hit. Not sure if ceilings can be critically hit but if they can...I did a power attack using +9 on my strike. Do 31 points of damage regularly or if the critical hit works 60 total

That Sinking Feeling - Round 05 (DM/Al)  d6=5
Monday March 12th, 2007 10:51:02 PM


Quinn casts a spell on a coin and tosses it to the northwest corner. He begins moving toward the opposite corner, tapping his mace on the floor as he goes. He calls for Rope as the floor continues to descend.

Laima casts Detect Magic and scans the room. There appears to be some residual magic around the area of the Well. (1st round of the Detect Magic.) She remembers the magic Necklace that she wears and moves to take it off. (Too many actions in a round. You may take it off and toss it down next round w/o fear of breaking the Concentration on your Detect Magic spell.)

Peerimus moves up behind Laima. Things look bleak to the druid.

Down below, the Adamantine sword carves through the stone ceiling like butter. Quinn turns at the sound in time to see the point of the sword cut up through the floor several times. It's not hard to figure out where Jaeden might be. (Place on the floor is marked with Sword Cuts on the map.)

Jaeden appears less worried about the water than about the long dark things sliding over the lip of the well and into the swiftly rising water around them. Little wonder at Jaeden's lack of concern. As the water rises, none of it seems to touch his person. A thin layer of air remains between Jaeden and the water. He already has a necklace just like Laima's.

Trace tosses the Dust of Dryness into the writhing mass thrashing in the mouth of the Well. In a single instant, the entire top layer of water to the depth of about seven inched dries to nothingness. The desiccated carcasses of several eels fall back into the water only to be pushed out of the way by others coming up from below. And the water continues to rise.

Savin calls for Trace to take Shadow and go. If it were only that simple. He could probably escape by himself. But Shadow would not be included in the enchantment of the ring. Taking out his staff, Savin helps Jaeden punch a hole in the ceiling. The stone resists, but not very well. Pulverized stone crumbles into the rising water. One or two more good hits should clear a five foot breech.

But is it too late? The water continues to rise, over Trace's head, over Savin's head, over Jaeden's head, it completely fills the chamber. Quinn sees dark wetness bubble up through the holes that Jaeden has cut. Shadow paddles with all four paws, bumping up desperately against the ceiling. There is no air below. Time to hold your breath.

(Any character can hold their breath for a number of rounds equal to twice their Constitution score. After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding your breath. Each round, the DC increases by 1. When you finally fail your Constitution check, you begin to drown. In the first round, you fall unconscious (0 hp). In the following round, you drop to -1 hit points and are dying. In the third round, you drown. Trace, please roll for Shadow as well.)

Savin feels something brush up against his arm in the dark murky waters.

=== OOC ===

94/120 26hp remaining in Ceiling.

Please review the rules for Aquatic Terrain and Underwater Combat This will be considered Calm Water.

The Floor/Ceiling is Standard Stone and 2ft thick. That's Hardness of 8 (which, of course, will not matter to Jaeden's Adamantine sword). Hit points to break through a 5ft square section requires 120HP damage. More than one PC can work on the same section of Stone.

No jump or climb needed now. But you must make a DC10 swim check in order to move.

Jaeden can escape through a 5ft opening, but he must make an Escape Artist check of DC15 to make it through in one round. (Escape Check reduced because you are Wet.

WE'RE IN COMBAT ROUNDS AGAIN! Only one round of actions per post, please.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Note that one of Jaeden's glow stones still lies on the floor in the Passageway where Jaeden threw it.

26.4

Map of the Vestibule

Room of the Well
Note: The Blue on the lower Map is the Level of the Water.

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.

Please be as specific as possible with your movements. As you see, it has already proven important. I'll keep the map going, should you need it for reference.

Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 115/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 116/116 (Aid 37.5), Dalek 58/72 (Reduced), Trace 85/86 (Spider Climb 30), Shadow 44/44, Quinn 88/100 (Light Coin 86.4, Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 25 Hp 82/100  d20+13=15 d8+5=7 2d6(5+6)=11 d6=6
Monday March 12th, 2007 11:04:57 PM

Quinn is glad for Gargul's light and thinks to himself, More obstructions to keep me from putting my fathers to rest once and for all.

Quinn looks up again. "They are coming through, where is the rope. Tie it off to the animals so they can help pull everyone up, and hurry."

Quinn is amazed at Jaeden's progress and will carefully step forward and smack the weakened area with his mace.

AC 15
damage 7 +11 for viscous
6 damage to Quinn

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2 *
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden

Rod of Extend 2/3


Jaeden AC24/25 Hp 132/116  d20+7=24 d20+19=24 d20+14=34 d20+14=29 d20+9=13 3d6(2+5+1)+14=22 3d6(4+4+6)+14=28 3d6(2+4+1)+14=21 3d6(6+3+3)+14=26
Tuesday March 13th, 2007 8:02:00 AM

Jaeden continues hacking away. The quicker he can break through, the quicker he can help the others through the hole.
--------------------------------------
(Swim check 24)

actions: -2 attack for being in water
attack square C7
attack rolls: 24
Crit. 34, crit check 29
13

damage 3d6(enlarged sword)+13+1 (enlarged str)
( If I read right, it's 1/2 damage underwater?
22 (11), 28/21 (14/10.5), 26(13)
48 damage total.



DM/Al - Game Addendum 
Tuesday March 13th, 2007 10:59:56 AM


You're right. 1/2 damage underwater. No crit against a stone ceiling.

Still ...

The water slows all movement. Jaeden's blows come with less power. And yet, it is enough. The Sword of Ohm carves into stone and clears away all remaining obstructions. A five-foot opening is breached in the ceiling through which all of his companions can now swim to safety, all except Jaeden himself.

(Note: You must still make a Swim check of DC10 to get out at 1/4 speed.)

Laima (by Shegger) HP 48 AC 17 
Tuesday March 13th, 2007 3:33:24 PM

"It looks like Jaedan's chopped a hole in the ceiling. I think they can escape," Laima tells Peerimus behind her.

Laima slips her necklace back on, seeing as they shouldn't need it at the moment, and eagerly watches the scene below, silently rooting for her friends.

Peerimus AC 26 HP 80/91 and Yorrick AC 21 HP 117/117  d20+20=30
Tuesday March 13th, 2007 4:50:36 PM

Peerimus has no rope and he states such. He simply had no real way of helping from where he was. So Peerimus sets himself to keeping an eye on the doors and keeping Dalek and Yorrick as calm as he can. [Handle animal 30]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 44c
Lesser Restoration 49c
Reduce animal Dalek

Savin  d20+12=32 d20+16=33
Tuesday March 13th, 2007 7:39:44 PM

Savin swims over with the grace of a dolphin after putting his staff away into his glove of storing. (Swim natural 20...what a waste. He grabs the edge of the new hole and hoists himself up with no problems and then lays on his stomach arm extended ready to help anyone else.

OOC doubt I had much actual swimming to do since I was at the hole helping anyway. Figure with my base movement, I should have no problems getting this done.

That Sinking Feeling - Round 06 (DM/Al) 
Tuesday March 13th, 2007 10:04:46 PM

Quinn and Jaeden clear away the final obstructions, and a breach is open in the ceiling.

Under Peerimus' care, Yorrick and Dalek endure the rumbling descent of the room with little but an anxious whinny and a moan. Both Peerimus and Laima stand at the edge of the doorway and look down as Savin comes shooting out of the hole, as graceful as a seal. He extends a hand to help the next person or animal out.

The room continues to sink. Water rises up out of the hole. It rises up over Savin's head as he lies upon the stone floor. It rises to Quinn's waist.

Down below, Jaeden breathes comfortable within his skin of air. But Trace and Shadow seem paralized by their condition. They do nothing to save themselves.

Suddenly, there is a great *THUD* the grinding rumble disappears. The room has come to a stop! The silence that follows in the wake of the falling room, is deafening. Then the eels swim out of the darkness. They swim up through the hole. They swim up and surround everyone. The water feels charged with electricity. Their mouths open and close revealing sharp teeth in a beak-like mouth.

(Jaeden, you may take an AoO against one of the Eels. Quinn, you may take an AoO against an Eel as it comes up out of the hole. Savin, you may take one AoO per Eel up to your Dex Mod. Eels are AC20. Despite the size on the map, they are classed as Small.)

=== OOC ===

Please review the rules for Aquatic Terrain and Underwater Combat This will be considered Calm Water.

The Floor/Ceiling is Standard Stone and 2ft thick. That's Hardness of 8 (which, of course, will not matter to Jaeden's Adamantine sword). Hit points to break through a 5ft square section requires 120HP damage. More than one PC can work on the same section of Stone.

No jump or climb needed now. But you must make a DC10 swim check in order to move.

Jaeden can escape through a 5ft opening, but he must make an Escape Artist check of DC15 to make it through in one round. (Escape Check reduced because you are Wet.

WE'RE IN COMBAT ROUNDS AGAIN! Only one round of actions per post, please.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Note that one of Jaeden's glow stones still lies on the floor in the Passageway where Jaeden threw it.

26.5
T-1/1
S-1/2

Map of the Vestibule

Room of the Well
Note: The Blue on the lower Map is the Level of the Water.

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.

Please be as specific as possible with your movements. As you see, it has already proven important. I'll keep the map going, should you need it for reference.

Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 115/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 116/116 (Aid 37.5), Dalek 58/72 (Reduced), Trace 85/86 (Spider Climb 30), Shadow 44/44, Quinn 88/100 (Light Coin 86.4, Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 25 Hp 82/100 
Tuesday March 13th, 2007 10:23:39 PM

Quinn is getting frustrated "By Gargul, does anyone have a rope up there."

Quinn looks at the drowned rats with him "Where is brother Trace and his kitty?"

Quinn ask Savin and Jaeden "Do you two have rope? I have some, but maybe not enough."

*****20 feet of silk rope*****

Quinn stowes his mace and gets his rope out of his pack and prepares to toss it up. "I trust someone can tie a knot." Quinn says with frustration.

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2 *
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden

Rod of Extend 2/3


Trace and Shadow 
Wednesday March 14th, 2007 12:14:10 AM

Trace and Shadow swim up and through the hole, once Trace ganis his footing he will retrive the coin of swan boat and toss it down into the water so that they can climb in untill they can climb out of the water up the rope.

arrow total (176/178) (118/120 in two efficant quivers)

Trace 85/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15


Jaeden AC 24/25 Hp132/116  d20+19=39 d20+19=28 3d6(1+6+5)+14=26 d20+7=8
Wednesday March 14th, 2007 4:17:36 PM

Jaeden takes a swing at the nearest eel as they surround him and go past him. Seeing the futility of fighting here and since he is the last one out, Jaeden tries his luck at squeezing through the hole in the ceiling.

actions:
AoO: 21-2=19+20(critcheck!)check 28 dmg:(3d6 +14 x2, 1/2(cancel?) -I just rolled the reg =26dmg
swim check - 8
escape artist - NA

Peerimus AC 26 HP 80/91 and Yorrick AC 21 HP 117/117  d20+20=27
Wednesday March 14th, 2007 4:49:41 PM

Peerimus gives Yorrick and Dalek a final pat of reassurance. "I will be right back." He calls down to Quinn, "Be right there for the rope, just hold it up." He then shifts into an eagle and gets ready to make a dive for the rope when Quinn in ready with it.

[Handle Animal 27]

Savin 115/115  d20+12=27 d20+12=13 d20+12=27 d20+12=20 d20+12=23 2d6(1+6)+5=12 2d6(1+1)+5=7 2d6(1+5)+5=11 2d6(5+6)+5=16 d20+5=16
Wednesday March 14th, 2007 5:29:39 PM

Savin sees the eels moving through and decides to try and knock some of them off. He slashes out with his hands as they swim by. He hits 4 out of the 5 doing 6,3,5,8 points off damage to each. (OOC he took half damage and -2 on his rolls)

Savin will then try to aid Jaeden out of the hole by grabbing hold and heaving with all of his strength. Strength roll of 16. If Jaeden comes through Savin will dart to the surface for a breath.

Laima (by Shegger) 
Wednesday March 14th, 2007 6:28:36 PM

"I don't have any rope," Laima hollers down. "Sorry!"

She gets as close to the edge as she can without being in danger of falling in.

That Sinking Feeling - Round 07 (DM/Al)  d20+5=15 d20+4=15 d20+7=19 d20+7=27 d20+7=8 d20+7=10 d20+7=19 d20+7=27 d20+7=9 d20+7=22 d20+7=27 d20+7=27 d20+7=9 d20+7=24 d20+7=23 d20+7=25 d4=4 d4=4 d4=4 d4=3 d4=4 2d6(3+4)=7 2d6(2+5)=7 2d6(3+6)=9 2d6(3+2)=5 2d6(5+1)=6 d20+7=22 d20+7=26 d20+7=10 d20+7=27 d20+7=12 d20+7=25 d4=3 d4=2 d4=4 2d6(2+3)=5 2d6(4+3)=7 2d6(3+1)=4 d20+7=20 d20+7=25 d4=1 2d6(3+4)=7 d4=1 2d6(6+5)=11
Wednesday March 14th, 2007 9:25:32 PM


No Rope! No one has any rope! Quinn sheathes his mace and pulls out a length. 20 feet. Only 20 feet. But it's about 20 feet from the floor to the passageway above. If someone strong held on upstairs it might be possible to climb. (You can brace the rope against your Drag Weight)

Trace and Shadow swim slowly over the masses of eels in the space left near the ceiling of the room. The eels appear lethargic, as though they have just awaken. The eels are unable to make an Opportunistic strike against the swimming pair. (Swim checks 15 & 15 respectively.) But there is an eel blocking the opening. They can't move past it. The Eel will have to be killed or otherwise convinced to move. In the meantime, Trace, the frail elf, runs out of Air! (Trace make a DC10 Constitution check or Fall unconscious and begin to Drown.)

Jaeden takes a swing at one of the eels as it enters his 10 foot reach. His blade hits it at a critical spot, severing it completely in two. The Eel spasms in death and a burst of Electricity charges the water for 5 feet all around. Jaeden is without a doubt that if the he'd let the Eel any closer when he attacked, the dying Shock would have caused him damage. Gripping the edge of the hole, Jaeden tries to escape. But, once again, there is an Eel above, blocking the way.

Peerimus shifts into an Eagle and prepares to catch the rope that Quinn holds in his hands.

Like Jaeden, Savin takes shots at the Eels as they go by. The monk observes that even the strikes that he delivers, made less effective by the water, seem to do significant damage to the Eels. Savin also notices that when he strikes he can feel an electric tingle in his hands.

Savin reaches down to Jaeden, Trace and Shadow, but there is an above the hole blocking the way.

Laima watches from above, and as she watches, the Eels begin to bite. Despite the untouchable armor, the Eels find a way to fasten their teeth Savin and Quinn. Savin is bitten once, while poor Quinn is bitten three times, once critically. Down below five Eels bite at Jaeden. Two bites on Jaeden, one of the critical. Both Trace and Shadow are bitten by one Eel a piece.

Savin AC19, AC27, AC8, AC10, AC19 -No Crit at AC9-, Damage 4+Electricity 7 = 11hp
Quinn AC27, AC9, AC22, AC27. AC27 -Crit at AC24, AC23, AC25-, Damage 4+4+3+4 & Electricity 7+9+5+6 = 42hp
Jaeden AC22, AC26, AC10, AC27, AC12 -Crit AC25-, Damage 3+2+4 & Electricity 5+7+4 = 25hp
Shadow AC20, Damage 1 & Electricity 7 = 8hp
Trace AC25, Damage 1 & Electricity 11 = 12hp

Shock and pain hammer at Trace Jacobs. Worse than that, though, his lungs feel ready to burst. Meanwhile, more eels move in from the side.

=== OOC ===

If you attack an Eel, please designate which one by giving its square coordinates.

Please review the rules for Aquatic Terrain and Underwater Combat. This will be considered Calm Water.

The Floor/Ceiling is Standard Stone and 2ft thick. That's Hardness of 8 (which, of course, will not matter to Jaeden's Adamantine sword). Hit points to break through a 5ft square section requires 120HP damage. More than one PC can work on the same section of Stone.

No jump or climb needed now. But you must make a DC10 swim check in order to move.

Jaeden can escape through a 5ft opening, but he must make an Escape Artist check of DC15 to make it through in one round. (Escape Check reduced because you are Wet.

WE'RE IN COMBAT ROUNDS AGAIN! Only one round of actions per post, please.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Note that one of Jaeden's glow stones still lies on the floor Laima threw it.

26.6
T-0/1
S-1/2

Map of the Vestibule

Room of the Well
Note: The Blue on the lower Map is the Level of the Water.

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.

Please be as specific as possible with your movements. As you see, it has already proven important. I'll keep the map going, should you need it for reference.

Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 104/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 107/116 (Aid 37.5), Dalek 58/72 (Reduced), Trace 73/86 (Spider Climb 30), Shadow 36/44, Quinn 46/100 (Light Coin 86.4, Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 25 Hp 46/100  d100=26
Wednesday March 14th, 2007 11:48:48 PM

"Ahhh! Ouch!" Quinn exclaims in surprise as the eels does some serious damage to the cleric. "I will be seeing Gargul in a few moments if we don't get out of here and fast. If only someone had thought to actually bring a rope."

Quinn lets the eagle take the rope from his hands. (Quinn actually tossed it up to the waiting arms of his ropeless friends last round)

Quinn thinks to himself, what a waste of a spell, as he pull out his pearl of power to recast fly on himself. Quinn really wanted to save the pearl for searing light for dear old Dad.

spell failure 26%, just made it.

Quinn will rise above the level of the water and get ready to grab onto Savin shortly.

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2 *
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden

Rod of Extend 2/3
Pearl of power 3rd level - used

Laima (by Shegger)  d20+1=5
Thursday March 15th, 2007 6:24:49 PM

"Oh, wait!" Laima exclaims, reaching into her haversack. "I forgot that I do have rope! Silly me."

She quickly pulls a 50' length of silk rope from her Heward's Handy Haversack and tosses down the slack, planting her feet firmly. (Strength check 5, if needed)

Jaeden AC 24/25 Hp107/116  d20+19=39 d20+19=33 3d6(4+4+2)+14=24 3d6(4+4+5)+14=27
Thursday March 15th, 2007 7:23:10 PM

Jaeden attempts a Whirlwind attack in the hope of killing off most of the eels next to him....

ooc> SNAP!!! Critical threat!!!
Hits AC 39 (33) for 24(12) and 27 (13.5) damage for a total of 51 (25.5) HP damage to all eels within a 5 foot range.

Peerimus AC 26 HP 80/91 and Yorrick AC 21 HP 117/117 
Thursday March 15th, 2007 8:40:41 PM

Peerimus shifts back, grabs the rope from Laima and lets one half drop towards his companions below. "Quinn clear the hole of eels so they can get out."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 44c
Lesser Restoration 49c
Reduce animal Dalek


Savin 104/115 ac 29  d20+5=17 d20+14=26 d20+14=15 d20+14=17 d20+9=16 2d6(2+3)+5=10
Thursday March 15th, 2007 9:31:24 PM

Savin waits to see the results of Jaeden's attack. If the eels are cleared away, he will add his strength in trying to help the others out. Strength roll of 17

If they aren't he will do a flurry of blows on any of the eels impeding his friends escape. Cerntainly not my best round of attacks as I only hit once and either do 10 or 5 hitpoints of damage to the eel.

(ooc realized that I should only get +12 to hit but the attack still hits and the others are even more pathetic.)

That Sinking Feeling - Round 08 (DM/Al)  d6=1 d6=6 d6=6 d6=5 d6=3 d6=1 d6=2 d6=3 d6=1 d6=1 d6=2 d20+4=12 d20+5=22 d20+7=26 d20+7=16 d20+7=11 d20+7=11 d20+7=21 d20+7=26 d20+7=17 d20+7=27 d20+7=12 d20+7=11 d4=4 d4=3 d4=4 2d6(2+2)=4 2d6(6+2)=8 2d6(3+5)=8 2d6(6+2)=8
Thursday March 15th, 2007 10:33:08 PM


From a very special pearl Quinn recalls a spell and the rises up five feet out of the water. Then he tosses the rope up to Peerimus the Eagle.

From the depths of lost resources, Laima finds ... some Rope! She tosses it down and over the edge. Peerimus flies back to the Passageway and helps her to brace it.

Down under the water, Jaeden like a whirling eddy of water, hits every Eel within his reach. (Jaeden: See Note in the OOC section) And the giant sized Jaeden has a *very* *long* *reach*. Eleven Eels, including the one up through the hole explode in a burst of blood and lightning. For five feet around each Eel, the water is charged with painful electricity. (Take the following damage: Jaeden 19hp, Trace 9hp, Shadow 7hp, Savin 2, Quinn ... has just escaped in time.)

But now the hole is clear! Shadow swims up through the hole with Trace behind her. (Swim checks 12 and 22 respectively.) Savin grasps Trace and helps haul him out of the hole as Trace gasps for sweet precious air. He scrabbles in his pack for the Swan Boat Token. (Following Trace's last know instructions.)

Down below, the three remaining Eels drift toward Jaeden. (You may take an AoO against one at the outer range of your Reach Jaeden. If you kill it you will not be affected by the burst of electricity.)

Up above, the Eels attack again.

Savin AC26, AC16
Trace AC11, AC11
Shadow AC21, AC26, AC17, AC27 -No Crit AC12-, Damage 4+3+4 & Electricity 8+8+8 = 35hp

Savin and Trace remain unbitten, but poor Shadow takes three bites. Electricity crackles around the black cat with each wound. The air fills with the smell of ozone and burnt flesh, and when the smoke clears, she is floating unconscious in the water. (Shadow is at -1hp.)

=== OOC ===

If you attack an Eel, please designate which one by giving its square coordinates.

Please review the rules for Aquatic Terrain and Underwater Combat. This will be considered Calm Water.

The Floor/Ceiling is Standard Stone and 2ft thick. That's Hardness of 8 (which, of course, will not matter to Jaeden's Adamantine sword). Hit points to break through a 5ft square section requires 120HP damage. More than one PC can work on the same section of Stone.

No jump or climb needed now. But you must make a DC10 swim check in order to move.

Jaeden can escape through a 5ft opening, but he must make an Escape Artist check of DC15 to make it through in one round. (Escape Check reduced because you are Wet.

WE'RE IN COMBAT ROUNDS AGAIN! Only one round of actions per post, please.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Note that one of Jaeden's glow stones still lies on the floor Laima threw it.

26.7

Map of the Vestibule

Room of the Well
Note: The Blue on the lower Map is the Level of the Water.

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.
Please be as specific as possible with your movements.
Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 104/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 107/116 (Aid 37.5), Dalek 58/72 (Reduced), Trace 73/86 (Spider Climb 30), Shadow -1/44, Quinn 46/100 (Light Coin 86.4, Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Jaeden: I've check this out. For Whirlwind Attack you must make Separate Attack Rolls for each opponent you wish to hit. That is as opposed to one roll applied to all opponents as you have done here. However, as it is not critical to the combat in this situation and it would slow us down by a day, I'll let this stand as is.

Trace 
Thursday March 15th, 2007 11:01:51 PM

sorry scrambling to catch up on my post, i hate my job,

Trace and Shadow  3d8(1+8+4)+5=18
Thursday March 15th, 2007 11:07:12 PM

Trace fogets about the boat and grabs the csw and if enough time heals Shadow to bring her back around and hates himself for letting her get in this condition. Trace calls out to the others, I have 100' of rope in my pack, let me get it out and me and my Shadow and come up a second rope.

arrow total (176/178) (118/120 in two efficant quivers)

Trace 85/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Quinn AC 25 Hp 61/100  d100=67 d8=5
Friday March 16th, 2007 8:40:14 AM

Quinn is none to pleased to see Liama pull out her rope, AFTER, he used his pearl of power. "Sister!" is all the Quinn can bear to say before force of will make him stop talking before he says something he will regret.

Quinn will now sacrifice shield of faith (more wasted spells to lack of rope) to cure his body.

Quinn is cured 15 hit points

Quinn moves over to help steady the ROPE, when it is finally lowered and is prepared to grab and pick up any, but the enlarged Jaeden.

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2 *
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2 *
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden

Rod of Extend 2/3
Pearl of power 3rd level - used


Peerimus AC 26 HP 80/91 and Yorrick AC 21 HP 117/117 
Friday March 16th, 2007 2:07:12 PM

Peerimus loops the rope about himself twice and backs up 10'. Instructing Laima to grab ahold just in front of him. He drops into a low crouch and prepares for the weight of his fellow party to start in the rope

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 44c
Lesser Restoration 49c
Reduce animal Dalek

Savin 102/115 hps ac =29  d20+16=21
Friday March 16th, 2007 3:30:13 PM

Savin will decide its time to get out of the water and will swim over to the rope and pull himself out easily climbing up the to the ledge with the others. When he gets to the top, he will say, "I can take over the holding duties if you want."

Savin will grab the rope and brace himself to haul up the others.

Climb check 21

Jaeden(BZ) AC 24/25 Hp 88/116  d20+19=30 3d6(2+1+4)+14=21 d20+7=11 d20=16
Friday March 16th, 2007 9:02:22 PM

Jaeden takes another swing at a confused eel(AoO) and then makes another attempt at getting through the hole. Pushing off with his feet, he swims straight up with his arms stretched in front of him. With his arms, he uses the floor(ceiling) as leverage, and pulls himself out. "Aaahhh! it is good to breathe fresh air again!"

actions:
AoO: 30 dmg 21
swim check 11
escape artist 16

That Sinking Feeling - Round 09 (DM/Al)  d20+7=9 d20+7=24 d20+7=18 d20+7=12 d20+7=11 d20+7=25 d20+7=24 d20+7=23 d20+7=19 d4=2 d4=1 d4=1 d4=2 2d6(6+6)=12 2d6(2+1)=3 2d6(3+6)=9 2d6(1+4)=5
Saturday March 17th, 2007 1:18:19 PM


Without thought for himself, Trace digs a potion from his pack and pours it into Shadow's mouth. The Eels are too lethargic to use the Opportunity, and an sneezing cough comes from Shadow as she rises to consciousness again. (Sorry, correction last round Shadow was at -8hp. Now she is at 10hp.)

Quinn cures himself as well, and moves to the area around the rope.

Peerimus takes hold of the rope and prepares to take up the weight. It doesn't take long. The rope goes taught as Savin scrambles up the wall with his characteristic speed. He moves past Laima and Peerimus to take up the rope at the back of the line.

After another Eel expires in a burst of Electricity, Jaeden makes another attempt at drawing his Large body through the Small hole. For a desperate moment his armor grates on stone, and he is stuck with is arms pinned. Then he breaks free and slips up through the floor and into open air again!

Jaeden, Trace and Shadow remain in the water, hemmed in by Electric Eels. Crushed in together, both Jaeden and Trace are hampered in their movement. (Jaeden and Trace occupy the same space and are considered Squeezed. They lose DEX to AC.)

The Eels attack again. Four attack Jaeden, and without the ability to move freely, the warrior takes a shocking bite. Trace takes a minor wound, but three Eels attack Shadow and the poor valiant black leopard is slammed back into unconsciousness by her injuries. If Shadow does not receive treatment or rescue soon it looks as though she will die.

Jaeden AC9, AC24, AC18, AC12; Damage 2 & Electricity 12 = 14hp
Trace AC11, AC25; Damage 1 & Electricity 3 = 4hp
Shadow AC24, AC23, AC19; Damage 3 & Electricity 14 = 17hp

=== OOC ===

No swim check necessary you all have firm footing.

Please review the rules for Aquatic Terrain and Underwater Combat. This will be considered Calm Water.

Combat rounds. Only one round of actions per post, please.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Note that one of Jaeden's glow stones still lies on the floor Laima threw it.

26.8

Map of the Vestibule

Room of the Well

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.
Please be as specific as possible with your movements.
Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 102/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 88/116 (Aid 37.5), Dalek 58/72 (Reduced), Trace 64/86 (Spider Climb 30), Shadow 10/44, Quinn 61/100 (Light Coin 86.4, Fly 38.7), Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 25 Hp 61/100  d20+11=28
Sunday March 18th, 2007 6:25:32 PM

Quinn is happy to see Savin climb up the ROPE to safety. Quinn yells to Trace and Jaeden "Up the rope and out of the water. leave the eels to their ellement."

Quinn is inwardly concerned that jaeden may not be able to fit in the opening.

Quinn will rise 15 feet and look at the doors that are exposed. Quinn is looking for any doors that may show usage or have anything inscribed upon them.

spot 28

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2 *
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2 *
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden
FLy on Quinn

Rod of Extend 2/3
Pearl of power 3rd level - used


Laima (by Shegger) 
Sunday March 18th, 2007 9:13:27 PM

Laima continues to hold the rope, urging the rest to hurry up to safety.

Trace and Shadow  3d8(4+6+2)+5=17
Sunday March 18th, 2007 10:11:55 PM

Trace retives the csw wand and heals Shadow again. If able Trace will try and spider climb up the wall with Shadow in tow.

arrow total (176/178) (118/120 in two efficant quivers)

Trace 85/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Peerimus AC 26 HP 80/91 and Yorrick AC 21 HP 117/117 
Monday March 19th, 2007 2:11:09 PM

Peerimus maintains his position and grip, giving Savin a nod and glance to note injury. "That could have gone better." he dryly notes to the monk. A small smile supressed as he is still blissfully unaware of how much trouble the others could still be in.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 44c
Lesser Restoration 49c
Reduce animal Dalek


Jaeden(Yves) AC 24/25 Hp 74/116  d20+2=16
Monday March 19th, 2007 5:30:05 PM

Jaeden attempts to use the rope and climb up.

----

Climb check 16

Posting Report For: 
Monday March 19th, 2007 6:10:58 PM

Game #4 Children of Chaos
For the week of March 12, 2007

NAME MTWRF

DM Al X2XXOS-
Jaeden XXXXX-- sub by BZ and Yves
Laima XXXXO-S sub by Shegger
Peerimus XXXXX
Quinn XXXOX-S
Savin XXXXX
Trace XXOXO-S

submitted by ready for Spring Adm BrianZ

Savin 
Monday March 19th, 2007 6:45:53 PM

Savin steadies himself against the rope and says to Peerimus, "They are in trouble down there! The flooded area released electric eels which are killing us down there. We almost lost shadow already. We still will need to find a way past this as well. Hope you have some ideas."

That Sinking Feeling - Round 10 (DM/Al)  d20+6=12 d20+7=14 d20+7=24 d20+7=26 d20+7=27 d20+7=17 d20+7=9 d20+7=19 d20+7=25 d20+7=11 d20+7=20 d4=3 d4=1 d4=2 d4=2 d4=1 2d6(6+1)=7 2d6(1+3)=4 2d6(2+2)=4 2d6(3+3)=6 2d6(2+5)=7
Monday March 19th, 2007 8:41:56 PM


Quinn calls down to the others to get themselves up the rope, unaware, perhaps, that Shadow is unconscious. He rises upward to the level of the doors and begins a pursuit of the group's next problem: Which door to choose? He takes a good hard look at the doors, but none stand out from any of the others in any way that he would find significant.

Trace rummages in his pack, drawing out the wand of curing. He heals Shadow again, and his feline friend, and for the second time Shadow rises from near death to a world of pain and fear. Wand in hand, Trace prepares to take her out of the water. If the Eels don't cut of their escape before they can move. (Drawing the wand and healing Shadow took all your actions, Trace. You can try to get out next round. Unless something bad happens first.)

Savin, Peerimus and Laima maintain the rope, Peerimus commenting on the way things have turned out and Savin filling Peerimus in on the situation down below. Suddenly there is a great heave on the line. The rope strains, stretching to its limit against the 1600 lbs man climbing up its length. One small portion of the rope rubs against the lip of the passageway, sawing back and forth against the corner with every move Jaeden makes. The climb is painfully slow. Then Jaeden's hand appears on the lip of the passageway, his head, shoulders, then body. Jaeden hangs, teetering upon the edge of a fall. (Climb is one quarter speed, so you're not all the way home yet, Jaeden. One more Climb check vs DC5. A Climb check that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall.)

Meanwhile, no one has noticed that Trace and the severely wounded Shadow have been left down in the water. As such, they are the lone targets for the remainder of the Electric Eels.

Bite Trace AC14, AC24, AC26, AC19, AC25, AC11, Damage 3+1+2 & Electricity 7+4+4 = 21hp
Bite Shadow AC27, AC17, AC9 -Crit Threat AC20/Critical-, Damage 2+1 & Electricity 6+7 = 16hp

The Eels attack, sending debilitating shocks through both Elf and Cat. Shadow lapses again into unconsciousness. (Trace is at 43/86. Shadow is -6/44)

=== OOC ===

No swim check necessary you all have firm footing.

Please review the rules for Aquatic Terrain and Underwater Combat. This will be considered Calm Water.

Combat rounds. Only one round of actions per post, please.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Note that one of Jaeden's glow stones still lies on the floor Laima threw it.

26.9

Map of the Vestibule

I've made Jaeden Transparent so you can see through him to the action below.
Room of the Well

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.
Please be as specific as possible with your movements.
Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 102/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 88/116 (Aid 37.5, Enlarge Person 31.2), Dalek 58/72 (Reduced), Trace 43/86 (Spider Climb 30), Shadow -6/44, Quinn 61/100 (Light Coin 86.4, Fly 38.7), Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 25 Hp 61/100 
Monday March 19th, 2007 11:26:49 PM

Quinn sees that Trace is not leaving the water and the electric shocks prove it. Quinn races down to his stranded friend. "Brother Trace, give me your cat and save yourself. Leave the cat unconcious for my sake."

Quinn will grab the cat by the sruff of his neack and start to rise.

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2 *
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2 *
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden
FLy on Quinn

Rod of Extend 2/3
Pearl of power 3rd level - used


Trace and Shadow 
Tuesday March 20th, 2007 1:05:49 AM

arrow total (176/178) (118/120 in two efficant quivers)

Trace 85/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace
Thankfull for the help Trace scrambles up the wall to safty. "I didnt like the way it was looking there for awhile, thanks brother"

Trace then readies to start healing Shadow and himself as need and anyone else that may be in need.
3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Laima (by Shegger) HP 48 AC 17 
Tuesday March 20th, 2007 10:08:53 AM

Laima continues to hold onto the rope as her friends scramble up.

Seeing Quinn looking at doors to go through, she pipes up, "Those two doors have magic about them." She points to the doors at J1 and M10. "Probably trapped."

Savin 
Tuesday March 20th, 2007 9:13:32 PM

Savin bears down on the rope digging in to support Jaeden as he pulls himself up. "Geez buddy, have you ever thought of losing a few pounds. You fighter types have no idea on how to take care of yourself. Always letting yourselves go to pot!"

That Sinking Feeling - Round 11 (DM/Al)  d100=3 d20+7=14 d20+7=21 d20+7=9 d20+7=18 d20+7=15 d20+7=26 d20+7=25 d4=4 d4=3 2d6(1+2)=3 2d6(6+6)=12 d20+6=15
Tuesday March 20th, 2007 9:31:09 PM


Seeing the plight of Trace and Shadow below, Quinn dives down and reaches into the water to take hold of the unconscious black leopard. His eye, trained in the ways of healing, note that Shadow has stabilized on her own. Quinn secures his grip and prepares to rise. Hopefully the Eels will leave them be while they make their escape.

Trace thankfully leaves things to Quinn, and scrambles up the wall like a Spider.

Frozen just before the doorway, Jaeden clings to slender silk rope. It continues to hold his weight, but for how long.

Down below, seven of the Eels bite at Quinn before he can pull Shadow up and to safety. He takes two bites and a jolt of electricity.

Bite Quinn AC14, AC21, AC9, AC18, AC15, AC26, AC25, Damage 4+3 & Electricity 3+12 = 22hp

=== OOC ===

No swim check necessary you all have firm footing.

Please review the rules for Aquatic Terrain and Underwater Combat. This will be considered Calm Water.

Combat rounds. Only one round of actions per post, please.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Note that one of Jaeden's glow stones still lies on the floor Laima threw it.

27.0

Map of the Vestibule

Room of the Well

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.
Please be as specific as possible with your movements.
Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 102/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 88/116 (Aid 37.5, Enlarge Person 31.2), Dalek 58/72 (Reduced), Trace 43/86 (Spider Climb 30), Shadow -6/44, Quinn 39/100 (Light Coin 86.4, Fly 38.7), Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Jaeden (BZ)  d20+2=5
Tuesday March 20th, 2007 9:33:14 PM

Jaeden tries to pull himself up once more.

actions:
climb check =5

"Help! This potion isn't helping anymore."



Trace and Shadow 
Tuesday March 20th, 2007 10:22:00 PM

Trace will climb over to Jaden and help him up the rope by trying to take some of the weight off him. Trace climbs up the wall and nuges under Jadens buttocks with his shoulder hoping this is enough to help him climb the rope.

arrow total (176/178) (118/120 in two efficant quivers)

Trace 85/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15


Quinn AC 25 Hp 61/100 
Wednesday March 21st, 2007 9:44:30 AM

ooc: Al is there any reason Quinn had to expose himself to the eels to get the panther?

Move action to descend. Move action to pick up Shadow. Shadow is in the water. In order to get hold of Shadow Quinn had to reach into the water. Not enough action to raise back up again.

Trace could have stood his ground and held her up to you, but he didn't. --Al


--------------------------

Quinn is very annoyed at the eels and the entire situation. Quinn dumps the more than half drowned cat in the passage way and waits for Trace. "Pull out your wand brother. Your cat and I need it both. Three sucessfull taps each should do the trick."

Quinn remains flying is the doorway, dripping water down below.

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2 *
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2 *
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden
FLy on Quinn

Rod of Extend 2/3
Pearl of power 3rd level - used


Laima (by Shegger) HP 48 AC 17  d20+1=18
Wednesday March 21st, 2007 10:30:21 AM

Laima holds fast to the rope. Seeing Jaeden having a difficult time of it, she starts to pull on the rope, hoping to simply drag him up and over.

"Everyone pull the rope!" she hollers back. (Strength check 18)

Jaeden (Yves) ooc to the party 
Wednesday March 21st, 2007 1:07:18 PM

ooc> Jaeden's through as of last turn as per my ooc post to the DM. Don't waste your posts helping him this turn.

Jaeden (Yves)  d20+12=22
Wednesday March 21st, 2007 7:13:25 PM

Jaeden manages to pull himself up.

" Help the others! With my current size I'm better off out of the way!"

The warrior decides that quarters are to cramped and attempts to make his way all the way through the room and past the Scythe trap

-------------------------------
Reflex roll 22

Savin 
Wednesday March 21st, 2007 9:10:49 PM

Savin lets go of the rope once Jaeden and Trace find their way back up. He will move over to Trace and hold out his hand asking for his blink ring back.

He will then turn to Peerimus and ask, "Do we try another door? Is their another door that isn't under water?"

That Sinking Feeling - END OF COMBAT ROUNDS (DM/Al) 
Wednesday March 21st, 2007 9:29:18 PM


Jaeden hauls himself in just as Laima pulls and Trace pushes. Laima feels the crush of Jaeden's hard metal body as it presses into the cramped confines of the Passageway. Mindful of the position this puts everyone in, Jaeden pushes through, squeezing by his companions for open space. He shoves past Peerimus and Savin. He climbs over Dalek. No space. Going to have to do it. Go out through the trap again. Jaeden shoves his way past Yorrick, popping back out into the vestibule. *shhhik!* The Stone Blade comes down, missing him by a hair.

Quinn raises quickly out of the water with Shadow wrapped in his arms. Flying up and into the Passageway, he deposits Shadow's unconscious body on the floor where she begins to stain the stones dark with wetness.

Quinn calls for healing. All are safe. But back out in the room are eight doors from which to choose, nine total including the one through which they had entered the trap. Laima has called out with information, that she had not had the time to give in the heat of earlier excitement. Two of the doors across the way bear magic auras. Both are Abjuration magic. Clinging to the wall, Trace watches one or two Eels occasionally break the surface, stirring the murky water below.

What now? Which door to choose? And how to get across?

=== OOC ===

We are out of combat rounds. But I'll be timing for the purpose of Spells to the person who executes the longest action.

Note that one of Jaeden's glow stones still lies on the floor Laima threw it.

27.1

Map of the Vestibule
Shadow is in the space beneath Quinn.

Well Room with Doors

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.
Please be as specific as possible with your movements.
Use the convention of North South East and West where North is to the Top part of a Map.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Injuries and Problems
======
Savin: 102/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 88/116 (Aid 37.5, Enlarge Person 31.2), Dalek 58/72 (Reduced), Trace 43/86 (Spider Climb 30), Shadow -6/44, Quinn 39/100 (Light Coin 86.4, Fly 38.7), Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 25 Hp 39/100 
Wednesday March 21st, 2007 11:52:33 PM

Quinn is still annoyed and wet, not a good combination. In a lilting voice Quinn calls out "Brother Trace, please climb up here and cure Shadow and myself with your wand so we can investigate these two doors our sister has identified."

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2 *
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2 *
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden
FLy on Quinn

Rod of Extend 2/3
Pearl of power 3rd level - used


Peerimus AC 26 HP 80/91 and Yorrick AC 21 HP 117/117  d100=85 3d8(7+8+6)+5=26 d100=36 3d8(7+4+5)+5=21 d100=89 3d8(8+7+4)+5=24 d100=87 3d8(5+1+1)+5=12
Thursday March 22nd, 2007 9:02:51 AM

Jaeden goes by and Quinn sows up with Shadow. The druids face darkens slightly, but it could have been worse. Peerimus pulls out his wand, informing Savin and Laima he is letting the rope go and touches Quinn activating it. The wand works without incident and healing power flows quickly into the cleric. [2 charges CSW %85/36 Heal 26 and 21]

Peerimus then touches Shadow [2 charges CSW %89/86 Heal 24 and 12]

While doing this he talks, "Laima sees magic upon two of the doors. They could be trapped, they could merely be locked. I am open to all ideas. My first thought is to use Air Elementals to open the doors, starting with the ones that do not radiate magic"

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 40c
Lesser Restoration 49c
Reduce animal Dalek

Laima (by Shegger) HP 48 AC 17 
Thursday March 22nd, 2007 12:00:28 PM

Laima points again to the doors at J1 and M10. "Those are the ones I sensed magic on," she explains.

"They're most likely trapped," Laima says to Peerimus. "Magic of that strength and school that would be placed on a door are of the dangerous variety. We should proceed with caution."

Trace and Shadow 
Thursday March 22nd, 2007 8:32:35 PM

Trace ask the others to heal Shadow, then takes out his 100' rope and hands one end to someone close and starts climbing to the other doors, "Which one do we need to open first and I will try and secure the rope once it is opened."

arrow total (176/178) (118/120 in two efficant quivers)

Trace 85/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Trace 
Thursday March 22nd, 2007 8:36:26 PM

Does Trace know when the spider climb is done? If so he will down his last bottle before hand. Is there any room to stand on a ledge infront of the doors?

Jaeden (BZ) AC 24/25 Hp 88/116 
Thursday March 22nd, 2007 8:40:11 PM

The enlarged Jaeden takes his boots off, one after the other and shakes the water back out of them. While he waits, he takes the time to clean his family sword, first drying it off, then oiling it. Jaeden calls out his ideas down the hall:

"I think we need to determine how we are getting over to the doors first. I have a single fly potion, but that is likely a one way trip. We should be cautious of the room raising back up and crushing someone against the ceiling. Also there could be a room underneath the well within the water. Finally, opening the doors with an air elemental is a sound idea."

Savin 
Thursday March 22nd, 2007 8:51:09 PM

Savin asks, "Why doesn't Quinn fly over and try those doors while he has a fly spell activated? We are wasting to many resources and I admit it is dangereous but we need to keep moving before we get worn down. Save the summonings for fighting the enemy."

Doors and the Water Pit (DM/Al) 
Thursday March 22nd, 2007 8:54:07 PM


For a second time, Quinn calls out for healing. He appears anxious to investigate the doors. But he is no fool to go rushing in while wounded.

It's Peerimus who steps up to heal both Quinn and Shadow. (Note updated HP's below) Shadow looks up, her eyes in a panic, searching for the memory of the last few moments, searching for Trace.

Laima again points out the doors upon which she had detected magic. Peerimus suggests the use of Air Elementals to test the doors.

Trace takes out a rope with the promise of securing it once one of the doors is opened. He searches with his inner senses, feeling the duration of his Spiderclimb spell. Seems as though there are still a few more minutes left. (See note Below on Spell times.) He glances at the doors that ring the room. They appear to be flush with the wall with no ledges or landings upon which to stand.

From outside the Passageway, Jaeden gives advice while cleaning up a bit after his dunking.

Savin suggests that Quinn fly across and try the doors. But which ones?

Eight doors. Two were revealed to have magic signature by the Cone of a Spell aimed directly across the room. Which to test first? And even then, how to get across? That is the challenge.

=== OOC ===

(Please note the Injuries and Problems section below. Notice that there are Spell Names after some of the PC's. Attached to these Spell Names are some numbers. These numbers correspond to the Round Timer below. When the Round Timer reaches the same number as that behind the Spell Name, that spell has expired. Trace, that means you have about Two and a Half minutes left on the first Spider Climb spell.)

Note that one of Jaeden's glow stones still lies on the floor Laima threw it.

Round Timer: 27.5

Maps are largely the same as before. Only Shadow has moved between Yorrick and Dalek. I'm not sure where Trace is.
Map of the Vestibule

Well Room with Doors

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.
Please be as specific as possible with your movements.
Use the convention of North South East and West where North is to the Top part of a Map.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Injuries and Problems
======
Savin: 102/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 88/116 (Aid 37.5, Enlarge Person 31.2), Dalek 58/72 (Reduced), Trace 43/86 (Spider Climb 30), Shadow 32/44, Quinn 86/100 (Light Coin 86.4, Fly 38.7), Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 25 Hp 86/100  d100=83 d20+11=31 d20+11=14
Thursday March 22nd, 2007 11:37:09 PM

Quinn stretches as he feels the healing offered by Perrimus mend his body. "Thanks brother. Thank you mother and father for me."

Quinn looks over at Savin "Brother you read my mind."

Quinn casts flies over to the doors that Laima called out as magic and cast read magic and scans the doors looking for Glyphs.

Spell Failure 83%

read magic - spellcraft 31, 14

Quinn looks at Trace hanging on the wall holding a rope "Brother I see you are prepared. Can you heal me while I work?"

Without looking at the corridor Quinn calls out "Sister, what types of magic do you see?"

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2 *
Read magic x2 *
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2 *
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden
FLy on Quinn

Rod of Extend 2/3
Pearl of power 3rd level - used


DM/Al to Quinn  d20+11=29 d20+11=24 d20+11=14 d20+11=16
Friday March 23rd, 2007 8:10:41 AM

Please make 4 more Spellcraft rolls.

Spellcraft rolls : 29, 24, 14, 16

Laima (by Shegger) HP 48 AC 17 
Friday March 23rd, 2007 4:05:35 PM

"Abjuration magic, Quinn," Laima replies to her flying friend. "Of moderate power. Please be careful."

She remains in the passage with the rest, watching anxiously as Quinn scrutinizes the two magicked doors.

Savin 
Saturday March 24th, 2007 10:17:15 AM

Savin feels somewhat helpless as the others do their scouting. He should be there with them. They shouldn't be exposed alone. He fidgets as he waits, he hands clasping into fists, and then relaxing again.

"Does anyone have a fly spell they can cast on me?"

Doors of Death (DM/Al) 
Saturday March 24th, 2007 10:40:35 AM


With the warning from Laima, Quinn casts a minor cantrip of Divination. All magical writings open up to the Cleric of Gargul. Beginning at the North-most door of which Laima had warned the group, Quinn floats above the water examining each door in a clockwise direction. Quite a few of them contain some very startling surprises.

J01 Spell Glyph of Warding, Flesh to Stone
M04 No Glyph
M07 No Glyph
M10 Spell Glyph of Warding, Greater Dispel Magic
J14 No Glyph
G14 Blast Glyph of Warding Greater (Sonic)
D14 No Glyph
A10 No Glyph
A07 Entry Door
A04 Blast Glyph of Warding Greater (Acid)
D01 Spell Glyph of Warding, Disintegrate
G01 Blast Glyph of Warding Greater (Cold)

Arriving back at the door at which he began, Quinn counts six doors protected by powerful Glyphs of Warding. Five, excluding the door that the group had entered, contain no magic writings.

Savin, anxious to move on, asks if anyone might have a Fly spell for him. This brings up another point, even should the group find one of the doors to be passable, how will they get across the room?

=== OOC ===

Note that one of Jaeden's glow stones still lies on the floor Laima threw it.

Round Timer: 27.8

Doors Containing Glyphs are outlined in Red!
Map of the Vestibule

Well Room with Doors

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.
Please be as specific as possible with your movements.
Use the convention of North South East and West where North is to the Top part of a Map.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Injuries and Problems
======
Savin: 102/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 88/116 (Aid 37.5, Enlarge Person 31.2), Dalek 58/72 (Reduced), Trace 43/86 (Spider Climb 30), Shadow 32/44, Quinn 86/100 (Light Coin 86.4, Fly 38.7), Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 25 Hp 86/100 
Sunday March 25th, 2007 12:37:15 PM

Quinn is a bit annoyed at Trace for just hanging on the wall. "Brother Trace, if you are not going to cure me, please open the non glyphed doors." Quinn will indicate which ones are not glyphed. "We do not want to waste your potion.

Quinn will position himself in front of the blast glyph of cold and open it, trusting Gargul to protect him.

"There are 2 other doors I can open (acid & sonic), the others will be tougher. One we can open if that person has no active spells and the rest of us vacate the area as it is a dispel magic. The last two are real tough."

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2 *
Read magic x2 *
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2 *
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden
FLy on Quinn

Rod of Extend 2/3
Pearl of power 3rd level - used



Peerimus AC 26 HP 80/91 and Yorrick AC 21 HP 117/117 
Sunday March 25th, 2007 7:37:28 PM

Peerimus breaks from his thoughts on the doors. "We could be in some serious trouble." Peerimus looks to whom he considers at this point to be the authority on the traps on the doors. "Quinn, Do Glyph traps reset or once tripped, are the energies expended?"

Turning To Trace, "Rushing through up to now is what brought us to this in the first place and the minor spells I will not be missed. But if the Glyph resets it is fairly pointless."

"With no one coming forward on the fly, I think it is safe to say we don't have that luxury. This also means Yorrick, Dalek and likely Shadow are not coming any further . Now I can shift with some rope and fly across after an elemental opens a door, shift back and the hold the rope. But first we need an answer on if Glyphs reset."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 40c
Lesser Restoration 49c
Reduce animal Dalek


Jaeden AC 24/25 Hp 111/116  3d8(4+6+1)+12=23
Sunday March 25th, 2007 7:52:44 PM

:: Jaeden realizing that he'd better be as close to full strenth as possible drinks a potion of cure serious wounds (23 pts). After doing this, Jaeden remembers that he has an item tucked away that may be of use. ::

" I have a potion of flying if that can help the party out... "



Laima (by Shegger) 
Sunday March 25th, 2007 11:01:51 PM

Laima is at a loss for what to do next. As Quinn ticks off the various doors and their protective spells, she can only shake her head.

"I could try to dispel the magic on the doors. I can attempt it four times, and then we'll have to try another way."

Trace and Shadow  3d8(7+8+2)+5=22
Sunday March 25th, 2007 11:22:59 PM

Without a direct order Trace uses his csw wand on Quinn, not realizing that he was the main healer in the group. Trace inches closer and touches the wand on Quinn. (heals 22hps)

arrow total (176/178) (118/120 in two efficant quivers)

Trace 43/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 32/44
Armor Class: 20
Touch: 15
Flat-footed: 15


DM/Al - OoC 
Sunday March 25th, 2007 11:35:19 PM

Muhahahahahahahaha!!!!

<shakeshisheadinsadness>

If only I were a truly EVIL DM ...

You guys should read each other's posts more clearly.

Two Ways to Go (DM/Al) 
Monday March 26th, 2007 9:11:10 PM


In his annoyance, Quinn berates Trace. Then he flies to one of the doors with an Explosive Magic Glyph written upon it. Just as he reaches for the door, Trace comes up behind him with the healing wand. Quinn grasps the handle of the door and ... He releases it. The Cleric of outland Gargul turns to the Ranger and waits as the healing wand erases the last of his wounds. He waits until Trace crawls back a safe distance along the wall. Then Quinn opens the door.

With a crack like a splintering berg of Ice Vein a blast of cold engulfs Quinn. But when the last jagged fragments of ice drop to the water below, Quinn is unharmed and staring into ... a blank wall. It's a false door, like the one in the great vestibule, another cruel trick set for those who would raid Queen Fidelia's treasure trove.

At Peerimus' prompting, Quinn examines the front of the door again. The Glyph is now gone. Peerimus offers to shift and fly across with a rope when a passageway is found. But just then, Jaeden, in the act of healing himself, remembers a potion of Fly that he still retains.

Laima offers to dispel the magic upon the doors, but before that, Quinn uses his Immunity to Glyph spells to open two other doors. The Gargulite continues unscathed through two more blasts, one of acid and one of concentrated sound. Behind both doors are Blank Walls.

Eight doors remain. Five show no sign of the destructive Glyphs. Three are known to contain harmful magic packages. Trace crawls along the wall, again at Quinn's direction. Cautiously, he opens the first door. Surprise. It is not trapped. Neither is it a blank wall. Rather, this door reveals a dark unlit passageway. Trace continues around. The second door reveals another Blank Wall. Behind the Third non-magic door is another dark and narrow unlit corridor. All of the rest contain blank walls.

Two narrow passageways present themselves. Two ways to go. But how to get across. And once across, then what?

J01 Spell Glyph of Warding, Flesh to Stone
M04 Hallway
M07 Blank Wall
M10 Spell Glyph of Warding, Greater Dispel Magic
J14 Hallway
G14 Blank Wall
D14 Blank Wall
A10 Blank Wall
A07 Entry Door
A04 Blank Wall
D01 Spell Glyph of Warding, Disintegrate
G01 Blank Wall

=== OOC ===

Hope you don't mind me rushing ahead, but lets move onto something a bit more interesting. ^_^

Note that one of Jaeden's glow stones still lies on the floor Laima threw it.

Round Timer: 28.8

Doors that Contain or Contained Glyphs are outlined in Red!
Map of the Vestibule

Well Room with Doors

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.
Please be as specific as possible with your movements.
Use the convention of North South East and West where North is to the Top part of a Map.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Injuries and Problems
======
Savin: 102/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 111/116 (Aid 37.5, Enlarge Person 31.2), Dalek 58/72 (Reduced), Trace 43/86 (Spider Climb 30), Shadow 32/44, Quinn 100/100 (Light Coin 86.4, Fly 38.7), Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Posting Report For: 
Monday March 26th, 2007 9:19:06 PM

Game #4 Children of Chaos
For the Week of March 19, 2007
NAME - MTWRF

DM Al XXXXXSS
Jaeden XXXXO-S sub by: BZ and Yves
Laima OXXXX-S sub by: Shegger
Peerimus XOOXO-S
Quinn XO2XO-X
Savin XXXXOS-
Trace O2OXO-S

Submitted by Adm BrianZ

Jaeden (BZ) Hp 111/116 
Monday March 26th, 2007 9:32:28 PM

Jaeden finishes cleaning himself up while he waits for everyone to begin moving into one of the tunnels.

"How are we going to get Yorrick and Dalek across? I am still enlarged. I could support an end of a rope as an anchor if needed."

supplies used:
potion enlarge
potion csw

Trace and Shadow  3d8(8+5+7)+5=25 3d8(6+6+2)+5=19 3d8(7+4+8)+5=24 d20+10=19 d20+10=16
Monday March 26th, 2007 9:48:16 PM

Trace scrambles away from the frosty blast and gives Shadow healing, then takes one end of the rope and moves quickly along the wall to the first door that showed a open hallway and then heals himself. "Can someone fly Shadow over here? I hope the door I picked is ok with yall. Trace will then drink down a potion of darkvision and peer down the hall one (19) then if able scrambles to the second dark hall (16). What ever is seen Trace tells the others.

arrow total (176/178) (118/120 in two efficant quivers)

Trace 86/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Savin 
Monday March 26th, 2007 10:13:58 PM

Savin sees the two tunnels and is happy that they can move forward again but is concerned that the animals will only be in danger if they come too.

"I think we need to leave our animal friends behind for this journey. We don't have a way to get the larger over and Shadow was almost killed already. They would be safer here. I also have a potion of flying but was hoping to save it for battle with flying creatures. I am helpless against them otherwise. Can we tie ropes and shimmy across?"

Quinn AC 25 Hp 100/100 
Tuesday March 27th, 2007 9:11:02 AM

Quinn is pleased that he and Trace are working together "Nice job brother." he comments to the ranger.

Quinn flies over to the Children of Chaos and lands "Your turn sister. Take out the last two glyphs. We need to see what is behind there, just in case."

Quinn listens to Jaeden and Savin "I have to agree with brother Savin. It is too dangerous for the animals. We should go forward without them."

After Laimia is done dispelling the glyphs, QUinn will inspect the doors to make sure she was sucessful and open the doors.

If capable, Quinn will carry the group over, one by one with his fly spell.

Corridor #M04

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2 *
Read magic x2 *
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2 *
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden
FLy on Quinn

Rod of Extend 2/3
Pearl of power 3rd level - used


Peerimus AC 26 HP 80/91 and Yorrick AC 21 HP 117/117  d20+30=32
Tuesday March 27th, 2007 10:37:13 AM

Peerimus agrees to a point. "I think the best place for Yorrick and the others, is back in the main chamber. We will take them through the trap and Yorrick can protect them there."

"I do not want to use Laima's dispel magic on traps, much rather her use that spell on your father Quinn. I believe we can assume he will be magically protected on many levels. Attempting to tear those down is a high priority. Laima, That said, if you have them to spare, by all means attempt it."

Peerimus looks to the door where Trace is at[M04 I think] "We go that way. Quinn has the fly spell so Savin save that potion. Trace and I will secure the hall while Quinn ferries the rest of you. But first to our other friends"

"Jaeden activate the trap so Yorrick, Dalek and Shadow can move through and then come through to us yourself. I got a wand, don't worry about the trap."

Peerimus tasks Yorrick to defend the horse 'Dalek'. Shadow will likely be able to take care of, see escape, any real danger far better. "Good luck my friend" and he gets ready to give Yorrick the signal to go through to the antechamber.
[handle animal 32]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 40c
Lesser Restoration 49c
Reduce animal Dalek

Laima (by Shegger) 
Tuesday March 27th, 2007 6:23:23 PM

Laima agrees with Peerimus. "No need to use up my magic if we have viable paths to check out first. Let's go down these passages that Trace has discovered and hope they lead where we want. Otherwise, we'll return here and I can attempt to dispel the glyphs."

Look Forward - Look Back (DM/Al) 
Tuesday March 27th, 2007 8:23:12 PM


Jaeden poses the question: What about the animals? Among them is a friend loyal and true.

Trace scrambles back into the cramped passageway and heals all of the wounds on both himself and on Shadow. Then he scrambles back out and all the way around to the far passageway and drinks a potion of Darkvision before peering in. It's strange seeing in nothing but black, white and gray. The passageway here too is narrow, no more than five feet wide. Forty feet up the passageway the walls seem to disappear as though opening out into a larger room. At the very furthest edge of his vision, Trace thinks he spies some dark motes hanging in mid air. (M04)

He passes on, heading for the second passageway. Into this too he peers. This passageway is as narrow as both of the others. Forty feet away is a closed door. In the middle of the door is the carving of a demon head. At least it appears to be a carving. Wide angry eyes and flaring nostrils look out over a curved and open beak. At each side are what appear to be curving ram horns. (J14)

Trace feels the Spiderclimb spell beginning to fail. Not long now before it ends. (Trace you have four more rounds on your current Spiderclimb. You can travel 40 feet with Spiderclimb on a Double Move.)

Savin weighs in on the question of the animals, expressing the opinion that they would be safer here. He also announces that he has a potion of Fly. But he makes a plea for conservation of resources as well. Who knows how far this crypt extends? And didn't Sleema say something about none daring to sleep in this area?

Quinn agrees with Savin in regard to the animals, and he asks that Laima dispel the remaining glyphs. Peerimus disagrees, and Laima too prefers to retain her spells for real and present threats.

Quinn offers to Ferry the others across the water, but he finds that the weight of even the lightest of the group is too much for his strength. The most he might carry across would be some 165 lbs, and even Savin weighs more than that. Peerimus wears full plate armor and Laima, though unarmored, is a big girl. Quinn might carry Trace across, but Trace has found his own way.

Of the members of the group, it is Jaeden, with his Enlarged Strength that looks as though he'd have the best chance of ferrying the group across. Even with his Large size Mithril Full Plate armor he could carry around some 470 lbs. (References: Fly Spell, Carrying Capacity.)

Peerimus arranges for Jaeden to come through, triggering the Scythe trap so that the animals can run through. (Jaeden: Reflex vs DC19 or take 2d6+5 damage.) He places Dalek and Shadow in Yorrick's care, and sends them on their way.

Trace calls out to the others as they prepare, describing what he sees down each of the passageways. Which one will they choose, and what lies beyond each?

=== OOC ===

Note that one of Jaeden's glow stones still lies on the floor Laima threw it.

Round Timer: 29.6

Doors that Contain or Contained Glyphs are outlined in Red!
Map of the Vestibule

Well Room with Doors

Doors
======
J01 Spell Glyph of Warding, Flesh to Stone
M04 Hallway
M07 Blank Wall
M10 Spell Glyph of Warding, Greater Dispel Magic
J14 Hallway
G14 Blank Wall
D14 Blank Wall
A10 Blank Wall
A07 Entry Door
A04 Blank Wall
D01 Spell Glyph of Warding, Disintegrate
G01 Blank Wall

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.
Please be as specific as possible with your movements.
Use the convention of North South East and West where North is to the Top part of a Map.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Injuries and Problems
======
Savin: 102/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 111/116 (Aid 37.5, Enlarge Person 31.2), Dalek 58/72 (Reduced), Trace 86/86 (Spider Climb 30, Dark Vision 209.4), Shadow 44/44, Quinn 100/100 (Light Coin 86.4, Fly 38.7), Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 25 Hp 100/100 
Tuesday March 27th, 2007 10:07:23 PM

Quinn reluctantly agrees with Peerimus and Laimia "Conservation of our spells is important, but remember that anything that is atuned to the glyph or knows the password can pass through it. We do not want to be attacked on two fronts. But your spells could be put to better use later. I agree the risk is worth taking."

Since Laimia is not casting her dispel magic, Quinn moves out of the corridor and watches Trace inspect the corridors and waits for jaeden's decision about his fly potion. "I fear it is beyond my strenght to move everyone across, even if Gargul enhances me, I can not move everyone across. We have to find another way. Suggestion? Rope tied to the door might work but will not be fast or easy, for all save brother Savin. I bet he could balance on the head of a pin."

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2 *
Read magic x2 *
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2 *
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden
FLy on Quinn

Rod of Extend 2/3
Pearl of power 3rd level - used


Laima (by Shegger) HP 48 AC 17 
Wednesday March 28th, 2007 11:03:39 AM

Laima frowns as she tries to come up with a solution to their predicament. How to get across?

"Is there anything down the passage to securely tie a rope to?" she asks Trace. "We might have to drive a spike into the floor if there isn't. Otherwise, I think we're gonna have to 'ferry' everyone over via Jaeden after giving him the ability to fly or levitate."

Jaeden (BZ)  d20+12=23 d20+21=23 3d6(6+6+3)+14=29 d20+12=29
Wednesday March 28th, 2007 4:29:47 PM

"It seems like my strength is needed once more."

Jaeden activates the trap (reflex 23) and knowing the method of its operation, manages to avoid it. Quickly, he shuffles the animals(including Shadow?) into the room before the trap resets. He retrieves a coil of rope(sorry-I was underwater when we needed it earlier!) and two magic javelins stored in Dalek's saddlebags just in case they are needed and stows them in his pack.

Jaeden caresses Dalek's nuzzle and explains to his friend the need for him to be left here within Yorrick's care. Knowing the horse is smart enough to understand him, he sets his mind to the task at hand.

Jaeden takes a moment to smash the wall with his adamantine sword upon the location where the trap is located. "Maybe it can be destroyed" (attack AC 23, dmg 29) He then enters back into the hall with a quick motion just in case the attack did not deactivate the trap. (reflex 29)

Squeezing to the end of the hall, Jaeden announces that when everyone is ready, he will drink his fly potion and ferry everyone across in the order of their choice. "My friends, I have no fear. Let us proceed and face the darkness together"

DM/Al - OoC 
Wednesday March 28th, 2007 4:38:51 PM

I need to know which route you're taking.

The passageway here too is narrow, no more than five feet wide. Forty feet up the passageway the walls seem to disappear as though opening out into a larger room. At the very furthest edge of his vision, Trace thinks he spies some dark motes hanging in mid air. (M04)

This passageway is as narrow as both of the others. Forty feet away is a closed door. In the middle of the door is the carving of a demon head. At least it appears to be a carving. Wide angry eyes and flaring nostrils look out over a curved and open beak. At each side are what appear to be curving ram horns. (J14)


Peerimus AC 26 HP 80/91 and Yorrick AC 21 HP 117/117  d20+15=31 d20+9=23
Wednesday March 28th, 2007 5:47:51 PM

Peerimus point across to the door where Savin reported the room at the end of the hall. (M04) "We go there." With that the druid shifts into an eagle and makes the short flight to teh far side. Landing he returns to his human shape. the Everburning torch tucked into his belt blazes back to life, lightening the gloom. Peerimus moves 15' down the hall, setting his shield into animation and bringing his staff to both hands. Peerimus watches and listens for anything to enter the corridor from in front of him. [Spot 31 Listen 23]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 40c
Lesser Restoration 49c
Reduce animal Dalek


Crossing Over (DM/Al) 
Wednesday March 28th, 2007 9:38:49 PM


Jaeden decides to use his single potion of Fly and ferry the group across. He bids a sad farewell to Dalek. Will he ever see him again after parting in this land of the Undead? Then before re-entering the Passageway, Jaeden strikes at the painting of the Death Visage and Its curved Scythe. The Ohm Family Greatsword cleaves a long deep finger width slash in the stone. And when Jaeden steps through, the handle of the Scythe descends, but the blade remains up above, no longer attached.

Meanwhile, Peerimus takes the shape of an Eagle, flying across the Electric Eel infested waters below to the opposite NorthEast Passage. The glow of the druid's Everburning Torch illuminates twenty feet up the Passageway before vision dims to indistinct darkness. At the edge of the dim light, Peerimus too gets the same sense that Trace did, that the Passageway opens up into a larger space. For him, however, the rest of what lies beyond is dark.

Trace comes in from the wall just in time for his Spider Climb spell to end. Jaeden Ferries first Laima and then Savin across to the other door. Neither carries much in the way of heavy possessions, and neither presents much of a problem for the warrior. Quinn and Jaeden hover just outside the door, waiting for the others to investigate.

Now that he is closer, Trace, and Laima behind him as well, can see that what is straight ahead is a lighter shade of darkness, possibly a wall. The things that Trace took to be motes before, now that they're closer, might just possibly be things upon that wall. Only closer inspection will tell for sure though.

=== OOC ===

I've made up your Marching Order by myself. It's on the Map. You might want to re-order it to your liking.

Trace's Spiderclimb is expired.

Note that one of Jaeden's glow stones still lies under the water where Laima threw it.

Round Timer: 30.3

Well Room with Doors

New Area

Doors
======
J01 Spell Glyph of Warding, Flesh to Stone
M04 Hallway
M07 Blank Wall
M10 Spell Glyph of Warding, Greater Dispel Magic
J14 Hallway
G14 Blank Wall
D14 Blank Wall
A10 Blank Wall
A07 Entry Door
A04 Blank Wall
D01 Spell Glyph of Warding, Disintegrate
G01 Blank Wall

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.
Please be as specific as possible with your movements.
Use the convention of North South East and West where North is to the Top part of a Map.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Injuries, Problems, and Active Spells
======
Savin: 102/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 111/116 (Aid 37.5, Enlarge Person 31.2, Fly 33), Dalek 58/72 (Reduced), Trace 86/86 (Dark Vision 209.4), Shadow 44/44, Quinn 100/100 (Light Coin 86.4, Fly 38.7), Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 25 Hp 100/100 
Wednesday March 28th, 2007 11:34:28 PM

Quinn just smiles as his new friends fly across to the opening "Excellent teamwork. We should have no problem with the evil of this place if we keep this up."

Quinn's human eyes can not make much out in the corridor and he lets the non humans in first. Quinn will be the last on in the corridor, taking one last look at the water below before floating into the corridor.

Quinn calls ahead "Keep and eye out for magical traps up front sister."

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2 *
Read magic x2 *
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2 *
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden
FLy on Quinn

Rod of Extend 2/3
Pearl of power 3rd level - used


Peerimus AC 26 HP 80/91 and Yorrick AC 21 HP 117/117  d100=50
Thursday March 29th, 2007 5:12:22 PM

Peerimus gives a nod to the group behind, "Father watch over and stregthen me to do what must be done [Cast Barkskin %50] Peerimus then moves forward 20' to E8

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 130 minutes

Savin 
Thursday March 29th, 2007 5:28:27 PM

Savin tries to squeeze by the others in front of him in the hallway. "Peerimus, wait! You suck at spring traps. We will need you to heal me up. Let me get in front."

DM/Al - OoC 
Thursday March 29th, 2007 5:45:10 PM

Savin, how far in front do you want to be? Or do you trust me to place you?

Peerimus illegal second 
Thursday March 29th, 2007 6:20:21 PM

"I beg your pardon friend, I spring them just fine." Peerimus shifts to allow the nimble monk easy passage by.

Jaedin HP 111/116 (Aid 37.5, Enlarge Person 31.2, Fly 33), 
Thursday March 29th, 2007 7:35:20 PM

" With my current size my friends I should be last. "

Jaedin follows the others and try to be last in the order. Since Quinn objected, he'll remain 2nd to last.


Laima (by Shegger)  d20+11=23
Thursday March 29th, 2007 8:21:25 PM

Laima casts another detect magic hoping to sense something between her darkvision and magical sight. (Spellcraft 23 to sense power of any magic auras and school of any auras.)

Step by Step ... Inch by Inch ... (DM/Al) 
Thursday March 29th, 2007 9:16:53 PM

Quinn and Jaeden remain floating above the eels until their companions clear the passageway.

Peerimus puts on a little magic protection and then moves up the corridor as far as his heavy Dragon Plated armor will allow. From his position he is still not close enough for his torch to completely illuminate what appears to be a wall, though the Passageway most definitely comes to an end not five feet more ahead. The light accentuates the hard outlines of the end of the Passageway, making the darkness beyond even that more black.

Savin squeezes past Laima, Trace and Peerimus, believing himself the least vulnerable to sudden attack. He carries no light, and the illumination cast by Peerimus' torch back in the Passageway plays games with Savin's shadows, obscuring more than it reveals. Above Savin feels the darkness goes up fairly high.

Laima casts Detect Magic. The Passageway in front of her lights up with Magic. But that might just be from Peerimus, Savin and Trace. A few more moments of concentration should sort that out. (First round: Presence or Absence of Magic.)

=== OOC ===

I've made up your Marching Order by myself. It's on the Map. You might want to re-order it to your liking.

Note that one of Jaeden's glow stones still lies under the water where Laima threw it.

Round Timer: 30.5

Well Room with Doors

New Area

Doors
======
J01 Spell Glyph of Warding, Flesh to Stone
M04 Hallway
M07 Blank Wall
M10 Spell Glyph of Warding, Greater Dispel Magic
J14 Hallway
G14 Blank Wall
D14 Blank Wall
A10 Blank Wall
A07 Entry Door
A04 Blank Wall
D01 Spell Glyph of Warding, Disintegrate
G01 Blank Wall

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.
Please be as specific as possible with your movements.
Use the convention of North South East and West where North is to the Top part of a Map.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Injuries, Problems, and Active Spells
======
Savin: 102/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 111/116 (Aid 37.5, Enlarge Person 31.2, Fly 33), Dalek 58/72 (Reduced), Trace 86/86 (Dark Vision 209.4), Shadow 44/44, Quinn 100/100 (Light Coin 86.4, Fly 38.7), Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 25 Hp 100/100 
Friday March 30th, 2007 8:35:25 AM

Quinn looks at the big flying warrior "I see your point brother. You can bring up the rear. I will be second to last."

Quinn gets in line and waits his turn to enter the corridor. Flying just outside the entrance until some space (10 feet) is open. Quinn will fly in not touching the floor or walls.

Quinn calls out to those in front "Feel free to kill my father if you see him. Just remember that once he goes gaseous we have to track him down and finish the job forever."

Quinn pulls out his silver bell and rings it "I'm coming dad. Its time to be judged." Quinn puts the bell away, but he does have a smile on his face.

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2 *
Read magic x2 *
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2 *
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden
FLy on Quinn

Rod of Extend 2/3
Pearl of power 3rd level - used


Laima (by Shegger) HP 48 AC 17 
Friday March 30th, 2007 9:01:29 AM

Laima continues to concentrate on her vision, looking to sift through the magic of her friends and any hostile magic.

"Hold still for just a moment, guys. Let me make sure we're not walking into anything we can't handle."

Peerimus AC 31 HP 80/91 
Friday March 30th, 2007 2:54:19 PM

Peerimus holds up at Laima's suggestion, "Hold up everyone, she'll need another couple rounds."

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 130 minutes


Jaeden (BZ)  d20+9=21 d20+9=12 d20+9=12 d20+9=24
Friday March 30th, 2007 4:42:40 PM

"Quinn, what is the holdup? I can't see what's going on."

Jaeden anxiously awaits his turn to enter the hall. While he waits, he takes a look around the top of the well room looking for any mechanical devices(floor lowering/raising) or anything which would be convenient for tying a rope to.

checks
spot 21,12,12,24

Savin  d20+5=17 d20+14=32 d20+13=19
Friday March 30th, 2007 7:41:31 PM

Savin sighs at the darkness and digs into his haversack, pulls out a couple of torches, and squats down to get them light. Once that is accomplished, he will hold both of them up to light the way and to see what he can see. If the room or cooridor is to high, he will toss one of his torches up into the air to get a look at what might be up there and then catch the torch on its way back down.

He will look back at the others after he successfully catches it (rolled dex check of 17) and grin. "I bet you thought I would drop it!"

Spot check of 32
listen check of 19



Trace 
Saturday March 31st, 2007 12:28:25 AM

Trace readies his bow and gets in line, waiting for the go ahead to move into the room. If you want, let me move up to the front, I still have my darkvision going for the time being.

arrow total (176/178) (118/120 in two efficant quivers)

Trace 86/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Peerimus 
Saturday March 31st, 2007 10:43:03 AM

Peerimus sets the order. Moving Trace and the rest to close ranks behind him. Trace to D8, Laima to C8 then Quinn and last Jaeden.

"Savin if you like you can simply take my everburning torch and stick it in your belt."

Up and Over (DM/Al) 
Saturday March 31st, 2007 11:09:05 AM

Quinn enters the Passageway, taking the space vacated by Savin. He hovers in the exact center of the narrow corridor and gives advice on the dispatching of his father's defiled corporeal vessel.

Peerimus orders a halt until Laima can finish detecting magic signatures.

Savin, however, already in the lead, takes two torches out and begins lighting them.

Laima continues to concentrate while the *tap*tap*tap* of Savin's Flint and Steel desecrates the silence of the dark crypt. The auras begin to form. There are many, too many to count. One is decidedly Strong. *tap*tap*tap* The mass of auras separates into individual locations. The Strong aura is of Evocation magic ... and it sits upon the crown of Savin's head. There are no other magic auras other than those upon Trace, Peerimus and Savin. At least none that Laima can detect within the scope allowed by the stone walls and the opening at the end of the passageway.

Trace nocks an arrow to his deadly bow while Jaeden examines the room outside. There is no mechanism, to the warrior's eye, that would raise or lower the room below. Who knows what magic might do, though? But for all he knows, the release of the room simply allowed it to sink of its own weight down the greased tracks in each of the four corners. There was no trick to getting it down. The real trick would be getting it back up. Jaeden looks for a place to anchor a rope. There are the other open doors. It might be possible to tie a rope to them somehow. (I had to think of that? It's right there on the map.)

Meanwhile, one at a time, Savin's torches take fire. They illuminate a 20x45 foot area that rises to a ceiling forty feet up. Directly before him, Savin can see that what Trace and Laima had seen as motes before are pitons driven into the wall, pitons spaced at even intervals for hand and footholds. Raising the torch above his head, it appears to Savin that the Eastern wall ends short of the ceiling, as though there were a way over. The pitons are here, someone must have thought there was a way over the wall.

[ Savin: Pick one, Spot check vs DC25, or Wisdom Check vs DC15 ]

=== OOC ===

Note that one of Jaeden's glow stones still lies under the water where Laima threw it.

Round Timer: 30.4

Maps are unchanged except that Quinn is now behind Laima.
Well Room with Doors

New Area

Doors
======
J01 Spell Glyph of Warding, Flesh to Stone
M04 Hallway
M07 Blank Wall
M10 Spell Glyph of Warding, Greater Dispel Magic
J14 Hallway
G14 Blank Wall
D14 Blank Wall
A10 Blank Wall
A07 Entry Door
A04 Blank Wall
D01 Spell Glyph of Warding, Disintegrate
G01 Blank Wall

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.
Please be as specific as possible with your movements.
Use the convention of North South East and West where North is to the Top part of a Map.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Injuries, Problems, and Active Spells
======
Savin: 102/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 111/116 (Aid 37.5, Enlarge Person 31.2, Fly 33), Dalek 58/72 (Reduced), Trace 86/86 (Dark Vision 209.4), Shadow 44/44, Quinn 100/100 (Light Coin 86.4, Fly 38.7), Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Laima (by Shegger) HP 48 AC 17 
Sunday April 1st, 2007 11:48:13 AM

"I don't sense any magic other than what we have cast upon ourselves," Laima informs the others. She blinks twice and her enhanced sight is dispelled.

Before moving on, she casts another spell upon herself. (Cast mage armor for 7 hours)

She smiles when Savin's torch lights up the room. "So, it looks like we'll be climbing. Anyone got some rope?" She grins mischieviously.

Quinn AC 25 Hp 100/100 
Sunday April 1st, 2007 3:00:04 PM

As the group moves forward, Quinn will move forward also, making room for Jaeden.

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2 *
Read magic x2 *
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2 *
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden
FLy on Quinn

Rod of Extend 2/3
Pearl of power 3rd level - used


Trace  d20+10=22
Sunday April 1st, 2007 11:25:04 PM

Trace looks around the area the best that he can and with his darvision still working (dc22)
Trace also he mention of a rope again, "Hey, I have 100' silk rope and a grappling hook."

arrow total (176/178) (118/120 in two efficant quivers)

Trace 86/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15


DM/Al-OoC 
Monday April 2nd, 2007 2:23:06 AM

Let me remind you again, folks. Unless you are specific with your movement, you will not move. Please refer to the maps if you are confused as to whhere exactly you are in the environment.

Savin  d20+14=32 d20+15=30
Monday April 2nd, 2007 3:11:23 PM

Savin makes a spot check of 32. He will examine the pitons and look back at his companions and say, "Ahh this looks to easy. It almost should have a sign that says trap! Why would they put these here? Still I am willing to climb them if you want. I won't get hurt from a fall of that height. Stay back while I check things out. No sense in all of us getting squashed or drowned or breathing poison gas or whatever nasty thing this might hold.

Savin will move forward and take a long look at the piton finally tentatively grasping one of them checking for strength. He will start climing slowly and carefully expecting the worse.

Savin moves forward to J8 and starts climbing. He will go to the top if nothing bad happens.

spot check 33
climb check 30 (Al, I am guessing on climb check since I don't have my character with me.

Posting Report For: 
Monday April 2nd, 2007 3:55:12 PM

Game# 4 Children of Chaos
For the week of March 26, 2007

Name - MTWRFSS

DM Al XX2XOS-
Jaeden XOXXX-- sub by Yves and BZ
Laima OXXXX-S sub by Shegger
Peerimus OXX2XS-
Quinn O2XOX-S
Savin XOOXX--
Trace XOOOOSS

submitted by Adm BrianZ

Peerimus AC 31 HP 80/91 
Monday April 2nd, 2007 5:17:34 PM

"Savin, here take the everburning torch. That way you can slide it deep into your belt. Leave the regular torches with me for light down here." Peerimus quickly makes the exchange and will hold position at H8.

Looking to the others. "For right now stay in the hall." Peerimus returns his attention to SAvin and the climb. He will hold one of the torches in his left hand, his staff in his right. Can always just drop the torch if I need to, or even shift and meld it.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
**Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 40c
Lesser Restoration 49c
Reduce animal Dalek 12 hours
Barkskin +5 Nat armor 130 minutes


Jaedin 
Monday April 2nd, 2007 7:39:40 PM

The flying monolith of a man remains where he is for now...

" Hummm, guys, couldn't I just fly everyone up instead of climbing? And I do still have two glow stones if anyone wants one. "



Trace 
Monday April 2nd, 2007 8:28:02 PM

Move Trace to F8 before his spot check if possible.

arrow total (176/178) (118/120 in two efficant quivers)

Trace 86/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15


Perspective (DM/Al) 
Monday April 2nd, 2007 10:18:59 PM


Peerimus redeploys the group, bringing Trace and Laima foreword so that Quinn and Jaeden might enter.

Laima ceases concentration upon her spell and casts another upon herself.

Quinn moves forward ten feet to make room for Jaeden.

Trace passes Peerimus, looking about at the room beyond the passageway. The sides are well lit by Savin's two torches, but with Trace's extra Darkvision, he can see that indeed there is what appears to be a ten-foot high space between the top of the wall and the ceiling. The angle, however, does not let him see beyond that. Someone would have to go up there in order to get a better look. He offers his rope for the trip up the wall.

That looks to be exactly what Savin intends. Peerimus exits the Passageway to lend Savin his Everburning Torch, and, with his hand now free, Savin makes the climb to the top of the wall. The pitons are quite solidly fixed, making the climb surprisingly easy. (Climb vs DC5) Savin makes it to the top without incident to find that the top of the wall is a good solid five feet across. On the other side, the wall drops back down to the floor, 25 feet below. There are, however, no pitons on this side with which to descend. The room on the other sided of the wall continues on to the limits of the light cast by the Everburning Torch. What might be out there is anyone's guess at this point.

Jaeden elects not to enter the Passageway. As the others describe what they see, he offers to fly them up to the top of the wall rather than subjecting themselves to the climb. He also offers more light.

Then, an epiphany comes to both Savin and Trace. It's one of those things that nags and nags until, with a flash of inspiration, the mind develops the proper way of seeing things and what was right there in plain sight all the time suddenly becomes meaningful. The gray mottled rock upon the walls to either side of this chamber swirl in a pattern. All rock does in a way. But the rock of these walls hold an recognizable pattern, intimately recognizable to any of the Children of Chaos. Does the mind make such things up? Creating pictures from random shapes? Or are these walls covered in the broken pinwheel whorls that used to grace the backs of each and every one of their hands? If looks at correctly, the walls explode with Pinwheel Tattoos.

=== OOC ===

Note that one of Jaeden's glow stones still lies under the water where Laima threw it.

Round Timer: 30.7

Maps are unchanged except that Quinn is now behind Laima.
Well Room with Doors

New Area

Doors
======
J01 Spell Glyph of Warding, Flesh to Stone
M04 Hallway
M07 Blank Wall
M10 Spell Glyph of Warding, Greater Dispel Magic
J14 Hallway
G14 Blank Wall
D14 Blank Wall
A10 Blank Wall
A07 Entry Door
A04 Blank Wall
D01 Spell Glyph of Warding, Disintegrate
G01 Blank Wall

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.
Please be as specific as possible with your movements.
Use the convention of North South East and West where North is to the Top part of a Map.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Injuries, Problems, and Active Spells
======
Savin: 102/115, Peerimus 80/91, Yorrick 117/117, Jaeden HP 111/116 (Aid 37.5, Enlarge Person 31.2, Fly 33), Dalek 58/72 (Reduced), Trace 86/86 (Dark Vision 209.4), Shadow 44/44, Quinn 100/100 (Light Coin 86.4, Fly 38.7), Laima: 48/48 (Mage Armor)

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 
Monday April 2nd, 2007 11:40:00 PM

Quinn is floating as patiently as he can in the corridor behind his new sister, but he can not see much "How is it going up front? Can we hurry up a bit, we do have to kill the husk of my father."

Quinn really wants to get moving, but there is not much he can do at this point.

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2 *
Read magic x2 *
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2 *
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden
FLy on Quinn

Rod of Extend 2/3
Pearl of power 3rd level - used

Savin 
Tuesday April 3rd, 2007 8:54:07 AM

Savin describes what he sees to the others and gestures for trace to throw him the rope. We are going to need it to get to the otherside and more importantly to get back to this side from the other side." Savin looks quizzical for a second and asks, "Did that make sense?"

Once Trace throws him the rope, he will wrap it arouond himself to help the others who climb up and don't take the escalator know as Jaeden.

Savin also says, "Don't these markings on the walls, look just like our tattoos? I don't know if that is good or not. We are probably heading in the right direction but we also might be expected. I suggest we stay on our toes."

Laima (by Shegger) HP 48 AC 21 (mage armor)  d20+5=24
Tuesday April 3rd, 2007 10:43:25 AM

Laima gives Quinn a curious look. Then she moves towards the wall and takes out her length of rope which she quickly tosses up to Savin.

Once he has secured it, she will attempt to move up to the top. (Climb 24)

Active Spells
Mage Armor - 7 hours

Peerimus AC 31 HP 91/91  d100=71 d20-2=8 d20-2=2 d20-2=7 d20-2=18 d20-2=16 d20-2=2 d20-2=2 d20-2=3 d20-2=17
Tuesday April 3rd, 2007 1:49:59 PM

Peerimus watches Savin and as the monk relates the pattern of the rock he bites his lip in thought for a moment. He holds his hand up to Savin in a stop motion and turns to the others with him in the room. "It appears we are on the right path then, and also that we are quite expected. Quinn, we are going to be taking our time and not rush things. If this exercise in patience may seem more than you can bear, then I suggest you see how high you can count to to pass the time."

Peerimus turns back to Savin, "Perhaps tying it about a piton on this side instead of yourself perching on a wall? And we are going to need some room up there. Savin, wait for Jaeden and Quinn to fly to you and all go down at the same time. We'll start climbing when you three go over."

Not exactly an expert climber but not wanting to shift again, Peerimus stows his staff across his back and takes hold of the pitons.
[Climb 8, 2, 7, 18, 16, 2, 2, 3, 17 yea i made it. 5 checks for 25']

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 130 minutes

ignore % roll.
Al I shifted to an eagle and therefore healed 12 HP and am unwounded.

Trace  d20=14 d20=9
Tuesday April 3rd, 2007 8:29:54 PM

Yes they do, I dont know why we didnt notice it right away, looked at them enough. Trace thows the 100' silk rope up, once the rope is droped back down Trace will scale the wall.

(ooc:dont have cs here to make a rope or climp roll, I will roll the d20 twice if you could add my skills.)

arrow total (176/178) (118/120 in two efficant quivers)

Trace 86/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15


Jaeden (BZ) 
Tuesday April 3rd, 2007 10:51:07 PM

Jaeden takes one look at the wall and decides he doesn't care to look at it anymore. He begins flying anyone who wishes a lift to the top of the wall.

"Need a lift anyone? The tattoo patterns tell me we are on the right track. Let us proceed. There is evil near which requires the bootheel of justice."

Critical Mass (DM/Al) 
Wednesday April 4th, 2007 5:00:42 AM


Quinn floats up behind Laima in the Passageway. His desire to confront his Sire issue forth in hasty words.

Savin describes the patterns in the stone walls. Laima comes out of the Passageway and throws a rope up to him. The monk catches the heavy coil and winds it about his body. Then he takes a stance and braces for others to climb.

Peerimus exhorts Quinn to patience. He lays out a plan for going over the wall. Then, as Laima goes hand over hand up the rope, Peerimus drags his heavy Dragon Plate armor up the wall from piton to piton. (Thanks, Daniel. HP is changed.)

Trace follows behind Laima, his strength and the light properties of his Elfish Mithril make the climb easy. From the top of the wall Trace and Laima can see further than their human companions. The far wall of the room is some 50 feet away. In the opposite wall is another door, the way forward! It's an open doorway cut into the stone. It is five feet wide.

As the others climb, Jaeden feels the Enlarging magic leave his body and he shrinks down to his normal size. His strength too is diminished. But, then again, everyone else is already at the top of the wall. He enters the Passageway and flies past Quinn, cheery words on his lips.

Six bearing the Mark of Chaos arrive, and a critical mass is achieved. Light explodes from within. The Children of Chaos, like creatures trapped in the Amber of Time and Space, can only watch as each of their comrades is bathed in a darkness rimmed with jagged light. Each body throws off beams of power, the essence of soul stuff torn from the soul to fly into a maelstrom that turns and rages atop the wall.

Then, with the slow momentum of a juggernaut, the Pinwheel patterns in the walls begin to turn. The forces that are brought to bear are relentless, they tear at the essence of identity, taking pieces that are Savin, Peerimus, Jaeden, Trace, Laima and Quinn, threatening to tear you loose from yourself. Each of you mixes with the other, swirling through the primal pool of Life. Thrown in different directions and brought back to be cast out again.

And then reality slams back into place.

The crypt is dark. Quiet save the sputter of Savin's two torches and the labored sound of your breathing. But Jaeden is gone. And Laima is gone. The giant patterns upon the two walls will no longer resolve into Pinwheels no matter the imagination that you bring to bear. And down below the wall, there comes the sound of movement. Four figures pick themselves up off the cold stone floor of the Nightshade Crypt. Four returned at last from the dreaming.

=== OOC ===

Sorry, guys. Internet connection went down last night. I'm up early this morning to post this.

Round Timer: 31.5

Walled Room

Doors
======
J01 Spell Glyph of Warding, Flesh to Stone
M04 Hallway
M07 Blank Wall
M10 Spell Glyph of Warding, Greater Dispel Magic
J14 Hallway
G14 Blank Wall
D14 Blank Wall
A10 Blank Wall
A07 Entry Door
A04 Blank Wall
D01 Spell Glyph of Warding, Disintegrate
G01 Blank Wall

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.
Please be as specific as possible with your movements.
Use the convention of North South East and West where North is to the Top part of a Map.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Injuries, Problems, and Active Spells
======
Savin: 102/115, Peerimus 91/91, Yorrick 117/117, Trace 86/86 (Dark Vision 209.4), Shadow 44/44, Quinn 100/100 (Light Coin 86.4, Fly 38.7), Durgan 182/182, Vinder 102/102, Kazak 158/158, Randall 63/63
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.)

More Details (DM/Al) 
Wednesday April 4th, 2007 8:17:04 AM


Quinn is the only one who cannot see anything. From his position, all he can see are the walls of the passageway and the rectangle of the portion of the wall that he can see lit by the two torches you left on the ground.

Durgan and Kazak can see each other and the two humans with them on the ground. They can also easily see the three on the wall up above, although the three above are only in black and white monochrome. Vinder and Randall can see everyone on the floor. And they can see three figures up above blurred in the dim light.

Everyone up above can see everyone down below. The two humans and two dwarves are easily visible in the light of the two torches you left behind.

And ... I was going to save this for another post, but ...

++++++++++++++++++++++++++++++++

The unarmored man standing in one corner lifts his hand. The look upon his face is of both fascination and horror as he feels the flesh and bone of his hand move and shape. In the light of the torch everyone (except Quinn) can see the dark tattoo in the shape of a Void, the same tattoo that you all wear, the Chaos Mark.

The flesh under the Chaos Tattoo begins to move, to bubble and throw up sparks of light and dark. And then a horned head bursts from under the skin. A tiny draconic form bursts from within the tattoo and quickly shakes itself off before launching into the air. There is a brief buzz of wings as it flies in a tight arch and onto the man's shoulder and crouches near his neck, trying, its best effort, to hide itself away.

On his shoulder, the man feels the claws, gripping and kneading. Though his familiar says nothing, the man feels the wash of fear and anxiety that pours from the little dragon.

Quinn AC 25 Hp 100/100 
Wednesday April 4th, 2007 4:52:09 PM

Quinn feels a bit disoriented and wants to catch up with the others. He picks up the two torches that Savin left and flys up to the others.

"Wow, did everyone feel that? Who are the new guys?" Quinn says defensivly as he eyes them carefully "and where are jaeden and Laima?"

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2 *
Read magic x2 *
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2 *
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden
FLy on Quinn

Rod of Extend 2/3
Pearl of power 3rd level - used



Trace 
Wednesday April 4th, 2007 6:33:59 PM

Unsure of whats going on, Trace quickly swings his bow into play and nocks an arrow, flame and holy light emits from the bow as Trace quickly covers the figures down below,

"Who are you? How'd you get here" Trace with his head on a swivel looks over his sholder to the door and relays it to the group what he sees on both sides of the wall.

Trace  d20+10=22
Wednesday April 4th, 2007 6:36:08 PM

spot check
22

arrow total (176/178) (118/120 in two efficant quivers)

Trace 86/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Savin 
Wednesday April 4th, 2007 7:00:50 PM

Savin sees the tattoo and wonders aloud, "Wonder if we just got some new recruits. Peerimus, why don't you consult our ring friend Faraday and see if she recognizes any of the souls from the past. I wonder what happened to Jaeden and Laima?"

Savin then steps off the wall and dragging a hand down the side lands lightly on his feet. He holds up his arms, showing his own tattoos and cautiously and non threateningly walks up to the dwarves and says, "Hello, My name is Savin. I don't suppose you guys know any old crones do you?" He shakes his head and continues, "We are all the Children of Chaos and it seems you might be here to swell our ranks in our everlasting fight against evil and chaos or your a trick trying to deceive us. Since it is my job to spring the traps, I though I would spring you if you are one." Savin smiles at them with an almost boyish smile.

Peerimus 
Wednesday April 4th, 2007 7:02:09 PM

Peerimus finally makes the top, "Remind me to invest in flying potions, or perhaps Levitation when we get back." he says through gasps for breath. Then the world turns upside down. Peerimus grips the piton and top of the wall and leans into it. One of his last conscious thoughts that he is aware of. his eyes squeeze shut, the druid has a vague inkling that the tattoo is adjusting and he feels the loss of Jaeden and Laima. A part of him hopes Dalek was picked as well. then all is quiet and 4 new figures are below on the other side of the wall.

Peerimus takes a slow and deliberate breath and summons as an official sounding tone as he can "Welcome, new Champions to the side of the Wold as we know it. Trace lower your weapon."

The druid takes each one in with a few second look, "I am Peerimus, leader of the Children of the Chaos Mark. You currently stand in a crypt within the cursed land of the Harrowed Moon. For the immediate future you will need to hold your curiosity, band with us or none of us will make it out of here alive." The humans face, paited in black and red looks stoically down upon them. His body wrapped in a full leather armor of alien looking material.

Peerimus awaits thier answer.

Randall Mercurial ( And Fluffykins the Wonderpet!!!) 
Wednesday April 4th, 2007 7:20:57 PM

Randall shakes the cobwebs from his brain.
Obviously, he is no longer where he once was.

Randall is an average looking Caucasian male. His hair and eyes are brown. He stands 5'11" tall. His muscles are strong but lean. His hands are strangely calloused for a mage. He wears a black cotton shirt and light blue vest. He wears black leather thigh high traveling boots. His left hand is covered by a black leather falconer's glove.

Feeling the pseudodragon's fear, Randall does his best to send calming thoughts to the creature. Using their telepathic link...
{ Stay with me Fluffykins. We may have to make a quick getaway. }

Randall's eye twitches like mad. He has seen much in his short years, but this is one experience that he doesn't want to go through again. The mage's hand comes out from under his cloak holding a bronze wooded staff with brass bindings. Randall spots the two dwarves across the room...

In dwarven...

" You will find me a friend to dwarves my find fellows. Let's not start anything until we all know what's going on here. "

In Elven

" PEACE!"

In Common....

" Everyone stay calm!.... Let's not start something we'll all regret later!!! You three above! Friend or foe!!!

Readied action - Wall of Force.



Randall illegal ( but essential) second 
Wednesday April 4th, 2007 7:30:42 PM

Hearing the words of Savin and Peerimus, Randall lowers his staff....

"... And we are Randall Mercurial and Fluffykinds. I'm Randall, traveling mage and she's Fluffy, my familiar and friend. We know not why we are here. Moments ago I was in Ice Vein discussing a potentially lucrative deal with a certain gnome of ill repute. Now I find myself in Harrowed Moon being told that I am to be a champion of some sort? Well my new friends, someone better be convincing me quickly that it is in my best interest to remain here or me and Fluffy will be teleporting our combined assets out of here and back home. "

Randall 
Wednesday April 4th, 2007 8:04:55 PM

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
Protection From Evil
3- Shield
Sleep
Spider Climb

Second level (7):
1- Darkness
2- Knock
3- Mirror Image
1- Levitate

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, material cost 250 gp (x3) in gear

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 material cost 1500 (x2) in gear
1- Spell Turning



Durgan Stonewall 
Wednesday April 4th, 2007 8:08:57 PM

The dwarf appears a bit woozy after the magic transport. "I suppose that's why father always said dwarves and magic don't mix, eh Kazak?"

"EH?! Look sharp brother!" Durgan's axe appears in his hand very quickly as he realizes they are surrounded. "Watch your flank and keep an eye out for the dark lady!"

Vinder the Hilt 
Wednesday April 4th, 2007 8:11:16 PM

The young man with the darting eyes pushes himself into the corner of the room and his left hand darts to a ring on his right when Trace nocks his arrow.

At Peerimus' and Randall's calming words, the man's heart slows a bit. He stands up a little straighter to allow others to get a look at him.

He appears to be a handsome young man with an easy smile and fiery green eyes. It looks as if he takes pride in his appearance, keeping himself clean and trimmed. His face is stubbly which offsets his youthful appearance. His frame is tall and lean.

His dress is relatively nondescript. He wears stylish boots, brown trousers, and a heavy grey cloak over a chain shirt. On either hip, he sports a sheathed dagger. A brace of throwing knives is strapped across his chest.

"I am Vinder. How did I get here, and how do I get out?"

Durgan 
Wednesday April 4th, 2007 8:16:02 PM

"Friend you say human? last I remember, humans were being slaughtered like sheep. You didn't have any part in that mess did you?"

Durgan eyes everyone suspiciously. He appears ready for action with twitchy fingers within easy reach of several weapons.

"I don't know of any old crones of which you speak unless you refer to the dark lady. I don't know anything about any cursed land either. What I do know is weapons out and only one person here I trust."



Kazak Stonewall 
Wednesday April 4th, 2007 8:43:17 PM

Slowly getting to his feet the 4'1" dwarf turns and stands back to back with his brother Durgan ....1st eyeing the two on the ground with him then those above on the wall.

Listening as words are spoken the dwarven word catches his attention .....with a look at the tall human " i like friends " grins Kazak " and i agree lets find out whats happened here "

"i'm Kazak Stonewall my friend "

Looking back up to those standing atop the wall

Keeping his arms by his side away from the sword he carry's on his back "well met Peerimus....i'm Kazak Stonewall.....we are agreeable to what you say.....we'll band together to survive this crypt in the harrowed moon.....so whats 1st ?"

Kazak waits calmly for the reply as his red tinted armor glints in the torch light.....slowly his left hand raises to stroke his beard

Savin "Illegal post" 
Wednesday April 4th, 2007 9:15:33 PM

Savin starts chuckling at Randall's speech and asks, "If you can teleport out of here, can you take a passenger. No I think you will find that while in some parts of the Koshe Marr, you can teleport, this current location seems to be immune to it. Don't ask me why, as I am no mage.

Still you ask, why you should stay. I notice you all bear the Chaos Mark. The tattoo on your hands and wrist though they sometimes move around. This marks you as a Child of Chaos and a tool of fate. We are charged with a misson that holds us in thrall because of its grave importance. We are here in the land of the dead and torment to collect the last artifact needed to banish the Avatar of Chaos back to the void. If we fail in this mission, then the Wold as we know it will change. Chaos will run dominate and the balance between Lawful Neutral and Chaos will be sundered. It seems that our souls have done this over and over again through the milliemum but this time its different.

We are actively being opposed and challenged. I think that is why you have been summoned. We need your help for without it, I think we are doomed to failure. So what say you sir mage. Are you up for the challenge or do you want to see Chaos destroy the Wold." Savin gestures to the others and adds, "How about you my fine dwarves. Is saving the Wold a noble enough cause for you? Vinder, you can stay with us or try to get out on your own. I can't promise your safety since we do believe that their is a rather nasty vampire somewhere around here, but if you do stay, I will treat you as a brother and try to keep you safe."

Cautious Alliance (DM/Al) 
Wednesday April 4th, 2007 9:23:29 PM


A human in shining chain flies out the narrow doorway. He swoops up the two torches and rises up to the heights of the Wall. His cheeks are graced with stylized symbols of eyes under his own real ones. Only Vinder recognizes them for what they represent. Everything down below is now shrouded in Dim Illumination.

Graced with Darkvision, Trace can see fine into the murk below. He draws an arrow that begins to crackle with fire and holy light. The elfish ranger takes a brief look to the rear at the doorway on the other side of the wall. Nothing moves.

Savin suggests consulting with Faraday before he steps over the edge and slides slowly downward with his palm against the wall. He introduces himself with a casual and disarming air, even while fully announcing that he is ready for a possible trap.

Peerimus takes control of the situation, welcoming the four down below. He informs them of their location, and he speaks of the need to band together for mutual survival.

There is some initial distrust as is only to be expected. The one who introduces himself as Randall speaks of having been in Ice Vein doing deals with ill reputed gnomes. One of the two dwarves calls the other Kazak and Brother. He speaks of a dark woman and the slaughter of other humans. The second human who names himself Vinder simply asks how to get out.

Where Jaeden and Laima went is as much a mystery as where these four had come from. There is only the here and now, the Wall, the objective, and the soul stealing danger in the belly of the Nightshade Crypt.

=== OOC ===

Note that the rope still hangs from the side of the wall, coiled at the top where Savin left it. Don't be surprised when you pull on it, though. Nothing is anchoring it above. Climb checks for both the Rope and the Pitons is a DC5.

Round Timer: 31.9

Walled Room

Doors
======
J01 Spell Glyph of Warding, Flesh to Stone
M04 Hallway
M07 Blank Wall
M10 Spell Glyph of Warding, Greater Dispel Magic
J14 Hallway
G14 Blank Wall
D14 Blank Wall
A10 Blank Wall
A07 Entry Door
A04 Blank Wall
D01 Spell Glyph of Warding, Disintegrate
G01 Blank Wall

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.
Please be as specific as possible with your movements.
Use the convention of North South East and West where North is to the Top part of a Map.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Injuries, Problems, and Active Spells
======
Savin: 102/115, Peerimus 91/91, Yorrick 117/117, Trace 86/86 (Dark Vision 209.4), Shadow 44/44, Quinn 100/100 (Light Coin 86.4, Fly 38.7), Durgan 182/182, Vinder 102/102, Kazak 158/158, Randall 63/63
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 
Wednesday April 4th, 2007 10:28:58 PM

move to H6

"What do you think brother? Do you think we can trust them?"

"Aye, we do indeed have the tattoos you speak of. All of our lives. They mark us for some great destiny you say. Can you tell us more about them?" The dwarf seems to lower his axe a little. just a little.

Quinn AC 25 Hp 100/100 
Thursday April 5th, 2007 9:03:17 AM

Quinn looks around the room as he floats down with the others "I trust Gargul to take care of our brother and sister."

Quinn never quite settles to the floor and just hovers one foot off of it as he looks the new comers up and down. Quinn stows his heavy mace and twirls his goatee for a moment before striding forward. "Trust will come, depending on your view of vampires. We are attempting to find a particularly nasty one. You up for it?" Quinn extends his hand to Durgan and in dwarvish he adds "Well brother dwarf you up for a hunt that may send you to stand before Gargul?"

Quinn is a human of medium build and is just under six feet tall. Quinn has jet balck hair and has eyes tatooed under his natural one.

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

Rod of Extend 2/3
Pearl of power 3rd level - used


Peerimus  d20=14
Thursday April 5th, 2007 2:06:05 PM

Peerimus maintains his stoic façade and begins tying the rope to the upper most Piton. "Randall, I'm afraid you and your familiar will not be teleporting anywhere while within this place. And even upon exiting you would not be teleporting home. For you see, you now stand on a different plane, like the Lands of Rest or the Wold's Cradle."

He speaks up to Savin next, "You and I have been through this a few times friend, the others were returned to the Wold and we know these newcomers who wear the tattoo to be trustworthy and righteous heroes. Else they would not have the mark."

"Master dwarf, I know of no 'slaughter by humans' . Stay your axe and temper, good sir. Savin has done well to summarize what we know, though my good friend at the moment Faraday is not the one in whom these 4 should believe and thus place their lives."

"You must each, search your heart and your senses and decide if we speak the truth. We will be placing our very lives in each others hands. Ours to you and you to us. Questions and dought are ill purchased luxuries we can not afford. This crypt is a secret vault of the ruler and overlord of this plane. A woman vampire we have learned is called Fidelia. She commands immense power and the longer we tarry here the more likely she will notice and that will cause our failure. We believe a powerful cleric now vampire lies in wait within these walls. We have defeated a clerical Lich and former wizard, then ghost already. Powerful traps ward most of this place, mechanical and magical.."

"I am Peerimus, Druid of the Wood, child of Father Wold and leader of the Chaos Marked. My companion Yorrick guards the entrance of this place for our return. With you there, is Savin, stepped deep in the mastery art of body and combat. Hovering next to him, is Brother Quinn. Cleric of Gargul and with me upon the wall is Trace, master huntsman and Ranger. As Savin has said, we stand as the force to abalance Absolute Order and Absolute Chaos. Our quest has brought us here for the 5th and final artifact needed to begin the final battle. No matter your thought on the grander destiny that presents, I would more know if you will join us, trust us and fight with us to retrieve this artifact and escape this realm. Back in the Wold of sun and green, we can sit and talk of the rest."

"Trace, Savin, Quinn. No matter thier decision we are moving on and down the other side of this wall is our direction."

After tying the rope, Peerimus drops it down the other side.
[Use rope to tie knot to Piton 14]


Trace  d20+5=25 d20+16=28 d20+21=27 d20+13=33 d20+10=25 d20+6=24 d20+11=28
Thursday April 5th, 2007 2:43:55 PM

As most rangers, Trace has few words and mostly is about action. Peerimus, I will search the floor down below and the are around the door and take a look through the door way. Trace makes his way down the rope using his skills of silence and hide to move forward and scout their next move
(movement down to L7 over to M5, T5, then to T7 pokes head out to 8 to look down doorway

climb 25
hide 28
move silently 27
search 33
spot 25
listen 24
knowlage dungeon 28

arrow total (176/178) (118/120 in two efficant quivers)

Trace 86/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15



Randall Mercurial ( And Fluffykins) AC 17, HP 66 
Thursday April 5th, 2007 2:59:32 PM

" A vault you say... "

:: Randall scratches his chin.. the twitch in his eye has stopped. ::

" The Fluffmeister and I are with you then. For an equal share of any treasure found of course. "

" Peerimus, is there any more limitations on magic in this place that I should be aware of?"

" Fluff, take flight and stay in the shadows. Don't go to far ahead. Let me know if you detect anyone, or anything. "

===============

Effects: Necklace of Adaptation

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
Protection From Evil
3- Shield
Sleep
Spider Climb

Second level (7):
1- Darkness
2- Knock
3- Mirror Image
1- Levitate

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, material cost 250 gp (x3) in gear

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 material cost 1500 (x2) in gear
1- Spell Turning



Randall Mercurial ( And Fluffykins) AC 17, HP 66 
Thursday April 5th, 2007 3:02:52 PM

occ> Grrrrr

" Fluffy, go with Trace. Trace, the Fluffmeister can act as our courrier. Just let her know if you want a message sent back to us.
Fluff's also very good at spotting things. "



Kazak Stonwall 
Thursday April 5th, 2007 4:51:04 PM

"well brother i think we have no choice in this matter.....but they do seem honorable folk.....if they were not ....they would have attacked us already.....i say we join them on this quest....its a good way to find out more about the tattoo's we carry "

Slapping Durgan heartily on the back " no turning back now "grins Kazak

"so we climb up or will you climb down ?" as the red armored dwarf questions Peerimus



Vinder the Hilt  d20+10=20
Thursday April 5th, 2007 6:21:45 PM

Vinder still seems a bit shaken.

This is too much. I need to get out of here and collect myself.

The tall stranger looks hard at Peerimus, attempting to judge his character.

I guess I have no choice. I don't know where I am, and this doesn't seem to be the best place to go it alone.

He takes a deep breath and seems to steady himself. "I'm in. Not to surprise anyone, but I'm going invisible. I work better unseen. Just call my name if you need me."

His left hand moves to his right and he's suddenly not there anymore.

"Climbing up, now," says a drifting voice moving towards the rope.

(Climb check 20)

Durgan 
Thursday April 5th, 2007 7:07:11 PM

"Haarummph! Well spoken all of ye." Durgan stows his axe in its leather sheath and extends his hand to all who accept it.

"Quinn was it? If its vampires you're after then all I ask is that you leave some for us. We were held paralyzed while a pale woman killed many humans. By Moradin's Beard! I owe that one a first hand look at the business end of me axe! The sounds they made..." ,the dwarf shudders. "I shall have nightmares about it for some time to come."

"Come brother! there are vampires to slay and these folk seem to need the help of a couple of sturdy dwarves. They do seem honorable, however you should not be so quick to trust everyone you meet."

"Which way?" ,Durgan asks.

OOC-description:
Full plate and packing steel! At a glance, all you see is brown beard and the gleaming metal of mithral full plate. Two observant eyes peer out from behind the visor of his helmet. Several weapons are placed stategically about himself within easy reach.

Savin  d20+14=16
Thursday April 5th, 2007 9:07:59 PM

Savin bows in Peerimus's direction and says, "He can be so forboding sometimes. I think it comes with the worship of trees, nuts and squirrels. You will find that clerical magic has problems working in this land. Seems we are cut off from the gods at least somewhat."

Savin moves back over to the pitons and pulls himself back up the wall. He almost slips and falls but catches himself at the last minute.

rolled 16 to climb

An Accord is Struck - COMBAT ROUNDS (DM/Al) 
Thursday April 5th, 2007 9:22:38 PM


The four Chosen of Chaos welcome the other lost ones with warmth and explanations.

Peerimus secures the rope to the top-most piton and then pulls it up, coiling its length foot by foot. As he works he gives introductions, and paints a brief, dire picture of where the new four now find themselves. From bits of background that the newly arrived share, they had come from distinctly different places. Only the one who calls himself Vinder is quiet and reticent.

When the rope is finally gathered, the leader of the group announces that they are moving on, and pushes the coil over the other side.

Trace volunteers to descend first. Taking the rope in his hands, he backs off the wall, working step by step in silence. Five feet. Ten Feet. Fifteen.

Meanwhile, Randall sends his familiar with the jocular name up over the wall to keep watch with the descending elfish ranger. The tiny dragon form darts upward with impressive speed and soon joins Trace. The ranger's slow and careful attempts to avoid detection are somewhat stymied as the little dragon buzzes near his head, making only a casual attempt at concealment and no attempt what so ever at silence.

The one named Vinder gives verbal warning and then disappears. With the Rope now no longer there, he moves to the Pitons instead. Hand over hand he begins his climb. Within fifteen heartbeats he reaches the top, clambering up onto the wall next to the heavily armored man named Peerimus. The vast open space is dim and mysterious to Vinder's human eyes. Especially as all lights are now down on the floor where he had just come from.

Savin follows Vinder up the pitons, possibly forgetting the man's warning not seconds before. He shows such incredible speed that he quickly overtakes the slower Vinder. And not being able to see him may be a problem as well. (Vinder, Reflex Save vs DC17 or be accidentally knocked off the wall by Savin.)

Twenty feet down. As the rest of the group waits on the other side, Trace steps out onto the floor. (Peerimus and Trace, Will Save, please.)

=== OOC ===

We are now in COMBAT ROUNDS. Only one round of actions in your next post please.

Note: the rope still hangs down the Eastern side of the wall. Climb checks for both the Rope and the Pitons is a DC5.

Be warned, Quinn, you have two torches in your hands.

Round Timer: 32.4

Walled Room

Doors
======
J01 Spell Glyph of Warding, Flesh to Stone
M04 Hallway22
M07 Blank Wall
M10 Spell Glyph of Warding, Greater Dispel Magic
J14 Hallway
G14 Blank Wall
D14 Blank Wall
A10 Blank Wall
A07 Entry Door
A04 Blank Wall
D01 Spell Glyph of Warding, Disintegrate
G01 Blank Wall

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.
Please be as specific as possible with your movements.
Use the convention of North South East and West where North is to the Top part of a Map.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Injuries, Problems, and Active Spells
======
Savin: 102/115, Peerimus 91/91, Yorrick 117/117, Trace 86/86 (Dark Vision 209.4), Shadow 44/44, Quinn 100/100 (Light Coin 86.4, Fly 38.7), Durgan 182/182, Vinder 102/102 (Invisible 37.4 or Attack), Kazak 158/158, Randall 63/63
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  d20+7=16 d20+10=16
Thursday April 5th, 2007 11:29:20 PM

Trace has bow and arrow ready looks about and ready to relay to the others, Trace now thinks he should have stayed on the wall to cover who ever went down first with his bow. With his darkvision Trace looks about and feels a tug at his will.

spot 16
will check 16

arrow total (176/178) (118/120 in two efficant quivers)

Trace 86/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Quinn AC 25 Hp 100/100  d20+10=26 d20+10=27 d20+10=19 d20+10=11
Friday April 6th, 2007 9:15:35 AM

Quinn smiles broadly as Durgan takes his hand "By Gargul this is an excellent sign."

Quinn drops the torches so that he can greet the newcomers properly.

Quinn goes and shakes each of the newcomers hands if they will accept his. "Now we have enough people to properly kill a vampire high priest and his minions."

Quinn will take a side ways glance at the newcomers "Any of you good with traps, these undead have been real crafty?"

Quinn will attempt to sense motive on each of the newcomers to determine if they seem commited to destroy undead.

Durgan 26
Vinder 27
Kazak 19
Randell 11 (can not read at all)

"Well times awasting, shall we go make some undead stand before Gargul."

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

Rod of Extend 2/3
Pearl of power 3rd level - used


Vinder HP 102/102 AC 22 (Invisible)  d20+17=31
Friday April 6th, 2007 11:31:41 AM

"Hey!" the invisible Vinder exclaims as Savin bumps him climbing up. He easily keeps his balance, though. (Reflex 31)

Vinder moves north along the wall and then leaps off to float gently to L6. (Ring of feather fall)

"A little light down here would be appreciated," he calls softly.

DM/Al - Game Addendum 
Friday April 6th, 2007 12:49:39 PM

Vinder, this won't really matter much, but if you read this before the next DM post could you give me a Will Save as well?

Vinder HP 102/102 AC 22 (Invisible)  d20+12=16
Friday April 6th, 2007 1:27:28 PM

Vinder Will save 16.

Fluffy the NPC Wonder Pet!!! AC 25, HP 31 
Friday April 6th, 2007 2:28:38 PM

Fluffykins uses his blindsense and darkvision to scan the area. He then relays what he sees to Randall..

Using his telepathic skills, Fluffy taunts Trace.. but just a little bit.

{ Your right, you should have just let me go down first. But you will learn. We've just met after all. }

Randall Mercurial ( And Fluffykins) AC 17, HP 66 
Friday April 6th, 2007 2:37:16 PM

Randall takes a red feather from his spell component pouch, waves his hand around a bit and pronounces a view arcane words (casts LEVITATE on himself). Once this is done he then sets to rise up to join the others (K4)

==============================================
Effects: Necklace of Adaptation
: Levitate (130 minutes)

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
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, material cost 250 gp (x3) in gear

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 material cost 1500 (x2) in gear
1- Spell Turning

DM/Al - Game Addendum 
Friday April 6th, 2007 3:00:23 PM

Randall, this will be more important. I will need a Will Save from Fluffykins. If you read this before the next DM post could you roll that for me? If you do not, I will roll for you.

Peerimus  d20+18=20 d20-2=10 d20-2=17
Friday April 6th, 2007 4:08:34 PM

Peerimus nods as it seems the newcomers are at least agreeable to what lies ahead and though he would like to directly ask the now invisible one to take the point in searching for traps, he hardly feels comfortable doing so. Peerimus grunts an acknowledgement to those below and then says "you come up. Svin you have the Everburning torch, get across quickly to bright that light" With that and a small paryer fro the strength to hold onto the rope, Peerimus grasps it in his hands and slides over to the other side.
[Will 20 Climb 10 17 to go down]

Fluffy  d20+9=10
Friday April 6th, 2007 5:06:03 PM

Will save 10 (with a natural one.)
{ GROAN!! )

What about her spell resistence (18)?



Durgan Stonewall AC31 Hp 182/182  d20+13=17
Friday April 6th, 2007 8:27:30 PM

"Gargul? never heard o' him. Sounds kinda orcish to me dwarf ears. Let's get going then." You sense no deceit from Durgan. In typical dwarf fashion he is straight to the point.

Durgan moves over to the pitons. He waits for Savin to get a head start before climbing up the pitons himself. Hearing the exchange between Savin and Vinder, you can hear him mutter under his breath, "durned invisibility. All that leads to is hiding from your problems instead of facing them head-on." shakes his head He then climbs up to the top.

actions
move to pitons
climb check = 17

Savin ac 29 hps 102/115 hps  d20+13=15 d20+12=13
Friday April 6th, 2007 9:55:29 PM

Savin finishes his climb after apologizing for the invisible bump. "Sorry friend, I didn't see you there. Still can't."

Once he clears the top of the wall, he will look around to see what the commotion is all about but spots little and hears even less.

spot check 15
listen check 13

Since he sees nothing amiss, he will drop to the otherside holding one hand to the wall and the other to the everlasting torch. Not completely sure where I am at a starting height but Savin will travel to O6

Kazak Stonewall  d20+3=22
Saturday April 7th, 2007 12:24:02 AM

Following in Durgan's footsteps Kazak waits his turn then climbs up the pitons (d20+3=22 climb ch)

Shaking Quinns hand with a strong grip "vampires you say ?"

Kazak follows Durgan ...covering his right flank

ooc: are we going up or down the wall ??



The Walled Room - Round 01 (DM/Al)  2d6(1+6)=7 d20+12=30
Saturday April 7th, 2007 9:42:50 AM


Everything appears well and good on the Western side of the Wall. Quinn assesses the newcomers even as he welcomes them. To his eye, he finds the two dwarves staunch and serious fighters. It would be good to have them by your side regardless of the enemy one faced. And didn't they mention something about a pale woman who did them some ill explained wrong? Randall, as open as he may see, is unreadable to Quinn. He seems committed enough. But, then again, what was that he said about loot? The one called Vinder, being invisible, is a complete cipher.

Randall casts a spell, and begins to slowly Levitate toward the ledge. One wonders how he will actually attain the ledge once he reaches an appropriate height as he does not seem to be able to move any way except for up and down. (Randall, Levitate allows movement at 20 feet per round. Please read the spell to discover its limitations.)

Durgan begins the climb. Dwarves are not known for their speed, and that includes a climb. Durgan makes it up ten feet. When his brother Kazak takes Quinn's hand before following Durgan up, he finds himself hanging by the pitons, waiting for his brother to gain height. (All Climbers see the notes on the Climb Skill Below.)

On the other side of the wall, several things happen simultaneously. Trace steps onto the Floor. Vinder and Savin step off of the Wall. And Peerimus swings over the edge and climbs ten feet down the rope.

Fluffy, Vinder and Savin as they fall, and Peerimus as he looks down over his shoulder all see what happens. Trace hold out his arms as though bracing for a fall ... then he disappears. In that split second, Vinder and Savin fall past Peerimus, then Fluffy, and they too disappear, falling down into the floor. Of all the people on this side of the wall, Savin is the only one to muster the necessary Will Power, but it is too late and does him no good. He cannot stop his downward fall. The light from the Everburning Torch in his belt disappears as Savin too, vanishes. (Will Save 30.)

(Private to Savin Only: Highlight to display spoiler: {Time moves as though through a Slow Spell. Trace appears to trip. You fall slowly toward the ground. Ten feet from the bottom, you see through it. The floor is an illusion! Helplessly you continue your fall, through the illusory floor and down into a pit. Is it the way that the illusion affects the eyes? Or are those dark portions of the floor moving? Only seconds before arriving at the real floor below. Seconds to take in the oily quivering slickness. They are moving! And they're huge.})

=== OOC ===

We are now in COMBAT ROUNDS. Only one round of actions in your next post please.

Note: the rope still hangs down the Eastern side of the wall. Climb checks for both the Rope and the Pitons is a DC5. Climbing is done at 1/4 speed. You may Accelerate that speed to 1/2 by accepting a -5 penalty, but you risk failing to move, or even falling. All this is written up in the Climb Skill.

Be warned, Quinn, you have two torches in your hands.

Round Timer: 32.5

Walled Room Top View and Side View
Note that Kazak is hidden below Durgan on the map.

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.
Please be as specific as possible with your movements.
Use the convention of North South East and West where North is to the Top part of a Map.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Injuries, Problems, and Active Spells
======
Savin: 102/115, Peerimus 91/91, Yorrick 117/117, Trace 86/86 (Dark Vision 209.4), Shadow 44/44, Quinn 100/100 (Light Coin 86.4, Fly 38.7), Durgan 182/182, Vinder 102/102 (Invisible 37.4 or Attack), Kazak 158/158, Randall 63/63 (Levitate 45.5)
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.)

The Walled Room/Down Below - Round 01 (DM/Al)  d20+8=23 d20+18=26 2d6(2+4)+4=10 2d6(1+3)+4=8 2d6(3+1)=4 2d6(5+5)=10
Saturday April 7th, 2007 9:44:25 AM

OoC: Now that Savin has let the rest of you in on what's going on ...

Previously Sent by Email (Changed slightly based on info provided by Trace.) ... bic ...

Initially put off balance by the illusory floor, Trace floats down to safety none the less, saved by his Ring of Featherfall.

They are Huge, revealed in the light of the Everburning Torch stuck in Savins belt, huge, shapeless, and black as the deepest of darknesses. There are two of them, and what's worse is that they're almost directly on top of you. Looks like Trace and Savin are the only thing down here for them to eat. (Remember, Vinder is Invisible. You can't see him.)

Looking up, you can see Peerimus hanging from the rope. Randall's pet is also there, flying up above. But they don't seem to be able to see any of you.

The rope hangs down to the line between rows 28 and 29. It would be a Jump check followed by a Climb check of DC15 to get a firm grip. After that the Climb check would only be a DC5. The initial Jump Check would be Standing DC16, Running DC8. You can only do it one at a time, though unless you can jump up and grab the rope much much higher up. (See Jump Skill.)

As one of the Huge shapes moves forward from behind, the other attacks. A black pseudopod snakes from the main mass and barely misses Slamming into Trace. If Trace had been Prone from the fall, it most surely would have taken him.

Walled Room Down Below

Durgan  d20+13=15
Saturday April 7th, 2007 10:22:25 PM

Durgan continues his ascent up the pitons.

climb check = 15



Savin ac 29 hps 102/115  d20+9=26
Saturday April 7th, 2007 11:43:35 PM

Savin decides discretion is the better part of valor and activates his blink ring. Savin calls up to his friends, "The floor is an illusion! Big nasties down here! Throw down the rope!"

Savin tries to climb out of the pit without the ropes aid and decides to risk moving quickly. DC roll of 26 taking the -5 for quick climb. Climb 35'

"On quick glance, it seems to be some kind of jelly like creature or an ooze."

DM/Al - Addendum 
Sunday April 8th, 2007 8:27:44 AM

The Climb DC for the Wall, unaied by the rope that Peerimus put into place, is a DC25.

Trace and Shadow  d20+5=20 d20+5=6
Sunday April 8th, 2007 9:18:18 AM

Trace screams to the others, quickly, back up the rope! Trace then what seems forever wonders if to use his last spider climb potion or jump for the rope or lastly stay down here and fight. Common sense prevails as Trace runs for the rope and jumps and grabs the rope and starts his climb back up.

DC 20

arrow total (176/178) (118/120 in two efficant quivers)

Trace 86/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15

ooc: I hope I didnt need a climb check

Vinder HP 102 AC 23 (dodge P1, invisible)  d20+26=35
Sunday April 8th, 2007 11:15:54 AM

What in the hell are these?

Vinder feels the hairs on the back of his neck stand up in disgust and fear.

He looks back to see Trace and Savin scrambling to get back where they came from.

They haven't noticed me. I could just sneak past 'em.

Vinder tries to move past the ooze, pushing himself against the north wall to move to R4. (Move silently 35)

Randall Mercurial AC 17, HP 66 ( And Fluffykins AC 25, HP 31) 
Sunday April 8th, 2007 12:33:02 PM

Randall continues his assession by levitation.

============================================
Fluffy relays to those above the illusionary floor what those below the floor are saying.

{ Trace says "quickly, back up the rope" }

{Savin says "The floor is an illusion! Big nasties down here! Throw down the rope!" "On quick glance, it seems to be some kind of jelly like creature or an ooze."}

=========================================

Randall uses his empathic sense with Fluffy and relays instructions to his familiar...

{ Fly down there and help them out as much as you can. Stay out of the creature's reach. Let the rest of us know what's going on. }

==============================

Fluffykins hears and obays. She flies down in search of the others.

{ Here I come to save the day!!! }



Quinn AC 25 Hp 100/100 
Sunday April 8th, 2007 11:30:52 PM

ooC: Al, Quinn dropped the torches last round to shake hands with the newcomers.

---------------------------------------------

Quinn was watching everyone climb when he hears the commotion. Quinn flys up and close to the dwarf climbers and takes a look down.

Quinn yells down "We're coming to help Brothers."

Quinn will grab the rope to stablize Peerimus.

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

Rod of Extend 2/3
Pearl of power 3rd level - used


Kazak Stonewall Ac 27/32 Hp 158/158 
Sunday April 8th, 2007 11:43:22 PM

"illusion ??!!.....grrrr"

Stepping off the pitions and dropping back to the floor Kazak quickly reaches into his haversack and withdraws some rope(50'ft silk) " this should help" quickly fastening the rope to the pitons the dwarf will then cast it over the wall and down to those trapped in the pit "here's another rope ...grab it and climb up quickly "

Kazak will help anchor the rope with his strong grip ...holding tight in case it slips

Peerimus AC 31 HP 91/91 
Monday April 9th, 2007 3:31:01 PM

"Infernal realm." Peerimus mutters under his breath as the the pair seem to vanish through the floor. Information starts to flood in at levels almost to much to bear. Bottom line to teh druid was that two of his men were in trouble, luckily it also sounded like they were getting out. Peerimus was on the rope that they would be looking to use and so he knew what his first order of business would be.

Peerimus calls out to Savin and Trace, "Get Out of there! We have no need to battle those things." He shifts into an eagle and soars across the room to land in what he know hopes is the doorway of the far side.

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 130 minutes


Durgan 
Monday April 9th, 2007 8:18:05 PM

"Kazak! follow me up to the top. We may need the extra length on the rope to help them get out!"

The Walled Room - Round 02 (DM/Al)  d20=19 d20+8=11 d20+8=15 d20+8=27 d20+18=28 2d6(5+3)+4=12 2d6(6+1)+4=11 2d6(2+1)=3 2d6(2+3)=5
Monday April 9th, 2007 9:35:49 PM

Durgan continues up the Pitons. Hand over hand, he makes it another ten feet. It shouldn't take long now. Just a little more effort and he'll have attained the top. But what then? (Durgan , you'll make the top next round. Please give me a Will Save against the Floor. If you beat DC22, you can see through it.)

Like a spectral bug, Savin comes up through the floor. His figure blinks back in and out of the plane of existence, while his fingers and toes find purchase on the smooth vertical wall unseen by those nearby. To those who watch, his feat is near supernatural. Savin calls out, revealing the Illusory Floor to the group, and the menace of the two dark shapes below.

Fluffykins takes up Savin's call and begins to broadcast it telepathically. If there was one within the group that had not heard Savin, they know the details of their predicament now.

Randall and Quinn both rise to the level of the top of the wall, leaving the light of the torches behind. The two humans find the light dim up here now. While Quinn flies to the Rope and seizes it to hold it steady, Randall instructs Fluffy to fly down, stay out of reach, do what you can. Fluffykins dives down toward a floor that seems very real and very hard. She hits! And then she's through. Whoa! Fluffy brakes just after emerging from the Illusory Floor. These things are big? Stay our of their reach? Just how far is their reach? (Randall and Quinn, please give me Will Saves also. If you beat a DC22, you can see what's going on under the floor.)

On the other side of the Wall, Kazak hears of the dilemma both from Savin and from Fluffy. He drops down off of the Pitons and pulls a rope from his haversack. He fastens a fine knot around the lowest Piton (Use Rope 19) and prepares to throw the rest of the silk coil over the wall. How long was this rope? 50 feet, the fighter remembers. The wall looks thirty feet high. Who knows how think it might be? And didn't the Savin character say something about the Floor being an Illusion? That must mean that the real floor would be even lower than it is right here. By Moridin's Stone, there's a good chance this rope won't reach anywhere near the ground on the other side!

Peerimus calls for Savin and Trace to clear out of the pit. Where is that Vinder person? Then Quinn feels the rope go slack in his hands as Peerimus changes into an eagle and flies across to the far doorway. With the eagle's low light vision, Peerimus can see the entire stone floor lit by the Everburning Torch in Savin's belt. It looks so real. Behind the druid, however, in the corridor there is no light. It is black as pitch and silent as a crypt.

Meanwhile, down below, Fluffykins broadcasts a play by play:

"I can see the end of the rope! It's hanging down here just ten feet off the floor. The elf! He's jumping for it! He's got it! No he doesn't! He can't hold on. Uh-oh. The Elf has fallen back down."

"Wait! There's someone else down here too! In the corner! Its invisible, but I can Sense it. It's moving. Oh no! I think the big black thing can Sense it too! It's reaching out. It missed! (AoO vs Vinder AC11) But it's going after him. It's going after the Invisible One as though it can see him clear as a bell. And the other one is attacking the Elf. (P1 Hit Vinder AC15. P2 Hit Trace AC27, Grapple 28 vs Trace's DC15) It missed the Invisible One. But the other one just Slammed the Elf! It's wrapped itself around the Elf and it's dragging him in! You can smell the acid! It's going to eat him! You have to do something!" (Trace, take 31hp = Slam Damage 12+3Acid, Constrict Damage 11+5Acid)

(Trace, If you do not escape the Grapple in the next round, then give me two Reflex Checks for your armor, Please. That would be a 1d20+11. The Grapple Check to beat is DC28. You need a Natural 20 to win.)

Trace can take very little of this punishment before he becomes a meal. Vinder has a one of the things on his tail. And worse yet, he's wandered well away from the only light in the dark dark room. Soon he will not be able to see the floor under his feet and will have to creep along as though blind. (Go much past the line between rows S & T Vinder, and you are reduced to half speed by Darkness.)

Without a doubt, if they do not get help now, they will die.

=== OOC ===

We are now in COMBAT ROUNDS. Only one round of actions in your next post please.

The rope still hangs down the Eastern side of the wall. Climb checks for both the Rope and the Pitons is a DC5. Climbing is done at 1/4 speed. You may Accelerate that speed to 1/2 by accepting a -5 penalty, but you risk failing to move, or even falling. All this is written up in the Climb Skill.

The rope hangs down to the line between rows 28 and 29. It would be a Jump check followed by a Climb check of DC15 to get a firm grip. After that the Climb check would only be a DC5. The initial Jump Check would be Standing DC16, Running DC8. You can only do it one at a time, though unless you can jump up and grab the rope much much higher up. (See Jump Skill.)

The two torches are on the floor in the Western Section of the room. Savin has the only other light in the Eastern Half of the room.

So far, Savin is the only one who can see through the Illusory Floor.

Round Timer: 32.6

Walled Room Top View and Side View
Note that Kazak is hidden below Durgan on the map.

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.
Please be as specific as possible with your movements.
Use the convention of North South East and West where North is to the Top part of a Map.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Injuries, Problems, and Active Spells
======
Savin: 102/115, Peerimus 91/91, Yorrick 117/117, Trace 55/86 (Dark Vision 209.4), Shadow 44/44, Quinn 100/100 (Light Coin 86.4, Fly 38.7), Durgan 182/182, Vinder 102/102 (Invisible 37.4 or Attack), Kazak 158/158, Randall 63/63 (Levitate 45.5)
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  d20+13=17 d20+12=19
Monday April 9th, 2007 9:50:14 PM

"What foolish magic is this? Who's talkin' in me head?" shakes his head

Durgan senses things turning sour and climbs as quickly as his dwarfish limbs allow to the top of the wall. Looking over the side, he is unable to see what's going on, but continues to hear the events in his head. "Hang on down there, were comin'!"

actions:
climb check 17 -5(climb fast) =12
will save 19 - looking at floor

Posting Report For: 
Monday April 9th, 2007 10:06:01 PM

Game #4 Children of Chaos
For the week ofApril 2, 2007

Name - MTWRFSS -XXXXXSS

Jaeden XX--- -alas we hardly knew ye
Laima OX--- -and parting is sweet sorrow

DM Al 2O3X22X
Durgan --3XXS-
Kazak --XXOSS
Peerimus XXXXX--
Quinn XOXXX-S
Randall --323-S
Savin XX2XXS-
Trace XXX2O-S
Vinder --XX2-S

Submitted by Adm BrianZ. Welcome new players, and thank you to the older players for having us join.

an excerpt from the journal of dweezil the imp:

Dweezil flapped lazily along, his leathery wings making hardly a noise as he followed the group. How boring! His master bid him follow the Children of Chaos and chronicle their exploits but they are so boring sometimes! It took them practically forever to cross the room with the well. "Bene Tellemara" , the imp muttered to himself. And then some excitement! The massive vortex of magic energy had the imp more excited than he had been in quite some time. Two of the children vanished and in their place appeared four new ones! It was almost more than the poor imp could bear when they almost began fighting. But it was not to be. "Oh bother..." The imp retrieved his magic journal and quill. "Hopefully there will be some excitement soon. Hmmm they seem to be having some trouble with that pit trap. Maybe this won't be such a bad day after all..." The imp moves in for a closer look and makes sure his invisibility is intact as he continues taking notes.

Kazak Stonewall Ac 27/32 Hp 158/158 
Tuesday April 10th, 2007 12:20:41 AM

"good thinking Durgan .....i'll lossen the rope down here and you tie it to one of the upper pitons"
Kazak quickly unties his knot and feeds the rope up towards his brother .

"whats attacking them ?? " growls Kazak " how deep is the pit ??....can ya see anything Durgan ??"

Without waiting for a reply Kazak deftly reaches into his quiver and yanks a rod out....striking it across the wall then tosses it over the wall (sunrod pg 128 phb)

"can ya see anything now Durgan ?"

Savin hps 102/115 ac 29 blinking 2/7  d20+14=30 d6+7=12
Tuesday April 10th, 2007 8:31:26 AM

Savin is surprised at his own dexterity in climbing the wall. Amazing what a little fear and adrenaline can make you do. Still he knows that they have friends down in the pit and calls, "Hurry up and do something you lazy slubabeds! We have friends down there with those oozes or slimes or whatever they are! This is work for a mage, not brawn."

Savin belies his own words by lettig one hand go of the wall and summoning his staff from his glove of storing. He then slow falls down the wall under control, steps forward and slams his staff into the creature attacking Trace hitting ac 30 doing 12 points of damage to it.

"Leave my friends alone you you sludge!"

Quinn AC 25 Hp 100/100  d20+16=34 d100=27
Tuesday April 10th, 2007 8:44:59 AM

Quinn feels the weight on the rope disappear and then hears the telepathy and thinks to himself, now that is very cool.

Will save 34

Quinn look over his should at the new wizard and thinks, what was his name, Randall! "Randall help the earthen brothers up or follow me through the illusionary floor."

Quinn lets go of the rope and flies down through the cheap immatation of a floor and past Savin. "Brother Savin, the fight is other direction. Race you to the bottom."

Once through the illusionary floor, Quinn slows up as he does not know where the real floor is and has a look around. Where did he leave those torches.

Quinn will cast light on his metamagic rod as he will not be leaving that anywhere, but tied to his belt.

Divine spell failure 27%

QUinn surveys the battle before him in the new light and under his breath "Not good at all."

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


DM/Al - Game Addendum 
Tuesday April 10th, 2007 9:23:13 AM

Savin, if you read this before posting tonight, please make a Reflex Save. If you don't read this, I'll roll it for you.

Peerimus AC 31 HP 91/91  d100=91 d3=1
Tuesday April 10th, 2007 1:26:58 PM

That is a very beneficial creature to have on our side, thinks the druid as Fluffy relays the battle or rather feeding that is going on below. The eagle across the room gives out a pair of screeches as first Savin and then Quinn plunge through the illusionary floor.

The eagle flaps its wings several times and emits one last cry. [Cast SNA VI 91% whoo hoo d3 1 Doh! 1 Huge Air Elemental on the way]

We are in it now Mother watch over all of us. Father give me strength.

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 130 minutes

Randall Mercurial AC 17, HP 66 ( And Fluffykins AC 25, HP 31)  d20+15=23 10d6(1+6+2+2+6+1+1+1+5+3)=28
Tuesday April 10th, 2007 1:51:10 PM

Effects:
Levitate
Necklace of adaptation

=======================

Will save 23 ( by the skin of his teeth!)

=========================================

Randall, having reached the top of the wall, takes a 5 foot forward ( move action to K4) and sees the problems his new companions are facing down below. He raises his staff and sends forth a blazing ball of flame down towards the ennemies ( detonates at R28 for 28 points of fire damage).

============================



Vinder HP 102 AC 23 (dodge P1, invisible) 
Tuesday April 10th, 2007 2:25:49 PM

Vinder looks back to see that his attempted sneaking isn't working. The ooze has detected him.

No need for sneaking, now!

He ceases trying to move quietly and hurries to U7 where he then reaches into his haversack to produce his rope of climbing.

Don't fail me now!

DM/Al - Mapping Conventions 
Tuesday April 10th, 2007 3:32:04 PM

The upper section of the map is the main display. It is a Top Down view, and it is what you should use to designate any coordinates.

The lower section is to give you a better idea of Height. You can count the five foot squares, frx, to decide how high or low you need to go on the Vertical plane.

All movement coordinates, however, should be restricted to the Upper Section of the combat maps.

Savin  d20+14=19
Tuesday April 10th, 2007 3:38:22 PM

Reflex roll 19

The Walled Room - Round 03 (DM/Al)  d20=8 d20+3=19 d20+8=11 d20-2=13 d20-2=0 d20-2=16 d20+8=25 d20+8=20 d20+4=22 d20+8=19
Tuesday April 10th, 2007 10:01:24 PM

Durgan now makes it easily to the top of the wall. Standing next to Quinn, he looks down into the area below. All he can see is Savin clinging to the wall below. At the edge of his Darkvision he can just barely pick out a regal bird of some type standing in the doorway. The floor is empty. There is nothing else. Suddenly, Savin lets go of the wall passes through the floor and disappears.

From behind, Brother Kazak shouts out a change in plans. He unties the rope from the Piton and then throws the rope up to Durgan. The fighting dwarf has good aim, even with the distance and even with an object that is not an accustomed weapon. The rope lands on the wall to the South of Durgan. Kazak considers digging out a Sunrod and throwing it over the wall. From the sound of things, they might need that. (Too many actions, Kazak. Please limit your actions to one round's worth per post.)

Savin calls for Magic. But he can see Trace down below in the Dim Light 35 feet away. He looks wrapped in the dark stuff of the oily blob. That's many different shades of Bad. This calls for rescue. Trailing one hand against the wall he snaps his fingers of the other. A wooden staff pops into the monk's hand as he drifts down and through the floor intent upon striking a blow for Trace's freedom. As he lands and steps away from the wall the dark blob takes an Opportunistic swing. (AoO Slam Savin AC11) Savin easily out maneuvers the swinging pseudopod and deals a tremendous blow to the Blob. It is uncommonly easy to hit. Savin's staff sinks into the mass, sending sprays of evil dark matter to either side. When he draws it back the wood is steaming and burning with Acid. Savin shakes the Acid away, but not quickly enough. The wood is now burnt and weakened. The Staff is Useless.

Then, from the deep divide carved by Savin's blow, the Blob begins to transform. The split continues down the Huge shimmering surface until, where one Blob lay before, now there are Two!

Quinn watches all of this from the top of the wall. At first there was nothing, just an empty floor. But through force of will, he pierces the Illusion, then flies down next to the Tiny Pseudodragon before setting a light at the end of the rod in his belt.

On the other side of the room, Peerimus the Eagle gives no heed to what might be behind him. Instead he begins a casting, something to bring help to those below. (Peerimus, as you failed your previous Will Save, you cannot summon your Elemental into a space below the Illusory Floor. Further, once your Elemental appears, it too must make a Will Save vs DC21 or fail to disbelieve the Floor. That means it doesn't see the combat, and it doesn't go down unless you can some how communicate the idea to it. And I know that you don't speak Auran.)

Randall pulls himself forward using his hands against the wall. He too, banishes the Illusion through the power of his Will. Seeing the predicament below, the Mage raises his Staff and a tiny bead leaves his hand. It flies down, straight through the floor and then erupts in a hemisphere of intense burning fire. (Reflex 13, 0, 16) None of the dark Blobs have the Reflexes to avoid the blast and they all take the full brunt of it. Their bodies steam from the Fire Damage.

Vinder too, unfortunately, gets caught in the Fireball. (Vinder, Reflex vs DC20 or with Improved Evasion, take Half Damage 14hp.) Without a heed for burnt hair and eyebrows, he flees the Huge Black Blob. But before he can get away, it takes a swing at him as he steps through its grasp. (AoO Slam vs Vinder AC21. Actually rolled a 25.) With Three Huge Black Blobs laying atop one another, they hamper each other's movement. It is only this that saves Vinder from being Slammed and pulled in. At the other end of the room, in almost complete blackness, Vinder reaches to his magic haversack for a special coil of rope. Only time will tell whether he'll be able to set it up in time and climb to safety.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++

"The Invisible One has reached the other wall," Fluffykins announces. "He's doing something with a rope. But the big blob is going after him!" (P1 Slam Vinder AC20) "It missed again!"

"The one big black thing let go of the Elf. Now it's attacking the Climbing Man! What are these names anyway? (P2 Release Trace and Slam Savin AC22.) "That Climbing Man is fast. Never saw him dodge, but the black blob missed. The new black blob is moving to make space. It's attacking the Elf. (P3 Slam Trace AC19.) It missed the Elf too! Yeah!" (Trace, the Blob let go of you, but I still think I need that Reflex Check for your Armor.)

Now three Heroes square off against three Huge Blobs. Trace is proof of the damage that a single blow from one of these can do. Will they escape the Pit?

=== OOC ===

We are now in COMBAT ROUNDS. Only one round of actions in your next post please.

The rope still hangs down the Eastern side of the wall. Climb checks for both the Rope and the Pitons is a DC5. Climbing is done at 1/4 speed. You may Accelerate that speed to 1/2 by accepting a -5 penalty, but you risk failing to move, or even falling. All this is written up in the Climb Skill.

The rope hangs down to the line between rows 28 and 29. It would be a Jump check followed by a Climb check of DC15 to get a firm grip. After that the Climb check would only be a DC5. The initial Jump Check would be Standing DC16, Running DC8. You can only do it one at a time, though unless you can jump up and grab the rope much much higher up. (See Jump Skill.)

The two torches are on the floor in the Western Section of the room. Savin and Quinn have the only other lights in the Eastern Half of the room.

Savin, Quinn, and Randall are the only one who can see through the Illusory Floor.

Round Timer: 32.7

Walled Room Top View and Side View

STATUS
=======================
P1 Lightly Wounded
P2 Wounded
P3 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: 102/115, Peerimus 91/91, Yorrick 117/117, Trace 55/86 (Dark Vision 209.4), Shadow 44/44, Quinn 100/100 (Light Coin 86.4, Fly 38.7), Durgan 182/182, Vinder 102/102 (Invisible 37.4 or Attack), Kazak 158/158, Randall 63/63 (Levitate 45.5)
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 
Tuesday April 10th, 2007 10:10:14 PM

sorry for not posting, work was a problem, will post in the next hour or two

Randall Mercurial AC 17, HP 66 ( And Fluffykins AC 25, HP 31)  10d6(2+4+2+2+5+2+6+5+3+5)=36
Tuesday April 10th, 2007 10:32:34 PM

Effects:
Levitate
Necklace of adaptation

=========================

Randall smiles at the sight of the creature's burning husks. That smile quickly fades when he sees that Vinder gets caught in the blast.

Randall raises his staff again and fires another FIREBALL down at the creatures.

================================

Fired at R11
Fireball damage 36

Kazak Stonewall Ac 27/32 Hp 158/158 
Tuesday April 10th, 2007 11:34:55 PM

Nodding his head to himself " yeah thats what i'll do" as Kazak reaches into his quiver and fishes out a sunrod.....that should do the trick " quickly striking it across the wall Kazak then tosses it up and over the wall "Durgan can ya see whats going on now ??"

Quinn AC 25 Hp 100/100  d100=13
Wednesday April 11th, 2007 1:10:14 PM

Quinn narrowly escaped the blast of the fireball and wonders if whoever is shooting the fireballs can see everyone else down in the pit.

Quinn follows Peerimus's lead even though he can not see the Druid. Quinn goes to summon his own outsider, but fails in his attempt.

Divine spell failure 13% for summon monster IV

Quinn feels foresaken and calls out "I will wait to use your gifts on more worthy opponents."

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


Savin hps 102/115 ac 29 blinking  d20+14=24 d20+14=33 d20+14=28 d20+9=10 2d6(3+2)+5=10 2d6(4+6)+5=15 2d6(4+4)+5=13 d20+14=34 d20+14=23 d20+14=24 d20+14=20 d100=36 d100=27 d100=71
Wednesday April 11th, 2007 4:55:53 PM

Savin thinks about kicking the creature but then remembers his boots of speed, he then thinks about punching the creature and then remembers his glove of storing and bracers. He sighs in frustration and starts throwing knees at the blob in front of him in a flurry.

Hit ac 24, 33, 28 and 10 (natural 1) Damage from the first blow is 10, 15 and 13 for a total of 38.

Savin quickly pulls the blows back trying to avoid acid damage. Reflex saves: 34, 23, 24 and 20. Failed last one but not sure if I need since I missed with the last knee.

Rolled blink checks of 36, 27, and 71

blinking 3/7
reminder that Savin has an everlasting torch in his belt lighting the area.

Durgan  d20+13=16
Wednesday April 11th, 2007 5:33:11 PM

"Wizard! Watch where yere aiming! I hear people yelping at yer fireblasts too."

"No, I can't see anything yet! Infernal deceptive magic. Moradin should forbid all good dwarves from using such magic. Kazak, come on up here, we may need your help."

Durgan then lowers himself over the side and begins to climb down the rope the others used. Hand over hand as quickly as his small but sturdy frame will allow.

actions:
climb down -quickly =16 -15? feet


Peerimus AC 31 HP 91/91  d100=13 d100=15
Wednesday April 11th, 2007 6:23:49 PM

The Spell finishes and Peerimus hopes his placement is good enough. {it of course is not} The spell fails and the elemental never arrives. The druid shifts his attention then to the hall behind him. Fireballs go sailing into the pit and he can only hope those trapped below can get out.

Peerimus extends a wing and ruffles, [Cast Produce Flame 15% success] With a torch light now rippling across his right feathered wing he looks down the previous black hallway.

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 130 minutes

Trace  d20+5=13 d20+5=24 d20=9
Wednesday April 11th, 2007 6:45:54 PM

Trace hurting badly is now scared, that is probaly why he is able to make the jump and grabe the rope at the same time this round. He then begins his way back up top to safty. He cant wait to get up top so that he can start nailing those creatures with a flurry of arrows. Soon will be payback, his only other worry is his armor. Trace calls out, can a resist energy spell work against acid.

dc jump 13
dc climb 24 whew!
dc for armor against acid, not sure about my modifier for this 9

arrow total (176/178) (118/120 in two efficant quivers)

Trace 86/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Vinder HP 102 AC 23 (dodge P1, invisible)  d20+17=29
Wednesday April 11th, 2007 6:48:53 PM

Vinder easily avoids damage from the fireball. (Reflex 29)

He steps south to U8 and his rope of climbing snakes upwards.

Vinder looks up to see if there's anything in the doorway above to snag a rope to.

If there isn't, he says to Peerimus, "If you'd be so kind as to take a hold of this."

Fluffy 
Wednesday April 11th, 2007 8:22:53 PM

The Fluffmeister continues her survey of the situation. He transmites the following to the others...

{Trace calls out, can a resist energy spell work against acid?}

I thought you said Fluffy was a She. --Al

The Walled Room - Round 04 (DM/Al)  d20-2=-1 d20-2=2 d20-2=16 d20+8=12
Wednesday April 11th, 2007 8:49:37 PM

Randal sends another Fireball down into the pit, this time, with a greater eye toward tactics. As it blossoms, it nearly catches Vinder again. The edge sweeps quickly up to the rogue, but stops inches short. Again, the Blobs take the full anger of the fire. Two burst into oily flame before sagging into dead widening pools of poisonous black fluid. (P2 & P3 Dead)

Kazak fishes a foot long rod from his pack. It flares with light as he strikes it against the wall. Then, like a sparkling flare, it flies over the wall. His brother Durgan swings over the side, and descends swiftly down the side of the wall, his hands upon the rope. (20ft. Accelerated Climb is 1/2 speed and you made a Double Move.)

Savin lashes out in a flurry of blows. But he finds his enemies no longer there. Just flaming piles of goo. Suddenly, a glowing object falls out of the sky. Looking down, Savin identifies it as a sunrod.

Quinn begins a Summoning of his own, but suddenly he feels the Evil pall of Koshe Marr cut him off from Gargul's Blessing. Curse this land!

Peerimus completes his spell, placing the Summoned Elemental below the plane of the Illusory Floor. But the placement is too low. The Elemental appears half in and half out of the floor! With a windy cry it vanishes, returned back to its plane. Then Peerimus the Eagle swiftly Producing a ball of Flame at the tip of his wing. It lights the corridor behind him revealing the waiting ... corridor. With the Low Light Vision of the Eagle, Peerimus can see out to forty feet with the clarity of daylight. 35 feet further down a side passageway seems to intersect the main passageway. It is a south leading right hand turn. Beyond it, the main passageway continues on into darkness.

Free of the grip of the Blob, Trace can only watch as his armor steams with Acid. The two Blobs that he and Savin had faced are now nothing but flaming piles, but that's not good enough for the Elf. He takes a few steps out into the goo and makes a running jump at the rope. With the running start, he easily makes the jump, and then scrambles up a few feet to hang 10 feet up into the air. Hopefully, if there are any more of the Blobs around, they won't be able to reach this high. Now that he's up off the ground, though, Trace has the luxury to take stock of his armor. Trace might have escaped, but his Mithril Armor did not. The links are corroded and brittle. His armor is totally ruined. (Trace your armor no longer provides you with AC.)

(Spellcraft Check of DC10 allows you to answer Trace's question with your player's meta-knowledge.)

On the other side of the room, Vinder finds himself pinned between the last surviving Blob and a very solid wall. He speaks a command word and his very special Rope of Climbing begins to snake slowly upward into the air. Too slowly, though. It only rises ten feet. At this rate, it may take ten to fifteen heartbeats to reach the ceiling and whatever might lie above. (Vinder, please give me another Will Save or you cannot see through the Floor/Ceiling. You must beat a DC22. BTW, Rope of Climbing rises at a rate of 10ft/Round.)

+++++++++++++++++++++++++++++++++++++++++++++

"Yeah!" Fluffykin's voice again. "Two are dead! One is left. But I think it's going to eat the Invisible One. (P1 Slam Vinder AC12) Yeah, it missed. That Invisible One is very lucky."

But how long with that luck hold out?

=== OOC ===

We are now in COMBAT ROUNDS. Only one round of actions in your next post please.

The rope still hangs down the Eastern side of the wall. Climb checks for both the Rope and the Pitons is a DC5. Climbing is done at 1/4 speed. You may Accelerate that speed to 1/2 by accepting a -5 penalty, but you risk failing to move, or even falling. All this is written up in the Climb Skill.

The rope hangs down to the line between rows 28 and 29. It would be a Jump check followed by a Climb check of DC15 to get a firm grip. After that the Climb check would only be a DC5. The initial Jump Check would be Standing DC16, Running DC8. You can only do it one at a time, though unless you can jump up and grab the rope much much higher up. (See Jump Skill.)

The two torches are on the floor in the Western Section of the room. Savin and Quinn have the only other lights in the Eastern Half of the room.

Savin, Quinn, and Randall are the only one who can see through the Illusory Floor.

Round Timer: 32.8

Walled Room Top View and Side View

STATUS
=======================
P1 Wounded
P2 Toast
P3 Jam

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.
Please be as specific as possible with your movements.
Use the convention of North South East and West where North is to the Top part of a Map.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Injuries, Problems, and Active Spells
======
Savin: 102/115, Peerimus 91/91, Yorrick 117/117, Trace 55/86 (Dark Vision 209.4), Shadow 44/44, Quinn 100/100 (Light Coin 86.4, Fly 38.7), Durgan 182/182, Vinder 102/102 (Invisible 37.4 or Attack), Kazak 158/158, Randall 63/63 (Levitate 45.5)
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+10=23
Wednesday April 11th, 2007 9:03:56 PM

Quinn is still upset at himself for his sepll failure and calls out "Lets not waste any more spells on these thing we we can just avoid them."

Quinn will fly over to Trace and help him climb "I will give you a hand brother." Quinn is carefull where he grabs trace as he does not want to burn himself on the after effects of the acid.

Quinn looks down on Savin "Brother Savin can you save yourself and you to brother.....Vinder, I believe."

Quinn takes a good look at Trace's armor and comments "Brother, your armor has fought its last as your protector."

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



Randall Mercurial AC 17, HP 66 ( And Fluffykins AC 25, HP 31)  5d4(3+4+3+1+2)+1=14
Wednesday April 11th, 2007 9:58:47 PM

Either not hearing Quinn or disregarding the advice, Randall waves his hand and murmures a few words before unleashing 5 MAGIC MISSILES towards the remaining foe ( 18 damage ).

{ Fluffykins... fly across to Peerimus and help with the communication between the two sides of the room. }

If the missiles finish off the creature, Randall will use his move action to start levitating down into the pit.
================

Levitate 45.5


Randall - OOPS- Sorry, I haven't been including a spell list. 
Wednesday April 11th, 2007 10:01:41 PM

Spells Known - Numbers denote spells memorized.
X- Spell cast.
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, material cost 250 gp (x3) in gear

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 material cost 1500 (x2) in gear
1- Spell Turning



Kazak Stonewall Ac 27/32 Hp 158/158 
Thursday April 12th, 2007 1:04:51 PM

Looking about the walled room Kazak finds himself alone " hmm not a good idea in this dangerous place to be alone "mutters the dwarf

With grin " i better go join my new friends "hey Durgan wait up " as the stout dwarf starts quickly climbing up the pitons to reach his brother

Savin ac 29 hps 102/115  d20+14=32 d100=97 2d6(6+4)+5=15 d20+14=19
Thursday April 12th, 2007 2:07:55 PM

Savin runs around the dead black pudding trying to avoid any acid leftover to Q5 and slams an knee at the last living blob. He knees the disqusting creature doing 15 points of damage (hit ac 32) and times his blink alright but sinks his knee to deeply and isn't able to retract it in time to avoid the acid backsplash. Reflex save of 19. (not sure if blink helps against this? hope hope hope)

"Leave my friends alone you disgusting piece of offal!"

Durgan  d20+13=27 d20+12=19 d20+13=33
Thursday April 12th, 2007 4:19:04 PM

Durgan continues climbing down until he runs into Trace or the "floor" whichever comes first. "I'm going down to the bottom." (climb check 27 to climb fast)

When he gets to the "floor" Durgan attempts to step onto it while holding onto the rope. (will save = 19)

OOC-If he fails the save or reaches the end of the rope, he will attempt to jump down to the real floor.(jump check 33 to reduce 1d6 falling dmg)

Vinder HP 102 AC 27 (dodge P1, total defense, invisible) 
Thursday April 12th, 2007 6:12:25 PM

Vinder turns about to try and ward off the attacks of the slime. (Total defense, standard action for +4 dodge bonus)

Meanwhile, the rope snakes up another ten feet.

Peerimus 
Thursday April 12th, 2007 7:38:17 PM

If Fluffy is accurate, the danger below is all but resolved. The true fortunes of having a wizard again, he thinks. Peerimus hops a bit further down the hallway. 10'

The Walled Room - Round 05 (DM/Al)  d20+3=15 d20+8=24 2d6(1+1)=2 d20+8=15 d20+8=17 d6=6 d6=5
Thursday April 12th, 2007 9:40:35 PM

Quinn flies up to help Trace up the rope. Unfortunately, looking up, the Cleric of the Outland God can see one of the dwarves climbing down at the same time. And, from the looks of it, the dwarf does not seem to be able to see them climbing up.

Randall sends five silver glowing missiles of force from the tips of his fingers. They streak down and crash into the last Black Blob. Nearby, Vinder can smell the acrid smoke from the burns made by the Missiles. But the Blob bubbles up another Pseudopod to strike him. It is still very much alive.

"Peerimus? Which one is Peerimus?" Fluffykins flies across the pit, stopping, hopefully beyond the reach of the Blobs below. "Are you Peerimus?" she thinks down at the Invisible One who is close to being eaten.

Time to join the others. Kazak begins the climb up the Pitons. With his short legs, he makes it up 10 feet. (Climb Check 15)

Savin shows his blinding speed, racing around the gooey mess left by the two dead Blobs, he rushes to the Attack. But he hasn't taken into account the long reach shown by the Huge Blobs. It takes a swipe of Opportunity at the Monk as he approaches. (AoO Slam Savin AC24) But the Monk is nimble. And he is wise in the ways of combat. Savin raises an arm, and the groping black pseudopod glances from the field produced by Savin's Bracers.

Savin strikes the Blob, and again it Splits. Dark green-ish acid covers Savin's knee. The Monk can feel the burn. (Take 2hp Damage.) Savin's pants are ruined. A big gaping hole with steaming edges show the flesh beneath. But Savin's flesh appears no more than the deep red of a sunburn.

Durgan continues his accelerated climb down to the bottom of ... whatever. That floor sure looks solid. "Brother Savin can you save yourself ... " It's the voice of the man with the Tattoo Eyes. But he's nowhere to be seen! Arriving at the wall, Durgan puts out a foot while retaining a hold on the rope. Feels real to him. Durgan lets go.

Quinn can only watch as Durgan hurtles down from ten feet up above. He crashes into Trace. (Trace and Durgan take 6hp damage from the collision. Trace, Climb Check vs DC25 to catch yourself and remain on the rope. Otherwise, you float safely to the floor on the magic of your ring.) Trace fights for his place on the rope as Durgan continues his fall to the floor of the Pit some ten more feet below. (Durgan, Take 5hp more damage from further Falling. You are now Prone. Sorry, you can't Jump Down unless you begin with firm footing. But thanks for a good laugh.)

Vinder keeps one hand on the rope as he sees to his defense. With Total concentration on the attacks of the Blob, he is much more difficult to hit. The rope rises another 10 feet. It seems to rise straight up through the ceiling. But, without the ability to see through the ceiling, it would be difficult, if not impossible to anchor the rope. (BTW, Vinder, your AC from Total Defense is +6 not +4. It comes from having at least 5 Ranks in Tumble.)

From the Pseudodragon's reports, Peerimus believes the battle near over. He hops down the corridor, ball of flame balanced on one wing. The main passageway seems to go on into further darkness. The side passageway is definitely there, 25 feet further ahead.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++

"What I do now?" Fluffykins calls out in a mental wail. "I can't find Peerimus!" The reports stop for the ones up above as the Pseudodragon struggles with it's orders.

The two Blobs attack. One strikes out at Savin, while the other continues to try and consume Vinder. (P1 Slam Savin AC15; P2 Slam Vinder AC17) Neither of them seem to be able to hit either of the agile humans.

There are two Black Blobs again, but perhaps Peerimus is right. Both still show burns over a large part of their bodies. Perhaps the battle is won. Perhaps the way is clear. Perhaps the most dangerous thing left here for the group is each other, and the climbing ropes.

=== OOC ===

We are now in COMBAT ROUNDS. Only one round of actions in your next post please.

The rope still hangs down the Eastern side of the wall. Climb checks for both the Rope and the Pitons is a DC5. Climbing is done at 1/4 speed. You may Accelerate that speed to 1/2 by accepting a -5 penalty, but you risk failing to move, or even falling. All this is written up in the Climb Skill.

The rope hangs down to the line between rows 28 and 29. It would be a Jump check followed by a Climb check of DC15 to get a firm grip. After that the Climb check would only be a DC5. The initial Jump Check would be Standing DC16, Running DC8. You can only do it one at a time, though unless you can jump up and grab the rope much much higher up. (See Jump Skill.)

The two torches are on the floor in the Western Section of the room. Savin and Quinn have the only other lights in the Eastern Half of the room.

Savin, Quinn, and Randall are the only one who can see through the Illusory Floor.

Round Timer: 32.9

Walled Room Top View and Side View

STATUS
=======================
P1 Uninjured (but less substantial)
P4 Uninjured (but less substantial)

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: 100/115, Peerimus 91/91, Yorrick 117/117, Trace 49/86 (Dark Vision 209.4), Shadow 44/44, Quinn 100/100 (Light Coin 86.4, Fly 38.7), Durgan 171/182, Vinder 102/102 (Invisible 37.4 or Attack), Kazak 158/158, Randall 63/63 (Levitate 45.5)
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  d20+5=16 3d8(6+2+5)+5=18
Thursday April 12th, 2007 10:55:42 PM

Trace floats down after getting knocked off the rope he retives the csw wand and tries to heal himself and move away from the blob.

heals 18hps

arrow total (176/178) (118/120 in two efficant quivers)

Trace 43/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Quinn AC 25 Hp 100/100 
Friday April 13th, 2007 9:30:51 AM

Quinn sees one of the new dwarven warriors rip Trace from his grasp and both fall to the floor below. "We need to work on our teamwork skills and fast before we accidently kill one another. Everyone alright down there? Who needs help? We have to hurry as they vampires are not going to kill themselves."

Quinn will again attempt to assist Trace in climbing.

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


Savin ac 29 100/115 hps  d20+15=23
Friday April 13th, 2007 10:11:01 AM

Savin sees that once again he has split the goop into two and is upset with himself with this development. He tumbles away back to the wall and yells, "Hey guys, we are gonna need magic down here. Good old fashioned punching kicking doesn't seem to be working. Spells seem ok though."

Savin then scratches at his knee and is horrified to feel the hole in his pants. He looks up at the pudding and yells, "Hey I had to spend a gold piece on these!"

tumble roll 23
blinking 5/7

Vinder HP 102/102 AC 29 (dodge P1, total defense, Invisible) 
Friday April 13th, 2007 10:23:13 AM

"A little assistance, if you please!" Vinder call out to anyone above him. "Anchor the rope!"

The rope moves another ten feet upward as Vinder continues to juke and feint about. (Total defense +6! I'll take it!)

Randall Mercurial AC 17, HP 66 ( And Fluffykins AC 25, HP 31)  10d6(2+4+4+3+3+1+1+2+3+6)=29
Friday April 13th, 2007 11:01:16 AM

Using their empathic link, Randall communicates with Fluffy.
{ Fluffykins, fireball coming on line, fly straight up to the top ceiling and wait. Keep relaying messages as best you can . }

Randall aims his staff and unleashes another fireball. (P12 for 29 damage).

====================================

Spells Known - Numbers denote spells memorized.
X- Spell cast.
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, material cost 250 gp (x3) in gear

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 material cost 1500 (x2) in gear
1- Spell Turning

Effects:
Levitate 45.5

Fluffykins the wonder familiar 
Friday April 13th, 2007 12:50:43 PM

Fluff hears Randall and obays. On her way up (ooc> and it is "her". I typoed previously) Fluffykins continues to relay to everyone what team members are saying

{Quinn says "Who needs help?"}

{ Vinder says "A little assistance, if you please!" Vinder call out to anyone above him. "Anchor the rope!" }

{Savin says " "Hey guys, we are gonna need magic down here. Good old fashioned punching kicking doesn't seem to be working. Spells seem ok though." }



Kazak Stonewall Ac 27/32 Hp 158/158 
Friday April 13th, 2007 3:39:33 PM

The dwarf continues his climb up the wall.....grabbing the pitons as he goes

"Durgan you there ?.....Durgan !!!???.......grrrr.....brother whats going on ??"

" i can tell this ain't dwarf made " huffs Kazak " we would of made steps"


Peerimus 
Friday April 13th, 2007 6:31:14 PM

Peerimus turns his head over his shoulder, the shouts the telepathic play by play, the chaos of it all. He shakes his head a bit at the humor in it. None of them were in any real danger and the chaotic nature of what was going on was probably the best thing for them and hiself as well. Peerimus ran through apparent strengths and weaknesses of the new members from what Fluffy was reporting. All in all, he was happy.

Peerimus shifts back to human in the passage, nothing was coming in the immidiate future and so he turns and moves back to the edge. Vinder's rope should be making an appearance shortly.

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 130 minutes

Durgan AC 31 Hp 171/182 
Friday April 13th, 2007 11:04:01 PM

"Razzzum Frizzum stupid illusions! Kazak! There is an illusionary floor down here."

He turns to Trace, "thanks human for breaking me fall!" He gets up and looks around. "Now, where are these beasties that seem to be causing so much trouble?"

The Walled Room - Round 06 (DM/Al)  d20+3=13 d20+8=14
Saturday April 14th, 2007 12:26:47 PM

After floating gently to the floor next to Durgan, Trace draws a wand and heals himself. He feels much better, but his Mithril armor, brittle and ruined, crackles unnaturally with every movement.

Quinn flies down lower to see if Trace needs any help climbing back up. Trace doesn't seem too interested at this point, especially as he has just filled his hands with a Wand which he would have to either drop or put away before attempting any sort of climb.

(Please, everybody, be aware of what you have in your hands and what you can and can't do with your hands full. I keep track, and you might find yourself in a bad place if you don't and I do.)

After a surprising encounter with one of the Blobs, Savin tumbles away. After he's clear, he calls for magic might to rain down on the blobs. But didn't the little Dragon say something about an invisible person in there somewhere? And what's that rope? Rising up into the air? And a voice comes from the other side of the Blobs. Sounds like that Vinder fellow, calling for help. Calling for someone to grab the rope.

Vinder, the source of the voice, continues his dodging and weaving, while the rope rises ten more feet into the air.

But the call for magic is heard. Another red-orange hemisphere of fire, this one placed at the far wall of the pit, blooms and then collapses. This one catches one of the remaining Blob largely within its circumference. It also narrowly misses Trace and Quinn on the Western side of the pit. When the conflagration clears, the Blob is nothing but a smoking pool of Black.

Straight up to the top? The little dragon thinks to herself. Looking up, she's already up to the top of the Ceiling that she can see. Go more? The Pseudodragon obeys, rising up through the Illusory Floor and all the way up to the real Ceiling. From there, she really cannot see anything that is going on below. She can hear the voices just fine, though.

Grumbling about the workmanship, Kazak finishes his climb to the top of the wall. (Climb check 13) From there, he looks out across the long room. (Will Save vs DC22, Kazak to Disbelieve the Illusory Floor.) The human called Randall is nearby looking down at something, and his pet dragon thing is flying near the ceiling on the other side of the room.

Peerimus, the veteran of many desperate battles, considers this one in context and comes away satisfied. This is despite its failings. Or, perhaps, because of what the failings reveal. He shifts back to human form to find the rope that Vinder's voice has mentioned. It rises straight up from the floor, a curious sight. Looking around, Peerimus finds no place to which to anchor it.

Durgan rises up from his fall, calling out a warning to his brother up above. Sure enough, there's one of the Beasties across the room. From the piles of goo that litter the floor it's the only one left. Unbeknownst to the dwarven fighter, though, a danger far greater than the Blob rises from his innocent thanks. He, a dwarf, has just made the mistake of calling the Elf a Human.

+++++++++++++++++++++++++++++++++++++++++

Fluffykins flies above unable to see what occurs below.

Instincts battle within the primitive mind of the last remaining Blob. Pursue the attacker who is further away? Or eat the prey who is nearer? Distance clinches the decision. The Blob goes for the more instant gratification and a pseudopod reaches out, hungry for Vinder. (Slam Vinder AC14) But, damaged and, quite frankly, unlucky, it is unable to even touch the nimble morsel. How fortunate for it that its primitive mind does not feel frustration.

(Anyone want the honor of finishing off the last Black Pudding?)

=== OOC ===

We are now in COMBAT ROUNDS. Only one round of actions in your next post please.

The rope still hangs down the Eastern side of the wall. Climb checks for both the Rope and the Pitons is a DC5. Climbing is done at 1/4 speed. You may Accelerate that speed to 1/2 by accepting a -5 penalty, but you risk failing to move, or even falling. All this is written up in the Climb Skill.

The rope hangs down to the line between rows 28 and 29. It would be a Jump check followed by a Climb check of DC15 to get a firm grip. After that the Climb check would only be a DC5. The initial Jump Check would be Standing DC16, Running DC8. You can only do it one at a time, though unless you can jump up and grab the rope much much higher up. (See Jump Skill.)

The two torches are on the floor in the Western Section of the room. Savin and Quinn have the only other lights in the Eastern Half of the room.

Savin, Quinn, and Randall are the only one who can see through the Illusory Floor.

Round Timer: 33.0

Walled Room Top View and Side View

STATUS
=======================
P1 Uninjured (but less substantial)
P4 Was easily Dispatched

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: 100/115, Peerimus 91/91, Yorrick 117/117, Trace 67/86 (Dark Vision 209.4), Shadow 44/44, Quinn 100/100 (Light Coin 86.4, Fly 38.7), Durgan 171/182, Vinder 102/102 (Invisible 37.4 or Attack), Kazak 158/158, Randall 63/63 (Levitate 45.5)
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 
Saturday April 14th, 2007 3:24:12 PM

Quinn resists saying anything about the fireball again narrowly missing him and flies on a diagonal and grabs hold of the top of the rope that seems to be climbing on its own. Quinn will pull the rope up and into the corridor that Peerimus has lighted.

"Come on people, lets go hunting vampires."

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


Vinder HP 102 AC 23 (dodge P1, invisible)  d20+10=16
Sunday April 15th, 2007 3:22:05 PM

If Vinder feels the rope snag above, he'll attempt to start climbing. (Climb 16)

If he doesn't feel it catch, he'll concentrate on protecting himself. (Total defense brings AC to 29)

Randall  10d6(2+4+1+5+3+5+5+2+6+4)=37
Sunday April 15th, 2007 7:48:52 PM

Randall uses his empathic link with Fluffykins.
{ Fluff relay to the others.... " Move at least 20 feet radius from the creature and I will dispatch it with another fire ball. I can't cast right now, to many of you are in the way. "

And Fluffy flies back within range of her telepathy with the others and relays the message.

- Randall delays action until the others are safely out of range and then he will use his staff to cast another fire ball (37 damage). The location of the fireball will depend on where the others move but Randall will cast in such a way as to not catch them in the blast radius.

=============

Spells Known - Numbers denote spells memorized.
X- Spell cast.
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, material cost 250 gp (x3) in gear

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 material cost 1500 (x2) in gear
1- Spell Turning

Effects:
Levitate 45.5


Durgan 
Sunday April 15th, 2007 10:06:01 PM

OOC- sorry Trace! I thought I had written down everyone's race correctly. should we play it as it stands?

It's funnier. And I think it makes for better interaction to play it the way it is. ^_^ --Al

Kazak Stonewall Ac 27/32 Hp 158/158  d20+10=24
Monday April 16th, 2007 12:46:01 AM

Standing at the top of the wall Kazak looks over at Randell then down into the pit(d20+10=24 will save) "your pretty handy to have a round " grins Kazak "now what ?"

"Durgan you ok ?...your a pretty fast climber ....especially rappelling"

"so which way we headed ??" as he looks over at Randell "down?? or di you have a quicker way ?"

Savin ac 29 hps 100/115  d20+14=25
Monday April 16th, 2007 12:40:31 PM

Savin waits to see the results from the fireball to see if he can move over to the rope. If the black pudding seems dead, he will move past it and try to climb the wall without the aid of the rope.

Climb check 25 (think that just makes it)

When he gets to the top, he will gently push Peerimus aside and say, "I will hold it for the others. You concentrate on what is on the other end of this tunnel.

If the creature is still alive, Savin will pull out an alchimist fire from his haversack and prepare to throw it.

Posting Report For: 
Monday April 16th, 2007 4:15:27 PM

Game #4 Children of Chaos
For the week of April 9, 2007
Name - MTWRFSS

DM Al - X2XXOS-
Durgan - 2OXXX--
Kazak - O2OXX--
Peerimus - XXXOX--
Quinn - OX2OXS-
Randall - O2XOX-S
Savin - OXXXX--
Trace - OOXXO--
Vinder - OXXXX-S

Submitted by ADM BrianZ

an excerpt from the journal of dweezil the imp:

ha ha ha! HA HA HA! The imp had not laughed so hard in quite some time. The dwarf looked like a turtle on its' back with his limbs flailing about like that! It was a good thing the magic silence was still in effect. They would surely have heard him otherwise. When his master first gave him this assignment, he had never imagined it would be so much fun! The magic quill was quite active, recording the events transpiring in the pit. What fire! It reminded him of his humble abode back in the Abyss. The wizard seemed quite skilled with the fireball spell. What a drag! following these fools around and none of them even got eaten by the Black Puddings. One got close though. That armor had seen better days. "Bene Tellemara." What's this now? Did that dwarf just call an elf 'human'? "This could definately be more interesting than watching a wizard roast a few marshmallows. Very interesting indeed." The magic quill scribbled on.

Durgan 
Monday April 16th, 2007 4:24:22 PM

Durgan yells up to his brother, "Kazak, the way seems clear. Come on down." Durgan gets his crossbow ready and crosses the room. Hearing the call for slaying vampires, Durgan moves to the other side of the room, checking to make sure the ooze creatures are no longer moving along the way.

Peerimus 
Monday April 16th, 2007 5:17:26 PM

Quinn arrives to take the rope just as Peerimus was stooping to grab ahold of it. Fair enough, they could use someone lookig back down the corridor anyway. "If you got a good hold then Quinn. I'd sugest looping it once about your waist and stepping a few feet from the edge and squating. Rope is magical and won't fray on the edge."

Peerimus turns and moves about 15' back into the passage.

OOC Favor Could my fellow spellcasters try to condese thier lists by plcaing multiple spells on a line? It would make our story much more readable and keep a good flow.

The Walled Room - END COMBAT ROUNDS (DM/Al) 
Monday April 16th, 2007 9:40:33 PM


Peerimus watches as, like a Triton rising from the sea, Quinn flies up through the floor and hovers just on the other side of the rope, presumably belonging to Vinder, that stands straight up from the stone of the floor.

Vinder pulls on the rope. Nope. Doesn't feel secure yet. (Sorry, Quinn, not enough action to both fly that far and grab the rope too. Remember, upward movement is at 1/2 speed.) Vinder remains down below, dodging the Blob.

"Move away! Move away! Randall is going to grow another Fire on the Blob." Fluffykins flies down and calls out the warning to everyone. No one, however, seems to pay the slightest bit of attention. Randall drops the bomb anyway. Trace, Durgan, Vinder and Savin feel the heat as the Ball of Fire rolls right up to within a few feet of them. Quinn has a moment of doubt as it rushes up at him from below. But then the Ball of Fire is gone. And so too is the last Blob.

The Pit is clear. The danger and the excitement of battle drop away.

Kazak calls down from above. For a moment there seemed to be an empty floor down below. But now there's not. He wonders which way to go. He asks the Human if he has a way down off the wall.

Durgan calls his brother down off the wall as he moves out around the pools of viscous ooze. There's a rope here hanging in mid air. It sticks straight up through the ceiling. Very odd. The dwarf watches as the Human named Savin climbs straight up the wall like a spider. Of course, he doesn't have armor on. That must be the trick.

It's a slower climb for Savin. And, when he reaches the top, he has to wait for Peerimus to move out of the doorway. Then, as Savin gets situated, he and Quinn take hold of the rope, and feeling the rope secured, Vinder climbs up.

Peerimus moves back down the Passageway in his hand still burns the ball of Flame. (Good thing he didn't touch the rope.) Again he sees the intersection, where the side passageway T's to the main passageway. It lies 25 feet ahead.

=== OOC ===

For the sake of Active Spells the Round Timer will continue. Rounds will be

The rope still hangs down the Eastern side of the wall. Climb checks for both the Rope and the Pitons is a DC5. Climbing is done at 1/4 speed. You may Accelerate that speed to 1/2 by accepting a -5 penalty, but you risk failing to move, or even falling. All this is written up in the Climb Skill.

The rope hangs down to the line between rows 28 and 29. It would be a Jump check followed by a Climb check of DC15 to get a firm grip. After that the Climb check would only be a DC5. The initial Jump Check would be Standing DC16, Running DC8. You can only do it one at a time, though unless you can jump up and grab the rope much much higher up. (See Jump Skill.)

The two torches are on the floor in the Western Section of the room. Savin and Quinn have the only other lights in the Eastern Half of the room.

Savin, Quinn, and Randall are the only one who can see through the Illusory Floor.

Round Timer: 33.2

Walled Room Top View and Side View

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: 100/115, Peerimus 91/91, Yorrick 117/117, Trace 67/86 (Dark Vision 209.4), Shadow 44/44, Quinn 100/100 (Light Coin 86.4, Fly 38.7), Durgan 171/182, Vinder 102/102 (Invisible 37.4 or Attack), Kazak 158/158, Randall 63/63 (Levitate 45.5)
1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 25 Hp 100/100 
Tuesday April 17th, 2007 8:50:33 AM

Quinn helps the invisible Vinder up the rope and calls down into the pit "Come grab the rope and we will pull you up one by one."

Quinn notices that there are people still on the wall and he call out to the wizard "Brother Randell can you help your brood on the wall over to the corridor? If not its a long fall to the rope here, unless you have other ideas."

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


Vinder the Hilt 
Tuesday April 17th, 2007 1:39:50 PM

After successfully scaling the rope, Vinder becomes visible, again.

"I appreciate the help," he says to Savin and Quinn with a business-like demeanor. He takes hold of the rope as well. "I think the three of us should be able to pull the rest up."

He glances back to see what Peerimus is up to.

Man, oh man! This is a freaky place. What's up ahead?

Durgan  d20+13=28
Tuesday April 17th, 2007 3:57:25 PM

Durgan checks his beard to make sure it wasn't burnt. "Hey wizard! Nice aim with that last fireball! Kazak, start climbin' brother. There's rope secured on the other side already."

Durgan takes a firm grasp of the rope and gives it a good yank. Feeling it is secure, he begins to climb up. (climb =28 fast climb for half-speed.) He looks warily up at the 'ceiling'. "Durned illusions", he mutters.



Kazak Stonewall Ac 27/32 Hp 158/158 
Tuesday April 17th, 2007 4:10:29 PM

"aye big brother...on my way down "

The dwarf unlike Durgan , carefully climbs down the rope towards the others on the bottom



Peerimus  d20+9=23
Tuesday April 17th, 2007 5:31:19 PM

Peerimus watches as the man Vinder ascends and appears and give a nod. "Glad to see you still one piece." he states evenly. He then sets his animated shield in position and moves another 20' down the passage. His head slightly tilted, using his hearing more than his sight as the corner nears. [Listen 23]

Randall 
Tuesday April 17th, 2007 7:23:06 PM

The wizard bows at the party members' praises.

" Thanks you my new friends... "

:: Randall steps off the wall's edge as he begins to levitate himself down to the sub floor. ::

"No, I have no magic tricks to help the others. Unfortunately, they'll have to climb the walls on their own. As you have guessed, the first floor is an illusion. The real floor is roughly 20 feet lower. "

:: Once down, Randall takes a quick look around for loot before walking to the oposit side of the room and then levitating himself up to join the others. ::



Up and Out (DM/Al)  d20+3=7 d20+3=4 3d6(5+6+4)=15 d20+3=13 d20+3=7 d20+5=18 d20+5=16
Tuesday April 17th, 2007 9:48:50 PM

The group pulls themselves together and gets ready to move through the Passageway on the Eastern side of the room.

Vinder returns to Visibility and helps to anchor the rope.

Durgan scampers quickly up (Quickly for a dwarf.) and passes into the depths of the Passageway.

His brother takes the rope in hand and begins his descent. Twenty feet down the rope, Kazak loses his grip and falls. (Climb Checks 7, 4 /Nat 1 and Fall) The armored dwarf falls 30 feet with a crash that comes loud to Peerimus' ears seventy feet away within the Passageway. The flying ball of steel and dwarf strikes the floor, narrowly missing Trace the Elfish Ranger. (Kazak, Take 15hp Damage.)

(As a general rule of thumb, guys, If there is the possibility of something bad happening in the act of performing a Skill, you cannot Take 10. I trust that you will know when these times are and make the appropriate rolls. If you do not, I will roll for you and you will be stuck with my luck.)

Peerimus turns to the Passageway and commands his shield to float before him. Then he moves ahead toward the intersection. (Apologies, the distance to the corner in my last post is incorrect. It is actually 40ft from the opening into the Walled Room. I have placed Peerimus at the corner of the intersection.)

Listening, Peerimus hears no more than the echo of Kazak's crash. In the light of his ball of Flame, the druid stares down the Passageway. Straight ahead, in the dim gloom at the furthest edge of his light, Peerimus makes out what just might be another right hand turn in the Passage. Also, peering around the corner, at 25 feet and dim, just beyond the spill of his light, Peerimus makes out a door. In the dim light it is not possible for his eyes to make out any details, but it is decidedly a door.

Randall Levitates down from above, lighting gently in the ooze covered pit. The wizard takes a quick glance about the room, searching for valuables. He sees only goo.

There are no more incidents, and soon the most of the group is up and in the Passageway behind Peerimus. Only Quinn floats outside surrounded by the light on the end of his rod. Beside him is Fluffykins.

=== OOC ===

For the sake of Active Spells the Round Timer will continue. Rounds will be

The rope still hangs down the Eastern side of the wall. Climb checks for both the Rope and the Pitons is a DC5. Climbing is done at 1/4 speed. You may Accelerate that speed to 1/2 by accepting a -5 penalty, but you risk failing to move, or even falling. All this is written up in the Climb Skill.

The two torches are on the floor in the Western Section of the room. The Sunrod is no the floor where you left it. Trace's rope is still tied to the Piton at the top of the Wall and Kazak's rope is still lying on top of the wall ignored from the very start. Vinder, don't forget your Rope of Climbing.

Round Timer: 33.8

Walled Room Top View and Side View

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: 100/115, Peerimus 91/91, Yorrick 117/117, Trace 67/86 (Dark Vision 209.4), Shadow 44/44, 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)
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(4+3+3)+5=15
Tuesday April 17th, 2007 10:37:32 PM

I can heal, who needs it? Trace then turns the wand on himself for 15hps healing. Then heals any others before stowing the wand and getting his bow ready. "My armor is ruined, I will move to the back of the group and cover with my bow now. Is there anyway someone can restore my armor?

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 
Tuesday April 17th, 2007 10:52:54 PM

Quinn sees that everyone is in the corridor "Ok people lets spread out a bit. Everyone looks ripe for a mass spell attack. make some room for me to come join all of you brothers."

Quinn will wait less than patiantly for everyone to make room for him, but will pass the time by humming "We're off to kill the vampire."

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


Savin 100/115 ac 29 
Wednesday April 18th, 2007 9:44:28 AM

Savin will anchor the rope as the rest of his companions both new and old climb up to the new passageway.

Upon hearing Trace's offer, Savin will accept saying. "I am not badly injured but think I should be at full strength when we met the challenges ahead.

Savin turns to Vander and says, "Normally I do the scouting ahead but you seem to be suited to it as well. I am a monk, skilled in the arts of hand to hand combat and swift movement. I am good a springing traps and escaping unharmed but not at finding them. Do you have this skill? The other new members are easy to read. The dwarves are warriors, Randall is a wizard, but you are tougher to read. Knowing your skills will allow Peerimus our leader to account for them and keep us all alive."

Vinder the Hilt 
Wednesday April 18th, 2007 1:24:17 PM

"Glad to be in one piece," he replies to Peerimus.

He continues to hold the rope until the last person is up.

When Savin asks him about the possibility of scouting ahead, Vinder nods. "Yeah, I've done stuff like that before. No problem."

Kazak Stonewall Ac 27/32 Hp 143/158 
Wednesday April 18th, 2007 1:47:14 PM

Dusting off his 1/2 plate armor the dwarf follows after the others ......with a grin " me brother taught me that climbing technique "

Taking his marching order position Kazak unslings his shield and loosens his sword slightly in it's sheath readying it for quick action

" i hate leaving good equipment behind but it might safer at the moment so we don't get ambushed for it"

Kazak keeps alert....his eyes flicker back and forth between the corridor ahead and his new companions.....gauging their ability's to see how to best fit their combined skills together when danger appears

Peerimus 
Wednesday April 18th, 2007 2:48:39 PM

Peerimus supresses the urge to correct Quinn, No point in upsetting him. and overhearing Savin and Vinder he gives a quick call back to the man. "Vinder, if you could come up here. Passage and door that could use a good eye. Father knows everything else has been trapped."

As Vinder presumably comes forward, Peerimus scans the rest "An adjustment seems to be in order. Kazak, if you and your fleet footed brother could move up to be in the front, Savin next, then Quinn, Randall and Trace."

Peerimus rubs his chin and then nods, "Best to lay it out." he says quietly to himself. Then louder, "This is how we are going to work this. Trace is going to provide support for Savin. You and your bow my friend have his back. Savin you will remain our mobile unit of chaos and disruption. Randall and I will support our dwarven bretheren with Quinn. I can handle in combat healing pretty well. Vinder, you will be our opportunist. Step in, strike and step out."

Peerimus nods towards each of them as he speaks of how the group will mesh in combat. "All right then, lets get moving again."

Peerimus will step about 10' towards the door as Vinder moves down the hall so that his light provides enough for Vinder to see clearly.

Durgan 
Wednesday April 18th, 2007 4:07:10 PM

Durgan nods his head as Peerimus speaks. "A fine plan. Tactics are always preferred to rushing blindly forward. The enemy surely knows we are here. No need to stumble through traps needlessly. It is agreed then? Brother come on up here with me." Durgan readies his axe and shield and then follows Vinder down the hall, giving him about 20 feet of space within which to work. "Hey Vinder, do ye need more light up there? I can see pretty well but maybe you need a bit more? And, uh watch out fer more pits."

"Kazak I thought ye were climbin' slow and careful? Somebody had a wand back there if ye need it."

"Hey elf, I would be willing to make up for my mistake earlier by takin a look at yer armor. But you will have to wait until we are out of this...place and can get to a proper forge." Durgan begins humming a dwarfish work-song, remembering his time at the forge.

Randall 
Wednesday April 18th, 2007 8:08:17 PM

" Fluffykins can help with the scouting. Her blind sense can detect creatures up to 60's by non visual means. And her telepathy can let us know what's going. Vinder, if your okay with this I'll ask Fluff to join you.

{Quietly this time Fluff. }

Places (DM/Al) 
Wednesday April 18th, 2007 9:21:45 PM


Trace heals himself and offers more to others. He also asks if there might be a way to restore his armor. Doesn't look like there is. Not in this place, at least.

Savin takes Trace up on his offer as Peerimus redirects each person in the group to a new position. At Randall's request, Fluffykins flies to a place between Peerimus and Vinder.

Vinder coils his magic rope and puts it away before taking point. The druid who calls himself Peerimus has chosen the passageway to the right, and it looks as though the man expects him to look for traps. The door before Vinder looks to be made from a solid slab of smooth nearly featureless stone. On the left hand side of the door there is a place worn smooth. From all appearances, this is a place to push, and the door should open. At least that is as much as can be gathered on a casual inspection in the flickering light of the druid's ball of flame.

Durgan and Kazak, meanwhile, back in the main passageway, can see much further down than the humans and the single elf that they have fallen into company with. Both their Darkvision and their innate knowledge of stonework tell them that the Main Passageway decidedly ends and turns right some 30 to 35 feet further along. What's more, despite the bad angle from which they view the works, I'm sure that both of the dwarven brothers would both independently conclude that the right hand turn further up a ways descended down a flight of stairs.

=== OOC ===

I used Peerimus' order to place you on the map. Make sure that's where you want to be.

Round Timer: 34.0

Beyond the Wall

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.
Please be as specific as possible with your movements.
Use the convention of North South East and West where North is to the Top part of a Map.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Injuries, Problems, and Active Spells
======
Savin: 100/115, Peerimus 91/91 (Produce Flame 44.7 or 5/5), Yorrick 117/117, Trace 82/86 (Dark Vision 209.4), Shadow 44/44, 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)
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(2+4+5)+5=16
Wednesday April 18th, 2007 10:25:29 PM

Trace moves in behind Savin and heals him (16hps) and then readies his bow for the march.

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 
Wednesday April 18th, 2007 11:39:22 PM

Quinn continues to float down the passageway a few feet off the ground. Quinn uses the extra height to look down the corridor the group is not taking. "I suggest we leave a guard 5 or 10 feet down the path we are not taking so that our flank or rear is not attacked."

Quinn seems very pleased to be hunting vampires again and with a stronger group and maybe just maybe dear old dad. Quinn can not wipe the grin off of his face, Gargul has provided the tools and opportunity.

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


Savin 
Thursday April 19th, 2007 3:44:39 PM

Since Savin has lost his quarterstaff, he puts a potion of enlarge person in his glove of storing, getting ready to buff up when the time comes. He isn't used to being in the middle of the pack and feels almost clausterphopic at being stuck here. Can't these people walk faster? He almost feels that he is crawling on his hands and knees, not walking.

Upon hearing the battleplan, he will give a thumbs up to Peerimus but otherwise stays quiet.

Kazak Ac 27/32 Hp 148/158 
Thursday April 19th, 2007 4:02:26 PM

Nodding at Peerimus's instructions and then moves forward "fleet footed ...hehe....good to see you have a sense a humour down here in this place " grins the dwarf

With shield in place Kazak now quietly draws his sword from it's sheath on his back ....his dwarven eyes peer forward into the darkness alert for signs of danger .

"Durgan i'll take right side you take left....and remember we fight togther" whispers Kazak to his brother



Peerimus 
Thursday April 19th, 2007 5:09:24 PM

Peerimus shoots a wink at Kazak then points to Trace and the intersection and then turns his full attention to Vinder the door and what will be a rush of steel by the dwarves. Quietly to the pair, "Give Vinder a full chance to check the area. Durgan you open and enter with Kazak right behind you. But don't go in more than 5'."

Vinder  d20+19=25 d20+19=20
Thursday April 19th, 2007 6:29:53 PM

"All right, everyone, including the little dragon, stay at least ten feet behind me, preferably twenty. If I do trip something, better it to be just myself that handles the consequences."

He turns to face the door. "Going invisible, now," he says before blinking out of sight, again.

Vinder concentrates on the area immediately in front of him. (Search 25) Should he find any traps, he warns the others to stand back before attempting to disarm them. (Disable Device 22, forgot to add +2 for masterwork tools)

Randall 
Thursday April 19th, 2007 7:57:33 PM

" Invisibility? Well two can play at that game.... "

:: Randall activates his ring and quickly fades from sight. A ghostly voice is hear from where Randall was a few seconds ago. ::

" I'll take the rear [S2] and watch for attacks. Anything coming our way will find a wall of flame to cross. I'll make sur that it's not pleasant for them. I suggest we stop talking. Fluffykins can relay our thoughts to each other. Fluff... keep everyone connected. "

===============
Effects
- Invisible
- Levitate


Durgan 
Thursday April 19th, 2007 8:20:18 PM

"A dwarf is always ready" says Durgan. "That's something grandpa used to say. Just make sure yer invisible self is out of the way if you hear clanking armor charging down the hall."

"Hey Randall...there be stairs at the other end o' that hall or me dwarf eyes ain't what they used ta be. Be on yer guard."

Durgan waits twenty feet down the hall behind Vinder with weapons ready and Kazak right behind him.

The Door (DM/Al) 
Thursday April 19th, 2007 8:48:36 PM


Vinder activates his ring and disappears. There is nothing but the shuffle of his feet as he approaches the door. He begins an investigation.

While that takes place, Trace moves up behind Savin, pushing Quinn and Randall back a bit. Within these tight confines, there is no other way. Quinn warns of possible attack from behind. Randall activates a ring just like Vinder's, and he too disappears. His disembodied voice moves past the rest of the group to the other side of the passageway.

Despite Vinder's warning, no one moves back. Where would they go?

Vinder searches the door. (Search a 5ft cube, Full Round Action.) Vinder finds no traps. Several details, however, do come to his eye. First is the incredibly fine workmanship of the stone. The join between the door and the wall is the finest of seams. The second thing is more a deduction, than an observation. Upon the door there is no trace of hinge nor handle nor latch. If the smooth spot on the left side of the door is meant to be pushed, then it is likely that the door has some automatic method of closing itself.

So it stands. The solid stone door. All that needs to be done is to push.

=== OOC ===

Round Timer: 34.1

Beyond the Wall

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.
Please be as specific as possible with your movements.
Use the convention of North South East and West where North is to the Top part of a Map.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Injuries, Problems, and Active Spells
======
Savin: 115/115, Peerimus 91/91 (Produce Flame 44.7 or 5/5), Yorrick 117/117, Trace 82/86 (Dark Vision 209.4), Shadow 44/44, Quinn 100/100 (Light End of Rod 152.6, Fly 38.7), Durgan 171/182, Vinder (Invisibility 38.9) 102/102, Kazak 143/158, Randall 63/63 (Levitate 45.5, Invisibility 45.9)
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 - A Request 
Thursday April 19th, 2007 8:57:08 PM

One note on communication via the Fluffykins Phone.

Fluffykins can communicate with each of you telepathically. But you cannot communicate directly with each other. In essence, Fluffykins must relay each message you send to each other. That can be as overwhelming as relaying six to eight voice messages at the same time.

Randall and I have agreed that in order to simulate this, he will do the work. He must put all relayed messages in his post. If you all speak through Fluffykins, then he has to post them all.

So I would request that you all follow this convention. If Randall's player does not post a message relayed through Fluffykins, you did not hear it. If he does not indicate who the message is For, then you do not automatically know who a message is intended for. If he does not indicate who it is From, then you do not automatically know who a message is from.

Get the idea.

Randall 
Thursday April 19th, 2007 9:16:40 PM

Randall
{ Fluff... what's going on? }

Fluff
{ Vinder searched the door. He found no traps. The join between the door and the wall is the finest of seams. Upon the door there is no trace of hinge nor handle nor latch. }

Randall
{ Relay to the others.... don't touch the door. I'll be right over to test it for magic. }

Fluffykins relays as asked to all the party members.

Randall drops the invisibility and passes by the others on his way to the door. Once there, he uses his wand of detect magic on the door.

Before he uses the wand...

{ Fluff relay... if there is magic on the door, I can cast a Passwall spell to get us through without having to open it. }

Fluffykins relays the message to all the party members.


Randall... modified 
Thursday April 19th, 2007 9:20:57 PM

Randall
{ Fluff... what's going on? }

Fluff
{ Vinder searched the door. He found no traps. The join between the door and the wall is the finest of seams. Upon the door there is no trace of hinge nor handle nor latch. }

Randall
{ Relay to the others.... don't touch the door. I'll be right over to test it for magic. }

Fluffykins relays as asked to all the party members.

[To all party members]
{ Randall says "don't touch the door. I'll be right over to test it for magic." }

Randall drops the invisibility and passes by the others on his way to the door. Once there, he uses his wand of detect magic on the door.

Before he uses the wand...

Randall
{ Fluff relay... if there is magic on the door, I can cast a Passwall spell to get us through without having to open it. }

Fluffykins
[To all party members]
{ Randall says " if there is magic on the door, I can cast a Passwall spell to get us through without having to open it " }



Vinder 
Thursday April 19th, 2007 9:34:19 PM

Speaking aloud, "Durgan or Kazak, could either of you come take a peak at this door. It's made of stone, and I've heard Dwarves have an eye for that sort of thing."

Vinder becomes visible and moves aside to let one of the dwarves up to look at the door.

Trace 
Thursday April 19th, 2007 11:18:09 PM

Trace continues to stand in behind Savin, "Man I feel worried about not having any armor. Just give me time to cast barkskin on myself before you can run in. Unless it can not be helped of course." Trace tries to keep his conversation quite.

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

Peerimus 
Friday April 20th, 2007 1:05:28 PM

Peerimus listens as Vinder gives the quick on the door. "No traps then, Randall really not necessary." He taps Durgan on the Shoulder, "Gentlemen, if you would be so kind." over his shoulder, "Trace you have our backs until we are in."

Peerimus gets ready to follow the dwarven brothers in.

Randall 
Friday April 20th, 2007 3:26:11 PM

"No traps then, Randall really not necessary."

Randall

:: The mage draws out his wand of magic detection. ::

" May not be necessary but I would prefer to give it a try anyway. This door makes me feel uneasy. Let me check it and then if you want to push your way through give me a moment for me and Fluff to get on the other side of the coridoor. "



Durgan  d20+9=19
Friday April 20th, 2007 5:31:00 PM

Durgan puts his weapon away and squeezes down the corridor to the door. "Leave it to a dwarf to open a door" he mutters under his breath. Well, let's see what we have here. Durgan looks over the door area and looks for anything unusual. (Search check 19 -stonecunning)

If unable to fit down the passage to get to the door he grumbles loudly until enough people back down one of the other halls so he can get through.

Quinn AC 25 Hp 100/100  d20+10=14
Friday April 20th, 2007 6:07:12 PM

Quinn nods his head when Randell suggests checking the door for magic. "The undead around here are real tricky as they have set lots of magical traps. Good thinking Randell."

Quinn finds his spot in line but has a look down the corridor on the groups unguarded flank.

Spot 14

QUinn mumbles to himself "If only we had someone iwth dark vision to keep watch."

Quinn slowly taps his mace into his left palm and mutters "We will see you soon Dad."

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



Kazak Ac 27/32 Hp 148/158 
Friday April 20th, 2007 7:26:42 PM

The 4'1" dwarf walks behind Durgan.....a half step to the right to ....keeping a sight line open......shield readied."right behind ya brother"

With a wink at Vinder when he becomes visible

Savin 
Friday April 20th, 2007 11:02:54 PM

"If you guys are so afraid, I will open the door. I know caution is called for but don't let fear paralize you. Let me know if you need me to open it."

Caution and Courage (DM/Al) 
Saturday April 21st, 2007 11:13:11 AM


Not quite satisfied with his search, Vinder calls for the opinion of a dwarf, famous for their eye for Stone. The rogue moves back and the dwarves push forward. Each and everyone turns sideways to allow passage within the narrow Passageway.

Randall uses the opportunity to position himself at the center of the T intersection. Drawing a wand, he casts a divination cantrip. The way before him lights up! Magic!

As Randall concentrates on his spell Peerimus gives the rear guard assignment to Trace, but it is Quinn who attempts to pierce the darkness for a glimpse of what he can only imagine might be approaching. Sadly, his human eyes have not the ability to even see as far as the stairs that the dwarves say lie further down the Main Passageway.

As Randall concentrates, the Magic Auras within the Passageway begin to sort and form. So many auras! There are more auras here than are worth counting, and the strongest appears to be Overwhelming.

Durgan spends a quiet moment studying the door. Though works of stone are more his brother's line, Durgan cannot help but be impressed. This is fine craftsmanship. He finds nothing out of sorts with the door, nothing in the way of hidden traps or catches. But, he comes to much the same conclusion as Vinder did. If someone had bothered to craft stone as fine and seamless as this, to leave out a handle of some sort would be highly remiss. The door must close itself upon some automatic method.

Finally, the locations of all the Magic Auras reveal their locations to Randall. The mage discovers that there is no magic upon the door, none on the walls, nor on the floor or ceiling. All of the bright and powerful magic that he sees comes from the possessions of his companions. To the treasure hunting wizard this is a significant revelation. Such items that they possess are at least as powerful as the ones he himself owns. The Overwhelming aura comes from the one named Peerimus. It shines right through the material of his magic haversack. That's impressive. Very impressive, indeed. And interesting.

Finally, Savin issues a challenge. Such a word to provoke. Savin uses the "F" word, calling into question his companions' courage.

(Make sure to look at the map. Ensure that these are the positions that you wish to be in.)

=== OOC ===

Round Timer: 34.4

Beyond the Wall

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.
Please be as specific as possible with your movements.
Use the convention of North South East and West where North is to the Top part of a Map.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Injuries, Problems, and Active Spells
======
Savin: 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, 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 
Saturday April 21st, 2007 12:07:13 PM

Quinn has the light spell still on his metamagic rod and waits until for his turn at the "T" in the corridor so that he can take a look at what is on the flank of this train.

Quinn calls out "Anything interesting up front? Any vampires?"

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


Vinder 
Saturday April 21st, 2007 8:41:48 PM

After Durgan confirms what Vinder had discovered, he relays the following to the rest of the party, "It looks like this door is set to close on it's own when someone goes through it. No telling if there's a trap in the next room, but the way you all talk about this place, I expect there is."

"If you want to go this way, I'd suggest finding something to keep the door open behind us so we're not trapped in there. Otherwise, we can see where the other passage leads, first."

Peerimus 
Sunday April 22nd, 2007 9:55:33 AM

Peerimus looks at the door for a moment longer. "Self closing," he muses quietly to himself. "Not a design to keep individuls out, but to keep things in. Also possibly to catch would be robbers so the mistress can have the pleasure of dealing with them herself. Of course, there could be a pressure plate on the other side that opens the door as well."

The druid glances at the dwarven brothers, They had mentions after the bend in the other passage stairs. and then he decides.

"We leave this door alone, back to the passage and the stairs spotted by Kazak and Durgan. Vinder you have point. Durgan and Kazak give him 15'. I will follow, then Quinn Savin Randall and trace you have our rear guard."

"We explore the stairs and where they might go. There is no need currently to possibly use our limited resources on entering and then escaping a possible trap."

Peerimus gets everyone back to the other passage and heading towards the stairs.

Randall 
Sunday April 22nd, 2007 1:33:29 PM

" No magic here... I can either use the Passage spell now to get us in or save it in case we need to get out again. Of course, If I use it now to get in, it'll be there to let us out... anyway... I agree with what Peerimus suggests. "



Durgan 
Sunday April 22nd, 2007 2:46:14 PM

"Good tactics. I like the way you think, very dwarfish. After you Vinder." Durgan moves back to the intersection, then waits for Vinder to pass and follows 15 feet behind on the way to the stairs.

Savin 
Sunday April 22nd, 2007 9:42:23 PM

Savin doesn't like being in the middle of the pack but puts on his stoic face and waits it out. When Vindar starts checking the door for traps in a professional way, Savin breaths a sigh of relief. Though spring traps was exhilerating, he knew it would eventually catch up to him.

Kazak 
Sunday April 22nd, 2007 11:15:12 PM

"Stairs ?.....well sure beats climbing " grins the dwarf

With a nod at Peerimus's directions Kazak then makes his way after and behind Durgan always keeping a half step behind and to the right to keep his line of vision clear " i've got ya right brother "

Vinder the Hilt  d20+19=21
Monday April 23rd, 2007 11:12:29 AM

Vinder squeezes past his new allies and turns right at the intersection. He moves forward a bit before going invisible again.

He moves slowly forward, searching the walls, floor and ceiling for traps. (Search 21)

DM/Al - OoC 
Monday April 23rd, 2007 11:52:06 AM

Please note that Vinder carries no Light. Anyone want to help out his poor human eyes?

Peerimus 
Monday April 23rd, 2007 4:49:05 PM

Peerimus retrieves his Everburning torch from Savin and passes it up to Vinder. "You might need this."

Randall sup.... 
Monday April 23rd, 2007 6:04:30 PM

:: Randall fades from view again. A ghostly voice sounds out ::

" I'm here. Just turned the invisibility back on. "



Trace 
Monday April 23rd, 2007 8:27:07 PM

Trace tells the others, when you need sight let me know, I still have my darkvision right now.

Trace 
Monday April 23rd, 2007 8:27:27 PM

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

About Faces (DM/Al) 
Monday April 23rd, 2007 8:51:43 PM


Quinn is on the lookout for a rear ambush. Those crafty undead. Crafty, crafty undead. As his mother had been. As his father surely must be.

Vinder suggests designating a person to hold the door open, lest it close and cut them off.

Then, there is a change of plans. Under Peerimus' orders, the group re-aligns to investigate the stairway further on.

As he moves to take his place, Randall suggests the use of a spell called Passwall. Then, like the fall of dominos, some of the bits dropped this powerful group that he has fallen in with begin to form into a much clearer and rational picture. Treasure trove. Teleport will not work ... (Anybody, INT check vs DC10 for this realization: Highlight to display spoiler: {If this is a place where the ruler of this land keeps highly prized treasures, it would be foolish of her to the walls to be penetrated so easily. As you've found out already, teleportation does not function here. So, what are the chances that a thing such as Passwall might succeed?})

Vinder becomes invisible again. And when Peerimus offers him the Everburning Torch, it is taken by an invisible hand, floating through the air marking the rogue's movements.

Randall too becomes invisible, and the line proceeds, moving away from the door at the end of the right-hand passage, and down to the stairs at the far corner.

Searching for hidden traps, Vinder makes his way down the stairs. It is a slow process. Durgan, and then Kazak follow fifteen feet behind. Five, ten, fifteen ... 45 feet the stairs descend.

Then the floating torch stops. Thirty feet further ahead, at the edge of circle of light, Vinder makes out the landing, the end of the stairs. At the landing, the Passageway makes a turn to the West. And huddled at the bottom is a small crumpled figure. With the light of the Everburning torch to reveal it, the figure is visible to all. Even Trace at the top of the stairs can see it. Swathed in robes, it appears to be another goblin.

No. Not a goblin. It's a gnome. A closer look reveals to Peerimus, Savin and Trace, that it is Firn'gaer.

=== OOC ===

Round Timer: 35.6

Beyond the Wall

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.
Please be as specific as possible with your movements.
Use the convention of North South East and West where North is to the Top part of a Map.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Injuries, Problems, and Active Spells
======
Savin: 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, 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 
Monday April 23rd, 2007 11:08:08 PM

Quinn calls back to Trace "Beware of the rear brother and the tricky undead as you have no armor."

When word is passed along that the Children of Chaos's old wizard is discovered at the bottom of the stair "Bother Savin you old friend is discovered" Quinn passes the information back and offers to let the monk pass to check on him "Lets go to him and see if he needs assistance. He must to be alone in this place, unless Gargul provides again."

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


Posting Report For: 
Monday April 23rd, 2007 11:24:34 PM

Game #4 Children of Chaos
For the week of April 16th 2007

Name - MTWRFSS

Dm Al - XXX2OS-
Durgan - XXXXX-S
Kazak - XXXXX-S
Peerimus - XXXXX-S
Quinn - O2XOXS-
Randall - OXX2X-S
Savin - XOXXX-S
Trace - OXXXO--
Vinder - OXX2OS-

submitted by Adm BZ

an excerpt from the journal of Dweezil the imp:

The magic quill was barely moving now. The group had climbed out of the pit and proceeded to that most dreaded of any adventurer's fears: a hallway with two ways to go. "I can't believe it. If only a lightning bolt would blast down the hall! Now that would be exciting, the imp muttered. The imp once again lamented his current assignment. "This reminds me of pulling legs off a spider or wings off a pixie. Sure it's fun for awhile, but it does get boring eventually". "Yay", the imp mumbled. "They are finally moving again. And what's this? A new player?" The imp leaned forward to get a better look at the newcomer, and the magic quill and journal seemed ready to pick up the pace once again. Their magic effortlessly recording everything which transpires with the Children of Chaos.


Durgan 
Monday April 23rd, 2007 11:30:33 PM

"Durned invisibility magic", Durgan muttered. "How are we supposed to follow a certain distance behind if we can't see you? Just keep holdin that torch. If you drop it and get knocked out we'll never find ye." Looking around Durgan notices the wizard is invisible again as well and mutters a dwarven curse under his breath.

"Careful brother, there is someone at the bottom of the stairs, but it seems someone knows him."

Kazak Ac 27/32 Hp's 143/158 
Tuesday April 24th, 2007 12:42:21 AM

"aye brother "

Kazak follows Durgan slightly to his right to keep a clear line of sight .....looking down at the floor the 4'1" dwarf searches the floor for signs of dust....possibly marking the path of the unseen friends

ooc: how wide is the corridor ?? height ?

Vinder the Hilt  d20+3=17 d20+12=15
Tuesday April 24th, 2007 12:45:10 PM

(Intelligence check 17)

"Stop!" Vinder says to those behind him. "Just a minute. Let me check him to make sure he is what he seems first. Could be a trap."

Vinder pulls out his rope of climbing and sends the rope snaking forward along the floor before trailing over the crumpled form of the gnome. (Will save 15 in case of illusion)

If he senses nothing suspect, he'll give the go ahead for the healers to come forward.

DM/Al - Game Addendum 
Tuesday April 24th, 2007 1:27:53 PM

The rope snakes across the floor and quests up the body at the bottom of the stairs like a blind worm. From all appearances, both the floor as well as the small form below are solid.

Savin ac 29 hps 115/115  d20+12=29 d20+5=13 d20+2=11
Tuesday April 24th, 2007 3:38:32 PM

ooc Did Trace ever cure Savin? Know we talked about it but not sure if it happened.

Intelligence check of 11. "Isn't passwall like a teleport or dimension door. I don't think it will work here."

Savin will see his friend on the floor and try to squeeze past the people in front of him to get to his gnome friend.

Before he gets to close, he will take a close look at the downed dwarf and say, "I don't believe that is Firn'gaer. I think it is an illusion." Savin will try to actively disbelieve it. Will save 29

If he doesn't see through the illusion then Savin will move forward and check for a pulse. heal check of 13



DM/Al - Game Addendum 
Tuesday April 24th, 2007 3:47:33 PM

Yes, Trace healed Savin. See the "Injuries, Problems, and Active Spells" section of the OoC. Savin is at Full.

Peerimus  d100=26 3d8(4+2+6)+5=17
Tuesday April 24th, 2007 4:04:01 PM

Peerimus begins moving down the stairs after the rope seems to confirmthe solid floor. Though the other traps in this place were far more obvious than this and his mind is pretty at ease as he approaches. The logic in trying to use an illusion of a party member that until 2 days ago was planning to penetrate the vault as well did not sit with him. No this was exactly as it appeared and if Quinn's leg and the rest of this realm were any sort of benchmark, his friend would be needing them.

As Peerimus moves down the stairs, "Durgan, Kazak move out past us and take a lookout position about 15' further down. Keep your attention down the hall. Trace and Quinn, you still have our backs while we are occupied." Peerimus takes out his wand of healing as he approaches Firngaer and Savin. "How is he?"

Peerimus will use the wand if any injuries are apparent [CSW %26 Heal 17]

Firn'gaer 
Tuesday April 24th, 2007 7:41:24 PM

zzz...zzz...I couldn't...eat anymore...stew...zzz...zzz...pie...couldn't...zzz...maybe just a slice...zzz...

The well dressed gnome slumps over one arm on the cold stone. By his appearance he is plump and well fed and soon to face the harsh cold reality of his situation.

Glowing...image...zzz...no...zzz...odd?...ZZZ...ZZZ...bad...VERY BAD...ZZZ... The gnome's breath races. Light...tendrils...barrier...ZZZ...Rufus run...NO!...SURROUNDED...

Randall  d20+6=21
Tuesday April 24th, 2007 8:09:43 PM

Randall flickers back in sight as he drops his invisibility.

( Int. check 21)

Randall thinks out loud... Your right Vinder. It's not likely to work.. but it wouldn't hurt to try.

{ Fluff, come back to me. }

Randall draws his wand of detect magic and uses it to check the crumpled up gnome.


Wake from the Undead (DM/Al) 
Tuesday April 24th, 2007 8:52:39 PM


From just below the floating torch a strand of rope plays itself out, down the stairs from an invisible source. The rope wanders over the fallen gnome at the bottom of the stairs. It appears to be real.

Savin actively attempts to disbelieve the evidence of his eyes, but it still remains. He pushes his way down the stairs past those in front of him, and as he reaches out at the bottom of the stairs, he feels a very real and solid wrist beneath his fingertips. There is a pulse. And it is beating very quickly.

Kazak looks to his feet, eying the stairs for signs of tracks or passage. All he sees are the stones, not an uncommon sight in places sealed against the outside intrusion of sand and grit. His brother mutters about invisibility magic. (The passageway is 5ft wide, as depicted on the map. In addition to that, the ceiling is 10ft high. Very tight quarters.)

"Right here," Fluffykins replies in a language that only she and Randall share. She flaps her wings a bit louder, and Randall hears her just above his shoulder. He takes out his wand again and points it down the stairs. Again, the magic before him is Overwhelming. And again, after a moment, most of the magic auras wind up coming from the people in front of him. What is different this time, is the magic that covers the gnome. Quite a lot of it, in fact. Even more interesting, though, is the fact that the gnome has at least three active spells upon him.

Peerimus positions the party to cover both ends of the stairwell as he descends to bring aide to Firn'gaer. The dwarven brothers move past and down the continuation to the Passageway. Even with their dwarf-born Darkvision, they cannot see the end. It stretches on and on off to the West. Up above, Trace, with his magic Darkvision, keeps watch on the Passageway up above. Nothing there appears out of sorts.

Firn'gaer moans and turns from side to side in the throes of nightmare visions as Peerimus and Savin kneel over him. It most definitely appears to be Firn'gaer. He appears to have no physical injuries, but even in sleep or unconsciousness, the look on his face is of worry, possibly even fear. His feet move, as though running. He cries out.

What could be happening? And more to the point, is there any way to possibly help him?

=== OOC ===

Sorry for posting early today. I have a work related dinner to go to tonight.

Round Timer: 36.0

Beyond the Wall

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.
Please be as specific as possible with your movements.
Use the convention of North South East and West where North is to the Top part of a Map.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Injuries, Problems, and Active Spells
======
Savin: 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, 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 
Tuesday April 24th, 2007 9:52:48 PM

Quinn waits his turn to move down the stairs, but floats a bit higher to see better, his light spell giving him his needed light, at least to the edge of the spell.

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


Randall  d20+22=41
Tuesday April 24th, 2007 10:08:40 PM

( Spellcraft check 41)

Randall tries to determine if anything magical could be effecting the gnome this way.

" The gnome has spells active on him. I'm trying to determine if any of them are causing his discomforts. "

{ Fluff, can you read anything from the mind of the gnomish one? }

Durgan  d20+8=28
Tuesday April 24th, 2007 10:42:23 PM

Durgan moves another fifteen feet down the hall, getting his crossbow ready as he moves. "The gnome needs magical aid it appears. Let's keep watch. These corridors are cramped. Does it remind you of home Kazak? There were several living quarters areas constructed after you left. And they had just about finished constructing the new temple to Moradin. You would be proud of the craftsmanship that went into that stonework. Maybe if father forgives you, you will be allowed back in to see it."

actions:
ready action to fire crossbow at any potential attackers.
spot down hallway = 28(woot! a twenty)

Trace  d20+16=18 d20+10=13
Tuesday April 24th, 2007 11:27:51 PM

Trace holding a sniper postion above the group keeps a wary eye out for anything around. Keeping his head on a swivel, Trace looks in all directions and then reports his findings to the little dragon.

(hide 18)
(spot 13)

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

Vinder the Hilt 
Wednesday April 25th, 2007 10:21:59 AM

Vinder blinks into visibility as he descends the rest of the stairs. He gives the fallen gnome a cursory looking over before squeezing by those gathered around him.

"You know him?" Vinder asks Peerimus. "That's strange. How do you think he got here and like this?"

Moving on, he comes up behind the two Dwarves. "See anything?" He squints his eyes as he looks over their heads but can't make anything out in the darkness.

This place makes me uncomfortable. And there's a vampire in here? I thought those were just stories. Hmm. Maybe I'm IN a story!

Vinder smiles and shakes his head. Must be thinking something amusing.

Peerimus 
Wednesday April 25th, 2007 2:47:58 PM

Peerimus frowns as Firn`gaer squirms about and seems to be caught within a nightmare. On one hand the druid hates to wake him. Roused from one, only to be thrust into another where simply 'waking up' is not an option. If Peerimus is one thing though, it is pragmatic and thus he reaches over to the gnomes shoulder and gives the wizard a hearty shake. "Firn`gaer! Wake up! It's I, Peerimus. It appears you have been sleep walking like none I have ever heard of before." The last comes out and a smile hits his face. Hoopefully the wizard will appreciate the joke for what it is.

Kazak 
Wednesday April 25th, 2007 5:14:08 PM

The 4'1" trudges after Durgan keeping alert as he goes.

"They built a new temple?.....yes indeed the craftmanship would of been of the highest quality for such an work of art"

Hearing Vinder's remark" nothing yet just stone and darkness .....but i'll let ya know if we spot anything " grins the dwarf "especially if it's dangerous "



Savin 
Wednesday April 25th, 2007 8:49:42 PM

Savin smiles at Peerimus's words and waits to see if the gnome wakes up. If he remains in a slumber, Savin will pull out a waterskin and spray some on the gnomes face.

If Firn'gaer wakes up with Peerimus's pushing or after the dousing of water, Savin will extend a hand and help the gnome up. "And you thought you could avoid your fate. See you can't. Looks like you are going to have a hand in taming Chaos after all."

What Dreams May Not Come (DM/Al) 
Wednesday April 25th, 2007 9:44:53 PM


Discipline. Quinn and Trace hold their places at the top of the stairs as Savin and Peerimus see to the figure of Firn'gaer at the bottom.

Randall wracks his brain for the symptoms of a spell that would cause such behavior in a gnome. No spell comes to mind.

"Sorry. Can't read his mind." Randall detects dejection and remorse in the voice of his tiny familiar. "Sorry. I can talk to them. And I can hear them if they talk to me with their minds. But if they don't talk, I can't hear. Sorry. Sorry, sorry, sorry."

"The Elf is speaking to me. He says that nothing is amiss at the top of the stairs."


The dwarfish brothers admire the stonework in the Nightshade Crypt, even as they keep watch up the path ahead. (Quinn, you're the only one with ranks in Knowledge Religion. Roll Knowledge Religion vs DC16 for the following: Highlight to display spoiler: {Even up the stairwell, you think you hear the dwarves talking about a Temple of Moradin. But, from what you have learned, Moradin is one of the Old Gods. In your learning, the dwarves worshipped Moradin. But, these Old Gods supposedly left the Wold during the Ascension that brought the Lord Gargul to the glory he now holds.})

Vinder becomes visible and comes down the rest of the stairs. Slipping past Savin and Peerimus, he makes inquiries about the gnome. One of the dwarves trains a crossbow down the hall, waiting ready to shoot. Vinder peers down himself, but can't see much past the twenty feet circle of the borrowed Everburning torch that he is holding. Beyond forty feet everything is pitch black.

Durgan, gets an especially good look, but he sees nothing but the empty passageway. Estimating the normal range of his Darkvision, that would mean that there is nothing up ahead for at least 60 feet, a fact of which Kazak informs the Human.

Then, Peerimus shakes the gnome on the ground. Firn'gaer's eyes snap to wakefulness and he sits bolt upright. His breathing is quick and shallow. Even when Savin extends a hand, he does not respond. A bead of cold sweat trickles down his forehead. Firn'gaer, looks up and Peerimus and Savin, and though he says nothing, recognition comes into his eyes. From the folds of Firn'gaer's robe a tiny brown nose pokes and shiny black eyes look out with fear.

All around, the dark and narrow passageway of the crypt is silent, save for the voices of the group, the interlopers who would dare invade the most heavily guarded vaults of this land of the Undead. Kazak and Durgan estimate themselves at some two or three hundred feet underground, possibly under a hill. The long straight corridor awaits ahead.

=== OOC ===

Round Timer: 36.0

Beyond the Wall

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.
Please be as specific as possible with your movements.
Use the convention of North South East and West where North is to the Top part of a Map.

Please try to be as precise as possible with your movements. Listing the square you are moving to is a good thing. If you do not, then I will do my best to interpret your wishes based upon the description in your post. But you have no recourse to change it if it is not what you wish.

Injuries, Problems, and Active Spells
======
Savin: 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.)

Trace  d20+16=20 d20+10=18
Wednesday April 25th, 2007 10:39:25 PM

Trace continues to hold his spot up above and relays what he see to the dragon while holding the arrow in the knoch ready to strike.

hide 20
spot 18

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=6 d20+11=18
Thursday April 26th, 2007 7:20:49 AM

ooc:Al, I am on the road and do not have my charater sheet. I do not know if Quinn makes his knowledge religion check by rolling a 6??

=======================================

Quinn holds his position and watches those below his, although he does steal a look behind him and Trace. The cleric of Gargul does not like the turn of events "This smells like and undead trap."

spot 18

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 
Thursday April 26th, 2007 9:43:25 AM

Firn'gaer continues to squirm, this time his hands stretch out as if to hold something at bay. It seems that just before whatever it was is foiled by Peerimus' shaking of Firn'gaer.

With a loud scream the gnome wakes his is face ghost white and his hands are shaking.

"What...where, where am I?" He says. He looks up at Peerimus and in his eyes there is fear and relief.

Rufus makes no noise. Firn'gaer can feel him shaking from within his robe.

Vinder the Hilt 
Thursday April 26th, 2007 10:25:16 AM

Vinder turns at the gnome's shout. "Look's like he's up, now."

"So, how do you think we got here?" he whispers to the Dwarves. "I mean, I wasn't here a little bit ago. Now, poof, I'm here. It's kind of weird."

He is quiet for a few moments, seemingly contemplating his situation. "Really weird."

Peerimus 
Thursday April 26th, 2007 3:45:33 PM

"I wish I could step back to reveal a Glorious banquet upon the lawn behind." Peerimus lowers himself further to lock his green eyes to the wizard and to mask most everything else about them. "Firngaer, I do not know what pulled you here, only that I can guess it was unpleasant. We are in Harrowed Moon." Peerimus shifts a bit with Firn`gaer's moving eyes. "You remember, I know you do. WE travelled to Hook City together to get more information, well I'm partially horrified to tell you we succeeded and are now within the vault and that much closer to the Shroud."

Peerimus grips his shoulder, "We need you to be your lovable grumpy self and we need to be away from here. Dimensional spells seem to inoperable here and we have met a few new companions. Brother Dwarven fighters, a rogue and another wizard. But more later, we need to speed up."

Peerimus stands and thinks at Fluffy, This is Peerimus, tell everyone else that we need to pick up our pace. Time runs against us, Trace you have our rear. Everyone close up, we're spread too thin

The druid looks to Savin, "Help him up." and he moves past towards the dwarves, "Take us further in friends and keep a sharp eye out."

Durgan  d20+8=15
Thursday April 26th, 2007 4:22:52 PM

Durgan looks at Vinder with a raised eyebrow. "Twas magic that brought us here. The kind of magic that dwarf parents tell their terrified little children never to mess with. And with good reason, because it leads to places like this. Some things are better left alone."

"It looks as though the gnome is coming around. Let's take a look ahead while we wait. After you Vinder, and don't worry you've got dwarven steel guardin yer back."

Durgan waits for Vinder to get a head start and then follows him down the hall. He keeps his eyes ahead and his crossbow at the ready. "Come on Kazak, danger awaits."

actions:
spot check = 15

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

Durgan AC31 Hp168/182  d20+20=31 d10+7=9 d100=9 d100+18=71 d100+18=91 d20+18=20 d20+18=22 d20+3=14
Thursday May 24th, 2007 6:59:02 PM

OOC- would I get an AOO when the shadow that struck me enters the wall? (stats if needed:hitAC31 dmg9 9% for 50/50)Also, delaying for the haste from Randall then actions below:

Fort saves: 20,22 (sorry ignore the d100 rolls before these two)

Durgan shakes off the paralysis, then attempts to push his way into the room so that there is room for everyone else to get in. "The party is up here everyone, let's go!"

actions:
bull rush M2 into the room check= 14

active effects:
-6 STR

Randall Mercurial AC 17, HP 63/63 ( And Fluffykins AC 25, HP 31)  d20+10=23
Thursday May 24th, 2007 7:19:57 PM

Randall uses his metamagical rod to cast and extended HAST on as many of the party members as possible. He then drops the rod and moves 5 feet (ooc to S13).

ooc> Could Randall hear anything that was said by the ennemies? Listen check 23

{Fluff, perch on my neck and send to all party members.
" What's going on! " }

Fluff perches on Randall and wraps himself around his neck. He then 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


Kazak Ac 30 Hp 157/158 haste,scarab of golemsbane ,Stoneskin 
Thursday May 24th, 2007 7:34:50 PM

Kazak watches as the shadows reach out and touch Durgan ......." i'm coming brother !!"

Reaching quickly into his haversack the 4'1" dwarf fishes out a vial and deftly pops the corked top and downs the liquid (potion of displacement)

"Aye they shall feel the bite of dwarven steel"
growls Kazak as he moves towards Durgan "i gotcha ya back brother" (5'move)

Shield in place and sword drawn Kazak advances forward

Firn'gaer - AC 23 [Incorporeal AC 23]; HP 60 
Thursday May 24th, 2007 7:54:21 PM

Seeing the Shadows and knowing his already feeble strength, Firn'gaer casts Shield.

With Rufus in tow, he flies to AD12 thinking that he cannot be any help if he sits back.

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] - 1176 rounds
Shield - 120 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 ac 34 
Thursday May 24th, 2007 8:14:29 PM

Savin is frustrated that combat has started and he isn't in the thick of it, but he also knows if he goes into the tunnel, he will clog it if he is stopped at his size.

"Go!! Go!! Go!! We need to get into that room. We have friends in trouble. You get a headstart but I am gonna be in that tunnel soon. Move it!"

Savin pulls out a potion of barkskin +4 and sucks it down.

protection from evil (trace
enlarge
barkskin +4

The Keepers of the Shroud - Round 02 (DM/Al)  d20+5=6 d20+8=17 d20+6=21 d20+6=23 d20+6=21 d20+6=19 d100=89 d100=97 d100=53 d20+12=19 d20+12=21 d20+17=33 d20+12=28 d20+12=28 d20+12=19 d20+12=16 d20+12=17 2d8(4+1)+10=15
Thursday May 24th, 2007 10:12:52 PM


Quinn holds forth the Holy Symbol of his Outland God. Gargul may not at times be able to reach into Koshe Marr, but there is one thing that the undead know well, and that is Fear. The corpse-like being in the doorway turns and flees. (BTW, Quinn, the shadows are fully within the walls. They have Total Cover against you.)

Trace pulls a horn out of his pack and blows. The blessed call of the Good and Worthy blasts the air and bathes the elfish ranger in its protection. (Trace, I show your AC at AC19, Touch AC18, Flat-Footed AC13. These are all against Evil.)

Vinder becomes Invisible.

Peerimus casts a spell upon himself then moves to the opening of the Passageway. (V/10 is inside the wall. I moved you 20ft from your previous position, Peerimus.)

Durgan Rushes the Cadaver in the doorway, but instead of attacking, it cowers in fear. Not so the one to the side of the door, it flicks at tongue at Durgan but misses due to the cover provided by the corner of the doorway. (AoO Touch AC17) Durgan shoves the Cadaver five feet out of the doorway. As the dwarf looks up he can see the Skeletal Dragon standing over him fifteen feet in the air.

(Sorry, Durgan, no AoO. The Shadow's move into the wall was only 5ft.)

Randall casts his Haste spell and Peerimus, Savin, Trace, Vinder, Firn'gaer, Rufus, Fluffy and himself are all affected. (Sorry, yes you all heard the voice that came from the other room. Every word. ^_^)

Kazak drinks a potion and his shifts to one side. He calls out to his brother. (Sorry, Kazak. No 5ft step. Quinn is currently in that spot.)

Firn'gaer casts Shield upon himself. Then with Rufus he flies right into the thick of things.

Savin takes out a potion and drinks it down. His skin hardens like bark.

+++++++++++++++++++++++++++++++++++

From out of the walls of the Passageway dark hands reach forth and grope for prey! (S1 Touch Durgan AC21, Miss Chance 89/Fail, S2 Touch Quinn AC23, Miss Chance 97/Fail, S3 Touch Firn'gaer AC21, S4 Touch Quinn AC19, Miss Chance 53/Fail) The hands reach blindly, swiping the air around Quinn, Firn'gaer and Durgan. Two attack Quinn, one from either side of him. But luck is with the heroes, all four of the shadowy hands miss their mark.

Durgan feels the Cadaver the he had just pushed away give ground as it flees in fear of Quinn's god. But the one to the side of the door is not so persuaded. Again it Slams at he dwarf and slaps him with its tongue. (Hit Durgan AC21, Touch AC19, Fortitude Save vs DC17 or be Paralyzed for 1d4 minutes.)

Firn'gaer, much closer now, can see the walking Cadaver battling Durgan at the side of the door. The dim light of Quinn's rod only penetrates 20 feet into the room, but what it does illuminate are four huge skeletal feet. The feet step forward, walking on air and a series of attacks pound down upon Durgan from above. (Bite Durgan AC33, Claw AC28, AC28, Wing AC19, AC16, Tail, AC17, Damage 15hp) The Iron Dwarf weathers the storm of blows reasonably well. But for how long can he hold out?

**** 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.

The Shadows are nowhere to be seen, but it's pretty clear that they are in now in the walls.

Quinn, the Cadaver and the Dragon are now the only visible Turn targets.

=== OOC ===

God it takes a long time to put these things together.

Round Timer: 96.5

M2 97.4

View From the Golem Room

General Notes
=============

For 50% Checks DM Uses 1 to 50 is Success. 51 to 100 is Fail.

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 153/182 (Stoneskin 130/130 109.1, STR 16/22 ), Firn'gaer 60/60 CON 15/18 (Fly 105.8, Haste 99.0, Shield 108.4), Rufus 36/42 CON 9/10 (Haste 99.0), Kazak 157/158 (Stoneskin 130/130 109.0, Displacement 96.9), Peerimus 91/91 (Freedom of Movement 217.4, Haste 99.0), Quinn 100/100 (Light End of Rod 152.6, STR 13/14), Randall 63/63 (Improved Invisibility 97.5, Protection From Evil 105.3, Haste 99.0), Fluffykins 31/31, Savin 115/115 (Enlarge Person 98.4, Haste 99.0, Barkskin 126.4), Trace 86/86 (Dark Vision 209.4, Magic Circle Against Evil 156.4, Haste 99.0), Vinder 95/102 (Invisibility 100.4, Haste 99.0), 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  d20+3=19 2d6(5+4)+15=24
Thursday May 24th, 2007 11:40:08 PM

Quinn is happy to see Firn'gaer move foreward to join the fray "Nice to have you up front brother. Where did you leave all of our fellows. I trust they are not stuck behind Savin's extra large backside."

Quinn squeezes past the wizard as he displays the Eye of Gargul prominently.

Move to AF

"Come on up Kazak and lets join the party your brother started. Dwarven steel, Gargul's resolve and Firn'gaer's magic."

-------------------------------

ooc: Is it possible to ready action a turn for when the shadows attack? Will wait for your answer before I try, next round.

-------------------------------

Quinn spots the cadaver and dragon skeleton and channels Gargul's power.

Turn check 19 or up to 15 HD effected

Turn Damage 24 HD (Looking for destruction of the undead)

"Father you always had your pawns try to do your dirty work. That is why you left Mother to her fate. I sent her to Gargul be judged because of your cowardice."

Turn 2/10

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
Freedom of movement: Travel Domain
Low light and Darkvision: Incite Domain

Rod of Extend 2/3


DM/Al - OoC 
Thursday May 24th, 2007 11:48:14 PM

That's an interesting question, Quinn. The Shadows don't really look out. They just reach their arms out. Let me study this.

Hmmm. Looks like Turning is a Positive Energy effect rather than a mind effect. So I would say Yes. You can Ready a Turning against the Shadows.

To lay one question to rest, though, in order to Destroy an Undead, you need to have at least Twice as many Levels as the Undead have Hit Die. Ain't gonna happen.

-------------------

I am only telling you Quinn's plan to destroy undead if he can attempt as he does not know their HD. Quinn also has the option to control the undead if he sees fit.

One side note: Quinn has freedom of movement and low light and Darkvision from his domains. I will add to the bottom of his post. Quinn may be able to see more into the room.

Kazak Ac 30 Hp 157/158 haste,scarab of golemsbane ,Stoneskin,displacement 
Friday May 25th, 2007 6:10:28 PM

Kazak hurries after Quinn trying to squeeze by him "gosh dang it...keep moving"

"dats some big feet hanging from da ceiling......right behind ya brother "

Sword and shield at the ready.... Kazak prepares to strike once he is past the blocking cleric

Durgan AC31 Hp 163/182  d20+20=32 d20+15=31 d20+10=11 d10+7=17 d10+7=8 d10+7=10 d20+18=21
Friday May 25th, 2007 9:43:43 PM

OOC-was stoneskin on from previous round? if so I should have 163/182 and 120/130 on stoneskin

Durgan moves aside(move to N24) to let others into the room and then unloads on the creature still by the doorway(M1).

"Get in here! And watch out for the flying skeletal looking dragon!"

actions:
fort save 31
move - 5ft step to N24
full attack- hit 32,31,11 /dmg 17,8,10

active effects:
-6 Str 16/22
stoneskin 120/130?


DM/Al - OoC 
Friday May 25th, 2007 10:04:00 PM

Sorry, Quinn. I've changed my mind. I've been reminded that Total Cover does indeed block Turning. You have Total Cover against them. That is the reason bor the 50% miss chances. Therefore they have Total Cover against you as well. You cannot Turn them as long as they remain within the walls regardless of whether they reach out or not.

I've taken 10 from your Stoneskin and added 10 back to your HP. It will reflect that in the next post.

Savin ac 33 hps 115 
Saturday May 26th, 2007 12:02:24 AM

Savin will move to AE12 (or how far one standard move will move him getting by his companions) and then activate his blink ring.

protection from evil (trace
enlarge
barkskin +4
blinking 1/7



Peerimus AC 32 Touch AC 23 HP 91/91  d100=14
Saturday May 26th, 2007 10:16:30 AM

Peerimus moves to AB/12 Peerimus turns slightly sideway in the hall to increase the distance between himself and the sides of the walls. Pointing into the room, he tries to call forth a sleet storm but nothing happens.

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 1098 rounds
Freedom of Movement
Haste

Vinder HP 95/102 AC 24 (two weapon defense, invisibility, haste) 
Saturday May 26th, 2007 10:45:25 AM

A frustrated grunt issues from nowhere and then Vinder is pushing past everyone and down the hall to AG 14. (Should be able to do this due to Haste spell. If I cannot, please move me as close as possible.)

Randall Mercurial AC 17, HP 63/63 ( And Fluffykins AC 25, HP 31) 
Saturday May 26th, 2007 11:32:44 AM

Randall casts Spell Turning on himself and then moves to T13.

====================================
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 (protection from evil, haste, barkskin)  d100=52 d20+10=16 d20+6=18
Saturday May 26th, 2007 8:51:38 PM

Trace returns the horn to his sack and cast barkskin upon himself while moving when the others do, not sure where everyone will end up in the room, Trace decides to postion himself between two other players and then get his bow ready for firing.

spell failure 52%, spot drk vision 16, listen18

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


Firn'gaer - AC 23 [Incorporeal AC 23]; HP 60  5d4(2+4+4+3+4)+5=22
Sunday May 27th, 2007 9:21:09 AM

Firn'gaer will target the "Four Feet" with an empowered magic missile.

EMM: 33 points of damage

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] - 1175 rounds
Shield - 119 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

The Keepers of the Shroud - Round 03 (DM/Al)  d20+19=36 2d8(8+3)+12=23 d100=8 d20=8 d20+19=30 d20+14=16 d20+14=27 d20+14=15 d20+14=18 d20+14=18 2d8(3+8)+12=23 2d6(5+3)+5=13 d20+6=22 d20+6=23 d20+6=23 d20+6=9 d6=2 d20+12=13
Sunday May 27th, 2007 10:13:44 PM


Quinn moves forward to the mouth of the doorway. His light floods the chamber. Shadows cast by the meager light only make the Skeletal Dragon now looming above seem that much larger and more terrible. He calls on the name of Gargul again to turn the Undead away. The Cadaver gives a moan of fear, but the dragon, up in the air, is not impressed.

Thirty five feet away in the Dim Light, Quinn sees that the floor turns to a wall and rises up to a Level ten feet above the floor. Standing at the edge of the Level are three indistinct figures. Even through the darkness, though, the form and stance of the one on the far left is unmistakable to Quinn deMarco. In his mind he can even see the goatee that he sports, so much like Quinn's own. It's Dad. Quentin deMarco.

Now is the time, Kazak charges to the fore. He pushes past Firn'gaer and Quinn to find that there is now no longer any room at the front. He must pass his brother Durgan as well, risking Opportunistic Attacks from both the Cadaver and the Dragon. The Cadaver Cowering in fear is unable to take the attack. But the Dragon Dips its head for a bite. (D1 AoO on Kazak Bite AC36, Miss Chance 8/Success, Damage 23 -10 from Stoneskin, -13hp). Even rocked by the mighty hit, Kazak can make out the same rise that Quinn can. It will be a tough climb, that ten feet. But with his Darkvision, Kazak spots what might be a ramp further north along the wall.

Durgan shifts five feet to clear the doorway. Then, before it can flee, he unloads with a barrage of cuts at the walking cadaver. The Waraxe bites twice, proving these Undead can be cut. But the thing appears far from dead.

Savin goes for it. Ducking low and shoving his bulk into the narrow passageway, he bulls his way through. He sees it just in time. The place he would like to go is too small. He would crush Firn'gaer beneath him. And so he stops ten feet short and speaks a Command word to his Ring and begins Blinking back and forth between here and the Ethereal Plane.

Peerimus too plunges into the passageway. Like Savin, he finds himself short of his goal, the space filled by Savin's bulk. He casts a spell, but finds the Evil of this realm resists the Divine presence of the Mother and Father.

Invisible to the eye, Vinder speeds into the passageway. Something unseen shoves its way past Peerimus, Savin, Firn'gaer, Quinn and then along the wall through Kazak. The Skeletal Dragon looming up above appears not to hear the invisible steps. Or at least, it pays them no heed.

Randall, also invisible, casts a spell upon himself, but stays just outside of the crush in the passageway.

Trace takes the time to stow his Horn of Goodness. Then he casts a spell upon himself. After that, he has little time to enter the passageway. (Too many actions, Trace. I gave you a 5ft move, but that's all you can take this round.)

Firn'gaer fires glowing points of light at the feet of the Skeletal Dragon. The Magic Missiles crash against the massive bones. But .. they leave no mark. The Dragon is undamaged. (Firn'gaer and Quinn, Spellcraft DC24 for the following: Highlight to display spoiler: {The results have all the classic earmarks of Spell Immunity})

++++++++++++++++++++++++++++++++++++

Back in the Golem Room, as Vinder races out, Trace and Randall are plunged into complete blackness. They have only Quinn's light at the other end of the Passageway to guide them, and they can only move at half speed.

The wounded Cadaver flees, Withdrawing to the North. The other one is now out of sight.

Up above the dragon looks down upon the puny creatures below. Vinder can almost believe that the dark eye holes in the Skull look down on him.

"HELLO SON!" The figure on the raised Level calls out in a hearty voice. "I've seen that little group of Followers that you have. Why don't we send you back to them, eh? You can show them that you have a new Thirst for Live." Then the voice changes, becoming cold as the winds of Ice Vein as it gives a command to the Dragon.

"Hurt the one in the doorway."

The Huge Skeletal Undead steps five feet forward and begins raining blows down on Quinn. (D1 Attack Quinn Bite AC30, Damage 23hp, Claw AC16, AC27, Damage 13hp, Wing AC15, AC18, Tail AC18: Total Damage 36hp)

Hands reach from the walls again. (S4 Touch Peerimus AC22, S2 Touch Savin AC23, STR Damage -2, S3 Touch Firn'gaer AC23, S1 Touch Quinn AC9) One Shadow, as it reaches out, feels at thing that it had never felt: The brush of armor that repels its touch. Still, it takes every bit of the magic that Hastens the druid's speed to dodge as the fingers grope for flesh. Firn'gaer too narrowly dodges a hand as it gropes for him. (Firn'gaer, I don't think you have Haste factored into your AC.) And the dark hand misses Quinn entirely. But poor Savin, crushed between the walls by his own size feels the fingers reach into his flesh and steal his strength.

Two of the figures upon the wall begin casting. The Dry and Wrapped Undead completes his spell and holds a palm forth in Quinn's direction. (Touch AC13 /Nat 1) A bolt of Searing Light strikes the wall next to doorway and the stones glow a molten red.

The one who calls himself Quinn's Father points at Durgan. A near tactile feeling of despair and Doom begins to crawl across the dwarf's skin like ants marching up over his body from below. (Durgan, Will Save vs DC19 or be Shaken for 14 minutes. Don't forget a dwarf's Racial +2 vs magic.)

And then ... without anyone to prop it open ... the door swings shut. Durgan, Kazak, and Vinder are in the room while everyone else is outside. And everyone in the room notices a funny thing. There's a light glowing from a place just south of Kazak. It's coming from a place where nothing can be seen. Then Vinder finally remembers that he's carrying Peerimus' Everburning Torch! They may not be able to see him, but they sure as heck can see the light.

=== OOC ===

Climb Check on the 10ft rise is DC25 at 1/4 speed. While climbing you lose Dex to AC unless you have a Climb speed.

Round Timer: 96.6

M2 97.4
M1 97.5

I've made D1 transparent so that you can see Vinder and Kazak below.
Keepers of the Shroud

View from the Golem Room

General Notes
=============

For 50% Checks DM Uses 1 to 50 is Success. 51 to 100 is Fail.

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 163/182 (Stoneskin 120/130 109.1, STR 16/22 ), Firn'gaer 60/60 CON 15/18 (Fly 105.8, Haste 99.0, Shield 108.4), Rufus 36/42 CON 9/10 (Haste 99.0), Kazak 144/158 (Stoneskin 120/130 109.0, Displacement 96.9), Peerimus 91/91 (Freedom of Movement 217.4, Haste 99.0), Quinn 64/100 (Light End of Rod 152.6, STR 13/14), Randall 63/63 (Improved Invisibility 97.5, Protection From Evil 105.3, Haste 99.0, Spell Turning 226.5), Fluffykins 31/31, Savin 115/115 (Enlarge Person 98.4, Haste 99.0, Barkskin 126.4, Blink 97.2, STR Damage -2), Trace 86/86 (Dark Vision 209.4, Magic Circle Against Evil 156.4, Haste 99.0, Barkskin 216.5), Vinder 95/102 (Invisibility 100.4, Haste 99.0), 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 HP 95/102 AC 24 (two weapon defense, invisibility, haste) 
Monday May 28th, 2007 12:32:33 PM

Vinder's spine crawls when the door snaps shut. Thinking quick, he moves to R25 and drops the torch before continuing on to S21.

Durgan AC 31 Hp163/182  d20+14=27
Monday May 28th, 2007 1:31:19 PM

active effects:
stoneskin 120/130
-6 STR

will save = 27

As the door slams shut, Durgan looks around to see only himself and his brother. He also sees someone invisible holding a torch and shakes his head. As Durgan shakes off the effects of the spell,he ponders for a moment. Once, Durgan would have thought of his brother as unreliable. But that time is past. Ever since they were reunited, Kazak has proven worthy of Durgan's trust once more.

"Brother. Let us take the fight to the enemy. And no one I would rather have at my side." Durgan motions to the platform with his eyes.

Ignoring the dragon, he moves to O23. He puts his waraxe in its' sheath and digs out a potion from his haversack.



Posting Report For: 
Monday May 28th, 2007 2:54:42 PM

Game #4 Children of Chaos
For the week of May 21, 2007

Name- MTWRFSS

DM Al - XXXXO-S
Durgan - XXXXX--
Firn'gaer - XXXXOS-
Kazak - XXXXX--
Peerimus - XXXXOS-
Quinn - XXXXO--
Randall XXXXOS-
Savin - XXXXOS-
Trace - XXXXOS-
Vinder - XXXXOS-

Submitted by Adm BrianZ

an excerpt from the journal of Dweezil the imp:

Dweezil was impressed. The adventurers were poorly organized and yet were all still alive. Amazing! But perhaps not for much longer. Even Dweezil drew back a bit as the large black face with glowing red eyes appeared on the door. Still, they pressed on anyway. Dweezil wasn't sure if they were brave or just foolish. Even an imp from the Abyss would have turned around and gone the other way after seeing the evil face appear on the door.

And then there was action! Spells flying, fighters attacking, and a smiling vampire taunting the Children of Chaos forward. The magic quill was scribing furiously, taking it all down.

Meanwhile, Dweezil found a nice comfy ledge to sit on and take in the show. If anyone could observe him in his invisible state, they would see him eating something resembling popped corn and a big smile on his little demonic face.


peerimus 
Monday May 28th, 2007 3:03:12 PM

Not going to be able to post today.

Savin ac 33 htpts 115/115  d20+13=33 d20+13=24 d100=62 2d6(4+2)+18=24 2d6(6+6)=12
Monday May 28th, 2007 4:46:08 PM

Savin darts forward blinking through the door and his friends if he has to. When he gets to an open spot, He will attack the dragon skeleton with his spiked chain swinging it hard with a power attack.

OOC attacked with power -5 rolled a natural 20, second roll hits ac 24. Did 24 points of damage with chain before any damage reduction. 2d6 for spiked chain large size, 10 for power attack, 5 for str modifier, 3 for bane weapon against undead. Also do an additional 2d6 for bane weapon. Not sure if I hit critical but if I do, damage doubles. Rolled 64 for blink check

blinking
haste
barkskin +3
enlarge



Firn'gaer - AC 23 [Incorporeal AC 23]; HP 60 
Monday May 28th, 2007 5:56:30 PM

"I don't have anything I can do. Get the door open and I'll be in there in a heartbeat. 'Til then...I don't know."

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] - 1174 rounds
Shield - 118 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

Quinn AC 25 76/100 hit points +5 STR  d100=68
Monday May 28th, 2007 7:21:52 PM

Quinn hear his fathers words lash him and the dragons battering, but worst of all the door closes, keeping him from his prey. "NO!"

Quinn casts an extended Divine Power and feels Garguls strenght.

Quinn will let his the Eye of Gargul fall back to his breast and draw his mace, ready for action, once he has enough actions to open the door next round.

Turn 2/10

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
Divine Power Extended
Freedom of movement: Travel Domain
Low light and Darkvision: Incite Domain

Rod of Extend 3/3

-------------------------

ooc: Quinn took 36 damage, but Divine Power gives him 12 back. ust a note.

Randall Mercurial AC 17, HP 63/63 ( And Fluffykins AC 25, HP 31) 
Monday May 28th, 2007 7:32:28 PM

{ Well that incovenient! Fluff you be my eyes for now. }

Using a combination of her blindsense, dark vision and low light vision Fluff will describe to Randall what she "sees" and help to guide him.

Fluff
{Can do. Just tell where you want to go Randall my dear. Trace is still with us in the room. The others are gone down the hall... }

Randall
{ Fluff move up to the hall doorway and tell me what you see.... }

And Fluff does.
[ooc> Fluff moves to a maximum of 5' to T12. Since this is only 5' she should remain invisible. DM I'm assuming that you'll want to relay what Fluffy sees. ]


====================================
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 144/158 Haste,Scarab of Golemsbane,Displacement,Stoneskin  d20+23=36 d20+18=28 d20+13=30 d20+23=43 d20+13=21 d20+23=38 d10+11=20 d10+11=18 d10+11=14 d10+11=20 d10+11=21
Monday May 28th, 2007 8:05:49 PM

"lets see if ya like dwarven steel " growls Kazak at the Dragon

Kazak's Sword traces lethal arc's as it slashes at the Dragon
1st swing d20+23=36 damage d10+11=20
2nd swing d20+18=28 damage d10+11=18
3rd swing d20+13=30 crit hit(d20+13=21 missed crit hit)damage d10+11=14
4th swing d20+23=43 crit hit (hasted)(d20+23=38 made crit hit!!) damage d10+11=20,d10+11=21

"How's dat feel ya bag of bones " growls the 4'1" dwarf

"right behind ya Durgan " as he steps after his brother (5' move to n-25)



DM/Al - OoC 
Monday May 28th, 2007 9:00:06 PM

We'll be missing Peerimus today. Possibly missing Trace as well. I think you all really need to be in this in order to survive.

So, today, with honor and respect to all the Service Men and Women who gave their lives in the name of their countries, I would like to declare a day of Peace.

No DM post today.

Peerimus AC 32 Touch AC 23 HP 91/91  d100=67
Tuesday May 29th, 2007 3:22:38 PM

Peerimus snorts a bit and follows quickly behind Savin. He has to pull up short behind Quinn and can't hold his tongue, "Now you elect to be cautious Cleric? You're lending credence to the accusations your 'father' recently brought to you."

Knowing the wizards he is with and thier love of all things burning. Peerimus reaches out to Find Mother nearby and wraps himself in her protection from the element. [Cast Resist Energy %67]

If I read the map right I can't move into Quinn's space to open the door and get by.

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 1097 rounds
Freedom of Movement 1199 rounds
Haste
Resist Energy Fire 30 1200 rounds

Quinn second illegal post 
Tuesday May 29th, 2007 5:01:22 PM

"Ahh, Brother Peerimus, gald that you have joined us. Prepare youself, we go to exsponge evil." Quinn has a disquieting smile on his face.

DM/Al - Addendum  d100=20
Tuesday May 29th, 2007 8:10:34 PM

Sorry, Savin. Still touches you.

Trace (protection from evil, haste, barkskin) 
Tuesday May 29th, 2007 8:23:00 PM

Trace moves into the hall and with darkvision opens the door for the others to move into the room with readied action Trace looks to the top and keeps an eye on the vampires waiting to see who starts to cast first. When that happens Trace will fire four shots at the vampire as a readied action.

(not at home, will you roll my four shots or if can wait I will roll them tonight around 11:00 pm on 05/29/07)

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


The Keepers of the Shroud - Round 04 (DM/Al)  d20+19=33 d100=85 d20+6=15 d20+6=16 d20+6=14 d20+6=14 d100=98 d20+19=33 d20+14=18 d20+14=23 d20+14=23 d20+14=21 d20+14=24 d100=39 2d8(6+2)+12=20 d8=8 d100=7
Tuesday May 29th, 2007 10:03:56 PM


Vinder suddenly realizes the precarious position that he's in. He moves. All hostile eyes follow the light as it moves across the floor. A torch appears from nowhere and falls to the floor. If the guardians of this Crypt were uncertain whether they were dealing with an invisible intruder, there is little doubt now. The question only remains, where is it?

Durgan shakes off the Doom and calls to his brother to head for the three on the Rise. He, himself takes a cautious five foot step away from the Skeletal Dragon before taking his eyes from it to sheath his waraxe and draw a potion. The dwarf must be a canny judge of distance, as any closer and he would have given the dragon the Opportunity to Attack from that height.

Blinking to and back from the Ethereal Plane, Savin charges forward through rock and bone. Durgan see the giant monk charge straight out of the wall. But before he can do a thing, the Dragon takes the Opportunity to strike at him. (D1 AoO vs Savin Bite AC33, Miss Chance 85/Miss) The razor bone teeth slice straight into Savin's shoulder, and close upon nothing as the Monk blinks off plane. Then it's Savin's turn. He whips his spiked chain up at the dragon and hears the crack of steel on bone. From Savin's new height, he can reach out and touch the Dragon. More importantly, he can reach out and hit.

(BTW, Savin, AoO's aren't double. You have to roll damage twice. Chance for more damage, but chance for less as well. And no Crits against Undead.)

Firn'gaer waits. He can do nothing till the door is open.

Quinn draws his mace and reaches out for Gargul. Gargul is there! And Quinn feels strength and vitality infuse his limbs.

Fluffy moves into the opening of the passageway. "There's Peerimus and the gnome Firn'gaer with his rat. I'm better than a rat. And Quinn next to the door. The door is closed. Why do they have the door closed. I don't see the others. They must be behind the door. Do you think they're behind the door? Are we going to hide here? What do we do now?" Given free rein, Fluffy talks up a storm.

Kazak slices upward with his bastard sword. But the dwarf doesn't quite have the height that Savin does now. The blade cleaves empty air. The dragon is too high off the ground. Kazak follows cautiously after his brother.

Peerimus moves quickly up between Quinn and Firn'gaer. He calls to the Mother and Father and this time he is answered. He feels no fire could hurt him now.

Trace sees the door swing shut down the passageway. He senses the problem immediately and speeds forward with all the speed of Haste. But it's too crowded in front of the door. There is no way to get there and open it, so he waits behind Firn'gaer

+++++++++++++++++++++++++++++++++++++++++++++++++++

"Hands are coming out of the Walls! They're reaching out of the walls! But the door's still closed. I can't see beyond the door, Randall." And sure enough, the Shadows reach again for the heroes in the passageway. (S4 Touch Trace AC15, S2 Touch Trace, AC16, S3 Touch Firn'gaer AC14, S1 Touch Quinn AC14, Miss 98/Miss) Trace dodges the two hands that come for him. His Protection from Evil fends one away by a narrow margin. Firn'gaer's protection holds as usual. But Quinn again misses the chill draining touch by sheer dumb luck.

Inside the Vault the dragon seems to glare at the door that separates it from its victim. He gazes at the two below and decides to attack the one who caused it hurt. (D1 Attack Savin Bite AC33 Miss 39/Hit Damage 20hp, Claw AC18 AC23, Wing AC23 AC21, Tail AC24) This time the Bite strikes flesh. Powerful dragon teeth tear at the muscle in Savin's shoulder. Then the Skeletal Dragon steps 5ft upward into the air, taking it out of the reach of Savin's hands.

On the Rise, both the Dry Wrapped figure and Quentin deMarco begin casting. Quinn's Vampire father finishes first. He points in the direction of Savin and Kazak, and a Burst of Sound explodes around them. (Savin and Kazak, Take 8hp damage. Fortitude Save vs DC21 or be Stunned for One Round.)

The Dry Wrapped figure finishes casting to no apparent affect, until, that is, Vinder notices that all eyes turn in his direction. He looks down, and he's Visible!

Then the tall gray alien creature (BO) standing in the center of the raised level lifts up its arms. It Gazes out at all within range. Savin, Durgan, and Vinder feel the tug of Death! (Savin, Durgan and Vinder, Fortitude Save vs DC15 or Die. From now on, if you are within 30 feet of BO, you must make the Fort Save or Die. You may choose to avert your eyes. In that case, roll 50% for success. Succeed and you need not make the Fort Save that Round. Fail and Roll Fortitude vs DC15 or Die. You may also choose to Close your Eyes. In that case follow the rules for being Blinded. Kazak need not Save. He is out of range.)

=== OOC ===

Climb Check on the 10ft rise is DC25 at 1/4 speed. While climbing you lose Dex to AC unless you have a Climb speed.

Round Timer: 96.7

M2 97.4
M1 97.5

I've made D1 transparent so that you can see People below.
Keepers of the Shroud

View from the Golem Room

Enemy Status
===============
M1 Wounded
D1 Lightly Wounded

Injuries, Problems, and Active Spells
======
Durgan 163/182 (Stoneskin 120/130 109.1, STR 16/22 ), Firn'gaer 60/60 CON 15/18 (Fly 105.8, Haste 99.0, Shield 108.4), Rufus 36/42 CON 9/10 (Haste 99.0), Kazak 136/158 (Stoneskin 120/130 109.0, Displacement 96.9), Peerimus 91/91 (Freedom of Movement 217.4, Haste 99.0), Quinn 64+12Temp/100 (Light End of Rod 152.6, Divine Power 100.9, STR 13/14), Randall 63/63 (Improved Invisibility 97.5, Protection From Evil 105.3, Haste 99.0, Spell Turning 226.5), Fluffykins 31/31, Savin 87/115 (Enlarge Person 98.4, Haste 99.0, Barkskin 126.4, Blink 97.2, STR Damage -2), Trace 86/86 (Dark Vision 209.4, Magic Circle Against Evil 156.4, Haste 99.0, Barkskin 216.5), Vinder 95/102 (Invisibility 100.4, Haste 99.0), Yorrick 117/117, Shadow 44/44

General Notes
=============

For 50% Checks DM Uses 1 to 50 is Success. 51 to 100 is Fail.

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.

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 AC32 Hp 163/182  d20+18=29
Tuesday May 29th, 2007 11:09:47 PM

Durgan drinks down the potion, throws it to the floor and then draws another one out of his haversack. Moving towards the platform once more, his goal is clear.

Durgan yells behind him, "someone open the durned door!"

actions:
fort save =29
drink potion - protection from evil CL1 duration 1 min
move to: P22

active effects:
-6 STR
stoneskin 120/130
protection from evil- 1 minute

Savin hps 91/115 ac 33  d20+11=27 d20+11=25 d20+13=29 d20+13=33 d20+8=23 2d6(1+4)+20=25 2d6(1+5)+20=26 2d6(6+4)+20=30 2d6(3+6)=9 2d6(1+6)=7 2d6(2+3)=5 d100=27 d100=48 d100=53
Tuesday May 29th, 2007 11:37:51 PM

Savin makes both saves. He grins at the dragon trying to avoid his blows and launches his chain into a whirlwind of motion striking out three times (thanks to haste) and hitting all three times. Savin then takes a 5' step towards the other undead.

OOC attacked with power 2d6 for spiked chain large size, 10 for power attack, 7 for str modifier, 3 for bane weapon against undead. Also do an additional 2d6 for bane weapon. (added an extra +2 to the str since it is a two handed weapon and not in flurry of blows) rolled 27 48 and 53 for blinking
damage for 1st blow is 25+9 for bane
damage for 2nd blow is 26+7 for bane
damage for 3rd blow is 30 +5 for bane



Quinn AC 25 76/100 hit points +5 STR 
Tuesday May 29th, 2007 11:56:42 PM

Quinn opens the door with his shield hand and bellows "I'm back Dad. Did you miss me. Prepare yourself for Gargul."

Quinn dashes into the room and aligns himself in front of his Father. "Come on everyone, we have them were we want them." Quinn Chants to himself "Dwarven steel, Gargul's resolve, Savin's speed, Firn'gaer's magic, and Peerimus's faith."

Position P22

Turn 2/10

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
Divine Power Extended
Freedom of movement: Travel Domain
Low light and Darkvision: Incite Domain

Rod of Extend 3/3



VinderHP 95/102 AC 24 (two weapon defense, haste, dodge QD)  d20+13=16 d20+16=35 d20+16=20 d20+16=29 d20+16=36 d4+1=3 d6=4 d4+1=2 d6=4 d4+1=2 d6=5 d4+1=2 d6=3
Wednesday May 30th, 2007 10:25:29 AM

Vinder feels the tug on his heart. Taken by surprise, he weakens for but a moment before his will to live swells inside of him. (Fortitude 16)

Ignoring that he is now visible, Vinder makes a desparate rush to T22 via the ramp just north of him.

He strikes out at the vampire, his hands blurring as he stabs and slices with both blades. (Get two attacks with either hand due to Haste; Hits AC 35 with flaming dagger +1 for 3 damage + 4 fire damage, Hits AC 20 with frost dagger +1 for 2 damage + 4 cold damage, Hits AC 29 with flaming dagger +1 for 2 damage + 5 fire damage, Hits AC 36 with frost dagger +1 for 2 damage + 3 cold damage)

DM/Al - OoC 
Wednesday May 30th, 2007 10:38:12 AM

Quinn, if you'd like to align yourself directly in front of your father, that would be P23 rather than P22. Please feel free to change it before post time if you wish.

-----------------------------

ooc: Thanks Al, I will take P 23 then

Kazak Ac 30 Hp 144/158 Haste,Scarab of Golemsbane,Displacement,Stoneskin  d20+16=25
Wednesday May 30th, 2007 2:22:39 PM

Staring up at the floating Red Dragon just out of reach of his sword " yeah don't want to come down and play eh ?"

" i'll just hafta to get your master "growls Kazak

With a look up at the platform he sets his steel grey eyes on the outspoken one on the left .......with sudden inspiration the 4'1" dwarf charges towards the ramp on the left ...his path clear (0-23,P-23,Q-22,R-21,S-20,T-20,U-21,U-22,U-23)he goes up the ramp and charges at Quentin Demarco ...throwing himself at the Vampire in order to push him off the platform and down to his awaiting son.

taking a que fron Quinn's words " time to meet Gargul" growls Kazak

d20+16=25 charge w/bullrush
DC 10+ ,str mod(+4),size mod (+0),stability mod(+4),charge(+2),non feat (-4)=16

(charge also gets -2 to Ac)



DM/Al - OoC 
Wednesday May 30th, 2007 3:18:42 PM

To Everyone: Kazak has executed a maneuver that is illegal. He contacted me earlier by email and I was unsure as to whether the maneuver was legal or not so I told him to go ahead. So as not to slow the game down I would allow the maneuver regardless of the results of my check on the Rules Board.

The Rules Board has straightned me out. A Button Hook Charge is *not* allowed. You must Charge in a straight line. Kazak, please not the underlined section below.

However, per our agreement, I will allow the move to stand as is for this round.

Movement During a Charge

You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent.


Firn'gaer - AC 23 [Incorporeal AC 23]; HP 60 
Wednesday May 30th, 2007 4:23:48 PM

When the door opens, Firn'gaer will encase BO in a sphere of force. "That should deal with him."

Heightened Resilent Sphere - Reflex DC22

Then he will move to N28.

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] - 1175 rounds
Shield - 117 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 32 Touch AC 23 HP 91/91  d100=88
Wednesday May 30th, 2007 5:02:09 PM

Peerimus enters the Room and cuts to the left a few quick paces. "Mother guard my soul." and with those words the druid taps his staff. [Move to M 23 Cast Deathward %88]

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 [Cast]
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 1096 rounds
Freedom of Movement 1198 rounds
Haste
Resist Energy Fire 30 1199 rounds
Deathward 1200 rounds

Randall Mercurial AC 17, HP 63/63 ( And Fluffykins AC 25, HP 31) 
Wednesday May 30th, 2007 8:12:46 PM

Randall
{ Okay Fluff, come back to me and wrap yourself around my neck. We're ready to spring into action! Your my eyes. Guide me forward. }

Fluff
{ Well Randy deary, it's a straight corridor, so if you run straight you should make it through to the light side of the corridor and then your back on your own. Wait until the rest of the boys move and then you'll have a clear runway... Trace is the last one back... wait for my word and then run straight.}

Randall
{ Fluff, let the others know I'm coming through. }

Fluff
:: To all ::

{ Randall's making his way through invisibly. Don't worry if something brushes by you from behind. It's just us. }

Delayed action until Fluff gives the word that Trace has moved on or the last possible moment, which ever comes first.

Randall
{ Let's go then!!! }

And Randall runs through the hall in a straight line until he reaches the end of the hall and then head north when he reaches the room.

ooc> Randall's hasted giving him a base 60' move. Running he can go a max of 240' (60' base X4). Even at 1/2 that through the dark ( 15') and partial dark (another 20') he should have more then enough movement to make it fairly high up the "M" column. Since the corridor is straight, running blind, even at 1/2 speed shouldn't be that hard. Optimumly, Randall wants to reach M20. If the rest of the party doesn't enter the room, Randall will try to move past as many of them as possible with Fluffy relaying the necessary " Excuse us, passing through... " as we go along.
Hope this makes sense.

===================================
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 
Wednesday May 30th, 2007 8:14:05 PM

ooc> Just in case....

Before Randall moves, Fluff returns to her perch on Randall shoulder and wraps herself around his neck.

Trace (protection from evil, haste, barkskin)  d20+21=41 d20+21=34 d20+16=34 d20+11=30 d8+5=9 d8+5=12 d8+5=7 d6=2 d6=1 d6=1 2d6(5+3)=8 2d6(6+2)=8 2d6(2+1)=3
Wednesday May 30th, 2007 9:39:50 PM

Trace moves into the room (29,M) with bow in hand and locates his target he then pulls back and lets loose three arrows at (ML). Trace whispers or thinks to fluffy wich ever one works, "ask who would like cats grace, I have that spell ready to use and ask who I need to disrupt with arrows, I have started on the one on the far right." Trace settles in for another volly.

hits crit 41- 27hps(fire-2, holy-8) =37hps
hits norm 34- 12hps(fire-1, holy-8) =21hps
hits norm 30- 07hps(fire-1, holy-3) =11hps
total damage = 69hps damage

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


Fluff 
Wednesday May 30th, 2007 9:49:59 PM

If Fluffy can pick up Trace's thought, she transmits them to the rest.

{ Trace says...
"ask who would like cats grace, I have that spell ready to use and ask who I need to disrupt with arrows, I have started on the one on the far right." }



The Keepers of the Shroud - Round 05 (DM/Al)  d20+16=25 d20+5=8 d20+6=26 d20+6=18 d20+6=17 d20+6=18 d100=52 d100=46 d100=55 d6=5 d20+19=38 d20+12=23 d20+12=23 d20+12=13 d20+12=18 d20+12=26 2d8(7+4)+12=23 d100=30 d20+17=37 14d6(6+1+5+5+3+1+3+2+2+4+2+6+5+3)=48 d20+17=37 d20+17=21 2d8(2+2)+10=14
Wednesday May 30th, 2007 10:28:17 PM


Durgan shakes off the call of Death. He drinks down a potion that sets him glowing with a Protection against Evil. Then he moves another five feet toward the Ramp.

Savin too staves off Death and then swings his deadly chain at the Dragon above. Even with the hardness of the bones, the powerful blows shatter the Skeletal Dragon to the brink of disintigration.

Quinn pushes the door open and limps with all speed past Kazak and to the center of the floor. Before him, up above, is his father. Or rather, the demon who infests his father's body.

Vinder, nearly dies. But his Fortitude is strong, and the Death fails to claim him. He rushes up the ramp and attacks. The rogue strikes with both daggers. The Frost dagger misses, but the Flaming Dagger finds flesh. Before Vinder's eyes, though, the undead skin repels the blade. The flames make no impression on Quinn's father at all.

(Several things, Vinder: 1) You cannot cross diagonally through a corner in combat. That would mean to get to T22, you would have drawn an AoO. This is a little known rule, so I'll let it go this time. 2) Afraid you only get the extra attack from Haste on a Full Round Attack. Not when you move. 3) I have your To Hit at +15 and not +16. When fighting with Two Weapons you're at -2, remember? +1 Attack Bonus from Haste makes +14.)

Hastened by Randall's spell, Kazak pounds up the ramp through a path left unguarded by the dragon above. He comes around for a straight shot and plows into Quentin deMarco. The Vampire lashes out at the stout dwarf as he comes in. (QD AoO vs Kazak Slam AC25) Then the two clash. When the two part, the Vampire is still standing, and Kazak is on his feet right next to him.

(Kazak, I think you misunderstand the Woldian Special Attack Rules. You don't get +10 on the attack. The +10 is the Take 10 that the defender is stuck with when attempting to Resist the attack. And you don't get a Stability Mod to Make a Bullrush. You would get it to Resist a Bullrush. Your Mod should be: str mod(+4),size mod (+0), charge(+2),non feat (-4)= +2. The Bullrush DC in this case was: str mod(+6),size mod (+0) = 16. Sorry, your Bullrush attempt was only 11.)

Firn'gaer casts a spell through the open door, and a Resilient Sphere springs up, encasing the tall gray alien undead before it has time to react. Then the gnome flies into the room before the door can close again. Good thing for many of the heroes that the dragon has risen up into the air to avoid Savin.

Peerimus enters the room and goes the other way. He casts takes the spell from his staff upon himself.

Trace moves into the room, and under the hurries into the corner. He lets go one arrow at the Dry Wrapped undead. The Undead seems to resist some of the arrow damage. The fire does nothing at all. But the holy damage does seem to sting. (Trace, only one shot if you only perform a Standard Action. Undead don't take critical hits.)

Randall waits till the last moment. Perhaps now it is too late. Quinn has left and the passageway is pitch black. Randall starts to Run, but in the dark he stumbles and is forced to slow his speed. Up ahead is the rectangle of light. Beyond, are his new companions. The light spills through the doorway. Almost there. Suddenly, the door slams shut, throwing the wizard back into pitch blackness. (To Run you must do so in a straight line all the way. Also, you can't Run if you can't see where you're going. I move you 60ft.)

+++++++++++++++++++++++++++++++++++++++++++++++++++

Sensing living beings still within the passageway, the Shadows attack again. (S4 Touch Randall AC26, Miss 17/Hit -5 STR Damage, S2 Touch Fluffy AC18, Miss 52/Miss, S3 Touch Fluffy AC17, Miss 55/Miss, S1 Touch Randall AC18) Two reach for Randall and two for Fluffy. Fluffy escapes by the grace of good luck as the Shadow barely misses her. Burt Randall feels the icey touch and his strength drains away.

With the last of its undead existance, the Skeletal dragon pounds blows down upon Savin again. (D1 Attack Savin Bite AC38 Miss 30/Hit Damage 23hp, Claw AC23 AC23, Wing AC13 AC18, Tail AC26) Again a bite lands upon the monk's shoulders, rending his flesh.

The Dry Wrapped glares at Trace in the corner. He casts a spell and a 20 foot high Wall of Stone springs up in the corner trapping Firn'gaer and Trace in the corner.

Quentin deMarco laughs and it sounds like mighty iron bells. He steps back off the Raised Level, flying in the air. Without heed to the weapons of his enemies he rises into the center of the room and casts a spell. (Savin, Vinder and Kazak, you may take an AoO aganst QD) (Concentration 37) A Barrier of whirling force Blades springs up in a circle. Savin, Quinn, Vinder and Kazak are all caught in the whirling death machine. (Take 48hp damage. Reflex vs DC26 for half.) The Ring of Blades, 20ft high, slice into the dragon above Savin and shattered bone comes raining down upon the monk as Quentin deMarco continues to laugh.

The last remaining dragon stumps through the air to Durgan, for a bite. (D2 Bite Durgan AC37, No Crit on AC21, Damage 14hp)

=== OOC ===

Climb Check on the 10ft rise is DC25 at 1/4 speed. While climbing you lose Dex to AC unless you have a Climb speed.

Round Timer: 96.8

M2 97.4
M1 97.5

Keepers of the Shroud

Enemy Status
===============
QD Uninjured
ML Lightly Wounded
BO Uninjured
M1 Wounded /AC28
M2 Uninjured /AC29
S1 Uninjured
S2 Uninjured
S3 Uninjured
S4 Uninjured
D1 Destroyed
D2 Uninjured /AC14

Injuries, Problems, and Active Spells
======
Durgan 149/182 (Stoneskin 120/130 109.1, Protection from Evil 97.7, STR 16/22 ), Firn'gaer 54/60 CON 15/18 (Fly 105.8, Haste 99.0, Shield 108.4), Rufus 36/42 CON 9/10 (Haste 99.0), Kazak 136/158 (Stoneskin 120/130 109.0, Displacement 96.9), Peerimus 91/91 (Freedom of Movement 217.4, Haste 99.0), Quinn 64+12Temp/100 (Light End of Rod 152.6, Divine Power 100.9, STR 13/14), Randall 63/63 (Improved Invisibility 97.5, Protection From Evil 105.3, Haste 99.0, Spell Turning 226.5, STR 7/12), Fluffykins 31/31(Improved Invisibility 97.5), Savin 68/115 (Enlarge Person 98.4, Haste 99.0, Barkskin 126.4, Blink 97.2, STR Damage -2), Trace 86/86 (Dark Vision 209.4, Magic Circle Against Evil 156.4, Haste 99.0, Barkskin 216.5), Vinder 95/102 (Invisibility 100.4, Haste 99.0), Yorrick 117/117, Shadow 44/44

General Notes
=============

For 50% Checks DM Uses 1 to 50 is Success. 51 to 100 is Fail.

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.

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 hps 68/115 ac 33  d20+13=24 d100=10 d20+13=31
Wednesday May 30th, 2007 11:08:09 PM

Savin sees the new creature come into his range and swings his chain at it in his AOO but unfortunately gets caught mid blink and misses.

He the sees the blade barrier decend and rolls into the ring evading the deadly blades. reflex save of 31 no damage.

Savin knows that he is gonna need help against this vampire so he takes a round to take out and apply some silver sheen to his spiked chain.

Savin yells up at the vampire saying, "Your spells are to slow. Why don't you come down and see if you can do better with your weapons!" Savin is trying to draw the vampires attacks unto himself buying the spell users some time.

Kazak Ac 30 Hp98/158 Haste,Displacement,Stoneskin,Fly,Scarab of Golemsbane  d20+23=28 d10+11=14 d20+9=15
Thursday May 31st, 2007 12:22:32 AM

Watching as Daddy vampire takes flight.....the 4'1" dwarf slashes out with his sword (d20+23=28 AoO)(damage d10+11=14) and grins as his weapon finds it's mark

With sword raised at the elevating Vampire "not again " groans Kazak " what nobody likes standing on stone ?" is his rhetorical answer to himself

As the blades of force crash down on him the dwarf try's to evade but he is not one who is fleet of foot (d20+9=15 reflex save , failed)

(i took 38 cuz stoneskin i believe takes 10)

As the blades crash about him Kazak knows what a dwarven warrior has to do and steps thru the whirling blades (moves to T-23,5'ft move)taking the hits on his half plate armor.

Peeking back up at the floating Vampire Demarco ..Kazak takes his sword and tucks it under his shield arm before reaching into his haversack.....fishing out a vial of liquid he unplugs it with his teeth and chugs it like a mug of dwarven ale (Fly potion) then reaches for his sword "two can play that game " growls Kazak as he prepares to step up and off the platform after the hovering Vampire

Active magic
1.Haste
2.Stoneskin
3.Displacement
4.Fly
5.Scarab of Golemsbane



Trace (protection from evil, haste, barkskin, spider climb) 
Thursday May 31st, 2007 12:24:35 AM

Trace cracks a smile as the stone wall springs up, he then quickly draws out his last potion of spider climb, "dont worry Firn'gaer, they have just given us a good place to fire from, I'll grab you and well climb to the top where I can snip from and you can throw down your spells.

Trace (Darvision) (Protection from evil d20+10=26 d20+6=17 d100=76

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

Randall to DM OOC> 
Thursday May 31st, 2007 10:24:28 AM

My fault for not noting but Randall's protection from evil and haste should have increased his AC to 19.

Yup. I took that into account. That's why the second touch attack against you missed. --Al

Quinn AC 25 50/100 hit points +5 STR  d20+8=16 d100=95 d8=8 d8=2
Thursday May 31st, 2007 10:28:27 AM

Quinn is enticed by the prospect of Kazak toss his father to him, but is disappointed in the end. Even worse his father sends a blade barrier slicing into the cleric of Gargul.

Failed Save took 48 damage

Quinn is bleeding badly but moves under the husk of his father and casts a cure moderate wounds mass and feels Gargul urgeing him forward. "Feel Garguls Blessing"

Cure/Damage 22 Target: Quinn, dad, savin, Kazak, Mummy, outsider, Durgan, Dragon and any shadows that may have followed.

Position

Turn 2/10

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
Divine Power Extended
Freedom of movement: Travel Domain
Low light and Darkvision: Incite Domain

Rod of Extend 3/3


Firn'gaer - AC 23 [Incorporeal AC 23]; HP 60  12d6(2+5+1+2+5+6+4+3+3+4+3+1)=39
Thursday May 31st, 2007 12:23:12 PM

Firn'gaer rises 20-ft upwards, and targets the QD as the receipient of a Chain Lightning spell. The bolt flies from QD to ML and to D2 which is within Firn'gaer's lowlight vision.

Chain Lightning - 39 points, secondary targets 19 points; Reflex DC23

Active Spells
Detect Magic - requires concentration
Read Magic - always active
See Invisibility - always active
Mage Armor - 24 hours
Fly [maintaining a position about 25-ft off the ground] - 1174 rounds
Shield - 116 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

Durgan AC 32 Hp149/182? 
Thursday May 31st, 2007 4:45:32 PM

OOC-does my damage from the dragon include stoneskin last round?

Durgan sees Kazak get hit by the blades. "Brother!" Seeing Kazak is still alive and determined to fight the vampire, he shouts encouragement and then looks for his own opponent. "Fine", he says nodding to his brother. "That one's yer own." Durgan steps away from the blades and drinks the second potion. Durgan begins to reach for his axe but changes his mind and draws the warhammer from his back instead. "Come here dragon. I'd like ta introduce ye to my friend."

actions:
move to O21(5ft)
drink potion of levitate CL3
draw weapon

active effects:
-6 STR
stoneskin 120/130
protection from evil- 1 minute(+2def ac)

items used:
potion pro from evil
potion levitate

Peerimus AC 32 Touch AC 23 HP 91/91  d100=41
Thursday May 31st, 2007 5:09:07 PM

Seeing the battle looks to be one of reach, the druid is rather put out on his abiulity to assist anymore. Almost his entire repotoire of spells is gone and even his ability shift to another form is nearly depleted. Certainly not the condition he had hoped to be in when the ending challenges were upon them. Nothing could be done in that regard though, no sence musing about it to distraction.

The blades come down, Quinn's healing goes and Firngaer brings his lightning to bear. "Randall!" he calls quickly and Peerimus steps back to the door and opens it. As he does so, Peerimus says a quick blessing, "Father light our way." [Cast Daylight on my animated shield. %41]

"Cage HIM!" The druid points up towards the flying Vampire.

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 [Cast]
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 1095 rounds
Freedom of Movement 1197 rounds
Haste
Resist Energy Fire 30 1198 rounds
Deathward 1199 rounds


Vinder HP 95/102 AC 24 (two weapon defense, haste, dodge BO)  d20+17=31 d20+15=20 d20+15=18 d4+2=4 d6=2 d4+2=6 d6=6
Thursday May 31st, 2007 6:12:15 PM

Theodore twists out of the way of the whirling blades (Reflex 31 + Improved Evasion = no damage)

Vinder moves quickly to U25 (if he can) and lashes out with both blades, gritting his teeth as the adrenaline begins to take over. (Hits AC 20 & 18 for 4 damage + 2 fire damage & 6 damage + 6 cold damage)

(If he can't move through the sphere surrounding BO, he'll move to U27 and attack ML with the same stats)

Randall Mercurial AC 17 (20 with Prt from evil and hast), HP 63/63 ( And Fluffykins AC 25, HP 31) 
Thursday May 31st, 2007 6:13:42 PM

{ Fluff... transmit to all...
" Works for me! " }
And Fluff does.

Randall moves forward (to M25) and then casts Forcecage [windowless cell (10-ft. cube)] at Daddy Vampire (QD).

===================================
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 *


Savin Illegal post  d20+11=27
Thursday May 31st, 2007 8:28:22 PM

Savin yells out, "Somebody dispel magic the cleric!"

Forgot to make save vs death spell. Fort save is 27

The Keepers of the Shroud - Round 05 (DM/Al)  d20+21=31 d20+20=36 d20+8=14 d20+14=15 d20+14=27 d20+12=22 d20+8=11 d20+7=10 d20+12=20 d20+12=19 d20+8=20 d20+17=34 d20+12=21 d20+12=18 d20+12=30 d20+12=30 d20+12=14 2d8(4+1)+10=15 d20+6=10 d20+6=11 d20+6=22 d20+6=18 d6=3
Thursday May 31st, 2007 9:42:01 PM


Savin neatly avoids the whirling ring of blades and chooses to step to the inside of the circle. Enlarged as he is, the monk is close to Quinn's father, very close. But instead of attacking, he draws out a vial of Silversheen and pours it down the length of his chain.

Kazak slashes out as the vampire moves away. For a moment, it appears as though he might have struck the scion of evil, but at the last minute Kazak's bastard sword is turned away by an invisible field that surrounds the elder deMarco. Kazak is not as lucky nimble as Savin, the Barrier of Blades take him, cutting through his Stoneskin and ripping his flesh. Then the dwarf takes out a potion and drinks it down, in preparation for engaging in Aerial combat.

Down in the 20ft stone well, Trace also pops a potion and drinks it down. He feels the cilia, now familiar, that grow from his body to allow him to climb like a Spider.

Quinn also tastes of his father's magic as the force Blades cut him to the bone. Quinn calls on Gargul to heal his friends at the same time he scalds his foes. (Will vs DC24: QD Will 31, ML Will 36, D2 Will 14; Quinn's Rolls to break through Spell resistance: Quentin, 15, Mummy 27) Both Quinn's father and the Wrapped Undead resist the positive energy with sheer force of Will. And Quinn is only able to Penetrate the Resistance of the Mummy. But the Skeletal Dragon burns completely under the touch of light. Nothing seems to be able to penetrate the Resilient Sphere around the tall gray undead.

To Trace's surprise, Firn'gaer needs no aide to scale the wall. Rising straight up into the air, the gnome casts Chain Lightening into the undead trio. (QD Reflex 22, ML Reflex 11, D2 Reflex 10; Firn'gaer's Rolls to break through Spell resistance: Quentin, 20, Mummy 19) Though none of the three could avoid the lightening, both Quentin and the Mummy resist the spell.

Durgan follows his brother's example, drinking down a potion. Then he chooses from his belt ... a bludgeoning weapon.

Peerimus steps to the door and throws it open. He calls out to the Mother and Father and the room is suddenly bathed in Daylight. The leader of the group can see overwhelming odds when he sees them, and he calls on Randall to play the one trump card that the group has. Hopefully this new and untried wizard will come through.

Vinder, like Savin, twists away from the deadly Force Blades. Like the rest, he chooses to be on the inside of the Ring. He finds that he cannot penetrate Firn'gaer's Resilient Sphere, so he passes on to the Dried and Mummified walking corpse. The rogue slices with his blades, but the Mummy is hard to hit, and the blades cannot find a way through its armor.

Randall and Fluffykins suddenly appear as they enter the room and stand next to Peerimus. That is despite the Invisibility that he the wizard knows must still be functioning. No matter. The what must be done is now clear. He casts a spell and a 10x10 cage of clear force spring up around Quentin deMarco. The Vampire has been Caged.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

The benevolent look upon Quentin deMarco's face turns to a rictus of rage, the true face of the Vampire. He shouts in rage, but no sound comes from the Cube of Force. Slay the defilers! Kill them all! Those who would read his lips know his words, though his intent is clear to all.

The Mummy ignores Vinder and begins casting a spell. (Concentration 20) Nothing perceptible comes from it.

The Dragon continues to pound down upon Durgan. (D2 Attack Durgan Bite AC34, Damage 15hp /5hp + 10Stoneskin, Claw A21 AC18, Wing AC30 AC30, Tail AC14) The Skeletal Dragon lands another Bite, but the Stoneskin largely protects the dwarf and he receives but a scratch.

Then the Shadows come out of the wall. All four of them at once. They swarm Randall and Peerimus. And this time they do not hide within the walls. (S1 Touch Peerimus AC10, S2 Touch Randall AC11, S3 Touch Randall AC22, -3 STR Damage, S4 Touch Randall AC18) Again a Shadow touches Randall and the wizard feels the pain of his strength as it bleeds away. His own weight now seems heavy. He feels little reserves now. One more touch could do it. One more touch, and he could face a fate worse than death. (Randall is now at STR 4/12)

=== OOC ===

Please roll Spell Resistance against Quentin and the Mummy from now on. SR to beat is below.

Climb Check on the 10ft rise is DC25 at 1/4 speed. While climbing you lose Dex to AC unless you have a Climb speed.

Round Timer: 96.8

M2 97.4
M1 97.5

Keepers of the Shroud

Enemy Status
===============
QD Lightly Wounded / AC29/SR26; Force Caged
ML Lightly Wounded / AC30/SR22
BO Uninjured / Sphericalized
M1 Wounded /AC28
M2 Uninjured /AC29
S1 Uninjured
S2 Uninjured
S3 Uninjured
S4 Uninjured
D2 Wounded /AC14

Injuries, Problems, and Active Spells
======
Durgan 176/182 (Stoneskin 100/130 109.1, Protection from Evil 97.7, STR 16/22 ), Firn'gaer 54/60 CON 15/18 (Fly 105.8, Haste 99.0, Shield 108.4), Rufus 36/42 CON 9/10 (Haste 99.0), Kazak 120/158 (Stoneskin 110/130 109.0, Displacement 96.9, Fly 101.7), Peerimus 91/91 (Freedom of Movement 217.4, Haste 99.0), Quinn 42/100 (Light End of Rod 152.6, Divine Power 100.9, STR 13/14), Randall 63/63 (Improved Invisibility 97.5, Protection From Evil 105.3, Haste 99.0, Spell Turning 226.5, STR 4/12), Fluffykins 31/31(Improved Invisibility 97.5), Savin 90/115 (Enlarge Person 98.4, Haste 99.0, Barkskin 126.4, Blink 97.2, Silversheen 156.7, STR Damage -2), Trace 86/86 (Dark Vision 209.4, Magic Circle Against Evil 156.4, Haste 99.0, Barkskin 216.5), Vinder 95/102 (Invisibility 100.4, Haste 99.0), Yorrick 117/117, Shadow 44/44

General Notes
=============

For 50% Checks DM Uses 1 to 50 is Success. 51 to 100 is Fail.

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.

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 (protection from evil, haste, barkskin, spider climb) 
Thursday May 31st, 2007 9:42:59 PM

Trace scrambles to the top of the wall and readies his bow for the next round.

Trace (Darvision) (Protection from evil d20+10=26 d20+6=17 d100=76

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

Randall Mercurial AC 17 (20 with Prt from evil and hast), HP 63/63 ( And Fluffykins AC 25, HP 31)  13d6(3+6+2+6+2+1+1+2+4+4+3+5+2)=41
Thursday May 31st, 2007 10:26:13 PM

{ Do or Die time. }

In a last ditch effort to save his own life, Randall casts chain lightning.

[ Primary target, S4. ]
[ Secondary targets, S1, S2, S3, D2]

Damage Primary 41
Secondary 20

================================

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 *



DM/Al - OoC 
Thursday May 31st, 2007 10:39:45 PM

Randall, please roll 4d100 for the 50% miss chance you have against the Shadows. 1-50 is a Hit 51-100 is a miss.

If you don't roll by post time tomrrow, I'll roll for you.

Savin ac 33 hps 90/115  d20+16=33 d20+16=23 d20+16=32 d20+8=22 d100=24 d100=21 2d6(6+5)+30=41 2d6(6+5)=11 d20+13=20 d20+13=28
Friday June 1st, 2007 7:10:24 AM

OOC Al, Not quite sure how your timer works to determine spell duration. Could you explain it please?

Savin looks up at the vampire and sees him imprisoned for the moment so decides to help his friends against the shadows. He tries to blink through the blade barrier while tumbling to avoid AOO from the dragon and shadows alike. (rolled 33,23 and 32 tumble checks)

Savin will end up at M21/20 and lash out with his chain against S1 hitting ac 22 for 41 points of damage + bane for another 11 doing 52 points of damage to it. (Did +10 (20 for two handed weapon) powerattack, +7 for str, +3 for bane weapon. I rolled chance to miss as a 24 and my blink chance as 21. Not sure if I need them but rolled anyway.)

(ooc had to burn a hero point but made my save- no damage from the blade barrier due to evasion)

DM/Al - Timer Explained 
Friday June 1st, 2007 7:51:49 AM

The number before the DOT is elapsed Minutes. The number after the DOT is elapsed Rounds. So 96.8 means that 96 minutes and 8 rounds have elapsed since the Timer started. I add to that timer as time passes. In combat that's .1 per round.

Currently the Timer reads 96.8. If a 1st level Wizard were to cast Shield right now, I would display the spell's Expiry Time at 97.8. If you look down at the list under Injuries, Problems, and Active Spells, you'll see the Expiry Times for all of the spells that have even the remotest chance of expiring.

Randall  d100=1 d100=97 d100=11 d100=70 d100=13
Friday June 1st, 2007 8:38:48 AM

Is it 10% or 50% miss rate Al?
I'm burning my one and only hero point to reroll the second role ( the 97 becomes an 11).
So, 1 (S4), 11(1), 70(2), and 13(3)

That should be a 50% miss chance, Randall. Thanks for catching that. --Al

Vinder HP 95/102 AC 24 (two weapon defense, haste, dodge ML)  d20+15=21 d20+15=35 d20+15=31 d20+15=28 d20+10=20 d20+10=23 d4+2=4 d6=1 d4+2=4 d6=3
Friday June 1st, 2007 10:16:16 AM

Seeing the mummy start to cast a spell, Vinder's lip curls back.

No regard for me, huh? Gotta keep on trying!

Vinder hollers his frustration as he punches the his blades forward and into the small of the mummy's back with great velocity. Most of his strikes are deflected, but Vinder manages to sneak two by his defenses.

(Hasted full attack; Hits twice at AC 35 (frost dagger) and AC 31 (fire dagger) for 4 damage + 1 cold damage and 4 damage + 3 fire damage)

Kazak Ac 30 Hp120/158 Haste,Displacement,Stoneskin,Fly,Scarab of Golemsbane  d20+23=42 d10+11=18
Friday June 1st, 2007 4:11:34 PM

Kazak feeling the effects of the potion takes flight...with a look over at the caged Vampire he laughs "hahahaha" taunts the dwarf...rising up and over the alien looking creature his steel grey eyes lock onto the last mobile creature on the platform (ML).....the 4'1" dwarf then decends on the mummy once he clears the imprisoned alien and slashes at the rotted corpse (d20=23=42 crit hit)(no need to roll as i believe it crit hits matter not to mummy's)(damage d10+11=18 )

(move action to T-27 to attack ML then single swing)

Active magic
1.Haste
2.Stoneskin
3.Displacement
4.Fly
5.Scarab of Golemsbane

Kazak fly's infront of the rotted corpse hoping to draw it's attention away from the lurking Vinder

Firn'gaer - AC 23 [Incorporeal AC 23]; HP 54  5d4(4+4+1+3+2)+5=19
Friday June 1st, 2007 6:01:37 PM

Firn'gaer sends a series of magic missiles at S2.

Magic Missile - 19 points

Active Spells
Detect Magic - requires concentration
Read Magic - always active
See Invisibility - always active
Mage Armor - 24 hours
Fly [maintaining a position about 25-ft off the ground] - 1173 rounds
Shield - 115 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

DM/Al - OoC 
Friday June 1st, 2007 6:18:58 PM

Savin, I'm afraid that you can't Blink through a Force Effect and the Blades of a Blade Barrier are a constructed of Force Energy. If you still wish to go through, you need to make a Reflex Save vs DC26 to take no damage.

Please feel free to reconsider. Peerimus, Quinn, and Durgan have yet to check in. Seeing as this is the weekend that is upon us, you have until they respond in order to decide.

DM/Al - Miss Chance  d100=97
Friday June 1st, 2007 7:32:24 PM

Sorry, Savin.

Quinn AC 25 42/100 hit points +5 STR  d100=91 2d8(6+4)+10=20
Friday June 1st, 2007 8:07:45 PM

Quinn's face splits in a hugh grin as dad is caged " No where to run now Dad!......your time has come "

Feeling happy but battered Gargul's servant prays for healing (d100=%91)(2d8(6+4)+10=20 cmw)(spontanously casting cmw's in place of bear's endurance)

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
Divine Power Extended
Freedom of movement: Travel Domain
Low light and Darkvision: Incite Domain

Rod of Extend 3/3

(posted by Chris, jim asked me to post since he went away for a few days)



Peerimus AC 32 Touch AC 23 HP 91/91  d20+11=22 d20+6=21 d100=56 d100=73
Friday June 1st, 2007 11:19:43 PM

Peerimus breathes a partial sigh of relief as the force cage springs up around the vampire. His goal was the shroud and the survival of his family, not the destruction of the undead in the room. Quinn might end up being terribly disappointed, but the druid could easily live with that. As the shadows closed he brought up his staff. Randall was in serious trouble. Gripping the staff tightly Peerimus goes after the the two shadows about him.

Free 5' move N/24 PA -5 at S4 if still standing otherwise S1 Hit AC 22/21 crap % 56/73 both 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 [Cast]
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 1094 rounds
Freedom of Movement 1196 rounds
Haste
Resist Energy Fire 30 1197 rounds
Deathward 1198 rounds

Durgan AC32 Hp176/182  d20+19=38 d8+3=4
Saturday June 2nd, 2007 1:16:52 AM

Looking up, Durgan begins to levitate up towards the dragon(high enough to be able to attack-up to 20feet). He then attacks with his warhammer.

actions:
attack - hit AC 38(inc -1 for levitate) dmg 4

active effects:
-6 STR
stoneskin 100/130
protection from evil- 1 minute(+2def ac)
levitate-3min

items used:
potion pro from evil
potion levitate


The Keepers of the Shroud - Round 06 (DM/Al)  d20+17=20 d20+6=19 d20+6=22 d20+6=11 d6=1 d6=2 d20+17=31 d20+5=22 d20+5=12 d20+5=8 d20+5=12 d20+7=12 d20+6=14 d20+6=15 d20+6=9 d20+17=29 d20+12=29 d20+12=14 d20+12=29 d20+12=25 d20+12=16 d20+14=19 d20+10=15 d20+10=16 d20+10=21
Saturday June 2nd, 2007 10:37:03 AM

Trace climbs like a Spider all the way to the ceiling. From this point, 30ft from the ground, he has an unobstructed view of the room. The wall of Blades would normally provide cover against his archery. But to the ranger's Precision targeting that should prove no impediment.

(Normally, Randall, at this point I would roll Attacks of Opportunity against you for Casting while in a Threatened Space. But, since this may result in your death, I'll roll a Concentration check for you instead. We'll see how this turns out. Concentration 20 vs DC21. Sorry.)

Greater than the threat of death. Should Randall fall to the Shadows, he will become one himself. The thought pushes the wizard to his utmost. Unfortunately, the thought also distracts him just enough to prove potentially fatal. (AoO S2 Touch AC19, STR Damage -1, S3 Touch AC22, STR Damage -2, S4 Touch AC11) Two shadows breach the Wizard's defenses and he feels his strength drained to the very point of death. The haversack on his back and the staff in his hands are now a Heavy Load that drags him down, hampering his movement. (Randall, you are now carrying a Heavy Load. Your Max Dex is 1 reducing your AC to 16) Randall struggles to hold the spell. (Concentration 31 vs DC13) The spell goes off. Caught off guard, none of the undead can evade the deadly electricity. Only one of the Shadows escapes unharmed due to its incorporeal nature.

Savin braves the Blade Barrier, trusting in his ring of Blinking to protect him. He finds, however that the Force Blades reach him even in on the Ethereal Plane. With a Heroic twist of his body, however, he manages to avoid the slicing blades. He slams his chain down upon the nearest shadow and it makes one last moaning cry as its essence scatters and disappears.

(Savin, generally if there are two conditions that call for a percentage roll and stack you roll once for the collective total. In this case, instead of a roll for 50% -incorporeality- and 20% -concealment due to blinking- you roll against 70%. But we'll let it stand this time.)

Vinder continues his assault, hitting twice. He finds, though, that his blades do the Mummy little damage. The blades themselves leave no mark. The Fire too fails to harm the Undead. Only the Cold leaves a slight frost burn on the walking corpse.

Kazak flies over the Resilient Sphere and attacks the Mummy from above. The blade doesn't bite as deep as he would expect. Still, there is a satisfying *chunk* to the hit, like the sound of an axe in rotted wood.

Firn'gaer sends Magic Missiles at another of the Shadows. The creature howls as the missiles of light burn and burn and burn. With a twist of its head, it levels evil red eyes a the gnomish wizard.

His own blood pours from out of Quinn's armor. He spares a moment to heal himself while gloating to his father in the transparent cube up above.

Peerimus grips his staff and swings at the badly injured shadow above Randall. The incorporeal nature of this undead saves it from destruction.

Durgan raises ten feet into the air. As he rises, the Skeletal Dragon takes a Bite. (AoO D2 Bite Durgan AC21) The razor teeth miss and the dwarf takes a chip out of the Dragon's leg.

+++++++++++++++++++++++++++++++++++++++++++++++++++

Three Shadows still remain. (S3 Touch Randall AC14, S4 AC15, S2 Touch Firn'gaer AC9) Two continue their attack on Randall while the one previously hit by the Magic Missiles rises up to touch Firn'gaer in retaliation. (Randall, you may take a Melee AoO against S2 with your Staff if you feel like. You're at STR 1, though.)

The Skeletal Dragon takes a five foot step back, backing up as though walking on a road in the air. From there it continues its assault upon Durgan. (D2 Attack Durgan Bite AC29, Claw AC29, AC14, Wing AC29, AC25, Tail AC16) The dragon's attack is formidable, but the dwarf's defenses are even more so. None of the attacks get through to Durgan's flesh. But it seems that the two opponents may be at a standstill. If the Dragon cannot hurt Durgan, neither can Durgan attack the Dragon any longer as he finds that though he can move up and down at will, he cannot move sideways.

On the Raised Level, the Mummy faces off against Vinder and Kazak. The Mummy walks away, straight through the Blade Barrier. (Mystery Roll 19 - Kazak and Vinder, you may take an AoO against the Mummy.) From outside the barrier it casts a spell at Kazak. (Stoneskin 15 vs DC24, Displacement 16 vs DC15, Fly 21 vs DC15) Kazak feels his magic leave him. He sinks to the ground and his image snaps to his real position. All that is left is the Stoneskin.

Within the Force Cube, Quentin deMarco sneers and straightens his form. With a quick turn of his head he fixes a gaze upon Kazak. The vampire moves its mouth, but no sound can be heard through the Force Cage. (Kazak, Will save vs DC18 or be Dominated. If you fail, unfortunately, you cannot be convinced to fight your friends. But you will have to Stand Still.)

=== OOC ===

Please roll Spell Resistance against Quentin and the Mummy from now on. SR to beat is below.

Climb Check on the 10ft rise is DC25 at 1/4 speed. While climbing you lose Dex to AC unless you have a Climb speed.

Round Timer: 96.9

M2 97.4
M1 97.5

Keepers of the Shroud

Enemy Status
===============
QD Lightly Wounded / AC29/SR26; Force Caged
ML Wounded / AC30/SR22
BO Uninjured / Sphericalized
M1 Wounded / AC28
M2 Uninjured / AC29
S1 Destroyed
S2 Wounded/ AC14
S3 Uninjured / AC14
S4 Wounded/ AC14
D2 Wounded /AC14

Injuries, Problems, and Active Spells
======
Durgan 176/182 (Stoneskin 100/130 109.1, Protection from Evil 97.7, STR 16/22 ), Firn'gaer 54/60 CON 15/18 (Fly 105.8, Haste 99.0, Shield 108.4), Rufus 36/42 CON 9/10 (Haste 99.0), Kazak 120/158 (Stoneskin 110/130 109.0), Peerimus 91/91 (Freedom of Movement 217.4, Haste 99.0), Quinn 62/100 (Light End of Rod 152.6, Divine Power 100.9, STR 13/14), Randall 63/63 (Improved Invisibility 97.5, Protection From Evil 105.3, Haste 99.0, Spell Turning 226.5, STR 1/12), Fluffykins 31/31(Improved Invisibility 97.5), Savin 90/115 (Enlarge Person 98.4, Haste 99.0, Barkskin 126.4, Blink 97.2, Silversheen 156.7, STR Damage -2), Trace 86/86 (Dark Vision 209.4, Magic Circle Against Evil 156.4, Haste 99.0, Barkskin 216.5), Vinder 95/102 (Haste 99.0), Yorrick 117/117, Shadow 44/44

General Notes
=============

For 50% Checks DM Uses 1 to 50 is Success. 51 to 100 is Fail.

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.

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 HP 95/102 AC 24 (two weapon defense, haste, dodge ML)  d20+15=20 d20+17=26 d20+15=22 d20+15=21
Sunday June 3rd, 2007 11:43:45 AM

Vinder slashes at the retreating mummy, but fails to connect (Hits AC 20). With a frustrating sound, he follows the enemy through the blade barrier to X26, trying his best to avoid damage (Reflex 26; if not enough still has improved evasion).

He lashes out twice more when he catches up, but his frustration is hampering his attacks and he misses with both. (Hits AC 22 & 21)

DM/Al - OoC 
Sunday June 3rd, 2007 4:01:37 PM

Sorry, I've corrected the DC for the Dominate Will Save. It should be DC18 not DC16.

Kazak ac 30 Hp 120/158 stoneskin  d20+23=40 d10+11=15 d20+12=22
Monday June 4th, 2007 12:52:12 AM

As the rotted corpse walks by Kazak's blade slashes out striking it (d20+23=40 crit hit)(damage d10+11=15 )

Watching in amazment as it walks thru the bladed wall then as Vinder follows " thats impressive " growls Kazak as he debates whether to attept the same tactic but thinks better of it.

Suddenly the 4'1" dwarf feels the invasive magic trying to take hold of his mind shaking his head vigorously " get outa my head ya bloodsucker" as he fights it off..(will save d20+12=22 nat 20!!)....turning to face Quinn's father ...Kazak points his sword at the vampire " you just wait....your turns coming soon " his steel grey eyes lock eyes with Quentin Demarco.

Feeling trapped like the Vampire Kazak stares at the bladed wall "can anyone get rid of dat wall?" roars the frustated warrior

The 1/2 plated warrior swivels his attention back and forth between the two trapped foes readying to attack either foe if they escape (readied action to attack either foe if they become free)(is that possible??)



DM/Al - OoC 
Monday June 4th, 2007 8:32:42 AM

Kazak, you may Ready an action against the Tall Gray Undead if it should find a way out of the Resilient Sphere.

You may also Ready an Action against Quentin should he escape and approach you. But right now he is 15ft off the ground and 5ft out of reach.

You may not do both. You can only ready an attack against one target. You may also Ready a Standard Action or a Move Action but not Both.

Quinn AC 29 62/100 hit points +5 STR  d100=48
Monday June 4th, 2007 11:05:46 AM

Quinn sees the mummy leave the blade barrier and is astonished. "Beware the mummy has left the blade barrier, Beware" Quinn calls out to his friends.

Quinn casts shield of faith on himself as he watches his father.

spell failure roll 48.

"I got my eye on you." Quinn yells up at the cage.

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
Divine Power Extended
Shield of Faith
Freedom of movement: Travel Domain
Low light and Darkvision: Incite Domain

Rod of Extend 3/3


Savin ac 33 hps 90/115  d100=75 d20+19=37 d6=2 d6=4 d4=4 d4=4 d100=19 d20+15=32 d6=3 d6=3 d6=6 d6=4
Monday June 4th, 2007 11:14:10 AM

Savin will attemtp to even the odds and take down another shadow (S4) as he flicks out his spiked chain. "Just hold on." Savin yells encouragement to his wizard friends.

Blink 75%
Hit ac 37
Damage 16 + 8 bane
Total 24

Blink 19%
Hit AC 32
Damage 16 + 10 bane
Total 26

Posted by Jim as George is visiting Mickey Mouse.

Firn'gaer - AC 23 [Incorporeal AC 23]; HP 54  d20+23=32 5d4(3+4+1+3+4)+5=20
Monday June 4th, 2007 1:48:29 PM

Casting defensively, Firn'gaer sends a series of empowered magic missiles at the shadow attacking him.

Concentration DC32
EMM - 28 points of damage

Active Spells
Detect Magic - requires concentration
Read Magic - always active
See Invisibility - always active
Mage Armor - 24 hours
Fly [maintaining a position about 25-ft off the ground] - 1172 rounds
Shield - 114 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

Durgan AC32 Hp 176/182 
Monday June 4th, 2007 6:12:01 PM

Durgan frowns as the dragon moves away out of reach. "Fine then be that way!" A frustrated Durgan floats back to the ground switching weapons as he goes. Getting his waraxe ready, he looks around. "Ok, who needs a good whuppin?"

active effects:
-6 STR
stoneskin 100/130
protection from evil- 1 minute(+2def ac)
levitate-3min

items used:
potion pro from evil
potion levitate



Peerimus AC 32 Touch AC 23 HP 91/91  d20+10=27 d100=67
Monday June 4th, 2007 7:33:32 PM

Not much to do, "Savin, I can take the shadows, but I can't hit the dragon." Peerimus looks at the blade barrier, "Let's see if I can help you Kazak." Peerimus steps to M23 and casts his arm at the Blade Barrier. "By the power graced to me by Father and Mother away." [cast targetted Dispel at the Blade Barrier %67 CL 27]

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 [Cast]
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 1093 rounds
Freedom of Movement 1195 rounds
Haste
Resist Energy Fire 30 1196 rounds
Deathward 1197 rounds

Posting Report For: 
Monday June 4th, 2007 7:39:11 PM

Game#4 Children of Chaos
For the week of May 28, 2007

Name MTWRFSS

DM Al OX2XXS-
Durgan XXOXOS-
Kazak XOXXX--
Peerimus OXXXX--
Quinn XXOXX--
Randall XOX2X--
Savin XXXOX--
Trace OXX2O--
Vinder XOXXX-S

Submitted by Adm BrianZ. Memorial Day was on Monday. I hope everyone had a great and patriotic day!

an excerpt from the journal of Dweezil the imp:

Dweezil was all riled up now. There was nothing like a raging combat to bring out the bloodlust in the devil from the Abyss. All he could see was red. His claws were bared and his poison stinger poised at a striking angle. He was nearly ready to join in the fray when he heard a voice in his mind. His master. "DWEEZIL! Remember your mission! Do not exceed the parameters of your task or you will find yourself back where I found you!" Dweezil found himself calming down. He was not fond of the idea of returning to the Abyss, but he was even more afraid of the wrath of his Master. Still, it would ALMOST be worth it. Dweezil smiled at the thought. Just stabbing someone with poison and watch them drop over. Almost worth it...

Dweezil looked over at the magic Journal to see what he had missed. Hmmm...the Children of Chaos and the undead forces were locked into a tough combat. It could go either way now... "What's this?" Dweezil mumbled. The vampire is the holy roller's father? How interesting. Several of the combatants were trapped at this point by various spells. Of special note were the numerous attacks upon one of the wizards by the shadows. Dweezil clapped with delight as they very nearly drained the life-force out of him. He leaned forward to watch and see if they would manage to finish the job...


Trace (protection from evil, haste, barkskin, spider climb)  d20+19=39 d20+19=32 d20+19=37 d20+14=18 d20+11=15 2d8(6+6)+5=17 d6=2 2d6(4+1)=5 d8+5=10 d6=3 2d8(7+5)=12 2d6(6+2)=8 d8+5=6 d6=6 2d6(5+2)=7 d8+5=12 d6=4 2d6(6+4)=10
Monday June 4th, 2007 8:15:24 PM

Trace looks around and the most trouble at the moment seem to be the shadows. Trace sends fourth four streaking arrows striking in order as needed, (S2, S4, S3)
Trace calls out for direction, who do I need to attack next? Stay on the shadows if they still stand or float or do i aim at another?

hit (39crit)17hps(fire 2,holy 5)total = 24pts
hit (37) 10hps(fire 3,holy 8)total = 21pts
hit (18) 06hps(fire 6,holy 7)total = 19pts
hit (15) 12hps(fire 4,holy 10)total= 26pts

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


Randall Mercurial AC 17 (20 with Prt from evil and hast), HP 63/63 ( And Fluffykins AC 25, HP 31)  d100=17 d20+6=26 d3=2 d20+1=2 d20+1=20 d3=3 5d4(2+2+1+3+1)+1=10 d20+17=23 d100=70
Monday June 4th, 2007 8:30:50 PM

Fluffykins
{ RANDALL!!! RUN!!! I'LL Distract them!! }

Fluffy the wonder familiar leaps from Randall's neck and attacks one of the shadows

=========================
S3- 17% attack = Catches it materialized.

Hits
Sting AC26 for 2 points of damage
Poison: Injury, fortitude DC 12,
initial damage sleep for 1 minute,
secondary damage, sleep for 1d3 days.
ooc> I'm assuming that the shadows are
immune to poison but I'll list it
just in case.

Misses the second with a natural one.
Bite AC 20 for 3 damage

===========================
Being to hurt to argue with his familiar, Randall casts defensively at the shadow next to him (S4). Five magic missiles leap from Randall's outstretched fingers and slame into the shadow. Randall then moves away ( to N22, via a east move to N25 then North to N22).
======================
Roled the damage wrong. Total damage 14
Concentration check 23 vs DC 16
Hope I didn't need it but If I did... I failed the "miss chance" with a 70%.

============================

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 *


The Keepers of the Shroud - Round 06 (DM/Al)  d20+17=28 d100=25 d20+6=15 d20+6=8 d8+10=16
Monday June 4th, 2007 9:12:37 PM

Vinder takes swipes at the retreating Mummy, his blades both turned by the armor of the undead. He sees a gap in the spinning blades and goes. A Force Blade swings down at his head, and the rogue narrowly Evades it, winning his way through the blades untouched. He takes two more swings at the Mummy, but the results are as fruitless as before.

Kazak easily shakes off the attempt to Dominate his mind. But he has no where to go, trapped within the ring of whirling blades. He readies an attack should anything come at him.

Quinn, trapped as well as Kazak, casts a spell upon himself, calling up a Shield of Faith. As the cleric looks up the vampire it grabs it's crotch and jerks its hips in Quinn's direction, a gesture his father would never have done. (BTW, Quinn, the Deflection Bonus from Shield of Faith does not Stack with your Ring of Protection. Your AC should be 27 instead of 29.)

Savin's chain flicks out again and snaps with a crack in the space occupied by the Shadow above Randall. Dark essence explodes and the Shadow is gone.

Firn'gaer too targets a Shadow. Magic Missiles light the darkness of the attacking undead's essence and it fragments into nothingness.

Durgan reverses the Levitation. As he drops, the Skeletal Dragon strikes. (AoO D2 Bite Durgan AC28) Razor teeth clang against dwarf forged armor and armor holds admirably. The dwarf switches to his favored weapon. (Durgan, I'm assuming you sheath your hammer, correct?)

Peerimus heeds Kazak's call and turns powerful magic on the Barrier of Blades. The druid's knowledge of Spellcraft tells him that he has narrowly defeated the deadly magic. The Blade Barrier vanishes.

Arrows of red fire and bright divine light cut through the air and splash off the stone of the crypt, passing through the two Shadows destroyed by Savin, Firn'gaer and striking the wall by the passageway within which the third shadow has cover.

(Alright everybody: UNDEAD ARE NOT SUBJECT TO CRITICAL HITS!!! Thank you for your attention.)

Fluffykins launches herself off of Randall's neck and attacks the Shadow in the Passageway. She feels a sting and a bite take hold, and it doesn't taste like chicken. Randall fires five magic missiles up into the air, but the Shadow is no longer there. He flees under a heavy load. Behind him, the Shadow in the Passageway takes an attack. (AoO S3 Touch Randall AC15) The dark fingers graze the field of deflection around the wizard as he escapes.

++++++++++++++++++++++++++++++++++++++++++++++

The Shadow shies away, startled by the tiny dragon shaped creature. I reaches out to touch ... (S3 Touch Fluffy AC8) But the novelty of the little dragon unnerves it and the touch misses. Then the Shadow steps back into the stone wall. (Stepped in at L24)

The Skeletal Dragon decides to Withdraw. With ponderous steps, it moves back up the ramp, climbing five feet higher as it goes. It takes up a position above the Raised Level.

The Mummy leaves Vinder, coming under the protection of the Dragon. (Vinder, Take an AoO.) From the edge of the Raised Level, the Mummy lifts up its arms in a spell. Dark energy radiates from the Mummy bathing itself and the dragon above. The Negative Energy washes over Quinn and Kazak as well. (Quinn and Kazak, Take 16hp Damage. Will Save vs DC20 for Half.)

Up in the transparent cube, the Vampire bangs on the wall, calling out to Savin. (Savin Will Save DC18 or be Dominated. No commands can reach you from inside the Force Cube, so if you fail, you Stand and do Nothing.)

=== OOC ===

Please roll Spell Resistance against Quentin and the Mummy from now on. SR to beat is below.

Climb Check on the 10ft rise is DC25 at 1/4 speed. While climbing you lose Dex to AC unless you have a Climb speed.

Round Timer: 97.0

M2 97.4
M1 97.5

Keepers of the Shroud

Enemy Status
===============
QD Lightly Wounded / AC29/SR26; Force Caged
ML Wounded / AC30/SR22
BO Uninjured / Sphericalized
M1 Wounded / AC28
M2 Uninjured / AC29
S2 Destroyed
S3 Lightly Wounded / AC14
S4 Destroyed
D2 Wounded /AC14

Injuries, Problems, and Active Spells
======
Durgan 176/182 (Stoneskin 100/130 109.1, Protection from Evil 97.7, STR 16/22 ), Firn'gaer 54/60 CON 15/18 (Fly 105.8, Haste 99.0, Shield 108.4), Rufus 36/42 CON 9/10 (Haste 99.0), Kazak 120/158 (Stoneskin 110/130 109.0), Peerimus 91/91 (Freedom of Movement 217.4, Haste 99.0), Quinn 62/100 (Light End of Rod 152.6, Divine Power 100.9, Shield of Faith 99.9, STR 13/14), Randall 63/63 (Improved Invisibility 97.5, Protection From Evil 105.3, Haste 99.0, Spell Turning 226.5, STR 1/12), Fluffykins 31/31, Savin 90/115 (Enlarge Person 98.4, Haste 99.0, Barkskin 126.4, Blink 97.2, Silversheen 156.7, STR Damage -2), Trace 86/86 (Dark Vision 209.4, Magic Circle Against Evil 156.4, Haste 99.0, Barkskin 216.5), Vinder 95/102 (Haste 99.0), Yorrick 117/117, Shadow 44/44

General Notes
=============

For 50% Checks DM Uses 1 to 50 is Success. 51 to 100 is Fail.

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.

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 
Monday June 4th, 2007 10:19:02 PM

OOC- correct. I hope switching wasn't too many actions.

Randall Mercurial AC 17 (20 with Prt from evil and hast), HP 63/63 ( And Fluffykins AC 25, HP 31)  d20+10=16 26d6(3+1+3+5+2+2+5+2+6+5+6+1+4+2+6+4+4+1+5+1+5+1+6+4+3+1)=88
Monday June 4th, 2007 10:19:04 PM

{ Well, now I'm mad!!! }

Randall casts DISINTEGRATE on the dragon.

=======================

Ranged touched attack hits AC 16 for 88 points of damage.

===============================

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 *



Quinn AC 27 71/100 hit points +5 STR  d20+18=30 d100=52 d8=7
Monday June 4th, 2007 11:48:10 PM

Will save 30

Quinn resists most of the magic from the foul mummy and calls out to it "Two can play at that game."

"Quick, Kazak go smash the mummy. It is the greatest threat right now. I'll be right behind you."

Quinn looks up at his father "Watch all your lackies die, before we come to take you." Quinn takes a 5 foot step toward the stairs.

Sacrific plane walk for cure light wounds mass.

Spell failure 52%

Damage/Curing 19 points to Mummy, Dragon, Kazak, Quinn, Vinder, Peerimus, Savin, Durgan

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
Divine Power Extended
Shield of Faith
Freedom of movement: Travel Domain
Low light and Darkvision: Incite Domain

Rod of Extend 3/3


Savin ac 33 hps 109/115  d20+19=23 d100=65
Monday June 4th, 2007 11:56:06 PM

Savin hears Peerimus call out and sees his excellent work at bringing down the whirling blades. "Good Job. I got the ones on the platform."

Savin takes off and ends up on top of the platform.

Position VW 22

Savin takes one swing at the mummy with his baned chain.

AC 23, miss
Blink 65%, ok

Hopefully he got the mummy's attention, not to mention the Dragons.

---------------------------------------------

Posted by Jim as George is visiting Donald Duck.


DM/Al - OoC 
Tuesday June 5th, 2007 12:21:18 AM

Quinn, Rules for Mass Cure/Inflict are No Two can be more than 30 ft from each other. That means any two in the group you declare. If you look at the scattering you chose, they are too far appart. Please choose another set.

Savin, please roll your Will Save vs Dominate. If you don't roll by Post time tomorrow, I will roll for you.

Quinn & Savin supplimental  d20+14=29 d20+14=23
Tuesday June 5th, 2007 8:35:16 AM

ooc: Quinn will drop Vinder to work the mass cure.

Quinn's spell penetration on the mummy: 29

Savin's saving throw: 23



Randall part 2 
Tuesday June 5th, 2007 11:15:03 AM

ooc> Oops. Forgot about Fluffy.

{ Fluffy, brave girl!! Come back to me now. }

Fluff
'Snort
{ That'll teach it to mess with my Randy! }

And Fluffy returns to Randall.

Firn'gaer - AC 23 [Incorporeal AC 23]; HP 54  d20+11=18 d20+11=14 d20+11=28 4d6(1+3+6+4)=14 4d6(4+1+6+3)=14 4d6(4+1+3+4)=12 d20+12=22
Tuesday June 5th, 2007 11:24:56 AM

Firn'gaer flies to O21 and a series of scroching rays at ML.

Range Touch - AC 18, damage 14; AC 14, damage 14; AC 28; damage 12; This doesn't take into account any vunerabilities.

To bypass spell resistance - SR 22

Active Spells
Detect Magic - requires concentration
Read Magic - always active
See Invisibility - always active
Mage Armor - 24 hours
Fly [maintaining a position about 25-ft off the ground] - 1171 rounds
Shield - 113 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

Durgan AC32 Hp 176/182 
Tuesday June 5th, 2007 3:24:48 PM

Durgan looks around and decides to support his brother. He moves onto the platform next to the mummy with his axe at the ready. "Come brother, let's show this creature what dwarves think about the dead deciding to get up and walk around."

actions:
move to U21

active effects:
-6 STR
stoneskin 100/130
protection from evil- 1 minute(+2def ac)
levitate-3min

items used:
potion pro from evil
potion levitate

Kazak ac 30 Hp 123/158 stoneskin  d20+12=16
Tuesday June 5th, 2007 5:38:32 PM

Kazak feels a chill at the mummy's magical attack (d20+12=16 will save failed) "somebody's gonna get a beatin for that " growls Kazak

A sudden warmth enters Kazak's body from Quinn's healing spell (19 pts) " he's handy to have around " chuckles the warrior

surveying his surroundings the 4'1" dwarf makes a sweeping move between Vinder and the imprisoned alien towards the Dragon and mummy (move action to W-25)....and sheaths his sword(move action) taking a position between Vinder and the Dragon.

"watch your back Vinder....there's gotta be of these walking corpse's about....lets work together"

Eyeing his brother on the other side of the dragon "aye Durgan....dwarven steel will cut these things down ......keep to your side i'll keep to mine ....we'll flank these two on either side" as Kazak keeps the floating beast within striking range if it decends again

Vinder HP 95/102 AC 24 (two weapon defense, haste, dodge D2) 
Tuesday June 5th, 2007 6:09:38 PM

Vinder nods at Kazak and stays where he is, eyeing the skeletal dragon only a few feet away.

And what are my knives gonna do against that?

Peerimus AC 32 Touch AC 23 HP 91/91  d20+12=26 d100=96
Tuesday June 5th, 2007 7:05:48 PM

The Blade Barrier vanishes and Peerimus exhales as sweat beads upon his forehead. That was more strain than he expected. This needed to be finished quicker, the vampire was a very powerful spellcaster. But Randall is very weak and that shadow is still out there. Peerimus steps to N/23 and readies to attack the shadow if it comes out of the wall in the area.
[PA -4 Hit AC 26 %96 no damage]

"Everyone up the ramp! Vinder, If you haven't hurt it yet your not likely going to! LOOK FOR THE SHROUD SO WE CAN GET THE HELL OUT OF HERE!"

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 [Cast]
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 1092 rounds
Freedom of Movement 1194 rounds
Haste
Resist Energy Fire 30 1195 rounds
Deathward 1196 rounds

Trace (protection from evil, haste, barkskin, spider climb)  d20+19=23 d20+19=25 d20+14=32 d20+11=27 d8+5=6 d8+5=12 d8+5=10 d8+5=10 d6=4 d6=4 d6=2 d6=5 2d6(2+4)=6 2d6(5+6)=11 2d6(5+3)=8 2d6(6+5)=11
Tuesday June 5th, 2007 7:08:43 PM

Trace fires four shots at ML, streakings arrows fly across the room to their target.

hit ac 23 6hps fire 4 holy 6 total 16hps
hit ac 25 12hps fire 4 holy 11 total 25hps
hit ac 32 10hps fire 2 holy 8 total 20hps
hit ac 27 10hps fire 5 holy 11 total 26hps

total hps taken 87hps.

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


The Keepers of the Shroud - Round 07 (DM/Al)  d20+6=13 d100=46 d20+20=26 d20+6=24 d6=4 d100=79 d20+8=21 d20+8=17 d20+20=27 d6=6 3d6(3+1+5)+10=19
Tuesday June 5th, 2007 9:17:46 PM


Randall turns a thin green ray upon the Skeletal Dragon standing above the Mummy. The Dragon rears as its bones are bathed in the energy of the ray. Then in midst of its throes, it falls, becoming a rain of fine white dust as it collapses to the ground.

Quinn works his own mojo, hurting as he heals. Durgan is returned to full health. Quinn himself, Savin, and Kazak benefit as well. But the Mummy is having none of it. Well, maybe only half.

Savin shakes off the Domination as well. The way cleared by Randall, the giant monk strides up the ramp, aiming a shot at the Mummy with the spiked chain. The weapon is repelled by the Mummy's armor.

Firn'gaer flies out from the Wall of Stone and fires Scorching Rays at the Mummy. The rays strike the Mummy in a rapid series, but each one, as it hits is absorbed by a magic field. (Firn'gaer or anyone, actually, Spellcraft vs DC18: Highlight to display spoiler: {to recognize Protection from Energy (Fire)})

Durgan pounds after Savin, up onto the Raised Level and gets right in the Mummy's face.

Kazak places himself between Vinder and the last threat still in the room. He comes up with a plan to take it down.

Vinder realizes how ill equipped he is to fight off the Undead and remains behind Kazak.

Peerimus calls for the collective group to head for the ramp. This is the Vault of Queen Fidelia and she commands vast hosts of undead horrors. With luck they could grab the Shroud of Atman and be gone from this cursed land. Behind the group up on the Raised Level there is a shrine of dark gold. In the dim light the lumped shapes of many things can be seen upon it.

Peerimus backs up the retreat by waiting for the last remaining Shadow to come out of the wall.

Trace sends a barrage of arrows down at the Mummy. Most of them glance from the Mummy's armor coming close to striking Durgan and Savin as they ricochet away. One strikes the Mummy with a *thuk*. But the Mummy's hard flesh resists the damage, the fire appears to do nothing. Only the Holy damage seems to have any affect.

++++++++++++++++++++++++++++++++++++++++++++++++++++++

As Peerimus had predicted, the Shadow comes out of the wall. The druid swings, but the staff seems to pass right through the dark body. The Shadow ignores Peerimus. Instead its evil red eyes fix upon Randall. It opens its mouth wide calling to the Wizard to be its Spawn. Then it dives under the floor. (Peerimus, you may take an AoO here.) A second later a hand reaches out of the ground and touches Randall's leg! (S3 Touch Randall AC24, Damage -4 STR) No, almost touches Randall's leg. Chance favors the wizard and the touch misses. (Miss Chance 79%/Miss)

The Mummy glares at the enemies that surround him. Then it levels an evil stare at Quinn down below. It concentrates on a powerful spell. (Concentration 21) Concluding the incantation it jumps down off the edge of the Rise. (Savin, Durgan and Quinn you may take an AoO Against the Mummy.) Landing upon both feet with a crash of metal armor, the Mummy reaches out and touches Quinn! (Mummy Touch Quinn AC27) Dark Negative Energy spreads swiftly out from the place of the touch. It engulfs Quinn's body, climbing up over his face, covering his nose and mouth, drawing from him his very life's essence. (Slay the Living. Quinn, Fortitude Save vs DC20 or Die. Even if you save, take 19hp damage.)

Up in the Force Cube, the Vampire in the form of Quinn's father turns its gaze upon Vinder. (Vinder, Will Save vs DC18 or be Dominated. Dang, what's the use of Dominating someone when you can't make him try to kill his companions?)

=== OOC ===

Climb Check on the 10ft rise is DC25 at 1/4 speed. While climbing you lose Dex to AC unless you have a Climb speed.

Round Timer: 97.1

M2 97.4
M1 97.5

Keepers of the Shroud

Enemy Status
===============
QD Lightly Wounded / AC29/SR26; Force Caged
ML Wounded / AC30/SR22
BO Uninjured / Sphericalized
M1 Wounded / AC28
M2 Uninjured / AC29
S3 Lightly Wounded / AC14
D2 Destroyed

Injuries, Problems, and Active Spells
======
Durgan 182/182 (Stoneskin 100/130 109.1, Protection from Evil 97.7, STR 16/22 ), Firn'gaer 54/60 CON 15/18 (Fly 105.8, Haste 99.0, Shield 108.4), Rufus 36/42 CON 9/10 (Haste 99.0), Kazak 123/158 (Stoneskin 110/130 109.0), Peerimus 91/91 (Freedom of Movement 217.4, Haste 99.0), Quinn 73/100 (Light End of Rod 152.6, Divine Power 100.9, Shield of Faith 99.9, STR 13/14), Randall 63/63 (Improved Invisibility 97.5, Protection From Evil 105.3, Haste 99.0, Spell Turning 226.5, STR 1/12), Fluffykins 31/31, Savin 109/115 (Enlarge Person 98.4, Haste 99.0, Barkskin 126.4, Blink 97.2, Silversheen 156.7, STR Damage -2), Trace 86/86 (Dark Vision 209.4, Magic Circle Against Evil 156.4, Haste 99.0, Barkskin 216.5), Vinder 95/102 (Haste 99.0), Yorrick 117/117, Shadow 44/44

General Notes
=============

For 50% Checks DM Uses 1 to 50 is Success. 51 to 100 is Fail.

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.

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 27 52/100 hit points +5 STR  d20+14=22 d20+19=23 d20+19=25 d20+15=29 d20+7=15
Tuesday June 5th, 2007 11:46:04 PM

As the mummy approaches, Quinn takes a big swing with his mace.

AoO AC 23, but clangs off its armor.

Quinn is repulsed by the mummy attempting to touch him and when it does he lets out a command "Unhand me you foul unnatural creature"

Quinn then feels his blood run cold and he steels his will, with Gargul's backing, against the undead.

Save 22

Quinn now relishes his position as he prepares for battle with the undead.

Quinn swings his mace in looping arcs at the foul beast.

AC 25, 29, 15, but all attacks are turned by the beast unholy armor.

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
Divine Power Extended
Shield of Faith
Freedom of movement: Travel Domain
Low light and Darkvision: Incite Domain

Rod of Extend 3/3


Savin ac 33 hps 109/115  d20+19=25 d20+19=27
Tuesday June 5th, 2007 11:53:35 PM

As the mummy makes its leap, Savin lances out the chain at the mummy' back.

AoO AC 25, but the armor turns the chain.

Savin rolls his eyes and comments mostly to himself "Up & down, Up & down."

Savin rushes back down the ramp to S 18 & 19 and flicks out his spiked chain once again.

AC 27, miss again, could he have rushed the attack?

---------------------------------------------

Posted by Jim as George is visiting Goofy


Peerimus AC 32 Touch AC 23 HP 91/91  d20+12=31 d100=73 d100=49 2d6(1+1)+17=19 d20+12=19 d100=61 d100=16 2d6(1+2)+17=20 d20+17=22
Wednesday June 6th, 2007 8:37:34 AM

Peerimus watches the shadow come and brings the staff in hard. Just as it would seem the staff will pass harmlessly though, the druid checks the swing and brings it back around upon the creature.
[PA -4 Hit AC 31 %73 Blind fighting Feat %49 Dmg 19]
As the shadow fless, the druid drills it again. [PA-4 Hit AC 19 %61 Blind Fighting Feat %16 Dmg 20]

Peerimus calls for the group to move up the ramp again. He then closes to the Mummy, but the the staff careens off the creatures thigh without harm.

OoC if I remember the map right Peerimus should be able to move to the mummy. Please place him on the ramp side of the creature so I can continue my way

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, *Produce Flame
Level 2:
**Barkskin x2, *Reduce Animal, Gust of Wind, *Resist Energy x2
Level 3:
CMW, *Protection from Energy, *Neutralize Poison, *Sleet Storm, Remove Disease, *Daylight
Level 4:
*Flame Strike, *Freedom of Movement, *Dispel Magic, *Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
**Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff [Cast]
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 1091 rounds
Freedom of Movement 1193 rounds
Haste
Resist Energy Fire 30 1194 rounds
Deathward 1195 rounds

After I put this in I realized Blind Fighting does not help. Peerimus missed the shadow both times, then proceeds to go miss the mummy. Having a great day thanks for asking

Vinder HP 95/102 AC 24 (two weapon defense, haste, dodge QD)  d20+12=13
Wednesday June 6th, 2007 9:26:38 AM

Vinder's gaze is caught by the wretched vampire and he stares helplessly as he feels his mind succumb to the villian's mental strength. (Will save 13, failed against Dominate!)

Firn'gaer - AC 23 [Incorporeal AC 23]; HP 54, 15/18 Con  5d4(3+3+2+3+1)+5=17
Wednesday June 6th, 2007 3:07:36 PM

Firn'gaer draws his wand of magic missiles from his haversack and readies a volley of missiles for the shadow attacking Randall. When the Shadow appears, "Eat Force!"

Readied action - Magic Missiles at Shadow 17 points of damage.

Active Spells
Detect Magic - requires concentration
Read Magic - always active
See Invisibility - always active
Mage Armor - 24 hours
Fly [maintaining a position about 25-ft off the ground] - 1170 rounds
Shield - 112 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

Trace (protection from evil, haste, barkskin, spider climb)  d20+19=32 d20+19=30 d20+14=32 d20+11=12 d8+5=11 d6=3 d6=2 d6=1 2d6(1+5)=6 2d6(3+5)=8 2d6(4+1)=5 d8+5=13 d8+5=11
Wednesday June 6th, 2007 7:25:48 PM

Trace continues his aim on the mummy, again four streaks of light and flame steaks to the rag doll, three hit ,thunk,thunk, thunk, and the fourth flies clear over the mummys head and crashes in to the far wall into splinters, flame and light to the wall. Trace thinks to himself, must have been a cramp on that last arrow.

hit ac 32 11hps fire 3 holy 6 = 20hps
hit ac 30 13hps fire 2 holy 8 = 23hps
hit ac 32 11hps fire 1 holy 5 = 17hps
miss ac 12
total dmg = 60hps, total holy 19hps
arrow total (159/178) (101/120 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

Randall Mercurial AC 17 (20 with Prt from evil and hast), HP 63/63 ( And Fluffykins AC 25, HP 31 
Wednesday June 6th, 2007 7:57:49 PM

Randall decides to move. Using the benefits granted by the Hast spell, Randall moves to
Moves to U18. He hopes that the magic missile attack from Firn'gaer will either finish off the shadow or distract it. Right now, his new friends need all the help they can get. Randall casts Greater Dispell targeted on the mummy (ML) and attempts to dispell all spell effects that are current affecting it.

Fluffy stays 5' behind Randall and readies an attack should the shadow try to get Randall.

=================================

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 *


Durgan AC 32 Hp182/182  d20+20=39 d20+20=34 d10+7=8 d10+7=14
Wednesday June 6th, 2007 8:10:13 PM

"Stand still ye durned walkin corpse!"

Durgan takes a swing as the mummy leaps down from the platform. (AoO-) Then he runs around to take another swing. (move to S21)

actions:
move to S21
attack of O- hit 39 dmg 8
attack - hit 34 dmg 14

active effects:
-6 STR
stoneskin 100/130
protection from evil- 1 minute(+2def ac)
levitate-3min

items used:
potion pro from evil
potion levitate



Kazak ac 30 Hp 123/158 stoneskin 
Wednesday June 6th, 2007 8:44:31 PM

"aye Peerimus.....whats it look like ?" as Kazak quickly reaches into his quiver and withdraws a sunrod (60' radius, shadowy illumination)......deftly striking it against his shield to ignite the sunrod.......once lit the 4'1" dwarf will move towards the shadows (move to AA-25)"come on Vinder "

Kazak's steel grey eyes search deep into the room looking for Peerimus's shroud " hey Vinder you see anything ??......whats the shrod thingy look like ?"

The Keepers of the Shroud - Round 08 (DM/Al)  d20+3=9 d20+8=19 d20+13=14 d20+13=20 d20+13=33 d20+13=30 d20+13=31 d20+13=16 d20+13=32 d20+13=26 d20+6=15
Wednesday June 6th, 2007 9:22:29 PM


Quinn fights off the call of Death! The dark tide of Negative Energy retreats, leaving Quinn damaged, but blessedly alive. Standing his ground, he goes toe to toe with the Mummy. His holy mace clangs against the Mummy's defenses without penetrating.

The Mummy is pretty well protected. Savin's chain clangs twice against its defense without penetrating.

Peerimus swings at the Shadow. He is skilled in the art of Blind Fighting, but that provides no aide against the Incorporeal horror. The creature's pure lack of substance simply ignores the attacks. (Also, you only get one AoO per round unless you have Combat Reflexes. Ahh. Just caught your note. Glad we're on the same page.)

Vinder finds his Will power desert him. An the claws of the undead monster invade his mind, Dominating him and controlling his movements. At first, there is nothing but the pure sense of triumph that comes from the vampire. Up above, it places both hands upon the walls of the cube and leans forward, hungry for blood. It moves its mouth commanding through the force of his mind. Its lips move speaking the words over and over, but without the sound only the most basic of instructions come through.

FIGHT!

The command is obscure and very general. But, unfortunately, the only person near enough to fight happens to be Kazak. (Go for it, Vinder. BTW, if Kazak leaves, you get an AoO against him.)

(Durgan Only: Highlight to display spoiler: {You made your Spot Check and are able to read a bit from the vampire's lips. You catch the words "Slay" and "Friends". Not much to go on. Wonder what it might mean?})

Firn'gaer draws a wand and holds position in mid-air, his focus down upon the ground where the Shadow just entered. He plays a waiting game. Waiting for the Shadow to come out to attack.

Trace drives three arrows through the Mummy's armor. The shafts do not penetrate as far as usual. And the Fire, once again, is absorbed. But the remaining damage is still considerable, and the Mummy reels, near to death.

Randall wisely leaves the spot under which the Shadow still lurks. From the slope of the Ramp, the wizard casts a powerful Dispel effect upon the embattled Mummy. The only observable affect is that Randall himself suddenly becomes Invisible again. Brave Fluffy, stands ready to attack the Shadow should it pursue. (Randall, generally, you make your own Caster Level Checks for Dispel. I made them for you this time. If you don't know how many spells you're Dispelling against, make 10 or 15 rolls. The DM will choose from the first few from that pool. Oh, and also roll Ready Attacks too, please.)

Durgan is the only one to tag the Mummy as it leaps from the ledge. He races down the ramp and squeezes into a spot between Quinn and Peerimus. With a final blow he brings the Mummy down.

Kazak draws out a Sunrod. The Raised Level lights up, adding to Peerimus' Daylight as he strikes it against his shield. With his Dwarf-born sight, though, Kazak needs little aide to see the pile of items upon the altar. Armor, weapons, and bits and pieces of unrecognizable items litter the surface of the altar. Kazak moves over to take a look. (Here's your AoO, Vinder. I'll leave you at Y25, Kazak. That's where Vinder would have struck.)

+++++++++++++++++++++++++++++++++++++

As Peerimus brings his Daylight shield closer to the center of the room, the two corpses with the long tongues are revealed cowering in the corners.

The Shadow springs out of the ground in hopes of making Randall a Spawn. Magic Missiles rain down upon it instead, burning away its incorporeal essence. Vengeance takes the place of hunger as it shoots upward to attack Firn'gaer. (Touch Firn'gaer AC15) The Shadow's mouth opens, moaning in disappointment as its hand encounters the wizard's invisible layer of shielding.

As the Mummy falls, Quentin deMarco whirls within the confines of the Cube. This time, he fixes a look upon Firn'gaer. (Firn'gaer, Will Save vs DC18 or be Dominated. If you fail, first round, you needn't take any action. Or, if you'd like, you can immediately start attacking the nearest creature.)

=== OOC ===

Climb Check on the 10ft rise is DC25 at 1/4 speed. While climbing you lose Dex to AC unless you have a Climb speed.

Round Timer: 97.2

M2 97.4
M1 97.5

Keepers of the Shroud

Enemy Status
===============
QD Lightly Wounded / AC29/SR26; Force Caged
ML Destroyed
BO Uninjured / Sphericalized
M1 Wounded / AC28
M2 Uninjured / AC29
S3 Wounded / AC14

Injuries, Problems, and Active Spells
======
Durgan 182/182 (Stoneskin 100/130 109.1, Protection from Evil 97.7, STR 16/22 ), Firn'gaer 54/60 CON 15/18 (Fly 105.8, Haste 99.0, Shield 108.4), Rufus 36/42 CON 9/10 (Haste 99.0), Kazak 123/158 (Stoneskin 110/130 109.0), Peerimus 91/91 (Freedom of Movement 217.4, Haste 99.0), Quinn 54/100 (Light End of Rod 152.6, Divine Power 100.9, Shield of Faith 99.9, STR 13/14), Randall 63/63 (Improved Invisibility 97.5, Protection From Evil 105.3, Haste 99.0, Spell Turning 226.5, STR 1/12), Fluffykins 31/31, Savin 109/115 (Enlarge Person 98.4, Haste 99.0, Barkskin 126.4, Blink 97.2, Silversheen 156.7, STR Damage -2), Trace 86/86 (Dark Vision 209.4, Magic Circle Against Evil 156.4, Haste 99.0, Barkskin 216.5), Vinder 95/102 (Haste 99.0), Yorrick 117/117, Shadow 44/44

General Notes
=============

For 50% Checks DM Uses 1 to 50 is Success. 51 to 100 is Fail.

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.

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 (protection from evil, haste, barkskin, spider climb)  d20+19=37 d20+19=39 d20+14=27 d20+11=18 d8+5=11 d8+5=11 d8+5=6 d8+5=13 d6=5 d6=5 d6=4 d6=6 2d6(5+6)=11 2d6(4+3)=7 2d6(4+6)=10 2d6(1+1)=2
Wednesday June 6th, 2007 11:19:35 PM

Trace turns his attention to the Shadow, begins to rain down arrows on the Shadow from above. Streaks of fire and holy light streak down to their target. All four arrows slam into their target with deadly speed. Trace calls out to his friends, "Who do I aim at next?" If the shadow falls before all the arrows are needed his aim will shift to (M1)

hit ac 37 11hps fire 5 holy 11 = 27hps
hit ac 39 11hps fire 5 holy 07 = 23hps
hit ac 27 06hps fire 4 holy 10 = 20hps
hit ac 18 13hps fire 6 holy 02 = 21hps

total dmg 91hps, holy damage 30hps, fire 20hps

arrow total (155/178) (97/120 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

Quinn AC 27 52/100 hit points +5 STR 
Thursday June 7th, 2007 9:50:24 AM

Quinn is pleased to see his new friends drop the spell encrusted mummy cleric. "Thats one more down. Lets line up and finish off the two remaining shadows before we tackle the husk of my Father."

Quinn move back up the stairs, limping the entire way and holding the eye of Gargul before him.

Position: U20

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
Divine Power Extended
Shield of Faith
Freedom of movement: Travel Domain
Low light and Darkvision: Incite Domain

Rod of Extend 3/3


Savin ac 33 hps 109/115  d20+12=26
Thursday June 7th, 2007 9:54:26 AM

Savin watches the mummy fall can calls out "Nice teamwork! Lets go finish the job."

Chain in hand Savin runs back up the stairs and takes a falnking position to Kazak. Savin again mumbles "Up and down, up and down."

Once he reaches Kazak he whispers "Whats the status up here?" Savin makes small circles with his chain, carving the air for now.

Position: Z 22 & 23

Savin looks around for active opponents

Spot: 26

----------------------------------

Posted by Jim as George is visiting Minnie Mouse


Firn'gaer - AC 23 [Incorporeal AC 23]; HP 54, 15/18 Con  d20+12=27 5d4(1+2+4+2+3)+5=17
Thursday June 7th, 2007 12:15:49 PM

[Will save DC27, Al your post said Vinder, but description implied Firn'gaer. Just in case.

Sorry, copy and paste error. Yes, it was Firn'gaer. --Al]

Firn'gaer continues to focus on the shadow. Calling forth energies from the wand he sends another series of missiles into the shadowy undead.

Magic Missiles - 17 points of damage.

Active Spells
Detect Magic - requires concentration
Read Magic - always active
See Invisibility - always active
Mage Armor - 24 hours
Fly [maintaining a position about 25-ft off the ground] - 1169 rounds
Shield - 111 rounds
Wand of Magic Missiles used - 2 charges

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 32 Touch AC 23 HP 91/91  d20+21=25
Thursday June 7th, 2007 12:38:59 PM

Peerimus moves to Y/23, up the ramp and well into the room, "It's a shroud, like a burial cloth." the druid then notes Vinder, "Oh Boy." Unfortunately what was he to do? How quickly could he subdue the rogue and how dangerous was he. His fight against the mummy was hardly an indication of the man's skill. "Vinder has been taken, Can anyone stop him quickly without killing him?"

Peerimus readies a Disarming attack if Vinder should switch targets and come at him.
[Disarm 25 att+17+4 two handed weapon. Vinder is at -4 on his defense due to a light weapon]

"Kazak diasarm him, don't kill him"

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 [Cast]
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 1090 rounds
Freedom of Movement 1192 rounds
Haste
Resist Energy Fire 30 1193 rounds
Deathward 1194 rounds

Vinder HP 95/102 AC 24 (two weapon defense, haste, dodge Kazak)  d20+15=28 d4+2=4 d6=2 d20+15=20 d20+15=22 d20+15=20 d20+15=29 d20+10=24 d20+10=16
Thursday June 7th, 2007 6:07:18 PM

Vinder lashes out with his knife as Kazak steps by. (AoO hit AC 28 for 4 damage + 2 fire damage if hits)

Stepping to X25, he flurries his hands, punching forward at the Dwarf who was his friend. (Haste gives him 6 attacks: Hits AC 20, 22, 20, 29, 24, 16 none connect)

Randall Mercurial AC 17 (20 with Prt from evil and hast), HP 63/63 ( And Fluffykins AC 25, HP 31 
Thursday June 7th, 2007 7:47:09 PM

Randall

{ Fluff, stay with me. Don't look at the vampire. }

:: Randall casts a wall of force at intersection AC/AD 0 and AE1/AE2 from floor to ceiling effectively walling in M2. Staying mobile, Randall and Fluffy then moves to Z7.

=====================
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 123/158 stoneskin 
Thursday June 7th, 2007 7:48:28 PM

Feeling a sudden flurry of blows pound againist his 1/2 plate armor the 4'1" dwarf spins around "what da...." growls Kazal quizzically at Vinder

Nodding at Peerimus's words .....Kazak steel grey eyes lock with Vinders and his helpless stare ......recalling just moments ago the attempted invasion of his mind by the Vampire .

Hoping his new friend can comprehend him " i won't hold this againsit ya.....but when dis is over your buying the 1st round at the next taveren "

Kazak drops the sunrod and balls his fist "if ya come at me again i'm gonna have to knock ya out with me dwarven hammer " as Kazak shakes his fist at Vinder

Readying himself for Vinder's next attack Kazak comes up with a plan " come get me "taunts the dwarf .(readying an action)
"if he attacks again maybe i can force him to chase me

ready action(pg160 phb = move 30'(move action)(move from Y-25 TO AB-22)(3 squres on diagonal)
ooc: hoping to lure him to attack but not get full attack since he needs to move in order to get the tricky dwarf)

Durgan AC32 Hp 182/182 
Thursday June 7th, 2007 9:37:32 PM

After the mummy falls, Durgan takes a look up at the vampire to see what it is up to. He makes out a few words and shouts a warning to his companions. "Ware the vampire. I think its' got someone."

"Hmmm. Looks like it's Vinder." Durgan moves back up the ramp to help his brother knock out Vinder if need be, sheathing his axe as he goes and pounding his fist into his palm.

actions:
move to V21

active effects:
-6 STR
stoneskin 100/130
protection from evil- 1 minute(+2def ac)
levitate-3min

items used:
potion pro from evil
potion levitate

The Keepers of the Shroud - Round 09 (DM/Al)  d100=10 d100=50
Thursday June 7th, 2007 9:52:06 PM


Trace and Firn'gaer turn loose on the last remaining Shadow. Light and fire rip through the air, and the Incorporeal nature of the Shadow fails to save it this time. Trace's first two arrows along with Firn'gaer's missiles tear it appart. The second two arrows streak toward the cowering undead in the far corner. But Traces aim is not good enough to penetrate its defenses. The shafts miss.

Quinn, Savin, and Peerimus head up the Ramp to see Vinder suddenly lash out at Kazak. *tang* *tin*tang*ta*tang*Tang* The knives strike against Kazak's armor, pounding out the rhythm upon a macabe steel drum. It could have been bad, had the first blow penetrate to injure the dwarf. Such people as Vinder seem to know the vital places upon the body to strike. But none of the strikes pass Kazak's armor and he remains unharmed. Peerimus recgonizes the Domination for what it is. Kazak as well. Kazak taunts the dominated human into following him.

Randall puts up a Wall of Force to seal in one of the Long Tongue Corpses. Then he and Fluffykins conceal themselves on the far side of the Raised Level, just next to the wall. To the North, both he and Fluffy can see another door. (At Column AB.)

Durgan calls out a warning. (Albeit just a bit too late.) Then he hurries up the ramp to help out Kazak. Looks like he intends to put the smack down on someone.

++++++++++++++++++++++++++++++

The Vampire's ire at his failure to Dominate Firn'gaer is quickly mollified as he turns to see Vinder attack Kazak. Up in the Force Cube he falls into a silent and clownish fit of laughter. Less and less does he even vaguely resemble the father Quinn remembers. Then, with a savage grimace, he turns his powers of Domination on Quinn. (Quinn, Will Save vs DC18 or be Dominated. If you fail, first round, you needn't take any action. Or, if you'd like, you can immediately start attacking the nearest creature.)

Bathed in the bright Daylight now, the altar reveals a wealth of items. Bits of metal, wood, and cloth show here and there within the pile. The Shroud of Atman, if it is here, was not mounted in a place of prominence. A search would be required, most likely, to dig it out. That, or there may be other ways.

=== OOC ===

Round Timer: 97.3

M2 97.4
M1 97.5

Keepers of the Shroud

Enemy Status
===============
QD Lightly Wounded / AC29/SR26; Force Caged
BO Uninjured / Sphericalized
M1 Wounded / AC28
M2 Uninjured / AC29
S3 Destroyed

Injuries, Problems, and Active Spells
======
Durgan 182/182 (Stoneskin 100/130 109.1, Protection from Evil 97.7, STR 16/22 ), Firn'gaer 54/60 CON 15/18 (Fly 105.8, Haste 99.0, Shield 108.4), Rufus 36/42 CON 9/10 (Haste 99.0), Kazak 123/158 (Stoneskin 110/130 109.0), Peerimus 91/91 (Freedom of Movement 217.4, Haste 99.0), Quinn 54/100 (Light End of Rod 152.6, Divine Power 100.9, Shield of Faith 99.9, STR 13/14), Randall 63/63 (Improved Invisibility 97.5, Protection From Evil 105.3, Haste 99.0, Spell Turning 226.5, STR 1/12), Fluffykins 31/31, Savin 109/115 (Enlarge Person 98.4, Haste 99.0, Barkskin 126.4, Blink 97.2, Silversheen 156.7, STR Damage -2), Trace 86/86 (Dark Vision 209.4, Magic Circle Against Evil 156.4, Haste 99.0, Barkskin 216.5), Vinder 95/102 (Haste 99.0), Yorrick 117/117, Shadow 44/44

General Notes
=============

For 50% Checks DM Uses 1 to 50 is Success. 51 to 100 is Fail.

Climb Check on the 10ft rise is DC25 at 1/4 speed. While climbing you lose Dex to AC unless you have a Climb speed.

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.

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 HP 95/102 AC 24 (two weapon defense, haste, dodge Kazak)  d20+15=34 d20+15=18 d20+15=34 d20+15=34 d20+15=33 d20+15=27 d20+15=17 d20+10=23 d20+10=20 d4+2=3 d6=2 d4+2=6 d4+2=4 d6=3 d6=1 d4+2=5 d6=5
Friday June 8th, 2007 9:37:42 AM

Vinder grits his teeth, beads of sweat appear on his forhead as he struggles against himself. But he simply can't help himself.

In fury, he lashes out at Kazak again. (Critical hit AC 34, then AC 18 for regular damage 3 + fire damage 2; Critical hit AC 34, then AC 34 for critical damage 10 + frost damage 4; Critical hit AC 33, then AC 27 for regular damage 5 + fire damage 5; Hitting AC 17, 23, & 20 don't connect)

(Damage total to Kazak 29)

Quinn AC 27 65/100 hit points +5 STR  d20+14=28 d8=3 d100=41
Friday June 8th, 2007 9:42:51 AM

Quinn feels the eyes of his former father on him and his attempts to dominate him and they fail.

Save 28

Quinn yells up to the vampire "You have to do better than than. I have Gargul in my heart, just as I will stake yours shortly and concecrate your body. You time is at an end."

Quinn finishes moving up the ramp on his bum leg.

Quinn will sacrifice entropic shield to case cure light wounds on himself in preparation for fighting his father.

cure 13

Spell failure 41%

"Gargul has laid the path before me."

Position: Y20

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
Divine Power Extended
Shield of Faith
Freedom of movement: Travel Domain
Low light and Darkvision: Incite Domain

Rod of Extend 3/3


Savin ac 33 hps 109/115  d20=18
Friday June 8th, 2007 9:48:58 AM

Savin now understands what Vinder is doing is not of his own volition and he stows his chain in his glove "New guys."

Savin then rushes Vinder and attempts to Grapple him.

AC 18 +4 for size +4 for improved grapple (do not recall if I missed any bonuses)

Savin applies a crushing bear hug as his first move. They should get progressivly more interesting as he adjusts his grip.

----------------------------------

Posted by Jim as George is visiting Daisy Duck

DM/Al - Game Addendum 
Friday June 8th, 2007 10:34:32 AM

Vinder is easily grappled by Savin.

Durgan AC32 Hp 182/182  d20+13=30
Friday June 8th, 2007 3:41:56 PM

Durgan moves up to where Savin and Vinder are fighting and adds his strength to the wrestling match. "Are ye ok brother?"

actions:
aid another- aid Savin to try to pin Vinder
grapple = 30

DM/Al - Game Addendum 
Friday June 8th, 2007 4:13:03 PM

BTW, so that Kazak can respond appropriately, only the first of Vinder's hits actually counts. You were ready for him and moved as described.

Firn'gaer - AC 23 [Incorporeal AC 23]; HP 54, 15/18 Con  d20+10=26 d20+10=29 d20+10=28 d20+10=29 d20+10=22 d20+10=19 d20+10=18 d20+10=16 d20+10=17 d20+10=25
Friday June 8th, 2007 5:30:07 PM

Firn'gaer flies to R21 and then targets a Dispel Magic at the Dominated Vinder.

Dispel Magic - caster levels 15, 18, 17, 18, 11, 8, 7, 5, 6, 14.

Active Spells
Detect Magic - requires concentration
Read Magic - always active
See Invisibility - always active
Mage Armor - 24 hours
Fly [maintaining a position about 25-ft off the ground] - 1169 rounds
Shield - 111 rounds
Wand of Magic Missiles used - 2 charges

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 (protection from evil, haste, barkskin, spider climb)  d20+19=32 d20+19=28 d20+14=17 d20+11=26 d8+5=9 d8+5=9 d8+5=9 d8+5=6 d6=6 d6=1 d6=5 d6=1 2d6(3+3)=6 2d6(5+3)=8 2d6(3+5)=8 2d6(6+3)=9
Friday June 8th, 2007 7:12:06 PM

Trace keeps his eye trained on M1 as he sends fourth four streaking arrows in all their glory and falming ability.

hit ac 32 9 hps ,fire 6 ,holy 6 = 21hps
hit ac 28 9 hps ,fire 1 ,holy 8 = 18hps
hit ac 17 9 hps ,fire 5 ,holy 8 = 22hps
hit ac 26 6 hps ,fire 1 ,holy 9 = 16hps

arrow total (151/178) (93/120 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


Kazak ac 30 Hp 123/158 stoneskin  d20+17=27 d3+4=6
Friday June 8th, 2007 7:42:29 PM

wincing slightly as Vinder's blade finds it's mark " i warned ya" Kazak stikes out with his fist (d20+17=27 )(d3+4=6 non-lethal damage)

Then Following Savin and Durgan's actions Kazak piles on Vinder ....using his weight to hopefully pin Vinder down

ooc: not sure what to roll if anything ?? i rooled for a unarmed attack with damge

Peerimus AC 32 Touch AC 23 HP 91/91 
Friday June 8th, 2007 8:53:48 PM

Peerimus moves to AE/26 and pulls Faraday from his Haversack as discreetly as possible, "Sorry I have little time for pleasantries Faraday. We are deep in the Crypt and could use any help you or the others could provide in locating the Shroud so we can get out of here."

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 [Cast]
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 1089 rounds
Freedom of Movement 1191 rounds
Haste
Resist Energy Fire 30 1192 rounds
Deathward 1193 rounds


Durgan 
Friday June 8th, 2007 10:35:45 PM

OOC- if I read correctly(page 156-157 PH) everyone involved with the grapple needs a separate grapple check. Vinder would have to beat them all to escape.

Randall  d4=2
Friday June 8th, 2007 10:58:28 PM

Randall
{ Fluff transmit to all... " There's a door. North wall. Eastern section . There's still one undead loose in the North West corner. "}

And Fluff does.

Randall drinks a potion of lesser restoration.
Curing 2 points of strenth drain.

=================================
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 *


The Keepers of the Shroud - Round 10 (DM/Al)  d20+8=13
Sunday June 10th, 2007 8:17:41 PM


Vinder continues his mind controlled assault. This time, as he goes after Kazak, the dwarf pulls away, drawing Vinder after him. As a result, the rogue gets in only one shot. But it's nearly Critical. From the intensity of Vinder's attack, it looks as though Kazak has saved himself from a lot of pain through some quick tactical planning. (Only 5hp damage from the one hit due to Kazak's Readied action of last round.)

Quinn heads up onto the Raised Level, preparing for the final confrontation with his father. All that need be done is to let down that blasted Force Cube and the real action could commence.

Savin knows what must be done to subdue this new quiet member of the group. He reaches out with a hand spread as big as Vinder's head and takes the rogue in a grapple. Durgan quickly piles on, grabbing with one arm, adding to the weight on the rogue.

Firn'gaer casts a spell in hopes of Dispelling the Domination. If the Domination is similar to the common spell, this just might work. The spell goes off, but there is no observable difference in Vinder's appearance or actions.

Trace continues to fire at the undead cowering in the corner. Two of his arrows hit home with fire and holy damage, but the creature is still standing.

Fair's fair and a warning's a warning, Kazak punches back, but only once. Grappled as he is, Vinder is in no position to retaliate with an Attack of Opportunity against the Unarmed strike. Then Kazak drops the sunrod and he too reaches in and grabs hold of Vinder. (Your grapple was only a 13 Kazak. But that succeeds.)

(Vinder, you can still make attacks against any of those who are in the current Grapple with your Light Weapons. Savin, Durgan, or Kazak. You make the attack at -4 Penalty.)

Peerimus circles the dog pile and heads for a space behind the altar. From his haversack he draws a brass ring about the size of his head. Any of the four new additions to the group who would care to notice would seem him talking to it.

Randall takes out a potion and drinks it down. The weight of his clothing and equipment feel much more manageable now. Fluffy's voice invades the heads of everyone except Firn'gaer and Trace. The little dragon mentions another door.

+++++++++++++++++++++++++++++++++++++++++

"Peerimus!" The ever cheerful voice of the Circle of Far and Away stands in stark contrast to the dark crypt of the undead.

On the floor, Vinder still struggles. Without his arms Pinned, the rogue can still wield his blades, and even in these tight confines he is still dangerous.

On the lower level, Trace and Firn'gaer watch as one of the two cowering undead snaps out of its fear heads across the floor. To Firn'gaer's Invisible Seeing eyes it appears that it is heading for Randall. But all that Trace can see is Fluffy. Only Randall knows, as he watches the creature approach, that his Improved Invisibility is just about to run out.

"You want to find Atman?" Faraday's irrepressible voice drifts from behind the altar. "Noxy can see all of us? Didn't I tell you that? Or did I tell you that? I forgot. Would have thought you'd have noticed by now. Everyone else does."

"Hey, is this a battle? I see some new people. Where are Jaeden and Laima? And who are these other ... "

Without warning Faraday glows brightly in Peerimus' hands. Through the trans-dimensional material of Peerimus' haversack a bright light shines also. And on the altar a sheet of cloth glows brightly through the many other items placed on and around it. The Five Artifacts of Chaos are all in the same place for the first time in countless ages. They shed a pure white light. The radiance pulses then suddenly fragments into each and every color in the spectrum.

Everything blinks.

Dark and gray walls become an endless field of flowers in riotous variation. The infinite sky is the prismatic sheen of an oil slick in motion.

Then the crypt is back.

"WHOA!!!" Faraday again. "That's never happened before!"

=== OOC ===

Round Timer: 97.4

M1 97.5

Keepers of the Shroud

Enemy Status
===============
QD Lightly Wounded / AC29/SR26; Force Caged
BO Uninjured / Sphericalized
M1 Wounded / AC28
M2 Uninjured / AC29

Injuries, Problems, and Active Spells
======
Durgan 182/182 (Stoneskin 100/130 109.1, Protection from Evil 97.7, STR 16/22 ), Firn'gaer 54/60 CON 15/18 (Fly 105.8, Haste 99.0, Shield 108.4), Rufus 36/42 CON 9/10 (Haste 99.0), Kazak 118/158 (Stoneskin 110/130 109.0), Peerimus 91/91 (Freedom of Movement 217.4, Haste 99.0), Quinn 67/100 (Light End of Rod 152.6, Divine Power 100.9, Shield of Faith 99.9, STR 13/14), Randall 63/63 (Improved Invisibility 97.5, Protection From Evil 105.3, Haste 99.0, Spell Turning 226.5, STR 3/12), Fluffykins 31/31, Savin 109/115 (Enlarge Person 98.4, Haste 99.0, Barkskin 126.4, Blink 97.2, Silversheen 156.7, STR Damage -2), Trace 86/86 (Dark Vision 209.4, Magic Circle Against Evil 156.4, Haste 99.0, Barkskin 216.5), Vinder 95/102/-6NL (Haste 99.0), Yorrick 117/117, Shadow 44/44

General Notes
=============

For 50% Checks DM Uses 1 to 50 is Success. 51 to 100 is Fail.

Climb Check on the 10ft rise is DC25 at 1/4 speed. While climbing you lose Dex to AC unless you have a Climb speed.

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.

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 27 65/100 hit points +5 STR 
Sunday June 10th, 2007 11:23:32 PM

Quinn looks arounds him. Everything is falling into place, nothing has been chance.

Quinn calls out to his new fellows "Look at what Gargul has laid before us. We have an opportunity to strike a great blow for him and all that is good in the Wold. Evil only gains ground when good men stand by and do nothing. We must kill the vampire, the leader of evil undead before he can regroup. We hold a 10 to one advantage."

Quinn twirls his goatee "Ok it is actually nine to one with Vinder sucumbed. We can take each in turn and finish them off. We can not let them regroup to restock again from those of the living."

Position: Y20

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
Divine Power Extended
Shield of Faith
Freedom of movement: Travel Domain
Low light and Darkvision: Incite Domain

Rod of Extend 3/3


Trace (protection from evil, haste, barkskin, spider climb)  d20+19=39 d20+19=36 d20+14=19 d20+11=20 d8+5=13 d8+5=7 d6=6 d6=2 2d6(6+1)=7 2d6(2+6)=8
Monday June 11th, 2007 12:06:55 AM

Trace fires another volly of arrows at his target. He must be getting tired, the first two hit good and the next two saild wide crashing into the wall with fire and light splashing the wall. Flashes of light fill the room as the arrows fly across the room.

hit ac 32 13 hps ,fire 6 ,holy 7 = 26hps
hit ac 28 07 hps ,fire 2 ,holy 8 = 17hps

arrow total (151/178) (93/120 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 24 (two weapon defense, haste)  d20+15=23 d20+15=16 d20+15=22 d20+15=18 d20+10=18 d20+10=18
Monday June 11th, 2007 9:45:37 AM

Vinder finds himself at a severe disadvantage, grappling with three powerful men.

A small, distant voice screams to stop resisting. Drops your weapons and let your friends help you.

But the much louder, stronger voice urges him to kill. These are not your friends. These are enemies that would crush you to death like a bug.

Vinder screams in despair, his nostrils fill with the pungent odor of sweat and magic, and he jabs his knives at flesh.

(Don't know if I get a full attack or not, so I will roll as if I did; Hits AC 19, 12, 18, 14, 14 & 14 (forgot to add in -4 for each attack) Pretty sure none of those attacks his any of the three.)

Peerimus AC 32 Touch AC 23 HP 91/91 
Monday June 11th, 2007 2:56:55 PM

Peerimus winces as Faraday's voice rings out, "Faraday, yes. It's a battle and terribly exciting to all of us who could actually die in it to be sure Faraday. Yes of course, I'd love to sit right down here and fill you in, but it is not precisely the best time." Peerimus smiles at Faraday and then looks out over the battle as it were."

Shouting to hsi companions "Any idea how long Vinder is going to be like that?!"

Then back to Faraday, "Noxy was my next..." The druid reflexively shields his eyes from the sudden white glow and as the scene literally changes and Faraday comments a slight chuckle comes to the humans voice. "You Know Fasraday the next time you have need to mention it never happening before..." Peerimus trails off, a small voice telling him Faraday would not respond to sarchasm any, but would take him literally. Despite how much it unerved him to know of everything that 'has never happened before' about the touch he and the others were under, it did hel and he wanted to know. quite the practical joke father on that

Whatever just happened, he would think on it later. For the here and now it just confirmed the Shroud, his goal, was the strip of cloth directly in front of him. "We're grabbing a going here Faraday so sorry about the short chat."

Peerimus puts Faraday back in the haversack and starting with the Shroud, he starts to put everything else on the alter into it as well.

Randall Mercurial AC 17 (20 with Prt from evil and hast), HP 63/63 ( And Fluffykins AC 25, HP 31)  13d6(4+2+3+6+1+2+1+3+6+5+6+1+3)=43 10d6(5+5+3+6+3+4+4+3+6+1)=40
Monday June 11th, 2007 3:01:10 PM

Seeing the undead coming towards him, Randall unleashes a fireball from his staff.

-----------------

Centered U13
40Hp damage. (roled to many dices the first time so I re-rolled. )

-----------------------

Randall then moves up the rise and towards Peerimus (to AD25)

--------------------------------

"Dang it! Let's grab the loot and get out of here before more of these undeads arrive!!! Quinn, if you think I'm letting your old man go your insane!!! I'm NOT facing a vampire while my high level spells are spent! You'll have to deal with him another day!!!

Boys!!!Knock Vinder out or subdue him, either way, get him ready to be moved!

Peerimus!!! WHAT THE HELL WAS THAT!! NEVER MIND!! Grab all of the stuff and LET'S GO ALREADY!!!! "

====================

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 *


Durgan  d20+16=36
Monday June 11th, 2007 3:14:05 PM

Durgan keeps wrestling with Vinder,trying to pin him. (grapple=36) "Huh? Hey Quinn! You say sumthin? Can anybody take care of the durned vamp's charm here?"

As the magic flashes across the room Durgan winces. "Durned magic. No good will come of it or me Uncle's an orc. Peerimus what did you do?"

actions:
grapple with Vinder =33(didn't take the -6 STR off) (that's a twenty!)

active effects:
-6 STR
stoneskin 100/130
protection from evil- 1 minute(+2def ac)
levitate-3min

items used:
potion pro from evil
potion levitate

Posting Report For: 
Monday June 11th, 2007 3:58:16 PM

Game #4 Children of Chaos
For the week of June 4 2007

Name-MTWRFSS

DM Al-XXXXO-S
Durgan-XXXXX--
Firn'gaer-XXXXX--
Kazak-XXXXX--
Peerimus-XXXXX--
Quinn-2XOXX-S
Randall-2OXXX--
Savin-2XOXX--
Trace-XX2OX--
Vinder-OXXXX--

Submitted by ADM BrianZ

an excerpt from the journal of Dweezil the imp:

The Children of Chaos were winning. The mummy had fallen, along with most of the lesser undead. The wizard had even managed to survive the final attacks of the shadows. The vampire remained, however. Quinn's father Quentin was trapped but not powerless. He had mental control over one of the adventurers and was using him to attack the others. Dweezil enjoyed the evil smile displayed on the vampire's face. Several of the fighters were trying to subdue the charmed Vinder when the whole world exploded in light.

For a moment Dweezil thought that he was under attack, but soon realized the effect was the activation of magic. The Five Artifacts of Chaos have been assembled. Powerful magic, like the kind his master would be interested in. Dweezil smiled, he understood now why he had been tasked to follow these buffoons around. "This should get interesting" ,the imp said to no one in particular.


Savin ac 29 hps 109/115  d20+14=29 d20+14=24 d20+14=28 d20+14=31 d20+9=10 2d6(1+5)+5=11 2d6(5+3)+5=13 2d6(4+6)+5=15 2d6(5+1)+5=11
Monday June 11th, 2007 4:16:17 PM

Savin sees the knives flashing and decides that he needs to put this dangerous newcomer out of action for a short time. He starts throwing elbows connecting 4 times for 50 points of subual damage. The first blow is utilizing his stunning fist option and Vinder needs a dc of 18 vs fort or be stunned for the round.

ooc hit ac 29, 24, 28, and 31 not giving any pluses or minuses for the grapple

Kazak ac 30 Hp 123/158 stoneskin  d20+17=28 d3+4=6
Monday June 11th, 2007 8:50:56 PM

Shaking his head " i hate doing this ta ya again " growls Kazak as he throws anther dwarvern hammer(fist) at Vinder (d20+17=28)(damage d3+4=6)

"Everything ok over there Peerimus ??" barks the 4'1" dwarf after the walls change settings " that place look a lott sweeter then this vile place "

Firn'gaer - AC 23 [Incorporeal AC 23]; HP 54, 15/18 Con  d20+19=29
Monday June 11th, 2007 10:03:23 PM

Firn'gaer throws his presence into the grapple. Casting Telekinesis, he grabs Vinder.

Telekinesis Grapple - DC 29

"Cast Circle of Protection from Evil!" He shouts. "It'll suppress the vampire's control!"

Active Spells
Detect Magic - requires concentration
Read Magic - always active
See Invisibility - always active
Mage Armor - 24 hours
Fly [maintaining a position about 25-ft off the ground] - 1168 rounds
Shield - 110 rounds
Telekinesis - 12 rounds
Wand of Magic Missiles used - 2 charges

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

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