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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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