# Adventure Notes-509

Text Account:
Gordon plays solo !
Krom, Cappy and Brodda are going out on their own.
Cappy KROM Brodda in marching order.
The party returns to Room 57 to rest and heal. They go out on their own
out of bordom.
They are heading east down the twenty foot wide corredor. 
NO ENC.
They go east toward the bridge, past the wall of force to rune E.
They find shifting wall to the north.
TTTT They find how to open secret door.
Encounter 2 heurmans at doorway to N. Corredor.
A 21		B 12
-10 Krom	-5-4 Brodda
-18		-8Cappy
Both are killed, but do make their meuling whining sound alerting the guards.
The guards will arrive on the 4th round.
T They go to Room 64, listening at the door when the guards come in!

Guards from 74
HEURMANS (x5); AC 6; MV 12"; HD 4D8; HP 
A 22x,		B 23x,		C 14,x		D 14x,		E 19x
-19Krom		-5-6-7-8Capy	-6-5-4Bro	-9-10Krom	-18-11Krom

#AT 1; DMG 1-10; SA +2 TO HIT WHEN OFFENSIVE; INT AVERAGE; 
AL NG; SIZE M; THAC0:16

From Room 64 - 
Room 64 - Strongest, smartest Heurman leaders
HEURMANS (x4); AC 6; MV 12"; HD 4D8; HP 28, 29, 19, 28; #AT 1; DMG 1-10;
SA +2 TO HIT WHEN OFFENSIVE; INT AVERAGE; AL NG; SIZE M; THAC0:16

From Guards 74
Room 74 - Heurman Guard Room
HEURMANS (x5); AC 6; MV 12"; HD 4D8; HP 21, 17, 19(x2), 1

The party kills those at the secret door and they open it.
The guards from 74 are waiting.
The party surprises them, and run past them down the corredor.
Krom picks up Brodda like a sack of Potatos and they run away.
The Heurmans get to the area of the Kalky tribe and stop. 
The party returns to the secret door to Room 57.
They rest and heal.


Text Account:
They are in the Tethire Forest near Murann. They are still near the Ogre
village they destroyed. Den will take them to the city. It is 3 hours to
sunset the day of the battle.

They decide to continue on the way to the city until dark. No
encounters. She takes them to a place where berrys and where balteara
greens grow. They retire after eating and decide to get an early start.
Enocounter at 6:00 in morning  

WYVERN (x5); AC 3; MV 6"/24"; HD 7D8+7; 
Hp 52, -4 Cap -11 -5-7Way -3-10Tim -12 Gal     Has dio grabs gal
44, -3 Pi -3cap -23kr-6-11Way-5tim
33, -3 Way -9 Gal -12 Kro
38, -gone
30; gone
#AT 2; DMG2-16/1-6; SA SEE BELOW; INT LOW; AL NE; SIZE L; THAC0:12
POISON STING (1-6 + SAVE VS POISON OR DIE)
Pich miss Krom Miss
Gal hit, Dio hit-carried away, Orith hit-Killed guts torn out and fought
over in the sky. They take parts of the dead wyvern.
After the battle, they follow the direction the wyvern was going. Their
direction is correct. The lair of the one who got dio mas is two miles
away. They find the lair where dio mas's body lies. It is 60' up a clif
and the wyvern are eating her now. They are going to try and scale the
cliff face. Pish gets a strength spell, and climbs up alone. She see di
mases sandle and climbs down. This has all taken 45 min. They fire
arrows and yell at the wyvern. They fire arrows into the hole to flush
them out. Pi takes a flask of greek fire and climbs almost up to the
hole. 
2 hours total at the hole has passed by the time they get dio masses
body down.  Dio Mas has been partially eaten. One arm and her internal
organs have been eaten. This has expose the traceries of silicone. They
lay these out as if they were her limbs. They move to a spot under the
trees and rest while spells are memorized. 
Gal memorizes shoocking grasp and casts it on Dio Mas. The tracery is
able to use this type of energy to regenerate her self, but other than a
glow of the wires, there is no visible reaction. 
They decide to make camp there for the night. 
3 hours later there is an encounter.

CENTIPEDE, GIANT (x16); AC 9; MV 15"; HD 1D2; HP 2(x6), 1(x10); #AT 1;

A      B       C       D       E       F       G       H       I     J
-9Way  -5Kro   -5gal   -2Gal   -cap    -krom   -5gal   -4gal

K      L       M       N       O       P      
-2 cap -2gal   -9way   -2gal   -3Krom  The untouched ones flee from the
fire. One is killed by the traceries of diomas as it tried to eat some
of her.

DMG NIL; SA POISON +4 TO SAVING THROWS; SD -1/DIE FOR SAVING THROWS; 
INT NON; AL N; SIZE S; THAC0:20
The rest of the night passes unevently and they wake up the next
morning. 
Dio Mases toes are begining to grow back although otherwise she looks
the same. Gal casts 2 shocking grasps and casts holy water on dio. This
doesn't help. They are going to take dio with them to Murann
Encounter 5:00
VULTURE, ORDINARY (x7); AC 6; MV 3"/27"; HD 1D8+1; HP 5, 4(x2), 3,
2(x2), 6;
#AT 1; DMG 1-2; INT ANIMAL; AL N; SIZE M; THAC0:18
MOVE MC:E
Denatiha takes off into the forest.
Krom and cappy go fishing in the sea. Cap spears a 5lb bass and they
return to the camp to cook it. 
Encounter 4:00AM
BOAR, WILD (x4); AC 7; MV 15"; HD 3D8+3; HP 18, 15, 19, 17; #AT 1; DMG
3-12;INT SEMI; AL N; SIZE M; THAC0:16 They do not attack the larger party.

Next morning they examine dio mas and she has grown her toes back. Her
eye sockets look a little better. They decide to camp in the forest and
wait for dio to get better. 
Day 1 Cappy does some fishing each day
Day 2 They send a party to murann to buy horses. Pi, Tim, gal off to the city
Krom, way guard camp, cappy fishes. Sees werebear, but does not approach
him. The werebear does not talk to him either. 
Encounter on beach
LYCANTHROPE, WEREBEAR (x4); AC 2; MV 9"; HD 7D8+3; HP 37, 28, 29, 33;
#AT 3; DMG 1-3(x2)/2-8; SA HUG (2-16); 
SD SILVER OR +1 OR BETTER WEAPON TO HIT;
INT EXCEPTIONAL; AL CG; SIZE L; THAC0:13

The city folks. They are trying to look inconspicous, 

Merman and Rock House 
Ignayalla proprietor 

There is a merchant in the
inn Tobas,66 with broken common tongue who offers to buy them horses. He
has a good contact in the city for horses, and arranges to buy some
average horses for wholesale (20gp). He does not get them saddles, so
they get him to return to the city to get them. He gets them used
saddles and sells them for about 50% more than new saddles would
normally cost. As soon as he returns with them, they saddle up and go
back to the camp. They buy 3 horses

The next morning, dio mas is looking better her abdomin has healed over,
and the arm is a 6" stub now. 
Waybad capy and krom take off to get horses
They meet a group of pilgrems from the city who are worshippers of
Chauntea.

They pass buy the place where the others went. They end up giving money
to one of the people in the Triton's Arms Alehouse to bring a horse
trader to them. 

He is very fat, but has a good selection of riding horses, and a group
of 5 war horses.
They buy 1 med 2 lt are bought along with 7 riding horses. They pay and
they return to the forest with them.




Encounter
PILGRIM (x52); AC 9; MV 12"; HD 1D6; HP 5(x15), 1(x9), 3(x12), 4(x9),
2(x7);

#AT 0; DMG NIL; INT AVERAGE; AL VAR; SIZE M; THAC0:20

TREAS 652

CP
XP y0
DRUID, LVL 2 (x6); AC 8; MV 12"; HD 2D8; HP 6, 9, 13(x2), 12, 5;
#AT 1; DMG BY WEAPON; SA SCIMITAR (1-8); SD SEE BELOW; INT AVERAGE; AL N;
SIZE M; THAC0:20

+2 SAVE VS. FIRE AND ELECTRICITY
IDENTIFY PLANTS &
ANIMALS, PURIFY WATER, PASS EASILY THROUGH OVERGROWN AREAS.
1st LVL DRUID
SPELL(S)
SHILLELAGH
INVIS. TO ANIMALS

2nd LVL DRUID SPELL(S)
CHARM
PERSON/MAMMAL

TREAS 87 CP, 72 SP, 33 GP
XP 714
DRUID, LVL 4 (x4); AC 7; MV
12"; HD 4D8; HP 21, 11, 19, 16; #AT 1; DMG BY WEAPON; SA SEE BELOW; SD SEE
BELOW; INT AVERAGE; AL N; SIZE M; THAC0:18
PRIMARY WEAPON DARTS
(1-3/1-3/1-3), SECONDARY WEAPON QUARTER STAFF (1-6)
+2 SAVE VS. FIRE AND
ELECTRICITY
IDENTIFY PLANTS & ANIMALS, PURIFY WATER, PASS EASILY THROUGH
OVERGROWN AREAS.
1st LVL DRUID SPELL(S)
DETECT
MAGIC(x2)
SHILLELAGH
SHILLELAGH

2nd LVL DRUID SPELL(S)
WARP WOOD(x2)

3rd
LVL DRUID SPELL
(S)
PRO. FROM FIRE(x2)

TREAS 48 CP, 45 SP, 20 GP
XP 1155
DRUID, LVL 6 ; AC
7; MV 12"; HD 6D8; HP 19; #AT 1; DMG BY WEAPON; SA SEE BELOW; SD SEE BELOW;
INT AVERAGE; AL N; SIZE M; THAC0:18
PRIMARY WEAPON DARTS (1-3/1-3/1-3),
SECONDARY WEAPON SPEAR (1-6)
+2 SAVE VS. FIRE AND ELECTRICITY
IDENTIFY
PLANTS & ANIMALS, PURIFY WATER, PASS EASILY THROUGH OVERGROWN AREAS.
1st
LVL DRUID SPELL(S)
DETECT SNARES AND PITS(x2)
ENTANGLE
SHILLELAGH

2nd LVL
DRUID SPELL(S)
CURE LIGHT WOUNDS(x2)
HEAT METAL

3rd LVL DRUID
SPELL(S)
CURE DISEASE
HOLD ANIMAL

4th LVL DRUID SPELL(S)
HOLD PLANT

TREAS
18 CP, 9 SP, 5 GP
XP 677
DRUID, LVL 8 ; AC 5; MV 12"; HD 8D8; HP 37; #AT 1;
DMG BY WEAPON; SA SEE BELOW; SD SEE BELOW; INT AVERAGE; AL N; SIZE M;
THAC0:16
PRIMARY WEAPON DARTS (1-3/1-3/1-3), SECONDARY WEAPON SCIMITAR
(1-8)
IMMUNE TO CHARMS CAST BY WOODLAND CREATURES, CHANGE FORMS 3
TIMES/DAY
+2 SAVE VS. FIRE AND ELECTRICITY
IDENTIFY PLANTS & ANIMALS,
PURIFY WATER, PASS EASILY THROUGH OVERGROWN AREAS.
1st LVL DRUI
D SPELL(S)
DETECT MAGIC
SHILLELAGH(x2)
INVIS. TO ANIMALS

2nd LVL DRUID
SPELL(S)
CURE LIGHT WOUNDS
HEAT METAL(x3)

3rd LVL DRUID
SPELL(S)
SNARE
SUMMON INSECTS
PRO. FROM FIRE

4th LVL DRUID SPELL(S)
PRO.
FROM LIGHTNING
CURE SERIOUS WOUNDS

TREAS 16 CP, 11 SP, 7 GP
XP 1744
DRUID,
LVL 3 ; AC 7; MV 12"; HD 3D8; HP 23; #AT 1; DMG BY WEAPON; SA SEE BELOW; SD
SEE BELOW; INT AVERAGE; AL N; SIZE M; THAC0:20
PRIMARY WEAPON DARTS
(1-3/1-3/1-3), SECONDARY WEAPON QUARTER STAFF (1-6)
+2 SAVE VS. FIRE AND
ELECTRICITY
IDENTIFY PLANTS & ANIMALS, PURIFY WATER, PASS EASILY THROUGH
OVERGROWN AREAS.
1st LVL DRUID SPELL(S)
SHILLELAGH(x2)
INVIS. TO
ANIMALS

2nd LVL DRUID SPELL(S)
BARKSKIN
WARP WOOD

3rd LVL DRUID
SPELL(S)
SNARE

TREAS 8 CP, 11 SP, 8 GP
XP 242

DRUID, LVL 5 ; AC 7; MV 12";
HD 5D8; HP 23; #AT 1; DMG BY WEAPON; SA SEE BELOW; SD SEE BELOW; INT
AVERAGE; AL N; SIZE M; THAC0:18
PRIMARY WEAPON DARTS (1-3/1-3/1-3),
SECONDARY WEAPON CLUB (1-6)
+2 SAVE VS. FIRE AND ELECTRICITY
IDENTIFY
PLANTS & ANIMAL
S, PURIFY WATER, PASS EASILY THROUGH OVERGROWN AREAS.
1st LVL DRUID
SPELL(S)
ENTANGLE(x2)
SHILLELAGH
SHILLELAGH

2nd LVL DRUID SPELL(S)
CHARM
PERSON/MAMMAL
TRIP
WARP WOOD

3rd LVL DRUID SPELL(S)
HOLD
ANIMAL
SNARE

TREAS 15 CP, 10 SP, 7 GP
XP 488

HUMAN, LVL 1 FTR ; AC 5; MV
9"; HD 1D10; HP 1; #AT 1; DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR;
SIZE M; THAC0:20
USES BASTARD SWORD (2-8)
TREAS 14 CP
XP 22

HUMAN, LVL 2
FTR ; AC 5; MV 9"; HD 2D10; HP 15; #AT 1; DMG BY WEAPON; SA SEE BELOW; INT
AVERAGE; AL VAR; SIZE M; THAC0:20
USES BROAD SWORD (2-8)
TREAS 12 CP
XP
80

HUMAN, LVL 3 FTR ; AC 4; MV 9"; HD 3D10; HP 16; #AT 1; DMG BY WEAPON; SA
SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:18
USES LONG SWORD
(1-8)
TREAS 3 SP
XP 124

HUMAN, LVL 4 FTR (x2); AC 4; MV 9"; HD 4D10; HP 23,
19; #AT 1; DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M;
THAC0:18
USES SHORT SWORD (1-6)
TREAS 19 SP
XP 390

HUMAN, LVL 5 FTR (x3);
AC 3; MV 9"; HD 5D10; HP 26, 21, 30; #AT 1; DMG BY WEAPON; SA SEE BE LOW;
INT AVERAGE; AL VAR; SIZE M; THAC0:16
USES BATTLE AXE (1-8)
TREAS 42 SP
XP 912


Text Account:
Leader - Timber (Dale) Game begins with them on the outside of Murann
after buying horses. The date is The 12th of Eleasias (august). They are
on horseback on their way noth home. Moving 18 Miles a day normally.
Subtropical Area - Summer weather - Starts at U Day 1, 12th El. - Wea.U
- 90deg: The party rests 18Mi SW of Murann in the scrub just outside of
the forest. No encounters. Clear=early Dice. Victorex casts animal
friendship on her horse. She also trains it to come when called, kick
back legs on command and get ready to kick some. Some are going in to
town. Stal & Timber go to Murann looking for pack animals. Stallen is
disguised with fake growths on his lips etc. No travel encounters. They
arrive in the Trident Arms Inn and Stallen plays his harp. He meets a 17
char woman who has a great reaction to him. 

Her name is Nammomai. 

Race   -- Human                Interest --  Handicrafts
Class   --  Mage               Occupation -- Husbandman (Mink)
Sex        -- Female           Morals -- Lusty
Strength   -- 13               General -- Foppish
Intelegence -- 15              Intellect -- Dreaming
Wisdom      -- 14              Piety -- Irreligious
Dexterity   -- 12              Personality -- Modest
Constitution -- 16             Hit Dice -- d4
Charisma    -- 17              Nature -- Jealous
Comeliness  -- 11              Materialism -- Philanthropic
Allignment  -- Chaotic Neutral Possessions -- Exceptional
Age          -- 34             Apparent Age -- Mature
Armor Class  -- 10             Bravery -- Normal
Favored weapon -- Dagger       General Tendencies -- Moody
Height in "   -- 82            Disposition -- Proud
Weight in #   -- 127           Honesty -- Decietful
Hair Color    -- Brown         Sanity -- Neurotic
Complexion    -- Swarthy       Energy -- Slothful
Features      -- Corse         Thrift -- Average
Social Standing - Upper Middle Collections -- Armor

They are looking for Galasga the horse trader. An hour after they get
there, the bartenders assistant (a 15 year old girl) is sent out to
bring Galasga back. This will take her an hour to get there and come
back. 
She takes Timber to the trader and stallen stays in the inn with
Nammomai. Encounter with slave being beaten. 
They find 3 geldings for pack animals and buy the Packs ect. for 300gp.
This takes 3.5 hours.
Stallen has been playing the harp for the patrons of the Inn. He stays
behind in the Inn, Timber returns to the rest of the camp.
Stallen stays with Nammomai for 2 days and then returns to patry.



Scrub Encounters 4 per day: 7-10a,3-6p,7-10p,3-6a 3 total days in camp,
taking short rides to get used to their horses, hanging out waiting for
Dio Mas to heal some more.  Day 4 Weather x 100+ deg. No enc. Takes 3
days to get to small teeth 

Day 5 Wea. Y - 110 deg No enc. Travel in
morning 7-11, Sleep in day, Travel 5-8 and sleep again. Across farms 
Day 6 Wea Y - No enc. Farms and plane 

Day 7 Wea Y - No enc. Reach mts. And Imnescar They send 3 people (pish,
grey, gal) into town while the rest wait near a vinyard outside town. 
The others go into town. 


Traveler's Arms Cellar - Speak common, rooms, fair prices. 

Bulbous  
Race   -- Hobbit                Interest --  Geneology
Class   --  Thief            Occupation -- Jewler/Lapidary
Sex        -- Female           Morals -- Lusty
Strength   -- 9               General -- Dandyish
Intelegence -- 8              Intellect -- Dull
Wisdom      -- 12              Piety -- Average
Dexterity   -- 18              Personality -- Diplomatic
Constitution -- 12             Hit Dice -- d6
Charisma    -- 14              Nature -- Sharing
Comeliness  -- 10              Materialism -- Avaricious
Allignment  -- Lawful Neutral  Possessions -- Exceptional
Age          -- 43             Apparent Age -- Old
Armor Class  -- 7              Bravery -- Normal
Favored weapon -- Sling       General Tendencies -- Capricious
Height in "   -- 0            Disposition -- Easy Going
Weight in #   -- 0            Honesty -- Scrupulous
Hair Color    -- Blond         Sanity -- Normal
Complexion    -- Light         Energy -- Slothful
Features      -- Corse         Thrift -- Spendthrift
Social Standing - Lower Upper  Collections -- Musical Inst.

Deloris - 16 years old 5 sp for bath, 1 gp per night, 7 sp for beer
(excellent), 10sp for lt meal 15 for heavy dinner. 
They take rooms, and baths while Grey scale goes back for the rest of
the party. 
Comming back into town they catch some glares, but there is no words or
attacks. They get to the inn @3:00pm. 
They take turns bathing. Stallen and grey scale get first baths. Some
stay behind and make a list of privisions to be bought. Stallen and
Cappy go to buy provisions.  
On the way the pass worshippers of  Waukeen and Sune are fighting in the
street. 
They present their list and dicker. Final price for listed items 80gp.
They get the pack animals and they are loaded up. They return to the
inn, unload them and Stallen guards them that night. 

Highsaddles General Store - Barney Highsaddle

Race   -- Human                Interest --  Wines
Class   --  Fighter            Occupation -- Teamster
Sex        -- Male             Morals -- Virtuous
Strength   -- 16               General -- Ragged
Intelegence -- 16              Intellect -- Active
Wisdom      -- 13              Piety -- Average
Dexterity   -- 14              Personality -- Aloof
Constitution -- 13             Hit Dice -- d10
Charisma    -- 5               Nature -- Hard Hearted
Comeliness  -- 12              Materialism -- Avaricious
Allignment  -- Neutral Good    Possessions -- None
Age          -- 18             Apparent Age -- Mature
Armor Class  -- 2              Bravery -- Brave
Favored weapon -- Cross bow    General Tendencies -- Careless
Height in "   -- 72            Disposition -- Proud
Weight in #   -- 146           Honesty -- Decietful
Hair Color    -- Blond         Sanity -- Normal
Complexion    -- Black         Energy -- Energetic
Features      -- Corse         Thrift -- Wastral
Social Standing - Lower Middle Collections -- Artwork

Ye, Long Whistle and Pot - Home cooked meals, cheap

Imp's Arms House - Good booze, dangerous people inside

Staff and Dog Lodge - Warriors hang out. Strong drink and lots of meet
in the stew.

Cock and Turtle Inn - Fine food and wines, high class patrons, expensive
and not worth it.+

Grey Scale strikes out. No company this night! after 3 hours of
searching.
The rest have an early night.
Waybad drinks 2 skins of beer and passes out in the stable.
Up at first light and ready to go. They dump Waybad is dumped in the
horse trough and put on his horse wet.

Day 8 Wea X - No enc.
Day 9 Wea Y - No enc.
Day 10 Wea U - No Enc. Arrive at Purskul just before midday.

Purskul - They spend the afternoon at the side of the river Esmel. When
it cools down, they continue on to Crimmore on the Alandor river. 
Day 11 - Arrive in Crimmore.
Four Moat Tavern - Sophisticated meals with deluxe rooms.
!!Lucy gets 50EXP as backup leader.
Rex is butler/chamberlyn.
They take a room, a bath and then go down to the dining room for dinner.
5gp for room 2gp for dinner. 35gp for 75 year old elven wine.
After dinner, Grey scale hangs around t0o pick up women. Fails. Victorex
prosletizes, but his lack of the language hampers him.
They awake the next day they are off to Nashkel.
Race   -- Human                Interest --  Politics
Class   --  Fighter            Occupation -- Trapper
Sex        -- Male             Morals -- Lustful
Strength   -- 11               General -- Dandyish
Intelegence -- 13              Intellect -- Anti-intellectual
Wisdom      -- 14              Piety -- Iconclastic
Dexterity   -- 13              Personality -- Diplomatic
Constitution -- 14             Hit Dice -- d10
Charisma    -- 15              Nature -- Suspicious
Comeliness  -- 12              Materialism -- Covetous
Allignment  -- Chaotic Neutral Possessions -- Average
Age          -- 19             Apparent Age -- Ancient
Armor Class  -- 2              Bravery -- Foolhardy
Favored weapon -- Axe          General Tendencies -- Pessimist
Height in "   -- 62            Disposition -- Unfeeling
Weight in #   -- 161            Honesty -- Scrupulous
Hair Color    -- Brown         Sanity -- Unstable
Complexion    -- Pale          Energy -- Normal
Features      -- Rugged       Thrift -- Average
Social Standing - Upper Middle Collections -- Books & Scrolls
Buffoon and Seagull Lodge - 
Wheatsheaf and Horn Alehouse - recommended for grain merchants (mundane)
Falcon and Hippogriff Lodge
Four Werewolf and Flag Taver
Ogre and Jersey Tavern
Champion and Nag Lodge
Growling Bottle Tavern
Barbarian and Cod Resthouse

To Nashkel...
Day 12 Wea. T - 85 Enc. Merchant Caravan 123 people, Metals and flax.
going toward Purskul.
Day 13 Wea. U - No Enc. they pass between the fangs
Day 14 Wea. u - End of day the arrive in nashkel
Noble Leprechaun Guesthouse

Maiden and Vessel Resthouse - All woman staff. Perfumed air. Nice
sitting room entry way. Special services. 
Gal, Pish

Grey Champion Resthouse - Wall knife target. Cheap booze, floozies,
greasy food and small rooms for 1gp per night. One armed bar tender. 

Count's Mug Club - Buying a mug for 1gp entitles the beareer to half
price drinks. Beer 1gp wine 1'20sp. Continuous gambling and strip
burleszue show and many patrons. House runs the games, but they are fair.

Cappy, Waybad, Dromar, Stallen go in and have a good time. 
They spend a night at their inns and wake up in the morning, with all
but Waybad ready to go.


Text Account:
TIME STOP durring the battle with the heurman.
They are in the corredor outside rooms 67 and 71. Many of the original
guard Heurmans have been killed, but there are many of the weaker Heurman
attacking them with their hands. It is only going to be 6 rounds until
the mage and the high priest will arrive.


W 18		X 22x
-Vic		-4-26Kag
-11Pi           
-2Tim
Krom is taken to room 94a for torture and is locked in.

Winpy Heurman

A 13		B 12		C 14x		D 16		E 13x
-Var		-Kait		-4-6-5Bro	-6Grey          -14Vict
		-4Gal                           

F12		G18		H20		I15		J15


K15		L18		M121		N15		O7




HEURMANS (x10); AC 6; MV 12"; HD 4D8; HP 12(x2), 18(x2), 20, 15(x3),
16(x2);#AT 1; DMG 1-10; SA +2 TO HIT WHEN OFFENSIVE; INT AVERAGE; AL NG;
SIZE M;  THAC0:16
White Skin, dark circles under eyes.
Terrably scared, suffered years of torture as child.

HUMAN, LVL 11 MAGE ;; MV 12"; HD 11D4; HP 27; #AT 1; DMG BY WEAPON; SA
SEE BELOW; SD MAGICALLY MODIFIED ARMOR; INT HIGHLY; AL VAR; SIZE M;
THAC0:16USES QUARTER STAFF (1-6) AC 5

1st LVL MAGIC USER SPELL(S)
CHARM PERSON
FEATHER FALL
MAGIC MISSILE
SHIELD

2nd LVL MAGIC USER SPELL(S)
WEB
DARKNESS 15' RADIUS
KNOCK
SCARE

3rd LVL MAGIC USER SPELL(S)
FLY
PRO. FROM EVIL 10' RADIUS(x3)

4th LVL MAGIC USER SPELL(S)
CHARIOT OF SUTARRE
FEAR
STONESKIN

5th LVL MAGIC USER SPELL(S)
CLOUDKILL(x2)
WALL OF STONE

TREAS 5 PP
XP 2582

They are captured byt the mage and agree to find him the winged ring for
him. They are taken down to room 78. At the intersection of the bridge,
the guard is exchanged for the mutants who push them into the room with
the mirror. 

When they reach 78, the mage throws a pear from the jeweled bol and
throws it to each of the party. Each of the fruits is the equivelent of a
heal lt. Wounds potion.
Stallen picks up the fruit that the others leave behind.
They are in room 78. and they go through the mirror, except for Grey and
Stallen. Grey attacks from behind, by surprise, and does 12 pt. They Grey
and Stallen grab him, and go through the mirror. He will suffer a feeble
mind on the other side.
TIME STOP


Text Account:
LEADER - Galranwyn
Evening #14 Weather U

Cappy, stallen and waybad leave the Mug club and go on to the Grey
champion where they pick up two floozies for the evening. 
The rest back at Vessel inn have a quiet relaxing evening and get up
early the next morning.
The bartender tipps them off to the Other inn, and they go there. The
ones staying there are still sleeping. Around 9:00 they are ready to set
out. 
Day 15 Wea T It is 8-10 days to Beregost. Dio Mas now has toes, and her
fingers are begining to form at the end of her new arm. Her stomach is
filling out. No Encounters 

Day 16 Wea U - No Encounters 
Day 17 Wea V - Hot Hot Hot - No Enc. 
Day 18 Wea V - No Encounters 
Day 19 Wea W - Encounter in evening The Chappel of Silence 

HHHThey uncover the pew, and then the sarc. They cover the sarc.
up again and don't search the other panel. To Sleep! They dream that
night.  
HHThey clear off the area from the night before and the area to
the right where the second Sarc. is. They break the marble stone, and
crack the floor.  

Day 20 Wea W - Underground
HHThey drag the pieces off to the sides. Cappy has
strength for 5 hours from now. 
*****They going down. Detecting for traps. 
*They go up and open the trap door. Stallen gets + 100exp for
decifering the floor writing. 
******* They completely search the paintings and the floor and the walls. 

**** They search the floor and
find the way down. The get to the area under 2-0.  

**** They search the floor , find trap door. They search and de-trap the
upper trap door. They get back up to the chappel after 8 hours looking
around.  Spending the night in the chapel. They have more dreams and
wake up scared and ready to leave.

Day 21 Wea Y - Morning Encounter	
Judith of Shadowdale
HUMAN, LVL 1 MAGE ; AC 10; MV 12"; HD
1D4; HP 1; #AT 1; DMG BY WEAPON; SA SEE BELOW; INT HIGHLY; AL VAR; SIZE
M; THAC0:20 USES DAGGER (1-4) 
Works for a merchant in Altcaltha on the coast. She says she is going to
see her sick mother but she is really a spy in the merchants house. He
has performed treasonous acts. 
At night she turn nympho and goes for the best looking one in the party
of the opposite sex.
1st LVL MAGIC USER
SPELL(S) UNSEEN SERVANT, Friends, Chromatic Orb, Affect Normal Fires

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

Day 22 Wea y - No encounters
Day 23 Wea. z - Morning Encount.
55 Merchants. They avoid each other. They arrive in the town an hour
after dark. Late that night they arrive in Beregost.


Text Account:
Lucy is leader, Cindy is mapper.
They have been teleported to the Ruins of Underearth to level 1.
The spot is marked with a xx symbol. They brought the mage Haiagus
through the mirror. Upon reaching the other side, he will be struck by a
feeble mind spell. He has the intellect of a morinic child. He will know
nothing of they place where they are (even if he knew something before!)
and nothing of who he is. He think he is 3 years old.
He has a potion of Ex. healing, a potion of polymorph and a scroll of cloud
kill. 3 pearls. He will tag along whereever the party goes. He will
always be unluckey for them. Surprise will be at a -1, and he will hum
and stuff at bad times.
They examine the inky water, the darkness (they cast dispell M. and some
other spells). They search the walls.

TT They go to room A1 and search it
TT 
They go to door in E.
T To N door
They hole up in Room P (the privey) for 9 Hours.
They go to the NE and go through the doors and warrens.
TTT/Dromar's pain begins to come back and he asks for a clerical remove
pain. They realize that the clerics can only cast spells they memorized
while they were on Isis.
Cappy falls in Teeter-totter lid -pit trap. The others get him out using
spikes and rope. Stallen holds the lid open with a spike and his body
weight. 
HHH No encounters!
TTTTTT They go through somemore corredors.
T Up the stairs (dummy) and searching.
TTTTTT Going toward room 40. They move one of the statues and are moving
another when a Sharn attacks them. Time Stop before the battle. They are
not surprised when the purple sparks appear.
TIME STOP just before first initiave roll.


Text Account:
Date Eleint 5th (day24)
Time Stop as they enter Beregost in early evening (4:00)
Judith of Shadowdale
1st LVL MAGIC USER
SPELL(S) UNSEEN SERVANT, Friends, Chromatic Orb, Affect Normal Fires

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

Rogue and Pikeman Alehouse
Slippery Mare Tavern

Bronze Heroine and Otter Alehouse
Sedaisar - Prop.
Race   -- Human                Interest --  History
Class   --  Fighter            Occupation -- Merchant
Sex        -- Male             Morals -- Aesthetic
Strength   -- 12               General -- Non-descript
Intelegence -- 14              Intellect -- Average
Wisdom      -- 10              Piety -- Irreverant
Dexterity   -- 11              Personality -- Abrasive
Constitution -- 7              Hit Dice -- d10
Charisma    -- 16              Nature -- Sharing
Comeliness  -- 11              Materialism -- Greedy
Allignment  -- Neutral Good    Possessions -- Average
Age          -- 56             Apparent Age -- Ancient
Armor Class  -- 2              Bravery -- Fearless
Favored weapon -- 2H. sword    General Tendencies -- Careless
Height in "   -- 62            Disposition -- Cheerful
Weight in #   -- 164           Honesty -- Very Honorable
Hair Color    -- Black         Sanity -- Normal
Complexion    -- Dark          Energy -- Normal
Features      -- Corse         Thrift -- Miserly
Social Standing - Middle       Collections -- Jewelry

Jaguar Meadhall

Howling Flask Tavern
Joudy Boswer
Race   -- Human                Interest --  Drugs
Class   --  Fighter            Occupation -- Gambler
Sex        -- Female           Morals -- Lustful
Strength   -- 15               General -- Foppish
Intelegence -- 10              Intellect -- Scheming
Wisdom      -- 9               Piety -- Average
Dexterity   -- 12              Personality -- Rash
Constitution -- 13             Hit Dice -- d10
Charisma    -- 15              Nature -- Vengeful
Comeliness  -- 16              Materialism -- Aesthetic
Allignment  -- Chaotic Neutral Possessions -- Scant
Age          -- 17             Apparent Age -- Youthful
Armor Class  -- 2              Bravery -- Normal
Favored weapon -- L. sword     General Tendencies -- Moody
Height in "   -- 73            Disposition -- Hot Tempered
Weight in #   -- 155           Honesty -- Liar
Hair Color    -- Blond         Sanity -- Normal
Complexion    -- Black         Energy -- Normal
Features      -- Anglar        Thrift -- Wastral
Social Standing - Lower Upper  Collections -- Unusual Weapons

Boar's Head Tavern (Pigs Moosh)

Seagull's Cellar
Delala the Spearcarrier
Race   -- Human                Interest --  Weapons
Class   --  Fighter            Occupation -- Miner
Sex        -- Female           Morals -- Immoral
Strength   -- 10               General -- Ragged
Intelegence -- 12              Intellect -- Ponderous
Wisdom      -- 12              Piety -- Average
Dexterity   -- 9               Personality -- Hostile
Constitution -- 13             Hit Dice -- d10
Charisma    -- 12              Nature -- Soft Hearted
Comeliness  -- 9               Materialism -- Greedy
Allignment  -- Chaotic Neutral Possessions -- None
Age          -- 18             Apparent Age -- Ancient
Armor Class  -- 2              Bravery -- Normal
Favored weapon -- L. sword     General Tendencies -- Altrust
Height in "   -- 78            Disposition -- Unfeeling
Weight in #   -- 149           Honesty -- Average
Hair Color    -- Black         Sanity -- Normal
Complexion    -- Tanned        Energy -- Normal
Features      -- Refined       Thrift -- Average
Social Standing - Upper Middle Collections -- Gems
She is very nice and greets her guests at the door. 
Windy Fowl Tavern

Most of the inns are full as there are 3 caravans in town that rolled in
a couple hours before. 

They split up the party going to different inns Way, Krom, Vict.,
Dromar, Cappy go to the howelling flask, the rest go to the seagul
cellar. Delala says that she does have rooms for the evening. They
decide to stay here. Stallen asks for a discount for playing and she
accepts. 


At the Howling Flask they hear wolf howels. Waybad starts pushing people
out of the way to get to the bar, and one of the patrons objects. They
start a fight with a man named 
Klingar
Race   -- Human                Interest --  Foods
Class   --  Thief            Occupation -- Hunter
Sex        -- Male             Morals -- Lustful
Strength   -- 14               General -- Immaculate
Intelegence -- 16              Intellect -- Dreaming
Wisdom      -- 11              Piety -- Average
Dexterity   -- 16              Personality -- Blustering
Constitution -- 5             Hit Dice -- d6
Charisma    -- 15              Nature -- Suspicious
Comeliness  -- 15              Materialism -- Aesthetic
Allignment  -- Chaotic Neutral Possessions -- None
Age          -- 19             Apparent Age -- Old
Armor Class  -- 7              Bravery -- Normal
Favored weapon -- Dagger      General Tendencies -- Capricious
Height in "   -- 61            Disposition -- Harsh
Weight in #   -- 157            Honesty -- Average
Hair Color    -- Blond         Sanity -- Normal
Complexion    -- Tanned        Energy -- Energetic
Features      -- Refined       Thrift -- Spendthrift
Social Standing - Upper Middle Collections -- Unusual Weapons

Waybad crushes Klingars foot with his ax and the guy passes out. 
The bouncer threatens him and tries to take him out of the bar, but
Klingar kicks waybad in the groin. This starts a brawl that involves the
whole bar. Those that are still consious are taken to the bring at the
fort outside town. They spend the night in this hole and the judge will
be in to try them in the morning. Time stop at 11:00.
\\


Text Account:
Time stop from 3-23-91 where they have been fighting at the howling mug.
All those involve end up in the fortress brig that lies just outside
town. Time stop at 11:00 their time.
Way, Dromar, Cappy,Krom,Victorex are there, the rest are in the
Seagull's Cellar.

Back at the jail... Mariah, Phantom,  Clare, Rogan, Suzie are in the
same cell. Rogan has no one to go his bail, so the party decides to
invite him on his way north with them if they pay his bail.

They all go on town, and 180gp in fines are sufficient to get them away
from the city without doing any time.
They go on to Baldur's Gate.

Minimum of 6 day journey.
Waybad and Rogan get to know each other
Day 1 No Enc.
Day 2 No Enc.
Day 3 No Enc.
Day 4 No Enc.
Day 6 No Enc.

They arrive in Baldur's Gate. Dio Mas is complete in her body parts. She
will wak up in 1d10 days 9 days.

Baldur's Gate
Inns:
Roe's Head Guesthouse
Dour, Grand Maiden and Flogger Lodge
Mastadon and Horse House
Veteran and Beggar House
Wheatsheaf and Torch Club
Torch and Banner Guesthouse
Hero and Keys Lodge
Beggar and Sage Resthouse


They look for Inn in a decent neighborhood with the docks in 15 min. 

Fell Seaman Inn - High Class. Rooms,stables,restraunt. There is a lot of
business going on here. The bartender who is the Prop. Dalosk keeps
track of most that is going on. He will privide information if the
person does not complain about a drink price inflated by 10 or 20 times.
He provides introdutions and information about other patrons if this
information could also be used to the advantage to that person. He is
not a roumer mondge who will say bad things about his patrons.

Dalosk - Prop
Race   -- Human                Interest --  Legends
Class   --  Fighter            Occupation -- Shipwright
Sex        -- Male             Morals -- Perverted
Strength   -- 17               General -- Rough
Intelegence -- 14              Intellect -- Average
Wisdom      -- 11              Piety -- Iconclastic
Dexterity   -- 9               Personality -- Retiring
Constitution -- 12             Hit Dice -- d10
Charisma    -- 14              Nature -- Forgiving
Comeliness  -- 11              Materialism -- Aesthetic
Allignment  -- Chaotic Neutral Possessions -- Average
Age          -- 17             Apparent Age -- Mature
Armor Class  -- 2              Bravery -- Cowardly
Favored weapon -- L. bow       General Tendencies -- Sober
Height in "   -- 66            Disposition -- Humble
Weight in #   -- 168           Honesty -- Truthful
Hair Color    -- Black         Sanity -- Normal
Complexion    -- Tanned        Energy -- Slothful
Features      -- Anglar        Thrift -- Mean
Social Standing - Lower Middle Collections -- Animal Skins

Earl - Major Domo
He takes all orders in the place. He seems to be everywhere at once. He
is very pleased to assisit the patrons at all costs.
Race   -- Human                Interest --  Cooking
Class   --  Fighter            Occupation -- Merchant
Sex        -- Male             Morals -- Lusty
Strength   -- 13               General -- Unkempt
Intelegence -- 11              Intellect -- Scheming
Wisdom      -- 13              Piety -- Average
Dexterity   -- 10              Personality -- Xolicitius
Constitution -- 13             Hit Dice -- d10
Charisma    -- 13              Nature -- Suspicious
Comeliness  -- 13              Materialism -- Intellectualist
Allignment  -- Chaotic Neutral Possessions -- Average
Age          -- 16             Apparent Age -- Mature
Armor Class  -- 2              Bravery -- Normal
Favored weapon -- Spear        General Tendencies -- Moody
Height in "   -- 81            Disposition -- Compassionate
Weight in #   -- 137            Honesty -- Average
Hair Color    -- White         Sanity -- Very Stable
Complexion    -- Light         Energy -- Normal
Features      -- Corse         Thrift -- Mean
Social Standing - Lower Middle Collections -- Coins

Capt. Lal has a ship leaving in 2 days
Race   -- Elf                  Interest --  History
Class   --  Fighter            Occupation -- Sailor
Sex        -- Female           Morals -- Amoral
Strength   -- 12               General -- Dandyish
Intelegence -- 12              Intellect -- Dreaming
Wisdom      -- 12              Piety -- Reverant
Dexterity   -- 14              Personality -- Friendly
Constitution -- 9              Hit Dice -- d10
Charisma    -- 13              Nature -- Unforgiving
Comeliness  -- 12              Materialism -- Greedy
Allignment  -- Lawful Evil     Possessions -- Average
Age          -- 142            Apparent Age -- Mature
Armor Class  -- 2              Bravery -- Cowardly
Favored weapon -- B. sword     General Tendencies -- Kindly
Height in "   -- 64            Disposition -- Easy Going
Weight in #   -- 95            Honesty -- Average
Hair Color    -- Brown         Sanity -- Very Stable
Complexion    -- Pale          Energy -- Driven
Features      -- Rounded       Thrift -- Spendthrift
Social Standing - Lower Middle Collections -- Unusual Weapons

1st mate bog , purser - catfish
Flying Wedge is the name of the merchant ship that Lal ownes.
They spend a day shopping for things to make the sea journey more
comfortable. They begin their journey north the next day at daybreak.

Flying Weddge - Cog - base mo\ve - 3 per hour   Sea Worthyness - 65%
                                  75 mi per day. Th journey is 2000
miles, making the average time of the journey to be 26 days.

Cargo bay lage enough for 15 hourses, and passenger space for 10.

On their way to the coast.
Day 1 They get to the mouth of the river at the sea.

Bog,Gal.,Pishao,Krom, Timber, go looking for Pot plants. They find 30'
high bushes with great buds dripping off like fruit. They load up and
return to ship.
 They set out the morning after on the sea north to waters deep.

Day 1 of 26 - No enc.
Day 2 - No enc. - Becalmedd
Day 3 Night encounetr 23:45 Strong winds  +1/2
War Ship - From Murann - 20% chance of Io Do spyNO. - No contact.
Day 4 Becalmed
Day 5 Gale x2 movement - Enc. day - Sharks
Day 6 Favorable +1/2 No enc.
Day 7 Lt. Breeze Normal - No enc.
Day 8 Gale Good x3 - No Enc.
Day 9 Becalmed - Night encounter Sharkes
Day 10 Lt. Winds - No Enc.
Day 11 Favorable Wind No Enc. 
Day 12 Favorable winds. - No enc.
Day 13 Favorable winds no enc.
Day 14 Storm - 2x movement - No enc
Day 15 Favorable Winds - No Enc.
Day 16 Favorable winds No Encounter
Day 17 Favor. No Enc.
Day 18 Becalmed No Movement
Day 19 Becalmed Night Enc. Pirate Ship - They miss the party's presence
Day 20 Lt. Breeze - No Enc.
Day 21 Becalmed - Day Enc. - Ghost Ship - 200 miles south of waterdeep.
Day 22 Lt. Winds - No Enc.
Day 23 Lt. WInd - No Enc.
Day 24 they arrive at Waterdeep 4 in  afternoon. 
Io Do knows they are going to w. and has spies. 15% to spot No.
Time Stop where they arrive at Waterdeep.


Text Account:
Marpenoth 12th they are arriving in the docks of Waterdeep.
Galranwyn is leader
The go to the Unicorns Horn for the night, planing on leaving town the
following day. They arive at the inn at 2:00 in the afternoon. There is
a 30% chance that the place will be watched by someone thaty will report
back to Io Do. No one there today. There is a cumulative chance of this
occuring at +5% per day they remain in the city at this inn. The inn
keeper tells them. 
They meet 3 elves looking for work. (adventures)

Erieathor - Brother of Eriathon
Race   -- Elf                  Interest --  Community Service
Class   --  Fighter            Occupation -- Mason
Sex        -- Male             Morals -- Lusty
Strength   -- 14               General -- Non-descript
Intelegence -- 9               Intellect -- Anti-intellectual
Wisdom      -- 11              Piety -- Average
Dexterity   -- 13              Personality -- Friendly
Constitution -- 15             Hit Dice -- d10
Charisma    -- 17              Nature -- Jealous
Comeliness  -- 11              Materialism -- Generous
Allignment  -- Neutral Evil    Possessions -- Exceptional
Age          -- 150            Apparent Age -- Mature
Armor Class  -- 2              Bravery -- Normal
Favored weapon -- Spear        General Tendencies -- Pessimist
Height in "   -- 59            Disposition -- Morose
Weight in #   -- 100           Honesty -- Average
Hair Color    -- Brown         Sanity -- Very Stable
Complexion    -- Pale          Energy -- Energetic
Features      -- Refined       Thrift -- Average
Social Standing - Upper Middle Collections -- Gems

Erieathon - Brother of Erieathor
Race   -- Human                Interest --  Handicrafts
Class   --  Fighter            Occupation -- Jewler/Lapidary
Sex        -- Male             Morals -- Normal
Strength   -- 15               General -- Dirty
Intelegence -- 12              Intellect -- Scheming
Wisdom      -- 14              Piety -- Average
Dexterity   -- 12              Personality -- Friendly
Constitution -- 9              Hit Dice -- d10
Charisma    -- 11              Nature -- Sharing
Comeliness  -- 17              Materialism -- Average
Allignment  -- Chaotic Neutral Possessions -- Scant
Age          -- 18             Apparent Age -- Ancient
Armor Class  -- 2              Bravery -- Normal
Favored weapon -- Cross bow    General Tendencies -- Sober
Height in "   -- 70            Disposition -- Even Tempered
Weight in #   -- 158           Honesty -- Very Honorable
Hair Color    -- Black         Sanity -- Very Stable
Complexion    -- Tanned        Energy -- Lazy
Features      -- Refined       Thrift -- Average
Social Standing - Lower Middle Collections -- Jewelry

Tenisias
Race   -- Half Elf             Interest --  Fishing
Class   --  Fighter            Occupation -- Trader
Sex        -- Female           Morals -- Amoral
Strength   -- 15               General -- Immaculate
Intelegence -- 11              Intellect -- Scheming
Wisdom      -- 10              Piety -- Impious
Dexterity   -- 9               Personality -- Friendly
Constitution -- 13             Hit Dice -- d10
Charisma    -- 15              Nature -- Forgiving
Comeliness  -- 18              Materialism -- Average
Allignment  -- Lawful Evil     Possessions -- Superb
Age          -- 24             Apparent Age -- Youthful
Armor Class  -- 2              Bravery -- Normal
Favored weapon -- Staff        General Tendencies -- Optimist
Height in "   -- 37            Disposition -- Hot Tempered
Weight in #   -- 60            Honesty -- Liar
Hair Color    -- Blond         Sanity -- Normal
Complexion    -- Light         Energy -- Normal
Features      -- Fine          Thrift -- Wastral
Social Standing - Lower Upper  Collections -- Unusual Weapons

The next morning they get up at cocks crow. They go to get the horses
and see how much they charge for their bording. Nobel Stall is name of
bording house. There are rooms over the large building  for stalls.
Dorkin is prop. He is a tall, skinny friendly, trustworthy sort who
LOVES horses and will allways treat them well. They all pay 25gp to get
their horses back.
They try to sell the pot and the local mafia breaks in and offers them
200gp for all their pot. They refuse, and the mafia will reduce their
earning by 60%.
The get the rest of their supplies as quickly as possible and get on the
road to the stone house.

They are 2 days on the road. 
Day 1 No Enc. - 
Day 2 Encounter - Baladar Encounter while they are at camp. 
Race   -- Human                Interest --  Magic
Class   --  Fighter            Occupation -- Trapper
Sex        -- Male             Morals -- Normal
Strength   -- 16               General -- Non-descript
Intelegence -- 12              Intellect -- Scheming
Wisdom      -- 14              Piety -- Iconclastic
Dexterity   -- 9               Personality -- Abrasive
Constitution -- 9              Hit Dice -- d10
Charisma    -- 14              Nature -- Soft Hearted
Comeliness  -- 12              Materialism -- Greedy
Allignment  -- Lawful Neutral  Possessions -- Scant
Age          -- 17             Apparent Age -- Youthful
Armor Class  -- 2              Bravery -- Brave
Favored weapon -- Axe          General Tendencies -- Moody
Height in "   -- 70            Disposition -- Harsh
Weight in #   -- 162           Honesty -- Liar
Hair Color    -- White         Sanity -- Normal
Complexion    -- Light         Energy -- Normal
Features      -- Anglar        Thrift -- Spendthrift
Social Standing - Upper Middle Collections -- Coins

He tells them about the spectre who killed 3 of his party and lost him 2
levels. He escaped but blames Runic for leading him into a trap.
Up the next morning, and off to the village of Katina.
They are welcomed into the white horse sleigh where they are asked about
their plans. They tell them about Baladar and his party leaving and not
returning. They tell about the gold dragon that has been around. It is
the one seeking Dio Mas. Gold Dragon - Drrahhcole. They stay in the city
till 6:00 and then go on. Arnortha is the priestess. 
They tell them about what has happened to Dio Mas. She askes for their
story, after offering them food and drink. 
They tell of the death of Dio Mas and their shipwreck. The go to the
house to defame the temple of Bane. Arnortha trusts them more than
before. Dio Mas starts breathing under the care of the clerics. She will
become awake in late afternoon.
Dio Mas speaks. She tells them about her regenerating power. She askes
them about Io Do. About the dragon. She tells them about her loyalty to
her. They spend 3 days sparing and practicing for the coming battle. On
the 3rd day, the dragon Drrahhcold appears and tells about the ship he
has found. 

Gold Dragon - Drrahhcole
Allignment - Neutral Good
Possessions - Average
Apparent Age - Middle-aged
General - Imposing
Sanity - Unstable
General Tendencies - Sober
Personality - Modest
Disposition - Cheerful
Intellect - Ponderous
Nature - Resentful
Materialism - Philanthropic
Honesty - Decietful
Bravery - Fearless
Morals - Lustful
Piety - Average
Energy - Driven
Thrift - Mean
Interest - Learning
Collections - Jewelry

Black dragon has a perfect ship. Water deep has a cheap ship. A grounded
ship can be had north of Port LLast. They want 5000 gp for Long Ship in
waterdeep. Arnortha gives them 20 vials of holy water. They get their
weapons clean and spell components together for the next day.
The next morning, the dragon is gone, and they will be leaving.


Text Account:
In the stone house.
FROM LAST ADVENTURE IN BIG BASIN....
They  are in the Temple of Tyr near the stone house. The priests give
them Vials of holy water the have specifically prepapred for them, and a
Scroll of Dispell Evil. After they discuss what they want to do, they set
out for the Stone House. They get there with no encounters. 
They go to entrance No. 9.
**Way bad goes into room J3A and the party follows. 
*He then goes into J2 where he is charmed by the Naga.
The Naga takes him from  room J3 to J1 where he eats him in 20 Min.
**The party continues to search J3a, and try to get into J2a.
***Room J2a - Strenth cast on Cappy
To J4 They infd weapons on the wall, all from Tekumel. There is a bamboo
****Mancatcher, a Ceremonial Halbard, a Poison Blower.
**Back to J2
**Room j1a search
*Room J3 Shambling Mound attack. 
*They kill the Mound and in searching the room they find the Naga.
*Naga killed
They find Waybad's body and try to find
out what to do with it.
Elapsed Time for adventure: 3 Hrs 20 Min


Text Account:
They are in Room J3 looking at Waybad's dead body.
They try to decide what to do with his stuff.
They can't decide what to do with his stuff now, so they distribute it at
random throught the party.
They throw Waybad's body on the fire with the Shambling mound and throw
more oil on his body until it is consulmed. 
***They go to Room J1 Searching. 
Stallen tastes the keg. Pisheo, cappy, Krom 1 pnt, Gal. pt, Timber 1 pt. 
*Stal.Takes 2 wine skin. 
***They find secret door in southwest wall. They search for it.
*Room J1B 
**Room I11a
*J1b
*I9 They enter and search room for cash, false floors and secret doors. 
**Stallen searches the rat hole.
** They continue to room I7 Searching.  Bill knocks the scales and the
ground shakes. They run out the room into the corredor. 
/*Room H14 They surprise Pudding.

BLACK PUDDING ; AC 6; MV 6"; HD 10D8; HP 54; #AT 1; DMG 3-24; SA DISSOLVE WOOD
& METAL; SD SEE BELOW; INT NON; AL N; SIZE L; THAC0:10
IMMUNE TO COLD. BLOWS & LIGHTNING SPLIT IT INTO SMALLER SIZES

HP 54
-9 Gal (MM)
-7 Dro(Bur.Han)
-17 Krom
-7 Cap
-15 Vict

**They each have 1 place setting, but stallen takes the bowel instead.
They suspect that they are near an area they mapped before. Out into the
corredor again, They find the illusionary door that has the teleportation
behind it. Dromar detects the illusion.  Bill and Victorex go thru the
teleportation rune and meet the mage. He agrees to tell bill what his
staff will do if he dusts the place. Vict tries to calm him down by
appologising for interrupting him. Just then, Stallen and dromar appear.
This pisses off the mage and he casts mm and hits 2 times on each. They
are running away. The first two (Vict and Bill) go through and Krom and
Cappy go into the wizzards romm. They send them through next until only
Dromar remains in the wizzrds room trying to cast a spell on him. Spell
fails Dromar is charrmed. Dromar tiries to cast hypnotism fails, he reads
book and is stunned 9 rounds. The mage ripps out his spook spell from his
spell book and puts him back in the rune. The rune is turned off for 24
hours. Unconsious dromar arrives back with the party.

**/Stallen finds a book about poisons. It describes the ingrediants to 2
weak injestive and 2 med insinuative poisons. It tells how to aid in
neutralizing. If read by someone with Herbalism it will raise it by +1.
Inside there is a scroll of prot. Fomr Poison.

They are in the 5' corr. going s and e. they find out where they are in
the house. 
They go to I8 the temple of Mystra and Azuth. It is melted from their
previous stay. It has been profained. There is a 30% chance per day that
a Foo dog will see them there and confront them. 

H The party is going to stay for at least 8 hours. The first hour The foo
dogs cometh.


FOO CREATURE DOG (x2); AC 0; MV 27"; HD 7D8+7; HP 40, 30; #AT 3; DMG
2-5(x2)/1-12; SA SEE BELOW; SD SEE BELOW; MR 45%; INT VERY; AL CG; SIZE M;
THAC0:12
ATTACK AS 10 DIE CREATURE, VS LAWFUL EVIL CREATURES HITS WITH A +1

BECOME INVIS AT WILL, TRAVELS ASTRAL & ETHEREAL AT WILL, BARKS SUMMON 1-6
ADDITIONAL FOO DOGS, ATTACKED BY EVIL AT -1 HIT & DMG

Ge Jung                           Low Gung
─────────────────────────────────┬──────────────────────────────────────
Interest --  Exotic Animals      │Interest --  Foods
Occupation -- Leather Tanner     │Occupation -- Carpenter
Morals -- Normal                 │Morals -- Immoral
General -- Rough                 │General -- Imposing
Intellect -- Brilliant           │Intellect -- Brilliant
Piety -- Average                 │Piety -- Average
Personality -- Overbearing       │Personality -- Friendly
Hit Dice -- d10                  │Hit Dice -- d10
Nature -- Jealous                │Nature -- Resentful
Materialism -- Intellectualist   │Materialism -- Avaricious
Possessions -- Superb            │Possessions -- Scant
Apparent Age -- Mature           │Apparent Age -- Mature
Bravery -- Normal                │Bravery -- Cowardly
General Tendencies -- Optimist   │General Tendencies -- Optimist
Disposition -- Hot Tempered      │Disposition -- Morose
Honesty -- Very Honorable        │Honesty -- Average
Sanity -- Normal                 │Sanity -- Very Stable
Energy -- Normal                 │Energy -- Driven
Thrift -- Thrifty                │Thrift -- Mean
Collections -- Swords            │Collections -- Artwork
                                 │                              
Dio Mas, Victorex and Gal promice to santify the temple. The Foo dogs
agree taht this is attonement for their sins, and one of them leaves. Ge
Jung stays to guard them. He chases away a spirit that intrudes in the
middle of the consecration spell. 
8 Hours no encounter. They rememorize spells and use a combine spell with
Dio Mas's Consecrate Ground spell. 
Foo dog chases away a house spirit during the ceremony. 
Spell takes an hour and 10 min. to cast.

Gal. tells them they are going to the Temple of Bane. The impressed foo
dog agrees to come with them and summons the other dog to help.
They decide to remeomorize some spells so they rest for an additional 8
hours. There are no encounters during this time. 

Before they leave they talk to the dogs and discuss the plan of attack.
The party will count on their fingers to 30 (3 people counting on their
fingers) then the dogs will count to ten and attack. They will not begin
to count until they are just outside the temple.

*They go out of the temple and they want to get to the temple.
* They go to room H6 and see the apoperations.
*They are stnading tat the West and south corner, right outside the Temple
of Bane. They stop at the corner
to prepare their spells... then think better of it and move south,east,south.
*They search for anything that might surprise them.
Casting spells before they go into the temple.
Time Stop


Text Account:
They are standing outside the Temple of Bane, casting spells of
protedction and generally getting ready for their attack. There is a 35%
chance of a Devil using a spell to detect any thing out of the ordinary
outside the temple.


Text Account:
There are a number of party members and priests trapped within the
temple of Tyr. The monsters are comming into the temple on at a time
through a second story window. They have to go down a 50' long narrow
wooden stairway to get into the temple. The bannister has been mostly
torn down, and people are battling the devils as they come down.

They use a pew to try to block off the opening above, but Cappy can only
hold them back for 1 round before it crashes down to the floor. HJune
and Arnortha drag bodies into the center of the floor where the other 2
pew are burning to prevent their regeneration.

At time stop, Cappy is at the top of the stairs on the landing attacking
any thing that comes in the window. Stallen is dragging bodies into the
fire (it will only allow 6 more bodies (total of 18) on the current
fire. June etc. are bringing in a table from the kitchen to block the
window. They arrive at the bottom stairs this round. Grey scale is
firing arrows at them from the ground (-1 to roll because of the
landing) Arnortha is guarding the bottom of the stairs.


Text Account:
Leader Temple - Lucy (Arnothra)
Leader Bog - Lucy (Victorex)
Time Stop after 10 rounds of fighting devils inside the Temple of Tyr
outside the Stonehouse.

They continue to battle the incomming lemurs. They are firing silver
tipped arrows and retreving most of them to use over again. After there
are too many for the fire to burn, so Stallen starts cutting their heads
off and kick them into a different corner of the room. When they try to
ozze back together, he kicks them back in the corner. 

Arnortha and Cappy take turn killing the ones that get through the arrow
fire. 

Finally their arrows run out. They prepare to go into a long sword battle
when Stallen remembers Waybads rock. He Summons the elementel (for the
second time) and tells it to bolck off the window the devils are comming
in. He does this. It will hold for 18 hours. 

The devils abandon their try on the temple, vowing to come back. They do
some dammage to the town and the people around before they go back to
Hell.

They do some healing and discuss an eventual solution to their problem.
Arnortha will consider abandoning the temple if she receives word from
her god or some higher up in the temple. In six hours, Barthemelew wakes
up and rememorizes his spells. Another 2 hours and Arnortha and Stallen
rememorize their spells. Now all are back to full spells. Arnortha tells
them that they do not need to stay, and that they may be attracting the
devils. They decide to stay to help them clean up. They make a bonfire
outside from the destroyed plants that surround the temple for 300'. They
throw the bodies of the Lemurs on the pire and burn them. 

April returns and tells them about the 3 deaths in the town of Katina and
the loss of livestock and property. They try to decide where they will
wait for the rest of the party to arrive. They stay at the temple after
preparing for a seige. They get food and barrels of water and wine from
the town. The rest of the party has arrived at the temple at last!

They decide to go toward Waterdeep. They set out the next day with the
blessing of Arnortha. It will take them 5 days to get tho the first city 
where they could buy horses. The dragon Drrahhcold will show up in 3
days.
Marpenoth 30
Day 1 - No Enc.
Time Stop at begining of the second day.
Mar. 31 Day 2 - Encounter night.


Text Account:
Leader - Galranwyn (Lisa)
Marpenoth 31 FALL I - 75 27-30MPH winds In plains, going into hills.
They Time Stop at the begining of the second day of 8 on their way to
Waterdeep. There will be an encounter with Drrachhole that night.
Stallen tries to influence the party with his bardlike powers. He
succeeds with Dio Mas and Cappy which is enough to get a vote split. They
roll 30s and they decide to go into the city to get horses. Vict. casts a
augury and it says it is not best to go back to the stone house.

Drrachhole appears and talks to them. He tells them about the black
dragons. They live in the March of Chelimber near the north western part
of the Forgotten Forest. He tells them the plan of holding the daughter
of the black dragons to ransom them the ship.

They discuss this late in the evening, and Dra. takes off to eat. No
further encounter that night.

720 miles using the roads and 580 going strate across the High Moor to
the place where the dragons are.

Day 1 H -5 deg Wind to 40 MPH
They head off to the south folling the edge of the Ardendeep forest
until they get to the river. They follow it south until it crosses the
High Road. They will the proceed to Daggerford hoping to buy horses
there.
Day 2 F +10 to 50MPH with Heavy Rain. 1/2 day travel
Day 3 F Same No Travel
Day 4 G Rain Lets up at 1:00 1/2 day travel.
Day 5 H Clearing 
Day 6 G Moderate rain.
Day 7 H Clearing Encounter in the morning. BlueBottle Flys
FLY, GIANT BLUEBOTTLE (x9); AC 6; MV 9"/30"; HD 3D8; HP 16(x3), 11(x2),
19,13, 15(x2); #AT 1; DMG 1-8; SA 10% CHANCE BITE CAUSES DISEASE; SD
JUMP; INT
NON; AL N; SIZE M; THAC0:16
MOVE MC: D

A16	B11         C19       D16         E16          F13          G 15
-2 Gal  -2 Gal     -3 Gal      -4 Dro    - Cap        -5 Grey      -14  Vict
-9 Vict -1 Dio     -4 Tim     -10 Vic    Flees        -9 Tim       -1 Dio
Retreats -4 Tim    -1         -5 Cap                  Killed         Retreats
         Flees     Fails      Killed                    

H16     I15         J11         K11
-6 Tim  -10 Tim     -1 Dio      -2 Cap
Flees   Flees       -3 Dro       -2 Dio
                    Flees       Flees
Day 8 I They get sick and swollen and have a high fever from fly bites.
Day 9 I Cappy and Timber feel better today.
Day 10
Day 11 Grey Scale recovers from fever. Encounter in Night


Text Account:
Uktar 11th - Mid November
They create characters for the big campaign. Broddo Zord, Kagar Thalon,
and Jack Death


Text Account:
Victorex is leader

Uktar 11th - Mid November

They are on the road to the lair of the Black dragons in the Marsh of
Chelimber. 

So far they have traveled 65 miles along their way and are at the ford
over the river Sieper.

They are on the road, and so I roll for encounters 2 per day, one in the
day and 1 at night with a 1 on a d10.


1 Day 1 No Encounter. Weather K No Precip.
1 Day 2  "              "     K   "
1 Day 3 No Encounter. Weatehr M Moderate Snow
.5 Day 4 No Encounter. Weather N Moderate Snow
.5 Day 5 Night Encount. Weather P Lightining and Snow

BLINK DOG (x8); AC 5; MV 12"; HD 4D8; HP 10(x2), 12(x2), 25, 28, 16(x2);
#AT1; DMG 1-6; SA 75% CHANCE ATTACK TO REAR; SD TELEPORTING; INT AVERAGE;
AL LG;
SIZE M; THAC0:15

1-11        2-12        3-10        4-5        5-7        6-10



7-5        8-8


.5 Day 6 No Enc. Weather Q - Heavy Snow
1 Day 7 No Enc. Weather Q - Clearing
1 Day 8 No Enc. Weather P - Cloudy
1 Day 9 No Enc. Weather O - Cloudy
1 Day 10 No Enc. Weather O - Gusty Winds
Day 11 Day Enc. Weather P - Lightning Storm and Rain

Deibraas - Is the elvan leader of the other party. He is cruel and
strict. There are a lot of Morale problems. Some are more than happy to
leave their employ.

MERCENARY GUARD (x70); HD 1D8; 
HP 3(x16),7(x12),2(x15), 4(x18), 6(x9); 
#AT 1; DMG BY WEAPON; INT AVERAGE; AL N; SIZE M; THAC0:20
4 Large Carts (Gypsie) and 14 Dray Horses
(x12) AC 2, LANCE (2-7), SWORD (1-8), HVY. WARHORSE (MV 15")
(x14) AC 4, LANCE (2-7), SWORD (1-8), MED. WARHORSE (MV 18")
(x5)  AC 4, FLAIL (2-5), MACE  (1-6), MED. WARHORSE (MV 18")
(x5)  AC 6, LT. CROSSBOW (1-4), SWORD (1-8), LT. WARHORSE (MV 24")
(x6)  AC 5, POLE ARM (2-8), MACE (2-7), MV 9"
(x10) AC 5, HVY. CROSSBOW (2-5), MACE (2-7), MV 9"
(x18) AC 6, SPEAR (1-6), MORNING STAR (2-8), MV 9"
TREAS 764 SP         Naivbiig             Nilob                Noeknoz

Nuotniim             Nukshel              Pauqat               Qaupez
Pietfuib             Poichol              Poojhae              Puanchesh
Pushmiel             Qaxot

Deibraas
HUMAN, LVL 9 FTR ; AC 2; MV 9"; HD 9D10; HP 50; #AT 3/2; DMG BY WEAPON;
SA SEE BELOW; SD SHIELD +1; INT AVERAGE; AL VAR; SIZE M; THAC0:12
USES MACE (1-6)
TREAS 4 GP

Tanker
HUMAN, LVL 10 FTR ; AC 2; MV 9"; HD 9D10+3; HP 61; #AT 3/2; DMG BY
WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:12
USES SPEAR (1-6)

TREAS 5 GP, 5 PP

Sgt. Ream
HUMAN, LVL 2 FTR (x12); AC 5; MV 9"; HD 2D10; HP 10(x3), 8(x2), 3(x5),7, 15
#AT 1; DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M;
THAC0:20USES BROAD SWORD (2-8)

TREAS 174 CP
XP 669

IN LAIR TREAS 2000 GP, 200 PP, 9 GEMS

.5 Day 12 No Enc. Weather Q - Snow
1 Day 13 No Enc. Weather Q - Snow
.5 Day 14 No Enc. Weather O - Sleet
1 Day 15 No Enc. Weather O - Sleet
1 Day 16 No Enc. Weathre N - Heavy Wind
.5 Day 17 No Enc. Weather O - Sleet
1.5 Day 18 Night Enc. Weather N - Sun!

CENTAUR (x12); AC 5; MV 18"; HD 4D8; HP 18(x2), 15, 23(x3), 12(x4),
20(x2);#AT 2; DMG 1-6(x2)/BY WEAPON; SA CLUBS (67% 1-3) OR BOWS (1-6);
INT LOW; AL
VAR; SIZE L; THAC0:15

TREAS 67 GP, 17 GEMS
XP 1852

Haroof Li Pfor
CENTAUR LEADER (x4); AC 4; MV 18"; HD 4D8; HP 16(x2), 23, 22; #AT 2; DMG
1-6(x2)/BY WEAPON; SA LANCE (1-8 OR 2-24); INT AVERAGE; AL N; SIZE L;
THAC0:15
TREAS 40 GP, 3 GEMS
XP 648

1 full day to Daggerford

1.5 Day 12 - No Enc. Weather m remains clear!
. 5 Day 13 - No Enc. Weather N Rain - They reach Daggerford.
Time Stop


Text Account:
7th of Hammer - They are on the edge of the Marsh of Celiember
Lucy is Leader 
They are on the south west area at the Marsh, and are going to be going
to the lair of the dragons.

Day 1 - Weather starts out as 2 Winter and an average H15 to 30. There is
no precip. No Enc.
They are staying in the planes area around the marsh and proceeding to
the north.
Day 2 - Wea. G - Changable winds NE
Day 3 - Wea. H - Dark Clouds NE
Day 4 - Wea. F - High Winds and Lt. Snow
Day 5 - Wea. F - No Wind, Heavy Snow Encounter at night
Snow Ghouls - 
                 This is a party of 13
                                        Snow Ghouls

1-1        2-6        3-5        4-1        5-6        6-8
- 13Krom   These are turned. 

7-7        8-3        9-7        10-8        11-3        12-3
						_        -2 Brodda-5Kag

13-8
-8 Krom


45 MP in a leather money.

Spell Book of Teriacton
PROTECTION FROM MAGIC, FIREBALL, ENCHANT WEAPON, CACODEMON, POWER WORD,
STUN,PERMANENCY, TRAP THE SOUL, FIRE SHIELD, POLYMORPH OTHER, METEOR

Day 6 - Wea H - No Pre. Changable winds NE
Day 7 - Wea Special Heat wave from volcanic action in Marsh. Melts snow
and causes some flooding.
Day 8 - Wea M - Thaw continues, no clouds birght but dim sunlight NE
Day 9 - Wea. M - Continued thaw. NE
Day 10 - Wea. M - Thaw continues NE

Day 11 - Mid Day encounter Wea. L Werewolfs
LYCANTHROPE, WEREWOLF (x11); AC 5; MV 15"; HD 4D8+3; 

A23,		B15,		C14		D14		E14
-5,5gal		-3,3 Gal	-3 gal		-5 st		-4 st
-11,5sta	-3,3sta		-6 sta
-3 Bro		-10 Kag		-12 Vict
-2 Dro
The others want revenge on their brothers and will follow the party and
attack them again when the party is more vulneerable.

F17		G17		H17		I16		J16	
-4st		-5st		-5st		-2st		-3st

K16
-4st
-5bro

#AT 1; DMG 2-8; SA SURPRISES ON A 1-3; SD SILVER OR +1 OR
BETTER WEAPON TO HIT; INT AVERAGE; AL CE; SIZE M; THAC0:15

Day 12 - Wea Special - Heat Wave as above, seismic
Day 13 - Wea. L NE
Day 14 - Wea. K Morning encounter Wild Horses. The werewolves kill one of
them. 
Day 15 - Wea. J NE
Day 16 - Wea. I NE They arrive at the marsh.
The Werewolves attack this night.
They are all wounded in their hit-and-run attack, so they abandon it but
make a point to look for them as they come out of the swamp.
They enter the marsh 6 checks per day, on 1-4 on 1d10. Movement 1/2
Normal (4 mi per day).
Day 17 - Wea. H NE
Day 18 - Wea. H Enc Late in day Giant Leech
9 of them
A1 3		B4-16		C2-14		D1-8		E1-3
		VAR Disease(4)	GAL Disease (3 weeks)		

F1-6		G3-12		H3-16		I4-22
KAGAR Disease(1)KROM            STALLEN

DAY 19 They arrive in the area where the lair is supposed to be. They try
to decide who to find it! They decide to travel in a obliquye direction
and travel in that direction all day, the next day they travel in a
different direction which will eventually take them back to where they
started. They stop there and try to rest the infected people.
Around mid-day the disease will set in giving
them a fever and a bright red rash on their chests that will eventually
spread over their whole bodies. It itches like crazy.
Day 20 Rest this day. 
Vict, Jack, Cappy go searching. They have an encounter with Lizzard men.

LIZARD MAN, UNCIVILIZED (x6); AC 5; MV 6"//12"; HD 2D8+1; 
#AT 3; DMG 1-2(x2)/1-8; INT LOW; AL N; SIZE M; THAC0:16
all are Grey tribe
A9		B9		C13		D5		E14,
-13 Vic		-8-3 Cap	-4-11 jack      -14 Vic         -8Jack
dead1		dead		dead		dead	1	runs
F16
-5 Cap
-8vic pummeling Unconsious
The L. Men flee after the 3rd round. The one that escapes warns the city
about the approach of the party of "3 maybe more".
They tie & blindfold him and take him back to camp.
TIME STOP at sunset.
Night late encounter - Apes try to raid their food.


Text Account:
Bill is leader Hammer 27th

They search the bodies of the fallen lizzard men and find nothing of
value. They had amulets (Grey) which they remove from the bodies. They
tie up the survivor and take him back to the party. They arrive back
around sunset. They interrigate the lizard man far into the night around
the campfire.

They bind the hands and legs of the lizard man and abandon him.

First they reach the river that forms the western boundry of the city
that is roughly 1 mile away.
Victorex and greyscale go downriver to make sure they are not being followed.
They send out a scouting party to find the city following the river. 
They see the prow of a ship rising about 4' out of the water in the
center of the river.
Stallen swims. He encounters croks

CROCODILE, NORMAL (x11); AC 5; MV 6"//12"; HD 3D8; 
HP 11    17            18     19
- 6Blind Attacking     -6Cap   -9-12dro
         the blind     -21
-11      -11
12      15
-11     -5

#AT 2; DMG 2-8/1-12; INT ANIMAL; AL N; SIZE L; THAC0:16

Stallen is rendered unconsious by the corks just as he get to the shore.
They bear his body back to the rest of the party and they spend the night
while he is healed.

Day 2 Weather g Raining
He is mostly healed the next morning when the party goes up river,
retracing the steps of the scout party. They try to find a way to
investigate the prow of the boat. This boat was sunk by catapult stones.
They can't figure how to examine the sunken boat. Gal casts a det. magic
and finds none nearby. They avoid the crocks and continue upriver toward
the city. No encounter.

They approach the outskirts of the city. The first thing they see is the
docks at the river side and the stone buildings around them. Krom and
Bill are the first to see them. Jak Deth climbes a tree and spends 2
hours examining the city. He makes notes of what he sees, and makes a map
from them when he gets down. Time stop 2 hours before sunset.


Text Account:
They are just outside the ruins of the city of Chelember.
Time Stop after Stallen makes map, 2 hrs before sunset. Dromar is Leader.
They discuss what they are going to do as they are examining the map. The
chance of an encounter is raised to 1-3 within 1 mile of the city. They
decide to wait until morning to attack, so they find a place to camp for
the night. A lizard man and his son come out of the undergroth just to
the south of the docks and check their crayfish traps in the river. The
party hides from them and are not seen.

Jack, Vict, Grey are walk up river for 25 minuets, looking for a way to
get across the river. No enc, but 20 min (300 yrds) upriver, they find a
tall tree that has fallen partway across the river. There will be
swimming necessary, but only 10'. They arrive back with the rest of the
party. Jak set a snair, but catches nothing. They camp 500yrds away from
the river. No encounters that night.

Grey, Jak, Vict. wait 1 hr after dark and return to the edge of the
river. They observe the city all night. After 2.5 hrs, they hear the
sounds of a human sacrafice going on on the other side of the river. It
is part of the weekly human sacrafice. It is the sound of Tribal chants
terminated by the sound of the humans screaming.

That morning the ones by the river see a party of 6 LM fishing with
spears under the water. The watchers return to the camp. 

Gal and Kag are cured of their disease. The cleric side of Dio Mas tells
more of the gods of the outer planes and warns them about the parochial
nature of the gods they currently worship. She tells them that they will
be taken to a place where they have a chance to acclimate them selfs to a
greater world before going to the home world of Dio Mas.

They spend the day gathering herbs that they will use to disguise their
smell. Their are no day encounters. They make charcole to put on their
faces.

An hour before dark they begin traveling toward the fallen tree where
they plan to cross the river in the dark. At the tree, their is a family
of otters catching crawdads and eating them with relish. 

Jak throws the entrails of a ferrit that he had trapped and eaten into
the water to see what is attracted. The otters are the only theings that
come around in the next 15 minutes. He crosses the river and ties a rope
to a bush so the others can cross. 
Jak and Grey and Vict. cross and are going to scout. First Jak searches
100 yards around. They signal for the rest of the party to follow.
They arrive safely at the other side. 

The party travels 10 min toward the city and stop and make camp there.
Jak and Grey and Vict. continue toward the city. They travel 700 yards
and encounter. They encounter giant leaches. Vict. is hit and suffers 1/2
loss of hit points in 10 min. 
They go to the edge of the city, and jak climbes a tree to get a good
look at things. He sees some additional buildings and some trail. He
climbes down.

He reaches building 2 and climbes the wall. He smells the bad fish guts.
They are decomposing (heat) and glowing with green phosphoressent. 

He circles around and goes to building 17. He looks inside and see
nothing. He climbs inside and it is empty. He returns to the others and
tells them of the contents (or lack thereof). 

They go to 1 and try to pick the lock and fail. Grey climbes wall and
falls. It attracts a Lizard man guard of 3. They try to hide from the
lizard men that come to investigate the sound. 

Three lizard men attack them. 



A 14		B 4		 C 8
- 15 Vict       - JD              -16 Grey
                -8 Vict
Victorex grabs an amulet and flees. Grey grabs a body and follows
encumbered. JD searches a body. He hears more approaching. They reutrn to
the party. Vict. leaves a trail to the partys location. The others go
east and then swing around back. It takes them 30 min to get back to the
party. It will take the lizard men 1 hr and 40 min to find their
position. The lizard men loose the trail when the party moves. The can
see that there are more than 3 in the party but not more. 

They flee 1 hour to the NE and stop and make Cold camp.  No enc. that
night.

Next morning they decide to wait for nightfall and then investigate the
larger bulgings. Late in the evening they encounter the dragons. 
The male is searching the area for intruders and finds the party. 

Stallen and Grey are up trees and will be attacked first by the dragon.

Grey is attacked by surprise by the dragon. Takes 25 HP. 

Paralized with fear JD 4 rnds  Var 5 rnds


DRAGON, BLACK (x3); AC 3; MV 12"/24"; HD 12D8; 
HP 48
-17 Stallen -4 gr -2 Dr -3 Cap

#AT 3; DMG
1-4(x2)/3-18; SA BREATH WEAPON (ACID); INT AVERAGE; AL CE; SIZE L;
THAC0:12
DETECT HIDDEN OF INVISIBLE AS SPELL IN 60" RADIUS.  ROUTS NON-AGGRESSIVE
CREATURES UNDER 1 HD. OTHERS UNDER 3 HD MUST SAVE VS MAGIC OR BE
PARALYZED(50% OF TIME) OR ROUT (50% OF TIME). CREATURES BETWEEN 3 AND 6
HD MUST SAVE VS
MAGIC OR FIGHT AT -1 THAC0. SAVING AT +3 VS THIS DRAGON.

1st LVL MAGIC USER SPELL(S)
CHARM PERSON
MAGIC MISSILE
SHIELD
SHOCKING GRASP(x2)
UNSEEN SERVANT

It flys away to get help. TIME STOP 7 min after dragon attack.

There are 6 tribes living together. 4 of them are grey and do most of the
work. The others have black amulets and they are the priests and
nobility.


Text Account:
7 Min. after black dragon attack 2 hours to the NE of the city. It is 45
min from sunset.

Krom is leader. They spend 2 minutes talking. It will take the dragons 6
minuets to return to their present position with the other black dragon.
It will take 1.5 hours for the liazard man party of 30 to reach them.

They make a south-easternly curve toward the city. For 15 min they travel
at forced march speed then they slow and make maximum advantage of cover
from the air. 

They are traveling for 3 hours in a round about way to the city and they
escape the eyes of the Dragons. The city of the Lizard men are on the
allert, but 30 of them are out searching for the party. There are 4 on
guard in strategic trees around the city and 10 guarding the entrance to
the for where the lair is. They are in the general area of where they
wanted to be (just to the east of the big building where the ship is
stored). 
The door to the ship has been protected with explosive runes (as by a 9th
level mage) and is chained and locked. The doors are 40' each.

A small party is made up of Gal, JD, Pis, Grey are sent ahead. The rest
of the party tries to sstay about 10 minutes behind them. If the advance
party does not meet them in 20 min, the larger party will move to the
building and attack.

The adv. party sees the large bldg about 20yds to the south of them. The
advance party may be spotted by a lookout of the lizard men if the
thiefs do not make their rolls. He will raise the alarm. They arrive safe
and undetected at the building. JD and Pis inspect the door; JD from
above and Pis from the side. Then the approach the door. JD tries to pick
the giant lock. He does not succeed. They return to the oter party.

They meet and discuss what to do. The large party stays where they are,
and the small party returns to the door. Just as they are leaving, Dio
Mas volenteers to Konck the door open. They agree, and the entire party
agrees to follow her. They approach the door. They stand 30' away and Dio
Mas casts a knock spell on the door to open it. It opens and they all put
their shoulders to the door and it opens. They hurry inside, and then
close the door. Dio Mas casts revers knock and the door is closed. They
see the ship inside! 

The party walks around the ship investigating, and the others go around
the outside the building making sure there is no other opening to this
room. 
Krom, cap, kag, stand guard at the door. 

Pi and Dio and JD and Timber and broda, Phanto go onto the ship. They
check to make sure its intact then everyone climbs up on top.


Phanto, Dro, grey, timber going to the forecastle. The rest going inside. 

*************
Gal sits in the helm that Dio Mas pulls from her private universe and she
is given information about how to make the ship move by the Mage taht
lives in Dio Mas's nipple. He also uses his levitation spell to make the
ship go faster and increase its manuverability. 

They ram the door and are chased by the dragons.

DRAGON, BLACK (x3); AC 3; MV 12"/24"; HD 12D8; 
HP 48
-14 Stallen 
-5-6-11-5 Dro

#AT 3; DMG
1-4(x2)/3-18; SA BREATH WEAPON (ACID); INT AVERAGE; AL CE; SIZE L;
THAC0:12
DETECT HIDDEN OF INVISIBLE AS SPELL IN 60" RADIUS.  ROUTS NON-AGGRESSIVE
CREATURES UNDER 1 HD. OTHERS UNDER 3 HD MUST SAVE VS MAGIC OR BE
PARALYZED(50% OF TIME) OR ROUT (50% OF TIME). CREATURES BETWEEN 3 AND 6
HD MUST SAVE VS
MAGIC OR FIGHT AT -1 THAC0. SAVING AT +3 VS THIS DRAGON.

1st LVL MAGIC USER SPELL(S)
CHARM PERSON
MAGIC MISSILE
SHIELD
SHOCKING GRASP(x2)
UNSEEN SERVANT

Dromar drives off the Dragon.

Pi navigates and gets the ship heading west. Time stop when they are 30
mi from the Serpents tail Stream 2000' off the ground. TIME STOP


Text Account:
Stallen (Peter) is the leader.
They have just settled in their rooms on the Rock of Bral.
They have taken their baths.
They get together with Dio Mas to discuss their plans from here.

The people wear only g strings and tool belts.
Everything stays open all the time. (Some buisness have to close. Pick a
random time for this, or just have them close if the ref. doesn't want to
deal with it.

Resterant serves no meat. They dolas mushroom smells like meat. Fried
breadfruit. Dio Mas is happy. Breznoz is the Arcane. She says she has
found a ship that will take her home if they don't want to take her. She
will give them the ship if they want.

They agree to go with her to Greld. She gives them 100gp and offers them
free room and board at the "Cloud Rest"

A guide is left them. It is a young man who looks weak and frail. Jinney.
They decide to take the grand tour around the city. 

They go to the panthiest college and knock. It is answered by the shave
headed accolite. He slams the door in their face laughing.

Graveyard - Dungeon - Complese - Weapons - Training - Theves Market
Alchemist, they buy several potions.

The weapon 200 for fancy pistol and gun powder for 30 shots from dukadji. 
Tangle Guns

Mushroom sales


Text Account:
Solo adventure with Lisa!

The party is standing around looking at all the different kinds of
muchrooms in a shop. Galran. Kagar, Broda want to split up and see some
other things. They will travel with the group and this adventure session
takes place the day after. It is in the morning of the next day.

Gal. goes to her door and knocks. Dio invites in Dio Mas and asks about
the gods of outer space. Dio Mas tells her about the three main faiths.
Gal. asks some queestions about the city, but Dio has little information
of this sort. She says she will speak to the Arcane about assigning the a
well connected person to help them with directions and information.

Gal. tells her about the chest at the Mage Quild below and says that her
chest contains 10kgp and a book. She offers the 10k to get the book back
and Dio promises to ask about this.
Gal gives her a note to take to the Guild to get her stuff out.

Now Gal wants to go shopping. 


Klemtal Owner of the buiseness at 225
Race   -- Human                Interest --  Handicrafts
Class   --  Mage               Occupation -- Husbandman
Sex        -- Male             Morals -- Lusty
Strength   -- 13               General -- Foppish
Intelegence -- 15              Intellect -- Dreaming
Wisdom      -- 14              Piety -- Irreligious
Dexterity   -- 12              Personality -- Modest
Constitution -- 16             Hit Dice -- d4
Charisma    -- 8               Nature -- Jealous
Comeliness  -- 11              Materialism -- Philanthropic
Allignment  -- Chaotic Neutral Possessions -- Exceptional
Age          -- 34             Apparent Age -- Mature
Armor Class  -- 10             Bravery -- Normal
Favored weapon -- Dagger       General Tendencies -- Moody
Height in "   -- 82            Disposition -- Proud
Weight in #   -- 127           Honesty -- Decietful
Hair Color    -- Brown         Sanity -- Neurotic
Complexion    -- Swarthy       Energy -- Slothful
Features      -- Corse         Thrift -- Average
Social Standing - Upper Middle Collect

Dio mas says 6 to 8 weeks in dry dock unless the party helps. Introduces
Klemtal who will act as their manager. Dio Mas cruzes after about an
hour.

Armor, Dwarves, employment, Clothes, jewlery, temples, magic, weapons.

Klemtel takes them to 40 in the Hobbit district. He tells them he will
help them. He scowls and says he "wants no foolishness from you".
Suggests that they hire a crew, elect a captain. 

Kagar buys a mythral chain helmat from Jewler Bolden
Armor - 19) Thuvan, dwarf 
War Square 41,42,43
Gal, Kag, Bro set off to Thuvan. They stop at 20 and buy some stuff from
Tetar. 

The captain F. Fantozi Flywheel
He is candidate for captain of their ship.


Text Account:
City Adventure on the Rock of Bral

Leader is Krom
They are at the mushroom sales at 82
They walk into the market and are given "The law" byt their guide Jinney.

A)Picture Painteer (Portrates, rock scapes, fantasy, characture)
B)Tinkerer (tinsmith) - Timber(2hsword,T.ax),Krom(2HandSword,Schem)
C)LockSmith (Tools stuff He's undercover with a reference to theives market
for their tools) 
D)Wine Merchant - Human (Fern)
White skin, Tall, bald, in gsting with huge earing on his right ear.
E)Addvertiser for 188) - "Lazy ZZ's"
F)Water Seller - 
Encounter - 2 Theifs strike the Old elf advertiser - They suprise and
kill the old man.
They (Except for Brodda) do not get involved.
G)Whore - DonnaLee For Zamman's

Then they walk up the street looking in some shops. They turn in to War
Square and look at the shops.
Then they go to Theivs market.
Keosks inside the Theives Market
Thieves Tools
Salami's 2gp each.


Text Account:
Solo Game With Lisa
She is in the city, and this game post dates the party adventures, and
the adventure on 8-24-91.txt


Text Account:
They are still in Theives market, looking at arrows etc.
They go to comfort square and have dinner at tiny duck
The gypsies sing
The poet poetisizes

UNDER THE VELVET SKY
OLD CAMPAIGN SPEECHES
RIDE HIGH ON THE WIND
SIT WITH ME AND HOLD MY HAND, HE SAID
IN THE SHADOW OF THE ECLIPSE
AND NOTHING ELSE WILL MATTER
YOUR BEAUTY IS MORE THAN I CAN BEAR
OBVIOUSLY LISTEN TO MY EYES AND YOU WILL UNDERSTAND

They have a great duck, mushroom salad, blueberry ice, white and mush.
bread, oysters, etc. which was ordered for them by the owner of the Tiny
Duck.

They decide to go back to their inn, passing by the Lucky Man.
They are at the cloud rest.


Text Account:
They are in the Cloud Rest Inn. They are creating sailors.

Klemtel come to tell the party about a place in the dungeon where the
gnomes want the place cleard out. He sends in his choice of men to hire
to hire the crew. 
Timber asks about relegion and weapons. Will try to find out about a
pistol trainer. 

They want to talk to the Tinker Gnomes about their offer to clear out an
area of the UnderEarth. 

F. Fantooze Flywheel
Race   -- Human                Interest --  Wines (Brandy)
Class   --  Captain            Occupation -- Teamster
Sex        -- Male             Morals -- Devious
Strength   -- 16               General -- Ragged
Intelegence -- 16              Intellect -- Active
Wisdom      -- 13              Piety -- Irreligious
Dexterity   -- 14              Personality -- Abrasive
Constitution -- 13             Hit Dice -- d10
Charisma    -- 5               Nature -- Soft Hearted
Comeliness  -- 12              Materialism -- Avaricious
Allignment  -- Chaotic Good    Possessions -- None
Age          -- 48             Apparent Age -- Mature
Armor Class  -- 2              Bravery -- Craven
Favored weapon -- Cross bow    General Tendencies -- Careless
Height in "   -- 72            Disposition -- Proud
Weight in #   -- 146           Honesty -- Decietful
Hair Color    -- Blond         Sanity -- Normal
Complexion    -- Black         Energy -- Energetic
Features      -- Corse         Thrift -- Wastral
Social Standing - Lower Middle Collections -- Memories

He always wears black clothes and white shirts with a bow tie. He never
goes anywhere without his talking owl who is his navigator. The owl comes
in handy when he is drunk and can't find his way home. 

Chicolini - Space Owl
18 Int           Chaotic Good
AC 6             Move 3/12 Flying B
Hit Dice 3+3     HP 22
THAC0 - 17
Attacks - 3      1d4/1d4/1d3
Age - 37         Weight 32'

Always uses a polysyllabic word where a monosyllabic word would do.
Appearance 2' high owl with 4' wingspan. dark brown feathers, black
around the eyes and beak with a white breast. Large NonBlinking yellow
eyes with a vertical iris. Always wondering about the motivation of those
around him and is given to amateur psychoanalyses. Speaks common,
Hadozee, Giff and may speak with any kind of bird. Most live over a
hundred years. Navigation at +2, Ancient History, Animal Lore, Astrology,
Engineering, Reading Lips, Reading/Writing, Spellcraft. 90% chance of
finding direction. Memorize charts. Enjoys debating philosophy, arts and
the value of science. Plays chess and fancies himself a strategist, but
Fantooze will always beat him (if he's sober). Will eat or drink anything
except fowl. Requires 20 min of air a day (stored in the lungs and highly
efficient metabolism). Regards wild rodents as a delicacy.

Spells - Invisibility, Mirror Image, Blink, Ventriloquism, Spook 3 times
per day. Find Path, True Seeing, Augury (Prays to Holy Fin)

Koltz Zashpack - Hadozee (Deck Ape)
Int 9            Neutral (Spelljammer)
AC 6             Move 12"
HD 3             HP 17
THAC0 - 17       
Attacks 2       Dam: By Weapon (2H. Sword), Dagger (Held in foot) 
Age 23           Weight 82lbs
Height 6'11"

Ape like humanoid with Thin, membranous wings that allow them to glide on
the Spelljammer ships. Covered by a shaggy mane of light brown hair. Ape
like muzzle has protruding fangs. He wears his 2 Handed sword on his back
and the dagger strapped to each leg. Language sounds like growles and howls. 
Glides 1' out for 1 foot down or back 3/4 of their fall to return up.
Never talks, unless he is giving orders to the crew. He is an excellent
climber and is skilled in Rope Use, Seamanship, Blind Fighting.
Must swear when he talks to the crew.

Later that day, Klemtel sends a weapon expert name Lasitor (Human who
will train anyone in using the pistol. Charges 100gp a month for 4hrs per
day.


Text Account:
In the city, on the morning of the third day. John is here with Grey
Scale. Dromar arrives.
They go to the Elven forest.
18)) THE FOREST 113 trees. Hevily residential. Houses on platforms
and inside twined trees.  This is the Elvin Forest.
There are no "official" businesses, but there are some infomal selers
in the "Y" section along the paths.
1/3 are just trees, the rest are homes. look like a combination of the
shape of Oak and the color of Ash.
Wine, Carved figures, Rock of Temp. Will raise or lower the temprature by
50 deg. 1 gal of water (MAX). Not air, only liquids. Granet, piece of a
larger rock.  Oooka Booka for hot and fantooze for cold.
Buster attempts to get behind the vendor, but fails. They buy rocks.

Bldg 105:
Dhorealis
Race   -- Elf                  Social Standing - Middle       
Class   --  Fighter            Interest --  Drugs
Sex        -- Female           Occupation -- Leather Tanner
Strength   -- 10               Morals -- Immoral
Intelegence -- 11              General -- Dandyish
Wisdom      -- 12              Intellect -- Average
Dexterity   -- 9               Piety -- Average
Constitution -- 13             Personality -- Well Spoken
Charisma    -- 15              Hit Dice -- d10
Comeliness  -- 13              Nature -- Vengeful
Allignment  -- Neutral Good    Materialism -- Philanthropic
Age          -- 142            Apparent Age -- Mature
Armor Class  -- 2              Bravery -- Normal
Favored weapon -- Sling        General Tendencies -- Optimist
Height in "   -- 58            Disposition -- Easy Going
Weight in #   -- 91            Honesty -- Average
Hair Color    -- Brown         Sanity -- Normal
Complexion    -- Tanned        Energy -- Energetic
Features      -- Delicate      Thrift -- Spendthrift
Collections -- Coins           Possessions -- Above Average

3rd. Level H.P 16  Worships Ehlonna. Lived on Grawk.
They go back to the inn, and Victorex shares his room with her.
They get hammered at the inn, and wake up the next morning with
headaches. 
They go to the Pro court and buy a list of gods from the Gnome.
They pay for a synopsis of the history of different worlds.


Text Account:
They are just exiting the Planetary Studies building.
J>Zegethef - Planetary Studies
They are looking at the building next door - 

N>Vahir - Physical Training
Race   -- Gnome                Interest --  Geneology
Class   --  Fighter            Occupation -- 
Sex        -- Male             Morals -- Immoral
Strength   -- 17               General -- Non-descript
Intelegence -- 12              Intellect -- Active
Wisdom      -- 12              Piety -- Average
Dexterity   -- 7               Personality -- Aloof
Constitution -- 15             Hit Dice -- d10
Charisma    -- 14              Nature -- Hard Hearted
Comeliness  -- 19              Materialism -- Average
Allignment  -- Neutral         Possessions -- Scant
Age          -- 74             Apparent Age -- Youthful
Armor Class  -- 2              Bravery -- Brave
Favored weapon -- L. sword     General Tendencies -- Kindly
Height in "   -- 39            Disposition -- Hot Tempered
Weight in #   -- 74            Honesty -- Truthful
Hair Color    -- Brown         Sanity -- Normal
Complexion    -- Swarthy       Energy -- Normal
Features      -- Delicate      Thrift -- Mean
Social Standing - Middle       Collections -- Odd Weapons

Lakeke - Head Speaker of the Gnomes
Race   -- Gnome                Interest --  Politics
Class   --  Cleric             Occupation -- Trapper
Sex        -- Male             Morals -- Perverted
Strength   -- 7                General -- Foppish
Intelegence -- 9               Intellect -- Ponderous
Wisdom      -- 18              Piety -- Zelous
Dexterity   -- 11              Personality -- Hostile
Constitution -- 13             Hit Dice -- d8
Charisma    -- 10              Nature -- Unforgiving
Comeliness  -- 9               Materialism -- Aesthetic
Allignment  -- Neutral         Possessions -- Average
Age          -- 330            Apparent Age -- Ancient
Armor Class  -- 2              Bravery -- Foolhardy
Favored weapon -- Club         General Tendencies -- Pessimist
Height in "   -- 42            Disposition -- Unfeeling
Weight in #   -- 80            Honesty -- Liar
Hair Color    -- Black         Sanity -- Normal
Complexion    -- Tanned        Energy -- Energetic
Features      -- Corse         Thrift -- Miserly
Social Standing - Upper Middle Collections -- Oddities

They are just going down the ladder that lleads to the lower levels where
the bulk of the Gnomes have their homes.


Text Account:
Solo game with Lisa. 
It is going to be 52 days until the ship is done with its refitting.
Buster's activities on the Rock are going to be determined by using the
Midkemia City Catchup Rules.
TIME : 7 WEEKS and 4 Days
Wk 1 - Buster is watched by a Spy for the Prince. He wants to keep his on
on several of the party members, and particularly those who are operating
on their own. He buys some stuff as he has lots of money.
He goes down with Brodda and Kagar to the Gnome caves.

Wk 2 - He meets the woman of his dreams.
Jessa
Race   -- Hobbit               Interest --  Geneology
Class   --  Thief              Occupation -- Jewler/Lapidary
Sex        -- Female           Morals -- Lusty
Strength   -- 9                General -- Dandyish
Intelegence -- 8               Intellect -- Dull
Wisdom      -- 12              Piety -- Average
Dexterity   -- 18              Personality -- Diplomatic
Constitution -- 12             Hit Dice -- d6
Charisma    -- 14              Nature -- Sharing
Comeliness  -- 10              Materialism -- Avaricious
Allignment  -- Lawful Neutral  Possessions -- Exceptional
Age          -- 43             Apparent Age -- Old
Armor Class  -- 7              Bravery -- Normal
Favored weapon -- Sling        General Tendencies -- Capricious
Height in "   -- 0             Disposition -- Easy Going
Weight in #   -- 0             Honesty -- Scrupulous
Hair Color    -- Blond         Sanity -- Normal
Complexion    -- Light         Energy -- Slothful
Features      -- Corse         Thrift -- Spendthrift
Social Standing - Lower Upper  Collections -- Jewelery
She does not return his effections and eventually he gets the message.

Wk 3 - He is drinking in a bar when he is approached by another hobbit
who says he has a "sure thing" buying some fabric from a passing trader.
He says there is a buyer arriving there who will buy it all in a "Week or
two". He goes for it to the tune of 100gp. There is no return on it that
week as the investor hasent arrived.

Wk 4 - He is befrended by a dock official whom he saves from a
streetfight. Grinnin Charley is the name of the hobbit dock official. 

Wk 5 - He gains 10gp on his investment.

Wk 6 - Nothing

Wk 7 - Nothing

Wk Partial - Nothing.


END BUSTER, BEGIN Dungeon.

They are going down the ladder that leads to the Underearth. 
Lakeke - Head Speaker of the Gnomes

Talks to them about the job. And asks them questions about what they have
done. 200 large 50 small per head. 200gp for map, 1000gp if level
cleared, variable for map of minerals if they find any. 20gp Each for
going down.
They accept offer. They will begin in 24 hours. They go back up to the
surface. They go back to the inn, have a good meal and a sound nights
sleep, and are ready to go the next day. 
They go down to the layer below, and they cast some spells at the
entrance.

The entrance is closed off with large stones. They are escorted to the
place by Lekeke and one of his men along with some workers who clear away
the stiones. L. says they will keep guard for them there, and will not
wall this section off until a week has past without there appearance.

Tunnel entrance is 20' wide 4' high and oval shaped. They climb down 50'
to entrance. 
/They get to the bottom of the entrance. A
** - D
** - G
*/*

F - Fal Room - FlaFlaKef he asks them about them selves. They are
friendly toward the fal, and he shows them a map of the larger area of
the level. They give him cognac. He is very appreciative and will answer
any question that does not require research. He will answer 1 question
that does require it.


Text Account:
Party Game. Eva and Jim were here. John and Mick stopped by. Lisa, Cindy,
Dale, Lucy, Peter.

Lisa is the leader.

They decide to let the six weeks until the ship is ready pass, and it
will either be played out in the future at some time, or I will use the
City Catchup tables to cover the time.

Dio Mas says that she has contacted her planet. She get some infomration
regarding their current political status. She hears that she is needed by
her side (the Shapers). Her work will involve travel and assistace. 
They want her to come to them on Greld where she will be put back into
active service. It is impossible to revoke the charter of an ambasidor,
and she learns that Io Do has powerful friends. He will remain on Kopeta,
but if it can be proved that he is allowing the smuggling to continue he
can be impeached. She will testify at hearings that will be arranged on
her say so.

The party members will be allowed to come on planet and will receive a
good welcome based on the wishes of Dio Mas. She gets very excited. She
impresses on them the honor that this represents. She will also intimate
that they will be rewarded for getting her there safely.

They are naming the ship. Possibilities:

FF 509-4, Enterprise-4, NCC 1701A-1, Federal Express-1, Das Boot-2, Expresso-0,
Phligistron Express, Star Gazer, Dragons Bane-6, Homer-3, Dragon Shark-, 
This End Up-2, Meteor-, Sog-2, Fantoozies Tears-1, Strike-3, Strange FX-1
XXX (Tres Ecces)-2, Dork-1
They vote and decide to name it Dragons Bane, 509
Timber paints dragons teeth on the prow of the ship.

It will take 8 days for them to get to Greld. There will be 1 encounter
roll on 1d10 in space.
Dreamslayer 12 is Pi int. 35 HP -4 -3 -5 Pi is possessed by the
Dreamslayer.
There is an encounter on the seventh day. Dreamslayer.
It occupies Pisheo and she begins going wild. She Begins to drink and eat
and she sleeps with Timber, Victorex and a crew member. She comes on to
Cefizox. 
They arrive on the planet Greld. Dio La, Io Gla.
Pisheo is freed from the Dreamslayer by Io Gla. 
Phanto-z takes pigs, chickens and mushrooms on board the ship. 

THE HYPOCRITES WHO REFUSE TO SPEAK TO YOU HAVE LOVELY MANNERS
YOU LOOK DEAD AND THEY LIKE TO DRESS LIKE DOCTORS
YOU SUSPECT THAT IT'S TIME TO STOP LAUGHING

LOOK INTO MY HEART AND READ YOUR FORTUNE
DO IT MECHANICALLY, WITHOUT ASKING WHY
SLOWER THAN EVER ALL THE PROMISES I'VE BROKEN
APPEAR BEFORE MY EYES, AND I HAVE GONE BLIND

DON'T MAKE JOKES ABOUT THE ROBIN'S RUINED NEST
OLD POETS APPEAR AS GHOSTS AND YOU FINALLY SIGN THE CONTRACT
IT'S TIME WE ADMITTED THAT EVEN TRUTH HAS ITS LIMITS

THE TAP DANCERS ARE ON THE SAME AIRPLANE
THEY PLAN TO STEAL YOUR NAIL CLIPPINGS AND DISCUSS PHILOSOPHY ALL NIGHT
THE SEA IS CALM NOW BUT AT LAST YOU NOTICE
THAT YOU SHOULD HAVE LISTENED TO YOUR MOTHER


Text Account:
Solo adventure with Lisa. Back in the Rock of Bral Underearth
She is in the small alcove where the Fal has his books and maps. He
knows little about what is in this place other than monsters that are
random encounters.

In the Fal Room F He has just giver her a map which she copies.
They talk about where they come from, general information about Kopeta
and catch him up for 500 years of history. 

Rand Encounter in Room C
Remoraz - 7HD
Str. From Gal on Kag - Buster Hides
HP 33 -10 Kag -9gal(MM) -5 Bro -12Kag 4000EXP/4
They cut the beast up after it cools.
Treasure: In Lair S most area.
10264 SP in 100sp bars
In Silver Chain male pouch with hook and eye closure
10 GEMS - TOTAL VALUE 15365 GP
xMED. DIAMOND - 4000 GP
xMEDIUM PEARL - 40 GP
xVERY SMALL EMERALD - 130 GP
xMEDIUM AQUAMARINE - 5000 GP (Dolphin)
xVERY LARGE TIGER EYE - 50 GP
xSMALL ORIENTAL EMERALD - 1000 GP
xLARGE GARNET - 160 GP
xLARGE PEARL - 500 GP
xHUGE ONYX - 1000 GP (Tiny Horse)
xVERY LARGE CHALCEDONY - 120 GP
xVERY SMALL RUBY - 500 GP
xVERY LARGE TIGER EYE - 120 GP
xHUGE TIGER EYE - 10 GP
xHUGE BLOODSTONE - 1000 GP (Teardrop)
xSMALL BLACK PEARL - 555 GP
xSMALL SMOKY QUARTZ - 10 GP
xMEDIUM RHODOCHROSITE - 20 GP
xVERY LARGE JASPER - 500 GP
xHuge TOURMALINE - 550 GP
xVERY LARGE LAPIS LAZULI - 100 GP

POTION OF GIANT STRENGTH (FIRE)
1 hr/*
1 Hr searching to entrance
(6 hrs from the start of the adventure)
They go back out to meet the Gnomes.
/ Reach the waiting gnomes. They drop off the head and the silver. They
are given a receipt for their stuff.
The gnomes take them back to the inhabited areas and show them a good
time. They rest for 18 hours and then go back to the Dungeon much
refreshed.
They return to the entrance to the dungeon and go in.
/******They go toward room H
/Room H BuzzJewels - 28 
rrrrrrr
                  This is a party of 28

1-2        2-8        3-5        4-5        5-8        6-8
x-13 Kag    x-7 Bus   x-5 Gal    x-4 Gal     -4 Gal     -3 Bro

7-7        8-6        9-4        10-5        11-8        12-8
x-9 Kag    x-5 gal    x-3 Gal    -3gal      -6Kag        -8kag

13-4        14-4        15-9        16-5        17-8        18-7
-10 Kag     -12 Gal     -12 Gal     -12 Gal     -12 Gal     -12 Gal

19-2        20-2        21-8        22-9        23-9        24-3
-2 Bus

25-9        26-2        27-9        28-8

-5Gal       -4gal       -4Gal
Total Killed - 18 1-20gp 17-5gp
*****/They locate a vein of Garnet in this room.
Random Encounter - Gelatinous Cube
HP 20
-13 Kag -19 Kag
90 CP 80 SP
*** No Encounters
Time Stop


Text Account:
They are just inside Room 16 at a time stop after d ealing with the
Gelatinous Cube.
*They meet the sleeks in Room L They feed them mushrooms. They react
cautiously at first (espicially the femail). They are Searching the room
for deposits and treasure. The Sleeks are following them at a distance
hoping form more handouts.
**/****They spend an hour searching and find nothing of interest.
The sleeks take a liking to Gal. They will follow the party until the
party gives them a reason not to. They see Gal. as a source of unlimited
food.
* Going toward I
*/******/Room I Search for an hour; they don't find anything of interest.
* The go back to room F and think about where to go next.
*They are going toward room N
** They find signs of old excavations, but they can't find out what was
**/being mined. They decide to search for another 20 min.
*They go toward Room M.
*** They search N wall for 30 and find nothing.
**/*30 Min searching west
*** 30 Min Searching South
**/ 20 Min searching East, back to where they started. They find nothing,
No encounters.
*** Searching N wall of f for 30 min. They find nothing.
***/Continuing search... for nothing. They talk to Fal, but he tells them
he is not talking today.
**They are going toward the entrance, and searching for things on the way
out.
Gal throws some bread down the corredor so they will not follow them out,
but  they quickly bury them under some rocks and follow the party out by
about 5 min. The gonmes make a fuss about them and say as how the are a
good omen. It is seldom that sleeks are found in areas where there is
evil.
They go back to the civilized Gnome areas and have something to eat. The
friend of the guard gnome that knows about Sleeks talks to Gal about
them.
He tells Gal. That they would make a good pet, and are good mousers. He
gives them as much information as is commonly known. They all go to bed.

On waking up the next morning, they eat breakfast and are met by one of
the stewards who says that it will be a couple hours before the Council
of Elders and Lakeke can meet with them.

They  are summoned.
10 gp Each for insect heads, 200gp for Remhoraz head, 50 gp for cube,
200gp for map, 100gp for Garnets, 200 gp for info on the Fal. He gives
them a button declaring them OK in the eyes of the council. (The key to
Gnomish community).
In her rooms at the inn, Gal. Casts Find faamilliar and rolls a 14 which
allows her to form the bond with the male Sleek. She has the stats and
needs to name them.

This has taken 3 days altogether.


Text Account:
This is a solo adventure with Lisa and Lucy playing on the Rock of Bral. 
This is taking place 1 week and 4 days after they arrived on the Rock.

I will try to get them some information about religion and the new
spells. Also, some information about where they will be going in the
future. This will be in the form of a fortune teller connected with one
of the Temples. 

They are sitting in the common room of the Clouds rest (Victorex, Brodda,
Galranwin and Kagar). They want to go see Klemtel to ask about where to
get information.

They get a young guide to take them there and they are on their way.
Encounter? NO!

There are 3 magic items in his possession and will sell.
Ex-Healing, Magic Arrows, Magic Large Shield (-1, -4 VS Missle Weapons)
Teloris is a seer connected with the Polygot as a Priest.
They are still talking to Kagar about Ptah and The Holy Fin.
They go to talk to Teloris. Encounters? NO!

Building 232
Teloris - Religious Sage and Seer.
Race   -- Gnome                Interest --  Politics
Class   --  Cleric             Occupation -- Trapper
Sex        -- Male             Morals -- Perverted
Strength   -- 7                General -- Foppish
Intelegence -- 9               Intellect -- Ponderous
Wisdom      -- 18              Piety -- Zelous
Dexterity   -- 11              Personality -- Dreamy
Constitution -- 13             Hit Dice -- d8
Charisma    -- 10              Nature -- Unforgiving
Comeliness  -- 9               Materialism -- Aesthetic
Allignment  -- Neutral         Possessions -- Average
Age          -- 330            Apparent Age -- Ancient
Armor Class  -- 2              Bravery -- Foolhardy
Favored weapon -- Club         General Tendencies -- Pessimist
Height in "   -- 42            Disposition -- Unfeeling
Weight in #   -- 80            Honesty -- Quite Honest
Hair Color    -- Black         Sanity -- Normal
Complexion    -- Tanned        Energy -- Energetic
Features      -- Corse         Thrift -- Miserly
Social Standing - Upper Middle Collections -- Pipes

He is a Hallucinigen user and has access to a very concentrated form of
THC that is smokeable. Pure crystaline stuff.
He smokes this to get his inspiration for the readins. He encourages the
others to do so as well (it makes his readings seem more mysterious).

He tells them they are going eventually to Isis. Victorex is told that
Ptah is the best god for Him. Brodda is given to Understand that his best
bet is to go with the Polygot. They are told something about the Pit, and
about the Octapus beast they have there.


Text Account:
This is a small game with Cindy, Pisheo, Galranwin, Timber
They are going to the Gnome Seer Teloris.
Melike - C.G.
He gives them a reading. He tells Timber about St. Hardy the Unwavering
and Muspelheim.
Teloris tells them about many thing regarding their future.


Text Account:
They are on Greld. Lucy, Peter and Lisa. They discuss the prophesies of
the seer Teloris. They now have some information about what is cumming up
for them.

Dio La, Io Gla are the greeters of their family. The are the ah family.
They find out that Io is male, Dio is Femail and the ending a is the
family name. 

Dio Sa - The are embarised by the jungle. Dio Gra is beautiful woman.
They are taken to their rooms. There is a common "mess" room in the
center, and around it a re many rooms (30). They are all identical except
for their color, and this is every color of the rainbow. They have a
chest and bed. 
Dio La
Race   -- Half Elf              Interest --  Learning
Class   --  Thief            Occupation -- Trader
Sex        -- Female           Morals -- Virtuous
Strength   -- 7               General -- Immaculate
Intelegence -- 16              Intellect -- Anti-intellectual
Wisdom      -- 9              Piety -- Average
Dexterity   -- 15              Personality -- Friendly
Constitution -- 10             Hit Dice -- d6
Charisma    -- 9              Nature -- Jealous
Comeliness  -- 13              Materialism -- Average
Allignment  -- Chaotic Neutral Possessions -- None
Age          -- 44             Apparent Age -- Mature
Armor Class  -- 7              Bravery -- Craven
Favored weapon -- Dart        General Tendencies -- Curious
Height in "   -- 34            Disposition -- Hot Tempered
Weight in #   -- 52            Honesty -- Decietful
Hair Color    -- Black         Sanity -- Neurotic
Complexion    -- Swarthy       Energy -- Normal
Features      -- Dull          Thrift -- Thrifty
Social Standing - Upper Middle

Io Gla
Race   -- Gnome                 Interest --  Geneology
Class   --  Fighter            Occupation -- Trader
Sex        -- Male             Morals -- Immoral
Strength   -- 12               General -- Non-descript
Intelegence -- 12              Intellect -- Active
Wisdom      -- 12              Piety -- Average
Dexterity   -- 7              Personality -- Aloof
Constitution -- 15             Hit Dice -- d10
Charisma    -- 14              Nature -- Hard Hearted
Comeliness  -- 19              Materialism -- Average
Allignment  -- Neutral        Possessions -- Scant
Age          -- 74             Apparent Age -- Youthful
Armor Class  -- 2              Bravery -- Brave
Favored weapon -- L. sword     General Tendencies -- Kindly
Height in "   -- 39            Disposition -- Hot Tempered
Weight in #   -- 74            Honesty -- Truthful
Hair Color    -- Brown         Sanity -- Normal
Complexion    -- Swarthy       Energy -- Normal
Features      -- Delicate      Thrift -- Mean
Social Standing - Middle       Collections --


Text Account:
They are going to bed after they have a look at the basic working of the
Jebble.

They find the talking dog. Cirice is the dogs name.
They give out gifts. 
They talk about the bomb on Isis and give some information about deepway
dungeon. They agree to go to Isis for this purpose. Dio Mas wants to stay
behind.


Text Account:
They are preparing to leave Greld for Isis.  
They have spent another night in their rooms.
She has be demoted to observer.
They will be distrusted, but of high status when they get to Isis.


Dio Mas tells them that she
has been assigned to be an observer in the city of Tunis in Sealon. She
will be staying with the King of Sealon. She has been given a new
necklace. It appears to be a oval piece of Jet shot through with white
veins of some mineral. It has a normal chain, but it can be quickly seen
that it is in reality a part of her neck. This device enables her to
speak to Io Gla. It uses a tremendous amount of energy, and requires 1
day of charging to allow 10 sec of communications.

It will take them 9 days to get to Isis.
Before they get out of the atmosphere, the voices in the air make a visit
to them. They are from the opposition party and curse them and predict
death to them all.

Bo..kJah is to be their helper on Isis.


Text Account:
Solo game with Lisa.
I think she mostly needs to do some business.
EXP for Dungeon
Pick up scrolls from nimuts
Buy spell book from Klemtel
How long does it take to get her chest back from Kopeta?
5% chance it won't come back, 3d4+14 days to get back.
She gets the scroll from Numut.
It takes 14+5 (19) days to get back with her chest.
Klemtel spell book.

Dohfel - 
LEVEL 1:AFFECT NORMAL FIRES, DETECT MAGIC, FEATHER FALL, HOLD PORTAL,
LIGHT,PROTECTION FROM EVIL, READ MAGIC, VENTRILOQUISM

 LEVEL 2:CONTINUAL LIGHT, DETECT INVISIBILITY, FOOLS GOLD, LEVITATE, RAY
OFENFEEBLEMENT, STINKING CLOUD

 LEVEL 3:TONGUES
She thinks about it @ 10,000gp.

She pay 10150gp in gems and gold for it.
She wants to sell her silver bars for Mythrel coins (20gp each).

She finishes reading her book and goes up to 7th level.


Text Account:
These are the people starting out on Isis:
Dio Mas
Galranwin
Pisheo
Timber
Kaitlin
Victorex
Cefizox
Cappy
Krom
Phantoz
Brodda
Kagar
Buster
Dromar
Bill
Jack Deth
Variel
Grey Scale

Total of 18 people, 5 of which are of again and on again. They will
provision for 13.


They are on the good ship Dragon Bane 509 on their way to Isis. This will
be a 9 day journey.
There are no encounters on the way (rolling 1 per day with a 1 indicating
a encounter).
They are for the most part sparing,

The king lives in Dozier Fortress. They will be landing at Harma.

Dio Mas tells them about the political system and mores of Enland.

They sight Isis for the first time. Dio Mas describes the Haforld. 
They land in the ocean and sail into port.
They land and need to roll for CON or get seasick.

They sail into the dock. There is 1 Galleon style Wildspace ship, and 2
oarred type local ship in the port.

Dock fees are 2 falcons per day.

Fantooze asks them to let him have the helm and the ship and offers them
50% of the money he makes.

The crew spreads out all over town. The party decides to go ashore and
try to find someplace to eat.

They go into 22 Eats and Grog.
They eat fish stew and drink Felk.
They are approached by a local and tell him they are looking for Falcons. 
After their meal, they go back to the ship to spend the night. 
Cefizox slips back into the bar and evesdrops on the conversations of the
locals. He is trying to get used to their "accents". 
He leaves and on the way out, one of the sailors falls down and wants to
sleep on the ground, but his buddy rousts him out. He gts back to ship
safely.
They see a butterfly with a long streamer (3") behind it. These are known
as Strelers.

The next morning they go to the chandlers to see if he can find them the
things they need. They invite him to lunch, but he declines. They ask him
about buying goods to go south. 
He knows where they can buy a waggon. He will sell them 5lbs of salt fish
for a falcon and they might sell for 3lbs.

Jalis is the catimounts - Large cats used as high class riding steeds.
Faster than horses, but they don't have as much stamina.
They are thinking about being traders as a cover.
Fuheecaou will provision them for 20falcons on top of costs.
They agree and he tells them to come back tomorow and they will go to
pick up the horses. They are getting ready to buy clothes when they time
stop.


Text Account:
LEADER - Lisa
City of Harma

They need to find a guard to take them on the Longish Road. They have yet
to leave Harma. 

They walk around town and find the various buildings with signs out in
front. They find the temple and go there.

Note:Figure out what cefazox means in name parliance.
Going in: Ebagick, Beck, Virtorex, Brodda, Cefizox, Feonce
Ebagick asks about temple to muspleheim and is told there is one in
Calimton. Cefazox cuts his hand and puts blood on one of the statues. The
preist asks him to leave.
Beck prays to St. Robin. Victorex asks about Bobicob. They leave the
temple.
They go to the clothiers and buy common clothes.
Off to Sea's Scree for lunch.
They go to Fuheecou to find out about a guide.

fî¢az               "F" "Ir" "Inward breath Koh" "Ay" "Z" 
Feminine, Travel, Callous, Love (Familial), Zelous, 

Race   -- Human                Interest --  Wines
Class   --  Fighter            Occupation -- Teamster
Sex        -- Male             Morals -- Virtuous
Strength   -- 16               General -- Ragged
Intelegence -- 16              Intellect -- Active
Wisdom      -- 13              Piety -- Average
Dexterity   -- 14              Personality -- Aloof
Constitution -- 13             Hit Dice -- d10
Charisma    -- 5              Nature -- Hard Hearted
Comeliness  -- 12              Materialism -- Avaricious
Allignment  -- Neutral Good    Possessions -- None
Age          -- 18             Apparent Age -- Mature
Armor Class  -- 2              Bravery -- Brave
Favored weapon -- Cross bow    General Tendencies -- Careless
Height in "   -- 72            Disposition -- Proud
Weight in #   -- 146            Honesty -- Decietful
Hair Color    -- Blond         Sanity -- Normal
Complexion    -- Black         Energy -- Energetic
Features      -- Corse         Thrift -- Wastral
Social Standing - Lower Middle Collections -- Art


Text Account:
Lisa is Leader (Again)
In the city of Harma

ÅvÉfe               "Ahs" "V" "Eck" "F" "Eee" 
Mankind, Valient, Religion, Feminine, Thought, 

Firkohayze shows up on the ship at nightfall and asks them some questions
about the job. While he is talking to them, Ahsvekfe comes up, shoots an
arrow just over Firs head. He comes on board and aces Firkohayze out of
the job.

The season is late spring.  They see a flatworm on the railing of the
ship. It is 8"long and 7" wide.
They tell Capt. Fantozee to check with Dio Mas in Tonis in Sealon in 6mo.
to see if they have contacted her. After a year without a message he is
on his own.
Next morning Ahsvekfe comes aboard. He tells them he wants to go overland
avoiding the road so they can be unobtrusive.
16th of Merkura, 953,178
Furheecou has their order ready at noon, but their horses are ready now.
Some of the horses aren't good, but there are enough for them all to have
one. They take them back to the ship.

They only have 6 saddles in the whole town.
They go back and settle up with the dock master, Furh. Their stuff is
ready and they get all good stuff as Ahs checks it all out. They settle
on 1235gp for the stuff. It is just after midday when they get their gear
loaded, and leave the town. 
Go about 4 miles down the road and head off into the wilderness. They hit
the deer trail about 2 miles down. Ahs shows them a stream meadow that is
a lovely spot. He talks to them around the campfilre trying to find out
as much as possible about them, while telling him about Isis.
Lasen is a celantra like spice about 4" long and 3/4' wide shaped like a
blade of bermuda grass.
Tarke is a cross between light coffie and thick tea with no bitterness
without sugar.
No encounters that day.
He negotiates 50gp to educate them on the way. He will do the cooking.
Keklers are mammals that have a high pitched barking voice late at night.
They are a species of tree squirll. 
He gets them up an on their way early the next morning.
He continues to tell them about everything they see.
Calimton lies inside a long narrow valley in hills that used to be a
riverbed. They spend an uneventfull night on top of a hill overlooking
the town of Calimton.
There are no encounters that day.

They arrive in Calimton having no morning encouners.

Timber goes directly to the temple of Muspelheim. The priest agrees to
introduct him to the god for 20% At the end of the second day, they will
have first level spell abilities. They will gain their spell levels back
at the rate of 1 per 2 days.
Timber worships Saint Hardy the Unwavering.
Brodda worships Muspelheim.
Bex worships Saint Edwar

Gal. buys clothes, Dromar sell 10' of thread. 
They visit the general store, the vintners, the craft shop, and the mage.
Dro. sells stuff by the side of the road.
Ero. sets a small fire in the warehouse 32 and gets clean away. They are
on their way south. Time Stop.


Text Account:
Lisa and Peter are playing.
Ahsvekfe - Is their guide

They have gone south of Calimton for 1 day and are stopping for the
night. Ahs discusses the paths they can travel on.

One plan is to go 8 days to Jesel, 10 days to Pors, 2 days to Lasket.

They put off the decision until they get to Jesel. They go slowly taking
14 days to get to Jessel

Encounter late night day 2 - Giant Spiders
SPIDER, GIANT (x7); AC 4; MV 3"*12"; HD 4D8+4; HP 28, 14, 26(x2), 30(x2),
23;#AT 1; DMG 2-8; SA POISON BITE; SD WEBS; REQUIRE STRENGTH TO BREAK
FREE; INT
LOW; AL CE; SIZE L (15' Diam.); THAC0:15

EXP 650

IN LAIR TREAS 1000 SP, 1 JEWELRY
A 28     B14      C26        D26        E30        F30       G23
Vict     Kag      Bro cap    Gal-13     Cap-       Ahs       Kag-11
-20-12   -11-10   Jack-6-15  Jack -3    Jack-32    -8-21     St-14
                  Vict-Gal14 St.-12                 
Vict-att,yell-att-
Kag-yell,guard-att-
Jack, ms-his-att-
Gal.-MM-int,-mm-mm
St.-mm-mm,
Bro-Bless-int,att
Cappy-Att
Vict. - Kagar - JackD are on watch - Its about 3:00am.
They waken and attack, killing them all.

St. takes some poison from them. Lasts 13 days then is ineffective.
They take body parts for spell ingred. Eveserate them to search belly.
They ask questions about the government and law of Isis in Enland.
Try to figure out how to stay out of trouble.
Stallen cast Wizzard Locks on everything he owns.
Day 2-4 No Enc.
Day 6 Encounter early evening - 7 TROLL (x7); AC 4; MV 12"; HD 6D8+6;
HP 36, 46(x2), 33, 42(x3),#AT 3;
DMG 5-8(x2)/2-12; SA FIGHT 3 OPPONENTS AT ONCE; SD SEE BELOW; INT LOW; AL
CE;SIZE L; THAC0:13
REGEN 3HP/MELEE ROUND BEGINNING WITH 3RD ROUND AFTER TAKING DMG
A36           B46          C46              D33              E42
Vic-16-14     St.-28(F)-18 Bro.-5           Cap-16-6-7-11-12 Jack-40
Ash-          +8-14        Kag.-10-14-12-22 Burned           Gal-15
St.-18        burned       Burned                            Bro-4
Kag.-9                                                       Kag-6
Burned


F42             G42
Vic.-Ret.       St.- Gal-5-2
Kag-17-11-16-11 Horse-5
Vic.-16         Ahs-14-6
Hacked&burned   Cap.-8
                Vict.-17
                Hacked&Burned

JACK DETH KILLED AND EATEN BY TROLLS
Ahs,St,Bro are on first watch.
Bro - Bless, Hammer Enchan.,
St. - Stren. on himself, fireball,mm
Ahs - Shield,Att
Gal - Stren. on Kagar,Stren. on Cappy,armor,mm
Kag - Get Str.
Jack - MS-HIS,
Cappy - Shield,
Vict - Att,
Kag,Gal,Bro,St. go back to Troll Hole.
3428gp - 428 loose gp, 30 10lb Trade bars (3000)
21gems
HUGE AMBER - 500gp
HUGE HEMATITE - 100 GP
MEDIUM BLUE STAR SAPPHIRE - 500 GP
MEDIUM HEMATITE - 10 GP
LARGE BANDED AGATE - 10 GP
MEDIUM HEMATITE - 10 GP
MEDIUM CHALCEDONY - 10 GP
VERY LARGE MOSS AGATE - 100 GP
LARGE BLOODSTONE - 100 GP
LARGE BANDED AGATE - 6 GP
LARGE RHODOCHROSITE - 120 GP
LARGE MOSS AGATE - 100 GP
HUGE SMOKY QUARTZ - 1000 GP (Shaped like bat)
VERY SMALL RED STAR SAPPHIRE - 12 GP
LARGE CITRINE - 100 GP
HUGE MALACHITE - 100 GP
MEDIUM STAR ROSE QUARTZ - 50 GP
HUGE TIGER EYE - 100 GP (Marble)
SMALL JET - 50 GP
MEDIUM TOURMALINE - 100 GP
VERY SMALL ORIENTAL TOPAZ - 100 GP
Total - 3178
1468PC or 734 NPC
PC take Gems, leave most of gold for NPC's.
They spend the next day resting. Begin traveling on 8th day.


Text Account:
Leader - Ebk
They have been on the trail for 7 days. They are ready to begin the
journey. They plan on spending about 14 days on the trail.
Encounter 8th day morning. Zombies.

ZOMBIE (x24); AC 8; MV 6"; HD 2D8; 
8(x3),		A		B		C
		-8 Pis,x                        -13Kro

15(x6),		D		E		F
                -8-2ebk-8 Pic,x -7Kag,x         -11kro,x

		G		H		I
                -4-2Cap,x       -3-10Bro-11Kag

7(x7),KailenTurn 6		J		K		L

		M		N		O		P

2(x5),		Q		R		S
                -Cef

		T		U
                -11Vic,x

13(x3);		V		W		X


#AT 1; DMG 1-8; SD IMMUNE TO SLEEP, CHARM, COLD; INT NON; AL N; SIZE M;
THAC0:16 THEY ARE LED BY A 7TH LEVEL EVIL CLERIC
HUMAN, LVL 7 CLERIC ; AC 4; MV 9"; HD 7D8; HP 23; #AT 1; DMG BY WEAPON;
SA SEE
BELOW; INT EXCEPTIONAL; AL VAR; SIZE M; THAC0:16
USES HAMMER (2-5)

1st LVL CLERICAL SPELL(S)
COMMAND
SANCTUARY
DETECT MAGIC
CAUSE LT WOUNDS

2nd LVL CLERICAL SPELL(S)
HOLD PERSON
SPIRITUAL HAMMER
WITHDRAW

3rd LVL CLERICAL SPELL(S)
DEATH PRAYER
NEGATIVE PLANE PROTECTION

4th LVL CLERICAL SPELL(S)
CAUSE SERIOUS WOUNDS
The cleric makes the zombies retreat because their attempt to draw a few
of them off did not succeed. The party regroups and decides to move on.
Victorex is insulting to Ahs and he is watching him.

Day 9 No enc.
Day 10 No Enc.
Day 11 No Enc.
Day 12 No Enc.
Day 13 Morning Encounter Barbarians

They surprise the Tribesmen and pass them by without molesting them.
TRIBESMAN (x41); AC  SEE BELOW; MV 12"; HD 1D8; HP 4(x6), 8(x7), 7(x9),
3(x6)5(x13); #AT SEE BELOW; DMG BY WEAPON; INT AVERAGE; AL N; SIZE M;
THAC0:20(x17) AC 9, SPEAR (1-6), CLUB (2-7)
(x13) AC 9, 2 SPEAR (1-6)
(x11) AC 10, SHORT BOW (1-6), CLUB (2-7)

TREAS 210 GP
XP 1536

DRUID, LVL 4 (x4); AC 7; MV 12"; HD 4D8; HP 20, 15(x2), 23; #AT 1; DMG BY
WEAPON; SA SEE BELOW; SD SEE BELOW; INT AVERAGE; AL N; SIZE M; THAC0:18
PRIMARY WEAPON DARTS (1-3/1-3/1-3), SECONDARY WEAPON QUARTER STAFF (1-6)

+2 SAVE VS. FIRE AND ELECTRICITY
IDENTIFY PLANTS & ANIMALS, PURIFY WATER, PASS EASILY THROUGH OVERGROWN
AREAS.
1st LVL DRUID SPELL(S)
DETECT MAGIC
INVIS. TO ANIMALS

2nd LVL DRUID SPELL(S)
BARKSKIN
TRIP

3rd LVL DRUID SPELL(S)
PRO. FROM FIRE(x2)
DRUID, LVL 6 ; AC 7; MV 12"; HD 6D8; HP 33; #AT 1; DMG BY WEAPON; SA SEE
BELOW; SD SEE BELOW; INT AVERAGE; AL N; SIZE M; THAC0:18
PRIMARY WEAPON DARTS (1-3/1-3/1-3), SECONDARY WEAPON SPEAR (1-6)

+2 SAVE VS. FIRE AND ELECTRICITY
IDENTIFY PLANTS & ANIMALS, PURIFY WATER, PASS EASILY THROUGH OVERGROWN
AREAS.
1st LVL DRUID SPELL(S)
DETECT SNARES AND PITS(x2)
SHILLELAGH
SHILLELAGH

2nd LVL DRUID SPELL(S)
HEAT METAL
TRIP
WARP WOOD
3rd LVL DRUID SPELL(S)
CALL LIGHTNING
CURE DISEASE

4th LVL DRUID SPELL(S)
HOLD PLANT

TREAS 18 CP, 9 SP, 3 GP
XP 789

DRUID, LVL 8 ; AC 5; MV 12"; HD 8D8; HP 29; #AT 1; DMG BY WEAPON; SA SEE
BELOW; SD SEE BELOW; INT AVERAGE; AL N; SIZE M; THAC0:16
PRIMARY WEAPON DARTS (1-3/1-3/1-3), SECONDARY WEAPON SCIMITAR (1-8)

IMMUNE TO CHARMS CAST BY WOODLAND CREATURES, CHANGE FORMS 3 TIMES/DAY

+2 SAVE VS. FIRE AND ELECTRICITY
IDENTIFY PLANTS & ANIMALS, PURIFY WATER, PASS EASILY THROUGH OVERGROWN
AREAS.
1st LVL DRUID SPELL(S)
DETECT MAGIC
SHILLELAGH
SHILLELAGH(x2)

2nd LVL DRUID SPELL(S)
CHARM PERSON/MAMMAL(x2)
HEAT METAL
TRIP

3rd LVL DRUID SPELL(S)
SHILLELAGH
SHILLELAGH(x2)

2nd LVL DRUID SPELL(S)
CHARM PERSON/MAMMAL(x2)
HEAT METAL
TRIP

3rd LVL DRUID SPELL(S)
HOLD ANIMAL
SNARE(x2)

4th LVL DRUID SPELL(S)
HOLD PLANT
REPEL INSECTS

TREAS 15 CP, 6 SP, 4 GP
XP 1648
HUMAN, LVL 3 FTR (x4); AC 4; MV 9"; HD 3D10; HP 14, 25, 16(x2); #AT 1;
DMG BY
WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:18
USES LONG SWORD (1-8)

TREAS 48 SP
XP 524

HUMAN, LVL 5 FTR ; AC 3; MV 9"; HD 5D10; HP 24; #AT 1; DMG BY WEAPON; SA
SEEBELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:16
USES BATTLE AXE (1-8)
TREAS 13 SP
XP 294

HUMAN, LVL 4 FTR (x4); AC 4; MV 9"; HD 4D10; HP 18, 26, 27, 21; #AT 1;
DMG BY
WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:18
USES SHORT SWORD (1-6)

TREAS 48 SP
XP 820

They arrive in Tilden in the morning. They check the place out quickly,
find little of importance or interest and leave the next day.

It will take 2 or 3 days to get to Tilden from Jessel.
Day 1 No Enc.
Day 2 Morning Enc. Mutated Fox Vict finds mutated tracks.
2 - A1		B5
AC 7		1 Att. 1-3HP Dam. Mv.15
They get to Tilden the next day. They decide to stay there only 2 days
and 1 night. There are no encounters. 
It will take them 5 days to get to Pors.
Day 1 No Enc.
Day 2 No Enc. Day 3 No Enc.
Day 4 Encounter morning. 4 Manticore
MANTICORE (x4); AC 4; MV 12"/18"; HD 6D8+3;
Adults A31,         B39
       -2Var        -17,12Cef
       -6Cap        -6Krom
                    -13Cappy
                    -22Krom

Young in Lair 26, 27; 

#AT 3; DMG
1-3(x2)/1-8; SA SEE BELOW; INT LOW; AL LE; SIZE L; THAC0:13 
4 VOLLEYS OF 6 TAIL SPIKES (1-6/SPIKE)
EXP 1400
IN LAIR TREAS 10000 CP, 4000 GP, 7 GEMS
They kill Vic. and Kroms horse. The party decides to lay a trap to kill
them.
They arrange them selves around the bodies of the dead horses and wait
for the manticores to come down to eat them. Those who are not checked on
the MO lead the horses away.
1/2 hour passes after the others leave and they begin to spiral down. One
of them senses their presence and flys up to keep an eye on things, the
other flys down and lands on one of the dead horses. The one that lands
in killed within seconds. The other flys overhead roaring for 5 min. then
flys away.

Day 5 No Enc.
Day 6 No Enc.
They arrive in Pors. It is on a low hill about 100yrds away from the
river and 1/2 mile from the lake. The buildings are pritty spread out. A
lot of the buildings are on stilts. 
They get an additional 20exp Each for avioding and city adv.


Text Account:
Galranwyn is leader
They are arriving in Pors. This needs to be as detaailed as possible so I
can make the map from this.

They go across the river on the barges roped across 

The king of Eris is dïxäfæ   "D" "Ih" "X" "Aou" "F"
Dedicated, Home, Exacting, Childeren, Feminine, Parents, 

Earl - Gax Gaoul Old and respected, cruel but fair.
The street that is the entrance to the barge area is made of cobble
stones. Trecherous for hourse.
The brave steed is three blocks to the east and over 1 to the south.
A good mage is Uh-g-r-ek-io Kings Mage
Local jobs Keil kar - Odd jobs.
Quell are huge horses, 50% larger than dray horses and as intellegent as
a 6 year old boy.

They are taken to the Bulging Udder by a roumer monger but they dont like
it and return to the Grateful Child.
They like the place and decide to stay. After their baths, they go down
to the common room and buy a bottle of brandy.
1 1/2 hours later, in comes the 60year old story teller.
cenï     "C" "Eee" "N" "Ih" 
Clear Thinking, Thought, Natural, Home, 
He tells them the tale of Jesset. And of the way the city was founded.
Tells them of the mills 1 mile up river. Some of them go to the Brave
steed. Broda, Kag, stal, vict, krom, cappy, grey go to the Brave steed.
They have a floor show. They memorize spells, write the spells in their
book, spend time in Lonies House of Fun, watching executions etc. They
spend 9 days there and are ready to go. Ahs wants to continue to observe
them and pick up info about Lasket and the place they go to.

They head off to Lasket. 7 Mills on the cascading waterfalls. Vores is on
the falls. Teluria has a wooden fort. Miliary fort with a few buildings.
The inn sells venison jerkey, and bear stew. No ENcounters.
They continue to Lasket. It is broken down with a ruined castle outside. 
Time stop in the woods outside Lasket, getting ready to go in.


Text Account:
Dave is leader. 
They are looking at the dungeon hill and considering what they want to
do. The day is the 9th of Jonis (month 6 of the year). 11:00 in Morning

Roll for encounter. Encounter with wolverenes. This will wait until they
move somewhere.

WOLVERINE ; AC 5; MV 12"; HD 3D8; HP 10; #AT 3; DMG 1-4(x2)/2-5; SA SEE
BELOW;INT SEMI; AL NE; SIZE S; THAC0:12 MUSK ATTACK FORCES SAVE VS POSION 
(FAIL CAUSES BLINDNESS & LOSS OF STRENGTH & DEX), +4 ON "TO HIT" ROLL

A 10		B 12		C 16		D 21
Musk            Musk            -9 Gal          -7Gal
Affected by Pantoz              -Cappy          -7Cappy
They flee                       -10 Vict.       -Krom
                                                -4-5Grey

They make a big noise, and make another roll for encounters. No Enc.
The Headless hear the sounds and investigate. They think the party are
hunters from town.
1 Turn tracking the fleeing Wolverenes. 
They head toward Shaft 19. They are attacked by the Headless guarding
this entrance. In the pitched battle several party are sorely wounded,
but all the Headless are killed.Battle Lasts 6 rounds. They are allerted below. They close the steel door
that closes off their passage at the 4th level.
The tunnel may be blocked out by those at the end of this tunnel.
2 Turns Stallen investigates steel floor.

They search the tunnel and stallen goes down to investigat the metal
wall. A body is rolled to the bottom.
No Encount
They go to investigate shaft 1. Stallen in the lead with the light rock
held by an unseen servent. The rest of the party follows. They stop 40'
past the horseshoe section to see depth.
They search further down the hole to the Entrace at room c.
No Encount.
Stallen rejoins party and tells them. They go away to camp. They find a
stand of trees nearby in an area to the north. Stallen fly to it to
investigate. He thinks its fine. They go to the North and pitch camp.
Time Stop 1.25 miles Due north of the hill. Post guards, gather brush to
hide the fire. Broda, Gal, Kag, Stal., Var., Kait go in mist tent.
Time Stop.


Text Account:
Cindy is mapper
Peter leader
They have travelled 1.25 miles away from the Hill and are resting. They
have the mist tent set up. Time Stop.
There is a chance that some people from Lasket will be sent to
investigate those making the assult in the Hill. They do not, there are
no encounters that night.
Jonis the 10th
There will be twice as many headless guard on duty for the next week.
The sun is shining and it gets up to 73 in cloudless sky.

They are returning to the hill. No encounters getting to the hill.
They take a tour around the hill, looking for a big hole. In further
talks, they decide to hide out at their spot near the lake and observe
the hill for a couple of hours. Stallen flies overhead, assisting in
mapping the holes in the hill. He runs off 1hr45min of his flying. They
find lots of holes, the trail, but no creatures. No Enc.
HH They decide to go to Tunnel 1
No Enc.
They enter the tunnel 1 and go to room C No Enc.
Krom and Tim go down the hole. The are in Room C
Room C The party follows them down, and the Mutant man guards are
allerted. They are a large party, and they decide to hide at H,I and E.
They approach and enter Room B. Front line in. St, Pi., Krom, searching
the bodies. Turn, Turn. They find nothing.
They go back to C. They look up Tunnel 20 from C. Pi goes up the tunnel
40' of rock to tunnel 20. Looks down the tunnel, and returns to the
party.
They go toward Room F.


Room E NONE


Room H - 18(x7),  11(x6), 

A 18		B 18		C 18		D 11		E  11
-7 Pi           -9-8-11Vic.     -12-14Krom      -9-4Tim         -11Kag

F 11		G 18
-5-6Bro         -8-4-2Pi
                -12Vic

H 11		I 11		J 18		K 11		L 18
-9-6Kag         -12 Vic         -20 Kag         -13Krom         -7Kait
                                                                -13Krom
M 7		N 5             O 5     	P 18
-8Pi            -5Bro           -15Vic          -15-13Vic

Q10		R16             S 7             T 16
-8-10           -8-15Krom       -4-4Bro         -8-5Kag
                                                -10Krom
These have a total of 32 SP and 97 CP.
3928cp in Room I.

The rest of these move silently around the room to attack after it looks
very bad for the mongrel men. They will guard the other entrances to the
inhabited rooms.

U 16	V16     	X 10         Y 10
-10Vic  -12Vic          -9Tim        -10Gal
-10krom -10krom         -8Gal        

TTTThey try to find lari in H and fail
They Kill the two guards to H
They go to the entrance to J,K,H Gal. Finds K. Finds 400cp Treasure in I.
Encount. WIth additional guards.
They have been in the dungeon 4 hours at this point.
TTTT Going into Room K.
TTTSearching Find cup, no encounter. They go back to F Then up thru E
(Map) and toward D. 
TTT/TTGoing thru D and Back to C. Then into A. No encounters. Back to C.
Time Stop where Vic is going to cast a heal on their captive Mongrel Man.


Text Account:
BaLisa is Leader
They Time stop where Vic is casting a heal spell on the Mongrel Man to
get information. In Room C? They would like to fight the beetles in Room
g. They cast healing spells and other stuff and are on their way.

They arrive in the entrance to Room G.
NO ENC.
After killing the beetles (except for one that goes back to guard their
nest here there are 125 eggs), they go back to Room C.
NO ENC.
They are in Room C , Posting guard and sleeping as soon as possible. The
kids from Room H will be the encounter. 
On Pi and Kait watch
Fekahs is human child. Club footed. He crys and answers some of their
simple questions. 7 years old. He tries to escape and Krom catches him
easily. He falls asleep. Next morning
Encounter that evening at 6:00 with Regressed apes.
The Ape head retreats. Gal. says the magic word "beetle" and the kind
tells them about the treasure in Room H. They decide to spend the rest of
the day in Room C until the next morning.
NO ENC.
They get up the next morning. They are talking about going to the hole.
They give the kid 20cp, 5 square meals and cut him loose.
They are going to Room H to search for the treasure. The creature has
healed 2 HP since the prev. battle.
They attack the remaining Beetle as it is guarding its eggs.
6HP injured beetle.
The gold box is trapped with gas. 3d6 Dam. from gas.
SCROLL OF PROTECTION FROM GAS
MAGIC-USER SCROLL OF (ERASE)
CLERIC SCROLL OF (HOLD PERSON)
MAGIC-USER SCROLL OF (WIZARD LOCK)

First Leather Pouch
BEJEWELLED GOLD NECKLACE - 600 GP
BEJEWELLED PLATINUM BROOCH - 500 GP
PLATINUM CHAIN - 110 GP
BEJEWELLED SILVER BROOCH - 100 GP
BEJEWELLED SILVER EARRING - 200 GP
BEJEWELLED SILVER RING - 100 GP
GOLD CLASP - 150 GP
BEJEWELLED GOLD STATUETTE - 500 GP
PLATINUM EARRING - 190 GP
SILVER & GOLD SEAL - 110 GP
BEJEWELLED GOLD RING - 500 GP
GOLD ARM BAND - 130 GP
BEJEWELLED SILVER RING - 100 GP
Finely worked GOLD NECKLACE - 700 GP

Second Leather pouch 
BEJEWELLED SILVER EARRING - 500 GP
SILVER & GOLD EGG - 60 GP
SILVER RING - 70 GP
GOLD EGG - 90 GP
BEJEWELLED SILVER NECKLACE - 500 GP
BEJEWELLED GOLD GOBLET - 400 GP
SILVER ARM BAND - 90 GP
BEJEWELLED PLATINUM DECANTER - 2400 GP
BEJEWELLED SILVER MEDALLION - 600 GP
BEJEWELLED GOLD NECKLACE - 200 GP

24 JEWELRY - TOTAL VALUE ~11,000 GP

They find the egg sacks and kill them all.
They search the room for an additional 1/2 hour.
NO ENC.
They search H for 20 Min.
Back to C thru F.
They leave the Kid 30gp and 100cp.
They are leaving thru the hole they came through. The city folk have
searched their old camp and are searching for them.
NO ENC.
Back to the surface at 3:00 in afternoon. 
They go back to their old camp. NO ENC.
They find their old camp throughly searched. 
They go S.E. and around the hill, looking for a camp site.
They find one 3/4 mi SE of camp. They do not cover their footprints from
the old camp to the news. They will be found on a roll of 20% per hour
after the next day dawns.
NO ENC. to next morning.
xx Time stop where they are deviding the treasure.


Text Account:
Lucy Leader, Cindy is mapper.
They have time stopped in the morning after they have devided up the
treasure. They are talking about what they are going to do and memorizing
spells.
NO ENC.
They want to go the path to Tunnel 8.
Going double file across country. Making a lot of noise. +1 to encounter
roll.
NO ENC.
1 hr to get there, 1/2 to find good spot.
From this vantage point they scout and map the holes in the hill; 1 and
1/2 hours.
NO ENC.
They want to approach the hill from the N. and they backtrack to get
there. This takes 2 hrs. NO ENC.
Stallen goes invisible and flies by tunnel 5 he sees the Octapeds.1/2
hour. They go toward the tunnel 5 from the NW. They are not seen by the
city dwellers for 1 hour.
The want to look at the field of bones at tunnel 5.
Stallen flys to look at the fresh corpses closely and is struck by a
Spell bubble of Insatiable thirst which lasts 7 rounds. They take him to
the pool where the Oct'aqata live.
One surprises him in the water, but manages to escape. He returns to the
party. The effects of the spell bubble go away. They want to replenish
their canteens at the river. 
NO ENC.
They want to return to camp.
Bug Bear Encounter on the way back to camp.

They see each other at about the same time. They will not seek to attack
as they would rather just follow the party with a couple men, and attack
in the night. The party does not chase them, and tries to find a place to
camp. 
They will return with the others from the city after 6 hours.

BUGBEAR (x20); AC 5; MV 9"; HD 3D8+1; 
HP 7(x3),	Ax		Bx		Cx
                -16Vic          -Tim            -19kro
                                -16Kro

23(x2),		Dx		Ex
                -18Vic          -19Krom        

9(x5),		Fx		GFled		Hx		Ix
                -9Vic            -2-1-3Grey     -15ko           -18Kro

		Jx
                -10 St

16(x6),		Lx		Mx(FF)		Nfled		Ox
                -5 St           -2-4Bro         -5Va            -10-10Vic
                -11Tim          -23Kag

		Px		Qx
                -4-11-2Pi         -11Tim
                                -Kait
                                -12Gal
11(x4)		Rfled		Sx		Tx		Ux
                -2Pi            -11Grey         -3-15grey       -22Kag

#AT 1; DMG 2-8/BY WEAPON; SA SURPRISES ON 1-3; INT LOW; AL CE;
SIZE L; THAC0:16

TREAS 257 CP, 225 SP
XP 3708

BUGBEAR LEADER/SUBCHIEF ; AC 4; MV 9"; HD 4D8; 
HP 25;x
   -10Tim
   -12Kag
   -Krom
   -5Grey
#AT 1; DMG 3-9; SA
SURPRISES ON A 1-3; INT AVERAGE; AL CE; SIZE L; THAC0:15

----------------------------
BUCCANEER/PIRATE (x43); AC  SEE BELOW; MV SEE BELOW; HD 1D6; 
HP 4(x10), AC 4, SWORD (1-8), 
2(x8), HAND AXE (1-6), MV 9" AC 4
-13 Gal
-5 Var
10(x13), AC 5, SWORD (1-8), MV 9"

3(x7), AC 7, SWORD (1-8), MV 12"

5(x5); AC 8, SPEAR (1-6), MV 12"

#AT SEE BELOW; DMG BY WEAPON; INT VERY; AL N; SIZE M; THAC0:20

(x6) AC 8, HVY. CROSSBOW (2-5), MV 12"
(x8) AC 8, LT. CROSSBOW (1-4), MV 12"


TREAS 443 SP
XP 601

HUMAN, LVL 8 FTR ; AC 2; MV 9"; HD 8D10; HP 39; #AT 3/2; DMG BY WEAPON;
SA SEE
BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:14
PRIMARY WEAPON LONGBOW (1-6X2), SECONDARY WEAPON BROAD SWORD (2-8)
TREAS 5 GP
XP 1368

HUMAN, LVL 6 FTR ; AC 3; MV 9"; HD 6D10; HP 34; #AT 1; DMG BY WEAPON; SA
SEEBELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:16
USES SCIMITAR (1-8)

TREAS 5 EP
XP 497
HUMAN, LVL 4 FTR (x4); AC 4; MV 9"; HD 4D10; HP 24, 31, 20, 29; #AT 1;
DMG BY
WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:18
USES SHORT SWORD (1-6)

TREAS 34 SP
XP 880

IN LAIR TREAS 700 PP, 1 MAP

Vict, Tim, Stal, Bro are on watch. 
Gal, Kait, Var, Kag are in tent
Krom, Pi, Grey sleeping
They flee the battle as soon as the Bug Bears retreat. The bandits are
tracking them, but will not approach the hill. They go back to Room C in
the hill. Timber is guarding just above the room.
They spend an hour casting heal spells. They are sleeping. NO ENC.
They mem. Spells the next morning and heal. 
They trap both exits from this room. At 30', they make 20' of caltrops
w/poison (2d8dam). They put a Man Killer with a trip wire at each
entrance. They assign 6 men to constantly watch both entrances. They want
to drive the party away, but would rather kill them. 
Grey and Kag hear noises coming from the way they came. Grey finds the
caltrops the hard way. He clears away 10' of 20' of caltrops. The rest of
the day passes without incedent. They rest that night and wake up the
next morning. Memorizing spells for that day, TIMESTOP.


Text Account:
Leader is Timber, Mapper is Pisheo

They are in the caverns Room C. There are 8 guards from the city guarding
outside each of the two entrances. The traps are set at the entrances.
Stallen and grey scale go back to the caltrops in Tunnel 1. They pick up
20 to use later-they put them in a hard leather case.
NO ENC.
They are investigating the tunnel 20 Pi (inivis), Grey. Grey is poisoned
by a caltrop. He is uncon. Pi carries and they rejoin the party after and
hour. He is healed by party members. 1/2 HR
They decide that they will attempt to leave thru tunnel 1.
They take out their lights and make crude brooms to clear away the
caltrops. They search for traps every ten ft. TTT Stallen goes invisible
and flyes out the tunnel. The guards have hidden themselfs and they will
hard to see (-5 to wis roll). He spends 20 min searching. It is mid day.
He returns to the entrance and finds the man catcher. He cuts the rope
with the rock. He is heard, but not seen. St doesnt see them, they will
investigate the trap and have it fixed in 3 turns. There will be 4 of
them fixing Bit. 
BANDIT
#AT SEE BELOW; DMG BY WEAPON; INT AVERAGE; AL N; SIZE M; THAC0:20
AC 4, SWORD (1-8), MED. HORSE (MV 18")(x2) AC 7, SWORD (1-8), MV 12"
TREAS 27 GP
XP 50

HUMAN, LVL 8 FTR (x2); AC 2; MV 9"; HD 8D10; 
52 Stallen fireball -22-12-14
; #AT 3/2; DMG BY WEAPON;
SA SEE
BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:14
PRIMARY WEAPON LONGBOW (1-6X2), SECONDARY WEAPON BROAD SWORD (2-8)

HUMAN, LVL 2 FTR (x3); AC 5; MV 9"; HD 2D10; 
HP 16 -22 St
18, -22 stallen FB
7; -22 Stallen FB

46 -14-Vic-19-9Krom-Pi-2-11Tim
12 -13Krom
17 -8-7Kag-Pi-6Gal
13 -5Tim-8Gal
DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:20
USE BROAD SWORD (2-8) OR LONGBOW (1-8)

Stallen flies back out and see the 4 resetting the trap and the second
group.

He returns and tells the party about them. They discuss what to do and
where to go after they get out of the caverns. Stal flies out 15min later
and spends 10 min looking around. The same 4 guys are at the hole for 5
min then rejoin the rest. He lands by the trap and cuts the rope to the
stone again. They attack with arrows. He lands 160' away from them.
Fireball from stallen the rest attack. 1 Flees back to city, 1 is
captured and questioned. Figdong. They are questioning him at the hole.
NO ENC. 4HRs total to this point
They search the bodies. They Question the survivor then kill him.
TTT Time Stop


Text Account:
Lisa is Leader - Mapper is Cindy
Time Stop 30 min after They kill the last of the guards (Fingdong).
Jonis 15th, 1:00PM
They want to go to the N entrance of 2
TT-Timber coveres the partys tracks.
T-Pi,Grey look in entrance to T2
TT-They're off to T4 - Hides tracks to T4
T-Pi, Grey investigate.
They enter T4 - It goes down from this point.
They make their dex save VS the trap.
NO ENC.
They discuss what to do.
T-St flies down to investigate and back up.
They stay in this tunnel all night (16 Hrs)
4 Enc. Chances NO ENC.
They wake up the next morning 1/2hr before dawn.
They want to head to the Tunnel down to 12th Level
T-The theives (Pi,Grey) position themselves above the opening

The front line sees them from hiding and is seen. The octa go farther
down to tunnel to throw their spears from below the lip of the tunnel.

A56 -11-Vict-19FB
B72 -25-20Krom-19FB
C46 -16-12Cappy-19FB -X
D45 -9FB
E   -19FB
F   -19FB
G   -9FB
Fireball cast by Stallen
They Retreat back from the whole and heal.
T- They go back to T2.
NO ENC.

Octapeds - Medi'Ped - The standard model of Octaped
Treasure: N and Q
Alignment: LE 
No. Appearing: 4-40 
Armor Class: 0
Hit Dice: 10
Damage/Attack: Tenticles 1-8, Beak 1-12 or by Weapon (5 att per rnd)
They carry 4 spears while on guard 1d6
Special Attacks: Spitting acid with Beak 1 per round for 2-16(1-8 if ST
VS Poison.
Special Defenses: Skin secretion Weapons stick on a 1 on d10
Magic Resistance: 20%
Size: Man 
Morale: Average
XP Value: 300-5000 
THAC0: 11
These are Dark Brown with pink mottling

MiniPeds
These are tiny, unitellegent octapeds used as guard dogs and pets.
They have a highly developed sense of smell, and are very quick.

They get back at the tunnel and heal some more. 
TTT-Stallen goes back to the
entrance of tunnel 5 and retreves the items he lost when his backpack
disintegrated. 
T-Stallen tells them about the minipeds
They rest, repair stuff, make backpacks for 22 hours 5 Enc rolls.
NO ENC.
Next Day, they memorize spells and stuff.
NO ENC.
TTT-They go to Shaft 2 and search it.
TTT-They move off the Tunnel 9 and search for tracks.
TO ENC.
T-To Tunnel 10.
T-To other end of Tunnel 10.
T-Other side of tunnel 9.
TTT-They go down into the forest to find a spot to observe the entrance To
Tunnel 8.
TTT-


Text Account:
They are still at entrance 8 to the shaft trying to figure out how to get
past the Ape Men. They pound several spikes into the stone at the lip of
the opening and tie a rope to it. 

TTTTTT They take an hour to splice 2 pieces of rope together. No ENC.
St takes one end of the rope and some spikes (flying invisible) to the
entrance to the Archway T1. He goes to the area E and shines his light
rock. The light is seen by the Heurmans who begin their strange moaning.
St. waits 5 min. The heurmans are gathered and will investigate in 10
min. St pounds stakes into the wall at the entrance. He gets 1 stake in
before the Heurman investigate.
8 of them trap him on the edge of the lip. One tries to throw him off the
edge and falles off the edge.
One of them grabes him and the others pile on.
He allows himself to be grabbed. They throw him off the ledge, but he
flies away. He grabs the fallen end of the rope to tie it to the spike
again. He lands on the edge of the ledge and holds the rope. Gal goes
wraith and starts climbing down the rope. She gets to the edge of the
ledge. Stallen play a scary tune while Gal in wraith does a wierd dance
to scare away the Heurmans. They flee back to the leader to tell him that
they need help. They will return in 5 min. with 20 heurmans. It takes 1
min to rappel down to the ledge per person. 
Vict, Brodda is ready to go down the rope when a apeman uses a root to
swing down to grab the rope. Grey slide down the rope and kicks the ape
man off. Then he slide the rest of the way to the ledge. Variel slides
down next. Kagar is next, then Cappy. 

A party of heurman with 4 leaders and one of the priests 6th level. He
has cast a coruage on them. They are armed with clubs.

A		B		C		D   (Clubs)
22x		27x		18x		18x
-4 Cappy	-9Vict		-19Kag          -14 Kag
-9-5-3          -13-10                          -11

E		F		Gx		H
19		21x		14		19x
-11 Greybow     -6-2Grey        -6Var           -5Kag
                -6Bro           -14Krom         -17om
                -17Krom
I		J		K		L
16		18		25x		14x
-1-13Vict       -16Kag          -14Krom         -5-16Kag
6th Level Cleric  34            -16
-1Stal

One gets a grip on Vict. leg. She is -2 to normal ac and 1/2 move.
Time stop at the end of the battle. Those with good alignments will
suffer.
Adventure takes 3 hours


Text Account:
Marathon game - Sunday
Lisa is Leader - Cindy
EXP Given - To All
Time Stop where the prisoner cleric has been let go and they are in 
Room 57 where they have spent the last 12 hours. (They have been in the
dungeon for 23.5 Hours)

Vict goes up a level.

TT He casts a dispell magic on the amulet they took from the priest.
+20 exp for vict.
TT They are going to the door to room 81. Stallen attempts to open lock.
TTT They pick the lock on Room 54 and enter. Grey examines the chest
along with Pisheo. They get the chest out without dammage. Pish. open it
and takes 2d6 damage from the hot gems.

VERY SMALL BLACK SAPPHIRE - 100 GP
VERY SMALL TOPAZ - 50 GP
MEDIUM TOURMALINE - 200 GP
LARGE CHRYSTAL - 80 GP
LARGE MALACHITE - 50 GP

/T No Enc. They go to Room 79. Grey get poisoned from the lock (5dam) and
gets it open.
TT They make lots of tracks to confuse followers. They search the room.
TT Goto Room 80, searching. Find nothing They break the swords.
They turn to the eastern going corredor.
TTT Room 82 Look for traps. They search the bodies. Stallen find the note.
Phanto-z says words over them.
T To room 83. They find no traps Pick lock
Encounter Carrion Crawlers (Octapi Stile) Phanto uses lasso on one of the
Carioctipi 
CARRIOctapi (x7); AC 3; MV 12"; HD 6D8+1; 
HP 24(x2), 
A28x		B26x		C26x		D20x
-8 Vict         -11Kag          -9Pi            -5 Var   
-3 Varie        -27Kag          -8Gal.          -14Timber
-16 -17 Krom                    -6Bro           -15Tim
                                Krom

D10x		E13x		F 23x
-11 Gal.        -19Krom         -17 Kag 
                -8Cappy         -10Grey

#AT 8; DMG 1d6; SA PARALYSIS TOUCH; INT NON; AL N; SIZE L;
THAC0:14 8' tall (larger Than man)
XP 1084
IN LAIR TREAS 800 Lb copper statue  40-10 LB Silver Bars

They enter the room. Var, Phan, Grey, Pi
TTTT Search the room and find the statue and the silver.
They take the silver.
TT Vict casts friskey chest on the statue. They try to herd the statue
ahead of them as they are leaving the room. They finally let it follow
behind them.
T/ No Enc.  They go to Room 85. They go in after searching for traps on
door. They go in to look at the rune. 
T Gal, Sta, Var discover chest.
TT Most of the party falls into the trap. They heal each other and climb up
the rope. The find the contact poison and unlock the lock.
TT They find the robe and the poisons. 
T/TT No Enc. They Devide up the gold. They are going back to the room
they rested in (57)
No. Enc-They arrive back in 57. Resting.
TIME STOP


Text Account:
Lisa is leader and Cindy is mapper.
They are back in room 57 resting after bringing back their fools gold.
Stallen casts an illusion of an empty room on the front portion of Room
57.
6 hours have passed since they last rested (30 hrs in dungeon).
No encounters for 18 hours. (Now at 48 hours in dungeon.)
Vict. casts remove curse on Gal. to remove -3 to INT and STR.
Healings etc.
1 Hour
They go out into the corredor.
ENCOUNTER - Osquip
OSQUIP (x21); AC 7; MV 12"; HD 3D8; HP 
10(x3),		Ax		Bx		Cx
		-4-4Bro		-2Tim		-7Vict
		-5-3Gal		-3Gal		-3Gal
				-7Grey		-2Vari
						
17(x5),		Dx		Ex		F		G
		-9Kag		-9Krom	
		-8Pi		-14Kag
Hx
-11-12Pi

15(x5),		Ix		Jx		K		L
		-7Capy		-16Krom		-9Cap
		-6Capy
		-10Vic
M


8(x5),		Nx		Ox		P		Q
		-Grey		-22Kag
R		-5Gal
		-12Vict

7(x3)		Sx		T		U
		-8Tim
		-5Gal
		-9Grey

#AT 1; DMG 2d6; INT AVERAGE; AL N; SIZE M; THAC0:16

TREAS 15000 CP, 18000 SP, 25000 EP, 40000 GP, 8 GEMS, 17 JEWELRY, 2 MAP,
3POTION, 1 RING, 2 MISC. MAGIC, 1 SHIELD
XP 461
They attack the party.
Stallen invisible, moves toward their entrance.
Grey MoveSilent(yes), Hide(No)
Stallen flies over and see no more comming out of the hole. The rest
seeing their buddies get hacked up, retreat back into their lair through
their tunnels leading off the underground river.
They are staying in the corredor and healing. Roll for encounter from the
noise.NO ENC.
T/
They go to the west - intending to map as much as possible.
TTT Searching the secret door to Room 52. They open the door.
TStallen flies in to investigate. They decide to leave.
TThey go to the intersection in front of room 108. Gal and Pi become
invisible and look both ways to the east and west and south.
T GAL and Pi go into room 108. They rejoin the party.
Down to look at door ty 112.
T/T NO ENC. GAL and Pis go down to opening to room 116.
They go back west to the 20' corr. to the north.
They go back to the area where they encounter the trap before. 
TTTT/  They enter 87. They search it thouroughly. They find nothing NO
ENC. 
They decide to rest again, so the go back to room 57.
NO ENC.
T They spent 2hrs and 20 min mapping. They sleep and memorize spells to
heal the people injured by the Osquip.
Stallen examines the piece of chain mail that the potions were in. 
Encounter at 4 hours. 

SPELL BUBBLE Wraith Form strikes person at random. Brodda is hit!


Text Account:
Leap Day!
They heal Krom and Cappy and rest for an hour after they arrive. Thery
discuss what they want to do.
They decide to go toward the torchlight in the SW.
Outside the door to 57 NO ENC.
Gal and Sta invisible look down corredor at J.
The fire minions attack!

A 21x		B 27x		C 30		D 36
-18Vic		-4-3Dro		-10-19-8Kag	-Vict
-17Sta		-2Var		-bro
-10Vic		-14Kag
		-17Krom
Flesh golumn from 103 comes out as a diversion for Luscan who flyes out
invisible into the corredor.

GOL 27
-14Krom
-15Sta
-3Var
-8Kag

Lusken casts Iron Wall in south then flies to the north, hiding behind a
torch. After the party flees, he casts wall of Ice across S. corredor and
sends 4 summoned snakes to chase them away.

A 16		B14		C12		14
Charmed Pha	Charmed Pha     -11-7Dro	-13-11Krom
Dromar kills the charmed one.
They arrive back in 57 3 turns after they exit. Altogether, they spend
6.5 hours since last rest.
They want to heal and rest for 18 hours.
Encounter after 6 hours. Spell bubble, Web.
Encounter at 17 hours. Chill touch spell bubble. I touches Kagar.
They have rested 18 hours. They memorize spells and heal and stuff.
They decide to go to the east across the bridge. NO ENC. outside the
room.
They first go the the corredor to the north of 70. Stallen looks up and
they map and continue.
They go east to 75/77 and look around. Gal hears nothing from 77. They
enter 75.
They set off rune f. The retrete to the west corr.


The Heurman retreat into their room.
St casts wizzard lock on door to 74.
Enc. With Headless (8) from Room 77.


A 34x		B 24x		C 27x		D 34x
-7-34 Kag	s-Dro,Fled	-5-8Cap		-13-8-11Vic
		-14-6Vic	-10Phan		-2 Var
		-7		-17Krom

E 30x		F 35x		G 21		H 26x
slow,fled       slow,fled	Polym.-To       -9Grey
-14-13St	-14 Gal		Catapiller      -19Kag
-7Cap		-8Krom
-8Pha		-17Kag

HEURMANS (x5); AC 6; MV 12"; HD 4D8; HP - They flee!
21, 
17, 
19
19
25

They feel pity for the childeren and try to decide what to do with them.
They cut 6 free. Dromar tries to leave with one, but broda gets him in a
bear hug and with Kroms help they drag him back. Dromar kills 4 to save
them from their plight. The party takes the 5 freed and goes back to room
74 which St had Wizzard locked. A knock spell opens the door. The 5
heurman guards are here cowering. They put the childeren down in the
middle of the room. The guards by their law are obliged to treat them as
escaped childeren. The penelty for this is killing by tossing them into
the shaft. They try to travel to the west dot do this, but the party
herds them to Room 77. They take little notice of the other childeren and
only want to execute their law.
They are about to leave 77 and go in to search 75. TIME STOP.


Text Account:
They are at the intersection of rooms 77 and 75 mapping the southern
portion of 75.
T They check out the rune F.
T/ They go south toward V. They discover the rune and don't find much out
about it. The party is roped together 
NO ENC.
TTTT Room 93 - They open door. Find the chemicals.
They go 20'south and find that the fog is too thick.
T/ They back off and Pish tries to use her whirl wind on the fog. Stal
scatters the debris from 93.
NO ENC.
T/ They go into Room 75, passing close to the west wall to avoid the
rune. Cappy hacks open a barrel with his ax. They tie ropes around some
of the barrels and drag 2 out of place. 2 more!
TTT They clear out the 2nd level of barrels.
T They enter 76. He empties a barel and tosses it into the water. They do
NOT find the passage in the water that leads to Rm. 18. They go out to 75
and down south. Check out the fog. Somewhat cleared. They trip the rune V
again and retrete. 
T They go west and then to Rm. 73.
Door is not latched. They bang the door open and surprise the Heurman.
They close and tie the latch shut.
They are hit by the illusion from rune R. Players enter the rooms
67(Dromar) and 71 (Broda and Kagar). The guards at 70&74 are allerted and
will attack 3 rounds after.

HEURMANS (x5); AC 6; MV 12"; HD 4D8; HP 22, 23, 14(x2), 19; #AT 1; DMG
1-10;SA +2 TO HIT WHEN OFFENSIVE; INT AVERAGE; AL NG; SIZE M; THAC0:16
TREAS 11000 CP, 11000 SP, 4000 EP, 22000 GP, 700 PP, 23 GEMS, 49 JEWELRY,
1MAP, 1 ARMOR, 1 MISC. WEAPON
HEURMANS (x5); AC 6; MV 12"; HD 4D8; HP 21, 17, 19(x2), 1

A 22x		B 14x		C 17x		D 19x		E 16
-12Kag		-16Krom		-3Cap		-7Vic		-9
-18		-9		-18		-18		w -4Cap

F 23x		G 19		H 19x		I 21x		J 20x
-18		-18		-18		-18		-18
-11Krom		w		-3 Dro		w-6Dro		w-16Krom
K 14x		L 21
-9		-18
-15

HEURMANS (x10); AC 6; MV 12"; HD 4D8; HP 18(x2), 23(x2), 20(x2), 21(x3),
15;#AT 1; DMG 1-10; SA +2 TO HIT WHEN OFFENSIVE; INT AVERAGE; AL NG; SIZE
M;THAC0:16
White Skin, dark circles under eyes. Terrably scared, suffered years of
torture as child.

M 18x		N 23x		O 20x		P 20x		Q 21x
-2 Var		-5-3-2Bro	-21Grey		-3-3-6Pi	-12-30Kag
-5GaL		-5Gal		-2 Gal		-4Gal
-6pi		-5-6Cap				-8Cappy
-12St						-Timber

R 18x		S 21x		T15x		U 21		V23x
-2Grey		-23Krom		-Grey		-1Tim		-15-23Kag
-8Dro				-11-7Vic	-5St
-8Vic

W 18		X 22
-Vic		-4Kag


Krom is taken to room 94a for torture and is locked in.

Winpy Heurman

A 13		B 12		C 14		D 16		E 13
-Var		-Kait		-4-6Bro		-Grey
		-4Gal
TIME STOP


Text Account:
Time Stop where they are in the room with the Djinn. They have found the
gems and are apprasing them. They keep the jems together in the
posseession of Timber.
12 hours pass while they are discussing who will carry the jems and
discussing religion 


(NEW RULES: When clerics go from world to world, they will need to cast
the Consecration Spell to the god on that planet. If they have never been
on that planet, they will not know the spell to that god. If they have
been consecrated to that god before, they must cast the spell and roll
under their Wisdon. If they are successful they will remember the spells
of that god. They may only attempt this once per day. Until they can get
to a temple of that god, the must make a Wisdom roll for each spell. If
they succeed the god hears them and cleric will be able to cast it. If
they fail, they have not correctly addressed the god and the spell is
lost.

They are leaving when the Djinn returns. He never gives his name. The
door is closed, and the sand has filled in over the door.
They pick the lock, search for secret door etc. In room R1.
H The Djinn return and clears their way.
HT They investigate R2, but don't look into the pit. They go back out
TT through R1 and then to 40.
TTTT Then to 39. They find the pendant, but don't find the wand. 
Stallen falles down the cleft and finds the wand of wonder!
T Stallen uses the wand. Timber fighures out that the key word to this
wand is on the pendant of the skeleton.
T To room 38.
Lycanthropes-Wereboars
A19x 		B27x		C28x		D14x		F27x
-6Gal		-7,6 Gal	-CS Dro/2	-CS Dro/4	-Vict
-CS Dro/1	-Krom		-24 Kaig	Slow/Gal	-9,4,2,5 Pi
-Timber		-13,Kag		-9 Pi		-3,8 Pi		-3 Var
-13 Sta						-3 Capp		-6 Gal

G28x		H10x		I19x		J24x		K26x
-10,10,10 Vict	-Krom		-5,9,9 Dro	-16,10 Kag	-11Krom
		-10						-9,3,9,3 Cap

L 20x		M 26x		N15x		O 25x		P17x
-7Dro		-12Vict		-5Tim		-12,13Sta	-2 Cap
-5Var		-8-16Kag	-Stal		-3 Kait		-9 Kait
-7-11Vict			-12 Krom			-12 Krom

Kagar, Pish, Krom are affected by lycanthropy.
TIME STOP after battle is complete, before all healing has occured.


Text Account:
They have TIME STOPPED in Room 38A after the battle with the Wereboars in
Room 38B. About 3:40 since they were in the Djinn room resting.
T Healing and resting
TT The go to door to Rm 38B and the curtain of Darkness. S. Traps
They look down to B between 38A,B
TT They return to Rm.40. Crom fall crossing the chasm at 39.
No Enc. Stallen is going to use the wand of wonder. He gets a delusion of
a lightning bolt.
They go to 40A (Consult under*.txt)
HHHHHHHH (8) Resting, healing. Variel tells tarot for Crom. 
HHHHHHHHHHHH (12) They memorize spells and heal players. No ENCOUNTERS!
They are going toward the spot where they came to the dungeon.
They follow the way back to A1 and begin to search from there. NO ENC.

Punnishment pit trap.
PIT ARMS (x10); AC 2; MV NIL; HD 2D8; HP 5(x2), 12(x4), 4, 11(x2), 8; #AT
1;DMG 1-4; SA CAN USE 1 HANDED WEAPONS; INT ANIMAL; AL N; SIZE M;
THAC0:18
A 5x		B 12x		C 8x		D 11
-8Pi		-37Crom		-6-6Cappy	-9-13 Dro
		-11pi

E 4x		F 11x		G 12x
-6Tim		-Tim		-13Vic
		-17Gal

H 12x			I 12x		J 5x
-1-1-1-2-1Pha-5Vict	-Pi		-3Var
			-8vict		-12Stal
			-3Tim
NO ENC.
They are standing at the top of the pit.

7-19-91
They make their way to Start Here room.
Stallen flies up and searches the room above and returns to tell the
party that there is a Inn at the top of the shaft.
They find their way up to the Yawning Portal Inn.
Time stop as they are all up at the top of the well being offered drinks.


Text Account:
TIME STOP at (4) Yawning Portal the place at the top of the well.
They are being congratulated on their safe survival of the dangers of
UnderEarth. They talk to the people in the inn. 3:00 in afternoon.
They stay in the Yawning Inn for an hour or so, then leave
They go to the Unicorn's Horn.
Nahingi Nahork is there!
She offers her services to the party, and thanks them for their help the
last time they were in town.
The mage from Isis is left down in the dungeon.
Tommorrow night is the full moon.
They ask about the effects of Lycanthropy and the time of the Full Moon.
Dromar goes to the Plynth to investigate who can cast Remove curse.
Novitiate Kimlasa knows about the Lycanthropes.
He makes arrangents for the High Priest to visit the party in their Inn
to cast Remove Curse on those who need it. He gives them a 400gp retainer
on their casting 3 Spells for a total of 1200 gp.
They sleep in the next morning and make their plans. They want to go to a
jewler and a weaponsmith.


Text Account:
They are outside the jewlery store after selling the gems and splitting
up the money.
There is a 1 in 20 chance of encounter per hour.
No Enc.
They want to go to the bank to change their money.
Kagar want to spend time with Brodda. He wants to go home for a while.
The loss of his spells twice have unnerved him and he feels very
confused. He thinks that going back to his home would be good for him. 
Off to the weapon smith. They realize they dont know where it is. 
They go to the Unicorn's horn to find a way to the place. They see
Riantars weaponry. They buy arrows (silver and mundane).
Into the Inn to ask about weapons. He recommends Saern's.
They go to Saern's.
No Enc.
Race   -- Elf    Saern        Interest --  Athletics
Class   --  Thief            Occupation -- Forester
Sex        -- Male             Morals -- Lusty
Strength   -- 11               General -- Unkempt
Intelegence -- 8              Intellect -- Average
Wisdom      -- 9              Piety -- Saintly
Dexterity   -- 16              Personality -- Friendly
Constitution -- 10             Hit Dice -- d6
Charisma    -- 14              Nature -- Suspicious
Comeliness  -- 15              Materialism -- Greedy
Allignment  -- Chaotic Neutral Possessions -- Scant
Age          -- 176             Apparent Age -- Youthful
Armor Class  -- 7              Bravery -- Craven
Favored weapon -- Dart        General Tendencies -- Moody
Height in "   -- 58            Disposition -- Compassionate
Weight in #   -- 91            Honesty -- Scrupulous
Hair Color    -- Brown         Sanity -- Normal
Complexion    -- Pale          Energy -- Slothful
Features      -- Delicate      Thrift -- Spendthrift
Social Standing - Upper Middle Collections -- Coins
They buy silver weapons and some other stuff.
They want to go to Balthors.

He shows them a dress with 4 diamonds per sq. inch. 20,000gp

A bear skin coat with bear hat 500gp

Platnum Mail Coat and chaps. +1 3000gp - Crom

Aura (Mood) Cloak 2000gp.

Seal Ring. 300gp
BEJEWELLED SILVER MEDALLION - 1000 GP
SILVER GOBLET - 600 GP
BEJEWELLED GOLD ARM BAND - 6000 GP
BEJEWELLED GOLD NECKLACE - 6000 GP
BEJEWELLED SILVER ORB - 3000 GP
BEJEWELLED PLATINUM GOBLET - 6000 GP
SILVER & GOLD MEDALLION - 700 GP
BEJEWELLED SILVER COFFER - 5000 GP
BEJEWELLED GOLD GOBLET - 3000 GP
BEJEWELLED SILVER LOCKET - 3000 GP
PLATINUM RING - 1600 GP
BEJEWELLED GOLD RING - 4000 GP
BEJEWELLED GOLD COFFER - 5000 GP
GOLD EARRING - 1700 GP
BEJEWELLED SILVER MEDAL - 1000 GP
BEJEWELLED PLATINUM PIN - 7000 GP
BEJEWELLED GOLD BELT - 5000 GP
BEJEWELLED PLATINUM MEDALLION - 8000 GP
GOLD PIN - 800 GP
SILVER & GOLD ANKLET - 700 GP

BROADSWORD +1 3500gp - Timber
Plain but of very good quality.

LONGSWORD +1/+4 VS. REPTILES 5000gp
Has an inscribed snake running up the blade.

SPEAR +1
RING OF CAMELION POWER 2000gp - Kaitlen
RING OF SHOCKING GRASP 2500gp
RING OF WATER WALKING 4000gp
RING OF GATE DETECTION 1500gp - Gal
(Allows one to tell if a gate is safe or dangerous)

Eye of All Seeing from Tekumel 4500gp - 45 charges - Gal

FLAIL +1 (CHAOTIC GOOD), SPEECH, LANGUAGES:5, DETECT GEMS, KIND & NUMBER
IN A 5' RADIUS, DETECT PRECIOUS METALS, KIND & AMOUNT IN A 20' RADIUS,
IQ:14, EGO:6 DAGGER +2/+3 VS. LARGE CREATURES 30,000gp

Pisheo hears that Io Do is still looking for them!

They return to the Unicorn's Horn and alerts the party to Io Do.
The bartender is on watch for strangers asking about them.
Gal. sends for Calpian in Ancoret Court.
Dro. sends for KerBlodget (roumer monger).

Timber shaves his head! The rest try to disguise themselves. They spend
hours on this. 

Dro. rents a room at Gondolens in 3 days.
Kagar, Pish, Krom are affected by lycanthropy.
Galranwyn goes to temple of mystra. She checks to see if any priest has a
remove curse. No go. 1000gp for non-members.

Terisa knows her, and welcomes her back. 

Dromar tells the bartender about the possibility of lycanthropes.

They get Krom and Pish drunk then take them to the horse stalls.
Dromar Volenters to be chained up.
Timber and Gal. wait for the moon to rise.
Kagar is not protected in the stable and she runs off and kills a human
for food. 
Start next game in the morning.


Text Account:
Last week, they went to the jewlers and sold their treasure and split it up.  Then they go to the curios shop Balfors. 
They go back to the inn in time to see Brodda and Kagar leaving to go home. Kagar is messed up in the head after her change into a wereboar and Broda feels responsable and attributes all their problems to his change of religion when he went to Isis.
They go outside Balfors and look around.
They go to the 23 Crawling Spider
NAME Derla the Dangerous____________    LEVEL_10___     THACO 14

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

They walk a long way down the High Road until they remember that the Yawning Portal has rooms for rent. They go to the Unicorn's Horn to pick up their stuff and move.
Kagar and Brodda take off. Kagar killed a noble of the city and his wife and ate the wife.
The owner of the inn is glad to see them leave.
They are going to the Yawning Portal.

The Yawning Portal Inn

The front of the building is plain and the doors are always open. 
This place is big and the hole "exhales".
They provide rooms service for drinks and simple food.

They are settling in.
Dromar puts his stuff away quickly and heads for the Plynth. 
Encounter with Dromar who see a raid on a building by 8 guards.
He casts disguise on himself of a man in the guise of a guard officer.
He goes back to the alley and talks to the Sgt. 
Duke Altrios and his wife were the ones who were killed. The city guard has raided a home where it was suspected that the ones arrested were responsable for the killing that Kagar did.

He goes to the temple of moriden disguises himself as broda.
He asks a few questions and leaves to go back to the Yp with the priest.
Dinkar is one of the Priest/Guards that guard the inn and sell spells.

They get there and go to the room in the inn and they make their rolls.

He gets to the Plynth.
They talk to Dinkar and he gives them some roumers and such then go to bed.
Next morning they are up late.

Pisheo - Goes to the theives guild.
Gives 300 gp of her take. 

Timber - Nothing
Dromar - Copy spells (10 days), research spells. Roumer monger
Krom - Tempus temple and donate.
Galranwyn - Guild
(Spells, magic items,)
See Kalpien (Mage - Spells:? Ask about Dofars spell book.)
Getting provisions and toys for Sleeks
Victorex goes up levels and is reconsecrated in her religion.


Text Account:
They have spent 10 days in Waterdeep.
They prepare to go back to the UnderMountain.
Memorizing spells, 
They decide to go to the Raven Inn which becomes the World Serpent Inn.
Santa is Michefers brother.
Tweetlede is a man sized bird who sells them his door cumpas with 3 charges remaining. 
A human merchant buying magic items shows them the way back to waterdeep which comes out in the dock area of waterdeep.


Text Account:
Dromar is the leader. They are arriving at the bottom of the Pit from the Yawning Portal. *
**They go to room 38A and find the invisible dagger at last!
*They continue to search the room for other stuff. Stallen empties the hole and searches it.
***They enter RM 37. The Ring of Protection +1 (Replaces the teleport ring) is made of a combination gold with a stripe of platnum and a +2 Shield.

They open the secret door to 36B and the ork sees them and shuts the door inb their face. They abandon their position to the southwest.
Dromar sleeps 4 on their way out. They are left behind in the room.
*They find the levers.
*They search 38B and look for traps to 36A.


Text Account:
They are in the anteroom of 36a with the door open waiting to investigate.
Grey Scale skates on the oil into the room. Finds the stone face and the holes. 
**
Roper on the stairs.
HP 88
-13 Gal
-14-11 Sta
-3 Var
-12-10-14 Vict.
-8-8 Cap
They kill the roper and Vict. cuts it in half to kill it. They find the PP and the moonstone inside.
Back up the stairs.
**They are searching the garbage
They see the rats who are trying to escape. They kill 3
***They find the trapdoor to the Blushing Nymph.
They are going into the Blushing Nymph.
*They are going back down the long stair.
NO ENC.
They go to the second secret door in 36B.
*They find the opeing to the secret door.
*They search around for secret doors.
Stallen uses his wand o wonder to make a stinking cloud in room 35.
*Gal. uses her eye of allseeing and discovers the pool on the ceiling and the monster forming above.
* They are discussing what to do about the creature Gal. sees in the ceiling.
*They cast spells preparing to go into the room.
Guided by GAl. wih her eye of seeing Cappy fires arrows into the pool in the cielding. They do no dammage.
Time stop before rolling for surprise from trolls.
Encounter Trolls it is comming from room 34B (South to north)
 4; MV 12"; HD 6D8+6; HP 30(x2), 28, 29, 47; #AT 3; DMG
5-8(x2)/2-12; SA FIGHT 3 OPPONENTS AT ONCE; SD SEE BELOW; INT LOW; AL CE; SIZE L; THAC0:13
REGEN 3HP/MELEE ROUND BEGINNING WITH 3RD ROUND AFTER TAKING DMG
A30             B30             C30             D30             E30


Text Account:
Gal. does her detailed town adventure reference real date 5/2/92.
They have just moved into the Yawning Portal Inn and are settling in.
Gal. wants to see the guild, Calpian.
She want to sell a spell book and find out if their are new spells to obtain. 
Kalpyan Fleurmeister (Otherwise known in the Waterdeep Guide as Kappiyan Flurmastyr)
Level - 11                      Building 218
Race   -- Human                Interest --  Magic
Class   --  Mage               Occupation -- Jewler/Lapidary
Sex        -- Female           Morals -- Immoral
Strength   -- 13               General -- Foppish
Intelegence -- 16              Intellect -- Dreaming
Wisdom      -- 8               Piety -- Iconclastic
Dexterity   -- 14              Personality -- Taciturn
Constitution -- 14             Hit Dice -- d4
Charisma    -- 13              Nature -- Unforgiving
Comeliness  -- 15              Materialism -- Generous
Allignment  -- Chaotic Neutral Possessions -- Scant
Age          -- 31             Apparent Age -- Ancient
Armor Class  -- 10             Bravery -- Foolhardy
Favored weapon -- Staff        General Tendencies -- Altrust
Height in "   -- 66            Disposition -- Hot Tempered
Weight in #   -- 147           Honesty -- Truthful
Hair Color    -- Brown         Sanity -- Normal
Complexion    -- Light         Energy -- Lazy
Features      -- Corse         Thrift -- Spendthrift
Social Standing - Upper Middle Collections -- Unusual Weapons
Gal. is asking him about spell books and new spells.
Tall thin with a long white beard.
He agrees to see Gal. in 4 days.

Smarg at the house of gems.
Race   -- Human                Interest --  Magic
Class   --  Mage               Occupation -- Jewler/Lapidary
Sex        -- Female           Morals -- Immoral
Strength   -- 13               General -- Foppish
Intelegence -- 16              Intellect -- Dreaming
Wisdom      -- 8               Piety -- Iconclastic
Dexterity   -- 14              Personality -- Taciturn
Constitution -- 14             Hit Dice -- d4
Charisma    -- 13              Nature -- Unforgiving
Comeliness  -- 15              Materialism -- Generous
Allignment  -- Chaotic Neutral Possessions -- Scant
Age          -- 31             Apparent Age -- Ancient
Armor Class  -- 10             Bravery -- Foolhardy
Favored weapon -- Staff        General Tendencies -- Altrust
Height in "   -- 66            Disposition -- Hot Tempered
Weight in #   -- 147           Honesty -- Truthful
Hair Color    -- Brown         Sanity -- Normal
Complexion    -- Light         Energy -- Lazy
Features      -- Corse         Thrift -- Spendthrift
Social Standing - Upper Middle Collections -- Unusual Weapons

He shows her a jade cameo. She wants a subtly ostentatious piece. 

1 Min lapis lazulie and the other in a green malachite.

Lukas is a 5th level mage devoted to illusion and how it can bes used to simulate reality to throw off creatures from the sent of the party.

She wants to check for new stuff at the guild of magists and protectionests.
She asks about the Resilelient sphere. No one has the spell.
Going to the temple to donate 100 gp.She goes to the temple of mystra.
Round building 2 stories made of grey white marble.
Treesa has been transfered to another location.
Waiting untill her appointment. She then goes to his home (218) and sees him. No Enc.


Hulpa is a mages contest.


Text Account:
Leader is Timber
They are in the corredor outside Room 35 discussing what to do about all the treasure that Stallens potion found around them.
Encounter Two headed Trolls it is comming from room 34B (South to north)

AC 4v HD 10  Thaco 9  

xxxxx
Stallen uses his wand of wonder which casts a fireball that kills Variel. They all retreat to Rm 34I.
A  62 FF-Phan           B  51 FF-Phan        Killed.
-14-34Krom                    -15-10-17 Vict
-6 Cappy                      -11 St
-11 St

C                       D 48
-11 St                  -21 Dromar
                        -22 St
                        -11 Dro

E 85 -60
-5 Var
-17 Cappy

-6-11 Pish
-7-3 Dro
-11 St
xxxx Healing the fallen party members. Stallen  looks at south door.
xxx Wishing for healing and trying to open the door to Rm. 34B
Phantoz is backup leader.
No Enc.
Dromar is wraithformed and goes out to check on the trolls.
TTT He ends up in Rm. 34B
12 Orks are waiting nr Rm. 36
ORC (x12); AC 6; MV 9"; HD 1D8; 
5(x2), Pole Arms
3(x4), 
7(x3),
6(x2), 
#AT 1; DMG
1-8/BY WEAPON; 
INT LOW; AL LE; SIZE M; THAC0:19
SWORD (1-8), FLAIL (2-5)
AXE (1-8), SPEAR (1-6)
(x2) AXE (1-8), POLE ARM (2-8)
AXE (1-8), SPEAR (1-6)
(x2) AXE (1-8), BOW (1-6)
SPEAR (1-6)
(x3) AXE (1-8)
POLE ARM (2-8)
Dromar Scares them away and kills the leader of the Orcs and takes him back to 34I. They discuss what to do next.
They stake the doors and want to rest and heal for 18 hrs (ecnough to cast 1 days worth of spells.
Encounter 3 hours later.
4 Orcs in Rm 36b. One will feign death to have an opportunity to use the traps on the stairs.

A 6x            B 5x            C 7Faking       D 8x
-12Cappy        -13 Crom        -7 Stallen      -Crom

The orks chase them out to the Stairway and out to the alley behind the Blushing Nymph.


Text Account:
This begins when they have been chased out of the dungeon up to the alley outside of the Blushing Nymph.
Going back to the Yawning Portal where they are greeted by the patrons who ask some question about their adventures. Victorex gets drunk and maudlin about the departed Variel.
The next morning... they heal, rest and recover from their wounds. This takes two days.
Stallen puts on the Cursed ring of Teleportation of Hallister and can't get it off. The second day, Victorex attempts a remove curse on Stallin and it fails. He tries the rest of the day to determine what the ring does, but can't. Gal. finds out what her ring of Gate detection does.
The morning of the third day, Stallen again fails his save to remove the ring. They decide to wait until Stallen can get the ring off.
On the fourth day, Stallen tries again and succeeds. He gives it to Gal. who does a Identify spell on it and finds out a lot about.
The fifth day, the prepare to go down to the dungeon again. They all are lowered to the bottom of the well in the yawning portal. 
The go to the area around 34 to where they were the last time.
They go back to room 35. They consider what to do.
TNo Enc. Stallen (invis) goes with Krom into 35.
Water Wierd HP 25 -14Stal -1Dro  -15Stal -17Gal
T Krom gets the Scemitar. (+3 Of Speed with Green light that glows for 30' and has a basket hilt fashioned like a woven trellis of plants.)
TT The drive spikes to get to the pool in the ceiling. No Enc.
TT He falls down to the pool below 3 times. He pounds another spike.
TT He flys up to try and get the Warhammer, but can't get leverage to sufficiently dammage the clamps.
They go back to the well and are pulled up.
They rest go to bed and go back down.
T They go back to room 35. After 3 rounds, the water wierd reforms. HP 25
-1 Cap -1 Krom -13 Dromar Gal polymorphs it into a spider.
TTTT He succeeds in getting the war hammer free of the ceiling.
They time stop as Krom gets the war hammer.


Text Account:
They are in UnderMountain near near room 35 discussing what they are
going to do now.
They are standing at the intersection of the entrance to rm 35 and the
corredor going to the west. They have most of their spells and are
relitivly unhurt.
(Roughly 3 hrs. in dungeon so far).
No Enc. They talk about where to go for treasure.
They move to the door to RM 34I. Spells outside Str. Cappy-St. Invis.-
Dro-wraithF
TT No. Enc. Dro. enters 34G and although sturges attack, they can do no
dammage. He returnbs to party just outside room.
T Party goes Into RM 34I and they search for secret doors.
Out into corredors around Rm 32C
TT Standing in front of the door to 32C. Stallen listens. Pish. looks for
traps. Enter 32C. The map the room and get close to the table.
Pish. searches table for traps. 
Phanto puts a loop of rope around the coffer on the table and goes down
the corredor to the end of the rope. They catch the coffer in a blanket
and run out of the room.
T Watching the giant stone table go into the floor.
T They examine the coffer, Pish opens the coffer.
T They examine the finger bone keys.
T Search chest for secret stuff.
No Enc. Stallen flys back into 32c and replaces the coffer on the stone
table (floor).
They enter 32c and go to the N. wall door
To Rm. 33 Chimera - HP 66 
-12 Cap -16 Vic -14 Pi. -15 Crom
-8	-13	-12 Tim

T Timber cuts off the dragon head and throws it into the water.
T No Enc. They try throwing things in the pool and discuss what will let
them empty the pool.
T Searching for secret doors. 
T The are caught at the falling door at 34a.
T Trying to lift the door. 
T At the door to 34c.
Scaladar - HP 52
-8 Cap -17 Crom - Dro uses ManCatcher
-6-6 Cappy 7- Vict -12-13 Crom

T Examining the vials.

Ax		Bx		Cx
-5Drom		-6 Vic		-5 Tim

Dx		E5x		F
-14 Cap		-8Timber         -Pis

G		H		I1
-13Cap		-11Vic		-1Pi

J2		K4		L3
-4Gal		-T5im		

M2		N3		O4
-3Gal		-3Gal		-3Gal

T They check the room and the Orcs.
Time Stop after searching room 34B


Text Account:
Dromar is Leader and Pisheo is mapper.
Time stop in Room 34B after they fight the Orks from Rm 34D.
T They open 34E Investigate from outside only.
TT They go on to 34F. They listen, and enter. Gal. detects this is a safe gate to somewhere they have never been. They go to the next room.
T They talk about how to defete the sturges.
T Rm 34G 
TT Rm 34H Dromar recovers the Staff of Curing from the Globe. This staff acts as a +1 weapon to a cleric. Any class may use the healing skill, but it will hit as normal with them.
To this time, they have been awake for 6:30.
TTT No. Enc. Back to Rm 34G they examine the hands and Dromar places his scroll of mirror image on the hand, and gets the ring. It has the head of a ram on the front (which was burried in the stone) but no enscription. The code word for this is "Butt, Head".
T They return to 34H and rest at least 8 hours. They post guards but don't lock the door.
Enc. 9th hour - The Fallen 6

A18x               B20x               C15x
-13 St            -4-5-11 Cap       -7-3-8 Dro
-6 Ca             -7 Vic
-14 Vic         -11 Pi

D14x               E18               F20
-7 Dro             -12 Pi           Turned Vic
-7                 -18
7 rounds
Resting another 8 hours and memorizing spells.
TTT Search southern Wall finding nothing
TT No Enc. Into 34K and others searching for stuff and mapping.
Pi. & St. & Ti. Examine the mold, find its wound wort.
Rm I29 -


Text Account:
Time Stop at Isis Room. Dro., Vict. and Krom are locked in the mirror.
Protecting their bodyparts, they are attempting to navigate through the mirror maze.
Gal in the lead!
TTT
ENCOUNTER DOG HEAD
TTT Dog headed man attacks as a 15th level fighter with 80HP ST 18 51%
CLAWS 1d4 THACO 6 +2 To Hit +3 dam
-3-5 Cappy
-9-1-5-4 Pi
-6-4-8- Tim
-5-3-1 Dro
-11-14 Gal
8 Hrs since last rest.
They go to corredor room to rest for 16 Hours.
They memorize spells a nd cast healing .
T Off to Isis room. 
T They use their wraith form to get the party out of the wall.
TTT They return to the corredor room again and discuss what to do. More healing from those who were in the wall.
Krom wears manicle, they walk back to the room.
Lizzard man As Dog Head (Same stats)
-10-25-16-28 Krom
-10 Vict
-5-7 Dro
-11 Phan
They grab the manical
Time Stop at point Y
They are in the gate room and go through a gate to Isis.


Text Account:
They want to stay with the tribe for a while.
They will try to get guides and horses and provisions].They are waking up the morning of the second day.
They stay, fo at least a couple of days.
St,dro,Vict,Krom, Tim, want to  become warriors.
Ashran.


Text Account:
Peter is leader.
They are still living with the Yanihogani. They have just completed the first day of the hunt and are celebrating the evening feast with them.
During the feast, Stallen talks to the Witch Doctor. He discovers that the Shaman is Psionic and that there are evil creatures on the mountain. He asks a lot of questions about the tribe life and how the party can get across the mountains. They tell them about the terrain and animals and foraging. 
They are presented with a number of options for travelling (go to the tribal meeting, find the horse tribes, capture hores, walk to the north to Sooskasa walk to the East coast...). They decide to walk to the east coast.
They have a months worth of dried meat and 2 weeks of.
They will set out next week.


Text Account:
Crom kills a moose beast by himself.
They are living with the YaniHogani and are preparing to leave. The young boy they saved from death with the moose beasts wants to go with them and see far places and amazing sights.

They head for Kelshire. They want to take the most low lying trail.
They give gifts etc.
They have an encounter at the end of the first day. Manuel follows them all day and approaches them after the day is over. They give him a helmat and leather armor, and a steel dagger.

Manuel
Level 3 Specialist in bow.
Race   -- Human                Interest --  Geneology
Class   --  Thief              Occupation -- Fisher (Fresh Water)
Sex        -- Male             Morals -- Amoral
Strength   -- 14               General -- Imposing
Intelegence -- 14              Intellect -- Active
Wisdom      -- 14              Piety -- Pious
Dexterity   -- 16              Personality -- Abrasive
Constitution -- 13             Hit Dice -- d6
Charisma    -- 5               Nature -- Vengeful
Comeliness  -- 8               Materialism -- Intellectualist
Allignment  -- Neutral         Possessions -- Average
Age          -- 16             Apparent Age -- Youthful
Armor Class  -- 7              Bravery -- Fearless
Favored weapon -- Club,Bow     General Tendencies -- Careless
Height in "   -- 61            Disposition -- Morose
Weight in #   -- 151           Honesty -- Truthful
Hair Color    -- Black         Sanity -- Normal
Complexion    -- Black         Energy -- Normal
Features      -- Rounded       Thrift -- Thrifty
Social Standing - Upper Middle Collections -- Knives

Journey will take 18 days.
Next day - Rand. Encounter Giant Porcupine
PORCUPINE, GIANT (x2); AC 5; MV 6"; HD 6D8; HP 30, 27 #AT 1; DMG 2-8; SA
SHOOT 1-8 QUILLS (1-4); SD QUILLS; INT ANIMAL; AL N; SIZE L; THAC0:13

A 30                         B 27
Phanto uses his druid influence to pacify them and they are receptive.

7 days pass. Encounter on the afternoon of the 7th
Giant Pike  
PIKE, GIANT (x7); AC 5; MV 36"; HD 4D8; HP 13(x2), 28, 21, 9(x2), 12; #AT 1;
DMG 4-16; SA SURPRISES ON 1-4; INT NON; AL N; SIZE L; THAC0:15

A 13            B 13            C 28
-13 Gal        
-13Burning hands

Day 10 in afternoon.
BANDIT/BRIGAND (x131); AC  SEE BELOW; MV SEE BELOW; HD 1D6; HP 1(x27), 5(x25),
4(x28), 2(x24), 3(x27); #AT SEE BELOW; DMG BY WEAPON; INT AVERAGE; AL N; SIZE
M; THAC0:20
(x13) AC 4, SWORD (1-8), MED. HORSE (MV 18")
(x12) AC 7, SPEAR (1-6), LT. HORSE (MV 24")
(x12) AC 8, LT. CROSSBOW (1-4), LT. HORSE (MV 24")
(x49) AC 7, SWORD (1-8), MV 12"
(x18) AC 8, POLE ARM (2-8), MV 12"
(x12) AC 8, LT. CROSSBOW (1-4), MV 12"
(x15) AC 8, SHORT BOW (1-6), MV 12"


TREAS 678 GP
XP 1859

HUMAN, LVL 3 FTR (x6); AC 4; MV 9"; HD 3D10; HP 11, 23(x2), 10, 21, 18; #AT 1;
DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:18
USES LONG SWORD (1-8)
HUMAN, LVL 4 FTR (x4); AC 4; MV 9"; HD 4D10; HP 28, 25, 12, 22; #AT 1; DMG BY
WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:18
USES SHORT SWORD (1-6)

TREAS 42 SP
XP 795

HUMAN, LVL 5 FTR (x3); AC 3; MV 9"; HD 5D10; HP 19, 40, 38; #AT 1; DMG BY
WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:16
USES BATTLE AXE (1-8)

TREAS 29 SP
XP 1032

HUMAN, LVL 6 FTR (x2); AC 3; MV 9"; HD 6D10; HP 40, 31; #AT 1; DMG BY WEAPON;
SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:16
USES SCIMITAR (1-8)

They capture 5 horses from the tribe.

The  indians run away.
5 Days pass as indian braves watch the party.
TIME STOP


Text Account:
Mike (Dromar) is leader
Time Stop 5 days after they encounter the indians.

5 days until they reach the city of New Kelshire

                 Manuel (Played by Peter)
Level 3 Specialist in bow.
Race   -- Human                Interest --  Geneology
Class   --  Thief              Occupation -- Fisher (Fresh Water)
Sex        -- Male             Morals -- Amoral
Strength   -- 14               General -- Imposing
Intelegence -- 14              Intellect -- Active
Wisdom      -- 14              Piety -- Pious
Dexterity   -- 16              Personality -- Abrasive
Constitution -- 13             Hit Dice -- d6
Charisma    -- 5               Nature -- Vengeful
Comeliness  -- 8               Materialism -- Intellectualist
Allignment  -- Neutral         Possessions -- Average
Age          -- 16             Apparent Age -- Youthful
Armor Class  -- 7              Bravery -- Fearless
Favored weapon -- Club,Bow     General Tendencies -- Careless
Height in "   -- 61            Disposition -- Morose
Weight in #   -- 151           Honesty -- Truthful
Hair Color    -- Black         Sanity -- Normal
Complexion    -- Black         Energy -- Normal
Features      -- Rounded       Thrift -- Thrifty
Social Standing - Upper Middle Collections -- Knives

Encounter With 3 green dragons
DRAGON, GREEN (x3); AC 2; MV 9"/24"; HD 14D8; HP 54(x3); #AT 3; DMG
1-6(x2)/2-12; SA BREATH WEAPON (CHLORINE GAS); INT VERY; AL LE; SIZE L;
THAC0:12

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

1st LVL MAGIC USER SPELL(S)
CHARM PERSON
SHIELD
SHOCKING GRASP
PRO. FROM GOOD

2nd LVL MAGIC USER SPELL(S)
DARKNESS 15' RADIUS
KNOCK
The dragons will attack from the south in 80 min.


2:00 in afternoon, they encounter the Yanihogana tribe that gets attacked by the dragons. They stop and observe the tribe through the trees.
The dragons stampeed moose thru the partys location and into the forest.
The encampment is destroyed by the moose, and the dragons dive in on the humans killing them with tier breath weapons. The party hides in the trees and watches the carnage. They encounter a woman native and two childeren * gir and 3 boy) who stay with the party for about 30 min untill the party spots a group of natives nearby. The woman at first says nothing about the party, but she is gratefull for her help. She was impressed by the elving Gal. and will speak for the party if she meets them again.
After an hour, they move away keeping to the forest, attempting to find their horses. Night falls without them being found. 
The party spends the night in a cold camp with no encounters.
The dragons spend the night, torpisd after their meal. Theya re attacked by the braves the next morning at dawn. The dragons are driven off, but the dragons have completely ripped up the camp looking for valuables and killing as they went.
After they are driven off, the natives begin to return and get the livestok and tribe together in the central area where the fire pit is.

Gal, Pish pack from horse rescued.


Text Account:
10-10-92 
After the vacation. They are in their doctrination by the priest of Saint Edwar.
After hiring the boat trip (the long way) they return to the temple
They ask questions of Ziahdoo about mics subjects regarding the lectures.
They are preparing to leave on the ship.
Stallen casts identify on the UM34c potions and discovers the function of
4. Gal. discovers the use of the other 4 using an identify.
They are on the ship getting ready to travell.
Cappy decides to stay with the party for a while.
The ship they travel on is the "Minkey" and is a med. sized caravell. It
has a crew of 21 men, the 1st mate, and the captain. The party has 2
rooms about 5'x5' to share.
Capt. Klein is solitary fellow, Peggy.
Peggy summons Dromar who is acting as piolet to discuss.
They set out in a "bow" shapes path across.
Weather:
Leave taking Mid Spring, normal weather, Temperate Seacoast.
Begins at P. winds at standard. 
Day 1 Encounter Early morning 3:00 sharks. 100 miles travelled.
Day 2 Weather O, Wind +15 +5per hr to spd. No Enc. 200 mi travelled.
Day 3 Weather P, Wind -1 -4mph No Enc. 120 mi that days.


Text Account:
New Party adventure
They are in day 4 of their journey in the "Minkey".
Leader : Mike (Dromar)
Day 3 weather = P
Roll 1-1 to M Moderate RainWind changes to High going to the N\E. Extreme Rain 10" rain
They ride before the wind.
Captain fails roll.
2nd watch
Dromar fall sodn the stailr for -4.
and he falls again. -3.
and again -2.
13 out
Victorex goes overboard.
Phanto-z takes 6 points of dam. 
Stallen pulls on Vic. and drags her in while she swims.
Vict. on board.
Phanto  reals in a sailor.
11 up - 1 dead (HP -1)
Stallen and Phanto-z save the life of a seaman.
5- Next Day - Rain lets up, wind blows +10 Mph Weather p
They reach the Point the next day. Weather O Lith rain
They continue to islands.
They follow  the SE coast.
6- Next day P, No precip. They see indian huts.
They stop at huts. They wait off shore and go in at morning. 
Same weather next day. They go to shore.
Favorable reaction by the indians.
They are surprised when the indians come out of the forest at the edge of the bay. 
They make contact and learn that the tribe has mostly furs. No Art. They summon captain for trade negotiations.
He doubled his money in half of his cargo.
They trade furs for blankets and trinkets. 
7- Next day, weather Q, no wind. 2mphE
8- Next day, same wind same weather  1mph:S
9- Next day, wind picks up to 3 MPH weather R.
10- Next day, weather U 90% and trace rain becalmed.
11- Next Day, weather  V not precip.
12- Next dat, weather V no precip. no progress.
13- Next day, weather W10 mph. 
14- Next day, 5MPH weather S 
15- Next day, Drop anchor 10 mph Weather R Moderate rain
16- Next day, Weather Q, Trace rain 4MPH
17- they sight the islands.
They go south of the islands and go to mainland. Into Yanihogan territory.


Text Account:
They are on the sea travelling toward the Archepelego.
Gordon (Krom) is leader.
1=My Adv.
2=witch
3=wreak
4=Std. Encounters
Leader rolls 4
17- they sight the islands.
They go south of the islands and go to mainland. Into Yanihogan territory.
Weather Q
Day 18 Weather O Wind 15mph No P. They discuss which way to go to get into the islands. They go to the big Island.
This is Hohana Island, 450m away.
They want to go the slow way. I will be creating this as I go along
The are going to holiga. Travel 80 Miles No Enc.
Day 19 Weather Same No Wind change 80 Miles No Enc.
They see the island and decide to land. They search to the south. Find the bay and pull in. Natives in boats approach.
7 cannoos with 6 in each.
The Drift Inn Only PCs go in, the rest guard the ship.
The rooms cost 10gp each per day 
Drift in made out of drift wood, Shells and volcanic rock.
The matre 'd is of enland accent and dressed like a merchant UMclass.
They want to go to the bar and pick up women.
Except Dromar who waits in his room.
There are whores for the taking charged to the room at 50gp each.
Tim, and Krom go off. 
There are 5 more. 
Stallen has daulanas. 
Diealus is the Pimp.
The chief and the captain are staying at the cheifs.
Stallen Encounter  Centaur
13 - in party.
Stallen goes back to the Inn and gets some of the others.
Krom, Vict., Gal.,  Pish., Rob., go to forest. 
They hear the "horses".
Stallen flies overhead into tree.
Party surprised by Centaur. 4 in their party. They tell them to go away. The party goes away. 
Inhabited - Large Pop., Enland/Indian mix
They party that night, with the women, and are ready to go the next morning. 
Next day Weather N Prevailing dir shifts to NE.
They go to the shore and help load goods.
To cheif, dromar, Gal., Stal., Krom
They settle up the bill. 
Try to buy maps.
Next Island 1 day
Weather P No Enc. No Prec.
Next Island Enc.
A storm comes up.  Slamed into rocks
Krom, Timber,  fails
Cappy,Dromar,Rob,Stall succeeds
Gal, Pis,  Vict., Timber, Rob, Cappy are below deck. 
Stalen goes down, 
Rob goes up, 
Next rnd,
Gal back to room, Dro., heads down to damage., Cappy goes on deck, timber goes on deck, Krom in water unties knot, Stalen packs, Rob watches the water, and see the comming wave.
Next round
Gal goes on deck, Dro. heads on deck, Krom swims into wave, Stallen casts unseen servent, rob hangs on. 
Krom is swimming, stallen ok rob is swimming. 
Next round rob swims toward land, Stallen goes up tells unseen servent to get pearls, Krom singings and swimming heads for shore, Timber jumps in and swims for shore cappy, Dromar helps people out and going off ship, Gal looks around and hanging on.
Next R. Gal Unseen servent they swim for shore.
Gal instructs to get valuables.
Krom climbes onshore. Rob. Clibes on shore. 
rob 30' north of krom. 
Next R.
Timber and cappy get ashore, gal. runs toward a boat. 
Gal, Vic, Kait. go in near boat.
Next. Krom jumps in to get dromar. Timber seeks higher ground. 
Rob, high ground.
Gal prepares to surf it out. Vict heads for shore. Kailand follows.
Dromar and krom climb on shore. 
Kaitland hit on head. Gal and Vict Underwater. 
Gal breaks water, can't swim, vict goes in for the rescue. 
Kaitlan drowns.
Rob and Timber find walkway.
They head toward the castle.
They prepare for battle. Rob and Dro. guard outside.
Bulghvus welcomes them in 12 and iunvites them into 15.
Time stop in 12.


Text Account:
This "game" was the Haloween party. I am writing this sometime later as nothing got done that night. It was my fault that nothing happened. I made a Fish House Punch and drank way too much.


Text Account:
Dromar is lkeader
Room 26
They finish searching the room.
T The Gal. finds secret door in ceiling.
The Harpys sing and timber is charmed. He is slept by dromar and they go back down.
T They put wax in their ears.

A 22            B 20            C 18
-27
Krom kills one and they flee.
Yhr go to room 18 and search
TTTT Room 18 
They find secret door and go through.
Dromar gets 50EXP for finding tower
TT
To room 39 Krom falls
Lifting up the ambush
Gnoll
A 14            B 12            C 9             D               E
-6 dro          -12 Tim         
Color (Dro.)  sprayed and killed (Tim)
Val             Nas
22 -5 dro            14
-14 Krom
-12 Gal                -16

TTT They take the woman back to the room and she bleeds to death.
Hood - 27
-3 Tim
-1TT
-1 Dro -14-1 Gal -1-5-4 Krom 

Broach Words - Gringap Hosemel Tingsdal
They rest for a long time. They are examining everything.

Spell book 1 Cant. ANd 1st Lvel
Herzor is k=word for wand


Text Account:
Stallen is leader. 
They are in 20 talking about what to do. Dromar has sunk the ship and is down in 4 searching.
TT They get encounter 8 and are not surprised.
If this place you would depart
Find thou soon the Tower dark.

T Dromar crawles up from 7 to 10 and then enters 16 by going into wraith form. He is not surprised when he meets Bulg. who is hostile but savy enough not to antagonize a wraithed. He will wait for the spell to go away before attacking.
T The party goes from the kitchen to the main room. Vict. casts augury. "Would it benefit the party to rest before going to the tower?" Answer:"Leave soon or never."
To S. Door and to 16. 
TT They go over to 21, search and plan to rest.
Legend lore on robe. 
TT Dromar talks to Bulg. and when the spell (wraith) wears off, Bulg. attacks. He is slept. Dromar searches the room.
Gal, Stal., Krom, Timb. sleep first watch. 
Dromar casts change self and disguises himself as Bulg. and rejoins party. 
Dromar rejoins the party after fooling Vict.
In 10 min, Bulg. frees himself and is furious.
They discuss what Dromar has been doing and rest for an hour.
Bulgar sets a molotov oil trap over the door.
Invisible, Bulg. leads Vald to chamber and he casts a rune of Dispell magic on the floor.
They rest for another hour. They memorize spells and cast some spells.
The griffon attacks them held by his master V.
43 hp. Griffon
-4-4-13 Cap
-14-7 Vict.
-2 Dromar
-14 Krom
They wait 3 rounds for fire to die down.
Vict. cuts off the head of Griffon. 
T They go to 22 and find Bulg. gone. The brandy and spices dromar left have been destroyed. They look out onto the balcony 24. They find the door bewhind the tapestry on the east wall. They take the potions. This makes Nasta. vervy angry. She will show no mercy in their next encounter.
T Time stop while they examine the room.


Text Account:
They are in the womans room number 23. They have looked outside on the deck. They are examining the contents of the room.
In the Library
Codex on Dwarf Women written by Suzanne the Diplomatic
* Report about Duplication written by Barvin the Greater
Supplement on Moocahs written by Erbara the Slow
* Thesis on Scrolls written by Verdan the Strong
Handbook on Ornamental Nails written by Sanbert the Miserly
* Volume about Missle Weapons written by Ronnessa the Forceful
Codicil about Yama written by Roline the Retiring
Report on Carps written by Dexlia the Cheerful
* Dictonary on Tekumel written by Alrak the Aloof
* An Essay about Death Shrouds written by Eranne the Scrupulous
T They go the the door leading to the stariway
Pi checks door for traps Gal. searches for secret door on the S. wall.
T They go up the stairs
T At the door to 26 Searching for traps
They work with the wizarrd lock door
Vict. casts disp. magic on door.
R 
Nastish HP 14   Escapes
-9 Pi -3 Dro

Valdizier 22    Escapes
-7P Vic -7 Cap

Gargoil A 20            B 20
        -11 Pi          - Tim
        -12 Krom        -14 Krom
Gal Polymorph Gargoil.

Creeper HP 14
- 2     Escapes

Pish. Is turned to stone
He runs away for a round or more

Scrolls Found:
Ward of Spell Dissmissal 4Th
Compendium of Begining Wards - Marvin the Distressed

Report on Communication From Affar - Kdarion the Distant
Far Call - Message to anyone who you have met and spoken to before.

7 70 gx 10gp 1 x 10lb bar of Plat.
TTTT


Text Account:
They are checking Valdezars's work room. Library Contents are:
Compendium on Spiting Poison written by Helella the Tagga
Phamplet about Demeter written by Katban the Friendly
Opuscule about Hotoru written by Balbella the Champion
Codicil about Heimdall written by Nantha the Antagonistic
Tractate about Pulchritude written by Walthea the Courteous
Phamplet on Friendship written by Sananne the Virtuous
Book on Tiaras written by Epolenep the Arrogant
Volume on Obdurite Shields written by Eddrea the Crusader
Codicil about Pipes written by Jarry the Retiring
Handbook about Power written by Minline the Undefeated
Booklet about Indra written by Lauora the Sadistic
Tract on Lightning written by Minline the Abrasive
Book on Heavy Crossbows written by Elward the Retiring
Supplement about Water written by Ellina the Relentless
Handbook on Caps written by Sellix the Cheerful
Compendium on Bastard Swords written by Aline the Rude
Codicil on Bears written by Rubert the Retiring
Publication on Slow Time written by Celald the Clever
Thesis on Bolas written by Rolvis the Miserly
Essay on Houri Seduction written by Lesda the Great
The rest have no value and are not interesting. 
They are checking Valdezars's work room. Library Contents are:
Compendium on Spiting Poison written by Helella the Tagga
Phamplet about Demeter written by Katban the Friendly
Opuscule about Hotoru written by Balbella the Champion
Codicil about Heimdall written by Nantha the Antagonistic
Tractate about Pulchritude written by Walthea the Courteous
Phamplet on Friendship written by Sananne the Virtuous
Book on Tiaras written by Epolenep the Arrogant
Volume on Obdurite Shields written by Eddrea the Crusader
Codicil about Pipes written by Jarry the Retiring
Handbook about Power written by Minline the Undefeated
Booklet about Indra written by Lauora the Sadistic
Tract on Lightning written by Minline the Abrasive
Book on Heavy Crossbows written by Elward the Retiring
Supplement about Water written by Ellina the Relentless
Handbook on Caps written by Sellix the Cheerful
Compendium on Bastard Swords written by Aline the Rude
Codicil on Bears written by Rubert the Retiring
Publication on Slow Time written by Celald the Clever
Thesis on Bolas written by Rolvis the Miserly
Essay on Houri Seduction written by Lesda the Great
The rest have no value and are not interesting.


Text Account:
Peter, lucy and Gordon are playing
Victorex is leader
Victorex is cutting up the bodies of the mages. She is REALLY searching them.
TT They oipen up the door to room 45 to the Cyclone
Buster is killed by cyclone and his stuff is saved for and distributed by party.
They have to save all their equipment VS Crushing blow.
They pick up their stuff and p[ull themselfs together.
They find the Evil Ship of the Undead.
Ornately carved Wooden box. Inside the box is a ship that will grow into a full sized ship. It is served by sailors who are unded. The ship is 3' long and 3' high. It is magical and will assume full shape when it is placed in salt water. It is thourolly evil and will give everyone bad dreams.
They go to Room 42. 
Vict. and Krom kill the postergeists.
The magical collar is a collar of Commanding. When placed on the neck, that person will perform any non-violent deed.
TT Go To room 41
They go to stairway 30 and are caught in trap c of area 31.
Down in 6, they free themselfs and talk to the norker in A.
They are having a meal in Room 19 with Bulg and the norker.


Text Account:
Peter is the leader.
They are in the kitchen eating the food prepared by bulg. He is taken to see the bocdies of the mages in the 3rd level and agrees to help the party investigate the castle if they will get him off the island. They are going to spend some days here and find all that is to be found.
They go to Nas. room and investigates the stuff there.
Codicil about Exorcism written by Featra the Courteous 
Cyclopedia on Purses written by Dortus the Arrogant
Scroll on Water Pruification written by Helbella the Lusty
Thesis about Acorns written by Elmira the Sadistic
Volume about Laughter written by Yolald the Miserly
Handbook of Ferocity written by Walbella the Undefeated
Codex on Heng the Wicked written by Wilter the Lusty
Memoir on Hourglasses written by Letvin the Slow
Volume on Teeth written by Sanlo the Incomparabe
They search all the room and find all the items that are magical and valuable. 
Stallen puts on the cursed ring of delusion. He thinks the throne will enable him to fly as a "helm".
They place everything they plan on taking with them in the throne room in preperation for Stallen to use the throne to fly them out.
5 days pass for this to occur.
Stallen is wearing the ring and sits in the throne. He thinks that he is flying to Jessel. The rest of the party realizes that he is under the effects of a delusion. They will wait for him to "land" before talking to him about this.
He will fly for a day and a half.
Stallen tries out the words on the paper. The ring of Delusion falls off
THe black tenticles (15) appear and attack the party.
Stallen stays on the throne and all the tenticles attack him.
The Mage was 10th level taht cast this spell. 10 HP. 

10
-10  Vict 
-6 Gal -12 Krom
-10 Krom
-10 Krom 
-7 Gal -3 Krom 
-10 Krom
-4 Stallen
-7-7 Drom
-6 Gal
-4 Gal -16 Vict
- 12 Krom
They rest till the next day and heal. They discuss different ways to get off the island and decide to use the scroll of Far call.


Text Account:
They are on the little Island and going over their spells. EXP given some players go up levels.
Timber is visited by spells of human sacafice from Tekumel as a presageance of his change of allignment. He is told that his allignment is at sake and that he must be VERY careful.
New Player. Neh known as White Rider joins the party. He is sent by Fanto and Chick to bring them word of their arrival in 5 weeks. 
In that time, a party of characters who need EXPs will seek out all the still living creatures of danger on the island and kill them. The following EXP are a reflection of this.
Rob, Vict, Dro, White, Timb
Harpys (2)x1400 3hd
Vulchlings 10x15 1hd 
Crystal Ooze 150 4hd
Volts 50+3hpx4 2hd
Each of the above gets their "Hit EXP" plus 684EXP
Vict. Makes 2 bows.

The mages put spells in their books, the fighters practice their weapons, Timber is learning to be goo and how to read, Rob is climbing the walls of the castle learning mountainering from Krom and this all takes 8 weeks.They are then relaxing waiting for the ship to get to them.
Fantoozie has refitted the ship repairing all the weapons and restoring it to its original condition.
Stallen searches for shells, coral and other stuff to make a flute from and finds a narwahl tusk. He fails his roll to make a fulte from the tusk.

Fantoozie and Chickolini arrive in the ship and are very grateful for the parties help. They are impressed with the island and want to level marines to keep.

They travel in the ship going toward Rivermouton and will be arriving in the city next game. Time Stop


Text Account:
Time Stop before they enter into the city. They are finishing up the time they spend on the ship.
They practice weapons and such on the ship and want to investigate the city when they arrive; the slow method.
They come into sight of the outer limits of Rivermouton.
They dock on the island and are taxed and assessed.
They tell fan. to come bacfk for them in a week.
Fan. takes them to Dock side inn and buys them drink. They arrive in the inn at 11:00. They talk about what they want to do and will try to accomplish. Timber asks the barkeep about finding. He is told of Kal who is a member of the roumermonger guild who will connect them with a guide.
They stay for an hour and then get a tai to go into the city.
They take the water taxi past the central docks to the Scooter St. Bridge. There are street vendeors and such around the road there. They see Yokom who will arrange for a guide. They want to hire him for at least 2 days. They are directed to the Friendly Fox inn 161 to wait for theitr guide. Before he arrives they are met by a myrmidon

Routon
Race   -- Human                Interest --  Exotic Animals  
Class   --  Myrdon             Occupation -- Teamster          
Sex        -- Male             Morals -- Lustful            
Strength   -- 15               General -- Imposing          
Intelegence -- 17              Intellect -- Average         
Wisdom      -- 10              Piety -- Pious               
Dexterity   -- 13              Personality -- Forceful      
Constitution -- 5              Hit Dice -- d4                
Charisma    -- 16              Nature -- Vengeful           
Comeliness  -- 15              Materialism -- Average       
Allignment  -- Neutral         Possessions -- None           
Age          -- 29             Apparent Age -- Youthful     
Armor Class  -- 10             Bravery -- Fearless         
Favored weapon -- Dagger       General Tendencies -- Capricious
Height in "   -- 69            Disposition -- Compassionate 
Weight in #   -- 159           Honesty -- Truthful         
Hair Color    -- Blond         Sanity -- Normal             
Complexion    -- Dark          Energy -- Slothful           
Features      -- Fine          Thrift -- Spendthrift        
Social Standing - Lower Upper  Collections -- Gems          


Dwarf - Ahs Krem
Race   -- Dwarf                 Interest --  Nature          
Class   --  Fighter            Occupation -- Armorer         
Sex        -- Female           Morals -- Lusty               
Strength   -- 18               General -- Foppish            
Intelegence -- 11              Intellect -- Dreaming         
Wisdom      -- 17              Piety -- Irreligious          
Dexterity   -- 10              Personality -- Antagonistic   
Constitution -- 14             Hit Dice -- d10               
Charisma    -- 12              Nature -- Hard Hearted        
Comeliness  -- 12              Materialism -- Average        
Allignment  -- Lawful Evil     Possessions -- Average        
Age          -- 52             Apparent Age -- Youthful      
Armor Class  -- 2              Bravery -- Cowardly           
Favored weapon -- L. bow       General Tendencies -- Hedonist
Height in "   -- 53            Disposition -- Easy Going     
Weight in #   -- 158            Honesty -- Truthful          
Hair Color    -- Brown         Sanity -- Neurotic            
Complexion    -- Dark          Energy -- Normal              
Features      -- Delicate      Thrift -- Miserly             
Social Standing - Middle Upper Collections -- Swords         

Takeah
Race   -- Human                Interest --  Wines            
Class   --  Meistersinger      Occupation -- Cabinet Maker     
Sex        -- Female           Morals -- Lusty               
Strength   -- 15               General -- Clean              
Intelegence -- 13              Intellect -- Scheming         
Wisdom      -- 12              Piety -- Average              
Dexterity   -- 17              Personality -- Diplomatic     
Constitution -- 16             Hit Dice -- d6                
Charisma    -- 16              Nature -- Hard Hearted        
Comeliness  -- 10              Materialism -- Avaricious     
Allignment  -- Lawful Good     Possessions -- Average        
Age          -- 20             Apparent Age -- Ancient       
Armor Class  -- 7              Bravery -- Normal             
Favored weapon -- Dagger      General Tendencies -- Pessimist
Height in "   -- 61            Disposition -- Proud          
Weight in #   -- 156            Honesty -- Scrupulous        
Hair Color    -- Black         Sanity -- Normal              
Complexion    -- Tanned        Energy -- Lazy                
Features      -- Sharp         Thrift -- Thrifty             
Social Standing - Middle       Collections -- Gems           

Keetah
Race   -- Human                Interest --  Legends    
Class   --  Roumer Monger      Occupation -- Guide
Sex        -- Male             Morals -- Perverted     
Strength   -- 15               General -- Non-descript 
Intelegence -- 15              Intellect -- Average    
Wisdom      -- 14              Piety -- Irreligious    
Dexterity   -- 10              Personality -- Friendly 
Constitution -- 12             Hit Dice -- d4          
Charisma    -- 16              Nature -- Jealous       
Comeliness  -- 16              Materialism -- Generous 
Allignment  -- Neutral Evil    Possessions -- Average  
Age          -- 33             Apparent Age -- Youthful
Armor Class  -- 10              Bravery -- Brave       
Favored weapon -- Dart      General Tendencies -- Moody
Height in "   -- 69            Disposition -- Morose   
Weight in #   -- 162            Honesty -- Truthful    
Hair Color    -- Blond         Sanity -- Normal        
Complexion    -- Dark          Energy -- Driven        
Features      -- Anglar        Thrift -- Spendthrift   
Social Standing - Middle       Collections -- Jewelry  

The go up to HighHills and get a room in the Golden Griffon (493). They invite the guide to dinner and he waits for him to show them the city atnight.


Text Account:
Keetah their guide to the city
Race   -- Human                Interest --  Legends    
Class   --  Roumer Monger      Occupation -- Guide
Sex        -- Male             Morals -- Perverted     
Strength   -- 15               General -- Non-descript 
Intelegence -- 15              Intellect -- Average    
Wisdom      -- 14              Piety -- Irreligious    
Dexterity   -- 10              Personality -- Friendly 
Constitution -- 12             Hit Dice -- d4          
Charisma    -- 16              Nature -- Jealous       
Comeliness  -- 16              Materialism -- Generous 
Allignment  -- Neutral Evil    Possessions -- Average  
Age          -- 33             Apparent Age -- Youthful
Armor Class  -- 10              Bravery -- Brave       
Favored weapon -- Dart      General Tendencies -- Moody
Height in "   -- 69            Disposition -- Morose   
Weight in #   -- 162            Honesty -- Truthful    
Hair Color    -- Blond         Sanity -- Normal        
Complexion    -- Dark          Energy -- Driven        
Features      -- Anglar        Thrift -- Spendthrift   
Social Standing - Middle       Collections -- Jewelry  

Stallen goes in the coed pool.
Timber massage.
They are in the Golden Griffon Inn. 
Tables in inn-
1) 4 Merchants
1 merchant wi/2 deaulists and a theif
3 Couples - 
Wayfinder (Dwarf)
Champion (Dwarf)
Illusionist - Gnome
Peasant Hero - Human
Theif - Hobbit
Berserker Priest - Human
They try to evesdrop on other tables. Stallen fails, Pisheo hears first two.
Hoosker do is made with 

Bar has 5 tables seeting 3 each Tapestries form a screen on one wall behind which the servants wathchg for waht their patrons need. 

The casino is large enough for 210 people. Their are cards, Wheels, Roulet, Dice, darts, bochie. Lucky wheel.

They spend a nice night and in the morning try to find stone to flesh for Cappy. (6th level spell).
They send for Fantoozie the next morning. He will get to the Griffon in 4 hours.

To change gods within one major diety, you must pray continously for as long as possible. Each 8 hours, roll % a roll under wisdom indicates the new diety has heard your prayers and will take you in. You will then be consecrated to him by other priests.

Timber must stay in the temple for 1 week and pay 7000 GP.
Red robe - is top of political heap
Cindy - Acrobat
Stallen - Vermin Slayer
Dromar - Psyonisist
Gal. - Sword for hire
Timber - Barbarian

They time stop as they go out into the city for the first day.


Text Account:
Cindy, Dale and Lisa on new Years eve!
What do they want to do. Create characters and find out how much mnoney the will get from Fantoozie. They need to bring cappy back to flesh etc.
They need to find a mage for the spell. Needs a 12th Level mage
The glass will take 6 weeks to build the glass.
They want to go see ofao in 125 mage st.
They arrive with no encounters.
The door diassappears on command. The walls are colered with a prism color that runs in bars along the wall.
They deal mostly in mundane maic, but have contacts all over.
The party returns to their rooms to get spellbooks and stuff and return to the store.They have an encounter on the way back.
Dishwater falls on Krom. He walks on after yelling at the maid who did it.
They have the scroll of Flesh to stone for 6K
They agree to drop the money buy at the Safe bank of the Guild who will give them a recept of the money and they can pick the items up at any time. It will take 6 weeks to make the Plan.Gal wants to sell some captured spell books.
They will buy them at 250gp for each normal spell and twice that for special ones. He trades the scroll of FtoS and 3 Heal Pot. for the spell book of Dohfel. She trades Valdosars spell book for the planitar, the crystal daggers spell and dust of coagulation.
The party gives her 14k for the plan and the flesh to stone.
The Planatar will be buit at the same cost as before (7kgp) 
After expenses the get 10750 gp Each. 1/2 for Cappy and Phanto.Cappy does not survive the conversion back to flesh!!!
Gal. will ressurect him but will allow Krom to contribute to the fund. They need to find somewhere.
They want to go together to pay to get Cappy resurected.Gal volenteers 10k, they take cappys share (5033gp), and Krom and/or the other party members meet the price of Victorexes church to get Cappy ressurected. This costs a total of 20k. 
It takes 2 days for Vict. to arrange for a number of priests to get together and cast the necessary spell. 
He has to make his resur. roll. He just makes it with a 86 roll by dale!
Cappy is shocked by his trip to the underworld when he dies. He remembers much of it.
Cappy says that in gratitude, he will make all the arraingments for taking care of the castle. He wants a budget and will hire lots of slaves. This will include one to be his special companion.
Cappy will need bed rest for a couple of days.
They set up a fund of 4000 gp (500 each) for the first year.
After cappy recovers most of the party moves into new quarters.
NAME: Ufao
Middle man
CLASS:MAGIC-USER
RACE:HUMAN
SEX:MALE
LEVEL:12
HIT POINTS:32
ALIGNMENT:CHAOTIC NEUTRAL
SEC. SKILL:FORESTER, TRADER

STR [ 09  ] TO HIT:+0  DAMAGE:+0
INT [ 18  ] SPELLS:85%  MIN:9  MAX:18
WIS [ 16  ] MAGICAL ATTACK ADJ:+2
DEX [ 12  ] REACT/ATTACK:+0  DEFENSE:+0
CON [ 07  ] HITS:+0  SYS:55%  RES:60%
CHA [ 10  ] REACTION ADJ:+0%

HEIGHT:5'10"   MOVEMENT BASE:12"(12")
WEIGHT:207LB   CARRYING CAPACITY:500GP
THACO:16       ARMOR CLASS:10(10)

LANGUAGES:COMMON, CHAOTIC NEUTRAL, KOBOLD, NYMPH, GNOME, GARGOYLE, HALFLING, ELVISH, FROST GIANT

SPECIAL:

SPELLS:
 MAGIC-USER SPELLS: 4 4 4 4 4 1

SPELLBOOK:

 LEVEL 1:AFFECT NORMAL FIRES, BURNING HANDS, CHARM PERSON, COMPREHEND LANGUAGES, DETECT MAGIC, ENLARGE, FEATHER FALL, HOLD PORTAL, IDENTIFY, LIGHT, MENDING, MESSAGE, NYSTUL'S MAGIC AURA, PROTECTION FROM EVIL, PUSH, READ MAGIC, SPIDER CLIMB, TENSER'S FLOATING DISK, WRITE

 LEVEL 2:AUDIBLE GLAMER, DETECT EVIL, ESP, INVISIBILITY, LEOMUND'S TRAP, LEVITATE, MIRROR IMAGE, PYROTECHNICS, RAY OF ENFEEBLEMENT, ROPE TRICK, SCARE, SHATTER, STINKING CLOUD, STRENGTH, WEB

 LEVEL 3:CLAIRVOYANCE, DISPEL MAGIC, FEIGN DEATH, FIREBALL, FLAME ARROW, GUST OF WIND, HASTE, HOLD PERSON, INFRAVISION, LEOMUND'S TINY HUT, PHANTASMAL FORCE, PROTECTION FROM EVIL 10' RADIUS, TONGUES, WATER BREATHING

 LEVEL 4:CONFUSION, DIMENSION DOOR, ENCHANT WEAPON, FEAR, FIRE CHARM, FIRE SHIELD, FUMBLE, PLANT GROWTH, POLYMORPH SELF, RARY'S MNEMONIC ENHANCER, REMOVE CURSE

 LEVEL 5:AIRY WATER, CONJURE ELEMENTAL, DISTANCE DISTORTION, FEEBLEMIND, HOLD MONSTER, PASSWALL, TELEKINESIS, WALL OF IRON

 LEVEL 6:GEAS, GLOBE OF INVULNERABILITY, GUARDS AND WARDS, MONSTER SUMMONING IV, MOVE EARTH

SAVING THROWS:
 PARALYZE, POISON OR DEATH MAGIC:11
 PETRIFY OR POLYMORPH:9
 ROD, STAFF OR WAND:7
 BREATH WEAPON:11
 SPELL:8

PROFICIENT WEAPONS:DARTS, STAFF

WEAPON IN HAND:DARTS (1-3)

ARMOR WORN:ROBE

EQUIPMENT:DARTS, STAFF, ROBE, SPELL COMPONENTS, SPELLBOOK, LEATHER BACKPACK, WATERSKIN, CLOAK, RATIONS, LEATHER BOOTS, BEDROLL, MIRROR, GRAPNEL, NEEDLE & THREAD, SACK, 10' POLE, IRON SPIKES, LANTERN, OIL FLASK, POCKET KNIFE

MONEY:
 PLATINUM:18        GOLD:408
 ELECTRUM:218       SILVER:21
 COPPER:18


Text Account:
City adventure in Rivermouton!
They want to stay in the city a total of 6 weeks.
They are Going to visit Chemcheaux the magic shop.
Gal. and Dro. do some spell research and succeed in creating a new spell each. Dro creates Heighten Sense and Gal. makes Galranwyn's Stickey Fingers.
The whole party goes to the magic sellers. 
They decide to go through Sellers Circle.
They buy several items.


Text Account:
Dromar is leader
They are in Rivermouton buying stuff. They discuss what they are going to do with their time till the Orb is ready.
They need to meet the new NPC's.
Krom gives up some money to the "Ressurect Cappy" fund and gives him 1000GP to keep him on his island.
They search for a day and don't find any detailed maps of the Lasket area.
They introduce the new NPC's to the party and describe them. The party votes (black ball style) on their acceptance to the party. None are rejected!
They receive the other Planatar, and it works as advertized.
They get on the ship and discuss where they want to be dropped off.
Caressa and Salina don't like the idea of flying on this ship. They are advised to stay below for the trip.
Encounter on morning of the second day (air).
The giant owl that lands on the sail is a femail attracted by Chickolini. He isn't into beastiality and asks Salina who is talking to it to get rid of it.
They arrive at lake without further encounter. It will take them a day to sail to the river in the north to let the party off.

Encounter with small coracle fishing boats.
The party takes the ship as far up the riverr as they can. 
At the head of loc loman is the river Greysward and the village of Tisket.
The party comes on shore, the fighters of the village confront the party. Reaction roll 18! They tell the party to leave; Stallen tries to sing to calm them. Some of them make their Par. Save and rouse the others to threaten the party till they leave.
They are travelling in 2 vlarge rowboats until out of sight of the Village and 2 sailors take the boats back to the ship.
If they go overland, the trip will be 100miles, if they follow the river, it will be 125mi. They follow the river. Enc. either woodland or river.

Forest hunting
Quail
Phesant
Hare
Squirl
Doe
Buck

Day 1 no enc. Weather Late Spring P No Pre. 
Day 2 no enc. Weather P
Day 3 No enc. Weather P
Day 4 no enc. Weather O No Pre.
Day 5 Night enc Weather P No Pre.
ENCOUNTER Woods Herd Animal Elk
Stallen uses Wand o Wonder and gets a Lightning bolt. Kill 4 elk. The others kill a huge buck. They have Elk flesh for a week!

Day 6 No Enc. Weather R No Pre.
Day 7 No Enc. Weather P
Day 8 No Enc. Weather S No Pre.
Day 9 No Enc. Weather T 
Day 10 Morn. Encounter Weather S Patroled area  Meet Lasket Patrol.
ORC (x24); 
AC 6; MV 9"; HD 1D8; 

HP 7(x4), 

8(x2), 

2(x6), 

4(x6), 

3(x6); 
Total Party EXP 500
#AT 1; DMG 1-8/BY WEAPON; INT LOW; AL LE; SIZE M; THAC0:19²(x2) 
SWORD (1-8) HP 7
FLAIL (2-5) HP 7 -17 Gal
SWORD (1-8) HP 8 Leader AC +2 With chain (4)
SPEAR (1-6) (x2) HP 2   hp 2
                -5 Gal  -8 Gal
AXE (1-8), HP 4
SPEAR (1-6) (x3) HP 3   HP 4    HP 4
AXE (1-8), HP 7
POLE ARM (2-8)²(x3) HP 2        HP 3    HP 2
AXE (1-8), HP 2 HP 3    HP 3    HP 
           -2 Fa-2 Fa
BOW (1-6) (x4) 
SPEAR (1-6) (x6) 
AXE (1-8) (x3) 
POLE ARM (2-8)

The ords are attacked by the party first. They kill several and the Orcs flee. The party will be watched by orcs while they continue toward Lasket. They will be ambushed if they get close to the city.
They have no more encounters that day. They see the tributary river at dusk. 
They talk about how to ford the river at the night. No ENc.
In the morning they go across. 
They head strate for the town of Lasket.
AMBUSH
Orcs: 30
AC 6, HD 1, THACO 19, 
#AT 1; DMG 1-8/BY WEAPON; INT LOW; AL LE; SIZE M; THAC0:19²(x2) 
SWORD (1-8) HP 7 - Vic

X FLAIL (2-5) HP 7 -13 Kal

SWORD (1-8) HP 8 Leader AC +2 With chain (4)
SPEAR (1-6) (x2) HP 2x   hp 2x
                Slept by Dromar
                -13 Gal.
AXE (1-8), HP 4 -29 Krom
SPEAR (1-6) (x3) HP 3   HP 4    HP 4
                 -6 Bil  xSlept -16 Far
AXE (1-8), HP 7 -Kal -6-4 Bill

POLE ARM (2-8)²(x3) HP 2        HP 3    HP 2
AXE (1-8), HP 2 HP 3    HP 3    HP 3    -18 Far
           xDro  xDro           -4 Far  Slept
BOW (1-6) (x4) 
SPEAR (1-6) (x6) 
HP 4            HP 3            HP 7
-4 Kal          - Kal           -7 Bill

AXE (1-8) (x3)  HP 4            HP 6            HP 2
                -24  Far        - 13 Far        - Bill

POLE ARM (2-8)

Trolls: 4
AC 4, HD 6+6, THAC0 13
A 35                    B 36            C 42          D 31
-8 Vict              -24-33 Krom        -Enf Gal     -33 Krom
-34 Krom                                -12-9-14-8 Vict -19 Gal 

Orogs 10:
AC 4, HD 3, THACO 17 Spears and 2 Hand Sword
A 21            B 12            C 12            D 11
-10 Vict        - Krom          - Vict          -6 Dro

E 9             F 15            G 15            H 8
-Gal            -7 Sta          -4 Bill         -9 Far
-8 Stal         -7 Sal


I 15            J 22 Leader +1 2 hand Sword
-13-3Dro       -13 Dro

They are ambushed by them, but no surprise is gained.

RRRRRRRRRRRR
They drive the 2 remaining Trolls away and the surviving Orc flee back to the city for more troops. Time Stop


Text Account:
Time Stop at the end of the battle with the orks and trolls. They are about 2 milse sw of the town of lasket surrounded by ork bodies. They are searcing the bodies for treasure. They find 133ep on the bodies after searching for an hour.  They move slowly and quietly toward the town under cover of a 10' rad invisibility. When they get within a few hundred yards of the castle they settle down in a sheltered spot to watch what goes on. They see carts going from the city to the castle filled with goods, then return empty. Some pesents are foraging on the hill. They see orcs, humans and duregar. There are fires coming from different areas of the castle indicating it is inhabited. After about 2 hours of watching they see a party of 4 horsemen come out of the castel. They are dressed in black armor with shields depicting bloody hads haning on the horses haunches. THey pick a hapless pheasent an harry him, betting on which will be the first to fell him with their flail. They leave him dead on the hill. On nightfall they settle in for the night and set watch. Pi. and Gal. turn inv. and move toward the castle to spy. The fallen portions of the wall have holes hidden in the rubble where 4 guards wait to stop theives entering. They want a bribe and so will talk before they attack. They return to the party, no enc. No party enc.They move the party toward the hill, skirting the town widely. They try to find the place where Ahsvekfe had left with the horses. They find the spot, but dont see the fallen horses until the next morning. No Enc. Cold Camp. No Enc. the rest of the evening. They set snairs.
Pi. finds a horse body. The party goes toward the path to entrance 8. and waits for dromar to return. THey will go back to the camping spot at dark if he has not returned by then. They see noone go the shaft 8 during that day. Dro. goes toward the shaft 5 which leads 40' down to water. He returns to the rest of the party after an hour. They spend the rest of the day watching the  tunnel 8 entrance in vain. They return to their camp and time stop there. The party of assassins will attack them that night.


Text Account:
They will be attacked by a party of assins in the night. They will drop off a note telling the party to go away. They will be disguised as pesents. They will try sneaking up on the party. If they succeed, they will attack, if they don't they will try to just pass them a note.
HUMAN, LVL 3 ASSN (x5); AC 7; MV 12"; HD 3D6; HP 11, 12, 7, 10, 15; #AT 1; DMG
BY WEAPON; SA BACK STAB DOES DOUBLE DMG; SD DISGUISE; INT HIGHLY; AL NE; SIZE
M; THAC0:20
USES SHORT SWORD (1-6), MAY USE POISON

PICK POCKETS 40%, OPEN LOCKS 38%, LOCATE/REMOVE TRAPS 30%, MOVE SILENTLY 27%,
HIDE IN SHADOWS 20%, HEAR NOISE 15%, CLIMB WALLS 87%, READ LANGUAGES 0%

A 15 AC 8       B 11 AC7        C 12 AC D 10            E 13
-7Far           -8Dro

Of the 5 only 1 is not detected. He gets behind AhChoo.
They attack and poison Timber and OhChoo. They make a clean getaway as they fade into the night.
Salina does a slow poison on OhChoo.
The morning comes.
They spend a long time searching the holes in the hill. They Find the trap in the bottom part of 4 and continue around to 13
In  13 they find the Mongrel men
MONGRELMAN (x4); AC 5; MV 9"; HD 4D8; HP 
A 12,           B 15,           C 20,           D 10
-11 Krom        -10  Timber     -7 Farak        -10 Ach
-13             -2              -9
                - 3 Dro
; #AT 1; DMG
1-6/BYWEAPON; SA CLUB (1-6); INT AVERAGE; AL LN; SIZE M; THAC0:19
95% CHANCE TO HIDE, 70% TO PICK POCKETS, PERFECTLY IMITATE THE SOUND OF
ANYANIMAL OR MONSTER. LAIRS HAVE A 95% OF BEING UNDETECTED.

They attack and kill two, driving the rest before them with the illusion of a dragon. They follow them to the moth of the shaft. 2 RA
APE, REGRESSED (x2); AC 6; MV 12"; HD 5D8; 
A HP 21,         B 22; #AT 3; DMG
- 7 Gal         -9 Gal Stunned 6 rds Pi
-30 Krom          -17 Far

1-4(x2)/1-8; SA RENDING (1-8) WHEN BOTH HANDS STRIKE; INT LOW; AL N; SIZE
L;THAC0:15

They kill the Apes on guard, but they alert the ones above. They prepare a trap wit 4 arriving every round up to 12. The part waits at the entrance.
Pisheo looks up and sees the apes in ambush. She looks down and sees the shaft. Time stop where she tells tha party what she see. The dragon illusion is spoiled by the roots hanging down.
TIME STOP


Text Account:
They are on the outside of the shaft looking at the top of the shaft.
Dromar is leader. 
They begin to look around themselves. Pis. making a hole in the Peyton. 
Stalen goes invisible and Ga. Sticks her head out and uses her arm to move the roots while Stalen flies out. He makes it out to the Shaft OK but Gal is hit with a rock. Salina examines the root. Stallen examines the shaft down to level 4.
They get the peyton set and discuss what to go to.
They are going to spend the day waiting at the top of the tunnel mouth. Spell bubbles will be half the encounters this time. 
1st Rnd. Random Bats (as flying monkeys) Giant.
A 8             B               C               D               E
- 8 Pis         - 15 Krom       - Bill          -4 Stal         -5 Stal
                                - 10 Ach        -7 Far          -14 Gal

F               G               H               I               J
-2 Sta          -2 Stal         -9 Bill         -8 Kal           -8 Ah
-Vic            - 8 Krom        Net by Salina
-Kal
-12 Ah
K               L
-15 Krom        -17

12 

Krom, Bill, Pish, AcHoo are on watch. 

2 Hours later Encounter Spell Bubble (Hold Person) on AcHoo
He locks up for 1 turn. They decide to go outside.
500yards nW from the hill.
They make a cold camp. There are 6 hours till night. No exit encounter.
They have no encounters for 8 hours. They rememorize spells.
There is a chance that Octapeds will be sent to guard (40%) No.
No guards
They get to the edge of the forest and see nothing unusual. At the entrance.
They get out their light rock and go in. The tunnel guards will be alerted and know that it is not friendly.

10 hours from when they left, they are waiting for the party from above. The peyton is gone.
The tie ropes together and they want to go down to the entrance at the 4th level where they see the light.
Stallen is going down first flying out at the same time as Krom and Faruk
Faruk is hit by a rock but stays on.
Stallen gabs the rope and pulls it into opening T7 to help them get in.
There are 4 guards at the entrance into Room 6
Attack by 4 octapeds
Oly 2 at atime can be attacked Krom and Farak

8HD Acid Secrete AC 5
A 27            B 29            C 33            D 37
-Polymorph to   -7-22 Far       -28-13 Krom     - Bill
Slug Gal.       -9-9Vic         -4 Tak          -15 Gal
                                                -7 Vic
                                                -4 Tim
                                                -8 Pis

5 10HD Nobles are comming toward the tunnel. They will first use a stinking sleep, cloud spell one round then 2 wade into Miele.
3 are slowed. They wiull stay behind and cast spells (at `1 per 2 rounds.)
8 HD fireball by Walking stick. 
A 23 Slow               B 39            C 39            D 40
- 32                    - 32            -32             -32

E 39
Casts Ray of E. and Wall of Ice. 5' in hole and 5' beyod.
5 Osquip - Summoned by Dromar

Salina and Kilora are in T6 they are faced down by large numbers of headless. They retreat back up to rejoin party. Stallen is flying around helping people grab the ropes and stuff. He rejoins the party.


4th (12th) you  get back up to 3rd Level Entrance T4.
TIME STOP in that tunnel


Text Account:
This file is missing! Some notes after the fact. 
They are attacked by lizzard men (Sseillek) and are injured by some. Mages come toward them and they party is led to the Stone Bridge by the Air Squid.
Time stop where they are investigating the bridge.


Text Account:
Galranwyn is leader, Tamara is mapper.
Time Stop at the bridge at Level 3 Room 99. In room 100, 25 Sseillek are waiting for them to come out. Fear of the anti-evil and the Undead palladins they consider the room (99) to be taboo.
As soon as they get to the other side of the bridge, the Palladin will appear.
Genie Runes on floor (red paint) will summon him when good persons return.
Stallen will be shrunk to 6" for 4 turns. They are arranging themselves to cross the bridge.
The 7th Level Paladin appears
They are healing at their sidw of the bridge.
Met by 7th level Pal.
Vict. Talks to it. 
All the goo stand forward.
Brotherhodd of the All Pervasive Light.
Only 10 can go, each must have a good responsible for them. Both will suufer the penalty for the crime of the one they speek for. 
They are led to the warm but sterile, beautiful but unyealding purification room. Their Paladin guard tells them. Eyes are blue foggy spheres.
The eyes are like the blue of a clear spring day floating in the eye sockets.
Mercuria is their goddess.
They are left in the room for a full 24 hours. The golum visits them 3 time.
They go to 128 to releave themselfs.
They are being taken to the master.  (Captain)
The captain tells them what they have to do.
Go to the lowest level and look for the metal doors. Use the river as much as possible. He has no maps, but knows something of the inhabitants.

Room 129 Head Paladin the Captain. 
He sent the tenticled one. (Air Squid)
They tell him of their mission.
350 years they've been down there. 
Offers a L.G. sword with an ego of 10 to the party.
Int 14 2 a
Det. Good 10' Rad
Det. Depth and direction 2 per day
They will write spells for them one per page of velum. 10 will work for as long as the party will stay. More tahn 3 days and they will begin to feel very confined as the souls fill with the positive plane energy they eminate.
They want to stay 6 days. They get 60 sheets of vellum. 
They also want 6 days worth of maps and only 9 pal will be writing scrolls.


Text Account:
Time Stop at the Enclave of the Brotherhood of the all Pervasive Light.
The Brothers are going to be enscribing scrolls for the party.
They are going to be waiting for 6 days while they make the scrolls.

SCROLLS
2 Bless
4 Cure
2 Det. Poison
2 Det. Evil
1 Det. Magic
1 Rem. Fear
2 Combine

1 Aid
1 Speak W/Animal
2 Silence 15'
2 Chant

2 Create F&W
2 Dispel Magic (5)
2 Locate Object
3 Prayer
2 Deaths Door

2 Neutralize Poison
1 Heal
Instructions to get to the 7th level in the most direct route.
They are summoned back to the Captain. He tells them about what kinds of creatures they will meet in the lower levels.
They decide that they want to go down via the waterways. They will be given water breathing spells by the B. who will cast them at the moment before they go down.

Water Breathing
All party

Non-Swimers
Galranwyn, Farak, Kalora, Takeh.
Anything not lised below is going into either the portable hole or Deep Pockets
3 5th lev priests and one 7th (22 Lev)
Time Of W. Breathing in hours
7 Pish - Leather, Sword, Dagger (Stren. 18/30 8)
6 Caressa - Dagger, Hatpin, Fope (naked)
9 Gal. - Colapsable staff and rings.
8 Dromar - Dagger, L. Sword, Ring
7 Victorex - Plate (M)-L. Sword, Lasoo, Scarab, 
7 Timber - Chain(M), Broach, B. Sword, Ring
11 Kilora - Ax, Dagger
5 Krom - Scemitar, W. Hammer, Girdle, Chain (M), Brasiers
5 Stallen - Dagger, L. Sword (Invisible)
6 Ah Choo - 2 Hand Sw.
12 Farak - B. Ax, War H. (Stren 18/10 8 Hours)
10 Takeh - L. Sword, Ring
12 Bill - Knife
7 Phanto-z - Leather (M), Scemitar, 2 daggers, Rope w/Grapple hook, Statuette
backpack, Flugle Horn
They memorize spells.
They go to Room 127 and receve the spells (WB) by the Paladins. They also cast their own spells.
First, they go all the way down to the bottom of the channel 40'.
They go underwater about 20' 5' rad of light from light rock.
Enc. Octa'aqua
14 
A 39            B 41            C 36            D 42

E 34            F 26            G 30            H 32

I 35            J 44            K 36            L 19

M 38            N 32
They are not surprised. They Do a time stop.


Text Account:
TIME STOP when they are fighting the Octa'Aqua
Non-Swimers - Galranwyn, Farak, Kalora, Takeh.

ENCOUNTER on the third level with Octa'Aqua
               TIME STOP
A 39x           B 41x           C 36r           D 42r
-11-18-18Krom   -9Vic            -14 Gal        -13-7 Pi
                -11Krom-15-17    -18 Stallen    -Vic
                -8 
E 34            F 26x           G 30r
-2 Tak (Down)   -6Dro-17         -11Kil(Feign Death)
-5Pi            -16             
Salina Fri.

I 35x             J 44r            K 36r           L 19r
-11Aah            -10-6 Tim       -9-6-15Far      -9Bill
-18-16Far         -11 Stal

They will be rolling for inititive. MONSTER NAME: Octa'aqua
RRRRR

They stop themselves from travelling after they end the battle with the AquaOcta. Vict. Makes a ledge along the wall of the tunnel.
They heal while talking about what to do . Salina leaves to investigate.
They are 180' under on lev4 when they stop. Across from Rm 2. Detetc grade and det direction. This takes 3 min.
Salina gets back and tells of room 2.
They go back in the water. 
Right at surface level, some swimmers heads up, all non-swimming under. 
BIll, Gal, Far are above water.
They travel for 9 Min then enc. Spell Bubble of Minor Mallison (-3 to ST for 2 Turns).
They travel for 9 rnds.
In 3 min they stop just west of Lev 7 room 69. Salina checks out tunnel. Stallen checks out the sound of the waterfall.
He encounters a Spell Bubble, but is not affected. He sees the 100' of steps. 8' down 10' down 8 ' down 10' down ect in 1 foot steps.
Salina returns and tells of passage way. Takes 5 min.
5 Min pass while they discuss their options. 
Moving slowly holding walls to get to water fall about 90' ahead. 
They pound as pyton and let out 100' ft of rope to get down the rapids.
it takes 10 min to gow down the waterfall. They stop themselves in the calm area at the bottom of the waterfall.
Stallen goes off to investigate.
Enc. Spell Bubble. Saves. Returns to party.
They are going to continue down but....
TIME STOP Total elapsed time this week 45 Min. At 7th level canal.


Text Account:
The last week was camping and there is not a record yet. In short, They went down through the waterfall into lev. 8. They inspect the room somewhat, but quickly make their way to the tunnel to the shaft. They wait there while Gal. and Pis. see an octaped comming down the shaft toward them. The time elapsed so far is 1hour and 20 min since Breathe water spell. TIME STOP.

They want to go down levels. They discuss what they want to do.
4 Octapeds
Level 8 Mage with them.
Level 8 Ocatpeds with Iorn Fur (AC -4)
A 31            B 38            C 35            D 45 Mage
-1Sal                                           -13 Dro
RRRRRR
They escape the Octapeds and using feather fall, pass down to Level 10 entrance T15. Small Time Stop while we have the birthdays for Cindy and Julia. (Rob is here too!)
3 Rounds still webbed. They in vestigate around them.
Giant Walrus Battle Beast
AC -1
HD 12
THAC0 9
Att 2
DAM 2d12
Special ATT. Poison Bite (2d12)
Special DEF.: None
9 Appear

A 47            B 63            C 53            D 38
- Vict.         -12 Tim         -15 Krom        
                Ah              -6 Far
Krom, Timber  poisoned
E 61            F 42            G 51            H 59

I 66

Elapsed time this week 20 min.


Text Account:
Dromar is leader
They are on level 10 of Deepway. Total elapse time since W. Breathing is 1 Hr. 40 Min.
Time Stop before initiave roll on the second round with the Walrus Men Battle Beasts. Peter is the leader this week.

Giant Walrus Battle Beast
AC -1
HD 12
THAC0 9
Att 2
DAM 2d12
Special ATT. Poison Bite (2d12)
Special DEF.: None
Move Land 6', Water 12'
They have elephant like front hands instead of flippers. They are 6' long and 12 to 15' long (about 900lbs). Their heads move very quickly.

9 Appear

A 47            B 63            C 53            D 38
-R Vict.         -12 Tim         -15 Krom        
                Ah              -6 Far
                -16 fARAK       Banana Slug-Gal
                Banana Slug-gal
Krom, Timber  poisoned
E 61            F 42            G 51            H 59
-13 Krom        
-19 StalMM

I 66
Walrus Man EXP is 3500 Each
RRRR
They retreat to the Etherial Plane.
No ENc.
T While there, they heal, remove poison and rope themselves together.
TT THey move toward the Ele. Earth Plane. 
T They return to Elem. Plane.
TTTTTTTTTT They movet towar the thin blue. 
No Enc.
They decide to go to the Positive Material Plane.
No Enc.
RRR They are healing. Some are damaging themselves to prevent themselves from blowing up. 
50% is right on 1-20 Down
21-30 West
40-60 near where they entered
70-80 East
90-100 Up
They return to the Prime Material Plane. 
They will not necesarily find their departuure point.
They are 12 Mi West of Deepway.
They arrive about 3: in Morning.
They start to set up camp. Pis tries to find their position Nav.
No ENc. 4Hrs.
10 Days have passed since they went down.
Pish Finds their position.
A day passes with no encounters.
They memorize spells, heal and eat. Cast Dance Like a Reptile and Create Campsite
The Plan!:
After they memorize spells. Stallen uses his gate to get to P.M. (no op)
They cast augurys to find out the best way down. (results inconclusive)
They memorize Overland Spells next day and head off to the E. to get back to the dungeon.
No Enc. 2nd day outside. They travel 7 miles that day.
Ime stip at begining of the Third day. Before encounter below.
3rd day enc. in morning
Tinker


Text Account:
EXP from 12/05 to today - They are approaching Deepway
Pisheo 50, 150,130,290,354,50,50,245=1319+500
Caressa, 50,150,176,120,245=741+250
Galranwyn 50,150,130,290,354,50,70,245=1454+500
Dromar 50, 50,150,130.290,354,50,50,135,245=1504+500
Victorex 50, 150,290,354,50,120,245=1259+500
Timber 50,150,130,50,290,354,145=1169+500
Kilora 50,150,145,176,123=644+250
Krom 25,75,130,290,176,50,245=991+500
Stallen 50,150,290,354,245,165=1254+500
Ah Choo 65,145,176,123=509+250
Phanto-z 445,120=565
Farak 25,75,130,145,176,123=674+250
Takeh 65,145,176,123=509+250
Bill 25,75,145,176,123=544+250
Salina 65,145,176,123=512+250

While they are on the road to deepway, they meet a traveling tinker who offers to fix their armor. He is in reality a emisary from the Great TahKelah, a mage in Tilden who wants to see them regarding their quest. He tells them of the tournet in Tilden in 17 days to celebrate the 200 aniversary of the current council. They are to see an inn called the Sinking Stalion, located in the Float Dock of Tilden.

Tinker-KooKa
Race   -- Gnome                Interest --  Geneology
Class   --  Fighter            Occupation -- Jewler/Lapidary
Sex        -- Male             Morals -- Normal
Strength   -- 13               General -- Dirty
Intelegence -- 11              Intellect -- Brilliant
Wisdom      -- 13              Piety -- Irreligious
Dexterity   -- 14              Personality -- Blustering
Constitution -- 11             Hit Dice -- d10
Charisma    -- 10              Nature -- Forgiving
Comeliness  -- 13              Materialism -- Avaricious
Allignment  -- Chaotic Evil    Possessions -- Superb
Age          -- 45             Apparent Age -- Old
Armor Class  -- 2              Bravery -- Craven
Favored weapon -- Spear        General Tendencies -- Pessimist
Height in "   -- 49            Disposition -- Compassionate
Weight in #   -- 164           Honesty -- Liar
Hair Color    -- Brown         Sanity -- Normal
Complexion    -- Swarthy       Energy -- Energetic
Features      -- Corse         Thrift -- Average
Social Standing - Upper Lower  Collections -- Animal Skins

KoKaa makes a stew with mystery tubers from his cart and a rabit from the party. 
Gal. contacts Dio Mas and finds out more about Tilden and their late history.She recomends taht they go to Tilden. She tells them that the Walrus beasts were battle beasts. The party decides to go to the festival.
They are told that there will be a batle systems adventure following the festival.


Text Account:
Gal. is leader
They are on their way to the great city of Tilden. 

Tinker-KooKa (Horses, Frick and frack)
Race   -- Gnome                Interest --  Geneology
Class   --  Fighter            Occupation -- Jewler/Lapidary
Sex        -- Male             Morals -- Normal
Strength   -- 13               General -- Dirty
Intelegence -- 11              Intellect -- Brilliant
Wisdom      -- 13              Piety -- Irreligious
Dexterity   -- 14              Personality -- Blustering
Constitution -- 11             Hit Dice -- d10
Charisma    -- 10              Nature -- Forgiving
Comeliness  -- 13              Materialism -- Avaricious
Allignment  -- Chaotic Evil    Possessions -- Superb
Age          -- 45             Apparent Age -- Old
Armor Class  -- 2              Bravery -- Craven
Favored weapon -- Spear        General Tendencies -- Pessimist
Height in "   -- 49            Disposition -- Compassionate
Weight in #   -- 164           Honesty -- Liar
Hair Color    -- Brown         Sanity -- Normal
Complexion    -- Swarthy       Energy -- Energetic
Features      -- Corse         Thrift -- Average
Social Standing - Upper Lower  Collections -- Animal Skins

The trip to Tilden will take about 17 days on foot.
Day 1 of journey
Heavy rain - 65 deg. - Night Enc.
Shedu - 2 There to tell party about the dangers of the Positive material plane and the basics of travel in the Etherial plane.
Welcome them to the Brotherhood otf the etherial plane.
Heokoletrae and Feretyalie.
Tim. Gal, vic. and Stall. go with them for a conversation in the etherial plane.
The Shedu take them to the E. plane.They are imortal creatures.
The astral deva is watching over Timber.
They talk about the dangers of the Eth. plane (creatures, curtains, cyclones etc.).
The female gives Gal. a feather.
They return them to the PM 6 hours later.
Day 2 - Cloudy 65deg
Day 3 - Night Enc. Ogres 11
OGRE (x11); AC 5; MV 9"; HD 4D8+1; HP 18(x3), 19, 22(x2), 21(x4), 23;
#AT 1; DMG 1-10/BY WEAPON; INT LOW; AL CE; SIZE L; THAC0:15
A 18x            B 19x            C 22x           D 21x
-6-13Pi          -6-8-7TimFlee    -11 Ah Flee     - Flees
                                  2r Vict (N)     1r(E)Krom
                                 120' -16         -15-15Krom
                                
E 18x           F 22            G 23x           H 21x
-18Krom         -15 Far           - Vic          -9Far
             -17Stalen Chases    -16-12Krom      -17Kil

I 21            J 18x           K 21x            
GaL Flee        -3KoK           -15 Stal
Snale           -5 Tak          Flee Ent
                -16Pi           -10Kil
                                -6Tim
In Chest:
2133 GP
13091 SP
439 EP
BEJEWELLED GOLD NECKLACE - 6000 GP
BEJEWELLED SILVER BELT - 4500 GP

VERY SMALL BLACK SAPPHIRE - 35 GP
SMALL ZIRCON - 10 GP
VERY LARGE ALEXANDRITE - 1000 GP
SMALL TOPAZ - 60 GP
MEDIUM CHRYSOLITE - 1000 GP
LARGE TURQUOISE - 50 GP
HUGE HEMATITE - 500 GP
LARGE CHRYSOLITE - 1000 GP
VERY LARGE LAPIS LAZULI - 100 GP
HUGE CARNELIAN - 500 GP
MEDIUM GARNET - 500 GP
LARGE LAPIS LAZULI - 2 GP
SMALL GARNET - 150 GP
VERY SMALL SAPPHIRE - 500 GP
VERY LARGE AZURITE - 100 GP
LARGE RHODOCHROSITE - 10 GP
VERY SMALL STAR SAPPHIRE - 600 GP
LARGE AZURITE - 50 GP
SMALL ZIRCON - 10 GP
LARGE MALACHITE - 100 GP
LARGE TURQUOISE - 100 GP
VERY SMALL ALEXANDRITE - 10 GP
HUGE AZURITE - 50 GP
SMALL SPINEL - 65 GP
VERY SMALL GARNET - 10 GP
VERY LARGE PERIDOT - 900 GP
HUGE RHODOCHROSITE - 500 GP
LARGE MOONSTONE - 100 GP
HUGE AZURITE - 50 GP
VERY SMALL CHRYSOBERYL - 5 GP
HUGE MOSS AGATE - 200 GP
VERY SMALL AQUAMARINE - 50 GP
SMALL SAPPHIRE - 550 GP
MEDIUM SARDONYX - 80 GP
VERY SMALL RUBY - 500 GP
VERY LARGE BANDED AGATE - 100 GP


Text Account:
Time Stop where they are counting up the gains from the Ogre stuff.
tHEY ARE CONTINUING ON THEIR WAY TO tILODEN ON THE FOURTH DAY OF THEIR JOURNEY.
Day 4 Cloudy, lt. rain. Enc. Day
Asug hears them and decides to follow them and see what happens.
They stop for the night at the edge of the forest.
They stop for the night and start to make dinner when they are approached by Asug.
Asug brings them fish and invite her to travel with them. They spend the night talking about themselves and introducing each other. No further enc.
Day 5 Clear Sky and warm. No Enc.
Day 6 Clear, warm Enc. @ 3:00 PM With a hag (Annis)Covey 2 Annis and a green hag. They want to split up the happy party and cause chaos.
They have killed and eaten the family of a young girl who they plan on brining up in their way.
This small girl will be sent into camp to tell tehm that their parents on a subsistance farm have been captured by grigs who are holding them captive. She is very convincing (95%). SHe is wearing a hag eye. She will tell them that only the small people will be able to enter where her parents are bing held.
She is nude and wearing the gem around her neck on a rawhead tohng.
They take her back to their camp and heal her.
She tells them a story about her family being captured by grigs and taken down a hole. She gnawed her way out of binding roots and ran until she found the party. In reality, she is luring them into the grasp of the Hags.
They next day dawns. The little girl offers to guide them back to the lair.
She finds her necklace is gone and pleads with them to give it back. Dromar casts a spec. force and gives her back her "necklace".
They head out towa

rd the "spot".It takes 5 hours for them to get to the spot where she says the grigs are.
One of the hags disguised as a grig to lure them in.
Seera is the name of the young girl.
The Green hag casts audible glamor to speak in the voice of a woman.
Krom, Vict. are diggin at the hloe in the tree, time, stal (i) dro, are aimimg at the hole. The rest are spread around them keeping guard.
A 23            B 32            C 24
                -11 Tim

The Curse: When you most need your goodness, it will leave you.
Pi, Kil, Krom, Ah, Tak, Bill, Asug Sal are cursed.
Dro. carves "hag tree" in the tree.
They move away from the spot, back to where Kooka is.
It takes 3 hours to return to him.
They are 10 miles away from where they were.
No further encounters.
Day 7 Clear
They remove polymorph of a donkey from Ah Choo.
A remove curse is cast on Bill, but it fails.


Text Account:
Time stop the morning of the 7th day of their journey. They turn Ah Choo back into a person and attempt a Remove Curse, but it fails. They are preparing to leave and continue their journey.
They decide to go to the NW to get to Tilden as quickly as possible.
Day 7 Clear Sky No Rain, No Enc.
Day 8 Clear Sky, warm no rain, No Enc.
Day 9 Clear Sky No rain No Enc.
Day 10 Cloudy, No rain. No Enc.
Day 11 Partly cloudy, colder Enc at night with 2 Mountain Lions attacking horses. Phanto casts speak w/animal and Vict. cast Charm mamal. They cruse.
Day 12 Clear but cold, no rain.No Enc.
Day 13 Partly Cloudy No Rain No Enc. They arriuve at Luakis.
Its on the Skooky River they get into to town and immediatly seperate.
Cares. - To the pigs roost
Gal. - Blat.
Dro - Univ
Darcon - Blat.
Vict. - Following caressa
Kil - Looking for a business grocery, looging for vermin riding jobs.
Krom - Pigs roost
stallen - Univ.
Phanto - Blat.
Farak - Pigs Roost
Bill - Pig
Salina - Blatmore
Asug - Univ.
Blatmore - Gal, Darcon, Phanto, Salina
Univ. - Dro., Sta., Asug.
Grimsby is instrument carver. Triangular head with thick clothes and bushy eyebrows. 
O hava is master of the univ. 40ish paunchy and a normal sort of guy.
Quevis - carves religous items for the Univ. Lives to the west of town.
Pigs Roost - Krom, Farak, Bill
Three is a ship leaving for Tilden day after tomorow. It will take 2 days for the journey, which will be 1 day later tahn if they travel on foot.
Time Stop where they go to the Blatmore for the night.


Text Account:
Time Stop at the Blatmore Inn in Luakis.
Festival lasts 10 days in Tilden (normally 5 days)
They decide to walk rather than wait for the boat.
They take off early in the morning.
Day 14 Clear No Rain - No Encounters.
Salina is attracted to Stallen. They spend some time together at the rivers edge.
Day 15-Cloudy 
Night encounter before entering Tilden.
Party of Nobles Fox Hunting. They are surprised byt them riding up the road.
Kookas's cart has a wheel out of round and dromar tries to fix it.
They take 3 hours to fix it and they spend the night by the side of the road. 
The next day the get into Tilden.
Pigrems rest, Trade Block.7 Toewers 2 conicle 3 Bulbd (minreetde) 2 3 crenelated and the rest are flat as Griffon and Pegasis guards. The Rope Barge costs 5 SP per person, 1 GP per cart 1 Gp per horse 5 Sp per donkey/mule.
They get to the Sinking Stallion and go in to get food drink and a room.
Tak'ilah has left a message with Eohavah to look out for Local 509 and to look for a Elvin woman.


Text Account:
The city guard wear Navy Blue with brass buttons and white piping.
They are in the Sinking Stallion and have just arrainged to have Tak'ilah notified of their arrival.
Caressa stores her stuff in the Inn, and then takes off to find something better. She is looking for a rich man.
Festival lasts 16 days. 
Tak'ihala sends his man to guide them around the city and to keep any eye on them. He will be watching their performance in the games and sizing them up as being worthy of the task set for them and the assistance of the Mage.

NAME:OHEKOP             CLASS:THIEF
RACE:HALF-ELF           SEX:MALE
LEVEL:5                 HIT POINTS:29
ALIGNMENT:C. N.         SEC. SKILL:SHIPWRIGHT

STR [ 12  ] TO HIT:+0  DAMAGE:+0
INT [ 09  ] 
WIS [ 12  ] MAGICAL ATTACK ADJ:+0
DEX [ 15  ] REACT/ATTACK:+0  DEFENSE:-1
CON [ 16  ] HITS:+2  SYS:95%  RES:96%
CHA [ 17  ] REACTION ADJ:+30%

HEIGHT:5'2"    MOVEMENT BASE:12"(12")
WEIGHT:130LB   CARRYING CAPACITY:600GP
THACO:19       ARMOR CLASS:9(10)

LANGUAGES:COMMON, CHAOTIC NEUTRAL, THIEVES CANT, ELVISH, GNOME, HALFLING, GOBLIN, HOBGOBLIN, ORCISH, GNOLL

SPECIAL:
 3 X DAMAGE WITH BACKSTAB
 30% RESISTANCE TO SLEEP/CHARM SPELLS
 INFRAVISION 60'
 DETECT SECRET DOORS ON A 2 IN 6
 DETECT CONCEALED DOORS ON A 3 IN 6

THIEVING SKILLS:
 PICK POCKETS:60%   OPEN LOCKS:42%
 FIND TRAPS:40%     MOVE SILENTLY:40%
 HIDE/SHADOWS:36%   HEAR NOISE:20%
 CLIMB WALLS:90%    READ LANGUAGES:25%

SAVING THROWS:
 PARALYZE, POISON OR DEATH MAGIC:12
 PETRIFY OR POLYMORPH:11
 ROD, STAFF OR WAND:12
 BREATH WEAPON:15
 SPELL:13

PROFICIENT WEAPONS:LONGSWORD, SLING, CLUB

WEAPON IN HAND:CLUB (1-6)

ARMOR WORN:ROBE

EQUIPMENT:CLUB, LONGSWORD, ROBE, THIEVES PICKS & TOOLS, LEATHER BACKPACK, WATERSKIN, CLOAK, RATIONS, LEATHER BOOTS, BEDROLL, SACK, GRAPNEL, NEEDLE & THREAD, COIL OF ROPE, BELT POUCH

MONEY:
 PLATINUM:10        GOLD:234
 ELECTRUM:126       SILVER:11
 COPPER:18


Text Account:
In Tilden, at the festival.
The favorite events in order of PC support:
Archery, Macba, Swimming, Weight Lifting, 
Exhibitions to see:
Singing, Music, Parades, Chess, Art, Crafts, Armor

These events will alternate in the following order:
Archery, Singing, Macba, Chess, Swimming, Armor, Weight Lifting, Arts & Crafts

They have spent a second night at their Inn (Sinking Stallion) and are ready to go the next day. (Day 1 of 16 days).  They will meet Tak' elah the mage in 7 days.
Day 2: Weather Cloudy Still (No wind)
Archery
Victorex-L. Bow, Timber-L. Bow, Pishao-L. Bow, 
Pi. comes in second. The AC of the target needs to be adjusted up by 2 to 4. It was too hard to hit.
, Kilora-C. Bow washed out in second round.

Dock Block NO.161
The Tavern of Earthly Delights - Sign of a man at a table with a shapely
woman on his knee, and a minsterel in the backround.
Seats 300, bar seats 100, entertainment, dinners, fine wines
This the largest tavern in the Docks. Although it is expensive (by dock
standards) it is a popular place for ship celebrations. It is common to
find all the members of a ships crew partying at the same time. The
tables are well finished and painted with birghtly colored enamel and
the walls are covered with red and white striped wall paper. At the far
end of the bar (opposite the large stone fireplace) is a low, small
platform where music is performed nightly. During the day, this is
rented out to those who have something to say of a political nature.

Race   -- Half Elf              Interest --  Wines
Class   --  Cleric            Occupation -- Bowyer/Fletcher
Sex        -- Male             Morals -- Normal
Strength   -- 10               General -- Dirty
Intelegence -- 11              Intellect -- Average
Wisdom      -- 16              Piety -- Average
Dexterity   -- 14              Personality -- Diplomatic
Constitution -- 17             Hit Dice -- d8
Charisma    -- 14              Nature -- Unforgiving
Comeliness  -- 6              Materialism -- Covetous
Allignment  -- Lawful Good     Possessions -- Average
Age          -- 43             Apparent Age -- Youthful
Armor Class  -- 2              Bravery -- Cowardly
Favored weapon -- Mace      General Tendencies -- Sober
Height in "   -- 41            Disposition -- Hot Tempered
Weight in #   -- 67            Honesty -- Scrupulous
Hair Color    -- Blond         Sanity -- Normal
Complexion    -- Pale          Energy -- Energetic
Features      -- Sharp         Thrift -- Mean
Social Standing - Lower Middle Collections -- Jewelry

Stallen=55+61+60=176
A = 05,93,40=138
B=4+62+43=109
C=27,63+64=154
Second Round
E=03+47+92=142
F=98+31+109=238
G=111+3+59+174
Stallen=124+24+50=198
Singing contest
Roll under singing peoficiency
Roll Charisma
Roll Level, race
If bard 10%,25%last rnd.


Text Account:
In Tilden, Day 3 of their stay.
John is up from LA!
Ohekop tells them that Takeliah is going to see them today. They have an hour to waste and they do.
When they get to the Mage Court, Bill fires an arrow at the wall of force in 6. The guards come out of the woodwork.

Wohskar is Illusion specialist for Dromar.


NAME:OHEKOP             CLASS:THIEF
RACE:HALF-ELF           SEX:MALE
LEVEL:5                 HIT POINTS:29
ALIGNMENT:C. N.         SEC. SKILL:SHIPWRIGHT

STR [ 12  ] TO HIT:+0  DAMAGE:+0
INT [ 09  ] 
WIS [ 12  ] MAGICAL ATTACK ADJ:+0
DEX [ 15  ] REACT/ATTACK:+0  DEFENSE:-1
CON [ 16  ] HITS:+2  SYS:95%  RES:96%
CHA [ 17  ] REACTION ADJ:+30%

HEIGHT:5'2"    MOVEMENT BASE:12"(12")
WEIGHT:130LB   CARRYING CAPACITY:600GP
THACO:19       ARMOR CLASS:9(10)

LANGUAGES:COMMON, CHAOTIC NEUTRAL, THIEVES CANT, ELVISH, GNOME, HALFLING, GOBLIN, HOBGOBLIN, ORCISH, GNOLL

SPECIAL:
 3 X DAMAGE WITH BACKSTAB
 30% RESISTANCE TO SLEEP/CHARM SPELLS
 INFRAVISION 60'
 DETECT SECRET DOORS ON A 2 IN 6
 DETECT CONCEALED DOORS ON A 3 IN 6

THIEVING SKILLS:
 PICK POCKETS:60%   OPEN LOCKS:42%
 FIND TRAPS:40%     MOVE SILENTLY:40%
 HIDE/SHADOWS:36%   HEAR NOISE:20%
 CLIMB WALLS:90%    READ LANGUAGES:25%

SAVING THROWS:
 PARALYZE, POISON OR DEATH MAGIC:12
 PETRIFY OR POLYMORPH:11
 ROD, STAFF OR WAND:12
 BREATH WEAPON:15
 SPELL:13

PROFICIENT WEAPONS:LONGSWORD, SLING, CLUB

WEAPON IN HAND:CLUB (1-6)

ARMOR WORN:ROBE

EQUIPMENT:CLUB, LONGSWORD, ROBE, THIEVES PICKS & TOOLS, LEATHER BACKPACK, WATERSKIN, CLOAK, RATIONS, LEATHER BOOTS, BEDROLL, SACK, GRAPNEL, NEEDLE & THREAD, COIL OF ROPE, BELT POUCH

MONEY:
 PLATINUM:10        GOLD:234
 ELECTRUM:126       SILVER:11
 COPPER:18


Text Account:
In Tilden, it is memorial day weekend in the real world!
They discuss alternate magic systems. I come up with the Spell Recall spell to allow the caster to spend one spell in order to choose the remainder of the spells of that level at the time they are cast.
They discuss treasure division and agree that they should devide more up at random. 
They do Neck Wrestling (Farak). Sumo Wrestling in teams Gal was the flower team, Cindy was the am team.
Then they do bare knuckle boxing (Kilora was the champ).


Text Account:
In Tilden, they have been in the city for a week and are waiting for their appointment with the Court of Nobles. 
During that time they will partcipate in obsticle races.
Ah Choo, Timber, Pisheo, Caressa, Victorex.
Only Crom made it through the opening match. He made it through the semi-finals and came in second for the Mass Course. Every one ran 5 people at one time through the Course. Crom came in Second!
The poetry contest is held at the Weddok Hall of the Ancient Mariner.
At first, the place is full of the seamen, but they begin to thin out as the more intelegencia comes in. They get a table close to the stage.

LET ME ENTER YOUR MIND
STOP YOUR MOURNING AND DO IT QUICKLY
BEFORE THE FINAL JUDGMENT
FADED PAINTINGS BRUSH AGAINST MY ARM
AND AT LAST THE VOICES STOP
THERE IS NOTHING LEFT OF VALUE

JUST WHEN YOU START IMAGINING THAT IT GETS BETTER, REALLY IT DOES.
THE CREATURES WHO CAN'T STOP DANCING TO THE SOUND OF FINGER CYMBALS
GUIDE YOUR DESCENT INTO HELL EVEN THOUGH YOU BEG THEM NOT TO.
MUSIC AND THE SCENT OF ROSES VANISH FROM MY CONSCIOUSNESS
THEY LOOK LIKE WALKING HANGOVERS 
THIS ENDING IS THE ONE WE DREAMED OF
WE CRUMBLE IN THE WIND THAT BLOWS FROM THE ABYSS
PLEASE MERCURIA, LET ME DIE NOW


High skys and frequent visits from the family
comfort the sick and infirm
Soft Thighs and tidbits of sweetmeat
Will make me smile and burn

How lucky I am to find familiar surroudings
through the days
Though muck and mire of business 
and the pressure of grades

IT'S EASY TO FIND THE POETRY LOVERS
THEY WHISPER TO EACH OTHER Their OPINIONs
THE BARS CLOSE AROUND MIDNIGHT BUT THE DEMONS WHISPER
THAT THIS WAS THEIR PLAN ALL ALONG

THE SAILORS WIDOW SMILES AT THE THOUGHT OF HER DEATH
THE SUN IS SETTING OVER THE SEA
KNOWING THIS MUCH SHOULD BE ENOUGH FOR ANYONE
IF YOU BELIEVE ANY OF THIS, YOU ARE LOST

PROMISE TO LOVE, HONOR, AND CHERISH
IN THE SHADOW OF THE ECLIPSE
TELL ME THAT JOKE AGAIN 
AS YOU READ ME A LIST OF POSSIBLE PERVERSIONS
OLD PROMICES APPEAR ON THE HORIZON LIKE SADES OF 
YOUR OLD LOVERS
AND I SPEAK ONLY TO YOU MY LOVE

I LIKE TO WAIT FOR THE THUNDERSTORM TO END,
WAIT FOR THE RACE RESULTS,
AND COUNT THE STARS AT NIGHT
I GAIN STRENGTH WHEN I REMEMBER
THE POSSIBILITY OF STRIKING IT RICH
AND SO SOMEONE ASKS THE REASON

THE OLD PEOPLE WITH GOLDEN SKIN LOOK LIKE STATUES
THEY WANT YOU TO JOIN THEM IN SPEACH
EVEN THOUGH THEY'VE LOST TRACK OF THE TIME
IN THE MORNING THE STATUES ARE ALL GONE
YOUR SECRET IS THAT THIS IS YOUR FINEST MOMENT

STUPID WITH DRINK I WAIT FOR SOME EVENT TO ROUSE ME
SOMEONE KNOCKS ON THE DOOR and THE SCREAMS OF DEATH
ARE INTERFERING WITH MY PROGRESS TO NOTHINGNESS
GO AHEAD, CONGRATULATE YOURSELF JUST FOR A MOMENT
EVEN THOUGH I DON'T UNDERSTAND WHY YOU SPEAK OF SUICIDE
WHEN THERE IS NOTHING LEFT BUT LIFE

AS THE HOUSE SLIDES INTO THE LAKE LITTLE BLUE DEMONS
SEEM SUPREMELY IMPORTANT.
LISTEN TO THE CRICKETS FOR A WAY OF GETTING FREE
UNDER THE CLOUD-SWEPT SKY WE WANT THE WORLD 
TIME MUST BE A SONG AND ONLY I CAN SING IT.

Cheese and rice
Cherrys and Mice
worms and lice
Tea and Ice
Cards and dice
All so nice
Pick a vice!
And stick with it!

THE MAYOR INFORMS YOU THAT YOU HAVE DESTROYED EVERYTHING YOU LOVE
GHOSTS HIDING BEHIND THE FURNITURE KNOW EXACTLY WHAT YOU WANT
EVEN THOUGH YOUR HANDS AND THOUGHTS ARE COLD THEY WON'T HELP YOU
BUT A CUP OF COFFEE WOULD HELP

        The procedure is to read a poem and roll between 5 and 10d10 and add up the total this will represent the croud approval. The players will raise their fingers cvoting for specific poems.

Stallen is the Winner!


Text Account:
They are in Tilden and are waiting for the Court of Nobles to convene.
The 16th day of the festival (today) the mages are summoned by Tak'elah to get there spell offers and Victorex visits the Temple to get his new spells. The rest go off shoping.
The next day (the day after the festival) the Court of Nobles convenes.
The court of nobles is held in Area 8 of the Tilden Map. The entrance is guarded by devies magical and by numerous guards., many of whom are invisible while on duty. In addition, there are always a contingent of members of the Mage guild and the Temple eldars to make sure the discussions are on the up and up.
They are taken to the nice room where a servent in pale purple asks them if they want water wine or tea.
The chamber of the Court of Nobles is an apitheater with a 20' isle down the 150' long room's center. There is a 5' high carved railing between the isle and the nobelw. They are seated in large backed overstuffed chairs. Over there heads are the flags bearing the families colors. Some of them have blazeons based on their area of control. Between the isle and the nobles is a shimering like a heat distortion which represents a perminant protection against normal missles.
Eurtash is the head of the Counciil and sit at the top of a 2 story high judges podium. He is strict about protocol and will not let unsolicited comments stand unchalenged. He calls on members of the nobles to speak one at a time.
The nobelws may ask leading questions but are not permittend in front of witnesses to speak their thoughts. This is left until the debate takes place after the witnesses have left.
Stallen is the speaker and will reply to the questions of the nobles.
Ookikok, Aheewa, Nneyno, Headar, are in favor of the expedition.
Prelignam is a uncertain questioner
Wugaril, Yaeciah, Saroin is against the army.
After asking them question about the situation, they decide they need more information and ask for representives from the Arcane sciences and the Temple Eldars. Tak'elah and Hookah show up and answer some questions. They don't know much about the Ubersea inhabitants. The mention of Battle Beasts brings up comments about "Munt".
The party is let go nad return to their inn. The word about the vote (it is a success for 2000 men) is brought to the party by a sparow. The guide returns to Takelah and returns in 2 hours to tell them that the fighters of the party will be expected to help with the muster of the troops.
The players are creating the commanders of the units.
Each unit (7) have 285 men.
Each Unit is devided into 4 squads of 70 each. Each squad has 7 counters of 10 men each. 10% of the men are 2nd level and 20% are level 0.


Text Account:
They are still in Tilden. They will be there for 33 days while Gal. is memorizing spells for her new spell book. 

Asug -  Looking for a drunk to roll/pick pockets. 26 gp successfully stolen. 34gp successfully taken (good thing they guy was kinda drunk or asug would have been caught. Buys a dagger.

Timber - Looks for Checking out arrows and weapons for sale.  
Timber, Stallen, Asug, Dro, ect. go to check out the men in their troops.

For the rest of the time till their departure, they will be working with the men so they have a chance of rallying them when in battle. 

They want to buy horses for the trip. Buying horses are:
Pi - L.t Riding Horse, Caressa - Lt. Riding Horse, Asug - Pony, Gal. - Lt. Riding Horse, Vict. - Hvy War Horse, Timber - Lt. Riding Hose, Kilora - Pony, Ah-Choo - Lt. Riding Horse, Farak - Pony, Takeh - Lt. Ringing horse, Bill - Pony, Salina - Lt. Riding Horse.

They are leaving town at last!
They troops have a mule per squad of 10 men to carry their supplies. They will be traveling at the speed of the men on foot (6). This will take them about 4 weeks to get to Lasket. They are travelling with the 2000 men and this is quite different than what they are used to.

They meet the 50 cavelry men sent by Eris to formalize the entry of the troops into their country. They are advised that if the troops from Enland are found more than 20 miles away from Lasket in any direction but west (the way out of Eris) they will be subject to arrest. If me by troops of Eris and they do not surrender, there may exist a state of war between Eris and Enland.

They are discussing Tactics for the attack.
The troops stop 30 miles away from Lasket and they finalize their plans for Local 509 reconoitering the town.


Text Account:
After the elves arrive, the capt and the army arrive one day later.
They meet with the elves. 
Travel 2 days within 4 miles of the castle. They are not seen that night without approaching the castle. They cast augurys and work out their characters. The 10th level mage cast a spell that allows them to see the map and plan their attack.
They send out scout, Pis, Stal
They leave at 11 oclock.
Pi flies around the town and sees sentries on the trails and at the bridge.
Stallen goes to the castle and casts a det. magic speel on top of the main building.
        The party is discovered when they approach within 2 miles with the army.
The party leader is Timber
The army begins to attack, and the party approaches from the ne.
1st round - spells cast Str- Invis
2 det invis, Strength - Picsh
Fifth round they get to the base of the wall
6Th wall they all get to the bottom of the wall.-6 
7th the pass wall goes off
8th rnd they break through
9th Level The hasw, they are inside
10th the swordsmen attack
                  This is a party of 20
                                        horn carriers
AC 7 Level 1 Fighters
1-6        2-8        3-7        4-2        5-8        6-2
-6x         -8x       -4x       -7x         -20xPi      -11xFarak

7-4x       8-8        9-6        10-6        11-2        12-4
-7pi

13-7        14-7        15-7        16-4        17-8        18-2
-10vx       -6 kila

19-7        20-4
x-27 Krom    -x31 Krom 




                  This is a party of 20
                                        horn carriers

1-6        2-8        3-7        4-2        5-8        6-2
x               x       x       x            x          x

7-4        8-8        9-6        10-6        11-2        12-4
x        x             x           x          x           x

13-7        14-7        15-7        16-4        17-8        18-2
-9          -4

19-7        20-4




Swordsmen
                  This is a party of 20 swordsmen

1-6        2-8        3-7        4-2        5-8        6-2
x          x          x           x          x         x

7-4        8-8        9-6        10-6        11-2        12-4
x        x               x        x              x         x

13-7        14-7        15-7        16-4        17-8        18-2
x            x          x

19-7        20-4
                 This is a party of 20swordsmen

1-6        2-8        3-7        4-2        5-8        6-2
-18Krom    -14 Krom  17 Krom


7-4        8-8        9-6        10-6        11-2        12-4
-9 ahch00  -6         -10 far    -8          -4Darcon

13-7        14-7        15-7        16-4        17-8        18-2


19-7        20-4

dazed 5 rnds inn 10th


Zombie Ogres
ZOMBIE MONSTER (x6); AC 6; MV 9"; HD 6D8; HP 37, 31, 32, 26(x2), 20; #AT 1;
DMG 4-16; SD SEE BELOW; INT NON; AL N; SIZE L; THAC0:13
IMMUNE TO CHARMS, COLD, DEATH MAGIC, HOLDS, SLEEPING, TURNED AS IF WERE GHASTS
A-37            B-31            C-26            D-26            E-32


F-20


Text Account:
During the  3rd turn of the battle, 
The last game left off in the 10th round. At that point they had made their way into the courtyard and were making their way toward the door in the west wall in the center fground floor of the castle.
Currently, There are swordsmen coming down at the party from the northern corner toward the party. Crom had cleared a way through the swordsmen to the door.
Round 11-Wall of steel, Ball of fire
,12,
13 Fire Wall Spell
,14

ZOMBIE MONSTERS (x5); AC 6; MV 9"; HD 6D8; 
 
A 26            B 26x            C 36            D 28x           E 35x
-8 Faif         -8 Fiaf         -8Faif          -14             -14
-9-9-12Dro       -4El-17        -9kil           -16vic          -9-9Vic
Webbed -1/2 3 Rnds -Fistheld     -7-14Vic            -
#AT 1; DMG 4-16; SD SEE BELOW; INT NON; AL N; SIZE L; THAC0:13
IMMUNE TO CHARMS, COLD, DEATH MAGIC, HOLDS, SLEEPING, TURNED AS IF WERE GHASTS

Ogres 
AC 7 Level 1 Fighters
1-6        2-8        3-7        4-2        5-8        6-2
-6x         -8x       -4x       -7x         -20xPi      -11xFarak


7-4x       8-8x        9-6x        10-6        11-2x        12-4x
-7pix       -7Pi     -11tim       -8x          -6oox       -4oox

13-7-5      14-7x        15-7x        16-4x        17-8x        18-2x
-10vx       -6 kila     -6-4          -9          -12           -4
            -13

19-7        20-4
x-27 Krom    -x31 Krom 

Round 11
Wall of Iron - 
Second round of Swordsmen THAC) 19 (Sword specialists)
AC 7 Level 1 Fighters
1-6x       2-8x       3-7x       4-2x       5-8x        6-2x
-6         -9 Ah      -10         -8        -6-2         -2
 
7-4x       8-8x        9-6x        10-x6        11-2x        12-4x
-5         -7-15        -7-7      -7            -7           -7

13-7x       14-7x        15-7x        16-4x        17-8        18-2
-6-4        -3-2-4         -3-15pi    -3-8           -1-6          -3

19-7x        20-4x
-6-4          -6


Text Account:
They are in the Castle in Room 28 (Mess Hall) with the Naga and the skeletons. Round 14, just done., Round 15 to come:
Lisa (Galranwyn) is leader
Not played were Darcon, Phanto-z
15th round done
Round 16
Their initive Skeletons are all dispelled by 10th Level cleric Thats all there is! They whip on the Naga
Round 17
They kill the Nagas. The healing is complete. The party spreads out into the room. They cast a Wizard lock on E door.
Round 18
Skinning naga, searching
Find Poison, Elixer of Madness (F.Fireed), Healing, Poison
Round 19, Lich is listening to the outside battle with crystal ball, 
Roun 20 - Invisible , heal
Back to the Minatures. The Death Nights loose their fireballs and begin the rout of 2/3 of the troops in the field. Explosions of the fireballs and the archers along the river take a heavy toal on the troops as well.

Back to THe party
The Litch will notice the party with his crystal ball in the 26th round. He will begin casting spells from the 3rd level in Rnd 27.
Round 21
Timber blinks invisible to Room 42 and finds nothing.
Round 22
Timber returns
Round 23
The party is discussing their future actions.
Round 24
They go to the wizard locked (East) door.
Round 25
They burst in the east door.
Round 26
Enterin Room 29 (baracks).
They kill the 3 lizards
Round 27
They check out the room.
Round 28
They move to the archway to look through into room 31
They see the Wights and the Suffocation spell begins. Will last 18 rounds
-4 AC, -4 to hit - 1/2 dammage - 2d4 if con fails-1d4 if con save
Round 29
Backing away from archway, Dromar fires at Weights does -3-6
They remove potions from those affected from suffocate
Round 30
They cast dispell magic on those affected by suffocate.


Text Account:
Starting With round 30
The people who were suffocating will be doing so until round 48. If they make a con roll, they take 1d4, if they fail they take 2d4.
They are being attacked by the wights from the entry room Room 31.
Asug, are suffocating.
The sting flies proceed to the South door to protect the secreet stairs.
They have 36 HP before dispelling
-4- 16 Gal on flies
Round 32
Kill the outside Wight, They open the S. door,
Round 33
They enter the Kitchen Room 35 and see the ghost (they all make their save)Three Wights in the web are killed, and the remainder are turned.
Round 34
Yvoka is magic jared by the Ghost and is under his control. The party gathers by the southern door and is ready to proceed up.
Round 35
They investigate the stairs and the kitchen.
Round 36
They move into room 35. They find out how to work the secret stairway.
They push the button, and the stairs to Room 2 2nd Central Level Appears.
Round 37
They move back into Room 29 and cast healing and another dispell magic.
Yvoka fiers arrows at the the Mage FiEah.
Round 38
The elf fires more arrows at the mage. He is damaged, but continues to fire.
A group goes up to investigate the second floor. They see the dusty room, but nothing else.

Round 39
The elf is killed and the ghost rises from the body and materializes.
Gal.-9rnd. fright,  Hookava-12, Okk-4, Vict-3 fail their roll. 
Round 40
Thunder Staff spell imobailzes ghost for 1 round, -8HP
Interposing hand keeps it away from the party.
The Upstarirs party - Farak, Timber, kilora, Darcon, Echub, Dromar


Text Account:
Starting at round 41
Most of the party is in Room 29, 2 (Eooab, Hookas are in 35 and the rest are upstairs: The Upstarirs party - Farak, Timber, kilora, Darcon, Echub, Dromar,
Stallen. Stal. 
Those downstairs are helping the feared, making friends of the Ryno, casting a combine spell to turn the Ghost. The ghost dissappears on its own t attack again by surprise.
Takeh returns as a zombie in room lev2room 2 through the secret door in the east wall. The Lich speaks through him to make a deal with the party. He tells them he knows of the bomb. He will send them to the bomb and allow 8 of them to disarm the bomb, if the rest of the elves and the army will go away. They accept this and try to sell it to the elves downstairs.
Takeh is sent downstairs and falls down, breaking his anckle and his left arm. The Lich offers a truce to the Elves.
While the elves are discussing the situation, the party does more healing. 
Pi., Gal., Stallen, Timber, Vict., Dromar, Asug, Krom go upstairs.
The elves decide they will stay and take the respite from attack.
Farak, Ah Choo, Caressa, Kilora, They are told to meet them in Tilden and they leave the dungeon. The last round is 53.
Dro. wants to cast wraith form and look for them, the lich will be ver distrustful of this.


Text Account:
Leader is - Krom
They are in the upper room of the castle after the converstaion with the elves and their agreement to have the lich send them to the bomb.
They have 3 min before anything will happen. 
The lich appears and teleports them to the room on the 18th level. 20' ceiling
A 39x            B 31x            C 13            D 28x            E 5x
-20-11 Krom     - vic           - pis          -8 Timber       -18 Krom
                -39 Gal         -7-7 Dro          -14-13 Gal


F 8x
-28  Krom
Round IIIIII
They kill all the Lobster men. 
TREASURE from LM

3350 SP
637 EP
5831 GP
790 PP

78 GEMS - TOTAL VALUE 24823 GP

No.    Value  Size      Description                                             
 1      98gp  Large     Garnet : Brown-Green                                    
 2     500gp  Average   Peridot : Rich Olive Green                              
 3     525gp  Large     Pearl : Pure Black                                      
 4      50gp  Average   Onyx : Bands of Black & White or pure Black or White    
 5      50gp  Average   Onyx : Bands of Black & White or pure Black or White    
 6     100gp  Average   Rock Crystal : Clear                                    
 7    1000gp  Large     Spinel : Very Deep Blue                                 
 8    2000gp  Large     Star Ruby : Transulcent Ruby with White "Star" centre   
 9      49gp  Small     Red Star Rose Quartz : Rosy stone with "Star" centre    
10     520gp  Large     Garnet : Violet                                         
11     500gp  Large     Garnet : Violet                                         
12     500gp  Small     Aquamarine : Pale Blue Green                            
13     100gp  Small     Carnelian/Sard : Orange to Reddish Brown)               
14      50gp  Average   Smokey Quartz : Grey, Yellow or Blue, all light         
15     200gp  Small     Tourmaline : Pale Green                                 
16     500gp  Average   Pearl : Pure Black                                      
17      10gp  Large     Blue Quartz : Pale Blue                                 
18     100gp  Large     Chrysoberyl : Yellow-Green                              
19     100gp  Large     Moonstone : White with pale Blue glow                   
20    100gp  Large     Amber : Watery Gold                                     
21      50gp  Average   Moonstone : White with pale Blue glow                   
22     100gp  Average   Jade : White                                            
23     525gp  Small     Peridot : Rich Olive Green                              
24     510gp  Average   Peridot : Rich Olive Green                              
25     100gp  Average   Jade : White                                            
26    1000gp  Large     Garnet : Violet                                         
27     500gp  Small     Aquamarine : Pale Blue Green                            
28    1000gp  Small     Garnet : Violet                                         
29     100gp  Average   Spinel : Red-Brown                                      
30      49gp  Average   Onyx : Bands of Black & White or pure Black or White    
31      10gp  Average   Hematite : Grey-Black                                   
32     970gp  Average   Star Ruby : Transulcent Ruby with White "Star" centre   
33     100gp  Large     Jade : Light Green                                      
34     100gp  Large     Spinel : Red                                            
35     485gp  Small     Aquamarine : Pale Blue Green                            
36     490gp  Large     Aquamarine : Pale Blue Green                            
37    1000gp  Average   Oriental Topaz : Fiery Yellow                           
38     490gp  Large     Pearl : Pure Black                                      
39      50gp  Average   Chalcedony : White                                      
40      20gp  Average   Azurite : Mottled Deep Blue                             
41    1030gp  Average   Opal : Pale Blue with Green and Golden Mottling         
42      50gp  Large     Red Star Rose Quartz : Rosy stone with "Star" centre    
43      52gp  Average   Carnelian/Sard : Orange to Reddish Brown)               
44      10gp  Small     Lapis Lazuli : Light & Dark with Yellow flecks          
45      49gp  Average   Chrysoprase : Apple Green to Emerald Green              
46     520gp  Small     Spinel : Very Deep Blue                                 
47     100gp  Average   Garnet : Red                                            
48     100gp  Large     Spinel : Red                                            
49      49gp  Average   Smokey Quartz : Grey, Yellow or Blue, all light         
50      48gp  Large     Sardonyx : Bands of Sard(red) and Onyx(White) or Sard   
51     100gp  Small     Chrysoberyl : Yellow-Green                              
52    1000gp  Small     Sapphire : Clear                                        
53     103gp  Large     Alexandrite : Dark Green                                
54      10gp  Large     Malachite : Striated light and Green                    
55      10gp  Large     Blue Quartz : Pale Blue                                 
56      10gp  Small     Moss Agate : Yellow-White with Greeny "Moss Markings"   
57     510gp  Large     Aquamarine : Pale Blue Green                            
58      10gp  Average   Malachite : Striated light and Green                    
59     102gp  Small     Spinel : Deep Green                                     
60     100gp  Large     Jasper : Blue, Black to Brown                           
61      50gp  Average   Sardonyx : Bands of Sard(red) and Onyx(White) or Sard   
62    1000gp  Average   Emerald : Deep Bright Green                             
63      52gp  Average   Carnelian/Sard : Orange to Reddish Brown)               
64      10gp  Small     Lapis Lazuli : Light & Dark with Yellow flecks          
65      49gp  Average   Chrysoprase : Apple Green to Emerald Green              
66     520gp  Small     Spinel : Very Deep Blue                                 
67     100gp  Average   Garnet : Red                                            
68     500gp  Small     Aquamarine : Pale Blue Green            
68    2000gp  Large     Star Ruby : Transulcent Ruby with White "Star" centre   
69      49gp  Small     Red Star Rose Quartz : Rosy stone with "Star" centre    
70     520gp  Large     Garnet : Violet                                         
71     500gp  Large     Garnet : Violet                                         
72     500gp  Small     Aquamarine : Pale Blue Green                            
73     100gp  Small     Carnelian/Sard : Orange to Reddish Brown)               
74      50gp  Average   Smokey Quartz : Grey, Yellow or Blue, all light         
75     200gp  Small     Tourmaline : Pale Green                                 

POTION OF SUPER-HEROISM
POTION OF POLYMORPH (SELF)
POTION OF CLIMBING
POTION OF RESSUSITATION

Directions to the bomb
They move quickly into the room with the bomb
They see the Jelly Blimps

A 44            B 41

Gal casts a mmissle at the gas bags and they blow up. Pi dies, 2 others are rendered unconsious.
They disarm the bomb. 
The LM start comming in the door.
Krom puts on the Astral 4ring
It takes them to the dinasaur moon
Time Stop

They blow up


Text Account:
Asug is leader
Pisheo		127+150+15000+4551+1073+625+500		22026
Asug		250+ 300 + 214+15000+4551+1073+625	21013
Galranwyn	100 + 163+ 15000+4551+1073+625+500	22012
Dromar		250+176+ 15000+4551+1073+625		21675
Darcon		93+15000+4551				19644
Victorex	235+15000+4551+532+625			20943
Timber		231+15000+4551+1073+625			21480
Krom		100+247+15000+4551+532+625		21055
Stallen		300+215+15000+4551+1073+625+500		22264
Phanto-z	300+16+15000+4551+532			20399

For Disarmint the Bomb - 15000 (all)
For Participating in the Games at Tilden - 2000 (all but phanto,dar)
For Succeeding in Obtaining the Army - 1500 Pi, As, Gal, Dro, Vic, Sta
Travels with the Sheidu - 500 Pi, Gal, Vic, Kro, Stal
Ogres - 2715 All
RP Points Asug +300
RP Phanto - 300
RP Krom - 200
RP Dromar 250
RP Stallen  - 300
RP Asug - 250
Soldiers at the castle - 1015 (all but Pha, dar
Skeletons and Naga - 24045 All
Weights - 9750 All
Dealing with the lich 5000- pi, Gal, st, tim, vict, fro, asu,8 krom
Lobster Men 9000 (all)

They have arrived on Selune in a clearing, but the fog comes in completely.
This section will be run in the following fashion. (This has to do with the functioning of the Ring of Astrel Acceleration. It functions as follows
The ring uses the Astral plane as its means of transport. However, none of the perils that usually go along with Astral Travel will occur.Thus the ring is guarenteed to get the person safely to where they are going. The problem is, it will transport the user to any of 6 different planets as listed below:
1) Kopeta
2) Isis
3) Selune
4) Cluros
5) Tekumel
6) Roon
The user has no control over where he ends up and even items which fortel the future are unable to predict the point of arrival by the party.
Up[ to 10 people may be transported using this device. It takes 2 rounds for the effect to begin and takes an additionsl 2 rounds to achieve their speed. This is the only point of the journey during which something may occur. Although the ring will never transport the party to somewhere immediatly edeady, (like into a mountain or 23000 feet above the ground or under the ocean) it will place the party in danger. Most important, the user has no control over his destination. The location on the planet the party arrives on may be determined  at random, or by the DM's desire.
They are making camp.
They learn more about the planet.
They investigat the magical items.
Stallen flies up and stallen flies into jungle below.
The natives call this place the Moon of new Hope
They land near on a platau about 200 yards above the swamp at the bottom near of Mt. To Re-ka near Karaton.
Two days pass while they investigate the magic items and explore a little around them.
Stallen  when flying finds 11 of the Selunians. He uses toungs and veltriliquism to speak with them. He finds out they are on Selune and they revolve around Kopeta. They think he is insane. They try to take him with them for protection.
Phanto-z moves without a trace and checks his work.
They contact Phanto-z and he tells them he can reach them in 2 weeks.
They tell him they are on Selune.
They are trying to figure out what to do.


Text Account:
Leader is Cindy (asug) 
This is the first adverture after the camping trip. Time stop after the Magic Ripple
Victorex makes his saving throws for his stuff, looses the magic shield.
Confusion from the magic ripple affects: Timber, Vict., Pisheo.
They search the room 10 with the  metalslugs for a turn and then leave the building.
In room 10 they find +2 splint armor. They put it in the bag o holding.
They leave the building and move into the forest as quickly as possibly. They leave the mithal and are in the Wild Woods.
They are about 1.5 hours away from sunset and are trying to find a place to camp.
Encounter first watch - 6 Brown Bears
A 9 x           B 36r          C 21x           D 14x
- Asug          -4-2 Gal        -13-16Dro          -22 Krom


E 21x           F 47x
-24 Krom        -24  Stallen Lightning Bolt (Goes Etherial)

The next day, they speind kmost of it waiting for people to be un confused and finding out what they can about the magic they found.

Naga Potions
POTION OF SPEED
POTION OF VENTRILOQUISM
POTION OF WATER BREATHING
POISON

POTION OF POLYMORPH (SELF)
POTION OF PLANT CONTROL
POTION OF ANIMAL CONTROL (ALL)
POTION OF HEALING
POTION OF HEALING
POTION OF RAINBOW HUES
* ELIXIR OF MADNESS
* POTION OF LEVITATION
* ELIXIR OF YOUTH
OIL OF FIERY BURNING
POTION OF VITALITY
POTION OF SWEET WATER
OIL OF TIMELESSNESS
* OIL OF SHARPNESS (+3)
POTION OF TREASURE FINDING
Bag of tricks roll is 7 (Type B)

Naga Scrolls
SCROLL OF PROTECTION FROM PETRIFICATION

CLERIC SCROLL OF (WITHDRAW, SNAKE CHARM, ANIMATE DEAD MONSTERS, WORD OF
RECALL)

MAGIC-USER SCROLL OF (ESP, PROTECTION FROM NORMAL MISSILES, RARY'S MNEMONIC
ENHANCER)

MAGIC-USER SCROLL OF (MELF'S ACID ARROW, FLAME ARROW)

CLERIC SCROLL OF (DIVINATION)

SCROLL OF PROTECTION FROM UNDEAD


Text Account:
They spend 1 1/2 hours deviding treasure
Leader is Darcon
Stallen casts Dispell Magic on members
NOTE:
A roll of 6 on a d6 dispells any spell effect.
They travel on foot toward the road to Hillsfar.
Day 1
They reach the road without encounters.
Day 2
They continue along the road to Hillsfar
They encounter a group of Treents, but the treents avoid the encounter.
Day3
Pisheo recovers from confusion
No further encounters that day.
Day 4
They encounter the 12th level druid looking for a mad treeent. They leeave after asking the party about them.
Day 5
Victorex recovers
They arrive in Hillsfar.


Text Account:
Lisa Plays a Solo Adventure in Hillsfar.
They arrive in the city about 2:00 and make for Ma Rooters inn.
They pass the Curio shop and decide to cruse around the city for a while.
A drunk accuses them of robbing him.
Race   -- Human                Interest --  Athletics
Class   --  Mage               Occupation -- Trader
Sex        -- Male             Morals -- Normal
Strength   -- 11               General -- Unkempt
Intelegence -- 15              Intellect -- Brilliant
Wisdom      -- 13              Piety -- Zelous
Dexterity   -- 11              Personality -- Rude
Constitution -- 13             Hit Dice -- d4
Charisma    -- 13              Nature -- Unforgiving
Comeliness  -- 16              Materialism -- Average
Allignment  -- Lawful Good     Possessions -- Average
Age          -- 32             Apparent Age -- Mature
Armor Class  -- 10             Bravery -- Craven
Favored weapon -- Staff        General Tendencies -- Hedonist
Height in "   -- 63            Disposition -- Cheerful
Weight in #   -- 165           Honesty -- Scrupulous
Hair Color    -- Brown         Sanity -- Normal
Complexion    -- Swarthy       Energy -- Energetic
Features      -- Anglar        Thrift -- Average
Social Standing - Upper Lower  Collections -- Gems
He accuses Ga.  of taking his purse. He is a racest and wants all the Elves to leave the city. He finally finds his purse and leaves before there is any trouble.
They take rooms at Ma's and have a meal. The party splits up to go to their places of interest.
Krom and Gal. (and others perhaps) are going to Shrine Hollow.
They stop off at Domik Weaponmakers and Krom buys a Blue Steel Sword. Needs sharpening 1/4 as often as a normal sword but is slightly more brittle.
They arrive at the Shrines and talk to the priest of Lathander.
Krom goes to a bar and Gal. is taken to the home of the 3 priests of Lathander. 
The youngest tells he of the Seekers of the dawjn and something fo the history.
THey offer to pay her for the bowl (it will take a month to get the money from the main temple); but asks her to take the bowel back to the Dawnspire within Myth Dranor.
The young one "Thuvor" goes back with Gl. and Krom to the Inn to talk to the rest of the party.


Text Account:
The whole party is playing! Gordon, Cindy, Dale, and Lisa are here early (about 6:45) for a chili dinner and to paint the walls of the dungeon for the Halloween Party.
They discuss what Gal. found out from the Priests of Lathander regarding the Seekers of the Dawn and the silver bowel they found in Myth DranorTimber is leader, so they do nothing that night and hw wakes up the next morning. What are you doing?
Gal. tells about her dream regarding the Stone House and Sir Runic.
They decide to styay a day or so in the city. They want to go to the Curio shop and to see the priests.
They go to the curio shop first.
5 M. Items for sale alltogether
Short bow of Auccuaracy. +1 and +3 to aimed attack (-2 when it is normally -4) 8000
Morning Star of Mistra - +1 to ST VS Magic, Det. Magic once per day
12000
Medalion of faith (Sune) - Charm once per day, Charisma once per day. No effect if not consecrated to Sune.
Shieth of Safety (+1 to saving throws) 6000
Control Amphibian Potion  750
Ga. Sells a scroll with 3 spells (1,2,4 Level) for the Shieth. She gives the shieth to Pisheo and P. owes Ga. 7000gp
They go Shrine Hollow to see the Priests of Lathander.
The priests give themj a scroll of Prot. F. Evil 10' Rad. and a silver ring with the symbol of Lathander and some runes on the bottom which serves as a wax seal.
They do nothing else of interest except buy spices and spell ingrediants.
On the night of the 5th day, Stallen has a dream about runic.)
They set out on the 6th day on foot to return to Mythdranor.
With all the rain, the journey takes 12 days (if no distractions appear)
Day 1 Late Oct. Raining 65 Deg
Traveling along the road into the forest of Myth Dranor
Day 2 Cloudy 56 Deg.
Day 3 Clear 50 Deg
Day 4 Rain 54 Deg
Day 5 Rain 56 Deg.
Day 6 Rain 59 Deg.
Day 7 Cloudy - Encounter Mid Day They see 2 Unicorns with their child
Stallen follows them from the air (flying) He triers to drop down on them to intercept.
Day 8 Rain 45 Deg.
Day 9 Cloudy 45 deg. Enc Morning - Skeen attacks Timber's Owl. Timber accidently akicks the owl trying to get it away from the skeek. They keep them appart from then on.
Day 10 Clear 40 Deg
The leave the road and move into the Known Wood
Day 11 Clear 35 deg Late Morn. Encounter Megalo-Cenipeed (25)
A x               B x              C x              D            E x             
Pis              Krom             Timb             Gal -1       Vict

 F x              G x              H               I            J               
Pis               Krom          Krom               Time         Pi

K s              Ls               M s              N s          O s

 P s              Q x              R x             S             T               
                 Pis              Pi              Kr             Kr 

U x              V x              W
Vic             Vic             Vic.

12 are on Gal. 5 are slept

Day 12 Clear 57 Deg No Enc.


Day 13 They arrive in Myth Dranor No Enc. to the city. They stop at 2:00 and find a spot to camp about 1/2 mi. away from the city.
They rest and re-memorize spells.
Day 14 They have no enc. and go into the city early

Go toward the city.. The leader rolls a d10 to determine their entrance point to the the city. A 10 indicates due west of the city is entrance point.
They go to the Burrial glen, but pass around it and go to the west.
They enter at pencil spot x2
Pis. glimbes a tree. Stal. uses his boots of flying. They go off with a loud bang; stallen teleports 30' in a random direction and those who fail ST are deaf for 1d3 TURNS!
St. 2 T.,Tim. 2t are deaf.
They summon something (Random Enc) but they retreat immediatly and so can observe and get +$ to surprise roll.
They see 3 porcupines.
They return to the same spot and Stallen does a Mahali and conjures a gate into the Elemental Plane of Fire.
They retreat and go quickly to the south. 
Bldg 1877 The Crownfrost Towers. Krom climbs the tower and stands on top looking out. The top of the roof is freezing, so he comes quickly down but sees the dawn spire.
The DawnSpire is at 1813
They move to the tower with no encounters.
They walk around to see a gate.
The wall is made of all different kinds of wtone. It was made from the ruins of stone in the fallen buildings neqwarby joined with cem ent (Morter)
They have an encounter as they are looking for a way in 50% chance of being Priest
It is a monster!
Giant Badger (2)
They are the pets of the priests inside.
They are being watched by the priests.
The gate is made of a steel  alloy and has a small peep hole that slide aside so the priests may talk to them.
The peep hole slides aisde. Gal. shows her ring ands explanes thier quest.
She lets them in. They cast a know Align. The first cast the spell goes wild and causes 40' x10' fire breath. The other sastering priest passes gal and they beckon for the party to enter the Wall.
They go in and are questioned by the priests.
Kalear is the old second in command of the holyness. He is a cloistered cleric.
The high priestess is named Alaecathra.
They priests are nice to the party and offer to help them all they can.
TIME STOP


Text Account:
Pisheo is leader.
They are in the Dawnspire (temple to Lathander in Myth Dranor).
They arrived in the temple at about 2:00 and 1.5 hrs have passed.
Talking to the Abbess, Aleacathra.
She tells them of the Alhoon, The Phariem, the baterzoo and something of other monsters. She thanks them for returning the font, and tells them they may find a refuge at the Dawnspire at any time they choose. She answer some questions of theirs.
The party is led outside to witness the dusk ceremony.
They are led to their place of camping within the walls. She tells them of Windsong TOwer and offers to accompany them there. They spend then night and after the dawn ceremony tell Loretheria that they will go with her.
They memorize spells and prepare to leave. Alecathra casts Prot/Evil 10' Rad. (lasts for 2.5 hrs)
GAL SPELLS - Armor-gal. St. on Pisheo, St. on Timber.
Stallen SPELLS - Invis. and Potion of Vitality Immmune to disease and poison heals 6 HP per day.
They pass out into the city.
Gal.s ring of Gate tells her of the gate rune, but thw Wld magic turns her invisible. This will last until she attacks.
They approach the building cautiously.
Stal. gets a couple of stones from the rubble.
They jump into the square gate at the same time.
They arrive in the entry room and are attacked by Shadows within 2 rounds.
14 Shadows
Rounds xxxx
A 24            B 11            C 22            D 29            E 12
Pi -4-5         Dro             Vic             Krom -7

F 18            G 5             H 29            I 22            J 19
t               t               t               t               Lor Dest

K 8             L 25            M 7             N 13       
t               t               t               t

Gal uses ring of inv. W.M. - Turns 180 deg around
St. Uses potion
Timber turns 8
Vict turns 8 more
Gal lasts 20min   Pi lasts 40 min  Krom last 60 min
TT
They move to the door to 3
A 9
Dro-5-12

B 9             C 9
Sta Cro Orb -3  Pi -5
Lor-2           Ti
                Vic-7

D 9             E 9
Gal. -6         Gal -6
Dromar sleeps the rest
RR

Go to N. Door
T (40 min)
Looking around Searching alcove for s. doors T

Enc. - Shadows
A 24            B 11            C 22            D 29            E 12
Pi -4-5         Dro             Vic             Krom -7
t               t               t               t               t
F 18x            G 5             H 29            I 22            
Tim-7           t               t               t  
Pi-9-5

K 8             L 25            M 7             N 13 x    
t               t               t               Krom-19    

RRR
T Back to the door to R. 4 - 
Stallen takes the cloth-0the party continues following timber tracking the killers of the gorgon.
They got to R. 8 T
They open the door, but slam it shut when the statue points.
They go away to the south
They go to R. 12 and look in They debate the wisdom of entering.
Dro. does his true seeing glases and W.M. starts a wall of fire that burns Lore, Stal, pishe, and gal.
They save for their items ect,
TIME STOP at 2hrs 10min and 10 min from temple (20 more of Prot. E.


Text Account:
They go to R. 12 and look in They debate the wisdom of entering.
Dro. does his true seeing glases and W.M. starts a wall of fire that burns Lore, Stal, pishe, and gal.
They save for their items ect,
TIME STOP at 2hrs 10min and 10 min from temple (20 more of Prot. E.
T Krom goes into the circle of purple radience and takes the missles from the dragon. 
T
Gal. and Krom hit for 25+ HP of dammage and the dragon head expledes. Irom opens the chest and sees gold: hands the chestss out of the circle, then runs and jumps out. The tail of the Dragon skeletonb hits but he is outside. 
TT No enc. They pour the coins into the bog o holding and edxamine them.
T
They go into RM 14 They play around a bit (find ashes!)
They open 14 and close it before they find out what is inside.
T
To rm 13 open door, they take a quick look and leave
To Rm 2 they spend some time checking this one out.
TT
Looking down and going to s. door in E wall.
TT
T
They goe to rm 9  Find staff, nothing else. They use it on Krom. WM=+2 to hit all weapons w/glow for 1 turn
They look for secret doors and find none. They go up to the corredore with rms 5 and 6 off it.
T The stop in the corredor and search for s. doors. The spider attacks.
The 3rds dpifrt syysvkd.

A 9              B 9           C 9
-7Dro-9Phanto    -6 Da         -4 Pha Sytuned
Into rm 7, they ruin the illusion.
T
They go to room 17 and open the door.Dromar enters the room. Vict., Gal. search.
They go to room 16 to 15 (Cont.. Darkness w/dispell light 
they search room forf 40 mn
They search interveining room
TT
Searfchin 16 for 30 min
They go to rm 2 and search for 20min


Text Account:
Krom is leader
Lisa and Gordon Play in the Stone House.
Gal., Sol-Krom
They are in Rm. b14 where they time stopped where they were healing from the frogs. (Frogs are in Rm. b15)
RRStrength spell on Sol and on Gal. 
RHaste spell on Sol, Gal, and krom are hasted.
Open the door 
Gal casts Morhans Iceball
They are getting in! 20 get in!
Sal xx
Gal x
Newchar get 12 5
RRRR
Karkum is the cleric of Helm (LN)
NAME:Markum

CLASS:CLERIC
RACE:HUMAN
SEX:MALE
LEVEL:8
HIT POINTS:31 - 7
ALIGNMENT:LAWFUL NEUTRAL
SEC. SKILL:SHIPWRIGHT

STR [ 07  ] TO HIT:-1  DAMAGE:+0
INT [ 13  ] 
WIS [ 18  ] MAGICAL ATTACK ADJ:+4
DEX [ 06  ] REACT/ATTACK:+0  DEFENSE:+1
CON [ 10  ] HITS:+0  SYS:70%  RES:75%
CHA [ 17  ] REACTION ADJ:+30%

HEIGHT:6'0"    MOVEMENT BASE:12"(6")
WEIGHT:201LB   CARRYING CAPACITY:350GP
THACO:17       ARMOR CLASS:6(6)

LANGUAGES:COMMON, LAWFUL NEUTRAL, SILVER DRAGON, ETTIN, KOBOLD

SPECIAL:
 CAN'T USE EDGED WEAPONS
 TURN UNDEAD

SPELLS:
 CLERICAL SPELLS: 5 5 4 3

TURN UNDEAD: SKELETON:D*, ZOMBIE:D, GHOUL:D, SHADOW:D, WIGHT:T, GHAST:T, WRAITH:4, MUMMY:7, SPECTRE:10, VAMPIRE:13, GHOST:16, LICH:19, SPECIAL:20

SAVING THROWS:
 PARALYZE, POISON OR DEATH MAGIC:7
 PETRIFY OR POLYMORPH:10
 ROD, STAFF OR WAND:11
 BREATH WEAPON:13
 SPELL:12

PROFICIENT WEAPONS:FLAIL, STAFF, MACE

WEAPON IN HAND:STAFF (1-6)

ARMOR WORN:SCALE MAIL, SHIELD

EQUIPMENT:STAFF, FLAIL, SCALE MAIL, SPELL COMPONENTS, HOLY SYMBOL(SILVER), LEATHER BACKPACK, WATERSKIN, CLOAK, RATIONS, LEATHER BOOTS, BEDROLL, SHIELD, NEEDLE & THREAD, TINDER BOX, WOODEN MALLET & STAKES, IRON SPIKES, BANDAGES, TORCH

MONEY:
 PLATINUM:24        GOLD:556
 ELECTRUM:298       SILVER:22
 COPPER:12
Allignment - Chaotic Neutral
Possessions - Exceptional
Apparent Age - Ancient
General - Dirty
Sanity - Neurotic
General Tendencies - Moody
Personality - Forceful
Disposition - Morose
Intellect - Anti-intellectu
Nature - Quiotic
Materialism - Intellectualist
Honesty - Truthful
Bravery - Foolhardy
Morals - Aesthetic
Piety - Average
Energy - Normal
Thrift - Thrifty
Interest - Legends
Collections - Knives
T
 He leads them into the narrow hallway and the door disappears
They go into b16 and find the standard stuff.
Sol pokes his head into m12 and 
TTT
Search for traps
They open the door into b16; they go into the room.
It is a alchemists lab. Central trestle table and a iorn stand with bits of glass tubing and alhambicksGot to east wall search for doors.
T No Enc.
TT Sol pokes his head up; the mad librarian see him and throws a charm which he saves against. The librarian invites them up into the room. He has a favorable role and tells them somthing about what is now going on.

They poke their heads up They enter 
The librarian is crezy and has wild eyes and a shaking hand (it switches from r.t to lf.)
They want to search M12 the library for 20 min. trying to find something out of the ordinary. He has 3 spell books scattered around. For every 20 min searched, there is a 10% chance of finding one.
Krom touches the statue and his foot grows 2' long and 8" wide on his left leg. His dex and movement is 1/2 of normal.
This will last for 27 Hours.
Gal. Finds the book the Scalmagdrion Forgotten realms cyclopedia page 89-90.
She casts a read magic spell and the librarian does not notice.
She finds out what some of the spells in the book are. She triest to destract the librarian so she can steal the book, but he is not fooled.
They decide to leave.
TT
They go into m6 where there are 5 werewolves who a re morose but resigned to their fate. They will appear first in human form and then attack as wolves.They look real sad. Dressed in out of date court costume.  They will attack on a reaction roll below suspicious. They let the party pass they open the doo to the corredor quickly.
T
They find a zombie closet with 20 zombies.

ZOMBIES (x20); AC 8; MV 6"; HD 2D8; HP 
11(xxxxx5), -9Gal/-12 Krom/-8-7 Sol/-12 gal/-15
10(xxx3), -18 Krom/-16 Markum/-11 Krom
4(xxxxxx6),  -16 Krom/-15 Krom/-17 Krom/-5 Sol/-13 krom/-12krom
12(xx2),  -18 Krom/-14 Krom/
8(xxx4);  -16 Sol/-18 Krom/-11 Krom/-8Sol
#AT 1; DMG 1-8; SD IMMUNE TO SLEEP, CHARM, COLD; INT NON; AL N; SIZE M;
THAC0:16
They run down the correcor and fall down the illusionary floor. The rest of the party jumps down into room b15 the armory.
T Gal. stays above invisible and watches
T No Enc.
Open door to b15A
Opening door to b15b (Treasure Rooom) - Protected by a 

NAME: Gluper Gars                   FREQUENCY: UNCOMMON
# APPEARING 1 d10
MOVEMENT:6''
ARMOR CLASS: 3                           HIT DICE: 3
# ATTACKS: 1
DAMAGE/ATTACK:1d10
INTELLIGENCE:ANIMAL                       ALIGNMENT:NEUTRAL GOOD
SIZE: SMALL
SPECIAL ABILITIES:NONE      SPECIAL DEFENSE:NONE
XP: 30  + 3 /hp

DESCRIPTION

HEAD:HORSE-LIKE                           HEAD ADORNMENT:CREST/PEAK
APPEARANCE:SKELETAL                       EARS:TRUMPET-LIKE
EYES:BLUE     HUGE, FLAT
NOSE:FLAT, MISSHAPEN                      MOUTH:TUSHED
BIPEDAL: BIRD-LIKE
CHARACTERISTICS:FAT         BROAD
TAIL:DOG-LIKE               BACK:NORMAL
SKIN:SCALED                 COLORATION:GRAYISH/ WHITISH
BODY ODOR:SWEATY                          WINGS:NONE
HANDS:PINCERED                            LEGS/ FEET:HUMAN-LIKE
(7 more are gated in) total 8 -
A 15                    B 13                 C 20               Dx 13
Turned into B. Slug     - Held by stone grasp -16-14 Forcehand/Mo  -13 Krom

E x11              Fx9              Gx 22              Hx 10
-18 Sol           -15 Gal          -16 Mar           -17 Krom
RRR                               -8 Sol
Treasure in chests (1/2 gold in each. Gems in 1st, Jewels in 2nd. Scrolls in 1st, Weapons in 2nd)
10454 GP
15 GEMS - TOTAL VALUE 1967 GP
9 JEWELRY - TOTAL VALUE 15890 GP
xxxMAGIC-USER SCROLL OF (FEATHER FALL, JUMP, SHATTER, MINOR GLOBE OF
xxxINVULNERABILITY, CHARM PLANTS, MASS INVISIBILITY, INCENDIARY CLOUD)
xxxSCROLL OF PROTECTION FROM UNDEAD
MEDALLION OF ESP (30' RANGE WITH EMPATHY)
SHIELD +1
LONGSWORD +1/+2 VS. MAGIC-USING & ENCHANTED CREATURES
Krom moves the 1st chest, it blows up and the scrolls are destroyed. The medallion saves.
Krom intentionally set off the other trap. The weapons save.
They count gold, look at stuff and put things together.
Carnelian           150 gp.          Chrysoberyl         100 gp.
Fire Opal           500 gp.         Garnet               80 gp.
Chalcedony          100 gp.          Citrine             50 gp.
Chrysoberyl         200 gp.          Oriental Amethyst   1000 gp.
Sardonyx            100 gp.          Jade                100 gp.
Bloodstone          65 gp.           Moss Agate          10 gp.
Banded_Agate        16 gp.           Oriental Emerald    275 gp
Oriental Topaz      1000 gp.         
GOLD EARRING - 700 GP SILVER & GOLD ARM BAND - 1000 GP SILVER & GOLD RING - 600 GP SILVER & GOLD SEAL - 500 GP BEJEWELLED SILVER CLASP - 1000 GP
BEJEWELLED GOLD ANKLET - 500 GP PLATINUM CLASP - 2000 Gp SILVER BELT - 600 GP
PLATINUM CHAIN - 170 GP BEJEWELLED GOLD DECANTER - 300 GP


Text Account:
Krom is leader
Lisa and Gordon Play in the Stone House.
Gal., Sol-Krom
They are in Rm. b14 where they time stopped where they were healing from the frogs. (Frogs are in Rm. b15)
RRStrength spell on Sol and on Gal. 
RHaste spell on Sol, Gal, and krom are hasted.
Open the door 
Gal casts Morhans Iceball
They are getting in! 20 get in!
Sal xx
Gal x
Newchar get 12 5
RRRR
Karkum is the cleric of Helm (LN)
NAME:Markum

CLASS:CLERIC
RACE:HUMAN
SEX:MALE
LEVEL:8
HIT POINTS:31 - 7
ALIGNMENT:LAWFUL NEUTRAL
SEC. SKILL:SHIPWRIGHT

STR [ 07  ] TO HIT:-1  DAMAGE:+0
INT [ 13  ] 
WIS [ 18  ] MAGICAL ATTACK ADJ:+4
DEX [ 06  ] REACT/ATTACK:+0  DEFENSE:+1
CON [ 10  ] HITS:+0  SYS:70%  RES:75%
CHA [ 17  ] REACTION ADJ:+30%

HEIGHT:6'0"    MOVEMENT BASE:12"(6")
WEIGHT:201LB   CARRYING CAPACITY:350GP
THACO:17       ARMOR CLASS:6(6)

LANGUAGES:COMMON, LAWFUL NEUTRAL, SILVER DRAGON, ETTIN, KOBOLD

SPECIAL:
 CAN'T USE EDGED WEAPONS
 TURN UNDEAD

SPELLS:
 CLERICAL SPELLS: 5 5 4 3

TURN UNDEAD: SKELETON:D*, ZOMBIE:D, GHOUL:D, SHADOW:D, WIGHT:T, GHAST:T, WRAITH:4, MUMMY:7, SPECTRE:10, VAMPIRE:13, GHOST:16, LICH:19, SPECIAL:20

SAVING THROWS:
 PARALYZE, POISON OR DEATH MAGIC:7
 PETRIFY OR POLYMORPH:10
 ROD, STAFF OR WAND:11
 BREATH WEAPON:13
 SPELL:12

PROFICIENT WEAPONS:FLAIL, STAFF, MACE

WEAPON IN HAND:STAFF (1-6)

ARMOR WORN:SCALE MAIL, SHIELD

EQUIPMENT:STAFF, FLAIL, SCALE MAIL, SPELL COMPONENTS, HOLY SYMBOL(SILVER), LEATHER BACKPACK, WATERSKIN, CLOAK, RATIONS, LEATHER BOOTS, BEDROLL, SHIELD, NEEDLE & THREAD, TINDER BOX, WOODEN MALLET & STAKES, IRON SPIKES, BANDAGES, TORCH

MONEY:
 PLATINUM:24        GOLD:556
 ELECTRUM:298       SILVER:22
 COPPER:12
Allignment - Chaotic Neutral
Possessions - Exceptional
Apparent Age - Ancient
General - Dirty
Sanity - Neurotic
General Tendencies - Moody
Personality - Forceful
Disposition - Morose
Intellect - Anti-intellectu
Nature - Quiotic
Materialism - Intellectualist
Honesty - Truthful
Bravery - Foolhardy
Morals - Aesthetic
Piety - Average
Energy - Normal
Thrift - Thrifty
Interest - Legends
Collections - Knives
T
 He leads them into the narrow hallway and the door disappears
They go into b16 and find the standard stuff.
Sol pokes his head into m12 and 
TTT
Search for traps
They open the door into b16; they go into the room.
It is a alchemists lab. Central trestle table and a iorn stand with bits of glass tubing and alhambicksGot to east wall search for doors.
T No Enc.
TT Sol pokes his head up; the mad librarian see him and throws a charm which he saves against. The librarian invites them up into the room. He has a favorable role and tells them somthing about what is now going on.

They poke their heads up They enter 
The librarian is crezy and has wild eyes and a shaking hand (it switches from r.t to lf.)
They want to search M12 the library for 20 min. trying to find something out of the ordinary. He has 3 spell books scattered around. For every 20 min searched, there is a 10% chance of finding one.
Krom touches the statue and his foot grows 2' long and 8" wide on his left leg. His dex and movement is 1/2 of normal.
This will last for 27 Hours.
Gal. Finds the book the Scalmagdrion Forgotten realms cyclopedia page 89-90.
She casts a read magic spell and the librarian does not notice.
She finds out what some of the spells in the book are. She triest to destract the librarian so she can steal the book, but he is not fooled.
They decide to leave.
TT
They go into m6 where there are 5 werewolves who a re morose but resigned to their fate. They will appear first in human form and then attack as wolves.They look real sad. Dressed in out of date court costume.  They will attack on a reaction roll below suspicious. They let the party pass they open the doo to the corredor quickly.
T
They find a zombie closet with 20 zombies.

ZOMBIES (x20); AC 8; MV 6"; HD 2D8; HP 
11(xxxxx5), -9Gal/-12 Krom/-8-7 Sol/-12 gal/-15
10(xxx3), -18 Krom/-16 Markum/-11 Krom
4(xxxxxx6),  -16 Krom/-15 Krom/-17 Krom/-5 Sol/-13 krom/-12krom
12(xx2),  -18 Krom/-14 Krom/
8(xxx4);  -16 Sol/-18 Krom/-11 Krom/-8Sol
#AT 1; DMG 1-8; SD IMMUNE TO SLEEP, CHARM, COLD; INT NON


Text Account:
They are in the city of Lastket outside the Stone House.
Dromar is the Leader
They meet Sal (Ted's character in the (White Horsed Sleigh).
He agrees to join them.
They head off to the Temple of Torm. 
The templle now has a sod wall 10' high arouynd it with a rather flimsy gate of wood which stands open. They are greeted at the gate by Arnortha (the high priestess). They tell her what they have beenb doing (about 40% skipping anything about other planets) and she tells them about what is goning on around the HOS. She tells them that there have been kidnapings, cattle mutilations, and a farm has been burned down and the family kidnapped.
They give the priests vellum to make 6 spells; they say they will be ready in 2 weeks. They head off for the house of stone.
I loose the info because of a power out (kicked the plug out) and Vic,Stal, Darcon,Phan arrive. (10:20)
They see the stone house and watch/observe it for 10 min. They think about casting some spells.
They approach the HOS from the East.
They are roip0ing the party together.They swirling winds blow at 30mph at the edge and the wind chill factoir because of the lowered temp. makes the temp. about 015 deg.They take 5 min to work on strategy. 
ENC roll none.
They enter into the fog via a dimension door. They can not go into the HOS using this device, but they arrive right outside the house itself. Since they go in withoout
Dro, Asug, Pisheo is blown off their  feet. They make their dex roll and only loose their feet. Shen cast anohther dim ddoor into the house. It immediatly attacks with a psudo pod.
They make a shield break and go along the wall in a Counter clockwise into the wind.
They see a hole in the wall (s. door) 
T T T they find the way to go in and open the door. 
They attack the Inv. Stalker in Rm b14Inv. Stalker AC3 8HD 18GHO AC3 4-16 Dam.
-9 Krom He attacks qand is attacked.
Dromar is blinded for 5 rnds when he tries to use his Glasses.
RRT
They take stalk and map the room 
R
T they search the place where the Stalker dissappered.
They listen to the doors. They hear nothing.
T
They go through the door on the left into room b14b.
RRRRInto B14A Back to B14B
T Searching for s. doors.
No Enc. They find nothing.]
T Back into B14A No find.
TTT They rest in Rm b14.
The door appears into b123. 
30 frogs per level will come into the room Their Thaco is 20 Poison does 3d8HP if fail, 1d8 if save.
Krom is poisoned for 15 HP
RRR
Timber 2
Asug 20
Drom 26,3
Sal 15,7
Shen 21
St.3,2,4
Gal 21
Phan.7
Dar1 4,9
pi. 2
krom 6
Krom xxxxxxxxxxxxxxxxxxxxxxxxx
Shen x
Vict.xxxxxxxxxxxxxxxxxxxxx
Gal. xxxx
Pi xxxxxxxxxx
Asug x
Droxxxx
dar.xxxxx
Tim xxxxx
Salxxxx
Phanxxxxx

Phanx
(58)
They are heavily damaged by the frogs, but Gal. and St. find an antidote and prevent additional dammage from being taken by several of the party members. ST. gets an extra 50EXP, and they cast lots of healing.
time Stop in Room B14


Text Account:
Krom is leader
Lisa and Gordon Play in the Stone House.
Gal., Sol-Krom
They are in Rm. b14 where they time stopped where they were healing from the frogs. (Frogs are in Rm. b15)
RRStrength spell on Sol and on Gal. 
RHaste spell on Sol, Gal, and krom are hasted.
Open the door 
Gal casts Morhans Iceball
They are getting in! 20 get in!
Sal xx
Gal x
Newchar get 12 5
RRRR
Karkum is the cleric of Helm (LN)
NAME:Markum
CLASS:CLERIC
RACE:HUMAN
SEX:MALE
LEVEL:8
HIT POINTS:31 - 7
ALIGNMENT:LAWFUL NEUTRAL
SEC. SKILL:SHIPWRIGHT

STR [ 07  ] TO HIT:-1  DAMAGE:+0
INT [ 13  ] 
WIS [ 18  ] MAGICAL ATTACK ADJ:+4
DEX [ 06  ] REACT/ATTACK:+0  DEFENSE:+1
CON [ 10  ] HITS:+0  SYS:70%  RES:75%
CHA [ 17  ] REACTION ADJ:+30%

HEIGHT:6'0"    MOVEMENT BASE:12"(6")
WEIGHT:201LB   CARRYING CAPACITY:350GP
THACO:17       ARMOR CLASS:6(6)

LANGUAGES:COMMON, LAWFUL NEUTRAL, SILVER DRAGON, ETTIN, KOBOLD

SPECIAL:
 CAN'T USE EDGED WEAPONS
 TURN UNDEAD

SPELLS:
 CLERICAL SPELLS: 5 5 4 3

TURN UNDEAD: SKELETON:D*, ZOMBIE:D, GHOUL:D, SHADOW:D, WIGHT:T, GHAST:T, WRAITH:4, MUMMY:7, SPECTRE:10, VAMPIRE:13, GHOST:16, LICH:19, SPECIAL:20

SAVING THROWS:
 PARALYZE, POISON OR DEATH MAGIC:7
 PETRIFY OR POLYMORPH:10
 ROD, STAFF OR WAND:11
 BREATH WEAPON:13
 SPELL:12

PROFICIENT WEAPONS:FLAIL, STAFF, MACE

WEAPON IN HAND:STAFF (1-6)

ARMOR WORN:SCALE MAIL, SHIELD

EQUIPMENT:STAFF, FLAIL, SCALE MAIL, SPELL COMPONENTS, HOLY SYMBOL(SILVER), LEATHER BACKPACK, WATERSKIN, CLOAK, RATIONS, LEATHER BOOTS, BEDROLL, SHIELD, NEEDLE & THREAD, TINDER BOX, WOODEN MALLET & STAKES, IRON SPIKES, BANDAGES, TORCH

MONEY:
 PLATINUM:24        GOLD:556
 ELECTRUM:298       SILVER:22
 COPPER:12
Allignment - Chaotic Neutral
Possessions - Exceptional
Apparent Age - Ancient
General - Dirty
Sanity - Neurotic
General Tendencies - Moody
Personality - Forceful
Disposition - Morose
Intellect - Anti-intellectu
Nature - Quiotic
Materialism - Intellectualist
Honesty - Truthful
Bravery - Foolhardy
Morals - Aesthetic
Piety - Average
Energy - Normal
Thrift - Thrifty
Interest - Legends
Collections - Knives
T
 He leads them into the narrow hallway and the door disappears
They go into b16 and find the standard stuff.
Sol pokes his head into m12 and 
TTT
Search for traps
They open the door into b16; they go into the room.
It is a alchemists lab. Central trestle table and a iorn stand with bits of glass tubing and alhambicksGot to east wall search for doors.
T No Enc.
TT Sol pokes his head up; the mad librarian see him and throws a charm which he saves against. The librarian invites them up into the room. He has a favorable role and tells them somthing about what is now going on.

They poke their heads up They enter 
The librarian is crezy and has wild eyes and a shaking hand (it switches from r.t to lf.)
They want to search M12 the library for 20 min. trying to find something out of the ordinary. He has 3 spell books scattered around. For every 20 min searched, there is a 10% chance of finding one.
Krom touches the statue and his foot grows 2' long and 8" wide on his left leg. His dex and movement is 1/2 of normal.
This will last for 27 Hours.
Gal. Finds the book the Scalmagdrion Forgotten realms cyclopedia page 89-90.
She casts a read magic spell and the librarian does not notice.
She finds out what some of the spells in the book are. She triest to destract the librarian so she can steal the book, but he is not fooled.
They decide to leave.
TT
They go into m6 where there are 5 werewolves who a re morose but resigned to their fate. They will appear first in human form and then attack as wolves.They look real sad. Dressed in out of date court costume.  They will attack on a reaction roll below suspicious. They let the party pass they open the doo to the corredor quickly.
T
They find a zombie closet with 20 zombies.

ZOMBIES (x20); AC 8; MV 6"; HD 2D8; HP 
11(xxxxx5), -9Gal/-12 Krom/-8-7 Sol/-12 gal/-15
10(xxx3), -18 Krom/-16 Markum/-11 Krom
4(xxxxxx6),  -16 Krom/-15 Krom/-17 Krom/-5 Sol/-13 krom/-12krom
12(xx2),  -18 Krom/-14 Krom/
8(xxx4);  -16 Sol/-18 Krom/-11 Krom/-8Sol
#AT 1; DMG 1-8; SD IMMUNE TO SLEEP, CHARM, COLD; INT NON; AL N; SIZE M;
THAC0:16
They run down the correcor and fall down the illusionary floor. The rest of the party jumps down into room b15 the armory.
T Gal. stays above invisible and watches
T No Enc.
Open door to b15A
Opening door to b15b (Treasure Rooom) - Protected by a 

NAME: Gluper Gars                   FREQUENCY: UNCOMMON
# APPEARING 1 d10
MOVEMENT:6''
ARMOR CLASS: 3                           HIT DICE: 3
# ATTACKS: 1
DAMAGE/ATTACK:1d10
INTELLIGENCE:ANIMAL                       ALIGNMENT:NEUTRAL GOOD
SIZE: SMALL
SPECIAL ABILITIES:NONE      SPECIAL DEFENSE:NONE
XP: 30  + 3 /hp

DESCRIPTION

HEAD:HORSE-LIKE                           HEAD ADORNMENT:CREST/PEAK
APPEARANCE:SKELETAL                       EARS:TRUMPET-LIKE
EYES:BLUE     HUGE, FLAT
NOSE:FLAT, MISSHAPEN                      MOUTH:TUSHED
BIPEDAL: BIRD-LIKE
CHARACTERISTICS:FAT         BROAD
TAIL:DOG-LIKE               BACK:NORMAL
SKIN:SCALED                 COLORATION:GRAYISH/ WHITISH
BODY ODOR:SWEATY                          WINGS:NONE
HANDS:PINCERED                            LEGS/ FEET:HUMAN-LIKE
(7 more are gated in) total 8 -
A 15                    B 13                 C 20               Dx 13
Turned into B. Slug     - Held by stone grasp -16-14 Forcehand/Mo  -13 Krom

E x11              Fx9              Gx 22              Hx 10
-18 Sol           -15 Gal          -16 Mar           -17 Krom
RRR                               -8 Sol
Treasure in chests (1/2 gold in each. Gems in 1st, Jewels in 2nd. Scrolls in 1st, Weapons in 2nd)
10454 GP
15 GEMS - TOTAL VALUE 1967 GP
9 JEWELRY - TOTAL VALUE 15890 GP
xxxMAGIC-USER SCROLL OF (FEATHER FALL, JUMP, SHATTER, MINOR GLOBE OF
xxxINVULNERABILITY, CHARM PLANTS, MASS INVISIBILITY, INCENDIARY CLOUD)
xxxSCROLL OF PROTECTION FROM UNDEAD
MEDALLION OF ESP (30' RANGE WITH EMPATHY)
SHIELD +1
LONGSWORD +1/+2 VS. MAGIC-USING & ENCHANTED CREATURES
Krom moves the 1st chest, it blows up and the scrolls are destroyed. The medallion saves.
Krom intentionally set off the other trap. The weapons save.
They count gold, look at stuff and put things together.
Carnelian           150 gp.          Chrysoberyl         100 gp.
Fire Opal           500 gp.         Garnet               80 gp.
Chalcedony          100 gp.          Citrine             50 gp.
Chrysoberyl         200 gp.          Oriental Amethyst   1000 gp.
Sardonyx            100 gp.          Jade                100 gp.
Bloodstone          65 gp.           Moss Agate          10 gp.
Banded_Agate        16 gp.           Oriental Emerald    275 gp
Oriental Topaz      1000 gp.         
GOLD EARRING - 700 GP SILVER & GOLD ARM BAND - 1000 GP SILVER & GOLD RING - 600 GP SILVER & GOLD SEAL - 500 GP BEJEWELLED SILVER CLASP - 1000 GP
BEJEWELLED GOLD ANKLET - 500 GP PLATINUM CLASP - 2000 Gp SILVER BELT - 600 GP
PLATINUM CHAIN - 170 GP BEJEWELLED GOLD DECANTER - 300 GP


Text Account:
Big party again! 
Time Start in Rm b15b.
They go back into b15a and the door has disappeared! They wait for 20 min and open the door into the armory B15. From there, they go into the corredor. They open the door into the room with the frogs b13 and try to close. Three of the frogs get out and attack, but they are quickly killed.
Gal sees a secret door in the e. wall (b17)
TT
They move into b17 and search. It is filled with straw. They  find the plow and SSt. Does a legend lore. It succeeds. 
T
The house is more active, the doors are changing every turn.
They enter B12 and there is a body (skeletal) stuck in the flue of the chimney. Krom frees the spirit trapped there and gets an additional 50 exp. The room is empty otherwise.
TTTNo Enc.
They open the door into B4 the Master Gallery. Stallen glances at5 15 using a mirror and does not look at it long enough to set it off. They move to the statue at 20 and it is a statuesque warrior woman with a spear. The right arm is missing. St. looks at 20 and has a lovely dream of the woman there seducingg him. If he refused her anything, she would attack in the real world as a ghost, but he makes love to her and awakes with no time lag with wet pants and a bequtiful memory. They party enteres B10.
They will ecounter a daemons when they exit from this room. He does not know them, but will attack immediatly.
The heads are 4HDF monsters who do 2d10 dam with their teeth, but they can not leave the wall to attack.
T The rings in their noses are gold are gold. 
They search the couches in the center of the room.
The door dissappears. L. Lore on heads reveals little of interest. The heads will reanimate when someone sits in the chair. They will speak of the glories of the hunt and blood feast.
The door reappeazrs and they leave.They encounter dretches outside the door.


Text Account:
Dromar is Leader
No Marching Order; using minatures
Dretch
AC 4            Move: 9         Int: 5-7             C. E.
# Attacks: 3    1-4/1-4/2-5
Magic Res.-10%
Telepathy, Darkness 15' Rad, Infravision, Teleport W/Out Error, Scare, Stinking Cloud,
Telekinesis, Gete in 1-4 Dretches on 50% roll
The first 2 will attack and hold the party off; the other 2 will be casting spells and gating in more dretch.

When the first 2 D. have gated, they will begin casting additional spells. This gating then spelling will be the pattern for the rest.

A 13x           B 14x           C 10            D 11
-8 Gal          -7 Vic
-33 Krom        -2 Dro
                -4 Sal 
                -9 Gal

RRR
StinkCloud 2rnds. Dro Darkness will last 30 min
The remaining 2 flee to bring back a higher power. There will be attacked by  Bar-lgura (9).
TTTTT They search the room Psionic pulls ring out of nose of wolf and it turns to dust and bones.
They wait in this room in 4 hours
T No Enc.
T They go to the Portrate of Sir Rolmph and talk to it.
They move to room B2 and Stal goes in while it is blue. This will last for 8 rnds.
Lulaby begins in one turn.
They leave in 4 rounds
T No Enc.
T They go to Rm B19 Door Grows shut
T Down to B18 Statue of a mage with drooping eyes.
He will give each mage who touches him a scroll of Sleep
Enc Black Pudding
AC 6            HP 62           Thac0 11                HD 10
                -12 Gal
                -13 Dro (fire)
                -16 Vic
                -34 Krom
Encounter while in Rm 18 With Bar-lgura
TT Dro. touches statue.
Rutkin Rolmph is statue in b18
They leave the room
9 Bar-luga 
A.C. 0       HD 6+6     
A 16            Bx36            C 45x            D 54
-3 Gal          -49 Krom        - 6 Gal         -3 Gal
-11 Crom                        -33-59 Krom     -13 Gal Para.
-29 Krom
These Teleport to the Rear and attack invisible

E 25x            F 21x            G 46x            H 33x
-1-5 Shen       -45 Krom        -33-40 Krom     -14-9 Vic
-10-11 Vic                                         -6-9 Dro
-5 Dro

I 48x
-34-13 Krom

They cast Entangle on the stone floor, lots of darkness, illusions
They kill them (all but 1) and go N
T Listening outside Vestibule.
Close Door and go S
At Apparition Hall
Open C11
Markum is eaten by the mouth and teethwhich swolow Markum.
Det. Traps Brn.
xHeal
xHarm
xClairvoy
Enhance Int +2 Grey
+4 1st Level spells Red
Slow 1/2 Tan
Poison 4d8 Dam Black
Grow 1/4 larger for 1d10 H Lt. Green

Enang-Markum, Stallen, Shenoa, Vict.

RRRRRRRRR
TTT In Room C5 Testing fountains
Time Stop
They want to rest in room


Text Account:
Lucy (Victorex) is leader.
They are in the room with the foutains (C5) and have been there 30 min.
They are goning to cast some spells before leaving this room. Roll for Enc. in 3 Turns.
Stallen draws a prot. from demon lev 1&2 rune on 3 doors in the room.
They use a Nap spell to get new spells for the party. No enc. A total of 70min.
Shenoa tries rejuvination and succeeds.
They are ready to go after spending another 40 min memorizing spells.
No Enc.
They go into the Panting Passage, take a look, clse the door.
THey then open the southOpening the door into the Rolling coredor.
They open the door into e7. The heads want to get out into the rcorredoir. They are harmless. They rooll to the west and hit the wall and dissappear.
T Front room goes into the room. There is a trap in the chair that cuts peoples heasds off. If sitting save vs dex at -8 if standing save at -6 o. If sitting in the chair person will be decapitated. If standing they will take 2d10 of dammage.
This room contrains a dresser, bed, chair (trapped) and foot stool.
The party searches the room for 1 T.
Shen presses down on the chair.
The stool when placed near the chair will turn off the trap in the chair.
another turn Stalleen does they search the room fully.
Krom starps the stool to his back and they leave the room.
They proceed to E1 the laundry.
There are 25 leacdhes in the curtain. They are pale white.
The frnt line looks under the linen curtain to see the hole they are attacked by the leaches (1d20). Krom has 2 leaches attached to him. He doesn't feel them. They do 1d2 per round. They do 10 HP of damage and fall off. Vict see them. Stallen looks too, and has 1 leach on him.
The hole contains a heated wash basen. Sutiable for bating no traps.
Gal has 1 leach. They don't detect them. They fin nothing unusual after searching 10 min. They take the damage and leave the room into the crying corredor.
They look around.They open a zombie closet.
12x,  10x, ,6x 9x, 7x, 8x,      6x,     2x ,    6x
                                -Krom   -Krom   Vicy

17x            2x              8x       4x       9x       6x       12
-98 Vict         -Flee,stal      -Krom    -Krom   -8-12Pis    flees  St -9Tim

10x      4       17x
-14kr  -16Kr     -17Sal
RRRR
T They search the zombie closet and fin nothing. 
Polymorph into squirl if drank or +1 to charisma. 
T Legend lore by St. on fountain in enul. They into D9
They enter the room.
T They search.
If anyone gets into the bed it will try to eat them.
Tey go into d9 and searech .
Time Stop


Text Account:
Lisa is playing solo after the rest of the folks leave (we just couldn't stop!)
They are in D9 around the blue and pink satin bed. There is a 20% chance that a suductive spirit will attemp to lure a player into the be d to get eaten. 
Bed AC6  HD3+3  18HP  att. 1 DAM 1d12
Party is Ga. Sal, Krom and Markum
T At the door to C9
This room has a bed draped in black crepe. 
Omn to room C8.
It is a bed with blue and pink satin with black crepe and a skeleton.
The enter.
The necklace is a necklace of Necklace of alteration.
Back to the hallway, and into cC9 again.
TT2 T Out searching for secret door in the coredor 
The jade frog in the chaple flash green and it will assist them.
This frog contains the soul of the person who died to create the soul of the house it know the location of the heart of the house. It can only speak in ryming riddles and is insane.

"You've come again my friend
I may have wisdom to lend"

"the kind of wisdom i may impart
is of the spot where lies the heart,.."

The heart stays not within one spot."

"Though the heart stays nare the same
it always stays within one plane"

"Yes it is within this plane
the horizontal stays the same"

It is to the east of here?

"To the east  tis true does go
but to the north some to you know"

What does the heart look like.

"While That which you see may in truth appear,
it is feelings which you in truth must fear"

Is it guraded by things?

"Daemons this house and heart do fend
Your fears and pain will some time spend
the death and loss. The beat will end."

They leave and will retun some time when Gal. is less high.
The east door appears and they go throuh it into rm. 
"The door opens into rm. D11
The rust monster is attacking the bed, but will attack the party the next round.
hp 32
-14-15  krom -7 Saul.
The steel bed has the soul ovfc a servent imbeded in it and will help the party though it is dumb.
It was onece a haddsome man who remembers a meadow with small sweet smelling flowers.
They search the S. section.
After searching around, they find the N. wall sec. door into rm E4
Phantasmal killer, Turn both fail
The vampire wants to go with the party.
65 HP
-17-18 Krom
-10 Sal
Rumpilina rolmph the vampire is repulsed by the prot. f. evil of Markum and pleeds to acompany the party to the heart saying she can eat the life force of the house's heart.
Time Stop.
Time Stop


Text Account:
Time Stop in Room E4 - They meet Rumpeilna Rolmph
They talk to her about the curse of the Rolmps and.
They go to room F4.
It appears empty, but green footprints appears as the party walks in.
Dromar detects the illusion and fires an arrow to dispell it.
T They search the room.
Fire trap is near workbench.
T Gal opens red book, dromar opens orange book and sets off trap.
The metal made of whiteish metal is a fire starter which shoots out 1d4 of lightning damage when it touches metal (like armor)
They continue to search the room.
Stallen does his legend lore.
Victorex opens the book of wisdom.
She is transformed into a priest of Sylvanus!!!
She immediatly begins to consecrate herself to Sylvanus for 8 Hours.
Encounter in 6 hours.
With daemons.
ALU-DEMON ; AC 5; MV 12"/12"; HD 6D8+6; 
Stone Skin +8 HP to each taken before damage
HP A 32x                B 27x           38x             D 34
-6-4-5-10 Pi                   -Asug    - Sal           - 13-10-11 Rolm
-7 Mark                 -Gal            -4 dr
                        -8 Vic          -9 Ti
                        -19 kr          -24 Krom-17Vic

#AT 1; DMG BY WEAPON; SA SEE BELOW; SD SEE BELOW; 
MR 30%; INT GENIUS; AL CE;  SIZE M; 
THAC0:13²
SPELLS: CHARM PERSON, ESP, SHAPE CHANGE (INTO HUMANOID FORMS ), 
SUGGESTION, DIMENSION DOOR, 
DRAIN LIFE LVL AT A TOUCH & USE 1/2 ITS ENERGY TO RESTORE OWN HP■USES "ANY" WEAPON, COLD IRON OR MAGIC WEAPONS TO HIT■MOVE MC:C■
CAN DIVIDE ATTACKS AMONG 3 OPPONENTS; 
TYPE IV OR GREATER ARE IMMUNE TO NON-MAGICAL WEAPONS; 
SPELLS: DARKNESS, TELEPORT (NO ERROR), AND GATE.■
CAN'T BE SUBDUED; INFRAVISION; 
HALF DMG FROM COLD, ELECTRICITY, DRAGON OR MAGICAL FIRE, AND GAS. 
CONVERSE WITH ANY INTELLIGENT CREATURE.■
1st LVL MAGIC USER SPELL(S)²CHARM PERSON²FEATHER FALL(x2)²SHOCKING GRASP²²
2nd LVL MAGIC USER SPELL(S)²DETECT²INVISIBILITY(x2)²KNOCK²²
3rd LVL MAGIC USER SPELL(S)²FLY²HOLD PERSON²HOLD PERSON²SUGGESTION²²
4th LVL MAGIC USER SPELL(S)²STONESKIN²WALL OF ICE²WALL OF FIRE(x2)²²
5th LVL MAGIC USER SPELL(S)²CLOUDKILL²FEEBLEMIND²MAGIC JAR²WALL OF STONE²²
6th LVL MAGIC USER SPELL(S)²GEAS²²XP 

R Cast Cloudkill Dro, Shen, Timb are down and will die in 5 rounds
R Cast Feeblemind Krom, Stallen fail
R Markum slow poison on Shenoa - Suggestion-drop weap09ons and wait Asug fails
R Metor S.
R The party kills them all!
TTT TTT TTT TTT 
They will find no doors. They will have to attack the house to get out.
It will reveal the door when they do 30 HP of dam
It will psudopod at 10th lev for 3d6 of dam
They atta ck the house
-7 Dro -8 Tim -18-18 Krom
They beat the room until the door opens into room E4
Time Stop


Text Account:
Time Stop in room E4. Vict. still wants to stop and consencrate himself.
T They go through the Sec. Door in N. and into corredor, Pi find Sec. Door. \
T Looking for way to open.
There is an immiganary ballista Illusion and they all have to save VS dex or take dammage.
They all succeed. The go into another corredor. Krom and Stallen open Door to K11
Fountain changes into a stone giant.
125 HP
-14-51-29 Kr.
-10 Vict.
-10-9 Sal
-15-2 Pish
-12 Dro
-12 Tim
They kill it and rumpelina eats.
It dissappears into the stone of the house.
They heal Krom
They search room...
flask is Full of Potion of Weakness.
They go up  to the Court led by Runic Rolphs shade. He mimics touching the statue in the W. of the Court and They all touch most of their weapons to it. It gives a white glow 10' rad. and +2 to his (no dam) once only. The first hit will dispell the effect.
They return to K11
Time Stop


Text Account:
They timestopped (Lisa and Gordon) where they found the Heart of the house.
Into the room where picture 54.
The suprise is negated as the house is unaware of them.
They start casting spells and the battle is on!!!

R Spells they move into the room
R More spells and they meet the Yycaloth
Nycaloth HP 89
-32 Krom

Dergholoth
A 28 95           B 74 28         C 55 33         D  23  35             E
-5-9gal;        -1-6 gal       -7 Timb  1         -2-5-15pi          -5 Gal
-12 Phan

F  53  45             G 36 78           H 28   
- 10 gal               -3Phan          -1 Phan
- Asug                 - 7 Mark                

Wall 30 HP -11 -5 -5-72-3

RRRRRRR


Text Account:
This is a city adventure which follows the death of the House of stone.
They people are streaming out of the city to find out what is going on.
The first to meet them is Arnortha and the preists.
The prests and Arnortha cast the heal spells on the party.
The mayor and the rest of the town come out to greet the heros.
They throw a party for Local 509 and provide them wilth food and drink and lodging at no cost.
The next morning, the people continue to visit the white horse sleigh to pay their respects.
Dromar is told about the brigands an yavid's position in the town. He is warned about revenge.
The priests of the temple of Tyr organize a funeral and with much ceremony, Asug and Markum are laid to rest near the ruins of the old temple at the top of the hill. 
They are given deed to the land around the House as a gift and told that they now have a seat on the council and that there could be a purchased title of nobility if they wish to collect fees for protection from the people in the surrounding area.
They are talking about building a new building on the sight of the House of Stone.

They will leave the following day for Waterdeep to restore Krom's level.


Text Account:
They are in the small town of Lasket and are talking about what they want to do. 
Krom has to go to Waterdeep for his restoration.
Waterdeep is 72 Miles away and will take 3 days each way. The round trip takes 7 days and during his journey the party heals, receives the scrolls of the Temple, and learns more about the evil preist. The preist has fled to the  encampment outside of town (4 miles NE of town) and will be making ready to give the party trouble.
On the way back Krom is attacked by a mated pair of Leapords and a wereleapord who has a ring of transformation.
Cats 3+2
23 HP                   23 Hp
-22 Flees               -32

Were Panther (as Weretiger)
5HD 37 HP

This is a ring of Lycanthropy on the body of an lod man.
He must transfor and kill some human once in every full moon. Volentaryily or otherwise.

He arrives back in Lasket on the Holliday "Feast of the Moon"
They celebrate that night.
They meet Katreena the next morning. (Cindy II's new vcharacter after Asug died)
Gal. get Spell from Krom in the city.
Party members go up levels.
Gal. gets spell "Room of Secure"?
Krom sells +1 sword to Stallen. Stallen buys chain armor.
Then they get ready to go down into the holes near the HOS.
They arrive at 1:00 at the site.
They go to the 10'x10' slate slab down to stairs W/ rat hole.
Down past door into level 2
Enc. 60 Goblins 1HD AC3  9HP all But 5 (18HD)
St
krom I,I,I,I,I,I,i,i,-5-4,-4-3-3
Pis F,F,F,5,5,9,6,8,3,7,7,3,2,5,2-8,-6
Gal. -5,5,-3,-2,-2
Kat. -3,-3,-2,-2,-5
Shen. -9,3,9,3,8,2,4,7
Tim.-9,7,9,9,10,7-7
St. -1 (on -7 one Knocked unc.)
Vict.-4,-5-7,
They each kill 1 additional 
Into room M then into N
Stallen casts wizard lock on door to tunner away from N.
32sp 125cp.
Into Room L
Cutting blades trap in coffin. It will eviserate anyone opening chest on fail VS 1/2 dex
Contains Mummy 
18HP -5 pi THACO 15 -16 gal 
St. has Leprocay
-3 Cursed sword of backfiring.
Katreena takes sword and is cursed.


Text Account:
They are in the underground area of the House of Stone; 2nd Level , Rm L
They have just searched room and Katrina found the -3 sword of Backfiring.
They are talking about what to doo and where to go from here.
Into Room K Guard Dogs and Townspeople
THACO 17 3HD Guard Dogs 1d3,1d3,1d10  AC 5 Size: M
A 15            B 9             C 21
- 3 Gal         -3 Gal          -5 Gal
-4 Tim           -7-18 Krom     -10-5 Sal
                                -3-5 Pi
Dogs RRR
TTTTTT
Little girl named "Hoorega" 
Old man bangs on door named "Bendet"
"dead baby"
Hanged Man, Skeleton
Krom slings the old man over one shoulder, Sal takes the little piggyback and they leave the dungeon.
T They take them back to the surface.
T Hand them off to the city militia and go back down
Krom goes panther - they go dowwn Hole A13 toware room 1 E.
The King runs down the corred to S. and will try to fall back and protect the rest of his holdings.

RAT STATS:
HD 1 - AC 4 - ATT. 1 - Dam 1d3 - Int 5
A 5x             B 8x             C 8x           D 2 x              E 2 x
-3 Krom         -2 Pi (BG)      -5 Gal        - 2 Gal             -4 Gal
-5 Krom          -8 Tim         -4 Krom  

E 8x              F 8              G 4x              H 3x              I 3x
-2 Pi            -1 Gal           -1 Gal.           -2 Gal          -3 Gal 
-4 Krom         -2-2 Krom           -4 Pi            
- 2 Pi
J 7 x              K 3x              L 2 x             M 3 x          N 5x
-4 Gal            - 3 Kr            -3 Kr            -3 Kr            -7Tim
-5 Pi                                                           

O 4x              P 3 x             Q 2 x            R 4x             S 6x
-4 Gal            -1 Gal           -1 Gal           -2 Gal           -5 Krom
                  -7 Tim           -1 Krom          -2 Pi            -4 Pi

T 4x              U 8x              V 5x              W 7 x             X 4x
-3 Krom           -9 Krom         -2 Krom          -2 Krom          -5 Krom
-3 Krom                           -2 Krom          -5 Tim
                                  -10 Krom
Y 8 x             Z 6x
-5 Tim          -4 Krom
-2 Sal          -11 Sal
-5 Tim
The rest are 
36 Rats in room E
8 Rats are slowed and flee to S.

RRRRRRRRR
They are investigating the mound in the s near the exit.
TTTTTTT
Pi. takes the sword of Kadiko and agrees to wield it.
The search down come corredors and come up hole D4
They get tier bearings and go down hole D4
TTTT
Random Rat Enc wiyh 6
A 3x              B 7x              C 2x              D 6x              E 4x
-2 Krom          -3-12 Krom         -5 Krom          -2 Krom          -12Krom
-5 Krom                                              - 9

F 2 x             G 8 x            H 5 x             I 3 x          J 2
- 3 Krom          -12 Krom          -9 Gal          -9 Gal          -12Krom

RRRRRRRR
TTT Searching room F They dont find the pearls
Digging Krom out of cavein at E11
RRRRRRRRR
Feet
xxxxxxxxxxxxx
6"
xxxx

4" Krom gets turned around and goes NW not NE
xxxx

They return to the surface Hole c15.
6 Militia is there with horses for them all (Gifts of the family of Bendet.
Looska the son of Bendet gives them thanks for saving his father.
They return to the town and are celebrated in the Inn of the White Horsed Sleigh.
They leave to go back to the Underground the next morning.
They get to the place about 11 AM
Go down hole D4
TT Searching corredors
They meet Were Rats who are lead away by Dromar and Katina
They will attempt to trap and attack him if they feel they can (75%)
The rest of the party meeets the Mong. in Rm I
They do not attack. The Mon see the panther aand will flee on 45% or less
They stay.
Reaction roll is friendly, but they are untrusting of the cat and flee.
RRRT No Enc. 
Search Room I and find nothing


Wererats attack Dro and Kat
A 27x           B 24 x           C 27x            D 16x
-5-5-2-6-5 Kat -2 Kat Flee N    -4 Kat          -15 Stuned Dro 
-8 Gal                          -5 Gal           -22 Dro
E 5x             F 17x
-1 Dro FleesSE    -3-15 Dro
-7
RRRRRRR
After defeating the WereRats, they search room J and locate inivsi chest.
They go up and out of the tunnels and spend 30 min counting the coins in the
 chest. Time Stop just outside of opening D4


Text Account:
This is a small game with just Gordon Mike and Lisa.
They are looking at the hole down to D4
Sal, Gal., Krom, Dromar go down
MO:
KROM    SAL
GAL     Dro
tTT searching and mapping
They go don D4 and through some passageways
Going toward H
Sal attack the Mongooses
A 16 x           B 9x             C 10x            D 21x
-10-6-2-6 Sal    -12 Krom        -9 Krom           -6 Sal
                                 -9 Gal            -4-8 Krom
                                                   -4 Drom
RRRRR
They then search the room I and find nothing after 10 Min
They change MO to
Krom            Dro
Gal             Sal
They go back into the passages.
TT Go to the cave in at I9 and Dro. det. unsafe walls and inspects fr 10 Min.
TT They go back aqnd search around
T Dro. searches nr i9
T Dromar searches cave in around c9
T Dromar searches dead end
They take the passage way to the stairs down .
TTT They go to RM 2J Searching room. 
Gal touches monkey and telepots to 3rd story and falls. She returns to party-this takes 20 min.
TT No Enc.
Gal. joins them.
TT They go to Room A
Go to Room I, but none of them can open it.
TT To Room C, they meet the caveman
A 18
Krom in panther form kills the caveman before he tells them anything
TT They search the roomn, they find the left over hamhocks. They find writing near bed saying
I, Ranorek Rolmph will not kill
Me Ranorek no kill
I no kill
as;j;as
They continue to search
They go to RM  Osmandius  asks a riddle, and Gal answers correctly.
TT She is granted a +1 to Strength!
They open the door in the NW and look down the stairs
T Go down to the 3rd level
They find where it meets up with their other maps.
Time Stop.


Text Account:
Time stop at the bottom of the stairway down to the 3rd level.
TT They go down the stairs t lev 4
T They try to open the door.
T Dromar goes wraithform and goes into room !a level 4.
They don't figure out the trap. The huge stone door will fall into the room, breaking the walls and letting the boiling watter pour into the room .
T Up the stairs to room A.
W. to room I
Vic. casts Turn on bats and awakes Rapid Rolmph whos coffin is in the room. He turn gaqs and goes down the corredor 100' They pour H. Water on the coffin and he runs toward them. He stops 30;[ away and casts aud. glam. of his voice where he was before.. Invisible he pturns into a bat and flies to the room. 
Poly. BatIce Storm, Ice Lance, Ice Wall, Paralize,Gas Form, Fear, Ice Poly. Lance,gas form,human
HP 47
- 14 Krom
-9 Sal
-35 Gal.
RRRRRRRRRRR


Text Account:
Time Stop at the end of the vampire attack.
First, work out what happened to Krom
He has gone into room 3-H and will be attack by 25 zombies. One of them is caressa and another is one of the clerics they met in the house of Stone when they rescued Dir Mas.
ZOMBIE (x23); AC 8; MV 6"; HD 2D8; HP 
13(x4), 10(x5), 5(x6), 9(x3), 8(x5); #AT
1; DMG 1-8; SD IMMUNE TO SLEEP, CHARM, COLD; INT NON; AL N; SIZE M; THAC0:16

A 13x            B 5x             C 8x             D 9x             E 10x
-18 Krom        - 19              - 18              - 15            -12

F 13 x           G 10x            H 5x             I 9x             J 8x
- 18            -18             -14                -12               -13

K 10x              L 5x              M 8x              N 5 x             O 8x
- 11              -10                -18                -11             -17

P13x               Q10 Caressa       R 5              S 8 x             T 5x
- 13               - 11              -11               -19              -18

U 5              V 8x              W 13 x             X 10x
-11              -11              -12-13                -12

RRRRRRRRR
Krom kills all the Zombies and then hears Timber calling his name.
Baqck to before battle.
The rest of the prty realizes they are missing members, and go back the way they came to find them. They fin Sal and Shenoa at the 4 way intersectyion, and grteet6 them. Stallen is looking over at them and comes forward.
They start searching for Krom.
T They have been in dungeon 8 hours. Entered at 11:00 it is 7:00.
They decide to go up.
It will take 20 min to go back if they don't make a mapping mistake. (10%)
It takes 20 min to ride on horses back to town.
They go to the White Horsed Sleigh where they have dinner and heal the party some.
They use Vict. Nap spell after healing to get more heal spells.
They rest another day to do heal spells. Later the same day they devide up the possessions of Asug.
The next morning, they leave at 7:30.
They are ambushed by 6 their archers on the way to the dungeon. All arrows tipped with Gaboon Poison.
Save at -2 /to ST. ail = Slow, next day paralysis, and -5HP per day thereafter.

Theives  6 at 4th Level

A 10x Det           B 16              C 19              D 13        E 23
-3                  -5 Gal              -2Gal         -4 Gal       -12 Kat
-7 Tim                                  -7 Pi           -1 Tim
-8 Sal
-11 Krom

F 7 Det
-4 Gal

RRRRRR
The remaining 5 theives flee south and get far enough in front of the party to dissappear. The party gets back on their horses and return to the dungeons.
They arrive at the HOS; it is 8:30
T No Enc. They go down the stairs under the slab of stone.
They go to room I-Level 2
They go into the room. 
T Searching for traps and legen lore on sarcofigus
Mummies HD 6        AC 3            

A) Racy Rolmph HP 22x
-5 Kat
- Sal
-18 Gal
B) Risaque Rolmph  HP 26
-18 Gal

C) Rarinx  HP 19
-20 Shen

D) Rimout  Hp 23
- Krom 
-7-4 Dro
-18 Gal

Wraith HD 5 AC 5
A) Ransack x      HP 20
-17-13

B) Radbury HP 30

RRRRR
Treasure for I - 
9000 SP in Ingots of 10 LBS each 90 total
6600 EP 66 Ingots
10000 GP 100 Ingots
13 lbs off tops of sarc.

10 GEMS - TOTAL VALUE 22950 GP
LARGE STAR RUBY - 10100 GP
HUGE LAPIS LAZULI - 1000 GP
AMBER w/Dinosaur - 1000 GP
LARGE OBSIDIAN - 15 GP
STAR RUBY - 5000 GP
CHALCEDONY - 1000 GP
MEDIUM ROCK CRYSTAL - 50 GP
SMALL RUBY - 1000 GP
HUGE HEMATITE - 70 GP
VERY SMALL GARNET - 9 GP
TTTTTT No Enc. Searching
TTTTT No enc. Sorting
TT They leave the ingots in the scar. and head out.
T St casts Rune VS trip "Levitate" inside door
T St casts Rune VS Spell or become child of 1 year
TT They go to dead end

They go to D and talk to the Bronze head
My life can be measured in hours,
I serve by being devoured.
Thin, I am quick,
Fat, I am slow,
And ever, oh ever,
The wind is my foe.
Victorex is - 1 to Int., Stallen is +1 to Con
They go to room 4-1abc.
They set off trap
They are all in boiling water 
They are  getting out 1 rank at a time.
RRRR (in the water)
They get all of the treasure above then go back to town. No Enc.
They split up the treasure and spend the night in the White Horsed sleigh
Time Stop after they go to bed that night.


Text Account:
Time Stop that night at the White Horsed Sleigh.
They spend an easy night, and arise the next morning. Over breakfast they discuss their plans for the future.
That morning, the architect that was sent for arrives from Waterdeep. He wants 100gp for traveling expences. He is a bard who has grown old, but is still creative.
His name is Jezae and he is a Riddlemaster who has retired
Race   -- Human                Interest --  Architecture    Level: 7
Weapons: Spear (Disguised as a Staff), Dagger, Crossbow
Class   --  Bard (Riddlemaster)Occupation -- Builder/Designer
Sex        -- Male             Morals -- Immoral
Strength   -- 14               General -- Clean
Intelegence -- 15              Intellect -- Active
Wisdom      -- 11              Piety -- Iconclastic
Dexterity   -- 12              Personality -- Causticaly Superior at times
Constitution -- 16             Hit Dice -- d6                HD: 35
Charisma    -- 17              Nature -- Vengeful
Comeliness  -- 11              Materialism -- Average
Allignment  -- Chaotic Neutral Possessions -- None
Age          -- 4              Apparent Age -- Mature
Armor Class  -- 8              Bravery -- Brave+
Favored weapon -- L. sword     General Tendencies -- Kindly
Height in "   -- 62            Disposition -- Morose
Weight in #   -- 146            Honesty -- Average
Hair Color    -- Black         Sanity -- Very Stable
Complexion    -- Pale          Energy -- Energetic
Features      -- Rounded       Thrift -- Average
Social Standing - Upper Middle Collections -- Gems
Loves to speak in riddles. Plays the penny whistle
He has 2 big (250lb) guards. Fighters (2) Brothers Elmo and Buba
ST 17   Dex 13          Con 16
Jezae talks to them about the HOS
They decide to go out the the house of stone to inspect their land. They pause at the bridge while Pi and Tim go on in visible to scout the woods where the were attacked.
TT They find nothing and continue to the site of the house. 
Jazae inspects the land around the house, and scetches the house. He will also map all the holes in the ground, and all the depressions.
They go to H and find the rotted house abandond for over 150 years. There is nothing of interest there, bu they search for 1/2 hour. Find a cellar with a oak door.
They go to the cluser of buildings.
Whitsend River borders their land - their border is 1/2 way into the river.
After mapping the land, they og bak towar the path (they have been in the south part of their land) and Tim goes invisbile and checks out the stand of trees again and finds nothing.
They arrive back in town about 4 hours after leaving.
Jazae makes sketchs in the bar; Gal and Tim tak to Dio Mas. 
She tells them she will be coming to town with Phantooze. She will tell them about the attack of the lobster men on Isis.
They call Phantoozie. He has made a profit again, and has presents for them. He will stop on the rock to buy them something for their new home.
They discuss what they want on their land.
They want to build the school first.
Chickelino answers them and agrees to get Cappy and Dio Mas for a visit. 
It will take a month to 6 weeks for them to get to the HOS.
Jazae makes some recommendations. 
The School. 2 Story (some 3) towers (Guards maybe)
Initial total off buildings 11,600  4  /


Text Account:
This starts with the end of the small adventure with Gal. And Krom.


Text Account:
Experiance Points from 8/28/93 to 2/6/94
Bear 420x6=2520
M.Centipede 175x23=4025
Shadows 650x14=9100
Zombies 9x65=585
Huge Spiders 270x3=810
Zombies 20x65=1300
Gluper Gars 120x8=960
Frogs 85x58=4930
Zombies  20x65=1300
Dretch 4x8000=32000
Black Pudding 5000x1=5000
Bar-Luga 25000=25000
Zombies65x20=1300
Rust Monstter 400x1=400
Rumpolina 3000x1=3000
Aludeamon - 18000x4=72000
Stine Giant - 7000x1=7000
Narcoleth - 26000x2=52000
House of Stone 15000 each player
Guard Dogs 50x3=150
Rats 35x36=1260
Goblins 65x60=3900
Wererats 6x270=1620
Mongoose -4x50=-200
Vampire  3000x1=3000
Zombies 24x651300
Mummy 3000x4=12000
Wraith 3000x26000
40989-Pisheo            420,670,1450,188,623,3000,130,8333,700,4333,15000,433,202,636,478,4222

40586-Galranwyn        420,670,1500,188,623,3000,130,200,8333,700,4333,15000,433,202,636,478,4222

6129-Katreena   433,202,636,478,4222

39907-Dromar            1500,188,623,3000,130,8333,700,4333,15000,433,202,636,478,4222

20102-Darcon            450,188,4333,15000

40208-Victorex  420,670,1500,188,623,3000,130,8333,700,4333,15000,433,636,478,4222

40970-Timber            420,670,1500,188,623,3000,130,8333,700,4333,15000,433,202,636,478,4222

19022-Sal               188,623,3000,130,200,8333,700,4333,15000,202,636,478,4222

42399-Krom              420,670,1500,188,623,3000,130,200,8333,700,4333,15000,1200,433,202,636,478,4222

38988-Stallen           420,670,1500,188,623,3000,130,8333,700,4333,15000,433,636,478,4222

19971-Phanto-z  450,188,4333,15000

15389-Shenoa            188,623,3000,130,833,700,4333,15000,433,202,636,478,4222


They discuss their buildings and their stronghold.
They talk about going to Watersdeep to sell their gems and have some fun.
This is the day after the Architect has completed his initial drawings, and has returned to WD to continue his work and arrange for materials. He will need the 12K gp for the buildings in 6 weeks.
They decide to go back underground at the HOS and investigate further.
They leave the White Horsed Sleigh at 10:00 in the morning. They arrive at the dungeon at 10:30.
They go to Room M. The goblins have not returned in numbers, but they have returned to retreive their stuff. The first encounter on this level will be with searching goblins
They go to room N and repare to search the tunnel to the beech entrance.
Dro. goes Wraith form.
He see 2 goblins and chases them out of the tunnel.
He does a Phant. Force of a shark after they jump in the river. They die!
TT The bodies wash away.
Dromar tries to break the rock off the cliff face with a sword and fails.
Phanto turns into bat and flies down the tunnel to find dromar.
T They return to the party.
T Katrina does a wizard lock on the door to the tunnel "Bat"
They go to the tunnel that slopes up to the rat tunnels.
T Phanto as a bat flies to room E.
He returns to the party and imitates a dead rat.
Flies back through the corredor and after T returns.
They go to room B
They go to the NW and search the room there for 1T
TT They search the openings past this room.
T Down to 3rd level. The search the cold ple room.
T In front of the ice trp door
The water in the ice trap room will solidifvy if any one enters. It will do The moment a warm thing enters the water, the whole room will freeze up doing 1d4 dam per round to anything caught in the room.
T They pass through a dimension door to cross the water room and enter room T 3I THey are looking at the room.
TT They break down the wall of ice between Room I and the vacume room.
They are standing at the opening to Room 4A


Text Account:
Time Stop in corredor on level 4 at entrance to 4A
Gal. is Leader
They cast str. spells
In room J.
Basin - Vict.,Tim.
Pit-Stal.,Sal
Walls-Gal, Pi

Stallen goes down the Pit to the Basilisk
It will detect noise at 30-
See light on 40%
It will wait for him to enter the room.
Stallen see basilisk and lives. He flees back up the hole.
TTTTTT No Enc.
Off to the Doors to 4-4
8' high 1' diameter lock on the door
The doors have huge keyholes. This can be picked at 1/2 the normal roll and will require peitons and such to open correctly.
Pi.,sal. They can't tell how to unlock the doors
The Chitine hear the lock turn and will be ready.
40 Chitines
Trap of web and spikes triggered by those inside. Their are 6 10' nets and spikes around the door . Spikes do 10d each, THACO 15 1per '
They hide in their bubble homes and will attack from ambush.,
Round 1
a 17 x          b 2x            c 8 x           d 7 X           e 9x
-10-10 Vic      -15             -10 Krom        - 6-6 viv       -16 Kr

f 4 x           g 3 x           h 12 x          i 10 x          j 4 x
-10 Gal         -9 Gal          -18 Krom        -16 krom        - 11 Vic

k 17 x          l 12 x          m 10x           n 8 x           o 3x
-18 Krom        -8 She          -2 St.          -2 St.          -11 Tim
                -9 St.          -11 Tim         - 15 Vic.

p 6 x           q 11            r 7 x           s 4 x           t 9
-4-6 Sal        -5 Krom         -7 pi           -6 vic          -12 Krom

u 5 x           v 17 x          w 4 x           x 9 x           y 7x            
-18 Krom        -28 gal         -28 gal         -28 gal         -14 gal


a 17 x          b 2 x           c 8 x           d 7 x           e 9 
-12-12 pi       -6 pi           -6-8 vic        -9 Vic          -8 Vic

f 4 x           g 3 x           h 12 x          i 10 x          j 4 x
-15 krom        -16 kr          -11 kr          -8 Gal          -7 Gal
                                                -6 Vic

k 17x           l 12 x          m 10            n 8             o 3 
-7-8 Vic        -13 Kr          -4 Gal          -7 Gal          -8 Vic
                                - 30 Krom
           
3rd round, they will retreat 8until the cildbrin cast tier spells from the darkness.
A 80x                     B 37 x                    C 53 x
-9-11-18 Vic              -54 Pi                    -19-12-11 Ti
-10-15-13-23Krom                                    -15
RRRRRRRRR
Gal is paralized in 17 rounds. Stabbed in left leg.
-RRR Krom and Tim chase those who flee and kill all but 2 woh get away to hide.
RRRR
They do a slow poison on Gal who was poisoned in R 8. in round 13
At round 13, gal is healed by neutralize poison.
TTTTTT They are searching the bodies and the room
TTT Stallen listens to rooms off of room a with his orb of clairaudiendce and hears nothing.
TTTTTT Nap spell by Vic. - No. Enc.
Treasure Total found before the end of the game is: 
918 CP
380 Sp
161 EP
388 Gp
First 4 gems
Time stop after memorizing spells in room 4-4

Treasure for A
9187 CP
3795 SP
16136 EP
38866 GP

16 GEMS - TOTAL VALUE 17370 GP
A
HUGE RHODOCHROSITE - 1500 GP
HUGE BANDED AGATE - 10 GP
HUGE AZURITE - 1120 GP
VERY LARGE HEMATITE - 110 GP
HUGE BANDED AGATE - 1500 GP

B
MEDIUM OPAL - 5000 GP
VERY LARGE MALACHITE - 100 GP
HUGE RHODOCHROSITE - 1000 GP
HUGE RHODOCHROSITE - 800 GP
LARGE AZURITE - 50 GP
LARGE MOONSTONE - 700 GP

C
VERY SMALL ORIENTAL EMERALD - 1500 GP
VERY LARGE RHODOCHROSITE - 50 GP
VERY LARGE TIGER EYE - 100 GP
VERY SMALL DIAMOND - 1200 GP
VERY SMALL FIRE OPAL - 1100 GP


POTION OF LONGEVITY
POTION OF LONGEVITY
POTION OF INVISIBILITY
POTION OF EXTRA-HEALING
PHILTER OF LOVE
POTION OF DIMINUTION
POTION OF WATER BREATHING
POTION OF HEROISM
POTION OF GIANT CONTROL (HILL)
POTION OF ANIMAL CONTROL (MAMMAL, MARSUPIAL, AVIAN)

MAGIC-USER SCROLL OF (PHANTASMAL FORCE, PHANTASMAL FORCE, CLOUDKILL, GEAS)

MAGIC-USER SCROLL OF (DIMENSION DOOR)
HUMAN-SIZED PLATE MAIL OF VULNERABILITY *
HUMAN-SIZED CHAIN MAIL +1

RING OF INVISIBILITY

ROD OF LORDLY MIGHT (17 CHARGES)
WAND OF ILLUMINATION (16 CHARGES)

BAG OF HOLDING (250LB)

SHIELD, LARGE, +1/+4 VS. MISSILES
DWARF-SIZED SCALE MAIL +1

LONGSWORD +1, FLAME TONGUE

LONGSWORD +2, GIANT SLAYER (NEUTRAL), EMPATHY, DETECT EVIL/GOOD IN A 10' RADIUS, DETECT INVISIBLE OBJECTS IN A 10' RADIUS, IQ:13, EGO:6

MILITARY PICK +1


Text Account:
Gal. Is Leader
They are in Room 3x on level 3
They go out of the room
I lost a lot of information because of a crash. The party fought 24 Crawling Hands, and searched around for approximatly 3 hours. 
They left off in Room 3-C after killing the 3 Ghouls there


Text Account:
Lisa Solo Adv.
The game date of the start of this adventure is 23rd of Ches (March)
She (and probably the rest of the party) decide that it is time to leave the dungeon and go back to the Town.
Up the stairs to 2nd Level into the room with the skull.
Up to 1st Level and out.
They exit at about 12:00 midnight
They return to Katina.
And back to their rooms.
They have a late night snack and discuss their plans.
Pisheo looks at the gems from the days haul.
Gal. wants to go to Waterdeep.
Gal. gets up early the next morning to begin the trip to WD.
About 70 miles from HOS to WD as the crow flies, about 90 to get through the Ardeep Forest at it's narrowest point.
Gal, Krom, and Sal are travelling together alone. Other party members will be travelling in another group if they go.
They ardeep is home to a small clan of elder moon elves who remained behind when their brethren crossed to Evermeet.
They leave about midday on their horses.
Rolling stats on the 3 horses.
The weather starts out at M No precip.
They travel to a point just outside the forest and make camp (about 10 mi traveled)
After thinking, they decide to make some more miles that day and spend the night in the forest.
They look for a spot to camp and find one near a great old tree.
Sal takes 1st watch, Krom (in panther forms) 2nd, Gal third
Luvon Greencloak and Alok Silverspear enc.
Krom turns in to panther and dissappears into forest to travel toward where Sal said the sound came from.
After they can't see anything, Gal and Sal move into shadows.
Gal goes toward the sounds and see an elf up a tree
She meets the elven party in the dark and invites them to their camp.
They meet Luvon Greencloak the mage (Moon Elf) and his guardian Alok Silverspear. They are travelling with 29 Moon Elf bowmen.
Toolaka is cheif of the Ardeep Forest elves who have slid back to being wild elves. 
They speak long as the drink elf draught.
They talk of their adventures and of the


Text Account:
More goddamn data loss! all the record of their journey to Waterdeep.
Gal. stis up talking all night with Luvon and Alok.
There are no encounters
It takes 5 days for the journey. The weather is good (except for a short
snowfall). 
They encounter 3 caravans outside Zundbrige. One is a gipsy group, one is a slaver group, and one is a large caravan of misc. merchants gathered together against the danger. They have venison and tubers for dinner. Krom and Sal go to the Gypsy camp for entertainment that night. Gal. takes a bottle of elvin wine over to a waggon with elves. She heals the horses lameness and they give her a embroidered scarf. They know her father (they are cloth merchants selling elvin homespun). She buys a bolt of forest green cloth which they will send to the Unicorn's Horn.
They reach the city at 3:00 in afternoon.
Inside the city:
They go to the Unicorn's Horn. Thadeus is still the Prop.
They take rooms there and talk to him.
Gal. takes a bath; she stays in her room and plays with the Sleeks.
She talks to Dio Mas. No enc. that night.
Next day, Gal. wants to: go to Smargs (the jewler) and to the Mage's Guild
Off early the next day (its sprinkling).
She meet Relesa
Race   -- Human                Interest --  Gems
Class   --  Fighter            Occupation -- Miner
Sex        -- Female           Morals -- Lesbian22
Strength   -- 14               General -- Dirty
Intelegence -- 10              Intellect -- Active
Wisdom      -- 9               Piety -- Average
Dexterity   -- 9               Personality -- Aloof
Constitution -- 15             Hit Dice -- d10
Charisma    -- 14              Nature -- Unforgiving
Comeliness  -- 16              Materialism -- Philanthropic
Allignment  -- Neutral Evil    Possessions -- Scant
Age          -- 46             Apparent Age -- Old
Armor Class  -- 2              Bravery -- Normal
Favored weapon -- L. sword     General Tendencies -- Capricious
Height in "   -- 66            Disposition -- Humble
Weight in #   -- 152           Honesty -- Decietful
Hair Color    -- Black         Sanity -- Normal
Complexion    -- Light         Energy -- Lazy
Features      -- Refined       Thrift -- Miserly
Social Standing - Lower Upper  Collections -- Musical Inst.
Gal sell most of her gems and contracts to make a hair net mounted with the remaining garnets. Gal. leaves the star saphire with them to put into a platinum ring with the symbol of Mystra.
It takes about 4 hours
Fast Eddie meets her on the Streee and takes her to The Elfstone (24)
Picutre of a green stone with a persons face hidden in it.

He tells her that the "new member of the council" is probably not true bu a gambit of one of the members.
He may have a buyer for the Medalion of ESP
He might know of a mage who died and has heirs with stuff to sell.


The Watchful Order of Magests and Protectors
--- -------- ----- -- ------- --- ----------
Kaletaria is now 2nd in control of the Guild
A regular of the Order is Kaletaria
Race   -- Human                Interest --  Magic
Class   --  Mage               Occupation -- Jewler/Lapidary
Sex        -- Female           Morals -- Immoral
Strength   -- 13               General -- Foppish
Intelegence -- 16              Intellect -- Dreaming
Wisdom      -- 8               Piety -- Iconclastic
Dexterity   -- 14              Personality -- Taciturn
Constitution -- 14             Hit Dice -- d4
Charisma    -- 13              Nature -- Unforgiving
Comeliness  -- 15              Materialism -- Generous
Allignment  -- Chaotic Neutral Possessions -- Scant
Age          -- 31             Apparent Age -- Ancient
Armor Class  -- 10             Bravery -- Foolhardy
Favored weapon -- Staff        General Tendencies -- Altrust
Height in "   -- 66            Disposition -- Hot Tempered
Weight in #   -- 147           Honesty -- Truthful
Hair Color    -- Brown         Sanity -- Normal
Complexion    -- Light         Energy -- Lazy
Features      -- Corse         Thrift -- Spendthrift
Social Standing - Upper Middle Collections -- Unusual Weapons


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


Frank is an apprentice

Harumph Mage Level 4
Race   -- Human                Interest --  Magic
Class   --  Mage               Occupation -- Gardner
Sex        -- Male             Morals -- Normal
Strength   -- 8                General -- Non-descript
Intelegence -- 15              Intellect -- Dreaming
Wisdom      -- 14              Piety -- Average
Dexterity   -- 12              Personality -- Aloof
Constitution -- 13             Hit Dice -- d4
Charisma    -- 12              Nature -- Soft Hearted
Comeliness  -- 12              Materialism -- Intellectualist
Allignment  -- Lawful Good     Possessions -- None
Age          -- 30             Apparent Age -- Middle-aged
Armor Class  -- 10             Bravery -- Normal
Favored weapon -- Dart         General Tendencies -- Curious
Height in "   -- 63            Disposition -- Unfeeling
Weight in #   -- 162           Honesty -- Very Honorable
Hair Color    -- Brown         Sanity -- Unstable
Complexion    -- Dark          Energy -- Energetic
Features      -- Dull          Thrift -- Spendthrift
Social Standing - Lower Upper  Collections -- Gems

He takes her back to a lab where he shows her the "Cantrip Permanancy"
Tells her of a Illusionist spellbook "Illeacks Spells of Mystery" (See Illspell.db)
Gal. buys Cantrip perm. and Incendary Cloud and a travelling spell book
Time Stop


Text Account:
Small party. Gordon, Cindy, Dale are playing the trip to Waterdeep.
Day 1 No Enc.
Day 2 No Enc.
Day 3 No Enc.
Day 4 No Enc.
Day 5 No Enc.
Day 6 No Enc.
29th of Ches
They arrive in Waterdeep with no important encounters.
No Enc in Waterdeep. They go directly to the Unicorn's Horn.
They talk to Thadeus the Prop. and take a room.
Quick Bath - Lunch
Krom go to the Temple of Tempus and donates then returns to the UH and meets Tim and Pis.
Timber wants to go to the temple, Pish appraises gems from HS- -4-a
 1     200gp  Average   Alexandrite : Dark Green
 2      98gp  Large     Jade : Light Green
 3    1000gp  Large     Sapphire : Clear
 4     500gp  Small     Aquamarine : Pale Blue Green
 5     200gp  Small     Amber : Watery Gold
 6     200gp  Average   Jade : Deep Green and White
 7    1000gp  Small     Garnet : Violet
 8      52gp  Average   Citrine : Pale Yellow Brown
 9      50gp  Large     Bloodstone : Dark Grey with Red flecks
10      50gp  Average   Red Star Rose Quartz : Rosy stone with "Star" centre
11    4850gp  Small     Black Sapphire : Lustrous Black - glowing highlights
12      10gp  Average   Moss Agate : Yellow-White with Greeny "Moss Markings"
13     100gp  Large     Spinel : Deep Green

SILVER & GOLD Drinking Horn - 300 GP
BEJEWELLED SILVER EARRING - 1000 GP
SILVER & GOLD MEDALLION of Sune- 500 GP

 1     100gp  Large     Bloodstone : Dark Grey with Red flecks
 2      50gp  Small     Smokey Quartz : Grey, Yellow or Blue, all light
 3      10gp  Large     Rhodochrosite : Light Pink
 4     100gp  Small     Chalcedony : White
 5     485gp  Average   Spinel : Very Deep Blue
 6      50gp  Small     Smokey Quartz : Grey, Yellow or Blue, all light
 7     100gp  Large     Jade : Deep Green and White
 8     100gp  Average   Amber : Pale Gold
 9      50gp  Small     Sardonyx : Bands of Sard(red) and Onyx(White)
10     100gp  Average   Spinel : Deep Green

Approx. =11225gp
They go to the Jewler and cash in their gems and devide them up.


Text Account:
They are in Waterdeep Ches 24th - Staying at the Unicorn's Horn
Gal. does a Identify and finds out about Oil of Sliperyness from Spider man horde.
Timber goes to his temple (Muspelheim)
Krom goes to the Yawning Portal (roumer of elf vampire maidens)
Pisheo goes to Theifs Guild
They go to the Elfstone and talk to Fast Eddie about getting NPCs
Gal - Ftr/cl
Pish - Ftr
Tim-ftr/cl
Phanto-dualist
Kat-theif
dro-elf archer
stal-theif
Stall-fighter
Krom-acrobat (Female)
Dromar wants to recharge-
Dromar - Walking stick www recharge
Ring of the Ram (Charges)
Sell chess set WWW-2


Text Account:
Lisa and Gordon are gaming
Fast Eddie sent about 35 people to Local 509 for them to choose NPCs from. This took 2 days and it is now the 27th of Ches.
Fod just goes over to Stallen and takes to him like a dog to a kid.
They decide to take some of the new people to the Yawniing Portal and down to Undermountain. It is a kind of training exersize!
They tell the party if they are gone longer than 24 hours to come get them (and bring gold pieces!).
They buy a drink and board the platform that goes into the dungeon.
They write "Local 509 rules!" on the stone of the well wall.
They are in the Undermountain dungeon
TT To Room 1
T Area "A" Goblin-Goblin killed!
Krom pick up the coin and gets burned.
T To room 7 and the Ghouls AC 6 EXP 175
A 15            B 13
-5-6 Syb        -9-4 Bas
-7 Gal          -5 Gal
They cut up the bodies and throw them on a fire.
TT Search fo 20 min
T They map and look in all the exits from room 7
Go to the SE and open door
Back to the door at G
Krom tries the wine, but makes his save.
T They write poison and skull & crossbones on the casks.
No Enc.
Room F Orcs All HP=8 AC 6  EXP 15
Ax              Bx              Cx              Dx              Ex
-4 Gal          -5 Gal         -5 Gal           -3 Gal         -2 Gal
-18 Krom        -4             -8Cel            -14 Krom       -8 Sal

Fx              G               Hx              Ix              Jx
-10 Sal         -7 Kil          -19Krom         -Basil          -5-11Syb
                -16 Krom
T Random Encounter 10 Dopplegangers. They will follow the party from a distance, waiting for a time when they are at their weakest to attack. Only one will keep the party within hearing/sight with the other 9 near enough to come when the time is right.
T Looking down room 2 
T Going into room 3
Kilora says prayers over the skeleton.
They search the skeleton and find the scroll tube.
Celestia opens the tube and they find the map and the scroll
They try to duplicate the map
Stirge 8 HP AC 
-5-8 Syb
T They have finished searching the room and are going elsewhere
T To room 4
Gal throws her light rock into the room.
They start cutting the cobwebs down.
TTTT They search the room. Find the hidden sack.
No Enc.
They pass into Teleport at 6a. They loose the Dopplegangers! (For now I hope. The D. will try to find them again.)
6A Giant Gar 44HP
             -14-17 Gal
             -12 Kil
             -9 Sal
They move toward the light (statue).
They stay 10' away, but circle it examine it.
They take the head off the statue.
A 36x            B 30x            C 24x            D 29x            E 21x
-31-29 Krom      - Gal           -6-7-8-8 Cel      -11-11 Syb      - Bas
                 -27-17 Krom                        -3 Basil        -31Krom
                                                   -4 Cel
F  34x           G 23x 
-6-17-6-10 Sal  -4 Kil          
-6 Cel           -6 Syb
                -31 Krom
RRRR
TT They search the bodies for 20
They find the rings and the knob which the pull and the candles rise out of the water.
T They fool around with the statue more.
TTTT They take the head of the statue, the candles, the teeth of the gar, the rings, the stone c ue ball (hollow).
T They sprinkle holy water on the statue and it stops glowing purple.
T They pass 6c and are hit by the crosbow bolts. The orc flees to 6e.
TT They search the alcove and break up the shield and crosbows.
T They pass the trap wall at 6f and the wall closes them in from the rest of the temple area. Encounter Spectre
A 26 Stunned for 3 rnds
-9-4 Gal
-9 Kilora
-15 Krom

RR
T They search the room after killing the Spectre random encounter
Time stop in the room.


Text Account:
Gordon is Leader
Gal and Krom small game finishing up. 
They are in UnderMountain at the spot marked 12/24/94. 290 Min (5 hours)
They begin healing!
Treasure: 9 gems in boned body behind S. door
TTT Basil find S. door, they search and eventually successful in finding the way to open it.
T They open the door and find the body. The body is stuck to the floor with its intestines.
A golden chain mail bag at the end of a gold chain is the container for the gems
LARGE SPINEL - 2000 GP
HUGE BANDED AGATE - 75 GP
VERY SMALL RUBY - 500 GP
HUGE HEMATITE - 50 GP
VERY LARGE BANDED AGATE - 80 GP
MEDIUM ALEXANDRITE - 100 GP
HUGE HEMATITE - 10 GP
VERY SMALL TOPAZ - 50 GP
VERY SMALL GARNET - 70 GP
Gold Bag 50gp
T Searching dead end
T  No Enc. Open Door
TTTT Moving and mapping the maze.
T Nol ENC. Still searching.
They come to door D11 (Giant Wasp with 40 small emerald eyes worth 25 gp each.)
T They are trying to open the door. Sal. picks it (does not succeed) and the wasp come in 2nd round.

WASP, GIANT (x7); AC 4; MV 6"/21"; HD 4D8
A 23, x		B 18,x 		C25, 		D17		E 22		F 17		G 17x
-9 Cest		- 32 Krom	26 Gal		-26		-26		-26		- 2 Syb
-6 Bas												-8 Gal
-10 Gal.												-12 Krom
#AT 2  DMG 2-8; SA POSION STING; INT NON; AL N; SIZE M; THAC0:15
Save  vs.  poison  or  fall  asleep (Instantly) for 8-96(8d12) days,  a save  indicates  groginess  (-2  to Hit, -2 to Armor class)
RR Celestia is unconcious for 9 days! Krom is grogy for 44 days.
T The theives pick the gems out of the eyes of the wasps (Rat Encounter)
TTTT They map around and find their way back to their point of entry. They go to 6D. They search .for s. door.
The rest of the players arrive (even Ted!!!)
I form a spectral hand to guide them through a single door, and they find their way out to the well below the Yawning Portal.
They find where they are on their original map and quickly make their way out to the point of exit.
They go up and find the rest of 509 there. They return to the Unicorn's Horn and spend the night.
The bard (stall3en) examinse some stuff like the rings.
The next day, they go to Balthors with all their money.
They buy some stuff (suprise, suprise!)
They get Fod the Bod who is known as Manuel. Buyse him from a crier  in the street.
Krom and Sal go to the Slave Market. Krom buys Ariel and finds she is a handful.
Ariel the Slave
Race   -- Human    Age-32              Interest --  Travel
Class   --  Thief            		Occupation -- Cook/Housekeeper
Sex        -- Female           		Morals -- Immoral
Strength   -- 10               		General -- Foppish
Intelegence -- 12              		Intellect -- Average
Wisdom      -- 9            	  	Piety -- Irreverant
Dexterity   -- 17              		Personality -- Blustering
Constitution -- 11             		Hit Dice -- d6
Charisma    -- 6             	 	Nature -- Suspicious
Comeliness  -- 16              	Materialism -- Uncaring
Allignment  -- Neutral Evil    	Possessions -- None
Age          -- 19             		Apparent Age -- Middle-aged
Armor Class  -- 7              		Bravery -- Foolhardy
Favored weapon -- Club        	General Tendencies -- Kindly
Height in "   -- 76            		Disposition -- Hostile
Weight in #   -- 131           		Honesty -- Scrupulous
Hair Color    -- Blond         	Sanity -- Un-Stable
Complexion    -- Swarthy       	Energy -- Normal
Features      -- Blunt          		Thrift -- Mean
Social Standing - Upper Lower  	Collections -- Unusual Weapons
They want to go UnderMountain buty next day.


Text Account:
They are in Waterdeep and talking about going into Undermountain.
Cindy 2 is leader
Pi. and Gal. want to get into the Gem Guild.
Smarg is there and recognizes them.
He says they can't join, go to the theives guild.
She goes to theives guild.
They will meet a minion of Io Do who approaches them with a new way of getting into the dungeon.
Marius - 4th level theif (mostly idle)
Race   -- Human                Interest --  Husbandry
Class   --  Fighter            Occupation -- Navigator
Sex        -- Male             Morals -- Aesthetic
Strength   -- 11               General -- Unkempt
Intelegence -- 13              Intellect -- Dreaming
Wisdom      -- 11              Piety -- Irreverant
Dexterity   -- 14              Personality -- Rash
Constitution -- 16             Hit Dice -- d10
Charisma    -- 17              Nature -- Forgiving
Comeliness  -- 12              Materialism -- Average
Allignment  -- Lawful Evil     Possessions -- None
Age          -- 19             Apparent Age -- Young
Armor Class  -- 2              Bravery -- Normal
Favored weapon -- Spear        General Tendencies -- Optimist
Height in "   -- 73            Disposition -- Harsh
Weight in #   -- 143            Honesty -- Scrupulous
Hair Color    -- Brown         Sanity -- Very Stable
Complexion    -- Dark          Energy -- Normal
Features      -- Sharp         Thrift -- Spendthrift
Social Standing - Lower Lower   Collections -- Books & Scrolls

Onodrim - Io Do's man - 2nd Level Theif
Race   -- Human                Interest --  Hunting
Class   --  Thief            Occupation -- Cabinet Maker
Sex        -- Male             Morals -- Aesthetic
Strength   -- 14               General -- Dirty
Intelegence -- 10              Intellect -- Brilliant
Wisdom      -- 16              Piety -- Pious
Dexterity   -- 17              Personality -- Diplomatic
Constitution -- 16             Hit Dice -- d6
Charisma    -- 11              Nature -- Resentful
Comeliness  -- 8              Materialism -- Generous
Allignment  -- Lawful Neutral     Possessions -- Above Average
Age          -- 83             Apparent Age -- Middle-aged
Armor Class  -- 7              Bravery -- Craven
Favored weapon -- Dagger      General Tendencies -- Altrust
Height in "   -- 44            Disposition -- Unfeeling
Weight in #   -- 139            Honesty -- Very Honorable
Hair Color    -- Black         Sanity -- Unstable
Complexion    -- Swarthy       Energy -- Energetic
Features      -- Corse         Thrift -- Spendthrift
Social Standing - Upper Middle Collections -- Armor
They take him to the Unicorns horn and he tells the party about his gate.
They agree to pay him 500gp now and another 500gp when (if ever) they return to the city.
 He takes them to an alley in Waterdeep (City of the Dead) called the Ghost Gate which teleports to area 45 on Level2. See pages 11 (entrance) and 59 (Room desc.)
When he does this he will secret a note on them from Io Do.
They are taken to the City of the Dead to a places where two elm trees have branches twining together which is the gate.
TTT Room 45 Stallen climbs wall.
200 Feet undergound
They go to the door in the south.
Encounter 10 Trolls
Gal Casts stinking cloud
TROLL (x10); AC 4; MV 12"; HD 6D8+6; 
#AT 3; DMG 5-8(x2)/2-12; SA FIGHT 3 OPPONENTS AT ONCE; SD SEE BELOW; INT LOW; AL CE;
SIZE L; THAC0:13
REGEN 3HP/MELEE ROUND BEGINNING WITH 3RD ROUND AFTER TAKING DMG

A 35 Fx		B 30, F		C 35 x		D 28, Fx		E 35 F		F 24x
- 9 Kat		S		-10-8-4 Kili	-14-22 Kal	S		-18 Gal
- 9-12 Tim			- 6-10-9 ic	-10 Vic-8-8Kili 			-4-5-4ro (Acid)
- 5-12 Pi				-13Pi		-5 Bas

G 31 F		H 24 F		I 35x		J 31x 		K 24 Hx
-4 Gal		S		-4-7-9 Gal	-3-10Dro	-3 Gal
-16Tim				-10BAS		-4 Gal		-9 Gal
-4 Pi				-1-6 Fil		-10-5 Bas	-17 Ph
-10 Vic				-18Ph		-5 Phan		-5-Bas

+3				+3		+3`		+3
+3				+3		+3		+3

RRRRRRR
TT
Next Turn, 20 gel cubes attack, hearded by remaining trolls.
Time Stop in  Room A


Text Account:
They are on the 2nd Level of Undermountain in room A (not area A).
20 Gel Cubes will attack, followed by 4 Trolls, hearding them
T To Room B - Empty
GELATINOUS CUBE ; AC 8; MV 6"; HD 4D8; HP 23; #AT 1; DMG 2-8; 
 INT NON; AL N; SIZE L; THAC0:15
TOUCH CAUSES PARALYSIS (SAVE VS PARALYSIS); SURPRISES ON 1-3
IF FAIL SAVE VS COLD SLOWED 50% & TAKE 1-4 DMG; IMMUNE TO ELECTRICITY, FEAR,
HOLDS, PARALYZATION, POLY, & SLEEP ATTACKS
A 26		B 21		C 22	`	D 13		E 28		F 30		G 26




H 17		I 31		J 29		K 15		L 34		M 31		N 5



O 15		P 20		Q 28		R 22		S 18		T 13

Trolls:


Text Account:
They are in Undermountain, room H resting for 8 hours, but are disturbed by a party of Drow
R The drow cast darkness at the entrance to the room. A party goes in to reconoiter and attack the front line
R Most of them retreat and the S. Cloud goes off
R Wall of Elect -  Pis, Kilic go into darkness-they are caught with nets and dragged away
R - Krom is dra - Pi down! and dropped and dragged away, Fire trap cast, Fireball cast
R Hold on sal 
R The clerice is the last away. Krom frees arms and kill one, he is webeed(saves) and threatened.
Kilic threatened.
The Bladesinger casts delayed blast FB when she knows she will die if she stays in the spot more than 4 rounds.
She falls on her sword and the FB goes off
Time stop where they are searching bodies.

Number: 19          CLASS: BladeSinger     HP: 88
Sex: Female           Level 18
Strength    : 18 35%
Intelegence : 16              Weapon: +2            THACO: 7
Wisdom      : 9
Dexterity   : 16               Armor: +1       MAGIC RES.: 82%
Constitution: 16
Charisma    : 12                  AC: 5(1)
         Weapons carried: Spear and Long sword
Bladesinger - +2 to hit - +1 damage
NAME:DROWC

CLASS:MAGIC-USER
RACE:ELF
SEX:FEMALE
LEVEL:10
HIT POINTS:37
ALIGNMENT:LAWFUL EVIL
SEC. SKILL:GARDENER

STR [ 16  ] TO HIT:+0  DAMAGE:+1
INT [ 17  ] SPELLS:75%  MIN:8  MAX:14
WIS [ 16  ] MAGICAL ATTACK ADJ:+2
DEX [ 17  ] REACT/ATTACK:+2  DEFENSE:-3
CON [ 15  ] HITS:+1  SYS:91%  RES:94%
CHA [ 13  ] REACTION ADJ:+5%

HEIGHT:4'6"    MOVEMENT BASE:12"(12")
WEIGHT:80LB    CARRYING CAPACITY:850GP
THACO:19       ARMOR CLASS:7(10)

LANGUAGES:COMMON, LAWFUL EVIL, ELVISH, GNOLL, HALFLING, GOBLIN, HOBGOBLIN, ORCISH, GNOLL, UNDERCOMMON, SILENT TONGUE, NYMPH, XORN

SPECIAL:
 90% RESISTANCE TO SLEEP/CHARM SPELLS
 +1 TO HIT WITH BOW AND SWORD
 INFRAVISION 60'
 DETECT SECRET DOORS ON A 2 IN 6
 DETECT CONCEALED DOORS ON A 3 IN 6
 SURPRISE ON 4 IN 6 IF UNARMORED
FIND FAMILIAR Bat 

SPELLS:
 MAGIC-USER SPELLS: 4 4 3 2 2

SPELLBOOK:
 LEVEL 1:AFFECT NORMAL FIRES, DETECT MAGIC, ENLARGE, ERASE, FEATHER FALL,  FRIENDS, IDENTIFY, JUMP, LIGHT, MESSAGE, PROTECTION FROM EVIL, READ MAGIC, SPIDER CLIMB, WRITE
 LEVEL 2:AUDIBLE GLAMER, CONTINUAL LIGHT, DARKNESS 15' RADIUS, FOOLS GOLD, FORGET, KNOCK, LEOMUND'S TRAP, LEVITATE, MAGIC MOUTH, MIRROR IMAGE, RAY OF ENFEEBLEMENT, SCARE, STINKING CLOUD, WEB
 LEVEL 3:BLINK, CLAIRAUDIENCE, CLAIRVOYANCE, EXPLOSIVE RUNES, FLAME ARROW, GUST OF WIND, PHANTASMAL FORCE, PROTECTION FROM EVIL 10' RADIUS, PROTECTION FROM NORMAL MISSILES, SUGGESTION, TONGUES, WATER BREATHING
 LEVEL 4:DIMENSION DOOR, FIRE CHARM, FIRE SHIELD, FIRE TRAP, REMOVE CURSE, WIZARD EYE
 LEVEL 5:ANIMATE DEAD, HOLD MONSTER, TELEPORT
 LEVEL 6:GLASSEE
 LEVEL 7:DELAYED BLAST FIREBALL

SAVING THROWS:
 PARALYZE, POISON OR DEATH MAGIC:13  -   PETRIFY OR POLYMORPH:11
 ROD, STAFF OR WAND:9  -   BREATH WEAPON:13  -   SPELL:10
PROFICIENT WEAPONS:STAFF, DAGGER
EQUIPMENT:STAFF, DAGGER, ROBE, SPELL COMPONENTS, SPELLBOOK, LEATHER BACKPACK, WATERSKIN, CLOAK, RATIONS, LEATHER BOOTS, BEDROLL, BELT POUCH, MIRROR, BANDAGES, GRAPNEL, TINDER BOX, COIL OF ROPE, LANTERN, OIL FLASK

MONEY:
 PLATINUM:13        GOLD:308
 ELECTRUM:164       SILVER:23
 COPPER:24

Drow Priestess
NAME:DROWP

CLASS:CLERIC (NPC)
RACE:ELF
SEX:FEMALE
LEVEL:7
HIT POINTS:27
ALIGNMENT:LAWFUL EVIL
SEC. SKILL:MASON

STR [ 16  ] TO HIT:+0  DAMAGE:+1
INT [ 13  ] 
WIS [ 18  ] MAGICAL ATTACK ADJ:+4
DEX [ 14  ] REACT/ATTACK:+0  DEFENSE:+0
CON [ 11  ] HITS:+0  SYS:75%  RES:80%
CHA [ 10  ] REACTION ADJ:+0%

HEIGHT:4'10"   MOVEMENT BASE:12"(9")
WEIGHT:77LB    CARRYING CAPACITY:850GP
THACO:16       ARMOR CLASS:3(4)

LANGUAGES:COMMON, LAWFUL EVIL, ELVISH, GNOLL, HALFLING, GOBLIN, HOBGOBLIN, ORCISH, GNOLL, UNDERCOMMON, SILENT TONGUE

SPECIAL:
 CAN'T USE EDGED WEAPONS
 CONTROL UNDEAD
 90% RESISTANCE TO SLEEP/CHARM SPELLS
 +1 TO HIT WITH BOW AND SWORD
 INFRAVISION 60'
 DETECT SECRET DOORS ON A 2 IN 6
 DETECT CONCEALED DOORS ON A 3 IN 6
 SURPRISE ON 4 IN 6 IF UNARMORED

SPELLS:
 CLERICAL SPELLS: 5 5 3 2

TURN UNDEAD: SKELETON:D, ZOMBIE:D, GHOUL:D, SHADOW:T, WIGHT:T, GHAST:4, WRAITH:7, MUMMY:10, SPECTRE:13, VAMPIRE:16, GHOST:20

SAVING THROWS:
 PARALYZE, POISON OR DEATH MAGIC:7
 PETRIFY OR POLYMORPH:10
 ROD, STAFF OR WAND:11
 BREATH WEAPON:13
 SPELL:12

PROFICIENT WEAPONS:FLAIL, HAMMER, MACE

WEAPON IN HAND:MACE (2-7+1)

ARMOR WORN:BANDED MAIL, SHIELD

EQUIPMENT:MACE, FLAIL, BANDED MAIL, SPELL COMPONENTS, HOLY SYMBOL(SILVER), LEATHER BACKPACK, WATERSKIN, CLOAK, RATIONS, LEATHER BOOTS, BEDROLL, SHIELD, BELT POUCH, BANDAGES, 10' POLE, TORCH, SACK, POCKET KNIFE

MONEY:
 PLATINUM:21        GOLD:475
 ELECTRUM:254       SILVER:13
 COPPER:24
-------------------
Number: 20          CLASS: Fighter        HP: 7
Sex: Female           Level 2
Strength    : 10
Intelegence : 13              Weapon: +2            THACO: 16
Wisdom      : 15
Dexterity   : 17               Armor: +2       MAGIC RES.: 50%
Constitution: 12
Charisma    : 15                  AC: 3
         Weapons carried: Spear and Dart Bow
-------------------
Number: 18          CLASS: Mage        HP: 6
Sex: Male             Level 2
Strength    : 10
Intelegence : 17              Weapon: +2            THACO: 16
Wisdom      : 11
Dexterity   : 16               Armor: +2       MAGIC RES.: 50%
Constitution: 12
Charisma    : 16                  AC: 4
         Weapons carried: Spear and Short Sword
 
-------------------
Number: 17          CLASS: Fighter        HP: 19
Sex: Male             Level 2
Strength    : 9
Intelegence : 12              Weapon: +2            THACO: 16
Wisdom      : 10
Dexterity   : 18               Armor: +2       MAGIC RES.: 50%
Constitution: 9
Charisma    : 11                  AC: 2
         Weapons carried: Spear and Short Sword
 
-------------------
Number: 16          CLASS: Fighter        HP: 6
Sex: Male             Level 2
Strength    : 11
Intelegence : 12              Weapon: +2            THACO: 16
Wisdom      : 10
Dexterity   : 18               Armor: +2       MAGIC RES.: 50%
Constitution: 7
Charisma    : 15                  AC: 2
         Weapons carried: Dart Bow and Spear
 
-------------------
Number: 15          CLASS: Fighter        HP: 16
Sex: Female           Level 2
Strength    : 12
Intelegence : 13              Weapon: +2            THACO: 16
Wisdom      : 14
Dexterity   : 14               Armor: +2       MAGIC RES.: 50%
Constitution: 8
Charisma    : 15                  AC: 5
         Weapons carried: Spear and Short Sword
 
-------------------
Number: 14          CLASS: Fighter        HP: 11
Sex: Female           Level 2
Strength    : 11
Intelegence : 12              Weapon: +3            THACO: 16
Wisdom      : 9
Dexterity   : 14               Armor: +2       MAGIC RES.: 50%
Constitution: 8
Charisma    : 17                  AC: 5
         Weapons carried: Spear and Short Sword
 
-------------------
Number: 13          CLASS: Mage        HP: 6
Sex: Female           Level 2
Strength    : 11
Intelegence : 17              Weapon: +2            THACO: 16
Wisdom      : 11
Dexterity   : 16               Armor: +2       MAGIC RES.: 50%
Constitution: 8
Charisma    : 13                  AC: 4
         Weapons carried: Short Sword and Dagger
 
-------------------
Number: 12          CLASS: Fighter        HP: 13
Sex: Female           Level 2
Strength    : 11
Intelegence : 15              Weapon: +2            THACO: 16
Wisdom      : 11
Dexterity   : 12               Armor: +2       MAGIC RES.: 50%
Constitution: 14
Charisma    : 13                  AC: 5
         Weapons carried: Spear and Dart Bow
 
-------------------
Number: 11          CLASS: Fighter        HP: -4
Sex: Male             Level 2
Strength    : 12
Intelegence : 15              Weapon: +2            THACO: 16
Wisdom      : 9
Dexterity   : 16               Armor: +2       MAGIC RES.: 50%
Constitution: 16
Charisma    : 10                  AC: 4
         Weapons carried: Spear and Dart Bow
 
-------------------
Number: 10          CLASS: Fighter        HP: 18
Sex: Male             Level 2
Strength    : 11
Intelegence : 14              Weapon: +2            THACO: 16
Wisdom      : 9
Dexterity   : 16               Armor: +2       MAGIC RES.: 50%
Constitution: 8
Charisma    : 13                  AC: 4
         Weapons carried: Spear and Short Sword
 
-------------------
Number: 9          CLASS: Cleric        HP: 5
Sex: Female           Level 3
Strength    : 8
Intelegence : 12              Weapon: +1            THACO: 16
Wisdom      : 17
Dexterity   : 13               Armor: +1       MAGIC RES.: 52%
Constitution: 11
Charisma    : 17                  AC: 6
         Weapons carried: Adamantite Mace
 
-------------------
Number: 8          CLASS: Fighter        HP: 11
Sex: Female           Level 2
Strength    : 13
Intelegence : 14              Weapon: +2            THACO: 16
Wisdom      : 16
Dexterity   : 15               Armor: +1       MAGIC RES.: 50%
Constitution: 10
Charisma    : 16                  AC: 6
         Weapons carried: Dart Bow and Short Sword
 
-------------------
Number: 7          CLASS: Mage        HP: 2
Sex: Male             Level 2
Strength    : 9
Intelegence : 17              Weapon: +1            THACO: 16
Wisdom      : 12
Dexterity   : 18               Armor: +1       MAGIC RES.: 50%
Constitution: 11
Charisma    : 16                  AC: 3
         Weapons carried: Spear and Short Sword
 
-------------------
Number: 6          CLASS: Mage        HP: 7
Sex: Female           Level 2
Strength    : 8
Intelegence : 16              Weapon: +1            THACO: 16
Wisdom      : 14
Dexterity   : 18               Armor: +1       MAGIC RES.: 50%
Constitution: 10
Charisma    : 17                  AC: 3
         Weapons carried: Dart Bow and Spear
 
-------------------
Number: 5          CLASS: Fighter        HP: 11
Sex: Male             Level 2
Strength    : 9
Intelegence : 12              Weapon: +3            THACO: 16
Wisdom      : 11
Dexterity   : 18               Armor: +1       MAGIC RES.: 50%
Constitution: 9
Charisma    : 11                  AC: 3
         Weapons carried: Spear and Dart Bow
 
-------------------
Number: 4          CLASS: Fighter        HP: 12
Sex: Female           Level 2
Strength    : 10
Intelegence : 13              Weapon: +2            THACO: 16
Wisdom      : 11
Dexterity   : 13               Armor: +2       MAGIC RES.: 50%
Constitution: 8
Charisma    : 13                  AC: 5
         Weapons carried: Short Sword and Dagger
 
-------------------
Number: 3          CLASS: Mage        HP: 4
Sex: Female           Level 2
Strength    : 13
Intelegence : 17              Weapon: +2            THACO: 16
Wisdom      : 10
Dexterity   : 13               Armor: +2       MAGIC RES.: 50%
Constitution: 8
Charisma    : 15                  AC: 5
         Weapons carried: Spear and Short Sword
 
-------------------
Number: 2          CLASS: Mage        HP: 5
Sex: Male             Level 2
Strength    : 10
Intelegence : 18              Weapon: +2            THACO: 16
Wisdom      : 10
Dexterity   : 15               Armor: +2       MAGIC RES.: 50%
Constitution: 9
Charisma    : 12                  AC: 5
         Weapons carried: Short Sword and Dagger
 
-------------------


