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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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