# Adventure Notes-509

Text Account:
Leader Des-29
2:30 + 30 min.
HP 762 Init 12 (Damage 581
Vict-31, Ody-26, Tim-24, Des-22, Gal, Zoe-16, Pi-10

Round 25 Des.EmpFBall 12 , Ody 4,4,1, Vict flies overhead The tree topples one of the Standing Stones in the Temple
The tree has just knocked down one of the standing stones around the temple at 32

Round 26 - 99 HP remain +52 -32 Gal , Vict-Dest-

Init:  Phant-25, Vict-22, Gal-13, Treeent-11 Ody, Des-10, Zoe--9

Round 1 - Phant - Jungel razor-heals tree with negative energy- Heals +52 , Gal L.Bolt 
Victorex's destruction kills the creature
They look at the fallen stone with the thought rto raise them and make the temple function again.
Gal does Shrink item on the lintel stone. This lasts for days. 
They want to move the earth to allow the stone to assume it's previous position and activate the protection of the Temple again. 
110 minutes to right the stone.
From 3:00 this becomes 4:50
At 4:30 Turaha will send a far illusion to tell them to leave.
Gal, Ody, Vict-guarding
Turaha send an eye of power that casts a Eye of power and sends it toward them. It will be Spot DC 25. It moves silently
They don't see the eye. It casts a illusion on them. 
Phant, Des-23, Vict-22, Ody-19,  Gal-15, Zoe-10

Round 1 - Gal--Analize dwomer
Prysmatic spshere - displacement illusion - eye of power.all at 22nd level
Round 2 - Des-diplomacy, Ody-diplomacy Gal-Anti-magic ray,. 
It offers them wealth beyond thier wildest dreams
Round 3 - Gal-Dagger of align - (no reaction) - They continue to negotiate with him. 
Turaha says he will show 2 members of the party where there is a huge treasuer outside the Mythal.
"It will take a day to find the treasure and come back to tlle of it's reality".
He win send a flock of ravens to lead them to the treasure.
Ody want to go, but the rest don't. They all agree to follow the ravens.
His ultimate goal is to make the entire High Forest just like the park that is Myth Andofhaure.
They stop at tree 36 despite the ravens flying toward the hedge.
Tree 36 has a entrance at ground level with a magicly closed door. It was the home of the Delantha family and you need to speak the family name to enter. It is a single giant spiral up the center with 1 large spiraliing room evely 30' in ghight for 120'.
The door is made of banyan bark. 
They return to the trunk of the tree and make camp (Gal, Vict)  and scout (Ody, des), Phanto speak with tree.
Bilah - is the name of the tree. 
Ody and des check out the door. Des is searching. She finds the door, but phanto talking to the tree again does not succeed in talking it out of letting them in.
The tree seeing them camping out without bothing the tree (and it being very lonely) sends them a scrap of paper with the name of the family that will get them inside the tree.
Talking to the tree group Ody, Zoe is guarding, phanto, 
Ody goes into the tree. He likes it and they all decide to go in for the night.
Time stop as they all enter.

	Treant

	Huge Plant
Hit Dice: 25d8+435 (766 hp)
Initiative: 	-1
Speed: 	30 ft. (6 squares)
Armor Class: 	20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20
Base Attack/Grapple: 	+5/+22
Attack:	Slam +12 melee (2d6+9)
Full Attack:	2 slams +12 melee (2d6+9)
Space/Reach: 	15 ft./15 ft.
Special Attacks 	Animate trees, double damage against objects, trample 2d6+13
Special Qualities 	Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire
Saves: 	Fort +10, Ref +1, Will +7
Abilities 	Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12
Skills: 	Diplomacy +3, Hide -9*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground)
Feats: 	Improved Sunder, Iron Will, Power Attack

Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.

Trample (Ex): Reflex DC 22 half. The save DC is Strength-based. Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.






Asdf


Text Account:
Leader is Des
They stop at tree 36 despite the ravens flying toward the hedge.
Tree 36 has a entrance at ground level with a magicly closed door. It was the home of the Delantha family and you need to speak the family name to enter. It is a single giant spiral up the center with 1 large spiraliing room evely 30' in ghight for 120'.
The door is made of banyan bark. 
They return to the trunk of the tree and make camp (Gal, Vict)  and scout (Ody, des), Phanto speak with tree.
Bilah - is the name of the tree. 
Ody and des check out the door. Des is searching. She finds the door, but phanto talking to the tree again does not succeed in talking it out of letting them in.
The tree seeing them camping out without bothing the tree (and it being very lonely) sends them a scrap of paper with the name of the family that will get them inside the tree.
Talking to the tree group Ody, Zoe is guarding, phanto, 
Ody goes into the tree. He likes it and they all decide to go in for the night.
The party goes in and 
Ariel - D. Magic.see the treasure 30' down and to the N behind the wood.
Des- Mage hand and D. Magic
Ody wants to go down inside the trap hole. He ties a rope to his waist Timber holds it. 
Phant fails finding the treasure opening. Des goes down and finds the way to get to the treasure.
Tapestry is of this tree with an elven family picknick going on of remarkable artestry.
They pull out the all treasures and open the locks on the chests. 
They go into room 2 and like it They bring the treaseres into room 2
They rest that night in room 2 with no encounters.
Turaha knows of their variation of what they promiced and has placed Contingeny spells outside the door. One is an image of himself that curses them (programmed illusion) then a Maw of Chaos 10' on the door.
The next morning they cast - Des-M. Armor- Vict-StatusX2-RestoreX3, and Heros Feast (+10HP), Phanto - Lesser Restoration, Ariel-M. Armor, In sword is Orb of Force, Timber--BarkskinX2, Phant-=Owls Insitht on Vict
Gal does Identify on the wand. Phanto does tree stride, and goes unconcious for 10 min.
The party is leaving the tree from Room 2 to 1 to outside. 
Des ready action - ray of enf.
Maw of Chaos on door. Dazed are Zoe, Pi, Des,
Init - Zoe-27, Gal-25, Des-24, Vict, Pi, Ody-20, Ariel-19, Tim-18 Phant-12,
Phanto-S. w/Plant,  Vict-Cure Mod. Mass., Phant- Phantom StagX2 himself and ody,, Vict does Cure Lt Mass, 
Phant and Ody fly up the tree (300' high) 
Vict, Ariel, Gal, Tim, Pi, Zoe activate horse and rides out toward Turaha's Lair.
16 Ravens are killed by Phant and Ody near the tree.
The dead tree attacks the party. It will hit 2 people at random. It hits timber, but they flee.
The temple is covered with nasty insects
They get to the place where the gound has been torn up by the earthquake. It has been hastily repaired by earth elementals.
They have also build a squat stone building over the dead tree stump.
90' diameter and 70' High. It covers all the openings to the underground.
They are at the stone dome. Dead tree 21 becomes a undead Treent which heads their way. It is 1200' away.




Asdf


Text Account:
Timber is leader (29)

The temple is covered with nasty insects
They get to the place where the gound has been torn up by the earthquake. It has been hastily repaired by earth elementals.
They have also build a squat stone building over the dead tree stump.
90' diameter and 70' High. It covers all the openings to the underground.
They are at the stone dome. Dead tree 21 becomes a undead Treent which heads their way. It is 1200' away.

RR They get off their horses and put them away.
RR Cast conviction, Heal, False Life
R Passwall on stone dome. 
They go into the dome.
Inside are 2 Hydras and the worm will arrive in the 5th round.
Init. Ody 27, Vict-25, Phant-24, Tim-22, Spy-21, Gal-21, Pi-18, Ariel-13,  Worm-11, Des-10,  8-Hydra 1, 3-Hydra 2

Round 1 - Res.EnergyMass, 
Round 2 - Phant-Death Ward mass, Gal - Haste, Ariel-RayOEnfeb, Vict-Destruction
Horrific Fails - Gal, Phan, Des
Round 3 - Ariel-Mmissle, Des-Fly
Round 4 - Spy kills the Worm
End of Dome battle
The passage way toward the Amphitheatre - Beholder
The tree stump leads to spiral stairs going down to room 1.
As soon as the Maw of Wood on the stairway entrance goes off, Tuaha will send out his eye and begin casting spells as it can.

After the battle ends they do some healing for 2 rounds. Gal send out eyes-will return in 6 rounds.
Maw of wood HP 60 Broken through
-13-6-16-14-2-15-5-8-5-2
Searching traps as they go down the stairs. Ariel-Det. Magic, 

Against the Bat Swarm HP 18
Gal-22, Phant-19, Ariel-16, Des-15, Bats-13, Tim-13, Ody-11, Spy-9, Vict-Pi-8, 

Round 1 - Phant-12, Dees-Fball, -31 Kills the bats

They continue down the stairway.
Pi and Tim are first in room 1. 

Chain Guardians 
1-58x            B-67x              C33x                 D29
-8 Ody        -28 Des           -13 Phant-16      -22 Des
-19 Gal-       -8-40 Pi          -40 Spy               -79 Ody
-4 Ari          -10 Tim                                        -11 Pi
-46  Tim      -5 Ari                                           -14  Des
                                                                      - 46Spy
Ody-26, Chain2-Pi-24, Des-Tim-Vict-23, Chain1-Phant-Gal-11,  Ariel-Spy-10, chain3-8 Chain4-6

Round 1 - Des-OrbAcid, 
Round 2 - 
Round 3 - The last chain dude goes down.


D- Chain Guardian
Medium-Size Construct
Hit Dice: 7d10 (38 hp)
Initiative: +3
Speed: 30 ft. (can’t run)
AC: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18
Attacks: 2 chain rakes +9 melee
Damage: Chain rake 1d8+4 plus wounding
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Chain barrier, wounding
Special Qualities: Construct traits, magic immunity,
resistance to ranged attacks
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 18, Dex 17, Con —, Int —, Wis 11, Cha 1
Feats: Dodge (B), Expertise (B), Improved Disarm (B),
Improved Trip (B)
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 8–10 HD (Medium-size); 11–21
HD (Large)
The body of a chain golem is composed entirely of shifting chains that vary in size and shape, ranging from extremely thin and razor-sharp to thick and mounted with barbs, spikes, and blades. A chain golem clanks and screeches continually as its chains slide around its body. Because it has a mostly humanoid shape, it is often mistaken for a kyton.
A chain golem always obeys its master’s commands to the letter, sacrificing itself in the execution of its duties if  ecessary. Should a chain golem’s master die, the creature immediately becomes the servant of another kyton. 
COMBAT
A chain golem typically uses its long reach to grab at foes and knock them to the ground. Then it activates its vicious
chain barrier to shred the fallen creature’s flesh. Chain Barrier (Ex): As a full-round action, a chain 
golem can surround itself with a whirling, slicing shield of chains, similar in effect to a blade barrier spell. Anyone adjacent to
a chain barrier must make a successful Reflex save  (DC 17) ortake 7d6 points of damage. Any creature or object entering
or passing through such a barrier automatically takes that amount of damage. The chain barrier moves with the
golem and serves as one-half cover for it (+4 bonus to AC). 
Maintaining the barrier once it has been activated is a standard action.
Wounding (Ex): A wound resulting from a chain golem’s
chain rake attack bleeds for an additional 2 points of damage
per round thereafter. Multiple wounds from such attacks
result in cumulative bleeding loss (two wounds for 4 points
of damage per round, and so on). The bleeding can be
stopped only by a successful Heal check (DC 10) or the
application of a cure spell or some other healing spell (heal,
healing circle, or the like).
Construct Traits: A chain golem is immune to mindaffecting
effects, poison, sleep, paralysis, stunning, disease,
death effects, necromantic effects, and any effect that
requires a Fortitude save unless it also works on objects. The
creature is not subject to critical hits, subdual damage, ability
damage, ability drain, energy drain, or death from massive
damage. It cannot heal itself but can be healed through
repair. It cannot be raised or resurrected. A chain golem has
darkvision (60-foot range).
Magic Immunity (Ex): A chain golem is immune to
all spells, spell-like abilities, and supernatural effects
except as follows. An electricity effect slows it (as the slow spell) for 2 rounds (no
saving throw). A fire effect breaks any slow effect on the chain
golem and cures 1 point of damage for each 2 points of damage it would otherwise
deal. A chain golem gets no saving throw against fire effects. esistance to
Ranged Attacks
(Su): A chain golem gains a 2 resistance bonus on saving throws against ranged spells or ranged magical
attacks that specifically target it (except ranged touch attacks).


2 Hydras
1-118 Dead                          2-154 -6 Stren Destroyed.
-45 Tim                              
-72 Spy                                  
-13 Pi 
Healing  ..


Dead Slug (as GRAVECRAWLER)
Med. Undead Construct (Earth)
Hit Dice: 25d12 +200(362 hp)
HP 343 
Ody - 76-54
Des-55
Phant-67
Tim-23
Spy-38
Pi-58
Ariel- 18

Initiative: +2
Speed: 20 ft., burrow 20 ft.
AC: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
Attacks: Bite +13
Damage: Bite 1d4/19–20 plus 1d4 Constitution drain
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Calcifying aura, Constitution drain
Special Qualities: Burrow, speak with dead, SR 30, tremorsense, turn resistance +6, undead traits
Saves: Fort +8, Ref +10, Will +16
Abilities: Str 10, Dex 15, Con —, Int 16, Wis 11, Cha 11
Skills: Balance +4, Bluff +5, Diplomacy +12, Escape Artist +10, Hide +21, Intimidate +2, Jump +2, Knowledge (history) +20, Knowledge (local)
+20, Knowledge (undead) +20, Listen +7, Sense Motive +5, Spot +2, Tumble +7
Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Critical (bite), Iron Will, Mobility, Skill Focus


Hydras
Hit Dice:	10d10+53 (108 hp)
Initiative:	+1
Speed:	20 ft. (4 squares), swim 20 ft.
Armor Class:	20 (-2 size, +1 Dex, +11 natural), touch 9, flat-footed 19
Base Attack/Grapple:	+10/+23
Attack:	10 bites +14 melee (1d10+5)
Full Attack:	10 bites +14 melee (1d10+5)
Space/Reach:	15 ft./10 ft.
Special Attacks:	-
Special Qualities:	Darkvision 60 ft., fast healing 20, low-light vision, scent
Saves:	Fort +12, Ref +8, Will +3
Abilities:	Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9
Skills:	Listen +8, Spot +9, Swim +13
Feats:	Blind-Fight, Combat Reflexes B, Iron Will, Toughness, Weapon Focus (bite)


Zombie Treent
	Treant 	Huge Plant
Hit Dice: 25d8+435 (766 hp)
HP 848
-43 Ody
Initiative: 	-1
Speed: 	30 ft. (6 squares)
Armor Class: 	20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20
Base Attack/Grapple: 	+5/+22
Attack:	Slam +12 melee (2d6+9)
Full Attack:	2 slams +12 melee (2d6+9)
Space/Reach: 	15 ft./15 ft.
Special Attacks 	Animate trees, double damage against objects, trample 2d6+13
Special Qualities 	Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire
Saves: 	Fort +10, Ref +1, Will +7
Abilities 	Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12
Skills: 	Diplomacy +3, Hide -9*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground)
Feats: 	Improved Sunder, Iron Will, Power Attack

Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.

Trample (Ex): Reflex DC 22 half. The save DC is Strength-based. Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.


Text Account:
Leader is De4s
They just killed the Chain Guardians 
They are in room 1 trying to decide where they want to go.

They are in room 1 after the battle with the chain monsters.
They spend 2 rounds to cast healing and such spells.
They are searching the room.
While they are healing (in the 4tth round) Turaha casts a Eye of Power then a Magic Miasma
They do not see the eye that appears in the room. 
The eye casts Magic Miasma

Init - Des-27, Panto-22, Spell - 21, Gal-20, Ariel,Ody-Pi-Tim-11
Orb - HP 77 - Ariel-16, 17, 10, 17, 10, 9, 10, 17 -Ody get to the battle, 

Round 1 - Des-Orb of Acid, Eye-Magic Miasma, Gal-Gust of wind, 
Round 2 - Des-Move, Phanto-Teye-Cloudkill-No Effect,  Ariel- Gal-Time Stop-
Round 3 - Des- Moves, Eye-Scint. Sphere, Gal-True Seeing, 
The sphere is killed.
They head to the door in the N and search and look. They open the door.

Animated Stone Men
Init - Ody-26, Stone dudes, Tim,Gal19, Ariel-12, , Pi ,Des,Phant -8

Round 1 - Gal-Locat Creat, Ariel-Mmissle, Des-Mmissle, Arc Lightning, 
Round 2 - Ariel-Mmissle, Des-Dolor Blow, 
Round 3 - No Spells
Round 4 -  Phant-Commune w/Nature
Round 5 - 

 45 x-  -  -        43 x-  -  -             38x         -  -      -     45x -        -  -                   38x -       -               - 36x -  -  - 
- Ody 47-       -18-14 Ody         Tim-8,7,13,11,14      -14 Des                        -8 Des                        -10,7,13,7 Pi
                      -10 Ari                                                -18,,18,18,12, 15 Ody   -10, 8, 8, 12, 11 Tim  -20 Ariel
                      -14,12 Pi                                                                                                                       
35x      -  -                 29x -  -      -          39 -  -  -    50 -  -  - 42 -  -  -                     41x -  -  - 
-13,11, 13, 13Ody-  - 14,9,,10, 10Tim  -16,13, 13 Ariel      -7,11,10,12,18  pi        -18 Ody

48 -  -  - 35 x       -  -  -               38 -  -        - 43 -        -          - 47 -              -  - 43x -  -  - 47 -  - 
             -18,13,18,12  Od y     -13 Ody     -10.8,10, 6 Tim   -17-14-22, Ariel    -70 Pi      -8 Des
                                                                                                                                      -12,15, 24 Ody
They smell the Flesh Jelly
22 Animated Stone Men made by the Beholder
Animated Object, Medium
Construct Medium Construct
Hit Dice:2d10+20 (31 hp)
Initiative: +0
Speed: 30 ft. (6 squares);
Armor Class: 13 touch 10, flat-footed 14
Base Attack/Grapple:  +1/+2
Attack: Slam +2 melee (1d6+1)
Full Attack: Slam +2 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Qualities: Construct traits, darkvision 60 ft.
Saves: Fort +0, Ref +0, Will –5
Abilities: Str 12, Dex 10, Con —,Int —, Wis 1, Cha 1


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# Berth

Text Account:
This is the first page that will be seen anytime a new game session begins. Use this to remind me and the players about what is important that week.


Text Account:
They have found their way into tht tunnels.


