# Adventure Notes-509

Text Account:
Seginoviax is leader.
6 1st 3 3rd level and 1 5th. Are sent with him. Heavy lance
Stallen and Victorex are back in Waterdeep after leaving The mind flayer.
Stallen recommends they stop at the Jade Jug for a meal and look for Danilo.
They enjoy their meal until after dark.
They walk until they find a private place (a dark allley) they find in about 20 min.
Vict D. Folds back to the inn. They arrive safely at 6:30.
Gal. Wants to go to the Mage Guild to Wdeep and ask about the M. Flayer.
She wants to go alone. She talks to her contact at the guild (Kalitaria) and she tells her that Baskidor was banished from the Guild and the City in a single night after being caught out doing experiments in the City of the Dead inside one of the crypts of the Nobility.
They party their brains out all day until Ax. Gets back.
They go through their magic items to see if any might help them.
During his travels with the men from the Goldenfields, Ax tells of his amours adventres to gain their admiration.
He gets back after 5 days of travel through the snow. 
Stallen play Tika and attempts to cary on a conversation about the lich. 
The 5th level one is named Hooka Bong "I'm Smokin!".
They get a description of Baskiador and one of the townspeople recognize the description. They send fo the mayor to see if he remembers him (which he does).
Tekia was the name Baskiador used. 
Ater 2 more days of research in the guild at waterdeep they feel they have reached the bottom of the barrel of information.
Stallen says the answers are on the 9th level. Pi says she doesn't know but doesn't think they have much choice. Timber tihinks they don't have much choice but to do hit and run attacks.
Ax says they should clear out the 8th level and investigate something that leads below.
Krom thinks they should go down and kill! Its not like they will sneak up on him.



Lkg


Text Account:
Gal. Is leader
They are at the inn working on scrolls and stuff.
Pi. Is with her followers making sure they are standing watch and on guard.
The following places have people in them: The school, The Inn.
Gal is helping Kilana with her followers.
Kartina is staying at the Inn but spending most of her time in the school with her followers.
Ember is spending time with Krom sharpening weapons and doing macba.
Dromar hanging and casting soul prophet. 
Kilak is helping with guarding.
Victorex is speinding time with followers getting them settled in the school. Next day doing scrolls Prot. From Undead (3rd-takes 4 days) the Prot. From evil.
Timber is doing patrols and drinking at night. He talks to animals to find out if they saw anything strange.
Stallen going to meetings and with his followers and the town guard.\
Krom is sharping his weapons.
Kilana working with followers and takes a day to make holy water in platnium basin. 
By the 3rd day
Holy Water for 1 gallon everyone has some. 32 Vials.
Vict. Is 2 days into scroll.
Baskiador comes out on the 4th day (28th).
40 militia men
300 folllowers
30 Townspeople
12 Party
10 Goldenfields
More at night
35+29+30+40+16+10+40=200 participating in watches.
50 people for 6 hour watches.
5 militia men protecting the fort (20).
5 for town, 5 gurading inn, 15 patroling the area on horseback, 20 gurading school.
The party also stands guard at the inn.
They work out a signal system.
The attack by B occurs at 1:00 PM. The 28th.
C, D, E 
Timber Krom and Seg are watch at Inn.
Timbers cockroach warns him at 12:00 when B. is flying over the town. He is invisible.
T Pi, Tim looks for Gal. And she casts Str on Pi. Kat. readies for battle. Tells Hooka to get the troop ready. He has a horn and a call that they use in Goldenfields.
Vict.  Readies for battle.  Stal. Readies for battle. Kilana readies for battle.
T Pi goes outside, Go outside, Kat goes outside, 
T Dromar casts Stone Skin, then adv. Illusion of camaflagure of a hills, Phant. Steed and heading toward the town.
Gal sends "magical message"
Vict casts "Omen". Image of locust go to the town.
T Dromar rides around the center of town and targest an area near the trought. Th rest of the party are heading for the town on foot.
Gal. Stays at Inn going upstairs toget a better view.
Pi., Kat, Seg, and troop Goes to ward the School.
Krom and dogs, Stallen, Kilana, Vict.,Timber, Ember, Kilak, heads for town
Seg. Leaves a 3rd level at the Inn & 2 1`st. at inn, rest 
T Party helps followers in School and arrive at town. The cockroach tells of "going to ground" for B.
T B is vampirzing guard. Those in town the spread out to search. Stallen flyes with shoes to the high spot in town. 
Krom, Timber, Kilak goes left.
Kilana, Vcit., Emb.  goes right
T Baskiadore does his kill and uses his ring of invisible and flys off.  He sets the buildings on fire.  The party is searching the town.
T Pi. Guarding and looking at the school with the rest.
Kilana, Vict, emb, Timber, Kilak and Krom is 360' away, head for the fire.
T B. moves off to the Inn and sucks the life from the gurad at the inn. Then sets it on fire.
Pi and Kat and. Seg head for the Inn. From the school.
Dromar, Kilak and guards stay at town. The rest head for the Inn.
Stallen is flying toward the Inn. The rest go through a D. Door they arrive at the end of this turn.
Gal, Seg are back at the inn and Seg and followers head for the School. 
Gal from inside casts 6 A. N. Fires. 3 this turn.
T Timber c. water, 3 A. N. Fire.
They meet in the inn with the shutters open staiding in front of the fireplace and discuss what to do.
All agree that they need to go and get the lich.
Mordicity and Arnortha agree to go down with them.
They don't want to take others down except the party.
Its about 5:00 and the sun is going down. They are going down tomorrow morning. 
That night Krom hangs with Vict to get blessings.
Timber take all his possessions from the tree house, put it in the bag of holding then takes it all to the river island and burries it.
Gal. Goes to her house get her spellbooks and magic items. She takes them to the Mage Guild locker leaving main and 2 traveling spells books. 
Kat. Leaves her magic cabinet in the chamber under the stage at the amphitheater.
Dromar hangs. 
Seg. Goes to the school and tries to get laid. He succeeds.
Vict. Pack up their treasure and mi they don't take then D. Fold to W. Deep and go to temples.
The next morning they prepare to go down.
Pi moves her treasure and magic stuff and put it in the 4th level.

Weather:
Alturiak 24 (Wed)  AVG: -2  Low: -7  High: 4    wind: SW 0 mph
Alturiak 25 (Thu)  AVG: 16  Low: 14  High: 19  wind:  S 0 mph
Alturiak 26 (Fri)  AVG: 7   Low: 1   High: 13     wind: SW13 mph
Alturiak 27 (Sat)  AVG: -2  Low: -5  High: 2      wind: SW 7 mph
Alturiak 28 (Sun)  AVG: -10 Low: -16 High: -3  wind: SW10 mph


Text Account:
There is going to be an attack from the 9th level up starting at 9:00
Alturiak 25 (Thu)  AVG: 16  Low: 14  High: 19  wind:  S 0 mph
All but 5 dwarves are resident in guard in the dungeon.
They plan on going down this day.
7:00 am breakfast they eat a big meal.
They tell their followers to wear their armor at all times and to be diligent in their guard.
At 8:00 they are ready to go.
Gal casts her flying message to call for Arnortha and Bilibong.
Arnortha arrives in 15 min, Bilibong arrives after 60 min.
The battle for the 8th level begins now. The doors are disintegrated by the lich.
It takes them 30 min per level to travel up to the 5th "Dwarf" level for 90 min before an attack occurs.

They continue to prepare to go down.
St. sings a rousing song with the effect of +1. While he's doing this They cast spells 
Gal. St on Pi, Armor on herself, St. casts invisibility
At 9:10 in the morning (just as the muster of the troops going up to the 8th level) Vict D. folds to the room with the lions. They arrive there. The muster is occuring outside the doorway. 1/2 of the troops have entered 8th, the rest are in the corr and in rm 22.
They open the s. door and see steel skeletons crowded into the corredor. There are a total of 20 on either side of them.
Round 1 - Vict and Arnortha, Kilana turn undead. Bilibong does stone wood on his shield. 
Vict destroys -  2
Kilana - 1
Arnor - 2
Round 2 - Gal. Haste, (krom, seg, stallen, pi, gal,Kilana arnothra vict.) bless
Round 3 - Vict. And Kilana Turn, 
Vict - 2, Kilana 2
Round 4 - Vict-turn 
Vict affects kills last Steel Skeleton and turns 2 red skulls
Round 5 - Vict-turn
2 of The zombie lords have gathered in room 18
Round 6 - Vict turn, Arnortha does n. poison on Krom. 
Zombies ready their troops.
The zombies attack and kill the dwarves on the 5th level. The 3rd zombie lord seeing the temple instruct the zombies to destroy all they see.
The zl send a phantom from the S. They are gathering more creatures, mostly the metalic skeletons. They will continue to lure and send party against.
Round 7 - Cure disease on krom is successful
Round 8 - Arnortha,Cure Serious - Gal. Disp. Magic - Pisheo prepare a vial
The zombie lords have gathered in room 18: They will attack next round through point 16 and room 27. All steel and above have amulet of +5 levels to turn. He has placed a Skull trap at point 16. It has a M. Mouth on it to taunt them.
Round 9 - Kilana lay on hands for krom, Det. Traps
The ones in the N. will attack and those in the s. will wait just outside 18.
Round 10 - No Spells
The zombie lord in the N attacks. Numbers to the right are for his forces. The Z lord is in the rear.
Round 11 - Arnortha turn 8, Kilana turns 11, Vict. Turns 9, turning, Gal-N. of Blur.
Round 12 - Vict. And Kilana turn, Katrina E. B. Tenticles.
The zombie lord will turn them back again and hold them until they are dead. No more turning till he is dead. Seg is OK next round.
Evards 12 HP per tentical - 16 of them
Round 13 - No Spells.
They close the door
Round 14 - Arnor, Prot f. Evil 10' 
They see the skull, they attack the skull.
Krom, Dromar, Pi are dead taking over 100HP damage.
Round 15 - Kilana and Arnor are turning, rod of res on Pi. She lives!
Round 16 - Alrn and Kilana turning,  Rod of res on Krom. He Lives!
Round 17 - Vict-Lay on hands on Dromar, Gal-Web, 
Round 18 - Kilana-Head Metal, Vict-castigate
Round 19 - Vict. -Blinding Beam, Arn-Chant, 
Round 20 - Dromar-Plane Source, Gal-E.B. Tentacles 12 HP (17), Vict. Turning (6), Kilana-Endurance

2 Zombie Lords 1 black
A Saves -4 

20 Copper Skel 10 spikey    
A 16x          B 29x          C 34x            D 25 Fx         D 42            E 44
-7-4 Kat     -24 Emb       -6-7 Kat        -6-6-4          -6-3-4 Kat   -11-18-27 Emb      
-42 Emb     -11 Kilak      -10-11 Emb   -16-5 Kilak    -5-7-6-8 Kilak

W group
A 16x           B 29x               C 34x           D 25             D 42               E 44x
-17seg          -17-14 Seg      -38 Krom    -14 Seg     -13-11-11 Seg  -30-31 Krom

F17x         G 38         H 16x        I 24
-41 Krom  -11 Pi       -35 Krom     -2 Pi

8 Bronz 4 neanderthals 
A 44                       B 19 F
-17-13 -16 Ember    -6-3

12 Steel 6 dogs
A           B                  C          D          E            F     G     
             -6-3                                     -6-3 
                   
H     I     J      K        LF
                             -6-3

12 Steel 6 dogs
A 56                  B 57              C 24x                    D33          E28        F 35    G
-17-14-13 Seg   -14-13-21 Seg     -23-27-27 Ember   - Kil
                   
H     I     J      K        LF
3 Mythral 2 tigers
A      B 52
        -17-14-13  Seg
         -4 Vict
2 Krosnium 1 Lt Blue
A 

1 Gold 1 Tan
A 75
- 3 Gal

0
A 7x                  B6x                 C 7x                 D4 x                 E 8x         F6x
-17 Krom            -3-5 Seg         -15 Krom         -5 krom             -4-4 Seg  -7 Krom
G 5x               H 7x               I4x            J8             K 5x
-14 Krom        -12 Krom       -7 Seg       Turn                 -6 Seg  
destroyed 5 from turning.

6 Red Skull zombies and a JuJu zombie are on either side of them.
JuJu 27x
-11 Krom  -10 Pi -10

Red Skull
16          14x                      12turn               18x               19           12turnx
-12 Pi     -10-25 Krom        -8 Pi             -9-23 Seg            -9-7 Pi     -13 Seg     turn 

Red Skull
The metal skeletons have been instructed to spread themselves out into the rat holes if any are "alive" after the battle.
The remaining zombies have been instructed to collect themselves in a small room on the 2nd level.


Text Account:
Dromar is leader.
They are in the middle of a battle with metalic undead skeletons.
Active spells:
gal-E.B Teintcles, arnortha-chant,  arnortha p.f. evil 10', Kilana-g. fortune,  stallen continues to sing. The prot f evil gives -2 to his and +2 to STs for over and hour.
Round 21 - Timber-Storm armor, Dromrar-D. Door, Gal.-Stren on Timber, Pi holy water arrow.
Round 22 - Gal. M.Missle, Dro.-Stren., vict.-resitation, 
Round 23 - Timb-haste, Dromar-f. ball, vict.-unfear, kilana-chant
Round 24 - Gal-M. Missle,Vict-lay hand-scroll,
Round 25 - Gal-M.Missle 2,Arn-cure s.,
Round 26 - Gal-M.Missle2, Kat-Hide.Laugh

2 Zombie Lords 1 black
A Saves -4-13 seg
20 Copper Skel 10 spikey    
A 16x          B 29x          C 34x            D 25 Fx         D 42x            E 44x
-7-4 Kat     -24 Emb       -6-7 Kat        -6-6-4          -6-3-4 Kat     -11-18-27 Emb      
-42 Emb     -11 Kilak      -10-11 Emb   -16-5 Kilak    -5-7-6-8 Kilak

W group
A 16x           B 29x               C 34x           D 25x            D 42hx               E 44x
-17seg          -17-14 Seg      -38 Krom    -14-14 Seg     -13-11-11 Seg  -30-31 Krom
F17x         G 38         H 16x          I 24x
-41 Krom  -11-8- Pi   -35 Krom     -2-11-6 Pi

Krosnium A 82
                -11-8 Seg
                -8-10 Seg
                -32 Dro
8 Bronz 4 neanderthals 
A 44x.                               B 19 Fx
-17-13 -16-32 Ember        -6-3 Gal
                                      -21 Emb
Gold 70
       -10 Segarrow

Mythral Skeleton 63HPx
-10 Pi -35-22 Krom


Krosnium 88
- Droma4

12 Steel 6 dogs 
A 53xs               B 42                  C 38                    D46                E34
-25-31-6 Krom    -6-3-8-9-9 Gal   -12-8 -7-7-9- Gal   -8 -8-10 Gal   -6-3-8-8 Gal

Steel 
F 68
-8-8-7-22 Kilak                                               

H 18x                    I29x              J 16         K        L
-10-21 Emb          -7-7 Pi            -8 pi         -5 pi      -6-3
                           -45 Emb        -12 Kilak
12 Steel 6 dogs
A 56                  B 57                   C 24x                         D33x                 E28
-17-14-13 Seg   -14-13-21-8 Seg     -23-27-27 Ember    -17-8-4-12 Kil  -9-9 Kat
                                                                                                     -6 Gal
Mythril 
H 33             I 36          J 27x                 K 72x                   L 35
-16-37 emb   -8-9 Pi      -30 Krom          -22-43-34 Emb      -6 Pi
                                                                                      - Kilak

In the North
Spikey(Copper) A 38x
          -19 Pi
          -17 Kilak
Neanderthal A 37
                  

Dog 48
-16 Gal

Tiger 

Helm

Lord

Mythril

Gold

To the West
Spikey Copper 4
B 42x                  C 38x                    D46x            E34x                     F 42x
-6-3-8-9-9-8 Gal   -12-8 -7-7-9-9 Gal -7-8-8-10 Gal -6-3-8-8-6  Gal -14-14-11 Krom
                                                                                                   -8 Gal
G 27x                         H 43                  I 32
-19-22 Tim                    -21 Krom        -7 Pi
Bowman  Bronz 4

Dog Steel 45
-12 Gal

Mythril 1

Gold 1

Lord 1


Text Account:
The battle continues! Starting at the next round (27)
Round 27 - Katrina is singing for ST, Gal.-haste (Emb, Kilak, Kilana)
Round 28 - No Spells
Round 29 - Arnortha-Invis to undead, Gal-M.Missle 2,,
Round 30 - Dromar-M.Image(4), Arnortha-Healing Prof,
Round 31 - Katrina-M.Missle, 
See bottom for continuation.
To the West
Spikey Steel
G 27x                         H 43x                 I 32x
-19-22 Tim                 -21-13 Krom        -7 Pi
                                 -13 Tim             -31 Krom
Steel
G 27x                         H 43x                  I 32x
-19-22 Tim                  -21-35 Krom      -7 Pi
                                                          -10-14 Timb

Dog Steel 45x
-12 Gal
-25 Krom

Lord - Dk Blue w/yellow 48x
                                  -27-48 Dromar
                                  -23-18 Seg.
Mythril - Red/Silver

Gold 56x
-39-31 Dromar


Krosnium A 82x
                -11-8 Seg
                -8-10 Seg
                -32-39 Dro- Dromar

Bronz 4 neanderthals 

Gold 70
       -10 Segarrow
       -5 Pi

Mythral Skeleton 63HPx
-10 Pi -35-22 Krom

Krosnium 88
12 Steel Spikey  
A 53xs               B 42 REd             C 38 Blue            D46 Blak         E34 Bowman
-25-31-6 Krom    -6-3-8-9-9 Gal   -12-8 -7-7-9- Gal   -8 -8-10 Gal   -6-3-8-8 Gal
                                                                                                 -7 Pi
Steel 
F 68
-8-8-7-22-12 Kilak                                               

H 18x                    I29x              J 16         K 38         L
-10-21 Emb          -7-7 Pi            -8 pi         -5 pi        -6-3 Gal
                           -45 Emb        -12-48 Kilak    -9-43 Emb
12 Steel 6 dogs
A 56                  B 57                   C 24x                         D33x             E28
-17-14-13 Seg   -14-13-21-8 Seg     -23-27-27 Ember    -17-8-4-12 Kil  -9-9 Kat
-16 Ember                                                                                             -6 Gal
Mythril 

H 33x             I 36x          J 27x                 K 72x                   L 35
-16-37 emb   -8-9 Pi        -30 Krom          -22-43-34 Emb      -6 Pi
                   -13-15 Emb                                                      -11 Kilak

In the North
Bronze Neanderthal  A 37

Steel Dog  A 48               B 32          C 41
               -14-13 Gal       -7-14 Seg   -13 Seg.
               -14 Seg          -16 Gal          -8 Gal

Zombie Lord black/yel 
-14 Seg.

The battle end after 31 rounds and they take some time to recover and play with stuff. 
32-33 Healing, Searching, 
Round 34-45 gathering and moving
Round 35 Room 10- 2 Haunts 
Round 1 - No Spells
Round 2 - No Spells
Round 3 - Kat.-M.Missle
Round 4 - No Spells
Round 5 - No Spells
Round 6 - No spells
Round 7 - No Spells
Round 8 - No Spells
Round 9 - No Spells

A 25                                          B 31
-1111111111111111 Krom           -1111111111 Timber
-11 Seg                                    -111111111111111 Drom
-111 Kat                                    -111111 Kat
-1111 Pi
T They are searching room 10.
Kat looks at the runes on the doors and sees the wax with Rolmphs seal.
Kilana does a Det. Traps
T Gal dispells magic on the Fire Trap but fails
T Kat. Does Leg.Lore
Seg opens middle door and 57 hp is taken.
He is healed and they head through the door in the E.
T They go throught the door in the W. see the trap and back off. The go through the door to the south, then move to the door of 42.
T In 42 they are searching the trap and stuff. 
T Pisheo picks the lock on the trunk w/treasure in 42.
TT They put the trunk in the Bag o Holding


Text Account:
Leader is Dromar, mapper is Pisheo.
They are in the Gate Room. The zombie lords are coming behind the Knights.
The knights are coming through first!

The 
Steel Skeletons
A 35x                      B 23x
-25-54 Krom             -24 Timber
                               -34 Dromar

Round 1 - Pisheo-Invis, Gal.-Neck.o-Blue, Vict. - Spectral Blade, Timb.-Sword of Brilliance, Stallen-Ring of Phantom Form - PW Kill on Dromar
Round 2 - Arn, Vict, Kilana- Turning, Gal. S.Maj.Missle
Round 3 - Vict-N.Plane Prot, Stallen - Spirit Call, Kilana-R. Fear
Spirit Call is cast on Dromar. HP 14 - PW on Timber, Ember 60HP each.
Round 4 - Gal-D. Shadow Mon., Stallen-Sparkbeam, Timber-LayHands
Round 5 - Tim-Heal, Vict.-Ener. Strike, Arn-D. Evil, Gal- D.ShadowMon, Kilana-F Hand Cure
2 Foo dog shadow mons.
Round 6 - Kilana-Far Hand, Gal-M.Missle, 
The shedu and Runic arrive and scare the undead back through the gate.
Healing 6 rounds They talk as they heal.
Stallen makes a rune in front of the gate (illness). 
Vict. Does a Det. Traps
They want to go to the coredor and then to Room 49
While in 49 they Kat. W. Lock on the door and Tim. Does W. Watch, Gal gives Krom the rod of alertness, Vict. Casts Heal on Kilak, 
Vict. Does a nap spell.
Time Stop

4 Monster Horse Skeletons
Int - Non, Align. - N., AC 6 (0 with barding) - Move: 12, HD 6, THAC0 15, NoAtt 3, Dam. 1d6, 1d6, 1d4 (Iron Spike Shod)
- A 53 x             B 47x                  C 42                   D 57
-34 Dromar        -11-41  Pi               -9 Krom              -9 Tim
-11-14-7 Timber

4 Death Knights
Int Genius, All. CE, AC 0, Move 12, HD 9d10, THAC0 8, Att. 2, Dam 2d6+8 or 1d12+8, 75% MR, No turning, Rally Undead, Morale 17
generates fear in a 5-foot radius, and it can cast detect magic , detect invisibility, and wall of ice at will. Twice per day, it can cast
dispel magic. Once per day, it can use either power word, blind, power word, kill, or power word, stun. It can also cast symbol of 
fear or symbol of pain once per day, as well as a 20-dice fireball once per day. All of its magical spells function at the 20th level of
ability. A death knight cannot be turned, but it can be dispelled by holy word spell. It has the power over undead of a 6th-level evil priest.
Its magic resistance is 75%, and if an 11 or lower is rolled on the percentile roll, the spell is reflected back at the caster (the magic
resistance is rerolled each time a spell is cast at a death knight).
A 72 Bastard sword +3  (2d6+8)x       B 69 Two-handed sword +4
- Gal.                                              -16-13-11-12 Kilak, Tim
-8-13 Timber
-38-15-23 Pi

-41 
A 72 Bastard sword +3  (2d6+8)x      B 69 Two-handed sword +4   
-22-61-35 Emb                                -11-33 Pi    - Dro

Revenites
Int-High, All. LE, AC 2, Move 15 (Fly30), HD 7+3, THAC0 13, Att. 1, Dam 1d8 (-1 level), +1 Weapon,
Revenite causes 1d8 damage, and also temporarily drains one life-energy level from the victim.  The level drain lasts until the victim
undergoes complete bed rest for a full 24 hours.   If a victim is drained 2 levels, 48 hours of bed rest are required, 3 levels, 72 hours, etc.

A 51 x                           B 27x                  C 35x                D 47x
-9-5-20-14 Seg.         -5-7-13 Kat        -10-15-37 Kilak     -37-23 Krom
-11 Kilak                    -38 Krom

WIGHT (x5); AC 5; MV 12"; HD 4D8+3; HP; #AT 1; DMG 1-4; SA
1 LVL ENERGY DRAIN; SD SEE BELOW; INT AVERAGE; AL LE; SIZE M; THAC0:15
SILVER OR MAGIC WEAPONS TO HIT; IMMUNE TO SLEEP, CHARM, COLD, POISON, OR PARALYSIS  Scared back through the gate.
 22,                      18,                    21,                   14
-9-12 Krom


Asdf


Text Account:
Timber is the leader, Pisheo is mapper
They are in the room a safe room 49  and the undead have retreated for the time being. They are doing a nap spell to regain spells.
1d10 for encounter roll per turn. Damn! No encounters during the nap.
In the nap: Gal, Kilana, Timber, Vict, Dro, Bilibong, Arnortha, Katrina, Stallen
Guarding: Ember, Pi, Krom, Ax, Shareadar
Krom and others talk to Shareadar - He gets little info, they get some.
The shedu does clarvoyance and says:
I see what we seek in two places-through many doors to a lair of lairs and through the gate to the ruins beyond.
T Vict is memorizing the gate room for teleport/ddoor purposes.
T They re-memorize spells.
Encounter - A wight goes through the gate, then goes back through the next round. He is looking under instructions from the zombie lords to see if they are still in the room or have moved on. They have moved on as the party is in 49. He reports back
They cast spells Gal-Stren, armor/Timber-s. armor,Prot, F. Fire/Kilana-G. Fortune,cure light/Drom-Strength,M. Image (7)
They are out
Vitc. Does Det. Traps 
T They go to the door to the gate room and are examining the Symbol of hopelessness just N. or them. It will go off at 10' (not 60').
Katrina starts singing (for +1), Timber, Pi, Gal. Move forward. They save against the spell
T They map and det. Traps
T Up to the door at 14 finding traps
T Back to 46, trying to find opening to s. door.The open it. It is a section of wall the pushes strait back, then rolls to the left on a track. 
T Some go in and look around.they map the room. Kilana and Vict memorize 45 so they can teleport. Gal, Pi, Tim check out the door 
T They investigate door to 25.
T They move in map and investigate.
T To the door in the S. through to passage.
T Into Room 1
Zombie Bears
Round 1 - Turning Kilana, Vict.- 10 are destroyed.
T They take to bodies out of the room, stack them, oil them up for burning
T Det. Traps is off-search zombie closet-
T Open door to 21 Kilana does D. Traps.
T Through and into 8.
TT Searching gal, pi, timb, ax, vict. Mapping
Opening the doors in room 8

17 Zombie Tigers
ZOMBIE MONSTER (x8); AC 6; MV 9"; HD 6D8; 
HP 24            25                 28,           15         20,          26 27,       22;

HP 24            25                 28,           15         20,          26 27,       22;

HP 24            25                

Time Stop after they see the Zombie Tigers

#AT 1; DMG 4-16; SD SEE BELOW; INT NON; AL N; SIZE L; THAC0:13
IMMUNE TO CHARMS, COLD, DEATH MAGIC, HOLDS, SLEEPING, TURNED AS IF WERE GHASTS

8 Zombie Bears are in the zombie closet toward room 21
ZOMBIE MONSTER (x8); AC 6; MV 9"; HD 6D8; 
HP 24            25                 28,           15         20,          26 27,       22;
-9 Ax            -17 Krom        -7 Timb

#AT 1; DMG 4-16; SD SEE BELOW; INT NON; AL N; SIZE L; THAC0:13
IMMUNE TO CHARMS, COLD, DEATH MAGIC, HOLDS, SLEEPING, TURNED AS IF WERE GHASTS

WIGHT (x4); AC 5; MV 12"; HD 4D8+3; #AT 1; DMG 1-4; SA 1
HP 25 
LVL ENERGY DRAIN; SD SEE BELOW; INT AVERAGE; AL LE; SIZE M; THAC0:15
SILVER OR MAGIC WEAPONS TO HIT; IMMUNE TO SLEEP, CHARM, COLD, POISON, OR PARALYSIS

Greater Shedu - Shareadar: HD 14+14,  HP 105, AC 2, THAC0 5, Att. 2 

 INTELLIGENCE: Genius (17-18) 
 ALIGNMENT:  Lawful good 
 ARMOR CLASS:  2 
 MOVEMENT: 15, Fl 30 (B) 
 HIT DICE: 14+14 
 THAC0:  5 
 NO. OF ATTACKS:  2 Front hoofs 
 DAMAGE/ATTACK: 3d6/3d6 
 SPECIAL ATTACKS: Special( Psionics) 
 SPECIAL DEFENSES: Invisibility 
 MAGIC RESISTANCE: 50% 
 SIZE:  L (as a draft horse, 
 MORALE:  Fearless (19-20) 
Greater shedu radiate protection from evil, 10' radius. Languages: Greater shedu speak shedu, lamia, lammasu, common, and root languages (i.e. most human tongues). However, they can always rely upon telepathy, which they have mastered so well that they can even make rudimentary contact can be made even with plants. 
Shedu are native to hot, arid climates. They have powerful, stocky equine bodies with short, powerful feathered wings. Their heads are large and humanoid, and rather dwarven in appearance. They always have beard sand mustache.s Shedu hair is very bristly, and curls into tight waves or bands. All shedu wear a simple headband made of braided cloth or rope, with a single button for adornment. The button is centered on the forehead, and its material represents the bearer's status. From the lowest rank to the highest, a button may be made of silver, gold, platinum, sapphire, ruby, or diamond. Lesser shedu almost never have a button above the platinum level, greater shedu almost never wear one below sapphire status. Shedu wander the Prime material, astral, and ethereal planes. They further the cause of law and goodness, help allied creatures in need, and combat evil. Greater shedu typically lead herds of six or more lesser shedu. Combat: All shedu
attack with powerful front hooves. However, both forms of shedu prefer to use their psionic powers whenever possible. 
Psionics Summary Level Dis/Sci/Dev 
Attack/Defense Score PSPs 14 5/12/15 All/All = Int 200 
Common powers (* denotes powers they always have, † denotes innate abilities that are like the psionic powers, but require no point
expenditures): 
Defense - mind bar*† 
Clairvoyance 
Sciences: aura sight, 
clairaudience, 
clairvoyance, 
object reading, 
precognition 
Devotions: danger sense, 
sensitivity to psychic impressions 
Psychometabolism 
Sciences: energy containment, 
metamorphosis 
Devotions: body control, 
ectoplasmic form*† 
Psychokinesis - 
Sciences: telekinesis 
Devotions: molecular agitation, 
molecular manipulation 
Telepathy - Sciences: 
domination, 
mass domination,
mindlink*+ 
Devotions: contact*, 
invisibility*†, 
post-hypnotic suggestion 
Psychoportation - 
Sciences: probability travel*†, 
teleport*† 
Devotions:
dimensional door, 
dimension walk*† 




asdf


Text Account:
Opening the doors in room 8

17 Zombie Tigers
ZOMBIE MONSTER (x8); AC 6; MV 9"; HD 6D8; 
HP 24b/yx            25x                 28x           15x         20x               26x
-9 Kat                -20 Dromar    -7-17 Ax      -29 Ax     -15 Ax           -29 Dro
- 27 Krom          -7 Kat.            -26 Krom                  -28-26 Krom
-41 Dro

HP 24x                25x                 28x                  15x                20x            26
-8 Ax                -10 Ax               -13-10 Ax         -10 Ax            -11 Ax      -13-8 Ax
-1-15 Kat          -8-8 Krom          -25 Krom         -28 Krom         -37 Krom  -46 Krom
-8 Gal               -9 Gal

#AT 1; DMG 4-16; SD SEE BELOW; INT NON; AL N; SIZE L; THAC0:13 
IMMUNE TO CHARMS, COLD, DEATH MAGIC, HOLDS, SLEEPING, TURNED AS IF WERE GHASTS
Time Stop in room 8 where they are not surprised by the Zombie Tigers.

Round 1 - Kilana, Arnrtha-Turn they turn 12
Round 2 - Gal-Neck. Of Blur, Katrina-M.Missle
Round 3 - No Spells
Round 4 - No Spells
Round 5 - Kat.-M.Missle
Round 6 - No Spells
Round 7 - No Spels
Round 8 - Kilana-Healing
Round 9 - Kilana-lay on hand
They go back into 8 and try the S door in the W. Wall
T Into room 15 Spectres

Round 1 - Kilana,Arnortha -Turning,
They are turned
SPECTRE (x6); AC 2; MV 15"/30"; HD 7D8+3; 
HP 33,lt.Blu         36,red            41Blk            28                 28,                  38; 
-7 Ax                 -18 Krom            -31 Dro,     -5-15 Kilak     -2 Kat              - Arnor

#AT 1; DMG 1-8; SA DRAIN 2 LIFE LVLS; SD SEE BELOW; INT HIGHLY; AL LE; SIZE M; THAC0:13 IMMUNE TO SLEEP, CHARM, HOLD, OR COLD SPELLS; NOT AFFECTED BY POISON OR PARALYZATION, +1 OR BETTER WEAPON TO HIT

T They leave and go to 8 and then on to 7

Round 1 - Katrina, Arnortha-Turning, Gal.-Faithgul Phantom, Katrina-Singing
Seg, Kat
Ghost 38
-22-17 Dro
-14 Krom
They were feared for a turn, but a Rem. Fear is cast
Go toward room 7 and into 7.
RRR Through an to the E. toward 29
RRR Back to s. door in e. toward 14
RR Into 14 Det.Mag. Spell up
Kilana casts Det.Mag. Again
Through n door in east of 14 see trap and back off
T Through s door in east and find s door.
T Search for how to open and fail
Kat. Casts a knock and the door to 5 opens.
RRR Through 5 to E door.
RRR Into room 29. Gal uses ring of invisib.  casts Fly to fly over trap in E door in S. wall. She flys back casts Levitate on Kat., Seg, krom, Dro and pulls them into the room.
T They map and search the room.

Ghost
GHOST ; AC 0; MV 9"; HD 10D8; HP 37; #AT 1; DMG SEE BELOW; SA SEE BELOW; SD SEE BELOW; INT HIGHLY; AL LE; SIZE M; THAC0:10
SIGHT CAUSES HUMONOIDS TO AGE 10 YEARS & FLEE UNLESS (SAVE VS MAGIC) (CLERICS ABOVE LVL 6 IMMUNE, LVL 8 & HIGHER CHARACTERS SAVE AT +2); MAGIC JAR WITHIN 6'; TOUCH (AGE  10-40 YEARS)
ONLY HIT BY SILVER OR MAGICAL WEAPONS, ONLY AFFECTED BY SPELLS IF CASTER IS ETHERAL



Asdf


Text Account:
Into room 29. Gal uses ring of invisib.  casts Fly to fly over trap in E door in S. wall. She flys back casts Levitate on Kat., Seg, krom, Dro and pulls them into the room.
T They map and search the room.
T Pi disarms the trap by breaking the paper mache covering the 80' hole.
T Vi. Pounds in a peton and they use a ladder to go across. The party gets across.
T Stallen stands 5' away from the locked stone door. And casts a knock spell.
Down to 14 and opening the N. door. They identify the room and go toward 7
T They get into rm 8. They go through and into the passage W.
T Mapping toward room 10
T Katrina casts a knock spell 
Room 10 The statue is of the lich and has a trapped book inside a compartment in the base of the statue. If the instructions followed, the one swallowing the potion will die instantly. Says "How I did it!" as the title.
T Stallen does, L.Lore on statue 412 years old.  Owner LE (reatic), human created, 
He finds the book and they put it in the B. O Holding
T They look at the trap in the E trapped door. Kat. Does silence 15' on a rock.
T All but Katrina and Stallen and Seg. Are in silence. Kat does Knock.
She takes the damage of 27. She is healed. 
T They are looking for S. door in N. from 10.
Kilanas f. traps goes away and Vict. Casts his.
T Finding the door opening and Pi does it.
Reatic begins fleeing to the gate. He will gather what little he has left here (having moved most of his stuff to the castle beyond the gate).
T Timber casts resist acid, and wears prot. Ring. He is injured, but heals himself.
TT Putting his clotes on again.
Reatic goes through the gate.
T Pisheo searches for way to disarm trap S in coredore. 
Gal does read magic and loses her mind to confusion!
Timber does Heal spell on Gal and she's OK.
T At the door to 15 they investigate the 5' force field 
T Pi looks for a way to open it. Gal. Looks for a way to open it.
T they talk about what to do.
Reatic is gathering his forces at the gate.
Gal goes 10' N. of the door and does Pass wall.
T Pi sees the symbol.
Gal does anothher pass wall going s. into toom 16.
They move into 16. Transplant the spectres from 15 to 32.
16=Sitting room, 6 Tapistrs, overstuffed satin chair, satin covered side table for the chair, stool tripod.
They search the room. 
The mosd skull pole and gong are all one item. 
The skull is on top of the pole and the gong is hung under the skull.
It is a magic item called "Evil Undead Control" It allows an evil person the ability to command undead as a 15th level priest.
Attempts to use it by a good person will result in its disintegration. Use by a neutral will cause all undead in the area to attack. The seams in the skull are worked with gold and the teeth lined with silver. 220 years old.
Seg. Destroys the item. They put the pieces in the Bag O holding.
Time stop

The spell on the Greater seal outside 16 is Polymorph to a giant carp the same size and weight of the players.

Greater Shedu - Shareadar: HD 14+14,  HP 105, AC 2, THAC0 5, Att. 2 
 INTELLIGENCE: Genius (17-18) 
 ALIGNMENT:  Lawful good 
 ARMOR CLASS:  2 
 MOVEMENT: 15, Fl 30 (B) 
 HIT DICE: 14+14 
 THAC0:  5 
 NO. OF ATTACKS:  2 Front hoofs 
 DAMAGE/ATTACK: 3d6/3d6 
 SPECIAL ATTACKS: Special( Psionics) 
 SPECIAL DEFENSES: Invisibility 
 MAGIC RESISTANCE: 50% 
 SIZE:  L (as a draft horse, 
 MORALE:  Fearless (19-20) 
Greater shedu radiate protection from evil, 10' radius. Languages: Greater shedu speak shedu, lamia, lammasu, common, and root languages (i.e. most human tongues). However, they can always rely upon telepathy, which they have mastered so well that they can even make rudimentary contact can be made even with plants. 
Shedu are native to hot, arid climates. They have powerful, stocky equine bodies with short, powerful feathered wings. Their heads are large and humanoid, and rather dwarven in appearance. They always have beard sand mustache.s Shedu hair is very bristly, and curls into tight waves or bands. All shedu wear a simple headband made of braided cloth or rope, with a single button for adornment. The button is centered on the forehead, and its material represents the bearer's status. From the lowest rank to the highest, a button may be made of silver, gold, platinum, sapphire, ruby, or diamond. Lesser shedu almost never have a button above the platinum level, greater shedu almost never wear one below sapphire status. Shedu wander the Prime material, astral, and ethereal planes. They further the cause of law and goodness, help allied creatures in need, and combat evil. Greater shedu typically lead herds of six or more lesser shedu. Combat: All shedu
attack with powerful front hooves. However, both forms of shedu prefer to use their psionic powers whenever possible. 
Psionics Summary Level Dis/Sci/Dev 
Attack/Defense Score PSPs 14 5/12/15 All/All = Int 200 
Common powers (* denotes powers they always have, † denotes innate abilities that are like the psionic powers, but require no point expenditures): 
Defense - mind bar*† 
Clairvoyance 
Sciences: aura sight, clairaudience, clairvoyance, object reading, precognition 
Devotions: danger sense, sensitivity to psychic impressions , Psychometabolism 
Sciences: energy containment, metamorphosis 
Devotions: body control, ectoplasmic form*†, Psychokinesis
Sciences: telekinesis 
Devotions: molecular agitation, molecular manipulation Telepathy - 
Sciences: domination, mass domination,mindlink*+ 
Devotions: contact*, invisibility*†, post-hypnotic suggestion Psychoportation - 
Sciences: probability travel*†, teleport*† 
Devotions: dimensional door, dimension walk*† 


Zxc


Text Account:
They move into 16. Transplant the spectres from 15 to 32.
Seg. Destroys the item. They put the pieces in the Bag O holding.
Time stop

T Searching for S. Doors.
T Vict. Casts find traps.
T They pass point 19.
They return to the N. and pass toward Room 1
T Vict. Casts omen outside the door to room 1.
They stand united!
They go back to the entrance to room 39.
Stallen, Ember, Vict. Are in the area of effect Stallen casts Anti-Magic sheild .They get through OK. The scroll lasts 150 minutes.
T Room 39 Kilana does det. Traps.
T Stallen and Vict. Pull the chest from under the table that has evedance of clean spot in dust. Gal. Shrinks it, and puts it in the bag o holding.
Out to room 24. They open the door, then close it and move off to the W.
T They go through room 16 again, through the GS door and to the corredor. The door is spiked open. Stallen defaces the rune. They open the E. Door and set off the cold trap.
T They head to room 12. They search map and deface run GS.
T They deface the E. door of 12 (LS).
TT The move toward room 3. And they find the way to open it.
T They search Room 3.
They try the E. door (with stallens spells) and N door.
T They move around and end up at 34, the gate room.
In the gate room.
They left an undead knight to guard the gate and he will go through the gate and tell the others of the parties presence.
R Kilana-Turning, Gal- Neck. Blur
The undead knight escapes throught the gate.
T Stallen defaces the door. The rest of the party waits outside the door.
On the other side of the gate, the lich thinks about what to do. He is afrad to confront them himself, and is reluctant to send in his defence. He waits.
TT Defacing the trap runes in the N and W.
T They map around.
T Stallens spell is gone. The map and find S. Doors.
T They find the way to open the S. door in the N. to room 54.
They see the skeletons widening the wall. 30 Skeletons.
R Vict and Kilana cast turn. They destroy 17, 4 for 21.
R No Spells.
R 
A1x        B7x          C1x       D3x      E     F     H     I    J
Tim       Krom        Tim       -Krom
Timber changes into a cave bear.
T Then he changes back to human form.
Out and down to Room 48. Kilana casts Det. Traps
T Finding how to open it
They open the door and go in.
The magic mouth says "That which you seek is long gone. Know you that you have my curse forever".

The spell on the Greater seal outside 16 is Polymorph to a giant carp the same size and weight of the players.

Greater Shedu - Shareadar: HD 14+14,  HP 105, AC 2, THAC0 5, Att. 2 
 INTELLIGENCE: Genius (17-18) 
 ALIGNMENT:  Lawful good 
 ARMOR CLASS:  2 
 MOVEMENT: 15, Fl 30 (B) 
 HIT DICE: 14+14 
 THAC0:  5 
 NO. OF ATTACKS:  2 Front hoofs 
 DAMAGE/ATTACK: 3d6/3d6 
 SPECIAL ATTACKS: Special( Psionics) 
 SPECIAL DEFENSES: Invisibility 
 MAGIC RESISTANCE: 50% 
 SIZE:  L (as a draft horse, 
 MORALE:  Fearless (19-20) 
Greater shedu radiate protection from evil, 10' radius. Languages: Greater shedu speak shedu, lamia, lammasu, common, and root languages (i.e. most human tongues). However, they can always rely upon telepathy, which they have mastered so well that they can even make rudimentary contact can be made even with plants. 
Shedu are native to hot, arid climates. They have powerful, stocky equine bodies with short, powerful feathered wings. Their heads are large and humanoid, and rather dwarven in appearance. They always have beard sand mustache.s Shedu hair is very bristly, and curls into tight waves or bands. All shedu wear a simple headband made of braided cloth or rope, with a single button for adornment. The button is centered on the forehead, and its material represents the bearer's status. From the lowest rank to the highest, a button may be made of silver, gold, platinum, sapphire, ruby, or diamond. Lesser shedu almost never have a button above the platinum level, greater shedu almost never wear one below sapphire status. Shedu wander the Prime material, astral, and ethereal planes. They further the cause of law and goodness, help allied creatures in need, and combat evil. Greater shedu typically lead herds of six or more lesser shedu. Combat: All shedu
attack with powerful front hooves. However, both forms of shedu prefer to use their psionic powers whenever possible. 
Psionics Summary Level Dis/Sci/Dev 
Attack/Defense Score PSPs 14 5/12/15 All/All = Int 200 
Common powers (* denotes powers they always have, † denotes innate abilities that are like the psionic powers, but require no point expenditures): 
Defense - mind bar*† 
Clairvoyance 
Sciences: aura sight, clairaudience, clairvoyance, object reading, precognition 
Devotions: danger sense, sensitivity to psychic impressions , Psychometabolism 
Sciences: energy containment, metamorphosis 
Devotions: body control, ectoplasmic form*†, Psychokinesis
Sciences: telekinesis 
Devotions: molecular agitation, molecular manipulation Telepathy - 
Sciences: domination, mass domination,mindlink*+ 
Devotions: contact*, invisibility*†, post-hypnotic suggestion Psychoportation - 
Sciences: probability travel*†, teleport*† 
Devotions: dimensional door, dimension walk*†


Text Account:
Vict. Is leader and Pi is mapper.
They are in room 48, the Litches Library
There is a traped vial of perm. shrinking potion on the table.
T Stallen begins tossing books into the Bag o Holding and Timber is watching.
Pi and Gal make a circumference of the room.
T Stallen goes to the bottom of the hole and does a L. Lore. He finds nothh
T Timber rapells down to the bottom of the hole and finds nothging.
T Katrina and Timber swap places and Vict does L. Lore on magic at bottom of hole.
She det. Phase spell but can't tell what it is.
Kilana get back up out of the hole.
They go out of the room. 
They wander to room 12 and find th e GS. 
They turn around and head up to room 39.
The pass through and go to the gate room room 34)
They begin to prepare for going through the gate.
T Tim-Storm armor, Kat-Pray for luck, Stallen sing for +1 to St., ilana casts Good Fortune, Vict.-Neg. Plane Prot.
They go through the gate and roll for surprise.
There is no surprise. The Death Lorad will arrive at the castle and rouse the fores in 6 round.
Round 1 Kilana-Prot. Undead, Gal.-Neck of Blur, Drom-Mirror Image (5), Vict. - Tur
Round 2 No Spells 
Round 3 Timb-Speak with plants.
Round 4 - No Spells, 
Riund 5 -No Spells
Round 6 - Stallen-invie
Round 7 - No spells
Round 8 - No Spells
Round 9 - They move toward the skull castle.
The undead is 180' away.
Time Stop.


Asdf


Text Account:
Leader is Dale playing Mordicity
The fortress is under attack!
Last weeks game was at Big Basen, so there is no record for that right now. 
This is takeing place 20 hours after the party arrives back at the Inn after their dungeon delve.
The party are playing members of the city militia, followers and townspeople as they protect the fort from the hordes of undead attacking them.
Mike - Horse Dragoons, Pee Wee and Boris & Natasha in the Inn
Cindy 1 - Hasnovar and Vicna
Lucy - Duckey
Dale - Mordicity
They are also playing their followers.
From last game:
The skeletons are sent in to make a path through the snow.
R1 - They are advancing
R2 - Archers kill 10
R3 - Archers kill 8
R4 - Archers kill 9
R5 - The remaining are turned 
R6 - Cavelry leave out the back gat and begin riding toward the front. 90 more skeletons leave the hole to the river from the 4th level.
R7-  Archers kill 3 (from the 1st group)
R8 -  Archers kill 7
R9 -  Archers kill 9 - Cavelry arrives at their observation place 200' from the path made through the snow by the skeletons.
R10 -  Archers kill 10
R11 -  Archers kill 10

Beginning todays game: There are 54 skeletons continuing to advance toward the gate. All the party is holed up inside the fort except for the 20 cavelry, 10 Dragoons and 10 Lt. Cavelry to the E. and W. of the skeleton path.

R 12 - The skeletons are 40' away. Ducky turns. The skeletons need to roll a 17 to do 1d6 points of damage. It will take  80 points to crash through the gate.
Archers Kill IIIII, the turning affects 10.
Lt Calvery = Horse Lance - I
Dragoons = Hvy Lance - Kill IIII
2 each are unable to take action next round.
7 Hits Hvy, 6 lt.
R 13 - Pat Oee is turning, 
Cavelry = Lt Lance -Kill II
Archers kill - III
Pat Oee turns 6
* 16 skel turned, 14 dead
R 14 - 30 red skull zombies attack. Invisible in their midst is Baskeador.
He has cast Spirit Armor, Invis. He has a group of 6 guards that do not attck, but guide him through the melee.
Archer Kills IIIIIIIIII
R 15 - Archers Kill - IIIIIIIIIII
R 16 - Archers - IIIx
13x    13x    6x    10x 14x    8x      19x   12x   10x   18x  17x  10x 9x  16x 12x 14x
-7    - 8       -4   -5    -2      -5       -4     -1   -3      8      4     3     8     5    -8    -4
8      7         5    1      2       3       11     7     7      1      1     12    10   4    3     7
                        8      4                10     6            4      5             2     5     6    12
                                9                                      9       6            5
At the gate
13x   13x    6x    10x  14x     8x    19x    12x   10x  18x 17x   10x 9x   16x   12x 14x
-10   -6      7     2      5       2        2      5     -6     -5    7     1     6     1    3      7
3       5       6    3       4      8       11     8      6      5      9     5    4     6    8      3
        -6     -6     x '    6               -7                     -2      6    3    -8    3    -4     -2
                                                                                                   -4-8        -4
R 17 - Archers Kill IIIIII All Skeletons dead, 
R 18 - Archer against Red Zombies, the river gate is opened.
R 19 - Lt . Cavelry goes in the fort. 1 Hvy (8 hvy remain). Pat and Ducky turn.
R 20 - Baskeadore does knock, and falls on the ground under the zombies.
Baskeador -3 HP
Ducky is blocking the way with Prot. F. Evil
Has, Pat, 3 warriors in plate, 
All the warrirors are attacked by the breath weapon.
Round 21 - M.Missle-Moria, Pat Oee Mystra's Fast Fix on the broken gate beam, 
Bask D Doors to river exit from dungeon.
Round 22 - putting the bar in place. The skeletons keep coming.
Archers attack, there is a mele at the gate.
R 23 - Ducky turn, 
The skeletons arrive at the gate, but not in time to break in.
R 24 - No spells. Bask. Does L. Strike 10' from the door, activating the skeletons (+6 HP) and doing 63 of 78 HP for the gate to go down for 15 points remaining.
R 25 - Moria-M.Missle, Ducky-Chant, -2 to gate. +3 Bask uses blink to go to base of gate. 16gate
R 26 - Bask arrives near 2 calvery at tower edge. - 5 Points + 4 15gate
R 27 -  No Spells, 10 gate damage +4 9 HP
R 28 -  Mystras Mage Fire, 9 Pts gate damage, +4 
R 29 - Pat Oee - Recitation - 7 HP of damage, the gate breaks and they come in! 
R 30 - Pat-Good Fortune, 
R 31 -  No Spells. 
R 32 - Pat-Good Fortune 
R 33 -  PatOee - Hasten Creature, 
R 34 - No Spells
+50 exp for Vict./arnortha
R 35 - No Spells

The Metal Skeletons
Copper - Wide legged big minitures
37    13x    43      36x      20x     23x   33     26    27      13x
-4    -10    -8       -4      -7       -9      -7       5     10       -7
-5    -8      -7       -9      -8       -8      -3       7     -8       -6
-11           -4       -6      -9       -8       8        4     -6     
-7             -5       -18                        4

37    13x    43      36x     20      23      33      26    27      13
-9    -8      -6      -5       -7       -7      -5       -4    -6       -10
-3    -9      -12     -18     7         8       6        -10  4        7
-6             -3ha
3               8        -7-16    

Bronze - Big with guns out
28x   41     42     25    41     49    36    40
-7    -6       3       2      3      9      11     5
7      2       5       4      6       4      4      8
10    9       11      3      2      2       6      3 
8      5       5        9     8       5

Steel - Orcs
33      35    23    71    59    
-9       -8    -2     7      9

Myhthral - Pompidores
78    52    82    38  

Krosnium 
85 metal knight


asdf


Text Account:
Leader - Dromar
Hasten, Good Fortune, Recitation, 
R 35 - No Spells
There are 58+24+35+48 +45+11+2=223 characters in the battle!
R 36 - No Spells
R 37 - No Spells
R 38 - No Spells
R 39 - No Spells
40 led by a Goldenfield 1st level named Agamamnon out the back gate. They will all be out in 2 more round.

R 40 - Cure on hasnovar - Baskeadore is watching the back gate and will attack when the doors open.
R 41 - No Spells
R 42 - No Spells Mordicity casts fireball and kills 42 followers.
R 43 - Cure on dariana
R 44 - They all flee. 

The Metal Skeletons
Copper - Wide legged big minitures
37x    13x    43x      36x      20x     23x   33x  26    27      13x
-4    -10    -8       -4      -7       -9      -7         5     10       -7
-5    -8      -7       -9      -8       -8      -3        7     -8       -6
-11           -4       -6      -9       -8       8         4     -6     
-7             -5       -18                        4               -2
-6                -2-7                              -7-4    -4    -9-6
-4-3                -4-9-7                                                  -8-4

37    13x    43x      36x     20x      23x      33x      26x    27      13x
-9    -8      -6        -5       -7       -7         -5       -4        -6       -10
-3    -9      -12      -18       7         8         6        -10      4        7
-6             -3ha                        -9          -6        29       -7
3               8        -7-16            -9          -11-8              -10
-4              -9-9              -14                                       -10
-4              -22                                                            -7
-5
-7                                                      
Bronze - Big with guns out
28x   41x     42x     25x   41x     49     36x    40
-7    -6       3       2        3      9        11     5
7      2       5       4        6         4        4      8
10    9       11      3        2         2         6      3 
8      5       5        9       8          5        -8
      -9-9-5  -34    -5      -9        -9-10    -6    -15
                          -8      -5-5-7     -6-9       -6  -6
                          
Steel - Orcs
33x      35    23    71    59    
-9       -8    -2     7      9
-2       -8    
-11     -3
-10     -8-11

Myhthral - Pompidores
78    52    82    38  
-8    -8     -7     -7

Krosnium 
85 metal knight
-14-8-26-8-24-10-7-10-11

Killed
Vict - 40
Stallen - 10
Malitia - 2 (-5 horses)
Goldenfields -6
Dragoons - 6


Text Account:
Big Basin Game - Camping!
EXP awards:
Non Leader, Non Combatants=250
Leader Combatants 2500
PCs for running Lich off - 20,000
This adventure begins right after the Battle of the Fort
They gather arrows from the field of battle, bind the would of the injured and gather the bodies of the dead. After the dead are in one place, the mercinaries from Goldenfields gather their dead together, sing songs and drink over the bodies then  burn them up.
They gather the bodies of the metal skeletons together and try to scrape off the metal coating. This only results in about 1/2 a GP weight of whatever metal made up the covering.
Other followers use the debris of the ruined gate and the bodies of the fallen horses to block the gate. They remove the rocks dropped from the gate house and ready it for use in the same way.
When this is done they leave 8 men guarding the gate.
At this time, the party arrives at the entrance to the Inn just outside the door.
The inn is untouched, but there is no one inside. They see the smoke in the air from the still smoldering W. gate. Gal. T. Ports to her tower (avoiding the fire trap that has been placed on the front door. She T.Ports back to party as they leave the Inn area carrying the "Pot of Plenty". 
The party heads quickly through the deep path in the snow toward the fort.
They are met on the way by a group of 6 militia on horse who escort them to the fort.
At the gate, Dromar casts an Improved Illusion of an intact gate.
Once in the fort, the healers head for the wounded and the rest head for the mess hall (common room) where they have been told the leaders of the followewrs and Capt. Mordicity await them.
There they are breifed on what has happened.
Once both sides have told what has happened to them the last day, Kilana calls all the spell casters to her for a nap.
Using a Wildfire spell, the clerics ressurect Bilibong.
Billibong heads out into the wilderness to gather animal guards to help the people in the fort. First, B. sends Fred the brown bear back out of hibernation. He soon sends back a Mt. Lion, a Brown Bear and 12 crows to act as guards. Next a Timber Wolf arrives. Timber talks to them and finds out they can not be commanded but will stay and guard until B. gets back. He also asks the crows to keep scavengers away from the dead inside the fort.
After the gates are as sturdy as they can make them, the party sleeps. No Enc.

Alturiak 26
Next morning they begin to deal with the dead. First, they determine they can by careful spell casting bring 6 a day back to life using Ressurection (-1 to Con and bed rest for days to recover). 
Katrina goes into the wild snow to a favorite spot where she cremates Fido the wolverine. He followers are there. After the ashes are cool, she scatters them around the spot. Then she and the followers sind play games of chance and pray to the Goddess of Chance for better luck in the future.

The militia and the flllowers take bodies to the river, make a hole in the ice and form a bucket brigate to cover the bodies and freeze them. When they are frozen solid, they take them to level 3 Room K within Vict. Temple. He tells the 509 that he will spend a "Long day of prayers and ceremony". He casts spells too.
After the prayers are complete 509 gathers in the Temple. Vict. Casts 6 Sanctury spells, 3 consecrate ground, 4 Speak w/Dead to tell his followers that he is proud of them and Bob will help them in the afterlife. Then 6 burial spells.
The last of the bodies are cremated and the fort yard is cleared of debis.
That night as the rest sleep, Vict. Has a dream. She is met in a featureless white plain by one of Bob's holy concubines named "Donna". She is dressed in blue and white gingham with white patent leather shoes. She tells Vict that Bob knows of what happened and said that the fort and Katina are important to him. He gives Vict instructions on how to prepare to receive a Quest Spell.


Alturiak 27
Vict. Wakes and begins to prepare to receive the quest spell. While this is happening, the other players cast 6 Ressurects, Pi and Kilak and Gal do mending and repare the fort. Katrina sings songs with her followers to raise morale. Ember
morns the dead dwarves killed on the 4th level.
Vict instructs her followers to guard his private chamber against disturbbance for 18 hours.

Alturiak 28
In the dark of the morning, Vict comes out of solitude and without speaking a word, heads for the chicken coups, grabs a live chicken and heads to the gate where the battle occurred. He slits his wrist and walks around the fort allowing a drop of his blood to fall at most 1' appart. When he arrives back at the gate, he slits the throat of the chicken and makes the sign of the Pipe in the snow with the blood. Vict then casts the quest spell "Preservation" on the fort. It causes a faint redish globe to cover the entire fort. Exhausted, Vict goes to bed.
That day 6 more followers are Ressurected, morale is getting better they talk about a trip to Waterdeep.
Sleeping, Vict. Has another dream of how to cast another Quest Spell.

Alturiak 29
The next morning Vict. Tells 509 of his dream and enlists their help to find some things he needs. They spend the day finding 1" square crystals of mica in the river bed. Once they have 6, Vict. Takes them back to his temple and puts them on the alter. He uses chalk to make a 6 pointed star on the alter and places the crystals at the points. He then casts a spell that infuses the "Shooting Stars" quest spell on each of the crystal. Again exhausted, Vict returns to bed. During the day, 6 more followers are ressurected and they discuss what to do to keep the fort going. A trip to Waterdeep is deemed to be necessary. They worry about the followers they sent off through the snow.
That night, Reatic and Baskiadore T. Port from Moonshae Isles to spot near Katina and set about destroying the town in the hope this will drive the followers away and 509 will leave again.
Katina Attack:
1st Round - They arrive
2nd Round through 6 Reatic casts Delayed Blast Fireball
7th Reatic casts Meteor Swarm, Bask casts Wall of fire, D.B. Fireballs explode
Those in the fort see the explosions and sound the alarm. Fighters begin puttion on armor, others head for the towers to see what's going on.
8th R-Wild Strike, B-Wall of fire
In the fort they reach the towers and see the wall of fire. They feel helpless.
9th R-Flame Sphere, B-Ice Storm
Dromar heads for the gate to head toward the city.
10th T. Port back to Moonshea before anyone arrives.
They party gather horses and head out toward the town when they are ready. Timber sends the crows out to investigate.
The party sent to Katina do what they can to put out smoldering fires and rescue what items they may (not much is left).
75% of the city burns down. Dromar builds earth dams to protect areas. 

Alturiak 30
They prepare to go to Waterdeep. 6 followers are Ressurected. Gal. Talks to Phanotsee and tells him of the battle. They agree to meet in Waterdeep at the Jade Jug.
Burzmalli and Tamara, Stallen, Pi. Vict. Gal, and Dromar use Vict D Fold to get to the Bob temple in the Plynth.
Gal and Timber Tport to Mystra temple. They all meet up in Jade Jug.
From there Dromar goes to Serpentines, Gal goes to mage Guild to see Kalitaria and Saul.
Timber takes Tamara to Aurora's to  buy heavy clothes and other mundain items.
Stallen talks to Prop of Jade Jug inquireing about Harpers. He then heads off the Bard College where he talks to master and plays a short concert.
The rest go to Balthors, but all he has in stock are 2 healing potions.
Pi goes to the Red Gauntlet and talks to Gorm about theif stuff.
Returning to the Jade Jug, Stallen meets his harper contact Lady Duce. She is not a harper, but is a volentier in their support. Lady Duce is not her real name, but her attitude is one of a noble accustomed to giving orders and getting her own way. She has many contacts in the Waterdeep nobility. She is small and very pretty and eats enough to feed 2 men. She likes Stallen on sight and sleeps with him that night.
Burzmali heads out into the city to find a spot to guard. He decides the "Heros Garden" is the spot and tries to find a room nearby.
After leaving Serpentines, Dro. Heads for the Halfling hills to make himself visible and begin stumping for followers.
Timber decides to fly back to Katina using the flying route allowing him to meet the refugees.

Ches 1
Vict talks to spends the morning talking to the priest in the Bob shrine in the Plynth. Vict. Hears about "Donna" and her relation to Bob.
Stallen and Vict and Dro go to Oghma temple and look for information.
Lady Duce takes Tamara out into the city bo buy clothes. They go to the clothing guild and buy her a couple of nice outfits. Then, they go to the Noble house of the Gauntle family. Duce sets up a meeting for that night to discuss hiring mercinaries from Gauntle. Duce and Tamara return to the Jade Jug.
Gal. Hangs out at the Mage Guild (where she is staying now) waiting for word. She leaves a note for Tessilar the potion maker.
Dromar goes back to the hobbit hills spreading tales of his adventurers and buying everyone drinks.
Everyone is gathered back at the Jade Jug. Lady Duce asks about what the Wdeep militia said about their troubles. She freaks out when they tell they haven't done this yet. She sends them running to the palace buildings to report the attack. They are debreifed by a bored and rude buerocrat. The return to the Jade Jug just in time to meet with Dolas Gauntle the son of E. Gauntle.
He agrees to send a mercinary force to Katina consisting of:
60 Foot Soldiers (120gp per mo)
40 Lt. Cavelry (150gp per mo)
Leaders: 3@5th level, 6@2nd&3rd level (100GP)
Total=370gp per month
The troop will leave for Katina in 2 days.
Soon after Dolas leaves to muster the troop, they are met by a Leut. Of the Wdeep guard.
His name is Sasqua. He is a fighter who wears a 2 handed Sword and hobnail boots. He compares the statement they gave at the palace to the letter he has received from Capt. Mordicity and approves.
He is concerned about the refugees and acrees to send 30 cavelry to meet them on the road. 10 will stay with the refugees and 20 will go on to Katina. He also sends 2 casions and a meal waggon. They will leave the next morning.
Gal. Meets Tessilar at 2:00am play this at home.

Ches 2nd
Dromar ges back to the hobbit hills.
Vict. Meets the Wdeep militia cavelry and they head off to meet refugees.
Timber, flying as a vird meets up with the refugeses about 1/3 of the way toward Wdeep (it will take the militia 1 week to catch them).
There is sickness among them and 3 have died (1 infant, one weak woman and a man who was run over by a cart). He begins to heal Toby first then the others. The refugees stay where they are that day to rest, heal and get healthy.
Back in the Jade Jug, Stallen and Lady Duce and Tamara discuss what else they need. Lduce talks Stallen into playing in the Singing Sword tavern, so the 3 of them head off for a nice afternoon.
Burz finds a room near the Hero's Garden.
Tamara asks around for information and with Gal. Heads out to buy supplies and other mundain items.
They meet Dromar home from the H. Hills and he and Tamara go out sight seeing in the city.
Time Stop


Text Account:
Gal. Solo adventure in Wdeep.
Gal. Checks in at the Jade Jug regularly, but she stays in rooms at the Guild.
She leaves word for Kalitaria, Kapian and Tessalar.
Kalitaria meets her first, but is very rushed on the second day of their stay.
Gal is shown to her room. It is different than the room she has had before. It has an outside window on the 3rd floor.

Mixey is the hobbit girs 30" high with red head and foot hair who is taking care of Gal. Rooms and trying to become a perm. Follower/pupil type.
Gal accepts her service and begins as a body servent.

That day Gal walks around and looks for someone who can halp her.
She goes to see Kapian who gives her good advice if she will take it.
Tessalar tells her to go to the Moonshae isles and attack the lich there. He sends out for a scroll of "Cloak from Undead" Level 2 which he sells to her for 1200 GP
He then sells her a staff of fury which adds 1 to each die of damage and makes ST vs spells at -2. Defends successful attacks 3 pre round.
She return to the inn and Mixey. She goes to dinner with Local 509 at the jade jug, then returns to Guild for night.

Kapian sends message to come to him and hurry.
Kapian had a potion go wrong and is currently half man half moth
Gal does dispel magic and hes ok
He has Potion of Giant Control, 1K, potion of Magnification 700, Cure Disease 750 and 4 Healing.400

Tessalar Hulicorm Game Data: LN hm W17; INT 19.
Description: A high-voiced, bearded, vain man given to
wearing lots of sparkling rings (costume jewelry worth only
a few coppers), Tessalar is nonetheless a respected and well-
liked figure at the galas of Sea Ward, often preparing elabo-
rate illusions and pyrotechnics for a sponsoring noble
(whose praise and political support is now more important
to Tessalar than money). While he has no major enemies,
Tessalar seems paranoid and trusts no one, always demand-
ing payment in advance for unusual potions and scrolls, or
half in advance and half when ready (he does not deliver,
so you must go to him to do business).
Notes: Tessalar used to be a mercenary mage of Waterdeep,
who tutored and cast spells in exchange for treasure,
which he uses to further his researches into the making
of various magical items. After one fateful trip into
Undermountain, he came back richer than any man this
decade, laden with dozens of emeralds the size of goose


Kappiyan Flurmastyr
Game Data: NG hm W14; INT 18, CHA 16.
Description: This tall, thin, dignified man of nearly 100
years always wears immaculate gray robes (despite his
messy line of work), and has white hair and beard, and
bushy eyebrows that don™t conceal a childlike gleam in
his sea green eyes.
Notes: Known as Waterdeep™s iapotion wizard,lp Kappiyan
lives off Anchoret™s Court in Southern Ward (City Map
Location S10) with his apprentice, Shalara Malarrkin,
his partner in periapt and potion creation for 12 of her
26 years. Kappiyan is constantly involved in research,
and his potions are sold to provide money to continue
his researches. Kappiyan will sharply remind PCs,
should they darken his doorstep more than twice in six
months time, that his house iois not a potion shop for
your convenience!l⸀ He has a number of magical
guardian creatures and other deterrents protecting his
house (DM™s choice). Kappiyan has not been seen
within the city since early 1366; if asked, Shalara will
simply say iahe is off on an excursion beyond the city,
and will return in his own good time.lg

Shalara Malarkkin
Game Data: CG hf W6; DEX 16, INT 18, CHA 16.
Description: At 25 years of age, Shalara is one of the
crowning beauties of Waterdeep, though she pays this
little heed and would prefer to be known for her
knowledge and magecraft. This raven-haired woman
wears modest robes of varying hues of red, and always
has a silver necklace around her neck (a keepsake
from Kappiyan that acts as a ring of spell turning).
Notes: Shalara™s initial association with the then 80-year-old
Kappiyan Flurmastyr caused quite a stir, as she was his
youngest female apprentice yet at age 15, and quite the
fetching beauty then as well as now. She learned magic at
his side for years, and developed a great respect and love
for him, more akin to a young girl™s love for a father than
what the rumormongers tell. After a period of adventur-
ing that left her with some magical treasures, much expe-
rience and firsthand knowledge of the Realms, and a
severe aversion to Nain Keenwhistler, Shalara has
returned to Waterdeep and has been taking in a number
of young apprentices while Kappiyan appears to be absent
from the city. There used to be many young men who
would mill about Anchoret™s Court, hoping to meet
Shalara and invite her to a party or attempt to woo her; however, after an impromptu lecture of Shalara™s, where she espoused ismagic can be focused to your need, making it flashy and forceful but never more than is absolutely necessary, leand then unleashed a gust of wind that blew her potential paramours out of Anchoret™s Court, lovestruck visitors have been less frequent. . . .




Foot troops from Gauntle
 7/27/02                             textout                            Page   1
Name: Cogta
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Sling - Dam: 1d4, Dagger - Dam: 1d4, Dagger
         - Dam: 1d4
Str:     12  Intel:     16   Wisdom:     15
Dex:     17    Con:     13 Charisma:     10
Level:      1   HP:      7
***********
Name: Girce
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Short Sword - Dam: 1d6, Bastard Sword 1-H -
         Dam: 1d8, Lt. Lance - Dam: 1d8
Str:     10  Intel:     11   Wisdom:      9
Dex:     17    Con:     12 Charisma:     18
Level:      1   HP:     10
***********
Name: Tehlo
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Spear - Dam: 1d6, Halbard - Dam: 1d12, Long
         Bow - Dam: 1d8
Str:     11  Intel:     12   Wisdom:     10
Dex:     11    Con:      8 Charisma:     15
Level:      1   HP:      8
***********
Name: Tcta
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Short Sword - Dam: 1d6, Sling - Dam: 1d4,
         Long Bow - Dam: 1d8
Str:     11  Intel:      8   Wisdom:     16
Dex:     16    Con:      8 Charisma:     16
Level:      1   HP:      7
***********
Name: Pogfo
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Dagger - Dam: 1d4, Long Bow - Dam: 1d8, Lt.
         Lance - Dam: 1d8
Str:     11  Intel:     11   Wisdom:      8
Dex:     13    Con:     10 Charisma:     14
Level:      1   HP:      6
***********
Name: Kapku
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Sling - Dam: 1d4, Bastard Sword 1-H - Dam:
         1d8, Long Bow - Dam: 1d8
Str:      8  Intel:     10   Wisdom:     14
Dex:     11    Con:     15 Charisma:     11
Level:      1   HP:      6
***********
Name: Jobwi
Armor Type: Chain and Shield      AC:      4
Weapons: Long Sword -  Dam: 1d8, Long Bow - Dam: 1d8, Dagger - Dam: 1d4,
         Short Bow - Dam: 1d8
Str:      8  Intel:     16   Wisdom:     15
Dex:     17    Con:      8 Charisma:     16
Level:      1   HP:      5




 7/27/02                             textout                            Page   2
***********
Name: Fehmi
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Sling - Dam: 1d4, Sling - Dam: 1d4, Long Bow
         - Dam: 1d8
Str:     12  Intel:     12   Wisdom:      9
Dex:      7    Con:     11 Charisma:     10
Level:      1   HP:     10
***********
Name: Lessu
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Long Bow - Dam: 1d8, Spear - Dam: 1d6,
         Halbard - Dam: 1d12
Str:      6  Intel:     13   Wisdom:      9
Dex:     15    Con:     11 Charisma:      9
Level:      1   HP:     10
***********
Name: Cofgu
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Bastard Sword 1-H - Dam: 1d8, Dagger - Dam:
         1d4, Spear - Dam: 1d6
Str:     16  Intel:     12   Wisdom:     11
Dex:      7    Con:      9 Charisma:     13
Level:      1   HP:      9
***********
Name: Wiwho
Armor Type: Scale and Shield      AC:      5
Weapons: Long Sword -  Dam: 1d8, Sling - Dam: 1d4, Dagger - Dam: 1d4, Sling -
         Dam: 1d4
Str:      9  Intel:     14   Wisdom:     14
Dex:      9    Con:     17 Charisma:      9
Level:      1   HP:      8
***********
Name: Zacga
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Halbard - Dam: 1d12, Short Bow - Dam: 1d8,
         Sling - Dam: 1d4
Str:     14  Intel:     10   Wisdom:     14
Dex:     12    Con:      7 Charisma:     12
Level:      1   HP:      5
***********
Name: Sotdi
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Sling - Dam: 1d4, Sling - Dam: 1d4, Short
         Bow - Dam: 1d8
Str:     12  Intel:     10   Wisdom:     15
Dex:     14    Con:     14 Charisma:      8
Level:      1   HP:      7
***********










 7/27/02                             textout                            Page   3
Name: Gice
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Dagger - Dam: 1d4, Long Bow - Dam: 1d8,
         Spear - Dam: 1d6
Str:     12  Intel:     17   Wisdom:     13
Dex:     12    Con:     13 Charisma:     18
Level:      1   HP:      8
***********
Name: Lissi
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Halbard - Dam: 1d12, Lt. Lance - Dam: 1d8,
         Bastard Sword 1-H - Dam: 1d8
Str:     17  Intel:     12   Wisdom:     14
Dex:     12    Con:     10 Charisma:     15
Level:      1   HP:      7
***********
Name: Tutxa
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Sling - Dam: 1d4, Long Bow - Dam: 1d8, Lt.
         Lance - Dam: 1d8
Str:     12  Intel:     15   Wisdom:      8
Dex:     12    Con:     16 Charisma:     12
Level:      1   HP:      5
***********
Name: Kebli
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Halbard - Dam: 1d12, Halbard - Dam: 1d12,
         Sling - Dam: 1d4
Str:     14  Intel:     11   Wisdom:     13
Dex:      8    Con:     14 Charisma:      8
Level:      1   HP:      9
***********
Name: Zisdi
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Dagger - Dam: 1d4, Dagger - Dam: 1d4, Sling
         - Dam: 1d4
Str:     10  Intel:      8   Wisdom:     15
Dex:     12    Con:      9 Charisma:      5
Level:      1   HP:      8
***********
Name: Sotvo
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Halbard - Dam: 1d12, Bastard Sword 1-H -
         Dam: 1d8, Lt. Lance - Dam: 1d8
Str:     17  Intel:      7   Wisdom:     11
Dex:     12    Con:     16 Charisma:     15
Level:      1   HP:      9
***********
Name: Medb
Armor Type: Scale and Shield      AC:      5
Weapons: Long Sword -  Dam: 1d8, Dagger - Dam: 1d4, Bastard Sword 1-H - Dam:
         1d8, Sling - Dam: 1d4
Str:     13  Intel:     15   Wisdom:     11
Dex:     12    Con:     11 Charisma:     15
Level:      1   HP:      9




 7/27/02                             textout                            Page   4
***********
Name: Qepni
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Short Bow - Dam: 1d8, Sling - Dam: 1d4, Long
         Bow - Dam: 1d8
Str:     18  Intel:     14   Wisdom:     12
Dex:     13    Con:     11 Charisma:     16
Level:      1   HP:      5
***********
Name: Cumge
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Short Sword - Dam: 1d6, Dagger - Dam: 1d4,
         Long Bow - Dam: 1d8
Str:     11  Intel:     13   Wisdom:     11
Dex:     15    Con:     10 Charisma:     12
Level:      1   HP:      5
***********
Name: Cibwo
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Halbard - Dam: 1d12, Spear - Dam: 1d6, Sling
         - Dam: 1d4
Str:     16  Intel:     16   Wisdom:      8
Dex:     14    Con:     12 Charisma:     13
Level:      1   HP:      7
***********
Name: Kame
Armor Type: Scale and Shield      AC:      5
Weapons: Long Sword -  Dam: 1d8, Spear - Dam: 1d6, Sling - Dam: 1d4, Long Bow
         - Dam: 1d8
Str:     14  Intel:     13   Wisdom:     15
Dex:     13    Con:     15 Charisma:     10
Level:      1   HP:     10
***********
Name: Hikme
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Sling - Dam: 1d4, Long Bow - Dam: 1d8, Long
         Bow - Dam: 1d8
Str:     11  Intel:     11   Wisdom:     14
Dex:     11    Con:      9 Charisma:     15
Level:      1   HP:      5
***********
Name: Jeda
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Lt. Lance - Dam: 1d8, Sling - Dam: 1d4,
         Spear - Dam: 1d6
Str:     11  Intel:     12   Wisdom:     14
Dex:     10    Con:     15 Charisma:     11
Level:      1   HP:      8
***********










 7/27/02                             textout                            Page   5
Name: Fetgu
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Lt. Lance - Dam: 1d8, Bastard Sword 1-H -
         Dam: 1d8, Sling - Dam: 1d4
Str:     14  Intel:     11   Wisdom:     10
Dex:     13    Con:      9 Charisma:     12
Level:      1   HP:     10
***********
Name: Paca
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Long Bow - Dam: 1d8, Sling - Dam: 1d4,
         Bastard Sword 1-H - Dam: 1d8
Str:     18  Intel:      7   Wisdom:      9
Dex:     15    Con:     13 Charisma:     10
Level:      1   HP:     10
***********
Name: Pocto
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Dagger - Dam: 1d4, Bastard Sword 1-H - Dam:
         1d8, Short Bow - Dam: 1d8
Str:     11  Intel:     13   Wisdom:     11
Dex:      9    Con:     14 Charisma:     16
Level:      1   HP:     10
***********
Name: Dodka
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Sling - Dam: 1d4, Short Sword - Dam: 1d6,
         Spear - Dam: 1d6
Str:     13  Intel:     11   Wisdom:     16
Dex:     10    Con:     15 Charisma:      9
Level:      1   HP:      5
***********
Name: Selje
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Sling - Dam: 1d4, Lt. Lance - Dam: 1d8,
         Sling - Dam: 1d4
Str:     11  Intel:     14   Wisdom:     13
Dex:     12    Con:     15 Charisma:     13
Level:      1   HP:     10
***********
Name: Lakci
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Sling - Dam: 1d4, Spear - Dam: 1d6, Short
         Sword - Dam: 1d6
Str:     17  Intel:     11   Wisdom:     15
Dex:      9    Con:     17 Charisma:     10
Level:      1   HP:      8
***********
Name: Pamfe
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Dagger - Dam: 1d4, Short Sword - Dam: 1d6,
         Bastard Sword 1-H - Dam: 1d8
Str:     12  Intel:      5   Wisdom:     13
Dex:      8    Con:     13 Charisma:      8
Level:      1   HP:     10




 7/27/02                             textout                            Page   6
***********
Name: Psde
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Dagger - Dam: 1d4, Sling - Dam: 1d4, Short
         Bow - Dam: 1d8
Str:     11  Intel:     13   Wisdom:     10
Dex:     14    Con:     10 Charisma:     10
Level:      1   HP:      6
***********
Name: Spta
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Sling - Dam: 1d4, Short Sword - Dam: 1d6,
         Sling - Dam: 1d4
Str:      8  Intel:     10   Wisdom:     13
Dex:      8    Con:      8 Charisma:     15
Level:      1   HP:      5
***********
Name: Qasja
Armor Type: Scale and Shield      AC:      5
Weapons: Long Sword -  Dam: 1d8, Short Bow - Dam: 1d8, Spear - Dam: 1d6,
         Sling - Dam: 1d4
Str:     11  Intel:     16   Wisdom:     13
Dex:     10    Con:     13 Charisma:     16
Level:      1   HP:      6
***********
Name: Legke
Armor Type: Scale and Shield      AC:      5
Weapons: Long Sword -  Dam: 1d8, Dagger - Dam: 1d4, Long Bow - Dam: 1d8,
         Spear - Dam: 1d6
Str:      7  Intel:     12   Wisdom:     10
Dex:     11    Con:      8 Charisma:      6
Level:      1   HP:      5
***********
Name: Meble
Armor Type: Chain and Shield      AC:      4
Weapons: Long Sword -  Dam: 1d8, Dagger - Dam: 1d4, Sling - Dam: 1d4, Bastard
         Sword 1-H - Dam: 1d8
Str:     13  Intel:     10   Wisdom:      6
Dex:     14    Con:     14 Charisma:     15
Level:      1   HP:      8
***********
Name: Cotji
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Bastard Sword 1-H - Dam: 1d8, Sling - Dam:
         1d4, Spear - Dam: 1d6
Str:     12  Intel:     13   Wisdom:     10
Dex:     15    Con:     12 Charisma:     16
Level:      1   HP:      9
***********










 7/27/02                             textout                            Page   7
Name: Memke
Armor Type: Scale and Shield      AC:      5
Weapons: Long Sword -  Dam: 1d8, Dagger - Dam: 1d4, Short Sword - Dam: 1d6,
         Sling - Dam: 1d4
Str:     14  Intel:     16   Wisdom:     14
Dex:     12    Con:     16 Charisma:      9
Level:      1   HP:      5
***********
Name: Rehme
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Long Bow - Dam: 1d8, Halbard - Dam: 1d12,
         Halbard - Dam: 1d12
Str:      9  Intel:     13   Wisdom:     13
Dex:     12    Con:     10 Charisma:     19
Level:      1   HP:      7
***********
Name: Cikga
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Spear - Dam: 1d6, Sling - Dam: 1d4, Bastard
         Sword 1-H - Dam: 1d8
Str:     11  Intel:      8   Wisdom:     10
Dex:      8    Con:      6 Charisma:      8
Level:      1   HP:      7
***********
Name: Cocke
Armor Type: Chain and Shield      AC:      4
Weapons: Long Sword -  Dam: 1d8, Sling - Dam: 1d4, Dagger - Dam: 1d4, Halbard
         - Dam: 1d12
Str:     15  Intel:     15   Wisdom:     13
Dex:     13    Con:     12 Charisma:     11
Level:      1   HP:      6
***********
Name: Magli
Armor Type: Scale and Shield      AC:      5
Weapons: Long Sword -  Dam: 1d8, Short Bow - Dam: 1d8, Dagger - Dam: 1d4,
         Bastard Sword 1-H - Dam: 1d8
Str:     14  Intel:     10   Wisdom:     16
Dex:     14    Con:      8 Charisma:     12
Level:      1   HP:      5
***********
Name: Fande
Armor Type: Scale and Shield      AC:      5
Weapons: Long Sword -  Dam: 1d8, Sling - Dam: 1d4, Short Bow - Dam: 1d8,
         Sling - Dam: 1d4
Str:     10  Intel:      9   Wisdom:     15
Dex:     11    Con:      9 Charisma:      6
Level:      1   HP:     10
***********
Name: Tatfo
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Sling - Dam: 1d4, Sling - Dam: 1d4, Long Bow
         - Dam: 1d8
Str:     13  Intel:     14   Wisdom:     11
Dex:     10    Con:      8 Charisma:     12
Level:      1   HP:      7




 7/27/02                             textout                            Page   8
***********
Name: Hukja
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Lt. Lance - Dam: 1d8, Long Bow - Dam: 1d8,
         Spear - Dam: 1d6
Str:     14  Intel:     13   Wisdom:      9
Dex:     15    Con:     13 Charisma:     14
Level:      1   HP:     10
***********
Name: Tegpa
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Sling - Dam: 1d4, Sling - Dam: 1d4, Sling -
         Dam: 1d4
Str:      8  Intel:     15   Wisdom:     11
Dex:     12    Con:     12 Charisma:      6
Level:      1   HP:      9
***********
Name: Banto
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Sling - Dam: 1d4, Long Bow - Dam: 1d8,
         Bastard Sword 1-H - Dam: 1d8
Str:     11  Intel:     15   Wisdom:      8
Dex:     13    Con:      7 Charisma:     10
Level:      1   HP:      7
***********
Name: Valsa
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Long Bow - Dam: 1d8, Halbard - Dam: 1d12,
         Halbard - Dam: 1d12
Str:     12  Intel:     14   Wisdom:     11
Dex:     15    Con:     12 Charisma:      7
Level:      1   HP:     10
***********
Name: Hadpi
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Sling - Dam: 1d4, Sling - Dam: 1d4, Spear -
         Dam: 1d6
Str:     11  Intel:     10   Wisdom:     11
Dex:     17    Con:      9 Charisma:     17
Level:      1   HP:      7
***********
Name: Cilce
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Sling - Dam: 1d4, Sling - Dam: 1d4, Short
         Sword - Dam: 1d6
Str:     10  Intel:     11   Wisdom:      6
Dex:     15    Con:     11 Charisma:      5
Level:      1   HP:      5
***********










 7/27/02                             textout                            Page   9
Name: Mocsa
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Bastard Sword 1-H - Dam: 1d8, Long Bow -
         Dam: 1d8, Spear - Dam: 1d6
Str:      9  Intel:     12   Wisdom:      7
Dex:     14    Con:      8 Charisma:     12
Level:      1   HP:      5
***********
Name: Lempo
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Sling - Dam: 1d4, Spear - Dam: 1d6, Dagger -
         Dam: 1d4
Str:     10  Intel:     11   Wisdom:     11
Dex:     13    Con:     12 Charisma:     13
Level:      1   HP:      7
***********
Name: Anha
Armor Type: Chain and Shield      AC:      4
Weapons: Long Sword -  Dam: 1d8, Bastard Sword 1-H - Dam: 1d8, Sling - Dam:
         1d4, Short Sword - Dam: 1d6
Str:      8  Intel:      6   Wisdom:      8
Dex:      8    Con:     13 Charisma:     12
Level:      1   HP:      9
***********
Name: Velqa
Armor Type: Scale and Shield      AC:      5
Weapons: Long Sword -  Dam: 1d8, Sling - Dam: 1d4, Lt. Lance - Dam: 1d8,
         Short Sword - Dam: 1d6
Str:     12  Intel:     17   Wisdom:     14
Dex:     11    Con:     12 Charisma:     16
Level:      1   HP:      9
***********
Name: Litte
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Lt. Lance - Dam: 1d8, Short Bow - Dam: 1d8,
         Sling - Dam: 1d4
Str:     10  Intel:      9   Wisdom:     12
Dex:     13    Con:     14 Charisma:     13
Level:      1   HP:      6
***********
Name: Cophi
Armor Type: Leather and Shield    AC:      7
Weapons: Long Sword -  Dam: 1d8, Spear - Dam: 1d6, Bastard Sword 1-H - Dam:
         1d8, Sling - Dam: 1d4
Str:     12  Intel:     17   Wisdom:     11
Dex:      9    Con:      8 Charisma:     14
Level:      1   HP:      8
***********
Name: Mihza
Armor Type: Scale and Shield      AC:      5
Weapons: Long Sword -  Dam: 1d8, Sling - Dam: 1d4, Short Sword - Dam: 1d6,
         Dagger - Dam: 1d4
Str:     13  Intel:     13   Wisdom:     13
Dex:     10    Con:     10 Charisma:     18
Level:      1   HP:      5




 7/27/02                             textout                            Page  10
***********
Name: Popni
Armor Type: Scale and Shield      AC:      5
Weapons: Long Sword -  Dam: 1d8, Spear - Dam: 1d6, Long Bow - Dam: 1d8,
         Dagger - Dam: 1d4
Str:     10  Intel:      7   Wisdom:      9
Dex:     17    Con:     14 Charisma:     10
Level:      1   HP:     10
***********


Text Account:
Ches 3
5 days till ship comes in.
Timber is with the refugees. He gets them moving. 7 days from Rat Hills. He hunts for fresh meat.
Gal., Pi., Burz, Tamara is in Waterdeep
Vict is with militia going toward the refugees 3 days till they reach the refugees.
Stallen is with the mercinaries. 4 days till he gets to the refugees.
Burz. Memorizes a spot in the Heros garden that he can t.port back to.
He accumulates survival food and items
They do their shopping and pass the days till the ship gets there quickly.
Phantozi has 12 Healing Potions for 2500.
12000 gp profit from grain from 
He has a shipment of wines and 6 crates of 90 bottles each.
Arabel Red 70 gp have 3
Mead of the jinn 50.
They wait the 3 days until the refugees get to the city.
They are selling much of the wine.
They sell 70%. Holding out the elvin and Moonshae items. They sell the rest for 3200 gp
9 days after they arrive in Wdeep the refugees arrive.
Burz tell 509 about his place. Gal. And Pi. Go to see it. 
70 followers and 75 townspeople arrive in Wdeep.
30 can make their won arangements if they get 2 gp each.
If they pay 1 gp a week each, they can board comfortably.
Cookie and Toby stay with the ship leaving the followers behind.
Burz takes his girlfriend in the elvin forest to Wdeep and introduces her to the party.
She is a scout!
Three days after the followers arive, they head out in the ship to return to Katina.
Gal Tports to school and tells them to expect the ship and prepare by breaking the ice. They wait for the reinforcements arrive and during the wait they beef up fortifications. 
They take 10 footmen and 10 men on horse.
2 days after they get to katina, they head out in the ship toward the Moonshae isles.
They will arrive in 2 days.


Text Account:
Victorex is leader. 
Their last day in Katina, preparing to leave for the Moonshae Isle.
They split up the healing potion and settle their finances.
Boris, Natasha, Cookie and Toby light up the inn for their last night in Katina.
They settle up the last of their business.
Tamara tells them about what to expect in Moonshae.
Phantooze shows them maps of the place.
They spend the night in the Inn (the bed clothes are a bit musty).
The next morning, they muster to the ship and take their leave.
Stallen looks for clothes to take, they get the men and horses on board.
They wait for dark then head the ship out of the ice. 
The ship heads into a squall and it gets rough (con rolls).
The next morning, the weather is clear, but stormy behind and ahead of them.
They disguise the ship with Dromar's illusion. Vict. Holds prayer services. The musicians jam. The weather goes bad and it begins sleeting.
The fly through the storm and out again, landing in the Firth of Corwell 2 hrs before dawn.
They arrive in Caer Corwell  Tamara goes and gives her report to the King. He is glum and not happy about the news she brings. He sends word to the Red Stag Inn to bring all of them to dinner.
Margie is their waitress at the Red Stag.
They get to the Keep and are seated in the Great hall at the head table. Tamara joins them and sits at the head of the table.


Text Account:
Timber is leader
They are in the Fens and preparing to travel to the Castle of Skulls
They are on day 25 of their journey and talking about what to do.
8 days to get through the fens from here (1/4 speed) and 2 to get through the forested fens 1/8 normal speed)
Burzmali casts phantom steed and freaks out the horses and is forced to advance to the front.
They will be rolling encounters 3 tims a day and 2 times a night on a d6.
No encounters. 
Timber goe off by his own to cast a spell and encounters a constricting snake. 5HD
He befriends it and it has little to say.
Timber tells the kings men that there is a solid area he has created by tagle  vines.
Afternoon encounter in the fens. 
Tamara soucts ahead and sees the way ahead.
10 Miles to go
They have a disgusting day and camp in an area where the dry spont is only 30'x40.
Next day, they are attacked by harpies (7)

HARPY (x7); AC 7; MV 6"/15"; HD 3D8; #AT 3; DMG
1-3(x2)/1-6; SA SEE BELOW; INT LOW; AL CE; SIZE M; THAC0:16
SINGING (SAVE VS MAGIC OR MOVE TOWARDS HARPY); TOUCH (SAVE VS MAGIC OR BE CHARMED)
HP 1x,  8, 4, 11, 5x, 13, 8x, 12, 17; 
    -8   -3,  8   6,  6,   5,  8,   2,  ,2-7
          -6  -2
They surprise the harpies. 
Burz and Tamara tells the party that the harpies are on the way. 
They see the party they fly away from such a large party.
Giant Crane encounter. They like it.
They travel 3.5 miles that day.
40' visibility for the whole day 1.6 miles traveled.
 2 days later they reach the fen forest around the castle.
They approach carefully. They are pestered by the theiving monkeys.
Cindy II becomes leader as Timber and Picheo split.
They continue through the forest swamp. Tamara sees the monkey.
Cold camp that night. Stallen wanders off and casts  - Dark light and Invisibility and hangs out looking for the mystery humanoids for an hour and a hal then a hour flying.  
Night encounter with 9 monkies  AQC 8 HD 2
Tamara, Burz, Gal. W/6 men. The monkies are stealing from the sleeping. 
Surprise rolls III. 
IIIIIII find the creatures. 
10,      4,          12,      10
-2,      -3          -1         -1
They get within a couple of miles, within sight of of the castle.
Time Stop

kjh


Text Account:
Timber is the leader.
They get within a couple of miles, within sight of of the castle.
Tamara, Gal., Kat., Pi, Timber head out on foot to do a recon of the castle.
Tamara does fly, invisible-Pi. Turns into a bat and invisible- gal. Flying while invisible, Timber is a bat and go invisible- Katrina gets small and rides on his back.
They head off toward the castle.  They split up and head off toward the castle.
Gal looks for an easy way to the castle and doesn't find one. She sees the walls of the castle and the captives.
Pi flies up to the castle and looks at the enlarged window where the beholder is working. She escapes back to the party.
Katrina riding Timber fly up to an empty window on the balcony of the 3rd level and look inside. They see a rotting sitting room. They hear something sniffing (a white ape) and flee back.
Tamara flies around the back and see the captives.
They want to do another recon. 
Stallen invisible and flying, Timber as a hawk, Gal flying invisible, Pi as an invisible bat, Phanto invisible thanks to gal. as a falcon.
Stallen looks around and confronts a spider monkey up close.
Timber sees monkeys too and sees the trap doors that lead to the 1st level below the courtyard of the castel.
Gal. Finds little of interest. Phanto finds the pirate ship along the coast.
They spend an uncormfortable night in the swamp during a rainstorm.
They get up the next morning anc chedk the trap kat and tim. Made no catches.
 Gal flying invisible casts armor on herself and str on Pi and Timb , Phanto , turns into a bat and goes with Gal. 
Looking for the path: Pi is a bat, Timber turn into falcon, Gal flies, Vict rides in stallens back pack , Phanto goes as a falcom, Katrina shrinks and flies on Timbers back, Tamara flying invisible, stalen goes on his steed by land.
They cross the wilderness and see the ship 5 mile N. They head toward it to check out this ship.
They encounter a giant leech HD 8, AC 3,Speed 16 water 3 land, +3 to surprise & ini,. THAC0 10 49 HP 
-6-6 Burz
-21 Gal
-13 Kat
-13 Tim 
-21 Pisheo
Round 1
Round 2 Chromatic Horn, M. Misslex2

Tamara, Timber, Kat shrunnk on his shoulder,  Phanto, Gal and Pi flying Burz on steed. 
Timber is attacked by the creature
They continue to follow the track of the slaves and the pirates through the swamp unitl nightfall. They make a cold camp and keep watch.
No Enc. That night (Damn!)
They start out with 12 seamen and sell 4 to the lich so 8 seamen and 6 marines are traveling along their trail back to the ship. They have been paid 40GP each for the 4 seamen and 21 slaves they have sold. 
The party waits for them to approach. They line the path.
Timber casts storm armor and hideing with cloak of E kind.
Stallen invisible hides near the path.
PI. Invisible hiding off the path.
Gal readying spell invisible. 
Burz invisible casts st and waits with his sword to kill them.
Tam standing 13 feet off the pat.
Kat off the path and waiting.
"Surrender or die comes the mental projection"
Round 1 against the pirates Resil Sphere, F.Fire, Confusion, Entangle, command II
All but 1 marine are confused
Marines 3rd level
Round 2 no spells.
1106gp.32sp


Sailors 2 HD
8           
-4 Burz

PIRATE SLAVERS (x13); AC  SEE BELOW; MV SEE BELOW; HD 1D6; HP 5(x4), 2(x3),
4, 3(x3), 6(x2); #AT SEE BELOW; DMG BY WEAPON; INT VERY; AL N; SIZE M;
THAC0:20
AC 4, SWORD (1-8), HAND AXE (1-6), MV 9"
(x6) AC 8, SPEAR (1-6), MV 12"
(x5) AC 8, AXE (1-8), MV 12"
AC 8, LT. CROSSBOW (1-4), MV 12"
HUMAN, LVL 8 FTR ; AC 2; MV 9"; HD 8D10; HP 54; #AT 3/2; DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:14
PRIMARY WEAPON LONGBOW (1-6X2), SECONDARY WEAPON BROAD SWORD (2-8)


Text Account:
Interim Notes:
Access is not working tonight so this is it!
I have since (obviously) copied this into access now it's running.
They are near the Castle of Skulls wondering what to do.
There are 22 of the sailor/slavers living tied up after the battle. The party is about 2 days inside the forest and about 5 days from the begining of the thorns thicket.
They are discussing what they want to do with the slaves and decide on how to get to the Castle and who they will take with them.
I am playing Tamara in their discussions of the plan.
Vict does a D. Fold and they force the slaves through to where the soldiers of the king are camping waiting for their report.
Dro, Phant, Krom are first through.
They threaten and brutalize the slavers to convince them to go through the fold. They will make a morale roll (12) to go through. Some balk and fall on the ground, but they are thown bodily through.
The guards of the slavers have been told to guard but not harm the prisoners as justice belongs to the king.
Hebela is the leut of the guards.
They say that the prisoners are slavers/pirates captured folk from their fishing village and sold them to the Lich.
The lich is killing 5 people a day to increase his forces of undead.
Inside the castle they saw the cage of prisoners, some skeletons and zombies and powerful spell casters.
The pirate ship is named "Rosie".
After lining the prisoners up, a tribunal of officers interviews each. They are all condemed to death by sword.
The party spends the night there. The prisoners are put to death by being tied to a tree and run through by 4 swordsman.
Gal talkes to Hebela tells him that she could take him to the king to consut with him that night.
Hebela decides to return and report to the king. He and his men prepare to go.
They are memorizing spells to assult the castle.
They plan how they will attack. MORE TALKING!!!!!
They D. Fold to the Gate, kill the skeletons
Then they split up with one group going to rescue the remaining slaves and the other to storm the castle.


Text Account:
Leader is Victorex
TheWar is created.
They are ready to begin the assult (I hope!).
9:00 am in the camp of King Kendriks men. 
They cast spells before setting out: Gal, Armor, Str on Tim. And Pi Haste-Pi. Gal. Timb. Burz, Pi. And goes invis., Timber inivs,  storm armor, form of big bat- Stallen casts invis. From scroll, Pi goes invis,, Gal. Shrinks Vict. (12 hours).,  Burz. Does Invis 10' rad. And fly, P.from E.. Strength- Tamara goes invisible.-Vict. Casts Neg. Plane Protect, Dromar does Invis 10'rad.
Kartina prays to Tymora for help in the battle.
They all go through then split up. 
Rescuing the civilians are: Vict., Timb. Pi. Burz.
Vict. Is on Gals shoulder, Timber is on Pisheos back as a bat.
There are no horses going with them. They are leaving them in the camp.
Vict. Does a dimensional fold to the gate near the castle.
They surprise the skeletons.
They fail inititive. They are clustered in a 10' area together.
Upon exposure to the air, the skulls blow up for 10d8 of damage.
Round 1 they run through the circle of bone gravel around the gate.
Both skeletons open their boxes catching the 2 last lines fo the party. 
They frount line of footmen are killede an the rest losee morale.
Round 2 - Potion of healing, Pi goes batlike, gal does fly-The signal gong begins
Round 3 -Stallen uses his boots
The frount line flies off to the captives, Stallen flies off on his own, the rest run down the path. It will take them 8 rounds to run to the gate down the winding path.
It will take the slow fliers 3 rounds to get there.
Round 4 - Vict does Bat Sense. They continue to move toward the castle. The beholder takes off towar them, the death knights begin a muster of 3 rounds to be on horse.
Round 5 - Stallen lands on top of a tree in sight of the gate near the path. The rest head for the cage. There are 3 people left; an old woman a young child and a fisherman with a missing arm.
Round 6 - They look at the lock and the dracolich. It streches and flexes it''s wings.
Round 7 - Gal does knock that will give away their position. 
Round 8 - Gal uses align dagger., Tamara does Non-Detection. 
Round 9 -Stal-F.Ball, Burz Melf A. Arrow, Timber turns to elf, 
The folks on the ground wait for Stallens spell. 
Gate has 47 HP structural. Stallen does 39 pts with fire.
The Death Knights ride forth toward the gate.
Round 10 - Stallen does egg of ventril., Gal passwall, Vict. Does b. beam. Tamara does knock, 
Round 11 - Stallen-C.Orb, Kat. F.Ball on the gate (49 HP),
-39 FBall Dam on gate
Dracolich - HP 45 
-11 Burz A.Arrow, -15 Flame Arrow is petrified.
-9-21 Timber
-23 Pi
Round 12 - Gal. Rock to mud, Dromar-W. Form, Katrina-MMissle2
Tamara goes down to -3
Round 13 - Kat. M.Missle, Gal-Rock to mud
Round 14 - Krom healing potion to Tarama, Katr drinks healing potion
Round 15 - No Spells
Round 16 - Pi and Tamara Orb direction, Gal drinks Extra H. Potion, Timber lay on hands pi., Vict Lay on hands on self., Krom pours H. Potion down Katrina

Burz is stone, Stallen is disintegrated, Tamara is blind.

Knights
59,               59,     55x,       59x,      55x,     59x,      55x
-18              16       35        18        35       35          18
-17              -48      33      17                  33            17
-48

33x      34x      32       33x      30     29x     38x      27      32x    30x
35      35         18       35       18     35     35          18      35     35

Horses Flying:
32-18x        30-18x       27-18x


55-35x        59-16x,      55-35x
37             -37          -19

Behloder 68 HPx
-34-22 Katrina
-17 Tamara
-9-17 Timber 
Beholder Eyes
Big Eye Flesh to stone (as spell, 30-yard range)
4. Telekinesis (250 pound weight)
6. Disintegrate (20-yard range)
7. Fear (as wand)  (Inactive-Destroyed)



Asdf


Text Account:
Timber is the leader.
They have just eliminated the death knights, but have only begun to attack the skeletons and the zombies.
Round 17 - Gal-Staff of healing, Vict.-lay on hands, Krom-StickFingers
Round 18 - Tamara-wall of fire, Vict.-Turning, Gal.-Web, 
The wall of fire lets only 18 bats get out. The rest (now 68) retreat and are instructed to follow Bask. Who heads for the 2nd level.
Round 19 - Gal. Staff., Vict.-turn
Round 20 - Gal-Web
Zombie Lord cuts at web Free in 2 rnds.
Round 21 - Gal-M. MissleII, Tam-Orbs
Shadows arrive
Round 22 - Gal.-Staff of T&L-3, Vict.-Turning, 
Round 23 - Gal-Staff of T&L-3, Vict.-Blind Beam
Round 24 - Gal-Staff of T&L-3, 
Bats get out 2nd floor- Webs off Zombies
Time Stop

8 Shadows jump from the top floor
AC 7 3+3 HD THAC017 -1 Str. Move 12
A:26x     ,     t- B:16,      C:15,     D:19x,    E:18x,      F:15x         G:13x,    T-H:15
-10-16 Gal     -15Gal     -12 Gal   -48 Tam  -48 Tam   -8 Tam-5 Vict  -36 Gal   - 16 

Vampire Bats
100 THAC0 20 Dam 1d3 Save VS Poison or take 2d8 poison damage. THAC0 18 They have 8HP (1d8+2)
AC 2
Vict-11


Skeletons
SKELETON: #AT 1; DMG 1-6; SA ATTACK UNTIL DESTROYED; INT NON; AL N; SIZE, M; THAC0:19, 1/2 DMG FROM SHARP OR EDGED WEAPONS;
IMMUNE TO SLEEP, CHARM, COLD OR HOLD SPELLS DO 1-6 REGARDLESS OF WEAPON USED

A:7x,    B:7x,    C:1x,     D:6x,    E:6x,     F:4x, G:2x,    H:3x   , I:2x,    J:8x
-8kr    -12Kr     -15 Kr    -13Kr  -15Kr    -16 Kr -15k     -9 k       -15ta   -20Ti

Destroyed by Victorex
A:8, B:8, C:4, D:2, E:3, F:6, G:8, H:8, I:8, J:3

A:5, B:6, C:8, D:7, E:3, F:1, G:2, H:3, 
EndDestroyed

I:2,          J:2
-11 Krom
A:1x   , B:7x      C:7x,   D:3x,      E:4x       F:4x,      G:6x      H:1x  
-27 Dro -15Dr.   -2-4d    33-Dro  -21d      -27D       -7 Ka.   -8 Ka

I:3x,       J:7x
-18 Dro   -22 Dro

A:6x,          B:8,x    C:4x  , D:3x    E:1x   ,    F:8x, G:8x    H:5x       I:3x,     J:8x
-5-8 Kat    -28Dr  -15Dr    -17kr    -12Tim    -12   -9 Pi    -10 Ti     -21 Dr  -12 kr


A:7,        B:5x, C:2x,    D:7x  ,   E:7x,   F:8x,    G:4x,      H:7x    , I:2x, J:5x
-3 Tam   -9 Pi  -11 Ti   -15 Kr    -17     -20 pi    -7 kat    -14 Tim  -11 -9 krom


A:1x  , B:1,    C:7, D:4, E:3, F:4, G:8, H:1, I:8, J:5
-10Ti  -11 Kro   -8Krom

A:2, B:5, C:4, D:1, E:8, F:7, G:3, H:2, I:7, J:3

A:3, B:7, C:4, D:3, E:4, F:1, G:5, H:7, I:2, J:3

A:8, B:8, C:3, D:2, E:7, F:4, G:7, H:8, I:6, J:8

A:2, B:8, C:2, D:4, E:3, F:2, G:8, H:2, I:5, J:2

A:8, B:1, C:1, D:6, E:7, F:1, G:8, H:2, I:4, J:2

A:7, B:4, C:8, D:2, E:7, F:8, G:5, H:3, I:7, J:8

A:3, B:3, C:8, D:7, E:7, F:4, G:6, H:4, I:1, J:4

A:6, B:1, C:4, D:2, E:5, F:6, G:2, H:2, I:2, J:2

A:4, B:1, C:1, D:3, E:1, F:2, G:6, H:7, I:5, J:3

A:4, B:8, C:3, D:1, E:1, F:4, G:1, H:2, I:8, J:5

A:3, B:8, C:3, D:8, E:8, F:6, G:7, H:5, I:2, J:5

A:7, B:7, C:5, D:7, E:6, F:3, G:7, H:1, I:6, J:2

A:8, B:8, C:5, D:3, E:4, F:7, G:6, H:5, I:2, J:4

A:1, B:3, C:4, D:1, E:1, F:2, G:6, H:4, I:1, J:1

A:3, B:1, C:6, D:3, E:4, F:5, G:1, H:2, I:7, J:2

A:8, B:8, C:3, D:2, E:8, F:4, G:6, H:6, I:8, J:4

A:1, B:8, C:8, D:8, E:6, F:4, G:6, H:4, I:7, J:6

A:8, B:4, C:2, D:8, E:1, F:6, G:8, H:6, I:4, J:2

Sausage Zombie
ZOMBIE AC 8; MV 6"; HD 3D8+3; #AT 2; DMG 1-8+2;
IMMUNE TO SLEEP, CHARM, COLD; INT NON; AL N; SIZE M; THAC0:14
Nailes have been driven through their fingers to form claws. (the +2)
A:12,x        B:9,x         C:18,x    D:13x,           E:17x,       F:19x,    G:13x, H:23x,  
-8-12 Pi     -9-9 Tim xx -10-6 Pi  - 12-10Tim   -14-16pi   -19 pi        -17     -11-12 K
I:16x,      J:16x
-9-9 Ti.    -13-19 pi.
A:16x         B:18x     C:21x,       D:18x   ,      E:23x        F:24x,      G:23x,  H:21x, 
-11-12Ti    -11-20Pi     -7-17Pi   -15-14 Kr.    -8-14Tim -17-10 Ti  -17-12 Kr. -11-12 Vi.
I:18,       J:16
-17-14k   -9 Tim

Destroyed
A:8, B:21, C:16, D:23, E:17, F:23, G:18, H:14, I:22, J:17
Destroyed


A:27x,          B:10x,          C:17x         D:24x            E:11x, 
-13-15 Pi     -23              -17pi          -11-16 ti            -10Ti-9kr

Stuck in web
F:22, G:25, H:14, I:25, J:22

A:20, B:14, C:8, D:24, E:16, F:20, G:14, H:16, I:21, J:15

A:15, B:21, C:14, D:18, E:16, F:12, G:21
End stuck


Zombie Lords (2) with zombies. 1 cuts the web loose.





Awedf


Text Account:
Katrina
The battle so far:
Stallen has fallen to the Undead Beholder

Round 28 - Animal Mag. Lasts 11 round Holds off all but 12 bats- E. B. Tenticles
Round 29 TimeStop
Round 30 - Tamara-Invis., Burz-strength
Round 31 - No Spells-Balthizar does D. Fireball on Ice ring. It will go off in Round 33.
Round 32 - Kat-M.Missle, Burz-W.Fire, They kill all the zombies/skeletons and all but 4 bats.
Round 33 - Timber heals Katrina, The D.Blast harms no one.
Round 34 - Dromar-B.Hands,Burz-Fly, Gal-W.Fire:  Lich does D.Fog from 3rd storyout 2nd floor window. Kills 4 bats (36).
Round 35 - Katr.-F.Ball on 2nd floor wall, Timber heals Katrina, Gal.-Rock2mud,
Round 36 - Tama-Gust o wind Sends Invisible Kros Skeleton to kill Gal.
Round 37 - Tim cure Timb,Gal-Wind Breath, 
Round 38 - Gal. Rock2Mud, Timber Cure Krom, 
Round 39 - Tim heal Gal, 
Round 40 - Tim heal Gal, 
Round 41 - Vict-D.Door, Tim-A.Magnitism, Dro-B.Hands
Round 42 - Vict.-D.Folds to the school in Katina
They get to the school
They are healing and napping. 
Arnortha 7 spells, Ducky 3, Patooie 3
Kilana casts 4 spells.
5 min. healing, They eat for 15min. 
Burz is told about seg. By the girl from the elf forest arrives and has been insulted by Seginoviax.
Victorex casts a nap spell on everyone. They sleep for an hour and arise refreshed.


Vampire Bats
100 THAC0 20 Dam 1d3 Save VS Poison or take 2d8 poison damage. THAC0 18 They have 8HP (1d8+2) AC 2     8 Gal II,Krom-1,Kat-II,pi.-II,Vict-I
34 Bats Burz-I, Dro-II

Krosnium Skeleton AC -8, 3 attacks, 1d8+4, Elect Strike (2d6 on hit) 
HP 65
-10-14-13 Pi, -14-18-25 Krom, -9-8 Vict,-48 Dro 

Sausage Zombie
ZOMBIE AC 8; MV 6"; HD 3D8+3; #AT 2; DMG 1-8+2;
IMMUNE TO SLEEP, CHARM, COLD; INT NON; AL N; SIZE M; THAC0:14
Nailes have been driven through their fingers to form claws. (the +2)

F:22,           G:25x,       H:14x,          I:25x,           J:22x
-14-18 Pi      -32 Dro      -12-7 Vict    -19-24 Tim   -9-12-13 Krom

A:20x,            B:14x,             C:8x,          D:24,               E:16x,       F:20, 
-10-13 Pi        -9-6 Burz       -36 Dro        -23-15 Vict        -56 Krom  -8-10 tim
                                                                                                   -38 Krom

Zombies still in the hole:
G:14, H:16, I:21, J:15

A:15, B:21, C:14, D:18, E:16, F:12, G:21
End stuck

SKELETONS: #AT 1; DMG 1-6; SA ATTACK UNTIL DESTROYED; INT NON; AL N; SIZE, M; THAC0:19, 1/2 DMG FROM SHARP OR EDGED WEAPONS;
IMMUNE TO SLEEP, CHARM, COLD OR HOLD SPELLS
DO 1-6 REGARDLESS OF WEAPON USED
A:2x,     B:5x,     C:4, D:1, E:8, 
-6Kat   -15Kat

F:7, G:3, H:2, I:7, J:3

A:3, B:7, C:4, D:3, E:4, F:1, G:5, H:7, I:2, J:3

A:8, B:8, C:3, D:2, E:7, F:4, G:7, H:8, I:6, J:8

A:2, B:8, C:2, D:4, E:3, F:2, G:8, H:2, I:5, J:2

A:8, B:1, C:1, D:6, E:7, F:1, G:8, H:2, I:4, J:2

A:7, B:4, C:8, D:2, E:7, F:8, G:5, H:3, I:7, J:8

A:3, B:3, C:8, D:7, E:7, F:4, G:6, H:4, I:1, J:4

A:6, B:1, C:4, D:2, E:5, F:6, G:2, H:2, I:2, J:2

A:4, B:1, C:1, D:3, E:1, F:2, G:6, H:7, I:5, J:3

A:4, B:8, C:3, D:1, E:1, F:4, G:1, H:2, I:8, J:5

A:3, B:8, C:3, D:8, E:8, F:6, G:7, H:5, I:2, J:5

A:7, B:7, C:5, D:7, E:6, F:3, G:7, H:1, I:6, J:2

A:8, B:8, C:5, D:3, E:4, F:7, G:6, H:5, I:2, J:4

A:1, B:3, C:4, D:1, E:1, F:2, G:6, H:4, I:1, J:1

A:3, B:1, C:6, D:3, E:4, F:5, G:1, H:2, I:7, J:2

A:8, B:8, C:3, D:2, E:8, F:4, G:6, H:6, I:8, J:4

A:1, B:8, C:8, D:8, E:6, F:4, G:6, H:4, I:7, J:6

A:8, B:4, C:2, D:8, E:1, F:6, G:8, H:6, I:4, J:2

Zombies
Normal Zombie (212)
ZOMBIE AC 8; MV 6"; HD 2D8; #AT 1; DMG 1-8;
IMMUNE TO SLEEP, CHARM, COLD; INT NON; AL N; SIZE M; THAC0:16

A:3, B:7, C:4, D:3, E:4, F:1, G:5, H:7, I:2, J:3

A:8, B:8, C:3, D:2, E:7, F:4, G:7, H:8, I:6, J:8

A:2, B:8, C:2, D:4, E:3, F:2, G:8, H:2, I:5, J:2

A:8, B:1, C:1, D:6, E:7, F:1, G:8, H:2, I:4, J:2

A:7, B:4, C:8, D:2, E:7, F:8, G:5, H:3, I:7, J:8

A:3, B:3, C:8, D:7, E:7, F:4, G:6, H:4, I:1, J:4

A:6, B:1, C:4, D:2, E:5, F:6, G:2, H:2, I:2, J:2

A:4, B:1, C:1, D:3, E:1, F:2, G:6, H:7, I:5, J:3

A:4, B:8, C:3, D:1, E:1, F:4, G:1, H:2, I:8, J:5

A:3, B:8, C:3, D:8, E:8, F:6, G:7, H:5, I:2, J:5

A:7, B:7, C:5, D:7, E:6, F:3, G:7, H:1, I:6, J:2

A:8, B:8, C:5, D:3, E:4, F:7, G:6, H:5, I:2, J:4

A:1, B:3, C:4, D:1, E:1, F:2, G:6, H:4, I:1, J:1

A:3, B:1, C:6, D:3, E:4, F:5, G:1, H:2, I:7, J:2

A:8, B:8, C:3, D:2, E:8, F:4, G:6, H:6, I:8, J:4

A:1, B:8, C:8, D:8, E:6, F:4, G:6, H:4, I:7, J:6

A:8, B:4, C:2, D:8, E:1, F:6, G:8, H:6, I:4, J:2


Text Account:
5 min. healing, They eat for 15min. 
Burz is told about seg. By the girl from the elf forest arrives and has been insulted by Seginoviax.
Victorex casts a nap spell on everyone. They sleep for an hour and arise refreshed.
They memorize spellls for a hour/
After 2 hours and twenty minutes, they begin to prepare for their return to the fray.
Timber - Storm armorx2, 
Tamara - Invisiblity,
Gal. - Strx2, armor
Kilana - Good Fortune, prayer
Burz. - Str
Vict. - Undead Ward
Dromar - Invis. 10' Rad.
3 min. Spells are cast
Vict does D Fold to return to the area of the captive's cage inside the city walls.
Vict roll a 7 when she needed a 5. It's a rocky trip!

Round 1 - Burz-F.Ball, Kilana-Turning, Vict-Turning, Gal. (all but tamara) -Haste
Round 2 - Kilana-Turn, Vict-Turning, Gal-R. 2 Mud, Burz-fly
Round 3 - Kat-F.Ball, Gal-Fball, Kilana-Ice Braciers, 
Round 4 - Gal-Disintegrate, Kilana - Ox Str., 
Time Stop

Baskeadore attacks in Round 5
Lich attaks only inside dungon or castle 

Skeletons
Dis. Vict
A:3, B:7, C:4, D:3, E:4, 
F:1, G:5, H:7, I:2, 
End dis 
Dis. Kilana
D:2,x        E:7x,           F:4,            G:7x,      H:8,x     I:6x,       J:8x
-17 Emb   -15 Dro      -13 Emb      -11 Kat     -7-8 Pi   -13 Tim  -17 Krom
A:2x,           B:8x,       C:2x,       D:4x,        E:3x,       F:2x,      
Krom           -11 Seg   -30 Dro    -16 Tim   -25 Krom  -17 Emb
Burz Fireball
A:8, B:1, C:1, D:6, E:7, F:1, G:8, H:2, I:4, J:2
A:7, B:4, C:8, D:2, E:7, F:8, G:5, H:3, I:7, J:8
EndFireball
A:3x,    B:3x,   C:8x       D:7x,  E:7x         F:4x,       G:6x,      H:4,      I:1,     J:4
-3 Kat   -13 pi  -15 Ti  -10 Tim  -14 Krom  -14 Krom -18 Krom -7 Seg -14Seg -18 pi
vict -Distroy ed
A:6, B:1, 
Dist-vict
B:1x,       C:1x,        D:3x,      E:1x  , F:2x   ,    G:6x,      H:7x,         I:5,         J:3
-30 Dro  - 10 Dro  -16 Seg -9 Seg -13 Tim -16 Tim -16 Krom -17 Krom -18 Krom
A:4,    B:8,      C:3,      D:1,      E:1,      F:4x,    G:1x,  H:2x      I:8x,      J:5x
-14 Pi  -9 Burz  -6Burs  -13 Dro -13 Dro -13 Seg -14   -12 Tim -14 Tim -16 Krom
A:3x,        B:8x
-17 Krom -22 krom

Gal-Fireball
A:7, B:7, C:5, D:7, E:6, F:3, G:7, H:1, I:6, J:2
A:8, B:8, C:5, D:3, E:4, F:7, G:6, H:5, I:2, J:4
A:1, B:3, C:4, D:1, E:1, F:2, G:6, H:4, I:1, J:1
A:3, B:1, C:6, D:3, E:4, F:5, G:1, H:2, I:7, J:2
A:8, B:8, C:3, D:2, E:8, F:4, G:6, H:6, I:8, J:4
A:1, B:8, C:8, D:8, E:6, F:4, G:6, H:4, I:7, J:6
A:8, B:4, C:2, D:8, E:1, F:6, G:8, H:6, I:4, J:2
EndFireball

C:3x  , D:8,  E:8x     , F:6x,       G:7x,      H:5x,        I:2x,        J:5x
-14 Pi  -6 Pi  -12Vict  -11 Vict    -12 Tim   -15 Tim   -16 Krom -22 Krom

J:3          A:8,        B:8   ,        C:3,         G:8,       -13        H:2,      I:5,        J:2
-12 Krom -12 Krom -15 Krom   -16 Krom  -12 Tim  -13 Tim -15 Tim -17 Krom -9 Seg

A:11, B:4, C:10, D:13, E:8, F:9, G:11, H:7, I:8, J:12

A:14, B:11, C:13, D:9, E:5, F:9, G:5, H:13, I:8, J:1




Normal Zombie (212)
ZOMBIE AC 8; MV 6"; HD 2D8; #AT 1; DMG 1-8;
IMMUNE TO SLEEP, CHARM, COLD; INT NON; AL N; SIZE M; THAC0:16

Burz Fireball
A:10, B:4, C:13, D:8, E:16, F:13, G:11, H:13, I:5, J:6
A:9, B:14, C:12, D:7, E:16, F:16, G:9, H:10, I:10, J:8
End fireball
A:12,    B:8,       C:13,   D:11,    E:14,    
-6 Burz -9 Burz  -16 Em -14 Em -13 Em
Dis. Vict
A:12, B:12, C:7, D:9, E:6, F:8, G:8, 
End Dis

H:16x,       I:8,     J:14
-17 Krom   - Seg

Kialandistroy Turning
A:12, B:14, C:15, D:9, E:3, F:5, G:9, 
End Turning
Vict.Turning
H:7, I:7, J:15
EndTurning

Gal. - Rock To mud
A:15, B:11, C:13, D:6, E:12, F:11, G:14, H:8, I:9, J:4
A:11, B:5, C:11, D:11, E:10, F:8, G:8, H:9, I:9, J:14
End mud
151
Fireball
A:7, B:6, C:6, D:9, E:10, F:12, G:11, H:15, I:6, J:12
A:8, B:11, C:6, D:9, E:9, F:9, G:6, H:13, I:10, J:11
A:7, B:10, C:16, D:12, E:4, F:11, G:9, H:4, I:10, J:11
A:6, B:12, C:10, D:5, E:10, F:14, G:11, H:15, I:12, J:11
A:8, B:9, C:9, D:5, E:13, F:7, G:6, H:12, I:10, J:14
A:9, B:9, C:9, D:9, E:8, F:8, G:5, H:7, I:14, J:14
A:14, B:6, C:7, D:4, E:3, F:14, G:13, H:7, I:8, J:8
A:14, B:7, C:14, D:14, E:9, F:13, G:12, H:12, I:10, J:12
A:9, B:16, C:6, D:14, E:8, F:6, G:12, H:8, I:5, J:9
A:5, B:13, C:10, D:10, E:7, F:10, G:14, H:11, I:8, J:11
End Fireball

A:10,     B:10,      C:8x,     D:11,  E:10x,        F:13, G:11, H:10, I:14, J:5
-12 Seg  -14 Seg -8 Seg   -6 Seg -4-8 Burz   

A:8,        B:13,      C:3,       D:9,         E:7, F:13, G:6, H:8, I:8, J:5
-16 Emb -12 Emb  -18 Emb -15 Emb

A:12, B:10, C:11, D:7, E:6, F:10, G:7, H:7, I:5, J:9

A:10, B:15, C:6, D:12, E:8, F:7, G:8, H:8, I:8, J:7

F:8, G:14, H:10, I:6, J:11

The walls have been crudely rebuilt by earthen ramparts raised by an E. Elemental.





Asdf


Text Account:
Time Stop in the Courtyard after the bulk of the Undead are no more.
Round 5 - Moving out!
Round 6 - Gal-R.Invisible, 
Round 7 - Kilana- F.Traps
Round 8 - Moving in
Round 9 - In room 8 Groaning spirits, Kilana-Turning, Dro M.Image(2), Kat, Seg, Gal-M.Missle - Katrina and Burz and Seg. Die from the groaning spirits
Round 10 - Tim- Rod of Ressur. On Katrina
Round 11-12 They hide out in room 5 which has a fountain in the NE corner of the room. They ressurect the Seg. And Burz. And talk of their plan. Stren on Burz
Round 13 - Kat- Silence 15'
Round 14 - They open the door
Round 15 - Kilana-Good Fortune
Round 16 - Through the door to 6 They find the dead end and return to 8
Round 17 - Pi. Invisible.
Round 18 - Pi. Turns bat
Round 19 - Pi does a recon. As an invisible bat
Round 21 - Gal - Pass Wall
Round 22 - No Spells
Round 23 - No Spells,
Seg loses his armor to the beetles
Round 24 - Tim-Heal, Kilana-Cure,
Round 25 - Misc. Healing
Round 26 - Healing Potions

Room 8+ - BEETLE, BOMBARDIER (x8); AC 4; MV 9"; HD 2D8+2; HP 9, 13(x2), 5, 15(x2), 11(x2); #AT 1; DMG 2-12; SA ACID CLOUD; SD FIRING CLOUD; INT NON; AL N; SIZE M; THAC0:16 EXPLODE WHEN KILLED FOR 2D8 DAM TO ALL IN 10''

A 9x             B 10x         C 7x            D 5x         E 12x      F 16x
-6-7 Dro       -17 Tim      -9 Kilana    -10 Pi         -18 Pi     -13 Seg
                   -40 Krom   -15 Seg                                    -4 Burz
Skeletons
A:11x,        B:4,x          C:10x,         D:13x,        E:8, x        F:9x,           G:11x,
-15 Krom  -18 Krom     -15 Krom     -16 Krom     -12 krom  -17 krom    -22 Krom
 H:7x,     I:8x,           J:12x
- 16K     -15 Krom  -11 Krom

A:14x,       B:11x,         C:13x,        D:9x   ,     E:5x,      F:9x      G:5x, 
-15 Seg    -15 Seg       -13 Seg      -13 Seg    -16 Seg   -10 Seg  -6 Seg
H:13x,           I:8x,        J:1x
-11-12 Tim  -14 Tim  -9 Tim

Zombies
A:12x,     B:10x ,     C:11x,     D:7x,       E:6x,     F:10,x      G:7x,     
-12 Pi     -8 Pi       -11 Pi      -11 P         -7 Pi    -13 Pi       -11 pi      
 H:7x,         I:5x,         J:9x
-22 Krom -12 Krom - 19 Krom

A:10,       B:15,       C:6x,       D:12,      E:8x       F:x7   ,     G:8,x     
-7 Burz    -7 Burz     -8 Burz  -8 Burz    -11 Burz -15 Burz  -17 bur
H:8x,        I:8x,           J:7x
-18 Krom  -18 Krom  -20 krom
F:8,       G:14x,         H:10x,      I:6,           J:11x       k:12
-18 Dro  -27 Dro       -18 Dro     -14 Tim    -34 Drom  -23 Burz

Room 8 Courtyard - Groaning Spirits
GROANING SPIRIT ; AC 0; MV 15"; HD 7D8; HP 22; #AT 1; DMG 1-8; SA SEE BELOW; SD SEE BELOW; MR 50%; INT EXCEPTIONAL; AL CE; SIZE M; THAC0:13
WAIL WITHIN 3" (SAVE VS MAGIC OR DIE); SIGHT OF SPIRIT (SAVE VS MAGIC OR BE AFRAID) IMMUNE TO CHARM, SLEEP, HOLD SPELLS; ALSO TO COLD & ELECTRICAL ATTACKS
A22x                 B 35x          C 32x          D 28x            E 32x
-57 Krom          -42 Tim        -57 Tim     -57 Krom        -30-25 Dro

Room 1-7 - Ghost
GHOST (x2); AC 0; MV 9"; HD 10D8; HP 63, 44; #AT 1; DMG SEE BELOW; SA SEE
BELOW; SD SEE BELOW; INT HIGHLY; AL LE; SIZE M; THAC0:10
SIGHT CAUSES HUMONOIDS TO AGE 10 YEARS & FLEE UNLESS (SAVE VS MAGIC) (CLERICS ABOVE LVL 6 IMMUNE, LVL 8 & HIGHER CHARACTERS SAVE AT +2); MAGIC JAR WITHIN 6'; TOUCH (AGE  10-40 YEARS)
ONLY HIT BY SILVER OR MAGICAL WEAPONS, ONLY AFFECTED BY SPELLS IF CASTER IS
ETHERAL


Text Account:
Tamara is leader
In Room 8+ they have just done healing.
They open the door to 4 and find nothing.
Round 1 Tamara goes into the room and the Rakshasa parlies. 
Round 2 He casts a Suggestion which fails, Tamara casts a sleep which fails.
Katrina does a knock spell.
Round 3 Gal.&PI - Invis, Vict-Bat Sense, Tim-Sword Light, Tamara- Medalion of Though Proj.
Round 4 - They look around the room. The Rak escapes flying invisible after everyone has entered. Tim finds a S. Door Eenter W wall.
Round 5 - They try to detect how to open door.
Round 6 - Tamara does Konck on door.
Round 7 - Other elves search the room.
Round 8 - They find S. Doors
Round 9-12 - Pi finds way to open door.
Round 13 - Ember opens the S. door.
Round 14 - Kilana casts f. traps.
Roudn 15 - Tamara goes down the corr.
Round 16 - Pi, Tamara, Ember, Timber are placed in the obulet under room 3.
Round 17-27 - Gal and Vict study room 2.  
Round 28 - Gal. shrinks vict. 
Round 29 - Dromar - D. Door 70' down.
Round 30-34 - They wait for Dro and Vict while Katrina does L. Lore.

Round 41 - The party is together again!
Round 42 - They go back to Room 2.
Round 43 to 53 - Looking for S. Door opening in S.
Round 44 to 47 - Gal. Casts Knock spell. They push the door open and see the outside.
Round 48 & 49 - They go back to room 4 abandon kitchen.
Round 50 - 60 - Krom and Kilak rumage through the trash and find a puter ladel and a cast iron skilit.
Round 61-71 Searching for S. Door to Stairs down. Gal succeeds.
They find the stairs down.
The stairs lead to Room 23. Its damp and mossy, but the floor is OK to walk on. The construction is poor. Rocks are stacked up un mortered against the wall.

T In Room -1-23 they S. Door.
T Mapping around to Room 
T Find entrance to 217
T In Room 217 Timber and Kilak search the rags. 
Round 1 - No Spells
Kilak attack, but it does not return the attack.
Round 2 - Tim-Speak W/Animals, Gal. Dagger of Align.
Gnoll is a Ranger of a Gnolish wilderness guide.
Round 3-4  Gal becomes visible then casts tongues. Worships Grakruell.
TT They feed and talk to the Gnoll who agrees to go with them if he may get a chance to revenge his captivity. He is true neutral. Grakruell is the nature god of the gnolls (a not very popular god!).
They go back to 77.
They open the door to 77 and see the Purple Worms.
Round 1 - No Spells
Round 2 - Return W. Hammer,
Round 3 - Healing

A 65x                         B 67x
-11-10-15-7 Tim         -34-30 Krom
-6-6-4-10 Burz             -10 Ember
-36 Krom

Gnoll - 78HP
         -13 Kilak

Room 3
Skeleon Guardian of Prisons wielding the +3 whip of transferal Teleports to obulet.
AC 0 - HD 6 HP 33
                  -10 Pi
                  -48 Krom

Room 77 - Purple Worm
PURPLE WORM (x2); AC 6; MV 9"; HD 15D8; HP 65, 67; #AT SEE BELOW; DMG
2-24/2-8; SA SEE BELOW; INT NON; AL N; SIZE L; THAC0:8 BITE (2-24), MAY ATTACK TO REAR WITH STINGER (2-8, SAVES VS POISON OR DIE) WITH 4 ABOVE REQUIRED "TO HIT" ROLL, WORM HAS SWALLOWED VICTIM, KILLING IT I 6 MELEE ROUNDS
gemstone - chysoprase (650 gp)

Room 2 Rakshasa
RAKSHASA ; AC -4; MV 15"; HD 7D8; HP 30; #AT 3; DMG 1-3(x2)/2-5; SA ESP
GENERATE ILLUSION; SD SEE BELOW; INT VERY; AL LE; SIZE M; THAC0:13
IMMUNE TO SPELLS UNDER 8TH LVL, +3 OR BETTER WEAPONS HIT AT 1/2 DMG
KILLED IF HIT BY A CROSSBOW BOLT BLESSED BY A CLERIC

1st LVL MAGIC USER SPELL(S)
BURNING HANDS
CHARM PERSON
FEATHER FALL
SHIELD
SHOCKING GRASP(x2)
SLEEP
SLEEP
PRO. FROM EVIL

2nd LVL MAGIC USER SPELL(S)
BLIND
DETECT(x2)
SLEEP
PRO. FROM EVIL

3rd LVL MAGIC USER SPELL(S)
DISPEL MAGIC
FLY
HOLD PERSON
MONSTER SUMMON I(x3)
SUGGESTION(x3)

1st LVL CLERICAL SPELL(S)
COMMAND
CURE LIGHT WOUNDS(x2)
INVIS. TO UNDEAD
SANCTUARY(x2)
DETECT MAGIC
BLESS
DETECT EVIL

Room 1-7 - Ghost
GHOST (x2); AC 0; MV 9"; HD 10D8; HP 63, 44; #AT 1; DMG SEE BELOW; SA SEE
BELOW; SD SEE BELOW; INT HIGHLY; AL LE; SIZE M; THAC0:10
SIGHT CAUSES HUMONOIDS TO AGE 10 YEARS & FLEE UNLESS (SAVE VS MAGIC) (CLERICS ABOVE LVL 6 IMMUNE, LVL 8 & HIGHER CHARACTERS SAVE AT +2); MAGIC JAR WITHIN 6'; TOUCH (AGE  10-40 YEARS)
ONLY HIT BY SILVER OR MAGICAL WEAPONS, ONLY AFFECTED BY SPELLS IF CASTER IS
ETHERAL

Asdf


Text Account:
Jeff is leader.
Room 77 - Purple Worm
They open door to 91
T Search area inside door. 
T They leave the room after mapping and investigating.
To room 228.
GOLEM, IRON ; AC 3; MV 6"; HD 18D8; HP 80; #AT 1; DMG 4-40; SA SEE BELOW; SD SEE BELOW; INT NON; AL N; SIZE L; THAC0:10  1 PT STRUCTURAL DMG/MELEE ROUND
+3 OR BETTER WEAPON TO HIT; IMMUNE TO MOST SPELLS (ELECTRICAL ATTACKS SLOW 50%); MAGICAL FIRE RESTORES HP

Round 1 - Kilana-Turn, 
Round 2 - Kat-magic M., Gal-L. Bolt, 
Round 3 - No Spells, 
Round 4 - Kilana heals Dromar

A    80 Lbolt                           B 74
-14-x-17-17-31-14-13 Krom    -12-15-4 Dro
                                            -9-8-5 Tam
-x Emb                                  -21 Krom
- V                          ict          -10 Vict
-x Tam           -x Seg
237 Platinum - Bag of Gems
 
T They exit the golumn room and head off to new territory. 
T Room 148 Search for traps. Trying to find the way to open the door
Tamara moves to door of 191
They find the way to open the door to 148
T They go in.
TT They defaced the Frozen Skull of Merkul with holy water and move on.
Seg hangs from the chandalier
They go to room 191 and Katrina casts a knock spell on the locked door
They begin the battle with the death sladd.


Text Account:
Dromar is leader
They go to room 191 and Katrina casts a knock spell on the locked door
They begin the battle with the death sladd.
Surprise produce Flame X 3 

Round 1 - Burz-Fly, Kilana-Bless, Gal.-M. IceBall,Timb.-Storm Armor, 
Round 2 - No Spells
Round 3 -Gal.-S.Maj.missle, Kilana-ox str, Pha-F.Fire
Round 4 - Buz-M. AcidArrow, Gal-Blur, Phanto-D.Door, 

They move into the room
Green Sladd (3) AC3,hd  9+3  att=3 MR 50%
A 41           B 53             C 69
Gal. 37       Gal. -18         Gal.-18
-9-6 Pix      -13-10 Vict    -13-14-11 Tim
-9 Kilak                            -14-27-26 Emb

Gray Sladd (2)
A 72                   B 66
-16-22-6 Krom

The Sladd decide they aren't there to fight, only to create the copper skeletons in the 3 large vats inside. There is an acid smell and a bite to the air in this room. There are 4 skeletons in 2 vats and 3 in the one.
5 Min. Ember gets the sladd gem, Burz and Krom and Kilak look in the vat. Vict stops being in pain, Kat stops shedding darkness.
5 Min messing with the vats. Vict and Gal memorize this room. 
Gal.-Disintegrate a vat

Vict. Casts a D. Fold to back to the School.
They arrive in darkness and sleet which has made the snow slick.
They are made welcome and their wounds healed.
They go to sleep around 1:00.
They leave a wake up call for 9:00 and go down to breakfast.
They pass around items to those whos armor etc. has been destroyed.
Time stop after they memorize spells.


Text Account:
Adrienne (Tamara) is leader.
The party meets in the common room of their Inn at 9:00 that morning.
Pisheo studies the parties maps while Krom drinks ale and stuffs roated pig.
Timber does Commune with Miliki, 
Burzmali tell the woman shamed by Seginoviax that Seg will die soon and she will be revenged.
T Vict. Casts a commune with Bob spell. Bob is willing to see them succeed over the 
Lich, but will require an evil deed for any help given to him.
Victorex is given information from Bob and they continue their original plan.
T Timber is casting an Idea spell. Vict. Casts an Omen spell.
They receive omen that something is coming and they should not go down to the dungeon under the Skull Castle.
Vict. Casts augary "Will the party benefit by returning to the Castle withint the next 1/2 hour."
Timber casts Storm Armor, Burz casts Str spell when after 23 minutes, Tamara casts invis and beghins patroling the walls. 
Burz tells his follower to go somewhere safe. 
They decide to remain and guard their fortress.
They have 40 min to prepare.
Pisheos followers are in the SE corner
Gal. Has cast spells
Stallens followers agree to take instructions from Katrina
Katrina are taking rounds on the walls and taking arrows to those in need.
Ember psycing up for battle
Burz ralies his 4 followers in the middle of the courtyard then casts a fly spell at the end of the muster.
Ember gathers dwarves to raise morale. Kilak prepares with them.
Dromar preparing for battle and raising hell.
Victorex follow3ers are on the towers except for the leaders who stay with the leaders.
Kilana gaters followers 23, casting mystras magic aura and gives them +1
Tamara is invisible and making thr rounds.
The lich will attack at 10:10
He will send in Bask. First he will seek to kill as many low level guys as possible.
Bask places a scrying ball in a tree allowing the Lich to see the battle before appearing.
1-3 2 Calvery
4 Bear 
5 Mt. Lion, 
6 Crows

Mt. Lion encounters Bask. And is killed by him.
Bask has a wand of M. Missle at 10th level. W/14 charges.
Round 1 - Timber create water, Vict. Blinding beam
Bask casts Wall of Fire on E gate he is AC 6
Bask blinks before they can react. He goes to the other gate.
Bask hit for 1+12 HP from arrows 32nd round -6 Burz
Round 2 - Timber-Create Water, Gal-Blur, Kilana-G. Fortune (her followers only).
Bask Invisible ring
Round 3 - Timber-Create Water, Gal.-Invisible, 
Bask doeds Wall of Fire on W. gate
Round 4 - Tamara-Fly, Gal-Rod of alertness
The W. gate burns this round.
Time Stop at the end of round 4
One of the pickets from Golden fields that was running picket is killed by the Lich and flies across and drops the body with a note attached.
The note has a message saying "This is your last chance. You may stay in this place as long as you live without attack from me. If you travel to my home again, you will serve me in death forever.'
The pirate ship is a 75' Cog worth about 10Kgp.
They decide to aggree to his terms.

Asdf


Text Account:
On the ship where the pirate ship is moored, 
The Dragon Ship is alongside and inside, Vict, Gal, Krom, and others are aboard. 
They decide to return to Katina. Vict. Does D. Door and they arrive about 9:00 in the morning 2 days after they left.

The rest of the party is back in Katina and have 2 days to do stuff till the party is joined. 
Pi is organizing. Dromar is hanging around. Katrina and followers do repairs.
The men from Goldenfields return to their farm.
The militia move back to the fort, but continue pickets around the school.
The party is together again!
Rebuild gates, Go to Waterdeep, 
Timber goes out fells some trees and begins rebuilding the gate.
They plan a trip to Waterdeep and let folks know what is going on and bring them money to live on.  The advance party to Waterdeep consists Pi, Kilana, Victorex, Dromar leave on the 1 of Tarsakh. They want stay a couple of days. Victorex D. Folds them there and back. They leave money enough to support them for another couple of months.
The rest have been concentrating on getting the school gates and walls together.
They ride out and investigate the damage done to the town. They find there is a lot of damage to the town, but none to the Inn.
They decide to go down to the 9th level and check things out. They change their minds and decide to go to the 7hth level and clear it out.
They memorize spells 
2 Str. And Armor from Gal., Timber-Storm Armor, 
Kilana does a D. Fold to 7th level room 6 (rose floor).
Once there, she casts a f. traps.
They go from 6 to room `1. Dromar takes 6 pts from the electrical shock of the copper archway.
Ember takes 5 pts from copper archway.
They wander around until they get to teleport A.
Gal, Tim, Vict. Check out the teleport. The teleport to Mystara Secret Temple.


Monsters Slain:
9/15 4 Neogi-650 and 8 Umber Hulks-4k=34600
9/22 8 Mephits-420, salamander-2k, 10 Shriekers-6,=5420
9/29 6 umberhulks-4k, 4 smoke mephits-420, 4 smoke mephists-420=6560
10/13 4 Fire Beetles-120=480
10/18 4 green slimes-65, 10 stone guardians-420=4460
11/3 1 Blood wierd-800, 1 Derghodaemon-2.4k=3200
11/8 8 Hook Horrors-175=1400
11/17 2 Griphons-650=1300
11/27 Bugbears-120, 2 otyugh-2k=2240
12/29 3 Goblins-15, 5 Wargs-120=660
1/7 4 Krosnium Skeletons-3200=12800
1/12 3 Kr. Skel-3200, 2 Dire lions-650=10900
2/9 5 Haunts-2000-10000
2/17 9 Giant Crocodile-1400=12600
2/20 4 Steel Skel-1650=6600
3/30 21 Copper Skel-965, 2 steel-1650, 6 red skull zom-270=25215
4/6 5 Copper-965, 3 Mythrel-2100, 2 bronze-1065,  11 Steel-1650=31405
4/13  6 steel-1650, 1 Zombie Lord-650, 1 gold-5000, 6 steel-1650, 1 mythrel-1650=17200
4/27 2 steel-965, 4 monster horse skel-65, 4 revenites-3000=14190
5/18 14 zomibe tigers-100=1400
6/15 5 skeletons-65=325
7/6 to 7/13 16 copper-965, 6 bronze-1065, 1 krosnium-3200=25030
Check paper notes for totals=12025
228105
8/24 4 Harpys-975=3900
8/31 Giant Leach-6500
10/5 17 Death Knights-6000, 17 Night Mares-2000, Undead Beholder-13000,(no typo)=149000
10/13 8 shadows-420, 22 Vampire bats-20, 58 skeletons-65, 24 zombies-65=9325
11/2 32 Vampire Bats-20, 11 Leather Zombies (sausage)-120=1960
11/8 151 zombies-65, 98 skeletons-65=7185
11/16 6 Bomb Beetles-120, 17 sksletons 26 zombies, 5 groaning spirits=7515
11/23 3 purple worms-13000=39000
12/7 2 Steel Golumns-1300=2600
12/14 2 green sladd-8050=17000
464290=46429    23215 for npcs

Objectives Completed
50K Saint Slacu
75K EXP for fighting off the lich and his minions.
20K Cleaning up the dungeon to the 9th level gains thems EPs as a fulfilled objective.
They get no EPs for killing the good mummys
145000 each for PCs - 72500K NPC

Total of both: PC=191429, NPCs=95715

150K are still available if the kill the lich someday

Krom is going to retire after gathering his followers. He will retain all his stuff. I 
will run Krom from now on.
The next morning after they agree to the Liches agreement, Krom goes riding through the 
village. He is much affected by their plight. He comes back and for the first time, something seems to have affected him. He wants to go see Kappy and will leave for a month to do so. He has an idea of what he wants to accomplish. When he brings Kappy 
back, he begins to make his plans. His objective is to prevent what happened from ever 
happening again. He realizes that he can't do it by himself and that he isn't smart 
enough to know what to do without help. Thats part of the reason he goes to bring Kappy 
home. The other reason he does so is that he misses him and misses having someone from 
the hometown around.

The wants to settle down for a while.


Text Account:
They wander around until they get to teleport A.
Gal, Tim, Vict. Check out the teleport. The teleport to Mystara Secret Temple.
T The rest of the party follows.
T They search the room. They find the alter and the teleport B rune.
T L.Lore by Katrina
They go through the teleport to Room 19.
TT Searching Room and purple domes of force 
TTT Find the secret place in the nave.
They find the answers one by one and have troble figuring out the last level.
They open the marble box and see Rudolphus's illusion.
They open the box and find the loot.
The protection agains t.port and other spells is negated when the skeleton is destroyed.



Asf


Text Account:
They are devinding treasure, creating characters, going up levels, leveling the amount of exp the new/newer characters.
Hondo (H) Skull
Kirean
Arithon Lysarer Chimaera
They memorize spells and write them in their books.
They spend 110 days in doing spells and stuff.
They head off to Waterdeep on Flammerule 17.
They get to the Jade Jug.
They meet Arithon (Peter) and Kieran (Darin)
2 Weeks went shopping.
They get back 60 days after they left.
Elient 15 they get back to Katina.
Marpenoth 4 Beourn Arrives.
Bourn talks to the new people and enlists their help with the exception of Seginoviax who he reviles as not worthy of being one of his followers.



Asdf


Text Account:
They are dealing with spell and magic item stuff.
Marpenoth 4th Beourn arrives.
They stay in Katina an additional 100 days for a total of 210 days since they arrived back.
During this time, they have an ample chance to talk to Beourn and Ulla (such as he is).  He says he worships himself and doesn't know what his capabilities are.
H. takes over caring for Ulla during the day allowing Beourn to do his own thing and try to find himself. Beourn doesn't know what his capabilities are. 
H. talks to Ulla about Torm and reads from his tracts. Ulla's attention is rivited on H. and seems receptive.
After 6 weeks, H. begins talking about Ullas recovery and after 8 even Beourn talks about Ulla getting better. After 10 weeks, Ulla comes down to the common room.
The Baracuda is the name of the new ship the party will travel in with it's pet name being "'Kuda".









Fdsa


Text Account:
A get ready adventure.
Galranwyn wants to go the the Mages Guild in Waterdeep.
There are others that will want to go with her, but no other players are single class and able to become members.
Gal tports in and allerts the upper masters of her presence.
She meets with Kalitaria in the city and she is glad the problems with the Lich have been put on hold at least, but she doesn't think this is the end of the story.
Galranwin sees an ancient man who doesn't recognize her but is one of the old men that was looking at her with reluctance in her introduction to the guild. His name is Tusil the Blue.
She spends some time in the guild and gets some new spells to be determined later.
Cookie hs given the deed to the Heros Rest in in case something happens to the party. It comes with the 2 acres around the house
Kilak ,Ember and Lilkana in charge of the followers while Krom is gone.
Burzmali attacks seginoviax from the air flying invisible and kills him with his spells, then flies down and cuts his head off.

Katrina works with her followers and decorating the amphatheatre with light rocks and teaching the marching drum and fife core.
They have a performance in the theatre once a month.
Kieran is working out with his halbard. Becoming one with his weapon. He spends 30 days in the city studying with a halbard master. 
Dromar studying and writing.
Victorex is writing scrolls and expanding the underground temple complex and remodeling it.
Helping the plants grow and patroling and "druiding". Helping out in the town rebuild.
Tamara making scrolls and copying spells into her book.
They have been in Katina for 4 months. 
Tamara opens a collection of coins from all places in a glass case in the inn.
Phantozee got 6K for pirate ship.
He trades the dragon ship and a cargo of hard wood for the Baracuda  ship.
Phantozee arrives on the ship and gives them the tour.
750 Each for the pirate ship sale and 3 potions of extra healing.
During the Harvistide festival they stage olympics for the followers with fireworks.
10 days after the festival, they begin to plan for the next adventure.
They hear of Al Sa'adat, the island with the water breathing masks.
They decide to leave in 2 days time for this island.
They settle affairs, instruct the followers in what to do for the winter and load the ship with lots of food and no cargo (phan. Want cargo from Al Quadim if he can get it).
They give Cookie the deed to the Inn and 4 acres of land around it and 
Pisheo is taking everything, 
Arithon leaves 3 spellbooks behind in a Leomunds chest in the inn but takes everything else. 
Katreena packs light, and a lute that will stay on the ship.
Victorex takes regular traveling stuff and 2 tridents.
Kieran takes everything on the ship but may not take the bow down to the planet.
Tamara leaves 14K gp takes everything else and 7Kgp.
They are ready to go and pray in their various ways for luck on the journey to come.
They head off to huzuz to get info on where Al Sa-adat is.
Gal. Takes the day watch and Chick takes the graveyard.
Tien Behn Fo spells them on their watches.
No encounters on the 4 day journey.
They land 1/2 day tack sail from the river entrance.
Time stop where they are coming into the Calif's Harbor of Hazuz.


Text Account:
Dromar is leader
They are just coming into the dock area on the river.
Phat. Orders all men on deck as they come closer to the city.
They get to the doc and follow the boy who will take them to the place of the guides. 
They are going into the city. Oola and beourn stay on the ship the rest of the party leaves. Phanto-z changes into the shape of a seagull and watches them. He will follow them.
Husam Alin, Guide to the City of Delight.  They will hire the guide Hi'ram.
He takes them on the first and seconds days of the tour
Time stop just before they get to the Flying Carpet tour.


Asdf


Text Account:
Burzmali is leader?
Husam Alin is their guide.
They are playing the 2nd day of their stay in Huzuz.
The guide wants to take them on a shopping trip through the Bazzar.
They are staying at the home of the happy dolphin
Time stop just before they get to the Flying Carpet tour.
Yunik al-Zanil, Flying Tours: for flying carpet tours.
4 people per carpet plus the driver.
Gal., Tamara, Vict, katrina, Arithon, Kieran are paying. 
They fly over the city and get a clear layout of the city landmarks.
They go back to the Home of the Happy Dolphins.
They have dinner and hang out at the Home.
Kieran wants to go to the Sailor Nightmare, Arathon and H Skull go with him.
They get to the bar and find a number of sailor there with an attitude.
They get in a fight over a reserved table they want to sit in.
They are fighting 2 sailors with help from a theif bouncer in the shadows.
They meet a hooker in the street. H Skull goes back to the inn and see a flying cat on the way.
Kieran and Arithon find a hooker and pay for them to meet back at the home of the happy dolphin. They have a fun evening.
Burzmali goes into the city wanting to free any loose slaves he finds.
He sees a sea mage being guided through the city by a hired slave.
They all sleep. 
They are up early and out into the city with Husam in the lead.
They want:
Magic Stuff
Burzmali - Long Sword
Arithon - Local clothes of high quality,uncut gems
Gal. - Local clothes.
Kat. - Local clothes and curios and instruments
Dro. - curioes
Kieran - Silver finger cymbasl, nice stuff for his lady friend.
Tamara - ?
Skull - wants to sell magic items to buy slaves.
Aja Pelima, Magical Items Bought and Sold:
He has 8 magic items for sale.
H skull buys 18 slaves including a fool named Dushmal Hamal for 430gp
He gives each of the slaves 100gp@1700
A laborer and a bearers also stay. The bearer stays with him. He is named Fatal.
They go to entertainments the next day.
The day after, they head out to the ship.
They make it to the mouth of the river and head off to Al Sa'adat.
They will arrive there the day after.


Text Account:
Leader is Tamara.
They will arrive a day after they leave Huzuz.
They reach the gulf at early evening and go aloft just after dusk.
That night, Burzmali is given the fundimentals of using a sextant from Timber who uses their new sky maps of the southern constilations to find their distance from home.
The night ends, the ship lands and once again, Phantozee has gotten it just right and they are very close to the island.
They talk about how to approach the island and they decide to go in as merchants.
They encounter the reef and send Timber ahead as a gull to find the opening.
He scouts ahead for 2.5 hrs then return to the ship and tell the other he has found a way through.
3 - 3 story mineretts.They see a coracle with a man and his 15 year old sun who warn them about the reef. 
They anchor for the night about 400' off the reef. 
Timber goes scouting for a way through the reef and encounters a group of Lizardmen who shoot him and try to catch him in a net. He escapes by changing into a sea snake. Almost to the ship, he is almost eaten by a osprey.
The gets back to the ship and tells them of his adventure, but he doesn't have a way through the reef. 
Burz want to fly the ship over the ree3f and fles searching for a good spot. He finds one but it's too close to the docs to befeasable.
The next morning an old mariner guides them tthrough the reef and to the port.
They are met by the tax man and his patrol (yhellow uniform w/silver piping and ribbons on his chest).
Everyone except Chick, Beourn, Ulla go ashore.
They get to their inn called Imsala Beth Habal (large hut in the clearing).
It is made of clapboard in the main center building, and ratan buildings for the lodgers.
They have a meal and put their stuff in their rooms:
Pi., Katrina, Timber, Tamara, Gal, Arithon  heads out to scout the town looking for library or Old people.
They talk to two old men (twins) who tell them more about the masks and direct them to a sailor (retired) who is in a bar near the docs 
The old sailor tells them all about the masks and how the watches of the Corp of No Breathing.



Azdf


Text Account:
They are in the inn where they are staying Imsala Beth Habal
Burzmali asks him for means to stay underwater.
The Karim is lying and evasive about the masks. He says they were sold off when the lizard men stopped attacking.
Arithon sneaks to the residance of the Ra'is, casts a det. Magic and searches around the building.
Karim Ben Aziz (he/m/F/a/8), captain of the marketplace guard
Gal., Pisheo, Arithon, and Timber head off and Burz and Hskull are together.
Before Galpiarti go out they cast:
Gal 2xStr on tim and pi w/armor on herself
Ari casts str and darklight on party lights and poly self to local humanoid, tim casts Pass w/out Trace
They go to the most direct route to the tower of the Rais.
They make their way round the tower to the side opposite the guards.
Gal shrinks and climbs on Pi shoulder. Tim,Pi, Arithon climb the wall.
They get to the balcony and the guards almost hear Ariton as he tries to unlock the door.
Pi opens it by taking out screws attaching the door locks to the door.
They try to open the door. Pi and timber open door, Ari slides in to try and catch the locks. There are 2 guards near the outside door and 2 more outside the door opposite. Pi and Gal are invisible, Ari is not.
Encounter 2 malmutes
Level 5, AC 5, 2H. Scimitar 
HP 34          28
-13-8 Ari     -6 Tim
-6 Pi (Pummel)
Round 2 Gal.-Teleport, Ari.-invis
Round 1 No Spells


Text Account:
They are all together in the inn after their nights investigations of the Corp.
They get together and talk after their various expeditions to talk about what they found. 
On the 3rd night after they are met by the man of the Rais who tells them of the threat to the ship.
Pi., Burz., Arit., Dromar, Vict., "go to sleep".
Timber casts Storm armor on Pi and on Vict.
Gal casts Str on Pi, Dromar, Burz., 
Tamara casts Spirit Armor and invisibility on Burz.
Katrina shrinks herself and is carried in Dromars pocket.
Arithon casts Str. on himself casts dark light on 4 rocks carried by all except Burz. 
10:00 they leave the inn and walk to where Burz. Found the boat that the corp uses to change watches.
10:30 they get to the dock.
Arithon goes invisible then activates his folding boat. 
The group gets in the boat.
Burz. Casts 10' Invisibility on the boat. 
Pi, Arit., Dromar w/Katrina small, Vict will be in the folding boat of Arithon
They take the boat 500 yards off the docs and wait for the corps boat.
Burz waits for the corp to take off and then flys ahead of them.
When they see the corp boat coming, Kat. Casts Silence 15' 30 min
They follow the boat of the corp, but allow them to get out of hearing range.
Burz makes a noise and is heard so, the party follows that boat.
The next boat to stop is the one with Burz. On it.
He pushes off invisible and his noise is heard. He is seen from underneigth by the guard sharks. One investigates. Tells his leader off disturbance above. One of the Corp investigates. Doesn't see Burz but knows a strange disturbance is there and that there is a disturbance on the boat.
Katrina  in the boat casts silence and they head toward the boat that continues on.
The last boat stops. The additional corp has been sent to the disturbance at the other boat, but left one behind to tell the other boat to meet them there.
A 34         B 43x              C 52                   D 60
-5 Burz.    -7-15-18 Pi     -7-6-7 Arathon   -6-4-11 Vict.
               -12 Burz
 E 50        F 43                 G 34         
- Ara        -7 burz Pi.        - Vict.
H 44       I 32          
Stunned
J 50       K 29       

At the ships
Surprise Ara.-C.Spray, Dromar-Bedazzle, 
He affects 4 ST=12 2down, 2 save, 1 is -2 to inititive.

Round 1 Dro-Color Spray, Ara.-Imp. Invis.
The parties boat pulls along side
Dromar and Katrina are knocked into the water.
Pisheo and Vict. jumps into the other boat. 
The 2nd boat all jump in the water
Two jump into the party boat and are attacking Ara.
Round 2 Katrina-fly, Dromar-D.Door
Dromar blinks to boat with no one on it.
They all jump into the water and leave the boats to the local 509
Vict does D. Fold to his cabin on the ship.

Timber talks to Katrina and tells all remaing 509 be on the 'Cuda at 12PM
As the rest are out on the little boat some have stayed behind.
Tamara, Gal, Timber, Phanto are left behind
At midnight Gal. Casts Teleport as does Tamara which they use to take them back to ship.
Phanto blesses them
Gal., Tamara, Phanto and Timber go invisible, moving silently the move to the deck.
They check things out and go below again to discuss the plan.
They go on deck again. 
Round 1 Tamara-Sleep, Gal.-Sleep, Phanto-S. To Snakes, Transform to cave bear.
Round 2 Tamara-Sleep, Gal.-Sleep, Phanto-H.Person
They get away from the dock without killing any of the guard.


Text Account:
Burzmali is the leader
They are on the ship; the ship is just outside the reef, not far from the city, but out of sight.
They want to move the ship. They head for deeper water.
Arithon casts a Poly self into a shark. He doesn't get to the reef, but sees the deep canyon that lies just outside the reef.
Timber turns himself into a gull and files around the reefs.
Pi he bat with a shrunk Gal. Head off toward the reef.
Returning to the ship they have an encounter.
Eagle, Wild, 5-12, 6, 1, Fl 30 ©, 1+3, 19, 3, 1-2/1-2/1, Average (9), 175
It doesn't see them and they get back without incadent.
They move the ship to the spot Gal and Pi found that lets them get close to shore, but able to quickly put to sea or air.
Dromar disguises the boat as a beached whale.
H.Skull, Burz., Arithon get ready to head out.
Spells: St on Arithon, St. on Burz and 10' Invis on boat
Skull,They head toward the middle of the reef in the boat.
They row toward the center of the reef
When they reach it, they throw chum over the side to attract sharks.
They are trying attract a shark, preferable one of the domesticated sharks.
The rest find a way to get the small boat into the large after 4 hres they get into the bay and Arithon folds the boat up. Water breathing is cast and they are swimming.
Arithon turns into a shark and they hold on to him and all arrive on the shore near the docks in a secluded spot.
They are invisible and sneak up near the docks. They see the change of the guard
, but cant see the sharks
At 4:00 they t. port back to the ship.
The next morning they discuss their plan.
Vict. Odes his Spirit track and see how they exchange guards.
They discuss how to get them.
Vict does a s. track on the one that uses the second way of getting out to the 
reef. A blue gini grabs the new corp member and files him out to the spot in the ocean where the other 3 members of the watch are met. The shark is changed and the extra corpman is flown back to the barraks.
H Skull hears the bloodthirsty plans of the party and wants to get off the ship.
Arathon casts a fly on him and he files toward the land.
H Skull flies to town and talks to the Wizer who demands 50Kgp for the 2 masks the party wants.
Gal. Goes to Waterdeep using T.port and returns with the 50K to the ship.
She Tports back to the ship. 
Gal. Tports group to isolated tree, Timber is a gecko, Arathon shrinks, Tamara is shrunk, Pi and, H Skull arrive with her.
Tamara is flying invisible, Arithon and PI are invisible
They make it to the shore and make the deal with the Ra'is.
They return to the ship with 2 masks and less 50Kgp!
They head off into the phlogiston.


Text Account:
They leave the small town of Al Sa'adat where the had obtained 3 Masks of No Breathing. They were flying into the sky away from the planet and heading toward the Rock of Brall.
They fly for 17 days to get the thr Rock.
They get to the dock in the rock and take the donkey pulled dumbwaiter lift to the building in the S. of the Rock. They are in the city.
Gal want to contact mages, find an inn, plan the week, go shopping.
62. The White Galleon:
This quiet inn and tavern is located off the major streets, between Armada Street and Man 0’ War Street. The exterior is rather nondescript, but inside you will find a roomy, comfortable hostelry with fine service and good rates. the White Galleon is especially noteworthy because it is the home of Daargaz the Arcane. The Arcane has rented the top suite of rooms for six months now, and shows no sign of moving soon. Players actively looking for an Arcane in Bra1 will eventually end up at The White Galleon. Daargaz has hired a small squad of very capable bodyguards, and several clerks and messengers. 
The entire upper floor of the White Galleon has been absorbed by his operation. The tavern owner, a halfling named Bardilac, is quite happy with the situation: Daargaz pays him a small consideration every week.
Gal sends messages to niamuts and wishies
They want to go shopping, drink, shooting range, guns and ammo, 
They buy starmaps, locks and reclaimations
Potions: 2  Healing 1200, 1  Extra healing 1500, 3 invisiblity 750, 4 heroism 1200
Gal gets Dust of Blending 10 cakes 11Kgp
Dro gets +5 Shield - 24Kgp
Gal gets Coin of Equis - 19K
+1 Cloak - 30K
3 Throwing Stars of Returning 12K each
Catrina buys potion of rogue wisdom 2500
+1 Spear 12K
+1 Javalin 10K
Dro +1 Helmat 9K
Time Stop
asdf


Text Account:
Gal. Is leader
They are on the rock of Brall and have been there 6 days of the 7 they committed to stay.
More shopping. Yet more shopping.
They make Pi, Ari, Vict, Gal, Kat, Dro, Tim, Beourn belts with rocks in netting on the ship during the voyage to Tefnut.
They complete their shopping.
They try to find Darin's character, H Skull
They are ready to take off on the 8th day after their arrival.
It takes 3 weeks to get to Tefnut.
Victorex has his traveling alter and holds services.
Arithon is making scrolls.
Bulbglug tells his tale of being impatient and hasty.
They get to tefnut.
Land in the ocean and talk about what to do before they go underwater.
Divination Vict. - How do I connect with you on this world.
Answer:"Seek the Menihuni".
They are going down Gal-Tongues, armor, strength - Arityon Poly self to a shark, Timber uses gills then they dive in.
They hold onto the anchor rope and are pulled one by one underwater.
The city hangs in mid ocean at 190' depth.
At 150' they are chased by trained giant carp that are guards of the merman city below.
They are 25' long and will only try to herd the shark away, not attack unless they are attacked.
Round 1 - Gal.-slow
Arithon darts away and the carp follow him to drive him away.
Round 2 - No Spells
The fish see the party.
Round 3 - Uses Trident of fish command.
They fish go back to report.
Round 5 the rope stops dropping at 170'
T They investigate and look around.
Party of 2 Mermen and 2 giant Carp.
They parlay and then after getting nowhere fast, begin to go back to the surface.
The mermen and the carp follow them up til they are 50' below surface.
Going above water are:
Pi, arithon, gal, kat, beourn, dromar
Timber stays underwater.
They go onboard ship and cast some spells.
Time Stop


Text Account:
Timber is staying underwater to keep track of the mermen while the rest of the party on on the ship discussing what to do and what spells to cast.
They cast Gal-tongues on beourn, Tamara and herself.
Arithon casts air bubble. He takes more stones in his belt.
Kat casts tongues on Victorex.
Victorex casts know customs.
Vict., Gal., Tamara, Arithon, Beourn dive in and go down the roap
They talk to the mermen.
They find out about some of their customs and beourn tells them he is master of the lungs.
They return to the surface except for Timber.
They exchange info Victorex casts an omen spell. It describes 4 wave that attempt to wash out a smaller wave.
Ariton casts comprehend language before going in.
Gal casts comprehend language on beourn.
They pass through the kelp forest city and are taken to a royal guest lodging to wait.
The king will demand that his palace be placed near their and this will take 12 hour to accomplish.
He sends servants to bring them whicker baskets of many kinds of kelp, cages of live fish, and a bowl of caviar. The servents quickly swim away.
They take their armor off. 
They wait and talk about casting spell and how to talk using the chalk and board to write their thoughts.
Blubgla is the prince and gixbla is his princess to be.
They use Katrinas pants to create a bubble of gas using the rocks of water breathing that allowed Gal to cast a Tongues.
They talk about beourn.
Mic calls and things grind to a screeching halt.
After 9 hours they see the palace being hoisted into place.. 
King Xikgob greets them
Gal uses the bowl to cast comprehend languages.
They meet and the king a bourn talk.
They decide to go back to the surface.
They get back to the surface.
They spend a comfortable night on the ship
Next day they remorize some spells and head back down to their room below.
The king and his prince and his fiance approach them throu 3 ranks of 25 mermen warriors and greet them as friends.
Gal casts tongues on beourn and c. language on herself.
They take bourn down to the council room.
Gal. Does spell craft, Kat does L. Lore.
He sends as ambasidors his son and his son's fiance to greet them after 3 hours, spend 2 hours with them and return to report. They know all about the legends.

They are brought to the king and the councilmen in a hollowed out room in the bole of the giant kelp tree. Gal casts tongues on Beourn. The party is questioned
and Beourn answers for them and interprets. They are told that they have the lungs, but the legend says that they should only be given to "good" people and that they have been instructed to destroy themselves if they are stolen. They tell the party that they have to perform tasks that will make the worthy of receiving the lungs. The first of these is to cap a volcano doing damage to inhabited parts of the ocean. They are dispatched a pod of dolphins to lead the party to the volcano. 
The party decides they are to weak to proceed without the spells of the clerics. The dolphins are really stupid and fun loving and like to all talk at once and repeat themselves which makes it tiring to talk to them. They promise they will wait for the party where the fishing is best around the island of Tonubonko which is closest.

They do a fly over of the Island of Tonubonko and decide to land off the village of LabuLaba. This is were the temples of the islanders (to which others do pilgramiage) are locATED.

The only other ship s of the parties type that have come to this village are the vessles of the pirates. This makes them verey hostile initally, but may be won over by gestures of friendship.

Time stop where the villagers are lined up in defensive posture in their bay.

Asdrf


Text Account:
Leader is Burzmali
On the Island Tonubonko near the city Labulaba.
About 12:00 they see the islanders in their war garb.

The people on shore say in sign language "You stop. We give if you don't kill"
The 509 make the sign for friends as the villagers pile up their tribute on the shore.
They send out a shore party of: Burz, Arithon, Gal, Kat, Vict, Timber.
Katrina casts "Tongues" and Burz casts strength on himself, Gal casts Str on Timber, Arithon casts str on himself.
They take the 15 man launch with Wogbu rowing along with 4 other ship crew.
Arithon and the Ali'I exchange gifts.

Hubabu is the head priest. He is openminded, but cautious. He examins the party closely. Ho'okiluma is the Ali'I. 
The Ali'I invites them to dinner immediately. Burzmali, Timber, Vitc, Arithon, Wogbu and Gal goes back on the ship.
The villigers through a party.
The rest of the party, Phanto come to the dinner. They bring the remains of the giant eel as a gift.

Hababu worships Pele the fire goddess. 
Other gods are 

Ocanthus Sea God (Human), Wata'Rou. (Underwater)
All, Healing, Elemental, Elemental Water

Pele is fire goddess
All, Healing, Elemental, Elemental Fire, combat, Necromantic
Astral, Creation,

Huma is Earth Mother
All, Healing, Elemental, E. Earth, prot., Wards
Animal, Plant

Ai'Rou is Wind God
All, Healing, Elemental, Air Elemental, Law, Numbers
Summoning, Protection


Timber selects Huma
Victorex Worships Ocanthus
All, Healing, Elemental, Elemental Water, Chaos, Combat
Animal (underwater), Plant (same)

Takes 2 weeks for them to study and regain their new spell lists
They will try to learn the language: Burz, Arithon, Katrin, Timber, Gal.
They head off to the volcano.

The dolphins are really stupid and fun loving and like to all talk at once and repeat themselves which makes it tiring to talk to them. They promise they will wait for the party where the fishing is best around the island of Tonubonko which is closest.

They do a fly over of the Island of Tonubonko and decide to land off the village of LabuLaba. This is were the temples of the islanders (to which others do pilgramiage) are located.

The only other ship s of the parties type that have come to this village are the vessles of the pirates. This makes them verey hostile initally, but may be won over by gestures of friendship.


Text Account:
Arithon is leader.
There is an ocean Storm with 80mph winds and torential rain. It is coming in from the W. At 1:00.
At 11:00 Burzmali is flying 7' to 15' high off the ocean. He find nothing in his 1'30"
Phantozee hangs out on deck.
They see the flash. It will be on them in 45"
Wogbu picks the lock on the captains room and goes in to steal stuff.
They head for sea and get ready for the storm.
Victorex casts speak w/animals
Gal. Takes over for chickoline at the Helm.
Timber tries to cast control weather.
Phantoozee worship Pele.
The storm continues to get worse with huge bolts of lightning.
20% chance of being struck twice.
Timber heads to the bow to tie down the sail that came loose with the rigging.
Wogbu falls twice while in the captains room. He opens ujp the cabinets and stuff falls out. He opens all the portholes before he leaves.
The captain brings the ship about and presents the prow to the storm.
The storm begins to blow itself out after 3 hours and is mostly over after 4 more.
The next morning they are trying to find the dolphins.
They head the ship back the way they came and keep a close lookout.
(10:40) cig
They go in the direction they left the dolphins in. Timber turns into a frigate bird, gal. Shrinks vict and they fly off serpinte fashion to the w ahead of the ship.
Phantozee turns to a albatross and heads due w. for an hour. 
They have traveled 35 miles though they don't know it.
Phantozee travels 10mph into the wind, timber&vict3mph ahead of ship that is moving 3mph.
After 4 hours, Phantozze is near the dolphins who are looking for the party on the top of the water.
Rand. Encounter with Phantozee in the air. He finds a floating island. It is obvously torn off of a larger island. About 300' in diameter with a path leading to the remains of a hut in a cleared area.
(10:45)
5 hours he resumes his journey w. he sees nothing.
6 hours Timber gets there 
After 8 hours, phantozee heads back to the ship.
After 13 hours he arrives back.
In another day of travel, they begin to see the bank of fog that enshourds the boiling water.

The dolphins are really stupid and fun loving and like to all talk at once and repeat themselves which makes it tiring to talk to them. They promise they will wait for the party where the fishing is best around the island of Tonubonko which is closest.
The bank of fog is 1.5 mi around.
They send the ships boat out with the entire 509 on board (wogbu rowing).
Gal. Does Str on Pi and Timber, 
They head into the fog. 
They get within 300' of the center, but never see it. They turn back.
They take the jolly boat out to the edge of the fog. 
Timber casts endure heat and cold on he and Ariton, Phantozee and Galranwyn. Phantozee casts prot from fire on Arithon and himself.
Gal shrinks herself and Phantozee then gets on Timbers albatross back. Phantozee and is carried by Arithon who is flying.
Both are traveling at 18". It would take them an hour to fly through the cloud and 1/2 hour to fly to the center.
First 10 min no damage (max 120 temp)
Second 10 minutes (up to 180 deg)
Third 10 minutes (up to 220 deg)
Phantozee does part water to the lava and it explodes.
The temp goes up to 250. There will be 2 hits per person of moten lava that do 2d8 dam.
Timber goes up and out of the fog in 10 minutes.
Arithon takes 20 to get out of the fog.
Gal and Arithon take 36 points.
Time Stop where they get back to the ship and discuss it all with the rest of the crew and 509.
(11:47)


Text Account:
Leader is Timber
They are talking about what they want to do to cap the volcan0.
They want to gou out in a small boat and cast spells:
Dromar casts Life Savfig Dream and will be out for 2 days.
Tamara, Burz, PI, Tim in the boat. When they get to the outer edges of the fog and Timber casts 3 restist fire, 3 Endure head. Tamara casts ESP on Timber.
They all except Tamra dive in the water.
They start to dive down to the bottom. They get 150' of the 210 max deapth at that pint, then go back up to 60'  and head for the volcano.
They go deaper as they go closer to the volcano to keep the temp OK.
They find the side of the volcano and follow it up toward the surface. 
Encounter chance is 1 in 6 per turn of tranvel along it It will take 2 turns to get to the surface  the way they are going.
They find a lava tube and go in to investigate.
Burz goes in with a rope tied to Timber just inside and Pi is at the edge.
Inside is a sea salamandar. They heat the water, but not boil it.
They search about 50' and then go back out and continue up.
They go another 40' up (to 70') and the water is getting seriously hot.
They stay there fo 20 min (2 rolls). Encounter on the second turn (lava mephit out of a crack in the lava.)
They go down 10' to 20' away from the volcano They wait there looking for 10 min.
After 4 hours of searching, they try to find their way to the boat.
They talk aoubt what they want to do.
They decide to return to the volcano later that day.

Wogbu insults Beourn while he is walking ulla on deck.
So Bourn hires him as HIS man to keep an eye on the rest of the party and report back to himn alone. Wogbu likes this.!!!
 
They want to go back to the volcano. Timber casts endure heat on he and arithon. Ariton and Timber go in the water Arithon as a shark and Timber uses his gills.
Tim hangs on to Ari and off they go.
They head back to where the party went before then swim around the volcano.
They find a large hole at the 320' mark that is 120' acrosls and 30' high. They go in and see a grouper that is attacked by Aarithon
18 HP -4-2-2-3-3
Arithon heads out and Timber lets go.
Timber goes into the hole following Arithon. They meet in between. There is a Lava Childeren grouy 250' away.
They run away from the L. Childeren and back to the boat it takes 1'40"

Burz. Flies around looking for sea life. He finds a Ray Man named Blogit.
Blogit tells them the volcan=o is only 20-30 years old and there have been other times when Pele tried to create an island that e her followers could live on and in.
The volcano contains Steel Eels, Lava Childeren, fire imps.
They speak to the Ray Man (a solitary nomad  like all his race).
Next morning They discuss plans, Beourn helps them.
They have a stratgem.

Asdf


Text Account:
From the Camping adventure

They discuss how they are going to cap the volcano based on the information they got from the rayman and their scouting adventurers.






Asdf


Text Account:
They are on their way to the dungeon of the Worm.
Where the adventure begins, they are following.
They have been traveling 2 days of the 9 they will travel.
They have 7 days which they will spend talking about what to do about the dragons.
Timber flies ahead of the ship and scouts as a bird.
Dromar plans to mabye someday have a plan.
They get there.
Timber does a rekie and sees the station and a squidman. He returns and tells the party what he saw. 
It is 3:30.
Vict. Summons w. elemental to find them but it can't.
Burzmali is captured by 7 tenticles and hit by both poison tenticles.
Round 1 - Ariton bubble. The squid takes off with burzmali.
Round 2 - Poly Self into a killer shark. The squid takes burzmali into one of the storage sheds to eat him at his leasure.
Round 3 - Arithon follows him and attacks the squid
Round 4 - Arithon battles it 
Round 5 - Arithon as a shark attacking!
8 Hd - 51 HP
-11-6-9-7- Arithon
-12 Vict
-16 Timber
-13 Kirin
-12 Pi.
-4 Katrina
Arithon and Burz are taken to a different building. The squid decides to eat Arithon and keep Burz alive but imobilized under rock.
Timber summons an water elemental to get their friends back.
Vict., Timber, Pi, Gal, Katrina, Dromar, Kirin all go.
The water elemental makes a wave that drives the ship's launch quickly to the place where the station is. The elemental looks for the 2 lost ones, but finds nothing. The party in the launch above want to be theives in the night.
Before they go down, spells: Str. On Tim and Gal, Invis on Kirin and Vict. 
Vict calls sharks. 1 arrives, but is not willing to help.
They attach themselves to a rope.
Dromar casts Invis 10' rad.
They dive in and Gal. Follows the locate to the spot where the bodies are.
They swim down to the large 80'x80'x20 high building where the 2 and the squid are located.
They head toward the opening.
There is no surprise, the squid is coming out.
Gal is preparing to cast a spell by expelling gass into an upturned bowl.
Round 1 - They kill it in one round!
They get back to the ship and try to ressurect them, but BOTH fail their rolls.
Sef


Text Account:
They are heading out for the rock of brall.
It takes 13 days to get there.
They get to the Rock of Brall. They remember the Entrance to the World Serpent Inn.
They put the bodies in the Bag of Holding so they don't rot.
They get to the rock of brall and phan moors them in the cheap berths.
There is an Ent bartender (service is slow tonight).
They build a sushi boat arraingement in an oval at one end of the bar that is manned by 5 dolpins with prosthetic arms and hands making the food.
They stay on the ship but get their meals "ashore".
They head off and want to find a place with good drinks and no fish on the menu.
They see a place called the happy mushroom and a bar called the Bent Nail.
mAred ceramic shingles. 


They find their way back to the World Serpent Inn to find NPCs
The entrance is at the end of a underground passage.
They say "Oroborous" to get inn.
There are intellegent peacocks wandering around inside that talk in Old English.
They meet their contact Bebe Roboso who sends them to a dark room where Gal buys some potions. There are 3 potions for sale.
Oil of Feiry Burning 750
Extra Healing 500
Giant Strength 800
She buys them and returns to the rest of the group at the table.
After several trys to bring the new NPCs to the party (Talking Dog and human whore), Tamara takes off and finds them. She brings them back to the rest of the party.




Asdf


Text Account:
Rogburl is leader.
After several trys to bring the new NPCs to the party (Talking Dog and human whore), Tamara takes off and finds them. She brings them back to the rest of the party. Gal joins them. They promise them a dinner if they come with them, so they rejoin the rest of the party at their table.
The others begin yelling at each other and drinking from the spitoon.
Rockburl want them to go back the the Rock, so they contact the waiter and 45 min later, a Octaped leads them to the door back.
They get back to the Rock and find they have been gone 2 days.
They instruct the ship to get underway immediately and in an hour, they take off.
The barbarians are disoriented byt don't get space sick.
Phantozee says it will be 11 day journey.
Pi practices, Gal drives the ship, Kat. Spars, gambles and plays her instrument after dinner. Vict makes some scrolls (TBDL), Timber spars and maintains armor and arms, gets drunk, stays drunk and insults everyone.
Beourn tell them about it all.
They head for the place where Phantozee thinks the Worms are.
He is close, but 25 miles away.
They decide to search for the place.
Timber goes on deck goes invisible and turns to an albatross. Goes left, flys 2 hrs and circles at an altituede of 300' looking around. His speed is 24. He gets 5 miles out and begins to circle. Second 3 hrs out and searches in circle again. Elapsed time 7 hours.
Gormander turns into an eagle and spirals around for 4 hours.
Gal casts fly spell and heads off other side from Timber 700' high, circles around and comes down in 2.5 hrs.
They begin searching in the ship. They go for 2 days and find nothing.
On the third day searching they send out PCs again. Gormander returns after 3 hours and has found the spot.
Phantozee takes the ship there and they are settled in by 3:00, 3 hrs to dusk.
They search flying before the sun goes down for something other than the 3 circles.
Next morning they are up and ready for anything.
They want to find the worms and/or the reservation (3 miles W). 
2 worms are on the surface not far from the 3 circles. The Mansquids are beating the water to drive fish toward the worms.
2 adolesants eating the fish.
The dreagons see them after 2 minutes and dive for the bottom.
Rogburl hits it with a ballista bolt as it dives down.
They tie a rope to Rogburl and they will drag him back and forth across the surface trying to lure the dcragons to the surface. They have the squidmen check it out from below and report. They are not tempted.
He returns to the ship and tells them about it all. 
Time Stop.

9 HD and 10 HD
64HP                68HP
-7 Balista
INTELLIGENCE: Low (5-7)
TREASURE Nil (Rx2)
ALIGNMENT: Chaotic neutral
NO. APPEARING 1-3
ARMOR CLASS 5
MOVEMENT: 9, Sw 18
HIT DICE Young (7-8 HD),  Adolescent 9-10 HD), Adult (11-12 HD),  Ancient (13-14 HD)
THACO  7-8 HD: 13, 9-10 HD 11, 11-12 HD 9, 13-14 HD: 7
NO. OF ATTACKS 1
DAMAGE ATTACK2d6 (bite) or 3d8 (constriction)
SPECIAL A’ITACKS
Breath weapon (sleep 3d8 rds),
swallow (i f adult or ancient)
SPECIAL DEFENSES Nil
MAGIC RESISTANCE: Nil
SIZE L (up to 120’ long) if 7-10 HD, 15 to 25' diameter.
MORALE Champion (15-16)

asdf


Text Account:
Timber is leader
They are on the 'Cuda talking about what to do about getting the worms.
Tamara finds some fish to feed the worms.
They spend the night discussing thieir options.
Next morning they talk to Glubablug. He tells them some stuff about the worms and questions why they want to go to the reservation.
They go in the water.
T They are all holding on to a rope allowing the heavy ones to take them to the bottom.
T They get to the s. wall of the dome 3 and search the outer wall for stuff.
TThey dive into the dome area and swim to the central passage.
T They find and open the double door into the passage. No Enc.
T The find a car and investigate.
T They head toward the center.
Encounter a school of black fish with yellow stripe.
TT They encounter 2 crashed jitnies then get to the ramp down.
T Going down the ramp. No Enc.
The large corredor between 29 and 36 is 100' across. The rooms down here are HUGE!
Room 38 is partially open. It is a rec. room with furnicture, TV screens and lots of keyboards.
T They investigate the bar and map the room.
T The disintegrated plastic has floated to the ceiling.
T Down to Room 32. Open. Sea Zombies!

15 Zombies Islanders black skin.
Round 1,2,3,4 ,5
Wogbu, Kat, Tamara and Timber,  Diseased

A 33x                   B 34x                            C 24x
-14-17-17 Dromar     -29-8  Dro                  -6-7-13 Pi

D 42x                     E 19x                    F 25x
-3-4-7 Tamra           -14-7 Pi              -7-18 Pi       
-16-10 Pi

G 35x                  H 24x                  I 23x
-5-5 Gal              -5-6-5-5-6 Kat       -4 Gal
-9-8-7-7 Tim                                 -10-10 Tim

J                       K                  L              
16x                   38x               37x            
-26 Wog           -26-13 Wog    -13-11-14-12 Wog


M                           N                          O
28x                         44x                        41x
-20-17-11-20 Dro    -8-7-9-9 Timber      -14-11-16 Wog
                            -4 Gal                      -8-13 Pi
                             -4 Kat.
Sea zombies (also known as drowned ones) are the animated corpses of humans who died at sea. Although similar to land-dwelling zombies, they are free-willed and are rumored to be animated by the will of the god Nerull the Reaper (or another similar evil deity).
	The appearance of drowned ones matches their name: they look like human corpses that have been underwater for some time; bloated and discolored flesh dripping with foul water, empty eye-sockets, tongue frequently protruding from between blackened lips. Their visage and the stench of decay surrounding them are so disgusting that anyone seeing a drowned one or coming within 20 feet of one must roll a saving throw vs. poison. A failed saving throw indicates that the character is nauseated, suffering a -1 penalty to his attack roll and a +1 penalty to his AC for 2d4 rounds. On land, drowned ones move slowly, with a clumsy, shambling gait. In water, however, they can swim with frightening speed.
	Drowned ones have an abiding hatred for the living and attack them at any opportunity. These attacks often show surprising cunning (for example, luring ships onto the rocks and attacking the sailors as they try to save themselves from the wreck). Drowned ones take advantage of their swimming speed by attacking ships as they lie at anchor -- climbing aboard the vessel and trying to drive the sailors overboard, where they can deal with them more easily.
	Drowned ones attack with the weapons typical of sailors: short swords, daggers, hooks, clubs, belaying pins, etc. Because of the unnatural strength of the creatures, these weapons all inflict 1d10 points of damage. The putrid water that drips from the drowned ones contains many bacteria, so any successful hit has a 10% chance of causing a severe disease in the victim. The water-logged condition of the creature's flesh means that fire and fire-based magic cause only half damage. Lightning, electrical, and cold-based attacks inflict double damage. Drowned ones are immune to sleep, charm spells, illusions, and other mind-altering spells. Because they are created by the direct will of a deity, they cannot be turned.
	Many of the humans who become drowned ones were priests while alive, and they retain their powers as undead. There is a 50% chance that each drowned one encountered is a priest of level 1d4. These creatures are granted their spells directly from Nerull (or similar deity), receiving only baneful spells.
	Drowned ones congregate in loose packs. Their only motivation is their hatred for the living. They have no need to eat, although they rend and chew the flesh of their prey (this is probably just to strike terror in others). Underwater, drowned ones are active around the clock and are often found in the sunken wrecks of the ships in which they drowned. They are active above the surface during the night. Drowned ones normally stray no more than 100 yards from the water. If the wind drives the fog onto the coast, however, they can roam inland as far as the fog reaches. When the fog retreats, or when the sun is about to rise, they must return to the water.
	Drowned ones communicate among themselves by a form of telepathy; they have no need of a spoken language (other than for spellcasting). The verbal components for spells are spoken in unintelligible whispers.

Zombies are mindless, animated corpses controlled by their creators, usually evil wizards or priests. The condition of the corpse is not changed by the animating spell. If the body was missing a limb, the zombie created from it would be missing the same limb. Since it is difficult to get fresh bodies, most zombies are in sorry shape, usually missing hair and flesh, and sometimes even bones. This affects their movement, making it jerky and uneven. Usually zombies wear the clothing they died (or were buried) in. The rotting stench from a zombie might be noticeable up to 100 feet away, depending upon the condition of the body. Zombies cannot talk, being mindless, but have been known to utter a low moan when unable to complete an assigned task.




9 HD and 10 HD
64HP                68HP
-7 Balista
INTELLIGENCE: Low (5-7)
TREASURE Nil (Rx2)
ALIGNMENT: Chaotic neutral
NO. APPEARING 1-3
ARMOR CLASS 5
MOVEMENT: 9, Sw 18
HIT DICE Young (7-8 HD),  Adolescent 9-10 HD), Adult (11-12 HD),  Ancient (13-14 HD)
THACO  7-8 HD: 13, 9-10 HD 11, 11-12 HD 9, 13-14 HD: 7
NO. OF ATTACKS 1
DAMAGE ATTACK2d6 (bite) or 3d8 (constriction)
SPECIAL A’ITACKS
Breath weapon (sleep 3d8 rds),
swallow (i f adult or ancient)
SPECIAL DEFENSES Nil
MAGIC RESISTANCE: Nil
SIZE L (up to 120’ long) if 7-10 HD, 15 to 25' diameter.
MORALE Champion (15-16)

asdf


Text Account:
Leader is Tamara
They are being attacked  by the 4 dragons.

A 45x                          B 39
-15 Wog    
- 20 Br'ak 
-13 Kieran
-9 Gormander    
-9 Pi
-18 Katrina

Round 1 - Gal - bubble, 
Round 2 - No Spells
Round 3 - No Spells
Round 4 - Gal-net, 
Round 5 - Air bubble on tamara
Round 6 - Vit.  Sph if possible, haste-gal Gal, Pi,k Timber, tarama, dromar
Round 7 - They wait to get the party hnto psiton pisition
Round 8 - They do what they want.
Round 9 - No spells
Round 10 - Door is going down. Tamara- v. Sphere, Gal, blur, 
Round 11 - Wogbu, Katrina, Tamara, Timber, Barok, Pi, Tamara, . and Brok head for one below the rest head for the other 2 above water. They go to the one going down.
Round 12 - V. Sphere, p. Other, gal,


Text Account:
Leader is Timber

Round 11 - Wogbu, Katrina, Tamara, Timber, Barok, Pi, Tamara, . and Brok head for one below the rest head for the other 2 above water. They go to the one going down.
Round 12 - V. Sphere, p. Other, gal,
Round 13 - Resna and Katrina negotiate with the one remaining, but doesn't get a good answer. It will attack next round.
Round 14 - No Spells
Round 15 to 18 swimming to the surface
Round 16 the Draqgons attack the ship. The party reaches the jolly boat. It will take 2 round to get in and a turn to get to the ship.

Wogbu stays behind and finds 321sp in a pile in the 4th round after the party leaves (15). Next round he is attacked by a squidmen.

HD10 AC 0  THAC0 10  HP 70x
-14-11-13-15-11-14 Wogbu (5)64

Round 10 Enc.
1 Squidman HP 66
-14-10-16-12-17-14-12-13 Wogbu
-12

Round 13 Shark encounter
He wounds one tha flees
He takes 
R 15 he finds the dragon coin nest. Takes 100 mixed coins and the squidman body.
Round 21 - He gets to the surface, activates his rocking horse and flies back to the ship.

Round 7 Katrina, Gal, Pi and Timber t.port back to the ship. 
Gor, barak, dromar stay in the jolly boat.

Round 7 on the ship
HP 89                    HP 77
-24                       -15
-22 Gal                  -35 Pi
-36 Kat                  -47 Tim
-30 Timber            -35 vict
-12 Pi                    -23 Kat
Round 8 - S. M. Missle
Tim, Katrina, Vict., Pi
Round 9 - Vict.-Lay on hands
Attacking underwater Dex roll 2 sailors fall.
Round 10 - Katrina, Vict., Tim, Pi jump into the ocean. M.Missle 2 Gal
Round 11 - They wait for it to get there. It see them. 
Round 12 - They kill it
Round 13 - back to the ship
Round 14 - 
Round 15 - They get back on board
Round 16 - The Jolly boat arrives
Round 17 - 21 winch up the jolly boat
Round 22 the go aloft
They check out the dragon damage and it's enough to require dry dock or beaching. They tell Phantoze to fly around and they want to go back down and get the treasure.
78 PP, 28 GP to Wogbu
They circle for a day. 
Time stop the next morning preparing to go back down 
Round 10 the rest in the Jolly Boat. They will get back to the ship 20 min since the splitup.


A 45x               B 39
-15 Wog           -6 Katrina
- 20 Br'ak         -17-12 Wogbu
-13 Kieran         -11-11 Bar'ok
-9 Gormander    -13-4 Gormander
-9 Pi                  - Vict
-18 Katrina        -8-8 Pi
                        -9-8 Timber
Game begins at round 13
Round 13 No spells


Text Account:
Timber is leader
Phantozee wants to head off  back to the Merpeople, but the party stops him and says they want to go down and get the dragons treasure.

The ship has been flying in circles all night giving the party a chance to heal and recover. He sends a call below deck to get the party up.

They get up, gear up 
Gal casts Str on Pi and Tim Armor on herself.
Phantozee flies the ship in Ss to see the whole of the place beneith the water.
They can't see much more than they know, but they confirm the shape of the place as Pi. Mapped.
The ship flies 10' above water and they drop off when they get in the middle of the triangle.
They meet a party of shape shifting Pahari who will follow them into the dungeon.
There are 3 of them.
1.5 Hrs-They find their way down to the dragons lair.
There are 4 of the squid men in room 14 guarding the treasure unwiloing to beleve that the dragons are really dead, hoping they are alivce.
They drop into the dragons lair.
They are going for the 2 squid people they see making love. The other two will attack 2 rounds.
They are 60' away
Round 1 Gal - spell
Tamara stays behind out of harms way with gal. 
The squid spray their inky poison of sleeping. 
They wait for the ink to dissapate. They will be attacked by surprised by ambush in 3 rounds.
Gal 1,gor2,dro1,tim1
Round 1 - Staff of lightning gal. 
Round 2 - Gal Staff, 
Round 3 - No Spells
Round 4 - 
A 46x                 B 36x                     C 39x                         D 54x
-25-24 Gal         - 9-9-10 Dro            -11-11-9-9 Timber      -4-3-6-6 Kat -10 Gor
-2-2 Tam           -11-6 Pi                 -19 Gal                        -4-4 Tamara
- 8-6-15  Pi                                                                       -11-8-6 Dromar 
                                                                                        -9 Tim
RRRRR They heal for 4 rounds (Timber)
They spend 2 days getting the hoard and taking the skins of the creatures.
They head off into the sky to fly back to the Mermen.
It takes them 3 days to get back to where they hang out.
He is several miles off target when he arrives.
It takes him an extra day to search the area for the Merpeoples homes.
Going down are Beourn, Pi, Kat, Gorma, Gal, Dro, Tim, Tamara, Wog.
They are told about their next adventure.
"Find out why the humans on Kano are fleeing to the island Hoana and allow them to return if possible."

Dragon Hoard
12321Gp 2509 pp 24339sp  39034cp  49321 PlasPieces
Summon Water Elemental Amulet
A ruby which is a clear to deep crimson red jewel worth 5000 gold
A moonstone which is a white semi-precious stone with a pale blue hue worth 25 gold
A peridot which is an olive green precious stone worth 500 gold
An opal which is a pale blue, green and gold mottled gem worth 1000 gold
A turquoise which is a aqua and dark mottled ornamental stone worth 10 gold
A garnet which is a deep-red to violet crystal precious stone worth 500 gold
A rhodochrosite which is a light pink ornamental stone worth 10 gold
A jade which is a light to dark green or white fancy stone worth 100 gold
A star rose quartz which is a smoky rose semi-precious stone with a white star centre worth 40 gold.
A malachite which is a striated light and dark green ornamental stone worth 10 gold
A black opal which is a dark green, black-mottled, golden flecked gem worth 1000 gold.
An onyx which is a black, white or black and white banded semi-precious stone worth 50 gold
A chalcedony which is a white semi-precious stone worth 50 gold
A jade which is a light to dark green or white fancy stone worth 100 gold
A banded agate which is a brown, blue, red, and white striped ornamental stone worth 50 gold
A pearl which is a pure white, rose or black precious stone worth 500 gold
A jade which is a light to dark green or white fancy stone worth 100 gold
A smoky quartz which is a light gray, yellow, brown or blue semi-precious stone worth 50 gold
An aquamarine which is a pale, blue-green precious stone worth 500 gold.
An obsidian which is a jet black ornamental stone worth 20 gold
An eye agate which is a gray, white, brown, blue and green circled ornamental stone worth 10 gold
A citrine which is a pale yellow-brown semi-precious stone worth 50 gold
A rock crystal which is a clear, transparent semi-precious stone worth 50 gold
An opal which is a pale blue, green and gold mottled gem worth 1000 gold
A sardonyx which is a red and white banded semi-precious stone worth 50 gold
A chrysoberyl which is a green or yellow green fancy stone worth 100 gold
A tourmaline which is a pale green, blue, brown or red fancy stone worth 100 gold
A chrysoberyl which is a green or yellow green fancy stone worth 100 gold
A bloodstone which is a dark grey, red-flecked semi-precious stone worth 50 gold.
An amber which is a transparent-golden, fancy stone worth 100 gold.
An oriental topaz which is a fiery yellow gem worth 1000 gold
An oriental topaz which is a fiery yellow gem worth 1000 gold
A peridot which is an olive green precious stone worth 500 gold
A turquoise which is a aqua and dark mottled ornamental stone worth 10 gold
A zircon which is a clear, pale-aqua semi-precious stone with a white star centre worth 50 gold
A star rose quartz which is a smoky rose semi-precious stone with a white star centre worth 100 gold
An amber which is a transparent-golden, fancy stone worth 100 gold.
A tourmaline which is a pale green, blue, brown or red fancy stone worth 200 gold
A chrysoberyl which is a green or yellow green fancy stone worth 100 gold
An opal which is a pale blue, green and gold mottled gem worth 1000 gold
A ring worth 100 gold.
A ring worth 1200 gold.
A rare book worth 300 gold.
A scarab worth 500 gold.
A jar of rare spice worth 500 gold.
A crown worth 150 gold.
A painting worth 600 gold.
A mask worth 140 gold.
A letter opener worth 40 gold.
A rare fur worth 300 gold.
A goblet worth 600 gold.
A letter opener worth 1100 gold.
A rug worth 1000 gold.
A letter opener worth 1300 gold.
A crown worth 1000 gold.
A rug worth 2000 gold.
A jar of rare spice worth 1200 gold.


Text Account:
Victorex is leader. 
They are on their way off to Kano and Hoana.
It will take 3 days to get to the island. This is 6 encounter rolls. 1d8
Wogbu drinks the whole time. Vict. Prays to Wat'aru and meditates on Bob. 
Kat. Cares for Resna. 
They reach the island an get a 2.6K' view. 
Gormander as a giant eagle and Timber as a frigate bird fly to investigate.
Timber sees the city of momania. There are 3 times as many people as it has huts for.
The eagle flies criscross across the N. part of the island. He sees a menehuni.
They decide to go to the village of Momania. 
The islanders think they are pirates and flee inland with all they can carry during a rain deluge.
Arriving at the village, Gal casts tongues and says they are friends and come out don't be afrade.
They are still afrade. 
Timber is creating food and water. Vict checks out the huts.  Barak and Gormander head off toward the jungle. Katrina makes a small fire and begins playing her flute.
They respond to the offering of food and send 4 braves in to speak to the party.
Vict, gal and Timber cast tongues. "We come in Peace". They cast spells to increase the yeild of their fields.
They are accepted and tell the party their tale.
The party says they will help rid the island of the creatures.
They send two of the Hano warriors with them.
The party heads off to the other island.
They get to the other island and cross it to get to the Ali'is village Bi'iea. 
They anchor the ship 350' off shore of the primary beach.
Gormander is eagle, Wogbu heads off on hobby horse to look around for potential threats.

They will encounter 4 Aqua-Deinonychus . They are not spotted by the searchers.
They will encounter 2 Stega-Tyrannosaurus . They see 1!
2 Kano Warriros and 2 crewmen

Asdf


Text Account:
They anchor the ship 350' off shore of the primary beach.
Gormander is eagle, Wogbu heads off on hobby horse to look around for potential threats.
1:00
They will encounter 4 Aqua-Deinonychus . They are not spotted by the searchers.
They will encounter 2 Stega-Tyrannosaurus . They see 1!

Round 1 - Recitation, S.M.Missle
Round 2 - 


HP   A 65                B 66                     C 54x                   D 61x
      -3-7-14 Pi        - Vict.                    -12-15-10 Timber -28 Gal
                            -18-25-15 Barok     -17 Vict                -40 Gal
HP 159
-4 Tamara
-22 Wogbu
-9 Gormander

Gal, Gor, Wog flie off tracking the Rex
Gor sees the ramp open and tells the others. 
They search for 10 minutes then are attacked after 20 min.
The rest of the party heals and examins the bodies of the dead creatures.
Aftger beaching the ship and healing themselves they leave the 2 natives and the surviving sailor guarding the ship as they head into the forest.
They will be within 4 rounds of travel when the battle begins at the ramp.
4 Raptors are sent to chase them away from the ramp. They do not attack immediately as they are respecting their power.
Gal. Takes off flying. 
Round 1 - No Spells
Round 2 - Disintegrate
Round 3 - Distintegrate

HP   A 65x                           B 66x                    C 54x                   D 61g
      -41-22-21 Wogbu        -48-24-29 Gor         - 25 Gor-Disint       - Disintegrated

The rest of the party begins running toward the sound. Tim and Barok are running/sprinting.
They begin catching up to the battle. They catch up to the battle and start healing.
They begin searching around in the glade. 
Gal does some strength spells. 
They find the door down 75' square and investigate.
Gal does a knock on the opening and sees the magical protection. Takes 3d8 points of returned damage from the tech device if no save. Save 1/2.
Kat plays with lucky stars.
They head back to the shore.
The elders fear the party and their ability to fight and use magic. They are trying to formulate a plan to drive them away.
They go back to the shore and find the natives and the soldiers are dead and dragged intot the water. The jolly boat is wrecked.
They walk back to the glade.
They look for a place to camp out of the medow in the trees.
Some want to sleep in trees. And in small clearing in the vegitation. The area they pick is infested with ants and bedbugs.
The rest of the night passes without incedent. 
The eldars are freaking aout about them being in the area. They don’t know what to do as they would rather not kill them, are curious about their magic and don't want to leave the island. 
They see the gnome and would like to deal with him.  They keep him under survelance. 
They cast some spells the next morning.
Timber goes invisible and climbes a tree.  Tamara does and ESP spell. 
They really want to talk to Dromar. They send a woman gnome out to try and contact him. They are going to wait to send her until the party is more spread out or until Dro is not with the rest.
Barak, Pi, Gal, Kat., Gor., Vict., Tim, Tam, Wog are in the glade.
Dromar is lured away by one of the gnome women.
He is taken in a net and into the underground. The other are running toward his cry.


Aqua-Deinonychus
CLIMATE/TERRAIN: Any land  & shallow water
FREQUENCY:Rare
ORGANIZATION:Pack
DIET: Carnivore
NO. APPEARING:2-6
ARMOR CLASS:4
MOVEMENT:21
HIT DICE:10+1
THAC0:9 
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-10/1-10/ 2-24
SPECIAL ATTACKS: Jump, rake
SIZE: L (12' long)
MORALE: Steady (11)
XP VALUE: 270

Stega-Tyrannosaurus
CLIMATE/TERRAIN: Any land
FREQUENCY: Uncommon
ORGANIZATION: Solitary
DIET: Carnivore
NO. APPEARING: 1-2
ARMOR CLASS: -4
MOVEMENT: 12
HIT DICE: 24
THAC0: 3
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-16/2-16/10-80
SPECIAL ATTACKS: See below
SIZE: G (50' long)
MORALE: Steady (12)
XP VALUE: 12,000

The electronic box explodes with 10d8 of damage is attacked.


Text Account:
They ran after Dromar who was taken into the underground city of the gnomes.
They are in an area of dense undergrouth 350' from the glade and 100 from where the entrance to the underground is.
Timber tracks and finds nothing. Gal casts det item on sword of bladelessness, but is to far away from it. Timber climbs a tree to get a better view. 
The elders take this opportunity to bring 2 stegarexes out of the underground.
Timber sees tree tops moving around about 1200' away. 
They position the srex about 200' away from the glade into the forest and they hunker down.
Gla. Invisible flies off to investigate. She has a 20% chance of seeing something from the air. She spends 10 min flying at tree level.
The rest of the party heads off toward the tress timber saw moving and will get to the spot they guess is right in 4 min. They have a 15% chance of finding the spot from the ground.
Gal rejoins the party and takes off again to search.
They return to the glade.
Timber tracks in the area where dromar disappeared. Tracking roll is at a -30% due to time passage and the stelthy nature of the gnomes travel.
He finds dromars trail. He becomes visible and shows them where the tracks are.
They lose the trail 150' from where the glade was at a volcanic roc outcropping.
Timber does a stone tell. The rocks tell him where to pick up the trail again and this gives him a second track roll without minuses.
He succeeds and they set off tracking again. 100' later (45' from where Dromar was taken) his must make another track roll. He fails. 

They continue to search, then Timber casts Commune with nature which points him in the right direction as well as some other information.
Gal does another locate object when she gets to the spot where Dromar was taken.
They hear the 2 approaching stegorexes They will arrive in 3 rounds.
Round 1 of approach - Gal casts fly, 
Round 2 - Brok hise in the shadows, Gor says he will take care of this.
Round 3 - 
Round 4 - Gor-Animal Friendship, Vict-Recitation, they are 80' off.
Round 5 - Vict-Prayer, S.M.Missle, 
Round 6 - Gal. L.Bolt
Round 7 - Break! - Vict.-Flame Strike, Gal.-haste-Tim, Wog, Vict.
Round 8 - L.Bolt-Gal
Rou 9 - Gor goes bazerk and attacks pisheo
Round 10 - Gormander goes bzerk and attacks party members! They return the favor and the battle begins.  Gal-Net, Timber-Lay on Hands
Round 11 - Gal-O.R.Sphere, Timber-Lay on hands on Pi
Round 12 - Timber-lay on hands, wog, Gal-OR Sphere
Wogbu takes Gormander goes down! 
They heal or don't heal folks in the party.
They spend the night then begin start to search again.
No Encounters
Wogbuj jumpos up and down on the oenning.
They look at the metal disks that are on the creatures they killed.
They have some thought about what to do, but don't do anything until:
Vicxt uses his brasier to bring frorth a earch elemental.
The earth elemental injures itself attempting to open the hatch.
Time Stop.

A 170x                                                         B180x
-16-9-13-7-20 Tim                                      -22-16-27-23-26 Gor
-14-10- Wog tries to climb the creature         -9-17-11-14-14-6-12 Pi
-28-25 Gal                                                  -11-26-16 Brok
-11-12-20-22 Vict
They heal and discuss what to do. They decide to head back to the glade.
Big Glade-Pi, Tim, gor, vict, timb, 
Wogbu is at the little glade beating on the 8' opening. 
Gal Tports to ship
She returns and discusses what to do with the rest of the party.
It's getting cloes to dark and they talk abou who will stay and who will go.
Staying at the small glade are: Wogbu, Barak, Gor stay.
The rest go to the lava rock some 230'? Away.
Gal does melicomes room os seclusion Vict, time, pi gal go in.
They rest the rest of the night. They are not attacked except for some insects.
The next morning the heal and look around more.
Gal casts a knock and sees the same defense as before

Stega-Tyrannosaurus
CLIMATE/TERRAIN: Any land
FREQUENCY: Uncommon
ORGANIZATION: Solitary
DIET: Carnivore
NO. APPEARING: 1-2
ARMOR CLASS: -4
MOVEMENT: 12
HIT DICE: 24
THAC0: 3
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-16/2-16/10-80
SPECIAL ATTACKS: See below
SIZE: G (50' long)
MORALE: Steady (12)
XP VALUE: 12,000

The electronic box explodes with 10d8 of damage is attacked.
Aqua-Deinonychus
CLIMATE/TERRAIN: Any land  & shallow water
FREQUENCY:Rare
ORGANIZATION:Pack
DIET: Carnivore
NO. APPEARING:2-6
ARMOR CLASS:4
MOVEMENT:21
HIT DICE:10+1
THAC0:9 
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-10/1-10/ 2-24
SPECIAL ATTACKS: Jump, rake
SIZE: L (12' long)
MORALE: Steady (11)
XP VALUE: 270


Text Account:
Vicxt uses his brasier to bring frorth a earch elemental.
The earth elemental injures itself attempting to open the hatch.
Tamara does mental projection for 30' and doesn’t attract anything.
Wogbu heads off to the ship to bring back gunpower.
Phanto casts speak with plant.
Tamra does invisibility and non-detection.
Phanto talks to a Yucca tree.
Katrina is Watching the rain on the trapdoor.
Gormander tries to commune with the island and has a 5% chance. He rolls a 2!
I tell him the geological history of the island.
Phanto does a reflective pool. This takes 3 hours
Barok diges a hole, covers himslef with a cloth and totally disguises himself.
Tamara inv. And nonj detected goes back to the original hole.
Wogbu hides the kegs in the large glade and heads off to the small glade.
Wogbu tries to get the party to dig a hole around the metal hatch to the gnome realms. 
He gets some help and blows up a keg. This exposes the top of the metal hatch and the junction where it meats the ceramic anti-nuke protection. 
They try to cut the ceramic and fail. Wogbu goes and brings back the other 2 kegs.
They blow up 2 more. 
Dromar is sent back to them to bring 2 back to negotiate with the other gnomes.
Gal tports to ship to get Beourn and bring him back.
Him comes back and asks how he can help.
They have 36 hours. They have 1/2 hour of light that day.
A day passes. And then some more time. 
Dromar wants to take Gal. And Beourn.
They try to negotiate with the gnomes, but they turn out to be racisist and unwilling to co-exist with the natives.



Gfds


Text Account:
The party is up near the opening down to the Gnome tunnels.
Gal, Dromar, Beourn are negotiating with the Gnomes.Beourn gets angry and want to foce the gnomes to respect the party.
Round 1 - Web on a door-Gal.,
Round 2 - Dromar - Mirror Image (2), Gal web other door.
Round 3 - Dromar-sleep, Gal.-M.Missle
The gnomes attack with sonic pistols (3d6 dam on hit does not respect AC).
8          7       11
-7       -6       -7
They win the battle and Beourn tries again to negotiate with the gnomes. 
They ask for a day to talk about it and Beourn yells at them, but gives them the time. He t.ports the party back to the ship where they discuss what they will do.
They fall in behind Beourn and what he wants to do. 
They are on the Joly boat going to the shore and they cast some spells.
Gal-Strengthx2, Armorx2,
They get on shore. The gnomes will watch them and stall as long as possible.
They tell them to meet them by the big hole (with the secret exits).
Gal. Goes invisible and flys to the spot in advance of the party.
Gor, Barak,  wogbu,ulla stay and the rest go back to the ship.
They next morning they return with radium rifles.
They cast the same spells as the day before on the ride to shore.
They get off the jolly boats and return to the big glade.
They fire the radium rifle near the edge of the opening. It explodes but does no significant damage.
They go to the other opening to try the rifle on the ceramic. The crater has been filled in by the gnomes.
Gal casts unseen servent and tells it to dig and expose the ceramic.
Woghbu, tamara go to the sea with their mask trying to find an underwater opening. They are both invisible.
Victorex summons another earth elemental.
Katrina guards ulla. Dromar hangs out.
The tunnels are 200' down. 
The earth elemental show them to a air hole and uproots the tree that disguises it.
It goes 50' down to an air exchange room which is not inhabited. There are fans at each end.
The earth elemental doesn’t break the tube.
Gal. Casts a disintegrate on the ceramic material. It makes a 5' hole in the tube.
Beourn orders them to set the forest on fire.
6 wal of fire spells and others set a giant blaze.
Timber goes to the beach before the fires start and goes invisible.
Gor, Wog, Bar jump through the hole in the ceramic.
They search the hole and the top of the elevatore that is down.
Katreen and Gal. Tport the rest to the beach.
Gormander flies as a giant eagle, Timber casts fire resistance and walks through the fire to the beach. Kat and Gal each take 4 wogbu uses his hobby horse.

Asdf


Text Account:
Leader is Barok
They are on the beach with 3 dead gnomes upon a plan.
They are discussing and have come to the decision to where they will try to get in.
Somewhere in the glade where the big entrance is  (they don't know where this is.
At the small elevator tube.
They head off the the spot where the glades are.
Vict. Does his censure of earth elemental control.
The creature appears and looks like an easter island god figure.
They have holes into the Sea water desalinazion plant to the soutn and the gentech research facility.
The rounjd bvefore Gal casts disintegrate on the ceramic walls exposed by the earth elemental she casts a blur using her necklace.
Gal casts disintegrate on then ceramic and creates a hole large 5' diameter
gor, wog, Brok in the hole. gal
R The hole is 40' aboce the base of the sea water desalization plant.
R Wog follows gor down the hole.
R Timber follows The gnome guards join in 1d4 rounds (2). 16 of them are fleeing.
Round 1 - Fly, Gal-Vict, Shouts "Don't kill"
Round 2 - No spells
Round 3 - Timber.-G.Insect, Gal-Web, Tamara-Cone of cold
Round 4 - No Spells
Round 5 - No Spells 
Round 6 - Gal. S. Cloud (2 save)
Round 7 - The front line hits the gnomes.


AC 2
Soldiers are THAC0 10 with their special weapon
They are 4d8 
A 24x                   B 43          C 11             D 46
-11-12-11 Gor      -4 Bug        -7 Pi             -11 Tim

THAC0 12
Gnomes Level 0 are 1d6+3
A 7               B 8              C 6                     D 8                           E 14      F 15
- 2-10  Gor    - 8 Wogbu    -3-8 Gor             Captured by Wogbu   -16        -16 Tama
G 7
-4 Wog




















asdf


Text Account:
Gormander is leader.

The back line gnomes are falling back to get out of the Stinking Cloud, but the two in the front will stay.
Round 7 - The front line hits the gnomes. No Spells.
Round 8 - No Spells
Round 9 - Gal. Wind Breath, 
Round 10 - No Spells
Round 11 - Gal.- M.Missle, Kat.-Distract
Round 12 - Gor.-Lay Hands, 
They get to the security door at the end of the passage made of the same metal as the entry on the top, but does not have magical protection. 
"No Entry, Security Lockdown in effect! Sorry.
T Gormander attacks the seam of the door.
Katrina casts knock.
Gal. Disintegrate on door.

Round 1 - Gor.-Rage, Vict.-Resitation, Katrina-Singing 
The Gnomes surrender when they get past the door.
They agree to not use leathal mean to protect the area between the mountains.
They agree to isolate themselves underground and guard that lethaly. The rest of the island will belong to the humans.
They will meet the humans at the beach.
They leave the way they came and return to the ship.
Gormander wants to go back and kill them all.
Beourn admits he is free to do so but recommends against it.
They get to the first village and talk to the natives.

Soldiers are THAC0 10 with their special weapon
They are 4d8 
A 24x                   B 43x          C 11x                 D 46x
-11-12-11 Gor      -4 Bug        -7-10-5 Pi       -11-26- Tim
                          -14 Gal
                          -15-9 Pi 

E  33x                    F  41x             G  15x          H 42x               I 38x
-12-15-13 Gor         - 20-23 gor     -23 Gor      -16-9-19-13 Bar      -11-17-18 Barok
                                                   -7 Tim
THAC0 12
Gnomes Level 0 are 1d6+3
A 7               B 8              C 6                     D 8                           E 14      F 15
- 2-10  Gor    - 8 Wogbu    -3-8 Gor             Captured by Wogbu   -16        -16 


Tama
G 7
-4 Wog

asdf


Text Account:
Pisheo is leader
They are on the ship discussing what they are going to do, then they go to the waterfall in the jungle camp on the E. coast of the island.
Dromar casts an illusion on the ship.
Wogbu charges his sonic pistols in the tropical forest.
Pisheo gets on his case.
Gormander goes fishing and comes back with sea perch enough to feed the party.
Gal, timber want to find a t.port spot.
Gmander turns into a g. bird eagle flies straite up then off to the W.. 
Barok scouts out  the area around the parties camp.
Wogbu defaces the ruiend huts.
Katrina flies to the lake. Finds a likely T.Port spot where they can go and be hidden then heads back.
Vict. Hides and does commune w.nature.
They get back from their investigations and spend the night in the forest glade.
Barok, Gor., Wog want to go to lake house. Gor is eagle, Barok goes on Wogs. Hobby horse. They get lost in the forest as they are flying at night.
Gal t.ports Kat, Pi to the low spot in the inlet where only 4 can be at "P"
Gal returns and gets Tim and Tamara and takes them to the further spot in the N. of the town in the forest at "A".
Then Gal goes off on her own invisible flying and heads toward the warf beach to spy for a couple of hours.
Victorex is approached by the Menehuni who take her into the mountains to tell him whats up.
The terrible 3 hike 3 miles to the lake. They dive in and search around.They head to the lake house. They try to swim to the bottom. They swim across to the tiny warf at the house. No one is there. They stay there until nightfall. 
Kat t.ports she and Pi back to the camp.
Tim and Tamara watch and return to the camp.
Gal t.ports self back to the camp
Dromar tells them Vict. Has dissappeared.
Timber searches for tracks and doesn't find any.
11 Wyvern with an armored man on each.
They spend the night in camp.
Gal flies around trying to find Vic.
They 3 hide while 2 women dive in. 
After dark Barok and Wog. Climb out of the water and dry off.
They creap seperatly toward the house.
Wog and Barok walk around the house.
Barok is going in through a small back door. Wog goes in through a small front door. He breaks the lock and is heard. The guard looks out the door at him.


Asdf


Text Account:
Leader is Timber
Victorex is approached by the Menehuni who take her into the mountains to tell him whats up. Gal flies around trying to find Vic.
Barok is going in through a small back door. 
Wog goes in through a small front door. He breaks the lock and is heard. The guard looks out the door at him.

Gal gets back 1/2 hr before sunup and notices there are folks missing.
They discuss what to do. They want to find Victorex, but he is high up in the Menehuni's caverns near the top of the mountain.
They return to the spot where they were yesterday; Timber and Tamara go to A in the N. near the inlet; Pi., Dro. And Kat are on a ledge near B (p); Gal by herself is fling around checking out the castle. Phanto flies around as a sea gull.
For the first 4 hours there are no encounters.
They see only the scheduled actions of the Pirates.
Timber changes into a sparrow and flies toward the castle.
He flies inside and goes to the 3rd floor (commen mens rooms), the 4th floor (the officers quarters, the 5th floor (the harim) and back down and out up to the Wyvern pens and back.
Phanto flies to the forest and does a commune and is overcome with emotion. He spends the night in the forest.
Wogbu is hiding behinde the firepit, Barok is in the back and Gormander is in the lake.
Barok is inside a back door and past a sleeping guard. He is getting close to the slaves rooms. He heads toward the kitchen at the end of the passage he entered.
He goes through the kitchen and through the swinging doors into the main dining room.
Back out and to the kitchen again. Into the Pantry then through the outer door to the fountain. Back into the pantry and kitchen, then into the dining room to the french doors behind the gauze curtins. He sees they go outside to the porch. Back to the dining room and through the door leading to the womens room. There is a guard there that is awake. He sees the door opening and acosts Barok.
He is a 3rd leve eunic fighter. 
Hp 22, AC 4, THAC0 17, L.Sword d8+1
-6-5-5-10
HP 18 
-7-9-10
HP 20
-8-9
The big bad
Level 12 HP 87 THACO 4 ST 128$0% +3 Dam +3 Hit AC -5 Robe of displacement
-11-5-7-5-9
They run away back to the rest of the party.


Asdf


Text Account:
Gormander is leader
They were searching individually last week.
Vict. - Spoke with the Menehune. She gets a soap stone pipe shaped like Bob's pipe that makes a noise when blown.
Gormander lurked around the water, turned into a bird and found his brother. Wogbu - gets away from the summer home after it is burning.
Timber - was with tamara, turned into a bird invisible and scouted out the castle.
They were all together in their base camp on the other side of the island.
They have been investigating the pirate isle.
After the summer home burns, they are more on their guard, though they don't know what happened. There are twice as many guards and each door is guarded.
They talk!
Barok says kill them all in the summer home.
Goamander says to attack the courtyard as a distracdtion while the rest of the party attacks a vulnerable spot.
Pisheo says to leave and let things cool off some.
Barok wants to "take" the strange ship.
Victorex says "to take out their ships".
Timber says head for the dungeon and draw them to the party.
Kieran thinks they should have a better plan.
Tamara abstains while she sews a feather fan.
Most want to attack the strange ship.
They are all going to go to the cliff that night.
They want to teleport to their lookout spot on the cliff.
Gormander does a soothsay of "Will we succeed in taking the space boat".
They are getting ready to go
Gal - Invis, 2 str, armor, 3 shrink s spells on Vict., Barok, Wogbu/Timber inivs on self/Tamara invis/Pis invis, Kat invis, Timber and Pisheo go bat, dromar dies invis 10' rad. 
Gal, Tamara, Kat. Cast t.port and take the party there.
Gormander changes to giant eagle caries barok and wogbu, Kat casts fly, tamara cast fly, Ga casts fly and then on kieran, dromar, x , 
They head off to the round ship. 
Gal Necklace of blur
They fly off together at the same speed.
Gal wants to cast disintegrate on the top of the ship
They arrive at the ship and some land near the top A cumulative 10% chance of hearing each land cumulative.
Timber and Gal land while the others fly around.
They are not discovered.
They are positioned over #2 the hold near the slave quarters.
Gal casts disintegrate on the area in front of her.

Round 0 surprise after the spell is cast.
Gal flies down, Timber jumps down - the others see the light and fly toward it.
Round 1 - seveal more fly into the hold,  kiren aid. Guard flees and allerts slaves to guard the door
Round 2 - Tamara non detection, Timber bless, Vict. Recitation, gal dispells shrink and move to door, kiern flies in, wog attacks door with gor. Pi goes elf
---Guard reaches bridge and tells of magical intruders.
Round 3 - Kat - counter song to trumpet alarm, Gal cats gaseous form
Tamara flies down, Brok goes in.
Round 4 - Dromar - sleep.
----Leader orders the ship aloft and the marines to the hold. They will arrive in 2 rounds, the ship takes off in 4.
Round 5 - No spells
Round 6 - Dro - W. Lock, 
Going down net Kierin, Barok, Dromar
Round 7 - No Spells
Going down stairs Gormander jumps down
The door will take 75 hp. -8-16-12-17-18-14-17  makes a small hole
Round 8 - Gal-staff, Dro-Knock, Tim. Prot F. Weapons, Pi P. F. Weapons, Kier. C.Light.W 
Round 9 - Gal-Staff, Gor is raged.

Slave warrior
HP A 5x             B 3x           C 7 x          Dx              E 6x          F 7
    -5 Kieran      -14 Tim       -37 Gor      -22 Tim       -32 Kier    -32 Wog

G 9x            H 9x              I  8x         J 9x             K 5         L 4 
-16 Gor       -18 Wog        -36 Gor    -30 Wog


(x10) AC 8, HVY. CROSSBOW (2-5), MV 12"



Outside door to 6 guarding slaves
HUMAN, LVL 3 FTR (x2); AC 4; MV 9"; HD 3D10; HP 15, 13; #AT 1; DMG BY WEAPON;
SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:18
USES LONG SWORD (1-8)
Slaves (x26) AC 9, SPEAR (1-6), MV 12"

Around 14
A  32 x            B 45 x                   C 38        D 26x            E 41x               F 35      
-20-22 Gal      -13-30-18 Wog       - Gor        -35 Kier        -23-18 Barok   -9 Tim

G 22        H 44
- Pi

Level 5 Pirates in chain mail
(x3) AC 4, SWORD (1-8), HAND AXE (1-6), MV 9"
(x5) AC 4, SWORD (1-8), MV 9"
HUMAN, LVL 5 FTR ; AC 3; MV 9"; HD 5D10; HP 24; #AT 1; DMG BY WEAPON; SA SEE
BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:16
USES BATTLE AXE (1-8)

HUMAN, LVL 4 FTR (x4); AC 4; MV 9"; HD 4D10; HP 14, 18, 23, 21; #AT 1; DMG BY
WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:18
USES SHORT SWORD (1-6)


In 12



BUCCANEER/PIRATE (x100); AC  SEE BELOW; MV SEE BELOW; HD 1D6; HP 1(x17),
4(x16), 6(x27), 5(x17), 3(x23); #AT SEE BELOW; DMG BY WEAPON; INT VERY; AL N;
SIZE M; THAC0:20

(x6) AC 7, SWORD (1-8), MV 12"
(x22) AC 8, AXE (1-8), MV 12"

(x24) AC 8, LT. CROSSBOW (1-4), MV 12"
 

HUMAN, LVL 3 FTR (x2); AC 4; MV 9"; HD 3D10; HP 15, 13; #AT 1; DMG BY WEAPON;
SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:18
USES LONG SWORD (1-8)

HUMAN, LVL 8 FTR ; AC 2; MV 9"; HD 8D10; HP 42; #AT 3/2; DMG BY WEAPON; SA SEE
BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:14
PRIMARY WEAPON LONGBOW (1-6X2), SECONDARY WEAPON BROAD SWORD (2-8)

HUMAN, LVL 7 FTR ; AC 2; MV 9"; HD 7D10; HP 58; #AT 3/2; DMG BY WEAPON; SA SEE
BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:14
USES QUARTER STAFF (1-6)

HUMAN, LVL 3 FTR (x2); AC 4; MV 9"; HD 3D10; HP 15, 13; #AT 1; DMG BY WEAPON;
SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:18
USES LONG SWORD (1-8)

Asdgf


Text Account:
Leader is Broak
Round 9 - Gal-Staff, Gor is raged.

Round 10 - Gal - Flaming Vortex
Round 11 - Kat.-Black Tent.,
Round 12 - Timber-Create Water, Gal-Gas Form, Tam.-Scroll Inv. N Weap, Dro.-Inv. N. Weapons There is  hold door cast on the bridge door.
Round 13 - Tim.-Create Water, 
The ship is starting to go down. The Wyvern warriors (10th level) are landing this round. The Mage Halvek joins the 8th level mage on the bridge. He casts an Imaginary Wall behind the door.
Round 14 - Tim-Prot. F. Fire, 
Round 15 - Tam-Inv, Tim-C. Water The ship begins to fall as the helm is removed bhy 2 wyverns
Round 16 - Dromar-F.Ball
Round 17 - They hit the water and take 10d6 of impact damage and save con or go unconsious.
Round 18 - Some swim out, some look for treasure. 3 Wyverns with riders are in the sky looking to pick off the survivors. One sees Dromar and flies down.
Round 19 - Dro-F.BallWand, 
Round 20 - 23 The ship is going down. Katrina waits until the water fills the room she is in and with dramatic effort keeps her and Tamra together and reach the surface.
They are found by gorman as a eagle and the party is rejoined at the surface.
The wyverns seeing the party has teeth is going to stand off until morning when they can use their bows to pick them off.
Gal casts T.FloatDisk and they put tamara on it with gor., Tim death door, Gor heal, vict goes up and heals himself. 
Gal uses planitar to contact fantoosie. He is 3 miles off the cove where the utopian camp is.
They t.port to the ship using scrolls.
They cast healing spells. 
Time Stop just before dawn.

(x10) AC 8, HVY. CROSSBOW (2-5), MV 12"
Level 5 Pirates in chain mail
A 12x       B 9x        C 15x    
-22 Bar     -13 Gor   -14-18 Bar

(x3) AC 4, SWORD (1-8), HAND AXE (1-6), MV 9"

A 33 x           B 28x                C 41x
-11-22 Bar        -31-19 Gor    -13-7 Tim
-12-13 Kieran      -16 Wog     -20-25 

(x5) AC 4, SWORD (1-8), MV 9"
HUMAN, LVL 5 FTR ; AC 3; MV 9"; HD 5D10; HP 24; #AT 1; DMG BY WEAPON; SA SEE
BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:16
USES BATTLE AXE (1-8)


Coming down the hatch
(x3) AC 4, SWORD (1-8), HAND AXE (1-6), MV 9"
(x5) AC 4, SWORD (1-8), MV 9"
A 22x             B 44x                      C 28x               D 14   x    
-6-7-11 Dro    -23-9-11-20 Vict        -12-17 Pi        -11-12 Dro

15 Tenticles
A22x             B32x            C43            D 37
-9-9-6-6-7    -9-7-8-5       -6-9-8-4-9     -3-4-9-3-9 Kat
                                                     - Tam

Victorex and Dromar and Pi
A 34               B 43          C 29       D 37
-26-25 Vict     -11-20 Dro  -23 Pi


Text Account:
Leader is Gormander 
He is 3 miles off the cove where the utopian camp is. They t.port to the ship using scrolls. They cast healing spells.  Time Stop just before dawn.
Just before dawn, Timber wakes up and requests that the ship take off and head away from the island.
The party wakes up and goes to the mess to discuss what their next action will be.
Gormader does a crazy ritual to the earth
They want to observe for the day. They cast spells on themselves.
Tamara wants to observe the port from the top of the cliff and gets there via teleport with Timber borrows far seeing as a invisible sparrow.
Gal., Pi, Dro., Katrina stays on the ship. They land the ship 20 miles from land (over the horizon). To determine when the shipis seen, roll 1d20 for the number of hours after sunup. They are seen 6 hours after sunrise. The ship heads back to the island to report, then they will return to get close enough the cuda to observe them. This round trip takes 7 hours, so they will be back about 7:00 at night.
Wog flies off on his hobby horse. There is a 15% chance of him seeing the other ship and a 10% chance he will be seen. Neither occurs.
What the pirates are doing:
They have decided they are facing their biggest battle in years. The entire force of 6 Wyverns is in the air all day and all 8 cockatrice are up all night. The mage heads off flying to a large rock off shore where the Rocs live. He enspells them and they will arrive at the top of the towers the next day. They will join with the 2 ships to attack the cuda.
The 2 flying ship take off. Both have sky illusions cast on them.
All the hobbles are up in the sea, all the lookouts are manned. The slave are armed, the castle is double guarded and the village is abandoned.
Timber and Tamara observe the operations on shore.
Tamara approaches the groups of natives and tells them that the one who will attack the pirates will not attack them if they don’t attack. As proof that they are not spooks, the native asks them to shit on one of the pirates. Timber as a sparrow chooses to steal the bandana instead. He is hit by the pirate as he flies by, then gets away.
They get back around middday and tell their tail to the part. They discuss what to do next.
Timber and Gal. Are going invisible Timber goes into iguana and climbs on Ga. 
Gal. Tports them to the Point A. lookout (just inside the treeline with the shore 300' away a nd visible.
Slowly they walk in to the water Timber turns into a dolphin and he takes gal under the water. They head toward the nearest bomb ship. Each of these have 4 kegs of black powder. Equils 200 rounds of normal guns. 
They arrive 70' away from the nearest one.
They see there is 1 sailor on each bomb ship, but actually there are 2 so they do 5 hr watches.
They return to the shore and dicuss things as theyh didn't expect the ships to be manned. 

Gal casts a fly on herself and Timber and heads toward the ships and casts M. Missle on each boat with timber having a hand on her foot.
She casts M.MissleII at the casks on the boat so she is within 100' of the boats.
She targets misslesII at 2 on each. They have 8 HP of damage before they burst.
Timber files to the next ship, and will cast produce flame on it.
Gal casts M.Missle on the other 2 . 4, 7, 7, 3
                                                  -10, 8, 5, 4
They go on to the next ship. 
Timber does his flame thing again and does d4.
Gal goes on the the next and does her spell on it. She is visible. She is seen by one of the cockatrices and it's heading her way. Roll 2d4 for the number of rounds before its gets to her. 5 rounds.
                                 3, 5, 7, 1
                                 10, 5, 7, 1
Gal. Swings back and attacks
                                  6, 3, 3, 7
                                  9, 13, 8, 5
She uses ring of invis.
Next round, Timber does his flame thing on the broken flasks and hits.
The next round, the cockatrice attacks. 
Round 1 Timb.-Invis., the cock misses and Tim becomes invis.
They fly back to shore and meet up.
They T.Port back to the ship.
They change the lights on the ship, but the pirates still know where they are now.

The next day, the cuda will be attacked if it is in the same spot or not moved by night (while the ship that saw them is reporting).


Text Account:
Phanto-z wants to contact the menehune.
Vict. Will use his pipe to call them to him.

They come to the call and meet Phanto-z.
They take Phanto-z to the elders of the Menehune and he talks to them.
They tell Phanto of Shu the god of the clouds and how he is the god of the gods.
Phanto is interested and agrees to consecrate himself to the god.
Phanto is take to an uninhabite area by the elders who wish him good luck and leave him alone.
Phanto finds a likely spot.
The next day Shu (a middle aged man in a gray toga) appear and reads his mind.
He asks Phanto to swear allegience. Phanto agrees
He is now a priest of Shu.


Fds


Text Account:
Gal. Is the leader.
Gal and Tim They T.Port back to the ship. They change the lights on the ship, but the pirates still know where they are now.
Gor dances hollers and shakes his stick to worship the earth.
Gal is casting morning spells of - Armorx2, Str.x2, 
Gor jumps in the water and turns into a g. eagle. Circles the ship at the limit of his vision to watch for attacks on the ship.
Kat, Tam T.Porting to the lake after casting invis. 
Gal. Pi. Timber Invis t.port to  the s. clifflookout.
Vict., Bar. Go underwater
Dromar is the only one to stay on the ship.
Kat and Tam cast fly and search the house near the lake, The lake house has been abandon as all vacations are cancled. All items of value (except for household stuff) have been taken.
They go though the hole in the ceiling into the house. They go to listen at a doors. There is nothing to hear. She checks for traps on the door.
She opens door into the gaming room.
They search the entire building without encounter.
Gal, Pi and Tim. On the cliff. The rickety ladders and balconies around the castle have been taken down.
There are 6 levels of rooms in the castle with a 15' high crenelated wall with a wooden rampart at the top surrounding the buildings.
Each opening in the castle are guarded by pirates.
The natives are in bands of 10 to 15 scattered around the beach.
There are 13 balista/catapults on the N. cliff and 9 on the S. Cliff.
The village and the huts don't have many people visible; they are hiding inside.
The bulk of the pirates are on the ships or in the castle.
Timber turns into a bird, pi and gal. Get fly spells and invisible to fly off in different directons and meet after an hours ath the SE corner of the native huts.
Pi flies around the vilage, Gal and Tim check out the castle.
They see the troops at the walls and more of the fortifications.
They see the first roc land on top of the castle. A 10th lev. mage with a visble protection shield and a golden rope of animal control rides it.
Vict and Gor swim around underwater to any dangers from that location.
No encount. Not even may fish (fishing is bad here, but better closer to shore.
They search 3 hours and find nothing.
Gormander flies around behind the Roc then drops onto it’s back and using the feathers as hand hold.

The pirates see them dive in and initiate the attack. It will take them 85 min to actually attack.
They see the ships coming in disguied by illusion to look like clouds.
They see them 10 min away from contact (about 2 miles)
They man battle stations. Dromar casts an Adv. Illusion of the ship looking like the water. Then invul. To N. Weapons on himself and prot. F. norm missles.
Dromar does a. illusion of fireballs at one of the ships. It hits and 4 men are killed or wounded.
Their mages respond with M.Missles aimed at Dromar. Two spells will be coming from each ship. There are 2 3rd level mages and one 7th level in a magic shell at level12 from a scroll on each group.
4 crewmen die from the F. Ball.
Mike fore catapult, Cindy Fore Balista, Adrienne aft balista
26 crew 8 w/missle weapons. 
Vict. 2 Hvy Crossbows- Dave 2 Lt. Crossbow-Peter 2 L. Bow - Lisa 2 L. Bow

8+4+6
Dale 4 l. Swords
Cindy 4 L. Sword

The next day, the cuda will be attacked if it is in the same spot or not moved by night (while the ship that saw them is reporting) they would like to attack the ship when the party isn't around, but will attack by days end if 509 hang out. The party must make their presence known before the call to attack goes out 
It will take 7 rounds to make flaming arrows.

Round 1 - F. Ball Dromar



On Board the Rapine 
Structural Damage: 16, 

BUCCANEER/PIRATE (x60); AC  SEE BELOW; MV SEE BELOW; HD 1D6; HP 1(x11),
6(x15), 5(x11), 4(x9), 2(x14); #AT SEE BELOW; DMG BY WEAPON; INT VERY; AL N;
SIZE M; THAC0:20 J
All the men with swords are below deck maning the 6 cannons (3 on each side)
AC 4, SWORD (1-8), HAND AXE (1-6), MV 9"
(x3) AC 5, SWORD (1-8), MV 9"
(x4) AC 7, SWORD (1-8), MV 12"
(x13) AC 8, SPEAR (1-6), MV 12"
(x19) AC 8, AXE (1-8), MV 12"

(x6) AC 8, HVY. CROSSBOW (2-5), MV 12"


(x14) AC 8, LT. CROSSBOW (1-4), MV 12"
       8     5     7     8
Vict-6     -2

HUMAN, LVL 3 FTR ; AC 4; MV 9"; HD 3D10; HP 16; #AT 1; DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:18
USES LONG SWORD (1-8)

HUMAN, LVL 8 FTR ; AC 2; MV 9"; HD 8D10; HP 51; #AT 3/2; DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:14
PRIMARY WEAPON LONGBOW (1-6X2), SECONDARY WEAPON BROAD SWORD (2-8)

HUMAN, LVL 6 FTR ; AC 3; MV 9"; HD 6D10; HP 37; #AT 1; DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:16
USES SCIMITAR (1-8)

HUMAN, LVL 4 FTR (x4); AC 4; MV 9"; HD 4D10; HP 24(x2), 25, 30; #AT 1; DMG BY
WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:18
USES SHORT SWORD (1-6) 

On Board the Vulture (on the left)
Structrual Damage: 14

BUCCANEER/PIRATE (x60); AC  SEE BELOW; MV SEE BELOW; HD 1D6; HP 1(x11),
6(x15), 5(x11), 4(x9), 2(x14); #AT SEE BELOW; DMG BY WEAPON; INT VERY; AL N;
SIZE M; THAC0:20

All the men with swords are below deck maning the 6 cannons (3 on each side)
AC 4, SWORD (1-8), HAND AXE (1-6), MV 9"
(x3) AC 5, SWORD (1-8), MV 9"
(x4) AC 7, SWORD (1-8), MV 12"
(x13) AC 8, SPEAR (1-6), MV 12"
(x19) AC 8, AXE (1-8), MV 12"

(x6) AC 8, HVY. CROSSBOW (2-5), MV 12"
      8     -5     8        7       6     8   
Gal-2     -6     -2       -1      -8    -8

(x14) AC 8, LT. CROSSBOW (1-4), MV 12"

HUMAN, LVL 3 FTR ; AC 4; MV 9"; HD 3D10; HP 16; #AT 1; DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:18
USES LONG SWORD (1-8)
HUMAN, LVL 8 FTR ; AC 2; MV 9"; HD 8D10; HP 51; #AT 3/2; DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:14
PRIMARY WEAPON LONGBOW (1-6X2), SECONDARY WEAPON BROAD SWORD (2-8)
HUMAN, LVL 6 FTR ; AC 3; MV 9"; HD 6D10; HP 37; #AT 1; DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:16
USES SCIMITAR (1-8)
HUMAN, LVL 4 FTR (x4); AC 4; MV 9"; HD 4D10; HP 24(x2), 25, 30; #AT 1; DMG BY
WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:18
USES SHORT SWORD (1-6)


Text Account:
Hull points on cuda 18

Round 1 - F. Ball Dromar
Timestop

Round 2 
The ship has been in the air 3 rounds and are at half speed (40mph). The opponents are moving at full speed (70MPH).
Dromar heads for the helm. Phanto-z is in helm room encouraging Chick.
Wogbu heds up on deck. Pi men are in the hold gathering oil and rags-it will take another 3 round to get back on deck with it. Barok men go below deck get the rags and oil.  Gal men guard. Kats men reload, as do Vict.
Round 3 
Nothing special
Round 4 
Next round, they attack again.
Round 5
The second ship passes.
Dromar sends the ship into a dive.
Round 6
The oil and rags arrive. Wog takes off on his hobby horse. They head for the sky!
They are lost in the clouds and fly in circles while they put on armor, heal and discuss what next. 10' Invis on back and front of ship making cover for the balistas and 4 crossbowmen.
Wogbu goes above and behind them to land on the back of the ship. 

In 15 rounds they dip below the clouds to look for Wogbu.
Wogbu get below them and spends round 6 through 11 using his concussion weapons agains the hull which proves to be ineffective. 
Round 11 he heads to the stearncastle to attack there. The mages are there wainting for him.
Round 12 
The pirates are trying to fire at him. 12 will be able to attack next round. The mage freaks out with his weird weapon and crawls away. Wogbu crashes his hobby horse into the croud around the mage.
Rounds 13 through 15, he is catching up again.
Round 16 the party sees the pirate, but they don't see the cuda.
Wogbu comes to attack again.
He captures a pirate

The ship party has caught up to the rest of the party.
Tam and Kat fly to the safe place at the lake, then Kat casts a scroll Tport to go back to the utipian camp spot on the other side of the island.
Gal tports Pi and Timber  to the lake. They just miss Kat and Tam. Then she tports to the campsite.
Vict with Barok are in the water. Vict uses his trident of fish command. There is a call to "Come". Only small to med. Size fish show up. He commands bring "big fish to me". 
After 30 min from first casting, 4 dirfferent fish show up again.
They move 20' and say come again. Nothing happens.
They swim a half a mile. They call again. They encounter a big grouper.
It takes them 20 mi to the island. It moves max 2 MPh so 10 hours to get to the island.
Gal and the rest in the utopian camp t.port to the abandon hut of the villagers near the island.
Gormander ends up down an oublet 27' deep in a teardrop shaped dark chamber.
The 4' dia hole is -40% to climb.
Wog gets back to the ship with the captive pirate. They tie him up. 

On Board the Rapine 
Structural Damage: 16, 12
Mage takes 13 points.

BUCCANEER/PIRATE (x60); AC  SEE BELOW; MV SEE BELOW; HD 1D6; HP 1(x11),
6(x15), 5(x11), 4(x9), 2(x14); #AT SEE BELOW; DMG BY WEAPON; INT VERY; AL N;
SIZE M; THAC0:20 J
All the men with swords are below deck maning the 6 cannons (3 on each side)
AC 4, SWORD (1-8), HAND AXE (1-6), MV 9"
(x3) AC 5, SWORD (1-8), MV 9"
(x4) AC 7, SWORD (1-8), MV 12"
(x13) AC 8, SPEAR (1-6), MV 12" Manning the Cannon

(x19) AC 8, AXE (1-8), MV 12"

(x6) AC 8, HVY. CROSSBOW (2-5), MV 12"
12          26           14          15          21          9
-5 Bar     -7 Gal     - Vict       -4 Gor    -7Gal      -1Gal


(x14) AC 8, LT. CROSSBOW (1-4), MV 12"
       8     5      7          8           6
Vict-6     -2    -6 Dro   -2Dro      -5 Vict.

10
-8 Wogbu

HUMAN, LVL 3 FTR ; AC 4; MV 9"; HD 3D10; HP 16; #AT 1; DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:18
USES LONG SWORD (1-8)

HUMAN, LVL 8 FTR ; AC 2; MV 9"; HD 8D10; HP 51; #AT 3/2; DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:14
PRIMARY WEAPON LONGBOW (1-6X2), SECONDARY WEAPON BROAD SWORD (2-8)

HUMAN, LVL 6 FTR ; AC 3; MV 9"; HD 6D10; HP 37; #AT 1; DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:16
USES SCIMITAR (1-8)

HUMAN, LVL 4 FTR (x4); AC 4; MV 9"; HD 4D10; HP 24(x2), 25, 30; #AT 1; DMG BY
WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:18
USES SHORT SWORD (1-6) 

On Board the Vulture (on the left)
Structrual Damage: 14, 15

BUCCANEER/PIRATE (x60); AC  SEE BELOW; MV SEE BELOW; HD 1D6; HP 1(x11),
6(x15), 5(x11), 4(x9), 2(x14); #AT SEE BELOW; DMG BY WEAPON; INT VERY; AL N;
SIZE M; THAC0:20

All the men with swords are below deck maning the 6 cannons (3 on each side)
AC 4, SWORD (1-8), HAND AXE (1-6), MV 9"
(x3) AC 5, SWORD (1-8), MV 9"
(x4) AC 7, SWORD (1-8), MV 12"
(x13) AC 8, SPEAR (1-6), MV 12"
(x19) AC 8, AXE (1-8), MV 12"

(x6) AC 8, HVY. CROSSBOW (2-5), MV 12"
      8     -5     8        7       6     8   
Gal-2     -6     -2       -1      -8    -8


(x14) AC 8, LT. CROSSBOW (1-4), MV 12"
14        9       12        22       17        11
-Bar     -3 Gal -5 Gal   -8 Gal

HUMAN, LVL 3 FTR ; AC 4; MV 9"; HD 3D10; HP 16; #AT 1; DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:18
USES LONG SWORD (1-8)
HUMAN, LVL 8 FTR ; AC 2; MV 9"; HD 8D10; HP 51; #AT 3/2; DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:14
PRIMARY WEAPON LONGBOW (1-6X2), SECONDARY WEAPON BROAD SWORD (2-8)
HUMAN, LVL 6 FTR ; AC 3; MV 9"; HD 6D10; HP 37; #AT 1; DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:16
USES SCIMITAR (1-8)
HUMAN, LVL 4 FTR (x4); AC 4; MV 9"; HD 4D10; HP 24(x2), 25, 30; #AT 1; DMG BY
WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:18
USES SHORT SWORD (1-6)


Text Account:
Phanto-Z is the leader.
Part of the party is on the ship, part are at the glade in the forest, Gormander is in the obuloet.
Dromar and Wogbu are on the ship, the rest are in the forest.
The ship heads for the spot in the bay near where the party is camping.
1 big bad mage 
3 seargent mages
7 3rd level mages

Chances of vermin in the cell 1 in 8 every 12 hours.
They take the ship to the bay.
Oin the way they menace,l beat up and tie the captive to the mast. He agrees to be ea memmber of the crew and te4ll them anything they want to know.
He tells them he was pressed into service some time ago (he is lying, he loves the pirate life and will screw them over if it doesn't involve much danger).
They ask him questions which he answers honestly as he doesn't know much.
When they get back to the bay, it start raining and they leve hime tied to the mast.
Dromar casts an illusion on the ship of water.

Vict. And Barok swim on the back of a giant grouper to the bay near where the ship is then walk back to the forest glade. 
They party is rejoined in the glade at 7:00 1 1/2 hours after dark.
Dromar spends the night on the ship.
Vict. Uses the pipe and calls the Menehune. The glade is not near where there tunnels are (*too much water) so it takes 2d6 turns (4) for them to arrive.
They are unwilling to be seen by the whole party. They whisper to Vict. And ask him to come away to meet with them. If conversation is attempted, the representative will flee into the forest again and wait for another opportunity to approach Vict.
Vict walks away from the camp and calls them. But only waits 25 min. then goes back to the camp.
Then, Gal and Timber head off to the shore to look for the ship. It takes them 2.5 hours to get through the underbrush and arrive at the shore.
They can't see the ship from where they are.
The Menehune get Vict. Attention and leads him off into the forest.
He is taken to a circle of 34 who are in a spell ring. Vict. Asks them about a underground way to get into the castle and they say they will get back to him about that. While in the circle, message is sent to Phanto-z the chosen one who meets vict in the circle. Together they walk back to the camp.
No night encounters in the forest.
The next morning, Gal fires off a pyrotechnics spell and dromar meets with them on the shore. Tim. Goes back to the camp to tell the others And Gal go back to the ship then files to the rest in the camp. She Tports them to the ship and all are back together again.
Phanto tells them about his encounter witht the menehune and Shu. He tells Beourn that he should prevent helm travel when he assends.
They discuss what to do about what the pirates.
The kind of vermin that arrives in the obulette
1 Rat
2 Mouse
3 Bat
4 Slime
5 Insect
6 Monster
They discuss what to do next.
They talk 2 days then hear from the menehune who say theyre is no connection between their tunnels and the underground area of the castle.
They decide to drive away as many of the low level folks away first.
The ship will look at the spot where they are set aground for a signal fire.
It's morning of the 3rd day. They spot one of the pirate ships flying around.
A hand spots the water waves not behaving right. A mage rolls 17 and sees through the illusion! Will it attack or go get help? It will go get help. Takes off into the clouds.
It will take 2d4 hours to contact the other ship and return. 3 Hours.
Phontoz takes the ship aloft and heads for the drop off point. 2:00 afternoon.
They toss the pirates stuff overboard.
Once at the spot where they are going to land, the ship flys slow and they jump into the sea.
Once on shore, they make a ready a signal fire but don't light it.
The ship heads off into the clouds.
They head off into the forest. They find the land heavily overgrown. Unlike the hilly/mountain areas, this is low lying and provides fewer trails and more frequent areas impenetrable.
They make cold camp that night. No encounters
Next morning they head off toward the castle again.
They arrive near the castle at mid day.
They prepare to arrive.
Pi and Barok smear mud and puts on for camaflague.
Dromar casts strength on himself
Gal does str on pi and tim armor and invis on herself. Kat goes invisible.
They approach the castle. 
They memorize the spot where they pause which is about 1/4 mile from the castle and nearer the huts. They mark the spot so they can muster there later.
Pi hits quicksand!
They begin the attack to cut the guard pirates off from the castle.
Dromar casts an illusion of a giant head of Ulla in his prime saying " a pestilance is coming here leave now before it sweps over you".

Round 1 of the Surprise Attack - 6 villagers in their sight.
Kat casts disguise into a native woman.
Guard 1 - 17 HP
-11 Timber, -7 Vict
3 Wyverns see them below and swoop in to attack.
Round 2 - No Spells
Guard 2 - 12 HP
-10 Pi, -4 Dro
Guard 3 - 9 HP
-11-8 Barok
Guard 4 - 20 HP
-9-12 Timber
 Vict finds a pirate hiding in a hut.
Guard 5 - 11 HP
-12 Vict.
Round 3 - No Spells
There are 2 more pirates in huts, 3 Wyvern with P.Male riders attack from above using 3d10 gunpower bombs. AOE 15' diameter. 
Guard 6  20 HP
-13-7 Phanto, -5-4 Kat
Round 4 - Gal. - M.Missle II
Guard 7 - 19 HP
-9-11 Dromar
Round 5 - Dromar Invis 10' Rad on the pirate he killed
Into the forest go Vict, Pi, Tim 
Gal fires MMII at a Wyvern 
Wyvern 1 39 HP
-38 Gal.
They run into the forest.


Text Account:
Barok is leader.
They flee into the forest after the raid on the huts. They have an appointment with the female leader of the natives. They are bringing them back together. She would burn a fire in front of her hut when she was ready to talk to them.
They separate and begin running to their meeting place 1/4 mile away. They are not persued, but will be followed by elete forces who will remain hidden.
No encounters on way to meeting. When they get there it's about 1:00 in afternoon.
The wyvern are in the air in their area and will spot them on a 15% every turn cumulativly.
They spot the party after 20 minutes. They will send in the Roc. The mage Roc rider will be invisible and wearing metal armor, so no spells. AC 0. The roc will arrive in 1/2 hour.
It will flatten the forest in their area. Each player will need to make dex rolls 20 times to escape flying debris as long as in the 300' diameter area of winds. A fail indicates a club 1d6 of damage.

The Roc stoops toward them accompanied by 3 invisible wyvern riders. 
Round 1 - No Spells
They spread out and remain in the area
Round 2 - Dro-Phn. Killer, Gal - MMissle II, Vict. - Recitation, Kat-Fireball

Roc 120 HP
-40 Gal, -38 Kat, - Tim
They party heads out to go back to their camping spot about 1/2 mile away. They arrive there in 1 hour bout 3:00 afternoon.
They search the pirate bodys. Knife, 1 gp, 23 sp, 33 cp. Pipe, tinder box, twine. Rock, tinder box, 4gp, 97 sp, 11 cp. 1gp, 11sp, 37cp.
The pirates aided by the invis wyvern will track the party.
The party plan the next attack
Gal. Casts (2) extention 3 on herself then fly and haste then invis. She will fly for 360 minutes. And takes off flying on the cliff near the wyvern cages. She uses dust of XXX and goes invisible and may attack and remain so. 
Gal casts rock to mud on wyvern pens. There is 1 wyvern and 3 men in the area she melts. She is not heard. The Rocs take off.
She goes around to the other side of the cliff top and casts another Rock3mud.
1 Wyvern trapped, 2 men trapped.
The men begin throwing rocks off the top in all directions. There is a 20% chance that something will get near Gal. They don't.
She casts a total of 4 spells and colapse much of the pens.
Then a wall of fire in one of the distroyed area. 1 wyvern and 4 men are killed.
She flys back to the camp. No Encounters.
The pirates form an attack party that will follow the trail of the party back to their spot. When the find the party, they will send in a native with a backpack to run into their gathering spot with a bomb on his back
Round 1 - Gal-Tongues
Barok hides in the forest wher the guy came out. Timber hides in the forest.
It blows up 5d8-28 points dam to gal.

The head back to the huts.
They head out. Tamara wants to stay behind but is talked out of it.
They are going back to the huts single file with Timber lagging behind covering tracks.
There are 2 drow 7th level on their trail as scouts followed by 6 theives of 5th level.
They will follow the party until they can do something to isolated members or until they have something to report.
One of the drow aim an arrow at a random member - Katrina
They move up with the party and attack again on Barok.
There is a 30% chance of something seeing them while they are walking. They miss 3 shots!
They stop about 150' from huts. They spread out and hide in the forest. 
Tim goes invisible and goes to where he can see the old womans hut. He see no fire. He sees no natives and a bunch of guards (12). He moves near the old womans hut and listens. They are discussing the situation in the native language.
Timber looks in and see the women gathered around the feet of the old lady. They are talking to her respectfully. There are 14 women. He goes inside and whispers near the old woman. The women hear, and are on edge. He speaks normally to the old woman and the women shouting "abasa!" (Spooks) run out screaming
Timber heads out of the hut and back into the forest to tell the party there are more guards in the hut area. Vict. Casts Recitation
They move to the huts in 4s-
Gal, Tim, Pi,  Dro
Tam, Vict, Barok, Kat
They stop at the edge of the forest and look for guards.
Round 1 - Gal activates blur - They charge in
Round 2 - No Spells
7 guards run when the shouts are heard. They run toward the bilited natives to rouse them in 4 rounds.
Round 3 - No Spells
Round 4 - No Spells
Tamara looks into the hut near her and sees 3 women and 4 childeren.
Round 5 - No Spells


12 Guards AC 7 HD 3 THAC0 17
18x               12x            12x            20x            10
-16 Barok      -21 Vict      -9-4 Tam    -25 Vict      -5-3-7 Kat
-11 Vict

18x            7               13x                 24               16
-7 Tam     -26 Barok   -7 Gal
-8-13 Vict                   -8 Bar

asdf


Text Account:
Round 4 - No Spells
Tamara looks into the hut near her and sees 3 women and 4 childeren.
Round 5 - No Spells

Vict is leader
12 Guards AC 7 HD 3 THAC0 17
18x               12x            12x            20x            10x
-16 Barok      -21 Vict      -9-4 Tam    -25 Vict      -5-3-7 Kat
-11 Vict

18x            7x               13x                 24               16
-7 Tam     -26 Barok   -7 Gal
-8-13 Vict                   -8 Bar

Round 6 - Dro-adv. Illusion, 
Vict, pi, tam, tim get together
Round 7 - Dromar-Sleep, 
The invisible Wyvern arrive next round (3 2 knights and 1 mage)
Round 8 - Wyvern attack: Gal.-Shrink, 
pi -3 from claw;-6 from bolt, wog -10 claw;-5bolt , gal  -15 MMII attacked 
Round 9 - Kat-tport, gl-tport, to the lake
They get to the lake and escape the guards.
--
Round 10-14 - Wogbu fighting the wyvern and an armored rider
15-20 searching the body of the armored wyvern rider.
12gp, 8sp, 3cp, 1 250gp emerald, 20gp gold chain, dagger, misc.
--
Round 11 - at the lake-Tim-cures tam, Gal shrinks barok, Kat guards, Vict cure on Pi, 
Round 12 - Tim cure gal, Vict cure pi, 
Round 13 - Gal-shrinks kat, Pi change into bat and Tim-invis
Round 14 - Tim changes to lizard
Round 15 - Gal-tport to bush near village (not huts)
Round 16 - becoming aware
Round 17 - 140' from closest building. 
Round 18-20 - Observing village
1-2 Bunk House
3-4 Officer house
5-6 Bar/Hotel
They are nearest a bunk house (18 pirate residents, 2 guards)
Round 21 - Barok hunts a guard, Tam-S.Armor, Gal hastes Pi, Tim, Dromar, Kat
Round 22 - Gal casts fly, Pi, Tim, Kat, Vict, Tam move forward in the shadows
Round 23 - No Spells, moving forward.
Round 24 - Each round for the next 4, people will be flooding out of the buildings. The first of the cocatrice will arrive in 3 rounds.
Gal-W.ofFire, They are moving - 
4 guards A 6      B 12      C 9      D 15
                         -12 Tim
Round 25 - More coming out. Gal-W.OfFire,Vict-ProduceFire
Time Stop


3 Wyvern - 2 5th level warriors with L.Swords and Crossbows - 1, 7th level mage (with F.ball and MMII)
Wyvern - A 43 (pi)           B 46 (Wog)            C 30 Mage (Gal)
              -5 Tim              -9-9 Tam
                                      -16-10-10 Wog
Riders (5d10) A  45  
                    -19-12-12-10 Wog
                    
Pirate
a 12               B 9x            C 14x           D 6x            E 10x
-6 Tamara       -3-9 Tam    -13-20 Bar   - 14 Tim     -11 Tim

F 9 x                G 10x
-11 Barok          -10 Bar

12 Roof
-2 Timber


Text Account:
Timber is the leader

Gormander is in the obulet in the castle and has been making a ton of noise as he tries to carve out footholds in the3 sides of the shaft. They want to keep him quiet. 
They open a 2'sq opening with bars and yell at him to shut up.
They dump flaming garbage down the hole and the O2 goes away
He begins tunneling up and out.

They are attacking the village near the castle
The first of the cocatrice will arrive in round 27. (3, 1 next round) mostly the armorless folk.
The wyvern will arrive in round 28
The Mage arrives in round 27 and will attack an armorless opponent with a bomb (Darkness, fly, shild AC4.
Round 25 - More coming out. Gal-W.OfFire,Vict-ProduceFire - Time Stop
Round 26 - Tim-Heal, Phano-Whirlwind - Most of the guys opt to put on armor and delay coming out hearing the cries of the friends.
Round 27 - Gal-Rock to mud on roof , Wog-hobbyhorse, 
Round 28 - Gal-WalloFire
Mage Attack Gal with Bomb, L. Armor fighters run out
Tim breaks down door to one. 7th level pirate in  AC 5 leather and 2 doxies 2nd level with 2 daggers.

A   53              B Doxie 12        C  Deoxie  8 
-19-20 Timber  -16 Pi              -18 Pi
Round 29 - Gal-Inv, Kat-Inv, Dro-Inv, 
Round 30 - Phant-Hailstones, Kat-F.Ball, Gal-Inv, Tam-Inv

3 Wyvern - 2 5th level warriors with L.Swords and Crossbows - 1, 7th level mage (with F.ball and MMII)
Wyvern - A 43 (pi)           B 46x (Wog)            C 30 Mage (Gal)
              -5 Tim              -9-9 Tam
              -13 Wog               -16-10-10- Wog

Riders (5d10) A  45x                       B 38                 C 41
                    -19-12-12-10 Wog

4 guards A 6 x     B 12           C 9x            D 15
             -11 Pi     -12 Tim      -26 Bar      -3 Kat

MERCENARY GUARD (x32); AC SEE BELOW; MV SEE BELOW; HD 1D8; HP 5(x7), 
#AT 1; DMG BY WEAPON; INT AVERAGE; AL N; SIZE M; THAC0:2
4(x9), 8(x6), 7(x4), 2(x6); 
(x2) AC 2, LANCE (2-7), SWORD (1-8), HVY. WARHORSE (MV 15")

A 4                      B 8                  C 7             D 2
 -16 Phant            -21 Phant               -5-9 Tam

Cockatrice
A 17                B 26x                  C 18x            D 28       E 22
-13-13 Pi         - 10-3 Tam          -17-12 Tim      - Kat       - Wogbu
                       -8-14 Vi

(x6) AC 4, LANCE (2-7), SWORD (1-8), MED. WARHORSE (MV 18")
AC 4, FLAIL (2-5), MACE (1-6), MED. WARHORSE (MV 18")
(x5) AC 6, LT. CROSSBOW (1-4), SWORD (1-8), LT. WARHORSE (MV 24")
(x4) AC 5, POLE ARM (2-8), MACE (2-7), MV 9"
(x8) AC 5, HVY. CROSSBOW (2-5), MACE (2-7), MV 9"

HUMAN, LVL 6 FTR ; AC 3; MV 9"; HD 6D10; HP 32; #AT 1;  THAC0:16
USES SCIMITAR (1-8)

HUMAN, LVL 7 FTR ; AC 2; MV 9"; HD 7D10; HP 48; #AT 3/2; DMG BY WEAPON; SA SEE
BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:14
USES L. SWORD (1-8+2)
A 48x             
-25-24-6 Barok

HUMAN, LVL 2 FTR (x12); AC 5; MV 9"; HD 2D10; HP 14(x3), 10(x2), 3, 12(x3),
13(x3); #AT 1;  THAC0:20 USES BROAD SWORD (2-8)

HUMAN, LVL 7 MAGE ; AC 8; MV 12"; HD 7D4; HP 13; #AT 1; THAC0:19
USES QUARTER STAFF (1-6)

1st LVL MAGIC USER SPELL(S)
MAGIC MISSILE(x2)
SHIELD*
UNSEEN SERVANT

2nd LVL MAGIC USER SPELL(S)
BLIND
DARKNESS 15' RADIUS*
INVISIBILITY

3rd LVL MAGIC USER SPELL(S)
FLY*
MONSTER SUMMON I

4th LVL MAGIC USER SPELL(S)
CHARM MONSTER

Cockatrice
Temperate to tropical, any terrain
Uncommon
Flock
Any
Omnivorous
Animal (1)
D
Neutral
1-6
6
6, Fl 18 (C)
5
15
1
1-3
Petrification
Nil
Nil
S (3' tall)
Steady (11-12)
650


Text Account:
Phanto is leader
They are in the town
Round 30 - Phant-Hailstones, Kat-F.Ball, Gal-Inv, Tam-Inv
They party is all over the town. Gal is flying, Wogbu is chasing a Wyvern and rider

Round 31 - No Spells
Round 32 - Gormander-Turns into eagle when door to oboulet opens. Kat-D.Door, phanto-Hail Storm, Vict.-Lay on hands on Tamara, 
Round 33 - Kat-F.Ball at a building, Phanto - Hold
Round 34 - Gal-M.IceBall, Kat-F.Ball, Phanto-True Seeing.
Round 35 - Phanto-S. W. Animals, Gal-R.Invisible, 
Round 36 - Phanto-Command, 
Round 37 - No Spells
The 3 mages appear behind the building and all attack Katrina. She goes down
Round 38 - Gal-Potion-Healing, Phanto-Astral Celerity
The mages fly the Unconcious Tamara to the obulet. (takes 8 rounds)
Round 39 - No Spells - Phanto-Etherialness
Wogbu puts on the armor of the Wyvern rider he killed (8 rnds)
Round 40 - No Spells
Round 41 - Vict.-Lay on Hands
The note is thrown in a bottle and says "We have Katrina and Gormander now. Stop attaking now or they will die!"
Round 42 - Gal-D.Magic, 

Pirates (2 HD) AC 8
A 13x            B 10x        C 9 sub        D 14x        E 12x        F 18       
-25 Barok    -25 Bar        -10 Bar        -8-8 Kat    -19 Barok  -2-9 Kat

Wyvern - A 43 (pi)               B 46x (Wog)            C 30 Mage (Gal) (Darkness)
              -5 Tim                  -9-9 Tam
              -13-36 Wog           -16-10-10- Wog

W. Rider - A 50              B 45              C 33
                - 53 Wog.

Pirates (3HD) (AC 8)
A 21x            B 21x           C 16x        D 17x          E 12x          F 18x   G 20x
-11-9 Dro     -17-15 Drom  -16 Pha   -16 Pha        -16  Pha   -Pha        -13-16 Dro
-22

Pirates (5 HD)               
A 42x             B 44x
-52 Bar           -19-12 Dro
                     -8-7-8 Sub Barok

Remaining Cockatrice
A 26x              B 16
-22-19 Bar       -8 Dro


New4 Pirates from castle
A 21                  B 21           C 16        D 17          E 12          F 18      G 20
-FB                    -FB gal       -FB          _FB           -FB

Bosses Pirates (5 HD)               
A 42      B 44
-25 Gal

Benei 12th 47HP
Tekum - 7th 20HP
Dukor - 7th 18HP


Text Account:
Leader is Dromar
Round 42 - Gal-D.Magic
The note is thrown in a bottle and says "We have Katrina and Gormander now. Stop attaking now or they will die!"
Round 43 - Gal;-Shrink, Tim-Invis, 
Barok kills one of 2 captives
Wogbu is putting on his captured armor(2 rounds remaining).
Wyvern and rider - C 30 Mage (Gal) (Darkness) rider- C 33
Round 44 - gal-shrink, timber-becomes a blue tailed lizard, 
Wogbu gets on the horse with the corpse
Round 45 - Gal-Shrink, Pi-Batform, Vict.-Castigate
Wog cuts courpse open and puts boms in
Round 46 - Tama-Tport, Dro-E.Tenticles,
Gal-flys with Vict, Tim, Hostage
They all get away just in time!
Wog - Flyiung to castle, Phanto is etherial looking for stragglers for 5 minutes.
17 min
Wog checks out the castle and flies into a dark hole.
Phanto become unetherial behind a bush then casts ehterialness again.
The Tports take them to the beach near the idylic glade camping spot.
They discuss what they saw and did. They want to rest and regain spells.
They interrogate the prisoner. Bar. Cuts off his ear and attempts to intimade.
Tamara tries her collar of charisma and tries to charm him. He rolls 3!
He tells her lots of stuff and draws a map to the obulette. 

The obulette is in level 1, room 3 in SW corner.
He flies into a room with 2 guards. The room of Sletva in in 4th level 2, and Malachi in 3.
1/2 Orc Guards (7HD) +2 To Hit and Dam AC 5
Wogbu flees into the dark
Phanto ehterial searchs 1,2,3,4 of castle. Return to ob. In 3 goes down 2 the captives. 
Phanto casts etherialness on all 3.
Room -1 (the treasure room is guarded by a 12 headed hydra and many traps.
Round 18 Back in baracks guard walks in. Killed by Katrina. 
Katrina does a Tport to the beach.

4 Rounds battle
A 32x              B35x 
-15-12-13-19    -10-15-11
He files off just before the entire castle is allerted.
Phanto walks through the castle.

Invisible Party
4 Wyvern - 6 Chars
Wyvern - A 43                B 46            C 30 Mage       D 48
Benei - Mage
Sletva - Fighter
Malachi - Cleric
Halvec - Th/Mage

Ground party
W. Rider - A 50 
Bosses Pirates (5 HD)  B 44
Tekum - 7th 20HP
Dukor - 7th 18HP




asdf


Text Account:
Leader is Dromar
The main part of the group are back at the beach near the camping spot on the other side of the island.
Thay have a cold camp and hide from things in the sky. Gormander guards as an eagle in the sky.
There are a total of 3 wyvern riderss still remaining.
Wogbu stays behind in the vilage and see the evacuation and the muster of the natives. He makes a fire in the forest from the thatch of the villager huts.
2 come to investigate the flames. 1 is invisible with the mage, one is visible with the warrior. 13 and 9.
Wogbu runs away back to the rest of the party. Return 8 hours after the battle.
Wogbu encounters warrior. He flees.
Next morning, a roc flies by, but does not see the party (yet) and it's several miles off.
Gormander (as a eagle) and Wogbu as on his hobby horse fly to intercept it.
While they are flying, the rest move deeper into the forest. Gal goes invisible and waites at the tree line.
They will reach the roc in 40 min. 
That morning they spot a roc.
Round 1 -0 The roc goes after Wogbu.
- Gor as an eagle, grips the back of the roc. Wogbu comes in to attack.
Round 1 -
Round 2 - Wogbu is in its grasp.
Round 3 - Wogbu almost get away
Round 4 - They kill the roc. 3 rnds unitl it hits water
Round 5 - They are falling. Gor turns into eagle. Wog tries to climb in the mouth of the roc.
Round 6 - Wogbu kicks his way into the creatures rib cage, Gor sees the falling hobby horse and dives to grab it.
Round 7 - Wogbu hides in the lungs and gor grabs at the chair but fails.
Round 8 - Gor grabs the hobby horse

HD 18, THAC0 2, AC 4, HP 70x, MOVE 30
-14-11-16 Wog   -11-12-13-9-11-14 Gor
The party has been watching.
They arrive back with the rest of the party at 11:00
They heal Wogbu some and decide to wait a day to recover spells and check things out at the castle.
Vict. Casts Speak w/Water and finds there are no .
The party goes to the ultimate camp in the forest.
Kat. And Gal tport to the obulette.
They go invisible.
They are heard and a guard investigates.
Gal memorizes oub. while Resna contacts Katrina.
They use Levitate then Wraith Form and head out
There are lots of men around the castle. There are 8 guards, 4 on duty 4 off in Room 3 where the obulette is located.
This is a conference room with 2 tables in the middle.
Room 4 is a baracks room for 12 normally and 24 people now.
They make their way to room 5 with the barred walls every 30' and wait by the secret door to see what comes out for 10 min. then go through the s. door.
They memorize the room and then tport back to the rest of the party to tell them what you found.

Wyvern - A 43               B 46            C 30 Mage 
W. Rider - A 50              B 45              C 33

While the party are resting, the castle occupants are all busy.
All the natives are placed in the area between the walls in front of the castle. The women and childeren are in the area close to the castle with the men in the outer area an in front of the gate outside the walls.
They want to move the treasure as they find their captives are gone. They realize that the party can get in past all their men, so their treasure is in danger. The fill the rooms in front of the treasure with men and put 3 cockatrice in with the hydra in the treasure room.


Text Account:
Gormander is leader
1:00 in the afternoon in the jungle camp.
Gal casts Str on Pi and Ti and Armor on herself and Stoneskin on Tamara and ring of invisibility
Pi goes invisible and becomes a bat
Vict. Casts bless and recitation.
Tamara gives Gal Invulner To normal weapons and Non detection. She read non-det. And invisibility and spirit armor.
Tim does prot from fire and invisibiloity is a blue tail lizard
Dro. - Stoneskin, invisibility 10'
Phanto casts unfailing endurance and Prot. F. Evil, prayer.
They want to go to the treasure room via tport by kat and gal.

While the party are resting, the castle occupants are all busy.
All the natives are placed in the area between the walls in front of the castle. The women and childeren are in the area close to the castle with the men in the outer area an in front of the gate outside the walls.
They want to move the treasure as they find their captives are gone. They realize that the party can get in past all their men, so their treasure is in danger. The fill the rooms in front of the treasure with men and put 3 cockatrice in with the hydra in the treasure room.
They are bringing out the treasure and hiding it in a new place (in the ruiened building at the top of the castle guarded by the cockatrice). They have taken the magic items first, then the jewels then the gold (they have taken 15K but 20K stilol remains nd the silver 34K. Some gems (5.5K) have been overlooked in a pile of silver coins).Benei and Sletva are in the room. Benei is holding the gem that controls the 12 headed regenerating hydra. Each head is 30 HP and the regenerate at 10HP per round.

Round 1 - Gal-web, Vict-Sword, Pi and Ti return to human form, Str of stone
Round 2-Kat-Mmissle, Gal-GlassStrike
Round 3-Dro-Bhands,Kat-Mmissle,Gal-MMissle2
Bene-EBTenticle, Malachi-E.Barrier
Round 4 Gal Neck-Blur,Phan-DustDevil,Kat-e.B.Tenticle,Dro-P.Killer
Bene-Mass Sug.,Malachi-Cause Light


Malachi57,    Bene 47    Sletva 92
-4                -3             -6

3 rd level pirate HD 20   THACO 2
HP 18               20          15
    -56 Wog                               
Asdf

Cock
A  28x              b 32x               C25 18      D 35x
-10-7-4 Tam      -19 Phanto      - Kat         -18-18 Gal
-9                        -21
Hydra
Head AC -4 , HP 30, Body AC -6 HP 60 DAM 2d10 
regenerate at 10HP per round.

1 30         2 30-3                 3 30-4           4 30-2          5 30           6 30-2   
-17 pi         -24-19 Bar         -28-24 Bar      -32 Bar                          -35 bar

7 30-3      8 30-3        9 30              10 30       11 30-4       12 -30
-17-17 pi    -34 Gor     -14-7-4 Vict   -29 Gor     -30 Tim      -10 Tam

Body 60 Down in round 2, up in 5
-22 Kat+10
-6-8 Vict
-19 Tim
- Tam
-11 pi
-27 Gor
-38 Dro
Glassed by Gal.


Text Account:
Leader is Timber
Round 4 Gal Neck-Blur,Phan-DustDevil,Kat-e.B.Tenticle,Dro-P.Killer
Bene-Mass Sug.,Malachi-Cause Light
TimeStop

Round 5 - Timber-LayonHands, Gal-Disintegrate, Tamara-Disp. Magic, Phanto-True seeing, Dro-Ice Bolt
Body reformes, necks rejoin-1/2 attacks this round
Benei - Adv. M.Missle
Round 6 - Tim-LayOnHands, Vict-FlameStrike
Word of Recal
Malachi57,    Bene 47    Sletva 92 AC-1
-4                -3             -6-36-38 Wog
Round 7 - Dro-M.Image, Vict.-D.Door, Gor-FireFlask, Gal-FlamingVortex, Phant-Heal
Round 8 - Vict-Castigate, Phanto-cure serious,
Round 9 - Phanto-z-cure crit.
Round 10 - Phant-CureCrit., 
Round 11 - Gal W.ofFire, Phanto-CureMod.
Round 12 - Gal-Shrink
The new party attacks with a barel of black powder on the door!
4 7th level fighters, 1 7th level mages, Malachi, Bene, Sletva all at full
Round 13 - Dro-Adv.Illusion of flame through the doorway
Round 14 - Pi go bat, Phant goes gecko, Timber goes sparrow, Gor goes G.Eagle, 
Round 15 - Gal, Kat, Tam casts Tport to a defensable spot near the E. coast beach.
Hydra jumps out! Men rush the door

They change form back then heal for 10 rounds. They cast 7 more rounds of 
healing.
Phan goes sea gull, pi changes to bat, gal does invis 10' rad.
Gal, Pi, Phant, Tam, Kat are heading out via gal-tport spell
It's 3:00 afternoon.
They see the Roc with 5 wyvern riders getting ready to go. It will leave 60min after the end of the parties attack. 20 min have elapsed.
Phanto searches for 20 min. They talk for 5 min.
Time Stop.

Hydra
Head AC -4 , HP 30, Body AC -6 HP 60 DAM 2d10 
regenerate at 10HP per round.
1 30            2 30               3 30           4 30        5 30-10           6 30
                                                                            

7 30                  8 30             9 30             10 30-10          11 30       12 30
-12-12 Kat                             -6 Dro-8 Vict  -15-38 Gal      -18 Tim    -10 Tam

Body 60 Down in round 2, up in 5
-22 Kat+10   -6-8 Vict   -19 Tim   - Tam    -11 pi      -27 Gor     -38 Dro 
Body - Down in 2nd, Up in 5th, Vict Down in 6th, Up in 11th

Glassed by Gal.


Text Account:
Leader is Barok
Gal, Pi, Phant, Tam, Kat are heading out via gal-tport spell
It's 3:00 afternoon.
They see the Roc with 5 wyvern riders getting ready to go. It will leave 60min after the end of the parties attack. 20 min have elapsed.
Phanto searches for 20 min. They talk for 5 min.

At 4:00, Gal, Pi, Phant, Tam, Kat are at the lookout spot. 
4:20 - They have been wathing the roc being loaded. 
It will take 2d4 rounds to load the remaining stuff on the bird. (6 rounds-20 min remain. All Magic items are on board and all but 2Kgp)
Pi - Inv-Goes bat, Gal. Casts stone skin on Pi then Tports them to a spot on the castle cliff.
They arrive, next round.
Round 1 of attack
Gal-Disin, Kat-Scroll Disint, Tam-Disint from a scroll., Pi is elf again.
The wyvern riders take off and the mage Halvec climbs on the roc
Round 2 - Gal-Disint, Tam-Wall of ice over roc, Kat-Disint from scroll
The wyverns attack wi cbows and the roc takes off.
Round 3 - Gal-L.Bolt, Kat.-L.Bolt from scrolls, 
Round 4 - Tam-Tport, Kat-Tport back to the camp site about 4:30
They get back to the rest of the group. They spend the rest of the day and that night camping out and discussing. They feel they might be close to driving them off.

That night, Phanto has flown to the Pirate ship where the Roc landed. He is a gull and lands and stays hidden in the anchor hole in the gunwal.
He changes to a small rat and scurries into a dark spot in the hold where he observes and investigates.
The ship (it’s the Vulture) has instructions to go to Manah and take over one of them. The other ship (the Rapine) is searching and guarding the castle island.

At 9:00 that night, Gal casts haste-Inv 10', she casts armor on Kat., Pi goes bat invisible, gal hands scoll l.bolt, w. of fire wall of force Gal. Does Tport to the cliff face where they were before. Kat is looking for Resna. The ship is 10 miles from there at the time amost due E. from them. It is flying as quickly as possible.
They return to the rest of the party. The party rests quickly and wakes early.
Phanto is locked in the hold with all their stuff. He checks out the doors and looks for a human sized hideyhole. He goes human and quietly makes his hiding spot.
Then he heads off the the panniers. He finds a bunch of stuff.
Phanto memorizes the hold and hides his spare holy symbol behind. And carves the gods symbol in the deck. Then he rests for 8 hours. He is ready to go the next day at 7:00 AM. No Enc.

Before the entire group (without phanto) leaves, they cast:
Gal casts 3 strenth, 2 armor-Haste, Tam-Spirit Armor and Inv. To n. weapons on Gal, Dromar casts Inv. To N. Missles on himself and Inv 10' Rad, Timber-Invis and goes form of Blue tail lizard, Pi becomes the invisible bat, 

Phanto has his favorite stuff together in the panniers. Then he does astral clereity 
and etherialness. He looks where he is (1K' over the ocean), looks at the crew looks at the below decks goings on then looks for the powder room and finds it.
He becomes solid in the powder room and uses the fuse and shot to make a timed explosion. He lights the fuse and casts a dimension fold back to the partys favorite camp spot. The ship blows up! Phanto takes it easy until he meets up with the party.
They divy up the treasure Phanto brings back.


Wyverns
49flee       23           30        46          37
-40                                     -7 Pi

Riders   AC 2, Lvl 7 L.Sword CBow
A 43 flee                                   B 43             C 29             D 31           E 30
Wand of M.Missle (15ch)            - Tamara      

Roc-130 HP Riding the Roc is Halvec.
-25 Tam

On Board the Vulture (on the left)
Structrual Damage: Repaired

BUCCANEER/PIRATE (x60); AC  SEE BELOW; MV SEE BELOW; HD 1D6; HP 1(x11),
6(x15), 5(x11), 4(x9), 2(x14); #AT SEE BELOW; DMG BY WEAPON; INT VERY; AL N;
SIZE M; THAC0:20

All the men with swords are below deck maning the 6 cannons (3 on each side)
AC 4, SWORD (1-8), HAND AXE (1-6), MV 9"
(x3) AC 5, SWORD (1-8), MV 9"
(x4) AC 7, SWORD (1-8), MV 12"
(x13) AC 8, SPEAR (1-6), MV 12"
(x19) AC 8, AXE (1-8), MV 12"

(x6) AC 8, HVY. CROSSBOW (2-5), MV 12"
      8     -5     8        7       6     8   
Gal-2     -6     -2       -1      -8    -8

(x14) AC 8, LT. CROSSBOW (1-4), MV 12"

HUMAN, LVL 3 FTR ; AC 4; MV 9"; HD 3D10; HP 16; #AT 1; DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:18
USES LONG SWORD (1-8)
HUMAN, LVL 8 FTR ; AC 2; MV 9"; HD 8D10; HP 51; #AT 3/2; DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:14
PRIMARY WEAPON LONGBOW (1-6X2), SECONDARY WEAPON BROAD SWORD (2-8)
HUMAN, LVL 6 FTR ; AC 3; MV 9"; HD 6D10; HP 37; #AT 1; DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:16
USES SCIMITAR (1-8)
HUMAN, LVL 4 FTR (x4); AC 4; MV 9"; HD 4D10; HP 24(x2), 25, 30; #AT 1; DMG BY
WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:18
USES SHORT SWORD (1-6)


Text Account:
Dromar is leader
10:00 morning.
They divy up the treasure Phanto brings back.
Once everything is devided up, (which takes 2 hours) they discuss what to do next.
Gal casts 3 strenth, 2 armor-Haste, Tam-Spirit Armor and Inv. To n. weapons on Gal, Dromar casts Inv. To N. Missles on himself and Inv 10' Rad, Timber-Invis and goes form of Blue tail lizard, Pi becomes the invisible bat
THEY WILL T.PORT TO THE POINT ON THE S. OVERLOOK TO THE HARBOR AND CASTLE (POINTp)
Gal. Shrinks barok, vict, dromar; phanto changes into and asp, Gor goes eagle.
10:30
Gal cast their Tport to get them there.
They get to the cliff and check things out (dromar pees off the edge and vict looks distgusted.
Vict looks for a second ship, then looks in the other direction.
Gormander takes off as an eagle, brook looks for a more defensable spot.
Phanto looks for flying ships and other threats.
Dromar looks at the castle. 
Gal. Looks at the harbor and water and see the clustering of the small ships at the harbor.
They will see the wyverns explode the black powder.
They talk about what to do.
They see the Wyvern head onto the sky 1/3 mile away.
Gormander goes eagle, and heads off toward them.
He attacks!
HP Wyvernrider
A 32x -24-30 Gor.,  
They see the explosion of the flask that signals the ship to return.
The party on the cliff wait for 1 turn till Gormander gets back.
Gor heads back to the party, turns human and tell his tale.
At 11:30 they are heading to the treasure room using gal. Tport.
The casks will explode in 2 rounds.
It explodes but all the folks except the asp are out of the room when it explodes. The asp (phanto) gets hit but no one else.
They Tport to the huts after they win init.
They want to talk to natives.
They are invisible and paralelling the natives until they reach the forest.
Phanto becomes human puts on his cloak and heads toward wher the native trail is.
He gets 30' from the natives. He flags the party closer.
Tam casts invisiblity and non-detect scroll and get right in amongst them casts Tongues.
Phanto heads to the open area and tamara heads to where they are going.
The party goes in the direction the natives are going.
Phanto see an old man and women killed by the pirates cause they couldn't keep up. Shu hears his consecration and absorbes them into the sand.
Phanto heads back to the party.
Tamara in spirit form talks to them and they tell her what the natives are doing.
They party moves a little closer to the natives.
Phanto investigates a native stripping the bark from a wax wood tree.
Victorex toots his summon menehuni pipe.
They avoid him and the party continues on.
They make a camp spot 140 yards from the main group of natives.
Its about 3:30 in the afternoon.
A native stumbles on to their location and they chase him at first but then turn him back toward the main group.
Tamara and Phanto memorizes the spot.
They are ready to go to the castle.
The menehuni tell Vict. That they are prepared to help. They say the natives are building a temple to Pele on the holy ground of Huma. They can't help with both and agree to take care of the natives if the party takes care of the pirates.
They are casting spells Phanto does bless&Prot f. Evil, Dro - M. Image&10' Rad ,
Invisiblity&Imune to N. Weapons, Gal-Haste on Kat Gal Tam., Vict-Recitation
Gal and Tam cast tport and take them to the big room (2) on the 1st floor.
There are 30 pirates 3-5th level in this room when they arrive. There are 22 more in the room next door and 3 in room (3). There is a 30% change of bumping into someone when they arrive.
Vict., Phanto are interrupted and can take no action round 1
Round 1 - Gal-Wall of Fire, Tam.-Lightning, Dro M.Imagex6
(6 Pirate not listed escape the 1st round)
Round 2 - Gal-Web, Vict-Castigate, Barok tries to block the N.Door Gal dispells wall.
Round 3 - Gal-W. of Ice, 
Round 4 - Phanto-Stone Strength

Pirates AC 7, THAC0 17,   L.Sword&Dagger

11x              17x                  16x             21x               18x
-24 Bar        -9-7-8 Kat         -22 Gor      -14-7 Dro      -23 Bar
 
11x              19x                16x             21x                      18x
-36 Tam       -18 Tam         -8-24 Gor  -9 Dro-10 Vict       -5 Vict       
                                                        -10 Tam               -13 Bar 

11x              17x                16 Surrendered            21             18escapes
-10 Vic         -10 Vict          -5 Vict                          Webed
-12 Phant     -14-12 Bar      -7 Gor

At the front door
12x              17x                16x             21x                   18x
-21 Gor       -23 Bar           -8-14 Kat     -8-10-8 Vict      -14-13 Gor

15              17                16x                 21x             18x
Esc             Esc               -13-9 Bar        -22 Bar        -23 Gor

In room 4
17x                16x             21             18
-22 Gal           -32 Tam      - Tam        - Gal

Cutoff - Run upstairs (to 3rd level)
13              17                10             15             20
-6 Gal         -6 Gal           -6 Gal        - 5 Gal      -5 Gal

Others are webbed or get out

The pirates have landed the ship while the party was following the natives. They are very anxious to get as many of their men off planet as possible. They are maintaining a blackout for all exterior lights. All the big guys are on the ship, there are 55 men still in the castle preparing to leave. They will be gathered in the lower rooms of the castle and are on their guard.
The hydra is in the hold guarding the treasure.

The treasure room is empty and there is a contingency spell that sets of a 7d8 fireball spell in the corner where the barel of power is.

Asdf


Text Account:
Timber is leader.
Time Stop where the players on the wall (Gor and Bar) shout down that the other ship is in the harbor.
The last of the pirates will arrive on the ship in 8 minutes Round 12.
Gal is at the door, Vict, Timber is outside, Pi and phantoi, kat are outside, Dromar is inside, 
Barok and Gor is on the wall.
Round 6 - They discuss what to do next.
Round 7 -Gal. Hands Disintegrat and fly scrolls to kat and dro, Vict waits for a fly spell, Pi goes bat, Tim and phanto goes bat, gor turns into an eagle.
Round 8 - Gal goes invisible and Kat casts invisibliity, Dromar casts fly on Vict,
Phanto fly toward the ship, barok jumps off the wall, Gor flies to ship.
Round 9 - Kat and Gal casts fly, dromar casts fly on Barok
Round 10 - Dromar casts fly on self, Gal, Kat fly off,
Round 11 - Dro casts inv 10' rad, 
Round 12 - the party will wait 3 more min.
Round 13 - Gor gets to the ship.
Round 14 - traveling
Round 15 - Gal and Tam get to the ship., the rest of the party takes off flying toward the ship, Gal and Kat and Phanto get to the ship
Round 16 - Gal and kat cast det magic and fly by the ship. They are seen and the alert is given. The ship begins moving and will be airborn in 5 min.
Round 17 - Gal and Kat circle back toward the ship.
Two of three wyvern fly up out of the hold
Sletva tells them to cast off and take to air, Benei globe of invuln, Halvlec cast flame arrow, Oshkal start the ship taking off, the archers begin firing crossbows 12, Sletva casts omnicient eye and he see Gal clearly.
Kat is hit 7,11,8,9
Gormander flies down, Phanto hangs.
Round 18 - Gal and Kat do disintegrates, Gor goes man like, Kat targets the water line of the prow, Gal does her at waterline on the port side.
Malachi-True Seeing, Halvec-Fireball at Gal, Benei - Flame Arrow at Kat, Sletva attacks Gormander.
Round 19 - Gal want to do disint., Kat is flying toward the water faking death
Malachi-Treent, Halvec - M.Missle (3)Benei-Inv to n.weapons, 
 12 Hit Dice, 40 hit points, and Armor Class 0. It attacks twice per
round, inflicting 4d6 points of damage with every successful attack.
Sletva HP 92, AC -6, Adj. ThacO 1, Dam 1d8+5, 1d4+2Dagger, Ring of Blur
-27-31-22 Gor
Round 20 - No Spells
The rest of the party sees the ship taking off and will arrive next round.
Malachi-Bless, Halve-M.Missle,Benei - M.Missle (7)
Round 21 - The party arrives, Gal - Staff, Vict. -Bless
Benei goes to take over the helm, Malachi-Heal on Sletva, Halve-M.Missle Hatch closes, men evacuate to side rooms mess and bunks.
Dromar, Barok, Vict, Pi and Tim land in the area in the forecastle that has a hole, Phanto flies in through a hole in the hull (bow), 
Round 22 - Vict. Castigate, Changing shape, Dro Burn.Hands
They swap helmsmen to get more speed. Sletva, Malachi and Beni are in the helm cabin. M.Missle by Halvek, M.Missle from wyvern rider.
Round 23 - Gal-Dis on wall, Vict. Castigate, Phanto goes etherial, Dromar guarding, Kat flys toward the boat.
Oshkal-Scroll of Di.Door, Unholy word They bring the magical treasure out the hold through D door into the forecasle.
Round 24 - Gal - EvardTenticles, 
They will throw the gem of displacement and 10' around is T.Ported to Rock of Brall. The ship begins to fall without the helm.
The gem works and they are falling.
Gal, Vict, Dromar fly, Barok flys and gets Gor, Pi goes bat, Timber goes bird, 
Round 25 - Su approaches, the ship falls Dromar F.Fall
The ship is enclosed in a glowing ball 500' in diameter and they are 1/4 weight
Dromar charms a sailor, Pi, vict and Barok go below to kill sailors, gal and tim ber goes on deck, 
They meet the hydra in the hold. They wait 3 rounds and the hydra has killed the 9 sailors they found.
They bring all the sailor on deck. There are 17 left. The wyvern guys flew off to a friendly island.
Shu forms a crystal ball around the ship which makes them weigh less and it is pushed toward Katrina so she joins them.
The crystal is dispalled when they get back to the beach at the castle
The 'Cuda arrives and lands the important characters
The gods destroy the castle.
The rest of the Endgame stuff happens. Beourn now has his lungs!
They visit the villages on the island of Tonuboka for 2 weeks traveling on the 'Cuda

Sailors
11              17                  16x             21               18
-21 Dro       -21 Dro          -10 V          -5 V            -10 V
                                       -11 Dro


11               19                 16              21                       18
-10 V           -10 V              -10 V


11x              17                16            21             18


12x              17x                16x             21x                   18x
15              17                16x                 21x             18x
Esc             Esc               -13-9 Bar        -22 Bar        -23 Gor

In room 4
17x                16x             21             18
-22 Gal           -32 Tam      - Tam        - Gal

Cutoff - Run upstairs (to 3rd level)
13              17                10             15             20
-6 Gal         -6 Gal           -6 Gal        - 5 Gal      -5 Gal


Text Account:
The rest of the Endgame stuff happens. Beourn now has his lungs!
They visit the villages on the island  of Tonuboka for 2 weeks traveling on the 'Cuda.
They are traveling through wildspace on their way back to the planet of Kopeta. Takes 13 days. There are no encounters.
They arrive on Kopeta on 12th of Tarsakh. There hasn't been snow for a while, but everything is still frozen. At 1:20PM
The cuda flies over Katina and signals to the ground. A group of guys goes to the deep part of the river and crack the ice.
The ship lands badly but suffers only minor damage, but the party fixes it.
They take all their personal stuff with them when they leave.
Krom and Capy meet them at the river and they introduce Bosh.
They have med. Warhorses. Phanto goes wolf and runs back to the Inn.
They ride horses up to where the followers meet them in the filds s of the school.
Late starting winter and good harvest.
People are introduced and rotated so all the followers and townspeople who want can shake hands and discuss their adventurers. The fife and drum corp does 3 martial songs with precision marching.
About 12 they clear out everyone except NPC, PC and leading followers.
Katrina does a prepared oral story of their adventure and Dromar does 2d illusion cantrips of mental pictures of dramatic moments.
They pull stuff out of the bag of holding and show it off.
They take 2 bodies out and lay them respectfully in the tool shed before burial.
They plan on going to Waterdeep and staying 2 months.
Marcie and the other clerics use combine and conduct a ceremony of consecration on Victorex.
The baracks of Dromar is complete, the foundation of the amphatheatre for illusions and Dromar quarters are done, the gnome and hobit buildings aren't started.
They return to the inn and do the funerals.
Domrar wants to build a stone tomb for Stallen.
They dine on salmon and the left over fruits and fish from Tefnut.
They arrive at the inn next day to go to Waterdeep.
Vict does a D. Fold to a spot outside City of the Dead. At a Tomb labeled Haohta that has a distinctive griphon on the top.
No one notices them arrive. They arrive in Waterdeep on The 15th of Tarsakh at about 10:00am
They want to go to:
Balthors,  Zoblobs, Gems Guild, Farmers Market, Aurora's, Serpentil's books, Philanders Phylters, Realters Weapons, Riven Shield, 
Personal - Temple of Miliki,  Mage Guild, Red Gauntlet, the Plynth, Bard School.

They head out into the city going to Balthors. He will have 3d4 number of magic items. 8 items for sale.
Scroll - Wizard Spell Level 6  Remove Flesh - 9300gp
Weapon - Battle Axe +2 9500gp
Liquid - Potion of Rogue Power +1 Level - 650gp
Armor - +2 Full body Chain mail Armor made like long underwear (AC 2 with +2) 7800gp Baught by katrina
Weapon - +2 Lance - 5500gp
Armor - Breastplate of Valor Plate piece with immunity to fear spells 6000
Potion - 3 Potion of Rainbow Bridge - 800
Staff - Staff of Command - 35000

Xoblobs - 2d4 magic items (5)
Liquid - 4 Healing Potions (500) Party
Weapon - +5 mace 35000gp Victorex
Scroll of 1st Level Spell - Find Familiar 1200
Scroll of Immunity to Fire - 900 Party
Scroll of +2 Protection - 1100 Party



Asdf


Text Account:
Gal. Is leader
They are at Zoblobs in waterdeep. It is about 1:00 in the afternoon.
They go to a place for lunch.
They leave Xoblobs and head to the Jade Jug for lunch and rooms.
Pi wants lunch and a room, 
Gal lunch room, Timber, Wogbu, Vict., Katrina, Tarara too
Gor flies around the city as an eagle looking for crime. 
Balthors,  Zoblobs,  They go to Jade Jug
Gal. Goes to Gems Guild 
The rest of the party goes to Riven Shield (3 magic Armor, weapon, Shield items)
+3 l. Sword, 10000 Pisheo
+3 Shield of blocking 8500 Timber
+1 throwing dagger silver 4200 gp katrina
Gor has them make a cap out of the dragon skin. 35gp.
Wogbu has 2 sets of chaps made 15gp
They move on to Aurora's, then on to 
They go to the order of master taylors (176) and have stuff They want to have leather made from the dragon skin. 
Gor has a regal cloak and tunic made 300gp. The dragon skin is silver colored like fish scales. 
Realters Weapons they buy a bunch of arrow, 
Serpentil's books, 
Philanders Phylters, 
Farmers Market, Aurora's, 
Personal - Temple of Miliki,  Mage Guild, 
Red Gauntlet, the Plynth, Bard School.

Gormander wants to begin making his woodland fortress to blend in with the surroundings. Frontier fortess like the wild west. Walls are 12' and 150'x150'.











Asdf


Text Account:
Leader is Katrina
In Waterdeep, they want to go to:
Party - Serpentil's books, Philanders Phylters, Farmers Market, Aurora's, 
Personal - Temple of Miliki,  Mage Guild, Red Gauntlet, the Plynth, Bard School.
I will recommend that they not spend any more and wait until after the planer adventure. They buy all mundane items they want at either the Farmers Market and Aurora's and they return to Katina.
They ask the Emire (talking skull) but it has no information.
They let everyone know that they are going and prepare.
They wake up the next morning and memorize spells and gather their stuff to go.
Gal casts 2 Str and Armor, Timber casts S. Armor, Phano casts Endurance on the party.
They decide to enlist the help of Kilana to Plane Shift 1/2 with Vict. Doing the same with the other half. Kilana returns after they arrive.
They walk all day and that night Phanto casts Unfailing Endurance, then a commune with nature. 
A storm come in 3 hours after light. They double time toward Mandible.
They get to mandible.




















Asdf


Text Account:
They are just entering the underground cavern that takes them to the second level of Arcadia (Bexenus)
When they make camp that night, they are met by Benkam Todolarm the hobbit bard.
He plays the lute. 

Darthan Mages  Home - Inn
Humilocks Finest
Humble Beginings, Good Endings - Inn

Duke guides them through the mages quarter
Blue Moon Magic
Blue building with blue globe rotating with silver letters.
Doomus McFadden Prop.
Decanter of Endless Water 15000-Gormander
Scroll of Protection From Evil 1000-Gal
+1 Ring of Protection 8K-Tamara
6 Healing Potions 350-Party divy
2 Potions of Elixer of Youth 550-Katrina and Dromar
29600 Gal talks him down to 25500
Telescope/Microscope 150

Son of the Sun
Gotili Bombo - Human Mage
30 Extra Light Rocks Light up 100' - 100gp each
4 Paint of Liquid Light - 200gp Good for 50 uses visible from 10'-Gal,Tim
Crystal Indominable Light - All darkness must make save as caster dispel 5Kgp-Gal

High Light
Hugh Thilg
Ring of Wizardry - 9K-Gal
Ring of Jumping - 7K-Vict
3-Potion of Heroism - 700
3-Keoghtom's Ointment - 800-Barok, Gal has 2
17000
Bob Domains
Chaos, Healing, Time, Travel


Location:
After the character conversion to 3rd Ed

Text Account:
They are just getting back from the outer plane and they arrive home to find everything changed.
The new characters remember being the previous character.
All the other non characters remember them as they are.
Doof is a fighter 11th level who is cursed.
The two guys leading to the adventure come in and demand their attention.
Leader is Timber
Chorp is miner and Frap is the other one.
They take their horses led by the miners.
They are threatened by a falling tree.
The Tree is CR2 EXP award 200 (Ad Hoc)
Question Find the way to open a s. door.
They open the door. They look in
They see the wall and the ork.
Tamara does a forgery and copies the pass
This is a CR 5 trap. EXP Award 400 (Ad Hoc)
Timber attack the ork once they are allow past the wall.
Total exp 700/10 = 70Exp each with Tamara awarded 100 and Leader getting 50.
All - 70, Tamara 170, Timber 120


Text Account:
Camping in Napa! Transcribed notes.
Dez is leader.
They go into room 2 and find the way around the m. missle globe. 
DC 6 330 EXP
They destroy the globe.
DC 7 400 EXP
They hide from the globe.
DC 5 330 exp
They find the key.
DC 4 200 exp
Total 1260/14=90
Previous All - 70, Tamara 170, Timber 120
Tamara 260, Timber=210, Dez 170, Vict 140, Dro 90, Pi 120, Gal 160, Gat 150, Phanto 0, Inu - 70


Text Account:
They are in the mine in the coredore leading to room 3. They have just opened the door.
Leader is Tamara
Tey are in front of the door to Rm 3
HP a 44x            B 54x           c 39x
-10-8 Des          - 19 Ino      -34 Tim 
Gal Disint.          -13 Dro      - 8 Gal
                          -12 Gal       -15 Tam 
                          - 20 Pi         -15 Tim

A Bite and Tenticle - B Two Tongues - C Hornes
They have climbed the walls and are hinding near the ceiling. 
The party is ready at the door to 3.
Deiree opens the door.  
Surprise Des fails save
Round 1
Gal -Dinintegrate, Vitc-Disp. Evil, Ino- , Kat-Singing for courage, Dro-M.Missles
Round 2 - Vict-heal, Gal - MMissle,, Ino-Poly, Tama-SnowSwarm, Phanto, Kat-N. Poison
They disarm the trap (poison needle) and open the lock and the chest. It contains 3 statuettes.
1 Ivory 200 gp, 2 Silver 400 gp, 3 Platinum 500 gp
TT Take 20 to find door
TT Find how to open.
RRRRR To the windy passage and searching.
T They find the passage after Gal does a A. Eye and finds the opening.
Gal. And Vict. Cast D.Door to the opening.. They read the writing on the wall.
Attacked by the bats.
Round 1 - Vict. Sword Stream, Tam-Mmissle, Gal. Mmissle, Phanto Sand Blast., Des Invis - 20
4 Bats 3 HP 
Inu-20, Pi-27, Vict-15, Tam-23
EXP 3 Chaos Beasts-CL7/3*350=1050/10=105, 4 Bats-CL1=22

asdf


Text Account:
Leader is Galranwyn
After the cliff and before the traps at the strange writing.
Portcullis Trap: CR 1; mechanical; location trigger; manual reset; Atk +10 melee (3d6); Search DC 20; Disable Device DC 20. Note: Damage applies only to those underneath the portcullis. Portcullis blocks passageway. Market Price: 1,400 gp.
Flame Hand
Camaflauged Pit
Curse Trap
They do S.Portal and the guard continues to sleep. Des sneeks up and does Coupdegras and he dies. 
Round 1 - From the cor. Ino casts F. Ball into room and kills 1 orc.
Inititive-Ino, Des, Dromar, Kat, Monsters, Gal, Tam,  Vict
Round 2 - Des-Invis, Gal-Ring of Invis, Kat Sings +3, Ino-Change Self, Vict- Devine Favor;Dromar taunts and readies to fire 
Round 3 - Kat-Song of Disc.,
Round 4 - No Spells

9             4              7             5x               6            6sx           4
-5 Tam    -13 Tam   -8 Kat      -13 Ino        -17 Vict  -5 Orc     - 9 Ino
They open the door at 8.5                                                                               -13 Ino

Tendrilos 110 HP+10+10+10
-22 Ino -4 Kat -23-26 Gal, -13-33-10 Vict, 21 Tam, -17-6 Ino, -13 Dro=145

Kat, Dro,  Des, Monsters, Gal, Vict,  Tam,  Ino
Round 1 - No Spells
Round 2 - Gal-M.Missle, Tam-A.Scorcher
Round 3 - Vict-Searing Light, Tam-Exp. Cascade,  Dro-B.Hands
Round 4 - Gal Disintegrate, Des-D.Door, Kat neut Poison, Vict-Knife Spray


zxcv


Text Account:
EXP for the last 2 weeks
Tendrolos EXP 325/10=33 EXP-Orc +20each=43
Chain Devil EXP 325/7=46@13th=total=99 @14 85 @12=110
Leader is-
They have taken their hosese back to the village of Katina and are discussing what to do next
Victorex ressurects victorex and stallen pays 10K
The HOS from ISIS appears as an apparation over the previous location of the HOS.
Ao is the overgod.
Chickolini has a cockney accent and Phantoze has turned into Groucho Marx.
They decide to tport to the island where the party left Kappy.
First Day 
Vict take beourn, Ulla, Phanot, Kappy
Vict asks Stallen to watch over his followers.
Inoyasha tends his plants and herbs
Gal goes to waterdeep Others may go to.
2nd day takes herself back to the Inn.
3rd day Krom, des, dromar and Zoe to the island on Isis
4th day Vict goes back with Phanot.
5th day Vict and Phanto take the rest of the party.
They get to the island with enough food for 2 months.
They have a chance to do stuff before they return to the island.




Asdf


Text Account:
They start in the dungeonand fight 3 chain devil. 325x3=975@13th/8=121  14th 95, 15 82, 
CR 6
The mystic image of the Isis HOS appears as a green floating ghostly image in the sky over the old HOS.
They T.Port to the Island where Cappy retired on Isis.






Asdf


Text Account:
Krom and Cappy are feasting them at the Island.
Timber takes care of feeding the bear, says goodby to his god and blesses the land to make it fruitful.
Pisheo spends time with her followers and gives them money and a +3 sword to Jasper.
Zoe is introduced (again)
Then, they head off to the Island.
Victorex Mass T.Ports them there over a period of 6 days.
The whole party is there. It's early spring. They spend the day getting used to the place and setting it up for occupation. The ship will land in 6 days.
Beourn can only faintly feel the heart is "over thata way".
Next day, they ask beourn about the heart (which has been moved).
Beourn and Ino fly off to try and find the hearts direction.
Timber and some others go under the ocean to fish and Katrina fishes off the shore.
They fish and salt 10lbs of fish per day for a total of 40lbs they can take with them. (It smells stong of fish).
The same day Phantozee arrives on the ship, they head of toward the HOS with Bourn leading as well as he can.
Timber is the adventure leader!
They get close to the HOS.
Phantoze lands the ship off shore of the river and brings the ship up river.
The local fashion is clothing colored browns and greens in stripes from 1" to 6" wide in all directions.
They heave to about 1/2 mile off the coast near Taliopo.
They send a pary ashore to check things out.
Kat., Beourn, Phantozee, Timber
Kat changes into her Isis clothers (from Enland).
Gal and Ino go invisible and Ino flies to check out the land.
They go ashore and into Taliopo.
They go to the Green Tankard inn (tiny with 3 rooms and 5 tables and a bar).
They meet with the tranders who give them some information.
Blackstone Eyes are dark saphires with a distinct star.
They head back to the ship and dicsuss the next day's plan.
Next morning they ready both ships boats for a trip up river.
For clerics, their domain spells become healing spells until the cleric is re conscrated.
They stop for lunch in Heilbis and eat at the Apple Tree Inn.
The town elder and town drunk meet them on the shore. The drunk looses it and attacks the strangest one in the party (
Kat, Zoe, Ino, Gal, Dro, Pi, Timber, Drunk
They knock the drunk out and leave Heilbus
They reach the rocky bit and the ship turns around.
They take a break on the trail and put on any extra armor they have.
They get to the house and it is described to them.
Time Stop on a rise looking up at the HOS from about 1/2 mile away.


Asdf


Text Account:
On a rise looking up at the HOS from 1/2 mile away.
About 2:00 in afternoon. 
They move closer to the house spread out and sneaking
They find the deer body that’s been pulled apart
They jog across the open area and into the cultivated area; across the cultivated area and up to the fog.
They about 20 yards from the fog.
Des. Casts blind sight and they continue toward the fog.
They to 5' away from the fog.
Ino finds out some stuff about the effects of the fog
Des flies straight up to look at the fog from above and the rest of the party travels around the peremiter of the fog toward the orchard. Des flies up  to 300' and over the castle. The lightning strikes him and he heads quickly back to the party. 4 min for the party to get to the orchard.
They are inside the orchard.
Rand Enc.
Undead Rabit HP 4 ATT 1 AC +8 DAM 1d3
Pi, Timber, Vict, Gal, Dro, Ino,  Zoe, Kat, Rabit
Ino kills the rabit. Pi climbs a tree and looks around
The party makes a cold camp in the orchard. They will be attacked in 16 minutes by zombies.
Zoe is guarding, Timber climbs a tree, Vict. Helps make camp, Dro is smoking hash, Gal. Is making camp, Kat making camp, Des digs a latrine, Ino, on guard.
13 human commoner Zombies
They party prepares for the attack and Des casts F. Ball Kills 12
Tim, Ino, Gal, Kat, 
Des,Vict.,  Dro, Pi, Zoe, 
Remaining zombie 8 HP
-13 Timber -15 Zoe
Wolf Zombie 15HP
-17 Pi 
Pi goes back up the tree
The denizens of the house will be made aware a powerful party is camping in the orchard.
The party will wait until dark to do anything.
At dusk, gal casts mansion spell. They all pile in.
They live luxeriously that night!
That morning they cast Gal-Mage armor, 3 tatoos; Timber +2 Str, Zone +2 Str, Pi +2 str
They exit from the mansion.
Timber looks at the area around. He sees the tracks of a human in boots with a riding heel. 
Ino goes eagle to watch from above as the party moves toward the fog. Ino does resist electricity,
The party dogtrots toward the fog.
20 Skeletons stomping weeds are in the way. They will not attack unless attacked or turned.
Des casts fly, and checks out the stomping zombies, returns to the party tells them about the skeletons.
Gal casts a gust of wind; 30' area of fog blows away. She does wall of wind and another 30' is cleared.
They stop and Ino, Kat and Gal casts dispell magic.
They retreat back to the orchard. 
They go back toward the town away from the HOS.
They run toward the river then follow it to 
Pi sees a sign of the ruins E of the HOS. Gal goes invis and flies over to investigate.
Not only has the city been destroyed, there are 18 impailed skeletons. 
Gal does a fabricate to create a boat that the use to fload down river reaching Taliopo an hour before sundown. The 'Cuda is still there and they head strait for it. They arrive on the ship.
They want to fly to a big city up the coast. Time Stop.


Text Account:
Time Stop on the Cuda near the HOS
Before the dark falls, Ino, Vict and Gal flies out toward the HOS
Ino goes bird (visible) with Vict on his back, Gal casts Fly and extend invisible, 
Vict. Divination:
"You have come to the evil heart again
To succeed you must use the hearts of men"
Ino flies over the fog to poop. 150' high tower 200' high fog.
They return to the 'Cuda that Ino might be able to unweave the magtic of the fog.
Phantozee shows them the map where Tenebomb is.
They head out toward the city. 
The next morning, they arrive at Tenebomb about 12:00 noon.
The local silks of the city are vertiacl stripes of mustard yellow and crimson silk.
The docking fee is 2 sp per night. 
They are take by the Accolite of St. Edwar to building 90 Inn of the  cock and bull.
Okhaazetu is their St. Edwar priest.
He introduces the party to Priest Ka Aak hum ano is in charge of their education.
Who will stay for training? Zoe, Vict., Gal, Phanto, Ino and Des.
New Names:
Zoe - AhokhFahhh
Vict. - "W" "Eye" "T" "Eah" "Inward breath Koh" "Oo" "G"
Dro - 
Kat. - "H" "Aou" "C" "U" "Y" "Ao" Humorous, Childeren, Clear Thinking, Self Regard, Youthful, Individuality,
Des - "S" "Ohk" "H" "Aae" "N" "OK" Stable, Death, Humorous, Enemies, Natural, Satisfaction, 
Ino - "Y" "Aae" "C" "Iah"  Youthful, Enemies, Clear Thinking, Magic
Phanto - ph eae dnnpovz
They spend a week below the temple in their hidden training area.
They leave after their training. 
Donations: 110gp, 100gp, 100gp, 200gp, 150gp,, Silk Cloak with start total 650gp

They hire a guide Oohaarrmal (Manly happy in death), male Rog3:  CR 11; Size L (10 ft., 8 in. tall); HD 5d8+20 + 3d6+12; hp 61; Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC 15 (+1 Dex, -1 Size, +5 Natural); Attack +7 melee, or +5 ranged; SV Fort +9, Ref +5, Will +4; AL NE; Str 16, Dex 13, Con 18, Int 18, Wis 15, Cha 17.
5'10" 139 lbs black hair, hzel eyes, his name is 
Languages Spoken:  Common, Giant, Gnoll, Goblin, Infernal, Undercommon.

Skill points:  Rog 72
Skills and feats:  Balance +6, Bluff +9, Concentration +7, Escape artist +7, Gather information +9, Hide +3, Listen +7, Move silently +1, Profession +8, Read lips +9, Sense motive +7, Spellcraft +6, Spot +10, Swim +7, Tumble +6, Use magic device +9, Use rope +6; [Improved initiative], Quick draw, Two-weapon fighting. Possessions:  2,500 gp  in gear.

Bob  Dobs Healing, Luck and Knowledge - 

They wan to head for the temples. 
Vicctorx bob dobs,  takes a couple of days to be consecrated.
Zoe, Gal goes to map store, Kat wants to gamble, at Saint Stond, Desiree pays respects to temple of Oghma (stone dick with a dome on the top). Phanto is sent to Saint Florra




asdf


Text Account:
Time Stop in room D after freeing the Lamasu.
They go to the door in the SE and open it (RM 6)

They go to rm 20 Barbed Devils

Pi 18, Beourn, Ulla, Zo, Gal, Tim,

A 120Stoned   B 111flees        C114              D141x           EFlees        Fx   
15                    19                     20                  25               8                 10
-15                  -13                    -20 Gal          Gal Dismiss            
- 9-6-12 ulla    -28-36 Tim        - 11 Beourn
-10  Gal          -27 Pi                -40 Gal
                    
beoun         ulla
-9-4 -14      -8-21-7

Round 1 - Gal-M. Missle
Round 2 - Gal-Prism Spray, 
Round 3 - Gal-Pri Eye, Timb-Cure Mod
Round 4 - Gal-Disintegrate, Timb-Cure Mod
Room 20 - 7500gp treasure
They search the room and heal.
Into Room 24
Zoe falls in the trap at the southern archway (in the S. 5' x 5' section of floor), but flies off with her boots of flying with no damage.
In 24 Zoe find some sP and cp.
They walk through to rm 112.
They search and find nothing interesting. The free standing chimneys are made of stone that looks like vaguely like intestines; glistening and tubular.
Into the corredor AA (fariy lights) and a random encounter with undead.
5 Wights rand enc. In AA
tim,Ga,pi-22, Beourn -17, Z-14,, Ulla 1
A 20x       B 18       C 26            D 30       E 23x
-31zoe   -47 pi       -11 Ga          -11 Ga   -44  Zoe
                              -15-10 Zoe  -16 Zoe
Round 1- Gal-M.Missle
Round 2 - Ulla "In the name of Saint Selemus, I bid you retreat.", Pi--dodge
Round 3 - Battle Over
Time stop where they see the illusion of 2 20 high legs of fire from the throne room.


Text Account:
Time stop where they see the illusion of 2 20 high legs of fire from the throne room.
They want to go out to heal and rest.
They go to room 11 where the lamasu was and rest up. This is 6 hours after they entered (at around 9:00 am) so it's 3:00 PM
They want to rest and remorize spells (till next morning at 7:00)
Spells go wrong :Magnificent Mansion-door opens into a toothed maw and gullet with a large grasping togue.
Rope Trick: Creates a series of looped ways of going through the same room.
Gal casts mnumonic enhancer
No encounters that night (16 hrs)
They rememorize spells. 
Casting-Gal.-Mage Armor, 3 Tatoos on herself and 5 on others, dex-des,+2st zoe, wis-vict, pi and tim
Vict-Blind sight, Des-Mage armor
Leaving the room at 9:00
Rand Enc. In room 20 3 Vrock
Ulla 3, D-C 8, Beourn 9, Zoe 10, Dro 10,  A 11  Pi 13, D-a 15, Phant 15, Vict 15, Tim 17, D-B 18 Gal 19,  B 19, des 20, Kat 22

Round 1 - They form a dance of ruin. Gal P.Sphere, Vict.-Know Vul, Phant-F.Storm, Des-E.M.Missle
Round 2 - Kat-Counter song, Des-False Life, Vict.-Searing Light, Pha-F.Fire, 
Round 3 - Phant-shape change to an ape, Des-Imp Invis, 
Round 4 - Dat-Song of Disc, Gal-Prysm Eye, Phant-RegenMWounds, Vict-Sum.Monst
Summon Inv. Stalker
Round 5 - Kat-Inspire Courage, Gal-Ice Storm, 
Round 6 - No Spells

Standard
A 115x            B 132Fx         C 109Fx
-8 Des            -31 Vict        -6 Dro
- 35 Ph           -35 Ph         -35 Ph
Turned to s    -20 Gal         -22 Zoe
                      -8 Stalker     -37 Zoe
                      -9 Beo                    -20 Zoe
                       -35
                       -13-12 Phant   
70 HP dam from dance
They summon 15 Dretches

A 10          B 19x             C 12x         D 9x      E 11x         -15 Init 
-19 Tim      -17 Pi            -17 Pi        -18 Pi    -10 Dro
                  -19 Des

F 12          B 19             C 14         D 9          E 11         -8 Init
-21            -6 Gal           - 6 Gal       -6 Gal     -6 Gal        -6

K 13          B 19x             C 18x         D 19      E 10x       -18 Init
-6 Gal        -6 Gal           -13 Des    -19 Tim     -10 Dro     
-16 Pi        - Zoe             -24 Zoe
Vrok 563x3, Drech 45x18
1689 + 
2229/11=202@14


Text Account:
They are in room 20
Treasure from the demons 232gp total/11=19gpeach
They are wondering what to do next.
They are heading back to AA through 112.
Inoyasha goes blind looking at the house with arcane sight.
They are in AA
Goig to room 120 Giant Demon
Room 120 Balor 
They cast spells Prot f. Energy, Fire-Des,tim Des-blind sight
Init.Mon-23-Vict, Tim-22, Des-20, Pi,Gal-18,Beourn, Ulla-16- Zoe -17 Ino-15
Round 1 - Ino-Planer Aly, V ict-Know Vuln., Gal-W. of Ice, Des-Ray of Inffeeble
Ino summons Astral Deva, It will arrive in 30 minutes.
They down the AA passage, past the stairs to 109.
They go in and search. They find stuff and junk
Then, down to 107. The NE corner has a iron maden with a latch in a hidden pannel in the left side. A skeleton falls down.
The fireplace is a throat that tries to swallow Pi, but can only constrict it "throat" in a perestaltic action.
They go into 10n and see the paisley 1"thinck carpte. The iron doors are closed with glyphs that do NOT hold the creatures inside.
Room 113 Ballroom ghosts. None will attack unless they attack first.
They search the room and as the gohosts begin to materialize, they flee back to 
Zoe 17, Tim-17Pi21,gal-22des-19, ino
The ghosts attack, but only appear as glow green slime that drips from the ceiling.
No Monster EXPs, Xtra Exp (for running away) 15exp each.

Asdf


Text Account:
They are in the house of stone
Time Stop outside of room 13 (Cardplaying Ghosts)
They get the alarm at I and don't do anything
Back into the N-S corredor
They go into room 12 and Pi defetes the trap.
They illusionary chest dissappears. The room is empty.
Looking out the window they se a wererat dragging a goat behind it taking it to slaughter.
In room 6 They search and find only plates that have been used reciently and a beer stine that still has liquid in it.
Spiders attack.
Inu-23,  Tim- 21, Gal 20,  Pi -18,Spiders-17, Beourn-13, ulla 11
Round 1 - No Spells
Round 2 - No Spells
A 7       B 1x            c  6x         d 1x          e 4x
-6 Ino   - 19 Pi        -14 Pi        -5 Ino         -22 Tim
-13 Tim
They hack up the web. 
They go to the E. door. 
In room 7 2 Glabezerou

Ino 22, Tim 21, Gal 20,  Ulla 13, Beourn 12, Pi 7

Round 1 - Ino-Ice Storm, Gal-Ice Storm
A179    14        B 156  4
-3  Gal                   -3 Ga
They flee back into Room 6
They listen at the door and hear them go into the corredor Ino
They listen at the other door ino and Pi
They heal. 
While they are waiting, the demons summon others
They summon 3 Vrock to fight with them.
They get ready, then open the door.
Time Stop


Text Account:
From big basin
Killed Valania and Valauna
Killed Krencshar (8) (CR 1)
Killed Zombies (5x)(CR.5)
10 Ghouls (CR 1)
CR1@15-50
CR.5@25
6 players
230 exp @ 15th
Ull  470, Beourn 410


Text Account:
They flee back into Room 6 The Glabzeru summon 3 Vrock to fight with them.
They get ready, then open the door.
They are not surprised.

Des-24, Vict-22, Tim-20,  Ull-15,  Ino-15,  Zoe-14,  Picheo-13, Gal-12, Beourn-8, Pahnto-3,

Galebzeru-CR-13/2250@15th
A179 -15            B 156 -10
25 Zoe-                        -27 Ino

Vrock-CR-9/563@15
A 45 4               B 39x 17          C 32x 12
-27-28-23 Ino     - 4 Beourn     -32 ulla
                          -27-36 Ulla
Round 1 - Ino-Fireball, Gal.-Evardsbt, Vict-Resitation, Phanot-bless
Round 2 - Vict-heal, 
Timber closes the door
The vrock are killed, the Glab flee to behind the stairs above room 6.
After the battle they heal and then open the door again, but the Galb are hiding behind the stairs.
They go to the door to the E to Room 7. 
Phanto stabs the wall of the house and it responds with its cold breath.
They go into room 7.
Phanto sees the goats nailed to the trestle outside.
They search and map the room. The picture of the area is cut out of the frame by des who takes it to study later.
The painting is 6'x4.5' 'Dedicated to  Raphael Ralph by Tubisnor in 2232.'
Wile they are searching and watching, the Glab go to room 1 where the Herzou are. The invite them to bettle and they all come. 
in Room
Kat-24, Pisheo-21,Tim-20, Ull-20, Des-19, Pahnto-18, Vict-17, Dro 13 ,  Gal-12  Zoe-2,  Ino-0 , 

Round 1 - Vict-Flamestrike, Des-Fball, Gal-Necklace -Blur, Phanto-FireStorm, Kat Singing Inspire courage
Her-3 Blasphamy
Round 2 - Kat-Singing, Phanto-Decomposition, Vict-FlameStrike, Gal-Mmissle,  Des-Enervation

In passage
Galeb
A179             B 156

In Room 6
Herzou-CR-11/1125@15th
131-5Gas    136-10Gas       132-12              145-12           140-17        87-17          132-10    155-20x
                      -11                 -11             -                                        
-14                 -14                 -39                    -14                   -14             -39                -39           -14
- 22                 -22                -6 Dr                   -1 Gal                                -pi                 -zo          -tim
                                            -11-4-14 Tim      -4-5 Pi              -14-39 Zo         -4 Dro
                                             - Gal                  -45 Vict           -45 Vict        -13 Vict
The Glabzeru enter the room!


Text Account:
They are in Room 7. They are being attacked by Herzou when the 


Herzou-CR-11/1125@15th - 15
131-5Gasx    136-10Gas       132-12x              145-12x           140-17x        87-17          132-10    155-20x
                      -11                 -11             -                                        
-14                 -14                 -39                    -14                   -14             -39                -39           -14
- 22                 -22                -6-3 Dr                -1 Gal                                -pi                 -36-42 zo   -tim
-86 Ulla          - 13 Beourn     -65-10 Tim        -56-3-20 Pi           -14-39-47  -16-37 Zo         -4 Dro
-24 Phant       -13-17 Ulla           - Gal            -45 Vict            -45 Vict        -13 Vict         -

The Glabzeru enter the room from the N. Door in the third round!
Galeb
A179 - 20 -5str           B 156 - 2 / -6 to strength-9min
-21 Gak                    -21 Gal
-18 Vict
-8 Phant
-6-7-2 Dro
-1 Tim
Galranwyn 25 - Ulla 22 - Pisheo 21 - Katrina 21 - Desiree 20 - Galeb A 20 - Timber 19 
Victorex 13---Beourn 13--Phanto-z 11-Zoe 10 - Dromar 10 - Galeb-2


Round 3 - Gal-Cone o Cold, Des-Chained Ray of Enfeeble , Kat-Sonic Dischord, Vict-Searing Light
Round 4 - Kat-Cure Mass, Vict-Cure Moderate Mass, Des-Ray of Enf,
Round 5 - Vict-Cure Mod Mass, Des-Ray of Enfeeble, Kat-Inspire Courage, 
Round 6 - Vict-Cure Mod Mass, Phant-Miasma, 
All but 1 teleport out to regroup and do some serious summoning. They close the door to the N. They go back to Room 1.
Dro does Stone Skin. 
They go to room 12 and forget they rearmed the trap.l Zoe is knocked down the passage.
They check out the insde, but don't stay as they want to find somewhere smaller.
They go down to room 14 and disable the trap, they rearm it after they are in the room.
They plan to say a while. 7.5 hrs since last stop. They want to rest 18 hours.
Arcane Lock on door - Gal, Vict does cure serious on zoe.After 7 hours, a vampire slave tries the door. He wandering around looking for blood.
There are no further adventurers.
Killed
15 ghouls - CR 4 35x15=525
6 lemurs - CR 1 - 10x6=60
1 skeleton - 10x1=10
8 helmed horrors - CR 10=750x8=6000


Text Account:
This adventure was played in Big Basin. Notes are from paper logs.

They begin their 3rd day in the HOS at 12:30 in Room 14 after a 17 hour rest with only 1 encounter with a undead trying the locked door.
They memorize spells, cast spells listed in MO, sharpen weapons, eat and clean armor.
While they are casting spells, a door not present before appears in the S. wall of Rm 14 leading to 15
They open the door and are attacked by 15 ghouls
Vict and Ulla tun and they are all distroyed. 
Des does F.Ball- Phant does Sleet
Timber cures his ghoul inflicted wound.
The Fball attracts the attention of the house who sends a purple eye to check them out.
They see the purple mist that covers the eye, but never penetrate it to see the eye.
They go out and S to room with all the doors. 
Rand. Enc. With a Secubbus
The Secubus Tports to other side of door to room 20 and listens to them.
When they leave door room, she goes to demons and report the party is on the move.
The demons prepare to attack them.
The party heads for Rm 18
The go through iron door with Silent Portal. Then go do door in N wall of passate, Des does Silent Portal 
They get to Rm 16 and encounter Ramadin Ralph
He does Etherial Travel and dissappears. 
He will stay there and watch the party and pick a time when they are most vulnerable to attack them.
The partyh enters Rm 16 and do something of a search but find only mundane personal effects. 
Des searches the bed and finds some strands of Ramadin's hair which he takes. Ramadin realizes they could be used against him in a spell or potion and singles out Des for special doom.
Finding nothing of value, the party heas out an into the correcors again. They go S through the central corredor to it's dead end. Gal casts Det. Secret door and finds the door to Rm 120. 
She then does a Knock spell. 
On opening the door, all are affected by the fear spell and flee to the N. up the corredor.
After recovering, they go to Rm 20 where there is a Randome Enconuter.
An Imp was sent by the devils to lure them to their death. They desire to frustrate the demons by stealing their prey. The Imp is disgbuised as a low level demon with pipe cleaner arms, legs and neck with a round head and body.
The Imp leads them throughrm 112 and to the S door. He is standing at the open door onto the 30' wide corredor. The party attacks him and kills him in a single round. He dies with his finger pointing through the door opposite the corredor to the south (room 104)
The party searches 104 then make their way through the archway. Des trips the pit trap in the archway alcove, but escapes harm.
They go into Rm 99. They go E. across to Rm 102.
Timber looks at the N. tapestry and attacks Gal.
They head back to Rm 99 and S to the door to corredor S.
Then stop at the door to 94.
Entering, they encounter the Healmed Horrors. The HH attack the instant anyone enters the room. They are located on either side of both doors, and 4 in the middle of the room. 
The battle lasts 6 rounds and some of the party are wounded, healing spells are cast.
They pick the lock to room 93 and open the door.
The battle of the Devils begins.
The 4 Horned devils hafe summoned 6 Lemurs and 6 Barbed Devils.


The open 104 and find the 8 healmed horrors.


Text Account:
They are in a battle with the devils in room 93:
Horn, Kat, Des, Ino, Pi, Zoe, Ulla, Gal, Bearded, Vict, Tim, Beourn, Dro

Horned Devils
A 105              B 115                C 92               D 87
-2 Gal              -2 Gal               -14 Ulla          -7-11-1-7 Zoe
-8 Pi                -17-13-1 tim       -27-21 Gal            
-12-6-10 Ulla

Barbed Devils
A                  B                 C               D 126             E               F
-7 Gal           -7 Gal          -9 Pi          - Dro
-18 Pi


Monsters-1 to hit Vict Prayer-
Round 3 - Vict-Mass Cure, Ino - Command, Kat-Song of Greatness, Gal-Disintegrat, Dromar-Scorching Ray,  Des-Enervrtion
Round 4 - Kat-Remove Fear, Des-Enervation, Gal-Disintegrate, Vict-Harm, Beourn-Mag.Cir.VSEvil, 
Round 5 - Tim-Becomes WinterSparrow, Gal-Poly Other, Dro-Inspire courage, Kat-CureLtMass, 
Round 6 - Kat-CureLtMass, Tim - BacktoMan, Gal-Sysdroumer, Beourn-curelt
Time Stop


Text Account:
Horn, Des, Ino, Pi, Zoe, Ulla, Gal, Beard, Vict, Tim, slac, Beourn

Horned Devils-CR 16
A 105              B 115x                C 92               D 87x
-2 Gal              -2 Gal               -14 Ulla          -7-11-1-7 Zoe
-8 Pi                -17-13-1-1 tim       -27-21 Gal      -54-54 Gal      
-12-6-10 Ulla   - Des-6 Ulla
                       - Zoe-65-17sla
Barbed Devils- CR-11
A 131                 B  98x               C  101       D 126                  E 112x                        F 94
-7 Gal              -7 Gal                 -9 Pi            -17-14-24-15 Ulla    -24-31-32-10-45 Des   -12-21 Beourn
-18 Pi              -23-37-32 Zoe                                                                                         - Zoe   -1 Tim
                       -18 Tim
Round 7 - Vict-Gets Saint Slacu gem, Gal-Sysdromer Healing,Timber-cure medium, 
H1-Disp.Good, Circle again good, L.Bolt
Ino stunned for 2 rnds
Round 8 - Timb-cure mod wounds, Vict-Cure lt mass, Gal-blink ring, 
Round 9 - Vict-Cure lt mass, Gal-Invis ring
Round 10 - Gal-Cone o Cold, Ino-Resitation, Vict. Pulls out the Gem from St. Slacu and he is summoned. He will arrive in 13th rnd
Round 11 - Gal-Cone o Cold, Vict-Cure lt mass, Slacu arrives!
Round 12 - No Spells

To do True Ressurection 7K of party treasure, 10K Tim, 3K gal, 5Kdes
Pisheo is ressurected!
St. Slacu gives them heors feast and Slack (+1 devine spell and Bless on all holy persons).
They wake up in an instant and the effects of the feast start them. A total of 6 hours pass at the feast.
They rememorize spells (it takes a while)
2@1125@15
2@4500@15=11250
Partial bonus=5000


Text Account:
St. Slacu gives them heors feast and Slack (+1 devine spell and Bless on all holy persons).
They wake up in an instant and the effects of the feast start them. A total of 6 hours pass at the feast.
They rememorize spells (it takes a while)
Who is the Leader? Gal and Katrina is mapper
They are in Room 93. 
They go to 94, S. The door in W is not there. To R, then 102, 99, and into 104 where they pause to cast spells.
Vict-3xresist energy,  Align weapon, Spell resist, weild skill concentration, Resist energy
Phanto-regen circle (all but Vict and Gal),  Mass camoflage +10 to hide
Beourn-2xAlign weapon, 2xResist energy, Blindsight, 2xSpell resist, 
Des-3xSkitish nerves, Cats Grace, 3xBlindsight, 
Gal-Stoneskin, Necklace of blur, 
Ulla-Bless weapon, Bull Strength
Dromar-Mior Image>, Daze Monster on sword
Kat-Cats Grace
Inoya-Fly

Into Room 120
Round 1 - 
Phanto-Miasma, Kat-Inspire courage song, Gal-Ice Storm, Vict-Resitation, Des-Prot f. Energy
zoe-24,Vict-18, Dro-16, Gal-25, Kat-18, Beourn-18, Ulla-18, Des-34, Phan-21, Ino-19, Orc-10
Heavy sits the crown on the brow of a valient man.
Thrones are often a destination, this throne has an arrival location
The legend lore reveals the info on the founder of the ralphs-Revelant Ralph the King.
They stay in the room an hour. 
The medalion that the cursed orc wore is now on Inoyasha.
Katrina tries a remove curse but Ino makes his save.
Victorex tries to take it, and Ino threatens him and Vict lets go.
Des tries to sap Ino and surprises him does 8 dam, but doesn't knock im out
Des-20, Zoe-18, Vict-22, Ino-22,
Round 1-Ino-D. Door
They struggle as the medalion pulls Ino back toward the room
Phanto and Dro cut the chain off, but Ino goes back into the room to pick up the medalion.
Dro attacks Ino as he scrambles to get the medalion, but misses.
Ino casts AntiMagic shell and the tosses the medaion back into the room. Lasts 110 minutes.
Ino walks out, but the magic of the medalion will draw him back when the spell is over.
They return to room 93. They search it.
To room 92


sadf
2@1125@15+2@4500@15=11250
Partial bonus=5000+11250=16250 Total/12=1355 
Each @15=1355
         @16=1210
         @14=1492


Text Account:
They return to room 93. They search it.
To room 92 Where we start this week.
They pass through 92 and down 88.
Through 88 to 80 and the intersection. Pi checks out the iron portcullis at the N. tnetrance to 80 bug fails the DC 30 roll to open it.
They encounter 8 Ice Devils
25 Ulla, 23 Pisheo, 19 Creatures, Tim,, Gal, 17 Dro, 16 ino, 14 Kat, 5 Zoe(slow 5)

Round 1 - Ulla Det. Evil, Kat-Song of Courage, Gal Dinintegrate
Round 2 - Gal-Glass Strike , Dro-Scorching Ray,  Kat-Cur Lt Mass,
Summons 6 Bone Devils
Round 3 - Gal-Haste, ulla-bless weapon, Kat Song of Discord, Dro-Scorching Ray
Round 4 - Kat-cure crit, Gal-Prys Spray, 
Round 5 - Kat-Song of greatness, Tim-Cure Mod Wounds, Gal-Wall of Ice, Pi-Healing Potion

Ice Devils
A 144,                B 143x,                  C 150x,       D 139x
-32-37-53- Tim  -53-21-24-23-45 Zoe  -24-29 Pi     Turns to glass
-23 Dro                - Dro                        -54-38-29 Ulla
- 13                                                       -25 Zoe

E 157,         F 148Sumx        G 151Sum x
-Gal20                                   -19-80 Gal
They go back to room 93 to heal up. Arcane lock by Gal on both doors.
They rest and heal for about an hour.
Time Stop
IUDE=CR 13 - 2250@15th 12125@15th


Text Account:
EXP -  12125@15th 
They go back to room 93 to heal up. Arcane lock by Gal on both doors.
They rest and heal for about an hour.
Ino tries to D.Door to the room where the amulet is (he is still cursed) when the sphere d
Ino is tied up by Dromar while he is unconcious
Phanto dispells the magic of the curse
Gal unlocks the door and they go to to 95
Encounter 4 Horned devils
Des, Dromar, Pisheo, Ulla, Timber, Victorex, Phanto, Zoe, Beourn,  Gal,  Monster Ino , Kat,

Round 1 - Ino-Burz. Bolt, Ull-Bless weapon, Vict-Wield skill, Kat-Inspire courage, Des-Enervation, Phanto-Obscur mist, Gal-Cone of cold,
Round 2 - Phanto-Prot F. Elements, Kat-Cure Lt. Mass, vict-resitation, gal-web

A 167       B 175     C 183     D 176
-21 Gal     - Dro

Aqsdf


Text Account:
In room 95
Battle!
4 Horned devils
Round 3 - 


A 167       B 175     C 183     D 176
-21 Gal     - Dro

After the Fact notes:
This is written 8/20/05. The game here ended suddenly when I got pissed off at the interruptions in the battles and that the See Invisibiliy spell also detects etherial creatures. I stopped the game and switched over to playing Traveller!


Text Account:
They were in room 95 when I stopped the game (in a fit of pique).
When this game starts, they are going to suddenly awake outside the dungeon.
They are in the ruins that are S. of the HOS in one of the ruined rooms. This used to be a town with a fortress made of stone and wood called Tomeek. They feel tired and weak and want to rest a day, but are healed to full.
Its 3:30 in the afternoon. 
They try to find out where they are and how they got here.
Hobin throws an apple into the air and tries to shoot it with an arrow and fails the second one hits.
Timber turns invisible and becomes a small bird to fly up and see where they are.
They find they are about 1.5 miles NW of the ruins. 
Galranwyn casts mages mansion and they enjoy a good meal and safety.
They discuss how to get through the fog again.
They head off toward the HOS. It is the day after they were there before. The creatures outside (the undead) are all off farming duty and on guard duty.
They exit the mansion and walk to the river. Hobin walks on the bottom of the river, Timber goes gills, takes a rope to the other side they use it to pull themselves across.
Deseree is the leader until further notice. The marching order is made.
They get to the edge of the cultivated area around the HOS.
Timber, Des and Hobin sneek up to look out carefully.
They want to get to the E. side of the HOS. They dogtrop NW until they get to an area about due E. of the house. 
They discuss how to approach the fog. 
They dogtrot to the edge of the fog. They stop, rope, gal casts a gust and they head into the fog.
The zombies have been instructed to give the alarm when they see people approaching the HOS. The guard creatures (spectres arriving at their location 2 per round after the alarm is given (2 rounds to the edge of the fog.) will try to attack them in the fog and seek to divide them up.
They get to the cultivated area and the zombies begin to rise and bellow.
They get to the fog and rope them self together. It takes 2 rounds if everyone misses. The zombies move to attack them as they rope up.
On the 3rd round (Timber misses one), Hobin attacks 
A 16        B 12       C 18       D 17       E 10        F 
- 14 Ho    -19 Ho    -33 Ho    -Turn     - Turn      - Turn
Turning by  Victorex - 
Round 4,. Gal casts gust of wind they enter this round. This means that 2 rounds have passed while the alarm is given. This means there are 4 Spectres waiting for them inside the fog.


They run into the fog. 1st round no fails.
Spectre
A (13)  45 slit throat      B (11)  40  Controted face     C (18) 50 no visi ble wounds (R on tunic)
-14 Ho

Inititive - 
vict, ho, pi are attacked in the surprise round. 80
Round 2 - Running forward no failures 120
Round 3 - Running forward - No fails 160
Round 4 - Odysseus fails and is confused!  Beourn hit fo 4 and fails his save. 200
Round 5 - No fails. 240
Round 6 - No fails. They pull Odysseus off his feet and are dragging him 20'. 260
Round 7 - Beourn is hit by Ody for 11  280
Round 8 - The party is stopped as Dez  fails.  300 
Round 9 - No Fails 320
Round 10 - Des fails. They are moving again - 340
Round 11 - No fails. Moving 360
Roudn 12 - No fails. The break through the fog and see the goats. 
Round 13 - Beourn is turning tunrs 2. Timber turns and turns the last.
They reach the NE courtyard where the goats are. They have passed between buildings to get there.
Vict restores a level to Beourn (lost 2).
4 rnds. They map the area and heal and restore.
5 rounds since they arrived in the courtyard. 
4 rounds are spent in examining the windows carefully.
Zombies attack! There are 13 of them. The come silently out of the fog.
Round 1- They discuss what to do while Ody kills the zombies
A 12x         B 9x          C 19x          D 11x         E 16x             F 13 x      G 8x         H 11x       I 19x
- 16 Od     -17 Od      - 14 Od      - 53 Od        - 17 Pi            -23 Ti      -10 Ula       -19 Od    -14-12 Od
                                  -14 Oi
round 2 - 3 more zombies come out of the fog.Pi, Tim - Des breaks the window to 30. The house reacts.
Round 3 - PI kills the last in so far. Out of combat.
Gal is going to cast passwall at the outer wall that is into room 32.
It makes it's save (a 16) and sends 2  eyes to investigate. Brown and Blue.
Inititive brn eye 13, blue eye 8Eyes are AC 15 (they move without action cost) and have 20HP each.
            -14 P          -63 Ody

 Their eye effects always hit.
Round 1 - They are looking at the doors, attacking the eye and the zombies.
Round 2 - Des and Gal are standing in frnt of room 25 at the door.
Round 3 - Gal is hit. But manages to get the disintegrate spell on the door off. Ulla 26 HP dam.
Round 4 - ulla heals beo +10, Ody kills the blue eye.Vict does cure lt. Mass. All are healed -20HP. Beourn casts a prayer (+1 and -1 for 10 rounds) 
End of attack
They want to cast spells. The house will continue to attack them until they move into a new area which is out of it's detection.
The house will attack them 4 min after they begin casting.
Gal does a tatoo of Int on herself, Des does mage armor and false life. 
Timber guards the stairs, beourn and ulla guard the door, pi is by the opening.
The house will attak the stairs people with a flood of blood washing down the stairs. They make their saves.
Gal. Completes spell next and then they head out of the room toward the arch leading to rm 35.
Pi and Des ares sneaking in to kill the 2 orcs while Ody covers the orcs with the bow. Gal does Mage armor.
2 orcs
A 19  (8)    B 14 (6)
-20 Des         -19 Pi
-17 Ody

In room 35 they find the treasure.
Time stop as they count.






Asdf


Text Account:
In room 35 they find the treasure.
Time stop as they count.
They gather the coins.
Vict-table, gal. Does a tatoo of +1 caster lev on Gal., Pi gathers coins, Tim guards, Ulla & Beourn guard, Des is gathering coins and guarding. The coins (480lb) go in bags of holding (there are 3 bags in the party). 5 minutes.
Gal tatoos pi with a strength, des, vic, tim search. Ulla&Beourn guard in the middle of the room.
The archway in the E. of this room which was invisible when they entered opens and into the room run
Encounter a gang of DUST MEPHITS
Banished C (7)            D (15              E (12)               F (5)                G (15)               H (17)
2 save from Vict. Banishment
A (4) 11          B (15)  13         
-19 Pi              -29 Tim
5 min Gal is tatooing timber with a strength - Pi mapping and stuff, Tim and Des search the S. Fireplace, ulla+beourn guard,  - No Enc.
In 60, Wasp poison.-Des is hit.
Pi finds it and disarms it.
They enter
They are mapping and searching.
5 min /Pi-map, Tim-stones, Vict/gal tatoo of + caster level, Des-books, U & B guard. At S.
5 min /Timber 
Pisheo goes into room, 66 - the bell is an alarm . She trips it.
Air Mephets are fliing in from the stairway down to rm 35.
A   (22)       B  (16)           C  (8)                  E              F            G             H             I            J
Time Stop after the surprise round. 1 on Gal, 2 on Vict

EXP - 800/9=84@14, 75@15

asdf


Text Account:
Air Mephets are fliing in from the stairway down to rm 36.
A   (22) Gal      B  (16) Vict x         C  (18) zoe x                E (14) x         F  (12)x
-12-9  Vicx        -15-14-18 Odyx    -14-13 Zoex                -15 Timx        -18-31 Pi
-15 Zoe

 G (16) 20 x         H (20) 24x            I (18) 20 x          J  (13)  21x
-10-10 Des          -20-15 Ody           -13-17 Ody        -26 Tim

Time Stop after the surprise round. 1 on Gal, 2 on Vict
Init- Des-25, Odyseus-23, Vict-22,  Zoe-20, ulla-19, Tim-18, Pi-17, beourn-12 Phanto-10, Gal-8 

Round 1 - Des-Fly, Ulla-blessweapon, gal-greater magic weapon
Round 2 - Fighting only
Gal casts some greater m. weapon spells
Vict. Casts find path but it reveals nothing and the magic of the house does not hurt her.
They discuss where to go next.
No Enc.
In 103 animated weapon shelf that demands they check their weapons. As a large construct
They search 103. 
Jar is coptic type on ledge of fireplace carved like human skull. The jar contains an angry djinn
Gal and Des searches
Vict det. Poison on the jar.
In the SE corner courtyard is a formal disturbingly geometric patters like a cross between a celtic knot and a victorian garden maze made up of deadly poisonous plants.
Time stop

EXP Mephits 9*CR 3=100exp Each/8 = 114@14th


Text Account:
They are searching room 103
Looking out the window
They go back through 66 and into 60 They climb the stairs into 
Room Level 2-room 9 uppercommon chamber. Enc.
Room encounter - Hellcat
Ody - 24, Ulla - 23,  Zoe - 22, Tim - 22,  Gal-19, Pi - 9, Beourn - 5
A (10) 62x           B (22)  45x       C (15)   72x
-36-14-10 Ody     -29-14 Tim      -23-21 Zoe
                            -8-10 Pi          -15-15 Ody
Round 1 - The cats dissappear and never re-appear, Beourn Bless
Round 2 - They sense the actions of the party and counter as soon as they can.
Round 3 - The party massers and attacks
Round 4 - They win!

In Room 2-9, door is iron and locked (DC 18 to pick). - Trapped with a spring bolt w/poison. DC 20 to disarm

Inside 2-8 Reading Room w/ Bodak 4
A slime creature from rm 10 attaches to the light rock they throw into the other room.
Vict-27, Ulla -21, Des 20, Gal-16, Pi-11,  Zone-8, Timber-4, Beourn-1
Monster 19
HD 1d8 Att 1 Dam 1d4 + Poison (corrosive) AC 12 HP 8 
Des disarms lock on door and trap and then casts a spell. Silent Portal.
Vict-28, Des-21 Ulla-21, Tim-19, Gal-18, PI-13, Zoe-9, Beourn 9
Bodak 5 - 1 is not surprised and 
A  (21) 58           B (5) 44             C (7) 32              D (19) 65             E  (23)  59
Round 1 - Vict Know Vuln., They slam the door shut and the Bodaks beat on the door to get out.
All the doors to room 8 are iron and locked.
They are going through the fireplace to room 10.
They quickly look around at the broken crockery and the iron door in the E. locked and trapped.
They go back through the fireplace room 9.  
From there they retun to the first level. Rand. Enc. W/ Imp
zoe-23, Ulla-23, tim-20 , ody-18, Gal-17,  Pi-17,  Des-17, Vict-9, Beorn 3
Imp (9) 14 - It escapes to tell it's master (the undead mage) of their presence.
Vict. casts   Des casts blind sight. They check out room 11 from the lower floor. They enter the room.
They find food in the pantry, canned goods, fruit cake etc.
They are at 12:00 in the afternoon now. No Enc.
Ody-19, Ulla-16,Tim-15, Beourn -15,  PI - 13, Gal - 13, Des-11, Vict-11, Zoe-6
Round 1 - Ulla-weapon bless, Gal does glass strike, Vict-
Round 2 - Vict-cure light
Round 3 - Vict 
In Room 7 Major Domo - 2 Bearded Devils & 4 Lemurs CR 5- 100 exp CR 1-30exp= 200+180/10=38 

A (15) 45         B (23) (Teleports behind party) 53
-9-5-6 Ody       -6-11- Ody
-13 Tim            -27-2 ulla
-Kills Gal           -7 Tim
                        -16-3 Pi

Z (2)  9x        X (8)  12x      Y (10)x 7      W  (13) 6x      V (14)  10    U (12) 13x
-8-6 Des      -14 Zoe        -18 zoe        -21 Zoe             -5 Des          -10 Ody
                                                                                     -2 Vict          -7 Zoe
                                                                                      -15 Zoe
'Time Stop where they have ended the combat.
 
EXP:


Text Account:
They are in Level 2-Room 7 after the battle with the Horned devils and the lemurs
Tghey map the room and then search. 
In the mirror is Felic Ralph son of Edward Ralph the first.
Gal, Ody, Des are looking at the mirror.
Thou shalt not feat
the man in the mirror
His wisom may aid
Athough his vision may fade

He says theat the dispathing of the heart is the only way to elmimate the eviel.
"find the heart"

They are attacdking the eye that appears in toom 2-C
 Vict 28,ody 22 pi 21 Des 17,  GAL-12, Ulla 11, Tim-6,, beo 6,, Gal 7,
Round 1 = Ody hits the eye, it dissapears and goes doen to the stairway.
- 11 - Ody
Outside Room 2-8 Searching for trapsl.
In Room 6 - 12 skeletons
They enter toe room after searching for traps.
Des,, vict, Ody search the skeletons They have valuable jewels on them.
Gold necklace 120 gp.
The head of the tble has a mage hand item.
Platinum and jade necklace.. Gold ring worth 50 gp.
They search the skeleton room and find little. They are not animated and wil not rise up.
They are resting here for a while..
A random enc. At 40 minutes
They try to spend the night.  Encounter after 10 hours.Spectre
 Des-28,  Tim-21,  Beourn-21, Pi-21, Ody-21 Vict.-20 0Ull-20,,Zoe-15,, Gal-6

A     (9) 48 x                        b (6) 37 x                 c (8) 49
Turned by Beourn              -16-18-15 Ody          -Ody 17
                                                                           -20-21-23  Zoe


Ulla - turn 
Round 1 - 6 images of des, 



asdf


Text Account:
In room 2-6
Just outside 
4 Spectres@220=880
4 Earth Elemental CR 5 300x5=1200
In rm 37 - 30 Zombies CR 1 (50)x30=1500
2 Horned Devils CR 16 (6750)x2=13500
Total=16200/8=2125 @ 15th. 14th=2225, 16=1970
2 weeks worth of eps.


Text Account:
They are in Room 20 after the battle with the Horned Devils.
They move up the stairs to Room 2-1
This had 2 evil people a woman and her child who Tport away from the room when they enter.
They search the room. 3 large 15' dia tables with 5 chairs each.
Silver candelabra 1200gp each.
They take them. They go into Room 2-2 library.
Dahiska and Alieka go to the City
History of Isis. 
They search the room and find some books.
They go to the door to 3 the upper armory.
Room 2-3 5 beblith

-2 att and saves
A 150 (24) x                             B 132 (21)x                  C 165 (9)x                                    DrOUND 172 (17)-3 Con  x 
-10 Des                                 -10 Des                          -4,3,2-12-26-10-13-14-14 zoe(-140    -36 con Gal
-3 Gal                                    -3 Gal                             - Phant                                       -6-10-14-1-2  ulla
-4-1-7-2-12-1-4-1-7-1-7 TIm    -17-4-22-19-19 Ulla        --2 Dro                                       -7-2-4-7-2-10-14 Tim
-10 Vict                                  -21-17-28-14-22             -6 Tim timPi        -                                                                    -14 Pi                                      
-7-2- Pi                                                                          -20 Des
-15 Des                                                                          -5,6,2 Ody
-7 Ulla                                                                            -40 Gal
Stoned - Ga

E 105 (22)x
- Des -5 Levels (ener), -6 lev
-16, 14 Pi
-40 Gal

des-25,  Dromar 24, vict-23, Ody-22, Gal-20, beou-17,ulla-16 tim-16, zoe 15, Phanto 14,  Kat 13,  pi-10,  

Round 1 - Des-F. Ball-Gal-Ice Storm
Round 2 -Acid Splash-des (-2 acid dam) Searing light.
Round 3 - Des-Imp Inv., Vict-Haste, Prys Eye
Round 4 - Vict-Heal, 
Round 5 - Des-Enervation, Kat - Cur Lt. Mass
Round 6 - Des-Enervation, 
ROUND 7 - Des-Vawmp Touch

They are going to arcane lock the door and rest in this room (2-3). No Enc.
They want to spend 12 hours in this room if possible. N o enc. In 8 hrs, Or in 16
They rest in the room for at least 12 hours.


EXP=CR10x4/12 = 1050x4/12=350+75(Roleplaying)=425@15

Asdf


Text Account:
Time Stop during their rest period
They are going to arcane lock the door and rest in this room (2-3). No Enc.
They want to spend 12 hours in this room if possible. N o enc. In 8 hrs, Or in 16
They rest in the room for at least 12 hours.
They are casting spells and preparing to travel on. Gal does tatooes 
Gal-2 R. Enchancer, 7 tatooes, mage armor etc - 
Vict casts a commune to ask questions about how to get to the heart.
Room 2-5 map room has a map of the geography around the HOS for 40 miles done 
The map room 4 has a painting of the original wood HOS showing the tower and floors etc.
A benevelent Reknowned Rolmph spirit will guide them if they trust him.
In Room 2-4 is where the 10 Spectres are. They are not surprise and neither is the party.

Des-27, Ody-23, Phanto-23, Zoe-22, Timber-21, Pi-16, Ulla-14, Vict,-12 Beourn-11, Gal-6


Ax  43 (2           Bx 57 (6        Cx   (11       Dx 32 (12       E50x  (19          F59  (13             Gx  (3       
-21 Zoe           -22 Des    - Phant        -pHANT       -23-21-29 zoe         - des -10-9 Tim    - Gal
-17-15 Ody      -63 Phant                                                                       -17-15 Ody
-22 Zoe                                                                                                   -33 Pi

 H 44x  (6              I 58x  (16                  J41x   (12
-9-16 Pi                -15-14 Ody               -55 Phant      
-18-26 Zoe           -45Phant
CR 7=350x10/10
Round 1 - Des-I. Invisiblity, Ulla-Weap Bless, Vict&Broun-turn
The room has sheves in the center with cubbys containing rolled up pieces of parthcment maps.


Text Account:
They start in the Holy City finishing up their consecration and buying what they need.
They are told about the history of the house of stone, but there isn't a lot of info. The fog appeared 300 years ago. They listen to the tales and songs of bards who sing songs about the evil of the house.

They return to the house and resume their investigations of the place.
They try spells to see what effect the fog has (it negates them)l.
They run through the fog, past the door in the North wall and Gal. Does Passwall to open a spincter opening in the wall to room 4.
They go to Room 2 and activate the 6 stone golems along the W. wall. They retreat into C.
From there they go to D and into room 11.
They find and befriend the Llamasu. They use a shrink spell to free the creature from it's welded manicles. They brave the spells preventing the creatures exit. It barely survives, but is removed from the room.
Vict. Heals him, but the creatures demands to be shown to the exit. They lead it to the door in the N. and it leaves.
Time Stop


Text Account:
In Room 4 
The room has sheves in the center with cubbys containing rolled up pieces of parthcment maps.
They begin searching the room and guarding the door.
Des finds something. It is the introduction to the adventure. I interpret it for them.
The writing is written with lemon ink that takes heat to reveal. I read the intro to them giving them some history and information about the geneneral situation.
The scroll written by Hooluiak Hemaemena.
The evil god they worship is Kashi Goddes of misforturne.
They discuss how to proceed against the "gaze creatures". They won't meet them but that's OK
They go down to the floor below and start heading toward the "Library".
They encounter mothes about 56 in a cloud
Mothes have a 18 init
Tim 12, Vict-28, pi 23. Gal. 12, Ulla 19, Des 26, Beourn 2 Gal casts a gust of wind and this blows them away.
Opening the door into 104 - Portuliis trap Reflex roll of 18 or take 3d12 pts of dam from portcullis that comes down.
They escape damage but the portcullis comes down requiring a DC 25 lift (str) roll.
Frnt line DC 20 reflex roll. Or be swollowed int the pit. 2d12 HP dam and can't get out.
The spincter swollows het up.
Gal casts a pass wall. 
Moving into #102 they meet the octypus 
Zoe-17, Tim-16, Vict.-18, Pis-10, Gal-18, uula13-Des-23
Des kills 2 tenticles Octypus max HP   
-15
Room 66 is the bell trap (bell rings when anyone goes through). There is a metal spoke like fitting that connects the bell to the ceiling. Twisting the spoke wheel will cause a trap door in the ceiling open that leads outside.

Exp = 100 Each


Text Account:
They move through room 60 and go up the stairs into the Central Upper room 2-9 
They are preparing to go into Room 8 with the  Banedead
They have been talking about what they are going to do.
They cast spells
Des-Blindsightxs6-Imp. Invis.-Cats Grace-,  Tim-Barkskin-Catsgrace, Vict-Blindsight-Recitation-, Gal-Mass Haste-Silent Portal, Ulla-Bless Weapon-Bull Strength
The ones with blindsight, wear a blindfold.
Pi checks for traps and checks the lock, its locked.
Ody-28, Tim-23,  Pis-22, Ulla-22, Des-19, Vict-16, Zoe-15, Dro-14, Beorun 12, Gal 10, Kat-8,

Round 1 -Vict-Obs. Mist, Gal-Ice Storm,
Round 2 - Vict-Spell res mass
Round 3 - Vic`t - Turn
Round 4 - No Sp
Round 5 - Kat-Mass Healing
Round 6 - 
5 Bodak
A   61x (15)                  B   61 (12) x           C 55 (22)x       D 49  (15)x       E 47 (23)x
-20-20-14-13+ Ody       -29-24  Zoe          -6-22 Pi             -23 Kat          -23 Kat -20 Ody
                                    -23 Kat                 -23 Kat             -15 Dro            -0 Tim
                                                                -21 Ody             -25 Zoe           -8 Dro
They are searching the bodies and the room.
In the room are 7 chairs and central table.
There are bookshelves on the N, S, E. walls. They find the books below:
Chronicle of Castle Ralph
AUTHOR: Countess Roula of Ralph
PUBLISHER: None (handwritten manuscript / only copy)
TYPE/ASPECT: Richly illuminated small-sized Book of Hours.
CONDITION: Good, although a little worn.
LANGUAGE: Common speech (Common alphabet).
SUBJECT: Knowledge (Local: Ralph family and estates).
ORIGINALITY: Extremely conformist, when not doctrinal, to the detriment of the subject.
CLARITY: Clear (Int check DC=5 to benefit from book's contents).
LENGTH OF STUDY: 1d6 hour (provided Intelligence check succeeded - see above).
BENEFIT FROM STUDY: Encyclopedia enabling to take 10 with Knowledge-local when pertaining with the Ralph family and estates.
BOOK'S MONETARY VALUE: Normal (from 1 to 10 gold pieces).
NOTES: Tells of the Ralph noble family and their land and castle over the last two centuries. Hidden in the binding is a small document: a map with coded annotations, and a coded text on its back. If deciphered ,  that is the "Slapyamama" keyword
What this thing is, is not told, despite it is allegorically hinted at several times in the book (Int check at DC=10 to notice it).

Passional of St. Armandius
AUTHOR: Rilim Ralph
PUBLISHER: None (handwritten manuscript / only copy)
TYPE/ASPECT: Richly illuminated small-sized Book of Hours.
CONDITION: Excellent, as if new.
LANGUAGE: Church vernacular (Common alphabet).
SUBJECT: Religion.
ORIGINALITY: Extremely conformist and odiously doctrinal.
CLARITY: Very clear.
LENGTH OF STUDY: 5 minutes to see what the book is about; 1 hour to read it entirely.
BENEFIT FROM STUDY: None, plus the text is really boring to read.
BOOK'S MONETARY VALUE: Expensive (from 10 to 100 gold pieces).
NOTES: This is the inept hagiography of St Armandius who was tortured by unbelievers. The book is really a masterful piece of art, if you consider how richly it has been done, full with wonderful illuminations, and a rich binding with a fine leather cover. Yet, the text is absolutely useless to read, except if you are a fanatic of the relevant religion.
This book is in fact a magical/cursed book. If one reads only a few pages, she must make a Will save at DC=25. If she succeeds, she understands there is nothing to gain from the reading of this text, except maybe a headache. So, she is free to continue or not. However, if she fails the saving throw, she channels Rene Ralph; one of the good ones who will talk to the party and tell them stuff. There, she will have to make a last Will save at DC=5 or feel compelled to immediately become a priest of that religion (the character must multiclass). Note that the unfortunate character who fails all three saves and becomes a priest of that religion will often say "Before I lived within the darkness of ignorance. But then, I read this book and saw the light"

The illusionary wall across the N. of the door to the room is disco ered. Kat, Gal and Vict. Walk into the room beyond.
Room 10 has big treasure

Bodak CR 8@375x5/11=171@15, 212@14th, 143@16th


Text Account:
They are in the northern end of the Upper Central room #2-8.
Vict and Gal are in the N. part of the room behind the illusionary wall while the rest of the party are in the S. part and can't advance through. 
Gal and Vict. Search the room above but don't mess with the doors. The othes of the party try to get through the illusion, but fail.
They go one by one through the fireplace into the room beyond.
They meet the Black Pudding (HP 189) (Init: 12) HOS (Init: 18)
There are 2 - 63 each
A 45 x                                 B 63              C 63
-12 - Str. Des                      -13 Vict          - Timber
-25 Gal                                -3 Tim            -11 Str - Des
Vict - 29                              -Des Enf         -14 Gal
                                           -150 Vict               - Des Enf -11

They are surprised and attacked
Pi and Zoe go throgh before the BP attacks.
Zoe is first, she and Pi are attacked.

Init: Des, Ody, Beour, Gal, Vict, Ulla, Phanto, Pi, Tim,  Zoe

Round 1 - Vict. Searing Light, Gal. -D.Door with Ulla and Beourn through the fireplace.
Round 2 - Des-Ray of enfeble, Vict.-Drag. Breath, Gal. Cone of Cold-Ody burns the house with acid. It will retaliate next round.
Round 3 - Gal. - Distintegrate, Ody throws acid on the fireplace, the house is pissed.
Round 4 - Ody attacks the house
Round 5 - Des-Ray of enfeeble, Ody attacks house again for 19 The house is really pissed.
Round 6 - Des-Ray of enfOdy on the house - 19 HP 
Round 7 - 3 eyes of the house appears (Blue, Cats eye, Purple) Pi hits the blue.
The door and the fireplace dissappear.
They are stuck in room 10. The house will attack without warning until they find a way out.
They want to rest in this room, but think better of it.
They find the treasure and count it.
Time Stop in CU-2-10


Text Account:
Time Stop in CU-2-10
They discuss what they are going to do now that they are in possession of the information they need to investigate the teleports.
3x350/10=35+50@15=85
They go out to room C and down the stairs.
Encounter at the bottom of the stairs.
They rand enc.8 mummys
Init: , Des-27, Vict-26, Ody-24,  Ull-22, Tim-22 ,  Gal-21, Phant-20,, Beourn-12, Pi-11
Init 15
Round 1 - I.Storm-Pha, Gal-M.Missle 
Round 2 - Des. - M. Image (7), Vict-turn
Round 3 - 
Round 4 - 
Round 5 - 
Round 6 - 

A 55x                b 60x                 C 44ob        D 56x             E 67x
- 7 pha             -7 Phan              -7 pha          - 5gal           -4gal
-20 Ody           Turned              Turn            -20 Tim        - Gal - sheep
Poly-sheep   -7-8-10 Ulla      - 20 Tim       -18 Phan
                           -11ph                                    -4 Des
                          -  12 Od                                 -24 Ody
F 55x                     G 60x             H 44 x
- tim                    -14-10 Ulla     -15 Phan 
-36-33 Ody        -20-29 Pi        - 5
                             -1-7 Des          -15 Pi
                                                        -22 Ody
They kill the mummys and are looking around the room.
Pi searches the trash and finds the pouch with the silver

They go to the room beyond Rm 72
They encounter the friendly ghost, but they use the brightly glowing sword that makes it run away.
Ten min. later when the sword goes out it trys to tell them not to do that again.
Tim-19, Vic-0, Pi-10, Gal-13, Beourn-9, ulla-10, Des-10, Phan-27, Ody15 
They search the rom and see the ghost that gestures for them to follow to the SW corner of the room.
It causes another apparation to appear of her husband on the rack broken and in pain.
With a final great scream they both dissappear.
They search the door in the north.
Into room 69 which has a broken windo in the NE and the confusion mist pours in. 
Make a ST vs confusion at DC 21 Des and Ody miss and are confused for 3 rounds.
The shadows (28) attack from the 2nd floor as they are leaving
Time Stop
EXP 8 Mummys@110Each=97 EXP@15th level


Text Account:
Into room 69 which has a broken window in the NE and the confusion mist pours in. 
Make a ST vs confusion at DC 21 Des and Ody miss and are confused for 3 rounds.
The greater shadows (28) attack from the 2nd floor as they are leaving


Greater Shadows 13
Phanto-26, Vict-25, Des-19 (confused-Stunned), Ody-19 (Normal),, Tim-18, Ulla-17, Pi-16, Gal-16, Beourn 16,  Shadows-13,  Zoe-12 

Round 1 - Ulla-bless weapon, Gal-Wall of force, Beourn-Bless, 
Round 2 - 
Round 3 - 
A  68                           B  69         C 45                         D 36                E 64
- 40 Ody                    -59 Tim
-11 Ph                        -11              -11 ph                    -11 Ph             -11 Ph

They go into Rm 73 and search around, The shadows follow them into this room.

Ody-27H, Zoe-24H, Vict-24H,  PI-20,   Gal-16H,Tim-15H,   Des-15H,, Ulla-14,  Phant-13H, Beourn 8
Shadow -7

Round 1 - 
Round 2 - Gal-haste
Round 3 - 
Round 4 - 
Round 5 - 

Turned 2+
A  68 x                          B  69x                                    C 45x                         D 36x                   E 64x
-21-38 ody                -22-20-25-18 Zoe                -23-40 Pi                    -16 Tim           -27-23-9-7 Ulla
                                                                                                                           -19-58 Des    -17 gal

F 56x                        G 78x                           H 52x                         I 65x
-35-23 Zoe             -26-47-22 Pi                 -65 Tim                     -56 Ody
                                                                                                  -23

J 51x                     K 65x                    L 72x                        M 46x                O 43x                 P34x
-23 Vict                -23 Vict               -12 Vict                    -11 Vict             -90Tim             -34-10 Ulla
-18 Gal                 -59 Ody             -27  Vict                   -27 Vict
-27 Vict                                              -11 Ody                  -21 Zoe
                                                            -22 Zoe

Q 70x          R  61x                      S 46x           T 43x       U 33x
-77 Zoe       -27-47 Tim           -49 Zoe      -40 Pi       -37 Ulla

Phanto and Ulla are reduced to less than 0, but both receive strength spells and restoration and are not killed by the Shadows.
EXP=97 at 15th level, 69@17th,82 at 6th,


Text Account:
Time Stop just after the battle in Rm 74.
They want to rest here.
Gal casts Mord. Mansion. The go in and rest. A day passes
The next morning Vict. Casts hearos feast preparing to go outside the mainsion. They intend to go out cast another (gal) and go back in again. 
They talk about what to do and decide on a plan to check new rooms. They sleep again. A day passes.
The mage that is tracking them sees them go back into the mansion and traps the doors on all the doors to the room. He uses Symbol of Weakness.
The party comes out of the mansion and head to the door in the E. They trip the trap and almost everyone fails their save against the Weakness. Gal casts another M. Mansion and they go in.
They stay in the Mansion for another day. 1 day passes.
The morning of the second day, they prepare to head out again. Memorize spells, cast spells etc.
Outside they head out of Rm 74, through 72, 71 and into the corredor.
They go N. into Rm 40. They search it and go N. into the narrow corredor. It is filled with zombies!
They kill 18.
EXP 18x75=1350/10=135 at 15th level


Text Account:
They are in the N corredor of the E. after the battle with the zombies.
They map the coorredor and cast tatooes and such.
They go to room 33. The illusion will appear in 9 minutes from when they get it.
They see the illusion of the burning man and the regal person sitting on the throne.
Ody-24, Phanto-24  Gal-22, Vict-10, Des-24,Tim-9, Pi-10, Beourn-9,,Ulla-15, 
Det illusion at DC 24.
Round 1 - Gal-Necklace of Blur, Ulla-Det. Evil, Tim-Ring of Invis.
They find the s. door in the E and open it on the Fire Elementsal

12 Fire, Elementals.
Ulla-24, Tim-22,  Gal-20, Vict-16, Ody-14, Des-,14,  Pi-14,, Phant-9,  Beourn-4,  
Round 1 - Gal-Ice Storm, Restis E. Mass (Fire) (DR -30), Des-Imp. Invisib.
Round 2 - 
Round 3 - 

Init 26
A 21x                 B 26x                 C 20x             D 25x       
-25 Tim             -8+8-Gal        -16 Gal            -16 Gal
                            -13 Ody          -17 Ody         -9,2,8,7,6,4 Pi

Init 19x
E 27S                 F 26 S           G 29x               H 21x
-16Gal                -16 Gal          -16 Gal           -16 Gal
-5,6,6,2,7 Tim                           -7,8, 9 Ody   -10 Ody

Init 11
I 29 S              J 29 Sx                   K 25x                  L 31x
-8+3+5 Des       -5,5,5,1,12,1 Pi   -9,4,5,5 Tim    -13 Ody
- Ody               -9,5 Tim              -9,10 Ody             -7,3 Pi
                           5e44-9 Ody                                                - 21 Phanto


Text Account:
Time Stop in Room 34, after the F. Elemental battle.

They find the belly button that opens the wall to display the Evil Statue of the God of Flame (Salamander God). It will curse them with -4 To Hit and Saves if they fail a Will save at 25. This lasts for 24 hours.
Des opens the door. Dro, Des, Beourn miss.
SnarfKrakle if the name of the god in the statue.
They attack the statue. The chips will stay warm. 
Monster Iinit. 11
Victorex-27, Tim-21, Pi-21, Beourn 19, Kat-19, Zoe-18, Des -17, Gal-16, Ulla-16 , Ody-9,  Dro-9
round 1 - Vict-Turn, Beourn-Turn, gal-Web, Ulla-turn, Dro-
Round 2 - Round 3 

They open door to Rm 41 and meet the Troll Skeletons (20) 
50x Turned        52x Turned          27x                       39x                         40x
-19 Des               -38 Des           -19 Des                 -19 Des                -19 Des
-17                        -34                        -8,4,6,6,12 Pi        -6,10,8 Zoe         -2,1,1,2,3,1 Tim
-17,17 Zoe                                                         - 8 Dro                  -17 Dro                 - 8 Dro

44x                                       37x                           41x                     45x                     60x
-19 Des                           -38 Des                 -19 Des             -3 Dro               -12 Dro
-2,2,2,1,1,1,4,5 Ody                                       -9,5,10,3,6 Pi   -11 Kat              -23 Kat
-12 Dro                              -17 Dro                 -8 Dro              -16,15,19 Zoe -34 Ders
                                                                                           -34 Des
50x                    52x                    27x                    39x                    40x
 -23 Kat             -11 Kat               -11 Kat             -23 Kat           -23 Kat
-34 Des           -34 Des              -34 Des          -34 Des          -17 Des
                            -20 Zoe                                                                    -8,5,7,2,10,9 Pi                           
Webbed folks
44x                        37x                       41x              45x                 60
 -11 Kat               -11 Kat             -11 Kat      -23kat                  -23 Kat
-34 Des             - 17Des           -34 Des       -34 Des             -34 Des
                             -8 Dro                                                                -7,6,10,13 Ody

20 Giant Skeketon Cr 3x120=2400
12 Fire Elementals CR 8x175=1400
Total 3800/12=316@15th level


Text Account:
Time Stop after the battle in Rm 41

They are in 41 and are leaving through the door in the s.
The goblins (3)
Tim-21, Zoe-21, Vict-25, Dro-13, Pi-11, Gal-14, Kat=7, Beourn-13, Ulla=21, Deas-13, Pis-11, Ody-20
They capture the two gobliins. 
They talk to the Goblins Kill one and let one go to the outside.
Next they go to the 20' corredor and head W.
Going into rm 50 - Investigate and lock themselves in the room.
They go to rm 39 and find it is full of gre mold. They slam the door and go on
They go into Rm 44 where they surprise a Goblin rapist raping one of his own race who is manicles to a wall.
Z-16,ti-15,pi25,gal-15,kat-19dro-9,be-8,ul-11,phant-29,ody-12,des-23
They kill the manicaled goblin woman.
They go back to the empty room 50 and hole up.
Gal casts mord, mansion and they go in.

EXP: 75 each


Asdf


Text Account:
They want to hle up in RM 60
Gal casts M.Mansion and they rest for 16 hours.
50 EXP victorex for bob.
Gal begins tatoos
Vict casts heros feast.
They discuss where they want to go and wat they want to do.
Gal-7 tatoos, Vict.-embue w/spell-Contingency, Heros Feast- Pi-has spells, Phanto-
Des-5 mage armor, 
They go out of the room. 
They go through 103 to 102 and I introduce Ariel, a new character created by Dave's friend Lisa.
She was there at the party for the lord of the HOS and at the destruction of the people, was absorbed by the tapistry. One of the beneficent ghosts was responsible for yer exit from the tapistry.
Vict-22, Ulla-20,  Beourn-18, Phant-21, Tim-18, gal-16, ody,-17
Ody kills the rat in room 120 that has the cursed ring on it.
They walk in and des followed by the rest walk up to the Throne and encounter the Globe of Inv.
He steps out again and they cast their beef up spells
Des4xblind sight-exp. retreat, Phant-Chain of eyes on gal, Mass bull strength, mass cats grace,  and mass camaflauge, Bless, tourtose,- Vict - status, Timb-canges to a hawk. Zoe, pi, tim on zoe's shoulder, des, gal, Vict-Owls wisdom, Phanto speak the teleport words "slapyamama" and are teleported to Central Tower Floor D to the X1 spot.
Next are Ulla, beourn, ariel, 
Follwing are vict, phanto, ody


There are 4 Iron golumn and 2 crystal golumns that will come down the stairs after 3 rounds off battle below.
Des-28, Gal-19, Tim-23, Zoe-6 Pi-19
Round 1 - Des moves out of the sphere and casts I. Invisiblity, Tim flies down next to Des and becomes human, Gal walks out and casts blur, zoe goes next to Pi and Tim.
Inititive 2, 11, 9, 3 Golems.

EXP=Killed 1 stone golumn CR=11 and trapped 3 more. As the 3 who are trapped are not neutralized, no EXP for them. Yet!
1125/10=113 EXP at 15th level - 147 at 14th, 97 at 16th. 82@17ty Vict get +50


Text Account:
They are in the teleport room on the 5th level (floor D) of the central tower.
They have contained 3 of the Iron Golumns in a wall of force, but a crystal golumn is coming down the stairs. The heart is in the tower top floor (Floor E) being protected by the crystal gol.umn.
They have gone into the floor above.

Inititive- Ulla-24,   Zoe-20, Gal-19,, Golumn-18, Ody-15,  Beourn -9

There are two of the Crystal golumns. The one coming down the stairs has been instructed to prevent anyond from entering the next floor above. The other has been instructed to prevent anyone from getting the heart.


They avoid contact on the upper floor and it stops when they are no longer threatening the heart which has left.
They do a F. Fall and go to the stairs to the teltport room. 
They search the room and runes of teleport carefully and then deciede to do X2
7 Round 


They go to X2 and find the statues of the ape like statues that look like they are made up of hundras of small tortured humans. These are special stone golumns. When they are reduced to 0 HP, they will split appart into 1 creature for each HP. Each of the creatures has 1 HP. They are tiny creatures (1' high). They get 1 attack at +10 and do 1d4 HP.

Stone Golem
Large Construct
	14d10+30 (107 hp)
	-1
	20 ft. (4 squares)	26 (-1 size, -1 Dex, +18 natural), touch 8, flat-footed 26	+10/+23
	Slam +18 melee (2d10+9)	2 slams +18 melee (2d10+9)	10 ft./10 ft.	Slow	Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision	Fort +4, Ref +3, Will +4	Str 29, Dex 9, Con -, Int -, Wis 11, Cha 1
	-
	-
	Any
	Solitary or gang (2-4)	11
	None
	Always neutral
	15-21 HD (Large); 22-42 (Huge)
	-

In the X4 spot, a Crystal Golumn holds the heart protected by a prysmatic shield cast at 15th levedl.
Init Golumn 12, statues 17, 7
Ody-27, Zoe-22,  ulla-20, gal-16, beourn10, 
Ody attacks the wall for damage of 100hp to make an opening.
-11-17-13-18,11-18 Ody
-37 Ulla
Roujnd 5, the shell is colapsing.beourn and ulla begin attacking it.
"Shaker Tombs" is the teleport phrase. The house speaks it and goes to X4 in Level E of the Central Tower.

EXP the party did well on this part and are all awarded 300 EXP for keeping the heart on the run.


HP 123

Crystal Golumn-Psion Killer
Large Construct   
Hit Dice: 15d10+30 (112 hp)   
Initiative: +0   
Speed: 20 ft. (4 squares)   
Armor Class: 28 (-1 size, +19 natural), touch 9, flat-footed 28   
Base Attack/Grapple: +11/+25   
Attack: Slam +20 melee (2d10+10)   
Full Attack: 2 slams +20 melee (2d10+10)   
Space/Reach: 10 ft./10 ft.   
Special Attacks: Dispel psionics   
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to psionics, low-light vision   
Saves: Fort +5, Ref +5, Will +5   
Abilities: Str 31, Dex 10, Con -, Int -, Wis 11, Cha 1   
Skills: -   
Feats: -   
Environment: Any   
Organization: Solitary or gang (2-4)   
Challenge Rating: 12   
Treasure: None   
Alignment: Always neutral   
Advancement: 16-21 HD (Large); 22-45 (Huge)   
Level Adjustment: -   

A psion-killer (also called a crystal golem) is 9-1/2 feet tall and weighs around 2,500 pounds. Its body is composed of sharply faceted crystal.
Combat
A psion-killer does nothing without explicit orders from its creator. It follows instructions literally and is incapable of any strategy or tactics. Psion-killers don’t use weapons, even if ordered to, but always strike with their fists.

A psion-killer’s creator can command it if the psion-killer is within 60 feet and can see and hear its creator. If uncommanded, a psion-killer usually follows its last instruction to the best of its ability, though if attacked it returns the attack. Its creator can give a psion-killer a simple command to govern its actions in his or her absence.

Dispel Psionics (Su): A psion-killer can use dispel psionics as a free action once per round. The effect is as an area dispel in a 30-foot-radius burst. The dispel check is 1d20+10.

Construct Traits: A psion-killer has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

Immunity to Psionics (Ex): Psion-killers completely resist psionic effects that are subject to power resistance.


Text Account:
Beourn is insane. The 2 stone golumns are walled behind a wall of force about 30 feet away from them.
Gal studies the rune and Vict casts a cure to remove the insanity from Beourn.
Vict does a Cure Light Mass and Des casts Exped. Retreat.

St. Slacu flys his sleigh drawn by 8 reigndeer into the room and jumps off doing a flip and lands in the room as big as life! He warns the party that they are at a turning point in their lives. If they continue the way they are going, they will not be able to avoid changes they may no like. He advises them that he is there to take away home (Kopeta) anyone who wishes to avoid the consequences that follow. He stops time and gives them a series of images that represent possible futures for them.
A glimpses of Evil Beourn,  visions of the School as a bustling hub of government, Victorex and Des making in a huge room being watched by hundreds in galleries, Galranwyn on her knees bowing before a black robed figure with a huge sword plunging down toward her head, a laughing Timber riding a hippogrif over snowy mountains, Pisheo at the head of hundreds of rabble shouting "Charge!" and running across the grassy field around Waterdeep, Zoe standing on top of a pile of  bodies of misshappen people wiping blood from her eyes as a thousand screaming madmen run up the hill toward her, Odyseus sitting on a golden throne with a jeweled crown weaping as a group of soldiers carry a childs body on their shoulders, Dead Ulla being mourned by a Saintly Beourn, Dromar at the end of a tourchlit hallway beconing to 509 saying "we can take them and the treasure will be ours!",   all of the 509 in a huge great hall tosting Beourn after a great feast, 509 climbing down a rope toward the darkness of a bottomless pit, Dromar being played with like a doll in the hands of a giant baby, Victorex in a djeble facing off with Dio Mas who is armed with a glowing rod of crystal, 509 chained together as slaves traveling the terraced roads of Tekumel driven by men on lizard mounts, Krom and Deja Thoris embracing to the happy shouts of thousands of religious fanatics, 509 with weapons drawn stand in the battlements of the school watching the sky grow dark with huge flying shapes, 509 on the deck of the flying ship watching in tears as the light of an exploding planet dies in their eyes, 509 sitting at the feat of a beautiful noble man who is telling them a story, Ulla is holding the arms of a beautiful woman as Beourn tears the skin off her torso, inside a temple 509 absently drop their weapons as the stare into a pair of giant mesmerizing eyes as big as beach balls, 509 joyously riding unicorns across endless green fields. He will then turn to the party and ask:
"What do you want from life?"

Gal wants to study magic and learn things. 
Vict want to build the largets temptle to bob.
Zoe wants the good liife make the most of life.
Des wants to travel widely and experience things
Phanto-z live a long happy live in service of nature 
Ariel to learn the best things from many worlds
Timber Live a long long life
Ody - Glory power and adventure
Katrina Live each adventure to tell the story afterward
Dromar Wants to own a pegasus
Pish Enjoy life and explore with adventure


They decide to stick with the quest! Iam so surprised!!! It's kinda cool that they are so much into the party and into the multiple worlds stuff. This is really a great thing.
There are no rule problems and they like the new system. They had no important things they wanted corrected.
They leave off as they are about to teleport to X4 Floor E.


IRON GOLEM
Large Construct Hit Dice: 18d10+30 (129 hp) Initiative: –1 Speed: 20 ft. (4 squares) Armor Class: 30 (–1 size, –1 Dex, +22 natural) touch 8, flat-footed 30 Base Attack/Grapple: +12/+28 Attack: Slam +23 melee (2d10+11) Full Attack: 2 slams +23 melee (2d10+11) Space/Reach: 10 ft./10 ft. Special Attacks: Breath weapon Special Qualities: Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision Saves: Fort +6, Ref +5, Will +6 Abilities: Str 33, Dex 9, Con —, Int —, Wis 11, Cha 1 Skills: — Feats: — Environment: Any Organization: Solitary or gang (2–4) Challenge Rating: 13Treasure: None Alignment: Always neutral Advancement: 19–24 HD (Large); 25–54 HD (Huge) Level Adjustment: —

This golem has a humanoid body made from iron. An iron golem can be fashioned in any manner, just like a stone golem (see below), although it almost always displays armor of some sort. Its features are much smoother than those of a stone golem. Iron golems sometimes carry a short sword in one hand.

An iron golem is 12 feet tall and weighs about 5,000 pounds.

An iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.
Combat

Breath Weapon (Su): 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.

Immunity to Magic (Ex): An iron golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects.

An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Dfsa


Text Account:
They are around the Tport at X4
They will teleport to Central Tower level E (top floor)
See the endgame doc for details 
4 Rounds after 
Round 5 - Kat-Cure Mass Lt, Vict and Tim -cure serious, Ariel-bull str, Des-Exp. Retreat
Round 6 - They all get in the rune area and say "shakey tombs"

They arrive in Level E
Vict-28, Phant-27, Ariel-24, Ody 23, Kat-21, Pish-20, Tim-19, Crystal-19, Ulla-19, Rubicon-17, zoe-17 Crystal-17, Iron 2-16, Beourn-14, Gal-12, House 10, des-9, Iron 1-6, Dro-5

Rubicon 65 -31-25 Gal, Des-21
X  Crystal w/heart-19 - HP 154  AC 28 DR 10
-20-25-18-26-30-40=149 Kat
-11,9 Zoe
 X Crystal 2-17 HP 143 AC 28 DR 10
-18-7-12-11-6-6,8,7,9 Zoe
-2-1-4-4 Ulla
-1 Beourn
-16-36-18 Kat=136

Iron 1-16,   HP 122 AC 30 DR 15
Zoe-19,10, 7, 8,10,8,10
Dro -10 -15-4
Ariel-2-1-3
-13 Ulla
Des-2
Iorn 2-6,     HP 108 AC 30 DR 15
-1 Ulla

Crystal 2-17 HP 143
Heart 3400 HP - Ody-15
X  Arm-HP 30 - 28  PI Ariel-10
X Oil Spin (8) -30 -11-15-15 Ody
X Oil Spin -10-14-10-15 Ody
X Gas Spin - -16-16 Ody
Blades
X Arm 
X Huge Fist -35-16 Ulla
X Blood Ooze -13 Ody, -11-7 Pi
X Arm -11-14 Pi -16 Ody
X Pus -11-30 Ody
X Arm - 10 Des, 42 Ody
X Fist -10 Des-26

Eyes AC 20 HP 20 
    
XX   1.  Red -3-9 Tim, -13 Pi
XX   2. Blue -26 Des
XX   3. Brown -9-14-9 Pi
XX   4. BlackDromar -8 HP -26 Gal 
XX   5. Green - Ody-54
XX   6. Cats eye -  Pi -30
XX   7. Orange -8 Tim, -12- Des
XX   8. Purple - 16-12 Ody

Round 1 Vict-Resitation, Kat-shatter, Timber-Becomes Eagle, Gal-Haste, Des-Imp.Invisibility, Ariel-bull str.
Round 2 Ariel-Fly, Gal-Fly, Des-Fly, Vict-Resist Energy-fire, , Kat-shatter
Round 3 Vict-Heal on Beourn, Gal-M.Missle, Kat Shatter,
Round 4 Vict-Res.Energy Mass-Fire, Tim-Cure Moderate, 
Round 5 Vict Heal on Beourn (again), Kat shatter Gal-Heal
Round 6 Tim-Cure Mod, Vict cure lt mass, Gal Cone o cold, Kat-shatter
Round 7 Kat-Shatter, Tim-Cure lt, Vict-Cure Lt. Mass, Des-Acit Splash,Gal-Disint
Round 8 Kat-Shatter, Tim-cure lt, Dro-Fball, DesFBall, Vict-Heal 3rd
Round 9 Gal-Ati-Magic Field,



Mage has 1 Mythral, 25gp, 10 Sp, 30 pp in his pouch


They find the treasure-All chests are locked at DC 20
All Spell traps at 1th Lev. Caster. Chests become visible when opend.
Chest 1 - Symbol of Pain-Reading - Opened - In Vict Bag o holding
art
    bizarre idol (Octaped - 191.6 gp)
    brass mug, engraved with waves, decorated in red enamel (187.7 gp)
    githzerai talisman, silver with fiery yellow corundum gemstone (5,815.7 gp)
    golden flagon, intricately decorated, with a long fiery yellow corundum dominating the neck  (918.4 gp)
    ivory inkpot (544.4 gp)
    mithril brooch with deep blue spinel stones  (2,018 gp)
    ornamental gold skullcap, vine motif (74 gp)
    ornamental gold skullcap, vine motif (105.1 gp)
    small ivory music box (142 gp)
gems
    small jewel box, ivory with silver frame (581.2 gp)
Gems
    wrought gold eating utensils service (1106.4 gp)
coin
    1,090 gold coins (2,090 gp)
-------------------
Total Value: 11,774.5 gp
----------------------
Chest 2 - Exploading Rune-Destroying - Hacked open - Timber bag o hollding
art
    electrum bracer with mock scales and four bloodstone gems (91.9 gp)
    gold anklet with pearls, garnets & spinels (3,959.6 gp)
    large well-done wool tapestry (105.1 gp)
    large, well-done wool tapestry, depicting a mythical tale (417 gp)
    ornate silver arrowheads (106.6 gp)
coin
    715 platinum coins (7,150 gp)
potion
    potion of Endure Elements (Acid) (50 gp)
        ebony-colored
        salty odor/taste
        syrupy, rainbowed appearance
    potion of false life (300 gp)
        chocolate-colored
        sweet odor/taste
        fuming, opaque appearance
    potion of glibness (500 gp)
        cerise-colored
        spicy odor/taste
        viscous, opaque appearance
    potion of Rabbit Feet (50 gp)
        sable-colored
        musty odor/taste
        vaporous, opaque appearance
    potion of spider climb (50 gp)
        flame-colored
        buttery odor/taste
        viscous, opaque appearance
scroll
    arcane (325 gp)
        Static Field (l2, cl3)
        Shroud Of Undeath (l2, cl3)
        Change Self (l1, cl1)
wand
    Clean (l1, cl1) (36 charges) (540 gp)
-------------------
Total Value: 13,645.2 gp
----------------------
Chest 3 Symbol of Pain-Looking - In Ariel Backpack
coin
    431 platinum coins (4,310 gp), 8 Krosnium Coins, 8x234
-------------------
Total Value: 16,444 gp
----------------------
Chest 4 Symbol of Death-Reads-Open -In Timbers bag o Holding
art
    carved ivory statuette (98.6 gp)
    ceremonial silver dagger with a star sapphire in the pommel (1,530.1 gp)
    crystal flagon, polished smooth (104.4 gp)
    embroidered and bejewelled exotic leather glove  (4,396.3 gp)
    mithril jewel box, inlaid with silver and white gems (6,325 gp)
    ornamental silver inkpot with citrine gems (72.8 gp)
    platinum bottle stopper with emerald crown (794.4 gp)
    wrought silver ring of exceptional workmanship (1,026.2 gp)
coin
    6,541 gold coins (6,541 gp)
wondrous item
    Xvim's Green-Eyed Gauntlet (11,800 gp)
-------------------
Total Value: 32,688.8 gp
----------------------
Chest 5 Poison Needle (-3d8/-4 St) DC 25 - open - In Des Bag o  Holding
art
    extremely rare nightmarish idol Cthulu (2,984.6 gp)
    large gold cloak pin, dragon design (2,087.4 gp)
    old bronze bracelet (560.8 gp)
    ornamental silver skullcap, with gold inlaid runes and a jet stone set above the brow (364 gp)
    silver brooch with small blue-white diamond stones (4,834.4 gp)
    well-wrought bizarre idol TiKi (932.3 gp)
coin
    1,065 gold coins (1,065 gp)
wondrous item
    Spellfast Medallions: Medallion of Protection +2 (9,100 gp)
-------------------
Total Value: 21,928.5 gp

10,000 EXP each plus monster killing.


Text Account:
This is the end of the HOS on Isis adventure
Crystal Golum - CR12x2x1500=3000, Iron  Golum - CR 13x4x2250=9000, Rubicon Ralph - CR 17x1=9000
Total at 15th = 22000/12=1833
at 14th Level=2112exp
at 16th Level = 1698
at 17th Level = 1585

Adventure Completion Award=12,000
Survival Bonus=2,000
Special Encounter Bonus=500 for Chain Demons, 400 for freeing captives=900
Petulance Bonus = 250

Leader Bonus = 500 for Timber and Des
Silent Acclimation Bonus=500-Odyessus, Victorex
RP Bonus=150 for Victorex and Timber

Zoe=1833+12000-+2000+500+400+250=16983
Timber=1833+12000+2000+900+250+500+150=17463
Victorex=1833+12000+2000+900+250+100RP bonus=17083
Dromar=1833+12000+2000+500+250=16583
Pisheo=1585+12000+2000+1300+900+250=17005
Galranwyn=1833+12000+2000+900+250=16983
Katrina=1833+12000+2000+500+250=16583
Beourn=9211+12000+2000+900=13311/2=6655
Ulla=11432+12000+2000+900=26332/2=13166
Desere=1698+12000+2000+900+250+500=17348
Phanto-z=1833+12000+2000+250=16083
Odysesu=2112+12000+900+250=15262
Ariel=2112+12000+2000=15121

Pick up where they are going to be picked up in 2 hours.


They will find the gold throne if they search for treasure. It weighs 2400 lbs of gold and 12K worth of gems in 12 matching giant emeralds.
Phanto flies off to investigate the ruins
Gal casts D. Magic - Det. None
Des casts flying and towards the house and circle around it with a D. Magic
Timber tracks 
Victorex lfalls to his knees to praise bob for his help in this adventure
Pisheo looks at the fields
Ariel flys and looks for stuff.

They have used rope ladders to climb abord the Baracuda.
The crew have been getting lax and rowdy, so Phantozee has them turn out formally for the parties entrance.

Nausia Roll: DC 15 (+4 with previous experience)
They are introduced to the crew
New Cook is introduced
They spilt up the treasure
Coins=5212 mixed types
Stuff=7431gp (4823)
Throne=36000 total=2182each
Magic= Distributed
They mostly eat well and party hardy.
Phanto carves a staff
They get to Katina and party!


As


Text Account:
They are getting up the day after their arrival and the party that evening.
Gal. Wakes up and all is well, she has a good breakfast. 
She meets Des who is hung over and tells Des shes going to WD
Galo Tports to the Guild in W. Deep.
Kal takes her to Tower Blackstaff
Gal is interviewed and tested to see if she is worth of the Acadamy entrance
After being accepted, she returns to the Guild to tell Kalitaria all about it, then returns to Katina via Tport.

Timber is checkin up on the local animals; he goes to his tree house to check on Fred the Brown bear Casts a speak w/animal he asks whats been going on - he says food maker has been mean to him and that he found a dormant bees nest near the river.

Pisheo goes down to the 3rd level of the dungeon in the HOS to see her followers.
They are fine but haven't done much.
Boris shows Ariel the wine cellar and cookie serves her breakfast.
Zoe 
Phanto - eats a good breakfast. Hangs out. Does not worship a god, uses the force of nature for his spells. He goes to his grove and communes with nature.
Victorex goes to his temple and checks up on his followers. Marcie (the NPC from Waterdeep) casts the 2nd level spell consecrate and Vict. Is now a priest of Bob again.
Des wants to hook up with Stallen. Des wants to buy a dragon skin from Stallen.
Dromar hanging out. His "quarters" are done. His fortress has the foundation started. Will be complete this summer.
Zoe is hanging out wants to go to town and get drinks. 
Ody is dead and wishing he was alive.
Katina shows zoe and Ariel around town. They visit Marcie the tayloress, Altornotha the trapper leather worker then they head to the Shrine to the goddess of luck and then to the Keep.
, the fighter dogs (Mary had 5 puppies), 

What is lod, DR abrieviations in the spell list. - Lords of Darkness and Dragon Mag. All spell listings for both have been removed.

That afternoon, Vict and Odys body Tport to arabel. 
They have 1Kgp per each player and Ody will pay the rest to be True Ressurected. 
A day passes with them just getting used to being at home.
Ody goes crazy when he get to the Heros Rest! 
They grapple him and Victorex casts Heal and his insanity passes.

They city mayor and officials tell them of the upcoming election.
The followers talk to them about going to Wdeep

They will set out to Wdeep in 3 days
They write down the needs and wants of the followers, organize the townspeople who want to go, they will follow the normal road.


Text Account:
They are going to be leaving for Wdeep in 3 days
Pisheo tests her theives skills, rides the watch with them.
Ody is looking for elf archers. He will find the.m in Ardeepforest. Wants to sell his bow to get money. He looks for wood to make a bow. 
Phanto blesses the crops by peeing on them. He goes to his private glenn and marks his territory.
Gal hangs out with followers and talks to Kilana and Philibus.
Timber fixes up the treehouse. 
Victorex is going to meet the party in town making his magical item.
The group going to Wdeep are:
Vict - 25 followers and has asked Stallen to keep an eye on them.
Pi-16 (all but 2) are going
Gal. And Kilana with 20 followers and Philibus (on Gal).
Stallen takes 10
7 People from Katina - 
Des - Spends time knock on Vict door and they talk (des helps vict with her spell).
Stallen Timber, Ody, Pi, Gal, Des, Phanto, Ariel, Kilana, Beourn and Ulla  are going.
There are 4 flatbed carts, 2  covered wagons, Gal. Has a carrage.
There are a total of 88 folks, 12 party members for a total of 90 people, 40 horses
They are looking for trails going into the forest.
The away party is: Ody, Phanto, Tim, Pi, Des, Rolf Ironhand
6 mph, 48 mi per day on light riding 
They follow the edge of the Forest to the N. They will get to shady grove.
Shady grove This is a community of mostly half/elves. They are the mix of humans from the surrounding enviorns and the moon elves that live in the Ardeepforest. There are about 50 people here laid out in a semi-circle back up against the forest itself with farms spreading out from there into the plane. The only businesses are: Stores (provisions and seed), hardware (farm implements and tack) and fabrics (clothes and tarps). There is a pub (bear and stien) that serves meals and has a couple of rooms to rent (too small to be called an inn). Their best item is their grains (wheat, corn) and turnips.
No Enc for either party until night.
Phanto is on his phantom steed, 
They get to Shady grove and Ody contacts a farm person.
They eat lunch and drink the Porter. Ody asks the dwarf to join them. 
Phanto blesses the Inn in the normal way And the crops
They ride into the forest looking for trails and paths They meet the elves in the forest

The elves announce themselves.
16, 20, 17, 16, 12, 3, 14, 16
Ody 28, Rolf-23, Pi-21, Des 17, Tim-15, Phant-11
They talk to the elves, who want to know if they have leave to travel in the forest looking for a new path through the forest without offending! (?
They are told to leave or meet the eldars who will either allow them to travel or kill the party.
They use magic to show them lights leading them to the eldars. It will take a day and a half to get to the eldars. They walk them for 3 hours after sundown before letting them stop. They are taken to a badly used clearing that they cast plant grouth on.
Dawn the next day they head out again, guided by the lights again.

Wood Elf encounter - 5 men and 3 women - cool reception.
They have copper colored skin with green and brown eyes. This is a hunting party. They are dressed in beautifully carved leather armor stained in shades of brown and green. The carvings are generally of a particular plant that is particularly important to the owner. The leaves and branches of the plant are dyed to blend in with the natural cover giving them a natural -2 to all spot rolls against them.
One of the party carries a doe and another carries a brace of rabbits around her neck.
They watch they party for a while (spot roll on DC 22).  They will approach when they see elves among the group and will address themselves to them speaking high elvin. They are curious about all the traffic they have noticed during the last couple of years. They are not the leaders of the elves by any means, but they will take all the information they gleen back to the tribe elders. Any elves that ask for information about the areas around the forest will be answered by an offer to host them for weeks allowing them to see all there is to be seen.
If the party offers to share food with them, they will accept and lead the whole group to a nearby area where the carts can be bivoacked without damaging the forest. The PCs will be invited to follow them to a special spot where they will be allowed to sleep overnight.

Avrador and Lethiel. 
The priestess is Shellio of Meliki


Text Account:
They spend the  night in fht Ardeep Forest.
They wake up the next morninfg. And are greeted by the Moon elves.

Kat, Zoe, Ody are going to entertain the elves with their skills.
They take them to the sasme spot where they were judged.
Kat juggles and siung and tells a bardic talke. 
The el;ves ;lok their performance, b ut don't say much about it.
Zoe leaves a small gem with the woman who leads them back to their horses.
Tukis has the Witcfhes Tavern

Benkly . and Luke are the hobbits/
The town is mostly hobbits ./ The party does tricsks and a routine.
They buy some fish and head out after a great fish meal at the tavern. 
They travel about 4 hours S along the N. end of the river. They get 1/2 way to River Bend and make campl,No Enc.
They fishand hunt along the Dessarin.
Fish- Ariel(Sword), Ody,  (Arrow)
Hunting - Kat, Des, Phant, Tim. Pi
Sheep - 10HP -8 Tim
Tim-Running, Des-Flying, Phanto goes eagle.
The party gets together at Riverbend.



Asdf


Text Account:
They are near Riverbend and on the other side of the river.
They get to town and heal Gabriel. He tells them his tale and they consider that he talked about a "creech" and the thought of a nest of these things was a very bad thing to have in their area.
They call Victorex and he meets them at Mamas. They go to the common room of this wretched inn. The beer is flat and bitter and the stew is greasy and of suspect origin.
They discuss what to do about this creature.
They decide to find it and kill it before it takes away more of the towensp[eople. Ulla and Beourn stay behind to take care of Gabriel.
They discuss mans of findng it and decide to cast enough Phant. Steeds to get the whole party moving at 240' After a couple of mils along the river, vit casts find the parth and they quickly discover the area where the aboleth lies.
They find a great camping spot 2 hrs away from the river and discuss how to kill the creature. 
Underwater is necessary, some spell casting is needed.
They talk into the night fall asleep to nice dreams and wake refreshed the next morning.
Phanto casts Commune W/Nature, Vict casts H. Feast, long strider, Devie Insite, moment of presience
Ariel does Vamp. Touch on her sword, Des Mage Armor on Phant, Ariel and herself, 
Gal does mage a. 3 tatooson herself and 3 on the party G. Magic Weapon on 3 party weapons Tim, Pi, Ody, Pers. Fox cunning, cats grace, 
They walk 2 miles to the place on the river. They are on the opposite side of the river! 
Des does Freedom of movement on 7 of the party. Kat casts unseen servent and directs it to fill up a bucket from the river water and bring it back.  They walk up 500' river to adjust for the current.
Vict casts water breathing on ariel and zoe, Gal does Poly. Self and changes to a merperson.
They jump in the water. 
Minutes
xx Des gathers the spread out party together. About 400' down river about 100' up river from the netrance.
Xxxxx Des then ropes them in single file to gether.
Des casts stilled blindsight on Timber. They feel lost, so they pop above water to get their berings. Vict casts Find the path and the liar is 200yards upriver. 
Phanto lands by the log near the lair.  And casts summon nature ally of an earth elemental.
The creature appears and Phan. Tells hime to find the dimensions of the cave. In 5 min. the Elemen. Paces off the area of the cave. Owls Insite and Call lightning.
Takes them 10 minutes .
Phant casts another E. Elemental. One is told to block the entrance to the cave, the other is told to open up the roof cave.
The one caving in the roof is dominated and told to kill his master.
Gal casts Rock to Mud on what's left of the roof
They gather around the hole and people are casting spells. 
Abolet Init is 17

Des 26 Phan 24 Pi 23 Drom, Vict 21 Ody-Zoe-20 Tim- Kat 17 Gal 14 Ariel 7
Des casts cats grace, Phan Owl wisdom mass, Vict casts holy aura, Ody casts unseen servant, Kat casts break ench on e. elemental, Gal casts F. Fall and everyone jumps into the whole 
Time Stop


Text Account:
Des 26 Phan 24 Pi, Vict 21 Ody-Zoe-20, Tim 17 - Gal 14, Stallen 8, Ariel 7    Aboleth Init is 17
HP 95 HD 11d8 etc


They are jumping into the water with the aboleth
Round 2 - Phanto-P. from element elect Mass, Vict-Right Might, 
Round 3 - Des-Fireball, Phan-Lightning, Pi and Ody, Vict.- Devin Favor
Round 4 - Des-Blindsight oin zoe, 
Round 5 - Phan- , Pi- ,Vict-25,22
Round 6 - The b attle ends when the creatures escapes through its deep hole that leads to the river outside the holle.

Phanto flies throught the hole and into the sky searching for where the creature went. He finds nothing.
Stallen swims over to the 3 remaining prisoners of the creature and conforts them. Eventually, he gets them out into the river and casts Phantom Steed. He tows them throught the water heading back to Rivervbend.
The rest of the party catches up to him and asks him to bring them to shore for "Healing".
Their slime disease is cured and they head off to Riverbend.

They make sure the survivors of the town get back OK.


Text Account:
They are back at Riverbend.
The next morning, they wake up after a forgetable party half-hartedly hosted by the townspeople. 
They are taken to the mayor by Speptic the cleric.
Kilana, gal, ulla, tim, kat go in to see the Mayor.
Dukis is the toymaker and ches fan in Tumitia.
Benakak
They attend the wak and perform for the people in the town. They burn the boat as a pire as he floats downriver. The whole town is there.

The next day, the party heads out and arrives at Zundbrige late that day. It costs 1gp per cart and a SP per horse to use the protected area near the castle.
They reach Waterdeep just after midday. They are squarred awy by 3:00 and the party is free to do what they want.
They leave the caravan in the grassy area outside the city. 1/4 stay to take care of things while the rest go into the city. They do this in daily rotation: 1 day on, 3 days off.

They want to supply the towns and school, Timber get cosnsecratged, Victorex, Shop (all), Pi wants to visit her friendc in the ex-theives guild, Kat wants to w2ander and go to the Bards guild, phanto cruzd around town and look for druid stuff and people, Ody looking for arcane archers and magical and non-marigcal bows and a sheld bearer , des wants to hang around, Stallen wants to find someone to sew his dragon skins into an outfit and to find info on chimes of demon summoning.

3:00 Time stoip as they are readying to enter into the city


asefr


Text Account:
They are getting the  followers settled in the grassy area outside the city gates.
Cindy and Dale are here for Easter dinner and we are doing some gaming
It's been 2 years to the day in real time since the party was in Waterdeep and almost a year of game time.
Its 3:00 and the camp is almost ready, so the party is ready to head for the city.
Ulla and Beourn head into the city independenty to find information out about Hell.
The party discusses what kind of accomodations to get.
They decide to just go into the city and scout thing out.
#226 Bellasters Shop - High priced trinkets, souveniers and sudries. Brightly painted outside and inside.
Unicorn's Horn has been purchaed back from the previous owners and has been returned to it's elven roots. Alarathin Defiendra (woman-120 yr old elvin matron).
They are told by one of the guys in the common room that the Fair Winds villa (46) is available for rent.
They head into the street again.
They go in to the Riven Shield and are taken to Delborggan the prop. He has 4 magical weapons to sell.
Available at Riven Shield:
Sling +4 Snakes bane Bane +1, Shock 1d6, Distance x2 to range increments.
Great Ax +3, Anarchic
Dagger +1 bane of insects
Rapier +4 of thunder

They see a for rent sign near bldg 137. It refers to a rental specialist name "Barkum Bailey" who runs out of a small building next to #128 on Suldown St.
He is a slimey weasle looking guy with a gushing unctious nature that belies his back honesty. He is helpful, trustworthy and does not look the part. As a result, he is less than successful.
He shows them a old, dusty, musty place on Cliff Watch. He wants to rent it for 800gp per month.
They hire it for 775gp.


Text Account:
They are in the caravan.
They head into the city.
They head strait for the Cliffsend House and take a lok and settle in.
An hour before dark, they begin to split up.
Zoe is in fancy dress, Vict dresses in black and his mace, Des is dressed up in her town clothers; tan leather pants, wcalf high boots, dark brown colored bustea, sword and dagger, P{ahnto parties with the group-leather boots, silk blouse, leather pants, stalen wears dark green pants, soft brn boots frur trimmerd, gold colored shirt w/puggy sleeves, fish vest, harp on back, Ody has on a chain shirt w/bow and sword, Ariel goes in her common clothes with a chain shrit, 
They head out into the city. and go to the Unicorn's horn..
They have an 8 course dinner with 4 kinds of wine. Then they head off to the Yawning Portal.
Stallen entertains with his poetry and songs! The whole house realizes 509 has returned.
Ody finds someone interesed in his speil. A human teenager. Does he have magic ability? No. His name is Bucelius. Told to go to cliffsend  House.
Ariel goes upstairs and listens at the doors. Snoring, Nothing, "beat a 4", She knock at the door and the guy thinks she's a whore. 
They decide to go to the World Serpent Inn.
They take a seat at the bar and advise the bartender (a green man from seker) that they are looking for magical items.
An imp is a front man for Krumiea Toonagahata, a dealer in magic and a cheat, liar and theif.




Asdf


Text Account:
An imp is a front man for Krumiea Toonagahata 14th level, a dealer in magic and a cheat, liar and theif.
He is a lizzard man shaman/wizard. His guards are bulldog faced werewolves. 
Potions and charms of luck (+1, 15K (2) made of straw (Whicker work man) Bought by . 
He is on an invisible carosel in one of the bench type seats.
Remove Fear 50gp, Bear's Endurance 300gp,  Create Undead (500gp) , snake venom (50gp), frog venom (contact) 250gp), Feather Token Bird Tikata 1K (3) Once per day, Boogatha 50gp per 5gal.

Wicker Man - Timber and Phanto - 30000
Tikata - V ictorex, Phanto             - 3000
Remove Fear - Phanto 2, Pi 1      - 150
Bear's End. -                                 -  3
Owls Wisdom -  1 Pi                      - 50
Create Undead                           -   Vict
Snake Venom  - Vict.                    - 50gp
Frog Venom - Phanto, Vict.           - 500gp
Boogatha - 5 givern away
Ga'anga - Pi gratis to those who inhaled
33750
-----------------

They had off to Bebe Ro bozo the magic seller.
Potion of levitation, 400gp (1) - Tim.
Potion of Misdirection, 400gp (2) - Des, Pi 
Shield of Faith +3,  300gp (1) - 
potion of gasseousness,  750gp (2) - Phan
potion of heroism, 750gp (2) - Phan.,  Zoe
----
4500

Cure 50gp (8)
Cure Mod.. 300 (6)
Cure Serious - 750 (4)
4000

5 large magic items - 
+ 2 deflection breastplate of the warrior, 3K (2700) Ariel
Special +1 spiked gauntlet Frost 3k (2500) - 
ring of mind shielding - 9K (8K) - Tim
Type 2 necklace of fireballs - 7 (3K) 2700 - Zoe
Lyre of building - 15k (13) - Vict. (to be paid back by party division)
Carpet of Flying - 40k (35000) 
5K, 9K, 3K, 15K 
------
32K











asdf


Text Account:
They are in the Cliffsend House and it is the 2nd day in the city
They come down in the morning and are served by the cook Freaka her 18 year old daughter Bes and 11 year old son Duak 5 year old is Will.
She cooks what she normally does; gruel with bacon, bread and lard, coffee and buttermilk.
Dale wants to get his armor repared, Pi wants to go to Balthors and other shoping spots, Gal wants to shop and hopes to get messages from Kalpian and Tessalar.
Zoe wants to go to the fighters guild, Vict wants to visit the plynth and shop, Des wants to go in the dungeon or go shopping, Phanto wants to go to adventure, Ody wants to shop, Ariel want a tour of the town and stay with the group.
They go to the halls of Hilmer, Balthrors, Rialtors, Xoblobs, Serpentils, Philanters, Riven Shield, 
Adamintien light mace 3240gp-Vict, Great Sword 3500, Bastard Sword 3300-Ody, Arrow heads 10@1090gp Adamantine Medium plate 15K gp, 
Ody Bow of Distance trade for the bastard sword and med plate
High quality short sword (masterwork)  (880gp) elven style-Timber.
3 magic items 
50 +1 Arrows 3250gp /50 = 65 or 80gp each - 10 to Timber, 10 to Pi, 15 to Phan, 15 to des
+1 Light Flail - 2500gp - Pi
+1 Short Bow 3500 gp 
They head off to Balthors, but he isn't in. His assistant (and partner in crime) is named Dubeous and is a greasy, untrustworthy fellow who is an expert in dickering. The kid is named Whofie.
He has 7 magic Items for sale.
Dubeous doesn't like them! He will add 10% to everything.
Circlet of persuasion -4,500 gp
Amulet of natural armor +5 - 50,000 gp - Phan or Gal they leave a deposit of 10% and decide who will get it.
+1 splint mail - 3230 - 
Carpet of flying, 6 ft. by 9 ft. - 53,000 gp
Ring of Swimming - 2500 - 
Bag of Holding type 3 - 7500 - Pi
Carpet of flying, 6 ft. by 9 ft. - 53,000 gp
Ring of Swimming - 2500 - 
Potion of Cure Mod (4) 350 - Zoe
Potion of Cure  Serious (1)  750 - Zoe
Potion of Spiderclimb 300gp - Pi
The head out to Riautors
He has some specialty arrows, but no magical stuff and is small.
Time Stop as the finish buying stuff.


Text Account:
They are done shopping at Balthors.
Time Stop as the finish buying stuff.
They duck into the Crawling Spider but don't even stay long enough to buy a drink.
They talk about where to go next and they want to go to Undermountain.
They decide to do this the next day when they have a chance to memorize new spells.
Victorex wants to go to the Plynth.
Vict and Ody go to Bob, Des goes outside, Gal goes to the Cliffsend, Phant visits the poor and wants to help them.
The temple has a 4' long cast iron pipe. They pack the bowl with insence and use a handcerchif to send puffs of smoke into the air.
Ody is introduced to the priest and hears about the religion. He leaves to get a bow at Reialtors and buys a masterwork compostie bow.
Des, Stallen and Dromar go to the Font of Knowledge (#47). He see the new temple and is introduced to Sandrew the Wise the high priest. He is shown the libraries. 
They find that Beourn and Ulla are in the dungeon were the books on infernal subjects are located.
They talk and then the visitors go up to the main temple to say their prayers and make a donation. They head back to the villa.
Katrina wants to go to the bard school. She is introduced to Tookabart the main magic teacher in the party.
Phanto goes to the docks and want to help the poor. 
A woman with a child with a boil on it's bottom and an old man with syphilis are the only ones in Sevenlamps cut. He heals both of them.
As they are leaving a theif with a stomach wound stumbles in and Phanto heals him.
His name is Tinker and a theif from the old school. He takes Phanto for a drink at the Red Gauntlet 
Everyone gets  back to the Cliffsend House.
Note says "Get in touch with Gaunt".


