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Going on a snake hunt......


Dm Jim: Plans 
Wednesday July 19th, 2006 1:25:21 PM

OOC: A 250 experience point bonus for Mykael for his suggestion yesterday on a fantastic way to use the ballista and the young wizards.

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

Val is bored. The barbarian is craving action, and being cooped up is not her kind of fun.

Rigging calls his war council and David and E, the woman that first spoke against the snake men, attend.

Firstly, Rigging doles out his indentured servants, as the stains of being Captain are enough without having to chase after these undisciplined youths.

Cosmo accepts Juno, Mykael Gordon, and Appolo Eli. The three youths seem to enjoy the attention and Eli comments "Now we are getting somewhere. Hey Appolo got any magic I can borrow." He finishes with a big smile. "Time to get some snake skins."

Rigging sketches out some plans for attack and asks for input from the Wildcards.

E speaks up in a soft voice "I do not want my friends killed by the snakes or you." Her eyes fall upon Appolo. "I will lend my voice to your cause, depending on how you react." Her eyes smoulder as she looks at Appolo.

Mykael suggests that he stay with the Sword, but the Captain overrules his suggestion.

Ashira and John suggest the use of their hide from animal's spells and their plentiful ranger skills.

Cosmo prepares himself to cast his information and diversion spells.

Nezamil casts endure elements on himself and three Wildcards and it has an amazing effect on each. The heat and humidity no longer cause any ill effects. There is no dread as the sun starts to rise high in the clear sky.

Nezamil casts another defensive spell to help the Sword and suggests that the followers be used in the initial assault. The bash brothers are very very pleased with the prospect of payback, even if it is limited. Kirk elbows his older brother in the ribs "I bet I get more of the snakes than you, what you want to bet. You in Nezamil? I want odds from you."

Upon hearing the talk of gambling a few of the crew put their heads together. Conner speaks up. "I want to work on an odds board and we can make some proper bets. Captain what percentage does the house, err...ship, get in this case? " The mood of the ship is improving as people watch the officers get ready for action and talk of fighting back.

Appolo down plays the recent discussions and offers some of his own.

Bart suggests more positional defenses for the Sword.

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

Cosmo casts his prying eyes spells and he waits for the eyes to return. Nine of the eyes return and each find two similar sized groups that Cosmo described.

First Group:
(1)Abomination
(2)Half Bloods
(5)Full Bloods

Second Group:
(1)Abomination
(3)Half Bloods
(4) Full Bloods

Each group is positioned on opposite sides of the trail to the village about 150 yards down the trail. Each group is about 30 yards into the jungle and they are offset from one another by about 30 yards. The Yuan Ti are armed with bows and scimitars and light armor.

The eyes did spot several groups of 1 - 3 full bloods closer to the edge of the jungle, and they seem to be keeping watch. A few of the eyes were spotted by Yuan Ti and shot at.

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

Cosmo unleashes his fire elementals and the merrily go to burning the jungle. After the minute of their fun there is much smoke, but it will not last long.

It is about 10:30 am.

Hal looks to Nezamil as his grip tightens on his sword "Payback begins?"

Mykael 
Wednesday July 19th, 2006 5:17:14 PM

Mykael makes his way to Tomas, "Whether or not our action on the groups in the jungle is successful, the sword will still be pressed. The Captain's plan should work well, and the pressure should be minimal. Try to keep only one work crew in or near the jungle at a time, so they are easier to defend."

Mykael quiets his voice even more, "One thing, the more successful we are in the jungle, the more desperate thier attacks will become. Defenses are looking good, however, the biggest week spot that I can see is the hole in the hull. I would suggest a two man guard on the hole on the inside at all times, especially at night. They can shape-shift sneak through the water and then in the hole and hit you from an area that you may not be ready for, so watch that."

"We know you can handle it, Rigging always speaks highly of you, and we all have seen your capability. Good Luck."

Mykael readies himself for the excusion.

'Ghem, ready for a hunting party?'

Rigging  d20+12=18 d20+12=29 d20+12=31 d20+12=27
Thursday July 20th, 2006 8:54:02 AM

Rigging smiles when he hears the report. I think we have found our quarry. I am concerned that they are bait and more are hiding nearby. Have your prying eyes keep looking Cosmo. Still it is bait we can't let get away.

Cosmo direct your fire elementals to burn near those watching groups, I want them distracted and blinded by the smoke.

When we get closer, I want Cosmo to summon some of his nastier monsters to attack the group on the right. Really don't expect them to succeed but enought to wound and slow them down. Then we spell users hit the group on the left with some mass spells, fireballs should do nicely. Overlapp some of those and then we send our burly types in to finish them off.

Ashira, I want 3 groups of fighters. One to help the animals, one to mop up the fireballed folks and finally a group in reserve to deal with the hidden group of Yuan-ti we haven't spotted yet.

Tomas, I want you to stay with the ship and have the marines ready to repel boarders. I am sorry my friend but your my reserve reserve. Be ready to pull our butts out of the fire if you hear lost of our screaming.

Rigging then says, "Cast whatever spells you need and make your preperations. We need to move while those elementals are being distracted. We are going to sprint to the path, Cosmo since you know where they are, your going to have to lead the way.

When everyone is ready, Ashira has split the groups Rigging will also lead the groups quickly up the beach and onto the trail, (Sprinting to the trail and to cover) We then regroup in our proper groups and move down the trail to where Cosmo wants us to go.

Rigging will cast mage armor and protection from arrows on himself.

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3 , mage armor, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2, dark vision, fog cloud
Third level spells: Haste, protection from arrows, Fly, Fireball
Fourth Level spells: Evards tentacles, SM 4, greater invisbility

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement 
Thursday July 20th, 2006 10:25:23 AM

"Ready boys " growls Nezamil to Hal and Kirk " keep close and do what you do best......smash things " grins the 10'2" dwarf

The Cleric of Domi then ready's himself for the coming battle .....and follows Ashira's order of battle

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid,Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass,Wall of stone (spell resistance)

Spells cast *



Appolo ac 23 Hp 68 
Thursday July 20th, 2006 11:37:51 AM

Appolo slips out of the group and stands ready.He is quietly fuming.He stands ready to do battle.

Ashira (AC29, HP112/112) Woodland Stride, Barkskin +2  d20+16=18
Thursday July 20th, 2006 11:39:02 AM

Ashira nods. "Ok. Will do dear." Ashira looks over the Wildcards and followers, assessing strengths and weaknesses. "Alright...Val, Bart and Nezamil. You guys are our hard hitters. I want you to go after the group distracted by Cosmo's summoned animals. I don't think they're going to be strong enough to take down those snakemen, but they should do a good job of distracting them so that you guys can cut them down. Melonie can help you guys out." Ashira grins at the fighters and the massive dwarf.

Then she turns to John and Mary. "I want you guys to join up with Hal, Kirk, Appolo and myself. We'll will be taking on the fireballed group. The fireball should take them down a notch or two...and I have no doubts that you can finish up the job, especially with Appolo's killing skills and my aheem leadership." Ashira winks playfully at Appolo.

Finally, she turns to Rigging, Mykael and Cosmo. "You guys will be the reserve. I'll set you up with Hide from Animal spells. Keep out of sight and keep an eye on things. Should a group get overwhelmed, or should the reinforcements show up, I want you guys to be on top of it....and feel free to fire off support from afar dear." Ashira punches Rigging playfully on the arm.

Recap on groupings:
Supporting Cosmo's summoned creatures: Val, Bart, Nezamil, Melonie
Taking on Fireballed group: Hal, Kirk, Appolo, Ashira
Reserve: Rigging, Mykeal, Cosmo

Double checking with Cosmo and Rigging about how long it will take to get to the Yuan Ti...Ashira casts Hide from Animals on Rigging, and Mykeal. Lasts 50min. Then John casts Hide from Animals on Cosmo. Lasts 20min.

Activating her animated shield, Ashira casts Barkskin on herself and follows along after Rigging moving swiftly and quietly through the jungle (Move silently=18....also consider any bonuses for Woodland stride).

Once Cosmo casts his fireball spell, Ashira follows it up with her own spike growth spell on the area where the creatures are standing, forcing them to travel through the spikes to get to the Wildcards (OOC: covers a 100ft. square, Reflex DC 14)

Spells cast:
Hide from Animals (Rigging & Mykael): 50/50min.
Barkskin: 50/50min.


John (AC18, HP35/35) and Mary (AC21, HP20/20) both with Barkskin +2 
Thursday July 20th, 2006 11:57:56 AM

So excited that she almost trembles, the red head turns to David. "David...I need you to stay here during the attack. You don't have armor or weapons, and it's going to get dangerous." Mary smiles at the young man, fluffing her hair. "I promise I'll come back." Readying her shield and shortspear, Mary reaches into her pack and pulls out her Barkskin potion and gulps it down.

John sighs as Ashira assigns him to a fighter group. "I'm really more of an archer." He mutters under his breath as he pulls out his hand axes. Pulling out three vials, John drinks one (Barkskin +2) and holds the other two until the fight begins.

Spells in place:
Barkskin +2 (John & Mary):30/30 min.


Bart 
Thursday July 20th, 2006 2:53:56 PM

Well i know wha to do let's kill some slitherings. Cosmo can you cast haste on us just before we attack?

Nezamil info post 
Thursday July 20th, 2006 5:08:08 PM

Val ,Bart and Ashira all have endure element spells cast upon them

Val (AC 19, HP 139/ 139, Endure Elements) 
Thursday July 20th, 2006 5:27:53 PM

Val takes her flail from her belt, hefting the heavy weapon in both hands. They were finally doing something. Now she could grind thse snake men under her heel and they could finally be free of this god forsaken land.

Melonie (AC 18, HP 26/ 26) 
Thursday July 20th, 2006 5:30:32 PM

Melonie grabs her short spear from its place against the wall. She must have restrapped the buckler on her arm a dozen times in anticipation. She began to wonder if her armor was on correctly but pushed those thoughts out of her mind. She had to focus and fight off the nervousness she was feeling.

Cosmo (AC 19; HP 57)  d20+12=20 d20+12=17
Thursday July 20th, 2006 8:11:41 PM

As the fire elementals burn the tree line, Cosmo explains a few things to Rigging and the rest of the Wildcards as they cast their spells and prepare for battle.

- I can only give one order to the Prying Eyes. Once they report back in the spell is over.
- The fire elementals are burning towards the snake men, but will not be able to reach them in the short time they are on this plane. They will have created a lot of smoke to cover our advancement along the trail.
- The snake men are down the trail 150-180 yards (about 225-255 yards from us). The group 30 yards off the right side of the trail is about 30 yards closer than the group on the left, which is also 30 yards off the trail. This info is about 2 minutes old now.
- I can cast a fireball from here and try to hit them, but it would be indirect fire as I do not have line of sight.
- I have a slow base movement and am therefore going to slow the group down. Plus I do not like to be on the front line as that is not my strength. I can cast Message spell to keep people organized.
- The trail is single file and we move about half speed when in the jungle.
- Do NOT forget that the Prying Eyes revealed that the snake men were setting traps/snares.

"We need a trap finder up front. Maybe Val and Val's group should go first. We should hustle as fast as we can and start the attack."

Cosmo assumes that the group still moves out down the trail and towards the 2 groups of snake creature. He will take position in the rear of the group so as to not slow down anyone.

Concentration 20 & 17.

Active Spells:
Mage Armor: 17+/18 hours (extended)
Message: 88+/90 minutes

Spell List (* for cast spell):
0 Level (5): Acid Splash, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 , Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3, Web x2 & Alter Self
3rd Level (6): SM III x2 *, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 *, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 0/3, Extend 1/3 & Enlarge 0/3

DM Jim: Who is Springing the Trap?  d20+6=24 d20+6=8 d100=81 d100=20 d8+1=5 d20+6=8 d20+6=18 d20+6=20 d100=22 d8+1=4
Thursday July 20th, 2006 9:12:07 PM

Ooc: The marching order down the single file trail is as follows: First group - Val, Melonie, Bart, Nezamil --- Ashira, John, Hal, Mary, Kirk, Appolo, --- Rigging, Mykael, Cosmo.

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

Conner takes out a pad and paper and starts scribbling and talking to himself "Cosmo is 1:1 to take the lead to kill the most snake men with magic and Ashira is 3:2 to take the lead with the sword."

Rigging gives more orders and has Tomas stay to guard the Sword "We will defend the Sword in the officers absence. We will send out work crews, but we will bury the two dead marines."

Ashira sets the fighting groups and gets John and Mary ready for battle. David seems shamed at Mary's words. "I should be protecting you.

Cosmo does not cast his fireball as he is concerned that the Yuan Ti may have moved since he received the information from the prying eyes.

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

The fire elementals burn themselves out and there is plenty of smoke and the Wildcards and friends take advantage and quickly move to the trial head and form up to enter the Jungle on the beach to village trail.

The group moves down the trail with each person five feet apart. The tails twists and turns with Val taking the lead. Around one bend, about 100 yards down the trail Val spots three Yuan Ti 40 feet down the path.

The group finds themselves in the middle of an entangle spell. DC 12 save reflex for half movement. The ample vines, palms and brush all reach out for the hero's and grab hold of armor, clothing and equipment.

The two of the three full bloods bend bows and fire at Val.

AC -- 24, hit (81% concealment) 5 damage, a mere scratch.
AC -- 8 miss (20%) the arrow strikes a low lying branch.

At almost the same time, three full bloods enter the trail at the rear of the group and bend bows and fire at Cosmo (30 feet).

AC 8, miss
AC 18, just miss
AC 20, hit (22% concealment) 4 damage - The quick strike to eliminate the killer of Yuan Ti failed.

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

OOC: There is normal movement along the trail. The rangers knows that movement in the jungle will be at half speed with no running, tumbling, etc. Vision is at best 30 feet into the woods, with some chance of vision out to 40 or 50 feet. There is a 10% concealment chance within 30 feet (melee & bow, etc.), 40% at 40 feet (missile, etc.) and 70% at 50 feet (missile, etc.).


Ashira (AC29, HP112/112) Woodland Stride, Barkskin +2  d20+12=27 d20+5=25 d20+5=25 d20+5=20
Friday July 21st, 2006 12:19:51 AM

Ashira laughs at the pathetic attack. "You're gonna have to try better than that, rat eaters!" Easily brushing away the entangling plant life (Refl=27), Ashira casts her own spell at the Yuan Ti at the rear of the trail. Sharp spikes sprout up underneath their tender feet and all around them 100 feet. (1d4 pts. damage per 5 foot of movement...also, Reflex DC 14 or speed is ½). Ashira chuckles knowing that the boots on the Wildcard's feet will protect them from damage from the spikes...but the snakemen won't have as good a time of it. "Alright...Cosmo, you're up. The group at the front will be more susceptible to your friends...seeing as I've just set up a bunch of spikes on the rear." She calls out to the warriors. "As we wallow through this entangle, remember to give Cosmo some time to get his spells off. Val, I want your group to focus on the guys shooting at you. We'll work on these other guys." That being said, Ashira wades 15 feet closer to the Yuan Ti at the rear.

DM Jim - Please roll 3 spell resistance checks DC 14.

Spell resistance---Nat.20, Nat. 20, 20---Nellie

Rigging/ George 
Friday July 21st, 2006 8:34:32 AM

Jim I am slightly confused on your description of the battle on where things are. You have stated that we are all 5' apart from each other. In relation to a gridded map, are we all lined up in grids next to each other and have a block seperating each character.

I also need to know how far I am from the edge of the entangle to make a decision on which direction to go. Can you provide a map please?

Val (AC 19, HP 136/ 139, Endure Elements)  d20+8=17 d20+11=24 d10+30=31
Friday July 21st, 2006 10:37:01 AM

Val grins as the arrom creates a line of blood on her obsidian skin. She rushes the snake men, flail poised ready to strike. Perhaps it was luck or maybe fate but her body moves through the entanglement without trouble (reflex save 17. Her feet slide in the dirt as she stops to bring the flail down onto a yuan-ti

ooc: Val has base move of 40'. Power attack -10/ +20. Hit ac 24 for 31

DM Jim: You made your save for the entangle so you move half speed or 20 feet.

Melonie (AC 18, HP 26/ 26)  d20+1=9
Friday July 21st, 2006 10:41:36 AM

Melonie raised her buckler when the arrows were fired. When she lowered the Buckler Val was already upon the snake men. With pure determination, Melonie moved through the vines and roots that tried to hold her down.

ooc: reflex save 9. Using movement to reach the snake men.

Appolo Ac 23 Hp 68  d20+10=18 d20+9=20 d20+14=26 d20+14=22 d10+4=11 d8+4=9 d6=2 d6=1
Friday July 21st, 2006 11:25:17 AM

Appolo looks around slides through the entanglement"John turn and give Cosmo some cover."He then moves off the path toward his assinged target taking one lastlook at Val.He says aprayer for her.He closes quickly with his enemies swords iout and ready.Swinging twice at the nearest snake head.

Reflex save 16 Spot 20 Attack 26 22 Damage 11 9 Shocking burst 3 for a total of 23.

John (AC18, HP35/35) and Mary (AC21, HP20/20) both with Barkskin +2  d20+7=14 d20+3=21 d20+6=12 d20+12=16
Friday July 21st, 2006 4:16:33 PM

John easily pulls away from the entangling weeds (Ref.=14). He sighs when he hears Appolo's order. "I wish you guys would make up your minds." Tucking his hand axes in his belt, John pulls out his bow and aims at one of the Yuan Ti in the back (AC 12). Grumbling, John checks to see if the ruckus has attracted any other Yuan Ti (Spot=16).

The redheaded warrior has no problem freeing herself from the attacking jungle (Ref.=21). Short spear in place, Mary takes up a position by Ashira, wading 15 feet through the jungle toward the rear Yuan Ti.

Spells in place:
Barkskin +2 (John & Mary):30/30 min.


Mykael  d20+10=24 d20+10=20 d8=6 d8=7
Friday July 21st, 2006 7:48:28 PM

Ghem, I need you in the trees above us spotting in for me. Let me know about the snakemen numbers, directions, and distances from me and/or the others.

Mykael steps to the rear and positions Cosmo, between Rigging and himself, while drawing his bow.

He takes am at one Yuan-Ti at the rear and fires off two shots.

(AC=24 for 6 dam, and AC=20 for 7 dam)



Ghem  d20+7=24 d20+24=35 d20+7=9
Friday July 21st, 2006 7:53:39 PM

Where else did you think I would be? Yes, I am in the trees above you doing my best to hide and spot, just as we have always done. Give me a second, yes, I am trying to find them all.

(Spot=24)
(Hide=35)

OOC: forgot Mykaels reflex save..
(Mykael's Reflex save=9, fail, good he used the bow)

Rigging AC 20 hps 77/77 mage armor, protection from arrows Swirl ac 20 hps 50  d20+10=16 d20+8=20 d20+10=30 d20+10=17 d20+10=27 d20+8=21 d20+8=14 4d6(2+2+2+1)=7 4d6(2+5+3+4)=14 4d6(2+2+5+6)=14 d20+6=20 2d6(4+6)=10 d20+7=12 d20+10=11
Friday July 21st, 2006 10:27:00 PM

Rigging is able to see the vines coming and dodges away from them. He focuses his spell on the group in the back and blasts two of them with a scorching rays. (spell resistance checks 21 and 14)

Beams of fire lance into two of them and burn them badly. OCC One takes a critical hit and takes 21 points of damage, the second takes 14 points of damage. No saving throw.

Seeing the good effects of his rays, Rigging says to Cosmo, "Help the front out. Summon some monsters in that direction."

To the others, "Keep an eye out for the rest. These are the small ones, they still have some big nasties out there." (Rigging doesn't follow his own advice, spot check natural 1)

Rigging then starts moving out of the entangle heading for the direction where it looks like the spell ends. If that direction is towards the 3, he will move towards them. (ooc how much more spell does Rigging have for the entangle? assume since he was towards the back, he has less to travel?)

Swirl swoops over and slams the less injured one hitting for ac 20 for 10 points of damage executing a flyby attack. He swerves into the jungle looking for more surprises. spot 12

* denotes spell used
Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3 , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2*, dark vision, fog cloud
Third level spells: Haste, protection from arrows*, Fly, Fireball
Fourth Level spells: Evards tentacles, SM 4, greater invisbility

Cosmo (AC 25; HP 53/57)  d20+11=31 d20+12=22 d20+12=22 d20+12=16
Friday July 21st, 2006 10:38:31 PM

Entangle spell? What entangle spell Cosmo thinks to himself as the plant life seems to have a very hard time grabbing at him (reflex 31; natural 20).

Cosmo casts Alter Self, turning himself into a Troglodyte. Ahh much better he thinks as is skin toughens up. This will help him resist any more arrow attacks that come his way (movement increased to 30; natural armor increase 6).

Concentration checks 22, 22 & 16

Cosmo then moves off the trail and finds cover.

Active Spells:
Mage Armor: 17+/18 hours (extended)
Message: 88+/90 minutes
Alter Self: 89+/90 minutes

Spell List (* for cast spell):
0 Level (5): Acid Splash, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 , Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3, Web x2 & Alter Self *
3rd Level (6): SM III x2 *, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 *, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 0/3, Extend 1/3 & Enlarge 0/3

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement  d20+4=23
Saturday July 22nd, 2006 1:19:25 AM

The big 10'2" dwarf shrugs off the grasping brush (d20+4=23 reflex ch)and tries to bull his way by Bart " get moving forward and help Val " growls Nezamil

If he can bull his way by Bart (if he doesn't post)(if he posts and advances he will follow in his footsteps) he will activate(if he gets by Bart) his boots of speed (double movement)and rush after Val and Melonie.

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid,Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass,Wall of stone (spell resistance)

Spells cast *


Bash brothers Hal Ac 21 Hp 62 and Kirk Ac 18 Hp 51  d20+3=5 d20+4=9 d20+2=15 d20+4=8
Saturday July 22nd, 2006 1:41:02 AM

The big warrior squeezes to the side to let Ashira turn and cast her spell and Hal ends up entangled in the brush (d20+3=5 reflex) "Grrrr" as he tries and muscle his way free (d20+4=9 str ch) but with little success

Kirk ready's his heavy flail as snake arrows fly at the group (d20+2=15 reflex ch) and lets the Blue haired ranger and red headed spearwomen pass and moves towards his brother " hey bro you seem a little tied up " jokes Kirk to his brother as he attempts to Yank Hal loose (d20+4=8 str ch)"whats the big guy going think "

Dm Jim: Combat on the Trail - Round 2  (spike growth)d20+5=19 d20+5=10 d20+5=20 d100=13 d100=56 d20+6=12 d20+6=19 d20+6=16 d8=7 d100=70 d20+6=12
Saturday July 22nd, 2006 10:10:22 PM

Ashira has no trouble with the entangle and casts her own spell to slow down the Yuan Ti in the back. One of the Pure bloods is already hopping on one foot, the other two seem unaffected.

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

Ooc: I had Ashira move closer to the front, as she is much closer there. If you really want her to move to the back, have her 15 movement that direction and change it in you next post.

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

Mary moves to the back of the line to help where she can.

Val rips through the entangle and can not get to melee range just yet, but is real close.

Melonie is held fast by the entangle and does not advance and just grits her teeth and struggles against the vines and plants.

Appolo takes off, ready for vengeance, but can not get out of the vines and at his prey.

John hears Appolo's call and changes weapons while dodging vines and branches. It does affect his aim as he misses wide right.

Mykael attempts to move and ready his bow, but the entangling vines and bushes are too much for the new elf.

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

Ooc: Mykael needs a DC 20 str or escape artist check to move and act.

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

Mykael can feel Ghem's concern "Get into cover, you are not moving." When Mykael asks about more snake men Ghem answers "There are some on the sides of the trail too."

Rigging lets loose with two scorching rays. Rigging then pushes through the entangle spell to get to his foes.

Miss chance 13% and 56% (Please roll next time)

Rigging drops snake man PB5 with a sizzle of burned flesh.

Swirl smashes PB4 hard as the Yuan Ti is very surprised by the attack out of nowhere and promptly dies.

The vines seem to almost ignore Cosmo as he turns into a smelly trog, after his shipmates call for his critters.

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

Ooc: Does Alter self give AC bonus?

----------------
Nezamil is using his spells to great effect as the entangle has not effect on him. Nezamil practically flattens Bart and Mary as he tries to get to the Yuan Ti.

Hal is almost engulfed in a bush and his brother does not see a way to free his big brother.

The three snake men in the front try to bring Val down with arrow to little avail. Tow sail wide and one opens a minor wound.

AC 19 for 8 damage (70%)

The last Yuan Ti in the rear fires at Rigging and misses high.

AC 12, miss

Bart almost seems frozen with fear. It is not like the big warrior to fail in combat.

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

DC 25 listen check to hear movment (50+ feet) past visual range on either side of the trail.

Pb 1 & 2 drop their bows and draw scimitars as Val hears the rasp of the blade leave the scabbard and sees the glint of steel.


Bart ac 27 hp 86/86 endure elements  d20+9=24 d20+17=33 d10+9=14
Sunday July 23rd, 2006 5:01:50 PM

Bart was frozen but he speeds forwards to hit some snakes. he uses his spring attack to get close to a snake (ac 33 for 14)

Mykael -- HP 56/56, AC 27  d20+3=17
Monday July 24th, 2006 12:40:06 AM

Mykael struggles to no avail, (Str check = 17).

"There are more on the sides of the trails, incoming. They are going to hit us from all sides!"

'Nice job Ghem, keep it up. Let me know when you can see them. And how many.'

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2
3 lvl -- Vampiric Touch, Fireball x2

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement ,Haste 1 rd  d20+5=13 d20+16=21 2d6(2+2)+7=11 d20+9=25 2d6(6+6)+7=19
Monday July 24th, 2006 12:55:00 AM

The 10'2" dwarf charges up the trail after Val... clicking the heels of his boots together as he goes(activating boots of speed,free action)

He keeps his focus on whats ahead on the trail (d20+5=13 listen ch) his shield sliding into place and his mace springing forth as his large frame bears down on the snakemen

Eyeing the trio ahead he makes for the rear snakman(pb3) as he knows Val will slash the nearest ones with zeal

Reaching the snakemen Nezamil lashes out with an overhead smash (15' reach)(d20+16=21 1st swing) and feels with satisfaction at its impact (2d6(2+2)+7=11 dam)(move action and one swing)

Nezamil glowing boots add its magical touch to his attack (haste) and the backswing connects with a crunch(d20+9=25 hasted attack) and again feels the mace impact the snakeman(2d6(6+6)+7=19 dam)(total 30 dam)



Bash brothers Hal Ac 21 Hp 62 and Kirk Ac 18 Hp 51  d20+4=19 d20+4=5
Monday July 24th, 2006 1:04:08 AM

Kirk reaches to his brothers belt and draws his sword and slashes at the entangling brush " try and break loose now "

Hal grits his teeth as he struggles fiercly against the vines (d20+4=19 str ch) help me bro " as the brothers combine their brute strength to break the grip of the entangling brush(d20+4=5 str ch for Kirk)

Hoping that working together will help their str rolls to break free of the entanglement

The brothers are to busy to notice nearby sounds

Rigging ac 20 hps 77/77 mage armor, protection from arrows  d20+10=25 3d4(3+4+4)+3=14 d20+9=21 2d6(6+3)=9 d20+10=18 d20+7=13
Monday July 24th, 2006 8:52:13 AM

Rigging hears the warnings and yells, "Get into fighting teams and out of the grasps of these vines! Work together to take down one and then kill the next. No individual fighting! Appolo, Mykeal and Mary with me! We will secure the back.

Cosmo, I think you can start summoning now.

Rigging moves foward to y15, moving out of the entangles and casts a magic missile spell at PB6 doing 14 points of damage to the creature.

Swirl executes another flyby attack and hits AC 21 for 9 points of damage. He also hit PB6 ganging up on the creature. He will end up at W18

Rigging listens but doesn't hear anything listen check 18. Swirl also cocks an ear but doesn't hear anything.

* denotes spell used
Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3* , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2*, dark vision, fog cloud
Third level spells: Haste, protection from arrows*, Fly, Fireball
Fourth Level spells: Evards tentacles, SM 4, greater invisbility

Val (AC 19, HP 136/ 139, Endure Elements)  d20+5=23 d10+22=25
Monday July 24th, 2006 9:18:02 AM

Free of the vines, Val closes on the yuan ti. She wanted them to keep drawing arrows. To try and bring her down with those little sticks. Flail gripped tightly, Val swings it over her head and around into the closest snake man.

ooc: power attack -6/ +12. hit ac 23 for 25

Appolo ac 23 Hp 68  d20+14=33 d20+9=22
Monday July 24th, 2006 9:19:04 AM

Appolo flows Rigging and gets out of the vines and weeds.He then criouches low and waits listening to the jungle"You know boss they are going to hit us from the sides and we strung out.We are going to have to fight indivially unless you order a retreat."

Reflex 33 listen 22

Ashira (AC29, HP112/112) Woodland Stride, Barkskin +2  d20+12=22
Monday July 24th, 2006 12:03:29 PM

Ashira nods at the wisdom of Rigging's order. The battle had changed, and so a change in tactics was necessary. "Obey the Captain!" she calls out as she moves toward the Yuan Ti in the front. Stepping quickly out of the entangled area (Ref=22), she moves quickly and easily through the jungle (woodland stride) and into position to flank with Val next round (T2).

OOC: Thanks, Jim...now that we've got the map, I like where you put Ashira.

Spells cast:
Hide from Animals (Rigging & Mykael): 50/50min.
Barkskin: 50/50min.
Spike Growth: 5 hours

John (AC18, HP35/35) and Mary (AC21, HP20/20) both with Barkskin +2  d20+7=18 d20+6=22 d8=1 d20+3=21
Monday July 24th, 2006 12:40:06 PM

John pulls feel of the vines trying to wrap around him once more (Ref.=18). "Hmmph...I should probably get out of here before I become a part of the scenery." He grumbles to himself as he moves out of the entangling jungle (P14). Bow in hand, he sights in on one of the snakemen in the rear (Pb7, AC22 for 1 stupid pt).

Mary looks hesitantly over at Ashira as she hears her command. It wasn't that she doesn't like the Captain...but what if Ashira needs her? Biting her lip, Mary wrenches herself free of the weeds wrapping around her feet (Ref.=21) and moves up next to Appolo (V16).

Spells in place:
Barkskin +2 (John & Mary):30/30 min.

Cosmo (AC 25; HP 53/57) Alter self 
Monday July 24th, 2006 1:19:13 PM

hey jim i'm posting for cosmo now just give me a few mins (chris)

Dm Jim: Combat on the Trail - Round 3  John d100=84 d20+6=17 d20+6=13 d20+6=17 Val d100=80 Nez d100=83 d20+9=19 d20+4=21 d100=99 d8=3 d20+6=14 d20+6=21 d20+9=14 d20+4=19 d100=48 d100=64 d8=6 d8=1
Monday July 24th, 2006 1:47:48 PM

Val is no longer bored and she closes the distance with the Yuan Ti. Val connects solidly with her flail sending PB1's head at an unnaturally odd angle. The pure blood crumples. (made 10% miss chance)

Melonie watches Val, but does not move.

Nezamil quickly follow Val and reaches over her, bringing his mace down on the head of PB2. The pure blood is now much shorter after Nezamil's blow and will never grow again. (made 10% miss chance)

Ashira reaches the front of the line and supports Val and Nezamil.

Hal, Melonie and Mykael are still stuck fast. Kirk attempts to help his brother but to no avail.

John is fighting his way out of the Entangle, but has a ways to go. In the mean time he takes a long shot at Pb7 (70% miss chance, but rolled an 84%). John threads the needle through the jungle and nicks the pure blood.

Bart snaps back to life and realizes there is no way he can use his spring attack skills in the jungle and he forces his way though the entangle spell.

Rigging frees himself from the entangle and launches four magic missiles at pb 6 rocking him. Swirl again plays clean up and smashes the pure blood to the ground. Appolo also gets out of the entangle spell and takes a flanking position on Rigging.

Appolo's trained ears hear movement directly behind him and Rigging and somewhere beyond Mary.

Cosmo starts his monster summon III spell and target by Ashira (T5).

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

Pb7 takes aim at Appolo and fires an arrow.

AC 17, miss

PB8 reveals himself and fires at Ashira as she moves into position.

AC 13, miss

PB2 drops his bow and draws steel and takes a poor swing at Val.

AC 17, miss

A deeper darkness spell appears over the rear end of the Wildcards (20% miss chance to fire in or out of the darkness).

More Yuan Ti appear in the Jungle to the South.

A snake headed half blood (Hb2) takes aim at Mary and fires twice, hitting the red headed beauty once.

AC 19, miss
AC 21, hit (miss chance 99%) for 5 damage

A pure blood shoots at Kirk (Pb9) as he helps his brother.

AC 14, miss

Another pure (Pb10) and snake headed half blood (Hb2) get John in their sights and they score two hits on the ranger.

AC 21, hit 7 damage
AC 14, miss
AC 19, hit 3 damage

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

OOC: There is normal movement along the trail. The rangers knows that movement in the jungle will be at half speed with no running, tumbling, etc. Vision is at best 30 feet into the woods, with some chance of vision out to 40 or 50 feet. There is a 10% concealment chance within 30 feet (melee & bow, etc.), 40% at 40 feet (missile, etc.) and 70% at 50 feet (missile, etc.).



Cosmo (AC 25; HP 53/57) Alter self  d3=3 d20+5=13 d20+5=22 d20+6=20 d20+6=20 d20+6=24 d3+6=7 d3+6=7 d3+6=7
Monday July 24th, 2006 2:04:40 PM

the diminutive mage answers Riggings call for summoning help and calls forth 3 giant wasps(d3=3)

Cosmo has them appear overhead and searches for targets to send them too (d20+5=13 listen ch)listening and peering into the jungle(d20+5=22 spot ch) and points at the spotted creatures for the giant wasps to attack .

The three giant wasps attack the spotted targets (d20+6=20,d20+6=20,d20+6=24) as they find their mark the giant wasps stingers sink into the snakemen and inject poison(1d3+6=7 (x3))into their respective targets

Full Attack: Sting +6 melee (1d3+6 plus poison)

Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based

Dm Jim: The summoned wasps will appear as you indicated at the start of your next combat round


Bart  d20+17=30 d10+9=13
Monday July 24th, 2006 3:51:51 PM

Bart tries to get out of the entengle spell slashing with his sword if he must if he is free he runs forward and uses his spring attack to attack a snake Ac 30 for 13

Attendence post Adm -Chris 
Monday July 24th, 2006 8:16:51 PM

Players MTWTF
Dm Jim xxxxx
Ashira oxxxx
Appolo xxxxx
Rigging oxxxx
Val oxxxx
Bart xxxox
Mykael oxxxx
Cosmo xxxxx
Nezamil xxxxx

Good work people

Rigging ac 20 hps 77/77 protection from arrows, mage armor  d20+10=22 d100=65 d20+8=23 d20+8=25 d20+8=16 d20+8=25 8d6(6+2+6+6+5+3+6+5)=39 d20+6=25 2d6(2+1)=3 d100=81
Monday July 24th, 2006 8:37:50 PM

Rigging grimaces when he sees the darkness come around him but not feeling any further effects decides to shake it off for now. He spots a group of Yuan-ti and decides to try and take them down quickly. He launches a fireball at the creaures threading it between the trees and branches (hit ac 22 with a ranged touch attack, made miss chance of 65 though I don't think one is necessary and rolled a 23, 25, 16, and 25 for spell resistance.)

The fire ball goes off centered P20 with a huge flash. Everyone caught in it takes 39 points of damage or 19 if the save reflex save dc 17.

Rigging chuckles and says to Appolo, bet they don't like their cover now.

Swirl darts forward and does a flyby slam attack on pureblood hitting with a glancing blow and then zips away to AB 21 but gains some altitude and climbs to 15' in the air.

Hit ac 25 for 3 points of damage. Made miss chance.

* denotes spell used
Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3* , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2*, dark vision, fog cloud
Third level spells: Haste, protection from arrows*, Fly, Fireball*
Fourth Level spells: Evards tentacles, SM 4, greater invisbility



Appolo Ac 23 Hp 68  d20+14=21 d20+14=27 d10+4=12 d8+4=5
Monday July 24th, 2006 10:40:59 PM

Appolo moves quickly forward to attack PB 7"Mary stick close to Rigging and stay low."
Appolo swings twice at PB7.

Attack 21,27 Damage 12,5 Total 17

Cosmo (AC 25; HP 53/57) Alter self  d3=3 d20+6=9 d20+6=25 d20+6=13 d3+6=9
Tuesday July 25th, 2006 12:23:27 AM

The halfling in troglodyte form directs the giant wasps to attack ( target by Ashira (T5).)

The giant wasps divebomb the newly found targetwith one striking true 9d20+6=25)(d3+6=9 dam)

Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based
"we're surrounded " messages Cosmo to Rigging 'ambushed"

Without missing abeat he again summons more friends (SM3) and 3 giant bee's appear(d3=3) over head and readied for attack(beginning of next rd)

OOC:Alter self info-You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.

Active Spells:
Mage Armor: 17+/18 hours (extended)
Message: 88+/90 minutes
Alter Self: 89+/90 minutes

Spell List (* for cast spell):
0 Level (5): Acid Splash, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 , Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3, Web x2 & Alter Self *
3rd Level (6): SM III x2 *, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 *, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 0/3, Extend 1/3 & Enlarge 0/3



Bash brothers Hal and Kirk  d20+4=23 d20+4=23
Tuesday July 25th, 2006 12:33:12 AM

The brothers work in union to disentangle themselves from the grasping brush (d20+4=23 str ch Hal)(d20+4=23 str ch Kirk)as Kirk slashes at thebrush with Hal's sword and tugging him to free him from entanglement woohoo made it )

"everybody's rushing off "growls Hal as he pulls free from being entangled " keep close "
As he looks about up and down the trail for friends (if he see's anyone he will join up )(Melonie ? Bart??anyone?)

"Lets go brother"growls Hal to Kirk as they head up the trail to free Melonie" lets get her loose"

Ashira (AC29, HP112/112) Woodland Stride, Barkskin +2  d20+16=20 d20+11=27 d20+6=8 d20+16=30 d20+8=20 d20-2=13 d8+5=9 d8+5=12 d6+3=9 d6+3=5
Tuesday July 25th, 2006 12:43:36 AM

The ranger grins, knowing that she's got the snakeman where she wants him...between Val and herself! She slices at the snakeman, raining down blow after blow. (AC20 for 9, AC27 for 12, AC8, AC30 for 9, AC20 for 5, AC13).

OOC: Val, don't forget the +2 to attack for flanking with Ashira!!

Spells cast:
Hide from Animals (Rigging & Mykael): 50/50min.
Barkskin: 50/50min.
Spike Growth: 5 hours

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement ,Haste 1 rd  d20+5=20
Tuesday July 25th, 2006 12:49:05 AM

The big dwarf lets Val smash the remaining snakemen to pulp as he scans(d20+5=20 spot ch) his surroundings "just dropping by " jokes Nezamil to Ashira "you wanna play at my size?? " grins the 10'2" dwarf (he will cast enlarge on her if she agrees

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid,Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass,Wall of stone (spell resistance)

Spells cast *



John (AC18, HP25/35) and Mary (AC21, HP15/20) both with Barkskin +2  d20+7=9 d20+2=9
Tuesday July 25th, 2006 12:58:25 AM

His luck finally running out, John is snagged by the entangling weeds (Ref.=9) Grunting, he tries to yank his feet free of the vines that are wrapping around his ankles, but he just can't manage (Str.=9). "Grrr...should have got out while I had the chance!" John grumbles as he wriggles and begins to feel like a pincushion.

Hearing Appolo's advice, Mary nods. Moving as quickly as possible considering the circumstances, Mary takes up her spot next to Rigging (X16). As Rigging aims and launches his fireball with precision, Mary smiles. "I can see why Ashira likes you!"

Spells in place:
Barkskin +2 (John & Mary):30/30 min.


Tomas 
Tuesday July 25th, 2006 6:07:52 AM

Tomas back on the ship hears the coordinated sounds of battle and smiles but then says, "Everyone be alert. I have a feeling that the snakemen don't know what they bit off but keep a sharp eye out. They might try and strike at the ship."

Ashira (extra post) 
Tuesday July 25th, 2006 8:39:33 AM

Ashira looks over at Nezamil and grins. "Naw...let's hold off, right now I think I'm ok."

Val (AC 19, HP 136/ 139, Endure Elements)  d20+23=32 d20+18=36 d20+13=31 d10+10=11 d10+10=14 d10+10=18
Tuesday July 25th, 2006 10:23:39 AM

"Where are the rest of these guys? They die much too easily. I was hoping for some sort of challenge." Val says as she hammers the yuan-ti with her heavy flail. Her own incredible strength, magnified by the belt around her waist allowed her to weild the large flail with ease.

ooc: hit ac 32 for 11, ac 36 for14, and ac 31 for 18

Melonie (AC 18, HP 26/ 26) 
Tuesday July 25th, 2006 10:25:14 AM

Melonie struggles against the vines and roots that seemd to wrap around every inch of her body. She tries to use the head of her spear to cut herself free but it was no use. Frustrated, Melonie continues to pull and struggle.

Rigging "illegal post" 
Tuesday July 25th, 2006 12:32:36 PM

Rigging grins and winks at Mary, "It's because I make her laugh and my rakish good looks."

Dm Jim: Combat round 4  d100=60 d100=75 d100=48 d100=99 d100=60 d100=81 d20+6=12 d20+6=22 d100=26 d100=85 d100=81 d20+9=18 d100=64 d8=4 d20+5=20 d8=3 d20+10=20 d20+5=12 d20+7=15 d20+9=12 d20+4=12 d20+6=24 d100=80 d100=23 d8=5
Tuesday July 25th, 2006 1:17:05 PM

Ooc: I allowed Cosmo to summon the wasp's last round. The Bee's are on the map even though they will not appear until the start of the next round.

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

Val is bored again. These Yuan Ti are just not putting up much of a fight. Val and Ashira easily cut the pure blood between them into six bloody chunks. The bushes and vines did not slow down any of the women warriors assault.

Nezamil suggest an enlargement for Ashira, but she thinks twice about it.

Bart gets out of the entangle and runs up the path only to find himself staring at Nezamil's broad back and no one to stab.

Hal with Kirk's help extracts himself from the entangling vines and the brothers move to assist Melonie who is still held fast.

Ooc: Hal has still not made his saving throw and is still in the entangle. Hall must make a new save DC 12 reflex save or he is held fast once again.

A belligerent Palm Tree holds John tight.

Rigging lets loose a fireball at a group a shadowy figures he can barely make out through the deeper darkness. The Captain's risk pays off and the fireball only engulfs foes and not friends. The jungle is scorched and so are several Yuan Ti. Rigging cannot tell the effect of the fireball from the deeper darkness, but John can. The two pure bloods are charcoal. One half blood deftly avoids most of the flame behind a palm tree, but his buddy take the full force and fall among the withered leaves.

Appolo moves forward and attacks a pure blood and wounds it badly. Swirl comes in and plays clean up, by smashing the Yuan Ti into a tree. (Made all miss chances)

Cosmo sends his wasps to attack the Pure blood, but only one hits (made miss chance).

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

Hb1 move forward and although singed fires at John point blank.

AC 18, for 6 damage

The half blood takes the air with his tongue and hisses "Ready to be lunch meatssack."

The pure blood engaged by the wasps is hard pressed. He drops his bow and pulls his scimitar and lashes out.

AC 20, hit for 4 damage

Several new pure and half bloods appear and two take a bead on the trapped Mykael.

AC 20, 12, 15. All three arrows miss.

The next pair takes aim at Rigging in the deeper darkness spell.

The half blood missed, but the pure bloods aim is true (made concealment for jungle 80%/10% and darkness 23%/20%)

AC 24, for 6 damage off of the protection spell.

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

Tomas rallies the crew at the sounds of battle, especially now that there seems to be a fire. Tomas knows the Wildcards use fire as an effective weapon.

Conner is attempting to take odds on which wizard fired off the fire spell, Rigging, Cosmo or Mykael.

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

OOC: There is normal movement along the trail. The rangers knows that movement in the jungle will be at half speed with no running, tumbling, etc. Vision is at best 30 feet into the woods, with some chance of vision out to 40 or 50 feet. There is a 10% concealment chance within 30 feet (melee & bow, etc.), 40% at 40 feet (missile, etc.) and 70% at 50 feet (missile, etc.).

Deeper darkness is an additional concealment chance of 20%(firing into or out of or through). It does not stack with the jungle concealment and must be rolled separately.


Appolo Ac 23 Hp 68  d20+14=22 d20+14=32 d20+6=24 d10+4=5 d10+4=14 d8+4=10
Tuesday July 25th, 2006 4:15:07 PM

Appolo Appolo charges past Rigging and Mary stright to PB 8.Unloads a full attack on after chopping his opponent down.He looks around for another target."Rigging have Swirk Tell Tomas to fire burning Pitch and into the jungle as far as the cata[ult can hurl it to the left and right of the trail."

Attack 22 32 24 Damage 5 14 and 10

Mykael -- HP 56/56, AC 27 (23 without dex, cause entangled)  d20+3=4
Tuesday July 25th, 2006 9:10:35 PM

All Mykael's struggling does is allow the vines to wrap around him tighter and get more holds on him. (Str check = 4, nat 1)

Mykael contemplates to himself, I have to quit teaching these fools how to play dirty. Good thing these vines are not strong enough to crush me. So much for the great elven grace over brute strength.

Ghem, you need to stay in the trees near me. The way Rigging is tossing fireballs around, you may get cooked. Stay up high in the trees and near me. Can you tell how many more are out there?

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2
3 lvl -- Vampiric Touch, Fireball x2


Ghem  d20+24=31 d20+7=18 d20+7=24
Tuesday July 25th, 2006 9:40:02 PM

Ghem moves to the highest tree near Mykael, in W13.

(Hide = 31)
(Spot = 18)
(Listen = 24)

He didnt get me, but your right. Are you going to move? They are just vines. You dont seem to be helping much.

Rigging ac 20 mage armor, protection from arrows 
Tuesday July 25th, 2006 10:18:30 PM

OOC Jim, I never got your map and I won't be around tomorrow, so I am going to post in the blind.

Rigging hears Appolo's suggestion and grimaces, "He can't. He doesn't speak common and Tomas doesn't speak elemental."

Rigging decides its time to get out of the dark and moves AA18 and then activates his ring of blinking. (OOC, Jim I won't do this if something is there but again I don't have a map.)

He communicates with Swirl, "See if you can help Mykael!"

Swirl will fly over to Mykeal and form into a Whirlwind trying to rip him away from the vegetation. If it works, he will pick him up and put him at V16.

blinking 1-7
magearmor hours
protection from arrows, hours

John (AC18, HP33/35) and Mary (AC21, HP15/20) both with Barkskin +2  2d8(1+8)+5=14
Wednesday July 26th, 2006 12:51:07 AM

Realizing he's fighting a losing battle against the palm, John calls out to the Bash brothers. "Hey guys...can you give me a hand over here?" Fishing into his backpack, John removes a small wand and prods at the most recent arrow wound...which, along with most of his wounds, quickly disappear (Cure Moderate Wounds for 14).

Chuckling, Mary stays by Rigging, this time positioning herself behind him (AA17). She waits impatiently, anxious to get into the fight.


Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement ,Haste 3rd rd 
Wednesday July 26th, 2006 12:52:16 AM

Nezamil turns at the sounds rushing up behind him ready to smash it " whoa its you Bart...where's everyone else ??? who's behind ya ??"

"The sneaky snakes split our forces up....Ashira shall we head back and help them ??"

The 10'2" dwarf slips by Bart and heads quickly back down the trail looking for both friends and foe

Bash brothers Hal Ac 21 Hp 62 and Kirk Ac 18 Hp 51  d20+3=13
Wednesday July 26th, 2006 12:53:46 AM

Hal feels the entangling brush lose its grip (d20+3=13 reflex save)

Kirk quickly swivels his head about " hey Hal wheres John ??"

"John.....John....John...where are you !!!"

As the brothers look at each as they hear John's cries ....they both change course and lunge into the nearby woods after Johns voice their weapons hacking at the jungle brush to reach the Ranger

Ashira (AC29, HP112/112) Woodland Stride, Barkskin +2  d20+16=25 d8+5=12
Wednesday July 26th, 2006 12:59:13 AM

Ashira smiles as the snakeman goes down easily. She looks over at Val. "Ok, ready for our next victim?" Turning, she moves toward the Yuan Ti headed her way (PB8). In answer to Nezamil's question she calls out "Let's mop up over here and then reform." Grinning, she takes a swing at the Yuan Ti in front of her (PB8, AC25 for 12).

Cosmo (AC 25; HP 53/57) Alter self  d20+6=22 d20+6=22 d20+6=23 d3+6=7 d3+6=8 d3+6=7
Wednesday July 26th, 2006 1:12:07 AM

The diminutive mage keeps directing the giant wasps to continue attacking and with good results (3 hits) as they take turns diving bombing the wretched snakeman (total dam =22 pts)the wasps venom seeps deep into it.

Cosmo points his finger up the trail and whispers [i] "whats going on up there ?? any body need help?" (message spell)

With the giant bee's buzzing overhead and Riggings devastating fireball wrecking havoc he sends the giant bee's up the trail searching for snakemen to attack(being above the trail they should have better visiblity then those on the ground )(giant bee speed 20 , fly 80 )and to possibly assist those in need if needed

Active Spells:
Mage Armor: 17+/18 hours (extended)
Message: 88+/90 minutes
Alter Self: 89+/90 minutes

Spell List (* for cast spell):
0 Level (5): Acid Splash, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 , Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3, Web x2 & Alter Self *
3rd Level (6): SM III x2 *, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 *, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 0/3, Extend 1/3 & Enlarge 0/3



Bart ac 27 hp 86/86 endure elements  d20+10=25 d10+23=33 d20+10=23 d12+23=30
Wednesday July 26th, 2006 11:10:21 AM

Hi Nez i saw them here too Ashira is still fighting with one. As far i can see the can be easily hit. Go and see what you can do for the others Nez. We will clear it here if you give a yell we come and help you
Bart moves forward and hits an foe in front of him (spring attack, power attak+7) ac 25 for 33
cleave feat ac 23 for 30)



Dm Jim: Combat Round 5  d100=23 d100=85 d100=100 d100=7 d20+3=16 d20+3=12 d20+3=10 d100=33 d20+9=23 d100=62 d20+4=19 d100=62 d20+5=7 d20+9=11 d20+5=20 d20+6=12 d20+9=12 d20+4=22 d100=25 d8=1 d20+6=15 d20+6=15 d20+9=20 d20+4=7 d100=86 d8=5
Wednesday July 26th, 2006 1:55:56 PM

Appolo asks Rigging to send Swirl back to the Sword and report to Tomas. Rigging explains the problems of language involved.

Appolo starts moving toward the sounds of battle, but at 15 feet per combat round it will take his awhile to get there. Appolo reenters the deeper darkness.

Mykael still struggles in vain as the vines and leaves wrap themselves tighter. Mykael does give instructions to Ghem to stay well clear of the very dangerous Captain. Ghem hovers above Mykael, as he does not want to get entangled himself.

Rigging leaves the deeper darkness and bumps into Appolo going the other way. Rigging then activates his blink ring and is very surprised by what he sees.

When Rigging blinks to the ethereal plan he sees three pathways that lead to what appear to be three stone pyramids. The three square pyramids are not an equal distance from Rigging and are roughly at three points of a triangle that Rigging is standing outside of. Rigging is very sure he will not be able to move off the pathways and this may limit his ability to directionally blink.

Swirl moves over to Mykael and attempts to suck him up. Swirl has to go full power as the jungle has a good hold of Mykael. Ghem heads for cover, lest he is sucked up also.

Pieces of leaves and vines are being sucked up and through Swirl and tossed about.

Ooc: Mykael get a new entangle save DC 15. If successful, Mykael take an equivalent of a slam attack from Swirl, if not no damage.

Mykael feels Swirl's powerful pull, if and when the jungle lets go, he will be moving much faster than elves were ever meant to.

Mary also bumps into Appolo as she takes up her flanking position of her Captain.

Nezamil works his way around Bart and easily heads back down the trail and find himself next to Melonie. The elven girls looks up and pleads "Help."

Ashira spies the pure blood that took a shot at her group previously and heads for it, stabbing it once. The three wasps around it also attack. One attack that should have succeeded (failed concealment 7%) did not as the wasp got tangled in some vines. The pure blood still falls from the three hits.

Ooc: Please roll your jungle and deeper darkness concealment checks as required.

Cosmo send his three bees to attack the pure blood (PB12) that was shooting at Rigging. One stinger finds its way past the armor.

Ooc: Chris please roll damage for the one attack and concealment for the next attacks.

Hal with Kirk's rush to the best the jungle and the entangle will let them to assist John.

Ooc: Hal and Kirk can roll aid another to give John a +2 each (if successful) on his str. Roll.

Bart wants to move forward, but does not know where to go (did not specify). Bart moves into the jungle looking for Yuan Ti.

Ooc: Spring attack is not possible in the Jungle, as mentioned previously.

Val looks at the Yuan Ti at her feet, unmoving and very dead.

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

One half breed (HB3) leaves the pure blood (PB12) that is being attacked by the bees and fires twice at Cosmo, but Cosmo's new Trog hide protects him.

PB 12 drops his bow and pulls steel and slashes at a bee, but misses badly (AC 7).

PB11 and HB 4 are frustrated by their inability to hit Mykael as they each missed badly for a second round.

HB1 sees Hal and Kirk coming to help his trapped meal, John, and he fires at Hal twice.

AC 12, miss
AC 22, hit concealment 25% for 3 damage

More Yuan Ti shows up to the battle and attack.

Two pure bloods spy Val, Pb13 and 14,and fire their bows at her, but both miss (AC 15, 15)

A snake headed (Hb5) half bred with a snakes tail in addition to legs, fires twice at Nezamil one bounces off his armor (AC 7), but one penetrates (AC 20 concealment 86%) for 7 damage.

An large snake with powerful human arms, Abomination 1, shows itself and looks at Nezamil as it chants and then adds in common, "Become one of us!" The Abomination carries a longbow and scimitar just like is brethern.

Baleful polymorph DC 19 will save or turn into a snake.

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

OOC: There is normal movement along the trail. The rangers knows that movement in the jungle will be at half speed with no running, tumbling, spring attack, etc. Vision is at best 30 feet into the woods, with some chance of vision out to 40 or 50 feet. There is a 10% concealment chance within 30 feet (melee & bow, etc.), 40% at 40 feet (missile, etc.) and 70% at 50 feet (missile, etc.).

Deeper darkness is an additional concealment chance of 20%(firing into or out of or through). It does not stack with the jungle concealment and must be rolled separately.

Please post your positions and remember that movement is halved in the jungle.



Mykael -- HP 56/56, AC 27 (23 without dex, cause entangled)  d20+3=7
Wednesday July 26th, 2006 11:17:18 PM

Mykael smiles at the attempted help by Swirl and struggles with renewed vigor, but the vines just have too good of a hold on all his armor and equipment. (Str check = 7, failed)

"Keep it up!" Mykael cheers on Swirl.

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2
3 lvl -- Vampiric Touch, Fireball x2

Bash brothers Hal Ac 21 Hp 59/62 and Kirk Ac 18 Hp 51  d20+6=24 d20+6=9
Wednesday July 26th, 2006 11:26:16 PM

The brothers crash thru the brush reaching the ranger " we got you...lets get you loose " growls Hal as the brothers grab his arms and tug for all their worth (d20+6=24 Hal,d20+6=9 Kirk,str ch)

Hal feels a stinging in his side as an arrow finds its mark "grrr" looking up at the shooter " be with you in a second " grunts Hal sarcasticly

If the Bash brothers free Ranger John the drag him backwards towards the trail (5'ft move) and step in front of him

Hal's Mace appears in his hand and sheild slides into place on his arm while Kirk steps next to him and unleashes his heavy flail

With a knowing nod to each other they each step away from each other and start to circle the half-blood(hb1)in opposite directions(looking to attack from two sides , flanking)

"Don't be afraid to show him how to use a bow " chuckles Kirk to the ranger



Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement  d20+13=18 d20+13=20 d20+7=22
Wednesday July 26th, 2006 11:53:35 PM

The Cleric of Domi feels magic wash over his body(d20+13=18 will save)his body starts to tremble as he fights againist it (d20+13=20 will save,hero pt used)"Domi protect me " prays the Cleric of Domi ....then as if prayer answered the magic fades from him and he deactivates his boots of spped

Wiping his brow of sweat " ahumble servant thanks you Domi " as Nezamil turns his attention to the entangled Melonie .....with a wink " lets get you back in action" grins Nezamil

The towering dwarf reaches a down and grabs hold of Melonie ....bends his knees and yanks her free(d20+7=22 str ch) from the entanglement

"Cosmo we have one of those abominations you mentioned over here.....send help....i'm with Melonie near the bend in the trail " replies Nezamil to Cosmo's message spell

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid,Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass,Wall of stone (spell resistance)

Spells cast *


Cosmo (AC 25; HP 53/57) Alter self  d20+2=15 d20+2=18 d20+2=7 d4=1 d4=4 d100=35 d100=93 d100=60 d4=2 d3=2 d20+9=15
Thursday July 27th, 2006 12:32:58 AM

The diminutive mage hears the dwarfs reply via his message spell " help is on its way " as he directs three wasps to Nezamils location (fly 60')"get the abomination" orders Cosmo to the giant wasps .....the wasps leave the dead snakemen(pb8)and move with all speed to Nezamil's location as directed

Remembering the marching order " nezamil has spotted an abomination by him near the crook in the trail...they are very dangerous ....can someone help him or outflank the abomination?" messges Cosmo to all those that went up the trail ahead of him

Cosmo then directs the giant bee's to continue their attack(d20+2=15,d20+2=18,3rd missed)(1d4=1,1d4=4 total 5 dam) as they buzz about harrasing pb12(all 3 made conceal chances)

(previous attack damage 1d4=2 )

Cosmo hears voices and struggling nearby " is that you Mykael??" The mage in troglodyte form searches out Mykael...spotting him entangled with Swirl hovering overhead he thinks[i]" i ain't strong enough to free him but if we all work together we should be able to "


With that thought in mind he reaches in his mind for one of his first spells he ever learned and fires an orb of acid on the entangling mass of vines and scrubs on Mykael(d20+9=15 ranged touch attack) and watches it splash the entangling mass (1d3=2 dam)

Active Spells:
Mage Armor: 17+/18 hours (extended)
Message: 88+/90 minutes
Alter Self: 89+/90 minutes

Spell List (* for cast spell):
0 Level (5): Acid Splash, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 , Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3, Web x2 & Alter Self *
3rd Level (6): SM III x2 *, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 *, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 0/3, Extend 1/3 & Enlarge 0/3


Val (AC 19, HP 136/ 139, Endure Elements) 
Thursday July 27th, 2006 9:50:34 AM

Without hesitation Val moves through the jungle. This is where she wished she had a spear to use but she will make the best with what she has. Moving is tough in the thick vegitation but she will get there. Then they will die.

ooc: she's heading for N3

Melonie (AC 18, HP 26/ 26) 
Thursday July 27th, 2006 9:52:43 AM

"How long is this spell going to last?!" Melonie shouts as the frustration to free herself kept mounting. She pulled and thrashed for a moment before stopping and sighing heavily.

John (AC18, HP33/35) and Mary (AC21, HP15/20) both with Barkskin +2  d20+4=17
Thursday July 27th, 2006 10:51:11 AM

John tugs and pulls at the tree holding him in place (Str.=17). "Grrr...it's got me. I can't get out!!" John looks up at the two warriors, thinking hard. "You guys go work on the snakemen...I'll be fine."

Mary is shocked when Rigging disappear's from sight. "Rigging, where are you?" she asks as she looks around for the Captain.


Rigging ac 20 hps 77/77 mage armor, protection from arrows, flying, blinking  d20+12=30 d20+12=26 d20+12=18 d20+12=30
Thursday July 27th, 2006 10:55:09 AM

Rigging looks around and doesn't see a foe he can get to this round. He will look at Mary and say, "I need to take a look around and look for the big bad snake men who are leading this attack so bravely from the rear. Keep yourself out of trouble."

Rigging casts fly spell on himself and soars up into the air. He will go up 30' and take a good look around trying to spot people in trouble and then enemy.

OOC explaination of rolls, concentration 30 for fly, 26 for mage armor and 18 for protection from arrows.

30 for spot.

Swirl keeps trying to free Mykael and if successful will pick him up and carry him to safety.

blinking 2-7
magearmor hours
protection from arrows, hours
Fly (need to look up duratin)

* denotes spell used
Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3 , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2*, dark vision, fog cloud
Third level spells: Haste, protection from arrows*, Fly*, Fireball
Fourth Level spells: Evards tentacles, SM 4, greater invisbility



Ashira (AC29, HP112/112) Woodland Stride, Barkskin +2  d20+14=31 d20+14=31 2d8(8+4)+10=22 d20+9=10 d20+4=11 d20+14=21 d8+5=13 d20+6=15 d20-4=-2
Thursday July 27th, 2006 11:02:09 AM

Looking onto the creature in front of her, Ashira vows to send it to its grave quickly. She launches a full attack, slicing into it's thick hide with ease (AC31/31 crit for 22, AC21 for 13). "Tell Gargul "Hi" for me, will you?" she taunts as she cuts up the Yuan Ti.

Appolo Ac23 Hp68  d20+13=18 d20+14=32
Thursday July 27th, 2006 11:19:01 AM

Appolo steps closer to Mary"Guess the Captians going to have alook around.Just crouch down stay still and be quiet.Patience my dear."Appolo then crouches low takes a couple steps down the traii a couple a feet then stops and waits in silence and darkness.

Hide 18 Move silently 32

Bart ac 27 hp86/86 endure elements  d20+12=31 d20+12=18 d10+19=28
Thursday July 27th, 2006 2:55:46 PM

Bart moves forward to spring attack PB11 (power attack +5, ac 31 threat crit ac 18 for 28

DM Jim: Combat round 6  d100=88 d100=31 blink d100=67 Int. Roll for A2 d20+5=21 d20+4=7 d20+4=12 d20+16=29 d20+6=18 d20+6=10 d100=62 d20+9=12 d20+4=6 d20+9=10 d20+4=20 d20+6=10 d20+6=11 d20+9=12 d20+4=9 d20+10=30 d20+10=11 d20+5=10 d8=5 d20+10=30 d100=85 d100=59 d20+10=25 d20+5=7 d8=4 d20+9=25 d20+4=12 d8=5 d20+5=21 d8=6
Thursday July 27th, 2006 3:36:58 PM

OOC: This is my last post before my DM vacation. Nellie will be taking over. Be kind to her.

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

Val is anxious to pummel more Yuan Ti, but the jungle slows her down and she is just short of her goal (O3).

Mykael still struggles in vain as the vines and leaves wrap themselves tighter.
Swirl moves over to Mykael and attempts to suck him up again. Swirl has to go full power as the jungle has a good hold of Mykael. Cosmo helps by throwing acid on some of the vines and plants, just missing Mykael.

--------

Ooc: Mykael get a new entangle save DC 14, reflex. If successful, Mykael take an equivalent of a slam attack from Swirl, if not no damage.

---------

The oversized Nezamil barely shakes off the vile magic from the Abomination and only with Domi's blessing. The huge dwarf then scoops Melonie out of the entangling vines and plants and is holding her.

Mary looks up in surprise. Some of the vines are still holding her, but Nezamil has a stronger grip.

Hal and Kirk has ripped into the vines and bushes around his legs enough to give John another shot at getting away from the palm the has him.

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

Ooc: DC 15 str. Save this round only.

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

John fights hard and finally frees himself and is moved closer to the trail by the two friendly brutes.

Cosmo's continue to attack and sting at P12 (6 damage to date). Cosmo then directs his wasps to head toward Nezamil.

Ashira, realizing that the pure blood in front of her is dead, moves to attack the snake headed half blood that is shooting at Mykael. Ashira lands a nasty blow on the snakehead and he drops his bow and draws his scimitar. The large snake mouth opens and hisses and looks ready to bite.

Ooc: I caused you some confusion Nellie. I said the pure blood was dead in the post, but did not X out the guy on the map. As a result, I had you move and attack.

Rigging casts fly on himself and takes to the air, rising 30 feet. Rigging is still blinking and constantly sees the three square stone pyramids on the ethereal plane and the pathways to each. Rigging is slowly blinking toward the pyramid at the castaway village.

Rigging, while on this plane of existence, has a much better view of the battlefield.

Bart leaps forward and in one mighty swing kills the pure blood that was sniping at Mykael.

Ooc: Bart I will give you spring attack, but remember that your movement is only 15 feet and you must move before and after your attack. You can only effectively spring 10 feet, as you need 5 feet movement after the attack.

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

Another group of Yuan Ti appear, two pure bloods a half blood and another giant snake with huge human arms.

The abomination, spies Rigging rising, and nods knowingly and hisses something to his comrades and they nod as well. The abomination points and chants at Rigging and he feels a reptilian grip in every fiber of his being.

DC 19 will save or turn into a snake -- baleful polymorph

The abomination hisses "Brings my powers back downs to earth, grub."

The two new pure bloods do not notice Appolo and instead fire their long bows at Mary, but both shots are wide of the curvaceous red head.

The snake headed half blood does notice Appolo (spot 29) and takes two shots at the rouge. The half bred obviously did not have a good read on Appolo's location as both shoots were very poor (AC 12 & 6).

The half blood (Hb10) by John, Hal and Kirk watches is disgust as John is freed and he fires twice at Hal. Hb1 steps back 5 feet.

Both arrow miss the large warrior, but the second was close, as Hal needed all of his shield skills to deflect that arrow.

The front group of Yuan Ti sees Val closing on them and they open up and fire arrows at the barbarian. The two pure blood and half blood send arrows into the palm trees around Val. The Abomination has better luck and one arrow find the mark

Ac 30 critical, but not confirmed, for 10 damage

One half blood (Hb4) finds himself in trouble and facing Ashira and Bart. The half-breed's newly bared steel lashes out at Ashira as he repositions himself to make it harder for Bart to get at him.

Ac 30, critical, but not confirmed, 6 damage
Ac 7, miss

The smiling free half breed (Hb3) takes two shots at the near helpless Mykael

Ac 25, hit for 6 damage
Ac 12, miss

The Pure blood (Pb12) that is surrounded by the bees lands another blow on a bee.

AC 21 for 6 damage.

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

OOC: There is normal movement along the trail. The rangers knows that movement in the jungle will be at half speed with no running, tumbling, spring attack, etc. Vision is at best 30 feet into the woods, with some chance of vision out to 40 or 50 feet. There is a 10% concealment chance within 30 feet (melee & bow, etc.), 40% at 40 feet (missile, etc.) and 70% at 50 feet (missile, etc.).

Deeper darkness is an additional concealment chance of 20%(firing into or out of or through). It does not stack with the jungle concealment and must be rolled separately.

Please post your positions and remember that movement is halved in the jungle.


Rigging ac 20 hps 77/77 blinking, mage armor, flying, protection from arrows  d20+7=10 d20+7=25 d20+10=21 d20+10=30 d20+10=22 d100=99 d100=88 d20+8=20 4d6(6+2+1+6)=15 4d6(6+1+5+2)=14 4d6(3+3+2+6)=14 d20+7=23 2d6(6+6)=12 d100=17
Thursday July 27th, 2006 10:38:41 PM

Rigging feels the magic start to take him and struggles against it. With a mighty burst of will he says, "No! I won't be a snake." OOC failed save but rerolled with a hero point.

Rigging then with his own magic decides to punish the abomination. He strikes out with his own scorching rays aiming both at the ugly monster. He hits with both, one being a critical hit badly burning the evil creature.

(ooc rolled blink check of 99, rolled miss check of 88. Two ranged touch attacks hit ac 21 and 30. 30 possible critical hit, rolled a 22 for critical hit chance hitting. Rolled 20 for spell resistance. Total damage to A2 is 43.

Rigging then flys directly over the head of A2 but still 30' in the air.

Swirl senses his master in trouble and darts to his assistance flying in and hitting the A2 for 12 points of damage. Hit ac 23 Rolled 17 for miss chance. Swirl is at AE17 Rigging is at AE18 but up 30'

* denotes spell used
Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3 , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2**, dark vision, fog cloud
Third level spells: Haste, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles, SM 4, greater invisbility

mage armor hours
protection from arrows hours
fly 2/80
Blink 3/7



Cosmo (AC 25; HP 53/57) Alter self  d20+2=8 d20+2=17 d20+2=9 d100=42 d4=2 d20+6=10 d20+6=13 d20+6=23 d100=85 d3+6=8
Thursday July 27th, 2006 10:59:20 PM

The diminutive mage is perplexed of how to free Mykael from the entanglement and looks about for something to help when he see's a burst of flame ......his eyes follow its path and settle's on the new threat (A2)"not good an abomination on each side of the group....will have to do something about this one " as a smile appears on the troglodytes face.......he reaches for the proper Rod(maximize) and quickly invokes his magic and watches as 5 missile's of magic streak towards the feind (A2)(5d4+1=25 maxed)....blasting into the snakeheaded creature

Cosmo's giant Bee's conyinue to buzz about pb12 with one finding its mark (d20+2=17)(d100=42% conceal ch made)(d4=2 dam to pb12)

The giant wasps Cosmo sent towards Nezamil find the hugh dwarf and dart about in search of the danger...spotting the 4 snake creatures the streak towards them and divebomb the abmination again one of the wasps finds its mark in the dense jungle (d100=85% conceal ch made) the lobe wasp finding its mark stings A1 near its tail (d20+6=23)(d3+6=8 dam)

Active Spells:
Mage Armor: 17+/18 hours (extended)
Message: 88+/90 minutes
Alter Self: 89+/90 minutes

Spell List (* for cast spell):
0 Level (5): Acid Splash*, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile *x2 , Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3, Web x2 & Alter Self *
3rd Level (6): SM III x2 *, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 *, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 1/3, Extend 1/3 & Enlarge 0/3


Bash brothers Hal Ac 21 Hp 59/62 and Kirk Ac 18 Hp 51  d100=31 d20+12=31 d8+6=8 d20+11=24 d10+7=14
Thursday July 27th, 2006 11:33:45 PM

Hal moves(5'ft move) straight towards the snakeman as it just shot him and is focused on him (HB1)then launches his attack taking the half-blood snake creature(d100=31% conceal ch made).....his mace weaving a deadly dance strikes out and smashes his foe (d8+6=8 dam)

"you'll make a nice pair of boots " taunts Hal

Kirk moving (5'ft move) in unison with his brothers flanks the snakeman and lashes out with his heavy flail and feels satisfaction as it lands a solid blow (d20+11=31) and his flail rips into it (1d10+7=14 dam)

" heh ...boots.." good one bro"..i could use a pair of gloves " taunts Kirk

"What about you John ?" inquires kirk



Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement,haste4 rds  d100=96 d20+9=22 d20+4=8 d20+9=11 2d8(1+6)=7
Friday July 28th, 2006 10:31:50 AM

The hugh dwarf sets Melonie down behind him and unslings his heavy repeating crossbow and levels it at the spell casting snake " dodge this " clicking his heels to activate his boots of speed Nezamil fires off 3 bolts at the snake beast (A1)(d100=96% conceal roll)

The Cleric watches as the 1st bolt strikes home but the two others whiz by the spellcasting snake (A1) (d20+9=22 1st shot)(2d8(1+6)=7 damage )(large size weapon)

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid,Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass,Wall of stone (spell resistance)

Spells cast *


Cosmo  d100=58
Friday July 28th, 2006 10:33:04 AM

d100=58% Spell resistance for Magic missile

Appolo Ac 23 Hp68  d20+14=21 d20+14=26 d10+4=5 d8+4=6 2d6(2+1)=3
Friday July 28th, 2006 12:24:23 PM

Appolo wastes no time and closes quickly with the half blood swinging at the creature twice.

Attack 21 26 for 11 +3 shaocking damage total 14

Cosmo's spell resistance roll  d20+9=24
Friday July 28th, 2006 1:53:42 PM

woohoo!!!

Mykael -- HP 50/56, AC 27 (23 without dex, cause entangled)  d20+3=14
Friday July 28th, 2006 10:31:16 PM

Mykael finally gets his arms positioned properly to exert enough force to snap a few vines, as he does, Swirls full power tornado rips him from the ground and the entangled area and throws him up and over to V16 where Mykael hits the ground hard.

(george, damage for slam attack from swirl?)

As Mykael climbs to his feet, he smiles and waves a friendly thanks to swirl. And watches as he darts off to help Rigging.

Noting the direction that Swirl headed, Mykael takes a 5ft step to V17.

Stay with me Ghem, dont want to lose you.

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2
3 lvl -- Vampiric Touch, Fireball x2


Ashira (AC29, HP112/112) Woodland Stride, Barkskin +2  d20+14=34 d20+14=21 2d8(8+2)+10=20 d20+9=29 d20+9=27 2d8(7+1)+10=18 d20+4=8 d20+14=29 d6+3=7 d20+6=20 d6+3=4 d20-4=-2
Saturday July 29th, 2006 3:57:30 PM

Smiling, Ashira looks up at the ugly mutated snake in front of her (HB4). "Geez...close your mouth!! You've got horrid breath!! No...better yet, let me close it for you...for good!" Following up on her bravado, Ashira cuts into the creature, scoring several hits, including two critical strikes. (AC34/21 for 20, AC29/27 for 18, AC29 for 7, AC20 for 4 )

John (AC18, HP33/35) and Mary (AC21, HP15/20) both with Barkskin +2  d20+6=23 d8=6 d20+6=15
Saturday July 29th, 2006 5:26:30 PM

John smiles as the Bash brothers free him from the palm tree. "Thanks guys!!" Seeing as the entangled area has limited his choice of movement, John moves to the only place he can...directly in front of the Yuan Ti in front of him (HB1). Pulling his bow taut, John fires directly into the face of his former tormentor, ready for some revenge. (AC23 for 6) "Now that's how you snipe!!" John taunts the creature.

Mary grows tired of trying to catch up with Rigging and decides to help out Appolo instead (AA21). She thrusts her sword toward the creature, trying to distract it in order to help out Appolo (Aid Another)...Appolo gets +2 on next attack.


ADM Nellie: Combat round 7  d20+23=42 d10+10=16 d20+10=26 d6+2=8 d20+5=16 d20+4=9 d20+7=24 d6=2 d20+2=15 d20+9=14 d20+4=13 d20+12=30 d6+2=4 d20+7=13 d20+6=10 d20+10=13 d20+5=13 d20+9=19 d8=1 d20+4=22 d8=8 d20+9=17 d20+4=12 d20+9=17 d20+4=23 d100=82 d8=7 d20+10=13 d20+5=21
Saturday July 29th, 2006 8:07:38 PM

The Wildcards continue to carve into the Yuan Ti surrounding, showing the walking reptiles who really is King of the Jungle! Casualties among the Wildcards are almost non-existent, and even their followers seem to be fairing well... The Yuan Ti, however, seem to be fighting a loosing battle as more and more of their comrade's bodies are littering the jungle.

Captain Rigging easily shrugs off the Abomination's (A2) spell. Proving he is no slacker in the combat department, Rigging turns the tables on the Yuan Ti and fires off his rays. His flesh sizzling, the snakeman looks about to bolt... He turns, only to be lifted off the ground and slammed into a nearby palm. Shortly after, Cosmo fires off his magic missles into the creature. The trio's magical prowess proves to much for the beast, and it slumps to the ground, smoldering and very much dead.

Nearby, Appolo makes for one of the new players (Hb6) and cuts into him like a hot knife through butter. Both attacks connect, and though blood flows freely from the creature's side, Appolo gets the feeling that there's plenty of fight left in him. Hissing, it tries to cut through that pesky armor to get to the creamy filling, but it's attacks bounce of harmlessly.

In the entangled area, Hal and Kirk finally manage to free the struggling John from his horticultural nightmare....then they're off for more fun. The two of them gang up on the pesky archer (HB1), and, as their nicknames suggest, they promptly begin to pulverize the overgrown reptile. Still, the duo's power is not quite enough to bring the thing to its knees...or whatever it would kneel on.

The cold eyes of the snake slit as the arrow lodges in its nose. Dropping its bow, it concentrates on those lunch pails with the swords (Hal and Kirk). It's first attack cuts deep into Hal, drawing blood (AC26 for 8). The second slice misses the warrior altogether. The snake's luck seems to be failing as it attempts to drive its fangs into Hal's neck, but only manages to bounce off the warrior's armor.

Likewise, thanks to Swirl's forceful assistance, Mykael now finds himself free of the wacky weeds...though he'll probably be nursing a headache for a while (Chris, could you please let Mykael know the damage from the slam?). Rising to his feet, the fearless warrior moves closer to the action.

On the other side of the battlefield, Ashira takes her frustrations out on the monster in front of her. Easily backing up her threats, Ashira cuts the creature down with the first two strikes, and then proceeds to make Yuan Ti steaks. Bart moves in to help out the Mistress of the Sword, but seeing that she's already taken care of business, he moves over to lend a hand to Val (R5). (OOC: Bart, you may change it in your next post if this is not where you want Bart... However, this is your one freeby. Any further missed posts, and I will have you staring off into space.)

After pulling Melonie safely out of the entangling brush, Nezamil hones in on the Abomination that has joined the fray and blasts into him with his new toy. It takes a little getting used to, especially with all the cover around, but still, the bolt sticking out of the thing's chest was a good sign. Shortly after his finishes up his attack, Cosmo's wasps join the fray and begin stinging at the abomination. The giant snake hisses in frustration.

Melonie is now free from the entangle, and looks to be suffering battle fatigue as she merely watches the battle waging around her.

(DM note of caution...remember that the plants in the entangled area will continue to try and entangle you each round. If you stay in the area of the entangle, you risk getting stuck again.)

Easily finishing up her last target, Val spins to find that more creatures have joined the party. Moving over, she takes as swipe at the closest one, doubting that it will put up much of a fight. (AC42 for 16) There is a loud crunch as Val dislocates the Yuan Ti's jaw, but she doesn't manage to kill the thing....yet. ( DM note: This is your one freeby. Any further missed posts, and I will have you staring off into space.) The Yuan Ti nearby respond by dropping their bows and focusing on the immense threat at hand. While the purebloods (PB13&14) keep Val busy, the halfblood (HB 5) moves into flanking position. One pureblood manages to draw a little of Val's blood (AC 24 for 2), but all of the other attacks from the snake pair are useless. Likewise, the halfblood also manages to scratch the elven warrior (AC 30 for 4) but his second strike can't penetrate that stupid metal wrapper of hers (armor).

The sole surviving abomination on the field (A1) tries a little different tactic. With a flick of his hand, he sends magic out toward Nezamil, Melonie and Val. Then he moves away from the elven blender (Val)

Spotting the arrival of so many killers, the halfblood in the jungle (HB3) beads in on Rigging. However, the jungle foliage proves to much for even his skill, and the arrows imbed themselves in a nearby bush. The pureblood (PB12) nearby likewise is not a happy camper...covered in welts and not a single sheep down! He shoots at the bees buzzing around him (AC19 for 1, AC22 for 8). The other two purebloods at the end of the trail are torn...what to do...aim at that ugly looking thing in the darkness (Cosmo), or that flying thing (Rigging). In the end, they decide on Rigging...arrows whiz around, but only one finds its mark (AC23 for 7, 82 on concealment)

Damage summary and spell summary:
Rigging: Arrow from PB15, for 7 damage off spell
Val: 5 pts. damage from HB4, 2 pts. damage from PB13, Will DC17...email me if you fail.
Nezamil: Will DC17...email me if you fail.
Melonie: Will DC17...email me if you fail.
Hal: 8 pts. damage from HB1
Bees: Arrows from PB12, for 9 damage

OOC: Since this is my first DM post, there is the high likely hood that there might be an error or two in there. If you spot any, please just fire of an email and I'll work to correct it. Thanks for your patience.----Nellie


Slam post for Mykael 
Saturday July 29th, 2006 11:23:42 PM

SWirls slam 2d6+2 for dam , roll your own pain ;-)



Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement,haste 5 rds  d20+13=33 d20+9=20 d20+4=18 d100=15 2d6(6+1)=7 2d6(6+6)=12 d20+6=17 d20+5=16
Saturday July 29th, 2006 11:53:24 PM

The 10'2" dwarf stares down the snakebeast(A1) as its magic again washes over but Domi keeps his faithful wanderer safe (d20+13=33 nat 20!!)

Raising his crossbow he again sites the snake in his crosshairs and squeezes the trigger twice and two bolts leap towards the escaping beast (d20+9=20 1st shot,d20+4=18 2nd shot)(d100=15% conceal ch) "those were close not sure if i hit dat slimy snake thru this foilage " growls Nezamil to Melonie (2d6(6+1)=7 dam,2d6(6+6)=12 dam)

Nezamil peers into the jungle after the snakebeast (spot ch d20+6=17) and listens as it crashes the brush (listen ch d20+5=16 lsiten ch)and yanks out the bolt clip

"you ok ?" as he checks on Melonie" we gotta get out dis entangling brush"

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid,Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass,Wall of stone (spell resistance)

Spells cast *



Bash brothers Hal Ac 21 Hp 51/62 and Kirk Ac 18 Hp 51  d100=15 d100=90 d20+12=32 d20+12=25 d8+5=8 d8+5=10 d20+7=10 d20+11=29 d10+7=15
Sunday July 30th, 2006 12:18:31 AM

Both brothers circle the snake fiend(hb1) looking for an opening amidst the brush(d100=15%HAL,d100=90 Kirk)

hal tries and evade the snake fiends attack but it slahes him "Grrr" as he grits his teeth and retaliates with a vengence (d20+12=32 nat 20!)(crit roll d20+12=25)(damage d8+5=8,d8+5=10) "Heh'{/b] as his mace lands with his 1st blow but his follow up misses its mark (d20+7=10 )

"Nice one bro " as Kirk watches his brother bash the snake fiend and follows big brothers example with a two handed strike with his heavy flail [b] "yeah take that you slithering pair of boots"
(d20+11=29 )(d10+7=15 dam) as he watches it smash into the fiend and staggers it

Cosmo (AC 25; HP 53/57) Alter self  d20+2=8 d20+2=14 d20+2=7 d20+6=25 d20+6=18 d20+6=11 d3+6=9 d3+6=7 d20+5=16
Sunday July 30th, 2006 12:41:03 AM

The diminutive mage's flying friends keep up their assualt on the snake creatures dive bombing their respective foes

The trio of bee's buzz about pb12 but just seem to keep it annoy it(bee's hp 13,they each have taken 1,12,8 rspectively)

The wasps have better luck againist the abomination(A1)d20+6=25 ,d20+6=18) with possibly two stings(d3+6=9,d3+6=7 dam)

Cosmo looks about and spots Mykael moving away and decides to follow him "hey Mykael lets stick together " as the halfling in troglodyte form surveys the jungle for danger " i'm not going to be snake food " thinks Cosmo worriedly as his eyes dart about

Active Spells:
Mage Armor: 17+/18 hours (extended)
Message: 88+/90 minutes
Alter Self: 89+/90 minutes

Spell List (* for cast spell):
0 Level (5): Acid Splash*, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile *x2 , Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3, Web x2 & Alter Self *
3rd Level (6): SM III x2 *, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 *, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 1/3, Extend 1/3 & Enlarge 0/3



Appolo Ac23 Hp68 AID OTHER +2  d20+16=33 d20+16=23 d20+16=34 d20+8=27 d10+6=16 d8+6=13 d10+6=9 2d6(3+3)=6
Sunday July 30th, 2006 2:20:30 AM

Appolo smiles at Mary then unleashes a vicious full attack on the snakeman.Slicing into him three times."Ok Mary stick close. We move together and slice these reptiles into belts."

Attack 33,23,27 Damage 16 13 9 + 6 shocking damage= 44 total.

Bart ac 27 hp 86/86 endure elements 
Sunday July 30th, 2006 3:45:54 AM

Bart moves back to the trail to fight against the abominiation. He is to far away to attck the beast now

Val (AC 19, HP 136/ 139, Endure Elements)  d20+16=24 d20+11=22 d20+6=14 d10+20=22 d10+20=30
Sunday July 30th, 2006 10:00:47 AM

Val thought that these creatures would put up a better fight. Some of their blows were so pathetic that she didn't even feel it (ooc: DR 2). Val decides to end Pb14 before sending his companions to join him in the afterlife.

ooc: power attack =5/ +10. Hit ac 24 for 22 and ac 22 for 30.

Melonie (AC 18, HP 26/ 26) 
Sunday July 30th, 2006 10:02:18 AM

Holding her spear tightly in one hand, Melonie moved north off the path (M6).

Rigging ac 20 hps 70/77 blinking, mage armor, flying, protection from arrows  d20+10=28 d20+10=28 d6+1=3 d4+1=2 2d6(1+2)=3 d20+7=11 d20+7=9 d100=57 d20+12=19 d20+12=18 2d6(3+6)+2=11 2d6(2+5)+2=9 d100=100
Sunday July 30th, 2006 11:06:19 PM

The Captain continues his assault on the snake creatures .....quickly turning as arrows whiz by him he fly's to attacking the(d100=57 conceal ch) shooters ...his 1st aerial pass he strikes twice (d20+10=28 short sword,d20+10=28 holy dagger)his blades slashing his foe (d6+1=3 short sword damage,d4+1=2 holy dagger(2d6(1+2)=3damage) ...red ribbons of blood trickle down its body.
Rigging sweeps around the snake spinning it in circles as he launches another attack but the snake creature dodges them (d20+7=11 ,d20+7=9)and the captain growls in frustration "Grr" as his prey still stands

Swirl pounces(d100=100 conceal ch) on the other shooter near his master and slams the beast (d20+12=19,d20+12=18) twice its body slammed about the jungle (2d6+2=11 dam,2d6+2=9 dam for total of 20 dam)

* denotes spell used
Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3 , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2**, dark vision, fog cloud
Third level spells: Haste, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles, SM 4, greater invisbility

mage armor hours
protection from arrows hours
fly 3/80
Blink 4/7



Ashira (AC29, HP106/112) Woodland Stride, Barkskin +2  d20+16=21 d8+5=10
Sunday July 30th, 2006 11:41:02 PM

Seeing that Val, Bart and Nezamil seem to have their end of the battle wrapped up tight, Ashira decides to head over to the other end of the trail. The ranger scoots throught the jungle easily, thanks to her Woodland Stride. She ends up directly behind one of the new halfbloods (HB3, Z9) and slashes at it viciously. (AC21 for 10)

Mykael -- HP 41/56, AC 27  2d6(5+2)+2=9
Monday July 31st, 2006 5:46:20 AM

Mykael turns the corner of the darkness and heads toward the group moving as fast as he can through the jungle to Y18.

"Your right Cosmo, stick together, stay with me."



ADM Nellie: Combat round 8  d20+17=30 d20+9=16 d20+4=20 d6=1 d20+12=23 d6+2=3 d20+7=12 d20+7=23 d6=1 d20+2=3 d100=68 d20+18=38
Monday July 31st, 2006 9:59:24 PM

As the battle wages on, the crew of the Sword find the Yuan Ti's resistance almost comical. As the enemy body count begins to mount, you find yourself begining to wonder...why in the world were we hesitant to strike out before? Still, discretion is the better part of valor, and so the one sided slaughter continues.

Nezamil's 1st shot slams home in the Abomination (AB1) but the other bounces off a nearby vine. To add insult to injury, those pesky wasps continue to sting away. Looking like he's had enough for one day, the Yuan Ti makes a break for it. Shrinking he takes the form of a tiny viper and scoots off into the undergrowth (AoO from each of the Wasps). Spot DC38 to find his location.

Val easily shrugs off the spell that tries to entangle her and quickly dispatches the Yuan Ti in front of her (PB14). It's glassy eyes seem to fail to register what has happened as it's head is chopped clean from its body. Nearby, her ward (Melonie) pulls out of the entangled area and starts looking for action.

Bart finds it a little difficult to find his way to the enemy. He makes it to the path and knows that he'll be able to see some action next round (only needs a 5 foot step).

Ashira also carves into the walking snake in front of her, wounding it, but not taking it down permanently.

With Mary's help, Appolo finds it an easy task to gut the reptile in front of him (HB6). But his delicate strikes leave the skin in pristine condition...assuring that the prophesy of snakeskin belts and boots can easily become a reality. (DM note: Aid Another grants +2 to the first attack only. Should have mentioned that in my previous post.) Mary smiles back at Appolo. "Ok...were to next?" She looks over at the Yuan Ti closing in on Rigging, but checks with Appolo before heading that way.

As his summoned creatures do a good job of distracting the enemy, Cosmo the troglodyte scans the battlefield. So far he catches sight of nothing too interesting other than the normal going's on of death and destruction.

Rigging finds that aerial combat can be trickier than it looks, and although he wounds his combatant (PB15), it still looks to have a good deal of fight left. Swirl, on the other hand, takes the other Yuan Ti (PB16) and wraps him around a palm tree. The pink froth oozing out of its nose a pretty good indicator that he's probably had his last pass at the human buffet bar. He manages to get to his feet, but it's clear he won't last long now.

Working in tandem, Hal and Kirk easily finish off their opponent (HB1), leaving John to search elsewhere for target practice. Not finding any, John looks over at Hal and Kirk. "You guys need any healing?" he asks with a twinkle in his eye.

Meanwhile, Mykael makes his way across the battlefield as quickly as possible considering the conditions. (Only able to make it to X18)

The few living Yuan Ti attack with little conviction, as if acting out of duty.

Having just seen their companion decapitated in a heartbeart, the duo facing Val strike out, but don't seem to be having much luck. One of the strikes of the pureblood (PB13) manages to nick Val's arm (AC20 for 1) but the barbarian doesn't even seem to notice. Taking a 5 foot step backward, the halfblood hisses at Val and once more she feels the strange magic attempt to take hold of her (Will DC17...remember the +2 bonus for elven blood). Ashira's foe seems likewise backs off and hisses some magic (Will DC17...remember the +2 bonus for elven blood).

The pureblood facing off against Cosmo's bees (PB12) struggles mightly to rid himself of the flying pests. He kicks one (AC23 for 1) and then fumbles his sword, almost dropping it on the ground.

Hearing their brother's strange spells, the purebloods facing the deadly combination of Rigging and Swirl decide to back off. They two step back five feet and fire off spells. Swirl DC16 or become a snake, Rigging Will DC17...or surprise.)

OOC: Spot check DC30 to notice something very interesting.


Mykael -- HP 41/56, AC 27 
Monday July 31st, 2006 10:53:49 PM

Mykael continues his movement to help Rigging, making his way to AA18.

Rigging ac 20 hps 70/77 blinking, mage armor, flying, protection from arrows  d100=32 d100=94 d20+7=26 d20+10=14 d20+10=28 d4+1=2 2d6(4+5)=9 d20+12=17 d20+12=31 2d6(6+3)+2=11 2d6(4+2)+2=8 d20+12=26 d20+7=26
Monday July 31st, 2006 11:50:29 PM

Rigging sneers at the snake (pb16) as it steps away "ain't this fun " but he suddendly realizes why it stepped away as magic washes over him (d20+7=26 will ch)but shrugs it off "hah" as he steps forward in the air(5'ft move ) and slashes out at the snake (pb16)....his shorttsword just misses(d20+10=14)as it shuffles to the side but right into his dagger in his left hand (d20+10=28) the dagger sinks deep (d4+1=2 dam,2d6(4+5)=9 holy dagger bonus) (11 total dam) then kicks it the chest and off his dagger "yeah this is fun "

Swirl launches another attack at the snake thingy(d20+12=17,d20+12=31) as the air elemental slams his target into nearby trees (2d6(6+3)=11 dam,2d6(4+2)=8)(total dam=19) "got the other one boss" beams swirl to his master

Both Rigging and his familar scan their surrounds after their opponnets fall sensing something strange but not quite pinpointing it

Rigging then steps over to the slain abomination(A2) and confiscates its possesions " this stuff might get us some intel on these beasts" adds Rigging to Swirl

* denotes spell used
Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3 , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2**, dark vision, fog cloud
Third level spells: Haste, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles, SM 4, greater invisbility

mage armor hours
protection from arrows hours
fly 4/80
Blink 4/7



Bash brothers Hal Ac 21 Hp 51/62 and Kirk Ac 18 Hp 51  d20+4=18 d20+6=12
Tuesday August 1st, 2006 12:42:59 AM

Both brothers give each ear splitting grins " now thats fun "

Hal turns at John's suggestion " yeah the sounds good.....that snakeman nicked me a little " as he steps over to John " nice shooting " as he slaps him on the back "i'm glad you had us covered " as he awaits the healing touch ' "your a good man "

Kirk collect the beasties stuff....we can investigate it back at the ship.....might be helpful info for us "

Kirk returns Hal grin " yeah" as he turns and quickly gathers the snakemans stuff and his henchmen " i'll get those guys too " adds Kirk (pb9,10)

"where to next? " remarks Kirk as he looks about(d20+4=18 spot ch)
"well lets make sure we stay out of that entangling mess " retorts Hal as he points at the grasping jungle " where the big guy go ? up the trail ahead of us right ?....yeah ....lets head around this mess .....come on John stick with us "

The trio (if Ranger John comes along) head around the entanglement (O-16 towards K-16)

"Nezamil.....by Domi where are ya " shouts out Hal as they begin their search

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement,haste 5 rds  d20+6=7 d20+5=17
Tuesday August 1st, 2006 1:26:08 AM

" you coward come back here......you can't hide anywhere .....cuz i'll find ya....and crush ya to pulp " shouts Nezamil to the retreating snakemen as it disappears(d20+6=7 spot ch) in the dense jungle.

Turning about he spots Melonie moving up the trail " ya got a bucketful of courage ya do young lady " growls out the 10'2" dwarf to the departing warrior

Replacing the empty clip with a full one he slams it into his new crossbow " at least the snakehead felt your bite " laughs Nezamil

Nezamil hears a shout (d20+5=15 listen ch) "Hal ...Kirk.....over here " as he rplies to Hal's shout

The Cleric of Domi steps (5'ft move) after Melonie (reloading clip is full rd action)

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid,Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass,Wall of stone (spell resistance)

Spells cast *



Bart ac 27 hp 86/86 endure elements  d20+12=27 d10+19=22 d10+19=22 d20+7=19 d10=4 d20+1=11
Tuesday August 1st, 2006 5:48:17 AM

Bart sees the fight before him he makes an attack towards the snake that is fighting with Val, he makes an power attack and hopes that will kill the enemy (ac 27 for 22) otherwise his second or third attack will kill it (ac 19 for 23 and ac 11) (if the beast is dead after the first attack bart moves forward towards the abomination (a1)

Val (AC 19, HP 136/ 139, Endure Elements)  d20+21=28 d20+16=27 d20+11=21 d10+10=17 d10+10=17 d10+10=14
Tuesday August 1st, 2006 9:08:05 AM

Val turns to the other yuan-ti (Pb13) and grins. Her flail snaps out, smashing into the snake man several times.

ooc: hit ac 28 for 17dmg, ac 27 for 17dmg, and ac21 for 14

Melonie (AC 18, HP 26/ 26)  d20+6=25 d6+1=4
Tuesday August 1st, 2006 9:13:39 AM

Melonie advances to L5 effectively flanking Pb13. Unsure of how tough these snake creatures were, Melonie stabs the yuan-ti with her short spear just to make sure it would die.

ooc: hit ac 25 for 4

Ashira (AC29, HP106/112) Woodland Stride, Barkskin +2, Scared to death of snakes  d20+10=14
Tuesday August 1st, 2006 9:52:36 AM

Ashira looks over at the halfblood with disdain. "You think you're stupid little spell's gonna...save...you." And then, as if for the first time, she sees how truly horrible these things are...with they cold, slimy, slithery skin...and those unblinking eyes...and those horrible sharp pointy fangs (Failed Will with a 14). A very unnatural fear of these creatures fills her very soul, and Ashira beats a hasty retreat far away from those terrifying vipers. (AB5)

Appolo Ac 23 HP 68  d20+9=23
Tuesday August 1st, 2006 12:43:21 PM

Appolo looks arouns seeing that Rigging and Swirl have things pretty well in hand.Appolo walks back up the trail alittle bit finds a old deead tree,looks it over and takes a seat"Come over here have seat rest fora momentIf this is all those snake heads got we'll kill every last one of them before the Sword is repaired,"He takes out his water skin"Here ahve some thing to drink."He says as he looks around.

Spot 23

Cosmo (AC 25; HP 53/57)  d20+2=4 d20+2=8 d20+2=5 d20+6=10 d20+6=7 d20+6=11
Tuesday August 1st, 2006 12:49:17 PM

The Bees & Wasps attack the Yuan-Ti; all failing miserably (hit AC's 4, 8, 5, 10, 7 & 11).

The battle appears to be going in the Wildcards favor for the moment, so Cosmo holds off casting any more spells. In Troglodyte form, Cosmo moves towards Mykael.

Active Spells:
Mage Armor: 17+/18 hours (extended)
Message: 88+/90 minutes
Alter Self: 89+/90 minutes

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3, Web x2 & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 0/3, Extend 1/3 & Enlarge 0/3

Attendence report 
Tuesday August 1st, 2006 1:40:15 PM

Dm-Jim xxxxx
Ashira xxxxx
Appolo xxxxx
Rigging xxxxx
Val xoxox
Bart xxxox
Nezamil xxxxx
Mykael oxxxo
Cosmo xxxxx

ADM Nellie: Combat round 9  2d8(6+6)+3=15 d20+10=19 d6+2=7 d100=71 d20+10=24 d100=8 d20+7=16 d20+2=11 d6=1
Tuesday August 1st, 2006 11:39:26 PM

The battle is winding down, and for the moment, there doesn't seem to be any reinforcements showing up.

Rigging and Swirl form a devastating tag team as they literally tear the two Yuan Ti (PB 15 & 16) apart.

Following Rigging's example, Hal and Kirk scoop up the dead Yuan Ti's equipment for later examination Then they attempt to link back up with Nezamil. OOC: Technically, de boys can only move 15 feet per round, but since this battle is almost over, I'll let it slide. John follows the brothers, liking his bulky escorts. As he moves, he reaches out and taps Hal with the wand in his hand (CMW 15 restored). The archer grins up at the ex bouncers. "You know guys, I think this could be the beginning of a beautiful relationship."

Reloading his crossbow, Nezamil calls out insults to the disappeared Abomination, but it is to no avail...there's no trace of the creature.

Bart squares up with a Yuan Ti (PB13) and finds it tougher than it looks. But, in the end, the walking boots just can't stand up to the walking Blade Barrier and it falls in a lifeless heap at Bart's feet.

Just as Ashira is about to strike down her opponent, she suddenly begins to backpeddle away from the combat, muttering something about "those horrible snakes."

Seeing that Bart just killed her intended target, Val is about to step forward to dispatch the halfblood (HB5) when she too is seized by a mortal fear of the snakey creatures. She quickly moves as far away from them as she can (P5).

Showing amazing courage, Melonie moves forward and makes absolutely sure that the pureblood at Bart's feet won't ever rise to his feet again.

Figuring that the battle is as much as won, Appolo decides to take a little break. Mary looks over at him hesitating. "I don't think that's a good idea. I think I'll go check on Ashira." Mary scoots further along the trail in the last general area she saw the blue-haired ranger.

Cosmo moves almost out of the darkness as he tries to link up with Mykael.

Meanwhile, the few remaining Yuan Ti continue to press the pointless battle.

Knowing the end is near, the Halfblood nearest Val (HB5) tries to extract a little vengeance. Following after the fleeing Val, he takes a swipe at her retreating back. As his scimitar cuts through her armor (AC 21 for 7) he whispers in her ear "Next time, I'm going to drink your blood ugly meatsack."

Getting caught up in the hunt, the other halfblood (HB3) likewise decides to have himself a bit of fun. Dropping his scimitar, he picks up his bow from the ground and takes aim at Ashira. "Where you going little fishy? I'm hungry and it's time for a snack" he hisses as he pulls back and lets his arrow fly. But all the bravado in the world can't compensate for skill, and his arrow zooms by the frightened ranger.

Hissing in anger, the last living pureblood (PB12) continues to try and rid itself of those pesky bees. He swats helplessly at the insects, unable to do more than a pittance of damage to his tormentors. (AC 16 for 1).


Mykael -- HP 41/56, AC 27  d20+7=27 d20+7=8
Wednesday August 2nd, 2006 2:19:53 AM

Seeing that Rigging doesnt need any help, Mykael turns to Cosmo, "Over here Cosmo, head for the sound of my voice".

'Ghem, what can you see, hear, or feel? Anymore out there? Another assault coming?'

(Checks for Ghem)
(Spot = 27, nat 20)
(Listen = 8, nat 1)(WOW! talk about bi-polar)

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2
3 lvl -- Vampiric Touch, Fireball x2


Bart ac 27 hp 86/86 endure elements  d20+17=33 d20+12=27 d20+6=18 d10+9=16 d10+9=16 d10+9=18 d6=4 d6=2 d6=3
Wednesday August 2nd, 2006 8:03:43 AM

Come on Val these are only foul beast easy to kill! See!! Suddenly Bart remembers what he has forgotten he activates the shock ability from his sword. Bart attacks the Halfblood (hb 5) (ac 33,27 and 18 for 20, 18 and 21)

Appolo Ac23 Ho 68 
Wednesday August 2nd, 2006 11:30:03 AM

Appolo get's up and follows Mary"Where are you going.Now just stay with me,let Ashira find us.She's the ranger.If you go tromping of into that jungle you'll end up getting lost.Our group is already seperated and divided enough.Now relax and wait."

He then looks over to Rigging"ERigging why don't you send swirl out and have him locate the others.We need to gather ourselves and not get divided into small groups."

Val (AC 19, HP 131/ 139, Endure Elements, Scared to Death of Snakes) 
Wednesday August 2nd, 2006 2:00:05 PM

Despite the line of burning pain across her back Val runs through the thick brush to get away from the snake. The fear, thick and overpowering causes her to flee blindly into the entaglement spell.

Melonie (AC 18, HP 26/ 26) 
Wednesday August 2nd, 2006 2:02:44 PM

"Val? Wal?" Melonie calls out as she realises the elven warrior had dissappeared into the brush. Curious and a little scared, Melonie heads back toward the trail (O5)

Bash brothers Hal Ac 21 Hp 62/62 and Kirk Ac 18 Hp 51 
Wednesday August 2nd, 2006 7:33:48 PM

"That feels great " as he slaps Ranger John on the back " now if that wand would only keep keep ale cold it would be perfect "laughs Hal

" hey i hear the big fella lets scoot around the edge of the entangled area and hook up with him " adds Kirk as he keeps John between him and Hal

" yeah this could be a sweet setup for all of us " replies Hal to Ranger John " i'll even by the 1st round once we setup up an ale house"

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement,haste 5 rds 
Wednesday August 2nd, 2006 7:43:10 PM

lowering his crossbow as the snake headed creatures vanishes "we'll meet again " grumbles Nezamil

he glances over and observes Melonie heading towards the trail and the snakeman(hb5) " be careful and teamup with someone" he growls out to her

Then the 10'2" dwarf turns and heads towards the bash brothers voices (going to k-15 if possible)

Rigging ac 20 hps 70/77 blinking, mage armor, flying, protection from arrows  d100=100
Wednesday August 2nd, 2006 7:56:57 PM

A savage grin appears on Rriggings face as he slashes the snakeman to bits " nice work Swirl " Rigging beams to his familar

Looking about (d100=100 conceal ch) he spots friendly troops " Appolo...Mary...Mykael....form up on me "as he and Swirl fly to Mary's location

"Wheres Cosmo ? ....anybody seen him ?" inquires Rigging of the trio " we need his comunication skills to contact everyone "grumbles the Captain " looks like we put a hurtin on them ....good job "

* denotes spell used
Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3 , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2**, dark vision, fog cloud
Third level spells: Haste, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles, SM 4, greater invisbility

mage armor hours
protection from arrows hours
fly 5/80
Blink 4/7



Appolo Ac 23 HP 68 
Wednesday August 2nd, 2006 9:40:29 PM

Appolo smiles at Rigging"If this is all they got.We'll sweep this Island clean of them in a few months.Most G'aalian Acolyte's are tougher then these things."He says as walks over to Rigging.

Ashira (AC27, HP106/112) Woodland Stride, Barkskin +2, Scared of snakes  d20+10=19 d20+16=20 d8+5=13
Wednesday August 2nd, 2006 11:10:54 PM

Shaking her head, Ashira manages to wrangle down the demons that haunt her...somewhat (Will=19). Though her hands shake almost uncontrollably, Ashira turns. See, they're not that scary..just slimy..and with big fangs that no doubt are just dripping with venom... Plucking up her courage, Ashira spins around. Knowing she can't make it to the halfblood, Ashira settles for the pureblood cornered by the bees. Swinging her sword in an arc, she hacks into it's back (AC20 for 13)

Cosmo (AC 25; HP 53/57) 
Thursday August 3rd, 2006 12:02:42 AM

Cosmo continues to move towards Mykael and other members of the group.

Active Spells:
Mage Armor: 17+/18 hours (extended)
Message: 88+/90 minutes
Alter Self: 89+/90 minutes

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3, Web x2 & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 0/3, Extend 1/3 & Enlarge 0/3

ADM Nellie: Combat round 10  d20+7=23 d20+10=26 d20+5=13
Thursday August 3rd, 2006 1:27:29 AM

With the battle mostly over, the Wildcards find themselves in various positions on the battlefield. Some continue to fight, while others regroup, and others run scared.

Mykael continues to try and guide Cosmo toward the sound of his voice...with very positive results...as Cosmo is able to make his way over this round. Meanwhile, Ghem scouts out the area. His very sharp eyes catch sight of a shimmer of movement...a shifting in the light perhaps, but with a definite Yuan Ti profile about 40 feet into the jungle ahead of the trail.

Meanwhile, Bart tries to snap Val out of her funk by showing her just how easy these things are to kill....whack, whack, whack...yep, just that easy. And as they say...another one bites the dust. But Bart's cheerful words fall on deaf ears. Val cannot control the urge to get away from those creepy slithering snakes and heads back to the safety of the entangled area (P9).

More than a little concerned for her mentor, Melonie hedges toward the entangled area, trying to figure out what's wrong.

The trio of Hal, Kirk and John slowly but surely scoot around the entangled area, trying to catch up with Nezamil. It's hard work, but the company makes it go by faster. ;) Magically empowered, Nezamil cuts a hasty path through then entangling weeds and all but links up with the others.

Throwing off some of the mind numbing fear, Ashira turns on the nearest Yuan Ti and takes a bite out of it. The creature hisses in pain and spins around to confront the new challenger. His eyes swollen almost shut, it is little wonder that the creature can't connect with the still formidable if frightened ranger.

Rigging barks out orders to regroup, while Appolo votes for a breather. Mary looks from one to the other and then settles on Rigging. She looks up as Rigging appears, clearly concerned. "Have you seen Ashira? I'm beginning to worry about her."

In the meantime, the last living halfbreed is still enjoying himself as he watches Ashira shake in her boots. "Here fishy, fishy." He taunts as he continues to snipe at her. Though it's all rather pointless as his arrows bounce harmlessly off her armor.


Val (AC 19, HP 131/ 139, Endure Elements, Scared to Death of Snakes)  d20+8=28
Thursday August 3rd, 2006 10:35:03 AM

ooc: reflex save 28

Val looks around franticly. After checking each direction four times does her heart begin to beat softer. After another moment she's no longer gasping for air. Snakes, there were no snakes in the grasping vines. None of their slimy bodies, creepy eyes, and terrifying fangs. She was safe in the grasping vines.

Melonie (AC 18, HP 26/ 26) 
Thursday August 3rd, 2006 10:37:18 AM

Melonie moves her head from side to side as she tries to peer around the thick vegitation to catch some glimpse of Val.

"Bart something's wrong. Val ran off with a look on her face I've never seen before. We have to find her." She says, voice filled with worry.

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement 
Thursday August 3rd, 2006 6:15:53 PM

The 10'2" dwarf glides thru the entangling jungle and meets up with the Bash brothers and Ranger John " hey....good to see you all survived " grins Nezamil

With a wink at Ranger John " i see you kept the brothers alive " laughs the Cleric of Domi " good work "

"Now lets go find the others .....keep alert for dem sneaky snakes"

"Bart and Melonie are on the other side of this entangling mass ....lets head up around to hook up with them

Nezamil will lead the trio up (and up the J-file)and around the grasping jungle

Bash brothers Hal Ac 21 Hp 62/62 and Kirk Ac 18 Hp 51 
Thursday August 3rd, 2006 6:21:20 PM

The bash brothers breathe a sigh of relief when Nezamil appears "about time " retorts Hal with a smile

Witha good natured slap on Ranger Johns back " yeah we wouldn't be here without him "

Kirk adds " he's quite the archer ...pegged the snakeman right in the head "

Hal takes up rear guard " yo bro you get behind the guy as he widens a path for us ....John in the middle and lets move out "as they follow after Nezamil

Rigging ac 20 hps 70/77 blinking, mage armor, flying, protection from arrows 
Thursday August 3rd, 2006 6:54:24 PM

Captain Rigging looks about at his troops " looks like we gave them a taste of whats to come.....they all won't be this easy"

Nodding at Appolo's suggestion " good thinking.....keep that up and i might let you become Captain " as Rigging teases the rogue

" Swirl ....cricle the battlefield and search out our friends "

Turning to Cosmo " Cosmo reach out and touch the others with your message spell ...we need to regroup ....bring them to our location"

The rest of you search the nearby body's and lets see what type of equipment they use .....we might get a glimmer of how sophisticated they are "

* denotes spell used
Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3 , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2**, dark vision, fog cloud
Third level spells: Haste, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles, SM 4, greater invisbility

mage armor hours
protection from arrows hours
fly 6/80
Blink 4/7


Cosmo (AC 25; HP 53/57)  d20+6=16
Thursday August 3rd, 2006 8:45:13 PM

"Rigging I need to see them to contact them with the Message spell."

Cosmo will listen intently to see if he can hear any of the missing wildcards or snake creatures.

Listen 16.

Cosmo will stick near the group.

Active Spells:
Mage Armor: 17+/18 hours (extended)
Message: 88+/90 minutes
Alter Self: 89+/90 minutes

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3, Web x2 & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 0/3, Extend 1/3 & Enlarge 0/3


Ashira (AC27, HP106/112) Woodland Stride, Barkskin +2, Scared of snakes  d20+14=24 d20+9=10 d20+4=12 d20+14=17 d20+6=8 d20-4=0 d8+5=10
Thursday August 3rd, 2006 10:35:33 PM

He swords wavering, Ashira continues to press her attack, despite her fear of the creature in front of her. Managing to connect once (AC 24 for 10), her fear keeps her from dishing out anymore damage.

End of Combat---ADM Nellie 
Thursday August 3rd, 2006 11:13:00 PM

OOC: Since there are only two foes left, I'm going to move the action along. Also, I'll be away from home tomorrow, so I will make the Friday post on Saturday. Just giving you guys a heads up.

With most of the Wildcards forming up, the battle is easily finished. Ashira quickly dispatches her foe and then moves on to the halfblood, dispatching him as well.

There is still no sign of the Abomination that got away, and the figure that Ghem previously spotted seems to have melted back into the jungle. And so, for now, the only sounds are the ones made by the Wildcards and various insects and birds. Minutes pass and eventually the weeds in the entangled area die down, making it much easier for everyone to link up. A few minutes later, the magic gripping Ashira and Val fades. The compulsion to flee from the snakes is nothing but an embarrassing memory now.

The Yuan Ti's equipment is gathered...which consists of several fine looking scimitars and longbows and about two dozen arrows. There are also several necklaces composed of human fingers and a couple of shrunken skulls which look to be elven.

OOC: I don't have the equipment list on me right now. Will post on Saturday.


Mykael -- HP 41/56, AC 27  d20+7=10 d20+1=5 d20+7=23 d20+7=18
Thursday August 3rd, 2006 11:37:40 PM

Mykael nods to the Captain, "Loot bodies, got ya."

'Guide me there, Ghem. Give me directions to where you saw the Yuan-ti and landmarks. Stay with me, dont lose it, and stay in the trees to keep hidden'

Mykael turns and looks at any bodies in the direction that Ghem told him he saw a Yuan-ti and makes his was toward the body as if he is going to loot it.

"Keep sharp people they could hit us again at anytime," Mykael warns. As he looks around to keep his bearings with Ghems directions.

OOC: I wasnt sure what you meant by which end of the trail was the head and if the Yuan-Ti is on the trail or where. So Mykael makes a full move in the direction Ghem stated acting as though he is going to loot a body and is just being careful by scanning around, when he is actually, moving toward the invisible Yuan-ti and looking for landmarks. IF Mykael can get within close range to have only a 10% concealment modifier, then he will cast a web spell in the area Ghem states. Until then he is just moving and looting along the way, as if he has no clue.

Mykael
(Spot = 10)
(Listen = 5)

Ghem
(Spot = 23)
(Listen = 18)

'Lets hunt em down'

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2
3 lvl -- Vampiric Touch, Fireball x2



Appolo 
Friday August 4th, 2006 2:50:25 AM

Appolo links up with the others.Seeing Mykeal walk into the jungle he yells"Mykeal come back let them go.Call Ghem back as well.Ok people gather what you can."He then turns to Rigging"So what's the plan now.Are we heading for the village or back to the sword."

Bart 
Friday August 4th, 2006 12:06:03 PM

Bart picks up the stuff from the dead bodies around him he makes sure he picks up a bow and a quiver with arrows

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement 
Friday August 4th, 2006 10:57:32 PM

Nezamil leads the Bash brothers and Ranger John around the entangling jungle (up J-file) and around it till the magical energy disipates allowing less hindering travel

They search out Captain Rigging and their fellow friends

Rigging ac 20 hps 70/77 blinking, mage armor, flying, protection from arrows 
Saturday August 5th, 2006 12:16:10 PM

" you see anybody ??....find Ashira!!" beams Rigging to his familiar

AS the the Wildcards start to gather by the Captain he surveys his troops " good work....now those staying with the Sword and Tomas can return down the path we just cleared.....the rest of us will head to the village and then move out from there "

* denotes spell used
Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3 , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2**, dark vision, fog cloud
Third level spells: Haste, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles, SM 4, greater invisbility

mage armor hours
protection from arrows hours
fly 6/80
Blink 4/7


Cosmo (AC 25; HP 53/57) 
Saturday August 5th, 2006 4:00:24 PM

Cosmo is glad when all the group links back up. A few nicks here and there, but no one appears to be hurt significantly. Cosmo looks at his own wound. Although it is a minor wound it fascinates him nonetheless as it is the first wound he has ever received in battle. And he does not like it!

Cosmo reviews his remaining spells. Ok, not too bad he thinks. There is only one summoning spell left, but it is his most powerful. He is happy to see most of his evocation spells remaining.

"Good, Rigging let's push on. Some of my current spells only last another 80 minutes or so."

OOC -- so what was the final tally of the dead Yuan-ti by numbers and type?

Active Spells:
Mage Armor: 17+/18 hours (extended)
Message: 80+/90 minutes
Alter Self: 80+/90 minutes

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3, Web x2 & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 0/3, Extend 1/3 & Enlarge 0/3

Ashira 
Saturday August 5th, 2006 11:49:42 PM

Phew!!

Hearing Rigging's call, Ashira heads back toward the others, surveying the battlefield. "That wasn't so bad." she says, trying to assure herself that her sudden terror had been just a fluke.

Looking over at her husband, she grins. "Well, you want to push on to the village? With resistance like that, we could probably mop up well in an hour and a half. Still, I get the feeling that these weren't their best troops...the archers that attacked the Sword were definately better skilled that these clowns!"

Decisions----ADM Nellie 
Saturday August 5th, 2006 11:59:01 PM

Eyes turn toward Rigging as it becomes decision time. Return or press the attack? It seems to be a simple question, but it must be addressed none the less.

Meanwhile, all the equipment is gathered, and a final body count is determined.

Body count
Purebloods: 16
Halfbloods: 5
Abominations: 1 dead, 1 got away

Loot:
Nice looking scimitars: 22
Tightly strung longbows: 16
Tighter strung longbows: 5
Really tightly strung longbows: 1
Sets of leather armor: 22


Bart 
Sunday August 6th, 2006 3:11:38 PM

Let s go I will go in front now, I havent got any scratch during last battle. The rest of us is slightly wounded

Mykael -- HP 41/56, AC 27 
Sunday August 6th, 2006 9:16:13 PM

"Battle finally woke you from your depression? eh, Apollo."

"Lets get moving before they can regroup. Press the attack."

Rigging mage armor, protection from arrows  d20+12=13
Sunday August 6th, 2006 9:53:47 PM

Rigging smiles in satisfaction as the bodies are looted. "We will head back to the ship only long enough to drop off the loot and pick up our villager volunteers to bring them to the village."

Rigging will help carry some of the spoils of war and when they get back to the ship says, "First part of the mission is done. We killed 21 of them including one of their leaders. I think you should be safe enough for a couple of days but watch for hidden archers.

We are moving on to the village. Tomas you are in charge while I am gone. Keep this crew safe and keep repairs going as best you can."

Rigging will grab the two brave villagers and start heading back to the village still keeping a close eye out for trouble. (course he is a bit distracted, rolled a natural one for spot)

Val 
Monday August 7th, 2006 10:09:56 AM

After checking to make sure that Melonie was unharmed, Val smiles at her young friend and gives many words of encouragement. Honestly she would have enjoyed pressing the attack against the snakes but walking back to the ship with Melonie's company wasn't so bad either. Another battle and nobody died. That makes a good day.

Appolo 
Monday August 7th, 2006 11:13:58 AM

After the battle and everyone has rejioned the group Applo seeks out Vlanthe.it is quite clear that he is making sure she is un harmed."I', glad to see the two of you are well.These things aren't worth much ona the battlefeild are they."

He then walks back to the ship with the others.

Rigging illegal post 
Monday August 7th, 2006 11:52:41 AM

Rigging listens to the Wildcard's good spirits and joins in with it but cautions, "We have only seen their raiders, and a couple of leaders. They attacked us disjointed. We need to be prepared for a more coordinated defense and ways to get people out of entangle spells.

Still I am proud of you all. We hit hard and fast. We worked together and were victorious. Not a bad couple minutes work.

Ashira, Bart and Val, I want you to come up with some hit and run tactics that we can use to hit them where they live. They seem to be very good in the jungle, so we will need some good escape routes planned. Remember we think there are hundred of these things, but we should enjoy the advantage of surprise the first time anyway. Might get more dicey after that."

Rigging calls down Swirl and says, "I am very proud of you. We fought well together."

Nezamil 
Monday August 7th, 2006 1:00:16 PM

The 10'2" dwarf checks for wounds among everyone then follows Captain Rigging back to the Sword with Hal and Kirk close by

Nodding at Rigging's asessment of the snakemens ability's and tactics " yup this was just a taste of what they can do "

Attendence report 
Monday August 7th, 2006 1:11:17 PM

Adm-Nellie xxxxx
Ashira xxxx?
Appolo xxoxx
Rigging xxxxx
Val xxxox
Bart xxoxx
Nezamil xxxxx
Mykael xxoxx
Cosmo xxxx?

Dm-Jim on Vaction

?=no post yet but still has time before next Dm post

Cosmo 
Monday August 7th, 2006 4:24:54 PM

Not totally happy about going back to the Sword as his current spells will end. Cosmo falls in place as the group moves.

Ashira 
Monday August 7th, 2006 10:24:42 PM

The ranger nods, beginning to think through the battle. She tries to think through what the village will be like. As she travels, she asks Cosmo and Rigging what spells they have available, as that will impact her tactics.

Return trip (or Happy Trails)---ADM Nellie 
Monday August 7th, 2006 11:52:18 PM

Happy with their recent success, the Wildcards head back to the Sword with the loot they have found. The trip is uneventful, and all the crew is thrilled at the return of the Wildcards. Conner demands a specific play by play of the battle in order to determine the results of the bets.

Everyone has a chance to cool down and get some water before they pick up the villagers to drop them back off at the village. David looks very excited and also a little worried "We've got to get back there and warn the others about the danger!"

Quickly gathering their things, the villagers ready themselves to travel with the Wildcards.

OOC: Marching order and spot checks please.


Bart 
Tuesday August 8th, 2006 9:30:05 AM

Hit and run tactics? I wish they where in the open so we could move faster then in the jungle. Dont we have a spell that we can use for that? so we can move as fast as if we where on a plain? We have to pin them down with arrows. I havent used a bow for long, i prefer my sword but i know how to use it. I wall walk in second this time.

Val  d20+4=8
Tuesday August 8th, 2006 10:33:54 AM

"Captain hit and run tactics is exactly what they expect. I hate hit and run. Let's march in there, kick down their doors, and kill em all."

Val looks at Appolo walking ahead of her and Melonie. Maybe he wants to be friends but could she take that chance? Val doesn't think that things can ever go back to the way they were. It's just not something that she can do right now.

ooc: spot check 8

Melonie  d20+5=15
Tuesday August 8th, 2006 10:35:55 AM

Melonie was a little suprised by Val's desire to storm the snake village. It doesn't sound like the best plan but then she's new at this. But its clear that she needs to stay close to Val and keep her safe.

ooc: spot check 15

Appolo  d20+10=14 d20+15=20 d20+8=22
Tuesday August 8th, 2006 11:47:20 AM

After a rest and something to eat.Appologets his things together and stands ready on the beach in the shade of the sword.Once the order is given Appolo moves quickly and silently up the trail keeping a sharp eye out for trouble and as usaul taking point.

Spot 14 Move silently 20,Listen 22

Rigging  d20+12=18 d20+7=18
Tuesday August 8th, 2006 1:12:37 PM

Rigging sips on some water as he listens to Val's objections. "I agree we should push our first attack hard and to the limit but they do have us outnumbered at least 30 to 1. We need to do some scouting, find out where the leaders live and see if we can eliminate them first. Sounds like the priests control the big snake we encountered so our first goal might be to hit them first.

We want to take out as many abominations as possible as they seem to be the royalty of the race. If we can cut off their head, hopefully the body will wither and their morale will sink.

After our first raid though, they will be ready for us. They seem expert on traps and tactics that deal in surprise. We need to be more cautious on our next attacks. We will also need to find some kind of secure base, that we can rest, cure and restock our spells.

Cosmo, do you have any spells that could accomidate that?"

Marching order: Val, Bart, Mykael, Nezamil,Dave (villager), Female villager, Cosmo, Rigging, Appolo, Ashira. I am assuming that we are keeping the henchmen at home.

Spot check 18 for Rigging
Spot check 18 for Swirl

Rigging will get the Wildcards quickly on the trail again. He is worried about time, he wants to get the villagers on the trail today back to the ship.

Nezamil 
Tuesday August 8th, 2006 3:09:24 PM

Nezamil grabs a quick snack and guzzles some water.

"Ok boys you two enjoyed some action " grins Nezamil " now you gotta stay here with Tomas and guard the Sword and our troops.....remember stay alert"

The 10'2" dwarf reloads his empty crossbow clip and takes extra ammo with him for the coming battles with the snakeheads

"aye Captain to the village first so David can inform the villagers of the looming danger....then we can recon the other pyramids better and come up with plan of action "

The Cleric of Domi falls into position behind Mykael " your friend Ghem was quite handy....glad you made friends with him " smiles Nezamil " Swirl and Ghem will form quite a recon team for us " as he heads out up the trail to the castaway village

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid,Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass,Wall of stone (spell resistance)

Spells cast *


Appolo 
Tuesday August 8th, 2006 4:30:43 PM

The others find Appolo missing and Nezamil can just see him disappearing down the trail toward the village.Moving with his ussaul speed and grace.

Cosmo (AC 25; HP 53/57) 
Tuesday August 8th, 2006 8:31:28 PM

Cosmo (AC 25; HP 53/57)

"My spells are all offensive now except for Clairaudience/voyance."

Cosmo falls in line per Rigging's marching order instruction.

Active Spells:
Mage Armor: 17+/18 hours (extended)
Message: 60+/90 minutes
Alter Self: 60+/90 minutes

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3, Web x2 & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 0/3, Extend 1/3 & Enlarge 0/3


Ashira  d20+12=24
Tuesday August 8th, 2006 11:00:14 PM

The ranger sighs. Fact was the Wildcards weren't exactly equipped for this kind of attack. Still, the resistance had been light so far, so maybe it wouldn't be so bad...but she can't shake the feeling that a couple of freedom of movement spells would go a long way. Taking her place in the line up, Ashira keeps her eyes and ears attuned to the jungle around her (Spot=24).

Nasty surprises---ADM Nellie  d20+18=34 d6=4 d4=1
Wednesday August 9th, 2006 12:07:18 AM

OOC:Time to travel back to the village and to current location is 60 minutes. Please mark off spells.

The return trip toward the village goes very well, without so much as a snake spotted along the journey. However, about halfway there, things take a turn for the worse. Appolo scoots along in front of the group, determined to take the lead. He moves swiftly and easily down the trail, until quite unexpectedly, he feels his feet slipping out from under him. Reflex DC20 or fall into a 10 foot deep covered pit (taking 5 pts. of damage).

As the rest of the party heads along the trail, Ghem suddenly gets the feeling that there are several creatures out in the jungle...though he doesn't know exactly where (blindsense). He thinks that the creatures might be somewhere on the edge of his range (about 50 feet) and there are about 3 of them.

OOC: Map to come out tomorrow, but right now it's not really needed.


Appolo Ac 23 Hp68  d20+13=33 d20+14=22 d20+12=23 d20+9=12 d20+6=7
Wednesday August 9th, 2006 1:21:34 AM

Appolo easily sidesteps the trap and then slips quietly into the jungle to the right of the trail.Hding behind a tree and ina bush he waits to see what happens.

Reflex 33 hide 22 move Silently 23 Spot 12 Listen 7

Bart  d20=18
Wednesday August 9th, 2006 1:20:29 PM

Bart walks almost in front of the group and has is eyes open (spot 18). He looks around if he sees any sign of Apollo

Rigging Mage armor, Protection from arrows  d20+12=31 d20+7=10
Wednesday August 9th, 2006 6:55:04 PM

Rigging sees the pit open up before Appolo and the thief melt into the woods. "We might have some trouble here. Everyone be alert. Swirl head up and keep a higher lookout.

Rigging then takes a hard look around. (spot 31)

Swirl gains around 15' of height and will zip down the path to see what he can see. He sees a lot of leaves. spot 10



Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac  d20+6=15
Wednesday August 9th, 2006 7:27:10 PM

Nezamil stays protectively by David and his female friend as he hears the warning of the pit."careful .....watch your step"

the 10'2" dwarf surveys the woods to his right (d20+6=15 spot ch)for signs of movement and danger

With a look at Mykael in front of him to keep his back covered he continues up the trail towards where Appolo dissappeared

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid,Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass,Wall of stone (spell resistance)

Spells cast *


Mykael -- HP 41/56, AC 27  d20+7=25 d20+7=22 d20+7=16 d20+7=23 d20+1=13
Wednesday August 9th, 2006 8:11:33 PM

Mykael lets Nezamil slide by as he takes up a defensive position guarding the two villagers.

'Let me know if they start to move in closer, Ghem.'

"We are being watched. Be aware," Mykael warns the group.

Ghem's rolls
(Spot = 25)
(Listen = 22)

Mykael's rolls
(Spot = 16)
(ignore 4th roll, put in wrong value)
(Listen = 13)

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2
3 lvl -- Vampiric Touch, Fireball x2


Ashira  d20+12=26 d20+11=16
Wednesday August 9th, 2006 10:57:01 PM

Her swords out in a heartbeat, Ashira scans the jungle for signs of trouble (Spot=26, Listen=16). "Keep your eyes peeled for traps...if there's one, there's bound to be more..."

Cosmo (AC 25; HP 53/57) 
Wednesday August 9th, 2006 11:07:10 PM

Cosmo walks with the group.

He gets alert when something is sensed in the woods.

Riverside Combat Rd. 1---ADM Nellie  d20+18=37 d100=37 d20+10=27 d20+3=20 d100=25 d20+10=12 d20+3=13 d100=23 d20+10=16 d20+3=18 d100=85 d20+10=12 d20+3=22 d100=16 d20+10=23 d20+3=12 d100=64 d20+10=24 d20+3=23 d20+3=8 d20+13=18 d8+3=11
Thursday August 10th, 2006 12:19:37 AM

Ever the agile one, Appolo deftly side steps the trap as it opens before him and scoots just off of the trail (sorry, you'll have to move left, because there's a river on the right) and hunkers down. But just as he moves off the trail, Appolo feels a strange tugging at his legs (Ref. DC 25 or be caught in a snare and suspended 5 feet from the ground).

Meanwhile, the other Wildcards are alerted to danger and snap into action. Since there is a river running the full length of the right side of the trail, Nezamil and Mykael step in front of the villagers, affording them protection from the enemies that Ghem has spotted in the jungle. Ghem beams to Mykael "Make that four of them. Don't know where they are for sure. They're moving a little, but not toward us..." Though Rigging stares hard into the jungle, even his keen eyes can't make out the location of the enemy.

Seconds later, Ghem's cryptic message is unraveled as arrows flit through the jungle underbrush from the west. Almost all of the arrows miss their mark, but one finds its way past all the undergrowth and lands with a thud in Val's arm (AC22 for 11pts.).

OOC: There is normal movement along the trail. Ashira knows that movement in the jungle will be at half speed with no running, tumbling, spring attack, etc. Vision is at best 30 feet into the woods, with some chance of vision out to 40 or 50 feet. There is a 10% concealment chance within 30 feet (melee & bow, etc.), 40% at 40 feet (missile, etc.) and 70% at 50 feet (missile, etc.).

Please post your positions and remember that movement is halved in the jungle.


Appolo  d20+13=28 d20+14=15 d20+15=24 d20+10=11 d20+7=9
Thursday August 10th, 2006 11:19:50 AM

Appolo quickly side steps the rope trap moving in silence a few feet deeper into the jumgle whilr trying to keep and eye out and his ears open for trouble.He hides in a another bush.

Reflex 28 move silently 15 hide 24 spot 11 listen 7

Bart Ac 27 hp 86/86  d20+4=16
Thursday August 10th, 2006 4:33:02 PM

Bart steps of the trail and moves deeper in the jungle his bow is ready an arrow is on the bow string spot 16



Bart 
Thursday August 10th, 2006 4:40:30 PM

position i30

Val (AC 19, HP 130/139) 
Thursday August 10th, 2006 5:45:59 PM

Val sighs and pulls the arrow from her arm without so much as a grimmace. These pathetic creatures were really wearing on her patience.

"That's it. Hell with planning. Time to stain the ground red with their blood."

ooc: map got accidentally deleated. no idea where val and melonie are.

Mykael -- HP 41/56, AC 27 
Thursday August 10th, 2006 8:22:28 PM

"There are only a few that we know of. It appears to be a delaying and annoying move. They are at such a distance and have such poor skill that we are relatively safe. I suggest just get past the traps and move on."

"Apollo, could you make sure the path around the pit is clear of traps."

"Rigging? What say you?"

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2
3 lvl -- Vampiric Touch, Fireball x2


Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac 
Thursday August 10th, 2006 9:13:57 PM

"aye....i agree with mykael ....just trying to delay us....i say lets push on as fast as we can " adds Nezamil in support of Mykael

With a look at the two villagers "stay close and keep low "

The big dwarf then moves forward and around the trap Appolo discovered with the two villagers in tow

OOC: 60 min march to here ?? Nezamil's Freedom of movement spell duration is 10 mins a level should still be active! do you agree ???

As long as he's more than a 6th level priest, I agree. ;)---Nellie

Rigging  6d6(6+6+6+2+3+6)=29 d20+6=17 d20+6=19 d20+6=11
Thursday August 10th, 2006 10:17:25 PM

Rigging hears the advice and agrees, "Everyone keep moving. Lets put them behind us and then turn and fight if we have too. Watch out for more traps on the path in front of us."

Rigging will then pull out his wand of fireballs and send a fireball centered on G29 hoping to catch a few but also to add a smoke screen and burn away some of their cover.

29 points of damage 14 if save. Rolled 3 spell resistance checks 17,19,11

Cosmo (AC 25; HP 53/57)  d20+5=8
Thursday August 10th, 2006 10:54:31 PM

Cosmo hustles along in Troglodyte form, glad for the increased speed the form gives him. He looks for any enemy through the trees, ready to fire off a spell if need be.

Spot 8.

Active Spells:
Mage Armor: 16+/18 hours (extended)
Message: 30+/90 minutes
Alter Self: 30+/90 minutes

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3, Web x2 & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 0/3, Extend 1/3 & Enlarge 0/3


Ashira  d20+12=21 d20+11=26
Thursday August 10th, 2006 11:34:52 PM

The ranger grins at Rigging and Mykael. "Must be something important if they've gone through all this trouble to distract us. Let's go spoil their plans." As she waits for the others to clear the path, Ashira checks the jungle for any signs of further aggression by the Yuan Ti (Spot=21, Listen=26).

Riverside Combat Rd. 2---ADM Nellie  d100=74 d20+10=20 d20+3=14 d100=52 d20+10=15 d20+3=16 d100=83 d20+10=12 d20+3=20 d100=57 d20+10=12 d20+3=8 d100=6 d20+10=25 d20+3=15 d100=10 d20+10=29 d20+3=22
Thursday August 10th, 2006 11:49:21 PM

Mykael takes in the battle and comes to the conclusion that perhaps the current enemy tactics are only meant to delay. Rigging agrees, and calls for the hidden Appolo to start clearing the path for the party. Ghem does not sense any forward movement from the enemy.

Arrows continue to fly from the jungle, most of them aimed Appolo's way, but they all bounce harmlessly off his armor or stick in trees. Rigging fires off his fireball which is unfortunately not accompanied by a chorus of screams, but does create a good deal of smoke. All eyes turn to Appolo and Val, waiting to see if they adhere to the Captain's orders. (Appolo, I will need Disable rolls from you if you adhere to Rigging's plan)

OOC: Map is the same since no one has really moved.


Bart Ac 27 hp 86/86  d20+4=13
Friday August 11th, 2006 12:21:30 PM

After hearing Riggings orders Bart makes an last look deepr nto the jungle (spot 13) If he sees nothing he goes back to the trail

Appolo Ac 23 Hp 68  d20+14=34 d20+13=28 d20+8=11 d20+10=22 d20+14=26
Friday August 11th, 2006 2:13:04 PM

Upon hearing Riggings order apolo steps back on the the trail and begins to move forward looking for traps or anything else that might be dangerous.He moves silently and as quickly as possibble while hugging the trees and staying in the shadows as much as possible.

Move Silent 34 Hide 28 Search 11 Spot 22 Reflex 26

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement  d20+6=16
Friday August 11th, 2006 9:03:26 PM

Nezamil starts up the trail after Appolo "stay close David...you too " as he points at the female villager

he looks into the woods (d20+6=16 spot ch) as he moves and keeps Mykael spaced(5-10 ft) out in front of him so they don't trip over each other

Rigging  d20+12=24 d20+4=24 6d6(6+2+1+5+6+3)=23 d20+6=25 d20+6=18 d20+6=18
Friday August 11th, 2006 11:17:07 PM

Rigging moves 30' up the path, looking for something to aim at. He tries to spot the arrows and then use his brain to try and figure out where they are coming from. He sees them, does a quick math problem in his head extrapolating the area and launches another fireball from his wand.

rolls:

spot 24
intelligence check 24 (natural 20)
damage 23
spell resistance rolls 25,18,18

Bart/William 
Saturday August 12th, 2006 1:17:15 AM

c u all in 2 weeks, please take over Bart for me, esp during upcomming battle as a mean fighting machine with spring attack, cleave and other nasty feats (see mail fo character sheet)

Ashira  d20+12=17 d20+11=17
Saturday August 12th, 2006 11:59:58 PM

The ranger follows after the others, wondering why the shift in tactics by the Yuan Ti. (Spot=17, Listen=17)

Moving right along...---ADM Nellie  d100=30 d20-2=4 d6=5 d4=2
Sunday August 13th, 2006 10:45:18 PM

The Wildcards decide that the attack is a ruse, and so decide to press on (250xp bonus to Mykael for correctly recognizing the tactic). Appolo scoots down the path, checking it for traps. Unfortunately, he does not recognize the well camoflagued pit trap in front of him until it's almost too late (Refl. 20 or take 7 pts. of damage).

Rigging watches Appolo struggle with the trap around him and decides to stick where he's at for the moment being. The Captain carefully takes in the direction of the arrows and carefully triangulates to find the enemy location. He launches his fireball and it zooms toward its target, but unfortunately detonates about halfway into the jungle foliage (70% cover, rolled 30) . Still, the smoke from the smoldering undergrowth does aid in the effort to continue down the trail, as no further arrows head the Wildcard's way (250xp bonus to Rigging for the smart fireball tactic).

If Appolo has fallen in the trap, he is quickly fished out, and the Wildcards head down the trail. No further traps are found, and Ghem does not sense that they are being followed. He does detect several different life forms in the jungle, including several snakes, but none of them appear to be doing anything suspicious. About a half an hour into the journey (only a few minutes to village) the sounds of a massive struggle can be heard, as well as several screams from women.

Total time elapsed since the first battle with the Yuan Ti is 90 minutes.

Mykael -- HP 41/56, AC 27  d100=96 d100=71 d20+6=24 d20+6=16 d20+6=20 d20+7=24 d20+7=17 d20+7=11 d20+7=23 d20+7=11 d20+7=19
Monday August 14th, 2006 1:38:01 AM

Upon hearing the battle and the screams, Mykael starts casting.

(Mount X2, 2 rds to cast both, made spell failures for both = 96% and 71%)

"Rigging, Val and I will head forward and help to the best of our ability, the rest of you hurry as fast as you can."

"Val, they need our help, and you want to smash more snakes... you willing to ride with me?" Mykael states as he climbs aboard his summoned horse.

Ghem fly ahead along the path and warn me of any snakemen that could ambush Val and me, or the party. And tell me what is happening in the village. Stay out of sight!

Mykael's rolls
(ride checks = 24, 16, 20)
(spot checks = 24, 17, 11)

Ghem's rolls
(spot checks = 23, 11, 19)

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2
3 lvl -- Vampiric Touch, Fireball x2



Appolo Ac 23 Hp 68  d20+13=30
Monday August 14th, 2006 2:50:49 AM

Appolo easily aviods the trap and sprints full speed toward the village once he hears the screams and the struggle.He isildly annoyed when Mykeal offers Valanthe a ride.Oh well Appolo will just take it out on the snakes.

Reflex 30

Val (AC 19, HP 130/139) 
Monday August 14th, 2006 10:44:24 AM

Val does not jump onto the steed like everyone expects.

"Captain I say to hell with those damn fools but what are your orders? Should we try and save them from the fate they want?"

Cosmo (AC 19; HP 53/57) 
Monday August 14th, 2006 11:14:18 AM

Cosmo sees everyone hustling to get to the village. Since his movement had decreased back to Halfling speed he decides it is time to go to the air. He activates his Griffon figurine and flies to the village.

Active Spells:
Mage Armor: 16+/18 hours (extended)

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3, Web x2 & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 0/3, Extend 1/3 & Enlarge 0/3

Rigging ac 19, hps 77/77  d20+7=13 d20+7=23
Monday August 14th, 2006 12:12:05 PM

Rigging looks at Val sternly, "Of course we try to save them. They are idiots but we know they are under some kind of evil influence from the tainted food, and even if they weren't, the unborn children deserve something better than being swallowed by snakes. Now get your self together and chop us some snakemen. Besides, the more we kill now, the less we well have to deal with in their city."

Rigging will mount the horse and spur it forward towards the village. He orders Swirl to give him a flyby to scout. Swirl will zoom ahead gaining some height to 20' and move at sprint speed towards the village. He will send back his thoughts on what he sees to Rigging.

Rigging ride check 13
Swirl's spot check 23

Rigging

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3 , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2*, dark vision, fog cloud
Third level spells: Haste, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles, SM 4, greater invisbility

mage armor and protection of arrows, (not sure how much time has elapsed but both last hours)



Bart Ac 27 hp 86/86 
Monday August 14th, 2006 8:26:09 PM

The warrior charges after the nimble Appolo and towards the sound of battle only side stepping the trail when/if any of the mounts need to pass
"time to dish out some pain "

(posted by adm-Chris)

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement  d8+10=14
Monday August 14th, 2006 8:51:40 PM

As sounds of the raging battle echo thru the jungle " we need to get there and help them villagers...they ain't so heavily armed as i recall "

"aye Captain i'm with ya on that " as the dwarf shoots a withering look at Val" By Domi we'll help them fools "

Nezamil hears Mykael invoke magical words and asdds his own voice " this will help protect you my friend " as he touches the quick thinking mage (1d8+10=14 temp Hp's)(casting aid on mykael)

Aid-+1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).

The 10'2" dwarf then heads up the trail after his fellow wildcards " follow us " he barks out to David and the female villager

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass,Wall of stone (spell resistance)

Spells cast *


Attendence report 
Monday August 14th, 2006 9:07:52 PM

Adm-Nellie xxxxx
Ashira xxxx?
Appolo xxxox
Rigging xxxxx
Val xoxox
Bart xxxxx
Nezamil xxxxx
Mykael oxxox
Cosmo xxxox

? = still has time to post before Dm post

Ashira  d20+12=31 d20+11=29
Monday August 14th, 2006 10:13:59 PM

The ranger looks over at Val's bluster with a mixture of anger and frustration. This "I'm smarter than all humans" mentality of her was getting old. Maybe we should have just left her to die on that beach so long ago... Ashira mentally broods. But she was young...hopefully she'd figure out that it takes more than just elves to make the world go around...

Unsheathing her swords, Ashira sprints quickly through the undergrowth and toward the village. As she runs, Ashira takes a careful look around her, warry of more traps from their enemy. (Spot=31, Listen=29)

Bad Omens----ADM Nellie 
Tuesday August 15th, 2006 9:51:40 AM

Mykeal, Rigging and Cosmo approach the village and find the place in shambles...tables over turned, food flung everywhere. Though the faint sounds of a struggle continue, at first glance, there is little hope for the village. A dozen of the young men lie in pools of blood, their bodies strewn about the village...it is clear that they are either dead or on death's doorstep. One youth grasps desperately at his abdomen, trying to push his intestines back through the gaping hole in his chest. Nearby, a decapitated body stains the ropes that hold it in place on a palm tree a bright crimson red. The scene is not so much of a battlefield, but gives more the impression of a large macabre playground. It is plainly obvious that the creatures that inflicted these wounds found a large measure of pleasure inflicting them. It's also clear that several of the wounded/dead were toyed with before the killing blow was delivered.

From his winged mount, Cosmo is spared the gory spectacle that affronts Mykael and Rigging. His bird's eye advantage also makes it easy to spot the conflict that is taking place near the cleared area toward the back of the village. Flying in for a closer (but not too close!!) look, Cosmo spots a villager pinned down by two Yuan Ti. The young man brandishes a shining axe in his hands that he is waving around, desperately trying to fend off the snake creatures attacks. Bleeding from several wounds, he doesn't look like he'll last too long on his own.

The screaming can still be heard, but it is now very muffled and coming from the direction of the jungle.

The rest of the Wildcards, from their unmounted positions on the trail cannot quite make out the carnage, but it is clear the village is in trouble. David spurs them on. "Hurry up, they need your help...you've got to save them!" he begs Nezamil.


Matt C. 
Tuesday August 15th, 2006 10:38:10 AM

OOC - Distance from Cosmo to villager and the 2 bad guys?

Map should be in your mailbox.---Nellie

Rigging 
Tuesday August 15th, 2006 10:47:22 AM

Rigging will spur his mount over to where he sees the injured man fighting with his own intestines. He will slid off his horse next to him and pull out a potion of healing to administer next round.

Appolo Ac 23 HP 68  d20+9=20 d20+10=17
Tuesday August 15th, 2006 1:11:20 PM

Arriving a couple minutes later,Appolo moves through the village looking around"Guess they started the party early this time.With out us too,how rude."He exclaims as he moves past Rigging.Toward the sounds of the struggle.
Appolo moves to the back off the village were the man is struggling with two of the snakmen."Hey morons.You want to play with someone play with me!!"He yells as moves toward them swords out ready for action.Appolo is only 18 years old,but has spent his entire life at war.He moves likea much older more seasoned warrior as close with his enemies.

Val 
Tuesday August 15th, 2006 1:19:29 PM

Val moves toward the village. Maybe there will be some snakes to kill.

Bart Ac 27 hp 86/86 
Tuesday August 15th, 2006 4:52:46 PM

The stout fighter hustles behind the faster Val towards the sounds of the sceaming.....his feet pounding the dirt as he enters the village.

As if by magic his sword instantly appears in his hand as he eyes follow the flying wildcards .....the warrior charges after them

(post by adm-Chris)

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement 
Tuesday August 15th, 2006 5:04:32 PM

" we'll save them or die trying.....by Domi i swear that" growls Nezamil to David

The 10'2" dwarf charges after Bart ...the weight of his statue shaking the ground as he chases after the big warrior

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass,Wall of stone (spell resistance)

Spells cast *



Cosmo (AC 19; HP 53/57) 
Tuesday August 15th, 2006 10:19:35 PM

Cosmo flies a little higher, trying to get a better view of the battle/noise that is coming from the jungle. He also keeps an eye on the group in front of him.

Active Spells:
Mage Armor: 16+/18 hours (extended)

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3, Web x2 & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 0/3, Extend 1/3 & Enlarge 0/3


Ashira  d20+12=25 d20+11=19
Tuesday August 15th, 2006 11:54:43 PM

The ranger looks over at David. "You guys stay close, but don't get in the way." Running into the village, Ashira gags. Looking around, she spots the battle and heads toward it. "Stick together people and gang up on them. We're taking them down!"

First Impressions----ADM Nellie  d20+8=10 d20+12=23 d20+5=25 d20+5=8 d6=6 d6=4 d20+12=19 d20+5=16 d6=5 d6=5
Wednesday August 16th, 2006 12:49:40 AM

Rigging heads over to the mortally wounded youth and prepares to administer the critical healing. Clearly in shock, the teen fumbles with his innards as he stares glassy eyed at Rigging. "They...just came out from now where. We...we didn't even have anything to fight them with...and, they took the ones with child. I think Marcos got the axe... Why is it so cold?" Sweat beading on his forehead, the young man begins to shake.

Travel is much easier in the clear cut village, and the remaining Wildcards rush forward, eager for action.

Noting their arrival, and Appolo's taunts, the snakemen turn for an instant. Cold, emotionless eyes search and appraise. And then one of the creatures lets out a long hiss that could very well be a laugh. "Wait your turn, meatsssack. We're not done with this one yet." The teenager swings the heavy, glowing axe awkwardly and misses the snakeman in front of him altogether. Hissing in pleasure, the Yuan Ti press their attack. The pureblood behind the teen slices deeply into the back of his leg resulting in a large spurt of blood. The other pureblood, clearly enjoying himself, launches a well orchestrated attack with all but severs the youth's left arm from his body. The villager stumbles to one knee, holding the axe in front of him in a defensive posture.

From his eye in the sky position, Cosmo has no problem taking in the battle between the villager and the Yuan Ti, as well as the arrival of the rest of the Wildcards. However, he finds it next to impossible to spot what going on in the jungle from an elevated position, considering all the trees and dense undergrowth.

OOC: Mykael, I need a Concetration check from you, please.


Appolo Ac 23 Hp68  d20+10=14 d20+13=31 d20+13=29 d10+4=12 d8+4=12 d6=3 d6=3 d6=5 d6=5 d6=2 d6=3 d6=2 d6=6 d6=6 d6=5 d6=2 d6=1
Wednesday August 16th, 2006 11:26:26 AM

Appolo takes look around then charges the snake men.He swings hard twice at the neearest one.Backstabbing him as he had turned his back on the young thief.Appolo is hopinmg to cut the creature in two.{-4 to Ac for Charge}

Spot 14 Attack 31 29 Damage 12+ 12 +Backstab 21+ 22=67

Val AC 19, 139/ 139 
Wednesday August 16th, 2006 12:56:03 PM

position: J11

Val grips her weapon tightly and breaks into a sprint. Her powerful legs carry her swiftly across the battlefield.

ooc: full round action to run- up to 160'

Mykael -- HP 55/70, AC 27 (Aid)  d20+2=22 d20+2=14 d20+6=25 d20+10=30 d20+10=29 d20+5=9 d20+3=7
Wednesday August 16th, 2006 6:56:17 PM

(concentration rolls = Mykaels - 22, Riggings - 14)(If Riggings fails it wont hurt, he dismounted)

Mykael seeing the boy in distress and trying so hard, spurs him into desperate action. Mykael urges the horse into full gallop for a charge. He guides the horse just to the right of the battle, and since the boy is prone from his lost limbs, he should be clear of attack. Mykael launches himself from the horse shield first, just before he reaches PB1, in an aerial overrun attempt of both PB1 and PB2, using the momentum from the charge.

(ride check = 25)
(Attack roll = AC 30, nat 20)(assumed needed)
(2nd attack roll = AC 29)(may be needed to hit PB2)
(jump check = 9)(if needed)
(str check = 7)(if needed)
(no clue what horse str check would be)

(Mykael has improved overrun, but not sure how this will be handled since from horseback. He wants to use his momentum, shield, wieght, and size, to knock PB1 over and away from the villager and PB2 down and away from the villager.)

(Mykael should end his position in either I6 or J6)

(the horse will just run off)

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2
3 lvl -- Vampiric Touch, Fireball x2


Mykael (extra post) ooc 
Wednesday August 16th, 2006 6:59:40 PM

OOC: I forgot to add in the bonuses for charge and for the Aid spell on Mykael's to hit rolls, but doubt they will be needed.

Rigging  d20+8=26 3d4(1+4+3)+3=11
Wednesday August 16th, 2006 7:20:59 PM

Rigging hands the potion to the stricken villager saying, "Drink this, I will make you feel better."

He then takes a 5' step to the right (J26)and launches a magic missile spell at PB1 (rolled spell resistance of 26) doing 11 points of damage to it.

Swirl keeps moving up the trail through the village towards the voices moving away trying to scout the area and see what is happening.

Bart Ac 27 hp 86/86 
Wednesday August 16th, 2006 8:11:20 PM

The stout warrior runs after Val trying to keep pace but the elven warrior is just to fast and outdistances Bart easily (run x4 move 80'to J22)

(post by adm-Chris)

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement 
Wednesday August 16th, 2006 8:22:40 PM

Nezamil continues to move forward running(x4=80') hard to keep up with his fellow wildcards .....stopping only when he reaches Captain Riggings side

Arriving near the center of the village the 10'2" dwarf quickly looks about assessing the wounded villagers before asissting them(can't run full rd and cast at same time )

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass,Wall of stone (spell resistance)

Spells cast *


Ashira (AC27, HP 112/112) 
Wednesday August 16th, 2006 10:16:13 PM

The ranger smiles with pride as the team sets into action. The villagers were being tended to, and the threat had been assessed. She heads over to engage the other Yuan Ti, ready to extract some justice the old fashioned way...with her swords. (Run, 4x J18)

Swirl  d20+7=18
Wednesday August 16th, 2006 11:10:58 PM

spot check

Here come the calvary---ADM Nellie  d20+13=32 d20+18=28 d20+8=20 d8+5=7 d6=3 d6=5 d20+12=23 d20+5=15 d6+2=5 d6+2=4
Thursday August 17th, 2006 12:06:49 AM

The Wildcards snap into action quickly as the Yuan Ti threat is discovered. Nezamil and Rigging tend to the wounded as the fighters charge in.

The teenager takes the potion in very shaky hand and somehow manages to drink it down. The wound miraculously closes, leaving only a small pink scar and a bug eyed teenager. Rising slowly to his feet, he stares at Rigging as if he were a god. Then Rigging blasts the Yuan Ti with his wand, and the adoration in the villagers eyes "I...you...I...wait for me!"

The gigantic Nezamil pounds forward, making the very earth itself tremble. He makes it to the center of the village and does a quick inspection of the wounded. Six of the young men are obviously beyond healing (including the decapitated one), but Domi's faithful is fairly sure that should he act quickly, he could probably save the rest.

Appolo, Ashira, and Bart all make a dash for the battle, but can't quite reach the snakemen just quite yet.

The fleet of foot Val, however, does move forward and takes up a position behind the rear Yuan Ti (PB1). Very soon, things are going to turn very ugly!!

Still mounted on his stead, Mykael urges it on toward the battle, but finds a bit of a traffic jam in front of him. He gallops to a position just outside the Yuan Ti (K11). (OOC: Mykael, you can't reach the enemy this round. I've positioned you assuming a double movement on the horse. If, however, you want to charge next round, then just let me know where you wanted to end up).

The Yuan Ti at the rear (PB1) hisses in pain as Rigging's bolts of magical energy bite into him. He turns, only to find Val right behind him....not exactly what he had in mind at the present moment!! Once again, Val feels a magic attempting to invade her...telling her to run for her life from the horrible snake creatures (Will save DC17 or become afraid of snakes...don't forget the elven +2 bonus, you also get a AoO on the Yuan Ti).

Literally fighting for his life, the teenager with the axe manages to stagger to his fee and swings the axe with all his might. This time, he meets with success, and the weapon rips through the Yuan Ti like a hot knife. But the victory comes with a heavy price as the Yuan Ti strikes back with a vengeance. The scimitar lances through the villager's chest twice and he crumples to the ground...unconscious or worse.

Meanwhile, Swirl continues to scout in the jungle for the screams. It's a little easier up above the foliage, but it's still hard work. Finally, the elemental catches sight of a snakeman (roughly 300 feet away from the village) carrying a bulging sack. Rigging gets a mental ping. "Hey boss, I think I got one of them...he's got a big sack and it's moving around. Ooops...I think he saw me too...hey, what's that he's doing?" (Fort save DC18 or be turned into a snake...Swirl has an additional +4 bonus to that save, Will save DC17 or become petrified of snakes...and must move at least 20 feet away from any snake, living or dead).


Val AC 19, 139/ 139  d20+9=17 d20+21=26 d20+21=35 d20+16=20 d20+11=19 d10+10=12 d10+10=13 d10+10=11 d10+10=16
Thursday August 17th, 2006 7:16:20 PM

With the yuan-ti so close Val begins to work. Her body turns sharply, bringing the flail down and across the serpents body. Her arms continue with the momentum, bringing the flail around and down againg.

ooc: aoo hit ac 26 for 12, hit ac 35 for 13, ac 20 for 11, and ac 19 for 16. will save 17

Bart Ac 27 hp 86/86 
Thursday August 17th, 2006 8:04:58 PM

The big warrior continues to run(x3) towards the fighting hoping to exact justice on the snakemen for their cowardly attack on the villagers....his path is slightly to the left of Ashira and Val as he takes a protective flanking position to his fellow warriors (H10)

(post by adm-Chris)


Rigging and Swirl mage armor and protection from arrows  d20+10=11
Thursday August 17th, 2006 8:50:34 PM

Rigging hears a mental scream in his head. "Snakes Snakes! I have to get away from the snakes!" Swirl decides that their won't be many snakes up high and he moves straight up through the canopy into the clear air. (Failed saving throw. natural 1)

Rigging just sighs in resignation but at least he has an idea where the enemy is. Rigging will call out to Ashira, "Dearest! Swirl saw one of the snakeman carrying a pregnant villager away in a sack. He was going that way." Rigging points. "It is in the jungle and around 300 feet away. Shall we attempt a rescue?"

Rigging will start running in the direction that Swirl directed. Not sure of direction so can't place location.

OOC, Rigging didn't use a wand last round but used a spell.

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3* , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2*, dark vision, fog cloud
Third level spells: Haste, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles, SM 4, greater invisbility

mage armor and protection of arrows, (not sure how much time has elapsed but both last hours)



Cosmo (AC 19; HP 53/57)  d20+5=17 d20+5=11
Thursday August 17th, 2006 10:20:10 PM

Cosmo hears Rigging call to Ashira to move towards Swirl. Seeing as there is not much that Cosmo can do here in the village, he will fly in the direction of Swirl and the sound he heard before. He will look and listen for the enemy.

Spot 17
Listen 11

Active Spells:
Mage Armor: 16+/18 hours (extended)

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3, Web x2 & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 0/3, Extend 1/3 & Enlarge 0/3


Appolo Ac 23 Hp68  d20+13=29 d20+13=30 d20+6=15 d10+4=14 d8+4=12 d10+4=6 18d6(3+6+4+1+4+6+5+2+3+2+4+5+4+5+4+1+4+4)=67 d6=5
Thursday August 17th, 2006 10:44:35 PM

Appolo attavks the nearwest snakeman anleashing a full attack.HE swings at the creature'a back three time hoping to cut it down.Backstabbing visiously.

Attack 29 30 15 Back stab Damage 21 22 24+ 67

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement  d8+10=18
Thursday August 17th, 2006 10:48:34 PM

The Cleric of Domi takes action to save as many wounded as he can.....with a quick touch to his anvil holy symbol "Domi heal these wounded souls" prays Nezamil as he releases one of Domi's powerful spells (cure light mass ,d8+10=18)(only if Nezamil can get at least 1/2 dozen,Cosmo can be one of the 1/2 dozen as he is within range but flying)

Once the wounded are healthy again " quick help your fellow villagers out....gather them to gether and arm yourself as best you can.....then see if your able to make it back to the ship....while we hunt down those that did this carnage and rescue the others taken by the vile deceivers "

The 10'2" steps after Rigging (5'ft move K-25)

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass*,Wall of stone (spell resistance)

Spells cast *


Ashira (AC27, HP 112/112) 
Thursday August 17th, 2006 11:27:17 PM

Ashira hesitates. Heading into unknown territory...splitting the party... Then Rigging and Cosmo head out. Sighing, Ashira sprints into the jungle headed after Rigging. "Darling, I don't think this is a good idea. I think we should wait for the others. Let Cosmo scout it out. We need to make sure we have the others with us before we head further into the jungle."

Nellie 
Friday August 18th, 2006 12:15:28 AM

DM clarification...

Just to make sure we're all clear...the Yuan Ti that are dragging the bags have headed off into the Northern section of jungle. Movement in the jungle is reduced to half with no running. Mounts will be ineffective.

Recon from above the jungle will have 50% concealment.

Will post in the am.

Mykael -- HP 55/70, AC 27 (Aid)  d20+2=12 d20+10=27 d20+5=15 d10+3=7 d10+3=7
Friday August 18th, 2006 3:43:42 PM

Mykael feeling the possibility of his mount spell slipping away, dismounts and moves to K8 to engage PB2.

(1st attack: AC=28, 7 dam)
(2nd attack: AC=16, 7 dam)
(add in Aid bonus after roll, forgot again)

AID = ?/10 mins

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2
3 lvl -- Vampiric Touch, Fireball x2

Death and Distruction----ADM Nellie  d20+8=27 d20+4=8
Saturday August 19th, 2006 12:34:32 AM

Val lashes into her opponent with a fury...ooooh no...they aint getting her again with that old spell. Time and time again, her flail smashes into the Yuan Ti's body, ripping scales and rending muscle. By the end of her assault, the creature is still standing, but its breathing is ragged. It won't take much more to send him to Gargul. And then, Appolo steps forward and slices into the creature, literally taking it's breath away as he punctures its lung. It slumps to the ground very dead.

Meanwhile, Bart moves in for the assist. Yep, won't be long now.

Rigging and Cosmo head out to find the kidnappers, but Ashira advises that they wait for the others. What to do...stay or go?

Cosmo flies above the jungle and scans the floor. But try as he might, he just can't see anything down there. However, he does think he hears some faint muffled crying further off in the jungle (how far can the gryphon fly per round?).

Mykael hops off his mount and moves into the battle. Things are definitely looking not so good for the Yuan Ti about now!
Nezamil sets to the task of healing the wounded. His spell goes off without a hitch, and the mortally wounded rise to their feet, praising the giant. At his suggestion that they fetch the other villagers, the young men look down at the ground in grief. "They took them into the jungle. They killed most of us, but the others they knocked out and took with them. There's nobody left but us." Looking around, the teens grab whatever make shift weapons they can find...now that the warriors are here, they look ready to extract a little vengeance. "Don't make us go into the jungle alone." They almost plead "We feel safer traveling with you."

The sole remaining Yuan Ti (PB2) on the battlefield looks very uneasy. This isn't exactly the kind of game he had in mind! He promptly tucks tale and heads into the jungle, intent on escape (Mykael, you get an AoO on PB2 for the action).

OOC: I apologize for the missed post. I will post either tomorrow or Sunday night to make it up.


Appolo Ac 23 HP 68  d20+10=19 d20+10=28 d4=3 d4=4 12d6(1+1+4+4+2+4+1+4+4+6+4+1)=36
Saturday August 19th, 2006 9:26:45 AM

Appolo sees the snakeman make a break for it"Oh no you don't."He says and hurls two of his many daggers after it's back as it turns to run.Appolo then goes in pursuit.

Attack 19 28 Damage 3,4, Backstab 18 18 for a total of 43



Matt C. 
Saturday August 19th, 2006 11:42:37 AM

OOC - Griffons have a base fly speed of 80' (average)

Rigging 
Sunday August 20th, 2006 9:42:47 AM

Rigging stops and yells, "Well hurry up! They are dragging off the pregnant women so they can rip the babies from their wombs and your Dilly Dallying!"

He turns to Val and yells, "Val, grab that axe. Might be useful agaisnt these critters!"

Bart Ac 27 hp 86/86  d8+3=11
Sunday August 20th, 2006 9:43:29 AM

Bart quickly extracts a vila from apouch and kneels down next to the wounded villager (mv)(whats his situation ?) if he can be saved bart will help him drink a clw potion)(1d8+3=11 cured)

"lets stick together " barks Bart to Val,Mykael and Appolo " don'''t want to let them split us up and pick us off one by one "

The big warrior turns and looks backwards and waves those behoind him forward " hurry up "

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement 
Sunday August 20th, 2006 9:49:49 AM

"stay here or head to our ship " growls Nezamil to the armed villagers "we'll take care of the snakey's"

The 10'2" dwarf then rumbles after Captain Rigging as he shouts for them to hurry and follow him

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass*,Wall of stone (spell resistance)

Spells cast *


Mykael -- HP 55/70, AC 27 (Aid)  d20+10=12 d10+3=10 d20+7=8 d20+1=15 d20+7=10
Sunday August 20th, 2006 9:27:19 PM

Mykael takes a parting swipe at the running Yuan Ti, (AoO: AC= 13, dam = 10)

[i]Ghem, fly off and find the snake men that have the captive villagers. Stay above the trees to make better time and just use your extra senses to find them, please. And guide me too them.[i/]

"Let that one go! We have people to rescue, and that is the most important task at hand, now. Follow me." Mykael states as he takes a full movement toward Rigging and Ashira in the direction the Yuan Ti ran off with the captives.

Mykael's rolls
(Spot = 8, nat 1)
(Listen = 15)

Ghem's rolls
(Spot = 10)

AID = ?/10 mins

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2
3 lvl -- Vampiric Touch, Fireball x2



Cosmo (AC 19; HP 53/57) 
Sunday August 20th, 2006 9:45:55 PM

Cosmo circles back towards Rigging and the group. When he gets close he yells down to them.

"I can't see them, but I can hear them moving off into the jungle."

Active Spells:
Mage Armor: 16+/18 hours (extended)

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3, Web x2 & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 0/3, Extend 1/3 & Enlarge 0/3


Ashira (AC27, HP 112/112) 
Sunday August 20th, 2006 10:49:39 PM

Ashira blushes, looking mildly frustrated at her husband. "Yes Captain...lead on. Do what you think is right."

Seeing that the last snakeman just ran off, Ashira makes sure that the Wildcards are regrouped. "Alright, folks Appolo and I are going to scout ahead to make sure there's no more traps. You know the drill. No soloing. Get a partner and gang up on them." The ranger looks over at Rigging. "Captain. If you could please have Cosmo and Mykael update us on the status of the enemy, that would be useful." she states cooly before heading into the jungle after the kidnapping Yuan Ti.

Into the Jungle----ADM Nellie  d20+8=22
Sunday August 20th, 2006 11:32:15 PM

Determined to down the fleeing enemy Appolo flings his dagger, pegging the sucker right in his back. But it doesn't do enough damage to down the creature. Mykael tries to polish it off, but his swing goes wide and the pureblood slips into the jungle.

Bart cures the wounded villager (who he recognizes as the one called Marcos). Marcos smiles up at his savior. "I knew you would come for us. Somehow I just knew!" Looking over at Val, Marcos hands her the axe. "Here...you take this. I tried, I really tried, but I'm sure you'd be able to wield it better." Marcos spots the other healed villagers and smiles with relief. "You saved them too. We owe you our lives! If you want us to, we will go..." Marcos lets the statement linger, waiting to see what the Wildcards have to say.

In the meantime, the Wildcards link up and ready themselves for another trip into the jungle. Cosmo reports back and gives Rigging a very good indication of where the enemy is located. In addition, Mykael sends Ghem into the jungle to scout. The little dragon flits off above the trees (though he is sure to stay within the range of communication) and reports a normal amount of jungle wildlife encountered so far (60 feet into the jungle).

OOC: I need a marching order and spot checks, please.


Val AC 19, 139/ 139 
Monday August 21st, 2006 1:35:29 PM

Val takes the axe. She was hesitant at first but it was probably much better than her flail. She held the axe tightly in both hands and runs for the jungle.

"I'm going first. I get first dibs on them snakes."

ooc: what are the stats of the axe?

Bart Ac 27 hp 86/86 
Monday August 21st, 2006 2:13:31 PM

The stout warrior grins at Marcos " keep your people together....and pick up the snakemens weapons "as he points to the dead bodies "

"Stay here or seek the ship out....but i fear its too dangerous for you to follow us"

The big warrior turns and runs after the faster elven warrior " wait up Val " shouts Bart

(post by adm-Chris)

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement 
Monday August 21st, 2006 2:23:52 PM

Nezamil smiles at the healed villagers "gather your weapons to help defend yourselves....i'll say again stay here or head back to our ship...it will be safer for you.,....we'll take care of these snakebeasts for ya ....by Domi we'll make dem pay for their vile deception" growls Nezamil

"i'm with ya Captain "growls the dwarf

"lets get after them before they can setup another ambush..,....they've shown that they favor that tactic.....sneaky snakes....bah!"

"i wanna hit them before they have time to organize againist us "

The 10'2" dwarf follows Rigging into the jungle

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass*,Wall of stone (spell resistance)

Spells cast *


attendence report 
Monday August 21st, 2006 2:55:47 PM

waiting till tonight so others can finish posting today

delete this later

Appolo Ac 23 Hp 68  d20+10=13 d20+8=18 d20+9=13
Monday August 21st, 2006 5:57:52 PM

Appolo smiles when he sees his dagger stick the snakeman as he retreats.Heading over to Ashira"Well we have a blood trail.I wounded the one that ran away."

He then sees Val sprint off into the jungle"Valanthe get back here.You should know better."He says as moves after her passing Bart,moving into the jungle with eyes and ears open as he chases Valanthe.

Spot 13 Searh 18 listen 13

Mykael -- HP 55/70, AC 27 (Aid)  d20+7=19 d20+1=2 d20+7=8 d20+7=26
Monday August 21st, 2006 8:20:10 PM

Mykael moves as quickly as possible to stay with the group and near the front making sure they stay on track of the snakes.

Keep it up, my friend your doing great. I suggest you fly ahead of us and find them, then fly back and report. Keep using that tactic until we are close enough. We shouldnt be hard to find with all the noise we make and size of our group. Plus Cosmo is up there and you can keep him in sight to help locate us. Use the trees for cover staying above them. And watch out for arrows.

Mykael's rolls
(Spot = 19)
(Listen = 2, nat 1)

Ghem's rolls
(Spot = 8, nat 1)
(Listen = 26)

AID = ?/10 mins

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2
3 lvl -- Vampiric Touch, Fireball x2

Ghem -- HP 28/28, AC 18 
Monday August 21st, 2006 8:28:08 PM

Cosmo hears in his head in common and see the tiny dragon looking at him as he hovers close, Cosmo, I am going to fly ahead and find them, see how many, and look for what you call ambushes. If you stay by the group, I can see you, and Mykael says we can guide them.

Ghem then turns and flys off to scout ahead and find the kidnappers.

(Spot = 8, nat 1)
(Listen = 26)

OOC: rolls are the same as in Mykael's post, decided to make a seperate post for Ghem after I posted for Mykael.

Rigging 
Monday August 21st, 2006 9:41:07 PM

Rigging gathers the Wildcards together and gets tries to get them organized. "We need a plan. Can anyone detect traps or are we going to have to rely upon Appolo to do our scouting. I have faith in him but it is slower."

Rigging will call out to the other villagers, "I don't want you coming with us into the jungle. We are trained in these things and you would only slow us down and that could cost your lady friends their lives along with their unborn children. I think you should hole up in one of these buildings and wait. We will bring any surviviors we can back here and then you all can make your way back to the ship together."

Rigging will then call up to Swirl sensing his fears. "Hey buddy, come back down. I will protect you."

Rigging will organize the others, Cosmo, you are flying high cover and will lead us to them. Appolo up front to look for traps, followed by Ashira, Val, Mykael, Nezamil, Bart and then myself. I will watch that back. Ghem can try and watch our flanks. Lets go people, lives are at stake."

Ashira (AC27, HP 112/112)  d20+12=22
Tuesday August 22nd, 2006 12:07:39 AM

Having said fill and feeling more than a little miffed at her husband, Ashira lets him organize things. When the group is ready, she takes up the second place position and starts to track the Yuan Ti (track=22).

Into the Jungle 2----ADM Nellie  d100=80 d20+18=24 d20+13=18 d20+8=28
Tuesday August 22nd, 2006 12:37:20 AM

Rigging queries the group on their ability to detect traps, and formulates a battle plan. Then he tries to reconnect with Swirl, which is met with a large degree of resistance... Nooooo way...I'm not going back down there with those slimy things...unuh. (OOC: George, roll another Will save DC17 for Swirl. If he succeeds, then he manages to shake off part of the spell, but takes a -4 penalty to Dexterity as long as he is 20 feet close to a snake)

Rigging, Bart and Nezamil all suggest that the villagers stay behind or head to the ship. The teens look relieved at the suggestion, as they have apparently had more than enough "adventure" with the creatures for one day. They quickly strip the dead Yuan Ti of its equipment and give it to Marcos. "Don't worry, Captain. I'll look after the others until you get back." Though young and inexperienced, the boy seems sincere enough and he sets up watch outside of one of the huts, looking very strange in the bulky leather armor of the Yuan Ti.

Val takes the axe and finds it incredibly light...and more than a little distracting, considering it could make a fantastic night light with the way it glows! (OOC: For now, just treat it as a battle axe...I'll supply you with the stats once you use it in combat. :) )

Gathering the needed supplies, the group heads out into the overgrown and steamy jungle. Once more, they find travel very difficult and the progress is slow (1/2 speed for those on the jungle floor, excluding Ashira and possibly Nezamil, no double movement or running).

Ghem heads out ahead of the party, and after traveling about 100 feet into the jungle he contacts Mykeal. "Hey boss, got a group of about 4 of them about 50 feet away, but I can't pin them down. What do you want me to do?"

OOC: I assume Ghem is flying at 60 ft/round. So, Ghem's report would come to Mykeal after the group has spent approximately 2 rounds in the jungle (or roughly 30 feet into the jungle).


Val AC 19, 139/ 139 
Tuesday August 22nd, 2006 10:56:57 AM

Val takes a few swings with the axe, finding it pleasingly light. Her strength is great but the axe feels nearly weightless in her hand. Hopefully its as sharp as it is light.

"With the way we are all glowing they will see us coming a mile away."

attendence report 
Tuesday August 22nd, 2006 3:54:19 PM

Adm-Nellie xxxxx
Ashira xxoxx
Appolo xxxxx
Rigging xxxxx
Val xxxox
Bart xxxxx
Nezamil xxxxx
Mykael oxxxx
Cosmo oxoxo



Bart Ac 27 hp 86/86 
Tuesday August 22nd, 2006 4:01:45 PM

The big warrior brings up the rear of the marching group with only the Captain behind him.

Bart is alert as his eyes sweep the jungle for danger ...his hands empty of weapons ....for the moment.



Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement  d20+6=17
Tuesday August 22nd, 2006 4:11:10 PM

Nezamil trots after Mykael into the jungle "heh for some reason i always get the feeling i'm walking maw of some giant beast " laughs the 10'2" dwarf to Mykael.

With a peek behind him to make sure Bart and Rigging are following them.....Nezamil surveys the left side of the trail (d20+6=17 spot ch)

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass*,Wall of stone (spell resistance)

Spells cast *


Appolo Ac 23 Hp 68  d20+10=30 d20+8=22 d20+9=27 d20+14=30 d20+13=25
Tuesday August 22nd, 2006 5:12:45 PM

Appolo smiles "no problem boss."He then moves forward on point taking about a 50 ft lead on the rest of the party,as they head into the jungle.He is ever on the lookout for trouble.

As he moves Appolo sticks to the shadows and moves silently as possible.

Spot 30 Listen 22 Search 27 Move silently 30 hide 25

Cosmo (AC 19; HP 53/57)  d20+5=24 d20+5=17
Tuesday August 22nd, 2006 5:52:53 PM

Cosmo follow Riggings orders and scouts ahead. He also "hears" the dragon's message in his head. Since Cosmo's speed is faster than the group on the ground, he will fly in a circle around the group as it moves through the jungle. If he spots or hears anything he will report back to Rigging and the rest of the Wildcards.

Spot 24
Listen 17

Active Spells:
Mage Armor: 16+/18 hours (extended)

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3, Web x2 & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 0/3, Extend 1/3 & Enlarge 0/3


Rigging  d20+11=28
Tuesday August 22nd, 2006 9:12:28 PM

Rigging will move along with the group watching for any kinds of activity behind them. When he hears about the group of 4, he will gather the Wildcards and say, "OK, we need to hit this group hard and fast. I want our fighting groups put together. Val Mykeal and Appolo in one and Ashira, Bart and Nezamil in the other. Cosmo and Myself are the reserves. Cosmo summon some of your animal friends and have them concentrate on one of them. I will spell cast on the fourth to keep him busy. The plan is the 2 groups of 3 take on one each, take them down fast and then move onto the others. If one is an abomination, I want Val's group to attack it. Let's see what that axe will do."

Swirl makes his saving throw and comes back down to Rigging's level.

Mykael -- HP 41/56, AC 27 
Wednesday August 23rd, 2006 12:12:22 AM

Ghem, keep looking. We will handle these 4. Find the group of kidnappers and then report back.

"More delaying tactics. We dont have time for this. Not that we are going to make up any ground in this dang jungle." Mykael thinks aloud.

"Good idea Rigging, however, I think we just hit all 4 at once. If we can. Watch for traps, but none of them have proven too formidable. We cant afford to be too careful, people's lives are in danger."

Mykael (extra post) 
Wednesday August 23rd, 2006 12:15:53 AM

"Rigging, the 4 will probably just use traps and missile fire like the last ones. Better to just move past them, unless they directly engage us. We cant wast time."

OOC: forgot to post my spell list

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2
3 lvl -- Vampiric Touch, Fireball x2


Ashira (AC27, HP 112/112) 
Wednesday August 23rd, 2006 12:40:21 AM

The ranger watches as the group crawls through the jungle, while she, on the other hand moves quickly and easily. "This just doesn't feel right..." she mutters. When the enemy is reported, Ashira forms up with her group, but nods at Mykael's thoughts. "Appolo, you keep a sharp eye out for traps...I don't want to be hanging from a tree anytime soon!"

Pay Dirt---ADM Nellie  d20+18=23 d100=99 d20+18=33 d20+13=30 d20+8=23 d20+18=20 d100=76 d20+17=30 d100=86
Wednesday August 23rd, 2006 1:23:04 AM

The enemy is detected, and the Wildcards regroup on Rigging's orders, with Ghem guiding them to the enemy's position. Ghem prepares to head out, but he is suddenly inundated with a magical assault. (Two Will saves DC 17 or the pseudodragon becomes petrified of snakes and must stay 20 feet away from them).

Swirl returns hesitantly back to Rigging, though his master can still sense a large amount of grief when the whirlwind passes too close to any snake.

From his aerial view, Cosmo scans the jungle, looking for signs of the encumbered Yuan Ti. It's hard going with all those vines in the way, but finally his hard work pays off. About 300 feet into the jungle, or 270 feet from the current position of the rest of the party is a group of approximately 9 Yuan Ti and they look to be loaded down, and they're not moving right now. From the report that Ghem has giving, Cosmo figures that the four Yuan Ti previously spotted are in a position in line with the kidnappers. As he is about to circle back toward the Wildcards, Cosmo feels the tingle of magic attempting to control his body. Several of the snake creatures look up toward the sky and hiss menacingly at the griffon. (Gryphon needs to make 2 Fort. Saves DC18 or be turned into a snake...he gets an additional +4 bonus to his Fort save. It also needs to make 2 Will saves DC17 or is terrified of snakes and must stay at least 20 feet away).


Val AC 19, 139/ 139 
Wednesday August 23rd, 2006 10:03:27 AM

Val can barely resist the urge to charge forward at full speed. They seem to be distracted and she can cover the distance quickly.

"Let me take them on Captain. There's only 9 of them." Val says eagerly.

Nellie 
Wednesday August 23rd, 2006 4:08:16 PM

I'm sorry. Maybe I didn't make myself clear. Unless you have Woodland Stride or Freedom of Movement, travel through the jungle is restricted to 1/2 your normal move rate with no double moves, charging or running.

Here is some more useful information regarding combat in the jungle...

The maximum visual range in the Jungle is 30 feet.

10 % miss chance in the Jungle

At 40 feet distance the miss chance increases to 40%

At 50 feet distance the miss chance increase to 70%

Range spells and weapons can not target beyond 50 feet


Appolo Ac 23 HP 68  d20+10=21 d20+9=20 d20+8=19 d20+14=31 d20+13=29
Wednesday August 23rd, 2006 5:41:55 PM

Appolo listens to the plan and nods"Ok Sunshine let's go collect us some more belts."He turns to Rigging"Boss I think you should l et My group handle these four on our own,while the rest of you move on and run down the group carrying the women.Val,Bart and I can handle four of them on our own.Best catch up ot that group before they start moving agian."

Cosmo (AC 19; HP 53/57); Griffon (AC 17; HP 59/59)  d20+12=23 d20+12=21 d20+5=8 d20+5=23 d20+9=18 d20+9=12 4d6(3+5+3+3)=14 4d6(4+5+2+3)=14
Wednesday August 23rd, 2006 8:20:53 PM

Just as Cosmo spots the snake creatures they attack his magical mount. The creature is able to shake off the baleful polymorphs (Fort saves 23 & 21), but not the fear effects (Will saves 8 & 23).

OOC - These 2 spell like abilities have a pretty short range so I am assuming I am only about 30'-50' away from them.

Cosmo's mount starts to fly away from the snake creatures, but not before Cosmo launches his own attack. He casts Scorching Ray at one of the Yuan-ti Abominations. The 2 rays slam into the evil creature.

Hit TAC's 18 & 12
Damage 14 + 14 = 28

Cosmo flies back to Rigging and the Wildcards at a height of 120'.

"Rigging there are 9 more Yuan-Ti about 300' in that direction. Two of them are Abominations. They are not moving and appear to be loaded down with prisoners."

OOC - What is the make-up of the 9?

Active Spells:
Mage Armor: 16+/18 hours (extended)

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3 *, Web x2 & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 0/3, Extend 1/3 & Enlarge 0/3

Cosmo (AC 19; HP 57) - Add'l post  d20+9=21 d20+9=17
Wednesday August 23rd, 2006 8:22:06 PM

Spell Resistance rolls 21 & 17.

Bart Ac 27 hp 86/86 
Wednesday August 23rd, 2006 8:24:54 PM

The big warrior nods at Captain riggings words and moves closer to his fighting group Ashira and Nezamil " it's going to be tough moving thru the jungle"

Bart waits for the word to move out and engage

(post by adm-Chris)

Rigging mage armor, protection from arrows 
Wednesday August 23rd, 2006 8:32:06 PM

Rigging says, "Take the four first. Lets whittle them down. Then we can take on the larger group. Don't want the four coming behind us and surprising us."

OOC Nellie, I am getting confused on where everything is? How close are we to the four? How long until we can attack with our reduced movement?

My appologies...somehow this part of my post got chopped off...
So, with 70 feet separating them from the first group of Yuan Ti located (or 5 rounds of movement) and 270 feet (or 18 rounds), the Wildcards find the need to decide which front to attack first...the lone group of four or the kidnappers.---Nellie


Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement 
Wednesday August 23rd, 2006 8:41:42 PM

"Captain.....we're going to rescue the women right ?"

Looking up as Cosmo fly's by and informs them of what he scouted " two Abominations !!...Bart's right ...trekking thru the jungle will be difficult....but possible....if it's slow going for us its got to be slow for them too....if we can get Cosmo and Swirl to keep them pinned down we should be able to advance to their position"

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass*,Wall of stone (spell resistance)

Spells cast *


Appolo OOC 
Wednesday August 23rd, 2006 8:49:58 PM

Spot 21 Search 20 Listen 19 Move Sikent 31 Hide 29 Forgot to include in post.

Ashira (AC27, HP 112/112)  d20+12=18
Wednesday August 23rd, 2006 10:43:42 PM

The ranger smiles. Finally!! Her swords out and her shield in place, Ashira moves swiftly through the jungle. Still, she is mindful of the traps from before and keeps an eye out for any traps that might lie before them. (Spot=18)

Prep Time---ADM Nellie  d100=95
Thursday August 24th, 2006 12:25:00 AM

Makeup of nine Yuan Ti spotted by Cosmo
All purebloods, and all carrying large sacks. Sorry, no abominations yet.
Makeup of four Yuan Ti located by Ghem. Unknown as of yet since Ghem hasn't actually seen them, just noted them with his blindsense.

Cosmo's mount is able to shake off some of the magic assaulting him, but not all. Suddenly terrified, it rears off, but not before Cosmo can fire a parting shot. The rays shoot from Cosmo's hand and weave throught the jungle (cover=95) before finally ripping into the creature, disintegrating it before it can even draw a breath to scream in pain. The sack drops to the ground with a heavy thud. And then there were eight. (OOC: I am going to be nice in this one instance and assume that Cosmo is able to aim the ray precisely at the Yuan Ti and not hit the sack it is holding. However, in the future, be mindful that further attacks could lead to casualties among the hostages.)

Using the information that he's gathered, Rigging decides to hit the problem head on. Fearful of being flanked, the Captain orders that the Wildcards move on the first four Yuan Ti. (OOC: you have 4 rounds of travel remaining if you want any buff spells, or anything. Feel free to post them, as I will be moving things on next round)


Val AC 19, 139/ 139 
Thursday August 24th, 2006 1:54:52 AM

"Should we split up? These snakes aren't that tough. It's possible to save both the captives and kill them all. Do we have any immobilizing magic to prevent them from killing the hostages?"

Rigging mage armor protection from arrows 
Thursday August 24th, 2006 1:57:40 PM

Rigging will look at Val and say, "Punching our way through this jungle is to slow.Lets kill these four first. We know the others are there but we can't see them. As we get closer, maybe some web spells or something. I don't have anything memorized myself that won't hurt the hostages.

(ooc Remember how far away we are. We are only moving 15' a round. The second group is around 13 rounds away. If they want to kill the hostages, we can't do much about it.)

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3* , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2*, dark vision, fog cloud
Third level spells: Haste, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles, SM 4, greater invisbility


Bart Ac 27 hp 86/86 
Thursday August 24th, 2006 8:06:28 PM

The big warrior nods at Riggings words " i'm ready"

Sword in hand ....Bart heads into the jungle ....using his sword to help clear the way (not clear cutting but am doing a little hacking)

The warrior keeps close to his friends as they advance towards the four nearby snakemen

(post by adm-Chris)

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement  d20+6=19
Thursday August 24th, 2006 8:09:27 PM

The 10'2" dwarf follows after Bart and uses his bulk to add to Barts handiwork....his crossbow ready for battle he peers thru the dense jungle(d20+6=19 spot ch)

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass*,Wall of stone (spell resistance)

Spells cast *


Appolo Ac 23 Hp 68  d20+10=25 d20+9=21 d20+8=28 d20+14=33 d20+13=21
Thursday August 24th, 2006 9:02:10 PM

Appolo heads back into the jungle,adian taking poit.Eyes and ears open as he closes with his prey.

Spot 25,Search 21,Listen 28.Move silently 33,Hide 21

Ashira (AC27, HP 112/112)  d20+16=30 d20+12=21
Thursday August 24th, 2006 11:00:58 PM

The ranger moves with Appolo, allowing him to search for traps, but not letting him get too far ahead. (Move Silently=30, Spot=21)

Ghem  d20+5=12 d20+5=21
Friday August 25th, 2006 12:27:28 AM

[i]SNAKES!!! they are too big. They have seen me! Mykael, they are just too big. I cant get... I wont get any closer! I.. i... can still find them for you from a ways away. But DONT ask me to get close to them.[i/]

Mykael -- HP 41/56, AC 27 
Friday August 25th, 2006 12:30:29 AM

Mykael moves as fast as he can after the 9 that Cosmo pointed out.

Ok.. ok. Calm down Ghem. I know they are scary, especially since they are so much bigger. Just track them all for me. We need to find the nine.

And....there off.... ADM Nellie  d20+18=35 d20+18=23 d20+18=29 d20+18=21 d20+15=26
Friday August 25th, 2006 1:16:52 AM

The Wildcards move swiftly and easily toward the grouping of four purebloods in the jungle once again with the help of Ghem and Cosmo (?). Having a pretty good bead on the group, the warriors march forward into the jungle. In the lead, Appolo sneaks forward slipping silently from tree to tree. Although he knows he's getting close (they should be about 40 feet away), Scanning the undergrowth carefully, Appolo finally finds what he was looking for...two Yuan Ti about 40 feet away, well camoflagued and almost impossible to see. (OOC: I'm moving this on in the interest of fun. Technically speaking, though visibility is reduced to 30 feet. Just FYI). It looks like for now, the Yuan Ti are unaware of Appolo's presence, though the noise made by the rest of the party causes the two Yuan Ti to notch arrows as they wait for the Wildcards to emerge from the jungle.

In the meantime, Ghem struggles with his fears. Those things are just soooo big and scary. Good thing he can stay away from them and still "see" them! Ghem reports that once more, the snakey things don't seem to be moving...it's more like they're just milling around at the moment, but it's hard to know without actually being able to see them. (OOC: Darain, give me a rough idea of how far Ghem is going to stay away from the 9 kidnappers...20 feet...30 feet...50 feet?)

Remember...
Only ½ movement allowed while in the jungle No double moves, and no running or charging or the like.

The maximum visual range in the Jungle is 30 feet.

10 % miss chance in the Jungle

At 40 feet distance the miss chance increases to 40%

At 50 feet distance the miss chance increase to 70%

Range spells and weapons can not target beyond 50 feet



Val AC 19, 139/ 139 (Location M20) 
Friday August 25th, 2006 11:53:54 AM

Val moves forward through the jungle, cutting away foliage with the glowing battle axe. She wonders what the snake men are up to but doesn't actually care all that much.

"Just wait til I get close to them."

Appolo ac 23 HP:68  d20+10=13 d20+9=16 d20+8=21 d20+14=25 d20+13=23 d20+13=20 d20+13=30 d8=1 d8=3 12d6(5+6+4+3+3+4+2+6+1+3+6+4)=47 d100=45 d100=100
Friday August 25th, 2006 7:10:40 PM

Appolo spots the snakemen and closes on PB4.Moving silently and sticking to the shadows Appolo tries to circle behind and flamk his target.He readies his bow.Once he is with in 20 fy and behind his opponent he will fire twice.

Spot 13 Search 16 Listen 21 Move Silent 25 Hide 23

Attack 20,30 Damage 1 3 Backstab 23 24+47

%45 100 to miss

Ghem -- HP 28/28, AC 18  d20+24=36 d20+7=16 d20+7=27
Friday August 25th, 2006 8:28:59 PM

'It would be much safer for me to fly down to that tall tree and hide. I can still watch them since they are not moving. Maybe I will even be able to see them,' the scared dragon thinks to himself.

OOC: Ghem will try and stay about 40 feet away, this will give him enough room to feel safe and still keep a good eye on the prey.

(Hide = 36)
(Spot = 16)
(Listen = 27, nat 20)

Mykael -- HP 41/56, AC 27 
Friday August 25th, 2006 8:34:24 PM

Mykael can almost feel the shiver that runs down the back of his familiar as he hides.

They are just humanoid snakemen. Its a spell that has you. We have been dealing with them for days now. Keep and eye on them, hide for safety, and relax. I will kill them for you. Remember, they are evil and have captured some humans that didnt want to go with them.

Mykael continues to move forward as quickly as possible. If arrows come, he uses his shield to block them as he presses on toward the kidnappers.

Cosmo (AC 19; HP 53/57); Griffon (AC 17; HP 59/59) 
Saturday August 26th, 2006 1:08:21 AM

Cosmo continues to circle around the group and the snake creatures, but at a much higher altitude (120'). Hopefully this will keep him out of their range for their spell-like abilities.

Rigging  d20+12=32
Sunday August 27th, 2006 11:02:55 PM

Rigging will pick his way through the jungle towards the enemy. He moves to K28 and looks to make sure that nothing is hiding around him. He says to Mykael, "Careful, there should be more of them. They like traps."

spot check natural 20

Bart 
Sunday August 27th, 2006 11:09:57 PM

The big warrior moves forward thru the jungle ahead of the big dwarf...slashing at the foiliage.....he keeps heading toward the direction that Rigging gave.

(post by adm chris)

Nezamil 
Sunday August 27th, 2006 11:12:12 PM

Nezamil crashes thru the jungle after Bart.....keeping pace with the hacking warrior as the slowly close in on the snakemens position.

The 10'2" dwarf scans the jungle as he holds his crossbow ready to fire ...searching for targets

Ashira (AC27, HP 112/112)  d20+12=18
Sunday August 27th, 2006 11:27:08 PM

The ranger grins. "Alright...time to blow through these guys." Her swords at the ready, Ashira makes a double move forward to engage the Yuan Ti(I10, Spot=18).

Resistance is Futile----ADM Nellie  d20+18=34 d20+18=30 d20+18=26 d6=2 d6=1 d20+10=15 d20+6=19 d20+6=17 d20+4=11 d20+13=26
Monday August 28th, 2006 12:32:58 AM

The enemy is sighted, and the fight begins. With the Wildcards springing into action, there is little doubt that this fight will last long.

Being one of the closer ones, Appolo moves over to within 20 feet and open fires...unfortunately as he's pulling off the shot, the very grasses underneath his feet begin to twist and wind around his legs. (OOC: Appolo is now in an entangled area...Ref. DC 12 or become entangled. Another note...you cannot sneak attack unless the target is denied it's Dex. Bonus or is flanked. Right now the pureblood is not under either of those conditions). Appolo zips off a couple of arrows which stick in the side of the snakeman but they don't appear to be terribly bothersome.

Rigging and the others move forward, ready for the time to strike. Knowing his enemy likes sneaky tactics, Rigging looks around the battlefield, but can't see anything menacing other than the two Yuan Ti up in front. Ashira moves easily forward, her ranger talents allowing her unrestricted movement through the jungle. However, she fails to see the trap in front of her until it is almost too late (Ref. DC25 or 3 pts. damage...ending in I13, or I12 depending on Reflex).

Seeing the arrival of the enemy, the Yuan Ti hiss in anticipation. Bows at the ready, they fire at the nearest targets...namely Appolo and Ashira. The well armored Wildcards don't even notice the attacks as the arrows ping harmlessly off the metal.

Meanwhile, further in the jungle...
Cosmo circles the area. Having learned his lesson, he stay far out of reach of the ranged spells. However, it is pretty difficult to spot much of what's happening on the ground from this altitude. (OOC: Ok, Matt...I'm confused. Sounds like you might be too. There are 4 purebloods where the Wildcards are at and 9 about 200 feet away from the Wildcards. The group of 9 were the Yuan Ti that attacked Cosmo previously. Is Cosmo and his mount sticking around them or are they flying back toward the Wildcards?)

Though he is petrified, Ghem continues his watch on the 9 Pureblood kidnappers...from a much higher vantage point. For the moment, the Yuan Ti look surprisingly sedate, considering one of their number was just turned into charcoal a few minutes ago. Lowering their sacks to the ground, they pull out waterskins and begin drinking...though they appear to be continually scanning the jungle.

Remember...
Unless you have Woodland Stride...
Only ½ movement allowed while in the jungle No running or charging or the like...though double movement will be allowed.

The maximum visual range in the Jungle is 30 feet.

10 % miss chance in the Jungle

At 40 feet distance the miss chance increases to 40%

At 50 feet distance the miss chance increase to 70%

Range spells and weapons can not target beyond 50 feet



Mykael -- HP 41/56, AC 27 
Monday August 28th, 2006 1:43:22 AM

Mykael continues double moves towards the 9 kidnappers. He will move off toward thier right flank, thus moving to his left.

'Most traps and spells coming from them will be in the middle, need to move toward thier flank,' Mykael considers his tactics to himself.

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2
3 lvl -- Vampiric Touch, Fireball x2

Darain 
Monday August 28th, 2006 1:46:05 AM

OOC: Chris, I cant post for Mykael tomorrow night, please keep him moving at double moves towards the nine. Unless something major happens. He is concerned for those captured, thus the Yuan-Ti attempting to delay us are of no concern to him unless, one of the group is in dire peril and he can help.

thanks

Val AC 19, 139/ 139 (Location M16) 
Monday August 28th, 2006 9:46:02 AM

All the thick vegitation is starting to frustrate the barbarian. The snakes have to be around here somewhere but the jungle wants to aggrivate her.

"Can't somebody just fireball the jungle so we can see something?"

Appolo Ac 23 Ho 68  d20+9=14 d20+10=14 d20+8=10
Monday August 28th, 2006 4:08:27 PM

Appolo drops his bow, draws his swords and closes with his opponent.While keeping a sharp eye out for traps and what not.

Spot 14,Search 14 Listen 10

Cosmo (AC 19; HP 53/57); Griffon (AC 17; HP 59/59) 
Monday August 28th, 2006 8:07:09 PM

OOC - The Griffon flies 80', so I am assuming I can move at least 160' a round at a "walking" type speed. I am going to fly between our group and the group of 9 at a high level. Trying to keep tabs on both groups.

Cosmo continues his surviellance as best he can.

Active Spells:
Mage Armor: 16+/18 hours (extended)

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3 *, Web x2 & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 0/3, Extend 1/3 & Enlarge 0/3

Rigging L21  d20+12=32
Monday August 28th, 2006 10:07:28 PM

Rigging keeps moving forward cursing this thick jungle. He move forward his eyes scanning for the enemy and any traps or possible ambushes.

Swirl flies by his side, flinching from any snakes he might see.

spot check 32

Ashira (AC27, HP 108/112)  d20+12=18
Monday August 28th, 2006 10:27:23 PM

Watching the ground open up before her, Ashira tries to avoid the trap, but it is too late (Refl.=18). She falls down into the pit, falling on several spikes which scrape harmlessly against her armor. Shaken and a little dazed, she looks up from the 20 foot deep pit she is now in. Aw crap!! Should have seen that coming!! She spits in frustration as she gets to her feet and sheathes her weapons. Should have never given John those slippers!! she thinks as she examines the climb ahead of her.

Bart Ac 27 hp 86/86 
Monday August 28th, 2006 10:50:57 PM

The big warrior keeps pushing his way thru the jungle following in Ashira's footsteps "Whoa" yells Bart in surprise at the rangers cursing as he stops short of the trap " you ok ?......Nez....over here "

Bart quickly looks about as his weapon disappears back into his glove

(post by adm - Chris )

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement 
Monday August 28th, 2006 10:58:45 PM

The 10'2" dwarf moves(moves 20') with ease thru the jungle...gaining on Bart as he chases after him

At Bart's call for assistance " coming....what is it ?"

Nezamil catches a glimpse of Bart and steps over by his side " heh what have you caught here ?" as he laughs at Ashira's situation

"here let me help ya up" as he quickly kneels down and extends his arm down to her (15' reach-hugh size) " grab my hand i'll hual yuot butt outa your little hiding spot " chuckles Nezamil

when the blue haired ranger grabs his hand Nezamil pulls her out of the pit

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass*,Wall of stone (spell resistance)

Spells cast *


Ho Hum----ADM Nellie  d20+18=33 d20+18=29 d20+18=30 d6=4 d6=2 d20+10=27 d6=3 d20+5=11 d20+7=27 d20+6=10 d20+6=20
Monday August 28th, 2006 11:52:28 PM

Mykael moves forward, not worried about the obvious diversion in front of him. Scooting around to the left, Mykael finds the roots grabbing at his boots and trying to pull him to the jungle floor (OOC: Mykeal is now in an entangled area...Ref. DC 12 or become entangled).

Val is getting more than feed up with the encroaching jungle she whacks at some nearby vines to relieve her mounting tension.

Appolo, on the other hand, springs into action. Taking a look around, he doesn't see anything threatening so he moves forward...only to find his own pit trap in front of him. (Ref. DC25 or 6 pts. damage plus Fort save DC11 or 3 pts. Con damage...ending in 014, or 015 depending on Reflex...also, please remember the Refl. Roll vs the entangle at DC12 if you miss the pit). Hissing in laughter, the pureblood in front of him lets loose with another arrow which comes very close to hitting Appolo.

Ashira heads forward to take down her opponent and falls head over heal for the old covered pit trap. With a loud thump, she hits bottom...and begins looking for a way up.

Seeing the ranger's plight, Bart and Nezamil pull short. Using his long reach, Nezamil gives Ashira a helping hand and fishes her out of the hole. The pureblood in front of them (PB2) fires off a quick arrow as Nemamil tries to rescue Ashira, but it gets stuck in a nearby vine.

Continuing to move forward, Rigging takes a look see...and lo and behold...what does he spot but a pureblood Yuan Ti hiding behind a tree nearby (M9) (OOC: 2 nat. 20's in a row!!! Way to go!!)

Meanwhile, further in the jungle...
Cosmo continues to scan the jungle (roll your own spot next time, please) but he's too high up to notice anything in particular (Spot=11).

On the other hand, Ghem, despite his tail shaking fear of the snakey things gets a real good look at the 9 Purebloods. They have put down their sacks, and appear to be pulling several small vials out of pouches and laying them down on the ground in front of them.

Remember...
Unless you have Woodland Stride...
Only ½ movement allowed while in the jungle No running or charging or the like...though double movement will be allowed.

The maximum visual range in the Jungle is 30 feet.

10 % miss chance in the Jungle

At 40 feet distance the miss chance increases to 40%

At 50 feet distance the miss chance increase to 70%

Range spells and weapons can not target beyond 50 feet



Val AC 19, 139/ 139 (Location O13) 
Tuesday August 29th, 2006 12:13:35 PM

Val keeps forcing her way through the jungle vowing to purchase some magical item at the earliest possible moment to make sure the problems of a thick jungle never happen again.

attendence report 
Tuesday August 29th, 2006 1:48:53 PM

Adm-Nellie xxxxx
Ashira xxxxx
Appolo xxxxx
Rigging xxxxx
Val xxxxx
Bart xxxxx
Nezamil xxxxx
Mykael xxoxx
Cosmo xxxox

good week people !!


Appolo Ac 23 Hp68  d20+14=32 d20+14=32 d20+10=28 d20+9=22 d20+8=25 d20+14=25 d20+13=29
Tuesday August 29th, 2006 7:49:40 PM

Appolo easily avids the trap and dances through the wiggling vines to close with his opponent{PB4}.Swords drawn and ready for business.He continues move silent and use the shadows for cover.

Reflex vs Vines 32 Reflex vs.Pit Trap 32

Spot 28 Search 22 Listen 25

Move Silently 25 Hide 29

Rigging  d20+12=24 d4+1=4 2d6(1+6)=7
Tuesday August 29th, 2006 7:57:59 PM

Rigging sees the hiding enemy and he glides forward and stabs at him with his holy dagger. He hits ac 24 doing 11 points of damage.

(ooc I am not sure where I am. You say this Yuan-ti is close by but you list him in a square that isn't even in sight of me. Wasn't sure what to do, so I attacked. :-)

Bart Ac 27 hp 86/86 
Tuesday August 29th, 2006 9:07:26 PM

Bart moves towards the snake bowman ....his sword appears instantly in his hand as he closes in the shooter (not able to spring attack according to Jim)

(post by adm-Chris)

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement 
Tuesday August 29th, 2006 9:22:30 PM

With a nod at the snake bowman " he's all yours " grins Nezamil at ashira

" you take one flank i'll take the " as he watches Bart move straight at the snakeman " i got left......lets cut off his escape routes" "

Nezamil moves to a flanking position on the shooter (move 20' w/freedom of movement)

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass*,Wall of stone (spell resistance)

Spells cast *



Mykael -- HP 41/56, AC 27  d20+7=26 d20+7=23 d20+1=11
Tuesday August 29th, 2006 10:07:10 PM

Mykael says not this time, as he dodges the entangle and moves on toward the nine. He continues to double move at an angle in an attempt to avoid traps. He also decides to pull his sword. He uses it to stab at the ground every so often looking pit traps. He will not sacrifice movement speed for trap searching, so he just checks the ground periodically, hoping for some luck.

(Reflex save = 26)
(Spot = 23)
(Listen = 11)

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2
3 lvl -- Vampiric Touch, Fireball x2


Ashira (AC27, HP 108/112)  d20+18=30 d8+3=8 d20+12=13
Wednesday August 30th, 2006 10:23:12 AM

Thanking Nezamil for his help with the pit, Ashira moves over and takes a swipe at the pureblood (AC28 for 8). Looking over at Bart, she comments "Ok, big guy, he's all yours next time. Shouldn't be too hard for you. Ghem told us their were four. I'm gonna see if I can spot the other one. Then I'm gonna move to engage...Nezamil you come with me, ok?" (Spot=nat. 1..geez).

Blood shed and Surprises----ADM Nellie  2d6(3+2)=5 d20+10=14 d100=40 d100=45 d20+7=27 2d8(7+7)=14 d20+5=8 d20+5=7 d20+5=6 d20+5=17
Wednesday August 30th, 2006 11:12:27 AM

{OOC: The map I sent out Monday night was all messed up. I am going to assume that everyone gets roughly where they stated they wanted to be, even though that would be more movement than allowed. Because of this, however, please read the post carefully as several things are happening).

Rigging, Mykael, Val, Bart and Nezamil have crossed across pit traps as they moved.
Need a Reflex save DC25 from Rigging
Need a Reflex save DC13 from Mykael (DC halfed since he's using his sword to look for traps.
Need a Reflex save DC13 from Val (DC halfed since Appolo tripped the trap for her in a previous round)
Need a Reflex save DC13 from Nezamil (DC halfed since Ashira tripped the trap for him in a previous round)
Need a Reflex save DC13 from Bart (DC halfed since Ashira tripped the trap for him in a previous round)

Another DM note...All of the following actions are dependant on you not falling into the pits that you passed across. Obviously, if you fail your Reflex save then you have fallen into the 20 feet deep pit and are located on the black square closest to you character on the map.and take 5 points of damage from the fall


Bart, Nezamil and Ashira team up on the pathetic archer in front of them, readying themselves to cut him down quickly. Ashira takes a swipe and slices deeply into the Yuan Ti (miss=45). The creature appears amazed at the speed with which the Wildcards moved forward and quickly drops its bow. Hastily drawing its scimitar, the pureblood's following strike misses Ashira by a mile.

Rigging moves forward with amazing speed. He makes it about half way to the Yuan Ti when there is a sudden flash of light and a crackling. There is a surge of energy and Rigging is wracked with pain (14 pts. electric damage. Ref. DC18 for half)
Moving forward in spite of the trap, Rigging takes his frustration out on the Yuan Ti he just found There is a satisfying dribble of blood on his dagger as he sinks it into the pureblood's side (miss=40). Hissing in anger, the pureblood turns and tries to strike Rigging with his scimitar. The blow is hastily placed, and the creature ends up burying the blade in a nearby palm tree. Now clearly frustrated, the Yuan Ti tugs desperately at its weapon.

Val and Appolo move in and surround the pureblood in front of them. It's only a matter of time now. Val feels the plants around her attempting to pull her down. (Ref. DC12 or become entangled) The snakeman drops its bow hastily and takes a swipe at Val with his scimitar, but the blow bounces harmlessly off her armor.

Not at all concerned about the puny purebloods in front of him, Mykael forges his way forward., intent on making it to the kidnappers. He gets a very unpleasant surprise as a scimitar flashes out of nowhere and slices by his ear, missing by a mile. Looking over his shoulder, Mykael sees another pureblood right beside him. That answers the question of the missing pureblood. Meanwhile, Ghem reports that the kidnappers still have not moved and seem to be drinking water from some waterskins.


Rigging 63/77 hps ac 19 mage armor, protection from arrows  d20+12=29 d20+12=15 d20+12=21 d20+12=31 d6=2 d4=4 2d6(5+5)=10
Wednesday August 30th, 2006 11:31:39 AM

Rigging sees the pit open up in front of him and nimbly avoids the trap but then stumbles into the shock taking full damage.

Rigging smiles when he sees the sword stuck in the tree and says, "Don't you hate it when that happens?"

Rigging lashes out with sword and dagger hitting twice. The sword only nicks the snakeman but the dagger sinks in deeply and drinks at its life blood. (ooc 2 for sword, 14 points for holy dagger)

Rigging will look down at the dying Yuan-ti and banter, "This snake hunt isn't quite what you expected eh?"

Rigging will move 5' closer to his next victim.

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3* , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2*, dark vision, fog cloud
Third level spells: Haste, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles, SM 4, greater invisbility


Bart ac 27 hp 86/86  d20+9=23 d20+12=27 d20+7=20 d20+2=12 d10+19=26 d10+19=27
Wednesday August 30th, 2006 2:17:27 PM

Bart did avoid the pit and in full attack using a big part of his strength and skill ( powerattack +5) he slashes at the bowmen who is currently wielding a scimitar, slash 1 (ac 27 for 26) slash 2 (ac 20 for 27) and slash 3 misses
(good to be back)

Mykael -- HP 41/56, AC 27  d20+7=17 d20+5=22 d20+7=15 d20+1=12
Wednesday August 30th, 2006 8:07:03 PM

Side-stepping the pit(Reflex = 17), Mykael is clearly annoyed by the Yuan Ti that appears next to him.

Mykael turns and uses force and skill to overrun the bastard that is delaying him.

(Improved Overrun = Str check = 22)

Knocking the Yuan Ti prone, Mykael hollers, "Here is another one! I am leaving him to you." Mykael continues his full movement, as allowed by the special attack, to D12.

(Spot = 15)
(Listen = 12)

Ghem, Cosmo is keeping track of the nine kidnappers. Fly at your safe distance in a bigger and bigger circle around the nine kidnappers looking for more snake-men.

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2
3 lvl -- Vampiric Touch, Fireball x2


Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement  d20+4=20 d20+6=21
Wednesday August 30th, 2006 8:27:57 PM

Nezamil follows in Ashira's footsteps to avoid the pit(d20+4=20 reflex save)

"i'm right behind ya " growls Nezamil as he deftly moves thru the jungle after the ranger (freedom of movement spell)(move 20')

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass*,Wall of stone (spell resistance)

Spells cast *

[welcome back Bart ;-) ]


Cosmo (AC 19; HP 53/57); Griffon (AC 17; HP 59/59)  d20+5=22
Wednesday August 30th, 2006 9:08:18 PM

Cosmo continues monitoring the movement of the 9 Yuan-Ti. Or in this case their lack of movement as they remain in their current location.

Spot 22.

He looks back at the Wildcards trying to estimate when they will encounter these snake creatures.

Active Spells:
Mage Armor: 16+/18 hours (extended)

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3 *, Web x2 & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 0/3, Extend 1/3 & Enlarge 0/3

Ashira (AC27, HP 108/112)  d20+14=25 d20+9=23 d20+4=14 d20+14=22 d20+6=24 d20+6=23 d20-4=16 d8+5=9 d8+5=8 d6+3=4 2d6(1+6)+6=13
Wednesday August 30th, 2006 11:00:19 PM

Feeling that Bart is more than capable of dispatching the Yuan Ti nearby, Ashira decides to focus on the pureblood freshly discovered by Mykael. She stands above the prone figure, and calls to her husband. "Hey honey, you want a hostage or you prefer I just kill it?" Ashira watches the creature carefully and will attack it should it attempt to get up or change form.

Rigging 
Wednesday August 30th, 2006 11:02:32 PM

Rigging looks down at his own dead snakeman and says, "Just kill it dear. I don't want to drag hostages through the jungle."

Appolo Ac 23 Hp 68  d20+14=34 d20+14=29 d20+6=17 d10+4=10 d8+4=6 d10+4=13
Thursday August 31st, 2006 1:10:20 AM

Finally reaching his target and quite annoyed at the jungle and the whole situation,Appolo unloads a full attack on PB4.

Atack 34 Critcal hit Damage x2 =20 Attack 29 Attack 17 Damage 6 13 Total Damage 37.

Val AC 19 (21 vs traps), 139/ 139 (Location O13)  d20+11=17 d20+17=25 d20+12=18 d20+7=12
Thursday August 31st, 2006 10:47:39 AM

ooc: reflex save 17. Trap sense gave a +3 bonus to the roll. It also gives a +2ac against attacks made by traps.

Val effortlessly lifts the glowing battle axe. It was almost weightless in her powerful arm. Quickly it slashes down and across the pure blood.

ooc: three normal attacks. Without magic weapon bonus hit ac 25, 18, and 12. Her str bonus to dmg is +6

End of Combat...for now----ADM Nellie 
Thursday August 31st, 2006 11:16:19 AM

The one sided fight continues to rage.

Bart easily dissects his opponent with his first blow.

Mykael knocks the new pureblood over and keeps on trucking. Nothing's going to stop him from his mission of taking out the kidnappers!! (With double moves, it will take Mykael approximately 9 rounds to reach the kidnappers).

Ashira plays clean up for Mykael and cuts down the prone opponent.

Rigging like the rest of the Wildcards makes short work of his foe, his dagger puncturing the Yuan Ti's lung. It collapses to the jungle floor with a rattle gasping last breath.

Not to be outdone, Appolo and Val slice up the last remaining Yuan Ti. The glowing axe feels incredibly good in Val's hands...light and powerful. The pureblood's face falls as it sees Val approach. Death is in her hands and he knows it. With ease, Val swings the axe and ends it's life with one blow (+3 Snake bane battle axe. Effectively +5 vs. snakes or Yuan Ti and does an additional 2d6 of damage).

It is oddly quiet in the jungle after the combat. A few birds resume singing and Mykael can be heard hiking steadfastly deeper in the jungle.

Ghem hesitantly begins to fly a perimeter around the kidnappers. He reports back to Mykael that for the moment he doesn't sense or see any new snakemen. "When are you going to get here and kill them??"

Cosmo flies back and forth between the kidnappers and the Wildcards. Still no real movement from the 9 Yuan Ti. They look like their settling in...waiting for something maybe. Cosmo estimates that it will take the Wildcards about 9 rounds to reach the kidnappers.


Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement  d20+5=12
Thursday August 31st, 2006 9:59:33 PM

" no mercy " growls Nezamil to Ashira as she debates her actions

The Cleric of Domi hears (d20+5=12 listen ch) Mykael wade thru the jungle "Hey....wait up "

With a nod at the blue haired ranger " i'm going after Mykael....too many traps to caught alone in the jungle "

The 10'2" dwarf quickly heads in Mykael's direction....as he makes his way to catch up to fearless mage....Nezamil will snap off pieces of brush as to mark his trail

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass*,Wall of stone (spell resistance)

Spells cast *


Rigging 63/77 ac 19 protection from arrows and mage armor. 
Thursday August 31st, 2006 11:09:54 PM

Rigging gathers the others and says, "Lets get to the others. I want a single file line. Appolo. Are you injured? Nez, heal him if he is. I wouldn't mind a quick cure either. I ran into some kind of glyph or something. Sorry Appolo but you make the most sense to be in the front. I want you in sight though. No sense rushing. If they wanted to kill the hostages, they could have done so by now. I don't want you falling into a pit."

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3* , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2*, dark vision, fog cloud
Third level spells: Haste, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles, SM 4, greater invisbility

Marching order: Appolo, 10' space, Bart, Nezamil, Mykael, Ashira, Rigging, and then Val.



Ashira (AC27, HP 112/112) 
Thursday August 31st, 2006 11:55:01 PM

The ranger sighs. In the middle of the line...sheesh...I could run circles around everyone and he puts me in the middle. Shifting her load, Ashira takes her place in the line and heads out.

Mykael -- HP 41/56, AC 27  d20+1=6 d20+7=12
Friday September 1st, 2006 1:14:46 AM

Mykael has a lead on the group, and will play trail-blazer until someone is able to catch him and take his place. Otherwise, he doesnt slow one bit.

(Listen = 6, I doubt he hears Rigging)

If he does hear Rigging...

Hollering back a response, "Captain, they will kill them. Perhaps later rather than sooner. But the are still captives, and the Yuan Ti could change thier mind at any moment. Not to mention, they appear to be waiting on something. It could be a travel spell, reinforcements, or who knows what. Either way, I plan to get there before they get what they waiting on."

Mykael continues his double moves and still uses his sword to try and spot traps before he gets to them.

(Spot = 12)

Bart 
Friday September 1st, 2006 1:23:58 AM

Bart follows to others towards the other captives

Val AC 19 (21 vs traps), 139/ 139 
Friday September 1st, 2006 9:39:28 AM

Val grumbles as she moves to the back of the line. Thats exactly the last place she should be. Besides being adept at dealing with traps she should be first to smash through the yuan-ti.

George 
Friday September 1st, 2006 11:52:00 AM

ooc Hearing some grumbling. My main goal was to get us all organized and back together. Trying to keep the trap springing to a minimum. Put Ashira in the middle so she can react to either direction if conflict arises since she has better mobility. I needed one good fighter in the back for when we get surprised from the rear. Suppose it could have been Bart but just picked Val. Upon further reflection, Val is probably better suited up front with the axe and if Bart wants to go to the back, so be it.

Appolo Ac 23 Hp 68 
Friday September 1st, 2006 7:18:37 PM

Appolo looks at Rigging"I'm okI would like Valanthe with me.She can deal with traps and has the speed to stay with me."

Trail Blazers----ADM Nellie 
Saturday September 2nd, 2006 12:14:15 AM

Rigging does his best to reorganize the Wildcards, but Mykael either can't hear or chooses not to hear the Captain. Either way, while the reorganization is going on, Mykael continues into the jungle, giving himself a 60 foot lead in front of the rest of the Wildcards.

Rigging sets up a marching order, which, after much grumbling is changed. Appolo takes point with a 10 foot lead and then Val, Nezamil, Ashira, Rigging, and Bart follow single file.

The trip through the jungle begins to take its toll as the day approaches midday. It's not just hot, it's oppressive...almost unbearable. Those wearing armor are quickly drenched in sweat that is absolutely useless considering there is enough water in the air to fill a small pond. And all the fighting and marching doesn't help. One would think that the considerable plant life would provide a small measure of comfort by blocking out the searing sun, but it just amplifies the humidity...and apparently provides a nice comfortable home for insects. Mosquitoes and leeches abound as the Wildcards follow after the airborne Cosmo.

After a few minutes of marching, Mykael gets a message from Ghem. "Hey, they've gathered their stuff and are moving. It's weird, though because they don't look like they're in a rush. They haven't moved far." (Mykael is now 60 feet from the position of the kidnappers.)

OOC: Due to his 60 foot lead,. Mykael is currently the only Wildcard close to striking range of the Yuan Ti. Moving at a double move, it will take the Wildcards two rounds to reach where Mykael is currently and four rounds to make it to the current location of the Yuan Ti. Also, please feel free to post any actions you have taken in the past 9 rounds)

Jungle properties...
Only ½ movement allowed while in the jungle. (So for most a normal movement is 15 feet...a "double move" would be 30 feet) No running or charging or the like...though double movement will be allowed.

The maximum visual range in the Jungle is 30 feet.

10 % miss chance in the Jungle

At 40 feet distance the miss chance increases to 40%

At 50 feet distance the miss chance increase to 70%

Range spells and weapons can not target beyond 50 feet



Mykael -- HP 41/56, AC 27 
Sunday September 3rd, 2006 3:05:54 PM

Mykael feels the heat, but is resolute in his task. He is worried that the Yuan Ti chose to rest so they can move faster, while tiring the Wildcards out. However, he is at a serious disadvantage at current range to do much. Therefore, Mykael grits his teeth, thinking of the captives and keeps moving towards his targets as fast as the jungle will allow, another double move.

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2
3 lvl -- Vampiric Touch, Fireball x2

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement 
Sunday September 3rd, 2006 9:21:54 PM

Nezamil falls into his marching position as Captain Rigging orders " we better hurry cuz Mykael is up ahead along"

" C'mon Appolo let's move quickly " urges the 10'2" dwarf as he trails behind Val and the Rogue

(Val, Ashira, Bart, Nezamil) all have endure elements on !!

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass*,Wall of stone (spell resistance)

Spells cast *

Appolo Ac 23 Hp 68  d20+10=21 d20+9=29 d20+8=22 d20+14=18 d20+15=16 d20+6=9
Monday September 4th, 2006 5:15:17 AM

Appolo abian take point moving as fast as he can through the jungle,while keeping his eyes and ears open for any sing of trouble,He also does his best to move silently and not be seen.

Spot 21 Search 29{For Traps} Listen 22 Move silently 18 Hide 16 Please disregard last roll.

Bart ac 27 hp 86/86 endure elements 
Monday September 4th, 2006 5:15:44 AM

Bart follows Mykeal into the bush, Bart increases his speed so he keeps him insight

Val AC 19 (21 vs traps), 139/ 139, Endure Elements 
Monday September 4th, 2006 2:35:51 PM

Thanks to Nezamil's magic things are a bit more bearable. She moves as quickly as she can though its not fast enough for her liking. The jungle seems to grip her feet as she tries to take a single step.

ooc: I don't care where Val is but she would.

Rigging  d20+12=18
Monday September 4th, 2006 4:06:18 PM

Rigging tries to keep an eye on his friends and look out for the enemy. "Remember they might have hostages but they are also sneaky and if you see one, he is standing behind a pit and he has a friend hiding behind a tree."

He contacts Swirl to see how his familiar is doing? Is he still afraid of the snakes or has that worn off?

Rigging keeps his place in line wondering if Mykael was going to pay for his recklessness.

OOC I am assuming the whole party is making double moves towards the enemy if we don't encounter anything.

spot check 18

Cosmo (AC 19; HP 53/57); Griffon (AC 17; HP 59/59)  d20+5=25
Monday September 4th, 2006 5:32:54 PM

Cosmo spots the group making double time towards Mykael and the 9 snake creatures.

Spot 25; natural 20

He flies above the group keeping pace with them.

attendence report 
Monday September 4th, 2006 6:09:09 PM

adm-Nellie xxxxx
Ashira xxxx?
Appolo xxxxx
Rigging xxxxx
Val xxxxx
Bart xxxxx
Nezamil xxxxx
Mykael xxxxx
Cosmo xoxox

?? = still has time to post before Dm post

Ashira (AC27, HP 108/112) 
Monday September 4th, 2006 10:16:03 PM

Ashira moves slowly through the jungle trying to accommodate the other, slower members of the party. Still, she knows the importance of staying together. She shakes her head at Mykael's tactics. It's not that she doubts his sincerity...but it's more experience. True these things looked like push overs, but experience has taught her that bad things happen to those that go it alone.

The Trap is Sprung---ADM Nellie  d100=32
Tuesday September 5th, 2006 12:35:45 AM

Rigging and the Wildcards travel as quickly through the jungle as they can, trying to catch up with Mykael and the kidnappers. Nezamil's spell makes life much more bearable for some, but the wildlife still makes the trip less than a walk in the park. Rigging makes contact with Swirl who is still very much terrified of snakes (spell lasts 10 minutes...roughly 20 rounds or 2 minutes have passed).

From his bird's eye position, Cosmo sees nothing interesting, but then again, it's pretty hard to see many details when you're 120 feet above the battle.

Mykael scoots through the forest, wary of traps, but wanting to catch up to the bad guys before they have a chance to do anything with the hostages. It doesn't take long. As he moves forward, he catches sight of two of the Yuan Ti purebloods moving toward him. They no longer carry sacks and they have scimitars at the ready. He can also hear movement behind them. And then...more surprises. There is a crashing noise in the nearby bushes, and three Yuan Ti purebloods suddenly wriggle into being about 10 feet away from Mykael (Strange that...Mykael is positive there was nothing there just a few minutes ago..). Scimitars in hand, the trio converges on Mykael, though they don't attack. Due to the thick undergrowth, none of the Wildcards with the exception of Cosmo and Swirl spot Mykael's predicament as of yet, though there is definitely a lot of noise going on up front.

Jungle properties...
Only ½ movement allowed while in the jungle. (So for most a normal movement is 15 feet...a "double move" would be 30 feet) No running or charging or the like...though double movement will be allowed.

The maximum visual range in the Jungle is 30 feet.

10 % miss chance in the Jungle

At 40 feet distance the miss chance increases to 40%

At 50 feet distance the miss chance increase to 70%

Range spells and weapons can not target beyond 50 feet



Val AC 19 (21 vs traps), 139/ 139, Endure Elements 
Tuesday September 5th, 2006 10:01:56 AM

The golden axe sweeps out before her, dropping a chunk of vegitation onto the ground only to be stepped a second later.

"After this experience the first thing I buy the next time we hit catacombs is a freedom of movement item of some sort. This jungle is really agrivating me."

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement  d20+5=8
Tuesday September 5th, 2006 5:54:19 PM

" keep moving forward " growls Nezamil as he follows behind Val and Appolo "

"Mykael.....where are ya ?" yells the 10'2" dwarf as he peers up into the jungle canopy as he wonders " where's our flying recon?? "

The big fella keeps pushing forward thru the jungle as he listens (d20+5=8 listen ch )but he can't hear anything over the sounds of the jungle and his fellow crashing thru the jungle undergrowth

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass*,Wall of stone (spell resistance)

Spells cast *

Appolo Ac 23 Hp68  d20+10=30 d20+9=26 d20+8=9 d20+14=19 d20+13=15
Tuesday September 5th, 2006 7:32:58 PM

Appolo keeps moving as quickly and silently as possible while keeping and eye out and an ear open for trouble.

Spot 30 Search 26 Listen 9 Move silently 19 Hide 15

Cosmo (AC 19; HP 53/57); Griffon (AC 17; HP 59/59)  d20+5=22 d20+5=10
Tuesday September 5th, 2006 9:03:07 PM

Hearing the noises coming from Mykaels position, Cosmo swoops down to the Wildcards to give warning.

Listen 22
Spot 10

"Hurry up. I think Mykael might be in some trouble, but I cannot see what is going on through the trees."

Active Spells:
Mage Armor: 16+/18 hours (extended)

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3 *, Web x2 & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 0/3, Extend 1/3 & Enlarge 0/3

Rigging hps 64/77 ac 19 protection from arrows, mage armor 
Tuesday September 5th, 2006 9:27:00 PM

Rigging gets Swirls ariel report and growls, "Mykael has sprung the trap! We need to get to him before they carve him to pieces. Keep moving!"

Rigging will keep moving as fast as he can towards Mykael.

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3* , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2*, dark vision, fog cloud
Third level spells: Haste, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles, SM 4, greater invisbility


George to Chris (Appolo) 
Tuesday September 5th, 2006 9:28:13 PM

Chris you do realize that you can't move quickly and hide and move silently. Move silently really slows your movement. Since we are crawling in this jungle as is, you will barely move at all.

Ashira (AC27, HP 108/112) Woodland Stride  d20+11=31 d20+12=13
Tuesday September 5th, 2006 11:06:06 PM

Ashira hears the battle going on up ahead (Listen= nat. 20) and glances at her husband. "Sorry dear can't let Mykael go like that..." she calls over her shoulder as she sprints easily through the jungle. She catches up with Appolo (J33) and checks for any further signs of the enemy but finds a big palm tree in the way (Spot=nat. 1).

Come Into My Parlor---ADM Nellie  d20+10=26 d20+3=16 d20+10=18 d20+3=22 d20+10=20 d20+3=8
Wednesday September 6th, 2006 12:06:41 AM

Aware of Mykael's plight, the Wildcards get moving. But the jungle is indeed hampering. Still, Appolo and the fleet footed Ashira now have sight of him and his attackers....and it doesn't look good. Already surrounded on three fronts, things go from bad to worse as four more purebloods from the north come down to join the party (interesting...no sacks). In striking range, the three first purebloods attack their surrounded enemy, but all of the attacks ping harmlessly off his armor.

Appolo knows that next round he and Ashira will be able to close with the snake men while it will take the other Wildcards another round if they so choose. As he takes a look around, Appolo is sure he spotted some movement to the right of his current position. Whatever it was, it was small.


Bart  d20+3=19
Wednesday September 6th, 2006 3:46:37 AM

Bart increases his speed, taking risks if necassery to reach Mykael and the pure bloods as soon as possible (dex check 19)

Val AC 19 (21 vs traps), 139/ 139, Endure Elements 
Wednesday September 6th, 2006 9:59:17 AM

Now aware of the ambush Val moves forward as fast as she can (I 32).

"I'll give the snakes one thing. They sure are sneaky."

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement ,haste rd 6  d20+5=23 d20+15=34 2d6(2+1)+6=9 d20+13=18
Wednesday September 6th, 2006 4:07:33 PM

Nezamil clicks his heels together (re-activate boots of speed , free action)and surges forward(move 40')to the left of Val (moving up H-file to H-29)......the 10'2" dwarf deftly moves the the jungle undergrowth with surprising ease.....(d20+5=23 listen ch) he homes in on sounds of battle ahead.....just as the snakemen appeared seemingly out of nowhere....the Cleric of Domi suddenly springs forth and whacks the snakeman(pb11) with his mace (d20+15=34 only swing cuz of move)......with a solid blow (2d6(2+1)+6=9 dam)

" who says ya gotta be short to be sneaky " growls Nezamil

" way to trap'em for us Mykael " laughs the dwarf as he hopes to plant seeds of doubt in the snakesmens minds

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass*,Wall of stone (spell resistance)

Spells cast *


Appolo Ac 23 Hp68  d20+10=27 d20+9=24 d20+8=12
Wednesday September 6th, 2006 4:45:48 PM

Appolo looks right scanning the jungle hard for the enemy.He gets Ashira's attention"I think theres more of them moving ot the right of us just out of sight."He raides his hand indicating the party should stop and wait."Ashira can you get to Mykeal and fall back to us Rigging have cosmo lay down some covering fire about 100 yards to my right.They are trying to encircle us."

Mykael -- HP 30/56, AC 27  d100=64 6d6(5+6+1+5+1+3)=21 d20+7=19
Wednesday September 6th, 2006 4:49:56 PM

OOC: Sorry, on vacation, cant read the maps, and have limited internet access. Didnt mean to miss the last post.

I am assuming that Mykael is in battle with at least 3, therefore any movement out would provoke serious attacks of opporntunity.

IC: Mykael looks his enemies it their reptilian eyes, grits his teeth, "I owe you all, and you are not going to delay me!"

Mykael cast fireball encompassing area almost centered on himself, aiming to get all the Yuan Ti that he can see, hear, or knows about.

(made Spell Failure = 64%)
(Fireball = 21 damage)
(Reflex save vs DC: 17, for half)

(Mykael's Reflex save = 19, thus 11 damage, as added in already)

"Did that light the way for you all enough back there?!? Lets MOVE!" Mykael yells back to the group.

Ghem? Many have appeared suddenly. I dont see any of the kidnapped people. Please get to looking for more. This group led us away from the real group most likely.

Rigging ac 19 hps 64/77 protection from arrows and mage armor  d20+12=31 d20+12=23 d20+12=22 d3=2
Wednesday September 6th, 2006 7:01:36 PM

Rigging winces when he sees the fireball go off wondering if that was the best tactic. When he hears Appolo's warning he yells, "Keep moving forward. I have a surprise for them."

Rigging moves 15' forward and then casts a summon monster 4 spell getting 2 fiendish apes next round. Made all my concentration checks for my spells.

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3* , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2*, dark vision, fog cloud
Third level spells: Haste, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles, SM 4, greater invisbility


Ashira (AC27, HP 108/112) Woodland Stride 
Wednesday September 6th, 2006 9:46:48 PM

Ashira looks over at Appolo. "Sure thi..." The fireball goes off, and Ashira flinches in surprise. "Hope he doesn't plan on firing off any more of those anytime soon." Ashira mutters as she moves into striking range (J28), swords drawn.

Cosmo (AC 19; HP 53/57); Griffon (AC 17; HP 59/59) 
Wednesday September 6th, 2006 10:40:19 PM

Cosmo continues his ariel scouting. He sees the fireball go ff and heads in that direction.

He hopes Mykael is ok.

The Spider or The Fly??---ADM Nellie  d20+10=30 d20+10=14 d20+10=26 d20+10=17 d20+10=27 d20+10=21 d20+10=24 d20+6=24 d20+6=8 d20+6=11 d20+6=13 d20+6=15 d20+6=23 d20+6=25 d20+11=18 d20+11=25 d20+11=29 d6+3=6 d6+3=6 d100=89 d100=80 d100=97 d20+10=19 d20+9=16 d20+8=9 d20+8=9 d100=2 d20+10=29 d20+10=23 d20+5=25 d20+5=8 d20+10=17 d100=73 d20+10=14 d20+5=19 d100=31 d20+10=12 d20+5=15
Thursday September 7th, 2006 1:10:59 AM

Backed into a corner with nowhere to go, Mykael makes a gutsy move. Drawing several attacks of opportunity from the foes surrounding him, Mykael steels himself to fire off his deadly spell...and the purebloods respond in kind by taking their attacks of opportunity on the mage. Fortunately, only two of the beasts are able to penetrate Mykael's armor doing a minimal amount of damage (12 pts. total damage). (DM note: normally if you take damage while trying to cast a spell you need to make a concentration check DC 10+ damage taken + spell level. I'll let it slide this round.) There is a flash and then the searing waves wash over Mykael and the Yuan Ti. Even though he's able to side step most of the flames, the smell of burning flesh fills the air as Mykael's hair and eyebrows are burned from his flesh. The Yuan Ti, curiously weather the flames far better. Several of them look to be completely unharmed (PB3, 4, 9 &10). The others (PB8, 11 &12) duck out of the way of the flames and look only mildly annoyed at the attack. (OOC: Please roll spell resistance checks for each opponent next time)

Mykael can feel the struggle going on inside of his familiar. "Boss, be careful out there..those icky snakes are everywhere...big ones, small ones...on the ground, in the trees...everywhere....everywhere!!" Still, Ghem screws up enough strength to take a look around. "There are some bags lying on the ground behind those snake thingies that have you surrounded. Is that what you're looking for? And past the bags are some more snake thingies...three of them."

The cavalry arrives in force. Deciding to turn the tables, Nezamil activates his boots and bolts toward the fray. (OOC: I'm sorry, I misspoke about the Freedom of Movement... it will not increase your movement in the jungle, but does help with Entangle spells. Spoke with Chris and he decided to change his move. He wished to take a 20 foot move to H33.) Val and Ashira likewise make double moves and ready themselves for some butt kicking next round. Not one for the up close and personal stuff, Rigging fires off a spell for reinforcements (please post for apes next round and remember, Rigging cannot see the battle, so he will have to place his apes by approximation.). Meanwhile, Appolo guestimates the Yuan Ti's tactics and makes some suggestions of his own.

The snakemen hiss at one another. One of the creatures springs toward Mykael and wraps his arms around him (touch attack AC19) and makes a grab for him (Grapple=16 Mykael's opposed check is 10+ his base attack+ strength) but can't quite get ahold. Two of the other purebloods follow suit, but can't even reach out and touch Mykael (touch= nat. 1's). The other three decide to play it safe and stick with using their scimitars. One Yuan Ti makes what would have been a devastating attack...if those pesky vines hadn't been hanging in his eyes and obscuring his vision (Miss=2). The other two just find it flat out impossible to get past the elf's armor.

As the battle rages, a new player emerges. The bushes wiggle and shake nearby and what should pop up, but a big ol Halfbreed (HB1) with large black diamonds running down his scaly hide. The creature pulls out a bow and takes in the battle.

Jungle properties...
Only ½ movement allowed while in the jungle. (So for most a normal movement is 15 feet...a "double move" would be 30 feet) No running or charging or the like...though double movement will be allowed.

The maximum visual range in the Jungle is 30 feet.

10 % miss chance in the Jungle

At 40 feet distance the miss chance increases to 40%

At 50 feet distance the miss chance increase to 70%

Range spells and weapons can not target beyond 50 feet



Bart 
Thursday September 7th, 2006 2:00:16 PM

Bart tries to go as fast as he can

Appolo Ac 23 Hp 68 
Thursday September 7th, 2006 7:50:43 PM

Appolo moves forward to engage the snakemen.

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement ,haste rd 7  d20+16=28 d20+11=26 d20+16=21 2d6(5+5)+6=16 2d6(1+4)+6=11 2d6(5+3)+6=14
Thursday September 7th, 2006 7:52:59 PM

Closing in on the snakemen attacking Mykael... the 10'2" dwarf eyes a target... stepping(5'ft move) towards (pb11)his chosen victim nezamil unleashes a devastating series of blows... using his long reach to his advantage... the 1st overhead smash lands solidly (d20+16=28)(2d6+6=16 dam) followed with a quick backhand (d20+11=26)(2d6+6=11 dam) and finally landing a crushing finishing blow (d20+16=21)(2d6+6=14 dam)(total 41 damage)

"Grrr... feel Domi's power " roars the Cleric of Domi

"try and tackle me ya weak slimy worms "

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass*,Wall of stone (spell resistance)

Spells cast *

(no hb1 on the map ??)

Rigging ac 19 hps 64/77 protection from arrows and mage armor  d20+7=16 d20+7=19 d20+2=8 d20+7=24 d20+7=23 d20+2=17 d6+5=8 d6+5=11 d100=37 d100=89 d20+12=32 d20+7=10
Thursday September 7th, 2006 8:02:58 PM

(Apes)Rigging summons his two fiendish apes and has them attack the halfbreed. They appear at N29 and N30 Ape 1 misses with his attacks but Ape 2 has more success hitting 2 times with his claws doing 19 points of damage (made miss chances.

Rigging smiles as he sees the attack and decides that half blood should be kept busy for a while. He checks on his crew and yells, "Cosmo get into the fight!"

Rigging will move forward to I30 using a double move. He will look around closely as moves expecting more ambushes. (rolled another natural 20 on spot check. This is getting freaky)

Swirl will gain some altitude both to get away from the snakes and to help keep an eye on things. (spot check 10)

Ape stats; Hp 29 ac 14 +7 claw, +2 bite damage 1d6+5 claw, 1d6+2 bite

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3* , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2*, dark vision, fog cloud
Third level spells: Haste, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles, SM 4*, greater invisbility

mage armor (hours)
protection from arrows (Hours)
summon monster 4 1/8 rounds

Mykael -- HP 18/56, AC 27  d20+10=17 d20+5=21 d10+3=6 d10+3=13
Thursday September 7th, 2006 9:19:32 PM

Mykael switches tactics, seeing the less than hoped for effects of his fireball. He swings his Bastard sword twice at the Yuan Ti in front of him. (cant read map yet, dont have software on vacation for it).

(1st attack = AC 17 for 6 dam)
(2nd attack = AC 21 for 13 dam)

Ghem look for humans in the jungle besides us, please

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2
3 lvl -- Vampiric Touch, Fireball x2*


Cosmo (AC 19; HP 53/57); Griffon (AC 17; HP 59/59)  d20+5=7
Thursday September 7th, 2006 10:25:15 PM

Cosmo flies over to the fireball/battle area. He looks down through the tree tops, but he cannot determine which combatants are snake creatures and which are Wildcards.

Spot 7

He circles around again looking for the enemy or looking for a place to land.

Active Spells:
Mage Armor: 16+/18 hours (extended)

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3 *, Web x2 & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 0/3, Extend 1/3 & Enlarge 0/3

Ashira (AC27, HP 108/112) Woodland Stride  d20+14=26 d20+9=12 d20+4=17 d20+14=20 d20+6=12 d20-4=-3 d8+5=7
Thursday September 7th, 2006 11:25:49 PM

Ashira looks over at the creature in front of her in disgust. "Hey slimey, over here!!" She brings her swords down time and time again, but is less than satified with the results (AC26 for 7).

Dire Straights----ADM Nellie  d100=31 d100=78 d20+28=35 d20+18=19 d20+9=29 d20+9=23 d8+11=12 2d8(2+4)+22=28 d100=60 d20+12=17 d20+5=8 d100=8 d20+12=16 d20+7=19 d100=62 d20+12=28 d20+7=23 d100=40 d20+17=20 d20+12=27 d6+4=9 d100=50 d20+10=29 d20+3=20 d6+3=5 d100=37 d20+10=21 d20+3=7
Friday September 8th, 2006 12:49:51 AM

Mykeal switches tactics and tries to take down the pureblood in front of him. His first strike goes short, but the second strike hammers home drawing a good deal of blood. Unfortunately, the pureblood blocking his way is still very much alive. And so are most of the other purebloods who are encompassing him. They strike out at the warrior, intent on bringing down their prey, but Warrd does not seem to be with them. Two of the attacks gets through (AC27 for 9, AC29 for 5) and Mykael is definitely looking quite a bit worse for the wear.

Ghem flits around, trying desperately to follow his masters order without getting too near those horrifying snakes. I don't see any humans...not anywhere. Just snakes, those snakemen and some bags on the ground. Even Rigging's sharp eyes don't catch sight of any other enemies for the time being.

Seeing their friend in dire straights, the Wildcards move into position. Bart, Rigging and Appolo surge forward, ready to kick some serious tail next round.

With his sneaky plan falling in place, Nezamil moves forward and pulverizes his opponent, leaving only a bloody mangled skeleton collapsed on the ground before him.

Ashira has much worse luck merely scratching the Yuan Ti in front of her.

Rigging's apes appear and begin doing what they do best...bite and scratch. Unfortunately, their attacks are repelled by the creature's armor and tough hide. Ignoring the pesky creatures for now, the ugly snake monster slithers forward five feet and quickly fires off three glowing arrows at Val. Two of them strike home, punching through Val's armor and cutting deep into the muscle beneath (AC35 for 12, AC29/23 crit. for 28, total damage 40).

Cosmo makes a search for any further hostiles, but he just can't locate any. He does, however find a nice landing spot nearby that is far enough away from the Yuan Ti and the abundant jungle snakes for the likings of his gryphon.

Jungle properties...
Only ½ movement allowed while in the jungle. (So for most a normal movement is 15 feet...a "double move" would be 30 feet) No running or charging or the like...though double movement will be allowed.

The maximum visual range in the Jungle is 30 feet.

10 % miss chance in the Jungle

At 40 feet distance the miss chance increases to 40%

At 50 feet distance the miss chance increase to 70%

Range spells and weapons can not target beyond 50 feet



Nellie 
Friday September 8th, 2006 1:00:21 AM

Friendly DM note for Mykael. Sorry you can't read the maps of yet. Just to let you know...if you take a 5 foot step into the space occupied by the Yuan Ti that Nezamil just killed, you will no longer be completely surrounded by the enemy.

Appolo Ac 23 Hp 68  d20+14=22 d20+14=17 d10+4=7 d10+4=9 12d6(6+5+2+1+5+1+6+4+1+1+1+5)=38
Friday September 8th, 2006 11:31:31 AM

Appolo moves quickly arounf Ashira flanking and back stabbing PB9 with both his swords.
Hoping to destroy the creature as quickly as possible.

Attack 22,17 Damamage 7 and 9 for 19 and 19 poinTs of backstab damage Creature also takes a crippling strike for 1or two pints of Strength. fro 16+ 38 for a total of 54 points damage.

Chris, you need to roll your sneak attack damage seperately for each attack. Please do not make one roll and then just divide the results.---Nellie

Val AC 19 (21 vs traps), 103/ 139, Endure Elements  d20+12=29 d8+21=26 2d6(1+3)=4
Friday September 8th, 2006 12:46:06 PM

Closing the distance between her and HB1 (normal move of 20' to L29). This is the first serious threat she has faced and her blood burns with excitement. She raises the golden axe, bringing it down hard upon the strange half breed.

"Come on snake man. Show me your strength."

ooc: power attack -10/ +10. If I remember what enchantments the axe has she hit ac 29 for 26 normal and 4 bane.

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement  d20+16=25 d20+11=31 d20+11=16 2d6(2+5)+6=13 2d6(1+6)+6=13 2d6(3+2)+6=11
Friday September 8th, 2006 1:59:07 PM

De-activating his magical boots Nezamil steps (5'ft move) forward (to H30) and continues to use his reach to its fullest advantage with a sweeping blow from the right side at the next snakeman(pb10) (d20+16=25 1st swing)(2d6(2+5)+6=13 dam) "how's that feel ? " growls Nezamil as his backhand sweep of his mace lands a crushing blow(2nd swing) (d20+11=31 nat 20!!)(crit hit d20+11=16 hit??)(2nd swing dam 2d6(1+6)+6=13 dam)(crit hit if succesful 2d6(3+2)+6=11 dam bonus)(total of 26 dam w/o crit , 37 dam with crit hit bonus)

"your gonna make a nice pair of boots " taunts the 10'2" dwarf

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass*,Wall of stone (spell resistance)

Spells cast *



Rigging ac 19 hps 63/77 protection from arrows and mage armor  d20+10=30 d20+10=13 d20+10=29 d6+1=4 d4+1=5 2d6(1+6)=7 d100=44 d100=81
Friday September 8th, 2006 6:12:18 PM

Rigging slides next to Bart and attacks the snakeman in front of him. He hits with his shortsword (almost critical but missed critical swing) and then with his holy dagger. (hit ac 30 and 29 Made miss chances) Total of 16 points of damage to PB12

Location H29

Holding off on Apes moves until AOO is resolved

Ape stats; Hp 29 ac 14 +7 claw, +2 bite damage 1d6+5 claw, 1d6+2 bite

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3* , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2*, dark vision, fog cloud
Third level spells: Haste, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles, SM 4*, greater invisbility

mage armor (hours)
protection from arrows (Hours)
summon monster 4 2/8 rounds


Bart ac 27 hp 86/86 endure elements  d20+17=37 d20+17=25 d10+9=16 d10+9=12 d6=6 d100=45 d20+12=26 d10+9=17 d6=1 d20+7=24 d20+7=22 d10+9=14 d10+9=19 d6=1 d100=25 d100=63
Saturday September 9th, 2006 2:54:02 AM

Bart hits sthe snakeman in front of him (pb12) hard (threat 27 crit 25 for 16 +12 +6 shock=34) His second attack hits as wel ac26 for 18, his third (another threat24 and crit 22 for 14+19 +1) In case the snak dies befor the end of his attacks bart steps in the empty spot and makes an cleave attack to another one

Mykael -- HP 4/56, AC 27  d20+9=28 d100=68 d100=40 d100=80 d20+6=22 3d6(2+4+1)=7
Saturday September 9th, 2006 3:23:06 AM

Mykael notices the fall of PB11 and takes a 5ft step back to H-28, and stays low to not interfere with Nezamil's attacks. He turns and casts Vampiric Touch on PB12.

(Touch Attack = AC 28)
(Concealment chance = 68%, success)
(Armor check = 40%, success)
(Magic Resistance = 80%)
(Concentration check = 22)
(Spell does 7 hps damage and heals Mykael the same)
(Havent added in the healing, since not sure if the spell succeeded yet)

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2
3 lvl -- Vampiric Touch*, Fireball x2*

Rigging's apes  d20+12=28 d20+7=15 d20+2=15 d20+7=15 d20+7=20 d20+2=11
Saturday September 9th, 2006 10:14:11 PM

Ape number 1 trys to pin the halfblood with his first attack. Rolled another grapple check and got a 28. Taking the 10 rule, I am assuming he is pinned. He then tries to attack the snake man with his other attacks but fails.

Ape number 2 also sitting on the snakes legs just attacks. Since the first ape pinned the Yuan-ti its ac goes down by 4. Even with the added advantage the ape misses with all of his attacks.

Ashira (AC27, HP 108/112) Woodland Stride  d20+14=30 d8+5=8 d20+9=25 d8+5=11 d20+4=16 d20+14=16 d20+6=10 d20-4=14 d100=14 d100=11
Sunday September 10th, 2006 11:29:41 PM

Smiling at the success of the others, Ashira takes a stab at the pureblood in front of her (PB9), not wanting to let the others have all the fun. (AC28 for 8, AC25 for 11)

Slaughter and Reinforcements----ADM Nellie  d100=15 d100=32 d100=39 d100=54 5d6(3+6+3+4+3)=19
Monday September 11th, 2006 12:19:57 AM

DM Note: Rigging has had his apes initiate a grapple on the Halfblood (HB1) who was attacking Val. The grapple was a success, so the Yuan Ti was not able to perform his attack. Val you should add back the 40 Hp from last round.

Arriving on the scene after being hampered by the jungle, the Wildcards snap into action to try and save their friend.

Val easily closes with that stupid Halfblood that was pointing the bow at her before the apes grabbed a hold of it. It's not too much of a challenge for her to hit the mostly stationary target, but at least it looks like she's found a worthy opponent. She can see the flicker of fear in his unblinking eyes as she brings up the axe to strike. With a bright flash, the axe cuts cleanly through the snakeman's side, causing blood to flow freely. Still, it looks to be in good fighting shape.

Nezamil steps forward and finishes up the pureblood that dares to stand before him. Crunch, crunch, snap. It's head hanging at a sickening angle on its shoulders, the creature falls to the ground lifeless.

Moving in place to help out, Rigging cuts at the pureblood in front of Ashira. It hisses in anger that it never has a chance to vent. In place, Bart rains death and destruction. He kills the Yuan Ti in front of him (PB12) with one well placed blow. Stepping forward he slashes at the pureblood paired against Ashira (PB9) and hack into the thing with two very powerful slices. Blood oozes out of its deep wounds, and the creature looks like it is near death's doorstep. Then in comes Ashira with the death blows. Scratch another one.

Appolo takes a step forward but finds no one to engage.

Wanting to get a quick heal, Mykael readies himself to tap some of the lifesource of the nearest Yuan Ti. Unfortunately, there are none alive that are nearby. So Mykael settles for moving out of the combat (moved you to H31 with 4 Hp, let me know if you want something else).

Cosmo continues to fly recon, as of yet not landing or attacking.

Ghem reports to Mykael that the four snake things in the jungle are moving toward the bags laying on the ground.

Meanwhile, Rigging's apes tighten their grip on the halfblood (Hb1). It ain't going anywhere any time soon. (DM note: When an opponent has pinned you, you are held immobile (but not helpless) for 1 round. While you¹re pinned, you take a -4 penalty to your AC against opponents other than the one pinning you. Treat your Dexterity as 0 (-5 modifier). I do not see in the description where a pinned creature is prone. Looking annoyed, the creature concentrates for a moment, and a thin layer of acid forms around his body, burning the apes that are holding him (19 damage).

Seeing the arrival of the heavy hitters, it looks like the back lines of Yuan Ti (PB 3,4,8) have had enough. They backpeddle quickly back into the forest from whence they came...the same direction that Ghem indicated that the sacks were laying.

In the meantime, there is more movement from the nearby bushes. Four more half-bloods appear in the jungle nearby the first half-blood. Scimitars in hand, they close in with Val and the apes, a hungry look in their eyes.

Please remember to roll your own d100 for the 10% chance of missing in the jungle.


Mykael -- HP 6/56, AC 27  d8+1=2
Monday September 11th, 2006 2:11:50 AM

OOC: Since the target of his spell was taken down by his allies, Mykael drinks a CLW potions last round after his movement. And heals 2 points.

IC: "They are trying to get away, we have to press the attack," Mykael states as he takes a double move to G25.

Ghem, thanks for letting me know, your doing great. Your bravery is inspiring me.

Val AC 19 (21 vs traps), 139/ 139, Endure Elements  d20+17=27 d20+12=29 d20+7=20 d8+16=18 2d6(6+3)=9 d8+16=19 2d6(4+1)=5 d8+16=18 2d6(2+4)=6
Monday September 11th, 2006 4:03:34 PM

"I'm going to turn you into a new pair of boots." Val said with an excited grin. Now that it was 3 on 1 perhaps she would be properly challenged. She adjusted her grip on the handle and brought the enchanted axe down upon the snake man (HB1) in three quick strikes.

ooc: power attack -5/ +5. hit ac 27 for 18 normal and 9 bane. hit ac 29 for 19 normal and 5 bane. hit ac 20 for 18 normal and 6 bane.

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement  d20+15=27 d20+10=15 2d6(4+5)+6=15 2d6(1+2)+6=9 d20+5=16
Monday September 11th, 2006 6:09:20 PM

The 10'2" dwarf edges forward another few steps (5'ft move)....bringing another snakeman(pb3) within range of his bloodstained mace......" your turn " grins Nezamil as he brings his mace down in an overhand smash (d20+15=27 1st swing) on the snakewarrior(pb3)(2d6(4+5)+6=15 dam)

"I ain't done yet " growls the dwarf as he tries to land the finishing blow on the snakeman(pb3)(d20+10=15 2nd swing )(hit ??)(2d6(1+2)+6=9 dam if blow found its mark)" stand still i say " barks Nezamil

Feeling movement behind him ....Nezamil peeks over his shoulder (d20+5=16 spot ch) "you ok Mykael ??.......hey wait up !!!" growls Nezamilk after the hard charging Mykael

"don't go alone " as Nezamil looks about at the snakeman (pb3) in front of him.....trying to decide his next action ...whether to finish off the snakeman or go assist Mykael .... as he see's the warrior/mage pick his way away into the jungle

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass*,Wall of stone (spell resistance)

Spells cast *


Rigging AC 20 hps 64/77 mage armor, protection from arrows  d20+12=30 d20+12=22 d20+12=20 d20+12=22 d20+7=17 d20+7=11 d100=68 d20+12=20 d100=78 d20+12=22
Monday September 11th, 2006 9:31:14 PM

The apes recoil in pain from the acid and decide to attack some of the newcomers instead the nasty and painful thing they are on. Ape 1 attacks HB4 grappling him. (touch attack 17 miss chance 68. Grapple roll 22. Taking 10, he should be successful)

Ape 2 attacks HB5 with a grapple and hits ac 11. miss chance 78. His grapple check is 20. Taking 10 he should be successful as well.

Rigging sees the newcomers and decides to buff the party up, casting haste on everyone but Cosmo who is too far away. Everyone gets +1 AC +1 to hit, +1 to save, +1 on AC and 1 extra attack with primary weapon during a full attack. Everyone also gets +30 base to their movement or 15' in the jungle

OOC made all four concentration checks

Swirl is hovering above Rigging still scared enough not to attack anything.
Ape stats; Hp 29 ac 14 +7 claw, +2 bite damage 1d6+5 claw, 1d6+2 bite

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3* , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2*, dark vision, fog cloud
Third level spells: Haste*, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles, SM 4*, greater invisbility

mage armor (hours)
protection from arrows (Hours)
summon monster 4 2/8 rounds
haste 1/8

Ashira (AC28, HP 108/112) Woodland Stride, Haste  d20+17=21 d8+5=12
Monday September 11th, 2006 10:19:11 PM

Ashira grins at her husband. "Thanks dear!" She scoots over next to Val wanting to lend a hand (L27). Feeling the magic flowing in her veins, she slices at the halfblood (AC21 for 12).

Spells in place
Haste: 1/8 rounds


Cosmo (AC 19; HP 53/57); Griffon (AC 17; HP 59/59)  d20+5=23
Monday September 11th, 2006 10:28:25 PM

Cosmo spots the newcomers to the battle. He decides to land. He picks a spot near the group, behind them and making sure they are between him and the enemy.

OOC -- I do not have the map at my home address. Can you add it to your list WLCMLC@SBCGLOBAL.NET

Spot 23

Active Spells:
Mage Armor: 16+/18 hours (extended)
Web: 90/90 minutes

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3 *, Web x2 & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 0/3, Extend 1/3 & Enlarge 0/3

attendence report 
Tuesday September 12th, 2006 12:26:25 AM

Adm-Nellie xxxxx
Ashira xxxxx
Appolo xxxxo
Rigging xxxxx
Val xxoxx
Bart oxxxo
Nezamil xxxxx
Mykael oxxxx
Cosmo xxxox

Decisions, Decisions----ADM Nellie  d8=2 5d6(1+6+5+3+2)=17 5d6(2+3+4+3+6)=18 d20+17=22 2d8(8+1)+6=15 3d8(4+8+8)+5=25 d20+12=32 d20+12=27 2d6(1+5)+4=10 d20+7=9 d20+12=16 d20+7=18 d100=71
Tuesday September 12th, 2006 12:35:14 AM

Determined to save the hostages, Mykael presses forward in spite of his life threatening injuries. (OOC: Rerolled the healing for you. House rules says you reroll 1's. Add one more hit point to your total.)

Making full use of her tactical advantage over the Halfblood, Val lights into him with the magical axe. There are two more burst of magical energy (third strike misses) and the pinned halfblood droops. It looks angrily at the apes holding it still, and it hisses something to its newly arrived brethren.

Nezamil looks up again to see that the pureblood he intended to attack has moved on. He moves forward chasing after Mykael. (Chris, if this isn't what you wanted to do, just let me know next post).

Rigging's apes move away from the painful halfblood they have a hold of and move on to less promising targets. They grab onto the new arrivals and put the big squeeze on them.

Meanwhile, Rigging gives the group a little boost by firing off his spell. (Move rate is now 30 feet standard and 60 feet double move for most).

Taking advantage of the newly cast magic, Ashira takes a stab at one of the new arrivals around Val. The magic tipping the attack in her favor, Ashira is rewarded by watching a ribbon of blood form down the creature's back.

Bart and Appolo take a short break after all their hard work killing Yuan Ti.

The former rear guard (PB3, 4, 8) continue to fall back as Mykael watches them fade into the jungle. Then he and Nezamil hear a shouting. "Kill the hostages before the meatsacks can get here."

Mykael receives another message from Ghem. Lookout, those snakey things are headed right for you.

Cosmo moves in and lands, taking a good look at the battlefield but seeing nothing extraordinary right now. His mount paws the ground nervously and absolutely refuses to go anywhere near any of the living or dead Yuan Ti.

The grappled halfbloods (HB4 &5) follow their brother in arm's tactics and are soon covered in a layer of acid which burns at the apes skin. (17 damage to ape 1, 18 to ape2). Unable to take the damage, the apes return to their natural plane.

Finally free of the encumbering apes, the diamond backed halfblood (HB1) moves very quickly away from Val and back toward the enemy lines (drawing an AoO from Val and Ashira...rolled for Ashira, she missed). With a quick hissing, it casts a spell and many of its wounds heal up. Then, rising out of the jungle, Ashira spots the sudden arrival of an abomination (AB3). Mykeal and Nezamil also take note of the arrival of an Abomination nearby them (AB1). Please note that only Mykael and Nezamil are aware of the current location of AB1.

Things heat up a tad nearby Ashira and Val. An ugly smile on it's lipless face, a cobra hooded halfblood (HB2) plunges its scimitar into Val's back (AC32/27 for 10) but misses with its second attack. It's partner (HB3) has a harder go of it and just can't tag the pesky elf.

Jungle properties
The maximum visual range in the Jungle is 30 feet.

10 % miss chance in the Jungle

At 40 feet distance the miss chance increases to 40%

At 50 feet distance the miss chance increase to 70%

Range spells and weapons can not target beyond 50 feet




Appolo Ac 23 Hp 68  d20+14=32 d20+14=17 d20+14=32 d10+4=8 d8+4=11 d10+4=13 6d6(6+1+2+2+4+5)=20 6d6(1+3+4+4+5+3)=20 6d6(6+6+2+6+1+6)=27
Tuesday September 12th, 2006 1:03:01 AM

After taking a short break Appolo steps forward and slices three times into the back of {HB2} the snake head that attacked Valanthe.{Should get AoO in order to attack Valanthe it had to move between us and turn it's back on Appolo.}

Attack 32 17 32 Damage 8 11 13 Backstab damage 20,20,27 total 99 or 79 if the second strike misses.


Val AC 19 (21 vs traps), 131/ 139, Endure Elements  d20+12=31 d8+21=24 2d6(1+5)=6 d20+22=29 d20+17=31 d20+12=30 d8+11=13 2d6(1+1)=2 d8+11=19 2d6(3+5)=8 d8+11=19 2d6(3+5)=8
Tuesday September 12th, 2006 3:08:52 AM

As HB1 slithers away into the dense jungle Val takes a chunk out of its back as a price for its cowardice. (AoO power attack -10/+10, hit ac 31 for 24 and 6 bane). She flinched briefly from the scimitar slicing into it but the barbarian only gave that half blood a brief glance. She turned to HB3 and raised the golden axe.

"I hope your tougher than that diamond scaled coward that ran away." She said with a grin and brought the axe down upon the snake man several times.

ooc: hit ac 29 for 13 and 2 bane, ac 31 for 19 and 8 bane, ac 30 for 19 and 8 bane

Rigging ac 20 hps 64/73 mage armor, protection from arrows, haste  d20+10=17 d20+8=17 d100=45 4d6(4+3+4+5)=16 d20+10=20 d100=67 4d6(3+1+3+3)=10 d20+7=27
Tuesday September 12th, 2006 7:41:36 AM

Rigging moves up to J23 using his haste and murmers, "Not so fast buddy." He casts a spell and a scorching rays fly from his fingers. Both hit the fleeing HB1 (hit touch ac 17 and 20, made miss rolls of 45 and 67. Made spell resistance of 17.) They independently do 16 adn 10 points of damage for a total of 26. No saving throw allowed.

Swirl follows and keeps an eye out from his slightly higher elevation. (Here we go again, Swirl rolled a spot check of a natural 20)

Swirl is hovering above Rigging still scared enough not to attack anything.

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3* , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2*, dark vision, fog cloud
Third level spells: Haste*, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles, SM 4*, greater invisbility

mage armor (hours)
protection from arrows (Hours)
haste 2/8


Bart ac 27 hp 86/86 endure elements, haste 
Tuesday September 12th, 2006 10:56:39 AM

Bart speeds up and goes forward following Mykeal

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement ,haste1/?  d20+16=27 2d6(3+1)+6=10
Tuesday September 12th, 2006 2:36:27 PM

Chasing after wounded Mykael... Nezamil keeps pace and reaches into a pouch as he moves.....fishing out a vial he uses his long reach (15')and tries to hand it to Mykael " this should help heal ya " growls the Cleric of Domi "

"i'll take on our new visitor " as he points to Ab1 " once your healed up you can flank it......teamwork "adds Nezamil

Nezamil aggressivily moves towards the snakeman(ab1) but maintains his reach advantage (square E-23)
(Diagonals: When measuring distance, the first diagonal counts as 1 square, the second counts as 2 squares, the third counts as 1, the fourth as 2, and so on.)
As the abomination comes within the 10'2" dwarfs long reach(15') he lashes out with his mace(d20+16=27 1st swing)(only swing since he made a 20'move action) and it finds it's mark (2d6(3+1)+6=10 dam)as it thuds into the snakeman

"C'mon ya cowardly worm....you'll make a fine set of boots " taunts Nezamil as he tries to hold it's attention away from Mykael

Nezamil keeps the snakeman at arms length(15') as he looks for an opening to smash the beast

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass*,Wall of stone (spell resistance)

Spells cast *



Mykael -- HP 7/56, AC 28 (Haste) 
Tuesday September 12th, 2006 5:51:14 PM

Mykael smiles through gritted teeth at the giant dwarf and accepts the potion. "Thanks, more are on the way. Towards us, and I am not sure if there are even hostages in those sacks, I think this was all a trick to draw us in and allow another group to possibly escape with hostages. Most likely, those sacks had other Yuan-Ti in them, thus concealling thier overall numbers. And now they scream in Common to kill the hostages? Why would they do that? But we still have to be sure and do all that we can until we know for sure."

Mykael sucks down the healing potion from Nezamil. (Chris, you didnt specific what type it was. Please advise.)

Mykael then moves forward to E23, base move.

Thanks for the warning Ghem. Can you tell what is in the sacks? Please go and look if there are any humans there and let me know what is happening. And how far away they are. And how many snakemen are between me and them.

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2
3 lvl -- Vampiric Touch, Fireball x2*


Mykael - healing potion  2d8(2+3)+5=10
Tuesday September 12th, 2006 7:48:28 PM

OOC: Mykael's hit points are now at 17.

Cosmo (AC 19; HP 53/57); Griffon (AC 17; HP 59/59) 
Tuesday September 12th, 2006 10:11:48 PM

Cosmo urges his mount to move forward, but is unsuccessful in overcoming the creatures fear of the snake creatures.

He hesitates in getting off the creature as it is his only way of moving around quickly.

Cosmo looks around to see if any enemies are approaching his position.

Ashira (AC28, HP 108/112) Woodland Stride, Haste  d20+15=20 d20+10=29 d20+10=14 d20+5=23 d20+15=18 d20+7=11 d20-3=8 d20+15=28 d8+5=8 d6+3=6 d8+5=12
Tuesday September 12th, 2006 10:58:23 PM

Ashira looks over at the battlefield. Spotting the halfbloods on the right, Ashira moves in, determined not to get surrounded. Taking a 5 foot step, Ashira cuts and stabs at the beast, taking it down a notch or two (AC20 for 8, AC29 for 6, AC28 for 12).

More Blood hed and Surprises----ADM Nellie  3d8(4+6+1)+5=16 d20+10=22 d20+10=11 d100=63 d100=57 d20+10=16 d20+5=13 d20+4=14 d20+10=22 d20+5=18 d20+4=21
Wednesday September 13th, 2006 12:39:13 AM

Appolo gets down to his grisly business and promptly stabs the halfblood that has worked its way to him. But it's not enough to bring the creature down. (Appolo, you may not backstab unless you are flanking. Please look at the diagram on PHB 152 for examples of flanking)

Val takes a huge chunk out of the fleeing halfblood (HB1) but it keeps on going. She turns her focus onto the new challenger and brings the axe down again and again on its scaly body. Coughing a bloody froth, the creature's limp dead body collapses on Val, smearing her armor with blood.

Angered at the spinelessness of the diamond backed halfblood (HB1), Rigging fires off two very well placed rays. They rip through the jungle and straight toward the coward's back. Strangely, though they seem to just disappear as they connect with the Yuan Ti (Spell Resistance not met). Swirl heads away from the undergrowth but doesn't see anything too exciting.

Bart heads off toward the retreating purebloods, knowing that Mykael will be headed that way soon. (OOC: William, are you getting the maps??)

Nezamil moves in and takes a bite, so to speak, out of the newly arrived abomination (AB1). His crushing blow definitely connects, but the abomination looks to be in tip top fighting condition.

Cosmo looks around the battlefield, but doesn't see anybody other than the Yuan Ti the others are already engaged with.

Ashira moves forward a little and cuts open the halfblood to her right (HB4). It's not dead yet, but it sure doesn't look amused either.

Mykael muses whether the bags even contain hostages...whether this whole thing has been a ruse. Still, only one way to find out. Mykael moves forward to a position near Nezamil and downs his healing potion. Feeling much better, Mykael asks Ghem to scout out the bags to check on his suspicions. Mykael can almost feel the little dragon's mind numbing terror. No way!! Those things are right next to the bags. I'm not going anywhere near them!! But the bags seem to be moving a little. It shouldn't take you long to get to the bags, but be careful, because those other horrible snake things will make it to you soon.

Mykael's suspicions are soon put to rest as female screaming is heard over the din of battle. Ghem chimes in. They stuck one of their sharp pointy things into the bag. There's blood coming out.

Spotting the arrival of Bart, the purebloods nearest the sacks (PB3, 4, 8) stall. Scimitars in hand, they glare at Bart. "Come any further and we kill the cows!" they hiss at the fighter. Bart can confirm that the bags do indeed seem to be wiggling, and that there is a large amount of blood flowing out of one of the bags...as well as a low moaning. Bart also sees several unwounded purebloods

The diamond backed halfblood stops long enough to allow the abomination to touch him. As more of his wounds heal, the Yuan Ti makes good his escape back into the jungle.

Two purebloods (PB5&6) note the arrival of Mykael and Nezamil and fire off a couple of arrows, but they bounce harmlessly off their armor.

Seeing a brother in need, one half breed (HB5)shifts over to flank with his dying companion (HB2). He waves his sword at Val but can't damage her. Likewise, the snakeman confronting Ashira (HB4) has poor luck as well.

The abomination on the right side of the battlefield (AB3) stays were it's at. Its cousin (AB1) definitely doesn't like where its at, and it takes a 5 foot step out of Nezamil's reach. Then it fires off a spell aimed at the massive dwarf. (Fort. DC18 or become infected with Blinding sickness and lose 1d 4Str. If you fail your save, roll another Fort save DC16 or be blinded).


Val AC 19 (21 vs traps), 131/ 139, Endure Elements  d20+22=39 d20+17=24 d20+12=23 d8+11=18 2d6(5+1)=6 d8+11=17 2d6(3+5)=8 d8+11=19 2d6(2+4)=6
Wednesday September 13th, 2006 2:55:08 PM

"By the time I'm through here I'll have a dozen pair of boots." Val says with a grin. She's waiting for the right moment to unleash her anger and really show these snakemen what they have gotten themselves into. The golden axe comes in low, stopping just after the snakeman's body and coming up with a viscious backhanded swipe.

ooc: attacking HB5. hit ac 39 for 18 and 6 bane, hit ac 24 for 17 and 8 bane, hit ac 23 for 19 and 6 bane.

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement ,haste2/?  d20+10=27 d20+16=27 d20+11=30 d20+16=29 2d6(3+3)+6=12 2d6(3+6)+6=15 2d6(2+1)+6=9
Wednesday September 13th, 2006 8:16:20 PM

Smiling at the snakeman(ab1) as he steps back " where ya going ?? gonna slink away ??" taunts Nezamil

The 10'2" dwarf grits his teeth as the abominations magic washes over him " ah......sneaky tricks ain't gonna help ya "but Nezamil feels no ill effects "(d20+10=27 fort save)

Stepping towards the spellcasting snake (5'ft move)"i've got something for ya.....just hold still for a sec" laughs Nezamil

The Cleric of Domi swiftly attacks the spellcasting snakeman(ab1)...his hugh mace pounding the snakeman with 3 crushing blows(1st swing d20+16=27)(2d6(3+3)+6=12 dam)(2nd swing d20+11=30)(2d6(3+6)+6=15 dam)(3rd swing hasted d20+16=29)(2d6(2+1)+6=9 dam)(total dam =36!!)

"how ya like that trick??" adds the dwarf sarcasticly [/b]" your days of deceit are over "[/b]growls Nezamil

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass*,Wall of stone (spell resistance)

Spells cast *



Appolo Ac 23 HP 68  d20+14=33 d20+14=16 d20+14=30 d10+4=7 d8+4=11
Wednesday September 13th, 2006 8:26:46 PM

Appolo concentrates on {HB2} unleashinga full attack.Hitting twice."Hurry up sunshine.We need to move up and support the others."

Attack 33 crittical Attack 30 11 Damage 7x2=14
11 Total 25

Rigging ac 20 hps 64/77  d20+14=32 d100=23 d4+1=4 2d6(6+4)=10 d20+6=21 2d6(1+6)=7
Wednesday September 13th, 2006 8:54:01 PM

Rigging will move over to N27 and tries and help his wife take down one of these half breeds HB4. He sticks his dagger into the Yuan-ti and the dagger drinks 14 points of its life.

Swirl puts his fear aside and moves to M28 and attacks hitting ac 21 doing 7 points of damage to it.

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3* , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2*, dark vision, fog cloud
Third level spells: Haste*, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles, SM 4*, greater invisbility

mage armor (hours)
protection from arrows (Hours)
haste 3/8



Mykael -- HP 17/56, AC 28 (Haste)  d100=69 d100=57 d20+2=11
Wednesday September 13th, 2006 9:39:21 PM

Upon hearing the screams, Mykael steps 5 ft forward to F22 and casts Web. Centered between PB2 and PB8.

(Spell Failure = 69%, success)
(Spell resistance = N/A)
(PB2, PB3, PB4, PB7, PB8, AB3, all in area of effect)
(Reflex save vs DC: 16 or cant move at all)
(area effect spell, but rolled concealment miss chance anyways = 57%, success)
(Concentration check = 11, if needed, will use hero point if necessary, cant let any of them die)

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2*
3 lvl -- Vampiric Touch, Fireball x2*


Mykael 
Wednesday September 13th, 2006 9:43:08 PM

OOC: Mykael's concentration check for the web spell is 15, forgot to add in Combat Casting bonus.

Cosmo (AC 19; HP 53/57); Griffon (AC 17; HP 59/59)  d20+5=23
Wednesday September 13th, 2006 10:33:44 PM

Cosmo walks his Griffon towards Mykael and Nezamil. He takes up position behind them.

Ending in cell E25

It is at this time that Cosmo sees AB1 and PB5 & PB6.

Spot 23

Active Spells:
Mage Armor: 16+/18 hours (extended)
Web: 90/90 minutes

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3 *, Web x2 & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 0/3, Extend 1/3 & Enlarge 0/3

Bart  d20+17=32 d20+12=21 d20+7=25 d20+7=14 d10+9=17 d6=4 d10+9=16 d6=2 d10+9=14 d6=1
Thursday September 14th, 2006 1:19:09 AM

Does it matter if i come closer or not, will their lives be spared, their fate is dead. Bart goes forward and attacks, no they have a change! (i dont get the map) (ac 32 for 17 +4, ac 21 for 16+2 ac 25 (threat crit 14) for 14+1)

Ashira (AC28, HP 108/112) Woodland Stride, Haste  d20+11=21
Thursday September 14th, 2006 10:10:13 AM

Ashira smiles at her husband as he downs her foe. "Thanks!" Hearing the sounds of a struggle further in the jungle, Ashira heads that way to see what's going on (E26).

Who's the Spider Now!!---ADM Nellie  d100=91 d100=32 d100=82 d20+2=11 d20+17=24 d20+11=28 d20+11=15 d20+11=14 d20+11=23 d20+11=22 d20+7=11 d20+5=23 d20+3=5 d20+3=12 d20+3=19 d20+3=4 d20+3=10 d20+3=21 d20+18=32
Thursday September 14th, 2006 10:41:51 AM

Val turns her attention to the new player (HB5) and quickly cuts it to ribbons. Ho hum. No challenge here. The warrior can only hope that somewhere out there there's a challenger worthy of her skills.

Having no problems shrugging off the spell aim his way, Nezamil closes the distance and puts his reach to good use. All of his blows connect, but he is unable to fell the foul beast.

Appolo turns on the nearest Yuan Ti and quickly stabs him in the lung. The creature collapses on the ground thrashing in the violent throws of death.

Always willing to help out on the front lines, Rigging moves in and easily takes down Ashira's halfblood (HB4). Swirl tries to move in, but just can't overcome his phobia of snakes and so hangs back a bit. (George, Swirl must stay at least 20 feet away from any Yuan Ti or snake until the spell wears off. Spell lasts 10 minutes).

Trying desperately to save the lives of the hostages, Mykael weaves a spell, willing the enemy to be stuck in place. But as hard as he tries, he feels the magic being sucked away. The web appears around the enemy, but in his heart, Mykael knows it won't last long. (Can't apply Combat Casting unless you're on the defensive. Concen. Failed. Hero point used, gives another 11---failure. Web will last for 2 rounds and then disappear. Sorry. :( ) All of the purebloods manage to escape getting caught in the web (as well as the halfblood HB1), but the abomination (AB3) hisses angrily as the sticky strands glue it firmly in place.

Cosmo tries to maneuver himself and his mount to a better place on the battlefield, but it's difficult with the gryphon being not only terrified of the live Yuan Ti, but also the dead. (OOC: Matt, you've got to take the dead PB10 into consideration too. I put you at D27, which according to my calculations is the closest you can get right now considering a move rate of 30 feet. Unfortunately, it's not within 30 feet of AB1. Let me know if I missed anything)

Bart moves forward to kill the purebloods that are threatening the hostages. Sadly, Mykael's web is between himself and them (20 feet of web provides total cover). The closest enemies are the newly arrived purebloods (PB5 &6) and the abomination that Nezamil is engaged with. Bart moves over toward the purebloods (F19) in anticipation of cutting them down to size next round (William, just let me know if this isn't where you wanted to be placed.)

There is a good deal of noise coming out of the webbed area...hissing and thrashing. Doesn't sound like the Yuan Ti are too happy being entangled in the giant spider web. But then, the gut wrenching sounds of a woman's scream, followed shortly by painful moaning.

Looking very daunted by the idea of having that menacing meatsack (Bart) approaching, the two unwebbed purebloods (PB5&6) retreat.

The abomination paired up with Nezamil looks a little less smug as he spots Bart turning the corner. (OOC: I made an error last round. The abomination should have been in touch range of Nezamil. Have adjusted for this round). Moving his fingers, he begins to cast a spell (Casting defensively (PHB pg. 140) made check. No AoO from Nezamil for casting the spell). Nezamil feels the urge to lay down on the ground (Will DC16 or lay prone on the ground for 1 round). Then the abomination tucks tail and tries to put a good distance between himself and the Wildcards. (If Nezamil passes his save he gets an AoO on the Yuan Ti)

William, what's your email address?

Jungle properties...
The maximum visual range in the Jungle is 30 feet.

10 % miss chance in the Jungle

At 40 feet distance the miss chance increases to 40%

At 50 feet distance the miss chance increase to 70%

Range spells and weapons can not target beyond 50 feet



Val AC 19 (21 vs traps), 131/ 139, Endure Elements 
Thursday September 14th, 2006 6:41:21 PM

location: L25

"Get this infernal web down now! It makes it very hard to kill them and it sounds like hostages need healing." Val shouts as she moves toward the wall of web.

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement ,haste3/?  d20+13=21 d20+16=31 2d6(1+6)+6=13 d20+16=31 d20+11=12 d20+16=30 2d6(4+6)+6=16 2d6(1+1)+6=8
Thursday September 14th, 2006 7:45:43 PM

Nezamil shivers again as magical energy assaults him (d20+13=21 will save) but shakes it off " yeah more tricks.....it ain't gonna save ya you cowardly worm "

As the spellcaster attempts to escape the coming retribution from the 10'2" dwarf .....Nezamil lashes out quickly (d20+16=31 AoO)(2d6(1+6)+6=13 dam)his mace finding the snakeman's backside

" hey i said stand still ya shifty worm " as he steps forward (5'ft move)

(does Nezamil still get a chance to attack Ab1 ??.....gonna roll his attacks and i'll await your decision)

The powerful Cleric of Domi uses his long reach(15') to continue his bashing of the spellcasting snakeman(ab1).....Nezamil leads with a overhead smash (d20+16=31 1st swing)(2d6(4+6)+6=16 dam)....followed up by a quick backhand which goes wide .....but again the overhead smash lands solidly(d20+16=30 hasted swing)(2d6(1+1)+6=8 dam)

( ab1 cast a spell...can he make a full move when he does that ??)

If no attacks are allowed Nezamil will move towards Bart and rescue the villagers

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass*,Wall of stone (spell resistance)

Spells cast *



Rigging 
Thursday September 14th, 2006 9:41:32 PM

Rigging not knowing what else to do yells to Appollo and Val, "Val, Appolo come with me. We need to get to the other side."

Rigging will move to o21

Swirl sticks with Rigging (Nellie, I thought you earlier told me that Swirl conquered his fear enough to perform but he got minus 4 on his dexterity.)

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3* , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2*, dark vision, fog cloud
Third level spells: Haste*, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles, SM 4*, greater invisbility

mage armor (hours)
protection from arrows (Hours)
haste 4/8


Appolo Ac 23 Hp 68 
Friday September 15th, 2006 3:56:59 AM

Appolo forms up on Rigging and follows him."Ok boss be right there."

Bart ac 28 hp 86/86 endure elements haste  d20+17=31 d10+9=12 d6=2
Friday September 15th, 2006 6:20:29 AM

Knowing he cant to a lot in the webbed area Bart follows the Pure Bloods and attacks (spring attack) (ac 31 for 14

Cosmo  d20+5=15
Friday September 15th, 2006 9:48:39 AM

Cosmo continues ride his Griffon closer to Nezamil. He can hear his friend fighting something, but cannot see the creature yet.

End in cell D23

Spot 15.

OOC -- how does the aversion work if you cannot see the Yuan-ti?

Active Spells:
Mage Armor: 16+/18 hours (extended)

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3, Web x2 & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 0/3, Extend 1/3 & Enlarge 0/3

Ashira (AC28, HP 108/112) Woodland Stride, Haste 
Friday September 15th, 2006 12:21:13 PM

Ashira moves over to where she hears Nezamil. Spotting the abomination, she closes (D19), ready to do some snake killing next round.

Mykael -- HP 17/56, AC 28 (Haste) 
Saturday September 16th, 2006 4:39:43 PM

"Listen! we all need to get on the edge of my web spell now. It wont delay them long. We need to be ready to move in as soon as it falls and engage all Yuan Ti caught in it now, to keep them from killing the hostages." Mykael states clearly.

"Nez, you seems to have the ability to move freely, therefore, should be able to move in now and help as needed and guide us to were we need to be. Ignore all others outside the web! We are here for the hostages, first and foremost."

Mykael uses a double move to advance to J21.

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2*
3 lvl -- Vampiric Touch, Fireball x2*

Haste 3/8

Nowhere to Run to...Baby----ADM Nellie  d100=8 d100=60 d100=85 d100=3 d20+5=23 d20+3=11 d20+3=4 d20+3=4 d20+3=20 d20+3=23 3d8(2+3+4)+5=14
Saturday September 16th, 2006 11:56:55 PM

Nezamil presses the attack. As the abomination tries to run like the coward it is, Nezamil gives a quick bash which unfortunately is deflected by a palm branch (Miss=8...Chris, please roll a d100 per attack for the 10% miss). That's ok though, because he steps back in range and drops the hammer so to speak on the abomination. His first blow thuds against the scaly head of the thing. Missing with his second blow, Nezamil recalibrates his aim and places a expertly aimed third shot. Sadly, his mace catches on a vine pulling off mark (Miss=3)

Rigging scoots over to the edge of the webbed area and calls for a regroup. As he moves to the side he catches sight of one of the abominations caught in the webbed area (AB3). It looks to be highly agitated and is not thrilled by the arrival of Rigging. Rigging moves over to the side of the web where he knows he can attack next round if he wishes (OOC: assumed you'd like to close since you can see him. Let me know if that's not what you want).

Appolo forms up with Rigging he scoots around to the edge of the web but can't close with the Yuan Ti just yet. Val is frustrated with the web that has sprung up between her and her victims...er opponents. (Walter, I'm going to assume that you form up with Rigging after he orders it. If that is not what you want, just let me know). Hearing Rigging's order, Val heads over to where he is...and then spots the abomination and moves over to teach the snake a painful lesson next round.

Bart moves against the closest pureblood (PB6) and slices it. Ever the agile one, Bart dashes back out of the creature's range before it can think about retribution.

His phobic mount slowing him down a bit, Cosmo continues to move forward toward the battle. Ooooo....looky looky there's a big ol Abomination over there that Nezamil's fighting (Cosmo's within 30 feet of the abomination and can now see him). Aversion does not apply if you cannot see them. :)

Knowing full well that any moment now that web is going to disappear, Mykael urges his comrades to focus on the hostages. That is, after all, what everyone is here for isn't it?

Ashira moves in for the kill, making sure not to get in the way of Nezamil's huge arms. She can't strike yet, but it's just a matter of time. The abomination (AB1) seems to sense it. His unblinking eyes cast around the battle field...there's that huge grotesque thing that's been chasing him, and now that faster than normal grey freak cow with the blue hair. His cold calculating eyes shift over to the purebloods that he spots behind him. There could be safety there...if it wasn't for that big hulking flesh bag with the huge sword. Looking resigned, the huge snake creature make a hasty retreat, knowing that he can't stay here but that he can't possibly outrun his pursuers (Drawing AoO's from Nezamil and Ashira). It hisses out an order in it's strange snake language as it cowers behind the purebloods.

Knowing their place, the purebloods take a 5 foot step backward and wait...wait for death. Death in his strange metal wrapping and huge sword covered in the blood of their cousins.

In the web
More hissing and thrashing..but no more screaming. And then action. The abomination (AB3) whom Rigging, Val, and Appolo can now see breaks free from the web and begins to retreat (drawing an AoO from Rigging).

Further in the jungle
Faint hissing. Ghem senses that there are three snakemen out in front of the Wildcards. One is a new arrival and the other two are retreaters.

Please remember to roll a d100 for each attack that you make 1-10 fails, everything else succeeds. Thanks!!---Nellie

Rigging ac 20 hps 64/77  d20+12=32 d20+12=29 d4+1=3 2d6(1+5)=6 d4+1=4 2d6(6+4)=10 d20+12=28 d20+8=22 d6+1=7 5d6(1+6+3+4+6)=20 d100=37 d100=50 3d4(2+4+3)+3=12
Sunday September 17th, 2006 6:55:48 PM

Rigging sees the Abomination fly out of the web and quickly strikes out with his dagger for his AOO. He is gratified to see the dagger sink deep into the evil creatures flank.

(ooc hit ac 32 with a natural 20. Rolled critical check and hit ac 29. Assuming I was successful. Damage is 23 points of damage

Rigging then chases after the abomination, his blood up after hearing the death crys fo the pregnant villagers. He cries to Appolo and Val to follow and hurries ahead following the path.

If possible Rigging will close and dart to the right to give his comrades easier access to the Abomination since he really doesn't want to fight it alone.

He stabs it with his short sword of spellstoring, letting the shocking grasp spell stored there go off. spell resistance roll of 22. Hit ac 28 for 27 points of damage

Miss chance for the AOO is 37, and regular attack is 50.

If Rigging can't close enough to attack, he will stop 15' away and cast a magic missile spell at the abomination doing 12 points of damage. Use the same spell resistance roll.

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3* , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2*, dark vision, fog cloud
Third level spells: Haste*, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles, SM 4*, greater invisbility

mage armor (hours)
protection from arrows (Hours)
haste 5/8


Mykael -- HP 17/56, AC 28 (Haste)  d20+7=20 d20+3=20 d20+7=22
Sunday September 17th, 2006 7:53:22 PM

Mykael takes advantage of his momentum and moves into his web spell with strength.

(made a reflex save vs the spell DC, not sure if it was needed = 20)
(Strength check = 20, which allows 10 ft of movement within the web spell)

Mykael moves to j19, unless there is someone there.

(Spot = 22)

Haste - 5/8

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2*
3 lvl -- Vampiric Touch, Fireball x2*


Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement ,haste4/?  d20+16=30 2d6(1+1)+6=8 d100=47
Sunday September 17th, 2006 11:55:22 PM

As the snakeman(ab1) turns to flee the 10'2" dwarf strikes out at the fleeing abomination(ab1)(d20+16=30 AoO)(2d6(1+1)+6=8 dam)and lands a glancing blow (d100=47% made it !!)

" Hey i ain't done with ya yet " growls Nezamil

Nezamil charges after the fleeing spellcasting snakeman(ab1)(double move to D14)

"I'm coming for ya....ya cowardly worm "Taunts Nezamil

With a glance at the newly arrived blue haired ranger "come to join in the fun " grins the massive dwarf

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass*,Wall of stone (spell resistance)

Spells cast *

ooc: i like the agressiveness Mykael ;-)

Appolo Ac 35 Hp68 
Monday September 18th, 2006 12:15:58 AM

Appolo follows after Rigging.

OOC:On Map it doesn't show any targets near Appolo only the web.Not sure where to move.

Val AC 19 (21 vs traps), 131/ 139, Endure Elements 
Monday September 18th, 2006 12:15:19 PM

Val holds her ground waiting for either more snake men to wiggle out or the web spell to fade.

Appol OOC 
Monday September 18th, 2006 1:15:38 PM

Ac is 23 Sorry about that.

Bart ac 28 hp 86/86 endure elements haste  d20+18=37 d20+18=32 d10+9=15 d10+9=12 d6=4 d20+18=34 d10+9=18 d6=2
Monday September 18th, 2006 1:27:40 PM

Bart makes a springattack towards the wounded snake (pb6) (threat ac 34 crit ac 32 for 15+12+4) If the snake dies his cleave attack hits the other snake (ac 34 for 18+2)

Cosmo (AC 19; HP 53/57); Griffon (AC 17; HP 59/59)  d100=54 d20+9=21 d20+9=23 d20+9=15 d20+5=12
Monday September 18th, 2006 6:34:36 PM

Cosmo moves forward on his Griffon towards the retreating Abomination. As he moves he retrieves his Maximize rod from his handy backpack. He gets about 30 or so feet away and lets loose a maximized Scorching Ray spell. Two fiery rays shoot out from his finger tips and blast into the abomination. He grins in excitement as the foul creature burns.

Miss chance 54
Spell Resistance 21
Hit TAC's 23 & 15
Damage 24 x 2 = 48 points

End in cell E17.

Spot 12.

Active Spells:
Mage Armor: 16+/18 hours (extended)

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3 *, Web x2 & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 1/3, Extend 1/3 & Enlarge 0/3

Ashira (AC28, HP 108/112) Woodland Stride, Haste  d20+17=21 d8+5=8
Tuesday September 19th, 2006 12:42:11 AM

The ranger grins at Domi's chosen. "Not like I'm going to let you have all the fun. Besides...I put a small wager on my own skills, and I can't afford to lose any coin right now." Winking, Ashira heads after the fleeing abomination. She calls to the "dwarf" over her shoulder. "Still, even I can use a flanking partner, so hurry up and move those tree trunk legs of yours!" Zipping past Cosmo and Nezamil, the hasted ranger easily catches up with the abomination and eagerly cuts into him (AC21 for 8).

Boldly Running Away----ADM Nellie  3d8(6+3+5)+5=19 d20+17=31 d8+5=8 3d8(8+5+8)+5=26 d20+10=17 d20+3=21 d100=9 d100=48 d20+10=26 d20+3=21 d100=78 d100=69
Tuesday September 19th, 2006 1:43:05 AM

Rigging leads the hunt for the abomination into the jungle. Vindictively spearing the evil creature in the back, Rigging is rewarded with a blood trail that is easy for even a mage to follow. Keeping up his pursuit, Rigging finds he can't make it far enough to strike with his sword and launches his magic missiles. Unfortunately the spell fizzles (Spell Resistance not met).

Mykael, worried about the hostages grows weary of waiting and bravely wades into the web. He hunts for the purebloods and hostages...ah...there they are, about 15 feet in front of him. Four bags laying on the jungle floor, two of which have large pools of blood around them (marked in orange). Oh yeah, and a whole host of purebloods around them.

Nezamil makes good use of his attack of opportunity and then follows in hot pursuit.

Appolo makes a double move and sticks by Rigging, ready to do in the nearest baddy that wanders his way.

Val takes a different tactic, holding her ground until the prey comes to her. She has a strange feeling in her gut that the web won't last forever.

Bart steps forward, very much death in human form. Having to move more than 5 feet, he steps forward and cuts deeply at he pureblood in front of him (PB6) but can't take him down just quite yet. All in good time...all in good time.

Cosmo scoots past Ashira and prepares to make his presence known. He fires off his spell which amazingly misses Nezamil who is right in front of him (please remember in the future to apply a -4 penalty when friendlies are in the line of fire). He can't get an accurate bead on the abomination. Instead, his rays rip into the pureblood that is shielding him (PB5). The creature writhes and screams in horror as his flesh in burned from his skeleton. The attack does not quite kill him, but it won't be long.

In the web
As if on cue, the web that has held the purebloods in place...and also hidden them and their actions from the Wildcard dissipates. The Yuan Ti look around, surprised and perhaps relieved. Now all can see the four sacks on the battle field, two of which have large pools of blood under them. Looking very unsure of themselves, considering the closeness of death in their male and female forms (Bart and Val), the purebloods make a hasty retreat back into the jungle. (Spot DC25 from Ashira, Nezamil, or Bart to notice something very odd about their movements).

Ever the elusive one, the Rigging's abomination continues his flight from his pursuers. But it matters little, since Rigging and Appolo can clearly see where he and his buddies are huddling in the jungle.

Meanwhile, over by Bart, Ashira and Nezamil, the pursuit continues. The abomination continues to flee into the jungle, drawing AoO's from Ashira and Nezamil. The purebloods in front of him watch bitterly as death darts back and forth, promising an honorable death and then coming just shy. One pureblood (PB5) does his best to extract some revenge on the blue cow, but his brush with the rays of the short one saps his strength and his effort is futile. The other (PB6) decides to go down with honor. Stepping forward to face death like a true warrior, the Yuan Ti tries valiantly to slow the human death bringer (Bart) down, but can't even cut through his metal wrapping.

There is much hissing in the jungle and Ghem reports that another snakething has appeared further back in the jungle.

Appolo Ac 23 Hp 68  d20+6=11
Tuesday September 19th, 2006 5:13:51 AM

Appolo closes with the nearest opponent"Some one get to those sacks.Nezamil I believe your healing suervices are going to be required!!"

Fortititude roll 11

Val AC 19 (21 vs traps), 131/ 139, Endure Elements 
Tuesday September 19th, 2006 2:27:24 PM

Knowing how adept the snakes are at running away in the desne jungle Val heads for the sacks instead of giving chase.

ooc: moving to K19

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement ,haste5/?  d20+16=27 2d6(1+6)+6=13 d20+6=8 d20+5=25 2d8(2+5)+5=12
Tuesday September 19th, 2006 5:35:34 PM

Nezamil's long reach comes into play again as the evasive snakeman(ab1)continues to try and dodge death.....the big mace sweeps in for a strike (d20+16=27 AoO)(2d6(1+6)+6=13dam) bashing the worse for wear looking abomination(ab1)

Deciding whether to chase after the evasive snakeman Nezamil surveys his surroundings (d20+6=8 spot ch)but nothing catches his eye

But the 10'2" dwarf his his name called (d20+5=25 listen ch) "Ashira finish killing this vile worm ....i gotta go tend to the wounded " growls Nezamil

Nezamil heads towards the now visible wounded villagers (move action) and quickly checks the bloodied ones (if able to save them Nezamil will whip out a wand and tap the 1st one)(2d8+5=12 cured)



Rigging ac 20 hps 64/77  d20+16=31 d20+16=30 d20+16=28 d20+16=31 d20+12=32 d20+12=19 d20+12=13 d20+12=19
Tuesday September 19th, 2006 8:41:37 PM

Rigging smiles as he sees his bunched prey and casts a Evard's black tenacles spell. He centers it on J8 and tenacles come up and successfully grab all 4 of the YT's in the radius of the spell.

AB1 grapple check of 31
AB3 grapple check of 30
PB3 grapple check of 28
PB7 grapple check of 31

Taking 10 from the numbers in the MM they are all grappled.

Rolled concentration check for evards and made it with a natural 20. Made all other concentration checks except protection from arrows which I lost.

Evards has a raduis of 20, no saving throw and no spell resistance. Not sure if they need to be the rolls I made to break grapple or a take 10 +16 for my modifiers. Then they need a 27 to break free.

Rigging moves to O8 making sure to stay out of the tentacles grasp.

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3** , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2**, dark vision, fog cloud
Third level spells: Haste*, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles*, SM 4*, greater invisbility

mage armor (hours)
haste 6/8



Mykael -- HP 17/56, AC 28 (Haste)  d20+1=12
Wednesday September 20th, 2006 12:08:29 AM

Mykael hurries to the bags with the pools of blood and opens them. He pulls out his basic healing kit and uses his healing skill on the one bag that Nezamil cant get to this round.

(Healing = 12)

"It ok ladies, we are here to help you. You are safe now." Mykael states cooly, trying to calm the women.

"Ready yourselves out there, Rigging, Ghem says more incoming, something different."

Haste - 6/8

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2*
3 lvl -- Vampiric Touch, Fireball x2*


Ashira (AC28, HP 108/112) Woodland Stride, Haste  d20+15=31 d20+10=12 d20+5=17 d20+15=19 d20+7=25 d20+7=26 d20-3=9 d8+5=9 2d6(6+2)+3=11
Wednesday September 20th, 2006 12:09:16 AM

Ashira looks over at the huge mound of tentacles that have just popped up in front of her. Hmmmmm...I'm not wading into that mess. She decides that for the time being she'll just focus on clean up. She launches a full attack, managing to slice and spear the pureblood in front of her twice (for 20 total).

Jerry 
Wednesday September 20th, 2006 12:15:40 PM

Would the ADM of this game please email me when the report for last week's posting has been placed here. ;) Thanks.

Bart ac 28 hp 86/86 endure elements haste  d20+12=27 d10+21=28 d6=4
Wednesday September 20th, 2006 12:44:43 PM

Bart attacks the pureblood in front of him "die" filthy animal (springattack, powerattack +6,ac 27 for 28+4shock) He jumps away after his initial attack towards the abonimation and the other pureblood (pb3) Hoping his friends kill the pureblood if he isnt dead now

attendence report 
Wednesday September 20th, 2006 2:17:19 PM

Adm-Nellie xxxxx
Ashira xxxxx
Appolo xxxxx
Rigging xxxxx
Val xxxxx
Bart oxxxx
Nezamil xxxxx
Mykael xxxxx
Cosmo xxxxx

Post by adm-Chris

Hope and Despair-------ADM Nellie  d100=12 d20+9=22 2d8(6+7)=13 d20+10=15 d20+10=27 d100=30 d8=5 d20+23=41 d100=33 d100=42 d20+13=28 d100=90 d20+4=22 d8+10=16 d8+10=14 d8+10=15 d100=60 d20+23=24 d100=76 d8=6 d20+7=27 d100=86 d20+10=25 d6+5=7 d100=94 d20+3=21 d100=100 d20+10=21 d100=75 d20+3=7 d100=52 d20+10=20
Wednesday September 20th, 2006 10:46:49 PM

Appolo moves in, ready to kill. As soon as he begins to move, he feels the uncanny tingle of magic attempting to invade his body, as does Rigging. (Both must make a reflex save DC 18 or take 13 pts. damage. Save for half)

Val on the other hand, guards the sacks making sure the hostages are protected. It's getting old chasing all those Yuan Ti through the jungle.

Nezamil smakes the retreating abomination knowing that every little bit helps. Then he moves over to tend to the wounded. A bloodied female hand hangs out of the nearest bag, and Nezamil reaches over and taps it with the wand. Limp, the hand slowly begins to move, though it is clear than the woman inside will require at least one more round of healing before she is capable of any kind of independent action. There are some very low moans coming out of the other nearby bags. Mykael moves up beside the big guy and tends to the other bleeding sack. He's able to stabilize the woman, but it's clear that she needs a cure spell promptly.

Ashira gets a parting shot in on the pureblood by her before it keels over very much dead. The critical hit makes sure it'll never every breath again. Likewise, Bart quickly dispatches the other remaining pureblood and looks around for another target. Unfortunately, a mass of black grasping tentacles seems to be grappling all the Yuan Ti in his sight right now.

Rigging grins...ahhh...now the trap is sprung indeed! He fires off his spell and gets more than he hoped for...for there is a cacophony of hissing screams coming from the area where the tentacles are. But unfortunately, Appolo is in there too. Still, Rigging doesn't get to savor his victory for long. There is a hissing sound off in the jungle, and almost as quickly as they appear, the tentacles disappear (Dispel magic, check=22).

Looking more than a little peeved, the newly freed Yuan Ti move into action. Two purebloods move forward (5 feet), sheath their scimitars and unsheathe their bows. They quickly fire off a couple of arrows at Bart, but both of them ping uselessly against his armor. Shortly thereafter, an abomination (AB2) steps forward and points his finger at Nezamil. Suddenly, the area around Nezamil is awash in horrible ear splitting noise. (Nezamil, Bart, and Mykael take 5 points of sonic damage, make a Fort save. DC17 or be stunned for 1 round). The two women previously tended by Mykael and Nezamil cover their ears in pain and fall to the ground. It's clear that most of the healing the pair just did has now been all but undone (both of them are unconscious and in the process of dying).

Nezamil's old buddy (AB3) fires off a spell, aiming it at Ashira. Ashira feels the tingle of magic. (Blindness, Fort. Save DC18 or become blind). After casting his spell, the abomination slinks further off into the jungle.

Rigging recognizes the diamond backed halfblood that he tangled with previously. It steps forward (5 feet) and takes aim at Rigging. Firing four times, he places three arrows skillfully in Rigging's chest (33% AC 41 for 16, 42% AC28 for 14, 90% AC22 for 15. Total damage 45) The abomination (AB3) snaps into action as well, pointing his finger toward Rigging. There is a burst of noise around Rigging, Appolo, and one of the purebloods (PB7). (All take 6 hp of sonic damage, Fort. Save DC17 or be stunned for 1 round). The pureblood (PB7) shakes his head (Fort. Save passed with 20) and looks over at Appolo. Lashing out with scimitar, he tags the willy rogue once(AC25 for 7). His partner (PB2) also lashes out at Appolo swings twice, but can't even touch him. Another pureblood (PB8) moves over a little (5 feet) and sheathes his scimitar and pulls out his bow. He takes aim at Appolo, but can't quite hit him.

Please remember the 10% miss chance in the jungle.


Hope and Despair-------ADM Nellie  d100=12 d20+9=22 2d8(6+7)=13 d20+10=15 d20+10=27 d100=30 d8=5 d20+23=41 d100=33 d100=42 d20+13=28 d100=90 d20+4=22 d8+10=16 d8+10=14 d8+10=15 d100=60 d20+23=24 d100=76 d8=6 d20+7=27 d100=86 d20+10=25 d6+5=7 d100=94 d20+3=21 d100=100 d20+10=21 d100=75 d20+3=7 d100=52 d20+10=20
Wednesday September 20th, 2006 10:46:49 PM

Appolo moves in, ready to kill. As soon as he begins to move, he feels the uncanny tingle of magic attempting to invade his body, as does Rigging. (Both must make a reflex save DC 18 or take 13 pts. damage. Save for half)

Val on the other hand, guards the sacks making sure the hostages are protected. It's getting old chasing all those Yuan Ti through the jungle.

Nezamil smakes the retreating abomination knowing that every little bit helps. Then he moves over to tend to the wounded. A bloodied female hand hangs out of the nearest bag, and Nezamil reaches over and taps it with the wand. Limp, the hand slowly begins to move, though it is clear than the woman inside will require at least one more round of healing before she is capable of any kind of independent action. There are some very low moans coming out of the other nearby bags. Mykael moves up beside the big guy and tends to the other bleeding sack. He's able to stabilize the woman, but it's clear that she needs a cure spell promptly.

Ashira gets a parting shot in on the pureblood by her before it keels over very much dead. The critical hit makes sure it'll never every breath again. Likewise, Bart quickly dispatches the other remaining pureblood and looks around for another target. Unfortunately, a mass of black grasping tentacles seems to be grappling all the Yuan Ti in his sight right now.

Rigging grins...ahhh...now the trap is sprung indeed! He fires off his spell and gets more than he hoped for...for there is a cacophony of hissing screams coming from the area where the tentacles are. But unfortunately, Appolo is in there too. Still, Rigging doesn't get to savor his victory for long. There is a hissing sound off in the jungle, and almost as quickly as they appear, the tentacles disappear (Dispel magic, check=22).

Looking more than a little peeved, the newly freed Yuan Ti move into action. Two purebloods move forward (5 feet), sheath their scimitars and unsheathe their bows. They quickly fire off a couple of arrows at Bart, but both of them ping uselessly against his armor. Shortly thereafter, an abomination (AB2) steps forward and points his finger at Nezamil. Suddenly, the area around Nezamil is awash in horrible ear splitting noise. (Nezamil, Bart, and Mykael take 5 points of sonic damage, make a Fort save. DC17 or be stunned for 1 round). The two women previously tended by Mykael and Nezamil cover their ears in pain and fall to the ground. It's clear that most of the healing the pair just did has now been all but undone (both of them are unconscious and in the process of dying).

Nezamil's old buddy (AB3) fires off a spell, aiming it at Ashira. Ashira feels the tingle of magic. (Blindness, Fort. Save DC18 or become blind). After casting his spell, the abomination slinks further off into the jungle.

Rigging recognizes the diamond backed halfblood that he tangled with previously. It steps forward (5 feet) and takes aim at Rigging. Firing four times, he places three arrows skillfully in Rigging's chest (33% AC 41 for 16, 42% AC28 for 14, 90% AC22 for 15. Total damage 45) The abomination (AB3) snaps into action as well, pointing his finger toward Rigging. There is a burst of noise around Rigging, Appolo, and one of the purebloods (PB7). (All take 6 hp of sonic damage, Fort. Save DC17 or be stunned for 1 round). The pureblood (PB7) shakes his head (Fort. Save passed with 20) and looks over at Appolo. Lashing out with scimitar, he tags the willy rogue once(AC25 for 7). His partner (PB2) also lashes out at Appolo swings twice, but can't even touch him. Another pureblood (PB8) moves over a little (5 feet) and sheathes his scimitar and pulls out his bow. He takes aim at Appolo, but can't quite hit him.

Please remember the 10% miss chance in the jungle.


Mykael -- HP 12/56, AC 28 (Haste)  d20+6=26 d20+1=11 d20+1=15
Thursday September 21st, 2006 12:06:29 AM

(Fort save = 26, success)

Mykael sighs and shakes off the sonic attack, he notices the dire situation of the female that he just stabalized and does so once again (Healing = 11).

"Nez, can you help that one in front of you and then move in front of her to protect her? I am right behind you. We need to get ourselves between the women and the enemy."

If Nezamil steps out of the way, Mykael will take a 5ft step forward into H15.

If Nezamil is stunned and cant act, Mykael will attempt to stabalize the other woman also(Healing = 15). Not sure about the rules, but with haste, Mykael may have enough actions to do so.

Haste - 7/8

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2*
3 lvl -- Vampiric Touch, Fireball x2*


Mykael -- HP 12/56, AC 28 (Haste)  d20+6=26 d20+1=11 d20+1=15
Thursday September 21st, 2006 12:06:29 AM

(Fort save = 26, success)

Mykael sighs and shakes off the sonic attack, he notices the dire situation of the female that he just stabalized and does so once again (Healing = 11).

"Nez, can you help that one in front of you and then move in front of her to protect her? I am right behind you. We need to get ourselves between the women and the enemy."

If Nezamil steps out of the way, Mykael will take a 5ft step forward into H15.

If Nezamil is stunned and cant act, Mykael will attempt to stabalize the other woman also(Healing = 15). Not sure about the rules, but with haste, Mykael may have enough actions to do so.

Haste - 7/8

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2*
3 lvl -- Vampiric Touch, Fireball x2*


Val AC 19 (21 vs traps), 131/ 139, Endure Elements 
Thursday September 21st, 2006 7:24:48 AM

Hearing the sound of battle once more Val moves toward that sound as fast as possible, running blindly through the brush at times.

ooc: Val will move as far as she can north along column k. Her normal move of 20 can reach k15 but I'm not sure if thats a full round action.

Appolo Ac 23 Hp 55/68  d20+6=26 d20+14=21 d20+14=15 d20+14=26 d20+6=21 d10+4=8 d8+4=9 d10+4=8
Thursday September 21st, 2006 10:56:32 AM

Appolo shake off the effects of the spell and baeely notices the hit he took.He then ubloads a full attack on PB7."Rigging a fire ball would be good right now."

Fortitude save 26 Attack 21,26, 21 Damage 8+9+8=25 Please ignore seconf attack roll made with wrong modifier.

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestment+2Ac,Freedom of movement ,haste6/?  d20+10=14
Thursday September 21st, 2006 2:25:15 PM

Nezamil is about to move over and help the 2nd wounded villager when the sonic blast envelops the group (fort save failed d20+10=14)"Arrrrgggg"......the Cleric of Domi quickly claps his hands to his ears but to no avail as the sonic blast stuns him.....Nezamil stumbles but barely maintains his feet

"what by Domi was that? " growls Nezamil as he tries to regain his senses

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass*,Wall of stone (spell resistance)

Spells cast *



Cosmo (AC 19; HP 53/57); Griffon (AC 17; HP 59/59)  d20+9=23 d20+9=23 d20+9=12 d20+9=14 d20+9=21 d20+9=25 d20+9=22
Thursday September 21st, 2006 10:29:07 PM

Cosmo moves forward slightly (cell F16). The battlefield becomes a little clearer to him from this position. The Yuan Ti and this infernal jungle are starting to get on his nerves. He picks a spell in his repertoire that will hopefully reduce the snake creatures to a more manageable number.

Using his Maximize rod he launches a fireball at the Yuan Ti. He tries his best not to include Appollo in the blast radius, along with PB7.

Damage 54
Saving Throw 19
Spell Resistances: PB3 23, AB2 23, PB4 12, PB8 14, HB1 21, AB3 25 & PB2 22

Active Spells:
Mage Armor: 16+/18 hours (extended)

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3 *, Web x2 & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2 *, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 2/3, Extend 1/3 & Enlarge 0/3

Rigging ac 20 hps13/77  d20+11=31 d20+6=24
Thursday September 21st, 2006 10:32:05 PM

Rigging is attacked from all different directions. He makes his reflex save (Does evasion apply?)and then is staggered with 3 very solid arrows hits to the chest. He then is holding his ears with the sonic attack. (Made fort save of 24)

He looks over at Appolo and then back down at his chest. "Ahh Appolo, I think now is time for a strategic retreat. Fall back and rejoin with Val. Time for the fighters to earn their pay."

Rigging then activates his blink ring and heads straight south as fast as his feat will carry him. (Not sure if I move 30 or 45' so I will let you place Rigging either p14 or p17)

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3** , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2**, dark vision, fog cloud
Third level spells: Haste*, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles*, SM 4*, greater invisbility

mage armor (hours)
haste 7/8


Ashira (AC28, HP 108/112) Woodland Stride, Haste  d20+14=20 d20+17=19 d100=95
Thursday September 21st, 2006 11:18:16 PM

Ashira shrugs off the spell with little thought. She heads over to engage the abomination (AB3, G13). "I don't think so ugly!!" she taunts as she takes a swipe at him. She blushes as her swing goes way wide.

Bart ac 28 hp 81/86 endure elements haste  d20+10=24 d20+18=29 d10+9=15 d6=5
Friday September 22nd, 2006 1:51:36 AM

Bart takes some dammage from the sonic wave, but he can stand it for now. He goes forward to the abonimation (AB3), and attacks it (spring attack ac 29 for 15+5 shock)

Liar, Liar...Pants on Fire----ADM Nellie  d20+6=15 d100=17 d8=5 d20+11=23 d20+8=27 d20+8=13 d20+9=25 d20+8=11 2d6(4+6)=10 d20+10=14 d20+8=25 d20+1=13 d20+8=19 d6+3=7 d6+3=9 d20+8=24 d20+1=4 d20+8=24 d6+3=5 d6+3=7 d100=11 d100=1 d100=29 d100=6 d100=58 d100=26 d100=66 d20+12=23 d100=25 d100=33 d20+5=20 d6+5=7 d6+5=9 d100=4 d100=75 d20+12=32 d20+5=22 d6+5=10 d8=2 d100=1 d100=7 d100=88 d100=8 d20+26=33 d20+16=21 d20+7=8 d20+26=43 d100=18
Friday September 22nd, 2006 2:09:05 PM

Mykael keeps up the good work, tending to both of the wounded hostages and stabilizing them once more.

Val dashes through the jungle, bent on death and destruction. (Double move to K11) As she nears her destination, Val feels that curious tingling of magic trying to manipulate her body. (Blindness, Fort. Save DC18 or become blind)

Appolo blows off the first spell aimed at him, but succumbs to the sound attack thrown at him. (Rolled Fort. Save of 15 for you). Clapping his hands over his ears, he stands frozen in place, planning his next attack once he figures out which way is up. Likewise, Nezamil is also discombobulated by the other abomination's attack. Since they are stunned, both Nezamil and Appolo drop whatever were in their hands, weapons, shields, the like. You also have a -2 penalty to AC and lose your Dex. Bonus. Another note...it takes a move action to pick up something off the ground (draws an AoO), so no full attacks next round).

Cosmo is tired of sitting and waiting, and so he moves forward and lets loose with a whooper of a spell. It's really, really hard to aim considering from his current position he can't see the Yuan Ti anymore. (OOC Matt, I'm going to give you the fire ball this round, but remember, you can't see past 30 feet, so hitting with any accuracy is going to be next to impossible next time) He does his best and is pleased to hear the sound of any explosion in the surrounding jungle. Bart, Ashira and the others on the front line one of the purebloods in the front row burst into flames and die a horrible death (PB3). The other two purebloods (PB4 & 8) do not seem to be harmed by the fire whatsoever. And the last pureblood on the field (PB2) ducks the majority of the flames, though he does look badly damaged.

The abominations fair quite a bit better. The flames wash over Ashira and Bart's opponent (AB2) with apparently no effect. The abomination by Appolo dodges out of the way of most of the damage. Though there is a scream further in the jungle that indicates that more than likely another Yuan Ti was badly burned by the spell.

The diamond backed halfblood watches calmly as the flames engulf him, with a serene look. The flames do not seem to bother him in the least.

Rigging activates his ring and once again feels that strange magical tugging. Slowly he is drawn back toward the magical pyramid (P13, 30 foot move).

Ashira and Bart head in after the fireball, ready to clean up. Ashira takes a poorly placed swing and the abomination laughs at the pathetic cow's attempt. And then, might Bart steps forward...it's hammer time. But just as he moves forward to strike, the very ground underneath him opens up. (Bart, Refl. Save DC25. If you fail the Refl. save take 10 pts. damage and you are in a 20 foot deep hole filled with spikes. If not, then you end up in H12 and the attack was a success).

On the enemy front...orders are hissed, and the Yuan Ti spring into action. The purebloods continue their snipping. The frontline purebloods (PB4 & 8) see their chance and launch an attack on that monstrously huge thing (Nezamil) Volley after volley of arrows thud into Nezamil's shaken body (AC25 for 7, AC19 for 9, AC24 for 7. Total damage=23).

Liking the results from his last spell, the abomination in front of Appolo (AB3) casts it once more. This time Appolo and Val are immersed in ear splitting noise. (Take 2 hp of sonic damage. Make a Fort save. DC17 or be stunned for 1 round)

Seeing Appolo in a similar state, the purebloods around him (PB2&7) shift their positions so that they are flanking the immobile rogue. They whip out with their scimitars, feeling much better now that their target is much easier to attack. (AC23 for 7, AC20 for 9, AC22 for 10. Total damage=26)

Since his opponent has run away and that strong cow has moved up, the diamond backed halfblood (HB1) switches targets. Beading in on Val, he fires a volley of glowing arrows at her. The arrows zoom straight toward Val, only to be caught up in the jungle foliage.

Beginning to feel closed in, the abomination in front of Ashira and Bart (AB2) moves back and flings a spell at Bart (that is, assuming he's not in the pit). Bart must make a Fort. Save DC18 or become blind.

And off in the distant jungle, more hissing.


Bart ac 28 hp 81/86 endure elements haste  d20+10=15 d20+10=30 d20+11=20 d20+18=28 d20+13=33 d20+13=15 d20+8=28 d20+8=14 d10+9=18 d10+9=16 d10+9=10 d6=5 d6=3 d6=1 d20+18=36 d20+18=19 d10+9=19 d10+9=11 d6=4
Friday September 22nd, 2006 4:06:48 PM

Bart did get around the pit (used heropoint to reroll), the blindness spell cast on him didnt worked either. He attacks the abonimation hard now a full attack, This is the last you did on this earth (ac 28 for 18+5, threat ac 33 no crit for 16+3, threat ac 28 no crit for 10+1, threat ac 36 ccrit ac 19 for 19+11?+4) total dammage 76+11from crit?)

Bart  d100=22
Friday September 22nd, 2006 4:07:39 PM

forgot jungle roll

William 
Friday September 22nd, 2006 4:22:49 PM

Jerry died you tried wizzards?
http://boards1.wizards.com/forumdisplay.php?f=598


Rigging 40/77 ac 20  3d8(7+7+8)+5=27
Friday September 22nd, 2006 6:46:54 PM

Rigging turns and fumbles at his belt to grab a potion. He quickly sucks it down and starts feeling better. He then turns and takes a 5' step to O12.

Rigging calls out, "The haste will be ending soon! Use it while you have it!"

He hears the loud explosing and sees the fireball go off, and he is glad Cosmo has gotten into the game. He then yells, "Work together and gang up on them! Kill one and move on to the next.

Appolo, Get out of there. Join up with Val!"

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3** , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2**, dark vision, fog cloud
Third level spells: Haste*, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles*, SM 4*, greater invisbility

mage armor (hours)
haste 8/8



Nezamil Ac 21Hp 54/81 Endure elements,Magic vestment+2Ac,Freedom of movement ,haste7/8  2d8(5+6)+5=16
Friday September 22nd, 2006 7:42:22 PM

Shaking his head to clear his senses the big dwarf looks at the arrows sticking threw his armor "gonna hafta stop the shooting.....just to effective" grumbles Nezamil

Bending down the big dwarf picks up his dropped wand and quickly taps(2d8(5+6)+5=16 cured) the wounded villager(b3)"help your friends get free and back to the village "

"good work Mykael.....by Domi i believe you saved the both of them.....your a quick thinker.....now we just gotta slow down their shooters

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment*)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater,CLW Mass*,Wall of stone (spell resistance)

Spells cast *



Ashira (AC28, HP 108/112) Woodland Stride, Haste  d100=85 d20+15=25 d100=36 d20+9=17 d100=34 d20+5=25 d20+5=25 d100=42 d20+15=22 d100=99 d20+7=23 d100=35 d20-3=4 d8+5=11 2d8(3+5)+10=18 d6+3=7 d6+3=4
Friday September 22nd, 2006 11:55:45 PM

Ashira grins at Nezamil. "You need a little help big guy? I might be able to help you out." Ashira moves 5 feet forward and launches a full attack on the nearest archer (PB4). (AC25 for 11, AC25/25 crit. for 18, AC22 for 7, AC23 for 4. Total damage=40)

Val AC 17 (19 vs traps), 162/ 139, Endure Elements, Greater Rage 1 of 9  d20+14=23 d20+14=26 d20+15=30 d8+24=25 2d6(6+1)=7
Saturday September 23rd, 2006 2:16:01 AM

Location: K7

Her body tightenes as the adrenaline surges through it. Veins stood out as muscles swelled significantly. Her eyes were wide with bloodlust. Eyes focused on that diamond backed half blood. Her strength rivaled that of a giant. With it she would instill true fear into these snake men. The same fear as they instilled in others. She moves straight for the diamoned back half blood (HB1) and easily shrugs off both magical effect. Her wide unblinking eyes are red with rage and focused on HB1. She smiles big and raises the golden axe menacingly.

"You ran once coward. You shall not get away again. Missing with those last few arrows cost you more than you know. I am death sent to cleanse your people from this land."

ooc: power attack -10/+10. Hit AC 30 for 25 normal and 7 bane

Mykael -- HP 12/56, AC 28 (Haste) 
Saturday September 23rd, 2006 2:54:42 AM

Mykael smiles through gritted teeth at the dwarven giant, "I do what I can with what I have. Would you mind hitting me once with that wand of yours. I feel a little light-headed."

Mykael moves through the women, to I14.

"We need to put ourselves between the women and the snakes."

Ghem, please move ahead of me, behind that black colored snake and tell me how many more are coming.

Haste - 8/8

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2
2 lvl -- See Invis, Scorching Ray, Web x2*
3 lvl -- Vampiric Touch, Fireball x2*


Appolo Ac 23 Hp 27/68 (Posted by ADM Nellie)  d20+6=22 d20+14=28 d10+4=6 d100=36
Saturday September 23rd, 2006 11:04:22 PM

Appolo shrugs off the second sonic attack easily (Fort.=22) He reaches down and picks up his weapons (drawing an AoO). Weapons at hand, Appolo slices into one of the purebloods (PB2). "You'll pay for that with your life!" (AC28 for 6).

Cosmo (jump in George) (AC 19; HP 53/57); Griffon (AC 17; HP 59/59)  d20+9=28 d20+9=28 d20+9=29 d20+9=28 d100=82 d100=61
Saturday September 23rd, 2006 11:32:45 PM

Cosmo spurs his mount forward to G12 and spots the same abomination who alluded him before. He decides twice is the charm and one again uses his maximize wand to boost his spell. He casts a maximize scorching ray at the evil creature hitting it with both rays. (ooc hit touch ac 28 and 29, rolled to see if critical hit and hit ac 28. Total damage is 72. Spell resistacne roll of 28. Rolled miss chance of 82 and 61 for 30 range)

Active Spells:
Mage Armor: 16+/18 hours (extended)

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3 **, Web x2 & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2 *, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph
5th Level (3): SM V, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 3/3, Extend 1/3 & Enlarge 0/3



Feeling the Burn---ADM Nellie  d20+4=19 d20+4=12 d20+4=16 d20+4=15 2d6(3+5)=8 d20+10=11 d100=100 d20+10=21 d8+5=10 d100=49 d20+3=13 9d6(6+5+4+4+6+6+3+6+3)=43 d100=86 d100=44 d20+11=22 d100=58 d20+6=12 d100=89 d20+23=31 d100=88 d20+13=26 d100=12 d20+4=14 d100=20 d20+23=35 d8+10=13 d8+10=16 d100=83 d20+20=28 d100=93 d20+10=16 d20+1=10 d8+6=10 d100=6 d20+12=18 d100=58 d20+12=26 d6+5=6 d100=12 d20+12=15 d100=40 d20+5=14 d100=85 d20+12=22 d100=24 d20+5=11 d6=5 d8=3
Sunday September 24th, 2006 12:14:27 AM

Deft and quick, Bart dodges the trap and the spell.

Rigging heals up and begins directing the battle. He steps forward and takes a closer look at the battle.

Nezamil picks up his wand and weapon and tends to the woman in the bag. Slowly and cautiously, she rises out of the bag. "Oh thank you...thank you, sir!!" The pregnant woman takes a look around. "But...I don't know where I am. Where is the trail? Who will protect us from the snakes and those horrible things??" The woman is beginning to panic.

Ashira steps forward and helps Nezamil with his pureblood opponent. Whack, whack...crunch, crunch. No more pesky archer.

(Okay, need a Refl. Save DC25 from Val because she passed by/through a pit trap. If you fail the Refl. save take 8 pts. damage and you are in a 20 foot deep hole filled with spikes. If not, then you end up in K7. For the time being, I will assume that you succeeded on your save.) Val steps forward, rage propelling her to kill, purge, destroy these evil things. Massive muscles bulging, heart racing, Val marches forward and engages the halfblood. She is truly a frightening visage as she brings the glowing axe down on the diamond back. No blood.... It takes a little bit of time for her rage consumed mind to understand that her well placed strike just bounced harmlessly off the Yuan Ti's tough scales.

Mykael moves forward, a elven shield in front of the helpless women. He bravely makes a stand, not willing to lose one civilian in this conflict. (Hero point to Mykael).

Appolo shakes off the spell and reaches down to pick up his stuff. And, obligingly, the Yuan Ti make attacks of opportunity. PB2 misses, but PB7 nicks Appolo for 6 points of damage. Then Appolo attacks, wounding PB2. The purebloods return the attack, but have no luck this go round.

Cosmo spurs his mount on in to the jungle and launches a devastating attack on the pesky Abomination that's squared off with Bart (AB2). The rays rip into his body. Oh, yes, he definitely felt that one!! And he's looking more than a little shaky. But success comes with a price for Cosmo, because his panicky mount has just discovered a dead Yuan Ti at it's feet. Rearing back in terror, it throws Cosmo from his back (5 points of damage) and bolts away from the corpse. Cosmo is now prone.

The sole living pureblood archer (PB8) examines his choices. Hmmm...that blue haired cow just cut down his buddy in 6 seconds. Shudder...and then there's that terrifying visage of death that just passed by him with it's dark skin and lithe form (Val). No way I'm getting near that thing. His blood brothers seem to have that other meatsack under control. Hmmm...maybe he should just focus on that blinking meatsack. He steps down 5 feet. Drawing his arrows, he waits patiently. He's seen this tactic many times before, and he knows to be patient, take his time. When the time is right, he loses his arrows, hitting Rigging solidly with the first arrow (Miss chance 100%, no miss 10 pts. damage) , but missing with the second.

Bart moves forward again and strikes and then Cosmo rips his body with the rays.(Bart, you made a move, so you only get one attack). This isn't exactly what the abomination had in mind...Further in the jungle, two abominations begin to cast (AB1, AB4). There is a sudden flash of bright light in the night sky...and then suddenly a huge column of fire engulfs Bart. (64 damage or Reflex save DC21 for half) The abomination paired with Bart (AB2) grins, a ugly pointy toothed affair. "You like that meatssack??" it taunts in a thicky accented Common. Then the abomination tucks tail and heads away from the battlefield (Withdrawing, no AoO, D5).

On the other side of the battlefield, Val once more feels the surge of magic trying to control her. She feels the impulse to stop, relax...smell the roses...violence is bad. (Calm Emotions, Will save DC17) The abomination nearby her (AB3) takes a step back and fires another spell at the raging barbarian (Calm Emotions. Val must succeed against 2 Will saves DC17 or stop fighting).

And then, quite unexpected, a new player appears, standing nearby Ashira. It's horrible. Sickly moist green skin, clawed hands and feet, a long tail...and a disgusting beard that moves as if alive. It hunches over its weapon...a long saw toothed glaive that looks....well, wicked. Red eyes take in the battle with a look akin to lust. Spotting Ashira nearby, the creature breaks out into a pointy toothed grin, horrible to behold. Viciously it thrusts it's glaive toward Ashira, but it just can't get past the ranger's armor.

The diamond back (HB1) takes in the battle with a look of pride. He carefully watches Val. If the spell should take a hold of her, he changes his focus to Bart. He takes careful aim at the big warrior and is rewarded with two solid hits. (AC31 for 13, AC35 for 16. Total damage=29). Should Val shake off both of the spells aimed at her, the diamond back drops his bow and pulls his scimitar. He looks over at Val with disdain. "What are you doing here, cow. You ssspeak of cleansing, but you overlook the obvioussss. All of thisss death and disstruction ressstss on your ssshoulders. For if you hadn't gone to the village, we wouldn't have had to harvessst the herd." His first blow cuts into Val (AC28 for 10) but the other two bounce harmlessly off her armor.


Nezamil Ac 21Hp 54/81 Endure elements,Magic vestment+2Ac,Freedom of movement ,haste8/8 
Sunday September 24th, 2006 1:40:04 AM

With a quick nod at the thankful villager he quickly points in the opposite direction of the attackers " grab your friends and run to the village " growls Nezamil

"you ok ? questions Nezamil to Mykael

Spotting the green snakebeast attacker Ashira "i'll return the favor growls Nezamil

Without out waiting for a reply he moves forward "i'm gonna change tactics on them scaly worms " grunts Nezamil as he moves to (I-11)(move action)

"Drop "roars the Cleric of Domi as he points at the various snakemen in sight (bd1,pb8,pb2,pb7,hb1,)(greater command Dc-21)(base+10,bonus+6,spell level+5=21)(range is farther but cannot see others unless they take other actions to bring them with vision of Nez)

The 10'2" dwarf towers over the nearby snakemen and Wildcards.....he eyes the vile green snakeman and tries to work in tandem with the blue haired ranger so one of them can possibly attack its flank "time to die "growls the Nezamil to it

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment*)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater*,CLW Mass*,Wall of stone (spell resistance)

Spells cast *



Appolo Hp 22/68  d20+10=30 d20+9=29
Sunday September 24th, 2006 5:59:00 AM

Appolo makes a run for it retreating toward Rigging as fast as he can.Bleeding from mutiple wounds as he does so.He is on the look out for any traps or opponents that might suddenly materialize in front of him.he is ina head long retreat back the way they came"Ok folks this way.Time to go.Ladies follow me.{Double move.Appolo is retreating as far as he can back the way they came.'

Spot 30 Search 29

Bart ac 28 hp 49/86 endure elements haste  d20+9=26 d20+10=26 d10+23=29 d6=6 d100=34
Sunday September 24th, 2006 7:01:48 AM

The flames sinder around Bart luckily he was quick enough to dodge a part of it. After the fleeing of his opponent his attention is drawn to the new player in the field but he decides to attack Abonimation 1 SPring attack, power attack+7, ac 26 for 29+6 shock)jungle roll 34

Nellie 
Sunday September 24th, 2006 11:17:49 AM

My sincere appologies...I made a mistake in placing the new player (BD1) on the map. His location is actually I8. Once again, sorry.

Val AC 17 (19 vs traps), 154/ 139, Endure Elements, Greater Rage 2 of 9  d20+10=26 d20+11=28 d20+11=31 d20+20=31 d20+15=31 d20+10=19 d8+19=21 2d6(5+3)=8 d8+19=21 2d6(3+5)=8
Sunday September 24th, 2006 5:52:15 PM

ooc: reflex save 26, will save 1 28, will save 2 31.

Val screams at HB1 with wild eyes. The calming magic had no effect on the rage that filled her being. Infuriated that her axe is not dripping with the diamond backs blood she tries again with relentless determination.

ooc: if your wondering about her HP, Val has DR 2 against physical. Power attack -5/+5. 1st attack hit AC 31 for 29. 2nd attack his AC 31 for 29. 3rd attack misses with a 19

Mykael -- HP 12/56, AC 27  d100=17 d100=17 d100=80 3d4(1+1+3)+3=8
Sunday September 24th, 2006 6:26:22 PM

Mykael takes a 5ft step forward and decides to swap arrow attacks with PB8. He casts Magic Missile.

(spell failure = 17%, success)
(cover miss chance = 17%, success)
(spell resistance = 80%, ?)
(missiles = 8 dam)

Ghem, change in plans. Come down here behind me. Guide the 4 women that were in the sacks back to safety. Stay with them. Let me know if you sense any snakes getting near them and you. I will stay close and protect you all. Dont get too far away from us.

"Ladies, free each other from the bags. My little dragon friend is coming down to guide you. His name is Ghem. He is friendly. He can understand you and can speak to you in your mind. Dont be afraid. We are here to save you."

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2*
2 lvl -- See Invis, Scorching Ray, Web x2*
3 lvl -- Vampiric Touch, Fireball x2*


Rigging 30/77 ac 20 blinking  d20+13=28 d100=88 d100=76 d4+1=4 2d6(6+1)=7 2d6(6+3)=9
Sunday September 24th, 2006 6:53:57 PM

Rigging slides 10' north to O10 and sticks his holy dagger into PB7. He hits ac 28 rolled 88 for miss chance and 76 for blinking miss chance. Do 20 points of damage to it.

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3** , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2**, dark vision, fog cloud
Third level spells: Haste*, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles*, SM 4*, greater invisbility

mage armor (hours)
blinking 3/7

anyone hasted by Rigging, know that the spell is over.



Cosmo (AC 19; HP 48/57); Griffon (AC 17; HP 59/59)  d20+7=15
Sunday September 24th, 2006 9:00:15 PM

Cosmo glances at his retreating Griffon in annoyance. He also sees the arrival of the new creature, wondering what it is and where it came from. He wonders if there is a summoner among the snake creatures.

Knowledge check 15.

Now might be the time to summon his own help. Still on the ground, Cosmo casts the spell Summon Monster V. He summons his Ape friends.

Active Spells:
Mage Armor: 16+/18 hours (extended)

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3 **, Web x2 & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2 *, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph
5th Level (3): SM V *, Animal Growth & Prying Eyes *

Metamagic Rod Usage:
Maximize 3/3, Extend 1/3 & Enlarge 0/3

Cosmo (AC 19; HP 48/57); Griffon (AC 17; HP 59/59) - Supplemental  d20+15=22
Sunday September 24th, 2006 9:15:08 PM

Concentration check 22.

Ashira (AC27, HP 108/112) Woodland Stride  d100=80 d20+14=20 d8+5=7 d100=39 d20+9=23 d8+5=6 d100=77 d20+4=7 d100=61 d20+14=32 d20+14=29 2d6(1+1)+6=8 d100=9 d20+6=13 d100=47 d20-4=0
Sunday September 24th, 2006 11:54:26 PM

Ashira looks up at the thing in front of her...and that massive weapon it's got. Hmmmm...don't think it'll be too good up close with that thing. She steps forward and launches her attack, though she must admit that the stench coming from the creature is quite distracting. Still, she manages to inflict a good amount of damage on the thing. (AC20 for 7, AC23 for 6, AC32/30 for 8. Total damage=21)

WWF Gone Crazy---ADM Nellie  d20+10=11 d20+10=14 d20+10=25 d20+10=23 d20+10=28 d20+8=22 d20+8=15 d100=37 d20+11=20 9d6(2+6+3+1+2+3+4+3+1)+11=36 d20+6=17 d20+12=19 d100=85 d20+25=42 d6+6=11 d100=11 d20+25=38 d100=67 d20+15=28 d100=11 d20+6=22 d8+6=11 d8+6=10 d8+6=12 d100=54 d20+10=21 d6+3=5 d100=69 d20+12=24 d100=12 d20+5=17 d6+3=5 d6+3=9 d20+3=21 d100=19 d100=31 d20+10=29 d100=15 d8+5=12 d100=71 d20+11=17 d100=7 d20+4=22 5d6(4+1+5+5+5)=20
Monday September 25th, 2006 12:22:59 AM

Nezamil moves into the battle and fires off his spell. He bellows his command, which is met with varying results. The new player (BD1) simply snorts (spell resistance not met). Likewise, PB2 and HB1 are unaffected. One of the pureblood (PB8) hesitates for a moment, but finally shakes the spell off. Thankfully, one of the purebloods that was linked up with Appolo (PB7) drops his scimitar to the ground looking very confused.

Appolo's had enough. He makes a run for it, which is made very much easier by the fact that pureblood by him has just dropped his sword. But the going is much slower now that Rigging's Haste has worn off. He ends up just south of Rigging.

Bart watches the coward abomination run away and the new player arrive. Decisions, decisions... Mixing things up a bit, he decides to go after the abomination further afield (AB1). As he moves, he draws an attack of opportunity from the scaly creature (BD1), but it misses the massive warrior. With one mighty blow, the abomination is outta here!! The creature's lifeless body slumps to jungle floor.

Val is as ruthless and determined as the grim reaper in a traffic jam. The spells mean nothing to her...only that miserable thing in front of her. She takes more careful aim this time. But once more all three of her attacks bounce harmlessly off the creature's scaly hide.

Mykael decides it's time for a change up. Edging forward, he launches his glowing missiles at the wanna be snake archer thingy. Streaking forward, the missiles get to within 1 foot of the creature and fizzle out. (Spell resistance not met).

Knowing a good opportunity when he sees one, Rigging moves over and slices the weaponless pureblood a new belly button. The creature hisses venomously at Rigging.

Dusting himself off, Cosmo decides now might be a good time for some cheap help. Keeping his concentration up, Cosmo weaves his spell from the ground.

The cowardly abomination (AB2) is so very glad to finally be rid of that monstrous meatsack. Grapping his scimitar, he holds it over one of the sacks at his feet and plunges it straight down. He grins evilly as a shrill scream fills the air. He shouts out at the top of his reptilian lungs. "I will take them all!! All of your preciousss little cowss will die and I will feassst well tonight!!"

Meanwhile, his cousin (AB3) sees its chance. She is distracted...caught up with fighting the halfblood! Coming up on the side of Val, the abomination reaches out and grabs her catching her in a grapple (touch attack=19, grapple attack=42, take 10 Val fails). It's massive tail begins to slowly wind around the barbarian, squeezing, tightening...crushing. Then, she begins to feel a burning sensation as its hands and arms ooze acid onto her It's starting to get a little uncomfortable for Val (11 pts. crushing damage, 20 pts. acid damage). Since she's grappled, Val loses her Dexterity bonus to AC. She make make a grapple check d20 + BAB+ strength to escape next round if she wishes.

Seeing that the abomination has grappled his opponent, the diamondback (HB1) grins in anticipation. He relishes his next attack, slowly and deliberately hacking into his immobilized opponent time and time again. He laughs, an ugly hissing sound. "Purge thisss land. I highly doubt it. But oh, you are a ssstrong one...maybe we won't kill you right away. I don't usually go for exotic foodsss, but I'll make an exception this time. We'll take you to the bleeding ssstation once we've finished of the others. I bet you tasssste good!" (AC38 for 11, AC28 for 10, AC22 for 12. Total damage=33)

The pureblood by Nezamil shudders at his approach. He'd seen what that thing could do with it's gargantuan arms... Still, he knows his place, and he dutifully drops his bow and pulls his scimitar, and lashes out at Nezamil, inflicting the mildest of wounds (AC21 for 5).

One of the other purebloods moves in to flank Val (PB2). That cowardly human ran away, so he might as well help out over here. He lashes out twice and grins as he draws blood both times (AC24 for 5, AC17 for 9).

Rigging's pureblood (PB7) takes a step back (5ft). It decides that any weapon is better than no weapon, so it unsheathes its bow and takes aim at Rigging. He waits patiently, for he too has seen blink before. He looses his arrows just before the human blinks back out, but only one arrow connects (Jungle=19, Blink=31 (success per module) AC29 for 12).

The creature with the glaive (BD1) looks bored by Ashira's attack. And actually, it doesn't seem to have damaged him too much. It steps back 5 feet and attacks her again. But once again, it is foiled by her armor.

As Bart moves forward, several figures appear, apparently out of nowhere. Four halfbloods and a pureblood pop up directly in front of the farthest abomination (AB4). Scimitars in hand, they look ready for action.

Further in the jungle, the cobra hooded abomination (AB4) looks down at a piece of paper in it's hands. Apparently it's reading it. It must be spell casting, because the paper crumbles and once more, the sky is lit up. Once more a column of fire comes down from the sky to engulf Bart. (54 damage, Refl. save DC21 for half).

Remember, as George has said, the haste spell has now ended. Movement is back to ½ your normal move rate. If your normal move rate was 30, then a single move is now 15 feet and a double is 30. If your normal move rate was 40, then a single move is now 20 feet and a double is 40.


Mykael -- HP 12/56, AC 27 (AC 28, to AB2(dodge))  d20+7=22
Monday September 25th, 2006 1:27:58 AM

Mykael's turns sharply at the sound of the female scream. He instantly takes off as fast as he can move(double move to F10).

"Cosmo! Can you web that sucker and the women over there! I am moving to help!" Mykael yells for help as he points toward AB2.

"Ghem, please escort the ladies over behind Cosmo for protection. I have to try and help the other women. Dont worry about the Griffon, he is a friend of Cosmo's."

(Spot = 22)

Once in sight range, Mykael is a bloodied visage of determination, "Leave the women alone! Death is coming for you, and I am the dealer!"

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2*
2 lvl -- See Invis, Scorching Ray, Web x2*
3 lvl -- Vampiric Touch, Fireball x2*


Nellie---addendum 
Monday September 25th, 2006 8:30:40 AM

Per George's request...

Status of enemy.
AB2---severely wounded
AB3---wounded
AB4---unwounded
HB1---wounded
HB6---unwounded
HB7---unwounded
HB8---unwounded
HB9---unwounded
PB2---severely wounded
PB7---wounded
PB8---wounded
PB14---unwounded
BD1---wounded



Val AC 17 (19 vs traps), 80/ 139, Endure Elements, Greater Rage 3 of 9  d20+20=33
Monday September 25th, 2006 10:09:21 AM

ooc: Quite impressive from a pair of boots.

Her red unblinking eyes still focused on the half breed before her. Her body was being crushed, sliced, and burned with acid but she felt none of it.

"Is this the best you have." She said with a maniacal grin. Now that they have had their fun, Val tenses her body and tries to force AB3 off of her.

ooc: 33 on her attempt to break free

Nezamil Ac 20 Hp 54/81 Endure Elements,Magic vestments +2 ac,Freedom of movement  2d8(2+6)+5=13 d20+15=28 2d6(5+2)+6=13 d100=5
Monday September 25th, 2006 10:39:30 AM

As Mykael rushes past Nezamil reaches out and taps him with a wand (2d8(2+6)+5=13 cmw cured)(3rd charge used)

"Once ya done with that snake see if ya can flank da others " growls Nezamil "and be careful"

Eyeing the ugly green snake that just appeared and within striking distance " hey ugly welcome to the party !!" as Nezamil strikes out with his mace (AoO d20+15=28)(2d6(5+2)+6=13 dam)(d100=5% ack missed !!)
"Grr....by Domi this jungle is too dense for proper battle " growls Nezamil as his mace gets caught in the brush and misses the big ugly green snake(bd1)" lets finish this thing quickly " barks Nezamil to Ashira " you take right side i got left" as he steps to j11(5'move and 15 'ft range to bd1 ;-)

"what?" as the 10'2" dwarf turns quickly as he feels a slash to his side and finds a snakeman at his side .....as Nezamil towers over it ....with a nod of his head " i see death coming for you" growls the dwarf as he raises his mace to strike

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment*)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater*,CLW Mass*,Wall of stone (spell resistance)

Spells cast *


Bart ac 28 hp 22/86 endure elements  d20+9=23 d20+10=28 d20+10=24 d10+23=31 d10+23=29 d6=5
Monday September 25th, 2006 11:49:50 AM

Once again Bart manages to avoid part of the flames, the severly wounded bart decides to retreat, If possible bart makes an powerattack+7/springattack towards db1 (threat ac 28 crit ac 24 for 31+29+5 damm)

Nezamil help me please!

attendence report 
Monday September 25th, 2006 2:11:53 PM

Adm-Nellie oxxoxs
Ashira oxxoxs
Appolo oxooxs
Rigging oxxoxs
Val oxxoxs
Bart oxxoxs
Nezamil oxxoxs
Mykaell oxxoxs
Cosmo ooxoxs

o = no post
x = post
s = sat/sun post

Report clarification. Posts were made on Saturday and Sunday, so everyone in this game made a total of 5 posts this week. :)----ADM Nellie

Appolo ac 23 Hp 22  d20+13=24 d20+13=27 d100=59 d100=57 d8=1 d8=4
Monday September 25th, 2006 9:32:56 PM

Still hurt Appolo stays put and fires his bow twice at PB2.Appolo is in no condition to fight at close range right now."Boss we better pull back and get reorganized.We're getting strung out."

Attack 24 27 Damage 1 4 total 5 59% 57%

Rigging 18/77 ac 20  d20+12=28 d20+12=25 d6+1=7 2d6(3+3)=6 d6+1=5 2d6(5+6)=11 2d6(3+6)=9 d100=79 d100=85 d100=42 d100=93
Monday September 25th, 2006 9:42:24 PM

Rigging has had it with this stinking pureblood. He steps forward to n9 and swings with both sword and dagger. He hits ac 28 with his shortsword doing 13 points of damage and follows up with his dagger hitting ac 25 for 25 points of damage.

He yells out to the others, "Get the pregos out of here. Get them moving back to the village."

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3** , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2**, dark vision, fog cloud
Third level spells: Haste*, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles*, SM 4*, greater invisbility

mage armor (hours)
blinking 4/7


Cosmo (AC 19; HP 48/57); Griffon (AC 17; HP 59/59)  d4+1=4
Monday September 25th, 2006 11:35:22 PM

Cosmo completes his Summon Monster V spell. It is his most powerful summon spell and he is able to summon 4 of his Fiendish Ape friends. He summons them near his enemies.

Cosmo immediately casts another spell. The spell is Animal Growth and the apes double in size (they are now huge (tall)).

Cosmo then stands up.

Ape 1: cells C8-E8
Ape 2: cells E3-E5
Ape 3: cells H7-J7
Ape 4: cells E1-G1

Active Spells:
Mage Armor: 16+/18 hours (extended)
SM V: 9/9 rounds
Animal Growth: 80/80 rounds

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3 **, Web x2 & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2 *, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph
5th Level (3): SM V *, Animal Growth * & Prying Eyes *

Metamagic Rod Usage:
Maximize 3/3, Extend 1/3 & Enlarge 0/3


Fiendish Apes (w/ Animal Growth)  d20+12=24 d20+12=23 d20+7=13 d8+11=17 d8+11=16 d20+12=32 d20+12=13 d20+12=22 d20+7=23 d8+11=16 d8+11=14 d8+5=6 d20+12=28 d20+12=28 d20+7=17 d8+11=15 d8+11=14 d8+5=7 d20+12=31 d20+12=26 d20+7=26 d8+11=17 d8+11=17 d8+5=6
Monday September 25th, 2006 11:41:28 PM

Size: Huge (tall)
Space/Reach: 15'/15'
AC 14
HP's 45
Full attack: 2 claws +12 & 1 bite +7
Damage claws: 1d8 +11
Damage bite: 1d8+5
Damage Reduction: 10/magic

The Apes use their reach to attack (did NOT add +2 for flanking where applicable):

Apes 1 & 2 attack AB2
Hit AC's 24, 23 & 13
Damage 17, 16 & 0
Hit AC's 32(13), 22 & 23
Damage 16, 14 & 6

Ape 3 attacks BD1
Hit AC's 28, 28 & 17
Damage 15, 14 & 7

Ape 4 attacks HB9
Hit AC's 31, 26 & 26
Damage 17, 17 & 6

OOC: Some apes may be more than 5' away and using reach.

Location:
Ape 1: cells C8-E8
Ape 2: cells E3-E5
Ape 3: cells H7-J7
Ape 4: cells E1-G1

Ashira (AC27, HP 108/112) Woodland Stride  d100=69 d20+16=20 d8+5=8
Tuesday September 26th, 2006 12:18:38 AM

Casting about what she can see of the battle, Ashira pales when she sees Val grappled and heavily bleeding. It's true she had disagreed with Val of late on just about anything, and there were times that she wanted to throw the barbarian off a cliff... But to see her in need and not help is something that the ranger was unwilling to do to her sister. She looks over at Bart. "Hey, big guy, Nezamil's right over there. I'm gonna go help Val." Ashira's grin spreads from ear to ear as Cosmos' apes appear. "Yeah! Go get um!" She cheers as the apes rip into the enemy. She watches as the newly summoned ape rips the freaky monster (BD1) to pieces. Scooting over, she helps out the best way she can right now, by attacking the pureblood that's confronting Val (PB2). She cuts at the creature with her longsword, hoping to bring it down and give Val some breathing room (AC20 for 8).

Nellie to Matt 
Tuesday September 26th, 2006 2:03:28 AM

Matt, I think you calculated the Apes HP's incorrectly. Fiendish apes have the same HP (29) and then the animal growth give 2 Hp per hit die (in this case 4, so 8 HP). By my calculations, the Enlarged Fiendish apes have 37HP.

I have the Feat Augment Summoning which gives them +4 Str & +4 Con.

Aha! Now that makes more sense!! It's really hard to figure out things when I don't have any of the sheets. Thanks!!---Nellie

King Kong('s) vs. Godzilla----ADM Nellie  d20+25=37 d6+6=11 5d6(4+2+1+6+3)=16 d20+15=28 d8=3 2d8(1+8)=9 d20+10=28 d20+15=26 9d6(5+4+1+6+5+5+4+6+5)=41 d100=95 d20+12=28 d20+12=23 d20+12=27 d8+11=12 d100=24 d20+25=31 d8+4=6 d100=44 d20+15=21 d8+4=7 d100=18 d20+6=24 d8+4=8 d100=93 d20+10=26 d6+3=7 d100=66 d20+3=5 d20+25=41 d20+20=36 d100=37 d20+10=30 d20+10=13 d6+3=8 d100=27 d20+3=6 d20+9=17 d100=32 d20+10=20 d6+2=6 d20+8=19 d20+8=27 d20+8=10 d20+11=22 d20+11=30 d20+11=17 d20+5=12
Tuesday September 26th, 2006 8:29:41 AM

Mykael presses forward, determined to save the hostages. As he passes, Nezamil give him a little boost. He calls for Cosmo to web the abomination.

Nezamil reaches out to teach the newcomer a lesson (BD1) but, like the others, finds that the jungle can mess up a perfectly placed blow. He suggests that he and Ashira flank the pesky critter so they can mow it down in short order.

Val is annoyed by whatever pesky thing is keeping her from the diamondback. Flexing her massive muscles, she tries to wrench herself free from the abomination, but it holds her tight (Grapple=37).

The badly wounded Bart retreats. He can't make it to HB1, but he stops by the new coming snake looking thingy and wacks it a good one. It's green body shudders. Oh yeah, that got it's attention! Bart ends his move right net to the thing, knowing that the glaive is useless in close quarters.

Appolo takes aim at the pureblood pestering Val, but he's too far away, and his arrows miss the mark. (Visibility is 30 feet, trying to fire past 30 feet with allies around will be a very dangerous maneuver).

Feed up with the stupid pureblood harassing him, Rigging steps up and cuts the creature down with two quick strikes.

The quick thinking Cosmo finishes up his summoning and the apes appear in various positions around the battlefield. Quickly enlarging them, Cosmo creates a force to be reckoned with as 4 massive killer apes rip and tear at various enemies. Hero point to Cosmo!!

Ape 1 appears and is instantly zapped (9Hp electric damage, Refl. save DC18 for 1/2). Mykael too feels the electricity from the spell (same deal for Mykael). It rips and shreds eagerly.

Ape 2 feels a magical tug at it's body (Blindness) but shrugs it off easily (Fort. Save passed). It gets quickly to work with its cousin and soon there is only a bloody skeleton where the abomination (AB2) used to be.

Ape 3 digs in an in just a couple of seconds, the green slimy creature disappears...sent back to wherever its home was.

Likewise, Ape 4 quickly decimates the halfblood (HB9) in front of it. It munches on a bit of tail as it looks around for another snakey snack.

The hooded abomination (AB4) narrows its eyes at the arrival of apes. He smiles as if reveling in some kind of inside secret. He steps over away from Ape1 (drawing AoO...to speed things up, rolled it for you. If attack, then hits AC27 for 12 damage. If grapple, then touch attack succeeds, but fails to grapple) and casts a spell. A column of fire once more drops down from the sky, but this time it falls on two of the apes (Ape 4 & 2). Apes take 41 Hps of damage (Refl. save of 21 for ½ damage. Also reduce damage by 5 for fire resistance. Caster level check=17, SR negated).

With a look of annoyance, the diamond back turns his attention to the newly summoned ape (ap3) in front of him. He lashes out at the thing with a full attack from his glowing scimitar (magical), but can't quite kill it this round (AC31 for 6, AC21 for 7, AC24 for 8. Total damage=21). It looks highly peeved that it cannot continue it's torture of Val, and scans the battlefield for the spellcaster that brought it forth.

Suddenly having no appetite for easy sport or green skinned cows, the pureblood (PB2) turns its attention to the killer apes. It stabs the ape, but it's magically toughened skin refuses to be cut by such a base weapon (damage reduction not met).

The other pureblood (PB8) continues to focus on Nezamil. He strikes out with his scimitar (AC30/13 for 8 damage) though he constantly looks over his shoulder to see what that gigantic ape is doing.

The newly arrived Yuan Ti (HB 6, 7, &8, PB 14) stares with horror at the apes that are now in front of them. They're soooooo big. Too big! And by the looks of their cousin's actions, swords aren't going to do the job this time. Time for a change up. The halfbloods shift about the battle field (drawing AoOs) and then begin to weave spells, aiming them at the apes (Ap4, 2 &3). They suggest to the apes that it is so very hot here in the jungle....they should go down to the river (roughly 200 feet away behind the group) to cool themselves off. (Each ape must make a Will save DC17 or they up and leaves for the river, SR check=19, 27, 10. All three apes SR is negated). The pureblood just looks on, not sure quite what to do.

The abomination grappling Val (AB3) continues to keep ahold of her. It tightens its hold (Grapple=41) pinning Val. It's coils constrict and it is beginning to become difficult for Val to breath (Contrict=11, Acid=16).


Val AC 17 (19 vs traps), 55/ 139, Endure Elements, Greater Rage 4 of 9 
Tuesday September 26th, 2006 9:18:54 AM

Fighting the constriction, Val keeps struggling against the binding serpent.

ooc: the wold grapple rules are unbelievably horrible so I'm not going to bother rolling an escape check. There is no possible way for me to escape. Even with a nat 20 on the roll I wouldn't get a 41. Though why somebody gets a -4 on a strength feat is something I do not understand.

Mykael -- HP 16/56, AC 27  d20+7=9
Tuesday September 26th, 2006 2:29:11 PM

"Gre-at Job-bb-bb!" Mykael cheers on Cosmo and his apes as the electricity courses through him for full damage (Reflex = 9, failed).

Mykael continues to move as fast as he can to the still trapped women, moving in between ape 1 & 2, to D15.

"Hold on ladies! I am almost there. We are here to save you. Dont panic!" Mykael hollers encouragement to the 5 trapped women.

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2*
2 lvl -- See Invis, Scorching Ray, Web x2*
3 lvl -- Vampiric Touch, Fireball x2*


Nezamil Ac 20 Hp 54/81 Endure Elements,Magic vestments +2 ac,Freedom of movement  2d8(3+8)+5=16
Tuesday September 26th, 2006 3:36:05 PM

Nezamil grins as the big warrior bounds near him seeking help for his wounds " you look a little crispy "

"nice work on that big green ugly beast..ya took care it quick"

"Here take this potion(cmw 2d8+5=??roll yourself )...it will help ya feel better"

The cleric of Domi then taps the mighty warrior with a wand (cmw 2d8(3+8)+5=16 cured)(4th charge used)

The 10'2" dwarf again turns to his right and eyes the pesky snakeman " you still here ?" growls Nezamil as he towers over the creature (pb8)

Looking up from the pesky snakeman Nezamil notices Val's situation " hold on Val....help is on its way !!" yells Nezamil

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment*)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater*,CLW Mass*,Wall of stone (spell resistance)

Spells cast *



Rigging 18/77 hps ac 19  d20+8=26 d100=99 d100=43 d20+12=22 d6+4=10
Tuesday September 26th, 2006 7:39:29 PM

Rigging sees that Val is in trouble and wants to aid her but isn't sure what to do. He snaps his fingers and concentrates for a second. A green ray shoots forth from his hand and strikes Ab3. AB3 feels the strength leave his body and knows fear as it looks into Val's enraged eyes.

Spell resistance 26, Ranged tough attack hits ac 22, jungle miss 99, blinking 43, AB3 loses 10 strength points. If he is a normal abomination, should bring his str down to 9.

Rigging will then take his movement and move M20 working his way to the women to see if he can get them moving towards the village.

"Appolo, Get the women out of here. They are going to need a headstart if we have to run."

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3** , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2
Second level spells: Scorching rays x 2**, dark vision, fog cloud
Third level spells: Haste*, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles*, SM 4*, greater invisbility

mage armor (hours)
blinking 5/7


Matt C. - supplemental to DM post  d20+9=22 d20+9=12 d20+9=23 d20+12=16 d20+12=27 d20+12=24 d8+11=13 d8+11=15 d20+12=32 d20+12=32 2d8(6+4)+22=32
Tuesday September 26th, 2006 7:43:51 PM

OOC - I am assuming the Halfbloods are using Suggestion on the Apes. Suggestion is a language dependant spell so I do not think it would work on an ape. Let me know and I will roll the saves if ruled otherwise.

LOL!! See, that's what you get when you try to write a post at 3am! No, the suggestion won't work on the apes.---Nellie

Ape 1: Reflex 22 for 4 damage.

Ape 1: Will take the AoO on AB4 for the 12 damage.

Ape 4: Reflex 12 for 36 (41-5) damage
Ape 2: Reflex 23 for 15 (20-5) damage

AoO's (not sure on which HB):
Ape 4 Hit AC 16; damage 0
Ape 2 Hit AC 27; damage 13
Ape 3 Hit AC 24; damage 15

OOC - I think Ape 4 is within AoO range of HB8 as it tries the Suggestion (Hit AC 32(32); critical damage 32)

Ending HP's:
Ape 1: 41/45
Ape 2: 30/45
Ape 3: 24/45
Ape 4: 9/45

OOC - Let me know if I missed something!

Nellie to Matt 
Wednesday September 27th, 2006 12:46:45 AM

LOL!! See, that's what you get when you try to write a post at 3am! No, the suggestion won't work on the apes.

Ape 4 cannot do another AoO on HB8 because he's only allowed one AoO per round. Sorry.



Ashira (AC27, HP 108/112)  d100=13 d20+14=16 d100=14 d20+9=16 d100=98 d20+4=17 d100=90 d20+14=26 d8+5=11 d100=57 d20+6=12 d100=5
Wednesday September 27th, 2006 8:25:11 AM

Ashira presses her attack against the pureblood. Very distracted by Val's situation, Ashira can't full concentrate on her opponent, and it shows. She only manages to connect with the creature once. (AC26 for 11).

Fun and Games---ADM Nellie  d20+20=39 d6+6=10 5d6(2+1+2+5+5)=15 d100=56 d20+25=30 d8+4=7 d100=84 d20+15=35 d20+15=26 2d8(1+3)+8=12 d100=17 d20+6=9 d100=94 d20+10=20 d6+3=8 d100=89 d20+10=17 d100=53 d20+3=6 d20+9=28 d100=85 d20+12=13 d100=75 d20+12=20 d8+11=16 d100=90 d20+7=14 d100=94 d20+12=29 d8+11=14 d100=4 d20+12=22 d100=54 d20+7=10 d100=33 d20+12=21 d8+11=18 d100=19 d20+12=15 d100=51 d20+7=16 d20+20=21 d20+9=23 d20+9=18 d20+9=23 d20+9=10 d20+9=14 d20+9=16
Wednesday September 27th, 2006 8:56:07 AM

Mykael, despite just getting zapped is finding his job a whole lot easier now a days. Those big apes seem to have drawn the attention of the Yuan Ti...wonder why???

Serving as medic, Nezamil hands Bart a potion and then taps him with his wand. The French fried warrior is definitely looking much better now!!

Wracking his brain to come up with a way to help Val, but not get too close to the front line, Rigging comes up with a brilliant plan! He fires off his ray and watches with great satisfaction as the creature shrivels a little. Ooooo...it's not liking that!! Hero point to Rigging!!

Though she's having a tough time concentrating, Ashira makes her one successful attack count, downing the creature.

The apes continue their assault
Ape 1: Moves forward to find someone to attack
Ape 2: Attacks HB7 (Claw: AC13, AC20 for 16. BiteAC14)
Ape 3: Attacks HB8 (Claw: AC29 for 14, Jungle miss. BiteAC10)
Ape 4: Attacks HB8 (Claw: AC21 for18, AC15. BiteAC16)

The apes literally rip two of the halfbloods to pieces (HB7 & 8)

Val is finding it awfully hard to breathe now a days. Those coils are getting mighty tight...and now she's pinned. Not good...not good indeed. And then Rigging fires off his nasty spell and she can feel the creature's grip loosen. Finally! Flexing her massive muscles, Val shakes off the pin, but is still grappled (rolled 39 for you). The abomination continues its assault squeezing and burning (Constrict=10, Acid=15). It attempts to pin the elf once more, but in it's weakened state it's having a hard enough time just hanging onto the raging elf (Pin roll=21, failure). Val can roll a grapple check next round to see if she escapes the grapple (DC30). If you escape the grapple, then you can move to an adjacent space (no attack).

The diamondback continues his concentration on the ape in front of him, frustrated that it's preventing from his fun. (AC30 for 7, AC35/26 for 12. Total damage=19)

The hooded cobra watches the battle with interest. It's been a long time since he's been in a combat this fun. He retrieves and reads a scroll (Dispel Magic). The air around the apes crackles with magical energy and then **poof** three of the apes (AP1, AP2, AP4) are gone (Dispel checks=28, 23, 23). Bart and Ashira feel the magic wash over them. (Ashira loses endure elements, Dispel=14). Mykael feels the magical tug too (can't remember whether you have the endure elements spell or not...if so, they you lose it Dispel=16).

Pureblood 8 continues to press his attack on Nezamil. As the dwarf heals Bart, he takes a swipe at the dwarf, drawing a little more blood (AC20 for 8). However, he has much worse luck on his regular attack and just can't touch the dwarf.

The halfbloods and purebloods by the cobra look very relieved that the apes are gone. Sheathing their scimitars, they pull out their longbows.


Appolo Hp 22 Ac 23 
Wednesday September 27th, 2006 11:27:56 AM

Appolo looks at Rigging"Sorry boss got go help Val.Those stupid cows should have listened to us in the first place.If any of us dies here I might kill them myself.""He moves quickly forward.Drawing his swords as does so.He moves to engage AB3 Double move.

Val AC 17 (19 vs traps), 32/ 139, Endure Elements, Greater Rage 5 of 9  d20+16=23 d20+16=25
Wednesday September 27th, 2006 11:59:34 AM

Val struggles against the loosened grip but her body won't respond. Her arms won't push against the serpent like they should and Val remains trapped in the binding coils.

ooc: the formula I used was bab + str mod -4 and a d20 roll. 1st escape attempt roll 23. Used a hero point to reroll for a 25. The fates are not kind this day.

Bart ac 28 hp 56/86 endure elements  2d10(5+8)+5=18 d20+10=25 d10+23=32 d6=6 d100=39
Wednesday September 27th, 2006 12:56:42 PM

Sorry i missed yesterday posting i asume Bart did drink the potion he got from Nezamil

Thanks Nez I wil get rid of that pureblood for you (PB8)(spring attack, power attack +7 ac 25 for 32+6 (jungle roll 39)

Try to help Ashira Nez

George 
Wednesday September 27th, 2006 2:10:01 PM

Sticking my nose in here. Val/William you can try and break the grapple as many times as you can attack. If Val gets 3 swings, then she gets 3 rolls to try and break the grapple. After the first it is considered a full action and she would only be allowed to move 5' but that is certainly better then taking acid damage.

George is absolutely right!! Feel free to make your other two rolls at the lower BAB values....luck can be a beautiful thing!!---Nellie

Walter  d20+11=23 d20+6=20
Wednesday September 27th, 2006 2:33:10 PM

Good to know but with the wold rules I cannot break free no matter how many times I roll. Kinda funny since Val has a str of 28 right now. The other two rolls are a 23 and a 20. Nellie your 39 was too high. With the wold rules the most I can get is a 36 with a nat 20.

Actually, like I said in the post (because of the ray of enfebblement), the new DC is 30. Sorry the rolls didn't work out for you.---Nellie

George 
Wednesday September 27th, 2006 7:15:23 PM

Walter, under Woldian rules, a natural 20 always succeeds so you do have a chance.

Rigging 18/77 ac 19  d20+8=24 d20+12=26 d100=89 d100=60 d6+4=7
Wednesday September 27th, 2006 7:33:27 PM

Rigging thinks to himself. "Well it worked once, why not again?" He points a finger and casts his spell again. Another green beam hits AB3 shrinking his strength down even more.

SR roll 24, hit touch attack 26, made my jungle miss roll and my blink roll. If all this works, AB3 loses another 7 points of strength.

Rigging then moves to L23

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3** , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2**
Second level spells: Scorching rays x 2**, dark vision, fog cloud
Third level spells: Haste*, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles*, SM 4*, greater invisbility

mage armor (hours)
blinking 6/7



Mykael -- HP 16/56, AC 27  d20+1=8 d20+1=10 d20+7=26
Wednesday September 27th, 2006 8:04:55 PM

Mykael quickly moves E13(base move), putting himself between the women and danger.

"Its alright ladies, I am here to help. I will have you all out of there in a second or two." Mykael speaks calmly.

He opens the bleeding sack B7 and checks on the woman. If she is alive, he will use Healing skill to stabalize her.

(Healing = 8, if not good enough and she will die next round before another attempt, then use Hero Point, 2nd try = 10)

(Spot = 26)(just keeping eyes open)

Ghem! Please get yourself and those women out of there.

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2*
2 lvl -- See Invis, Scorching Ray, Web x2*
3 lvl -- Vampiric Touch, Fireball x2*


Ghem -- AC 18, HP 28/28  d20+7=22 d20+2=14
Wednesday September 27th, 2006 8:10:51 PM

Telepathy in common to each woman, 'I am Ghem, Mykael says we should move over there to a safer spot. I think we should too.'

'That way'

Ghem moves to I29, being careful to monitor the area for snakes. These Yuan Ti can pop up at any moment.

(Diplomacy = 14)
(Spot = 22)

Matt C. 
Wednesday September 27th, 2006 9:15:01 PM

OOC - remember when you roll your grapple check it is vs. their grapple modifier + 10 (take 10 per woldian special attack rules.) It is not vs. the roll they had when they grappled you (when you had to take 10).

In this case, because Val is trying to break the grapple, Val roles a d20+BAB+STR-penalty. She compares this to the enemies take 10 value of 30. Then, when the abomination wishes to continue with his grapple, he rolls d20+BAB+STR+size bonus+grapple bonus which I compare to Val's take 10 value. Which is why Val is only grappled and not pinned. Last round the Abomination tried to pin once more and rolled a natural 1 which is a failure. If any of Val's rolls had exceeded DC30 she would have been free of the grapple.---Nellie

Agreed. I am not sure Val got that though.

Fiendish Apes (w/ Animal Growth)  d20+12=30 d20+12=24 d20+7=15 d8+11=18 d8+11=14
Wednesday September 27th, 2006 10:15:22 PM

Size: Huge (tall)
Space/Reach: 15'/15'
AC 14
HP's 24/45
Full attack: 2 claws +12 & 1 bite +7
Damage claws: 1d8 +11
Damage bite: 1d8+5
Damage Reduction: 10/magic

The surviving Ape uses his great reach to smack around abomination 3.

Ape 3 attacks AB3
Hit AC's 30, 24 & 15
Damage 18, 14 & 0

Location:
Ape 3: cells H14-J16

Correction, Ape3 took 19 pts. of damage from the halfblood last round. It now has 5 hit points.---Nellie


Ape - Supplemental  d100=42 d100=31
Wednesday September 27th, 2006 10:25:42 PM

miss chance

Nezamil Ac 20 Hp 33/81 Endure Elements,Magic Vestmets +2Ac,Freedom of movement  2d8(3+6)+5=14
Wednesday September 27th, 2006 10:31:34 PM

"thanks Bart " as he watches the warrior slices the snakeman(pb8) to pieces " he was pesky one"

Nezamil then reaches out and taps the mighty warrior with the wand again (2d8(3+6)+5=14 cmw cured to Bart)

"Now go help Val and kill that "DIAMONDBACK SNAKEMAN!" growls Nezamil

Turning around for a moment he eyes the women " he again points towards the village "Get moving back to the village with the others " barks the 10'2" dwarf

Turning back to the battle he looks for Mykael and waves him over " thats it bring them over we'll escort them to safety with the others "

"putting himself in danger to save the villagers" murmers Nezamil to himself "Domi would be proud of him" as his respect for the multi- talented Mykael grows

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment*)
4th-Airwalk,Divine power,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater*,CLW Mass*,Wall of stone (spell resistance)

Spells cast *


Ashira (AC27, HP 108/112) Woodland Stride  d100=89 d20+18=35 d20+18=36 2d8(6+2)+10=18
Wednesday September 27th, 2006 11:59:23 PM

Ashira watches the combat in horror. As the pureblood drops, she steps into the combat, ready to unload on that pompous halfblood. Taking her time, she aims her strike so that it strikes near the spine of the creature (AC35/36 for 18).

Cosmo (AC 19; HP 48/57); Griffon (AC 17; HP 59/59) 
Thursday September 28th, 2006 12:14:09 AM

Cosmo spells are getting low. His visibility of the battlefield has been reduced by being knocked off his griffon. He moves forward trying to get next out from behind Nezamil.

Active Spells:
Mage Armor: 16+/18 hours (extended)
SM V: 7/9 rounds
Animal Growth: 78/80 rounds

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3 **, Web x2 & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2 *, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph
5th Level (3): SM V *, Animal Growth * & Prying Eyes *

Metamagic Rod Usage:
Maximize 3/3, Extend 1/3 & Enlarge 0/3


Critical Moments----ADM Nellie  d2=2 d100=91 d20+6=23 d8=4 d100=67 d20+20=25 d8+4=12 d100=2 d20+10=15 d100=60 d20+1=9 2d6(2+2)=4 d20+10=15 2d6(3+2)=5 d20+10=12 d100=66 d20+9=24 d100=25 d20+4=11 d100=24 d20+16=24 d6+6=9 5d6(5+5+1+6+6)=23
Thursday September 28th, 2006 1:05:29 AM

Appolo sees Val in trouble, and despite his self preservation instincts, he heads into the fray. (OOC: By my calculations at 30 feet double move, the best Appolo can get to is M17) Along the way, he encounters another one of those pesky pit traps ((Ref. DC25 or 5 pts. damage and in a 20 foot deep pit. Am assuming he passes, otherwise he's in N20).

Val struggles against the weakened abomination but the prolonged grappling is taking its toll. She just can't beat off the thing.

Bart dashes in and slices that pesky pureblood in half and then dashes back to where he was. Nezamil patches him up some more and urges him to get back into the fight. He calls out various commands to various members of the team.

Rigging fires off another excellently placed ray and once more the abomination shudders. The huge creature's arms tremble with the effort of trying to keep a hold of the barbarian.

Mykael makes it to the women and is indeed able to cure the pregnant woman in the bag...a few seconds later and she would have been gone.

Ghem moves toward the village and though the women look shaken at having a creature's thoughts invade their minds, at this point in time, they'd probably follow a demon if it meant getting away from the snakemen. Dutifully, they plod slowly along behind the pseudodragon. Ghem does not detect any Yuan Ti, nor does Mykael spot any.

The sole surviving ape uses his massive arms to try and reach over Val and the Halfblood to take on the abomination. It's difficult going, though. He accidentally hits Val with his first attack but misses with the other two. (If you attack into a grapple, you have an equal chance of hitting either combatant. Rolled even odds, and it came up that Val was the recipient of the attack. Going to be nice here and say that the attacks just don't connect.)

Ashira moves in and slices easily into the halfblood. Narrowing it's eyes, its grinds its teeth in pain.

Cosmo moves forward, searching for a better angle and visibility. But there's a problem. Just as he moves forward, he finds the ground opening underneath him (Ref. DC25 or 3 pts. damage and in a 20 foot deep pit. I'm assuming he passes, otherwise put him in F20).

The pureblood standing in front of the cobra (PB14) scans the battlefield and spots Mykael. Now that looks like a promising shot!! Pulling the bow taut, he carefully places his shot, and is pleased to see that it connects with the elf trying to free the captives. (AC23 for 4). His partner the halfblood figures that Bart is a better target and takes aim at him. His arrows whiz hopelessly off course, thudding into nearby trees.

The abomination (AB4) pulls out a scroll and begins casting...and casting...and casting...he spends the whole time casting.

The diamondback flicks his scimitar casually at the ape, and it disappears (AC25 for 12 damage). Then he spins to face the green cow. Hmmm...maybe this cow will pose a challenge!! He takes two strikes at her, but he can't get his blows past her armor and the jungle.

Completely out gunned, the abomination (AB3) grappling with Val tries to pin her but his weak arms can't do it...and he knows it won't be long...won't be long till she's free with that axe. Val can feel his body shudder with dread. In a last ditch effort, he tries to crush the life out of the cow... and it pays off. The disabled (PHB145) barbarian barely moves in his coils. (Constrict=9 Acid=23). (OOC you can try and break free vs. DC26, but you will be at -1hp due to the strenuous activity. And remember...the HP's from rage are still active even at negative HP's...unless you choose for Val to die.)


Mykael -- HP 12/56, AC 27  d20+7=27 d20+5=13 d20+5=11
Thursday September 28th, 2006 1:34:27 AM

Mykael grits his teeth from the arrow that just stung him in the back. He takes a 5ft step to E12 and begins freeing B6 and B1 if he can reach and has the time this round.

Speaking to the woman he just set free and stabalized, "Hurry help those 3 out of the bags there," as Mykael indicates B2, B5.

Mykael is constantly scanning the area and keeping watch behind him. If he sees incoming arrows, spells, or attacks, he will attempt to block them with his shield. Whether or not he is able to block the attacks he makes sure he is hit before the women behind him.

(Spot = 27, nat 20)
(Rope Use = 13)
(Rope Use = 11)

"I am working on it Nezamil, dont let the women get too far ahead. Snakes can turn into Yuan Ti anywhere."

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2*
2 lvl -- See Invis, Scorching Ray, Web x2*
3 lvl -- Vampiric Touch, Fireball x2*

OOC: Nellie... Did Mykael have to use that hero point to save the woman or was the 8 healing roll good enough?

No, keep the hero point...you might need it later. ;)---Nellie

Rigging hps 18/77 ac 19  d100=41 d100=62
Thursday September 28th, 2006 9:39:34 AM

Rigging takes a 5' step forward and sees his friends and wife in trouble. He pulls out a wand and activates it sending a spell to his wife since, it looks like Val might be down.

Ashira finds herself growning in size. (Enlarge spell to Nellie, rolled a 41 for the miss chance but don't think its necessary. Rolled 62 for blink chance. Ashira is elarged for 1 minute)

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3** , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2**
Second level spells: Scorching rays x 2**, dark vision, fog cloud
Third level spells: Haste*, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles*, SM 4*, greater invisbility

mage armor (hours)
blinking 7/7


Val AC 17 (19 vs traps), 2/ 139, Endure Elements, Greater Rage 6 of 9  d20+16=20 d20+16=20 d20+11=16 d20+6=7
Thursday September 28th, 2006 9:53:58 AM

Val groans and starts to black out but her eyes don't close just yet. Its not that easy to put down a barbarian in the throes of rage. She continues to struggle against the binding coils and burning acid.

ooc: val only took 7 from the constriction which puts the damage at 30 and her hp at 2. If it wasn't for the barbarian DR she would have been well below -10 by now. I used a hero point on the escape roll to try again but all 4 rolls failed. I think the dice hate me.

Appolo Ac 23 Hp 22  d20+14=29 d20+14=28 d20+6=23 d100=72 d100=21 d100=23 d20+4=22 d10+4=9 d8+4=7 d10+4=5
Thursday September 28th, 2006 1:37:41 PM

Appolo looses it on the creature crushing Valanthe.He utters several curses that would make G'aal himself blush as swings his swords wiyh all his might at the thing.Trying cut it into anything to get her out.

Attack 28 28 23 Damage 9 7 5 for 21 total


Bart ac 28 hp 70/86 endure elements  d100=11 d20+7=25 d20+7=12 d10+29=39 d6=3 d100=31
Thursday September 28th, 2006 2:13:09 PM

Bart moves forward and hopes he can hit the abonimation before it kills Val (1-50 Abonimation, 51-100 Val) (rolled 11) (ac 25 threat no crit for 42 (jungle roll 31)
(Janell conform table 8-8 you dont have to roll to see who you hit with a melee attack agaainst someone who is grappling)

William, you're right...you don't have a 50% miss chance in normal melee attacks, but the ape wasn't adjacent to the abomination, and so he did have the 50% miss rate (use ranged rules in that scenero).---Nellie

Nezamil Ac 20 Hp 33/81 Endure Elements,Magic Vestmets +2Ac,Freedom of movement  3d8(1+4+4)+10=19
Thursday September 28th, 2006 2:14:00 PM

Nezamil moves quickly to help Val (moving to j-18 move action)....useing his long reach he extends his hand out and touches her shoulder where upon he invokes Domi's divine healing power (spontanously casting csw in place of divine power 3rd lvl)(3d8(1+4+4)+10=19 pts cured)"Domi heal this valient soul" as Domi's power flows in the elven warrior.

ooc: Mykael was tapped with Nezamil's wand of cmw's a rd or two back so he should add 13 hp's to his total !!

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight,Glyph of warding*,Water walk,Windwall(Magic vestment*)
4th-Airwalk,Divine power*,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater*,CLW Mass*,Wall of stone (spell resistance)

Spells cast *



George 
Thursday September 28th, 2006 5:41:50 PM

Question? I think Appolo's attacks all should be considered sneak attacks. A thief gets his sneak attack damage when his opponent is denied his dexterity bonus. Grappling opponents lose their dex bonus to everyone but their grappled opponent.

Yes, you are right!---Nellie

Cosmo (AC 19; HP 48/57); Griffon (AC 17; HP 59/59)  d20+11=13
Thursday September 28th, 2006 9:26:47 PM

The pit opening up in front of Cosmo surprises him and he falls in. At the bottom of the pit he looks up at the 20' distance to the top. Thinking to himself, this is not good, how am I going to get out? Grabbing his Extend rod he quickly casts the spell polymorph. He changes himself into a Pixie, and feels most of his wounds heal.

In his new form he flies out of the pit, straight up 60'.

Active Spells:
Mage Armor: 16+/18 hours (extended)
Polymorph: 180/180 rounds (extended)

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3 **, Web x2 & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2 *, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph *
5th Level (3): SM V *, Animal Growth * & Prying Eyes *

Metamagic Rod Usage:
Maximize 3/3, Extend 2/3 & Enlarge 0/3

Ashira (AC27, HP 108/112) Woodland Stride, Enlarged  d100=36 d20+14=33 d20+14=27 4d6(5+5+2+6)+10=28 d100=45 d20+9=11 d100=98 d20+4=13 d100=95 d20+14=18 d100=90 d20+6=8 d100=83 d20-4=4
Friday September 29th, 2006 12:30:10 AM

The giant Ashira bites her lip in nervous anticipation. Val is struggling, that's easily seen. Precious seconds count. Her massive weapons are a blur of action as she changes targets and attacks the abomination. But it's a tricky business...the two of them are so close together and are moving around...she could easily hit Val by mistake. Aiming carefully, Ashira is able to catch the abomination with a critical strike to whatever serves as the creature's neck (AC 33/27 for 28). But that's the best she can do (all other attack miss).

Critical Moments Part 2----ADM Nellie  d20+14=16 d4+1=5 9d6(4+5+4+1+4+2+5+6+4)=35 d100=66 d20+7=19 d20+14=30 d100=98 d20+7=19 d20+14=17 d100=59 d20+7=9 d20+14=32 d100=35 d20+7=9 d100=84 d20+7=16 d20+14=33 d100=52 d20+25=36 d8+10=14 d100=87 d20+15=29 d8+10=17 d100=48 d20+6=12 d100=75 d20+16=30 d6+2=8 5d6(4+3+4+5+1)=17
Friday September 29th, 2006 1:31:27 AM

Mykael moves over and helps two other ladies out of their bags. The women are sluggish and obviously in a state of shock but appear in good enough condition to travel...albeit slowly due to their pregnant condition. Mykael does not spot any snakes.

Seeing his friends and wife in trouble, Rigging gives Ashira a little boost. The ranger grows to proportions roughly matching the abomination, towering over the halfblood with her now large weapons....things just heated up for the Yuan Ti! (Need Concentration checks for that Enlarge spell, please)

With an amazing show of endurance, Val takes all that the abomination dishes out and in the end is still standing. The abomination looks confused. What is this thing that refuses to die?? There is more than a hint of fear in it's reptilian face as it takes in its situation. Could it be that this group of humans were some how different than all the other groups that fell at his hands? Could it be that the cow had been speaking the truth? Was this the dealer of death? Her dark skin certainly suggested it. Only one way to find out....

Appolo rushes over to help Val out, but the ground opens up in front of him. Down, down, down he falls, finally landing with a thud next to a bunch of spikes (Ref. save=16, fails. Appolo takes 5 pts. damage and in a 20 foot deep pit N20).

Bart moves forward...he will save Val!! But the cursed jungle continues to hamper his movement. He just can't make it to the abomination and attack. Ahhh...but the halfblood...now he's a different story!! Bart moves over and takes a mighty swing at the thing, but it's tough skin doesn't even seem to register the blow.

The quick thinking giant dwarf reaches out and spreads Domi's healing power to Val. The pale Val recovers some of her color and is definitely looking much better!

Cosmo succumbs to the pit. But that doesn't phase the quick witted spellcaster! He reaches into his pack and pulls out his magical rod. Then, he nimbly casts his spell. Poof, suddenly the Wold looks so much bigger!! (Sorry, but Cosmo the Pixie cannot fly this round, since he has already performed his standard and move actions.)

Trying to save her friend, Ashira changes targets, and is richly rewarded with her first strike. The Yuan Ti (AB3) shudders at the impact of the hit. A thought runs through his head...death...death...death.

And then, just as things are beginning to look up....there is the sound of spellcasting. Bart's stomach turns as the sky above him once more takes on that eerie glow. He knows full well what's coming. A column of fire forms around him and Nezamil. (Flame Strike. 53 dam. Reflex DC21 for ½ damage)

But that's not all...at precisely the same time, 5 fiendish apes appear on the battlefield immediately around the Wildcards. They're not nearly as big or hearty as Cosmo's apes, but they still look menacing.

Ape 1: Takes a 5 foot step, then tries to grapple Bart, Touch attack: AC19, Jungle 66, Grapple check=26 (success?--Bart, what's your BAB+str-4 and your touch AC?)

Ape2 Tries to grapple Bart, Touch attack: AC19, Jungle 66, Grapple check=13-fails

Ape3: Takes a 5 foot step, then tries to grapple Bart, Touch attack: AC9, Jungle 66, Grapple check=28-fails (unless Ape 1 succeeded in the grapple...in which case Ape 3 would succeed)

Ape4: Takes a 5 foot step, then tries to grapple Ashira, Touch attack: AC9-fails

Ape5: Takes a 5 foot step, then tries to grapple Ashira, Touch attack: AC16, Jungle 84, Grapple check=29--succeeds.

The apes reach and claw for the two fighters, trying to keep them in place. (Ashira is grappled, Bart is probably. If grappled, grapple check (BAB+Str. -4penalty) DC20 to break free)

The halfblood (HB1) surveys the battlefield. Ahhh...so many targets.... He settles for the massive meatsack (Bart). Taking his time, and having a good deal of fun, he strikes the mighty warrior with two solid blows. (AC34 for 14, AC29 for 17. Total damage=31)

The abomination grappling Val (AB3) manages to wrestle down his fears long enough to pin the pesky dark elf (Grapple=30). It continues to squeeze and burn... (Constrict=8, Acid=17) It can't be death if I kill it first!! (Val, go ahead and add 6 more HP to Val's total---Abomination's constrict damage was 6 too high on the last 2 rounds).


Ashira (AC27, HP 108/112) Woodland Stride, Enlarged  d20+10=22 d100=61 d20+8=20 2d6(3+2)+5=10 d100=66 d20+3=20 2d6(2+6)+5=13 d100=51 d20+13=24 2d6(1+1)+5=7 d100=41 d20+5=19 d8+3=8 d100=77 d20-5=14 d8+3=7
Friday September 29th, 2006 8:21:46 AM

Ashira growls as the hairy arms grab hold of her. "Hey!! I don't think so you big lug!!" Twisting and flexing, Ashira wiggles out of the apes grasp (Grapple=22). Deciding to get rid of the pesky annoyances, Ashira wages a full attack on the apes (Ape5--AC20 for 10, AC20 for 13, AC24 for 7. Ape 4--AC19 for 8, AC14 for 7).

Val AC 17 (19 vs traps), 4/ 139, Endure Elements, Greater Rage 7 of 9  d20+16=25 d20+16=19 d20+11=17 d20+6=21
Friday September 29th, 2006 10:04:08 AM

In the span of a moment she was pulled to the edge of death's door and thrown right back against it. It was impossible to breathe and she began to feel the pain. The intense pain began slicing through her rage like a saw into the mightiest oak. Still she continued to struggle against the insurmountable force that was pressing down around her.

ooc: used a hero point to reroll the first escape attempt. ended up with a 19, 17, and 21

Appolo 
Friday September 29th, 2006 10:40:56 AM

Appolo does nothing.

Bart ac 28 hp 13/86 endure elements  d20+9=28 d20+11=27 d20+11=24
Friday September 29th, 2006 12:11:11 PM

OOC
Barts touch attack ac =15 17 if you count the amulet of natural armor as well
opposed graple check take ten+bab + str -4 non prf penalty= 10+11+4-4=21

The agile Bart avoids once more most parts of the flamestrike. Then some apes appear from midair, the attempt from the first ape to grapple him is a success. The second ape misses his attempt and the third ape as well.
(the third ape fails his touch attack which was ac9)
Bart activates his ring of levitation, suddenly he is high above the ground then he tries to escape from the grapple from the ape and escapes (made 2 escape rolls just in case) and the ape falls down

Mykael -- HP 12/56, AC 27  d100=39 d20+2=8
Friday September 29th, 2006 12:43:18 PM

OOC: Chris, those 13 hps from the wand have already been added in and lost via and electrical attack and an arrow. Thanks for looking out though.

Looking back, Mykael opens one more bag, then he stands and turns to face the field of battle.

"Help your last captive friend out ladies. Then head that way to meet up with my little dragon friend and the other four women we have saved this day. And please hurry, we need you away from the battlefield."

Mykael casts Web, he centers it so it cover an area from I7 to I14 to P14 to P7.

(Spell failure = 39%, success)
(Concentration = 8)
(Spell Resistance = none)
(DC for Reflex save = 16)

"It wont last long people, get Val outta there. Cosmo! I cant hold it, but it has slowed them down. See if you can drop another one on top of it to stop them, please! Hell, drop as many on top of that spot as you can, bury them in it!"

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2*
2 lvl -- See Invis, Scorching Ray, Web x2**
3 lvl -- Vampiric Touch, Fireball x2*


Bart 
Friday September 29th, 2006 6:03:15 PM

OOC
just read the mail i got from Cayzle

Note
that DEFENDERS do not have the -4 penalty, only attackers! See number 3
under summary on the page:

http://www.woldiangames.com/constabulary/special.htm

Here is the rule from the site, emphasis added:

QUOTE =================

3) All creatures (characters and monsters) take a -4 non-proficiency
penalty when making special attacks. However, this penalty is lifted if
the creature has a feat that provides a bonus or expertise in the
particular special attack. It is also lifted if the character is a
Duelist, Hand of Domi, or Monk. For monsters, it is also lifted if the
monster has a special ability or expertise in the attack, such as
Improved Grab or Trip. ONLY ATTACKERS, NOT DEFENDERS, SUFFER THE -4
PENALTY.

ENDQUOTE =================

Yes William, I got that email as well. Sometimes DM's make mistakes. But in this current combat, the -4 penalty mistake did not make a difference. I have checked all the numbers and even with the +4, the only thing that has changed is that Val has broken her grapple this round. Bart and Ashira's grapples by the apes were still successful.---Nellie


Rigging ac 19 hps 18/77  6d6(2+3+6+6+1+6)=24 d20+6=14 d20+6=18 d20+6=26 d20+6=20 d100=93 d20+12=20 d20+12=16
Friday September 29th, 2006 6:36:31 PM

Rigging pulls out his wand of fireballs and aims it at an area behind the apes (011). He launches the fireball trying to engulf his enemies but not get his friends.

Spell resistance for AB4 is 14
Spell resistance for PB14 is 18 (maybe)
Spell resistance for HB6 is 26 (natural 20)
Spell resistance for AB2 is 20

I believe that is all the YT's I can effect

Damage is 24 points or 1/2 if reflex save 17 is made

Rolled 93 for mis chance.

Concentration check 20 for enlarge, concentration check 16 for mage armor

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3** , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2**
Second level spells: Scorching rays x 2**, dark vision, fog cloud
Third level spells: Haste*, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles*, SM 4*, greater invisbility

mage armor (hours)


NPC Romeo - JimF  d20+12=31 d20+6=14 d8+3=8 d100=61 d100=64
Friday September 29th, 2006 7:08:43 PM


Off to the side of the death struggle between the Wildcards and the Yuan Ti, out steps a muddy and well camouflaged human. The man is wearing very rough and dirty clothing and has palm fronds sticking out of his cloths and head.

The man looks at the large half blood archer as he bends his bow. "Eat these Kaa!! Been looking for me? Here I am!" The man lets fly two arrows.

The mans bow even has palm fronds hanging from it.

AC 31, hit for 8 damage (61%)
AC 14, miss (64%)

The man has a desperate look to him. He is very fit six foot man, if not a bit on the thin side. He has a very handsome, but muddy face.

The man adds in elvish "I have a trail cut just over here with several surprises. You have to hurry!"

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

OOC: Nellie, Please place Romeo on the map where you see fit. I did not save a copy of the map.


Nezamil Ac 20 Hp 7/81 Endure Elements,Magic Vestmets +2Ac,Freedom of movement  4d8(1+8+7+4)+10=30
Friday September 29th, 2006 7:34:14 PM

Nezamil again reaches out to the elven warrior and infuses her with Domi's healing power (4d8(1+8+7+4)+10=30 cured) "have faith Val....we will not let you fall to these vile creatures "

(spontanously casting cure crit on Val in place of Divine power4th level(last rd it should of been daylight spell)(standard action)

The 10'2"dwarf then reaches into a pouch and withdraws a wand.....using his long reach he offers it to Rigging(move action)

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight*,Glyph of warding*,Water walk,Windwall(Magic vestment*)
4th-Airwalk,Divine power*,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater*,CLW Mass*,Wall of stone (spell resistance)

Spells cast *


Nezamil's reflex save attempt  d20+4=23
Friday September 29th, 2006 7:38:54 PM

The tower of flame burns down on Nezamil but he side steps the most dangerous prt (d20+4=23 reflex save!!woohoo)

Appolo Hp 17 ac 23 
Friday September 29th, 2006 8:59:14 PM

Appolo is stuck down in the whole until some one helps him out.

Cosmo (AC 19; HP 54/57); Griffon (AC 17; HP 59/59) 
Friday September 29th, 2006 9:45:07 PM

Cosmo flies straight up out of the pit until he is about 10' above ground level. He then flies towards Nezamil and Val ending in cell M20. Surveying the scene he sees apes that are not his own. Spells are running low now, but he is going to try and free Val.

Cosmo casts Enlarge Person on Val.

Active Spells:
Mage Armor: 16+/18 hours (extended)
Polymorph (Pixie): 179/180 rounds (extended)
Enlarge Person (Val): 90/90 rounds

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person *, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3 **, Web x2 & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2 *, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph *
5th Level (3): SM V *, Animal Growth * & Prying Eyes *

Metamagic Rod Usage:
Maximize 3/3, Extend 2/3 & Enlarge 0/3


George 
Friday September 29th, 2006 10:47:32 PM

Ah Chris/Appolo....Isn't Appolo a thief? Can't he climb? What is so hard about getting out of the pit?

Val AC 17 (19 vs traps), 4/ 139, Endure Elements, Greater Rage 7 of 9  d20+15=35 d20+15=24 d20+10=29 3d8(1+6+4)+50=61 2d6(4+1)=5 d8+19=23 d8+19=20 2d6(4+6)=10
Saturday September 30th, 2006 9:52:27 AM

Finally free of the binding coils, Val turns to the snake that has caused her so much pain. Even before her eyes focus onto the creature, the golden axe is slicing towards it.

ooc: since these attacks take place before the healing and the enlarge person I left out the healing and the enlarge. power attack -5/ +5. 1st attack is a crit, ac 24 to confirm. If it crit is successful the damage is 68 normal and 5 bane. The + list only went to 50 and the actual damage was 3d8+57 so I added 7 points to the rolled damage. If it is not a crit the damage is 23 and 5. The 2nd attack hit AC 29 for 20 and 10.

Snake and Mouse----ADM Nellie  d20+10=26 d20+3=10 d20+4=19 d20+15=24 d20+15=16 d20+15=20 2d4(4+1)=5 (Ape 2) d100=53 d20+7=11 d100=70 d20+7=14 (Ape 1) d100=33 d20+7=13 d100=75 d20+7=19 d20+12=27 (Ape3) d100=27 d20+12=28 4d8(1+6+5+7)=19 d4=4 d100=36 d20+20=35 d8+6=13 d100=57 d20+10=13 d100=76 d20+1=18 d8+6=14 d20+11=29 d20+22=30
Sunday October 1st, 2006 11:48:36 PM

Ashira the Huge shrugs off the ape holding her down and easily sends both of them back from whence they came.

With an amazing show of strength, Val finally blows off the abomination. She's free!! She grips her axe firmly, her arms still burning from the acid. She spins and with one mighty swing of her axe, she severs the abomination's head from it's shoulders. Though she does not know it, one final word runs through it's brain before Gargul comes to take him...Death.

Bart easily shrugs off the apes that are holding him and activates his ring. (William, activating a magic item is a standard action, as are the grapple checks. You can activate the ring this round, but you will have to wait until next round to actually begin levitating because it is a move round action (by making all your attacks you have done a full round action). Also, remember that you are grappling with creatures that weigh 350 pounds and have 10 foot reach. Even if you levitate 20 feet next round, you will still be within reach of the ape's arms.)

Mykael works with the hostages, freeing them and trying to get them on the path to freedom. Slowly and reluctantly they begin to work their way toward Ghem, though they aren't very happy about Mykael not going with them. Determined to slow down the enemy, Mykael fires off his web, gluing them in place.

Then Rigging follows up with a fireball, which quickly undoes some of Mykael's work...but there's a silver lining...from the amount of damage, it looks like that web held the pureblood (PB16), the halfblood (HB5) and the ape (Ap2) while the flames did their job (no Reflex because entangled by web). The abomination (AB4) looks completely unharmed by the attack, however.

George, your Enlarge Person check was a success, but your Mage Armor check failed. Mage Armor will wear off in 2 rounds.

And then...a newcomer...but a friendly from the sounds of it. The half-elf enters the edge of the combat near Mykael and fires off a well placed arrow. The diamond back (HB1) spins at the sound of the half-elf's voice. It's him. So the little rat finally showed his head. No matter...I'll have my fun and then I'll hang his skull from my belt.

With an amazing show of grace and benevolence, the mortally wounded Nezamil reaches out and administers Domi's healing touch. Suddenly Val feels much better!! Hero point to Nezamil!! He then sticks out a wand for Rigging to take.

Cosmo the Pixie flies out of the trap he's in and regroups...my, there's a lot going on out there!! Fluttering over to where Nezamil is, Cosmo casts Enlarge on Val. Cosmo can feel the strange environment straining his mental capacities...and he knows that he is about to lose control of his spells soon. (Forgot about the Concentration last round. DC for Enlarge is 26, rolled 24. DC for Polymorph is 26, rolled 16. DC for Mage armor is 21, rolled 20. So, in 2 rounds the Enlarge, Polymorph and Mage armor will disappear).
Val begins to grow at an alarming rate. Her rapid growth pushes the halfblood (HB1)and Bart over 5 feet.

The badly burned pureblood (PB14) scoots over a few feet. Sheathing his scimitar, he pulls out his bow.

The halfblood (HB6) looks over at the battle and decides that maybe he should stay out of it for now. He begins to cast a spell. Val feels magic wash over her, and the halfblood hisses out to her. The elven girl! My brothers have your elven girl..the one you left at the ship. You better go and rescue her! (Suggestion, Will save DC 17...Don't forget to add the elven +2 bonus to your roll.)

Bart's apes are having a difficult time. Ape 2's attacks are completely useless against the warrior. But it's evil twins (Apes 1&3) shift about (5 foot step) are finally able to get a hold of the agile fighter (Ape1 Jungle=75, Touch=19, Grapple=27 (Ape1 Jungle=27, Touch not needed since Ape 1 is already grappling, Grapple=28). The big monkeys grab and wrestle with the warrior (DC222 to break free...sorry put the wrong number last round). Need to use BAB (when doing multiple grapples, you need to use the lower values after your first attack) + Str.

The diamond back halfbood (HB1) smiles as the apes go about their work. Seeing that the elven cow is now double size, he focuses on her...though he is much more cautious now that she has cut down his partner. His scimitar lashes out with deadly precision, seriously wounding the barbarian (AC35 for 13, miss, AC18 for 14. Total damage=27)

Moving quickly so as not to get completely stuck by the web aimed at it (Ref. pass saved), the abomination (AB4) is still entangled by the thing. The monster grins as he watches the battle from afar. Yes, yes, quite amusing. He even claps his hands as Val delivers her death blow to the abomination. It would appear that it is having the time of its life. It too also notices the arrival of the newcomer human, which seems to brighten its mood even more.

"Ssssoo my little runaway, you are ssstill alive. I wass afraid that you'd fallen in a pit and broke one of your little legsss." The abomination chuckles. "Mmmm....or maybe you're wissshing for a reunion with your precious little Felosilia. Poor little thing...you ssshould hear her scream. Tsk, tsk...but I'm afraid you have little time...the little one isss sso weak. But if you turn yourself in...I'm sssure you can sssay your goodbyesss before ssshe diesss!"

Clearly amused by his own wit, the abomination flicks his wrist in the general direction of the human (Concentration check passed). Suddenly, a dark cloud forms on the battlefield. It looks thick, greasy, perhaps...definitely unnatural. Sinking to the ground, it covers several of the combatants (Romeo, Mykael, Apes 1-3, Bart and Val). The very air rips at the Wildcard's life forces (19 damage and be sickened for 4 rounds, Will save DC20 for half damage and you are not sick. Sickened= a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.) Oddly, the cloud does not seem to bother the apes in the slightest.

Having incinerated everything in it's path, the flames from the fireball catch the web on fire. The slowly spreading fire (5 feet per round) burns away the rest of the web holding the abomination (AB4) in place. The abomination hisses as the flames from the burning web burn his coils.

Mykael -- HP 12/56, AC 27  d20+6=26 d20+7=27
Monday October 2nd, 2006 12:32:28 AM

Mykael takes a deep breath and covers his mouth to keep from getting sick from the black cloud(Will save = 26).

He turns and makes sure all the women are freed, then he guides all five in a straight line, south toward Ghem. He makes sure to keep them all together and as calm as possible. He will support them as needed until they are all out of the cloud.

(Location = G-15)
(Spot = 27)

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2*
2 lvl -- See Invis, Scorching Ray, Web x2**
3 lvl -- Vampiric Touch, Fireball x2*


Mykael -- HP 3/56, AC 27 
Monday October 2nd, 2006 12:33:32 AM

OOC: Forgot to add in half damage taken from the cloud.

Appolo Ac 23 Hp17/69  d20+10=26
Monday October 2nd, 2006 9:33:52 AM

Appolo sits in the hole and rest for a little then sheaths his sword,produces two daggers,using the daggers to help him climb.Appolo begins to climb out of the hole by sticking them in the earthen wall pullinng himselfe up as he does so.

Climb 26

Val AC 15 (17 vs traps), 34/ 139, Endure Elements, Greater Rage 8 of 9, Enlarge  d20+20=38 d20+15=26 d20+10=21 d8+21=26 2d6(3+1)=4 d8+21=26 2d6(1+2)=3 d8+21=26 2d6(4+3)=7
Monday October 2nd, 2006 11:34:03 AM

Her eyes turn and focus on HB1. The diamond scale serpent who's very presence taunted her. The now massive glowing battle axe raised high and came down hard slicing through vegitation to reach its mark.

"Gargul shall have you next!"

ooc: power attack -6/+6. 1st attack hit ac 38 for 30. 2nd attack hit ac 26 for 29, 3rd attack hit ac 21 for 33

Bart ac 32 hp 4/86 endure elements  d20+6=21 d20+15=29 d20+10=25
Monday October 2nd, 2006 12:32:16 PM

Luckily Bart doesn't have to vomit, again 2 apes are grappling him, Bart tries again to escape the grapple and succeeds surprisingly well. Bart keeps an eye on Ape 3 (giving +1 dodge modifier)as a last action Bart defences himself against other grappling attempts (giving another +4 dodge bonus, bart touch ac is 20 for ape 3 and 19 for ape 2+1)

Rigging hps 18/77 ac 19  d20+12=20 d20+12=23 d20+12=29 d20+12=17 d20+12=14 d20+12=18 d20+12=24 d20+12=31 d20+12=22 d20+12=22 d20+12=19 d20+12=25 d20+12=13 d20+12=22 d20+12=31 d20+12=26 d20+12=32 d20+12=18 d20+12=19 d20+12=31 d20+12=31
Monday October 2nd, 2006 2:48:37 PM

Nezamil hands off the wand of dispel to Rigging (last round) and Rigging moves forward to N19 and activates the wands magic. He dispels an area centered on L11. His intent is to try and get all the apes and hopefully as many of the enemy as possible

OOC I don't know how many spells the enemy have on so I am making 3 rolls for each one. Will work from the highest spell to the lowest. Wand is a 12th level wand)

Ape 1 dc 20
ape 2 dc 23
ape 3 dc 29

AB4 dc rolls 17,14,18
Hb1 dc rolls 24,31,22
HB6 dc rolls 22,19,25
PB3 dc rolls 13,22,31

Bart dc rolls 26,32,18
Val dc rolls 19,31,31

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3** , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2**
Second level spells: Scorching rays x 2**, dark vision, fog cloud
Third level spells: Haste*, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles*, SM 4*, greater invisbility

mage armor 1/2 rounds left



Nezamil Ac 20 Hp 7/81 Endure Elements,Magic Vestmets +2Ac,Freedom of movement  4d8(5+5+8+6)+10=34 d20+6=12
Monday October 2nd, 2006 2:55:00 PM

Standing behind the elven warrior.....Nezamil again reaches and touches her shoulder.....infusing more of Domi's healing power into the battered barbarian (4d8(5+5+8+6)+10=34 cured to Val)(spontanously casting ccw in place of airwalk 4th level)

" yeah it's payback time " as he watches Val launch her vengence againist the diamonback snakeman

Nezamil scans the battlefield trying to locate the source of the summoned apes and flamestrikes
(d20+6=12 visibility is only 30' but he's looking anyway )and he catches something at the edge of his vision maybe it's the elvish sounding words but the 10'2" dwarf steps forward a few steps (5'ft move) and "there is someone there ......and he's shooting the at the snakeman"

"Captain.Captain.....over there " points Nezamil to the newcomer " i think he's helping us " as Nezamil looks on in surprise "

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight*,Glyph of warding*,Water walk,Windwall(Magic vestment*)
4th-Airwalk*Divine power*,Neutralize poison,Freedom of movement*,(spell immunity)
5th-Command greater*,CLW Mass*,Wall of stone (spell resistance)

Spells cast *

The 10'2" Nezamil waves to the newcomer....his big arm moving back and forth

JimF 
Monday October 2nd, 2006 2:55:03 PM

OOC: dispel magic can only give a maximum of +10 not +12, so Rigging's checks are 2 less.

Val cont'd  d20+11=24 d20+11=17
Monday October 2nd, 2006 3:31:10 PM

ooc: It seems I missed a couple things. Her first will save is 24. She fails the sickness save with a 17. Her current health is 24 and she is sickened.

attendence report 
Monday October 2nd, 2006 5:48:20 PM

Adm Nellie xxxxx
Ashira xxxxx
Appolo xoxxx
Rigging xxxxx
Val xxxxx
Bart xoxxx
Nezamil xxxxx
Mykael xxxxx
Cosmo xoxxx

NPC Romeo  d20+5=21 d20+12=16 d20+6=16 d100=68 d100=96 d8+3=9 d8+3=5
Monday October 2nd, 2006 7:05:53 PM

Romeo sees the sickening cloud come his way and be braces for impact (save 21) and shakes off most of the effects. "You have to do better than that Hiss!"

Romeo takes aim with his bow and lets loose at the apes on the human warrior.

AC 16, (68%) 9 damage
AC 16, (96%) 5 damage

Romeo then takes a 5 foot step back into the newly cut and camouflaged trail as he motions toward Mykael and the pregnant women "You must hurry, there is another squad in the jungle."

Romeo mumbles to himself "Everyone is so exposed."

Cosmo (AC 19; HP 54/57); Griffon (AC 17; HP 59/59)  d20+15=25
Monday October 2nd, 2006 9:03:30 PM

OOC -- When I first cast Mage Armor it was a concentration check of 12 and now it is a check of 21. Is it that much harder to keep concentrating on this spell (and others I have cast) just because I cast another one? Do I know that the spell duration had decreased and will end in two rounds instead of hours or minutes?

OOC -- Is the miss chance the same irregardless of size?

Cosmo flies up a bit more to get a better view of the battle as he has some enlarged companions blocking his view (same cell move up to 40' height). Cosmo casts Web spell centering on AB4 (reflex dc 18).

Concentration check 25.

Active Spells:
Mage Armor: 2/2 rounds (extended)
Polymorph (Pixie): 2/2 rounds (extended)
Enlarge Person (Val): 2/2 rounds
Web: 90/90 minutes

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person *, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3 **, Web x2 * & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2 *, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph *
5th Level (3): SM V *, Animal Growth * & Prying Eyes *

Metamagic Rod Usage:
Maximize 3/3, Extend 2/3 & Enlarge 0/3

Ashira (AC27, HP 108/112)  d100=1 d20+14=33 d100=51 d20+9=18 d100=45 d20+4=15 d100=83 d20+14=25 d100=12 d20+6=9 d100=25 d20-4=5
Tuesday October 3rd, 2006 12:58:22 AM

The apes out of her way, Ashira launches a full attack on the halfblood. Her first attack is perfectly aimed, but is deflected by a palm branch. The rest of her attacks bounce harmlessly off the creature's armor.

Reprieve---ADM Nellie  d100=77 d100=84 d100=73 d100=58 d20+25=37 d8+6=11 d20+11=26 d20+5=23 d100=92 d20+7=24 d20+12=30 d100=50 d20+16=31 d100=27 d20+20=25 d8+6=13 d100=54 d20+10=28 d8+6=11 d20+1=13 d100=86 d20+8=20 d100=10 d100=91 d20+1=15 d100=15 d20+10=17 d8+2=5 d100=31 d20+3=10
Tuesday October 3rd, 2006 1:39:53 AM

Mykael takes a lick but keeps on ticking. Though gravely wounded, he moves the hostages toward Ghem. Nearby, the unkempt human advises that they head back into the jungle, pointing the way to safety...or so he says.

While the rest of the Wildcards engage in life and death battle, Appolo takes a break. Once he feels fully up to the task, he gets to work and sets about getting himself out of the pit. The going is slow, but steady, and he makes it about 8 feet out of the pit.

Val succumbs to the choking cloud, and suddenly, she feels¡Kwell..faint. The damage finally catching up to her, she falls to the ground, dying. But through the mist she feels a gentle touch. Healing floods through her and she rises to her feet (Ok, being really, really nice here and not making Val drop to prone before the healing :)). With unbelievable strength, she brings the axe down...and cuts into the halfblood. Blood oozes down his diamond patterned back. He looks over at Val incredulous.

Then Rigging steps forward and discharges his wand. Nothing seems to happen to PB14 and HB6, but the abomination (AB4) and the diamond back (HB1) definitely have lost some of their glow. As the dispel spreads across the jungle, Apes 2 & 3 disappear with a poof.

Seeing as his other targets have disappeared, Romeo fires off a couple of arrows into Ape 1¡¦s posterior end.

Thinking fast, Cosmo wills a Web to form (Con. Check passed!!) outside of his range of vision. Luckily (although Cosmo doesn¡¦t know, because he can't see that far) the web forms around the Abomination. Cosmo can feel his spells slipping away¡Kas if something about the island is trying to rip away his spells. (Sorry Matt, just following the guidelines in the module). He knows that many of his spells are ending soon.

The abomination hisses angrily at the web which forms around it. Sticky strands sticking to his scales, the creature rips its way through most of the web.

The sole remaining ape howls in pain at the arrows in its rump, but it continues to focus on Bart. It reaches out and grabs a hold of the warrior, hugging him tightly to his hairy body (97%, Touch AC27, Grapple=30)

The diamond backed halfblood (HB1) looks at Val with cold rage. "You will pay for that, cow!" He slashes at Val and cuts her (AC30 for 13) and then moves quickly away from her (AoO from Val and Ashira. Ashira's misses).

The pureblood (PB14) watches the bloodshed with awe. Notching his bow, he fires off three arrows at Ashira in rapid succession, but none of them find their mark.

Seeing his spell has failed, the other halfblood (HB6) moves forward and engages Val (No AoO. I'm assuming you use that on the retreating HB1). Scimitar at the ready, he cuts into the raging barbarian (AC17 for 5) and misses with his second blow.


Rigging 18/77 ac 19  d20+8=25 d100=88 3d4(4+4+2)+3=13
Tuesday October 3rd, 2006 9:17:49 AM

Rigging calls out to Cosmo, "Use a haste spell if you have it."

Rigging will then slide to the right and forward until he sees PB14 and launches his last offensive weapon at it. Magic missiles leap from his hand and strike the YT for 13 points of damage (SR roll 25 miss chance 88)

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3** , mage armor*, shield, Comprehend languages, Ray of Enfeeblement x 2**
Second level spells: Scorching rays x 2**, dark vision, fog cloud
Third level spells: Haste*, protection from arrows*, Fly*, Fireball*
Fourth Level spells: Evards tentacles*, SM 4*, greater invisbility

last round of mage armor

Val AC 15 (17 vs traps), 10/ 139, Endure Elements, Greater Rage 9 of 9, Enlarge, sickened  d20+20=40 d20+20=23 d20+20=26 d20+15=21 d20+10=14 3d8(2+5+7)+50=64 2d6(5+6)=11 d8+17=21 d8+17=20 2d6(6+4)=10 d8+17=25 2d6(4+4)=8
Tuesday October 3rd, 2006 10:16:03 AM

"Gargul will have you!" She growled at the fleeing HB1. Despite the nausea, dizzyness, and blurry vision the golden axe came down fast and hard at the backside of the fleeing HB1.

(power attack -4/+4. crit hit ac 25 to confirm- used a hero point to increase the 23 to a 25. 65 and 11 bane dmg from the cit- the bonus was +51, added 1 point to the roll. If not a crit the dmg is 21 and 11 bane)

With HB1 out of her reach, Val turns her gaze to the only snake man she can see. The bold and the brave HB6. Her legs tremble and her arms shake but she manages to bring the axe down on the smaller snake creature.

"Your all alone."

(1st attack hit ac 26 for 20 and 10 bane, 2nd attack hit ac 21 for 25 and 8 bane. 3rd attack misses.)

ooc: I'll take care of HB6. Everybody else should head for Rom and run for it. Regardless of the outcome the snakes were greatly hurt this day.

Bart ac 32 hp 4/86 endure elements  d20+11=29 d20+7=25 d3+4=5 d20+5=17 d3+4=6
Tuesday October 3rd, 2006 12:17:02 PM

Bart is coverd with blood and burns, he tries an other tactic now he has only one ape to concern about. He tries to pin the ape (rolled 29, success, Then he tries to dammage him (ac28 for 5) last attack ac 17 for 6

If You¹re Pinned by an Opponent
When an opponent has pinned you, you are held immobile (but not helpless) for 1 round. While you¹re pinned, you take a -4 penalty to your AC against opponents other than the one pinning you. Treat your Dexterity as 0 (-5 modifier). Rogues can sneak attack you. At your opponent¹s option, you may also be unable to speak. On your turn, you can try to escape the pin by making an opposed grapple check in place of an attack. You can make an Escape Artist check in place of your grapple check if you want, but this requires a standard action. If you win, you escape the pin, but you¹re still grappling.



Appolo Ac 23 HP17  d20+10=25
Tuesday October 3rd, 2006 1:19:27 PM

Appolo continues climb up and out of the pit digging his boots into the side of the pit as pulls himself up.

Climb 25

Nezamil Ac 20 Hp 7/81 Endure Elements,Magic Vestmets +2Ac,Freedom of movement  4d8(5+2+2+2)+10=21
Tuesday October 3rd, 2006 2:27:59 PM

Nezamil smiles as the Diamondback retreats " Hey where ya going....your gonna miss all the fun " taunts the dwarf

The Cleric of Domi continues his life giving assistance to the mighty elven warior as he again touches her shoulder(4d8(5+2+2+2)+10=21 cured to Val)(spontanously casting CCW in place of neutralize poison 4th level)(standard action)

"Val i'm heading over to meet our new friend ....when ya done smashing that snake to bits follow us " adds Nezamil

The 10'2" dwarf then nimbly makes his way towards the newcomer (moving to I=14)(move action)

"Mykael get Ghem to lead the other group of women to the village......then have him tell them to head to the ship for protection .....make sure Ghem comes with us we need his keen senses"

"we'll take this new group with us as we follow our new found friend "

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight*,Glyph of warding*,Water walk,Windwall(Magic vestment*)
4th-Airwalk*Divine power*,Neutralize poison*,Freedom of movement*,(spell immunity)
5th-Command greater*,CLW Mass*,Wall of stone (spell resistance)

Spells cast *


Mykael -- HP 3/56, AC 27 
Tuesday October 3rd, 2006 9:44:09 PM

Mykael notices the man helping, as he walks the women towards the edge of the forest where the man indicated, he asks the women questions.

"Ladies, this way. Do you know that man? His name? Who he is? Is he trustworthy? Anything?"

Ghem, lead those other women over here to me. Lets group up and get out of here. Hurry please.

Mykael urges the women along as fast as they can move, still staying between them and the battle.

SPELLS:
0 lvl -- Mage Hand, Message, Detect Magic, Ghost Sound
1 lvl -- Mount x2**, Magic Missle x2*
2 lvl -- See Invis, Scorching Ray, Web x2**
3 lvl -- Vampiric Touch, Fireball x2*


Cosmo (AC 19; HP 54/57); Griffon (AC 17; HP 59/59)  d20+9=24 5d4(3+1+3+2+4)+5=18 d100=73
Tuesday October 3rd, 2006 9:56:14 PM

Cosmo knows his spells will be running out soon. He is not sure why, but maybe it has something to do with the pyramids. If HB6 is still alive then Cosmo will Magic Missile him and them move over to his Griffon. If HB6 is dead then Cosmo will fly over to his Griffon.

Spell resistance 24
Magic Missile 18 damage
Miss chance 73 (is this needed for MM?)

Active Spells:
Mage Armor: 1/2 rounds (extended)
Polymorph (Pixie): 1/2 rounds (extended)
Enlarge Person (Val): 1/2 rounds
Web: 89+/90 minutes

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 **, Reduce Person, True Strike, Enlarge Person *, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3 **, Web x2 * & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2 *, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph *
5th Level (3): SM V *, Animal Growth * & Prying Eyes *

Metamagic Rod Usage:
Maximize 3/3, Extend 2/3 & Enlarge 0/3

Ashira 
Wednesday October 4th, 2006 1:12:00 AM

The ranger looks over at her comrades, and notices that the big dwarf looks like he's in need of healing himself. She reaches into her backpack and pulls out a potion (CMW). "Here. I know you've been busy helping others, why don't you use this to heal yourself. Don't want to be dragging your sad carcuss through this jungle after you pass out." Ashira winks and gives the cleric a friendly pat on the back.

Raindrops are Falling on my head----ADM Nellie 
Wednesday October 4th, 2006 1:15:04 AM

Val strikes true and hard at the halfblood as it retreats (no crit.). The monster hisses in pain as it limps away from the battle. It looks...frustrated.

Rigging fires off his magic missiles which strike the pureblood true. They don't down the creature, but it looks like on it's last leg.

With one mighty blow, Val hacks the new comer HB6 into itty bitty pieces.

Tired of the grappling game, Bart tries to turn the tables on the apes and struggles mightly to pin it. The gamble pays off, and the beast is held immobile in Bart's mighty arms. Slowly he begins to crush the critter.

Slowly, slowly, slowly Appolo drags himself out of the pit. He makes it another 8 feet. He's now only 4 feet from the top of the pit.

Once more looking after Val's interests ahead of his, Nezamil grants more healing to the badly wounded barbarian.

Mykael questions the women about this Romeo guy's credibility. The women stare at each other. "We've heard rumors...but we thought they were only stories. A man who lived out in the jungle on his own...but up until now we couldn't understand why anyone would want to leave the village." The woman shudders looking at all the Yuan Ti bodies around. It's too much for the woman next to her, and she begins to break down sobbing.

Since the other halfblood (HB6) is dead, Cosmo flies over to where his Gryphon is.

And just like that, the battle is over. The ape is soon subdued and returned to its native realm and the pureblood, halfblood and abomination slink into the jungle and disappear. Appolo eventually makes it out of the pit.

It's frightening, really how quiet the jungle is without the sounds of battle. And as if on cue, there is a rumbling, indicating that the afternoon showers have arrived. The refreshing sprinkling washes blood from arms an armor and cools the battle weary. But there is little time to enjoy such niceties...if Romeo is to be believed, another group of Yuan Ti will be arriving soon.

OOC: Ok, folks, we're out of combat, so you can feel free to RP for a little while.


Matt C. 
Wednesday October 4th, 2006 1:36:08 AM

OOC - Did the dead snake guys drop anything that is glowing?

There is one glowing scimitar and two glowing arrows on the battlefield. None of the rest of the items glow. I can settle up on loot later...if you guys decide to take anything but the glowing items.---Nellie

Mykael 
Wednesday October 4th, 2006 1:57:59 AM

Mykael comforts the women and groups them together.

"We scared them off, but they will be back with more. We need to move to a safer location and rest. Come on Ladies, please hurry, You will be able to rest and relax soon."

Mykael turns to the new man, "I am Mykael, thanks for the help, perhaps you would lead us out of here and tell us your story as you do so?"

Ghem, we are getting out of here. Just let me know if you sense any Yuan-Ti getting near. And stay close but out of sight.

Bart hp 24/86  2d8(6+8)+6=20
Wednesday October 4th, 2006 2:51:33 AM

Phew that was clos we could have those snakes but the abonimations and the apes where strong, Bart drinks a cure moderate potion healing himself a bit. What do we do I dont think we could survive an attack like this right now

George 
Wednesday October 4th, 2006 7:50:24 AM

Nellie,

Could you give us a situation update. How far are we from the village? How far are we from the ship?

Sure thing. You are about 400 feet (roughly 10 minutes) from the village. From the village to the Sword is approximately 10 miles (about 90 min. by trail, 180 min. through the jungle). So, from your current position to the Sword would be a little over 1 1/2 hours. Obviously it will take longer with the pregos traveling along. About 2 hours with the pregos. Hope this helps.---Nellie

NPC Romeo 
Wednesday October 4th, 2006 7:54:51 AM

The dirty and palm encrusted human looks at the Wildcards and talks in exasperated tones "It is time to exit stage left. I took a big risk revealing myself as I thought you had at least a 50% chance of surviving, but hanging out in the jungle in this big a group is not a good idea."

Romeo take the hand of one of the pregnant women and begins to lead her on the trail he cut.

Rigging 
Wednesday October 4th, 2006 8:26:31 AM

Rigging says, "Scoop up the glowing items. Check the Abominations for loot and then we are our of here.

Lets get the ladies together." Rigging struggles through the underbrush calling Swirl to him. "Feeling any better big guy?"

He then looks to the others and says, "Lets no linger folks. This is still their woods."

Rigging moves over to camoflauged stranger and and says, "Who are you? Thanks for you timely aid but who are you?"

Val (-2/ 139) 
Wednesday October 4th, 2006 10:56:07 AM

As the blinding anger fades so does the strength and bliss it brought. Pain wracked her body with an intensity that rivaled all she has felt in her long life. It lasted only a fraction of a moment but to her it felt like an eternity. She shrank rapidly as the magic granting her size and additional strength faded as rapidly as it was bestowed. She dropped to her knees before falling beneath the thick jungle brush.

Ashira  2d8(7+5)+3=15
Wednesday October 4th, 2006 12:21:29 PM

Watching Val fall, Ashira is fast to respond. She is at the barbarian's side in a heartbeat. Fishing out a potion, she quickly pours it down Val's throat (CMW for 15 points). She hold's Val's broken form as the healing takes place, gently stroking her hair. "Hey little sister, wake up. It's over, we won! You were fantastic! But we've got to go now." The closeness reminds her of times gone by when she and Val were indeed sisters. I time she sorely misses.

Appolo Hp 17 Ac 23 
Wednesday October 4th, 2006 1:39:44 PM

Appolo pulls hinself out of the whole rolls on his back and restsa momnet before stggering the his feet.He is covered in dirt sweet blood leaves and more thena few little creepy crawllies.He moves over next to Valanthe and AshiraHe helps Valanthe to her feet."Come on let's get out of here."He says as he coughs up a some blood.

Val 
Wednesday October 4th, 2006 3:34:55 PM

"The axe, get the axe." Val muttered as she regained semi-consciousness. The golden glowing axe had fallen out of her hand once she hit the ground.

Cosmo (AC 19; HP 54/57); Griffon (AC 17; HP 59/59) 
Wednesday October 4th, 2006 7:19:06 PM

Cosmo picks up the glowing scimitar and arrows. He then hops on his Griffon and flies after the strange man, the villagers and the rest of his group.

If no one has picked up the magic axe, Cosmo will grab that also.

Nezamil Ac 20 Hp 7/81 Endure Elements,Magic Vestmets +2Ac,Freedom of movement  2d8(5+7)+5=17
Wednesday October 4th, 2006 7:21:03 PM

The 10'2" dwarf moves over to the newcomer " good timing......yeah i agree we should move away from this battlefield before reinforcements arrive "

" you took a big risk helping us.....you have my trust and respect "

Nezamil taps Mykael with his wand (2d8(5+7)+5=17 cured to Mykael)(6th charge used)

Nezamil will then search the dead snakeman (ab2) and take his possesions

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight*,Glyph of warding*,Water walk,Windwall(Magic vestment*)
4th-Airwalk*Divine power*,Neutralize poison*,Freedom of movement*,(spell immunity)
5th-Command greater*,CLW Mass*,Wall of stone (spell resistance)

Spells cast *


DM Jim: Friends in Strange Places 
Wednesday October 4th, 2006 7:56:26 PM

Appolo realizes that the pit he was in was not a quickly dug tap. There were reinforcing logs holding up the side. The pit traps seem to have been constructed with care.

Ashira get Val conscious after her struggle with the Abomination. There are still burns and bruises that cover the barbarian's body.

Various Wildcards pick up the magic axe, scimitar and two arrows. There are small bags of rough cut diamonds on those Yuan Ti that were hard to fell.

------------------------
Roll DC 12 intelligence check to remember something interesting about the diamonds, all except Cosmo.
-------------------------

Mykael helps the surviving women get back to the village. It is almost too much for them and they collapse at the sight of the clearing.

Ghem keep watch over the group from the treetops.

Romeo lead the group on his freshly cut trail toward the castaway village. Romeo points our several snares and trips wires for the group to avoid. Romeo is very careful with the pregnant women, helping each carefully around the hastily constructed traps.

Once at the village, Romeo helps everyone out of the jungle, but does not venture into the village. The well camouflaged human seems reluctant to leave his perceived safety of the jungle.

Rigging contacts Swirl and he does not seem to start feeling better until the group reaches the village. "Those are some nasty snakes." Swirl answers with a mental shudder.

Romeo helps a pregnant women sit down and looks to Rigging. "I am Romeo and I have been stranded here,....., for a good two years. Dodging Kaa and his crew the whole time. I was shipwrecked just like you. We holed up in our ship and fought the Snakes. At least until Hiss showed up and burned us out. I have witnessed it several times since then. I was hopeful once I saw you strike out into the jungle as I though you might have a fighting chance. I am willing to assist you, if you can help me with a problem of my own. I have a few families hidden that I want off this cursed rock and you look like the best option to date."

Romeo looks around the battered group "What is your plan now? I am sure Kaa and Hiss will be back in the morning. They had a squad on the way up and their messenger group in reserve."


Rigging  d20+4=16
Wednesday October 4th, 2006 10:55:40 PM

Intelligence check 16

Rigging looks at Romeo and then at his hurt and battered friends. "First I want to thank you for your aid. Since you have lived here for as long as you have, I am sure you can advise us on some tactics. We have a ship filled with sailors and what is left of the town holed up on the beach. We can't leave because of damage done to our ship. Is it safe to leave them there? Or should we move everyone into the jungle?

We need to heal and recharge our spells. We aren't ready for battle tonight, but should be better off in the morning. I am inclined to go hunting and trying to thin there numbers some more. With you as a guide, we might be able to find a battlefield better suited to us.

Also anything you can tell us about their numbers, where they live, and how we can hurt them would be appreciated.

Finally we need to understand this island better. The pyramids seem to affect magic in a negative way. We haven't been able to rely upon our spells. What do you know about that?"



Val 
Wednesday October 4th, 2006 11:25:26 PM

Pain wracked her body from head to toe. Her body was coated with sweat and blood. Some her own, some not. Val sat up and pulled off the top half of her elven chain before lying back down upon the ground. Even through the anger and rage she remembered Gargul's touch. Was the god of death about to claim her as well? Before she collapsed in the jungle how close was she to death? Val wasn't sure she wanted to know.

Ashira 
Thursday October 5th, 2006 12:16:38 AM

The ranger looks over at Val, knowing how tired the barbarian must be...and knowing full well what it's like to be in Gargul's very presence. She rubs the tattoo on her forehead absently as she offers Val her waterskin. "I don't know whether the village or the Sword will be safe...I think we would just end up inviting an attack. But the jungle sounds just as dangerous, since it's their home turf. We need to build up our spells, that's for sure." She looks at Rigging. "I don't think it'd be a good idea to press the battle tonight." Her eyes flicker over to Romeo. "But my husband is right. They will come to us, of that I have no doubt. So, could you help us find an area where we would have the advantage?" Ashira begins to run the battle back in her mind's eye, analyzing the little details...the times when the Wildcards seemed in control, as well as the times when things went badly. She's slowly working on a stratagy to take out the Yuan Ti.

Val 
Thursday October 5th, 2006 12:40:55 AM

Val takes the offered waterskin and sits up once more. A healthy drink helps quench her thirst which makes her feel a little better. Her wounds still needed tending to but she was too tired to care.

"The Yuan Ti will focus more heavily upon me next time. Somebody else should weild the golden axe in the next battle. They fear the weapon and the wounds it inflicts upon them are great."

Nezamil Ac 20 Hp 7/81 Endure Elements,Magic Vestmets +2Ac,Freedom of movement  2d8(3+6)+10=19 d20+1=7
Thursday October 5th, 2006 1:00:18 AM

As Captain Rigging approaches Nezamil will tap him with a wand (cmw)(2d8(3+6)+10=19 cured Rigging)" this should make ya feel a little better.....we need a place we can rest and heal up.....i'm gonna have to deplte my spells to cure this bunch up and burn half da wand to get us up and battle ready again "

The 10'2" dwarf will also (cure minor wounds 1 hp) on the pregnant women to make sure their ok if helpful.

After gathering the snakemans (ab2) stuff (d20+1=7 int ch)

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil,Sof(enlarge)
2nd-Aid*Bears endurance,Owls wisdom,Resist energy,Spiritual weapon,(bull str)
3rd-Daylight*,Glyph of warding*,Water walk,Windwall(Magic vestment*)
4th-Airwalk*Divine power*,Neutralize poison*,Freedom of movement*,(spell immunity)
5th-Command greater*,CLW Mass*,Wall of stone (spell resistance)

Spells cast *



Bart  d20=10
Thursday October 5th, 2006 12:13:48 PM

Bart collect with the others the valuables from the battlefield. I propose to stay in the village for the night. Or do you have a better proposal Sir? By the way my name is Bart.

Appolo 
Thursday October 5th, 2006 12:32:39 PM

Appolo walks over to Valanthe still hurting pretty bad."Come on sunshine let me help you up.It's time to go home back to the ship."He helps Valanthe to her feet.

Appolo then looks back at the others"Sorry folks can't stay here.This place is indfensible withwhat we have left.We need to get back to the sword.Those bozos have seen what we can do and arn't going come back witha couple of squads,They's come back witha battalion if they can.These creatures aren't stpid and they know even though they technically lost the battle,they hurt us real bad.They would love to catch s here tonight exhuasted heavily out number.The ship is our best bet."
Appolo will then leave walking back towards the Sword with Valanthe hopefully walking beside him.He's thinking while he walks why didn't the snakes commit the rest of their forces and finish them.Must of lost thier nerve.
Anyone looking at him cna tell he is still wounded,he is extremely dirty covered in filth leaves and bugs as he limps away.

Cosmo 
Thursday October 5th, 2006 1:15:43 PM

"We should get back to the ship. It will provide a better defense than the village in case we are attacked again. I can help get the women back to the ship with my Griffon."

Mykael  d20+7=24 d20+7=21 d20+4=11 d20+10=15 d20+5=8
Thursday October 5th, 2006 4:16:10 PM

Once at the village, Mykael drinks some water and turns bucket after bucket of water over himself to cool and wash off.

He brings a bucket of water over to the pregnant ladies to drink from and will pour water over them also to cool and clean them.

He looks around the village for the ones they left here.

"Romeo, have you seen thier village? Nothing like hitting an enemies heart. Does it have fair amount of open ground? How defensive of thier young are they? I am not sure that destroying thier young is what is needed, however, if they are extremely protective of them, and we threaten thier young. Then we have an advantage. We need to force them to fight us on open ground, if at all possible."

(Spot = 24)
(Spot = 21, Ghem's)
(Int check = 11)
(Gem Cutting = 15)
(Appraise = 8)

DM Jim: Questions Answered 
Thursday October 5th, 2006 5:22:04 PM

OOC: Please list your hit points until you are fully cured

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

Rigging remembers that the Fire Giants and Satyr's each had similar rough-cut diamonds. Mykael is sure to know more.

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

Mykael DC 15 gemcutting skill for more information.

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

At Cosmo's offer to ride his Griffon, all of the women decline. "I would rather walk, where ever we are going." Another adds "Not in my condition."

Nezamil cures Rigging, but there is much more healing needed to get the crew back up an in proper fighting condition. Captain Rigging asks for option and several Wildcards suggest returning to the Sword.

Romeo just shakes his head. "Your ship will be magnet for every arrow and spell they have. As I said they Yuan Ti have destroyed many a well defended beached ship, mine included. Hiss is an expert at their destruction."

Romeo turns to Rigging "Most of the year there are only a few score of YT on the island as it is used for ceremonies and the like. You picked the boon time, as there are now 300 -- 400 here and ready to feast on human flesh. There are three tribes here now. The adders, hood, and diamond backs waiting for the human hunt that you just disrupted."

Romeo looks up at the stone pyramid. "The pyramids seem to convert magical energy into transportation energy. The YT have a friend of mine at their main village and they are using him against his will to open the pyramid gates. If I could get close enough, I would kill him, but I can't. I would hope he would do the same for me. They keep him chained by the base of the pyramid. They ate his legs the last time he acted up."

Romeo kneels down next to one of the pregnant females and helps her lie down. "It looks like your time is coming fast."

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

OOC: I will be posting late for the next several days. I will also post Sunday night, please post accordingly.

Please post for the next few hour, at least until dark.


Val (13/ 139) 
Thursday October 5th, 2006 5:33:56 PM

As if the day couldn't get worse. With three to four hundred yaun ti on the island the battle they had this morning is meerly an inconvenience to them. While they barely survived.

"Well doesn't this just suck. We can't even get the proper supplies to deal with these vermin. Too bad they don't have a local catacombs branch." Val joked.

Rigging 37/77 
Thursday October 5th, 2006 10:35:13 PM

Rigging listens to the others and then hears the words of the pregnant women refusing the ride on the griffon. For some reason, he sees red. He snaps at her and then the others, "You will do as I command. If I tell you to get on the griffon, you will. Have you looked at what your stupidity has done. We almost all died rescuing you from snakemen. If you had come to the ship when we requested the first time, this wouldn't have happened. We wouldn't have had to race after them falling into their battlefield. Noooo. You lost your right to object. Now you will obey."

The moment of anger seems to clear Rigging's mind. "OK we get the ladies back to their friends in the village. We let them work their way back to the ship on their own, like we first planned. I will contact Thomas with a whispering wind spell to let them know they are coming. We will send Ghem and Swirl as a high guard to watch over them. Thomas can send an escort to help them to the ship. Cosmo normally I would send you back to cover as well but I want you resting and getting your spells back.

I don't want to go to the ship. I am sure it is being watched. I want them to think they can take the ship whenever they want. Let them come after us. We are the Wildcards. We are the threat. We have driven off their hunt. They know we aren't just ordinary sailors. We can defend ourselves. I have a feeling they will be falling over themselves to hunt us.

Romeo, I want to hear more about your friend. Is he a wizard. If he is powering the pyramids, then either we rescue him or kill him but we must take that power out of the snakemen's hands. That is our first goal. Still we must rest and heal now. Can you take us to a safe place to do that?

Nezamil, finish off your spells healing the fighters first. We need their swords. The battle will fall heaviest on them this time. Until we can figure out how to use our spells, they are suspect."

Rigging stand up, "Nezamil, start healing, then we bring the ladies to their friends and then we bring the fight to them."

Ashira 
Friday October 6th, 2006 12:34:46 AM

The ranger whinces at Rigging's tone. Diplomacy was always really his department, but it seemed of late he was getting...testy. Maybe that's my fault. I have been pretty distant to him...

Ashira taps her chin thoughtfully. She's reviewed the battle, and she thinks she's come up with a few ideas. She scans the immediate area suspeciously. As various ideas are tossed around, she raises her hand for silence. She searches the jungle and looks for a small stick, and then she stoops down and begins writing on the dirt. "I think the enemy might be listening..." Pause and erase "They seem to know a lot about us..." Pause and erase "And they think they're better..." Pause and erase "We should use that against them..." Pause and erase "Camp out in the jungle..." Pause and erase "Make ourselves look like a good target..." Pause and erase "But make lots of nice traps for them..." Pause and erase "Magical ones. And then we pretend to be healing.." Pause and erase "Make them come to us. Make them pay dearly..." Pause and erase "And then we ignore the cannon fodder..." Pause and erase "And focus on the diamondback and the cobra." Pause and erase. Ashira then steps away from the dirt and hands the stick to anyone who might want to say something.

Mykael (17/56)  d20+10=11
Friday October 6th, 2006 12:42:12 AM

OOC: Rolled Gem cutting before got a 15, rerolled now cause you asked... got an 11.

What about the villagers that survived? are they in the village? or is thier signs they left for the ship on thier own? or just nothing?

IC: Mykael watches Riggings temper-tantrum and resists the urge to step in.

He looks from Rigging to Romeo, "We shouldnt hide. If they cant find us, then they will take it out on the ship and crew. Minimum, would be just an attempt to lure us to fight, and worst case would be to destroy it, the crew, and still lure us out. Best for us to either stay on the ship to recoup, where we can protect her. Or, we choose a base elsewhere, but not exactly hard to find. Preferably, defensable."

"To decide on a course of action, we will need you to draw up or show us a complete map of all the islands, and thier city. There has to be a way for us to inflict serious damage. Tactics, Romeo... Give us all you know please, draw it out."



Bart hp 24/86 
Friday October 6th, 2006 1:27:37 AM

Romeo do you know a place we can fight them where we are in the advantage an open area in the jungle for example. In the jungle it was too difficult to use all my skills

Nezamil Ac 20 Hp 7/81 Endure Elements,Magic Vestmets +2Ac,Freedom of movement  3d8(1+1+3)+10=15 3d8(4+2+4)+10=20 2d8(2+6)+10=18 2d8(1+1)+10=12 2d8(2+3)+10=15 2d8(4+4)+10=18 d8+5=12 d8+5=12 2d8(2+4)+5=11 2d8(6+6)+5=17 2d8(8+4)+5=17 2d8(8+8)+5=21 2d8(3+8)+5=16 2d8(1+7)+5=13 2d8(6+2)+5=13 2d8(1+2)+5=8 2d8(5+4)+5=14 2d8(1+1)+5=7 2d8(8+5)+5=18 2d8(7+8)+5=20 2d8(1+6)+5=12 2d8(4+7)+5=16
Friday October 6th, 2006 1:31:11 AM

With a nod at the Captain "aye Captain will do....warriors first indeed"

The Cleric of Domi eyes the walking wounded and decides Val is the most hurt and the most deserving.

With a deft touch Nezamil lays a hand on her shoulder and whispers a few prayers which infuses the elven warrior with much needed health (spontanously casting 2 -3rd level,4-2nd lvl,2-1st lvl spells inplace of remaining spells)(total cured to Val is 122 hps)

"i'm glad your still with us "smiles Nezamil "your strength and courage helped save all of us "

The Cleric of Domi then seeks out Bart and fishes out a wand "hold still brother this won't hurt " grins Nezamil as he taps the big warrior 4 times (total cured to Bart is 66 pts)(4 charges used)

Making his rounds to help heal the Wildcards
Rigging (4 charges for 42 pts)
Mykael (3 charges for 29 pts)
Appolo (4 charges for 56pts)
(15 charges used +6 used earlier for total of 21 charges)

After taking care of the wounds to his fellow wildcards he pays some attention to the pregnant women and uses (cure minor wound one hit pt)(up to 6 spells used on the women)

While resting from his healing Nezamil listens to Ashira's ideas " many good ideas " as he nods at her writing and takes her writing stick
" what about our new friend ?"
"i prefer to attack " grins Nezamil
"but we need to know more about their tactics " as he looks at Romeo
"need time to replenish our spells "
"and we glow in the dark "
"yeah target the leaders 1st" with a nod at Ashira

The big dwarf drops the writing stick

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil*,Sof*(enlarge)
2nd-Aid*Bears endurance*,Owls wisdom*,Resist energy*,Spiritual weapon*,(bull str)
3rd-Daylight*,Glyph of warding*,Water walk*,Windwall*(Magic vestment*)
4th-Airwalk*Divine power*,Neutralize poison*,Freedom of movement*,(spell immunity)
5th-Command greater*,CLW Mass*,Wall of stone (spell resistance)

Spells cast *



Val (135/139) 
Friday October 6th, 2006 4:43:25 AM

As the magical energy flows through her body Val sighs as the pain fades quickly. It seems Gargul will have to wait a little longer to claim her soul. Val stands with a smile and gives the big dwarf a hug.

"We have to do something. They adapted quickly in battle to counter our strengths. They used excellent teamwork and tactics. Is there someway we could make this island colder?"

Appolo Hp 68/68 
Friday October 6th, 2006 11:36:05 AM

Appolo instantly feels better when he is healed by Nezamil"Thank you my friend I needed that.Now can we head back to the ship the jungle is filled with well prepared pit traps and anumerically superior enenemy.This village and the surrounding clearing is must to large to be properly defended and I guarretee you when the snakes come back they are going come with everything they gotI say we head back .Put to sea and make the snakes think we are leaving then find somewhere else to beack or anchor the ship we then camofluage it as best we can and move out to attack the snakes from a different direction."He says this as he walks back to the group.

Bart (healed) 
Friday October 6th, 2006 12:19:08 PM

Thanks Nez, I am ready for action.
We need a better tactic to fight the yuanti first i taught they where a laugh, they are actually, but there abonimations are much dangerous. With a few blows the snakes are dead but the abonimation are casting dangerous spells

Rigging Illegal post 
Friday October 6th, 2006 1:08:13 PM

Appolo, I like your plan except for one flaw. We have a big hole in the back of the boat right now. We are trying to fix it but until it is repaired, we aren't going anywhere.

Rigging is pleased that his team isn't as emotionally beat up as he is. Seeing his friends and family hacked by swords, pierced by arrows, falling into traps and wracked by spells is stressful for him. Especially since they have entrusted him to lead them.

Bart (ill post) 
Friday October 6th, 2006 3:31:14 PM

Maybe our friend could help us with that maybe he knows where we can find some decent wodd maybe some parts of stranded ships

Val 
Friday October 6th, 2006 3:53:23 PM

"I don't think we will have time to worry about that. Right now there are several hundred angry serpents wanting to eat us. Their festival has been ruined and they have been bloodied. If we have a day before they attack again I will be suprised."

Dm Jim: Plotting & Planning 
Friday October 6th, 2006 8:25:16 PM

OOC: Please list your hit points until you are fully cured

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

Mykael, upon closer examination of the new cache of diamond and the ones he retained from the fire giants, it appears they are from the same mine. The faceting and impurities seem to be the same, how interesting.

Rigging lays down the law with the female and one is very indignant "Well I just never!". On the whole the pregnant women start to rise and get themselves organized for the trudge to the ship.

Nezamil cures burns through his remaining spells and then hits his wand hard as he attempts to get the Wildcards back in fighting order. Several of the pregnant females thank Nezamil for his blessing "Thank you kind sir." And "Please bless my baby too."

Romeo just shakes his head again at Riggings treatment of the pregnant women. "I must ask that you not treat my wives like that as their rescue is also needed. I will escort the ladies to your ship, just in case one goes into labor." Romeo looks to Ashira and Val "Unless either of you two are more qualified as a midwife, which would not be hard?"

Romeo looks back at Rigging "You are correct. I expect that the YT will track you and your officers as they will view it as a challenge and you hold the axe. Not to mention all of the magic you carry." Romeo shields his eyes as Riggings blink and wizardry rings momentarily blind him. "If you want an open area to fight the YT you do not have a better one than this village. I see the only other option is a beach."

Romeo's shoulders slump when Rigging asks about his friend. "No he is a Sorcerer. I try to check up on him monthly, from a distance and it does not look good for him. Peter is not really guarded, but his kept on their main pyramid in an amongst several hundred YT, he is chained or something, and then there are his legs they ate." Romeo shudders.

Ashira finds a new way to communicate and Nezamil also picks up on it.

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

500 experience points to Ashira.

-------------------------------
Bart also asks Romeo for ground that is more open "The mountain has a less thick jungle, but it slopes are very wet. There are less YT up by the diamond mine, the area is mostly for very bloody ceremonies, which I am sure they were planning."

Val wonders about making the island colder?

Appolo ponders about defending the village. Romeo adds "The YT will not be able to overwhelm us, at least not right away as it takes two days to walk here, even on their secret trails. There were forces en route, but not the entire village. I am sure they were alerted by Kaa's cursed magical parrot."

Romeo begins to escort the ladies to the Sword and he calls back "See you after dark. Where do you plan to be? And do not have a fire, ah forget it, you are carrying too much magic, have a bonfire, just beware of flame strikes."

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

OOC: I will be posting late for the next several days. I will also post Sunday night, please post accordingly.


Val 
Saturday October 7th, 2006 12:50:17 PM

"Soory Romeo I've never helped deliver a baby before. Never had the opportunity. I'll take the first watch tonight. Maybe I can see a snake or two and put an arrow into them."

Nezamil 74/81  2d8(2+4)+5=11 2d8(3+2)+5=10 2d8(5+8)+5=18 2d8(3+4)+5=12 2d8(4+7)+5=16
Saturday October 7th, 2006 6:30:48 PM

Surveying the now healed up Wildcards then down at his bloodied armor " guess its time for a little self help " grins Nezamil

With the wand in hand he then taps himself several times ( 5 charges for 67 total)

"we need to rest Captain.....here at the village or you have someplace else in mind ??"

" where ever it is we need to scout out our defensive position and setup a defensive or attacking plan "

"hmm they use the sorcerer to power the pyramids....maybe thats what they intend to do with our spell users .....add their power to the pyramids"

"whoever stays on guard duty tonight try and keep an eye out for that parrot !"

The Cleric will walk about the village and scope out a good place to build a defensive wall...trying to make it a square "(200'ft long 10 'ft high)= (50'-50'-50'-50' witha entrance at one end shield by the villagers huts

"now they cannot see what we up to " laughs Nezamil " hopefully that should give them more variables to think about "

"now lets get behind the wall ....see if we can build a couple shooting platforms in the corners and such "

Spell List
Zero-Create waterx2,Detect poison,Light,Mending,Read magic
1st-Endure elements****x4,Pro-f-evil*,Sof*(enlarge)
2nd-Aid*Bears endurance*,Owls wisdom*,Resist energy*,Spiritual weapon*,(bull str)
3rd-Daylight*,Glyph of warding*,Water walk*,Windwall*(Magic vestment*)
4th-Airwalk*Divine power*,Neutralize poison*,Freedom of movement*,(spell immunity)
5th-Command greater*,CLW Mass*,Wall of stone* (spell resistance)

Spells cast *


Ashira (AC27, HP 108/112) 
Saturday October 7th, 2006 9:58:44 PM

Before Romeo leaves, Ashira approaches him. "There is someone at the ship I need. Ask for John. Tell him to come back with you tonight and to bring the wand. A red head girl named Mary will try and come too. Tell her it's not her time." Ashira bends over the ground, sketching out various stratagies for taking out the Yuan Ti. She consults Rigging and Val from time to time.

Bart 
Sunday October 8th, 2006 1:57:08 PM

Bart looks at the sketches and add some of himself too, he agrre to focus on the diamond back and the abonimations. keeping the main flock away with webs

Rigging 77/77 
Sunday October 8th, 2006 6:58:21 PM

Rigging was thinking about retreating into the jungle but decides to stay in the village with Nezamil's wall for now.

OK we need to try and get some rest but will need a watch schedule. I want the spell users to get some sleep so they can regain their spells. Bart, Appolo, Ghem, Val and Swirl will have to keep us safe for now.

Rigging scribbles a note to Tomas giving him a brief rundown on the battle and assuring that everyone is alright. He orders the ship repairs to continue and constant vigilence."

Rigging says to Romeo, "I know you are used to moving about this island but be careful out there. The snakemen are stirred up."

Rigging will turn to the others and say, "OK lets do a quick snake check of the area inside the wall. I want every snake you see dead. Bout time we ate some of them for dinner. I want a close eye kept on that pyramid also. They might teleport to it."

Rigging after doing his share of the snake hunt will try and get some shut eye.

Cosmo (AC 19; HP 54/57); Griffon (AC 17; HP 59/59) 
Sunday October 8th, 2006 8:03:29 PM

"I need rest Rigging. My spells are real low. I will not be of much use if we are attacked again before morning."

"I agree. We need to stay away from the ship. Make the snake men come after us. We are the bigger threat and unfortunately the bigger prize if they can capture or kill one or more of us."

Active Spells:
none

Spell List (* for cast spell):
0 Level (5): Acid Splash *, Detect Magic, Read Magic, Mage Hand & Message *
1st Level (7): Magic Missile x2 **, Reduce Person, True Strike, Enlarge Person *, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3 **, Web x2 * & Alter Self *
3rd Level (6): SM III x2 **, Fireball x2 *, Haste, & Clairaudience/ Clairvoyance
4th Level (4): SM IV x2 **, Dimension Door & Polymorph *
5th Level (3): SM V *, Animal Growth * & Prying Eyes *

Metamagic Rod Usage:
Maximize 3/3, Extend 2/3 & Enlarge 0/3

Mykael (46/56)  d20+7=12 d20+7=11 d20+7=21 d20+7=23 d20+7=21 d20+7=20
Sunday October 8th, 2006 9:45:22 PM

Mykael gets equipment ready for the women and Romeo to travel. Waterskins and whatever else is in the village that can be salvages that they may need.

He then brings in barrels of water inside the wall along with food.

He takes off his armor and equipment. He oils his weapons and armor. He picks a spot and prepares to bed down.

He stands his watch as needed.

(Spots for Mykael = 12, 11, 21)
(Spots for Ghem = 23, 21, 20)


Appolo 
Monday October 9th, 2006 12:45:00 PM

Appolo heads over to the well and draws a bucket of water.He then strips down and pours the water over himself.He does this secveral times.He will get himself and his gear as clean as possible.Then he finds himself a hut and settles in.

attendence report 
Monday October 9th, 2006 10:32:01 PM

Adm-Nellie xxxxxs
Ashira xxxxxs
Appolo xxxxxs
Rigging xxxxxs
Val xxxxxs
Bart xxoxxs
Nezamil xxxxxs
Mykael xxxxxs
Cosmo xxxxos

x=post
o= missed
s= sat/sun

Ashira 
Tuesday October 10th, 2006 12:12:23 AM

After concluding the planning session, Ashira joins in on the snake hunt and then hunkers down for a little bit of sleep. She sets up a watch schedule, making sure that Rigging, Nezamil and Cosmo get a full night's rest.

Sweet Dreams---ADM Nellie 
Tuesday October 10th, 2006 12:13:28 AM

Temporary camp is made, and everyone relaxes behind Nezamil's strong stone walls. Watches are posted, and the evening passes quietly...perhaps too quietly. No snakes are found within the stone wall area, but a couple are found in nearby trees and quickly dispatched and roasted. Were they Yuan Ti in disguise? The Wold may never know...but they do taste pretty good.

Sun sets, and the Wildcards are warmed by their fire, which gives off only slightly more light than the glowing magic that they carry. Around 3 am, Romeo arrives with John. The couple look very sweaty and have a few scratches. "The forest is thick with snakes tonight! I wonder why?" Romeo chuckles quietly. "No real resistance, but I'd bet my left foot that it won't be long before they attack. If you're planning something, you better get moving soon."

OOC: Hey everybody, Jim says he doesn't have internet access this week, so I guess I'll be ADMing for you again.


George 
Tuesday October 10th, 2006 1:02:34 AM

Nellie, when is sunset? Trying to figure out if we got 8 hours. Does your post get us to morning?

George, yep. You get the full eight hours. Sunrise would be at about 5am, so Romeo is interacting with whoever's on watch. But if you guys want to roll at 3 am, that's cool with me too. Need spell lists, etc.---Nellie

Bart 
Tuesday October 10th, 2006 11:54:25 AM

I suggest we go on patrol, and see if we can lure them to this wall

Rigging 
Tuesday October 10th, 2006 12:43:14 PM

Rigging wakes up and grabs his spellbooks perusing the pages. He will have Swirl dart around the walls and outside of them looking for snakes and possible spies. He also want the presense of Swirl to be normal.

Rigging says to Nezamil in a whisper in his ear, "Remember to study a least one true seeing spell, but two would be preferred."

Rigging sits down with Romeo and questions, "How is everything on the ship? Is it going well? No problems with the pregnant ladies?"

Rigging slides closer and cups a hand to Romeo's ear, "We are going to try and eliminate as many spies as we can this morning. We then want to start working our way over toward the YT's camp and see if we can help your friend escape. Do you think you could safely guide us? How long of a journey is it?"

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3 , mage armor, Ray of Enfeeblement x 2, true strike, monster summoning 1
Second level spells: Scorching rays x 3, dark vision
Third level spells: Haste x 2, dispel magic, fire ball
Fourth Level spells: Evards tentacles, SM 4, Mass enlarge



Nezamil Endure Elements 
Tuesday October 10th, 2006 2:54:41 PM

After the long running battle and infusion of Domi's healing into his fellow Wildcards ....Nezamil sleeps soundly thru the night .....trusting his friends to their tasks.

Awakening at dawn Nezamil gathers his equipment and listens to Captain Riggings and advice ....nodding at his words while holding up one finger then pointing to the wall surrounding them and holds up one finger again .

With a warm smile to Ranger John and Romeo"good to have another couple good men with us "

"so whats the plan Captain ?"

Sitting on the ground the Cleric of Domi picks up a couple pebbles then starts to meditate and pray .

Spell list
Zero- Create water,Detect poison,Mending,read magic,resistance,light
1st-Endure elemnts x4,Sof,remove fear(enlarge)
2nd-Aid x2,darkness,RE x2,(bull str)
3rd-Dispel magic x2,Windwall,Deeper Darkness(magic vestment)
4th-Fom x2,Dismissal,(spell immunity)
5th-True seeing,CLW-mass,Wall of stone(Sr)

Val AC 19, HP 127/ 127  d20+6=10
Tuesday October 10th, 2006 5:11:37 PM

So much for staying on watch, Val thinks as she slips on her armor. Her obsidian skin clashed with the mithril links that made up her armor. Her long red-gold hair was fixed in a bun. Something more suited for battle. She really wanted a hot bath but now was not the time nor the place.

Not long after she got her armor off and cleaned did she slip off into reverie. She was so tired from the days events that it could not be helped. Even after the healing magic that rapidly closed her wounds, Val's limbs were heavy. Her body ached from the stress it endured and no amount of magic would make it go away. Nobody could understand the toll ,both physically and mentally, that giving into the anger caused. It was harder now, to enter a rage, than it was before. Being a warrior fueld by anger and rage requires a specific mental state. You must trust your instincts and not overthink the situation. For when the rage gives strength and takes away pain it claims your mind as well. One does not think in rage, you simply react. It can be a boon or a bane. Which it was, Val never knew until it was over. She should have died this time. Why Gargul did not claim her she did not know. Did it have something to do with the Fae King and his mark she carries?

With her armor securely fastened, Val slipped the enchanted quiver on her back. Chances are she would not need her bow but she couldn't risk not having it on her. The bow had incredible distance. So much that she had trouble even seeing targets at the edge of its range. She secured the golden axe to her side and pulled her bow out of the quiver's side pocket. Val rested an arrow against the string and walked out from behind the stone walls cover. She looked for spies hiding in the jungle. Her eyesight at night was as sharp as it was during the day. An advantage she hoped to use against the serpents.

Val dropped into a crouch in one of the shadows of a stone wall. With no enemies in sight Val allows her thoughts to wander. Much has happened in the short time they have been on this island. The yuan-ti have given her much to think about as have her own actions. They were no longer part of the pirates of jack and haven't tried to interfere with Ga'al's plans in some time. Once they delt with the yuant-ti, and assuming she lived, what would her purpose be? Would would all their purposes be? Would they still try to build a port city on this island? Could they even repair the ship and leave this place? There were so many serious problems and they couldn't even be addressed. Not when it looked as if they wouldn't survive the day. As she watched the jungle Val felt a cold shiver run down her spine. Much blood will be spilled before this day is through.

Val OOC 
Tuesday October 10th, 2006 5:27:41 PM

spot check-10

Appolo 
Tuesday October 10th, 2006 7:49:36 PM

Appolo had aten a little something then gone to sleep.He awoke around 2 am and put is armour on and eqipment on.Once he was ready took up his watch.He stayed particuliarly close to Valanthe.Hding in shadaows and moving silently as was his nature.

When Kohn and Romeo arrived he let them pass without a word.Just watches them enter the compound witha shrug.

Mykael (46/59) 
Tuesday October 10th, 2006 10:58:14 PM

Mykael wakes and washes himself with water, gets a drink and some food. He smiles at the slumbering Ghem, who stayed awake quite a bit of the night watching over the group.

He begins to study his spells quietly. He will give a cross look to anyone who makes too much noise and will motion toward the little dragon if they inquire.

Mykael studies his spells and gathers his equipment. He brings food and water to Ghem, just before the group is ready to head out and wakes him in enough time to eat something.

Memorized Spells:
0 lvl: Detect Magic, Read Magic, Mage Hand, Acid Splash
1 lvl: Ray of Enfeeblementx3, MM
2 lvl: Webx3, Invisibility
3 lvl: Slow, Lightning Bolt, Haste



Cosmo 
Tuesday October 10th, 2006 11:48:03 PM

Cosmo hits the sack and gets some well-needed sleep.

In the morning he grabs his spell books and studies for his spells.

OOC - spell list shortly. If you need to start combat assume the same as last time plus a SM IV & SM V for level increase.

Ashira  d20+12=15 d20+11=15
Wednesday October 11th, 2006 9:19:37 AM

The ranger rises early and scans the jungle (Spot=15, Listen=15). She breathes in the cool morning air. If she didn't know that a life and death struggle was ahead of them, it would be a perfect day. She spends several moments of time in contemplation, readying her spells for the day.

Spell list
1st level--Detect Animals, Hide from Animals
2nd level--Barkskin (2)



John (NPC Nellie) 
Wednesday October 11th, 2006 9:22:26 AM

Yawning, John consults briefly with Ashira before preparing his own spell for the day. He adjusts his equipment and looks over at Rigging. "Alright boss, what's the plan?"

Spell list
1st level---Hide from Animals


Best Laid Plans---ADM Nellie 
Wednesday October 11th, 2006 9:44:04 AM

Romeo gives Rigging a flicker of a smile. "Well, that ship of yours has seen better days...it's beached and has several big holes in it...but other than that, things look ok, I guess. And yes, my wives made it back with no problems." he whispers. When Rigging mentions the Yuan Ti village, Romeo frowns as he continues to whisper. "I can get us there. It's about 2 hours travel by foot. Just hope you know what you're doing. There are a lot of snakemen out there."

Spells are prepared, weapons readied and everyone anxiously prepares for what lies ahead.

OOC: All right, time for the snake hunt. I need spot checks and any spells, etc. you might want to cast. I'll post tonight if everyone can get their posts in before 11pm EST.


Bart 
Wednesday October 11th, 2006 11:57:56 AM

Bart prepares for battle. He looks after his sword and armor, making sure everything is n tiptop condition. When they leave the camp he is in third or second place (guess Ashira and Val are leading the group)

Rigging 
Wednesday October 11th, 2006 2:21:01 PM

(OOC Just doing conversation right now. Will post actions tonight.)

Rigging says to Romeo in a whisper hand cupped to his ear, "I am looking to avoid a fight right now. We need more information, not an increased body count. I want to look over the village, see if we can either rescue your friend and shut down the pyramids if possible. Today is about information, not battle hopefully."

Rigging will call the others around and start writing on a parchment.

"I want to have Nezamil cast a true seeing on Swirl. He will then try to locate the spies in snake form. If they are out in the open he should see them. He will tell me who they are and then we will attack them hopefully killing them off.

We then, following Romeo, will check out their village. Appolo, Ashira and myself will do the recon. That means losing your magic or placing it in a sack so the glow doesn't show. The rest of you will be nearby ready to rescue us if we get into trouble.

I am hopeful that if we can kill off the spies or at least drive them off, we can be more effective until the reaquire us."

Nezamil 
Wednesday October 11th, 2006 4:21:21 PM

The 10'1 dwarf finishes his prayers and meditation.......still sitting he gazes about their walled fortifaction .

Nezamil stands up and begins casting a series of spells invoking Domi's protection from the jungle's heat ...he proceeds to infuse the warriors Ashira,Val,Bart and himself (casting endure elements 24 hr duration)

Handing Val a vial " this should help protect you when we engage in battle again (shield of faith + 2 Ac)

With a nod at Captain Rigging "i'm ready to cast that spell whenever you ready "

Nezamil touches his anvil holy symbol and says a quick prayer and reaches out to touch the air elemental....infusing true sight to it "search and destroy my friend " chuckles Nezamil

Spell list
Zero- Create water,Detect poison,Mending,read magic,resistance,light
1st-Endure elemnts x4,Sof,remove fear(enlarge)
2nd-Aid x2,darkness,RE x2,(bull str)
3rd-Dispel magic x2,Windwall,Deeper Darkness(magic vestment)
4th-Fom x3,Dismissal,(spell immunity)
5th-True seeing,CLW-mass,Wall of stone(Sr)

00c: Derain i have Mykael's Hp at 53/56



Val AC 19, HP 127/ 127 (Endure Elements)  d20+6=22 d20+9=18
Wednesday October 11th, 2006 5:23:05 PM

As the magic flows into her body Val sighs as the discomfort fades like the morning fog to the rising sun. The heat and fatigue will be as much of a threat as any blade the snake men weild. She wished that everybody was protected by the dwarfs magic but he had his limits.

"How long will it last?" Val asked the giant dwarf as she tucks the vial into a pocket.

Val turned and gazed at the jungle once more. Uncertainty filled her as strongly as it ever had. Her luck will not hold out forever. Choices she made now would depend on who lives and who dies. A bow is a great tactical advantage on the battlefield. However the jungle reduces a skilled shot to chance. Could she risk an arrow not hiting its mark? Val sighed, this time it was from frustration and not satisfaction. She slipped the arrow into the quiver and the bow into the side pocket. Val pulled the golden axe from her side, fingers tightening around the leather grip.

ooc: spot check 22, listen check 18

Mykael (53/59) 
Wednesday October 11th, 2006 6:15:50 PM

Mykael listens to Romeo, "Why do you call them all your wives?"

He puts on his gear and lets Ghem climb onto his shoulders. He smiles as his sword begins to glow.

"Lets do this."

Memorized Spells:
0 lvl: Detect Magic, Read Magic, Mage Hand, Acid Splash
1 lvl: Ray of Enfeeblementx3, MM
2 lvl: Webx3, Invisibility
3 lvl: Slow, Lightning Bolt, Haste


Rigging and Swirl  d20+7=21 d20+7=26 d20+7=11
Wednesday October 11th, 2006 7:14:29 PM

Rigging has Nezamil cast his spell true seeing on Swirl and then Swirl rises into the air and starts looking around for snakes that are Yuan-ti in snake form. If and when he finds any, he will tell Rigging of their location in detail.

Spot checks 21, 26, 11

Depending on the number of spies, Rigging will inform the others of their whereabouts and have people start drifting in their direction to eliminate them. "Look like your gathering wood, but look natural" he whispers.

Appolo Ac 19 Hp 68 
Wednesday October 11th, 2006 8:42:33 PM

Appolo stands at the ready nothing magical about him.Normal leather armour.normal shortsword,normal daggers,normal bow and arrows.He laso has the rest of his traveling gear rope grappling hook,His in camo and ready to go.

Cosmo  d20+5=14 d20+5=25
Thursday October 12th, 2006 6:17:02 PM

Cosmo is glad to have his all his spells back. Yesterdays battle was exhaustive from spell standpoint. He waits for direction from Rigging on what to do next.

Spot 14
Listen 25

Active Spells:
None

Spell List (* for cast spell):
0 Level (5): Acid Splash, Detect Magic, Read Magic, Mage Hand & Message
1st Level (7): Magic Missile x2, Reduce Person, True Strike, Enlarge Person, Mage Armor & Feather Fall
2nd Level (7): Acid Arrow, Scorching Ray x3, Web x2 & Alter Self
3rd Level (6): SM III x2, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (5): SM IV x3, Dimension Door & Polymorph
5th Level (4): SM V x2, Animal Growth & Prying Eyes

Metamagic Rod Usage:
Maximize 0/3, Extend 0/3 & Enlarge 0/3

Dm Jim 
Friday October 13th, 2006 11:04:00 AM

OOC: Please list your hit points/AC and spells as you are now in combat. You can take up to 0ne minute (10 spells) for defensive casting prior to the below post for spells that you would cast that have at least an hour duration.

Everyone heals one HP per level for the eight hours of sleep!!!! You may need it!

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

The Wildcards go through their morning rituals and recover arcane and divine spells in preparation for a new day on Snake Island or at least that is what Romeo is calling it.

The morning is dawning bright and glorious. There is plenty of water for the group and there is still fish and fruit in the villager's pavilion. There is some left over snake to eat from last night as the hunt was too easy.

Romeo goes over more details in response to the groups' questions. "About a hard 2 hour hike into the jungle is a well concealed path that the YT use to get to their Human hunt kill zones. All of you stumbled across one yesterday. After that it is about a two day walk to the YT main village, not a nice place. Also, I never travel on the YT path as I never know who is watching."

Romeo continues when asked about his wives "I save one female from each batch that arrives and stash her in one of my many hiding places around the island. I currently have three wives and one son. Kaa is merciless in hunting my families and has claimed two recently. My other two wives are with child. It does not take much here, the YT have perfected human husbandry. I have to wean my wives off of the YT foods and it takes some time."

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

The top of the pyramid flashes with the magical light of blue and white and the group can see the top of the stone pyramid is now crowded with YT and a few humans. The Purebloods and Halfbloods seem surprised, as do the humans. There are four humans, three females and one male. All of the female humans have long hair that is blowing in the light breeze at the top of the pyramid.

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

DC 17 spot to notice that the human is Ari, except Cosmo
DC 21 spot to notice a Satyr on top of the crowded pyramid in addition to the 4 humans 6 halfbloods and 2 purbloods.

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

All of the YT draw scimitars and the three ladies SCREAM!

The armed human male on top of the pyramid starts to glow as he seems to be carrying a lot of magic.

The group is 200 feet from the bottom of the stone pyramid. The square stone pyramid has four levels and there are wide (15 feet) stairs on each side. Each level rises at least 15 feet.



Appolo Ac 19{23} Hp 68  d20+10=23
Friday October 13th, 2006 6:08:03 PM

Appolo looks up at the top of the Pyramid,when the light flashes."Well I'll be G'aal.Look it's Ari and one of those stupid satyr's.Now if this doesn't beat all."That said Appolo disappears into his hut.He will take a couple of minutes to put his magical armour and weapons on for this battle.

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

DM Jim: You have one minute prior to the post, so you could have used that time to don your armor or at least some of it.........

Ashira (AC27, HP 108/112) Woodland Stride  d20+12=18
Friday October 13th, 2006 11:32:44 PM

Ashira is shocked at the sudden arrival of the creatures and...could that be Ari (Spot=18)?? Swords out and shield floating and ready to go, Ashira begins to charge up the pyramid. "Alright folks, remember the plan. Appolo, you're with me. Val, some advance fire would be nice. Bart you link up with Sunshine once she's done. Cosmo. I'd appreciate some of your special friends. Let's go folks!!"

OOC: Really sorry about missing all the posts this week. RL was very chaotic.

Bart AC 27 HP/86/86 endure elements 
Saturday October 14th, 2006 3:17:08 AM

Bart makes an lest check to see he has everything and is ready to go

Val AC 19, HP 127/ 127 (Endure Elements)  d20+6=23 d20+12=14 d20+12=21 d20+7=26 d20+2=16 d8+4=5 d8+4=10 d8+4=5 d8+4=12
Saturday October 14th, 2006 3:31:05 AM

(free one minute)
Val mutters curses under hrea breath and hooks the golden axe back on her hip once more. If she only trusted her instincts then some snakes would be stuck and bleeding right now. Her arm reaches back and grabs the bow out of her quivers enchanted pocket. The bow was finely crafted and enchanted with magic to greatly increase distance. After some time with the bow Val isn't sure that the bow is right for her. While an incredible weapon it feels slightly off in her grip.

(round 1)
"I'm on it." She says in elvish without realising it. Val notches an arrow and fires it off. A second later another arrow flies, followed by another and another.

ooc: spot check 23. The bow has the distance enchantment. While I'm not positive on the numbers I'm sure 200ft is short range. Val is using rapid shot and firing all the arrows at a halfblood.

1st: ac 14 for 5, 2nd: ac 21 for 10, 3rd: ac 26 for 5, 4th ac 16 for 12.

arrows used: 4

Rigging 
Saturday October 14th, 2006 1:05:28 PM

(ooc Jim how many purebloods and how many half bloods do we see? Also does Swirl notice anything with his tree seeing spell. Wondering if he notices any others who might have already been there.

DM Jim: Swirl see plenty of trees with his tree seeing spell.....and nothing else out of the ordinary.

The top of the pyramid is very crowded and you do not see well being on the ground. Swirl may have a better view in my next post, dependin on what he does.


Rigging and Swirl ac 15 hps 77  d20+7=27 d20+12=13 d20+12=29
Saturday October 14th, 2006 3:48:07 PM

Swirl sees the glow of the pyramid and streaks forward towards it at full speed gaining height as well as moving towards it. (Sprint speed 400)
He flies by taking a good look at the enemy and possible friends (spot check 27 natural 20 Not sure if Swirl was around for Ari)

Rigging yells, "Watch the flanks! Keep together!" Rigging takes a look up and sees the humans but doesn't recognize Ari, but does see the Saytr. "Looks like the Saytr is bringing them more breeding stock. I want his head!"

Rigging will take a double move towards the pyramid

Appolo Ac 23 Hp 68 
Saturday October 14th, 2006 7:15:10 PM

After putting hid armour on and collecting his wea[ons Appolo move likt lighting toward the pyramid.He forms up with Ashira.

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestments +2 ac  d20+6=16 d20+6=15 d8+10=13
Sunday October 15th, 2006 12:08:05 AM

Nezamil listens to Romeo as he talks about his wives " wean off their foods ?" in a quizical tone

As the flash of light draws his attention to the pyramid "by Domi what is that ?"(d20+6=16,d20+6=15 spot ch's)

"More snakemen" growls the 10'1" dwarf as he watchses Ashira charge fort with Appolo close behind her .....with a nod of approval "maybe he is finally understanding teamwork"

Quickly looking about he spots whats who he is looking for ...with a touch to his anvil holy symbol and a prayer escaping his lips " Domi protect this worthy soul " ...Nezamil reaches out and taps Mykael on his shoulder infusing him with Domi's power (Aid spell 1d8+10=13 temp Hp's)(+1 attack rolls and vs fear affects)

The Cleric of Domi then moves over next to Val as she fires her bow(move action)

Spell list
Zero- Create water,Detect poison,Mending,read magic,resistance,light
1st-Endure elemnts x4****,Sof,remove fear(enlarge)
2nd-Aid x2*,darkness,RE x2,(bull str)
3rd-Dispel magic x2,Windwall,Deeper Darkness(magic vestment*)
4th-Fom x3,Dismissal,(spell immunity)
5th-True seeing,CLW-mass,Wall of stone(Sr)

Spells cast *

Endure elements 24 hour duration
Aid 1 min a level (10 mins)
Mv 1 hour level (10 hours)


Ari HP 72 AC 16 
Sunday October 15th, 2006 2:24:48 AM

ooc- if I understand correctly I could not have Spider Climb, Resist Energy, Protection from Energy, or shield up coming into this because they do not last more than 60 minutes?! Just checking. I'm also assuming that we had not entered into combat just yet as I had just finished climbing to the top of the pyramid.

IC-

Keeping a defensive position, Ari takes a quick inventory of what just happened.

Just when he was going to ask for this Satyr to hand over the three ladies, it seems some kind of teleporting got triggered.

He still had after images floating about him with all the snake people that had at one time been surrounding the temple. It almost made him sick thinking about what almost happened to these women.

Not knowing what has happened in the strictest of sense, Ari still says, "You can no longer trade for these women."

Spells
-------
0-level (5)
Resistance, Detect Poison, Daze, Detect Magic, Read Magic

1-level (5) wiz
Shield (spell mastery), Magic Missile, Burning Hands, Mage Armor, Spider Climb (spell mastery)

1-level (1) Ranger

Summon Nature's Ally I

2-level (4)

(2) Alter Self (spell mastery), (2) Resist Energy (acid, cold, electricity, fire, or sonic),

3-level (3)

(3)Protection from Energy

Cosmo (AC 25; HP 63/63); Griffon (AC 17; HP 59/59)  d20+5=23 d20+16=33 d20+16=31 d20+16=31 d20+10=19 2d4(3+3)=6
Sunday October 15th, 2006 11:14:24 AM

Cosmo is listening to Romeo talk of his wives and the island when the light flashes at the top of the pyramid. Turning towards it he looks up and sees a large group up there.

"On top of the pyramid. More snake creatures with some humans and a Satyr. What's a Satyr doing here?"

Spot 23

Cosmo quickly casts Mage Armor spell, beefing up his defense. He also casts an Alter Self spell, turning himself into a Troglodyte which toughens his skin and increases his speed.

Concentration 33 & 31

OOC -- Can you tell us the concentration check procedure so we can post the success or failure within our post.

Reviewing his current spells, Cosmo only has a few that will go over 200+ feet to reach the snakemen and not harm the humans. He does have one that he does not get to cast that often and decides now may be a good time. An acid arrow springs from his finger tips and slams into one of the half bloods.

Concentration 31
Hit TAC 19
Spell resistance N/A
Damage 6

Active Spells:
Mage Armor: 10 hours
Alter Self (Troglodyte): 100 minutes
Acid Arrow: 3 rounds

Spell List (* for cast spell):
0 Level (5): Acid Splash, Detect Magic, Read Magic, Mage Hand & Message
1st Level (7): Magic Missile x2, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow *, Scorching Ray x3, Web x2 & Alter Self *
3rd Level (6): SM III x2, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (5): SM IV x3, Dimension Door & Polymorph
5th Level (4): SM V x2, Animal Growth & Prying Eyes

Metamagic Rod Usage:
Maximize 0/3, Extend 0/3 & Enlarge 0/3

Mykael -- HP 53/59, AC 27  d20+7=19 d20+7=13
Sunday October 15th, 2006 8:47:10 PM

Mykael notices Ari, and the humans among Yuan Ti. He turns and charges for the Pyramid. Double move.

Memorized Spells:
0 lvl: Detect Magic, Read Magic, Mage Hand, Acid Splash
1 lvl: Ray of Enfeeblementx3, MM
2 lvl: Webx3, Invisibility
3 lvl: Slow, Lightning Bolt, Haste


Dm Jim: Old Friends and Foes  d20+9=22 d20+9=28 d20+6=7 d20+6=21 d8+3=4 d8+3=6 d8+3=9 d20+9=25 d20+4=8 d20+4=19 d8+3=6 d8+3=4
Sunday October 15th, 2006 9:37:19 PM

The wildcards finish their normal daily preparations when they notice the light show on top of the pyramid.

Several of the Wildcards notice Ari and the ladies in a tight spot. Questions about how and why will have to wait for later as it looks busy up top.

Val fires off four shots, but only 2 hit (15 damage).

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

OOC: -4 to fire into combat

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

Rigging, Romeo and Mykael moves toward the pyramid (120 feet way)

Appolo and Ashira run to the pyramid (40 feet from the base)

Nezamil moves over to support Val.

Cosmo as the smelly trog fires of an acid arrow the has the half blood hisss loud.

Swirl beams back that there are 3 women, Ari, 6 halfbloods and 3 pure bloods on top of the pyramid, the Satyr just started down the far stairs.

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

Two of the young long haired females are pushed off the top and fall close to 20 feet with a sickening thud. The two women do not seem to be moving.

A half blood grabs the third and uses her as a shield to the approaching wildcards. The women is screaming bloody murder!!!

Several Yaun Ti take swings at Ari.

Three hits for 29 damage. One critical.

One of the snake headed half bloods hisses at Ari "There will be no ssaving you or your cowss, meatssack!"

Two half bloods and one pure blood change weapons and move down to the next level. The three of the look for targets with their bows.

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

ooc: I will email the concentration check information later to the wizards.

Bart 
Monday October 16th, 2006 1:31:35 AM

Only now Bart notices the things happening on the piramid he runs to catch up with his friends

Appolo Ac 23 Hp 68 
Monday October 16th, 2006 3:15:39 PM

Appolo sprints up the steps as fast as hecan heading straight for the snakeheads."They're killing the prisoners!!Rigging Mykael Goat Boy is making a break for it down the backside of the pyramid!!Nezamil I thinkwe got some young women that are going to need your assistance.!!"He yells this s he moves to the first step.

Val AC 19, HP 127/ 127 (Endure Elements)  d20+12=23 d20+12=31 d20+7=22 d20+2=16 d8+4=10 d8+4=10 d8+4=12 d8+4=11
Monday October 16th, 2006 3:19:14 PM

Val curses as two of her arrows miss their mark. She should have been practicing long before now. Firing so fast at one target in a crowd of people was harder than it sounded. Which was something since it sounded like a difficult feat. Still Val would not give up. She kept pulling arrows from the quiver, firing them off as fast as she could.

ooc: rapid shot, 4 shots at the same target. 1st- ac 23 for 10, 2nd- ac 31 for 10, 3rd- ac 22 for 12, 4th ac 16 for 11

arrows used: 8

Cosmo (AC 25; HP 63/63)  2d4(3+2)=5
Monday October 16th, 2006 6:26:11 PM

The acid arrow continues to burn the Half Blood (5 more damage).

Cosmo runs forward to get closer so that more of his spells will be effective (run for 120').

End in cell R56.

Active Spells:
Mage Armor: 10 hours
Alter Self (Troglodyte): 99+/100 minutes
Acid Arrow: 2/3 rounds

Spell List (* for cast spell):
0 Level (5): Acid Splash, Detect Magic, Read Magic, Mage Hand & Message
1st Level (7): Magic Missile x2, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow *, Scorching Ray x3, Web x2 & Alter Self *
3rd Level (6): SM III x2, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (5): SM IV x3, Dimension Door & Polymorph
5th Level (4): SM V x2, Animal Growth & Prying Eyes

Metamagic Rod Usage:
Maximize 0/3, Extend 0/3 & Enlarge 0/3

Attendence report 
Monday October 16th, 2006 6:49:25 PM

Dm Jim xoxox
Asahira xooox
Appolo xoxox
Rigging xoxox
Val xoxox
Bart xoxox
Nezamil xoxox
Mykael xoxox
Cosmo xoxox
Ari ----x

Dm Jim was traveling and had internet connection issues

* Ari - is a returning player and Friday was his 1st post

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestments +2 ac 
Monday October 16th, 2006 7:40:20 PM

"I'm moving closer " growls Nezamil " not gonna leave them unsupported"

The 10'1" dwarf clicks his heels activating his boots(free action) and charges after Ashira and the others (double move 80')(to Q64)

OOC: Mykael -(Aid spell 1d8+10=13 temp Hp's)(+1 attack rolls and vs fear affects)(was cast on Mykael last rd)

Spell list
Zero- Create water,Detect poison,Mending,read magic,resistance,light
1st-Endure elemnts x4****,Sof,remove fear(enlarge)
2nd-Aid x2*,darkness,RE x2,(bull str)
3rd-Dispel magic x2,Windwall,Deeper Darkness(magic vestment*)
4th-Fom x3,Dismissal,(spell immunity)
5th-True seeing*,CLW-mass,Wall of stone(Sr)

Spells cast *

Endure elements 24 hour duration
Aid 1 min a level (10 mins)
Mv 1 hour level (10 hours)



Ari HP 43/72 AC 16  d20+8=15 d20+3=17 d20+9=17 d6+3=8 2d6(3+6)=9 d6+3=4 2d6(6+3)=9 d6+3=9 d6=5
Monday October 16th, 2006 9:12:18 PM

Amazed that these creatures weren't disoriented with the shifting about, Ari grits his teeth in pain from the three attacks. (OOC I misread something in the last post, that's my bad). Ari wonders whether this marks the end of his days on the planet. (Not realizing who or what is around and near him).

Knowing that he's in dire straights Ari tries to clear the air around him. "See what happens when someone can fight back". Pulling his swords Ari swings at the new monsters that he's never faced before (HB's). Realizing that the monsters just killed people who are innocent Ari lets all his anger speak though his swords. As each stroke is swung Ari says , "Have you ever felt the bite of a blessed sword" swing, "or seen what it can do" swing, "or the pain of fire?" swing.

(ooc Can I take my favored enemy now? If so I think I can add +2 to damage to each hit. I may have to talk to you about the variations you can do with the +'s)

(AC 15 for 8 points of damage, another 9 if evil)
(AC 17 for 4 points of damage, another 9 if evil)
(AC 17 for 9 points of damage and 5 points of fire damages)

(Ari needs to clear the Air around him before he can cast any spells. So I will continue to attack with swords with whichever one appears to do more damage. But if there are no hits he'll continue with the holy sword as the primary)


Spells
-------
0-level (5)
Resistance, Detect Poison, Daze, Detect Magic, Read Magic

1-level (5) wiz
Shield (spell mastery), Magic Missile, Burning Hands, Mage Armor, Spider Climb (spell mastery)

1-level (1) Ranger

Summon Nature's Ally I

2-level (4)

(2) Alter Self (spell mastery), (2) Resist Energy (acid, cold, electricity, fire, or sonic),

3-level (3)

(3)Protection from Energy


Ashira (AC27, HP 108/112) Woodland Stride 
Monday October 16th, 2006 9:26:05 PM

Increasing the pace, Ashira bolts toward the forward lines. Looking over at Appolo, she hisses one word "Run!" Zipping over the ground and up the stairs, Ashira is anxious to start the tail kicking soon. (Run 4x move to P30).


John (AC16, HP35/35) Invisible---NPC Nellie 
Monday October 16th, 2006 9:31:40 PM

John watches Ashira sprint toward the battle and clicks his tongue. "Won't be long before she needs me." he mutters as he activates his ring of invisibility. He continues to move toward the battle, pulling out his wand as he does so.

Mykael -- HP (66)53/59, AC 27 (Aid) 
Monday October 16th, 2006 11:04:09 PM

Mykael continues to charge forward and follows Ashira's lead and makes a full run to Q-32.

"Forget about the Satyr, there are innocents and Ari to save!"

Ghem, get up high and on the other side of the big stone pyramid. Watch for Yuan Ti coming to help. And dont lose the Goatman that is running. If he keeps going and gets out of range, let me know. I may want you to follow him.

(Aid - 10 mins)

Memorized Spells:
0 lvl: Detect Magic, Read Magic, Mage Hand, Acid Splash
1 lvl: Ray of Enfeeblementx3, MM
2 lvl: Webx3, Invisibility
3 lvl: Slow, Lightning Bolt, Haste


Rigging ac 17 hps 77  8d6(6+5+5+6+1+3+2+6)=34 d20+8=17 d20+8=16 d20+8=13 d20+8=21 d20+8=21 d20+8=21 d20+2=16
Monday October 16th, 2006 11:13:14 PM

Rigging sees Ari getting cut apart and decides to take a spell from Redux's spellbook. He raises a hand and launches a fireball at the top of the pyramid, centered on Ari. It explodes around him doing 34 points of damage to all creatures in the area. (DC 17 vs reflex)

Rigging then moves forward 30'

spell resistance
HB1 17
HB2 16
HB6 21
PB1 21
PB3 21

Swirl does a flyby attack on PB2 from the rear staying out of the way of the fireball. He charges from the behind and bullrushes PB2 trying to knock him off the pyramid. Bullrush attack results 16. If a normal pureblood with normal strength it should work taking 10. Didn't take any modifiers from coming from behind.

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3 , mage armor, Ray of Enfeeblement x 2, true strike, monster summoning 1
Second level spells: Scorching rays x 3, dark vision
Third level spells: Haste x 2, dispel magic, fire ball*
Fourth Level spells: Evards tentacles, SM 4, Mass enlarge



DM Jim: Closer and Closer......  d20+10=22 d20+5=17 d20+7=19 d20+9=27 d20+9=11 d20+5=19 d20+5=17 d20+6=21 d8+2=4 d8+2=4 d8+2=5 d8+2=10 d20+6=8 d20+6=16 d20+6=9 d20+8=16
Monday October 16th, 2006 11:21:25 PM

Val continues to fire her bow and the half blood that just took out his bow falls foward and lands on his head, one level down, his melon looks cracked not to mention all of the arrow sticking out of him.

Bart, Cosmo, Appolo, Ashira, John (The outlined glowing ball), Nezamil, and Mykael all run forward, looking to help their old friend in trouble.

Rigging lags behind and cast a fireball.

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

Ari decides it is time to fight back.

Ari lands three blows on the acid injured half blood and he slumps out of the melee. The half blood is fighting to remain concious.

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

The Yaun Ti look to exact revenge on the Wildcards.

The surviving bowmen (PB & HB) shoot at those running up the stairs.

The three arrows bounce harmlessly off of Mykael and Ashira.

Ari is another matter.

All Yuan Ti at the top of the pyramid live and do 23 points of damage to Ari.

Ari roll your save verses Rigging's fireball to see if you live.

Spell resistance 16 for the YuanTi holding the scorched remains of his female hostage. He lives and drops the dead body down on the next lower level.

George 
Monday October 16th, 2006 11:34:47 PM

Jim by centering the fireball on Ari, I don't think I would have hit the woman. Did my fireball seem larger than normal. Also were the YT's affected?

DM Jim: Rigging can not see the top of the pyramid, and only occasional glimps of people. You got a random chance and effected everyone. The pyramid is over 60 feet high so there is no way to aim accurately from your angle.

Walter 
Tuesday October 17th, 2006 4:41:46 AM

I see people mentioning square locations. Was there a map sent out? If so I never got it.

Ari HP 3/72 AC 16  d20+7=22 d20+8=17 d20+3=8 d20+9=23 d6+3=7 2d6(4+6)=10 d6+3=8 d6=3
Tuesday October 17th, 2006 7:03:35 AM

Ari screams in pain as all the damage rolls across him. (Made save with 22) He vaguely wonders where the fireball came from.

It takes all the will power in him to hold onto his swords with his skin blistering. Thinking the end is near Ari wonders if Alemi approves of him. Ari continues to hack at anything in range.

(AC 17, 8, and 23)
(two hits for 7 (plus 10 for evil), 8 points and 3 points of fire)



Appolo Ac 23 Hp68  d20+15=29 d20+10=28
Tuesday October 17th, 2006 11:32:05 AM

As the fireball wisses over head and explodes Appolo continues up the stairs at full speed.Leaping the steps two at a time.{Double Move Run feat}"Get out of there Ari We'll take care of these snakes."

Balance 29 Jump 28

Val AC 19, HP 127/ 127 (Endure Elements)  d20+12=18 d20+12=32 d20+12=28 d20+7=21 d20+2=20 d8+4=10 3d8(6+5+8)+12=31 d8+4=11 d8+4=7
Tuesday October 17th, 2006 1:45:57 PM

Spotting the two archers taking aim on her friends, Val adjusts her aim away from the scimitar weilding yuan-ti. Her arms continue to move without slowing. One constant fluid motion of drawing and firing arrows. Val's eyes narrow as she focuses on the pure blood archer. She tries to keep her mind clear and keep the worries out. Did she adjust for the wind properly? Does she need more elevation on her shot? What about the following shots. Can she adjust that quickly? Val holds her breath and clears her mind once more.

ooc: rapid shot, four attacks on the pureblood archer. 1st attack hit ac 18 for 10. 2nd attack crit with ac 28 to confirm for 31. 3rd attack hit ac 21 for 11. 4th attack hit ac 20 for 7.

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestments +2 ac 
Tuesday October 17th, 2006 4:27:38 PM

Nezamil keeps moving towards the pyramid.....running hard(run x3)(move 40x 3=120') at the stairs

" maybe i should move around to another side of the pyramid " as the 10'1" dwarf peers up at the pyramid and then out towards its corners

Spell list
Zero- Create water,Detect poison,Mending,read magic,resistance,light
1st-Endure elemnts x4****,Sof,remove fear(enlarge)
2nd-Aid x2*,darkness,RE x2,(bull str)
3rd-Dispel magic x2,Windwall,Deeper Darkness(magic vestment*)
4th-Fom x3,Dismissal,(spell immunity)
5th-True seeing*,CLW-mass,Wall of stone(Sr)

Spells cast *

Endure elements 24 hour duration
Aid 1 min a level (10 mins)
Mv 1 hour level (10 hours)

Boots of speed (2/10) used

Nezamil 
Tuesday October 17th, 2006 4:29:36 PM

location Q40



Rigging ac 18 hps 77/77  d20+8=26 2d6(2+6)=8
Tuesday October 17th, 2006 6:24:00 PM

Rigging sprints towards the temple moving to Q43.

ooc Jim you missed Swirl's action last time. Since you did this I am going to say he spotted the Satyr and is pursuing him closing the distance last round.

Swirl forms into a whirlwind and attacks the Saytr trying to lift him up. Into the air.
Not sure if it is needed but hit ac 26 and did
8 points of damage this round. DC of 16 need for reflex save which is strength based.

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3 , mage armor, Ray of Enfeeblement x 2, true strike, monster summoning 1
Second level spells: Scorching rays x 3, dark vision
Third level spells: Haste x 2, dispel magic, fire ball*
Fourth Level spells: Evards tentacles, SM 4, Mass enlarge



Cosmo (AC 25; HP 63/63)  2d4(4+4)=8 d20+10=26
Tuesday October 17th, 2006 8:59:32 PM

The acid arrow burns the half blood for a 3rd time (8 damage).

Cosmo moves forward another 30' and retrieves his Maximize Rod. He casts a Maximized Magic Missile spell targeting HB2.

Damage 25
Spell Resistance 26

End in Cell R51.

Active Spells:
Mage Armor: 10 hours
Alter Self (Troglodyte): 99+/100 minutes
Acid Arrow: 1/3 rounds

Spell List (* for cast spell):
0 Level (5): Acid Splash, Detect Magic, Read Magic, Mage Hand & Message
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow *, Scorching Ray x3, Web x2 & Alter Self *
3rd Level (6): SM III x2, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (5): SM IV x3, Dimension Door & Polymorph
5th Level (4): SM V x2, Animal Growth & Prying Eyes

Metamagic Rod Usage:
Maximize 1/3, Extend 0/3 & Enlarge 0/3

Mykael -- HP (66)53/59, AC 27 (Aid)  d20+12=16 d20+7=8 d10=5
Tuesday October 17th, 2006 11:31:01 PM

Mykael makes a move action to P-29 and intends to bring his sword down on HB4. However, the stairs or the injured women have distracted him, probably the crispy one that he cant believe was just roasted in front of him.

(AC 16, for 9 dam)
(AC 8, nat 1)

(Aid - 10 mins)

Memorized Spells:
0 lvl: Detect Magic, Read Magic, Mage Hand, Acid Splash
1 lvl: Ray of Enfeeblementx3, MM
2 lvl: Webx3, Invisibility
3 lvl: Slow, Lightning Bolt, Haste


Dm Jim: With Friends like this.........  d20+5=22 d20+9=14 d20+5=17 d20+9=18 d20+9=23 d20+5=10 d20+5=9 d20+9=25 d20+9=19 d20+5=6 d20+5=7 d20+5=11 d20+2=7
Tuesday October 17th, 2006 11:39:40 PM

The bright blue and white light is still dancing on top of the pyramid for all to see

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

Ari is worried. Blows are raining down on him and so is fire. Ari has too many thoughts flash through his head. Is this the end? Ouch! Will he be able to save the young lasses? Duck! Were those friendly voices he heard earlier or not? Use this snake thing as a shield from the fire, Ouch! Why are all of my magic items glowing, but not my amulet?

At least his foes are take damage too. Some look like they are ready to fall where they stand. Is that Swirl or not up above? Ouch!, that is going to leave a nasty mark.

Ari tears into one of the crispy snake headed creatures, dropping it with two well placed thrusts to the chest.

People seem to be rushing up the pyramid stairs toward Ari. Was that Ashira's blue hair he spotted?

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

Swirl beams back to Rigging "Warn me next time you are going to do that." As Swirl breaks off to attack the satyr.

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

OOC: I did not post Swirls action since you amended your post after I posted and added his action. Is Swirl a he?

Acid arrow was done last round as Ari killed th HB.

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

Cosmo can not see HB2 and retargets HB3 and brings him down wit his magical darts. HB3 rolls down on top of the burned and dead female human.

Ashira, Mykael and Appolo, followed by the glowing ball that is the invisible John race up the stairs in an effort to save Ari. Will they get there in time?

The YT closest to the hero's on the stairs drop their bows and draw the scimitars and move forward to block the Wildcards path to the top, and attempt to take a pound of oh so tasty flesh along the way.

Val drops several arrows into the reptilian flesh of the halfblood moving to engage her friends on the stairs. Ashira, Mykael, Appolo and John can only be thankful that the help this time did not come in the form of another fireball!

Mykael strikes out and wounds HB4 before taking a wild swing.

PB slashes at Appolo - misses as the scimitar is turned by all of the rouges magical protections.

HB slashes at Appolo - misses as he can not take advantage of his elevation.

Two HB attack the blue haired ranger. They miss the unmoving misstress of the sword.

Grapple check for the wiley satyr (I used a +9 modifier, by accident, but he still rolled a 16 without "+" so he made the save."

The satyr twists away and takes out his wand and steps away from the dervish.

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

Ari is still surrounded but by weakened foes with slumped shoulders. They press the attack none the less.

Ari dodges blows left and right, but one finds its way home.

7 damage and Ari slumps.

The Half blood turns and looks to the sound of battle on the stairs.

The two pure bloods grab Ari's arms and start to drag.

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

OOC: I will post at 7:30 pm tomorrow EST. Please post accordingly.



Ashira (AC27, HP 108/112)  d20+16=25 d8+5=9
Wednesday October 18th, 2006 12:48:24 AM

The ranger blows past the Yuan Ti trying to get in her way, drawing AoO's if necessary. She takes a double move to close Ari (N21). "Hang on Ari!" she calls to the unconscious hero. She motions to Appolo and the glowing John. "Up here, fellows. Ari needs some help."

OOC: DM, please note that I changed my post to better reflect the information from your latest map.

John (AC16, HP35/35) Invisible (Glowing ball)---NPC Nellie 
Wednesday October 18th, 2006 12:49:47 AM

John nods. He moves forward, ready to heal up Ari as soon as the path is cleared.

Bart 
Wednesday October 18th, 2006 1:11:33 AM

Bartr is still running to the top

Mykael -- HP (66)53/59, AC 27 (Aid)  d20+7=23
Wednesday October 18th, 2006 1:16:30 AM

"Go help him, I got these. Cant leave them to the women." Mykael comments to the group as they head up the pyramid.

"I dont have time for you!" Mykael curses as he moves to O-32 and Bull Rushes HB4 off the edge onto the next level down.

(Bull Rush Str check = 23)(Improved Bull Rush)

(Aid - 10 mins)

Memorized Spells:
0 lvl: Detect Magic, Read Magic, Mage Hand, Acid Splash
1 lvl: Ray of Enfeeblementx3, MM
2 lvl: Webx3, Invisibility
3 lvl: Slow, Lightning Bolt, Haste

Ari HP -4/72 AC 16 
Wednesday October 18th, 2006 6:36:38 AM

In a haze of pain Ari doesn't even think about his movements as they can only happen out of instinct. Sometimes instincts can be very powerful although it isn't quite enough to dodge all of the blows that come his way.

In his last moments of consciousness he can only envision what his friends are up to. He's not seen them in a long time. He can just imagine them fighting along side of him and what would have happened had they been here. He almost sees and feels their presence as he slumps to the ground. Not wanting to give up in spirit, but his body can go no further.... and then he dreams.

Rigging ac 17 hp 77/77  d20+8=23 d20+10=22 d20+10=16 4d6(6+2+3+6)=17 4d6(3+3+6+6)=18 d20+12=26 d20+12=26 2d6(1+3)+2=6
Wednesday October 18th, 2006 8:56:40 AM

Rigging advances to the pyramid and starts climbing the stairs to Q37. He pauses and casts scorching ray targeting HB5. Rigging hits HB5 with a touch attack of 22 and 16 (spell resistance roll of 23) The rays burning into the snakeman doing 17 and 18 points of damage each.

Swirl sees the Saytr pull a wand and decides to mimic a move that he saw Val pull on Bart while sparring. Instead of attacking the Saytr, Swirl attacks the weapon trying to knock it from his hand.

Swirl comes out of his whirlwind form and attacks. He hits the Saytr's hand with a disarm attempt. He has a disarm attempt of 26 (base +12, +4 size, -4 for being untrained in it. Taking 10 for the Satyr, I assume it works. Saytr normally only get +2, so unless he gets +14 from somewhere it should be successful.

Swirl then snatches the wand up and holds it above his head moving back 5' from the pissed off Saytr.

If he can't pick it up he follows up with a slam against the saytr hitting ac 26 for 6 points of damage.

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3 , mage armor, Ray of Enfeeblement x 2, true strike, monster summoning 1
Second level spells: Scorching rays x 3*, dark vision
Third level spells: Haste x 2, dispel magic, fire ball*
Fourth Level spells: Evards tentacles, SM 4, Mass enlarge



Appolo Ac 23 Hp68  d20+16=28 d6+2=7 d6=5 d6=2 d6=1 d6=1 d6=5 d6=3
Wednesday October 18th, 2006 1:08:32 PM

Appolo ignores his attackers and heads for Ari,He will head straight for HB 2.Throwing his assins dagger at the snak man as he comes up to the top and charges forward.Hopefully backstabbing the creature as he trie to drag Ari off."Ok Mykeal you deal with these Bozos Ahira and I will get Ari."

Attack 28 damage 7 Possible backstab damage17

Cosmo (AC 25; HP 63/63) 
Wednesday October 18th, 2006 1:20:20 PM

Cosmo moves forward following the group up the pyramid.

Move up to 120'.

Active Spells:
Mage Armor: 10 hours
Alter Self (Troglodyte): 99+/100 minutes

Spell List (* for cast spell):
0 Level (5): Acid Splash, Detect Magic, Read Magic, Mage Hand & Message
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow *, Scorching Ray x3, Web x2 & Alter Self *
3rd Level (6): SM III x2, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (5): SM IV x3, Dimension Door & Polymorph
5th Level (4): SM V x2, Animal Growth & Prying Eyes

Metamagic Rod Usage:
Maximize 1/3, Extend 0/3 & Enlarge 0/3


Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestments +2 ac 
Wednesday October 18th, 2006 4:52:07 PM

Deactivating his magical boots Nezamil charges(x2 double move)(to p32) up the stairs after his fellow Wildcards .....drawing his mace and setting his shield in place as he goes.

"Domiiiiiiii" roars the Cleric as he closes on the snakemen

"keep going to the top Ashira.....i'll handle these slimy worms "

Spell list
Zero- Create water,Detect poison,Mending,read magic,resistance,light
1st-Endure elemnts x4****,Sof,remove fear(enlarge)
2nd-Aid x2*,darkness,RE x2,(bull str)
3rd-Dispel magic x2,Windwall,Deeper Darkness(magic vestment*)
4th-Fom x3,Dismissal,(spell immunity)
5th-True seeing*,CLW-mass,Wall of stone(Sr)

Spells cast *

Endure elements 24 hour duration
Aid 1 min a level (10 mins)
Mv 1 hour level (10 hours)

Boots of speed (2/10) used



Val AC 19, HP 127/ 127 (Endure Elements  d20+12=25 d20+12=22 d20+7=14 d20+2=20 d8+4=5 d8+4=5 d8+4=6 d8+4=11
Wednesday October 18th, 2006 5:39:58 PM

Val continues to draw arrows, firing them off as fast as she can. She turns her attention to the pureblood on the left. One thats all alone and clear as a moonlight night.

ooc: rapid shot against PB2. 1st attack ac 25 for 5, 2nd attack ac 22 for 5, 3rd attack ac 14 for 6, 4th attack ac 20 for 11.

arrows used: 16

Dm Jim: The Table Turn and Fast!  d6=6 d20+9=11 d20+5=22 d20+5=25
Wednesday October 18th, 2006 8:22:57 PM

The bright blue and white light fades as Ari is dragged out of the big circle on the top of the pyramid. To those on top it seems if some sort of connect has been severed. Ari seems so much like a rag doll, but that this doll is covered in blood and burned.

John becomes visible as the invisibility seems to have run its course.

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

OOC: Arcane spells that require a concentration check have only a two combat round life on the pyramid, just as if you failed your concentration check.

-----------------------------
Cosmo feels that he will not be able to hold his alter self or mage armor much longer.

Swirl lands into the Satyr and steals his wand. Swirl is absolutely beaming happy thoughts back to Rigging. At least until the three small air elemental appear and give chase.

The Satyr takes off for the cover of the jungle.

Mykael tries an old trick and pushes a Half blood down a level, he falls, wind milling his arms, but recovers on the lower level. The half blood seems to hiss all kinds of nastiness at Mykael.

Val makes a Pure blood pay for attacking his friends and he drops to the next lower level same as the half blood that Mykael pushed, although he will never rise again. Landing on his head did not help.

Nezamil and Romeo pace each other up the stairs "Can you keep up there or should we stop half way to rest." Romeo smiles as he easily climbs the stairs two at a time.

Appolo does not back stabe HB2, but the creature looks dully at the dagger sticking out of his chest. His tounge stops flicking and he falls to his knees and then to his side.

HB5 is stunned at Mykael's brash move and does not duck Rigging's scorching rays. He thinks better of further belligerance and takes off toward stairs that are less well guarded, smoking the whole way.

Ashira is close to Ari now. The pure blood dragging him stops and takes his two magic short swords. The pure blood is outside the circle, Ashira is in it and there seems to be a powerful pull on all of her magic items toward the surface of the pyramid. The pull is slowing the ranger down.

One pure blood does take an AoO on Ashira and then a regular attack. Both slashes of the scimitar are well place, but can not penetrate Ashira's armor.

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

OOC: I will post at 5 pm EST tomorrow. Map tomorrow AM.

Running Satyr and HB.

2 hurt PB on top of pyramid

Dog fighting elementals



Ashira (AC27, HP 108/112) Woodland Stride  d20+14=31 d20+14=25 2d8(6+4)+10=20 d20+9=13 d8+5=8 d20+4=17 d8+5=11 d20+14=29 d8+5=11 d20+6=23 d20+6=18 2d6(4+3)+6=13 d20-4=-2
Thursday October 19th, 2006 12:33:06 AM

Ashira turns with a look of pure rage aimed at the pathetic pureblood in front of her. "You're dead, and you don't even know it..." The strange ranger lands blow after blow upon her foe, determined to kill it and free Ari. (AC31/25 crit. for 20, AC29 for 11, AC23/18 crit. for 13) She looks over at the now visible John. "Quick, heal Ari while we've got the chance!"

John (AC16, HP35/35) NPC Nellie  2d8(8+1)+5=14
Thursday October 19th, 2006 12:37:23 AM

John looks down at his visible hands. Hmmm...should have lasted longer than that... He looks a little hesitant to obey Ashira's order, uncomfortable about entering the fray without his glowing invisibility bubble. But in the end, loyalty wins out, and John moves over beside Ashira and taps Ari with the wand (14 HP restored).

Rigging ac 17 hps 77  d20+8=23 4d4(4+3+3+4)+4=18
Thursday October 19th, 2006 8:30:56 AM

OOC Jim trying to get the post in but without map slightly confused on where stuff is.

Rigging decides to try and finish off his smoking adversary and launches several missiles at him. (Spell resistance 23 magic missile damage 18)

Rigging senses Swirl's plight and tells him that the air elementals are summoned and should disappear quickly if from the pyramid.

Rigging moves another 30" up the stairs but avoids getting to close to any snakeman.

Swirl zips to the top of the pyramid, ready to bat away any of the smaller elemental with his longer reach.

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3* , mage armor, Ray of Enfeeblement x 2, true strike, monster summoning 1
Second level spells: Scorching rays x 3*, dark vision
Third level spells: Haste x 2, dispel magic, fire ball*
Fourth Level spells: Evards tentacles, SM 4, Mass enlarge



Appolo Ac 23 Hp 68  d20+14=26 d20+14=27 d10+4=11 d8+4=9
Thursday October 19th, 2006 11:27:32 AM

Appolo continues stiaght ahead blowing by the fallen HB2 and attacking PB1 swing and connecting twice with the creature.

Attack 27 26 Damage 11 9 total 20

Bart hp 86/86 ac 27  d20+17=22 d10+9=16
Thursday October 19th, 2006 2:14:35 PM

OOC I dont know where Bart is didnt got a map.

Bart makes an attack to the nearest foe (spring attack AC 22 for 16)

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestments +2 ac  d20+15=24 d20+10=12 2d6(4+2)+7=13
Thursday October 19th, 2006 2:27:02 PM

The snakemen come into Nezamil's vision as Ashira charges past them.....the 10'1" dwarf unleashes a devastating overhead smash on the nearest one (hb3 or hb4)(no map so unsure of locations)(1st swing d20+15=24)(2d6(4+2)+7=13 dam) but the over zealous dwarf misses with his 2nd attack)

With a quick step back (5'ft move to Q32)Nezamil looks about assessing the situation of his fellow Wildcards.

Spell list
Zero- Create water,Detect poison,Mending,read magic,resistance,light
1st-Endure elemnts x4****,Sof,remove fear(enlarge)
2nd-Aid x2*,darkness,RE x2,(bull str)
3rd-Dispel magic x2,Windwall,Deeper Darkness(magic vestment*)
4th-Fom x3,Dismissal,(spell immunity)
5th-True seeing*,CLW-mass,Wall of stone(Sr)

Spells cast *

Endure elements 24 hour duration
Aid 1 min a level (10 mins)
Mv 1 hour level (10 hours)

Boots of speed (2/10) used



Val AC 19, HP 127/ 127 (Endure Elements) 
Thursday October 19th, 2006 4:11:00 PM

With no clear target Val stops her storm of arrows. Instead she sprints toward the pyramid, closing the distance quickly.

ooc: full move, 160', to P48

arrows used: 16

Dm Jim: Snakes leave but the wind stays  d20+3=21 d20+3=12 d20+3=13 d4+1=2
Thursday October 19th, 2006 6:00:30 PM

OOC: Arcane spells that require a concentration check have only a two combat round life on the pyramid, just as if you failed your concentration check.

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

Rigging sees one of the half blood snake heads trying to get away. The smoking snake head is easily brought down by the four magical darts. The half blood rolls and falls to the next level of the pyramid.

As Ashira moves to confront the pure blood holding her friends limp wrist she feels the pull on her magical items end when she leaves the circle. Ashira dispatches the burned pure blood with her two sword thrusts, one to each lung. The momentum of Ashira's pushes the Pure Blood down the stairs, but he is dead before he stops. One of Ari's short swords clangs down the stairs with the pure blood.

John rushes into the void created by Ashira and kneels next to Ari. "This should help." As he cures Ari.

Ari's eyes flutter and open and he asks "Ashira is that you?" as he looks up at the Mistress of the Sword.

Appolo sees Ashira dispatch one pure blood and he takes care of the other on top of the pyramid.

Nezamil take a smash at the half blood that Mykael knocked off the third level and down to the second.

Val runs forward to join her friends.

Cosmo does not move as he seems concerned about the lose of mage armor and alter self.

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

The lone surviving halfblood sees the menacing Nezamil and heads down the stairs, right toward Val.

The three small elemental chase swirl and catch him at the top of the pyramid.

ooc; Swirl gets one Aoo

Swirl is buffetted by one of his smaller cousins for 2 points of damage.



Mykael -- HP (66)53/59, AC 27 (Aid)  d20+1=6 d20+1=16 d20+1=3 d20+1=13 d20+1=14 d20+12=29 d20+7=24 d10+4=10 d10+4=14
Thursday October 19th, 2006 6:48:54 PM

OOC: Not sure I understood everything that happened. And didnt get a map.

IC: If both HBs that were on the level with him are gone, one he pushed off, the other ?, then Mykael will attempt his healing skill on both women. He will try to determine there situation and help the one that is worse off first. (Healing rolls - 6, 13, 3, 13, 14)(Will use Hero Points, if this is there last chance, otherwise he will wait until next round to try again on any he missed)

If HB is there, he unleashes a full attack.
(AC 29 for 10 dam)
(AC 24 for 14 dam)

(Aid - 10 mins)

Memorized Spells:
0 lvl: Detect Magic, Read Magic, Mage Hand, Acid Splash
1 lvl: Ray of Enfeeblementx3, MM
2 lvl: Webx3, Invisibility
3 lvl: Slow, Lightning Bolt, Haste

Cosmo (AC 19; HP 63/63)  d20+5=11
Thursday October 19th, 2006 9:15:45 PM

Cosmo is not happy when the power of the pyramid disrupts his 2 active spells. His normal halfling form comes back as his spells end.

"There is definitely some powerful force in or on this pyramid. My spells just ended on there own. Different than in the jungle. Most interesting."

From his vantage point Cosmo looks around for more enemies that are not apparent.

Spot 11

u]Active Spells:[/u]
none

Spell List (* for cast spell):
0 Level (5): Acid Splash, Detect Magic, Read Magic, Mage Hand & Message
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow *, Scorching Ray x3, Web x2 & Alter Self *
3rd Level (6): SM III x2, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (5): SM IV x3, Dimension Door & Polymorph
5th Level (4): SM V x2, Animal Growth & Prying Eyes

Metamagic Rod Usage:
Maximize 1/3, Extend 0/3 & Enlarge 0/3

Ashira (AC27, HP 108/112) Woodland Stride 
Friday October 20th, 2006 12:26:50 AM

Ashira smiles warmly at Ari. "Who else would be up at the top of an enemy infested pyramid saving your bacon? Of course it's me." Ashira helps Ari to his feet. "John, hit him again. Then let's get off this thing." Ashira scans the pyramid to see where Rigging has gotten off to.

John (AC16, HP35/35) NPC Nellie  2d8(5+5)+5=15
Friday October 20th, 2006 12:29:47 AM

John nods. "You got it." He prodes Ari once more with the wand (15 hp returned). "Ready to leave when you are." John grins as he scans the area for more bad guys.

Bart hp 86/86 ac 27  d20+17=32 d10+9=16
Friday October 20th, 2006 1:23:48 AM

Hello???

Again Bart makes a spring attack to any foe in his neighboorhood hit ac 32 for 16

(Bart must have a foe in his neighboorhood, last past bart actions where ignored so i guess he was still running to come cloes to a foe)

Ari HP 25/72 AC 16 
Friday October 20th, 2006 6:35:31 AM

Taking Ashira's hand, Ari gets back on his feet. The memory of the burns makes him wince a little bit and then when the new person heals him, he feels better.

Taking a second to look the new person up and down, Ari smiles and says, "Thanks for that."

Looking around Ari asks, "Where are we? For a brief moment I was completely surround by these things. But that evidently isn't where I am now."

Double checking his person Ari realizes that he's missing some items. "I seem to be missing some things" (ooc it was unclear where the 2nd sword went)

As he looks around for his missing items Ari thinks so that was not a dream about my friends being here. Thank you Alemi for somehow making my friends available to me.

Rigging and Swirl  4d4(4+4+3+2)+4=17 d20+8=20 d20+12=19 2d6(6+4)+2=12
Friday October 20th, 2006 8:04:16 AM

Rigging (totally confused on whats left) If Rigging has line of sight, he will launch another set of magic missiles at a fighting or fleeing foe. Spell resistance roll is 20.

If the foes are gone or out of site, Rigging will make his way up to the top of the pyramid and examine the wounded women and say hello to Ari.

Swirl will will take his AOO and swing at one of his little cousins. hitting ac 19 for 12 points of damage. He will then soar away withdrawing straight up.

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3** , mage armor, Ray of Enfeeblement x 2, true strike, monster summoning 1
Second level spells: Scorching rays x 3*, dark vision
Third level spells: Haste x 2, dispel magic, fire ball*
Fourth Level spells: Evards tentacles, SM 4, Mass enlarge


Appolo Ac 23 Hp 68  d20+14=32 d20+14=25 d20+6=20 d10+4=5 d10+4=7 d8+4=9
Friday October 20th, 2006 10:03:52 AM

Appolo move over next Ashira to check on Ari."Hey buddy hows it going?Long time no see."While he's at it he luanches a full attack on PB1.

Attack 32 25 and 20 Damage 5 7 9 Total 21

Val AC 19, HP 127/ 127 (Endure Elements)  d20+12=27 d20+12=29 d20+7=21 d20+2=21 d8+4=8 d8+4=12 d8+4=11 d8+4=6
Friday October 20th, 2006 1:19:15 PM

Seeing a target present itself and move closer, Val skids to a stop. She quickly draws arrows from her quiver, firing at the halfblood that moved past Nezamil.

ooc: rapid shot. 1st ac 27 for 8, 2nd ac 29 for 12, 3rd ac 21 for 11, 4th ac 21 for 6.

arrows used: 20

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestments +2 ac  2d8(2+1)+5=8
Friday October 20th, 2006 3:38:03 PM

The Cleric of Domi quickly steps over to (O28)the fallen female's and checks for signs of life .

"Romeo check the other one " growls Nezamil

Nezamil will fish out a wand and tap the which ever women he can/if save (2d8(2+1)+5=8 cmw)

Spell list
Zero- Create water,Detect poison,Mending,read magic,resistance,light
1st-Endure elemnts x4****,Sof,remove fear(enlarge)
2nd-Aid x2*,darkness,RE x2,(bull str)
3rd-Dispel magic x2,Windwall,Deeper Darkness(magic vestment*)
4th-Fom x3,Dismissal,(spell immunity)
5th-True seeing*,CLW-mass,Wall of stone(Sr)

Spells cast *

Endure elements 24 hour duration
Aid 1 min a level (10 mins)
Mv 1 hour level (10 hours)

Boots of speed (2/10) used



DM Jim: All quite on the ground  d20+3=21 d20+3=12 d6+1=3
Friday October 20th, 2006 8:51:32 PM

Rigging finishes off the one fleeing half blood and the combination of Bart's sword and Val's bow finish off the last one.

There are no hostiles on top of the pyramid as Ashira and Apollo dispatched them last round. The only thing left is reacquiantance. Ashira, Appolo and Ari wonder how things came to be that they are together again.

John cures Air again with his wand and Ari is getting some of his color back.

Mykael checks on the injured ladies and neither is doing well. Both seem to be beyond his capabilities, but Nezamil comes and cures them. Each women is whole again and very frightened. One screams at the sight of Nezamil "OGRE!!!!'" and she hides behind Mykael.

Romeo comes over to attempt to sooth the ladies. "There, there, ladies, this here ogre is friendly." The sight of the dirty, but very attractive Romeo seems to have some effect, if maybe not confusion on the ladies.

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

The two small elementals finally track down Swirl again and attack again.

AoO for Swirl

Swirl is smashed for 3 damage.

Roll 50/50 for which Swirl attacks. The one who hit him is low.

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

No one is currently standing in the large or small circles on top of the pyramid.

The pure blood that Ashira killed had one of Ari's swords and it is half way down the pyramid. The other pure blood has the other one and it is still on top. The pure blood was attempting to move into the large circle with Ari's Sword, before Appolo killed him.

Ashira (AC27, HP 108/112) Woodland Stride 
Saturday October 21st, 2006 12:12:50 AM

The ranger claps Ari on the back. "Where are we??" she chuckles "You are looking at the future site of our new base of operations. We're thinking about calling it fantasy island. Nice, eh? But how in the world did you get here?"

Gathering all the Wildcards, Ashira begins escourting them down the pyramid. When she hooks up with Rigging, Ashira whispers. "Well, chief, what's the plan?"

Val AC 19, HP 127/ 127 (Endure Elements) 
Sunday October 22nd, 2006 9:40:05 AM

Val waited for a few minutes, arrow notched and ready, before relaxing. She starts up the long flight of stairs hoping to retrieve some of her arrows. There was no telling how long they would be here and the jungle wood wouldn't be suitable for arrow making. Not that she knew how to make arrows anyway.

"I like this battle a lot more than the last one."

Bart 
Sunday October 22nd, 2006 3:44:36 PM

Welcome back Ari, that was a dramatic entrance , sure you dont want to become a bard?

Ari 
Sunday October 22nd, 2006 6:22:56 PM

Still not realizing his luck at finding his friends. Ari looks around and sees many of them coming to greet him. As he speaks there is a momentary choke in his voice before he is able to continue.

I had been tracking this Satyr and the women to aa almost deserted village. He had convinced these woman to come with him under strange circumstances. There was a pyramid just like this one where I fought a couple of these creatures. While we were fighting I seemed to have been tranported to another pyramid where there was a sea of these things. Going almost horizon to horizon. We immediately teleported to this last pyramid and that's what brought the extra creatures with me.

During all that teleportation my amulet of natural armor got drained."

As Ari recites his tale he works on picking up the stolen sword(s).

Mykael 
Sunday October 22nd, 2006 9:10:23 PM

Mykael turns and gives warm smile to the ladies. "You are alright ladies. Your safe," Mykael comforts as Nezamil patches them up. "This is Romeo, and that is Nezamil. They are friends."

"Nezamil is actually a dwarf. He is just the first one to make it past puberty..." Mykael jests. "Naw, he is just magically enhanced. His size matches his compassion. He is the one that healed you. See? He wears the symbol of Domi."

"Glad to see you again, Ari. It sounds as if the stored magic in your amulet activated and powered your teleportation." Mykael contemplates. "What you think, Cosmo? Rigging?."

Mykael leads the ladies down toward the safety of the stone wall.

"We are here, should we finally go in and see whats in there?" Mykael motions to the pyramid as he speaks to Rigging.

Rigging  d20+12=28 d20+12=18 d20+12=27 d20+12=15 2d6(2+1)+1=4 2d6(6+6)+1=13 2d6(4+5)+1=10
Sunday October 22nd, 2006 9:31:14 PM

Rigging looks at the dead and goes over and gives Ari a hug. "We have some catching up to do but you have jumped yourself into a dangereous situation. We are going to want to pick your brain on the pyramids and other things you have seen but we need to get moving right now. Lets get off this magic eating pyramid first"

Rigging looks at the new ladies and winces when he sees his handywork on the scorched one who was caught in his fireball. Rigging comes to a quick decision, "Romeo, you seem to move the best in the forest, so I want you to escort our newest recruits back to the ship, report in to Thomas and then come straight back here. I will send Swirl with you and he can help track us down through our link.

While you do that, we need to do some research on this pyramid. See if we can disable it from this end. I think we should go into it and see if we can achieve that while Romeo makes the round trip. Cosmo, do you see anything that makes sense at the top. A way to shut it off from there? At least we might be able to stop them from hoping in behind us."

Swirl decides to stop and fight. He does minor damage to one as it closes with his AoO and then pounds on the other for 23 points of damage.

Zero Level: dancing lights x 2, resistance, message x 2.
First level spells: magic missile x 3** , mage armor, Ray of Enfeeblement x 2, true strike, monster summoning 1
Second level spells: Scorching rays x 3*, dark vision
Third level spells: Haste x 2, dispel magic, fire ball*
Fourth Level spells: Evards tentacles, SM 4, Mass enlarge



Cosmo (AC 19; HP 63/63)  d20+24=40 d20+24=39 d20+19=34
Sunday October 22nd, 2006 9:39:23 PM

Cosmo thinks on Mykael's question on how Ari, the women and the snake creatures got there.

Spellcraft 40 or 42 of conjuration based.

"We should get off the pyramid. We do not want to lose any more magic items if it is capable of draining the power out of them."

Cosmo looks around the top of the pyramid, careful not to step in any of the circles. He will report to Rigging if he sees anything that may shut down the pyramid.

Spellcraft 39

Knowledge Arcana 34

Active Spells:
none

Spell List (* for cast spell):
0 Level (5): Acid Splash, Detect Magic, Read Magic, Mage Hand & Message
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow *, Scorching Ray x3, Web x2 & Alter Self *
3rd Level (6): SM III x2, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (5): SM IV x3, Dimension Door & Polymorph
5th Level (4): SM V x2, Animal Growth & Prying Eyes

Metamagic Rod Usage:
Maximize 1/3, Extend 0/3 & Enlarge 0/3

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestments +2 ac 
Sunday October 22nd, 2006 10:21:04 PM

Nezamil smiles at the ladies " have no fear ...i'm here to help you"

The 10'1" dwarf laughs heartily at Mykael's joke " very funny " but then clasps his shoulder " and thenk you my friend "

With a nod at the Captain " yes it would be best to get these ladies to the safety of the ship "

"Good shooting " adds Nezamil as he spots Val climbing the stairs

"we have old friends come to meet us " as he points out Ari to Val

Spell list
Zero- Create water,Detect poison,Mending,read magic,resistance,light
1st-Endure elemnts x4****,Sof,remove fear(enlarge)
2nd-Aid x2*,darkness,RE x2,(bull str)
3rd-Dispel magic x2,Windwall,Deeper Darkness(magic vestment*)
4th-Fom x3,Dismissal,(spell immunity)
5th-True seeing*,CLW-mass,Wall of stone(Sr)

Spells cast *

Endure elements 24 hour duration
Aid 1 min a level (10 mins)
Mv 1 hour level (10 hours)

Boots of speed (2/10) used



Appolo 
Monday October 23rd, 2006 12:18:16 AM

Appolo sheaths his swords and walks over to Ari"Helleo and welcome back.As you can see nothing has changed we're still neck deep in trouble."He then heads back down the pyramid"Yes we need to destroy this thing.Can't head into the jungle with this thing still operating."

Dm Jim: Welcome 
Monday October 23rd, 2006 1:24:56 PM

OOC: 250 experience points to Mykael for making me laugh out loud at his post. Very entertaining.

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

Swirl defeats the two smaller elemental at only the loss of 5 hp.

Swirl drops of the Satyr's wand to Rigging.

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

The Wildcards meet and greet their old friend Ari as Ari tell the tale of how he came to be on this island.

Upon Rigging's urging, Romeo agrees to take the women to the Sword. "No Problem. Well ladies are you ready to be escorted." Romeo winks at Rigging as he leaves. One of the young women protest weakly "What about Liz?" as she point up at the horribly burned and still smoking body of her friend. Romeo adds "It is too late for her. Let worry about gettin you safe first. Nezamil will take care of her remains." Romeo slips a consoling arm over the young girl's shoulder and they leave the enclosure.

Cosmo listens to Ari's tale of three pyramids and seems to think that Ari activated the first pyramid with his amulet an it transported him, the satyr and the ladies to the Yuan Ti main village. The YT must have been about to activate their pyramid and you and your group were sent along as a bonus.

Cosmo ponders further and it is his thought that the pyrmaid converts arcane magical energies into teleportation energy, but further study is needed.

The large cirlce on top of the pyramid must be for transporting people, but the small circle is a mystery.

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

Ashira is looking for direction for the group from Rigging.

attendence report 
Monday October 23rd, 2006 1:49:37 PM

Dm Jim xxxxxs
Ashira xoxxxs
Appolo xxxxxo
Rigging xxxxxs
Val xxxxxs
Bart xoxxxs
Nezamil xxxxxs
Mykael xxxoxs
Cosmo xxxoxs
Ari xxxoxs

x = post
o = missed
s = sat/sun posted

Val AC 19, HP 127/ 127 (Endure Elements) 
Monday October 23rd, 2006 4:45:28 PM

"Captain how about we use this opportunity to head inside the pyramid and check things out? Eventually we will have to do just that." Val says as she works on salvaging her arrows.

OOC: arrows used 20. She will try to salvage all she can from the bodies of the yuan ti.

Ashira (AC27, HP 108/112) Woodland Stride 
Monday October 23rd, 2006 9:44:42 PM

Ashira glances over at Rigging. "Let's get somewhere somewhat secure before we talk tactics. I'd be more than happy to have a look around when you pick a location...maybe the village again."

Mykael  d20+10=23 d20+6=11 d20+12=15 d20+5=19 d20+7=18 d20+5=13 d20+5=8
Monday October 23rd, 2006 11:03:02 PM

Seeing that Romeo has the ladies taken care of, he heads back for the pyramid.

Climbing to the top, he stays out of the circles and contemplates with Cosmo.

After combining knowledge, running through phlosophies, and a brain-storming session, Mykael decides on a little experimentation. He tosses a small rock on to the small circle.

"I wonder what would happen if the rock had an enchantment on it. It may not need to be a permanent one. Hmmm...," he ponders.

"More experimentation? or inside?"

(Knowledge Arcana = 23)
(Knowledge Planes = 11)
(Spellcraft = 15)
(Knowledge Arch & Eng = 19)
(Spot = 18)
(Search = 13)
(Decipher Script = 8)

Memorized Spells:
0 lvl: Detect Magic, Read Magic, Mage Hand, Acid Splash
1 lvl: Ray of Enfeeblementx3, MM
2 lvl: Webx3, Invisibility
3 lvl: Slow, Lightning Bolt, Haste

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestments +2 ac 
Tuesday October 24th, 2006 12:22:10 AM

Nezamil replies to the women " i will take care of Liz and pay our respects to her "

The 10'1" dwarf will start to gather the body/bodies of the dead women and set up a buriel plot at the villages edge.

Over hearing Mykaels comments " hmm intresting thought Mykael....find another pebble and i'll cast a light spell on it"

Spell list
Zero- Create water,Detect poison,Mending,read magic,resistance,light
1st-Endure elemnts x4****,Sof,remove fear(enlarge)
2nd-Aid x2*,darkness,RE x2,(bull str)
3rd-Dispel magic x2,Windwall,Deeper Darkness(magic vestment*)
4th-Fom x3,Dismissal,(spell immunity)
5th-True seeing*,CLW-mass,Wall of stone(Sr)

Spells cast *

Endure elements 24 hour duration
Aid 1 min a level (10 mins)
Mv 1 hour level (10 hours)

Boots of speed (2/10) used


Ari 25/72 HP's 
Tuesday October 24th, 2006 6:45:30 AM

Ari is glad as he gets his chance to greet each person. "What is going on that brings you guys out here? Do we have time to sit here and ponder these things, or should we get out of the open and at least go inside? What is going on with all this discussion of magic?"

Being ever inquisitive, Ari does his best to help out with the various discussions as he tries to get up to date with what the group is doing.

Spells
-------
0-level (5)
Resistance, Detect Poison, Daze, Detect Magic, Read Magic

1-level (5) wiz
Shield (spell mastery), Magic Missile, Burning Hands, Mage Armor, Spider Climb (spell mastery)

1-level (1) Ranger

Summon Nature's Ally I

2-level (4)

(2) Alter Self (spell mastery), (2) Resist Energy (acid, cold, electricity, fire, or sonic),

3-level (3)

(3)Protection from Energy


Appolo Ac 23 Hp 68 
Tuesday October 24th, 2006 7:56:24 AM

Appolo smiles at Ari"Just the usaul Chaos and Mayhem."He then heads back down the steps and over to the pavillon taking a seat in the shade.

Rigging 
Tuesday October 24th, 2006 8:28:48 AM

Rigging says, "I think we should check out the interior of the pyramid. Cosmo, Do you want to try your prying eyes? Or do you think it would be a waste with magic being so erratic?

Appolo, get off your butt and start checking out if the pyramid's entrance is trapped. Does anyone have any torches? Don't think our light spells will work so we have to go back to more mundane methods.

Nezamil, I am sorry but we don't have time to bury her right now. Say some words if you must but I am more concerned with the living right now. Ari still looks like a mess. Can you give him some more healing?

Mykael, feel free to experiment but don't go into the circle. Remember I am trying to turn this thing off, not power it up for my snakes to come through. I also don't want you to taking any unexpected journey.

Let's get moving folks, I want to get this thing quickly explored but don't want to get trapped in it when reinforcements show up. Can bet we are still being spied upon."

Rigging walks over to Ashira and slips his arm around her waist. "So what am I missing?"



Bart 
Tuesday October 24th, 2006 11:18:19 AM

I was thinking `to ga back to the base of the pyramid. But if we go in I can save the energy. I will wait here for the outcome of the investigation by cosmo and apollo

Cosmo 
Tuesday October 24th, 2006 11:49:26 AM

"Rigging I tried the Prying Eyes spell when we were in the village before. It was unsuccessful. If we do decide to go inside the pyramid, we should go in without any of our magic. Or at least only bring magic that you would not mind losing. Perhaps we can tie some rope to some various magic items, toss them into the pyramid and then pull them out and see what has happened to them. Three different magic items that quickly come to mind would be a spelled item, such as a light stone, a potion or scroll and a permanent item. We can also try this testing in the circles at the top of the pyramid. But that may activate it and bring more snake creatures here."

Cosmo moves off the pyramid and gets out a cure potion.

"Here is a cure potion that can be used for the testing."

Active Spells:
None

Spell List (* for cast spell):
0 Level (5): Acid Splash, Detect Magic, Read Magic, Mage Hand & Message
1st Level (7): Magic Missile x2 *, Reduce Person, True Strike, Enlarge Person, Mage Armor * & Feather Fall
2nd Level (7): Acid Arrow *, Scorching Ray x3, Web x2 & Alter Self *
3rd Level (6): SM III x2, Fireball x2, Haste, & Clairaudience/ Clairvoyance
4th Level (5): SM IV x3, Dimension Door & Polymorph
5th Level (4): SM V x2, Animal Growth & Prying Eyes

Metamagic Rod Usage:
Maximize 1/3, Extend 0/3 & Enlarge 0/3


Dm Jim: Experimentation 
Tuesday October 24th, 2006 12:48:41 PM

Nezamil assures the two female survivors that he will take care of their friends smoking remains. The smell of burnt flesh is wafting down on the group and the blackened remains are a smudge on the grey stone of the pyramid.

Mykael climbs the pyramd again and checks out the two circles carved into the flat stone top. Not very clean work and it is weathered, but no outstanding features. Mykeal then tosses a rock into the circle and....nothing happens.

Rigging tries to set the Wildcards into motion by giving out orders to several of his crew.

Rigging waits for Appolo to check the Archways for traps as the rouge relaxes in the shade of an orange tree.

Cosmo suggests a course of action to test the pyramid with several types of magic items and reminds Rigging of the failure of the prying eyes previously.

Bart concurrs with Rigging that checking out the pyramid is a good idea as long as it is not too taxing on the spell users.

Ari is still getting his bearings and tries to jump into the magical discussions.

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

What will the Wildcards do next?????

The day is young, the sun is warm, there is plenty of food in the village.....whats the rush.....

Ashira (AC27, HP 108/112) Woodland Stride 
Tuesday October 24th, 2006 11:28:56 PM

The ranger sighs. "We really don't have any great choices. If we go into the jungle they will track us down. If we return to the Sword, they'll burn it down. We can't attack the main village right now. So I guess the pyramid is the best option we've got right now. Let's do it."

Nezamil Ac 20 Hp 81/81 Endure elements,Magic vestments +2 ac 
Wednesday October 25th, 2006 1:20:44 AM

Nezamil joins Mykael investiagtion of the circles " lets try it with a little magic " as he picks up a pebble " Domi's light " and the stone flares to light " here you throw it " grins Nezamil as he hands it to Mykael " might need me to cure you " laughs the 10'1" dwarf " if anything goes wrong "

" yeah "agrees Nezamil with Ashira" we should investitage this thing while were here "

Spell list
Zero- Create water,Detect poison,Mending,read magic,resistance,light*
1st-Endure elemnts x4****,Sof,remove fear(enlarge)
2nd-Aid x2*,darkness,RE x2,(bull str)
3rd-Dispel magic x2,Windwall,Deeper Darkness(magic vestment*)
4th-Fom x3,Dismissal,(spell immunity)
5th-True seeing*,CLW-mass,Wall of stone(Sr)

Spells cast *

Endure elements 24 hour duration
Aid 1 min a level (10 mins)
Mv 1 hour level (10 hours)

Boots of speed (2/10) used


Mykael 
Wednesday October 25th, 2006 1:29:09 AM

Mykael observes his 1st stone toss into the circles " hmm nothing "

" ha very funny Nez " as he accepts the lighted stone

With a mischievous grin " well he goes nothing" and Mykael tosses the magical stone into the circle and cringes slightly as they await it's result

(post by Chris)



Val AC 19, HP 127/ 127 (Endure Elements) 
Wednesday October 25th, 2006 2:06:37 AM

"We don't have much to loose. Besides whatever affects us in there would affect them as well. If we can't see inside then they can't either. If we can fortify a position inside it would greatly improve our chances of survival."

ooc: Val spent the last two posts looking to see if any of her arrows were salvageable. Can I please get something to cover this action? Even if it was as simple as all 20 were damaged upon impact.

Arrows used: 20?

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

Dm Jim: I kept meaning too, but I kept forgeting to add it to the post. All misses are destroyed and you recover half of all non magical hits, it this case.

Ari 25/72 HP's 
Wednesday October 25th, 2006 7:34:04 AM

Looking around at his friends and looking around the Ari, Ari figures that they are up to their eyeballs again. He might have to stay silent for a little while until he gets a handle on what's going on.

"I know only what I've told you so I'm not sure what if anything that I should say."

Ari starts to stretch and try to relax but it turns into a grimace as he can feel some of his previously scorched skin refuse to give.

Spells
-------
0-level (5)
Resistance, Detect Poison, Daze, Detect Magic, Read Magic

1-level (5) wiz
Shield (spell mastery), Magic Missile, Burning Hands, Mage Armor, Spider Climb (spell mastery)

1-level (1) Ranger

Summon Nature's Ally I

2-level (4)

(2) Alter Self (spell mastery), (2) Resist Energy (acid, cold, electricity, fire, or sonic),

3-level (3)

(3)Protection from Energy


Appolo Ac 23 Hp 68  d20+10=18 d20+9=28
Wednesday October 25th, 2006 11:22:32 AM

Appolo gets up and moves to the entrance to the pyramid and studies it and the surrounding area carefully,Searching for traps or anything of interest.

Spot 18 Search 28

Bart 
Wednesday October 25th, 2006 11:57:56 AM

Bart is still waiting about the outcome of the investigation. In the meantime he looks around in the jungle if he sees anything

Rigging 
Wednesday October 25th, 2006 12:53:38 PM

Rigging organizes the Wildcards calling them down to the entrance of the pyramid. "Mykael, I want you to keep Ghem on the outside in a tree or somewhere out of the way, where she can watch for snakemen.

Appolo? Have you found anything? I was wondering if we will even need mundane torches since we are glowing so brightly anyway.

OK the marching order is Appolo and Ashira. Keep an eye out for traps, then Nezamil paired with Mykael, Val and John, Ari and Cosmo and finally Bart and Me" Lets keep our eyes open and be alert." Rigging motions for Ashira and Appolo to lead off.

Dm Jim: Investigations 
Wednesday October 25th, 2006 1:39:25 PM

Mykael and Nezamil try an experiment on top of the pyramid. Nezamil cast a light spell on a rock and then Mykael tosses it into the large circle on top of the pyramid.

Nothing happens initially and then after about 10 or so seconds the spell ends. Very anticlimatic.

Ashira suggest investigating the interior of the pyramid. Rigging set up a marching order as the Wildcards form up by one of the archways.

Rigging suggest that Ghem watch from the tree line of the jungle to see if any nasties appear.

Appolo checks the archway and it is constructed of the same rough stone as the rest of the pyramid. The opening is about 8 feet wide and the corridor is 10 feet by 8 feet high. The natural light of the day illuminate for about 25 feet and then shadows for the 15 or so feet before darkness. Like when the group investigated previously the archways and tunnels, there is a light farther down the tunnel.

Nezamil can tell its going to be a real tight fit. No one will be able to see or get past him once he is in the tunnel. Will he be able to move full speed?

Appolo can find no traps on or around the archways.

There are still the shafts cut into the sides of the pyramid that seem to all point to the interior of the pyramid. The shaft opening are approximatley six inches square.

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