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Now Is The Time


Here Is The Place (DM/Al)  d100=28 d4+1=2 d20+25=39 2d6(6+4)+15=25 d4=4 d20+11=27 d20+16=32
Tuesday July 10th, 2007 9:44:17 PM


Two of Trace's Arrows hit, but the shafts don't penetrate far and the fire doesn't burn at all. Only the holy damage seems to have an affect.

Vinder fails to wriggle out of the Net. (Sorry, using Escape Artist to Wriggle from something like this is a Full Round Action.)

Randall erects an invisible Wall of Force as defense. It doesn't cover as far as he thought. But it screens him from the Winged Woman. For now. (Remember, Randall. When counting diagonal distance, every other square is 10ft not 5ft.)

Firn'gaer stands, Stunned.

Durgan leaves Kazak to hold off the Spider while he moves on the Horned creature. (I'm assuming you mean K18 not K14.) As he moves, the spiked Chain takes an Attack of Opportunity. (AoO HD Hit Durgan AC39, Damage 25hp, Fortitude Save vs DC27 or be Stunned for 4 Rounds.) The chain rings Durgan's head like a bell. And for his effort, the dwarf's waraxe bounces off the Horned creature's hide without leaving a mark.

A column of Divine Fire roars down upon the Horned creature and one of the Winged Woman. Both apply their reflexes and avoid a greater part of the damage. Both appear immune to the fire, though they are both burned by the remainder of the divine power. All in all, they seem hardly singed at all. And then, before Peerimus' eyes, the Horned creature begins to regenerate.

Savin pulls a potion from his haversack and drinks it down. It's the perfect Opportunity for the Horned creature. Too bad it is just pulling back from striking Durgan.

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

Quinn takes one last look around his magnificent Temple. Then he gives it up.

Pews and pulpit, demons, devils, and the great stone walls of the Temple of Gargul explode into a rush of fairy light. Like the petals of flowers driven by conflicting winds or a calico snow storm, the colors swirl. They calm and settle, coloring the ground. Revealing a sky that slides like a melted rainbow.

"We're here." The voice of Faraday comes from Quinn. "You brought us here, Quinn. The Place That's Not a Place."

For all the cacophony of color, the place is eerie quiet.

"Or maybe, I get the feeling, we were already here. But it was hidden. By the things that you wanted, and the things that would have been. Could have been. I'm sorry. I'm sorry that you had to give it up."

The nine of you stand under the limitless colored sky. Not a bump or building blocks the view to the farthest extent of vision. Quest after quest after dangerous quest, and at last, you are here. Quinn stands with the Circle upon the back of his hand. He has the voice and the power that brought the group to this place. Trace, carries the Chime upon the back of his hand. He feels a call in his throat, the power to summon. Upon the back of Savin's hand is the Amulet. Wrapped about his fingers, Savin feels the power to hold. Firn'gaer sees tracers of light, moving motes of color, dancing helixes, and he knows them to be time and probability. Upon the back of his hand is the Tripod Mirror. And Peerimus feels within himself the power over Life and Death. On his hand is the Covering Cloth.

From Durgan and Kazak to Randall Mercurial to Vinder the Hilt, the four newcomers feel the distance of the land. They feel the vastness that they have traveled to reach this place. Generations across time and space pass through them like ghosts, faces both familiar and unknown at the same time. These are the Foundation. They are all the Foundation.

"Are you going to call Him?" Faraday's voice again. "Are you going to have it done?"

=== OOC ===

Just in Case You Were Interested in how things were Going:

Temple of Gargul

Group Status
=============
Randall 53/63 (Stoneskin 130/130, Fluffy Only), Yorrick 90/117 (Stunned 1/3), Firn'gaer 41/84 (Stunned 0/1)

Enemy Status
=============
B1 AC?, SR? /Cover from Pillars adds +4 to AC (Until Peerimus and Savin say something)
B2 AC?, SR? /Cover from Pillars adds +4 to AC (Until Peerimus and Savin say something)
B3 AC?, SR? /Cover from Pillars adds +4 to AC (Until Peerimus and Savin say something)
E1 Wounded AC23, SR?, DR5/???, Immunity to Fire
E2 Lightly Wounded AC23, SR?, DR5/???, Immunity to Fire
BD1 AC?, SR?
BD2 AC?, SR?
VR AC?, SR?
SU Wounded AC?, SR18, Resistance Cold
BE Wounded AC?, SR0
HD AC More than 29, SR More than 21, Immunity to Fire

Firn'gaer - OOC 
Tuesday July 10th, 2007 10:45:34 PM

I know how things were going to go. The next round Firn'gaer was D-E-D, dead.

Quinn AC 22 HP 110 
Tuesday July 10th, 2007 11:10:20 PM

Quinn almost feels stunned as he starts to get a grip on his surroundings. "I think we should call him. I need to prepare." Quinn seems to be only listening to Faraday.

Quinn casts his magical vestments on his armor.

0 Level (6) (DC: 17)

Light x2
Read magic x2
Detect Magic x2

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

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

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

4th Level (5/1) (DC: 21)
Dimension Door (d) Summon Monster IV Spell Immunity Divine Power Greater Magic Weapon *Restoration

5th Level (4/1) (DC: 22)
True Seeing (d) Summon Monster V Flame Strike Spell Resistance Righteous Might

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

7th Level (2/1) (DC:24)
Greater Teleport (d) Holy Word Summon Monster VII

Spells in Effect

Magical Vestments on Armor 13 hours
Magical Vestments on Shield 13 hours
Greater magic weapon on Mace 26 hours

Rod of extend greater 1/3

DM/Al - OoC 
Tuesday July 10th, 2007 11:12:41 PM

Sorry, forgot to mention it. We're out of combat rounds, BTW. Feel free to discuss and prepare at will.

Vinder the Hilt 
Wednesday July 11th, 2007 9:17:08 AM

Vinder is crook-legged, still ready to fight when the wold spins again and they are no longer in the temple. He looks about, noticing that everyone is accounted for.

Taking a more comfortable stance, he sheathes his blades and slaps at his pants to get any combat dust off.

"Where are we now," he asks of no one in particular. "And, more importantly, what's going on?" For this question he looks at Peerimus.

"If you have some answers as to why I've been brought to you, I'd love to hear them." He holds up his hand to show the druid his tattoo. "I've already guessed this has something to do with it. Beyond that," He shakes his head. "I don't have any clues."

Quinn (Second Illegal post) 
Wednesday July 11th, 2007 10:16:59 AM

Quinn seeing that there is no longer a threat also casts his second magical vestments spell on his shield and then follows it up with his greater magic weapon (extended) on his mace. "Ahh, that feel much better."

Trace and Shadow 
Wednesday July 11th, 2007 11:27:37 AM

Trace releaved that the deamons are gone relaxes a bit and lets the tension down on his bow while he takes in the new enviroment looking for any danger or safer place to move to at the time being.

Trace will then relay to the others about his now feeling of being able to summon, [summon what I dont know] and what he sees around the group.

Trace leans down and pats and pets Shadow, "I dont know why but I feel it has been ages since we were together."

Trace then reals a bit, "I still dont think we are whwere we are supposed to be, we should still be in the dungeon retriving the goods and making our way back to Shadow and ther others. I think we are still in harms way."

Trace  d20+11=19 d20+15=25 d20+13=17
Wednesday July 11th, 2007 11:33:04 AM

Knowledge(geog) 19
spot 25
Knowledge(nature) 17

Durgan 
Wednesday July 11th, 2007 6:48:53 PM

"So what should we do now? Start drinkin potions?"

Firn'gaer 
Wednesday July 11th, 2007 7:04:07 PM

"We will Faraday, my friend, but for now we should prepare. We have everything we need to call the Destroyer. If you wish we can take as much time as is necessary. Once the beast is called we fight until it is done. It has been a long time and I would like this awesome responsibility to be brought to an end."

"What we know is that the Destroyer is awakening and as he does it grows in power. Since the Wold has not started to feel the effects of his stirring, it should be soon enough that we can confront the Destroyer before his power has grown beyond us. Other than that, we know almost nothing of the Destroyer. So we should be prepared for anything. When it comes attack in full force focusing attacks but beware of tricks. Remember the Destroyer is a primal force that has existed from the beginning. It pre-dates the Gods."

"Also, someone heal me, please."

Active Spells
See Invisibility
Detect Magic (requires concentration)
Read Magic
Extended Mage Armor - 24 hours

Prepared Spells
0 -- dancing lights(r), ghost sound(r), light *2, prestidigitation(r), read magic *2

1 --- expeditious retreat, mage armor, magic missile, ray of enfeeblement, ray of enfeeblement, shield

2 -- extended elf sight, extended mage armor*, invisibility, mirror image, scorching ray x2

3 -- dispel magic, dispel magic, empowered magic missile, fireball, haste, slow

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

5 -- empowered lightning bolt, overland flight, telekinesis, wall of force

6 -- empowered ice storm*, heighten resilient sphere, mage's lucubration

* -- Spells cast
(r) -- racial spells

Savin 
Wednesday July 11th, 2007 7:41:05 PM

Savin looks down at his tattoos and then up at the group. "I think we need to work out some tactics for this? Obviously we will be fighting something incredibly powerful. We need to bind it and I think that is my job with the amulet. To keep it from changing forms. Still I think we need to make a plan of attack on who is going to do what?"

Randall ( AC 17 HP 53/63) and Fluff (Ac 25 HP 31)  d4=1
Wednesday July 11th, 2007 8:30:57 PM

" Hey clerical types, can someone heal my booboos? "

Randall waits to see if anyone can heal him. If not, he'll use one of his cure serious wounds potions.

Randall keeps Fluff around his neck and casts a variety of spells on himself.

First, he uses his Brahmah's Tattoo to cast Protection from Evil on himself ( and Fluff? ). He then casts Improved Invisibility on himself and Fluffy.

" Still here fellows, just invisible. "

" I can cast 2 Hast spells and another Improved Invisiblity. Who wants them? How about a Fly spell? "

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

First level (7):
2- Identify 3- Magic Missile 2- Shield

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

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

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

Fifth level (5):
1- Passwall 1- Teleport 3- Wall of Force X

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

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


Kazak Ac 32 Hp 158/158 
Wednesday July 11th, 2007 9:33:07 PM

The 4'1" dwarf slowly turns in circles as he takes in his surroundings

"The Destroyer you say ??... Firn'gaer.....any other clues???"

" couldn't there be a nice quiet taveren nearby "remarks Kazak sarcasticly " i'm thirsty"

This Impossible Place (DM/Al) 
Wednesday July 11th, 2007 9:42:23 PM


Trace looks around himself. Everything to the invisible blur of the horizon is the same. Plain, flat, swirling with moving colors. Both above and below. Never has he heard of such a place. And one of the few words he can come up with to describe it is ... Impossible.

Firn'gaer and Randall call for healing. But when they look down at themselves, they find that the wounds that they suffered at the hands of their Abyssal opponents are no longer there. Not a mark on their clothing. Nothing. The casters of spells, with their innate knowledge of such things, know that they have the full day's complement of spells, as though they had not cast a single one while in the Temple of Gargul. Savin's potion remains in his pouch. Everything is as it was at the moment the Five Artifacts came together in the Nightshade Crypt and the nature of reality changed.

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


Faraday's voice sings from within Quinn, and Firn'gaer sees rays and tracers that shoot out from the cleric that he knows stretch way back to the beginning.

"Noxy says it's different this time. He can see it. I don't know what's going to happen. It's strange. I think I'm having a feeling. I don't think I've ever had this one before. I'm not sure what it is. I'm not sure I like it. But I think I'm afraid."

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

Note to Randall: I'd wait on those short term spells to see what your companions want to do. If you cast them now and they run out, you won't be able to have them back. Plenty of time, I'd say.

Oh, and no. No Protection from Evil for Fluffy. You can only share the spells that you cast yourself with your familiar.

Quinn AC 25 HP 110 
Wednesday July 11th, 2007 10:53:55 PM

Quinn swings his mace in anticipation, feeling his enchantment take hold. "Are we ready for action. This is the reason we were brought together. It is time for the final reconing. Those of you that do not survive this day, I will put in a good word for you with Gargul."

Quinn looks at his new found friends "Lets form up and get ready to banish this HIM once and for all. We have all the tools now. Everyone give a yeah when you are ready and we can give concious thought for the final battle."

Quinn give a hearty "Yeah!"

0 Level (6) (DC: 17)

Light x2
Read magic x2
Detect Magic x2

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

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

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

4th Level (5/1) (DC: 21)
Dimension Door (d) Summon Monster IV Spell Immunity Divine Power Greater Magic Weapon *Restoration

5th Level (4/1) (DC: 22)
True Seeing (d) Summon Monster V Flame Strike Spell Resistance Righteous Might

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

7th Level (2/1) (DC:24)
Greater Teleport (d) Holy Word Summon Monster VII

Spells in Effect

Magical Vestments on Armor 13 hours
Magical Vestments on Shield 13 hours
Greater magic weapon on Mace 26 hours

Rod of extend greater 1/3


Savin 
Wednesday July 11th, 2007 11:38:20 PM

Savin looks at Quinn and speaks to him and Faraday. "Faraday, do we still have to find him in this place or can we use the chime to call him to us? It sounds like we still need to find him first so we might want to hold off on the spell casting.

Firn'gaer do you feel the need to find him?"

Peerimus and Yorrick  d20=2
Thursday July 12th, 2007 9:43:21 AM

Peerimus looks about himself and silently nods to confirm to himself the power of the shroud that he feels within him. "Firngaer has answered the question as well as I could Vinder. The Destroyer is the embodiment of Chaos and in theory he is not at full power. That is our advantage. His is homefield advantage."

With that thought, Peerimus looks up and down through the expanse. "One thing I've noted is a lack of sky and ground." That said he tries to will himself in an upward direction. [d20=2...not likely...Wis +7, Int+1, Will+18]

"Save the short term spells like Haste Randall, Even when we decide to bring the destroyer we do not know how long it will take."

"Savin, my friend you are absolutely correct. The five of us, each now represent and have bonded with an arifact. You represent our ability to Bind him, Firngaer to find him. Quinn brough us here, Trace will be the one to call him out and I am with the shroud that will prevent his ultimate destruction."

"I would like to explore the physical limitations and such of this place before we leap into battle. Then we can create a basic defense. I would like to assume he will be multiple opponents and with that thought, Randall and Finrgaer I would like to charge you two with caging a few. Savin, Durgan, Kazak and Yorrick will always concentrate on the Destroyer. Trace and I will work with our wizards to keep tham safe and to take out secondary opponents. Quinn, you keep our main fighting force alive. But first we need information and to get use to the field of battle."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, Long strider, Obscuring Mist, Pass without Trace, Produce Flame x2
Level 2:
Barkskin x2, Spider Climb, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm, Air Walk
Level 5:
Animal Growth, *Extend Greater Shillelagh, Heighten Poison, Deathward
Level 6:
Heighten Flame strike, Transport via Plants, Extended Wall of Fire
Level 7:
Fire Storm, Sunbeam

Spell Staff contains Transmute Metal to Wood
Active Spell Greater Shillaleagh-Endure Elements


Vinder the Hilt 
Thursday July 12th, 2007 10:06:47 AM

Vinder is becoming more and more confused as talk of a destroyer and Farady and a great battle begin to circulate.

"Whoa, now!" He puts his hands before him in a halting gesture. "Just hold on a minute. You all seem to know what's going on, but I think the four of us," He indicates himself, Kazak, Durgan, and Randall. "Haven't the slightest. If you expect us to help you in this fight, I believe we're at least entitled to an explanation."

Trace and Shadow 
Thursday July 12th, 2007 12:02:41 PM

I dont have anything to add as far as a game plan but I do have a basic need. My armor is gone and wonder if we are able to teleport somewhere to get basic supplies before this last fight or we have to go as is?

Peerimus 
Thursday July 12th, 2007 1:26:39 PM

"Farday," Peerimus begins, "is an ancient artifact that has apparently bonded with Quinn"

"Of the five artifacts, he seems the only one who is able and willing to openly communicate with us."

"The Detroyer is the embodiment of Chaos. An emotion and concept made form. We are descendants of an endless cycle than strives to prevent the absolute rule of Chaos upon the Wold. To do this, we summon the Destroyer and enter lethal combat. Upon his destruction the Shroud, which I have bonded with can be used to prevent his ultimate destruction. Forif the Shroud is not used, then Absolute Order would rule the Wold. And personally I think that would have horrific consequenses as well. The Shroud allows a balance. If we fail? The Wold is plunged into chaos for a millenium."

"Vinder, we know next to nothing of the Detroyer beyond that. What it looks like, what it can or can not do." The druid shrugs, "Nothing. Only that we are responsible for this, there are no others and unfortunately Trace, I do not think we can leave here and resupply ourselves. That is one reason you will need to stay out of anythings reach and use that bow of yours. I will do my best to intercede any physical threat to you."

"Now remember the temple fight. We were getting slaughtered. We also had split up and were not segmenting or coordinating attacks. If we continue such things, we will all die and our Wold will shortly follow us."

Durgan 
Thursday July 12th, 2007 8:38:21 PM

"A dwarf does not need to know the face of an enemy, only that it threatens hearth and home. If this creatures threatens all then it threatens me clan, me brothers, sisters, uncles, aunts and all me kin. That alone is reason enough for me ta fight. And to have me own brother Kazak fightin by me side is all the strength I need ta win."

Durgan rummages about his pack and gets a few potions ready. "Just say when."

Randall 
Thursday July 12th, 2007 9:23:09 PM

Randall activates his ring of invisibility...

" Ready boys. "



Kazak 
Thursday July 12th, 2007 9:38:43 PM

The 4'1" dwarf stands rock steady....feet firmly planted.....waiting

"Sound advice Peerimus.....teamwork is vital"

Across the Ages (DM/Al) 
Thursday July 12th, 2007 9:48:36 PM


"Milennium," Faraday echoes a word of Peerimus'. "I've seen so many of you. So many. Each time they find me. And Noxy, and Seribond. Xaos and Atman."

"We come here. Some wander for days before they decide to call the Avatar. It's all the same though. They've never found a way out. And they don't find any food either. Or water. Pretty soon they call the Destroyer. Chaos can take any form. Any form at all. The new age is decided. And the five of us are scattered to the Wold again."

"I think the waiting is the hardest. Waiting to be found again. It's so lonely."

"Maybe this time will be different. Have I told you? This has never happened before. I've never been together with one of you before. It's ... different. I think I understand what makes you want to win, why you need to win. I think I understand what it is you're fighting for."

"I have this feeling about it. Pride? I think that's it. I'm proud to have helped you. To have helped you protect what you think is the best of all worlds.

Up above the sky swirls in colors that snake across the sky.

Feeling small and naked, Trace realizes that he will have to rely upon his companions for protection. In this time, this place, the group must truly act as one. From within him, he feels a song in his throat. It hums and soars within his mind. It calls and beguiles. All he need do is to let it loose.

Randall 
Friday July 13th, 2007 8:00:45 AM

And invisible Randall speaks.

"Trace, stay near me. When the time comes, I'll cast some defensive spells on you. "

ooc> Does having all of our spells back mean that I still have the material components that Randall spent in the demon battle?

Yes, that's right. You still have the Material Components for Stoneskin. --Al

Vinder the Hilt 
Friday July 13th, 2007 9:19:06 AM

Vinder takes a moment after Peerimus' explanation.

"Well, I guess I have no other option. I'll fight, too." He gives a strong nod as if something inside has just been resolved.

"My strength lies in moving quickly, striking vital points, and distracting my opponents. I suppose you noticed in our last few fights that I was pretty ineffective. I'm used to fighting things a little more normal. Slimes and undead don't really have vital points."

"Anyway, my plan is to flank an opponent and strike hard and fast then move on. I can use my invisibility to go after enemies protected in the back. Once I become visible, though, I'm a sitting duck."

Randall 2nd 
Friday July 13th, 2007 10:42:46 AM

to Vinder...

" Then an Improved Invisibility spell cast on you would be helpfull... I can help all of you with Hast, Protection and Invisibiltity spells... I just need the time to cast them all and stay alive while I'm doing it. "

" And I still have a handy dandy Force Cage spell that can trap an ennemi as long as he can't teleport himself out. Are we going to be happy with trapping this thing or are we going to need to kill it? "



Quinn AC 25 HP 110 
Friday July 13th, 2007 10:51:57 AM

Quinn waited for calls of yeah, but receives none. "Come on brothers. Lets call the destroyer and get this over with. We either meet Gargul or get to move on. I am ready now. No sense waiting and wondering around this strange land."

Quinn pauses "Lets call the destroyer as one voice. On the count of three. Everyone ready."

0 Level (6) (DC: 17)

Light x2
Read magic x2
Detect Magic x2

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

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

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

4th Level (5/1) (DC: 21)
Dimension Door (d) Summon Monster IV Spell Immunity Divine Power Greater Magic Weapon *Restoration

5th Level (4/1) (DC: 22)
True Seeing (d) Summon Monster V Flame Strike Spell Resistance Righteous Might

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

7th Level (2/1) (DC:24)
Greater Teleport (d) Holy Word Summon Monster VII

Spells in Effect

Magical Vestments on Armor 13 hours
Magical Vestments on Shield 13 hours
Greater magic weapon on Mace 26 hours

Rod of extend greater 1/3


Savin ac 29 hps 115/115 
Friday July 13th, 2007 1:38:27 PM

Savin says, "Lets not be to hasty. If you have any protection spells handy you might want to cast the longer lasting ones now before we summon this "Destroyer"

It sounds like a shapeshifer to me and it sounds like my job to grapple it and keep it from changing forms. (Al, I am making the assumption we actually don't have the artifacts anymore right? They are somehow part of us?)

I think taking a potion of enlarge might help with that. Protection from evil might be nice. Resisting certain energies might be nice. This thing could show up in dragon form, demon form or a big bunny. We don't know and I want to try and be prepared for as many things as possible.

Before we get going, Savin wants to drink a potion of enlarge, cast shillegh on his staff, drink a fly potion etc.

Durgan 
Friday July 13th, 2007 7:45:32 PM

"I will take yer protection and haste with thanks Randall, just no invisibility fer me. I know what my job is and sneakin around aint it.

Kazak 
Friday July 13th, 2007 9:26:12 PM

"hehehe " chuckles Kazak at his brother " yeah we ain't the snekin type eh brother"

The armored dwarf stands near Durgan......ready to form a duo of steel.

Nodding at quinn's words " yeah the sooner the better" growls Kazak

Trace and Shadow 
Saturday July 14th, 2007 3:58:46 AM

Trace cast barkskin, and catsgrace on himself and ask if invisablilty be cast upon him and tells the others, I can feel it in my throat. as soon as i am invisable I will call the destroyer,

I will blow the horn of goodness just before I sing.

The Avatar Comes (DM/Al) 
Sunday July 15th, 2007 5:15:09 PM


Though unsure of how this thing is done, Trace lifts his voice to the swirling skies. Tones never meant for a flesh and blood throat rise from the ranger's soul. Ripples play through the field of many colors. They roll in concentric waves away toward the horizons.

Firn'gaer sees, and only Firn'gaer. From all directions, a tinge of darkness invades the many colors. Closer and closer. The sound is like rending cloth. It grows louder and louder. All can hear, but only Firn'gaer can see. They are lines. Intersecting lines. They rush in from all directions converging upon the group. With a clang of iron they come together. In their wake is silence. Below the feet of the group is a grid of squares that only Firn'gaer can see.

Then stars begin to fall from the sky. Down through the swirling colors above, soft as falling snow. Winking, blinking stars fall from the heavens.

=== OOC ===

1) In your next post, please list all of the magic effects that you wish to have activated. Don't forget to list the target if it is not yourself.
2) Also, in your next post, please indicate your position relative to your companions. Who do you wish to be near? Anyone you wish to be far from? At what distance?

Vinder HP 102/102 AC 27 (total defense, two weapon defense, invisible) 
Monday July 16th, 2007 10:56:43 AM

"You can treat Trace with your invisibility spell, Randall. He has no armor, so it will be more important for him than me."

Vinder feels more than a little anxious as things start to happen. The sound from Trace's mouth seems to trigger more ominous noises and Vinder can't help feeling a little pessimistic.

I'm gonna die here, all right. Those who looks closely at the young man see a strange determination come across him. The muscles in his jaw constrict, his nose bunches, and his eyes squint as if he were looking at someone he didn't particularly care for. But I'm gonna take something of him with me.

"Going invisible, now!" he tries to holler above the noise. He pulls free his two blades: fire and ice. Then he disappears.

(Doesn't need to be close to anyone, but won't move away if anyone wants to be near him.)

Peerimus AC 22 HP 96/96 Yorrick AC 23 HP 117/117 
Monday July 16th, 2007 3:17:52 PM

Peerimus nods to Trace, "Quinn, you'll have to curb your enthusiasm. We are not the only ones who die if we fail." Peerimus calls out a line.

"Kazak, Durgan. Take a position on either side of Yorrick. Savin take our far right flank, spread down. Vinder the same to the left. Quinn, with me some 20' back. Randall and Firngaer, in between the two main groups."

Peerimus places a Barkskin on Yorrick as well as himself. He then casts another set of spells.
On Yorrick, Airwalk and Resist Elements Fire.
On Himself, Resist Elements Fire and Freedom of Movement.

Peerimus with a thought also tries to SNA I to see if it is possible converting Pass Without a Trace.

If sussessful he will tell the others his plan to call Mother for several much larger reinforcements and grow them.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
**Barkskin x2, Spider Climb, Gust of Wind, **Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, *Freedom of Movement, Dispel Magic, Ice Storm, *Air Walk
Level 5:
Animal Growth, *Extend Greater Shillelagh, Heighten Poison, Deathward
Level 6:
Heighten Flame strike, Transport via Plants, Extended Wall of Fire
Level 7:
Fire Storm, Sunbeam

Spell Staff contains Transmute Metal to Wood
Active Spells Peerimus
Greater Shillalelagh, Barkskin, Endure Elements, Resist Elements Fire, Freedom of Movement
Active Spells Yorrick
Barkskin, Resist Elements Fire, Airwalk

Firn'gaer - AC 23, HP 84 
Monday July 16th, 2007 6:06:52 PM

"I think the Avatar comes." says Firn'gaer. "Among the motes of light and nodes is a darkness growing. He's almost here so let's be ready. Save haste for his or their arrival. I will keep everyone posted as to what I see." Consider Firn'gaer giving a play-by-play as to what he sees.

Firn'gaer begins to cast some spells that will prepare the group for the upcoming battle. The spells are cast with shortest duration last.

Firn'gaer will take Peerimus' suggestion for positioning.

"Don't get too spread out. If you get isolated, help may be able to get there."

Active Spells
See Invisibility
Detect Magic (requires concentration)
Read Magic
Extended Mage Armor - 24 hours
Overland Flight - 12 hours
Extended Shield (used rod) - 24 minutes
Mass Enlarge Person (affecting all party unless person doesn't want to) - 12 minutes

Prepared Spells
0 -- dancing lights(r), ghost sound(r), light *2, prestidigitation(r), read magic *2

1 --- expeditious retreat, mage armor, magic missile, ray of enfeeblement, ray of enfeeblement, shield*

2 -- extended elf sight, extended mage armor*, invisibility, mirror image, scorching ray x2

3 -- dispel magic, dispel magic, empowered magic missile, fireball, haste, slow

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

5 -- empowered lightning bolt, overland flight*, telekinesis, wall of force

6 -- empowered ice storm, heighten resilient sphere, mage's lucubration

* -- Spells cast
(r) -- racial spells

Kazak Ac 32(w/sof 34)Hp158 SOF,Displacement 
Monday July 16th, 2007 6:12:38 PM

"I'll take left side " grunts Kazak as he quickly jogs into position.....looking up at Yorrick .." glad i don't hafta feed him " laughs Kazak to Peerimus

Fishing a couple vials out of his haversack the 4'1" dwarf chugs them down like a shot of whiskey (Shield of faith +2)(Displacement)

Finally setting his shield in place " well lets set things right " as he draws his bastard sword and sets himself in a fighting stance next to Yorrick



Durgan AC 32 Hp187/182  d8+3=5
Monday July 16th, 2007 7:07:33 PM

Durgan takes the right and following his brothers' example, downs some potions.

"Ready brother? Remember the time we held a small pass against a huge army of orcs n' goblins with just a small force? Feels like that. Many behind us would have fallen if we did. We must not fail."

active effects
bless weapon oil on waraxe -1min
blur (20% miss) -3min
aid(+1 morale to attack,save vs. fear,and 5 temp hit points) -3min
protection from evil (+1 AC) -1min

Firn'gaer - OOC 
Monday July 16th, 2007 8:13:02 PM

Everyone will be the recipient of an Enlarge Person Spell if they wish via Mass Enlarge Person.

Randall ( AC 17 HP 63) and Fluff (Ac 25 HP 31)  d4=1
Monday July 16th, 2007 8:24:48 PM

Dropping invisibility Randall casts the following spells.

On himself and Fluff:
-Improved invisibility
-Fireshield
-Stoneskin
-Fly (extended by rod)
- Spell Turning ( casts this last)

On himself only
- Activates a Protection from Evil from the Brahmah's tatoo
- effect, necklace of adaptation

On Durgan
-Hast (extended by rod)
- Mirror image (5 images)

On Kazak
-Hast (extended by rod)

On Trace
- Improved Invisibility

Randall and Fluff then use the fly spell effect to climb up 40' but positioned where Peerimus indicates.

{ Fluff relay. We're up 40' next to Firn'gaer. If things start going bad I'll cast Force Cage on the damn thing. }
and Fluff does.

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

Cantrips All (6):
3- Detect Magic
3- Message

First level (7):
2- Identify
3- Magic Missile
2- Shield

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

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

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

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

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

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


Randall 2nd  d20+10=13 d20+10=23 d20+7=8 d20+22=37
Monday July 16th, 2007 8:29:49 PM

Randall is holding his staff. The rod is now put away.

Listen check (13)
Knowledge Arcana (23)
Spot (8)
Spellcraft (37)



Quinn Ac 25 Hp 110 Magic vestments x2 
Monday July 16th, 2007 8:59:36 PM

Nodding at Peerimus's strategy the Cleric of Gargul moves over by Peerimus and quickly calls upon his god to help protect him (casting Magic vestments on armor,shield)

"Gargul will be honored with this powerful soul "shouts Quinn excitedly as the Avatar approaches

(posted by Chris as Jim is on vacation)

Savin hps 126/126 ac 33 
Monday July 16th, 2007 9:35:57 PM

Savin will have applied silver sheen to both his chain and his staff. He will have consumed a fly potion and a barkskin potion +4 His tattoo will activated and he will accept the mass enlarge spell from Peerimus.

He will put himself where Peerimus asks and wonders how he is supposed to get the amulet around the creatures neck. (Al, little confused. Do I have the amulet or is it part of me?)

It's part of you. --Al

Hell is for Heroes Round Zero (DM/Al)  d20=3
Monday July 16th, 2007 9:46:14 PM


Stars twinkle and glitter like friendly sprites waving their greetings in the air. They pulse and brighten. Light spilling from the falling points as from the mouths of jars. Light splashes like a sudden liquid deluge. The light blinds. It fills all sight.

AAAAHHHHHHHHH ... A sigh like the rolling of an age. AGAIN MY CHILDREN. LET US DANCE.

The light clears, and the creature standing before the group is Colossal. Horned and armored in a shining carapace. Even Enlarged as the group is, it stands at least a towering twenty feet above. (Knowledge Arcana vs DC63 for the following: Highlight to display spoiler: {It's a Tarrasque. You may go to the Monster Manual and know all there is to know about it.})

It lifts a forepaw with enormous claws and tips its armored head to one side as if inviting the first attack.

Firn'gaer sees chance colide with probability in a sixteen square section of the grid. Four squares to a side, they begin to pulse with blue light. (Firn'gaer only: Highlight to display spoiler: {Squares AA-AD/23-26})

=== OOC ===

I've heard no cries to opt out of Enlarge Person. The only ones who it would not strictly benefit would be Trace and Vinder. It would reduce their DEX by 2.

Randall: Mirror Image can only be cast on the target of You. You cannot cast it upon Durgan and you still have it.

Place That is not a Place

GROUP STATUS
============
Durgan 182/187 (Haste 19.0, Bless Weapon 10.0, Blur (20% miss) 30.0, Aid(+1 morale to attack,save vs. fear,and 5 temp hit points) 30.0, Protection from Evil 10.0, Enlarge Person 120.0)
Firn'gaer 60/60 (Extended Mage Armor 14400.0, Overland Flight 7200.0, Extended Shield 240, Enlarge Person 120.0) Rufus 42/42
Kazak 158/158 (Haste 19.0, Shield of Faith 10.0, Displacement 5.0, Enlarge Person 120.0)
Peerimus 96/96 (Greater Shillalelagh 7800.0, Barkskin 130.0, Freedom of Movement 130.0, Resist Elements Fire 130.0, Summon Nature's Ally I 13.0, Enlarge Person 120.0), Yorrick 117/117 (Airwalk 130.0, Barkskin 130.0, Resist Elements Fire 130.0)
Quinn 110/110 (Magical Vestments Armor 7800.0, Magical Vestments Shield 7800.0, Greater magic weapon Mace 15600, Enlarge Person 120.0)
Randall 63/63 (Improved invisibility 13.0, Fireshield 13.0, Stoneskin 130.0, Fly 190.0, Spell Turning 130.0, Protection from Evil 10.0 ,Enlarge Person 120.0), Fluffykins 31/31 (Improved invisibility 13.0, Fireshield 13.0, Stoneskin 130.0, Fly 190.0, Spell Turning 130.0)
Savin 115/115 (Silversheen 600.0, Fly 70.0, Barkskin +4 90.0, Shillalelagh 10.0, Enlarge Person 120.0)
Trace 86/86 (Improved Invisibility 13.0, Barkskin 1300.0, Cat's Grace 130.0, Magic Circle Against Evil 600.0), Shadow 44/44
Vinder 95/102 (Invisibility 50.0, Enlarge Person 120.0)

Posting Report For: 
Monday July 16th, 2007 10:09:33 PM

Game #4 Children of Chaos
For the week of July 9, 2007

Name-MTWRFSS

DM Al -2XXXOO-S
Durgan-XXXXX--
Firn'gaer-XXXOO-S
Kazak-2OXXX--
Peerimus-OXO2O--
Quinn-X22OX--
Randall-XXXX2--
Savin-XX2OX--
Trace-OXXXOS-
Vinder-XXXXX--

Submitted by Adm BrianZ

note- the group finds themselves up against the aspect of chaos only to find out it is none other than a...

Randall ( AC 17 HP 63) and Fluff (Ac 25 HP 31  d20+10=30
Monday July 16th, 2007 10:30:51 PM

Knowledge Arcana (natural 20 for 30). What the heck is this thing?????

Randall casts Wall of force Ai23 to Ai30 30'high.

{ Fluff transmit. Wall of force. Right in front of it. 30' high. }
And Fluff does.

Randall then climbs up 30 feet more to 70'

----

Cantrips All (6):
3- Detect Magic
3- Message

First level (7):
2- Identify
3- Magic Missile
2- Shield

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

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

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

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

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

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



Trace and Shadow  d20+22=32 d20+22=38 d20+17=23 d20+14=27 d8+5=9 d8+5=12 d8+5=9 d8+5=12 d6=1 d6=5 d6=4 d6=2 2d6(5+2)=7 2d6(1+2)=3 2d6(6+2)=8 2d6(3+4)=7
Tuesday July 17th, 2007 2:27:40 AM

(do not enlarge Trace but you can enlarge Shadow, look at Trace's hp and ac per new level, since this creature is so large, does it fall into giant status as far as a prefered enemy? if so add a +2 to attack and damage)

Trace dosent waste time to see what happens next, he stands in the back glade to be unseen and whith his senses sharper he lets loose four streaking arrows at the target

Armor Class: 18[20] [[22]]
Touch: 09[11] [[13]]
Flat Foot: 12[14] [[16]]

94/94 (Improved Invisibility 13.0, Barkskin 1300.0, Cat's Grace 130.0, Magic Circle Against Evil 600.0),

hit ac 32 09 hps 1 fire 07 holy = 17hps
hit ac 38 12 hps 5 fire 03 holy = 20hps
hit ac 23 09 hps 4 fire 08 holy = 21hps
hit ac 27 12 hps 2 fire 07 holy = 21hps

total = 79 hps (more if considered giant)

arrow total (167/178) (109/120 in two efficant quivers)
Trace 94/94
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 102/102 AC 28 (total defense, two weapon defense, dodge, invisible)  d20+26=37
Tuesday July 17th, 2007 9:27:30 AM

(Vinder opts out of the enlarge spell.)

Holy --! Are you kidding me?

Vinder feels the fear fall upon him as he cranes his neck to look up at this vast creature. He forces it down, imprisoning it behind fragile bars or resolution. Enough for now.

Already determined you're gonna die, boy.

Keeping his eyes on the monster, he moves quietly, and invisibly to AE9. (Move Silently 37)

Peerimus AC 27 HP 96/96 Yorrick AC 28 HP 117/117  d20+18=29 d4+1=4 d20+20=40
Tuesday July 17th, 2007 12:26:27 PM

Peerimus is pleased that Mother was able to send help to him in this place. He reminds the group, When it arrives, I will bring in more allies to us." With Firngaers reminder of spreading out he adds, "Savin can move across distance quite well. Do not worry about him overly if it appears he is out of position. If needs rescueing he'll let us know."

The monstrous creature arrives and Peerimus focuses on what he must. "Mother if ever we were in need of your help."

The druid casts SNA VII defensively as he is unsure of the reatures reach. [SNA VII for Dire Bears from SNA VI list Number appearing 4, Defensive Check 29]

Peerimus calls out to Yorrick quickly followed by a grunt and howl. Yorrick bellows a reply and holds fast. [Free Action Handle Command Guard Durgan Check 40]

The Eagle, summoned just moments before, perches upon his staff and calls out towards the invader in defiance.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
**Barkskin x2, Spider Climb, Gust of Wind, **Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, *Freedom of Movement, Dispel Magic, Ice Storm, *Air Walk
Level 5:
Animal Growth, *Extend Greater Shillelagh, Heighten Poison, Deathward
Level 6:
Heighten Flame strike, Transport via Plants, Extended Wall of Fire
Level 7:
Fire Storm, *Sunbeam

Spell Staff contains Transmute Metal to Wood
Active Spells Peerimus
Greater Shillalelagh, Barkskin, Endure Elements, Resist Elements Fire, Freedom of Movement
Active Spells Yorrick
Barkskin, Resist Elements Fire, Airwalk


DM/Al - OoC 
Tuesday July 17th, 2007 12:34:30 PM

Sorry, Peerimus. Was going to add a note to you in the last post. It was to the effect that you can place your SNAI anywhere you'd like. I'll put whatever creatures you choose on the map tonight.

Dan K SNA was just to use a small spell to see if I could. stickin him on the staff is perfect. Not going to send an eagle at THAT thing :)

Durgan AC 33/31 Hp187/182  d20+18=20 d20+13=16 d20+8=20 d10=6 d10=3 d10=1
Tuesday July 17th, 2007 3:41:49 PM

Durgan stands his ground waiting for the creature to move in and follows Trace's example, launching a barrage at the creature with his crossbow. Durgan looks up at the creature and has only one word to say: "whoa".

attacks:(cumulative +1 from spells)
20,16,20 dmg 6,3,1

active effects:
bless weapon oil- on waraxe -1min
blur- (20% miss) -3min
aid-(+1 morale to attack,save vs. fear,and 5 temp hit points) -3min
protection from evil- (+1 AC) -1min
haste- 13?rounds (+1 attack,dodge AC,reflex, +30move)
enlarge person- 13?min (+2str,-2dex, -1 attacks and AC, reach 10)
enlarge person ?

Kazak Ac 32(w/sof 34)Hp158 SOF,Displacement ,Haste,Enlarge 
Tuesday July 17th, 2007 5:11:33 PM

"Eh Durgan i much prefer the orc's at the pass" cracks Kazak sarcasticly "cuz i sure don't get that same warm fuzzy feeling you have "

"So this is where our Tattoo's have led us ?....i knew it had to be something extraordinary but.......but......but.....that is exactly what i dreamt about"

Ttaking a look at his own Tattoo to see if it's affected in any way " well do something " growls Kazak at his tattoo

"Er Peerimus.....what about all the artifacts that you've collected over time ??......do they do anything to squash that......that....that....what is that thing ??" as the 4'1" dwarf points his sword at the collossal beast

Quinn Ac 25 Hp 110 
Tuesday July 17th, 2007 5:26:55 PM

Looking up at the collassal creature " now that would please Gargul to have that creature " remarks Quinn

Gathering his thoughts as its seems world's colliding before them "Ok Faraday you got us here now what are we supposed to do ?" questions Quinn of the voice that made him young again "do we slay the creature or imprison it as it was before??.....the artifacts must work together somehow to battle the creature"

0 Level (6) (DC: 17)

Light x2
Read magic x2
Detect Magic x2

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

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

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

4th Level (5/1) (DC: 21)
Dimension Door (d) Summon Monster IV Spell Immunity Divine Power Greater Magic Weapon *Restoration

5th Level (4/1) (DC: 22)
True Seeing (d) Summon Monster V Flame Strike Spell Resistance Righteous Might

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

7th Level (2/1) (DC:24)
Greater Teleport (d) Holy Word Summon Monster VII

Spells in Effect

Magical Vestments on Armor 13 hours
Magical Vestments on Shield 13 hours
Greater magic weapon on Mace 26 hours

Rod of extend greater 1/3


Firn'gaer - AC 23, HP 84  d20+12=19 10d6(2+6+4+2+4+6+1+1+5+3)=34
Tuesday July 17th, 2007 6:20:16 PM

"There is something happening around you Kazak. A collision of chaos and probability. It might be others, I cannot tell."

Firn'gaer lets loose a fireball from his staff towards the beast.

Fireball - SR 19, DC20, 34 points

Active Spells
See Invisibility
Detect Magic (requires concentration)
Read Magic
Extended Mage Armor - 24 hours
Overland Flight - 12 hours
Extended Shield (used rod) - 24 minutes
Mass Enlarge Person (affecting all party unless person doesn't want to) - 12 minutes

Staff used - 1
Rod used - 1

Prepared Spells
0 -- dancing lights(r), ghost sound(r), light *2, prestidigitation(r), read magic *2

1 --- expeditious retreat, mage armor, magic missile, ray of enfeeblement, ray of enfeeblement, shield*

2 -- extended elf sight, extended mage armor*, invisibility, mirror image, scorching ray x2

3 -- dispel magic, dispel magic, empowered magic missile, fireball, haste, slow

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

5 -- empowered lightning bolt, overland flight*, telekinesis, wall of force

6 -- empowered ice storm, heighten resilient sphere, mage's lucubration

* -- Spells cast
(r) -- racial spells

Hell is for Heroes Round 1 (DM/Al)  d100=8
Tuesday July 17th, 2007 9:47:42 PM


Randall conjures an invisible Wall of Force in front of the beast before flying up even higher. Missiles streak from Trace and Durgan, but shatter harmlessly against the Randall's invisible wall. Fluffy's warning obviously came too late.

Vinder sneaks aggressively forward. What he intends to do against such a colossus is unclear. (I'm assuming that you mean AE19.)

Peerimus begins another summoning spell. This time, something more substantial. (Tell me where you want to put 'em, Peerimus.)

Firn'gaer calls a warning to Kazak and then lets go a Fireball. Unlike Trace and Durgan, Firn'gaer sees Randall's invisible Wall. He aims for the top pinpointing a spot in the air. (Next time, please give me an intersection for the center of the Area Spell, Firn'gaer.) The Fireball explodes, enveloping the creature's head. But when the fire dies away it leaves no damage.

Suddenly, the square of ground that Firn'gaer had seen pulsing, turns to water. Kazak, standing over one corner, falls in. His armor drags him down, and though the water is only ten feet deep, he is in danger of drowning. (Swim check of DC10 to make the surface. Climb check of DC10 to pull yourself out. Swiming is a Move Action. Climbing out is also a Move Action. Getting out would be a Full Round.)

Firn'gaer sees another section of the grid begin to glow. This time it's white. (Firn'gaer only: Highlight to display spoiler: {Squares S-V/25-28})

"What? Huh?" The voice of Faraday replies to Quinn's question. "You mean, they didn't tell you? You bring the Avatar near death without slaying him. Then you ressurect him and his energy scatters back to the cosmos until enough time passes for it to build up again."

"At least,"
the Circle adds, "That's the way it's supposed to go."

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

The Colossal horned creature shakes its massive head. Then it is no longer there. In its place, on the ground, is a humanoid figure of swarthy complexion and pointed ears. It waves a hand, and then disappears. (Knowledge Planes vs DC25 for the following: Highlight to display spoiler: {It's a Noble Djinni. You may go to the Monster Manual and know all there is to know about it.})

With his ability to see the invisible, Firn'gaer sees it fly up into the air from behind Randall's wall. (Firn'gaer only: Highlight to display spoiler: {Square AJ-AK/27-28, 60ft})

=== OOC ===

Note to Trace: an Enlarge Person spell can only enlarge People.

Place That is not a Place

GROUP STATUS
============
Durgan 182/187 (Haste 19.0, Bless Weapon 10.0, Blur (20% miss) 30.0, Aid(+1 morale to attack,save vs. fear,and 5 temp hit points) 30.0, Protection from Evil 10.0, Enlarge Person 120.0)
Firn'gaer 60/60 (Extended Mage Armor 14400.0, Overland Flight 7200.0, Extended Shield 240, Enlarge Person 120.0) Rufus 42/42
Kazak 158/158 (Haste 19.0, Shield of Faith 10.0, Displacement 5.0, Enlarge Person 120.0)
Peerimus 96/96 (Greater Shillalelagh 7800.0, Barkskin 130.0, Freedom of Movement 130.0, Resist Elements Fire 130.0, Summon Nature's Ally I 13.0, Enlarge Person 120.0), Yorrick 117/117 (Airwalk 130.0, Barkskin 130.0, Resist Elements Fire 130.0)
Quinn 110/110 (Magical Vestments Armor 7800.0, Magical Vestments Shield 7800.0, Greater magic weapon Mace 15600, Enlarge Person 120.0)
Randall 63/63 (Improved invisibility 13.0, Fireshield 13.0, Stoneskin 130.0, Fly 190.0, Spell Turning 130.0, Protection from Evil 10.0 ,Enlarge Person 120.0, Wall of Force 13.0), Fluffykins 31/31 (Improved invisibility 13.0, Fireshield 13.0, Stoneskin 130.0, Fly 190.0, Spell Turning 130.0)
Savin 115/115 (Silversheen 600.0, Fly 70.0, Barkskin +4 90.0, Shillalelagh 10.0, Enlarge Person 120.0)
Trace 86/86 (Improved Invisibility 13.0, Barkskin 1300.0, Cat's Grace 130.0, Magic Circle Against Evil 600.0), Shadow 44/44
Vinder 95/102 (Invisibility 50.0)

Vinder HP 102/102 AC 28 (total defense, two weapon defense, dodge, invisible)  d20+11=15 d20+11=21 d20+16=36 d20+16=26 d4+2=6 d6=2 d4+2=6 d6=2
Wednesday July 18th, 2007 9:52:51 AM

Vinder pauses where he is.

Where'd he go?

The invisible Vinder looks carefully about, trying to detect where the enemy might be. (Spot 15, listen 21)

He prepares to defend himself should the enemy get too close. (Readied attack is a crit hit at AC 36. Confirmation crit hits AC 26. If no crit, damage is 6 normal + 2 fire damage. If crit, damage is 12 normal + 4 fire damage.)

Savin ac 33 hps 126/126  d20+14=25
Wednesday July 18th, 2007 4:45:54 PM

Sorry that I missed yesterdays post.

Savin takes a double move and climbs to 60' in the air looking for the avatar.

spot check 25

Firn'gaer - AC 23, HP 84 
Wednesday July 18th, 2007 7:03:11 PM

Firn'gaer points to a spot, AJ-AK/27-28. "It is there."

Firn'gaer then casts a resilent sphere at the Djinn's form.

Heighten resilient sphere - reflex DC 23

Active Spells
See Invisibility
Detect Magic (requires concentration)
Read Magic
Extended Mage Armor - 24 hours
Overland Flight - 12 hours
Extended Shield (used rod) - 24 minutes
Mass Enlarge Person (affecting all party unless person doesn't want to) - 12 minutes

Staff used - 1
Rod used - 1

Prepared Spells
0 -- dancing lights(r), ghost sound(r), light *2, prestidigitation(r), read magic *2

1 --- expeditious retreat, mage armor, magic missile, ray of enfeeblement, ray of enfeeblement, shield*

2 -- extended elf sight, extended mage armor*, invisibility, mirror image, scorching ray x2

3 -- dispel magic, dispel magic, empowered magic missile, fireball, haste, slow

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

5 -- empowered lightning bolt, overland flight*, telekinesis, wall of force

6 -- empowered ice storm, heighten resilient sphere*, mage's lucubration

* -- Spells cast
(r) -- racial spells

Randall ( AC 17 HP 63) and Fluff (Ac 25 HP 31) 
Wednesday July 18th, 2007 7:38:11 PM

Randall waits.....

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

Cantrips All (6):
3- Detect Magic
3- Message

First level (7):
2- Identify
3- Magic Missile
2- Shield

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

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

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

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

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

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

Kazak Ac 32(w/sof 34)Hp158 SOF,Displacement ,Haste,Enlarge  d20=20 d20+3=9
Wednesday July 18th, 2007 7:58:20 PM

SPLASH

The large sized dwarf gets soaked as he tumbles into the water.....his armor dragging him him down until his feet settle at the bottom "phew....there's a bottom .....i like that " muses Kazak

Pushing off the bottom Kazak breaks the surface and grabs a breath ......deciding to bob his way to the side (d20=20 dc 10 swim succeded )check)......clutching at the sides the armored dwarf struggles to climb up (d20+3=9 dc 10 climb check failed)

Bobing up and down in the water Kazak grabs fresh air each time along with a word "hey......guys..... i........need.......a hand.....anybody.....got..... a moment ?" inquires the soggy dwarf

Quinn Ac 25 Hp 110 True seeing  d20+11=12
Wednesday July 18th, 2007 8:16:03 PM

"ressurect him ???......not so fast.....how do we bring it near death ??" questions Quinn of Faraday

"Hey where did it go ?" as the collossal creature disppears " Faraday.....was that supposed to happen ??.......whoa and who is that ?" as the Cleric of Gargul points at the creatures replacement " and where did he go ?"

Thinking Quickly Quinn acts "Gargul bless your servant to see the truth behind these deceptions " (casting true seeing )

As the spell takes hold Quinn quickly scans about looking for the disappearing creatures

Active magic
Magic vestments -armor
Magic vestments -shield
Magic weapon,greater
Enlarge
True seeing

Peerimus AC 27 HP 96/96 Yorrick AC 28 HP 117/117 
Wednesday July 18th, 2007 8:18:38 PM

The four great Dire bears appear about Peerimus, Quinn and Firngaer [VW-24 25, VW-30 31, XY-24 25 and XY-30 31] The creature vanishes to only appear for the breifest of times and Peerimus wrinkles his nose as his head touches slightly to the left. Five powerful bears stand looking about, thier noses plying the air about them. Following Firngaers gesture, Peerimus sees nothing of course and unsure of what the gnome is casting he waits.

Peerimus slides back [QR-26 27] "Everyone start to fan out about 30' apart." and readies a spell, but holds the final command. "Mother reveal to us our foe and Father grant us victory. [Readied action on the Avatar appearing to cast Fairie Fire]

"Durgan get your brother out of there quickly."

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
**Barkskin x2, Spider Climb, Gust of Wind, **Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, *Freedom of Movement, Dispel Magic, Ice Storm, *Air Walk
Level 5:
Animal Growth, *Extend Greater Shillelagh, Heighten Poison, Deathward
Level 6:
Heighten Flame strike, Transport via Plants, Extended Wall of Fire
Level 7:
Fire Storm, *Sunbeam

Spell Staff contains Transmute Metal to Wood
Active Spells Peerimus
Greater Shillalelagh, Barkskin, Endure Elements, Resist Elements Fire, Freedom of Movement
Active Spells Yorrick
Barkskin, Resist Elements Fire, Airwalk

Randall 
Wednesday July 18th, 2007 8:21:31 PM

ooc>
BTW, I'm leaving for vacation next Friday for a week. Can anyone sub?

Durgan AC 31 Hp187/182 
Wednesday July 18th, 2007 9:42:43 PM

OOC- Randall I will sub,send me the sheet. M-F?

also- renewed request for condensed spell lists please...

Durgan puts the crossbow away(3/5bolts used) and moves over to the water pit to help his brother climb out. "Looks like ye swim about as well as I climb" ,Kazak can see a smile beaming through the dwarf's beard.

"So where's the durned beastie at?"

active effects:
bless weapon oil- on waraxe -1min
blur- (20% miss) -3min
aid-(+1 morale to attack,save vs. fear,and 5 temp hit points) -3min
protection from evil- (+1 AC) -1min
haste- 13?rounds (+1 attack,dodge AC,reflex, +30move)
enlarge person- 13?min (+2str,-2dex, -1 attacks and AC, reach 10)


Hell is for Heroes Round 2 (DM/Al)  d20=3 d20+9=14 d20+10=14 d20+10=25
Wednesday July 18th, 2007 9:50:21 PM

Vinder readies himself for an attack. He neither hears no sees anything.

Savin rises straight up into the air. He looks around, and sees the telltale signs that there is someting up there with he and Randall, but he can't see exactly where it is.

Firn'gaer points a finger at the figure of the Djinni, and it is enveloped in an shimmering sphere of energy. To the eyes of all others, a shimmering sphere appears around an empty space in the air.

Firn'gaer sees another section of the grid begin to glow. Again it's Blue. (Firn'gaer only: Highlight to display spoiler: {Squares AA-AD/27-30})

Randall hovers in the air with Fluffy.

Kazak swims to the surface of the instant pool. He clutches the side, but can't manage to pull himself up. (No swim check necessary next time. But you still need the Climb vs DC10 to get out.)

Quinn casts his own spell of Seeing. The ground suddenly drops out from under him. As far as his eyes can see there is nothing but the swirling mess that he has seen before within the screen of the Vision of Noxnyx. There is no depth. There is no perspective. No up. No down. Probability moves through space and time, and Quinn has the notion that if he could just get the nack of it, that he would know the Truth of Everything. Absolutely everything. But just as Quinn's consciousness begins to drift from his body, a voice calls him back.

"I told you, he can become anything." Faraday's voice again, and colors begin to grow more solid again, begining with his companions. "Anything at all. The Avatar of Chaos. He can become whatever he wants ... Are you alright?"

Quinn sees the wall of Randall's where there was no wall before. He sees the sphere up above that Firn'gaer has created. He can't see into it. But there's definitely something inside.

Four Dire Bears appear upon Peerimus' command. They and Yorrick sniff the air, but none of the bears scents a thing.

An Obscuring Mist begins to rise over the spot that Firn'gaer saw last saw glowing. Trace and Shadow have their vision blocked.

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

Nothing happens. The sphere remains hanging above. Firn'gaer seems to have bought the group some time. But time to do what? And for how long? And who knows what will happen to the next section of ground?

=== OOC ===

Place That is not a Place

GROUP STATUS
============
Durgan 182/187 (Haste 19, Bless Weapon 10, Blur (20% miss) 30, Aid(+1 morale to attack,save vs. fear,and 5 temp hit points) 30, Protection from Evil 10, Enlarge Person 120)
Firn'gaer 60/60 (Extended Mage Armor 14400, Overland Flight 7200, Extended Shield 240, Enlarge Person 120, Resilient Sphere 131) Rufus 42/42
Kazak 158/158 (Haste 19, Shield of Faith 10, Displacement 5, Enlarge Person 120)
Peerimus 96/96 (Greater Shillalelagh 7800, Barkskin 130, Freedom of Movement 130, Resist Elements Fire 130, Summon Nature's Ally I 13, Enlarge Person 120, SNAVII 14), Yorrick 117/117 (Airwalk 130, Barkskin 130, Resist Elements Fire 130)
Quinn 110/110 (Magical Vestments Armor 7800, Magical Vestments Shield 7800, Greater magic weapon Mace 15600, Enlarge Person 120, True Seeing 131)
Randall 63/63 (Improved invisibility 13, Fireshield 13, Stoneskin 130, Fly 190, Spell Turning 130, Protection from Evil 10, Enlarge Person 120, Wall of Force 13), Fluffykins 31/31 (Improved invisibility 13, Fireshield 13, Stoneskin 130, Fly 190, Spell Turning 130)
Savin 115/115 (Silversheen 600, Fly 70, Barkskin +4 90, Shillalelagh 10, Enlarge Person 120)
Trace 86/86 (Improved Invisibility 13, Barkskin 1300, Cat's Grace 130, Magic Circle Against Evil 600), Shadow 44/44
Vinder 95/102 (Invisibility 50)

Trace and Shadow  d20+16=30 d20+16=28 d20+15=18 d20+8=22 d20+22=38 d20+22=27 d20+17=33 d20+14=26 d8+5=12 d8+5=11 d8+5=12 d8+5=11 d6=3 d6=4 d6=4 d6=4 2d6(6+1)=7 2d6(1+4)=5 2d6(5+4)=9 2d6(4+2)=6
Thursday July 19th, 2007 2:06:59 AM

Trace remains quite and moves over to u30 to move out of the mist and silently urges shadow to stay by his side wich she does while in protect mode. Trace readies a shot in the mist area or in front of the group whever a foe shows himself.

hide 30,move silently 28,hide 18,listen 22

Readied action on mist or in front of group, where ever an enemy shall rise.
hit ac 38 12 hps 3 fire 07 holy = 22hps
hit ac 28 11 hps 4 fire 05 holy = 20hps
hit ac 33 12 hps 4 fire 09 holy = 25hps
hit ac 26 11 hps 4 fire 06 holy = 21hps

total = 87 hps (more if considered giant)

(Improved Invisibility 13.0, Barkskin 1300.0, Cat's Grace 130.0, Magic Circle Against Evil 600.0),
arrow total (167/178) (109/120 in two efficant quivers)
Trace 94/94
Armor Class: 18[20] [[22]]
Touch: 09[11] [[13]]
Flat Foot: 12[14] [[16]]
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



Trace 
Thursday July 19th, 2007 2:07:52 AM

the first hide roll is actually spot


Vinder HP 102/102 AC 28 (total defense, two weapon defense, dodge, invisible)  d20+26=40
Thursday July 19th, 2007 9:29:00 AM

Vinder quietly moves to AK19. (Move Silently 40)

His eye is trained on the floating sphere.

Durgan  d20+7=10
Thursday July 19th, 2007 3:16:23 PM

Durgan reaches down and pulls his brother out of the water. (str check =10 good?)

"Well? What's da plan?"

active effects:
bless weapon oil- on waraxe -1min
blur- (20% miss) -3min
aid-(+1 morale to attack,save vs. fear,and 5 temp hit points) -3min
protection from evil- (+1 AC) -1min
haste- 13rounds (+1 attack,dodge AC,reflex, +30move)
enlarge person- 13min (+2str,-2dex, -1 attacks and AC, reach 10)

Peerimus AC 27 HP 96/96 Yorrick AC 28 HP 117/117 
Thursday July 19th, 2007 5:10:17 PM

Peerimus moves to the south of two of the bears and continues to keep his Fairie Fire Spell ready. [move R-S/30-31] Answering Durgan, "Begin to regroup away from the mist and water. I do not know of any particular advantages we have, but I do think our advesary may. Everyone begin shifting South, but don't let your guard down."

Peerimus allows the bears to all remain where they are. They certainly will form a nice rear guard and hopefully deter an assault from that direction, allowing him to concentrate eleswhere.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
**Barkskin x2, Spider Climb, Gust of Wind, **Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, *Freedom of Movement, Dispel Magic, Ice Storm, *Air Walk
Level 5:
Animal Growth, *Extend Greater Shillelagh, Heighten Poison, Deathward
Level 6:
Heighten Flame strike, Transport via Plants, Extended Wall of Fire
Level 7:
Fire Storm, *Sunbeam

Spell Staff contains Transmute Metal to Wood
Active Spells Peerimus
Greater Shillalelagh, Barkskin, Endure Elements, Resist Elements Fire, Freedom of Movement
Active Spells Yorrick
Barkskin, Resist Elements Fire, Airwalk
SNA VII Rounds 11/13

Savin ac 33 hps 126/126  d20+14=34 d100=21 d20+14=21 d20+13=30
Thursday July 19th, 2007 6:32:06 PM

Savin yells down, "We need to find this thing and then get the Amulet on him. Can anyone do an invisiblity purge?

Rigging sees something glinting and yells pointing! "There is something there!"
Savin will try to fly over to the spot he sees and grapple if possible.

spot check natural 20
rolled to hit touch armor 21 and miss chance of 21 Grapple check was 30

Savin is trying to latch on to see if the amulet in him will keep this thing from shifting form.

DM/Al - Addendum 
Thursday July 19th, 2007 8:07:05 PM

With Durgan's help, Kazak can successfully climb out of the pool without a Climb check. But he must sacrifice a Move Action to do so.

Randall ( AC 17 HP 63) and Fluff (Ac 25 HP 31) 
Thursday July 19th, 2007 8:12:08 PM

Randall waits..... and readies a chain lightning spell to hit any ennemies that make the mistake of poping up.

{ Fluff transmit to all. " Guys, use the Fluff phone and maintain silence. I can cast a Force Cage around Firn'gaer glove and keep whatever's there for up to 23 hours. If we don't want to keep it held then we better start whacking at it before our protective spells wear off. My vote, Let's whack at it now. " And Fluff transmits to all }

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

Cantrips All (6):
3- Detect Magic 3- Message

First level (7):
2- Identify 3- Magic Missile 2- Shield

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

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

Fourth level (6):
2- Improved Invisibility xx
2- Minor Globe of Invulnerability
1- Fireshield x1- Stoneskin, x

Fifth level (5):
1- Passwall 1- Teleport 3- Wall of Force x

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

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



Kazak Ac 32(w/sof 34)Hp158 SOF,Displacement ,Haste,Enlarge 
Thursday July 19th, 2007 8:50:21 PM

Feeling Durgan's powerful hand grab hold and lift him upwards and out of the water pool (move action)..Kazak gives a sigh of relief

"Thanks brother" says Kazak with a big grin " i'll teach ya to climb if ya teach me to swim " laughs Kazak heartily

Gathering his feet(move action) under himself the water soaked dwarf stands to his feet letting the water run off

Quinn Ac 25 Hp 110 True seeing 
Thursday July 19th, 2007 9:00:57 PM

"of course i'm not all right!!......we're about to get squashed " replies Quinn to Faraday

"Since we are part of each other is there anything you can do ??.....a few more clues would come in handy about now"

"And what did you mean by ....."At least,"That's the way it's supposed to go.".....what has changed since the last time this has happened ?"

"how do we activate all the artifacts ?? and make them work in conjuction ?"

0 Level (6) (DC: 17)

Light x2
Read magic x2
Detect Magic x2

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

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

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

4th Level (5/1) (DC: 21)
Dimension Door (d) Summon Monster IV Spell Immunity Divine Power Greater Magic Weapon *Restoration

5th Level (4/1) (DC: 22)
True Seeing (d) Summon Monster V Flame Strike Spell Resistance Righteous Might

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

7th Level (2/1) (DC:24)
Greater Teleport (d) Holy Word Summon Monster VII

spells in affect
Active magic
Magic vestments -armor
Magic vestments -shield
Magic weapon,greater
Enlarge
True seeing



Hell is for Heroes Round 3 (DM/Al)  d20=18 d20+13=24 d20+15=18 10d6(5+1+6+5+4+6+2+3+1+4)=37
Thursday July 19th, 2007 9:56:49 PM


Trace stalks south until he exits the Mist. He readies a shot for the appearance of a foe. (One shot. You moved, so only one shot.)

With infinite stealth, Vinder creeps forward, passing Randall's invisible Wall of Force. Up above and to the right, is Firn'gaer's Resilient Sphere.

Durgan grabs hold of his brother's arm and pulls.

Peerimus remains ready with his Fairie Fire spell as he moves south, away from the strange obstructions.

Savin moves in the general direction in which he saw the invisible traces. He feels keen. His eye sight is impeccable. Still, does not see the presence of the Djinni that Firn'gaer was talking about. He does, however, see that something is definitely inside Firn'gaer's Resilient Sphere. As he closes in, he can see a shape against the scintillating movements of the Sphere's surface. Yes, there's definitely something inside, and it's moving. Firn'gaer's Sphere, though, in the same way it keeps the thing in, it also keeps Savin out.

Randall follows the example of the others and readies a spell. He sends a message through Fluffy. Unfortunately, Fluffy is too high for anyone to hear her except Savin.

Kazak comes up out of the water. He stands to his feet, water straining out of his armor. He is standing directly over the next area that Firn'gaer sees glowing.

"We've never been part of you!" Faraday bursts out. "The group, you usually bring us here. But we're ... We're us! Someone usually hooks Seribond over some part of the Destroyer and then you beat him down! Afterwards, you cover him with the Atman, and the Destroyer scatters. That's it! We've never been - what is it? - Bonded to you. We've never seen that business with the different places. There have never been so many of you. All the ones who aren't here now. There are only two of you left from when we first met."

"It's different this time!"

Firn'gaer sees another area begin to glow. This time the color is green. (Firn'gaer only: Highlight to display spoiler: {Squares Z-AC/18-21})

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

The area under Kazak and Yorrick turns to water. Both dwarf and bear sink under the surface. (Swim check of DC10 to make the surface. Climb check of DC10 to pull yourself out. Swiming is a Move Action. Climbing out is also a Move Action. Getting out would be a Full Round.)

Firn'gaer's Resilient Sphere vanishes and revealed in what was its center is, not the Djinni, but a beatific winged creature in long flowing robes. (Knowledge Planes DC31 for the following: Highlight to display spoiler: {You recognize this as an Angel, a Planetar to be specific. You know everything in about it that is in the Monster Manual.})

To Savin, not ten to fifteen feet away its celestial beauty is stirring. But in its eyes are the chaotic depths of infinity.

Arrow, Fairie Fire, and Chain Lightning all hit at the same time. Both spells splash off the beautiful creature like water off of glass. (Failed Spell Resistance.) Trace's arrow, however, hits. The fire fails to burn. The holy damage does no harm to this creature of Good. And the sharp point of the arrow itself leaves only the smallest of scratches which heals over instantly.

The winged creature flies toward Randall. The wizard gets really good look at the twelve foot long blade of its greatsword. Then it turns into a thing out of nightmares. Seven foot thick and over a hundred feet long, cold and black as the space between stars, the 55000 pound worm appears in midair and falls out of the sky. (Knowledge Planes DC40 or Knowledge Religion DC40 for the following: Highlight to display spoiler: {You recognize this as Nightcrawler. You know everything in about it that is in the Monster Manual.})

It falls down 60 feet out of the sky, directly on top of Yorrick and Kazak. Water splashes everywhere, soaking Durgan and the Dire Bears. (Yorrick and Kazak take 37hp damage from the impact.) Worse yet, Yorrick and Kazak are now trapped underneath the coils of the giant dark worm.

The Avatar changes fast. It changes very fast. Can the group keep up with it? Can they slow it down?

=== OOC ===

Place That is not a Place
I've made the Avatar Transparent so that you can see Yorrick and Kazak underneath.

DESTROYER STATUS
============
Lightly Wounded

GROUP STATUS
============
Durgan 182/187 (Haste 19, Bless Weapon 10, Blur (20% miss) 30, Aid(+1 morale to attack,save vs. fear,and 5 temp hit points) 30, Protection from Evil 10, Enlarge Person 120)
Firn'gaer 60/60 (Extended Mage Armor 14400, Overland Flight 7200, Extended Shield 240, Enlarge Person 120, Resilient Sphere 131) Rufus 42/42
Kazak 158/158 (Haste 19, Shield of Faith 10, Displacement 5, Enlarge Person 120)
Peerimus 96/96 (Greater Shillalelagh 7800, Barkskin 130, Freedom of Movement 130, Resist Elements Fire 130, Summon Nature's Ally I 13, Enlarge Person 120, SNAVII 14), Yorrick 117/117 (Airwalk 130, Barkskin 130, Resist Elements Fire 130)
Quinn 110/110 (Magical Vestments Armor 7800, Magical Vestments Shield 7800, Greater magic weapon Mace 15600, Enlarge Person 120, True Seeing 131)
Randall 63/63 (Improved invisibility 13, Fireshield 13, Stoneskin 130, Fly 190, Spell Turning 130, Protection from Evil 10, Enlarge Person 120, Wall of Force 13), Fluffykins 31/31 (Improved invisibility 13, Fireshield 13, Stoneskin 130, Fly 190, Spell Turning 130)
Savin 115/115 (Silversheen 600, Fly 70, Barkskin +4 90, Shillalelagh 10, Enlarge Person 120)
Trace 86/86 (Improved Invisibility 13, Barkskin 1300, Cat's Grace 130, Magic Circle Against Evil 600), Shadow 44/44
Vinder 95/102 (Invisibility 50)

Trace and Shadow  d20+22=23 d20+22=40 d20+22=24 d20+22=40 d20+17=34 d20+14=26 d8+5=13 d8+5=11 d8+5=7 d8+5=10 d6=2 d6=6 d6=1 d6=5 d6=6 2d6(6+5)=11 2d6(2+5)=7 2d6(3+6)=9 2d6(3+2)=5
Friday July 20th, 2007 2:17:45 AM

(two hero points used for first and third roll)

Somebody hook Seribond around the worm so that we can fight this thing. I got a feeling that when we do that it wont be able to change any more. Give me the Seribond and I will throw it into the worms mouth, I have a good aim.

hit ac 40 13 hps 2 fire 11 holy = 26hps
hit ac 40 11 hps 6 fire 07 holy = 24hps
hit ac 34 07 hps 1 fire 09 holy = 17hps
hit ac 26 10 hps 5 fire 05 holy = 20hps

total = 87 hps (+2 to hit and damage if considered giant)

(Improved Invisibility 13.0, Barkskin 1300.0, Cat's Grace 130.0, Magic Circle Against Evil 600.0),
arrow total (167/178) (109/120 in two efficant quivers)
Trace 94/94
Armor Class: 18[20] [[22]]
Touch: 09[11] [[13]]
Flat Foot: 12[14] [[16]]
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 102/102 AC 28 (total defense, two weapon defense, dodge, invisible) 
Friday July 20th, 2007 9:58:17 AM

Vinder quickly moves to AE22, discarding his desire to keep quiet, now. His fear is becoming displaced by anger. Anger at his inability to catch the enemy.

Firn'gaer - AC 23, HP 84  d20+22=33 d20+9=20 d20+9=18
Friday July 20th, 2007 11:21:56 AM

Firn'gaer dim doors to AJ33 right next to Savin. "I've got an Invisibility for you. You job is not to engage until his form is something you think more manageable then use Seribond."

Concentration check DC33

Active Spells
See Invisibility
Detect Magic (requires concentration)
Read Magic
Extended Mage Armor - 24 hours
Overland Flight - 12 hours
Extended Shield (used rod) - 24 minutes
Mass Enlarge Person (affecting all party unless person doesn't want to) - 12 minutes

Staff used - 1
Rod used - 1

Prepared Spells
0 -- dancing lights(r), ghost sound(r), light *2, prestidigitation(r), read magic *2

1 --- expeditious retreat, mage armor, magic missile, ray of enfeeblement, ray of enfeeblement, shield*

2 -- extended elf sight, extended mage armor*, invisibility, mirror image, scorching ray x2

3 -- dispel magic, dispel magic, empowered magic missile, fireball, haste, slow

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

5 -- empowered lightning bolt, overland flight*, telekinesis, wall of force

6 -- empowered ice storm, heighten resilient sphere*, mage's lucubration

* -- Spells cast
(r) -- racial spells

Randall ( AC 17 HP 63) and Fluff (Ac 25 HP 31)  5d4(4+4+3+3+1)+5=20
Friday July 20th, 2007 1:07:05 PM

Randall casts Magic Missle at the ennemie.
Five beams of light fly from Randall's hand and strikes the beast.
(damage 20)
Randall and Fluffy then move 30' west.

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

Cantrips All (6):
3- Detect Magic 3- Message

First level (7):
2- Identify 3- Magic Missile 2- Shield

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

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

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

Fifth level (5):
1- Passwall 1- Teleport 3- Wall of Force x

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

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



Peerimus AC 27 HP 96/96 Yorrick AC 28 HP 81/117  d20+19=22 2d8(7+4)=11 d20+19=21 d20+19=33 d20+13=24 d20+19=22 d20+19=36 d20+13=19 2d4(4+4)+10=18 2d4(3+1)+10=14 d20+15=32 d20+11=30
Friday July 20th, 2007 1:51:56 PM

Peerimus heart catches in his throat as the avatar changes into teh great worm and plummets unto Yorrick. So fast, so terribly fast There best hope lay with Savin being able to close fast enough and grapple the creature when it becomes more managable. The rest of them would have to hold out long enough to give him that chance. the druid shouts to everyone.

"If you see one of these areas appearing you got to tell the rest of us! We need to buy Seribond time! No one say anything about who has which item!"

Peerimus moves 5' further south and begins casting another summoning spell. He had brute power, now to add some more finesse. [Cast SNA VII Elder Arrowhawk] The creature appears 45' above the great worm and immediately sends an electrical blast towards it. [Touch attack AC 22 dmg 11]

The Dire Bears come in a rush as Yorrick, scrambles to get to exit the pool..
[DB3 move Z-24/25 Hit AC 21/33/24 dmg 18]
[DB4 move Y/Z-29/30 Hit AC 22/36/19 dmg 14]

Yorrick swims to the south and exits the pool with a great shake. [Yorrick swim 32 Climb 30]

The bear to the north moves to circle the pit of water [DB1 AE/AF-23/24]
The Bear to the south similarly goes around. [DB2 AF/AG-27/28]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
**Barkskin x2, Spider Climb, Gust of Wind, **Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, *Freedom of Movement, Dispel Magic, Ice Storm, *Air Walk
Level 5:
Animal Growth, *Extend Greater Shillelagh, Heighten Poison, Deathward
Level 6:
Heighten Flame strike, Transport via Plants, Extended Wall of Fire
Level 7:
*Fire Storm, *Sunbeam

Spell Staff contains Transmute Metal to Wood
Active Spells Peerimus
Greater Shillalelagh, Barkskin, Endure Elements, Resist Elements Fire, Freedom of Movement
Active Spells Yorrick
Barkskin, Resist Elements Fire, Airwalk
SNA VII Rounds 10/13

When I get home I'll provide coordinates for the bears and hawk

Now that I see the map, I obviusly have a lot of adjusting to do. Will be revamping my post heavily. Peerimus will still bring in the Arrowhawk, but everything else is going to change

Take your time. Still four more of you we haven't heard from yet. --Al

All changed. I kept the rolls and made the adjustments for secondary bite attacks and Yorrick climb --Dan

DM/Al - OoC 
Friday July 20th, 2007 8:29:06 PM

If you see this, Randall, please roll Spell Resistance for your Magic Missile Attack. The DC you're trying to beat is 31.

Kazak Ac 32(w/sof 34)Hp158 SOF,Displacement ,Haste,Enlarge  d20+23=43 d20+18=31 d20+13=31 d20+23=36 d20+23=24 d10+14=18 d10+14=24 d10+14=19 d10+14=20
Friday July 20th, 2007 9:24:01 PM

As the beast falls into pool of water atop the dwarf and bear " i'm starting to dislike swimming " growls Kazak to no one in particular

Sword in hand the dwarven warrior slashes at the wormy beast ......slashing his blade thru the water.....looking for a opening to grab a breath of air from under the beast...[i]"at least i can't sink deeper " muses Kazak as he struggles

1st swing d20+23=43 crit hit (d20+23=24 missed crit)damage 1d10+14=18
2nd swing d20+18=31 ,damage 1d10+14=24
3rd swing d20+13=31 ,damage 1d10+14=19
4th swing hasted d20+23=36 ,damage 1d10+14=20

Quinn Ac 25 Hp 110 True seeing  d20+9=29 5d8(5+2+8+6+6)=27 d20+15=21
Friday July 20th, 2007 9:53:57 PM

Listening to Faraday talking " different you say ??......well then you better do something different too to help us " barks Quinn

Deciding to act the Cleric of Gargul points the oversized snake with his palm facing the beast "Gargul power will vanquish you "(casting searing light )(ranged touch attack d20+9=29 )(crit hit ??)

0 Level (6) (DC: 17)

Light x2
Read magic x2
Detect Magic x2

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

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

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

4th Level (5/1) (DC: 21)
Dimension Door (d) Summon Monster IV Spell Immunity Divine Power Greater Magic Weapon *Restoration

5th Level (4/1) (DC: 22)
True Seeing (d) Summon Monster V Flame Strike Spell Resistance Righteous Might

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

7th Level (2/1) (DC:24)
Greater Teleport (d) Holy Word Summon Monster VII

spells in affect
Active magic
Magic vestments -armor
Magic vestments -shield
Magic weapon,greater
Enlarge
True seeing

(posted by Chris as Jim is on vacation )



Randall  d20+18=36
Friday July 20th, 2007 10:15:06 PM

SR 36

BTW, your level is 13 not 14. Shouldn't that make your Modifier 17 not 18?

You beat the SR none the less. --Al


Durgan AC31 Hp187/182  d20+25=41 d20+25=29 d20+20=35 d20+15=21 2d8(8+6)+11=25 2d8(2+5)+11=18 2d8(7+4)+11=22 2d8(5+3)+11=19
Friday July 20th, 2007 11:38:28 PM

"Me Brudda!" Seeing the creature trapping his brother under the water, Durgan attacks it with wild abandon...

attacks(net +2hit/+1dmg from spells):
41,29(haste),35,21
dmg: (weapon 2d8 from enlarge)
25,18,22,19(blessed,silver weapon)

active effects:
bless weapon oil- on waraxe -1min
blur- (20% miss) -3min
aid-(+1 morale to attack,save vs. fear,and 5 temp hit points) -3min
protection from evil- (+1 AC) -1min
haste- 13rounds (+1 attack,dodge AC,reflex, +30move)
enlarge person- 13min (+2str,-2dex, -1 attacks and AC, reach 10)

Trace 
Saturday July 21st, 2007 1:47:09 AM

(can you use a bottle of silver sheen as a weapon?)

The Splash of Silversheen would do no damage in and of itself. So, I suppose the answer would be, No. --Al

Savin ac 34 hps 126/126  d20+14=32 d20+13=21
Sunday July 22nd, 2007 12:02:50 AM

Savin is wracked with indecision. Should he try and grapple now while they are fighting this giant creature? Would it change into something more managable. Could he even grapple the worm or just hold on for dear life.

Savin decides that all the forms the Avatar of Chaos picked were gonna be bad and decides to try and grapple the beast. He swoops down and tries to iniate a grapple on the back of the worm. Hit ac 32. grapple attempt 21

Come on Seribond..do your thing

(Not really sure how this works Al, more trying to just hang on than grapple but will defer to your judgement)

Hell is for Heroes Round 4 (DM/Al)  d20=12 d20+29=41 4d6(4+1+4+3)+21=33 d20+45=61 4d6(3+3+1+5)+21=33 15d6(1+3+1+5+5+6+6+2+4+4+5+3+5+4+5)=59 d20+16=35 d20+29=35
Sunday July 22nd, 2007 8:13:22 AM


Trace fires a full volley, but only two out of four arrows penetrates the incredible natural armor of the dark worm. The arrows do no damage, but the fire and holy light leave burns on the worm's hide. Trace calls for Seribond to be given to him. But the amulet is no longer in physical form. Rather it is now a tattoo on Savin's hand.

Vinder moves in, his fear turning to anger.

Firn'gaer disappears and then reappears next to Savin. He gives sage direction. Down below, he sees another area begin to glow. This time the color is gray. (Firn'gaer only: Highlight to display spoiler: {Squares U-X/28-31}) BTW, remember that you cannot hover with Overland Flight, Firn'gaer.

Randall fires missiles of light at the worm. The powerful wizard penetrates the worms resistance to spells, and chars its hide. Despite his efforts and those of Trace, the worm seems barely damaged. He and Fluffy fly back. They hover high above the obscuring mist.

Peerimus echoes Firn'gaer's strategy to the rest of the group. He cautions against revealing who is in possession of Seribond. Then he begins another summoning. Yorrick swims out from under the worm while the Dire Bears attack. Only one of the bears manages to put a mark upon the hide of the worm, and the damage from that seems to melt away, reduced by something in the worm's unnatural nature.

Of the two bears that head around the pool, Vinder watches as the one that comes around his side is snatched from the ground and raised like a rag doll into the air. Two snaps of the worm's jaws nearly cut the Dire Bear in two. Then the large bear disappears into the worm's gullet, Swallowed Whole. (AoO Worm Hit D1 AC41, Damage 33hp, Improved Grab Grapple 61, Grapple Damage 33hp, Swallowed Whole.)

Kazak remains under the water, attacking from below. The dwarf finds that his arm is slowed by the water. It fuddles his aim and blunts the damage of his slashing blade. (-2/half damage, See the Chart) Only one blow penetrates the worm's natural defenses, and that blow, its energy halved by the water, is not strong enough to do any damage.

Quinn aims an attack of Seering Light at the worm. The holy Ray strikes, but the Gargulite's magic is not powerful enough to overcome the worm's Resistance to Spells, and it takes no damage. (Crit is alright for a Ray. But the worm is undead, so it would not have been a crit even if you had overcome the SR.)

Durgan, at the edge of the pool, cuts at the worm with the desperation of his brother's peril. His waraxe strikes true twice, and the combination of Magic and Silver is enough to power right through the worm's damage reduction. Great gouts of dark blood and flesh fly into the air. But even so, the worm appears no more than Lightly Wounded.

Savin swoops down from 60ft above the ground. Fortunately, the worm is still occupied with its last few gulps to get the live and clawing Dire Bear down its throat. The Dire Bear has already taken the Attack of Opportunity. Savin reaches in to grab and touches the slick black hide, dark with the desecration of the grave. Only now comes the realization that he can never possibly get a proper hand hold on something this big. (You automatically lose an attempt to hold if the target is two or more size categories larger than you are.) Savin just can't get a grip.

Trust in us, Savin! It's the voice of Faraday. It's always worked before. Trust in yourself! We're counting on you!

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

To Vinder's right, an area of Very Tall Grass suddenly springs into being in the place that Firn'gaer had previously seen a glow. (See "ENVIRONMENT" below for details on the Very Tall Grass.)

A quickened Cone of Cold blasts from the worm, bathing Durgan and Savin in biting cold. (59hp damage, Reflex vs DC19 for half)

Then the Avatar changes again. Horns, scales, wings and the stench of brimstone, the infinitely deep eyes of the Avatar now look out from an Abyssal body. (Knowledge Planes DC33 for the following: Highlight to display spoiler: {You recognize this as a Pit Fiend. You know everything in about it that is in the Monster Manual.})

With but a turn of its head, the Abyssal being strikes fear in the heroes to the West. (Quinn, Yorrick, D4, Will Save vs DC27 or be affected as though by a Fear spell.)

The Abyssal creature begins to flounder in the water, its feet stepping upon Kazak below. (Swim 35, Concentration 35) It concentrates on a spell-like ability. There is a puff of brimstone and the Avatar disappears, only to reappear some fifty feet away on the other side of Randall's Invisible Wall of Force.

Worse than the new and disturbing new appearance of the Avatar is the fact that all of the injuries dealt to it when it was in the form a worm now seem to have disappeared. Something about the Avatar's transformations heals its wounds, allowing each new form to come at the group fresh and new. It would only be a matter of time before the Destroyer whittled the group down, little by little.

(Note to Peerimus: Gray area approaching: I'm going to consider Dire Bear 1 gone. If the Avatar were still a Nightcrawler, the bear would get a chance to try and claw it's way out. But I'm ruling that the form change killed the Dire Bear off.)

=== OOC ===

Kazak Holding Breath 38/40

Place That is not a Place

DESTROYER STATUS
============
Uninjured

GROUP STATUS
============
Durgan 182/187 (Haste 19, Bless Weapon 10, Blur (20% miss) 30, Aid(+1 morale to attack,save vs. fear,and 5 temp hit points) 30, Protection from Evil 10, Enlarge Person 120)
Firn'gaer 60/60 (Extended Mage Armor 14400, Overland Flight 7200, Extended Shield 240, Enlarge Person 120, Resilient Sphere 131) Rufus 42/42
Kazak 158/158 (Haste 19, Shield of Faith 10, Displacement 5, Enlarge Person 120)
Peerimus 96/96 (Greater Shillalelagh 7800, Barkskin 130, Freedom of Movement 130, Resist Elements Fire 130, Summon Nature's Ally I 13, Enlarge Person 120, SNAVII 14), Yorrick 117/117 (Airwalk 130, Barkskin 130, Resist Elements Fire 130)
Quinn 110/110 (Magical Vestments Armor 7800, Magical Vestments Shield 7800, Greater magic weapon Mace 15600, Enlarge Person 120, True Seeing 131)
Randall 63/63 (Improved invisibility 13, Fireshield 13, Stoneskin 130, Fly 190, Spell Turning 130, Protection from Evil 10, Enlarge Person 120, Wall of Force 13), Fluffykins 31/31 (Improved invisibility 13, Fireshield 13, Stoneskin 130, Fly 190, Spell Turning 130)
Savin 115/115 (Silversheen 600, Fly 70, Barkskin +4 90, Shillalelagh 10, Enlarge Person 120)
Trace 86/86 (Improved Invisibility 13, Barkskin 1300, Cat's Grace 130, Magic Circle Against Evil 600), Shadow 44/44
Vinder 95/102 (Invisibility 50)

ENVIRONMENT
===========
Obscuring Mist: Per the Spell
Very Tall Grass: Movement cut to ½. No tumbling. Total Concealment outside of 5ft.
Water: Swim check of DC10 to make the surface. Climb check of DC10 to pull yourself out. Swiming is a Move Action. Climbing out is also a Move Action. Getting out would be a Full Round.

Next Round: [Cast SNA VII Elder Arrowhawk] The creature appears 45' above the great worm AA&AB/26&27 and immediately sends an electrical blast towards it. [Touch attack AC 22 dmg 11]

Peerimus AC 31 HP 96/96 Yorrick AC 28 HP 81/117  d20+8=10 d20+9=23
Monday July 23rd, 2007 6:48:40 PM

Under the supernatural Fear that the creature exudes, Yorrick does not stand a chance. The bear bellows and rapidly leaves the battle. [Run 200' south] The Dire bear is right with him. [will 10 and 23 failures]

The Arrowhawk appears and easily moves directly above the creature and strikes with a bolt of elctricity. [Touch attack AC 22 dmg 11]

For his part Peerimus calls to Savin "Hold on him becoming something a bit more manageble. 100' long worms don't qualify." the druid then sets his animated shield into motions and moves south 20' [row 35]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
Endure Elements, Faerie Fire, Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
**Barkskin x2, Spider Climb, Gust of Wind, **Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, *Freedom of Movement, Dispel Magic, Ice Storm, *Air Walk
Level 5:
Animal Growth, *Extend Greater Shillelagh, Heighten Poison, Deathward
Level 6:
Heighten Flame strike, Transport via Plants, Extended Wall of Fire
Level 7:
*Fire Storm, *Sunbeam

Spell Staff contains Transmute Metal to Wood
Active Spells Peerimus
Greater Shillalelagh, Barkskin, Endure Elements, Resist Elements Fire, Freedom of Movement
Active Spells Yorrick
Barkskin, Resist Elements Fire, Airwalk
SNA VII Rounds 9/13 Dire bears
SNA VII Rounds 12/13 Arrowhawk

Vinder HP 102/102 AC 28 (total defense, two weapon defense, dodge, invisible)  d20+1=5
Monday July 23rd, 2007 6:54:29 PM

Vinder quickly moves to AE27, becoming visible as he does, and drops his flaming dagger so he can reach a hand to the swimming Kazak. "Grab ahold!"

(Strength check 5. Doh!!)

Kazak Ac 32(w/sof 34)Hp121/158 SOF,Displacement ,Haste,Enlarge  d20=3
Monday July 23rd, 2007 7:15:39 PM

As the weight of the beast lifts off the armored dwarf he struggles to grab a breath of precious air (d20=3 swim check failed)......crawling along the bottom towards the sides he spots an arm fishing for him " i hope dats someone i know " grunts Kazak to himself as he reaches for it

Randall ( AC 17 HP 63) and Fluff (Ac 25 HP 31) 
Monday July 23rd, 2007 8:22:49 PM

Randall and Fluffykins bide their time and wait.

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

Cantrips All (6):
3- Detect Magic 3- Message

First level (7):
2- Identify 3- Magic Missile x 2- Shield

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

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

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

Fifth level (5):
1- Passwall 1- Teleport 3- Wall of Force x

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

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



Durgan AC31 Hp187/182 
Monday July 23rd, 2007 8:31:12 PM

With the creature gone for the moment, Durgan puts his axe into its harness and helps Vinder fish for his brother.

active effects:
bless weapon oil- on waraxe -1min
blur- (20% miss) -3min
aid-(+1 morale to attack,save vs. fear,and 5 temp hit points) -3min
protection from evil- (+1 AC) -1min
haste- 13rounds (+1 attack,dodge AC,reflex, +30move)
enlarge person- 13min (+2str,-2dex, -1 attacks and AC, reach 10)

Posting Report For: 
Monday July 23rd, 2007 8:47:55 PM

Game #4 Children of Chaos
For the week of July 16, 2007

Name-MTWRFSS

DM Al-XXXXO-S
Durgan-XXXXX--
Firn'gaer-XXXOX--
Kazak-XXXXX--
Peerimus-XXXXX
Quinn-XXXXX--
Randall-2OXXX--
Savin-XOXXO-S
Trace-OXOXXS-
Vinder-XXXXX--

Submitted by Adm BrianZ

The Children of Chaos find themselves locked in battle with the Avatar of Chaos, and with the Avatar's ability to heal fully each time it transforms-which is every round, the battle does not go well. Dweezil finds himself hiding from his master's wrath and wondering if he wasn't better off in the Abyss after all...

Firn'gaer - AC 23, HP 84 
Monday July 23rd, 2007 9:48:54 PM

Dammit Savin, could have at least waited for me to cast the blasted spell

"Trace, Peerimus, Randall! Something's coming under your area!"

He continues his flight to AE33.

Active Spells
See Invisibility
Detect Magic (requires concentration)
Read Magic
Extended Mage Armor - 24 hours
Overland Flight - 12 hours
Extended Shield (used rod) - 24 minutes
Mass Enlarge Person (affecting all party unless person doesn't want to) - 12 minutes

Staff used - 1
Rod used - 1

Prepared Spells
0 -- dancing lights(r), ghost sound(r), light *2, prestidigitation(r), read magic *2

1 -- expeditious retreat, mage armor, magic missile, ray of enfeeblement, ray of enfeeblement, shield*

2 -- extended elf sight, extended mage armor*, invisibility, mirror image, scorching ray x2

3 -- dispel magic, dispel magic, empowered magic missile, fireball, haste, slow

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

5 -- empowered lightning bolt, overland flight*, telekinesis, wall of force

6 -- empowered ice storm, heighten resilient sphere*, mage's lucubration

* -- Spells cast
(r) -- racial spells

Savin ac 33 hps 126/126  d20+14=18 d20+13=33
Monday July 23rd, 2007 10:01:12 PM

Savin sighs at the critism coming his way but shrugs it off and takes off into the air and says "I hope a demon from the underworld suits you. Don't think their will be any easy forms."

Savin will try and close the distance flying around the southern part of the wall and and closes into grappling range again.

Savin charges into the creature trying to get a hold.

Touch ac 18
grapple attempt natural 20

"Seribond...do you your thing he things to his tattoo."

Hell is for Heroes Round 5 (DM/Al)  d20=8 3d8(7+5+8)=20 d20+29=34
Monday July 23rd, 2007 10:32:58 PM


An Elder Arrowhawk appears and flies directly over the Avatar in its Horned and Winged form. Peerimus has the satisfaction of seeing the Arrowhawk's bolt of lightning lance down and burn the Abyssal form. Even the full power of the bolt, however, doesn't appear to harm the Avatar very much. Peerimus moves away from the chaotic field of areas that seem to spring up at random.

Vinder heads down the edge of the water and becomes visible again. He jams his hand down into the water, reaching for the dwarf who seems weighed down by his heavy armor.

Kazak, meanwhile, flounders. A splash is heard from above. A hand reaches down. Kazak grabs for it and it provides him with the few feet he needs to get to the surface. Its Vinder, and though the much smaller rogue doesn't have the strength to pull Kazak fully from the pool, at least he's helped the dwarf to the surface.

Randall floats calmly at the back of the group, biding his time and conserving his spells.

Then brother Durgan reaches in and pulls Kazak the rest of the way out. Kazak looks down to find that his Displacement spell has ended.

Firn'gaer sees another (Firn'gaer only: Highlight to display spoiler: {Squares AE-AH/20-23}) He shouts out a warning to Trace, Quinn and Randall.

Savin, with his hasted speed, zooms around the south end of the invisible wall. The Winged form of the Avatar appears to be concentrating on something, but as Savin approaches, it turns its attention to him. The monk reaches out and grabs the Abyssal form in a grip that the creature cannot break. (Savin, roll grapple damage please. You deal damage to the Avatar as though with an Unarmed Strike. If there is any damage, I'll add it next round.)

Trace ...

Quinn ...

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

A cyclonic Whirlwind rises up in the place that Firn'gaer had previously seen a glow. It rises 30ft high. (See "ENVIRONMENT" below for details on the Whirlwind.) Trace and Quinn are caught in the Whirlwind. It rages about them, picking up dangerous speed. (Trace and Quinn, Reflex vs DC 21 or take 20hp damage. Also, Trace only: If you fail the first Reflex check, make a Second Reflex check vs DC21. If you fail the Second check too, then you are lifted up into the air and held suspended in the powerful winds, taking 1d8 points of damage each round on your turn with no save.)

The Winged Avatar does not struggle. Instead, it continues to concentrate. Savin feels a peace within him, as though this his place. His duty is being fulfilled. Then a Horned Demon with a spiked chain appears just behind Savin and the Avatar. It looks just like the one the group fought briefly in Quinn's Temple of Gargul. And it looks thirsty for mayhem.

=== OOC ===

Place That is not a Place

DESTROYER STATUS
============
Lightly Wounded

GROUP STATUS
============
Durgan 182/187 (Haste 19, Bless Weapon 10, Blur (20% miss) 30, Aid(+1 morale to attack,save vs. fear,and 5 temp hit points) 30, Protection from Evil 10, Enlarge Person 120)
Firn'gaer 60/60 (Extended Mage Armor 14400, Overland Flight 7200, Extended Shield 240, Enlarge Person 120, Resilient Sphere 131) Rufus 42/42
Kazak 158/158 (Haste 19, Shield of Faith 10, Enlarge Person 120)
Peerimus 96/96 (Greater Shillalelagh 7800, Barkskin 130, Freedom of Movement 130, Resist Elements Fire 130, Summon Nature's Ally I 13, Enlarge Person 120, SNAVII 14), Yorrick 117/117 (Airwalk 130, Barkskin 130, Resist Elements Fire 130)
Quinn 110/110 (Magical Vestments Armor 7800, Magical Vestments Shield 7800, Greater magic weapon Mace 15600, Enlarge Person 120, True Seeing 131)
Randall 63/63 (Improved invisibility 13, Fireshield 13, Stoneskin 130, Fly 190, Spell Turning 130, Protection from Evil 10, Enlarge Person 120, Wall of Force 13), Fluffykins 31/31 (Improved invisibility 13, Fireshield 13, Stoneskin 130, Fly 190, Spell Turning 130)
Savin 115/115 (Silversheen 600, Fly 70, Barkskin +4 90, Shillalelagh 10, Enlarge Person 120)
Trace 86/86 (Improved Invisibility 13, Barkskin 1300, Cat's Grace 130, Magic Circle Against Evil 600), Shadow 44/44
Vinder 95/102 (Invisibility 50)

ENVIRONMENT
===========
Obscuring Mist: Per the Spell
Very Tall Grass: Movement cut to ½. No tumbling. Total Concealment outside of 5ft.
Water: Swim check of DC10 to make the surface. Climb check of DC10 to pull yourself out. Swimming is a Move Action. Climbing out is also a Move Action. Getting out would be a Full Round.
Whirlwind: Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed.

Trace and Shadow  d20+16=19 d20+16=22 3d8(7+6+8)+5=26
Tuesday July 24th, 2007 2:31:03 AM

Failed first reflex 19 for 20hps damage
passed secon with 22
csw potion 26

Trace quickly moves out of the wind, reaches into his handy haversack and retrives a bottle of csw potion and drinks it down while trying to move to ag 24

(Improved Invisibility 13.0, Barkskin 1300.0, Cat's Grace 130.0, Magic Circle Against Evil 600.0),
arrow total (167/178) (109/120 in two efficant quivers)
Trace 94/94
Armor Class: 18[20] [[22]]
Touch: 09[11] [[13]]
Flat Foot: 12[14] [[16]]
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 102/102 AC 28 (total defense, two weapon defense, dodge) 
Tuesday July 24th, 2007 9:07:01 AM

Once Kazak is back on solid ground, Vinder snatches his dropped blade back up and moves to AF22.

"Randall!" he calls. "Can you drop that wall? It's more bane than boon!"

The frustration of not being able to get to his opponent is starting to show.

Savin Illegal post  d10+6=14
Tuesday July 24th, 2007 11:26:22 AM

Here is the damage Al from the grapple attack

DM/Al - Game Addendum 
Tuesday July 24th, 2007 11:33:57 AM

Though he's the best hand to hand fighter the group has, Savin's strangle hold on the Winged form of the Avatar does no damage. The Abyssal nature of the form resists even the Lawful Ki of the monk's damaging grip.

Peerimus AC 31 HP 96/96 Yorrick AC 28 HP 81/117  d20+19=37 2d8(2+2)=4 d20+16=29
Tuesday July 24th, 2007 6:16:21 PM

The Arrowhawk struck again, sending down another cast of lightning at the great creature from the abyss and from Peerimus's nightmares. the bolt struck well again, but again left no mark. The creature would be nearly worthless in this conflict he thought to hmself. [Touch attack AC 37 Dmg 4]

Peerimus called out to the bears as he moved towards them [W/35] hoping to spur them to rush around the wall. [handle Animal 29][D2 to AM/28][D3 AH/21]

The newly summoned creature, Peerimus recognized from the alternate future. Assuming the great chain weilding creature to be just as dangerous now as then, "If anyone can imprison that new monster DO IT!" No spell Peerimus had, did he think, would be able to touch these powerful outsiders and with the wall of force still likely between them and him, Peerimus decides his best course at the moment was to increase his own mobility. With that thought a small prayer went out to Mother. [Cast Longstrider]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, *Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
**Barkskin x2, Spider Climb, Gust of Wind, **Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, *Freedom of Movement, Dispel Magic, Ice Storm, *Air Walk
Level 5:
Animal Growth, *Extend Greater Shillelagh, Heighten Poison, Deathward
Level 6:
Heighten Flame strike, Transport via Plants, Extended Wall of Fire
Level 7:
*Fire Storm, *Sunbeam

Spell Staff contains Transmute Metal to Wood
Active Spells Peerimus
Greater Shillalelagh, Barkskin, Endure Elements, Resist Elements Fire, Freedom of Movement, Longstrider
Active Spells Yorrick
Barkskin, Resist Elements Fire, Airwalk
SNA VII Rounds 8/13 Dire bears
SNA VII Rounds 11/13 Arrowhawk

Randall ( AC 17 HP 63) and Fluff (Ac 25 HP 31) 
Tuesday July 24th, 2007 8:20:51 PM

Randall, with Fluffy around his neck flies diagnally down and East (60 feet East, drops to 40 feet hight) and casts force cage ( solid) around the horned demon (HD).

Once back in range, Randall uses the Fluffy phone

{ Transmit Fluff to all... " Back in range. Gang tackle that son of a goblin! See how Savin's touch calms it down. Trust the tatoos to destroy it. }
And Fluff does.

=========================
Cantrips All (6):
3- Detect Magic 3- Message

First level (7):
2- Identify 3- Magic Missile x 2- Shield

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

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

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

Fifth level (5):
1- Passwall 1- Teleport 3- Wall of Force x

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

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


Quinn Ac 25 Hp 110 True seeing 
Tuesday July 24th, 2007 9:11:24 PM

OOC: I am back, but am very confused with the battle. Will muddle through.

Thanks for posting Chris!!!

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

Quinn goes and calls on some new friends and casts monster summon VII and looks forward to attacking with his new large friend.

"Ride that foul beastie Brother Savin. Hold on!" Quinn shouts encouragement.

0 Level (6) (DC: 17)

Light x2
Read magic x2
Detect Magic x2

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

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

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

4th Level (5/1) (DC: 21)
Dimension Door (d) Summon Monster IV Spell Immunity Divine Power Greater Magic Weapon *Restoration

5th Level (4/1) (DC: 22)
True Seeing (d)* Summon Monster V Flame Strike Spell Resistance Righteous Might

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

7th Level (2/1) (DC:24)
Greater Teleport (d) Holy Word Summon Monster VII *

spells in affect
Active magic
Magic vestments -armor
Magic vestments -shield
Magic weapon,greater
Enlarge
True seeing
Summon Monster VII


Kazak Ac 32(w/sof 34)Hp121/158 SOF ,Haste,Enlarge  d20+25=35 d10+13=17
Tuesday July 24th, 2007 9:32:50 PM

Getting to his feet as water runs off his armor ....Kazak grips his bastard sword in his right hand and charges straight at the Avatar (to AI)

"CRASH" As he smacks into the invisible wall " what da.....is dat " growls the armored dwarf .......stepping to the right he feels his way to the walls edge and again starts towards the Avatar.......shield up.... sword raised ....Kazak again tries to charge the Avatar .....his bastard sword slashes at the Chaotic thing (d20+25=35 ,damage d10+13=17 )(charge on pg 154-155 phb)



Savin ac 34 hps 126/126  d20+14=26 d20+14=25 d20+14=32 d20+14=18 d20+9=12 2d6(5+5)+6=16 2d6(5+5)+6=16 2d6(3+2)+6=11
Tuesday July 24th, 2007 9:36:12 PM

Savin now that he has hold of the creature starts throwing elbows at it. He hits it 3 times but is confounded by the damage reduction. 43 points of damage is reduced to 2 points.

"Come on guys, Kill this thing quick. Don't be distracted by the lesser things. They go away if he goes down!"



Durgan AC31 Hp 187/185 
Tuesday July 24th, 2007 9:53:06 PM

Durgan follows behind his brother. He uses Kazak as a guide to get around the wall, then moves into position against the Avatar, preparing his axe as he goes.(move to left or right of Savin, opposite Kazak)

active effects:
bless weapon oil- on waraxe -1min
blur- (20% miss) -3min
aid-(+1 morale to attack,save vs. fear,and 5 temp hit points) -3min
protection from evil- (+1 AC) -1min
haste- 13rounds (+1 attack,dodge AC,reflex, +30move)
enlarge person- 13min (+2str,-2dex, -1 attacks and AC, reach 10)

Hell is for Heroes Round 6 (DM/Al)  d20=12 d20+25=30 2d6(5+4)+15=24 d4=1 3d8(4+1+6)=11 d20+35=46 d20+35=36 2d8(4+6)+26=36
Tuesday July 24th, 2007 10:23:36 PM


Torn by the winds, Trace still manages to escape the whirlwind. Once outside, he draws a potion and drinks it down.

Vinder retrieves his weapon and moves north, directly into the area that Firn'gaer sees the glow building.

The Arrowhawk again shoots its lightning bolt, and though the bolt burns the Winged form of the Avatar as it wrestles with Savin, Peerimus can see that the Arrowhawk will not be much help in the long run. Peerimus cries out to his animals, while he and the eagle move to Savin and the grappled Avatar. The Dire Bears do as Peerimus commands. One runs past Vinder and also into the area in which Firn'gaer sees the building glow. The other runs to Savin and the grappled Avatar just in time to receive an Attack of Opportunity from the Horned creature with the spiked chain. (HD AoO Hit D2 AC30, Damage 24hp, Fortitude Save vs DC27 or be Stunned for 1 round.) The spiked chain comes down upon the Dire Bear's skull causing stars to rise in the bear's vision.

Randall swoops down from above, clearing the whirlwind below by a goodly margin. He casts a spell and an invisible Cage of Force springs up around the Horned creature, pinning it tightly.

Quinn remains within the area of the cyclonic Whirlwinds. They lash him. (11hp damage. Your Concentration is high enough to make a check negligible.)

Kazak rushes to Savin's aide as well. Until, that is, he meets Randall's invisible Wall of Force. He feels his way around and then approaches the grappling pair with blade raised high. (Sorry, no Charge, Kazak. Charge says you must move "directly toward the designated opponent". That means a straight line.)

Savin, locked in deadly combat, attacks as only he can.

Durgan comes around and lines up opposite from Kazak. The Calvary is here.

Firn'gaer sees yet another glowing area. (Firn'gaer only: Highlight to display spoiler: {Squares AM-AP/34-37})

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

A Solid Fog 20ft high rises up around Vinder and the Dire Bear. (See "ENVIRONMENT" below for details on the Solid Fog.) It is so thick that both find their movement slowed to a crawl.

The Horned creature that the Avatar had summoned looks up at Randall flying in the air. The Horned creature smiles. From the silence within the Force Cube, the creature vanishes. It appears 60ft above the Force Cube and fifteen feet south. Spreading its wings, the Horned creature with the spiked chain makes a leisurely glide down toward Randall and Firn'gaer.

The Avatar in its Winged form looks into Savin's eyes. Within their depths are the infinite reaches of existance. Against such endlessness, a single life becomes meaningless. The Winged form grabs for Savin, holding him as it is held in turn by the monk. The Avatar squeezes. (Grapple AC46, AC36/Nat1, Constrict Damage 36hp.) The grip of the Winged form slips only once. But with the single squeeze, ribs break with such a force that Durgan and Kazak standing nearby cannot help but cringe. Savin will need help, and fast.

=== OOC ===

Place That is not a Place

DESTROYER STATUS
============
Lightly Wounded

GROUP STATUS
============
Durgan 182/187 (Haste 19, Bless Weapon 10, Blur (20% miss) 30, Aid(+1 morale to attack,save vs. fear,and 5 temp hit points) 30, Protection from Evil 10, Enlarge Person 120)
Firn'gaer 60/60 (Extended Mage Armor 14400, Overland Flight 7200, Extended Shield 240, Enlarge Person 120, Resilient Sphere 131) Rufus 42/42
Kazak 158/158 (Haste 19, Shield of Faith 10, Enlarge Person 120)
Peerimus 96/96 (Greater Shillalelagh 7800, Barkskin 130, Freedom of Movement 130, Resist Elements Fire 130, Summon Nature's Ally I 13, Enlarge Person 120, SNAVII 14, Longstrider 136), Yorrick 117/117 (Airwalk 130, Barkskin 130, Resist Elements Fire 130)
Quinn 79/110 (Magical Vestments Armor 7800, Magical Vestments Shield 7800, Greater magic weapon Mace 15600, Enlarge Person 120, True Seeing 131)
Randall 63/63 (Improved invisibility 13, Fireshield 13, Stoneskin 130, Fly 190, Spell Turning 130, Protection from Evil 10, Enlarge Person 120, Wall of Force 13, Force Cage 136), Fluffykins 31/31 (Improved invisibility 13, Fireshield 13, Stoneskin 130, Fly 190, Spell Turning 130)
Savin 79/115 (Silversheen 600, Fly 70, Barkskin +4 90, Shillalelagh 10, Enlarge Person 120)
Trace 86/86 (Improved Invisibility 13, Barkskin 1300, Cat's Grace 130, Magic Circle Against Evil 600), Shadow 44/44
Vinder 95/102 ()

ENVIRONMENT
===========
Obscuring Mist: Per the Spell
Solid Fog: The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). Any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can't take a 5-foot step while in solid fog.
Very Tall Grass: Movement cut to ½. No tumbling. Total Concealment outside of 5ft.
Water: Swim check of DC10 to make the surface. Climb check of DC10 to pull yourself out. Swimming is a Move Action. Climbing out is also a Move Action. Getting out would be a Full Round.
Whirlwind: Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed.

Vinder HP 102/102 AC 28 (total defense, two weapon defense, dodge) 
Wednesday July 25th, 2007 9:18:49 AM

"Stupid bear!" Vinder grumbles, staring at the fuzzy behind that's just a little too close. The thief pushes through the magical fog to AF24, panting as he comes out of it.

Firn'gaer - AC 23, HP 84  d20+12=24 d20+22=28
Wednesday July 25th, 2007 10:00:23 AM

Firn'gaer casting defensively throws Slow at the Horned Devil.

Slow - SR check DC24, Casting defensively DC28, Will save DC 20.

After casting the spell, Firn'gaer continues on his path to AB36.

Active Spells
See Invisibility
Detect Magic (requires concentration)
Read Magic
Extended Mage Armor - 24 hours
Overland Flight - 12 hours
Extended Shield (used rod) - 24 minutes
Mass Enlarge Person (affecting all party unless person doesn't want to) - 12 minutes

Staff used - 1
Rod used - 1

Prepared Spells
0 -- dancing lights(r), ghost sound(r), light *2, prestidigitation(r), read magic *2

1 -- expeditious retreat, mage armor, magic missile, ray of enfeeblement, ray of enfeeblement, shield*

2 -- extended elf sight, extended mage armor*, invisibility, mirror image, scorching ray x2

3 -- dispel magic, dispel magic, empowered magic missile, fireball, haste, slow*

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

5 -- empowered lightning bolt, overland flight*, telekinesis, wall of force

6 -- empowered ice storm, heighten resilient sphere*, mage's lucubration

* -- Spells cast
(r) -- racial spells

Kazak Ac 32(w/sof 34)Hp121/158 SOF ,Haste,Enlarge,power attack +5  d20+18=31 d20+13=14 d20+8=11 d20+18=19 d10+17=19
Wednesday July 25th, 2007 5:18:10 PM

Dripping wet the armored dwarf closes with the Avatar......his blade slashing at it as it squeezes Savin .

"ya blasted changling.....how's the bite of dwarven steel feel " growls Kazak

1st swing d20+18=31 damage d10+17=19 (i think Al has spiked the dice )
2nd swing d20+13=14 missed
3rd swing d20+8=11 missed
4th swing d20+18=19 missed (hasted swing)

Savin 90/126 ac 33  d20+14=29 d20+14=20 d20+14=34 d20+14=33 d20+14=25 d20+9=19 2d6(6+4)+15=25
Wednesday July 25th, 2007 7:11:51 PM

ooc Al, I see that you are using my wrong hps. Went up in level and now have 126 to start normally.

Savin grunts in pain as his body is crushed to a pulp in the avatar's grasp. He winces and then puts on a brave face and says, "Did you have to pick a form with such bad breath? If you sucked on some mint leaves you would probably have more friends and we would have to scatter your essence every few ions."

Savin starts wailing away hoping to hurt the pitfiend. (ooc Al I am doing a powerattack of 9. Basically hoping for natural 20's which I got one of this round) I do 25 points of damage - damage reduction for a total of 10

Savin will yell to his friends, "Don't worry about the other things! Kill the avatar! Once he is defeated they will go away!

OOC Guys the way I see it, Savin can survive for 1 more round without major healing. Not sure but once I am gone, the amulet of Seribond is gone and this thing can keep shifting forms and healing. Basically we all die. We gotta work together and fast.

Firn'gaer cast a haste next round to speed up some of our attacks. Fighters need to power attack to get past some of the damage reduction. Any healing that can come my way, should since I think Savin is pivotal right now.

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

George,

Cure yourself next round and I will do a mass cure also which should allow us some time to start pounding the fiend.

Jim

Quinn Ac 25 Hp 79(91)/110(122) True seeing  d20+22=31 d20+22=41 2d10(9+5)+13=27 2d10(5+5)+13=23
Wednesday July 25th, 2007 8:02:54 PM

Quinn has had enough of this whirlwind and moves over foward to help with the fiend from hell.

Position Y33

Quinn is comforted when his new HUGE friend appears close to the fiend from hell

HUGE Earth elemental HP 184 (augment summoning)
Position AP 26

The HUGE creature of rock and earth brings two fists down on the fiend.

AC 31, damage 27
AC 41, damage 23

Quinn smiles as the elemental joins the fray and casts Divine Power on himself "Gargul grant me strength"

0 Level (6) (DC: 17)

Light x2
Read magic x2
Detect Magic x2

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

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

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

4th Level (5/1) (DC: 21)
Dimension Door (d) Summon Monster IV Spell Immunity Divine Power * Greater Magic Weapon *Restoration

5th Level (4/1) (DC: 22)
True Seeing (d)* Summon Monster V Flame Strike Spell Resistance Righteous Might

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

7th Level (2/1) (DC:24)
Greater Teleport (d) Holy Word Summon Monster VII *

spells in affect
Active magic
Magic vestments -armor
Magic vestments -shield
Magic weapon,greater
Enlarge
True seeing
Summon Monster VII
Divine Power

Peerimus AC 31 HP 96/96 Yorrick AC 28 HP 81/117  d20+19=21 d20+19=35 d20+13=22 2d4(2+1)+10=13 2d4(3+3)+10=16 2d8(2+7)+5=14 d20+23=37 d20+19=29 2d8(2+8)=10
Wednesday July 25th, 2007 8:52:19 PM

D3 moves to AJ/21 Peerimus moves to AI/34
D2 steps in and slashes at the avatar. [Hit AC 21/35/22 dmg 13/16/14 joins the Grapple 37]
The Arrow hawk strikes unerringly again [Touch AC 29 dmg 10]

Help is on the way Savin, Hold on a few moments longer friend.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, *Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
**Barkskin x2, Spider Climb, Gust of Wind, **Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, *Freedom of Movement, Dispel Magic, Ice Storm, *Air Walk
Level 5:
Animal Growth, *Extend Greater Shillelagh, Heighten Poison, Deathward
Level 6:
Heighten Flame strike, Transport via Plants, Extended Wall of Fire
Level 7:
*Fire Storm, *Sunbeam

Spell Staff contains Transmute Metal to Wood
Active Spells Peerimus
Greater Shillalelagh, Barkskin, Endure Elements, Resist Elements Fire, Freedom of Movement, Longstrider
Active Spells Yorrick
Barkskin, Resist Elements Fire, Airwalk
SNA VII Rounds 9/13 Dire bears
SNA VII Rounds 10/13 Arrowhawk

Randall ( AC 17 HP 63) and Fluff (Ac 25 HP 31)  d20+17=22 5d4(2+4+2+2+4)+5=19
Wednesday July 25th, 2007 9:00:21 PM

Randall and Fluffy move away from the devil ( AN16) and casts magic missle at the
Avatar....

( 19 damage DC vs SR 22)

====================================
Cantrips All (6):
3- Detect Magic 3- Message

First level (7):
2- Identify 3- Magic Missile x 2- Shield

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

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

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

Fifth level (5):
1- Passwall 1- Teleport 3- Wall of Force x

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

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

Durgan Ac31 Hp187/182  d20+25=34 d20+25=45 d20+20=34 d20+15=20 d20+25=38 d10+11=21 2d10(6+8)+22=36 d10+11=12 d10+11=15
Wednesday July 25th, 2007 10:22:14 PM

Durgan lays into the Avatar, hoping to distract it from attacking Savin...

attacks:(net +2hit/+1dmg from spells)
34, 45(crit check auto vs. evil or last roll =38), 34, 20
dmg: 21, (36 crit), 12, 15

active effects:
bless weapon oil- on waraxe -1min
blur- (20% miss) -3min
aid-(+1 morale to attack,save vs. fear,and 5 temp hit points) -3min
protection from evil- (+1 AC) -1min
haste- 13rounds (+1 attack,dodge AC,reflex, +30move)
enlarge person- 13min (+2str,-2dex, -1 attacks and AC, reach 10)

Hell is for Heroes Round 7 (DM/Al)  d20=12 d20+25=26 d20+26=28 d20+26=30 d20+24=37 d20+24=30 d20+24=27 d20+24=28 2d6(5+2)+6=13
Wednesday July 25th, 2007 10:54:13 PM


Cursing the bear, Vinder forces his way south out of the Solid Fog.

Firn'gaer casts a Slow spell, but he is uable to defeat the creature's Spell Resistance. The gnomish mage has felt the kiss of this one's spiked chain before, and yet he cannot control his movement as he is swept along by the overland flight spell. An attack of opportunity snaps just behind his ear missing by a hair's breadth. (Natural 1) After the narrow escape, Firn'gaer sees yet another glowing area, this one is gray yet again. (Firn'gaer only: Highlight to display spoiler: {Squares AI-AL/18-21})

ChukChukChukChuk Kazak's bastard sword hammers again and again down upon the heavy plate-like hide of the Winged Avatar. None of the hits penetrate its armor.

Savin begins attacking for all he's worth. In the flurry of crazed blows, one punches through. He calls out for help. Underneath him, the Winged Form of the Avatar heals away half of Savin's damage. (Two notes, Savin. First, you have Haste already. Extended Haste cast by Randall. Second, I've adjusted your HP. My bad. The Avatar can only constrict after a successful Tail Grab, which it has not done. I've reduced last round's damage accordingly. Last round was 23hp instead of 36hp.)

Quinn completes his spell and walks out of the Whirlwind while a Huge Earth Elemental appears next to Randall's Force Cage and begins pounding on the Avatar. (I changed the Elemental's position to AE25 because the Force Cage was in the way.) With a crack one of the Elemental's score's some damage, but the Avatar's natural Resistance to Damage negates most of it.

Peerimus and his cadre of bears moves in. The nearest Dire Bear attacks with ferocity, but his claws cannot get the purchase for a grapple. The Arrowhawk above, though continues to burn the Avatar with bolts of lightning.

Randall uses the chance provided by Firn'gaer to scoot away from the summoned Horned creature, all the way to the other side of the melee. He casts Magic Missile at the Avatar, but is unable to overcome it's Spell Resistance.

Durgan fares better than his brother. He lands a blow upon a critical joint upon the Winged Form of the Avatar, and the Blessed Magic drives the Waraxe through the evil flesh.

Trace ...

Note, guys: Don't forget the +2 to Hit that you'd get from Flanking.

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

Directly to the south of the melee, another column of Whirlwind rises up from the ground. This time, no one is in the area.

The Horned creature that the Avatar had summoned folds its wings and dives at Quinn. It's maneaverability is not good and it comes down high, banking to avoid the Whirlwind behind Quinn. The steepest descent it can manage is a 45 degree angle. It lands with a thump just south of Quinn. It twirls the end of its spiked chain.

"Dance with me, My Child." The Avatar's voice is deep and far away, unframed for a throat of flesh. From within the grapple it lashes out with Claw, Wing, Teeth and Tail. For all its terrible strength, the Avatar only catches Savin with one pounding wing. (Take 13hp damage)

=== OOC ===

Place That is not a Place

ENEMY STATUS
============
Avatar (Winged Form) Lightly Wounded, AC40, DR15/? and ?, SR Greater than 22, Evil for now.
Horned Creature Uninjured, SR Greater than 24

GROUP STATUS
============
Durgan 182/187 (Haste 19, Bless Weapon 10, Blur (20% miss) 30, Aid(+1 morale to attack,save vs. fear,and 5 temp hit points) 30, Protection from Evil 10, Enlarge Person 120)
Firn'gaer 60/60 (Extended Mage Armor 14400, Overland Flight 7200, Extended Shield 240, Enlarge Person 120, Resilient Sphere 131) Rufus 42/42
Kazak 158/158 (Haste 19, Shield of Faith 10, Enlarge Person 120)
Peerimus 96/96 (Greater Shillalelagh 7800, Barkskin 130, Freedom of Movement 130, Resist Elements Fire 130, Summon Nature's Ally I 13, Enlarge Person 120, SNAVII 14, Longstrider 136), Yorrick 117/117 (Airwalk 130, Barkskin 130, Resist Elements Fire 130)
Quinn 79/110 (Magical Vestments Armor 7800, Magical Vestments Shield 7800, Greater magic weapon Mace 15600, Enlarge Person 120, True Seeing 131, SMVII 20)
Randall 63/63 (Improved invisibility 13, Fireshield 13, Stoneskin 130, Fly 190, Spell Turning 130, Protection from Evil 10, Enlarge Person 120, Wall of Force 13, Force Cage 136), Fluffykins 31/31 (Improved invisibility 13, Fireshield 13, Stoneskin 130, Fly 190, Spell Turning 130)
Savin 90/126 (Silversheen 600, Fly 70, Barkskin +4 90, Shillalelagh 10, Enlarge Person 120)
Trace 86/86 (Improved Invisibility 13, Barkskin 1300, Cat's Grace 130, Magic Circle Against Evil 600), Shadow 44/44
Vinder 95/102 ()

ENVIRONMENT
===========
Obscuring Mist: Per the Spell
Solid Fog: The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). Any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can't take a 5-foot step while in solid fog.
Very Tall Grass: Movement cut to ½. No tumbling. Total Concealment outside of 5ft.
Water: Swim check of DC10 to make the surface. Climb check of DC10 to pull yourself out. Swimming is a Move Action. Climbing out is also a Move Action. Getting out would be a Full Round.
Whirlwind: Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed.

Al - OoC  d20+45=56
Wednesday July 25th, 2007 11:23:03 PM

It's been pointed out to me that the Avatar's AC should be 32 to everyone except for Savin. No Dex to AC. That would change the following:

1) Dire Bear Hits, but fails to grapple.
2) Durgan hits two more times.

Trace and Shadow  d20+24=44 d20+24=30 d20+19=26 d20+16=28 d8+5=11 d6=3 2d6(6+6)=12
Thursday July 26th, 2007 1:46:46 AM

(sorry I did not post but you should show Trace at 33 AG that is where I put his final destinaton at. I thought you only moved him out since he drank down the potion but now he should be in postion.) adding plus two for flanking as well

Trace lets go four arrows into the mix of his friends using his skills he is able to avoid the others while aiming at the bane of his existance. It comes down to this, since Sir Thomas freeed the bell and the tattoos spread out to all accross this land and other lands, now at this hour it has come to this. Everyones struggle and death and tears and happiness has finnaly come to a head. All this shoots through Trace's mind as the four arrows streak to their target. Three arrows shatter off the creature but one finds a chink in the armor and drives in deep as the holy power seeps into the creature.

hit ac 44 11hps 3fire 12hps holy, total 26hps

(Improved Invisibility 13.0, Barkskin 1300.0, Cat's Grace 130.0, Magic Circle Against Evil 600.0),
arrow total (167/178) (109/120 in two efficant quivers)
Trace 94/94
Armor Class: 18[20] [[22]]
Touch: 09[11] [[13]]
Flat Foot: 12[14] [[16]]
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, HP 84  d20+12=26
Thursday July 26th, 2007 7:22:16 AM

"Randall look out!" Firn'gaer shouts out as he sees the next area begin to materialize.

Got to get rid of this devil. Quinn and I can't handle this thing on our own. If the Avatar stays in this form, we are all dead.

Dispel Magic at the Horned Devil DC26 [Dispels 15th level caster, which I know doesn't work.]

Firn'gaer flies to AA28.

Active Spells
See Invisibility
Detect Magic (requires concentration)
Read Magic
Extended Mage Armor - 24 hours
Overland Flight - 12 hours
Extended Shield (used rod) - 24 minutes
Mass Enlarge Person (affecting all party unless person doesn't want to) - 12 minutes

Staff used - 1
Rod used - 1

Prepared Spells
0 -- dancing lights(r), ghost sound(r), light *2, prestidigitation(r), read magic *2

1 -- expeditious retreat, mage armor, magic missile, ray of enfeeblement, ray of enfeeblement, shield*

2 -- extended elf sight, extended mage armor*, invisibility, mirror image, scorching ray x2

3 -- dispel magic*, dispel magic, empowered magic missile, fireball, haste, slow*

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

5 -- empowered lightning bolt, overland flight*, telekinesis, wall of force

6 -- empowered ice storm, heighten resilient sphere*, mage's lucubration

* -- Spells cast
(r) -- racial spells

DM/Al - OoC to Trace 
Thursday July 26th, 2007 9:00:53 AM

You are correct, Trace, I moved only to T30 after the last time you posted because you cannot Take Out a Potion, Drink a Potion, and move more than 5ft in a single round.

Last round you did not post. I waited. I waited until well after posting time, in fact. Yes, you could have covered the ground from your previous position to AG33 last round. But you didn't. I'm sorry, I can't allow you to fill in an action for a post that you missed.

If you read this before post time tonight, you can change your action based upon a starting position of T30. If you do not, then I will consider your move this round to be a Double Move to AG33.

That aside, nice roleplaying, though.

Savin 116/126 ac 33 
Thursday July 26th, 2007 9:01:01 AM

Savin grateful that his friends are coming to his aid, cures himself 26 points of damage with his wholeness of body feat. Since this takes his concentration, he just holds on.

He yells, "Pour it on guys! We need to bring this lug down."



Vinder HP 102/102 AC 24 (two weapon defense, dodge) 
Thursday July 26th, 2007 9:32:22 AM

Vinder sees that his allies are bearing down on the enemy, now. He hustles to join the fray, moving around the fog and the wall to get to AL26. (Double Move)

Quinn Ac 25 Hp 79(92)(105)/110(123)(136)  d20+24=35 d20+24=26 2d10(1+3)+13=17
Thursday July 26th, 2007 11:01:04 AM

Quinn moves over to help Savin and his new found friends.

Position AC32

"Hold on to the bucking bronco from Hell Brother, we will save you!"

Quinn cast righteous might on himself.

Quinn readies his mace and shield for some serious devil bashing.

HUGE Earth elemental HP 184 (augment summoning)
Position AP 26

The HUGE creature of rock and earth brings two fists down on the fiend.

AC 35, damage 17
AC 26, miss

0 Level (6) (DC: 17)

Light x2
Read magic x2
Detect Magic x2

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

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

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

4th Level (5/1) (DC: 21)
Dimension Door (d) Summon Monster IV Spell Immunity Divine Power * Greater Magic Weapon *Restoration

5th Level (4/1) (DC: 22)
True Seeing (d)* Summon Monster V Flame Strike Spell Resistance Righteous Might

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

7th Level (2/1) (DC:24)
Greater Teleport (d) Holy Word Summon Monster VII *

spells in affect
Active magic
Magic vestments -armor
Magic vestments -shield
Magic weapon,greater
Enlarge
True seeing
Summon Monster VII
Divine Power +6 strenght
Righteous might +4 strenght/+2 con./+2 natural armor class/Enlarge

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

ooC: Do the str. bonus for Divine power and R. M. Stack? Quinn is enlarge for some reason, will the R. M. make him huge now?

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

1) Firn'gaer cast Mass Enlarge Person earlier. Size increases, however, would not stack. You remain Large Size.
2) The STR bonus from Enlarge Person and the STR Bonus from Righteous Might would not Stack. They are both Size Bonuses.
3) The STR bonus gained from Righteous Might and the STR bonus gained from Divine Power, however, would stack. Righteous Might is a Size Bonus and Divine Power is an Enhancement bonus.

--Al


Thank you Al - Thank means Large Size and +10 str.!!!!!!!

DM/Al - OoC  d20+18=28
Thursday July 26th, 2007 12:14:30 PM

Quinn, you have the Horned Critter with the spiked chain one square away from you. His reach is 20ft which means that he threatens you. Please give me a Concentration Check for Defensive Casting or prepare to lose your spell.

Be prepared to receive an AoO at any rate if you move through this threatened space. Be aware that a successful hit on you will require a Fortitude Save vs DC27 or you will be Stunned for 1d4 rounds.

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

Concentration check for Quinn 28

I will worry about the fort save if Quinn gets hit and roll it next round.

Randall ( AC 17 HP 63) and Fluff (Ac 25 HP 31)  d20+22=39
Thursday July 26th, 2007 1:42:14 PM

ooc> How are the bad guys seeing him while Randall has improved invisibility?

Randall moves ( 25 feet south east) and casts
Greater Dispelling at the Horned Devil (DC 39).

====================================
Cantrips All (6):
3- Detect Magic 3- Message

First level (7):
2- Identify 3- Magic Missile xx 2- Shield

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

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

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

Fifth level (5):
1- Passwall 1- Teleport 3- Wall of Force x

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

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

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

They haven't. Though I guess I implied that in my description, didn't I. Ooops.

BTW, how are you getting a modifier of 22 on Dispel Magic? Your Caster Level is only 13. Not to mention the fact that the Max Caster Level for Dispel Magic, Greater is 20. --Al


Trace ooc 
Thursday July 26th, 2007 1:51:32 PM

ok, I understand, now i know I will make sure it happens that way from now on.

Peerimus AC 31 HP 96/96 Yorrick AC 28 HP 81/117  d20+19=20 d20+21=27 [ignore these d20+21=22 d20+15=32 2d8(3+5)+5=13] d20+21=28 d20+21=22 d20+15=33 2d8(4+3)+5=12
Thursday July 26th, 2007 5:15:09 PM

Peerimus delays on the the bear to the north of the avatar to close in. Then he moves, closing the gap some more. [to AK/32] Now with both bears around the avatar, he casts Animal Growth.

The Arrow hawk gets momentarily distracted and misses [Touch AC 20]

DB3 roars and attacks from the north [move to AL/25 Hit AC 27]
DB4 attacks from the south [Hit AC 28/22/33 dmg none]

Peerimus calls out to Savin, "Try and force the avatar to assume another form, you may have more control than you realize!" A look over his shoulder and into the sky brings an even deeper shadow to his face. That other creature is going to tear Firngaer to pieces. Peerimus was not going to stand idly by while that occured.


Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, *Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
**Barkskin x2, Spider Climb, Gust of Wind, **Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, *Freedom of Movement, Dispel Magic, Ice Storm, *Air Walk
Level 5:
*Animal Growth, *Extend Greater Shillelagh, Heighten Poison, Deathward
Level 6:
Heighten Flame strike, Transport via Plants, Extended Wall of Fire
Level 7:
*Fire Storm, *Sunbeam

Spell Staff contains Transmute Metal to Wood
Active Spells Peerimus
Greater Shillalelagh, Barkskin, Endure Elements, Resist Elements Fire, Freedom of Movement, Longstrider
Active Spells Yorrick
Barkskin, Resist Elements Fire, Airwalk
SNA VII Rounds 8/13 Dire bears
Animal Growth DR 10/Magic +8 str +4 con +2ac +4 saves -1 att and AC 13/13 rounds
SNA VII Rounds 9/13 Arrowhawk

Growth spell happens after they attack so I didn't figure it in.

Durgan AC31 Hp187/182  d20+27=29 d20+27=39 d20+22=28 d20+17=30 2d8(3+2)+11=16 2d8(1+1)+11=13 2d8(5+8)+11=24 2d8(6+6)+11=23
Thursday July 26th, 2007 7:00:08 PM

OOC-don't forget(like I have been) increased weapon size if enlarged-melee only.

"Well brother, everyone is doing their job, let's do ours." With that Durgan swings at the Avatar with dwarven determination.

attacks:(net +2hit/+1dmg from spells)/+2flanking =+4 hit/+1dmg
29, 39(haste), 28, 30
dmg(2d8 enlarged weapon)
16, 13, 24, 23

active effects:
bless weapon oil- on waraxe -1min
blur- (20% miss) -3min
aid-(+1 morale to attack,save vs. fear,and 5 temp hit points) -3min
protection from evil- (+1 AC) -1min
haste- 13rounds (+1 attack,dodge AC,reflex, +30move)
enlarge person- 13min (+2str,-2dex, -1 attacks and AC, reach 10)

Kazak Ac 32(w/sof 34)Hp121/158 SOF ,Haste,Enlarge,power attack +5  d20+18=32 d20+13=15 d20+8=24 d20+18=21 2d8(5+8)+17=30
Thursday July 26th, 2007 9:00:33 PM

Finally having the Avatar within reach Kazak growls to durgan "Aye brother .....dwarven steel to the rescue "

Kazak rains blows at the Avatar.......his bastard sword slicing mostly air but one finds it's mark.

1st swing d20+18=32 damage 2d8(5+8)+17 = 30 !!
2nd swing d20+13=15 missed
3rd swing d20+8=24 missed
4th swing d20+18=21 missed (hasted )
(2d8 weapon damage is for large size weapon)

"stay still durn it.......whatcha afraid of a little dwarf? " barks Kazak in frustration

(didn't add in the flanking bonus +2 but i don't think it will help)

daniel k 
Thursday July 26th, 2007 9:42:54 PM

side note Quinn Righteous Might bonus's online source for Righteous Might is incorrect for the Wold.

Use the actual PHB spell:
+8 size bonus to str, +4 con, +4 enhancement to Natural Armor and DR 10/evil

now AL they don't stack but he would get the better of the two right so basically the Righteous migh would supercede the Enlarge for the duration of the spell?

I don't get what you mean, Daniel. The STR bonus still stacks with Divine Power. It doesn't stack with Enlarge Person, but it didn't with the SRD version either.

Quinn, lets go with the PHB version. That means your Damage from the Horned Devil as listed below should be +4 greater. --Al


Hell is for Heroes Round 8 (DM/Al)  d20=15 d20+25=39 2d6(3+2)+15=20 d4=1 10d6(1+4+2+1+6+5+4+1+1+6)=31 d20+28=41 d20+28=44 d20+24=42 d20+24=38 d20+24=25 d20+24=43 2d6(4+3)+13=20 2d6(6+4)+13=23 2d6(2+6)+6=14 2d6(5+6)+6=17 2d6(5+1)+6=12 d20+35=44
Thursday July 26th, 2007 9:50:46 PM


Shadow can smell Trace, but not see him. Then the smell is gone as Trace races around the side of the Whirlwind. Fetching up behind Peerimus, Trace estimates that this might be close enough to shoot around Randall's blasted invisible wall. (BTW, Trace, please look at Flanking. In addition to the description here, you must be within 30ft in order to Flank with a Ranged weapon.)

Firn'gaer calls out a warning to Randall and casts a Dispeling spell at the summoned creature below. Powerful as the dispeling is, it is not strong enough to banish the creature. The gnomes eyes pick out the next glowing area. This one is a dark angry green. (Firn'gaer only: Highlight to display spoiler: {Squares AH-AK/29-32})

Savin calls encouragement to his comrades as he heals his body with a thought.

Vinder slides around the wall and finds a niche within the melee.

Casting on the defensive, Quinn draws on Rigtheous Might. Ignoring the Horned creature and the long reach of the spiked chain, he rushes to Savin's rescue. Five steps and the Horned devil takes the Opportunity to Attack. (AoO HD Hit Quinn AC39, Damage 20-6=14hp, Fortitude Save vs DC27 or be Stunned for 1 round.) The chain smashes through Quinn's enchanted shield and armor with Stunning force. Quinn reels. (Quinn if you fail your Fortitude check you stop at X-Z/32-33 and drop all items in your hands.)

At Firn'gaer's warning, Randall shifts southeast. From there he targets the summoned creature with a more powerful version of Firn'gaer's spell. (I recalculated your Dispel check, Randall. You're Caster Level 13 not 22. Your Dispel Check is 30.) A startled look comes over the face of the Horned devil just before it disappears, banished to the plane from which it was called.

Peerimus and his bears move into place. The bear to the North moves around to find a spot to the east of Durgan. (D3, only one hit.) The bear to the south attacks with every natural weapon at its disposal. Peerimus casts a spell and both bears grow, shoving Peerimus to the south and Durgan 5ft to the east.

The dwarven brothers hack away on either side. The Avatar in the form of a Pit Fiend is now clearly wounded.

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

A third Whirlwind rises near Randall's previous position. If Fluffy is ever caught within one of those it could be bad for her.

The Pit Fiend snarls but the sound is hollow, all Evil dwarfed and swollowed by the infinite bounds of the Avatar within. A Fireball explodes directly over the Avatar, enveloping the Melee in searing heat. (Durgan, Vinder, Savin, Kazak, D2, D3, EA1, e: Reflex vs DC25 or take 31hp damage.)

Then, within the tight confines of the grapple, the Avatar again attacks Savin. (Claws AC41, AC44, Wings AC42, AC38, Bite25, Tail 43, Damage 20+23+14+17+12=86hp, Grapple 44) Blows rain down upon the monk, ripping his flesh to shreds. Dugan, Kazak and Vinder are sprayed with their comrade's blood. Worse yet, they watch while the tail of the Pit Fiend wraps itself around Savin's neck and prepares to squeeze.

=== OOC ===

Place That is not a Place

ENEMY STATUS
============
Avatar (Yeah, alright. We all know it's a Pit Fiend.) Wounded, AC40 to Savin, AC32 to others, Touch AC17 to Savin, AC9 to others
DR15/? and ?, SR Greater than 22, Evil for now
Horned Creature Dispeled

GROUP STATUS
============
Durgan 182/187 (Haste 19, Bless Weapon 10, Blur (20% miss) 30, Aid(+1 morale to attack,save vs. fear,and 5 temp hit points) 30, Protection from Evil 10, Enlarge Person 120)
Firn'gaer 60/60 (Extended Mage Armor 14400, Overland Flight 7200, Extended Shield 240, Enlarge Person 120, Resilient Sphere 131) Rufus 42/42
Kazak 158/158 (Haste 19, Shield of Faith 10, Enlarge Person 120)
Peerimus 96/96 (Greater Shillalelagh 7800, Barkskin 130, Freedom of Movement 130, Resist Elements Fire 130, Summon Nature's Ally I 13, Enlarge Person 120, SNAVII 14, Longstrider 136, Animal Growth 138), Yorrick 117/117 (Airwalk 130, Barkskin 130, Resist Elements Fire 130)
Quinn 65/110 +13temp/+13tempCon (Magical Vestments Armor 7800, Magical Vestments Shield 7800, Greater magic weapon Mace 15600, Enlarge Person 120, True Seeing 131, SMVII 20, Divine Power 19, Righteous Might 21)
Randall 63/63 (Improved invisibility 13, Fireshield 13, Stoneskin 130, Fly 190, Spell Turning 130, Protection from Evil 10, Enlarge Person 120, Wall of Force 13, Force Cage 136), Fluffykins 31/31 (Improved invisibility 13, Fireshield 13, Stoneskin 130, Fly 190, Spell Turning 130)
Savin 30/126 (Silversheen 600, Fly 70, Barkskin +4 90, Shillalelagh 10, Enlarge Person 120)
Trace 86/86 (Improved Invisibility 13, Barkskin 1300, Cat's Grace 130, Magic Circle Against Evil 600), Shadow 44/44
Vinder 95/102 ()

ENVIRONMENT
===========
Obscuring Mist: Per the Spell
Solid Fog: The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). Any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can't take a 5-foot step while in solid fog.
Very Tall Grass: Movement cut to ½. No tumbling. Total Concealment outside of 5ft.
Water: Swim check of DC10 to make the surface. Climb check of DC10 to pull yourself out. Swimming is a Move Action. Climbing out is also a Move Action. Getting out would be a Full Round.
Whirlwind: Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed.

Firn'gaer - AC 23, HP 84 (Friday's post)  d20+12=23
Thursday July 26th, 2007 10:41:05 PM

Firn'gaer shouts a warning to Trace that something is coming to his left (I assume he is moving towards the battle.)

Moving to AI27, the gnome wizard ponders what in the hell he can possibly do to the Avatar when he was unable to deal with a creature summoned by the avatars current form.

Savin you fool, you've doomed us all. Us and the whole world too. Firn'gaer thinks.

With one thumb up his back-side Firn'gaer hurls magic missiles at the Avatar. The missile deflect harmlessly off the fiend as Firn'gaer is not capable of penetrating the creature's spell resistance.

We're doomed... says Rufus.

Active Spells
See Invisibility
Detect Magic (requires concentration)
Read Magic
Extended Mage Armor - 24 hours
Overland Flight - 12 hours
Extended Shield (used rod) - 24 minutes
Mass Enlarge Person (affecting all party unless person doesn't want to) - 12 minutes

Staff used - 1
Rod used - 1

Prepared Spells
0 -- dancing lights(r), ghost sound(r), light *2, prestidigitation(r), read magic *2

1 -- expeditious retreat, mage armor, magic missile, ray of enfeeblement, ray of enfeeblement, shield*

2 -- extended elf sight, extended mage armor*, invisibility, mirror image, scorching ray x2

3 -- dispel magic*, dispel magic, empowered magic missile*, fireball, haste, slow*

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

5 -- empowered lightning bolt, overland flight*, telekinesis, wall of force

6 -- empowered ice storm, heighten resilient sphere*, mage's lucubration

* -- Spells cast
(r) -- racial spells


Trace and Shadow  d20+22=23 d20+22=39 d20+22=41 d20+17=37 d20+14=30 d8+5=7 d8+5=9 d8+5=12 d6=4 d6=3 d6=6 2d6(2+1)=3 2d6(5+5)=10 2d6(2+2)=4
Friday July 27th, 2007 4:29:38 AM

hero point used on first attack roll

Trace now in postion sends four arrows streaking at the avatar, the arrows fly in around his friends, three sink in and the last one shatters on the armor.

hit ac 39 07hps, 4fire, 03holy total 14hps
hit ac 41 09hps, 3fire, 10holy total 22hps
hit ac 37 12hps, 6fire, 04holy total 22hps

total 58 hps

(Improved Invisibility 13.0, Barkskin 1300.0, Cat's Grace 130.0, Magic Circle Against Evil 600.0),
arrow total (159/178) (101/120 in two efficant quivers)
Trace 94/94
Armor Class: 18[20] [[22]]
Touch: 09[11] [[13]]
Flat Foot: 12[14] [[16]]
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 Hp 90(103)(116)/110(123)(136)  d20+14=33 3d8(6+4+2)+13=25 d20+24=44 d20+24=43 d20+24=35 4d10(7+5+10+6)+26=54 2d10(8+3)+13=24
Friday July 27th, 2007 2:03:57 PM

Quinn feels the bite of the spiked chain and the unholy magic, but the cleric of Gargul is able to shake off its effects.

Fort save 33

Quinn ignores the minor fiend and move forward.

Position AF 32

Quinn casts his mass cure critical wounds to help him, Durgan, Kazak and Savin.

Cure 25

HUGE Earth elemental HP 184 (augment summoning)
Position AP 26

The HUGE creature of rock and earth brings two fists down on the fiend.

AC 44, critical threat 43 damage 54
AC 35, damage 24

The ground shakes with the mighty smashes from the earthen beast.

0 Level (6) (DC: 17)

Light x2
Read magic x2
Detect Magic x2

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

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

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

4th Level (5/1) (DC: 21)
Dimension Door (d) Summon Monster IV Spell Immunity Divine Power * Greater Magic Weapon *Restoration

5th Level (4/1) (DC: 22)
True Seeing (d)* Summon Monster V Flame Strike Spell Resistance Righteous Might

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

7th Level (2/1) (DC:24)
Greater Teleport (d) Holy Word Summon Monster VII *

spells in affect
Active magic
Magic vestments -armor
Magic vestments -shield
Magic weapon,greater
Enlarge
True seeing
Summon Monster VII
Divine Power +6 strenght
Righteous might +8 strength/+4 con./+4 natural armor class/Enlarge/DR 10 evil



Savin 55/126 ac 33 
Friday July 27th, 2007 4:57:25 PM

Savin is hurting and he knows he can not hold out any longer, even with the healing from Quinn. Savin will hold onto the pit fiend as long as possible (hold action until everyone has acted) and then dimension door off the avatar.

ooc: I want to put Savin 40 feet from the Pit Fiend but stay within 40 feet of Quinn (for possible future curing), but I do not know where this flying devil is and do not want to give him an AoO on Savin. Please place Savin accordingly. Thanks.

The Summoned Flying Devil landed two rounds ago. Last round it was dispelled by Randall. --Al

Kazak Ac 32(w/sof 34)Hp121/158 SOF ,Haste,Enlarge,power attack +5  d20+18=36 d20+13=16 d20+8=17 d20+18=38 d20+18=20 d20+18=23 2d8(1+4)+17=22 2d8(3+6)+17=26 d20+9=28
Friday July 27th, 2007 7:19:22 PM

Understanding Savin is in trouble the 4'1" dwarf presses his attack with renewed vigor .

"I just became friends with him and you ain't gonna take him away " growls Kazak as his blade hammers at the Pit fiend in deadly arcs.

1st swing d20+18=36 crit hit(d20+18=20 missed crit) damage 2d8(1+4)+17=22)
2nd swing d20+13=16 missed
3rd swing d20+8=17 missed
4th swing d20+18=38 crit hit (d20+18=23 missed crit) damage 2d8(3+6)+17=26)

"Now dat feels better " growls Kazak as his blade slices the Pitfiend

"Dwarven steel will send ya back to where ever fate will's it" grunts Kazak

Feeling the fireball explode around them Kazak reacts instinctively side stepping the worst of the flames (d20+9=28 reflex save !!)(woohoo i made it !! )(does Kazak take 1/2??)

"ya gotta do better then that "taunts the younger of the stonewall brothers



DM/Al 
Friday July 27th, 2007 8:10:11 PM

Dang. I forgot to include that. Yup. If you make the Reflex Save you take half. Unless you have something that takes the hit down even further, of course.

Peerimus AC 31 HP 96/96 Yorrick AC 28 HP 81/117  d20+19=23 2d8(3+5)=8 d20+13=23 d20+13=28 d20+24=30 d20+24=26 d20+19=26 d20+24=32 d20+24=39 d20+19=20 2d6(1+5)+14=20 2d6(2+5)+14=21 d20+31=48
Friday July 27th, 2007 8:50:58 PM

Peerimus sees Savin is waning fast, even with Quinn's timely help and his own skills at healing. Unfortunately there was next to nothing he could do about it. Peerimus does the only thing he can think of, summon more help and begins calling out to Father Wold, "Send us the a gift from your everlasting sky" [Spontaneous cast SNA VI Huge Air Elemental]

The Arrow hawk gets fires agian from above[Touch AC 23 Dmg 8]

The Fire ball explodes about D2 and D3. [Reflex 23 and 28] the bear to the north takes the entire blast while the bear to the south somehow finds a calmer place within the blast. [D2 Dmg 31 D3 Dmg 15] Niether is too hurt as a result and over 16 tons of furred furry assaults the avatar.
[D2 Attack AC 30/26/26 pathetic]
[D3 Hit AC 32/39/20 dmg 20/21 grapple 48]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, *Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
**Barkskin x2, Spider Climb, Gust of Wind, **Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, *Freedom of Movement, Dispel Magic, Ice Storm, *Air Walk
Level 5:
*Animal Growth, *Extend Greater Shillelagh, Heighten Poison, Deathward
Level 6:
*Heighten Flame strike, Transport via Plants, Extended Wall of Fire
Level 7:
*Fire Storm, *Sunbeam

Spell Staff contains Transmute Metal to Wood
Active Spells Peerimus
Greater Shillalelagh, Barkskin, Endure Elements, Resist Elements Fire, Freedom of Movement, Longstrider
Active Spells Yorrick
Barkskin, Resist Elements Fire, Airwalk
SNA VII Rounds 7/13 Dire bears
Animal Growth DR 10/Magic +8 str +4 con +2ac +4 saves -1 att and AC 12/13 rounds
D2 98/129 D3 114/129
SNA VII Rounds 8/13 Arrowhawk

Vinder HP /102 AC 24 (two weapon defense, dodge)  d20+17=20 d20+15=24 d20+17=22 d20+13=33 d20+13=17 d20+13=26 d4+2=3 d6=6 5d6(6+3+2+5+6)=22
Friday July 27th, 2007 9:38:48 PM

Vinder is so intent on his victim that he is unable to utilize his full defensive capabilities. (Reflex 20. Improved Evasion takes 16 damage)

Vinder slices and dices, hitting only one time out of four strikes with his flaming knife. (Hit AC 24, 22, 33 (crit, 17 doesn't work), & 26; Damage is 3 normal + 6 fire + 22 sneak attack = 31 total)


Durgan AC31 Hp156/182  d20+8=18 d20+27=38 d20+27=32 d20+22=23 d20+17=27 2d8(3+3)+11=17 2d8(6+5)+11=22 2d8(2+1)+11=14 2d8(7+4)+11=22
Saturday July 28th, 2007 9:38:29 AM

OOC-reflex save= 18

Durgan grunts as takes the blast of fire. Hearing his brothers' words, Durgan renews his assault as well. "Don't let up! Savin, get outta there till we wear it down some more."

attacks:(net +2hit/+1dmg from spells)/+2flanking =+4 hit/+1dmg
38, 32(haste), 23, 27
dmg(2d8 enlarged weapon)
17, 22, 14, 22

active effects:
bless weapon oil- on waraxe -1min
blur- (20% miss) -3min
aid-(+1 morale to attack,save vs. fear,and 5 temp hit points) -3min
protection from evil- (+1 AC) -1min
haste- 13rounds (+1 attack,dodge AC,reflex, +30move)
enlarge person- 13min (+2str,-2dex, -1 attacks and AC, reach 10)

Savin Supplimental by Sub Jim  d20=13 d20=8
Saturday July 28th, 2007 10:36:43 AM

Reflex save 13 for fireball with no modifiers.

If needed to make save, Savin will use a hero point.

Reflex save 8 (the 13 better make it)

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

Savin hangs on and finds a few folds of the pit fiends hide to shield himself from the fireball (hopefully). Savin is holding is breath in anticipation of his friends beating the crap out of the fiend before he escapes.

Randall AC17 Hp63/63 Fluffy AC25 Hp31/31 -sub BZ  d20+17=28 26d6(4+5+6+5+6+6+4+2+5+5+3+5+2+6+6+4+2+4+1+5+5+1+1+2+3+1)=99 5d6(3+4+4+1+4)=16 d20+10=23
Saturday July 28th, 2007 10:52:48 AM

Thinking the fireball was too close for comfort, Randall backs off a few feet.(move to AS-AT,18-19) The invisible Randall jokes, "well, at least it's not the tarrasque." With that, Randall attempts to get a Disintegrate spell through the Avatar's defenses.

actions:
move: to AS-AT,18-19
cast spell: Disintegrate, spell resistance check= 28, fort DC for partial dmg-22, dmg 99 or 16 partial
dismiss active spell: Force Cage and Wall of Force(in that order, if dismissable)

active effects:
Improved Invisibility
Fireshield
Stoneskin
Fly Spell Turning
Protection from Evil
Enlarge Person
Wall of Force
Forcecage

Spells Memorized:-star denotes used spells
Cantrips-(6)Detect Magic x3, Message x3
1st-(7)Identify, Magic Missle x3**, Shield x2
2nd-(7)Darkness, Knock x2, Mirror Image x3, Levitate
3rd-(6)Fireball, Fly x2*, Haste x2**, Tongues
4th-(6)Improved Invisibility x2**, Minor Globe of Invulnerability x2, Fireshield*, Stoneskin*
5th-(5)Passwall, Teleport, Wall of Force x3*
6th-(4) Disintegrate x2, Greater Dispelling*, Chain Lightning*
7th-(2) Force Cage*, Spell Turning*

edit: add ranged touch attack roll for the disintegrate =23

Hell is for Heroes Round 9 (DM/Al)  d20=18 2d6(4+3)=7 d20+4=8 10d6(6+5+2+4+4+6+5+6+1+2)=41 d20+42=45 d20+42=52 4d8(2+2+7+3)+13=27 4d8(1+8+5+1)+13=28
Sunday July 29th, 2007 11:40:01 AM


Firn'gaer's glides closer to the melee. His Magic Missiles fizzle as they strike the Avatar's Pit Fiend form. To the south, Firn'gaer sees the beginnings of another glowing area. It's the same green as the tall grass was. (Firn'gaer only: Highlight to display spoiler: {Squares AB-AE/32-35})

Trace fires four arrows. They thread their way through his massed companions with expert Precision. Only the Holy damaged, though, does any good.

Quinn shakes off the stunning effects of the devil's spiked chain and continues on, as behind him, the creature is dispelled. Within the Melee, Quinn's Earth Elemental takes full damage. (This happened last round.) The cleric of Gargul moves up next to Trace the Invisible Elfish Ranger. He casts a Mass Cure spell into the mix. Savin, Durgan, Kazak, and Vinder feel the effects. So too, do Quinn's Elemental, and Peerimus' two Dire Bears. The Huge Augmented Earth Elemental slams its fists down on the Avatar, striking a critical spot.

Savin, even stuck within the deadly grapple, Evades the Pit Fiend's fire. With Supernatural presence of mind, Savin wills himself to Step away, and he is gone. In the next instant, he appears up in the air 40ft to the southwest. The Avatar is now, once again, Loose!

Kazak evades half the damage of the fireball. Then he feels Quinn's healing magic wipe that damage away. He hammers away with his Hand-and-a-Half sword, finding two critical joints in the Pit Fiend's carapace.

Peerimus begins another summoning spell as his creatures again attack. His Bears feel the fiery blast, but their are also healed. The tiny eagle on Peerimus' staff, however, is consumed with nothing but a sudden shriek. One Dire Bear replaces Savin in the Grapple. By now, the Pit Fiend is covered in its own gore. Some body parts hang by a thread.

Vinder, surrounded by giants, is blasted by the Fireball, and then healed again to full like many of the others. Even with his tiny daggers, he manages to find a vital spot on the Devil's body.

Durgan takes the full blast of the fireball. But then is healed by Quinn. He chops away, bringing the Pit Fiend Form near death.

Randall aims a ray down into the Melee. Even with his companions massed about, his aim strikes true. But the Abyssal Spell Resistance defeats Randall's deadly green ray, and it does nothing.

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

Just west of Peerimus a Plague of Insects rises out of the ground. The swarm of locust engulfs the hind end of one of Peerimus' Dire Bears. The biting insects are repelled by the damage reduction of the Animal Growth spell. But, as the bear turns to snap at the buzzing mass, the sight overwhelms its senses. (Dire Bear2, Save vs DC 12 Fortitude or be nauseated for 1 round.)

The Pit Fiend form of the Avatar, now near death, looks about itself at the heroes gathered about. "My children," are the words it speaks. Then another Fireball explodes around it. (Durgan, Vinder, Kazak, D2, D3, EA1, e: Reflex vs DC25 or take 41hp damage.)

Within the blinding flash of the explosion, Durgan, Vinder, Kazak, and Peerimus feel themselves shoved away. And, when the red-orange conflagration clears, the Avatar is in a different shape. The Pit Fiend Form is replaced by a Huge Stone statue. The Stone Giant, even with Peerimus' Dire Bear clinging to its leg, lifts its arms. Everyone around it feels their movements begin to Slow. (Durgan, Vinder, Kazak, D2, D3, EA1: Will vs DC31 or be taken by a Slow Effect for 7 Rounds. If you have Haste on, Slow will simply suppress it for the duration.)

The Huge Stone Statue slams its fists down onto the Bear clinging to its leg. (DB3 take 17+18=25hp after DR.)

The Avatar is free again. It is in a new form. And what's worse ... it is fully healed once more.

=== OOC ===

NOTE: I have another request to CONDENSE spell lists. If you have blank lines between your spell levels and do not absolutely need them to aid your readability, then eliminate them, if you please.

Place That is not a Place

ENEMY STATUS
============
Avatar (Stone Form) Unharmed, AC? DR?, SR?

GROUP STATUS
============
Durgan 176/187 (Haste 19, Bless Weapon 10, Blur (20% miss) 30, Aid(+1 morale to attack,save vs. fear,and 5 temp hit points) 30, Protection from Evil 10, Enlarge Person 120)
Firn'gaer 60/60 (Extended Mage Armor 14400, Overland Flight 7200, Extended Shield 240, Enlarge Person 120, Resilient Sphere 131) Rufus 42/42
Kazak 158/158 (Haste 19, Shield of Faith 10, Enlarge Person 120)
Peerimus 96/96 (Greater Shillalelagh 7800, Barkskin 130, Freedom of Movement 130, Resist Elements Fire 130, Summon Nature's Ally I 13, Enlarge Person 120, SNAVII 14, Longstrider 136, Animal Growth 138), Yorrick 117/117 (Airwalk 130, Barkskin 130, Resist Elements Fire 130)
Quinn 65/110 +13temp/+13tempCon (Magical Vestments Armor 7800, Magical Vestments Shield 7800, Greater magic weapon Mace 15600, Enlarge Person 120, True Seeing 131, SMVII 20, Divine Power 19, Righteous Might 21)
Randall 63/63 (Improved invisibility 13, Fireshield 13, Stoneskin 130, Fly 190, Spell Turning 130, Protection from Evil 10, Enlarge Person 120, Wall of Force 13, Force Cage 136), Fluffykins 31/31 (Improved invisibility 13, Fireshield 13, Stoneskin 130, Fly 190, Spell Turning 130)
Savin 55/126 (Silversheen 600, Fly 70, Barkskin +4 90, Shillalelagh 10, Enlarge Person 120)
Trace 86/86 (Improved Invisibility 13, Barkskin 1300, Cat's Grace 130, Magic Circle Against Evil 600), Shadow 44/44
Vinder 95/102 ()
D2 99/105 (Grappling)
D3 105/105 (Animal Growth, Grappling)
EA1 146/152

ENVIRONMENT
===========
Insect Plague: A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move. Any living creature that begins its turn with a locust swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round.
Obscuring Mist: Per the Spell
Solid Fog: The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). Any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can't take a 5-foot step while in solid fog.
Very Tall Grass: Movement cut to ½. No tumbling. Total Concealment outside of 5ft.
Water: Swim check of DC10 to make the surface. Climb check of DC10 to pull yourself out. Swimming is a Move Action. Climbing out is also a Move Action. Getting out would be a Full Round.
Whirlwind: Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed.

Quinn Ac 29 Hp 90(103)(116)/110(123)(136)  EA will save no modifier d20=3 d20+24=35 2d10(6+5)+13=24
Sunday July 29th, 2007 2:41:54 PM

OOC: Al, thanks for picking up on my mass cure mistake. In the future, please let me learn from my mistakes and do not add people and creatures to my cure spell.

Note: The earth elemental has 184 HP from augment summoning.

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

HUGE Earth elemental HP 178/184 (augment summoning)
Position AP 26

The HUGE creature of rock and earth rears to strike this new avatar but the air has become thick and he slows down. The great beast of earth can only bring one fists down to bear.

Will save an unmodified 3 and it does not get +28.

AC 35, damage 24 (Hit ?)

Quinn now has to skirt the insect plague as he moves to AI 27, but he is still out of reach. Quinn casts a new spell, fly, as it is time to look this Avatar in the eye.

Quinn just takes off the ground as he readies for hand to hand with the avatar next round.

"Brother Savin, we need your skills again as this blasted thing is now cured!"

0 Level (6) (DC: 17)

Light x2
Read magic x2
Detect Magic x2

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

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

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

4th Level (5/1) (DC: 21)
Dimension Door (d) Summon Monster IV Spell Immunity Divine Power * Greater Magic Weapon *Restoration

5th Level (4/1) (DC: 22)
True Seeing (d)* Summon Monster V Flame Strike Spell Resistance Righteous Might

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

7th Level (2/1) (DC:24)
Greater Teleport (d) Holy Word * Summon Monster VII *

spells in affect
Active magic
Magic vestments -armor
Magic vestments -shield
Magic weapon,greater
Enlarge
True seeing
Summon Monster VII
Divine Power +6 strenght
Righteous might +8 strength/+4 con./+4 natural armor class/Enlarge/DR 10 evil
Total of +14 strength and +4 constitution!!!!!!!!
Fly


Vinder HP 102/102 AC 23 (two weapon defense, dodge, slow)  d20+17=28 d20+12=17 d20+14=33 d20+14=15 d20+14=15 d4+2=6 d6=1
Monday July 30th, 2007 9:21:27 AM

Vinder is prepared for this second fireball and avoids it completely (Reflex 28, Improved Evasion).

He is unable to resist the next spell though, and feels his body slow down. His adrenaline fueled heart now beats agonizingly slow.

"Aaah!" he hollers in frustration. "Savin! You CANNOT let go of him else he will continue to heal himself. Healers concentrate on Savin and the rest bring this bastard down!"

Vinder grits his teeth and plunges his flaming knife forward, watching in bemusement as it pierces the calf of the giant. (Crit 33, follow up no good at 15. Hits for 6 normal damage + 1 fire damage = 7 total damage. Off hand attack misses.)

Firn'gaer - AC 23, HP 84  d20+21=36
Monday July 30th, 2007 11:46:06 AM

"Quinn there's something coming immediately behind you." Firn'gaer shouts below.

Knowledge(arcane) - DC36 for knowledge of what the stone golem really is.

Firn'gaer's movement takes him to AQ27.

Active Spells
See Invisibility
Detect Magic (requires concentration)
Read Magic
Extended Mage Armor - 24 hours
Overland Flight - 12 hours
Extended Shield (used rod) - 24 minutes
Mass Enlarge Person (affecting all party unless person doesn't want to) - 12 minutes

Staff used - 1
Rod used - 1

Prepared Spells
0 -- dancing lights(r), ghost sound(r), light *2, prestidigitation(r), read magic *2

1 -- expeditious retreat, mage armor, magic missile, ray of enfeeblement, ray of enfeeblement, shield*

2 -- extended elf sight, extended mage armor*, invisibility, mirror image, scorching ray x2

3 -- dispel magic*, dispel magic, empowered magic missile*, fireball, haste, slow*

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

5 -- empowered lightning bolt, overland flight*, telekinesis, wall of force

6 -- empowered ice storm, heighten resilient sphere*, mage's lucubration

* -- Spells cast
(r) -- racial spells

DM/Al - Addendum 
Monday July 30th, 2007 12:05:24 PM

Firn'gaer searches his considerable knowledge of things Arcane. Stone Golems are well known creatures within arcane circles. He himself had encountered one with the group in the caverns beneath Ice Vein.

This one, however, is larger than one would expect from the lore on such things. To create a creature of such size would take incredible arcane skill and power. And, though, Firn'gaer knows that this creature must have strength and ability beyond that of an ordinary Stone Golem, he does not know by how much and specifically what this particular Uber Golem might be capable of.

Kazak Ac 32(w/sof 34)Hp121/158 SOF ,Haste,Enlarge,scarab of golemsbane  d20+9=21 d20+23=25 d20+18=37 d20+13=24 d20+18=26 d20+18=19 d20+11=19 2d8(3+1)+12=16 2d8(6+6)+12=24
Monday July 30th, 2007 2:05:38 PM

Slightly awed as the Avatar again changes form "not again " growls Kazak

But a grin spreads acroos his face as he realizes what the Avatar has become "Peerimus's little bauble will come in handy again "laughs the 4'1" dwarf as he peeks down at the scarab of golemsbane that Peerimus had loaned him earlier

His grin fades as another fireball explodes around him......not as quick on his feet as he was prior (d20+9=21 reflex save failed )(takes 41 damage) Kazak feels the full effects of the blast

Feeling the speed of the haste spell sqelched(d20+11=19 will save vs slow)....the armored warrior presses his attack.....the dwarven steel flashing as it weaves it's deadly arcs

1st swing d20+23=25 missed
2nd swing d20+18=37 crit hit!! d20+18=26 crit roll i think hit !! damage 2d6(3+1)+12=16,2d8(6+6)+12=24)(total 40)
3rd swing d20+13=24 misses
4th swing haste surpressed

"Come on Durgan lets chop dis thing down to size " growls Kazak


Trace and Shadow  d20+24=39 d20+24=28 d20+19=20 d20+16=23 d8+7=11 d8+7=13 d8+7=12 d8+7=8 d6=5 d6=6 d6=3 2d6(6+6)=12 2d6(5+3)=8 2d6(6+2)=8 2d6(5+5)=10 d6=6 2d6(6+4)=10
Monday July 30th, 2007 3:43:37 PM

Trace shakes his head in disbelife, and then fires four more arrows at the now stone giant.

hit ac 39 11hps, 5fire, 12holy total 28hps
hit ac 28 13hps, 6fire, 08holy total 27hps
hit ac 20 12hps, 3fire, 10holy total 25hps
hit ac 23 08hps, 6fire, 10holy total 24hps

total 104 hps

(Improved Invisibility 13.0, Barkskin 1300.0, Cat's Grace 130.0, Magic Circle Against Evil 600.0),
arrow total (159/178) (101/120 in two efficant quivers)
Trace 94/94
Armor Class: 18[20] [[22]]
Touch: 09[11] [[13]]
Flat Foot: 12[14] [[16]]
Spell List
1st level Resist Energy Resist Energy
2nd Level Barkskin (cast upon self) Catsgrace
3rd Level Summon Natures Aly Summon Natures Aly
Shadow 44/44 Armor Class: 20 Touch: 15 Flat-footed: 15

Savin ac 33 hps 70/126  2d8(7+5)+3=15
Monday July 30th, 2007 7:13:42 PM

Savin grabs one of his cure moderate potions and sucks it down decidig that an uber stone golem isn't something he wants to grapple.

"Vindar, I understand your point but if I am about to die, then we all fail and this thing wins. Our clerics weren't keeping up with the damage it was dishing out to me and I was forced to diengage."

Savin moves closer getting ready to grapple once again when the momemnt is right.

"So Fin'gaer, what kind of creature should I try and grapple with. This thing isn't giving me a bunch of choices. Don't think a fuzzy bunny is coming up soon."

OOC Guys, depending an Al's next choice of nasty creature, I will try and grapple again. Let me post first so you can get your whacks in.

Peerimus AC 31 HP 96/96 Yorrick AC 28 HP 81/117  d20+13=32 d20+13=21 d20+16=31 d20+13=27 d20+13=19 d20+31=43 d20+31=49 2d6(4+2)+14=20 2d6(4+3)+14=21 d20+19=38 2d8(2+4)=6 d20+19=25 d20+19=34 2d8(6+2)+4=12 d20+16=19 2d8(7+2)+10=19
Monday July 30th, 2007 7:17:09 PM

A second Fire ball explodes about D2 and D3. [Reflex 32 and 21] the bear to the south takes the entire blast while the bear to the north somehow finds a calmer place within the blast. [D2 Dmg 31 D3 Dmg 41] Niether is too hurt as a result.

D2 growls lightly at the buzz to his rear, [fort save 31] he's seen worse looking for honey. Both bears then feel the great slowing of thier limbs and minds. The assault is undeniable and both succumb. [Will save 27 and 19] But, both great bears continue to press thier opponent, locking jaws and pressing with thier weight.
[D2 Grapple 43 dmg 20] [D3 grapple 49 dmg 21]

The Arrow Hawk fires from above [Touch AC 38 Dmg 6]
The Greater Air elemental appears 15' over the avatar and strikes. [coord AK/26 Hit AC 25 and 34 Dmg 12]

Peerimus is about to begin summoning more help when Quinn moves past to engage the avatar. He shouts at he cleric "Quinn! What in the shadow realm's name are you doing. Like it or not your job is to stand about and heal Savin. Get back to the man and heal him!

Looking the battered and bloodied monk, "We are asking a great deal Savin, but heroes often are." He reaches over and says a small prayer. "Mother bless this human and touch his soul." [Def cast CMW check 19 heal Savin 19] "Now you must reassert your mastery over him. See if you can force him to assume a form when you get a hold again." Peerimus turns back to the Avatar. "I feel you ancient one and know I will hold back the final blow." He is not sure why he said it, but the need seemed to rise within him. This was not simply a monster or opponent to be destroyed. This, This Chaos given form, this avatar was so much more.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, *Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2:
**Barkskin x2, Spider Climb, Gust of Wind, **Resist Energy x2
Level 3:
*CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, *Freedom of Movement, Dispel Magic, Ice Storm, *Air Walk
Level 5:
*Animal Growth, *Extend Greater Shillelagh, Heighten Poison, Deathward
Level 6:
*Heighten Flame strike, Transport via Plants, Extended Wall of Fire
Level 7:
*Fire Storm, *Sunbeam

Spell Staff contains Transmute Metal to Wood
Active Spells Peerimus
Greater Shillalelagh, Barkskin, Endure Elements, Resist Elements Fire, Freedom of Movement, Longstrider
Active Spells Yorrick
Barkskin, Resist Elements Fire, Airwalk
SNA VII Rounds 6/13 Dire bears
Animal Growth DR 10/Magic +8 str +4 con +2ac +4 saves -1 att and AC 12/13 rounds
D2 102/129 D3 88/129
SNA VII Rounds 7/13 Arrowhawk
SNA VI Greater Air Elemental AC 22 136/136 DR 5- 13/13 Rounds

note to DM both bears were subject of the animal growth and have 129 max HP as a result of the con boost

DM/Al - OoC to Peerimus 
Monday July 30th, 2007 7:39:48 PM

D2 did not hit last time and is not in the Grapple. Give me an attack roll, and if D2 hits, then I will consider the Grapple roll above to be his Improved Grab to start the grapple.

Just looked. My fault for listing him as Grappling. I copied from D3 and deleted the wrong word. The phrase in there should be "Animal Growth."

DM/Al - OoC to Randall's Sub 
Monday July 30th, 2007 8:49:56 PM

Sorry, I forgot to mention this last time. Both Forcecage and Wall of Force are Dismissable. However, Dismissing a spell is a Standard Action.

Did you still wish Randall take the time and begin dismissing those spells?

not yet, I will wait until more room (if any) is needed for an attacker to get at him. thanks for the info.-BZ

Durgan AC30 Hp156/182  d20+8=26 d20+12=13 d20+26=38 d20+21=22 d20+16=34 2d8(7+7)+11=25 2d8(8+2)+11=21 2d8(1+8)+11=20
Monday July 30th, 2007 9:52:25 PM

OOC-reflex=26 for half(20), will save=13(haste suppressed)

"Indeed brother let's. Father would be quite proud if he could see you now. Come Savin let us finish this game."

attacks:(net +1hit/+1dmg from spells)/+2flanking =+3 hit/+1dmg
38, 22, 34
dmg(2d8 enlarged weapon)
25, 21, 20

active effects:
bless weapon oil- on waraxe -1min
blur- (20% miss) -3min
aid-(+1 morale to attack,save vs. fear,and 5 temp hit points) -3min
protection from evil- (+1 AC) -1min
haste- 13rounds (+1 attack,dodge AC,reflex, +30move)-temp suppressed
enlarge person- 13min (+2str,-2dex, -1 attacks and AC, reach 10)

Peerimus  d20+25=30 2d6(6+4)+14=24
Monday July 30th, 2007 9:53:14 PM

D2 attack as requested hit AC 30 dmg 24

Randall AC17 Hp63/63 Fluffy AC25 Hp31/31 -sub BZ 
Monday July 30th, 2007 10:05:08 PM

"I don't like the looks of this Fluffy. Let's make some more room for the fellas to get in there."

actions:
dismiss force cage this round.(changed mind)

active effects:
Improved Invisibility
Fireshield
Stoneskin
Fly
Spell Turning
Protection from Evil
Enlarge Person
Wall of Force
Forcecage

Spells Memorized:-star denotes used spells
Cantrips-(6)Detect Magic x3, Message x3
1st-(7)Identify, Magic Missle x3**, Shield x2
2nd-(7)Darkness, Knock x2, Mirror Image x3, Levitate
3rd-(6)Fireball, Fly x2*, Haste x2**, Tongues
4th-(6)Improved Invisibility x2**, Globe of Invulnerability,Lesser x2, Fireshield*, Stoneskin*
5th-(5)Passwall, Teleport, Wall of Force x3*
6th-(4) Disintegrate x2*, Greater Dispelling*, Chain Lightning*
7th-(2) Force Cage*, Spell Turning*

Hell is for Heroes Round 10 (DM/Al)  d20=2 d20+4=22 d20+50=56 d20+42=54 4d8(3+2+5+3)+13=26
Monday July 30th, 2007 10:13:02 PM


Quinn's Huge Earth Elemental takes full damage from Fireball. It feels itself slow. Still, it manages to deal a blow to the Stone Statue that flakes chips away. Quinn himself moves around to Randall's invisible Wall of Force and he casts a Fly spell.

Vinder avoids this Fireball, but he too feels himself slowing. The fire scorches the Stone Statue, but that is all.

Firn'gaer flies over the melee and past Peerimus' Arrowhawk. The Wizard sees another glowing area. This one is no color, but appears to shimmer with a three dimensional perspective. (Firn'gaer only: Highlight to display spoiler: {Squares As-AV/27-30})

Kazak feels the Hasted state slow to normal speed. Also, he feels more than sees his Shield of Faith fade away. Still, even at normal speed, the dwarf is a formidable opponent. His blade slams three times into the Stone Statue, the second strike cuts into the stone. If this creature had been flesh it might have been a critical wound. Still, the blade bypasses all of the damage reduction that has held back other blows.

Trace fires another four arrows. Two of the hit. Of those two, they only chip small fragments from the Statue. The fire burns the stone. But the Holy light does no damage. This creature is not evil.

Savin drinks a potion, healing himself. He feels his Shillalelagh spell fade, but he bides his time. The Huge Statue looks to be a formidable thing to grapple. Though there may be other ways to attach one's self to one of these monsters, all of the other ways that might come to mind involve great deals of pain and damage inflicted by monster upon Savin. In such things lie great risk.

Both of Peerimus' bears are burnt by the Fireball to one degree or another. The grappling bear attempts to do damage to the Stone Statue with a the force of its weight. But the Statue is far the stouter, and the bear fails to harm the Statue at all. The second Dire Bear hits with a paw, but when it attempts to pull the Stone Statue in, it finds the Statue immovable. An Air Elemental comes to Peerimus' aid. It and the Arrowhawk fare better than the bears. They damage the Statue, but only slightly. Peerimus shouts at Quinn and then takes the Healing role. he reaches up and cures Savin.

Randall, high up above, dismisses the Forcecage.

Durgan dodges the worst of the fire. The he feels himself slow. He strikes three times and hits twice. Chunks of stone fly. But the Blessing leaves Durgan's weapon, and he feels the Protection from Evil leave as well.

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

Very Tall Grass springs up again behind the space that Quinn had just occupied.

The Stone Statue is, by this time, wounded. With a shrug, it shakes the Dire Bear off its leg. (Grapple to Escape 58, Hit D2 AC54, Damage 16 after DR.) This time the blows are so powerful that they crush the Dire Bear's bones despite the Damage Reduction. Then the Golem Form changes. This time it shrinks, but again the Avatar has taken on a form from the Abyss. It holds a longsword in one hand, and a whip in the other. (Knowledge Planes vs DC35 to ID this one: Highlight to display spoiler: {You know this is a Balor and you know everything in the monster manual about it. Good luck.})

=== OOC ===

SECOND NOTE: If you do not specifically request it in your next post, I will clean the blank lines out of your spell lists. Please state a preference if you desire me to leave your spell list as is. Thank you.

Place That is not a Place

ENEMY STATUS
============
Avatar (Abyssal Form) Unharmed, AC? DR?, SR?

GROUP STATUS
============
Durgan 156/187 (Haste 19, Blur (20% miss) 30, Aid(+1 morale to attack,save vs. fear,and 5 temp hit points) 30, Enlarge Person 120, Slow 16)
Firn'gaer 60/60 (Extended Mage Armor 14400, Overland Flight 7200, Extended Shield 240, Enlarge Person 120, Resilient Sphere 131) Rufus 42/42
Kazak 158/158 (Haste 19, Enlarge Person 120, Slow 16)
Peerimus 96/96 (Greater Shillalelagh 7800, Barkskin 130, Freedom of Movement 130, Resist Elements Fire 130, Summon Nature's Ally I 13, Enlarge Person 120, SNAVII 14, Longstrider 136, Animal Growth 138), Yorrick 117/117 (Airwalk 130, Barkskin 130, Resist Elements Fire 130)
Quinn 90/110 +13temp/+13tempCon (Magical Vestments Armor 7800, Magical Vestments Shield 7800, Greater magic weapon Mace 15600, Enlarge Person 120, True Seeing 131, SMVII 20, Divine Power 19, Righteous Might 21, Fly 140)
Randall 63/63 (Improved invisibility 13, Fireshield 13, Stoneskin 130, Fly 190, Spell Turning 130, Protection from Evil 10, Enlarge Person 120, Wall of Force 13, Force Cage 136), Fluffykins 31/31 (Improved invisibility 13, Fireshield 13, Stoneskin 130, Fly 190, Spell Turning 130)
Savin 99/126 (Silversheen 600, Fly 70, Barkskin +4 90, Enlarge Person 120)
Trace 86/86 (Improved Invisibility 13, Barkskin 1300, Cat's Grace 130, Magic Circle Against Evil 600), Shadow 44/44
Vinder 95/102 (Slow 16)
D2 42/105 (Animal Growth, Slow 16)
D3 85/105 (Animal Growth, Slow 16)
EA1 136/184 (Slow 16)
AI1 178/178

ENVIRONMENT
===========
Insect Plague: A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move. Any living creature that begins its turn with a locust swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round.
Obscuring Mist: Per the Spell
Solid Fog: The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). Any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can't take a 5-foot step while in solid fog.
Very Tall Grass: Movement cut to ½. No tumbling. Total Concealment outside of 5ft.
Water: Swim check of DC10 to make the surface. Climb check of DC10 to pull yourself out. Swimming is a Move Action. Climbing out is also a Move Action. Getting out would be a Full Round.
Whirlwind: Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed.

George ooc 
Monday July 30th, 2007 11:07:02 PM

Ouch! Not sure if I should try and grapple a creature that is just gonna do 6d6 points of fire damage to me a round. Can someone put some protection on Savin?

Do you want me to go for it?

Trace and Shadow 
Tuesday July 31st, 2007 2:12:03 AM

Moving behind Savin Trace sees that the fire could be a problem, he quickly cast resist energy (fire) on to Savin. Trace whispers to Savin, dont worry about the fire now.

(Improved Invisibility 13.0, Barkskin 1300.0, Cat's Grace 130.0, Magic Circle Against Evil 600.0),
arrow total (159/178) (101/120 in two efficant quivers)
Trace 94/94
Armor Class: 18[20] [[22]]
Touch: 09[11] [[13]]
Flat Foot: 12[14] [[16]]
Spell List
1st level Resist Energy Resist Energy
2nd Level Barkskin (cast upon self) Catsgrace
3rd Level Summon Natures Aly Summon Natures Aly
Shadow 44/44 Armor Class: 20 Touch: 15 Flat-footed: 15

DM/Al - OoC to Trace 
Tuesday July 31st, 2007 6:59:20 AM

Savin is 15ft off the ground. Trace is not Enlarged. He cannot reach up to touch Savin and deliver the spell.

You may change your move before post time tonight if you wish.

Peerimus  d20+16=21
Tuesday July 31st, 2007 8:35:33 AM

Peerimus reaches up to Savin and touches him. [cast defensively Protection from Energy Fire]

more posting later.

-Al Bears has 129HP they gained con and thus 24HP upon being Grown

Vinder HP 102/102 AC 23 (two weapon defense, dodge, slow)  d20+14=23 d20+16=18
Tuesday July 31st, 2007 9:11:02 AM

Vinder's greatest strength in a fight has always been his speed. Having that taken away is now severely hampering his attacks. He cuts high then low, but his opponent avoids either strike with laughable ease.

That's what I get for bringing a knife to a magic fight! He grits his teeth and muscles through.

(Slow round 2)

Quinn Ac 29 Hp 110(123)(136)  d20+24=41 2d10(7+3)+13=23 2d8(6+1)+13=20 d8=8
Tuesday July 31st, 2007 1:29:48 PM

HUGE Earth elemental HP 166/184 (augment summoning) SLOWED
Position AP 26

The HUGE creature of rock and earth reacts slowly but makes his one blow count.

AC 41, damage 23

Quinn Flies up 20 feet can calls out to his fellow "Here is a blessing from Gargul, nw lets beat the crap out of this Avatar." Quinn sacrifices banishment for cure moderate wounds mass.

Cure 27 to Savin, EA, Quinn, Kazak, Durgan, D2 & D3

Quinn feel full up and ready to roll as he grips his mace and shiled tightly "Hold nothing back, we finish it now and get cured later."

Quinn just takes off the ground as he readies for hand to hand with the avatar next round.

"Brother Savin, we need your skills again as this blasted thing is now cured!"

0 Level (6) (DC: 17) Light x2, Read magic x2, Detect Magic x2
1st Level (7/1) (DC: 18) True Strike (d) Hide from Undead x2 Entropic Shield Shield of Faith Divine Favor Comprehend Languages Protection From Evil
2 level (7/1) (DC: 19) See Invisible (d) Aid Bull Str. Bears Endurance Silence Consecrate Align weapon
3rd Level (6/1) (DC: 20) Fly (d) * Dispel Magic Magical Vestments x2 **Inviso Purge Searing Light x2 *
4th Level (5/1) (DC: 21) Dimension Door (d) Summon Monster IV Spell Immunity Divine Power * Greater Magic Weapon *Restoration
5th Level (4/1) (DC: 22) True Seeing (d)* Summon Monster V Flame Strike Spell Resistance Righteous Might
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI Banishment *
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word * Summon Monster VII *

spells in affect
Active magic
Magic vestments -armor
Magic vestments -shield
Magic weapon,greater
Enlarge
True seeing
Summon Monster VII
Divine Power +6 strenght
Righteous might +8 strength/+4 con./+4 natural armor class/Enlarge/DR 10 evil
Total of +14 strength and +4 constitution!!!!!!!!
Fly

Edited by Al for more compact Spell List.

Trace and Shadow 
Tuesday July 31st, 2007 4:00:33 PM

Trace calls for nature to send forth an ape behind the avatar.

Posting Report For: 
Tuesday July 31st, 2007 4:10:17 PM

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

Name-MTWRFSS

Dm Al-XXXXO-S
Durgan-XXXXOS-
Firn'gaer-XOX2O--
Kazak-XXXXX--
Peerimus-XXXXX--
Quinn-OXXXX-S
Randall-XXXXOS-
Savin-XXXXXS-
Trace-OXOXX--
Vinder-XXXXX--

Submitted by Adm BrianZ

an excerpt from the journal of Dweezil the imp:

Dweezil watched as his master systematically tortured the quasit. The creature was known to his master and, supposedly, was a good source of information. However, this time the creature had nothing and Dweezil's master was furious. The quasit, Feyryn, desperately pleaded for the necromancer to finish, and finally he did. Killing the quasit accomplished no more than sending the creature back to the Abyss. It could only be destroyed if destroyed while within the Abyss, and so was banished for one-hundred years. The only way it could return is if a spellcaster summoned it again. And so it would wait. Dweezil was glad he was not on the receiving end of his master's wrath, and wondered how long it would be until the whereabouts of the Children of Chaos were uncovered.


Durgan AC29 Hp156/182  d20+26=29 d20+21=30 d20+16=23 2d8(3+8)+11=22 2d8(1+6)+11=18 2d8(7+7)+11=25
Tuesday July 31st, 2007 4:29:11 PM

"Well yer even uglier than yer other face." Durgan attacks the new form, hoping to slow it down.

attacks:(+1/hit,+1dmg from spells, +2 flanking =total +3hit/+1dmg)
29, 30, 23
damage-(2d8 enlarged weapon)
22, 18, 25

active effects:
blur- (20% miss) -3min
aid-(+1 morale to attack,save vs. fear,and 5 temp hit points) -3min
haste- 13rounds (+1 attack,dodge AC,reflex, +30move)-temp suppressed
enlarge person- 13min (+2str,-2dex, -1 attacks and AC, reach 10)
slow -?

Randall AC17 Hp63/63 Fluffy AC25 Hp31/31 -sub BZ 
Tuesday July 31st, 2007 4:38:38 PM

Randall uses the opportunity while waiting for Savin to act and reloads his arsenal.

actions:
use pearl of power to re-memorize magic missle

active effects:
Improved Invisibility
Fireshield
Stoneskin
Fly
Spell Turning
Protection from Evil
Enlarge Person
Wall of Force

Spells Memorized:-star denotes used spells
Cantrips-(6)Detect Magic x3, Message x3
1st-(7)Identify, Magic Missle x3*, Shield x2
2nd-(7)Darkness, Knock x2, Mirror Image x3, Levitate
3rd-(6)Fireball, Fly x2*, Haste x2**, Tongues
4th-(6)Improved Invisibility x2**, Globe of Invulnerability,Lesser x2, Fireshield*, Stoneskin*
5th-(5)Passwall, Teleport, Wall of Force x3*
6th-(4) Disintegrate x2*, Greater Dispelling*, Chain Lightning*
7th-(2) Force Cage*, Spell Turning*

Firn'gaer - AC 23, HP 84 
Tuesday July 31st, 2007 4:54:27 PM

"Actually, I'd prefer a pink fuzzy bunny to fight if you can arrange that Savin." Firn'gaer says in response to Savin's question.

Firn'gaer throws haste, using extend rod, at AL/AM 27/28 to counter the slow created by the stone golem. The haste will effect 12 creatures. [if I count right there are 11 creatures which are no further apart than 30-ft]

Firn'gaer flies to AS24.

Active Spells
See Invisibility
Detect Magic (requires concentration)
Read Magic
Extended Mage Armor - 24 hours
Overland Flight - 12 hours
Extended Shield (used rod) - 24 minutes
Mass Enlarge Person (affecting all party unless person doesn't want to) - 12 minutes
Extended Haste - 24 rounds

Staff used - 1
Rod used - 2

Prepared Spells
0 -- dancing lights(r), ghost sound(r), light *2, prestidigitation(r), read magic *2
1 -- expeditious retreat, mage armor, magic missile, ray of enfeeblement, ray of enfeeblement, shield*
2 -- extended elf sight, extended mage armor*, invisibility, mirror image, scorching ray x2
3 -- dispel magic*, dispel magic, empowered magic missile*, fireball, haste*, slow*
4 -- black tentacles, dimension door*, mass enlarge person*, polymorph
5 -- empowered lightning bolt, overland flight*, telekinesis, wall of force
6 -- empowered ice storm, heighten resilient sphere*, mage's lucubration

* -- Spells cast
(r) -- racial spells


Savin ac 33 99/126 hps  d20+14=30 d20+23=36
Tuesday July 31st, 2007 4:58:19 PM

Savin darts forward and iniates the next grapple with the Balor/Avatar of chaos. Touch attack of 30/ grapple roll of 36.

Having the demon/devil in his grasp, he groans, "When are you going to pick a form with good breath. I hear fuzzy bunnies have nice breath. How about a flower? Your not very considerate you know."

Peerimus AC 31 HP 96/96 Yorrick AC 28 HP 81/117  d20+25=34 d20+25=34 2d6(2+2)+14=18 2d6(6+6)+14=26 d20+19=20 d20+19=24 d20+19=31 2d8(4+1)+4=9 2d8(2+4)+4=10 d20+31=44 d20+31=50
Tuesday July 31st, 2007 4:58:20 PM

The Bears continue undaunted and now healed some more from Quinn's magic. Both strike at the fiend before them.
[D2 hit AC 34 dmg 18 Grapple 44][D3 Hit AC 34 dmg 26 grapple 50]

The Air elemental and Arrowhawk attack as well.
[Arrowhawk Touch AC 20 miss][Air elemental Hit AC 24/31 dmg 9/10]

Peerimus cast Protection from Fire see earlier post of the day

Level 0: Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1: *Endure Elements, *Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2: **Barkskin x2, Spider Climb, Gust of Wind, **Resist Energy x2
Level 3: *CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4: Flame Strike, *Freedom of Movement, Dispel Magic, Ice Storm, *Air Walk
Level 5: *Animal Growth, *Extend Greater Shillelagh, Heighten Poison, Deathward
Level 6: *Heighten Flame strike, Transport via Plants, Extended Wall of Fire
Level 7: *Fire Storm, *Sunbeam

Spell Staff contains Transmute Metal to Wood
Active Spells Peerimus
Greater Shillalelagh, Barkskin, Endure Elements, Resist Elements Fire, Freedom of Movement, Longstrider
Active Spells Yorrick
Barkskin, Resist Elements Fire, Airwalk
SNA VII Rounds 5/13 Dire bears
Animal Growth DR 10/Magic +8 str +4 con +2ac +4 saves -1 att and AC 9/13 rounds
D2 86/129 D3 88/129
SNA VII Rounds 6/13 Arrowhawk
SNA VI Greater Air Elemental AC 22 136/136 DR 5- 11/13 Rounds

note to DM both bears were subject of the animal growth and have 129 max HP as a result of the con boost


Kazak Ac 32 Hp121/158 ,Enlarge,scarab of golemsbane,power attack +5  d20+19=38 d20+14=23 d20+9=29 d20+19=30 d20+9=12 2d8(2+8)+16=26 2d8(1+3)+16=20 2d8(4+4)+16=24
Tuesday July 31st, 2007 5:43:34 PM

Seeing Savin again grapple the Avatar "just hold him still a few moments " growls Kazak

With a growl in his throat Kazak attacks the Avatar with renewed fury "hold still ya changling" barks the dwarf.

1st swing d20+19=38 crit hit!! d20+19=30(i think that hit )damage 2d8(2+8)+16=26,2d8(1+3)+16=20)
2nd swing d20+14=23 missed
3rd swing d20+9=29 crit hit!!d20+9=12 missed crit,damage 2d8(4+4)+16=24
damage total 26,20,24

" ya can change all ya want but ya ain't gonna change the bite of dwarven steel "

(i added +2 flanking to kazak's attack)(power attacked for +5)

Hell is for Heroes Round 11 (DM/Al)  d20=17 d20+28=45 d20+31=47 d20+26=38 d20+21=27 d20+16=21 d20+30=47 d20+25=37 2d6(2+5)+13=20 2d6(6+2)+13=21 d4+6=10 d4+6=8 d6=2 d6=3 d20+12=30 d20+12=25 6d6(6+2+2+3+6+3)=22
Tuesday July 31st, 2007 9:33:57 PM


Trace switches from arrows to magic. He begins a casting. (Your Ape will appear at the beginning of next round, Trace. You will be responsible for its actions. If you don't dictate an action for it, it will not act.)

Peerimus reaches up to Savin again. His spell Protects Savin from the Fire that is clearly running up and down the Demon Form body. All of Peerimus' summoned creatures attack, but none of them is able to penetrate the Demon Form's natural armor. (Note: My mistake. The Air Elemental could not have been in the position in which I placed it last round. Randall's Wall rises 30ft high. It would have been in the way. I've placed the Air Elemental 5ft East.)

Vinder attacks too. And he misses too.

Quinn's Earth Elemental, on the other hand, pounds into the Demon Form, but it resists most of the damage. Quinn flies up 20ft and casts another Mass Cure spell. (Quinn: EA1, D3, and Durgan are too far away. "No two of which can be more than 30 ft apart.")

Durgan swings three times, but hits not once.

Randall calls on a Pearl of Power and a spell returns.

Firn'gaer casts Haste into the Melee down below. It counters the slow affect in addition to extending the Haste already on some of the combatants. (Note, Firn'gaer that it is not "no further than 30ft apart." Rather it is "No two of which can be more than 30 ft. apart." There are many combinations of creatures that fit that critera. I chose the folloing: Quinn, Durgan, D3, D2, AI1, Kazak, Vinder. Them the Slow effect is canceled and their Haste will apply until Round 34.)

Savin flies over Kazak and one of the Dire Bears. He reaches for the Demon Form and touches its skin of flame. Savin touches the Demon Form, but it wrenches loose. Savin is unable to initiate the Grapple.

Kazak slams home two good hits. Unfortunately both miss the Demon Form's critical areas. Still, the power of the blows has gotten the Demon Form's attention. Its head swivels in the dwarf's direction.

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

To the east the area that had just been glowing thrusts up into the air becoming a raised plateau 10 feet high.

The Demon Form takes a five foot step East, sliding away from Vinder. It looks at Durgan, and the dwarf feels an invisible force slam his weapon out of his grasp. (Disarm 45.) The dwarven Waraxe clangs to the ground. Then the Demon Form raises a longsword that blazes like a bolt of lightning. The whip in its other hand cracks, and it begins raining blows down upon the creature that damaged it, Kazak. The sword aims for the neck. (Hit Kazak Longsword AC47, 38, 27, 21, Whip AC47, AC37, Damage 20+21+10+8+2+3=64hp. Entangle STR check 30 & 25.)

Bloody and burnt, Kazak manages to keep the Lightning Bolt Longsword from his neck. The dwarf has the distinct feeling that should it manage to come between his armor and his head, the result would be instant death.

As the Demon's burning whip falls, Kazak feels it wrap about him. He feels the Demon Form pulling with enormous strength. It pulls him against his body, hoping burn with its natural demonic flames. ( Kazak, Make Opposed STR checks vs DC30 and DC25. If you fail either of them, you are Entangled and you take 21hp more from the Demon's flames. You may escape from the Whip by beating a DC20 Escape Artist check as a Full Round Action. The Whip has an as of yet unknown number of Hitpoints. But the Break DC for the Whip is a STR check of 25.)

=== OOC ===

BTW, thanks for the corrections. Having a tough time keeping up with all of the changes.

Place That is not a Place

ENEMY STATUS
============
Avatar (Abyssal Form) Lightly Wounded, AC35, Touch 16, Grapple Take10 Higher than 36, DR15 ?/?, SR?

GROUP STATUS
============
Durgan 156/187 (Haste 34, Blur (20% miss) 30, Aid(+1 morale to attack,save vs. fear,and 5 temp hit points) 30, Enlarge Person 120)
Firn'gaer 60/60 (Extended Mage Armor 14400, Overland Flight 7200, Extended Shield 240, Enlarge Person 120, Resilient Sphere 131) Rufus 42/42
Kazak 77???/158 (Haste 34, Enlarge Person 120)
Peerimus 96/96 (Greater Shillalelagh 7800, Barkskin 130, Freedom of Movement 130, Resist Elements Fire 130, Summon Nature's Ally I 13, Enlarge Person 120, SNAVII 14, Longstrider 136, Animal Growth 138), Yorrick 117/117 (Airwalk 130, Barkskin 130, Resist Elements Fire 130)
Quinn 110/110 +13temp/+13tempCon (Magical Vestments Armor 7800, Magical Vestments Shield 7800, Greater magic weapon Mace 15600, Enlarge Person 120, True Seeing 131, SMVII 20, Divine Power 19, Righteous Might 21, Fly 140, Haste 34)
Randall 63/63 (Improved invisibility 13, Fireshield 13, Stoneskin 130, Fly 190, Spell Turning 130, Protection from Evil 10, Enlarge Person 120, Wall of Force 13, Force Cage 136), Fluffykins 31/31 (Improved invisibility 13, Fireshield 13, Stoneskin 130, Fly 190, Spell Turning 130)
Savin 126/126 (Silversheen 600, Fly 70, Barkskin +4 90, Enlarge Person 120, Protection From Fire 140 120/120)
Trace 86/86 (Improved Invisibility 13, Barkskin 1300, Cat's Grace 130, Magic Circle Against Evil 600), Shadow 44/44
Vinder 95/102 (Haste 34)
D2 73/129 (Animal Growth, Haste 34)
D3 129/129 (Animal Growth, Haste 34)
EA1 136/184 ()
AI1 178/178 (Haste 34)

ENVIRONMENT
===========
Insect Plague: A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move. Any living creature that begins its turn with a locust swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round.
Obscuring Mist: Per the Spell
Raised Plateau: 10ft High. Sides are Climb DC25
Solid Fog: The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). Any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can't take a 5-foot step while in solid fog.
Very Tall Grass: Movement cut to ½. No tumbling. Total Concealment outside of 5ft.
Water: Swim check of DC10 to make the surface. Climb check of DC10 to pull yourself out. Swimming is a Move Action. Climbing out is also a Move Action. Getting out would be a Full Round.
Whirlwind: Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed.

Peerimus AC 31 HP 96/96 Yorrick AC 28 HP 81/117  d20+25=37 d20+25=41 d20+20=28 d20+25=28 d20+25=40 d20+20=24 2d6(4+1)+14=19 2d6(3+5)+14=22 2d6(1+2)+14=17 d20+31=36 d20+31=34 d20+31=40 d20+19=30 d20+19=22 d20+19=39 d20+19=21 2d8(4+4)=8 2d8(5+1)+4=10 d20+17=24
Tuesday July 31st, 2007 10:22:00 PM

Peerimus begins another summoning spell [convert Extended Wall of Fire to SNA VI Huge Earth Elemental AP/25]

The Bears continue attacking and now unburdened from the slow spell lash out with both claws and thier fangs [D2 hit AC 37/41/28 dmg 19/22 Grapple 36/34][D3 Hit AC 28/40/24 dmg 17 grapple 40] Almost forgot,last roll Fort save for D2 nausated made it 24

The Air elemental and Arrowhawk continue to attack as well.
[Arrowhawk Touch AC 30 dmg 8][Air elemental Hit AC 22/39 crit 21 nope dmg 10]

Level 0: Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1: *Endure Elements, *Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2: **Barkskin x2, Spider Climb, Gust of Wind, **Resist Energy x2
Level 3: *CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4: Flame Strike, *Freedom of Movement, Dispel Magic, Ice Storm, *Air Walk
Level 5: *Animal Growth, *Extend Greater Shillelagh, Heighten Poison, Deathward
Level 6: *Heighten Flame strike, Transport via Plants, *Extended Wall of Fire
Level 7: *Fire Storm, *Sunbeam

Spell Staff contains Transmute Metal to Wood
Active Spells Peerimus
Greater Shillalelagh, Barkskin, Endure Elements, Resist Elements Fire, Freedom of Movement, Longstrider
Active Spells Yorrick
Barkskin, Resist Elements Fire, Airwalk
SNA VII Rounds 4/13 Dire bears
Animal Growth DR 10/Magic +8 str +4 con +2ac +4 saves -1 att and AC 8/13 rounds
D2 73/129 D3 129/129
SNA VII Rounds 5/13 Arrowhawk
SNA VI Greater Air Elemental AC 22 136/136 DR 5- 10/13 Rounds

Savin hps 126/126 ac 33  d20+15=28 d20+29=49 2d6(3+4)+6=13
Tuesday July 31st, 2007 11:00:15 PM

Savin lunges in again to grapple the creature easily touching him and grabbing on. Savin used 3 hero points to aid him in his grapple and then rolls a natural 20 (What waste!!!)

Yes the Balor is grappled which knocks 7 off his AC since he loses dex bonuses against the others. Kill him quick!!!

Trace and Shadow, and Ape  d20+22=32 d20+22=37 d20+17=34 d20+14=21 d8+5=13 d8+5=11 d8+5=9 d8+5=8 d6=6 d6=3 d6=5 d6=4 2d6(6+4)=10 2d6(2+2)=4 2d6(6+1)=7 2d6(5+5)=10
Wednesday August 1st, 2007 1:55:13 AM

Trace returns to launching arrows at the now grappled Avatar as he watches the mass of creature and humanoid battle before his eyes.

hit ac 32 13hps, 6fire, 10holy total 29hps
hit ac 37 11hps, 3fire, 04holy total 18hps
hit ac 34 09hps, 5fire, 07holy total 21hps
hit ac 21 08hps, 4fire, 10holy total 22hps

total 90 hps

(Improved Invisibility 13.0, Barkskin 1300.0, Cat's Grace 130.0, Magic Circle Against Evil 600.0),
arrow total (151/178) (93/120 in two efficant quivers)
Trace 94/94
Armor Class: 18[20] [[22]]
Touch: 09[11] [[13]]
Flat Foot: 12[14] [[16]]
Spell List
1st level Resist Energy Resist Energy
2nd Level Barkskin (cast upon self) Catsgrace(cast upon self)
3rd Level Summon Natures Aly(ape) Summon Natures Aly
Shadow 44/44 Armor Class: 20 Touch: 15 Flat-footed: 15

Traces Ape  d20+7=25 d20+2=10 d6+5=9 d6+2=7
Wednesday August 1st, 2007 2:00:15 AM

Trace's summoned ape appears behind the Avatar and swings his claws at the end of his heavy fist while roaring loudly and then tries his best to bite the Avatar.

hit ac 25 for 9hps damage
hit ac 10 for 7hps damage
total 16hps

Vinder HP 102/102 AC 24 (two weapon defense, dodge)  d20+16=19 d20+16=20 d20+11=28 d20+11=16 d4+2=6 d6=6 5d6(2+4+1+4+3)=14
Wednesday August 1st, 2007 9:45:15 AM

Vinder feels the slowing effects leave his body and he gives a wink and a nod to Firn'gaer. He takes a 5 foot step to AL 26.

"Let's dance!" he calls out and his knives blur as he feints and lunges and then rams a strike home. (Hit AC 28, which I believe hits now that he's grappled, for 6 normal damage + 6 fire damage + 14 sneak attack damage = 26 total damage)

Quinn Ac 29 Hp 106(117)(130)/110(123)(136)  d20+24=30 d20+24=33 2d10(8+8)+13=29 2d10(10+1)+13=24 d20+26=45 2d6(4+2)+12=18 2d6(2+2)=4 2d6(4+1)=5 d6=6
Wednesday August 1st, 2007 12:50:51 PM

HUGE Earth elemental HP 136/184 (augment summoning)
Position AP 26

The HUGE creature of rock and earth is now moving normally and get ready to take out his aggression on the new Fiend.

AC 30, damage 29
AC 33, damage 24

The Elemental did not react well to his new found movement and his attacks were not well placed.

Quinn see Savin grapple the beast of fire and yells out "Put the spurs to him brother!"

Quinn now flying at 20 feet will move in an wack the fire beast good and hard with his mace. "Foul beast get ready to feel the full might of Gargul through me!"

AC 45 damge weapon damage 18, holy 4, viscious 5

viscious damage to Quinn 6

0 Level (6) (DC: 17) Light x2, Read magic x2, Detect Magic x2
1st Level (7/1) (DC: 18) True Strike (d) Hide from Undead x2 Entropic Shield Shield of Faith Divine Favor Comprehend Languages Protection From Evil
2 level (7/1) (DC: 19) See Invisible (d) Aid Bull Str. Bears Endurance Silence Consecrate Align weapon
3rd Level (6/1) (DC: 20) Fly (d) * Dispel Magic Magical Vestments x2 **Inviso Purge Searing Light x2 *
4th Level (5/1) (DC: 21) Dimension Door (d) Summon Monster IV Spell Immunity Divine Power * Greater Magic Weapon *Restoration
5th Level (4/1) (DC: 22) True Seeing (d)* Summon Monster V Flame Strike Spell Resistance Righteous Might
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI Banishment *
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word * Summon Monster VII *

spells in affect
Active magic
Magic vestments -armor
Magic vestments -shield
Magic weapon,greater
Enlarge
True seeing
Summon Monster VII
Divine Power +6 strenght
Righteous might +8 strength/+4 con./+4 natural armor class/Enlarge/DR 10 evil
Total of +14 strength and +4 constitution!!!!!!!!
Fly


Kazak Ac 32 Hp -7/158 enlarge,haste,power attack +5  d20+20=27 d20+15=20 d20+10=29 d20+20=33 d20+10=24 2d8(5+8)+16=29 2d8(5+4)+16=25 d20+5=17 d20+5=13
Wednesday August 1st, 2007 7:30:16 PM

Swinging his dwarven bastard sword for all he was worth .....Kazak launches his attack againist the Avatar as it engulfs him in it's grasp

1st swing d20+20=27 i believe that missed
2nd swing d20+15=20 missed
3rd swing d20+10=29 crit hit ,d20+10=24 missed crit, damage 2d8(5+8)+16=29
4th swing d20+20=33 (hasted)damage 2d8(5+4)+16=25
total damage 54

As the Avatar's blows rain down on Kazak he grunts in pain "ya blasted fiend "

"Grrrrr" as the whip wraps around him the armored dwarf struggles againist the encircling bonds (d20+5=17,d20+5=13 failed both str checks)

"Dur........ The younger stonewall brother fails to finish his call as his body goes limp wrapped in the Avatar's deadly grip

(not sure of the exact number of Hp's Kazak has because of all the healing , i will double check it)

DM/Al - OoC 
Wednesday August 1st, 2007 7:40:09 PM

Sorry, Kazak, didn't mean to lead you astray as far as the hitpoints go. You would be at 77hp before the possible fire damage from the Avatar's body. It would do 21hp fire damage if you failed either one of those STR checks. Not 21 per failed STR check.

So, glad to say that you're still at 56hp.

Firn'gaer - AC 23, HP 84  d20+12=27 5d4(3+3+1+4+3)+5=19
Wednesday August 1st, 2007 8:59:50 PM

Firn'gaer flies to AN20 and fires magic missiles at the avatar.

SR DC27

Magic missile - 19 points

Active Spells
See Invisibility
Detect Magic (requires concentration)
Read Magic
Extended Mage Armor - 24 hours
Overland Flight - 12 hours
Extended Shield (used rod) - 24 minutes
Mass Enlarge Person (affecting all party unless person doesn't want to) - 12 minutes
Extended Haste - 23 rounds

Staff used - 1
Rod used - 2

Prepared Spells
0 -- dancing lights(r), ghost sound(r), light *2, prestidigitation(r), read magic *2
1 -- expeditious retreat, mage armor, magic missile, ray of enfeeblement, ray of enfeeblement, shield*
2 -- extended elf sight, extended mage armor*, invisibility, mirror image, scorching ray x2
3 -- dispel magic*, dispel magic, empowered magic missile*, fireball, haste*, slow*
4 -- black tentacles, dimension door*, mass enlarge person*, polymorph
5 -- empowered lightning bolt, overland flight*, telekinesis, wall of force
6 -- empowered ice storm, heighten resilient sphere*, mage's lucubration

* -- Spells cast
(r) -- racial spells

Randall AC17 Hp63/63 Fluffy AC25 Hp31/31 -sub BZ  d20+17=23 5d4(3+2+1+4+1)+5=16
Wednesday August 1st, 2007 9:36:55 PM

OOC-force cage was dismissed

Randall wipes the sweat from his invisible brow as he watches Savin start the dance again. As he grapples the Avatar and everyone attacks, Randall decides to pitch in an attack of his own and adds more magic missles to the mix.

actions:
cast magic missle SR check=23 (ouch) dmg?=16

active effects:
Improved Invisibility
Fireshield
Stoneskin
Fly
Spell Turning
Protection from Evil
Enlarge Person
Wall of Force

Spells Memorized:-star denotes used spells
Cantrips-(6)Detect Magic x3, Message x3
1st-(7)Identify, Magic Missle x3**, Shield x2
2nd-(7)Darkness, Knock x2, Mirror Image x3, Levitate
3rd-(6)Fireball, Fly x2*, Haste x2**, Tongues
4th-(6)Improved Invisibility x2**, Globe of Invulnerability,Lesser x2, Fireshield*, Stoneskin*
5th-(5)Passwall, Teleport, Wall of Force x3*
6th-(4) Disintegrate x2*, Greater Dispelling*, Chain Lightning*
7th-(2) Force Cage*, Spell Turning*

items used -pearl of power 1st(2/3left)

Durgan AC30 Hp156/182  d20+27=38 2d8(7+1)+11=19
Wednesday August 1st, 2007 9:53:58 PM

"ME BRUDDER! Kazak hang on!" Durgan picks up his weapon and moves back in.(5-foot move) He takes a swing and tries to take the creature's attention off of his brother. "Don't ye dare let go this time Savin, let's finish this."

attacks:(net +2hit/+1dmg from spells)/+2flanking =+4 hit/+1dmg
38
damage:(2d8 enlarged weapon)
19

active effects:
blur- (20% miss) -3min
aid-(+1 morale to attack,save vs. fear,and 5 temp hit points) -3min
haste- 13rounds (+1 attack,dodge AC,reflex, +30move)-temp suppressed
enlarge person- 13min (+2str,-2dex, -1 attacks and AC, reach 10)

Hell is for Heroes Round 12 (DM/Al)  d20=17 6d6(6+6+4+6+6+2)=30 6d6(6+6+5+4+6+5)=32 d20+28=31
Wednesday August 1st, 2007 10:15:39 PM


Peerimus begins another summoning spell. His existing friends continue the attack. Both bears score claw attacks, but even the powerful blows cause only minor scratches. Neither is able to grapple the Demon Form. The Arrowhawk hones its aim and a bolt of electricity strikes. The electricity, however, does no damage. The Air Elemental hits, but its blow does no damage either.

Savin reaches in, taking hold of the Avatar's Demon Form. The Destroyer is again grappled! Flames from the Demon Form body ripple and flare against Savin's skin. Were it not for Peerimus' magic, he would be charred badly. (-30 from Protection from Energy.)

Trace returns to firing arrows. With the Avatar's movement restricted by the grapple, it is an easier target. Three of Trace's arrows hit. None of the arrows penetrates deep enough to hurt the Demon Form, though. And the fire does not burn. Only the Holy Energy damages the Avatar. Traces summoned Ape appears and launches into an attack. It does not manage to land a solid blow.

Vinder feels himself speeding up. With the Avatar restrained, he manages to drive a blade into a vital spot. Though the fire of his dagger, does not burn the Demon Form, the hole where the dagger pierced leaks dark blood.

Quinn and his Earth elemental attack. Both score hits, the Elemental does largely thanks to Savin's grapple. The Elemental pounds home some good punches. Quinn flies over the invisible wall. He does more damage with the Holy and Vicious damage.

Kazak fights back. He scores a single powerful blow before he is entangled and drawn to the Demon Form's body. Flames cause the brave dwarf's blood to sizzle on his armor. Still entangled in the whip, Kazak continues to take damage from the flames. (Take 32hp fire damage this round) Worse yet, his movements are restricted. He finds his aim is now hampered. It's looking bad. (An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). Or the Whip has an unknown number of Hit Points and an AC of 5. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity.)

Firn'gaer fires Magic Missiles at the Avatar. He can see that his magic nearly overcame the Demon Form's Spell Resistance, but the Missiles still fizzle. Down below another area begins glowing. This one is a deep Black (Firn'gaer only: Highlight to display spoiler: {Squares As-AV/26-29})

Randall sends Magic Missiles of his own, the air is filled with glowing death. But just like Firn'gaer, Randall fails to breach the Demon Form's Spell Resistance and the Missiles fizzle.

Durgan bends to snatch up his weapon. Normally a powerful blow, it barely makes a dent through the Demon Form's Damage Resistance.

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

Grappled now, the Demon Form is unable to follow up on its attack and finish Kazak off. The dwarf is still entangled, though, and may succumb to the Abyssal flames.

By this time, the Demon Form is wounded. It looks again at Savin. "Dance with me Child," it says again, the evil demon voice swallowed by the hollow ring of infinity.

It snaps a look at Quinn, and the cleric of Gargul feels an invisible smash against his weapon. (Disarm 31 miss) But the blow is not strong enough, and he manages to retain hold.

Then the Demon Form raises its head and its eyes roll back into its head. A dark Unholy Aura rises from its skin, surrounding it with protection and the stench of wasting death. (Unholy Aura: If a good creature succeeds on a melee attack against the Demon Form, the offending attacker takes 1d6 points of temporary Strength damage Fortitude vs DC26 negates.)

=== OOC ===

Place That is not a Place

ENEMY STATUS
============
Avatar (Abyssal Form) Wounded, AC39 vs Savin AC32 for everyone else, Touch 20, Grapple Take10 DC 46, DR15 ?/?, SR28, Immune to Electricity

GROUP STATUS
============
Durgan 156/187 (Haste 34, Blur (20% miss) 30, Aid(+1 morale to attack,save vs. fear,and 5 temp hit points) 30, Enlarge Person 120)
Firn'gaer 60/60 (Extended Mage Armor 14400, Overland Flight 7200, Extended Shield 240, Enlarge Person 120, Resilient Sphere 131) Rufus 42/42
Kazak 24/158 (Haste 34, Enlarge Person 120)
Peerimus 96/96 (Greater Shillalelagh 7800, Barkskin 130, Freedom of Movement 130, Resist Elements Fire 130, Enlarge Person 120, SNAVII 14, Longstrider 136, Animal Growth 138, SNAVI 23), Yorrick 117/117 (Airwalk 130, Barkskin 130, Resist Elements Fire 130)
Quinn 104/110 +13temp/+13tempCon (Magical Vestments Armor 7800, Magical Vestments Shield 7800, Greater magic weapon Mace 15600, Enlarge Person 120, True Seeing 131, SMVII 20, Divine Power 19, Righteous Might 21, Fly 140, Haste 34)
Randall 63/63 (Improved invisibility 13, Fireshield 13, Stoneskin 130, Fly 190, Spell Turning 130, Protection from Evil 10, Enlarge Person 120, Wall of Force 13, Force Cage 136), Fluffykins 31/31 (Improved invisibility 13, Fireshield 13, Stoneskin 130, Fly 190, Spell Turning 130)
Savin 126/126 (Silversheen 600, Fly 70, Barkskin +4 90, Enlarge Person 120, Protection From Fire 140 90/120)
Trace 86/86 (Improved Invisibility 13, Barkskin 1300, Cat's Grace 130, Magic Circle Against Evil 600), Shadow 44/44
Vinder 95/102 (Haste 34)
D2 73/129 (Animal Growth, Haste 34)
D3 129/129 (Animal Growth, Haste 34)
EA1 136/184 ()
AI1 178/178 (Haste 34)

ENVIRONMENT
===========
Insect Plague: A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move. Any living creature that begins its turn with a locust swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round.
Obscuring Mist: Per the Spell
Raised Plateau: 10ft High. Sides are Climb DC25
Solid Fog: The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). Any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can't take a 5-foot step while in solid fog.
Very Tall Grass: Movement cut to ½. No tumbling. Total Concealment outside of 5ft.
Water: Swim check of DC10 to make the surface. Climb check of DC10 to pull yourself out. Swimming is a Move Action. Climbing out is also a Move Action. Getting out would be a Full Round.
Whirlwind: Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed.

Quinn Ac 30 Hp 95(106)(119)/110(123)(136)  d20+16=31 d20+16=21 2d10(4+9)+25=38 d20+27=43 d20+21=25 d20+15=22 d20+27=40 2d6(4+1)+12=17 2d6(6+1)+12=19 2d6(6+3)=9 2d6(3+3)=6 2d6(1+5)=6 2d6(1+5)=6 d6=5 d6=6 d20+14=32
Wednesday August 1st, 2007 10:45:26 PM

HUGE Earth elemental HP 136/184 (augment summoning)
Position AP 26

The HUGE creature of rock and earth is hearten that his poor attacks scored hits and tries a new tactic (power attack PA).

AC 31 (PA8), damage 38
AC 21 (PA8), miss ?

Quinn sees the time is ripe to finish the fiend and attacks full force. "Try to take my weapon will you. Smashing time fiend!"

AC 43 damge weapon damage 17, holy 9, viscious 6
AC 25, miss
AC 22, miss
Haste attack AC 40 weapon damage 19, holy 6, viscious 6

viscious damage to Quinn 5 & 6 (Ouch!)

Fort save for aura 32

"Is that all you can do fiend is stink on us! Get ready to meet Gargul!"

0 Level (6) (DC: 17) Light x2, Read magic x2, Detect Magic x2
1st Level (7/1) (DC: 18) True Strike (d) Hide from Undead x2 Entropic Shield Shield of Faith Divine Favor Comprehend Languages Protection From Evil
2 level (7/1) (DC: 19) See Invisible (d) Aid Bull Str. Bears Endurance Silence Consecrate Align weapon
3rd Level (6/1) (DC: 20) Fly (d) * Dispel Magic Magical Vestments x2 **Inviso Purge Searing Light x2 *
4th Level (5/1) (DC: 21) Dimension Door (d) Summon Monster IV Spell Immunity Divine Power * Greater Magic Weapon *Restoration
5th Level (4/1) (DC: 22) True Seeing (d)* Summon Monster V Flame Strike Spell Resistance Righteous Might
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI Banishment *
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word * Summon Monster VII *

spells in affect
Active magic
Magic vestments -armor
Magic vestments -shield
Magic weapon,greater
Enlarge
True seeing
Summon Monster VII
Divine Power +6 strenght
Righteous might +8 strength/+4 con./+4 natural armor class/Enlarge/DR 10 evil
Total of +14 strength and +4 constitution!!!!!!!!
Fly
Haste

Trace and Shadow and Ape  d20+7=26 d20+2=22 d6+5=10 d6+2=6 d20+22=42 d20+22=32 d20+17=36 d20+14=21 2d6(5+3)=8 2d6(6+4)=10 2d6(2+5)=7
Thursday August 2nd, 2007 4:13:26 AM

Shadow unsure of what to do stays put as she was last told waiting for another order. The ape again tries to hit the Avatar.
hit ac 26 10 hps damage
hit ac 22 nat 20 6 hps damage
total 16hps damage

Trace loads up again to continue his attempt to put down the creature.
hit ac 32 08holy
hit ac 37 10holy
hit ac 34 07holy

total 25 holy damage hps

(Improved Invisibility 13.0, Barkskin 1300.0, Cat's Grace 130.0, Magic Circle Against Evil 600.0),
arrow total (147/178) (89/120 in two efficant quivers)
Trace 94/94
Armor Class: 18[20] [[22]]
Touch: 09[11] [[13]]
Flat Foot: 12[14] [[16]]
Spell List
1st level Resist Energy Resist Energy
2nd Level Barkskin (cast upon self) Catsgrace(cast upon self)
3rd Level Summon Natures Aly(ape) Summon Natures Aly
Shadow 44/44 Armor Class: 20 Touch: 15 Flat-footed: 15

Savin ac 33 hps 126/126  d20+6=17 d20+6=10 d20+6=10 d20+6=11 d20=5
Thursday August 2nd, 2007 8:19:46 AM

Savin launches a full out attack using powerattack (+9) on the beast. All of his attacks thud against the natural armor of the beast but fail to penetrate.

He responds to the voice in his head? "Back at the monastary, my master taught us a dance called the tango. He said it improved footwork. I would show it to you but since we have to dance cheek to cheek, I am not going to do it until you chew some mint leaves."

Vinder HP 102/102 AC 24 (two weapon defense, dodge)  d20+16=36 d20+16=24 d20+13=33 d20+16=27 d20+13=33 d20+11=21 d20+13=19 d6+11=16 d20+11=22 d4+2=3 5d6(6+3+6+6+5)=26
Thursday August 2nd, 2007 9:30:19 AM

Vinder continues his attack, now heartened by the success of his last blow.

He again stabs his knife into the flesh of the enemy. (Only one hit at AC 36 - crit confirm fails at 24 - for 3 normal damage + 26 sneak attack damage = 29 total damage; Fort save 33 to avoid strength damage)

"Someone said something about binding this stinker after we'd hurt him enough," he hollers between strikes and feints. "When does that happen?"

Quinn (second illegal post)  d20+17=25 d6=5
Thursday August 2nd, 2007 1:09:48 PM

Fort save for EA 25, so close

5 strenght lost.

No, you're okay, Quinn. Or rather, your Elemental is. The check for STR damage only applies to Good aligned creatures. The Elemental is Neutral, so it does not apply. --Al

Firn'gaer - AC 23, HP 84  d20+12=17
Thursday August 2nd, 2007 1:49:01 PM

Firn'gaer flies to AM28 and bounces a ray of enfeeblement off the avatar.

Firn'gaer feels like a spectator in the life and death fight occuring below.

Active Spells
See Invisibility
Detect Magic (requires concentration)
Read Magic
Extended Mage Armor - 24 hours
Overland Flight - 12 hours
Extended Shield (used rod) - 24 minutes
Mass Enlarge Person (affecting all party unless person doesn't want to) - 12 minutes
Extended Haste - 23 rounds

Staff used - 1
Rod used - 2

Prepared Spells
0 -- dancing lights(r), ghost sound(r), light *2, prestidigitation(r), read magic *2
1 -- expeditious retreat, mage armor, magic missile*, ray of enfeeblement*, ray of enfeeblement, shield*
2 -- extended elf sight, extended mage armor*, invisibility, mirror image, scorching ray x2
3 -- dispel magic*, dispel magic, empowered magic missile*, fireball, haste*, slow*
4 -- black tentacles, dimension door*, mass enlarge person*, polymorph
5 -- empowered lightning bolt, overland flight*, telekinesis, wall of force
6 -- empowered ice storm, heighten resilient sphere*, mage's lucubration

* -- Spells cast
(r) -- racial spells

Randall AC17 Hp63/63 Fluffy AC25 Hp31/31 -sub BZ  d20+17=21
Thursday August 2nd, 2007 7:37:39 PM

Once again, Randall tries to blast some magic missles through the Avatar's defenses.

actions:
cast magic missle SR check=21(Arrgh!)

active effects:
Improved Invisibility
Fireshield
Stoneskin
Fly
Spell Turning
Protection from Evil
Enlarge Person
Wall of Force

Spells Memorized:-star denotes used spells
Cantrips-(6)Detect Magic x3, Message x3
1st-(7)Identify, Magic Missle x3***, Shield x2
2nd-(7)Darkness, Knock x2, Mirror Image x3, Levitate
3rd-(6)Fireball, Fly x2*, Haste x2**, Tongues
4th-(6)Improved Invisibility x2**, Globe of Invulnerability,Lesser x2, Fireshield*, Stoneskin*
5th-(5)Passwall, Teleport, Wall of Force x3*
6th-(4) Disintegrate x2*, Greater Dispelling*, Chain Lightning*
7th-(2) Force Cage*, Spell Turning*

items used -pearl of power 1st(2/3left)

Peerimus AC 31 HP 96/96 Yorrick AC 28 HP 81/117 -sub BZ  d20+25=42 d20+25=31 d20+20=38 2d6(6+1)+14=21 2d6(5+6)+14=25 2d6(3+3)+7=13 d20+31=34 d20+25=26 d20+25=39 d20+20=36 2d6(2+6)+14=22 2d6(2+3)+14=19 2d6(1+4)+7=12 d20+31=51 d20+19=22 d20+19=23 2d8(3+1)+4=8 2d8(7+4)+4=15 d20+19=36 d20+19=38 2d10(10+3)+9=22 2d10(3+8)+9=20 3d8(6+1+8)+5=20
Thursday August 2nd, 2007 8:11:34 PM

actions:
Peerimus moves up to Kazak and gives him a boost from a cure serious wounds wand. heal 20hp dmg on Kazak

Peerimus' horde of summoned creatures continue their assault upon the Avatar:
-animal growth dire bear#1 att(claw)42, 31, (bite)38; dmg(claw) 21, 25 (bite)13, grapple=34
-animal growth dire bear#2 att(claw)26, 39, (bite)36; dmg(claw) 22, 19 (bite)12, grapple=51(nat20)
-Arrow hawk elder- Avatar immune to elec
-Huge Air elemental att 22,23 dmg 8,15
-Huge Earth elemental att 36, 38 dmg 22, 20


Level 0: Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1: *Endure Elements, *Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2: **Barkskin x2, Spider Climb, Gust of Wind, **Resist Energy x2
Level 3: *CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4: Flame Strike, *Freedom of Movement, Dispel Magic, Ice Storm, *Air Walk
Level 5: *Animal Growth, *Extend Greater Shillelagh, Heighten Poison, Deathward
Level 6: *Heighten Flame strike, Transport via Plants, *Extended Wall of Fire
Level 7: *Fire Storm, *Sunbeam

Spell Staff contains Transmute Metal to Wood
Active Spells Peerimus:
Greater Shillalelagh, Barkskin, Endure Elements, Resist Elements Fire, Freedom of Movement, Longstrider
Active Spells Yorrick:
Barkskin, Resist Elements Fire, Airwalk
SNA VII Rounds 4/13 Dire bears
Animal Growth DR 10/Magic +8 str +4 con +2ac +4 saves -1 att and AC 8/13 rounds
D2 73/129 D3 129/129
SNA VII Rounds 5/13 Arrowhawk
SNA VI Greater Air Elemental AC 22 136/136 DR 5- 10/13 Rounds

Durgan AC30 Hp156/182  d20+27=37 d20+27=43 d20+22=37 d20+17=36 d20+17=20 2d8(3+6)+11=20 2d8(3+7)+11=21 2d8(5+4)+11=20 2d8(3+1)+11=15
Thursday August 2nd, 2007 9:12:58 PM

Durgan sees the danger his brother is in and tries to help him by freeing him. "Hang on! I'll try to cut ye loose!"

attacks:(net +2hit/+1dmg from spells)/+2flanking =+4 hit/+1dmg
(aiming for the whip- sunder- I provoke AoO, if any attacks leftover, apply to avatar) 37, 43(haste), 37, 36(crit check=20)
damage:(2d8 enlarged weapon)
20, 21, 20, 15

active effects:
blur- (20% miss) -3min
aid-(+1 morale to attack,save vs. fear,and 5 temp hit points) -3min
haste- 13rounds (+1 attack,dodge AC,reflex, +30move)-temp suppressed
enlarge person- 13min (+2str,-2dex, -1 attacks and AC, reach 10)

DM/Al - Addendum 
Thursday August 2nd, 2007 9:19:02 PM

Durgan's desperate swings sunder the Demon Form's whip and Kazak rolls free of the flames.

Engaged now in multiple grapples, the Demon Form is not able to take the Attack of Opportunity against Durgan.

Kazak Ac 32 Hp 44/158 enlarge,haste,power attack +5  d20+20=23 d20+15=23 d20+10=11 d20+20=28 2d8(7+8)+16=31
Thursday August 2nd, 2007 9:36:28 PM

Ffeeling an infusion od health from Peerimus "thanks " growls Kazak thru gritted teeth as the demonic flames burn him

" how do i get meself in these messes " grumbles Kazak to himself " and how will i wriggle outa dis "

Suddendly a hiss of a blade passes nearby and the armored dwarf feels himself free of the entangling whip " Nice work brother " growls Kazak

With a burning rage Kazak attacks the fiend....seeking vengence for it's brutal and almost fatal attack .

1st swing d20+20=23 missed (Al is evil )
2nd swing d20+15=23 missed (Al is evil )
3rd swing d20+10=11 missed (Al is evil)
4th swing hasted d20+20=28 Hit!!! (ok Al is just a little evil) damage 2d8(7+8)+16=31 !! ;-)

With his last arc of his blade the dwarven warrior finally lands a solid blow on the fiendish Avatar .



Hell is for Heroes Round 13 (DM/Al)  d20=13 d20+14=34 d20+28=29 d20+20=23 d20+20=36 d20+20=32 d20+20=27 d20+20=40 d20+20=34 d20+20=34 d20+20=27 d20+20=26 d20+20=25 d20+20=21 d20+20=35 d20+20=31 d20+20=35 d20+20=37 d20+20=30 d20+20=30
Thursday August 2nd, 2007 9:58:53 PM


Quinn's Elemental tries for a Power Attack. But due to the Demon Form's spell-like protection, both blows are Deflected. Quinn does better. He hits with two blows. His weapon harms the Demon Form in only small ways. But each of then put together, do goodly damage. His fortitude holds up against the Unholy Aura, but his temporary vitality has already been eaten up by his own Vicious weapon. (BTW, Quinn, you need to make a Fortitude Check vs the DC25 for *each* Attack that Hits. Not once per round. I rolled your second one. Nat 20.)

Trace's Ape strikes a lucky blow. But the blow isn't enough to penetrate the Demon Form's Damage Reduction. Trace fires three more arrows. He hits with all three, burning the Demon Form with holy fire. Trace feels Randall's gift of the Improved Invisibility lift from him.

Savin tries a Power Attack as well, but the added power makes his swings too wild. (Remember, Savin, you take a -4 penalty to attack when involved in a grapple.)

Vinder sneaks in another blow at a vital area. He fights off the Unholy Aura as it crawls up his arm.

Firn'gaer fires a dark ray at the Avatar. Again he is defeated by Spell Resistance. Down below another area begins glowing. This one is a swirling Green(Firn'gaer only: Highlight to display spoiler: {Squares Y-AB/34-37})

Randall sends another Magic Missile, but this one has as little success as the first. Randall and Fluffy are deserted by their Improved invisibility and Fireshield. The Wall of Force also disappears.

Peerimus summons another creature. A second Earth Elemental, Huge in size, appears next to the one summoned by Quinn. All of Peerimus' creatures attack. The bears both land bites and claws, but their efforts do little real damage. The southern bear manages a lucky hold, and drags the Demon Form into its embrace. The Air Elemental slams away, but neither blow lands well. The new Earth Elemental, on the other hand, hits with both fists. The Demon Form now seems bloody and battered from half a hundred different minor wounds.

Durgan sees the desperate situation that his brother is in. He attacks the rope, and with powerful blows, cuts it asunder. Kazak rolls free of the fire.

Kazak attacks back! He puts power behind his blade, and maybe that is his undoing, for all of his strikes miss. Even the last one misses, deflected by the newly placed Unholy Aura. (Al is Evil. AC is now 32.)

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

In the space behind Kazak, an area of Deeper Darkness rises from the ground. (Per the Spell.)

The Demon Form of the Avatar is gravely wounded. There is so much blood that it must be near death. For a creature this powerful that might, however, still mean that hit can hold out for many more smaller blows. Through is hands, fastened upon the burning body, Savin feels the grip that Seribond has upon the Avatar's essence. If Chaos had a soul this would be it. Through this bond he feels something akin to a longing from the Destroyer, the Avatar of all things Chaotic. Vinder's question hangs over all things. When does this happen? Will it happen before someone is killed?

The Demon Form does not struggle against the Monk and the Bear. Once again it flicks its head in Quinn's direction. (Disarm 29, Nat 1) Again Quinn feels a force rush by. But this time it does not even touch his weapon.

Then the Avatar cranes its neck. Its muscles bulge and it points to the ground at its feet. A strong dispelling magic radiates from that spot. Its own Unholy Aura remains in place. One of Peerimus' bears, the Air Elemental and his Earth Elemental all are dispelled. Quinn's Earth Elemental remains. Durgan Loses his Haste spell, Quinn loses the Magic Vestment in his Armor. Vinder loses Haste as well. Both of Kazak's spells hold out. But worst of all, Savin loses his Protection from Fire.

=== OOC ===

Place That is not a Place

ENEMY STATUS
============
Avatar (Abyssal Form) Near Death, AC39 vs Savin AC32 for everyone else, Touch 20, Grapple Take10 DC 46, DR15 ?/?, SR28, Immune to Electricity

GROUP STATUS
============
Durgan 156/187 (Blur (20% miss) 30, Aid(+1 morale to attack,save vs. fear,and 5 temp hit points) 30, Enlarge Person 120)
Firn'gaer 60/60 (Extended Mage Armor 14400, Overland Flight 7200, Extended Shield 240, Enlarge Person 120, Resilient Sphere 131) Rufus 42/42
Kazak 24/158 (Haste 34, Enlarge Person 120)
Peerimus 96/96 (Greater Shillalelagh 7800, Barkskin 130, Freedom of Movement 130, Resist Elements Fire 130, Enlarge Person 120, SNAVII 14, Longstrider 136), Yorrick 117/117 (Airwalk 130, Barkskin 130, Resist Elements Fire 130)
Quinn 106/110 +13tempCon (Magical Vestments Shield 7800, Greater magic weapon Mace 15600, Enlarge Person 120, True Seeing 131, SMVII 20, Divine Power 19, Righteous Might 21, Fly 140, Haste 34)
Randall 63/63 (Stoneskin 130, Fly 190, Spell Turning 130, Enlarge Person 120, ), Fluffykins 31/31 Stoneskin 130, Fly 190, Spell Turning 130)
Savin 126/126 (Silversheen 600, Fly 70, Barkskin +4 90, Enlarge Person 120)
Trace 86/86 (Barkskin 1300, Cat's Grace 130, Magic Circle Against Evil 600), Shadow 44/44
Vinder 95/102 ()
D3 129/129 (Animal Growth, Haste 34)
EA1 136/184 ()

ENVIRONMENT
===========
Deeper Darkness: Per the Spell
Insect Plague: A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move. Any living creature that begins its turn with a locust swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round.
Obscuring Mist: Per the Spell
Raised Plateau: 10ft High. Sides are Climb DC25
Solid Fog: The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). Any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can't take a 5-foot step while in solid fog.
Very Tall Grass: Movement cut to ½. No tumbling. Total Concealment outside of 5ft.
Water: Swim check of DC10 to make the surface. Climb check of DC10 to pull yourself out. Swimming is a Move Action. Climbing out is also a Move Action. Getting out would be a Full Round.
Whirlwind: Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed.

Savin AC 33 hitpoints 126/126  d20=11 d20=20 d20=11 d20=20 d20=6 d20=10 d20=19 2d6(6+2)+15=23 2d6(4+6)+15=25 d20+11=18 d20+11=12 d6=1 d6=4 3d6(6+5+2)+15=28 3d6(3+5+4)+14=26
Thursday August 2nd, 2007 10:31:35 PM

Savin feels the weakness starting to flow from his opponent and swings with abandon doing a power attack of +9 (Al, I am just rolling for natural 20's which is my only chance to hit. Got two this round but missed both criticals.)
Savin does 13 points of damage and 11 points of damage after damage reduction. (rerolled damge with proper large size rolls)

Savin fails both of his saving throws and feels his strength fade as he continues the fight and waits for the burn. (-5 on strength total from both)

"Come on! Lets finish this thing!!! I can feel that he is weakening. Who has the cloak? We will need it soon."

Quinn Ac 27 Hp 77(90)(103)/110(123)(136)  d20+20=36 d20+20=38 2d10(10+2)+19=31 2d10(8+1)+19=28 d20+27=44 d20+21=34 d20+15=35 d20+27=32 2d6(1+4)+12=17 2d6(2+3)+12=17 2d6(3+4)+12=19 2d6(3+5)+12=20 2d6(3+2)=5 2d6(6+2)=8 2d6(1+5)=6 2d6(3+5)=8 2d6(1+3)=4 2d6(2+3)=5 2d6(2+5)=7 2d6(1+2)=3 d6=6 d6=1 d6=5 d6=4 d20+14=26 d20+14=32 d20+14=27 d20+14=21 d6=4
Thursday August 2nd, 2007 11:16:11 PM

HUGE Earth elemental HP 136/184 (augment summoning)
Position AP 26

The HUGE creature of rock and earth is conerned he put too much umph into the last attack and attempts to land better placed smashes (power attack PA).

AC 36 (PA4), damage 31
AC 38 (PA4), damage 28

The huge earth elemental gives Quinn a massive smile after his attack, showing several smal boulds for teeth.

Quinn nods to the elemental and unfortunately admires the demons new tactic as he sees magic dispelled all over the place and just hopes it is too late for the fiend.

Quinn presses his attack is hopes of freeing Savin. The large mace rains down blows on the Fiend "IT! IS! TIME! FOR! YOU! TO! MEET! GARGUL!"

AC 44 weapon damage 17, holy 5, viscious 8
AC 34, Weapon damage 17, holy 6, viscious 8
AC 35, weapon damage 19, holy 4, viscious 5
Haste attack AC 32 weapon damage 20, holy 7, viscious 3

viscious damage to Quinn 6, 1, 5, 4 (Ouch Again!)

Fort save for aura 26, 32, 27, 21

Quinn feel some of his enhanced strenght drain from his limbs (-4 str., plenty to spare, for now!)

0 Level (6) (DC: 17) Light x2, Read magic x2, Detect Magic x2
1st Level (7/1) (DC: 18) True Strike (d) Hide from Undead x2 Entropic Shield Shield of Faith Divine Favor Comprehend Languages Protection From Evil
2 level (7/1) (DC: 19) See Invisible (d) Aid Bull Str. Bears Endurance Silence Consecrate Align weapon
3rd Level (6/1) (DC: 20) Fly (d) * Dispel Magic Magical Vestments x2 **Inviso Purge Searing Light x2 *
4th Level (5/1) (DC: 21) Dimension Door (d) Summon Monster IV Spell Immunity Divine Power * Greater Magic Weapon *Restoration
5th Level (4/1) (DC: 22) True Seeing (d)* Summon Monster V Flame Strike Spell Resistance Righteous Might
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI Banishment *
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word * Summon Monster VII *

spells in affect
Active magic
Magic vestments -shield
Magic weapon,greater
Enlarge
True seeing
Summon Monster VII
Divine Power +6 strenght
Righteous might +8 strength/+4 con./+4 natural armor class/Enlarge/DR 10 evil
Total of +14 -4 = +10 strength and +4 constitution!!!!!!!!
Fly
Haste
-4 str from Unholy arua


Trace and Shadow and Ape  d20+3=18 d20+12=31 d20+22=40 d20+22=31 d20+17=31 d20+14=29 2d6(1+6)=7
Friday August 3rd, 2007 3:09:28 AM

Trace's Ape unable to do much damage reaches out and tries to grab hold of the Avatar
dc 18, dc 31

Trace loads up again to continue his attempt to put down the creature. He fires another volly of arrows at the evil.
hit ac 40 07 holy
total 7 holy damage hps

(Improved Invisibility 13.0, Barkskin 1300.0, Cat's Grace 130.0, Magic Circle Against Evil 600.0),
arrow total (147/178) (89/120 in two efficant quivers)
Trace 94/94
Armor Class: 18[20] [[22]]
Touch: 09[11] [[13]]
Flat Foot: 12[14] [[16]]
Spell List
1st level Resist Energy Resist Energy
2nd Level Barkskin (cast upon self) Catsgrace(cast upon self)
3rd Level Summon Natures Aly(ape) Summon Natures Aly
Shadow 44/44 Armor Class: 20 Touch: 15 Flat-footed: 15


Vinder HP 102/102 AC 24 (two weapon defense, dodge)  d20+16=36 d20+16=18 d20+13=24 d6=2 d20+15=24 d20+10=16 d20+10=14 d4+2=6 5d6(5+6+3+2+1)=17
Friday August 3rd, 2007 9:26:37 AM

"Peerimus! We need you, now! You're the one who contains him. Do it, now!"

Vinder continues to duck and weave, trying to allow Peerimus a chance to get in and do his thing.

IF Peerimus does not move in to contain the avatar, or if he does not succeed, Vinder attacks.
(Crit 36, confirm crit 18 fails, for 6 normal damage + 17 sneak damage = 23 total damage; Fort save 24 fails, takes 2 Str damage)

Firn'gaer  d20+12=20
Friday August 3rd, 2007 2:06:08 PM

Firn'gaer tries a targeted dispel at the Avatar, but once again he seems to only be able to watch from the sidelines.

He flies to AG26.

SR - 20

Active Spells
See Invisibility
Detect Magic (requires concentration)
Read Magic
Extended Mage Armor - 24 hours
Overland Flight - 12 hours
Extended Shield (used rod) - 24 minutes
Mass Enlarge Person (affecting all party unless person doesn't want to) - 12 minutes
Extended Haste - 22 rounds

Staff used - 1
Rod used - 2

Prepared Spells
0 -- dancing lights(r), ghost sound(r), light *2, prestidigitation(r), read magic *2
1 -- expeditious retreat, mage armor, magic missile*, ray of enfeeblement*, ray of enfeeblement, shield*
2 -- extended elf sight, extended mage armor*, invisibility, mirror image, scorching ray x2
3 -- dispel magic*, dispel magic*, empowered magic missile*, fireball, haste*, slow*
4 -- black tentacles, dimension door*, mass enlarge person*, polymorph
5 -- empowered lightning bolt, overland flight*, telekinesis, wall of force
6 -- empowered ice storm, heighten resilient sphere*, mage's lucubration

* -- Spells cast
(r) -- racial spells

Kazak Ac 32 Hp 44/158 enlarge,haste,  d20+25=32 d20+20=28 d20+15=34 d20+25=28 2d8(3+6)+11=20 d20+15=16 2d8(8+3)+11=22
Friday August 3rd, 2007 8:58:11 PM

Sensing the Avatar's defenses increase the armored dwarf lets his skill take over rather then muscle (no power attack )

"Dwarven steel will send ya back to where ya belong " growls Kazak as his dwarven bastard sword slashes at the fiend.

1st swing d20+25=32 hit!!damage 2d8(3+6)+11=20
2nd swing d20+20=28 missed
3rd swing d20+15=34 hit!! missed crit damage 2d8(8+3)+11=22
4th swing d20+25=28 hasted missed

"Ya not gonna change this time!!.....we're onto your little tricks " growls Kazak at the Avatar

Randall AC17 Hp63/63 Fluffy AC25 Hp31/31 -sub BZ 
Friday August 3rd, 2007 10:01:54 PM

Randall watches the battle unfold. Visible now, he rememorizes another attack spell in case it is needed.

actions:
uses pearl of power 1st to regain magic missle

active effects:
Stoneskin
Fly
Spell Turning
Protection from Evil
Enlarge Person

Spells Memorized:-star denotes used spells
Cantrips-(6)Detect Magic x3, Message x3
1st-(7)Identify, Magic Missle x3**, Shield x2
2nd-(7)Darkness, Knock x2, Mirror Image x3, Levitate
3rd-(6)Fireball, Fly x2*, Haste x2**, Tongues
4th-(6)Improved Invisibility x2**, Globe of Invulnerability,Lesser x2, Fireshield*, Stoneskin*
5th-(5)Passwall, Teleport, Wall of Force x3*
6th-(4) Disintegrate x2*, Greater Dispelling*, Chain Lightning*
7th-(2) Force Cage*, Spell Turning*

items used -pearl of power 1st(1/3left)

Durgan AC29 Hp156/182  d20+26=42 d20+21=34 d20+16=29 2d8(5+4)+11=20 2d8(4+5)+11=20 2d8(4+6)+11=21 d20+18=33 d20+18=32
Friday August 3rd, 2007 10:12:02 PM

Durgan's attacks fall in time with Kazak's, as the brothers try to cut the Avatar down to size. "What's a matter bub? coupla dwarves knockin ye down ter size?"

attacks:(net +1hit/+1dmg from spells)/+2flanking =+3 hit/+1dmg
42, 34, 29
damage:(2d8 enlarged weapon)
20, 20, 21

active effects:
blur- (20% miss) -3min
aid-(+1 morale to attack,save vs. fear,and 5 temp hit points) -3min
enlarge person- 13min (+2str,-2dex, -1 attacks and AC, reach 10)

OOC- fort saves vs str loss= 33,32

Peerimus AC 31 HP 96/96 Yorrick AC 28 HP 81/117  d20+25=45 d20+25=38 d20+25=44 d20+20=23 4d6(5+1+1+4)+28=39 2d6(4+2)+14=20 2d8(7+1)+5=13
Saturday August 4th, 2007 12:09:23 PM

Peerimus continues to use the wand in hopes of keeping Kazak alive. [Heal 13HP dmg on Kazak]

Answering Vinder, "Not until he is down does my task begin."

Peerimus' now much reduced horde of summoned creatures, continue their assault upon the Avatar: Only the northern bear remains and it continues to slash at the mighty avatar.
Hit AC 45 crit 38/44/23 Dmg 39/20
-Arrow hawk elder- Avatar immune to elec

Level 0: Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1: *Endure Elements, *Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2: **Barkskin x2, Spider Climb, Gust of Wind, **Resist Energy x2
Level 3: *CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4: Flame Strike, *Freedom of Movement, Dispel Magic, Ice Storm, *Air Walk
Level 5: *Animal Growth, *Extend Greater Shillelagh, Heighten Poison, Deathward
Level 6: *Heighten Flame strike, Transport via Plants, *Extended Wall of Fire
Level 7: *Fire Storm, *Sunbeam

Spell Staff contains Transmute Metal to Wood
Active Spells Peerimus:
Greater Shillalelagh, Barkskin, Endure Elements, Resist Elements Fire, Freedom of Movement, Longstrider
Active Spells Yorrick:
Barkskin, Resist Elements Fire, Airwalk
SNA VII Rounds 3/13 Dire bear [D3}
Animal Growth DR 10/Magic +8 str +4 con +2ac +4 saves -1 att and AC 7/13 rounds
D2 73/129 D3 129/129
SNA VII Rounds 4/13 Arrowhawk

Hell is for Heroes Round 14 (DM/Al)  d20=13
Sunday August 5th, 2007 12:08:25 PM


Savin drives two powerful rabbit punches into the Demon Form. The Demon Form Avatar staggers at the blows, but the Unholy Aura that surrounds it also climbs Savin's arms to steal the monk's strength in return.

Quinn's Earth Elemental strikes twice, smashing the Avatar. (Not sure where you've been getting your numbers from, Quinn. You started rolling with a mod of 22. Then you switched to a 24. I show a Huge Earth Elemental at Slam +19 melee (2d10+9). Augmented, that would be a mod of +21. You rolled here with a mod of +20. That means a Power Attack of +4. How are you getting a damge Mod of +19? Could you look into your mods again? All of them?)

Quinn himself gets in several good blows. But, like Savin, the good within the cleric attracts the Unholy Aura, and it steals his strength.

Trace's Ape reaches out for a grapple. It touches the Demon Form, but it cannot hold on. (Dang, forgot the ape in the Dispel results.) Trace himself lands an arrow, the holy light burns the Demon Form.

Vinder also sneaks in a blow, another stab at the vitals. But dark energy creeps in on him and saps the rogue's strength, the third victim of the Unholy Aura.

Firn'gaer pours magic missiles down from above. But the Demon's Spell Resistance is still strong. Down below another area begins glowing. Again it is a swirling Green(Firn'gaer only: Highlight to display spoiler: {Squares AO-AR/22-25})

Randall takes the time to recall another set of missiles.

Kazak hits twice, and shakes off the Unholy Aura.

Durgan on the opposite side, echoes his brother's blows.

Peerimus' last remaining Dire Bear slashes a great chunk of flesh from the Demon Form before it fades away, returned to the Mother and Father. The druid reaches out to Kazak and heals the bloody and battered dwarf. A certainty, an inner knowledge comes over Peerimus. The end is near. One more blow should fell the Demon Form. It is close. Just one more. Too many may destroy the Avatar of Chaos entirely.

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

Across the field of chaotic patches of wind water and land, the plants in a certain patch rise up to Entangle any who might enter. (Entangle Per the Spell.)

From up above, Firn'gaer catches the shooting comets of probability as they curve their paths and converge upon Peerimus. The druid feels a hand touch his soul. The touch holds both the awe inspiring power of the Father and the nurturing warmth of the Mother. Peerimus feels the power over Life and Death within his hands as Destiny fills his mortal form.

A tone, high and clear rises from Trace and it is answered by Quinn through the voice of Faraday, singing in harmony. The song is wordless, but the song speaks of the End. One more blow.

"Thank you, Child." The Demon Form looks into Savin's eyes once more. The infinite depths of the Avatar's eyes reach to embrace him. "Thank you." But, as the End begins, the Demon Form, with its last breath, speaks a word, and Savin feels a destructive resonance begin to collapse the organs within his body. The monk feels the infinite arms of Chaos wrap protection about him as he fights to hold his body intact. (Implosion! Savin, Fortitude Save vs DC27 or Die. Add a +4 to your save, protective bonus from the Avatar.)

=== OOC ===

Place That is not a Place

ENEMY STATUS
============
Avatar (Abyssal Form) Near Death, AC39 vs Savin AC32 for everyone else, Touch 20, Grapple Take10 DC 46, DR15 ?/?, SR28, Immune to Electricity

GROUP STATUS
============
Durgan 156/187 (Blur (20% miss) 30, Aid(+1 morale to attack,save vs. fear,and 5 temp hit points) 30, Enlarge Person 120)
Firn'gaer 60/60 (Extended Mage Armor 14400, Overland Flight 7200, Extended Shield 240, Enlarge Person 120, Resilient Sphere 131) Rufus 42/42
Kazak 37/158 (Haste 34, Enlarge Person 120)
Peerimus 96/96 (Greater Shillalelagh 7800, Barkskin 130, Freedom of Movement 130, Resist Elements Fire 130, Enlarge Person 120, Longstrider 136), Yorrick 117/117 (Airwalk 130, Barkskin 130, Resist Elements Fire 130)
Quinn 90/110 +13tempCon (Magical Vestments Shield 7800, Greater magic weapon Mace 15600, Enlarge Person 120, True Seeing 131, SMVII 20, Divine Power 19, Righteous Might 21, Fly 140, Haste 34, -4 STR Damage)
Randall 63/63 (Stoneskin 130, Fly 190, Spell Turning 130, Enlarge Person 120, ), Fluffykins 31/31 Stoneskin 130, Fly 190, Spell Turning 130)
Savin 126/126 (Silversheen 600, Fly 70, Barkskin +4 90, Enlarge Person 120, -5 STR Damage)
Trace 86/86 (Barkskin 1300, Cat's Grace 130, Magic Circle Against Evil 600), Shadow 44/44
Vinder 95/102 (-2 STR Damage)
D3 129/129 (Animal Growth, Haste 34)
EA1 136/184 ()

ENVIRONMENT
===========
Deeper Darkness: Per the Spell
Entangle: Per the Spell
Insect Plague: A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move. Any living creature that begins its turn with a locust swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round.
Obscuring Mist: Per the Spell
Raised Plateau: 10ft High. Sides are Climb DC25
Solid Fog: The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). Any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can't take a 5-foot step while in solid fog.
Very Tall Grass: Movement cut to ½. No tumbling. Total Concealment outside of 5ft.
Water: Swim check of DC10 to make the surface. Climb check of DC10 to pull yourself out. Swimming is a Move Action. Climbing out is also a Move Action. Getting out would be a Full Round.
Whirlwind: Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed.

Savin  d20+15=20 d20+15=26
Sunday August 5th, 2007 1:08:06 PM

Savin feels his own organs contracting and tries to summon the strength to fight off the effects of the magic but discovers he just doesn't have the strength. He eyes meet Kazak's and the dwarf can sense something is terribly wrong with Savin.

Savin murmers, "It has been an honor battling at your side. I guess a sacrifice is needed. I charge you to look after my friends."

With that Savin winces in agony and his grip lessens on the Balor as he slips into death.

(ooc Savin failed the first save and then failed with a hero point. I have enough points to add to the reroll and was going to do it but don't think that is allowed. If so Savin would have used 2 more hero points for a total of 3 and survived. Up to you Al.)

Vinder HP 102/102 AC 24 (two weapon defense, dodge)  d20+15=31 d20+15=32 d20+10=20 d20+10=19 d20+13=25 d4+1=5 5d6(4+1+5+2+3)=15 d6=1
Sunday August 5th, 2007 2:40:54 PM

Vinder swipes with his first attack, almost catching the avatar. His second attack pierces (Hit AC 32 for 5 normal damage + 1 cold damage + 15 sneak damage = 21 total damage; Fort save 25 to avoid unholy aura)

His breath is coming to him quicker now, and his arms are growing tired. Vinder spies the many wounds on the avatar and hope that the fight is near over.

Quinn Ac 27 Hp 77(90)(103)/110(123)(136)  d20+21=32 d8=5
Sunday August 5th, 2007 6:46:14 PM

ooc: Al, Huge EA gets +19 to hit, +1 if its opponent is touching the ground, +2 for str. from augment summoning and +2 for flanking (added after you reminded everyone).

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

Quinn backs off and watches Savin struggle and not sure what to do as the monk looks in good health, but the avatar is falling in on itself.

Quinn requests the EA to stop attacking "Hold Friend."

Quinn will reach down and cast aid on Savin and hope it helps his new friend.

Touch AC 32

15 Aid hit points and other aid benifits.
0 Level (6) (DC: 17) Light x2, Read magic x2, Detect Magic x2
1st Level (7/1) (DC: 18) True Strike (d) Hide from Undead x2 Entropic Shield Shield of Faith Divine Favor Comprehend Languages Protection From Evil
2 level (7/1) (DC: 19) See Invisible (d) Aid * Bull Str. Bears Endurance Silence Consecrate Align weapon
3rd Level (6/1) (DC: 20) Fly (d) * Dispel Magic Magical Vestments x2 **Inviso Purge Searing Light x2 *
4th Level (5/1) (DC: 21) Dimension Door (d) Summon Monster IV Spell Immunity Divine Power * Greater Magic Weapon *Restoration
5th Level (4/1) (DC: 22) True Seeing (d)* Summon Monster V Flame Strike Spell Resistance Righteous Might*
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI Banishment *
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word * Summon Monster VII *

spells in affect
Active magic
Magic vestments -shield
Magic weapon,greater
Enlarge
True seeing
Summon Monster VII
Divine Power +6 strenght
Righteous might +8 strength/+4 con./+4 natural armor class/Enlarge/DR 10 evil
Total of +14 -4 = +10 strength and +4 constitution!!!!!!!!
Fly
Haste
-4 str from Unholy arua


A Hero's End - Addendum (DM/Al) 
Sunday August 5th, 2007 8:18:23 PM


=== OOC ===

End of Combat rounds.

=== BIC ===

Vinder strikes first. His ice cold blade slides into the flames that swath the Demon Form's torso, and though the wound strikes a vital point, most of the damage is turned by the Form's Resistance. But it's enough.

The Demon Form falls, and in its Death Throes it explodes ... into a shower of stars. The stars fall to the multi-colored ground. They collect and pool, coming together, shining and growing in brilliance as they grow into one. Meanwhile, as the stars grow and mass, the Place that is Not a Place dims to darkness. The water, the whirlwind, the very tall grass, all of this fades and darkness settles until all that is left of existence is the group, lit by the glow of the gathering Avatar of Chaos.

Warm and silvery, the form takes shape until lying there is the shape of a young girl. There is something in the cast of her face, bits of similarity that trigger remembrance. Peerimus, Firn'gaer and Trace see it. At one time in ages past, the crones may have looked like this. Lady Watcher, Lady Wisdom, Lady Justice, Lady Sorrow, and Lady Mercy, in bits of features there are resemblances. She lies there unmoving, and beside her lies Savin. His body is crumpled though it is warm to the touch as Quinn reaches out to him. They lie upon the dark ground as though floating within the vastness of space.

An aurora of color arcs overhead, playing within the darkness. The aurora begins and ends with Peerimus, and the druid feels within himself the power of Life, Death and Destiny.

GROUP STATUS
============
Durgan 156/187 (Blur (20% miss) 30, Aid(+1 morale to attack,save vs. fear,and 5 temp hit points) 30, Enlarge Person 120)
Firn'gaer 60/60 (Extended Mage Armor 14400, Overland Flight 7200, Extended Shield 240, Enlarge Person 120, Resilient Sphere 131) Rufus 42/42
Kazak 37/158 (Haste 34, Enlarge Person 120)
Peerimus 96/96 (Greater Shillalelagh 7800, Barkskin 130, Freedom of Movement 130, Resist Elements Fire 130, Enlarge Person 120, Longstrider 136), Yorrick 117/117 (Airwalk 130, Barkskin 130, Resist Elements Fire 130)
Quinn 90/110 +13tempCon (Magical Vestments Shield 7800, Greater magic weapon Mace 15600, Enlarge Person 120, True Seeing 131, SMVII 20, Divine Power 19, Righteous Might 21, Fly 140, Haste 34, -4 STR Damage)
Randall 63/63 (Stoneskin 130, Fly 190, Spell Turning 130, Enlarge Person 120, ), Fluffykins 31/31 Stoneskin 130, Fly 190, Spell Turning 130)
Savin Dead (Silversheen 600, Fly 70, Barkskin +4 90, Enlarge Person 120, -5 STR Damage)
Trace 86/86 (Barkskin 1300, Cat's Grace 130, Magic Circle Against Evil 600), Shadow 44/44
Vinder 95/102 (-2 STR Damage)
D3 129/129 (Animal Growth, Haste 34)
EA1 136/184 ()

Vinder the Hilt  d20+2=4
Monday August 6th, 2007 9:45:35 AM

Vinder's chest rises and falls as he watches the two lying figures. After a moment, he sheathes his blades. He kneels by Savin and places his fingers on his wrist, checking for signs of life. (Heal check 4)

"Can't tell," he says to the others. "Someone with a little more skill should check him out." He stands out of the way, his eyes now drawn to the little girl.

"Is that...is that what we just fought? I'm confused." The man looks the part, too. His brow is furrowed as he tries to piece the little he knows into logical parts.

Posting Report For: 
Monday August 6th, 2007 4:08:00 PM

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

Name-MTWRFSS

DM Al-2XX2OO2
Durgan-XXXXXOO
Firn'gaer-XXXXXOO
Kazak-XXXXXOO
Peerimus-X3OXOXO
Quinn-X2XOOX
Randall-XXXXXOO -subBZ
Savin-X2O2OOX
Trace-XXXXXOO
Vinder-XXXXXOX

submitted by Adm BrianZ



Peerimus 
Monday August 6th, 2007 4:33:27 PM

Peerimus looks at the girl before him. It seemed an easy thing to do before this moment. Use the Shroud, prevent absolute Order from controlling all the Wold, but now the task seemed to him much harder. Peerimus spent what seemed to him to be nearly an eternity staring at the girl. In reality it was but a few heart beats.

Peerimus steps forward and kneels in space by the girl and lays her hand upon her forehead. Not consciously sure of what he is diong, but more of feeling the pull of the Shroud.

Quinn 
Monday August 6th, 2007 8:02:01 PM

Quinn looks to Peerimus "What can you do for Brother Savin? It is beyond my ethos. Brother Savin was a good man it was a noble sacrifice. For the good of the Wold. I will put a good word in for brother Savin."

Quinn goes and touches Savin's brow and moves a few strands of hair away from his eyes. "He will want to see Gargul Clearly." Quinn will sit down, cross his legs and close his eyes. Only his tatooed eyes are open on his face. Quinn absentmindedly fingers his EYE of Gargul holy symbol.

Kazak 
Monday August 6th, 2007 8:33:11 PM

The armored dwarf stands wearily upon his feet.....blood dripping from his armor.

Stepping towards the fallen monk he kneels next to him " a brave warrior you are .....i'm honored to have fought with thee " remarks Kazak with reverence in his voice

Kazak stays kneeling......staring down at Savin.....gathering his thoughts and strength

Randall - Yves ooc> 
Monday August 6th, 2007 8:39:49 PM

ooc> ... have stomac flu. Going back to bed. Sorry guys.

Firn'gaer 
Monday August 6th, 2007 9:05:13 PM

Firn'gaer lowers his head at the death of the Destroyer, but that is not all. Savin has also fallen, but a great ache grows in Firn'gaer's heart.

The shroud will return the Chaos of the Avatar to the Wold, but Savin may not be so lucky.

"Will the shroud work for Savin?"

Savin 
Monday August 6th, 2007 9:10:06 PM

My Gargul...what big eyes you have!

The Avatar Speaks (DM/Al) 
Monday August 6th, 2007 9:56:01 PM


Colors dance upon the girl's silver face as Peerimus lays a hand upon her head. Her eyes flutter and then open. A hand raises from her side, a hand that gropes as though blind. The small hand, silver as the stars, reaches out to touch Peerimus' arm, and with the druid as a guide, the girl stands, unsteadily within her own private darkness. From the girl's neck hangs an amulet, the round disk lying flat against her child breasts.

Firn'gaer feels a pang of regret, a feeling from a part of himself that is not a part of him. The sights of time and space ebb away and Firn'gaer knows that the Vision is gone. At the same time, the silver girl blinks and looks about at the adventurers around her, rough and bloodied. A smile comes to her lips, a quiet wordless smile.

Farewell ... Quinn hears Faraday's voice within his head, and then the sense of being two within one body is gone. The girl draws breath, as though for the first time. Then she speaks, and her voice is like time passed on the banks of a laughing stream.

"Greetings heroes. Hello my Children. You have come again. You have come for the last time."

She kneels beside Savin's body across from Quinn. Gently she strokes Savin's hair.

"Sometimes I wonder why things must happen the way they do. I know that you do too, because you always ask questions." She smiles and looks up, still stroking Savin's hair. "Ask," she says, "I will answer them."

GROUP STATUS
============
Durgan 156/187 (Blur (20% miss) 30, Aid(+1 morale to attack,save vs. fear,and 5 temp hit points) 30, Enlarge Person 120)
Firn'gaer 60/60 (Extended Mage Armor 14400, Overland Flight 7200, Extended Shield 240, Enlarge Person 120, Resilient Sphere 131) Rufus 42/42
Kazak 37/158 (Haste 34, Enlarge Person 120)
Peerimus 96/96 (Greater Shillalelagh 7800, Barkskin 130, Freedom of Movement 130, Resist Elements Fire 130, Enlarge Person 120, Longstrider 136), Yorrick 117/117 (Airwalk 130, Barkskin 130, Resist Elements Fire 130)
Quinn 90/110 +13tempCon (Magical Vestments Shield 7800, Greater magic weapon Mace 15600, Enlarge Person 120, True Seeing 131, SMVII 20, Divine Power 19, Righteous Might 21, Fly 140, Haste 34, -4 STR Damage)
Randall 63/63 (Stoneskin 130, Fly 190, Spell Turning 130, Enlarge Person 120, ), Fluffykins 31/31 Stoneskin 130, Fly 190, Spell Turning 130)
Savin Dead (Silversheen 600, Fly 70, Barkskin +4 90, Enlarge Person 120, -5 STR Damage)
Trace 86/86 (Barkskin 1300, Cat's Grace 130, Magic Circle Against Evil 600), Shadow 44/44
Vinder 95/102 (-2 STR Damage)
D3 129/129 (Animal Growth, Haste 34)
EA1 136/184 ()

Trace and Shadow 
Tuesday August 7th, 2007 1:56:32 AM

Trace quietly shoulders his bow and looks to his hand for the tatoo that had first come to his hand when Sir Thomas rang the bell of chaos to set this in motion, and then looks to Savin there on the ground dead. Trace cant help to feel releaved and saddened at the same time and even gratefull that Savin gave his life for the rest of us. Trace drops to his knees and calls for shadow to come to him.

Vinder the Hilt 
Tuesday August 7th, 2007 10:03:23 AM

Questions? I have plenty of them.

Vinder looked at this little girl and felt that she did indeed know much about much. She's not really a child, then. Something else.

The past several hours had spun by so fast for Vinder. He hadn't enough time to compose his thoughts. Only enough time to fight and bleed. He still felt exhausted. But he couldn't waste this opportunity.

"Why was I brought here?" he speaks before the others. His tone is accusatory. "Why was I chosen?"

Savin 
Tuesday August 7th, 2007 10:49:16 AM

My Gargul...What big ears you have.

Quinn Ac 27 Hp 97(110)(123)/110(123)(136)  d8+13=14 d8+13=20
Tuesday August 7th, 2007 3:47:20 PM

When the child speaks, Quinn opens his eyes "My question is - How do we get back to the Wold. We have a hero's funeral pyre to build and good words to say over our friend to speed his trip to Gargul."

Quinn will stand and sacrifice spell resistance to cast CLW mass on himself, Savin, Durgan, Vinder, EA and Kazak.

20 hp returned.

"After the battle is the time for healing, not during."

15 Aid hit points and other aid benifits.
0 Level (6) (DC: 17) Light x2, Read magic x2, Detect Magic x2
1st Level (7/1) (DC: 18) True Strike (d) Hide from Undead x2 Entropic Shield Shield of Faith Divine Favor Comprehend Languages Protection From Evil
2 level (7/1) (DC: 19) See Invisible (d) Aid * Bull Str. Bears Endurance Silence Consecrate Align weapon
3rd Level (6/1) (DC: 20) Fly (d) * Dispel Magic Magical Vestments x2 **Inviso Purge Searing Light x2 *
4th Level (5/1) (DC: 21) Dimension Door (d) Summon Monster IV Spell Immunity Divine Power * Greater Magic Weapon *Restoration
5th Level (4/1) (DC: 22) True Seeing (d)* Summon Monster V Flame Strike Spell Resistance *Righteous Might*
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI Banishment *
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word * Summon Monster VII *

spells in affect
Active magic
Magic vestments -shield
Magic weapon,greater
Enlarge
True seeing
Summon Monster VII
Divine Power +6 strenght
Righteous might +8 strength/+4 con./+4 natural armor class/Enlarge/DR 10 evil
Total of +14 -4 = +10 strength and +4 constitution!!!!!!!!
Fly
Haste
-4 str from Unholy arua


Durgan 
Tuesday August 7th, 2007 3:58:05 PM

Durgan turns from Savin's body and faces the girl."Alas Savin ye were a brave warrior. And though I hardly knew ye I will not forget yer sacrifice."

"Questions lass? Sure. How about why did Savin have ta die to defeat the Avatar?"

"Why have we come? And why for the last time?"

"And what do we do now?"

"Are we finally ta be rid o these durned tattoos?"



Peerimus 
Tuesday August 7th, 2007 4:08:48 PM

Peerimus shakes his head a bit. He had no questions of why. That was not there. He knew why he fought, struggled and bled along this entire journey. That was never a question to him. He knew, too, why Savin laid dead. No Why was not a question on his mind and Savin would be seen to soon enough. That was to be a task in of itself and the druid did not think Quinn would be too terribly forthcoming in assistance in that matter. Then again, Peerimus glances to the seated cleric, perhaps Quinn was already assisting. But that was for later.

His eyes flicked to the medallion about him and her reaction in small brief moments. Peerimus then drops down to be on eye level with the girl and holds a hand towards Vinder in an effort to calm him.

"The Last time? This circle is then complete at last?" he asks softly "You have reclaimed the artifacts. Are they? Were they always a part of you in a way?

DM/Al - OoC 
Tuesday August 7th, 2007 7:58:54 PM

Hope your stomach feels better, Yves. Stomach flu is no fun at all.

Randall 
Tuesday August 7th, 2007 8:40:13 PM

ooc> Thanks Al. I'm back. The wife got the flu Thursday night. The rest of us got it Sunday night. Thanks for the sub BZ.

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

Randall and Fluffykins land near the others. The mage shakes his head. It was only a matter of time before one of the party members died. It seems wastefull that Savin had to die so close to the end.

"... what we do my friends is take Savin with us and get some clerical type to raise him. He deserves that we try to at the very least. And I echo my sword brothers' question Avatar... why us and what now? "



Engine of Chaos (DM/Al) 
Tuesday August 7th, 2007 10:13:25 PM


"Why were you Chosen, Vinder the Hilt? Or why were you brought here?" The girl's voice is light and silvery as her skin. "You were Chosen because your parents were Chosen. Both of them in your case. As were all of you, from a long line of Chosen, running back countless generations."

"But as to why are you were brought, I can only point to fate. Or, perhaps Fate chose you because you were strong. Do you remember being taken? It was in the Floating City. You are from a very long ways away, Vinder the Hilt. The woman you followed was an agent for your God, Marteaus. They imprisoned you within a wall after they took you."

"In that way, perhaps, even the Gods are agents in turn. Agents of Fate."

"How do you get back, Quinn deMarco? You simply return. Once you release me, this Place will cease to be, and you will return." Quinn casts a spell, and the wounds fade from several of his companions. All, except for poor dead Savin.

"Savin? Savin did not have to die, Durgan Stonewall," the Avatar replies. "Savin has given himself to maintain a great balance. Chaos creates uncertainty, anxiety, fear. But without Chaos, there would be no freedom. There would be no creativity. There would be no spontaneity, no laughter, no love."

"You have fought to preserve these things so that one does not swallow the other. Now you will return home. You will continue your lives. You will have children and pass on your legacy. There are enough of you now. So many have walked the path to this place. There are so many of you this time. All over the Wold. There will be no more need for the quest. It is you who complete the circle, Peerimus. You are now the engines of chaos. All of the Chosen throughout the Wold. Chaos will flow into all of you, and through you, it will return to the cosmos. You will maintain the flow as living guardians. As long as even one of you remains alive."

"If you wish, you may conceal the Mark of Chaos, Durgan Stonewall. But I think that it will always remain within your heart. You too have come from far away, Durgan. Both you and your brother. The Mark may be the only home that you have until you find your place in the Wold."

"Seribond, Noxnyx, Far-And-Away, Xaos, and Atman, they are parts of me. Xaos is my soul." Trace feels the music leave his heart, but he knows that he will hear it forever, for as long as he lives. "We are one. But we are also part of you as you are part of We. All things are touched by Chaos and Chaos is, in turn, shaped by them."

The silver face of the Avatar looks around at the gathered heroes.

"Do you grieve for Savin? Would you like him back?"

GROUP STATUS
============
Durgan 176/187 (Blur (20% miss) 30, Aid(+1 morale to attack,save vs. fear,and 5 temp hit points) 30, Enlarge Person 120)
Firn'gaer 60/60 (Extended Mage Armor 14400, Overland Flight 7200, Extended Shield 240, Enlarge Person 120, Resilient Sphere 131) Rufus 42/42
Kazak 57/158 (Haste 34, Enlarge Person 120)
Peerimus 96/96 (Greater Shillalelagh 7800, Barkskin 130, Freedom of Movement 130, Resist Elements Fire 130, Enlarge Person 120, Longstrider 136), Yorrick 117/117 (Airwalk 130, Barkskin 130, Resist Elements Fire 130)
Quinn 110/110 +13tempCon (Magical Vestments Shield 7800, Greater magic weapon Mace 15600, Enlarge Person 120, True Seeing 131, SMVII 20, Divine Power 19, Righteous Might 21, Fly 140, Haste 34, -4 STR Damage)
Randall 63/63 (Stoneskin 130, Fly 190, Spell Turning 130, Enlarge Person 120, ), Fluffykins 31/31 Stoneskin 130, Fly 190, Spell Turning 130)
Savin Still Dead (Silversheen 600, Fly 70, Barkskin +4 90, Enlarge Person 120, -5 STR Damage)
Trace 86/86 (Barkskin 1300, Cat's Grace 130, Magic Circle Against Evil 600), Shadow 44/44
Vinder 102/102 (-2 STR Damage)
D3 129/129 (Animal Growth, Haste 34)
EA1 136/184 ()

Quinn 
Tuesday August 7th, 2007 11:26:35 PM

Quinn is shocked at the Avatar's last words "Brother Savin has moved on to be judged by Gargul, he a will be better for it. Gargul is wise beyond knowing but Brother Savin was truely heroic and I am sure that Gargul will see fit to let him pass to a peaceful afterlife. Why would anyone want to give up an eternity of contentment after sacrificing so much for us."

Quinn looks directly at the Avatar "I am proud of Brother Savin and wish him well on his new adventure and hope he come to guide me when I make my jouney to be judged. If only I can be so brave and face death with only thoughts of saving my friends. I do not wish to tempt Gargul and belittle the great selfless act of a better man than myself."

Quinn turns his back on the Avatar and moves away from the knot of people around Savin. Quinn kneels to meditate and commune with Gargul, praising Savin with every thought.

Vinder the Hilt 
Wednesday August 8th, 2007 9:37:42 AM

The child's response to Vinder was confusing.

Marteaus? What does he want with me?

Even harder to swallow was that he had inherited his "chosen" status from his parents.

Those fools? Ha! They couldn't care less about Chaos or saving the world or anything like that.

"Bah," he says out loud, turning his back on the child to wallow in self-pity.

His thoughts are interrupted by the child's query of bringing Savin back. Vinder turns slowly back around and looks at the body of the monk. He then looks at Quinn as the cleric praises his god and questions why Savin would want to be parted from such peace.

Vinder looks back at Savin, his bright eyes trying to pierce the dead man's thoughts. "He fought as if he wanted to live. Although he was aggressive, Savin defended himself, even retreated, when he was in danger. I think he is not through in this life."

He turns his vision back upon the child. "If you can...bring him back, I believe it is his wish to live."



Trace and Shadow 
Wednesday August 8th, 2007 12:24:42 PM

Trace speaks up from the back, "Yes, bring him back if you can, there is more he can do for this land and the has eternity to to spend in the after life.

Durgan 
Wednesday August 8th, 2007 3:52:20 PM

OOC-no prob Yves. Hope everyone is feeling better.

"Gargul? Not sure who he is but I can tell ye Moradin would not look kindly on givin' up life without a good frollicking fight. Girl, if ye have the power ta bring 'im back, then why not just ask him if he wants ter come back?"

Peerimus 
Wednesday August 8th, 2007 7:25:13 PM

The druid sits and rubs his chin at the answers. Many were guessed at, but not all or more precisely the answers are not wholy expected. They were truly now the Children of Chaos. It was done and sould remain so through thier own ancestory. It was far from certain that the quest would not again begin someday ages from now though. That thought firms further in the druids mind that his own future plans will require safe incorporation of all of this.

Peerimus looks towards Quinn and nods, indeed the northern cleric was likely correct. his own belief held on a life after this free of mortal toil and affliction, but not entirely without challenge. For his own soul yearned for challenge and change. That is what brought him to this place after all. Such a strong drive within him he could not imagine being deprived of merely with the inevitable onset of his own death someday. Those thoughts had no real bearing on the matter at hand. The avatar had made the offer and Peerimus felt he knew Savin the best in all the group. His flaws and his many virtues and so he woul speak.

"Some of what Quinn says may very well be true, but my friend Savin was a man of life and a man who held life very dear. All life." Turning his gaze towards the avatar, "If it is within your powers in this place, Savin should live. For what I have just said, but also because of a most selfish reason. I would miss him if he did not continue at my side for the many years I can see in front of me. So please bring him back or open the door and I shall go get him"

Randall 
Wednesday August 8th, 2007 8:55:51 PM

" Well, like I said before, yes I want you to bring him back... and while we're at it... compensation for our efforts would be appreciated as well. "



Yours Is The Power (DM/Al) 
Wednesday August 8th, 2007 9:48:59 PM


The Avatar chuckles and the sound is like chimes in the wind.

"Randall Mercurial, will your compensation keep you company when you find all that you knew is now no more? You have come from far away too."

"I am sorry. I cannot restore Savin. Such gifts are not mine." The Avatar rises from her place beside Savin's still body. She skips, a smile upon her silver face, to Peerimus' side. "But you do, Peerimus. In this place and in this time, you have the power over Life and Death."

"Be united with your friend. You deserve this. If you wish to know more, I will tell you. Then ... you must let me go."

Randall 
Wednesday August 8th, 2007 10:25:00 PM

" Maybe so... but 'compensation' is what will help be create a new home for myself and Fluffykins. "

Quinn 
Wednesday August 8th, 2007 11:05:24 PM

Quinn waits off to the side of the group as they resolve to take care of Savin. "This is a strange place." Quinn mumbles to himself.



Trace and Shadow 
Thursday August 9th, 2007 1:52:00 AM

Trace begins to feel nervous about the Avatar insistance on being let go. Trace speaks up with a solid voice, "Avatar, It has taken us quite some time to reach this point. A friend is dead and my whole drive for the past few years is now coming to an end. Please do not rush us in letting you go so quickly. If our reward is your answers then I think we have earned some time to think this through with out makeing hastly decisions and to let you go before all the answers we need are found. What I am asking for is time to make sure that we donot waste this oppertunity that we have earned at such a high cost. I turly think that is more than fair.

Peerimus 
Thursday August 9th, 2007 10:01:33 AM

Of Course the feeling that had been moving through him for the last moments. He had been to dim witted, too mortal and restrictive in his thinking to truly grasp what is actually was. Peerimus wordlessly reaches over and places his hand on Savin's chest. His mind fills with thoughts of Life and of Savin. A small smile appears on his lips as the humorous scenes play before him. They did seem that way to Peerimus's mind anyway

DM/Al - Game Addendum 
Thursday August 9th, 2007 10:19:30 AM

The Avatar watches, her small hands by her sides, as Peerimus places a hand upon Savin's chest. A rainbow light ripples outward from the spot bathing Savin in a multi-colored radiance. Then the light sinks into Savin's body, and his chest moves with the gentle rise and fall breath's taken.

Vinder the Hilt 
Thursday August 9th, 2007 12:31:08 PM

Vinder silently watched Peerimus bring Savin back to life. He couldn't suppress the smile creeping across his face.

The power to give life back to the dead. That's a true blessing.

He wondered about the admiration those priests with life restoring power commanded. To bring a parent's dead child back from the grave was true power.

Kazak 
Thursday August 9th, 2007 7:34:25 PM

The armored dwarf eyes widen as Savin takes a breath .......trying to find words but failin the warrior just stares with disblief and awe as his mouth stands agape

Savin 
Thursday August 9th, 2007 8:16:50 PM

Savin mumbles, "Gargul what big teeth you..." He sits up with a jolt and stares at everyone staring at him. "What happened? Did we win?"

He looks over at the girl sitting on the ground and asks, "Who is this? Why am I laying on the ground?" Savin looks a little confused at the moment.

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