# Adventure Notes-509

Text Account:
The are in the corredor outside room H and they are searching the bodies of the Drow
Timber is leader (he is unconsious; Dale is playing Syble)
675 PP
35 Gems
LARGE HEMATITE (FLAWED)- 10 GP
LARGE CHRYSOLITE - 1000 GP
VERY SMALL DIAMOND (PALE BLUE)- 1200 GP
VERY LARGE LAPIS LAZULI (CRACKED) - 50 GP
LARGE MALACHITE (BADLY CUT) - 10 GP
MEDIUM HEMATITE - 10 GP
VERY SMALL ORIENTAL EMERALD - 500 GP
SMALL OPAL - 500 GP
SMALL CHALCEDONY - 5 GP
HUGE RHODOCHROSITE - 100 GP
HUGE RHODOCHROSITE - 500 GP
VERY SMALL ALEXANDRITE - 50 GP
HUGE TIGER EYE - 20 GP
VERY SMALL ALEXANDRITE - 65 GP
VERY SMALL CORAL - 50 GP
LARGE MOONSTONE (STARRED) - 100 GP
VERY LARGE BANDED AGATE - 60 GP
VERY LARGE PERIDOT - 2000 GP
HUGE CITRINE - 1000 GP
LARGE AZURITE - 10 GP
LARGE AZURITE - 10 GP
VERY LARGE OBSIDIAN (GARGOYLES HEAD) - 100 GP
MEDIUM TOPAZ - 100 GP
MEDIUM CITRINE - 500 GP
LARGE LAPIS LAZULI - 10 GP
MEDIUM OBSIDIAN - 10 GP
SMALL ROCK CRYSTAL (ROSY) - 10 GP
SMALL ZIRCON - 7 GP
SMALL CHALCEDONY - 10 GP
VERY LARGE MOSS AGATE (TREE)- 150 GP
HUGE AZURITE - 500 GP
VERY SMALL ORIENTAL EMERALD - 100 GP
VERY LARGE TIGER EYE - 10 GP
VERY LARGE OBSIDIAN - 45 GP
VERY SMALL ORIENTAL EMERALD - 500 GP
SMALL ORIENTAL TOPAZ - 100 GP
SMALL ROCK CRYSTAL - 10
They are not surprised by a Bullette approaching from the down the corredodr (S)
BULETTE (x2); AC -2/4/6; MV 14"(3"); HD 9D8; HP 36, 35; #AT 3; DMG
4-48/3-18(x2); SA 8' JUMP; INT ANIMAL; AL N; SIZE L; THAC0:12
A 36				B 35
-17 Gal				-33 Gal
-13 Dro				-13 Dro
-12 Krom	Krom reduced to -9!
R
TTT Dromar eviserates them (searching for treasure) and takes one trunk
They use Death's Door on Krom and the healing wand

They try to find a place to rest
They go to the SE corner of room E to rest
Encounter @ 15 Hours Skeletons - 10
3x			3x		7x			7x			5x			8x
- 5syb			- 11Krom	- bas			- 5Alf			- 11Krom		- 9 Bas

					-13 Krom		-9

2x			6x		8x			2x			6x			4x
-8 Syb			-13 Krom				2 Alf			-3 Alf			-21
					- 11 Krom

The remainder of the 24 Hours passes and the party re-memorizes spells.
TTTTTT
32 Hours in the dungeon totalT
T Searching around (No Enc.)
TTTT (No Enc.)
TTTTTTTTTTTTT
They go to room 2M - Grell -8
They have a hiding place in a hole in the ceiling where they will retreat.
A  11x			B 42x		C 8x		D 22x		E 15x		F 39x		
-9- Dro			- Gal		-4 Kat		-8-5 Kilik	-4-6 Basil	- Kal
-14 Dror			- 13-18-14 Krom	- Krom		-15 Pi		-7 Syb		-18 Gal
			-10 Tim		- 3 				-1 Alf		-34 Dro
					-8 Ful

G 35x		H 45x
- Ful		- Tim
-8 Syb		-35Krom
-17-10 Dro	-34Dro
RRRRxRRR
TT Attracted Encounter
Roll for surprise - Not surprised in the room 3 Spirit Naga


Text Account:
Pisheo is Mapper (and also mapped last night) Peter is leader
They are outside of Room 2M where the Grell attacked
Time Stop at rolling surprise against 3 Spirit Naga
They are lurking around the N. corredor and retreat to cast spells immediatly after sighting the party
If they have time they will use items below - If they get in trouble, they will summon a Dark Naga
One has a Potion of Invisible One has a Scroll (affects all 3) One has a Scroll of Protect from Humanoid
2gems - worth 532 GP
Round 1 Darkness. Dremores, Haste
Round 2 Dremores, Dremores, Prot. From Humanoid
Round 3 Prot. From Good, Prot. F Good
Round 4 Scare
Round 5 Chro. Orb, Chro Orb.
Round 6 
A 42, p			B 36, p Blind			C 40x
- Ful			-35 Gal			-35
-17 Gal			-4 Shen			-10 Shen
-2 Shen			-3-8 Pi
-12 Tim
-17 Gak
NAGA, SPIRIT (x3); AC 4; MV 12"; HD 10D8; HP  #AT 1; DMG 1-3;
SEE BELOW; INT HIGHLY; AL CE; SIZE L; THAC0:10
POISON BITE, PERMANENT CHARM SPELL (SAVE VS PARALYSIS)

	1st LVL MAGIC USER SPELL(S)
Chromatic Orb
Flash
PRO. FROM EVIL
Phant. Force

	2nd LVL MAGIC USER SPELL(S)
DARKNESS 15' RADIUS
Scare
Scare

	3rd LVL MAGIC USER SPELL(S)
Dremores Eldrich Sphere
Flaiming Vortex

Clerical
	1st LVL CLERICAL SPELL(S)
Command (x2)
2nd LVL CLERICAL SPELL(S)
WITHDRAW

It will take 8 rounds for the Dark Naga to arrive
During that time they are - skinning the nagas and searching (guards)
One uses Phant forcd to attract them and trap them in the doorway.
Rn. 1+2Phant. Force
Rnd 3 (summon) Charm and sting attack
Rnd. 4 A enters through doorway
Rnd. 5 Scare, Flash
Rnd. 6 Withdraw

A  78			B 26			C 47
-6 Vic			-14-2 Lamb! Dro		-11-7-7-8 Dro
-9-3 Bas		-3 Alf			-7 Pi
-17-6 Vic		-2 Pish			-13
-17 Gal
-34-21Krom

6 Rounds later, encounter with slithering tracker.
rrrrrrrrrrrr Fod is dead, killed by the Slithering Tracker
T They find Fods bod and decide to burn the body.
T They talk about what to do next.
Into room off E. door of M2 - They are resting - Wards set in 10' corredor
TTT Searching room
They do some healing (the last of their spells)
No. Att. Monster for burning Fod
They are using a Nap spell.
1 Hours passes.
They remorize spells - Casting more healing spells.
Time stop before they cast healing.


Text Account:
Time Stop near room 2M where the Naga attacked.  They have just memorized spells and before they cast healing spells.
The only ones here at 9:15 are Lisa and Gordon! Lisa is leader. They are afraid I'll Kill them! (booga booga!) Peter got here (9:20). They do healing and pick spells (this goes slow as Peter is unfamiliar with Priest spells).
S2 Statue room. The pilars are giant Insect statues made of various semi-precious stones (jad, tormaline, jasper, ect.).
They go back into 2M and out into the cooredors
T No Enc.
TTTTTT
TTTTTT
TTT Searcing corredors
TT Up to Level 1 via stariway B
TTTTTT No encounters
TTTTTT
TTTTTT
TTTTT Searching the dead end of the 1 floor - No Enc.
TTTT Shen. uses a tunnel spell to gain access to Room 20A. 
TTT Stallen and Katreena do legend lore
TT
T Room 20
rrrrr
TT Lightning is going off hitting people. Sal finds the sec. door in the ceiling, they find the opeing in the bottom of the statue.
T Sal finds the secret door in the tunnel to the sewers.
T They return to 20A to try a dispell magic on the dwarf (Stallen). They go back to the statue room 20. (No Enc.)
They arrange the dwarfs comforatbly and cover them with blankets.
T T  Sybel finds the S. door in the W. of 20A and finds the way to open it. Search 
T Up and into the sewer (ST vs Con or vomit)
Up into The Slide alley at about 2:00 in the afternoon. They go to Fishgut Court and ask directions. They get back to the Unicorn's horn as quickly as possible.
Time stop where they are getting cleaned up.


Text Account:
1st of Tarsakh -  Krom is leader
They are in Waterdeep wondering what to do after they have cleaned themselves up from their sewer crawl.
They rest the remainder of the day, have dinner and get healed. Basil has second thoughts about going down again.
Pi., Gal examine and appraise the gems and devide up the profits among the party.
Treasure from the Nagas:
LARGE OBSIDIAN - 100 GP
LARGE GARNET - 500 GP
VERY LARGE CITRINE - 500 GP
VERY LARGE HEMATITE - 200 GP
VERY SMALL CHRYSOBERYL - 20 GP
MEDIUM AMBER - 70 GP
 Basil has third thoughts and agrees to go with 509 again. He buys drinks for all and gets tipsy. He makes a dispariging remark about Grey elves and Gal. plagues him with cantrips the next day.
They are discussing where to go to UnderMountain. (and calculating recient EXP)
Some people need to do ressurections and such, so they decide to have a day of rest; they stock up on sundries.
They day after (the 2nd of Tarsakh) they go to the Yawning portal to go down into UnderMountain
Rand. Encounter - Planes barbarian with his horse insulting a city guard.
They try to calm the horse and communicate. 
Yamana of the Tulgan Tribe
The horse named Gama has filed teeth, is built like a greyhound. With spikes on the hoofs.
They take him to the stable first.
Back to the Unicorn's Horn.
He tries to write, but no one understands it.
He is on "Kunti" the death revenge seeking a merchant who sold his people faulty weapons which caused the deaths of many in his tribe. There are no laws when involved in "kunti".
The merchants name is Benican the Trancient. He is known to Fast Eddie as a merchant in the lowest quality goods who travels around to prevent his cheating ways from catching up to him.

YAMANA the Planes Barbarian
Character Class: Barbarian       	Race: Human
Level:      8                               	Age: 28  (Mature)
Hit Points: 70                              	Height: 5'7"
THAC0:      14                              	Weight: 195 lbs.
                                            		Alignment: Neutral Good

Strength:     18/38  +1/+3 		| Wt. Adj.: +1000 		| BB/LG: 20%
Intelligence: 14
Wisdom:       14     	Magical Attack Adj.: 0
Dexterity:      18     	AC Adj.: -4 			| Reaction/Attacking Adj.: +3
Constitution: 17     	Sys. Shock: 97% 		| Resurrection: 98%
Charisma:     12     	Max. Henchmen: 5 		| Loyalty Base: 0 | React. Adj.: 0

Weapons: Long Sword,  Spear,  Dagger,  Bow Short, Khopech Sword,  Knife,  
Hand Crossbow,  Long Bow,  Bastard Sword, Bolo

Saving Throws:
  Paralyzation/Poison/D. Magic 	: 10
  Petrification/Polymorph      	: 11
  Rod, Staff & Wand            	: 12
  Breath Weapon                	: 12
  Spell                        		: 13

Fast eddie comes to the inn and finds out what they want to know. He is his usual effective self and finds that Benican is staying in the Blushing Mermaid Inn /Inn, Tavern and Fest-hall (249). Krom is drinking in the stable while Yamana sleeps. Gal goes out to see him about Fast E. info, but Krom is too drunk to care.
Katrina, Stallen, Gal., are going to the Blushing Mermaid to case the joint by posing as a trio.
They leave after dark about 8:00 and arrive about 8:30
The place is large roudy and a prime party spot for the sailors. 

NAME:  Benican the Trancient                  CLASS: Thief                RACE: Human
Height: 5'9              Level 2            	Diety:
Weight:  154                                         Hit Points:  3
Eyes:   Brn                                          	Base THAC0: 20
Hair:  Black                                         	Adj THAC0: 20

STR  8       	To Hit:  0 Dmg:  0 Wgt: 35 Max Pr 90 Open Door 5 Bend Bar 1
DEX   12      	Reac Adjust:  0   Mag Att Adjust:  0    Armor Class Adj:  0
CON  10      	HP Bonus:  0  S.Shock: 70%  R.Surv: 75%  Pois Sv:  0  Reg:  0
INT    11     	 #Languages: 2  Spell Lvl:  5th  Lrn: 45%  Max Spells/Lvl: 7
WIS   13      	Mag Def Adjust: 0   Spell Failure:  0   Bonus Spells 1/-
CHA  11      	Maximum Henchmen 4  Loyalty Base 0  Reaction Adjust 0
COM  15

Dufas (Guitar) and Goober (Drums) - They don't want to jam with the party.
They meet the inkeep if they can play after the others go off.
Lemit is willing to have them play during the break before the next act.
The duo plays for another hour then they go up.
Stalen plays a harp, Gal. Flute, Katrina- mandolin - fast paced smutty, sea chanteys and drinking songs. 
They are well received and get some good tips.
They stay and watch for their man. They find him. He is dressed as a barbarian with short cropped black hair and wearing furs. His pudgey face give him away !
They try to find out where his room is but fail. They go back to the U. H.
They throw 2 coppers to a mage who is begging on the street.
They go to bed with plans to get up early.
NAME:Asadef
LEVEL:6
HIT POINTS:16
ALIGNMENT:NEUTRAL EVIL

STR [ 13  ] TO HIT:+0  DAMAGE:+0
INT [ 18  ] SPELLS:85%  MIN:9  MAX:18
WIS [ 14  ] MAGICAL ATTACK ADJ:+0
DEX [ 16  ] REACT/ATTACK:+1  DEFENSE:-2
CON [ 10  ] HITS:+0  SYS:70%  RES:75%
CHA [ 13  ] REACTION ADJ:+5%

HEIGHT:6'0"    MOVEMENT BASE:12"(12")
WEIGHT:175LB   CARRYING CAPACITY:600GP
THACO:19       ARMOR CLASS:8(10)

LANGUAGES:COMMON, NEUTRAL EVIL, HOBGOBLIN, HILL GIANT, FROST GIANT, DWARVISH, ORCISH, TROLL, GNOME
SPELLS:
 MAGIC-USER SPELLS: 4 2 2
 LEVEL 1:BURNING HANDS, DANCING LIGHTS, ERASE, FIND FAMILIAR, HOLD PORTAL, LIGHT, MAGIC MISSILE, PUSH,     		READ MAGIC, SPIDER CLIMB, TENSER'S FLOATING DISK, UNSEEN SERVANT, WRITE
 LEVEL 2:DETECT EVIL, DETECT INVISIBILITY, FOOLS GOLD, MIRROR IMAGE, STRENGTH, WIZARD LOCK
 LEVEL 3:CLAIRVOYANCE, TONGUES, WATER BREATHING
 LEVEL 4:DIG, ENCHANT WEAPON, RARY'S MNEMONIC ENHANCER, WALL OF ICE

SAVING THROWS:
 PARALYZE, POISON OR DEATH MAGIC:13    PETRIFY OR POLYMORPH:11    ROD, STAFF OR WAND:9    BREATH WEAPON:13    SPELL:10

PROFICIENT WEAPONS:STAFF
WEAPON IN HAND:STAFF (1-6)
ARMOR WORN:ROBE
EQUIPMENT:STAFF, ROBE, SPELL COMPONENTS, SPELLBOOK, LEATHER BACKPACK, WATERSKIN, CLOAK, RATIONS, LEATHER BOOTS, BEDROLL, IRON SPIKES, LANTERN, OIL FLASK, SACK, GRAPNEL, WOODEN MALLET & STAKES, MIRROR
 PLATINUM:9         GOLD:201      ELECTRUM:108       SILVER:27      COPPER:27

Race   -- Human                Interest --  Exotic Animals   Level 1
Class   --  Thief            Occupation -- Fisher (Fresh Water)
Sex        -- Male             Morals -- Lusty
Strength   -- 10               General -- Non-descript
Intelegence -- 9              Intellect -- Active
Wisdom      -- 9              Piety -- Reverant
Dexterity   -- 15              Personality -- Well Spoken
Constitution -- 10             Hit Dice -- d6
Charisma    -- 13              Nature -- Forgiving
Comeliness  -- 14              Materialism -- Intellectualist
Allignment  -- Lawful Good     Possessions -- Scant
Age          -- 21             Apparent Age -- Ancient
Armor Class  -- 7              Bravery -- Cowardly
Favored weapon -- L. sword    General Tendencies -- Pessimist
Height in "   -- 70            Disposition -- Compassionate
Weight in #   -- 165            Honesty -- Truthful
Hair Color    -- Bald          Sanity -- Normal
Complexion    -- Black         Energy -- Energetic
Features      -- Sharp         Thrift -- Average
Social Standing - Middle Lower Collections -- Shields

Race   -- Human                Interest --  Weapons
Class   --  Thief            Occupation -- Carpenter
Sex        -- Male             Morals -- Lusty
Strength   -- 14               General -- Rough
Intelegence -- 8              Intellect -- Average
Wisdom      -- 12              Piety -- Irreligious
Dexterity   -- 17              Personality -- Taciturn
Constitution -- 16             Hit Dice -- d6
Charisma    -- 15              Nature -- Forgiving
Comeliness  -- 11              Materialism -- Generous
Allignment  -- Chaotic Evil    Possessions -- Above Average
Age          -- 22             Apparent Age -- Mature
Armor Class  -- 7              Bravery -- Normal
Favored weapon -- Dart        General Tendencies -- Hedonist
Height in "   -- 69            Disposition -- Cheerful
Weight in #   -- 144            Honesty -- Average
Hair Color    -- Blond         Sanity -- Normal
Complexion    -- Light         Energy -- Driven
Features      -- Rounded       Thrift -- Wastral
Social Standing - Middle Lower Collections -- Books & Scrolls

Race   -- Human                Interest --  Drugs
Class   --  Thief            Occupation -- Trapper
Sex        -- Male             Morals -- Aesthetic
Strength   -- 12               General -- Dandyish
Intelegence -- 14              Intellect -- Dreaming
Wisdom      -- 7              Piety -- Average
Dexterity   -- 15              Personality -- Rude
Constitution -- 10             Hit Dice -- d6
Charisma    -- 15              Nature -- Suspicious
Comeliness  -- 9              Materialism -- Avaricious
Allignment  -- Neutral Good    Possessions -- Average
Age          -- 19             Apparent Age -- Mature
Armor Class  -- 7              Bravery -- Foolhardy
Favored weapon -- Sling       General Tendencies -- Kindly
Height in "   -- 74            Disposition -- Harsh
Weight in #   -- 133            Honesty -- Average
Hair Color    -- Blond         Sanity -- Normal
Complexion    -- Pale          Energy -- Energetic
Features      -- Delicate      Thrift -- Thrifty
Social Standing - Middle       Collections -- Animal Skins

Race   -- Human                Interest --  Handicrafts
Class   --  Thief            Occupation -- Trader
Sex        -- Male             Morals -- Normal
Strength   -- 10               General -- Dirty
Intelegence -- 8              Intellect -- Active
Wisdom      -- 14              Piety -- Zelous
Dexterity   -- 17              Personality -- Hostile
Constitution -- 16             Hit Dice -- d6
Charisma    -- 15              Nature -- Suspicious
Comeliness  -- 7              Materialism -- Covetous
Allignment  -- Lawful Good     Possessions -- Above Average
Age          -- 19             Apparent Age -- Mature
Armor Class  -- 7              Bravery -- Cowardly
Favored weapon -- Dagger      General Tendencies -- Hedonist
Height in "   -- 81            Disposition -- Morose
Weight in #   -- 131            Honesty -- Average
Hair Color    -- Brown         Sanity -- Neurotic
Complexion    -- Black         Energy -- Normal
Features      -- Anglar        Thrift -- Thrifty
Social Standing - Lower Middle Collections -- Animal Skins

Sal and Krom head out to the Blushing Mermaid to meet Benican to try and lure him to Lovers cove (a secluded spot at the base of the cliffs near the seashore.
There is a random encounter where a urchin is running from a merchant who's purse he has stolen. In trying to get away, he throws the purse at Sal who is trying to intercept him. Krom picks up the purse. Sal joins the merchant chasing the kid, but the kid gets away. Krom gives the purse back. 
They get to the blushing Maiden and see Benican and his party.
They ask Benican if he has 500 spears.  He has 850. He will sell 500 for 250GP.  Krom give him a pouch of 100gp to seal the deal. Benican is suspicious of the fact they did not barter, but is impressed by the money up front.
Krom and Sal arrange to meet Benican's ship 5miles N. of town along the coast. They will build a bonfire and rent a caravan wagon to "accept the spears". Time stop where they get back to Unicorn's Horn and tell Yaman and the rest of the party what they have set up.


Text Account:
Summary of Game at Big Basen:
They are waiting for Benican - Take a tour of the city.
They meet Benican at Cocks Cove (its shaped like a penis) - They arrive before him with 2 wagons and the members of the party disguised as workmen. on the beach at the head of the cove. 
Benican sends in 10 men in each of 2 log boats and an additional 8 men in each of 2 short boats. The short boat men surround them hiding in the forest ready to attack with their bows. The rest approach the bonfire the chars. made on the beach as a signal. The men in the boats attach, the men in the forest begin firin.g.Yamana beheads Beincan by charging in on his h0ores invisible. The rest of the men sccater, buyt all the high level henchmen (exce4pt the invisible one) are killed. They flee to their ship in the cove and sail away. The chars. burn the bodies and the trashy spears on the bonfire.
The party returns to the U. H. and meets the rest of the party. They tell of their adventure.
Returning to the House of Stone (katina) takes 9 days. About a mile from town, the bandits attack from in hiding. they chase most of them off, kill several and capture one. They bring him back to the White Horsed Sleigh for interrogation.

Time Stop
They are coming into the WHS with the bandit.  Timber casts a remove pain on the bandit before they arrive.
Krom and some others take the prisoner (Gabby) out behind the town far enough so his screams will not be heard. 
He says "no need to hurt me, I'll tell you anything you want to know and do whaterver you want me to if you pay me enough" 
They give him 25gp and he becomes down right friendly. He answers their questions and gives him a lot of information about the evil priest in the farm/town nearby.
The priests name (this is new and made up caues I can't find the old docs!).
The priest is  Barnaby Collins - a priest of Cyric of the Dark Sun.
They are going to be watching the farm house for 3 days. They will spend 6 hours per day watching the house.
The first day they see nothing special. Encounter on 3 hour of third day - Piscodeamon
They are attacking @ 10:30
They kill most of the bandits outside in 2 rounds. Most go to the house and try to get in the door. It is barred, so Phant casts stone shape to create an entrance to the building.


Text Account:
Time Stop where they have been in the house for 2 rounds (battle total 6).

NAME:BARNIBUS
CLASS:CLERIC		RACE:HUMAN		SEX:MALE		LEVEL:9
HIT POINTS:50		ALIGNMENT:NEUTRAL EVIL

STR [ 13  ] TO HIT:+0  DAMAGE:+0
INT [ 15  ] 
WIS [ 17  ] MAGICAL ATTACK ADJ:+3
DEX [ 10  ] REACT/ATTACK:+0  DEFENSE:+0
CON [ 16  ] HITS:+2  SYS:95%  RES:96%
CHA [ 15  ] REACTION ADJ:+15%

HEIGHT:5'7"    MOVEMENT BASE:12"(9")    	WEIGHT:164LB   CARRYING CAPACITY:600GP
THACO:16       ARMOR CLASS:3(4)
LANGUAGES:COMMON, NEUTRAL EVIL, GNOME, LAMMASU, SALAMANDER, ELVISH
SPECIAL:  CAN'T USE EDGED WEAPONS	 CONTROL UNDEAD
SPELLS:
CLERICAL SPELLS: 6 6 4 2 1

SAVING THROWS:
 PARALYZE, POISON OR DEATH MAGIC:7 -  PETRIFY OR POLYMORPH:10 -  ROD, STAFF OR WAND:11 -  
BREATH WEAPON:13 -  SPELL:12
PROFICIENT WEAPONS:HAMMER, MACE, STAFF, FLAIL- -WEAPON IN HAND:FLAIL (2-7)
ARMOR WORN:BANDED MAIL, SHIELD
EQUIPMENT:FLAIL, MACE, BANDED MAIL, SPELL COMPONENTS, HOLY SYMBOL(SILVER), LEATHER BACKPACK, WATERSKIN, CLOAK, RATIONS, LEATHER BOOTS, BEDROLL, SHIELD, BANDAGES, TINDER BOX, POCKET KNIFE, COIL OF ROPE, NEEDLE & THREAD, GRAPNEL, MIRROR

Major Spheres:
All, Astral, Healing, Charm, Combat, Guardian, Necromantic, Summoning, Sun, Weather
Minor Spheres
Divination, Elemental, Protection

PISCODAEMON (x9); AC -1; MV 6"//18"; HD 6D8; HP 
32(x2),		 22(x2), 		33, 		21(x2),  		35(x2)
A		B		C		D		E


F		G 				H		I


AT 2; DMG 2-16(x2); SA SEE BELOW; SD NEVER SURPRISED; MR 60%; INT
AVERAGE; AL NE; SIZE M; THAC0:13
BOTH MASSIVE CLAWS HIT, THE ATTACKED CREATURE IS SEIZED AND DRAWN TOWARD ITS
MAW, SHORT TENTACLES INJECT TARGET WITH VENOM (FATAL IN 6 ROUNDS) MUST SAVE VS
POISON

CAN MOVE THROUGH: THE 9 HELLS, THE ASTRAL, ETHEREAL, LOWER PLANES, AND THE
ABYSS AT WILL; HAVE PERSONAL NAMES BY WHICH THEY CAN BE SUMMONED; PENTAGRAMS
PROTECT A PERSON FROM DAEMONKIND; HAVE INFRA AND ULTRA VISION; SPELL LIKE
ABILITIES: DETECT INVIS., READ MAGIC, COMPREHEND LANGUAGES, INVIS., TELEPATHY,
WORD OF RECALL.

BANDIT/BRIGAND (x30);  HD 1D6; HP 
5(x6), 		4(x5), 		3(x4), 		2(x6), 		8(x9); 
#AT SEE BELOW; DMG BY WEAPON; INT AVERAGE; AL N; SIZE M; 
THAC0:20²

Out for the day; Will return when the battle starts (they hear and aren't far away)
-----AC 4, SWORD (1-8),  (6)
       AC 8, POLE ARM (2-8), MV 12 (6)
----AC 8, LT. CROSSBOW (1-4), (8)

At home guarding the  house
Rounds RR
1-Summon Pscodeamons
2 - Prot. F. Fire
3-BarkSkin
4-Summon ani. - 2 Wolves
WOLF (x3); AC 7; MV 18"; HD 2D8+2; HP 
A 10, 		B 14, 		C16; 

5-Summon Arcanadaemon
ARCANADAEMON ; AC -2; MV 12"/18"; HD 13D8+39; HP 110; #AT 4; DMG
1-4(x2)/2-16/1-6; SA SEE BELOW; SD SEE BELOW; INT SUPER-GENIUS; AL NE; SIZE M
THAC0:7
 LS: BURNING HANDS (13 PTS DMG), FLY, SHAPECHANGE TO ANY HUMANOID FORM,
TELEKINESE 3250 GP WEIGHT, CREATE DARKNESS, DIMENSION DOOR, TELEPORT, USE
SCROLLS & WANDS WITHOUT CHECKING MR, PSIONIC POWERS
100% RESISTANT TO 1ST LVL SPELLS
MOVE: MC:B
CAN MOVE THROUGH: THE 9 HELLS, THE ASTRAL, ETHEREAL, LOWER PLANES, AND THE
ABYSS AT WILL; HAVE PERSONAL NAMES BY WHICH THEY CAN BE SUMMONED; PENTAGRAMS
PROTECT A PERSON FROM DAEMONKIND; HAVE INFRA AND ULTRA VISION; SPELL LIKE
ABILITIES: DETECT INVIS., READ MAGIC, COMPREHEND LANGUAGES, INVIS., TELEPATHY
WORD OF RECALL.

HALF DMG FROM: ACID, COLD, MAGICAL AND DRAGON FIRE; IMMUNE TO: POISON,
PARALYSIS, AND NORMAL WEAPONS. FULL DMG FROM: ENCHANTED IRON AND SILVER
MR IS FOR 1ST LVL SPELLS. -5% MR PER LEVEL OF SPELL ABOVE 1ST. MR IS AS VS
11TH LVL SPELL CASTER. DAEMON MUST FAIL MAGIC SAVING THROW TO USE MAGIC ITEM.


1st LVL MAGIC USER SPELL(S)
MAGIC MISSILE - SHIELD - SHOCKING GRASP(x2) - SLEEP
2nd LVL MAGIC USER SPELL(S)
WEB - BLIND - DARKNESS 15' RADIUS - DETECT - KNOCK
3rd LVL MAGIC USER SPELL(S)
FLY(x2) - HOLD PERSON - SUGGESTION(x2)
4th LVL MAGIC USER SPELL(S)
CHARM MONSTER - FEAR - POLY. OTHER - WALL OF ICE - WALL OF FIRE
5th LVL MAGIC USER SPELL(S)
ANIMATE DEAD - FEEBLEMIND - HOLD MONSTER(x2) - TELEKINESIS
6th LVL MAGIC USER SPELL(S)
DEATH SPELL - GLOBE OF INVULNERABILITY - STONE TO FLESH

#AT 1; DMG 2-5; INT SEMI; AL N; SIZE S; THAC0:16

The sentries go off to bring back re-inforcements
They will return in 3 Turns
AC 7, SWORD (1-8), MV 12"² (10)
A 7x		B 2		C 5dead	D 4		E 3 Dead
-4 Stallen 	- 1 Stallen	- 1-4 Stallen	- 2 Stall	-2-3
				Burning	Bur		Bur

F2 BT		G6 btx		H5btx		I4btx		J2x
-2 Gal		- 7		- 7		- 5		-13
Kx		Lx		Mx
- 25		-13		- 5 Syb
				-12 Bas
2 Tents
1 -1 2 - 1 (burning) 3-3 (Bur)
AC 8, LT. CROSSBOW (1-4) SHORT BOW(1d6+1), MV 12 (10)

Sentries (These will return in 1d4 rounds after the house is attacked)
AC 8, SHORT BOW (1-6) SHORT SWORDS (1d6+1), MV 12"²² 
TREAS 155 GP²XP 437 
a
HUMAN, LVL 3 FTR ; AC 2; MV 9"; HD 3D10; HP 16; #AT 1; DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:18²USES LONG SWORD (1-8) TREAS 12 SP²XP 124 
-9-10  Em

b
HUMAN, LVL 7 FTR ; AC 2; MV 9"; HD 7D10; HP 28; #AT 3/2; DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:14²USES QUARTER STAFF (1-6) TREAS 9 EP²XP 655
-7 Kil
c
HUMAN, LVL 8 FTR ; AC 2; MV 9"; HD 8D10; HP 58; #AT 3/2; DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:14²PRIMARY WEAPON LONGBOW (1-6X2), SECONDARY WEAPON BROAD SWORD (2-8) TREAS 7 GP²XP 1596 
d
HUMAN, LVL 2 FTR (x6); AC 5; MV 9"; HD 2D10; HP 12, 10(x2), 7, 16, 14; #AT 1; DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:20²USES BROAD SWORD (2-8) TREAS 73 CP²XP 417 
e
HUMAN, LVL 4 FTR ; AC 5; MV 9"; HD 4D10; HP 19; #AT 1; DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:18²USES SHORT SWORD (1-6) TREAS 11 SP²XP 185 

HUMAN, LVL 4 CLERIC ; AC 6; MV 9"; HD 4D8; HP 13; #AT 1; DMG BY WEAPON; SA SEE BELOW; INT EXCEPTIONAL; AL VAR; SIZE M; THAC0:18²USES MACE (2-7) 
1st LVL CLERICAL SPELL(S)²COMMAND²BLESS(x2)²²
2nd LVL CLERICAL SPELL(S)²DUST DEVIL²HOLD PERSON²²TREAS 5 EP²XP 230 
HUMAN, 
LVL 6 CLERIC ; AC 5; MV 9"; HD 6D8; HP 33; #AT 1; DMG BY WEAPON; SA SEE BELOW; INT EXCEPTIONAL; AL VAR; SIZE M; THAC0:18²USES FLAIL (2-7)
 1st LVL CLERICAL SPELL(S)²COMMAND(x2)²CURE LIGHT WOUNDS²²
2nd LVL CLERICAL SPELL(S)²HOLD PERSON(x2)²HOLD PERSON²²
3rd LVL CLERICAL SPELL(S)²CURE DISEASE(x2)²²TREAS 8 EP²XP 664 IN LAIR TREAS 4000 CP, 22 GEMS, 26 JEWELRY² 

HALF DMG FROM: ACID, COLD, MAGICAL AND DRAGON FIRE; IMMUNE TO: POISON,
PARALYSIS, AND NORMAL WEAPONS. FULL DMG FROM: ENCHANTED IRON AND SILVER WEAPONS. 
MR IS FOR 1ST LVL SPELLS. -5% MR PER LEVEL OF SPELL ABOVE 1ST. MR IS AS VS


Text Account:
Lisa is the leader!
3rd of Tres
Katina casts a Find Familliar and a wolverine appears!
They have just entered the White Horsed Sleigh and are telling them about their "victory" against the Bandits.
The mayor has "his hat on" and is being formal.
Dromar goes out the next morning and casts HIS find familliar spell.
A Talking owl comes to his call.
The owl has a lot of disjointed facts at his disposal including 4 additional languages. Dromar spends the rest of the day talking with it.
Katrina works with her wolverine to teach it tricks and get it used to people.
Gal is in her room memorizing spells and stuff.
Krom worries about the phase of the moon.
The next day they go back to the farm house.  (2 days left to go)
Arriving at the farm house they find several holes in the debris of the house ashes nad one inside the barn.
The bodis of the fallen robbers have been buried in a common greave in the area where the tents used to be.
They will spend 2 hours searching the house. Every thing of known value has been taken, but there is a 10% chance per hour past 3rd to find something of 1d20gp value.
Although they find nothing, they decide they will spend the day and the night there. They move into the forest nearby at sunset.
The next morning they go back to town. While they are observed by some of the remaining bandits, they all remain hidded.
Dio Mas arrives a day early. At about 11:00 in the afternoon.
Cappy is with them with 2 women on his arms.


Text Account:
They are deciding which adventure they want to go on.
Timber - Seker
Stallen - Seker
Victorex - Grawk
Galranwyn - Grawk
Pisheo - Grawk
Katrina - Grawk
Phanto-z - Tefnut
Darcon - Seker
Dromar - Tekumel
They are going to Grawk!
They talk about what they want to do before they get there (go to Myth Dranor, Rock of Bral etc)


Text Account:
Leader=Peter
They are still in the White Horsed Sleigh in Katina. They have decided to go to Grawk and are decideing what to do before they go.
They decide to go to Shadowdale (talk to Elminster) then go to Myth Dranor. Stallen give them an hour to tie up their business and then they are on their way.
They discuss which NPC's they want to go with them.
They talk to the Archetect. He tells them that there will be a number of locals hired to assist in building the School, but 2 dozen skilled workmen will be brought in from Waterdeep. They will spend about 9 months building stuff. Shenoa is staying behind to oversee and assist in construction.
Lanic of the Quiet Paces - Greyhawk Level 7
Race   -- Human                	Interest --  Gems
Class   --  Thief            		Occupation -- Jewler/Lapidary
Sex        -- Male             		Morals -- Lusty
Strength   -- 10               		General -- Immaculate
Intelegence -- 13              		Intellect -- Ponderous
Wisdom      -- 13              		Piety -- Average
Dexterity   -- 17              		Personality -- Guarded
Constitution -- 16             		Hit Dice -- d6
Charisma    -- 10              		Nature -- Vengeful
Comeliness  -- 15              	Materialism -- Average
Allignment  -- Lawful Neutral      	Possessions -- Average
Age          -- 21             		Apparent Age -- Young
Armor Class  -- 7              		Bravery -- Craven
Favored weapon -- Sling    	General Tendencies -- Altrust
Height in "   -- 68            		Disposition -- Harsh
Weight in #   -- 150            		Honesty -- Average
Hair Color    -- Black         	Sanity -- Normal
Complexion    -- Tanned    	Energy -- Normal
Features      -- Sharp         	Thrift -- Cautious
Social Standing - Middle   	Collections -- Musical Inst.
Information Gathering, Appraising, Gem Cutting, Goldsmith
Born on Greyhawk he was framed by a high member of the theives guild to take the blame for embezelment of the guild funds. 
He is from city of Greyhawk.
Shenoa makes a pass at Stallen!
They travel to the river's wide spot where the ship is berthed. The last of the supplies are loaded and they say their last goodbys.
About Mid day they are up and on their way to Shadowdale.
General Atmosphere travel is 400 mi per day per Rating Point. Ship is rated at 2 so they move 800 mi per day. (33 mph)
1250 miles total, 40 hours total travel time - No encounters during journey
400 miles to the Grey Peak Mts (12 hours).
Dawn comes up over the Grey Peaks.
They hang out and relax throughout the journey.  They will arrive at Shadowdale at 4:00 in the morning.
They make landing in the mill pond and the player chars all go ashore. They go to the mill and find no one there.
They check out the milll and find the mill has been abandon, but has been carefully closed up for the winter. The thach of the dwelling is in need of replacement. They go along the road to the town heading for the Inn.
Encounter with city guard; 15 men with halbards and 2 officers on horse back. They examine the party, but do nothing.
They get to the Old Skull Inn 8 people.  Priest, 3 merchants and 4 adventurers. Priest of Mystra. Kaluber the Unworthy.
Gal. - Wizard Rest , Stal - Emperors
Elminster sends a note to Dio Mas. The party decodes it to figure out a message left to them at Undermountain by Io Do.
Gal goes to the Temple of Mystra, Stallen spends time in the Wizards rest looking in the library. Dromar


Text Account:
Peter is Leader again!
They are in Shadowdale waiting for Dio Mas to meet with Elminster. They are staying in Old Skull Inn.
Kitana visits the temple to Tymora, others visit the shrine to Mystra. They rest of the days passes
The next day they wait until Dio Mas gets back after Elminster
He asks for them to either do Myth Dranor, Seker, Tefnut, Isis
They talk about it. Decide to go to M.D. and then decide.
They set off on a journey of 10 days.
Cappy agrees to go to Myth Dranor.
Of they go to Myth Dranor. - They choose their path - 100 miles (11 days) open then to forest for travel 50 miles (11 days)
Walking they do 9 Mi per day. 2 and 4 times for light and heavy forest. Enc at (morn eve and night)

Day 1 No enc.
Day 2 Morn Enc. Storm Giants in their city.
Day 4 No Enc.
Day 5 Morn enc. - Herd of sheep and Reclusive shepherd.
Day 6 No enc.
Day 7 No enc.
Day 8 No enc.
Day 9 No enc.
Day 11 No enc. Evening encounter just inside the forest. Elfin Cat encounter. Stray Elvin dog.
Cat named kreeka Elvin Cat (Lahshee)
Day 1 Forest - No Enc.
Day 2 Enc. 
High speed travel. 
Day 3 Enc with giant badger cat scares it away
Day 4
Day 5
Day 6 Enc with giant owl. Gal kills it with M.M. 
Day 7 They get to t he area of Myth Dranor at midday and come in sight of Myth Dranor
Time Stop


Text Account:
Lisa is leader
Small party on Sunday (no game on Sat.), only Cindy Dale and Gordon.
They are just coming into the area of the wild woods.
They emerge at the SW timp of Mythd. They see to top of the ruiend tower at 71 (Halpaerils Tower) and walk due E. toward the city. They are cutting the undergrouth to get to the river. They get to the undergrouth around the river and turn N.
They go 600 ft. and find a tree to climb. They find a place to cross at the Westfields. They walk 
The DawnSpire is at 1813
The wall is made of all different kinds of wtone. It was made from the ruins of stone in the fallen buildings nearby joined with 
cement (Morter).                    
They have an encounter as they are looking for a way in 50% chance of being Priest
Giant Badgers are the pets of the priests inside.
The gate is made of a steel  alloy and has a small peep hole that slide aside so the priests may talk to them.
The peep hole in the gate (made of Iron) slides aisde to check out visitors
Kalear is the old second in command of the holyness. He is a cloistered cleric.
The high priestess is named Alaecathra.
Loritheria and other Priests join them. Baerant  serves them and stays to talk with them while the rest  of the priests arrive.
The gargoiles are active and flying around the city.
Alaecathra arrives and talks to them about what the priest are about.
They do know the location temple of Shandukal and tell the party about the ghosts that guard it.
The next morning, they prepare to go out into the city.
Prestess casts Protect F evil for 14 TURNS
T They leave and go to bldg 99.   No Encounter. 
TT They open front door. No enc.
T SDearching for Traps/footprints.
T Moving into troom, they open shuttered window fing a Stained Glass windos.
They are searching the table stuff - Time Stop
T  2 Dozen Dreads  in Room 2
T They go to Room 4. The basin is robins egg blue ainside and ivory whithe with symbols of power and good luck on the outside. Bone china 300GP. Boois is of elvin love poetry with a womns hand writing of salutations. (Lover)
TT Room  3 Searching for safty and looking a stuff.  No Enc.
TT Going into Rm. 7 
T In room 8 - Library room They go up the stairs.
T Room 10 Searching room -  Find nothing bu chamber pot saying "This may be the best thing you produce today". 
T Find some coins.
TT They go up the rope ladder to the lens seiling room.  No Enc.
T They go to rom 6.  Close the door quick as the swirling wind almost pulls com into the center of the windy whirlpool.
T Room 2 Spell book (1st lev heat spells)  Dreads attack when door to spell book safe is opened 
TT Belongs to Malhelery
The Dreads attack when the box w/spell book is opened or removed from room
24 Dreads.
A - 24x		B - 15x		C - 19x		D - 19x		E - 18x		F - 25
-7-5-7-5 Gal	-5-11 Kil		-8-8 Gal		-8-6-9 kil	-5-5-5-7 Kln	-6-5 Kil
				-18 Pi		- Gal 
G - 30x		H-27x		I - 27x		J -11x 		K-22x		L -12x
- 7-7-13-12 Pi	-10 Tim		-7-9 Tim	-17 Pi		-7-12-10  Ti	-13 Pi
		-15 Sal		-11 Kom
		-16 Kom	

M - 17x		N - 7x		O - 12x		P - 10x		Q - 14x		R - 19x
-9 Sal		-8 Sal		-13 Pi		-9-11 Sal	-11-11 Krom	-26  pi
-12

S - 16x		T - 14x		U - 12x		V - 22x		W- 13x		X -  12x
-26  Krom	-14 Krom	-13 Krom	-18-13 Krom	-19 Krom	-10-12 Krom
T Room 2
RRRRRRRR
They have been in the Buildg for 4 hours now. No Enc.
Healing T
Going out and into another building. No Outside Enc.
They move to building 16 (not off the small map)
Brigands in BBldg 100 (4)

						Gaddy's Soul Shredders
Gaddy of The Scar
Race   -- Half Elf              Interest --  Learning
Class   --  Thief            Occupation -- Trader
Sex        -- Female           Morals -- Virtuous
Strength   -- 7               General -- Immaculate
Intelegence -- 16              Intellect -- Anti-intellectual
Wisdom      -- 9              Piety -- Average
Dexterity   -- 15              Personality -- Friendly
Constitution -- 10             Hit Dice -- d6
Charisma    -- 9              Nature -- Jealous
Comeliness  -- 13              Materialism -- Average
Allignment  -- Chaotic Neutral Possessions -- None
Age          -- 44             Apparent Age -- Mature
Armor Class  -- 7              Bravery -- Craven
Favored weapon -- Dart        General Tendencies -- Curious
Height in "   -- 34            Disposition -- Hot Tempered
Weight in #   -- 52            Honesty -- Decietful
Hair Color    -- Black         Sanity -- Neurotic
Complexion    -- Swarthy       Energy -- Normal
Features      -- Dull          Thrift -- Thrifty
Social Standing - Upper Middle Collections -- Jewelry

Borkan Of Boras Mill
Race   -- Dwarf         Level 9        Interest --  Community Service	43 HP   -10 Krom
Class   --  Fighter            Occupation -- Mason Chain and sheild (AC4)
Sex        -- Male             Morals -- Normal
Strength   -- 14               General -- Imposing
Intelegence -- 10              Intellect -- Anti-intellectual
Wisdom      -- 10              Piety -- Average
Dexterity   -- 11              Personality -- Friendly
Constitution -- 12             Hit Dice -- d10
Charisma    -- 15              Nature -- Resentful
Comeliness  -- 13              Materialism -- Avaricious
Allignment  -- Lawful Neutral  Possessions -- Average
Age          -- 49             Apparent Age -- Mature
Armor Class  -- 2              Bravery -- Normal
Favored weapon -- B. Axe    General Tendencies -- Pessimist
Height in "   -- 52            Disposition -- Proud
Weight in #   -- 163            Honesty -- Scrupulous
Hair Color    -- Black         Sanity -- Normal
Complexion    -- Light         Energy -- Slothful
Features      -- Corse         Thrift -- Spendthrift
Social Standing - Middle Lower Collections -- Shields

Camilsh Of Waterdeep
Race   -- Human                Interest --  Handicrafts
Class   --  Mage            Occupation -- Husbandman
Sex        -- Female           Morals -- Lusty
Strength   -- 13               General -- Foppish
Intelegence -- 15              Intellect -- Dreaming
Wisdom      -- 14              Piety -- Irreligious
Dexterity   -- 12              Personality -- Modest
Constitution -- 16             Hit Dice -- d4
Charisma    -- 8              Nature -- Jealous
Comeliness  -- 11              Materialism -- Philanthropic
Allignment  -- Chaotic Neutral Possessions -- Exceptional
Age          -- 34             Apparent Age -- Mature
Armor Class  -- 10              Bravery -- Normal
Favored weapon -- Dagger    General Tendencies -- Moody
Height in "   -- 82            Disposition -- Proud
Weight in #   -- 127            Honesty -- Decietful
Hair Color    -- Brown         Sanity -- Neurotic
Complexion    -- Swarthy       Energy -- Slothful
Features      -- Corse         Thrift -- Average
Social Standing - Upper Middle Collections -- Armor

Shalis The Tiger
Race   -- Elf                  Interest --  Handicrafts
Class   --  Thief            Occupation -- Tailor
Sex        -- Male             Morals -- Virtuous
Strength   -- 11               General -- Immaculate
Intelegence -- 6              Intellect -- Active
Wisdom      -- 11              Piety -- Average
Dexterity   -- 15              Personality -- Hostile
Constitution -- 8             Hit Dice -- d6
Charisma    -- 11              Nature -- Quiotic
Comeliness  -- 13              Materialism -- Aesthetic
Allignment  -- Neutral Evil    Possessions -- Exceptional
Age          -- 153             Apparent Age -- Young
Armor Class  -- 7              Bravery -- Brave
Favored weapon -- Dart        General Tendencies -- Optimist
Height in "   -- 60            Disposition -- Easy Going
Weight in #   -- 94            Honesty -- Liar
Hair Color    -- Blond         Sanity -- Normal
Complexion    -- Pale          Energy -- Lazy
Features      -- Anglar        Thrift -- Wastral
Social Standing - Upper Middle Collections -- Unusual Weapons

They will watch the Local 509 to see where they go and wait in ambush.
Go outside - No Enc.
They look around then go east to 116.
TT Bldg116 is a ruin. - They search it.
Move to BLdg 105
Looiking around - They go to the front door.
TT Go in at room 2
They don't want pig shit so they walk to the door to 3. Will o' Whilp will lead them to the treent. He watchs the party and wants to keep them out of room 4.
Room 3 the Will o Whisp attacks.
HP 58 
R R
They leave the Bldg. and meets the guardian Treent waiting for them. He escorts them back to the road, and they return to the Temple. No Enc.
Back in the temple, they closely examine and appraise their loot.
They tell the priest where they went and what they found.


Text Account:
Mike (Dromar) is leader - They are in the Temple to Lathander (Dawn Tower) talking to Loritheria about the dangerous area of the city (7) Castle Cormanthor -  Hell Creatures and (10) Tyrintar's Hall - Nasty Undead
She also tells them about Dragondark Tower.
It is completely distroyed, with almost no visible ruins. It is visible as a silvery outline only the 2 nights when the Moon is full. She knows it was a mages school and suspects it had underground areas which might be untouched.
The rest of the folks arrive!
They memorize spells and prepare to leave
They decide to go N. theen E. about 100' inside the forest. Proceeding to Bldg. 41 on main map (Dragondark Tower)
They pass 14 Temple of song (Ogma)
Steps on one side of the building square on the others
63 Shaunders Halls
Burned shell of an old Inn, very large, many skeletons in ashes. Redwood  areas less burned.
8  Castle Corman.
Moving through the forests for an hour (Enc 1-2) No. Enc.
They hit the river and follow it S. to bridge - No Enc.
Made of crystal, badly overgrown and dirty.
Searching - Guards 3 searchers-6 Trackers -2
TTT Searching Finding stone door - Finding beholder body - No Enc.
T Vic-emb,pis clear rubble
TT Search for traps - Wrenching door out of dirt the find rubble of walls with a 2' dia hole.
TTTT Krom stick  Krom-ember clear out rubble - No Enc.
TT They open up a dirt hole in the floor of the area under the door.
TT They see the staircase down - Phan and Tim camafloge (No Effect)
TT Legend lore on the statue (krom finds it)  Katrina picks it up (it fixes on her) She puts it in her pack. No Enc.
They go to the door. Stone door make open roll -2 to normal.
HP 49  AC 1 -21-18   -6 Vic. -18 Pi -25 Emb -Timber
RRR Battle
TT They roll the guard off the chest and search it for traps
TT They search the chest  - Seperate the weapons and bones.
T Check the room more - find nothing
TTTT No Enc. The holes in the south wall are filled with wax. 
TTTT Dead end 
TT To Room 16 No Enc.
Katr-Dro.  Monster arrives in 6 rounds - Lythlyx
Lythlyx  24 HP  -11 Kilic -6 Dro 
RR Demon Appears
RRR Summons a Pit Fiend!!! 64+3+3+3 HP -18-18 -36-17  Krom -16 Phanto -Vict  -20 Emb
Kat, Alf attack Machine
Alf, Pi - Drops 		
Phan 8 Days-confused,Vict Confused 7 Days, Stallen confused for 6,Timber confused for 11 days, Kilik 6 days
Krom and Kilic is diseased
Stallen turns into dead giant water beetle
Time Stop
Gal and Kilana roll benefits
Distroyed runes set off wild magic - 
Plant Growth engulph the machine and grows outward at the rate of 5' per round
Bubbles appear out of thin air and fill the room in 3 rounds
Attracted encounter in 6 rounds -


Text Account:
From last week -
Phan 8 Days-confused,Vict Confused 7 Days, Stallen confused for 6,Timber confused for 11 days, Kilik 6 days
Krom and Kilic is diseased
Stallen turns into dead giant water beetle
Time Stop
Gal and Kilana roll benefits
Distroyed runes set off wild magic - 
Plant Growth engulph the machine and grows outward at the rate of 5' per round
Bubbles appear out of thin air and fill the room in 3 rounds
Attracted encounter in 6 rounds - Phase Spiders

Begin this weeks game below here
They roll for the beneficial effects of the Ripple
RRR They map the room and consider their options
RR They leave for the exit.
Waiting for them in room 1 -
SPIDER, PHASE (x4); AC 7; MV 6"*15"; HD 5D8+5; HP 23(x2), 39, 34; #AT 1; DMG
1-6; SA POISON BITE (-2 ON SAVE); SD PHASE ABILITY (INTO ETHEREAL PLANE); INT
LOW; AL N; SIZE L; THAC0:15
A 23x		B 39		C 34		D 23
-13-20 Krom	-21		-13 Drom
R
They are leaving - No Enc. - Going up the rope is difficult with so many people confused !
TTTTT They light tourches and hoist the confused and unconcious persons up using a pullly. No Enc.
They head for the temple - No Enc. 
The priests are helpful and sympathatic
Kalear is the old second in command of the holyness. He is a cloistered cleric. The high priestess is named Alaecathra.
They help the party all they can. They attend the evening ceremony and ask for healing.
They go to sleep and wake up the next morning
Krom has pnumonia!
Kilana remove curse on Kilick, Timber, Vict
Forethen the priest attempts to recharge the wand that was discharged.
Gal., Kilana go with him. He casts his regen on the rod and bleeds from the nose and ear as he takes damaqge from the effets of the recharge.
Alaecathra casts a ressurection on Stallen, but he still thinks he a bug! (cONFUSION). A remove curse is cast by ala. and he's IOK
They spend the rest of the day healing and getting ready to go out the next day.
The next morning, they prepare to go to the chosen house.1855 The Dancing Dryad Inn  See entry at 1840 for text of 1855.
They head off at 10:00 that morning. Loritheria goes with them as a guide and has the scrolls that will enable her to cast the rune of warding on the building when they get it cleared out.
Soon after leaving the temple, they are attacked by a party of Margoyles and gargoyles. They will attack just at the edge of the "safe zone".
SWOOPING-PLAYERS GETTING 1 ASTTACK MUST SAVE VS DEX OR LOOSE ATTACK. tHOSE GETTING 2 OR MORE ATTACKS PER ROUND LOSE 1 ATTACK.
MARGOYLE (x8); AC 2; MV 6"/12"; HD 6D8; HP 19(x2), 31(x2), 28, 25(x2), 17; #AT
4; DMG 1-6(x2)/2-8(x2); SA SURPRISE VICTIMS 80%; SD +1 OR BETTER WEAPON TO HIT
HIDE 80%; INT LOW; AL CE; SIZE M; THAC0:13 MOVE MC:C
A 19		B 31		C 25		D 25		



E 17		F 19 		G 31		H  28
-16 Pi		-8 Tim		-12 Krom	-

GARGOYLE (x14); AC 5; MV 9"/15"; HD 4D8+4; HP 21(x4), 16(x2), 30(x4), 20(x3),
24; #AT 4; DMG 1-3(x2)/1-6/1-4; SD +1 OR BETTER WEAPON TO HIT; INT LOW; AL CE;
SIZE M; THAC0:15
A 21s		B 16x		C 30 s		D 20x		E 21x		F 20		G 30 Enlarg
-6 pI-10 Dro	-32 Krom	-13 Dro-11 Pi	-29 Krom	-18-11 Krom	-5 Kil		-8 Vi

H 21		I 16		J 30		K 20		L 30		M 20		N 29
-8 Kil		-9 Vic		-6 Pi		-11 Drom	- 

RRRRR The party runs about 60' toward the building they are moving toward (the are now 90' away) 
The Gar. 1st party lands between the party and the building. The 2nd party will be landing next round. 
If tye party wins initive, they will not be attacked; if they lose, they will be attacked.


Text Account:
Small Party - Peter, Lucy, Lisa,Mike
First line of both garg. are the first wave. They have landed in front of the party (seperating them from the building they are trying to get to) the other group will arrive next round. A Phaerimm will arrive in 6 rounds.
Phaerimm
AC 2; MV Flying 9 HD 9  MR 44% (77% VS Pet. Poly.)
THAC0 11  Atacks 6 (1-1-4(hand,3d4 (Bite), 2d4 (Tail),  1 1-8+2 Magic l. Sword)
HP 64  
Special Attack - Stinger Tail, If tails rolls 16 or better, a impale in indicated. Roll 1d6 additional dammage Rol 3 ST VS posion-1 for Paralize, 1 for Levittate, 1 for egg injection)
Special Defence - Healing from deflected spells

SWOOPING-PLAYERS GETTING 1 ASTTACK MUST SAVE VS DEX OR LOOSE ATTACK. tHOSE GETTING 2 OR MORE ATTACKS PER ROUND LOSE 1 ATTACK.
MARGOYLE (x8); AC 2; MV 6"/12"; HD 6D8; HP 19(x2), 31(x2), 28, 25(x2), 17; #AT
4; DMG 1-6(x2)/2-8(x2); SA SURPRISE VICTIMS 80%; SD +1 OR BETTER WEAPON TO HIT
HIDE 80%; INT LOW; AL CE; SIZE M; THAC0:13 MOVE MC:C
A 19x		B 31x		C 25x		D 25x		
-12-10 Krom	-27-5 Krom	-27 Emb	-45 Krom


E 17		F 19x		G 31		H  28x
-16 Pi 		-8 Tim-6-7 Kil	-12 Krom	-19-11 Lor

GARGOYLE (x14); AC 5; MV 9"/15"; HD 4D8+4; HP 21(x4), 16(x2), 30(x4), 20(x3),
24; #AT 4; DMG 1-3(x2)/1-6/1-4; SD +1 OR BETTER WEAPON TO HIT; INT LOW; AL CE;
SIZE M; THAC0:15
A 21sb/sx	B 16x		C 30 sB/Sx	D 20x		E 21x		F 20x		G 30 Enlarg-Flees
-6 pI-10 Dro-38	-32 Krom	-13 Dro-11 Pi-7	-29 Krom	-18-11 Krom	-5 Kil-15 Krom	-8 Vi

H 21x		I 16x		J 30 Winged	K 20x		L 30Knocked out			M 20x		N 29x
-8 Kil-9-12 Vict	-9-9 Vic		-6-11 Pi		-11-22 Dro	- 8-8 Dro-5Kal-5-6gal	-6Kil-12-6 Lor	-8-19-18 gal

RRRRRRRRRRRR
Stallen is teleported by wild magic to a location in the forest outskirts about 35 yards east of the location of the house. He climbs down out of the tree he ended up in. Casting a invisibility, a earthquake (no attracted monsters). He locates his location by going out of the forest. Then he decides to go back to the Temple of Lathander. He arrives there safely about 3:00 iun the afternoon.
RRRRRRR
The Pharimm will wait for the party to exit from the building and then attack them. He will wait with 6 gargoyles for 1 day before leaving.
If he leaves, he will instruct a gargoyl nearby with instructions to let the Pharimm know if/when they come out.
The party flees before the returning gargoyles and the Pharimm into the building they were going to. They find the door partially open. 
The Pharimm casts web over the open door. Loritheria tells the party they are in trouble.
Into room 1 of building 1855
They do some rather panicked searching around.
RRRRRRR
Rand. Enc. Phanto Asp - surprises, attacks and succeeds. Phanto is poisoned
Asp toxin Save  vs. poison or take 1-8  (1d8) damage per round for 20 rounds  (or  until cured).  Save each round  for  half damage
There is a hole in the floor of room 11 which colapsed into room 1-K underneith. Ember is rescued from falling in by Krom and Dromar. The fountain in 11 now lies at the bottom of K.


Text Account:
Cindy II (Katreena)
Starting with a very small party (Lisa and Cindy) The party is in Building 1855. 
This was their original destination (the place where the Priests said they were to "clean out" and Loritheria with the party to place the Priestly Seals on the building using a scroll. They were chased into this room by Gargoyls, Margoyls, and the Pharimm. The pharymm wants the parties treasure (he has senced they have a lot of magic in their possession). He is waiting outside the building for them. He will not fire the house (and destroy the magic he covets!). Instead, he will send in spells and gargoyls to force them out.
They have been running through the building and have not been mapping. They have been into 1, 2, 7, 13, 11, 10. Poisonous Snake in plants over W wall. The party is split up between 10 and 11.
There is a hole in the floor of room 11 which colapsed into room 1-K underneith. Ember is rescued from falling in by Krom and Dromar. The fountain in 11 now lies at the bottom of K.
I n room 10 is a Gal, Kil, Lor, Pi, Vic,, Alf  - In room 11 Kat, Dro Tim, Krom, (Ember)
They lower Dromar on a rope into K No enc.
RRRR He tells them about the room. The party rejoins in room 11
RR The party will follow. 
A Gargoyl hears them in the room
R The gargoyl leaves and they fire the house
R The rest of the party goes to K.
RRR They stop on the corner to get their bearings. 
All the humans they meet in this place will be an Elvin Undead. Their HP are double normal. All spells will be necromantic and conjuration. If priest, Necromantic, Astral and Guardian spells 
Doors are wood with banded iron across the whole door and into the hinges with a latch on the middle of the 3.
Vict. opens it Spectral Voice cast on mummy like thing in entry.
Next the Mage casts insect swarm and summons his pet scorpions (40) and sends them into the party.
RRRRRRR Destroy the "mummy" (Really just something the mage found around and is used for effect" 
Krom, Kililik, Alf, Vict., Kilana - 4 Scorpion attacks each wi 4 mre each r
Kilik-1,alf-2, Both Fail Krom, Gal
Black scorpion poison    Paralyzes victim and does 9-36(9d4)  to 16-64(16d4) damage
Zombie Dog - HP 12 H.D.  4 AC 7 Att 1 1d6 Att. Last
By casting this spell, the priest is able to instantaneously modify
the die roll of any creature within range of the spell by creating "stored
bad luck" of which only he has control.  This modification must always be
to the creature's detriment.  Therefore, a "to hit" roll or saving throw
may be decreased, or an ability check roll may be increased.  Damage
rolls, magic resistance rolls and proficiency check rolls may not be
modified with this spell.  The stored bad luck that the spell creates may
be held by the priest for up to 1 round before it dissipates.  The amount
that the spell will modify a roll is equal to +1 (+5% where applicable) 
for every three levels of experience (+1 at 1st-3rd level, +2 at 4th-6th
level, etc., to a maximum of +4).  When the priest wishes to use the luck
on another creature, the intention to do so must occur before the die is
rolled.  After this, the effects of the die roll are based upon the
modified roll.  Sometimes, the bad luck is just not enough to sufficiently
cause any harm. however.
T They kill the Mage Elvin Undead and the Zombie Dog. The poison lasts 1d8 turns. (1)
No Encounter
Death cup toxin  - This toxin appears only in the form of  powder,  as it is made  from  a  RARE  form  of mushrooms.   Once  a  victim  has been toxified  by  this substance,  the  effects  will  not begin  to  show  until  10  to   20  (1d10+10)  hours after the  initial introduction.  This toxin kills  by disolving  the red blood  cells  in  the  blood  stream,  as  such   the victim must save vs. death (at  -3)

T Unsing the Ram head ring, 3d6 of dam to every thing inside room.
TTT Search for S. Door This S. door was blocked so it could never opebn. Gal. uses Knock and it breakes the lock. 
T They go to room L. Open-Close door
 SPIDER, LARGE (x16); AC 8; MV 6"*15"; HD 1D8+1; HP 4(x3), 9(x4), 2(x4), 6(x2) 5(x3); 
A 4x		B 4x		C 9x		D 2x		E 6x		F 5x
-9 Vict		- 61 Krom	-7 Kil		-8 Alf		-16 Krom	-18

G9 x		H 6x		I 5		J 9x		K 4X		L 2X
-11 Vict		-6 kilik		-7 Alf		-8 Pi		-1 Kat		-4 kILAK


M 2x		N 5x		O 6x		P 2x
- 15 Krom	-16 Krom	-6 Pi		-Group

#AT 1; DMG 1; SA POISON BITE (SAVE AT +2); INT NON; AL N; SIZE S;
THAC0:18 JUMP: 30'
T After the battle waiting for smoke and flames to burn out in L.
They return to Room O  The gas has cleared, but is still poisonous if anything in the room is touched, effets as above.
TTTTT No Enc. Searching the rubble in the W. wall of O. Pi, Kat,, Alf, Kil, Dro, Vict  - Find chest Open. 
No Enc as Vict destroyes the chest. They find the gems in the s. compartment. Appraised.
Time Stop.


Text Account:
Small Party Gordon, Lisa, Cindy II and Mike - Dromar is leader
They are in Myth Dranor Building 1855 In the Nog Dungeon
They are in Room O after the battle with the Evoker (Undead Elf) - Wondering what to do now they figure the house has burned down. The smell of smoke (smelling like insense for the valuable words that burn above.
Off to Room T - Ghouls
Trap - Dying doe lying against the West wall as bait for the Ghouls (and dinner later)
They close the door after a quick look.
T 5 of the 6 are turned by Lorith. The last decides to leave as well.
T They go to the carrion crawler in the corredor.
To room I Elvin Evoker Undead vacancy on room. They close the door after taking a quick look in side. The Evoker inside is invisible and wants to follow the party and hurt them. He casts silence on himself., Opens the door and follows them.
EVOKER - 9th level undead mage
 MAGIC-USER SPELLS: 4 3 3 2 1

SPELLBOOK:

 LEVEL 1:BURNING HANDS, DETECT MAGIC, ENLARGE, FRIENDS, LIGHT, MAGIC MISSILE,
NYSTUL'S MAGIC AURA, PUSH, READ MAGIC, SHOCKING GRASP, SPIDER CLIMB, TENSER'S
FLOATING DISK, VENTRILOQUISM, WRITE, MOUNT, PRECIPITATION

 LEVEL 2:DETECT INVISIBILITY, FOOLS GOLD, KNOCK, LEVITATE, MIRROR IMAGE, RAY OF
ENFEEBLEMENT, SCARE, SHATTER, STRENGTH, DEEPPOCKETS, FLAMING SPHERE, KNOW
ALIGNMENT, MELF'S ACID ARROW, ZEPHYR

 LEVEL 3:CLAIRAUDIENCE, FLY, GUST OF WIND, HOLD PERSON, INFRAVISION,
INVISIBILITY 10' RADIUS, SUGGESTION, TONGUES, CLOUDBURST, DETECT ILLUSION, WIND
WALL

 LEVEL 4:FEAR, FIRE CHARM, FUMBLE, POLYMORPH OTHER, DISPEL ILLUSION, MAGIC
MIRROR, OTILUKE'S RESILIENT SPHERE

 LEVEL 5:CONTACT OTHER PLANE, EXTENSION II, LEOMUND'S SECRET CHEST, WALL OF ICE

The party continues and maps corredors. They go to room D
6 Ghasts
GHAST (x6); AC 4; MV 15"; HD 4D8; 
HP 18x 		23x, 		23x		11,x		15,x		28;x 
-12-10 Drom	-14-18 Krom	-7 Vic		-10-7 Emb	-9-6 Ba		-5 Kilak
				-6 Sal				-5 Alf		-7-8 Emb
				-7 Alf
				-18 Bas
#AT 3; Claw Weapon Teeth
DMG 1-4(x2)/1-8/1-12
; SA SEE BELOW; SD SEE BELOW; INT VERY; AL CE; SIZE M; THAC0:15
THOSE WITHIN 10' SAVE VS POISON OR -2 ON TO HIT ROLLS; PARALYSIS TOUCH (ELVE
NOT IMMUNE)

IMMUNE TO SLEEP, CHARM, & CIRCLE OF PROTECTION SPELLS
They Are turned and attacked.
The Evoker casts stinking cloud then invisible again.
Emb.-3 Sal-2 Lori-5 down
They return to room O to recover and  cast a wizard lock on the door.
Kilana casts Nap
Beserker Dwarfiends - 12 HD AC 0 4 attaks +@ hit +2 dam THACO 8 (6)
A 82-9-15		B 87			C 56-11-16-20		D 84			E 69x		F 91
-10-10-8-7 Emb 		- Kil			- Alf(down)		-10-13-17-17-18 Krom	-sal		
-5-10-5 Fido		-basil			-4 vic			fear			-18-10-13 Krom	fear
			fear			-7-3-4 Basel		-5 basil			-9 Vic
Fear - Sal - Paralized 1 turn			- forget						-13-21Emb
												-2 Bas
												-9 Dro
RRRRRRRR
They grab Sal and pull him inside the room
Kilic, Alf are dead! Bodies wrapped and placed in the Bag o Holding.
They move to Room L
T They search the room Sall wakes up. Find 150ep in sack
TT Vict. casts nap Encounter 20 min after entering room.
Time Stop


Text Account:
Small Party - 4th of July weekend! at 9:30 only Cindy I , Dale and Lisa are here Pi is leader
They are in Room L - Vict. casts nap Encounter 20 min after entering room - Time Stop
H The nap spell goes off with no encounters
The bodies of the Dwarfiends have been removed by their friends.
TT They are walking around mapping the area, not opening doors. (No Enc.)
They go to trap 2 Trapper over a 20' hole
TRAPPER HP 85, AC 3 Treasure 95 Platinum and Magic (Ring of Fashion) Tin Ring (worthless)
	       -17 Gal   -14 Gal -14-5-14-14 Pi -8-31Ember
R Pi  climbes down inside the hole
R Lor climbes down - They are attacking the Trapper
R The attackers do their stuff
R 	' '
RRRRR Krom and Timber who fell in were crushed by the trapper are getting their breath back while Pi looks around.
TT They search the pit which is filled with crushed bone from the monster; thy find the treasure.
T Climbing up out of the hole.
T They go to AA Krom and Timber bounce Roll Attracted monster Enc.  - No Enc. 
T Room AA Funnel shaped hole in the floor has 3' high tunnel to the Graveyard.
Back out to the corredor.
RING OF FASHION:
The ring of fashion, when commanded with the proper word,      immediately dresses the user in
any sort of clothing the character can dream     of, short of true armor of any sort (all costumes are
AC 10).  One out of 10     all such rings allow the wearer to create heavy clothing that can be
counted as  padded armor (AC 8). Unfortunately, there is also a 1% chance that the ring      will
create a completely random set of clothing that lasts for 1-6 turns before  fading.  Such clothing
appears in place of any other sort of clothing worn when  the ring is activated.  No metallic or
metal studded armor can be worn by the    user when the ring is activated, or else the ring will not
function.  Magical    metallic items of small size, such as rings, bracers, or jewelry, so not affect 
the function of this device. However, magical and normal suites of leather or    cloth armor will
vanish once this ring is activated, returning only when the     ring's     effects are dispelled or
negated.  all magical girdles, boots, cloaks, and the   like will likewise vanish and return later.

Pixies 
A 4		B 4		C 4		D 3		E 3
-10 Emb	
R Krom is confused, Timber is asleep , Katrina Dancing fo 3 rnds.
R Illusion of pixie appears over the hassok and tells them to "Leave Here!" Illusion of sword cuts illusion in half!
Treasure RSTX
3129 PP  -  40% to find something
Ember - 334pp	Basil 548pp
Gal - SCROLL OF PROTECTION FROM PETRIFICATION
Dro - MAGIC-USER SCROLL OF (MENDING, KNOCK, EXTENSION I, FIRE CHARM, POLYMORPH OTHER
LOWER WATER
Pi - SCROLL OF PROTECTION FROM MAGIC
gal -SCROLL OF PROTECTION FROM ELEMENTALS
------------------ Gems ---------------------------
A Gal - Almond shaped pouches about 2" in diameter at the bottom
MEDIUM LAPIS LAZULI - 10 GP
MEDIUM MOONSTONE - 100 GP
SMALL CHRYOPRASE - 10 GP
VERY LARGE MOSS AGATE - 10 GP
LARGE ZIRCON - 100 GP
VERY LARGE BANDED AGATE - 10 GP
VERY LARGE MOSS AGATE - 100 GP

B Pi
SMALL CHRYOPRASE - 10 GP
MEDIUM CHALCEDONY - 35 GP
VERY LARGE BANDED AGATE - 20 GP
HUGE LAPIS LAZULI - 50 GP
SMALL PERIDOT - 50 GP
HUGE OBSIDIAN - 50 GP

C Kat
LARGE BLOODSTONE - 60 GP
VERY LARGE TURQUOISE - 50 GP
LARGE ONYX - 100 GP
VERY SMALL AMETHYST - 5 GP
LARGE AMBER - 500 GP
VERY LARGE ROCK CRYSTAL - 500 GP Prism

D Basil
VERY LARGE MALACHITE - 10 GP
LARGE JASPER - 90 GP
VERY SMALL PEARL - 7 GP
MEDIUM AMBER - 120 GP
LARGE PEARL - 500 GP
LARGE LAPIS LAZULI - 50 GP
VERY LARGE MALACHITE - 10 GP

E Lorith
VERY SMALL SPINEL - 200 GP
SMALL GARNET - 100 GP
LARGE JET - 500 GP
HUGE BANDED AGATE - 5 GP
VERY SMALL AMBER - 50 GP

F Emb - Almond Pouch
VERY SMALL CHRYSOLITE - 50 GP
VERY SMALL EMERALD - 100 GP
VERY LARGE MALACHITE - 70 GP
HUGE HEMATITE - 50 GP
VERY SMALL ORIENTAL TOPAZ - 100 GP
VERY SMALL FIRE OPAL - 110 GP
1 Hour They search the room and wake up Timber
HH 2 Hours Searching the room. No Enc. 
Gal. has bad feelings about killing all these little creatures.
Time Stop


Text Account:
Gal is leader (with a roll of 12!) Lisa, Cindy I, Cindy II, Dale and Mike
Time stop in Room Y after killing the pixies. They have searched the debris that litters the E. wall
Gal. has bad feelings about killing all these little creatures.
They are wondering what to do - Talking about using a combine to get a remove curse to get Crom back. They dont
T They go up to the north toward room R. Back to the exit where the debris is.
Dromar starts digging at the debris (No Enc.) Fido, ember, pi join him. It will take 1 hour for the 4 to clear 5' there is a 30% chance of a cavein per 5' cleared. A cave in will land 1d10' of debris. Roll 1 per 1/2 hour for attracted monster.
1st 1/2 hour a colapse! - Fido is trapped. They free him he takes 6 but is cured.
Encounter! 16 with skeletons
A troop of 20 skeletons are marching in step. One of them clasps the Mercury bottle reverently in his hands (its glowing dim white)
TT They follow them to room X.. They go to room x door and listen. They are all hit by the darts.
SKELETON (x19); AC 7; MV 12"; HD 1D8; HP 6(x3), 7(x5), 3(x4), 5(x2), 1(x5)
#AT 1; DMG 1-6; SA ATTACK UNTIL DESTROYED; SD SEE BELOW; INT NON; AL N; SIZE M; THAC0:19
1/2 DMG FROM SHARP OR EDGED WEAPONS; IMMUNE TO SLEEP, CHARM, COLD OR HOLD SPELLS
7 Are destroyed by Lor, 9 by timb, 8 by kil
The priest inside Room x is hiding and hoping the party will jyst go away.
Pi is searching for the way to disarm trap 1. She succeeds in 7 minutes.
They enter the room.
Dromar Stabs the Priest, basil finishes him off - another alignment problem!! Lorithera warns them again.
Lorith. casts a consecrate spell on the shrine.
Pi shrine - Finds first gas trap but misses the dart type B Poison on shrine.
TTTTTT Searching and finding the treasure. The "Diamond ring" is actually a holy symbol of Sune (the circle - made of platinum and amnethist. They put it  the Bag o holding - No Enc.
T They leave - Go to Room M Find the tunnel to the Graveyard
Gal. uses skeeks to search the tunnel.
T They leave and go to Room S - Killing the Ape 18 HP - 10 Tim -11 Emb -12 Dromar
TTT They go into room S - Take Elect, leave silver lid is off - No ENc
T To Room R Open Nothing there leave
They go to Room U and open it. The door ajar allows them to cast spell and then close door. They open it again and attack.
T CARRION CRAWLER (x6); AC 3/7; MV 12"; HD 3D8+1; 
 DMG NIL; SA PARALYSIS TOUCH; INT NON; AL N; SIZE L; THAC0:16
HP 	19x		19, 		14, x		11x 		12,x ff		10;x ff		8x
	-14 Dro 		 -14 Dro;	-Timb		-6 Pi		-8 Kat		- Emb		-8 Timb
	-8 Emb		-Party		-16 Emb	-8 Basil		-14 Pi		-10 Dro
T They go into room U and search it.
TT Searching room - No Enc.
Room N Quicklings
Tim-looses broach - Crom, Kat-Purse of Gems Lor-Pouch of gems Krom
TTT Searching the room. They leave
TTT  Goto room Q They want to rest here. They want to stay 18 Hours
Encounter!  in 1 hour after the party bed downs with 20 Centipedes attacking a sleeper.
Dromar paralized 2 Rounds After 6 Hours Encounter! More centipedes.
They squash them without a problem. - Time stop where they awake after 18 hours with no further encounters


Text Account:
Gal is leader (with a roll of 12!) Lisa, Cindy I, Cindy II, Dale and Mike
Time stop in Room Y after killing the pixies. They have searched the debris that litters the E. wall
Gal. has bad feelings about killing all these little creatures.
They are wondering what to do - Talking about using a combine to get a remove curse to get Crom back. They dont
T They go up to the north toward room R. Back to the exit where the debris is.
Dromar starts digging at the debris (No Enc.) Fido, ember, pi join him. It will take 1 hour for the 4 to clear 5' there is a 30% chance of a cavein per 5' cleared. A cave in will land 1d10' of debris. Roll 1 per 1/2 hour for attracted monster.
1st 1/2 hour a colapse! - Fido is trapped. They free him he takes 6 but is cured.
Encounter! 16 with skeletons
A troop of 20 skeletons are marching in step. One of them clasps the Mercury bottle reverently in his hands (its glowing dim white)
TT They follow them to room X.. They go to room x door and listen. They are all hit by the darts.
SKELETON (x19); AC 7; MV 12"; HD 1D8; HP 6(x3), 7(x5), 3(x4), 5(x2), 1(x5)
#AT 1; DMG 1-6; SA ATTACK UNTIL DESTROYED; SD SEE BELOW; INT NON; AL N; SIZE M; THAC0:19
1/2 DMG FROM SHARP OR EDGED WEAPONS; IMMUNE TO SLEEP, CHARM, COLD OR HOLD SPELLS
7 Are destroyed by Lor, 9 by timb, 8 by kil
The priest inside Room x is hiding and hoping the party will jyst go away.
Pi is searching for the way to disarm trap 1. She succeeds in 7 minutes.
They enter the room.
Dromar Stabs the Priest, basil finishes him off - another alignment problem!! Lorithera warns them again.
Lorith. casts a consecrate spell on the shrine.
Pi shrine - Finds first gas trap but misses the dart type B Poison on shrine.
TTTTTT Searching and finding the treasure. The "Diamond ring" is actually a holy symbol of Sune (the circle - made of platinum and amnethist. They put it  the Bag o holding - No Enc.
T They leave - Go to Room M Find the tunnel to the Graveyard
Gal. uses skeeks to search the tunnel.
T They leave and go to Room S - Killing the Ape 18 HP - 10 Tim -11 Emb -12 Dromar
TTT They go into room S - Take Elect, leave silver lid is off - No ENc
T To Room R Open Nothing there leave
They go to Room U and open it. The door ajar allows them to cast spell and then close door. They open it again and attack.
T CARRION CRAWLER (x6); AC 3/7; MV 12"; HD 3D8+1; 
 DMG NIL; SA PARALYSIS TOUCH; INT NON; AL N; SIZE L; THAC0:16
HP 	19x		19, 		14, x		11x 		12,x ff		10;x ff		8x
	-14 Dro 		 -14 Dro;	-Timb		-6 Pi		-8 Kat		- Emb		-8 Timb
	-8 Emb		-Party		-16 Emb	-8 Basil		-14 Pi		-10 Dro
T They go into room U and search it.
TT Searching room - No Enc.
Room N Quicklings
Tim-looses broach - Crom, Kat-Purse of Gems Lor-Pouch of gems Krom
TTT Searching the room. They leave
TTT  Goto room Q They want to rest here. They want to stay 18 Hours
Encounter!  in 1 hour after the party bed downs with 20 Centipedes attacking a sleeper.
Dromar paralized 2 Rounds After 6 Hours Encounter! More centipedes.
They squash them without a problem. - Time stop where they awake after 18 hours 
with no further encounters


Text Account:
Time Stop in Room Q Lucy is leader, cindy mapper
The party is memorizing spells after having rested for 18 hours.
The Gargoyles have entered and are looking for the party. There are 2 parties of 10 each who are crusing around. Roll 30 sider twice for their current locations. Room P and Room Y. They will be enountered on a roll of 1-2 on 1d6. The rest of the denizens of the dungeon are all sturred up. Encounters occur on 1-3 on 1d6 per hour not in a room. In room, keep track of the progress of the gargoyles. They will stay in any room 1d10 turns.
T No Enc. - To room P
Encounter 10 gargoyles in room!
GARGOYLE (x12); AC 5; MV 9"/15"; HD 4D8+4; HP 19(x2), 27(x2), 17(x4), 
21(x4); #AT 4; DMG 1-3(x2)/1-6/1-4; SD +1 OR BETTER WEAPON TO HIT; INT LOW; AL
CE; SIZE M; THAC0:15
A 19x		B 27x		C 17x		D 21x		E 17fx		F 19fx
- 27 Crom	-13 Crom	-9-11 Tim	-13 Emb		-7-13 Pi		-8-8 Tim
-6 Vi		-6 Vi		-3 Vi		-6 Vi		-3 Vi		-3 Vi
		-15 Gal

G 17fx		H 21fx		I 27x		J 21x		K 19x		L 27x
-6-6 Sal		-11-5 Pi		-18 Gal		-12-6 Pi		-4 Sal		-10 -10 Vi
-6-10 Vic		-9 Vic		-11 Vic		-8- Ti		-8-8 Vi		-13-10 Emb

M 30x
-12-718 Pi

R
R Gal. casts evards in E. going corredor at crossroad to south.  Castigate-Vi
R Gal magic M., FF Ember is paralized , krom is released, but as a panther
R Gal Magic M. 
R Gal inv. , Crom changes to man
R N. poison-lor - Tim para.
R They kill the last
RRRR The Pharimm arrives! They flee
R The Disp. Mag. on the Evards fails - They
They retreet into room P. Time Stop
The Pharimm wants to dispell the evarsds so he can send in more gargoyles.


Text Account:
Mike is leader - Lisa is leader
They retreat into room P. Time Stop
The Pharimm wants to dispell the evarsds so he can send in more gargoyles.
They are in the room with the tunnels 350' long going down 250' to the graveyard.
1-1 4'	2-3'	3-3'	4-5'	5-3'
Roll dispell magic on the Evards at the end of the corredor. It succeeds - They come through the second R
R Dromar casts Phantasmal Killer - no effect.
R They go to tunnel no 5 -  Evards - Wall of fog
R Fla. Sphere by Phar
R They abandon tRoom P and go down tunnel 5. 
T They all make their saves for dex +2 on the way down (3 throws) and arrive at the funnel at the 3end of the tunnel. 
T After searching around the go to bldg 13E
T Room 13 E - family chop of Manotha.
The Pharim wants to follow them down, but would only be able to go down hole 4, and would have to go alone as the gargoyles would roll more than crawll down (ST 10 or less on 20 to slipo on tiles)


Text Account:
Leader is Dromar is Leader
Time Stop in the Graveyard in the NE corner.
The Kakooie come out of room M to investigat the noise. There are 5 of them, but there are 30 more in the building. THey will speak to the party if they are not attacked first.
The party continues to the NE toward the stairs in the N.
They go to the Room M and meet the old elf caretaker/undertaker
He tells them alot about the dungeon and where the tunnels go


Text Account:
Dale (Timber) is leader
Look at party.dbf for last weeks game. Combine this entry there!
They are in the graveyard (~5th level). Yatheph is the name of the 750 year old elf who offers them a place to stay as long as they want.
THe statue has the property of allowing any priest of Lathander the ability to get 2 Create food and water per day when touched as it glows pink at sunrise and sunset. It was left a a guardian and while glowing it can use neutralize magic and bless on those it favors (including the undead guards)
They have been in the room 180 min (3 hrs)
They are talking about which way to go; up or down the stairs.
Loritheria talks to yapeth about the statue and things clerical. He tells her of the statue. She wants to see it at "sunrise" and it will be 2 hours before it arrives (actually 130 min 13 rounds)
But the gargoyls and the Pharrihm interrup them at 110 min - 20 min from sunrise. 
T They spend the time mapping the rest of the room. They go to where they came in and go south
T Listening at opening; 
TT Looking in Room E1
TT Walking around through the tombstones.
TT Examining Hexagonal room E
TT The party examings it
T Katreena does a Legend Lore on Gal. Gate ring
On their way to the statue, they hear the Garss comming and go towar tunnel 4 where they will exit.

R Inv.-Bless-Specalization
R MM-Strength
R A. Arrow, 
R No Spells - They see Lori and the Kakootie and move toward them.
R
R 
Sal is paral.
GARGOYLE, KOPOACINTH (x14); AC 0; MV 9"/15"; HD 4D8+4; HP 
#AT 4; DMG 1-3(x2)/1-6/1-4; 
SD +1 OR BETTER WEAPON TO HIT; INT LOW; AL CE;
SIZE M; THAC0:15; 

These are flying in the room.
A 25x,            B 23x             C 22              
-25 Krom         -10-23 Vic          -12 Dro
                                     -6 Kil

D 27              E 25x             F 26             G 15; 
-14 Gal.          -15 Gal          -14 Pi
-10 Tim           -12              -9 Tim

H 25,             I 21             J 21              
-6 Dro             -13K
-9 Pi

These are in the hole when party attacks 
K 24              L 26              M 20              N 16; 
-14 Pi

KAKOOIE 24
Thes will be played  by the party 
AC 9, THAC0 10, Damage 1d6+6 (for energy drain) Save VS spell or freeze
Black spark touch
 
Pharimm INT 19; AL NE; AC 2; MV F19; HD 9; THAC0 11; SIZE L; 
# Att 6; 2@Dmg 1D4 2@1d8 (Sword) - Bint 3D4 - Tail 2d4 If attack roll in 16 or better, it impales and does 1d6 more damage and save VS poison 3 times.
Paralize, Levitated, Injected egg is fertile.

Time stop where The gargoyles are pearched on top of the buildings looking down at them. Loritheria says"It not long to wait and then then we can relax. Go that way" and points toward the stastue.


Text Account:
Time stop where The gargoyles are pearched on top of the buildings looking down at them. Loritheria says"It not long to wait and then then we can relax. Go that way" and points toward the stastue.
They will be attacked by the gargoyles and the Pharimm in 6 rounds

Pharimm INT 19; AL NE; AC 2; MV F19; HD 9; THAC0 11; SIZE L; 
# Att 6; 2@Dmg 1D4 2@1d8 (Sword) - Bint 3D4 - Tail 2d4 If attack roll in 16 or better, it impales and does 1d6 more damage and save VS poison 3 times.
Paralize, Levitated, Injected egg is fertile.

These are flying in the room.
GARGOYLE (x3); AC 5; MV 9"/15"; HD 4D8+4; HP 21, 23, 26; #AT 4; DM
1-3(x2)/1-6/1-4; AL CE; SIZE M; THAC0:15

A 25x,            B 23x             C 22x              
-25 Krom         -10-23 Vic          -12 Dro-7pi
                                     -6 Kil

D 27x              E 25x            F 26x             G 15x 
-14 Gal.          -15 Gal          -14 Pi            -7 Pi
-10 Tim           -12              -9 Tim             -4 Dog
-8 Dro                             -16 Gal           -7 Tim

H 25x             I 21x             J 21x              
-6 Dro-7Pi        -13K             -30 Dro
-9 Pi`             -30 Drom
-4 Dog

These are in the hole when party attacks 
K 24              L 26x             M 20x        N 16x; 
-14 Pi            -12 Dro-6        -17         -9
-3 Dog            -9 Dog             -3 Dog     -7 Dog
-3 Dog

DOGS A-43       B-27x   C-54    D-58
-8              -18     -25     
                -50
They will be assisted by 2 Per and 4 Moondogs.

MOON DOG ; AC -2/0/2; MV 30"; HD 8D8+16; HP 60; #AT 1; DMG 3-12; MR 25%; AL
NG; SIZE M; THAC0:10

Yapeth's Bless
In your wisdom you have given me the boon of a grain of your powers to protect your poor servant in your service.

Loritheria's Chant:
Oh great Lathander, he who rules great Elysium to the joy of his subjects cast you gaze our way and smile down upon us in our time of need. Grant us the power to battle in your name and if we fail you, take our souls to your rosy bosum.

RRRRRRRRRRRR
22 HP Pharim
-6
-15 -17

They talk to the Per who tells them the Pharimm's lair was near the twin spire temple.
They kill the Pharimm in tunnel #4.


Text Account:
They are discussing how to get back to the surface again (stairs or tunnels).
H Loritheria holds a service to inter Yapheth in crypt E11.
They take him back to M where his home was and they find treasure! MD-1855-G-M
H They heal the party and then cast a nap spell.
Vict. casts Nap and it goes awry! Vict is now glowing like a light rock.
TT Legend Lores
They leave to go up the stairs
TTTUp to 5th level room c - 
TTTT Searching the room for S. doors and the fountain No Enc.
T Corom drinks from the fountain and can never again be stunned! It only works for 1 person a day.
TT Into room V Dead dwarves-Vict. blesses bodies
T Room A2 - They save from Falling
T Room B2 - They skeletons are destroyed.
T Gal is polymorphed into a lion! 
TT They get the Latch to the alcove open and pack up the coins.
T Room C2 They turn the Spectre (to room B) and are standing at the doorway.
Time Stop (Wondering wether to return to the Grave yard and use the tunnels.


Text Account:
T Room C2 They turn the Spectre (to room B) and are standing at the doorway.
T Time Stop (Wondering wether to return to the Grave yard and use the tunnels.
They decide to leave and go back to the graveyard.- No Enc. going to stairs
TTT Going down the stairs - Reach the graveyard - No Enc.
Wait for 6 hours - Enc at 5th hour
Fighters are resting - Gal. (As a lion), Kilana,Lorith and Timber are watching
3 GELATINOUS CUBE ; AC 8; MV 6"; HD 4D8; HP 
A 20;         B 27Stun    C 17
12--12Tim   -17 Lor       -20 Crom
#AT 1; DMG 2-8; SA SEE BELOW; SD
SEE BELOW; INT NON; AL N; SIZE L; THAC0:15
TOUCH CAUSES PARALYSIS (SAVE VS PARALYSIS); SURPRISES ON 1-3
IF FAIL SAVE VS COLD SLOWED 50% & TAKE 1-4 DMG; IMMUNE TO ELECTRICITY, FEAR,
HOLDS, PARALYZATION, POLY, & SLEEP ATTACKS
Attacks Tim by surprise - Hit! Makes save
R Gal. stunned, crom kills one
R Tim. kills the second and they hack the stunned one up. 
RRRRR Crom touches cube and is put out for 15 min - The rest carefully search for Treasure
No Enc.
50 CP, 34 SP, 22 EP, 18 GP, 9 PP
2 GEMS - TOTAL VALUE 270 GP In a steel box
Large Opal (blue) - 150 gp
Spindle shaped Black Jet - 120 gp
RThey prepare to climb up a tile tunnel.
They are 400 feet long. Roll for dex +2 each 100'. Mountainering will help. Petons very difficult to use - takes 20 min to drive a secure spike.
Crom, Pi, and sal go 120; up the tunnel they came through (3' diameter)
TT Putting in a peton (no enc.)
They continue to climb (take out the peton)
TT They get to the top of the tunnel in room 1-P
T They pound in spike and drop rope below. (No Enc.)
T The rest climb up
TT They rope in the harnessed lion (Gal.)
They go to the place they came in 1-K.
T Climb the wall and drop a rope down.  (No Enc.)
T The rest of the party climbes up
T They pull Gal (the lion) up to the surface
10T They tie things together over the hole and Lori. casts her ward spell.
They head back to the temple
T They get back to the Temple of Lathander
Stalin is there and there was much rejoicing.
Loiritheria leaves to talk to the Priestess. 509 has dinner with the priests.
They sleep then.
They wake up the next morning - They want to leave. 
Stalen uses polymorph potion; uses it to brings gal. back.
They tell the priests that they wish to speak to the high priestess.
Alecathra meets with them after lunch.
They are investigating their treasure (counting coins and playing with the magic)
They split up the magic treasure.
They talk to Alecathra - She is very friendly and willing to raise 1 NPC, but not the other.
She gives them a continual light which puts off sunlight.
She meets them in the mess hall and praises them for their help and that the discovery of the dungeon puts her in the parties debt.
Kitana has the cursed back biter sword removed.
They give the temple the map the dungeon. They party that night (much drinking and playing instruments and making noise.
Next morning, Kilick is resurected.
Kilic is raised and Alfdein is cremated
They decide to wait the two days until Kilick is ready to travel
Katrina puts a spell in her book. They spar and exersize.
Kilick is up and around and the party wants to go to the temple to find the book and get the treasure of the pharimm. (Sundamire's Tower)
They cast some spells then leave.
Pi is visited by the face of the swords.
They arrive at the building 4 story tower intact. Grey granite with 1' sq wooden plug windows.
TT going to front door and looking for traps and such, Ember watches the pool. 
One intact tower
They get the swords and the ogres attack with surprise.
Time Stop


Text Account:
They get the swords and the ogres attack with surprise.
Time Stop
OGRE (x18); AC 5; MV 9"; HD 4D8+1; HP 26(x3), 18(x7), 21(x3), 14(x2), 25(x3);
#AT 1; DMG 1-10/BY WEAPON; INT LOW; AL CE; SIZE L; THAC0:15
TREAS 933 GP, 20 GEMS

A  18x                    B  21x                  C  18x                D  14x                E 25x              F 18x
-5-10 bas               -6-14 Dro               -16 Tim              -13 St                 -13 St            -13-14 Tim
-13-27 Emb             -9 Bas                  -14Tim                                         -24 Emb
              
G  18x                   H  25x                  I  21x                  J  18x                  K  27x        L 16x
-25 Pi                    -8-12 Kil                -2 Sal               -24 Krom               -13 Krom     -8-5-10 Kil
                            -9 Pi                      FB                                               FB

M  18x                    N  21x                 O  24 x                 P   25x                  Q  18x           R 14x
FB                          FB                      -6 Bas                 -28 Krom               -28                -7-8 Pi
                        

ETTIN (x4); AC 3; MV 12"; HD 10D8; HP 49, 43, 39, 37; #AT 2; DMG 2-16/3-18; SD
SURPRISED ONLY ON A 1; INT LOW; AL CE; SIZE L; THAC0:10
A 49 x                          B 39  x                     C 37x                      D 43x
-36-17-16 Emb              -17-12 Tim              - 14-13-12Krom          -9-13 Kil
                                  -8 Bas                                                    -12-18 Pi
Alhoon
 -6 Dro

R Ogre Surprise
R Ogre attack/Bless
R Feeblemind- More Ogres
R Fireball
R M.M.-ettins
R None
R M.M. 
R Barrier
R Dispel Magic
R Wriath
They are all inside the building.
Time Stop


Text Account:
This game is taking place at Lake Tahoo in the Lone Pine Inn.
Jim Strange is here along with Lisa, Dale and Cindy (with more people to
arrive later.)
The party is split up. Vict. is in room 3 while the others are looking
around Room 1
T They are listening at the door to room 7.
T Crom tries using sticky fingers to move across the walls to the door on N
of Room 7.
T They move to the N wall.
T Timber searches for tracks and find the tracks of the origainal
searchers.
T They enter and Search room 6.
T They find a grocery list.
T They go in Room 4
TT They search. They find the oven which is locked and
They find the non-violent Items (Braclet of cleanliness and Vial of Smells)
T Looking arouned some more
T Going into room 3
T Mapping and stuff.
TTT THey move to the door to Room5. They search. For S. Doors. Traps
TTT Find non-violent magic  item.
# 87
T They find the trapdoor and send crom down
TT They get to the bottom (-1 5 Tapestry room)
st,pi,gal,dar,phan looking behind tapestrys Afor walls and doors.
T Gal3 , dar2 burrowing worms
T Gal 2+2, Dar3+2,
T Gal 3+4, Phanto 4
They find the worms after 3 rounds
Time Stop


Text Account:
Back Home - TT They get to the bottom (-1 5 Tapestry room) Timber is leader.
After discovering the Worms, they try to decide which of the 4 doors to go through.
Going to the Tap over the W. door and try to pull it down. They tear it down.
No enc. into room 5 - Larder.
There are 3 bodies haning on meat hooks. 
Race   -- Elf                    Interest --  Husbandry   HP 44
Class   --  Thief Level 8    Occupation -- Woodworking
Sex        -- Female           Morals -- Virtuous
Strength   -- 15                General -- Imposing
Intelegence -- 13              Intellect -- Brilliant
Wisdom      -- 12              Piety -- Average
Dexterity   -- 17               Personality -- Taciturn
Constitution -- 13             Hit Dice -- d6
Charisma    -- 11              Nature -- Resentful
Comeliness  -- 10             Materialism -- Intellectualist
Allignment  -- Lawful Evil  Possessions -- Superb
Age          -- 163             Apparent Age -- Mature
Armor Class  -- 7              Bravery -- Cowardly
Favored weapon -- Dagger      General Tendencies -- Capricious
Height in "   -- 60            Disposition -- Even Tempered
Weight in #   -- 91            Honesty -- Average
Hair Color    -- Brown         Sanity -- Normal
Complexion    -- Tanned        Energy -- Energetic
Features      -- Refined       Thrift -- Spendthrift S. Bow, L. Sword, Dagger.
Social Standing - Upper Middle Collections -- Books & Scrolls
T They lift Keesha (the elven woman) off the spike and heal her to 20 HP
TT They tell her that she is safe. They give her weapons and she prepares for battle.
T Basheba is the name of the other dead one in the room. they lift her down and pray over her.
No Enc. - They go to S. door
In room 4 Pharim's rest
Bones on floor, 20' dia. pedistle made of broken mortered rock with skulls placed in the cracks.
Enc. with room guardians - Type 2 and type 4
A 63                                      B 58
-11-10 Kat                              -22-17 Gal
-14-11-16-15 Krom                   -15-16 Krom
RRRR
Searching the room - Not the pedastle
TTTTTT
They climb up on the pedastle
RRR
Healing and Searching Pedestle
In pedistle - Fork of Non Violent item 19,NV Item #30 Canteen, NV item #48 a 9x5x3 box of music, Pshco gem, Pouch with 312GP and 3 gems 50gp Each
Nap spell cast with Tim Drom, Lor, Kat, Kilana, Gal are affected
T Enc with 25 Bug bears lead by a Pair of Ogree Leaders and 4 Ogre followers
Time Stop as they open both doors to room 4


Text Account:
They are in Room4 of 1st level.
T Enc with 25 Bug bears lead by a Pair of Ogree Leaders and 4 Ogre followers

BUGBEAR (x28); 
AC 5; MV 9"; HD 3D8+1; HP 16(x5), 10(x7), 13(x5), 12(x7), 18(x4); 
#AT 1; DMG 2-8/BY WEAPON; SA SURPRISES ON 1-3; INT LOW; AL CE; SIZE L;
THAC0:16
TREAS 393 CP, 306 SP


A16x           B 10 x           C 13 x          D 12x          E 18x
-20 Emb      -15 krom      -8 Basil       - 15            -15 Krom
                                   -6 Kil                            -10 Bas

F 13           G 12             
-12  Emb     -5 Emb
-14 Emb      -9 Emb 
BUGBEAR LEADER/SUBCHIEF (x2); AC 4; MV 9"; HD 4D8; HP 25(x2); #AT 1; DMG 3-9;
SA SURPRISES ON A 1-3; INT AVERAGE; AL CE; SIZE L; THAC0:15
TREAS 27 CP, 25 SP, 15 EP, 8 GP

BUGBEAR CHIEF ; AC 3; MV 9"; HD 4D8; HP 30; #AT 1; DMG 4-10; SA SURPRISES ON A
1-3; INT AVERAGE; AL CE; SIZE L; THAC0:15
TREAS 14 CP, 7 SP, 4 EP, 8 GP

They kill some of the bb and the rest run away. They will attamept to use the R. of Inv. that one of the leaders has to sapy on the party to attack them later.
TTTTTT They memorize spells. No Enc.

Room  2 Sculpture room. All statues defaced and covered with grafitti. They have outraged statues appearing to be honored elves and good goods. No Enc. THey look around for T and go back to tapestry.
T Then they go to Room 6 Look around for a min and then leave.
TT Into Room 2  
T Room 1 check it for a minute

T Back to room 6 Mapping They find the 2 hiding femailses. One makes a "pass" at krom, and he doesn't kill her (the others do)
Femail BB A 5x HP      B 10x  
               -54 Pi        -2Krom -10 Emb
TTTTT Rand. Enc. (Sneeking BugBear spy (They  kill it.)
TTT They move into Room2 so both doors into room6 can be seen and wait for the BB to come out.
T On to room 1. 
Down Stairs - Ambush

The second party that Still Live:
H 18x          I 10x            J 16x              K 13x  
-25 Krom      -12 Tim      -15-3 Krom        -6 Bas-7 Tim

These below killed by Ev Tent
L 12             Ma 10          Na 16           Oa 13
- 5  Bas        -10 Kat        -10 Bas         - 4-3 Kiak
-5 Ember 
---
Pa 12x            Qa 10x            Ra 10 x          Sa 13x           Ta 12x
-22 Krom        -3 -13 Pi         -5 Bas-7 Dro    -16 Krom           -16 Pi

U 18 x           V 13x            W 12x          X 10x
-8 Gal          -6 Gal           -15 Krom     -11 Pi
-9 Gal          -6 Gal.
- 8 Dro         -11 Tim
Y 16            Z 10x
-11-12 Pi     -18 Krom

T They search the bodies.
A Mythral Ghost warns them away from the Door on Level 2


Text Account:
Lucy (Victorex) is leader
They are in the corredor on Level 2 between the B.B. blockade and the door to Room 1
T The ghost is that of Basheba who was the guide for the party that Keesha was in.
T She gets the idea across that there is a magical trap on the door to Room 1
T They decide to do some healing
After talking, they decide to go back up to the first floor and make sure there are no more creatures behind them. The B.B. will be in the guard room except for 1 who is watching them.
T Stallen does l.. Lore and succeeds - Tim. insures B.B are dead - Pi checks for traps
When Sta. pokes a sword into the mirror, a B.B. comes out from behind the mirror and assumes a position of submission. St. then goes behind the mirror and finds the stacked bolders and notyhing else.
Gal. violates her allignment by recommending the evil char. (Keesha) kill the bugbear.
The good people turn their backs pretending to look for s. doors while Keesha kills the b.b.
BB HP - 16 -13-4 Keesha The BB dies
T St. and Emb. go back behind the mirror to search, Searching for S. doors, healing.
They go back down the stairs to the door to Room 1 L. 2.
TTTT They grab a bolder,put it in a rope harness which allows them to get it accross the p[it.
They take to boulder to the door to Room 1
They want to throw it to the door.
Kr. And Em.V. 8', Tim. and Vic. emb at 10'
Door 34HP -6-15, Krom, -8-16 Em. 
The door is blown appart and the air is filled with gravel and dust
They carefully approach the room. The B.B are waiting for them (8) on the other side of the door.
A16x           B 10fx            C 13x           D 12x          E 18x       F 22x
-16 Ti           -5-6 Vic           -20- Krom      -19 Kr.      -16 Kr       -12-13 Pi
TT They search the bodies and then the room.
211 CP, 168 sp, 2GP (1 each)
Chain Lightning Trap on door to room 4
TT They see the rune of Whirsling on the floor and try to find a way past it.
St. see an irregularity in the dispersal pattern of the junk in the room is too even.
Pi. looks for traps on the other door (to room2) and finds a unknown trap.
T Searching the door - Recognizes it as the sky constilation " the fist".
T They are missinig with the door. Krom sets it off Doorsmash 34HP -13-19 Krom. Krom jumps away and the arm dissappears.                                                                   -12- Emb.
- Emb. throws a bug bear and attacks. They kill the door and reveal the Fake Book.
T Searching for traps on room2 
T More searching the door.
T The columns are made of jade and carved with jungle vines. Bears peek out of bushes and kill game.
T Gal throws a coin at the shaft; it turns molten and sprays 10' back toward the caster.
TTT They are doing more searching with the column.
T They start to search the shaft of light.
T Gal. tries to cast a R. Mag on the light, but the spell goes wild and a green slime comes out of her nose and attacks her. She pours S. Water on it and it disolves. Her lower body clothes are destroyed.
Stallen cast a scroll of "Prot. F. Magic and walks into the sphere of light. He retreives the book.
T Stallen opens the book
50 exp to Timber for figuring out this was a trap.
Time stop in ths room and they may decide to rest here.
The inscriptions on the top pages of the book say "I hope meny people died to read these words"


Text Account:
We were supposed to be in Big Basin, but there were no campsites. Cindy and Dale are camping in the backyard! They are in the second level of the building 1870's underground lair.
Lisa (Gal) is leader
Time stop in room 2 and they may decide to rest here.
The inscriptions on the top pages of the book say "I hope meny people died to read these words"
Each page has ha, ha written on it.
They want to rest 12 hours here, 2 watches (6hs). Enc at 4 hours. Ghost of Basheba returns.
Keesah is not up when the ghost comes. The ghost waves goodby to them (keesha).
No additional encounters/ they memorize spells and cast healing and strength.
T Pi Searches for traps on the door to room 4. The ATT has been sprung and the go in.
T They pass through the whirstling
T At the door to room 5 
T They are all slowed, none are slept
The rest of the party (gordon, Mike, lucy, peter) arrives and we have dinner
All who start this game need to make a ST or sleep
Slowed Krom-72 Dromar-31 Stallen-82 Gal-58 Victorex-39 Pi-100 Timber-46 Emb-81 Kilana-78 Kilik-9
Keesha-68 Basil-82
Gal. casts 2 haste spells which overcome the Slow from the trap.
T They go to the E door
Enter Room 6
A 34 x            B 
-31 Krom
-7 Dro
They are all turned (including the one that was turned before it was killed). 
50 exp for dromar, 10 exp for vict.
The zombies come back! Victorex turns 6 of the 
C 33x         D 26x              E 34x         F 31x                G 35x
-33 Krom     -16-14 Emb     -18 Tim       -11-5-11 Kil      -1 Bas
                                       -35 Emb      -9 Keesha         -15-6 Dro
                                                                               -36 Pi

C 33x             D 26x                   E 34x              F 31x                G 35
-25-18 Krom    -10-12 Keesha,     -9-38 Emb,        -15-24 Pi,         -9 Tim
                     -11-71 Krom                                                        -6-14 Kilick
T They search the room for "stuff"
T They cant find the door
Vi,Pi,Gal,Kes,Tim
Krom is trapped in the force cage trap At room 3
They heal and then cast a nap spell to memorize a dispel magic on the cage
6 mouths on spell fangs 
A-2-18  b-3-21 Krom  c-2  d-4  e-4  f -14 Krom
They get into the room and set off the stone smash trap
33 HP -15 Krom -7 Pi  -13 Tim

HTTTTTTTTTTT Searching for traps - Counting coins


Text Account:
Dale (Timber) is leader
The Scrollbook of the Pharrim  has a face on the front. It is a hobbit spirit trapped in the book. It can become animated and speak to the person holding the book. It is bad tempered and insulting, sulking and obsequous, trunculent and stubborn by turns. His store of knowledge regarding Hobbit His name is Bolo. history is vast, but it knows next to nothing about spells or anything else. He was a low level bard who was tricked into coming to M.D. so he could be given to the Pharrimm in exchange for money and information about the buildings. He is very bitter about this and makes elaborite curses on "Greebar the Lowley" the gnome who sold him out. He was 40 when he was transfered to the book, and has existed so for 130 years.
Time stop in Level 2 room3 - They have opened all the chests and are trying to figure out how to get the book out of the field of force. Pi finds a prot. from magic scroll. She casts it and takes the book out of the shaft of light.
They wan to rest in this room until they can memorize spells and heal. They bring the captives into the room and have a meal.
Captive names are: Yuka (the woman)-6HP-2-1-2, Jahvis-5HP-2-2-2, Heusker-7HP-1-2-1, Flateh-2HP-2, Haggil-5HP-1-1-2
They examine the stuff using apprasil and L. Lore.
They set watch and sleep. 18 Hrs, No Enc. 
They awake and re-memorize spells.
Coins are combined into 2 chests. The copper pieces are left behind. They are carieng about 12200 coins. They make rope harnesses for the chests and cast 2 lighten loads; they are no encumbered.
TTT
TT They reach the tapestry room. Keesha has a worm on her.
TTT They get the chests and the captives up the ladder and are in building1872-rm2.
TTT They bind the feet of the captives.
The gargoyl sees them and will try to sneek away. If it rolls 65% it will do so; it is successful
they are surprised. 
Vrock
A 62x               b 62x            C 64x                      D 54x          
-20-12-16-7 Kr  -12-10-10 v     -14-10-14-10 Emb     -17 Kil
                       -10-11 st        -21 Krom                  -10-18-15 Pi
                       -11 krom        - Kee
RRRRRRRRR
Gal. summons a Unicorn to act as her steed. It will arrive in 2 days.
They get to the Temple and saftey 2 rounds after the battle.
The get Tim out of the Iron Flask, Keesha is shown the door by the Priests. Loritheria is healed. 
Time Stop
Gal., Kilana, Tim go to the dawn ceremony.
Arnortha casts a resurection on Sal and he is alive, but in need of healing and rest
The ones defened are healed.
Altogether, they spend 2 days in the temple. Gal is chosen by the unicorn unesis. It will travel with her. She get a dream where her "corruption" spreads to the Unicorn. They leave the morning of the 3rd day. Out of the city no enc. They split up treasure and magic items
No Forest Enc. the first day Weather
Second Day Encounter at night - Cloudy Weather with random sprinkles. Night Enc. Haunts - 2nd watch. Haunt is chased away from the W. Watch thing. 
3rd day - Warmer, clears at midday - No Enc
4th day - Reach river, dark day overcast - No Enc.
5th Day - Follow river, a little clearer, No ENc.
6tk day - Warmer, Clear-No enc.
7th day - Accross the clearing no enc.
8th day - N. up riover through small forest. Enc on afternoon. Wild Dogs
DOG, WILD (x10); AC 7; MV 15"; HD 1D8+1; HP 9(x3), 7(x3), 2(x2), 5, 3; #AT 1
DMG 1-4; INT SEMI; AL N; SIZE S; THAC0:18
9th day they reach Shadowdale. Time Stop.
They go to the ship. Chic and Phant are there and they have a late meal while they discuss what they want to do next.
They decide to take a month off and then go to Isis.
The next morning they take it easy. They go into Shadowdale that evening for diner at an Inn.
Mother Tara's fest hall
Time stop where they are just heading out to see Elminster


Text Account:
Mother Tara's fest hall
They want to use the Planitar to speek to Dio Mas 60% chance of being on the road and not answering their call-She answers! She is  near Voonleer (NE of Shadowdale) traveling toward them; will arrive in 2 days. She was in Hillsfar for 1 week. 
Time Stop where the messenger from Elminster arrives to announce that he is ready to see the party.
They enter his office and he questions them about their adventure with the Pharimm. He has one P. spellbook and is interested in another one. He will get Laehro to make them an offer. Two scrolls, Passwall and Chaos or 10Kgp. They barter well and L. doubles the price scrolls and 10kgp. They put him off-they leave. Talk amounst themselves.
They wait for Dio Mas. They stay on the ship in their rooms.
Stallen goes out to find his friend in the Harpers. Durango? 
He tells Stallen that the one who requeted him want to see him in Waterdeep.
Dio Mas gets there. She is in a good mood, but must leave very soon for Isis.
She has to leave in 6 days, and the party wants to go to Isis. They will have to wait for 2 mo. if they dont go with D.Mas. They decide to take the ship to Waterdeep and be dropped off.
This will take 3 days to do of the 6. Arrive at dawn.
Time Stop as the dock the Ship.


Text Account:
Time Stop as the dock the Ship in Waterdeep. Gal. is having some fun in the city.
16th of  Kythorn, the Local 509 down the gangplank and goes with Kilana and Sal to the Unicorns Horn WD 178. They have baths and talk about clothes. Gal. wants to sell stuff at Smargs and other places? She goes to Smarg's and while she is there, Halazar Leader of the guild arrives with his guards and a mage to inspect the magical guards. Ralisa the helper talks to Gal. She sell her gems and 4K of the partys gems.
They leave there and go to the magic users guild.
Chake is 6th lev. mage. - Doesn't like Gal. - Doesn't like to be taken away from his books.
Race   -- Human                Interest --  Spellcraft
Class   --  Mage            Occupation -- Cook
Sex        -- Male             Morals -- Amoral
Strength   -- 8               General -- Distinguished
Intelegence -- 15              Intellect -- Sharp
Wisdom      -- 4              Piety -- Average
Dexterity   -- 12              Personality -- Abrupt
Constitution -- 10             Hit Dice -- d4
Charisma    -- 9              Nature -- Forgiving
Comeliness  -- 15              Materialism -- Generous
Allignment  -- Lawful Evil     Possessions -- Average
Age          -- 29             Apparent Age -- Mature
Armor Class  -- 10              Bravery -- Fearless
Favored weapon -- Dagger    General Tendencies -- Rude
Height in "   -- 77            Disposition -- Cheerful
Weight in #   -- 151            Honesty -- Average
Hair Color    -- Black         Sanity -- Very Stable
Complexion    -- Pale          Energy -- Energetic
Features      -- Delicate      Thrift -- Spendthrift
Social Standing - Lower Middle Collections -- Quils
5 the level spell available, Animal Summoning II, to trade for M. spellbook
Gal. doesn't want it and goes to the Bul. Board. Leaves messages for Sal and checks messages. She meets Sal on the way out of the guild and they go to lunch.
He promices to chek into prices for her and meet her at the U. Horn for dinner on her.
They go to Meiroths (197) and Gal. buys and has altered an outfit for dinner. Katrina buys lots of clothes. Time Stop where G. goes to the Philters shop.


Text Account:
Imprompto game with Gordon, Lisa , Cinday and Dale
Catch up cindy, dale and gordon in WD.
Time Stop where G. goes to the Philters shop.
Pi, Krom and gal go immediatly to U.H. Timber goes to the Temple (Miliki - Bldg. 76). 
Timber goes to temple and spends the day being clensed at the temple. 
Timber donates 5K to the church.
Back at the U.H. Gal. takes off as soon as her bath is over.
Pi wants to go the the T. Guild
Krom takes a bath (!) - Shot of hot brandy, goes to the jewler. Showes him the gems to be mounted to be made into a piece of jewlery 2 are found. Medalion of "cat" and figurine of a crouching panther. He bus them and has gems mounted in them and hung from nice chains around his throat. This costs 600 gp. He goes back to the U.C.
Pi looks for the guild. She finds a young boy who directs her to a tavern where she will be contacted. "Thirsty Sailor (269)".
She sees the adventure setup to adv 7 on pg 64 of waterdeep and the north book
Grabs the mages stuff, looks for 6 rounds and goes invisible to flee. She gets out 4 rounds before the watch arrives. She ducks down an alley afterward and returns to visibility.
Back to the U.C.  Gal comes in about 15 min later. They goes up to Gal's room to talk.
Gal. reads the parchment to them. They do nothing about this.
Off to the clothes store 197.
Krom stays at U.C. until dark.
Pi goes to General Shop 227 "Bellisters Hand" This is a small store front. There are always at least 2 attendendts. They will get the type of item a patron is interested in, and the other will run back into the warehouse to find the Item. They are strict in inventory control and will never leave an item on the counter unattended. They will try to "short" the quantity of any item the customer buys and offers to pack the items purchased to hide this.
She get back to the UC 1 hr before dark.
Gal goes to 33 "Phalantar's Philtres
The owner of this shop is almost maniac depressive. Massive mood swings and generally eccentric behavior. Tall, lean and "drawn out". He has a good stock of magic components and a small but steady trade in potions at 150% of normal costs. Roll 60% fo him to have any item in stock. Roll 1d6 to determine how many total he has. Roll 1d4 to determine how many of 1 type he has, the rest will be of another type. Phalantar is 6'4" tall, 150lbs. She by only spell components.
Back to the U.C. Krom is a week overdue to kill in panther form. He finds a slaver with 11 HP total
He strikes, and kills him by surprise. He drags the body away to another alley and feasts on the slaver for 1.5 hrs. He tuurns humand and realizes hge is a mess. Takes a trip to the ocean and goes in to c lean himself off. He goes back to the U. C. 
Pi finds the theives guild and buys stuff. She gets back the U. C. at 12:00
Time stop


Text Account:
Gal. retroactive night out with Sol.

Composed the night before the date listed. The cost of the parties sale of goods attempted while they are at Balthor's.
Party Stuff
Spell Book - Mahalari 6 Lev0 and 5 lev1 mage spells - 3K base (Modify by reaction)
Battle axe (silver w/ jewels - md1855-5-b2)
Dwarf Plate armor as above
Battle Ax 1855-g-m 
Statue of Humanoid W/dog face (md-dt-4-1-3)
Misc. weapons and armor as above (bulk purchase)
Glowing ceramic vial (md-1855-nog-1-y)

Gal. Stuff
Jewlery - Necklace, Anklet 70% quoted value
Ring of Truth-5000, Potion of Poly. Self-800, Unknown Potion- 300


Text Account:
Small game with peter and lucy and lisa - Vict. wants to visit the Temple - Stallen wants to see his contact with the Harpers, and to go the Plynth to visit HIS temple . They arrive on the 16th of  Kythorn, the Local 509 down the gangplank and goes with Kilana and Sal to the Unicorns Horn WD 178.
Stallen gives his horse to Sal to place in the stables and tries to make contact with a Rep of the Harpers. First stop is after wandering around somewhat heading for the Plynth. Then he wants to find a harper at an inn; specifically Inn of the Jade Jug (35).
Vict. goes immediatly to the temple of Silvanus (77). They ask for a story of his adventures and ask what she has done to help the Land where the party has their school
Vict. wants magic stuff. They have Holy Water, no Healing, Call woodland being, Yaski is high priestess. Great Reaction roll! The priestess offers to create Holy Water for them at "high midnight". Vict. stays at the temple and prays until midnight. The priestss makes holy water and gives V. 1/2 or 9 bottles of 18.
Stallen gets to the Plynth w/out encounter.
There is a shrine to Oghma on the second floor of the Plynth. Brightly lit by dozens of braziers. There are giant tables in the center of the room at which studying is going on.
Rolph is high priest. Tacit(who only talks when he is addressed directly), and Fractal (who is a very deep character) are the other priests.
Stallen makes a donation to the church in the amount of 200gp. Wants info on the area of the house of stone; achoustic of amphitheater. Points Stallen to Numenort the Sage expert in the Fallen Kingdoms. Stallen draws a rough map of the area around Katina and gives it to the temple. They are appritiative. He buys a lamb kabob from a street vendor and he is impressed with them to make up a song. A croud is attaacted and he give them his name to attract attention to himself. 
He stops at the unicorn's horn and then goes to the inn of the Jade Jug. (right across the street).
Jade Jug Moderate size, good quality, merchants, officers, Low Nobles, guild masters.
Stallen protects his room at the inn. The man with one eye is the bouncer at the inn. He doesn't wear a patch. The eye is sewn shut over a depression in the skull.
Business is takeing place here at all times. It especially popular with out of town merchants.
The stairs to the rooms in the upper floors wraps arpimd a stone fireplace near the center of the common room.


Text Account:
Lias, Cindy, Dale, Cindy 2, Mike, Peter, Lucy
Katrina kicks back and parties for a day - Dromar relaxes and sleeps a lot
They decide to go off to Balthor's - No Enc.
Selling
----------
Spell book of Mahaleri - MD - 1099-2 (6-0,5-1) - 3000
Plate Armor - MD -1855 -5 B2 (200)
2 Battle Axes  MD -1855 -5 B2 (Mundane) (60,10)
Long Sword  - Mudane (10)
Statue - MD - DT -4-1-3 (150)
Total - 3430 They take the cash

Gal. - Necklace  - Anklet -  (70%) - 
Ring (Magic) 2500, Potions md 1847-10) 250,100
Katrina - B. Sword (Mundane) (12)
Victorex - Locust (MD 1872-2-3) (1500) -  Withold
Dro - S. Sword (Courtard Statue) (16)
Ember - Music Box MD 1872-1-4 (500) - Withold
Pi - Long Sword - HS -1 ,1-e (+2 Int. Sword) (15000)
Tim-2 Hand Broad Sword (Mundane) (2000)

6 Magical Items
(2) - Potion Immun to Poison 40K - (0)
(3) Oil - Insect Prot. (8 hours at least) 1000 (1)
Weapon - Whip +1 (+10) (3000) (0)
(2) Potion - Amphibion Control (1200) (1)
Weapon - +2 L. Bow (7000)  (1)
Weapon - +2 Javalin (2250) (0)
Misc - Chauldron of Plenty (10000) - (Food for 10)  (1)

Selected Mundane Unusual Items
They spend 6 Hours bargaining and looking for items
They leave and  return to the Uni. Horn
Stallen meets the sage Numenore
Race   -- Half Elf                    Interest --  Fallen Kingdom History
Class   --  Mage                     Occupation -- Sage
Sex        -- Male                     Morals -- Aesthetic
Strength   -- 13                      General -- Rough
Intelegence -- 18                   Intellect -- Brilliant
Wisdom      -- 13                    Piety -- Impious
Dexterity   -- 14                     Personality -- Friendly
Constitution -- 8                   Hit Dice -- d4
Charisma    -- 14                   Nature -- Hard Hearted
Comeliness  -- 14                  Materialism -- Intellectualist
Allignment  -- L. Good         Possessions -- Average
Age          -- 96                       Apparent Age -- Youthful
Armor Class  -- 10                Bravery -- Foolhardy
Favored weapon -- Dagger   General Tendencies -- Hedonist
Height in "   -- 33                 Disposition -- Even Tempered
Weight in #   -- 54                Honesty -- Liar
Hair Color    -- Brown         Sanity -- Very Stable
Complexion    -- Swarthy    Energy -- Normal
Features      -- Anglar           Thrift -- Spendthrift
Social Standing - L. U.        Collections -- Books & Scrolls

Stallen meets with the rep from the Harpers who doesnt like him and requests that he write up his adventures and have it ready in a week for pickup by a  messenger who will appear in Katina at a particularly bad time.

The party want to return to Katina in the Ship. The sage goes along, but is rendered uncontious for the journey. They spend the night eating a special meal, watching jugglers and listening to the Bards sing and play as the jugglers dance.
They leave for Katina the next morning. 18th of  Kythorn.
No Enc to ship. Gal. has a close call with her horse.
They take the ship to Katina. No Enc.
The ship lands well downriver from the city.
They arrive at Katina about 4:00
1 Rape and lots of rude encounters - Plans are incomplete - Bilibong is not happy about the desicration of the lands around.


Text Account:
Time Stop where they get into the W.H. Sleigh and meet with the townspeople.
Looska the son of Bendet the stable man and horse seller will defend them and offer to help them (but doesn't have much to offer).
The townspeople tell them of troubles:
1 Rape and lots of rude encounters - 
The Archetect complains that  plans are incomplete - 
Bilibong is not happy about the damage to the ecology being done by the workmen.
50 EXP to peter for meeting
5:00 Meeting ends
Rooms taken by Pi, Kil, Shen, Stal
They head out with Bilabong to look at the house area
He shows them the damage done and they end up at the tent village against the hill to the house of stone.  Then  the Dragon appears as a man naked with scales of gold from head to toe. He  will appear and caution them that the house still has ties to the other planes.
Gold Dragon - Drrahhcole
Allignment - Neutral Good
Possessions - Average
Apparent Age - Middle-aged
General - Imposing
Sanity - Unstable
General Tendencies - Sober
Personality - Modest
Disposition - Cheerful
Intellect - Ponderous
Nature - Resentful
Materialism - Philanthropic
Honesty - Decietful
Bravery - Fearless
Morals - Lustful
Piety - Average
Energy - Driven
Thrift - Mean
Interest - Learning
Collections - Jewelry
They search around the fog, but get no further in than 10' Roll a 10 sider. For each 10 feet into the fog one goes, there is a roll of +1 be grabbed by the fog hand of the House.
They all return to the village or their outside night spots for dinner.
They talk to the people of the town and listen to their gripes.
They talk about how to provide money and aid to the people of the village because of the complaints over workmen damage.
Gather the Mayor, Archect, Foreman, Falaf-rich man, Leutenant.
They tell the arche to build the hotel N. of the river.
Talk  to Regia RE the land protector job
Sadie,  - 
Ragia, - Approached as liason to the foreman and arche. 
Sage, - Tells that he has possibly identified 
Bark and Bite, - Dromar
Yamis is the good Seargent on patrol until next week.
The day is spent gathering info and trying to set up the changes they propose to the village.
Next morning (the third day there) they talk about the fog problem then leave early in the morning and on foot to investigate.
Bright white light is eminating on entrance to Ravenloft on etherial plane
They go down the clif to the river bed to entrance of tunnel. It is undisturbed. 
They decide to go in there. Up the tunnel to Room N on Level 2. No Enc in tunnel
R No Goblin guards.
R They cast strenght spells on Dromar and Sal. Check for traps.
Kat. sends Fido in but nothing is found.
R Check for traps on door. Entering room M Up to N. Door
Into corredor. They see the fog. Stallen invisible goes 20'  forward.
They just get into Ravenloft.


Text Account:
Stallen is Leader
They arrive in Ludendorph just past midday. The rain is falling and lightning begins crashing
Cool idea - Katina get 50 EXP for suggesting that they dress up the non-humans as freeks in a travling circus.
Pi. - Covers ears, pulls up cloak
Gal. - Casts disguise.
Dro.- will cast "Change Self" when necessary
Ember dresses as a bearded lady midget, with braided ribbons in her hair.
Basil pulls up his cloak.
They call elves "Sithe", gnomes ="gremlins",dwarfs are "trollkin", halfelves are hafbreeds
Kilic=Midget Strongman
Victorex=light disguise from Gal
Kilana-disguise as a stocky short woman
They hear a violin from the gypsy camp.
Party of 40 gypsies at the foot of the hill leading to the city.
They will call themself "The Fantastic Traveling Troop"
They begin playing their instruments as they approach the camp.
"Mother Yaarasha" They allow them to perform.
The party goes to their camp and make a cauldron dinner.
Kat, Stal, Gal play a intro
Gal. and her skeeks make a show, but she has trouble controling them. She does some cantrap magic.
Vict. does rope throwing
Kat. does juggling and succedes very well.
Shen. does kinetics on a feather and stone to make them dance.
Kilic and Ember begin to do fake battle.
Vict. does D. lights, Gal. cC. Lights, rainbow, MM. Pyrotech., ST. does MM
Nastisha is beautiful woman. She is attracted to Krom and may go off with him.
Pi talks, gal. talks re: cities and Ludendorph, listening by the fire re ludendorph., Vict. ask about holy people., dromar ges back to camp, tim. searches around, stalen asks about Ludendorph.
Yashka is 37 and loves to drink. Tells the legend of Mordenheim.
The next morning, they set off for the city. They find a place to camp about 1 hour from the city gate at from the sea.  In a depression between 2 dune with brush around the rim.
Going into the city Krom, St., Shen., Vict., Kat.,  the rest stay at the sea camp. Invisible Ga. and Pi follow them to the city gate. 
They go into the sleek swan (#17) White on white with 
Then to the Diving Duck Lounge they go to the bar and order. 
Gabengebin is owner of General Store. 
Sweet Surcrease is Whores hang out.
They go in and go to the bar. They play to  get a job playing there.
They go to the general store and buy food and stuff for a month
Their coins are tested for weight.


Text Account:
Stallen is leader
They are near the city of Ludendorph; split in 2 parts. Most of the party is camping in a grove made of dunes near the coast. St., Krom, Vict. and Kat. are going into the city to perform at the Sweet Surcrease, a notorous hangout for Whores and such. Roll up a Horie to be met in SS. A gypsy boy will approach Gal and offer the services of his "grandmother" to tell her fortune for money.
City adventure - They enter the city and pay their toll. They get to the in w/no enc. St warns them not to be obvious while in the town.
Yartok own the Sweet Surcease. They setup, discuss their rep. and approach for the performance and begin to play. They try to influence the crowd to tell them about Dr. Mordenheim to "be gotten rid of".
They eat dinner after the performance and then mingle with the crowd to pick up information. Meantime, Vict. nd Krom are being picked up. Bambi picks up Krom and will try to keep him "occupied" as long as possible.
Vict. is approached by "Region" and he tries to convert her. He heals her crabs by using "repel insects" and she is very appritiative.
St. haqs 4 questions which the people attracted by his songs will answer. They realize they have nowhere to stay.
They take small rooms belonging to missing women, and have a poor nights sleep.
Gal. meets the young boy name "Koomie" who wants Gal. to come to his G.M. "Kaskayia"
Ember and Gal. go to meet the old woman.
After checking the old lady out with a Wizard eye, they enter.
The old woman tell their forturne and they leave their heads filled with possibilities they had not considered before.


Text Account:
Peter is the leader. 
The old woman tell their forturne and they leave their heads filled with possibilities they had not considered before.
They return to their camp and sleep a restless sleep.
It will take 11 days for them to return to the House of Stone.
Start with the party in the city; St., Krom, Vict. and Kat.
They return to the camp. They exchange info.
They decide to return to the house.
Day 1 Weather L - Cold (35-50 Deg) Encounter Wolves (not attacking)
Day 2 Weather W-J Colder and raining (10-30 Deg)
Day 3 - Same - They do not move today, casting spells; discuss Dream Travel
Day 4 Weather M Warmer, no snow. They head off again.
Day 5 Weather N 70-50 Off shore wind.
Day 6 Weather K Strong winds-Gale force storm off the ocean
Day 7 Weather I Gale
Day 8 Wind dies - K
Day 9 Weather L - Enc. Day Common Wolves Do not attack
Day 10 Weather M No Rain 
Day 11 Weather L No Rain
Day 12 Weather M No Rain - Arrive at HOS
Day 13 Same No Enc.
They talk about their approach over the camp fire. Go in through the front door or the spincter.
They want to go in through the front. They want to "case" the joint first.
They get 1 hour away in sight of the house.
Going out in Pairs - Gal, Pi - Krom, Timb - Stallen by himself
Stallen searches around the house and see horsemen approaching down the road.
They hide from the men who do not see them. With no further encounters the make a circumference of the building and return to the rest of the party.
The spend the night there and wait for the morning to enter the house.
They discuss their cover story and places (landmarks) as meeting places. The outside garden in the SW corner.
They will be entering as the Fantastic Travelling Show on the road.
They put cloaks up and hats of and keep as much of themselves covered as possible.
They head out to the house.
2 guards meet them about 1K feet from the building.
They enter the hall and their document is examined by a Plate Mail guard who summons a fearful servent fgirl to conduct them to A6.
There, Chester the butler meets them and orders 2 servent girls to serve. One is mongoloid and the other has had her tongue cut out. They are served cold turkey and potatos.
Soon, Mord.'s wife and her daughter enter. Daughter flirts with Krom. The black servent is a shadow.
With a smoky backward glance, the daughter followes her mother out.
They are taken to their rooms (near A12).
Time stop where they are are discussing the show they are going to put on and how they will get to Mord.


Text Account:
Stallen is the leader
They are taken to their rooms (near A12).
Time stop where they are are discussing the show they are going to put on and how they will get to Mord.
Adventure entering the House of Stone in Ravenloft
They discuss different plans for getting information and they decide to go invisible and roam the halls looking for information. Stalen, Pi, Gal., Tim decide to go out. They discuss how to communicate while the are invisible and moving silently. They take chalk, and will be holding hands or hands on sholders. They forget they can't all see in the dark! Stallen casts a spell on his light rock. The spell is "Dark Light" which illuminates for people who cast the spell - lasts 6 hours.
They go toward A6. They see Morose the butler standing in front of the fire in A6 waiting for someone to wait on.
They return toward their rooms, and head toward the domed mhall A2.
They find the stairway down and are checking it out when the "whimsy" of the giant appears. Stallen is obssed (see horror roll). They flee down to the spinceter and then to the level 1 underground. They speak with the house and he tells them something about the wives of moredenheim. They are not told all the truth, and if they check up, some of what he told them will be inconsistant.
The giant is gone when they go up the stairs. They return to their rooms. Total of 3 hours have passed since they left. Pi starts to make a map of where they were by memory.
Time Stop.


Text Account:
Lisa is the leader
It is just before Midnight.
They are discussing where to go from here. 
They decide nothing... they are leaving now.
Pi, gal, K are invisible indevidually
Gal does str. on Pi, Tim, Dro.
Dro. does 10' invisiblity


Text Account:
Dromar is the leader
Data Loss Last Week!
They are staying in room B17 with Kass the Crone Wife #5 - No Encounters
Pick up the party after they have been in the dungeon for 17 Hours.
They memorize spells and head out with the thanks of Kas.
They leave B17 and go quickl to A6 - the big Hall for meals.
They go in and sit down. St. plays the harp.
They eat breakfast.
H They rearange the furnicture in A6
They rehurse 2 hours. The guards return them to their rooms. They are watching them with guards.
They are talking about what to do. They decide to stay in their room until the performance.
At 21 hours in the house they will be taken 1 by 1 under heavy guard (15 Guards) to be "interviewed" by Dr. M.
The Captain of the Guard comes to the room with 2 Sgt.s He will ask to take away the party spokesperson.
They will not attack if refused, but will retreat and gather more guards.
The capt. carries "medals" which will lock the doors to any room. Only a knock spell will open the doors.
The house will help them get out.
Capt. Joneka takes St. to the dungeon.
The servant tries to take some to another room. They tell him about the Capt. and he knows they suspect something. He will leave to find about about St. and will return. He will try to split them up by serving their food in each of the 3 rooms seperatly. They will be locked with a "medal"
If this fails to split them up, they will be restricted in movement, and the main contingint will arrive.
The guards will be armed with halbards
There will be 7 at each of the ends of the corredor and at the corner.
3rd Lev Ftrs AC 5  B. Sword THACO 17
A10          B11
-10 Kat     -8
-7            -19

3rd Lev Ftrs AC 5 Halb/B. Sword
C27x      D20 x     E29x         F 20 x     G9x     
-7-8-7-5   -3-6-8-8 -5-12-10   -8-8-4-8  -4-6-6
                          -2 Kat
10 Tenticles
H22     I Sgt 33
-4-6-3   -4-5
(-5-6)

RRRRRR
Count the below from the 3 round
The troop of Clockwork Horrors Arrive in 3 rounds in the N.
The troop of golums arrives in 2 rounds in the E.
WereTigers arrive in 6 rnds to  guard the W


Text Account:
Pisheo is leader
They are in the Ravenloft House of Stone.
Flesh, Stone, Iron golums
2 Copper, 1 Silver

Round 7 - F. Fire, Haste-Pi, Gal, Tim, Bas, Kilana, emb
Pi climbes-
Round 8 - F. Fire
R 9 - S. Hammer, MM, Detonate
Round 10 - M.A. Arrow, Invis, Mol. Manip.
Round 11 C. Severe, Enc Weap., Ram Ring, 
Round 12 Melf A. Arrow, C. Moderate, Invis
Round 13 Mol. Manip, C. Ser.,C. Servere
Round 14 ,15 A. Arrow, C. Moderate
R. 16 - Invis.C. Moderate, 
The mute girl finds them and leads them to the narrow entrance onto room K6.


Text Account:
They have had the battle with the first defenders of Dr. Mordenheim.
The mute girl finds them and leads them to the narrow entrance onto room K6.
They aqre in the Ravenloft House of Stone outside room L5
They have been told that Dr. M. is behind a sm,all door
Round 1, Dromar goes wraith 
Round 2 moves into room and is attacked by the Horrors, killed dromar!
Round 3 he goes to curtain and is hit and killeed by the iron Golum, they cast spells
Hasted:Everyone but shenoa is hasted.
Round 4 they enter the room Krom, Vict, Pi, Kat
Round 5 Inv.
Round 6 - M. Missle
Round 7 - The rest move into the room.
Round 8 - Death's Door on Dromar
Round 9 - Stallen rejoins the party Guard A 4 - 8 Basi.l, the other flees to let rest of troop know where the party is they will arrive to help other guards in 2 rounds. 
Round 1- thru 12 - Party casting healing spells, setting snairs and checking out stallens story. Dromar is Ress. but his familiar is 
Round 13 - 14 - Discussing what to do about the horrors in the corredor.
Round 15 Chro. Orb x2, Bless; they enter chiming corredor. Time stop just after their spells go off and before any movement takes place. The party had 2 seg of inititive


Text Account:
Peter (Stallen) is leader
Gal casts Ice Storm in room L6 and damages 5 of the autognomes and kills 2. Oxen strength by Kilana. Time stop before the attack by the gnomes.
Round 1 Haste,Striking
Round 2 No Spells, they move forward
Round 3 Invis.
Round 4 They do the clean up
Rounds 5-10 Searching and catching up Sst. and Kilak with the group

They open door to small room - Enc. Autog.
Round 1 Mutual attacks
Round 2 Autognome  offed 
T They talk with the house aboput what they are going to do. They ask the way out of the house.
They leave the room, going to the S. door in the "Stables" (Jail cells) to the E. Wall
Stallen flies up to the top of the tower to send a rope down.
Encounter a griffon - he flies bzack to the party and they begin to attack
Griffon 29
Ember -11-28 Shenoa - 2 Vict - ,St -10,
The griffon, injured, files away
A Dimension door by shenoa takes the party to the top of the tower. They are attacked by the griffon while they are confiused.
Round 1 - Confulse
Round 2 They attack and kill the griffon who stoops to attack them
They find the s. hatch and are trying to open it. Shen searches and the others guard. The guards climb up the rope.
Guards :
A L. 4 - 24             B
Pi-11-5 Krom-11-
Trying to get the trap door open.  Kilana dispells the rune on the top.
They have 2 seg. of surprise. Krom throws a rope down and St. flies down. They see the Dr. and Rak. Time stop at the begining of the first round.


Text Account:
Standing over the bodies or 3 out of 5 people caught in a Delayed Blast fireball at the top of a tower one says to those woh are in the room beneith: "Anybody got any bodybags?
Adventure for 2/11/95
They are in the Ravenloft House of Stone
From last game....
Trying to get the trap door open.  Kilana dispells the rune on the top.
They have 2 seg. of surprise. Krom throws a rope down and St. flies down. They see the Dr. and Rak. Time stop at the begining of the first round.
Stallen is Leader, Pi is sliding down the rope and is 10'  from the foor. 
R - They come down the rope and Pi hit her but she gets on the necklace
R - Dimension Door, Body Control
R - Abjure, M.Missle, Body Control Works 
R. - O. Resil Sphere
R - Gal. Heal,  Herbalism and talkint - D. Blast Goes off for 40
R - They leave the bodies on the roof.
R - Stallen flies up the hole to the encounter 
R -
R -
R -
R - 
R - 
They search the Room.
The Bookshelves display a varity of (6) objects of art which have a sexual aspect.
Butterfly (bow tie), Phalus, Beeded string, (2) high shoes w/out tops, Blob
Erotic love letters from the rakshasa (Leone) to Dr. M. are in top small shelf - Ring of Periapsism in other shelf ccovereind in Linien Handercifs
They find in the chest of drawers - Blue silk robe, human hair habit, negro human leather shirt and pants - Sheer colorful garments, Girdle of Desire.
The 
RAKSHASA (x2); AC -4; MV 15"; HD 7D8; 
HP      A 31,                   B28; 
        - Pi
Rak. dies, caught in the D. blast
Mor appears on the roof and is knocked to the ground (and to his death by stallen. 
Dromar is awake and OK up to full (Resurrection from 2 gam3es ago SORRY!)
They use the staff on Katrina - She is ressurected and is up to full.
They use the rest of their spell of healing after resting for 8 hours nad then catst a Napo spell so they can cast a few more healing spells on stuff.
They cast the nap spell and then they rememorize their spells for the next day. 
The gurads who tracked them up the side of the tower know where they exited the building and have left a fire trap with phosphorour from the labs to fall on anyone opening the door to the cell room. (1d10 Pts damage from fire per round for 4 rounds (nothing can put it out except vacume.) 

They decide they will retrace their steps to the S. door which is trapped. There is a 1,2 on d6 for them to be seen by the Knights patroling outside the building as they are climbing down. And again as they walk along the walls to the door. 
The Knights:

Horses  AC 0 plate barding HD 3+3 ATT 3 (1d8, 1d8) THACO 17
A 18 S          B 9x                    C 22
                        -14 Kat


The Knights AC 0 on horse, AC 2 on foot L.Swrod, H. Lance, Spears (3) THACO 14
A 35 s                  B 31                    C 45
                                                
Time Stop Where lead knight is 30' away from front line. S=Slowed
Mordenheim AC 2  54HP Stone Skin 23 HP
                        -17 Gal.
                        -7 Kil 
                        -15 Krom
                        

#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)
FEATHER FALL
MAGIC MISSILE(x2)
SHIELD
SLEEP
UNSEEN SERVANT(x2)
SLEEP(x2)

2nd LVL MAGIC USER SPELL(S)
WEB
BLIND(x2)
DETECT(x2)
INVISIBILITY

3rd LVL MAGIC USER SPELL(S)
DISPEL MAGIC
FIREBALL
FLY(x3)
MONSTER SUMMON I
PRO. FROM EVIL 10' RADIUS
SUGGESTION(x2)

1st LVL CLERICAL SPELL(S)
COMMAND(x3)
SANCTUARY(x2)
DETECT MAGIC
DETECT EVIL
PRO. FROM EVIL(x2)


Text Account:
Galranwyn is leader
Time stop where the lead Knight and hourse are 30' away from the front line. 
The Knights AC 0 on horse, AC 2 on foot L.Swrod, H. Lance, Spears (3) THACO 14
A 35 s                  B 31                    C 45
-18 Gal         Knocked out-5r  -10 Kat
-19 Vic                                 -10 Dro
-3                                               Syb
                                                - 2 Shen
                                                -5 Vic

Horses  AC 0 plate barding HD 3+3 ATT 3 (1d8, 1d8) THACO 17
A 18 S                  B 9x                    C 22
-6-5 Krom as panther    -14 Kat
-1-4
R The knights close. 1 hors is killed, one horse and rider are slowed
R Mmissles and arrows tear them up as they flee
R They rush to the door  into room K2 from outside.
R Finling into the house 
R C. Spray, searching the knight knocked out.]
R They take the S. Bag of downed horse find pouch with Gold, silver and 6 copper
RR Moving into the house, searching the bodies.
RRRR Talking about what they want to do No Enc.
R They move towar the Court
R Encounter with Slaves at entrance to G3 
They are directed to the s. door in the S. wall by the statue who is a medium for the House.
TT They are thourally searching G3 up the s. opening in the arm pillar (Shaft) and find the 6 Dart boxes and 2 vials of Feiry burning. 
T They take thesse and return up to continuse searching. 
Encounter Midget centaur (very stupid and ask the same question again and again.
They feed it and it goes away.
T They stop to examine the scrolls and the book.
3 Scrolls - Summon Earth Elemental, Stone to Mud, Mud to Stone, 
Ressurection, 
Animate Object, Prayer and Bless, Commune
On the construction and animation fo Stone Golums (mage book).
They go toward the courtyard and stop to listening to the whispers saying "no!"
T Vict. does D. Evil and sences it to the S. She goes back in G3 and searches
T They continue to delay@@!@@#$%@ Casting a det. enemies spell. 
T They go toward G1.
T They change their minds and go toward the entrance
Gurads at entrance:
1st Level
A 8             B 6             C 6             D 10            E 7             F 9
-3              -5              -4              F               F               -13 Vict
-15 Krom
G               H 17,6x
-5F             -2
                
I 34                    J 41 THACO 9
F                       
T They search in room A2  They find the S. door , and the party is behind the tapestry at the door ready to open it-Time Stip.
R Bless, E. B. Tenticles, Haste


Location:
Ravenloft House of Stone to Hell to C.O.

Text Account:
T They search in room A2  They find the S. door , and the party is behind the tapestry at the door ready to open it-Time Stip.
R Bless, E. B. Tenticles, Haste
They are outside the S. door @Time Stop
They open the door and see the courtyard.
They area is filled with pearlessent light and pale white marble.
The spirit of the house appears behind the dry fountain in the center.
The fighre is beautiful, nude, hermaphroditic and gracefull.
He talks to the party,, gives them 2 chests full of treasure and tries to explain away the  prophicies that cause them to be untrustworthe (Adam's sotory from a wierd perspective). They exact a promice from the house to send the back to Kopeta. They decide they have to trust him and throw the heart into the fountain. The figure appears to change immediatly into a warpped, melted skull that laughs at him.
The House AC 0 plus Blink n- HP 100

R Vict-cast abjure which fails as she does not know the creatures full name, Stallen uses his true sitght and after his aiding of the house (throwing the heart into the fountain) is given stage 2 accerss. Gal. is looking around, katrina prepares for battle.  Dro. casts mirror image. Krom, Syble, Syble onguard. Kilana casts a bless.
R gal-Pol.y. Other,  E. Blast -7  Stunned for 2 rounds. Only +2 or better       
R Haste, Aid, Cont. Bod

They attack!
Katrina
Kilana -15
Dromar ties a rope around himself and gives one end to krom to hold onto.
-12 -7-8-11 Vict
--13  Ember -14
-25-15 Krom
The skull recovers from the stun and heads immediatly for the fountain. It dissazppears into the portion of the Astral 
They all dive into the fountain and are in the Astral Plane too!
Dromar see the skull appear and follows it He is led by 2 rounds of travel.
RRRR They recover their senses and begin to follow Dromar
They continue to chase the Skull
Dromar does D. Door to get closer to the Skull. He is 450 yards away now.
-8 Shenoa with detonate. 
The party all jumps into the fountain and arrive in a pile in the astral plane. They see the skull and Dromar and  decide to follow them. They try using spells to catch up and fail except for Dromar and Shenoa.   They follow the Skull through the red whirlpool of energy that is a gate into hell. They use F. Fall to save themselves from a 250' fall
The rest of the party follows in 3 rounds.
They pass quickly through hell following the skull. They use the Gate to travel to Concordiant Opposition. They land about .
They land 765 mi from the center of the plane. They discuss where they are (they are a little upset <g> and what they want to do next.
They are walking toward the line. They try to remove curse, but fail. The effects of the curse of the Land on Stallen goes away the next morning. They continue to walk until they are very tired and at the end of this time, the are in sight of the brambles of the court of light. Time Stop


Text Account:
They are on the Plane of Concordiant Opposition 1/2 days journey from the city of Court of Light. 
When they wake up the city has gotten much closer than it was when they went to sleep.
13864 PP
23371 GP
Pi
16 GEMS -
xLARGE BLOODSTONE - 50 GP
xMEDIUM CHRYSOBERYL - 100 GP
xMEDIUM BLACK PEARL - 500 GP
xVERY SMALL STAR SAPPHIRE - 200 GP
xVERY LARGE LAPIS LAZULI - 50 GP
LARGE MOSS AGATE - 13 GP
xHUGE BANDED AGATE - 50 GP
xLARGE MOONSTONE - 100 GP
xVERY SMALL ORIENTAL TOPAZ - 100 GP
xLARGE MALACHITE - 20 GP
xVERY SMALL RUBY - 1000 GP
xLARGE ONYX - 160 GP
xMEDIUM HEMATITE - 5 GP
xMEDIUM PEARL - 100 GP

MAGIC-USER SCROLL OF (LEVITATE)
4  JAVELINS OF LIGHTNING

Gal
xBEJEWELLED PLATINUM GOBLET - 5000 GP
xGOLD COFFER - 1400 GP
xBEJEWELLED GOLD ARM BAND - 7000 GP
xBEJEWELLED SILVER IDOL Toad- 6000 GP
xBEJEWELLED PLATINUM CHAIN - 5000 GP
xPLATINUM ARM BAND - 1800 GP
xSILVER NECKLACE - 300 GP
2xSILVER & GOLD GOBLET - 700 GP Each
xSILVER & GOLD SCEPTRE - 500 GP
xBEJEWELLED SILVER DIADEM - 15000 GP
They sleep and remorize spells. No Enc.

The city of light is surrounded with thorns darkened to twilight to make the brilliance of the city appear even greater. 
Stallen flies toward the city. He is blinded by the brilliance barrier and stunned for 5 min. He is not seen until the 5th minute. As he returns to the party, a Naga is approaching to take him in. St. looses his way and has to fly for 10 min to find the party. They depart for the previous days camp. They discuss what are they going to do. 
Stallen pulls out his cube. Selecting the P. Material #4 
They all want to go home (except for Stallen and 
They arrive back on Kopeta at 11:00 in the morning about 3 miles from home.
N.E. of town, across the river.
They head to the north. They rejoice when they find they are only 3 miles away.
They quickly move  toward town, (but dromar wants to continue to the N.)
They take the river road for home. They find they have been in the Plane of Ravenloft 7 days.
They decide to do the week between their arrival and Dio Mas's arrival to take them to their next Isis quest. 
Pi. - she check up on the construction and the arrangements for their continuing stability.
Gal.
Kat.-Picks up her stuff from home, spends hours in devotion to Tymoa, 
Sybil buries Basil and moruns deeply and quickly. Phanto does the ceremony and 
Dromar studies his spell research
Ember sleeps and goes fishing
Darcon worships and rests 
Kilic is enjoying hijmself drinking and socializing. 
Victorex worshiping and studing and drinking.
Timber is paraying and partying
Sal is braging at the bar and wenching. A couple of farm husbands are cuckholded
Kilana 
Krom is partying
Stallen 
Phanto parys and tries to lift the curse. The priests ask their god about the curse and get a sending theat the curse is "deep".
Stallin inscribes scrolls (2 invisibility).


Text Account:
They take a trip to Waterdeep on the Flying Ship and stay at the Unicorn's Horn.
They take care of some misc. business, but spend most of their time buying stuff at Balthors. Basicly, they buy him out even though they don't know what they are going to do with all the stuff.
They finish up.


Text Account:
Leader is Galranwyn
They are in Balthor's after they have purchased all the magical stuff.
They think they will sell something, but can't find anything that they can part with.
Dromar wants to buy drugs for himself.
They buy nesting cooking pots for 5gp.
Juggling supplies (they don't have any), heavy clothes.
They head back to the U. Horn.
The Inn is crowded! All elves (1 1/2 elf) and they are saying goodby to 10 elves who are going to Evermeet. The party leaves them alone and goes to sleep early.
They leave after breakfast the next day and return to the Ship.
The capt. has taken on a cargo of dried fish in barrels.
Phantozee and Chickolleni are glad to be getting off planet again.
They travel on the Dragon's Bane 509 toward the Rock of Brall
Day 7 Encounter Watcher
The Watcher locates them and watches them for a while making no agressive actions.
Shen, Pi, St, tim, Kat go on deck to look, some of them see it.
They check it out with Phantozee's field glass.
It parallesls them for a 1/2 hour or so and then dissappears.
The rest of the journey passes uneventually
15 days after they leave, they get to the rock of Brahl
Time stop where they see the rock of Brahl.


Text Account:
Peter / Stallen is leader.
Comming into the Rock of Brall - They start when they are within sight.
Pilot flies out to the on a chair which is a helm. He is a Arcane who is working as a pilot while his ship (The Dragonship) is in dry dock (for 2.5 weeks).

The people wear only g strings and tool belts.
Everything stays open all the time. (Some buisness have to close. Pick a
random time for this, or just have them close if the ref. doesn't want to
deal with it. Some Resterants serve no meat. The Dolas mushroom smells like meat. Fried breadfruit (Lukmush) is a common dish.

Beren is a bread fruit vendor (loaf sized, bright yellow, taste like lemonaid served fried and raw.

They pass by the temples and drop off Vict. at the Ptah.
Passing by they ride their richshaws to the alchemist at building 2.
He has the following stuff available: Scrolls of magic 1-4th level
Vict. finds out the church of Ptah requires high int. (16) of their priests not V is not interested.
The fighters go to war court
+2 Battle Axe 8000gp - Ember
+1 Scheleigh of Striking, att +1 times per round (doubles number for clerics) - Kilana buys it
They buy some extra special mundane weapons, shot powder, special weapons fancy helms and shields.
The non-fighters go to Pro Court
Zazig has 2 Xhealing, dheryths Monomorph 15K, Fear 13.5K, Shout 18K
Dornanam buys the book of spells from Dromar
They are put of at Wishi's and they all join up at the ship again 10 hours aftey they woke up that day. The party the night away on the ship
Time Stop before the 2nd day on the rock of Brall

EXP to this date18239-Total-Pi-71+250+275+155+155+832+5924+96+3071+267+7143
18471-Total-Gal-54+250+50+275+155+155+832+5924+100+96+3071+267+100+7143
18122-Total-Kat-50+250+275+155+155+832+5924+3071+267+7143
18266/9113-Total-Ember-58+250+275+155+155+832+5924+96+3071+267+7143
10481/5240-Total-Sybil-3071+267+7143
18028-Total-Dromar-31+250+155+155+832+5924++3071+267+100+7143
Darcon-
17920/8960-Total-Kilak-2+275+155+155+832+5924+96+3071+267+7143
18000-Total-Vict-77+50+275+155+155+832+5924+96+3071+267+7143
18050-Total-Timber-82+275+155+155+832+5924+96+50+3071+267+7143
7214-Total-Phanto-71+7143
18211/4591-Total-Kilana-42+250+275+155+155+832+5924+96+3071+267+7143
10255-Total-Krom-87+250+275+155+155+832+5924+96+3071+267+7143
18668-Total-Stallen-150+250+100+275+100+50+155+155+832+5924+96+3071+267+100+7143
18248/9124-Total-Shenoa-80+250+275+155+155+832+5924+96+3071+267+7143


-Total-


Text Account:
They are on the Rock of Brall-The REAL adventure begins below Retro Trip for Lisa to Magists guild on Waterdeep
Early Afternoon in Waterdeep
Kalpyan Fleurmeister (Otherwise known in the Waterdeep Guide as Kappiyan Flurmastyr)
Level - 11                     Building 218
Race   -- Human                Interest --  Magic
Class   --  Mage               Occupation -- Jewler/Lapidary
Sex        -- Female           Morals -- Immoral
Strength   -- 13               General -- Foppish
Intelegence -- 16              Intellect -- Dreaming
Wisdom      -- 8               Piety -- Iconclastic
Dexterity   -- 14              Personality -- Taciturn
Constitution -- 14             Hit Dice -- d4
Charisma    -- 13              Nature -- Unforgiving
Comeliness  -- 15              Materialism -- Generous
Allignment  -- Chaotic Neutral Possessions -- Scant
Age          -- 31             Apparent Age -- Ancient
Armor Class  -- 10             Bravery -- Foolhardy
Favored weapon -- Staff        General Tendencies -- Altrust
Height in "   -- 66            Disposition -- Hot Tempered
Weight in #   -- 147           Honesty -- Truthful
Hair Color    -- Brown         Sanity -- Normal
Complexion    -- Light         Energy -- Lazy
Features      -- Corse         Thrift -- Spendthrift
Social Standing - Upper Middle Collections -- Unusual Weapons
Gal. is asking him about spell books and new spells.
Tall thin with a long white beard.
List of Commonly Available Spells at the Magists Guild
Chance of not having a specific spell available at any time is 
                20% X Level of spell
1st
300gp Alarm
500gpIdentify
300gp Affect N. Fires
200gp Write
400gp Mending
200gp Erase
250gp Light


2nd
Knock
Locate Object
wizzard lodk
Det. Invisi.
Det. Evil
Prot. Cantrips

3rd
Dispell Magic
Prot. F. Evil 10'
Prot. Normal Missles
Infravision
Suggestion
Toungs
Water Breathing

4th      60% chance of being available
8Kgp Enchant Weapon
7Kgp Plant Growth
9Kgp Poly. Other
8Kgp Remove Curse
8Kgp Wizard Eye

5th       50% Chance of being available
15Kgp Dismissal
10Kgp Animal Growth
12Kgp Stone Shape
20Kgp Trans. Rock 2 Mud

None above 5th commonly available


The rest of the REAL adventure for the day!!!
They are on the Rock of Brall in their ship after a day in the city shops
They want to go back to Wishi's in 2 hours.
He puts them off again.
They go to the Common Market
On the way they buy Broad S. and Flintlocks from Dukadj 36.
They go by the slave market and 77 where they buy grab bag chests (clothes from isis (poor quality), Trashy books the heavy oine for dromar and some unspun spider web (use for ropes).
They take the chests unopened back to the ship on a rickshaw and return to the rest of the party in the market.
They stop by the 77 Instrument shop
Kago is a Flench bird from Isis. It speaks has a 200 word vocab. 
Screams, odd whistles "Im hungry","Bye, bye","Im the best","Im alone", "Top of Food Chain","Go away","Scary","Water","More booze please","Im drunk"
"Daddy's home"
They look at a couple of tailors and clothiers looking for Isis clothes (no body has any).
They go to 102 Gelurs celler.
Stallen and Dromar goes out to bars and buy some drugs. 
The ship leaves The Rock without incedeant


Text Account:
They are on the ship (Local 509) flying through wildsapec toward Isis.
Fantoozie tells them they will have at least 2 weeks to study and travel before ariving on Isis.
They are discussing the history of their trips to Isis and what they want to do once they get there.
Encounter on 7th day of the journey. With Spelljammer off in the distance. But they are laughing so hard they ignore the ship and continue on their way.
No other encounters occur before they begin to enter the atmosphere.
They approach the Island WWW where Cappy lives.
Shortly after dawn the make planet fall.
The season is deep winter. It is Cathries (November) the 16th.
They arrive at the island. 
Belleisa spends the first night with Stallen and subsequent nights with others of the party.
They are going to stay on the island for 7 days.
T hey enjoy themselves. 
They plan on going to Rivermouton.


Text Account:
Timber is leader
They stay a week total on the WWW island with Cappy and the girls. They just party, relax and do nothing of interest.
Dromar go up levels to 7/8.
Dio Mas lives in the city of Tunis in Sealon. She is staying with the King of Sealon. She suggests that they go with her and allow her to make inquires of the present conditions at Rivermouton.
They decide against it and go strate to Tanis in Sealon which takes 28 hours by Dragonsbane.
They prepare for a city adventure.
End of Lee Inn
Livery of city is orange and black.
They assign O-ah-ess-vay
The season is winter, it is a dark and windy day, so dim some of the people on the street are carring torches.
There are many winding streets here and their guide leads them quickly to the inn only replying briefly to the questions as they pass.
This inn is the nicest in town and very crouded. 
Brick, with a different kind of window in each room. 
There are 3 rooms, two connected rooms that sleep 4 each and the Generals Suite which can sleep up to 6.
Two rooms are taken by the men with the 6 women in the Suite.
Heefah shows them their 2 bedroom suite with a bath closet off each bedroom. They return to the men, and they go down.
They go to the resteraunt.
While eating, they get a message from Dio Mas saying "A Friend has unexpectadly agreed to see you. See you within 2 hours at the "Cloister".
Encounter in the storm while they are on the way to see D'Boombah
They see some city guardsmen breaking into a house, but proceed to the Cloister.
They are left standing in front of a 150' round 65' high tower in a culdesack at the inner wall of the city. It has walls that seem to be a moving skin with magical symbols appeearing and disappearing on them.
The door is visible only to mages or those with spellcraft.
A MM forms on the door and ask if the knocker really wants to distrub those within. Knocking again the door opens ant ehy enter a room with do door (even the entry door dissappears).
They are shown to D'Boombah who tells them the update of the situation. He asks them their part of the story. 
200 elves and 8 nobles were killed and the city guard of tilden routed loosing 300 as they fled in disorder back to their own borders. The other counties surrounding them did nothing buyt increase the battle readieness on the borders.
The small valley where Lasket was is no an island in the middle of the vast lake. It has bee "ripped from the earth" in several wrenching earthquakes.
It has a "ever flowing spring" which pours into the valley.
He tells them to go to the lake, look in the water and seek the source of the ever flowing spring.
Time Stop


Text Account:
Leader Cindy II 
They go back to their "End of Lee Inn"
They sleep and want to look for temples and shoping this day.
Temples - 
Ossius, Surrock, St. Lermarin, Morteus, Sirusan, St. Crosius
They want to go shopping too.
Katrina,Phanto,Gal. and Pisheo goes shopping - Clothing, Magic school, Herbs, Outfitter.
Weather is rotten with sleet and low temps. They buy some clothes. Phanto buys the guide (14 year old small) a hat and 5GP overcoat.  He is overjoyed and takes them to the best places in town. 
They go back to D'boombahs to find magic stuff.
They are stopped at the door and hassled by the door man. Turned away.
They return to the Inn.  Phantozee has found a cargo of copper taking it to Frozia. He is back in 9 days.
They find no magic spells for sale in 7 days (brushoff alot). 
Send message when they can get app (Day 9)
They find info on Lasket on day 4 and 7.
Checking out the country around Tannis. Kilana studies under St. Sirusan for the rest of their stay.
2 Roumers of Lasket and area:
There is skirmishing between troops of Elvishire and Teshire. Teshire is faling back to their borders. The elves are silent.
The Old Gods have been released with the creatures who exited from Lasket. (False roumer)
They decide to go to Rivermouton the next morning. The journey will only take a day. They want to fly over the new lake. He flies to Clipper cove and makes nightfall there. The next morning they fly over the lake. They get a glimpse of Lasket Island. Then they fly toward the dam. They see lobster men, Octapeds building the dam and the Elifish Battle Beasts guarding.
Time stop as they make waterfall off Rivermouton that evening about 1.5 hours before sundown.


Text Account:
They make waterfall off the coast of Rivermouton about 1.5 hours before sundown. They are planing what to do once they get into the city.
They want to visit the temples,  looking to buy magic items, Stallen wants to go to a bar and sing his latest song; try to get info in libraries and roumers.
They wake up up the next morning and head toward the city.
Skalaf is their boatmen who takes them on his flatbottom river boat through the sloughs to the city. 
They are poled along the main canal and to the the N. portion of the city.
Peter is leader
They want to get rooms before they split up on their various tasks.
336 - Cobbler
632 - Supply House (Adv.)
119 - Cafe of the Grouchy Cook
113 - Wine Seller
152 - Lodge - of the Dextrous Dodger
1/2 Doors, high chairs (cuts down on the fighting) . No table service, really good dirnks for
cheap.  Rooms upstairs - Windows on the outside small rooms and fireplaces come with the
rooms on the inside larger rooms.  Small rooms, 4'x10' with a small double bed, a chair and
desk under the round windows, 2 chests with good hasps. Large rooms have a fireplace in the
center, 2 beds, a desk, 2 love seats, and a curtain that streches across the middle of the room to
devide the beds. - 6sp for small, 12 sp for large.
High Circle - is the city bizzare
736 - Pigeonhole Bank and Money Changer

They go into the Lodge 152 and get drinks. Stallen does a song here as an audition. The day
bartenders like him and recommend that he hire Stallen to sing for his room.
They drop some stuff off in the room (ladies in the large room, the rest in the small.
They split up.
Staying in the Lodge - Kilana, Krom, Ember, Kilick, Shenoa
Going to Temples - Timber, Victorex
Going to mage st. - Pi, Gal, Stal.
756 - Scribe
697 - Supply House (Mens Clothier)
201 - The Loft - Accounting on the bottom, bar on the top floor.
125 - Mage - Ufo's Magic Stuff - Twin girls of 10 are his personal servents. Fat with a funny
mustache. Onna and Noona.
Cat Staff - Cat control,  up to 30 HD of cats, Cat Eyes and Night vision 35K +1 Weapon to hit
and Dam.
2 Weapon
Spear of Finding + 1 and (Locate Object as 12th Level Mage) 30K gp
+2 Dagger of Ruby Light (Only wielder can see the light) 19K GP
2 Rings
Ring +2 Prot. 16K gp
Ring of Impersenation 12K gp
Girdle of The Fanged Lord 70k gp
Control all types on reptiles, Assume form of any reptile up to weight of user. (May be less)
Gal. wants to sell spell books.
Ring o' Prot, Staff, Dagger and Ring o Impersonation
This takes most of the day.
Off to the temples
Victorex goes to Bobicob
*(TN)    Bobicob - God of Dispassion and Evenhandedness (Clerics)
Victorex goes to the church and falls down in Prayer to Bobicob. She rolls devine intervention. Andd makes it!!!!!
Vict. is visited by Bob. in a vision who gives her slack. Cures curses, grants relaxation and morale. Vict. is in religious extasy 8 days unconcious.

Timber goes to Muspelheim
*(CGN)  │Muspelheim - God of Thunder (God of Smiths) (Dwarves, Gnomes)
(As Thor) He pays 1000 and they do a divine on Timber to determine the right God for him.
Saint Hardy the Unwavering (Fighters) Commander of the Einheriar
Fumak the 8th level priest of St. Hardy.
Race   -- Human                Interest --  Cooking
Class   --  Cleric             Occupation -- Shipwright
Sex        -- Male             Morals -- Immoral
Strength   -- 11               General -- Ragged
Intelegence -- 15              Intellect -- Active
Wisdom      -- 17              Piety -- Average
Dexterity   -- 12              Personality -- Modest
Constitution -- 10             Hit Dice -- d8
Charisma    -- 13              Nature -- Sharing
Comeliness  -- 15              Materialism -- Aesthetic
Allignment  -- Chaotic Evil    Possessions -- Scant
Age          -- 22             Apparent Age -- Mature
Armor Class  -- 2              Bravery -- Normal
Favored weapon -- Hammer       General Tendencies -- Altrust
Height in "   -- 69            Disposition -- Unfeeling
Weight in #   -- 158           Honesty -- Very Honorable
Hair Color    -- Brown         Sanity -- Neurotic
Complexion    -- Tanned        Energy -- Normal
Features      -- Delicate      Thrift -- Mean
Social Standing - Middle Upper Collections -- Artwork
Timber is consecrated to St. Hardy in a cedar grove outside of town. He spends a week roughing it out there.


Text Account:
They are in the city of Rivermouton for at least 8 days when Vict. wakes up. Timber is busy at the temple all week. This game is begining the  9th day of their stay in the city, but there is some catchup stuff as well.
        Stallen plays at the inn, searches in the University for Clues, Phanto walks in the bayou talking to animals and seeking his god, Krom stays with Vict. making rude gestures wihle V. sleeps, Gal. plays with her new magic items, Dromar trips, Kaitlen looks for spells, and cruses around looking for new tales and songs. 

Stallen does several days singing in the Lodge of the Dexterous Dodger.
Sings "True Blue", "Dr. Baron Von Mordenheim" one per night. Kaitlen sits in with stalen.
Phanto makes contact with a Femail Priestes at the Holy place on a pilgramage. The church is deep in the marsh and most of their worshippers are from the people of the bayou.

Yeshveeka   Priestess of Saint Sahlen The Winged   Level 3    HP 17
Race   -- Human                Interest --  Athletics
Class   --  Cleric             Occupation -- Farmer/Gardner
Sex        -- Female           Morals -- Lusty
Strength   -- 14               General -- Clean
Intelegence -- 14              Intellect -- Active
Wisdom      -- 17              Piety -- Impious
Dexterity   -- 13              Personality -- Hostile
Constitution -- 15             Hit Dice -- d8
Charisma    -- 15              Nature -- Unforgiving
Comeliness  -- 16              Materialism -- Intellectualist
Allignment  -- Neutral Good    Possessions -- Scant
Age          -- 19             Apparent Age -- Youthful
Armor Class  -- 6              Bravery -- Brave
Favored weapon -- Club         General Tendencies -- Pessimist
Height in "   -- 72            Disposition -- Proud
Weight in #   -- 147           Honesty -- Average
Hair Color    -- Blond         Sanity -- Neurotic
Complexion    -- Light         Energy -- Normal
Features      -- Rounded       Thrift -- Miserly
Social Standing - Middle       Collections -- Coins
Phanto moves forward toward her and speaks to her. 
"Greetings by the holy god of sahlen." He bows to her.
"Im new in town and enjoying the scenery the flora and fona".
Her reaction is not great, but he speaks well to her and she is more impressed when she finds out he is a druid.
The place in the marsh of monolithic stone is called a Yeesh.
She takes him to the temple on stilts in the center of the marsh. (594)
Looks like a giant eagle 3 stories high and 40' around.
Phanto donates 7000gp to the temple and is viewed in very good favor indeed!
The priests of the temple teach him in shifts and consecrate him to Saint Sahlen.
Rivermouton City History
City is 850 years old. Started with a bivoack of troops from the north. Forts at entrance were built on top of old foundations. The marsh has always been inhabited and some people are roumered to be very very old. The area around the High Circle are the old part of town. The town has burned several times, so the oldest building are made of stone. 250 years since the last burn. 
Old Castle is 600 years old, now used for offices for city folk. New castle is 200 years old. Duke Nukem is the ruler of the city. His alegience is to the King of Enland. Still rules. He is ruthless nnd justice is quick with no appeals. Not well liked. Hes a 3rd generation ruler.
Leads the army. 
There are two score lizard cavelry. 
Stallen goes to forts one night and small hills in High Hills 
The great stones have defensive dungeons 2 stories down. Made of Ancient Dwarven stone masonry on both fort rocks.
The old castle has extensive dungeons which are seldom used as they are very broken up.
Stallen goes into the passages under the fort by going wraithform to pass through the stone under the fort and into the dungeons there. See file fortild.wri for details on dungeons under this area. He comes near guard station G and wanders through empty rooms and into Room 4 with choak creeper.
At first he passes it buy, but returns to investigate the plant on the dias. It attacks and hits, but he cuts off the vine and flies away. He returns again and casts M.Missles at it. 

CHOKE CREEPER ; AC 6/5; MV 1"; HD 25D8; HP 200; #AT 8; DMG 1-4; SA SEE BELOW;
SD SEE BELOW; INT NON; AL N; SIZE L; THAC0:9
VINES GRAB & SQUEEZE FOR 1-4 PTS/MELEE ROUND, 10% CHANCE STRANGULATION ATTACK
DEATH IN NEXT MELEE  ROUND)

NOT AFFECTED BY SMALL, TORCH-SIZED FIRES, BUT A HOT FIRE WILL CAUSE NORMAL
MG, COLD CAUSES 1 DMG & IMMOBILIZE THE PLANT SECTIONS FOR 2-5 ROUNDS,
ELECTRICAL ATTACKS DON NOT HARM, REQUIRES 2-16 DMG TO SEVER A VINE (MAIN PLANT
IS NOT HARMED)
HP 200
-19, -19 Stallen.
He goes wraithform and leaves returning with a piece of the plant.
He return to Lodge. Phanto is there, Vict has woken up and folks are partying. St. asks Phanto about the plant vine, tells them of his nights journey. 
Next day (morning of the 9th day) phanto goes to his temple to ask about the plant and the room with the dias. 
A priest of Bobicob invites 509 to the consecration of V.
Gal., Phanto, Krom, Stal., go to the ceremony. 
Vict. is given the Excuse. Dexzeh is Vict. new name.
Evening of the 9th day, they talk about what they will do about Lasket.
Phantozee has a cargo of carved panels for the school (and theo other half to sell for profit). 
They decide to head toward the city of Esthan.


Text Account:
Lion's Share - "Moma ", "Father" kids M5, F7, F12, F18
Krom gives the girs a GP each - They are in awe of them. TheiY HEAD OFF TO THE iNN
25 Lees place - Musty, Old once fine furn. Jayiesom is Matre D.
They go down to the common room for socializing. Winkles.


Text Account:
Regular Game. They are on Isis in the city of Esthan at the mouth of the river. Shivas is the theif type they have swatching the party while they are in town.
25 Lees place - Musty, Old once fine furn. Jayiesom is Matre D.
They go down to the common room for socializing. Winkles.
They are in the common room still talking to the townspeople about the lake. They are talking about the lake and the creatures near it.
The Commodore (the leader of the Militia who are technicly marines) is the head man of the city. Its about 5:00. They are listening to roumers. The owner of the place (Lee) makes an appearance to greet them. Very old man with a twinkle in his eye (ex-adventurer).
He invites them to his private table that evening along with his family.
He tells them his thoughts about the trouble upriver and he warns them of the Commodore (sharp toungued and quick tempered). They return to the common room where they are greeted by even more people than before. Katrina and Gal. sing. Local drinking songs. 
The C. comes in about 1/2 hour later with his leutanent and a marine.
They continue singing; waiting for C. to come to them. He sends the L. to get them to elect one or 2 of their party to speak to him.
Tim. gets familliar with the tomboy woman.
Gal. and Pi. meet with C. at his table.
C. resents his posting here and is unwilling to do much of anything.
He interrogates them for 20 min and then leaves.
The noise leve goes up and drinking continues when the C. leaves.
They go to sleep and wake up the next morning at any time.
Cold snap - Clear 20 Mi wind.
They go to 13 (Bank) of Winkle who takes their order for warm clothes and snowshoes.
They bring a large cart full of goods to the bank accompanied by another of the council members.
9 pairs of snowshoes @ 5pg each.White ermin coat and a giant bear coat with the paws on the hem. Misc. warm clothes., shark boots.
They go to talk to Pappy Dukas" the closest thing they have to a sage.
Race   -- Human                Interest --  Nature
Class   --  Fighter            Occupation -- Fisher (Fresh Water)
Sex        -- Male             Morals -- Virtuous
Strength   -- 12               General -- Unkempt
Intelegence -- 13              Intellect -- Active
Wisdom      -- 8               Piety -- Average
Dexterity   -- 12              Personality -- Aloof
Constitution -- 13             Hit Dice -- d10
Charisma    -- 14              Nature -- Hard Hearted
Comeliness  -- 12              Materialism -- Covetous
Allignment  -- Neutral         Possessions -- Scant
Age          -- 18             Apparent Age -- Mature
Armor Class  -- 2              Bravery -- Normal
Favored weapon -- Cross bow    General Tendencies -- Hedonist
Height in "   -- 79            Disposition -- Humble
Weight in #   -- 129           Honesty -- Truthful
Hair Color    -- Black         Sanity -- Normal
Complexion    -- Pale          Energy -- Lazy
Features      -- Corse         Thrift -- Average
Social Standing - Lower Middle Collections -- Coins
He is a very old man with a missing finger and left eye poked out. 
They talk to him about the town and he tells them to be careful when they take out the dam. Warn the town if tye want to destroy it.
They return to the Inn and Timber works on making snowshoes. The rest of the party "eats drinks and makes merry!".
Encounter that evening with a clan (farkus) of barbaric farmpeople (27)
They prepare to take off into the wilderness.
75 Mi in snow. Weather 12th month. Start weather G and Clear.
Move about 9 mi per day max. Snow = -1 mile per days per foot of snow. Encounter 1,2 on 1d12 twice per day (day and night)
Lee maks an appearance at breakfast and thanks the party for their good behaviour and wishs them good luck.
They head up the river. 
Day 1 weather H - Trace of snow after 7:00 at night. Night Encounter.
Herd Animal - Moose  as Camel (4)
The surprise and use it to prepare for battle.
The moose are moving away at walking speed.
The go to sleep for the night. Time Stop.


Text Account:
Katrina is leader.
They are walking toward Riverloam. The journey will take about a week. Start the game with the 2nd day of travel. Begin at weather H
Day 2 Weather +1-I 35-15 15 mph
Day 3 Weather +1-J 40-20 10 mph  Evening Encounter - Bugbears RRR
BUGBEAR (x30); AC 5; MV 9"; HD 3D8+1; Spears and Clubs (+2 DAM)
R 14(x7), Ax      B       Cx       D       Ex      F        G
          -18Dr   -9Dr    -9-20pi  -2gal   -14-6ti  -5pi
                                           -11 Ti
20(x8), Hx       I       Jx       K       L       M       N       O
        -21 Gal  -4she   -4she   -14dr     -7vi    -3Dr
                                        
L 19(x3), P       Qx       Rx
          -12 Kat -16-12Em -4-8-10Kil                      
13(x8), Sx      Tx       Ux      Vx       Wx       Xx       Yx      Z
      -8-5Kila  -29Kro   -30krom -20kr    -3-7kat   -27Em    -41Kr   -17Kr
                                          -12Vic
12(x4); AAx      BB      CC      DDx
        -14em    -7Kilk  -5-5Kila -12Em                   
#AT 1; DMG 2-8/BY WEAPON; SA SURPRISES ON 1-3; 
INT LOW; AL CE; SIZE L; THAC0:16
TREAS 344 CP, 325 SP XP 5918
BUGBEAR LEADER/SUBCHIEF (x2); AC 4; MV 9"; HD 4D8; HP 25(x2); #AT 1; DMG 3-9;
A25x
-24-11 Krom
SA SURPRISES ON A 1-3; INT AVERAGE; AL CE; SIZE L; THAC0:15
TREAS 33 CP, 19 SP, 14 EP, 10 GP XP 470
BUGBEAR CHIEF ; AC 3; MV 9"; HD 4D8; HP 30; #AT 1; DMG 4-10;
A30 Stallen Knock him unc with a sap-out for 6 rnds

A SURPRISES ON A 1-3; INT AVERAGE; AL CE; SIZE L; THAC0:15
TREAS 16 CP, 9 SP, 8 EP, 8 GP XP 255
They question the bugbear cheif. 
Day 4 Weather -1-I
Day 5 Weather +2-K 50-30 Moderate Rain 1"  They move up to the side of the river. Encounter Evening
Wolf (x7); AC 7; MV 18"; HD 2D8+2; HP 7, 11, 12(x2), 13(x2), 8; #AT 1; DMG
2-5; INT SEMI; AL N; SIZE S; THAC0:16

Day 6 Weather -3-H 30-15 Gale (40mph) Wind 6" Snow
Day 7 Weather -1-G 25-10 Wind Picks up (+10) Snow continues 3" 
Night Enc. Ghouls  RRR
GHOUL (x19); AC 6; MV 9"; HD 2D8; 
9(x7), Ax        Bx       Cx       Dx       Ex       Fx       Gx 
       -7-5Dro   -10tim  -12Emb   -8-5Kil   -8-14v   -5-7Ti  -15kr              
4(x3), Hx        Ix       Jx      Kx
       -23kr    -19Gal    -11St   -10st
11(x4), Lx       Mx       Nx       Ox      
        -8-5pi   -17Kr    -10-9Em  -19
Turned
3,      P
10(x4); Q       R       S       T       

#AT 3; DMG 1-3(x2)/1-6; SA PARALYZATION; 
SD IMMUNE TO SLEEP & CHARM SPELLS; INT LOW; AL CE; SIZE M; THAC0:16

Day 8 Weather -1-F 18-0  Light Snow Wind +5 Snow Stops
Day 9 Weather -1-E 10-0  Wind +10
Time Stop at the begining of the 10th day


Text Account:
They are approaching the town of Riverloam.
Time Stop at the begining of the 10th day of their journey from Esthan.
Weather E 10-0 No Prec., No Enc. About 8 mi from Riverloam.
They hear the river freezing suddenly making a wierd sound.
They continue the watch the remainder of the morning. 
They get to the town about 1:30 and go to 27 XXX Grustpa. 
He sells them 2 5 gal casks of potato mash licker. He tells them of the two inns. They look at Racoon, but decide to go to Papas. They stay there Upu (27) follows them to the inn. 3 other towns people drift in that night for drinks and conversation. They tell them much of the lay of the land and how things are at the dam. 
Weather E No Change.Night enc with cave bears. Papas family drives them away with pot and pans making noise.
They stay that night and spend the next day discussing how they are going to approach their task.
Time stop the night before they will be leaving.


Text Account:
Lucy is Leader - Condo Camping - At the folks house in aptos. They are in the city of Riverloam. Begin in the morning in the Inn/cabins called Papa's Place. This is a large family with 5 small cabins for rent in a forest area just outside town. This is the third day after they arrived in town.
Day 1 Weather F - No Prec. No Enc The sky clouds over. Lots of snow and slush on the ground.
Day 2 Weather H - No Prec. No Enc. Stop for night about 3 miles from the dam. No Enc.
They go N. to the Lake and then turn south toward the dam. They do not see anything interesting.
When they get within 500 yards from the dam, they send out an ivisible person to scout ahead. They move forward very slowly.
They see the trees ripped off at the water line in the "inlet". 
Random Encounter with Octapeds which come up at them from out of the water in the inlet.
Acid touch - 
4 Octapeds HD 8 AC -1 
A 27            B 29x           C 33x           D 37
-8 Vic          -10-4pi         -7kil           -13 Vic
-14 Gal         -17-14krom      -13-29Emb       -27 Krom

They first use a stinking cloud spell, then M Missle.
2 rnds of healing then they move back from the lake edge. They are observed by evil air squids.
They move 200-300' from the water and continue toward the dam. They are spotted by the air squid 1 round after they leave. It returns in 2 rounds. It is spotted! Gal casts W. Eye moving 30' per round. The Os leave the water 2 rnds later moving forward, crawling on the ground. Os are 150 - E at 200
RRRRR

2nd Octaped Guard Party will arrive in 10 rounds
Casts Evards BT, Sticks to Snakes.
A 23               B 39            C 39            D 40
-15                -4 Pi

Elefish
HD 18 AC -4 ATT Trunk and roar HP 69
-7- Tim, -15 Gal, -9-10 Pi, -35 Krom, 22 vic, 17 Emb.

The Os flee in 4th round. They become Invis. and folow them with the help of the air squids. They never approach closer than 150'
They head back toward their previous camp. The Os know abouth the camp and will no where they are going. They will try to move faster than the party to setup an ambush ahead of them. They will be assisted by Lobster Men.
They heal themselves for 2 rounds then head for home.


Text Account:
Condo Camping - Investigating the Lake 
After the battle with the battle beasts wherein the Os flee from the battle in 4th round. They become Invis. and folow them with the party with the help of the air squids. They never approach closer than 150' seeking only to observe their passage. 
They party heads back toward their previous camp. The Os know about the camp and will know where they are going. They will try to move faster than the party to setup an ambush ahead of them. They will be assisted by Lobster Men.
They heal themselves for 2 rounds then spend 10 minutes looking at the Battle Beast and searching for arrows. head for home.
39 days have past since they arrived on this world on Cathreys 16. The date therefore is 27th of Morteus.

Lobster Men
Uncommon
Org. Hive
Int. normal 3d6 roll as human
HD 10
AC -3 (+1d4 w/out camafloge)
Move 15
THACO 10
Claw Claw Spittle (Poison mucus 1d12 and -1 to Str. for 1 day-ST 1/2 Dam)
5d4/5d4
Goes into beserker rage for additional 2 attks on their dying attack.
Never run/ never fail morale

They commonly glue branches to their backs and cover their backs with mud to disguise themselves +2 to surprise

They flood the dell with water from an earthquake from underneith then attack as they run out of the water.
Vict., Shen.
RRRRRRRRR

10 Lobster Men
A 76x              B 61               C 54x          D 57controled E 75
-6-8 Tim          -15-24-8 Vic     -27-30-24 Emb    -18-13 Pi    10 Kilak
-12 St            -28gal -20Kr                      -22-16kr     -21 Pi 
-23 Krom                                                         -19 Gal
                                                                 -8-13 Vic
                                                                 -8 Gal
F 33x            G 72bx            H 88Bx              I 44      J 63x
-17-18 Vic      -16 Pi    -17-11-20-23-22-17 Krom     -8 Ti    -12-11-11 pi
-17-20          -16-24 Gal         -24               -19-17-20  -16-10 Vi              -24-20 Krom

After spending 3 rounds healing they do a forced march inland for about 4 hours. They stop again and do the rest of their healing then follow their previous trail going back to Riverloam. They make camp 5 miles W of the river. Enc for that night are +1. Encounter 2 hours after camping. 
No fire, no light set watches, All are still up.

RRRR
Headless 12
requency: Uncommon
No. Appearing: 2 - 12
Armor Class: 6
Move: 12"
Hit Dice: 6 + 2
% in Lair: 60%
Treasure Type: M (x2)
No. of Attacks: 2 (+ Tenticles) 
Damage/Attack:  1 - 12 / 1 - 12 (2d12)
Specials: +1 weapon to hit
Magic Resistance: Standard
Intelligence: Animal
Alignment: Chaotic Evil
Size: M (5 1/2' tall)

A 30x            B 39x            C 26x            D 28x            E 31x
-10-6 Stal       -23-5-12vic       17-12-15 Krom    -10-1 Krom     -8 Gal
-10-9 tim        -4 Gal          -                -5Gal             -8-7Vic     
                                                                    -9 Gal

F 24x              G 23x            H 22x       I29x             J 29x
-10 Kilan        -Kilan           -12 Tim       -8-7-4 She      -13-13 Ti
-4 She          -7 She            -7-9 St       -4-3 Gal        -16
-9-5 Klk         -24Gal                         -8 Vic-10pi

K 32x
-39 Pi


2 Rounds Healing 5 Min breaking camp and finding a 5'x5' blank space.
They search for an hour for the flat spot in the dark and don't find anything.
Gal, Em, Vic, Krom, Kilac, Tim, Pi
They roll against their Con and those who fail cannot be roused the next morning. Vic and Timb.
They will have a morning enc if they stay 3 hrs after getting up.
They will have a night enc is they stay or not!!! (Animal Enc.)
They spot the encounter comming down the road
2 Elefish, 6 Ocatpeds riding them, 20 Headless. They break camp and cast haste and head out S. for an hour then turn w for 2 hours. They start looking for a cliff or wall for a spell. They find one 20 min later. Gal is not surprised when the Bear wakes op.
Bear Enc
BEAR, BLACK (x2); AC 7; MV 12"; HD 3D8+3; HP 15, 11; #AT 3; DMG 1-3(x2)/1-6;
SA HUG (2-8); INT SEMI; AL N; SIZE M; THAC0:16
-19 Krom Kills it with a single blow to the head
5.5 mi traveled since begin, 4.6 mi as the crow flies.
They find the bears home; a small hole in the rock about 5x7x12'. Gal goes in and finds the back of the cave. They hide their tracks (not very well) and try to hide the entrance of the cave. Then Gal. casts her Melicomes Room of seclusion and the party goes in. It can last as long as 9 weeks.
They rest and cast heal spells and fix people up.
They spend 24 hours here at least.


Text Account:
They are staying inside the Room of Seclusion in the bear cave some miles away from the Dam after being chased away.
They are discussing what they will do; they decide to go to the towns and warn the people that the dam will be destroyed, and then disagree again. Other plans are brought up.
They disagree on how usefull it will be to go to the coast to warn the inhabitants about the comming flood.
They spend 2 days in the room healing and talking. They plan to leave on the morning of the thrid day.
The plan is that Shenoa will use her Dimension Walk to quickly visit the towns to warn the of the flood.
They all go outside to see her off. The bear they killed has frozen preserving it. Shenoa prepares to cast her spells. Stallen gives her his stone of direction. She fails her first direction roll and goes off course. She ends up lost about 10 Mi from the Coast in the Lahore Forest.
Weather G (10 Deg) Dry
H-She goes to a tree that she can climb up 8' and ties herself to the tree with a bow knot that may be easily removed. She turns into the shape of a small Griffon. She files toward the coast and then on arriving, see some somke comming from the East. She heads toward it and sights the town. She lands near the town and changes back to human. She makes her way toward the house of Pappy Dukas
Race   -- Human                Interest --  Nature
Class   --  Fighter            Occupation -- Fisher (Fresh Water)
Sex        -- Male             Morals -- Virtuous
Strength   -- 12               General -- Unkempt
Intelegence -- 13              Intellect -- Active
Wisdom      -- 8               Piety -- Average
Dexterity   -- 12              Personality -- Aloof
Constitution -- 13             Hit Dice -- d10
Charisma    -- 14              Nature -- Hard Hearted
Comeliness  -- 12              Materialism -- Covetous
Allignment  -- Neutral         Possessions -- Scant
Age          -- 18             Apparent Age -- Mature
Armor Class  -- 2              Bravery -- Normal
Favored weapon -- Cross bow    General Tendencies -- Hedonist
Height in "   -- 79            Disposition -- Humble
Weight in #   -- 129           Honesty -- Truthful
Hair Color    -- Black         Sanity -- Normal
Complexion    -- Pale          Energy -- Lazy
Features      -- Corse         Thrift -- Average
Social Standing - Lower Middle Collections -- Coins
He is missing a finger and an eye.
She tells him about the comming flood.
He bings her indside and gives her a cup of tea while she rest to recover PSPs (12). Then she cast her dimension walk again and succeeds in arriving at Riverloam in 40 min.
She goes to see Zohak the Elf. She warns him of the comming flood. He suggests that night would be the best time for the flood to come. 
She cast her Walk spell again and returns to the bear cave where Krom is rosting the bear meat by a small smokless fire. 10 later Gal. comes out of the Room and invites them in. She relates her adventure to the party.
They discuss the timing of their attack and how valuable another expedition to reckie to dam. Time Stop on the evening of the 3rd day in the cave.


Text Account:
They are in the Room of Seclusion in the bear cave talking about what they are going to do about the dam.
Dave and Juliet are here!
They wait until 3 more days have past to give the people below the dam time to get away. 
They memorize spells for the day.
They decide to send out a scouting party consisting of the entire party.
They muster in the bear cave and discuss their last minuet spells and plans.
The weather is G (18-10 Deg and no prec). The exit at 1 hour after daybreak.
They cut a big hole in the snow covering the cave and they go outside.
No Enc
They approach the river so they can go toward the dam from the base.
It takes them 3 hours to get to the river about 1/2 mi from the dam.
They turn toward the dam and approach with all stelth.
No Enc.
They get to the dam and stand in awe at the base pondering its size.
They run through their lists of spell trying to determine any which would have an effect on something this size.
The battle is abandon when the poarty starts being big babies and whines about their position saying that theory are in a position.
I puch the reset button. 
They are back in the cave where they were before.
Victorex uses her insense of conjure earth elemental.
Clod is his name 70 hp and she sends him to the dam to check things out. He returns in 1:45 min (max time for censure is 2:10). He gives them fairly detailed plans for the dam and dissappears back into the earth. They discuss the information he gave them.


Text Account:
They are in (near) the room of seclusion in the bear cave. Clod has just left and they are discussing what to do with his information (probably destroy the dam.)
They decide that the next day is when they are going to approach the dam to distroy it. They discuss the most powerful spells they have to attack it.
Krom, Kilak, Ember go outside the room of seclusion to "keep guard". actually, they do a bit of drinking and use the time to get themselves psycked up. This includes sharpening their weapons, singing songs of battle, divesting themselves of most of their clothing and painting their faces and bodies. They will be VERY upset if they do not get to attack that day.
The night passes with their discussing the situation. 
At dawn the next morning Stallen prepares to leave the room, strength, stone skin, Invisibility, 
Weather day before was F-Remains at 12 deg, overcast, no prec. the day is dim. 
At dawn the next morning, Stallen with a strength spell, stone skin, invisible and flying, goes to reconoiter the area down river of the dam. He sees the T. Dragon diving down in the lake. He sees the marsh on the west and the mounds of the lobster men on the ED. He finds 4 likely spots for them to have tiehr activity from. I draw them a map. He returns to the party at the cave (room) and tells them what he found out. They formulate their plans.
The warriors are ready to attack and will be pestering them to get started.
They leave the cave
Gal.-Stoneskin-Str(pi,tim,st),Pi-invis.,Kilana-oxenstrength, Dro-Stoneskin-Strength, St-Invisib
They set off to the dam! They head due north. Stallen tells them about the elefish in the marsh. They give him shit. No Enc.  The party goes to the high ground. No enc.
They prepare to split the party and discuss it alot! No enc. 
Vict cast Summon E. Elemental - Clod arrives in 10 min. Encounter
WATER SPIDER, HUGE (x9); AC 6; MV 18"; HD 2D8+2; HP 9, 7(x4), 16, 8(x2), 11; #AT 1; DMG 1-6; SA SEE BELOW; INT ANIMAL; AL N; SIZE M; THAC0:16
SURPRISES ON 1-5; POISON BITE (SAVE AT +1)
A 13x            B 10x            C11x             D 14x          E 15x
-1-5-4 Shen     -4-3-9 Pi       -7-4 Kilack       -12-27 Vic     -14-14 Krom
-4 Dro

F 15x           G 14x            H 7x             I 17x      
-17 Ember       -13-6 Tim        -3-7 Gal          -28 Emb
RRR
R Dro casts Invisibility 10' rad, St and Kat stop and Kat casts invisibility on herself 
R St and Kat take off again, Party re-arranges MO.
RRRRR St and Kat arrive at the rocky outcropping
RRRRR St draws a rune of sleep at the base of the rock (L)
T The rest of the party heads on foot toward the high ground directly. They hit the river edge about 75' down from the High Ground 
RRR They move into the trees and move toward it.
RR Stanen draws ageing rune on (R)
No Enc. 
Shen is casting Dim. Door - Dro. sends his owl up - Vict. Prayer - 
Door opens - The bad guys don't see it
Simultainous
Katrina-Livatate, Stallen-flying, Dro Evards T.
Katrina and Stallen go off to the Rock at 400'. They both arrive OK


Text Account:
Stallin, Kat
This game starts where the party is deployed along the river in 2 spots and are ready to begin their attack.
The dam has a min of 250 pts plus 25 pts per 50' toward the center of the dam from either edge.
The earth elemental was sent to help destroy the dam "do as much damage as you can while you can stay and begin when you hear the impact of the meteors on the dam." 
No enc.
Stallen get out the scroll of Meteor swarm and casts it.
He fires it at the edge of the dam where it meets the side of the lake.
-19-26-22-28-7-27-11/-9-10-13-33

Round1 St-invis,Tim. and kalana-e. Blast,Dro-Fireball, Gal. Trans. Rock to mud, Shen-maintains dimension door.
Round2 Dro-F. Ball, Gal-F. Burst,Shen-D.Door(Fails)
Round3 Dro-F.Ball,Stal.-Fly,Shen-D.Door(Failed),Kilana-E.Blast,Tim-Bless,Gal. M.Ice all.
Stallen and Katrina fly across the gorge invisible to the point arranged.
The bad guys see where the spells are coming from the first group.
Round4 Shen-D.Door,Gal.M.Iceball,Kilana-E.Blast,Dro-F.Ball
Gal Iceball VS Elefish and Octapeds 
Going through the gate: Emb, Kilak They arrive 300' to the SW of the attack in a protected copse of trees.
Round5 Katina-Lev, Stal-Fly, Tim-Strike
Going through the gate: Gal. and Kilana to the trees
Washed down the river: Vict, Shen, Krom 
In the air again:Stallen, Katrina
At the attack point: Pi, Tim, Dromar (hanging onto bushes)
The ground shakes and a groaning sound fills the air (1/2 the dam will break up)
Round6 Time Stop for dinner spells:
The party in the trees sees they are in 15' rad copse of tress surrounded by 15' of dense growth, guarding and watching the other 2 orient.
Scoll of PW Stun in one hand and Katrina in the other, Stallen flies toward the attack point.
Krom grabs shenoa, then grabs a log. He see Vict.s feet about 5' away
The attack crew heads for the trees. The dragon breaths on them. Pi, and dro. go down. Time grabs them and makes the trees 30'ahead of the Efish and OPs
Round7 Gal.-haste on Kilak, Emb., Gal., Kilana
Stallen throws his javilin of lightning at the Efish
Timber runs away. He is feared for 6 rounds, drops Dromar.
Krom throws Shen over the log and ties to grab V. but fails. He paddles toward V.
Round8
The hasted crew cuts through the overgroth around thei copse and arrives out of the trees at the end of the round.
Krom grabs V. and is heading for 2 trees moving 1/2 his speed.
Tim and Shen meets Gal and the rest.
Dromar is not stepped on by the E.Fish-he is seen by St and Kil-they hover overhead watching him.
Round9 - Kilana-R. Fear, Gal.-Lucient Lance
The tidal wave is heading toward Krom. He remembers his w.walking ring.
Kilana get Dromars body and levitates it up where stallen will pick her up
Timber fails fear again
Elefish
A 118 Dinox           B 159 Drag               C 53 Eleph
-44 Gal              -15 Kilana               -15 Dro
-15 Dro              -29 Dro     
-26 Pi               --11Vic
-13(98)Stallen       -Tim 
-27 Emb.             -15 Gal
-11 Kil
Round10 - Lance goes off
Krom caries 2 chars toward the bank and reach it, but the tidal wave will engulf them next round.
Stallen forces a healing potion down Dromar and he wakes up
Timber runs off, but Kilana catches him and sits on him again about 40; from the point of battle.
Round11  Dromar-Heal potion, Kilana-Remove fear
Krom puts his head onto the tidal wave and is trying to ride it out. 
Kat. see the dragon stooping to attack them and wans the others, St. heads for the ground and is about 20' from the ground (30 under trees).
Round12 
Emb. and Kilak give Timber the bums rush and speeds him up to 160' per round.
1-Ram Tim
2-Ram Kil
3-Fall
4-Drop
140' for Round 12
The dragon and St-Dro-Kat trade MM spells.
Krom tries to get to the surface
Round13  Boots of flying, Dro-Wraith Form,
160' moved by attack party
Krom almost gets to the surface.
St and Kat look for the dragon. They head off following the path of the E.Fish. Dro moves along it too.
Round14
Attack Party  160'
Crom breaks water!
The flying party finds the Efish body and Opeds-They stop there.
Round15
Kat, Dro., Stal search bodies.
Krom reaches the shore and rests looking back at the dam
Fleeing party 160' (240 foot lead)
Round16
Dragon is attacking Flying party
Stallen cuts open the Efish and climbs inside-Dro hides behind a Oct-Kat heads for the trees.
Krom takes the bodies 30' into the tress and stops to make a travoia.
Round17 Gal.-Haste, Kilna-cure S, Timber-Cure Severe, Dro-Phant.Force
Hasted:Gal. Kilana, Kilik, ember, Timber
Crom will take 9 rounds to make Trav.
Kat moving silently hiding in the shadows moving in the Efish trail.
Stallen drages a octa into the trees, dro makes illusion of taunting gnome.
Round18
Fleeing party begins running again toward the bear cave. They go S. they are moving at 240 (the dwarves will fade soon)
Flying party spots the party of L. men coming in. St. takes Otabelt type P.
and move along the path.
Round 19
Fleeing party 240'
The flying party rejoins and they continue 90' past dead bodys.
Dragon will arrive in 3 rounds
Round 20
Crom continues to make Trav.
Strolling party continues walking
Fleeing party makes another 240'
Round 21 Dro-Invis 10'
Stroling party is invis and roaped with 5' of rope.
Fleeing party 240'
Round 22
Fleeing Party 240'
Strolling party begins running at their max speed to the south through the forest 120' per round).
Crom makes t.
Round 23
They are all running.
There is a 10% chance per round of either party being found.
RRR Lobster man encounter for Krom AC -3 - HD 10 HP 76x
-25-20-17-11-22 Krom
Round 24-27
They all continue running
Gal. is looking for a place to put Room of Seclusion
Rounds 28-29
They continue to run
Crom finishes travoia! He heads for the cave.
Round 30
Gal finds Stone Wall - but they continue to run. They start running in serpentine.
They are all going to meet at the cave.
Fleeing party will reach the cave in 1 hour
Hurring party (Dro, Stal. Kat) will arrive in 1:10
Crom will arrive in 2 hours. At 1:15 Min, Krom enc. the dragon.
EFish will arrive in 1:07
Tim casts Deer speed and tries to hide the tracks of the party.
Gal does R. of Seclusion and waits by the door for Timber.
Timber gets inside the cave a min ahead of the EFish.
The Efish find the end of their tracks and are ripp9ing up everything trying to find them. The Dragon will arrive in 4 rounds. (@ 1:11)
Time stop at 1:08 - Hurring party hears the sounds of the Efish ripping things up and stops investigate.


Octapeds (Int 13/Poison Spit)
A 52              B 18              C 35               D 43x
-22 Gal           -44 Gal           -29 Dro         -15-11-16-11-10Em   
-15 Dro                             -27
-17

E 53              F25               G 19              H 13      
-10-22-6-7 Kil    

I 37              J 25              K 40              L 21

Lobstr Men
A 60              B 26              C 24              D 56

E 16              F 46              G 82              H 30


DRAGON, TERQUOISE ; AC 2; MV 9"/24"; HD 15D8; 
HP 70; - 17 Stallen-13 Kat
#AT 3; DMG 1-6(x2)/3-24; SA - BREATH WEAPON
Breath Weapon - Water jet (cuts like a knife) 8d8 per Att. 3 UNTIL IT REFILS
INT VERY; AL LE; SIZE L; THAC0:10
BREATHS WATER AND AIR (GILLS AND WATER SACK)
DETECT HIDDEN OF INVISIBLE AS SPELL IN 60" RADIUS.  
ROUTS NON-AGGRESSIVE CREATURES UNDER 1 HD. 
OTHERS UNDER 3 HD MUST SAVE VS MAGIC OR BE PARALYZED
(50% OF TIME) OR ROUT (50% OF TIME). 
CREATURES BETWEEN 3 AND 6 HD MUST SAVE VS MAGIC OR FIGHT AT -1 THAC0. 
SAVING AT +3 VS THIS DRAGON.

1st LVL MAGIC USER SPELL(S)
MAGIC MISSLE
UNSEEN SERVANT(x2)

2nd LVL MAGIC USER SPELL(S)
DETECT MAGIC
STINKING CLOUD
DETECT INVISIBILIITY

3rd LVL MAGIC USER SPELL(S)
INVISIBILITY
HOLD PERSON
WIND WALL

4TH LVL MAGIC USER SPELL(S)
WATER TORNADO
The Dragon breaths water, is assisting the lobsters for the booty. They do not value metals!

Lobster Men - Uncommon
Org. Hive - Int. normal 3d6 roll as human
HD 10 - AC -3 (+1d4 w/out camafloge) - Move 15
THACO 10  - Claw Claw Spittle (Poison mucus 1d12 and -1 to Str. for 1 day-ST 1/2 Dam) - 5d4/5d4
Goes into beserker rage for additional 2 attks on their dying attack.
Never run/ never fail morale
Octaped
Armor Class: 6 - Move: 12"
Hit Dice: 6 + 2 - % in Lair: 60%
No. of Attacks: 2 (+ Tenticles) - Damage/Attack:  1 - 12 / 1 - 12 (2d12)
Specials: +1 weapon to hit  Magic Resistance: Standard
Elefish
HD 18 AC -4 ATT Trunk and roar HP 69
Roar - Save VS Fear at -2 or run for 1d8+2 rounds
Trunk Damage - 2d12 + 6 Save VS Dex -4 or be knocked down


DRAGON, TERQUOISE ; AC 2; MV 9"/24"; HD 15D8; HP 70; 
#AT 3; DMG 1-6(x2)/3-24; SA - BREATH WEAPON
Breath Weapon - Water jet (cuts like a knife) 8d8 per Att. 3 UNTIL IT REFILS
INT VERY; AL LE; SIZE L; THAC0:10
BREATHS WATER AND AIR (GILLS AND WATER SACK)
DETECT HIDDEN OF INVISIBLE AS SPELL IN 60" RADIUS.  
ROUTS NON-AGGRESSIVE CREATURES UNDER 1 HD. 
OTHERS UNDER 3 HD MUST SAVE VS MAGIC OR BE PARALYZED
(50% OF TIME) OR ROUT (50% OF TIME). 
CREATURES BETWEEN 3 AND 6 HD MUST SAVE VS MAGIC OR FIGHT AT -1 THAC0. 
SAVING AT +3 VS THIS DRAGON.

1st LVL MAGIC USER SPELL(S)
MAGIC MISSLE
UNSEEN SERVANT(x2)

2nd LVL MAGIC USER SPELL(S)
DETECT MAGIC
STINKING CLOUD
DETECT INVISIBILIITY

3rd LVL MAGIC USER SPELL(S)
INVISIBILITY
HOLD PERSON
WIND WALL

4TH LVL MAGIC USER SPELL(S)
WATER TORNADO
The Dragon breaths water, is assisting the lobsters for the booty. They do not value metals!

Lobster Men - Uncommon
Org. Hive - Int. normal 3d6 roll as human
HD 10 - AC -3 (+1d4 w/out camafloge) - Move 15
THACO 10  - Claw Claw Spittle (Poison mucus 1d12 and -1 to Str. for 1 day-ST 1/2 Dam) - 5d4/5d4
Goes into beserker rage for additional 2 attks on their dying attack.
Never run/ never fail morale
Octaped
Armor Class: 6 - Move: 12"
Hit Dice: 6 + 2 - % in Lair: 60%
No. of Attacks: 2 (+ Tenticles) - Damage/Attack:  1 - 12 / 1 - 12 (2d12)
Specials: +1 weapon to hit  Magic Resistance: Standard
Elefish
HD 18 AC -4 ATT Trunk and roar HP 69
Roar - Save VS Fear at -2 or run for 1d8+2 rounds
Trunk Damage - 2d12 + 6 Save VS Dex -4 or be knocked down


Text Account:
Leader is Dale (Timber)
Time stop with part in the Room of S. Gal, Ember, Kilak, Kilana, Timber, Pi.
Krom is on the road with the bodies of Shenoa, Vict. and a Lobsterman body on a travoia. Crom will arrive in 2 hours. At 1:15 Min, Krom enc. the dragon.
Hurring party (Dro, Stal. Katrina) will arrive at the Room at 1:10
Tim casts Deer speed and tries to hide the tracks of the party.
The Efish find the end of their tracks and are ripping up everything trying to find them. The Dragon will arrive in 4 rounds. (@ 1:11)
EFish arrive in 1:07
Time stop at 1:08 - Hurring party hears the sounds of the Efish ripping things up and stops investigate.
Stallen agrees with me about something!
In the Room os Seclusion: (A max of 5 Rounds)
Timber is using the Rod of Ressurection on Pisheo and succeeds!
Kilana heals 2Kilak, Emb,
Timber heals 2Emb, Tim, Kilak
Kilana does a Nap Spell
Outside the Room:  min expired
The hurring party moves away with stallen trying to hide their tracks. They are moving at normal walking speed sticking to cover until they are as far from the cave entrance as possible while still keeping it in sight (about 210 yards away). They are still in the 10' invisible. No Enc. Katrina and Dro climb the tree, and are keeping an eye on the cave.
Around the cave are 50 L.men, 10 reg Octapeds, 12 Lime Green Octapeds and 2 Efish waiting for them. The dragon arrives carring the Master Starfish. He takes control of the effort and directs the Efish to begin tearing open the entrance to the cave while the l.men carry away the debris for 20 min. Stallen is digging a hole in the stow to make a "snow cave" to hide in. Moving 5 cubic ft of snow per turn. 
After 20min the Starfish tells the dragon to use his breath weapon to clear away the rock from the cave and after another 10min of subsequent clearing away the debris, the starfish reaches the inside of the cave. 3 Lime Octapeds (Clerical types) begin praying to their god for information about the where abouts of the party (locate). They find nothing. 60' dia clearing 
The Green Octapeds begin to cast their summon water elemental spell assisted by their L.men. 
Krom is exaused as he approaches the cave (500 yrds). He hears the clicking of the l.men and the slobering sound of the Green OPeds. He continues moving toward the cave. He is moving 100 yards per turn. 
Meanwhile inside the Room the nap spell is complete and they are memorizing spells and casting heals.
Meanwhile up in the tree Dro is waiting for the dragon to get within range of a spell. Meeth (owl) down to get Stallen. Stallen casts a spell (invis) then  begins climbing up the tree toward Dro and Kat.
The dragon gets within range of his spell. 
Round1 Dro. casts Phant. Killer - dragon saves.
Round2 Drag-invis, Dro.-Color Spray, Stal-flying
Dragon is blind for 1 round
Round3 Dro-invis,
Round4 P.word stun, Kat. Praying for intervention. Dragon is flying randomly until blindness goes away.
Round5 Kat.-Playing Flute for morale, Dro-M.image (6),

Meanwhile inside the Room:
Round1 Gal S.Skin(7), Kilana-haste (all are hasted), Phanto-cure (all are healed to full now)
Round2 Kilana-O.Strength, Gal.-Invisible, Pi-invis
They talk about what they want to do and decide to go out and run! 
Phanto casts pass w/out trace, then changes to falcon form.
Gal. opens the door-They are not surprised

Lobstr Men
A 60              B 26              C 24              D 56
- Kil             - Tim             



E 16              F 46              G 82              H 30


Green Octapeds AC 4 HD 10 Clerical
A 77            B 50            C 37            D 26
- 8 Emb         -3 Phan         -1 Dro          - Dar 

Elemental HP 107
-7 Kal

Starfish Man HD 16 HP 116
-6-5 Dro

Round1
Round2 Kilana-EBlast,St.-Fly,
Round3 the party joins up - the bad guys pause to muster this round
Round4 Katrina-Invis, Dro-Invis; They meet Krom!
Round5 Gal-haste, Kalana-Staff of cure, Tim-cure severe, Dar-cure moder
Party is moving 120' per round faster than the monsters.
They have a 360' lead on the LMen at the end this round.
Kat and Dro are paralleling the river (as far as they know) as fast as they can travel
Stallen is flying in the direction the party was travelling at the speed of the L.Men.
The haste lasts 14 rounds
Round6 Pi-Cloak of the Bat - They head off at top speed
RRRR 200 yard lead over the L.men
Dragon takes off toward the party.
RRR Phant's haste wears off. He stops, and heads off (pass wothout trace).
He casts a Meandering Trail Spell, making the trail. He changes into winter wolf form and runs 1/2 mile off on a tangent. The LMen make their save and are not fooled. They see the path as a wolf. They send 5 men off to investigate the trail. This leave 35 Lmen, 6 Green Octapeds and 3 Brn following them.
Pi. as a bat heads back to the L.Men to recky.
RRR Pi sees the LMen coming and returns to the party.
RRR The haste wears off. Pi get back to the party.
1/2 Mile lead on the L. Men, 3/4 Mile lead on the EFish.
Time Stop about 1.5 miles from the Cave.


Text Account:
Lucy (Victorex) is leader
RRR The haste wears off. Pi get back to the party.
1/2 Mile lead on the L. Men, 3/4 Mile lead on the EFish.
Time Stop about 1.5 miles from the Cave.
They stop to catch their breath.
They have 2 min before they are confronted by their enemy
R Endurance spell on Krom from Kilana, Pi - Invisible
  Rod of resurection on Victorex. It Fails!!!! Krom gets a heal from Timber
R Pi remembers her sword of 3 wishes and tries it out on Vic saying
"I wish Victorex was alive again and up to full hit points". He is alive, but at 1 hit point. Kilana casts a haste spell (all but Stallen, Dromar, Katrina).
RR After the dragon begins talking to them.
Meanwhile... Stallen has been flying at 15' trailing the party moving as fast as he can. He begins to worry about his boot running out of power (he has 15 min left when he stops flying). He uses change self into the form of a griffon, and begins flying in the direction of the tracks of the party. He sees the lobster men spreading out to form a ambush. Stallen, invisible, flies down into the party and says they need to leave immediatly. He puts down the cube of gates and sets it to take them to the etherial plane. He taps it and out comes a Red Slaad! It casts a hold spell and only Stallen is affected. 
R Stallen takes them to the etherial plane
But the gate is open and they all go into the etherial plane. They look around and talk about what to do next. They decide to use the border etherial plane to look for Dro. and Kat. 
It takes them an hour of searching for the trail and 20 more minutes to find them. They concentrate on a tree land mark near where dro. will be and exit to the P. Mat. plane, but arrive about a mile away. They look around and dont find anything. Pi turns into a bat and flies around loking for the tree. 
She finds them in about 5 min and also sees the dragon flying high in the sky looking for them. She returns to the party and tells them where the tree is and they head off in that direction after Stallen casts another Invisi. spell.
It takes them 10 min to cross their trail and antother 5 to catch up to them. And at long last, the party is rejoined!
They talk about what to do and decide to go etherial.
When the gate is activated out comes a nightmare!!!
NIGHTMARE ; AC -4; MV 15"/36"; HD 6D8+6; HP 30; #AT 3; DMG 2-8/4-10(x2); SD
SEE BELOW; INT HIGHLY; AL NE; SIZE L; THAC0:13
GENERATES SMOKE CLOUD TO OBSCURE VISION (-2 TO HIT UNLESS SAVE VS MAGIC MADE): FLY, ETHEREAL, & ASTRAL
HP 30
The horse attacks Stallen as they move into the Etherial plane. He uses the gate again to tkake them back to the P. Mat. Plane. They arrive back where they were before. They move a 100' S. and try the gate again. They go back into the Etherial plane. They talk about where to go.
They decide to stay in the border etherial plane looking for the coast. 
After 110 min travel the notice they are over water. The get back to the coast in 10 min.
They move toward Esthan slowly, and arrive there about 70 later.
Time Stop where they are examining the wrack at the mouth of the river below Esthan.


Text Account:
Peter (Stallen) is Leader.
They move toward Esthan slowly, and arrive there about 70 later.
Time Stop where they are examining the wrack at the mouth of the river below Esthan.
They arrive back in the Prime Mat. Plane in the dunes N. of the river mouth of Esthan. They walk along the edge of Sailors Swamp toward the town.
No Enc.
They are going toward the still standing town buildings looking for signs of how they evacuated the town. The town guard are looking out and see the party poking their heads up over a nearby hill. The party sees them, Ga. Goes invisible. The horsemen call for reinforcements on the hill then the C. takes 5 men and approaches the party. They accost the party in an antagonistic way, but Stallen offers their help and the C. grudgingly accepts and takes them to 2 where the injured old and young are holed up. Gal and others go in to the house to help the wounded.
Pappy Dukas speaks to St. about the towns misfortune.
Stallen talks to Pappy and warns him of the monsters coming from the river.
Kat. sees the kids are sad and brings out her wolverine and plays her flute.
Vict. and Kilana go to the house where the wounded are and heal them.
Then they go the makeshift mourge in the back and look at the bodies.
1 woman, 5 men. They heal all of them (except for 1 malingerer) and gain the awe of the old woman and young woman who were tending the wounded before they arrived
6 dead bodies 1 baby, 1 woman and 4 men.
Krom, Kilak begin to chop down trees for the lady that ownes this house.
They come in with 2 wounded, one wiith a missing leg, the other with his throat cut. D.Door and healing bring them back.
Krom, Ember, Kilak, Stallen, go out to help guard the river.
Gal. uses a lobster claw and the Cauldren of Plenty to make a lobster bisque.
They go to the commedores HQ at buyilding 13
While they are talking the dragon comes back with orders from SF.
HP 70 -17 Stallen
Krom, Emb.,kil go over to the other side to help the people
3 houses, 6 3 2 people
Krom takes a 13 year old boy across the river
It takes 9, 10, 10 min to get folk together.
Encounter Lobster HP57  -18-14-18 Hangs onto leg. 
Ember watches the river edge, krom , Kilak goes to get the family.
Dromar casts 3 heal potions, strength, stone skin and Invis 15'
RR Gathering Rocks.  and heads across the river
Throwing rocks, he crosses the river
RRR Becomes visible and is given 2 kids to take across the river
RRR 2 more are brought across
RRR 1 Teen ager
RRR-RRR-RRR-RRR-RRR-RRR-RRR-RRR-RRR
Dromar becomes exausted and rests for 20 min
Kilak is given the ring of waterwalking and begins the ferry across
RRR-RRR-RRR-RRR-RRR-RRR 
They are now all at the same side of the river (N.)
Wait until dark. The party walks away from the big bonfire built in the middle of the clearing. They talk about what they are going to do next.
They feel bad about what happened to the town
They talk to Chickolini; they will be back to Esthan in 3 days.
The night passes uneventfully, but in the morning they build a dam at the mouth of the river.
Encounter that evening with a clan (farkus) of barbaric farmpeople (27)
Lion's Share - "Moma ", "Father" kids M5, F7, F12, F18
25 Lees place - Musty, Old once fine furn. Jayiesom is Matre D.The owner of the place (Lee)Very old man with a twinkle in his eye (ex-adventurer).
Shivas is the theif type they have swatching the party while they are in town.
The Commodore (the leader of the Militia who are technicly marines) is the head man of the city Commodore (sharp toungued and quick tempered).  makes an appearance to greet them. 
C. resents his posting here and is unwilling to do much of anything.
They go to 13 (Bank) of Winkle who takes their order for warm clothes and snowshoes.
They go to talk to Pappy Dukas" the closest thing they have to a sage.
He is a very old man with a missing finger and left eye poked out. 
Race   -- Human                Interest --  Nature
Class   --  Fighter            Occupation -- Fisher (Fresh Water)
Sex        -- Male             Morals -- Virtuous
Strength   -- 12               General -- Unkempt
Intelegence -- 13              Intellect -- Active
Wisdom      -- 8               Piety -- Average
Dexterity   -- 12              Personality -- Aloof
Constitution -- 13             Hit Dice -- d10
Charisma    -- 14              Nature -- Hard Hearted
Comeliness  -- 12              Materialism -- Covetous
Allignment  -- Neutral         Possessions -- Scant
Age          -- 18             Apparent Age -- Mature
Armor Class  -- 2              Bravery -- Normal
Favored weapon -- Cross bow    General Tendencies -- Hedonist
Height in "   -- 79            Disposition -- Humble
Weight in #   -- 129           Honesty -- Truthful
Hair Color    -- Black         Sanity -- Normal
Complexion    -- Pale          Energy -- Lazy
Features      -- Corse         Thrift -- Average
Social Standing - Lower Middle Collections -- Coins


Text Account:
The party is anchored off the place for the Estthan people to start their new village. They go ashore and start to make really crude shelters out of show with branches imbedded in them. 
  They party  and the people of the ship are very generous and give them as many supplies as they can along with Cookie's pots and pans and such. All the spare clothes the sailors can come up with, Phantoozie gives them a case of wine, chickolini gives them a selection of books etc.
   But the party looking at the patthetic bshelters they have built still feel sorry for them. Vict. uses her insence and summons a Earth Elemental who builds the town a 40'x40'x30' chanber in a cliff with a smoke hole about 5' dia in the ceiling so they can make a fire inside. 
   The Esthanites are grateful and try to have a celebration on the landfall, but it falls kind of flat. The party goes back on the ship and Time Stop where they are just sailing out of sight of the waving people on shore.


Text Account:
Victorex is leader.
They are in Esthan the day after the dam burst and have discovered that the olbstermen and the elefish are begining to make another dam at the edge of the sea.
All the player chars. are standing by the river looking at the dam being built. 
The comm. and his men come toward them and tell them about the lack of attacks that night. He tells them that the position is untennable and that they will be building a signal fire to summon a ship from the Enland fleet. 
The 6 men on the raft make it across OK but the raft gets away from them and the one that goes into the water after it gets pulled under the water. The rest of the soldiers go off toward the fort (45) to make the fire.
Lord Lukash is the leader of the area.
They talk to Pappy Dukas about the Comm.s plan and asks about springs upriver.
They eat breakfast and gather up the NPC then leave the settlement to go to a hill near the dam location so they can keep an eye on it.
They discuss once again what to do about the mess their in.
Gal. contacts Dio Mas who gives them some clues and encoureagement.
The dragon puts out the signal fire built by the soldiers.
They continue to talk about the situation.
They are interrupted by a soldier with news from Riverloam.
They return to the townpeople.
2 families from Riverloam have arrived and 3 are wounded.
Pregnant Lady, wounded man with frostbite and catotonic man 
They heal the wounded man, help the woman birth, but there is nothing to be done for the catotonic.
The comm. comes into the settlement and tells them that he is going to the Lords for help and will back in 6 to 10 days. 
Pappy says that they dont have enough food to make it till he gets back. The party says they will use their magic to make sure the people are fed and kept warm. This will be their primary task until the ship arrives in 2 more days. 
The comm. will take all but 6 men
*The dragon will arrive to scatter the people the next day.
Time stop that night.


Text Account:
Big Basen Trip
The Jerry Garcia Memorial Trip
Victorex is leader
The party is in the cleared area where the townspeople have holled up. People are milling around and making breakfast when the Aquamarine dragon Yolobob stoops on the clearing. The 90 people run off in 90 different directions for 4d6 rounds into the wilderness. The dragon breathes and hits Krom and Timber while it also kills 9 townspeople.
Krom and Katrina are afrade and run off too, followed by Timber and Gal. respectivly.
The people begin to drift back to the camp over the next hour and the party is busy tending theiir wounds and conforting those who have suffered a loss.
6 people are lost as they have run away and can not find their way back to the clearing.
The Commodore has left 6 men and a "acting seargent" (a fat soldier with a napoleon complex) to guard the people. Only 2 of them are any good at all; the rest are good only for herding and bullying. They are dressed down by Vict. and begin taking orders from him.

They realize that they have to leave and quickly. Pappy Dukas reminds the party that they have only 1 weeks food and that the journey to Lord Lukashes house will take 4 weeks. The party agrees to help them get to Lord Lukases castle in hopes of getting them on the ship.

4 hours later, the people have gathered their meger possessions and are ready to travel. They set out toward the coast, then move North to follow the lee side of a ridge of dunes. They make  camp about 1.5 miles from the previous camp.

The next morning, scouts are sent out and Stallen goes up flying over the ocean looking for the dragon and/or the ship. Stqallen sees the ship about midday and tells the party. The townspeople continue to move north as the players continue to watch the approach of the ship. Finally, decide to they make contact with ship. Gal and Timber go to the sea shore to make a signal light. The pyrotechnics spell attracts the dragon who attacks by surprise from out of the sky. He snatches Gal!
Timber casts deer speed and runs back to tell the party and get help
Gal. uses a ring of shocking and the dragon attacks her with claw and bite. Her stoneskin prevent damage to her, and she shocks him again. Already much reduced in HP, he drops her. She casts feather falling but the dragon swings around and breathes on her. She hits the water then levitates to places her bobbing about 20' avbove the water and 1000 feet from the shore.
Stallen and Timber arrive and she is towed to the shore, much to her release. By now, the ship is approaching. The rest of the party and the ship arrive at the shore at about the same time.
They agree to get the people of the town onto the ship to take the to Lord L's.
By the time the townspeople are roused, they are moving in the dark toward the coast. The ship lets out the ships boats and the people are quickly ferried across and quarters are found for them in various areas of the ship.
As soon as they are all aboard (about 2 hours later) the Dragonsbane gets underway; tacking slowly to the N.
Their is much confusion, but the exhaustion of the people makes them quiet down quickly with the help of a quickly prepared stew made byt Cookie.
The PCs talk about what to next, and they decide to take them all to L. Luashes and dump them off as quickly as possible. 
They arrive without incedent at the small cove near the castle. They are met by an officer in a long boat who is amazed by the story they tell of the disaster in Esthan. He takes Stallen and Pappy to meet Lord Lukash
LL is a jerk; he drinks too much, does not care much about his responsibilty to the people and worries most about how his fortune will be affected by 75 people descending on him suddely for the winter if not for the rest of their lives.
By playing his harp and speaking to him calmly and rationaly, Stallen convinces him that there might be an upside to the situation and the meeting ends with LL agreeing to think about taking the people in. LL does give orders to his men to prevent people from landing from the ship. 

Stallen and Pappy return to the ship and apprise the PCs of LLs idiocy and they discuss their options far into the night.


Text Account:
Big Basen Trip - Day 2
They are on Dragons Bane off the cove where Lord Lukash;s castle is. They are waiting for the answer about the townspeople's fate.
   The lord invites the representatives of the party (Pi, Vitcorex, Krom, and Timber) to go on a hunt for a great stag. He also invites Kilana and Ember to "heal the injured and sick of the castle" which is really a ruse to use them as hostages if talks with the group going on the hunt turns nasty.
   The hunt folk dress nicely for their appointment with the Lord, trying to make a good impression..
The hunt is adminestered byy 2 huntsmen, 20 dogs and horses for all. There are also 5 men who have been told to stay out of sight, but keep the Lord under guard. While they hunt is waiting for someth9ing to happen (between times when the stag is spotted and the riders go out to investigate) the lord talks to them about his "situation".
   He says that there are not enough surplus supplies to house and feed all 70 prople for the winter. He suggests that they be split up between his castle and 4 other cities (Jeh a fishing village, Woodbine an inland village and Seahome a family steading with some of the Lords men stationed there).
   After several hours of riding around, they trap the stag on the top of the hill and they kill it. They go back to the castle and let the huntsmen take it back to the castle with them.
   L. Lukash sends all the people ashore that day back to the ship to ask the rest of the party to attend a feast the L.L. is having that night to celebrate the taking of the Stag.
Emb. and Kil. are suspicious about the "healing" they did that day. They think they were being stalled and did little other than wait and have lunch.
   Most of the party goes to the feast and L.Lukash gets their agreement to split up the Esthan folk. The dinner is nice and L. Lukash makes an effort to be on his good behavior (he stays sober). They return to their ship with positive feelings about L.L.s good will to the folk.
   The Esthanites discuss what they will do that night and agree to the plan. They determine which of their number wants to go where. One small group wants to start their own village and so they will be leaving the next day.
   About 40 people go ashore here and they will be split up for 1 group to go to Woodbine. They ship sets sail that day and they travel to the next town (Jeh) and drop off 15 more. The rest spend the rest of the next day looking along the coast for a place for the village.


Text Account:
Gal. is leader
They are on the Dragonsbane 509 just after they have dropped the last of the townspeople on the coast in the cave the earth elemental made for them.
The party want to fly the ship as unobtrusively as possible over to where they think the source of the spring is.
They have dreams that night! Each person has a dream sending from a good god as the dreams all invole an angle (Deva). This is a clue to the God who is really using them.
Pisheo   Ftr-Rogue       Elf             F       7/9     45      4(0     Has a dream of her first theif teacher who tells her: "The people of Greld are using you and the party to their own
ends dispite their vow never to do so. They are unworthy of the party as mentors as although they are powerful, they
seek stasus in SOS by supressing powerful people and party by giving them "tasks" to perform." No Freedom!

Galranwyn  Mage            Elf             F       9       38      4(0)    18      Visited by an elvin god who tells her that their are tasks set for her in the "book of imortals" a role of elf's actions by
which they are remembered and judged in the good elvin plane. She is told to visit a mage from her home town who is
now living in Shadowdale where she will meet a mage who knows more of her wierd. She is to learn more about
her people and their needs!

Katreena Bard            Human           F       6       34      5(1)    18      Dreams of Elminster who tells her the tale of the Harpers. It is not Elminster but a agent of the god (Mystra) who
is sending all the people these dreams. He says to "seek the Harp you must question the one who plays it" (Stallen). If
they return to Shadowdale, she will be Inducted with Stallen seconding her.

Ember    Ftr/Barb        Dwarf           F       6       70      2(-2)   18      Is visited by the spirit of a famous Dwarven tribe leader who tells him to "seek his fortune with his friends" who are
revealed to be Local 509. He is told to assert his personality and follow the "ways of his father" (dwarven traditions).
1010
-501
Dromar   Ftr/Illus.      Gnome           M       7/8     36      2(-1)   17      Told to watch for another gnome who will help him.

Kilak            Fighter Dwarf           M       6       63      3(0)    17      Told to form a group with the other dwarfs of the party to push their own ends which are more dwarven. He is to
take a more active part in the actions of Local 509 by suggesting actions as if Local 509 was a party of dwarfs. In the
dream all of the members of 509 are represented as dwarfs of different recognized types. (the body of a person Kilak
knew from home of that type and the head of the Local 509 member representing that trait.)

Victorex Ftr/Priest      Half Elf        M       7/7     41      -5(-7)  16      He is visited by the "Reverend Philo Drummond" who is an angel of Bob. Told to always worship Bobocob in his
many forms on any world and is given the names of the Neutral One on all planets and counties. He is told that he
may use any weapon, but that the use of missle weapons is prevented to him becuase it is his wierd to "face his enemys
as they die" and not to "use weapons that kill from afar. That shall make some slack for their enemys with whom Bob
is also concerned".

Tmber    Ranger/Pri.     Half Elf        M       6/7     51      1(-1)   16      Billibong appears to Timber and asks him why he is expending his energy battling evil on another planet when there is
so much wrong to be redressed on his home planet. He wil tell about the various things goning on at home (like the
massing of Orcs) and give suggestions of problems with the underground which leads to the Drow countries.

Sal              Rogue/Swash Human       M       7       27      8       14      Is going into semi-retirement at the School. He desperatly need to "Buckle his Swash" (they have not been
roleplaying him for a while).  He say he is looking for a  wife, but will not find one for some time.

Kilana   Cleric          Dwarf           F       7       64      2       14      Act as the spiritual leader of the other dwarfs in the party. Each time she gives one of them a spell of healing (and she
will ALWAYS give one them them her spells first unless it is life and death for a human or elf) she will say "Mystra
loves the dwarfs and grants them many boons. Receive her boon now". She does not try to convert the other races,
just the dwarfs.

Krom             Fighter Human           M       7       67      -1      14      Is told that he has a chance become a Lord before his time. If he trades the Belt of Strength he will gain money
enough gold and the help of a wise man who will "elevate" him in the area near where the party's school is. He will be
able to attract followers as a 9th level fighter.  "Mortimer"


Stallen  Bard            Human           M       10      34      5       14      Is told that the Harper's need him on Kopeta as his work in the area of the parties school is still wild and if tamed
could bring more civilation to a frounier area. They will provide him with more help and a special NPC whom he
will know when "you hear the sound of Yerlins Lament".

The next morning, they discuss what they will do and finally decide to go back to Kopeta. It will take 6 weeks to get there.
They work out what they are doing in the 6 weeks.
Enc day 6
Ice asteroid
They find they have been gone 95 days and will be arriving on Kopeta on Marpenoth the 9th.
They arrive without incedence on the lake S. of Katina (at the regular deep spot). They go directly to the Inn.
They meet the


Text Account:
Dale (Timber) is leader, Cindy is mapper.
Time stop from the game in Tahoe where they were in the dungeon under the house of stone. They had followed the opening from the ruined towers to the dungeon level 6.
They time stopped where they are at a bend in a corredore.
No Enc.
They come to room 15. They are attacked by Umber Hulks.
The UH get surprise.
R Bless, MM, Inv.,
R MM, Crom. Orb., Stun Sphere, Blinding Beam
R Blinding L.
R Death D.,
R Heal
A 77x Stun 4rnd  B 71 Stunx -4    C 19x         D 76 Stun    E 39x Blind
-10-20-7-8 Gal    -8-15-7 Tim     -18-26 Crom   -8-5-13 Kilak  -34-19 Krom
- Kat             -14-8-13 Emb                  -12 Tim        -8
-29 Emb
-16 Vict

F -49x stun 9rnds             G -65x
-15-14-9-7-7  Pi              -20-13-14-20  Krom
                              -9 sS
They heal and pick up the peaces. The membersx that were confused are awakened.
They search the bodies of the Umber Hulks and find nothing of interest.
They start taisting the wine in this room.
There are 2228 bottles of wine.
They find the elvin Dream Wine. Stallen sniffs it and has a vision of a beautiful woman who takes him to Nirvana. Out for 53 hours.
Dromasr sniffs it and  sees the gnome who will be his NPC.
H,H They serach the room for 2 hours and find about 87 bottles of wine that are outstanding. Dro. and St. sleep and the oters search.
TTT They go to the room to the north of 15 and search for any secret opeings and don't find any. 
TTT They search the room to the north and map the room to the south and decide to wait for the folks to awake in the N room.
Time stop where they are waiting for Sta. and Dro to wake up.


Text Account:
Lisa (Galranwyn) is leader, Stallen is mapper.
They have spent 3 hours after Dromar and Stallen have sniffed the Elvin Dream Wine. The party decided to wait for them to wake up by spending time waiting  for them to wake. Another 8 hours has passed (no enc.). The sleeping members wake and Victorex casts Augury "Would aid the party if we cast dispell magic on the sleeping people?" "Yes"
Kilana casts dispell magic and stallen and dromar wake up 15 hours after the party went down to the dungeon.
They re-form the marching order and discuss their option for action at length  (1 hour).
TT They move out into the corredors and are looking at the floor for foot prints and such. They see the beetle marks, but can't identify them.
T They are searching around to the S. of 15. They see the Neogi Dark Runes (writing using ink that is only legable in the dark though it barely visible in the light). 
T The runes are unintellabgable. The runes say "Home with an arrow to the E.
T Stallen does L. Lore, Gal does read magic.
TT Gal. makes a picture of what she can see of the runes (nothing) while the others look around. (No Enc.). They decifer the rune. St. casts Invis.
TT They continue towar rm 17 through the arbors. They smell the grape blossoms.
T At the passage S. to 17, they find the rune and decifer it. They discuss what they are going to do (+2 to enc roll) No Enc.
T Vict. casts det. traps (Lasts 30min) They enter 17.
T St. Detects magic and sees the amorphous clouds where the sounds come from. He also sees the magic items herein. A prot. From spirit is cast on him and he walks into the room. He quickly grabs the items he has seen and flees from the room. He closes the door behind them and they stand outside discussing wether they will investigate the items or not.
T L.Lore on dagger - Platinum 8 gems on the pummel each a different color, created by human, Det. Alignment, Made by Yovie ashKa, 730 years old,.
They check out the goblet. Sealed with sealing wax around the lip and sealed like a letter with a seal of a Yarrow tree with twin snakes entwined in the branches. He unseals the cup and takes out the gold cloth bag containing the Powder of Invisibility detection. 370 years old., Align. CG, Made in Longsaddle, 5000 GP,made by Ardnak Harpell.
TT Krom asks about treasure and after much conversation they head back to Rm 17
T Lilana casts Det. Evil, Det Enemy.  St., Vic., Gal, Kilana, Krom Embwalk into the room and begin searching.    100, 1,    87,  100,    15,  25
There is a total of 53 PP, 306 GP, 547 EP, 363 SP. They will find 1/2 without fail and will roll % for remainder found. 
They Search for 80 min No Enc.
T  They open the door to the W. in 17
Stallen flies over the bridge toward room 10. His light is seen by the zombies from room 10 and they are waiting for them at the other side of the bridge. There are 23 Zombies there (inc. 7 Monster Zombies)
T They try to figure out how to make footing better over the steep bridge (it goes up 10' in 30' length). 
Ember goes to the top and throws a rope down both sides of the brige tying it off on one of the pillars of the low railing. Then Vict. climbes up they see the zombies. 
Krom, Emb, Vict. slide down the slippery bridge into the zombie hoard!

Zombies
A 8x            B 12x           C 2x            D 11x           E 3x
-13 Emb         - 13 Emb        -7 Emb          -15 Emb         - 8 Krom

F 16x              G 2x            H 6x
-8-15 Emb          -11 Krom        -8 Emb

I 8x             J 12x          K 2x            L 11x            M 3x
-9 Vic           -12 Krom       - 11 Vic        -8-14 Vic        -14 Emb
N 16            O 2x             P 6x
-12 Emb         -19 Krom        -15 Emb
Zombie Monsters
AA 16x           BB 38x           CC 22x           DD 10x          EE 16x
-17 Krom         -8-13-7 Vic      - 33 Krom       -17 Krom        -14-12 Emb

FF 65x                  GG 77x
-19-18-19-14-11 Krom    -29-25 Krom
                        -29 Emb
Gal. and the rest of the party has been climbing up and down the bridge while the battle is going and arrive as it ends. They are all standing on the W. side of the bridge looking toward Room 10. They cast healing.
Time stop!


Text Account:
Timber is Leader, Cindy is mapper.
Small Party! Cindy 1, Dalke and Lisa Game on a Friday night.
They are in the House of Stone Dungeon.
T They continue down the corredore to the W. and walk through the pool.
T They go down to room 10 and after investigating for a while they go in.
T Using their light rocks they examine it closely.
Random Encounter as Timber clapps to turn the torches on.
LIZARD, SUBTERRANEAN CLIMBING (x6); AC 3; MV 18"; HD 6D8; HP 28, 
A 32            B 34,           C 26,           D 24;
-11 Gal         -10 Gal         -3 Pi
-10 Kilak

E 32x            F 43
-16-18 Krom
#AT 1; DMG 2-12; SA DOUBLE DMG ON NATURAL "20"; INT NON; AL N; SIZE L;
THAC0:13 THESE LIZARDS HAVE MIMIC POWERS IN THE Y WAY THEY BLEND INTO ANY SURFACE. tHEY CAN MOVE UP WALLS CLIMBING WITH THEIR STICK FOOTPADS.

They continue to examine the room for doors.
T Searching for Secret Doors in the west
T Searcing for the opening.
T Kilak Finds the Door
T Casting str. spells, Invis spells - They open the secret door into the fountains area.
T they look around the water area.
T They search for secret stuff.
Drinking water acts as a wild magic spell effect with the spell being 3rd level and randomly determined.
All fountain Effects are once per day.
White Fountain washes wounds away (1d8 one per day Wis lower by one point)
Yellow cures poison once per week (Chr lower by 1 Point for week)
Green Feeds person for a day (Tastes terrible)
Blue raises Morale (Chr lower for one week)
Pool in North glows phosphoresent when disturbed by something larger than a water drop. The color of the glow changes with the last use fountain color.
T They search along the S. wall of corredor going E.W.
T Searcihing closely opposite the N. corredor.
No Enc. Back to room 10 again.
TT Searching room 10 for S. Stuff
T Out of the room to the puddle. And through it. 
T They find the SZ. door in the south.
T Searching for S. doors in the E.
No Enc.
To S. door off room 17. Rand. Enc
Cave Fisher
CAVE FISHER (x6); AC 4; MV @1"; HD 3D8; #AT 2; DMG 2-8(x2);
HP 17x          14x             18x, (Kr)   13x,(Ki)     18,      14x
   -6 Gal       - 6 Gal         -17 Gal     -16 Kilana   -6-3-1Tim -8-7-5Pi
   -3-7-3Pi     -0 Kili         -1 Timb     -16 Gal      -2 Kil
                -18 Gal         -14 Pi                   -6 Pi

SA STICKY FILAMENT ROPES A VICTIM; SD FILAMENT CUT BY +1 OR BETTER WEAPON; INT SEMI; AL N; SIZE M; THAC0:16
Krom and Timber walk into their threads and are attached by 2 strands (out of the 6)
They cut themselfes free as they are drawn up the 20' ceiling and scramble out of the room.
Gal casts C. Orb type Orange (Fire)
They follow the fleeing Cave fisher to the water cavern. They don't kill it.
T They go to the E. to Room 30
TT Looking around
T Det. Magic (none)
Time Stop in Rm. 30


Text Account:
Stallen is leader, Cindy is mapper. The big party is here!
They are in room 30.
T Dromar begins to pray to Ogma for a sign then starts to write the first line of each of his spells on paper.
T Stallen does a L. Lore on the alter and fails; the rest of the party is looking around the room.
Random End. Neogi outlaws scouting party following the traces of the parties movements. Krom sees one and allerts the party who all start talking at once. They flee to get reinforcements through the door to the N.
T They open the door to 17. Finding nothing (the Neogi have fled toward 27) they return to 30.
T searching again. The Neogi move to the 20' wide corr. in the north, another party waits and watches from the partially open doors to the E. of 17. They will wait till the party retrns and try to trap them. Their are 8 of them and 6 Umberhulks evenly split between the two locations.
R Inv., Bless, Evards, Flame arrow
R E. Blast, Flying, S. Skin, Evards
R M. Missle, 
R Evards dispelled
RRR Healing
RR Searching

Umberhulks
A 78x           B 77x                 C 39x          
-15 Dro         -34 Krom              -8-16-8-16 Vic
-10-12-8 Tim      -44      Emb (conf) -32 Krom
-15-6-14-15 Pi                        -4 Gal
-
D 49 Ex         E 66         F 45x E   
-14 Kilana      -2 Gal      -2-6-13-10-8-9 Gal
-29 Gal         
-13-9 Gal

Neogi
A 23 (E)              B 18              C 30             D 15
-4-8-8                    -2                -4              -5

E 16                  F 38              G 37              H 28

Stallen seperated from the party tries to open the door and fails. 
He checks and is confused by the Umber Hulk for 7 Rounds.
The party hears him and thinks its another monster.
RR Standing at the door waiting. Then trying to open the door
R They open the door. Stallen is afrad of the and moves away from them to the N. He moves to the W. to stay away from them.
R The party begins to move to the E.
R They begin to fire arrows at it.
R They cahrge after the UB Bait.
R The umber hulks colapse the walls and celing in front and behind them. The party is trapped!
R The umberhulks move in for the kill (It will take 3 rounds to colapse the ceiling on them.
R Gal. casts Room of Seclusion and everyone runs in. 
R The room they were in colapses on them.
They are in the ROS but opening the door shows only rock right up against the door.
They discuss their predicement at length.
The party casts the rest of their heal spells untill all the players are at full HP. Then they rest for 16 hours until they can re-memorize spells.
Casting Spells: Stallen-S. Skin,Gal-2 strength spells on Pi and Tim,
Gal. opens the door to the room and rocks fall into the room holding the door open.
TT Vict starts to summon the earth elemental. St does W. Form to investigate and doesn't get far.
Pi dispares of diging thir way out without any mining gear.
TTTT The earth Elemental arrives. (Stone Fillup)
He digs them a tunnel to the W. and out to the corredor.
Vic. tells him to make another tunnel to the corredor in the E. and he does and then dissappears.
Time Stop where the party is at the point where the N. corredor meets the rubble from the cavein.


Text Account:
Lucy (Victorex) is Leader, 
Time Stop where the party is at the point where the N. corredor meets the rubble from the cavein.Lucy is Leader.
No Enc.
They are walking up the corredor to the N. 
T Inside the unnumbered room, they listen and then enter the room.
TT They search the room THOUROUGHLY.
They go out of the room back to the corredore where they started.
Enc. Neogi (they stay hidden and will be following the party waiting for a chance to ambush them.
They encounter the rats in room 15 that are covering the bodies of the umberhulks.
GAL
A 4             B 3             C 1             D 1             E 3
-3              -4              -2              -3              -5

A 4             B 3             C 1             D 1             E 3
-14             -14             -12             -9              -6

A 4             B 3             C 1             D 1             E 3
Krom rips away the wood of the wine rack revealing the secret door into the wine cask chamber.
20' roughly sq.
Gal. St. and Vict. go down into the room. St. finds the runes on the casks with the coins. Vict. casts D. Magic.
TTT Messing with the casks Brandy, Whisky, Rye - all undrinkable.
TT They count and gather the coins from inside the casks.
T They seach for S. doors.
They come up out of the hole and exit room 15. They go to Room 4 (empty) and look around. They go to the water room to the W. where the Giant Squid lives 
It surprises the party and attaks the front row
R-Kilana/Bless
R-Vict/W. Breathe Vict,Emb- Kat M.Missle - Gal/Poly. Other
a light rock light up 20' rad in this water (40' deep pool)
Giant Squid HP 67
Stallen 1 leg, Krom 1 leg, Dro - 2 arms they all go in!
Krom -14/17
St. - 1
Dro - 
Kat-12
Gal turns it into a B. Slug!
Squid Treasure - cop,si,gd,gem,art,
901cp,403sp,5923gp,14gem,7 art
Trapped with scemitars which swing out when chest is opened doing 2d8 dam to any in 5' of chest.
1000gp Krosnium
600gp Gold Chest Plates
10000gp Ankle Bracelet
3000gp Gold and Jem Crown
900gp Ivory and Gold articulated womans hand
2000gp Carved Ivory Peg-Leg
600gp Hairline Moonstone Chain

VERY SMALL AMETHYST - 8 GP
SMALL DIAMOND - 800 GP
HUGE MALACHITE - 10 GP
LARGE ZIRCON - 500 GP
MEDIUM GARNET - 500 GP
SMALL BLACK PEARL - 110 GP
HUGE TURQUOISE - 10 GP
HUGE HEMATITE - 50 GP
LARGE ROCK CRYSTAL - 100 GP
MEDIUM RHODOCHROSITE - 10 GP
LARGE AZURITE - 50 GP
SMALL ALEXANDRITE - 10 GP
VERY LARGE OBSIDIAN - 5 GP
HUGE RHODOCHROSITE - 50 GP

14 GEMS - TOTAL VALUE 2213 GPTime Stop standing counting and sorting in front of the water near room 4.


Text Account:
Mapper=Pisheo, Leader=Katrina
Time Stop standing counting and sorting in front of the water near room 4.
TT The go to the e. and look a t the empty room. They search the room.  
T They go N. of 4 and look at the S. Doors. Now going toward Room 2.
They meet the Fire beetles that completely cover the walls of this  room.
R B. Hands, C. Orb, M.Missle, Striking,, M. Missle
R Flying, C. Spray
R M. Missle, C. Spray
R F. Ball
R M. Missle, 
4       7       8       3x      8       5       5       2x      8       8x
-3      -5      -4      -4      -4Gal   -2      -3      -3      -5Kat   -17

7x      2x      5x      8x      8       4x      3x      9x      7x      5x
-17     -17     -17     -17 Dro -6 St   -7 Pi   -14 Emb -12 Kil -14 Vi  -13  

7       2x      5x      8x      8x      4x      3x      9       7x      5x
-5 Pi   -13em   -17 em  -15 Kr  -18Tim  -13Vi   -11Em  -7Pi     -11Kr   -10Kl

4       7       8       3       8x      5x      5x      2x      8x      8x
-St     -st     -st     -stDro  -9pi    -8Pi    -9Pi    -3Gal   -13Em -17em

7       3       9       8       4       6       5       10      6       3
-6Kil   -7 Vi   -15Tim  -9Kal   -13Krom -3      -2      -2      -5Kat   -St

7       3       9       8       4       6       5       10      6       3
st      st      st      st      st      st      st      stDromar-10Pi   -Ga

7       2       5       8       8       4       3       9       7       5 
-16EM   -9Kil   -8Vic   -12Tim  -6Kal   -13Kr   -6Pi    -17Em   -15em   -7Ki

7       4       6       8       9       5       7       3       8       8
-8      -9      -6Pi    -6Gal   -8Kat   -16     -10     -13     -14   -14Em

7       4       6       8       9       5       7       3       8       8
-8      -8Kala  -14     -9Vi    -13     -16Tim  -3Kil   -17     -18Krom -19

8       6       3       4       10      9       5       7       5       6
-12Krom -2      -2      -4      -5      -3Gal   -11     -5Pi    -16     -13

8       6       3       4       10      9       5       7       5       6
-14Em   -4Dro   -6Kilak -12Vi   -7Kal   -12Kr     

10      6       3
-12Pi   -Tim    -Emb

Stallen makes st for his stuff. They continue to kill them as they wake up from the stuns spells and such. The rest are searching the walls, statues and St. does a Det. Magic (finds potions).
L. Lore on statuette of a man of business. This is the Room of Acclaim. People who led exemplory lives 720 Years ago. Made by Skrazzix a human.
TT St. gets the 2 potions in the statue bottles and does a L. Lore. 
213pp
TTT L. Lore on other bottle Kat. Kamin the Alchemist-Thay, Oil of Impact, 700
The find the rest of the beetles on the way out!
R 
R M. Missle
Tim, Dro, Vic, Gal, Kat, 
They Kill 6
5 wounded
Tim, Vic, Krom, Gal, Kat, St
Kill all 5 (There are still 18 left).
Into a small room.
7       3       9       5       4       6-3     5       8
-2      -3      -2      -5      -4Gal   -12Pi   -6      -8Tim
-2 Gal          -5Gal                                   

7       3       9       8       4       6       5       8
-2      -4      -4      -4      -4      -3Sta   -4      -3
-8Po            -7Tim   -2Pi-6tim       -8Pi    -1      -7Tim
They kill the last of the beetles as they try to flee.
They are returning to the surface.
Rand. Enc where they are in the water area.
At the water Gal casts W. Breathe and they all go into the water.
RRRRRRR The Crystal Ooze follows Timber attacking him as he is walking around
HP 32  -14 Kiana
        -16 Kilana it gets away
THey are going up the well hole
Kat, Gal, Stal boots, Krom spider climbs up, Vic, Emb, Tim, Dro, Kilak
They come up at 3:00 in the afternoon. They go to the inn immedaitly go to clean up. They burn their clothes.
They want to take a trip to go to Waterdeep, or to Myth Dranor.
They kick back for a couple of days (fix up wine cellar for their private stash).
Time stop where they are preparing to leave overland by horse to Waterdeep.


Text Account:
Cindy 2 (Katrina)  is leader - Cindy is mapper
They kick back for a couple of days (fix up wine cellar for their stash).
Time stop where they are preparing to leave overland by horse to Waterdeep.
The game date is Marpenoth the 13th on the morning after they come up from the dungeon.
Roll for 2 enc. per day till within 30mi of Waterdeep then do 3.
100 miles to WD. The ponys move 12 miles per day in 10 hrs off and on travel.
Day 1 - The weather is average for the season; N 70-50deg, no precip.
They decide to leave early in the morning. Move 10 miles

Day 2 Weather drops to L, no P. Morning Encounter
URCHIN, LAND (x2); AC 3; MV 12"; HD 3D8+3; #AT 12; DMG 1-2; 
SA SPINE POISON SAVE VS PARALYZATION; SD RETREAT GENERATES DARK GAS CLOUD; 
IN ANIMAL; AL N; SIZE S; THAC0:16 TREASURE: GENERATES GREENISH-BLACK PEARL
A 18           B 20
The party continues to walk toward them, but they run away.
The following are hunting until they get some good game.
Kat, Dro, Pi go hunting
Kat finds a boar 10 HP -6 Kat, -2 but it severly gores the wolverine
Pi finds a wild cow(!?) 21 HP AC 8 -6,-4,-7,-8 Pi 350lb 
A bear is attracted to the carcus. Black
BEAR, BLACK ; AC 7; MV 12"; HD 3D8+3; HP 21; #AT 3; DMG 1-3(x2)/1-6; SA HUG
(2-8); INT SEMI; AL N; SIZE M; THAC0:16
-9krom, -12 pi
It becomes feast night!
Day 3 W6 - Weather K no P. No enc. They spend the day in the same camp scouting, dressing the meat, drying some searching for the wounded boar. 
Day 4 W9 - Weather L Lt. Rain No Enc.
They make stew, more jerkey and take it easy the next day. Krom starts drinking early and gets drunk by dinner. He turns into panther form while drunk and liks his balls, marks his territory around the camp and stumbles around trying to climb a tree where he finally falls aslee-p (much to the hilarity of the party).
Day 5 W11 - Weather N No Rain No Enc.
Day 6 W6 - No Change No Prec. No Enc.
Day 7 W11 - P - No P. No Enc.
Day 8 W8 - P No P. - No Enc. Start rollin 3 enc
Day 9 W5 - N Precip. lt Rain - Evening Encount Wild Horses (31)
Day 10 - W7 No Change Lt. Rain No Enc - Reach W. Deep in late afternoon.
Arrive  on Marpenoth the 23rd.
They plan on staying 4 days minimum.
Most of the party stays in the Unicorn's horn. The current owner is going over the sea after 35 years in the same location. They spend the night there, and do the common stuff in their itenirary the next day.
He offers to sell them the place fo 40Kgp.
Together-General Stores, Sundries, Balthors
Shopping List: Clothing, Backpack,  Balthors, women, mage guild, Theives Guild, Temples, bar hopping,
They go to balthors. They meet the True Balthor. 6 items for sale
Potion of Flying (500gp), Potion of Diminution (400), Potion of Water breatheing (400), Staff of Thunder and Lighting 25K, Spell 6th level (Demi Shadow Magic)6Kgp, Wind Fan 15K, Gloves of Missle Snairing 20K
Time stop where they return to their room at the U. horn.


Text Account:
Gal., Stallen, Vict are city gaming on Fri. night (IT ends up taht Stallen is the only one to do anything.

(women, mage guild, Theives Guild, Temples, bar hopping?)
Stallen Bards College, Plinth, new clothes, 
Vict Plinth, 
Stallen is walking around after 
Kagar
Uska - the white
DATA LOSS!
He meets a Harper in the a bar who tells him to meet him later.


Text Account:
Game Date is Marpenoth the 24 (late october). Market day!
Dale and Cindy are over early for a little bit of city gamming!
Dale starts out by going to 76 The Temple of Melekie. No Enc. He goes up the High Road and down Chasso's Trot.  He meets a Priestess at the temple. She never gives him her name, but she spends the night with him talking abouty what it is to be an adventurer and riskj you life for money and fame. He donates 50gp and askjs for healing stuff and she tells him to come backj in 3 days at the full moon.
Pisheo goes out looking for the theives guild. She goes to the Hanging Man, The Sleeping Snake, And finally finds them at the Copper Cup in the Bacement.
She donates a 1000gp to the guild and Leut. Gaabor.
Chillie is her 17year old guide to the guild. 
Yekkakka is the business man who is in charge of getting rid of the stolen merchandice. 
Dromar at the Gondalim's hears the the Tinker gnome Hobart is looking for him.
Hobart
Race   -- Gnome                Interest --  Legends
Class   --  Cleric             Occupation -- Jewler/Lapidary
Sex        -- Male             Morals -- Perverted
Strength   -- 11               General -- Dandyish
Intelegence -- 13              Intellect -- Scheming
Wisdom      -- 16              Piety -- Saintly
Dexterity   -- 13              Personality -- Well Spoken
Constitution -- 11             Hit Dice -- d8
Charisma    -- 13              Nature -- Resentful
Comeliness  -- 9               Materialism -- Intellectualist
Allignment  -- Chaotic Neutral Possessions -- Average
Age          -- 317            Apparent Age -- Young
Armor Class  -- 2              Bravery -- Normal
Favored weapon -- Hammer       General Tendencies -- Capricious
Height in "   -- 39            Disposition -- Humble
Weight in #   -- 75            Honesty -- Truthful
Hair Color    -- Black         Sanity -- Normal
Complexion    -- Tanned        Energy -- Driven
Features      -- Corse         Thrift -- Spendthrift
Social Standing - Upper Lower  Collections -- Armor

        On the way to the dropping dagger at 168, dromar encounters a priest of Sune who wants to recurit the Local 509 for a quest to rescue a holy Item (the Holy Tear Stained Hankey of Sune) eat value from the midst of a tribe of cloud giants who stole it from a mountain monistary.

His name is Luritop the mage of Sune. Dromar pretends that he is not dromar but tells him where to find the 509. He will go to the U.H. Dromar changes himself to the form of a med appearance, inconsopicous human.
Dromar continues to walk around and visits various shops. 
He returns to his inn and finds out about the Crawling Spider Inn.
Vict. is going to his temple to bobocob in the plynth and taking the ship of the dead and the collar of control.
He tells her to take the ship to the youngest accolite of Denyer he can find. He tells her to use the collar.
Vict. takes theship in a baby basket with a tattered blanket tucked around the ship and leaves it at the entrance to Denyer temple. She returns to the party and tells them "it is in good hands and will be destroyed soon"
Katrina wants to go to the Temple of Tymora. 
10-20x3
21-30x2
31-40Push
40-loose
She continues to gamble for some time and then returns to the U.C.
After the party has gathered together Luritop comes to talk to them.
He does his best to convince the party but they turn him down.
Time stop after  the 2nd day in the city.


Text Account:
Dromar is the leader.
Time stop after  the 2nd day in the city.
We begin on the morning of the 3rd day of their stay in Waterdeep.
They spend an additional 2 days in Waterdeep relaxing and buying their mundane equipment, beer and women <g>.
At the end of the 2 days for a total of a 4 day stay. 
On the day before they take off Dromar and Hobart.

Hobart
Race   -- Tinker Gnome         Interest --  Legends
Class   --  Mage               Occupation -- Tinker/Technoligist
Sex        -- Male             Morals -- Perverted
Strength   -- 11               General -- Dandyish
Intelegence -- 13              Intellect -- Scheming
Wisdom      -- 16              Piety -- Saintly
Dexterity   -- 13              Personality -- Well Spoken
Constitution -- 11             Hit Dice -- d8
Charisma    -- 13              Nature -- Resentful
Comeliness  -- 9               Materialism -- Intellectualist
Allignment  -- Chaotic Neutral Possessions -- Average
Age          -- 317            Apparent Age -- Young
Armor Class  -- 2              Bravery -- Normal
Favored weapon -- Arm Crossbows General Tendencies -- Capricious
                  (Magical +2 to hit) 
Height in "   -- 39            Disposition -- Humble
Weight in #   -- 75            Honesty -- Truthful
Hair Color    -- White         Sanity -- Normal
Complexion    -- Tanned        Energy -- Driven
Features      -- Corse         Thrift -- Spendthrift
Spellbook

Worships Oghma, is a Tech mage spaecializing in spells to subvert the physical lawes surrounding the physical working of the Universe.
Social Standing - Upper Lower  Collections -- Armor
He expects to go with the party, and will not take no for an answer.
It is Marpenoth the 26th. Weather N,L,L,L No Precip.
Dromar brings Hobart to meet the party; they question him and check his alignment. Hobart, Timber and Dromar go off to look for a pony for him. While he is gone, Katrina visualy searches his back pack and sees his spell book but doesn't open anything or mess with anything.
They prepare for the return journey to the Inn.
Day 1 Weather L - No Prec., No Enc. Cloudy, wind is picking up. They decide to stay in the city for an extra day so Krom can do his Full Moon thing. 
Krom uses the day to examine the rough part of town for a good ambush spot. He sees 277 and 278 Inns nearby. He waits till 1 hr before sundown, then goes into the Splintered Stair. He asks for more wood to be added to the fire and staires into it moodily, looking for a victem and waiting for the change. Hee feels it coming on. Crom goes to the rest telling the little girl he is going out to the bathroom. He feigns drunkeness. He goes out to his ambush point and changes into panther form. He waits watching for 10 min and sees someone comming. It is two men galloping on horses. He waits another 40 min and the next person to come by is a 10 year old boy on an errand. He lets him go by. 2 hours and 20 min later a peasant walks quickly but by. 35 year old man. Krom takes off after him. He makes a sound at 30' behind him. 6 HP THACO 19 AC 9. -5-1 The bites his throat out then drags the body back to the ambush alley and feeds. He is interrupted 40 min later by cries of bloody murder from a man walking with a tourch down wastrell alley. He is seen as a panther running away. The old woman sees but says nothing until she is interrogated by investagores later in the morning. He is lost when he stops running away down random alleys and turns back into a human. He uses his cleaning ring and walks around to find where he is. He is near the Rearing hipocamus and he goes in. His crime is discovered and the guards reply in 5 min. They find the body in 6 min and send for help. It arrives in 4 min. There is a tracker with them. He looses the trail after 6 min. They send for dogs. They arrive in 9 min. They find the trail and follow it for 2 min. They find the place where Krom changes to a human. They lose the trail. The Ranger finds it and follows it to the inn in 3. Min. They arrive 32 min after krom arrives in the Inn. They suspect Krom and another man. They demand to disam themselves. Krom hesitates. One of the guards collects the daggers of the other men, the 3rd guard turns to cover Krom. The dogs are loosed at Krom! (4) 3-13  2  5  6
Krom escapes out of the building and heads for the docks. He walks across the water to the fortified Deepwater Isle. He is seen coming ashore, but they have no knowledge of his crime. They send out a party of 4 guards to drive him awy or take him in for trespassing. They send out gurads on horses and hounds in 5 min. They dont find his trail for 10 min. He makes it to a stream 2 mi away a good 15 min ahead of hounds, He looses his trace and in panther form starts heading toward the 
Day 2 W. Cold Snap W.I Lt. Snow, No Enc.
Day 3 W-2 G Mod. Snow, No Enc
Day 4 W G Lt. Snow
Krom encounter - Giant Wasps
#AT 1; DMG 1-2; SA 10% WILL TAKE OUT AN EYE;  SD NEVER SURPRISED DURING DAYLIGHT; INT SEMI; AL NE; SIZE M; THAC0:20
WASP, GIANT (x8); AC 4; MV 6"/21"; HD 4D8; HP 
A 18            B 18            C 12,           D 21
-17             -11             -17             -15 
E 21            F 13,           G 16            H 16
#AT 2; DMG 2-8; SA POSION STING; INT NON; AL N; SIZE M; THAC0:15
Krom stacks the bodies of the wasps he has killed outside the root hole he found and waits the rest of the day.
Day 5 W G No Snow, No Enc

Day 6 W I No Prec., No Enc
Day 7 W G Lt. Snow, No Enc.
Day 8 W H Lt. Snow, No Enc.
Day 9 W H No Prec.,  No Enc.
Day 10 W F No Prec., Day Enc-Creature 8 Huge Ravens
Day 11 Enc  in Evening
RAVEN, HUGE (x7); AC 6; MV 1"/27"; HD 1D8; HP 
A 3,            B 1,            C 2,            D 5             E 4
F 4             G 5
Day 12, 13, 
14 Krom gets lost and spends the day walking in a circle
15, 16, 17, 18, 19, 20, 21, About 11 oclock.


Text Account:
Galranwyn's doings in Waterdeep (sorta retroactive)
Sells gems at gem guild HQ
She goes with the whole party to Arora's
She arranges to purchase alot of stuff (including matresses) and release them to Phantoozie. She also buys a bunch of kitchen stuff. After replenishing her won supplies of mundane equipment she goes to a puter worker. 
She arranges to have a bunch of puter for the inn with the Heros rest logo. Leaves 15% + all labor on deposit and gets the name of a potter. He gives her the same deal for pottery bowels etc. . These items will be picked up in 2 to 6 months (dependng on weather and problems).
That evening she goes to the Mages guild. She checks the B. Board and finds nothing about M. Items.
End of first day
2nd 
Mages Guild - They are very busy, but Krank the Witch asks to see her.
Gal will find a parchment from the mage in her home town (Malchor Harpell) sending it from Shadowdale. He is there to assist with problems with Zientel Keep. He also explains what he knows about the quest to come and tells Gal. to "respect the Great Old One who will come to you. Protect him and listen to him. He is not sane, but is suffered in honor of his age and wisdom, though he will not always display it."


Text Account:
Start out with a bit of solo stuff for Stallen. The Harper he met at the bards festival reveals himself to be Jhandess Millomyr (HF CG B7) and his "lady friend" is Bensyl Iyrvvin (Female, hf, CN, W5). They ask him to travel with him to the House of Stone. They want to see the place, they think something big will happen there and they want to interview him and listen to his songs as they travel. Based on what they hear on the journey they will offer him a position with the inner happers  They take him to a harper haunt in the Ardeep forest near the house of stone. It is very ancient; no one has visited it for 240 years until they get there.
He leaves Stallen a note with the bartenter at the U. Horn the morning fo the parties 4th day in the city: "To continue our conversation at the Harpers college night before last meet me at the Heros Walk at miday - Kagar"
Jhandess
Race   -- Half Elf              Interest --  Altrusim
Class   --  Fighter            Occupation -- Trapper
Sex        -- Male             Morals -- Aesthetic
Strength   -- 11               General -- Immaculate
Intelegence -- 17              Intellect -- Brilliant
Wisdom      -- 16              Piety -- Iconclastic
Dexterity   -- 15              Personality -- Diplomatic
Constitution -- 13             Hit Dice -- d10
Charisma    -- 17              Nature -- Suspicious
Comeliness  -- 6              Materialism -- Covetous
Allignment  -- Lawful Good     Possessions -- Above Average
Age          -- 31             Apparent Age -- Middle-aged
Armor Class  -- 2              Bravery -- Normal
Favored weapon -- Axe          General Tendencies -- Pessimist
Height in "   -- 41            Disposition -- Even Tempered
Weight in #   -- 66            Honesty -- Average
Hair Color    -- Bald          Sanity -- Unstable
Complexion    -- Pale          Energy -- Normal
Features      -- Delicate      Thrift -- Mean
Social Standing - Lower Middle Collections -- Knives

Bensyl
Race   -- Human                Interest --  Handicrafts
Class   --  Mage            Occupation -- Husbandman
Sex        -- Female           Morals -- Lusty
Strength   -- 13               General -- Foppish
Intelegence -- 15              Intellect -- Dreaming
Wisdom      -- 14              Piety -- Irreligious
Dexterity   -- 12              Personality -- Modest
Constitution -- 16             Hit Dice -- d4
Charisma    -- 15              Nature -- Jealous
Comeliness  -- 11              Materialism -- Philanthropic
Allignment  -- Chaotic Neutral Possessions -- Exceptional
Age          -- 34             Apparent Age -- Mature
Armor Class  -- 10              Bravery -- Normal
Favored weapon -- Dagger    General Tendencies -- Moody
Height in "   -- 82            Disposition -- Proud
Weight in #   -- 127            Honesty -- Decietful
Hair Color    -- Brown         Sanity -- Neurotic
Complexion    -- Swarthy       Energy -- Slothful
Features      -- Corse         Thrift -- Average
Social Standing - Upper Middle Collections -- Armor
He is trained in the ways of the harpers. Given the signs and counter signs; taught the runes and how they are used. He is shown the Harpers refuge in the Ardeep Forest and given his silver pin - the badge of the harpers.
In the Refuge, he is told what little the Harpers know about the coming quest.
This ends Stallen's stuff - Now starts the real game.
Time starts the next morning after the party arrives back at Katina.
Krom officialy arrives that morning (he's been hiding out in the bushes so it looks like he just arrived).
Pi. goes to check out the workman making the magnifying glass.
Timber goes to the stable to check out his dog training.
Katrina exersizes the wolverine and goes into town to visit family and friends.
Gal. hangs out and takes it easy.
Loe the glass maker has had a hard time with the M. Glass and is grinding it into shape. It will take another 3 to 4 weeks for the glass to be completed. Tim. visits Soos who is training the dogs and horse. They are somwhat further along in their training, but still have a way to go. Time. and him go bird hunting with the dogs.
Katina visits town and is told about the mysterious elf staying at the White Hoursed Sleigh. She takes Fido for a run and he does not seem to want to hibernate. 
They all gather again in the inn and are going to have dinner. Gal. and Kat. are preparing to go to the WHSleigh to see the elf of mistery when the elf walks in. He is dressed completely in black and is named Kooshryes which means "he who waits". He says little, is cool to the party and does not take part in the party but rather, watches everything that goes on with a grim eye. All attempts to include him fail quickly.
Kagar and Broda arrive at the inn and a party begins!!!!
They only got as far as the Stoney Peaks when the stopped with Kagar's family where they got married. They are very merry and flirt with each other to a embarising degree.
About 2 in the morning, Sower comes in dressed as a serf.

Ullahavgoinggin Sprinmaker 10th Level Paladin
Race   -- Human                Interest --  Politics
Class   --  Fighter            Occupation -- Fisher (Lake)
Sex        -- Male           Morals -- High
Strength   -- 17               General -- Protective
Intelegence -- 6              Intellect -- Ponderous
Wisdom      -- 16              Piety -- Fanatical 
Dexterity   -- 16              Personality -- Loyal
Constitution -- 15             Hit Dice -- d10
Charisma    -- 16              Nature -- Soft Hearted
Comeliness  -- 9              Materialism -- Philanthropic
Allignment  -- Lawful Evil     Possessions -- Average
Age          -- 18             Apparent Age -- Middle-aged
Armor Class  -- 2              Bravery -- Foolhardy
Favored weapon -L. Sword/Spear  General Tendencies -- Capricious
Height in "   -- 71            Disposition -- Easy Going
Weight in #   -- 155            Honesty -- Average
Hair Color    -- Blond         Sanity -- Normal
Complexion    -- Light         Energy -- Energetic
Features      -- Delicate      Thrift -- Spendthrift
Social Standing - Upper Lower  Collections -- Unusual Weapons

Beorn - The crazy priest of Gaja (16th level cleric)
Race   -- Human                Interest --  History
Class   --  Mage            Occupation -- Miner
Sex        -- Male             Morals -- Virtuous
Strength   -- 13               General -- Ragged
Intelegence -- 18              Intellect -- Dreaming
Wisdom      -- 8               Piety -- Iconclastic
Dexterity   -- 11              Personality -- Friendly
Constitution -- 17             Hit Dice -- d4
Charisma    -- 5               Nature -- Soft Hearted
Comeliness  -- 10              Materialism -- Covetous
Allignment  -- Neutral Good    Possessions -- Above Average
Age          -- 31             Apparent Age -- Youthful
Armor Class  -- 10             Bravery -- Normal
Favored weapon -- Dart         General Tendencies -- Pessimist
Height in "   -- 61            Disposition -- Morose
Weight in #   -- 145           Honesty -- Average
Hair Color    -- Black         Sanity -- Normal
Complexion    -- Pale          Energy -- Energetic
Features      -- Anglar        Thrift -- Spendthrift
Social Standing - Upper Lower  Collections -- Gems

Belhuar Tannirith signed note from Harpers to Jahndis commangding him to instruct and induct Katrina into the Harpers.
Sir Ulla takes the old man upstairs. He is instructed but the voice of his god coming from the old mans mouth to remove the ring of spell suppression. The old mand then is used as a vessil of his god and all in the house are gdased to help regoin the shattered god (gaga).


Text Account:
The day after the party is geased.
That morning they prove that they are geased, get aquainted, Ulla appologies, Bensil conffesses to wichhood, Jandis tells of what he knows, other talking.
They spend the rest of the day getting aquainted. Timber brings down a deer. They talk about what they will build and decide they will go down into the dungeon the next day.
In the morning, they prepare the spells they will use and get ready to go down. They will be going down the 200' shaft to the 6th Level.
Pi turns into a bat and flies down the hole, Krom with Tim on his back uses sticky fingers to go down, St. flies down invisibly. Gal. does F. Fall and they all float to the bottom.
No Enc.
T They go down the stairs to the first water hazzard. They pass quickly through (Gal casts B. Water). 
T Through Room 17 to bridge. 
T Gel. Cubes at the bottom of the breidge feeding on the zombie bodies.
Gal. is being attacked
GEL. CUBE ; AC 8; MV 6"; HD 4D8; HP 20; #AT 1; DMG 2-8; SA SEE BELOW; SD
SEE BELOW; INT NON; AL N; SIZE L; THAC0:15
TOUCH CAUSES PARALYSIS (SAVE VS PARALYSIS); SURPRISES ON 1-3
IF FAIL SAVE VS COLD SLOWED 50% & TAKE 1-4 DMG; IMMUNE TO ELECTRICITY, FEAR,
HOLDS, PARALYZATION, POLY, & SLEEP ATTACKS
TREAS 20 CP, 9 SP, 8 EP, 4 GP, 6 PP
-4 Timb, -18,
T They go through room 10 and to the pool past the fountains to the north.
T They cross the water without going in and to the Pass to the E.
They go to the dead end room and searches for 20min. And again for another 20 min. They  find nothing. No Enc.
St. flies back and rigs a clothesline with petons across the water from one passage to another. Takes an hour.
Encounter R. Slime 
GREEN SLIME (x6); AC 9; MV NIL; HD 2D8; , 6(x2); #AT 0; DMG NIL;
SA EATS THROUGH WOOD & METAL; SD SEE BELOW; INT NON; AL N; SIZE S; THAC0:16
IMMUNE TO MOST SPELLS EXCEPT HEAT & COLD (CURE DISEASE KILLS IT); PHYSICAL
ATTACKS DO NOT HARM
A 3x            B 7x            C 12x          D 4x
-7 Gal          -7 Gal          -5 Gal          -5 Tim 
                                -4 Krom
                                -5 Tim
                                -10 Vic
Time Stop near the fountain at the pool.


Text Account:
They are in the Stone House Dungeon Level 7. Time stop at glowing fountain at pool near room 10.
T They go across the bridge, and through Room 17-open the E. double door.  They go to the E. No Enc.
They find the rune on the N. wall near the corredor. Stallen does a L. Lore.
They open the double doors - on empty room
TT Trap and track searching.
The go down the corredor. And meet a bandit neogi who wants to talk them into attacking the others of their group and enslaving them.
They are approached by the outlaw neogi just before Rm 27, they ask the party to help them kill the other neogi. The party agress after a discussion (philosophical) and they are lead to Rm 20 where the other neogi are (guards).
The guards chase one down toward the party into an ambush!
RR
A 42x            B 19x
-27-15-11 Krom   -7-14 Vict.
-11- Tim         -3 Ulla 
-3 Neo           -2 Neogi
                 -15 Katrina
They kill the first two and head off after the rest of the friendly neogi toward 20.
C 17x            D 42
-7-8-3-2         -8-5-6-5
-13 Vict.        -6 Tim
                 -24 Krom
UMBER HULK (x4); AC 2; MV SEE BELOW; HD 8D8+8;; #AT 3; DMG
3-12(x2)/2-10; SA CONFUSION (SAVE VS MAGIC); 
INT AVERAGE; AL CE; SIZE L; THAC0:12
NORMAL MOVE IS 6", TUNNEL THROUGH SOLID STONE AT 1" (TUNNEL THROUGH SOFT LOAM
AT 6")
HP 
A 38,           B 43,           C 39,           D 36


Text Account:
Small game, Condy, dale, Lisa, Gordon (Iffy)
 They are heading toward the rest of the Neogi. They will first meet the guardian Umberhulks.

UMBER HULK (x4); AC 2; MV SEE BELOW; HD 8D8+8;; #AT 3; DMG
3-12(x2)/2-10; SA CONFUSION (SAVE VS MAGIC); 
INT AVERAGE; AL CE; SIZE L; THAC0:12
NORMAL MOVE IS 6", TUNNEL THROUGH SOLID STONE AT 1" (TUNNEL THROUGH SOFT LOAM
AT 6")
 
A 38x           B 43x,           C 39x           D 36x
-19-13-12 Pi    -38-30 Krom      -33Krom         -10-10 Gal(Evards) 
                                 -15Tim          -21 Pi
R Evards, Bless, Striking
R No Sp.
R No Sp. The Neogi fall back to protect their leader. They will summon more UH.  (there are a total of 15 with 4 killed)
R Krom Healed
To Room 21 The Neogi have fallen back to 24 area (Just S.)
T The Neogi loot room 22. This gives the Neogi time to prepare a trap.
They instruct the U. Hulks to colapse the wall just before 24. This really pisses off the outcast neogi. They will take over the rooms the other N. had until they return.
The Neogi Want them to leave them to it as soon as possible. They agree to take them out via a shortcut. They take off through 21, 13, 12, 11 1
Tim, Krom

GRAY OOZE (x2); AC 8; MV 1"; HD 3D8+3; HP 
A 18,           B 20;
- 
#AT 1; DMG 2-16; SA CORRODES
METAL; SD SEE BELOW; INT ANIMAL; AL N; SIZE S; THAC0:16
IMMUNE TO MOST SPELLS (LIGHTNING DOES FULL DMG); IMMUNE TO HEAT & COLD

They go through room 11 and activate the floor plate. It is exhausted.

They open the chest. It contains:
BEJEWELLED PLATINUM COMB - 8000 GP
PLATINUM NECKLACE - 2000 GP
SILVER & GOLD PIN - 1000 GP
BEJEWELLED GOLD BROOCH - 4000 GP
4 JEWELRY - TOTAL VALUE 15000 GP
They head for the way out.
They get out and return to their inn.
They get cleaned up and go down for dinner. They are sitting around talking.
They appraise the jewelery and fall asleep to thoughts of riches!
They wait a day then go back down without Bensyl or Jandiss
They go down the regular way then go to the stairs to 5th level.
They go up and send Pi out to search 5th level as a bat. She finds the stairs to 4 and they head up almost immed. No Enc.
They get up to 4th level to room H nad search it for 10 min
T Searching 4th level room H
TTT They want to move the pedistle
TT They find the S. door to G with the skulls. They cut them down and crack them open. They spen an hour and 10 min breaking them all and come up with 656 GP from inside.
They open the door to G
R Dro. casts a fireball the mummys all miss their save!
R The last one falls from a MMissle from Kat.

MUMMY (x8); AC 3; MV 6"; HD 6D8+3; HP 23(x2), 19(x2), 26, 28, 31(x2); #AT 1;
DMG 1-12; SA SEE BELOW; SD SEE BELOW; INT LOW; AL LE; SIZE M; THAC0:13
ROTTING DISEASE (REQUIRES HEAL DISEASE TO CURE, PREVENTS CURE WOUND SPELLS
UNTIL CURED)

SIGHT CAUSES FEAR (SAVE VS MAGIC) OR BE PARALYZED FOR 1-4 MELEE ROUNDS; ONLY
HARMED BY MAGIC WEAPONS (AT 1/2 DMG, ROUND DOWN); IMMUNE TO SLEEP, CHARM,
HOLD, COLD, POSION, & PARALYSIS SPELLS
A 23            B 19            C 26,           D 28            E 31
-26             -26             -26             -26             -26

F 22            G 23            H 19 
-26             -26             -26
T They enter the room and start searching Kat,Kilana,Dro. 
T Pi. searches the first Sar. for traps. Kilana finds gold sealed. Gal finds door to 2.
T Gal finds way to open sec. door to 2. Pi looks at gold Sar., 
Golad sealed is trapped with dust of disease. all in 10' catch leperosy if they fail their save VS Paral. Krom Tim Kil Pi.
TTT The do a det magic and open the important Sar. They find the sword and the ring, they see the gate in the SE and more magic to the N.
T Gal opens door to 2. They see the gate which takes them to the a123 room. THey close the door
T Searching the door to the N. for S. doors
They leave and head up the Corr to the NE. No Enc.
TT They search for S. doors in the N. wall of the Corr.
T To room E. Party is suprised by Spectre.
HP 40
-16 Gal, -17 Kat (MM) -11 Krom
R Turn, Poly (ploy fails, turn succeeds and distroys the zombies.)
R (2x)M. Missle
T Searching bodies and the room
T They go to the room in the S. 
T They open it and go through the small room to the door with the M. Mouth warning. They ignore it and go into the anteroom to room E with the lich. 
T They see the warning and open the door. The room L has 1' sq. tiles of 10 different colors. Each has a different spell which takes effect when stepped on.
T They play around with the tiles. Dro is thrown to the silver tiles and is shocked. He reads the moon runes on the door; "If you can read this you are smart enough to be thankfull to have survived this far".
TT THey discuss what they will do; and finally decide to come back anorhter day. They go back to room E and Droleaves markings on the  wall next to the other warning saying "He really means it!".
They move out of room E and back into the N. corredor.
Time stop!


Text Account:
They move out of room E and back into the N. corredor. Time stop!
The whole bunch is here (cept Gordon :(.
Stalen is Leader! Pisheo is Mapper!
TTT Room B has Phase Spiders
Tim, Vict, Stal Down Corr
Gal, Pi ,Kilana searching in N for S. doors-
Kagar, Kilak, Krom Gurading S.
Tim, Stal Attaked
SPIDER, PHASE (x4); AC 7; MV 6"*15"; HD 5D8+5; HP 28(x2), 37, 23; #AT 1; DMG
1-6; SA POISON BITE (-2 ON SAVE); SD PHASE ABILITY (INTO ETHEREAL PLANE); INT
LOW; AL N; SIZE L; THAC0:15
They go to the W. Door and into A
4 Cildabrin
A 97x            B 46x            C 35x           D 87x
-11-9-10-9 Pi   -6-6-20- Ti     -1- Kat          -13-16-18-12 Vict
-9-7-10 Kilak   -5-7 Kagar      -17-14-9 Emb     -11-6 Tim     
-31-22 Krom     -10 Krom                         -15- Emb

RRRRRR
TT
423p, 1 pLAT. fIGURINE OF A FERTILITY TOTEM
Hour


Text Account:
Galranwyn is Leader, Pisheo is mapper
They are in the B area, level 1. They are checking out their maps and deciding what is where and what they want to do.
T They go to room 2-B and Stallen hovers around looking into the debris on the floor. No Enc. He finds nothing
T Continuing to search te dead ogre.
They return to the frost room and to the blocks of ice over the huge shaft. It is a funnel that narrows to 15; and goes down 260' to the main lake on level 7. Stallen goes down to investigate as the other players cross the ice block room using a petoned rope.
TT They get to the wide corredor in the north
Stallen cruses around the lake in the 7th level.
To Room 4-A and open the W. door.
The spiders larder.
H They pull down all 8 of the webbed bodies and open them all! No Enc.
Out into Room A and then K. 
TT They search the room which is full of tattered spider webs aht have nothing in them.
TTT They go to the W. and search for traps. They find the magial teleport to A and dispell magic to remove it.
T The pas to room I and search for traps there.
TT Searching the room.
T Legend lore on mace the rest of the party has searched the room completely except for the hanging bodies.
No Enc.
T Off to room J. level 4
The WW are in human form and will pretend to be asleep and thank the party for saving them.
The WW align is detected and they spring up when Gal. saya their are CE.
R1 Bless, M. Missle, Striking
A 17            B 27
-27 Krom        -19 Gal
                -15-[ Emb
TT Searching the room and the bodies.
No ENc.
T Through Room K to a Det. Traps  They find the trap and Gal tries to dispell it and failes the first time.
T The go to room D. The zombies are in the room to the W. (Zombie Closet). 
T THe room is floored w debris. Go to W. wall.  They destroy the zombies in the closet.


Text Account:
They go to room D. 
The zombies are in the room to the W. (Zombie Closet). 
T The room is floored w debris. Go to W. wall.  They destroy the zombies in the closet by priestly turning.
T They head to Room E and go in 1st door. Check for Traps.

SPECTRE (x3); AC 2; MV 15"/30"; HD 7D8+3; 
A 28,           B 38,           C 36

#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

R Turning (x3),prot. evil.,
They turn the spectres and search the room for 5 min, they find the three bodies of humans who have been stapled to the floor. They go S. and then to L.
T Traps in small connecting room
They go to F - The room with the crystals growing from the floor.
They go into the the teleport room the the room with the rotating steel walls.
They go up from the rotating room. into level 2. They quickly find their way and go up the nearby stairs to the 2nd level and up to the surface.
No Enc. to 2nd level. No Enc. to surface. 
They arrive safely at the inn and have vension roast and leintel soop for dinner. They decide to stay in the Inn for 3 days taking it easy.
Identify spells are cast on the sword and the staff of frost.
The next day Ti.,Pi. and Krom go hunting.
Set snair for rabitt near some tracks (+30% to roll to catch rabit)
Find Boar tracks. They search for 2 hrs and then loose it.
They find a Stag 12 HP
-5 Pi
-7 Tim.
-6 Krom
They dress it and take it home. Cookie makes chili with venison for the party and stew thee next day. 
Second day Kat. does L. Lore on figurine of woman. Gal. ientify on ring.


Text Account:
2 Days have passed since they were down in the dungeon at the House of Stone.

Beorn - The crazy priest of Gaja (16th level cleric)
Race   -- Human                 Allignment  -- Neutral Good
Class   --  Mage                Age          -- 31
Sex        -- Male              Armor Class  -- 10
Strength   -- 13                Favored weapon -- Dart
Intelegence -- 18               Height in "   -- 61
Wisdom      -- 8                Weight in #   -- 145
Dexterity   -- 11               Hair Color    -- Black
Constitution -- 17              Complexion    -- Pale
Charisma    -- 5                Complexion    -- Pale
Comeliness  -- 10               Social Standing - Upper Lower

Beorn's personality chages from day to day. Today he is noble but infirm, courteous but stong. He is still restrained, but is able to talk coherently. Ulla comes down to the party in the morning and tells them Beorn is coming down.
They ask questions of Ulla and Beorn about their quest. They are told the general direction of the Feet from the East. They talk about going to the W. to get there. Phantoozie wants them to get food to take to the E. to trade. Beorn demands to leave soon, but he is overruled by Ulla who takes him back up to this room where they quarrel.
The party decides to go back down to the dungeon to find the entrance to the 7th level that St. found the last time they were there.
They leave at 12:00 that day.
They go down the stairs and then to the hole down. They get to the room where TT the ice was, and are searching the room. They find nothing and are heading on toward the tunnel down to the 7th level.


Text Account:
The party sends down St. and Pi. who return to the holw to place a rope and
peton for the players to go down.
St. casts a sound bubble and Pi punds in the peton.
St. flies back up.
H One by one, they gome down the shaft.
T They check for, gnaw marks on the bones, what they can find.

Timber is attacked by a blind croc
A 9             B 8
-4 Ti           -6Tim
-14 Krom        -15
TImber and Krom head back to the party. St. puts a rope around the croc and
they all drag it back to the opening.
H He then cuts it up; skinning it for boots.
T They knock the teeth out of the thing too!
TT They discuss different plans for getting across the water without being
croc bate.
T Stallen goes over to the landing near room 7.
TTTT The rest of the party crosses.
T They listen at the door.


Text Account:
The party is in Room 7-7 (Ice and water on walls). St. has entered 8 and is speaking to the lava mephit. The rest of the party is waiting outside.
TT St. impresses the Mephit by speaking his language and not takiking dammage from a laval ball. He still doesn't trust St. (or like him) and will always mislead and try to trick him. Stallen talks with him at length and is told that the blue guy went E. abut that he should go S. 
They go out the S. and fall down the trap (Krom, Timber, Vict, Pi.). St. chases the mist mephit, but the guy goes down through the tunnel to level 9
to tell the Deep Spawn who are slave leaders for the Drow.
They fall 50' to a sloaping tunnel flowing with water. They scoot down the tunnel until they come to the 10' waterfall and the pool. They fall out of the pool and down with the rushing water through the tunnel for 200' more. They come out of the waterfall and plunge 50' into water.
They go etherial and float slowy up the twisting passages, retracing their way. There are 3 intersections and they guess right each time. See on back of Lev. 12 for small map of intersections and where they go.
TT They party rejoins na they return to Room 8.
T They go to the E. and up to the diamond shaped room.
Vict. is looking around at the opening in the N. Enc. Croc!
HP 10 AC 7 HD-3
-12 Vict.
-17 Emb.-14
The go W. and enter the rooms S. of 6
TT Searching around and mapping 
T They go to Room 6 and searcing for T stuff.
No one steps on the flowers, St. makes the knocker go, but can't open the room.
TT Looking around in the dead end rooms.
Back to Room 6 - Gal. Doing Rock to mud on the flowers. 
T They enter and search around.
Time stop in Room 6.


Text Account:
Dromar is leader! T They enter and search around. Time stop in Room 6-Level 7.
T They look at the other exits from the room and are listenieng at the door to the W. They are returning to the lake where they came down to rescue the rope Pi. used to get them down and across.
T They arrive and all of them look at St for fly across and get the rope.
T He flys across and gets the rope. No Enc. He hands ithe end to Pi. to reel 9in. The corcs are attracted to the movement of the rope. They attack the rope. It is hit twice and takes damage. 
T They dry out the rope and Pi. coils it and puts it away. 
T Looking around in the corredors.
T Searching for tracks and traps at the 4 way intersection.
They go N. to the s. door to level 6
TTTTT Searching for way to open S. door. No Enc.
T They search at the S. door for tracks and traps.
T They move into the corredor and map and talk about where they want to go.
T They go up the stairs. 
T They listen for noise at the entrance to 28 level 6.
They open room 28 6 shriekers.
SHRIEKER (x5); AC 7; MV 1"; HD 3D8; ; #AT 0; DMG NIL; SD
GENERATES SHRIEK WHEN TOUCHED; INT NON; AL N; SIZE L; THAC0:NIL
HP 11           11,             16,             21,             13
-11 Dro.        -10 Gal         -8 Gal          -6 Tim.         - 1Kat
-8 Emb          -2 Pi.          -3 Kag          -4 Kilak        -35 Krom
                                -2 Phan.        -2 Darc.
                                                -6 Phan,-6 Pi,-4 Dar

UMBER HULK (x4); AC 2; MV SEE BELOW; HD 8D8+8;; #AT 3; DMG
3-12(x2)/2-10; SA CONFUSION (SAVE VS MAGIC); 
INT AVERAGE; AL CE; SIZE L; THAC0:12
NORMAL MOVE IS 6", TUNNEL THROUGH SOLID STONE AT 1" (TUNNEL THROUGH SOFT LOAM
AT 6")
N.
A 38x           B 43(3)x           C 39x           D 36x
-19 St          -7 Kilak           -22-13 Krom      -11-22 Pi
-14-46 Vict        -14-45Emb          -19 Dro          -7 Dro
-12 Dro                -15
Neogi (x10) Masters (x2)
AC -3   Move-6  HD 5    Att.-3 1-3/1-3/1-6
SA-Slow Poison SD-M. Missles,Blindness, Int-High, AL CE SIZE M, THACO 15
A 15x           B 36x            C 20x            D 16            E 41
-18 Krom        -16-12-9Pi.       -114 Krom 

F 30            G 22            H 27            I 32            J  42

K 38            L 26
                                                -7 Kagar
R-Striking, Haste, E. Tenticles, Bless, 2xM.Missle, F. Fire
R-E. Tentilcles, E.Blast
R-Cure,Inv.,M.Mis,A.Arrow,F.Hand
R- None
R-
The Neogi flee to Rm. 26 and bar THE DOOR. oNLY A w. KNOCK WILL OPEN THEM.
R-They try to open the door.
R- ''
R-
They back away from the door to Rm 26 and into 28.
Back down the stairs to Lev. 7
They go to the arch and look to the E.
TTT They find the S. door, but can't find the way to open it.
Knock spell opens door and they return to the 4way and to the W. F
G. finds the s. door and the way to  open it.
TTT They get to 2nd s. door
TT They get to the 3rd S. door
T They search for S. door in diamond room.
TT The lower a G hook to the bottem of the well.  It goes down to the 18th level and come up on a room that has an entrance to a coreredcor.
TT They find out the well Near the level 8 stairs is 345' deep.
They have retreived the rope and are wringing it out when the Deepspawn attack from guarding level 8.


Text Account:
They have retreived the rope and are wringing it out when the Deepspawn attack from guarding level 8.
They spawn retreates to get it's army of spawn ready.
It gets to room 8-2 where all the spawn are in wait behind the tapistries.
R-M.Missle
R-None
R-Light
RRRRRRRR-None

Deepspawn
121
-16 Vict
-18 Krom -16 to grasping tenticle
-12-5-18 Pi
-13-17 Gal
- 3 St
Heal Spell
-7-13-36-9-13 Pi-Lops tenticle
-6-5-2 Gal
-8-7-8 St.
-31-245 Emb
-18-9 Kag

His Spawn
B 47x           C 100x          D 99x           E 93x            F 87
-15-10 Emb      -9-4-7-17 Kilak -12-7-3-25 Kag  -8-37-15 Emb     -5-10 St.
-16-27          -7-8-7-14-7-10  -7-6-5-6-9-6    -11-13-16-13     -7-6 Kil
                -6-14           -7-7 Kilana                      -14 Kag
                                -10 Stal.                        -11 Pi
After the battle:
R(13th)Cure Severe,RCure,RCure and search,RCure,RCure,R cure,
Attracted Random Enc.
They key to the chest is under he wood leg of the Podium.
Dun Pudding HP 27 AC 7 HD 3+3
            -8-7  Kil
            -3 Krom
            -13 Em
RCure
TTT Pi searches the chest for traps. Then they decide to put the chest in the BoHolding, and leave. Gal. shrinks tapistry and they are leaving.
Vict.,s dead body is placed int the bag. 
TTTT They get safely to the surface and go to the Inn.
They discuss what they aare going to do to get V. back in the land of the living. They decide to go to Waterdeep to bring him back.
But first they want to open the chest.

RING OF WEAKNESS *
RING OF ELEMENTAL COMMAND (AIR) Does not summon them-they must be present.
RING OF PROTECTION (+1)

WAND OF PARALYZATION (24 CHARGES)
ROD OF BEGUILING (20 CHARGES)
ROD OF ABSORPTION (1 CHARGE)

BOOK OF 5 1ST LEVEL SPELLS "Alpha"
CLOAK OF ELVENKIND
NECKLACE OF MISSILES (Type 1 - 3 missles)

ELF-SIZED SPLINT MAIL +1
HUMAN-SIZED PLATE MAIL +2
SHIELD +1 W/Scare Spell 1 per day
GNOME/HALFLING-SIZED SCALE MAIL +1
1123 Gp
342 PP
4326 Sp
820 EP
50 exp for Timber


Text Account:
Small game. Lisa, Cindy, Dale, Peter and Lucy game. Peter is Leader Probably no mapper this game as they are going to the city.
They are up out of the dungeon and in the Inn. Victorex (the dead) is in the bag of holding, but they are going to go to Waterdeep to get him ressurected.
But first they want to find out more about their stuff!
They spend the sleeping at the inn and get up the next morning and are ready to get on the ship to head out as soon as they finish with breakfast.
No Enc.
They get to ship and Phantoz sends the ships boat out for them. Once aboard they go the galley to discuss the geas and Phanto's part in it.
He wants to take off for a couple of months if he is not prevented by the Geas.
They are flying and checking out the items. There are no encounters on the way to the city through the air.
Coin treasure is 461 gp per player 230 per NPC
St and Gal do identify on sme items and find out some intersting stuff.
There are no enc. in the sea before getting to the city.
They wrack their brains to remember the levels of the priests at the temples they know of. The plinth temp to Bob is 4th level this week (they are rotated)
The temple of mystra.
They are exposed to the flu that is going around the city. Kilak and Timber catch it.
They reach the City the next morning.
They get to the dock and the party heads off to Unicorn's horn. It has been sold and re-modled. Stallen takes the Penthouse and the otehrs also get rooms.
Timber goes to The Ladys Hands and makes a donation of 10gp, finds out the proests can not help V. and he returns to the UH.
Gal. and Kilana go the Mystra's temple. Melegost the High Priest is 10th level. He will be unable to help for 5 days.
Stal. goes to the plynth. Rolph tells Stallen about the high level priests in the city. St. asks about the East and spends 5 days copying a map of the Eastern coast and notes on overland travel to within 200 miles of the Wall of the Serpent.
Ember, Pi. and some NPCs go shopping. Exploring for wine, Aroras, std. backpacks. 
Magic Items go fast at Balthors when adventurers are not able to bring them new stock. There is only a 30% chance of any magic, roll 1d4 for the number of items. THe items are 20% more than normal durring the winter as well.
It will cost 15KGP to ressurect Vict. The party counts up their money. Gal. ups for the money and receives in trade the Ring of E. Air.
Vict. is ressurected just before he was to be judged. He succeeds in converting the old woman with whom he shared the Long Walk. Her name is Hoosiva.
Time stop on the 6th day in the city.


Text Account:
Peter is leader
They are in Waterdeep staying at the Unicorn's Horn (under new management) and have been there for 6 days. The game begins on the 7th day of their stay.
They want to go to Balthor's to buy stuff. No Enc. They arrive safely.
Lucat is their waiter. He takes them back to the "showing room" a semi-circular area in the junk where pillows have been spread out as seats and with low tables.
Bow +3 13K, Staff +1 8K, Polearm +2 Bardiche 10
Trident of controling water elementals 22K - Sold
Greek Fire
10 40 gal casks of wine and misc fun items
They return to the UC and whoop it up.
The next morning they go to the ship and the wine has been delivered. They set out back to Katina.
They cast spells to find out about a whistle they found in Myth Drdanor. It is a whistle of Deer Herding. This allows the user to direct the movement of up to 5d4 deer. Each deer will arrive in 5d4 minutes. They will be summoned by the whistle and will be controled by it unless they are spooked. One toot will make them stop where they are. 2 Toots will make them run away 3 toots and a point will cause them to walk in the direction indicated. The effect will last for 5d4 turns.
They spend the journey home investigating other items.


Text Account:
Retrospective stuff from Waterdeep for Gal.
From the last session...
Mages Guild - They are very busy, but Krank the Witch asks to see her.
Gal will find a parchment from the mage in her home town (Malchor Harpell) sending it from Shadowdale. He is there to assist with problems with Zientel Keep. He also explains what he knows about the quest to come and tells Gal. to "respect the Great Old One who will come to you. Protect him and listen to him. He is not sane, but is suffered in honor of his age and wisdom, though he will not always display it."
Begin New section
Calitaria of the Guild meets with Gal in 3 days. 8:30-UP, she arrivess at 10:00
Cal. is waiting for her.
4 - Phantom Guards?
4 - Flameshroud
From Mhaire (17th level and willing to tell little of what is planed other than to say that his sources tell her that she should be as preapared as possible for the "trials to come".
5 - Shadow Door 10K
xbought5 - Synocks Major Missles 18K
xbought5 - Teleport 15K
6 - Drawmij's Beneficent Polymorph 22.5K


Text Account:
Galranwyn is leader Uktar the 17th
They spend the journey home in the ship investigating other items.
Time begin where they are talking about things.
They arrive back a the Inn "Hero's Rest".
The next morning, they begin working on their spell book and scroll work.
Day 1 Vict casts Choose Future, Prob. Control on Stallen-He copies erase into his spell book, Gal. begins Mord failth Phan. Bensil and Jhandis decides to share their spellbooks if they may look at those of the party.
The 3rd day, Vict. detects an astral traveller
They continue casting erase spells to make way for new spells in their books. Some of the spells are written to scrolls as well. Bensil,  Jhandis are willing to share their books as long as the party shares theirs as well. 
This goes on for 30 days. Dromar does spell research on the spell "Improved Learning"". He studies for 13 of the 30 days. They devote one of the top floor rooms away from the fireplace to the mages workshop.
Dromars birthday is Nightal 15.
It is now Nightal 17. They want to go back down in the dungeon. Discussing where they want to go. They realize that the places is much larger than they thought originally.
They go to the ruins near the river and uncover the hatch to the opening of the well.
THey use F. Falls to drift down the well and W. Breathing spells to enable the party to drift through the water.
They go toward room 6. No Enc.
RAT (x7); AC 7; MV 15"; HD 1D2; HP 2(x2), 1(x5); #AT 1; DMG 1; INT ANIMAL; AL
NE; SIZE S; THAC0:20
A 2             B 2             C 5             D 4             F 6
-13 Emb         -14 Vict        -12 Emb         -13 Vict        -7 Kil

G 5             H 3             I 2
-8 Kat          -10 Emb         -4 Dro
 The rats were eating a slime creature. 
TT They search the room
They head down the corredors to room 8
T Room 8
TT Searching near room 6
T Back to Room 8 - 
T To room 9 50 exp
They figure out how the trap works (big wheels in the S. side of the door in hte W.) They reset the trap.


Text Account:
Nightal 17-They are under the dungeon of the House of Stone, level 6. They have just reset the trap in Room 9 at the Time Stop. They have searched the room for 10 Min.
T Continuing to search room 9.
To Room 7
T Checking for traps and tracks.
Vict. lowers a flask to dip out the blood.

BLOOD WIERD AC 4; MV 12"; HD 6D8+3; HP 16, 18, 20; #AT 0; DMG NIL; SA
SEE BELOW; SD SEE BELOW; INT VERY; AL CE; SIZE L; THAC0:13
SUCCESFUL STRIKE DRAGS VICTIM INTO WATER UNLESS SAVE VS PARALYZATION MADE
SHARP WEAPONS CAUSE 1HP; COLD SPELLS SLOW IT; FIRE 1/2 OR NO DMG; IMMUNE TO
MOST OTHER SPELLS; TAKE OVER WATER ELEMENTALS ON 11+ ROLL ON A D20
A 32,           B 36,           C 40
-15 Dro         -11 Vict        -4-13 Tim.
-26 Gal         -25-27 St.      -3 Mep
                -4 Bro          -18 Ben
                                -14 Emb
R Bless-R 2xIce bolt, maj. missle, M.Missle II-R  No Spells
They set the blood in the pool on fire w/2 vials of Greek Fire
T Searching the room and pumping MMs into the pool
They move out to Room 8. Up to one of the water caves.
T searching diamond room.
Sinister Bats - 3
R Bless - Bats att. to test party strength. Seeing only 3 fall, they retreat.
R No Spells
T They fire light rocks, flaming arros and light spells to illuminate the wattery cavern. Gal does D. Magic and locates the bats in the N.E. area of the cave. They are trying to find where the bats went.
Stasllen-inv., w/darklight and Stone Skinned flies to the NW and sees the bats. They det. him and scream. He saves and flies back to the party. They talk about what they want to do if anything about the bats.
They return to Room 7 to check the blood. They begin using grappling hooks to search the bottom of the pool.
2000 silver pieces
These items are contained in pewter cup
   Oil of Phosphorescence
   Universal Solvent
H Terra Cotta vases stoppered with cork and wax. Belonged to Rubelina Rolmph.
No Enc
TTTT Searching stuff 
TT Walking aropund toward room 15 then to room 4 to look at the opening to the water cave they left a bit ago.
St. flies out into the cave and the bats scream at him again.
T Screaming and Hold spell. They attack him on the way backk to the party, but he just blows right past them and is only scratched.
T They walk around to the doors of room 3. They open the s. door and find the maze of hanging curtains. 
T Kat. is tying off the curtains trying to see more of the room.
TTTTT Continuing to move into the room, tying off the curtains to reveal the outlines of the room while the gate is investigated. Searching for S. doors.
No Enc.
Leaches in the corredor (DD) pool N. of room 3. Kat. -1, Ben-2, Kagar-2
T They go S. to Room 15.
Time stop there talking about where they are going to go next.


Text Account:
They go S. to Room 15.
Time stop there talking about where they are going to go next. 
T They decide to go to room 17
T They go to the E. through the double door.s
The outlaws have been killed in 27. Their bodies have been stapled to the floor and they have been spiked to the floor then eviserated.
T To the E. then tracking.
T They wander around mapping and checking things out.
T To the E. again searching the N. passageway.
Rnd. Enc. - Umberhulk
He surprises them and colapses the corredor behind them, trapping them in the corredors.
T Examining the room in the W.
TT Wandering around in the areas open to them.
They go back to the UH cave in and are considering a rock to mud but Kil. discovers that the ceiling will continue to colapse if that is done. T They consider other alternatives.
T Katrina turns Wraithform and scouts out the cavein.
THey go to the room in the W. and Gal begins to encant her Summon Elemental spell while the others search the walls and guard.
WEHile the E. Elemental makes the passage way going W., the Neogi and the UH have been making a trap. 4 UH and 6 Neogi are in 27. 4 UH are waiting in the walls they have just made waiting for the party to pass through so they can colapse it on them .
Trap with Umber hulks and Neogi
R-Invi.,Bless,M.Missle,E.Blast,C. Spray, Haste, Striking
R-M.Missle,
R-Blur,E.Tenticles,E.Blastx
R-
R-
R-
UMBER HULK (x4); AC 2; MV SEE BELOW; HD 8D8+8 #AT 3; DMG
3-12(x2)/2-10; SA CONFUSION (SAVE VS MAGIC); 
INT AVERAGE; AL CE; SIZE L; THAC0:12 NORMAL MOVE IS 6", 
TUNNEL THROUGH SOLID STONE AT 1" (TUNNEL THROUGH SOFT LOAM AT 6")
A 48x           B 36Uncx           C 39,Stun5x           D 52x
-28 Tim           -28-24 Krom      -11-5 Kilana         -18-27-27 Krom
-8-6 Dro                           -12-12 Kilak
-14 Katrina
-16 Gal

A 22x            B 18x               C 18x              D 32x               E
-9-7-19 Pi       -7                  -15-11 Krom        -3-7 Dro
                 -14 Tim                                -15-18 Kagar

A 48x              B 36-9-17x          C 39-20-18-9-4    D 52-10-8-10-3-17
-5-1- Broda        -2-7-9 Gal         -4-11-6-9-11 Gal    -2-11-8-7-12 Gal
-9-12-9 katrina    -6-10 Kilana
-18 Gal
T After the battle, they search the bodies; take the pouches
Neogi Treasure -
VERY LARGE MOSS AGATE - 100 GP
LARGE MOSS AGATE - 50 GP
VERY SMALL BLACK PEARL - 50 GP
MEDIUM TOURMALINE - 100 GP
MEDIUM JET - 100 GP
HUGE CARNELIAN - 2000 GP
They take off to go the the stairs to the 5th level-No Enc.
Time Stop at the foot of the stairs leading to the 5th level


Text Account:
Cindy II (Katrinba is leader), Cindy (Pisheo)is mapper.
They are in the HOS dungeon level 6 as they take off to go the the stairs to the 5th level. They are beat up from the fight with the U.H. and the Neogi.
No Enc.- Time Stop at the foot of the stairs leading to the 5th level.
They climb up the 90' stairs to the cavern. No Enc.
T They are searching around; mapping the room. 
They find the carn made for 2 Clerics and Caressa.
TTTTTT Phanto-z puts his rune on a rock and puts it in the SE corner of the pile.
"Let not the woes of live cool the furnace of your faith!" is carve as a marker for their graves by Tim.
"Caressa goober and fobar valiently they live and faliently they died but their shines on."
Rand ENc.- Investigating white dragon
DRAGON, WHITE ; AC 3; MV 12"/30"; HD 12D8; HP 48; #AT 3; DMG 1-4(x2)/2-16; SA
BREATH WEAPON (COLD); INT AVERAGE; AL CE; SIZE L; THAC0:13

DETECT HIDDEN OF INVISIBLE AS SPELL IN 60" RADIUS.  ROUTS NON-AGGRESSIVE
CREATURES UNDER 1 HD. OTHERS UNDER 3 HD MUST SAVE VS MAGIC OR BE PARALYZED
(50% OF TIME) OR ROUT (50% OF TIME). CREATURES BETWEEN 3 AND 6 HD MUST SAVE 
VS MAGIC OR FIGHT AT -1 THAC0. SAVING AT +3 VS THIS DRAGON.

1st LVL MAGIC USER SPELL(S)
FEATHER FALL
UNSEEN SERVANT
PRO. FROM GOOD
It decides to stay out of sight or make back to the third level. Stay out of sight.
At 2 Ember, Broda, Darcon, Kilak, Phanto; the rest map the room.
The dragon flees to 6; wanting to go outside, but he is to big to get through without making a lot of noise. They hear him move, then begin to cast spells.
RRRRRRR W. Eye and Bat hearing, Tim. approaches. Silence spell and the party approaches. 
They chase the dragon out of the hole.  Dro. casts F. Ball after it.
RRRR They wait for the smoke to clear and talk about what tye are going to do.
He finds the "above" and files away. He will stay near the tunnel and wait until it get dar to return and tell his relatives how top get out. They will begin preying on the town and the surrounding farms; carring cows and livestck off.
Phanto, Tim., Stallen go up the tunnel after the dragon (trailing by 6 rounds)
RRRR They return to the party.
T Map is copied.
They move back to 2 where the cairn is.
TTTTTTT Gal. casts R. of Seclusion and they do a nap spell after casting some heal spells.
TTTTT They memorize spells again.
T Casting spells Strength x2, S.Skin.x3., armor End. Coldx15!
They leave the R. of Seclusion and go toward the tunnel where the dragon escaped.
MONSTER: Silver Dragon - Son - Mature 58'
          AC:-2 10  AP: 71
They map their way out and come out about 7:30 at night.
Enlarge spell on bolder at the cave entrance.
They head back to the inn. The dragon picks up a lost cow. It is not missed. 
They play around with magic items in the inn.
They sleep and arise the next day.
They hunt, consecrate and learn bard stuff and stuff
Next morning, they do a time stop
----
Beorn's Personality for the next 2 days.
 Interest --  Altrusim
cupation -- Hunter
Morals -- Lusty
eneral -- Non-descript
Intellect -- Average
iety -- Average
Personality -- Diplomatic
Hit Dice -- d6
Nature -- Suspicious
Materialism -- Avaricious
Possessions -- Superb
Apparent Age -- Youthful
Bravery -- Foolhardy
eneral Tendencies -- Sober
Disposition -- Unfeeling
Honesty -- Very Honorable
Sanity -- Neurotic
Energy -- Lazy
Thrift -- Mean
Collections -- Swords
Next morning, they do a time stop before going to the dungeon.
----


Text Account:
Lucy (Victorex)is leader.
Next morning, they do a time stop before going to the dungeon.
It's snowing this morning, but they want to go to the dungeon anyway.
They talk about where they want to go.
They want to go down to retreive the other tapistry with the spell on it.
They dfecide to go from level to level to get to the 8th level.
Down the hole in the foundation of the HOS. No Enc.
Before going Down the stairs to L. 2 they cast their protection and strength spells.
They head for the 3rd level shaft at point t. They notice the missing door.
They put a spike into the stone at the shaft.
T No Enc. Dark Light on a rock for Stallin. Then Vict. goes down; Krom, TTT Stallen flys down the rest follow. No enc.
T Rope is petoned to the opening leading to room 7. 
They go through 7 unmolested to room 8.
The lava M. doesnt remember Stallen and attack him.

21 HP, HD 3, AC 5
- 8 Dro
-25 Crom
T To room 5 search for stone tracks
Krom trips balista trap in 5.
They find the other trip wire and fire it. They crawel ove to the pool and look around. Vict. puts holy water in the bool of blood and tye use the  grappling hook.
TT Searching for stuff in the pool.
TT Looking for a way to drain the pool. No Enc. 
H Vict. summons a E. Elemental using her incense. No Enc.  The rest of the party are searching the room. 
H The E. Elemental is draining the blood out of the hole by tunneling down to a cavern under about 35 feet belkow. 70 min taken for this. 15 min to They find the rock is magical and is the source of the blood.
They go to Room 1. Stallens Spell book is invaded by a rot grub. Dromar is infected with rot grubs.
TTT They are looking around in the room and searching the bookshelves.
TT To Room 2.
T They go back up to room 1 then E to Room 10
TTT They are examing the runes on the gate; trying to copy them but they keep changing.
T Down the corredors to Room 15.
T Searching the gate and investigating
T N of 15
T Searching around corredcors leading to room 3.
TTT At the entrance to Room 3
T Searching room 3. Rand. Enc. Azmuth Bat from Myth Dranor.
Victorex makes friends with the Bat.


Text Account:
TT Searching room 3. Rand. Enc. Azmuth Bat from Myth Dranor.
Victorex makes friends with the Bat.
The bat comes from the sample crypt. Look at 1808. He's actually from Thay; wint through a one way gate nexus. His name is flitter.
Beholders were chasing him. They have stayed away from the gate so far because of an ancient tabo against the gate on their side.
TT They go to Room 4 and search around for traps on the white marble diamond wwith golden runes of magic on the corners and the glass vials. They decide to go E. to the funnel room. A flee jumps into dromars armor. He sees more flees and burns them. Dro. takes the pile of rags.
TT No Enc. They are searching in the corredors. 
They go back to 15 and to the south. TT Through the copper archway, through the doors which they search. T They do a legend lore on the doors.
They go through the door and to the copper arch.
Dromar takes 30 min to go through the copper arch.
TTT Meanwhile they search room 17. Searching the torture table and the opening.
T They find the Trap door and after a TT while, a way to open it.
T They open it and Dromar takes St. and Vict. and Kil down to the landing.
T They come back up.
Bro, St, 
Emb, Dro
The door begins to close.
They all make it back up.
T They go to the to the south of 15 and search.
TT Walking around, looking at stuff.
T Mapping empty rooms.
TT Searching a corredore for S. doors very cafefully. No Enc.
TT Searching for S.doors again just W. of there.
TT To room A searching the water to the south.
R G. Phantoms,Bless
R No Spells
R No Spells

Encounter Electic  imps. AC 4 HP 3 ATT 2 DAM 1d10 Successful att do 1d10 from shock if using metal weapon roll CON or drop weapon.

A 10x            B 17x            C 9
-10-11 Krom     -14 Ember         -12 Emb
                -4 Katrena


E 22 x          F 9x             G 10x
-25 Emb         -16 Krom        -4 Broda
                                -3 Katrena
                                -12 Krom 

H 20x              I 10x              J 18
-25 Kr            -9-6 Em            -3-7x Bro
                                        -11 Tim

K 21                L 12x               M 9x
Tenticles               -21 Kr              -1 Dro
                                        -20 Krom
N,O,P Killed by Tenticles from Evards


Text Account:
Timber is leader
Game starts where the door in the corredor slams shut behind them, seperatiung them from the e. imps.
Time stop after the battle. There were 5 waves of 3 imps each.
Encounter Electic  imps. AC 4 HP 3 ATT 2 DAM 1d10 Successful att do 1d10 from shock if using metal weapon roll CON or drop weapon.
They heal for 3 rounds while st. examines the runes in the edges of the arch T way. They join him and they look for sdors etc.
Finding nothing, they continue through the archway and get shocked agaon even though they were moving 1/2 speed.
They move to the edge of the water cavern to the W. Stalin with his dark light flies around the circumference of the room. They run a rope over to the opening E. of room 7 and go over hand over hand. 
They head through room 6 and around to the south to the stairs to the 8th level. They go down
Rnd Enc. Dun pudding has taken up residance in the rung and is slowly digesting it. There is a 30% chance of the spell in the tapestry being destroyed.

PUDDING, DUN ; AC 7; MV 12"; HD 8D8+1; #AT 1; DMG 4-24; SA EATS LEATHER
& CLOTH INSTANTLY; SD SLOWLY CHEWS THROUGH METAL; INT NON; AL N; SIZE L;
THAC0:13 IMMUNE TO COLD, ACID, POISON. BLOWS & LIGHTNING SPLIT IT INTO SMALLER SIZES. Cut in 1/2, the HP are devided. 
HP 45
Guardian Deamons guarding the books from room 1.
It is forming out of thin air in the SW corredor off room 1.


Text Account:
Time Stop in the corredor outside room P.
Guardian Deamons guarding the books from room 1.
It is forming out of thin air in the SW corredor off room 1.
73x HP; THAC0 11; 3 ATT; d10,d12,d12 25% Magic Resistance
-15 Katrina, -8 Ember, -8 Kagar, -16 Vict.
- 11 Dro,  -9-5 Emb., - Stallen, -9-7 Dro
H.P. 81x
-12 Kag, -11-9-14 Vic. -19 Gal,- 10 Katri, Emb-13-10-8
H.P 30x
-12-8 Kag, -12 Vict.,-38 krom
Puddings
HP 23
-14-8 Tim
Immune to Fire, Electric - Suggestion as Spell 1 per round
R Bless, Striking,M Missle, Maj. Missle, 
R E. Arc, Rainbo,
R Heal, Heal, Heal, Flying,
R Watching the thing step on the rug with the dun pudding in it.
R Missle weapons, he flees to room 2.
R They Follow and envoke second guard
R M.Misslex2, D. Door, 
R E. Tenticlesx2, Timber attacks the Dun Pudding
R They kill the remaining two
RR They heal and discuss their plan. No Enc.
They are leaving.
Up to Level 7; still going out.
TTT They go to the cavern of water and Stallen puts his rope to the other opening. No Enc.
Crocs
12x              9x               13
-16 Krom        -12 Krom
R 
They go back up and have no encounters. 
They return to the inn to rest and investigate the items that they found.
They investigate the Items:
Book of Summoning Para-Elemental Creatures
pipes (musical)
horn of deafining
bandlara of Evil Thoughts
chime of demon summoning
bandalara of Evil Thoughts
bandolara of Evil Thoughts
Time Stop that night as they are discussing.


Text Account:
Victorex is leader.
Time Stop that night as they are discussing how to divy up the treasure.
Stallen and Dro. get bandana, Stallen gets the chime of summoning, the book of summoning Para-elementals is held as party treasure, Horn of deafening goes to Broda, the non-magical pipe goes to Katrina.
They party that night.
The next morning they discuss what they are going to do, the normal discussion about going to Myth Dranor occurs, but once again they decide to g undergouund.
Just then, one of the 12 year old boy runs in and tells them about his father who has been killed by the WD.
The following leave in 5 min: Krom, Gal. Katrina, Kilana, Brodda, 
Some will follow when they have their armor on.
Krom puts the boy on his shoulder and they take of at a lope.
They find the place where his father and 2 sheep were frozen.
Kalana, Katrina go in the hovel to confort the boy.
The second wave of armored people set out, they put on their snowshoes and stuff. Sta., Vict, Tim, Pi., Ember, Bensyl, leave and get there in 10 min.
They tell the boy about his father being carried off by the dragon and he goes into shock. The give him a sleeping draught nad then head back to the Inn.
Rand. Enc - dragon, townperson, wild animal
Wild Animal - Goat (belonged to the farm).
They get back to the Inn.
Beorn speaking as a woman who is kind suggests they adopt the boy, He watches over and cares for the boy. 
They leave the sleeping boy and Katrina, Kilana, Gal go to the White Horse Sleigh. 
The tell the wons council about the dragon aand Kling (the orphan boy). They panic a bit, but soon begin to make plans for setting guards and allerting the rest of the town and the Malisha. Everyone spreads out to tell folks to stay indoors. 
They get back to the Inn at dusk.


Text Account:
Peterm (stallen) is leader.
They get back to the Inn at dusk.
Cookie serves lamb for dinner (lamb stew)
Vict. makes a wood statue of bobicob and casts a spell, Substitution (+x to a statue of the god which stores HP.
Timber and Phanto-z guard Kling's home but anothing appears.
Vict. does an augry and it says it is to the parties advantage to go to Myth Dranor.
The next morning, they prepare to go searching for the dragons, or go to Myth Dranor.
They go to the river opening into HOS dungeon.
They search around the opening for an hour and find the samll dragons were not experienced fliers, but that they have not returned.
Turn to stone rune cast on cave entrance by Stallen.
The rest of the day they search more for sign of track along the river. 
No Enc. for party.
Enc. for Phanto - z. - Prey - Snow Rabbit he kills it.
He goes back to the party as they are ready to go to the town meeting to decide the fate of Kling. 
Phanto and Timber sets a lookout of the cave entrance, the rest go to the tonw meeting.
The town meeting convienes 
Ding Fou Chung is Cookies real name.
She is chosen to be Klings surigate mother. They go back to their inn and spend the night having a good time.
Timber and Phanto see nothing in their night time vigal, time. returns at dawn, but Phanto blesses Klings farm, then goes back to the party.
That morning, they decide to go back to the cave at the river to searc their way back to their lair underground.
They begin searching for the dragons. 
Tim. and Dracon use the stone of bird attract to look for info. No effect day 1
Pi takes a bats form and files in a spiral to cover her spiral.
Gal. walks around with Kilana, kagar.
The dragons are to the N.W.
Answers to Vict. Augury spells
"The dragon's go to dragon's home
They go by three, and not alone"
"Dragons go where Dragon's know"
Day 3 - 
"The speed of travel can belie 
the dangers many may decry"
"If there is someting that they lack
They may well make their way back"
7 Th day.
They pass through the gate that leads to the room in Myth Dranor.


Text Account:
Stallen is the leader
Time stop as they walk through the gate.
They come out in room 1 of the Undermountain II Murial's Gauntlet.
75' underground.
TTT Searching around and mapping. They decide to turn off their light rock. The purple glow of the Fariy Fire is enough to light the way for 20 to 30'.
TTTT They continue to look around at the mirrors and gates.
TT They see the seam of the S. door out of this room.
TT Traps and S. Doors and Pick Lock. The open the door and investigate the wall. L. Lore Katrina sees stuff on the walls.
T They close the door they came through and sweep up the gravel.
Mapping and searching around.
T Into room 2.
Fails on Wail - Bensil, Timber, Kilak, Pi, Krom
HP 52 
-10 Kat  -12-7 Vict. -12-4 Gal -6-16 Dro -4 Emb.
R Bless, M. Missle, Light
R Staff Lightning, D. Door,
T They search the room.
Rand. Enc. 3 Giant Zombies
R Web, Bless, Arc
R Turning, 
A 45            B 40x            C 50x
Webbed          -14 Stallen     -3-10 Katrina
-33-27 Dro      -23- Dro        -16-11 Kag
                -13-10 Emb      -45 Emb
Search bodies
Huge "Blur" Poison Spiders AC 4 3 HD THACO 10/15 2 ATT.
R M. Missle, B. Hands
R B.Hands
A 12x              B 20x          C 10x             D 14x       E 7x
-5                -4 Gal          -3               -3           -3
-17 Dro           -17 Dro         -5 Katrina       -10          -11
                                  -17 Kag          -10 Dromar
F 13 x            G 17          H 24              I 11x              J 7
-11-8kag           -8-6 Kilana  -3 Brodda      -5-3 Fido
                                -6 Sta                  -6 Katrina

K               L
T They are watching the Greek Fire burn the webs.
They find a box.


Text Account:
is the leader.
The main party is in Myth Dranor.
Adv. begins with Pi and Bensyl on the Long Road.
They are met by the Cleric "Heckahecka" who takes them to the Mirror room and shows them the gate that goes to Shadowdale. They may manifest themselves 3 times to convince the party to go through the gate.
TTT they wait for the fire to burn down, then search it.
They want to go back to the room of mirrors.
They arrive. The shade of Kilak appears and directs them toward the gate to Elminster's home. They arrive inside the chamber of electricity.
A magic mouth asks them questions about Dio Mas and the dome dissappears.
An Elminster image gets them to climb up the rickety stairs that leads up to the cellar.


Text Account:
Dromar is the leader
They have just gone into the Old Skull Inn in Shadowdale.
They talk about what they are doing here.
It will snow tomorrow and will get colder yet!
They are soon met in the inn by Storm Silverhand (Master harper) who plays her magical harp for them. She accompanies Stallen on one of his songs. She invites them to her home to stay.
Hiema, Umenasah, kelm
Thin, woman, fighter with beard
Herbs, morality, duty
They heasd for home.


Text Account:
Dale (Timber) is leader
They are staying with Storm Silverhand in her farmhouse waiting for the Convocation of the Mages. It will begin 3 day after they arrive at her house.

4th day of their stay there, SS is down first and has started breakfast. Tells them to bring the party to a hidden place outside of Shadowdale.
It has a deep well with a magical cussion at the bottm. Under the ground there is a luxerious place of 10 rooms, including a huge impressive hall where the meeting takes place.


The Mages
Elminster - The ancient Graybeard (Shadowdale)
Kappian Flurmister - Tall, thin and distinguished. Short white hair with a gotee
Amenlior Amanitas - Tall, chunkey wears specticles on one eye, a patch on the other. Terrible flirt
Filfaril Stormhillow - Woman, short white hair white pure white silk robe
Oradin Harpell - Fat, sensualist wearing silk and velate robes
Blackstaff Arunsun - Magical L. armor of camelion power. Looks tough.
Yee Mu -Ancient blind oriental mage with a queue to his knees and a straggly white beard.
They are taken to the C. of Mages. Two beautiful in the robes of the Noble women of Waterdeep lead them to the room where the Mages talk to them. They are disrespectful (assholes!!!) and all the mages give them is a book wihcih is a guide to the planets with a short chapter on each planet in the system, a silver coin of wish and recharge the staff.
They are disgusted with the party and tell them little. They send them away and they return to the Old Skull in. 
They inspect the coin and resurrect the party members. They read the scroll which magically changes as a page is read and forms a book. The book which was to be one on the planes is a book on proper deportment and etiquete. 
Stallen goes out to S.S. house and she tells him to come back the next day. They party discusses their plan (and comes to the conclusion they will return to the schol as soon as possible). Katrina visits the temple of Tymoa and they tell her she is not luckey now. She donates 100 gp.
The next morning, Stallen returns to S.S. and she tells him to redeem tthe actions of the party with good deeds. He leaves ashamed. 
Phantozee arrives and tells the party he was able to sell the farm. They got their money back and 20 steer, 32 chickens and 10 ingots of platnium (1 lb each 1K Gp).
The voyage back to the School occurs uneventfully. (A 6 day journey).
Mages are writing scrolls, and such during the trip. 
They arrive at the school and they want to take care of their business quickly. There are 2 magnifying glasses waiting, the long hole to the dungton, that the dragons went through are colapsed by a E. Elemental (Vict take off one insence.) Camelion potion instructions are given to the alchemist, Stallen leaves 1300 gp to make the potions (150 gp for each) they all say goodby to their friends. They leave food to be smoked, jerked and frozen. They have 50 lbs of jerked meat, 50 lbs of salt beef, 100 lbs of pickled meat.
The next game will start with them leaving for the far east.


Text Account:
Dromar is the leader
The next game will start with them leaving for the far east.
Sir Ulla and Beorn talk to the party about the quest to come.
They detect for geaus (to see if the mages were telling the truth).
They get on the ship and prepare to take off.
They head off to the S.W. on a journey of 4500 miles (this will take 15 days at least)
Weather 1st day G (No Precip.)
2-2 T
3-+3 None Enc - Seagulls
4-+2 None
5--2 T Enc
+1 T
N None
+1 None
n None Enc.
-3 None
N None
The party spends time studying their books (etiquete, planets, planes etc.) practicing their weapons, praying and practicing their skills.
They turn to the S. to better triangulate. They will head for the S. of Kara-Tur. From the Southern Ocean to the Segara Sea to the Great Sea to the Golden Water to the Narrow Sea. 8700 Miles. Takes about 30 days.
-2 Thunder Storm
Days of travel:
xxxxxxxxx facet changes xxxxxxxxxxx Facet changes xxxx
They get to the inlet leading to the Golden Water.  They land the ship in the water and start sailing N.
They see fish in the water so the captain orders the ship to stop.
Tim., Vict and St. dive in and begin swiming, hunting fish.
34 HP
-3-5 Tim
-13-12 Vict
- 3 St (eye)
They have a fish fry that night and plan on going to the town tomorrow.
Time Stop.
They stop off the coast at Suntar.
Suntar has 132 people and the people are fisher people who love to sing and dance and tell stories.


Text Account:
It is the 12 of Alturiac as they have stop off the coast at Suntar.
Stallen gets 200EXP for a story and poem he wrote.
A bad storm will arrise by dusk of this day. 
They discuss the coming storm. They go on deck. They decide to fly before the storm toward the city of Orvyltar (orviltar)
The storm catches up to them just after they have gon around the bay. They decide to head toward Halahangi. 
Phantoozie successfully pilot's the ship (no crash/swamp)
They anchor in the inlet near Halahangi (2.3 mi. offshore)
The storm lasts all of the next day (gets worse)
Next day, the winds let up, but the temp is down. The snow stops.
The next day temp falls, no snow, no wind. Till late that evening.
They send Pi. off in bat form to search the way to the city. 1.5 hours of flying. They spend the night anchored.
The next morning they take off to the N.E. then N. toward the Gate of Iron which they see from a distance (350' towers carved out of a mountain on both sides of a 400' wide gape covered by 300' high 200' wide iron gates. 250' high tower on top of carved towers.
They avoid the Gate and head off to the Dust Wall gap. They arrive an1/2 hour before dusk.
Enc Rnd.
Katrina and fido, Kilak are on deck when the dragon attacks.
Adult Yellow Dragon
65 HP
-12 Krom, -26 Kat.,21
R Pi, Dro, Kag, Kil, Krom, Bensyl, is going to the hatch
Stallen and bensil go to the Balista.
R Healing Dragon is turning around. They see the air rushing and jump below. St and bensil get the balista loose and loaded they will swing it net round the aim the round after that.
R Healing. Chik will take over the helm from Ga. 
Dragon will return in 1 round
R Det. Inv, Blinding Beam, Det. Invis last 45 rounds
B.B. affects the dragon really pissing it off. It begins flying in circles until the blindness wears off in 8 rnds
Dro. sees dragon distortion, kat sees distorted shadow.
R Healing, S.Skin,
R Bark skin, Healingx3
R Invis., Healingx2, S.Skin
T they talk about wether it will return
Krom, Dro, Emb, stal, Vict, Kag, Tim, Kat are on deck.
R Bless, B. Beam, Fire Ball, A. Ice Bolt
(59 of 65)
- 10 Emb, - 10 Tim, Dragon Dies.
St. flies to fallen dragon, Dr and Kat F.Fall down to it.
They drop people off at the dragon body so they can get the parts.
It takes 3 hours to strip the body. 
They get bak on deck.
They arrive at Sempharwater (lake) that night a will fly in circles till dawn and they can land.
Time Stop
Old Iron Road (Trade Rounte goes off the E.)
stop at Suntar which has 132 people and the people are fisher people who love to sing and dance and tell stories.


Text Account:
Timber is leader Alturiac 17th
They are over the Raurin Desert going toware the Sempherwater Lake and to the city of Daztainer.
City of the Selfish - Nothing for nothing, anything for cash!
Pile of coins is logo
Helm watches - Gal. 8am-4pm, Dro 4-12, Chick 12-8
Weather improves as they arrive at the lake. 1500 ' above ground.
No Enc. that night until they get to the water.
11 HD Nature Spirit "Shempha" Spirit of the Lake is attracted by somthing as big as the ship suddenly hitting the surface of the lake. He is watching them.
They land the ship in the water.
10 MPH N. They anchor for the night.
They head off sailing toward Dhaztanar. 
They get in sight of the city at sunset.
Spend the night talking about plans for the City
They bing the ship in the inlet and stop again 1 mi from the bridge/tool booth.
In the long boat 4 crewmen, Phanto, Gal., Stl., Tim, Vict., Dromar
They go toware the bridge and find it is made out of drift/ruined wood and very rickety. Spells-S. Skin, Strength, 
They head for the sea gate.
The reaction of the Gatesman is very BAD(19). Does not trust them and their "funny" ship. 

Yukhanar the Even Handed
Race   -- Human                Interest --  Foods
Class   --  Thief              Occupation -- Tailor
Sex        -- Male             Morals -- Lusty
Strength   -- 15               General -- Unkempt
Intelegence -- 10              Intellect -- Active
Wisdom      -- 15              Piety -- Saintly
Dexterity   -- 16              Personality -- Well Spoken
Constitution -- 12             Hit Dice -- d6
Charisma    -- 13              Nature -- Resentful
Comeliness  -- 13              Materialism -- Philanthropic
Allignment  -- Neutral Evil    Possessions -- Superb
Age          -- 19             Apparent Age -- Youthful
Armor Class  -- 7              Bravery -- Cowardly
Favored weapon -- Dagger       General Tendencies -- Curious
Height in "   -- 72            Disposition -- Proud
Weight in #   -- 156           Honesty -- Average
Hair Color    -- Black         Sanity -- Very Stable
Complexion    -- Black         Energy -- Driven
Features      -- Rugged        Thrift -- Thrifty
Social Standing - Upper Middle Collections -- Armor

Vict. cast Know Customs to work with the Gatemaster. They give him 100gp (the normal fee is 5 GP) and he lets them through leaving a guard of 4 men behind to guard the party and watch them.
Gal. uses ESP medalion finds out they are scared of them
They only take the long boat in.
They go into the city to the Inn of the Leakey Bucket. There are 8 other patrons there. A good reaction, but respectfull.
The bar maid is friendly but they are not honest with her. They get no information to speeak of.
A casravan in town get a roudy party going the Inn to Danger.
They see the party and avoid contact. They see city guards keeping an eye on the party while playing dice.
They get back to the ship.
They long boat goes back to Dragons Bane. No Enc.
They discuss their plans from here.
They head toward the NE till the facit changes to N. Then N until it changes to the NE again then go NE.
They continue to travel. They pass Chao Yang with out approaching. Moving toward Fukiow.
They see the city far in the distance.
They begin to climb. They avoid the city until they are 2500 feet in the air, then they fly right over the city. They are threatening to the guards of the city. The city watch is placed on alert.
They circle the city and notice the gem does not change, so what they are looking for is not in Fukiow. They turn to the N.E. and approach Ku Meilan.
In another hour they get their first glimpse of the Ruiened City.
No Enc.
They are at the 19 Mile point and flying around the walled city. There are 3 breaches in the wall.
They have traveled 90 miles around the city when they hit a magic dead zone.
R R
Broda 9 
Bensyl 20
Kilana 23
Kagar hold on!! 3
Timber 7
Vict 10
Kilak 33
Dro 3
Ember 18
Katrina 11
Gal. FF 6
Pi 28
Fido 21
Time Stop
2 out of 5 on deck sailors die (6)


Text Account:
Lisa (gal.) is Leader, Cindy is mapper
They are at the 19 Mile point and flying around the walled city. There are 3 breaches in the wall.
They have traveled 90 miles around the city when they hit a magic dead zone.
The party is rolling up the crew characters.
Those not on deck will suffer 3d8 points of damage from the fall.
The Crew:
Arni Arg - 27,10
Damon - 20,14
Chace - 31,12
Drew - 26,4
Mitchel - 27,8
Rockey Gibralter - 24,9
George Mary - 27,15
Jahad Farnsworth - 29,18
Mea Hornae - 23,17
Boohada Smith - 20,18
Baby - 9,11
Bambi - 13,9
Barbi - 11,8
Brandi - 25,14
Bobby Sue - 25,8
Deiter Bones- 20,14
Dexter - 20,14
Sam - 18,17
Harold Comstock - 29,3
Groucho - 10,4
Neda Dick - 11,12
Phantozee - 38,26+11+12
Chickolini - 21,24+13
Broda 9 
Bensyl 20
Kilana 23
Kagar hold on!! 3
Timber 7
Vict 10
Kilak 33
Dro 3
Ember 18
Katrina 11
Gal. FF 8
Pi 28
Fido 21
Starbord rear fin broken, Main hatch., Port Long boat, Starbord Officers saloon, Bow ram all sustain damage.
All items protect by chests have a +6 to ST.
All items on the ship must save VS Crushing blow
They douse the fire that sprung up in the Officers Mess, pull the people out of the ship and lay the mosdt badly damaged under a lean to made against the side of the ship. 
Krom and Timber leave to scout arond the ship.
The Nature spirit of the plane decides to test them to decide if they are worthy of their presence. If they survive the night, they will be deemed worthy. It subjects them to a 60mph wind/sand storm. They become lost and start walking in circles led by the direction of the wind (which the creature blows in different directions). The party contacts them with the Planitar and tell them whats happening and don't come to any definate plan of action.
Ya Sing Po is its name. He tells them not to burn or harm the land, not to kill more than they can eat, not to desicrate the ancestors souls in the city. He can see nothing inside the city, but will know what they bring out. He will not care what plunder they remove, but will attack them if they try to bring out bodies or trapped souls from the city.
Sir Ulla and Beorn come out of their state room and join the party. Ulla says Beorn is deaf and dumb. Beorn has a chain around his neck and tends to drift toward the city until he reaches the end of his chain. He will be in this state for 4 days (or until they pass the city walls). 
The party spends the day casting healing spells, and working on setting the ship upright.


Text Account:
Pi. is leader
The party spends the day casting healing spells, and working on setting the ship upright. They find the prow of the ship is cracked and must be repaired before the ship can land in water.
They set some of the crew to helping Neda fix her utensils and pots; the rest are working on getting the ship righted. The party will be busy until midday at least. They discuss what they are goning to do. Phanto expresses his uneasyness with their vulnerability and says "you might come back to the ship and find it burned and you isolated in the wilderness".
Stallen and Bensil, Vict and Timber back track along the ships path casting spells to discover the edge of the Wild Magic area. No enc. for 2 hours.
Rnd. Enc. with a heard of buffalo.
BUFFALO (x19); AC 7; MV 15"; HD 5D8; HP 27(x4), 19(x6), 18(x2), 24(x3),
30(x4); #AT 2; DMG 1-8(x2); SA CHARGE (3-18), TRAMPLE (1-4); SD HEAD IS AC 3;
INT SEMI; AL N; SIZE L; THAC0:15 - They will stay away from the city and will not approach the ship closely unless they are attacke. In this event, they will stampede toward the ship.
Vict, Timb, Kilana are heading off theward the b. to capture them outside the W. M. range.
Vict, Kilana begin moving toward the bufallo. By using animal friendship, animal magnitism and such, they befriend the buffalo. The sailors come from the ship and bring rope and water. 17 are tied and staked out so they may be befriended tomorow to help them drag the ship.


Text Account:
Dale is the leader - They are near Kou Melian with the ship stranded by a magic dead zone. They are trying to find a way to get away. 2nd day.
The sailors come from the ship and bring rope and water. 5 are befriended. 17 total buffalo are tied and staked out so they may be befriended tomorow to help them drag the ship.
The night passes without incedent.
They get up the next morning (begin 3rd day) and discuss what they are going to do now.
Kilana and Vict do 5 animal friendships on more buffollo (10 total)
Pi and sailors begin making rope harneses, Kat and Gal do mending on the important parts of the ship under direction of Chick.
Dromar 50 EXP for developing a plan to make wheels for the ship by using scavanged wood to make a form into which mud will be poured. A mud to stone speel is cast on them to make a stone wheel. The mast will be used as an axel.
It will take the ship's 5 carpenters 2 days to make the forms for the wheels.
They dig a space under the ship to slide the axel under it with room for the wheels along side. A ramp will be dug to bring the ship gradually up to the surface level.
They discard that plan in favor of flipping the ship over so the axels will then be riding on a flat surface.
4th day they start making the wheels. 2 days per wheel (+1)
Day 6 Enc. Giant Vulture
VULTURE, GIANT (x10); AC 7; MV 3"/24"; HD 2D8+1; HP 14(x3), 13(x2), 8(x2), 6,
15(x2); #AT 1; DMG 1-4; INT ANIMAL; AL N; SIZE L; THAC0:16
MOVE MC:D
14              13              8               14              6
-4 Pi           -2 Tim          -2 pi           -5 Tim          -3 Pi

14              15              13              8               15
-10 Kagar       -5              -5 
Day 13 Enc SCORPION, GIANT (x3); 
AC 3; MV 15"; HD 5D8+5; HP 27, 32, 33; #AT 3; DMG
1-10(x2)/1-4; SA POISON STING; INT NON; AL N; SIZE M; THAC0:13
27,             32,             33
-12-10-9-8 Vict -10-7-6-5 Tim   -7-5-6-8 Kil
RRRRR
Day 15, The have the ship on its side.
Day 16 they lower the ship to the axel.
Day 17 up the ramp 100
Day 18 213'
Day 19 122' Wheel breakes
Day 20 Jacking up the Ship
Day 21 ''
Day 22 196'
Day 23 212' 
Day 24 75'
Day 25 Jacking up the ship
Day 26 Jacking up the ship
Day 27 They are out of the magic zone!
Day 28 flipping the ship back on its keel
Day 29 ""
Day 30 They use the buffalo to move the ships goods to the ship
Day 31 They are stowing the ship's gear
Day 32 ''
The spirit of the plane blesses them and will receive them well when they return.
Day 33 they take off with the help of the spirit.
Just after midday, they fly away from the city of Kou Melian.
Time Stop


Text Account:
Big Basen Game Transcription - Gal. is leader
Time start when teh ship becomes air born. An hour or so is spent getting the hang of flyuing the ruined ship. 
When Gal. @ the helm sets S.E. courst for Karatin. Ship is shistling and drafty and bardn. No doors are on, there are many holes.
Sailors are putting the fixtures back, but riggin can only be installed at a dock.
They enc. a Che Sho (Brownie) riding on a giant raven.
The reach the coast the next morn.
Fly around trawling for fish an the catchc 120lbs of tuna.
T^he give 12K each for ship fixing on the rock of Brall.
Phant. bolts a chest to the floor of his caben. St. gives him 8.8K to buy tech. weapons or tech anything. Chest is whizard locked with the word "moola"
They f.fall on stonyflat hill that is a ruined castly about 480 years old.
They look around and find a statue head and investigate it fully!
They walk off the platau and make camp nearby. No enc.
Next morning they search around & find out about the old fort. They leave to find another place to camp. Tim. finds a path leading to the road to the city (eventually).
Time stop where they make camp the day after leaving Kou Melian.


Text Account:
Vict. is leader
They are in the nice camp. They head out toward Karatin along the Southern Way path.
They will need to cross the Hungtse River
Rand. Enc. W/farmer of Sin'un Sha (fiberours sweet tubers)
He thing the party are damons and sell the his whole load of produce for 3sp.
Party enters wood.
Rnd Enc. W/lesser Nature spirits.
Korobokuru is their name for Gnomes and hobbits
Yoshi Koshi is Nature spirit name. She thinks they are monsters (kokobokuru)
Next they meed the Sandlewood seller (Jo Has) w/flute
He avoids them and hides. The party passes on.
Tim. searches for campsite. 
Party sees road shyrine
Wood figure of Chin Ye Sun and old man w/triangular face is the guardian of farmers.
Tim. fins a tree circle enclosing an evil spirit.
Tim. finds camp site
They check out the circle of trees around the evil spirit, but don't mess w/it
Traveling on till they readch the river for.
No. Enc. as monsoon strikes . The wind picks up @ sunset, rain starts at 10:00
They stumble out of the flooded forest and hear the rushing water. They retreat into the forest and find a rock big encough to receive Gal. Room of Seclusion. They wait a day and the rain lets up enough for them to travel.
At the river to the city the see lots of debris and animal bodies. Enc. Sinkhole. Victem is rescued. They cast walk on water and water breathing and the party gets to the other side of the river about 1.5 mi. upriver.


Text Account:
Dale (Tim.) is leader.
They have arrived in a heavy rain at the other side of the river where the town of Karatin. This is a town of 200,000 people. It is in a woodland on the banks of the Hungtse river at a protected sea port. The forest is at the top of a rise. The poor part of town (with the fisherman and poor servents) live in the swamps near the sea.
Tim. looks for a road, st. flies off looking for a road.
St. sees flooded areas and a med 12' wide tributary to the north.
T. finds a path around a big pool. He goes back to the party and leads them off. No Enc.
They approach the city. They are seen when they get in sight of the city by the watch. 
The city wall is 30' high earthworks. 2 - 4 story towers are on either side of the E. (Main) gate. Their are smaller 2 story high towers to the S. and N. of the city.
A watcher on the wall with a telescope sees them and gives alarm. Men are placed every 10' on the battlements. A scount party on horses makes brief contact with the party and report back that the party is dangerous looking.  
They send 50 men to flank the party on 2 sides using a pincer movement to trap them against the wall.
They parlay with the 3x8 men and specifically the captain Lohi Feng. He asks for their papers and makes them put down their weapons and prostrate themselves. He makes allowance for their obvious wealthy station, but is afrade of them. He also want to get as much cash from them that he can. The lay down and after the captain suripticioshily takes the bag with 50gp in mixed coins. They are marched to a 20'x20' cell in the center of the city walls base. They arrange for food to be delivered.
Kilana casts a stone shape of a bench, trestle table and benches, wider bed/benches.
The guards bring them their food freak out and one flees. The other is just brave enough to give them their food. He summons a city mage to insure they dont escape. He commands a steel wall fiting the corredor 2" free on sides and 8" free at top). It is secured with beams to the floor and back wall. He puts a run of explosion on the floor just behind the wall. Talking to the people he warns them that magic is a crime for un-registered people.
Chee Chin is the legal go-between.
Lo Chow made wall of steel 5 years ago.
30 day pass
they are released from the cell and meet the Magistrate.


Text Account:
They are outside of the Court building and ask Chee Chin to take them to a place where they can get rooms and food.


Find a translator/guide, Culture & polotics, info on Kuo Melan, provisions,speed getting papers (not about a month away). find out about musicians, 
Krom-food,women,pick fights
Pi-hang out in her room (some wandering)
Gal.- Oriental Magic
Phan.-Find oriental druids
Dro.-learn about oriental dragons
Kat.-Study Music, walk Fido
Vict.-Find a prof of religion
Tim.-hang out
They are told to think up new names to put on their passports.
Koo is slick guide
Kee Que is fat translator.
500gp+1000+300+50+200
Shen Yaw musician-makes a book of songs for Kat.
Dro. gets a book with 10 Oriental dragons.
Chen Yeng - Priest of Chee Shee


Text Account:
They are in the village of La Te Da.
The morning of their departure.
"Shing Cha" means time to get up.
Te Ziah asks for forgiveness for his predgudice.
They have decided to name the village Ro Kah.
They choose the items they like from the wealth of the items spread.
3 Items of spell ingredient quality
Local 509 song


Text Account:
Dromar is leader
They are on the junk named the "Safe Return" on their way to Kirin, a city of 50,000. It receives a large amount of ores from the mountians and have several smelting and metal operations. Weapon shops in this area make special kinds of metal and will try to work anything into a weapon.
8 to 16 MPD on the junk. The 200 Mile Journey will take 12 to 25 days.
Day 1 Clear and Wind @ 10MPH from E going west.
Day 2 Warmer to 75 Deg. Wind Dies.
Day 3 Cooler same speed
Day 4 Enc.
Name: Sea Otter   Listed as: Mammal, Small  OnPage: 244 Number Appearing: 3
Day 5 No Enc. +30% for Weather stasus spell Total journey length 18 days
Day 9 Enc. 
Name: Mist Dragon      Listed as: Dragon    OnPage: 84
H.D.: 17D8 - THAC0: 10 - # Attacks: 4 - Dam: 1-4(x2)/2-24
A.C.: -2/1 - Move: 6"/33" - Size: L - M.R.: 30%
# Appearing:  - Align.: NEUTRAL - Morale: 
Freq: V - Org:  - Act.: 
Diet:  - Int: Exceptional -  - Treas: Nil
BREATH WEAPON BLINDS THOSE IN THE CLOUD FOR 1-4 ROUNDS (NO SAVE) & VICTIMS MUST SAVE OR SUFFER DROWNING FOR 3-12 PTS FOR EACH ROUND THEY REMAIN IN THE CLOUD (SAVE REDUCES DMG. TO 1-4 PTS), SPELLS: PRECIPITATION, CREATE WATER, WATER BREATHING, ZEPHYR, PREDICT WEATHER, 
CLOUDBURST MIST FORM GIVES THEM AC -2 
Number Appearing: 1
Adult-51 HP    -12 Kat -1-3-3 Dro -26-21 Stallen -16 Gal
It casts a fog spell by surprise
R -Phantom Steed, Fireball, Bless, S. Skin,-Breath Weapon/21HP
5 Sailors in B. None Survive.
R-Blinding Beam, 2xM. Missle, Ice Ball, Fog Phantom
Blinded for 5 Rnds., Te Ziah and ember get up on deck
R - A. Arrow, F. H. Healing, M. Missle - Dragon Killed!
Body comes to surface in 3 rounds
R - W. Breathing, Healing, 
R - They dive in and swim
R - The others get to the location
68 Ft long

They take the dragon to shore and cut the head off and take parts. The others dive down and look at stuff on the bottom. There is a 10% cumulative chance of finding the lair entrance per hour spent looking. 15% per hour on shore.
Dromar finds the lair in 8' Deep water
Dromar, Ember, Vict. go into the tunnel. 
They find the lair with magic
CRAB, GIANT (x12); AC 3; MV 9"; HD 3D8; 
A 16      B 16,     C 14,   D 13(x5),       E 12        F 13    
- F       -F        -F      -F              -F          -F

G 12      H 7;          I 13x            J 13x            K 12x       L 18
-F        -F            -14 Vict.       -7-8 Vic        -12 Ember     -3 Dro
                        -39 Emb 

#AT2; DMG 2-8(x2); INT NON; AL N; SIZE L; THAC0:16
R - F.Fire
R - Fear
R - They kill
Scroll of 6 Wizard Spells
22,522 SP - 2900 GP - 10 GEMS - TOTAL VALUE 2488 GP
HUGE OBSIDIAN - 100 GP
VERY SMALL ORIENTAL EMERALD - 500 GP
VERY LARGE MALACHITE - 100 GP
HUGE AZURITE - 750 GP
MEDIUM TOPAZ - 500 GP
MEDIUM JET - 100 GP
HUGE LAPIS LAZULI - 300 GP
VERY LARGE MOSS AGATE - 200 GP
SMALL BLOODSTONE - 10 GP
VERY LARGE CHALCEDONY - 500 GP

Name: Red Urchin      Listed as: Urchin    OnPage: 354
H.D.:  - THAC0:  - # Attacks:  - Dam: 
1 1st, 4 2nd, 2 3rd, 1 4th
Ventriloquism

2nd
Ice Knife
Bind
Ice Knife
Animate

3 Rd
Bad-Illusionary Script
Suggestion

4th
Bargain
Ye Go Shou is Mage Name

They cart the stuff out for 3 days while they figure out what to do.


Text Account:
Dale is leader - Evening after they strip the dragon they killed. They decied they will try to sail the ship. That night they notice the lights in the sky (the Tears of Selune) and spend the night studying them and speculating.
The tide rises 18' and 12' swells. They high tide from the Tears b egins at midnight and continues to rise through the night. The ship drags its anchor toward shore. No one sleeps that night as they are on deck dealing with the waves.
Next morning the high tide has covered plants at the sea shore.
They sail off, slowly and uncertainly. All goes w3ell until a mother wave hits the boat wrong and almost swamps them. They travel for 9 days until they reach Kirin. They are piloted into the dock where they are taken to the local minester. He gives them a city pass and with the "gift" of 500 taels, promices them a country pass. They are taken to an Inn of the Shining Star where the minester will expect them to be. The Inn arrainges for them to get local clothes and hire them a guide.
The next day, the discuss what they are doing in the city. The guide arrives (Ah Jng) who is a trade agent who normally works at the docs and speaks common. They head out to see the city, but after talking to the guide, decide to hire him as their agent and they turn toward the docks so they can show him their stuff.


Text Account:
Small Party for a city adventure - Cindy, Dale, lisa.
They arrive at the docks and the guide (Ah Jng) rummages around the ship.
He suggests he contact the Tsui Tong and pay protection. He hires 2 guards.
Gal. casts W. Lock on hatch.They take off into the city stoping at shops and arrainging to have merchants visit the ship later to purchase the goods of the villagers.


Text Account:
Victorex is leader.
They are back at the hotel discussing what they are going to do the next day.
They get the banner from the minester identifying them as leagly in the country. 3' long deep green with white letters.
They decide the party will sell the shells of the villagers and also magic items of a small nature which they will build on the way.
Many of them go to the library where they are given some information about the city of Kou Melian by a reader of scrolls they found at the library.
They return to their hotell where they mee Ah Jng. He asks them what they need. He forms the opinion that they are some kind of smugglers! He will halp them any way. 
They want 16 horses all together. They buy all 3 of the Steppe horses and the 2 docile horses and 11 more lt. riding horses.
150x2+250x2+25x16+5x16+5x16+20x2=1600 They also want blankets and trinkets to cast their spells on them.
On the way to the sage they encounter a party of the city guard. They are nice and don't make any trouble.
He takes them to Kin You Ken the Northern History sage and mystic.
He is middle aged and more than a little mad. His house is a total jumble of artifacts, scrolls, old food, cats (there are about 12 of them around). 
He tells them about The Esteemed History of Imperial Ancestors.
They ask him many questions. He gives the party the 15 prayers and tells them to study them.
Stallen goes to the commoners magic school and learns for the first time of meta-magic.
THey return to the hotel and want to leave the next day


Text Account:
The leader is Stallen
The date is Tarsakh 24th - of the Storms
Some want to go to the boat to check on the remaining villager on the ship.
All the party members but the dwarves go to the junk.
No Enc. Lo Fah is the sailors name.
Gal offers to teleport the sailor back to the village. Lo Fah balks until Te ziah explaines it to him upon which he agrees. 
Gal. preps for spell and they put the sailor to sleep. 
They will be setting out on their journey this morning.
The horses with all their stuff packed are brought to the Inn with a note from Ah Jng saying. With it are a man and a woman who will offer to go with them as a guide and a cook.
Yen Foo - Guide - She Wa is beautiful Cook
Race   -- Human                Interest --  History
Class   --  Fighter            Occupation -- Merchant
Sex        -- Male             Morals -- Aesthetic
Strength   -- 12               General -- Non-descript
Intelegence -- 14              Intellect -- Average
Wisdom      -- 10              Piety -- Irreverant
Dexterity   -- 11              Personality -- Abrasive
Constitution -- 7             Hit Dice -- d10
Charisma    -- 16              Nature -- Sharing
Comeliness  -- 18              Materialism -- Greedy
Allignment  -- Neutral Good    Possessions -- Average
Age          -- 16             Apparent Age -- Ancient
Armor Class  -- 2              Bravery -- Fearless
Favored weapon -- 2H. sword    General Tendencies -- Careless
Height in "   -- 62            Disposition -- Cheerful
Weight in #   -- 164            Honesty -- Very Honorable
Hair Color    -- Black         Sanity -- Normal
Complexion    -- Dark          Energy -- Normal
Features      -- Corse         Thrift -- Miserly
Social Standing - Middle       Collections -- Jewelry
She Wa
Race   -- Human                Interest --  Drugs
Class   --  Fighter            Occupation -- Gambler
Sex        -- Female           Morals -- Lustful
Strength   -- 15               General -- Foppish
Intelegence -- 10              Intellect -- Scheming
Wisdom      -- 9              Piety -- Average
Dexterity   -- 12              Personality -- Rash
Constitution -- 13             Hit Dice -- d10
Charisma    -- 15              Nature -- Vengeful
Comeliness  -- 16              Materialism -- Aesthetic
Allignment  -- Chaotic Neutral Possessions -- Scant
Age          -- 17             Apparent Age -- Youthful
Armor Class  -- 2              Bravery -- Normal
Favored weapon -- L. sword     General Tendencies -- Moody
Height in "   -- 73            Disposition -- Hot Tempered
Weight in #   -- 155            Honesty -- Liar
Hair Color    -- Blond         Sanity -- Normal
Complexion    -- Black         Energy -- Normal
Features      -- Anglar        Thrift -- Wastral
Social Standing - Lower Upper  Collections -- Unusual Weapons

Terrain starts in hills
Encounters - 2 per day Evening, Morning
Day 1 - Weather Start L (No Precip)
Yen foo finds a goood camp.
They travel for 6 days they go 140 miles.
Time stop
The next day is Greengrass or the Greening when the spring is celebrated.


Text Account:
This weather begins on the 7 day of the journey when they celebrate Greengrass
They are just entering the forest (1 small hex = 40 mi on map
Begin Mertul
Prevailing Wind direction is S.E. to N.W
Min = J, Max T, Av = O
1 - L - 5MPH Wind - Arrive in forest, celebration - 10 Miles traveled Day Encounter
2 - L- -5mph Head N.W to 7 Drunkards road 21 Mi - Get to road - No Enc
3 - N - 10 MPH From S. - Follow road to W. past Spectres Bridge - Move 35 mi - No Enc
4 - O - 10 MPH from SE - Lt. Shower - Arrive at Taitung
5 - P - Same Wind - No showers
6 - Q - 15MPH
7 - P - 10MPH
8 - Q - 15 MPH 3/4" of rain
9 - Q - 15 MPH same rain
10 - R - 15 MPH rain stops
11 - Q - + 10 MPH short sprinkle
12 - R - -15 MH No rain
13 - R - -15 MPH 1/3 " rain
14 - P - +10 MPH from N
15 - Q - Still - Trace of rain
16 - S - -15 from S
17 - P - Very Strong wind from N. - Heavy rain (4.5") and Lightning Storm
18 - P - No Change
19 - P - No Change
20 - Q - Storm Breaks -10MPH From S.E. - Lt. Rain
21 - P - No wind  - Lt. Rain
22 - Q - Mod. Rain (3/4") - -10 MPH from SE
23 - R - -15 MPH SE - Rain stops
24 - S - Same wind - Trace rain
25  - S - Same
26 - T -15 MPH
27 - R - +15MPH From N
28 - T - + 10 MPH From S Mod. Rain
29 - R - +10MPH from N Showers
30 - T - -10MPH - Showers continue
Kytohrn (June)


Text Account:
Stallen is leader
7 - P - 10MPH
They arrive at road of the 7 Drunkards the 7th day of the journey.
They have no enconters that day. They are conductecd across the bridge by the emperors guards who charge them 38 taels to cross (1 per man, 2 per beast and 5 per cart). They are met at the entrance to the city by childeren who are looking for caravans wishing to make camp in their coral area. They put their horses in a coral and gather together the items they wish to sell in the city.
Vict., Katrina, with fido on a leash, krom, stallen, Gal., Bensil, She go to the city. They are guided into the city by the kids at the corale.
Chin Tow is the head man of the town. They set up a tent outside of town and hire the young boy who took them to the coral to call out in the city and advetize their ware. 6 toughs come to them and demand payment "to insure nothing bad happens" and are hired as they charge only 6 tael. Merchants come and buy much of what they offer. They return to camp and that evening are visited by the wotn whores who they turn away.
8 - Q - 15 MPH 3/4" of rain
The rain begins at dawn and keeps them to their tents the next day.
They walk to town to look for things to cast their cantrip perm. spells on.
They talk about what they want to sell. They return to the camp and Gal and the rest cast spells on items they plan to sell.
9 - Q - 15 MPH same rain
Evening Encounter Jishin Mushi
HD 5+4, AC 3 Att 1 - 2d8 dam
A 39            B 32
-14 St          - 7 Kag
-15 Kat         - 20 Kat
-19 Gal         - 18 Gal
R - 2xM.Missle, Light, E Arc
R - 2 M.Missle, 
10 - R - 15 MPH rain stops
11 - Q - + 10 MPH short sprinkle
12 - R - -15 MH No rain
13 - R - -15 MPH 1/3 " rain
14 - P - +10 MPH from N
Time Stop still on the spice road.
15 - Q - Still - Trace of rain - Encounter with very large caravan

16 - S - -15 from S
17 - P - Very Strong wind from N. - Heavy rain (4.5") and Lightning Storm
18 - P - No Change
19 - P - No Change
20 - Q - Storm Breaks -10MPH From S.E. - Lt. Rain
21 - P - No wind  - Lt. Rain
22 - Q - Mod. Rain (3/4") - -10 MPH from SE
23 - R - -15 MPH SE - Rain stops
24 - S - Same wind - Trace rain
25  - S - Same
26 - T -15 MPH
27 - R - +15MPH From N
28 - T - + 10 MPH From S Mod. Rain
29 - R - +10MPH from N Showers
30 - T - -10MPH - Showers continue
Kytohrn (June)


Text Account:
They begin fixing up the ship. Next day, they begin their journey again as the ship goes it's way. 50gp total donated by party to invest on ship and invest. Begin bandit army encounter.


Text Account:
Bandit battle - see encounter sheets for details.


Text Account:
Bandit battle continues! See sheets for details.


Text Account:
After the bandit battle the search the bodies, count the money, divy up the stuff they are taking with them. They search the area and find tracks left by the remaining bandits. They decide to start following them the next day.
They find a survivor.


Text Account:
Kythorn 2 - Continue traveling for 5 days. Encounter Kenku just outside of Minlau.
Kythorn 7 - They check out the house where the kenku are being hels. They continue on the the city of Minlau. They are insulted by the city elders and decide to attack the bosses in the city and the house where the kenku are at the same time.


Text Account:
Reminder/Duplicate of real record of this week
They were freeing the Kenku from the officials house outside of the town of Minlow.


Text Account:
Kythorn 8 - They meet with the townspeople and try to set up some kind of organization. The Kenku tell them where to find the hideout of the bandits. They travel 2 days to get there. Next day, they search around the cliff temple where the bandits are holed up.


Text Account:
Kythorn 11 Observing the bandits and planing the attack. 
Two bandits are killed (3HD)


Text Account:
Kythorn 12 - Planning attack on the cliff temple. Battle begins!


Text Account:
Bandit battle in the cliff temple continues - For details consult the encounter sheet. They drive the bandits out of the temple and kill most. A group reaches their horses and flee. They chase down a bunch with the help of the Kenku. They make a last stand a the top of a hill where they are cut down.


Text Account:
Dromar is leader
They have smashed both doors and they lie at the bottom of the tunnel leading to the top opening. Stallen is hovering watching the top most opening trying to see where everyone went.
Round 1
The front 2 lines jump down into the hole and begin checking the corredor and room out
They rest of the party follows them down and they notice the rock dust in the air from the bolder trap. They see the blocked corredor.
RR Gal goes wraith form and see there are an extra level of boulders on top and a squared off chamber in the top of the ceiling where the bolders were stored. 
Gal. casts wraith form and checks things out.
St. rejoins the party. 
Phanto goes in the bottom of the tunnel and looks around in the guard room.
Gal. casts rock to mud to make a shortcut through the tunnel.
8 Min pass
Phantoz goes to the landing in from of top room 10
They encounter slaves and soldiers in the room where the bolt hole is. 
10 Soldiers and 23 slaves with 4 of the chests with silver. The rest of the valuble stuff his on its way down the tunnel to the corale.
Bless, rainbow pattern,
They try to surrender, but 4 are killed before they can react
R They head into the room and the slaves amnd remaining soldieers flee to the E.
R
R
R
R
R 
R
R They get to the room leading to the surface and see the last of the slave climbing up the hole.
R They follow, and krom kills one at the top of the tree exit
R Oil flasks are cast down the hole
R They get to the surface and try to run after  
R
R
R
Call Animals,Fly,
R T
R The people up where the chessts wer are heading after the rest of the party. - 7 rounds to reach the surface
R
R
R
R
14 Rounds for dromar to catch up to the horse.
13r
rr
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
                               x
After an hour, a total of 14 horses have responded to the call animal and they have been captured and teathered. They catch 2 more horses with gear. They have a total of 7 chests and phantoz found the chest with art items of 3 golden gem encrusted statuse 3 gods (2men and 1 wonam) worth 2500 gp each. Phanto keeps 2 and puts one in the chest.
Time stop at 1:00 in the morning.


Text Account:
They are where they stopped to talk to the Kenku about them following the bandits.
They decide to continue to the bandits. The bandits are heading for the flat ground so they can not be surprised.
Vict. casts a Nap spell and they remorize their spells before setting out after the bad guys all spell casters. This takes an hour.
They split the party into 2 groups, one fast, one slow
The fast group goes 32" on Phantom Steeds (5)
Gal. Krom, Vict., Dromar, Stallen travel on the fast steeds, the rest follow.
They tell to NPCs to follow them as best as they can with their extra horses.
The bad guys rest their horses for 40 min at lunch.
They come out onto the plain and see the Kenku flying ahead pointing the way. Another two hours passes and the hunters can see their prey!
They continue ...
When they are a half a mile away, they see the bandits split up and each head in a different direction.
Krom and dromar recast their spells some stone skins are cast and they continue. The party split up and heads off to go one on one. 
Visibility roll % for cahance to see and again under that t ohave a chance 
Gal 19 HP -18 does 4 pts dam in the fall, horse steps for 3 pts
She continues to chase the horse for 5 min then it stops and allows her to gentle it then tie it up. She gets the chest. Takes 20 min
She stips the horse of tack and set it free. She heads back, arrives in 45Min
Dromar 16 HP -5 -4 -6 -1 runs him down for 4 min then fires arrows.
Dro ignores the guy and gets the chest off the horse then sets it free with the saddle on it. It s found by a young farm boy who makes it a treasured pet. The chest is hidden in the brush.
Kroms surrenders him and escapes off into the brush. He eventually finds his horse and continues his evil ways in the far southern countries.
Vict. His guy stops the horse in a hidden place, gets off and runs away, leafing the horse behind him with its treasure. Tkes the chest and goes back to the party.
Stallens 35 HP is heading out. His is the winning leader of the fight (has a black eye and a cut, but is the winner) and is willing to sacrafice the chest to get away. He cuts it loose.
They rejoin the rest of the party back where the bandits stopped to talk and fight. They find the body of the one that wanted to stay together and give up. St. flies up to get the lay of the land. He will be met by Morning star who gives him hints about the directions the bandits went in.
They send the people on the fast phantom steeds (St., Gal., Vict.) to chase the 3 guys the Kenku knows about.
Gal. follows one 25 HP who puts a rope across the trees to strip Gal. off her horse
R MMissle -17
R MMissle -19 Dead
Finds the horse tied up nearby. The chest has been hidden near there. Finds chest in 11 min.
Stallen chases his for 8 rounds 14 HP - 18 -4 from fall
He ties up the horse and goes back to the guy.
Vict. lassoos her guy and drags him behind her. 35 HP-4
He falls on his sword and bleeds to death on the way back to the rest of the party hanigining head down on his horse.
Dromar goes after another using his bird as a spotter.
HP 23 -2-7-2 He shots arrows at it and it falls off his horse and tries to crawll away. A flaming hands spell misses him, and he hides from Dromar successfully; his treasure and horse are taken by dromar.
Vict. follows the leader leut. 
He carries with him a fortune in gems.
Vict. lassos him and ties him up. As the leut. is getting on his horse, he manages to fall on his sword and blead to death on the way back to the camp
They camp there and rest until morning. They look at the gems. Cast guardiuan watch.
23 shares NPC 1464gp, 332 taels-PC shares 2929gp, 664 taels


Text Account:
They are talking about what to do after the booty has been devided. They decide to head to Minlow. The one who surrendered heads off in the opposite direction of the party. It is 3:00 in the afternoon and the sun goes dwn about 6:00. They have to travel 5 hours to get to the road. They camp when it gets dark in an old river canyon.
No Enc. that night
They get up and continue on their way after re-memorizing their spells.
Day 1 - On Road - Weather Fair - No Enc. 
Gal. - Armor-S. Skin-Strength on Pi and Tim
Vict - create Campsight-Guardian Watch
Tim.-Strike Camp 
Day 2 - Enc. Giant Vulture Does not attack, seen with a fox in its mouth - 
They get to the village of Min Low that evening. They find a dead horse that belonged to one of the soldiers. Tracking, find the footprints leading away from the town.
They get to town and see the main building has burned down. ti ZZia goes off to harangue the city eldars. They don't know who did it and will cooperate with the investigators that are still a week away. The party camps out that night and th elder taht invites them to town is injured.
They head out the next day. 
Day 3 - No Enc
Day 4  - Enc. That morning they encounter Doc Cu'o'c
He tells things about Kou Melan although he only know what it was like from years ago. They can go to the Astral plane, so he offers to guide them. He promices to meet them again when the sun is going down. They lighten their load. A merchant born from an outlying town appears saying an invisible voice told him to "meet his destiny where the two tree have been burned on one side". "Hin Key" He offers to donate 25% of his profits to charity. They split up the stuff they leave to the cook, the guide and the merchant-to-be. 
Pi.=220lb/Gal=75lbs/emb=150lbs,Dro=65lbs/Vic=50lbs/Kag.=12lbs/Kilana=12lbs.
St.=12lbs/Bensyl-5lbs/Tim-200lbs/Broda-160lbs
There are no encounters the night when they arrive at Kou Melian. They are 40 Miles from the city. Stalen drinks a potion of Longevity and is 9 years younger.
Day 1 no enc. day 2 no enc, thay three night encoutn.


Text Account:
Galranwyn is the laader!
They are 40 Miles from the city when they arrive at Kou Melian.
The Doc O'Oc that brought them here throught the Astral Plane was unable to get closer than that.
Day 1 no enc. day 2 no enc, thay three night encoutn. with the Lesser Spirit - Guardian of the Kou Melian planes. His last words to the party was "Beware of the big wind which is coming". They have gone about 20 of the 40 miles to the city - another 2 days at their present speed.
By night fall of the next day, 120 mph winds will sweep from the Nw to the SE. The Temp will fall 20 Deg. to below freezing and with the wind chill, the temp will fall to -10 deg. The wind is extreamly dry; everyone will suffer from thirst. The wind will begin to rise at 9:00 (to 10mph) and will rise about 10MPH per hour to the max 120mph. It will only last at full strength fo 28 hrs and then will fall 5mph per hour so at the end of the second day (48hrs) the wind is only blowing 20MPH. The temp rises to 45deg in the day and 30 deg at night. The temp will continue to rise 1d6 deg per day until at the normal temp for the season.
The great conflagration in the final battle of the city resulted in several magic dead areas. These areas are somtimes vast in area and pose a real danger to the chisps passing through them. They can cause a ship to crash unless it vears off onto a rearward course. These areas are very difficult to detect. They can not be detected by a det. Magic or true sight. There is a 10% chance per mile traveled within 20 miles of the city that a "dead magic" zone will be hit. 
They will see the Impossable Pallace of the Sliver Domes PG 4 of karatur
Ghostly screams of the ghosts of Kou Meilan can be heard within 2 mi. of the city.
They want to do a forced march to the SE or make a place to weather the storm.
They are casting spells to protect themselves - They do a combine spell on the clerics and they cast a stone shape to create a flat rock wall so Gal. can cast room of seclusion. Then they wait for the storm.
At about 12:00 (wind about 40mph) they go inside.
They will wait fo 24 hours haning out and sharpening their weapons.
The wind is stil at its highest and they close the door again.
They spend another 24 hours in the room and check again. 
The wind is blowing 20mph with the temp about 45deg.
They pack up and head out about 10:00 in the morning. They get about 9 mi that day.
They are 10 Mi from the city that night. Begin rolling Kou Melian encounters.
No Enc@6:00 - They hear strange sounds that night.
No Enc the next day. They get to within 1 mile of the city (begin roling off the t/m/e chart). That night they hear the sounds again including an explosion of sound with no source that wakes them all up at 4:00.
No enc the next day. They memorize new spells and cast them (they work in the 5 zone). Going into a magic dead area will negate the spell. 
They are heading toward the gate. They will head through a 7 a 3 and a 1.
They arrive in area 7 - light is brighter, sun is warmer, thing outside go slower, they get tired less.
As they approach the gate, it gets darker, colder and they get tired.
They stop when they get to 100' from the gate.
Dromar uses his glasses of true seeing and shrinks to 18" for 2d12 hours. (16)
They are going to walk to the blasted opening in the side (1:00)
The play with the magic road then cross it and go through the opening in the next wall. Standing in front of the fort, they take a good look around.
They walk toward budg 2-9. No Enc.
They search around the second floor roof looking in at rms 17-18-20 then tell the rest what they saw.
The party comes up the roof and into room 18. They pass through without searching and enter into the stairway room (8) They pass through to room 17.
They search around Rnd. Enc. Giant Ravens (6) 4 flee, 2 stay.
A-2x     b-7x
- 7     - 5-8 Pi
        - 2 Kilana
R
R
One of the statues speak to them.


Text Account:
Gal. is leader again!
They are in Kou Melian in building 2-9 in room 17 with the soul containers.
These are terra-cotta figurines abouyt 18" high very realistically rendered of the form of the person whos soul is inside.
One of the statues speak to them. He is We Yah and want to know if they are of the We family. He misses his worshipers and stories of their family. 
Gal and Te Ziah are at the statues.
They are in a 2 area (wild surge time 1/2 norm).
Gal. casts a tounges spell successfully and hears the statue refuse to help them unless they bring him a member of the family We. 
Kilak sees a land shark like creature (Battle Beast) looks like a 
They go out to the stair well and they go downstairs.
Enter room 9 enc. 
Crimson Mist. 67 HP    -17-12-14-11 Krom  -7-8 Pi - Tim -19 Gal
R Bless
R M.Missle, Far Cure3
R Kilana D.Door
R Gal Prof. Healing
R Cure Mod 2, Glasses of seeing Wild Surge turns Pi into steel and blind! 
R Cur Mod 2, Cure Lt. Tim.,
R Checking out skels. 
T searching room. They find a chop of We. They keep it.
RR They go into room 7. Empty and quickly out
R To corredore... 
RR To Room 10
R Back to room 7 and searching.
T They find nothing 
R Look in 6 close door and go to Room 2.
RR They go into 2 and search aboud.
Encounter Nat Hakim Yeng is the spirit of the Table. It will try to cow them.
R-Striking, B. Hands - Nat speaks to Te Ziah and asks for a sacrafice.
Tim. give the food to sacrafice and Te Ziah does the cerimony.
It becomes very friendly after the sacrafice.
We Sa is the name of the spirit.
He tells them of the Impossable Palace of the Sliver Domes PG 4 of karatur. 
Time Stop after the night passes uneventfully.


Text Account:
Leader is Dromar - Time Stop after the night passes uneventfully.
Ne Sa is the name of the spirit.
He tells them of the Impossable Palace of the Sliver Domes PG 4 of karatur. 
The party makes the night in the room with the spirit (2).
Timber, Stallen, - Ember, Kagar, - Krom, Kilak On 3 watches
Stallen casts a spell Dark Light.
Looking around the windws of the house on the 2nd story - They notice the patches of dying light in slow areas.
Stallen casts invisibility.
They see a tech patrol man and a Wall Ape with its face on the top of it's head.
They rejoin each other and talk about what they saw.
No enc. that night.
They wake up the next morning and Dromar give his rations to Te Ziah to sacrafice to the house. The house is satisfied and agrees to shelter them when they need it 
They break camp and head out to look for the stuff they saw the night before.
Roll enc once every 3 hours in the day and every 6 at night.
T No enc. - They find nothing.
They go back toward the fort and the road and the road.
Dromar gets on the road headed to the NE.
Vic-2, emb-4, Ki-1, Krom - 1,
TT They get to the big (2x30'x80' gates) with the hole melted into the gate and ground. 
T They are checking out the hole.
They head toward the Rose colored building (3-14) to N of them.
They check out the tower. 
T The find the building is made of garnet and Ember begins filling her pockets.
T They search
Stallen tries to climb up the wall and falls.
Dromar knocks on the door and the spirit is summoned. It is angry! If the door is attacked, it will Summon phase snakes, then rain fire, but will attempt to chase them away and save his strength.
It tries to fear him, but the spell turns into a blue energy sphere of repulsion
T Pisheo searching for traps on the door.
Victorex attempts to open the door.
She is feared by the Nat and runs S. for 5 rnds.
Dromar goes back to pick up the big garnet.
Timber chases and catches Vict. after 4 rounds. The Nat does not attack.
They go back to the road.
Time stop for dinner break.
Re-start after dinner - They are all together about 200 yrds from the tower they were.
TT they are heading back to the hole in the wall avoiding the road nd come to th crater area. They pass between the melted wall and the glassy bowel-like depression. 
T No Enc.
H They are inside the 4th wall, checking things out.
HH They head toward the yellow, irregularly shaped building , but stop while they are inspecting the gray building 4-5.
Stallen is approaching the front door of marble in the S.
Krom, Vict and Dromar head for the door in the N.
Stallen uses his shovel to sweep away the debris from the doorway. 
Krom, V nad Dro return back to the other side.
TTT Gal, Pi, Tim are checking the windows situation in this house. 
Dro. uses the Glasses and see too much. Caught in a Magic Amplification area (7), the glasses let him see everything up to the impossible palace. It turns his eyes perminantly blue!!
Stallen knocs on the door and gets the same old "master shu is not at home. Please honor us with a visit subsenquently". Dro. goes ehterial and encounters a black Abashi! He flees back to the P.M. after a ST vs command to stay.
He meditates inside the room trying not to attract attention.
Outside, pi tries to uses ascenders and is thrown off the wall. Krom throws her up to the roof. She gets on the roof.
Dromar looks at the entry room with the gold dolphin hat racks and the 2" sq. paddles on the doors to E. and W. The archway in the N 20'wide, opens into a large room.
Dro looks in room 2 and then goes back to room 1.
Timber and Stallen join Pi on the roof. St. shakes the dormer shutters and attracts something Rand. Enc. - Shan Sho the 1' high pixie like creatures. 
4 Shan Sho are waiting for them at the window. They will jump off the tiger when it attacks and attaempt to fire their arrows from cover.
They see the Shan Sho city with 58 huts and 24 ceiling hives. There are a total of 854 of them living here mostly supplied by the bmbo forest below. There is a hidden trapdoor 2' across with a ladder leading down. 
They parlay with the king who arrives in a 3 tier pagoda bird house made of gold. Their voices are so high only the lowest of their voices can be understood. They have surrendered to the king who wants some assurance that they will not reveal their location to the outside world.
Gal and Kilak tgl in room 12. They are searching
Kat. and kilak go into room 13 wqith the blue oak parqua floor. They are T noticed by Kuei. He will continue to follow them until it's night.
Meanwhile, the others in the Shan Sho city are asked to provide the king with something of value to hold as security against them telling what they know of them. St. gives them the chunk of garnet they found at the rose clolored building. He releases them "to return and swear to the king that youve told no one our our existance" to retreive the garnet before they leave the city forever.
The party agrees and they go out the gable and down the rope to the ground.
Enc. Outdoor with common bats.
They see the footsteps going in the marble door and Timber knoks on the door. Stallen completes his circumspection of the building and everyones in the house now.
Gal and Kilana find the Iron Oven and they find the ceramic armor, and the boots of striding, but they don't know what they are. If they are used in the city they may backfire and slow time by 1000%.
Time Stop at  hour past sundown and they are all in room 4-5 room 12.
The Spirit contues to watch them until one walks off by himself.


Text Account:
Galranwyn is the leader.
Time Stop in Room 12 of Building 4-5 in Kou Melian at 1 hour past sundown and they are all in room 4-5 room 12.
The Spirit contues to watch them until one walks off by himself.
They pause to examine the stuff they found. St. does L. Lore on the armor stuff. 
H They find out what the boots do and how the armor (4) is put on.
T They open a door!
TT Room 4-5-9 Misc Junk - No Enc.
T They move on to room 4-5-8 Gal. has the rock.
T They move to the far west room
T They are opening the door in the W to the tower area.
T Open door to room 16
TT Heat exchanger keeps this room cold and hazy. Empty
UP stairs to room 17
They mess around with the pipes on the stairs about 1.5" dia. that heat exchange the top floor and the bottom floor.
They go to the door on the second level.
Room 19 timber is caugt in the 2d10 acid trap.
T sorting out his stuff.
They go into room 18.
They find the Globe Instrument and check it out.
Time Stop after 20 min in this room (Its about 9:30)


Text Account:
Stallen is Leader - They go into room 18.
They find the Globe Instrument and check it out.
Time Stop after 20 min in this room (Its about 9:30)
They hide their light rocks and St tries to determine where the light from the lens falls on the Instrument.
Pi is looking out the window and sees nothing
They are leaving.
They go up to the observitory room. They do a L. Lore on the control device and find out its from Seker. 
They mess with the dome sections and open 1. - No Enc.
They want to open a section in the NE dome. - No Enc.
They see the glow from the Impossible Palace.
Its 11:30 at night and they close up the panel and go down.
They go back to Room 12 where dromar has been meditating.
They set watches and most prepare to sleep.
Kat. gives Tim. her spare backpack, and does L. Lore on some stuff.
Resting. Enc. on 3rd watch.
They enc. Le Yah Shoo the house spirit. 
She sings them the family anthem (25 min long) flirts with Visct. (wants to screw him) and asks many questions about the times that have passed.
She tells them what she knows of the imperial history and the legends of the Impossible Palace.
They all get up and make their morning meal as St and Te talk to the house spirit. They prepare to leave. (Spells are the same as the day before.
They go outside at 8:00 AM No Enc.
TT They go to the N to the road and take it to the E. Gate to area 5,
No Enc.
T The gate to 5 is open.
TTT They get off the road and go throught the 70'x30' double doors. The top of the gate fort is triangular. 
T They go toward 5-22. They stop at the door.
T They begin to clear the debris from the gate away from the front door.
No Enc!
They knock at the door. The donkey faced demented door guardian will answer.
YY They get past him easily and enter the main hall with the green floor and scarlet pollars 30' high
T They go to the door to the Theater which is carve over 80% with carved bas releaf portrates of great performers. No Enc. 
They open the door. And wal through the seats to the stage below.
The party goes up to the stage to give a performance.
Enc. Ghosts of performers. Man and Woman.
A Man 53       B Woman 58
-15 St          -15 ST
St-18              gal - 22-21-20
Kag.-9 Dro-8 
Vict-14

R
R
R P. Evil, MMissle, N. Plane prot. Color spray, turn
R M. Missle, 
R Abjure,M.Missle
Krom and Kat. age 10 years!
Time Stop at 12:10 PM at the end of the battle with the ghosts.
The door to the left leads to the stadium.


Text Account:
Leader is Timber. Kou Melian - Bldg 5-22, Room 1 (magic surge area)
Time Stop at 12:10 PM at the end of the battle with the ghosts.
The door to the left leads to the stadium.
They have just vanquished the ghosts and are on the stage. There are some small dressing rooms and prop rooms full of nothing important.
No Enc. - Light rock out, they head to the backstage area to the W. There are 4 10x20' rooms to the far W. of the 40x60' area
T Door 2 - No Enc. Moldering clothes (Wardrobe)
TT Door 1 - Mask (intact and brightly colored almost kabuki like)
Dromar dons glasses and a magic sureg hits. It summons a imp to plauge the caster of the spell. Dromar casts sleep on Ima and leaves him food, water and paramicium hide armor.
T  Door 3 - Enc. Bats get in through small hole in the lower wall. 
T Door 4 - Dressing room w/bamboo and silk frame room deviders.
T They decide to leave this building.
No ENc - Outside, looking around
They are heading toward the inner city
H No Enc. - They get to the inner gate. It is in a zone 8 (Magic dead area). TTT The gate is heavy magic that repells motion (repulser field)
They are haeding back to building 5-23. 
TTTT They get to 5-23 (Wild Magic area) Opening the front door. 
They get into room 1. Hear the music.
Te Ziah does sacrafice and a Bless is cast. The house spirit forms and tells them somethings about the family Chie
Family Chie - Chie Te Yong tree. Morphing Fern is appearance of house spirit.
They are allowed to spend the night, but they are told not to go to the upper levels. They start to investigate the buildsing lower floor.
TT Room 13
T Room 12
T Room 13
T Room 6
H Moving quickly and opening all doors and see all ground floor rooms.
They make camp in room 1. 
The night passes quickly.


Text Account:
Peter (Stalen) is leader!
5-23 (Wild Magic area) - They make camp in room 1. 
The night passes quickly. Time Stop
That night - No Enc. - Next Morning, they memorize spells and cast a few.
The next morning, the house spirit will ask about the park and if it still exist. He will tell them about the park areas.
They head out! No Enc.
TTTT They get to the gate Magic Dead (8). They try to det. magic on door, but it fails.
T Te Ziah does a sacrafice for door to no effect.
T They take off as fast as they can clockwise around the gate.
They get to the N wall into 6 and see the great steel gate with the precious metals and gems. There is the s. door
T 50 exp for finding the relation of the pictures on the gate to the ancient pictures they found. No Enc.
T 60'from RT. of door is S. door. requires a key. Pick locks at -60%
Kat. does a knock spell on the S. Door. It opens, but the gong alarm goes off + 3 to enc rolls. Summoned enc. Bulette!
48 HP - 22 Gal, 20 Kat, 34 Krom
3 More! 100' 80' 
35,             42,-2tohit            55 (inside) stun 6r
-23 Gal         -6-7 Kilana             -19 St, -22 Dro (Killed)
-26 Krom        -21-19 Krom                        

R M.Misx2,poly other, bless
R M.Misslex3, Ice Bolt, b. beam, Bensyl is mirrored and disoriented.
R Cure Severe
out-Krom, Gal., Vict., kilana
in-stal, drom, broda, kagar, emb
TT They gut the creature while bensyl learns how to walk (sort of) again.
They hop on the rt. side road that leads to the palace. 
HHHH They search the garden and investigate the trees and their effects. Katrina falls asleep under the question tree, She asks what will help them complete their objective. It tells her of the 15 prayers. 50 exp. for Kat.
50 exp. to Gal and Vict. for figuring out the prayer.
HH They try to get Kat. and Bensyl back together.
They get Kat. wakened, but she forget her dream.
ST. checks out the pool and see an old Tefnutian merman with the fish fins of a gold fish. Their human body parts are covered with fin golden scales like a koi fish, matching their fish parts. The old one swims so st. can see him and beckons St. to join him. Gal. detects align (C.G.). 2 dozen more Tef. swim to the surface and use syncronized swimming to for the Chow rune for "Sftey". Then they change to "Trust". 3 Water Breath spells are cast and the party dives into the water. The mer people take them to see their leader in the emerald palace in the center of the pool. 
He tells them the story of their people. Gives them a Key of the Emperor, and 15 water breathing emeralsd.
The party stays in the palace that night, some with bed warmers.
The next morning they swim up and out of the pool.
Time stop where they are looking at the Impossible Palace.


Text Account:
lUCY (vICTOREX) IS LEADER.
They are in the Inner Palace standing with their backs to the pool and the garden and facing the entrance to the Palace of the Impossible Domes.
Time Stop about 8:30 in the morning as they have just climbed out of the pool.
The door is wizard locked and double locked (The code word is Ah Ching Ga). 
T They are looking at the door 8'x12' for s. doors and other ways to open this.
No Enc. 
They continue to try knocking the door open and stuff.
T Te Ziah makes a sacrafice outside the door and has no result.
Kat. does a knock spell - the wizard lock is off and one of the locks, but not the last lock.
T Trying to find out more about the door. They keep trying to open the door
Kat does another knock spell. 6 Mapes are waiting for them to ambush them. There are 4 others withing hearing that will arrive in 1d6 rounds after the noise of the battle summons them.
Surprise Tim-36, Bensyl-39, Dro-23, Kilak - 38
R Phant. Killer, Striking, M.Missle, Bless, W. Master
R C. Spray, S. Skin, 
R Tongus, Healing, Vamp Touch
A x              B 57x           C 72x           D 83x           E 65   F
-18 Kat.        -10-17-13Pi     -32              -14-17-37om     -25                 
Dro.x           Timber          -17-15-17-17 Emb - Kilak                 
                -15-16 Vict                     -9 Kat
elmis rune placed at arch entrance at back of room.
T Searching bodies
T Taking parts
Battle Beasts - Mapes (Man apes)
AC 0  ATT-3 STR 20 (+2,+3) MOVE-15 9 in trees, HD 15, THACO 3, Dam. all +4 2d8,2d8,3d12
They have very accute hearing and will quickly converge on any noise.
The survivors tell the rest of the creatures that they should engage them in a no magic area. One will be designated to watch them and keep the rest apprised of their where abouts. They will attempt to lure the party to this area if they seem to be going in another direction.


Text Account:
Stallen is leader
Time stop 25 min after the battle with the battle beasts.
Gal. does a stoneskin on herself.
T Stalen does a det. magic - Sees The magic dead areas beyond the arches
Gal. does a det and finds the teleport rune.
TT They go to the E. opening and look into the public "Throne Room"
St. casts rune on doorwya "Screemer"
T They leave the throne room and go across the entry room to the Entertainment room and read the runes telling its a magic dead area St. casts a rune Screemer there.
The runes only work for an hour until the magic is absorbed by the floor.
TT They discuss what they are going to do.
They go to the S.E. corner of the entry room and cast healings then a nap spell and they rememorize spells. {P. f. evil, wivern watch, invisible on Krom and kiliak. Then the people getting the nap spell get into the tent of mists.
They finish memorizing spells. They return to the throne room. Searching the shutters for a way to open it. Windows will work on 1-2 on d6.
They try the other shutters, but they are not working. They check out the pictures (emperor 7,3,23,42,51,chan). 
They go to the door in the throne room. 
They go to room 4 (discussion room).
The apes attack!
R Hold, Bless, M. Missle
RRRRR
A 62x Blind 1 eye  B 63x            C 76 Blindx        D 68        E 74
-13-5-4 Vict      - Krom           -10-16-11-8-20 Kag -6 Gal
-10 Kilak         -13-12-22-26 Emb -7-7 Dromar        -6 Gal
-1 Dro
-5-6-12-7 Kilana

F 70 Web 2clawx G 74 2 claw dis. Blind1x      H 79      
-7-7 Kilak       - te
-26-9-11 Emb    -14- Krom
-16 Kat           -1-4 Dro
-7 Kila          -3-3-2-6 Gal
                -12-18-8 emb
                -12-20 kag
                -8 Kilana
The remaining 3 creatures have fled when they saw their members die. Another oil flask will burn for 4 more rounds.
Time Stop


Text Account:
Leader = Stallen
Time Stop where the remaining 3 creatures have fled when they saw their members die. Another oil flask will burn for 4 more rounds.

Two will be in room 3, one will be watching from the cross corredor to the north keeping watch. They will try to come together to attack the party. They have no thought for their own lives. 

They wait until the fire dies out and then run out of the room toward the throne room. 
They surprise the apes in the throne room
A 67x                  B 70x                    C 72x Tangled
-8-4-1-2 Pi            - Tangled! 3 rnds        -8-10 Kila
-5- Ti                 -10-11-11-8-8 Kilana     -17-15 Emb
-10-11-6-10-9-6 Kilak  -3-6-3 Gal               -6-11 Pi
                       -3 Pi                    -8- Ti
RRRR                   -7 Kilak
R Deaths Door
RR
After the battle is over and they are all back in the entry room, they are casting D. Door and they ressurect Krom. They spend the rest of a day in this room.
Te Ziah is praying when the spirit of the guardian emperor of the Palace of the Invincable Domes appears as an old man and talks to the party. He give them the activation words of the teleport rune:
Kin Techuk - Golden Springs
Meh Leshuk - Sliver Clouds 
He tells them to go through to the maze and down the opening "4 horses across wide with bronze doors.
The party spends the night there and prepares spells for an underground adventure.
They get their shit together and they head to the Telpeport rune and pronounce the magic words.
They get to the palace and beorn goes crazy wanting to get to his destiny.
He leads them through the garden maze to the crypt entrance. Stalen uses his chop to open the door and Beorn leads them down the 45'x15' ramp to the 1st Undercity entrance. Beorn leads them to the entrance to the 1st Crypt entrance.
They get to the Nobles Quaerters Rnd. Enc. - Gel. Cube
R C. Spray, Bless, G. Dust
A 21-Stunned 4R, Blind 3 rounds
-11 Ti
-13 Vict
They stop to search it. THey find
Silver: 224
Copper: 20
50gp  Carnelian: Orange-red
100gp  Pearl: Pure white
500gp  Garnet: Deep red
They distribute it. And they leave.
No Enc. They get to the meeting square.
They do obesance at the entrance to the City Crypts.
They get to the entrance to the golden stairs where Te Ziah does a sacrafice.
They see the iron posts that come from the ceiling to kill. 12 Skeletons are trapped under the iron posts.
TTT Searching for traps. They decide to follow beorn and not check for traps
They head down the stairs until they reach the archway to the First of the toyal crypts.
Dust Skeletons (28) 14 turned
R Turnx3,dagger of align
R M.Missle, Boots, B Hands
R M.Missle, Sweetwater, RamRing,m.missle,
R M Missle, 
R S.Beam,m.missle,heal,m.missle, a.arrow

Dust Skel 8 HD, 2 Att 2d6(1d2 for rot if fail ST VS Con) AC 2 Sp 12 THAC0=12
A 38x             B 35x            C 28x            D 31x
-7-5-4-4-4-8-6 Pi -4-11-4 Kat*     -8-13-6-5 Emb    -3-21-10 Dro
                  -15 Emb

E 32x            F 35x                   G 41x              H 43x
-5-4-11-5-2 Kil  -4-4-3-8-3-3 Kagar     -6-7-7-12-19 Krom   -10-3-5 Dro
-6 Krom          -18                     -5-3 kag           -4-6 Kil
                                                            -3- Pi
I 23x            J 38x             M 39x                    -8-4 Emb
-11-3-3 Kilak*  -18-15-23 Gal     -8-8-6-5-8-5 Vic
-12 krom                          - emb

N 30x            32x              26x
-6-4-5-7-4 Tix   -4-2 Kila       -7-7-12 Krom
-5               -3-3 Broda**
                 -16 katrina
                 -8 St*

Katrina, Kilak, Broda, Stalen, Timber are infected with a fast acting rotting disease. A cure disease is needed. 
Timber is healed. Stallen is healed.
RRRR
They are sending the diseased ones Stallen, Dromar, Broda, katrina, kilakto the Pos. Mat Plane. They will be stopped at the border etherial plane.
Te Ziah cures one and Sir Ulla the other two
RRRRR Healing and St looks around.
Beorn and Te Ziah lead them through the first crypt.

At the Entrance to the 10th level:
Bone Men (Battle Beast) - HD 18  AC -10 Att-6 THAC0=10 Dam-1d8
A 89                    B 77                    C 81            D 101

These creatures look like skeletons, except the torso is a solid piece of bone. The white boney exterior of these creatures is a carapace like the covering of a lobster. This bone is very thick and must be broken to do any damage at all. They move with a jerkey crab-like movement.

Remember to emphasize the antiquity and alien-ness of the buildings areas they go in. The spirit they meet will be totally static and value the status quo above all else. He will be dedicated to protecting the ancestor spirits that litter the inner palace and crypt areas. Pay attention to Brodda and Kagar. One will willingly sacrafice their lives for the other.


Text Account:
Leader=Dromar
Beorn and Te Ziah lead them through the first crypt. Time Stop.
Thy are at the top of the stairs looking at the dody on the stairs.
A man killer trap is at the top of the stairs.
They want to avoid the 4th and 5th steps that set off the traps. Dromar falls and trips the trap and it hits Vict. 
TTTTT Down the stairs to the room with the 4 statues. They are flabergasted to see a statue to Bob, along with 3 oriental gods. They search the archway for traps.
Flail Snales AC -8 HD 6 THAC0 12 Att 8 Dam 1d12
R M.Misasle, Snilok Missle, B.Tenticles,Striking
R Staff(L.Stike),F. Ball,,E.Blast,
R W.Fog,Blinding Beam,W.Lock,Staff (L.Strike)
R Fog-26,E.Tenticles-9 Hrs
                  This is a party of 25 Flail Snales
1-29x        2-26x        3-17x        4-16x        5-24        6-17
-7 Klana    -13 Kat     -30         -26 Gal                     
- 30         -16                                                       
             -11
7-25x        8-16x        9-26        10-17x      11-26        12-18
-12         -22         -22         -22          -22           -11
-29

13-25        14-34        15-23        16-18        17-22        18-36
-11                                                             
-

19-29        20-18        21-16        22-29        23-29        24-13


25-15
The party is cut off by spells, and they run to the room of the Snail THrone
RRRRR The snails break through the door to the S.
R E.B.Tenticles,
R M.Missle, I.Bolt
R F.Ball,W.Paralize,
R W.Paralize, F.Ball,M.Missle
R W.Para,M.Missle,F.Ball,e.blast,
R M.Missle,E.Blast,F.Finger,F.Ball
R F.Burst,
R 
R F.Traps,
Flail Snales
13-25x        14-36x        15-23x        16-20x (-32)       
-16 Tim       -34-11 Krom   -4-15 Gal     -7-8-10 Gal.
-11-15 Emb    - Dro         -7 Katrina    -4 Dro

17-22x       18-36x
-25 dro     -13 dro
            -17-12 Krom

19-29x        20-18x       21-16x        22-29x       23-29x      24-13x
-25 dro      -25 dro      -13 dro      -5 Gal-9Kila -17         -1-22Gal        
- Kat                     -16R-Para    -6 Gal       -8-3        -
- Vic (para56rnds)                     -6 Gal        -5
-17 Krom                                  -11 Gal
13-25x        
-10 Gal
-20 kROM
14-34        15-23x        
- Para10R    -12         -11                    
-16 Emb      - Kil
             -10Gal

16-18x       17-22x        18-36x
-22-14       -22-14       -11 -14
-6Kil                     -10 Gal
                           -2 Dro
                           -16 Krom     
19-29x        20-18x       
-22          -22 
-28
21-16x        22-29x      23-29x        24-13x
-11          -22          -11 Dro     -22
-28          -11          -17 Emb

RR They complete the 2nd prayer and the ramp gate opens. The Find trap reveals the oil trap. They are healing and looking at the trap. Krom drags a snail body down.
RRRR Cutting up the snail to use to trip the trap.
They continue down the ramp. They see the floor latch for the oil and intentionally trip it. The oil moves 9" per round and is on its way.

At the Entrance to the 10th level:
Bone Men (Battle Beast) - HD 18  AC -10 Att-6 THAC0=10 Dam-1d8
A 89                    B 77                    C 81            D 101

These creatures look like skeletons, except the torso is a solid piece of bone. The white boney exterior of these creatures is a carapace like the covering of a lobster. This bone is very thick and must be broken to do any damage at all. They move with a jerkey crab-like movement.


Text Account:
Dale (Tiumber) is Leader .
They continue down the ramp. They see the floor latch for the oil and intentionally trip it. The oil moves 9" per round and is on its way.
Stepping on the latch wil torch the oil.
R Flying, D. Magic, S.Fingers, R. Fire
R Ram Ring
R Ram Ring
R They Flee
RRRR Down till thy can cast a spell outside of the flames.
R Room of Seclusion.
RRR
R Enc with ancestral dead
R Flame Walk, F. Shield, Prot. Evil, P. Evil, 
TTT They cast prot. from Spirits that lasats 120 min
More healing cast
H They cast a nap spell on the M.U.s 
TTT Re-memorizing spells, changing from the fire damage, meditating.
T They check outside and cast another combine-prot. from spirit.
T Another nap spell is cast.
H 
Beorn - Personality of the Day
Interest --  Politics - Morals -- Lusty - General -- Unkempt
Intellect -- Brilliant - Piety -- Average - Personality -- Hostile
Nature -- Resentful - Bravery -- Cowardly - General Tendencies -- Kindly
Disposition -- Harsh - Honesty -- Average - Sanity -- Normal
Energy -- Slothful - Thrift -- Average
Ember is -3 to moreale the rest of the day as he is unnerved by the spirits.
They go out of the room and move quickly into the oxigen deprived corredcor.
Passed out from lack of oxy. - Krom, Stallen, Beorn, Brodda, Vict. 
They open the double doors at the end of the ramp and enter 3rd level
TT They are looking at the statues in the arcoves.
TT They pass through the archway toward the throne
T The lights come on in the crystal cavern.
There are crystal weeping willows, pear trees, tiny red ladybug crystal on green crystal bamboo leaves, crystal parrots and small mamals peeking from behind huge crystal flower blossoms.
There is a crystal grape arbor and just beyone the white round pebble 45' wide path goes up a rise covered with 5 petaled flowers 1/2" across. The path goes down and ends in the base of the 100' high crystal pedistle. The pedistle is made of carved animals, elephants, tigers, sheep, snakes wolves etc. At the top is a platinum throne carved with the forms and faces of the enimies of the emperor. There are fasces carven into the seat and back of the throne; cro8uching figures form the arms, standing figures hold up the eagle head looking like the helm of the 24th emperor Tan Yen whos thround this is.
They set off the f. field over the arch leading to the stairs with a coin that blinds them for 1d6 turns.
TTT They find the way to get through the archway. Time Stop while the start down the stairway.


Text Account:
Leader = Timber 
They find the way to get through the archway. Time Stop while the start down the stairway. The force wall closes itself behind them.
TTTTT Roll enc (1 on d6) 10 times on the way down the stairs. They hit on 5th roll so they are 500 feet down.
In the stairs to the 4th level - Set encounter with 250 Man-eating Cockroaches 18" ling and 4" high with large stining mandibles. !0 att per rounds. AC 3   HD 1    Att. 1   Dam 1d4 and save VS paralization. Lasts 4+1d6 rounds During that time, the victem will suffer 4d6 dam per round as he is eaten alive.
R R. Insects, B. Hands, M. Missle, combine, bless
-17 from dromar /-2 gal / -1 Pi/-0 Katrina / -2 Kilak / -1 Kagar / -4 Krom
The Jad insect statue of Victorex acts as a repell inscects cast as a 10th level priest. It clears a pa10' rad circle where the roaches don't get close. TTTT They head down the stairs. They get to the bottom without incedent.
T Searching for opening door  search
50 EXP for Stallen for seeing the I Ching. 
Te Ziah recites the meaning of the Peace hexagram and the door unlocks
They get to the throne with the 2 femaile statues that are crying. The throne is made of 3 4' stones totally unadorned. 
Te Ziah and Beorn begin doing the sacrafice while the party members look at the statuettes and look for shifting stone cabinets. When the sacrafice is made, the figurine of the emperor is revealed to be a boy of 10 old far beyond his years.
L. Lore, Glasses, Traps 
They go to the 5th level and use a knock spell on the sliding door. They are attacked by the Guardians of the Emperor.
Guardians 10th Level 10 HD AC -1 THACO 8 4 att per round 1d8+2 1d6+2 by weapon. 
R S. Skin
R F. Traps
R Bless
R E. Black tenticles - 11 Tenticles.
R P Phantom, Flying, striking, M. Missle, Turn, W. Form
R Haste, M. Missle, 
A 57            B 56           C 72           D 62i           E 60
-1              - 6-7          -3-7            -6-8           -3
-7-7 Vict                                                       -7 Tim

F 57           F 60x            G 63            H 48           J 57
-9-8            -4             -6-5            -8-5           -6-8
                -17-15-14-16-12 Krom

K 57           B 56            C 72green       D 62            E 60
-6-10           -9-6 Pi         -17-13 Emb     -12-7-9-7 Kilak -6-6-7-10 Kag

F 57red         F 60            G 62            H 48            J 57
- 17 Kat        -16 Kat         -2 Tiziah       -5 Kilana       -3 Ulla

Beorn is released by Sir Ulla who must fight to protecvt him. Beorn knows the command words for the guards and commands them to stand to attention.
RRRRR Healing
They get to s. door. Go throught the s. dor and around the shelves.
They come to the throune with the 100' high yen wang yeh judge of the dead abve the simple throne.
TT They begin to pray at the throne.
R Time stop at pink glowing resting roo.

They continue and find out more about the situation. With a genius spell, Vict. finds out the history ofTan YUan.
Tan yuan became king at 5 and lived to 13 when he was killed by his uncle to put his cousen on the throne. He was a good ruler and the cousen was alway guilt filled that his rise occured at the expense of his relative. 
30 years of civil strife passed until Tan Yen Ti arrived 4 emperors later.


Text Account:
Leader=Victorex
TT They begin to pray at the throne.R Time stop at pink glowing resting room.
They are casting  spells and stuff
Stallen goes down to look at the door at the end of the corredor and cast a wizard lock. He then starts searching the room.
They decide they want oto stay at least 14 hours (min for remorizing spells).
They get their dreams
They go to the door in the end of the passage and stallen tells them the password.
TTT They cast spells before opening the door. D. Traps, 2 Strength are cast.
T They get down to the 6th level and they stop and look around
Stallen flies to look around. Timber does Bat sense.
Stallen get 50exp for seeing the flower.
H They walk around the circumference of the room experiencing the visions.
TT Beorn, Stallen,, Timber and Sir Ulla go up to the petal throne and begin casting their spells.
TTT The door to the 7th level opens and reveals the corredor with the glowing pudding.
No surprise. Time Stop where the slime has climbed up the sides of the wall for the entire length of the tunnel.


Text Account:
Dromar is the Leader
The door to the 7th level opens and reveals the corredor with the glowing pudding. No surprise. Time Stop where the slime has climbed up the sides of the wall for the entire length of the tunnel.
#1 HD 12 -  AC 2 - ATT 1 per round per person - THAC0 4 - Dam 1d12 (Acid)
R Ice Boltx2, E. Blast, B. Hands
HP 89
-10-8-6 Katrina
-9-5-3 Gal
-8 Kil
-19 Dromar
-32 Krom
-5 Kagar
R M. I Ball, A. Ice Bolt, Flying, 
R Spirit Call, 
#2 HD 18 -  AC 2 - ATT 1 per round per person - THAC0 4 - Dam 1d12 (Acid)
HP 77
-19-24 Gal
-27-9 Dro
-33 Vict
R They retreat up the stairs! 
R S. M. Missle, Hail Stone, R.Ring
R Stallen looks for s. Door, C. Orb, 
#3 HD 22 -  AC 2 - ATT 1 per round per person - THAC0 4 - Dam 1d12 (Acid)
HP 107
-SLowed 6 R-15 Krom -21-21 Dro (10 tent)-20 Gal-8 Emb.
-12 Kat., -23 Krom
R E. Tenticles, W. Paralize, 
R Inv., W.Polymorph, W.Paralize, F.Finger
R m. missle, fear
#4 HD 26 -  AC 2 - ATT 1 per round per person - THAC0 4 - Dam 1d12 (Acid)
HP 124
R Stf T&L, M.Missle 2, M.Missle,
-32 Gal, -17 Stal, -18 Katrina
R R. Ring, M.Missle, 
-3 Dro, -20 Kat., -24 Stal, -14-8 Kagar
# HD 30 -  AC 2 - ATT 1 per round per person - THAC0 4 - Dam 1d12 (Acid)
HP 143
R Stf T&L,
-34 Gal, -24 Stalen, 
R Stf T&L, W. Paralization, R. Ring, E. Blast
-17 Gal,-24 Stal, -2 Dro, Paralized 15R, -5 Kilana
R -23 Kagar, -49 Krom
They walk toward the door at the end of the stairway.
T They see the spikes and back off. F. Traps; they see the trigger stairs at 30' and is 5' wide
RRRRR They cast a c. water to wash off the right had . 
T They pound a peton in to hold a rope and movew past the trap trigger.
The spikes will be set ff with a knock. Hits as 6th Ftr and does 1d6
TTTTTT They go through the door and start down the spiral ramp leading to the bottom of the level. 
T They see the sarcoughicus at the bottom.
T Searching for S. Doors
They need to find the trigger point in the hand of the figure on the sarc. which is where the seal goes. This leads to the tample below the sarc (which slides out of the wy) The temple will open a door opposite where the ramp ends.
Vict. casts f. sec door and finds it. 
T They look for a way to open it.
T Gal. looks at the sarc.
T Gal. searches, Kat. L.Lore,
T Gal. raises a occidental figurine and 
T They continue to search
T They find the way to open the carc.
T Gal. sends a wizard eye down and sees the manicled statues; they discuss
T Kalana does F. Traps
Vict., Dromar, Krom are heading down the tiny stairway toward the evil temple.
The 200 Grave Skeletons will rise and use their manicles as weapons!


