# Adventure Notes-509

Text Account:
They are in Cliffsend and waking up in the morning.
Pisheo, Timber, Jasper and Ody go to the Bloody Gauntlet
They are told about the Shadow Theives and given some info about them.
Pi and the rest head back to the Cliffride to tell the rest about it.
Kilana's followers c`ome in to help the cook and she is more than welcome for their help as she stands to one side and watches.
Pi nreturns to the house and meets the rest. She tells them about the ST 
Timber says goodby as he heads off to the temple of Miliki.
They want to go to Zoblobs. He has 4 magic items and 4 types of potions.
Oil of Whistfulness - memories = +2 charkisma - (2) 450Gp or 500gp[ (des&vict)
Staff -of unsee n servent 1/2 hour per hour 24 times a day - 6.5K (really a stalf of coonjuration). (
Immovable rod - 5K (pisheo)
Camelion ring - 15k
Wand of Ice Storm - 14th level (32) 20k
Potions Healing, MdederateHealing (9)@250 (2d8) pi5, gam2,des2,
Potion of herosizm (3) 700gp
Protecxt from electricity.  500gp
Oil of Magic Vestiment +5 -3K
Oil +4 Barkiskin 500gp
They leave 2 followers behind to scare the irchins away. 
 1 shift-Gal and Zone, 
Vict and Des
Pi, Dro and ody are standing guard over the shop.
Gal, Vict, Des, Kat, Stallen goe back to the Cliffsend house.
They encounter a group of fighters.


Asdf


Text Account:
Timber goes to the Shrine to Milliki. The High Priestess is named Floriea of the Glade and is elvin. She talks to Timber. He waits till the service is over and asks to be reconsecrated. 
He is taken to the Temple of Milliki in the Great Forest. He stays with them 3 days.

Pi, Dro and Ody are standing guard over the shop.
Gal, Vict, Des, Kat, Stallen goe back to the Cliffsend house.
They encounter a group of fighters.
Pi buys some potions of heroism from xoblob.

The group at Xoblobs waits for Gal to arrive. Gal and Vict Tport inside. Vict. gives Zoblob a Tikata so he can send them word at will.  Gal casts alarm spell on doors and windows. She gives xoblolb a gem of tport. They all return to the house in time for dinner.

After dinner the players go to the conference room on the ground floor.
They ask for privacy. They make plans for how to deal with the ST.
The shifts are 6 hrs - 
8am to 2pm - Ody Des / 2pm to 8pm -Kat, dromar / 8pm to 2am- Pi, Vict / 2am to 8am Gal and zoe
The PCs are in the shop and the followers are outside 4 on each shift.
The next morning 

Vict, Kat, Gal, Pi - Market, Ody, Stallen (harpers guild)  and Des gathering information, Zoe sleeps all day, Dro - hangs out with the small people, 

On the way to the Market they see some tough guys haning out on the corner watching the people leaving the market.
Gal - carving wood (zebra wood), elven goods | Pi - Follower supplies | Vict - paints, fine materials, books
Kat - follower sutff, animal traps 
Tent store - The fine wood salesmen is from Near Amphail
While they are shopping they see Vhonna Deepdell driving off some toughs.
They go to the Sleepy Sylph and talk to her for a while. They learn some of her history  Have lunch there then go back to the house.
Des, Ody, Stallen wander around and end up at the Grey Griffon. He goes to the bar to find out stuff.
Stallen and Des take a look at the Thirsty throat and decide they are overdressed. They go home and return in their scruffy clothes.
They get some info in the bar, but no takers to their talk about needing a job and having stuff to fence.
They find the sewer hole in the crapper.
They leave and go to the nearest allwy and wait for someone.
A random guy is flashed the theives sign. He replies.but keeps on going.He is a low level theif that knows little or nothing about the guild. Sta casts charm person on the guy. Cucor is his name.
They return to the house and the party gets together to talk about what they learned.
The next day: Gal goes to the acamedy, Stallen and Kat goes to the singing sword, zoe goes to the castle, des walks around town keeping her eyes open disguiesd as woman and heads to watch Balthor's, pi hangs at the house..
They go up to the top floor mezanene and sit at the bar.
They meet up with Jandhis and Bensil. They share info and get some additional information.
They head for Balthor's.  Gal, Pi, Kat, Dro, Des, Stal.
Cape of Froggy Disguise 4500gp
Circlet of persuasion -4,500 gp
Amulet of natural armor +5 - 50,000 gp - Phan or Gal they leave a deposit of 10% and decide who will get it.
+1 splint mail - 3230 - 
Carpet of flying, 6 ft. by 9 ft. - 53,000 gp
Ring of Swimming - 2500 - 
2 healiung potionjs@150
They head out of Balthor's after not finding much information there. Balthor wants to hide his involvement in the guild.
Zoe. Pi., Gal and Vict go to the castle to talk to their new aquaintance Vhonna Deepdell .
They return to the house to await for their appointment with Vhonna at the Sleepy Sylph.
Vhonna asks Zoe to come by the Stadium after lunch to go a couple of rounds with some of the other gladiators there.





Sd


Text Account:
They return to the house to await for their appointment with Vhonna at the Sleepy Sylph.
Vhonna asks Zoe to come by the Stadium after lunch to go a couple of rounds with some of the other gladiators there.

Markus DeLelormae is a Shadow Theif maskureading as a noble from out of town. He will send the party an ingraved invitation to meet him at the Maerghoun’s Inn. This is a place the party hasn't been before, but is in a good part of town and will be known as a very nice place to the house staff.

Zoe wants to go to the Field of Glory gladiator areana. She is told that tryouts are in 2 days. Then she goes to the Yawning Portal to make contacts. Or go to look for work as an armorer.
Timber wants to get back. He does.
Phanto wants to commune with nature to find stuff about skullport.
Ariel and Des and Pi want to go clothes shopping. Mairths fine silks and goes to auroras. They buy 75gp worth of dresses and head off to Auroras where the get mostly normal stuff.
Vict. Goes to the plynth to worship.
Gal. Stays home.
They pick up their dresses and prepare for the meeting.
Pi, Des, Ariel,and Gal are going with Timber. They get dressed up and go in Gals coach. 

After the meeting, they decide that they can't drive the theives out themselves and now that Xoblob is no longer in danger, they can back off their investigations.


They have 6 months to do stuff around their school like making buildings and clearing land.
The would like to explore the area around them and make aliences and trade introdctions with them.
After than time, Beourn will return with the informatioon they need.
Then they will be able to do stuff to prepare for the journey to hell.


Text Account:
They have spent a month living in Waterdeep and there have been no more incedents with the Shadow Theives.
They are heading for home. They want to do it the fast way and just get home.
Day 1 Meet folks on the road
Day 2 moeet other folks at Zundbridge
Day 3 No Enc.
Day 4 Ferral Cat- Mountain Lion-Owlbear
Day 5 No Enc.
Day 6 No Enc
They get back to Katina on the 7th day which is Flamerule 19.
Victorex creates a headband of wisdom (+6) for 1440 Exp and cost 18000gp in gems and magic components.
Gal is getting her new students settled and working up a curriculum.
Des is learning her new spells. 
Katrina teaches her followers stuff and gives them more instrument instruction. 
Stallen is looking for trouble and talking to the party about their latest adventure researching for a new song or poem.
Lyre of building notes - 4 hours per use max. Materials used in construction can be made, but it takes twice as long as a rule if the lyre is used to created the materials. Anyone picking up the item and concentrating on a specific construt will know the chords to play.
Victorex summons an Laarge earth elemental. Summoned for 16 rounds. He commands it to put all the rocks that made up the old bridge out of the water. This takes 10 minutes. Vict then asks where rock can be quaried. He tells them of the ruined staris and a cliff along the river. 3/4 of the rock necessary is there.
Next day tey scout up the river to find where the elemental told them the stone was.
As they go upriver, they see 2 places where the river is blocked by rock and debris. 
Victorex summons the elemental twice to clear the obstructions so they can build rafts and float the rock to the bridge.
Gal does a fabricate on a stand of pine to make 5 rafts 10'x20'. They get them down to the river.
Kat uses the lyre of building and gets 300 man weeks worth of stone cut stacked wall-like on the rafts.
Gal tports back to the school and get a team together to get the rafts down the river.
The next day, they work all day (10 hours) to get the rafts down the river to where the bridge is to be built.
A week later, Katrina uses the lyre and makes all 3 rolls.
The bridge is up to the wonder of everyone in Katina who have come out to watch.
They have an impromto party and talk of the great things they will do now it's easy to get across the river..


Text Account:
They have just finished building the bridge and having the party with the townspeople.
No MO. Playing are Gal, Pi, Tim, Zoe, Ody
Timber every morning is using plant grouth to fortify it and join the cut wood to the wood of the tree and grow together. He constructs a elevator with block, tackle and a counter weight. He hunts, fishes, swims and takes it easy.
Pi wants to spend time wilth followers on exersizes and training archery, climbing walls picking locks etc.
Gal spends almost all her time on the school getting the class materials ready and adminestrating.
They do this for 2 weeks to Eleasis the 16.
Eleasis the 18 the rock drops.
They plan the trip and decide to tell cookie to pack food for a week for 5.
They each take a horse, 2 hunting dogs (zeus and appolo), a pack mule.
It takes 2 hours (to 2:00) to get things together and they head out.
They are traveling slowly single file to get a good idea of what things are like along the river.
There is a area forcing them to the river bed. There is an area 2 mi beyond the big rock where rapids and shallows make the river impassable requiring a 1.5 mile portage. Another 4 miles and they get to widening of the river. 
1/4 mile SE of the river on the river is the remains of a tiny 12 x 12' hunting cabin.
They set up camp.
Fishing Timer as an osprey,
Forage pi, gal
zoe keeps the camp
Pi finds sweet potatos, gal finds walnuts, tim lands a bass
They have a nice meal and a nice evening with a 10' high fire.
Next morning they want to hike around the lake.
They take 4 hours to forage their way and they get 3 chances to find something. 
They find a spot between the S most small stream and the lake that is a 150'
 long 50' wide silt bar with a view of the pine trees and waterfall. You have to cross the steam to get to it.
They return to the camp and make lunch. As it is cooking, Bilibong joins them for lunch and stays 3 hours talking to them about the bridge and the black dragon that lives in the lake.
They move the camp back into the forest and spen the night keeping a low profile.
The next morning tim casts s.w. animals on the dogs and tells them to guard the horses.
Zoe works a cramp out of her foot then puts her boots on and packs a lunch
They go in full battle gear.
They see the flasing light under the waterfall and head toward it
They do a fly by of the light and see it clearly. They find a spot where they could land about 8' below where the light is.
They fly back to their horses and find them being threatened by a bear.
They get to the spot and see a Grizzly is being held off by the dogs. One is down with -2 HP of 14, the other is wounded with -4 of 12 HP.
Grizzly 9d8 +3 to all rolls for black bear. 20 init. 48 HP
-13 Ody, Tim-17-17- Dead
Tim-19, -  Pi-15, Dog - 10,  Ody-9, Gal, - 8,,  zoe 7 
Round 1 Kills 2nd dog Tim-Wild Empathy Pi lands and readys attackOdy lands 30'x30up and readys action.gal. Goes between the bear and the horses zoe pearches in a tree and secures the egg.
Timber chesk out the dogs, Pi goes to healing, Zoe goes for the horses, Ody goes to the bear and gets his error Gal runs to the horses.
+8 cure light, 
They prepare 200 lbs the skin and the head.
On the way to the river the dragon flies 25' overhead and spooks all the horses.
Only the bag of holding is with them after they regroup and the horses have bolted.
They spend a night roughing it and start looking for the horses the next day.
Gal finds her saddle1120, 290 yards or 840' away.
Pi has her horse and looks around.
Zoe hangs with timber who is swift tracking hoof prints.
Tim 890 yards and Zoe 170 yards
Ody calles for his horse strawberry heading toward the water..270 yards S in the same direction of the pack horse.
They get home without further incedent.
Zoe moves in with Timber to keep the eggs together.
They give the bear skin complete with head to follwers for tanning, 
They give it to Cookie who cooks it 5 different ways in a week and feeds the rest to the animals.
Ody takes chest fur and ribs to make leather/bone armor.
Two days later they whey want to go back to the lake and look for the dragon.
They are all going to go and they prepare stuff before they leave.
Gal will buf them up with spells then tport all 5 of them to their first camping site by the river and arrive at 10:00.
There is a cumulative chance of 10% that they will see the dragon in the day and 15% at night.
They want to stay together and watch for the dragon. They go invisible and fly up to the N just W of the rock in the foothills and setup watches.They nap as they watch.
They see a mama opossum with babies walking across a tree limb. And a pig rooting about a nearby tree.
Just at dusk Tim sees the dragon dive into the lake. They hear it fly out and away. It comes back with a doe and lands in the marsh to feed.
The next evening, it fly high up in the sky and head toward the deeper hills to the N.
They see the dragon drop a boar and swoop to pick it up and hear it's squeels of terror before the dragon kills it and lands in the marsh.
Next day, they want to head for the marsh. They want to go counter clockwise to the S of the lake and be stealthy.
The dragon is awake 3 hours a day (1-2 morn, 3-4 evening) it is still awake until 10:00 that day. They head off about 7:30. They get to a point just N of the swamp and are hiding in the forest keeping watch again.
They are watching and napping as before. The day passes. 
The dragon doesn't leave the marsh and is just counting his treasure that night. He falls asleep jmust before dawn.
The party is up after it's light and discuss what they are doing.
They want to head for home via Gals teleport spell.
They all want breakfast and a bath. The eggs are fine in Timber's house. 
Koos Akahe has finished the castle plans and they talk about other things they want to build.
Building Priorities:
Vict want to finish his temple. 
Krom wants to build his fort now the bridge is in place. Will take around a month.
Griffon Towers one week each? 
Wood buildings across the river for follower families.

They take a relaxing day eating and drinking at the inn (and taking care of business).
They talk about going to Goldenfields and hang out to rest.
Gal hangs in her tower admin., Zoe spends the day being waited on in the inn, Ody goes to Katina Tim 
He looks for a bow. 
There is an archer (human) for Ody to find. 3rd level fighter. "Dobie". Ody feeds him and buys him a drink and offers him a garisson job guarding the city of Katina. Pi hangs with followers and has dinner at the inn.
Mordicity makes an off duty visit has some port and they tell him their plans
They rest easily that night. 

Asdf


Text Account:
They are in Katina after returning from the lake.
They would like to investigate the area across the river now the bridge is built.
They go across the bridge on foot (except for ody).
Tim goes hunting, Gal, Zoe, Pi forages
They find the stuff on the list.
Zoe finds that the eggs will haatch 2 weeks (not months) after they receive them (which is about 10 days away).
They discuss how to use the land on the other side of the bridge. 
They talk about what they want to build and when and priorities
They worry about feeding the gryphons.
They talk about a trip to Waterdeep to buy the extra cattle they will need (and chickens).
The next morning timber wants to go to Waterdeep.
They want to buy chickens, cows, the land on the other side of the river.
Before they leave, they prepare places for the animal housing.
Gal talks to Ternelmore about their plans and he asks to call a town meeting.
They talk about the land and how it will be divided.
The party claims first choice of the area between the two creeks. The rest is left to the town for development. The party may in the future make use of undeveloped areas after 5 years.
They tell the townspeople about their building development plans.
Mordicity tells them they are more in danger on the other side of the river.
They discuss the "Big Chicken Expedition" and how they will arrange to buy and transport them.
That day Gal, Mordicity, Zoe, Tim, Ody, Pi. Teleport to the City of the Dead grassy gnoll.
Mordicity takes them to the civil offices
John Kayotay the lawyer is recommended to them for incorporation.
They stake a land claim on the other side of the river.
They go to the lawer who describes the different ways they can assiciate financially.
He talks about guilds, incorporation, etc.
They put him on retainer for 2gp per month.
They buy 24 chickens 2 roosters. 
They have dinner at the Unicorn's Horn and return Tport to Katina
They buy 35 chickens the second day.
Time Stop


Text Account:
The dragon who lives in the lake has just seen Gal cast mud to rock and is pissed!
The other dragon sees his brother loose it and will be swinging around to attrack the back of the party.
Lake Dragon 4 - Brother 18
HP 475                         HP 443
Pi-28-16-13-17                 Ody-11
Des-13                          Kat-12-24
Ariel-4-6                        Tim-26-18-17-18-14
Vict-55                          Ody-19-14
Dro-19-20-34                      Zoe-24-
Phant-6-17
They are readying for attack
Des, Ariel-25: Vict, Pi, Ka,-23: Tim-22: Ody-21, zoe-18: Dro, Gal, Phant-17: Sta-11
Round 1 - Dragon Starts out at 300' up and will get down to 60- this round.
Des-Blink,Greater - Gal, Prot F. Spells, Phant-true seeing, Stallen is singing Inspire Courage, Ariel-Bull Str.
Round 2 - Gal.-Glass Strike, Phant-F.Strike,
Round 3 - Gal-D.Door, Ariel-M.MisslePhant-Bombard. Stallen-G.Blink
Round 4 - Des-Enerv. Ariel-M.Missle, Gal-Rod of Disintegrate, Phant.-Spider Climb 
Time Stop


Text Account:
Battle begins last week:
Lake Dragon 4 - Brother 18
HP 475                         HP 443
Pi-28-16-13-17-14-13    Ody-11-14
Des-13                          Kat-12-24
Ariel-4-6                        Tim-26-18-17-18-14
Vict-55                          Ody-19-14
Dro-19-20-34                 Zoe-24-
Phant-6-17                     Gal-16
They are readying for attack
Round 1 - Dragon Starts out at 300' up and will get down to 60- this round.
Des-Blink,Greater - Gal, Prot F. Spells, Phant-true seeing, Stallen is singing Inspire Courage, Ariel-Bull Str.
Round 2 - Gal.-Glass Strike, Phant-F.Strike,
Round 3 - Gal-D.Door, Ariel-M.MisslePhant-Bombard. Stallen-G.Blink
Round 4 - Des-Enerv. Ariel-M.Missle, Gal-Rod of Disintegrate, Phant.-Spider Climb 
Time Stop - Begin this week below:

Des-25: Vict, Pi, -23, Tim-22: Ody-21, Gal-17: Sta-11
This game is much smaller than the last and I need to reduce the power of the encounter.
One of the dragons (the brother) will fly away, the other will take to the air and harass the party from above.
Round 5 - Des-enervation-4 levels to Lake dragon, Timer heals, Vict-resitation, Gal-Ice StormDes, Ariel-25: Vict, Pi, Ka,-23: Tim-22: Ody-21, zoe-18: Dro, Gal, Phant-17: Sta-11
Combat ends
They heal some, gal turn rock to mud and treasure is free
The brown dragon stoops at them as a faingt.
Des-22, Pi-20, Drag-14, Stallen-13, Tim-12, Vict-11, Gal-10
Round 1 - Stallen sings, Gal-blur necklace. The other dragon (not the one stooping) goes invisible and flies to a spot where he can stay hidden and watch the party.
Round 2 - They scatter. Gal goes underwater.
Gal put up the rod of alertness.
The stooping one flies back up to 1200' up in the sky.


Text Account:
The dragons are observing them.
The party is in the marsh with Gals Inv. Servent picking up gls pieces.

Round 1 - Ody flys up and attacks the cdragon with his arrows. The visible dragon flies higher, but the other one gets between Ody and the ground.
Zoe is guarding Gal. Gal is writing "Kilana - We are attacking black drogons. One has disappeared, it may attack the school. Be wary!" via Winged stamp of sending.
Rounnd - 2 Ody insults the dragon in draconic.
The 2nd dragon will attack with a flyby at Ody in the air

Drag 12 swooping, dragon flying high 6

Ariel-27, Des-25, Phant-21, Ody, Vict-18, Zoe-12, Stallen-11, Gal-10,  

HP 475                         HP 443
Pi-28-16-13-17                 Ody-11
Des-13                          Kat-12-24
Ariel-4-6                        Tim-26-18-17-18-14
Vict-55                          Ody-19-14
Dro-19-20-34                      Zoe-24-
Phant-6-17
------------------------new--------------------
Ody-29                          Ody-12
                                   Ariel - 0
                                   Des - 
TOTAL
277                             209
Round 1 - Des-Det, Magic Dragon does a flyby on Ody and does inv again 
Round 2 - Des-enervation - Dragon looses a level (now 4 down) Vict.-Deific Vengence 
250x100'
The dragon illusion is dispelled by odys arrow.
Gal is gathering gp at 10 per minute. They gather around Gal and zoe
x
Gal casts 2 more unseen servents - one gathering platinum - one gathering gems; Vict does L. Object on gems and w/trident moves easily through the water. Phanto becomes an e. Elemental and gathers, Des does message on Phant and Ariel. Ariel get a Free Movement w/water breathe and gathers.
After 5 minutes, Des and Ody, Ariel comes out of the muck and joins them as they rise to close with the dragons. They have been waiting for this. They will continue to rise until they can plumit 3x their speed and reach the ground before them. They split up until 1000' is between.
Inititive-Dragon 1 - 16; Dragon 2 - 10

Ody-23,, Des-12,  Ariel-14
183 range for Ody attacking dragon 1
363 - Other range dragon 2
Round 2 - Ariel-M. Missle, 
Round 3 - Gal-wall of stone a 1/2 circle bit of cover. 
Round 4 - The dragons attack next round with fireballs on those on the ground.
Round 5 - Those in the ari are 750' away. They will arrive this round.
Init- Gal-22,, Zoe-20, Vict-18, Stal-19
Gal-Wall of force, Zoe guarding, Vict ,Stallin is singing still
Vict-cure lt. Mass
The dragons fly back up high and the party resumes their search for treasure.

Dragon Tresure 1 (the other's are in the swamp to the NW.
art In cheest 1
    bizarre idol, made of jet (793.4 gp)
    choker, wrought silver, with a moonstone pendant (98 gp)
    gold anklet with pearls, garnets & spinels (6,153.4 gp)
    golden ring with large ruby (11,862.3 gp)
    malachite gold earring (552.3 gp)
    meteoric iron chainmail shirt, AC +7, well-oiled and triple-linked (386.6 gp)
    mithril brooch with deep blue spinel stones  (3,848.8 gp)
    silver dice set with aquamarine pips (3,751.5 gp)
    simple platinum ring, vine motif (185.4 gp)
    small painting, a pastoral scene (629.3 gp)
    well-wrought bizarre idol (751.1 gp)
    well-wrought chain of silver and gold (205.5 gp)
scroll
    divine (3,825 gp)
        True Resurrection (l9, cl17)
-------------------
Total Value: 33,042.6 gp
----------------------
art in chest 2
    ancient calendar, silver embellished with jade (900 gp)
    belt buckle, decorated with brown-green garnets (836.2 gp)
    carved harp of exotic wood with jade inlay and emerald gems (814.2 gp)
    embroidered and bejewelled glove  (1,033.7 gp)
    golden flask, inlaid with silver designs (548.6 gp)
    golden monocle (28.6 gp)
    large gold ring, curlicue motif, with a claw holding a large round alexandrite gem (826.1 gp)
    silver and gold-wrought slave bracelets (198.1 gp)
    silver brooch with small clear, bright green emerald stones (3,802.2 gp)
    silver comb with small sapphires and an oceanic theme (690.1 gp)
    silver dice set with aquamarine pips (4,859.4 gp)
    small gold statuette, maiden on a unicorn (118.3 gp)
coin
    9,191 gold coins (9,191 gp)
wondrous item
    pearl of power (3rd level) (9,000 gp)
-------------------
Total Value: 32,846.5 gp
----------------------
art in chest 3
    carved harp of exotic wood with gold inlay, decorated with sard (758.2 gp)
    cloth of gold vestments (163.6 gp)
    crystal bell and clapper, finely carved (1,639.9 gp)
    jeweled fan with exotic feathers (102.7 gp)
    large, well-done wool tapestry, depicting a battle (437.9 gp)
    miniature scale ship (834.5 gp)
coin
    905 gold coins (905 gp)
gem
    beryl (yellow) (629 gp)
    bixbite (violet beryl) (1,188 gp)
    bloodstone (deep green with red flecks) (46.1 gp)
    blue quartz (10.3 gp)
    brown jasper (40.5 gp)
    chromium diopside (dark green) (8.6 gp)
    coral (85.5 gp)
    crazy lace agate (9.1 gp)
    crown of silver (39.3 gp)
    electric obsidian (deep blue) (5.4 gp)
    hematite (7.2 gp)
    rock crystal quartz (47.8 gp)
    sinhalite (84.3 gp)
    uvarite (bright green garnet) (513.1 gp)
    zircon (any color) (52.3 gp)
    zoiste (gray) (116.7 gp)
-------------------
Total Value: 7,725 gp
----------------------







asdf


Text Account:
The dragons are flying high overhead 1400' while the party searches for treasure.
HP 475 (Gimp R Claw gone)      HP 443-4 levels (now ancient)
TOTAL
277 - 7 lev x                                    209-44hp lev loss=253
-20-20-12-46-20 Kat                         -18 Stallen
-26-16 Gal                                       -66-15 Ody
-42-29 Dro                                       -12 Dro
-31-26-29-36-23-25-34 Pi                 -22-18-23 Ariel 

12+11+17+14+11=65 - 14-11=25
Ody dies and is heading toward the ground. 
The others are flying toward him, but will only get within 350.

Gold Piece Treasure
9,191 gold coins (9,191 gp)+905 gold coins (905 gp)=10096

Phanto finds a chest 2.
The dragons will fly to the rocky area to the NE and pick up some rocks. They will cast darkness on them and drop them into the area where they are searching for treasure. 3 Per day
They will then swoop to 800' and cast Plant Growth. 1 per day
The dragons will fly to the S. marsh/forest margin and cast control reptile to send a clutch of 4 Shocker Lizards at the party.3 per day (1 used)
The dragons will swoop down to 800' and cast locust swarm (1 each). 3 per day
They will then cast Corrupt Water Frightful presence range is 400' One per day
Their general plan is to harass the group in every way they can to force them away from the treasure and slow it's recovery. When darkness falls they will attack again and try to prevent the spells that have elapsed from being cast again.

Timber is in the marsh.. He and Zoe is guarding Gal. Behind the walls and in the marsh. 
Kat and Dromar is guarding in marsh
Pi is watching the dragons on a phantom 30' up, 
Gal is searching 
Des is circling the party at 153.5 watching the dragons
Phanto is in the marsh and pulls up the chest.
The dragon sees it and casts Plant grouth on the chest for 100'rad around it. Timber bags it.
The dragons have goten rocks and are heading to the party to drop the darkness.
Ariel and Des goes up to 250' and dragon 2 heads for him while the other plumits
Katrina goes to check out the waterfall
Phanto begins searching under the marsh again. 
Pi goes to 100' above circling party.
Des casts fireball on dragon 2  at 800. 
Dragon dominates Des and tells him "Go to Waterdeep and wait for me".
It drops the rock inbetween the walls where the party is searching.
Gal does cont. light to counter the darkness.
The party goes to 100' flying around the searchers.
Dragon 1 goes to the S where the forest reaches the marsh and does the control reptile.
Ody flies up to 350' to intercetp the dragon. The dragon flies far south, then goes up to 1500'
Ody flies up to 1500' still trying to intercept.
Ody flies to dragon 1 and attacks when it gets to 100'
Dragon 1 - Init. 15 Dragon 2 init 9
Ody init 27 He fires when he get to within 100' 
The dragon attacks and the other heads toward him to breath.
Ody withdraws and get normal attacks moving down full move 
4 Shocker lizards Init.-10

A 14 x              B 18x                    C 19 x                                    D 12x
-22 Tim             -17-20 Zoe           -7-18 Vict-, Zoe-19                  -47 Tim

Char init -Phant-26, Gal-20, Tim-19, Kat-15, Ariel-14, Zoe-14, Vict-11
Char Ody Searching init - Pi-10, Stallen-10, Dro-11
Init Dragon 1-6, Dragon 2-11
Gal watches drag., Tim-hold action, Zoe-holding, Vict-holding 

Round 1 Shocker Lizards
Shocked are Gal and Tim total 24 hp
Round 2  - Gal-holding, Tim-move attack Swarm arrives - Init 16
Round 3 - Gal-Readies wand, Pi and Stallen fly down to get Odys body, Vict-pulls out the locust.and creates.
Round 4 - Ariel@50', Gal@20', The dragons fly down #1 toward Kat, #2 toward the fliers
Gal-holding, Tim-Summon Swarm-Bats, Zoe-lights torch, Vict-calls the party and heals
Bat Swarm HP=23
                        -7-3-4-7-3
Locust Swarm 13x,               15,             9,                   21x                            22,          18
                       -4-3-3-4           -6-6 tim    - 3-1-2 Zoe     -7 Tim -24 Phanto       -21 Vict     -3 Tim

Round 5 - Dragons attacking! 1500' from kat. Swarm of locust agains bats.
Gal.-holding, Tim-A.Fire , Kat is closing with the dragon, Ariel-Holding @150',  Vict-holding
Drag 1 attacking Kat they are in 400' from drag. Drag. 2 is 500' from Pi and Sta.
Round 6 - Gal-Rod does D.Door 1040' toward Kat,50' above the water.-
Kat - holding, Ariel-hlding, Vict-Cause Lt. Wounds Mass,
Dragon 2 leaves off Pi, St and Dro goes back toward locust party. They will find body next round.
Dragon 1 is charging gets to Katrina and attacks. 
Round 7 - Gal-Holding, Tim-A.Fire, Ariel-Holding for drag2, Vict.-Calling
The search for Ody is called off. Dro casts D.Door goes to 200' from Katrinal. Dragon throws darkness rock into cleared locust area.
Round 8 - Tim-Light, Ariel@170' M.Missl, Zoe-holding, Vict.-Holding, Dro-Scor.Ray, Stallen-Enerv.
Dro, Pi and Sta
Round 9 - Phanto-E.Vortex,  Zoe is flying with boots to help Ariel(will take 3 rounds), Gal. Casts MM, Tim goes to Falcon, Ariel-ScorRay, Vict and Tim head off to find Ody's body (230' away to the SW.) They find the body. Dro-scorray,
Dragon 2 runs away.




Asdf


Text Account:
Kip the griffon is attacheed to Zoe.. She names it "Kip".
They hbave the idea about the county fare. 
Katrina says they want to host a harvest festival.
Stallen runs for mayor of Katina, as well as Ody
Ody goes azround town kissing babies and shaking hands. He tells them parables involving woman ship and hitting the mark. They key si to be flexable and true to the mark.
Stallen shows up at the White Horse Sleigh to perrform.l Then he stops and names the people around the bar. "You know my record, I've been around, I want to make this a better and safer pace for all. Now look at what has happened. The town has blah blah. This town is going places better yourselves and letthis be a great place of comerce and trade and be educated.
3 square meal a day etc.?
Stallen - 14,24,9, 25, 9, 6, 19 - Osy: 16, 16, 21, 
Stallen = 106, Ody -5 5, 
The festival will be 4 days long, only temp builldings 
Phanto brings them 12 potions of Greater Healing (Cure Serious) 8th level.
Riverbend, Tukis, Golden fields, Boggs end, Shady Grove, Ardeep Forest?, 
Gal tports the party to Riverbend near the home of the man who was missing last time they were in the town.
The whole party goes. Including Sxtallen (the new mayor).
They hit the small towns with tports of Gal and press the flesh and place tiehr handbills getting a good response.
G
Day 1 - 
Day 2 - 
Day 3 - 
Day 4 - 







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Text Account:
They are planning the FFF (First Frountier Faire) This starts 3 days after they return from the dragon battle.
They want it to go on for 4 days. 
HarvetTide will be the first day and then 3 days of contests will follow.
Pisheo prepares a handbill to spread around.
The Local 509 will take the roll of nobility. They will act as judges and be in the spotlight all the time
Budget 2Kgp.
They want to make 3 kinds of coins. 1/2 lb, 1/4lb, 1/5lb medals of gold with "Local 509" on one side and "FFF" on the other. It will double the cost of the coins metal value. 2" in diamater and varying thickness.
The coins will be for the "pro" events with ribbons being given to the childerens events.
Medals and Ribbons are given immediately after the event (the judges make the rewards

They want to have the following events:
Red Ribbon Events
3-legged race
Wheelbarrow race
Egg Toss
Sack Race
Greased Pig
Open Stage Talent Contest

Food Events
Pie Eating
Best pickled item
Best stew
Best fish dish
Best Pie
Biggest vegitable
Best Wine
Best Beer
Best preserves
Best jerked meat
16 events

Gold Medal Events
Olympic events
Mens and womens class, 18 and younger
Obstical Course 
Running  50 yard 
Running 100 yard dash
Weight Lifting
Sumo Wrestling
20 events

Martial Events
Horse obsticle (steeple chase)
Macba
Archery
Javiln Toss
Horse Race
Horse Barrel Race
Tree felling
7 events

Entertainment Events
Singing male with accompanyment
Singing female With accompanyment
Singing male without accompanyment (4 events)
Singing female without accompanyment
Best Instrumental Wind, 
Best Instrumental percussion, 
Best Instrumental string
Best Storyteller
8 events
35 medal events
Make 55 metal sets (each 509 member gets a complete collectors set) Will cost 1100 gp
Ribbons will embroidered and cost 1 sp each (x16)

Non-Competative Events
Welcome Ceremony
Opening Ceremony daily
Closing Ceremony on the Last day
Phantasmagoria
Big Feast
Gold Medal Jam
509 performers Dance

Day 1
Opening Ceremony (10am)
Family Events
3-legged race
Wheelbarrow race
Egg Toss
Sack Race
Greased Pig
Best stew
Best fish dish
Best Pie
Biggest vegitable
Singing Without Acc.
Open Stage Talent Contest
Feast 
Local 509 Mixer dance

Day 2
Opening Ceremony (10am)
Olympic Events
Best Wine
Best Beer
Best preserves
Best jerked meat
Best pickled item
Mens and womens class, 18 and younger
Obstical Course 
Running  50 yard 
Running 100 yard dash
Weight Lifting
Sumo Wrestling
Singing With Acc.

Day 3
Opening Ceremony (10am)
Martial Events
Macba
Archery
Javiln Toss
Tree felling
Pie Eating
Storyteller and Instrumental events

Day 4
Daily Opening Ceremony
Horse Events
Steeple Chase
Horse Race
Barrel Race
Gold Metal Jam
Phantasmagoria
Feast
Closing Ceremony

Feast Day 1 at 1 GP per person 
Bread, Beef BarBQ and Beer and Potatoes

Feast Closing Day 1 gp per person
Bread, Whole Hogs (rotisery and burried), beer, sweet potatoes, greens

The sellers booths, food judging  and the performance events are between the Inn and the Ampatheatre.
The horse, olympic, family events are held just over the bridge, The campers will be on the other side of the river starting near the beach.
They build grandstands on the other side of the river just opposite the bridge.
200' long and 4 levels high will grandstand will seat 400 people
3 Privys located nr campers, near the race area near the ampitheatre
Feasts will be held around the amphatheatre
Cooking will be done next to the inn
Sellers will setup along the roads.
They spend a week organizing, clearing land, telling folks how to get it done.instructions for buying
They want to go on a trip announcing their faire.
They go by way of:
Shady Grove, Bogsend, Tukis, Goldenfields
Riverbend, Tumatia, Turpsicore, Trunsit, Serpersid Hagertown
Going are: Gal, Tim, Pi, Ody, Vict., Des, Sta.
They dress in their best clothes and ornimental armor.
They want to travel by Phantom Steeds cast by Stallen 
They take 3 days worth of food with them planning on buying more from the places they go.
They come into Shady Grove go to the inn/tavern, talk the Faire up, post handbills, ask about the town leaders and try to meet them.
They are well received.
They continue on to Bogsend.
The people are alerted to the coming of a power unknown party and the all hide. They are ready to attack if their animals are stolen.
The party lands and starts shouting about the faire.
The tall thin mayor/elder of Bogsend (Rutakt)  recognizes Gal. As a previous customer and sounds the all clear.
The folks come out of hiding and are seen to be a sickly lot.
Vict. Does a cure lt. Mass. Timber does a cure disease on a guy with jungle rot
They buy a bunch of pelts (45 ermine@2gp, 20 bever@1gp2sp, 40 Mink a1gp5sp and 5 specialty) they bulk buy for 160gp.
They head off to Tukis and arrive just before night. The mayor shows them the inn and takes them around town. They spend the night at the Witches Tavern.
The next morning they cast status and Phantom Steed and they head off to Goldenfields.
They talk to Tolgar who is impressed with their idea. He promices to:
Send a honor guard of 40 warhorse and knights, 2 high priests to conduct a religious ceremony to open a days festivity, as many sellers and participants as wish to come. In addition, he gives them 5 rubies worth 100 gp each to support the faire.
Ody wants to buy horses. He buys 2 heavy and 2 light warhorses. They will deliver them at the festival. Cost 560gp.
Stallen buys 1 heavy and 4 light warehorses. 
They spend the day looking over the settlement and eat with the monks and sleep in cells in a huge baracks.
A week from the faire, talk to brother Aniesta about how many people to expect.
They go to Riverbend and talk up the faire. Vict has a chess game with the wooworker.
They leave at midday and head off the Tumitia. The new mayor is Hopeson Tumitia.
They talk to him about the Faire and he tells them he is very happy to attend with his family and the rest of the town that wants to come.
They fly off to Turpsicore. This is the Feif of Lord Dunsany of Waterdeep. He runs the town in a heavy handed, ceremonial way. It is losing people as he ages and becomes more eratic in his habits. No one is willing to say anything about him. He will take offense to something the party says and refuse to allow any of his "serfs" to attend, but that they may post bills for the benefit of the "freemen".
They continue on to Seperside (POP 302). along the S branch of the Seripir.
This is a very small town devioted to fishing and forestry. They are hardy, freewheeling and daring. Lots of sportsmen and many large familys spread out along the river. The guys in the long houses are hired timbermen who are killed if caught poaching trees from the elven forest but are willing to do it. They entertain the men and tell them about the faire.
The rooms are so filthy, the women refuse to stay there. They make camp outside of town. Gal does an M. Mansion spell for them.
Next morning they head off to Hagerstown and are surprised that there are only 10 small buildings.All hobbits. They have been built over caverns built by a forgotten race. 
They show them the caverns with the 18" long cockroaces thronging. About 200 people live in the caverns.
They are heading off to the forest to talk to the Elves.
They are met by Shelio the priestess of Milieki and 2 guards.
They invite the Elves to the faire. They are told any elf may go if he/she wishes, but few will probably choose to attend. She will attend if she may performe the opening ceremony one day.(3rd day).
They arrive back at Katina 2 hours before sundown 3 days after they left.


Asf


Text Account:
They have a plan.
Phanto does a scry spell on the dragon, but it makes his save and there is no result.
Vict. A divination to see if attacked that week.
"A dragons memory is long 
I hear him sing a venful song,
But it will not attack as yet"
They don't have to detail all the things needed to get the area ready; their followers take care of it all under their supervision.
Week 1 of 5
Vict does the clean up and finishing her temple. They are hurring to complete as much as they can before the festival.
Phanto wants to make a swimming hole for the kids.
Ody wants to work on his archery spot with his 2 NPCs.
They  use the lyre to start on Zoe's tower. They get the stone cut at the same quary as before.
Week 2 of 5
Gal does a discern location. The dragon is still at the redoubt.
Phanto does a scry but it fails.
They use the lyre to build the first 2 levels of the tower.
Week 3 of 5
Vict does a divination spell 
"The vengence of the worm approaches you apace.
It could be the end of your humans race."
Phanto does a scry but it fails.
At the end of this week, the rest of the stone tower is built. 
Only the roof and the finishing remains. This will be done by town workers.
Phanto wants to build a catapult.
Week 4 of 5
Phanto wants to build a maze for the childeren to have fun in.
Gal works on her spells and phantasmagora. Stallen rehearses with his followers on kazoos, drums and penny whistles. Katrina works out with her marching band.
Gal calligraphers makes signs and schedules and rules.
Des want to go diving in the river on either side of the bridge. She wants to make a diving spott off the bridge. She finds a 15' circle of a deep area where it is safe at all seasons.
Vict does a divination will a dragon bother us?
"It will take time for epic vengence to ferment."
Kilana is buiding followers quarters building number 1.
Week 5 of 5. The faire starts next week!
Phant does a scry that fails, Vict does a divination "Will we be bothered by the dragon?" 
"The fire burns bright and dawn may arrive before your labors are complete.."
Gal, and Katrina go to the town for her survey of who many will be coming. There will be 200+ coming. It takes them more than 2 days.
Phanto casts a scry that works. He sees the same kind of marsh that he saw before. The dragon is thrashing around and seems restless.
Vict does a new kind of divination  "Will more than one dragon bother us this week?" 
"One will be sufficient". 
Phanto does a commune with nature. The lands around are very familiar and within his area of sensitivity he does not detect evil on the scale of the dragon.
 3 days before the faire. Vict. Does a divination "Does Mohaska know where the school is."
"Unseen eyes see what is not hidden
A menace may soon appear unbidden."
Gal does a discren location. It is in the NW corner of the Simp Bog about 35 miles away.
They discuss makiing a pre-emptive attack on the dragon at Gal. Towere under cover of a scrying protection spell the night of the 3rd day before. They all agree it’s a good idea.
They plan to rise 2 hours before the sun and leave the next morning to attack the dragon.
Odys workers will continue working on their private archery range (not for use in the faire). If they don't come back in 2 days go into the woods and hide and help people and be true.
That morning they cast:
Des - Mage armor, mage armor on stallen, false life on both just before leaving 
Ariel - Casts Orb of force into her sword, 
Vict - Foresight, heros Feast
Gal - Casts Greater Magic weapon on 50 arrows (+4), moment of prescence, mage armor, persistant cats grace and fox cunning, pnumonic enhancer, 10 tatooes

They talk about how to keep the dragon from flying or getting away and memorize spells.
Time Stop as they are casting spells



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Text Account:
They are heading out to attack the dragon.
That morning they cast:
Des - Mage armor, mage armor on stallen, false life on both just before leaving 
Ariel - Casts Orb of force into her sword, 
Vict - Foresight, heros Feast, Moment of Preciense, Sign, Devine Insight, Resistance Sup, Status
Gal - Casts Greater Magic weapon on 50 arrows (+4) and Zoes sword, moment of prescence, mage armor, persistant cats grace and fox cunning, pnumonic enhancer, 10 tatooes
Once they are ready to go she - Gal reduce mass on Vict Dro, Ody, St, Des, Ari, Phanto changes into a coral snake- Timber changes to a mouse
Gal - Greater Tports them to the Stump Bog. They arrive (% for 10/ths of a mile) - 1.6 miles away
They arrive in 9' of water. 

Zoe is wearing armor but is swimming slowly, Vict swims, Dromar swims, Pi swims, Gal unshrinks everyone, Kat swims, Des Swims, Phant casts phant stag, Ody is sinking, Aierl swims, Stallen goes "damn!" and sinks, Dro does D.Door to the stump,
Timber dive for ody, Vict gets ody up, Ariel and Pi are holding Stallen up,Gal levitates to 5' high, Phant casts res energy acid, Stallen  casts P. Steeds for everyone, 
Phanto does a Control Weather - Torrential rain and then Resist energy mass acid, mass camoflage, 
Vict does Res. Enerty mass for Fire, Conviction mass, 
Des casts clean, and does it to stallen to. 
Timb sees the carpet riders as a small dot and they start running toward the dragon.
The dragon takes off while they are a mile away headed to attack the carpet riders.
They head off toward the dragon, 
Phant does call lightning
Phant does Spider climb on Des
The carpet guy is panicked and shouting help. They follow and so does the dragon.
2 rounds later, they have a 50% chance of arriving in time.
They arrive before the dragon. The dragon has a spot roll of DC25 to see the party before the rain, He sees them heading toward the carpet guy. It takes off when the rain starts and heads toward the Sarcrag to get his friend. Bimpnottin is killed by the dragon while fleeing
Kat does remove fear on Alfhid.
Phanto Resist energy elect on des
They say goodby to the 1/2 elf who heads to Waterdeep to tell about the killing of the guards on Sarcrag.
The party begins searching for the dragons lair. They have a cumulative 3% chance per 10 min of moving near enough to detect something in the rain. On a roll of 5 more than they need, they get a false lead.
Searching - Des, Tim, Pi, Gal, Phant the rest ar guarding
False lead - They stop and investigate for 10 min. Phanto stops the rain.
The dragon has placed a cursed amulet in the water and taken his items with him.
They continue on. They get near the area.
Gal finds the magic! The real treasure is located 120' to the E of the cursed item.
Vict hands Ody the Trident it and he are tied to cords that vict holds.
Ody begins searching with his hand for the magic item.
He is cursed! He get a -4 to his constitution.
He is attacked and grappled and taken under the water by the black ooze.
He has a cord tied to him.

It is guarded by 8 puddings controled by the dragon to act as guards and a  Gray Render
20d8+3 (133 hp)
-1
30 ft. (6 squares; can’t run)
16 (–1 size, –1 Dex, +8 natural) touch 8, flat-footed 16
+10/+21
Bite +16 melee (2d6+7) or slam +16 melee (1d8+10)
Bite +16 melee (2d6+7) or slam +16 melee (1d8+10)
10 ft./10 ft.
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits
Fort +6, Ref +5, Will +12
Str 25, Dex 8, Con —, Int —, Wis 10, Cha 1
Toughness
Temperate marshes
Any
6
None
Always neutral evil
None



BLACK PUDDING
Huge Ooze Hit Dice: 10d10+60 (115 hp) Initiative: –5 Speed: 20 ft. (4 squares), climb 20 ft. Armor Class: 3 (–2 size, –5 Dex), touch 3, flat-footed 3 Base Attack/Grapple: +7/+18 Attack: Slam +8 melee (2d6+4 plus 2d6 acid) Full Attack: Slam +8 melee (2d6+4 plus 2d6 acid) Space/Reach: 15 ft./10 ft. Special Attacks: Acid, constrict 2d6+4 plus 2d6 acid, improved grab Special Qualities: Blindsight 60 ft., split, ooze traits Saves: Fort +9, Ref –2, Will –2 Abilities: Str 17, Dex 1, Con 22, Int —, Wis 1, Cha 1 Skills: Climb +11 Feats: — Environment: Underground Organization: Solitary Challenge Rating: 7 Treasure: None Alignment: Always neutral Advancement: 11–15 HD (Huge); 16–30 HD (Gargantuan) Level Adjustment: —

The typical black pudding measures 15 feet across and 2 feet thick. It weighs about 18,000 pounds.
Combat

A black pudding attacks by grabbing and squeezing their prey.

Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based.

The pudding’s acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.

Improved Grab (Ex): To use this ability, a black pudding must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Split (Ex): Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Skills: A black pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Asdf


Text Account:
They are at the dragons lair where the treasure has been hidden. Its 150' from where they are now.
Ody is being grappled by the Black Pudding. There are a total of 6 guarding the treasure.
The rain is only beginning to let up after Phanto lifts his spell.
Init 8 for Black Pudding, 29 for ody.
-13 Ody
Inititiive ph-25, zoe-24, Ariel 21, pi-20, Tim-18 vic-14 , des-12,  gal, sta-9, 
Other black puddings 
A 121,              B 101,                 C 119,                D 132              E 102,             F 111
Pi- 11,12          Tim-10,                Vict-6-                Des-9,8,10       Zoe-101

After the spells Vict heads off to the dragons, following are the rest of the party
They find they are 8 miles away.
They head to the dragons. 
Drachol meets them and tells them the battle is huge and it is not time to wage it.
They go b ack to Katina and are joined by
Emerald, Silver, Platinum (80'), saphire, gold (Drachole) dragons.
Moments later, 6 gryphon riders arrive.
Dartanion is leader with Bukser- Buckskins and long  black hair, Toomiks - Black Silks & hair, Jonels - Chaps and jeans, Luoma (female 1/2 elf), Porkis, and Zoomial
Gal does a Ward Fog on the Inn. 
They discuss the days journey. 
Dartaion is a real officious jerk. He is a noble and has purchased this commision. He is ont impressed by the Local 509 and goes with Mordicity who doesn't like him) but the rest of the riders stay beside at the HR Inn.
The next morning the dragons join them when they leave the inn.
60 men from goldenfields arrive. 12 Heavy, 15 med, 8 light.
Pi goes to her dungeon area for full scale bivoack, 
(Mercinaries) Thockrar, Rokcan,  Laned, (Holy)Korlan, Quilamat. They are filled in on what is happening. 
Inspire courage.
They set up heavy air partols and a show of force. 
Drrachoole has gold eyes with vertical pupils and silver lips when in human form.


BLACK PUDDING
Huge Ooze Hit Dice: 10d10+60 (115 hp) Initiative: –
5 Speed: 20 ft. (4 squares), climb 20 ft. Armor Class: 3 
(–2 size, –5 Dex), touch 3, flat-footed 3 
Base Attack/Grapple: +7/+18 Attack: Slam +8 melee (2d6+4 plus 2d6 acid) Full Attack: Slam +8 melee (2d6+4 plus 2d6 acid) Space/Reach: 15 ft./10 ft. Special Attacks: Acid, constrict 2d6+4 plus 2d6 acid, improved grab Special Qualities: Blindsight 60 ft., split, ooze traits Saves: Fort +9, Ref –2, Will –2 Abilities: Str 17, Dex 1, Con 22, Int —, Wis 1, Cha 1 Skills: Climb +11 Feats: — Environment: Underground Organization: Solitary Challenge Rating: 7 Treasure: None Alignment: Always neutral Advancement: 11–15 HD (Huge); 16–30 HD (Gargantuan) Level Adjustment: —

The typical black pudding measures 15 feet across and 2 feet thick. It weighs about 18,000 pounds.
Combat

A black pudding attacks by grabbing and squeezing their prey.

Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based.

The pudding’s acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.

Improved Grab (Ex): To use this ability, a black pudding must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Split (Ex): Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Skills: A black pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
The black dragon haqs flown W. to join with the white dragon who attacked the soldiers on top of the watch tower.


Text Account:
(Mercinaries) Thockrar, Rokcan,  Laned, (Holy)Korlan, Quilamat. They are filled in on what is happening. 
Inspire courage.
Dunington is the captain of the Goldenfields reps and a 12th level priest of Chauntia
They set up heavy air partols and a show of force. 
Drrachoole has gold eyes with vertical pupils and silver lips when in human form.
Soon after the other 2 dragons in human form come in and join the discussion. One - Tebetheoka - looks like he is wearing silver armor and a helm with 2 big horns, but it's really his skin. His eyes are violet.
The other dragon -  Livezzenvivexious - looks like an female elf with silver skin, silver hair and crome eyes with vertical slits.
They discuss the future and the dragons say they feel that it will be a week or two before the dragons can organize a large scale attack.
After organizing the guards, they discuss the faire and wether to tell the people about the danger.
Timber and Zoe are taught how to put the tack and saddle on a griphon and treated to a long ride where they point out places of interest on the ground to act as landmarks for the riders.
The black dragon is at Mount Helimbar recruting for the attack.
"Will the dragons attack within the week" 
The longer the pull the farther the arrow will fly, unlikely it is but the dragons will come by and by
The ship had come back with the supplies. The sailors are looking forward to the faire.
They spend the day doing all the last minute things as the people begin to come to the faire. 
By the end of the day before the event, there are 50 people (all merchants except for a family of 12)
Vict and Ody go to the malitia building and talk to Mordicity about Dartanion cautioning him o be careful around Dartanion.
Last minute items before the festival, Det. For Evil
Next morning, they have the opening ceremony.
Stalen as mayor speaks, vict does a prayer, Timber,  Phanto, Dunington, Kilana



asdf


Text Account:
It's time for the faire!
They roll up some characters and prepare to hear about the events.


Init:  Slick-17, Brad-12, Eugene-11, Prap-11, Angel-8,  Billy-7, Helga-7, Jewel-3

Paulo-16, Corazon-5, henny,-8, Corrine-3, Saphire-3, Sandra-20, Gusippe-10, Tom Dolowitz-4

The first days festivieites goes well and all fall asleep with good feelings.


Text Account:
Although we kind of wrapped up the first day last week, there are some events that have not yet been run. Specifically:
Best stew
Best fish dish
Best Pie
Biggest vegetable
Singing Without Acc.
The events below we did:
Open Stage Talent Contest
Feast
Local 509 Mixer dance
Gal casts spells, and food is eaten.
Mordicity comes in that morning and is positivly elated.
The dragons are at the Spine of the World
Mordicity meets a woman name Jetamin Bulroarers.
Torm, Chauntia, Bob, Mystra, Lathander, Meliki
The priest of torm is named Luther Remfor.

2nd Day festivities:
Opening Ceremony (10am)
Olympic Events:  18 years and younger - Mens 1 and womens 2  Adults - men 3 and womens 4
Running  50 yard
Running 100 yard dash
Weight Lifting 
Sumo Wrestling
Obstical Course
Ladder, Straight run, Hoops, Log walk, Creek jump, Straight run, Nail dfrive, straight

Food Events:
Best Wine - Tim, Vict, Stal - 6 - 
Best Beer - Tim, Krom, Phanto, - 9 
Best preserves, Kookie, Gal, 
Best jerked meat - Ody, Phant
Best pickled item - Zoe, Pis
The Irish band is the Forgotten Ones - 

Day 3
Opening Ceremony (10am)
Martial Events
Chars are 4d6 no low roll, Level is 2d4
Macba - Characters
George-V - Andrew
Sam - Candy-V
Fred-V - Bilbo
Terry-V - Bull
Joe-V - Harry
Ralph-V - Thocknar
Bill-V - Flint
Dude-V - Deklin


and Melee



Archery
Javiln Toss
Tree felling
Pie Eating
Storyteller and Instrumental events

Singing With Acc.


Text Account:
They are starting at the end of Day 2.
The end of day 2
Food Events:
Best Wine
Best Beer
Best preserves
Best jerked meat
Best pickled item

Singing With Acc.
Local 509 Mixer dance


Text Account:
Beginning the third day.
Day 3
Opening Ceremony (10am)
Martial Events
Macba
Archery
Javiln Toss
Tree felling
Pie Eating
Storyteller and Instrumental events

Macba - Characters
Week1
George-V - Andrew
Sam - Candy-V
Fred-V - Bilbo
Terry-V - Bull
Joe-V - Harry
Ralph-V - Thocknar
Bill-V - Flint
Dude-V - Deklin

Week2
Chuck - Star V
Garf V - Bob
Claude V - Grahm
Jed - Amazona V

2nd Cut
Garf V - Claude
George V - Dude
Candy V - Star
Amazonia - Joe V 
Fred - Bill V
Terry - Ralph - V

3rd Cut
George - Garf V
Bill - Candy V
Joe - Ralf V

Finals
Garf V  - Candy
Garf - Rolf V

Archery
Round 1
6-18
5 - 17

Round 2 - 6
2 - 18
4 - 17

Round 3  - 10
1- 18 - Gladiola
1 - 18  Bill
1 - 14- Merryidock

Round 4 Finals - 14
Petuna and Gladiola
Gladiola is the Winner!

High Level Macba
JJ V - Darby
Goddam V - Toast
Timmothy - Johnson V 
Guin V -Ferdinand

Goddam  V - Johnson
JJ V  -Guin

Finals
JJ - Goddam
Goddam is the big winner


Javalin Toss is 3 rolls of 4d4+str bonus on each





asef


Text Account:
First up is the tree felling event
65 Hit Points for the trefelling trees.
AD 10-Crits count-+8 over your to hit roll =+1
Yip-5+7+3+7+0+8+5+5+8 , Ox-0+8+9+22+4+0+11+8+5-The Winner!, Johnson-0+8+0+6+10+5+8+68
woody-0+4+0+9+0+5+8+0+8, Rex-5+0+8+8+9+10+9+0+103-rd, Willie-8+7+9+8+11+7+7+6 2nd
Roy-9+10+18+11+0+16+32-Winner, Billie-6+0+22+7+8+6+0+5+5+9, Lizzie-10+6+0+11+11+7+0+8+0+4
Knuts-6+7+4+0+14+5+9+0+6+, Domino-15+5+0+9+12+6+7+12-2nd, Yap-0+5+4+8+5+8+8+18+7+8-3rd
Ox-7+9+28+0+9+0   Roy-9+12+13+6+14+17-Winner
Pie Eating-Blackberry Pies
1/2 Pie without rolling for each + to Fortitude. Afer that, each pie requires a roll under 10+# of Pies

Kermit(11)x22rests-3rd, Vince(11)-Heaves, Piggy(10)Rests2nd
Porky (9)rests, Gordita(11)-heaves, Karl(11)The winner
They have a special dinner by Cookier she cooked to thatk them for the festival and for their generousity.
The night passes and they get up the next. 
Gal does know location no info. 
The opening creemony..
Arnortha has 4 families who are down on their luck. The party gives them food and a promise of help.
Gal finds the black dragon 60 E by NE away.
Horse races - 1/2 mile - 
The important score for 1/2 mile is dex only. The jockey important score is wisdom. His Will bonus adds to the horses distance score. Horses roll 2d3+Reflex bonus+jocky Will bonus.
Race Start - Inititive roll=+2 of the jockey before more moving begins. 
Kim on Tam(13) - 3rd Place
Dan on sox(21)
Sabrina on Night Rider(13)
Ben on Black Spot(16) - 2nd place
Todd on rocket (7)
Rex on Stumble(9)
Joey on Silver bullet(20)
Sal on White lightning(21)
Lisa on Noches(16)-1st
Carol on Santo(22)


Text Account:
This is the fourth and last day of the faire. So far it has been a great event. There have been few disturbances and those have been handled quickly by the milita and in one case by the priests of Chauntia from Goldenfields. 
The priests bring 3 criminals before the Local 509 all of them are stiff as a board after a Hold spell was cast on them. They are accused of strong arm robbery of one of the merchants (a glass blower selling trinkets, pipes and alchemical equipment. They threatened to wreck his stock if he didn't give them 30gp. The party will need to judge them.

The next event is the the Barrel Race then the steeplechase which is the last event of the day.
Barrel Race - Rider 4d6 and Horse 4d6
Roll Inititive - 1st=+2, 2nd=+1, 3rd=0, 4th -1, 5th -2

Roll ride skill DC 15, advance 2d4+Str bonusx2 - Turning Ride DC-17, advance 2d4+dDex bonus -
Winners of race 1 are:
Erin on Regal, Ricky on Merrygoround, Enol on Trigger
2nd Race
Raine on Lightning, Vrable on Bobbin, Susan on Cowboy
Steeplechase - Height-Ride DC +Str-Logs Ride 20-Dex 17 Bonus-Hedge-Ride-DC 17-Dex-Ditch
Winners Benson on Evening Star, Lhor on Data, Dexter on Flaming dragon.

The Gold Metal Jam is were all the singers and musicians who are winners of the various performance events get together to entertain in the Amphatheatre.
The Phantasmagoria is an opportunty for the mages to cast spells to entertain the crowd.
Finally, there is the Feast. This is  done bufet style with all the food sellers encouraged to gather around the eating area (on the other side of the river). The alcohol sellers will do a BIG business. Many of the Jam musicians circulate around the area singing for contributions.

During the feast, a group of theives from the New Guild will raid Pisheo's stronghold to intimidate her into joining the new guild or stay out of Waterdeep. The components of that group are:
1 - 10th level - Breezy Mangol
2 - 7th level - Hoopa Do and Tyler Alsoa
2 - 5th level - Corpea Maka and Mysterioso
4 - 3rd level - Dakan, Habik, Rogen, Flogig

Closing Ceremony


Text Account:
I designed the adventure to follow the feast as something wehre Pisheo was totally necessary. Unfortuntaly, Cindy and Dale can't game today. So the adventure is cancled and only the message from the Shadow Theives will be delivered.
Gal, Zoe and Ody T.Port to room F.

During the feast the party is allerted to trouble in the area where Pi.s rooms are located. Instead of the combat I planned, they will only find 2 dead Pi. Followers. Marvin and Randal are found in  Level 3. One was garotted and the other has been so mutilated that the actual cause of death can not be determed. Pinned to the body of the mutlated corpse is a note saying 
"Defiance will not be tolerated. Ante up or stay out of Waterdeep - ST".
They can try to follow the theives, but the end of the show has not started. Will they try to track down the perps (who are galoping their horses back to Waterdeep) or stay to ensure the Faire is protected and properly ended?

They search the Levels and don’t' find anything. They take the bodies away and send Zoe to get Phant and Ariel so they can search. Phant summons dire wolves who head out to find the theives.
The dogs move 2 MPH slower than the horses over the same terrain. Unless there are warnings, the thieves will stop for the night about 3 hours after their crime.
The players are also about 2 hrs behind them. They will have made camp for 3 hours before the party arrives.
Breezy and Husker have escaped.

Inititive
Ariel 22,, Ody 18, Phant 12, Gal 9

1-12 - 34-14x
2-5 - Hoopa Do-HD 7d6+7(Rogue) ; hp 34;-8-12-9
3-6 - 18 -14-10x
4-13- 24 - 8s-9-6-
5-14 16-9-11x
6-11 16 -9
7-20- Breezy
8-8 16-18 -14-16x
9-18 - Tyler 
10-8-10 18-13-15x
Flogig is captured the rest are down.
Mysteriso was down, but they heal him. They are both tied up.
Time stop before they search the area
Asdf


Text Account:
Flogig is captured the rest are down.
Mysteriso was down, but they heal him. They are both tied up.
Time stop before they search the area
Breezy and Husker have escaped.
Timber is tracking Breezy after being shown hiss path.an d Phanto is following on his phantom stag.
Timber casts entangle, the theif saves. Phanto flies up to him.
Timber fires 2 arrows. He is AC 15+4 for cover. Breezy drinks a invisibliity potion. He then drinks a fly potion and takes off.(-15 on breezy).
They search for him for 30 minutes
Timber talks to the tree to find out where the guy went.
Back at the camp,  Pi,  is searching bodies.
Gal and Ariel are interrigating.
Daken and Habik are the ones tied up.
Altogether, they find 230gp and a 1Kgp Diamond Necklace.
Pi and Ody kill them cold bloodedly.
Phanto flies and does a true seeing, Timber turns owl and searches.
They go back to the camp where the theives died about 45 min later.
They discuss what to do with the bodies.
Gal does tport to Pi dungeon area and gathers followers tells them about the attack and asks for burial volentiers. She gets 6 when she tells them they will be tported there and back.
They dig graves while Ody flies at tree level guarding.
It has been about 6 hours since they left the Feast.
The temp is falling.
The two theives have gone to ground. They are about 1.4 and 1.8 miles from the camp in different directions. They will stay hiding in the wilderness for 3 and 4 days respectivly before they begin walking to Waterdeep.
Next week, they will be taking care of 4 or so months until Beourn and Ulla get back with news of their trip to hell.


Asdf


Text Account:
They are taking care of the time before the dragons come and Beourn and Ulla return.
Ody wants to court new NPCs. Duncan Idaho (1st) and Dobie (3rd). He wants to make an archery range with a palasae. And outside is a long house. 
Pisheo wants to know the story behind the killing of her followers. She makes her area more secure with traps and stuff. 

They want to go to Waterddeep as a group.
Gal. Wants to make magic items and researching spells. Spell is 8th and 7th level spells. MI are tatooe inks. 

Phanto goes out into the winter to find out about the terrain, the creatures in it, He returns every week to report to the party about what he has found. He wants to know what is coming toward them in the wilderness and know where to put  traps out to stop them. Cast plant grouth spells. 
Victorex want to work on her temple with her lyre. She tport to Arabela to warn them of the Shadow Theives and to beware of infiltrators. Preside orver services with her followers. 
Timber is training his gryphon. Don’t eat the livestock, guard, stay, fetch item.
Des goes to the old woman who was making her vest. It is truly awsome. She wears it for 6 weeks then makes it magical. She want to make a +6 Chrasma Bustia. The cloak of charisma is the base at 36Kgp.
Lyre Items - Timber want a gryhphon tower, Victorex interior improvements, Ody want his enclosure and longhouse, Ariel wants a house.
Ody's Longhouse Large building takes 30 and the barbican total 50'x250' long 15' high. (120 manhours to make timber for both Odys and Ariels houses. Plays for 3 hours. 1 week. With bleachers.
Ariel wants a large wooden house. 60'x30'
Timber trains his tree to grow high and casting growth spells on it. 
25 manweeks per 10x10x10 area of stone. 
Next week will be their trip to Waterdeep. They want to go to be there for Midwinter.


Text Account:
They are finishing up what they wanted to do during the winter.
I catch them up wiith the final stuff and then Beourn comes and tells them what they are facing and his solution.
They agree that the crab is a good idea and make plans to head to Waterdeep and then to Nimbral.
They leave the morning of the 27th of Hammer and will arrive in Waterdeep the same day.
On their way to WD they pass by Lake Wasamata and do some ice skiing on it's frozen surface.
They get to Waterdeep and decide to do it the fast way.
Mudaine items they want:
Pi gets weapons (s.sword (5), l. sword (5), silver swords (2), Cold Iron Swords, hand axes (3), Clubs (6)
Des wants a rapier (cold iron), daggers, S.Sword, 20 arrowheads and the same in silver (except for the rapier.
Pisheo - Cold Iron Daggers
Vict - goes to her temple and tells them about the ST. 
Gal gets her spell components. 
Phanto get blur potion
Gal gets the Wand of Neut. Poison and rod of cats
The festival is a low key affaire where evceryone thinks everyone else is a citizen of the city.l There are a lot of communal parties and some good luck ceremonys hoping for a short winter and a good harvest in the new year. 
There are lots of special meals in the restaraunts and pewople are unusually firendly. There are lots of mimes, mummers and practical jokers having fun with the crowds.
On Alturik the 2nd, they head off toward Nimbral.
They are met by the Sky Riders and take to Omahn
They agree to go to the special house and be locked in.
Their hosts are friendly and the party treats them nicely.
When we stop, she has begun cooking with a knife that cuts an onion by itself and an automatic spoon that mixes the folour for the dumplings in the chicken stew with no assistance.


Text Account:
When we stop, she has begun cooking with a knife that cuts an onion by itself and an automatic spoon that mixes the folour for the dumplings in the chicken stew with no assistance.
Mr. and Mrs. Henflofer
Some retro stuff; zoe trains her griffon. Don't eat the livestock, guard, come
Wing commander Norbert Ven Kem'klophen
They take the oath and are honest about their answers to the questions. 
The Oath officers get from their answers that they want to get the appratus. 
They know it is in the Sahougin caves and that there is a desire in the military to try another try to drive them away from the island. They take the party to the military corporal. He summons the general. Zoe beats all comers with her sword in practice foils.
They agree to consider getting help from the military and they will be contacted in 2 days.

Asdf


Text Account:
They return to their Oath Takers house where they talk to the hosts and talk about what was presented in the document I mailed ot them. 
Phantozee tells them they have 2240gp in trade ready for them.
They want to go shopping the next day.
They wake up and again notice how bland the food is. They try to spice it up, but the hosts don't seem to like it much. Mrs. Henflofer says she will pack a lunch and Mr. Says he will take them around the city.
Major Shops
Food - House of Markglapon
Corkscrew Banana - Purple flesh - Hookendorken
Breadfruit - Bland, white waxy skin
Cane - hook shaped beans

Fabrics   - House of Gerflunken
Parchment - Bamboo Paper
Bamboo fabric
Flax - 
Hemp - 
Goat hair - 
Horse Hair (pegasis) - 3 gp yard (6yrds)
"storrm" hats .3 gp each and .2 for 10
Vials of dye - 3 Gp for (3) made of shellfish (2gp for other 5)

Game and fish - Ophenblak (6gp)
Goat - 
Venison - 
Gunie pig -  (Flikdorphe) - 
Turkey - 
Chicken - 
12gp - misc meat

hardware - House of Stokhouser
Mostly used. New is 3 times price.
Hot Stones 8"=200gp
                   12"=400gp
                    24" 900gp
Knives of Chopping - 450gp
Spoons of mixing - 400gp
Leather hammer of pounding - 500gp
SelfChurn - 450gp
Dark glass - Not available, special order
Prisms 10gp (5)
They overspend and head off to the Trade Center to settle up
2240
-3160
+1250
+5610
House - Lemtopillken
Rarities and Antiquities
Lace, mens weading clothes, glass, shell and stone jewlery, Carved alabaster (pegasas)

Incense and Pepermints - 
2gp for oil perfume 

Leutenant Ven Gruphinyuk comes to their house to take them to the Courthouse.
UberGeneral Hymenpoughin

They try a detect magic on the items the Henflofers. They find both possess a amulet of ESP and two others
The party tports to the beach across from the island.
They set up camp behind the dunes 200yards from the sea. Timber and Phanto turn into birds Des goes invisible and flies for 35 min..
They search around for 2 dcays and don't find anything except for farmers and fishers.


Text Account:
They discuss how to conduct the battle.
They decide not to do a recon and instead, plan on a frontal attack.
The plan is:
They are going to fly over the spot where the palace is in the Cuda
Gal and Vict cast D.Door to take them 90' down in the water.
The Cuda will drop them off then fly up to 2K' and circle around the drop spot.
The battle begins!
The cuda flies over the drop spot, the protection spells are cast and they D.Door 70' down from the top of the water.
Gal and Vict do D.Door spells to 765' from the ship. They arrive within 8' of each other. The are 150' away from the entrance.
No Initial Encounter
They find the way toward the entrance.
They are heading toward it.
Enc: 2 Large Sharks
HP 43-I=24, 30 I=23   44 I=19x
      -36 Des   -36 Des  -18 Des
                                    -14 Ariel

Inititive:  Vict-28,  Des-28, Phant-28, Gal-27,Tim-21, Ariel-19, Ody-9. Pi-9,
Round 1-Vict-W.Elemental?, Des-Fireball, Gal-Prying Eyes, 

They move another round and are spoted by a squad of 8 Sahugan
Init:, Vict-27, Ariel-24 Gal-16, Ody-15,  Pisheo-13,Tim-12,  Des-12, Phan-11, 

Init - 12 , 5 , Dead by Vict. 1, 12 , 10 ,14, 6 , 1       
HP - 11     , 13, Dead by Vict. 14, 11, 7, 15, 16, 17  
       -0 Tim    -10-9- Pi
       -17

Round 1 -Vict-Inflict Lwounds Mass

They are 250 feet away from the entrance.

Spells
Freedom of Movement - Phant:Timber, Ody,  - Vict.:Pisheo, Zoe, Gal
Cloak of the Sea - Phanto: Ariel, Des
Phanto - Wild Shape to Merman

Waterbreathing - Gal: Self - Vict: Self and Pisheo
Necklace of Breathing - Ody
Gills - Timber
Cloak of the Sea: Phanto: Ariel, Des

Heros Feast - Vict: On All +16 HP
Tattoo: Gal: Self, Timber, Pi
Status - Vict: On All
Message - Des: on all
Owl's Insight: Pisheo
Swim, Mass - Phanto on all
Skittish nerves - Gal: Self
Persistant Swim - Gal: Self
Greater Magic Weapon-  Gal: Pi, Tim, Zoe
Mnumonic Enhancer: Gal Self
Prot. F. Arrows - Gal
Persistant Dragon Skin - Gal self
Moment of Presience - Gal: Self, Vict: Self
Contingency: - Vict: Self
Divine Insight: - Vict: Self
Long Strider - Vict: Self
Conviction, Mass - Vict: On All
Sign - Vict: Self
Camouflage, Mass - Phant.


WINGS OF THE SEA
Moon Lust
asdrf


Text Account:
They are 250' from the entracne to the Palace. They are double timing.
Start Spell Timer at +5 rounds.
Phanto does Hide from animal. 
RRRR They get to 120 feet and begin to see shapes moving.
When they get to 100', they begin hiding. They are also camoflagued.
The guards of the Shaugan have a chance to spot them.
1 of 10 guards sees them. No officers see them. 
RR They are 50' away and decide how to approach.
RRRRR They stop to dicsucss and hide. 3
At 50 feet they want a surprise and get it.
.16x2 , 3, 
Vict-28, Ariel-25, Ody-23, Pi-23, Des-21, phan-20, Tim-19, zoe-17, 
Surprise - Vict-Dancing Lights, Ariel-Scorching ray, Des-F.Ball(32/16), Phant - S.W. Animals the shar, ks are allerted and -2 to morale. 
Round 1 The archers behind the gate attack (20) along with the ones outside. The crab is summoned. It will take 1d8 rounds to come It will arrive in 4 rounds. 20 More guards head for the door from room 10.
Round 2 - 
Roudn 3 - 
Round 4 - Des gets behind the gate w/blink spell.
Round 5 - The other guards arrive 
The net is falling!
ariel and zoe

Shark
 - 3d8+3=14-10Tim        
 - 3d8+3=17-17ody x      
 - 3d8+3=17 11- pi       
 - 3d8+3=17 -12 Pi
 - 3d8+3=24 -11 Pi       
 - 3d8+3=21- 17-24 Zoe       
 - 3d8+3=15 -17 Ody    
 - 3d8+3=20   Fled     
 - 3d8+3=14   Fled     
 - 3d8+3=13-14 odyx        
 - 3d8+3=20   Fled     
 - 3d8+3=19 -16-13 odyx
 - 3d8+3=13 -15x       
 - 3d8+3=13 Fled 

Shaugin
14 ,16, 16
 - 2d8+2=12x
 - 2d8+2=15 x
 - 2d8+2=9x
 - 2d8+2=9 FBall       
 - 2d8+2=7 FBall       
 - 2d8+2=13  FBall      
 - 2d8+2=10  FBall      
 - 2d8+2=13  FBall      
 - 2d8+2=13  FBall      
 - 2d8+2=7  FBall      
 - 2d8+2=16  FBall      
 - 2d8+2=8  FBall      
 - 2d8+2=12  FBall      
 - 2d8+2=11  Killed by Des F.Ball       
 - 2d8+2=14  Killed by Des F.Ball       
 - 2d8+2=4    Killed by Des F.Ball     
 - 2d8+2=11   Killed by Des F.Ball      
 - 2d8+2=11    Killed by Des F.Ball     
 - 2d8+2=12   -14 ody     
 - 2d8+2=9     -16 ody   
Init

Leaders
22,Killed by des               27
-11 Ody                           -8 Pi -21-21Tim 

Behind the gate
 - 2d8+2=9 Save   Killed by Des F.Ball       
 - 2d8+2=10 Save  Killed by Des F.Ball        
 - 2d8+2=11   Killed by Des F.Ball        
 - 2d8+2=7  Killed by Des F.Ball         
 - 2d8+2=14    Killed by Des F.Ball       
 - 2d8+2=16    Killed by Des F.Ball       
 - 2d8+2=13    Killed by Des F.Ball       
 - 2d8+2=18    Killed by Des F.Ball       
 - 2d8+2=8      Killed by Des F.Ball     
 - 2d8+2=10    Killed by Des F.Ball       
 - 2d8+2=8      Killed by Des F.Ball     
 - 2d8+2=10     Killed by Des F.Ball      
 - 2d8+2=12 -15 Phan  
 - 2d8+2=13  -5 Ariel 
 - 2d8+2=10  -10 Ariel x
 - 2d8+2=9 -1 Vict    
 - 2d8+2=8 -13 Pix    
 - 2d8+2=8  - 11 Pix   
 - 2d8+2=15 -16 Pix      
 - 2d8+2=14 -6 Tim-18 Arielx

Round 5 Shaugin
- 2d8+3=6    -27  Des Fballx    
 - 2d8+3=15  -13      
 - 2d8+3=17  -13      
 - 2d8+3=8    -13  Des Fballx
 - 2d8+3=17  -27  Des Fball x     
 - 2d8+3=13   -27  Des Fball x    
 - 2d8+3=13  -27  Des Fballx      
 - 2d8+3=17        
 - 2d8+3=15        
 - 2d8+3=14        
 - 2d8+3=13        
 - 2d8+3=12        
 - 2d8+3=11        
 - 2d8+3=5        
 - 2d8+3=16        
 - 2d8+3=16        
 - 2d8+3=14        
 - 2d8+3=13        
 - 2d8+3=9        
 - 2d8+3=10     


Round 5 Sharks
 - 3d8+2=16 -27  Des Fball       
 - 3d8+2=11  -27  Des Fball      
 - 3d8+2=16   -27  Des Fball     
 - 3d8+2=19     -27  Des Fball   
 - 3d8+2=22        
 - 3d8+2=11    -13 Fball    
 - 3d8+2=21        
 - 3d8+2=12        
 - 3d8+2=16        
 - 3d8+2=17        
 - 3d8+2=18        
 - 3d8+2=16        
 - 3d8+2=13        
 - 3d8+2=11        
 - 3d8+2=15        
 - 3d8+2=14        
 - 3d8+2=15        
 - 3d8+2=15        
 - 3d8+2=16        
 - 3d8+2=14        

asdf


Text Account:
RR They are just entering the Shaugin palace. There are a bunch of them coming down the 60' wide tubular passageway. 
Round 1
Vict-30, swims away, Pi-25 , Zoe-swims up and fwd -24, Gal-24, Tim-22-Swims forward,  Ariel-18, Des-12, Ody-10, Phan-mantaray 9, 
At 8 the shaugin fire their crossbows (1 shot each as they moved this round). Sharks init 7
Round 2
Gal-S.Snowball, Phanto returns to human form, 
Round 3
The remainder  flee.

Shaugin
x2d8+2=10 -11 Gal       
 - 2d8+2=13  -11 Gal      
x - 2d8+2=11  -11 Gal      
x- 2d8+2=9    -22 Gal    
 - 2d8+2=18  -8      
 - 2d8+2=12  -8      
 - 2d8+2=9   -8     
x - 2d8+2=9   -16     
 x- 2d8+2=9  -16      
x - 2d8+2=15 -8       
 - 2d8+2=11 -8       
 - 2d8+2=16  -15      
x - 2d8+2=11 -15       
x - 2d8+2=8  -16      
x - 2d8+2=9  16      
x - 2d8+2=6  -16      
x - 2d8+2=8  -16      
 - 2d8+2=15 -8       
x - 2d8+2=8  - 8     
x - 2d8+2=9   -32 Gal

Shark
x - 3d8+3=16 - Zoe-23, 18,     Zoe-48, 26     
x - 3d8+3=24  -22-34 Ariel  -27 Pi -32 Ody
x - 3d8+3=16   Zoe-25, 22      Zoe-24, 19     
 - 3d8+3=14  -15, -19, -2 Des -12 Ody
x - 3d8+3=17   Zoe-20, 24     Zoe-24, 21
 - 3d8+3=22   -26, 19, 21 Zoe
x - 3d8+3=18  -25-22-23-24 Tim     
     
It will be 8 rounds before the next group attacks.
They move 120' (4 rnds)
Timber lights his sword
2 Rounds They get to the passage leading to 10. They look up then swim into the room.
2 rounds  room 10 there are 6 chests full of crossbos, tridents and arrows.
The guards have set up a line just before the branch to room 8.
Phato-25,  Des-24, Zoe-23, Gal-19, Ariel-18 Vict-14,Ody-12, Pi-11,Tim-11
Shaugin 14

Round 1 
Phan Vigorous Circle25rnd, Vict-Locate Object
Round 2
They move
Round 3 
They move more
Round 4
More moving, Ariel-Bull Str., 
The portcullis weighs 2K lbs.
Round 5
The ceiling trap strikes

 - 2d8+1=7   37     
 - 2d8+1=14 37       
 - 2d8+1=6       37 
 - 2d8+1=10        37
 - 2d8+1=12      16  
 - 2d8+1=5        37
 - 2d8+1=16        37
 - 2d8+1=7        37
 - 2d8+1=9        37
 - 2d8+1=7        16
 - 2d8+1=15        37
 - 2d8+1=16        37
 - 2d8+1=10        37
x - 2d8+1=12        26
 - 2d8+1=6        37
 - 2d8+1=7        37
 - 2d8+1=7        16
x - 2d8+1=6        -13 Ariel
x - 2d8+1=10        -11 Pi
 - 2d8+1=9       

asdf


Text Account:
The portcullis weighs 2K lbs.
Round 5
The ceiling trap strikes. Does 5d10 dam for 34 pts.
Everyone makes a Reflex save at DC 20 to take 1/2 damage.
There are 1d5 stones covering each person that weigs 80lbs each.
Fort Save at 15.
The rock fell out of a pit 30' high and the rock was 15' high 

Round 6
Gal does Rock to mud and they are covered in opaque mud, but free to move the next round.
Round 7+ mud is flowing down are they are. Gal swims fwd.
Round 8 Mud flowing Gal touches portc. And disintegrates.
Round 9
The sharks swim in! 
Round 10
Ody-25,  Vict-23, Pi-23, Tim-21, zoe-19, Ariel-17, Gal-15, Des-14, Phant-14
Sharks 15, Shaugin 11, Crab 5
Vict-M.Bolt
Round 11
Vict. M.Bolt
Phant - SunBeam
Round 12
Vict-Blood to Water
Phanto-Z-Noonday sun
Round 13
Vict.-Resitation
Gal. - D. Door
Phant - 
Round 14
Vict-Heal on tim
Gal.-Cone of Cold
Des-G.Blink
Phant-Sunbeam
Round 15
Vict-Heal on zoe
Ariel - M.Missle
Gal-Cone o Cold
Des-Ray of Enf. (-8 str)
Round 16
Vict-Diefic Veng
Gal-Disint.
Round 17
Vict-Bolt of Glory
Gal-Polar Ray
Ariel-Shock Grasp
Round 18


When they try to raise the portcullis, the sharks will attack. When they are defeated, the 20 shaugin will attack with their bows. The survivors will attack with trident. 
The crab will wait to attack until the portcullis is raised. 
Sharks
 - 3d8+3=21        
 - 3d8+3=17        
 - 3d8+3=8        
 - 3d8+3=17        
 - 3d8+3=20        
 - 3d8+3=17        
 - 3d8+3=15        
 - 3d8+3=13        
 - 3d8+3=10        
 - 3d8+3=16        
 - 3d8+3=17        
 - 3d8+3=17        
 - 3d8+3=11        
 - 3d8+3=9        
 - 3d8+3=15        
 - 3d8+3=11        
 - 3d8+3=11        
 - 3d8+3=17        
 - 3d8+3=20        
 - 3d8+3=11        

Shaugin
x - 2d8+2=13      -13 Des  
x - 2d8+2=9        -3-36 Des
x - 2d8+2=11      -13 Pi
x - 2d8+2=11        -10-14 Pi
x - 2d8+2=6        -7-32 Pi
 - 2d8+2=12        -8 Pi
x - 2d8+2=17        -8-11 Ariel
x - 2d8+2=6        -17 Ariel
x - 2d8+2=12        -22 Des
x - 2d8+2=8        -20 Des
x - 2d8+2=18        -8-13 Ariel
x - 2d8+2=10        -30 Des
x - 2d8+2=9        -24 Des
x - 2d8+2=10        -31 Des
x - 2d8+2=8        -12 Pi
x - 2d8+2=4        -11 Pi
 x- 2d8+2=6        -15 Pi
 x- 2d8+2=12        -8-17 Pi
x - 2d8+2=7     -9 Ariel
x - 2d8+2=11        -28 Des
x - 2d8+2=12        -23 Des
x - 2d8+2=12        -30 Des
x - 2d8+2=11        -19 Zoe
x - 2d8+2=5        - 17 Zoe
x - 2d8+2=14        -22 Zoe
x - 2d8+2=8        - 12 gal
x - 2d8+2=11        -17 Phant
x - 2d8+2=15        -19 Zoe
x - 2d8+2=10        -40 Zoe
x - 2d8+2=8        -21 Pi
x - 2d8+2=18      -11-9 Tim  
x - 2d8+2=6        -23 Zoe
x - 2d8+2=9        -18 Zoe
x - 2d8+2=15        -19 Des
x - 2d8+2=11        -13 Phant
x - 2d8+2=11        -12 Des
x - 2d8+2=15        -17 Pi

Crab HP 321 -4-1-8 Ody -(Vict-5st Ariel-10)  -1- Tim, -9-4-6-8-10- Zoe (Vict -4 Con),-28-51-27-67 Gal, - Phant,  
- Ody, -9 Vict, -17- pi, -11 Des, -45 Vict-23 Ariel

Crab Aparatus


asdf


Text Account:
It's about time I caught up on EXP. This total will be for everything since 8/17/06 after the Dragon battle.
The featival started right after. They worked on their town and investigated the area around.
EXP Notes
Griffons +400 Tim and Zoe
Pi-Plan for the festival-300, Song - 200, 50
Dragon Searching - 200 each
8 Black Puddings - CR 7 = 333 Each
Festival - 290 each
Attack on Pi.s theives camp = 140
Waterdeep - 100
Nimbral - 200
Shaugin - CR 3 @50 each x 8+21+20+20+20+37=787e
Sharks - CR 2 @ 25 each x2+14+7+8=82e
Crab - CR 14 - 2400 = 300e
=1169 @ 16th
They are in the treasure chamber.  In room 7.
7 minutes have passed.
5 Treasure Chests - Crabaratus - 10' long and 8' in diameter 490 cubic feet.
Tim guards the entrance
They take 5 minutes
Des, Ody, Pi, Kat, searches for S. Door,  Zoe guards Pi 
Des grabs a handful of pearls then helps search
Vict examines crabaratus
Phanto puts all the chests together and guards it.
They are heading out of the room. 
Gal Does passwall on her stone wall at the entrance.
There are 100 superiour guards using s. swords in both hands. The shaugin are gathered in the large at the end of the narrow one (90' long). They are determined to protect the nobility and kill the party before they can get away with the treasure.
Phant-27, Gal-26, Pi-24, Zoe-21, Tim-19, Ody-19, Kat-13, Des-13, Vict-10
Shaugin -  AC 20
A 15 B 16 C 11 D 4

Round 1
Gal-Chain Light, Des-Blink Greater  - All the shaugin except for 1 miss! Shit!
Round 2
Phant-Daylight, Gal-Slow, 
round 3
Gal-Elect.Loop
Round 4 

There are 4 each of the following:
x - 2d8+2=13      - 68 Gal 34x3  
 x- 2d8+2=9        -34x4
x 2d8+2=12        -34x4
x - 2d8+2=17      -16-12pi, -34x3
x - 2d8+2=9         -15 Tim, -14-15-16 Ody
x - 2d8+2=6        -26-10-15-12 Pi
xS - 2d8+2=12        -10-16-7-16-22 -22-15 Phan
x - 2d8+2=13        -11-10-12-15-13-14 pi
x - 2d8+2=6        -18-25-18-36 Zoe
x - 2d8+2=14        -18-34-20-19 Zoe
x - 2d8+2=11        -22- Zoe -13-10-24 Tim
x - 2d8+2=5        -21-21 Zoe -16-12- Ody
x - 2d8+2=10        -10-11-13-10 Tim
x - 2d8+2=6        -51-19-13 Ody -3-5 Kat 
 - 2d8+2=15        -11 Phant
xS - 2d8+2=12        Killed Gal
xS - 2d8+2=9        -22 Gal, -24-24-23 Zoe
x - 2d8+2=9        -14 Pi
x - 2d8+2=14        -24-15-11-12-913 Pi
x - 2d8+2=13        -16 -10-22-11-11-12 Tim
 - 2d8+2=13        -26 Phant-25-19-22 Zoe
 - 2d8+2=6        -20-23-25-25 zoe
x - 2d8+2=15        -19-13-14-12 Ody -7-6 Kat
 - 2d8+2=15        -27 Des
 
Big Guys AC 20 naturally, 4 HD A 20- 27 Des, B - 20 -25 Zoe, -38 Ody, -24 Des
One of the mutants and 7 others escape the room.
They are in room 8 looking down the corredor to the corredor that goes to the main entrance .


Text Account:
The party has eliminated all but a handfull of the soldiers in the palace. The king and his entourage are in the Kings Chamber. The party is looking into the large passage that leads to the entrance.
15 minutes have passed since they entered the Palace.
They swim for a minute and Vict. Casts a Sign.
They meet the fool and they agree to follow him to the king
They travel through room 6 for 4 minutes.
They go 2 more minutes and get to the passage to room 3 and pass it by.
2 more minutes and they get to the kings chamber.
They are taken to the king. He is guarded by 40 4 arm mutants and 12 nobels with armor and special weapons. They talk to him and he wants to parlay with the people from the surface.
They go to the treasure room and are looting it. Gal and Ody get in the crabaratus.
They spend 5 minutes experimenting with the crabaratus.
They gather up the treasure and send Timber up to the surface
Timber atracts the attention of the pegasus tells him about the parley and asks him to send for the Cuda.
The Cuda comes down and Timber gets onboard.
The rest of the party and the king and entourage exit the palace and rise up to the habited level 40' under water and sit down to wait for the meeting.
The Good Litch (Hobermetah the Wise) does a flyby levitating and beging pulled by 2 pegasus riders.
They bring one of the flying fortresses into the water near the Cuda.
The underwater folks gather underwater near the fort.
The litch king sinks into the water, but can not get an agreement to 'live and let live' from the Shaugin king. With regret he kills them all with a Lighting Storm.
This ends the battle.
There  is a party in the ballroom after a huge dinner. Everyone execpt Gal go home with a different person.
The next day they meet with the military to split the treasure. They are given the crabaratus by the king and they say they will only take the coins and the chest of pearls and such.
The party want to stay a couple of days on the island. They buy stuff before they go.


The King's fool will approach the party holding a large dead fish. He appears to be offering it to them. He will try to lead them back to have a conference with the king. If they cast a language spell he will say the king wishes an opportunity to plead for his life and the life of the women and childeren of the palace.

He will be concilitory, but will act like the party are a group of powerful pirates. He will not under any circumstances agree to leave or to stop takeing prisoners and killing the "land people". He will claim that he and his people have lived in the area for 2000 years and didn’t start making trouble until the fishermen started to deplete their food sources and ruin their hunting grounds. He will agree to meet with the reps of the land people to try to come to an agreement.

Treasure:
Chest 1
Garnet Sea Dragon amulet (80 gp); 
Wrought gold bracelet of dolphins mating (1,000 gp); 
Silver flask of dwarven make (100 gp)
Wrought gold bracelet (1,100 gp)
390 PP

Diamond Jeweled anklet (4,000 gp); 
Carved harp of exotic  ivory harp and zircon gems (500 gp); 
Silver chalice with lapis lazuli gems (80 gp); 
Ivory necklace (120 gp); 
Sapphire pendant on gold chain (1,500 gp); 
Gold Ring (120 gp); 
Golden circlet with four aquamarines (2,000 gp); 
Silver-plated steel longsword with jet jewel in hilt (1,000 gp); 
2200 gp

Chest 4
Coral Wreath (400 gp); 
Solid gold Bob idol (10 lb.) (800 gp); 
Gold ring (with name inscribed) (80 gp);
Metal tapestry of a dragon rampant (400 gp)
Gold cup set with emeralds (12,000 gp)
2320 Sp

Chest 5
451 Mixed Pearls (6700 gp).
103 Carved mother of pearl amulets (3010) gp


Text Account:
They are doing stuff in the city of Ormen.
All participants receive 1232 EXP at 16th  See MO for EXP detaills
How long will they spend in the city? First day.
Day 1 they cond't buy much cause the folks want to give all their stuff away. They don't want to take advantage.
They organize a pub crawl.  Ody, Tim, Gal, Pi, Zoe. There are 7 bars in the town.
Seas Haven - Sailors digs- Big on hot rum. Mothers open arms are the sign above the building.. They buy everything until they leave. They meet Anastia the virtuous woman. And bring her along. 
The next place it the Sirens Of Ormen - Huge Ale house and boarding house.
Next they come to Mamas little Tea Room. Zoe. Gal, Pi and Des go in.
Vict goes to the bar and order a glass of wine. 6:00
They contiue on to Shultze's a haufbrau kind of family place.
They carouse the night away.
They spend a good night and wake the next morning to the smell of salmon roasting.
They send messages to folks they befriended at the big party and they agree to go to the beach with them.
They load up on the ship and head for the S.; coast to addesertd beach where they have a big party.
Their hostess sends out for prepared food and raw stuff for dinner..
Des finds 3 buskets of oysters.
They enjoy swimming around and resting in the sun.
Bilton is Zoe's buddy from a med house. Buzz is the beach servent.
They eat a great dinner and have a great time. 
They take a week and go around the island camping and living off the land.
They return to Ormen and have a dinner for the city nobility.
The next day they ready the ship and head back north to Katina. 
Gal tports right back to Katina
The ship takes a day and a half to travel back. 
They left Katina on Alturic 2, they get back on the Alturic 27 or the 1st of Chess (March)


Text Account:
The ship takes a day and a half to travel back. 
They left Katina on Alturic 2, they get back on the Alturic 27 
The ship arrives at waterdeep on the 1st of Chess (March)
Back in katina. 9:30 am. 
Cookie and Boris and all take some of their fruits to make food.
They want to do stuff for 29 days.
Zoe does her training for Combat Riding. She helps Timber trains his as well for CR, Seek, Hunting, Work
Des makes a magic item for Ody - +4 Gloves of Dex (8K gp, 640EXP) takes 16 days to make.
Pi. Wants to spend time with the followers. 
Gal. Makes 2 magic items: Prot. From Fire 120HP per use, 50 charges, Comfy Cabin. 
Phanto-z does a close study of were to place guards among the animals to warn the cty of the approach of enemies. Up to 250 deg around katina can not 
Ariel furnishes her house and makes it livable.. 
Vict clears 14 10x10x10' cubes in her temple.
1st of Tarsakh they need to make a decision.
Vict. Is casting Commune, She is trying to bracket where the spell lies. This is NOT supported.
"The spot you seek, is not for the meek, it cant to be found until you'ree on its ground." 
Do demons guard the soul of the heart" 
"The devils are guards to that which the demons are oblivious to."
Is the soul of the heart guarded by that other than devils.
Any guardian who finds one enimy to fall is in fact no guardian at all
What would be most helpful for us to know in this quest.
"You have never faced death more squarly than in hell"
Will we battle many undead creatures
"Your channenges will be creatures as alive as you or me"
What is the most effiective way fo us to go to hell to find the soul.
"You should be taken there by someone who knows where it is already."
Who would that be?
"A powerful devil and a corrupt devil"
"Will I need to consecrate to bob to get new spells?"
All of your spells shall remain in 9 hells
Will you recommend one?
"I know that you won't have fun when I recommend one a red one."
What advice can you give us?
"Reason can only do that which is possible. Only chaos can do the impossible."
How is the heart being used in hell?
"The heart has been abused for years and never properly used."
Who is abusing the soul of the heart.
"The most foul Malebranche"
Will we encounter the prince of Hell
"No, he has been exiled,  but you may meet his sire"
What is the most important thing you don't know.
"The ignorance of the mortal is exceeded only by their grasping for enlightenment. I don’t know what you know and don't want to know what little you know
What would a powerful corrupt devil require to help us?
"Power to raise hismself in the devils heirarchy."
They decide to go to Sigil using Victorex's Plane Shift spell. He uses his focus.  Antd they head off to Sigil.


Text Account:
They are trying to decide how to proceed to hell after Vict. Communed with Bob.
Vict cooperates with Gal to create a portable hole to put th.e crabaratus in.
Gal pays for it and owns the item. It takes 20 days.
Ody makes bows for sale. Des wants to make a +4 gloves of dex.`
They want to go to the world serpent inn to get to sigil. They want to go to the one in Waterdeep.
Gal and Vict. Tport them in front of the alley that leads to the world serpent inn. 
They wait for night to fall and then head out. They arrive and there is no encounter except for a squirl runs up to the roof. Crab apparatus is 10' long and 5' in diameter.
Ches the 21st and they are off to the World Serpent Inn
They get to the door and say the trigger words "Oroborous the serpent that eateth his own tail".
The clapboard side of the building becomes a golden doorway. There is a small rune of the snake which Ulla touches and the door opens onto a long passway that leads to another door that opens onto the bar interior.
The air has a pearlesent pinkish air quality. There is a circular ramp the leads gradually up the sides of the interior like being inside a spiral sea shell. There are tables between the outer walls and the bar in the center of the room.

The penguins that normally wate on the tables have been demoted to bus boys. The sparows  take their orders and the penguins. 

The party is lead to Bebe Robozo who is well up the spiral ramp sitting on an amptheatre like buldge in the ramp.
He locates someone who know which doorway leads to hell and provides the party with the info for 2K gp. They are taken to the door.
Timestop where they walk down the passagway toward the door that opens onto hell.


Asdf


Text Account:
They want to time stop just before they open the door.
Vict takes them to some bar tables near the doorway. He does a heros feast. 2 statusessese
Des-Mage Armor. Gal  3 greater magic weapon, persistant dragon skin, 
Phanto does some dirt throwing, Vict. "Avoid Planer Effects"
Zoe opens the door. They see down the dark passageway.
They double speed and get there in 2 minutes. They see the Gate of Hell.
There is a doorway at the end of the long passageway. As you walk toward it it almost seems to retreat before you .It could be a trick of perspective in the way the passage was constructed or it could be the door is gigantic! As you proceed you can feel the temp rise dramatically until you are sweating heavily by the time you have reached the door. 
The door is outlined by red light and smoke that coms from under the door.
Once the party gets within 100' they can see that the door is made of stone heavily carved (show the rodin door to hell).
Let them see that the figures depicted are moving ever so slowly; agonizing in slow time.
They will open the gate. The heat hits them like a fist of fire.

The temp of the first level of Hell is 115 Deg F. which is hot enough for Heat Damage
NOTE: The Styx is only 95 deg. Which is still hot but not as hot as the air.
"In severe heat (above 110° F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. Characters reduced to unconsciousness begin taking lethal damage (1d4 points per each 10-minute period).
A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers the nonlethal damage she took from the heat."
The second thing they notice is the smell. It is a combination of rotten eggs, decaying flesh, heated iron, flint sparks and lightning.
On of the ghostly patitioners swoops down to the party to verbally harass them. It knows about this gate and is more than happy to let the party know he isn't the only one who knows about this door and he 
The player characters emerge in the Vale of the Spine, the mountain range that encloses the burg of Ribcage. They are in the ruins of an outlying village destroyed hundreds of years ago.
Everything is red]. White is pale pink. Black is the absence of red. Blue is purple etc.
Vict and Phant cast Attune Form.
The petitioner is AC 20 and can only be hit by silver weapons. It has 5HP. They hit but aren't using silver weapons. 
Phanto does mass camaflague.
Vict follwes her path and the party followes him. It lasts 2.54 hrs. Vict casts endure elements.
It will take them 12 hours to reach the blasted town.
Vict does another Find the Path for 2.5 hrs.
Phant does a lay of the land and they head toward the blasted setlement.
They stop near a pool of blood that is the source of a creek that feeds into the river that goes through the blasted town.
They decide to go over the 3 small rivluts of blood to get to the town.
A fireball hits and sends out 50 globs that do 6hp.
They find a road that leads to the ruined city.
They have been in hell 7.5 hours when they spot the ruined city.
They head down the ruined road towar the city. They will get there in an hour.

Read to them:
As you emerge from the road that leads down, you find yourself standing in the ruins of a town that looks like it was decimated in afireball battle between two wizards, The blackened buildings that still stand are punched with jagged holes,and broken rubble fills the streets. Still, it looks somewhat familiar.
A petitioner swoops down to them and shrieks "I can't wait until the guard arrives and they get ripped to pieces."

They will wander around until someone in the party fails a save from heat and suffers some damage. The run the encounter below.
Round 1 Devil Init=22
Pi, ariel, Vict, timber uses amulet of non-detect, phanto, Ody, -hides, 


“You - travelers!” 
From one of the small structures nearby steps a tall, winged fiend covered with scales
and brandishing a nasty-looking barbed whip. The creature struts toward your party confidently, swishing and cracking its whip. “What’s your business here?”
The guard, a Horned Devil named Montelado, once served as a retainer to a pit fiend general in the Blood War, but was demoted to gate duty for two centuries after losing several battles to the tanar’ri hordes. He despises his new position and often lets visitors through, taking 500 gp in gems or one magical item as garnish to look the other way. If the PCs have a fake pass and a good cover story, the price drops to 100 gp.
Hagglers are told to be glad Montelado’s in a generous mood - he charged the last group of cutters
a good deal more (he’s referring to Karris and the band of indcps).
The garnish still gets them past, but the guard then sends a message to Dispater’s palace, alerting him to the party’s presence.
Without the bribe, Montelado refuses to let the party pass. If attacked or provoked, he fights until two PCs are killed, then gives the remaining PCs another chance to pay the garnish and be on their way. If reduced to half his hit points, Montelado calls out and 10 reinforcements fly to help him. 2 more arrive every round for 7 rounds. if reduced to a third of his hit points, he teleports away.
They give him a scroll of hold person and he is satisfied with the brtibe. They continue on and he leaves to tell his superior he spotted them and decided to report in before confornting the large group.
They continue to walk along the road through the town.
They walk another 4 hours and come out of the ruins. 
Gal casts M. Mansion and everyone heads in. They have a nice night.
Time Stop

Guardians 10 of the devils below
HORNED DEVIL (CORNUGON)
Large Outsider (Evil, Extraplanar, Lawful) Hit Dice: 15d8+105 (172 hp) Initiative: +7 Speed: 20 ft. (4 squares), fly 50 ft. (average) Armor Class: 35 (–1 size, +7 Dex, +19 natural) touch 16, flat-footed 28 Base Attack/Grapple: +15/+29 Attack: Spiked chain +25 melee (2d6+15 plus stun) or claw +24 melee (2d6+10) or tail +24 melee (2d6+10 plus infernal wound) Full Attack: Spiked chain +25/+20/+15 melee (2d6+15 plus stun) and bite +22 melee (2d8+5) and tail +22 melee (2d6+5 plus infernal wound); or 2 claws +24 melee (2d6+10) and bite + 22 melee (2d8+5) and tail +22 melee (2d6+5 plus infernal wound) Space/Reach: 10 ft./10 ft. (20 ft. with spiked chain) Special Attacks: Fear aura, infernal wound, spell-like abilities, stun, summon devil Special Qualities: Damage reduction 10/good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 28, telepathy 100 ft. Saves: Fort +16, Ref +16, Will +15 Abilities: Str 31, Dex 25, Con 25, Int 14, Wis 18, Cha 22 Skills: Bluff +24, Climb +28, Concentration +24, Diplomacy +10, Disguise +6 (+8 acting), Hide +21, Intimidate +26, Listen +22, Move Silently +23, Search +20, Sense Motive +22, Spot +22, Survival +4 (+6 following tracks) Feats: Cleave, Improved Sunder, Iron Will, Multiattack, Power Attack, Weapon Focus (spiked chain) Environment: A lawful evil-aligned plane Organization: Solitary, team (2–4), or squad (6–10) Challenge Rating: 16 Treasure: Standard coins; double goods; standard items Alignment: Always lawful evil Advancement: 16–20 HD (Large); 21–45 HD (Huge) Level Adjustment: —

A horned devil is 9 feet tall and weighs about 600 pounds.
Combat

Horned devils are bold fighters. They rarely retreat, even against overwhelming odds. They love to fight with their spiked chains, usually singling out the most powerful foes to stun and eliminate quickly.

A horned devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: Caster level 15th. The save DCs are Charisma-based.

At will - dispel chaos (DC 21), dispel good (DC 21), magic circle against good, greater teleport (self plus 50 pounds of objects only); persistent image (DC 21)

3/day - fireball (DC 19), lightning bolt (DC 19).

Fear Aura (Su): A horned devil can radiate a 5-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 23 Will save or be affected as though by a fear spell (caster level 15th). A creature that successfully saves cannot be affected again by the same horned devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Stun (Su): Whenever a horned devil hits with a spiked chain attack, the opponent must succeed on a DC 27 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength-based. This ability is a function of the horned devil, not of the spiked chain.

Infernal Wound (Su): The damage a horned devil deals with its tail attack causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 24 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a horned devil’s tail must succeed on a DC 24 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based.

Summon Devil (Sp): Once per day a horned devil can attempt to summon 2d10 lemures or 1d6 bearded devils with a 50% chance of success, 1d6 barbed devils with a 35% chance of success, or another horned devil with a 20% chance of success. This ability is the equivalent of a 6th-level spell.

Regeneration (Ex): A horned devil takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

Once they defeat the devils, they can wander around a bit. Read the this when they are free to wander about:
You find yourself standing, somewhat uncertainly, on slanted, rocky ground. The rock slopes upward
before you to form a hill - no, a mountain. In fact, all around you are giant, pointed peaks of stone that shoot upwards into the sky, towering above you like monstrous fangs. There don’t seem to be any flat paths to follow.
The dm should let the PCs wander through the base of the mountains for ld3 turns before reading the following:
About a hundred yards to your left, you spy a collection of mountains that look
odd: facing ridges of long, slender peaks that curve up and inward, like bony fingers
or ribs. The faint buzz of civilization seems to come from beneath the peaks.
Ribcage is tucked within the curving peaks. the residents have blocked off gaps
in the mountains with a 20-foot-tall iron wall, but the PCs’ll find a towered gate
near their end of the valley (the Spire Gate).
Berks who got themselves lost dangle from the crossposts over the iron gate,
hand-lettered signs around their necks announcing their crimes. The town doesn’t
seem to look too kindly on knights of the cross-trade. A guard in the wall tower over
the gate yells down to you: “Welcome to Ribcage! It’s 10 gold to enter!” Just then,
two more armored guards appear at the gate. “These men’ll take yer jink,” says the
guard in the tower.
The easiest path for the PCs is to simply pay the guards 10 gp per party member;
each PC is then given a carved piece of stone called a “chunk,” a pass good for
one week’s stay in Rihcage, and allowed through the gate.

Dispater in the Iron Tower surrounded by the City of Dis


Text Account:
They are at the edge of the River Styx.
Styx where the river 1/4 mile across. They are /4 mile away.They take a look at the river and find a spot for them to get in the crabaratus in the water.
They unload the crabaratus from the Portable Hole carried by Gal. It takes 2 men to manouver it out of the hole 
They open the hatch and Gal climbes in. She then opens her little door so they can get into Gal's Comfortable Cabin".. All of them get in except for Pi and Ody who will be driving; Pi is driving, Ody uses the claws. 
They com across devil fish who try to bite the crabaratus. There are 50 of them and they will follow biting at the ship until they are all killed. They are:
AC 18, HD 2 d87 (12) ATT 18 Full Att. 20 HP 1d4

Init 
Des 24 , Phant 23 Fish
The fish need a d20 to hit the ship and do 1d4 points. 

Round 1 - 6 hits 13 points dam
Round 2 - 3 hits 7 pts
Round 3 - Phanto does horrible taste, any hits abandon the chase. 4 hits 9 pts.
Round 4 - They head. 1 hit 4 pts dam.
Round 5 - They head. 2 hits 4 pts.
6 - They head for shore - 2 hits 3 pts. Takes another round
7 - 6 hits - 16 points.
They retract the appendages and try to maintain a low profile. It's 16 hours
They wait for 15 min then they open the hatch, climb out and knock on the door.
They all get out of the crabaratus and take a look at the damage.
Ody and Ariel  are guarding while the others. Phanto casts camaflauge.
Phanto and Vict cast Attune Form on party.
Gal cast 2 Repair Moderate.

Init against Skeletal Devil (HD 19+80,  AC 27, 
Ariel 27-hide, Vict 23 Delaying, Ody 22 Readys an action, Gal-stops moving crab readys action, Pi readies attac,k, Tim-21 continues to push crab in, Phanto Daggerstance spell18, Ulla 16-Guarding B., Des 15 casting fly, Beourn goes motionless 7.
The crab is put away. They cast lay of the land, Vict=sign, They have gone 32 miles. 
They enter Gal's M. Mansion for 11 hours. They memorize and cast spells.
All they see when exiting is new debris near the river; (larva bodies).
It takes 10 minutes to get the crab out of the Port. Hole
Gal  casts repair. They head out again.
Another day passes without incedant.
Another 2 days pass. Phanto senses the river narrowing
Next day, he detects rapids.
Next day Gal casts Invis. Sphere on Phanto, Phanto casts  Animal Shape - hawk, Phanto goes Elemental (Large). They fly toward the waterfall. They make 40 miles. They hide, camaflague, do the M.Mansion.
Lay of the land, then the same spell as yesterday.
300' wide waterfall to the next level.

DMG 239 Charisma checks in hell.
They will fall until their spells all wear out.


Text Account:
They are in Gal. Comfortable Cabin. At the edge of the River Styx.
Lias and Jeff alone on this adventure!
They are getting ready to head off down the River towad the waterfall.
Ody (Claws) and Gal (legs) are in the crabaraus 
They see the thousands of Ant Souls that drown as they enter the river.
The current catches them and throws them up against boulders and sends the CA out of control.
Kelp Monster - INIT 1 (2) AC 12, HP 300 Att 1 to 3 at DC14 with Dam 1d8 (Tendrils are 2d8)
Tend 1=3 HP -5
Tend 2 = 8 -7
Round 1 - 28 Dody, 24 Gal 
They cut the tenticles off and begin falling throught the air and the river
Devil Roc - 267 HP
As they fall, Gal uses the Down lever and they fall though the river and are back out in the air!

When they are falling, they will be attaked by the DevilRoc
Init - Roc 22, Ody - 16, Gal 11
Ody w/Crabaratus claws - 0
Ody w/arrows - 7-7-6-2-6-7-7-4-6-3-3-4-2
Gal - PolarRay-42, 48 IceS.-3, Disint-15, IcyRazor-53, Glasstrike

Round 1 they are hit and being carried away.
Round 2 Ody attacks w/claw and hits (but does no damage). 
Round 3 Ody misses, Gal. Gets vial  Mistmaker
Round 4 Ody opens the hatch and fires at the Roc. And presice shot hits. Gal fans his fire with a gust.
Round 5 Ody, Gal Polar Ray - He lets go of them and they fall again.
Round 6 Ody gets inside and grabs the claw levers. Gal dogs the hatch and uses the up lever No Eff.
Round 7 He returns to attack the Crabaratus again.

Init. 26 Gal, Roc 19, Ody 16
Round 1 - Gal opens hatch and Polar Ray It tries to snatch Gal. Hit with a beak attack for 15. 
Round 2 - Gal Ice Storm - Roc flies - Ody 
Round 3 Roc Flies around. Wants to return and shit on them. Shit is poisonous and burns for 4d6 per Round 4 rounds. Poison is waisting disease Will DC 18.
Round 5 the ground gets closer, Gal does levitate and they will slow to stop in 4 runds.
Round 6 The Roc begins it's dive. Flame damage 2d6 wihin 20'
Round 7 Gal Disintegrate, Roc grapples,  Ody breaks the grapple. 
Round 8 Gal Icy Razor, Rod hits Ody fires arrows
Round 9 Gal GlassStrike, Roc attacks, Ody attacks
Round 10  Gal closes the hatch.
They slow and are levitating down. 
The Roc pecks and claws at the crabaratus.
When they get within 1000 yards from the ground of the City Dis, the Roc flies away muttering about the laws.

They look for an open place to land and land on the plain of burning iron.
Beourn says the soul of the heart is on this level "thata ways!".


Text Account:
EXP 5/5/07-6/16/07
All are at 15th level
Find Bebe Robozo - 100exp each
5/11
Evade the Guard of the Ruins 100exp eac
Getting through Ribcage 200exp each
6/2
Hiding in the desert 100exp each
6/9
Devil Fish 35exp each
Evade Bone Devils 125exp each
6/16-Gal and Ody only
Devil Roc - CR 12 1225 each
up to 6/16
100+100+200+100+35=535 at 15th
588 at 14th, 472 at 16th, 421 at 17th
They are in Dis inside Gal. Cabin inside the crabaratus. 
Beourn says he can sense his soul on this level "over that way".
They plan on the spells they will cast to get them going.
Attune Formx3 they exit the cabin and it goes away. No Enc.
They open the bag of holding and levitate the crabaratus into it. This takes 5 minutes. No Enc.
They talk about what to do for 5 min No Enc.
Gal does a reduce person mass, Timber turns into a Giant Eagle.
RClaw-Ody, Lclaw-Gal, Rside-Zoe, Lside-Olla, Beourn on the back and Pi as a bat holding onto the neck
Light load
Gal does invis 10' sphere, 
Timber takes off and Flys at 80' Beourn is on his back directing him toward the soul.
The chance of an encounter in their semi-invisible stater is reduced to a 1 on 1d12 per 5 minutes
It will take them 10 hours to get to the tower where the soul is.
Time travelled=1+20 min+2+30 min+40 min+3=7 hrs 30 min
They have been flying for an hour before the first encounter.
Horned Devil    182 HP Inititive 21  Move 50' fly Normal 
Tim 23, Beourn 15, Ody 14, Pi and Gal 13, Zoe 12, Ulla 6
They escape 
In 20 minutes, they encounter 4 Erinyes 
A 85 - init 11     B 77 - Init 21    C 89 init 20      D 81 init 25
-17-9-9-37 Ody 
-19 Gal
Pisheo and Tim 17, Gal 14, Ulla and Zoe 12, Ody 11 Bourn 7
Round 1
Round 2 They fire and head off. 
They fly on!
30x5 minutes is 2.5 hours
40 minutes later, encounter
3 hours later, encounter
They stop at 2.5 hours (7 hours total trevalled)
Encounter as they try to find a spot to land. A Pit Fiend throws a fireball at them. 
Init 27
Gal 20, Tim and Zoe 25, Ody 12 29 Dam from fireball
Tim hides tracks Gal does mansion and they go inside to rest.
They cast healing spells, rest memorize new spells, eat well, talk about what is to come. Beourn is taciturn and brooding.
The next morning the cast Attune Formx3,  They cast the same spells as the day before (except heros feast).
They they exit from the Mansion. Gal casts Invis 10' sphere.
Gal does G. Teleport "I want to be 1.5 miles from the giant iron tower".
They arrive. Encounter rolls are now 1 on 1d8
The teleport takes them to a maze like building. They land in room 9 of DisBuilding.
MMM
Room 3 has a door outside.
They search around.
MM
They open room 11, but don't find the treasure! It is inside a Imp nest made of their poop and metal shavings looks like a wasp hive. They don't search the room.
M
Room 5 
68 Lemur Highest Init is 10
Ody 25, Gal 24, Tim 21, Ulla 18, Pi 11, Zoe 8, Beourn 5
The get to room 8 The Pit Fiend and open the door.
Time Stop before inititive


Text Account:
They are in the DisDungeon.
The get to room 8 The Pit Fiend and open the door.
Time Stop before inititive with the Pit Fiend in room 8
Pit fielnd 18
ariel, pi and Vict 24, Tim 23, Gal 22, Des 19, Ulla 18,Phnto and Beourn 14,  Zoe 7

Room 8 - 
Round 1 They close the door and Gal casts arcane lock. Vict casts find the path to the way outside the building. They close the door and head off to Room 4. The Pit Fiend goes back to sleep (rats!).
They get to room 4 zoe fails sace but fdlies .
Des casts fly and flies to the magnetic iron filings and taps them with a poker. He flies up to the top of the 20' ceiling. Ariel casts fly and with Zoe they fly to the door on the other side.
The Nightcrawler attacks Ariel.
Init 14 -= HP220 DR -15
-15 Ariel
Ariel, 24, Des 17, Zoe 13
Round 1 - Ariel Mmissle, Des casts spells Swift-Assay resistance then Ray of enfeeble -11 to Str.
The Nightcrawler misses ariel
They detect the trap of acid on the floor beyond the W. door of room 4
Ariel casts resist acid. 
HP220 DR -15 Init 10
-7+8  Zoe - Ariel , -Pi , -69 Vict, Phant -14 -28 ariel
Pi 24, Vict 22, , Des 18, Tim 16 Zoe and Gal and Beourn, and phanto 12, Ulla and Ariel, 11
Round 1 - Des - Prot. F. Acid, Zoe attacks, the creature and Zoe tie for their grapple roll.
Round 2 - Vict-Asay resist,Bolt of glory, Des-Enervation -4 levels, Phant casts Hypothermia, Gal does D. Door to the other side of the door, pi goes bat like and they are on the other side of the room through the door.
They go out the door and meet Hextor.

Inititive
Des and Vict 24, Pi 21, Ariel 17, Tim 16, Phant 14, Ulla 12 Gal 9, Zoe 7 Beourn 4

Round 1 - Timber grabs beourn and ties to pull him back. Phant does shelter of vitality on Des. Gal 
Round 2 - After the hell balll only Ariel, Phanto, Zoe,Tim.
Ariel does orb of force, Phanto does ice storm, Zoe drinks a healing potion, Timber casts cure moderate
Round 3 - Phanto dies last

They return to life after a period of cloud like passivity.
They have been burried but it's not their real bodies. They are the new bodies as described in the Western documents.
They are badly wounded, but I didn't detail this in the docs.
Phanto was hit by multiple bullets and one is squeezed out of his left arm.
Pisheo has had a bullet in the forehead. 
Des right hand was shattered by a bullet.
Vict. Has a tommyhawk wound in the stomach.


Text Account:
This is the first day they are in the Weird West Starting Date: October 13, 1869
They are badly wounded, but I didn't detail this in the docs.
Phanto was hit by multiple bullets and one is squeezed out of his left arm.
Pisheo has had a bullet in the forehead. 
Des right hand was shattered by a bullet.
Vict. Has a tommyhawk wound in the stomach.
Zoe has a bullet wound in the back that goes to her heart
Ulla has 3 gut wounds
Beourn's chest is shattered 
Ulla is missing 3 toes.
They are in the desert as the sun is rising.
Rattlesnake is missing his front teeth.
As long as they are with Beourn, they can not be really lost.
They are 102 miles away from the nearest water and civilization called Vulture, NV
They are moving off in the direction that Beourn indicated .
They move 24 mi that day
They investigate a prickley pare. It is inetable. 
Ability Scores Revealed
rattle con 18
Star Con 16 
Adam Con 14 
Buffy Con 16 
First hour 
Adam - Wis 16 +3
Zed Dex 15
Adam Dex 14
Nachee kills the prarie dog. They eat prarie dogs that night. They do not take hunger damage, but they do take thrist Zed skins it and feeds them. 
They spend that night and the next day after under a pair of rocks that offered protection from the heat.
They set out again that night. In the trackless darkness (redused visiblity) they go 12 miles.
Beourn passes out from heat exhaustion just before dawn the next day. Ulla cares for him.
Ariel has one HP and several players are at 4 or lower.
Late in the day a couple of hours before the party was going to begin walking again, they see a tiny cloud of dust shimering in the distance.
The indians are coming! Time Stop


Text Account:
They are all styaing together and looking for sticks, clbd, fireplaces, smithy, Nasibrtg, metals of any kind, gernades,.
They all head off into the town to search the building to find weapons and stuff.
Rock looks for things to kill and eat.  Pitchfork; 
Buffy wants to trap a thirsty creature with a bit of water while she waits ith a slling.
Rock makes traps for small mamals. He will trap a pregnant rabit.
They find lizards to eat and encounter a rattle snake.
Izaiaqh, Rock, Buffy, Darcoon
The floor breaks under the foot of the people going onto the girls bedroom.
The women are wearing the dresses they find.
The men are wearing overcoats and pants.
Outside are Jenna, Zed, Moon and Flower.
Darkon Buffy, Rock step in. 
The ghost comes up out of the well and heads their way.
It will take 2 rounds for it to get close.
Round 1 - Jenna tries to song and dance it into a distraction. Zed is attemping to tempt it into destraction, Moon is yelling "its coming!", Flower is trying to distracter her.
Darkon is going to grab the box w/flint and tinder and the the jewelry in the drawer.
Rock goes to the wardrobe and checks it out. Tries to grab stuff inside. 
Buffy runs to the chest and opens it up. Takes the stuff in the chest and the quilt from the bed.
Ghost is  Init 17
Moon - 12, Buffy - 13,  Darken - 11, Jenna 10,  Zed,- 18  Rock-20, Flower 5, Izah - 16
Round 2 - Moon fires her sling at the ghost. Buffy grabs three love letters, Rock goes for the letters under the bed, Darkon see the last letter slip behind the bed. 
Round 3 - All the people in the house are feared and are running for their lives.
Round 4 - Feared folks are running for 5 rounds.
Round 5 - Zed and Flower go back to the house. Moon lowers Jenna into the well. It will take 2 rounds.
Round 6 - Izah grabs the fabric on the floor, Flower grabs the clothes, and Zed grabs papers are grabbing stuff inside the room.
Round 7 - Flower grabs papers and takes the sheets off the bed. Zed looks in the wardrobe and gets the shoes, Izah. 
Round 8 - Darkon comes out of fear and heads toward Buffy and Rock heads toward town. The folks in the house leave. Isah heads for the well, Flower heads to the saloon, Zed moves away from buffy.
The ghost heads toward the well as soon as her bones are disturbed.
Round 9 - Flower gets to the saloon, Jenna finds the skull of the guy and she puts it in the bucket. Flower heads for the well. They see the ghost Is on the way.
Round 10 - Isah tries to talk to Alice, Buffy waks toward town, Darken sprints back to town, Moon  and Flower are hauling Jenna up out of the well.
Round 11 - They get Jenna out and the ghost attacks Isah hits but he saves. 
Round 12 - Izah talks to the ghost.  Moon holds up the skull and the ghost stops attack.
They are allowed to send Jenna down to get the bones which they lay out on a sheet.
After most of the bones have been brought up, (the ghost sobbed the whole time).
They put the bones in the wardrobe and head off. Rock, Darkon, Zed and Isah carry it to the graveyard. 
They go to their old graves. 
They lay the bones near the grave and Jim's ghost joins Alice outside the graveyard and brings her in.
They bury the bones and the big joined green blob faders into the ground with a sigh.
They get their initial character sheets.


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Text Account:
They are in the girls room.
Darkin, isah, roc, buffy are in the room and moon and flower are outside.
Moon and Flower will see the ghost coming as soon as anyone steps into the room.
They are just outside the girls room. 
They figure it out and go up to first level.
They make their way through the desert and reach Vulture.
November 5 1869



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Text Account:
They are taken to Clancy's bar by Bee who thinks there is info there
They get into t fight.

Adam diplomancy, Buffy looks on, Darken is irritated, Flower goes subservient, Isiah heaves a bottle at the miscrient, Jenna puts tthe shotgun on her lap, Star gets her club loostened, Zed gets ready to fight, Bea is being placating,
Init - Darken - 27, Jenna-26, Yu-23,, Zed-19,  Bea,  Buffy-15, Adam - Isah-16, Flower-13,`Star 12, 11,k Guys 
Round 1 - 

There are 3 opponents, both 2nd level and having Colt 6 shooters 
AC12 HD 2d12 17, 21, 15-Will not attcak/failed influence
                Deek Barton -4 Darken, -1 Isah, -4 Star -6 Isah 
                Ben Turner - Influenced by Someone
                Walt Martin - -4 Jed, 
                Luke Stephans - Bartender
                 
Adam binds the wounds of Deek, 
Isiah and Zed seatls the guns from two of the cowboys
Star has 2 HP 

The sherrif arrives with a deputy. There is a secxond deputy outside in hiding name leroy.
They take darken to the jail a 4'x4'x3'high cerll in the middled of the street near the sherrif office/post office.
Buffy and Star go in to talk to the sherrif. He takes a shine to Buffy. They fail to release Darken.
Jenna, Flower, Bea, Yu, and Adam go  "China town?
They see Darken do spells on the folks at the bar.

Zed goes to the bar to work as a bouncer.


Text Account:
We Po meets the propriater of the Key Tea who recognizes Lisas character. Jenna goes with them and Adam, Rock
The rest are watching the street out where Darken is.
Wesson .44 6 shooter 1.5lb, 2d6+1, 20'
They are outside Darkens cell talking
Zed gets a job as a bouncer at the Clancys.
Isiah wants to get a job using his gun.
Buffy goes to the whore house to talk to Deek.
Rock talks to the sherrif about work. He is turned down.
The sherrif is name James Tucker and the deputy is Tuck Piper
Mama Magnolia, a large mulato woman with a bad temper and a heart of gold. 8 Girls and 2 servents in a nice place.
Buggy stayed with Martha Miller so shegoes to her to ask some questions after Buffy "tells talexS".
Buffy goes to mamas and meets the door man old black named cornelius smith.
Ham is the house bouncer. He is white and retarded.
Buffy wants to ridicule the Deek to get him to drop charges.
Buffy uses a fate chip to make his roll!
Deek agrees to drop charges from embarisment about being attacked with a rock.
In chinatown the Prop of the Key Tea chinese restaurant and inn 
They tell We Po (who used to be flower) that she was the daughter of the Emperors seneshal named We  Chai who was disgraced and imprisioned 18 years We Key Ma is wife.
She is taken to their home and they are influenced by Wi po to tell her of her past.
Wi Po leardns about Mah Jong and gets her first spells.
Buffy, Rock, Star, are waiting for Darken when he gets out.
They are told to see Henry Wickenburg aboput a job. They go back to the preacher who has heard of the truble and refuses to see them until they redeme themselves.
They go to Henry W. and he tells them to come back at sunset with all of them to discuss a job.
John Roan is a dapper gent who is whippet thin and has a thin black mustache. He is the prop. Of the Whickenburg Emporium where they spend the $400 they were advanced to get the evil whatever out of the mine.
They make their purchases and split up.
Zed, Buffy, Isah goes to Clancy's bar  
Wi Po and Darken head off for the store in china town.
Rock, Moon and Adam go hunting that night.
Ding How Everything Heven
Herbs ($5), Chinese clothes ($2-8) Tea ($.50) lb.
At Clancy's there is a gambler with a gambling bonus of 6.
Buffy doubles her $2 stake. Zed menaces a customer successfully and get .50 Isiah learns nothing.
Moon, Adam, Rock sets snairs. They spend the night under the open sky.
Next morning, Tim Bartel the employee of Whickenburg takes them down into the mine.
They head off and gear up at the round house. 
They get the barracade opened
Time Stop


Text Account:
They are in the silver mine and travelling the dark blue tunnel. It is blocked off where it intersects the brown tunnel. They unblock the passage way, light their torches and head in.
They are being led by  Tim Bartel. They get 4 of the 6 logs off the baracade.
They are discussing how many logs to take down.
They come to the 30' drop off at an angle of about 80deg. They use a rope to climb down. It takes 1/2 hour to get them all down. 
They hit the area of the Fear. They split up.
Rick, Buffy, Adam, Bee, You go toward the first encounter.

Western Wight
Medium Undead
Hit Dice: 4d12 (26 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +2/+3
Attack: Slam +3 melee (1d4+1 plus energy drain)
Full Attack: Slam +3 melee (1d4+1 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, energy drain
Special Qualities: Darkvision 60 ft., undead traits
Saves: Fort +1, Ref +2, Will +5
Abilities: Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
Skills: Hide +8, Listen +7, Move Silently +16, Spot +7
Feats: Alertness, Blind-Fight
Environment: Any
Organization: Solitary, pair, gang 
Challenge Rating: 3
Treasure: None
Alignment: Always lawful evil
Western wights are almost always related to a crime of coveting. In this case, two men cahooted to defraud the oner of the mine by secreting nugets of gold they found in the silver mine and not telling that there were concentrated areas of gold. One night while down in the mine, they argued and fought and killed each other. The tall one stabbed ithe short one in the belly, but it took the tall one 2 hours to die and he had a gun. He shot the short one n the head with a single shot derringer. The "Fear" raised them into their current form. They killed the other 2 men sent down to find them and commanded them to guard and to mine for them in what they consider to be their tunnel.

The first two the party encounters will be the spawn. They will simply die to prevent the party from going further down the passage. They do not work together and will be encountered seperatly:
Dan Nelson   HP 35 - Init 17 -            10 Buf(Pistol), -4 Adam, -26 Rock

Round 1 - Bee turns and fails
Round 2 - Bee turns 2nd one fails
Round 3 - Bee does a Bless on group
Round 4 - Bee Does a Inflict wound

Robert Guilard HP 22 - Init - 14
-12 Isiah, - Buffy, -3 Adam, -10 Rock, Y-3, Wi-2, -8 Zed

Back at the spot where folks are feared:
Isiah - 25, Darken - 24, Buffy - 20, Adam - 19, Bee - 17, Rock - 12 , Zed - 10, Star - 9, Y-7 Wi - 5
Darken-Magic Stone, 
Staying behind - Moon - 22, Jenna - 19
Bee - 8 +3heal, +3 Wi=-2 of 12 HP
They search the cavern for 20 min and find the pick.

The two original wights are at the very end of the tunnel. This is where they found the gold vein. They have disguised the tunnel they have dug using timbers crisscrossed like it was a cave-in area, but his is just flimsy boards not beams and they are hiding behind it. If anyone begins searching the beams, they will both spring through and attack. Their treasure will be found in the 120' long passage behind the beams. There is a bag of gold hidden in a alcove in the ceiling of the hidden tunnel.
Adam - 19,  Isiah - 11, Zed - 11, Wi - 8

Thad Ruel HP 36 Init - 10
-7-5 Zed,  -5 Wi, -2-7 Adam

Billy Taylor  HP26 - Init 13
-11-9 Isiah, , - Adam, -6-6 Wi 

Round 1 - 
Round 2 - 
Round 3 - 

Gold is $16 an ounce. So, it's $250 a pound. They find 11lb 10 oz of gold and the vein is not played out yet. 

They get $242.50
They are each 2nd level starting next week. At the bottom EXP for 2nd level.
This creature resembles a human corpse. Its wild, frantic eyes burn with malevolence. The leathery, desiccated flesh is drawn tight across its bones, and the teeth have grown into sharp, jagged needles.
Wights are undead creatures given a semblance of life through sheer violence and hatred. A wight’s appearance is a weird and twisted reflection of the form it had in life.
Wights lurk in barrow-mounds, catacombs, and other places thick with the aura of death, where they nurture their hatred. They seek to destroy all life, filling graveyards with their victims and populating the world with their horrid progeny.
A wight is about the height and weight of a human.
Wights speak Common.


Text Account:
Gold is $16 an ounce. So, it's $250 a pound. They find 11lb 10 oz of gold and the vein is not played out yet. 
They get $242.50 each from the sale of the gold.
They are each 2nd level starting next week. At the bottom EXP for 2nd level.
Pistols available Colt peacemaker, S&W Shofeld
Flint and Tinder - .$.50
Candles Penny a piece for 2 hours.

Businesses in Vulture:
"Come Inn"
Tracy Jones Prop. And Jenny his wife. $8 a week.
.50 cent bath, 1.25 dinner, .25 shave, 
They shop at Forbishers.

Babcock Borading House
Bobby Babcock Prop.

Army Tent 50lb $20

Livery 
75 buckboard
200 Conastoga.
5 Draft Horse ($75), 3 Mules (50)

Stable
6 Riding Horses ($150), 4 Draft Horses

They buy 
Isiah - 1 Riding Horse
Buffy - 1 Mule
Darken - Mule
Moon  and Wi Po share a riding horse
Rock Riding horse
Buckboard, 2 Draft Horses, 
$100 for camping gear 
1 Weeks rations for all horses- $150
1 weeks extras for party $50
Darken - Winchester 73
B and U buy Riding Horses and chip in for $45
They head off toward Hot Springs Junction PoP 36 Hot Springs Inn and Wagon Repair
No Enc.
They are Welcomed to common rooms, but not dinner.
Hot Roman Baths - 
They hunt and find the water from the springs in the town. They find the water bath water warm and good to drink. Darken makes dinner and finds wld anice 
Encounter that night. 4 racoons. HP d8, AC 12 A 9 -3 Rock    B 7 -10 Isiah
Isiah, Moon, Rock, Racoon.
Moon , Rock, Isiah on watch.
Rock hears them he follolws and Isiah kills a racoon.
They dress it and prepare the hide.
They move on to Beardsly which is a Nuton's Inn a SoonersClub Saloon and a Ukon stable.
There is a sign pointing up a 30' rise to the town.
Isiah and Buffy goes to town, Rock searches for a good camp spot.
The rest follow Rock.
He finds a spot with a tree..
Meanwhile, Buffy and Isah go into the Saloon. Bill and Bob Sooner
At the bar is Max Tucker who is the grand story teller. 
At the table are Mike Mitchel and Jesse Lasiter who is an agent for Section 509. He does the 2 finger salute and buffy has a day dream about their formal creation as a team in Section 509 headquarters around a fire.
They are talking about where they can find a farm to work on.
Buffy breaks in on them.
Noah Nuton runs the Inn
They get to Tempe after 5 days travel.


Text Account:
They get to Tempe after 5 days travel.
Tempe is a Ford across the Salt River with some ranches and a few stores for the folks that live along the river. There is a good road tha runs along the N. bank which is used mostly for cattle.
They head into town and stop at the Hotel Linclon
SW Stage Coach line is in building 6.
Adam stays with the horses in front of the Green Oasis, Buffy and Star go to Green Oasis, Darken goers to Joe's BBQ, Moon, Rock, Wi makes a camp outside town, Isiah goes to sherrif, Jenna goes to PO and looks for posting. Zed heads for Linclon Inn.
Buffy, Star, Isiah Green Oasis. Isiah and Star goes over to the casino to look for work. Buffy goes to the bar and looks for info. 
Buffy findes 3 guys at the bar. They are Tewksbury hires. Bartender is Johhny Hollister.
James a Tuscon. Runs the casino. Poker 2 tables, Craps, Farro, Wheel of chance. 
High stakes looks like card killers. 
Star - Rhonda Newlin is greated by Ross McDrager. Danny McDrager. "Best Looking tough woman" - James Jackson is Prop. 
Zed goes to Linclon and finds folks there are none to friendly.
Rock goes fishing with improvised fishing gear. Survival role on DC 12. 4 lb Catfish.
Buffy hangs out at the Green Oasis and looks for info. Gather 12 & 18, Listen 15, She wins $5 and goes to the camp. 
The restraunt  pays $1 per grouse/phesant Marlina is the woman. 
They camp out that night. 
Rock gets a 10lb. Bass which they eat for breakfast. The sherrif comes by and hires them to help out with the Feud.
They go back to town and get sworn in. Do you swear to uphoald the laws and bylaws of the Territorial Government of Arizona and to do what I say so help you God?
They head for the Cold Beer Saloon - Phanot speak cherokee. 
Mr. Stinson comes to the bar and refuses to give up Tom Graham.
The sherrif says they will have to go the Graham farm to get him!
They will ride up to the ranch in force.
Time Stop


Text Account:
Battling with Heurmans

Hummingbird becomes a man Hiagus. Evil and cursed.
Stone wall appears
Elemental appears and doesn't want to be there.
They follow him and he leads them to where a fire elemental lives.
They arrive in a nice eating room. He tells them to go through the mirror.

3/21/1992
They all go through the mirror and drag Hiagus with them.
They come out in Undermountain
They strip Hiagus and find their way out.


Text Account:
They are gettng ready to go to the farm and get the bad guy.
They head for the ranch.
There are 27 cowboys watiing for them at the ranch.
They take the buckboartd in - Gal, 
They find the sopts they wan to be when the attack staqrts.
Befor4e they get to the "house of the farm":, they cast spells.
Adam does a bless on the ones going toward the farm house then a bane on the two men at the door of the farm house.. Wi Poe does Mage Armor.
The men in front of the farm house retreat inseide after they are taunted by the sheriff.
Adam sneaks over to the bar to investigae. There are 4 men on the floo and 2 in the rafters of the barn.
They will spot him on a roll fo 12. They spot him.
Adam spooks them andWi Po-14 they roll for inti
Init  darken-26, Jenna - 22, Rock-21, Zed, Moon-20, Rhonda&buf-18, Sherif and dep-16, wi-14, Adam  - 9,
Door has 5 HP damage, d6+Str adj on door.

Farm house18, 8, 7, 4
Green-15-7 Rock, -11 Zed

Barn-7
Bunk house-12
Farm house - 14

Round 1 - Adam tryes to get in the barn. He is hit by fire from a six gun 
The guys inside are +2 to base hit. 
Darken does Obs. Mist - 
They guys on the bunk house stand up.
Moon does her war cry and get pluses, 
A - 12 -35 Mon.
B - 3 -9 Darken
c - 6, -9 Darken
d-10 -16 Moon In the house.
E- 9 - 9 Rock
F - 9 - 13 Buffy
G - 10 -5 Rhonda, -7 Dark
H - 10 -9 Moon
I - 14 -8 Moon
J - 12 -8 Zed 
K - 13 Tom -18 Simpson
M - 7 -5 Moon

Round 2 - They are firing at each other. 
Round 3 - Buffy spread oil on the bunk house and Gal. Lights the hay at the barn.
Round 4 - They are losing and want to run away. Adam wants to ty the barn doors closed.
Round 5 - Most of them run.
Round 6 - Zed and Rock charge into the house.
Round 7 - Dark heals zed, Rock heads in, 
Simpson and 3 of his men 
Adam steals 3 horses and hides them in the brujsh and lets the rest run.
They get back to town. They are paid off with an extra $5 to get out of town now.ToTal $25
Adam gets away with the horses. They head for the Salt River. 


Fix Z froim Zee.


Text Account:
They discuss going to Maricopa or off trail to Phoenix.
They decide to go to Phoenix.  Maybe? Yes!
They take 2 days to get there going along the Salt River.
Moon goes hunting. Finds a warthog HD 2 (14) AC 15
-10-10 Moon Has 15 lbs of meat to bring home.
Darken, Wi wants to forage. DC 19 
They cook the pig into a feast! Lots of beans, whiskey, BBQ portk steaks, cooked on rotiseri
They set watch that and every night. No Enc. 
Enc.. Next morning a tin pan sales man goes by on his way to Whickenburg. Manny McGuff.
They get to phoenix tghrough china town and head West then North.
They head to where they hear the band.They have 5 guns they took from the 
They go through town and head west following the river 1.5 miles and find a camping spot.
Wi Po, Adam, Darken and Rock fishes,  Moon sets traps. Be and Yu hang out and pray.
Rhonda, Isiah, Lucky and Buffy on horses  finds bushes changes clothes, sponge bath, and heads for town.
Rhonda and Isah go to the party; Lucky and Buffy go to the Imperial Saloon to gamble.
Rhonda and Isiah see the murder by the sherrif.
They go back to the Imperial Saloon.
They sit down and start to gamble. Lucky wins $10, Buffy $5. They go back to the camp late.
Back in camp, Adam, Rock go fishing Moon sets traps, Darken and Wi Po forage.
They want to stay at least a day. 
Adam - Look for horses at the Indian and for other indians, Buffy looks for Tom Jones at the Imperial, Wi P wants to go to China Town to find a gambling and clothing and oriental supplies, Isiah want to look at guns and go to the Post Office to see the posters and look for vulnerable people to shoot, Moon and Rock want to look for indian stuff and indians, Lucky want to gamble, Rhonda looks for work.
Tom Jones is the agent.
Time Stop that night.


Text Account:
Moon and Rock want to look for indian stuff and indians, Lucky want to gamble, Rhonda looks for work.
Adam - Look for horses at the Indian and for other indians, 
Buffy looks for Tom Jones at the Imperial,
 Wi P wants to go to China Town to find a gambling and clothing and oriental supplies, 
Tom Jones is the agent.
Adam, Moon and Rock head south trying to find indians. Moon is Cheyennes
They see the dust cloud from the other indain party approach.
Ti E'hi Ekia is leader of the foraging party of the Cocopa indian.They speak Chawktaw.
They gather the tribe to hear the tale of those that don't know the Manitou.
Adam tells them the tale of their last month.
Their story is provisionally accepted 
All three are told their real name and are given a memory or two to go with it.

Buffy wantso to go to the Imperial Saloon and keep an eye out fot the informant. She breaks even on gambling. 
Darken rides Humphry the mule into town of Phoenix is told of the church and bording at 33.
An is the Doc Joshah Johnson  is on the corner of Van Buren and N. Central
Darken goes to see the Doc.
He looks like Jack Nickoleson. Where is the bets place to buy a true medical kit.
Nickholson sells Darken a med kiit at regular price.
Then he heads for the church.
Buffy plays poker and gather information; The widow of the sheriff went to the jail with her childeren to berate the othber c`andidatn.
Jack Thomas is the guy frfom Punksatawni PA
Rex is recognized by the pastor of the River Jorden Church named Jacob Maltese. 
WiPo goes to China district and temple.
Darken goes to the dark forest in the desert and learns his real name.
Isiah goes to the gun store in Blackie's Pawn shop.
Jamie Jankowsxki is the outlaw.


Asdf


Text Account:
Begin with the folks in the Indian camp. They are told the legend of the Calumet and about the return of magic and evil creatures of legend. They purchase things from the people there.
Nachee buys buckskins (15 dollars), 
Ia'goo buys a tomahawk (6) and wants a bow (25)
They spend 2 days with them.

Beginning their 2nd day in town. 
They hear the cavelry coming.  The troop of 350 men, 2 artilery pieces 50MM with cason, 2 covered wagons and 4 buckboards.
They follow and hour later into Phoenix.
Tuson is being attacked
Captain Hamilton leads the cavelry.
They go into the "Arms" store 11.
They go down Madison to The Gila Saloon - Ted Hanson
A bunch of 6 soldiers walk in.
They walk around town, look into the Imperial Saloon, then go back to their camp.
Next day, the Indians return and they head into town .
They buy a few items and go back to the camp.
They head west  They go along the trail toward Tempe, but avoid it and the sherrif that doesn't like them.
They time stop at Kyrene before they get to town. They meet the cavelry going to Kyrene.

Military activity will be stepped up considerably. The city will have 3 troops of soldiers come through heading for Tempe to aid in a attack on that city by a combined Confederate/Apachie force.
There will be the 121st Cavelry bivouack 

Previous Week
The Swilling family: Jack-Father, Maddy-wife, Al-Oldest, Thad, Duke, Theo-Youngest
Swilling Employees: Hal-Farm Foreman, Jim, Larry, Ben  -  Mexicans-Jose, Caros, Pepe
Tom Jones is the agent
Indian Activity-Moon is Cheyennes - Ti E'hi Ekia is leader of the foraging party of the Cocopa indian.They speak Chawktaw.
Buffy wantso to go to the Imperial Saloon and keep an eye out fot the informant. She breaks even on gambling. 
Darken rides Humphry the mule into town of Phoenix is told of the church and bording at 33.
An is the Doc Joshah Johnson  is on the corner of Van Buren and N. Central - He looks like Jack Nickoleson. 
Jack Thomas is the guy frfom Punksatawni PA
WiPo goes to China district and temple.
Isiah goes to the gun store in Blackie's Pawn shop.

a telegraph office, 16 saloons, four dance halls and two banks


Text Account:
They are in town as we time stopped, but are ready to head out.
On their way. Starting transportation: 
Buffy - Mule (Bogart) HP - 26
Rex Victor - Mule (Humphry) - HP 32
Iagoo - (Sunrise)  - HP 21
Nachee - (Old Buck) HP 23
Ishkoda on a horse (Comet) HP-20
3 other horses - 1-Wolf (24) 2- fox (26) 3-buzzardf(15)
Kid Granger - (Mr. Horse) - HP 21
Waggon (With 2 horses) Daisy (21) - Poppy (15)
Wi Po - Waggon
U - Waggon
B - Waggon
The 121st cavary rides past they get off the road.
They do 16 miles a day. They pass Kyrene by and stretch the ride for that day so they can get to the Gila River ford. 
They find a spot to camp up river from the ford. No encounter.
Next morning, they strike camp and cross the ford. They head out toward Sacaton Station.
They stop there - Buffy is in the lead.  John Truman is prop of the station.
They stop and have a meal. The steak dinner is 2 and the stew is 1 and the bread is .50. Beer .30 and whiskey .50
They leave about 2:00 and can travel another 3 hours and don't get to Maricopa.
Just before they stop for the night:
They encounter the Fiendish Bears
Make Spot (15) and Listen (20) rolls. They see the bears 20' away.
Bears Dad (, Mom, Son 1, Son 2 Daughter 1
xDad - 3        =47  -7-2-1 Kid -8-8-10 Iagoo  -8 Wi 32
x- Mom -19    =45  - 19 Lily -8-4-5 Nach, -11 Wi
x-Son1 -15       =49  -8 B -5 U -1 Ish -12- Wi -4 Iag -1 Lily -6 Rex -5 Iag    45
Son 2 =13     =45  -4 U, -4 Lily -11 Nach -9 U
Daut 3=6       =48 -3 U, -15 Lily

Init:  Kid 25, Lily - 25, Rex-25, Nachee-23, Ish-17, Wi-17, B-15, Iagoo-10,  U10

Round 1 - Ish-Bless, Rex-Turn 
Round 2 - Wi - Soul Blast
Round 3 - Wi - Soul Blast
Round 4 - WI - Soul Blast 
Round 5 - Wi - Soul Blast 

They leave Sacaton Station about 2:00 and can travel another 3 hours and don't get to Maricopa.
They make a camp 1/4 mi from the battle and hunker down to heal.
They sleep the rest of that day and night healing and stuff.
Time stop before they get up that morning.

They are going to head south and pass through Tempe, Kyrene, Sacaton Station and to Maricopa.
When they hit Maricopa, they will connect up with the Butterfield Stage route. This route is much more travelled than the one they used to go south from Vulture.
There is a Butterfield Stage travelling the trail 3 times a week and a Daily Pony express run (called the Butterfield Express Mail) daily. These will be passing the party or vice versa depending on their speed for the entire time they are travelling on the route.


Text Account:
They leave Sacaton Station about 2:00 and can travel another 3 hours and don't get to Maricopa and encounter the Fiendish Bears.
They make a camp 1/4 mi from the battle and hunker down to heal.
They sleep the rest of that day and night healing and stuff.
Time stop before they get up that morning.
They spend another day waiting.
Midday they head off in the front of an advancing thunder storm.
Betty is their waitress, Beef stew or/and rattlesnatke stakes.
They spend the night and part of the morning at the station, but head out toward Hearon getting toward  Estrelle that afternoon around 12:30.
They start looking for a spot to camp early that day.

Maricopa is an intersection of the Texas leg and LA leg of the Oxbow trail and the Phoenix trail
Butterfield Stage coaches are collected here and it is a small town of about 78 people. All of them work for Butterfield. There is a saloon, a café but no stores. They do sell stuff folks would need who were taking the stage coach west. See Going West for details.

Both the Rebs and the Feds have spys here to watch the westward travellers.
The Fed (Henry Miller) will telegraph for instructions and receive an answer in 18 hours. 

The Reb (a blod hair blue eyed thin youth of 19 named Tommy Johnson) will contact the party and try to find out what they are doing.
The reb rides up to them after they have left town and tells them he has a message to them from section 9.
Wi Po showes him the "9" on her heel and he takes off back toward the stage line at a run.
Tommy Init 16
Ish-26,Ronda-wi 23,iag-20, Zed-Nac 19, sally-16, Kid 11
Ish is 20"  he lowers the horses dex by 2. WI coils the reigns around his hands and he can't draw his weapon, 
HP 11 -5 Zed, -4 Rhon, -3 Iag
Rhonda and Kid ride after him..
Round 1
Round 2
Ish speak wi/ani. To his horse to influence him. 
Round 3 - resolve is broken - The kid knows 
Rosco Blane is the one who hired Tommy to sound them out.
They are discussing what to do with him when the stop time.


Text Account:
Rosco Blane (from atlanta) is the one who hired Tommy Johnson to sound them out.
They are discussing what to do with him when the stop time.
Lily tries the password phrase, but he doesn't recognize it and wants to flirt with her. The gag the youth.
The daily stage passes them. 
They head back to Maricopa with the kid.
They start heading back to town when they arep passed by an express rider.
They get to Maricopa around 4;30pm.
Timmy heads for the deep desert.
Iskoda is watching the group from outside town., They discuss what they are going to say. 
Nachee and the Kid asks a horse handler asks for Rosco Blane. He doesn't recognize hime.
Lucky, Lily heads for the bar. There are 5 guys in the bar. They don't see a no one. They order a drink. 
Lily asks about Jimmy (hes a stable boy) 
Drew Drake is the manager of the stage stop.
They are approached by the Fed spy Henry Miller (a cribbage player) who buys them drinks and chats them up. He finds out they know nothing about their previous life. He wires ahead and rides hard for Phoenix to a deposition for his superiors.
They head back to the camp that WiPo made and they all spend the night there except for Iskoda who hides and observes the buildings.
The next morning they head for Heaton An easy days ride. It is an express stop 
There is a 
Data Loss! PC Locked up and lost inititve order and 4 kills. There are 3 more kills.

Round 5 - 90' from party.
Sig kills another, Lucky kills one1, Kid-12, Ish-7kill, lucky-11, Rhonda kills1,Nachee-kills 1, Iag kills, Lilykills
Turkey-23, Ish-19, Lucky-19,  lily-18, Rhonda -18, Nachee-17, Bea 15-, Sig-12, Kid-10, Iag,-10, Wi-8,  Yu-8
They kill all the turkeys Darken and Lily and Nachee, and Iagoo dress them for roasting.
Many grab parts. 
They spend an extra hour in camp before leaving.
They will get to Montezuma after nightfall or the next day.
They take it easy and camp out that night but not getting to Montezuma.
No enc. The next morning they head out again and reach Monte at 11:00.
Stable, Mamas Eats, Stage stop, Managers house (Jubal Yeson) and a Bunk house.
They all go into Mama's and have lunch. They don't much enjoy their meal. 
They hustl,e and get to Estrella at Dusk. No Enc.
There is a restarunt "Dana's Road Food" Hotel Nowhere, a Stable, A managers house, a hand house and a well. Some stay outside town and some stay in the Hotel.

Asdf


Text Account:
There is a restarunt "Dana's Road Food" Hotel Nowhere, a Stable, A managers house, a hand house and a well. Some stay outside town and some stay in the Hotel.
It's a cold night with winter in the air. They are glad of the fire. The sky is fairly bright with stars and there is no moon.

They see Alferd Packer in his iron cart coming down from the mountain pass
Ivan Swan (Scott-Jed) escaped the masacre of Alferd Packer and ran off where he was captured by the Rebs and held as a prisoner of intellegence for 5 years. 
He has not reappeared to testify against Alferd as he has not been able to return since Alferd was captured. He will want to kill Ivan when he sees him!

They get down the mountain.
They find the camp at the foot of the montain. They will be joined by another stage coming from Bosque. There is a driver and 5 passengers. They will share the camp. 
Driver 3rd Lev. James Luies Gunslinger Joined at Gila 
Man and Woman Farmers heading for Tempe with 5 year old boy.
An Converted Indian (45) Running Deer
Gambler (22) Steve Pisco

2 Whisperer in the dark attack the stage that night. They attack on the 3rd watch.

HP A 71  Init 19

Nachee, Buf-23, Iago-22, Rex-21, Sally-19, Ivan-18,  Kid-16,  B-10, U-8, Wi Poo-5, Jamie-3, Betty-7

Round 1 - Most wake up
Round 2 - Moving to the cart - Wi-Light
Round 3 - The thing kills the kid
Round 4 - Rex turns the creature and it heads off to the NE following Jamie
Rex is following the blob with Nach and Iago
Nache -22, Iag-16. Rex - 14, Critter 12, Jamie-
Round 1 - They turn it again and Jamie escapes with 1/2 his HP sucked out and the experiences.
Sally and Wi cover the dead kid.
The parents come back and are in shock. 
They reposition the horses and make the fire better.
The creature attacks again! 45 min after last attack.
Time Stop before the attack inititive has been rolled.

WHISPERER IN THE DARK
From a distance, a whisperer in the dark resembles a swirling bank of mist or light fog, but an observer within 30 feet of the whisperer can clearly see dozens of humanoid faces in the fog, silently screaming their endless torment.
Species Traits

Daylight Powerlessness (Ex): A whisperer in the dark is utterly powerless in natural sunlight and flees from it if possible. If caught in sunlight, it cannot attack and may make only one move or attack action each round. It cannot take full-round actions at all in this situation.

Incorporeal Subtype (Su): A whisperer in the dark has no physical form and can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, though it has a 50% chance to ignore any damage from a corporeal source. The whisperer in the dark can pass through solid objects at will, and its own attacks pass through armor. The charred one moves in complete silence and cannot be heard at all.

Psionics (Sp): At willâ€”attraction, clairaudience/clairvoyance, concussion, detect psionics, suggestion. Manifester level 10th; save DC 10 + whisperer in the darkâ€™s key ability modifier + power level.

Steal Essence (Su): If a creature with an Intelligence score greater than 2 is slain by a whisperer in the dark, its essence is absorbed into the monsterâ€™s consciousness within 1d4 rounds, though its physical body remains intact. Stealing a creatureâ€™s essence grants the whisperer 12 temporary hit points, and a new screaming face resembling that of the absorbed creature appears permanently within the cloud.
Turn Resistance +2 (Su): A whisperer in the dark is treated as having +2 Hit Dice for the purpose of turn or rebuke attempts.

Undead: A whisperer in the dark has the traits and immunities common to undead.
Unnatural Aura (Su): A whisperer in the dark constantly projects an unnatural aura to a radius of 30 feet around itself. Both wild and domesticated animals can sense this aura and refuse to enter its area. If forced to come closer than 30 feet to the whisperer in the dark, they panic and remain panicked for as long as they are in the area.
Whisperer in the Dark: CR 12; 
Large undead (incorporeal); HD 11d12; hp 71; Mas â€”; 
Init +7; Spd 30 ft., fly 60 ft. (good); 
Defense 14, touch 14, flat-footed 11 (â€“1 size, +3 
Dex, +2 deflection); 
BAB +5; Grap â€”; Atk +4 melee (2d6 Con, incorporeal touch); 
Full Atk +4 melee (2d6 Con, 4 incorporeal touches); 
FS 5 ft. by 5 ft.; Reach 10 ft.; 
SQ daylight powerlessness, incorporeal, psionics, steal essence, turn resistance +2, undead, unnatural aura; AL chaos, evil; SV 
Fort +3, Ref +6, Will +9; AP 0; Rep +0; 
Str â€”, Dex 16, Con â€”, Int 14, Wis 14, Cha 15.

Skills: Concentration +8, Hide +13, Intimidate +12, Listen +12, Search +12, Sense Motive +8, Spot +12.
Feats: Alertness, Blind-Fight, Combat Reflexes, Frightful Presence, Improved Initiative.
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Text Account:
The battle continues with the Whisperer attacking the party from between some horses on the W side of the party in the circle around the fire.
The end of the staff the indian gave Rex forms into the shape of a hags face, +2 staff. 

Rex-25, Nache-23, Sal-22, B and U-19, Buf-18, Wi-16, Ivan-14, Kid-10, Iag-9,

Round 1 - B does magic stone, Wi-Gust of wind. 
Round 2 - Ivan runs away, 
Round 3 - Wi M. Weapon, U- M. Stone 
Round 4 - U M. Stone, M.Weapon, 

Wi does Magic weapon on U's sword.

Whisperer in the Dark
HP A 71  Init 19
Iag-10,11,16  Rex-6,9 -10 U, -8 Sally  , -13-Ivan It dies

Next morning the staqge c0oach takes off just after sunup. The paty takes it easy. They will get near 


Bosque Station - 2 buildings - Stable and station."Eats"
They move some distance (1/2 mike) and camp. 
Ivan, Buffy, Kid go into the station.
They ride in and tie up. They go into "eats" and find it has drinks too.
The bartender is Duke Regent. They buy drinks except for Kid who drinks out of a hidden. 
They take to him Gather info. He fails they go back to the camp.
They decide that night to slow their pace so they can do some foraging for game, herbs and firewood.
Chars with survival or wild lore get 3 rolls a day, others 1.
Iag, Nachee, Wild Lore,
The find sage, a wild turkey, a squirl, cactus, They don't get to Gila until the next day.
It get overcast the next day, but it burns off about 2:00.
They get to Gila Bend that day about 5.The forage they get a dove. 
They get into Gila Bend. There are 8 buildings. 2 Saloons Baba Bar and Silver Dreamer, the stage building, 2 houses, a bunk house and a post office and the Gila Hotel.
They camp nearby. Ivan, Buffy and Kid go to town.
A rebel rider comes into the bar while they are there and contacts a  sympathizxer to attack them. 
The Baba bar has 6 people inside. The reb is Josephus Miller and the other is Opie Mack.
Chuck Jhonson is sweet on Buffy.
They gamble and drink whiskey, buy nails. 
After 20 min, all 3 are in the Baba Bar when the 2 rebels get back. They ask question first.
Dallas Bolinger is shotgu for the stager and a good gamber (gamble is 8)_
The "3 strangers" are called out.


Text Account:
They get to Gila Bend that day about 5.The forage they get a dove. 
They get into Gila Bend. There are 8 buildings. 2 Saloons Baba Bar and Silver Dreamer, the stage building, 2 houses, a bunk house and a post office and the Gila Hotel.
They camp nearby. Ivan, Buffy and Kid go to town.
A rebel rider comes into the bar while they are there and contacts a  sympathizxer to attack them. 
The Baba bar has 6 people inside. The reb is Josephus Miller and the other is Opie Mack.
Chuck Jhonson is sweet on Buffy.
They gamble and drink whiskey, buy nails. 
After 20 min, all 3 are in the Baba Bar when the 2 rebels get back. They ask question first.
Dallas Bolinger is shotgu for the stager and a good gamber (gamble is 8)
The "3 strangers" are called out.
Ivan, Buffy and Kid go in to town. "TSend out all the people"
They are called out.
The Buffy and the Kid heads for the back of the bar.
Buffy opens up the register and begins to rifle it.
There are 13 ones, 4 5 , 1 - 10, 1 20
Ish-27e, Rhonda-Kid-25, Sally-24, Nache-22, ,Iago-20,  Buffy-19, Evan-19 - Rex-17,Yu-9, B,WiPo-5
Ish get on horse, It will take 6 rounds for the party to get there on horse and 8 to get therre on cart.
- 7, 20, 18
nemies          
1 -12x                 C-16                B-4,               
-7-8 Evan,            -13-Kid

Evan is in a confederate uniform.

Outside, the bad dudes shout in.
Round 1 - They are shouting Rex reveals something bad is happening to them.
Round 2 - The party are 1/4 mile from the town. They head out.
Round 3 - Ish Heads to town, Kid-readys action run, buffy looks for the backdoor, 
Round 4 - Kid, Theyh run out the far tand attack.
Round 5 - The Bar blows up!
Round 6 - Kid, 
Round 7 - They kill the second
Round 8 - 
Round 9 - 

Ivan lights 2 sticks and throwsx them into the bar.
Buffy is hit by B - Hits for -3,


Text Account:
Outside, the bad dudes shout in.

Round 1 - They are shouting Rex reveals something bad is happening to them.
Round 2 - The party are 1/4 mile from the town. They head out.
Round 3 - Ish Heads to town, Kid-readys action run, buffy looks for the backdoor, 
Round 4 - Kid, Theyh run out the far tand attack.
Round 5 - The Bar blows up!
Round 6 - Kid, 
Round 7 - They kill the second
Round 8 - 
Round 9 - 

Ivan lights 2 sticks and throws them into the bar.
Buffy is hit by B - Hits for -3,
Evan is captured and the bar is blown up.
They pick up the weapons and head off out of town.
Kid and Nachee, Ivan rides with Sally, Buffy gets on with Victor and they head for camp. Victor binds Buffy wounds before the get to the camp.
They break camp and head out within 5 min of getting back.
Evan is a confederate wearing his uniform under a flanel shirt and overalls.
7 minutes after the battle they have broken  camp and are heading off into the darkness.
They are in darkness led by Nachee and Ishkoda. Victor heals Bufy.
They get back to the path and are moving at horse speed. Its about 9:00 when they head out.
They stop after 3 miles and make a cold camp with no fire.
Sally eats camp rations, Nachee scouts on foot around for others, Ivan looks for holes in his stuff.
They take the gag off the prisoner after they find that he is confederate.
He is 4th level rowdy with a ST of 17. Why did they attack the party. 
They are enemies of confederacy.
Evan Smith Sgt. Number 555292, 209th Virginia regiment 1st sargent.
He tells them about section 509 and section 9. 
He tells them he wants to die like a soldier; don't hang him, shoot him. Kid shoots him. 
They get 3 pistols and 2 rifles (winchester and a shotgun). They divy up the stuff.
They bury the soldier and search for food and wood as they travel.
They head toward Painted Rock
What did the folks of Gila Bend do?  They wire ahead to Painted Rock saying that the party is trouble. The sheriff will keep an eye out for them and force them not to get into town.
They find food and firewood, .
Ivan and Nachee are hunting they split up and both of them have a wilderness encounter.
Wild Dog, Cyotie, 
The dogs smell Nachee coming. They are quiet and need a DC 19 to hear.40' away

17 Nachee, 10,     --6     16 init.
                    -8-16           -8-12 I,I,I
Ivan flushes a boar and encounters a wolf.
Boar has 9HP 
               - 10  He is bringing it back to camp.
Wolf - Encounter when he gets back with his horse to get the boar.
Wolf init 10, Ivan 13 70' with a -2 cover.
    15 HP
     -9-10
He brings the boar and the wolf back to camp.
They make camp that night and mae really good stew.
Everyone levels. They will get to level 4! 
They camp out and level up. They will get to Painted Rock the next day. They will know about their encounter in Gila Bend.


Text Account:
Everyone levels. They will get to level 4! 
They camp out and level up. They will get to Painted Rock the next day. 
The folks there will know about their encounter in Gila Bend.
The people will be respectful and quiet. They hope the Law will catch up to the party somewhere else.
They will be right. The law will catch up with them 3 days from the incedant.
They 2nd day after the fight, they head out toward Painted Rock.
They travel on the road and their presence is noted by the mail riders who have been told to keep an eye out for them.
They decide to camp out before the coming storm. It is the first bad storm of the season.
They make a `camp with a fire. 
The sleet hits about 2:00 on the 3rd watch. The weather stays bad for 30 hours from midnight.
The next morning they try to decide to hunker down or go to town or go around town.
They are moving on toward Yuma through the storm.
They go through town without stopping at about 11:00.
The town consists of: 
Stewarts Sundries, Betty's Trailside Food, Butterfield Stage Line, 2 barns and a very large Red Velvet saloon and coral and a big stable.
They travel through the rain all day. At 3:00 they run up to a wash 30' across that stops them.
They decide to go back to where they saw a dry tree near a flat spot that looks like a decent spot for a camp.
1/2 a mile away, they will hear a call for help.
An express rider has become washed down river and is holding onto a tree on the side of the wash.
Nachee, Ishkoda, Rex. Iagoo head out to investigate. 
They find him. His broken right arm is trapped under his body where it is wedged into a couple of branches of a scrub oak. Max Seant is the mail rider. They free him and get him back to `camp.
He begins to get hypothemia on the way back. They get him back and start healing him. He is healed 3 points and is down 5 pts.
They spend the rest of the night watching over him.
The rain tapers off toward dawn and by the time they are done with breakfast the rain has stopped. The wind comes up and blows the remaining clouds away by noon.
They check out the wash and find the dead horse has no saddle or harness.
They watch the water in the wash go down and cut wood and spend the day nursing Max.
They wait that day for the water to go down. Max is friendly, charming in an old west way.
The next morning it looks like rain again and they head out toward Sentinal.
They head in to Sentinal to drop Max off and spend the night in a dry spot.
Sentinal is a well, a stage stop with rooms and a saloon, a big barn, and a small casino (Silver shack).
They stable the horses, They won't let them sleep in the barn or stable. 
They go to the Stage building and go in. They want to get rooms They get 2 suites for 3 bucks a day.
Stan Hardy, is the bartender. 

The 2 lawmen sent to investigate the gunfight at Gila Bend(as it has come to be known) will be a Pinkerton man (Gunalinger 8th Lev) named Rupert Young, a AZ sherriff (Scout 9th) named David Moore and a Huckster 7th  level named (Lampert Dupree) They are carring the "Black Star" a sign they are federal agents.


Text Account:
They are in Sentinal when Lily get the high sign.
The spy who gives him the high sign is is John Johnson. 
They show each othe3r their tatooes. 
He pulls a rouc of no sound out of his pack and asks her why she hasn't reported.
"Was their mission successful". When he realizes "who is your wife" from Lily. Her wife is Tania Lefal.
"Don't you remember who I am .You’re my best friend."
Lily was the leader of the team when they were attacked.
Presedent Grant and Miniester of War Havelock.
A 14 yewar old gymnist and a man adept at slight of hand are the two that are dead.
The next morning, the black badge law men return and look them up.
They wait until they are contacted. 
They next day nothing happens.
Some go down for breakfast there is no silver boot which is the sign they are to look for John.
They Lily, Nach, Ish, Sally, Iagoo, Kid., WI Po,
Sam Sentin is the owner.

In their room Rex,  Bea, U and In the rain is Iskode
They keep a Low profile.  For that day. 
Bea has a cold which is healed by Rex but fo0r He is hea.led at last by Rex.
The black Badge sherrifs arrive.
AThe 23lawmen sent to investigate the gunfight at Gila Bend(as it has come to be known) will be a Pinkerton man (Gunalinger 8th Lev) named Rupert Young, a AZ sherriff (Scout 9th) named David Moore and a Huckster 7th  level named (Lampert Dupree) They are carring the "Black Star" a sign they are federal agents.
Rupertt 18, Davud, 10, Lampert 19
Rupert HP=55-Dies, David-43,-13 sdiwa Lampert 33 Dies
                                                                -15 Ivan
                                                                -10 Lily
Soul Blast-                                               -12+12 WiPo
The survivor is Rupert Young the Agent of the Black Badge (an under agency of the Section 9.

Inititive
YNach-27, kid-25, ,Sal-26, Ivan, Lily-24,  Po - 19, Be-17,  Iago,Rex16,  -Yu 4
Kid throws 4 sticks of dynamite at the guys outside.
He hits his tarket
Sal prepares her hose for riding and arms herself,
Wi runns upstairs, Lamp- -16 from the dynamite
Round 3 - Nach-
Round 4 - Two die and one surrenders (David Moore). 
6 men head off on horse back to the next town.
The Manager of the station approaches them and offers them what ever they want.
They look for John. 
They search the wagon.  
They prepare to leave the place, but want to stay until they are disturbed.
Rex heals a horse, so there were 4 in the party they defeat. It has 6 more HP of dam.
There are guns. It's 3:00 and John wil return at 5:00
They take him inside and tie him to a chair.David Moore.
He and his friend were to tgake them in for questioning about the "Masacree at.Gila Bend".
The question David , make Rex makes friends with the horses.
They take the prisoner inside for questioning. They take the badges,.Blued steel with 4 pronged star.
They take David Moore - US Territorial Marshals 
Time stop 1 1/2 hours before the stage comes.. John will return 2.5 hours later (1 hour after).


Text Account:
Time stop 1 1/2 hours before the stage comes.. John will return 2.5 hours later (1 hour after).
They are discussing what to take and what to leave.
The marshals had a really good shotgun, 2 long barrel-big caliber pistols, a small pistol and a hold back darenger. The buckboard with the gun has a dun mare on it. The Shotgun guy rode a dapple gray gelding and the pistol guy rode a blond stalion.
They rifle the bodies. They tie water barels across the horses as they are preparing to move more quickly they want to abandon the cart. It's raining fairly hard. They load the water and the food onto the mules
Back to nature spell causes un-natual things like the gatteling gun stop working. They take a hammer to it too.
Guns 1 Winchester lever action 12 guage shotgun. 
Victor rides Fox, We rides one of the cart horses w/out  Black Gelding. B rides the other cart horse (Yellow mare) , U rides the Dapple,  Ronda rides Wolf, Buffy rides the blond stallion,.
Buffy goes back to look for a message that isn't there. 
The kid wortes a note saying "I am taking all this stuff in the name of the Federal Government" and takes 5 bottles of his best whiskey.
They head east out of town at 5:00pm  into the desert to throw them off their trail until out of sight of town 1/2 mile then they head south and then west.
They are going in darkness not carrying lit lanterns. They do this for an hour and several near calls at falls convince them and Nache lights a lantern and the rest light some too.
They stop for the night at 9:00 and make a big canvas lean to secured at one corner to a short oak tree a cold camp. Vict does a withstand elements. They post guards. 
They search the stuff they took off the marshals. Pinkerton man (Gunalinger 8th Lev) named Rupert Young $40, a AZ sherriff (Scout 9th) named David Moore( and a Huckster 7th  level named (Lampert Dupree)12.25. They are carring the "Black Star" a sign they are federal agents. A clasp knife, a hunting knife, a tin of matches, a cigarette roling kit, a pipe and "Red Chief" tobacco a sewing kit, a magnifying glass 2" dia. A multiplex knife (can opener with 2 knife blades and a cork screw.
No enc that night. Before everyone gets up, nachee gets on his horse and scouts around. He finds nothing. They get up at daylight and head out to the West.
They get to a 750' wide poll and go S around it. It takes them 1 hour to get around it then head w.
They discuss their plans. They will avoid contact with the trail and settlements until they get to Yuma.
The take 1 gal per person and 1 1/2 gal per horse per day. Total of 60 gal. When they left.
No encounters first day out of Sentinel. Everything is wet and the wind picks up. The rain tapers off at the end of the day.
They set some night traps need a 1 on a d10 to trap something.
They have a night encounter. Huge Cenepede, 1st Watch.

Monstrous Centipede, Huge
Huge Vermin
4 - Hit Dice: 6d8+6 (33 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 16 (–2 size, +2 Dex, +6 natural), touch 10, flat-footed 14
Base Attack/Grapple: +4/+15
Attack: Bite +5 melee (2d6+4 plus poison)
Full Attack: Bite +5 melee (2d6+4 plus poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 17, Dex 15, Con 12, Int —, Wis 10, Cha 2
Skills: Climb +11, Hide +2, Spot +4
Challenge Rating: 2
Advancement: 7 11 HD (Huge)

A  33 - I=21x                                               B  35  I=20 x                           C 22 I=18x                             D 28  I=8xWi Po  -10, Ivan 7, -8 Sal, -9 Rex   -1  Rex -12 Lily- Ronda -9-6 Kid -            Sally -9-5 Nach, -10 Iag      -11-13 Ivan - Iago, Rex, -7 Lily

Nach=25, Ronda=23, Iago=22, Ish=22, Kid=21,  U & Lily=20,Ivan=18, B=16 Sally & Wi Po=15, Rex=14, 
Round 1 - Ish Bless, We-Mage Arm. Sally, Victor and Rhonda and WiPo are grappled.
Round 2 - Ish - Bane, 
Round 3 - 3 are dead
Round 4 All Centepedes Dead

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Text Account:
There is no further encounter that night except for a wolf howling.
They have a night encounter. Huge Cenepede, 1st Watch.
Monstrous Centipede, Huge
That night they kill the monsters almost as soon as they attack. 
Wi Po is under the centepede.
Rex casts cure lt on Rhonda
Nachee drages the bug off Wi.
Ish heals Rhonda 5, Cure mod on Wi -10, ish heals Wi-12
They make a pot of coffee, They examine the centepedes and Rex strings up thin strips of centeptde flesh between sticks on the back of his muje.
The next morning they want to move close to the river and cross the oxbow trail.
They cross the trail 12:30 that day and reach the river just before dark (late dusk).
They head NNW and will see Palomas in the faidind light.
There are no encounters. They head across the road. 
They see Palomas and head West to avoid it.
They make camp near the river at a good fishing spot and make a big bonfire.
The mosquitos rise and the fish are feasting. They are trout and very easy to cook.
Rex looks through kit to make DEET.  They find tobacco and mud will help.
Nach, Iagoo go fishing. 
They use worms for bait and don’t catch much. The get catfish!
Kid does spear fishin in a loin cloth. He lands a 10lb trout. 
They make a nice breakfast with horestail poredge 
They fill all their water containers. 
They head out following on just S of the river within the verge staying hiden.. 
They want to go that way until they get to the river bend just S of Mohawk.
This will take 3 days and 4 encounter rolls No Encounters.
They reach the bend.and take another day to go round it.
They are at a flat spot W of the bend at a shallow spot of silt.
Just S of Mowhawk the cross to the N. side of the river and go due west leaving the river behind and srtiking into the aban doned desert heading for Gila City. Will take 4 days.
2 Enc per day - 1 on a D10. They have an encounter the night of the 4th day. They are just  within sight of the trail NW of Ligurta. They go west then S toward the river.they meet it at 2:00. They follow just N or the Gila river until they get to the fork of the Colorado river at Yuma.
This will take them 3 days at least The last day will be 4 enc per day.
2nd day rain. 3rd day monsoon.with wind from the NW.
Encounter evening of day 3. Mountain Lions attack horses. 2nd watch.
Lily, Wi Po and Rhonda are on watch. DC 21. 
They are surprised. The lions attack the horses. 
Horse 9 (Bea) Hit for 25 HP (out of 20)+12 and Horse 2 (Lily) for 6.Iago horse (6) is hit for 6+10 of 21+15

A  33x   +2                                    B  30 x +12                                    C 22x  +20 Kills horse 2 and retreats.
-12 Rhonda, -17 Nach -12 Kid     -6- Iag, -8 Lily, -6 Ish , 11Nach     -12 Liliy, -14 Kid

Init Kid-24, Iago-23, Lily, Rhonda, Ish-20, Nach-17,  WiPo-11, Be-9, U-5

Round 1 - 
Round 2 - 
Round 3 - 
Cure Moderate on the uncontious horse 
They heal the horses and the rain lets ujp by 11:00 and gets brighter as the day goes on. They see the Colorado and get within 2 miles.
There is a 75' deep canyon. They head S along the canyon. No enc for 5 mi.
They are in 8 mi of Yuma. Time Stop.

Bob Cat
Large Animal Hit Dice: 5d8+10 (32 hp) Initiative: +3 Speed: 40 ft. (8 squares) Armor Class: 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 Base Attack/Grapple: +3/+12 Attack: Claw +7 melee (1d4+5) Full Attack: 2 claws +7 melee (1d4+5) and bite +2 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, improved grab, rake 1d4+2 Special Qualities: Low-light vision, scent Saves: Fort +6, Ref +7, Will +2 Abilities: Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6 Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5 Feats: Alertness, Run Environment: Warm plains Organization: Solitary, pair, or pride (6–10) Challenge Rating: 3 Advancement: 6–8 HD (Large) Level Adjustment: —

The statistics presented here describe a male African lion, which is 5 to 8 feet long and weighs 330 to 550 pounds. Females are slightly smaller but use the same statistics.
Combat

Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): Attack bonus +7 melee, damage 1d4+2.

Skills: Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.
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Text Account:
They are in 8 mi NE of Yuma. Time Stop
The next morning:
They are overlooking the town.
They are N of the Gila river and E of the Colorado from Yuma.
They scout the Gila for a place to cross.
Midday they find a spot 1.5 mi from the intersection and cross
They stop 3 miles N of Yuma. They talk about deviding into groups.
They wait at least 1/2 hour between going in.

Wi, Sal, B & U - Find the oriental part of town (there isn't one) - They look around town for 4 hours and get a good idea where everything is. They head back to the main street.
The Kid, Iagoo, Nachee - Go to a salon The kid disguises his hat.  They are in Adolphs. They are spotted and followed by Federals.
Ivan -He stops at the Silver Chandaleer
Buffy, Rex - Go to a NICE saloon. S. Side of W. 5th Near S> 6th across from park called the Pavillion. Made of sandstone blocks.
There is a catholic church (mostly mexicalie) and a presbeterian chapple and a Babtist storefront mission.
After their haircuts and such they go to the Silver Chandaleer and meet up with Ivan, but don't cantact him.
1/2 circle pourch a blue tile sign spanish church with red tile roof construction.
Rex talks to the doormen at the pavilion about rooms and a drink. They get a room there.
Back at the Silver Chandaleer, they will be approached by  John Johnson 
He wants them to give themselves up.
Ivan, The Kid, Iagoo, Nachee are in the Silver Chandaler and Wi, Sal, P&U meet them there.
John Johnson arrives shortly there after. 25. 
They eat, drink and Sally and Ivan want to gamble.
John tells them to give themselves up and that he will use his influence to help them in court.
He has 2 agents watching at the front and back of the buiding. Front=Tim Bestin Rear=Andrew Molline.
Sheriff Sam Wainterous. Deputy Mark Hosair
They surrender and are take to the Territorial Prison.
Jonh meets them in the prison and finally, they get their debriefing.
John is freaked out by their lack of knowledge as he knew them well.
He will agree to free them if they do something for him.
President Johnson and Secretary of War Ralph Westerman.
Their next job is to retake Tuscon Az currently under the control of the South.








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Text Account:
President Johnson and Secretary of War Ralph Westerman.
Their next job is to retake Tuscon Az currently under the control of the South.
They are signing into the Army for as long as it wants to keep them in.
They all sign the document.
They are then taken to an isolated army baracks where John tells them a bit more about what they used to do. 
Leut. Tifton is their Army leader. 
They are issued army gear.  For the US Calvery - 233 Division Their debriefing continues. Riding boots.
J. Johnson tells them more about their past and so on.
They are assigned to their task. And will be taken to the Depot tomorrow.
Capt. Dan Pierson is their mission leader (8th level Gunslinger). Black handlebar mustache. Dual pear handoled 
They return to the Depot in Yuma for resupply.
They pick up their stuff.Winchester '73, Spencer, Sharps Carbine.
Colt Pistol and army pistol. Remington Army pistol. 
2x T. Sights (+10'). 4x Binoculars (+2 to spot).
They equip themselves.
Travelling 16 hrs a day, they can go 50 mi per day. It will take them 3 days.
They get to just outside Tuscon.
They are getting ready to scout around.
"It Strikes from the air" is a clue to the attacks at Tucson.
They get their stuff together b ack at the Fort and plan on setting out the next day.
They fix all their new gear and get ready for the trail. 
They head out the next monring in uniform 
Ralph Hapell is the Sgt.  He want to get to Maricopa in 2 days.
Travelling 16 hrs a day, they can go 50 mi per day. It will take them 3 days.
They get to just outside Tuscon.
They are getting ready to scout around.

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Text Account:
Travelling 16 hrs a day, they can go 50 mi per day. It will take them 3 days. Their horses are exhausted and they are tired. Capt. Dan Pierson - Ralph Harpell is the Sgt. 223rd Cavelry.
They get to just outside Tuscon. They are getting ready to scout around.
5 mi. from Tuscon 200 above they are at 1500 ' .
They see patrols of 12 Confederates riding post on the roads into town.
There are teepees between the roads and the river.
There are pill boxes w/gattling guns along every road. Clint (Jeff) is leader.
Shadow and Moon don their indian garb and head out looking for a hidey spot near town at 3:30 (2 hrs from darkness).
They head straight down the mountain then begin searching when they hit the flat.
There are 6 sets of guards with binoculars on watch. They have a DC 15 spot for them walking down the mountain. They are seen and a patrol is sent to intercept them as soon as they are on the flat.
They roll a 19 for "Hear" and can hear the 12 man patrol when they are 250' away.
They make a hide roll  Moon-13, Shad-25. 
Ivan is going into town when someone will go with him.
Angela and Vicker go out into town the next day.

Clinker - Standby are the contact words.

They hear the scout from the platoon who contacts them. There are 24 men from Platoon 4 of the 223rd calvery. They are camped in an abandoned silver mine 2 mi from the party current location.

Sgt. Mahoney and Indan Scout I'hoopa 

The death from the sky is 6' high bats (polymorphed men).
Shadow and Moon are being chased toward the mountain by 2 of the BatMen with bullseye lanterns looking for the indans they saw approaching the city.

32 men (2 badly wounded) and 27 horse left. Inside the silver mine. 
Sgt. Phony MaHoney and Indan Scout I'hoopa  take them to 
Capt. Miller and Leut. Lewis.
Victor heals 2 of the men.  -8 healed +6+7 Vic    -10 Vict + 12
Victor is doing his best Tale Tallin to build morale and confidance.
The next morning, the indians try to find out where the rest of the party went.
It will require 3 - DC16 Tracking rolls.
They successfully track the party to near the mine. They are going to get there about 11:00 AM.

Back in the mine, they want to search for their lost friends.
Angela and Victor plan to try and get in without papers and are told it won't work.
They send people out to find the indians: Clint, Vic, Angela walking they are wearing civiys.
They retrace their steps to get back to them. They meet up at about 10:00 about 1/2 way up.
 Heals Iagoo +9 then +7 and they take the indians back to the mine.

They want to attack noon that evening. They discuss plans that day.
They are going to send out a "bait" party to draw the batmen to shooters hidden on the mountain. 
4 men S to guard the road. 
14 men guarding the mine and ready to support who ever needs it.
The 4 bait (Honor Guard)  WiPo, Lucky, U and B

Angel, Vick, Clint, Moon, Shadow, Ivan and on the mountain 8 riflemen from the troops
They have the plan by 3:00 that afternoon.
Sundown at 5:30, Dark at 6:00 "In and Off" are the counter words .
At 5:00 the 14 shooters leave to get into position on the mountainside in parties of 2. 7 Spot rolls at a DC 18 (hiding, split up, away from the sun) 1 group are seen well before they are in position. 
At sundown, they send the bait party down as a group. The get in a circle and light a fire in the darkness.
They are seen by several of the spotters in town. 
After dark, the rebs send the manbats out to investigate. They fly overhead to investigate and find the location of the bait, but not the shooters on the mountain. The manbats return to the city and a patrol of 12 men are sent out to them. They ride for a couple of hours, but get off their horses and sneak up on the bait party. It will take about 3 hoiurs for them to get into position. The manbats fly overhead to attack if necessary. 2 of the shooters have a chance to hear (DC 17) as one of the ambushers pass between them and the bait. 
The folks on the ground have a chance (DC 16) to hear their approach.
The shooters hear the man trying to get above the bait. They klight their lanterns.
They can try a spot roll 
Shooters roll fo init - Reb Soldier rolls 8 for init (3rd leve (23HP) -13 Shad -6 Ivan, -14 Moon, -13 Ang
Clint-26, Shad-25, Vic-24, Ivan-20, Moon and Angel, Sig-18, about 70 '

Round 2 Clint and Moon heads down the mountain toward the campfire shooting and fires. WiPo puts out the fire with a gust of wind and moves into the darkness.
Round 3 - they party runs down the mt. Toward the bait.WiPo does M. Arm
Round 4 - The manbats arrive overhead. WiPo 
Round 5 - 

Manbats Init 6

Lucky-17,  Be 12, U-10, WiPo-4,
                  -6-12    -12


1d20+0=16                1d20+0=13--         1d20+0=12----
-17  Flees -                  18   -                     25   -  xx        
-7- Ivan                       - Sig                     Dead
                                   - Moon

2d20+0=9       --1d20+0=7            --1d20+0=4-          -1d20+0=7-      -1d20+0=9     1d20+0=2  
19 , 17-             13  xxxFleeing      15   -xxxxx           20 Flees          23Flees        - 16    Fleesxxxx
-8- Angel           -9-6 Luck              -7 U                      -14 Moon         -8 Sha           -11 Ivan                                            -9 WiPo                                        -12 Ivan        -8 Ivan
-15 Sig
When they are done, the spread out to search for bodies.  They loot the bodies and head back to the mine.


Location:
They are back at the silver mine to star

Text Account:
The party is ensconsed back at the Silver Mine.
It is the morning of the day after their inititical encounter with the city.
They are all back in the mine discussing their plans with the Union soldiers at about 3;30 in the afternoon.
They start their deiscussion at 11:0 0 and talk for 1 hr.
A patrol is on their way buyt 4 days overdue.
There are 5 conistoga wagons with a guard of 50 Confederates. Level 2 fighters with 8 sgts and 5 Officers (5th level and above).
Moon, naychee, ey spend the day watching the city of Tucson. Sopha, and Ivan
At 1:30 a rider will inform the men in the mine that a supply train is coming. 
Ishkoda, Ang- Going into town, Sally, Kid watches the S. road
They don't see the men coming from the S. road until they are only 5 min away and riding hard for town.
They become visible at 4 minutes away at 1:00 in the afternoon when 18 men and 3 waggons with supplies head towar the town.
Furthest is the Kid. At 5 min, DC 23   He fails. They make another roll at 2 min at 20 and 22.
Kid and Ish spot the incoming 
Kid goes 50' from the road, Kid hunkers using cover and signals the rest to do the same.
Sally, Kid goes to the west 
2 buckboards(4 ea)  2 conistoga (4 Ea) 1 stagecoach,  (6) with 25 soldiers-1 leut, 2 sgt, 1 corpral 18 men.
It will take 2 min to get back to the mine to bring help.
It will take 5 min for the vehicles to get to town.
They talk for a minute  then Ang. heads the mine to let the rest know.
They encounter the patrol 2.5 miles from town.
There will be 10 rounds for them to pass
The party continues to pass despice spotting Kid. 
Supply Train Init 18 then split to 13, 15, 5, 18, 20
Before init a miss from the Kid.
Kid 21, Sally-20, Ishkoda 17, Lily
 A - 11
-9 Sally casts bless on himself and hides.

 3d8+2=16    3d8+2=19          3d8+2=12         - 3d8+2=11          x - 3d8+2=24      
- 12 Kid          
Round 1 they close
Round 2 They fire
Round 3 they both fire, the party splits up - The rest of the party heads out from the mine.
Round 4 - They sp.,ikt up.

They time stip where then troops are finishing searching for the stragglers. 
There are 18 army men travelling with them, it will take 2 rounds after 


Asdf


Text Account:
They are in the battle down the road from Tucson.
They are on the road going as fast as they can not sparing the horses. 
Rex, Lily, WiPo, B, U Rhonda, riding toward the wagons where the battle is taking place. They would get to the battle site in 2 min, but will get in sight of the wagons in 1 min after leaving.
They ask for 12 men to follow them asap 2 min behind them
Nachi, Moon  - Are watching the city and will see the wagons in 5 min after the 1st enc.
1 min they spot the confederates. They will reach the city in 5 minutes of top speed running.
The riders get off to try and ambush the wagons. They head toward the road. They will reach it in 2 min
This is 3200' away.
At 10 rounds, rex falls away, 15 
Lily is 300' away when she slows to a walk rex is walking towad the road the whole time.
At 20 rounds B, U, WiPo reach the ambush spot. They rebs are 2 rounds away when they arrivfe.
There are 9 men at the head of the waggon and 3 behind. 12 men in each conistoga.
4 men in each buckboard with 2 drivers (6 altogether).
The ambush succeeds! WiPo does spells (Mage A on Ulla, Blur)
B does bless
B winchester, U shotgun, Wi Po 
Surprise Round 
WiPo 19 Be - 9 Yu - 7 Rex-18 Lily 21- Rhonda - 16
B is -13

Round 1 WiPo 19 - Does Gust of wind on the buckboard on Buckboard 1
Round 2 - WiPo Gust o Wind
Round 3 -
Round 4 - 
Round 5 - 
Round 6 - 
Round 7 - 

Front - 5 - Flees!
1d8+0=5x - 1d8+0=5 - 1d8+0=8 - 1d8+0=6 - 1d8+0=2 - 1d8+0=1 - 1d8+0=2 - 1d8+0=7 - 1d8+0=6

Rear - 8 - Flees!
1d8+0=4 - 1d8+0=2 - 1d8+0=2 - 

Con 1 - 14
1d8+0=6 x- 1d8+0=11x
-5 Rho        -28 Rhonda

Con 2 - 4
1d8+0=1x - 1d8+0=12 - 
- 6 B           -11 Lily

 1d8+0=4x - 1d8+0=8 - 1d8+0=1 - 1d8+0=4
-6 Lucy
Buck - 7
1d8+0=10 - 1d8+0=12x - 1d8+0=10 - 1d8+0=15x - 1d8+0=15 - 1d8+0=13- 
-10 U                               - Rex          -15 Lily          -7-7 Rex         - Lily

Buck 2 - 19 Horse 18HP each - 10 Lily Flees!
1d8+0=5 - 1d8+0=13 - 1d8+0=15 - 1d8+0=8 - 1d8+0=7 - 1d8+0=6 -
-8 Rhonda -14 Lily       -16 Rhon

The Union troops take the buckboard that flees and kill 2 (2 escape on horse back) and loose 3 men of 12.
At the end of the battle, a buckboard with 3 men and 3 riders is followed by the 12 union men.
The Conistoga with 12 men are well ahead of them (6 round lead).
Sally and Ish head after the escaping buckboard they capture it and kill all the soldiers.
Just before sundown, all arrive with 2 buckboards, conistoga and 7 horses and a captive.


Text Account:
JJust before sundown, all arrive with 2 buckboards, conistoga and 7 horses and a captive.
There is enough food for 50 people for 3 weeks. 2 sides of horse meat, 50lbs Bacon and 100lbs ham, 30lbs tined meats, 50lbs flower, 20lbs corn flower, 30lbs biscuets and 20lbs corn dodgers. .45 and .33 shells 200 packs of 50 each.
They are all together as they arrive back at the Mine.
Beourn heals the Kid 2 cure lt. 
It is sundown. Their trail will be searched by "Blood Hounds". 
Their jaws glow red, their nostrils are huge their mouth is full of nast teeth (2d6+2hd dam)
They are let by humans but will head for their kennel when released in the field.
There are 8 of the and 12 men in the field at 7:00 when theya  re seen by the sentries
WiPo mage armor, and a bunch of other spells
Kid, Iagoo, Shadow Smith, Sigried, Jenna,  goes outside 
Lucky,  Moisha guards the enteance
They all return to the mine and hole up there. The captain sends out a party to investigate the red lights.
The Sgt. sends 4 men out to investigate the red lights, Nachee and Lucky goes with them. 
They need to make Move silent rolls 2 times and spot 1 time to get close enough to see the hounds.
The party people are moving silently, but the soldiers aren't. Second roll, 2 soldiers are more quiet. 
One of the soldiers is hit by a Imp arrow (a poison dart does d6 dfam and save VS Con fails and does 2d8+1 points Con. It took them 2 hours on patrol. 
Their location will be found unless they kill the 3 men and the Blood Hound. Blood Hound has blood sucking like a canine sturge.
One of them is 1/4 mile away according to the sentry!
Nachee, Lucky go outside to investigate.
Kid guards inside.
They get back and tell about the blood hound. They will attack the group outside the mine
Jenna, Shadow, Lucky, Kid, Moishe, Moon are going to meet the oncoming.
They are outside going after the dog thing. They are going to go on the ledge and wait for them to come into range.
Jenna is heard the rest are silent
The guys on dog partol take note and talk to the dog saying "Do you hear anything boy?"
They appear 270' away. The dog is in the lead. 
Moon-23, Lucky-23,  Jenna-23, Kid-22, Shadow-20, Sig-20,b WiPo-17, Moishe-14,

Dog-8 (28HP) AC 16 (,                           Sgt(18),-12  Private 11-, Private 14, -9 Moi*, 13. Lucky 
                                                                                 -10 Sig -8 Shad                          
 -20 Jen, -12 Moon, -15 Lucky, -3 Kid, -10 Shad, -10 Sig, Wi,Po watches the sky, 

Round 1 Dog
Jenna readys shot on the Dog,  They wait until they are close enough. There is a 15 chance of them being smelled. 
Round 2 the dog is moving away from them. 
Round 4 - They are in 200' range. It smells them at 150'
Round 5 - The Sgt who gets away is travelling at a fast walk(30' per) (dex roll 1 per min at DC 16 He trips!
Round 6 - They are all moving forward to find the 3rd guy and kill him at a rate of 20' They are moving slower at 10' per round. At 8 rounds he stumbles and is at 210' away. In 2 more rounds the first bat comes, the next will appear 5 rounds later. He is heard. 
They hear the bat DC 15  See at DC 22. 

Moon-23, Lucky-23,  Jenna-23, Kid-22, Shadow-20, Sig-20,b WiPo-17, Moishe-14,

Round 1 Bat and Rider
30 HP
-8 Moon, - Lucky, -14 Shad, -14 Sig, -9 Moish The bat dies, but the imp gets away.
Round 2 - They keep heading toward the Sgt. He stumbles and they can hear it on a DC 8. 
They keep following. They are following behind by 10' per round.
5 rounds later listen at DC 26. A bat swoops without them hearing and successfully hits Lucky for 5hp dam. 
When Sgt hears them getting cloes he will go to ground.
WiPo running to the Sgt. Moon and Iago follow behind her 
Moishe, Jenna,  Kid  drops to the ground,does what they are doing
Sig and Lucky stay where they are and checking Lucky out.
The bat Flies by again. 
-24 Moon, -27 Iago, WiPo-13
AC 9
Imp HP 18
-30 Iago
Bat  22 HP
-14 Moon
They don't hear anything for 5 min and  then rejin and go back to the cave.. 
They surpentine their way back to the cave. The bats follow them and get closer to discovering the entrance (they know where it is within a square mile or so.
They sleep that night and will awakie the next morning.


Text Account:
In the waining hours of the evening.
The seartgent thinks they might be right, but the Captain doesn't beleven them.
They are notified of the next morning's light.
4 guards on the surface.
At dawn they go to sleep
Ishkoda gets clued in. Angela enjoys the morning by going outside the mine.
Rex listens to the stories goes out and prays and eats..Sophia eats., Sophia
12:00 PM They are setting watches On the Town - Jenna, Ishkoda, Angela.
1.5 mi watching the S. road - Moon, Shadow
WiPo sleeps 16 hrs, Clint 
There is nothing happening on the S. Road. Or at the mine.
Looking at the town, they see working making ramparts of earth and report back to Capt.
They check things out. 2:00 pm
Getting close rto the town Angela, Ishkoda, Shadow, Clint, Rex, Moon wants to get closer to town
They get outside and are heading for Tucson.
1st spot roll is Bat lair in the onlyt 3 story building (Tucson Bak).
2nd roll is zombies buinding ramparts they see their aspect. The rampart goes thoruygh the graveyard.
3rrd roll is the rebel partol on the N. road.they are flanked.
They rendouvois before returning to the mine.
They head back just after sundownn. The bats are out looking for them.  
They take a round about route to return to the mines.
Rex is seen by a bat. It heads in to investigate. 
Rex ini 18,  Bat init 16 
Spirit Weapon on The bat mount is AC 18 
Rex gets closer to the rest of the party and tells what he know.
They stay hidden at the very hidden tree spot 2 miles from the mine and 3 miles from the town.
They remain ther until sunrise. There is an encounter roll of 1-2 that night by the bats.
They set watches Shad, Moon. The bats find them on the first watch! 
Spot hidden on DC 20 hear on DC 22.
Spot - Moon sees, it Init 2!
Moon-23, Shad 17 Bat 6, Imp 8, 
Bat 23 HP -11 Moon, -9 Shad
They head it to the mine.
They get back to the mine at 10:00PM
They get back that night and hyunker down and wait for the next day.
1:00pm They go to a spot where they `can kill the bats.
The lambs are Jenna and Anbella are attempting to exhibit themselves.
There are 5 remaining bat and riders that are patroling that night.
They are not going to get close to the spot where the party is located.
Moshe lights a candle and drawes 2 of the bats toward hikm.
They make noise to cover his noise.  Moshe leaves the light burning.

Angela will in shadows position where he can see the whole town. 
Failing their inititive roll against the bat dudes flying overhead. They will not attack until they get close to the city or endan ger the fortifiations. -12 clint, Moon , -14 Wi, - 2 Jenna
They head out to the ridge. 
Jenna, fails to hide against the bat. It attacks with claws and flies 40'.
Bat A 22 - 13-36 Jenna The bat dies horribly and throws the rider off. 
They find the bat after. 10 min and are seen by the other batriders who will follow them.
They continue to go towad the ridge. Getting in to attack Jenna! The bat dies (2 of 5) 

They set a house from the city on fire.
They fire a house in retaliation for the death of the bat the night bfore.


Text Account:
They set a house from the city on fire.
They fire a house in retaliation for the death of the bat the night bfore.
They go back into the Mine that night and they debrief with the captain.
They sleep 8 hours and get up the next morning.
The cannon has a range increment of 300' (3000' max at -10) and does 2d12+2 dam in a 5' radius. It fires 1 per 2 rounds.
They talk about how to attack.
They make explosive devices out of black power and mason jars with blasting cap fuses.
They have 6 chances a fail indicates a dud. He takes 10. And uses 1 minute fuse.
They will be like dynamite, but less powerful (1d10) in 5' radius.
They want to send army guys off to keep watch every 5 mi is 4 teams of 2 men fo 8 men. 
They discuss plans. They keep watch and check out the town.
Watching the town the kid comes out occasionally and Rex, Moon, Shadow with Moishe spends the day watching the town from afar with binocular. 
Angela go on a scouting mission. 

Takes 3 hours to get to town on foot and 1.5 on horseback
They get everyone up at 
The men are mustered. They have a force of 20 men leaving 8 guarding the trail and the rest in the mine.
The berm is 4' high 10' wide at base, 4' flat, 4' trench. Gate across entry is 20' and guarded by 12. 
The baptist church has been burned. The cathloc has been surrounded with hay. - Rex
The cathlic alter has been fouled. 
6:00AM, 2:00PM, 10:00PM when the gurad changes. They send out 2 snipers out on each side who go back in the other (S) gate after 6 hrs of sneaking along the berm.
16 army guys are told to leave hidden on foot 4 hrs before sunrise with Sgt. And Capt.
2hrs to mi. 4 guys have the cannon and 2 horses 2 guys ride on the casson. 40 balls and enough powder for that (about 200lbs@5lbs per ball) 1200' away from the pillbox and 2800' from the bat tower building.
They will fire 3 times at the pillbox, then fire at targets of opportunity. Do not fire at pillbox or graveyard.
They will disable the cannon if they don't think they can get away.
The party leaves at 7 hrs before dawn on foot 
Party can remain hidden to patrol bats DC 10 per hour +2 per mile closer to town.
18 men can remain hidden on 14 +2 per mile close
houses can remain hidden on a single roll of 18
The party and the 18 are spotted by bats when they are 1 mile away from their target location. They will fly away and report and not attack. There is a spot roll for part to see the bat fly away on a DC 18.
Army rolls 8 and do not see the bat. They contine without knowing they were spotted. 
Ish,ang,clint, moon, shad, mois. They spot it going toward town. They continue on.
The fort has 1 hr to know. Their final position is seen. The cannon is not seen!
They will wake up all the troops and keep the night troops up. There are 55 men at the N gate and 20 at the S gate and 4 troops of 12 each patroling the trences spread out.
They sring the barb wire across the gates. There are 12 zombies at each gate too.
There are 50 men in the redoubt in the bat tower and another 20 cavelry around the stables and stores.
There are 12 zombies in the cemetary. None are in the trenches. There are 3 bats W/riders.
They wait for the cannon to go off. Time stop as they hear the cannon go off. 
16@2nd level fighters. The cannon men are 4th level.
Next week, divy up NPCs 
Asdf


Text Account:
The fort has 1 hr to know. Their final position is seen. The cannon is not seen!
They will wake up all the troops and keep the night troops up. There are 55 men at the N gate and 20 at the S gate and 4 troops of 12 each patroling the trences spread out.
They sring the barb wire across the gates. There are 12 zombies at each gate too.
There are 50 men in the redoubt in the bat tower and another 20 cavelry around the stables and stores.
There are 12 zombies in the cemetary. None are in the trenches. There are 3 bats W/riders.
They wait for the cannon to go off. Time stop as they hear the cannon go off. 
16@2nd level fighters. The cannon men are 4th level.
The party is 500' away, Troops are 1000' away, 1200' range for cannon
Party move @ 30', Troops move 90'
The pillbox can withstand 120HP of damage before those inside are killed and it is not inhabitable
Left 120                   Right 120
- 12                          - 9 -18 -17

50 Troop Init 19 AC 17+8 cover=25

Rex, Anglea-27, shad, jen-26, Moi-21, U, WiPo 17,  Cannon 16, Clint-14, Moon-12, Be-7


3 Bats,riders Init 4 - 
4 Sniper19 Sniper BAB 8 Range 120' Dam 2d10
Troops Init 19

Round 1 they move forward cannon fires - Wi-Heroism
Round 2 Party 440'-Troops 810, Wi-Heroism, Rex Cure on Moishe, Be heals Clint move 60'
Round 3  Party 410' -Troops 720 Cannon fires, Be casts Entropic Shield (20% mist)
Round 4 -  Party 380- Troops 630 - B-Santuary, Wi - Heroism, They bring a conistoga waggon and 4 horses forward to cover the gate.
Round 5 - Front 310     Rear  340  Troops 560 - Jenna finds cover at 240', Clint 160', Wi Po - Hero, Cannon Fires does no damage. The Rebs strech 
Round 6 - Most begin to run as a group 280, Wi Po-CatsGrace(310).Troops 470
Round 7 - The party finds cover at 260' about 100' spread out.Cannon fires and Hits
Front - Clint, Rex, Shadow, Moisha, Moon - Rear Wi, Angela, Jenna, You, B
Round 8 -  Party - 260', Troops 380', Wi-Invis,Yu is hit for 7 (38). The party is firing from cover
Round 9 - Rex moves to Shad, Wi and Moon are invisible and moving forward (to 230') Rex is hit for 13, Cannon hits
Round 10 - Party 260', Troops 210', W&moon 200'  Rex Heal
Round 11 - Rex heals Party 260' Troops (120) Wi&Moon(170'), Cannon fires 
Round 12 - Rex Heals, Ang,Shad Shooting&moving Troops 30' Wi&Moon (140),
Rex, Ang, shad, moishe 230   Clint 160' Jenna 240', Wi, Moon (140) Troops 30' Cannon 1200'


1 - 12        2 - 13x       3  15           4 10            5 15x       6 13x          7            8  13x        9  12
-5 Jen       -21 Jen      -7 Jen         -18 Jen        -17Jen     - 13 Jen   - 7 Shad  -13 Clint      -11 Jen


11 11            12  12      12 15         13 9x          14      5      6        7       8          9        
-10 Shad       -8 Clint     -13 Sha      -11 Cli 

21    2      3      4      5      6        7       8          9        


31    2      3      4      5      6        7       8          9        


41    2      3      4      5      6        7       8          9


Text Account:
Rex, Anglea-27, shad-26,, U&Troops-19, WiPo 17,  Cannon 16, Clint-14, Sophia-13, Moon-12, Ish-9, Be-7
4 Sniper19 Sniper BAB 8 Range 120' Dam 2d10, Troops 16, Bats 9, Zombie 5
Left 120                           Right 120
- 12-23-9                          - 9 -18 -17 

You-10
Round 12 - Rex Heals, Ang,Shad Shooting&moving Troops 30' Wi&Moon (140),
Rex, Ang, shad, moishe 230   Clint 160' Jenna 240', Wi, Moon (140) Troops 30' Cannon 1200'
Round - 13  -Angels@230,  Rex@200,  Shad@200, Moon, W (110)I, Sop@200
Bunker R      L-24, Bless on Ish, Shad, Ang, Rex, Soph, Clint, Be, You
Round 14 - Shad, Rex@80', Ang@110', Moon, Wi- (50), Ish, Soph@170', 
Round 15 - Soph, Rex@20', Angela-0', Shad@0', Clint@40', Ish, Wi, Moon 0', 
Round 16 - Rex casts Sound B., Angla, Shad, Cannon Loading
Round 17- They look around mostly. Cannon
Round 18 - Rex So9und Burst, WI 
Time Stop

1 - 12x        2 - 13x       3  15x           4 10x            5 15x       6 13x          7x            8  13x     9 12
-5 Jen       -21 Jen        -7 Jen         -18 Jen        -17Jen     - 13 Jen   - 7 Shad  -13 Clint      -11 Jen
-14An                           -12                                                                                                     -8 

11 11x        12  12x      12 15x         13 9x          14 8x          15 5x     6 11      710x             8 6x          
-10 Shad    -8 Clint     -13 Sha      -11 Cli         -13 Shad    -8 Clint       -8 -2          -13 Soph   -8 Fball
-15              -9 Pan     -12                                                                   



21 15x         2  14x           3  12           4 11                5 19               6 11                      7 
- 18             - 14 bomb     -8 Burst        


31 16    2      3      4      5      6        7       8          9        
-13

Pill Box 
22  s         19s            19                12x   Rex
-4              -4              -4-11 Ang      -34x
-8              -8              -8                  -8 x Moon

22           19             19            12

Zombies
41 25       2 20           3  16          4  18
-12           -

5      6        7       8          9


2d8+90' Gatl 5att per rnd. 1 target 

, 
Well Raised (Undead)
(Requires an Evil Priest of Level 7 or better)
HD: 2d12+3
Init: -1
Speed: 30'
AC: 11 (-1Dex, +2 natural)
Att: Slam +2 Mele
Damage: Slam 1d6+1
Face/Reach: 5' by 5'/5'
Special Qualitites: Undead
Saves Fort 0, Ref -1, Will +3
Abilities: Str13, Dex 8, Con --, Int 10, Wis 10, Cha 1
Skills: Bluff +5, Climb +3, Hide +5, Listen +5, Move Silently +5, Search +2
Feats: Fireamrs, Simple Weapons
Climate: ANy
Org: Mob
Challenge: 1
These undead creatures lust for the kill and to feaxst on the bodies of the slain. The fresher the meat the more they like it. Their favorite parts are the brains and the blood organs.
They are not mindless but rather canny creatures lacking intellegence but filled with guile. They love to attack from cover and lay traps that allow them to overwhelm their prey quickly.


Text Account:
Round 18 - Rex So9und Burst, WI 
Round 19 - Re-roll inititive My Dudes- Init-19
Wi and moon are inside the walls
rex-28, Jen, Clint-27, shadow,-Iish 23 moon 21, Wi-19, Ang-18,  cannon--16, soldiers-14,  Moise -9, lucky-7
Zombie F-12
Round 19 Wi and Moon are throwing bomb into other building. 
Bat 1 - 19, 2nd 17,, 3rd - 9
They are all at the berm except for Moidshe and jenna , 
Sombie24s A-9
Clint runs and dives to the wall in the E. pillbox,. 
Going over the berm:Wi, Moon, ish looking at their sit, Ang and shad heads to 1st pilllbox
B Pillbox dam=18
Moon attacking door has 40 HP Shoulder -2

A 9 x            B 17x        C 16x        D 10x
- 10Shad      -32 Ang    -11 Moishe          -14 Bomb
                                     -9 Shad

5 22 x               6 21                7 18               8 11         9 13
-14-15 Jen           - Luck          -7 Ish             - 6 Clint

Zombies
A  12x               B 16         C 16         D 12
-11 Luck           -15 Lucky
-12 Jen

Round 20 - Clint thro0w a gernade in the pill box A.
2d8+90' Gatl 5att per rnd. 1 target , They start moving the cannon to 800
Wi webs pillbox 2\
Roiund 21 - Moon goes rage litke
Well Raised (Undead)
(Requires an Evil Priest of Level 7 or better)
HD: 2d12+3
Zombie-8 Shad, Ang-15 
Shad opens the door. 
Moon lights another bomb and throws it into #2.
Ang-sprawls into the pillhouse (2 4 men A                       B     C     D    
                                                             - Ang (dives in)   
-16 and -10 dam inside pillbox B all are killed. Door remains closed 
Round 22 Rex, Wi Po gust -2 attacks this round 
The soldier in Pillbox B wrecks gun 1.
Time stop at round 24
12 rebels running into the battle from the other end of the city.



Init: -1
Speed: 30'
AC: 13 (-1Dex, +2 natural)
HP 3d8+2
Att: Slam +2 Mele
Damage: Slam 1d6+1
Face/Reach: 5' by 5'/5'
Special Qualitites: Undead
Saves Fort 0, Ref -1, Will +3
Abilities: Str13, Dex 8, Con --, Int 10, Wis 10, Cha 1
Skills: Bluff +5, Climb +3, Hide +5, Listen +5, Move Silently +5, Search +2
Feats: Fireamrs, Simple Weapons
Climate: ANy
Org: Mob
Challenge: 1
These undead creatures lust for the kill and to feaxst on the bodies of the slain. The fresher the meat the more they like it. Their favorite parts are the brains and the blood organs.
They are not mindless but rather canny creatures lacking intellegence but filled with guile. They love to attack from cover and lay traps that allow them to overwhelm their prey quickly


Text Account:
The soldier in Pillbox B wrecks gun 1.
Time stop at round 24
12 rebels running into the battle from the other end of the city.

Init: -1
Speed: 30'
AC: 13 (-1Dex, +2 natural)
HP 3d8+2
Att: Slam +2 Mele
Damage: Slam 1d6+1
Face/Reach: 5' by 5'/5'
Special Qualitites: Undead
Saves Fort 0, Ref -1, Will +3
Abilities: Str13, Dex 8, Con --, Int 10, Wis 10, Cha 1
Skills: Bluff +5, Climb +3, Hide +5, Listen +5, Move Silently +5, Search +2
Feats: Fireamrs, Simple Weapons
Climate: ANy
Org: Mob
Challenge: 1
These undead creatures lust for the kill and to feaxst on the bodies of the slain. The fresher the meat the more they like it. Their favorite parts are the brains and the blood organs.
They are not mindless but rather canny creatures lacking intellegence but filled with guile. They love to attack from cover and lay traps that allow them to overwhelm their prey quickly
Inititive for this game.

Rex--28,Shadow-27, Jen-25, moon&Ang-24, Clint-23, Moisha&WiPo-22, Troops-19, You-Bea-16  Troopers-14, Zombies& cannon-6, 
Going over the berm are: no one!

In the stronghouses
Rex=examines the guns, the gun on the left is OK the other right is broken.

A 9 x            B 17x        C 16x        D 10x
- 10Shad      -32 Ang    -11 Moishe          -14 Bomb
                                     -9 Shad

5 22 x               6 21x            7 18                      8 11         9 13x
-14-15 Jen        - Luck          -7 Ish -9Moi           - 6 Clint    -14 Moon/wi

Zombies
A  12x               B 16                C 16                  D 12
-11 Luck           -15 Lucky        - 8-13 Jenna     -10-8
-12 Jenx
-6 troop[er


Round-1 WiPo is opening the other pill box, 
Round 2 - rex-heal shad, Shad positions the g.gun points at the door.
In the pill box: Gun=Shad, Rex=hopper, Moish-guard, ang-prepares a bomb
They stop moving the cannon and set up to target the bat tower at 2000'
Round 3 - Rex loads, Shad fires g.gun, Moon looks at the other G.Gun, 
Round 4 - Rex loads, 
The rebels pull back. They abandon the building directly facing the square. They begin orders to bring in smoke bombs and black powder on a waggon. It will be 3 round when it arrives. Until then, the soldiers will be in the 2nd row of buildings behind the N. Gate. The Rebs tourch the buildings behind the gate.
Round 5 - The enemy goes to ground and the fires are now visible.
Round 6 - Moishe jumps into the trench and meets one of the Rebs. HP 21. They wreck the G.Guns that were working. Cannon fires and misses! Jen goes into the trench and takes the troops with her. 
Round 7 - Wi L.Bolt one of the kerosene barrels.

Rex--28,Shadow-27, Jen-25, moon&Ang-24, Clint-23, Moisha&WiPo-22, Troops-19, You-Bea-16  Troopers-14, Zombies& cannon-6, 


23nd Group
5 22                6 21                7 18 x              8 11x         9 13x
-20 Wip           -20wi               -20wi             -20wi        -10 wi
                                                                                     -6 Moish
5 22                6 21                7 18               8 11         9 13
-13 Jen           -9 Clint            -8 Ang            -12 Clint

5 22                6 21                7 18               8 11         9 13
-7 Moishe

5 12 x               6 21                7 18               8 11         9 13
-6-9 You

Zombies
A  12               B 16                C 16             D 12
- Shadx             -9 Clintx

In the trenchs in the W.


The cart with the powder on it. Init 12 to go off in round 8
5 12                6 21                7 18               8 11            9 13
-8 Moon         Drops               Drops            Drops

5 14               6 21                7 18               8 11         9 13

The cart has kerosine (3) and black power (2).
Each barrel takes 30 HP before breaking.


Well Raised (Undead)
(Requires an Evil Priest of Level 7 or better)
HD: 2d12+3
Init: -1
Speed: 30'
AC: 11 (-1Dex, +2 natural)
Att: Slam +2 Mele
Damage: Slam 1d6+1
Face/Reach: 5' by 5'/5'
Special Qualitites: Undead
Saves Fort 0, Ref -1, Will +3
Abilities: Str13, Dex 8, Con --, Int 10, Wis 10, Cha 1
Skills: Bluff +5, Climb +3, Hide +5, Listen +5, Move Silently +5, Search +2
Feats: Fireamrs, Simple Weapons
Climate: ANy
Org: Mob
Challenge: 1
These undead creatures lust for the kill and to feaxst on the bodies of the slain. The fresher the meat the more they like it. Their favorite parts are the brains and the blood organs.
They are not mindless but rather canny creatures lacking intellegence but filled with guile. They love to attack from cover and lay traps that allow them to overwhelm their prey quickly.


Text Account:
They are spread out and reinforcements are heading in on the southern route.

In the mine
Rex, Jenna, Moishe, Sophia They send a soldier to summon Sophia will arrive in 1 minute (6 rnds)

Watching town from the mountain "getting as high as they can".
Angela, Clint climb the mountain and find a spot to look at things. At 8:00 they are 3/4 of the way up to arrive at 9:30am

Going to town
Shadow, Wi Po and Moon - In a seperate group, B and U go into town.
Watching the road - Ishkoda and a troop of 4
Their normal spot is 5 miles from town and 2 miles away from mine or 2 miles - 1 mile from mine
They are 5 miles from town.

The supply wagon will arrive in sight at 8:00am. A Spot roll will determine when the waggons are seen.
5 miles - DC 30, 4 Miles - DC 27, 3 - 25, 2 - 24, 1 - 20
The waggons are 3 miles from town when the guards see them.
There are 5 waggons 2 consitoga and 3 buckboards and a war waggon.
6 cavelry at the front and 12 in the rear with 2 chuck waggons following behind with 50 foot troops.
They are signaling DC 20 to be seen add a dex bonus. They signal for 2 rounds before they get a reply.

Road, Allerted in the mine, The mountain, in town.
Minute 3 - Casts spike grouth on the road 6 - 20' squares.over the road.
The mine folks get their gear together.
Minute 4 - They set up defensive/ambush positions without cover full cover DC survival +6 DC 18
The captain musters the men and gives them 3 minutes to get  on their horses and be ready to go.
5 minutes.
Cazravan moves at 3 miles per hour. They are 3 miles from town. They are 1 mile away from ambush, so they will arrive in 20 min.
Getting down the mountain will take 1/2 hour at full speed (1 mile).
The group at the road waits for the opponents to get there.
There are 4 hourse on each of the wagons (5) and 6 dray horses on the war waggon.
2 men on each of waggons with 6 inside the conistoga waggons.
They get very close. War Waggon AC 30 to fire through a weapon slit.
The men are spotted by 3rd waggon.
They surprise the waggons.just where they are going to walk over the Thorn spell from Ishcoda.

asdf


Text Account:
Caravan moves at 3 miles per hour. They are 3 miles from town. They are 1 mile away from ambush, so they will arrive in 20 min.
Getting down the mountain will take 1/2 hour at full speed (1 mile).
The group at the road waits for the opponents to get there.
There are 4 hourse on each of the wagons (5) and 6 dray horses on the war waggon.
2 men on each of waggons with 6 inside the conistoga waggons.
They get very close. War Waggon AC 30 to fire through a weapon slit.
The men are spotted by 3rd waggon.
They surprise the waggons.just where they are going to walk over the Thorn spell from Ishcoda.

Ishkoda at the road with 3 troopers
Shadow, moon and Wi Po are in the town at the N. buildings
B and U are infiltrating the town
Moishe, Jenna, Sophia with Capt, Sgt. and 6 troopers


Iskoda at the road with 3 troopers (1 on the way to the Mine).
Shadow, moon and wi po are in the town at the N. buildings
B and U are infltrating the town
Moishe, jenna, Sophia with Capt Sgt and 6 troopers coming down the mountain (foothills).
Group 1 (Ishkoda) He casts Warp Wood in his surprise round. The 2nd conistoga waggon loses 2 wheels  It crashes and heads toward Ish.
Group 2 (M,J and S) Stop and obsere the other groups
Round 1 - Group 1 Init Ish-8, Trooper 1-12, 2-13, 3-19
Rebs war waggon-8, Conistoga 1-6, Con2-22, Buck 1-4, buck 2-19, Buck 3-18, Lead Cavelry-3, Rear Cav-22,
Ish - Call Lightning "on the 2nd Conistoga wagon". It had a 30% chance of having gun powder but didn't. It is carrying food and men. One of the men is hit and killed when he falls out of the waggon and is hit by the crashing waggon.
Round 2  Ish is hiding as he is surrounded by the troops getting the waggon back up to see the damage.
Round 3  and Ishkoda is still hiding. There will be 4 times when he could be spotted, but he remains unseen as long as he keeps his head down and makes no sounds.
The mess waggs, the last old buckboard and the 20 infantry men join up with the 7 men on the conistoga and the 6 cav. men left behind.
Back on the mountain, Clint see the dust from the waggon attack and stop climbing. They stay where they are (1.5 hrs from mine, 2.5 hrs from conflict) and observe. They go down at dusk.

Moishe, Jenna and sophia head off to attack the stragglers (broken waggon has 7 men and 4 horses, the old buckboard with 2 men and 4, 2 chuck waggons with 2 and 2 each) and 20 infantry men.
The group (M,J,S Capt, Sgt and 6 men) charge down the mountain. It will take them 15 min to get to the battle.
The rebs see them coming. To protect the cargo, they send the infantry men out to ambush the party before they get to the waggons. They take up position about 2000' away between the party and the waggons.
They have +4 cover, +6 concelement. They are spread out in a siingle line with a man every 50'. The pary will encounter them with more troops on the left side than the right.
The soldiers surprise and the 20 rifles fire!
Inititive Jenna-28, Moishe-26, Sophia-19, capt-18, troops-12, rebs-12, Sgt-10
Due to data loss on the PC, the kills are not recoreded.
3 of the troops are killed and the rest with the capt who is badly wounded retreat.
Soon after, the remaining rebs (5) creep away. 
The 3 party members decide to head back to the mine.


Text Account:
Wi Po, Moon and Shadow are in Tuscon in the area where the previous battle took place (N. of town).
They are hiding inside a burned out building for 2 hours. 
Shadow pokes his hiding head up to see the 4 man patrols of Reb. Shadows.
They wait until it's bright enough to see their surroundings well.
There are patrols, they see the zombies just before dawn and sees them feed them with an old man. 
A soldier gets close to the house an d is warned away.
They hear the repairs on the pillhouses going on by the troop of 20 Rebels. 
At noon, they use the wall of the building they are in for target practice. They eat lunch and start work again. They are not encounterd! 
They stay hunkered down as long as men are there. 
The workmen leave at dusk. They hang out until dark.
While they are waiting they receive Mage Armors just 2 min before they leave. 
They are heading into town looking for the Opera House. 
Wi Po does a Invis. 10' rad. Before they leave.
They are moving silently in full darkness leaving 10 min after a patrol. Wi Po does a Cats Grace.
They head south. 
1 friendly Townsperson
2 a patrol
3 A zombie
4 An Unfriendly
5 A Evil Priest
6 whatever
They have goene 4 blocks when they meet a firendly townsperson. It is a black haired youg girl of 13 who doesn't know what is going on but likes them. Is in awe of the indians.
Wi casts another invis spell. 
To avoid the graveyard, they go toward the center of town. As they are looking at the graveyard, they see a pale green light. Except they all fail their roll. They then have a hear roll on d15. 
Oh great Samadi. Take these offerings and grant me the power to do my will on earth as you would have me. PO
WiPo 
They see Nuba doing a ceremony to raise a corpse. 
There are 6 3rd level priests and him He has 83 HP (Wis 20, Dex 17) Init =21
Sha-9-5, 12-Wi, Moon-17

Init =18
Guys  A 21 - I=2             b 24, I=16              c 19  I=1             d 22 I= 15            e 14  I=11         f 25 I=4
,- 12 Wi                                                         -12 Moon


They are climbing the fence. Then getting as close to the dude as they can.
They get to 110' away from the group undetected
Inititive - WiPo-20, Shadow-26, Moon-12, 
They are firing. WiPo - Lightning Bolt He saves, another man is injured, he saves

Round 1 - Weind Walk up and out of the battle telling his priests to kill them. The priest begin crawling toward them quietly.
Wi po does a l. bolt when Moon fires. 
Round 2 - They are heading out at 1/2 normal movement. The priests will chase them as far as possible.
They are armed with poison darts. 1d4_poison (Large scorpion venom -Injury DC 18 - 1d6 Str - d6 Str)
2 heawre them and will follow and attack as the are going over the fence.
Round 3 - They are outside the graveyard and running away toward the berm to the N.
The troops are roused and the city will be flooded with tropps in 2 minutes.
The priests miss. They jump over the wall. They are followed by the priests who are now moving silently.
Round 4 they get to the trench and the berm. Reflex roll of 10 to get over the trench. They get to the top of the berm this round. 4 priests are following their sound.
Round 5 they run into the desert. The priests keep them in hearing, but try to stay away. They head off due east. 
They run for 6 rounds stop and listen. They hear 2 priests of the 4. 
Round Wi casts invis. And then they move out again. 
Round Wi po casts Haste and they run off. The Priests are left behind, but will try to follow the trail.\
They go 360' in 6 runds.
One finds their tracks, all of them follow.
They stop and listen. The priests following are to far away to hear.
Wi Po casts W. Wind to message "Bring the horses" to the mouth of the cave. It is heard and understood. It arrives at about 1.5 hrs after dark.
They start walking in the directon of where they will meet the horses. 
They are moving at normal speed. 
The priests use a bullroarer to signal where the party is and the bats hear it and head in to fly overhead.
After the bat flies, Wi casts Heroism on her friends.
The bat rider lights a kerosene bottle (minimolotav) and tries to light up the party.
Wi Po casts invis. And they run again for 4 rounds then listen agiain. The priests are running forward to attack when the bat lights them up.
They start running again. They run for 10 rounds then stop and listen. They hear nothing. The bat has lost them.
They dog trot toward their horses. The trackers will maybe find them, but it will take some time The bats may find them sooner. They fail a spot DC of 20 for them in the darkness.
They get to their horses. The priests lose them. The bats lose them. It takes them 4 hrs to get back to the mine (about 11:00pm.)
B and U get back at 12:00 midnight.

Arlo Lumis - Army Leut. In hiding
Moris Cooper  - Town Elder (the only one still at large).
Damion Luger - Informer
Nuba N'Goomba - 10th level Priest of Vodoo.
Vance Nucomb - Capt 12 Lev. Gunslinger
Bret McNaulty Leut. 9th level

Asdf


Text Account:
B and U get back at 12:00 midnight. They are exhausted and only speak briefly before sleeping until the morning. 
Next morning, they will tell what they learned inside the city. It was easy for them as there are 20 or so Asians doing the worst of the worst work and they are indistingushable to the Rebs.

Arlo Lumis - Army Leut. In hiding 4 army men.
Morfris Cooper  - Town Elder (the only one still at large).

Nuba N'Goomba - 10th level Priest of Vodoo.
Vance Nucomb - Capt 12 Lev. Gunslinger
Bret McNaulty Leut. 9th level Brutal

{Damion Luger - Informer}

Oh great Samadi. (Sagbata [middle, far right], also known as Baron Samedi, is the god of death and plague. He conspired with the Elder God Chthon to create a spell for the witch doctor, Schango, to create zombies for the pirate Boute-Fe).
There are are 150 reb soldiers
Capt. Dan Pierson, Ralph Hapell is the Sgt.
The closest help is in Las Vegas. The capt wants them to go get help in Las Vegas.
They will go from Tucson, Phoenix, Flagstaff, Kingman, Las Vegas.
They can move 48 Mi per day on horseback on the road.
B and U want to stay behind. 
They rest that night to leave at 8:00 the next morning.
The party heads off to Phoenix at full speed.
The rest of this is from the Saturday game a day later.
It will take a little over 2 days for them to get to Phornix.
3 encounter chances a day. Roll d20. On a 1 or two, roll random enc. On a 3 it’s a passing party on the road
8 hours out enc. With horned serpent when they stop for the night near the river.
The weater is getting bad. It will rain for the next 4 days without a break.
They get to a good camp along the river near a cul-de-sac kind of wash.
The Horned Serpent attack people going near the river.
Moon, Clint, Shadow go fishing. Clint stays near the party and the other go downriver to a deep pool.
The horned Serpent has surprise on clint and bites him by surprise.

Sophia goes for her gun after Shadow tells them something is wrong with Clint.
Ish-,Ang-27, Shad-26, Rex?, Moon-19, Soph, Wi Po 18, Clint-7,

Round 1 Ang thows water on Clint-Ish guards the river, Shadow grapples Clint
Round 2 - Ish-does Cyote dex effect, they tie the 

Shad, Ish, Moon,  go to river to search for Clint. 
Clint's hair and skin are white until he washes and grows his hair out.


Text Account:
I don't know where the origingal record of this game went to, but I can't find it now.
They were in the Silver Mine and people were getting back from their seperated activities.
Most of the game was B and U talking about what they found was going on in the city.
After discussing options with Capt. Pierson they decide to head out and get help.
They find that Las Vegas is the closest concentration of troops in numbers large enough to help with Tucson.they head out toward Phoenix to telegraph to Las Vegas. They are told if the lines are down to continue on to Flagstaff and if necessary on to Las Vegas itself.
They head out on horse travelling 48-50mi per day heading N. along the Santa Cruz river.
At the end of the day, they get near the headwater of the river near Picacho. 
Moon, Shadow, Clint goe fishing.
Rnd. Enc. Horned Snake who attacks Clint. It poisons him and Clint fails his save! He falls paralized and is eaten by the creature who mimics him and walks back to camp.
They figure out he isn't who he used to be and attack the snake.
They kill it and cut it open. Out flops Clint with his skin and hair bleached.


Text Account:
On the way to Phoenix. They go to the Western Union office. 
It costs .15 per word and they send the coded message Capt. Pierson gave them 
To Thomas Campbell, Los Vegas, NV - Att. Leut. Kleeg
"The iron is in the flame. 32,48,9-16,8,33-18,9,3-45,1,4-2,14, 36-14, 1, 16"
They go to the Phoenix Inn to wait for their answer. Rex goes to "Church of River Jordan". 
While Lily talks, an Agent learns someone is sending a Section 9 Level 8 mssage at the in.
The agent named Seth Bobbit contacts them at the inn. He is a Maveric/ Agent 5/7 He gives them $50.00  
At the church Rev/ Mak Hoovre blesses Rex.
Seth Contacts Cal Tipton a 10th Level Blessed Priest. He is bald, 45 years old, purple eyes Cathlic.
He carries a club that distroys undead. He contacts Johnny Tango who is in Yuma.
They party wants to leave at 12:00 the next day. The party goes shopping for clothing.
Seth rides a road gelding named "Danny boy"
Cal rides an Arabian with fancy leather saddle with lots on concohes named "Constance".
They also have 4 pack horses who carry all the groups stuff. Named Trotter, Trixi, Pretty boy, Jody
They return to Tucson along the same route they came.
They are attacked by a rat swarm.
The next day @ sundown they encounter a prospector for silver named "Old Man Miller".
The next day they meet Johnny Tango. He's 26 years old, blond blue eyes, 5'4"
They get to the mine and hear the report of the ones who stayed before. 
They have been gone for 7 days. 
Seth and Cal want to go on a scouting mission.
Seth splits from the rest dressed in a rebel uniform of a Sgt.
Cal want to go in the city with the party. Cal has a +4 luck amulet in the shape of a golden cross.
He carries a SW&W .45 Cold Dragoon, a sawed off shotgun, Spencer Carbine.
Cal wants a overview of the terrain and city so they go up the mine mountain. The go up and watch for a while.
They go up to the city and stop about 500 yrds from the berm. He wants to find a path to the bat tower.
The tower is 4 blocks in and 6  blocks south from the S. edge of the graveyard.
Shadow & Cal are going in to recon. They cast Status, Heroism, Mage armor. Cal casts Silence, Deeper Darkness. 
They enter the city near the graveyard. 
The party jumps over the berm. They are spotted on the way into the city, but they don't act on it.
The run around and find the place where the bat tower is. They head out of the city quickly!
On the way back to the Mine, they are spotted by the Bat who follows them. The party fires at it but they don't hit and it gets away. They hide and stay hidden. It takes them all night to get back to the mine.
Back in the Sliver Mine the group is planning the raid on the Bat Tower. 
They want to split into 2 groups
Johnny Group is WiPo, Rex, Ish, Johnny
Bat Tower Group - Moon, Soph, Shad, Cal, BMG?
They want to attack at midnight They leave at dusk to get there.
They get to the graveyard without being seen.
Nuba and the Loa are in the graveyard
They cast spells just outside the city.
WiPo - Mage armors on all, 
Cal -M.M. Weapon on a box of .45 and .44 cartredges, Aid spell
No patrol sees them coming. 
Nuba hears them but doesn't. He send 2 Loa to check on them.
They jump over the  berm, but Rex fails and has to be pulled over. 
They head toward the Bat Tower.
Johnny heads for the barracs the rest go directly to the tower.
They meet together at the bat tower.
Time stop just before the dynamite at the baracks goes off.


Text Account:
They meet together at the bat tower.
Time stop just before the dynamite at the baracks goes off.












Asdf


Text Account:
There was data loss last week! Again, goddamn it!
They are in the long narrow room that leads to the stiars on the second level.
They stopped and interrigated the black cook that was in the room for a minute or two and let him go.
Sophia and m Jenna are outside the building keeping an eye on the bats. Clint is just outside the door.
They stop and rearrange themselves. 
The doors at the top of the stairs (they line the matching corredor on the second floor) open up.
DC 15 to hear them open. WiPo, Moon don’t make it.
There are 8 men who were in their bunks. 3 are at the top of the stairs with their rifles

Init Shad-27,Moise-25, ang, Rex-24, Moon-21,Cal - 17, Ish -15,  Clint-14, Wi-7, Johnny-4
A - 19,                 B - 12,             C - 20
-10 Rex -10 Ang

Round 1 They shoot the one guy they see keeping watch at the stiaris
B&C retreat to the doorways. They provide +6AC cover.
Round 2 
There are 6 men waiting for the first person to come up the stairs. Wi mage armor. There is a black cook and her 2 childeren in the Kitchen off the ground floor stair well.
Round 3
xnit-=20 -HP:=14 -15 ClintW
xInit-=20 -HP:=13 -21 Clint
xnit-=15 -HP:=19 -32 Moon
xnit-=13 -HP:=21 - 5-13 ShadW-10 Moi 
x nit-=12 -HP:=20 -9 Moi-14 Cal
xnit-=11 -HP:=13 -18- Moishe
xnit-=6 -HP:=18  -13-8 Ang
xnit-=5 -HP:=17 - Rex -21 Moon
x nit-=6-  -HP:=16s -19 Johnny
nit- 3-  -HP:=16 s-3 - Moi - Ang Ties him up 
xInit-=1 -HP =8 s -3 -14 Shad
The people outside (Jen and Soph) see a party of 4 zombies turning up their block.   
Round 4 - Rex-Sound Burst, Wi - 
They kill all but the one.
8' wide stairs in 2 sections.going up

Peeking - Clint, Moon, Shad, Mishe are looking up the stairs
Init - Shad-28, ang-25,  Wi-20, moon--18, Ish-15, Moishe-15, Clint-12,


At the top of the stairs up from the second level there is a group of 5 men. 1 feeding a gatteling gun 
Init:=19 - 5d8+3=31 - 
Init:=13 - 3d8+2=12
Init:=11 - 5d8+3=26 - 
Init:=12 - 3d8+2=17 - 
Init:=10 - 3d8+2=17 - 

Wi casts Invis 10' rad and Cats Grace on Johnny who will throw the double sticks of dynamite.
The gun is protected with a wooden cage.

Init.  Clint-29, Moishe-24, Wi-22, Ang-21,, Moon-15, Shad-10, 
Round 1
Clint tries to jump over the metal barrier but fails. Moishe run up on the other side.
Bat at 60'  30hp- 26 Jen., -14 Sophia
Jenna uses fate chip for roll to hit. The bat dies.
Time Stop


Text Account:
Round 1
Jenna uses fate chip for roll to hit. The bat dies.
Time Stop where they are on the stairs leading to the dynamited top room.
Round 2
Init.- Sophia-Ish-23, , Johnny-22, Jenna-21, Moishe-Cal-Ang-20, Wi-19, Rex-18, Clint-13
Soph and Jenna go into the blasted room and hide behind the door to the stairway. WiPo-Invs. Sphere
Rex-Magic Stone on bullets
Round 3  They move up the stairs. The soldiers get to the stairs up and see them at the top. 
Jenna and Sophia runs up the stairs to 2nd level  and go prone.
Round 4 The soldiers attach at Init 16
The Fiend attacks 
Round 5

Init Ang-26, Moishe-Rex-24, Cal-23, Ish-22, WiPo-20, Clint-16, Jhonny-Fiend 14, 
Round 6  - Soldiers AC12
Init Soph-17, Soldiers-16, , Jen-14 Clint is cowering
Round 7 Ang is cowering
Round 8 - Ish-Lightining, WiPo-Soul Blast
Round 9 - CureSerious on Clint The soldiers are told to fire the building. They are lighting the fire on the bottom while others get kerosene nearby. It will take 4 round for them to bring enough.
Downstairs They are waiting for someone else to expose themselves
Once the monster is killed, they are searching the room where the bats were.
They stay at least 7 rounds.
The building has been on fire for a round at this time.
Round 8 - They are heading downstairs. 
Round 9 the downstairs is engulphed in flames and the soldiers are waiting outside for them so they can blow them away. 


Gatling Gun Crew
Init:=13 - 3d8+2=12 -8 Dynamite -14 Clint
Init:=11 - 5d8+3=26 - 12 Dynamite -32 Clint

In the tower of the Bats, the top level is occupied by 4 nests and their guardian named Tueyho.
A troop of 24 3rd level rebles will attack the front door in 3 rounds.
xInit: 6 - HP 3d8+2=16, | Init: 14 - HP 3d8+2=20, | Init: 6 - HP 3d8+2=23, | 
-8-13 Soph,                                                   -30 Jen
Init: 19 - HP 3d8+2=12, | Init: 12 - HP 3d8+2=12, | Init: 20 - HP 3d8+2=21, | 
                   -78 Jen                            -9-15 Soph
Init: 20 - HP 3d8+2=21, | Init: 8 - HP 3d8+2=17, | Init: 10 - HP 3d8+2=15, | 
Init: 14 - HP 3d8+2=16, | Init: 15 - HP 3d8+2=17, | Init: 5 - HP 3d8+2=15, | 
Init: 5 - HP 3d8+2=10, | Init: 9 - HP 3d8+2=18, | Init: 7 - HP 3d8+2=18, | 
Init: 6 - HP 3d8+2=18, | Init: 5 - HP 3d8+2=12    Init: 14 - HP 3d8+2=16, 
Init: 20 - HP 3d8+2=21, | Init: 8 - HP 3d8+2=17, | Init: 10 - HP 3d8+2=15, | 

The other bat and rider will return 7 rounds after this battle begins.

Murdergaunt (whistling fiend): CR 9; Large outsider; HD 9d8+27; hp 67; 
- Ang - Clint - Rex -10 Moshe -1-3-1 Cal -24-8-8 Wi, -11-13 Ish

Mas 17; Init +3; Spd 40 ft., climb 20 ft.; Defense 25 (–1 size, +2 Dex, +14 natural), touch 11, flat-footed 23; 
BAB +9; Grap +17; Atk +13 melee (1d6+5, armspike); Full Atk +13 melee (1d6+5, 2 armspikes) or +12 ranged; FS 5 ft. by 5 ft.; Reach 10 ft.; SQ Damage reduction 10/+1, darkvision 60 ft., fire resistance 10, immune to sonic/concussion damage, impale, telepathy, whistle (DC 16); 
AL evil; SV Fort +9, Ref +9, Will +7; AP 0; Rep +0; 
Str 18, Dex 16, Con 16, Int 13, Wis 13, Cha 15.

Skills: Balance +12, Climb +13, Escape Artist +12, Hide +14, Jump +13, Listen +10, Move Silently +14, Read/Write  Abyssal, Read/Write Language (any one), Speak Abyssal, Speak Language (any one), Spot +10, Tumble +12.

Feats: Agile Riposte, Dodge, Stealthy.

Murdergaunt (Whistling Fiend)
Damage Reduction 10/+1 (Ex): A murdergaunt ignores the first 10 points of damage dealt by any nonmagical weapon. In campaigns without magic weapons, the GM can either disregard the fiend’s damage reduction or apply it only to certain types of weapons (ballistic, bludgeoning, piercing, slashing, or sonic/concussion).

Fire Resistance 10 (Ex): A murdergaunt ignores the first 10 points of damage from any attack that deals fire damage.

Immunities (Ex): A murdergaunt is immune to sonic and concussion damage.

Impale (Ex): A murdergaunt that hits with one of its armspikes may choose to impale its opponent. An impaled opponent takes armspike damage each round it remains impaled (on the murdergaunt’s turn). An impaled creature must tear free of the serrated armspike to move to another square, taking 1d6 points of damage in the process. A murdergaunt must tear its armspike from an impaled opponent to move to another square or to free the limb; pulling free the armspike deals an automatic 1d6 points of damage to the impaled creature, but the murdergaunt cannot use the newly freed armspike to attack that round.

A murdergaunt can impale two Medium-size or smaller creatures at the same time; however, it cannot make an attack (or attack of opportunity) with an armspike that is currently impaling a foe.

Telepathy (Su): A murdergaunt can communicate telepathically with any creature within 100 feet that has a language.

Whistle (Su): A murdergaunt can whistle as a free action every round. Creatures within 120 feet who can hear the murdergaunt’s horrid tune must make a Will save (DC 10 + 1/2 the murdergaunt’s Hit Dice + its Charisma modifier).

Any creature that fails its Will save cowers until the whistling stops. A cowering creature is frozen in fear, loses its Dexterity bonus, and can take no actions. In addition, a cowering creature takes a –2 penalty to Defense.

A creature that saves against the murdergaunt’s whistle cannot be affected by the same murdergaunt’s whistle for 24 hours. The save DC for the whistle is Charisma-based.
Advancement: By character class.


Text Account:
Time Stop where they are at the top of the stairs leading down to the ground floor. The rebels have set the bottom floor on fire using a store of Kerosene from the kitchen.

Minute 1
Shadow and Clint go down to the second floor.
Jenna and WiPo runs into the rooms with the dead soldiers to find a way downto the left
Moishe and Moon look for a way out to the right.
Sig and Lucky look in the back to the right. 
There is no one in the ante room and the front door is engulfed in flames.
They head to the room Sig and Lucky discovered.
Minute 2
WiPo casts F.Fall on folks who jump out of the window and land in the alley.
Shad goes first then 
There are 4 men guarding the window from 1/2 down the alley about 40' away.
Shad is not heard or seen. Moon gets down, but something about the darkness spell draws their attention.
2 of the 4 start firing wildly. 
Init Shadow-26, Clint -25, Jenna-24, Johnny-Lucky-22, Cal - Moon-21, Moishe-WiPo-20, Sig-15, 
 - 3d8+3=18   - 1d20+0=13      Runs off  
 - 3d8+3=17   - 1d20+0=6        Runs off later
 - 3d8+3=19     1d20+0=12      Is hit -10 Shad-14mkoon
 - 3d8+3=20    - 1d20+0=14     
Round 1 Clint readys attack anyone entering area. Jenna jumps out and is heard, Lucky jumps unheard, Moishe jumps then Cal. Moon 
Round 2
Shad move toward the voices and out of the concelement Jenn goes to edge of darkness. Jen drages the body out of the way. Lucky moves toward them.

Round 3 the soldier arrive from the spot near their window. In round 4, they troops will arrive at the east end. Troops at the West end (where their window is)
x  1d20+0=15          - 3d8+3=17 -17- 19 Shadow
x  1d20+0=10          - 3d8+3=9        -8 Shad-17 Clint
  1d20+0=13          - 3d8+3=20        -12 Clint
  1d20+0=12          - 3d8+3=17        - Shad
With Wi Po are John, Cal and Clint
With Shadow and the rest are 60' away
3 arrive and fire

Round 4
East end (where they are headed.
x  1d20+0=15          - 3d8+3=17   -14-8 Shad
x  1d20+0=10          - 3d8+3=9        -10-8 Moishe
x  1d20+0=13          - 3d8+3=20        -12 Sig-9 Sig
x  1d20+0=12          - 3d8+3=17       -12-8 Moish
No one is down the first ally they come to.
,-13 Moishe

Round 5 
They are running down the alleys.
Round 6
Running and shooting
From the front of the building

Round 7 - WiPo does a web to block one alley
From the baracks
 - 3d8+3=17         - 1d20+0=17        
 - 3d8+3=13         - 1d20+0=16        
 - 3d8+3=20         - 1d20+0=7        
 - 3d8+3=13         - 1d20+0=9        
 - 3d8+3=18         - 1d20+0=1        
 - 3d8+3=16         - 1d20+0=3        
 - 3d8+3=19         - 1d20+0=17   

From the front
x - 3d8+3=20         - 1d20+0=7 -14 Jen  -18 Moon
x - 3d8+3=13         - 1d20+0=9       -22 Jen 
x - 3d8+3=16         - 1d20+0=3        -8 Sig -8 Moon -13 Lucky
x - 3d8+3=19         - 1d20+0=17      -20-8 Moish

Init Shadow-26, Clint -25, Jenna-24, Johnny-Lucky-22, Cal - Moon-21, Moishe-WiPo-20, Sig-15, 
Round 8
WiPo does another Web on a different alley
Round 9 
They mostly run. The soldiers continue to arrive
Round 10 
Clint is hit for -4
Johnny is getting ready to throw the last dynamite stick at the soldiers between the party and the 


From the front around the back
 - 3d8+3=25         - 1d20+0=14        
 - 3d8+3=22         - 1d20+0=18     
x - 3d8+3=23         - 1d20+0=5        -16 Jen -12 Shad

 - 3d8+3=21         - 1d20+0=15      -10 Jen   
x - 3d8+3=18         - 1d20+0=1        -26 Sig
 - 3d8+3=13         - 1d20+0=13
More arrive:
 - 3d8+3=17         - 1d20+0=17        
 - 3d8+3=13         - 1d20+0=16        
 - 3d8+3=20         - 1d20+0=7        
 - 3d8+3=13         - 1d20+0=9        
 - 3d8+3=18         - 1d20+0=1        
 - 3d8+3=16         - 1d20+0=3        
 - 3d8+3=19         - 1d20+0=17   


asdf


Text Account:
Round 10  Clint is hit for -4
Johnny is getting ready to throw the last dynamite stick at the soldiers between the party and the 
Time Stop

From the front around the back
 - 3d8+3=25         - 1d20+0=14        
 - 3d8+3=22         - 1d20+0=18     
 - 3d8+3=21         - 1d20+0=15      -10 Jen   
 - 3d8+3=13         - 1d20+0=13       -4
 - 3d8+3=13         - 1d20+0=9        - 4
 - 3d8+3=18         - 1d20+0=1         -4
x - 3d8+3=16         - 1d20+0=3       

More arrive:
x - 3d8+3=17         - 1d20+0=17        - Ang, -18 Soph
x - 3d8+3=13         - 1d20+0=16        -12 Rex
x - 3d8+3=20         - 1d20+0=7       11 Clint -12 Moi
x - 3d8+3=13         - 1d20+0=9        -17 Shad -9 Rex
 - 3d8+3=18         - 1d20+0=1        -6 Ang -10 Moi,, -15 Moon
x - 3d8+3=16         - 1d20+0=3        -14-14 Soph
x - 3d8+3=19         - 1d20+0=17       -13-15 Clint

Round 11 - New Marching order
ang-27, Soph-26, Rex-25, Shad-24, WiPo, Clint-23, jenna-22, Moish-21, Moon-20, Cal-17,  John-15, Ish-8
WiPo does an Invis Sph 10', Ish-Bless
Round 12 they start running out of town.
Jumping trench DC12 Climb-12
Rex, ,Ang fails Climb
They are in the desert near the town at about 10:30 at night.
Light=No light, 30' moving, they go 1/4 mile 1/2 hour.  The fire continues to grow. 
They heal for 5 rounds. Loading +2 bullets. 
They want to head toward the canyon. They will be followed by the bat that only occasionally swoops down to confirm his hearing as he flys by. Before they get to the canyon, they get 3 chances of DC 22 hear and DC 25 spot for those guarding. They take an indirest route to the canyon.  It will take them 5 hours to get to the canyon w/out light.
15 Init bat Shad-38, Moish-28
A  Bat HP 39 AC 18 -10 Shod, -7 Moi
They get to the canyon unseen as they have driven the bat away. They wait for a while. 
No shipment to town today.
They spend the day hiding out. The soldiers search the area around the town to find them but come up empty. They leave to the mine at sundown.
Init 20 for bat. They see it but it gets away first.
They stop for an hour.They don't hear anything. They wait another hour.and don't see it. It has folwn back after not finding them.
They get to the mine unmolested.


Text Account:
They stop for an hour.They don't hear anything. They wait another hour.and don't see it. It has folwn back after not finding them. They get to the mine unmolested.
They level up to 7!
Game begins after they get back at 2:00am. They are beat up and tired
They sleep and get up the next morning late (12:00). 
They eat a good breakfast "I'ld kill for some eggs!".
Cal get drunk and passes out about 6:00pm. Johnny has finished the Nitro, but has to wait for it to cool and cure. Seth snuck in reported to Cal and left again.
That night, the guards come running in at 12:00am and tell them they hear something outside.
A supply train is being run in the dark. They watch it as it goes into the town. As it is approaching, the Vodoo priests build an unholy fire and it grows as the drums pound out a evil rythem.
They sacrafice a woman to Samadi and in a pyre of flame 300' high, the Hell Hound is summoned.
20 min after the Hell dog is summoned, the party of 2 Vodoo priests, 2 8th level sharp shooters and 8 3rd level soldier leave the city with torches blazing.
They have had 16 rest for spell purposes. Johnny comes out 6 sticks and wants to go with. 
They ready their horses and 2 soldiers to take the horses back to the mine with they get where they are going. It takes 15 minutes to get the horses saddled and led out of the mine. 
The first 100 yards is rocky and they walk their horses for 10 min until the mt. Windes out of sight of the city then mount and head out. They will reach the mine in 8 hours (just before sunrise).
The bat is acting as a lookout travelling about 1/4 mile ahead of the dog and the men.
It takes 3 hours to get to the canyon where they hide from the bat. There is a DC20 chance of the bat spotting them. Rolled a 1! The bat gets nowhere near them until they are within the 1/4 mile.
It will take the trackers 5 hours to get to the canyon.
When the canyon is in sight, they get off their horses and send the horses back with the soldiers.
They check things out a bit and start casting spells.
Wi-8 Mage Armors, 
Rex-3 Status, Hide from undead
Cal - 2 Greater Magic Weapon
Left Group  is wi, rex, moon and Right group cal, john, angie shadow
They search the area for 45 min. they are at 4 hrs.
They plan for their ambush. 
Wi, Moon, Rex D. door down to the entrance of narrow canyon. They make footprints going the wrong way (right) down the narrow area. 200' up the narrow then D.Door back to the spot where the rest are.
During that time, the ones on top are seen by the bat as it flys by.
Shad hears and sees it but they stay quiet.
They start taling about their plan and may be heard by the bat.The bat needs a DC 15 to hear. Fails again!
From 1st to last in "contact order" - 
Shad, Cal, Ang, Wi, Rex, John,  Moon, 
They spread out along the cliff wall
xBat with rider
30    -            13
-25-13 Moon   -3 from the crash

Dog Init 20,   B soldiers14,  A Soldiers-13,, Sorcers 12
Shadow Rex-22, Ang-19, Moon-18,  Cal-17, Wi Po-16, John - 2

Round 1 - WiPo-Haste on all but john
The dog and the 2 sorcers get up on the same area as the party. The soldiers will regroup at the top of the oter side of the canyon. The sorcers will quiet the dog and wait
Round 2 - 

The Vodoo sorcers
A  HP 32
Eyjolf, male human Sor7:  CR 7; Size M (5 ft., 4 in. tall); HD 7d4+14; hp 32; Init -1; Spd 30 ft.; AC 9; Attack +3 melee, or +2 ranged; SV Fort +4, Ref +1, Will +4; AL NE; Str 10 (+0), Dex 8 (-1), Con 15 (+2), Int 19 (+4), Wis 8 (-1), Cha 13 (+1).
Skills and feats:  Bluff +9, Concentration +12, Craft (Pottery) +5, Craft (Weaponsmithing) +14, Disguise +5, Hide -1, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +7.5, Knowledge (Religion) +7, Knowledge (The Planes) +6, Listen -1, Move Silently -1, Perform (Keyboard Instruments) +1.5, Spellcraft +14, Spot -1; Craft Wondrous Item, Improved Unarmed Strike, Point Blank Shot, Spell Penetration.
Possessions:  7,200 gp  in gear.
Sorcerer Spells Known (6/7/6/4):  0th -- Acid Splash, Daze, Detect Magic, Flare, Light, Ray of Frost, Touch of Fatigue.  1st -- Animate Rope, Feather Fall, Floating Disk, Hypnotism, Protection from Evil.  2nd -- Blindness/Deafness, Invisibility, See Invisibility.  3rd -- Arcane Sight, Tiny Hut.  
-----------------------------
HP 22
Ljotolf, male human Sor7:  CR 7; Size M (6 ft., 5 in. tall); HD 7d4; hp 22; Init +2; Spd 30 ft.; AC 12; Attack 
+0 melee, or +5 ranged; SV Fort +2, Ref +4, Will +3; AL LE; Str 5 (-3), Dex 15 (+2), Con 11 (+0), Int 12 (+1), Wis 7 (-2), Cha 15 (+2).
Skills and feats:  Concentration +10, Craft (Woodworking) +7, Diplomacy +4, Hide +2, Knowledge (Arcana) +11, Knowledge (Local) +4, Listen -2, Move Silently +3.5, Spot -2, Swim +1.5; Brew Potion, Craft Magic Arms and Armor, Empower Spell, Skill Focus (Knowledge (Arcana)).
Possessions:  7,200 gp  in gear.
Sorcerer Spells Known (6/7/7/4):  0th -- Dancing Lights, Detect Magic, Flare, Mage Hand, Message, Prestidigitation, Read Magic.  1st -- Animate Rope, Mage Armor, Protection from Evil, Shield, Sleep.  2nd -- Eagle's Splendor, Mirror Image, Spider Climb.  3rd -- Dispel Magic, Magic Circle against Good.  
The priests and the dog are invisible, the soldiers are visible following behind them.
At 50' from the first of them, they are in the center of the 10 soldiers. Smell on a DC 15.


The Soldiers (Each represent 2.
All carry a pistol (Remoington 2d6) and a rifle (Winchester 73 2d8)
xA - 29            B - 29
-17 -21 Moon    -21 Shadow -13 Rex
Hassan, male human Ftr3:  CR 3; Size M (5 ft., 5 in. tall); HD 3d10+6; hp 29; Init +1; Spd 30 ft.; AC 11; Attack +5 melee, or +4 ranged; SV Fort +5, Ref +2, Will +2; AL LN; Str 14 (+2), Dex 13 (+1), Con 14 (+2), Int 12 (+1), Wis 12 (+1), Cha 11 (+0).
Skills and feats:  Concentration +3, Craft (Shipmaking) +6, Hide +1, Intimidate +5, Jump +8, Listen +1, Move Silently +1, Ride +4, Spot +1, Swim +8; Dodge, Persuasive, Point Blank Shot, Rapid Shot, Toughness.
Possessions:  2,500 gp  in gear.
-----------------------------
xC - 22                   D - 22
-13  Rex -12 Cal     -3 Angela, -6 Cal
Steinkel, male human Ftr3:  CR 3; Size M (5 ft., 11 in. tall); HD 3d10-3; hp 22; Init +2; Spd 30 ft.; AC 12; Attack +5 melee, or +5 ranged; SV Fort +4, Ref +3, Will +2; AL LG; Str 14 (+2), Dex 14 (+2), Con 9 (-1), Int 12 (+1), Wis 12 (+1), Cha 7 (-2).
Skills and feats:  Handle Animal +4, Hide +2, Intimidate +4, Jump +8, Listen +1, Move Silently +2, Spot +3, Swim +4; Dodge, Great Fortitude, Mobility, Power Attack, Toughness.
Possessions:  2,500 gp  in gear.
DA - 32
-15 Shad -22 Ang
-----------------------------
E - 28         F - 28
Ahmad, male human Ftr3:  CR 3; Size M (5 ft., 11 in. tall); HD 3d10+6; hp 28; Init +0; Spd 30 ft.; AC 10; Attack +6 melee, or +3 ranged; SV Fort +5, Ref +1, Will +0; AL LE; Str 16 (+3), Dex 10 (+0), Con 15 (+2), Int 9 (-1), Wis 9 (-1), Cha 9 (-1).
Skills and feats:  Hide +0, Jump +6, Listen -1, Move Silently +0, Spellcraft +1, Spot -1, Swim +8; Blind-Fight, Combat Reflexes, Persuasive, Point Blank Shot, Weapon Focus (halberd).
Possessions:  2,500 gp  in gear.
-----------------------------
G - 28        H - 28
Einar, male human Ftr3:  CR 3; Size M (5 ft., 7 in. tall); HD 3d10+3; hp 28; Init +0; Spd 30 ft.; AC 10; Attack +4 melee, or +3 ranged; SV Fort +4, Ref +3, Will +0; AL CG; Str 12 (+1), Dex 11 (+0), Con 13 (+1), Int 10 (+0), Wis 9 (-1), Cha 13 (+1).
Skills and feats:  Disguise +1.5, Hide +0, Intimidate +4, Jump +7, Listen -1, Move Silently +0, Ride +6, Speak Language +2, Spot -1; Blind-Fight, Combat Reflexes, Lightning Reflexes, Persuasive, Track.
Possessions:  2,500 gp  in gear.

Hell Hound
Hit Dice - 12d8+60 (114 hp)
Initiative - +6
Speed - 40 ft. (8 squares)
Armor Class - 24 (-1 size, +2 Dex, +7 natural, +6 +2 chain shirt barding), touch 11, flat-footed 22
Base Attack/Grapple - +12/+24
Attack - Bite +20 melee (2d6+12/19-20 plus 1d8 fire)
Full Attack - Bite +20 melee (2d6+12/19-20 plus 1d8 fire)
Space/Reach - 10 ft./10 ft.
Special Attacks - Breath weapon, fiery bite
Special Qualities - Darkvision 60 ft., immunity to fire, scent, vulnerability to cold
Saves - Fort +13, Ref +10, Will +9
Abilities - Str 26, Dex 14, Con 20, Int 4, Wis 12, Cha 6
Skills - Hide +17, Jump +19, Listen +18, Move Silently +21, Spot +18, Survival +8*, Tumble +3
Feats - Alertness, Improved Critical (bite), Improved Initiative, Track, Weapon Focus (bite)
Environment - A lawful evil plane
Organization - Solitary, pair, or pack (1-2 Nessian warhounds and 5-12 hell hounds)
Challenge Rating - 9
Treasure - +2 chain shirt barding
Alignment - Always lawful evil
Advancement - 13-17 HD (Large); 18-24 HD (Huge)
Level Adjustment - +4 (cohort

Asdf


Text Account:
They are at the canyon. The party is split up with 
Moon, Ang are looking at the men as they are scrambling up the cliff.
There is only the sargent still able to be hit
Round 2  - Sgt 2y HP
- 14 Ang -43
Wi Po goes down the canyon and find the body of the seargent. She find 340 Confederate dollars.
He was in the Kentucky TriCorner Brigade and has a remington dragoon (as a Colt .45)
Ish goes down the canyon and listens at the 90' spot.
Shadow and Jenna goin WiPo.
Cal, John, Sophi, Rex, Moishe  - at the 90' mark
Clint, Moon and Angela at the edge of the canyon.

Moish, Soph, Shad-24, ang-23, WiPo, Jenna-22, Cal-19 Rex-18, Ish-14, Clint-11, moon-9, xJohn-8
Priest 1 - 8, Priest 2 -22, Dog-26

DOG HP - 114
- 20 Cal, -20 Clint, -17 Moon, -16 Moish, -13 Soph, - 12- Ang, -27 WiPo -26 Cal


Round 1  - WiPo ddoor with shad to 40' from battle. Rex Dim Anchor, Ish-Spider Climb, 
Round 2 - WiPo Soul Blast, 


moish6', soph-15, rex-20, john-3, Cal, moish
John is dead. Jonny-14 turns into a fireball throws himself off the cliff and explodes.
Cal is "shaken" for 1/2 hour 
They go to the spot where they had c`amped before. Only Shadow stays behind.
He hears the 2nd sorcer casting a silencer on himself. He wnts to follow the party but is afrade to make a noise as he saw Shado go invisible. The priest succeeds in moving off unseen.
At dawn, they go back to get shadow. 
If they roll 3 or below they spot shad, if they roll 18,19 the spot the priest hunkerd down inside a big bush.
Shad hides from the party and motions to WiPo to ignore him and go away.
They go off in the opposite direction of the cave, serpantine and so on.
Ish does a firetrap on a bottle that he drops before they leave.
Shadow waits 90 min. then follows the track of the party.
The sorcerer is folling shadow. He finds the priestess and kills her.
They join back at the cave .
The next moning, Be and You join them and tell of the Building where they are hidden.
They are told about the hidden fortress of the priests and the officers in the center of the city.
200' square. 1 story high at the base, but a peaked room that is 2 stories hig for a toal of 3 stories hih. There is a dungeon.,

The Vodoo sorcers
A  HP 32
x-13 Rex, -9 Clint, -11 Moon
Eyjolf, male human Sor7:  CR 7; Size M (5 ft., 4 in. tall); HD 7d4+14; hp 32; Init -1; Spd 30 ft.; AC 9; Attack +3 melee, or +2 ranged; SV Fort +4, Ref +1, Will +4; AL NE; Str 10 (+0), Dex 8 (-1), Con 15 (+2), Int 19 (+4), Wis 8 (-1), Cha 13 (+1).
Skills and feats:  Bluff +9, Concentration +12, Craft (Pottery) +5, Craft (Weaponsmithing) +14, Disguise +5, Hide -1, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +7.5, Knowledge (Religion) +7, Knowledge (The Planes) +6, Listen -1, Move Silently -1, Perform (Keyboard Instruments) +1.5, Spellcraft +14, Spot -1; Craft Wondrous Item, Improved Unarmed Strike, Point Blank Shot, Spell Penetration.
Possessions:  7,200 gp  in gear.
Sorcerer Spells Known (6/7/6/4):  0th -- Acid Splash, Daze, Detect Magic, Flare, Light, Ray of Frost, Touch of Fatigue.  1st -- Animate Rope, Feather Fall, Floating Disk, Hypnotism, Protection from Evil.  2nd -- Blindness/Deafness, Invisibility, See Invisibility.  3rd -- Arcane Sight, Tiny Hut.  
-----------------------------
HP 22
-17-13 Timber

Ljotolf, male human Sor7:  CR 7; Size M (6 ft., 5 in. tall); HD 7d4; hp 22; Init +2; Spd 30 ft.; AC 12; Attack 
+0 melee, or +5 ranged; SV Fort +2, Ref +4, Will +3; AL LE; Str 5 (-3), Dex 15 (+2), Con 11 (+0), Int 12 (+1), Wis 7 (-2), Cha 15 (+2).
Skills and feats:  Concentration +10, Craft (Woodworking) +7, Diplomacy +4, Hide +2, Knowledge (Arcana) +11, Knowledge (Local) +4, Listen -2, Move Silently +3.5, Spot -2, Swim +1.5; Brew Potion, Craft Magic Arms and Armor, Empower Spell, Skill Focus (Knowledge (Arcana)).
Possessions:  7,200 gp  in gear.
Sorcerer Spells Known (6/7/7/4):  0th -- Dancing Lights, Detect Magic, Flare, Mage Hand, Message, Prestidigitation, Read Magic.  1st -- Animate Rope, Mage Armor, Protection from Evil, Shield, Sleep.  2nd -- Eagle's Splendor, Mirror Image, Spider Climb.  3rd -- Dispel Magic, Magic Circle against Good.  
The priests and the dog are invisible, the soldiers are visible following behind them.
At 50' from the first of them, they are in the center of the 10 soldiers. Smell on a DC 15.

Asdf


Text Account:
They are told about the hidden fortress of the priests and the officers in the center of the city.
200' square. 1 story high at the base, but a peaked room that is 2 stories hig for a toal of 3 stories hih. There is a dungeon.,
There are no windows in the fortress.
It is the end of the day (the evening) of the day after the get back to the mine.
Bad guy lives inside a chamber 2 levels down.
The rebels have stopped paying the indian.
The indians are unhappy and could be baught and will have -4 morale at best.
The party has no idea what to do. I will lead them into an adventure.
10 hours pass.
That night  once again the falames and the caseams.
The indians are the Bladkfoot Souix.
The fog is coming from the graveyard. It is a create fleash golumn. It is as big as 3 men.
The fog is going toward the reiver from the graveyard.
They will need 50 minutes to get down to the graveyard. They will need to roll reflex saves of dc 15 to naqvigate the desert in the dark.
They are moving but aqt what speed? At a hustle speed.
This is times nmormal. They make a dc15 Reflex. For the first an -2 per 1/2 mile after that.
They speed across the desert it will take 4 more 1/2 mile increments.
3 of 5 rounds to hustle roll.
They are 3/4 miles away. They continue another 1/;2 mile. 
The creature is made alive before they get there. 
They get close to 1/4 mile and stop to cast spells.
Resist ener F Light.Shadow, Moon, WiPo,Soph
Resist fire Clint, Ish light and fire
Ishg does both on himself. 
WiPiMage armor on on everyone, WiPo heroism on all as well 
They rush forward onto the graveyard. DC 16 ti get over the fence.
Once in WiPo cats grace on moon does Ishcod doesbless on everyone
Clint continues to move forward stealty 30' away 
Thedy lisen and spot. One of the priests hear them. The high priest flies above and is looking for them.
They are spotted. The high preiest lands near h0is creation and calls his henchment batk to their fortress.
They move 1/2 nomal speed and being quiet. He flies back and tells his priests to try to trap one of them. He will torture a townperson to draw them to a cryp where they could trap them.
The Pries will then fly to the golem amnd tell it to kill the intruders.
2nd round WiPo does a haste on all.
The trap will go off in the 4th round since they are heard. Cats grace on ish.
3rd - mist is black and oily and clammy. 
4th round they hear the woman screaming inside the cripy.
28-Shadow, 23-Clint, WiPo-18, Moon-16, Soph-15, Ish-12
The nasty zombies will arrive in round 4.
Round 1
There is a trap at 40' down the 60' stairs. A trip wire will explode 2 sticks of dynamite.
Clint throws a single stick into the hole. It goes off at init 3.
Round 2 the trap goes off and It gets both clint and Shadow. 
WiPo throws a light rock into the darkness. 
They can see the gl.ow of the light that Ish throws (Daylight on a rock).
Round 3 
Shadow sees the 2nd of the 3 traped items.
They step over it. 
Ish casts a Daylight spell on the 2nd rock.
Round 4 - 


195 HP - Golem

FLESH GOLEM
Large Construct Hit Dice: 9d10+30 (79 hp) Initiative: –1 Speed: 30 ft. (6 squares) Armor Class: 18 (–1 size, –1 Dex, +10 natural), touch 8, flat-footed 18 Base Attack/Grapple: +6/+15 Attack: Slam +10 melee (2d8+5) Full Attack: 2 slams +10 melee (2d8+5) Space/Reach: 10 ft./10 ft. Special Attacks: Berserk Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision Saves: Fort +3, Ref +2, Will +3 Abilities: Str 21, Dex 9, Con —, Int —, Wis 11, Cha 1 Skills: — Feats: — Environment: Any Organization: Solitary or gang (2–4) Challenge Rating: 7 Treasure: None Alignment: Always neutral Advancement: 10–18 HD (Large); 19–27 HD (Huge) Level Adjustment: —

A flesh golem is a ghoulish collection of stolen humanoid body parts, stitched together into a single composite form. No natural animal willingly tracks a flesh golem. The golem wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no possessions and no weapons. It stands 8 feet tall and weighs almost 500 pounds.

A flesh golem golem cannot speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff-jointed gait, as if not in complete control of its body.
Combat

Berserk (Ex): When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.

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

A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds, with no saving throw.

A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A flesh golem gets no saving throw against attacks that deal electricity damage.
Construction

The pieces of a flesh golem must come from normal human corpses that have not decayed significantly. Assembly requires a minimum of six different bodies - one for each limb, the torso (including head), and the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 500 gp are also required. Note that creating a flesh golem requires casting a spell with the evil descriptor.

Assembling the body requires a DC 13 Craft (leatherworking) check or a DC 13 Heal check.

CL 8th; Craft Construct, animate dead, bull’s strength, geas/quest, limited wish, caster must be at least 8th level; Price 20,000 gp; Cost 10,500 gp + 780 XP.


Text Account:
3rd - mist is black and oily and clammy. 
4th round they hear the woman screaming inside the cripy.
28-Shadow, 23-Clint, WiPo-18, Moon-16, Soph-15, Ish-12
The nasty zombies will arrive in round 4.
Round 1
There is a trap at 40' down the 60' stairs. A trip wire will explode 2 sticks of dynamite.
Clint throws a single stick into the hole. It goes off at init 3.
Round 2 the trap goes off and It gets both clint and Shadow. 
WiPo throws a light rock into the darkness. 
They can see the gl.ow of the light that Ish throws (Daylight on a rock).
Round 3 
Shadow sees the 2nd of the 3 traped items.
They step over it. 
Ish casts a Daylight spell on the 2nd rock.

Init - Ang, Shad-26, Moi-24, Clint-22, Soph-21, Jenna-20, Rex, Ish-18, WiPo-16, Zombies-15, Moon-14.

Round 4 - The zombies arrive above. They will each grab a stone and use it to bar the door.
WiPo-Stoneskin, Looking up the stairs Clint, 
Round 5 - Moon, WiPo - D.Door, 
Round 6 - 
Round 7 -
Round 8 - 
Round 9 - Ish-FlameBlade, WiPo Haste with Moon

x- 4d12+13=25      x- 4d12+13=57        x - 4d12+13=36         x- 4d12+13=34         x- 4d12+13=36
- Moon                    -6 Shad                   -13 Ang                   - 13 Moi                      -18-21 Clint
-14-17 Jen              - 28-21 Moon           - 18-18-19 Clint         -18-21 Clint
-9 Rex                     -17 Wi

x- 4d12+13=44          x - 4d12+13=38         x- 4d12+13=36        x - 4d12+13=38        -
-10-12-12-13-17 Soph     -35 Shad              - 7-3-9 Moi -25 Sop  -11-18 Moon
                                                                                                    -7-17 Shad

x - 4d12+13=31       x - 4d12+13=41     x - 4d12+13=39     
-9 Ang                     -8-8 Rex                  -6 Soph -11 Ish
-14-8 Moishe           -34 Clint                  -17 Jen
-28 Ish                                                    - 14 Ish

Angla is grappled by 2 of the Zombies

12 Extra Well Raised (Undead)
(Requires an Evil Priest of Level 7 or better)
HD: 4d12+13 (36)
Init: -1
Speed: 30'
AC: 11 (-1Dex, +2 natural)
Att: Slam +4 Mele +2 Missle
Damage: Slam 2d6+1
Face/Reach: 5' by 5'/5'
Special Qualitites: Undead
Saves Fort 0, Ref -1, Will +3
Abilities: Str13, Dex 8, Con --, Int 10, Wis 10, Cha 1
Skills: Bluff +5, Climb +3, Hide +5, Listen +5, Move Silently +5, Search +2
Feats: Fireamrs, Simple Weapons
Climate: ANy
Org: Mob
Challenge: 1
These undead creatures lust for the kill and to feaxst on the bodies of the slain. The fresher the meat the more they like it. Their favorite parts are the brains and the blood organs.
They are not mindless but rather canny creatures lacking intellegence but filled with guile. They love to attack from cover and lay traps that allow them to overwhelm their prey quickly.
The have been made from townspeople and have been givin shotguns. 



195 HP - Golem

FLESH GOLEM
Large Construct Hit Dice: 9d10+30 (79 hp) Initiative: –1 Speed: 30 ft. (6 squares) Armor Class: 18 (–1 size, –1 Dex, +10 natural), touch 8, flat-footed 18 Base Attack/Grapple: +6/+15 Attack: Slam +10 melee (2d8+5) Full Attack: 2 slams +10 melee (2d8+5) Space/Reach: 10 ft./10 ft. Special Attacks: Berserk Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision Saves: Fort +3, Ref +2, Will +3 Abilities: Str 21, Dex 9, Con —, Int —, Wis 11, Cha 1 Skills: — Feats: — Environment: Any Organization: Solitary or gang (2–4) Challenge Rating: 7 Treasure: None Alignment: Always neutral Advancement: 10–18 HD (Large); 19–27 HD (Huge) Level Adjustment: —

A flesh golem is a ghoulish collection of stolen humanoid body parts, stitched together into a single composite form. No natural animal willingly tracks a flesh golem. The golem wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no possessions and no weapons. It stands 8 feet tall and weighs almost 500 pounds.

A flesh golem golem cannot speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff-jointed gait, as if not in complete control of its body.
Combat

Berserk (Ex): When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.

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

A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds, with no saving throw.

A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A flesh golem gets no saving throw against attacks that deal electricity damage.
Construction

The pieces of a flesh golem must come from normal human corpses that have not decayed significantly. Assembly requires a minimum of six different bodies - one for each limb, the torso (including head), and the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 500 gp are also required. Note that creating a flesh golem requires casting a spell with the evil descriptor.

Assembling the body requires a DC 13 Craft (leatherworking) check or a DC 13 Heal check.

CL 8th; Craft Construct, animate dead, bull’s strength, geas/quest, limited wish, caster must be at least 8th level; Price 20,000 gp; Cost 10,500 gp + 780 XP.


Text Account:
Rex-27, Clint-26, Mosich-25, Jen-24, Ish-22, Ang-21, Sophia-17,,WIPo-13, golem-


Round 1 with Golem
ish-Dispel Magic, Ice Storm-WiPo,Rex-Divine Power(Golum slowed for 6 Rnds).
Round 2 Wi-GreatMagWeapon
Round 3 - Rex-BlindingLight, Bless-Ish, Wi-LBolt
Round 4 - Ish-Flame Strike
Round 5 - Ish-DispelMag, Wipo
Clint goes down!
Round 6 - Ish-Heal Clint, 
The dynamite clint tied to it's leg goes off and kills the Monster

They heal up some and cut the head off the golumn
One of the 3 faces is that of a Union solder captujred in the orighinal battle for the city.
5 min later they pour oil over the golem and burn it. 
They are fire on by the light of the golumn

There 12 fighters that refuse to go in the graveyard firing from 150' away.
Init12 for fighters Fleeing: 21 Rex, Wi{Po, Ish, Sop, Moish,ang
Clint-24, jen-30
They go back to  the mine

Golem Damage
-6-5-12 Rex, -5-4-7 Clint,-1-5-3 Moish, -3-17-12-13-17 Jen, -2 Moi, -2-5-3-4-4, Ang, -5-6 Soph, -11-7-8 WI, 
155                                 -8                 -11                                                      -5      -8               -11-8
+11 pts heal from the L.Bolt


195 HP - Golem

FLESH GOLEM
Large Construct Hit Dice: 9d10+30 (79 hp) Initiative: –1 Speed: 30 ft. (6 squares) Armor Class: 19 (–1 size, –1 Dex, +10 natural), touch 8, flat-footed 18 Base Attack/Grapple: +6/+15 Attack: Slam +10 melee (2d8+5) Full Attack: 2 slams +10 melee (2d8+5) Space/Reach: 10 ft./10 ft. Special Attacks: Berserk Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision Saves: Fort +3, Ref +2, Will +3 Abilities: Str 21, Dex 9, Con —, Int —, Wis 11, Cha 1 Skills: — Feats: — Environment: Any Organization: Solitary or gang (2–4) Challenge Rating: 7 Treasure: None Alignment: Always neutral Advancement: 10–18 HD (Large); 19–27 HD (Huge) Level Adjustment: —

A flesh golem is a ghoulish collection of stolen humanoid body parts, stitched together into a single composite form. No natural animal willingly tracks a flesh golem. The golem wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no possessions and no weapons. It stands 8 feet tall and weighs almost 500 pounds.

A flesh golem golem cannot speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff-jointed gait, as if not in complete control of its body.
Combat

Berserk (Ex): When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.

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

A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds, with no saving throw.

A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A flesh golem gets no saving throw against attacks that deal electricity damage.
Construction

The pieces of a flesh golem must come from normal human corpses that have not decayed significantly. Assembly requires a minimum of six different bodies - one for each limb, the torso (including head), and the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 500 gp are also required. Note that creating a flesh golem requires casting a spell with the evil descriptor.

Assembling the body requires a DC 13 Craft (leatherworking) check or a DC 13 Heal check.

CL 8th; Craft Construct, animate dead, bull’s strength, geas/quest, limited wish, caster must be at least 8th level; Price 20,000 gp; Cost 10,500 gp + 780 XP.


Eyjolf, male human Sor7:  CR 7; Size M (5 ft., 4 in. tall); HD 7d4+14; hp 32; Init -1; Spd 30 ft.; AC 9; Attack +3 melee, or +2 ranged; SV Fort +4, Ref +1, Will +4; AL NE; Str 10 (+0), Dex 8 (-1), Con 15 (+2), Int 19 (+4), Wis 8 (-1), Cha 13 (+1).
Skills and feats:  Bluff +9, Concentration +12, Craft (Pottery) +5, Craft (Weaponsmithing) +14, Disguise +5, Hide -1, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +7.5, Knowledge (Religion) +7, Knowledge (The Planes) +6, Listen -1, Move Silently -1, Perform (Keyboard Instruments) +1.5, Spellcraft +14, Spot -1; Craft Wondrous Item, Improved Unarmed Strike, Point Blank Shot, Spell Penetration.
Possessions:  7,200 gp  in gear.
Sorcerer Spells Known (6/7/6/4):  0th -- Acid Splash, Daze, Detect Magic, Flare, Light, Ray of Frost, Touch of Fatigue.  1st -- Animate Rope, Feather Fall, Floating Disk, Hypnotism, Protection from Evil.  2nd -- Blindness/Deafness, Invisibility, See Invisibility.  3rd -- Arcane Sight, Tiny Hut.  
-----------------------------
HP 22
-17-13 Timber

Ljotolf, male human Sor7:  CR 7; Size M (6 ft., 5 in. tall); HD 7d4; hp 22; Init +2; Spd 30 ft.; AC 12; Attack 
+0 melee, or +5 ranged; SV Fort +2, Ref +4, Will +3; AL LE; Str 5 (-3), Dex 15 (+2), Con 11 (+0), Int 12 (+1), Wis 7 (-2), Cha 15 (+2).
Skills and feats:  Concentration +10, Craft (Woodworking) +7, Diplomacy +4, Hide +2, Knowledge (Arcana) +11, Knowledge (Local) +4, Listen -2, Move Silently +3.5, Spot -2, Swim +1.5; Brew Potion, Craft Magic Arms and Armor, Empower Spell, Skill Focus (Knowledge (Arcana)).
Possessions:  7,200 gp  in gear.
Sorcerer Spells Known (6/7/7/4):  0th -- Dancing Lights, Detect Magic, Flare, Mage Hand, Message, Prestidigitation, Read Magic.  1st -- Animate Rope, Mage Armor, Protection from Evil, Shield, Sleep.  2nd -- Eagle's Splendor, Mirror Image, Spider Climb.  3rd -- Dispel Magic, Magic Circle against Good.  
The priests and the dog are invisible, the soldiers are visible following behind them.
At 50' from the first of them, they are in the center of the 10 soldiers. Smell on a DC 15.


Text Account:
They spend 2 rounds healing at the edge of the graveyard.
15 minutes burning the golem and healing
They round out into the desert go back to  the mine.
They go to the canyon first. It takes them 2 hours to get there without hiding tracks-4 hrs hiding them.
They hide their tracks and 2 (Sadow and WiPo hang back at the 1 mile point for the night 9 hrs to dawn. Wipo rests shadow watches.
They are being followed by 2 sharpshooters who are hiding from them.
The sharpshooters miss the group hanging behind and continue to follow the rest of the party to the canyon.
The party goes to their old campsite retracing their steps then REALLY going up the other narrow canyon. They will be close enough to the followers potentially detect them. The sharpshooter lie dogo and will fire if they get a shot.
One of them hears the party coming back. They return to their camping place again.
Ishkoda hides in a crevace in the cliff. They rest of the party wants to make a fire for 1.5 hours.
Angela sneaks off goes back to the Y at the middle and looks for a good spot. climbs up the cliff.
In the light from the party fire he climbs up the cliff to the top of the mesa.
They will be attacked before they put out the fire.
The ambushers will wait without attacking as long as the fire burns. Then They will attack. 1 per round Range increament 120' .50 Sharps with a +2 sight and a BAB of 10 -4 for 300' range.
Shadow wipo 1 mile away
Rex, Jen, Sopha - Clint,Moisha, Ang
At 45 minuts ang falls down the cliff and returns to the party.
Soph moves away from the fire, 
Clint and Jenna are both 
Jen, Rex-27, Shooter1-23, Soph-21, Ang-20, Ish, Moon, Clint-18, Shooter2-12, Moi-11,
Shooter 1 - HP 32 AC 15, Shoorter 2 HP 25, AC 14
                         -18 Moon                         -17 Clin
                         -52 Jenna                         -10 Jen
Round 1 - Rex heals Clint, 
Round 2 - Rex blankets the fire, Ish-Longstrider he is not detected. Spotter 2 is spotted. Wi Po does D.Door-toward party
Round 3 - The shooters back off away from the cliff and to the other end of the mesa (toward the mine). 
Round 4 - Jen, Wi Po does D.Door-toward party. The party runs off toward the mine.
Round 5 - Ish moves toward them on the mesa. They don't hear him.
Jen climb up the mesa. Jen, Wi Po does D.Door-toward party
Round 6 - Jenna is on mesa. Ishkoda is heard moving.
Round 7 - Ish and Jenna look for the shooters.
Round 8 -   
Round 9 -
Round 10 - They attack with ambush
Ish-22, Jen-17, Shooter1 -12, Shooter - 6
They kill one! The other goes to ground.
Round 11 - Wi Po and Shad are at the exit of the canyon toward the city. They head toward the camp.
Rex,  Ang, Clint, Moish are at the opposite end of the canyon near where the scale the cliff.
Soph, Moon on opposite side of canyon. They are heading down into the ravine.
Ish and Jenna are on the mesa. 
Round 12 - They climb up the canyon on the desert side of the ravine.
Round 13
They all go back to the mine by different directions.


Text Account:
They all go back to the mine by different directions.
Booty from the 2 sharp shooters
2 Reb uniforms, 2 sharps .50 with 40 rnd each a penknife a bowie knife picture of a pritty wife and a ticket for One Free Lay at Mama's in New Orleans. Short pipe, 1/2 oz of tobacco (shag) and a tin whiskey flask (1/2 pt). 13 confed dollars.
B and U get to the mine at 7:00, Seth arrives at 9:00 PM
They talk about what to do.
The next morn ing the pidgeon arrives and they decide to divide up the party.
Staying in the mine
Wi Po, Rex, B, U 
Going to meet the reinforcements
Cal, Seth, Capt. Sargent, Moishe
Get back to the mine jmust before daybreak.

Going to scout for the supply train ambush spot
Ish, Ang, Clint, Soph, Moon, Shad, Jenna
They take 2 days of supplies on their horses.
Pass without trace cast on all horses
Travel fast, they travel 18 miles from the city.
15 - OK spot, 20- Good spot, 25 Fine spot, 30 great spot, 35 more than one great spot.
Shadow get a 30! They find a great spot.
High ground, a funnel area, cover.11 miles from town.
They travel 18 miles out of town at the furthest point then make a cold camp that night.
The rest of the folks return to the good ambush spot, Angela goes back to the mine
Shadow travels 3 miles further on,  stays to spot anybody on the trail.
4 Trackers at sundown. They are 3 Indian scouts and a Reb Leut. They are spotting and hiding.
60' away Random Encounter! (1 on a d12) evening of that day.
1 Gibbering Mouther 39HP
- 9 Shadow
Init Shadow-15-12, monster 2

Round 1 - He is  on his horse and runs away. -60' away
Round 2 - He fires. 70' away
Round 3 - He fires, the horse makes it;'s roll and they get away.
The scouts have heard the 2 shots.
Shadow rides all night to get to where the ambush spot was. They lose his trail 2 miles before the ambush spot. They meet up with the supply train and tell them nothing beyond seeing a lone Indian hunting.
That night the reinforcements join them. The resupply group of 12 men, 12 Horses and 10 mules carrying food, water, weapons and some special stuff arrive. 
The troops will be led by 2nd Leut. Jethro Miller (24 years old, acadamy trained first assignment) and Quartermaster Ben "Big'un" Smith. Big'un is 6'3" and 380lbs.
They have 100 shots for the canon, Winchester and Colt rounds, good food, coffee and some whiskey.
Two of them are sharp shooters 7th level.
2  braves head off to try to find the caravan on its way. 
6 are scouts with Winchesters and knives.
2 are gunslinggers with 2 six shooters and a pump action sawed off shotgun.
Shadow plays Seth
Ish plays Cal
Clint plays Capt. Pierson
WiPo plays Sgt Harpel
Moon plays Jethro Miller 
Jenna plays Big'un Smith
Moishe - braves
Rex plays sharpshooter
Soph plays gunslingers
Angela plays 4 scouts.

Asdf


Text Account:
Dawn the day the forces will arrive.
Everyone is there.
Scouting Party - Ang, Moishe, Moon
Go out leave at dawn on their horses, will be gone 1/2 day (Rex does status).
4 Trackers at sundown. They are 3 Indian scouts and a Reb Leut. They are spotting and hiding.
Their objective is to follow the trail for 3 or 4 hrs and find a spot to hide and lookout to watch for force.
They find a good spot to look (32). They are +6 to hide and +2 to spot. Up on a 20' dune with the horses at the bottom.
The rebels are proceeding. The scouts from the night before told them of a single indian scout.
Looking scouts Right Moishe, Left Ang, Moon at force.
How far Are the scouts going to be ahead of the force (moving at normal speed they will be 3 miles ahead of them when the party is looking. Are the scouts going to be visible? They are 2 miles off and getting closer. Base hide for them is 16. Base Spot is 10. They can only be spotted in the 2nd hours of the parties watch.
A scout heads to Tucson and tells the rebels there of the oncoming force. The city sends out a 12 man Cavelry force to meet them. They plan on rendovous at dusk and escort them to town in the dark.
WiPo does Heroism on all PCs (10).

Pass without Trace cast on scouts PCs and other 4 horses. They leave.
Ish tries to find rocks to build a protective wall with desert rocks, Jenna, Gunslingers, 
Rex, Shadow, WiPo, Clint, Jenna digs in the dirt. They move 15 mi per day. It will be right away at 30 @1 hr =25 at 1.5 20, at 15 at 2 hrs. before they see the dust. 3 hrs before they can see them clearly.
They see the force at 12 miles from the ambush and 5 miles (they are at 7 miles from ambush).
They are not spotted. They wait to see how far away the force is. They are also looking for the scouts. 
The 5 hours out of camp (12:00).
The scout high spot roll is 36 they are spotted. They are hiding but not well. They need a 18 to spot the dust from the scouts. The one watching the force will spot them. Moon spots them. 
They send an indian back to report. He is sneaking ion foot and is DC 28 to spot. 
The estimate will be 15% off. They think the force is 3 miles off; 9 miles from the ambush. It actually 1 mile close to them. They are heading back to camp.
The scouts will try to follow them, but can't do so effectivly at first. 
They keep up and go in the right direction, but can't see them. The scout reports a party of Union soldiers on the trail. They expect something.
The scouts lose them, but get their general direction. It isn't helpful.
They get back to the ambush spot at about 4:00. 
The concelement is +4, the berms are cover +2, the stones spots are cover +4.
Jenn, Shad, Soph keeping watch Shadow spots them 3 miles off, (the will arrive at 5:30 
The city force spots the ambush and decides to spring the trap themselves!
WiPo casts heroism, Rex casts status, Mage armor ang, moon, moishe, Mage Armor.Rex casts Rightous Armor They dig in. Ish casts light on rocks.Hored owls fury, Spike stones.


Shadow plays Seth
Ish plays 3 Cannon firers
Clint plays Capt. Pierson
WiPo plays Sgt Harpel
Moon plays Jethro Miller 
Jenna plays Big'un Smith
Moishe - 2 braves
Rex plays sharpshooter
Soph plays gunslingers
Angela plays 4 scouts.


Rebel forces:
2 War Waggons - Money magic materials, Munitions - 6 horses - 2 sharshooters at each windows (3) 2 drivers 6th lev
4 Carts - Supplys - 2 Horses - 2 men 5th level
2 Conistogas - Gattling gun in each - 4 Horses
20 Toopers - 2nd lev
10 Cavelry - 5th lev
1 Canon - 2 horses


Text Account:
They are about to roll inititive to begin the ambush.


Clint E. - 31
Jenna - 30
Moishe - 26
Rex Victor - 24
Shadow - 24
Cavelry - 23
Sophia - 22
Angela - 21
Wi Po - 20
Buckboard 2 - 19 Runnoft
Fly 6 - 18 Goes to Tuscon
Braves - 18
Moon - 18
Scouts - 18
Gunslingers - 18
Conistoga 2- 18
Sharp Shooters - 16
Sgt. Harpel - 16
xFly 3 - 15 - 3
Seth - 15
Troopers - 15
War Wagon 1 - 15
Biggun - 15
Fly 4 - 14 Recon
Cal - 14
Conistoaga 1 - 12
Dan Pierson - 12
Buckboard 3 - 12
Buckboard 4 - 12
Ishkoda - 12
War Wagon 2 - 10
Jethro - 9
Fly 2 - 7
Fly 5 Goes with escaping waggons
Buckboard 1 - 5
Fly - 5 goes for the horses
Cannon Men - 3

Round 1 Wipo Haste on her moon and jethro, Flaming Sph on Dyanimite
Round 2 WiPo - Shield, 
Round 3 - 
Round 4 - 
Round 5 - 
Round 6 - 
Time Stop0
Note that as I will need to be moving around a bunch, the note taking will mostly be done on printouts of the Supply Wagon document.
2 War Waggons - Money magic materials, Munitions - 6 horses - 2 sharshooters at each windows (3) 2 drivers 6th lev
4 Carts - Supplies - 2 LtHorses - 2 men 5th level
2 Conistogas - Gattling gun in each - 4 HvyHorses
20 Troopers - 3rd lev
10 Cavelry - 5th lev - War Horses
1 Canon - 2 horses - HvyHorses


Text Account:
They have driven most of the vehicles off.
Cal says ignore the war waggons, go for the lose vehicles. "Capture them and take them to the canyon".
Rex - 28, Shadow-26, Moishe, Soph-24, Cavelry, Jenna, Moon - 23, Biggun, Gunslingers-22, 
Ish - 21, Clint-runnoft, Sharp Shooters, Sgt. Harpel-hunkered - 20,  Ang, Con 1, WW1-19  ,Scouts  - 18,  
Jethro - 17,  Cal-15,  Cannon- 15, WiPo, 14  ,WW2-11,  Con2, 10, Dan-gone, Braves-9, seth 6

Round 7 - Ish-Wall of Wind,
Round 8 - rex-cure ang, 
Round 9 - Guys are moving out of WW1, Rex heals a scout, 
Round 10 - Rex heals,
Time Stop where both War Waggons have closed themselves up Rebel cannon fires.
Asdf


Text Account:
Round 10 - Rex heals,
Time Stop where both War Waggons have closed themselves up Rebel cannon fires.

Inititive - jenna-27, Shadow-24, moon&WiPo-23,  Harpels&Ish - 22, gunsling-21, Ang-20, Scout&Rex-18, braves-19, Soph-17, dan, biggun-16, seth&Clint-15, Cal-14,  cannons -12, Sharpshooters&Moi-10, jethro-7

Round 11
Jenna untangles the leads of a dead horse,  Shad-jujmps in the back of the consitoga, Moon blow a wheel off of the other war waggons in 3 rounds, wipo casts haste, Ish climbs on the war wagon and calls for his horse it will ariive next round, wipo heals harpell, Soph cuts the wwagon1 horses out of the harnesses (2 rnds). Dan and Clint trys to catch up to the cart, the horses are hitched to the cannon, Jethro cuts the harness on WWagon2.
The rebs are leaving the cannon behind with 3 men and 2 horses with instructions to keep firting to harass the enemy and cover the retreat of the other vehicles as the parallel the current trail passing to the W of the regular trail.
Round 12
Jen will untangle the horses in 2 more rounds, Shad finds the dynamit, Moon cuts traces on WW 2,  Wipo invisib, Harp feel better!, Ang runs to WW1, biggun helps lose the horese from the cart with Jen, 
On top of WW1 Ish, Gunslingers, seth, Ish casts rusting grasp while he is standing on top of the area he rusts, The A guy gets out invisible,
Round 13
Jen and biggin will free the hourse next round. Shad runs through the waggon to try and grab the reighns.  
Round 14
The leutenant Sam Lathrup surrenders to them. Wi Po takes off after the cannon.
Out or rounds - Moon, jenna Shadow and Clint head off after the horses, Seth brings the buckboard back.
Handling the horses Soph, scouts, moishe, Jethro, Shadow, 
Ishkoda searches WW 1. 

It takes 10 minutes to get the new horses harnessed and on the move. 
They split into 3 parts, A=13, B=15, C=2
They go after B. DC 12 animal handling to catch if any roll 1 they will need to track again for an hour.
They catch up to B and calm them all in about an hour. They head back to the battle site and reach there 1 hr 45 min after the battle. Clint finds 2 horses. 
They repair and load and prepare the carts for travelling.
3 buckboards and a conistoga wagon to take back 13 horses were taken. And Leutenant goes along. 
The war waggon 2 is destroy when they try to open it up. 
IIIIIIIIIIIIIIIIIIIIIII are going back 23 People.
18 need transport. 6 per buckboard, 8 in conistoga no problem!
It takes 45 min to get the carts and horses and people together. They leave toward the mountian immediately. Clint meets them on the trail with his 2 additional horses.


Text Account:
It takes 45 min to get the carts and horses and people together. They leave toward the mountian immediately. Clint meets them on the trail with his 2 additional horses.
They find 15 horses of the ones they left with. There are 4 left.
They return to the site of the battle and look for the additional horses. 
They call out for their horses and they come over. 1 is still missing. 
They go back to the mine on a very torturous route. It take them 6 hours to get back to their mine. They arrive at the mine at about 2:30.
They go in and get some food and drink whiskey. 
Dio Mas makes her transition.
They run toward the sound


Text Account:
`They are back in Kopeta again. 
Cookie kicks people out of their beds at the inn to allow the party to rest.
They sleep well get up the next morning and spend till noon talking about receint developments.
The normal folks stuff was carefully packed away in cotten in chests and is intact with no losses.
They are shown their grave markers which gives them the creeps.
Kroms tower isw 4 stories high in stone on the near side and 2 stories high and wood on the other.


Text Account:
Mirtul  the 12th, 1371 is the date of their return to Kopeta.They are back in Kopeta again. 
Kroms tower isw 4 stories high in stone on the near side and 2 stories high and wood on the other.
There was an all day party that started the morning they got back and lasted until the snow storm grew so bad folks were worried about getting home OK if they delayed. The temp plunges and the snow falls heavily. By the next morning, the world is white; burried under 2' of snow. As folks are eating breakfast, they year the sound of snow bells jingling. They run out and see St Slacu coming toward the Inn.
As part of the Christmas party this year, I put on a Sant costume and was St. Slacu. He gave them all figurines of wonderous power that are Lt. Warhorses.
He tells them that come spring, they should head for the High Forest and find out what the problem is with the elves. Until then, they are to be happy.

Zoe - Shopping
Timber - Reconsecrated to Meliki in Waterdeep
Dromar - Hanging out with the rest of the folk
Pisheo - follower stuff, Waterdeep, looking for places to build.
Gal - Waterdeep for spell books
Katreena - Town gossip, shopping visiting with followers
Phanto-z - Back into the wilderness and nature maybe go to Waterdeep
Odyseus - He visits Inoyasha for clothes and goes with the rest
Ariel - Buy stuff go to Waterdeep

They leave for Waterdeep on the day after St Slacu arrives (15th Marpenoth).
Gal must do 3 teleport spells to get them all to the city.
Ariel, Timber, Phanto, Dro are first the rest are in the second group.
She takes them to the regular crypt in the City of the Dead.

Phanto searches for other footprints and finds them not far away.
Gal steps away and tports back to Katina. She picks up the rest and tports back in the same minute.
They are all in the city and want to stay together. They want to find a spot to sleep.
They go to one place they stayed (Ma's Bording house) and found it out of business.
They then go to the Gentle Rest inn and book 4 rooms at people per room. 
Balthors is temporarily out of business as he was caught fencing Theive's Guild goods.
They want to go to Xoblob's.
The socialize then he has 

Balthor is dead.

Asdf


Text Account:
Galranwyn goes to the Guild and finds out a lot of stuff regarding the War and the city and that Kalitaria has died.
Timber goes to the Shrine of Milikki in the city and talks to the Priestess and gets reconsicrated.
Pisheo goes to the Red Gauntlet and finds out about the new gangs, Balthor's death and the deaths in the Guild.
Odysseus creates fliers advertising that he is looking for people to join his "Ody's Army".
Pisheo goes to the Unicorn's Horn and finds the new setup.
It is back to being dedicated to Elven trade with indoor growing Ivy and a Morningglory arbor that houses a stage. They have 12 rooms 4 doubles and ther sets singles.
Gorenembus Hetarre is the head waiter during the day.
She takes a room. Shared bathroom in a large room at the end of the hall.
Gal at the Mage guild finds Eyes of the Eagle for sale at 2800gp.
Read Magic 0th
Mending 0th
Det. Magic 1st
Dispel Magic 1st
Identify 1st
Prot f. Evil 1st
Arcane Lock 2nd
Blacklight 3rd
Tongues 3rd
Waterbreathing 3rd
Fire shield 4th
Fire Trap 4th
Arcane Eye 4th
Fire Shield Mass 5th
They all get together at the Gentle Rest Inn and find out where they are all going to stay.
The party returns returns to Unicorn Horn. Ody advertizes for his militia there.
All magic items available in Waterdeep.

    large steel shield +1 (1,170 gp)  - 
    potion of cure moderate wounds (300 gp) - Gal
    potion of intelligence (300 gp) 
    ring of feather falling (2,200 gp) - PIsheo
    ring of the ram (41 charges) (22,052 gp)
        Int: 17 (3)
        Wis: 17 (3)
        Cha: 6 (-2)
        Ego: 9
        Communication: empathy
        Alignment: neutral
        'cure light wounds' (1d8+5) on self (1 per day)
        'fly' (30 minutes per use) (2 per day)
    ring of water walking (15,000 gp) - Gal
    rod of wonder (12,000 gp)
    arcane (1,775 gp)
        Shadow Conjuration (l4, cl7)
        Phantasmal Killer (l4, cl7)
        Lightning Bolt (l3, cl5)
staff 
    staff of earth and stone 24,000
        something provides some clue to the staff's function
    staff of Entrapment (49 charges) (56,154 gp)
        something provides some clue to the staff's function
wand
    Charm Person (l1, cl1) (36 charges) (540 gp)
        curse: item only functions when within 10 feet of a(n) fey
weapon
    dwarven waraxe +1 (2,330 gp) - Ody
        something provides a clue to the item's function(s)
    greatsword +3 (18,350 gp) - Zoe buys
        something provides a clue to the item's function(s)
wondrous item
    bag of tricks (tan) (6,300 gp)
        something provides a clue to its function
    dust of dryness (850 gp) - 
    figurine of wondrous power (obsidian steed) (28,500 gp)
        something provides a clue to its function
    ioun stone (incandescent blue) (8,000 gp) - Timber
    ioun stone (scarlet and blue) (8,000 gp)


Text Account:
They are back at Katina and spending the winter.
Gal goes to see her folks, Vict. Visits her mum.
Gal tells the party what she learned of the the High Forest.
Timber has a vision of Milikki who creates a laural tree outside his home and tells him to look in  Ancient
Eaerlann and to seek the Council of the Elves for information.
They talk about making stuff. They make gloves, chain armor, weapons and so on.
A leader will be elected by high roll on a d30 at the start of the adventure. That person will be responsible be calling the actions of the party and getting the party together.
They are heading out on Tarsakh 18, 1372.
They are going on horse back with St. Slacu's steeds. Timber and Ody are taking horses from Katina along to take more gear. Ariel and Ody will watch out for them.
On the night of the 2nd day, a rat pack attacks their gear.
Zoe-25, Pahnto-13, Tim - 12, Rats 
Round 1 Tim goes to Owl form, Phanto goes wolf form.
The rats see the owl and take off running into the darkness.
Round 2 The owl chases them away.They don't come back
Next morning encounter with an owl. Female hoot owl. It is just making noise and won't attack.
Round 3 Ody fires at the bird with an arrow.It scares the owl away.
Day 5 night Encounter 5 wolves. 3rd watch. 
Wolf 22, Des 18, Vict 12, Ariel 11
The wolves are well fed and run away.
8th Phanto casts Wind at back and doubles their travel speed.
9 th day they are contacted by a elven rangers/druid party of 7 men hunting and patroling this entrance to the forest.
The party lays an ambush as they use this spot a lot for surprise meetings with interlopers.

They find the city of Nordhaerel and speak to the council.
They get to the city and are shown a camp groud well outside the city.
Gal is taken to see her cousin.Eniail. He invites hijmself to dinner.
They next day the tour the small hamlet have a nice meal and talk to the council.
Timb, pi, gal, pha go to the council
They are respectful and are told about a mad druid.
When they are taken to the yurt where the sick people are tended,
They see an unkept Bilibong who doesn't recognize them.
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Text Account:
When they are taken to the yurt where the sick people are tended,
They see an unkept Bilibong who doesn't recognize them.
Rolling a 30 sider for leader. Leader is Phanto-z.
Vict,, Timber, Phanto go in to check him out.
Vict casts a heal spell on him and he is cured of the insanity bt not of the amnesia.
He tells them the stuff in the doc and they have the choice of going N or W.
Bilibong befriends his pack horse and names it Rosenatai.
They sleep that night and are ready to head out the next day after they speak with the elf council.
They have a random encounter the morning of the second day up the Unicorn Run - 
The flock of ravens flies over going NW.
They get to the Unicorn Falls and meet with Silanunua.
She tells them her legends and they head off to the west the next morning. They cast Mage armor before leaving.
Day 2 out of The Unitorn Falls - Encounter th emorning after the day they leave. They encounter a badger family. There are 4. The horse of timber steps in it's hole and they attack the horse.
Vict-24, Pi-22, Ariel-20, Zoe-19, Des-18, Gal-15, Phant-13, Timber-12
A - 9 Hp, -8 Pi , Des casts telekinisis, Timber heals A to full.
Round 3 - They get around the badgers.
Day 3, Day 4 - No Enc. 
Day 5 they get to Danthan. No randome encounters. The eyewing encounters them 00' from the streamt due E of the pathway at the stream.
Eyewing rolls 8 Init - Phant-26, Ari-24, Des-22, Zoe-20, Bil-Gal-18,, Pi-15, Tim-12, Eyewing-12

Round 1 - Phant speak w/animal,  Des does r. of enfeeble - .It hits the ground.helpless. It's fellows have been warned. 
Bill, Des and Timber move forward on foot toward the creature. 
They look at the thing and then try to figure out what it is. While they are trying the rest of them are moving. 
Tirbabna Eyewing - Zoe-29, Pi-23, Des-21, Eyewings-19, Ariel, Tim-15, Vict-13,, Gal, Phant -9
There are 7 shoing up this round
Time stop before the first round.
Asdf


Text Account:
Time Stop Just before Round 1 - Bill, Des and Timber nearby.
Tirbabna Eyewing - Zoe-29, Pi-23, Des-down21, Ody-Eyewings-19, Ariel, Tim-15, Vict-13,, Slayers -11Gal, Phant -9,
There are 7 shoing up this round 
Time stop before the first round.

Zoe-Sleepy!-29, Pi-23, Des-21, Ody, Eyewings-19, Ariel,Tim-15, Vict-13,, Slayers-11,  Gal, Phant-9, Drowsers 8

The Drowers will arrive in 4 rounds
Round 1 - Des-Fly, Vict-Seeking Guidance, Gal-Dragon Skin, Phant Daggerspell Stance
Round 2 - Gal gets down, Phant - Mass Camoflage
Round 3 - The Eyewings Fly away, Gal does dagger allignment, 
Round 4 - The Eyewings attack, the Drowers Drones front arrive
Round 5 - The other drowsers arrive
Round 6 - They are moving if able to Gal does Drag Skin on Pi, Phant-Energy Immn. Sonic
Round 7 - Gal-Floating Disk
Round 8 - Vict-Recitation, Gal-Field of Icy Razors, Phant-Spike Groth
Round 9 - Gal-Ch Lightning
Round 10 - Ariel-Sch Ray, Vict-Moon Bolt, Gal-M.Missle
Round 11 - Vict-Know Opp, 
Round 12 - 

Eyewings - 6 HP Each A -6x          B 6x         C 6x         D  6 x        E 6x       F  Gx
                                    -12 Ody    -18ody       -16 Ody   -19 Tim     -9 Vict     -8 Zoe

Slayers A          B 44x           C  48x      D 61x        E57x          F 58x          G 66x            H 69         I 53 x
           -4 Ph     -39 Tim       -19 Ph     -4 Ph         -7 Ph         -5 Ph          -14 Ar          - Vict          -52-Zoe                        -2-8 Pha  -57Gal    -13Gal    -27 Gal       -21 Pi         -39-57 Tim     - 4j-21-21 Gal    
                                                            -29 Pi          -23-32 Zoe-31 Ari     -      
J  45x         Kx             M x           N x        O 65x          P 42x
- 14 Ari     -59 Gal    -59 Gal    -59 Gal      -59 Gal         -25-44 Ariel
-44 Pi                                                       -40 Pi
Drowsers
-7 im, -45 Ari -23 Gal, -3 Ph   -4 Ph -13 

They wake up in 5 minutes. The party heals to full. - Mage armor des, Vict- Sign,

Init Spawner 15
45 Hp
Zoe
-24 Zoe -17 Pha, -8 Vict, -7 Des
There are 5 Elves alive. Only 1 knows anything. Only 1 did't just fall asleep.
They are camping abot a mile away from village
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Text Account:
They are camping abot a mile away from village. They return to the village the next morning to search it and heal the townpeople. They give 4 days of food for the four of them and they head off into the forest.
They bury the dead and burn down the huts.
Leave in the morning 9th of Mirtul. They will travel from 10:00am to 5:00pm then bed down.

+10hrs Random Encounter at 6:00 PM. Dire Bear. If they are nice to it, it will tell them that "the swarms and plants are chasing all the game away". It will direct them to the village if they ask, but won't go with them becaures he doesn't like people or houses.No enc that nigh.
7:00 Random Encounter a nest of Burrow Roots. There are 8 that can attack at once from under the ground. As the move on they begin to see twisted limbs and rude shapes. The trees have been intentionally and maliciously bent. But who would do this?
They ambush the party! All 10 attack in the surprise round.
Phant-27, Ody-24, Bilibong-Timber-Vict-22, ariel-20, des-Dromar-18, Root-Gal-10, Zoe-9, Kat-Pis-7

A 114 X          B 114x1X                 C 114              A 114 X                      A 114               
-15-34 Ody     -57-37 Pi                 -27-5 Tim          - Vict -46 Bil                 -5-7 Kat
-25-46 Ari          - 41 Ph                 -21 Phan          -16-19-10-10 ari          -14 Ari
                                                                           -21 Ph                          -21 Pha
                                                                          
A 114           A 114x 30-23-21X          A 114X            A 114x             A 114               
-28  Zoe         -18- Des                  -9-38-32 Dro         - Ga                - 80  Gal x2
-12 Ari          - 4-21Pha                  -41-21 Ph              -41-21 Ph       -21 Ph
- Ody                                                                          -17 Pi (Dro)
-21 Phan 

Round 1 - 
Round 2 - 
Round 3 - 
The wall of fire cast by Phanto kills them in the 4th round.
They want to stay 5 min or so after the battle to heal and get parts. They will be attack just after they are healed.
8:00  Random Encounter Wood Wode A group of 10 will attack the party. This battle will start as soon as the game begins next week.

12:00 noon Random Encounter Dire Wolverine. Very pissed off about having to leave his burrow to go looking for a spot with more game. Sees any interloper (like the party in particular) as being the compettition.
The night passes in a strangly quiet way. Make it ominous. On the 2nd watch, the Undead Treant will attack. If they can get past its crazed rush and attempt to make friends with it, it will tell them it is from the Grove and will tell them about the terrible battle there and offer to guide them (if they travel at night!).
The next day at 1:00 they encounter the Shimmerling Swarm
Just before they get to the town they encounter the Dread Blossom Swarms.


Text Account:
8:00  Random Encounter Wood Wode A group of 10 will attack the party. 
This battle will start as soon as the game begins next week.

Vict-24, Tim-23, Pi-21, Gal-19, bill-Zoe-des-18, ariel-17, Woods-15, Ody-11, Phanto-9

A=60           B=71             C=67           D=50         E=66         F=61        
-58 Ody       -34 Phan       -57 Tim        -61 Pi         -20 Des     - Bil
-24Zoe                             -34 Gal                           -42 Ari       -54 Ody
                                                                                -32 Pha

Round 1 - Vict-Conviction mass, Tim-Bull Str. - Gal-G.Mag.Weapon, C.Grace-Des, 
Round 2 - Vict-Recitation, Des-F.,Ball
They take parts  for 10 min.

12:00 noon Random Encounter Dire Wolverine. Very pissed off about having to leave his burrow to go looking for a spot with more game. Sees any interloper (like the party in particular) as being the compettition.
Ph-26, Ody,Des-23, Ariel-21, Vict-20, Gal-18, bill,Tim-17,Pi-14,  Zoe-9, Wolverine-5
The night passes in a strangly quiet way. Make it ominous. On the 3rd watch, the Undead Treant will attack. If they can get past its crazed rush and attempt to make friends with it, it will tell them it is from the Grove and will tell them about the terrible battle there and offer to guide them (if they travel at night!).
Ariel-26, Ody-21,Des-18, Phan-17,   on 4th watch.  Undead Treant-5
Ody is feared by the tree
They make friends with the undead baby treant and agree to help it.
The next day at 1:00 they encounter the Shimmerling Swarm. They don't need this enc so I skipped it.
Just before they get to the town they encounter the Dread Blossom Swarms (8).
Init
Ariel, Pha-27, ody,Vict-19, Tim-15, Gal,Zoe-12, Des-11, Pi-10, Blossom, Bill-9,

Round 1 - Phan-wall of fire a ring around 4 of the creatures (80' dia.)
a 45g              b 52g             C 41g              D 55x                   E 23
-30 Ody         -20 Vict           -20 Vict         -10 Vict                  -5 Ody
Gal Wind Wall                                           -18 Gal                   - Vict
F, G, H Encircles by wall of fire.                -20-15 Ari                -16 Des
-18 each and can't get out until it is dismissed                         - Ari
They bury the 8 bodies. 
They get their first glimpses of the empty place that is the Village Raythen


Text Account:
They bury the 8 bodies. 
They get their first glimpses of the empty place that is the Village Raythen
Leader is Lucy
They go to the first house they see on the right and search it thouroly.
They see the dead Swarmers inside and cast a fireball to burn them out. This of course attracts the swarm!
They wait for it to come to them. They move 120' every 3 rounds.
At 1K' - Vict. Casts conviction mass, Vict-statusx2, Gal does Cast grace on Pi, mage armor on zoe, 
At  800' - Des does F.Ball, Timber Bark Skin, Des does 2xcats grace
It will take 20 rnds to close with them

725 HP, AC 30, 
Round 1  -18 Des. -21 Ody, + 15+15
R2, - Ody xR3 - Ody+15 (fully healed)
R4-100' (640') Gal-I.Storm-19, DesF.Ball-34, -7 Ody +15-38
R5- Bill-Summon Swarm, Des-F.Ball-21, -9 Ody+15-53
R6 -6 Ody+15-44
R7-100'  (520') Des-F.Ball-22, -16 Ody  +15-45
R8 Des-F.Ball -20, -7 Ody+15 -52
R9 480' - Des-F.Ball-16, -8 Ody +15-61
R10 380' -17 Ody, Des-F.Ball-16+15 -79
R11 360' - 21 Ody, Des-F.Ball-16+15 -91+18
R12 340' -16 Ody, Des - Imp.F.Ball-22, +15 -109
R13 100' 240' Gal-W.of Fire -24, Des-E.F.Ball-23 -19 Ody -3 Pi+15 -54+109=162
R14 220' -18 Ody, Gal-S.B.Swarm-14, -3 Pi Des-EFBall-30, Tim-W.Wall 30'highx60' long@25' away between party and swarm, -1 Pi -66+15-162= 214HP Dam
R15 - 200' Gal-SBSwarm-20, Bill-SleetStorm-5, (they will fly next round), -31 Des and Ody move outside the wall, Trim-B.Strength 536-56+15=495
R16 100' - 100' away! Ded-EFBall-23 , Vict-Resistation, Gal-Fly, Bill - Flame Strike-20, -30 Ody, Tim moves to  Pi  20' back - 454
R17 80' Des-EF.Ball-23, Gal-WoFire-28', Vict-Move then cast Fly, -22 Ody,  Pi and Tim move
It's gettining close so they roll for inititive 396

Swarm 28, Zoe-27, Gal -24, Ody-22, vict,Tim-19, Pi-18, Des-12, Bill - 11
R18 60' Gal-WQoForce, 411
R19 - 40' Gal-CoCold-35, Vict-S.Burst-2, 389
R 20 - Gal-W.O.Ice, Vict-K.Vulner, +15=404
R21 - Gal-CoCold-30, -8 Ody, -17 Des, Vict-Res.Energy-Fire, Bill-F.Strike19 = -74=330
R22 - Des-+15 Fly, = 345
R 23 - Des-Fball-23, +15=337
R 24 Gal-Haste, Des-Fball-16, Does the party have enough AoEffect spells to defeat the swarm.
The party is strong and not just in magic = 336
If you rely on them alone expect something tragic.


Text Account:
R 24 Gal-Haste, Des-Fball-16, Does the party have enough AoEffect spells to defeat the swarm.
The party is strong and not just in magic = 336
If you rely on them alone expect something tragic.
725 HP, AC 30 - Swarm starts with 336
Gal is leader. 

Swarm 28, Gal -24, Ody-22, Vict,Tim-19, Pi-18, Des-12, Bill - 11, Phant-8

Round 25 - swarm - fly, Ody -22, Tim-6, Des-22, Vict-F.Strike-23, Phant-P.Stag 336+15=278
Round 26 - Pi-9,Gal-B.Light-0,Des-F.Ball-30, Phant-Summon 3 air elementals 278+15=254
Round  27 -  Tim-5, Pi-3, Des-Telek on Ody, Vict.-Ring of E.Control, Phan-94, 278+15=167
Round 28 - Swarm-fly, Ody - 23, Tim-5, pi-15, A.Ele-10, 167+15=129
Round 29 - A.Ele-13, Ody-23, Tim-13, Pi-13, Phanto-61 ,Des-25, Vict-Neg=36
Round 30 - Swarm-Fly-30, Gal.-GustoWind, Ody-20, Des-F.Ball.-23,  Phan-24, A.Ele-12
The Swarm is dead!
Ody wants to collect arrows (searching 2 min each).
Healing - IIIII - 
They hustle off toward the abandon people.
The party greets them and they are happy to see them.
Pha and Tim search for survivors for 1 hour.
They set food out and feast the party in thanks for their rescue.
Gal casts a Magnificat mansion and they all go in.
They reveal their relation and offer more information about Myth Andofhaur in the morning. They tell them how to get there in general.
The party is going leave at 10:00am to follow the river NE to the Grove of Leathre.


Text Account:
They cast their morning spells.
Phanto finds out abolut the magic dead and wild magic areas that are coming.
They head out
There is an encounter 6 hours after leaving. This is in a particulrarly dense area of the forest.
Legendary Bear family. Mama, Papa and little baby. They don't investigate and the family wisely avoids the party.
That night they get to the nighttwists.
Mages Magnificent Mansion cast by Gal. They go in before sunset.
They will encounter 3 night haunts. They move for 3 hours before they find anything.
They find the dam.  Des and Ody go to the top and careflly investige. Des does I.Invis and on ody.
They are gone for 10 minutes. And suddenly reappear.
They have seen the giant pool made by the dam in front of the river at the Grove. They have found 2 trents burried in the dam.
Crazy Crow flys by and points out the black trees.
They are talking about what to do. 
They want to make hose in the dam or destroy it.
Pnanto casts Nature's ally and summons 4 Huge Earth elementals.
Take dam out. Destroy. Start on the right, do as much damage as possible. 
The elementals rip up the sides and drain the grove.
It takes an hour or so to drain most of the way, but there will ramain a 78' diameter pond about 6' deep near the center.
The dryads (3) Ra, Mi and So.  returns to the grove that night. They continue to head in the direction they think the grove is. They go for about an hour n. then strop and camp. The go 2 mi up and do mage mansion. 
The dryad will sing them a song of the grove and how it was before the bad things came. She describes the Night Twists and tell them they must be destroyed.
They disappear to die. The party goes back into the Mansion.
The Night Twists find them and torture them. They can easily follow the party by talking to the plants.
The Night Twists track the party and display the bodies of the Dryads to taunt them and as a promise of more evil to come. The last thing they want to do is encounter the party in the day. Then they move away, but of course they leave a trail.
The dryads all thei limbs have been twisted radialy to snap like twigs. They have been choaked with rocks and  hung by their fern-like hair which is tied to other tree branches.
They spend the night, spell up des the same, Vict statsus.Gal does a bunch of tatooes and other spells.
This takes a while to sort out, so they don't exit until about 8:00am, 
The evil is back at the grove.


Text Account:
Gal is leader
This takes a while to sort out, so they don't exit until about 8:00am, 
The evil is back at the grove. They want to stay away from the party until night falls.
The party is about a mile away from the grove.
They are heading off to the sacred grove.
Phanto casts lay o land, Commnew/nature, 2 phantom stag, easy trail.
They see the tree tracks around the pool. 
Gal casts invisible, fly then True Seeing and flys off accompanied by pantom stag guys
They lead and she follows. I will give them a 10% chance of running across one that is hunkered down under the canopy per minute. They spot one after 8 minutes.
She doesn't see them hiding after 18 min.
Its 10:00am 
They follow the tracks back where the tracks were and they lead away toward #2 Night Twist. He is 1800 feet away. 
They hit the Night Twist and it sings out. 
Ody does Det. Magic and finds it about 40' away.
Roll for inititive as they move in to attack. Failed Save Pisheo, Zoe
Night Twist B - HP 230HP -20-39-50 Ariel, -54-68-64 Ody
They kill it in 3 Rounds
phant-24,Tim, Vict, Zoe-23, Gal-21, Night Twist-16, ariel-14, ody-13, des -12, bill, Pi-6
Round 1 - Dagger Stance - Phant, Tim-OxenStr, Gal-The tree sings of dispare, Ariel-=S. Ray, Des-Enervation (-2), Vict. Conviction mass , Bill-Large Earth elemental
Round 2 - Phanto-susefoot stride mass, tim tries to trip pi, Vict recitation, ariel-mmissle, des-telekinese
Round 3 - Phanto-Owl Insight, Vict-Know Vulner Gal-Flaming sp, 
They heal Bilibon 29+18+11
They move on to find the next one at 12:00
They get back to the ex-grove at 1:00 and track a second one. It is 2000' feet away.
It takes the 3 hours to find it. This is at 4:00.
It is hiding, but rolls shitty with a 13! Tim Ody see it!
Night Twist 243 HP AC 27 -9 Tim, -61 Ody, -51 Vict, -59 Phant, -40 Ariel, -41 Pi
It's dead!
Vict, Des, Phant-23, Ariel-22, Gal-21, NightTwist 18, Tim-15, Pi, Zoe-13, Ody-11, Bil-6
Bilibong misses his dispare roll.
Round 1 - Vict-Resitation, Des-fails spot, Phant-OwlWismass,  Tim-BullStr, 
Round 2 - Des-F.Ball illuminates, Vict-F.Strike, 
They kill the second one (#1)
They move back to the grove area but only gets halfway there before she stops and casts her spell.
They all pile into the Mag. Mage mansion Gal casts.
While they are in the mansion, the remaining tree runs away hoping to ambush them when thay are not expecting it. It will travel for 24 hours without stopping and pick a spot where it can hopefully ambush them It know where they are headed as it came from Myth Androfhare.
They cautiously exit the mansion. They cast all their daily spells and stuff but we are going to handle it next week.
They see the ants coming.


asdf


Text Account:
The leader is Pisheo
They cautiously exit the mansion. They cast all their daily spells and stuff but we are going to handle it next week.
Heros feast, Status, Commune w/nature, Lay of Land
They see the ants coming.  They havent seen the ants approaching them from the sides! There are 3 swarms coming across the devistated area and 3 in the forest 1 behind, 1 to E. 1 to W. They are all within 1d6 rounds of travel (250' or so).
 Ant Swarm STATS/INFO
In same 10' , nauseated for 1 round; a Fortitude save (DC 10 + 1/2 swarm’s HD + swarm’s Con modifier)
Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a Concentration check (DC 20)
A swarm takes a 10 penalty on saving throws against spells or effects that affect an area, such as many evocation spells or grenadelike weapons. 
Megant A=158,                                                      (Left)-Megant B=159, 
-22 Gal, -31-34 Des, -11-8-4-7 Tim -13 Gal                  - 38-43  Des

Left at back of party
Megant C=151,                Megant D=161, 
-96-60-21 Gal                        -48 Phan
Right at Back of party
Megant E=147, Megant F=142  
Phan is 2' and Ody is 10' high on their stags.
Inititive
****Gal-27, Phant-25, Vict-24, Pi-23, Ody-22, Des-21, Ariel & Tim-11, Ants - 7, Bill-5

Round 1 - Gal-Walll of Fire, Phant Resist Ody-Cold, Det-magic, Ariel-R. Cold on self, Tim becomes Eagle, 
Phant-60' up just past the wall of Fire Ody-60',  It will take 4 rounds for the first of the ants to make it around the wall. 1 per round will make it around after that.
Round 2 - Gal-Haste on Pi Vict, bil, Tim and Gal, Phant-Ols insight Timber flies 60' and 60' out.
Round 3 - Gal-I.Storm 20' area, Phant S.W.Animal, Vict-Know Vulnerable, Ody flies off looking for the queen, Des-Fly, 
Round 4 - Phant-R.Cold on self and flies to 120', Vict-Know Opp, Des-F.Ball, Ariel-Fly, 
Round 5 - The ants become visible in the forest at 60' away.Phanto-cold snap (takes 6 rounds to work (1min), Vict-res. Energy acid on bill and pi, Ariel-Res.Energy,Acid, Gal-Snowball swarm.
Round 6 - Vict-Air Walk Item, Gal-ConeOCold, Bill turns into a swallow, Ody finds the mound,
Round 7 - Ody oils the mound.
Round 8 - Phanto-Gal-Snowball Storm, 
They are all flying and they can not be injured before the ants are all killed or they could fly away and lose them.
Gal casts fly spell.
They fly past the ant infestation until it's too dark to 15 min.
Research Spell Casting prodigy in the Faerune book.
Gal casts mage mansion.

Asdf


Text Account:
Timber is the leader
Research Spell Casting prodigy in the Faerune book.
Gal casts mage mansion. They camp by the big tree foot prints. 
Vict casts Heros Feast, Status, plus MO stuff, Des Mage armor, Phanto 
They exit the mansion. 100 yards due west of tree footprints. - Lay of the Land, Commune with Nature, Phantom Stag
They head out and within 1 hr encounter 20 Fetid Fungus
Timber fails his track roll, so they wait an hour for it. Throw a BIG encounter with moving creatures at them.
18 TENDRICULOS - Huge Plant -Hit Dice: 9d8+54 (94 hp) 
They see a number of creatures running past them in this area. 3 First is a dire bear. It is running away and not trying to be quiet. Next are spotted deer. Last is 5 Dire Boar fleeing from the "puddle of death".
Dire Boar
Bl - 7d8+21=69        -16
Ax - 7d8+21=49        -18
Claw - 7d8+21=50       -14
 - 7d8+21=51        -2
 - 7d8+21=52        -3
Phant-24, Ariel, Tim-21, Pi-20, Ody-19, Vict-16, bill, Zoe-15, Des-13, Gal-11
Round 1 - Ariel - Fly into trees, Bil goes eagle, They either fly or move out of their way.
They regroup, get on their horses, phanto casts easy trails and the move quickly!
They head N following the path of the dire boars. They encounter the Flesh Jelly. They run into the center of 3!
2 hours later they hit the jelly. They smell it at first.
They send out the stag people to recon they fly just below the canopy at about 30'. This is in range of the flesh. Yay! Both of them failed their horrid stench roll and vomit!
They plug their noses and head toward. Phant casts dance of unicorn to clear the air.
They stop about 50' away from the creature.
It attacks! 283 HP
-38 Des, -24 Pi, -53-68  Ody, -35-20 Ariel, -64 Gal, -22 Bil-238-18-2
Dead!
Phan-25, Des-22, Vict-21, Ari-20, ,Zoe-19, Pi-18, Monster, Timber-17, Ody-13 Bill, Gal-11, 
Round 1 - Phan-Brilliant Weapon, Des-F. Ball, Vict-Conviction Mass, Tim-transforms to a falcon and flys, Ariel - Orb of Force, Gal-polar ray. 
Round 2 - Des-Enervartion, Vict-Know Vuln, Ari-Scorch Ray,  Timb-heal, 
Bilbong is diseased Gangreen
Timber and Bilibong get heal spells
They are ready to go again by about 11:00.am
They leave the smelly creature until they can't smell it. 12:00. Vict casts divination - "Likely encounter more flesh blobs in next week."
While they are healing and Vict casting spell, they encounter Fetid Fungus.



Asdf


Text Account:
Vict is leader
They are heading toward the mithal.

They leave the smelly creature until they can't smell it. 12:00. Vict casts divination - "Likely encounter more flesh blobs in next week."
While they are healing and Vict casting spell, they encounter Fetid Fungus. They are 60 to 90' away on the trees in every direction. There are 18.

Pi-24, Vict-22, Ody-21,Tim-18, Phant-16, Gal-12, Bill,Des-11, Zoe-7, Fungus-3

HP =24x   ,  - HP =18x,  - HP =23x,  - HP =19x,  - 
Pi-18-32         Ody-60      Zoe-22      Ody-15-13
                                       Phan-28

HP =30x,  - HP =22x,  - HP =24x,  - HP =36,  - 
Ody 29,     Tim-27       Phant-28   Gal-28

HP =29x,  - HP =31x,       - HP =31x,  - HP =26,  - 
Phant-28   Phant-4            Phant-4       Phant- 4
Gal-28      Ody-12,13,14   Ody-19         Des-
                                          Tim-25
 
HP =29x,  
Des-49

Round 1 - Ody flyin 25' up, Vict-cConviction Mass, , Tim-BullStr., Phant ResistEner.Mass-acid, Gal-Haste, Des-Flying, 
Round 2 - Vict-Resitation, Phanto-W. O Fire,  Gal-W o Fire, Des-F.Ball
Round 3 - Des-F.Ball
5 min to kill all the rest in range!
@2:00pm Enc
5 Assassin Vines
4d8+12=18         - 4d8+12=37x         - 4d8+12=33         - 4d8+12=31         - 4d8+12=25  
Ody-32                Ody-15&18

Ody-27, Vict-26, Phant-23, Des-22, Vine&Zoe-20, Pi-18, Tim-17, Bill-13, Gal-10
Round 1 - Diminish plants
They kill them .
@ 2:30 they head out again.
3 hours later the verdant reivers attack (when the party is stopping for the night.
They stop an hour before dusk. A group of 3 reivers has been following the party since 3:00.
12 Huge Verdant Reivers will attack when they exit the mansion
Vict-Hero Feast, Devine insight,  2 status, Des-m.Armor, 
Zoe is first out, but the rest are behind Zoe.x

Init
Des-27, Pi-25, Gal-24, Ody-23, Tim,, Zoe-21,  Victorx-&Phant-11, Plant-10, Bill-5


Round 1 - Phant-Fl.Blade, Des jumps the other way, Pi jumps out next to zoe, Vict-Conviction Mass, Round 2 - Des-Fly, Phant-W. O Fire, Vict. - Resitation, Phant.


Zoe fails dispare song, 

=96x                -  =107  -              =100  -             =104  -  
Zoe- -87             Pi-                     Ody-34
Ody-24              Tim- 13

=108                     -  = 68  -      = 91               -  =99  - 
-23 Phant              -23 Phant   Phant-23       phant--23

 =97  -                    =91  -               =89  -               =105      
-23phant                -23 Phant        -23 Phant



asdf


Text Account:
Leader is Phanto-z
Zoe is first out, but the rest are behind Zoe.x

Init
Des-27, Pi-25, Gal-24, Ody-23, Tim,, Zoe-21,  Victorx-&Phant-11, Plant-10, Bill-5


Round 1 - Phant-Fl.Blade, Des jumps the other way, Pi jumps out next to zoe, Vict-Conviction Mass, Round 2 - Des-Fly, Phant-W. O Fire, Vict. - Resitation, Phant.
Inititive: 


A=96x                -  =107x  -              =100x  -             =104x  -  
Zoe- -87             Pi-70                     Ody-34               - 5 tim
Ody-24              Tim- 13-52              -   102                -72-27 Gal
                                                                                  

=108x                     -  = 68x  -      = 91x               -  =99x  - 
-23 Phant              -23 Phant   Phant-23               phant--23-3
-107 Vict               -29 Des        -73 Tim               -25 Des
                              -12-16-14                                -33 Bill -62 Tim

 =97x -                    =91x  -               =89  -               =105      
-23phant                -23 Phant        -23 Phant
-Bill- Transformed   -11-16-22 Phant
                                - 66

Inititive  
Phant-25, Tim-21, Reivers& Gal-20, Vict-18, Pi-16, Ody-14, des-12, Bill-9

Round 3 - Phant. Phant Stag, Vict-Harm, Des-Enervation, 
Round 4 - Vict-Heal on Ody, Bill-Blight
Round 5 - They rule!
The other plants have been instructed to leave by the Twist.
They continue to make noise like a battle is still going.
Spells Phant-P.Stag for Ody, Tim heal, Gla-0Haste on al bt zoe, Vict Cure, Vicxt-heal
Phant-circle dance finding Night Twist. It is to the SE abot 450 yrds away (1/3/ mile)(, Tim Bull Str on phishe.
They want to chase the night twist. They drop the w of fire, 
Phant does Easy Trail and they head off to the SE on foot.
It is about 11:00  Phant does commnje with natre He senses the creatre (night twist) but not exactly where it is.
12:00  nothing is found. They continue on for another hour.
Rand Enc 4 Red Sundews
A 142x                B 135x                   C155x  slow                      D189x slow
-11 Pi                -66 Ody                 -59 Gal                                 -59 Gal
-61 Ody            -67 Ph                   -33-10 Ph                             -67-7 Ph
-19 Pi                32- Des                 -32 Pi                                  -42 Des
-23 Des                                           -56 Ody                              -48 Pi
-63 Gal
They don't see them and the monsters get surprise!
Init Bill-22, des, Pi, Gal-21 Vict-18, Ody-14, Pha-11, plants-9, Tim-8

Round 1 - Des Imp. Blink, Gal-Icy Razors, Tim-Goes Sparrow, Vict-Cure
Round 2 - Des-Vamp Touch, Gal - Tport, tim-Cure Lt., Ph-CallLight.
Round 3 - Bilibong is -23 HP Dead!
Round 4 - Pi kills it
1:30pm No Enc.
They need to do something with Bilibong's body.


Text Account:
1:30pm No Enc.
They need to do something with Bilibong's body.
They are in the forest about 15 miles from the ruins.
They rap Bilibong up and they speak of cremating the body.
Then Victorex figures he can do Tport Greater to Katina to the cold room and drop off his body so it's on ice.
They go upstairs to the inn to their meeting room. Cookie will feed them constantly. 
They have a wonderful night in moonlight. They feel rejuvinated, bathed, fat and happy. 
Before they leave Des does Mage armor, tim-bull str on him and pish, vict does status on their small party.
The next day they Vict. Does a "hoobadooba" and they get back to the same spot they left.
The party they left behind were attacked by the slime creatures Fetud Fungs 
Vict does a hero's feast on all who are there. 
They are heading toward the Mythal to the NW.
Tim does easy trail for 6 hours. "Find the path" is cast by Victorex.
They encounter Spy.
Des and Vict are dumped off their horses and can't control them. Pi and Tim control them and look for stuff.
Pi sees it and backs away to tell the party. They shrink their horses.
Init-Pi-23, Vict, Tim-22 Des-17

Round 1 - Vict-Conviction Mass, Pi readys fire on appearace, Des casts spell on her weapon.
They make friends with the cat and as Tim doesn't have a s. w. animal, they don't know why or who it is.
They talk to it and invite it along. They head off on foot.  The cat follows them.
No further day encounters.
They camp out that night and set 4 hour watches. The night twist will attack! Tim and Vict are first watch.
The Night Twist cries out They all make their save. The cat determines where the sound is coming from and heads off toward it.

Timber casts S. Skin, Bull Str, Vict does conviction mass,  and they head off in the direction the cat went.
It taunts them to come in his direction. It takes them an hour.
The cat tells them to sneak and they put out their lights.
They get close to it and Des casts Imp Invis. And mage armor, Tim Buil Str. On Him andPi Vict casts resitation
It is 100' ahead of them. They throw a light rock 60' away, but don't see it.
It tries to sneak away at 100' The cat detects it and Tim hears it. 60' away, des does another f. ball.
Timber spots it 100'' away. Des fires a F. Ball at it.
They start firing arrows at it.

Twist - 426 HP (enervation -10  to  most everything and -33 HP (-11 strength damage)
-8-8-6 Tim, -23- Vict, -92 Des -38-32-31-34-66 cat, Pi-8-32 cat (378)

CAT 299 HP
-99 (R3) +23 from vict -29-20 - +36 -108 Healed to -47 

Init.
Pi-17,  Tim - 16, Vict 15, Spy, Des-13, Tree init 3

Round 1 - The cat will get to the tree in 2 rounds, Des-blink greater, 
Round 2 - Pi , tim fire arrows,  Vict-searing light, des enervation does -4 levels
Round 3 - -38-66 on  Cat - 38, Vict Des-enervation
Round 4 - Des enervation -4
Round 5 - Des-enervation  - 1
Round 6 - Vict - heal on Spy
Round 7 - Vict harm on tree it goes down to 1 HP and Spy kills it. Spy saves against death curse.
They heal the cat to full.
They go back to where they were camping. 
Next morning Timber talks to Spy.


Asdf


Text Account:
Vict is leader
The last game was at Mt. Madonna, so I will summerize that adventure here before beginning the current adventure.
The previous game started 6 mi from the Ruins where the party had spent the night in a cold camp. 
As they travel through the forest they continue to see the fungus infected trees, the blighted areas and the other foul creatures but not in such numbers that it required much effort to avoid or kill them.

They come to the place where the wall of thorns starts and investigate along it for some distance without finding out much. 
The wall is 40' tall, 15' deep and completely surrounds the Mithal. The stone wall inside is 30' high and 4' thick. They try to fly over it, but the canopy prevents them (the briars extend into the tree branches
Phanto does a easy trail and walks into the briars. This works until he gets to within 5' of the inner wall which automatically negates Phanot's spell trapping him inside the thors and doing 2d6 of damage (as in falling 10' into them).
Timber gets him out with another easy trail.
They begin to go clockwise around the wall. Next they enounter the Battle Briars.
They battle the briar and if fights them and then turns into it's component briar pieces and scurry back to hide within the other briar. It will follow them as well as it can from inside the wall, but will not follow them until the next day so it can heal up.
Victorex casts Divination and asks what the best way to get in is. The answer:
"Avoid above seek ye below, Thicker than air, thiner than snow."
They begin looking for water led by Spy the Legendary Panther (as a tiger). The don't find the water before the sun goes down, so they go 1/2 mil from the wall and make a cold camp.
At midnight there is a random encounter with a "Troll Patrol".


A 130x                B  135                C  130x                D   140x
-90                     -27                     -39                       -3 -46-51 Tim
-37 Phan           - 60 Vict                                          -19-21-17  zoe 
-54 Ele                  -37 Des
Elemen
E 140x                   F 145x                 G  130x               H 150
-28  ele               -65-60 Ody             -14 Pi                 --30 Vict
- 55                         -45 Des              -22 Des             - 18 Des
-38-25 Ph                                          -69 Gal               - 20 Zoe

I 120x                J  125x                   K  120x               L 155x
-37-59 Zoe         -27-18-3                -39                     -3-47-52-57 Ele
-19 Des           -41 Gal                    -47-51 Ele             
-38 Spy            -10 Tim
                        -35 Zoe
M 130F              N 135x                   O 130 x                P 145x
-29                   -47-27-18 Ele            -124-7 Vict      -31  Zoe
-49 Des                                                                        -62-74 Spy

Reaching the wall was a critera for receiving EXP. 
18th level folks get 8245, the 17th level gets 9481, the 16th level gets 10718

Beginning round 5 - 
Tim-27, Zoe-25, Ody-Pi-23, Vict-22, Des-20, Phant-17,  Gal-16, monst-15, Spy-10, Elemental - 7

Round 5 - Gal-Time Stop cast 3 spells Mage armor, Persis D. Skin, Pers Fox Cunning
Round 6 - 
Round 7 - Time-Cure Mod, Vict-Cure Mass, Des-or of acid, 
Round 8 -  They kill the last, cut their heads off and burn them.
It take 1/2 hr to pile them up and burn them with the elementals and oil from their stores.
Gal casts M. Mansion and they go in. All of them seep well and rememorize new spells.

They heal and rest for new spells. They wait 9 hrs after their 3:00am encounter so they leave the shelter at 11:00 am.
Heros feast, status, 2 Owls insight, 2 bull strenghts, 2xmage armor, pers. 2xDragon skin, fox cunning, cats grace, 2xG.Magic Weapon, Mage armor, enhan. spider skin, 
They ask Spy to take them to where the water is before they get to the wall.
Spy take them to where the water is. It is coming out very poluted with dirt and veg matter.
No rand enc on the way. They get to the stream and talk about what it all means.
They follow the stream up to where it intersects the wall.
In the stream are 10 Gelatinous Cubes. They will attack whatever enters the water.
Phanto summons e. elementals. It tells them they can't enter the city including burrowing etc.
The party gathers at the edge of water and wall. 
They investigate the water and wall, but only a bit. The water is 6' deep and about 15' across.
Vict. Casts mass conviction. They discuss ways to get through
Gal casts Disint. On the briar. It takes 67 HP and summons the Battle Briar 
They spot a Gel Cube in the water. The cubes will attack as soon as the first person.
They rope each other together in a long line. Vict does shield of faith mass.
Ody walks in first Zoe comes next then Tim
The grate is hardness 10 HP 40.
-24 
Init
Vict-27, Phant-26,  Des-24, Ody-23, Pi-22 , Timb, Zoe-19, Gal-17, Monster - 2

Cubes
 A 59              - B 54                  - C 51             - D 54               - E 62
-14 Tim -         -39 Pi                  - 


F 40                  G59                  H 49               I 46                   J 52

Round 1 - Gal  Haste, Glove of frost ody, 
Round 2 - Phant-Easy Trail, Tim-Bull Str, Des-Blink Great, Vict-Recitation, Gal Haste
Round 3 - No Spells.
Round 4 - No Spells
Round 5 - Ody is striking with a sword at the grate. At least 4 of the things must be cut.


Text Account:
Phanto is leader
The grate is hardness 10 HP 40 per rod. 5 must be cut beore 1 person can get through
Bar #1 - -24-27
Bar # 2 - 28-25
Bar # 3 -8-7-8-7-10
Bar #4 - 6-15-23
Bar $5 - 

Init
Vict-27, Phant-26,  Des-24, Ody-23, Pi-22 , Timb, Zoe-19, Gal-17, Monster - 2

Cubes
 A 59x              - B 54x                  - C 51x             - D 54x               - E 62x
-14 Tim -         -39-21 Pi               -26-23-15 Pi     -73 Tim               -31-28-15 Tim
-60 Pi

F 40x                 G59x              H 49x               I 46x                   J 52x
-9 Gal               -19 Gal             -13 Gal            -16 Gal             -15-20-23-20 Zoe
-17 Ar               -16 Ar               -12- Ar             -20 Phant         -12 Ariel
-16 Des            -6 Vict              - 13 Tim          -8 Gal
                        -18 Zoe

Battle Briar HP 342
-44 Vict, -30 Phant


AC 30, 4 Slam +28 2d6+11/19–20 - Grapple +37 - trample 2d6+16
thorns  8d6 points to all within a 10-foot radius (Refl ex DC 33 half).

Round 4 - No Spells
Round 5 - Ody is striking with a sword at the grate. At least 4 of the things must be cut.

They are in the tunnel under the stone wall leading into Myth Andofhaur. They are in 5' of water, hampered by the hanging vines, closed off by a grate at one end, the Battle Briar at the other and Gel Cubes lining the area where they are.

Init Des-25, Zoe, Vict-24, Pi-23, Phant,Tim, Ariel-22, Gal-19, Ody-13, Spy-9, Cube-8, BB-4
Round 6 - Vict-F.Strike, Phant-Command Plants, Gal- The Cubes retreat back into the water to attack by surprise again.
Round 7 - Phant instructs the briar to remove the grate. It doesn't know anything about the grate but it will look. It waits until everone is out of the tunnel before it goes in.
Round 8 - Phant-Resist E. Mass-Acid 
Round 9 - They are going to wait for the monster to do it's stuff.
Round 11 - it gets to the grate and the spell is dispelled by the wall/grate
Round 12 - Des- Vict-Destruction Kills it! Phant Junglerazer
The way is still encumbered by the hanging briars. 
They are heading toward the grate again.

Des, Vict-21, Ariel-, Phant-18, Ody,Tim-17, Gal-15, Zoe, Pi-14,
Round 1 -Gal-M.Missle, Ari-M.Missle
Round 2 -Des, Vict, Phanto-Water Elemental, 
Round 3 - Des-Mmissle, 
Round 4 -10 -  Hacking at the grate
Round 11 Ody goes through the grate
They go out into the park like area on the other side of the hedge.
They walk along the river until they get to 44. They stop to inspect the door that’s overgorwn with bark. The door has 30 HP. -9-12-12- Then they attack the tree. It begins crying that will attract monsters within 4 rounds.
Init
Ody, Vict?-23, Ariel-22, Timber-19, Pi-13, Phant,Des-12, Gal-8, Tree-6
Round 1 Ariel Sprints from under the tree. Ody jumps into the tree, Timber tries and fails, Des moves him aside.
Round 2 - 
Round 3 Gal jumps in, Vict and Phanto run out from under the tree.
Those inside the tree will not look outside for 4 rounds.
Those out (Phant, Zoe, Ariel Vict) from under the tree are within 30' of one another.
Zoe sees a dark rabit and dave sees the mu-spore.


Text Account:
Leader is Ody
Round 3 Gal jumps in, Vict and Phanto run out from under the tree.
Those inside the tree will not look outside for 4 rounds.
Those out (Phant, Zoe, Ariel Vict) from under the tree are within 30' of one another.
Zoe sees a dark rabit and Phanto sees the mu-spore.
Ody, Gal, Tim, PI inside  - Phant, Zoe, Ariel outside
Ody goes down the stairs, Tim shouts to outside to come inside, 
Room 4 is a mushroom farm. 6 Kinds of beneficial mushrooms including ones that glow in the dark.
Zoe goes to the tree and tries to go in.
Ody and Pi go down into the root cellar and look at the 6 kinds of mushroom
Button, Psi, Brown - Madre de Leche
Phanto and Ariel get inside the tree. The Mu Spore will hide on the opposite side of the tree from the door.
They find the way to get to Room 2. Room 2 
Phanto goes down to look at the mushrooms in the celar. The purple glowing mushrooms are "Ladies Light" that will glow for 28 days after they have been picked. The other variety are elf truffles.
They harvest a bunch of the mushrooms.
They go over to the secret door and look down the passage.
In room 2 are furnishings grown by training the limbes into special shapes. Sofa, chairs, tables and shelves all made from trained branches and growing roots. There are cockroaches that eat the dust and keep the place clean. They perfectly blend into the color of the wood room.
3 is a guest room with bunks lining the side of the room with a Glow Knot in the middle of the room.
They find an ancient elf gold coin (200 years after the Dark M.)
They go to the door leading to the stairs up.
The stairs lead up to the short passage in front of room 4.
Gal casts foxes cunning on PI
The tress are immune to the Magic Dead effect.
Room 2 Just inside the door is a Topiary Guafdian - Lion. If the elf words "Lion Defend me" is spoken the plant won't attack.
Pi, Zo Od and PH enter the room
The lion comes alive and chases them out of the room.
They go south
Room 5 is an outside platform covered with leave of the tree and star jasmine blossoms.
They eat lunch there and enjoy it. 
The search the door for traps at Room 3 and doesn't find anything.
Wild Magic areas sparkle in the daylitht and at night.
Ody finds a nut fountain.running with what tastes like dilute maple surrup.
Room 1 is crawling with cockroaches.
The second level has faries as guardians and may decide to mess with the party.

LION TOPIARY GUARDIAN Large Plant
Hit Dice: 10d8+40 (85 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 17 (+2 Dex, +6 natural, –1 size), touch 11, fl at-footed 15
Base Attack/Grapple: +7/+18
Attack: Claw +13 melee (1d6+7)
Full Attack: 2 claws +13 melee (1d6+7) and bite +8 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, merciful, pounce, rake 1d6+3
Special Qualities: Damage reduction 10/slashing, freeze, low-light vision, plant traits, tremorsense 90 ft., vulnerability to fi re
Saves: Fort +11, Ref +5, Will +3
Abilities: Str 25, Dex 14, Con 18, Int —, Wis 10, Cha 1
Skills: Move Silently +10
Feats: —
Environment: Any
Organization: Solitary or garden (2–8)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: — A lion topiary guardian is up to 8 feet long and weighs about 100 pounds.
Combat A lion topiary guardian has the following
Special Attacks: Improved Grab (Ex): To use this ability, a lion topiary guardian must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can rake on subsequent rounds.
Pounce (Ex): If a lion topiary guardian charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +13 melee, damage 1d6+3.


Text Account:
Odyr is leader.
The second level has faries as guardians and may decide to mess with the party.
They are in the passageway leading to rooms 9 and 12.
Room 9 the door has been destroyed. The zombies will rise up from behind a leafy bower where the treasure is hidden.

4 MHORAG
HP  - 14d12+0=94x         - 14d12+0=91x        - 14d12+0=81x        - 14d12+0=106x        
In it.  1d20+9=28           - 1d20+9=15             - 1d20+9=14              - 1d20+9=12
-44 Ody                          - Ar                             -11 Pi                        -32-24 Pi
-39 Pi                              -39-56 Ody                  -7 Gal                       -4 Phanto
-10-8 Ariel                       -                                   -27-16 Ariel              -56 Ody
                                                                         - 6 Phant
                                                                          -28 Tim

Ody-27, Gal-24, PI, Vict-21, Tim-20,  Ari-15, Phant,Des 12
Round 1  - Des is paralized 2 
Round 2 - Gal is paralized for 4 rounds
Round 3 - 
Round 4 - The Mhorag are dead... again!
They move on to room 12
Room 12 - Flute of charming that wont work because it's in a magic dead area
They leave and go toward the T intersection. Then turn south
The grig throws his voice down the corredor they came from.




Asdf


Text Account:
Timber is leader
They move on to room 12
Room 12 - Flute of charming that wont work because it's in a magic dead area
They leave and go toward the T intersection. Then turn south
The grig throws his voice down the corredor they came from near room 12.
They are standing in front of room 0 when they hear the laughter of the Grig thown from the N. passage where he is hiding. He will follow them at a distance out of sight in the darkness.
Room 10 A 870year old bottle of Elven wine and an ever flaming cut glass sconce. The room was a bed room and has a rased area of branches with the remains of cotton and straw that was a matress.
Zoe has a bullseye lantern the front 3 goes in room 10.
They search for stuff for 10 min. The cut glass sconce is perpetual light and wi 4.5' high and 20lb.
Room 14 Jewlery making room.
Ruby and amber and gold, silver, copper, bronze, iron, platinum, coal, Wood power 2 emptys.
Powdered coal, ring and powderd coal.  Inside the desk cabinet.
They move on to room 11
The scrolls are inside a wax sealed, bamboo tube with Hingmafiha - the name of a mage that fogot his spells in the broken crate.
Room 3 Green Glowing wooden pillar of plant protection.
Gas does 2 d12 dam aat DC 35 and -3 to con if second fails at DC 20
When he touches the glowing wood, it makes anytghing carried outside of a container become a living plant of what ever tyupe is was
Locate trap is DC30 to find and DC 20 to pick open. No trap. Emptied room. Has heavey shelves made of large branchs. They meet Frig.



GRIG - Firgh
Tiny Fey
Hit Dice: 1/2 d6+1 (2 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 40 ft. (poor)
Armor Class: 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 16
Base Attack/Grapple: +0/–11
Attack: Short sword +6 melee (1d3–3/19–20) or longbow +6 ranged (1d4–3/×3)
Full Attack: Short sword +6 melee (1d3–3/19–20) or longbow +6 ranged (1d4 3/×3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Spell-like abilities, fiddle
Special Qualities: Damage reduction 5/cold iron, low-light vision, spell resistance 17
Saves: Fort +1, Ref +6, Will +3
Abilities: Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14
Skills: Craft (any one) +4, Escape Artist +8, Hide +16, Jump +3, Listen +3, Move Silently +8*, Perform (string instruments) +6, Search +2, Spot +3
Feats: DodgeB, Weapon Finesse
Environment: Temperate forests
Organization: Gang (2–4), band (6–11), or tribe (20–80)
Challenge Rating: 1
Treasure: No coins; 50% goods; 50% items
Alignment: Always neutral good
Advancement: 1–3 HD (Tiny)
Level Adjustment: +3 This tiny being has a humanoid head, torso, and arms, with the wings, antennae, and legs of a cricket.
Grigs are mischievous and lighthearted. They have no fear of larger creatures and delight in playing tricks on them. Favorite pranks include stealing food, collapsing tents, and using ventriloquism to make objects talk.
Grigs can leap great distances. They have light blue skin, black  hair, and brown hairy legs, and usually wear tunics or brightly colored vests with buttons made from tiny gems.
A grig stands 1-1/2 feet tall and weighs about 1 pound.
Grigs speak Sylvan. Some also speak Common.
Combat Grigs are fierce by sprite standards, attacking opponents fearlessly with bow and dagger.
Spell-Like.
Abilities: 3/day disguise self, entangle (DC 13), invisibility (self only), pyrotechnics (DC 14), ventriloquism (DC 13).
Caster level 9th. The save DCs are Charisma-based.
Fiddle (Su): One grig in each band carries a tiny, grig-sized fiddle. When the fiddler plays, any nonsprite within 30 feet of the instrument must succeed on a DC 12 Will save or be affected as though by Otto’s irresistible dance for as long as the playing continues.
The save DC is Charisma-based.
Skills: Grigs have a +8 racial bonus on Jump checks.
*They also have a +5 racial bonus on Move Silently checks in a forest setting.:



MU SPORE Colossal Plant  
Hit Dice: 35d8+315 (472 hp)    
Initiative: +5 (-3 Dex, +8 Superior Initiative)    
Speed: 40 ft.    
AC: 27 (-3 Dex, -8 size, +28 natural)    
Base Attack/Grapple: +26/+55   
Attack: Tendril +31 (2d6+13/19-20) melee   
Full Attack: 4 tendrils +31 (2d6+13/19-20) melee, 1 bite +26 (4d6+6/19-20) melee   
Space/Reach: 30 ft./30 ft.    
Special Attacks: Spore cough, improved grab, swallow whole    
Special Qualities: Acid resistance 20, blindsight 210 ft., DR 10/epic, fast healing 10, plant traits, sticky   
Saves: Fort +28, Ref +8, Will +20    
Abilities: Str 36, Dex 5, Con 29, Int 18, Wis 28, Cha 28    
Skills: Bluff +47, Diplomacy +13, Gather Information +13, Hide +35, Intimidate +13, Jump +13, Knowledge (local, nature) +42, Listen +47, Spot +47   
Feats: Cleave, Great Cleave, Improved Critical (bite), Improved Critical (tendril), Improved Initiative, Lightning Reflexes, Power Attack   
Epic Feats: Epic Reflexes, Epic Toughness (x3), Superior Initiative   
Climate/Terrain: Any    
Organization: Solitary, pair, or polyp (3-7)    
Challenge Rating: 21    
Treasure: Standard    
Alignment: Usually chaotic neutral    
Advancement: 36+ HD (Colossal)    

Mu spores speak Common and Terran.

A mu spore’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
COMBAT

Spore Cough (Su): Once every 1d4 rounds a mu spore can release a cloud of burrowing spores. This spore cough is treated as a 100-foot-cone breath weapon. The burrowing spores deal 20d8 points of Damage to all creatures and structures in the area, or half Damage to any creatures that make a Reflex save (DC 36). The DC is Charisma-based.

Improved Grab (Ex): If a mu spore hits with a tendril, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Improved grab works only against Gargantuan and smaller opponents. The mu spore has the option to conduct the grapple normally, transfer the victim to its mouth as a free action, or simply use its tendril to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals the Damage given for the tendril.

Swallow Whole (Ex): If the mu spore begins its turn with an opponent held in its mouth, it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey and the opponent takes bite Damage. A swallowed creature takes the twice the Damage given for the mu spore’s bite every round. A swallowed creature is considered grappled, while the creature that did the swallowing is not. A swallowed creature can try to cut its way free with any light piercing or slashing weapon, if it can deal 33 points of Damage in this fashion, or it can just try to escape the grapple. If the swallowed creature chooses the latter course, success puts it back in the mu spore’s mouth, where it may be bitten or swallowed again.

Sticky (Ex): Sticky tendrils cover a mu spore, many more than the four main tendrils it uses for combat. Any creature that touches or successfully attacks a mu spore with a melee weapon is subject to a free improved grab check by the mu spore, as if the mu spore had successfully attacked the creature with a tendril. A creature wielding a melee weapon must immediately relinquish its grip on its weapon, or proceed with the grapple check. If the subject relinquishes its grip on its weapon, the weapon is swallowed the following round. Creatures who attack the mu spore in melee without a weapon they can release (such as those with natural attacks only) do not have this option.

Plant Traits: Immune to poison, sleep, paralysis, stunning, and polymorphing; not subject to critical hits or mind-affecting effects.


Text Account:
Timber is leader
The last game was almost a month ago, so I'm a little mystified about what's up.
They are in room 6 first floor of Tree 27 (41 on the map).
They are in the staicase room level 1-6.
Room 9 is a room full of stuffed pets from the elven owners. There are motheaten dogs, llamas, cats and a frog that have been much damaged by their age.
Pi and Des check for traps at #9
Timber opens door to 9. Timber casts 2bull str. Des casts m. armor, 
They go to room 4 Empty except for a sandy floor. Desicated Cat scat.
They move through the room searching as the go. They find no treasure (other than scat!)

Room 8 is a bunk room 6'x15' houseing 12.
Secret word for room 3 is "Heads up!". Theyfind a scroll case with awsome lettiering but notheing inside"The Secret of the universe!" in Abysmal. Made of a human femur closed with platnium joints worth 150gp.
Room 7 - Erefugee portrates.
Room 5 1 Grey Render 150gp
-
Pisheo is attacked  as Timber opens it.

Render rolls init 3 - 144
-40-44 Tim, -41-47 PI, -26 Des, -56 Ody, minus10, -Pi-17 Gal
Room 5 Phanto finds treasure 8000 SP

Vict-25, des-22, ody, tim= 21 - Pi-14, Phant-13 Gal-12
 
They rest in room 5
They spend the night and there are no encounters.l


GRAY RENDER
pictLarge Magical Beast Hit Dice: 10d10+70 (125 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 19 (–1 size, +10 natural), touch 9, flat-footed 19 Base Attack/Grapple: +10/+20 Attack: Bite +15 melee (2d6+6) Full Attack: Bite +15 melee (2d6+6); 2 claws +10 melee (1d6+3) Space/Reach: 10 ft./10 ft. Special Attacks: Improved grab, rend 2d6+9 Special Qualities: Darkvision 60 ft., low-light vision, scent Saves: Fort +14, Ref +7, Will +4 Abilities: Str 23, Dex 10, Con 24, Int 3, Wis 12, Cha 8 Skills: Hide +2, Spot +10, Survival +3 Feats: Cleave, Power Attack, Improved Bull Rush, Track Environment: Temperate marshes Organization: Solitary Challenge Rating: 8 Treasure: None Alignment: Usually neutral Advancement: 11–15 HD (Large); 16–30 HD (Huge) Level Adjustment: +5 (cohort)

A gray render stands about 9 feet tall in spite of its hunched posture and is about 4 feet wide. It weighs about 4,000 pounds.

Gray renders are never found in groups. Each of these asexual creatures produces one offspring and carries it for a time in a pouch, but thereafter the young render must fend for itself.

A unique quality of the gray render is its tendency to bond with, protect, and provide for another creature (or group of creatures) native to its surroundings. Whether accepted or not, the render always attempts to remain fairly close, watching over its adopted charge(s) and daily bringing an offering of meat. It never willingly harms adopted creatures and retreats if they attack it.
COMBAT

A gray render attacks to kill, whether to bring down prey or to protect itself or those it has adopted. When hunting, it sometimes attempts to hide and wait for prey to wander close.

Improved Grab (Ex): To use this ability, a gray render must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Rend (Ex): A gray render that wins a grapple check after a successful bite attack establishes a hold, latching onto the opponent’s body and tearing the flesh. This attack automatically deals 2d6+9 points of damage.

Skills: Gray renders have a +4 racial bonus on Spot checks due to their six keen eyes.



Asdf


Text Account:
Gal is leader.
They rest in room 5
They spend the night and there are no encounters.
Vict Status, Heros feast - Phant 2 Owl's Insight and those on the marching order.
Phanto does a commune with nature and is transported to the nature and is not breathing the last minute of the 10 that the spell lasts.
Phanto does Treasure Scent.
They decide to head out of the tree and head on toward the cancer.
When they get outside they are met by Spy and Frig.
They head off to Tree 40. No encounters. This is tree 43.
The entrance to 43 is from underground..
While searching around 43 they don't go in, 
Phanto turns into a fast fluyiing insect eathing bird to search. 
It takes a spot hidden roll of 30 (to room 6).
They find the iron bars and a Knock opens the shutter onto room 2-2 where the iron bars are. Phanto birdlike goes down the stairs to 1-2..Gal does Prying Eyes greater and searches inside a bit and all over the outside of the tree.
Phanto turns into a racoon to open the doors to Rm 1-2.,
4th floor is all stained glass that looks like the bark of the tree.
Tree 38 - They find the door (in room 2).
Spot on 25 to find the s. door and a roll o DC 30 to find the lock. DC 25 to open lock on the front door.
Gal casts a Knock on the door.
They go into room 1-2. They find the trip in the NE 
They look down all the hallways off of room 2.
In room 3, Ody opens the door to the 
Dread Wraith HP 122
    -                       -55-38 Ody
                            -15-15 Ariel
                            -21 Gal
Ody 25, Gal-20, Ariel-18, Wraith-18,  Vict-15, Phant-12
Round 1 Ariel-M.Missle, Phant-F.Fire, 
Round 2 Gal - M.Missle

They kill the critter.


Text Account:
Lucy (Vict) is leader
Tree 38, 1 - 3
They kill the critter.
Theysearch around for S. doors. There are none. They spend a day resting in Room 3.
Spells cast Restoration on Ody, Status all around, Heros feast.
Hear roll on 21 on listen to detect buzzing outside the door.
Quickly, they opent the door without listening. It is erely silent outside.
Its 2:00 afternoon.

There are 4 swarms of hell wasps outside the tree waiting to attack the party.

4 Hellwasp Swarms
93x          102,            123x,                    111x
- Ody       -26 Des       -26 Vict                -80 Vict
-72 Gal    -28 Gal        -47-125 Gal          -50 Des
- 8            -8 Des        
-20 Gal     -50 Des
2 can attck in the first round. The other will join every 2 rounds.
"Nature is as nature does but magic trumps magic"
Gal casts a haste on everyone. They run out of the tree and head for the Ruin.

Init. Swarm-25, Ody, Vict-23, Gal-21,  Des-13
Round 1 - Wind Wall - Vict, and Gal they make a wind passage way 300' long!
Round 2 - They run really fast!
Round 3 - Vict-Wind Wall, Ody runs out, Gal does Wind Wall w/Vict. Des-Running.
Round 4 - Ody fires at the bugs, Gal does Sint. Sphere, 
Round 5 - Vict casts W.Wall again (sausage!). Gal  - Flame Sphere, 
Round 6 - Vict does another W.Wall in the Wild Magic area and it makes a really wimpy wall.
Gal does Sint. Sphere
Round 7 - Vict. - Gal-Lightning Sphere, Des-F.Ball
Round 8 - Vict - Gal - Ball Lightning
Round 9 - Vict - F.Strike, Gal - Ball Light., Des-F.Ball
Round 10 - Vict - They kill the last of the swarm.

They do the "hustle" off to the Ruins. 

The ruins are a standing circle. There are numberous opening to underground but there are many random magic items withing the Wild Magic area. Any stone when touched will fire off a Wild Magic Effect.



HELLWASP SWARM
Diminutive Magical Beast (Extraplanar, Evil, Swarm) 
Hit Dice: 12d10+27 (93 hp) 
Initiative: +10 
Speed: 5 ft. (1 square), fly 40 ft. (Good) 
Armor Class: 20 (+4 size, +6 Dex), touch 20, flat-footed 14 
Base Attack/Grapple: +12/— 
Attack: Swarm (3d6 plus poison) 
Full Attack: Swarm (3d6 plus poison) 
Space/Reach: 10 ft./0 ft. 
Special Attacks: Distraction, inhabit, poison 
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., hive mind, immune to weapon damage, resistance to fire 10, low-light vision, swarm traits 
Saves: Fort +10, Ref +14, Will +7 
Abilities: Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9 
Skills: Hide +19, Listen +10, Spot +10 
Feats: Ability Focus (poison), Alertness, Improved Initiative, Iron Will, Toughness Environment: A evil-aligned plane 
Organization: Solitary, fright (2–4 swarms), or terror (5–8 swarms) Challenge Rating: 8 Treasure: None Alignment: Always lawful evil Advancement: None Level Adjustment: —

A single hellwasp resembles a thumb-sized normal wasp, except its carapace is gleaming black with ruby-red stripes, and its compound eyes are an iridescent green. In swarms, hellwasps form a collective hive mind intelligence with infernal cunning and bloodlust.
Combat

Like any swarm, a hellwasp swarm seeks to surround and attack any living prey it encounters. A swarm deals 3d6 points of damage to any creature whose space it occupies at the end of its move. The swarm can take over the bodies of its prey and infest both the living and the dead, using them as horrible living (or unliving) puppets to accomplish acts of wickedness that a swarm of insects could never attempt.

A hellwasp swarm’s attack is treated as an evil-aligned weapon and a magic weapon for the purpose of overcoming damage reduction.

Distraction (Ex): Any living creature that begins its turn with a hellwasp swarm in its space must succeed on a DC 18 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Inhabit (Ex): A hellwasp swarm can enter the body of a helpless or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large (although four swarms working together can inhabit a Huge creature). The swarm can abandon the body at any time, although doing this takes 1 full round. Any attack against the host deals half damage to the hellwasp swarm as well, although the swarm’s resistances and immunities may negate some or all of this damage.

If a hellwasp swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a zombie of the appropriate size for as long as the swarm remains inside. If a hellwasp swarm inhabits a living victim, it can neutralize the effects of its own poison and control the victim’s movement and actions as if using dominate monster on the victim. The hellwasps quickly consume a living victim, dealing 2d4 points of Constitution damage per hour they inhabit a body. A body reduced to Constitution 0 is dead.

A hellwasp-inhabited creature is relatively easy to spot, since its skin crawls with the forms of insects inside. The swarm is intelligent enough to attempt to hide beneath loose clothing or a large cloak to keep its presence from being detected. The swarm can attempt a Disguise check to conceal its inhabitation of a host, with a –4 penalty if currently inhabiting a Small host.

A remove disease or heal spell cast on an inhabited victim forces the hellwasp swarm to abandon its host.

Poison (Ex): Injury, Fortitude DC 18, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.

Hive Mind (Ex): Any hellwasp swarm with at least 1 hit point per Hit Die (or 12 hit points, for a standard hellwasp swarm) forms a hive mind, giving it an Intelligence of 6. When a hellwasp swarm is reduced below this hit point threshold, it becomes mindless.


Text Account:
After the adventure at Mt. Madonna
They are in the strong magic area near tree 41.
Des and Gal fly up to scout things out. The Hydras have disappeared. The ravens are on the amphitheatre and agitated..
The party moves W. toward the amphia theatre through the Wild Magic area where the stone circle is.
They get to the river and see a light rabit on the other side,.
They look for a good place to cross.
Spy joins them at a wide spot in the river just S. of the Stong Magic area.
Timber goes crockodile and dives into the river.
The rest of them get on their horses and ride acorss the fiver.
The Pterdadactal sent by Hu. With a  planatar flies overhead and drops it to them.
They are running away on their horses and Spy toward the west.
Divination - Beneficial to bring the sphere with you. Knowledge is a dangerous thing. To much knowledge can foresight bring.
Ody is magic jared and the Hu. Occupies his body. He want to observe the party and try to find out what will drive them away.
Phanto follows the Pter. Back to tree 11. And sees it fly into the branches. The raves on the ruined amp. Fly after hime but wil not attack as soon as they see the rest of the party nearby.
They get to the amphatheatre.
The Octypus trees attack!

Inititive
Tim-26, Ariel-24, Spy-23, Des-22, Phant-Gal-19, Vict-17,  Ody-14, Zoe-13, Pi-12,
Trees 
A  215  Init=6            155 -  Init=7                164 - Init=20
-55 Ody
- Zoe
-24 Tim
-24 Pi
Regen +15

Round 1 - Phanto flying, tree 2 moves toward them. Tree 1 arrives! Gal-Greater Invisiblibity, Des-Blink Greater, On horse Zoe, and  Des turns off their horses
Ariel and PI are grappled
Round 2 - Time stop. The second arrives and the third is on the way.


Text Account:
Phanto-Leader
17th aniversity for Lisa and I!
From last week.
Trees 
A  215  Init=6 x            155 -  Init=7 x             164 - Init=20
-55 Ody                       -33 Pha                      -37 Des
- Zoe                           -142 Gal                     -35 Vict
-24 Tim                                                          - 54 Spy
-24 Pi
Phan-65
Vict-48
Regen +15

Round 1 - Phanto flying, tree 2 moves toward them. Tree 1 arrives! Gal-Greater Invisiblibity, Des-Blink Greater, On horse Zoe, and  Des turns off their horses
Ariel and PI are grappled
-----Time Stop
Des-28, Ariel, Phant, Pi-24, Vict-23, Tim-22, Spy-17, Gal-16, Ody-12, Tree 16, tree 2-2
Round 2 - The second arrives and the third is on the way.Phanto flys and casta Junglerazor, Vict-Destruction, 
Round 3 - Ariel - Fly up, Phanto-Diminsh Plant, Vict.-Destruction, Tim-Heal pi, 
The Plant flees for a minute to regain HP He will bring 2 more with him. 
They continue toward the Ampihtheatre.
It's about 3:00 when they head back to the Stonehenge Temple
They are searching the area for 5 minutes. The Tress will all attack at once in 3 minutes.
Rnd  - Healing 2 rounds

Init- Gal,Tim-21, Ody-20, Spy-18, Des,Vict-15, Ariel-14, Pi-13, Phan-12
A  215  Init=3 -12 -7-13 Str           B 155 -  Init=5 -9 StrX        C 164 - Init=5-Moonbolt (-14-9 Str)X
-29-11-44 Ody                             -55-76  Gal                         -33-17 Ody
-15 Des                                       - Ody                                   -55-48 Spy
-39-35 Pi                                      -40 Tim                               -30 Gal
-15 Phan                                                                                  -55 Phant

Round 1 - Gal - Cone O Cold, Des-F.Ball, Vict-Moonbolt
Round 2 - Gal-Chain Light(b), Timber goes tit mouse, Des-Enfeble
Round 3 - Des-Grap, Gal-Scorch, Tim-Cure on Pi, Vict-Heal on self, Ariel move toward the healing temple, 
A retreates into a thistle bush. Des blasts that plant to smithereens (-60HP)
They cast fly spells healing Etc. for 2 rounds then they fly  back to stonehenge rocks.
The Evil barrier cleanes Ody from his possession.
Ody's stag goes away and he falls but Gal does a F.Fall on him.
Time Stop where Ody is fine but unconsious.


Text Account:
Leader is Phanto
3rd Level Room 2 - Shadow Mastif AC 18 - HD 4 (30) Born from eggs inside this room
Init. - Des-28, Gal-25, Vict-23, Ariel-22, Tim--19, Pi-17, Pha-15
         A 9-34X,      B 15-23X,          C 16-35X           D 23-45x
               -20       -20 Gal                -13 Ariel           -13 Pi
             -42 Tim   -34 Pi                  -11 Tim            -35 Tim
                                                       -22-20 Des
Round 1 - Des-Dolorous Blow, Gal-L.Bolt, Vict-Conviction Mass,  
Roiund 2 - Des searching for traps, Gal-Greater Prying eyes, Vict- looking in the room, 
They are searching the room.
The move to room 4 on 3rd level Bark skin, 
Room 4 empty, lots of funising fregments. They search but find nothing.
Level 3 room 3
They enter through the secret door from room 5
Room 3
12 Monstrous Scorpion AC 20
Room 3
12 Monstrous Scorpion AC 20


Init Gal, Vict-27, Pha, Pi-25,  Des-23,  Tim-17,  Ariel 16


HP=80X           =82X             =85x                    =69x             =77X          =75X  
AC=13              =14             =2                      =17              =13             =16
- 12 Pha         - 12 Pha       - 12 Pha            -14-33 Tim     -50 pi         -39 Gal
-21-21 Ari        -39 Gal         -39 Gal             -39 Gal         -39 Ga         -64 Pi
-79 Gal            -11-15 Arie    -15-17-16 Ph

HP=69X- Dazed           =74X-Dazed               =68X               =70x               =82X              =89        
AC=2                             =5                             =4                 =16               =13               =15   
- 12 Pha                        - 12 Pha                 -39-13 Gal       -39-31 Gal     -39 Gal         -39 Gal
                                      -13-18-17 Gal         - Tim               - Tim              -32 Tim         -60 Tim
                                      -45 Pi                          -23 Des                                 -15 Des
Round 1 - Ph-Frostbreath, 
Round 2 - Gal-Chain Light. Pha-S.W.Animal, 
Round 3 - Gal.-SchorRay, Des N,Nujsskm, Pha-Flame Blade
Round 4  - The last scorpion goers down.


Monstrous Scorpion, Huge
Huge Vermin	10d8+30 (75 hp)	+0	50 ft. (10 squares)	20 (–2 size, +12 natural), touch 8, flat-footed 20	+7/+21	Claw +11 melee (1d8+6)	2 claws +11 melee (1d8+6) and sting +6 melee (2d4+3 plus poison)	15 ft./10 ft.	Constrict 1d8+6, improved grab, poison	Darkvision 60 ft., tremorsense 60 ft., vermin traits	Fort +10, Ref +3, Will +3	Str 23, Dex 10, Con 16, Int —, Wis 10, Cha 2	Climb +10, Hide –4, Spot +4	—	Warm deserts	Solitary or colony (2–5)	7	1/10 coins; 50% goods; 50% items	11–19 HD (Huge)Giant 

Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.
Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.
Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.
Poison (Ex): A monstrous scorpion has a poisonous sting. The details vary by the scorpion’s size, as follows. The save DCs are Constitution- based. The indicated damage is initial and


Dread Wraith
Large Undead (Incorporeal)	16d12 (104 hp)	+13	Fly 60 ft. (good) (12 squares)	25 (–1 size, +9 Dex, +7 deflection), touch 25, flat-footed 16	+8/—	Incorporeal touch +16 melee (2d6 plus 1d8 Constitution drain)	Incorporeal touch +16 melee (2d6 plus 1d8 Constitution drain)	10 ft./10 ft.	Constitution drain, create spawn	Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft., undead traits, unnatural aura	Fort +5, Ref +14, Will +14	Str —, Dex 28, Con —, Int 17, Wis 18, Cha 24	Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion) +22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6 following tracks)	AlertnessB, Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack	Any	Solitary	11	None	Always lawful evil	17–32 HD (Large)	—
Wraiths are incorporeal creatures born of evil and darkness.

In some cases, the grim silhouette of a wraith might appear armored or outfitted with weapons. This appearance does not affect the creature’s AC or combat abilities but only reflects the shape it had in life.

A wraith is about as tall as a human, while a dread wraith is roughly the size of an ogre. Since both are incorporeal, they are weightless.

Wraiths speak Common and Infernal.
COMBAT

Both the wraith and the dread wraith share the following abilities.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.
WRAITH

Constitution Drain (Su): Living creatures hit by a wraith’s incorporeal touch attack must succeed on a DC 14 Fortitude save or take 1d6 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the wraith gains 5 temporary hit points.

Create Spawn (Su): Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
DREAD WRAITH

The oldest and most malevolent wraiths lurk in the depths of forgotten temples and other forsaken places. They can sense the approach of living creatures, and hunger for them. Despite its size, the dread wraith possesses unearthly quickness, and makes use of its Spring Attack feat and natural reach to strike with deadly effect and melt back into the shadows - or the walls.

Lifesense (Su): A dread wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.

Constitution Drain (Su): Living creatures hit by a dread wraith’s incorporeal touch attack must succeed on a DC 25 Fortitude save or take 1d8 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the dread wraith gains 5 temporary hit points.

Create Spawn (Su): Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
WYVERN



asdf


Text Account:
Leader is Gal
Level 3 room 3 - They enter through the secret door from room 5
Room 3- 12 Monstrous Scorpion 
After the battle, they are dissecting the bodies for the poison sacks.
They are surrounded in the small body by the bodies of the giant insect.
Ody is back and give them his info about Turaha.
They are headng out of the tree.
Once on the ground floor, they cast some spells - Tim-21 barkskin, Phant-Bark skin and Owls Insight, Ariel-Buill Strength,
6 Greenvise plants are growing outside the door of the Tree 11 (43)

 - 12d8+48=89X          - 12d8+48=94x         - 12d8+48=102x         - 12d8+48=103x         - 12d8+48=107x         - 12d8+48=99x     
-14-34 Pi                        -78- Gal                  -19-58-29 Ody                - 65 Zoe                      -30 Tim                     -53 Pi
-14-43 Ari                                                                                       -52 Gal                        -57 Zoe                         - Tim -79 Ody
-9 Tim                                                                                                                                -42 Ariel                        -18 Ariel


Init - Zoe-23,  Ariel-21, Pi-19, Phan, Ody, Tim-18, Gal-15,  Plants-14

Round 1 - Phant-Resist Eng. Mass
Round 2 - Ariel-ScorchRay,  Speak W Plant, Phant
Round 3 - Phanto Gusts-Blows away the fog
Round 4 - The last one fallls
It's about 2:00 afternoon and a beautiful day in mid-spring. They talk to the Tree (Sunset) and it wishes them well.
They do some healing just outside the tree. The crows overhead fly away toward the tree next to them (10).
They attack the crows

Aries-27, Ody, Tim-24, Gal, Pi-23, Zoe-22, Phanto-18
1d8+3=6x       - 1d8+3=7x         - 1d8+3=9         - 1d8+3=8         - 1d8+3=4        
-7 Ariel            -7 Ariel                 -15 Ody            -18 Ody            -11 Ody
 - 1d8+3=7        - 1d8+3=9         - 1d8+3=5         - 1d8+3=8         - 1d8+3=10
-11 Ody             - 12 Ody           -10 Tim                 -7 Tim            -2-5-2 Gal
They look at the river. Phant casts camo on them.
They get acorss the river. Do they see the Thistles? DC 28. Yes, Phanto does. They discuss what to do to keep the long worms from attacking.

Ody fires at the thistles xxx. They decide to move across the meddow without killing the thistles. They move forward and attack some more.  The abandon their attempt to avoid them and Ody gets out his ax to cut them down.
One of the Octopus Plants attack them. Its 50' away.

Asdf


Text Account:
Timber is leader
They are in the meadow between the river and the Ampitheatre (area 12)
They are being attacked by a Ocatpus tree
HP 145    Init 9
Ody-40, Des-42, Tim-11, Pi-17, Ariel-16, Gal-72, 79, 73

Init Ody-27, Des, Phanto, Tim-25, Zoe-23, Pi,Vict, Ariel-22, Spy-20,  Gal-14,
Round 1 - Des-F.Ball, Phan-P.Stag, Vict-Conviction Mass, Ariel-M.Missle, Gal-Time Stop, Chain l. Field of Raz, Ball Light
They do over 250HP in 1 round!
Gal does a haste on the party
They keep on toward the building
They are moving at normal speed and stopping at 50'. They spot a thistle at DC 25. It will take 10 of these to get to the ruins.
There are 4 140, 200, 170, 190'
Des F.Balls near thistle, Ody fires arrows, 

Trees A 154 - Init 6                B - 123 - Init 15
Ariel - 25                                  Vict-20 Str, Ody-58, Des-60,Tim-16, Zoe-40
Phant-100 
Gal-10
Init Ariel-23, Vict-17, Ody-16, Phan-15, Gal, Des, Tim-13, Zoe-12, Pi-10, Spy-5
Round 1 - Vict - Moonbolt, Phant-Junglerazor, 
They kill both in one round!
There are 2 in the areaThey move 50'. They kill them both
They move 50' spot at DC 23. There is only 1. They avoid it easily.
They move 50' There are 4 DC 20 to spot. 
Move again There are 4 DC 20
Move again 2 at a DC 25
They move again 3 at DC 20 - All 3 are spotted, all are dispatched
That is the last of them!
They move into the cobblestone area that surrounds the Ampi.
Phant casts a Camo. Mass and they move forward toward the building
Gal casts invis. Sphere.

They move toward room 10 - Jewlery - Major Undead guarding what remains of the Jewlery Store stock.
Ornate picture of dwarven miners on door
DC 35 Lock - Dispell Magic at level 12
DC 30 Electrical Trap (8d10) on opening the door.
12 Catrydid Guardians


Room 11 - Latheandel Forest Food
The door is locked DC 20 but untrapped.
Breached Room - Remains of a kitchen with 3 magical cooking items. 
2 Automatic skillets, These are not rusted while everything else in the room is.
Everburning charcoal, 

Zoe opens the door. They move into the room take a wuick look and pass through toward the seats.
The move back through the door they came through in 11 and move back to the Room 10 door.

The go to the area between 8 and 9
The Hellwasps and Bears (2) are attacking
Time Stop


	Legendary Bear
Large Animal
Hit Dice:	20d8+140 (230 hp)
Initiative:	+6 (+2 Dex, +4 Improved Initiative)	
Speed:	50 ft.
Armor Class:	21 (-1 size, +2 Dex, +10 natural)	
Base Attack/Grapple:	+15/+32
Attack:	Claw +27 (2d6+13) melee	
Full Attack:	2 claws +27 (2d6+13) melee, bite +22 (4d6+6) melee	
Space/Reach:	10 ft./5 ft.	
Special Attacks:	Improved grab	
Special Qualities:	Scent	
Saves:	Fort +19, Ref +14, Will +11
Abilities:	Str 36, Dex 14, Con 24, Int 2, Wis 16, Cha 12	
Skills:	Climb +15, Jump +21, Listen +14, Spot +14, Swim +20	
Feats:	Alertness, Athletic, Endurance, Improved Initiative, Iron Will, Run, Track	
Climate/Terrain:
	Any forest, hill, mountains, plains, and underground
Organization:	Solitary or pair
Challenge Rating: 	9
Treasure: None

Alignment	Always neutral
	
Advancement:
	21-40 HD (Large)
	




asdf


Text Account:
The Leader is Timber
The go to the area between 8 and 9
The Hellwasps (8) and Bears (2) are attacking

Hellwasp Swarms
Hit Points:    - 12d10+27=84x         - 12d10+27=88x         - 12d10+27=77x         - 12d10+27=100x        
Inititive         - 1d20+10=15            - 1d20+10=17             - 1d20+10=12         - 1d20+10=16        
Hiden behind wall
                     - 45-45 Gal              -45 Vict                    -45                               Flew off?
                    -59                            -72 Ariel                    - 4 Ody
                    -12 Phan BlownBack-                                -10 Pht
                                                      -30 Des
 
Hit Points:  - 12d10+27=99 x        - 12d10+27=100   - 12d10+27=81x    - 12d10+27=87x
Inititive:     - 1d20+10=28         - 1d20+10=28         - 1d20+10=28         - 1d20+10=28

 Gal              -4                          29                           29                            29
Des             45                          45                           45                            90
Ariel            24x3                       Vict Drive off          -30 Gal

Legendary Bears

Hit Points - 20d8+140=241x         - 20d8+140=230x     
Inititive     - 1d20+6=16               - 1d20+6=25    
                 -45 Des                        -46-61 Tim
                -42-78-68 Pi                       -18-52-53 Spy
                -74 Ody                        -14 Str Des
                -10 Str -25 Ariel            -Slowed Phant
                                                    - 90 Des
                                                     -24-24-24 Phant
Inititive: 
Gal-27, Tim-25, Phant-21, Ariel - Des-19, Vict-15, Pi-14, Spy-13, Ody-10
Round 1 - Gal-Wall of Fire, Des-F.Ball, Ariel-Scor.Ray. Vict-Jade Insects.
Round 2 - Gal.-IceStorm, Ariel-Ray.Of Enf on bear, Des-Emp.Enf, 
The Bugs are defeated!
Round 3 - Ariel-M.Missle, Des-E.F.Ball, Vict-Healing, 
The bears go down. 
Round 4 - 10 Discussing the plan
Round 5 - 10 More planning
Round 11 - Wall of Fire disperssed - Vict-F.Strike, Gal-Cone o Cold, Des E.F.Ball,  Ariel-ScorRay, Phant-Gust o Wind
Round 12 - Gal-ConeOCold, Phant-Frost Breath, Des-F.Ball, Vict-Insect Command 
They kill all the bugs.
Its about 3:30
They cast healing spells  Phant. Casts TreasureScent
They move into Room 8 - 
Des does Det. Mag (15 min)
They move quickly into room 9
The 4 Hydras arrive!
They search Rm. 9 for 10 Minutes
Phant and Des go to the opening to guard and check things out and see the Hydras.


HELLWASP SWARM Diminutive Magical Beast (Extraplanar, Evil, Swarm)
Hit Dice: 12d10+27 (93 hp)
Initiative: +10
Speed: 5 ft. (1 square), fly 40 ft.
Armor Class: 20 (+4 size, +6 Dex), touch 20, flat-footed 14
Base Attack/Grapple: +12/—
Attack: Swarm (3d6 plus poison)
Full Attack: Swarm (3d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, inhabit, poison
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., hive mind, immune to weapon damage, resistance to fire 10, low-light vision, swarm traits
Saves: Fort +10, Ref +14, Will +7
Abilities: Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9
Skills: Hide +19, Listen +10, Spot +10
Feats: Ability Focus (poison), Alertness, Improved Initiative, Iron Will, Toughness
Environment: Bleak Eternity of Gehenna
Organization: Solitary, fright (2–4 swarms), or terror (5–8 swarms)
Challenge Rating: 8
Treasure: None
Alignment: Always lawful evil
Advancement: None
Level Adjustment:— An angry buzz fills the air around a darting cloud of thousands of ruby-red insects.
Hellwasps are vicious, foul-tempered magical insects from the infernal planes. A single hellwasp resembles a thumb-sized normal wasp, except its carapace is gleaming black with ruby-red stripes, and its compound eyes are an iridescent green. In swarms, hellwasps form a collective hive mind intelligence with infernal cunning and bloodlust.
Combat Like any swarm, a hellwasp swarm seeks to surround and attack any living prey it encounters. A swarm deals 3d6 points of damage to any creature whose space it occupies at the end of its move. The swarm can take over the bodies of its prey and infest both the living and the dead, using them as horrible living (or unliving) puppets to accomplish acts of wickedness that a swarm of insects could never attempt.
A hellwasp swarm’s attack is treated as an evil-aligned weapon and a magic weapon for the purpose of overcoming damage reduction.
Distraction (Ex): Any living creature that begins its turn with a hellwasp swarm in its space must succeed on a DC 18 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Inhabit (Ex): A hellwasp swarm can enter the body of a helpless or dead creature by crawling into its mouth and other orifices.
Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large (although four swarms working together can inhabit a Huge creature). The swarm can abandon the body at any time, although doing this takes 1 full round. Any attack against the host deals half damage to the hellwasp swarm as well, although the swarm’s resistances and immunities may negate some or all of this damage.
If a hellwasp swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a zombie of the appropriate size for as long as the swarm remains inside. If a hellwasp swarm inhabits a living victim, it can neutralize the effects of its own poison and control the victim’s movement and actions as if using dominate monster on the victim. The hellwasps quickly consume a living victim, dealing 2d4 points of Constitution damage per hour they inhabit a body. A body reduced to Constitution 0 is dead.
A hellwasp-inhabited creature is relatively easy to spot, since its skin crawls with the forms of insects inside. The swarm is intelligent enough to attempt to hide beneath loose clothing or a large cloak to keep its presence from being detected. The swarm can attempt a Disguise check to conceal its inhabitation of a host, with a –4 penalty if currently inhabiting a Small host.
A remove disease or heal spell cast on an inhabited victim forces the hellwasp swarm to abandon its host.
Poison (Ex): Injury, Fortitude DC 18, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.
Hive Mind (Ex): Any hellwasp swarm with at least 1 hit point per Hit Die (or 12 hit points, for a standard hellwasp swarm) forms a hive mind, giving it an Intelligence of 6. When a hellwasp swarm is reduced below this hit point threshold, it becomes mindless.


	Legendary Bear
Large Animal
Hit Dice:	20d8+140 (230 hp)
Initiative:	+6 (+2 Dex, +4 Improved Initiative)	
Speed:	50 ft.
Armor Class:	21 (-1 size, +2 Dex, +10 natural)	
Base Attack/Grapple:	+15/+32
Attack:	Claw +27 (2d6+13) melee	
Full Attack:	2 claws +27 (2d6+13) melee, bite +22 (4d6+6) melee	
Space/Reach:	10 ft./5 ft.	
Special Attacks:	Improved grab	
Special Qualities:	Scent	
Saves:	Fort +19, Ref +14, Will +11
Abilities:	Str 36, Dex 14, Con 24, Int 2, Wis 16, Cha 12	
Skills:	Climb +15, Jump +21, Listen +14, Spot +14, Swim +20	
Feats:	Alertness, Athletic, Endurance, Improved Initiative, Iron Will, Run, Track	
Climate/Terrain:
	Any forest, hill, mountains, plains, and underground
Organization:	Solitary or pair
Challenge Rating: 	9
Treasure: None

Alignment	Always neutral


Text Account:
Gal is the leader
They move quickly into room 9. The 4 Hydras arrive!
They search Rm. 9 for 10 Minutes. Phant and Des go to the opening to guard and check things out and see the Hydras.

A - 10d10+53=92  - 1d20+1=12        B  - 10d10+53=115- 1d20+1=10        
C - 10d10+53=122  - 1d20+1=7         D  - 10d10+53=105   - 1d20+1=5  
Init - Gal-32, Ariel-25, Tim, Des-22, Pi-=21, Zoe-20, V ict-19,  Phant-17, Ody-12

Round 1 - Gal does Time Stop, Wall of Stone, Wall of Ice, Move, Passwall
The Hydras are evaded as the party passes through the back side of the Wall in room 8.
Round 2 - Gal-Horse Figure, Ariel-Fly Spell, Tim-Horse Figure, Des-Horse Figure, Pi-Horse, Zoe-Horse, Vict-horse, Ody-Horse, Phant flys up and uses his ring to "follow me" a couple of crows.
Round 3 - They head off toward "Sunset" the tree. Phant trys to talk to the birds, but the master kills them before they can say anything. Phant - kills another bird by trying to talk to it.
They go to Tree 19 (Tree 43) a redwood Named "Sunset who likes them.This tree is in a Wild Magic area. 
He allows them to enter. They go inside at around 4:00 in the afternoon.
They are resting in Tree 19 (see paper print out) in room 4. Phantos Commune with nature points toward Tree 11.
They sleep that night to recover their spells.
The next morning they are casting spells: 
Vict. Casts Hero's Feast, and it works! This takes an hour.
Gal casts 2 - G.Magic Weapon, Ariel-casts Mage Armor but it goes wrong and Turaha contacts her and tells her to warn off the party.
They are leaving the tree at 7:05
When they feel they are out of the wild magic area they stop to cast spells. 
Gal Persi.DragSkin, KeenEdge on Pi, G.Mage Armor, Per.FoxCunning, Moment of Pres
Tim- 2 Barkskins
Ariel- M.Armor, Orb in sword, 
Vict - 2 Status, Mag,Vest, Sup, Resis, Strider, Divine Insight, 
Phanto- 2 OwlInsight, Bark Skin, 
Des-MageArmor 
The Jellies below are summoned to interpose them selves and slow the party down so the Hydras can get from the ruins.
They attack when the party passes due S. of tree 18. They are 600' away at first. 

Init-   Ody-28, Pi-25, Des-23, Ariel-21, Gal-Zoe-19, Vict-Tim-18, Phant-13

A - 18d10+108=219   -6              B  - 18d10+108=207  - 3
-87 Ody                                       
-27 Pi
-28 Ariel
-25 Timber

Round 1 - Des-Fly, Vict-Conv.Mass, Phant.-Phantom Stag,
They roll back down in the river bank. The Hydras are hiding from the party on the other side of the tree.

There are battle briars living in the branches of Tree 11.
When they get to 50' away from the outer branches of the tree at 450' from the trunk (500' from the trunk) the illusion dissappears and reveals the tree in all it's evilness.
Lowest Branches are 30' above the ground
They are 120' from the battle briars (20)

Init - Gal-25, Ody-20, Des, Phant, Tim-17, Vict-15, Ariel-14, Pi-9, 7 Briars

A - 25d8+200=329        B- 25d8+200=304        C - 25d8+200=322        D - 25d8+200=296        
-51 Gal                          -51  Gal                        -51 Gal                           
-45 Ody                                                                                                    
-10 Des
-10 Tim
-25 Ariel
-10 Pi
E - 25d8+200=295        F - 25d8+200=322        G - 25d8+200=321        H - 25d8+200=319        

I  - 25d8+200=299         J -d8+200=304        k - 25d8+200=314        L - 25d8+200=296        M - 25d8+200=334        

N - 25d8+200=298        O - 25d8+200=317        P - 25d8+200=304        Q - 25d8+200=331        

R - 25d8+200=318        S - 25d8+200=310        T - 25d8+200=310  

Round 1 Field of Icy Razors, F.Ball-Des, Phant. - Diminsh Plant, Vict-Resitation, The Briars all move 60' forward

Time Stop


Text Account:
Leader is Odysseus
There are battle briars living in the branches of Tree 11.
When they get to 50' away from the outer branches of the tree at 450' from the trunk (500' from the trunk) the illusion dissappears and reveals the tree in all it's evilness.
Lowest Branches are 30' above the ground
They are 120' from the battle briars (20)

Init - Airiel-26, Des, Zoe-25, Tim&Spy-24, Phant,Vict-20, Pi-17, Gal-15, Ody-11, Briars

A - 25d8+200=329        B- 25d8+200=304        C - 25d8+200=322        D - 25d8+200=296        
-51 Gal                          -51  Gal                        -51 Gal                           
-45 Ody                                                                                                    
-10 Des
-10 Tim
-25 Ariel
-10-22 Pi


E - 25d8+200=295        F - 25d8+200=322        G - 25d8+200=321        H - 25d8+200=319        
- 34 Gal                         -16 Vict - Helpless                       

I  - 25d8+200=299         J -d8+200=304        k - 25d8+200=314        L - 25d8+200=296        M - 25d8+200=334        

N - 25d8+200=298        O - 25d8+200=317        P - 25d8+200=304        Q - 25d8+200=331        

R - 25d8+200=318        S - 25d8+200=310        T - 25d8+200=310  

Round 1 Field of Icy Razors, F.Ball-Des, Phant. - Diminsh Plant, Vict-Resitation, The Briars all move 60' forward
Round 2  Ariel-Fly, Des-Fly, Tim-Eagle,  Gal-Time Stop, Haste, Fly, Wall of Force
Round 3 Aroe;-Fly on Ody, Des-Fly on Pi, Gal-Fly on Zoe, Ody fly

They want to fly around and investigate the tree. 
They fly around for about 5 minutes.
Ody tries to fly toward the window of room A Levek 5. Des casts Imp. Invis., Gal casts Gust of Wind.
The big window to Rm 1, Lev 5 is 200' from the edge of the foliage.
Des approaches and finds they detected him. Then casts a fireball spell. This damages the tree and triggers a wail of Doom.
They regroup at the point where they stop running and return to within 800' of the tree. 
Des begins casting fireball spells at the tree. At the spot he fired at before. They continue to fire fireballs (Des does 8 total).
281+389 HP of F.Ball Damage on the tree. Then 288
281+389+28+60+29+27+68+411+140+288+26+
Vict does heal, Phanto does Earthquake on the tree- 29 HP Damage 28+60. This opens up fissures leading to the underground area 
Vict does Ch. Lightning 62  on tree then flame strike 27 Tree
Gal does Ch. Light 68 on tree
Phant does Lightning storm  411 on tree then a flame strike 57
The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half  and pinning that creature beneath the rubble (see below).  It reveals the highest of the opening to the underground chamber.
The tree wails of doom again.
5 of the 20 Briar creatures take 30HP damage.
Vict, Gal and Ody go invisible sphere and fly to 270' from the tree. Disint - 18 HP Tree on 2nd 140
Phanto Feats - Spell casting prod, - Imp. Init, Extend, Combat cast, Natural spell, Eneg. Subs., Persistance.
Total damage from above 1767


The silver leaves are daggers with a BAB of 10 doing 1d4 per 10' liner progress. Their range is 10' but they are one shot items. Each person passing an area not traversed before will get 20 attacks. Thos going through the same area are attacked by 1/2 the number per passage. They use heat sense to detect incoming targets.


Text Account:
Phanto is leader
Phanto Feats - Spell casting prod, - Imp. Init, Extend, Combat cast, Natural spell, Eneg. Subs., Persistance.
Total damage from above 1767Time Stop after the party begins to inspect the ruined tree and the partially sunken ground above the passage between Tree 11 - and the amphitheatre (Area 11).
They are 10 min into 16 min fly spells. Vict. Does Sign.
They take to the air before they approach the opening. The critter is waiting for them to touch down.
Timber as a bird flies over the open area around the cave in and doesn't find any footprints. They decide to go rest.
They are flying back to the "Sunset" tree and plan on returning to the burned tree tomorrow.
25 min after they go in the tree, the pyrohydras will attack.
The Hydras attack the tree by scorching it. 
The Tree has 750HP.  It takes 102 HP the first round.
Ody looks ouytside and sees the tree in flames. The 4th hydra attacks the door, but Ody closes it in time. The tree takes another 99 Hp in the second round. 
Thrid round - Round 1 Party - Vict-Resist Energy Fire - Tim-Bark skin,Phant-Bark Skin
Round 2 - Discussing plans 
Round 3 - Timber opens the door, Gal and Vict do readied action Gal-Wall of Force when door opens, when he is out the door vict does create water, Phanto--
A   105                                B 111                       C 99                  D 102
-58 Ody                               -38 Vict
-12 Des                               -112 Ody
-15 Timber
-30 Pi
-20 Ariel Sonic Strike
Init - Vict-27, Gal, Ody-24, Timb-23, Des-22, Pi-20, Ariel-18,  Hydra1-15, Phant-10,  - 1d20+0=3      1d20+0=6    1d20+0=3        

Round 4 - Phanto-Fire Strike (modified to sonic energy).
Round 5 - Vict-Destroy, Gal-Wall goes away. 
Eventually, the tree "Sunset" dies.
The fire burns for 2 hours (it's now 12 noon) and they are all very sad.
They head back toward the temple area at 32. They don't have to cross the river to get there. 
They fix up the tempte and sweep off the mosaic. Its 1:00pm. Phanto does mass camo. 
The mage sends in the dark rabits in about an hour.  They are surrounded by bunnies. They move in to hide the approaching hoard of rats. 27 rabits. They stay outside the edge of the temple. 
3:00 a loud drumming on the ground is heard. They sun goes down at 4:45 and they all sleep immediately.
Tim, Gal, Vict- , Pi, Ody - Air, Des,Phant

Flesh Jellly 274 hp +65=339
-124-80 ; Ody, -25-46-7 Pi, -10-59 Timber, Gal-15

Middle watch - Are attacked by Flesh Jelly, Pi and Ody are up.

Ody-26, Tim-25, Gal-22, Pi-21, Des, Vict-19, Ariel-16, Init-12, Phan-10, 
Round 1 - Wake Timber
Round 2 - Timber gets up
Round 3 - Gal-M.Missle, 
Round 4 the get out
Tim, Ari, Phant, Pi
Guarding Des and Gal guard while the rest send in a rescue party for Ody and Vict.
Vict and Ody are at 0 HP when absorbed and -1 per round inside the beast.
They heal and sleep and are ready to go again at 10:am
The hell bugs swarm but can't get it.
The next morning they get up at 10.
Gal is sickened by the Flesh Jelly and takes 2 Pts Dex and Con. 
She is healed but it delays the parties departure until 11am
Vict and gal cast their morning spells.
Phanto sends the black bunnies off to the SE to find good stuff to eat.
It's about 12 noon .
Phanto takes them around the trees far in the N. and then they observe the burned area.
Phanto casts immunity to fire mass and tries to get them to search the tree and find the way down.
They head off toward the old opening they know and see it has been raised and is intact.
The bone worm rises up out of the restored area.


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Text Account:
Gal is leader

Phanto casts immunity to fire mass and tries to get them to search the tree and find the way down.
They head off toward the old opening they know and see it has been raised and is intact.
The bone worm rises up out of the restored area.

HP 362 Init 12
Vict-31, Ody-26, Tim-24, Des-22, Gal, Zoe-16, Pi-10

Round 1 Vict-Destruction, Ody-72, Tim-45,Des-Orb'O Acid-13, Gal-PolarRay-79, ,Zoe-17,Pi=67
It strikes and flees underground.
They head off toward the Temple at 32 and arrive at 1:00 PM.
They plan on spending at least 24 hours here. They will get hit by the Zombie Ent
1.5 hrs later they see a flash (Turaha suddenly appearing) and he pours an very special animate dead potion on the tree. I uproots itslef and is headin over
An eye of power accompanies it cast ing spells to protect it.

When it get to within 1500 ft, Gal does Inv. Sphere, Fly and fly.
Hand in hand the fly off behind the approaching tree to within 250'. Under one of the trees.
IT has a prot from normal missle and prot from energy fire.

Protection from Spells +8 on all saves. Prot. F energy fire, p. f. energy cold., P.F.Energy, Elect,

Round 1 - Gal-Icy Razor,43, Vict-24, Des heads off toward the creature. They are now visible.
Round 2 - Gal-74, 
Round 3 - They fly to within 70' of the tree as it approaches the temple.'They will get to where they want on the tree in 3 rnds
Round 4 - Gal - Invis. Sphere on her and Vict and they fly off 
Round 5 - Des casts f. ball - 1, Vict-Owls wisdom
Round 6 - Des-8, they land
Round 7- Des Eagle Spelndor, Vict-F.Strike-, Gal-Spell Enh, Disint-112
Round 8 - Vict-F.Strike-, ,Gal PolarRay7,- Des-F.Ball-8
Round 9 - Tree is 1320' from temple - running 90' per round (14 rnds to temple), Des-Exp.Retreat, Gal-G.Inv., Vict. Runs
Round 10 -  Vict. - Runs, Des-, Gal-S.Ray-1, 
Round 11 - Des-Fball-, Gal-S.Ray-8,  235 HP dam so far
Round 12 - Des-5, Gal 19 - 
Round 13 - Des-Fball-, Gal-Cone o Cold - 39
Round 1 4 - Des FBall-0, Gal-Cone'O'cold 74
Round 15 - Des-F.Ball0, Gal-Ice Storm-9, HP 381
Round 16 - Des-11, Gal-BallLight-
Round 17 - Des-Fball-0, Gal-Running
Round 18 - Des-Fball-0, Tim-, Ody-8, 
Round 19 - Des-EmpFBall-22, Tim--,
Round 20 - Des-EmpFBall-27, Gal-Glass Strike- HP 449
Round 21 - Des-Emp-Fball-0, Gal-Mmissle--17, Vict.-Less Restoration on Ody
Round 22 - Des-EmpFBall 30-, Gal Mmissle-19, Ody-1,0,5,2
Round 23 - Des-.Emp-Fball 2, Gal-Mmissle-21, Ody 1,1,1
Round 24 - Des-Fly - Ody-5,1,3,2
Round 25 Des.EmpFBall 12 , Ody 4,4,1, Vict flies overhead The tree topples one of the Standing Stones in the Temple



Zombie Treent
Treant

	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.



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