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Kirsten 
Thursday September 6th, 2007 10:14:57 PM

The paladin follows the others through the passageways. Kirsten nodding enthusiastically in agreement to Arm's suggestion. It's better to take a path that looks somewhat used, she thinks to herself, rather than stumble around through the unknown.

She never was good at tunnels and such.

Behind Door Number 3 ... Tunnel Number 3 (DM JohnP) 
Thursday September 6th, 2007 10:32:30 PM

The party heads into the tunnel that Kadaz, Thar and Shadow feel is the most recently used. After, of course, Mira casting Light so that everyone besides Kadaz can see. The Mithril Order sorts themselves out so that the scouts are in front, then the muscle (Conner) and the mages, followed by Kirsten as the rearguard.

The tunnel continues east for a short distance, maybe only 30 feet or so, just beyond the limits of the Light spell in the sub-basement before reaching a set of roughhewn stairs that descend into the subterranean depths. After pausing at the top, the scouts head down as quietly as they can. As the Mithril Order descends, there are several thoughts that run through their heads.

First, this is a lot like the tunnel that they explored below the sinkhole in Outcast Quarter. Cleaner and less smelly, of course, but the construction methods seem the same, at least the dwarf member of the Order.

Second, everyone has heard of The Maw, the great dungeon or caverns that lie an unknown depth beneath Plateau City. Once upon a time, adventurers used to descend into The Maw in search of gold and glory. Those days are over but the dungeon surely still exists somewhere below.

Finally, the stairs end after twisting and turning several times and descending, perhaps, over 100 feet. Kadaz is now certain that the tunnel is heading to the north towards the river. The tunnel continues to sloop downwards and the dwarf thinks that they might soon be over 150 feet below street level. So far, there have been no branches or rooms, a sure sign that the tunnel leads somewhere.

As they proceed down the tunnel, there are occasional signs that people ... or, at least, humanoids ... have passed this way in the past. However, a dank rancid smell has been increasing in strength. Finally, the light from Mira's spell glints off a pool of water that completely fills the tunnel ahead of them. The water is black and still, at least until a pebble dislodged by someone rolls into the water.

Arm  d20+7=11 d20+13=32
Friday September 7th, 2007 6:04:49 AM

Thinking that MOST things are "beyond" Ed, Arm smiles and says to Kadaz, "Yes, the smaller tunnel seems tempting, but it does not please me to have you explore it by yourself, my friend. If need be, I can crawl through it, but I shall not abandon you."

As they reach the pool, Arm strains to get a better look at their surroundings (spot=11, listen=32).

OOC: John, since either this last one or the next will be your last post with us, I'd like to thank you for the opportunity to game with you, and I wish you the best of luck with your next group :)


Shadow  d20+5=9 d20+10=28
Friday September 7th, 2007 6:35:44 AM

Shadow first listens and searches the area before the water before saying, "Well, unless we are prepared to get wet it looks like we head back and choose another tunnel." He will go through the water, but is not thrilled at the prospect.

Actions:
Listen=9
Search=28

ADM Scott 
Friday September 7th, 2007 6:36:55 AM

OOC: John, it has really been a pleasure playing with you and we all wish you the best of luck with your new game, and I hope to play with you once again. :)

Kadaz  d20+1=12
Friday September 7th, 2007 7:37:49 AM

Kadaz moves up to the waters edge and very carefully dips a booted foot into it, making waves that bounce off the walls. "Hmmm, this isn't good. Could a shapechanger turn into a fish? If so, this would be a good exit point for them." Kadaz carefully starts to inspect the stone work on the tunnel, looking for another exit. (search 12)

(OOC: Many thanks John, it's been fun thanks to all of your work.)

Thar  d20+12=28
Friday September 7th, 2007 10:08:09 AM

"Good point Kadaz. Somehow, the people using this path have been able to get through this water. Whatever air breathing creatures that have come to this point must have had some way to get through it."

Thar will take a brief moment to search for footprints, levers or other clues to how previous travelers have handled the water.

Spot = 28

(OOC = I want to echo every one else's comments and say its been a real blessing gaming with you. May God be with you in the rest of your journeys and hopefully we'll game with you again soon. After all, you're not leaving the site itself ;-) Ken)

Edmund 
Friday September 7th, 2007 9:35:25 PM

Edmund looks at the water and smiles ruefully.

"They flew," he says simply. "If they can change their shape, surely they could fly across. And luckily, I can make us fly. Well, one of us at least."

He looks at the others to see what they think.

((OOC: John, it has been a delight to participate on PC with you. Hopefully we'll get to game together again soon. All the best!))

The Pool (DM JohnP) 
Friday September 7th, 2007 11:36:49 PM

DM Note - Don't think that you're rid of me so easily ... the incoming DM, Jim Webber, is still without Internet access. Until I hear otherwise, or one of you volunteers, I'll keep on posting.

The group stares across the still surface of the pool, the ripples from the pebble having faded. When Kadaz peers across, he can see where the surface of the water meets the roof of the tunnel. Not only will everyone have to get wet, they'd probably have to hold their breath, too.

Arm, Thar and Shadow concentrate on the nearby area, looking for clues of how the people who made and used the tunnel dealt with the water. Aside from the group, there are no signs of others nearby ... no unusual sounds or signs of hidden enemies. Kdaz pokes the walls but cannot find any signs of unusual or hidden stonework. Thar does notice the faint imprints of a strangely shaped feet leading into, and from, the water. When he mentions this to the others, it might shake some memories loose.

Knowledge Nature DC 15 or Bardic Knowledge DC 20 - Highlight to display spoiler: {Doppelgangers can change shape into any humanoid, probably including those that live underwater.}

Edmund suggests flying but this would not work very well since the tunnel is completely submerged farther in. Now, if they safely go underwater, that would be different.

At this point, the party is faced with finding some method of proceeding or returning to the sub-basement of the House on Helm's Way.

New DM. 
Saturday September 8th, 2007 12:02:40 AM

Just wanted to let you all know here as well, that I should be able to take over starting Monday the 10th. :) I look forward to it and hope to give you a fun game and continue a great story.

Now, I sent out an email so that I could get CSs from all of you...but I got one email address that bounced back on me. Could I please get, Scott Apodaca-Eacker to send me a copy of his CS as well? I am not sure why but the email that I was given was bounced back to me as a failed delivery.

Sorry, forgot to leave my email in case. chosen_demon@hushmail.com

Thar  d20+5=16
Saturday September 8th, 2007 4:30:11 PM

Thar will try to figure out what other ways that dopplegangers could have gotten across the water (Know (Nat) = 16) and says with a start "Hey guys, those creeps we're chasing can change into water breathing creatures and this pool's a great way to deter anyone from coming after them. that said, I think we need to consider a way to move after them. We could first send someone to scout ahead (as far as they could by holding their breath) and if they are invisible, it would be harder for them to ambushed. If they can make it all the way to air, then we can all make it. But if they can't hold their breath long enough, then we could go buy some potions of water breathing to get across. Of course, we'd need to buy 2x as many, since we'll need to get back across the water, potetially. What do you all think?"

Kadaz 
Sunday September 9th, 2007 8:25:41 AM

Kadaz looks suspiciously at the water. "Are you sure we don't want to look at that smaller tunnel?" he asks the group. Birdie sniffs at the water, no less uneasy about having to go through it.

Kirsten 
Sunday September 9th, 2007 10:07:15 AM

At the prospect that she might have to go swimming, the paladin shudders. She listens to what Thar has to say, looks down at her arm, then looks towards Kadaz.

"Ah, maybe before we go... leaping into the water, we could... check the other tunnel?" she speaks up, rather sheepishly. It is quite apparent that this paladin does not want to get wet.

Edmund 
Sunday September 9th, 2007 3:53:03 PM

When Edmund is told that the tunnel is entirely submerged ahead, his confident smile falters.

"Wha-a-a-at?" he enquires with surprise. "Well, they must have turned into fish, then! I could do that, too--squid or octopi too--if you like. But not today. We'd have to come back tomorrow. I need to refresh my mind on Polymorph. Worse yet, I can only do that about three times per day, so we'd never all be able to go. We could send a scout group, but that'd be the limit. As for how they'd get back, that's anyone's guess."

Edmund sighs. "Of course, we could also hope it isn't underwater for very long, but personally I don't fancy a swim. I have to agree with Kirsten, seems this way is closed to us, at least for now."

There is a pause before Edmund gives a start, "Or!" he says enthusiastically, "Or, we could pick up some scrolls of <i>Water Breathing</i>, and with those, we should all be able to manage just fine!"

Edmund turns to the others to see what they think.

Conner 
Sunday September 9th, 2007 11:15:40 PM

"I think we should send a scout ahead to size up the situation and report back. Can anyone here breath underwater?"

Posting Record (ADM Scott) 
Monday September 10th, 2007 7:45:47 AM

DM John: OXXXX
Kadaz: XXXXX
Arm: XXXXX
Shadow: OOOXX
Edmund: XXXXX
Mira: OOXXX
Connor: OXXXX
Thar: XXXXX
Kirsten: XOXXX
Overall: 82.2% effective



Arm 
Monday September 10th, 2007 7:49:09 AM

Arm peers across the pond as he replies, "I fear I cannot hold my breath for very long underwater, so if we DO send a scout, I will have to respectfully decline. HOWEVER, even if they ARE invisible, the wake created by them would NOT be..".

Shadow 
Monday September 10th, 2007 7:50:35 AM

As Conner asks if anyone can breath underwater, Shadow shakes his head. "I really think we should move onto another tunnel and we can always come back to this tunnel later." He shows his feeling of not really wanting to enter the water.

Thar 
Monday September 10th, 2007 9:19:39 AM

Seeing that the majority would rather check the smaller tunnel, Thar nods his head and says "It sounds like our best bet for now is the snall tunnel. And like you said, we could come back to this later."



Kirsten 
Monday September 10th, 2007 10:21:16 AM

Kirsten lets out a masive sigh of relief as it seems the others share her general feelings of WATER = BAD NEWS.

"Best we explore all our options, before jumping to conclusions," she nods enthusiastically, turning to face away from said submerged tunnel.

Mira 
Monday September 10th, 2007 6:17:35 PM

The sorcerer isn't too keen on underwater exploration either. "I can't help you out their, Conner," she says, then turns 'round, ready to head back the way the party came.

Four doors, three choices or one. (DM Jim) 
Monday September 10th, 2007 9:22:55 PM

With a general decision by the group they turn around and start back the way they came down this tunnel. The trip back is not that bad and the light helps in seeing the slick steps. Several times one or more of you slip but catch yourselves, sending small pebbles falling back down the steps. To your ears it seems to be the loudest sound in the Wold and it makes you cringe, as you figure the enemy can hear every one of them.

The sub-basement is once again reached and before you stand the three doors that you did not use earlier. Each one of them is still shut as you left them and it becomes a matter of deciding to stick to the original idea of going down the smallest of tunnels. Each of you knows that it will be a tight fit for all of you but Kadaz.

Mira knows that her light spell should last more than long enough to get through the tunnel, though the going with it attached to her spear point should prove interesting. Those that were invisible have since faded back into sight, the invisibility having run its course, but the message spell is still working just fine for each of you.

[I will continue to run the message spell as your old DM has been running it. If it will effect the entire group, than you can each communicate with each other as the spell states. This includes speaking with those other than the one that cast the spell.]

[Those close to Kadaz's height will only need to stoop over slightly to fit down the tunnel. Those that are well over his height will have to crawl or find some other means to get down the tunnel.]

Arm  d20+7=24 d20+13=15
Tuesday September 11th, 2007 5:59:08 AM

Arm agrees with the rest that they'd best explore other avenues first before tackling this one. Before they leave, he gives one final lookaround (spot=24, listen=15).

Kadaz 
Tuesday September 11th, 2007 7:25:15 AM

The dwarf looks at his companions, then the small tunnel, and then his companions again. "I believe this small one is our best bet, but you may not like it. If you want to explore it I'll lead." Kadaz makes sure all weapons are tied on, and gets his axe and shield ready.

Thar ail Baerer 
Tuesday September 11th, 2007 9:23:33 AM

Thar will take his position appx. 3rd in line, probably behind Shadow? Seeing that he'll have to stoop down, he rearranges his gear, stretches his neck and shoulders to loosen them and bends over to begin following the path.

"If we need added light, one of my Short Swords has the flame ability and as long as I don't get too close to any of you, I should be able to generate some amount of light."

He'll draw his short swords and watch the tunnel closely, looking for anything out of the ordinary.


Kirsten 
Tuesday September 11th, 2007 8:50:15 PM

She falls in line with the others, hunched over and rather uncomfortable. However, she figures this is much better than the alternative of swimming.

Swimming... blech.

Edmund 
Tuesday September 11th, 2007 8:54:38 PM

Edmund takes up his place near the rear, but not actually last in line, being far too worried about being left behind.

"Not much farther, I hope?" he whispers to the others.

Mira 
Tuesday September 11th, 2007 9:24:45 PM

"I don't much relish the idea of crawling down this tunnel on my hands and knees," admits Mira, as she stoops over and prepares to do the very thing. If she must crawl, she will hold the shortspear in one hand, knucking her way along the hard ground.

"Ouch! I wish I'd thought to get some scrolls for shrinking folks a bit."

Light-80 min. bright light in a 20 ft. radius, dim for an additional 20 ft. either way.

(OOC: Mira will be in the middle of the pack, folks willing.)

Conner 
Tuesday September 11th, 2007 9:25:05 PM

"Harrumph!" growls Conner. "I'll not be stooping over to crawl like a mouse down a hole!"

But when the rest of the party dissappear, the fighter follows suit, taking up the rear guard.



Low bridge and tight squeeze. (DM Jim) 
Tuesday September 11th, 2007 9:44:23 PM

The group moves into the little tunnel in one fashion or the other, with Kadaz leading them. The light from Mira's spear allows those without naturally enhanced vision to see well enough to tell that the tunnel has no worked steps...but is semi-smooth.

Backs start to ache from the hunched position that some of you have to take. Knees and hands are much the same way from the hard stone, but they also hurt from the few small hard pointed rocks that find a way to jab you.

Finally, after having traveled fourty feet or more...it is hard to tell exactly, Kadaz can see light ahead of him. It is no more than a mere fifteen feet more, but the light seems to move as if from a flickering torch or maybe as it passes through water.

There is also the sound of voices ahead that tell you that someone is down this tunnel and most likely in that cavern ahead, for that is what it must be.

[Listen DC 12 - Highlight to display spoiler: {*first voice*"It is as you wish my Master." *second voice*"So the creature is almost ready." *first voice*"It is and the city will be yours."]}

Arm  d20+13=17
Wednesday September 12th, 2007 6:04:15 AM

Upon seeing the light and hearing the voices (listen=17), Arm does his best to prod Mira as gently as he can to get her to extinguish her light, or at least cover it as best as she's able to. He then whispers what he has heard to whomever can hear, counting on them to pass it on to the rest but adding, "Looks like a fight is brewing..look sharp, all.".

Kadaz  d20+1=14 d20-8=7
Wednesday September 12th, 2007 7:17:09 AM

At the front Kadaz pauses a second, listens, and hears what is ahead. He whispers to the one behind him "They don't know we are here. I can take them by surprise." He moves ahead, intent on doing just that. He does his best at moving silently, but this isn't Kadaz's best ability given the amount of iron he wears. (listen 14, move silent 7)

Thar ail Baerer  d20+12=27 d20+10=24
Wednesday September 12th, 2007 10:17:53 AM

Hearing what he was told from the PC in front of him, Thar will turn around and whisper the message behind him.

He hears some whispering from ahead (Listen = 27), repeats what he hears to his companions (while whispering) and readies his weapons. Pausing, he thinks to himself with a smile "Finally, I get to try out this new flame ability. Let's see what she can do."

He'll continue moving silently as best he can.
Move Silently = 24

Shadow (AC 24/19 HP 47/47)  d20+5=12 d20+17=21
Wednesday September 12th, 2007 1:39:40 PM

Shadow will keep moving with the group and he barely hears what is said up ahead, but it does worry him that something is talking to it's master. He will move as silently as he can forward (Move Silently=21). In hopes that the group can surprise who or whatever is in the cavern ahead.

Mira  d20+2=8
Wednesday September 12th, 2007 4:13:02 PM

"Got'cha," answers the sorcerer as she does her best to hide the light cast from the end of her short spear. She is too far down the line to hear the voices (Listen=7) but gets the general idea of what lies in store from the messages sent by the others.

Still in a crawling position, she assures herself of the whereabouts of her component pouch before making her way forward as far as she can.



Conner 
Wednesday September 12th, 2007 4:15:30 PM

The fighter's muscles ache with the sustained awkward positioning, but Conner doesn't complain. "Keep moving!" he growls in a low voice when the group slows to pass information along the crawling line.

Kirsten  d20+2=3
Wednesday September 12th, 2007 6:25:12 PM

As she hears the others' warnings about something up ahead, the paladin strains to listen (Listen = 3, Nat. 1). Unfortunately, she can't hear anything at all, but trusts the others.

She will attempt to move through the tunnels with them, preparing for the worst.

Pre-Battle, battle. (DM Jim) 
Wednesday September 12th, 2007 11:03:25 PM

The word is passed through the group by use of the whisper spell that each one has access to at this time. Light is doused so that the group can sneak along a little better and not alert the enemy to their presence. The tension in the very air is thick as each person prepares themselves for what is to come.

Kadaz reaches to almost the end of the tunnel and the opening, being five feet from the very mouth. He can see a number of things in the cavern ahead and if he does a quick count will be able to tell that the enemy numbers at least twelve, maybe more. There is a large, well kind of fish looking thing at the waters edge and this is the one that is talking to the very thing that they have been chasing for so long. Standing before the beast near the water is a humanoid with grayish skin and no real features to speak of, but you know him to be the druid that you are looking for. The rest that are roaming around the cave are all hulking misshapen figures that are also human in appearance.

Still these other figures are slightly slumped, green and rather ugly...even by Kadaz's considerations. It does not appear that anyone has seen any of you yet as you are spread out down the last bit of tunnel and only Kadaz can see out the last five feet.

[Knowledge(arcane) or (nature) DC 18 - Highlight to display spoiler: {What Kadaz sees or describes to the rest of the group is an Aboleth and a number of Skum.]}

Battle Map

Edmund  d20+10=23
Wednesday September 12th, 2007 11:36:34 PM

Edmund listens to Kadaz's description over the Message spell, and then responds in kind after having been silent for some time. (Knowledge Arcana=23)

"Ahh, sounds like an Aboleth to me, the fish-monster I mean, and the others are Skums. They are not so dangerous--kind of like a golem for fish. But the Aboleth is bad news. It can control minds and if it hits you, you are in big, big trouble."

Edmund slips his rod off of his belt loop as he is talking into the message ring. "Dunno what you want to do next, but my advice is to get out of here as quickly as possible by the shortest available route. But you're not going to listen to me, I expect, so let me know if you want some fireballs and lightning bolts. I've got my rod ready."

"Oh yes," Edmund adds, "If we are going to fight them, someone should take some Invisibility just before we go in. It'll last even if you attack, and should help a lot. I can also do the Displacement spell that Kadaz and Conner have seen."

DM Sanity Info.
Spells Per Day
L.0: Daze, Detect Magic, Message, Message, Read Magic
L.1: Charm Person, Expeditious Retreat, Hypnotism, Mage Armour, Shield, Sleep, True Strike
L.2: Daze Monster, Invisibility, Mirror Image, See Invisibility, Web
L.3: Displacement, Fly, Hold Person, Suggestion
L.4: Charm Monster, Greater Invisibility, Lesser Geas

Mira (AC 13, 53 HP)  d20+12=22
Thursday September 13th, 2007 12:16:39 AM

Unseen in the dark Mira nods her head in agreement with what Edmund says. (Knowledge Arcana=22). "Revolting" is all she says, then as an afterthought, "whatever you do, stay clear of the water!"

Mira starts manipulating a shaving of licorice root then whispers the archaic words while deftly moving her hands. "This will make everyone* move more quickly...when making a full attack, you will get an extra attack with the weapon you are holding."

DM Sanity Info:

Spells:

Haste-8 rounds-p. 239 PHB-don't forget +1 bonus to attack rolls as well as +1 to AC and Relfex saves, extra 30 ft. to movement, etc. (*DM's discretion who is affected...45 ft around Mira.

0-level (6 per day) Detect Magic, Detect Poison, Read Magic, Light#, Mage Hand, Message, Open/Close, Ray of Frost
1st-level (8 per day) Magic Missile, Burning Hands, Enlarge Person, Mage Armour, Shield
2nd-level (8 per day) Glitterdust, Invisitibility, Touch of Idiocy
3rd-level (6 per day) Fireball, Haste#
4th-level (4 per day) Greater Invisibility


Arm 
Thursday September 13th, 2007 6:04:42 AM

While he waits for those ahead of him to move out and either attack or order a retreat, he manages to find his rod in his belt and fingers it nervously, hoping that it will serve him well should they decide to attack.

Kadaz (AC 27, 86 HP, Haste 8 rounds, bulls strength 30 rounds) 
Thursday September 13th, 2007 6:53:54 AM

As part of battle prep Kadaz activates his tattoo to become a bit stronger, then grips his axe and shield as best possible in this tunnel. He whispers back to the group "Everyone ready? One more set of preparation spells then we go in." Kadaz prepares to activate his other tattoo, then move into the cave.

Shadow (AC 24/19 HP 47/47) 
Thursday September 13th, 2007 8:51:41 AM

Shadow follows the group up to the mouth of the entrance, he is not sure what the creatures are even when the group says exactly what they are. He does not have the knowledge that the others seem to have. He will move forward until he can see what the situation really is. He is hoping to find a way to sneak around and place himself behind some of the "Skum", but he won't know until he can see what the cavern looks like and what the light source is.

Kirsten (AC 22, HP 81/81) 
Thursday September 13th, 2007 12:09:05 PM

The Paladin prepares for battle along iwth the others, a hand reaching for he warhammer as she waits to see what the plan of action is.

Spells:

1st Level: Bless, Cure Light Wounds, Detect Undead, Divine Favour

Thar ail Baerer (AC 25/26, Message, Haste, PfE) 
Thursday September 13th, 2007 12:34:11 PM

Thinking about how to get a big advantage, Thar says "Mira, do you want to hit them with a fireball or lighting? That way, we could get rid of the minor guys and focus on the big ones."

Once he finishes speaking, he'll cast protection from evil upon himself. To the rest of the group, he says "I'm immune to that aboleth's mental powers now, so I'm going to focus on it. But we can't afford to get too close to it, as I don't want to get dragged into the water."

DM Sanity Info:
1. AC
Normal AC22/23
PfE = +2
Haste = +1, 1/8 rounds
Modified AC = 25/26

2. Spells affecting me
PfE = 1/50 rounds
Haste
Message

3. Spells/Day
0 Level = Guidance, Det Magic 2x, Read Magic, Det. Poison
1 Level = Bless, Det Evil, Mag Weap, Shield of Faith, Sum Mons 1
2 Level = Resist Energy, Restoration (Less), Sum Mons 2, Spir Weap

4. PfE Description = This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.

Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.



Conner [AC=24; HP=85] Haste, Bull Strength 
Thursday September 13th, 2007 6:37:35 PM

Conner listens to Edmund's interpretation of what Kadaz has seen. "Better dispatch it quickly then" he whispers back. "Keep it off balance so it can't use it's mental powers on us!"

The fighter feels the effects of Mira's spell and is reminded of his own new ability. With a touch of his hand to his temple, a wave of vigor envelops him. [Bull's Strength from Tattoo]

Conner follows as far up the tunnel as those in front allow.

Effects:

Haste 8 rounds
Bull's Strength 30 rounds

The crunch. (DM Jim)  d20+10=26
Thursday September 13th, 2007 11:55:36 PM

The group starts up its round of preparations for the battle with a few spells. It is not going to be easy for everyone to get out of the tunnel and into the cavern too fast. Those crawling are going to have to take time to stand up and those that are hunched over still have to wait for those in front to move out of the way. Some of these thoughts might flash through your minds as you prepare.

Almost as one the skum turn to view the hole and you notice that the aboleth is waving its tentacles in your direction. All of the skum are holding spears and they are slowly moving in the direction of the hole to cut you off from those behind them. The aboleth retreats slightly into the water, giving itself more cover from anything that might happen.

The doppleganger turns as well and begins some form of spellcasting. With the end of his spell he seems more than ready to face off against the group and Kadaz could swear that the thing is smiling.

[spellcraft DC 15: Highlight to display spoiler: {"greater magic fang"]}

Arm (AC 19 HP 33/33)  d20+8=22
Friday September 14th, 2007 6:08:01 AM

As he makes his way out of the tunnel, Arm's keen hearing manages to make sense of the doppleganger's spell (spellcraft=22). "It's greater magical fang, which will make it easier for him to hit us and cause damage," he mutters to the rest as he prepares for battle. He removes his rod of wonder from his belt and grimly points it in the direction of the advancing Skum, hoping that when he uses it, it will have desirable effects.

Kadaz (AC 27, 29 vs evil; 86 HP) 
Friday September 14th, 2007 6:54:38 AM

Kadaz activates his other tattoo then jumps down onto the cave floor and moves determinedly towards one of the Skum, flexing his muscles and slightly swinging his axe as he moves (20 feet towards #8). As he gets into position he relays a battle plan back. "Fighters make an arc around the tunnel entrance. Spell casters stay behind the arc and attack the big creature. And get some more light in here!" That's the best he can come up with at this time. "Can that aboleth cast spells?"

Birdie trots behind Kadaz, sniffing the air at the very strange spells in the cave, unlike anything he has smelled before.

Effects:
Haste 7 rounds
bulls strength 29 rounds
protection from evil 10 rounds

(OOC: traveling this weekend. May not be able to post again until Monday afternoon.)

Thar ail Baerer (AC 25/26, Message, Haste, PfE)  d20+5=7 d20+1=4
Friday September 14th, 2007 9:11:50 AM

Thar will join the rest of the fighters in the front line.

He'll try to remember what spells the aboleth can cast (Know (Nat) = 7; Know (Arc) = 4), but his memory is pretty useless at this point, especially since he is concentrating on the fight ahead.

He'll follow Kadaz's lead and command the fire on short sword to light up.



Conner [AC=24; HP=85] Haste, Bull Strength 
Friday September 14th, 2007 9:07:48 PM

Conner makes his way some 10 feet out of the tunnel and straightens up to view the assembled enemy. His longsword is held firmly in his right hand, the knuckles raw and bleeding from his passage down the tunnel.

Effects:

Haste 7 rounds
Bull's Strength 29 rounds



Edmund (HP: 38/38, AC: 12) Message, Haste 
Friday September 14th, 2007 9:25:32 PM

"Well that's that," Edmund declares. "No spells, but it has Psionic abilities, mostly to make it harder to hit. Luckily, I have tricks up my sleeve, too!"

That said, if Kadaz is willing, Edmund leans forward and, mumbling words which themselves seem to turn in upon themselves and dissappear in silence, makes a curious gesture. Then, his finger outstretched, he touches Kadaz who promptly vanishes, owing to Greater Invisibility.

"Go hit a few of them with your axe," Edmund says with a grin. "You've got just over a minute!"

Having said this, Edmund follow instructions and hurries to the rear.

Greater Invisibility (PH 245) - Same as normal Invisibility except that it does not end when the subject attacks. Please see PH 151 tables 8-5 and 8-6 for Attack Roll and Armour Class adjustments due to the effect of Invisibility.

DM Sanity Info.

Move Action: Retreat to rear of party--unknown distance.
Standard Action: Greater Invisibility on Kadaz -- duration 7 rounds.

Spells Per Day
L.0: Daze, Detect Magic, Message, Message, Read Magic
L.1: Charm Person, Expeditious Retreat, Hypnotism, Mage Armour, Shield, Sleep, True Strike
L.2: Daze Monster, Invisibility, Mirror Image, See Invisibility, Web
L.3: Displacement, Fly, Hold Person, Suggestion
L.4: Charm Monster, Greater Invisibility, Lesser Geas

Shadow (AC 24/19 HP 47/47) 
Saturday September 15th, 2007 12:40:59 PM

Shadow will try and get out of the tunnel to a support position until he can tell if there is a way to sneak around behind some of the creatures.

(OOC: not sure what the group is looking at)

Mira (AC 18, 53 HP) Mage Armor, Haste  d20+15=32
Sunday September 16th, 2007 11:25:15 PM

"Right-o" answers the sorcerer, as she takes her place behind the arc of advancing fighters. A few graceful movements whith her hands, a piece of cured leather disolves into dust, and an invisible but tangible field of force surrounds the woman.

DM Sanity Info:

Spells:

Haste-1/8 rounds-p. 239 PHB-don't forget +1 bonus to attack rolls as well as +1 to AC and Relfex saves, extra 30 ft. to movement, etc. (*DM's discretion who is affected...45 ft around Mira.
Mage Armor-8 hours

0-level (6 per day) Detect Magic, Detect Poison, Read Magic, Light#, Mage Hand, Message, Open/Close, Ray of Frost
1st-level (8 per day) Magic Missile, Burning Hands, Enlarge Person, Mage Armour#, Shield
2nd-level (8 per day) Glitterdust, Invisitibility, Touch of Idiocy
3rd-level (6 per day) Fireball, Haste#
4th-level (4 per day) Greater Invisibility



Arm (AC 20 HP 33/33 Hasted)  d100=41 6d6(2+5+6+4+4+1)=22
Monday September 17th, 2007 6:05:56 AM

Arm quickly moves 10 ft west of the tunnel and gestures with his rod at the nearest Skum (#9). A bolt of lightning shoots from it's tip at the offending creature, striking it squarely in the chest (dmg: 22).

OOC: Um...Jim...just a suggestion, but if you could provide a number-letter reference along the top and side of the map, it would be easier for all of us to relay to you where we are on it.. :)


Shadow (AC 24/19 HP 47/47)  d20+13=17 d20+13=32 d4+1=2 d4+1=4
Monday September 17th, 2007 10:11:30 AM

(First off, sorry Jim, I missed the map post.)

Shadow will move out of the tunnel mouth to towards the top of the map (but just exiting the tunnel), and let loose 2 arrows at #2.

Actions:
To Hit: 17 & 32
damage: 2 & 4

Posting Record (ADM Scott) 
Monday September 17th, 2007 10:19:05 AM

DM Jim: XXXXO
Kadaz: OXXXX
Arm: XXXXX
Shadow: XOXXX
Edmund: OXXOX
Mira: XXXXX
Connor: OXXXX
Thar: XXXXX
Kirsten: XXXXO
Overall: 84.4% effective


Posting Record (ADM Scott) 
Monday September 17th, 2007 10:19:18 AM

DM Jim: XXXXO
Kadaz: OXXXX
Arm: XXXXX
Shadow: XOXXX
Edmund: OXXOX
Mira: XXXXX
Connor: OXXXX
Thar: XXXXX
Kirsten: XXXXO
Overall: 84.4% effective


Kirsten (AC 22, HP 81/81) 
Monday September 17th, 2007 7:00:48 PM

Kirsten will move out of the tunnel with the others and also move to the west, where she will attempt to position herself towards the center of her comrades. The paladin murmurs a spell, casting Bless upon herself and those companions within 50ft of her.

Bless (PHB 205): +1 moral bonus on attack rolls and saving throws against fear effects. Lasts 6 minutes.

Spells per Day:

1st Level: Bless#, Cure Light Wounds, Detect Undead, Divine Favor

Edmund (HP: 38/38. AC: 16) Message, Haste, Mage Armour 
Monday September 17th, 2007 7:11:04 PM

Edmund keeps his position in the rear of the group, though he will move forward so that he does not become separated from them.

Before he moves up (if movement is necessary to maintain his position relative to the group), Edmund firmly speaks a few choice words and makes a gesture with his fist, protecting himself against anything which might threaten him.

DM Sanity Info.
Move Action: Maintain position relative to party - Unknown Distance.
Standard Action: Mage Armour on self.

Spells in Effect
Message (on group, ~1Hr)
Haste (from Mira)
Greater Invisibility (on Kadaz, 6Rd)
Mage Armour (on self, 7Hr)

Spells Per Day
L.0: Daze, Detect Magic, Message, Message, Read Magic
L.1: Charm Person, Expeditious Retreat, Hypnotism, Mage Armour, Shield, Sleep, True Strike
L.2: Daze Monster, Invisibility, Mirror Image, See Invisibility, Web
L.3: Displacement, Fly, Hold Person, Suggestion
L.4: Charm Monster, Greater Invisibility, Lesser Geas

Edmund (correction) 
Monday September 17th, 2007 7:12:58 PM

((Despite Mira's warning, I forgot to add the effect of Haste. Edmund's current AC is 17 not 16. Sorry!))

Spears and Spells, part 1. (DM Jim)  8d6(6+2+5+6+3+3+4+5)=34 d20+1=20 d20+1=13
Monday September 17th, 2007 11:54:07 PM

Edmund summons up the power from within himself to cast a spell upon Kadaz before he moves. From just outside the tunnel he can see much of what is going on with the coming battle.

Kadaz moves forward and sets himself for the fight to come. Now invisible, he does not have to worry about moving into the range of the spear wielding skum. His second tattoo activated he feels more than ready to start the fight. Birdie is left at the entrance to this cavern as he cannot visually find his master and there are so many strange smells that he cannot pick him out.

Thar also moves forward and by some strange luck does not bump into Kadaz as he does. He pulls up short as he commands his shortsword to come alight with fire.

Conner comes out of the crawlway and stands up slowly. His muscles protest but he gets himself ready for the coming battle despite this. His eyes take in the number of enemies and things seem to be going to turn interesting.

Mira stops just short of the entrance and brings to being a shield that will give her added protection for the fight to come. It appears that she will be fighter support and trouble shooter in this one.

Arm moves down to stand near Conner and pulls the rod up to send a bolt of lightning at the nearest offending skum. The bolt sizzles true and strikes the creature, but the true effect is still not to be determined.

Shadow moves up the side of the tunnel and brings his bow up to launch a pair of arrows at the nearest skum and slow it down. Hopefull he can buy enough time for the others to get set and bring the fight to the skum.

Kirsten is the last to exit the tunnel and as she moves forward she is already starting a spell of her own. Soon she has a bless working for the group as well and this puts her far enough out of the range of the spear wielding skum.

~+~+~+~


The skum continue to move slowly forward, seemingly to gauge the abilities of the group. Those that know the aboleth will realize that it is this creature that is gauging them and testing them. Most of the skum set themselves up so that you will have to move in on them and draw attacks for closing in on the enemy with the advantage. The skum that was zapped by the lightning could not get out of the way and was soon shivering and shaking as the power flowed through it.

The doppleganger though seems to have no problems getting the party started early. His hands weave once again in the act of casting a spell and he calls out a number of gutteral phrases in a strange langauge. His left hand points to the ceiling above the group and he wears a sadistic smile upon his face.

The aboleth continues to watch as it studies the group, but takes no outward signs that it is going to fight. In fact it seems to be truely studying the group for signs of weakness and planning a plan of somekind in it's mind.

~+~+~+~


The cavern ceiling above the group, covering a large area starts to sag and sink down. Then the whole cavern ceiling just starts to become a shower of thick liquid mud, that rains down on the group. Anyone looking around right before all this happens will find that even part of the tunnel has started to cave in as it turns into mud. One of the skum is struck by part of the downpour of mud that is caused and though it gets out of the way, it does not survive.

~+~+~+~


ENEMY
Skum 5 and 9 are dead

[Reflex DC 20 versus the mud or 34 damage; 17 damage if you pass.]
[Spellcraft DC 15 - Highlight to display spoiler: {'rock to mud']}

NOTE
[This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC. Brush thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.]

Battle Map

Arm (AC 20 HP 16/33 Hasted, Blessed)  d20+6=22 d100=58
Tuesday September 18th, 2007 6:08:38 AM

Arm staggers under the weight of the falling mud from the ceiling, but manages to remain standing (reflex=22). He gestures with the rod again, this time at the next Skum in line (#8). Perhaps it was from the mud falling, or perhaps plain bad luck, but this time the rod shoots out a globe of darkness that settles behind his intended target and just obscures it from their view (darkness, 30' diameter, centered at L6).

KadazAC 27, 29 vs evil; 69/86 HP, invisible, hasted, blessed)  d20+6=7 d20+6=25 d20-6=5 d20+5=8
Tuesday September 18th, 2007 7:39:03 AM

The falling mud takes Kadaz completely by surprise, but he regroups and pushes through. (dex save natural 1, use a hero point, save 25)

Kadaz forces his way through the edge of the mud, hoping to get next to the doppleganger. Kadaz sees this creature as the bigger threat. But he is suddenly in the dark, unable to see his target. He keeps struggling with the mud, moving as fast a possible, hoping to get out of the darkness. At least the darkness compensates somewhat for the clanking that give away his position. (move silent 5)

Back at the cave entrance Birdie concentrates on locating Kadaz. As a result the falling mud surprises Birdie totally and he is quickly covered. (dex save 8)

Effects:
Haste 6 rounds
bulls strength 28 rounds
protection from evil 9 rounds
greater invisiblity 6 rounds
bless 60 rounds

Shadow (AC 25/20 HP 30/47)  d20+11=30 d20+12=32 d20+12=28 d20+12=19 d4+2=6 d4+2=4
Tuesday September 18th, 2007 7:51:44 AM

Shadow is able to avoid most of the mud, but is still able to fight. He however will change targets and fire his next two arrows at the doppleganger.

Actions
Reflex=30
To Hit=32 (nat. 20 and 28 confirm) 19
Dmg=6 & 4

Conner [AC=24; HP=68/85] Haste, Bull Strength , Bless, Fly  d20+7=23
Tuesday September 18th, 2007 7:59:34 AM

Conner senses the danger from above and manages to avoid the worst of the mud. Stuck in the mud and now unable to see, the fighter seizes the moment to pull a flask from his belt pouch. He removes the stopper with his teeth, drinks the potion, and throws the flask into the darkness.

Effects:

Haste 6 rounds
Bull's Strength 28 rounds
Bless 60 rounds
Fly 60 rounds

Thar ail Baerer (AC 23/24, Message, Haste, PfE, Blessed)  d20+11=24 d20+13=16 d20+11=13
Tuesday September 18th, 2007 9:36:35 AM

Seeing the mud fall from above, Thar tries to dodge it's affects (Reflex = 24) and manages to avoid most of the chunks. (Dmg = 17).

Turning to the nearest enemy (#9), Thar will move forward and slash at it with both short swords.

Attack 1 = +11+1 (Haste) +1 (Bless) -2 mud = +11 = 14

Attack 2 = 13

Due to his lumbering about in the mud, neither attack is successful.

DM Sanity Info:

1. Spells affecting me
PfE = 2/50 rounds
Haste= +1 bonus to attack rolls as well as +1 to AC and Relfex saves, extra 30 ft. to movement, etc.
Message
Bless (+1 attack, +1 saves
Mud = -2 attack, -2 AC

2. Spells/Day
0 Level = Guidance, Det Magic 2x, Read Magic, Det. Poison
1 Level = Bless, Det Evil, Mag Weap, Shield of Faith, Sum Mons 1
2 Level = Resist Energy, Restoration (Less), Sum Mons 2, Spir Weap



Edmund (HP 21/38, AC: 17) Message, Haste, Mage Armour, Bless  d20+5=24 d20+16=34
Tuesday September 18th, 2007 2:23:55 PM

When Edmund hears the words of Stone to Mud he looks up at the ceiling in horror before instinctively ducking and covering his head with his hands. This instant reaction may well have saved his life. (Reflex DC=25 (forgot the Haste bonus), Spellcraft=34)

Still, even the lessened brunt of the mud is enough to pretty seriously injure Edmund. He looks a bit dazed when he pulls himself to his feet, wiping mud from his face. Once he recovers, though, his eyes flash with a heretofore unseen fury.

"Good God!" he shouts at the Doppleganger across the battle, "You fool! You'll bring down the whole bloody place and kill yourself as well!"

((DM Jim: Could you please specify whether or not the tunnel out of the cavern is blocked by the mudfall?))

Stepping just a few feet to the side, Edmund readies Displacement on Conner, doing his best to protect the burly fighter from taking any further damage.

Displacement (PH 223): Subject appears to be about 2 ft. from its true location. Subject benefits from a 50% miss chance as if it had total concealment, but it can still be targetted normally.

DM Sanity Info.
Move Action: 5ft to F1
Standard Action: Cast Displacement (On Conner)

Spells in Effect
Message (on group, ~1Hr)
Haste (from Mira)
Greater Invisibility (on Kadaz, 5Rd)
Mage Armour (on self, 7Hr)
Bless (from Kirsten)
Displacement (on Conner, 7Rd)

Spells Per Day
L.0: Daze, Detect Magic, Message, Message, Read Magic
L.1: Charm Person, Expeditious Retreat, Hypnotism, Mage Armour, Shield, Sleep, True Strike
L.2: Daze Monster, Invisibility, Mirror Image, See Invisibility, Web
L.3: Displacement, Fly, Hold Person, Suggestion
L.4: Charm Monster, Greater Invisibility, Lesser Geas

Mira (AC 18-2, 19/53 HP) Mage Armor, Haste  d20+15=20 d20+6=10 6d6(4+4+4+3+4+6)+6=31
Tuesday September 18th, 2007 3:58:38 PM

Mira recognizes the spell as Rock to Mud but the knowledge doesn't save her from taking the brunt of the mudslide (Reflex=10, fail).

Furious, and with no thought for her own safety, the mage targets the doppleganger with one of her more lethal spells, hoping to hit it before any of her party closes on it. There is the smell of sulfur, and then an explosion of flame detonates in a 20ft circle centered on the creature. (Fireball for 31 pts dmg, Reflex save vs 19 for half dmg.)

DM Sanity Info:

Spells:

Haste-2/8 rounds-p. 239 PHB-don't forget +1 bonus to attack rolls as well as +1 to AC and Relfex saves, extra 30 ft. to movement, etc. (*DM's discretion who is affected...45 ft around Mira.
Mage Armor-8 hours

0-level (6 per day) Detect Magic, Detect Poison, Read Magic, Light#, Mage Hand, Message, Open/Close, Ray of Frost
1st-level (8 per day) Magic Missile, Burning Hands, Enlarge Person, Mage Armour#, Shield
2nd-level (8 per day) Glitterdust, Invisitibility, Touch of Idiocy
3rd-level (6 per day) Fireball#, Haste#
4th-level (4 per day) Greater Invisibility



Kirsten (AC 23, HP 81/81, Haste, Bless)  d20+6=26 d20+11=28 d20+7=16 d8+4=6 d8+4=9
Tuesday September 18th, 2007 5:38:51 PM

Kirsten, upon seeing the falling mud, flails and manages to dodge out of the way (Reflex 26 nat. 20). She then turns to and takes a diagonal step towards the nearest enemy (5-foot step to C-6) raising her warhammer she attempts to hit the skum (#2). She makes a full attack.

Attack 1 = Hit AC 30 (+11 +1 (Haste, I forgot to add this in) +1 Bless, I forgot to add this also) for 6 DMG

Attack 2 = HIt AC 16 (+5, +1 Haste, +1 Bless) for 9 DMG

DM Sanity Info:

Spells on Me:

Haste
Bless

Spells per Day

1st Level: Bless#, Cure Light Wounds, Detect Undead, Divine Favor

Ammendment. (DM Jim)  d100=4
Tuesday September 18th, 2007 8:14:00 PM

The arrows fired by Shadow both bury themselves into the skum that he fired at. Though from his perspective they did not do as much damage as they should have. Neither of them leaves as bad a wound as he figured they would have, in fact the first one does not even seem to be stuck in the creature that bad.

Birdie is well aware of the rumbling and though he does not know the true nature of it, he does not wait around to find out. His natural instincts tell him to back out the tunnel, while another part of him wants to get to Kadaz. Still he takes off back down the tunnel mere seconds ahead of the flow of mud.

The tunnel that you came through is oozing mud and there is little chance that you would be able to get back out that way anytime soon. As to the fate of Birdie...it is uncertain.

[Does anyone else have a companion that I should be worried about? I will include things in my posts for non-combat related type animals. Though they will usually go with their instincts even if they would normally stay with their master. The character maybe stupid but the animal is not. :)]

[The mud is covering the ground in a slight circle from 5H-5B and from 5H-0H. This extends it out into the solid rock of the rest of the cavern area and a good portion of the tunnel, thus the reason that it is oozing mud.]

Spears and Spells, part 2. (DM Jim)  d20+10=15 d20+10=16 d8+8=10 d20+10=25 d20+10=12 d8+8=11 d8+8=15 d20+10=23 d8+8=15 d20+10=24 d8+8=14 d20+10=29 d8+8=14 d100=45 d100=67 d20+10=12 d20+10=25 d8+8=11 d8+8=11 d20+10=28 d8+8=14
Tuesday September 18th, 2007 11:43:33 PM

Arm makes use of the rod in his hand but does not get the effect that he was looking for. Instead of somekind of offensive spell, he gets a defensive one instead. The rod calls up a globe of darkness that cuts off the ability to see for some of the enemy as well as the group.

Kadaz moves forward and finds himself enveloped in a globe of darkness that hurts his ability to see, but also hinders the enemy as well. With the mud that is covering him, his concealment is kind of blown from the invisibility as he looks like a walking pile of mud. He does not get out of the darkness but he does have some cover from the druid and the aboleth.

Shadow sends off another pair of arrows into the same skum that he hit earlier. Still his arrows seem to be doing a lot less damage than he would like them too and he is starting to wonder if something else is at work here.

Conner pulls out a potion from his belt and chugs it down as he prepares for the worst. He tosses the empty flask away as he waits for something to happen as he cannot see too well past the darkness.

Thar moves forward at the skum before him. He finds himself on the receiving end of a jab from a spear though for his troubles(AoO: hit: 16 and damage: 10). Still he gets off a pair of shots of his own and he is sure that neither attack is going to find a mark upon the skum, but to his surprise he does land a pair of shots on the beast. He can tell that something is different about the skum as his blades hit, but he is happy to see the skum go down under his blades.

Edmund cannot believe that the fool of a doppleganger would try and bring down the roof upon them all. It is utter madness and he can do nothing about it right now but move forward and lay a spell upon Conner that might help.

Mira is no more happy about the idea of almost being buried alive and she sends her protest out as a fireball. It is aimed for the area that the doppleganger is standing at and soon a large part of that area is suddenly engulfed in fire.

Kirsten moves towards the skum that Shadow has been shooting and lays into it with two hammer strikes of her own. Though she hits the creature hard, she feels a lot of resistance to her bashing attempts and the creature does not go down.

~+~+~+~


Skum1 & Skum3 jab their respective spears in hard at Kirsten, trying to empale her(1 - hit: 25 and damage: 11 ; 2 - hit: 12 and damage: 15).

Skum2 moves back away from Kirsten and then jabs it's spear at Kirsten as well, even though it is not looking so good(hit: 23 and damage: 15).

Skum0 moves forward and keeps itself out of harms way as it jabs it's spear at Thar(hit: 24 and damage: 14).

Skum4 backs away from Thar and then thrust at him with it's own spear, trying to impale him(hit: 29 and damage: 14).

Skum7 & Skum8 move over and into the mud. They trudge through it and then both send a spear thrusting at what they think is Conner(7 - hit: 12 and damage: miss[45%]; 8 - hit: 25 and damage: 11[67%]).

Skum6 seems to lost in the darkness before he finally emerges and stabs his spear at Thar(hit: 28 and damage: 14).

The doppleganger moves forward and towards the darkness despite the blow that he took from the fireball. He laughs and you can only guess that it is about the idea of bringing down the roof on everyone. He then begins to cast another spell and you wonder if this one will be good for your health.

The aboleth still remains at the pools edge and seems to like the idea of studying you as you fight. If this is indeed the mastermind behind whatever plot is being waiged against your city, he is not going to be easy to beat.

~+~+~+~


The tunnel that you came through is now oozing mud and it appears that you have noway out of this cavern even if you do win. There is no sign of Birdie and those nearest the entrance wonder if he was simply buried under the weight of the mud. Some of that same mud still drips from the ceiling but it is no longer a danger, but what damage has been done to this cavern is uncertain.

~+~+~+~


ENEMY
Skum 5 and 9 are dead.
Skum AC 13

[Spellcraft DC 15 for those not blocked by the darkness spell -Highlight to display spoiler: { ['bull's strength']}

NOTE
[This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC. Brush thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.]

Battle Map


Arm (AC 18 HP 16/33 Hasted, Blessed, -2 to AC from mud)  d100=42 6d6(2+2+4+3+4+3)=18
Wednesday September 19th, 2007 6:02:00 AM

Choosing to stay put for the moment, Arm once again points his rod at the nearest Skum (#8). This time he is pleased to once again see lightning burst from it and hit its target, "I should have gotten one of these a long time ago," he thinks to himself.

KadazAC 27, 29 vs evil; 69/86 HP, invisible, hasted, blessed)  d20+18=31 d20+18=31 d10+7=12 d10+7=12
Wednesday September 19th, 2007 7:30:34 AM

Kadaz keeps moving the way he was trusting he'll eventually get out of the dark. In a few steps he breaks out and sees the doppleganger ahead of him.

He quickly moves up to the enemy and swings his battle axe, gripping it tightly through the slippery mud. He swings once and then, thanks to Mira's spell, gets to swing again!

(Hit AC 31, 31, damage 12, 12)

(Note: Specify dodge feat active against doppleganger, AC becomes 30 against it, 29 against other evil creatures, 27 against nonevil creatures)

Effects:
Haste 5 rounds (+1 AC, +1 to hit, +1 reflex, 1 extra attack, +30 speed)
bulls strength 27 rounds (+4 str)
protection from evil 8 rounds (+2 AC, +2 all saves)
greater invisiblity 5 rounds
bless 59 rounds (+1 to hit, +1 vs fear)


Conner [AC=26; HP=57/85] Haste, Bull Strength , Bless, Fly, Displacement  d20+19=30 d8+9=10 d6=6
Wednesday September 19th, 2007 7:45:32 AM

Conner ignores the skum attacking him and lifts up into the air and towards the doppleganger. He deploys his shield as he moves, and spotting his foe he slashes out with his longsword [Hit AC=30 for 10 HP + 6 frost damage = 16 HP]

Effects
Haste 5 rounds
Bull's Strength 27 rounds
Bless 59 rounds
Fly 59 rounds
Displacement 7 rounds

New position = M-9 I think...


Shadow (AC 25/20 HP 30/47)  d20+13=19 d20+13=33 d4+2=5 d4+2=4 d20+13=25
Wednesday September 19th, 2007 8:03:10 AM

(OOC: Jim, I said that Shadow switched targets to the doppleganger and not firing into the skum)

Shadow will again take aim at the doppleganger and fire two more arrows at it.

Actions:
To hit=19 & 33 (nat 20, 25)
dmg=5, 4

Thar ail Baerer (AC 25/26, 2/58 hps, Message, Haste, PfE)  d20+5=21
Wednesday September 19th, 2007 9:54:18 AM

Feeling like a pincushion, Thar yells in anger as he is stabbed several times by multiple opponents (I counted 42 pts of damage)

Now at 2 hps (58-14 mud-42 pincushion effect), Thar uses a full round action to withdraw from combat. As he is withdrawing, he moves diagonally away from the mud area, and ensures that he avoids any threatened squares. (Note that since he used a full round withdrawal, his beginning square does NOT count as a threated square.)

He's not sure what's going on with the Skum and tries to remember what he knows about them, as maybe it can shed some light on what's occuring. (Know nature = 21)

DM Sanity Info:

1. Spells affecting me
PfE = 3/50 rounds
Haste= +1 bonus to attack rolls as well as +1 to AC and Relfex saves, extra 30 ft. to movement, etc.
Message
Bless (+1 attack, +1 saves)

2. Spells/Day
0 Level = Guidance, Det Magic 2x, Read Magic, Det. Poison
1 Level = Bless, Det Evil, Mag Weap, Shield of Faith, Sum Mons 1
2 Level = Resist Energy, Restoration (Less), Sum Mons 2, Spir Weap


Edmund (HP: 21/38, AC: 17) Message, Haste, Mage Armour, Bless  d100=73 6d6(5+5+6+3+4+6)=29
Wednesday September 19th, 2007 11:54:55 AM

When Edmund sees Thar critically wounded, retreating, he hurries to his aid, only to realise he can offer nothing more than commisseration.

Looking around at the Skum and his critically wounded comrades, Edmund shakes his head at the apparent hopelessness of the situation. "This is stupid," he says. "We've been here thirty seconds and we'll all be dead in thirty more. Is there some way out?"

With no further way to protect his fellows, and with the realisation that his own weapons will be practically useless against the onrushing foes, Edmund levels the rod in his hand and points it at the larger group of Skum. With a sizzle of the air, a fireball bursts from the tip and sails towards the five creatures, detonating with a catatonic roar that encompasses all five of the Skum (target = lower left corner of E-11 (20 ft. spread) for 29 damage, Reflex DC 15 half).

"Well, that's something!" Edmund says cheerily.

DM Sanity Info.
Move Action: to assist Thar (possibly a 5-ft step to E1)
Standard Action: Rod of Wonder (73): Fireball (29 damage)

Spells in Effect
Message (on group, ~1Hr)
Haste (from Mira)
Greater Invisibility (on Kadaz, 4Rd)
Mage Armour (on self, 7Hr)
Bless (from Kirsten)
Displacement (on Conner, 6Rd)

Spells Per Day
L.0: Daze, Detect Magic, Message, Message, Read Magic
L.1: Charm Person, Expeditious Retreat, Hypnotism, Mage Armour, Shield, Sleep, True Strike
L.2: Daze Monster, Invisibility, Mirror Image, See Invisibility, Web
L.3: Displacement, Fly, Hold Person, Suggestion
L.4: Charm Monster, Greater Invisibility, Lesser Geas


Kirsten (AC 23, HP 38/81, Haste, Bless) 
Wednesday September 19th, 2007 4:24:43 PM

Upon hearing Thar's cry, seeing her companion retreat, and then realizing that her blows do little good against her current foe, Kirsten will withdraw from combat in the direction of Thar and also attempting to avoid the mud.

It is clear that she intends to heal Thar when next she has the chance, and at the same time she doesn't entirely want to find herself in the same position.

DM Info:

Action: Withdraw (full-round action, beginning square does not count as threatened)

Spells in Effect:

Bless
Haste

Spells per day:

L.1: Bless#, Cure Light Wounds, Detect Undead, Divine Favor

Mira (AC 18-2, 19/53 HP) Mage Armor, Haste  3d4(3+1+4)+1=9 d20+15=26
Wednesday September 19th, 2007 8:01:23 PM

Mira tries to take a step backward and up the side of the cavern! It is not the most opportune of times to try her new Slippers of Spider Climbing, but maybe the walls will allow better purchase than the mud covered cavern floor! Targetting the doppleganger once again as it casts another spell, the mage hopes her Magic Missiles might do the trick. (9 pts dmg.)

Spellcraft=26 to identify Bull's Strength

DM Sanity Info:

Position - 3B? Slippers of Spider Climbing p. 266 DMG.

Spells:

Haste-3/8 rounds-p. 239 PHB-don't forget +1 bonus to attack rolls as well as +1 to AC and Relfex saves, extra 30 ft. to movement, etc. (*DM's discretion who is affected...45 ft around Mira.
Mage Armor-8 hours

0-level (6 per day) Detect Magic, Detect Poison, Read Magic, Light#, Mage Hand, Message, Open/Close, Ray of Frost
1st-level (8 per day) Magic Missile#, Burning Hands, Enlarge Person, Mage Armour#, Shield
2nd-level (8 per day) Glitterdust, Invisitibility, Touch of Idiocy
3rd-level (6 per day) Fireball#, Haste#
4th-level (4 per day) Greater Invisibility



Arm (AC 18 HP 16/33 Hastened, Blessed, -2 AC from mud)  d100=78 6d6(2+3+2+5+4+1)=17
Thursday September 20th, 2007 6:08:13 AM

Hoping that his most recent target has been nullified, Arm now chooses to take aim at the Arboleth. Once again, fate shines upon him as a fireball streaks toward it and hits it directly (17dmg reflex DC15 for half).

Shadow (AC 25/20 HP 30/47) 
Thursday September 20th, 2007 7:51:28 AM

After firing the fourth arrow at the doppleganger he will move further along the wall to the right seeing if he can somehow get behind the group of skum.

Spears and Spells, part 3. (DM Jim)  d20+10=26 d20+10=28 d20+10=18 d20+10=15 d20+10=16 d20+10=21 d20+10=17 d20+10=30 d20+10=13 d20+10=18 d20+10=22 d20+10=29 d6=5 d6=6 2d6(6+3)=9 d8+8=9 d8+8=9 d6=3
Thursday September 20th, 2007 8:54:11 PM

Arm is able to get another blast of electricity from his rod this time around. It zips straight ahead and slams into the skum that has just attacked Conner.

Kadaz moves out of the darkness and sets his sights on the doppleganger. His move brings him up to the foe and his axe slices in twice at the humanoid. Both strikes hit the doppleganger, but his axe does not seem to bite as deep as it should have.

Conner is up and into the air within a couple of seconds, though he does feel the warmth of the lightning as it passes by him. As he flies towards the doppleganger he comes in low and takes a swing at the thing. His longsword finds a small opening in the humanoids armor but does not do as much damage as it should have.

Shadow fires off another pair of arrows at the doppleganger. His first arrow very nearly takes Kadaz in the shoulder and it is just pure luck that he moved to the side when he did. The second arrow slams into the doppleganger but does not have the impact that it should have had.

Thar is soon backing away as he is getting his tail kicked and rather seriously. Though he files through the information that he has on skum he cannot come up with any reason that his attacks should be less effective. Though he does note that the slight brownish coloration and barky appearance of the skum's skin is not usual.

Edmund is about to go to Thar's aid when he realizes that he would be of little help to his friend in that way. Instead he points a rod of his own at the larger group of skum. With a single word he sends a fireball into the middle of the group to good effect.

Kirsten also pulls back from the battle and has all intentions of healing up Thar when she has the chance. Her own mind is racing as she tries to come up with a reason as to why her weapon seems less effective.

Mira can see only one option as she sends a small barrage of magic missiles across the cavern with eerie accuracy. Each one slams into the doppleganger who is looking even more hurt than he was a few minutes ago.

~+~+~+~


Skum1, skum2 and skum3 all are able to get out of the way of the fireball to a percentage. But the blast is still enough to lay waste to them and they go down in a smoldering heap.

Skum0 comes to a decision and one that is most likely born by the aboleth. It pulls out a javelin from a pouch type thing at it's side and hurls it at Edmund(hit: 17 and damage: 5).

Skum4 soon has a javelin in the air at the retreating Thar(hit: 30*crit13* and damage: 6*crit9*).

Skum7 moves futher down by the mud and his spear snakes out at Arm(hit: 18 and damage: 11).

Skum6 also moves down so that he can get to a target. It jabs at him with the spear that it holds, trying to hit the more vulnerable Arm(hit: 22 and damage: 10).

Skum8 feels the bite of electricity as it slams into it. It is able to twist itself just enough to allow it to only feel part of the magical effects. A javelin is soon in the air, having been pulled from a sack style bag at the things side and away at Arm(hit: 29 and damage: 3).

The doppleganger is starting to feel the effects of all the damage that is being applied to his body and he snarls at Kadaz and Conner, though there is a flash in his eyes as well. Before your eyes his body begins to ripple and shift, leaving you staring into the eyes of a very large four armed gorilla. It pounds it's chest and howls to the ceiling as it now has murderous intent.

The aboleth still does not seem overly worried as it sinks a little further back into the water. Then to your astonishment the waterpool is suddenly cut off by a large stone wall.

~+~+~+~


The mud has finally stopped falling and all that you have to worry about it the mud that litters the floor. Most of it is nearly waist deep and not too comfortable to be in. The entrance that you came through has finally stopped oozing but it still appears to be sealed off. The only other exit is the pool that the aboleth is partially in and now that is shut off by a wall of stone as well.

There is an audible pop as the last blow is struck on the doppleganger and maybe this is why he was grinning. Kadaz and Conner can see the arrival of four men, all dressed in black. Each is holding a black blade of somekind of metal and they all seem ready to do the bidding of someone.

~+~+~+~


ENEMY
Skum 1, 2, 3, 5 and 9 are dead.
Skum 0, 4 and 8 are badly injured.
Skum AC 13
Doppleganger AC 26

NOTE
[This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC. Brush thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.]

Battle Map


[I changed the target of Shadow's last round arrows. They were instead fired at the doppleganger instead. Sorry about that, will read better next time.

KadazAC 27, 29 vs evil; 69/86 HP, invisible, hasted, blessed)  d20+18=28 d20+13=32 d20+18=27 d10+7=13 d10+7=9 d10+7=17 d20+18=19 d20+13=24 d10+7=16
Thursday September 20th, 2007 9:19:19 PM

Now this is what Kadaz is meant to do! Enemies all around him, holding them off while his companions pick them off from a distance. And as the mud slowly drips off him he becomes a bit less visible.

Kadaz keeps attacking the doppleganger. He swings 3 times and hits all 3! (to hit 28, 32, 27, damage 13, 9, 17).

(If the doppleganger drops Kadaz gets a cleave attack at another opponent. If it's the 1st or 3rd attack, the to hit is 19 (natural 1). If it's the 2nd swing, the attack is 24, damage 16)

The zone of darkness hides most of the party from him. But he is too absorbed in battle to pay much attention around him.

(Note: Dodge feat active against opponent #2, AC becomes 30 against it, 28 if its not evil; 29 against other evil creatures, 27 against nonevil)

Effects:
Haste 4 rounds (+1 AC, +1 to hit, +1 reflex, 1 extra attack, +30 speed)
bulls strength 26 rounds (+4 str)
protection from evil 7 rounds (+2 AC, +2 all saves)
greater invisiblity 4 rounds
bless 58 rounds (+1 to hit, +1 vs fear)

Conner [AC=26; HP=57/85] Haste, Bull Strength , Bless, Fly, Displacement  d20+19=37 d20+19=37 d20+15=32 d8+9=15 d8+9=14 d8+9=16
Thursday September 20th, 2007 9:48:04 PM

Conner continues his barrage against the doppleganger, slashing him repeatedly with his longsword [hit AC=37, 37, and 32 for 15, 14 and 16 HP respectively]

Should his foe drop before or during his attack he will shift slightly to the north and press his attack against one of the newcomers (#3)

Effects

Haste 4 rounds
Bull's Strength 26 rounds
Bless 58 rounds
Fly 58 rounds
Displacement 6 rounds

New position = L-11 I think...


Kirsten (AC 23, HP 38/81, Bless, Haste) 
Friday September 21st, 2007 1:04:26 AM

Upon seeing the javelin hit Thar, the paladin lets out something of a shriek of frustration. Her blue eyes narrow as she whirls around to reach out for the Ranger-Cleric. She knows she is too far from Arm to be of any help, so she does what she must. Kirsten reaches out an armored hand to touch Thar, murmuring a quick, desperate prayer and using her Lay on Hands ability to restore some life to him. (Heal Thar for 14 HP, 7(paladin lvl x 2 (cha bonus)).

It isn't much, but it is all she can manage. The paladin shakes her head in dismay.

DM Info:

Action: Lay on Hands (Heal Thar for 14 HP)

Effects on Me:
Bless
Haste

Spells per day:

L.1: Bless#, Cure Light Wounds, Detect Undead, Divine Favor



Edmund (HP: 16/38, AC: 17) Message, Haste, Mage Armour, Bless  d100=76 6d6(4+5+6+2+5+5)=27
Friday September 21st, 2007 1:04:41 AM

Edmund turns away from the Javelin as it hits him, grimacing at it sinks into his side.

Quickly, he points his rod towards the other group of skum, and hopes against hope. It pays off. Another fireball sails towards them and detonates with a satisfactory roar. (target = lower right corner of L-2 (20 ft. spread) for 27 damage, Reflex DC 15 half).

"This is more like it," Edmund declares, one hand moving to the injury received from the javelin. "Ugh..."

DM Sanity Info.
Move Action: to assist Thar (Unknown distance)
Standard Action: Rod of Wonder (76): Fireball (27 damage)

Spells in Effect
Message (on group, ~1Hr)
Haste (from Mira)
Greater Invisibility (on Kadaz, 3Rd)
Mage Armour (on self, 7Hr)
Bless (from Kirsten)
Displacement (on Conner, 5Rd)

Spells Per Day
L.0: Daze, Detect Magic, Message, Message, Read Magic
L.1: Charm Person, Expeditious Retreat, Hypnotism, Mage Armour, Shield, Sleep, True Strike
L.2: Daze Monster, Invisibility, Mirror Image, See Invisibility, Web
L.3: Displacement, Fly, Hold Person, Suggestion
L.4: Charm Monster, Greater Invisibility, Lesser Geas

Edmund (OOC) 
Friday September 21st, 2007 1:08:39 AM

((DM Jim: Not sure if I did this right, but based on the graph in the DMG (p. 307) a 20ft radius fireball centered on E-11's Lower Left corner should have hit all five skum from the previous round. It looks like skum 0 and 4 are in F-7 and G-9. Did I goof up somewhere? Thanks!))

Arm (AC 18 - HP -8/33) 
Friday September 21st, 2007 6:06:31 AM

Grieviously wounded by the multiple attacks, Arm does not even have the chance to cry out before he falls to the ground, or rather the mud. If he doesn't drown in it first, he will surely join the ranks of the departed soon from his injuries.

OOC: Jim, the lightning bolt at #8 was Wednesday's attack...yesterday's attack was a fireball at the arboleth.. :)

Shadow (AC 25/20 HP 30/47)  d20+13=32 d20+13=29 d4+2=6 d4+2=3
Friday September 21st, 2007 8:31:46 AM

Shadow will hope that his companions can finish off the doppleganger, and will switch to one of the opponents (#4). He will fire two arrows at this opponent.

Actions:
To Hit=32, 29
dmg=6, 3

Thar ail Baerer (AC 25/26, 7?/58 hpsMessage, Haste, PfE)  2d8(8+7)+4=19
Friday September 21st, 2007 10:22:54 AM

Falling backwards from the wellplaced javelin impact, Thar crumbles to the ground. Before he visits his ancestors in heaven, he is saved by the lovely Kristin

(OOC = Jim, I'm not sure about how many hp's Thar took. Is your 6*,9* referring to 15 total points or 9 including critical? If it was 15, then he's at 1 now w/ Kristin's healing. If it was 9, he's at 7 with her healing)

Thar, feeling slightly better and giving Kristin a brief friendly peck on the cheek for saving his bacon, thinks "Well, I'll have to wait a few minutes to save myself", moves to Arm quickly and casts a Cure Med Wounds on his friend.

Healed 19 points of dmg to Arm

DM Sanity Info:

1. Spells affecting me
PfE = 4/50 rounds
Haste= +1 bonus to attack rolls as well as +1 to AC and Relfex saves, extra 30 ft. to movement, etc.
Message
Bless (+1 attack, +1 saves)

2. Spells/Day
0 Level = Guidance, Det Magic 2x, Read Magic, Det. Poison
1 Level = Bless, Det Evil, Mag Weap, Shield of Faith, Sum Mons 1
2 Level = Restoration (Less), Sum Mons 2, Spir Weap



Mira (AC 18, 19/53 HP) Mage Armor, Haste  3d4(4+2+3)+1=10
Friday September 21st, 2007 6:17:58 PM

Hoping to clear the mud, the sorcerer takes another step up the side of the tunnel. Since Edmund seems to have taken care of the skum, Mira focuses on the creature slinking in the water and wonders what it is really doing. Figuring it must somehow be aiding their assailants, she targets it with her magic missiles. (10 pts dmg to the Aboleth.)

"Make haste while the spell lasts!" she cautions her friends, knowing that soon the magic will expire.

DM Sanity Info:

Position - 3B? Slippers of Spider Climbing p. 266 DMG.

Spells:

Haste-4/8 rounds-p. 239 PHB-don't forget +1 bonus to attack rolls as well as +1 to AC and Relfex saves, extra 30 ft. to movement, etc. (*DM's discretion who is affected...45 ft around Mira.
Mage Armor-8 hours

0-level (6 per day) Detect Magic, Detect Poison, Read Magic, Light#, Mage Hand, Message, Open/Close, Ray of Frost
1st-level (8 per day) Magic Missile##, Burning Hands, Enlarge Person, Mage Armour#, Shield
2nd-level (8 per day) Glitterdust, Invisitibility, Touch of Idiocy
3rd-level (6 per day) Fireball#, Haste#
4th-level (4 per day) Greater Invisibility



Spears and Spells, part 4. (DM Jim)  d20+10=19 d20+10=25 d20+10=26 d20+10=25 d8+8=15 d20+10=18 d8+8=9 d20+10=30 d20+10=29 d8+8=16 3d8(7+4+4)+8=23 d20+10=17 d8+8=16 d20+16=28 d20+16=27 d20+16=36 d20+16=24 d20+16=25 d20+11=17 d4+10=15 d4+10=14 d4+10=13 2d4(4+2)+10=16 d4+10=13 d8+6=9 2d4(3+3)+9=15 d20+12=30 d20+10=24 d20+12=28 d20+10=29 d20+12=24 d20+10=30 d20+10=27 d8+4=12 d8+4=12 d8+4=12 d8+4=10 d8+4=12 d8+4=12 2d8(6+4)+4=14 d100=56 d100=61 d100=60 d100=33 d100=41
Friday September 21st, 2007 10:36:22 PM

Kadaz lets his axe tear into the doppleganger who has changed shape. His axe bites into flesh everytime, but there is still that resistance. Though some of the mud has slipped off his form, it all has not and some of it is even starting to harden on him as it dries.

Conner is on the doppleganger as well and his own sword bites into flesh each time. He does not feel that his sword is as effective as it should be though as it does not seem to cut that deep.

Kirsten is able to reach Thar and sends healing into him through the barest of touches. She does not like the way this battle is forming up but at least they are prevailing. At least she was able to keep Thar on his feet and he will be able to do something.

Edmund is not happy with the sudden sprouting of a javelin that appears in his side. He is once again able to get his rod to sprout a fireball that he hopes will even the odds further.

Arm goes down but at least he was able to do something last round. Though he is unsure of how effective it was, now that all he can see is a wall hiding the aboleth. Hopefully he will not have time to suffocate in the mud.

Shadow switches his own shots back to the skum as he is hoping that his companions can finish off the doppleganger for good. Both of his arrows sink into the things skin, but it still seems to be hanging onto life.

Thar feels the mud starting to rush up to meet him when it is stopped by the sudden touch of someone. He feels the healing flow into him and only pauses long enough to give the possibly surprised Kirsten a kiss. Then he is off to rescue Arm who is facedown in the mud, but a little healing should make him feel all the better.

Mira is about to lay some magic missiles into the aboleth, but it has disappeared from her sight. It appears to have cut off the pool from the rest of the cavern with a wall of stone. She holds her attack and decides to plan out her next move.

~+~+~+~


Skum8 goes down as a smoking heap of burnt flesh.

Skum6 and skum7 are badly injured but are still in the fight it seems. Skum6 takes a step down into the mud and sends his spear stabbing at Edmund(hit: 25 and damage: 15). Skum7 takes another stab at Arm with his spear(hit: 18 and damage: 9).

Skum0 steps down into the mud to follow Kirsten and Thar. With no little bit of though it stabs it's spear at Kirsten(hit: 30*crit29* and damage: 16*crit23*).

Skum4 moves into the mud and also takes a jab at Kirsten(hit: 17 and damage: 16).

The doppleganger seems to be shrugging off some of the damage that is being thrown at him. With a snarl he throws his full fury at Conner(hit: 28[56%]/27[61%]/36[60%]*crit24*/25[miss 33%]/17[miss 41%] and damage: 15/14/13*crit16*/13/9 ; rend(if two claws hit) damage: 15). He drags Conner from the air and begins to maul him something fierce.

Man1, Man2 and man4 all converge upon the lightly glowing form of Kadaz. Each of them brings their sword to bear upon the little dwarf and they are not playing around(1 - hit: 30/24 and damage: 12/12 ; 2 - hit: 28/28 and damage: 12/10 ; 3 - hit: 24/30*crit27* and damage: 12/12*crit14*).

Man3 moves into the darkness spell and is lost from everyone's sight.

~+~+~+~


The aboleth is hidden from view by the stone wall that has appeared last time. It has effectively cut off the pool from the rest of the cavern. But what could it be doing behind there.

The cavern seems to have stabilized and the mud is drying a little. There is still no signs of Birdie. Is he dead?

~+~+~+~


ENEMY
Skum 1, 2, 3, 5, 8 and 9 are dead.
Skum 0, 4, 6 and 7 are badly injured.
Skum AC 13
Doppleganger AC 26

NOTE
[This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC. Brush thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.]

[Kadaz finds himself covered in somekind of glowing purple light that surrounds his form.]

[Thar, that simply means that if the critical did not hit, that you only take 6 damage...but if the critical did hit, than you take 9 damage. The to hit was a natural 30 and the confimation for the critical was a 13...so not critical and you only take 6 damage.]

[None of the men that appeared show any signs of evil about them if you should check.]

[Thanks for the remind on the displacemnt for Conner. I made the rolls that were needed and the actions that stand are noted.]

Battle Map


Edmund (HP: 1/38, AC: 17) Message, Haste, Mage Armour, Bless, Mirror Image  d4+2=5
Saturday September 22nd, 2007 3:23:25 PM

Giving a short yelp, Edmund falls prey to another spear attack. Gravely wounded, he step to the east and defends himself with a set of five mirror images. Suddenly, six Edmunds are in view, where previously there had been only one.

Mirror Image (PH 254): Enemies attacking to attack or cast spells at Edmund must select from amongst indistinguishable targets. Roll randomly to see whether the selected target is real or a figment. These images have an AC of 12.

DM Sanity Info.
Move Action: 5-ft step East to D-2
Standard Action: Mirror Image (5 images)

Spells in Effect
Message (on group, ~1Hr)
Haste (from Mira)
Greater Invisibility (on Kadaz, 2Rd)
Mage Armour (on self, 7Hr)
Bless (from Kirsten)
Displacement (on Conner, 4Rd)
Mirror Image (on self, 7Mn)

Spells Per Day
L.0: Daze, Detect Magic, Message, Message, Read Magic
L.1: Charm Person, Expeditious Retreat, Hypnotism, Mage Armour, Shield, Sleep, True Strike
L.2: Daze Monster, Invisibility, Mirror Image, See Invisibility, Web
L.3: Displacement, Fly, Hold Person, Suggestion
L.4: Charm Monster, Greater Invisibility, Lesser Geas

Kadaz (AC 27, 29 vs evil; 21/86 HP, invisible, hasted, blessed)  d20+22=30 d20+17=31 d20+22=27 d10+7=11 d10+7=14 d10+7=17 d20+18=38 d20+18=36 d10+7=15 d10+7=17
Sunday September 23rd, 2007 8:30:09 AM

Kadaz cries out in pain as 3 spears hit him, one twisted against his ribs in order to inflict extra damage. This is not good!

The dwarf fighter changes his plan and abandons his attack on the doppleganger. Instead he aims at the more immediate threat. He swings, turns, swings, turns and then swings and turns again, thanks to the haste spell. If he can destroy the swords maybe he can catch a break.

(using Improved Sunder feat and attacking swords
man 1 sword - to hit 30 damage 11
man 2 sword - to hit 31 damage 14
man 3 sword - to hit 27 damage 17)

After his attack he waits to see if any of the opponents will allow take an action he can retaliate against.

(Just in case an opponent allows an attack of opportunity, to hit 38, natural 20, to hit 36 to confirm, damage 15 + 17 more if critical)

(activate dodge feat against doppleganger; AC 27 vs nonevil men, 28 vs doppleganger if it is nonevil, 30 if evil)

Effects:
Haste 3 rounds (+1 AC, +1 to hit, +1 reflex, 1 extra attack, +30 speed)
bulls strength 25 rounds (+4 str)
protection from evil 6 rounds (+2 AC, +2 all saves)
greater invisiblity 3 rounds
bless 57 rounds (+1 to hit, +1 vs fear)
GLOWING & dripping mud

Shadow (AC 25/20 HP 30/47)  d20+13=17 d20+13=19 d4+2=5 d4+2=5
Sunday September 23rd, 2007 9:14:25 AM

Shadow will once again try and take down one of the skum by firing some arrows into it.

Actions:
to hit= 17 & 19
dmg= 5 & 5

Conner [AC=26; HP=0/85] Haste, Bull Strength , Bless, Fly, Displacement 
Sunday September 23rd, 2007 6:29:07 PM

Badly mauled and nearing unconciousness, the tattooed fighter slips from the grasp of the doppleganger and flies straight upward towards the ceiling and far from the creatures grasp. He reaches to the belt pouch for one of the flasks he has purchased for just such a situation]

Effects

Haste 3 rounds
Bull's Strength 25 rounds
Bless 57 rounds
Fly 57 rounds
Displacement 5 rounds

New position = L-11 I think...15-20 feet up

Mira (AC 18, 19/53 HP) Mage Armor, Haste  3d4(2+2+4)+1=9
Sunday September 23rd, 2007 7:07:34 PM

Mira takes another step up the side of the cave, thanks to the magic of her slipper, he hands remain free to cast spells. Afraid that a fireball would knock out her friends, Mira targets the skum surrounding Kadaz with her missles. (2, 2, and 5 pts. magic missile dmg.)

DM Sanity Info:

Position - 3B? Slippers of Spider Climbing p. 266 DMG.

Spells:

Haste-5/8 rounds-p. 239 PHB-don't forget +1 bonus to attack rolls as well as +1 to AC and Relfex saves, extra 30 ft. to movement, etc. (*DM's discretion who is affected...45 ft around Mira.
Mage Armor-8 hours

0-level (6 per day) Detect Magic, Detect Poison, Read Magic, Light#, Mage Hand, Message, Open/Close, Ray of Frost
1st-level (8 per day) Magic Missile###, Burning Hands, Enlarge Person, Mage Armour#, Shield
2nd-level (8 per day) Glitterdust, Invisitibility, Touch of Idiocy
3rd-level (6 per day) Fireball#, Haste#
4th-level (4 per day) Greater Invisibility

Thar ail Baerer (AC 25/26, 7/58 hps, Message, Haste, PfE)  d8+4=8
Sunday September 23rd, 2007 8:51:45 PM

Thar, seeing that it is Edmund who is now in critical danger, moves quickly to him and casts Cure Light Wounds on his friend.

(OOC = If my healing on Edmund make it easier for the enemies to hit him, then I'll actually heal Kirsten instead. I'd prefer to heal Ed, but if it'll endanger him, then I'll hold off for a round.)

Cured 8 pts of dmg to either Ed or Kirsten.

1. Spells affecting me
PfE = 5/50 rounds
Haste= +1 bonus to attack rolls as well as +1 to AC and Relfex saves, extra 30 ft. to movement, etc.
Message
Bless (+1 attack, +1 saves)

2. Spells/Day
0 Level = Guidance, Det Magic 2x, Read Magic, Det. Poison
1 Level = Bless, Det Evil, Mag Weap, Sum Mons 1
2 Level = Restoration (Less), Sum Mons 2, Spir Weap


Thar ail Baerer (2nd post) 
Sunday September 23rd, 2007 8:53:27 PM

(OOC = To clarify, I was referring to his mirror image and if I healed the correct one, the enemies would have a clear idea of who the real one was. The spell description mentions "enemies" are affected, but I'm not an enemy, so am I exempt?)

Kirsten (HP -1/81, Bless, Haste) 
Sunday September 23rd, 2007 9:04:11 PM

( OOC = Uhhmm... this post is assuming that Thar heals Ed and not me, if he does end up healing me i'll... rewrite? lol thanks. )

Kirsten, upon seeing her childhood friend so badly hurt, turns to try to heal him only to be hit twice by the skum. The paladin lets out a faint grunt of pain before she too sinks to the ground, unconcious and no doubt dying?

Spells per day:

L.1: Bless#, Cure Light Wounds, Detect Undead, Divine Favor

Edmund (OOC) 
Sunday September 23rd, 2007 9:50:55 PM

((OOC: re. mirror image, the PH states that whilst moving Ed can merge with and split off from his images, so that enemies who have learned which image is real are again confused. So, curing him would not make him harder to hit or identify him to the enemies, it seems.

But it also says, "When you and the mirror image separate, observers can't use vision or hearing to tell which one is you and which one is the image." Observers might by definition include members of the party, at DM's discretion. If so, the PH doesn't explicitly give information on how to proceed. Edmund probably can't tell Thar which is the real one either, as the images mimic Ed's actions--so they would all simultaneously tell Thar they are the real Edmund.

Sorry about the lack of information! I should have posted more of the relevant stuff from the PH.))

Arm (AC 18 HP 2/33 Hasted, Blessed, -2 to AC from mud)  d100=68
Monday September 24th, 2007 6:07:08 AM

Before he can thank Thar for his life-saving assistance, he is hit once again by a Skum. Staggering a bit, he points his rod at it, but this time the rod fails him...he suddenly finds himself looking up at what has become a HUGE Skum. He then realizes that his companions are huge as well, so he surmises that he has in fact shrunk, roughly to the size of 6 inches. He quickly yells for help, but he doubts that anyone has heard him.

OOC: Jim, has the mud dried sufficiently for Arm to manoeuver (and yes, that is the correct spelling..lol)? If not then he will proceed to flounder and try to keep his head above the mud.

Posting Record (ADM Scott) 
Monday September 24th, 2007 7:57:58 AM

DM John: XXOXX
Kadaz: OXXXX
Arm: XXXXX
Shadow: XXXXX
Edmund: XXXXX
Mira: OXXXX
Connor: OXXXX
Thar: OXOXX
Kirsten: XXXXX
Overall: 86.7% effective


Spears and Spells, part 5. (DM Jim)  d20+10=21 d8+8=16 d20+10=22 d8+8=13 d20+10=30 d20+10=14 d8+8=14 2d8(8+3)+8=19 d20+10=24 d4=4 d20+12=23 d20+12=27 d20+12=31 d20+12=31 d20+12=23 d20+12=29 d20+12=31 d20+12=18 d8+4=6 d8+4=9 d8+4=12 2d8(4+7)+4=15 d8+4=7 d8+4=7 2d8(6+2)+4=12 d8+4=10
Monday September 24th, 2007 10:16:34 PM

Edmund brings into being a number of images that look and act just like him, though this is done once he is away from the enemy and out of danger.

Kadaz is beset with three sword wielders who seem intent upon ending his life. He spins in a dizzying circle as he cuts his axe into each of the mens' swords. Though he finds a target with each one swing of his axe, he finds that none of the swords break under his own assault. Still he dances away from them to give himself some play room, to figure out his next move.

Shadow sends another pair of arrows into the air. This time though his target is one of the skum that seems to be chasing the group into the mud. Both of his arrows find homes in the side of the closest skum.

Conner has been badly mauled by the shapechanged doppleganger and he escapes in the most direct route, straight up. He then retrieves a potion from his belt and makes ready to use it.

Mira finds herself still out of the bad part of the fighting, mainly because she is on the ceiling and noone seems to be paying her much mind. She sends out a series of magic missiles to strike each of the men that are facing off against Kadaz and they find a mark.

Thar would have healed Edmund of his greivous wounds but he is suddenly met by the sight of six Edmunds and he does not know were to apply the healing. Instead he turns to Kirsten and applies his healing to her, keeping her out of danger for the time being.

Kirsten finds herself being healed by Thar and is thankful at that. She looks around to make note of were she might be most useful as she eyes the closing skum. [Feel free to make a double action with your next post.]

Arm is in trouble and he knows it. The rod comes up and is pointed straight at the skum in front of him. He knows that it went off but he is amazed to find that nothing seems to have happened, that is till he looks around. He finds himself standing on the thin layer of dried mud and he is not sinking into it. Though he might want to worry about being stepped on.

~+~+~


Skum0 crumples to the ground with the two arrows from Shadow buried in his side. It appears that the skum finally was overcome with the damage that was inflicted upon it.

Skum4 shows no emotion as it brings the spear in it's hands back to stab at Kirsten(hit: 21 and damage: 16).

Skum6 looks to the many images of Edmund but his head turns away as he brings his spear to strike at Thar instead(hit: 22 and damage: 13).

Skum7 looks around with a growing confusion as it tries to figure out where Arm just went. It cannot find him and does not look down for him either, but still steps forward to bring it's spear to strike at one of the Edmunds(hit: 30*crit14* and damage: 14*crit19*) [Special on Arm - hit: 24 and damage: 4] He hits an image of Edmund though and it falters and then disappears.

The three men with swords turn to playing with Kadaz as they recircle him. Swords cut in at him from three different directions, though you get the feeling that you are a mouse being played with by a group of cats(1 - hit: 23/27 and damage: 6/9 ; 2 - hit: 31*crit31*/23 and damage: 12*crit15*/7 ; 3 - hit: 29/31*crit18* and damage: 7/10*crit12*).

The othe man4 slips out of the globe of darkness to survey the battle with the skum that the group is having. He then moves slowly into the mud himself, though he makes no attacks on anyone...he seems to be biding his time.

The doppleganger moves around the three swordsmen and Kadaz to get to the mud that he so carelessly made earlier. The large four armed gorilla is all smiles and teeth as he stops at the edge and begins a series of grunts.

~+~+~


The aboleth is still hidden and does not seem to want to come out and play. Maybe he is actually playing already as the skum are most definitely his. Though that leaves the question of the four men unanswered.

The cavern is mostly back to it's normal appearance and still bright enough to see rather well, except for the area that is cloaked in darkness. The mud has also dried some more and there is maybe an inch of solid material on top of the three feet of mud that you are in. There are still no sounds though of Birdie and it becomes more evident that he died in the deluge of mud.

~+~+~


ENEMY
Skum 0, 1, 2, 3, 5, 8 and 9 are dead.
Skum 4, 6 and 7 are badly injured.
Skum AC 13
Doppleganger AC 29

NOTE
[This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC. Brush thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.]

[Kadaz finds himself covered in somekind of glowing purple light that surrounds his form.]

[Kadaz - Highlight to display spoiler: {'all damage is subdual'}]

Conner [AC=26; HP 15/85] Haste, Bull Strength , Bless, Fly, Displacement  2d8(8+5)+2=15
Monday September 24th, 2007 11:33:14 PM

Conner gulps back the potion, pitching the empty vial at the nearest bad guy and scanning the scene below in order to best select his next target.

Haste 2 rounds
Bull's Strength 24 rounds
Bless 56 rounds
Fly 56 rounds
Displacement 4 rounds

New position = L-11 I think...15-20 feet up


Mira (AC 18, 19/53 HP) Mage Armor, Haste  d20+3=11
Monday September 24th, 2007 11:54:10 PM

The fight isn't going well for the party, and then suddenly Arm is gone! Mira casts a spell that has become very familiar, and disappears from view! As silently as possible (Move Silently=11) she moves on slippered feet across the ceiling of the cave positioning herself between the doppelganger and the embattled Kadaz.

DM Sanity Info:

Position - K6 - Slippers of Spider Climbing p. 266 DMG.

Spells:

Invisibility-8 minutes (p. 245 PHB)
Haste-6/8 rounds-p. 239 PHB-don't forget +1 bonus to attack rolls as well as +1 to AC and Relfex saves, extra 30 ft. to movement, etc. (*DM's discretion who is affected...45 ft around Mira.
Mage Armor-8 hours

0-level (6 per day) Detect Magic, Detect Poison, Read Magic, Light#, Mage Hand, Message, Open/Close, Ray of Frost
1st-level (8 per day) Magic Missile###, Burning Hands, Enlarge Person, Mage Armour#, Shield
2nd-level (8 per day) Glitterdust, Invisitibility#, Touch of Idiocy
3rd-level (6 per day) Fireball#, Haste#
4th-level (4 per day) Greater Invisibility


Arm (AC 18 HP -2/33 Hasted, Blessed, -2 to AC from mud) 
Tuesday September 25th, 2007 5:56:57 AM

Unable to escape the attack of the Skum, Arm slumps to the ground yet again, this time without much hope of help from his friends. His last thoughts before darkness envelops him are, "How odd..I've been small like this before the Fey King rose." and "Mira, my love, stay well.".

[I was thinking about this for awhile and thought of something that I did not think of yesterday. Due to your smaller size, you would have gained a +8 to your AC from such a small size. Please change your post accordingly.]

Shadow (AC 25/20 HP 30/47)  d20+13=20 d20+13=14 d4+2=6 d4+2=5
Tuesday September 25th, 2007 7:24:54 AM

Shadow sees the man (#4) come out of the darkness, so he will take aim at him and let fly. He is hoping this ends quickly because it is not going well for the group.

Actions
To hit=20 & 14
dmg=6 & 5

Thar ail Baerer (AC 25/26, 7/58 hps, Message, Haste, PfE)  2d8(2+4)+4=10
Tuesday September 25th, 2007 11:23:49 AM

(OOC = Jim, to make sure I am clear on things, you are posting their to hit result and the resultant damage, if it is a hit? For example, you posted that the guy attacking Thar got a 22 on his to hit roll, which missed, since my AC is 25/26?)

Cursing at their run of bad luck and barely managing to avoid becoming skewered, Thar takes a moment to survey the scene.

Seeing that Kirsten could use some more healing and realizing that he's not going to be able to heal him for the moment, Thar casts Cure Med Wounds upon the Paladin.

CMW = 10

1. Spells affecting me
PfE = 6/50 rounds
Haste= +1 bonus to attack rolls as well as +1 to AC and Relfex saves, extra 30 ft. to movement, etc.
Message
Bless (+1 attack, +1 saves)

2. Spells/Day
0 Level = Guidance, Det Magic 2x, Read Magic, Det. Poison
1 Level = Bless, Det Evil, Mag Weap, Sum Mons 1
2 Level = Restoration (Less), Spir Weap

[That is correct.]

(Thar 2nd post) 
Tuesday September 25th, 2007 11:24:40 AM

(I was referring to Edmund when I commented on not being able to heal "him" for a few moments.

Kadaz AC 27, 29 vs evil; 21/86 HP, invisible, hasted, blessed) 
Tuesday September 25th, 2007 4:33:05 PM

Kadaz is very surprised at the strength of his opponents weapons. They all must be adamantium! The surprise, though, is shockingly fleeting. The many attacks easily overcome the dwarf's defenses and he falls to the ground. His last thought, as his eyes glaze and shut, is <i> Run Birdie </i>

(21 HP, 53 hp subdual damage)

Haste 2 rounds (+1 AC, +1 to hit, +1 reflex, 1 extra attack, +30 speed)
bulls strength 45 rounds (+4 str)
protection from evil 5 rounds (+2 AC, +2 all saves)
greater invisiblity 2 rounds
bless 56 rounds (+1 to hit, +1 vs fear)
GLOWING & dripping mud

Kirsten (AC 23, HP 17/81, Bless, Haste  d8+3=10 d20+10=13 d8+4=7 d20+5=14 d8+4=12
Tuesday September 25th, 2007 8:42:59 PM

(( OOC: Okies, I am going to assume that one of my moves comes before the skum's attack, if any of this is wrong let me know and I will fix it, thanks! =) ))

Kirsten quietly thanks Thar for healing her, smiling faintly, "Thanks." She will then step out of range of the Skum nearest to her, so as to avoid any sort of attack. (5-foot-step) She will then cast Cure Light Wounds upon Thar. (Heal Thar 10 HPs).

Afterwards, the paladin will step forward and attack the nearest skum (I think #4?). She swings her warhammer, twice. (Hit AC 13 7 DMG, Hit AC 14 12 DMG).

Actions:

1st Action:

Take 5-foot step away from Skum
Cast Cure Light Wounds on Thar for 10 HP

2nd Action:

5-foot step to attack Skum
Attack 1: Hit AC 13 for 7 DMG
Attack 2: Hit AC 14 for 12 DMG

Spells per day:

L.1: Bless#, Cure Light Wounds#, Detect Undead, Divine Favor

Edmund (HP: 1/38, AC: 17) Message, Haste, Mage Armour, Bless, Mirror Image, Fly  d20+11=27
Tuesday September 25th, 2007 11:08:16 PM

((At time of posting, no current map is available. Going with best estimates.))

Edmund ceases his horizontral retreat from the approaching foes. Or rather five Edmunds cease their retreat. Of the original six, one of them, upon being struck with a spear, shuddered, flickered, and shattered in a shower of little lights. It is unlikely this was the real one; when Edmund finally goes down, it won't be quite as amusing.

All of the Edmunds begin murmuring a spell, careful to avoid any attempt to disrupt them. (Defensive Casting=27 Success) The words are spoken quickly and in a hoarse and airy fashion. The Edmunds move their hands--is that a feather in their palms? Suddenly, they lift into the air and float up towards the ceiling. The effect would be comical, if they didn't all look to be on the edge of consciousness. Edmund has never looked worse. If only his brother could see him now.

Looking down at the grim situation below, the Edmunds grimace miserably. Several of his friends seem to have disappeared and Edmund sees Kadaz sink to the floor. Assuming he is dead, weak though they are, the Edmunds declaim their despair. "Good God above!" all five Edmunds implore the heavens, voices echoing over the din of battle, "help us!"

DM Sanity Info.
Move Action: Up to ceiling or 30ft. height (whichever comes first)
Standard Action: Cast Fly on Self (Defensive Casting to Avoid Attack of Opportunity, 27 (18 needed))

Spells in Effect
Message (on group, ~45m)
Haste (from Mira)
Greater Invisibility (on Kadaz, 1r)
Mage Armour (on self, 7h)
Bless (from Kirsten)
Displacement (on Conner, 3r)
Mirror Image [5] (on self, 7m)
Fly (on self, 7m)

Spells Per Day
L.0: Daze, Detect Magic, Message, Message, Read Magic
L.1: Charm Person, Expeditious Retreat, Hypnotism, Mage Armour, Shield, Sleep, True Strike
L.2: Daze Monster, Invisibility, Mirror Image, See Invisibility, Web
L.3: Displacement, Fly, Hold Person, Suggestion
L.4: Charm Monster, Greater Invisibility, Lesser Geas

Spears and Spells, part 6. (DM Jim) 
Tuesday September 25th, 2007 11:28:48 PM

Conner gulps back the potion that he had been holding and then tosses it at the nearest of the men that have been attacking Kadaz. It hits the man in the top of the head, as Conner surveys the surroundings.

Mira casts another spell and slips from sight. She moves across the cave ceiling to position herself between the position of Kadaz and the doppleganger. Though she is not that silent, noone seems to be paying too much attention or maybe it is all the noise.

Arm is about to get smooshed by the large grotesque foot of the skum, but the foot comes down beside him instead. It creates a little hill in the mud that he finds himself standing on. Looking up reveals a sight that no man or woman should ever have to see. [Please make a pair of actions with your next post. One will be for this round and the other for next round.]

Shadow trains his bow upon the man that just exited the darkness and lets fly a pair of arrows. The first sinks into the man, but the second is off the mark and whistles off into the darkness and beyond.

Thar dodges the spear that was aimed at him and surveys the battle as it is playing out. He cannot see how everyone is doing, but he can see enough to curse the bad luck of the group. Seeing that Edmund is unhealable right now he instead moves over and heals Kirsten instead.

Kadaz is surprised at the way the enemies weapons held up and for a fleeting second he takes a closer look at them...sure enough adamantine. Then he feels the blackness surrounding him, though he knows that he is not dead or even dying...he cannot stand. His last thoughts are of his beloved friend, Birdie.

Kirsten had been holding off for a few seconds to see what is going to happen. With a snap decision she lays her hand upon Thar, which is easy as he moved to her, and sends healing into his body. She then moves ever so slightly and sends her warhammer slamming into the body of the skum that struck at her earlier.

Edmund or all five Edmund's start into casting a spell. Soon all of them are floating up into the air and are now able to survey the battle. He can only express a need for divine intervention and a prayer that it comes soon.

~+~+~


Skum4 goes down with the two hammer strokes from Kirsten, to never rise again.

Skum6 and skum7 seem to stop as if listening to something and then begins to pull back out of the mud. The do not get too far but you get the idea that they have gotten orders and they are retreating or regrouping.

Man3 looks up at Conner as he gets hit in the head by the flask. He shakes his sword at him, but then turns to start for what use to be the mud area.

Man1 and man2 both leave the poor Kadaz laying upon the cavern floor were he fell. They do not express any emotion as they both step into the globe of darkness and soon reappear upon the other side. Each is holding a sword as black as the armor they wear, though there is a tinge of crimson there as well...maybe blood from Kadaz.

The druid stops as the last two skum start to pull back and he too turns and moves away from the group. Once a good distance away his shape starts to melt back into that of the doppleganger. He is laughing as his form changes and he shakes his head. "Maybe we will play again...till then." He calls out to the men in black and gives them a final order. "They are yours...kill them all." He then turns to start towards the wall that blocks off the pool.

~+~+~


All of the group hears a voice in their heads for the briefest of moments and there is a watery sound to it. "You have proven yourselves worthy this day. Maybe you will serve me in the future...I always have room for slaves. For now, you have given me all the information that I need and we have bought the time that was needed for the final piece." The voice is gone as fast as it started and noone feels the worse for it.

For those still close to the mud slide opening that you came through, there is the sound of something coming towards you. Friend or foe would still need to be determined, but it is getting closer and should be to you within a minute or two.

~+~+~


ENEMY
Skum 0, 1, 2, 3, 4, 5, 8 and 9 are dead.
Skum 6 and 7 are badly injured.
Skum AC 13
Doppleganger AC 26
Men AC 20

NOTE
[This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC. Brush thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.]

[Kadaz finds himself covered in somekind of glowing purple light that surrounds his form.]

[Spot DC 14 - Highlight to display spoiler: {'When the doppleganger changed back from his four-armed gorilla form, he lost something upon the ground. It appears to be a piece of rolled parchment. It is also evident that he has not noticed that he has dropped it either.]}

Battle Map


Arm (AC 20/28 HP 2/33 Hasted, Blessed, +8 AC shrunk)  d8+5=12 d100=20 d4=3
Wednesday September 26th, 2007 6:14:37 AM

Yesterdays post:

Arm barely misses the foot of the Skum, but isn't so lucky as to view a part of it that even a female of its species wouldn't enjoy seeing. Fighting a gag reflex, he quickly turns away and grabs a potion from his pack, downing it just as quickly (cure light wounds-12 HP restored.

Today's post:

He then turns his attention to the nearest man (#1) and once again tries his rod on him. Although it didn't seem to cause him any harm, he can now hear the man's thoughts in his head, at least some of them (Wielder learns target's surface thoughts (as with detect thoughts) for 1d4 rounds (no save)). At the same time he listens to them, he wonders what ELSE could be coming at them from the now-covered cave entrance.

Kadaz 
Wednesday September 26th, 2007 7:01:23 AM

The little birdies flying around Kadaz's head are singing ever so sweetly as he lies on the ground.

Shadow (AC 25/20 HP 30/47)  d20+13=20 d20+13=20 d20+2=6 d4+2=6 d4+2=6
Wednesday September 26th, 2007 8:07:58 AM

Shadow will fire two more arrows into the first man that exited the area of darkness (#4). He is a little distracted when he suddenly hears the voice in his head tha the is sure is the aboleth, but recovers enough to keep his attack on the man.

Actions:
To hit= 20 & 20 (ignore the 3rd d20 roll - meant to change it to d4 for damage)
dmg= 6 & 6

Thar ail Baerer (AC 25/26, 25/58 hps, Message, Haste, PfE)  d8+4=8
Wednesday September 26th, 2007 9:30:21 AM

Thanking Kirsten for her timely healing, Thar turns and surveys the battlefield. Seeing Kadaz fall, he notices the men coming his way.

Quickly whispering to his friends via the message spell, Thar says "Guys, I've got to get to Kadaz but these 4 cretins are blocking my way. If we can clear out the L or R flank, I can get to him. Otherwise, I'll never make it past them."

For this round at least, he'll prepare himself to run the gauntlet by casting CLW on himself and saving the big spells for Kadaz and Ed.

CLW = 8 (new hp total = 25)

1. Spells affecting me
PfE = 7/50 rounds
Haste= +1 bonus to attack rolls as well as +1 to AC and Relfex saves, extra 30 ft. to movement, etc.
Message
Bless (+1 attack, +1 saves)

2. Spells/Day
0 Level = Guidance, Det Magic 2x, Read Magic, Det. Poison
1 Level = Det Evil, Mag Weap, Sum Mons 1
2 Level = Restoration (Less), Spir Weap

Mira (AC 18, 19/53 HP) Mage Armor, Haste  6d6(2+1+4+4+6+6)+6=29
Wednesday September 26th, 2007 5:02:16 PM

I don't think so! the sorcerer says to herself as she watches the gorilla/doppelganger attempt a retreat. Targetting a spot just in front of the retreating figure, Mira discharges another fireball (for 29 pts dmg, Reflex vs DC 19 to take half damage).

Mira then tries to gauge the distance between her position on the cieling of the cave, and the ground below, trying to calculate the risk of breaking a bone.

DM Sanity Info:

Position - K6 - Slippers of Spider Climbing p. 266 DMG.

Spells:

Invisibility-8 minutes (p. 245 PHB)
Haste-7/8 rounds-p. 239 PHB-don't forget +1 bonus to attack rolls as well as +1 to AC and Relfex saves, extra 30 ft. to movement, etc. (*DM's discretion who is affected...45 ft around Mira.
Mage Armor-8 hours

0-level (6 per day) Detect Magic, Detect Poison, Read Magic, Light#, Mage Hand, Message, Open/Close, Ray of Frost
1st-level (8 per day) Magic Missile###, Burning Hands, Enlarge Person, Mage Armour#, Shield
2nd-level (8 per day) Glitterdust, Invisitibility#, Touch of Idiocy
3rd-level (6 per day) Fireball##, Haste#
4th-level (4 per day) Greater Invisibility


Conner [AC=26; HP 15/85] Haste, Bull Strength , Bless, Fly, Displacement  2d8(7+5)+2=14
Wednesday September 26th, 2007 5:19:56 PM

Noticing the enemy has abandoned the prone dwarf, Conner flys to his aid. Shielding Kadaz with his body, he unstoppers a vial. The strong odour of almonds escapes as the fighter brings the potion to his friend's lips. (Cure Moderate Wound=14 pts restored to Kadaz)

Haste 1 rounds
Bull's Strength 23 rounds
Bless 55 rounds
Fly 55 rounds
Displacement 3 rounds

New position = N9



Kirsten (AC 23, HP 17/81, Bless, Haste)  d8+3=10
Wednesday September 26th, 2007 6:57:54 PM

The paladin nods when she hears Thar's words through the message spell. Kirsten then proceeds to use her pearl of power in order to cast Cure Light Wounds once again, this time upon herself as she prepares to attack the strange men. She will stay put, for now. (Heal Self for 10 HPs)

DM Info:

Move: None
Action: Pearl of Power to cast Cure Light Wounds (DMG p. 263) (Heals Kirsten 10 HPs)

New HP = 27/81

Spells per day:

L.1: Bless#, Cure Light Wounds#, Detect Undead, Divine Favor

Edmund (HP: 1/38, AC: 17) Message, Haste, Mage Armour, Bless, Mirror Image, Fly  d100=69
Wednesday September 26th, 2007 8:58:00 PM

The Edmunds flying near the ceiling grimly set their jaws with firm resolve. Five Rods of Wonder come down in anger, pointed at Man No. 2. Suddenly, much like Arm, the man practically vanishes, shrinking to 1/12 his original size. (Rod of Wonder=69: Target shrinks to 1/12 size, no save)

There is silence for a moment as the Edmunds observe this, astounded, but the silence ends quickly. The laughter of five half-elven wizards echoes down from the ceiling above.

DM Sanity Info.
Move Action: None
Standard Action: Rod of Wonder: 69 (Shrink Man No. 2 to 1/12 size)

Spells in Effect
Message (on group, ~45m)
Haste (from Mira)
Greater Invisibility (on Kadaz, Final Round)
Mage Armour (on self, 7h)
Bless (from Kirsten)
Displacement (on Conner, 2r)
Mirror Image [5] (on self, 7m)
Fly (on self, 7m)

Spells Per Day
L.0: Daze, Detect Magic, Message, Message, Read Magic
L.1: Charm Person, Expeditious Retreat, Hypnotism, Mage Armour, Shield, Sleep, True Strike
L.2: Daze Monster, Invisibility, Mirror Image, See Invisibility, Web
L.3: Displacement, Fly, Hold Person, Suggestion
L.4: Charm Monster, Greater Invisibility, Lesser Geas

Spears and Spells, part 7. (DM Jim) 
Wednesday September 26th, 2007 11:30:11 PM

Arm pulls out a healing potion and down it after the sight of something that he will most likely never get out of this mind again. Still he has the presence to point the rod that has been the saveing grace, sometimes, and once again tries for a spell that will help out. Instead he finds himself hearing the surface thoughts of the man that he pointed the rod at. They are all dark and bent upon the service to the doppleganger. Still there is an alien quality about them as well that leads you to wonder if these men are actually alive...or men at all.

Kadaz is as if asleep. Laying upon the hard stone cavern floor and viewing birdies through his closed eyes.

Shadow puts up another pair of arrows at the same man that he shot earlier. Both arrows are now embedded into the man, but he seems to do little more than flinch.

Thar calls out a plan of action that will get him to Kadaz. Though he cannot see the fallen comrade that well, he does know that he is down from what little he can see. Knowing that he might have to fight his way through, he lays more healing into himself.

Mira fires off a fireball to slow or even stop the doppleganger from getting away. Her fireball strikes in front of the doppleganger, but if he will stop is another story. Eyeing the ground she can tell that she will have to fall about sixty feet to get to the floor.

Conner has the opening and takes it to swoop down and come to Kadaz's aid. He nurses the healing liquid of a potion down his comrades throat and waits for the best.

Kirsten eyes the approaching men with some trepidation. She pours the last of her healing into herself by making use of a recall pearl that she has. Otherwise, all she can do is brace herself for the onslaught and hope for the best.

Edmund points an almost identical rod as the one that Arm uses at one of the men. Though he would have prefered something flashier and more potent, he is given a boon none the less. The man that he aimed at starts to slowly shrink down to the same size as Arm.

~+~+~


The two remaining skum are able to get all the way across the cavern and to your amazement, the slip through the wall that hides the pool.

The doppleganger wades right through the fire from the fireball and though he is not looking so good anymore he does not slow. As he reaches the wall, his form is once again rippling and changing into somekind of aquatic creature it appears. Though he makes it past the wall as well, there is not sounds of a splash...so he has not entered yet.

Man2 finds himself holding his sword, but looking up at the now giant sized opponents that he had intended to face. Still he does not falter, though he does retreat back into the darkness...hiding rather well.

Man1, man3 and man4 all move forward into the mud. Their swords are at the ready and they seem to be waiting for the group to commit themselves. They have also moved close enough that it might be hard to get them with a fireball without hurting comrades.

~+~+~


The sounds from behind the group continue and appear to be getting even closer yet. It is a lot of noise and it does not bode well if it is enemies that come for you.

~+~+~


ENEMY
Doppleganger AC 26
Men AC 20
Man2 AC 28

NOTE
[This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC. Brush thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.]

[Kadaz finds himself covered in somekind of glowing purple light that surrounds his form.]

[Everyone but Kadaz and Arm should make a Will DC 16 - Highlight to display spoiler: {'You now know the wall to be nothing more than illusion and you can see the now aquatic formed doppleganger near the pool, smiling.']}

Arm (AC 28 HP 14/33 Hasted, Blessed, +8 AC-shrunk)  d100=17
Thursday September 27th, 2007 6:00:06 AM

Taken aback for the barest of seconds by the "man's" thoughts, Arm says a silent prayer and once again points his rod at man #1. This time he is rewarded with a burst of wind that buffets it (Gust of wind, but at windstorm force (Fortitude DC 14 negates)).

Kadaz 
Thursday September 27th, 2007 7:38:38 AM

As the healing potion makes its way into Kadaz his wounds visibly improve, however he remains unconscious, slumped on the rock floor of the cave.

(35 HP, 39 HP nonlethal damage)

Haste 1 rounds (+1 AC, +1 to hit, +1 reflex, 1 extra attack, +30 speed)
bulls strength 44 rounds (+4 str)
protection from evil 4 rounds (+2 AC, +2 all saves)
greater invisibility 1 rounds
bless 55 rounds (+1 to hit, +1 vs fear)
GLOWING

Shadow (AC 25/20 HP 30/47)  d20+13=18 d20+13=26 d4+2=5 d4+2=6
Thursday September 27th, 2007 8:00:15 AM

Shadow not sure what the group can do other than continue to try and bring down the men before what ever is behind them gets here. He is also concerned about what the aboleth and the doppleganger are doing behind the wall. He will fire two more arrows at man (#4) in hopes that he can take him down.

Actions:
to hit= 18 & 26
dmg= 5 & 6

Thar ail Baerer (AC 25/26, 34/58 hps, Message, Haste, PfE)  d20+12=25 d8+4=9 d20+12=30 d20+10=29 d20+10=14
Thursday September 27th, 2007 10:26:33 AM

Surveying the scene, Thar notices something odd about the wall (Will = 25) and realizes that it is an illusion. He quickly passes this information on to his companions via the message spell.

Still hearing the sound and seeing that Kadaz is fine for a round or two due to the healing he received, Thar turns and says via the message spell "I'm going to check out that sound and see what it is. I'll be right back."

In addition, he'll cast CLW on himself (9 Healed) and then try to move silently and quickly back to the entrance and beyond.

He'll try to spot whatever is making the sound, while hiding in shadows.

Spot = 30
HiS = 29
MS = 14 (of course with the loud sound going on, it isn't too hard to move quietly...)

1. Spells affecting me
PfE = 8/50 rounds
Haste= +1 bonus to attack rolls as well as +1 to AC and Relfex saves, extra 30 ft. to movement, etc.
Message
Bless (+1 attack, +1 saves)

2. Spells/Day
0 Level = Guidance, Det Magic 2x, Read Magic, Det. Poison
1 Level = Mag Weap, Sum Mons 1
2 Level = Restoration (Less), Spir Weap



Kirsten (AC 23, HP 27/81, Haste, Bless)  d20+6=20 d20+12=26 d8+4=8
Thursday September 27th, 2007 4:36:28 PM

When she hears Thar's message, she turns her own attention to the wall and indeed realizes that there is something very strange going on (Will = 20). The paladin shakes her head, and turns her attention back towards the four strange men... one of them seeming to have disappeared.

Kirsten will move towards man #3 and attack him, a part of here somewhat apprehensive but she figures if she's going to die she had better do it fighting. She swings at #3 with her warhammer. (Hit AC 26, 8 DMG)

DM Info:

Move: Towards #3? 5-feet I think??
Action: Attack Man #3 (Hit AC 26, 8 DMG)

Spells per day:

L.1: Bless#, Cure Light Wounds#, Detect Undead, Divine Favor

Edmund (HP: 1/38, AC: 17) Message, Haste, Mage Armour, Bless, Mirror Image, Fly  d20+6=8 d20+3=23
Thursday September 27th, 2007 7:08:04 PM

((No map at time of post. Going with best estimates.))

The weakened Edmunds flying up at the ceiling look surprised when they hear Thar's words through the Message spell. Though they look over to the wall, they cannot see anything unusual about it--probably because they are just too weak. (Will=8) However, whilst peering at the wall, the Edmunds do see something else--a roll of parchment left behind by the retreating Doppleganger. (Spot=23, Nat. 20) Quickly whispering this information into the iMessage spell, the Edmunds start flying along the ceiling until the parchment is under them.

If it is possible to reach it without getting into range of the men, the Edmunds will descend and pick it up. Otherwise, or if there is still time, they will give its location to the others via Message, readying Daze Monster on the nearest Man.

Daze Monster (PH 271): Clouds the mind of a creature with 7 HD or less so that it takes no action. Duration: 1 round. Creatures of 7 or more HD are not affected. DC 17 Will negates.

DM Sanity Info.
Move Action: Over/above Parchment (unknown position)
Standard Action: Daze Monster on nearest Man

Spells in Effect
Message (on group, ~45m)
Haste (from Mira)
Mage Armour (on self, 7h)
Bless (from Kirsten)
Displacement (on Conner, 1r)
Mirror Image [5] (on self, 7m)
Fly (on self, 7m)

Spells Per Day
L.0: Daze, Detect Magic, Message, Message, Read Magic
L.1: Charm Person, Expeditious Retreat, Hypnotism, Mage Armour, Shield, Sleep, True Strike
L.2: Daze Monster, Invisibility, Mirror Image, See Invisibility, Web
L.3: Displacement, Fly, Hold Person, Suggestion
L.4: Charm Monster, Greater Invisibility, Lesser Geas

Mira (AC 18, 30/53 HP) Mage Armor, Haste  d20+8=9 2d8(4+5)+2=11
Thursday September 27th, 2007 11:07:20 PM

60 ft...better not chance it thinks the sorcerer clinings to the roof of the cavern. Mira curses in elvish at the back of the retreating doppelganger, unable to see the wall for what it really is (Will=9, nat. 1!)

Mira activates her Brahmah's Tatoo, and feels a little better for the curative powers of its magic. Should have known! she thinks as the message from Thar is relayed along the message chain.

With the last of the Haste spell the sorcerer scuttles across the ceiling, to a position above the collection of flying Edmunds.



DM Sanity Info:

Position - at DM's discretion since no map - Slippers of Spider Climbing p. 266 DMG.

Spells:

Invisibility-8 minutes (p. 245 PHB)
Haste-8/8 rounds(over)-p. 239 PHB-don't forget +1 bonus to attack rolls as well as +1 to AC and Relfex saves, extra 30 ft. to movement, etc. (*DM's discretion who is affected...45 ft around Mira.
Mage Armor-8 hours

0-level (6 per day) Detect Magic, Detect Poison, Read Magic, Light#, Mage Hand, Message, Open/Close, Ray of Frost
1st-level (8 per day) Magic Missile###, Burning Hands, Enlarge Person, Mage Armour#, Shield
2nd-level (8 per day) Glitterdust, Invisitibility#, Touch of Idiocy
3rd-level (6 per day) Fireball##, Haste#
4th-level (4 per day) Greater Invisibility


Conner [AC=26; HP 15/85] Haste, Bull Strength , Bless, Fly, Displacement  d20+16=22 d8+7=10 d6=1 (frost dmg) d20+16=17(miss)
Thursday September 27th, 2007 11:24:53 PM

"C'mon Kadaz! Shake it off!" encourages the fighter, "who'll feed yer damn, fool, dog!?"

Conner hovers in the air above his friend, ensuring that none will take advantage while the dwarf is unconsious.

If any of the humans is foolish enough to engage the tatooed fighter, he'll make a valiant attempt to sharpen his longsword on their ribs. (Hit AC 22 for 10 pts dmg, 1 pt frost dmg., Hit AC 17 (miss))

Haste over
Bull's Strength 22 rounds
Bless 54 rounds
Fly 54 rounds
Displacement 2 rounds

New position = N9



Arm (AC 28 HP 14/33 Hasted, Blessed, +8 AC-shrunk)  d100=90 10d4(4+3+2+3+4+4+3+4+1+2)=30 5d4(3+4+2+4+3)=16
Friday September 28th, 2007 6:02:35 AM

Encouraged by his last outing Arm once again points the rod at man #1. This time, numerous varicolored gems shoot from the tip at him, with over half of them hitting their mark (10-40 gems, value 1 gp each, shoot forth in a 30-ft.-long stream. Each gem deals 1 point of damage to any creature in its path: Roll 5d4 for the number of hits and divide them among the available targets.).

OOC: If man #1 is already dead, then he will aim at the next one in line.

Arm 
Monday October 1st, 2007 5:55:47 AM

Suddenly the area around him goes dark, then brightens to its orginial intensity. Troubled, he loooks around only to find himself all alone.

OOC: Hellooooooo? Anyone there?


Thar ail Baerer 
Monday October 1st, 2007 11:01:57 AM

(Anyone heard from our DM?)

Shadow 
Monday October 1st, 2007 11:41:30 AM

OOC: I have not heard from our DM, so not sure what is going on.

Posting Record (ADM Scott) 
Monday October 1st, 2007 11:47:34 AM

DM Jim: XXXOO
Kadaz: OXXXO
Arm: XXXXX
Shadow: OXXXO
Edmund: OXXXO
Mira: XOXXO
Connor: XOXXO
Thar: OXXXO
Kirsten: OXXXO
Overall: No DM Posts since Wednesday, so Friday/Weekend have very little posting. (Not sure what is up with Jim. He did not contact me and since we are in a battle not sure of how to post for it -- no idea on the module.)


ACDM Cayzle OOC 
Monday October 1st, 2007 1:08:10 PM

Friends, we're trying to figure out what's going on. We'll be in touch. Sorry for the delay.

EXTRA to ADM Scott! I have your e-mail as sapodac@d20.co.edu, but my letter bounced back! Please e-mail me ASAP!! at cayzle@cayzle.com.

Jerry 
Monday October 1st, 2007 3:16:03 PM

Yep, my addy for Scott bounced back too.

I will take over posting here until Jim is back as soon as I can or until we can activate Scott.

Scott is the ADM, right?

Please email me if you know anything about Jim or Scott's email. :)

No worries.

Spears and Spells, part 8. (DM Jim) 
Monday October 1st, 2007 10:57:43 PM

Arm points the rod at man number one. A wind surges to life and buffets the man. This should give the group a little break from that man at least.

Kadaz is still unconscious on the floor of the cavern. He is healed but still has not woken up from his seeming unconscious state.

Shadow fires another pair of arrows into the same man that he had shot earlier. He finds his first arrow deflected by the slight move of the fighter, though the second one finds its mark and buries into the man.

Thar is quick to realize that the wall is not what it seems and is in fact illusion. He passes this information to the others as he applies more healing to himself. He slips into what little shadows there are in the room, lite like it is and watches the entrance they all came through.

Kirsten moves in on one of the closest men and her warhammer finds an opening in the man's defenses. She is hoping to survive this fight, but if she must die...it will be fighting.

Edmund zips up and around, behind all the fighting and drops to the ground. He is well out of range of any of the four men that remain and easily picks up the rolled piece of parchment.

Mira is not happy about the retreating doppleganger, but she cannot really worry about that. She does apply some curative magics as she gets the message about the wall. She then moves to get near the collection of flying Edmunds.

Conner implores Kadaz to shake it off and even entreats him with the possible neglect of his dog. He goes back to floating over the body of his friend and deems it time to protect him till he should wake.

~+~+~


The doppleganger and skum are soon lost in the pool and those that can now see the wall for what it is...see this as well.

Man2 is not sure how to proceed as he cannot easily walk through the mud, or at least he does not think that he can. He starts to fall back and is soon lost in the shadowed area once again.

Man1 finds himself buffeted by the sudden strong winds and digs in as it passes around him. He otherwise finds that he can do nothing except wait.

Man4 finds yet another arrow stuck into him and he is starting to look to be in bad shape. Still he slips into the mud and heads for Shadow, though he cannot get into sword range right now he seems happy.

Man3 is struck by the warhammer of Kirsten. With no emotion he sends his own sword back at her, returning the favor(hit: / and damage: /).

~+~+~


The scratching sounds through the hardening mud is getting closer. It is not close enough that you can tell too much and the mud that seals off the hole make it hard to see inside.

~+~+~


ENEMY
Doppleganger AC 26
Men AC 20
Man2 AC 28

Not sure what triggered it. Got a rather nasty migraine and could do nothing for the past few days. I am sorry for my absence and will try not to do that again. I though that my brother was going to let everyone know. Seems that he forgot. Still am feeling the effects as it is hard to focus for too long.

Conner [AC=26; HP 30/85] Haste, Bull Strength , Bless, Fly, Displacement  2d8(7+5)+3=15
Monday October 1st, 2007 11:18:39 PM

Conner takes a moment to quaff another potion retrieved from his belt [CMW=15]

Edmund (HP: 1/38, AC: 16) Message, Mage Armour, Bless, Mirror Image, Fly 
Tuesday October 2nd, 2007 12:35:26 AM

Pocketting the parchment, the Edmunds sail up to the ceiling and round on the man daring to attack his childhood friend. "Hey!" they shout in tandem, sending a Daze Monster spell his way.

Daze Monster (PH 271): Clouds the mind of a creature with 7 HD or less so that it takes no action. Duration: 1 round. Creatures of 7 or more HD are not affected. DC 17 Will negates.

DM Sanity Info.
Move Action: Fly up to ceiling
Standard Action: Daze Monster on Man 3

Spells in Effect
Message (on group, ~45m)
Mage Armour (on self, 7h)
Bless (from Kirsten)
Displacement (on Conner, Final Round)
Mirror Image [5] (on self, 7m)
Fly (on self, 7m)

Spells Per Day
L.0: Daze, Detect Magic, Message, Message, Read Magic
L.1: Charm Person, Expeditious Retreat, Hypnotism, Mage Armour, Shield, Sleep, True Strike
L.2: Daze Monster, Invisibility, Mirror Image, See Invisibility, Web
L.3: Displacement, Fly, Hold Person, Suggestion
L.4: Charm Monster, Greater Invisibility, Lesser Geas

Kadaz 
Tuesday October 2nd, 2007 6:32:58 AM

Kadaz lies motionless on the floor, blood pooling under his body. He is breathing regularly, but still unresponsive to what is going on around him.

Arm (AC 28 HP 14/33 Hasted, Blessed, +8 AC-shrunk)  d100=58
Tuesday October 2nd, 2007 7:07:36 AM

Arm aims again at man1, but he is dismayed to see yet another area of darkness spring from it's tip and center 30 feet from him (54-58 Darkness, 30-ft.-diameter hemisphere, centered 30 ft. away from rod ).

Shadow (AC 25/20 HP 30/47)  d20+13=28 d20+13=29 d4+2=5 d4+2=5
Tuesday October 2nd, 2007 7:44:19 AM

OOC: Sorry Jerry and Al, my newest email is scott.apodaca@asd20.org. Jim, hope you are doing better.

IC: Shadow wonders what it will take to get the group out of here as he takes aim once more at man4 and fire 2 more arrows at him.

Actions:
To hit= 28 & 29
dmg= 5 & 5

Thar ail Baerer (AC 25/26, 34/58 hps, Message, Haste, PfE)  2d8(4+6)+4=14 d20+12=14
Tuesday October 2nd, 2007 10:21:31 AM

Realizing that he can't get through the hole to check out the noise, Thar turns and decides upon his next move.

(OOC = No map, so I wasn't sure if I could do this or not.

1. If Thar can reach Kadaz w/o walking through a threatened square, he'll quickly move there and cast CMW upon him for 14 pts of healing.

2. If Thar can NOT reach Kadaz, then he'll draw his bow and fire an arrow at Man4.

Attack = 14 + 1 from Bless = 15 Miss

1. Spells affecting me
PfE = 9/50 rounds
Haste= +1 bonus to attack rolls as well as +1 to AC and Relfex saves, extra 30 ft. to movement, etc.
Message
Bless (+1 attack, +1 saves)

2. Spells/Day
0 Level = Guidance, Det Magic 2x, Read Magic, Det. Poison
1 Level = Mag Weap, Sum Mons 1
2 Level = Restoration (Less),

Kirsten (AC 22, HP 27/81, Bless)  d20+11=30 d8+4=7 d20+6=15
Tuesday October 2nd, 2007 6:00:33 PM

( OOC: There were no rolls in the DM post, so I do not know if I was hit and if I was, how much damage I took so please let me know? And I will try and adjust. )

The paladin will once again attack man 3. Her first swing hits (hit AC 30, 7 DMG), while the she seems somewhat distracted and the second blow misses.

DM Info:

Attack 1: Hit AC 30, 7 DMG
Attack 2: Miss AC 15

L.1: Bless#, Cure Light Wounds#, Detect Undead, Divine Favor

Mira (AC 18, 30/53 HP) Mage Armor  d20+3=22 d20+2=17
Tuesday October 2nd, 2007 7:05:47 PM

Mira remains clinging to the cieling, 60 ft. above the cavern floor and calls to Edmund, "have you seen Arm?" As she speaks, she scans the cavern from her vantage point.

Search=17
Spot=22

"I wonder what that is?" she muses aloud at the sound of the scratching.

DM Sanity Info:

Position - at DM's discretion since no map - Slippers of Spider Climbing p. 266 DMG.

Spells:

Invisibility-8 minutes (p. 245 PHB)
Mage Armor-8 hours

0-level (6 per day) Detect Magic, Detect Poison, Read Magic, Light#, Mage Hand, Message, Open/Close, Ray of Frost
1st-level (8 per day) Magic Missile###, Burning Hands, Enlarge Person, Mage Armour#, Shield
2nd-level (8 per day) Glitterdust, Invisitibility#, Touch of Idiocy
3rd-level (6 per day) Fireball##, Haste#
4th-level (4 per day) Greater Invisibility

(OOC: Feeling a little lost without a map...)



Spears and Spells, part 9. (DM Jim)  d20+12=32 d20+12=19 d20+10=16 d20+12=21 d20+10=24 d8+4=12 d8+4=7 d8+4=12 d8+4=8 2d8(2+2)+4=8 d20+8=17
Tuesday October 2nd, 2007 8:42:45 PM

Conner retrieves and drinks down another potion. He is now floating right over top of Kadaz, intent upon giving him cover if any of the enemies move in their direction.

Edmund pockets the parchment and then flies over to hover near the battle. All of his images are fast on his heels and then they all begin casting spells at once. It ends with all of them shouting at the man that is moving to engage Shadow.

Kadaz is still unconscious upon the cavern floor and despite the pool of blood that has formed around him, he is not dead. His breathing is regular, but he is still unresponsive to anything outside of his own little sleepy world.

Shadow sends another pair of arrows at the man that is fast approaching him. Both of them find purchase in the weak points of the man's armor. Paying close enough attention will reward Shadow with the sight of blood flowing out of the wounds...thick black blood.

Thar, not wanting to chance the path he would have to take to get to Kadaz, opts for his bow instead. He puts up an arrow at the man that Shadow has just pincushioned, though his arrow is wide of the mark.

Kirsten brings her hammer back into the man that she is trading blows with. It strikes and does a little bit more damage on him. Her second blow is not so well placed and she misses with her swing.

Mira keeps up with the Edmunds as the fly around the ceiling. She inquires about Arm who is missing from the battle, or at least it appears that way. She instead turns her attention to the scratching sounds that are coming from the plugged hole you all came through.

~+~+~


Man4 finds another pair of arrows sprouting from his armor. He looks down at them with dead lifeless eyes and then topples over, making an indentation in the drying mud.

Man2 stays in the shadows and is doing something though noone is sure what. In his miniaturized state you might not be able to see him in there anyways.

Man3 takes the strike from Kirsten with no emotion. His sword moves back in, in a sweeping motion at her twice(hit: 32*crit19*/16 and damage: 12*crit8*/7).

Man1 finds himself free of the wind and moves towards Shadow. His sword is out and though he has no signs of emotion upon his face, there is a happiness about him.

~+~+~


The scratching and digging sounds can still be heard from the entrance that you all came through. You have precious minutes or maybe even seconds before whatever it is breaks through and you have a new problem.

~+~+~


ENEMY
Man4 is dead
Men AC 20
Man2 AC 28

~+~+~


Last round the man's attacks against Kirsten were - hit: 21/24 and damage: 12/8.

This is early, because we have storms moving in and I wanted to get out this post. Will also get a map up with this one. Been having problems with my maping program.

Battle Map


Edmund (OOC) 
Tuesday October 2nd, 2007 10:56:41 PM

Jim: Per my post, Edmund's Daze spell was against Man 3 (attacking Kirsten) not Man 1 (attacking Shadow). Sorry about that, should have been more clear with what I meant by 'childhood friend'.

Should we just swap the actions? I'll wait to post until it is cleared up. Thanks!

Ok. Made a save for man3 and he just barely passed with a 17. You are now free to post as you see fit or edit a post if you have already done so.

Kadaz 
Wednesday October 3rd, 2007 6:42:41 AM

A little bit of drool escapes Kadaz's mouth to land on the rock floor.

(35 HP, 39 HP nonlethal damage)

bulls strength 41 rounds (+4 str)
protection from evil 1 rounds (+2 AC, +2 all saves)
bless 52 rounds (+1 to hit, +1 vs fear)
GLOWING


Shadow (AC 25/20 HP 30/47)  d20+8=22 d4+2=3
Wednesday October 3rd, 2007 8:00:12 AM

Shadow switches weapons from his bow to his rapier, and because of the haste spell he is able to actually get an attack in on the man that has stepped up to him.

Actions:
To hit=28 (I put only a +8 and it should have been a +14 to hit)
dmg=3 (almost did not matter that he hit)

Thar ail Baerer (AC 25/26, 34/58 hps, Message, Bless, PfE)  d20+14=25 d20+14=28 2d6(2+4)+3=9 d6+3=7
Wednesday October 3rd, 2007 9:40:52 AM

Realizing that he has a perfect chance for a flank attack, Thar drops his bow, draws his swords while moving toward Man 1.

Slashing with the sharp edges of both weapons, Thar hopes to get in a good blow or two on his enemy.

(Att Bonus = +11+1 (bless)+2 (flank) = +14

Att1 (flaming weapon) = 25 hit for 9 pts
Att2 = 28 hit for 7 pts

1. Spells affecting me
PfE = 11/50 rounds
Message
Bless (+1 attack, +1 saves)

2. Spells/Day
0 Level = Guidance, Det Magic 2x, Read Magic, Det. Poison
1 Level = Mag Weap, Sum Mons 1
2 Level = Restoration (Less),


Arm (AC 27 HP 14/33 Blessed, +8 AC-shrunk) 
Wednesday October 3rd, 2007 12:29:38 PM

Not wanting to cause any more damage than what has already been done to his friends and afraid that a direct attack would not help much in his shrunken state (OOC: an I correct in this, Jim, that any physical attack I do would be at reduced damage?), Arm instead turns his attention to the doorway and awaits whatever is about to come through it.

I would have to rule that you would have a serious reduction to your physical damage in your current form. Have not looked up the penalties for a size that small but can if it is needed.

Edmund (HP: 1/38, AC: 16) Message, Mage Armour, Bless, Mirror Image, Fly 
Wednesday October 3rd, 2007 9:06:04 PM

The Edmunds have no idea what has happened to Arm, and convey as much to Mira. "He's probably made himself invisible on accident," the Edmunds say. "I can still hear him, sort-of, through my message spell."

Turning their attention to the battle below, the Edmunds once again try to interfere with the actions of Man3 who is continuing to attack his childhood friend. With a word of command, the Edmunds try to turn the mind of their foe with Suggestion.

"You are badly outnumbered and your compatriots are being destroyed--defeat is inevitable, unless you assist us. You will be rewarded if you join us. Now! Help us!" (Saving Throw: DC 18 Will Negates. A very reasonable suggestion causes save to be made with a penalty (such as -1 or -2) at DM's discretion. PH 285)

DM Sanity Info.
Move Action: None
Standard Action: Suggestion on Man 3

Spells in Effect
Message (on group, ~45m)
Mage Armour (on self, 7h)
Bless (from Kirsten)
Mirror Image [5] (on self, 7m)
Fly (on self, 7m)

Spells Per Day
L.0: Daze, Detect Magic, Message, Message, Read Magic
L.1: Charm Person, Expeditious Retreat, Hypnotism, Mage Armour, Shield, Sleep, True Strike
L.2: Daze Monster, Invisibility, Mirror Image, See Invisibility, Web
L.3: Displacement, Fly, Hold Person, Suggestion
L.4: Charm Monster, Greater Invisibility, Lesser Geas

Kirsten (HP 7/81, AC 22, Bless) 
Wednesday October 3rd, 2007 9:20:24 PM

Kirsten, seeing that her attacks are doing little against the man, and starting to feel somewhat weak again, will withdraw from combat and try to escape again. The fact that whatever is on the other side of that mud wall will be here soon disturbs her somewhat. Will they be friends, or foes? She shakes her head as she flees around and back towards where Edmund is hovering near the ceiling.

DM info: Withdraw (square start off in is not considered threaten) to B-11.

Spells per Day:

L.1: Bless#, Cure Light Wounds#, Detect Undead, Divine Favor



DM place holder. 
Wednesday October 3rd, 2007 10:42:00 PM

I will hold out till Mira and Conner get a chance to post. I will then make my DM post. No pressure, just wanting to give everyone a heads up. :)

Conner [AC=26; HP 30/85] Haste, Bull Strength , Bless, Fly, Displacement  d20+21=37 d8+9=15 d6=6
Wednesday October 3rd, 2007 11:47:49 PM

Seeing no immediate threat to Kadaz, and with Mira in place above, Conner charges down upon the sword bearing foe attacking Kirsten

[Charge attack on Man 3; Hit AC=37 (flanking) for 15+ 6(frost)= 21 HP ]

Bull's Strength 21 rounds
Bless 53 rounds
Fly 53 rounds
Displacement 1 rounds

New Position = f8

Effective AC for this round = 24

Mira  3d4(4+3+3)+3=13
Thursday October 4th, 2007 12:07:44 AM

Mira scans the remaining fighters. "They are like automatons," she says to the Edmunds. "It is as if they are oblivious to their own mortality," she continues. It is with some pity that she aids in dispatching the enemy directing her missiles at any who ramain upright. (Magic Missiles[/i] for 13 dmg. DM's discretion)

DM Sanity Info:

Position - at DM's discretion since no map - Slippers of Spider Climbing p. 266 DMG.

Spells:

Invisibility-8 minutes (p. 245 PHB)
Mage Armor-8 hours

0-level (6 per day) Detect Magic, Detect Poison, Read Magic, Light#, Mage Hand, Message, Open/Close, Ray of Frost
1st-level (8 per day) Magic Missile####, Burning Hands, Enlarge Person, Mage Armour#, Shield
2nd-level (8 per day) Glitterdust, Invisitibility#, Touch of Idiocy
3rd-level (6 per day) Fireball##, Haste#
4th-level (4 per day) Greater Invisibility


Arm (AC 27 HP 14/33 Blessed, +8 AC-shrunk) 
Thursday October 4th, 2007 5:54:55 AM

Slapping his tiny forehead in consternation at his forgetfullness, Arm reaches out to those who can hear him through the message spell, "No, I have not made myself invisible, but my rod has seen fit to shrink me to the size of about 6 inches high. I will do my best to stay out of your way, but please try and watch where you step until this is over.".

Spears and Spells, part 10. (DM Jim)  d20+12=29 d20+10=26 d8+4=10 d8+4=5
Thursday October 4th, 2007 3:45:06 PM

Kadaz continues to lay unconscious on the floor and drool.

Shadow switches weapons and pulls out his rapier with some speed. He sends it clipping in at the man that approaches him. His rapier scores a hit though there is little punch behind it.

Thar has both of his swords out in a flash as he drops his bow. He moves in at the enemy going after Shadow, seizing the opportunity to flank his opponent and help out his comrade in the same move. Both of his swords slice into the man, the one sealing the wound with the fires that lick the sword blade and the other drawing more of that black blood...or at least it appears black.

Edmund brings another spell to bear upon his last opponent. His suggestion is at least seemingly valid as he gives the order to switch to the winning side.

Kirsten retreats as the better part of valor. She easily slips around the two enemies that she is almost between and makes it to safety. She is starting to feel haggard again and needs a little breather...some healing might also be nice.

Conner, thanks to his ability to fly, makes his own charge upon the man that had been attacking Kirsten just a couple of seconds ago. His sword cuts in and leaves a nice wound that is iced over...though he is not flanking with Kirsten, it was a nice hit anyways.

Mira notes that the men fight like those that do not care. Maybe they are not totally human or maybe they are constructs. Either way she levels her wand at the man that Conner had just struck and unleashes a volley of magic missiles at him. Each one strikes true and there is not worry of collateral damage.

Arm, though shrunk down to a small size, finds that he is as forgetful as can be. He calls out through the spell that they all share, letting the group know that he is still around. He also informs them to be wary where they step as he is so small they might miss him.

~+~+~


Man3 is first sliced by a sword to the back and then pummeled by a barrage of missiles from the air. He starts to take a step forward and then just seems to go limp, toppleing over to land in the crusted mud.

Man1 is still not even showing any effects from the earlier attacks. Though wounds have been caused to his body he seems not to care. His lifeless eyes bore into Shadow as the sword in his hand dances in, looking for gaps(hit: 29/26 and damage: 10/5).

Man2 slips out of the shadows on the other side and near Kadaz. His eyes are locked upon the downed man and his sword moves ever so slightly in anticipation.

~+~+~


The scratching sound is so close now that it grates on your nerves. Too bad it would not just bust through or stop so that you can finally be rid of all this trouble.

~+~+~


ENEMY
Man4 and Man3 are dead
Men AC 20
Man2 AC 28

Edmund (HP: 1/38, AC: 16) Message, Mage Armour, Bless, Mirror Image, Fly 
Thursday October 4th, 2007 5:08:55 PM

The Edmunds whirl in the air, seeing Man2 approaching Kadaz with sword drawn. Quickly they act, flying along the ceiling until Man2 is close enough. With a shattering word, the Edmunds ready Lesser Geas on Man2 below.

"Stop attacking and help us to get out of here and to the town guards!" the Edmunds command him.

Lesser Geas (PH 235) - DC 19 Will negates. Duration: until assigned task is completed.

DM Sanity Info.
Move Action: None
Standard Action: Lesser Geas on Man2

Spells in Effect
Message (on group, ~45m)
Mage Armour (on self, 7h)
Bless (from Kirsten)
Mirror Image [5] (on self, 7m)
Fly (on self, 7m)

Spells Per Day
L.0: Daze, Detect Magic, Message, Message, Read Magic
L.1: Charm Person, Expeditious Retreat, Hypnotism, Mage Armour, Shield, Sleep, True Strike
L.2: Daze Monster, Invisibility, Mirror Image, See Invisibility, Web
L.3: Displacement, Fly, Hold Person, Suggestion
L.4: Charm Monster, Greater Invisibility, Lesser Geas

Mira (AC 18, 30/53 HP) Mage Armor  d20+3=17 d20+2=7 3d3(2+1+3)+3=9
Thursday October 4th, 2007 7:20:55 PM

"Yea gods!" gasps Mira when Arm's message squeeks though magically. The sorcerer scans the mud and rocks below searching for the bard. (Search=17, Spot=7) "I can enlarge you, but you must be within the range of my magics!"

What Mira does see, is the fellow going after Kadaz. She hold her magic until Edmund is finished, and only if the wizard's spell fails does she release her missiles at Man2 (9 pts dmg).


DM Sanity Info:

Position - at DM's discretion since no map - Slippers of Spider Climbing p. 266 DMG.

Spells:

Invisibility-8 minutes (p. 245 PHB)
Mage Armor-8 hours

0-level (6 per day) Detect Magic, Detect Poison, Read Magic, Light#, Mage Hand, Message, Open/Close, Ray of Frost
1st-level (8 per day) Magic Missile####(#?), Burning Hands, Enlarge Person, Mage Armour#, Shield
2nd-level (8 per day) Glitterdust, Invisitibility#, Touch of Idiocy
3rd-level (6 per day) Fireball##, Haste#
4th-level (4 per day) Greater Invisibility



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