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Enter the Crypt


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


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

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

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

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

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

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

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

Spell failure 64%

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

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

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

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

Rod of Extend 2/3


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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

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

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

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

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

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

move silently 31
hide 31

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


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

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

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

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

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

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

=== OOC ===

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

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

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

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

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

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

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

track 23 looking for undead track specifically

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

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

Rod of Extend 2/3


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

"Rogo!"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Rod of Extend 2/3


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

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

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

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

[spellcraft 17 2md level only dagnabit]

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

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


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

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

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

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

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

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

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


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

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

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

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

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

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

=== OOC ===

10/10

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

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

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

Map of the Vestibule

Positions:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Rod of Extend 2/3

Turn Undead 1/10


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

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

Yorrick moves up along side Peerimus.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

=== OOC ===

09/10

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

Map of the Vestibule

Positions:

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

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

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

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

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

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

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

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

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

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

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

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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


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

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

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

Spell failure roll 63%

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

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

Quinn attempts to be as observant as possible.

Spot 23

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

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

Rod of Extend 2/3

Turn Undead 1/10


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

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

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

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

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

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

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

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

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

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

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

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

Reflex save of 17 failed move half speed

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

=== OOC ===

08/10

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

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

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

Map of the Vestibule

Positions:

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

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

Savin: Reminder, potion on ground outside Archway.

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

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

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

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

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

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

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

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

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

Spot 25

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

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

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

Rod of Extend 2/3

Turn Undead 1/10


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

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

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

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

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

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

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

Spell craft 21 to identify spike stones

Laima cast a targeted dispel magic on the spike stones

Dispel check 25

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

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

Spell Slots

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

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

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

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

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

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

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

89 and 36 percentage roll for blinking

blinking 1/7
boots of speed 3/10



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

will save of 21 damge 6 points

Jaeden attacks KY with quick blows from his greatsword.

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

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


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

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

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

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

... But ...

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

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

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

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

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

=== OOC ===

07/10

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

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

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

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

Map of the Vestibule

Positions:

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

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

Savin: Reminder, potion on ground outside Archway.

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

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

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

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

Quinn surveys the action in front of him.

spot 20

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

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

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

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

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

Spell resistance 24

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

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

Rod of Extend 2/3

Turn Undead 1/10



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

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

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

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

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

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

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

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

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

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

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

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

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

Spell Slots

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

Spells in effect:

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

=== OOC ===

06/10

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

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

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

Map of the Vestibule

Positions:

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

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

Savin: Reminder, potion on ground outside Archway.

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

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

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

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

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

Spellcraft to identify the cloud 25

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

Spell Slots

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

Spells in effect:

Improved Invisibility on Peerimus 2/11


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

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

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

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

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

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

Spell resistance 24

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

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

Rod of Extend 2/3

Turn Undead 1/10


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

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

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

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

totla dmg = 78

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

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

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

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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

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

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

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

OOC: Yes Al

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

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

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

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

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

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

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


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

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

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

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

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

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

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

=== OOC ===

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

05/10

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

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

Map of the Vestibule

Positions:

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

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

Savin: Reminder, potion on ground outside Archway.

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

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

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

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

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

Quinn will fly to E18

Spellcraft 28 to identify what the lich is casting?

Spell resistance 24

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

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

Rod of Extend 2/3

Turn Undead 1/10


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

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

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

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

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

Laima will move forward to H12

Concentration check if needed 23

Spell Slots

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

Spells in effect:

Improved Invisibility on Peerimus 3/11


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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

=== OOC ===

The Slit in the Stone Wall is at H21.

04/10

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

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

Map of the Vestibule

Positions:

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

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

Savin: Reminder, potion on ground outside Archway.

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

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

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

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

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

Augmented Medium Fire Elemental

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

The first fire elemental slams into the lich.

AC 22 for 4 + 4 for fire

DC 14 reflex save or the lich will catch fire.

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

AC 15

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

Elemental location E & H 22

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

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

Viscious damage to Quinn 5

Damage

Spell resistance 24

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

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

Rod of Extend 2/3

Turn Undead 1/10



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

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

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

Adm Ceil

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

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

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

Spot 25 (natural 20!!)

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

Spell Slots

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

Spells in effect:

Improved Invisibility on Peerimus 4/11
Mage Armor 1 hours

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

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

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

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

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

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

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

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

Meanwhile, play on!

[Al, you can delete this later.]

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

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

Climb check 26

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


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

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

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

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

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

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

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

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

=== OOC ===

The Slit in the Stone Wall is at H21.

03/10

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

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

Map of the Vestibule

Positions:

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

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

Savin: Reminder, potion on ground outside Archway.

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

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

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

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

Quinn takes two mighty swings at his nemisis.

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

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

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

Viscious damage to Quinn: 7

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

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

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

Spell resistance 24

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

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

Rod of Extend 2/3

Turn Undead 1/10


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

To your question, Quinn. Sure, why not.

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

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

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

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

Spot 18, looking for Peerimus.

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

Spell Slots

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

Spells in effect:

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


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

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

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

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

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

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

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

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

rolled 71 for miss chance form blinking

blinking 6/7
shillagh 2/10

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

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

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

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

handel animal is 24

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

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

totla dmg = 91 hps

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

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

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

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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


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


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

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

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

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

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

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

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

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

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

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

=== OOC ===

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

The Slit in the Stone Wall is at H21.

02/10

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

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

Map of the Vestibule

Positions:

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

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

Savin: Reminder, potion on ground outside Archway.

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

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

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

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

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

Spell resistance 24

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

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

Rod of Extend 2/3



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

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

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

Unmodified climb check of 17

Spell Slots

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

Spells in effect:

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


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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

=== OOC ===

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

The Slit in the Stone Wall is at H21.

01/10

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

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

Map of the Vestibule

Positions:

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

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

Savin: Reminder, potion on ground outside Archway.

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

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

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

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

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

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

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

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

Quinn will cast protection from evil on himself.

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

spell failure 78%

Spell resistance 24

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

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

Rod of Extend 2/3


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

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

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

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

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

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

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

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

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

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

"Whoa! That was close. Thanks Savin."

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

Spell Slots

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

Spells in effect:

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


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

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

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

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

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

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


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

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

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

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

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

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

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

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

listen 23
spot 27

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

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

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


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

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

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

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

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

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

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

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

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

=== OOC ===

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

The Slit in the Stone Wall is at H21.

00/10

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

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

Map of the Vestibule

Positions:

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

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

Savin: Reminder, potion on ground outside Archway.

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

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

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

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

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

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

Quinn will cast spell immunity on himself in preparation.

spell failure 95%

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

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

Spot 16

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

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

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

Rod of Extend 2/3


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

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

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

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

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

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

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

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

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

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

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

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

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

spellcraft 14 (too many distractions in round 1)

Spell Slots

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

Spells in effect:

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

What to do?

=== OOC ===

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

Congratulations Everyone. Good Luck.

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


Map of the Vestibule

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

Sleema and Rogo: Uninjured

Savin: Reminder, potion on ground outside Archway.

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

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

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

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

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

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

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

spell failure 66%

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

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

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

Rod of Extend 2/3


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

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

listen 13
spot 17

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

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

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

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

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


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

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

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

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

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

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

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


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

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

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

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

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

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

Just then, the Fire Elemental attacks the door.

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

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

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

=== OOC ===

-15
5/15

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

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

Map of the Vestibule

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

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

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

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

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

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

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

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

The fire elementals each fail their saving throw.

HP 21/40 each

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

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

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

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

Rod of Extend 2/3


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

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

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

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

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

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

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

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

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

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

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

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

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

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

Spell failure 67%

Spell Slots

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

Spells in effect:

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

save= 23 for half 9 dmg



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


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

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

Savin quaffs a potion that restores some of his strength.

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

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

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

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

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

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

=== OOC ===

-17
3/12

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

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

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

Map of the Vestibule

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

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

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

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

Al is the failure for the wand fourth level?

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

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

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

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

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

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

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

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

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

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

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

Spell failure 36%

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

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

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

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

Rod of Extend 2/3


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

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

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

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

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

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

Spellcraft rolls: 22, 19, 30 as needed.

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

Spell Slots

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

Spells in effect:

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


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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

=== OOC ===

24

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

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

Map of the Vestibule

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

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

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

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

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

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

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

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

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

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

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

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

" Ask and ye shall receive. "

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



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

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

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

Quinn will scan the new found tunnel for magic.

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

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

spell failure 92%

Quinn will report his findings to the group.

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

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

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

Rod of Extend 2/3


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

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

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

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

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

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

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

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

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

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

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

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

Game #4 The Children of Chaos

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

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

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

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

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

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

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

Rolled 19

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

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

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

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

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

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

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

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 44c
Lesser Restoration 49c


Posting Report 
Monday February 26th, 2007 3:43:36 PM

Game#4 The Children of Chaos
For the week of February 19, 2007

NAME - MTWRFSS

DM Al C - 2XX20-2
Jaeden - OXXX0-X - sub Brian/Yves
Laima - XXOXX-- - sub Chris/Shegger
Peerimus- XXXXX--
Quinn - O2XO2-X
Savin - OXXXX-X
Trace - XXOXOXX

Adm BrianZ

OOC<Adm CeiL>: Brian Dear, Jerry is intrested in the players posting at least 5 times a week! MTWTF So if they miss one day or two days in that week, that's OK!
What Jerry is looking for are habituals misses, Or long strech of missing days! That spells TROUBLE, that is what Jerry want to get a grip and fast. DM might even ask you to E-mail the player, to see if every thing is all right. Your doing fine, except dropp the SS's. <Adm Ceil>


Jaeden AC25 Hp89/116  d20+10=26 d20+9=27
Monday February 26th, 2007 3:58:14 PM

"Thank you Peerimus. We must be prepared to face what lies ahead and healing keeps us the most prepared we can be."

"Dalek, please wait here a few moments while some of us scout ahead." (Handle Animal check=26)

Jaeden follows behind Savin, sword ready and continual flame torch on his belt, giving Savin a lead of about 25 feet. Looking about, he is wary of potential traps, and wants to secure the way before bringing his friend through a potentially dangerous area. (Spot = 27)

Laima (by Shegger) HP 48 AC 17 
Monday February 26th, 2007 4:23:08 PM

"Thanks, Peerimus!" Laima smiles broadly at the druid.

She moves up to the newest path and waits for her turn to march down the hall.

A Cut Above (DM/Al) 
Monday February 26th, 2007 8:36:07 PM

Savin calls for a light and Jaeden supplies one.

Quinn ponders how to apply a spell that specifies Location to reveal the way to an Object. Could there be some way to word the boon of Gargul to make this spell work? (I'll let you keep your Percentage roll. But you have two choices. Either give up on the Find the Path spell, or find a way to word the request that will fit within the spell's parameters. If the wording doesn't work, you lose the spell. Feel free to discuss this with your teammates.)

After having healed Shadow, Trace lines up to enter the passageway. (Trace, did you heal Dalek? If you did, please make some rolls for me.)

Koshe Marr steals more magic from Peerimus before he is finally able to heal Yorrick. The druid casts a spell that Reduces Dalek to a size by which he can easily enter the narrow passageway, then he sets the marching order.

As Quinn ponders his spell, Savin enters the passageway. Jaeden stands nearby, ready to count Savin's steps and follow after 25.

As Savin enters one of the towering images of Death appears to move! Its Scythe slices downward, chopping straight toward Savin's head. (Reflex vs DC19 or take 2d6+5 damage.)

Then the blade of sharp stone rises back up. ... nine .... ten ... eleven ... twelve ... It takes to the count of twelve to rise back to its former position. Then with the barest sound of scraping stone, it sets into the wall, indistinguishable from the rest of the painting.

=== OOC ===

This week is what's known in the Theater as Hell Week. That's the week before opening in which most things technical are ironed out. Rehearsals often go long, and by the end of the week everyone is largely a basket case. I'll try not to miss a post, but you will notice that I'm posting a little earlier than usual.

Thanks for your understanding in this matter.

Al

25

Map of the Vestibule

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.

Please be as specific as possible with your movements. As you see, it has already proven important. I'll keep the map going, should you need it for reference.

Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 115/115, Peerimus 91/91, Yorrick 117/117, Jaeden HP 89/104, Dalek 58/72 (Reduced), Trace 85/86 (Spider Climb), Shadow 44/44, Quinn 88/100, Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Savin ac 29 hps 115/115  d20+13=33
Monday February 26th, 2007 10:26:16 PM

Savin sees the scythe and almost casually takes a step forward allowing the blade to pass behind him. (saving throw 33 natural 20) He watches it retreat into the wall and says to the others, "Careful of this thing. It comes right out of the painting and I think it resets its self. Where the heck is Sly when you need him. Maybe you can brace it or something. Put a shield up? I don't know, I only find them, not disarm them."

Savin decides to activate his ring of blinking as he moves down the tunnel. He will keep activating it until he gets to the end but will still move slowly looking for potential traps. He will move towards the object he saw on the floor to begin with.

Quinn AC 25 Hp 88/100 
Monday February 26th, 2007 11:14:23 PM

OOC: I will not cast the find the path spell and keep the 92% roll for my next spell.

----------------------------------------

Upon seeing the trap, Quinn exclaims "Nasty, Nasty undead."

Quinn looks around "Next up?"
Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)

Rod of Extend 2/3


Trace and Shadow  3d8(3+8+1)+5=17 3d8(4+4+1)+5=14 d20+10=29 d20+6=16
Monday February 26th, 2007 11:15:37 PM

Trace heals Dalek (rolled twice if needed)

Then he follows in with the others keeping his eyes peeling and his ears at the aleart.

spot 29, listen 16

arrow total (176/178) (118/120 in two efficant quivers)

Trace 85/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15


Peerimus AC 26 HP 91 Yorrick AC 23 HP 117-117 
Tuesday February 27th, 2007 6:34:16 PM

Peerimus holds the group as soon the blade comes at Savin. A look of relief on his face thta his faith as well as Savins' in the monk's agility was not misplaced. the druid counts out the reset. "Savin, you are already on the other side. jaeden toss him the fire stone and let him confirm the gleaming object. Don't touch it though friend. Just find out what it is."

"To get through I am afraid we will need to launch the trap a few more times. All I can think of is for Savin to trigger it and during a Ten count as many as can, get through into the hall. Of Course we are all not going to make it in onthe first run, Also I note the hall itself looks like it will only be room enough for 6 maybe 7. So Dalek, myself and Yorrick will also have to wait until that far door is opened. If necessary I will trip the scythe and move Dalek and Yorrick through while the rest of you secure the far room."

"First thing's first though, Savin check out the gleam."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 44c
Lesser Restoration 49c
Reduce animal Dalek

Laima (by Shegger) 
Tuesday February 27th, 2007 6:53:50 PM

Laima pauses at Peerimus' request to wait.

"I'll bet I could get through," she says. She gives the druid a smile and a wink. "No problem. I'm feeling lucky."

She remains where she is, though. Realizing more is at stake than just her own health.

Doors and Rings (DM/Al) 
Tuesday February 27th, 2007 9:18:10 PM

Savin's superior reflexes slip him easily past the falling Scythe. At a verbal command, his ring activates and Savin's figure becomes indistinct as he begins Blinking aback and forth between here and the Ethereal Plane. In the light of Jaeden's glowing stone, the monk makes his way fifteen feet to stand over the small gleaming object on the floor.

It's a ring. Further, it's placement is such that it appears to stand in the exact the center of the passageway with the face heading straight out toward the room where the group stands, as though someone had placed it very specifically in this spot in such a way as to ensure that it would be seen. Kneeling, Savin examines the face of the ring. An eye-like motif repeats itself in multiple layers. The eye is reminiscent of the symbol that the new cleric of the outland god worships. Quinn. The eye, in a way, resembles the eye of Quinn's holy symbol.

The light of Jaeden's stone grows dim ten feet further on. But even in the dim light, it is quite easy for Savin to see the end of the narrow corridor. Some fifteen to twenty feet further on from him is wooden door.

Exclaiming at the foul ingenuity of the undead, Quinn forgoes his spell, reserving it for a later time. (Sorry, Quinn. Can't let you keep the Percentage roll. It was intended for the Find the Path spell, and if you are not going to cast it, then the roll goes away.)

Trace touches Dalek with the wand, and the Reduced Warhorse returns to full health. Trace, the watchful elf, looks about. Nothing moves besides his companions. With his elfish sight, he can quite easily see the door at the end of the 40-foot corridor, even in the dim light. It seems a typical example of its type. Stout, it has a handle one side. It's difficult from his position, though, to see whether it opens inward or outward.

Peerimus quickly assesses the situation, including just what they must do in order to get past the Scythe trap. Trigger the trap, and then run through while it resets. He quite correctly identifies the lack of space within the narrow passageway. Some of the party must remain outside until the others open the door and pass through to whatever might lie beyond.

Laima is ready to go. With a slight smile to her oddly attractive half-orc face, she calls upon the name of Luck. Perhaps she would be the one to trigger the trap again?

=== OOC ===

25.2

Map of the Vestibule

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.

Please be as specific as possible with your movements. As you see, it has already proven important. I'll keep the map going, should you need it for reference.

Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 115/115, Peerimus 91/91, Yorrick 117/117, Jaeden HP 104/104, Dalek 58/72 (Reduced), Trace 85/86 (Spider Climb), Shadow 44/44, Quinn 88/100, Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Jaeden AC25 Hp89/116  d20+3=12
Tuesday February 27th, 2007 9:25:12 PM

Jaeden takes out two more stones with continual flame cast on them. He throws one over to Savin (Dex role 12), keeps one and sees if anyone else wants the third.

" Anyone want this? "

Jaeden remains where he is and waits to see what the others intend to do about the trap.



Quinn AC 25 Hp 88/100 
Tuesday February 27th, 2007 10:14:09 PM

Quinn is waiting in line, still holding his shield and mace. "Any undead in sight brother Savin? Can you open the door? What are you looking at?"

Quinn seems somewhat impaitent or anxious or both.

Quinn whispers back to Peerimus "I think we have to let brother Savin pop the traps, he is good at it."

To Laima "Sister can you cast detect magic and see the door at the end of the corridor? Lets see if it or anything else in the hallway is trapped. Your eyes are better suited and nicer looking than mine."

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)

Rod of Extend 2/3


Peerimus AC 26 HP 91 Yorrick AC 23 HP 117-117 
Wednesday February 28th, 2007 10:14:25 AM

Peerimus calls to Savin to carefully pick up the ring and move it so that the face of the ring is pointing to the corner. "Hopefully that is the sensor for the trap."

"Once moved, come and see if the trap springs again. No matter what happens, trap or no, start into the corridor. You have to a count of ten to do it safely."

With that Peerimus waits anxiously on his fleet footed friend

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 44c
Lesser Restoration 49c
Reduce animal Dalek



Savin 
Wednesday February 28th, 2007 10:48:54 AM

Savin after studying the ring says to Angus, "This looks like your holy symbol Angus. Wonder if one of your brethern tried this portal before. Peerimus I wonder it this is yet another trap in its own right. Let me do some experiments before just picking it up."

Savin will summon his staff from his glove of holding and holding the staff on one end, with the other prod the ring moving it a few inches if it will move at all. He glances right to left and up and down, waiting for something nasty to happen and ready to spring away if it does.

If nothing happens, then Savin will scoop up the ring and trot back with it towards his friends. He will stop in before the first axe trap and hold up the ring to Angus saying, "Recognize anything?"

Jaeden (BZ) AC25 Hp104/104? 
Wednesday February 28th, 2007 7:03:02 PM

Jaeden waits patiently while the others examine the ring. When Savin activates the trap again, Jaeden will move into the corridor before it resets.

"Friend Savin, Jaeden smiles, ready when you are. Peerimus, will you continue to look after Dalek for me?"

OOC- I thought Peerimus restored Jaeden's Con?

Trace and Shadow  d20+11=31 d20+6=18 d20+10=30
Wednesday February 28th, 2007 7:22:34 PM

Trace takes his turn into the tunnel while guiding Shadow and Dalek. Trace continues to keep his eyes peeled while trying to take in every detail that there is to see. Also keeping his eyes tuned to the surroundings so that they are not snuck up on.

Handle Animale Check (31)
Spot Check (30)
Listen Check (18)

arrow total (176/178) (118/120 in two efficant quivers)

Trace 85/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 44/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Laima (by Shegger)  d20+11=23 d100=51
Wednesday February 28th, 2007 8:33:50 PM

Laima takes Quinn's advice and casts detect magic. With her senses trained towards detecting magic, she squints down the hall. (Percentage roll 51%. Spellcraft check 23 to determine magical strength and school of magic if I detect any auras.)

Dangerous Relations (DM/Al) 
Wednesday February 28th, 2007 8:52:01 PM

Jaeden tosses another one of his glowing stones into the passageway. The giant Scythe does not react to the passage of the stone. It remains where it is. The warrior asks if anyone wants another stone. No one responds. (Yes, Jaeden is restored to full CON. Note the Injuries and Problems section under OoC for your HP and any other on-going conditions.)

Quinn remains in place, making various suggestions. All the while he watches Savin work at the ring that lies upon the stone of the corridor.

Peerimus suspects another trap in the ring on the floor. He offers words of caution and calls for Savin to spring the Scythe trap again.

Both Trace and Jaeden prepare to rush under the resetting Scythe once it has been triggered. Trace keeps look out in the meantime. So far, all is clear and quiet.

Laima invokes her Arcane heritage and searches for magic down the passageway. Crowding in beside Jaeden, she is able to get a fairly straight shot down to the door at the far end. The only magic she detects comes from Savin. He is literally aglow with magic. Neither the ring on the floor, nor the door at the far end, however, show the slightest signs of magic. Neither, interestingly enough, does the painting that houses the stone Scythe. It's workings must be strictly mechanical. (BTW, Laima, a Percentage roll is only necessary on Divine Magic here in Koshe Marr. Gods have trouble reaching here. Arcane works just fine.)

Needless to say, Savin approaches the ring with caution. He steps a cautious distance away. He reaches out with the length of his staff. He prods at the ring. The ring moves. And that is all. Nothing else happens.

Savin scoops up the ring and takes it to the threshold of the passageway. He holds it out, specifically asking if Quinn might know it. The recognition strikes like a bolt of jagged lightning. There could be no two rings like this in all existence. How could there be? No! It's impossible. Quinn stands staring at the ring and its motif of eyes. Could it be? In this place? At this time? But how could there be any mistake in this? The ring had been placed so deliberately in their path, the ring that belonged to Quinn's father.

(Technically you can all run under the Scythe trap in the time it takes to reset. Unfortunately, only 8 medium sized characters can fit in the corridor with the far door still closed. If you wish, simply have someone roll vs the DC19 Reflex for the Trap. Whether that Character takes the 2d6+5 damage or not, up to eight medium characters can then fill the passageway if you so choose. All I need is for someone to trigger the Trap. Anyone?)

=== OOC ===

25.5

Map of the Vestibule

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.

Please be as specific as possible with your movements. As you see, it has already proven important. I'll keep the map going, should you need it for reference.

Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 115/115, Peerimus 91/91, Yorrick 117/117, Jaeden HP 116/116, Dalek 58/72 (Reduced), Trace 85/86 (Spider Climb), Shadow 44/44, Quinn 88/100, Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Savin ac 29 hps 115/115  d20+13=26
Thursday March 1st, 2007 8:52:02 AM

Savin will toss the ring to Quinn after seeing his expression and ask, "Do you recognize it? You look like you have seen a ghost."

He will look to the others and say, "Be ready to move, I am going to set off the axe trap again."

When everyone looks ready, Savin will quickly step forward and then spring back trying to set it off and once it moves will move down the hallway to make room for the others.

Save 26 vs reflex

Quinn AC 25 Hp 88/100  d100=57 d8=6
Thursday March 1st, 2007 9:22:18 AM

Quinn looks concerned and excited by Savin's discovery as he catches the ring. Quinn turns the ring around in his hand and and then clears his throat "Brothers and sister, we have a good problem at hand. We have the opportunity to put a powerful vampire cleric before Gargul to be judged. Unfortunately, he was my father while living. Both my mother and father were priests of Gargul of some renown, but they were defiled by vampires. I have already tracked down and put the shell of my mother before Gargul. Prepare yourselves, this may start to get difficult from here on out."

Quinn cracks his neck to loosen up. "Lets go collect him."

Quinn focuses on Savin again "Any more traps? By the way, the husk that was my father is very devious and has never shown mercy."

"Jaeden here is an aid spell to assist you, you will need it"

Spell Failure 57%

"Gargul has granted me a sign."

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden

Rod of Extend 2/3


Laima (by Shegger) HP 48 AC 17 
Thursday March 1st, 2007 3:53:39 PM

"I don't sense any macig," Laima says to her friends. "Not the ring, or the door, or anything else in the hallway. Which, of course, means there could be mundane traps."

She looks at the scythe above before Savin trips the trap again. She'll remain in the larger area while others explore the hallway. "If there is a trap in that hall, we probably shouldn't squeeze everyone in there at once. Perhaps just two or three to check things out and open the door before the rest of us move onward."

Peerimus and Yorrick 
Thursday March 1st, 2007 6:45:21 PM

Peerimus nods at Quinn, "All right then, Savin you'll need to trip the trap and then move to open the other door. Everyone follow right on his heels. I'll be along behind you as soon as I can."

News that a powerful Cleric with the near supernatural physical prowess of a vampire left Peerimus more than a bit concerned. To top it off they were going to have to rush in and play it by ear. Not the groups strongest suit in the past.

"If it is a Quinn's father, watch yourselves. Quinn, you know the most about the undead in general and vampires in particular. Give us a quick run down."

physical Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Long strider, Obscuring Mist, *Pass without Trace x2, Produce Flame
Level 2:
*Barkskin x2, *Reduce Animal, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, *Wall of Fire, *Stoneskin
Level 6:
Heighten x2 Flame strike, Transport via Plants, *Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements 24 hours
CSW wand 44c
Lesser Restoration 49c
Reduce animal Dalek


Jaeden (Yves) AC25 Hp104/104 
Thursday March 1st, 2007 8:27:55 PM

Jaeden gets a little shaken at the prospect of facing a vampire. Undeads are something he's not really equiped to deal with.


Into Tight Quarters (DM/Al) 
Thursday March 1st, 2007 9:13:40 PM


A vampire Cleric. The story Quinn tells is brief. How many years has it been since Quinn last saw his father? Years in which he might have grown in power. And how much more powerful might he have become here in the bosom of Koshe Marr? Perhaps the Lord to which S'bat had cried out had not been the God Marteaus after all.

Savin triggers the trap, avoiding the blade with ease. Though shaken, Jaeden moves quickly in ducking under the rising blade. Quinn is fast ... er ... slow on his heels. Then Trace and Shadow move in on their turns.

Peerimus, Yorrick and Dalek remain outside. Laima too stays where she is, leery of the tight confines of the passageway.

Peerimus calls for a description of Quinn's father, his powers, the dangers that might present themselves. Quinn's parents had been noted clerics and undead hunters. At the time they were turned both had been at least as powerful as Quinn himself is now. When Quinn had finally tracked down his mother, she was a full fledged vampire in every sense of the word. If it had not been for his loyal followers, she might have defeated Quinn and taken him into the depths of the Undead World.

Five within the passageway, five without. Savin stands next to the door. There is a click as the stone Scythe once a sets into the wall above Peerimus and Laima.

What lies beyond the door? Do they dare open it?

=== OOC ===

25.7

Map of the Vestibule

General Notes
=============
Potions do not need a failure rule. Scrolls and Wands of Divine Magic, however, do.

Please be as specific as possible with your movements. As you see, it has already proven important. I'll keep the map going, should you need it for reference.

Use the convention of North South East and West where North is to the Top part of a Map.

Injuries and Problems
======
Savin: 115/115, Peerimus 91/91, Yorrick 117/117, Jaeden HP 116/116 (Aid 37.5), Dalek 58/72 (Reduced), Trace 85/86 (Spider Climb 30), Shadow 44/44, Quinn 88/100, Laima: 48/48

1st lvl: 10%
2nd lvl: 15%
3rd lvl: 20%
4th lvl: 30%
5th lvl: 40%
6th lvl: 50%
7th lvl: 70%
8th lvl: 90%
9th lvl: 100% (Must roll 100 to cast.)

Quinn AC 25 Hp 88/100 
Friday March 2nd, 2007 8:41:00 AM

Quinn twirls his goatee as he thinks how to answer Peerimus. "Well brother, Vampires are tough by themselves, but spell users are much much worse. This husk of my father will heal the wounds we cause him on a continual basis so we must overwhelm him. Also vampire a very stong of body and will and may attempt to dominate those that are themselves not stong of will. The shell of my Mother did that to several members of my last hunting party and we had to strike them down as well. It was a tradedy." Quinn bows his head for a moment.

Quinn continues "Light is a powerfull weapon against Vampires, along with holy water. Once we destroy my Fathers Husk, we must find his resting place and finish the job."

"Oh, I almost forgot, vampires can control swarms of rats, bats and wolves and can take their form along with that of gas."

"Prepare yourselves as this will be a test of Gargul."

Quinn looks at Savin "Brother Savin, please do the honors with the door."

Quinn then seeks out Laima "Sister be ready with your dispel magic as we will need them to rid us of summoned creatures and the magical defenses on the vampire. Use them early and often."

Jaeden +16 hp
save bonus verses Fear +1 (you may need that will save bonus.....)
attack bonus +1

Spell immunity (enervation, ray of enfeeblement, glyph of warding)

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead *
Entropic Shield
Shield of Faith x2
Divine Favor
Protection From Evil x2 **
2nd Level(7/1) (DC: 19)
Locate Object (d)*
Aid *
Bull Str.
Bears Endurance
Silence *
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Remove Disease x3 **
Magical Vestments x2 **
Searing Light
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV
Spell Immunity *
Divine Power
Greater Magic Weapon *
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk
Spell Resistance *
Flame Strike *
6th Level(3/1) (DC:23)
Find the path (d)*
Summon Monster VI *
Greater Dispel Magic x2

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Greater Magic Weapon 12 hours
Spell immunity on Quinn 2 hours (enervation, ray of enfeeblement, glyph of warding)
Aid on Jaeden

Rod of Extend 2/3


Savin  d20+2=19 d20+12=18
Friday March 2nd, 2007 9:15:49 AM

Savin ponders the door and says, "Last time we did this the door was only a false front. The ring seems me to be strangly placed. Almost to easy. I think we need to throughly search the walls before trying the door. Look for traps and other possible passage ways. The god these undead worship, I don't want to mention his name here and attract his attention seems to enjoy suffering and mind games."

Savin starts feeling the walls, looknig for anything that might be different. He presses his ears to the walls listening for possible sounds or air movement.

"I am surprised that you spell users don't have a way of checking these things out more easily."

Search 19
listen 18



Jaeden AC25 Hp 132/116 
Friday March 2nd, 2007 9:19:07 PM

"We have no way to disarm a trap should we find one anyway. Let us open the door and see what is beyond. My sword and my spirit are ready."

spells active:
aid

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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