# Adventure Notes-509

Text Account:
Leader is Galranwyn is leader.
These rooms were burgled:Kilak and ember, Ox and Kilak, Kat , Jon and Krom, Victorex and Neus.
They are going away from the Villa escorted by 2 Guards and a Subalteren named Kalawhaka (the other stayed behind). They are to be taken to the Magisters to be tried for the deaths of the Theives at the villa.
They are going to be met by a group of the Force Gray who will make sure none of them bolt. They will also be present for the trial.
They will be taken to the Palace. It is about 10:00 PM.
Pi, Gal., Timber, Vict., Kilana, Kilak, Ember and the two theives.-Kat. is along for the ride.
Pisheo Taravel, Galranwyn of the Neverwinter Woods, Katrina Johnson, Timber of the Misty Forest, Victorex Mortalis, Kilana Of Mystra, Kilak of the Mountains, Ember of the Sharr. 
Yump Bunkus, Bill of the Wild Wastes are the theives. 
The judge questions the theives and Gal. speaking for the party members.
He asks for the story of each starting with the theives.
They are cleared of mis-conduct in the matter and the guards are instructed to make all efforts to find the miscreants who escaped and recover their goods.
Ember, Kilana, Kilak go back to the Villa, but the rest continue with Kalawhaka to talk to the City Guard about going to the City of the Dead to catch the perps.
Past midnight when they get to the guard statioThey findn.
Leut. Boker is there and gives them some additional info.
Timber summons spirit tracker. Something will come up on 15 hours. He is looking for Krom's Scare Shield.
Vict. and Timber go off to find the other theives.
He takes Kalawhaka and 8 guards.
Gal., Pi. tun invisible and will wait and follow the guards to the City of the Dead.
Vict takes them to the crypt in the SW part of the City.
The name of the family is taskus.
They find the crypt marbl.e plaque that opens onto the 2.5' diameter that down to the place where they are holed up. They try to decide what to do.
They are not coming up. 
Boker goes down, then Vict. then Pi.
They find Victorex and Neusrats stuff. 
Vict. casts zone of truth. 
Backie Yesma is a member of the new guild.
Time stop where they take the guys away and the rest return to the Villa.


Text Account:
Katrina is leader. 
They are in Waterdeep, just getting back to the villa after the successful capture of the theives in the city of the dead.
WHen they get to the villa, the followers are all clustered around looking for something to do. The ones with followers organize them and set new Guards - 2 at front gate, 4 on patrol, 2 at the door and 2 on the balcony.
Timber goes up the balcony and casts a Wyvern Watch spell that will work for 8 hours. 
Krom, Kilak, Gal. goes their rooms. 
Ox is sitting on the floor brooding about his losses.
Kilana is in her room casting a spirit tracker, answer in 11 turns (almost 2 hours, about the same time as Timber's will work.
Timber senses 2-handed sword he gave to Krom. He is in Heros Rest.
Kilana senses her stuff in a ship at sea.
They are down in the mess hall drinking coffee and consentrating.

Timber gets Pi, Kilana, Gal, Krom and goes to get the guard to take along.
They go to get the guards. Subalteren Whils - 8 men 4 halberds, 4 bows and l. swords).
They head off to Sogallers. 
The theives are warned of guards coming by a kid they posted outside the bar. The theives will run, steal a horse and head out of town after leaving word that Local 509 is on the march.
What the Theives are doing.
When they 1/2 block away Tim is alerted to movement. Timber concentrates and sees them running away. They follow, but the theives get horses before they can catch up. They head out the North Gate.
Gal. casts haste on Pi, Tim, Gal.
The horses are galoping (sprinting), Pi moves at 16, Timber moves at 14 and Gal. moves at 14
It will take 10 min. to catch them.
They are going to try to pull them off the horse.
One fires a sheif arrow. Hit Timber
8th Level theif - 1-1-8-12 Timber

Round 1 Timber gets a hold, but the 8th gets free
Pi grabs the guy and holds on. Gal watches and waits.
Round 2 Horse swerves and knocks Timber aside
-3 Pi throws him to the ground, -12 Gal hits him with her staff. (14 HP)
They tie him up, grab the horse.
Round 3 in the rough, 8th jumps on timber with 2 daggers
Round 4 Timber draws his l. Sword
Round 5 The theif gives up
Timber walks up with the other being guarded.
They interrogate him with the Zone of Truth but he dummies up.
Gal. uses the ring of ESP on the 8th level.
They take him to the city guards who have a man waiting at the gate.
They are escorted to the guard house where the theives are taken into custody and they find that 1/2 their stuff is missing (and 1/2 is found).
They get back to the villa at about 3:30 that morning.
Katrina waits up for them. They talk about whats missing. 

Dromar - Meanwhile, back at the inn... 
Dromar is studying. He receives his profit from Phantoozee and stays to continue studying.

Next morning, the cook isn't there and the followers are in chaos
Katrina forms a group of followers to help her cook.
Phantoozee gets there about 8:00 and they are all up by 9:00
He tells them about his trip and they tell him that they need the ship.

The theives on the ship have been warned about the recapture of the others and sink all the magic items and take all the gold and gems.

Going to get the stuff on the ship-Vict., Gal., Kilana, Ember, JK, Krom, Stallen, Pi., Timber, Phantoozee. 

They get to the treasure where it has been sunk. They send a party underwater.
Vict.(trident), Timber (gills-lsword), JK(Schemitar), Ember (Dagger), Krom(Belt-daggers) 
They head to the bottom. The stuff is 60 feet down, it takes them a couple of minutes to get to the bottom and then they realize that they don't know where the stuff is. Timber goes back up and gets Kilana. Timber changes into a dolphin and Kilana rides him. 
The stuff has just been thrown to the bottom, and they find it in 3d4 rounds (10).
They get back to the ship in 45 min.
They take the ship back to the docks (Charged a pilot fee) and they get back to the doc 6 hours after they left (4:00)
Timber casts Locate Object, turns into a condor, Kilana shrinks and they fly over the city for 8 hours. Gal tries one on the ground.
Gal. introduces Philebus and they talk for a while
Phantoozee comes in and talks to them about what his plans are.
Vict. and Stallen want to go to Arabel and want him to take him.
He will take Vict. and Stallen to arabel the day after today, come back to Waterdeep, take a load to Katina, back to Waterdeep for the festival.

One (Kilana and Ember) has a small boat waiting at the bottom and heads to a ship in the harbor which heads out on the morning tide going south. Another (Ox and Kilak, Kat) heads out to his warren in the docks ward (on Slut Street) after walking along the wall and climbing down near the villa next to theirs, another (Victorex and Neus) goes to a hide out in an empty crypt in the City of the Dead by climbing up the wall to the roof. The last (the 8th level-Jon and Krom) goes to a small boat and down to Skullport after walking along the city wall to the docks.


Text Account:
Timber is leader.
They go to the Burning Ork and order beer.
They talk to some of the folks, but don't really find anything interesting.
They have been talking to Ilyana and trying to find out about the city.
They haven't found out much yet.
Stallen calls a waitress over and asks about a room.
They are heading out of this bar and onto the street.
They are standing in the center of the street talking about what they are
going to do.
Rand. Enc. - Yuan-Te indicated. He is threatening, but realizes he is
outmanned and warns them away with a loud Hiss.
They want to talk to people trying to find a weapon shop.
The reaction rolls are consistantly bad.
Vict. hires a hooker for an hour to take them to a place where they can find
a crossbow.
She takes them to Thimblewine P(r)awnshop. The crossbow they look at is old
but servicable. He sells them a crossbow and 10 bolts for 85gp.
THey head back toward the boat.
They get to the bridge and buy some injected poision type d.
They continue on to the boat.
They get there and Phanto says he knows how to get out of this place.
They give Arnie the crossbow and he is grateful.
They are heading back to the main cavern. No enc.
Timber sticks his head into the Shatterblades and they slam the door on him.
They check out the theater and come back to the tradeway. They pass the
Hobbled Lamia.
They order and are served by a naked 12 year old girl. THe owner comes into
the bar and slapps her for not getting the money up front.
They head off to the Crowing Cockatrice. No Enc.
15 people at 8 tables and 3 at the bar that holds 8.
Setana the Harper ghost draws a rune of danger in the moisture from the beer
on the bar. After a while, she tells Stallen to meet her near the latrine.
Timber and Stallen go outside and she meets them and tells them that the new
guild is holed up in the Worms Gullet. She gives them the directions on how
to get there. They go back into the bar and tell everyone they are leaving.


Timber for Kroms Armor-Voct. casts Locate Object on Pi. Dagger.


Text Account:
Timber is leader. At Stormwatch in the morning of the 12th in the city.
He will take Vict. and Stallen to arabel the day after today, come back to Waterdeep, take a load to Katina, back to Waterdeep for the festival.
Pisheo wants to send some followers to a bar talk to someone about finding their stuff and talk to the city guard about things. "Make a point of going to the "Blue Ox" to pick up info on what is going on.
Jasper and Pisheo go to the "Red Gauntlet" to speak to Gaunt.
Gaunt tells them about Skullport. They go back to the villa.
Pi. gathers the chars that are in the villa and tells them about the place.
They are getting ready to go with Phantozee.
Victorex want to go to the plinth to find out info about the priest in arabel or help with the party stuff.
Timber is waiting and will maybe go out to check on the underwater stuff.
Stallen goes to the Jade Jug about 1:00 for lunch. He goes to the Jade Jug and is sees his harper contact. He talks to Major Domo after lunch.
He meets Vict. and Pat Tooiee there and they have lunch. After lunch, they head off to the Dripping Dagger Inn to find out more information. They find out that Balthor's is "discrete".
They head off to Balthor's to find out something about their stuff.
Victorex casts a locate object on Kilaks +1 dagger then heads off to the Plinth. No enc. Asks about scroll of Spirit Tracker. Then asks about the new Priest of Bob in arabel. "He is eratic not likable and rich". They pray together for a while then go to the Jade Jug for lunch.
Priests that didn't like the new high priest Tookis, Lusker Do (Female).
JK goes to Xoblobs.
Jasper and Pisheo get to the Red Gauntlet and are shown back to Gaunt's office. He tells them that their stuff is probably to be found in Skullport and he tells them to go to the 5th sea cave from the port in a small boat and head inside. He didn't tell them much else other than they are probably going to die.
Time stop when Pi and Ja get back to the villa and tell the party about Skullport. They are going to go the next morning.
Time Stop the next morning as they are makeing preperations to head out.


Text Account:
Time stop when Pi and Ja get back to the villa and tell the party about Skullport. They want to be there at low tide that evening.
Once they have their stuff together, they pause on the way to the dock to cast spells-Locate Object, Timber for Kroms Armor-Strength spells on Pi and Tim, Armor on Galran., Voct. casts Locate Object on Pi. Dagger.
They head off to the docs and get there without encounter.
They head into the cave and nothing unusual happens until they get to the MKaw and make their way out of the boat.
As they are getting out of the boat, they are met by Old Man Fart who asks them if they have slaves for sale, and tells them he will give them the best price in Skullport.
They cross the bridge and at the top, Vict. casts Know Customs and tells the party that there is no law, avoid disturbances, don't insult anyone you can't kill, and no one gets anything for nothing.
They get to the bottom of the bridge and turn away from the slave sellers and the drug sellers. 
They go to the Burning Ork and order beer.
They talk to some of the folks, but don't really find anything interesting.

Stuff Still Missing
Krom
Helm of the Fin
+1 Plate
Oil of firey burning
Panther ring

JK
Staff of Stunning

Ox
Dagger of Flying
Boots of the North
Oil of Armor

Kilak 
+1 dagger
Magic Cantten
+1 Battlaxe
Necklace of Missles


Text Account:
Timber is leader.
They go to the Burning Ork and order beer.
They talk to some of the folks, but don't really find anything interesting.
They have been talking to Ilyana and trying to find out about the city.
They haven't found out much yet.
Stallen calls a waitress over and asks about a room. 
They are heading out of this bar and onto the street.
They are standing in the center of the street talking about what they are going to do.
Rand. Enc. - Yuan-Te indicated. He is threatening, but realizes he is outmanned and warns them away with a loud Hiss.
They want to talk to people trying to find a weapon shop.
The reaction rolls are consistantly bad. 
Vict. hires a hooker for an hour to take them to a place where they can find a crossbow. 
She takes them to Thimblewine P(r)awnshop. The crossbow they look at is old but servicable. He sells them a crossbow and 10 bolts for 85gp.
THey head back toward the boat.
They get to the bridge and buy some injected poision type d.
They continue on to the boat.
They get there and Phanto says he knows how to get out of this place.
They give Arnie the crossbow and he is grateful.
They are heading back to the main cavern. No enc.
Timber sticks his head into the Shatterblades and they slam the door on him.
They check out the theater and come back to the tradeway. They pass the Hobbled Lamia.
They order and are served by a naked 12 year old girl. THe owner comes into the bar and slapps her for not getting the money up front.
They head off to the Crowing Cockatrice. No Enc.
15 people at 8 tables and 3 at the bar that holds 8. 
Setana the Harper ghost draws a rune of danger in the moisture from the beer on the bar. After a while, she tells Stallen to meet her near the latrine. Timber and Stallen go outside and she meets them and tells them that the new guild is holed up in the Worms Gullet. She gives them the directions on how to get there. They go back into the bar and tell everyone they are leaving.


Timber for Kroms Armor-Voct. casts Locate Object on Pi. Dagger.


Text Account:
Stallen is the leader
Theyare in Skullport discussing how to get back Kroms magical armor from the theives that are currently gambeling in the Worm's Gullet. They are in the street near the Crowing Cockatrice.
No encounter. 
They are walking in formation to the Worm's Gullet. They are heading for the entrance to the center level across Skull Square.
JK casts a "Phase Spell" that enables him to be uneffected by gravity. Stallen casts Kellasks dark Light on his light rock then pulls a scroll of invisibility and casts it. Vict. Casts bat sense and is able to use echo location. 
They walk up the rickety stairs to the central level. Stallen fliesd up to do a recky of the worm and sees some stuff (including the two well dressed "bouncers" greeting guests outside the door of the Worm's Gullet.
He checks out the area quickly (he's only gone a turn) and then returns to the party.
The rest wait on the stone area before you get to the stone stairway until he returns. Stallen get back and describes what he saw.
The worm itself is proctected by numerous dispell magic permanancy spells that prevent spells cast from the outside and there are also dispell magic spells on the inside as well.
They discuss what they will do. No enc. Another round passes.
They head out. They get to the second level and walk along the walkway until they reach the oblique angle where it gets closest to the side of the worm. Krom tries to jump across to the worm and use his stickey fingers to grab ahold, but the dispell magic prevents it. He manages to grab ahold of the walkway and prevent a fall, but it makes it swing wildly. Victorex fails a dex roll and falls all the way to the ground (60 feet and 6d6 of damage).
Victorex attracts 2 kids who want to loot the "body". Vict kills one (cuts it's head off - it’s a 12 year old girl) and the other run off. JK drops to the ground but changes his mind and goes back up.
They drop a rope to Vict. And he climbes up it. A strain is on the rope and it frays
They try a rock to mud on the outside and it fails.
They return to the front of the worm. They are told there is a 2 hour wait.
They wait for a while, they see a couple bribe their way inside.
JK is forced down to the groud floor as he is to heavy for the walkway.
They take up a collection after 40 min and Kat. Goes up to bribe them.
She gets them inside and into the casinoo area where they theives with their stuff are.
Kat. And Krom go to the roulette wheel. Timber and Gal. Go off to search. Pi. And St. head off in a different direction. 
Stallen does det. Magic. He sees the magic braceletts on the employees.
Timber goes to the sumptuous bath room and is taking a shit as he casts a spell. The braceletts of the attendant detects his spell going off and summons guards who escortes him out.
Gal. See him being taken out and goes off to tell the rest of the party he is gone.
The two theives
HP 23       32
-3              -14,-7,-3 Pi
Round 1 they run around a corner and try to cut the rope to drop the walkway. They miss and she attacks and hits one who has to hold on and misses his attack this round the other misses. Timber is bat, Stallen is flying.
Round 2 Pi wins init. One of them goes over the edge but hangs onto the walkway. Timber follows the falling swag and Stallen lands 30 behind the quilted theif left.
Stallen helps the second hanging onto the edge to get up then takes back the magic items he has on him.
It will take 2 rounds for scavengers to get to the fallen swag bag. Timber get there in a single round. It lands near some mind flayers who delay attacking and give Timber a chance to turn invisible. Then he moves away and turns into a condore and returns to the rest above.
The theives are stripped, and they get back all Krom and Kilaks stuff except for the Panther ring, which one of the theives has on his finger and can't get off cause it's cursed.
Pi and Tim leave, stallen is there covering them. 
A drow casts a sleep spell on them and one of the theives fails. Stallen leaves quickly and they hear the Drow attack them.
They return to JK down below.
Krom and Kat play roulette and Gal. Tries to find the others.
They all get back together at the bottom of the stairway.
Time Stop.


Text Account:
Timber is the leader.
They all get back together at the bottom of the stairway.
They have just recovered the stolen equipment and are in the lower heart area. They plan on heading back to the ship.
They encounter a shop owner 
They make their way back to the pool where the ship is. They see that Arni and Phantoozee have had to kill a 15 years old girl. They step over the body and make their way back up the way they came.
After a short sea journey they get back to Waterdeep.

They get back to the Waterdeep docks at about 2:00 in the afternoon.
Vict. Is going to Halls Of Hilmer armorer, the rest are going back to the Villa. There are no encounters.
They get back to the Villa about 18 hours after they left.
Vict. Finds out that his armor can not be made magical again, but it will be repaired day after tomorrow.

Through a portal of golden light and the sounds of air from the 7 Heavens, Sir Ulla will return. He will appear at the table during dinner brought by an angle. He has been brought back to the prime material plane against his will and without Beourn. He will say nothing of his journeys except to say that he never wants to go back. He says Beourn has been very changed, but will not say much about the ways in which he has changed. He is in a literally murderous mood. He will seek to kill the first person that disagrees with him and will be abusive and horrible to everyone until Beourn gets back. He will go out into Waterdeep and get a reputation for evil very quickly. He isn't stupid though and will keep his evil activities secret. He has lost his Paladin powers.

Ulla kicks Timber and Stallen out of their room and throws all of their stuff into the hall then slams the door. He asks for wine and they send him up a tray with food and strong wine. Gal. Casts a unseen servent to take him the tray after she puts an herbal sleeping potion in it. He fails his ST and sleeps through the night.
Vict. Talks to his followers and does an imprompto service. They get clearance from Phantoozee to leave the day after tomorrow.
The night passes and they wake up the next morning. They have been in the city for 18 days and there are 12 days until the festival begins.

Vict spends the day looking for magical armor and doesn't find any.
Kat. Spend the day taking it easy. JK, Timber Gal, Stallen, Ox, Ember visits Xoblob and although he has no magic that they haven't already seen before. Kilana is making scrolls. 

They get to Xoblobs and he invites them upstairs. The new roof is going on so he harvisted his rooftop plants and gets them high on Sensillima and ends up selling them some. They have a good time talking and eating. It's 1:00 when they leave.
They head back to the Villa for lunch. One of the servents has been attacked by Ulla and has a cut on her cheek and a black eye.

Timber goes to the house of the servent (Martha) removes her pain, heals her and removes the scar on her cheek.
He gets back to the villa and tells them about what she said about Ulla's attack.
3:00 in the afternoon, Ulla goes out of the house. Gal uses her ESP amulet to hear his thoughts, She, Timber and Katrina will tail Ulla. Total HP = 68
Gal goes invisible and attacks Ulla from behind in an attempt to knock him unconcous. 
20 pts of dammage. He draws his sword and attacks
30' for Kat and Tim, 80' for Stallen.
Timber does 8+6 pts of subdue damage, Kat does 5+8 pts. 
Round 3 
Timber does 6+5 subdo, Stallen does 6+
Round 4
Timber does 7
30 subdo, 39 normal=47pts.
He goes down and is tied up, disarmed, wounds bound and carried into his room.
Timber does a det. Balance and finds out how bad off Ulla is.
They talk to them and tells them that Beourn sent him away.
The nearest temple to Gaga is at the top of Mt. Ulgarth (he is from Estagund originally).
They say that they will take him there if he can hold out.
Time Stop.


Text Account:
Leader is Galranwyn.
Last Week:
They talk to them and tells them that Beourn sent him away.
The nearest temple to Gaga is at the top of Mt. Ulgarth (he is from Estagund originally).
They say that they will take him there if he can hold out.
You are in Ulla room where tied on the bed in very bad emotional shape.
Ulla tells everyone except Timber to leave. Timber and Ulla begin drinking wine. Ulla falls asleep for about 5 hours.
Gal. asks for some sheep to be purchased. It takes about 2 hours for him to come back with a pair of sheep, fattened for market.
Kilana is in her room making a scroll, Katrina makes sure her followers are workiing and goes off to Tymoras Temple. Pisheo, Galranwyn,  Ox and Krom wants to go to a weaon/armor shop.
3 hrs They head off to the Riven Sheild. They are looking for daggers and battle axes. Krom wants a fancy bowie knife (85gp) and Pisheo wants the fancy carbon steel with ruby knife (120gp). 
They buy a bunch of fancy mundane weapons. 
1 hr They head off to the Halls of Hilme and arrive with no encounters
Finding the armor is too expensive there, they head off to Aurora's counter store
2 They get armor, backpacks and stuff.
No Enc. They go back to the Villa and hang out.
Katrina gets to the Temple of Tymora. 
There is a dagger throwing contest in the front of the Temple.
She plays lyers dice and breaks even, plays high card and wins 400gp
After 6 hours, she goes back to the Villa.
They find Sir Ulla going wild swearing and screaming to be let free. Katrina and Timber get out and go back to the Temple of Tymora. 
Krom takes the trussed up Ulla and takes him out to where the sheep are tied. Sir Ulla knocks one in unconsiousness and borrows Krom's knife. He trusses it up and carries it up to his room. He breaks all 4 legs, ties them spread eagle on the floor, then skins it alive by taking off 2" strips at a time.
Stallen, Victorex, Jon Keel and Sir Ulla prepare to take off on their journey to Mt. Ulgarth. And to Arabel.
They are 10 days away from the festival. And it's time to swap the followers out.
Pisheo uses the scroll she bought and gets a tatoo of a dagger that turns into the real thing.
Gal. Writes 3 Feather fall scrolls. 
They want time to pass the quick way.


Text Account:
This is a small game with Krom and Galranwyn. They are in Waterdeep the day before the festival begins.
The city is more crowded than anyone can remember. The streets are jammed, the markets are at capacity and more, the area outside the main city gates are straining to handle the overload of sellers, strolling players entertain, imprompto stages have been set up, the stadium is full of contestants practicing and all have the spirit of prosperity and excitement.

Start where Krom and Gal are in the Stormwatch villa having breakfast.
Gal wants to go to Xoblobs to check up on things. Gal. And Krom have 100gp in Gals robe and theyre  wearing their normal clothes. 
They head out into the teaming streets 11:00 It takes over an hour to get to Xoblobs and there are no encounters despite 2 rolls.
Scroll of Darkness, Cauldron of Air. 
The gong goes off and a party of 3 comes down from the room above and leaves quietly to go get a drink.
They pass the time and find Dadaleaus is doing well with trade. They talk to him about the mage contests.
When they leave, there is a tour guide giving a speil about Xoblobs and taking a score of people into the shop.
No Enc. They head out to the market to see what there is.
Ploughsares, Clay pipes,


Text Account:
Leader is Pisheo.
They are in Waterdeep at the festival. It is Higharvestide between Eliant and Marpenoth.
The cook serves Steak and Eggs Benidict (a small food fight breaks out and is quickly quelled)
They leave 20 followers on guard at all times. 
They head down to the Field of Triumph and check on the schedule. 
All the flags are flying on every tower and on every peak of the castle.
Timber changes into a falcon and flies back to the Villa to get his bow and arrow
They are all going to the North Gate.
Krom talks to a woman serving beer at a 10' round table and gives her 2 gold pieces for a "date"
The guy in black 14 st, 17 dex (+2) 17th level Needs 6 to hit Baerom Thunderstaff. 
Round 2 AC-3
8+11+7+8+7+10=51
3+2+blackie and Pisheo
Round 3 -6
2+9+2+3+3+5+Pisheo+Blackie
Round 4 AC -9
1+2+1+1+2
Round 5 AC -12
1+1+1+Blackie
Round 6 100 paces, AC -15

Macba
Mooket
Level   HP   St    Dex  Dam
11       40    14   6      8 
-4-8-7-8-8-7 - Down!

Schedule of Events
Day 1
The Parade of the Nobles
Jousting - Field of Triumph
Macba - Kilak/P - Field of Triumph
Archery - Pisheo/P  North Trollwall
Sling - North Tower
Javilin - North Gate
Spear - North Gate
Axe  - South Trollwall
Fencing - Field of Triumph
Wrestling - Sumo - Arm - Field of Triumph
Grecian - Barbarian - North gate
Weight lifting  - Field of Triumph

Day 2
Racing Horse - Krom/O,Timber/O  - High Steet
Dog - Foot - 3 legged - Field of Triumph
Wagon Pull - High Street
Eating and Drinking Contest Krom/P - North Gate
Singing - Katrina/P Story Telling - - North Tower
Poetry Music - Katrina/P - North Tower
Obstacle race Timber/O, Pi/O - Field of Triumph
Magician's Performance - Gal./O - Field of Triumph
Magician's Battle - - Field of Triumph
Illusionist Performance - Field of Triumph
Dance - North Gate

Day 3
Boxing - Field of Triumph
Swimming Race - Timber/O - Docks
Boating race - Docs
Olympic Games - Field of Triumph
Discus 
Shot Put 
Long Jump - - North Tower
Marathon Race - Timber/P North Gate
Ending Ceremony - High Street

Games of chance: Exhibitions: 
Ring toss Livestock 
3 Card Monty Poultry 
Shell game Art 
Cards Craft 
Chess Weapons, Armor 
Craps Selling Booths 
Checkers Food 
Liars dice Household goods 
Wheel of Fortune Junk 
Deck of Many Things Antiques, Souvenirs 
Betting on Events Above Clothing 
Fortune Teller
Dramatic Play - Satire - Skit - Cabaret - Religious


Text Account:
Leader is 
They are at the festival in Waterdeep.

Schedule of Events
Day 1
The Parade of the Nobles
Archery - Pisheo/P  North Trollwall
Jousting - Field of Triumph
Macba - Kilak/P - Field of Triumph
They are stainding around as the crowd for the Macba is dwindeling. It is about 1:00 in the afternoon.
They head out with the rest of the crowd.
They head back to the Villa for lunch. Maxie is Krom's "date". 
Krom and Maxie go upstairs to his room while the rest have a nice lunch.
They want to go to the S. to buy bulk grain. They are told by Jasper that the Helmstar Warehouse is where they sell bulk items.
They buy enough wheat, rye, peas and lentils to fill both calistoga waggons.
They head off to the Vintners, Brewers and Distillers guild. They are giving out some samples if you can show them a gold piece. They buy a couple of kegs, a pony keg and more. They are given a bottle of Ozzo because they spent more than a hundred GP. They start to head back to the villa, but they can't get across the street as some races are taking place. They pay an old lady to climb up to the roof of her place. They clean the roof of bird guano and sit on the High Road about a block S of Rivcer street.l They watch the dog races, the horse race and the chariot race. By the time the crowds disperse, it is late and by the time they get back to the villa, it is dark. There are no encounters and the reach home safely.

The events below remain to be handled:
Sling - North Tower
Javilin - North Gate
Spear - North Gate
Axe  - South Trollwall
Fencing - Field of Triumph
Wrestling - Sumo - Arm - Field of Triumph
Grecian - Barbarian - North gate
Weight lifting  - Field of Triumph
Dog -  Racing Horse - Krom/O,Timber/O  - High Steet
End of day 1

Day 2
Foot - 3 legged - Field of Triumph
Wagon Pull - High Street
Eating and Drinking Contest Krom/P - North Gate
Singing - Katrina/P Story Telling - - North Tower
Poetry Music - Katrina/P - North Tower
Obstacle race Timber/O, Pi/O - Field of Triumph
Magician's Performance - Gal./O - Field of Triumph
Magician's Battle - - Field of Triumph
Illusionist Performance - Field of Triumph
Dance - North Gate

Day 3
Boxing - Field of Triumph
Swimming Race - Timber/O - Docks
Boating race - Docs
Olympic Games - Field of Triumph
Discus 
Shot Put 
Long Jump - - North Tower
Marathon Race - Timber/P North Gate
Ending Ceremony - High Street

Games of chance: Exhibitions: 
Ring toss Livestock 
3 Card Monty Poultry 
Shell game Art 
Cards Craft 
Chess Weapons, Armor 
Craps Selling Booths 
Checkers Food 
Liars dice Household goods 
Wheel of Fortune Junk 
Deck of Many Things Antiques, Souvenirs 
Betting on Events Above Clothing 
Fortune Teller
Dramatic Play - Satire - Skit - Cabaret - Religious


Text Account:
Leader is Timber
They have arrived back at the Villa. The follower guards want to be out in the city, and most of the others are out having a good time. They have roast pig for dinner. The meal is very good, Krom and Maxie eat too. Conack Flan for desert. The sleep that night, and have a peacefull eveninig.
Oysters Rockefeller are for breakfast, with fresh bread and fried eggs and deviled eggs.
They decide to go to the market on the way out to the North gate for the eating and drinking contest.
They hit the market and it is more crowded than two days before when Gal. And Krom went.
As they are walking to the market, they are enveloped in a brawl between standard merchants and those who are only there for the festival.


Day 2
Foot - 3 legged - Field of Triumph
Wagon Pull - High Street
Eating and Drinking Contest Krom/P - North Gate
Singing - Katrina/P Story Telling - - North Tower
Poetry Music - Katrina/P - North Tower
Obstacle race Timber/O, Pi/O - Field of Triumph
Magician's Performance - Gal./O - Field of Triumph
Magician's Battle - - Field of Triumph
Illusionist Performance - Field of Triumph
Dance - North Gate

Day 3
Boxing - Field of Triumph
Swimming Race - Timber/O - Docks
Boating race - Docs
Olympic Games - Field of Triumph
Discus 
Shot Put 
Long Jump - - North Tower
Marathon Race - Timber/P North Gate
Ending Ceremony - High Street

Games of chance: Exhibitions: 
Ring toss Livestock 
3 Card Monty Poultry 
Shell game Art 
Cards Craft 
Chess Weapons, Armor 
Craps Selling Booths 
Checkers Food 
Liars dice Household goods 
Wheel of Fortune Junk 
Deck of Many Things Antiques, Souvenirs 
Betting on Events Above Clothing 
Fortune Teller
Dramatic Play - Satire - Skit - Cabaret - Religious


Text Account:
I have been getting Access set up and my data converted today. After adding the records from the old Party table to this table, I realized that there were 479 game records.
Looking at Lisa's records, there were 14 games in the campaign before I began using a computer. That makes 493 games. I am missing notes from1/23/99 to 7/16/99. I beleve there were 20 games in this period. That makes this the 513th games of the campaign. There are some variables (like games only attended by one or two people) that might make this somewhere between 500 and 520. I will choose to call this the Official 509 game of the campaign!

They are still shopping on the second day of the festival.
They were in the Elven wagons and have completed their purchases.
It is 1:00 in the afternoon when they leave the Elven area of the market.
Krom takes all the drugs that he bought the day before. This includes muchrooms, and opium (they smoke it).
2:00 - Eating and Drinking Contest Krom/P - North Gate
Krom and Ember are entered. 
1/2 Constitution=Free drinks
From that many 2 Oz drinks thereafter roll against each attrib.
A fail indicates a roll on d4 vs con or d2 vs other.
2nd roll for vomit on con.
7,8,9,10,11,12,13,14,15,16,17,18, Bruser wins! 
Krom is eliminated early on, Ember lasts a while longer, but Lisa's guy wins.
Gal. Teleports them and Maxi and Timber, and pi. To the villa.

4:00 Obstacle race Timber/O, Pi/O - Field of Triumph
Magician's Performance - Gal./O - Field of Triumph
Magician's Battle - - Field of Triumph
Illusionist Performance - Field of Triumph
Poetry Music - Katrina/P - North Tower
Singing - Katrina/P Story Telling - - North Tower
Dance - North Gate

Obstacal race:
50 yard run
Strength, Dexterity and Constitution
Roll 366 for each and sub. From the ability. Add 3 products and move that many yards

running broad jump (Mud)
Roll 3d6 under St. and Dex. It takes a round to go 2' through the mud.

Climb Wall
Jump requires a ST vs Dex to grab the rope. Roll 1d4+4 for height of jump.
Roll 3d6 subtract that from St. to determine the number of feet climbed up the rope.

Rope swing
A Dex roll is needed to grab rope. A roll of Dex -6 is needed to let go at the right time. If it fails, the person falls that many feet back in the pool. Move at 2' per round in the pool.

Broken ground run
Make 9 consequtive Dex rolls. A fail stops movement that round.

Hanging rope ladder
As Broken Ground, but needs a ST vs Stren. As well.

Time Stop as Gal. Enters the barels

Barell crawl
As running, but against Dex and Con.

50 yard run
As before


Text Account:
Obstacal race:
50 yard run
Strength, Dexterity and Constitution
Roll 366 for each and sub. From the ability. Add 3 products and move that many yards

running broad jump (Mud)
Roll 3d6 under St. and Dex. It takes a round to go 2' through the mud.

Climb Wall
Jump requires a ST vs Dex to grab the rope. Roll 1d4+4 for height of jump.
Roll 3d6 subtract that from St. to determine the number of feet climbed up the rope.

Rope swing
A Dex roll is needed to grab rope. A roll of Dex -6 is needed to let go at the right time. If it fails, the person falls that many feet back in the pool. Move at 2' per round in the pool.
Broken ground run
Make 9 consequtive Dex rolls. A fail stops movement that round.

Hanging rope ladder
As Broken Ground, but needs a ST vs Stren. As well.

Time Stop as Gal. Enters the barels

Barrel crawl
As running, but against Dex and Con.

50 yard run
As before

Pisheo comes in 3rd overall and Timber finishes 4th. There is much acclaim from the crowd.
Magician's Performance - Gal./O - Field of Triumph
Gal does not enter, chooses to sit out. The rest of the group stays.
The host is Ripcord. Tyemacks is up first with his rock and lava show.
Pandyr whirlwind to enter, grows a tree that lifts him into the air with birds flying. Tree dies and birds fly away. 
Dark light casts some cool spells, but Alpha steals the show with his show of aggressive and impressive spells.

Magician's Battle - - Field of Triumph
The mages battle is a very ordered, one on one contest. The spells can not actually injure the opponent but may render him unable to cast further spells. They order it by level of spell that may be cast. It lasts about 2 hours.
Encounter on the way to the market. Slaver looking for his slave.
The group decides to return to the Villa for dinner. No enc.
Pi and Tim. Go back to the elf waggons to escort Kat.s harp to the villa.
Encounter on the way home with an elf carrying the harp in a wheelbarrow.
The city guard trap a wild pet leapord against the wall of the stadium.
They get back to the villa and find dinner has been waited for them. They invite the elf with the barrow to dinner.
Bartholema the maker of the harp arrives to hear Katrina play. 
They go up to their beds and sleep as well as the street noise allows. 
End of the second day.
Monte Cristos for breakfast!
They decide to do some shopping and head out into the city. 
55 gp for a set of 10 nesting chests.
235gp for a 3'x4' cast iron chest with a 20lb lock.
They buy all the chests the guy has and arrainge for him to deliver them to the villa.
They arrive at the Marathon race entrance.
Time stop where the end of the race is.

Day 3
Boxing - Field of Triumph
Swimming Race - Timber/O - Docks
Boating race - Docs
Olympic Games - Field of Triumph
Discus 
Shot Put 
Long Jump - - North Tower
Marathon Race - Timber/P North Gate
Ending Ceremony - High Street


Text Account:
This is the last day of the festival.
They arrive at the Marathon race entrance.
Time stop where the end of the race is.
We begin where they are just outside the North Gate picknicing. They are waiting for the race to begin.
Marathon - 26 miles.

A character can always double his normal movement rate (in yards) to a jog. Thus, a character with a movement rate of 12 can jog 240 yards in a round. While  jogging, a character can automatically keep going for the number of rounds equal to his Constitution. After this limit has been reached, the player must roll a  successful Constitution check at the end of each additional round spent jogging. There are no modifiers to this check. Once a Constitution check is failed, the character must reduce speed to 1/2 jogging for as many rounds as he spent jogging. After this, he can resume his jogging pace with no penalties (although the same limitations on duration apply). 
Jogging is 10 min a mile. 5 min a mile. Sprint is 2 1/2
Jogging is no. miles equil to Con. , past that, make a con check after every 1/2 mile.
Roll endurance first, then roll Con if End. Fails.
If a jogging pace isn't fast enough, a character can also run. If he rolls a successful Strength check, he can move at three times his normal rate; if he rolls a Strength check with a -4 penalty, he can quadruple his normal rate; if he rolls a Strength check with a -8 penalty, he can quintuple his normal rate. Failing a Strength check means only that the character cannot increase his speed to the level he was trying to reach, but he can keep running at the pace he was at before the failed Strength check. Once a character fails a Strength check to reach a level of running, he cannot try to reach that level again in the same run.
Characters can maintain a run as long as they have the necessary fatigue points. The various character classes gain a number of fatigue points equal to their base Hit Die value. In other words, a warrior has 10 fatigue points, a thief 6, etc. Warriors gain one additional fatigue point each time they gain a level; nonwarriors gain one fatigue point every two levels. This value is modified by the hit-point bonus or penalty for Constitution. 
Continued running requires a Constitution check every round, with penalties that depend on how long and how fast the character has been running. There is a -1 penalty for each round of running at triple speed, a -2 penalty for each round of running at quadruple speed, and a -3 penalty for each round of running at quintuple speed (these penalties are cumulative). If the check is passed, the character can continue at that speed for the next round. If the check is failed, the character has exhausted himself and must stop running. The character must rest for at least one turn. 
They see people having food and drinking wine sitting on the edge of the race course. 
Sprint is good for 30, Run is good for 16, jog is 0

Miles -   Bob,         Dura,         Timber,      Sam,      Swifty,      Tom,      Zak
            Runs(24),  No Run,      Run(24)     Jog,        Run (24)   Sprint,   Jog         
            -1             10             1                4            3             -12        -1
            5               0              1                -5           1             7 Jog      9   
            -6             -6 Sprint   -8                2            2             6            1
            -12           -1              3                3            5             -9           -4
            4               -3             -12             4            2             -4 Run     -4
            -12            2 Run        -8               9            5             0 Jog       -2
            -7              4              4                4             0             -2           10
           -------         --------     -----            -----       -----         -----        -----
            -29            66             -19             21         18            48          9              
             -3             4 16Run     2                9           0              -6 Spr.   -4
             5              8 Jog         1                7           3              -9 Spr.    11
             -2 Spr       5 16Run     -5 Spr         -8          4             -12 Run  9
             2 Spr        -12 16run    -1 Spr         2           3             -5 Spr    -5
             -3 Jog       -3 16Run    -5 Spr         8            1             -1 Run    -2
             1 Run        -10 Run      -5 Spr        6            2 Run       -8 Run    1
             -7 Jog       -14  Run      -6 Spr        5            4 Run       -5 Run    6
             -5 Run       -11 Run      8

Miles -   Bob,         Dura,       Timber,     Sam,      Swifty,      Tom,      Zak
14         364          210           377          225         357         246        101
             4              4              21           5             18           -4           0
15         19            16             31            2            14           3            0
            21             7(Walks 9)19           18           14           (Walks9) 7
16        18             -16           15            17           18           -16        (14 Walk)
            16             -16           22           12           13           -16        -16
17         15            -16           29            10           19           -16        -16
            9              -16           24            16           19             -16      -16
18         3              -16           2              -16Walk  -16 Walk   -16       -16
            29             -16           31            20          11             -16      -16
19        30              -16          19            18          18             -16      -16
            31             -16           20            12           18            -16      -16
20        23             -16           29             29          21             -16      -16
           32              26            24             5            12             
21        30              28            30            19           21            
            15              25           16             12           20
22         29             18            15             21           13
            30              30            9              30            19
23        27              24            18             34            32
            -16 Walk    28            18             28            26
24        -16 Walk    28             31             26           23
           21              -16 Walk   27             34            21
25        26              -16           15             34           30
         -------         --------      ------         -------      ------
           760             268          842           611          741
           -16              -16          34             -16          24
           744             252          882           595          765
Timber is the winner!
Time stop at the end of the battle. 

Day 3
Boxing - Field of Triumph
Swimming Race - Timber/O - Docks
Boating race - Docs
Olympic Games - Field of Triumph
Discus 
Shot Put 
Long Jump - - North Tower
Marathon Race - Timber/P North Gate
Ending Ceremony - High Street


Text Account:
Stallen, Victorex, Ulla and JK are preparing to get on Phantozees ship 10 days before the festival starts. That makes the date the 21st of Eliant.
Ulla is still in bad shape, but feeling better as he has the parties promise that he will be on his way to the temple soon. They are leaving in the late afternoon.
They make their way to the ship and get on board. They are led out of the harbor by the pilot of Waterdeep Harbor. Once they get on the open sea, Phantoozie furls the sails and they head W toward open sea.
They go S until they are W of uninhabited territories, then they go E. They goe E all night until they get past the Sea of Fallen Stars, then they turn S. They go S until they get to open sea again. Once over the ocean they go E until they get to Mt. Utgart. They fly around the mountain and get the lay of the plaqce. St. Vict. And JK are trained in the use of the rope ladders that dangle over the side of the ship. The ship comes up over the top of the mountainan and slow to a run. They send the 4 over the side and they arrive on the Top of Mt. Utgarth.
Vict. Begins to strip in the snow that covers the ground until he stands naked. The people of the town haqve been seen running out of the longhouses and up the terrisedd sides untilo they are a hundred feet away from Ulla. There they stop as he leads them in a common prayer of Gaga that involves them answering him.
At first, the leader of the town (called the Head of the Council) is hostile toward Ulla. The rest of the conucil protest and they huddle. They elect a new Council head who is nicer. Ulla vouches for the othe4rs in the party and the council accepts this.
The strangely silent people leaqd them down towaqrd the terrace levfel that contains the longhouses. The PCs with about 20 townspeople enter the longhouse. It is very crude and has almost no furnicture and little in the way of amenities. There is only a hole int the roof that allows the smoke to get out.
Once Ulla and the rest have washed with warm water, they council returns and Ulla tells them that he knows the Name of Gaga. To them shis means he is asking for a seat on the council as only a council member can know the name.
He will have to kill one of the existing members. Ulla is given time to pre3pare, and he uses this time to tell the others something of this place and his background.
The Council comes back and takew Ulla (and about 1/2 the town) to the twenty foot sq. platform of stine that is in the center of their standing stones.
He challenges for the place of the 13th place and has to fight an evil old lady who uses a spell to grow bird talns. As she ripps his skin, he lifts her off the rock and thwos her down the side of the mountain (a death normally used only for disobeyers of Gagas creed). This gains him a position on the council. He goes off with the rest of the council to discuss mysteries.
Vict and Stallen are introduced to a couple of Gaga beleavers who value their gentic contribution and their tales about their fanjtastic adventurers.
They are plesently entertained until Ulla gets back.
He is OK and tells them that he will be staying there until he learns something. He tells them to return to the ship and even wishes them luck on their quest.


Text Account:
Timber is the leader. We left off the last main game with the Marathon run. Timber is the winner of the race. It is about an hour till sunset.
They go back to the Villa. The crowds are thinning out, but it's still crowded. The place is filthy.
They get back to the villa with no enc. 
They tell the butler Titus that they will be leaving in three days. 
It's the morning of the 4th day, they are preparing to leave. 
They head off to the jewlers guild and cash out.
When they return, Titus presents them with a bill
Total 1253 (210 gp each PC)

Galranwyn 5Kgp - 
Kitrina 3Kgp - 
Kilana 300gp - 
Pisheo 10Kgp - 
Timber 6700 - 5Kgp
Ox - 0
Krom - 

4 buckboards (3@2 horses, 1@1 horse), 
2 calistoga wagons
Gal. Has a Coach, 2 horses
Kilana - Steppe Pony, 22 followers
Pisheo - 1 horse, 16 followers
Katrina - 1 horse, 10 followers
Stallen - 20 followers, 18K for 14 horses, tack and blankets.
Kilak - 1 pony
Timber - Nothing
Ox - Riding in a wagon
Krom - War Horse
Victorex - War hores, 30 followers

a connemra named "dancer" (light of build and the least impressive of the bunch) 
a chessnut stallion named "Big Red" is the best looking. 
They have a H. War Horse named "Vindication" (percheron) and 
LRHorse3=Gelderlandr mare name "louisa", coal black Rhinelander named "Uncle Tom". The other 2 are roans (not matched).

Timber speakes to the clydes dale. They are named dale and clyde. 
They buy 2 draft(@200gp), war horse(@500gp), 4 riding horses(@95,85,80).
111Bridle set (20gp), 11basic saddle(25), med saddle(50), 1 beauty saddle (100) 

They gather the followers and hitch up the horses
They tip the staff. St.=40gp, Ga. 25gp, Katrina 25gp, Timber 25gp-maid 10gp, 

The will be passing the 5 months quickly! YAH!

Stallens followers are practicing horsemanship, practicing fighting from horseback with swords and bows and practice on drums&flutes&other instruments, helping construction efforts.
1 try at riding (They fail)
4 tries at Instrumental Music  (They succeed)
1 try at archery (L. Bow)
1 trys at L. Sword (They succeed)
3 trys at Horsemans Flail (They succeed)

Timber helps train Stallens men, patrolling, hunting, fishing, visiting hidden temple.

Katrina has her followers train with the S. Sword, visiting town and spells and research Conjure Cabinet.
2 trys at S. Sword (Succeed)
3 months to scribe spell in her spellbook.

Ember help build Victorex's temple and works clearing an area of the dungeon for the dwarves, including a temple to Clangendin.

Pi learning tumbling, time with followers, practice with weapons, helping with the brickmaker. Copying spells from Gals home made book.
Pi has tumbling skill.

Galranwyn making scrolls, spell book for Pi followers, helping Kilana

Kilana blessing and consecrating her temple to Mystra with her followers.

Kilak is relaxing and having a good time, helping Ember build the Dwarf enclave.

Dromar is reading the Manual of the Planes. 


Ox is going to fish, make some armor, help Timber and Krom with the Treehouse.

Victorex Gets back from his visit to Arabel on the 3rd of Alturiak. Then, instructs her followers to set up shops and work on his temple.
Logging, timber, fishing, hunting, farming tools, lathes, artisen tools, masonry, carpenters, Blacksmith, scribes, loom, clothes making.
Inscribing Scrolls Scroll 1 - (4) All cure light, Scroll 2 - (5) All Cure Critical, Scroll 3 - (6) 2 Nap&2 Blinding Beam&2 Cure Severe, Scroll 4 - (3) 2 Neut. Poison, Blinding Beam. 

Dromar is reading books and writing spells.
Researches Phantom Watcher and Bedazzle.

Krom hangs out, works on his treehouse
Stallen and JK get back on Ches the 14th
Ulla gets back on Ches the 28th (4 days before Ulla arrives).

------------
Victorex, Stallen and Jon Keel are just entering the city of Immersea after having been dropped off by the Local 509 ship at the docks.They arrive at the Inn of the Five Fine Fish at 11:00 in the morning.
They talk to the waitress (Malisia) who doesn't know much about Arabel, but know a lot about Immersea. Stallen and Vict. Argue about their rooms and stop talking to ech other. Dzula tells Stallen that  9 months ago Timoris was in town 4 days and left to the North. Victorex asks Dzula about Arabel and the temple. 

Victorex goes to the Mist Runner,  Stallen goes to Nelzules Hardware.
At Nelzules Stallen comes across a beautiful, black carrage with leather seats and a small bar. It costs 2700gp. He also looks at a sulky for 270. The seller (Klaba) throws in a gated sulky horse in for 325. The horses name is sandy. Stallen buys it. He will pick it up at the stables the next day. Victorex buys a hobo stove for a gp. 
Victorex and Stalen head back to the inn and take a bath. Victorex will wait dinner for Stallen as he heads off to the Redstone Castle. He tries to get in, and entertains the soldiers with a song. But they aren't in the mood for music, so he heads off the the other castle; Wyvernspur.
The 16 year old girl greets him and she runs in. The butler Wayfat comes out and welcomes him in.
Time Stop. 
Stallen is trying to find the bard and Haper Toomoris Orotia.
Victorex is trying to find stuff out about Daramos.


Text Account:
Katrina is leader.
Victorex Gets back from his visit to Arabel on the 3rd of Alturiak. 
Stallen and JK get back on Ches the 14th.  
Ulla gets back on Ches the 28th (4 days before Ulla arrives).
Dromar, Ox and JK are in the inn when Beourn arrives.
Beourn arrives on Thasarkh 2nd.
His arrival goes as detailed in the other docs.
He goes to bed early that night. 
Victorex does a det. Align. And a commune with bob to see what he thinks about things.
Gal hears Phantoozie contact her on the Planitar during the night. He says he will be there in a couple of days.
They go to bed and get up the next day. Ulla and Beourn talk a bit about Brigath.
A thin spot in the ice is found on the river and they heat the area to melt what ice there is.
Katrina, Pisheo, Galranwyn, Kilana, Ember, Dromar, Krom takes 100gp and some small gems, Kilak, Victorex provides guidance, instructions on care and raising of the temple, Timber securing tree house speaks to animal friends to guard it, Ox, Stallen most magic as much money as he is encumbered and all Krosniums, JK takes it all, Kilana.
They are leaving on the 8th after having completed all preparations. The ship is restocked and Phantozee is ready to go.
They have loaded their heavy possessions abord the ship the day before and they make their way to the river acompanied by many of the townspeople.
They make their way out into space. Ox and JK who are first time travellers quickly get their space legs. The starfish crew member is met. They have an uneventful trip (1 day, no encounters).
They get to Grawk and Beourn sences the presence of the legs and directs the ship to the general area.
On Grawk, it is the first month of summer. They land on the Selintan river and make their way up to Greyhawk. 
Time Stop when the see the city for the first time.


Text Account:
Stallen is the leader.
Time Stop after they have made the journey from Kopeta to Grawk. They land in Midbay and they sail up the river Selintan.
They enter by the Wharfgate and make their way to the low market. They meet a vendor of pot stickers and they hire her to take them to the Merchantile Guild in the Foreign Quarter. No Enc.
Timber, Stalen, Katrina will do the exchange for the party's money into the coin of the city. They are charged 25% on the exchange for off-world currency and for the testing it requires. No Enc.
They head off to the Silver Dragon Inn. They take rooms at 1:00 in the afternoon at this time. They go down to the reatauraunt (the fishfry). They are served the vegitalble (nightstalks). 
They go up to the festhall. 
Katrina goes to the table with the half orc and plays poker, Timber goes to the dwarf cleric and they discuss their gods in a dis- passionate way.
A young kid offers to do them service and they send him off to find out if there are guards for hire.  They head off to the guild. No Enc.
Loria is the one who helps them and Youragar Boristak is the guide they hire.
Provisions, Boccob, Celestian, Ehlonna, tailor, maps, library
They want to do some sightseeing in what remains of the day (its about 3:00) and we will time stop where they are preparing to leave the Silver Dragon Inn.


Text Account:
The leader is Timber.
They have hired the guard Youragar, and are leaving the Silver Dragon Inn.
Loria is the waitress who helps them and Youragar Boristak is the guide they hire.
Provisions, Boccob, Celestian, Ehlonna, tailor, maps, library.
They want to do some sightseeing in what remains of the day (its about 3:00) and we will time stop where they are preparing to leave the Silver Dragon Inn.
He takes them to the Royal Theatre and then back to near where they are staying at the chartographers guild.
Telik is the chartrgrapher. He will make a map in 10 days for 10gp. He agrees to take 6 days and charge 15gp. They get a big map of the city for 8gp.
Hosik Tetheys is a bard. 
Stallen, Krom, Katrina, Ember, Ox, Pisheo, Kilak, Timber, Dromar goes to the festhall.
Victorex get the city map and examines it is his room.
Gal. Takes an early evening.
Festhall has about 45 people in it. 
I'okk Yan group trio plays. Flute, Lute (I'okk) and harp. Yugash is harpist.
Ember and Dromar find like races to talk with. Balsick and Beoloria are Gnome elderly couple.
Dramoris is the dwarf that is hanging out with Ember.
Hocnkey is his friend. 
Yamis Yougian, tall, thin and sandy blond with tall boots and bright red and orange diamond plaid. 
Ubakak Hovai is the Cairn Hill sage.
Yamis is hired as their agent and will do negotiations for the party if it will make.


Text Account:
Last week, they were in the Festhall on the 2nd floor of the Silver Dragon Inn. The met Yamis Yougian, tall, thin and sandy blond with tall boots and bright red and orange diamond plaid. 
Race   -- Human              Interest --  History
Class   --  Fighter            Occupation -- Tailor
Sex        -- Male              Morals -- Perverted
Strength   -- 14               General -- Dandyish
Intelegence -- 5               Intellect -- Dull
Wisdom      -- 14             Piety -- Average
Dexterity   -- 12               Personality -- Friendly
Constitution -- 14             Hit Dice -- d10
Charisma    -- 15             Nature -- Convivial
Comeliness  -- 13            Materialism -- Avaricious
Allignment  -- Neutral       Possessions -- Above Average
Age          -- 17               Apparent Age -- Youthful
Armor Class  -- 2             Bravery -- Brave
Favored weapon -- L. sword General Tendencies -- Pessimist
Height in "   -- 73             Disposition -- Easy Going
Weight in #   -- 129          Honesty -- Truthful
Hair Color    -- Sandy blond  Sanity -- Normal
Complexion    -- Fair        Energy -- Slothful
Features      -- Dull           Thrift -- Wastral
Social Standing - Upper Middle Collections -- Armor

Ubakak Hovai is the Cairn Hill sage.
Yamis is hired as their agent and will do negotiations for the party if it will make them money, he gets 20%.

Timber is going to the Standing Stones
Victorex goes to the Temple of Bocob
Kilana is going to the Temple Celestina
The rest of the party will meet with their guide (Yamis) about the sage and about the gladiator games.
They head off to the Citadel to get their weapons licensed.
Prices by week only
Staff 3sp, L. Sw 2gp, Lbow 3gp, Pistol 2sp, blowgun3sp, B Ax1gp, War Ham. 8sp, Trident 1gp, B. Sw.2gp , S. Sword 1gp, Hand Ax 8sp, Morning star 5sp, F. Flail 7sp, Crossbow 3gp, Spear 6sp, Schimitar 2gp, 2 Hand Sword 3gp, net 5sp, bolas 3sp, club 3sp, mace 5sp.
They get to the sage guild and their rule is "silence in the buildings". 
They talk to Ubakak. They want legends, and artifact
He tells them some legends and stuff. They ask about the legs and he has to do some research. While tye are waiting, they go to the Fat of the Hog and have a plesant picnic lunch.
Timitiros is in the Black Dragon Inn. They go there. 
He is drunk, but agrees to talk to them. He takes them up to his common room and kicks out the sleeping guy there. He tells them about the legs for 30gp+10gp for the map. 
Yanis takes them to the low market and they buy some clothes and stuff.
They return to the inn without encounter.


TIMBER heads out of town at dawn, rides out of sight of town and puts on his armor and weapons. He rides on his magical saddle horse until he gets to the standing stones. He prays in the center for 5 hours until one of the Priestesses of Ehlonna sees him and talks to him after watching him for a half an hour.
Doanlata is the "Hippy Chick" that takes him from the standing stones to the shrine. There he meets Vitiagata who is a druid. Vitagata asks him questions for the whole day and through the night. Timber falls asleep and awakes alone the next morning. He eats some berries and Doanlata comes and takes him back to the shrine. Vitagata instructs him in the mysteries of Ehlonna for the rest of the day. Timber agrees to be consecrated into the religion. After the ceremony, he and Doanlata go off into the forest to fuck. Afterward, the face of the goddess as seen in the tree. She tells him that "I have work for you to do. Not here and not now, but someday". 
He is startled but happy to see that his druid powers have returned.
Time Stop


Text Account:
Cindy is the Leader
The bulk of the party are in the Silver Dragon Inn. Timber is spending some time with the priests of Elhonna and Victorex is trying to find the temple of Boccob.
Time stop where they went back to their inn after buying the map from Timitrious.
Victorex goes to the temple. 
He is inducted into the religion by reading the prayers around the base of the statue and 
Pisheo studies the stars and the moons and asks around for legends and roumres.
Victorex travels back to Kopeta to exchange weapons now she can't use her l. sword. Vict. Also borrows a Staff +1 from Gal.
Pi. - Backpack, Gal. - Backpack and Robe of Holding, Kat. - Backpack, Ember - Backpack, Dromar - Conjured L. Riding Horse, Kilak - Backpack, Vict. - Backpack, 
Timber - Backpack, Sir Ulla - Backpack, Beourn - Backpack, Ox - Backpack, Stallen - Backpack, Kilana - Backpack, Krom - Backpack, Jon Keel - Backpack
5 days after they arrive, they are ready to depart.
Victorex and Timeber are casting a Wyvern Watch everynight when they are on the trail.
They talk about the quickest way to get there on foot. 
Victorex borrows Pi.s bat cloak and turns into a bat
Timber puts the bat in his backpack. Timber uses his ring of invisible and takes off using his boots of striding. He walks out of town first then heads E.
They go about 120 and then stop and take stalk of their surrounding. Vict. Memorizes a spot on a small river where a large tree has fallen over and changed the course. Vict. Casts his D. Door spell and arrivers back at his room in the Silver Dragon Inn in Greyhawk city. He goes to the Festhall and tells everyone their journey is successful. This has taken them 6 hours.
They wait till the next day and close out their account at the Inn. Victorex casts a D. Door to their inn at Kopeta and they all take their horses back. This takes an extra day. On the 7th day in Greyhawk city, the pack up and leave like normal people and head out of the city and past the gate.
They have a nice lunch at the spot and then head off overland toward the dungeon.
Stallen conjures his steed, Dromar does too.
At soundown, they get into the Cairn Hills 
Next Week: Begin with Troll encounter the next morning.


Text Account:
They have used their magic to cover the ground between Greyhawk City and the Cairn Hills very quickly. They are just entering the hills when time stop.
They will get 3 miles further on foot and encounter Trolls near midday.

TROLL (x10); AC 4; MV 12"; 
HD 6D8+6; HP 35(x2), 33(x2), 25(x2), 37(x2),29(x2); 
THAC0:13 - #AT 3; DMG 5-8(x2)/2-12; SA FIGHT 3 OPPONENTS AT ONCE; 
SD SEE BELOW;INT LOW; AL CE; SIZE L; 
REGEN 3HP/MELEE ROUND BEGINNING WITH 3RD ROUND
Their arms and legs are long and ungainly. The legs end in great three-toed feet, the arms in wide, powerful hands with sharpened claws. The trolls' rubbery hide is colored a moss green, mottled green and gray, or putrid gray. A writhing hairlike mass grows out of their skulls and is usually greenish black or iron gray.
Attacking with Claws and Teeth:
A 35 x        B 29x         C 33         D 25x         E 37         F 33x
-4-4-13-10 Krom -11 Kat-17 Emb    -12-18 Kilak -14b Gal  -14tim
-5 Kat       -24           -  13             -5 Emb                    -8 tim
                                               -16 stunned 1          -9 Pi -10 kil.
-13-15 (stunned 12r)
Attacking with clubs in each hand (1d6+8)
G 25x         H 35x         I 29         J 37x
-11 Tim    -12-10-7-6 JK-10-12 Tim  -16 Em
 -18 Pi      -11 Kat       -14-0 Kil       -14-15 em 
Round 1 - M.Misslex2,. Ice, Bless,
Round 2 - MK.Missle-Katrina. Ball of Darkness,F. Ball,
Round 3 - 
Treasure
»1K Blue-green Auqamarine
» Peridot which is a olive green precious stone bands of whiteworth 1000 gold.
» Banded Agate which is a brown, blue, red and white striped ornamental stone worth 8 gold.
» Eye Agate which is a gray, white, brown, blue and green circled ornamental stone worth 5 gold.
» Jade which is a light to dark green or white fancy stone worth 200 gold.
» Fire Opal which is a fiery red gem stone worth 10 gold.
»10Gp azurite
» Opal which is a pale blue, green and gold mottled gem stone worth 2000 gold.
» Moss Agate which is a pink, yellow-white, gray-green moss-like marked ornamental stone worth 5 gold.
»Amber 10gp
TT Searching, Healing - Time Stop


Text Account:
Katrina is the Leader
TT Searching, Healing - Time Stop
They continue on their journey through the Cairn Hills…
Timber turns into a hawk and goes invisible.
Stallen rides around a local hill on his magical steed to look around.
They rest are getting ready to leave. Timber looks around, but doesn't find much.
The first day passes - No Enc.
The second day - No Enc
Third day - No enc.
Fourth day - Morning Encounter: Mountain Lion Pride, they avoid.
Fifth day - They get to the cliff. They see the bramble dell that is 600 yards to the cliff and 850 yards on either side of the cliff.
They see the brambles are evil looking; dark green almost black leavers, blood red wood with trunks 2' wide and stretch over 40' in Diam. They are tipped with a slow acting venom (2d8 Dam). Timber speaks with the evil plants.  It tells timber it will kill them if it can.  They speak with it for a turn. The burning plants emit smoke that is toxic (1d6 dam). 
Vict. Casts a fire elemental. Lasts 14Rounds, magical flame 2d6+9 pts dam. 1d6 swath through the brambles. Vict vears off to one side and never gets to the cliff. He turns around and goes back to the party, but gets lost in the smoke made from his flaming form. He casts a breathable air and walks out of the smoke.
They are moving 100' per turn. (Twice the normal "hacking" speed).
They get to the spot where the trail begins to turn away from the cliff. They stop and talk. Vict. Casts his Sum. Earth Elemental. It lasts 90 min which is long enough to get them close to the cliff. He says that if Vict. Promices to "not to hurt the earth below which is sacred" he will take him the rest of the way to the cliff. Vict. Agrees and they get to withing 40' of the hole. 
TTTTTT The rest of the party catches up with Vict. They see the giant arrow with lines 10' on a side above.
TTTT Timber searchs through the brambles to find the entrance to the dung.
He finds it and the rest folllow
TTTTTTTT They cut their way though the brambles and come into the corredor.
TT They make their way down to the animal trap.
TTTTTTTT Gal casts her Tensors floating disk and they get across
T They get into the dungeon proper.
T They get to the door and Krom opens it.
100 deg heat. Hits them
TT They look at the room and the statues. They read the door inscription and decide to go back to the other statue before going through.
They to the other statue and it appears as a jester. They walk around the corredors and approach from the N. and see it has changed to a female torturer.
They stop and discuss what they are going to do. 
T Timber searches for S. door past the statue to the S. Statue changes to the form of a evil dwarf. 
They go back to Room 1. They search quickly for S. doors in the room.
Finding none, they do LL on the door. They find the other inscription in the NOW.
They try Knock and other stuff to open them, and end up saying the phrase.
They all make it through but Vict. Lost a foot, kilak lost a leg, pi lost a little finger.
Dromar crosses the trap and looks at the room beyond, then the rest follow.
The trap opens on Krom and Katrina who both fall in. They are in the fire for 2 rounds until dromar casts Cont. Fire. They climb out into the smalll room again.
The Cont. Fire will last for 1 turn
RRRRRRRRRR They discuss what to do until the air runs out. They use their rocks of air and the rest are protected with air creation spells. 
TRRRRR The party makes its way along the 1' wide ledge and gets to the other side. Gal tries to cast Seclusion but it fails. 
A nap spell and a phantom watcher and a wyvern watch is cast. They will be haning out there for an hour.
Gal., Timber, Kat., Kilana, Dromar are napping
TT Ball Lightning from randomizer. Does 4d8 of dam. To the one struck.
T The crystal ooze come at them from Room 3.
Ox and stallen walk down the hall and meet the crystal ooze
4 HD, HP 25, Poison 4d6, Att 1,
Ox - 5-3, Emb -8- 15, Krom - 17-14
Stallen charges and attacks. Ember hits, Ox Hits
Round 1 
Round 2 Ox steps in it (battlefield event) and is paralized. It dies.
Moving forward to attack - Ember, Ox, Krom,  Dromar; JK does D. Blade,
T Stallen want to move forward to the curtin. 
T The nappers wake. 
T They cast Graft Limb successfully. They will need to stay off them for 2 days.
Randomizer goes off  - Temp drops 20 deg
T Pi gets graft limb. And Ox get remove paralysis.
Stallen, JK go right up to the curtain, Krom is 20' behind.
Ember helps Vict, Pi helps kilak and they get ready to move.
T Kilana does a find traps as they move into the room. As each who is not declared to be avoiding the mirrors, they is a 20% chance per mirror passed in 10' that their eye will be attracted.
T They move carefully forward, look at the curtin and see more mirrors. They move back to the corredor. 
JK opens the W. Door.  He and Timber move into the room.
Stallen finds the C.Coin in the jug and checks it out
T They move out and into the room across to Rm 4. 
They open that door and Stallen goes in and takes out the stuff in the cube muck.
T They move to rm 3 and look around. They find the coin in the fountain.
Randomizer causes 20 deg rise
They move out of the room, into the Hall of Mirrors, up to the curtin.
Dromar holds the curtin aside and Kat. Goes through. 
T They try poping the rivits off of the ceiling that secures the curtins.
T They go up and check out the corredor going N. Attempt to find slope.
Rand. Enc. 11-Olive Slime Creature 
SLIME CREATURE (x11); AC 9; MV 6"; HD 5D8+2; 
HP 30(x3), 38(x3), 39(x2),46(x2), 36; 
THAC0:12 #AT 1; DMG 4-16; SA OLIVE SLIME IS THROWN; SD SEE BELOW; INT
ANIMAL; AL N; SIZE S; IMMUNE TO ALL BUT ACID, COLD, MAGIC FIRE, MAGIC MISSILE, & PLANT SPELLS
A 30x             B 38x          C 39x           D 26x              E 36x             F 46x
- 9-11 Dro     -11-17 Dro   -17-18 Drom -17-18Dro        -17-18 Dro    -6 Dro
-10 kat          -10 kat         
-43 Gal          -20gal           -43gal           -43 gal       -21 gal         -43 gal

G 36x          H 38x         I 38x          J 30x       K 38x 
-27 Tim     -23-12 Gal  -15 Dro        -8 Dro   -18-18 Kat
-2 Krom      - Tim        -16 Gal        -30 Krom     - Krom  
-9  Gal        -24 Dro     -12 Dro        -20 TImber
- Kat
-12 Dro
Round 1 - Fireball from wand at 2 entering. 
Round 2 - FB from Wand, FB KATRINA Randomizer heats by 20 deg
Round 3 - Wand FB, Gal. - Morhans Iceball
Round 4 - Bow Dromar, 
Round 5 - Bow dromar, bow Timber 
Round 6 - Moving and firing bow
Round 7 - Moving
Round 8 - FB wand, Mmissle 2-gal, Temp change from rand +20deg, krom potion
Round 9 - M. Missle 2, FB Wand, Sparkle Beam, 
Round 10 - Heal, M. Missle, F. Blade, S Beam, Ice Bolt, 
Round 11 - M. Missle, Level fills with helium
The helium plays havoc with their spells, but they find placing their air rock in their mouths allow them to cast spells normally.
Round 12-16 Spells of healing and busted spells.
Time Stop


Text Account:
Timber is leader, Pisheo is mapper
In the corredore leading to room 16.
T They go up and check out the corredor going N. Attempt to find slope.
Rand. Enc. 11-Olive Slime Creature 
Battle with Slime creatures lasted 11 Rounds, 5 rounds of healing; 16 rounds total.
They are going to return to Room 4. 
Random Enc. Gelatinous Cube
23 HP - 17 Kat, -7 JK, -3 St.
R1-M.Missle, Storm Armor(5hrs), Flame Blade.
RR They are messing with the arrow. 
T They get back to room 4 and meet Brude (Jeff's new character).
R Dagger of Allignment, 
They meet him and they exchange introductions and descriptions.
Gal. Does clean cantrips and they close the door then put a peyton into it to secure it. Gal does a wizard lock.  The rest do healing. 
They will stay here a day at least. 
The slimes will begin to arrive. Every turn, there is a 10% chance another will arrive
The first arrives 3 hours after they arrive. They will not be able to get in, but will begin to move around outside the room. 11 hours since they got up that day. Timber does a Wyvern Watch. They plan to stay for 48 hours
There are a total of 37 Slime creatures of different types total in the dungeon. They will continue to accumulate waiting for the party until all have arrived.
The party rests for 2 days (48hrs) and 20 creatures arrive, attracted by their smell.
These creatures will hide and wait for the players to exit the room; the rest will attack immediately upon the door opening. When the dungeon is lit, the creatures are visible clinging to the outside wall of the room.
119 - Stun Jelly 
HP 43
AC 8; Move 4; HD 7; Thac0 17;

37 - Slithering Tracker
HP 24,   32
4LITHERING TRACKER ; AC 5; MV 12"; HD 5D8; HP 24; #AT 0; DMG NIL; SA SEE
BELOW; SD 5% CHANCE TO DETECT IT IN DUNGEON; INT AVERAGE; AL N; SIZE S;
THAC0:15 POISON TOUCH CAUSES PARALYZATION (SAVE VS PARALYZE)

These will attack immediately.
182 - Crystal Ooze blue 2
HP 12
CRYSTAL OOZE ; AC 8; MV 1"//3"; HD 4D8; HP 12; #AT 1; DMG 4-16; SA PARALYZING POISON ATTACK; SD SEE BELOW; INT ANIMAL; AL N; SIZE M; THAC0:15 75% INVIS IN WATER; IMMUNE TO: ACID, COLD, HEAT, OR FIRE; WEAPONS DO ONLY 1 PT/STRIKE, DESTROYS WOOD (SAVE VS ACID)
-1 Dromar
-8 Gal
-23 Kat
-20 Gal

64T -White Pudding white 5
PUDDING, WHITE ; AC 8; MV 9"; HD 9D8; 
HP 34; 
#AT 1; DMG 7-28; SA EATS LEATHER & VEGITABLE MATERIALS; SD SEE BELOW; INT NON; AL N; SIZE L; THAC0:12 IMMUNE TO COLD, ACID, POISON. BLOWS & LIGNTNING SPLIT IT INTO SMALLER SIZES

68 - Dun Pudding wood, brn 2
PUDDING, DUN ; AC 7; MV 12"; HD 8D8+1; 
HP 35; 56
#AT 1; DMG 4-24; SA EATS LEATHER & CLOTH INSTANTLY; SD SLOWLY CHEWS THROUGH METAL; INT NON; AL N; SIZE L; THAC0:13 IMMUNE TO COLD, ACID, POISON. BLOWS & LIGHTNING SPLIT IT INTO SMALLER SIZES

71 - Brown Pudding blank white
PUDDING, BROWN ; AC 5; MV 6"; HD 11D8; 
HP 42; 
#AT 1; DMG 5-20; SA EATS LEATHER & CLOTH INSTANTLY; SD SEE BELOW; INT NON; AL N; SIZE L; THAC0:10
IMMUNE TO ACID, COLD, POISON. LIGHTNING & BLOWS SPLIT IT INTO SMALLER SIZES

83 - Green Slime 13.3 hrs green 5
GREEN SLIME ; AC 9; MV NIL; HD 2D8;
 HP 12; 13
 #AT 0; DMG NIL; SA EATS THROUGH
WOOD & METAL; SD SEE BELOW; INT NON; AL N; SIZE S; THAC0:16 IMMUNE TO MOST SPELLS EXCEPT HEAT & COLD (CURE DISEASE KILLS IT); PHYSICAL ATTACKS DO NOT HARM

90 - Ocre Jelly lemon
OCHRE JELLY ; AC 8; MV 3"; HD 6D8; 
HP 21; 
#AT 1; DMG 3-12; SD LIGHTNING
ATTACKS CREATE 2 JELLIES; INT NON; AL N; SIZE M; THAC0:13

99 - Gray Ooze bar
GRAY OOZE (x3); AC 8; MV 1"; HD 3D8+3; 
HP 10, 20,19; 
#AT 1; DMG 2-16; SA
CORRODES METAL; SD SEE BELOW; INT ANIMAL; AL N; SIZE S; THAC0:16
IMMUNE TO MOST SPELLS (LIGHTNING DOES FULL DMG); IMMUNE TO HEAT & COLD

163 - Mustard Jelly (27 hours) lemon
JELLY, MUSTARD ; AC 4; MV 9"; HD 7D8+14; 
HP 40;x 
-6 Vict.
-6 Gal
-15 Pi
-13 Tim
-7 Jk
#AT 1; DMG 5-20; SA SEE BELOW; SD SEE BELOW; MR 10%; INT AVERAGE; AL N; SIZE L; THAC0:12
EXUDES POISON GAS CAUSING VICTIM TO MOVE AT 1/2 NORMAL SPEED, (APPENDAGE  5-20 PTS)IMMUNE TO NORMAL WEAPONS OR ELECTRICAL DMG, COLD DOES 1/2 DMG, +1 OR BETTER WEAPON TO HIT

Black Pudding black3
HP 67  54   69
-6 JK
-12 Tim
-8 Dro
AC 6; Move 6; HD 10; Thac0 10; Att 1; Dam 3d6


Dun Pudding They see them for the first time (6 hours) wood 4
HP 35x
a 12   b 11   C 12
Hits by jk dro

PUDDING, DUN ; AC 7; MV 12"; HD 8D8+1; 
HP 25; 
#AT 1; DMG 4-24; SA EATS LEATHER & CLOTH INSTANTLY; SD SLOWLY CHEWS THROUGH METAL; INT NON; AL N; SIZE L; THAC0:13 IMMUNE TO COLD, ACID, POISON. BLOWS & LIGHTNING SPLIT IT INTO SMALLER SIZES


288 is 48 hours
Spells cast before leaving the room:
Strenthx3, armor, Storm armor, Battle fate, chaos wardx2, Lava Monster20r, Resitation, rally
-2 for monsters
They take the peyton out and the wizard lock is removed. 
R No Spells
R M.Missle, M. Missle 2, Forcefull handx2,
Time Stop at end of 2nd round of battle.


Text Account:
Stallen is leader - Pisheo is mapping
R No Spells
R M.Missle, M. Missle 2, Forcefull handx2,
Time Stop at end of 2nd round of battle.
Round 3 - Mmissle 2, ForceHand2,  
Round 4 - F.H.Cure, M.Missle
Round 5 - Mmisslex2, HLWounds
Round 6 - D.Door, W.Form
Round 7 - D.Door, IceBolt, M.Missle
Round 8 - LayHands, W.Form, F.Symetry, M.Stone, E.Arc, HLWounds
Round 9 - ShockBlade
Round 10 - Aid, LyOnHand
Round 11 - No Spells
Round 12 - F.Phantom, Lay on Hands
Round 13 - Maj.Missle, 
Round 14 - No Spells
Round 15 - No Spells - All in the corredor are killed at last!
Round 16 - Gal kills s.Tracker and attacks Kats
Round 17 - The rest of the party arrives and dispatches the last of the creatures
The party has gathered in the 30' wide corredor of mirrors.
Time stop before they have time to do any healing. 

These are attacking:
Black Pudding 
HP 67x  black 3            B 54x Blue 5             C 69x
-6 JK                         -10 Gal                      -19 Sta splits
-12-30 Tim                -8-19-15 Pi                -19 Dro
-8 Dro                       -21 Kat                      -17-19 Krom
-16 Kilana                  -28 Emb                    -7 Brude
-13 Gal                                                      -8-7 Dromar
-12 Pi                                                        - 4 Emb Splits
                                                                -10 Kil
AC 6; Move 6; HD 10; Thac0 10; Att 1; Dam 3d6; Size L

#AT 1; DMG 4-24; SA EATS LEATHER & CLOTH INSTANTLY; SD SLOWLY CHEWS THROUGH METAL; INT NON; AL N; SIZE L; THAC0:13 IMMUNE TO COLD, ACID, POISON. BLOWS & LIGHTNING SPLIT IT INTO SMALLER SIZES

83 - Green Slime 13.3 hrs green 5
GREEN SLIME ; AC 9; MV NIL; HD 2D8;
 HP 12 -13 Stallen
; 13x
- JK
#AT 0; DMG NIL; SA EATS THROUGH WOOD & METAL; SD SEE BELOW; INT NON; AL N; SIZE S; THAC0:16 IMMUNE TO MOST SPELLS EXCEPT HEAT & COLD (CURE DISEASE KILLS IT); PHYSICAL ATTACKS DO NOT HARM

90 - Ocre Jelly Wood
OCHRE JELLY ; AC 8; MV 3"; HD 6D8; 
HP 21; Splits, Splits -6 -6 Kilak
                             -14 -8 -12 Kilak
#AT 1; DMG 3-12; SD LIGHTNING
ATTACKS CREATE 2 JELLIES; INT NON; AL N; SIZE M; THAC0:13


163 - Mustard Jelly (27 hours) Sm White
JELLY, MUSTARD ; AC 4; MV 9"; HD 7D8+14; 
HP 40;                       36x 
-5-4-10-4-10-11 Dro  - Ok
                                 - Brude
                               -14-10-11 Timber
                              -9-6 Kilak
#AT 1; DMG 5-20; SA SEE BELOW; SD SEE BELOW; MR 10%; INT AVERAGE; AL N; SIZE L; THAC0:12
EXUDES POISON GAS CAUSING VICTIM TO MOVE AT 1/2 NORMAL SPEED, (APPENDAGE  5-20 PTS)IMMUNE TO NORMAL WEAPONS OR ELECTRICAL DMG, COLD DOES 1/2 DMG, +1 OR BETTER WEAPON TO HIT


99 - Gray Ooze bar
GRAY OOZE (x3); AC 8; MV 1"; HD 3D8+3; 
HP 10,     20,          19; 
    -4-4    -13 Dro     -1-3-2 Ox
    -6 Ox  -14           -15
#AT 1; DMG 2-16; SA
CORRODES METAL; SD SEE BELOW; INT ANIMAL; AL N; SIZE S; THAC0:16
IMMUNE TO MOST SPELLS (LIGHTNING DOES FULL DMG); IMMUNE TO HEAT & COLD


PUDDING, DUN ; Small White
AC 7; MV 12"; HD 8D8+1; 
HP 25; 
#AT 1; DMG 4-24; SA EATS LEATHER & CLOTH INSTANTLY; SD SLOWLY CHEWS THROUGH METAL; INT NON; AL N; SIZE L; THAC0:13 IMMUNE TO COLD, ACID, POISON. BLOWS & LIGHTNING SPLIT IT INTO SMALLER SIZES
68 - Dun Pudding wood, brn 2


PUDDING, DUN ; AC 7; MV 12"; HD 8D8+1; 
HP 35; (Split into 3 of 12 points each) Tiny yellows
1-12x            2- 12x        3- 12x
 -3-7 Brud       -9 Vict.      -11-9 Vict
 -13 Timb           -10 Emb


64T -White Pudding white 5
PUDDING, WHITE ; AC 8; MV 9"; HD 9D8; 
HP 34x  Splits into 2 A 8x        B 8x
-22 Vict.                 -11 Gal   -19 Gal
 
#AT 1; DMG 7-28; SA EATS LEATHER & VEGITABLE MATERIALS; SD SEE BELOW; INT NON; AL N; SIZE L; THAC0:12 IMMUNE TO COLD, ACID, POISON. BLOWS & LIGNTNING SPLIT IT INTO SMALLER SIZES

71 - Brown Pudding Wood 4
PUDDING, BROWN ; AC 5; MV 6"; HD 11D8; 
HP 42;x  Splits into 2     A 19x                       B 19      
-9 JK                          -10-13-13 JK                Splt 5      
-12 JK
Doubled -9 Brud -8
#AT 1; DMG 5-20; SA EATS LEATHER & CLOTH INSTANTLY; SD SEE BELOW; INT NON; AL N; SIZE L; THAC0:10
IMMUNE TO ACID, COLD, POISON. LIGHTNING & BLOWS SPLIT IT INTO SMALLER SIZE

Waiting in S. corredor
119 - Stun Jelly 
HP 43
-8-8 Kat   -29 Gal
AC 8; Move 4; HD 7; Thac0 17;

37 - Slithering Tracker
HP 24,            32
-6-6-9-5 Gal    -6-3-5 Gal
SLITHERING TRACKER ; AC 5; MV 12"; HD 5D8; HP 24; #AT 0; DMG NIL; SA SEE
BELOW; SD 5% CHANCE TO DETECT IT IN DUNGEON; INT AVERAGE; AL N; SIZE S;
THAC0:15 POISON TOUCH CAUSES PARALYZATION (SAVE VS PARALYZE)


Text Account:
Victorex is leader, Pisheo is mapper.
Round 16 - Gal kills s.Tracker and attacks Kats
Round 17 - The rest of the party arrives and dispatches the last of the creatures
The party has gathered in the 30' wide corredor of mirrors.
Time stop before they have time to do any healing.
Round 18-23 Healing spells
Remember the mirrors beyond the curtain work with a reflection of the person to activate (no need to see themselves).
Time for randomizer to change - Temp. Drops 20 deg
The walk past the N. corredor w/the pillars to mirror 11.
Beourn, Ember fails. Beourns god mouth is immune to the spell. Ember +4taste,+1"tounge.
Round 6 -10 Passing past the mirrors.
Round 11-16
Beourn casts bless spell (8 rounds).
Kat.-spikeball,Jon-jewel,Brude-100gp,ox-canooe
They get to the doorway to Room 6. They open the door, map and move in
Round 17-20 They enter 6 and cast some spells.
JK goes to the bed, pi&gal  to goes to NE table, kat-1couche., vict.,emb.  L. table, stal-couch 2,Tim. Transform to panther,,
T-They search room and find all the stuff. - No. Enc.
T- They continue to look around.
Stal. Takes poison, katrina takes the coin.
They are going to stay in the room for a while, enough for healing and a nap spell 1hr-1 turn. 
T - Nap goes off. - Vict., Beourn, Ulla, Brude, Gal., Kilia, Drolmar, Stallen
Krom, katrina .
Randomizer at 4th turn - laughing gas - lasts a turn
1 hour - They begin to memorize spells for the day
T - They cast more healing spells.
They move out of 6 and go to room 6.
RRRRRR - Gal. Casts Ice bolt and kills all the slimes. She casts Unseen Servent and finds nothing. 
RR - They decide not to go in, close the door and move on.
They head up to the N. and see the clown. Brude activates it, but backs off when it animates. They don't mess with it. Instead they head E.
Time Stop as they prepare to head E. They are at the intersection of the 20' corredore and the E-W passage.
3 hours total elapsed time for this game. 2:00pm


Text Account:
Gal. Is leader, Pi. Is the mapper
Time Stop as they prepare to head E. They are at the intersection of the 20' corredore and the E-W passage.
3 hours total elapsed time for this game. 2:00pm
TTTT They go to room 11 and meet the statue of the priest. They muck about with it a bit, and Gal. Insults it "fuck this statue" and it throws the coin at her. Brude carves his holy symbol into the forehead of the statue. They continue on to the door in the north and into the area of trap 5.
T The 3 dead 7,3,8 months dead. 
They enter room 30 and they find the coin.
T They can't determine the way to open the secret door on the way from room 30 (in front of the trap T14) and Kat is forced to use a Knock to open it.
TTTT They enter the corredor and then room 29. 
TT Krom and ember move the statue. 
Dromar falls into the pit and escapes the first round attack.
Round 1 - M.Missle, W. Form
Round 2 - R. Acid, M. Missle - Stallen tries to open door in N.
Round 3 - No Spells

BLACK PUDDING (x4); AC 6; MV 6"; HD 10D8; 
HP 41x,         46x             47x,         44x; 
-13 Gal         -7-11 Pi       -7-4-2 Ti       -4 Pi
-19-4            -19-4          -19-4     -19-4
-10-4 Pi        -9 Gal          -9 Gal    -17 Krom
                    -18 Krom    -9 Drom
                                      -11 Krom
                                      -7 Pi
#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 
4 D8

Time Stop where they are around the trap 14.


Text Account:
Time Stop where they are around the trap 14. 4:00PM
They had passed into the room with trap 14, but they didn't rtrip it. The find the S. TTdoor in the south, and open it then go down to the door ro R$oom 29.
They enter the room with the giant statue, and move it into the s. area of center to look underneith.
T They don't like the floor inscription and don't need to rest, so they bo back to the room of trap 14. 
Dromar trips the trap and falls in causing the battle with the puddings..
After defeating them, the look at the door to the north
TTT They open the door to room 28. Search the room, find the coin etc.
T They are trying to get across the pit
They send Krom over to the door to cling on the 6" ledge and hold onto the door with his sticky fingers. He can’t do much in this condition, and Stallen flies over to taunt him. Eventually, Krom finds he can't do anything and tries to use his sticky fingers to climb across the wall. They slip off. The JK and Krom both fail their rolls to swing krom over and he falls 20'
TT Ember uses his hammer to knock the door almost down. Timber jumps into room 27. The lightning strikes Timber and Cyril (Paval's new character!) runs over to the doorway.
TThey bet him over to their side and he changes his clothes, they talk to him about himself and det. His align.
T Timber goes into the room and is damaged by the lightning. He doesn't open the door out of 27. 
T Dromar joins him as does Stallen. They break down the door and Timber is on E of 25 and the others on the W.
TT they are doing hand over hand across the rope stretched over the 10' pit.
They all get past the room and into the coredors. They get past the trap and Ox trips it, but saves VS his armor. The rest make it safely past.
TTT They get into Room 17 and search it.
They decide to open the 2nd coffin. The zombie attacks
R No Spells
R Zomskell
The magical fingerbone of Cyril give him control over the zombie.
Time stop where Gal has entered and exited the coffin and they are thinking about what next.


Text Account:
Timber is the leader, Pisheo is the mapper. 7:00PM
They are Room 5 as Cyril has controld the zombie in crypt 2 and they are standing around talking about what they are going to do.
The Randomizer is going off - the food bins fill, but there is no one around one to notice! 
T They are going to attempt to open crypt 1 "Robber". Vict.,Krom,Timber,JK.
Cyril controls the skeleton that comes out
They look inside. Vict. Finds the T tools and gives them to Pi. They are all flawed to break off in any lock they are used on.
The same group open crypt 3. 
R 2 Turns, 
R
Mummy 27 HP Kilana Turns it
           -20 Emb
           -8 Kilak                           
RRR JK is feared by the mummy and runs into room 17. He opens the door into the Pit 
Trap and falls the 90' to the bottom taking 53 HP and stunned for a round.
Ox and Kilak chase after JK. They go toward the S3 coredore.
Cyril uses his Metiorites to light the mummy on fire. 
R Timber goes into wolf form and tracks the dwarves
Kat. Has fido track JK and they burst through into the Pit Trap room. Fido falls and JK catches him, but they both take 22HP
RRRT  They break the trapdoor open and JK phases his way up and stallen flies down, binds their wounds and flies Fido out.
They heal Fido. 
RRR T They examine the door to the south and then Pi searches for traps
T They succeed in opening the door. They send the zombie in first then the rest follow. Dromar uses his ramhead ring and rases a hugh cloud of dust. 
They leave to let the dust settle and go to room 19
Kilana reads the book and Krom looks at the Schimitar.
TT the examine the rest of the room then they leave.
TTT They open the door to room 20 and find the charcoal writing and the body.
They go to the only door left. And open the door.
They send the zombie ahead and it trips the fire pit trap and is gone.
Time stop as they watch the blue flames lick the celining and try to figure out how the dwarves managed to get through!


Text Account:
Timber is leader, Pisheo is mapper. 9:00PM
Time stop as they watch the blue flames lick the celining and try to figure out how the dwarves managed to get through!
They went to the room between 21, 22, 23 ,24.
RR They open some doors.
T They open door to 24. They see the rock propping up the trap. TT They open the door to 21. They investigate after the Skeleton is sent in. The Skeleton is sent in to investigate.
TTT They go back to room 24 and are going to investage further.
The stone in the center is opened by setpping on a small (2"X2")piece of the crystal that has a lever attached to it that lifts up the stone block to the treasure.
T Search and send the skeleton to take some of the coins out.
TT They loot the hole and count their findings.
Randomizer sends the temp down 20 deg from 60 deg to 40.
T They go out to the 20' wide corr. And close the door to see if the trap springs again. It doesn't.
TT They enter room 25 and search and find the coin and that’s all there is in this room!
T They head out into the corredor and go up to the pilar at T12. They look at it 
Stallen plays the fart organ. Everyone saves VS wis. Or is stricken by uncontroable laughter for 1 turn. This save is necessary anyone plays it.
They find the false wall and send the Skeleton down it.
T They hit trap T11.
R Using 1 of 5 Meteors, Phase, Lance of dest, Transforming to monitor lizard, bless
R Flamestrike, Going bat, 
R No Spells
R They retreat!
R Fire Ball 

GREEN SLIME (x4); AC 9; MV NIL; HD 2D8; 
HP 10x             10x          14x         14
-8 Gal             -17Gal     -28 Brud  -6-1-30

#AT 0; DMG NIL; SA EATS THROUGH WOOD & METAL; SD SEE BELOW; INT NON; AL N; SIZE S; THAC0:16 
IMMUNE TO MOST SPELLS EXCEPT HEAT & COLD (CURE DISEASE KILLS IT); PHYSICAL ATTACKS DO NOT HARM.

T They take a look at the damage from the slimes and then head off to rest.
Randomizer goes off and darkness falls over the dungeon.
T They retreat to Room 20 and rest up.
1 hour counting coins and final healing and mending spells
They bed down and make 2-8 hr watches
They place light rocks in the corredors, 
Rand - Helium, Food bin, Marsh gas, Ultravision, Food, Weakness, Rain, The floor heats up and results in Fog, Temp drops to 20 deg.
Time Stop in Room 20 after 16 hours have passed. They want to spend 8 more hours studying spells and resting.


Text Account:
Time Stop in Room 20 after 16 hours have passed. 4:00PM
They want to spend 8 more hours studying spells and resting. They have spent 16 hours in room 20.
Waiting 8 more hours - Light Headed, Temp +20deg, Helium, fog, food bins.
Gal. Casts 2xStrenth, armor
They go to room 10 and mess about in the fountain room.
Searching
Orange Can't Understand rymes - Cyril, Ox, Krom Next in 9 min
5 min searching for what happened. He flies up, gets the coin and comes down.
Lime Green-Eyes turn lime green - Katrina, Kilak, Krom, Brude 
TT - They go to room 9, Find both coins
T Brude goes into room 15 (through the trap at 13, 14).
T He takes the first pill and the coin, then goes back and gets a second pill.
They go back to the hallway with the mirrors. 
T They pass past the mirror 15 - gem pouch, rope, ladder, gas, rope
Then past 14, 13 and 11 Brude is youthed again! Badck to 4 years old. He uses the other pill. 
Ox is feared by a mirror
They turn up the corr. To the North.
Randomizer, food bins fill
T They go up the corr. To Room 16
4 Illusionary Devils
R1 Ice Bolt, Ice Storm, Bless, Striking, Battle Fate, Mirror Image,
Dromar, Krom, Pisheo, Kilak go into the room. 
T Stallen comes in and does l. lore. Timber finds the coin.
They head back to the mirror hall. They do invisibility spells and pass without event.
T They go through a bunch of rooms including 27 until they get to the statues at T3


Text Account:
Timber is leader (again), Piusheo is mapper 10:AM
They head off to room 26 and come into the area near T11 and T10
T They end up in T10&9
T They go to room 37 (eventually) and search it.
TT Down to 32 and then to T6
TT They investigate the trap.
To room 35 They are outside and time stop. Pi and Timber leading, they move toward the door and Vict is feared.


Text Account:
Leader is Stalen 11:00AM
Down to 32 and then to T6 They investigate the trap.room 35 They are outside and time stop.
TT They open the door to room 35. They search the room for coins and secret doors. N - Blue , S red, Blue. They head up to the trap 7
T Vict and JK are feared, but their fear is removed. They find no traps on the door.
TT They open the door and go in and find the statue.
TTTTTTT They try to figure out what will open up the door
They figure out the statue and the door opens.


Text Account:
The game since the last was played while camping Bothe in Napa. 2:30PM
Time Stop They have just discovered the stairway to the second level. 
They pause at the entrance talking about what to do.
TT They have been walking around for 5.5 hours since their last rest. They are very down on spells, and would like to regain them. They discuss what to do.
Cyril casts Secure Shelter, but it fails as it trys to alter the stone of the floor into the small building it calls. The door down closes after 20 min. Stallen casts Hold Portal on the fear door.
They will be resting 15 hours here. Laughing gas, nothing, temp to 70 deg, food bins, bright light, nothing, darkness.
After another hour of spelll casting, they re-open the door and head down the stairs. 
They alert the bugbear which was encounter in room 1. It flees to room 3 and joins the 3 guards. 
TT They get down the staircase and into Room 1 of Level 2. 
T They go toward room 2, Vict. Find traps locates trap and they return to 1.
They oepn the door in S of 1 and the bugbears hear them and go to summon help. They will return in 11 rounds. 
They get to the door to 3 and katrina casts knock.
RRRRRRRRR The Bugbears have taken up their positions in room 8 and 10. They will lure the party to this location by showing themselves then running away.
T Gal. Finds a footprint. They investigate.
T They go to the door in the E wall of 3 and they talk about what to do.
There is a young bugberar that has walked around the trap and will duck into room 4 attempting to draw the party into the trap.
Kilana casts det. Trap.
T They go up and take a look at 2 again. Krom tries the capstan.
Knock spell open door in E of 3.
T They young man attempts to draw them away from the entrance to room 7 by taunting them with gestures.  They cast a tongues spell, but it is only noises. Brude goes toward him, and he runs back up toward 4 (missing the trap of course).
He hears them at the end of the corr. And will trip the trap from the door.
Round 1 - BattleFate, Ice Storm
He doesn't move out of the door and sees the Ice Storm and does not go out or close the door. The party moves up 
The young one is going to rush out and trip the trap and try to get back in.
R - Flying

Brude jumps at the bb and trips the trap. The bug bear arm is broken (9hp)
Beourn is crit hit for 20HP, Brude and Krom down for 4 rounds
R - Melf Meteor, 

10x        18x        7x            17x        13x           15
-20        -15         -19 Cyril  -19         -9-26         -18
             -13
R - The bug bears outside attack JK.
R - Shrink on the rock
R - 2xMmissle, Bhands
R - 2xWForm
R - No Spells
R - No Spells
R - EBTenticles, Web 11 tenticles
R - Find 14cp 9 S 11ep 5 G
RRRR Opening the portucullis and searching the bodies.
The Bugbears in room 8 wave the white flag outside the door. Dromar and Cyril are inbetween room 8 door and room 10 door searching the body. The portcullis is open enough for everyone to pass through and are casting heal spells.


Text Account:
The Bugbears in room 8 wave the white flag outside the door. 7:30 AM
Dromar and Cyril are in between room 8 door and room 10 door searching the body. The portcullis is open enough for everyone to pass through and are casting heal spells.
Round 1 - they run down to the door and cyril yells them.
Round 2 - Know align
Round 3-5 Parlay
Round 6 - Flying, brightness, 
Round 7 - Hypnotic

They attack and 
a 14 Drops weapon   b 23x          c 15       D 21x           E 17x Stunned
                               - 10-19 Pi   -5 Vict    -5-4 Bru   -22 kilak
                                                -10 Pi     -11-8 Emb
15x              10x       17 Hypn       38 Cheif
-10 Tim        -24 Kil   
-9 Vict
After the battle, there is a pause while they try to deface the statue (withoug effect) and cast healing spells.
T Stallen fails in his attempt to L.Lore  the statue. The others heal and fell uneasy around the statue. Katrina is successful and finds out about the potty shrines
They search the bodies. 53 CP, 36 SP, 30 EP, 22 GP
They move on in the direction that the leader went. They go down to Room 10 and open he door.
T Enter room 10 and looking around.


Text Account:
They move on in the direction that the leader went. 8:00AM
They go down to Room 10 and open he door. Enter room 10 and looking around.
They head to the door in the E. without searching the room. 
T A Find Traps is cast and they move down the cor to the E. of Room 10
They go down to the barracade, then return to look in Room21. They don't go in, 
T  but turn around and go to the double doors.
T They open the door to T2 and Room 20 then to room 22
Encounter the cyclops.
T They figure out the answer is one. They search the area further. Find traps gone.
They go back to the barracade. It goes to the top of the 15' high corredor.
The baracade has only 20 HP before it breaks open to allow a person through.
T They widen it for 2 people.
T Kilana casts find traps. They continue to search around.
They go into 30 then go back to 29
T They open 29 and encounter 4 bugbears; a female and 3 cowering childeren.
Randomizer drops temp by 20deg.
T They enter and map the room as Stallen talks to the female.
They leave after Stallen realizes the only thing she knows is "look out for the fur-beak".
T They go back to room 20 and map and search. Stallen legend lore, vict. Touches the statue! He is now 15' high and dressed in a cape acting as a loin cloth.
T Dispell magic fails. They talk about going to rest and where the best place would be. 
HH They decide to cast a nap spell and take an hour. Dromar touches the statue while the others nap. He is now 9.5' tall! Then another hour to re-memorize spells.
After casting several spells and finally, restoring the original size of Vict and Dro, the party thinks about leaving.
H The party reforms and gets ready to head out. They cast strength spells and the like and they go back to the T2 area.
T They cast a find traps spell. Pi looks at the trap but doesn't touch.
T They get past T2 and go to Room 16
T They search 16 and find coin 2-2-2 Det Trap gone.
T They go down to 19 and search there too.
T They 18 Potty Shrine of stern man. They find a coin. Kat does L.Lore
TT They head out into the coredore, but Dromar stays behind to shit. 
T They go to 17 and chip away the ice from the entrance
T Katrina is infected by disentary
T They talk about how to get past the T2 trap
Timber uses his fist spell to trip the trap and the party runs into the 10 foot cor.
T They go back to room 10 and try to open the door, but the BB have wedged hiltless rusting swords into the swolen wood, and it won't open.
T They go back to 20. Stallen flies over the elephants but there are no coins.
He lands again.  They head back to Room 30
T They open Room 30
T thru door in E. and into room 31B. Its empty
T They go through door is S. 
TTTTT They struggle to find out what is up with the trap. They finally figure it out and pass through the door in the S and into room 35
T To room 32. 
Back to 35.  The randomizer plunges the dungeon into darkness
Attacked by 20 OwlBears protecting their wives in 34.
28x,           36v2           16v3x              16v3x             20v2x           17x
-18 Cyr     -18 Stal        -8-8 Vict          -11-10 Timb  -14- JK          -10-1
-21 Dro     -4 Brude       -10 Pi                                  -8-12 Tim     -6 bru

42xweb            44web-sx              31x          16x           11x            30x
-21                 -21                     -21            -10          -21             -10
-14                 -15-15 Dro          -14            -14          -14             -14
                                                                                                 -7 Brud
21x             33x             18x              39x          40x            22x
-14            -14            -26               -26           -26            -10-18 Tim
-13            -13                               -13 JK        -10 Jk        -8 Pi
                 -8 Brude                                        -8 Bru

35x             12x
-26            -13
-14 Pi

Round 1 - M.Misslex2, Striking, Flame arrow,
Round 2 - F. Strike, S. Cloud
Round 3 - No Spells
Round 4 - No Spells
Round 5-7 waiting for retching to stop
Round 8 - Ram Ring clears the cloud
Round 9 - They see the OB and Cyril casts a fireball into the croud at the end of the passage.
Round 10 - Battlefate, A.Icebolt, Striking, web
Round 11 - Icestorm, F.ball
Round 12 they run up and see the women and childeren in the room beyond.
Round 13 MelfMet.,
Round 14 No Spells
Round 15  No Spells
Round 16 M. Missle

Women
14x                      17                         17               16     9         7
-5-5-8 ox              -4-8-2 Cyr              -7-3 Brude   -3     -2
                           -3                          -3
The OB retreat and gather at the end of the corredor to protect their lair. They will not attack, but stay where they are.
They kill all the females, but 10 of their childeren remain. They are discussing what to do with them when Time Stops in room 34. 6:00 PM


Text Account:
Time Stop in Room 34 where they have just killed the mothers of 10 small OwlBears.  6:00 PM
Small game - What are they going to do? They must decxide what to do with the babies. 
In 34A is the treasure of the Owl Bears
21 10lb bars of gold, 
4 Gems
VERY SMALL ORIENTAL TOPAZ - 200 GP
VERY SMALL ORIENTAL EMERALD - 300 G
HUGE TIGER EYE - 35 GP
LARGE OBSIDIAN - 13 GP
TT They map and search the room but find nothing (not the s. door)
TTT They more into room 33. They search and tye off a number of the chained swords so they may safely reach the clue coin.
T They go into room 35 and decide to cast a find traps spell and open a series of doors. 
TTT They open all doors that don’t have locks. They end up in room 40 and search there. They find nothing interesting in room 40. They scuff up the thick dust, but find nothing. 
T They go into room 39 and find the coin. They open the door in the S and continue on heading toward 41.
T They move to the corredor and don't go down it. They move to 42.
T Open door to 42. They search the room and find the coin.
They go back to room 35 and then on to room 43. 
T They search the room and find only the food bin and the fountain.
T Brude drinks from the fountain and they wait to see what happens to him.
T As eventying is OK, they go back to 34 and get the childeren to take them to 43.
T Going to room 46. JK shears off the lock.
T They go back up to 37 and hack that off too.
Time stop as they are entering room 37. 3:30 Elapsed Time


Text Account:
Victorex is leader, Gal. is mapper.
Time stop as they are entering room 37. 3:30 Elapsed Time 5th day of dungeon life.

OWLBEAR (x8); AC 5; MV 12"; HD 5D8+2; 
HP A 32x CH     B 17x        C 19x          D 17x           
- 64 Tim         - Bru       -24 Emb         -11 Tim
                     -33 Gal    -18 Vict        -28 Gal

E 31x            F 17xFlees         G 28x            H 28x Flees
-2 JK           -7 Bru                -39 Emb        -16 Krom
-29 Tim       -11 Kat                                  -14 JK
#AT 3; DMG 1-6(x2)/2-12; SA SEE BELOW; INT LOW; AL N; SIZE L; THAC0:15
HUG (2-16) ON "TO HIT" OF 18 OR BETTER
Round 1 - No Spells
Round 2 - Ball of dark, MMissle2, 
Round 3 - Change to Cave Bear, MMissle2, W.Form, invisibility
Round 4 - Flying, 
Round 5 - No Spells
Ends
TT They search and vivisect the Owlbears to find what they may. 
T the find the Mask of Gold. It is Magical Mask of Ralishaz. Anyone wearing it may be subject to the will of Ralishaz at any time. It is cursed and may not be removed once it is put on.
T Katrina does a Legend Lore -  Made by Ralishaz, CE, 710 years, 1000gp
T So does Stallen - made on another plane
Time Stop after they are discussing what to do with the mask. Time +1 hour - 4:30


Text Account:
Timber is the leader, Piseho is mapper.
Time Stop after they are discussing what to do with the mask. Time +1 hour
They do more healing
T Then they head off to the corredor leading to room 46. They open the door to 44
the bouncing ball room. There is a 10% chance per minute that anything in the room will be hit.
T They see the bouncing steel ball about 2:" in dia. Anything it touches will take 10d6 of damage. It splits increase by 10 percent to hit and 1/2 damage.
The ball is intercepted by Stallen with his sheild and it blows up making 2 balls.
Gal. Uses unseen servent to get the coin from the corner of the room. If the ball contacts it it will disappear. It makes 3 balls. They get coin (2-4-1).
They head off to 46.
In 46, they try to disarm the trap at the door. They succeed in preventing it from being rearmed.
It goes off and Ulla fails his save. He is diseased. St Vitus dance tin 46 hours
TTT They find the coin and leavve gGal does her magic dust to reveal the coin
T They go to room 45 and unlock the doors. 
T 45 - The Unicorns horn is hidden in a floor that has an incredably detailed mosaic of the large moon (in room 15). If they look carefully they will find a single tile hidden in the pattern that is a picture of the smaller moon. Pushing this tile will open a small compartment. The compartment contains the golden Unicorn horn. 
TTTTT They find the horn and do a legend lore on it.
They decide to stay in this room for 12  hours. No Enc.
They cast healing spells.
T They open the unicorn and Stallen almost gets cut off from the rest as he grabs the horn and scrambles down the stairway arriving safely just as the opening is sliding closed.
TT They carefully make their way down the stairway marveling at the crystaline rock from which the stairway is cut.
T They arrive in the empty room 1. Searching.


Text Account:
Timber is leader, mapper is Pisheo
This is a transcription of the game in Big Basin that I used paper for. Sunday.
They start in 45 of level 2 where they have been resting for 12 hours.
T They go to the door room. No Enc.
They head off to 36.
At the door Vict. Casts F. Trap wich lasts for 30 min.
TTT They search for traps and disarm it. Vict. Spell goes away.
Timber changes to a bird and searches around.
T Pi goes bat and lands with thmber.
TT They trip the trap in front of them after all their work. Although they don’t get the oil dropped on their heads, they do get their shoes filthy and several of them trip in the oil. There is a dex roll per 10' of the 30' long passage. 
T They clean up a bit and head off to room 36
TTT They open the door and search. They find the coin. They also clean up a bit in the scummy water.
T They head off to Room 41.
TT They search and examine the statues.
T They find the way to fit the horn and open the trap door.
They go down the stairs after Stallen risks being cut off by snatching the horn from the Unicorn's head as the door is closing.
TT They go down the stairs to level 3. 
T They arrive in Room 1 and cross after searching for traps and not finding any.
T They open the door and proceed toward room 2. 
T They are surprised by the Venom Bunnies!


Text Account:
Dromar is leader, Pisheo is mapper
Time Stop as they have killed the Venom Bunnies.
TT Timber finds the sec. Door. They try to find the way to open it, but don’t.
T Katrina casts a knock spell. Kilana casts find traps 30 min.
Room 48 filled with flames from gas.
T They see the path through the flames, but decide it is too time consuming and head back to the S. door. 
T They try to find the way to open it. They do.
In the corredor. 
T They go down to the door in the W. to room 3.
They turn back to the other room
T They open the door and go to room 48 again. 
T Open it and go through
T They open the door to 50 
TT Room 50 - Clue Coin 3-4-1 hidden in the NW corner.
T They go back out to the main correror from room 1 again. 
T Back to Room 3. Pi. Tries to det. Trap.
T They play with the door. Random Effect for level.
T Kat goes Etherial and searches around.
T They all go into the room. Krom lets the door close.
The trap goes off
1st seg - Krom, Dromar misses. 
2nd - Brude.
3rd. - Ox 
4th - pisheo
The room stops at 4. Trap A - Pit Trap 80'
They take 1`.5 hours to recover.
They get to trap B wich is hundreds of thousands of insects clinging to the tunnel for 20'.
They back off and Dromar uses his fireball wand an blows them all up.
They are 14" thick at the deepest spot. - 
Time Stop after 4 hours.


Text Account:
Galranwyn is Leader, Pisheo is mapper
The room stops at door #4. Trap A - Pit Trap 80'
Dromar firebombs the insects at Trap B - All Dead - 14" of crunching bodies.
Time Stop after 4 hours.
They walk down the tunnels until they get to 63. There are 34 piercers.
Jon K. tries to hit a piercer from inside this room. It surprises and hits JK
Round 1 - Mmissle 4' long piercerAC 3
A 12     b 10     c 9           d 11      e  10
- 8       - 13      - 8-2 JK    -12 JK    -5 Tim- 

F12     g 10     h 9           i 11      j  10
-24 jk  -21      -21           -21       -21

A 12     b 10     c 9           d 11      e  10
- 42      -42      -42          -42        -42
F12     g 10     h 9           i 11      j  10
-42

They check for traps after JK is out of danger.
Gal. Casts Ice Ball and clears a large. It can effect a dozen creatures in an area of 30' diameter 4 save - All die. 
TT They look around. Ox, brude,Stallen, dromar head through the narrow area.
T They head down the passage to the SW and they eventually get to room 22
TT Room 22 Then find the coin and read it.
T Search the end - Gal finds the S. door opening. It’s a 3' diameter plug revealing a 2.5 tunnel between the S. Doors.
TT St., Gal, Ember go in.
TT They get to the end and find the door
They go back to get the rest of the party.
TTT The rest of the party is there now. They close the original opening.
T They get to the Illusion 1 - Pit Fiends
The 5 fiends attack.
Round 1 S.Maj.Missle, Phantom Defender, F. Resist, 
Round 2 No Spells
TT They go to the S and get to room 23. They try to figure out how to get through it. 
T Stallen investigates in wraith form.
T Katrina makes her way across. St. starts to follow but goes back.
T Gal. Makes it across, Stallen continues to puzzle himself.
They are time stopping while they try to find out how to get across.


Text Account:
Brude is leader, pisheo is mapper
They get to room 23. They try to figure out how to get through it. 
T Stallen investigates in wraith form. Katrina makes her way across. St. starts to follow but goes back. Gal. Makes it across, Stallen continues to puzzle himself.
T They are time stopping while they try to find out how to get across.
Timber changes into a small lizzard and scurries through the barrels.
He needs to make the same number of saves, but gets a +4 to his roll as he is so close to the ground.
T Vict. Conjures weapon of 2 handed sword. They toss it to try and wedge it into the knife blades to stop the turning, but it doesn't succeed. 
T The second attempt leaves the sword flopping around inbetween the two barrels.
T JK casts "Phase" and goes through the barrels to look at the area where the water falls. He finds nothing, and goes back up after 3 rounds.
They do a levitate on the sword then enlarge and it stops 2 of the barrels! 
T Brude, Ox, Ember, Krom, Ulla - Vict. Etherial takes beourn, Kilana, Kilak, Pi, Stallen - JK does phase.
TT Pi finds s door to 26, Vict finds the way to open it.
TT Pi, Tim, Stal, Brude, Vict go in and see the ore.
T Pi searches No Enc. 
T They rejoin the rest of the party.

At room 63, the durigar will wait for them to crawl into the room and attack them while enlarged. 
RRR Stallen, Brude then Dromar crawl through.
R Stallen is surprised, netted, and being dragged away
R Brude followes him out and is also netted and being dragged away
RR Dromar follows cautiously and arrives at the S. door in the N. that the other two are being dragged through. 
R Dromar sends a message to the party telling of their plight
RR Katrina, Gal., JK, Ember, Kilana, Vict. are heading through the narrow area (takes 2 rounds to get through).
R JK goes through the door to 25
Stallen and Brude are take in and hung from ropes in the ceiling 10' high. The priest and accolites prepare for the "Death of a Thousand Burns".
The party gathers at the S. door - JK runs in and sees the mythral door.


Text Account:
Stallen is leader - pisheo is mapper
Stallen and Brude are take in and hung from ropes in the ceiling 10' high. The priest and accolites prepare for the "Death of a Thousand Burns".
They have 8 min before they first is chosen at random and place on the alter. It will take 10 min to kill that one by placing coals on their chest. The party gathers at the S. door - JK runs in and sees the mythral door. It will take 2 rounds for the whole party to rejoin. Katrina, Gal., JK, Ember, Kilana, Vict., Dromar are at the S. door
R Tim, Kat, Vict., Ember, Dromar all go into the passage.
R Det. Magic, Phase, L. Lore., 
R JK goes under the mythral door into the Temple.
R Duo Dimension-JK
R Tim is human shaped.
R L. Lore goes off. 
R Gal. Casts knock 
R Gal. Casts wraith form
R Ox and others try to open the door. Gal goes under in wraith form.
R They are in the room trying to do stuff.
A 15            B 10x          Cx 20        D 24           Ex 12        F 20x        G 10x 
3-Brude       - 2 Bru-18jk   -25 Gal    -12 Dro-3-4-5 Br  -29 Gal       -17-JK 17 -11 Gal      
R - Ball of darkness
R - Stallen 
R - Dromar goes wraith
R - Dromar goes under the door
R - Dromar casts Ram Ring and damages one
R - B. hands
R - Strength
R - Web, Ice Bolt
R - Phant killer, Web
R - Fl arrow
R - Bless on the candle

Priest 34 Stunned 3 rnds
- 20 
H 21x       I 24-1x tohit  Jx 10    K 20-1x    Lx 20        M 10x    Nx 15      Ox 20 
-15-16 JK  -10-24 JK     - JK      -17 JK-76Gal     -16-16 JK   -3-4 Brude -21 Dro 
 -21 dro
 
The High priest casts dust devil
This spell enables a priest to conjure up a weak air elemental--a dust devil of AC 4, 2 HD, MV 180 feet per round, one attack for
1d4 points of damage--which can be hit by normal weapons. The dust devil appears as a small whirlwind 1 foot in diameter at its
base, 5 feet tall, and 3 to 4 feet across at the top. It moves as directed by the priest, but dissipates if it is ever separated from the
caster by more than 30 yards.

The door is carved with mysterious runes that prevent any kind of door opening spell being cast on it (Hold Portal cast at 22nd level). The non-magical door writing on the door says "Only the true servents of Ralishaz may open this!"
If the party does open it, they will see the magic mouth appear and say "Now you truly ARE my servants!"


Text Account:
At Peter and Lucy's house for dinner.
Timber is leader, Pisheo is mapper
TTT They wander around
They go back to Room 25 and try to open the door
They Cant open the door and try bless 3 times.
Gal and JK go under the door into 25.
TTT Outside they try a bunch of stuff that doesn't work. They give up and decide to investigate any other places they haven't mapped. 
T They check for secret doors and stuff down corredors. Finding yet another deadend, they get frustrated. Then they decide to cast the nap spell. Gal., Brude, Vict., Timber. 
HH They have no encounters.
Combine with Vict., Beourn, Timber, Kilana, Brude.
JK goes 2d under the door. Timber cast disp. Magic and vict does prob. 
They open the door and they go inside. 
T They look around 25 for a while. Brude puts a chunk of marble on top of the candel.
TT They go to the door to the south. They open it and wedge it open.
Going through into room 4. 
TT They mess around with the eyes, and then run across the room.
They get to a spot marked "Z" and time stop.


Text Account:
This game is at Jeff's house! Dromar is the Leader, Pisheo is mapper.
Going through into room 4. They mess around with the eyes, and then run across the room. They get to a spot marked "Z" and time stop.
The circle 2 is a guard spot with crocks and behind them, invisible guards. 
Invis. 10' Rad., Inv. Ring
Trap A is a 90' pit trap. The room is 15' diam. Spherical room w/gravel on floor.
Brude, Dro, Krom, Pi, Tim.  go in. Brude trips trap, but get to the other side OK.
They use a ladder to get across the hole.
Trap "O" is a 10' section of rock that falls across the only exit to this room.
TT They search trap A room.
TT They get back to the hole. Brude is lowered down the hole. Finds nothing.
They go back out and search around in the SE at Circle 2 (Invisible Crocks).
They look around down there Dromar, Pisheo, Krom, Tim.
T They come back up and Katrina does a fireball down the passage to the SE.
T Timber goes back to "2" the illusions are dispelled by the F. Ball.
Tim, Pis, Drom and then the rest of the party.
TTTT They return to room with trap "O"  Pi finds the trap and disarms it.
10 Warriors are invisible and hiding in Rm 12 hoping to get behind the party when they are lead past the opening of the women/childeren rooms to the small num rooms.
Room 12 Potty Shrine is of a monkey with a sly, evil expression with it's hands cupped out in front of it. The warriors inside will try to remain hidden until they leave by remaining motionless and silent in the S center of the room.
Pi searches for traps at 12. 
2 - 4th level Durigar taunt them 24" high.
Timber goes to investigate invisible and they bump into each other.
R Timber is netted!

A 43     B 37 HP


Text Account:
Time stop where Timber is being dragged away in a net of two durigar.
Dromar has an Invis. 10' rad. Up 
Round 1 - Shape change, Blind beam, Det. Invis.
Round 2 - M.Miss, Ball of Dark,M Miss2,change shape,
Durigar
A 43x                                                B 37x HP
-16-17 Krom                                    -21 Katrina
-10 Pi                                                 -29 Gal
-9 Vict
AC 4    THAC0=16
One Hangs back, one takes timber away.
They kill both, then head off in the direction it was going, toward 10
RRRRRRRR They gather in MO.
They pass 10 and 11 and stop when they see a young dwarf who runs away from them.
They stop where the dwarf was seen, and search for traps.
W. Eye, Timber regains his human shape.
T The eye sees the folks in room 9. - Pi. Searches for traps.
They move down toward 9. They all go into the room.
All the dwarves array them selves to the S to protect room 11 and 12
The rest of the dwarves array themselves with their ammonia gas bombs.
Round 1 - Zone of Sweet Air, Rams Ring
Round 2 - Fireball, Fire Resist
FB does 19 pts or 9 pts if save. Cyril, Katrina, Ox and Kilak fail their saves.
JK, Dromar, Krom go down the passage.
It takes a round for them to get to the end. The rocks at the entrance are 18". 
JK begins uses adrenilin control to increase St to 18 40%, Dex16, Con23
He goes out of the hole. All -9 or -19 Total of 18 W/cheif
A 20x            B 25x                C 21fx              D 27-9x              E 22fx         F 19x
-8-5-11 JK     -11-4-9 Dro         -19-9jk             -6-4-4-11 JK   -6-6-14 Dro.-12 JK

G 18x             H 23r                 I 16r                 J 32 r               K 26r             L 22r
-15Dro          -8 Dro

Chief  45x             SubCheif  38x
-21 Cyr                  -21 Katr
-7-9-12-11- Pi         -11-13 Dro- 18 Pi
6 Flee

RRRRRRRR
Katrina goes wraith
B. Hands, LayHands, MMissle 
6 run away and start to evacuate the rooms of the women and childeren from 10 and 11 as the party searches the bodies.
T They find 302 GP and a Mythral Bracelet work 400gp.
TT Time stop where they are about to investigate room 7


Text Account:
6 run away and start to evacuate the rooms of the women and childeren from 10 and 11 as the party searches the bodies. They find 302 GP and a Mythral Bracelet work 400gp. Time stop where they are about to investigate room 7

TT They enter 7 and spread out to investigate. The room is not occupied (they killed them all), and there is nothing of value here except a Clue Coin 3-3-3.
TT They enter room 5 and they investigate. Inside the rib bone chest is face paint and a manskin with dwarf runes "Chief Hogamea-GrandFather". At the bottom is a childs toy; a stone carved fish of very low quality.

They pass the illusionary crocks after Timber is attacked.
They go out to the corredor out of 4 and head SW. They squeeze past trap F toward room 15. The duregar are waiting reduced in room 15 while the main force waits in ambush where the correcor turns NE
They investigate all the way to the trap at 21, and map a lot, but return to this area again. Time stop where they are attacked by the ambush. They are not surprised as they hear the sound of the attackers whistling weapons.


Text Account:
Leader is Ceryl, Pisheo is mapper
TTT They look into room 17 without going in. They go in and take a quick look. Time Stop

They back out of the room for a few minutes.  Wraith form by Stallen.
T They go back into the room.
They search around the room. Brude finds the clue coin and uses a heated dagger to lift the candle up to get at it.
They leave the room and head back to the door to room 3.
Katrina and brude go back in the room. 
Kat. Does a L. Lore - Beezix created it (under durres from Ralishaz), hes human, in Furoney, none, 500gp value, 750 years.
Brude turns the statues. It speaks and the L. Bolt goes off for 16 pts.
TTTT They leave and go into room 3. 
1 Hour They take the candle from 17 and rub it over the ceiling to plug up some of the holes the ammonia is coming through. 
They close the door. 
T They end up on 1 where they have been before
They go back into 3 and make a 6 on the door then close it.
It spins and ends up on 5 which leads to 27.
T They search for tracks. 
Kilana does a Det. Traps. 
TT Pisheo disarms the trap C. 
They continue down the corredor and enter room 27
T They see the spiked metal platforms that change their position. Any one falling into the bed of spikes will take 3d4 damage. If they are hit by the platform add 4d6 more damage.
T Cyril uses his scroll of room and all go in except Stallen flies, Pi bats, Gal goes wraith, Dromar does D. Door, JK phases, Timber goes with Vict.  Who Goes ehterial, Cyril goes wraith.
They are all standing on the other side of the room.
They continue to room 26 and find the S. Door (a plug leading to a 3' diam. Tunnel.)
T They search the room. Gal casts U. Servant to search for coins. Stal. Takes 5 lbs of M. ore, Kat 10lbs, Dro takes 1lb, Pi 1/2lb.
They return to the S. Door. Gal does W. Eye, Kialana and Pi can't find S door.
Tim, vict. 
T They go in a search for the second S. Door and don't find it.
They come to the door to 29.

The statue is at the entry (of Ralishaz in his evil mage guise); the room opens 
beyond. Both statue arms appear to be pointing towards the back wall. Careful observation of the statue reveals a hairline seam at the base. 
If the statue is turned to face the door beyond, it says "the answer is blow out the candle!" Unless the statue is turned to face into the room again, it will release a blast of lightning - 6d6 damage or save vs. breath for half. Curiosity gets the better of them! 

This trap works on the assumption the party had solved the coin riddles and are looking for candles to blow out. It will work admirably to send the party back to the begining of the dungeon (away from the real candle they want to blow out). This
room is 30' square and has only one door. There are shelves along all the walls with candles on them. When the door is openend, the candles are not lit, but as soon as the door opens, they will begin to light from the lower right hand corner of the shelves, back and forth along the shelves from the bottom up like a switchback. Opening the door also causes a valve to open which releases hydrogen into the room. This flamable gas is normally burned away by the candles as it enters the room and is no problem. But if they blow the candles out (as the clues suggest), the gas will begin to build up. As it's concentration rises, it displaces the oxygen making it hard to breathe. The smallest spark will set off the hydrogen causing a really big bang. Including the trap at the 2ntrance! Clue Coin 3-2-4


Text Account:
Time Stop where they are being attacked by surprise by the Durigar.
They are not surprised as they hear the sound of the attackers whistling weapons.
They are inbetween 14 and 15 when the Durigar attack.

Round 1 - Ice Storm, Phase, 
Round 2 - No Spells
Round 3 - M. SummoningII, 
Round 4 - No Spells
Round 5 - No Spells
Round 6-14 Orcs and Dwarves Attacking
T They find 162gp and a lump of Mythral 1/10 lb.
Stallen charmes the 18" high one and casts tongues.
TTT They talk and the durigar takes them to room 14. They find the coin 3-3-3
T Most of the party is leaving the room while Brude attempts to chisle the head off the statue. He fails to leave a mark. Brude says a prayer of consecration in the name of his god, and Ralishaz hears him! He casts a fear spell on them and laughs saying "I'm watching you!"
T They continue down to the whirlwind at point F
T They try to get the coin. JK phases and see the eye on one side of this full size mythral coin. There is a smoking candle on the other side.
T JK, Brude, Kilak stand on a staff and krom knocks it at the coin with his war hammer.
T Katrina casts levitate and the coin rises (setting off the trap)
T The whirlwind gets loose and hits 3 before they get away. They retrete to the main coredor from room 4 to heal and catch their breath
T They go back toward f. The whirlwind has dissapated leaving the debris of the darts on the floor.
TTT They search the area. They find nothing. More heal spells.
Time Stop in area F. (130 min elapse)

DUERGAR, 3RD LVL; AC 2; MV 6"; HD 3D8; THAC0 14
HP 15x,      17x,          13,fx      16 fx
     -8         -8             16        -16      
     -13 Bru - Tim          
                 -6 Drom
                 -8 Bru
DUERGAR, 4TH LVL (x4); AC 2; MV 6"; 
HD 4D8; HP 15f         17f,            24x,        15; 
                  -16        -16             -8           -8
                                                 -6   Dro  -4 JK
                                                 -14 Tim
In the rear
HD 4D8; HP 15x             17x             24x,           15x; 
                 -14 Em       -11 Kil          -16 Kil        -12 Kil
                                  -10 Emb       -28 Emb     -6 orc

HP             15x            17x,             13x       16fl
                 -22 Emb     -2-7 orc      -7-6 Kil
                                  -8
#AT 1; DMG BY WEAPON; SA SEE BELOW; SD SEE BELOW; INT HIGHLY; AL LE; SIZE  S; THAC0:16  PRIMARY WEAPON HAMMER  
SURPRISE 3-6. PSIONICS.  SURPRISED 1 IN 10. 
IMMUNE TO: PARALYSIS, POISON, ILLUSION/PHANTASM SPELLS; 
SAVE VS DEATH MAGIC, POLY, RODS & WANDS AT +4.


Text Account:
Victorex is leader, Gal is mapper
Time Stop at Area F.
They go up to the main passage, to the SW to the next tunnel SE toward 21.
Vict. Casts F. Traps.
Ember goes into first room with Krom right behind.
T They find nothing and leave.
Back out in the passageway, they go to the next room.
T Ember and Krom enter the next room. They find nothing.
T Down to investigate 21.   They turn aside and go into another small room.
T To the next room… searching for stuff.
They return to the main corredor and go to Trap 1
Round 1 - Bless, F. Sheild, Shocklet,
The illusion is dispelled. 
T They get to 23 and stop to take their bearings.
T To S. Door to 63. They find how to open in.
T They open it an go in to search for S. Door again
T Finding the way to open it.
TT They go to the entry to 63 and go in the narrow opening.
T They go toward 23 and search
TTT Searching around.
TT They return to the barrels at 21. Etherialx2 & Wraity.
T They search around etherial. The Durigar from 18 watch them, but don't attack.
T The party goes into 24 and 20 (see the screaming wimen and childeren) then into 19 (where the spiders fall harmlessly on them) then into 18.
T They go prime again. The dwarves surrender and will give them the clue coin. 
T They party decides to cross the vomit log etherial and wraithed again.
HH They cast a nap spell and then memorize spells.
T They go back to door 4 on room 3. They bounce at first then the door opens.
Into 4. They use zone of sweet air (90 min) and rock of breathing standing against the wall.
T The room stops on door 4 again! They are very pissed off.
They go back in room 3, gal marks door 4 with greasepaint.
T It spins again and lands on door 8.
They go past trap to 33 and see a person going through the s. door.
They enter the room.
T They go  in and start to search. 
Time Stop searching room 33.


Text Account:
Timber is leader and Psheo is mapper again!
They are in room 33. The durigar have just escaped through the s. door in the SE corner. 
TT They search 33. They find clue coin 3-6-4. 
T They don't find the S door, so they return to room 4.
They are struck by the smell of the amonia. Kilana casts zone of sweet air and they move in.
T The room once again lands on room 4, so they open the door and close it again.
T This time the land on 10 (room 39).
They force open the door and see people suspended from chains in the room beyond which is filled with lava.
T JK, Tim, Gal, Kilana, Pi. See the true room and move in to search. They find clue coin 3-2-1. 
T They go back in the round room. And spin again
T They surprise 6 of the durigar in room 38

Round 1 - No Spells
Round 2 - Invis. Purge, 
Round 3 - M. Missle
Round 4 - No spells
Round 5 - No spells


Pi., Gal., Tim., Ox, Kilana, Kilak are in 36

Durigar 5TH LVL (x6); AC 2; MV 6"; HD 5D8;
#AT 1;DMG BY WEAPON; SA SEE BELOW; SD SEE BELOW; INT
 HP 24,           27,            20, 
- 14 Tim
- 9-9 Pi

27x,              21x,         19x 3 go invisible.
-5 Gal           -6 Gal      -8 Gal
-5-6 JK          - JK         -6 JK
-11               -5-2 Brude  -10 St
                    -10 Ulla
The ceiling does 4d12 pts of damage.
At the time stop, Gal is in 36 where she has killed both remaining dwarves.
Pi, Tim, Ox, Kilana and Kilak are burried in the rubble of the trap.
JK, Stallen Brude, Ulla and Beourn are in 38 wondering what to do after they have killed the dwarves there.


Text Account:
They are split up! Gal. Is in the small room 36, JK, Brude, Stal., Krom, Ember and Vict.  are in 38 and the rest are trapped in the corredor between.
Game starts 2 min after the battle has ended.
They have a chance of hearing them put the stone pillar against the S. Door. 
Brude, Vict., JK, Krom starts clearing out the rocks. 
St does a wraith form. Searches for 12 rounds.

Trapped Where in the Rocks
1-3 They can be pressed by a piece of the ceiling
4-5 Trapped in rubble
6 - Partially trapped in a small bubble.

They will be attacked by the remainder of the males in the tribe after 15 minutes.
Round 1 - Phantom Defender, M. Missle 

Normal Durigar (4th level)
 15,         17x,        6,                 16x 
-7 Krom   -6 St       -17 Krom        -6-8-7 JK
-7 Stal     -18 Krom - JK                      

 6TH LVL (x2); AC 2; MV 6"; HD 6D8; HP 19, 43;
RRR-Kilak, Ox(1d6 dam per round)-
RRRRRRRR
They lift the ceiling rock 10" which is enough for Kilana to cast W. Form and get out.
R haste on Embe, Kilanar
RRRRRRRRRRRR
Timber is release as a snake. He goes human.
RR Etherial-Krom, Jk, Ember, Timber, Stal., Vict. 
RRRRRRRRRRRR
RRRRRRRRRRRRRR-All rejoin.
RRRRRRRRRRRR
RRRRRRRRRRRR
RRRRRRRRRRRR
RRRRRRRRR
They heal and rest. 20 hours pass and the clerics and mages rememorize their spells.
Pisheo is hit with the Rod of Ressurection
They cast Raise Dead on Kilak and Ox. 
They rest for another 24 hours
Pisheo examines the maps and figures out how they go together.
She then looks for a S. Door where Gal. Tells her it is.
T They go back and map room 38. 
T Pi tries to find S. Door in NW of Rom 38.
T Gal finds how to open S Door in SW of room.
T Vict casts F. Traps
T They search 34. They find the clue coins. 
Time stop


Text Account:
Dromar is leader, Gal. Is mapper.
T They search 34. They find the clue coins. - Time stop
They go back into 38 and do some more searching.
T They search for S. Doors and find nothing
T Continuing to search.
TTTTT They continue to search.
T They find out how to open the door to 37
TT Searching room 37. They find the s. door in the S. of the entry.
T They go up the stairway on the other side of the S. Door
T Room 36.
T They go into the small connecting room after finding how to open the door.
TT They find the blocked S. door and see the rod that keeps it closed.
T They try a knock spell, but it doesn't work. Dromar does a Wraith Form and floats through the crack of the S. door.
T Dromar is attacked by the guards that remain as he attempts to get in. They are visible. He goes back to the door and becomes solid so he can kick the pillar away from the door. This will take a BBLG role with a 20% bonus. He uses his Fireball wand to blow up the room beyond. 
A 9x                   B  16
-11                     -22 Dromar
TT 3 women and 10 childeren along with 6 low level guards all die in the fireball. 
Woman invisible attacks JK. 6 HP -7 Healed by Stalen 3 pts. She attacks him, but they imobalize her. They find 97gp and 1/2 a Krosnium piece of smelted stuff.
They go back down the E. corredor and Gal finds the s. door to 37
T They try to find the way to open it.
T They return to 38 and keep searching for the s. door in the N. wall.
TT They cast a find S. door spell and find the N. door. They find how to open it.
T They search the room. Find 12 GP the gems and the clue coin.
1 Oriental Topaz            Valued at  5600  gps, of dwarvenglaz workmanship
2 Jacinth                   Valued at  600  gps, of dwarvenglaz workmanship
3 Amber                     Valued at  68  gps, of dwarvenglaz workmanship
4 Sardonyx                  Valued at  36  gps, of dwarvenglaz workmanship
5 Lapis Lazuli              Valued at  6  gps, of dwarvenglaz workmanship
6 Garnet                    Valued at  70  gps, of dwarvenglaz workmanship
7 Obsidian                  Valued at  5  gps, of dwarvenglaz workmanship
8 Sardonyx                  Valued at  8  gps, of dwarvenglaz workmanship
9 Banded Agate              Valued at  1  gps, of dwarvenglaz workmanship
10 Blue Quartz              Valued at  6  gps, of dwarvenglaz workmanship
11 Diamond                  Valued at  700  gps, of dwarvenglaz workmanship
They return to room 3. Kilana does Sweet Air and they go into the room.
They flaten themselves agains the sides of the room near Kilana. 
They end up at door 12 that leads to Room 17.
Statue J is a statue of Ralishaz as a pederast type. The statue will pivot and turn to the S. If this is done, the next person to walk down this corredor will cause a 4d6 lightning bolt. 
T A det. Traps is cast as they go toward 17.
TTT They look into room 17 without going in.
They go in and take a quick look. Time Stop


Text Account:
Leader is Brude, mapper is Pisheo
Time Stop outside of 30 in front of the glowing mythral doors to room 30.
The doors are made of Mythral and glow. They are inscribed with dwarf runes that are the commandments of Ralishaz:
1. You shall protect my holy place from intruders
2. You shall not eat your own kind
3. Waste nothing.
4. You shall carry no mythral coins
5. You shall protect women and childeren
6. All shit shall be rendered unto me
Victorex casts lay on hands on Cyril
T L. Lore on the door.
They turn around and go back the way they came. Their entrance has not yet been discovered. They go toward 29, but balk at the narrow passage.
JK goes small , St. goes wraith form and they go through.
Durigar from 29
A 13x            B 20x              C 22x               D 24x 
-12 Sta         -3 St.             -15-7 St            -9-7 St
-7 JK             -13 Emb                                -6-4 Ox
                    -8 JK
Round 1
Round 2 The party sends the dwarves (Ember, Ox) down the 2' tunnel. Stalen materializes
Round 3 St Mag. Missle, JK stunned
Round 4 M. Missle
Round 5 
Round 6 
Round 7 The durigar are defeated!
TT They go down to investigate 29
1 Oriental Topaz           Valued at  253  gps, of dwarvenglaz workmanship
2 Malachite                  Valued at  70  gps, of dwarvenglaz workmanship
3 Malachite                  Valued at  10  gps, of dwarvenglaz workmanship
4 Black Sapphire           Valued at  768  gps, of dwarvenglaz workmanship
5 Tiger Eye                   Valued at  3  gps, of dwarvenglaz workmanship
6 Garnet                       Valued at  4554  gps, of Illithid workmanship
7 Sardonyx                   Valued at  984  gps, of dwarvenglaz workmanship
8 Eye Agate                  Valued at  3  gps, of dwarvenglaz workmanship
9 Fire Opal                   Valued at  353  gps, of dwarvenglaz workmanship
10 Rhodochrosite          Valued at  78  gps, of dwarvenglaz workmanship
11 Black Sapphire         Valued at  1258  gps, of dwarvenglaz workmanship
12 Aquamarine             Valued at  1835  gps, of dwarvenglaz workmanship
13 Turquoise                Valued at  18   sps, of dwarvenglaz workmanship
T They continue to search, then rejoin the party.
They discuss what to do when they get to the round room.
They return to Room28 and use the Room Scroll and some wraith and such to get across.
They rematerialize and open the door.
T They get back to Room 3. Zone of Sweet Air (90min)
T They go into the room and talk about how to break the iron walls.
T They give up and close the door. It lands on door 2.
T They recognize the passage and go to room 44.
T They cast spells and trade off using the rock to get everyone across
T Following the map, they get to the Doors to the Temple Room 25
T JK casts 2d and phase and goes under the door. Gal. Goes Wrait and takes the room scroll with ox, cyril and brude inside.
Brude opens the door with a bless and the party goes into the room.T 
Brude, Gal. St. and the rest go to the alter.
TT They search and do legend lores. They find it is the key to the next level
18 Hours - They rest 18 Hours then rememorize their spells. 4:00am
T Timber forms a circle with Victorex, Kilana, Beourn, Brude.
T Victorex lights insense then casts probability control
T Timer casts combine then a dispel magic
The magic on the candle is dispelled. The stone covering the door down disintegrates and shows the spiral stone staircase.
T The Stairs go down 40 feet and come out into Room 1 level 4.
Time stop as they arrive on level 4.
Inside 29 
DUERGAR, 4TH LVL (x4); AC 4; MV 6"; HD 4D8; 
#AT 1; DMG BY WEAPON; SA SEE BELOW; SD SEE BELOW; INT EXCEPTIONAL; 
AL LE; SIZE S; THAC0:15  PRIMARY WEAPON HAMMER (2-8) SECONDARY WEAPON SHORT SWORD (1-6) SURPRISE 3-6. PSIONICS.  SURPRISED 1 IN 10. IMMUNE TO: PARALYSIS, POISON, ILLUSION/PHANTASM SPELLS;  SAVE VS DEATH MAGIC, POLY, RODS & WANDS AT +4.

Inside 30 are:
6 Metal Workers (6th Level, +1 hit, +2 dam) armed with +1 Hammers and 2 Main Guards (10th Level, +2 hit, +3 Dam) wielding +1 damage mythral axes.
A 43          B 32          C 16           D 38            E 24               F 33

Main Guards
A 87                 B 76


Metalists 6TH LVL (x2); AC 7; MV 6"; HD 6D8; #AT 1; DMG BY WEAPON;  INT EXCEPTIONAL; AL LE; SIZE S; THAC0:13 
SURPRISE 3-6. PSIONICS.  SURPRISED 1 IN 10. 
IMMUNE TO: PARALYSIS, POISON, ILLUSION/PHANTASM SPELLS;  
SAVE VS DEATH MAGIC, POLY, RODS & WANDS AT +4. 
Main Guards
10th Level, AC 0,  MV 6", AT 2, Dam. 1d6+4, THAC0 8, Size S


Text Account:
Cyril is the leader, Gal. Is mapper
The Stairs go down 40 feet and come out into Room 1 level 4.
Time stop as they arrive on level 4.
They are in room 1 and looking at the door in the S.
Find traps for another 70 min
T They open the door and begin looking around.
T They search the dead end.
TT They go back to the other dead end with the hangmans noose bas releif.
TO room 2. Ralishaz sees them!
T The talk
Round 1 Bless, 
Round 2 Bless
They stop attacking and Ralishaz talks to them.
Ralishaz uses extradimensional imprisonment on brude.
T Open door in the N. of room 2.
T They are searching around. Find Traps goes out.
T Victorex casts find traps.
T They search the dead end.
T They find room 3
T They encounter the 4 Minataurs

A 95x                 B 17x        C 103x                      D 46x
-17-14-4 Gal      -19 Cyril    -14 Gal                     -22 Gal
-15-16-16 JK                      -14-4-6-4 Vict           -4-5 Brude           
-16 Stal                             -40-11-16-17-6 JK     -5 St
-17 Brude                                                          -22-12 Ember

Round 1 - Bless, 2xM. Missle 
Round 2 - Flame Strike, M.Missle, M.Missle 2, Ball of Darkness
Round 3 - M.Missle, 
Round 4 - Enchant Weapon
TTT They harvest parts and skin bodies. They search for treasure and find 2 gems.
A spindle shaped spinel which is a red, precious stone worth 500 gold
A sapphire, emerald cut which is a medium blue gem worth 1000 gold
They leave 3 and go back to the long corredor Gal. Sees S. Door
T They get to room 4. They look at the fountain. Stallen finds the clue coin.
T Search E. for S. Doors. 

Round 1 - Morhan I. Ball, Ice Storm, Ball of Darkness
Brude is petrified.
Round 2 - M.Missle
JK is petrified

A 56x                 B 46x
-25 Gal              -25-15 Gal
-18 Cryl             -13 JK
-26 JK               
Time Stop just after the battle. Both Brude and JK are turned to stone.


Text Account:
Timber is leader, Pi is mapper. Room 5.
Time Stop just after the battle. Both Brude and JK are turned to stone. Brude failed his ST VS System Shock and is dead. JK succeeded, but is still stone.
They search the room and find clue coin 4-4-4. The do a combine spell and try a remove magic but it doesn't work. Vict casts a friskey chest on JKs statue.
T They open the door in the N and go east throught the corredors. 
Det. Traps by Kilana last 90 min.
T Gal. Shrinks JK (11 hours) to a foot high and puts him in Oxs packpack. They put Brude in the Bo'Holding.
T They wander around mapping. No Encounter
T Search a dead end.
TT Lots of searching. No Enc.
Random Enc. With Warrior Minitor AC 0 THACO 13 +2  Dam (2d4+2) plus head but 2d4+1 Move 12  He is webbed. 
HP 68 
-14 St, -8-11-16 Vict, -8 Kat, -14 Tim -25 Stallen
Round 1 - Bless, Web, Striking
Round 2 - No Spells
Round 3 - E. Arc,
The E. Arc sets the web on fire, and the minataur burns!
TTT After the fire dies down, Vict. Check out the body. They search the room.
They get to the room where Jeffs new character is. Gal hears him

Round 1 - Bat Sense
Round 2 - Det. Inviv., 
Round 3-4 Moving
Round 5 - Glitterdust, esp (biz VS gal), Hypnotize, 

Being revealed, Bizmali decides to give up and continue to talk to them. He tells his story
"I am the guardian War Wizzard of the village of Dingleydell. One of the most favored of the young women of the town was tricked and imprisioned by one of the flesh merchants of Grayhawk. It took months, but I managed to track her down to the place where she had been imprisoned and made to serve the lusts of men.
By the time I had tracked her down, she had been missing 5 months. It took another month to find the priest that had lured her into the temple of Ralishaz. Down under their temple, I trapped the priest and made him promice to send me to her that I might rescue her. He cast a spell and I wound up in a room near here. I have been wandering for 3 days looking for her and avoiding contact with the Minotaurs. I want to find her more than anything as she is my girlfriend."
They talk and Beourn talks to Bizmalli about the quest. Although Biz agrees to accompany them, he makes them promice to help him find his girlfriend before they continue down. This is a quest within a quest.
Time stop in the empty room (with a xx in it) talking to Bizmalli and resting.


Text Account:
Leader is Cyril, Mapper is Pisheo (300 min since last rest)
Time stop in the empty room (with a xx in it) talking to Burzmalli and resting.
TTTT Talking to Beourn
They hole up here to rest for 18 hours.22nd-4:00am
They will be ambushed at the intersection labeled YY.
There will be 1/2 of all the Minataurs here. They have left a trail of semiprecious gems (garnets) on the floor leading to the trap.
They re-memorize spells.
Gal. Casting Strenthx2, Shrink, Armor
Vict. Casts Det. Trap
T L. Lore fails
While they are looking at the intersection YY, the Minataurs see them and send a runner to contact the other and coordinate their attack. They will attack with a -2 to opponents roll.
The trap is sprung
Round 1 - Fly, Ice Storm, Web-int, Striking-int, Bless
Round 2 - F. Arrow, Ice St., Heat Metal
Round 3 - Wraith F., Staff, 
Round 4 - M.Misslex2
Round 5 - M.Misslex2, E.Arc, Heal
Round 6 - M.Missle, M.Missle2, FarCure,  
Round 7 - Cure,

MINOTAUR (x61); AC 0; MV 12"; HD 6D8+3; 
SURPRISED ONLY ON A 1; INT LOW; AL CE; SIZE L; THAC0:13 
#AT 2; STONE AX (1d8+2) AND BUTT OPPONENTS 6' OR TALLER (2-8) OR BITE SHORTER OPPONENTS (1-4)

South
32Red               36grn      37Blue trips                    39 Black     40xGreen          
-7 Tim               -6 Gal     -3-8-10-6-4 Kilana Heat    - 8 Vict.    -40 Gal.
-10 Burz                                                                - Stallen

West
32x LtBlue           26xblack         26xBrn             28xRed        28xblack  28xDkBrn
-23-9 Krom           -10 Kilak      -18 Cyr            -18cyr         -7 Ox      -19-26 Krom
-18 Cyr              -18-17 cyr       -20-21 Krom     -9-12 TIm    -17 Cyr
                                                                                        -8 Krom
                                                                                       -24 Kilak
41xred        26black         36 Lt. Blue    29x Red
-5 Kilak      -3-8 Ox           -10 Burz    -16-19 Krom
-17 Krom    -11 Krom       -20 Krom                  -9 Kilak
-26 St          - Kilak

North
32xGreen      36xBrn      37xtan      39xred         40Blue     41drkble    29x Lt.Blu
-46 Gal         -23 Pi        -7-15 Pi   -10-9 Burz     -5 Burz        -16  Cryl    -36 Pi
                   -10 Burz     -28 Pi     -17 Cyrl          -10              -9 Vict 
                    -22 Dro
32x Black
-12 Pi
-10 kat
-15 Cyrl

East
32x brnstun-2at      26xDkGreen     26xRed         26xLt Blu      29x Black    
-12-9 Burz            -7 Vic              -21 Tim       -14-12 Burz    -15 Gal
-7 Tim                   -17 Stal           -10 Burz     -7 Gal            -13
-10 Gal                 -16 Tim                              -12

Time Stop at end of battle.


Text Account:
AAt point YY on map after 7 rounds of battle *th round healing. Time Stop at end of battle.
T Healing 4 rounds and searching bodies (including cavities).
T They search a minute or two then cast find traps.
T T They search around in the maze corredors. No Enc.
TTT Searching dead ends.
TT Back to battle site. And then to XZ to search it.
TTT Mapping and looking.
TT Through the sec. Door
T They get to room 9. After trying to open the door they hear them saying "go away" in Minator inside. Then "we have had our quota of visitors today". They then speak to the women in common and the women inside open the door.
TTT They talk to the women and 2 will go with them (Burzmalie's elfen friend Volita and another human named Luta). The others will stay behind to take care of the kids.
T They take off and head to the s again. 
MINOTAUR (x61); AC 0; MV 12"; HD 6D8+3; 32(x16); #AT 2; STONE CLUB(16+3) SURPRISED ONLY ON A 1; INT LOW; AL CE; SIZE L;
THAC0:13 
A40          B39               C36x         
-7 Tim      Tim               -10 Dro
-9 Gal       -9 Gal            -4 Gal
-14 Krom  -10-8-24 Pi     -17 Krom
-16 Cyrl

Round 1 - M. Missle, B Hands, 
Round 2 - M. Missle
T Search room and bodies, healing
T They map around some more
T They get to room 10
T Searching. They find the coin in the ice covering the randomizer column that goes from floor to ceiling.
T Burz tries to chip the coin out, but succeeds only in turning on the randomizer. 
T They discuss how to get the coin out. 5 light rocks are out, Gal casts Lucient Lance. She uses it twice to knock large chunks of ice. Timber runs in, grabs the ice with the coin in it and runs out again.
TT They go down to room 29. They find the coin
Time stop


Text Account:
Leader is Dromar, Mapper is Cindy
Timber runs in, grabs the ice with the coin in it and runs out again. They go down to room 29. They find the coin. Time stop.
T They listen at the door to the corredor.
T Kilana F. Traps.
They map around. They get to room 11 - 2 Minators 9 Beetles

Round 1 - Web, M.Missle 2, Fear
1 Killed Beourn, 1 webbed
Minitaurs
29                34
-39  Dro        -16 Dro
                    -18 Krom
TTT They search 11.
Room 12 Real Slicer Beetles!

Round 1 - Web, M.Missle, 
Round 2 - M. Missle 2, Striking,
Round 3 - M.Missle
Round 4 - 
Round 5-7 Healing
Round 8 9 10
 
45x                  34x              53x               42x             38x            56x 2/3 move
-5                    -3               -2                  -4              -5               -20-14 Dro
-11-18 Krom     -12-24 Drom -6 Gal           -8 Kat         -38 Krom    -14-13 Kat
-14 Gal             -16 Gal    -20-16-14-13Kro -17-18-17 Krom            -20 Krom

T They heal and wait. Cyril goes raith form, goes through the web into the room beyond. He sees the bugs and goes back to the party. Returns to normal.
T They dispell the web and go in and kill the remaining 2 beetles.
TT Searching. The find 4-4-4. They find the S. Door but can't find how to open it.
TT Searching the S 20' passages
TT They walk around then turn toward the "P" in rope.
TTT Searching.
T Searching in Room 6.


Text Account:
Leader is Dromar (again!), mapper is Pisheo
Searching in Room 6. Time stop
They search the room. Bursmali is flying for 10 turns (100 min).
T They find the coins and the s. doors.
TT They go into room 7 and look around.
TT They try to find the way to open the door.
T They find that they have been into the corredors before and go back to room 7 then 6.  
TT They go out the S door to room 8.  They search around but don’t find the coin.
TTTTTT They go to the corredor above room 8 and search.
T They go back to Room 4 past it to the end of the corredor dead end.
T They find the secret leading to room 9.
TTT They continue to look down corredors and they come to the intersection near the center of the map.
TTTT They continue to search around until at last they arrive in room 13
23 of the Minotaurs are in 13 and will try to engage the party in "manful combat".

Round 1 Inv. 10' Rad., Striking
They are talking to the Minataurs that want to do one on one combat with single members of the party. They will let those go that are victorious against one of their men.
Krom and the first of the Minataurs fight in the center of the room.


MINOTAUR (x61); AC 6; MV 12"; HD 6D8+3; 
32(x16); #AT 2; STONE CLUB(16+3) SURPRISED ONLY ON A 1; INT LOW; AL CE; SIZE L; THAC0:13  BUTT OPPONENTS 6' OR TALLER (2-8), BITE SHORTER OPPONENTS (1-4) 

HP 36(x5), 37(x5),39(5x), 40(x5), 41(x5), 26(x9), 28(x11), 

Krom VS 1
HP 41
-22-13 Krom
HP 35 
-15-22 Tim
HP 39 
-14-12-4-2 Dromar
HP 40
-14-6-15 Pi
HP 37
-24-9-32
Burzmali attacks the leader as Cyril is preparing the spell.
Leader HP 44
The leader is attacked and tells him men to kill the no-honor humans.
Time Stop as the battle between them begins


Text Account:
Dromar is Leader
Time Stop at the beginning of the open battle between the Minataurs and the party.
At the beginning round, the chief will seak to summon additional troups by throwing the Crystal at the right side of the doorway. They are in room 13

Round 1 - Fire Ball, Bless, F. Phantom, M. Acid Arrow
Round 2 - Web, Sn. Maj. Missle, 
Round 3 - Haste, Web, Dispell Ill., Storm Star(Weapon), 
Haste-Gal,Pi, Tim, Krom, Cyr, V ict, Emb, Kilana, Kilak

MINOTAUR (x61); AC 2; MV 12"; HD 6D8+3; 
32(x16); #AT 2; STONE CLUB(16+3) SURPRISED ONLY ON A 1; INT LOW; AL CE; SIZE L; THAC0:13  BUTT OPPONENTS 6' OR TALLER (2-8), BITE SHORTER OPPONENTS (1-4) 
Leader HP 45
-5-8-1-2-4-6 Birz
-17 Cyr

HP 36(x5), 37(x5),39(5x), 40(x5), 41(x5), 26(x9), 28(x11),

A Blk-Yel 36x   Red-Sil 372/3 Move    Brn-Sil 39x             Grn-Whit 40x  Brn-Yel 31x
-8 Pi              -6 Vict                        -14-23-13-10 Tim    -9 Stal          -11-22-16 Emb
-23-13 Krom   -24-10 Kat                                               -27-24 Emb

LtBlu-Grn 39x    Blk-Gld 38    Blk-Sil 24    LtBlu-Yel 36       Brn-Gry 31
-7-8-15-14 Kilak     - Ulla        -8 GalGuy   -8-16-11 Vic     - 

Red-Gold 29x      Grn-Blk 37   Tan-Sil 39         Red-Gold
-6-28-4 Pi             -26 Gal       -17-16 Krom    - Beourn
                                                                   -6 Kilana

Black-Gld 41       Tan-Red 41     Tan-Red 31x       Blk-Grn 41
-4 Dro                -30-6 Pi           -26-17 Emb           -24 Kilana 

Hanging back
HP Ltblu-Re3d 41     Black Gold 28x    Mini 40      Mini 39  Brn-Sil 36
     -17                    -34                 - 34            -34       -17

T They heal and do stuff.
TT Checking bodies.
Treasure for the tribe (no magic)
In a trapped chest hidden in the floor 247 1lb Platinum Bars
The cheifs jock strip - 2 Clue Coins 4-5-2, 4-5-4
Stink Bomb lasts for 48 hours -2 to all random enc rolls.
 1 Garnet                    Valued at  65  gp
 2 Onyx                      Valued at  11  gp
 3 Zircon                    Valued at  163  gp
 4 Emerald                   Valued at  1360  gp
 5 Star Sapphire             Valued at  890  gp
 6 Obsidian                  Valued at  100  gp
 7 Peridot                   Valued at  90  gp
 8 Black Opal                Valued at  455  gp
 9 Oriental Topaz            Valued at  991  g
 10 Star Sapphire            Valued at  902  gp
 11 Sardonyx                 Valued at  40  gp
 12 Amber                    Valued at  69  gp
 13 Blue Quartz              Valued at  5  gp
 14 Bloodstone               Valued at  38  gp
 16 Star Rudy                Valued at  89  gp
 18 Sapphire                 Valued at  108  gp
 19 Star Rudy                Valued at  365  gp
 20 Jacinth                  Valued at  830  gp
 21 Oriental Amethyst        Valued at  130  gp
 22 Jet                      Valued at  580  gp
 23 Bloodstone               Valued at  342  gp
They blow up the stink bomb and are purple. They have to wait 5 hours for them to recover from their Con roll failures VS the nausia.


Text Account:
Time Stop during the battle with the Minotaurs (with the summoned creatures coming this in the 4th round).
Round 1 - Fire Ball, Bless, F. Phantom, M. Acid Arrow
Round 2 - Web, Sn. Maj. Missle, 
Round 3 - Haste, Web, Dispell Ill., Storm Star(Weapon), 
               Haste-Gal,Pi, Tim, Krom, Cyr, Vict, Emb, Kilana, Kilak, Dro
Round 4 - M.Missle2
Round 5 - Snil. M.Missle
Round 6 - Dim.Door, M.Missle 2
Round 7 - M.Missle, B.Beam, A.IceBolt
Round 8 - L.Hands, Cure, Blur
Round 9 - E.Weapon, Cure

MINOTAUR (x61); AC 2; MV 12"; HD 6D8+3; 
32(x16); #AT 2; STONE CLUB(16+3) SURPRISED ONLY ON A 1; INT LOW; AL CE; SIZE L; THAC0:13  BUTT OPPONENTS 6' OR TALLER (2-8), BITE SHORTER OPPONENTS (1-4) 
Leader HP 45
-5-8-1-2-4-6 Birz
-17 Cyr-26 Gal

HP 36(x5), 37(x5),39(5x), 40(x5), 41(x5), 26(x9), 28(x11),

A Blk-Yel 36x   Red-Silx 37-2/3 Move    Brn-Sil 39x          Grn-Whit 40x  Brn-Yel 31x
-8 Pi              -6 Vict                        -14-23-13-10 Tim  -9 Stal       -11-22-16 Emb
-23-13 Krom   -24-10-11-10 Kat                                     -27-24 Emb

LtBlu-Grn 39x    Blk-Gld 38    Blk-Silx 24    LtBlu-Yel 36x       Brn-Gry 31x
-7-8-15-14 Kilak     - Ulla       -8 GaxlGuy   -8-16-11 Vic     -11-9-13-11 kil 
                        -8 Kilana      -16-8 St             
Red-Gold 29x      Grn-Blkx 37   Tan-Sil 39x         Red-Gol 32 1/2move Bld -4
-6-28-4 Pi             -26 Gal       -17-16 Krom    - Beourn
                           -21-8           -7                    -6-14-14 Kilana
                                             -20 Ulla

Black-Gld 41x       Tan-Yellowx 41  Tan-Red 31x    Blk-Grn 41x
-4-4-23-11 Dro    -30-6 Pi             -26-17 Emb      -24-8-8-16 Kilana 
                          -43 Krom                                            
Hanging back
HP Ltblu-Red 41     Black Gold 28x    Mini 40x      Mini 39x  Brn-Sil 36x
-17 Ulla                   -34                 - 34            -34         -17
-24-6 Kilak                                     -28-12-8 Kro             -45 Krom
-8
Githyanzi. 
INT 16  MOVE 12 
Supreme Leader Fighter - 9th AC 0 HP 62 THACO 11 +3 2 Hand Sword 
-33-30 Krom
-10-9-8 Dro
Captain Ftr Magex - 7/7 AC 3 HP 37 THAC0=13 2 Att. per Rnd. Silver Sword 2 Handed, +3 
-20-4-7-18-22 Kil
Warlock Ftr magex - 6/6 AC 1  HP 55 THACO 14 2 Att. per Rnd. Silver Sword +3
                                           -11-17-12-28 Emb 
Level 1 - Fire Burst, Gaze Reflection, Hold Portal, Nist. Feathery Flyer, Shocking Grasp, Spider Climb, Nahal's Reckless Dweomer, 
Level 2 - Alteration - Darkness 5' Radius, Knock/Lock, Levitate, Whispering Wind, Ray of Enfeeblement, Scare, Tasha's Uncontrollable, Blur 
Hideous Laughter, Mirror Image
Sergeant Fighterx - 7th AC 2  HP 39 THAC0=13  2 Att. per Rnd Sliver Sword +3 Two Handed 
-9-9-32 Vict
Lesser Fighterx - 1st AC 0 HP 10 THACO 19 2 Hand Sword (sent in first @ 2xsize)
-8-10-8 Ulla
- 13 Kilak
Sladd HP 77 Rod of Striking 
-10-24-32-10 Emb
-10 Vict.-1 Dro

Scaring mushrooms are spread on Embers abdomin (crit), Kilak inside left thigh (crit). 
They find the chest with 247 1-lb bars of platinum 9"x1"x1" 
These gems are all unmatched, and cheaply strung on a string.
 1 Garnet                    Valued at  65  gp
 2 Onyx                      Valued at  11  gp
 3 Zircon                    Valued at  163  gp
 4 Emerald                   Valued at  360  gp
 5 Lt. Blue Star Sapphire             Valued at  890  gp
 6 Obsidian                  Valued at  100  gp
 7 Peridot                   Valued at  90  gp
 8 Black Opal                Valued at  945  gp
 9 Oriental Topaz            Valued at  791  gp
 10 Pink Star Sapphire    Valued at  902  gp
 11 Sardonyx                 Valued at  40  gp
 12 Amber                    Valued at  69  gp
 13 Blue Quartz              Valued at  5  gp
 14 Bloodstone               Valued at  38  gp
 16 Star Ruby                Valued at 989  gp
 18 Sapphire                 Valued at  108  gp
 19 Diamond                 Valued at  365  gp
 20 Jacinth                    Valued at  833  gp
 21 Oriental Amethyst    Valued at  130  gp
 22 Oriental Jet              Valued at  580  gp
 23 Bloodstone               Valued at  340  gp


Text Account:
Leader is Burzmali, mapper is Stallen
Time Stop just after they have taken stock of the battle damage and have healed themselves. They have eaten the mushrooms and they used the scarring mushrooms are spread on Embers abdomin (crit), Kilak inside left thigh (crit).
T After the end of the battle. Stallen vomiting for 5 hours. Remove nausia is done on all who were made sick by the trap.
12 Hours. Resting for 12 Hours in Room 13.
They appraise the gems, Katrina cheers folks up by playing on her flute.
After the 13 hours, they cast more healing spells. They are up to full.
24 Hours They rest another 24 hours so everyone can get all their spells back.
T They go to a S. Door at the complicated intersection. They are going to try to open the E. most S. door in the south.
T the find the way to open the S. Door in the E.
TTT trying to find the S. door in the S. they find nothing.
T Lookin around in the N-S passage 
T Search N. 
T Search S.
TTTTTT They continue to look around and search dead ends.
50 EXP Burzmali for finding "Rope".
TTTTTT Searching for more secret doors.
Distroying the S. Doors. As these doors are crystal and immune to spells, the party will try to destroy them. They are immune to normal damage and will only take that damage enabled by weapon + Values. They will take 30 Pts of this damage before opening a hole 1x1 feet in a stone door area.
TT They are bashing in the stone S. door. They find it leads to another dead end and stop. 
TTTT They walk around then discuss what they want do then go to the S. Door near room 11. 
TT They go to several places and look for doors.
TT They go to the "E" and bash in the S. door and find their map was off and the passage way beyond is  one they know (leads to the complicated area).
TT They realize they didn't get Volita the Elf to look at some spots, so they return to room 13 and then to the S. door in the s. She finds the way to open it too!
T They open the door and map the passages and look around. 
Cast Find Traps Kilana
4 hours searching Room 14.
They leave the room and look around. Kilana casts another Find Traps
Victorex gets 50 EXP for "Rope Bite"
TT They get to room 15 and find the coin. They are looking at the coin and stuff.
T They send a W> Eye to 16, then leave to search for S. Doors
T Searching and mapping the "B".
Time Stop mapping the B.


Text Account:
They send a Wiz. Eye to 16, then leave to search for S. Doors  Searching and mapping the "B". Time Stop mapping the B.
TT Continuing to map the "B"
TT They map a lot more and end up in Room 17.
TT Room 17 They search around.
T They get to Room 20. Burzmali casts his Fly spell 2 hours. Vict. Casts F. Traps.
TT Burzmali flies around investigating. They try some stuff with the traps.
T Stallen casts his fly boots.
T Burz and Stal investigate the corredor W. of the trap room and get to room 26.
They see the body of the Minator in 26, but don't search it. They walk back.
T They tell the party what they have seen and then talk about going back or how they can get the rest of the party into the room.
T Timber turns into a hawk, he NE and Stallen takes NW Burzmali W. 
TT They search around and find some coins. On the way back, Burz. Fly Spell runs out.
T They fly around and discuss it with Burz. He decides to cast M. Globe of Inv. And trys to run back to the party. He will hit 13 traps on the way.
Round 1 Levitation, M. rope
Round 2 M.Missle, Maj. Missle,
Round 3 M.Missle, Lay On hands
Round 4 M.Missle, (Pyro)

Summons White Pudding, 
PUDDING, WHITE ; AC 8; MV 9"; HD 9D8; HP 38; #AT 1; DMG 7-28; SA EATS LEATHER & VEGITABLE MATERIALS; SD SEE BELOW; INT NON; AL N; SIZE L; THAC0:12 IMMUNE TO COLD, ACID, POISON. BLOWS & LIGNTNING SPLIT IT INTO SMALLER SIZES
HP 38 
-17-13 Gal

Grasping Hand AC 5  HP 94 Size Large 10 HD 
-7-6 Pi. 
-7 Kat
-4 Ox

NAGA, DARK ; AC 3; MV 15"; HD 12D8; HP 47; #AT 2; DMG 1-6/2-8; SA SEE
BELOW; INT EXCEPTIONAL; AL LG; SIZE L; THAC0:9
POISON BITE (1-6), CONSTRICTION (2-8), SPIT CONTACT POSION
WIZARD SPELLS 4,2,2

Level 1 - Abjuration - Alarm 
Level 1 - Abjuration - Cantrip 
Level 1 - Alteration - Comprehend Languages/Confuse Languages 
Level 1 - Alteration - Feather Fall 
Level 1 - Alteration - Fist of Stone 
Level 1 - Alteration - Mending 
Level 1 - Divination - Detect Magic 
Level 1 - Illusion/Phantasm - Nystul's Magic Aura 
Level 1 - Invocation/Evocation - Alarm 
Level 1 - Invocation/Evocation - Magic Missile 
Level 1 - Wild Magic - Patternweave* 
Level 2 - Alteration - Alter Self 
Level 2 - Alteration - Darkness 15' Radius 
Level 2 - Alteration - Fog Cloud 
Level 2 - Alteration - Magic Mouth 
Level 2 - Alteration - Maximilian's Earthen Grasp 
Level 2 - Alteration - Pyrotechnics 
Level 2 - Alteration - Sense Shifting 
Level 2 - Alteration - Whispering Wind 
Level 2 - Divination - Detect Invisibility 
Level 2 - Divination - Locate Object/Obscure Object 
Level 2 - Elemental Air - Whispering Wind 
Level 2 - Illusion/Phantasm - Mirror Image 
Level 3 - Abjuration - Dispel Magic 
Level 3 - Abjuration - Non-Detection 
Level 3 - Abjuration - Protection From Normal Missiles 
Level 3 - Alteration - Maximilian's Stony Grasp 
Level 3 - Alteration - Wind Wall 
Level 3 - Conjuration/Summoning - Sepia Snake Sigil 
Level 3 - Divination - Wizard Sight 
Level 3 - Elemental Air - Gust of Wind 
Level 3 - Elemental Fire - Flame Arrow 
Level 3 - Elemental Fire - Melf's Minute Meteors 
Level 3 - Invocation/Evocation - Fireball 
Level 3 - Necromancy - Feign Deat
Giant Bloodworm
 ARMOR CLASS:   4
 MOVEMENT:   6, Br 1
 HIT DICE:       6
 THAC0:          15
 NO. OF ATTACKS: 1
 DAMAGE/ATTACK: 1-8
 SPECIAL ATTACKS:  Blood drain
 SIZE:   H (20' long)
20 HP
-18 Katrina
-24 Gal.

Burzmali is in the Stony Grasp and 30' away from entering the darkness the Naga created. Stal. And Tim. Have entered Room 19 and are looking around. The rest of the party are fighting the white pudding and trying to save Burzmali

Time Stop


Text Account:
Time Stop at round 4
Begin round 5 - Burzmali is in the Earthen Grasp of the Naga being pulled toward it. He is 20' away, the grasp will move in the slow phase (only moving 30).
Grasping Hand AC 5  HP 94 Size Large 
-7-6 Pi. 
-7 Kat
-4 Ox

Naga casting F. Ball at party (24 HP)
Round 5 - Flaming Vortex, M. Missle, Ball of dark, web
Round 6 - Charm Monster, Disp. Magic, Heal, 2xCure Li.

PUDDING, WHITE ; AC 8; MV 9"; HD 9D8; HP 38; #AT 1; DMG 7-28; SA EATS LEATHER & VEGITABLE MATERIALS; SD SEE BELOW; INT NON; AL N; SIZE L; THAC0:12 IMMUNE TO COLD, ACID, POISON. BLOWS & LIGNTNING SPLIT IT INTO SMALLER SIZES
HP 38 
-17-13-15 Gal


Naga - HP 47
-17 Kat
-3-3 Ox
-11-10-8 Pi
-5 Emb
NAGA, DARK ; AC 2; MV 15"; HD 12D8; HP 47; #AT 2; DMG 1-6/2-8; SA SEE
BELOW; INT EXCEPTIONAL; AL LG; SIZE L; THAC0:9
POISON BITE (1-6), CONSTRICTION (2-8), SPIT CONTACT POSION
WIZARD SPELLS 4,2,2

Timb, Stal are going to room 19. They find Clue coin 4-4-1
They return to the party after they have been gone 20 min. 
TT Getting parts. 
T Burz. Goes back to the party
They discuss what to do.
T They send a group off to investigate 24
TT They open the door and find the coin. They can't find the way to open it! 
T They send Pi back to the party and she brings Gal back to look at the door
T Gal can't open it, so they send Pi back to the party to tell them all to meet in 24
TT Wraitforms and other stuff suffice to get the party to 24.
T No one can open the door!. 
HH They begin to bash the door to make a hole folks can climb through. 
TT They crawl through
TTT They go into 23 and find the coin. 
They decide to rest here to regain their spells.
14 hours resting in room 23. 
Time stop while resting.

Naga Spells
Level 1 - Abjuration - Alarm 
Level 1 - Abjuration - Cantrip 
Level 1 - Alteration - Comprehend Languages/Confuse Languages 
Level 1 - Alteration - Feather Fall 
Level 1 - Alteration - Fist of Stone 
Level 1 - Alteration - Mending 
Level 1 - Divination - Detect Magic 
Level 1 - Illusion/Phantasm - Nystul's Magic Aura 
Level 1 - Invocation/Evocation - Alarm 
Level 1 - Invocation/Evocation - Magic Missile 
Level 1 - Wild Magic - Patternweave* 
Level 2 - Alteration - Alter Self 
Level 2 - Alteration - Darkness 15' Radius 
Level 2 - Alteration - Fog Cloud 
Level 2 - Alteration - Magic Mouth 
Level 2 - Alteration - Maximilian's Earthen Grasp 
Level 2 - Alteration - Pyrotechnics 
Level 2 - Alteration - Sense Shifting 
Level 2 - Alteration - Whispering Wind 
Level 2 - Divination - Detect Invisibility 
Level 2 - Divination - Locate Object/Obscure Object 
Level 2 - Elemental Air - Whispering Wind 
Level 2 - Illusion/Phantasm - Mirror Image 
Level 3 - Abjuration - Dispel Magic 
Level 3 - Abjuration - Non-Detection 
Level 3 - Abjuration - Protection From Normal Missiles 
Level 3 - Alteration - Maximilian's Stony Grasp 
Level 3 - Alteration - Wind Wall 
Level 3 - Conjuration/Summoning - Sepia Snake Sigil 
Level 3 - Divination - Wizard Sight 
Level 3 - Elemental Air - Gust of Wind 
Level 3 - Elemental Fire - Flame Arrow 
Level 3 - Elemental Fire - Melf's Minute Meteors 
Level 3 - Invocation/Evocation - Fireball 
Level 3 - Necromancy - Feign Death


Text Account:
Cyhril is leader, pi is mapper.
14 hours resting in room 23. Time stop while resting.
Spells cast: Armor-Gal, Str-Pi and Tim
They head out of 23 and head S.
T They map around and Kilana casts find traps
The fountain is glowing white and has a lot of bubbles and foam in the bottom as the fountain spits water 30' into the air. 
Searching the fountain breifly.
TThey head into the fog area. They come to the rainbow area.
T Continuing to head toward 28
T Searching for S. Door opening to 28.
T They go into 28. 
TT They search the room and try some spells on the rope to tell what it is.
T Timber uses his teeth to pull on the rope and the plug of stone covering the way down to the 5th level dissappears. It will reform itself after 1 hour.
T They head down the 30' stairway and then walk down the 300' of switchbacks until they reach the edge of the river that flows to the waterfall.
T Stallen flies down the river through the cleft in the rock until he reaches the waterfall. He carefully investigates the waterfall.
TT Timber turns into a tern and flies after Stallen. He gets to Stallen then files into the geode. He talks Stallen to take a quick look at the cavern, then they both fly back to the party.
T They tell the party what they have seen.
H The party discusses the best way to get down from the waterfall and what to do after they get down.
They decide that:
Ox, Beourn, Ulla, Krom, Kilak get into Cyril's scroll room.
Pi turns into a bat, Stallen goes invisible and jumps into the water then flies, Gal shrinks herself and climes on Timbers back after he turns into a bat.
Victorex casts etherial and takes Ember and Kilana and Cyril who are all ropped together. Visible things 2 bats and Victorex's party.
Time Stop
The etherial folks are at the bottom of the lake waiting for a sign. Playing rock-paper-sissors.
The bats are fluttering along the top of the geode trying to keep a low profile.
Stallen is heading for the lake to find the etherial folks.


Text Account:
Leader is Timber, pi is mapper.
The etherial folks are at the bottom of the lake waiting for a sign. Playing rock-paper-sissors. The bats are fluttering along the top of the geode trying to keep a low profile. Stallen is heading for the lake to find the etherial folks.
Burzmali is in the Scroll room, Dromar and Katrina are etherial with Victorex.
Victorex, Ember, Dromar, Katriina, Cryril,  Kilana wait for 10 min, then decide to walk away from the waterfall. Stallen  is looking for them. He sheds light for 120' (he can only see 50') he can move. He will have a cumulative 5% chance per 10 min for them to locate him. There is a chance that the giants or the humans will see his light. It is about 14%. They don't. He finds them in a max of 60 min. He misses them as they are getting out of the water. It takes them 30 min to walk to the point where the water gets shallow. Cyril sticks his head up to take a look around. There is a 5% chance there is someone at the shore, and a 10% chance he might be noticed. There is no one around and no one sees them.
They finally re-group 40 min after goes into the 5th level.
They have been talking about what to do for 10 min and they have a random encounter.
10% Giant Party
30% Mixed Party 1 giant 1d4 humans
60% Human Party
The encounter is with a human party.
The party is surprised by the humans. Whaqt do they do with 2 seg of surprise? 
They stop and whisper. They are 120' away. 
4 men, 2 women.
Round 1 - Invisibility, 10' rad.
Timber is flying up with Gal.
The humans are moving carefully away. 
They are from a giant nest about 600' away. They will retreat back to near the closest nest is and discuss wether to blow the whistle or return to the water now they are gone.
There is a 30% chance the bats will be seen by the nearby giants. They are seen!
The giants want the meat and will attack! The giants are 280' from invisible party and 40' away from bats.

Round 3 - The giant hits pi. And the bats fly away. Stallen begins to close with the humans.
Round 4 - Burz casts fly,
Stallen eves drops on the humans and talks to them. They tell him they will send one of the elders to the shore to talk to them. 
After an hour they show up and the onld man agrees to led them into the human buildings.
They are taken to an interior area where they meet the council of eldars (6) who include the old man who led them in. 
They tell the party the legend poem and explain how little they know of the incedent.
There are 60 giants and about 30 humans and so it is impossible for them to overcome their slavery, although they are able to maintain some autonomy because the giants are unable to enter the carven cliff city as they passages are too small. They agree to help the party and the party vows to help them. They will begin helping by having a ceremony where they will heal and cure those in trouble. Until this begins, the party is shown to the traditional "Outsiders Room". On the wall of this room is carved the text of the clues found on the coins by the previous group of adventurers.
They read the notes and begin to plan a way to find the area suggested by the clues and perparing for the celebration where they will meet the rest of the humans.
Time stop.
Adventure note:
Place the bodies of the previous party in an obvious place on the sixth level to show what happened to them after they passed the 5th level.

Cyril, burz, drom., gal stay invisible.


Text Account:
Dromar is the leader.
They are in the cave dwellings of the humans on the 5th level of Ralishaz dungeon. They are waiting for the right time till they meet a large assemblage of humans to "help them".
The meeting starts. There are 16 present, and there are only 3 childeren. They are are pitiful. The old man seemed thin, but these are extreamly emaciated. Emphasize their poor condition.
The woman has a wound in her foot. Timber heals her with a lay on hands.
A malnutirition suffere is brought forward. Timber casts heal nausia and Gal. Detects his lack of vitamins. 
Kilana casts Create Food (9 cubic feet). They are in awe of the party now! 
The slkvexs begin to sing and dance and a spontainous party begins. They dance till they drop and require some convincing to make them realize that the food will go away if they don't eat it.
The group has a chance to eat as much as they want. 
The party has a chance to ask as many questions as thet want. 
After about 10 hours of partying, they quit and explain that they must get ready to go to work serving the giants.
Kilana, Timber, Gal., Ulla, Beourn,  go into Vict. Nap spell. By the time the others arrive off shifit, the spells are ready.
After another hour, the ones off shift arive. One has 3 cracked ribs.
Timber casts Mend Bones.
Another slave has a brain damage from a blow to the head and is crippled from a infant injury that has bent his spine. 5th level repair organ. 
After another 8 hours, the party begins to wind down, and they return to their room.
They sleep for 18 hours. As they sleep and wake, they discuss their plans.
Time Stop


Text Account:
Dromar is leader.
They have finished talking to the humans and healing them. They are talking and trying to figure out what to do. They want to fly around and check the place out.
Timber-Casts bat sense/Ring Invisible/Become Bat, Pi.-Ring Invisible/Bat Cape, Gal.-Casts Strength/Armor/Shrink./Invisible They are going to leave through a room to a balcony then fly around.
They fly clockwise around the geode looking at everything in the area. 
H TTTTT They getback after their jaunt and make a NTS map of the place. They start talking about how to get into the buildings. They suspect the well is inside the ziguart (it is on the second level down). 
Etherial creatures may pass through the statues and get into the zig., they can not pass through to the lower levels as the S. Door in the floor is too tight a fit (Dwarven manufacture).
Gal./shrinking/invisible ring, flying with Pi -  Tim./bat sense/Invisible Ring/Change into  Pi./Invisible/Bat Cloak.
They go Counterclockwise around the buildings until they get to the cliff dwellings. HTTT They go into the ruins on the other side and after seeing they are large (Cliffdweller.jpeg is the same on all 3 levels), they go back to the rest of the party and discuss things.
They are back with the rest of the party discussing what to do next.
They are resting for 12 Hours and getting up and rememorizing spells.
They talk to the old man and he takes them to look at the bass releif on the bottom floor that shows them the way the Dwarfs old tower used to look before the Giants tore it down to make the Ziggurat. He answers questions about how the giants do religion. 
Kat. Does a legend lore on the 2100 year old carving. It is the Geode Design Carving. Dinagalomdrin.



Sadfg


Text Account:
Leader is Cyril, pi is mapper if necessary
They are in the human cliff dwellings trying to find out what to do.
They want to go in with everyone in the party.
They decide to wait a few days to allow them to swap important spells.
Cyril copies Invisibility 10' radius (3rd) from Dromar succeeds
Dromar wants to do spook (1st) from and silence fails
Gal copies Invis 10' Radius from Berzmalli successfully
Berzmali wants to learn M. Missle (1st) succeeded, strengtth (2nd) succeeded from Gal.
This has taken them 3 days.
There is a small (10%) chance that the giants will tell from the attitude of the humans that something is going on. They don't.
H The slaves are respectful and ask only that they make them food so they can get strong enough to be useful. 
Some other folks want to go off and investigate on their own. 
Tim: Bat Sense Spell 2 hrs-Invisibility(ring)- Become a bat, 
Pi.: Invis. (Ring), Cloak of Bat 
Kat.: Shrink Spell, Invisible Spell 
Stallen: Invis. Spell, boots of flying 2 hrs. - 18' movement
TTT They head over to the abandoned cliff dwellings. Damn! Winging it again.
They head for the third level. 
3rd They investigate the bas releifs of dwarves doing dwarven stuff (making weapons, jewlery).
1st floor - bass releif on the bottom floor that shows them the way the Dwarfs old tower used to look before the Giants tore it down to make the Ziggurat. 
2nd - Dwarf God Glamdrings battles are portrayed over a period of 500 years in a series of 4 pannels. 2100 year old carving.  Dinagalomdrin.
H They investigate all the floors for 1 hour.
TTT They look around the rooms of the 1st level.
They decide to make a day of it investigating these rooms. They start on the 3rd level and work their way down. It takes them 10 hours. They find no coins.
HHHHHHHHHH They want to fly past the Ziggurat on their way back to the party.
The top is 120' sq, the next down is 300' sq and the bottom level is 500' sq.
T Stallen lands on the top of the building. The dogs below get restless.
Timber gets as close as 10' from the walls as he circles the building.
Pi and Kat make a pass at the zig and head back to the party.
T Timber flies close enough to the dogs for one of them to attack him and alert the rest.
T Stallen does a tounges and uses his clairaudience ball to listen to the chief question the slaves. 
T He casts a ventrilaquism spell and made the king say silly stuff. The cleirc casts a det. Magic and sees the invisible stallen and points him out. Stallen flies quickly back the party who discuss the situation for over an hour.
H TT The call of "Pogram!" is heard and they are visited by the elders who ask them for help then leave to the summons of the giants.
T They tell the party that they will killed and eaten if they can't explain what happened at the door. If they think they have been harboring outsiders, they will kill even more people. The giants aren't sure if the magic was a spirit or an intruder. The humans will try to convince them that it was a spirit.
Cyril says he is going out to convince the giants that what they saw at the zig. Was a spirit.
T Cyril wraiths, he has Timbers ring of Invis., then casts rainbow pattern spell for 7 min. then returns to the party. He is on his own. He returns safely to the party.

They are discussing what they are going to do for hours. Time Stop


Text Account:
The giants have gone on the alert because the Dogs at the temple activated. The slaves have been summoned and all of them are undergoing torture and inqusition to see if any of them were responsible for the dogs.
HH They have been discussing the situation for 2 hours so far. This is long enough for bad things to happen to some of the human.

They will be attacking the Chief's house in order to capture their food source. They then hope to put the humans in charge this way.

Spells cast just before they leave:
Burzmali casts Invisiblity 10' Rad., Fly, Target Bow
Timber goes invisible, then changes into a flying form of a Hawk.
Cyril is doing wraithform.
Victorex is doing etherialness.
Gal invisible and tiny goes flying with Timber
Katrina goes wraithform
Dromar casts Invis 10' Rad.
Cyril group: Krom, Rolita and friend, Ox, Kilak, Kilana 
Victorexs group: Ember, Dromar, Beourn, Ulla, Stallen

Pisheo invisible, uses cloak of the bat
All but Timber and Gal., Pi., Burzmali, leave from the balcony.
The rest will leave from the place where the stairway arrives on the groud level. Timber takes off flying.
H to observe and get into position
Timber, Gal., Burz are searching the top floor of the cheifs house
Cyril and his party meet up with Pi at the back of the cheifs house.
Victorex party meets up with Katrina at the front of the house.

T The etherial ones in the front enter the building and look around inside. Katrina waits outside for something to happen.

T Next turn, the searchers at the top get together and look into the room below and wonder what to do with all the women and childeren.

T Cyril and  Pi meet at the back of the house. A bless spell is cast on them. But then they are seen by a guard on patrol who gives alarm and flees as he surprised them.
Hasted- Krom, Ox, Kilak, Pi, Ti.

Round 1 - 
Timber joins Cyrils party, Gal does blur, Burzmali flies 50' in front of the guards and shouts "get out of the way" and then flies on and stays in the air.

The group at the back all hang around for a haste spell

The ones at the back of the building meet up with Timber and wait for a Haste spell to be cast on them.

Round 2 - Kilana - silence, Dromar - Adv. Illusion, Timber - Haste, Cryl -W. Form,
Stallen puts his harp around.
Illusion of wall of fire on Chief giant and 2 others, one dies.

Round 3 - Vict-Flame Form11, Kilana-Oxen Str., Gal - Snil Maj Missle, Katrina - Wall of Fog

Round 4 - Kat-FireBall, Gal-Wall of Fire, Dro.-A. Illusion
Time stop at the end of the fourth round.
Chief 96
-7gal
-Krom

Round 5 Giant Battle
Gal-MMissle2,Pi.-Invis

Shaman 70 Stunned and burning
-37-4-6 Burz

black /Silver Blue/Yellow Blak/White Brn/white     Blue/White Blk/red
 77              55x  Dies    C 60x     D           E 71x                 F 68x    
-5                                -28 Pi    -9-4-7-13 Ox -38-32-19 Krom -26-19-17-19 Kilak
                                    -22 Gal.                                           -8 Krom
                                    -23 Tim

Green/Sil      Brn/gld        Red/Gold   Red/Yellow  Green/red     Brn/yel
 57               H 59            I 62          J 69m             K 71             L 75 m    
-13-11 Pi      -18 Vict.       -8            -6gal               -8gal             -3 Gal
-6 Dro          -13-8 Tim     -17 Kat     -35 Kat          -17 Kat         -35 Kat
-16 Vict                

Black/GTrn
M 72 
-35 Kat

Brn/Sil
N 66       O 63    P 60    Q 56    R 67    S 72    
-7 Dro

T 74    U 69    V 63    W 59    X 53    Y 73     Z 65


Text Account:
Round 6 - Time stop at beginning of round.

Gal-M.Missle2, Stal.-Det. Magic, Kilana-Far Curing
Chief threatends to kill some humans every round the battle lasts, the Cleric casts berserker on the nearby fighter giants, the heaver guys wll throw them at anyone in the upstairs windows, the two in the rear will attack the back line.

Round 7 - Gal.-MMissle2, Heal Lt.-Beourn

Round 8 - healhand-tim, mmissle-kat, Maj.missle-gal, heal-kilana, layhands-ulla

Chief 96
-7-12 gal
-27-31-22-9-24 Krom
-10 Vict

Shaman 70 Stunned and burning
-37-4-6-3-6-8 Burz

black /Silver Blue/Yellow Blak/White Brn/white     Blue/White Blk/red
 77              55x  Dies    C 60x     D 56x               E 71x                 F 68x    
-5                                -28 Pi    -9-4-7-13-3 Ox -38-32-19 Krom -26-19-17-19 Kilak
                                    -22 Gal. -19-17 Ox                                          -8 Krom
                                    -23 Tim

Green/Sil      Brn/gld        Red/Gold   Red/Yellow  Green/red     Brn/yel
 57x               H 59            I 62          J 69m             K 71             L 75 m    
-13-11 Pi      -18 Vict.       -8            -6gal               -8gal             -3- Gal
-6 Dro          -13-8 Tim     -17 Kat     -35 Kat          -17 Kat         -35 Kat
-16 Vict        -18 Gal                                                                -4 Vic
-18 Tim          -5 Vic

Black/GTrn
M 72 
-35 Kat

Brn/Sil    Blk/Yel         Green/Whi
N 66          O 63         P 60x           Q 56    R 67    S 72    
-7 Dro       -7 Kilak      -10-15-68 Emb
-18 Kat     -26 Kilana
-5 Pi         -33 Emb
-27 Gal

T 74    U 69    V 63    W 59    X 53    Y 73     Z 65


Text Account:
Timber is leader
Time Stop at Round 8
Round 9 - M.Missle-Cyr,layhands-tim, CureWnd-Beourn,LayHands-Kilana,Inv.-Sta, Wall0fire-gal
Round 10 - Invis.-tim,M.Missle-cyril,St.-Fly,Maj.Missle-gal,Kilana-heal,kat.-M.Missle, curelt.-beourn
Round 11 - Healing-kilana,Boots-Burz,healing-tim,F.Ball-Kat,Mmissle-cryl,Gal-Mmissle 2, Ulla-curlt,beourn-curelt
Round 12 - Mmissle-cyrl,heal-Kilana,MMissle2-gal,Orb of Ventril.-stal
At the end of this round, the giant males are all inside the Temple and the women and childeren are inside the bottom floor of the Cheifs building.
Round 12 - Pi-Invis., movement and looking into the bottom floor
Round 13 - Movement and healing
Round 14 - Movement healing and checking out the bottom floor
Round 15 - Guarding, Healing Moving, Talking
Round 16&17 - Healing, Talking, watching
There is a break in the action while Beourn argues to let the women and childeren go to the temple. Gal casts toungs on beourn and he talks to them. There is a 75% chance that they will agree as their reaction roll to him is good. They decide to leave. Vict., Emb., Ox, Timber head off to bring the slaves into the cheifs house to gain control of the food. It will take 20+1d4 rounds (21 rounds).
T They all move into the chief house when the women are gone, the take up protective positions.
Stallen does a L.Lore on sword - it is plain looking and a warriours weapon. It is unadorned except for some light blade runes, neutral owner, made in Greyhawk, 420 years old.
T Timber and the rest get to the humans. They talk 9 of them into going back to the food and the rest of the party. They want to look at the bodies, but the giants throw rocks and drive them away.
TT Timber gets back with the humans.
Time stop where all the party and humans are in the Cheifs house

Chief 96
-7-12 gal
-27-31-22-9-24 Krom
-10 Vict

Shaman 70 Stunned and burning
-37-4-6-3-6-8 Burz+14 Healing

black /Silver Blue/Yellow Blak/White Brn/white     Blue/White         Blk/red
 77              55x  Dies    C 60x     D 56x               E 71x                 F 68x    
-5                                -28 Pi    -9-4-7-13-3 Ox -38-32-19 Krom -26-19-17-19 Kilak
                                    -22 Gal. -19-17 Ox                                  -8 Krom
                                    -23 Tim

Green/Sil      Brn/gld        Red/Gold   Red/Yellow  Green/red     Brn/yel
 57x               H 59            I 62          J 69m             K 71             L 75 m    
-13-11 Pi      -18 Vict.       -8            -6gal               -8gal             -3- Gal
-6 Dro          -13-8 Tim     -17 Kat     -35 Kat          -17 Kat         -35 Kat
-16 Vict        -18 Gal                                                                -4 Vic
-18 Tim          -5 Vic

Black/GTrn
M 72 
-35 Kat

Brn/Sil      Blk/Yel         Green/Whi         Blue/Gold    Tan/white
N 66x         O 63X         P 60x               Q 56X           R 67           S 72    
-7 Dro       -7 Kilak      -10-15-68 Emb   -33-48 Krom    -12 Vict
-18 Kat     -26 Kilana                            -20 KROM      -9 Kat
-5 Pi         -33-40 Emb                                              -10-14 Emb
-27-12 Gal                                                                   
-19 Tim

Tan/Gold              Blk/Gold      BRN/SIL       Tan/Green               Blu/Red
T 74                    U 69            V 63            W 59          X 53      Y 73      Z 65
-16-21-16 Cyril      -8-13-28 Gal -8-10 gAL   -13-19 Kat
                           -8-4- pi         -32-10 Pi
                           -15 Cyrl
                           -32 Gal


Text Account:
Stallen is leader
Time stop where the party are in the cheifs house and the female and childeren of the giants have been released to join the others in the temple.
The giants will use their stone melding properties if possible.
20 since the retreat.
Cyil is scanning the E side of the building.
They are continuing to cast heal spells.
Stallen takes 40 min to enscribe 4 runes that will turn any who don't say "Bobocob" into 1 year old childeren.
Vict & ilana casts a Nap to last an hour 1/2 hour after the battle.
Before the Nap are Augury, Abjuration cantrip.Wyvern Watch, Spirit Tracker
In the Nap are: Vict., Timber, Kilana, Cyril, Bourn, Ulla, Burzmali, Gal
10 Min after the nap begins, the giants begin their attack. Their objective is to occupy the bottom level and drive the humans out into the open.
Attacking are:
Red/Yel       Blu/gold      Brown/sil-5con      Green/red
W 59x          X 53x            Y 73x                  Z 65x
-54-12 Emb  -31-23 Ox      -29-16 Kilak       -27-33-36 Krom      
                                       -27 Krom
                                       -5-4-7 Pi
                                       -4 Ox
Inside the building.-the giants come up out of the ground.
Round 1 - Magic Necklace of Missles
Round 2 - 
Round 3 - 
The giants take no more chances and wait for the party to attack them.
The giant attack will occur 50 min after the battle.
10 min before they begin to meld through the stone, the want to blind the party by throwing rocks through the windows.

They wait for the party to attack them.
They come out of the nap spells and declare new spells.

Shaman 70

Red/Gold   Red/Yellow  Green/red     Brn/yel
I 62          J 69m             K 71             L 75 m    

Tan/Gold              Blk/Gold      BRN/SIL       Tan/Green               Blu/Red
T 74                    U 69            V 63            W 59                       X 53

9 male, 10 feamle, 12 childeren
Stallen engagesin a psycological battle offering them curses and options.
On the 4th day, they discover he cleirc of the giants can make food.
Victorex does a commune.


Text Account:
Victorex is leader.
Time Stop where they are in the Cheifs house talking about how they are going to get into the temple next door. They rest for 4 days and the giants are content to let the time pass. 

During the time they are waiting the giants make a 15' high wall of rocks has been made in a semi-circle around the door, about 20' from the door. They are all healed to full, and have prepared two traps on the front door. The first is a rock fall trap that is triggered by the priest from the NE corner of the room. If someone tries to walk across the pile of rock, the priest will cast rock to mud and try to trap them in it by dispelling it while they are muddy.
The second trap are the Rabid Phiranna from the well. There are 10 in the area just past the rock fall that will attack anytime anyone within 2' of them. 

AC 2, HD 2, Att. 2, Dam. 1d4+3, THAC0 18
HP    8      10      12      14      13     11      9     7     9     12

They have barrels of water ready to douse a flame figure.
4 Giants will be watching behind the wall to throw rocks, more will approach when attack begins (up to 9)

 stone shape, stone tell, and transmute rock to mud (or mud to rock)
once per day as if they were 5th level mages. One in 10 of these exceptional giants can also cast spells as if he were a 3rd level wizard. Their spells are:
Rock Missles x2 (3 1d4 Missles)
They memorize their spells for the day, and pick a time to begin casting spells in preperation for the battle. 
Spells: Strength on Burz., (Gal)-Timb, Pi, Ox, Stallen, dromar - Timber and Vict - Storm Armor,
Stal.-Invisible and flying, investigates the area and gets a good look inside the temple. 

Dro and Gal - Inv. 10' Rad
Invisibilty 10' encompasaas them-Dromar casts it on Pi for Achers and Burz
Stallen and Kat are singing for morale. 
Round 1 - A haste from Galranwyn effects Burz, dro, pi., timb, ox, emb, kilak, gal, krom
and Kilana casts good fortune (+1 ST, +1 Hit, +1 to ability saves) on party. Bless is cast by Vict on them.
Round 2 - Timber is turning into a Falcon, Gal goes inv, Kilana Ice Braciers, Vict - Resititation - lasts 9 rounds (+2 ST, +2 to Hit, -2 to hit for enemies).
Round 3 - Kilana - Ice Braciers, Vict - Ice Braciers, Timber flying off, movement
Round 4 - No Spells, Timber flies past activating the dogs, burz, pi attack with exploding arrows, 
Round 5 - Gal.-Wall of fire, Vict.-blinding beam, timber goes human
Round 6 - Kilana-Ox strength, Gal-Faith.Phanton
Round 7 - Kilana-cure
Round 8 - Timber-lay hands, Kilana-curing, Vict.-Burz
Round 9 - Vict.-healing Krom, Tim-lay hands on kilak, kilana healing burz
Round 10 - Timb-Cure Lt., Vict-Flame Form, kilana-good fortune
Round 11 - Pi,Timber-Inv,, Kilana-Ice braciers, Dro-Adv. Illusion of party swarming in 
Round 12 - Haste-Gal, Dro-Adv.Illu of lightning at attackers, Burz-Fly, Timb-Striking, Kilana-bless
Time Stop at round 12.

DOG A 98           Dog B 88
-4-14 Dro           -7 Pi
-21 Pi                -18-10-30-22 tim
-33-17 Burz        -12 Ox
-16-24-22 Krom  -9  Burz
-84 Ember          -7 Emb
                         -12 Drom
                         -7 Kilak
Shaman 70       

Red/Gold   Red/Yellow  Green/red     Brn/yel
I 62          J 69m             K 71             L 75 m    

Tan/Gold              Blk/Gold      BRN/SIL       Tan/Green               Blu/Red
T 74                    U 69            V 63            W 59                       X 53

9 male, 10 feamle, 12 childeren

Battle song of Katrina
This is the song we sing for battle
The battle in which we are unsure what to expect
The battle for the legs of the god 

This is the song we sing for battle
The battle in which we need all the help we can get.
The battle against the giants

This is the song we sing for the battle 
the battle in which we really want our plan to work
The battle against marble dogs

This is the song we sing for basttle
The battle in which there will be much blood shed
The battle where we will win the day


Text Account:
Stallen is the leader
They are outside of the fortified Temple looking at the inner dam wall. Time Stop in 12th Round. The rampart will sustain 40HP damage in a 3' section.
Haste in 12th.

Round 13 - Sni. Maj. Missle, E. Blast, F. Hand, Stallens Boots,
Berzerker spell 1 is complete, 2nd this round. complete
Attacking the rock pile 40HP
                                -26 Gal, -21 Tim
Round 14 - Etherialness, Ventril,
Round 15 - Invis.x2, Etherialness,
Round 16 - Phathful Phantom, 
Chant w/glow
Round 17 - Ice Braciers, M.Missle
Rock Missles
Round 18 - Invis, Maj.Missle 2x2, Stormstar, inv. 10' radx2. , D. Door
Round 19 - W. Form, M.Missle, D. Door
Round 20 - M.Missle, Gal.Staff, Cure, D.Door, 
Round 21 - Curingx2
Round 22 on there are no round by round actions. They heal the party and cast spells to bring everyone consious. 
The party is going to rest 48 hours and remorize their spells.
Stallen is looking for the s. openeing. Finds it, but doesn't find the way to open it.
They heal and search the bodies. They find 67 Gp and the priests holy symbol and the vial of unholy water that will open the S. Door when poured into the basins on either side of the statue of Ralishaz.
They rest the 49 hours and heal themselves to full. They rope the last 2 ambulitory giants together. They are take out and stoned. They smother the one that is uncontious.
They prepare to leave this place and memorize spells and cast strenght and the like. Invis. 10' Rad on the middle person of the second line in the MO.
Krom, emb and Timber move the basins. 
Nothing works until Victorex casts Commune. He finds that the holy water will open the door if it is poured into the basin. Victorex uses water of Bob and it opens. The see the room underneith.
Time Stop

Rabid Phirana (between the ramparts and the door)
AC 2, HD 2, Att. 2, Dam. 1d4+3, THAC0 18
HP    8      10      12      14      13     11      9     7     9     12

Shaman 70x       
-3 Spell interrupted in 17
-8 Stallen
-5-12 Dromar
-9-11 Kilak
-7-12 Burz
-22 Ox

Blk/silx                   Red/redx                     Blu/Silx         Blu/redx
I 62x                      J 69mx                        K 71             L 75 m           
-29 Gal                  -26-22-15-22 Emb       -44 Emb         -14 Kila
-19-17-8-16 Krom                                    -33 Ox           -16-32 Emb
                                                                                  -11-8 Vict
Female in the corner
53
-16 Sta -7 Burzl
-18 Gal  -3 Dro
-19 Cyril

Tan/Sil 56x             Gren/red    69x
- 40-2823 Emb          -24-31-29 Tim
                              -8-8 Kil
Nasties
BLU/SILx                grn/yelx               blk/Grnx                     grn/yel
T 74x                     U 69                  V 63                         W 59
-29 Stallen            -18-10-10 Kil     -20-10-14-12-33 Krom    -14- Pi.
-102 Pi                   -6 Vict
                            -28 Kil

Ox, Kilak attacking babies

Female behind the barrier 45 HP
-14 Stallen
9 male, 10 feamle, 12 childeren


Text Account:
Stallen is leader

They rest for 48 hours after the giant battle. 
Party casts spells: Gal-3 Stren., 2 Armor
H T Nothing works until Victorex casts Commune. He finds that the holy water will open the door if it is poured into the basin. Victorex uses water of Bob and it opens. The see the room underneith.
T Det. Traps(9), Storm Armor(30), Inv. 10' Rad on Kilana
They head down the stairs 2 by 2.
TT They examine the room and Stallen takes the carving tools.
TT Det. Magic, Stallen looks down the well. They talk about how to investigate. Gal casts W. Eye. Can't enter water, so just looks around at the bottom. 
They use a l. rock on a 200' long rope to get to the bottom and come back up with muck on the last 10' and a human rib wrapped around the rock.
The well goes down 200' (170' of water). There are 160 phiranna. 
T The NPCs  and Burz go into Cyril's scroll. Kilana and Vict. Cast Etherialness and the entire party is etherial. 
Those who have them put the rock of water breath in.
They get to the entry room of Level 6. The spell runs out and they are in the P. Material again. W. Eye and Omen. 
The tunnel splits ay are in a geode about 15'x15x10. There is a 3' diameter tunnel that leads down to the main level 6 areas.
They do the same thing as last time except for Timber and Pi. who goes invisible and changes into bat. Gal does own wraithform. St. goes invisible. 
H They head down to the main level. 
Room 1 40'x40' 
The 2 Mind Flayers go etherial but the party goes prime and the MF teleport back to the mother room and tell her what they saw.


Round 1 - Pi & Tim. go human, 
Round 2 - Dro-Phant killer, Gal-Phant Killer, Vict-Ball of Dark, Kilana-Bless, 
T Vict. Casts another omen spell-Go searching for the legs down the W opening.
They move out into the halls and start mapping.
Kilana casts Det Trap.
TTTTT They begin to map a ton of stuff and map next to nothing.
Around room 4 - MF Trap
This


Text Account:
Leader is Timber, mapper is Pi.
Time stop where they are not surprised by the view of the MF encounter.

Round 1 - Burz-Fly, Cyrl-M.Missle, St.-Invis., Kilana-Bless, Timber-Striking
PreExist-Inv 10' Rad on 2 on both E & W. - Wraithform on both mages

Round 2 - Kilana-Good Fortune, St.-Flyingboots, Cyril -Inv 10' Rad,
ESP on party
Round 3 - Burz-M. Acid Arrow, St.-Sparkle Beam, Gal-Blur, Dro-E. Black Tent., 
Round 4 - Cyrl-M.Missle, Kat-Wraith Form, Vct.-Resitation
Fleeing and closing doors. W. goes to room 28 Wraith guys hear about Kat.
Round 5- Herbalism, Vict.-Cure light
E. Flees, regrooping at redoubt
On Etherial Plane
Surprise Katrina AC 0
Round 6 - 
Round 7 - Kat and MF

T They find the S. Door to room 8 They go in and map
T Kilana casts F. Traps (90 min).
They get to the connecting room for 28. Open door, don't find s. door
TTT Continuing to map and investigate
They return to room 13.
While they are searching, a stone to mud to stone will be cast on the NW passage to lock them in.
TTT They return to Room 13
They activate the lighthouse and make ST VS Blindness at flash
Failes - Ember, Krom, Ulla, Beourn, ox, 
The doors open (time Stop)

Mage Gith 27
-4 Kat

Blue/Yellow  18          Blue/Gold 15      Blue/Green 21
-14 Vict                         -20 Tim.        -12 Ox 
-7 Pi                                                  -9 Gal

Black/Green 17            Red/Yellow 10
- 7 Burz                      -21 Cyril
-12 Kil
           Black White 14         Red/Red 19x   Blue/Red 16x        Blue/Red 22
Dromar -7-4-7                            -4-8-10            -4-10-              -2-5-3-3

Black/White 38


Mind Flayers
East                      West

The Githyanki will attack first after the party has been seen.
A force of 24:
Big Guys
HD 3 (12)

HD 4 (8)
Red/Blue

HD (5) 

HD 6 (2)
Black/Green

HD 7 (2)
Blue/white                              Blue/Gold


HD 8 (1)
Black /White


Level 1 - Abjuration - Protection From Evil/Protection From Good 
Level 1 - Alteration - Lasting Breath 
Level 1 - Illusion/Phantasm - Spook 
Level 1 - Invocation/Evocation - Wall of Fog 
Level 1 - Necromancy - Cantrip 
Level 1 - Wild Magic - Nahal's Reckless Dweomer* 
Level 2 - Alteration - Alter Self 
Level 2 - Alteration - Maximilian's Earthen Grasp 
Level 2 - Conjuration/Summoning - Melf's Acid Arrow 
Level 2 - Divination - Detect Evil/Detect Good 
Level 2 - Divination - Locate Object/Obscure Object 
Level 2 - Elemental Water - Insatiable Thirst 
Level 2 - Enchantment/Charm - Scare 
Level 2 - Necromancy - Spectral Hand 
Level 2 - Wild Magic - Chaos Shield* 
Level 3 - Alteration - Delude 
Level 3 - Alteration - Fly 
Level 3 - Alteration - Slow 
Level 3 - Alteration - Wraithform 
Level 3 - Illusion/Phantasm - Invisibility 10' Radius 
Level 3 - Illusion/Phantasm - Phantom Steed 
Level 3 - Invocation/Evocation - Lightning Bolt 
Level 3 - Invocation/Evocation - Melf's Minute Meteors


Text Account:
Burz Is Leader!! Pi is mapper
They activate the lighthouse and make ST VS Blindness at flash
Failes - Ember, Krom, Ulla, Beourn, Ox, 
The doors open Time Stop
The two MF at the corredor will do a rock to mud the next round they will do the reverse. They want ot close off this corredor. To keep the party busy, there will be 12 

Round 1 - Gal.- Neck. Blur, Dro-b.Hands,
Round 2 - Kilana-CurLt.,Tim.-CureLt.,
burz-9rd stun
Exploding Schrotims of Blindness
AC 5, ATT 1, Dam 2d8, HD 1, HP all are 4, 
Blows up with flash that makes a Save VS Magic or blindness if within 50'
Explosions cause 2d8 Dam. To all in 5'
The MF are successful in colapsing the wall that covers up the only coredor out of the room. They create a "block" 20' long. 
The air will be passed through once at the rate of 30 sq ft per person per hour hours. This may be done 3 times then Con roll made. 
Hours are passing
H they search the entire room and all the little rooms.
H The figure that their normal spells won't have much effect on this stuff. They search for cracks and don’t find anything.
H They send many charaters into the scroll of Cyril. Ember, Kilak, Kilana, Beourn, Ulla. This gets them 30% more air, so they will have a complete use of the air.
They try a couple of spells that don't work and then decide to try to chop it down.
They get the dwarves together.
H They exchange people in the scroll in preperation for mining. 
Ember, Kilak, Kilana come out and Gal., Stallen, Dromar
Ember, Kilak, Ox are going to be tunneling.
The tunnel at 10 Cu Ft. per 8 hours
Ember-Mythral Chisel give them a +2dCU ft per 8 hours.
They are given air breathing rocks so only 8 people are breathing air (this extends them to 11-13 hours left.
HHHH After 4 hours digging, they have tunneled 7'
HHHH After 8 hours, they have a 13' 
Stallen gets out his cubic gate and tells the party he is going to travel and try to find them a way out. They discuss what plane to go to. The decide on the Plane of Con. Opposition. It has no effect as the rock prevent travel to outer planes.
HHHH they have gone 18'
HHH They break out of the room! 
H They enlarge the hole and see the dissappering MF that sees them break through and goes back to tell the Brood Mother what has happened.
They shift thing around. The dwarves get a rest. Pi. And Krom take over for them.
They cast a nap spell (kilana) and they re-memorize spells.
HH They have a 5' diameter exit complete.
Time stop after they have memorized their spells.


Text Account:
Cyril is leader and Pisheo is mapper.
They have finally broken through the rock to mud area and have made a 5' high hole.

The MF and the Githyanki have used a Phant. Force to create the illusion of a wall over the door that is the entrance to the redoubt rooms and over the secret door to 28, the Priests room. There will be 1/2 of the Remote group in Room 28 and the rest in Room 12 (top entries in 28, the lower in 12). The MF would like to get the party in between these groups. They would LIKE to push them out of the dungeon to room 3. They have no one in that direction. 
To lure the party in this direction, the group in room 12 have been instructed to perform battle chants in their native language. This noise will be audible as soon as the party leaves room 13.
If the party tries to get through the redoubt room or the priests room, the rest of the destruction group will join the main group in 2 rounds max.
Spells cast: Gal-Strengthx3, Armorx2: Burz-Stren.: Timber-Invisible, Storm Armor: Cyril-Invis 10' Rad. On Beourn: Vict.-Bat Sense, Storm Armor:

The go up the cord. To the N and the Gith. Wait until the back of the party is on the EW section.

Round 1 - Burz-Fly, Kilana-Bless, 
Round 2 - Cyrl-M. Missle, , Vict.-Recitation, Gal-Mmissle 2, St.-Invisible, Kilana-E.Blast,
Round 3 - Cyr-M.Missle:Gal-M.Missle 2: Sta.-Tongues: Kilana-E.Blast
Round 4 - Kat.-F.Ball, Dro.-Ram Ring, Kilana-e.Blast, Gal-M.Missle, Stal.-Clairaud,
Round 5 - Dro.-Phant.Force, Gal.-M.Missle, Kat-F.Ball, Kilana-E.Blast
Ox dead in `1 round.
Round 6 - Cyril-M.Missle, Kilana-Ox Stren., Gal-NeckBlur,
Round 7 - No Spell
Round 8 - No Spell
There are 4 dead - Krom, Timber, Burz dead-Ox spirited away.They do 10 rounds of healing while the others are searching the bodies.


Text Account:
Dromar is leader, Pisheo is leader.
There are 4 dead - Krom, Timber, Burz dead-Ox spirited away.They do 10 rounds of healing while the others are searching the bodies.
They are taking it al in and trying to figure out what to do.
TTT Data loss! They do some searching stuff that takes three turns
T They search the walls 
T They discover the S. Door to the Redoubt room.
T They can't find the way to open the S. door to 29.
Gal opens the S. Door
They see the arrangement of the Githyanki and time stop.


Text Account:
Timber is leader. 27  turns since str and other spells cast before battle. 
They are at the Redoubt. 
Time Stop where they have opened the door and have seen the 6 Githyanki waiting for the attack.
The mind flayers are worried. They will speak to the party and question them and find out about what they want. Is there a way their interests can come together? There is no way they will let the party into the pond room, but they want to find out if they can buy the party off.

Round 1 - Vict./Recitation, Cyril/Invis-10'Rad on Beourn, Kilana/good fortune, Gal/Haste
Listeneing to the mindtalk. Beourn takes over the communications. Beourn gives them what spells the party has, and they figure out the party wants to go to the fire island their holiest spot. They attack the party.
Haste - Tim, gal, pi, krom, burz, sta, ulla, beourn, kilana, vict., kilak
good fortune - tim, gal, pi, krom, burz, stal, ulla, beoun, vict, kilana

Round 2 - Vict./idea, gal/blur necklce, Kilana/bless,
Round 3 - Cyr/M.Missle
Round 4 - Cyrl/M.Missle, 
Round 5 - Cyrl./M.Missle, Gal-Maj.Missle, Kilana/Far hand, 
Time Stop at beginning of the 6th round.


Text Account:
Timber is leader,
Round 5 - Cyrl./M.Missle, Gal-Maj.Missle, Kilana/Far hand, Time Stop at beginning of the 6th round.
If possible, the MF that are etherial observing the battle, will appear behind the party and attack them from the rear. There are 9 available for battle and the rest have holed up in the pool room.
Round 6 Vict.-Lay on hands, Timber-transforming to cave bear, kilana-lay on hands, Cyrl-M.Missle, Gal.-M.Missle
The MF open the door behind the S. Door into the battle room. Next round, they will make themselves known.
Hasted are: all but cryl and asdf
Round 7 - Cryl-M.Missle, Stal-M.Missle, Kilana-curing, Gal.-M.Missle, Tim-Return to human, Kilana-healing
The two MF arrive at the door. Ulla and Beourn attack them!
Round 8 - Kat.-W.Form, 
Round 9 - Stallen-G.Dust, 
Round 10 - Kilana-LayON

They eliminate all except for the highest level 11 Gith.
Time Stop after 3 rounds of healing. They have discovered the secret door to the pool and Beourn is rabid to get beyond it.


Text Account:
We were supposed to go to Napa on a camping/wine tasting, but it rained and we ended up at our house!
Stallen is leader, pisheo is mapper.
They have just finished the battle of the moment. Their opponants have retreated from the scene.
Beourn is going crazy trying to get through the S. door that leads to the pool room.
RRRRRRR They pause to discuss things and to shift scrolls among the party. 
1/2 are searching the bodies for a turn.
T Stallen does a Det. Magic and looks around.
They find the magical weapons and inspect the mundane armor and weapons as well. They take the magic weapons and sort out the +1 "Enchantable quality" 2 handed swords.
They don't find the way to open the S. door. They pick a crew to look again. 
T They fail too!
T The third group tries…
T Ulla and beourn try while Stal. Does his l. lore
RR Katrina fails her L. Lore.
Ember gets out the M. Chisle and starts cutting the stone.
Katrina does a Wraithform and checks out the area around the door.
She makes her roll (with a 13) and returns to the party to tell them.
Pi. Makes a roll to get her pick tool in the right spot and succeeds. The door opens!
They are all successful in their rolls.

Round 1 - Cyril does invis. 10' rad., Kilana-Resitation, Gal.-Haste,  Vict-F. Traps
Two more MF appear from E. Plane in front of the party. One does a M. Blast while the other defends. Ulla is mind blasted 7rnd.
Invis=Emb, Dro, Vict, Cyr, Ulla, Gal., Beourn, Kilana, Kilak
Round 2 - Gal-Stone Skin, Kilana -M. Vestiments,
Cyril Mind Blasted 7 rnd
Round 3 - No Spells
RRR They heal and take the unconcious ones with them.
They move about 50' down and are not surprised when 4 MF appear, 2 at each end of the corr.
Round 1 - No Spells
Dromar (10) and beourn (6) are blasted. Two more MF appear at end of round.
Round 2 - No Spells
Kat Mind Blasted for (6)
Round 3 - No Spells
They flee to the E. Plane
Round 4 - Searching the MF bodies. 
4 MF appear
Round 5 - No Spells
Mind Blasted Ulla (7), Cryil (9),Stallen (5)
Round 6 - No Spells
Round 7 - Vict.-Resitation, 
Round 8 - Kilana-Good Fortune,
Round 9 - No Spells
Round 10 - Killing all MF.
The battle ends.
RRRR Waiting for people to wake up.
They have advanced to the edge of the cavern with the water in it.
Time Stop for dinner
They are checking out the Illithid young that look like squids. They try throwing a light rock into the water, and the rope is bitten off by the squid guys.
RRRRRRR
Burzmali fires an arrow at one of the larva and the 3 remain old ones and the Great One attack.
Round 1 - No Spells
Cryil (9), Beourn (11), Ulla (8), Burz (11), Ember (6), Pi (5)
They retreat back about 30'
Round 2  - Gal uses staff of allertness and they won't be surprised.
RRRRRRR They go out of blast range and discuss their options.
RRRR Continuing to hurt their brains by trying to find a way to get to the fiery island.
Those mind blasted are all up again.
R Vict. Casts an Idea spells and receives the revilation "Illithid can't see invisible scouts".
R Gal. Casts a fire aura on Stallen, then invisibility then heads off flying about 40' toward the flame. 
Gal. Goes forward to cast her det. Magic spell, but they sense her coming and all of them do a blast. About 1/2 the party goes down. They retrete back down the corredor.. 
Stallen decides that they have to rest and memorize spells.  They move back to the place where the corredor turns and settle down to rest.
They will need to rest 12 hours to get their spells back.
First Watch - Ulla, Beourn, Dro , Kilak, Cyril
Second - Stallen, emb, katrina, Kilana
Third - Timb, pi, vict, Gal
The first hour, a quartet of charm person spells are directed at Kilak.
Second hour, a set of suggestion spells goes at Dromar. He fails one! He heads for the water, but the others grapple him and the spell dissappears.
Time Stop after the 12 hours have passed.

The last of the Illithids are hiding in the water about 20' ofshore near where the party are. They will respond to any attack, but will not rise out of the water. They can monitor the party using the ESP of the eldar brain so they know where the people are and what they are planing before they can put them into action.
Old Ones (as normal Illithid, but -2 to saves)
Elder Brain (as normal Illithid, but -4 to saves)


Text Account:
Time Stop after the 12 hours have passed.
The party has rested and are re-memorizing their spells. They are on guard as the spells cast during their sleep have made them very nervious. They discuss what to do as they are memorizing their spells. They know the last of the MF are in the pool room and that the fire is a clue and the place Beourn has identified as the location of the legs.
They begin by sending Stal. And Burz to investigate. They fly around and see the fire but not much else. They get back to the party. With their newly memorized spells are ready, they cast a prot. From fire on Stallen and send him in to investigate the fire. He carefully flies around and lands on the crystal island in the middle of the pool then walks into the flames. He makes a see roll and locates the handle. As it is glowing white hot and there is no one around, he returns to the party with this information.
They try spells to quench the fire on the island. They cast a wall of ice dome and a rain type spell, but all it does is raise the temp of the air and fill it with fog almost back up the corredor.
They wait for an hour it to disperse somewhat.
They decide afrter much discussion to send pi and tim in to mess with things. They are invisible, prot from fire go bat and head off to the island. They get to the island
They see the handle and using a metal rod, lift the handle. 
The island begins to sink into the water and the MF attack. 
Round 1 - No spells. No one of the main group are aware what is happening.
Timber and Pisheo jump into the hole that opens in the middle of the fire. They get into the lower room by falling down the stairs. They continue to experiment with stuff and only find the protective shields and that they are unable to get back to the upper room. They are unaware that the island is sinking.

Old Ones HP 
65, Ember -16  (hit by 2) Stallen-10 Gal-5-12-8-10-7
72,  Kilana -14 (hit by 2) Katrina -6- Dromar -7-20-33 Gal.-5-24
73, Vict -8 Takes victorex away in round 5.
Elder Brain 88 Dromar -30-36-6-3; Stalen-8-26

The last of the Illithids are hiding in the water about 20' ofshore near where the party are. They will respond to any attack, but will only rise out of the water as a lst resort. They can monitor the party using the ESP of the eldar brain so they know where the people are and what they are planing before they can put them into action.
Old Ones (as normal Illithid, but -2 to saves)
Elder Brain (as normal Illithid, but -4 to saves)

Round 2  Beourn prot. From fire on stallen, Dro. Det Invis, 
The Illitid attack!
Round 3 - Stallen is flying
Round 4 - No Spells
Round 5 - Gal.-haste, 
Round 6 - No Spells 
Round 7 - No Spells
Round 8 - No Spells
Round 9 - No Spells
Round 10 - No Spells
Round 11 - No Spells
They succeed in kiling them all 

Vict is resuced by Stallen underwater
Twenty minutes after the battle, eveyone leaves off searching and return to the party. They discuss what they are going to do.
They are getting ready to go
Kilana casts Endure H&C on Katrina, Ulla, Kilana, Kilak
Beourn casts one on himself.
The scroll room contains Kilak, Kilana,
Vict. Casts enhdure 5 heat and cold on Vict, Stal, Burz, Dro, Cyril
dro, burz ulla, beourn, Emb get into Vict Etherialness
Gal, Kat, Cyril, Stall, Kat all casting W. Form

They get into the room at the bottom of the stairs.
After the encounter with the gods, they are sent by the Earth Elemental god to Pandemonium. They time stop for dinner and so do I.

They appear in Pandimonium after Beourn has sent the human slaves from the giants back to Greyhawk city.

They bundle up in cold weather gear and get out their light rocks.
They cast some spells to help with the cold.
Stallen uses his stone of direction.
They get to a big rock. Stallen climbs up the rock, Pi goes around one way, timber the other.
They are going to hang out for a while.
They cast some log of everburning on some torches and huddle around it out of the direct wind.
Stallen flies up and encounters 120mph wind which blows him off course. He is lucky and mostly chooses the right direction, then stops for 10 min and figure out the correction based on how the wind was blowing when he left. He is goine 16 min and get back scared to death.
They go to ground out of the wind and will make watches inorder to get new spells.
Gal casts her room of seclusion Stallen, Cyril, Kilana go in. 
The rest form watches. Begin daily rolls.
They will time stop as the come out of the room of seclusion.

Description-None
Encounter-Yes! They will encounter a human of the Bleak Cabal sometime the next day.


Text Account:
Leader is Dromar
The time is unknown as the players have no means to determine how much thas passed. As a DM, I will keep track of the passage of time only in days. Even this measure is not absolute as the concept of a day is unknown on this plane. The tally will represent only the parties perception of the need to rest, eat and sleep. As far as game time outside this plane, they will arrive back at their home at the same time regardless of how long the adventure her lasts. No matter how long they feel they have spent on this plane, only about 10 days will have elapsed.

Given this caviat, the party has been on this plane a "day". 
Time stop after they have come out of the Room of Seclusion and are preparing to memorize/pray for spells.
They cast some spells, most of which don't work. They cast create food, phantom steed, storm armor and strengths.
JK uses his ability to adapt himself to the environment. He goes mad in the process. In his madness he thinks he is Stallen Fars! 
Timber casts Storm Armor again and it doesn't work.
They tie the party together and head out.
As soon as they set out, they begin to be buffeted by the wind for real. After a time, they hear the encounter "They will encounter a human of the Bleak Cabal sometime the next day."
Day 1 - Wind 60MPH Encounter Bleak Cabalist
They hear a plainive but loud wailing sound being blown around in the wind. At first they can't tell it is not part of the loud backround noise of this plane, but after several hours they can tell it is coming from ahead of them and near where they are. If they try to locate the sound, they will if they can come up with at way to hear it clearly. 
Talking to him is an effort in futility for the most part. When they ask him the important questions, make the roll for locating their destination. Otherwise  Deotux will just waste their time telling them his twisted cosmology in detail.

Deotux Beneforlangetin
Race   -- Human                Interest --  Philosophy
Class   --  Cleric                Occupation -- Wanderer
Sex        -- Male                Morals -- Normal
Strength   -- 11                 General -- Rough
Intelegence -- 11               Intellect -- Active
Wisdom      -- 16               Piety -- Pious (worships himself)
Dexterity   -- 9                   Personality -- Hostile
Constitution -- 13               Hit Dice -- d8
Charisma    -- 12               Nature -- Suspicious
Comeliness  -- 10              Materialism -- Intellectualist
Allignment  -- Chaotic Evil    Possessions -- None
Age          -- 20                 Apparent Age -- Middle-aged
Armor Class  -- 2               Bravery -- Normal
Favored weapon -- Mace    General Tendencies -- Pessimist
Height in "   -- 68                Disposition -- Proud
Weight in #   -- 162            Honesty -- Truthful
Hair Color    -- Blond          Sanity -- Unstable
Complexion    -- Light         Energy -- Normal
Features      -- Delicate      Thrift -- Wastral
Social Standing - Lower Middle Collections -- Discarded Body parts

He tells them of the basic tenants of the Bleak Cabal and then moves on.
The party continues in the direction he gave them toward Windglum.
No encounters or descriptions. It will take 2d4 days for each of the intersections they need to reach. It will take 2 more days to get to the first intersection.
They make their madness roll.
They make a days worth of travel.
They stop and Cyril casts 2 Secure Shelters for the party.

Day 2 - Encounter Cleric of the Unknown God
Timber casts "Control Wind". As this is not a natural wind, it has no effect on the winds here.
Cyril casts Invisibilitys and they tie themselves together. Only the Stalens are visible.  Katrina casts a slience spell. She dispells the silence when it does not keep out the sound of the wind.
They head out into the wind. It is blowin about 40MPH.
They hear Sid calling "The God will see you now!
They head toward the voice and soon see Sid. He sees JK and offers to shake. JK takes 4 points of damage. 
Round 1 - No Spells
Timber want to trip Sid as he runs away, JK wants to grapple with him, Pi tries to trip him. They fail to stop Sids exit from the circle of light.
Sid the Kid
Race   -- Human                Interest --  Fishing
Class   --  Cleric            Occupation -- Cabinet Maker
Sex        -- Male             Morals -- Immoral
Strength   -- 10               General -- Unkempt
Intelegence -- 10              Intellect -- Dull
Wisdom      -- 16              Piety -- Reverant
Dexterity   -- 14              Personality -- Aloof
Constitution -- 14             Hit Dice -- d8
Charisma    -- 10              Nature -- Vengeful
Comeliness  -- 9              Materialism -- Greedy
Allignment  -- Lawful Good     Possessions -- Average
Age          -- 21             Apparent Age -- Ancient
Armor Class  -- 2              Bravery -- Normal
Favored weapon -- Staff     General Tendencies -- Careless
Height in "   -- 77            Disposition -- Unfeeling
Weight in #   -- 165            Honesty -- Average
Hair Color    -- Black         Sanity -- Normal
Complexion    -- Black         Energy -- Normal
Features      -- Dull          Thrift -- Spendthrift
Social Standing - Upper Lower  Collections -- Musical Inst.
Hear = 13
He hears them and begins to approach!

This crazy cleric can't even tell you what god he worships. He will say he worships himself as he is made in the image of his god and it would be improper to worship a god that looked like him. His only spell is "Cause Light Wounds" which he will cast on anyone who gets close enough to him to touch. He does not value his life and doesn’t care that they may kill him for this action.
They don't rest, they carry on. They go a while longer and Beourn finally just sits down refusing to move.

Day 3 Description, the passage widens 700' (now 1700' in diameter).
They look for spots where the air is turbulent and continue to search around until the find the rightmost tunnel that is 1K' in diameter. They pass on and find the center one which is 700' wide. Then they find the left tunnel (the one they want). It is only 40' in diameter and the water which jets through midair fills all but 5' of the tunnel. The water is on the top (gravity wise) and passes over the heads of the party. The gravity is wierdly twisted around the entrance to this tunnel. They make CON rolls as they pass over this gravity change. The water in the tunnel is filty and smells of iron. The wind is about 80 MPH and there is lots of spray and the sound of the wailing wind is too loud to talk, everything must be shouted. They are heading for the second intersection.

Time stop as they are walking down the passway on the 4th day of their journey. It will take 4 days to get to the next intersection.


Text Account:
Leader is Timber (no mapper on this plane).
The wind is about 80 MPH and there is lots of spray and the sound of the wailing wind is too loud to talk, everything must be shouted. They are heading for the second intersection. Time stop as they are walking down the passway on the 4th day of their journey. It will take 4 days to get to the next intersection.
The wind is 95 MPH in this tunnel, the temp is now 35deg. The wind is whipping spray from the 20' deep river that flowes over head.
They must make a ST vs dex every 2 hours they are travelling. 

Day 5 No Enc. - No Change
Stallen jumps into the stream which is moving 1/2 the wind speed. He is captured and for 3 rounds can't find the surface. For 6 rounds he continues to be bourn on the current. Then he reaches the surface and spends 10 min trying to grab onto the wall. He gives up and uses his flying boots to fly into the floor. He just decides to wait there. He has travelled 15 miles from the party. They will reach his position early the next day.

Due to fall from the extreme winds, every hour roll DEX. Fail dex roll, fall and do 1d6 dam.
JK, Timber, Kilak hold the rope while vict. Goes into the river and they pull her out again in 5 rounds.
They continue on the trail for the equivilent of another day

Stallen encounters quicklings while waiting for the party to arrive.
QUICKLING (x12); AC -3; MV 96"; HD 1D12; HP 1(x5), 7(x2), 9(x2), 4, 10(x2);
#AT 3; DMG 1-4; SA SEE BELOW; SD SEE BELOW; INT GENIUS; AL CE; SIZE S;
THAC0:18 SPELLS: VENTRILOQUISM, FORGET, LEVITATE, SHATTER, DIG, FIRE CHARM. SAVE AT LVL 19 CLERIC, INVIS. WHEN IN WILDS AND NOT MOVING, NEVER SURPRISED.
The quicklings torture Stallen, but he early on proves him self a match for them physicall, so they don't attack.
They all cast charm spells on him and although he misses his Save, his MR prevents the spell from working (lucky stallen!)
They levitate him to the place where the gravity changes, trip him, put invisible rocks in his way, use vent. To say "friend" over and over.
They use Leomund Secure Shelters to house the party. They heal each other.
They memorize their spells and rope each other together.

Day 6 No Enc. - No Change
They continue on with Cyril holding the daly high of 4 falls.
Day 7 Encounter - Afternoon Change Passage widens to 1000' and has stlagmites coming within 5' of the ground.
Day 8 - Passage widens another 700' (1700 total)
They get to the intersection and find the entrance. 
They get to a point where the passage dead ends and the gravity does a 180 and the turn to the ceiling. Then they follow the sound of the waterfall
There is a giant Purple rock fan and the water pouring from the top is sucked down into the 3 passageways.
4 way 30'- 100'-  50' (10' filled) - 15' diameter 
30mph wind, gravity is toward the water (river is on the bottom) they continue to walk
They go 1/2 day and get to the next intersection. The next passage is bone dry and the wind is 60 mph. Diameter is 30' and widens to 300'
10'-funnel hole 20'- six holes less than 1' - 30' hole.
They travel a bit more and have to rest for the night.
They have 2 intersections to go.
They rest. Time Stop


Text Account:
Leader is Victorex
Cyril's last game!
They are in Windglum and have the key to the They are in the city of Windglum and waiting for 5 days to cast the remove insainty that the party needs. At the end of this time, all the foks are sane and healed to full with full spells 
They are getting ready of to take off  
Kilak get cyril's dagger.
They heal, cure insantiy and prepare for the battle. The days before, they cast
weapon Bless on everyones weapons and storm armorx2, prot. F . Paralisis, strengthx2, JK-adrenlin control and power manip.
Round 2
M.Missle, Flying, M. Image,S Skin,  E.Blast, 
Round 3 Hast, Cure, Potion superheroism, F. Semitry, M. Missle

Fenris Wolf
AC -4              Move 20'             HD 30                AL CE             HP 240 
-28-11 Timber, -27-27 Krom, -28-26 Emb,  40 JK, -33 Burz. -17 Cyril ,-10 Kat, -28 Burz,  -10 Vict
AC -4              Move 20'             HD 30                AL CE             HP 240 
THAC0 -8         ATT 3                Damage 8d10     MR 75%         Size Large 

Summoned Wolves
WOLF (x15); AC 7; MV 18"; HD 2D8+2; HP 15(x3), 8(x4), 13(x4), 11, 12(x3); #AT
1; DMG 2-5; INT SEMI; AL N; SIZE S; THAC0:16

WOLF, DIRE (x15); AC 6; MV 18"; HD 3D8+3; HP 14, 23(x3), 19(x4), 16(x5),
13(x2); #AT 1; DMG 2-8; INT SEMI; AL N; SIZE M; THAC0:16


THAC0 -8         ATT 3                Damage 8d10     MR 75%         Size Large 

Normal
154
A 15              B 
-17 Kat

Dire
A 14             B 8
-14 Cyril       -25 Gal
Vict 



- 6 ulla, -49 Beourn

Summoned Wolves
WOLF (x15); AC 7; MV 18"; HD 2D8+2; HP 15(x3), 8(x4), 13(x4), 11, 12(x3); #AT
1; DMG 2-5; INT SEMI; AL N; SIZE S; THAC0:16

WOLF, DIRE (x15); AC 6; MV 18"; HD 3D8+3; HP 14, 23(x3), 19(x4), 16(x5),
13(x2); #AT 1; DMG 2-8; INT SEMI; AL N; SIZE M; THAC0:16

They head into the egg where the fenris wolf is located. He may summon 1d4 per round of both types of wolf until it is reduced to 1/2 its normal HP, then only low level wolves at 1/4, it can summon no more 

Round 1 - Death Door, M. Misslex2,.V. Touch, Phant.Killer, Fly, Lucint lanc, resitation,
They are a round behind
Round 2 - No Spells

Round - No Spells, they kill the beast and recover the soul of the legs.
A gate is summoned by Beourn and they go through and arrive at the Hero's Rest Inn. Much of the material in the Return to Katina is covered.


Text Account:
23 of Flamerule (July) Small game
The adv starts the day after they get back to the Heros rest.
They have a meeting of the followers where they report on what has been happening and the improvements.
Beourn tells them that they should be on their guard and prepare for hard time. He wonders if any of the priests have felt an ominous feeling.
Timber heads out to Goldenfields, Gal. And Kilana head of to Waterdeep using a teleport.
Pisheo hangs with her followers. 
Katrina goes horse riding with Toby then going into town.
Dromar talks to the Gnomes.

Timber goes to Goldenfields as a falcon.
Talks to the head priest and signs an agreement that Goldenfields will take them in if anything happens to make them flee Katina and they will allow them to build a shrine to Chauntia in the town.

Gal. And Kilana
They arrive in the designated spot in the temple of Mystra in Waterdeep.

High Priest (Magister of Mystrals): 
Meleghost Starseer (Necromancer, male 10th L magic-user)
First Seeker: Ilbrost Mythyl (Enchanter, male 7thL magic-user)


Text Account:
Leader is galranwyn.
Time stop where they go to bed the second night of their arrival.
NPC Share = 69114
PC Share = 138230
TOTALS:
Pi = 200+1850+8500+9000+715=20265+138230=158495
gal = 700+250+8900+4000+543=14393+138230=152623
kat = 300+100+7500+3000+590=11490+138230=149720
vict = 600+8000+5000+299=13899+138230=152129
dro = 1300+7400+2000+311=+138230=149241
tim = 2500+8500+7000+784=12484+138230=150714
st = 1100+100+8000+24+1500=10724+138230=148954
burz=200+2300+2000+770=5270+78922=84192
cyril=900+6600+6000+824=8924+138230=147154
Ember = 69114
Kilak = 69114
Krom = 69114+800+719+6914=77547
Jon Keel = 69114-6911=62203
Kilana = 69114
They all dream that night. They wake up badly shaken and share their dreams.
Beourn and Ulla take off that day saying he will return when he can be of the most use to the Realms.
Timber wants to go to Waterdeep immediately flying as a bird, but can't.
Most of them want to head off to waterdeep soon as possible.
Timber, Victorex, are taken to Waterdeep by Galranwyn.
Pi hangs out with followers. Want to check out mining along side the river. It is iron for steel. 
Stallen meets with his followers and catches up on their improvement and being brought up to date. He teaches them a new song. Warns them that they will become a marching band. And he gives them some formation.They train in the ampitheatre.
Katrina check with followers and tells them to do more weapon training. They will not be going to Waterdeep. She meets with Pee Wee and he has become a drunkard. 

Next Day: 3rd day in town.
Pisheo starts getting the wagons ready to roll.
Stallen tells his followers 1/2 will be going Waterdeep. 
Kilana will take her followers and Gal. Will be going with.
They plan on being gone 6 weeks. Cookie will make plans for her adoption of Toby for soon after their return.

Next Day: 4th day in town
In the caravan:
Stallen and 15 followers.
Pisheo takes all 18 - Kilak too!
Victorex takes mixed singles and childrenless couples total 40 and EMber
Kilana wants to take 24 single people and 2 high level
Katrina leaves her followers behind to continue to work, but they take Toby.
Galranwyn goes along.
Total people going: 110
4 buckboards (7 horses), 2 waggons (8 horses), coach (2) and sulki (1)
Pi, Kilana, take timbers horse, ember pony, Katrina on Lucky Charm, they take "Vindication", Kilana, Toby. 
Total Horses 26
JK hangs in town waiting for the ship.
They take off about 10:00 in the morning.

Back to Timber and Victorex in Waterdeep taken there by Gal. Who returns that same day. She thinks of the Temple of Mystra, drops Timber off and he heads immediately for the Druids temple outside Waterdeep. Gal returns to Katina and brings Victorex who heads for the plynth. Gal. Returns to Katina.
Timber finds the tree near the city gate of Waterdeep which takes him to the Waterfall of the Stumbeling Falls. It takes a full day to take Timber there and she does the ceremony by moonlight under the green glowing waterfall. She is tired and leaves afterward. He doesn't even know her name.

The next morning, Timber changes into the shape of an Eagle and heads toward … whereever. He is looking for the priestess, but can't find her. He takes off north. And spends the day being a free bird. No encounters.
The flys south and sees the river flowing into the Easting Reach.
He heads down the Reach all day. 
Next day he sights Telflamm. 
Stallen lands there and walks out of the forest with his cloak up. He finds out he is far from home.

Back in Waterdeep, Victorex heads for the plynth. He get the the temple of Bob and meets the same old priest and a crazy young priestess. The old priest is named Jessup. She is name marcie.
Marcie has been sent by the high priest of Arabel that tells him that his friend and new high priest Hakovor has authorized the Temple and has sent Marcie to help Victorex. She is the cousin of Hakovor. 
Marcie helps Jessup cast the spells of reconsicration. He asks her for money and she give him 112gp. Victorex spends the night in the temple. 
The next morning, people come to the plyth to be healed by Vict. And Jessup. After mid-day, Vict. Spells are gone and she D. Folds himself and Marcie to the temple.
She gets back on the 3rd day.


Text Account:
For the first three days of their return to Katina, Gal. Has been ferrying people to Waterdeep with her teleport spells but other than this, has time free. The first day they had a meeting and Gal. Took Kilana to Waterdeep and stayed for a while, so this begins on the second day of their getting back.

12:00 Gal. Gets back from teleporting to Waterdeep. In her tower in the study. 
She goes looking for Kilana. Kilana is with her followers in the Temple. She gives them a rah-rah speech about being productive and working hard.

Description of the Temple to Mystra.
Lifesize statue of Mystra made of blue marble of the goddess in her ancient elven form of outstanding worksmanship. It was found under the House of Stone and was shrunk and teleported to it's current location.

The building is made of 3' thick river stone. Slate slab roof. The inside has been plastered and stuccoed. The alter is white marble with sigold metal grain running through it with silver flecks, Found on the 3rde level of Underdeep and teleported her. It has been innscribed with the symbols of the Goddess. 
Candle stick made of platinum 4' high support 4" candles. Carved with more religious symbols.
Podium was in the house of stone made of mahogony with gold guilding.
Thick wood floors to prevent noise
Brick fireplaces.
On the alter is the basin. Made of platiunum and encrusted with gems and carved with religious symbols.


Text Account:
Kroms wants to look at the area across the river for a place to make his fortress.
First, he catches up on the new about dreams and Beourns departure with Ulla.
He has 1/2 the 2nd day and two more before they leave for Waterdeep.
He takes Soos Voy and Dorian to ride with him and investigate the area on the other side of the river. They take two hunting dogs (hounds) and supplies for a day out.
They ride around examining the trees and brush.
Trees on the other side of the river: 
1. Ironwood trees and Scrub Oak
2. Crab Apple Trees
3. Elm 
4. Ironwood Trees and Hawthorne
5. Hawthorne mostly thicket
6. Large stand of 3 main types: Maple trees, Oak Trees, Hickory
7. More Hawthorne some wild rose.
Pools - Around the pools are Sliverbark trees
Marsh - more silverbark and Willow trees
Creeks and River - Willows along the creeks
They spend the night on the high ground near the river.
No Encounters.
They spend a dreamless night and have a hearty breakfast 
They take off to hunt and explore the rest of the area.
Hunting - Takes 6 hours to sight game: they hunt along the river. They find trout in the streams and go fishing and get some. They eat it for lunch at 3:00
They head back home after lunch and get back just in time for dinner.

Galranwyn
After days of working on scrolls, Gal. Decides to head for the Mages Guild and from there, try to find a place for the party to stay.
Mages Guild - Mhair’s Tower, home of Mhair Szeltune, Lady Master (head) of the Watchful Order of Magists & Protectors (Waterdeep’s wizards’ guild) is location #171 on the color map. It’s a conical stone tower on the east side of Spindle
Street with an oval, mithril and copper front door. 
Mahair will be available in 6 days as she is working on some research. 
Kalitaria welcomes Gal. And they spend several pleasant hours taking about all kinds of stuff including a place for the 509 to stay. 
She tell Ga. That the Roaring Horn villa is for sale (cause the two drunken brothers that have all the parties have let it get run down).
She heads off to find a spot in the city.

Timber is 3200 miles SE of Waterdeep.

In the caravan:
Stallen and 15 followers.
Pisheo takes all 18 - Kilak too!
Victorex takes mixed singles and childrenless couples total 40 and EMber
Kilana wants to take 24 single people and 2 high level
Katrina leaves her followers behind to continue to work, but they take Toby.
Galranwyn goes along.
Total people going: 110
4 buckboards (7 horses), 2 waggons (8 horses), coach (2) and sulki (1)
Pi, Kilana, take timbers horse, ember pony, Katrina on Lucky Charm, they take "Vindication", Kilana, Toby. 
Total Horses 26
JK hangs in town waiting for the ship.
They take off about 10:00 in the morning.
2 Gp Big wagons (3), 1 GP small (5), 5sp per horse (26@130sp),2 SP per man (220)

 
O'Sullivans Martch leads them into the trail and off into the distance.

They want to do it the fast way. They have 5 encounters, but they are all with creatures that are no threat to the party. They are going to arrive in 19 days as the weather holds good and all are excited about getting to the big city.

Phylund Family Villa rents the party the 2 story townhouse that adjoins the main building.
The rest of the party will stay at Mother Tathelorn's Festhall.

Deviding up the party swag
Scimitar - It is +1 to hit and causes those hit with a 20 to save vs poison or
cause a fungus to grow and eat the flesh of the one wounded. (-1 HP per month lost perm. until cured). - Krom
Acid Vial - Victorex
6 Statues - Raqlishaz victems - They put them around the grounds
Potion of fish control - To Alchemist for study
L. Sword +3 Vorpal Sword - Stallen
Vial of Unholy Water - Victorex
2 +3 2-Hand Swords Krom has one, Timber has the other
+1 Magic L. Sword 2 for Katrina
+2 L. Sword Burzmali
1 +3 L. Sword  +Dromar
+1 Magic Plate Mail  - Victorex
+2 Non-Magic Mythral Chain (Dwarf) - Ember
Surges Planar Conduit 9th level scroll - Galranwyn
2 +1 L. Sword Kilana
+2 Magic Chainmail (Human)Kilak
6 +1 2-Hand Swords (2)Vic, (2) Stal, Katrina, Kilana
2 +2 2-Hand Swords -Kilana, Katrina

For Sale:
Gold mask - Possession of Ralishaz - (They want to sell)
2 Puter Statues - A type 3 Demon and a 3rd Level Assassin (For Sale)
Krosnium War Hammer - Of the Negative Plane 1d4 if fail save VS constitution
Timber goes to Katina and finds out the party is about a week ahead of him. He heads off to catch them up. He travels with them for 5 days.
Those at Katina spell writing have 18 days to study.
Burzmalli writes new spells in his book. 
The caravan gets to within 1 day of Waterdeep. They memorize city spells
25 gp, 11 GP, 13GP=49GP
They go to the Villa and drop off their stuff then go to the Festhall. They drop off the followers and return to check things out and talk about what they want to do.
Time Stop












asdf


Text Account:
They are in the villa at room 113
113-N40 Noble villa: Phylund family 3-story Class A buildings WW p. 6, 11, 21, 22, 30. 
Krom and Gal take single rooms on the 2nd floor. They use their clienleness items and change into their night out city clothes:
Dark blue w/silver thread tunic and pant outfit with cloak of protection low soft boots.
Jerkin of maroon silk and summer black boots (no fur), pants black silk with belt underneith and scimitar and dagger.
Maerados Fine Furs they look at furs. Their servent is dressed in black with a black silk fedora. He is extreamly obsequious.
Galranwyn orders Albino Ermine lining on the blue velvat with hood. Picks out 2 gold broaches. 4500gp
Krom buys a knee length snow tiger fur cloak slik-matching grey. 2750gp krom leaves 500gp, all the cash he has.
202-The Stationers’ Guild 
Paper (per sheet)  2 gp papyrus (per sheet)  8 sp Parchment (per sheet) 1 gp 
Down to the stable. 
195-T34 Guild Hall: The Guild Paddock
They have 20 horses for sale and they buy 18 including a Stalion - Black Flea-bitten
Not bought:
Dainty Filly - White and dainty
Lt. War horse Gelded - Odd colored with a star blaze.
They pay 1250 for them and arraing to stable them for 2 weeks.
They are heading out looking for someplace to eat.


Text Account:
dromar is leader
The full party is in Waterdeep. 
Gal and Krom will return to the townhouse for Dinner.

It is the afternoon of their first day in the Townhouse.

Toby and Timber are on the 3rd floor

Katreena - takes a solo room on the second floor with her wolverine. She takes Fido and Toby and head out into the city to show him the places that the party has been. Toby get excited and is amazed at everything he see. Katrina lays down the law to him and he agrees to them.

Burzmali - Burzmali and Stallen take a large room on the 3rd floor. He puts his bedroll under the bed and puts his stuff away. He asks Gal. About where the elf representatives live. He gets a map of the city, and walks around getting the feel of the city. He buys a "pig wrap" pork wrapped in leaves. He talks to him about elves in Waterdeep.

Victorex - Shares a room with Krom on the 3rd floor. He leaves his armor and the rest in Katina in his temple. Only +3 sword, scarab, ring of air ele. Control, pearl of wisdome, ring of shielding are with him and he is keeping these in his room. He goes to the Plynth and talks to the High Priest.The old priest is named Jessup. She show him the vial of unholy water. They drink the night away.

Stallen - He goes to see the harpers. He meets Danilo Thann in the Jade Jug. He makes himself known to Stallen and says he will send a contact to arrainge a clandestine meeting soon. Stallen and Danilo bet on the partys bill in a bards duel.

The jade jug
Kenkins is stallens waiter
Kevan (Food) and Domital (drink) are the parties waiters.

Danilo and Stallen discuss what songs they are going to do. Danilo dex is 17 and he has taken 2 slots on this. This gives him a 90.

Danilo - 53, 23, 26, 6, 99, 11, 33, 56=307
Stallen - 17, 05, 77, 14, 01, 82, 96=292

Ember goes off to find dwarven entertainments.
They head back to the Townhouse.
No Enc.

They get up next morning and complain about nothing to eat in the house. 
Katrina goes to the market and comes back with bread, fruit and hotcakes.

They want to go shopping. 
Balthors, Xoblobs, Market.

Balthors
Stallen, Katrina and Gal. Browse around. They find:
Specticles 6 @ 10gp 4 functional
Glass Making Kit - (85gp)
Marble Building/Monument Stone 8'x8'x8' rose colored (220gp-fine)
Firewood
3 different country military uniforms
Pile of mixed pole arms.
Unrecognized Livery Lt. Blue with navy blue piping
Balthors has 17 items
1. Powder of eve Each man in 10' save or be charmed in a Silver filigree snuff box 900gp
2. Sword of Bladeness +4 25,000
3. Pigment of Longevity 25,00 Makes a Portrait of Longevity
4. Parchment of Selective Reading 6000 10 scrapings will destroy it
5. Sword Phantom 2000gp
6. Scroll of Wind Magic - 7000
7. Alter Normal Winds
8. Flying Jambiya
9. Wind Shadow
10. Potion of Useful Appendages 800
11. Scroll of Delay 5,000
12. Rudder of Propulsion 30,000
13 Luck Blade 5000 Once a month "Get Lucky". Roll a 20 and pratically anything could be done.
14. Scroll of Protection from Demons 6000
15. Potion of Mind Restoration 1300
16.Trident of Fish Command 4000gp
17. Flying Scimitar of Tusmit 50,000

Time Stop at Baltohors


Stallen want to go to the World Serpent Inn


Text Account:
They are with the rest of the party in Balthors #29
They head off to the market. At the entrance, they see several vendors:
Family Crests embroidered as you wait.
Lizard shssh kabab
Exotic woods seller
Abba Habzar
Blood Pine - Red Pine with brown grain 60lbs
Sandlewood - 20lbs
Morpal (like Myrtal) - 30lbs 
Ebony - 80lbs
Dwarf Cedar (Close Grained) - 50lbs
Ironwood - 20lbs
Petrified Wood - 15lbs
Dukam (like cherry, but purple wood) - 120lbs
Bamboo - 100lbs
Olive wood (tough to work, but moisture resistant) 80lbs
Redwood - 20lbs
About 600lbs for 450gp
Bronze Seller-Jose O'Shay - Holy Symbols - Hookas -  Elephant - Teapot with 4 teacups (dwarven make) 25gp - Smoking Pipes - Pig, Horse, sheep,
fritter sales
Cheap clothes "Nothing over 5 sp!"
Fine Steel tools - "The Keen Edge Razors" with fancy handles Mother pearl, tiger eye, green marble, alabaster, poket knives 4", needles, 
Rope - all hemp
Hand Made Spinning Wheels
Pewter plates, flatware, goblets, decanters 1gp3sp (1) (glass and pewter), serving platters 3gp a set.
Sponges
Tents and Pavilions - Of Bilion
Colored Inks gal spends 50gp getting a full set of 24 colors and 2 sets of 12 best with a selection of quils (including 1 bright green feather), boar hair brushes and bamboo pens.
Pelts and Hides
Pot and Cauldron
Animal sales 12 chickens, 2 cocks, 8 rabbits, 4 mastiff puppies, 5 ducks, 2 goose
Krom buys the puppies. They are black and will get 150lbs as adults.
Coffins
Hats
Pigs in a blanket
Flour (Grovers Mill)
Nuts and Dried Fruit
Cider hard and soft (Rabbit Run)
Clay Items including pipes and figureenes
Tack and Saddles (Crappy quality) 10 available 100gp w/tack and saddle x10
Gal. Buys them all
Wax candles and other items
Fishing Supplies
Carved Decoys
Perfume Oils
Torches
Eastern Teas and Herbes
Animal sales pigs, sheep and goats
Thistledown

zx


Text Account:
The party starts at Balthors; 

deciding what they want to buy of the Items below:
1. Powder of eve Each man in 10' save or be charmed in a Silver filigree snuff box 900gp - Kat. 
2. Sword of Bladeness +4 25,000 - Dromar
3. Pigment of Longevity 25,00 Makes a Portrait of Longevity
4. Parchment of Selective Reading 6000 10 scrapings will destroy it. -Kat.
5. Sword Phantom 2000gp - Rapier
6. Scroll of Wind Magic - 7000 - Gal.
7. Alter Normal Winds
8. Flying Jambiya
9. Wind Shadow
10. Potion of Useful Appendages 800 - Gal.
11. Scroll of Delay 5,000 - Kat.
12. Rudder of Propulsion 30,000
13 Luck Blade 5000 Once a month "Get Lucky". Roll a 20 and pratically anything could be done.
14. Scroll of Protection from Demons 6000 - Sta.
15. Potion of Mind Restoration 1300 - Kat.
16.Trident of Fish Command 4000gp - Vict. 
17. Flying Scimitar of Tusmit 50,000
18. Healing potion - Party
45100
42500 with the healing potion
Katrina, Stallen and Victorex wants to go to Xoblobs
Dromar, Timber and Burzmali, Pisheo.
When they are done with this, Krom and Gal. Encourage them to go to the market as they do. Krom is rolling for the HP of his dogs.
Pisheo goes to the market and takes Dromar, Burzmali and Timber along. Timber wants to go the Riven Shield, but agrees to go after the market. 

Xoblobs has 5 magic items.
Justicer sword - 4k
Potion of Craftsman ship 800
Ointmtent of burn repair 600gp - Kat
ring of blink - 30k - Katrina
5 arrows of burning - 100gp each Kat and Stallen
Offers 5k for +2 plate
Dandalus entertains them for the afternoon and they leave to return to the Townhouse.
Katrina sells 1/2 Lb Frictionless marbles, Crystal Bowels - 15 gp

Family Crests embroidered as you wait.
Lizard shssh kabab
Exotic woods seller
Abba Habzar
Blood Pine - Red Pine with brown grain 60lbs
Sandlewood - 20lbs
Morpal (like Myrtal) - 30lbs 
Ebony - 80lbs
Dwarf Cedar (Close Grained) - 50lbs
Ironwood - 20lbs
Petrified Wood - 15lbs
Dukam (like cherry, but purple wood) - 120lbs
Bamboo - 100lbs
Olive wood (tough to work, but moisture resistant) 80lbs
Redwood - 20lbs
About 600lbs for 450gp
Bronze Seller-Jose O'Shay - Holy Symbols - Hookas -  Elephant - Teapot with 4 teacups (dwarven make) 25gp - Smoking Pipes - Pig, Horse, sheep,
fritter sales
Cheap clothes "Nothing over 5 sp!"
Fine Steel tools - "The Keen Edge Razors" with fancy handles Mother pearl, tiger eye, green marble, alabaster, poket knives 4", needles, 
Rope - all hemp
Hand Made Spinning Wheels
Pewter plates, flatware, goblets, decanters 1gp3sp (1) (glass and pewter), serving platters 3gp a set.
Sponges
Tents and Pavilions - Of Billion
Colored Inks gal spends 50gp getting a full set of 24 colors and 2 sets of 12 best with a selection of quils (including 1 bright green feather), boar hair brushes and bamboo pens.
Pelts and Hides
Pot and Cauldron
Animal sales 12 chickens, 2 cocks, 8 rabbits, 4 mastiff puppies, 5 ducks, 2 goose
Krom buys the puppies. They are black and will get 150lbs as adults.
Coffins
Hats
Pigs in a blanket
Flour (Grovers Mill)
Nuts and Dried Fruit
Cider hard and soft (Rabbit Run)
Clay Items including pipes and figureenes
Tack and Saddles (Crappy quality) 10 available 100gp w/tack and saddle x10
Gal. Buys them all
Wax candles and other items
Fishing Supplies
Carved Decoys
Perfume Oils
Torches
Eastern Teas and Herbes
Animal sales 4-pigs, 2-sheep and 6-goats, 12-chicken



Asd


Text Account:
Leader is Katrina
Krom, Gal. And the rest of the party return to the townhouse. They arrive and the animals begin to be delivered. Soon, bedlam breaks out as the delivered animals and Kroms dogs begin to start sounding off.
Timber does a calm animal ranger ability and they get quiet. They finally manage to get leads around them and lead them out to where the rest of the followers are watching the wagons and drop them off with instructions on how to take care of them.
They head back to the townhouse. 
Katrina agrees to cook for them. They have a delicious dinner and have plenty of cider.
By 10:30, Vict. Has moved out of Kroms room to get some sleep as the howeling of the puppies for their mother is iompssible to lseep through. Finally, Gal. Comes to kroms room and asks if he wants to take them back to the Inhn. He agrees.
They teleport to the partys meeting room and Boris and Natasha begin to make much of them. Gal. Gets the traininer and he looks at the dogs and likes what he sees. He agrees to give them their puppy training.
Krom and Gal. Return to their rooms in the Town House by 1:00.
They get up the next morning and decide to find a cook for the house.
Timber gives Toby the clasp knife then teaches him how to carve wood.
Burzmali goes looking for elven folk to sew his outfit. He casts strength on himself.
He doesn't go anywhere in particular, so I will roll to see where he goes.
He goes to Gerulfils 
He heads off to the Hero's Garden. Then goes to auroras.
Dromar is partying.
Katrina, Stallen, Pisheo want to go to the old villa and see the bard school.
A fat hustling head master comes out to greet them.
His name is Lucas MaGee. He takes them to see the place. The ballroom is a recital hall with a piano, harpsichord and clavenette. The second floor is practice rooms and the top floor is where the masters and chosen students live.
He invites them to play on midsummer night where they will have performances from noon to dark. They head back into the city after a visit of 4 hours.
They go to the singing sword and hear the troll song the adventuring song.
They head back to the townhouse around 3:00.
Burzmali has lunch at Dacer Inn and returns to the Heros garden to meditate.
Pi and Kat stay with Toby, but Timber, Vict., Kilak and Ember head off to the Riven Shield.
Timber asks for Barth to repair his elven plate. 100gp to refurb mythril and 20gp to refurb the non-magical armor. 
They go to the Metal House looking for magical armor and don't find anything except some tools. They head back to the townhouse in the coach. 
Gal and Krom go to the place where they rented the Townhouse. Building 16, The Real Estate for Hire guys name is Nathan Bazil.
They go there and find it is the once a week that the members stay there.
They head off to the gem merchants guild at 11.
They meet with Halazar and he takes them both back to the private showing room.
He has a heart shaped Opal as big around as a gold piece. 300
6 matching purple azurite chandaleer cut stone. 500
Red 124 facit cut ruby ball 1500gp
The worksman on the jade medalion 2" around and 1/2" thick is Budilay Diddley.
He is the classic grumbeling artizan who love his work. He lives in the docks ward.
He is abrasive, but is intregued by the amulet and agrees to talk about it in a couple of days. 
They leave and decide to walk around and find lunch. They end up in the Blushing mermaid where they have a pool lunch and hang out for a couple of hours.
Relaxed and unpressured, they head up the docks checking out the business and the ships.
They end up in the Legue of skinners and tanners where Gal. Buy a bunch of hindes to be delivered in 2 days.
They walk until the neighborhood starts getting rough, then turn away from the sea. They end up going to the Metal House of Wondor. Gal. Buys a metal safe and has it delivered to the townhouse.
Time Stop at the Metal House.


Text Account:
I made some improvements to the waterdeep documentation so lets hope tonights adventure is more fun filled and exciting than last nights!
The bulk of the party stay behind as Gal and Krom head out
A cook reports to look for work. His name is Looser Stillik. He's a short order caravan cook. Charges a GP a week plus room and board. 
They hire him and find him a room. 
They want to do a tour of the city. Burzmali also wants to go to Auroras and pick up his stuff.
They head off in the coach. They want to go to auroras, riven shield as part of their tour.
Toby, Kat. Pi, burz, Vict., Ember Head off in the coach. 
They see the walking stature, the palace, the castle the docs and so on. They head to the riven shield.
Vict. And the rest go in.
+1 Shield 5Kgp
+1 Helm 6Kgp
+4 Dwarven Plate 25Kgp
+4 Elven Plate 30Kgp
+1 Full Plate 6500gp
+1 Throwing Net 3200gp
+3 long sword 18Kgp
26750 for the +4 plate and the +1 helm between Ember and Vict.
Time Stop as they come out of the Riven Shield.

Krom and Gal.
197 Meiroths fine silks - There are silks under the eves of the building. Walking in, the place is redecorated almost every time you go in. The owner is a little effeminate and the emphasis of the place is womens clothes, though there are some fine mens clothing particularly in the Southern style of Amn and Tethyr.
Krom puts himself in Gal.s hand to buy him some clothes.
The sales person Imaman Hammerhand.
Med brown pants of raw silk 40gp
And black silk pants of brushed silk 50 gp
And one with leaf patterned brushed silk 55gp.
Black quilteed silk evening vest with gold trim and gold buttons 75gp
White big sleaved pesant blouse with gold thread and mother of pearl buttons - 40gp
Deep almost black green shiny silk pleated front shirt with ties in the back. 50gp
Cream coloured silk peasant shirt, royal blue in the pesant style. 2x30gp
Gold coin belt (57 coins around). 165gp
Aqumarine, Black, red, white and gold sashes. 5gp x4
He sells it for 509gp and takes a 100gp down.
They head out, back into the street.
They go to the Jade Jug and spend 34gp on drinks an hours dovers. Krom leaves a 20gp tip. Entertainment is a harpest and an epic tailsman
They go to the costumers and Krom buys a enormous brimmed hat with an outrageous freater. 
They leave and go down the street to the Saerns fine swords. 
Krom shows them his sword and Saern comes out to see it.
They are taken into the back room where searn shows them the magical weapons.
Time Stop


Text Account:
Saerns fine swords - into the back room where Saern shows them the magical weapons.
Sword +3 Jet pummel wound with silver wire. Silver basket hilt. Blade enscribed "Defiance". Glows white and comes in a silver and gold case. 12Kgp
Sword +1 Basic Weapon. Looks totally unmagical. 2000gp
Dagger +2 Hunting knife, almost a bowie knife with carved wooden handle. 3Kgp
Polearm +2 Lucern Hammer 4Kgp
Dagger +1 Womens blade; slender and gold pummeled. 2kgp
Krom is looking for jewled daggers. 
Buys a dagger of blued steel with a handle of iron wood and 3 rubies down each side. With a scabard of black laquered wood with 3 more rubies down the side. 300gp.
Does not buyThick bladed like a short sword and a bronze handle with the head of a bear on the back pummel. Leather sheith 100gp
Buys a chrome blade with a silver pummel and a small white opal on the back pummel. Has a silver sheith. 150gp
Throwing dagger with nothing special except a leather sheith.
Krom buys them for 509gp.
Gal. Asks Krom if he wants to go now.

Asdf


Text Account:
Gal starts out visiting the Mages Guild.
She and Krom are at Saern's Fine Swords.
Gal. Heads off to the Mage Guild and agrees to find Krom back at the Townhouse.
She goes into the guild through the front door.
Gal checks the builten board, then into the lounge.
At the board she reads that Nahingi wants to get in touch with her at the Asp Strike after 9:00.
Mhair calls Gal into her office.
She tells Gal that her father was not able to pay for her schooling after so many tesars of no result. She says that Malichor made some deal with her father so he didn't have to pay for her last 3 years of schooling. Malichor has very stong feelings toward Gal. And is willing to help her if Gal. Ask him to.
Gal explains how she is going to run the place in her absense, and doesn't have a really good answer. 
She asks Gal to take her to her Inn and Gal does.
Cookie makes Chow Fat for Mahair.
Mahair talks to Gal about her purpose in the Quest of the 15 and warns her against the death of magic.
Gal shows her the mage school and tells Mahair about the history of the house of stone and Katina.
She recommends that Gal lead a party to go down and clear out the dungeon below the HOS.
Gal shows her teleport room and Mahair studies it and memorizes it for teleport purposes. She pops off back to Waterdeep, leaving Gal on top of her tower alone.
Gal teleports back to the townhouse at 10:00.

Begin the 26th of Flamarule
The party is off on the tour this morning and are time stopped at the Riven Shield.
Gal goes back to the guild.
Reveal Magic spell in Splendors doc. NOTE: Spell level changed from 1st to 2nd as it is much more powerful than the original spell.
Gal spends time talking to Alcidor and a bit with his brother. They offer her 2 magic items and 2 spells (6th level).
Then Kalitaria takes her to the guild shop and tells her about Magic Items and Scrolls for sale.
broom of evercleaning 1,400 gp
dagger of homing 17,000 gp
stamp of the messenger, gold 2,500 gp
stamp of the messenger, silver 10,000 gp
Reveal Magic 1000
Ram 1500
Net 1200
Lightning Rod 1200
Gal buys 2 broom, gold stamp, 1 each spell.
Comes to 9300.
She hangs out with Kalitaria for a drink then goes back to the Townhouse and gets there about 2:00. She sends a stamp letter to Tessilar. He gets it when he leaves his house the next day. She hangs out to wait for the rest of the party.

They rest of the party is at the Riven Shield. They are taking a tour of the city and have stopped here.
Victorex wants a shuttering light rock mounting on top of the light rock. They desighn something that looks kinda silly, but functions and it 140 gp.
Stallen asks if they could make something out of the frictionless balls. A pad about 2 feet squard of wire and cast stell to enclose the balls except for one small area to create a frictionless matt. It doesn't work.
They are heading out of the shop and back to the coach that is taking them around town.
It's about 1:00 and Stallen is looking for lunch. 
They go to the city of the dead and are shown around.
They stop at the Merchants Rest and then go in.
They are told by the guards that their lives are in danger if they stay there at dark.
They go through the gate and plan to stay for 15 min. 
They complete their tour of the city of the dead and go to Gondolims for lunch.
There are served and it's 3:00 when they begin talking about where they are going next.
Next, the head down high street to the Garden of the Heros and walk around for an hour or so.
They head off with a word to thg guide to go to Riautars weapons.
They sell several different types of arrows.
Stallen gets - 
Invisible arrow 
Silent
Dragon Bone (hits magical creatures that are normally hit by magic weapons)
3@2gp
3@2
6@75 450
3 @150-450
5@1gp
4gp 
3x400-1200gp
sold for 2050gp
Krom buys a custom made, Ibis horn short bow matched to his strenght. 1000gp
Katrina buys a dart bandalaro. 
2 - Dragonbone Spears 800gp. All saves at +3, normal damage and hit magical creatures. Krom buys one.

They head back to the Townhouse. 
It smells delicious as the cook has made bread and ribs for dinner.
He has made Beef Wellington with poppers and brown herb rice and mashed potatos with garlic.


Alcidor Kolat - Elderly Master Mage Famous creater of magical items. 
Alcedor Kolat
Friends: Madame Garah, Malchor Harpell, Hedrik, Duhlark
Kolat, Branta Myntion, Quallos Myntion, Nain
Enemies: No real serious enemies, though Lady Thyri Snome is
hardly a friend (she is quite miffed with Alcedor for refus-
ing to work with his brother on creating a half-dozen magi-
cal gloves capable of casting Duhlark™s Long Reach on
command, and her constant badgering has left a bad
impression of her with both brothers).
Game Info: Lawful Neutral male human. Strength 8, Intelli-
gence 17. 19th-level specialist wizard (enchanter). 43 hp.
Worshiper of Azuth, Mystra, Selune. Amulet & Staff of
Alcedor, ring of chain armor, ring of spell storing, ring of spell
turning, helm of comprehending languages & reading magic,
and five spellbooks (two for traveling).
History: Alcedor and Duhlark were born identical twins to merchant parents in Sulmeth. Receiving magical training at the Mystics™ Academy in Llorbauth, the two brothers joined a group of mages and fighters known as Mystra™s Defenders for a
number of years. Due to a mishap within another dungeon in the Border Kingdoms, the party was teleported deep within Undermountain™s fifth level. They managed to escape alive, returning to the surface world hundreds of miles away from home. After adventuring a bit in the Savage Frontier to the north, the brothers returned to Waterdeep at Alcedor™s inisistence to study the ancient magics of lost Netheril. They inadvertently entered the city the night of Myrkul™s invasion, and helped in Waterdeep™s defense immediately. Soon after, they bought their property and established their towers. 
Alcedor spends much of his time crafting magical items, whether for fame, fortune, or simply out of curiosity and a sense of nostalgia no one knows. In all his years of crafting items, the magics have taken their toll, making Alcedor look and feel like a 65year-old when he™s actually only 39; many believe his twin brother is actually his son! The brothers think alike, despite their different specialties of magic, and
both are fascinated by all things relating to Netheril. While his brother ponders the ancient art of transmuting new animal species, Alcedor is researching the development of wands and staves from their primitive forms in Netheril. One of his
prized possessions is a drained Netherese blast scepter given to him by Halaster in their trip through Undermountain. While this is his primary course of study, he still takes time to tutor
Branta in her spellcasting skills, and creates items for nobles who can underwrite the costs of his main researches. Now, with a temple (and library) of Oghma and New Olamn in place, Alcedor can do his own research much more cheaply than before and has drastically reduced his output of magical creations. The research and creation of some of his more useful items was commissioned by the Watchful Order of Magists & Protectors and they currently create spell lenses, rings of armor, and wands of fearfire (listed in the Campaign Guide to the City book) for members able to meet the steep costs. 

Duhlark Kolat
Friends: Irusyl Eraneth (Laeral), Alcedor Kolat, Hlanta Melshimber, Branta Myntion, Trahnt. Enemies: Elaith Craulnobur (Duhlark worked with Elaith and lived to tell about it), Maaril (he goaded Duhlark into a spell battle that resulted in his being turned into a faerie dragon for a short time, and Maaril has never forgiven the insult).
Game Info: Chaotic Good male human. Intelligence 17, Dexterity 16. 20th-level specialist wizard (transmuter). 54 hp.
Worshiper of Mystra. Bracers of defense AC5, cloak of the bat, dagger of homing, ring of chain armor, ring of invisibility, staff of power, wand of polymorphing, wand of size alteration, and six spellbooks (three for travel).
History: His history matches his brother™s up until they establish a tower complex within Waterdeep. Here the two brothers began to drift apart, each isolating himself to his respective studies and interests. While they still get along, their conversations are most often arguments over the nature of ancient magics and artifacts. Duhlark is still the more worldly of the brothers, often wandering about the
city at any time of the day or night; he says he thinks better at preliminary stages of research if he™s active.
In attempts to gain some notoriety and fame, Duhlark periodically develops new spells and sells them to the Watchful Order, the watch-wizard corps, or a select few other wizards in the city, such as Laeral; Duhlark first met Laeral in her disguise as Irusyl Eraneth of Skullport, and he later recognized her as Laeral by the use of a rare elven oath she muttered at a meeting of the Watchful Order. He is starting to regret his decision to sell spells to the watch-wizards, as many are learning and using his spells, but they aren™t attributing his name with the spells. Duhlark™s latest, animerge, is still under testing and he has only allowed his brother and Laeral knowledge of it; he gave Khelben and Laeral a caged wolveraven created by the spell (a raven with a wolverine™s head, and glider wings
with razor-sharp claws on the wingtips) for them to study and investigate the spell™s ramifications. 
In the timeline in the Campaign Guide to the City, the Kolat towers are burglarized just after Midsummer Night; if the Dungeon Master wishes to have this spell stolen and abused, see the spell itself in the Campaign Guide for the ramifications. Adventure suggestions for this could be an insurgence of Broken Ones within the city (vagrants merged with stray animals), or the problem of some wizard getting into the Palace paddocks and merging sparrows with the horses (creating miniature pegasi but crippling the guard™s mobility at the same time).

Reveal Magic
(Alteration, Divination)
Available to: Dagsumn; Guild, Watch, assorted mages
Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 2
Area of Effect: Special
Saving Throw: None
With this spell, wizards can make the hidden auras of magical spells and items visible to all, rather than personally viewing the same via detect magic. The spell can be cast two different ways, each with distinct effects.
If cast over an area, the spell reveals all magical radiations within a ten-foot radius with an additional five-foot radius for every two levels of the mage (for example, a 7th-level mage reveals magic in a 25-foot radius area). The intensity and type of magic cannot be determined, as all magical items and fields glow equally bright (akin to torchlight).
If cast specifically on one item, the spell reveals the item™s magical aura as flickering flames; the higher the flames, the more powerful the magic (and the color of the flames grants the mage a 10% chance per level to identify if a certain type of magic is present, like alteration, conjuration, etc.). If a curse is present on the item, there is a 20% chance that the magical flames are colored black to signify
the curse; if otherwise, it just registers the type of magic in the item.
Like detect magic, this spell is blocked by one-foot-thick stone walls, solid metal of one-inch thickness, or a yard or more of solid wood. The spell was created by Dagsumn of Waterdeep, and he sold the spell information to the Watchful Order of Magists & Protectors for guild membership and enough gold to buy a townhouse in Castle Ward.
Dagsumn also sells the spell on scrolls to anyone with 500 gold pieces.

Battering Ram 2nd Level
(Evocation)
Available to: Guild, Watch
Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 1
Area of Effect: One target or creature
Saving Throw: Neg.
This spell duplicates a ring of the ram™s effects. It wraps the caster™s arm in translucent magical force, making a ram™s head at the fist. Casters use this force in two ways: 
They have Strength scores of 19 to open doors, break items, or hit opponents (2d6 points of damage); or they can launch the force up to 30™ away in the direction of pointing and hit targets like battering rams for two points of structural damage (doors, walls, and other barriers) or 2d6 points of damage (saving throw vs. spell or fall over; successful save negates the fall but not damage). The material component is a piece of ram™s horn held in the caster™s fist.

Net 2nd Level
(Evocation)
Available to: Guild, Watch
Range: 5 yards/level
Components: V, S, M
Duration: 1 turn/2 levels
Casting Time: 2
Area of Effect: 10-foot cube
Saving Throw: Neg.
This spell, designed for the watch-wizards, conjures a heavy, sticky weblike net in a ten-foot cube around its target area. The net doesn™t anchor itself to surfaces, but it entangles any moving objects or persons within it. 
Characters and creatures within the area of effect need to make saving throws vs. spell. If successful, they manage to dodge the net or break the few strands that held them. If they fail the saving throw, creatures are entangled by the net and are immobilized for at least one round. They can cut their way free in following rounds or break free if their Strength is greater than 15; the net is not flammable.
The net spell is a lesser form of the web spell, but its limitations make it far more useful for use within the city of Waterdeep. The net needs no anchors and can be conjured in mid-air, either to drop on miscreants below or to entangle flying creatures. Its size limitations and shorter duration create fewer problems with traffic and bystanders, since it doesn™t obstruct entire streets like a normal web spell when used to catch some snatch-thieves. Due to their flame retardance, multiple nets are also used to help smother small fires as part of a fire-guard.
The material component is a bit of spider web or rope.


Lightning Rod 3rd Level
(Alteration), Reversible
Available to: Guild, Watch
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: One object
Saving Throw: None
This spell forces magical lightning to a specific spot determined by the caster. When cast, the wizard chooses a metal object to become the lightning rod (a sword, a lamppost, or a gold piece). The focal point of the spell cannot be alive or
heavier than 100 pounds. When any ranged electrical attacks occur within 150™ of a lightning rod, the energy is redirected and absorbed into it, negating the attack and destroying the object (if someone is in contact with the lightning rod, that person receives the full damage of the attack). Unless the lightning rod is struck by a lightning bolt or a lightning bug spell (or other magical electricity), its magic lasts for up to 48 hours.
This spell was developed by a watch-wizard to minimize random property damage when the watch (or anyone) battled a mage in the streets. This spell was refined to limit lightning bolts and similar energies, as they are a standard attack spell. Many watch-wizards cast this spell on metal rods, tossing them clear when anticipating spell battles.
One unscrupulous former mage was sentenced to Undermountain for casting this spell on a ring and selling the iemagical lightning-enhancer ringln to a fellow guild member (when the wearer cast his lightning bolt, it centered on the ring, killing the mage with his own spell).


Fearfire 3rd
(Enchantment/Charm, Illusion)
Available to: Alcedor Kolat; Guild
Range: 0
Components: V, S, M
Duration: 4 rounds +1 round/level
Casting Time: 4
Area of Effect: 1 creature/2 levels
Saving Throw: Neg.
This spell is one of the flashiest illusions created within) the history of the Watchful Order of Magists & Protectors. Granted to them by Alcedor Kolat the Enchanter in
exchange for some rare material components and minor spells, this spell allows mages to temporarily charm large groups of creatures at far lower levels than before. To cast the spell, the mage must break a piece of wood of any size; once broken, a 30-foot radius area around the mage erupts in magical flames and energy that simulates the retributive strike of a staff of the magi. All creatures within the area of effect chosen by the casting mage must make successful
saving throws vs. spell to resist the spell effects; those who fail are in awe of the caster and will obey the character™s suggestions out of sheer terror of the mage™s power.
Affected creatures treat the mage as their all-powerful master, but all effects otherwise duplicate those of a mass suggestion spell. This charm effect also can affect elves and creatures normally immune to charm spells; subtract 20% from such creatures™ normal resistances to charm when gauging the effects of this spell. Quite obviously, blind creatures are immune to this particular charm spell.


Broom of Evercleaning
ITEMS COST (Lowest price)
broom of evercleaning 1,400 gp
dagger of homing 17,000 gp
stamp of the messenger, gold 2,500 gp
stamp of the messenger, silver 10,000 gp


Text Account:
The party has just had a wonderful feast of Midsummer and the next morning they receive Phantoozie.
Phantoozie makes them 30% on their investments.
He has a side business unknown to the port authroity of gems; mostly jade (cameos and figurines), rubies (some of unusual size) and opals of suprime brilliance.
In addition, he brings them 7 healing potions and two containers of Miracoulous wound closure.
A single application will cure any single wound ((not death) even re-attaching limbs. It takes 24 hours before the body part is usable. There are 3 applications per container.
8 potions of randomness. 
Upon drinking roll 1d8
Stone Skin (takes all damage from one attack)
Strength (always at a 6)
Human Battery (drinking stores electricity - opponenets with conductive weapons take 2d8HP of damage upon first attack.
Raise Int by 1d4

They decide to split up.
Going with the caravan that will be leaving in 3-4 days Toby, Timber, Pi, Vict., Kilak, Kilana, Ember, Krom.
Gal. Teleports, Stallen is waiting to hear from Danillo and will go with the ship or with Gal. Depending on when he is contacted.

Their plans for the next couple of years are:
Timber have established fields in 2 years with careful management of clearing and timber in an effort to become self-sufficient.


Text Account:
This is a starting record for the long range time passage at katina.
Weather starting at Eleasias the First and continuing through the winter

********** New Month  8 ******** Rough Terrain or Hills ******** Latitude= 50 ******** Elevation=.95 ******** 

Through Day  5
Daily High =  53
Daily Low =  47    With winds of  19 MPH    And Humidity of  48%
Precipitation=None

Through Day  9
Daily High =  63
Daily Low =  51    With winds of  5 MPH    And Humidity of  66%
Precipitation=None

Through Day  15
Daily High =  62
Daily Low =  44    With winds of  7 MPH    And Humidity of  62%
Precipitation=None

Through Day  18
Daily High =  57
Daily Low =  50    With winds of  17 MPH    And Humidity of  58%
Precipitation=None

Through Day  23
Daily High =  61
Daily Low =  43    With winds of  17 MPH    And Humidity of  64%
Precipitation=None

Through Day  26
Daily High =  61
Daily Low =  50    With winds of  16 MPH    And Humidity of  58%
Precipitation=None

********** New Month  9 ******** Rough Terrain or Hills ******** Latitude= 50 ******** Elevation=.95 ******** 

Through Day  1
Daily High =  58
Daily Low =  48    With winds of  18 MPH    And Humidity of  70%
Precipitation=Gale - 6" Rain/Day For 3 Days With winds of  64 MPH
Movement Reduced, F/H:x1/4, C:NO *** Vision: 1/4 for all, No Tracking Allowed *** Chance of getting lost - 20%

Through Day  8
Daily High =  50   Effective Low:  16
Daily Low =  34    With winds of  12 MPH    And Humidity of  60%
Precipitation=Drizzle - 1.25" For 15 Hours With winds of  18 MPH
Movement Normal *** Vision: Normal, -1% Tracking/Turn(Cum.) *** Chance of getting lost - Normal

Through Day  11
Daily High =  59
Daily Low =  36    With winds of  16 MPH    And Humidity of  65%
Precipitation=None

Through Day  15
Daily High =  58   Effective Low:  8
Daily Low =  34    With winds of  16 MPH    And Humidity of  41%
Precipitation=None

Through Day  21
Daily High =  54
Daily Low =  36    With winds of  15 MPH    And Humidity of  52%
Precipitation=None

Through Day  24
Daily High =  58
Daily Low =  41    With winds of  10 MPH    And Humidity of  79%
Precipitation=None

********** New Month  10 ******** Rough Terrain or Hills ******** Latitude= 50 ******** Elevation=.95 ******** 

Through Day  1
Daily High =  51
Daily Low =  37    With winds of  7 MPH    And Humidity of  62%
Precipitation=None

Through Day  5
Daily High =  40   Effective Low:  13
Daily Low =  31    With winds of  15 MPH    And Humidity of  55%
Precipitation=Rainstorm, Heavy - 6" Rain For 12 Hours With winds of  31 MPH
Movement Reduced, F/C:x3/4, H:Normal *** Vision: 3/4 for all, -10% Tracking/Turn(Cum.) *** Chance of getting lost - 10%

Through Day  9
Daily High =  39   Effective Low:  20
Daily Low =  30    With winds of  8 MPH    And Humidity of  58%
Precipitation=None

Through Day  13
Daily High =  33   Effective High:  7   Effective Low: -19
Daily Low =  7    With winds of  18 MPH    And Humidity of  62%
Precipitation=Blizzard - 19" Snowfall in 14 Hours With winds of  41 MPH
Movement reduced - x1/4 for all *** Vision: Normal 10'r, 1/2 Ultravision or Infravision, +40% Tracking *** Chance of getting lost - 35%

Through Day  16
Daily High =  44   Effective Low:  17
Daily Low =  21    With winds of  4 MPH    And Humidity of  58%
Precipitation=None

Through Day  21
Daily High =  35   Effective High:  17   Effective Low:  11
Daily Low =  29    With winds of  11 MPH    And Humidity of  81%
Precipitation=Rainstorm, Light - 3" Rain For 2 Hours With winds of  10 MPH
Movement Normal *** Vision: Normal, -10% Tracking/Turn(Cum.) *** Chance of getting lost - Normal
Precipitation=Rainstorm, Light - 1" Rain For 10 Hours With winds of  11 MPH
Movement Normal *** Vision: Normal, -10% Tracking/Turn(Cum.) *** Chance of getting lost - Normal
Precipitation=Drizzle - .5" For 11 Hours With winds of  3 MPH
Movement Normal *** Vision: Normal, -1% Tracking/Turn(Cum.) *** Chance of getting lost - Normal

Through Day  23
Daily High =  49   Effective Low:  9
Daily Low =  27    With winds of  13 MPH    And Humidity of  52%
Precipitation=None

Through Day  30
Daily High =  49   Effective Low:  0
Daily Low =  18    With winds of  13 MPH    And Humidity of  51%
Precipitation=None

********** New Month  11 ******** Rough Terrain or Hills ******** Latitude= 50 ******** Elevation=.95 ******** 

Through Day  4
Daily High =  47   Effective Low:  2
Daily Low =  28    With winds of  20 MPH    And Humidity of  67%
Precipitation=None

********** New Month  11 ******** Rough Terrain or Hills ******** Latitude= 50 ******** Elevation=.95 ******** 

Through Day  3
Daily High =  27   Effective High:  17   Effective Low:  12
Daily Low =  22    With winds of  8 MPH    And Humidity of  76%
Precipitation=Snowstorm, Light - 7" Snowfall in 2 Hours With winds of  23 MPH
Movement reduced - x 1/2 for all *** Vision: 3/4 Normal, 3/4 Ultravision or Infravision, -10% Tracking *** Chance of getting lost - 10%

Through Day  6
Daily High =  33   Effective High:  15   Effective Low: -4
Daily Low =  14    With winds of  14 MPH    And Humidity of  52%
Precipitation=None

Through Day  12
Daily High =  35   Effective High:  17   Effective Low: -4
Daily Low =  14    With winds of  12 MPH    And Humidity of  53%
Precipitation=None

Through Day  17
Daily High =  32   Effective High:  22   Effective Low:  6
Daily Low =  16    With winds of  9 MPH    And Humidity of  62%
Precipitation=Snowstorm, Light - 4" Snowfall in 11 Hours With winds of  14 MPH
Movement reduced - x 1/2 for all *** Vision: 3/4 Normal, 3/4 Ultravision or Infravision, -10% Tracking *** Chance of getting lost - 10%

Through Day  18
Daily High =  25   Effective High:  7   Effective Low:  2
Daily Low =  20    With winds of  14 MPH    And Humidity of  61%
Precipitation=Snowstorm, Light - 5" Snowfall in 11 Hours With winds of  18 MPH
Movement reduced - x 1/2 for all *** Vision: 3/4 Normal, 3/4 Ultravision or Infravision, -10% Tracking *** Chance of getting lost - 10%

Through Day  23
Daily High =  36   Effective Low:  12
Daily Low =  22    With winds of  9 MPH    And Humidity of  58%
Precipitation=None

Through Day  26
Daily High =  10   Effective High: -8   Effective Low: -10
Daily Low =  8    With winds of  11 MPH    And Humidity of  56%
Precipitation=None

Through Day  28
Daily High =  26   Effective High:  8   Effective Low: -2
Daily Low =  16    With winds of  13 MPH    And Humidity of  44%
WINDSTORM-Winds of  74 MPH for  7 Hours *** Movement reduced - 1/2 for all
     Vision: 1/2 Normal, 3/4 Ultravision, Infravision, No Tracking *** Chance of getting lost - 30%
     50% chance of 2d6HP rock damage every 3 turns (Characters save vs Dex for 1/2 damage, Monsters save vs Petrification)
Precipitation=Snowstorm, Heavy - 8" Snowfall in 19 Hours With winds of  13 MPH
Movement reduced - x 1/2 for all *** Vision: 1/2 Normal, 1/2 Ultravision or Infravision, -25% Tracking *** Chance of getting lost - 10%

********** New Month  12 ******** Rough Terrain or Hills ******** Latitude= 50 ******** Elevation=.95 ******** 

Through Day  1
Daily High =  39   Effective Low: -7
Daily Low =  11    With winds of  12 MPH    And Humidity of  60%
Precipitation=None

Through Day  6
Daily High =  20   Effective High:  2   Effective Low: -11
Daily Low =  7    With winds of  14 MPH    And Humidity of  66%
Precipitation=None

Through Day  9
Daily High =  11   Effective High: -15   Effective Low: -23
Daily Low =  3    With winds of  16 MPH    And Humidity of  67%
Precipitation=None

Through Day  12
Daily High =  12   Effective High: -6   Effective Low: -11
Daily Low =  7    With winds of  12 MPH    And Humidity of  59%
Precipitation=Sleet Storm - 3.5" Sleet in 8 Hours With winds of  19 MPH
Movement reduced - F:x3/4, H/C:x1/2 *** Vision: 3/4 for all, -10% Tracking *** Chance of getting lost - 5%

Through Day  15
Daily High =  13   Effective High:  3   Effective Low: -3
Daily Low =  7    With winds of  8 MPH    And Humidity of  56%
Precipitation=None

Through Day  18
Daily High =  39   Effective Low:  23
Daily Low =  33    With winds of  6 MPH    And Humidity of  50%
Precipitation=None

Through Day  24
Daily High =  13   Effective High:  3   Effective Low: -11
Daily Low = -1    With winds of  8 MPH    And Humidity of  63%
Precipitation=None

Through Day  27
Daily High =  13   Effective High: -5   Effective Low: -28
Daily Low = -10    With winds of  13 MPH    And Humidity of  58%
Precipitation=Sleet Storm - 2" Sleet in 2 Hours With winds of  18 MPH
Movement reduced - F:x3/4, H/C:x1/2 *** Vision: 3/4 for all, -10% Tracking *** Chance of getting lost - 5%

Through Day  30
Daily High =  13   Effective High: -5   Effective Low: -21
Daily Low = -3    With winds of  15 MPH    And Humidity of  63%
Precipitation=Snowstorm, Light - 4" Snowfall in 8 Hours With winds of  18 MPH
Movement reduced - x 1/2 for all *** Vision: 3/4 Normal, 3/4 Ultravision or Infravision, -10% Tracking *** Chance of getting lost - 10%

********** New Month  1 ******** Rough Terrain or Hills ******** Latitude= 50 ******** Elevation=.95 ******** 

Through Day  6
Daily High =  20   Effective High:  10   Effective Low: -11
Daily Low = -1    With winds of  10 MPH    And Humidity of  59%
Precipitation=None

Through Day  10
Daily High =  18   Effective High:  0   Effective Low: -24
Daily Low = -6    With winds of  12 MPH    And Humidity of  74%
Precipitation=None

Through Day  15
Daily High =  10   Effective High: -8   Effective Low: -11
Daily Low =  7    With winds of  14 MPH    And Humidity of  58%
Precipitation=Snowstorm, Heavy - 14" Snowfall in 17 Hours With winds of  9 MPH
Movement reduced - x 1/2 for all *** Vision: 1/2 Normal, 1/2 Ultravision or Infravision, -25% Tracking *** Chance of getting lost - 10%

Through Day  18
Daily High =  18   Effective High: -8   Effective Low: -21
Daily Low =  5    With winds of  16 MPH    And Humidity of  83%
Precipitation=None

Through Day  22
Daily High =  19   Effective High:  9   Effective Low: -22
Daily Low = -12    With winds of  10 MPH    And Humidity of  54%
Precipitation=Sleet Storm - .5" Sleet in 1 Hours With winds of  20 MPH
Movement reduced - F:x3/4, H/C:x1/2 *** Vision: 3/4 for all, -10% Tracking *** Chance of getting lost - 5%

Through Day  26
Daily High =  19   Effective High:  9   Effective Low: -4
Daily Low =  6    With winds of  6 MPH    And Humidity of  58%
Precipitation=None

Through Day  30
Daily High =  19   Effective High: -7   Effective Low: -21
Daily Low =  5    With winds of  16 MPH    And Humidity of  52%
Precipitation=Snowstorm, Light - 8" Snowfall in 6 Hours With winds of  12 MPH
Movement reduced - x 1/2 for all *** Vision: 3/4 Normal, 3/4 Ultravision or Infravision, -10% Tracking *** Chance of getting lost - 10%

********** New Month  2 ******** Rough Terrain or Hills ******** Latitude= 50 ******** Elevation=.95 ******** 

Through Day  6
Daily High =  11   Effective High: -7   Effective Low: -27
Daily Low = -9    With winds of  13 MPH    And Humidity of  73%
Precipitation=None

********** New Month  2 ******** Rough Terrain or Hills ******** Latitude= 50 ******** Elevation=.95 ******** 

Through Day  3
Daily High =  15   Effective High: -3   Effective Low: -16
Daily Low =  2    With winds of  12 MPH    And Humidity of  35%
Precipitation=None

Through Day  7
Daily High =  17   Effective High: -1   Effective Low: -22
Daily Low = -4    With winds of  12 MPH    And Humidity of  68%
Precipitation=None

Through Day  10
Daily High =  22   Effective High: -4   Effective Low: -27
Daily Low = -1    With winds of  20 MPH    And Humidity of  45%
Precipitation=Snowstorm, Light - 4" Snowfall in 7 Hours With winds of  10 MPH
Movement reduced - x 1/2 for all *** Vision: 3/4 Normal, 3/4 Ultravision or Infravision, -10% Tracking *** Chance of getting lost - 10%

Through Day  13
Daily High =  16   Effective High:  12   Effective Low:  2
Daily Low =  6    With winds of  4 MPH    And Humidity of  65%
Precipitation=Snowstorm, Light - 5" Snowfall in 7 Hours With winds of  12 MPH
Movement reduced - x 1/2 for all *** Vision: 3/4 Normal, 3/4 Ultravision or Infravision, -10% Tracking *** Chance of getting lost - 10%

Through Day  17
Daily High =  16   Effective High: -2   Effective Low: -15
Daily Low =  3    With winds of  14 MPH    And Humidity of  57%
Precipitation=Blizzard - 14" Snowfall in 16 Hours With winds of  52 MPH
Movement reduced - x1/4 for all *** Vision: Normal 10'r, 1/2 Ultravision or Infravision, +40% Tracking *** Chance of getting lost - 35%

Through Day  22
Daily High =  13   Effective High: -5   Effective Low: -15
Daily Low =  3    With winds of  12 MPH    And Humidity of  74%
Precipitation=None

Through Day  25
Daily High =  16   Effective High: -2   Effective Low: -10
Daily Low =  8    With winds of  13 MPH    And Humidity of  66%
Precipitation=Blizzard - 18" Snowfall in 19 Hours With winds of  52 MPH
Movement reduced - x1/4 for all *** Vision: Normal 10'r, 1/2 Ultravision or Infravision, +40% Tracking *** Chance of getting lost - 35%

Through Day  30
Daily High =  15   Effective High:  5   Effective Low: -12
Daily Low = -2    With winds of  7 MPH    And Humidity of  62%
Precipitation=None

********** New Month  3 ******** Rough Terrain or Hills ******** Latitude= 50 ******** Elevation=.95 ******** 

Through Day  1
Daily High =  13   Effective High: -13   Effective Low: -26
Daily Low =  0    With winds of  20 MPH    And Humidity of  48%
Precipitation=None

Through Day  4
Daily High =  31   Effective High:  21   Effective Low:  6
Daily Low =  16    With winds of  8 MPH    And Humidity of  56%
Precipitation=None

Through Day  11
Daily High =  24   Effective High:  20   Effective Low:  4
Daily Low =  8    With winds of  5 MPH    And Humidity of  76%
Precipitation=None

Through Day  15
Daily High =  22   Effective High: -4   Effective Low: -19
Daily Low =  7    With winds of  17 MPH    And Humidity of  56%
Precipitation=None

Through Day  18
Daily High =  32   Effective High:  22   Effective Low:  2
Daily Low =  12    With winds of  8 MPH    And Humidity of  57%
Precipitation=Snowstorm, Light - 4" Snowfall in 5 Hours With winds of  12 MPH
Movement reduced - x 1/2 for all *** Vision: 3/4 Normal, 3/4 Ultravision or Infravision, -10% Tracking *** Chance of getting lost - 10%

Through Day  21
Daily High =  22   Effective High:  12   Effective Low:  3
Daily Low =  13    With winds of  10 MPH    And Humidity of  75%
Precipitation=Snowstorm, Heavy - 14" Snowfall in 18 Hours With winds of  12 MPH
Movement reduced - x 1/2 for all *** Vision: 1/2 Normal, 1/2 Ultravision or Infravision, -25% Tracking *** Chance of getting lost - 10%

Through Day  24
Daily High =  24   Effective High:  6   Effective Low: -9
Daily Low =  9    With winds of  12 MPH    And Humidity of  58%
Precipitation=None

Through Day  29
Daily High =  31   Effective High:  21   Effective Low: -6
Daily Low =  4    With winds of  8 MPH    And Humidity of  68%
Precipitation=None

********** New Month  4 ******** Rough Terrain or Hills ******** Latitude= 50 ******** Elevation=.95 ******** 

Through Day  2
Daily High =  26   Effective High:  16   Effective Low: -5
Daily Low =  5    With winds of  10 MPH    And Humidity of  65%
Precipitation=Snowstorm, Light - 8" Snowfall in 11 Hours With winds of  18 MPH
Movement reduced - x 1/2 for all *** Vision: 3/4 Normal, 3/4 Ultravision or Infravision, -10% Tracking *** Chance of getting lost - 10%

Through Day  8
Daily High =  45   Effective Low:  6
Daily Low =  16    With winds of  9 MPH    And Humidity of  63%
Precipitation=Snowstorm, Light - 5" Snowfall in 6 Hours With winds of  16 MPH
Movement reduced - x 1/2 for all *** Vision: 3/4 Normal, 3/4 Ultravision or Infravision, -10% Tracking *** Chance of getting lost - 10%

Through Day  11
Daily High =  35   Effective High:  17   Effective Low:  5
Daily Low =  23    With winds of  12 MPH    And Humidity of  62%
Precipitation=None

Through Day  14
Daily High =  39   Effective Low:  17
Daily Low =  27    With winds of  9 MPH    And Humidity of  66%
Precipitation=Rainstorm, Light - 1.5" Rain For 17 Hours With winds of  12 MPH
Movement Normal *** Vision: Normal, -10% Tracking/Turn(Cum.) *** Chance of getting lost - Normal

Through Day  19
Daily High =  33   Effective High: -2   Effective Low: -7
Daily Low =  28    With winds of  21 MPH    And Humidity of  59%
Precipitation=Drizzle - 1" For 7 Hours With winds of  4 MPH
Movement Normal *** Vision: Normal, -1% Tracking/Turn(Cum.) *** Chance of getting lost - Normal

Through Day  23
Daily High =  40   Effective Low:  6
Daily Low =  16    With winds of  8 MPH    And Humidity of  56%
Precipitation=Snowstorm, Light - 6" Snowfall in 5 Hours With winds of  11 MPH
Movement reduced - x 1/2 for all *** Vision: 3/4 Normal, 3/4 Ultravision or Infravision, -10% Tracking *** Chance of getting lost - 10%
Precipitation=Snowstorm, Light - 7" Snowfall in 9 Hours With winds of  20 MPH
Movement reduced - x 1/2 for all *** Vision: 3/4 Normal, 3/4 Ultravision or Infravision, -10% Tracking *** Chance of getting lost - 10%
Precipitation=Snowstorm, Light - 7" Snowfall in 8 Hours With winds of  15 MPH
Movement reduced - x 1/2 for all *** Vision: 3/4 Normal, 3/4 Ultravision or Infravision, -10% Tracking *** Chance of getting lost - 10%

Through Day  28
Daily High =  36   Effective Low:  1
Daily Low =  19    With winds of  14 MPH    And Humidity of  57%
Precipitation=Sleet Storm - 1" Sleet in 6 Hours With winds of  26 MPH
Movement reduced - F:x3/4, H/C:x1/2 *** Vision: 3/4 for all, -10% Tracking *** Chance of getting lost - 5%

********** New Month  5 ******** Rough Terrain or Hills ******** Latitude= 50 ******** Elevation=.95 ******** 

Through Day  1
Daily High =  22   Effective High:  4   Effective Low: -11
Daily Low =  7    With winds of  11 MPH    And Humidity of  65%
Precipitation=None


Text Account:
Leader is Stallen
Pavel is here! Some catchup stuff for him
He has been acclimating himself to the place he's in and waiting for Gal. To arrange a meeting with the MU Guild.
Gal get a note from kalitaria saying visit her that morning. Gal goes.
They are working out their spell books, There is massive sharing. Everyone goes through their archives and shares. They are using lots of time. 
Bards can't write spells!
Vict. Sets up regular services in the temple.
Krom is training dogs. 
Katrina is working with her followers, her wolverine, gambling, practicing. 
Burzmali rolling for familiar. searches for a place to call his own. Searching Elven settlements.


Text Account:
Leader is Krom!  Mapper is Pisheo
This is after the Big Basen game.
They went down into the HOS dungeon the day before. They killed most of the Neiogi and Umberhulks.
They are healed to full and memorizing spells for the next day.
Katrina gambles with her followers.


Umberhulk
G 48                 H 44               I 66                
- Krom             - Timber         - Dromar

J 50               K 46                  L 33

Neogi
A  19             C 37                  D 21
-11 Krom       -11 Krom
Flees

E 22               F32


Spells cast before going down:
Burz-Strength (4), Cyril-Armor, Gal.-Armor, Strx2(tim=6,pi=7)
The umberhulks attack in the 20' long 3' tunnel they made.
Krom, Timber, Dromar, Gal, Pisheo
The first three will be attacked in the tunnel.
Round 1 - Dromar, Wraith Form; Tim-Changing into bobcat
Round 2- Kat-Wraith form, Gal.Maj. Missle, Cyril-M.Missle, Burz.-transmute rock to mud
The R to M disolves the wall 15' up and fills in the tunnel, flushing Krom and Timber down immersed in mud!
The Umberhulks dig through the mud to wait for them to come out the other end and then attack them.
Round 3 Gal-Disintegrate, Cyril-Invis
The trapped ones try to get their air rocks.
Round 4 Gal.-Disintegrate, Cyril-DemiShadow(Umberhulk)
Round 5 Cyril-DemiShadow(Umberhulk), Find human frends and drag them back.
Timber get his rock in his mouth and makes his con role VS air deprivation.
Round 6 - Gal-L.Object(Kroms Belt),
Pi and Burz begin diging mud with shovels
Krom is sloshed into the room and is attakced by the Neiogi and 2 umberhulks
Timber will emerge the next round.
Round 7 - No Spells
The umberhulk demishadow is moving fast enough to catch Timber this round and begin draging him backwards. This will take 2 rounds to get him out.
Krom misses 2 ST VS Neogi and is moving at 1/4 normal speed.
Round 8 - No Spells
Krom is attacked by the Neogi. One calls his umberhulk which will arrive next round.
Round 9 - Kilana-Create Water, 
Round 10 - Tim-Healing, Water continues
Krom is dragged through the mud by the demishadow Umberhulk. It will take 3 rounds to get him out.
Round 11 - Tim-Lay on H., Water Continues.
Katrina goes under the water trying to get a glimpse of something.
Round 12 - No Spells
They wait.
Round 13 - No Spells
They wait.
Round 14 - They continue to dig
Kat. Sees the umberhulk shadow coming up
Round 15
Krom emerges from the water.
Tim. Casts 6th level heal, Kilana casts neutralize poison, and Krom is uninjured, but badly shaken.
Round 17 Gal.-Mud to Rock on remaining mud in stairway. The passageway is sealed.
They return to the Inn after an hours adventuring.
Kilana, Kilak, Timber, Katrina
Gal leaves chime of summoning with Kilana so the alert may be heard.
The Neogi are deciding what to do. They can:
Flee to a remote area of the dungeon and try to fortify it.
Leave guards at mud slide room and remain on guard
Come up and attempt to attack the dwarves
Negotiate with imps
They are negotiating with the imps. There is a 40% chance that the imps will help them. They agree to help!
The night passes uneventfully. The imps and the Neogi make their plans.


Text Account:
They are back at home in the Inn at Katina.
Stallen is Leader
They get very worked up and go down to revenge themselves on the Neigoi!
They arrive in the 5th level and greet the dwarves. They check out the hole in the wall they made last week and see the stone plug where Gal. Cast mud to rock.
They plan on using D. Fold to pass to the area they took some statues from "mosaic".
Vict. Casts D. Fold and they end up in room with the mosaic, Room 13.
They go to the E. and the s. door.
T Into room 21. They look around and then open the door.
T They look around then Timber casts F. Traps (30 min)
They get to the Rock fall in the E. and turn to go south at 20.
They go through the door.
The Doubel doors in the 10' corredor are framed in iron with 12" thick wood. There is a huge lock in the center of the door.
TT They search for the way to unlock the door and finally succeed in opening.
Vict. Casts F. Traps (30 min)
T They look around in the room previously used as a guard spot for the Neiogi.
Cyril casts invis. While they search the room.
TTTTT they are searching this room.
Vict. Is memorizing this room.
They go back to 21.. They go back to the rock fall.
Dromar casts Summon E. Elemental. He uses it to open the rock fall to the corredor to 24.
T The defenders hear the noise, and prepare their ambush. Most of the are in room AB and in room 20. They will hide here until they pass to the S. of 24.
Kilana casts F. Traps and they continue toward 24.
T They map 24, then head off to the W.
There are 4 Neiogi and 8 UH watiing for them.
The ones in the NE break through the wall opening the passage way behind them.
There is a group of the same make up at each of the other opening to 24.
The group is surprised. Cyril is confused for 1 rounds
Round 1- Kat,M.Missle-Burz,M.Missle- Gal. Blur neck-Timber,striking-Sta.,confusion-Dro,Phant.Killer.
Round 2 - Gal. B. Tenticles, Kat-m.missle, Kilana-good fortune
Dromar is confused for 5 rounds,
Round 3-Cyr.,slow-gal.Maj.Missle-stal.,V.Touch-
Burz is confused 4
Round 4 - Cyrl.,web-Stal.M.M.Meteor-Kilana,healing-

Through the opening:
A 49x               B 65x              C 19 x                D 45
red-gold          red-yellow      blue yel              greenish-yel
-5 burs            -5 burz          -11-6 Kil              -10 Tim
-7 Kat              -7 Kat           -16 Pi
-15-17 Pi           -8-11 Kilak   -23Vict
-10 burz           -15-57 Krom
                       -12-9 Vict

In the W. room:
E 35x              F  65x               G 57x                H 33x
Black Sil        black-gold        brown wh slow    blu-yel
-2   burz       -3   burz          -5 burz               -11-17 Burz
-17-17 Tim    -5 St               -21 Kat               -15 tim
                    -14 Pi             -15-27 Emb        -7
                    -23 tim            - St
                    -31 Gal

Neogi all slowed 2 in web
A 12x  Save           B 30x             C  22            D 35
- Dro                   -6-9 Gal         -6-10 Gal    -4-9 gal
-7-11 Gal             -38 Emb                                 
-5 Sta.

They are all going to get together, even the "Outlaws" and the Imps to try to trap them in the area S. of Room 24. They will be ready to flee to the E. to get away from them if necessary. They will retreat to the stairway down.
They kill all of them.
Time stop where all the creatures killed.


Text Account:
Leader is Stallen, mapper is Pi.

They are all going to get together, even the "Outlaws" and the Imps to try to trap them in the area S. of Room 24. They will be ready to flee to the E. to get away from them if necessary. They will retreat to the stairway down.
They kill all of them.
Fire, Mist, Ice, Steam, Smoke Imp will be among the creatures attacking, Their normal morale will be at a -2 becaures they are not so dedicated to the protection of this leve. There are a total of 4 apiece.
They are in room 24
T They do healing spells, Gal and Cyr. Harvest the Umberhuld part at the rate of 1 per 10 minutes.
Wizard Eye from Ga. She sends it down the new hole to where it dead ends.
TTT they zsearch and break down the wall.
They want to go to 25. There are Steam and mist imps there
They end up going into room 23. This room is empty except for the neogi beds made of web that are suspened paralel to the floor. 
T Victorex casts find traps (30).
Gal does d. magic (12)
Victorex casts true seeing (10)
8 GEMS - TOTAL VALUE 1630 GP in room 23
T Searching and cutting the web after Timber uses his sweetwater to wash away the adhesive on the web. Opal worth 250 gp and a ring of gold with a large garnet (120gp).
They head out to the doubel door so 25. They opend the door to 25. 
The room is so thick with steam, nothing can be seen.
Round 1 all they can see is steam. Gal. Necklace of blur. Gal., Vitc, timber, ember, Pi, kilak, dro.  Rock of bretathing
st is hit
Steam Mephits
Round 2 Gal.-wind Breath, 
They loose inititive and the mephits close the doors.
Round 3 - They re-open the door. Vict. Opens the door.
Round 4 - Cyril, Demi-Shadow Monsters - Salamander
Vict, Stallen, Burz, Timber can get in this round.
Round 5 - Burz, Boots of speed-Katrina, Ice Bolt,-cyril, confusion-
Mist
A 21x            B 18x               C 19conx m           D 20x
-12 Vict       -7 Stallen           -11 Stallen    -8 Vict
-                  -10 Burz

Fire Mephits attacking 
A 25x           B 11x con  m         C 20x                  D 22xm
-22+ Katrina

Round 6 - Cyril, Demi. Shadow Mon. Air Elemen. - Gal. IceBolt, 
Tim and Vict are holding the door open. The I.Bolt kills everythingincluding the salamander.
Round 7 - Lsy on hands, healing, 
Round 8 - lay on hands
Timber, burz and air ele. Go in to search.
T Heaing is cast. They don't find anything here except the doors. 
They open the door in the N to the cave in.
Vict. Casts find traps.
T They search
TT They try to open the fake E. door
T They open the door to 26. The shriekers begin. (10)
Round 1 - Stallen, Counter singing-
Round 2 - No Spells. - The Mephits will attack next round, the 10 Neogi will attack next round
Round 3 - 
Shrikers
A 12 x         B 20 x        C 17x      D19x          E 23 x           F 14x     
-7 Tim       -12 Vict        -5-12 bz     -12-8  pi   -17-11 Emb -7-7 Tim   

G 15 x          H 21x           I 16          J 35
-15 Vict        -14 Vict        -6-9-8 Burz   -14-13-15-14 Emb
                   -6-12 Pi
Time stop the round before the Neogi attack from the N and the Imps attack from the S.


Text Account:
Gal is the leader, Pi is mapper.
Time stop the round before the Neogi attack from the N and the Imps attack from the S. Room 26
Round 4 - Timber-healing, Kilana- Healing, Vict - Healing, Burz - Boots of Speed, Stallen changes to an inspirational song
Round 5 - Timber - heal light, Cyril - Slow, Dromar - Ice Bolt, Gal - Web, Kilana - Good Fortune.pi,gal,burz,kilana,tim,st,vict,emb kat,kilak
Round 6 - Cyril-Stink Cloud, Gal-Maj. Missle,
The imps and Umber Hulks and Neogi will be attacking in the 5th round.
Round 7 - Gal.-Mmissle, St-Chromatic orb
Round 8 - Dro-Color Spray, Cyril-Slow, Gal - Ice Bolt, Vict - Castigate, Kilana-Far Hand, St- , Timber-R. Heat and Cold
Round 9 - Katr.-Wraithform, Dro - Adv. Illusion, Kilana-curing
Round 10 - Kilana-Curing, Dro-Adv. Illusion, Vict.- Castigate, Gal. - Faith. Phant.
Round 11 - Kilana-Curing, Timber - Healing, 
Round 12 - Timber - Bat Sense, Kilana-Lay On Hands
Round 13 - Gal. - Ice Ball,  
The web will last for 24 turns (4 hours). As the Ice ball got all the guys in the West, off battle time.
They do some healing.
Gal. Wants to cast Ice Ball, and Stallen wants to run in. They argue about this! St. agrees to wait, but rushes in and is engulfed by the ice shards. His special ring protects him, but leaves a illusion of his dead body. The party freaks. Burz rushes in to aid him and dispells the illusion. All the creatures in the south are killed (54 points of damage from the Ice Ball.)
Vict. Casts a D. foliding and takes them all back to the Inn.
Time stop in the inn at around 2:00.

Umberhulk
West
G 48x  blue/gold    H 44x    brn/whi               I 66x red
-10-6-6-10  Burz   -14 -11-14-15 Emb            -7-15-19-7 Kilak
-27 Gal                                                       -10-12-9 Timber
-C. orb Stal                                                  -14 Sta.

South
J 50x  stun/sl             K 46x breaks free!                 L 33x -4 rounds reeling-Frozen
-5 -3-14 Dro              -3-5 Dro                              -10 Vict
                                -20 Gal
                                -32 Krom
                                -3 Kat
Neogi
West
A  19x             C 37x                  D 21x SLowed             
-9-41 Gal       -41 Gal              -41 Gal

South - Dromar casts snow illusion in south both neogi beleve, the mist mephit saves.
E 22 sl              F32 sl
-2-3-9 Dro         -3 dro

Mist AC 7-THAC0 16 - 
West
C 18x     
-18 Burz

South
A   20        B 21    
- 10          -10

Smoke AC 7-THAC0 16 - 
West
A 15x          B 22x          
-41 Gal      -41 Gal

C 17
South


Mist Mephit
Green skin. This ball automatically envelopes one victim within 10 feet of the breathing mephit. The victim must roll a successful saving throw vs. poison or suffer ld4+1 points of choking damage and be blinded for ld4 rounds. In addition to the breath weapon, mist mephits can create a wall of fog (as the spell) once per day (at a 3rd level ability). They can also assume gaseous form once per day and often use this ability to spy on others or escape combat.

Steam Mephit AC 7 - HD 3+2
 The hardened claws of a steam mephit cause 1d4 points of damage each, plus 1 additional point of heat damage per touch (no saving throw). In addition, the victim is 50% likely to be stunned for one round. These effects are cumulative, so a victim raked twice could be stunned for two rounds.

Steam mephits can breath a scalding jet of water every other round; no limit to the number of times per day this can be used. This jet has a 20-foot range and automatically hits its target. Damage is 1d3 points (no saving throw) with a 50% chance of stunning the victim for one round.

Once per day a steam mephit may create a rainstorm of boiling water over a 20-by 20-foot area. This storm inflicts 2d6 points of damage to all victims caught in the area of effect, with no saving throw allowed. Steam mephits may also contaminate water once per day (reverse of purify water).

Once per hour a steam mephit may attempt to gate in 1-2 other mephits with a 30% chance of success. There is an equal probability that the summoned mephits are either fire, lava, smoke, or steam. If two are summoned: they are of the same type.
 
Ljk


Text Account:
Galranwyn is leader. All the players are spell casters!
They are in the Inn after a long battle in the dungeon.
They stay home and cast some spells. Warm cantrip permancy and the like.
Burz. Inscribes spell - Ice Storm Takes 5 days.
Cyril is boozing it up and challenging to a chess match.
Katrina hands out presents to the townfolk. Then she takes her followers out hunting. They end up playing in the snow. They start making snowshoes and cross-country skiing. 
Gal. Is doing day care for the town kids in her tower. There are a lot of snow men around her place.
They are talking about doing some long range stuff. Dromar is considering reading his book of the planes for year.
Burzmali takes off flying looking for evil creatures to kill. He flies around for 3 days and doesn't find any.
They don't want to go down because they "don't have enough fighters".

Loudwater
Population: 4,000
Government: Ruled for 45 years by the High Lord of Loudwater, Nanathlor Greysword (NG 11th level cavalier) who came to the North from Nimbral to found his own realm, but instead, rose to rule a place that needed him.
Nearly a quarter of the inhabitants of this lovely town near the midpoint of the River
Shining are half-elven, descendants of the Eaerlann elves. A thousand years gone, the dwarf Iirkos Stoneshoulder built a spectacular arching stone bridge for the elves who once dwelt here. The elves are gone, but the bridge and the wide pool which serves as a river harbor still remain. Here, of old, traders of the Eaerlann elves began the portage around the Shining Falls before journeying north on the river again.
Loudwater is an idyllic place, where green, grassy banks line the river, and great
green trees shadow its waters. The town's wooden buildings are overgrown by hanging plants and ivy until they seem one with the forest.
Burzmail find Loudwater. He makes it his place to protect.
He wants to find an elf who has a demenor who he thinks will get along with Burzmali. He finds someone after 5 weeks of searching. It is a woman. Caleel thinks he's awesome. He teaches her stuff. He calls her a "scout". He takes her to a spot he found along the Shining Water with tree and thick foliage. They build a house in the tree in a position so they can watch Loudwater. He puts caches of weapons in the foliage around the tree to help fortify it. He studies the terrain to determine the best spots for attack and retreat. He tells her stuff to watch for and has her stand guard over the town.

NAME:CALEEL
CLASS:THIEF       RACE:ELF      SEX:FEMALE       LEVEL:1
HIT POINTS:4       ALIGNMENT:NEUTRAL GOOD    SEC. SKILL:HUSBANDMAN
STR [ 14  ] TO HIT:+0  DAMAGE:+0
INT [ 12 ]
WIS [ 16  ] MAGICAL ATTACK ADJ:+2
DEX [ 17  ] REACT/ATTACK:+3  DEFENSE:+2
CON [ 12  ] HITS:+0  SYS:80%  RES:85%
CHA [ 15  ] REACTION ADJ:+15%

HEIGHT:5'0"        MOVEMENT BASE:12"(12")
WEIGHT:80LB      CARRYING CAPACITY:700GP
THACO:20           ARMOR CLASS:8(8)
AGE:86

LANGUAGES:COMMON, NEUTRAL GOOD, THIEVES CANT, ELVISH, GNOLL, HALFLING, GOBLIN, HOBGOBLIN, ORCISH, GNOLL, UNDERCOMMON, SILENT TONGUE, GREEN DRAGON, HILL GIANT
SPECIAL:  2 X DAMAGE WITH BACKSTAB
 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
THIEVING SKILLS:
 PICK POCKETS:35%   OPEN LOCKS:20%
 FIND TRAPS:20%     MOVE SILENTLY:15%
 HIDE/SHADOWS:20%   HEAR NOISE:15%
 CLIMB WALLS:85%    READ LANGUAGES:0%

SAVING THROWS:
 PARALYZE, POISON OR DEATH MAGIC:13
 PETRIFY OR POLYMORPH:12
 ROD, STAFF OR WAND:14
 BREATH WEAPON:16
 SPELL:15

PROFICIENT WEAPONS:SHORTSWORD, BROADSWORD
WEAPON IN HAND:BROADSWORD (2-8)
ARMOR WORN:LEATHER ARMOR
EQUIPMENT:BROADSWORD, SHORTSWORD, LEATHER ARMOR, THIEVES PICKS & TOOLS, LEATHER, BACKPACK, WATERSKIN, CLOAK, RATIONS, LEATHER BOOTS, BEDROLL, BANDAGES, IRON
PROFICIENT WEAPONS:SHORTSWORD, BROADSWORD
WEAPON IN HAND:BROADSWORD (2-8)
ARMOR WORN:LEATHER ARMOR
EQUIPMENT:BROADSWORD, SHORTSWORD, LEATHER ARMOR, THIEVES PICKS & TOOLS, LEATHER BACKPACK, WATERSKIN, CLOAK, RATIONS, LEATHER BOOTS, BEDROLL, BANDAGES, IRON


Still left in the dungeon:
Smoke Mephit
C 17
South

Mist Mephit South
A   20        B 21

Neogi
E 22 sl              F32 sl


Text Account:
Lucy (ictorex) is leader.
They are all in Katina. If they don't find something interesting to do, the winter will be over and the next main adventure should begin! Six days passed the previous game.
Pisheo is playing games with her followers.
Vict. Is piously working with Marcie on setting up the services in the temple.
Timber makes the local game happy by setting out hay and food for the wild animals.

The party want to go down to the dungeon. 
1.5' of snow has fallen since they went to the riverside entrance to the dungeon. The way to the temple level is clear though. 
Vict. May dimension fold the party down to the dungeon if she can remember a good spot to come out. They will come out in room 13.
Before leaving they cast spells. Cyril-armor, Burz. Strength, Gal.-2 strengths on Pi. And Tim. Then an armor on herself. 
They arrive in the dungeon at 9:30
They come out in 13. 
Cyril become invisible. To room 21, through and toward 20.
T Vict. Casts find traps.
Ember breaks down door, and they go to 20. Then to the west ember opens the door in the west of 20.
BEETLE, FIRE (x4); AC 4; MV 12"; HD 1D8+2; #AT 1; DMG 2-8; INT NON; 
AL N; SIZE S; THAC0:18

HP 9,          12,          7,            10;        13
-12 Burz     - 12 Burz  -12 Burz   -20        -20
Round 1 - Cyril-Ice Storm, Burz-Ice Storm, Vict., Bless
They pick up nice pieces of shell and spell components.
T They head into the room beyond. They take fire beetle glands.
TT Searching 14 finding nothing
T They continue mapping. They head toward room 16
T Room 16 Vict. Finds the trap with his spell.
T Pi. Is inspecfting the trap. It is 4 triangular pices of steel covered with stone that are hinged and ballanced in position. When more than 50lb walks in 5' of the center of the room, it opens. A 10’ wide 30’ deep pit opens up and characters failing dexterity checks fall in taking 1d6 points of damage. In 1 round after the character(s) fall in, the walls slam shut doing 6d6 points of crushing damage.  
 They tie a rope around timber and have him walk forward to trip the trap.
T Emb, Stal, pi, krom hold rope. 
Gal and Vict search the desk.
T Stal does d. magic then helps them look in the desk. 
Vict. Studies room.
T Timber searches the bed. Stallen guts the bed
T They continue on their way.
T Kilana casts Find Traps.
T They Search the dead end behind the double doors.
TT They look for s. doors. 
T Vict. Det. Hidden doors. Lasts 9 rounds. They run around looking for S. doors.
They head off to 22, through it and across to the rock fall area.
T Gal does disintegrate and takes a chunk out of the debris and out of the stone. There is a narrow opening at the top of the rubble pile.
T Vict. Gets his censure of elemental summoning, loads it with insecnse and begins to encant "ba, ba. Ba ba oh bring me an elemental frined of the earth to make this passage safe and unobstructive.
T Vict tells him to open up the passage. He is Crumbler the earth elemental.
T They map toward teleport A. 
T They get to the teleport rune. Gal. Does det. Magic. 
Katrina does a L. Lore and is successful. This teleport was made by Randifus Rolmph. Made in the dungeon. Anynoe can use it. Age is 380 years old. Human made it. Activated by stepping on it.
Stallen and Vict. Step on the rune. They find the beach with the ceiling covered with. 
TTT They return in 1/2 hour and tell the party to come back with them.
They party goes through the tport. And arrive in the Beach of Solitude. They really like it! The decide to spend some time here. 
TTT Vict and St go underwater to search around. They find the corredor going N. They return and tell the party what they found.
Time Stop in the Beach of Solitude.

Still left in the dungeon:
Smoke Mephit
C 17
South

Mist Mephit South
A   20        B 21

Neogi
E 22 sl              F32 sl
Asdf


Text Account:
Dromar is leader. Pi is mapper.
1:30 PM
They are on the Beach of Solitude. 
T They decide to go into the water and go over to another area to the E.
TT They swim and walk through the water. They hear the noise coming from room 17. 
T They open the door.
T Kilana find traps
In 17.  Burzmali heads off to the backpack with Stallen right behind them.
T They head through the door to the north.
T They look around to the W then turn to the E and to 17 again.
Yellow and blue fountain. They mess with the water from the fountian.
Burzmali goes into the lake of green glowing green. It is a phosphoresent pool that requires movement to activate the glow which lasts for 12 hours.
TT Burzmali searches. He finds nothing.
They decide to head for the 7th level as the 6th is mostly mapped.
T They reach the 7th level. They head to room 10 and check out the gate.
T Vict. Casts F. Traps
They go to room 11.
The slimes attack.
Burz. And Ember, 
Round 1 M. Missle

GREEN SLIME (x4); AC 9; MV NIL; HD 2D8; 
5, 9,  9 , 14; #AT 0; DMG NIL; SA 
EATS THROUGH WOOD & METAL; SD SEE BELOW; INT NON; AL N; SIZE S; THAC0:16 IMMUNE TO MOST SPELLS EXCEPT HEAT & COLD (CURE DISEASE KILLS IT); PHYSICAL ATTACKS DO NOT HARM

Cyril blasts one. 3 more. Burz. Burns one with 
Round 2 They open the doors and head into the room between 11 and 12. 
They pass into the room between and Dromar mops up the green slimes with flame spells.
T They go throuthis room
T into 12. They see the deadly gate and leave without going into the room.
They go back toward 14.

Round 1 - Dro. Color Spray, Cyril-Slow, Gal-M.Missle II, Burz-rock to mud., Kilana-bless.
Round 2 - Cyril-Ice Storm, Burz flies, Gal-Maj Missle, Kat-M.Missle
Round 3 - Pis-Ring of Invis., 
Round 4 - Cyril-M.Missle, Kat.-W. Form, Gal.-MajMissle
Round 5 - Cyril-M.Missle, Gal-M.Missle II, 
Round 6 - No Spells

25,x slow         24x slow,              23,x               20x            23
-3-3-3 Tim      - 8-5-4-6-8 Krom    -11 Gal          -16 Gal       Turn to mud
-17 Katrina     -                            - Burz            -9 Krom
-34 Gal                                        -3 Tim           
                                                  -14 Cyril
25,                  24x,              23,x               20x            23x
Turn to mud    - Gal              -4 Tim           -7 tim        -3-5-4 pi
                      -tim              -5-6-6-6 Krom  -18 Cyril    - Burz
                                          -4 Pi              -21 Gal      -27 Gal
                                          -2 Burz
STONE GUARDIAN (x4); AC 2; MV 10"; HD 4D8+4; HP   #AT 2; DMG
2-9(x2); SD SEE BELOW; INT NON; AL N; SIZE L; THAC0:15
TAKES 1/4 FROM EDGED WEAPONS & IS IMMUNE TO NORMAL MISSILES, POISON & SPELLS OF CHARMING, PARALYZING, FEAR & HOLDING, TAKES NO DAMAGE  FROM COLD, FIRE & ELECTRICAL ATTACK.

TT They are searhing the room.
Time Stop as they are ready to go through the door to the S. in Room 14. 



Still left in the dungeon:
Smoke Mephit
C 17
South

Mist Mephit South
A   20        B 21

Neogi
E 22 sl              F32 sl
Asdf


Text Account:
Shortly after fighting the stone guardians on Level 7.
They are searhing the room. Time Stop as they are ready to go through the door to the S. in Room 14. 
4:30 PM

Through the door to the south (10' wide double doors).

TTTT They map around the area and finally get to room 16.
T Kilak casts a Find Traps spell and they continue toware 16. They look in the room, but only superficially. They head off mapping as they go and get back to the diamond shaped room with the fake doors in the E.
TT Katrina casts a knock on the fake doors.
Krom (in a pique) hacks the doors to pieces.
T They head toward the Teleport a area.
T Searching down through 15
T Continuing toward 17.
TT They find the teleport rune and check it out.
Along the walls in 9 different languages is the warning "Go back or you will live out your lives in doom and isolation".
A magic mouth on the wall says in 3 different languages "Go back or meet your doom."
They investiage it rune, but don't make the legend lore.
T They decide to head back to the 6th level.
As they turn to leave the rune a magic mouth appears on the other wall and says "You are wise not to attempt the plunder of my fortune".
They head back to the 6th level.
TT They go to Room 10
T They wind around until they get to room 4. It has a piece of drapery that was hung here by one of Neogi covering the s. entrance.
T They go to the water cave and decide to cross the water to get toward room 8.
T They get across. Gal, Cyril, Buz, Timb, pi
Burzmali get across room 8 and opens the door to 7.
Attacked by blood weirds!
180 Min.
Round 1 - No Spells.
Round 2 - No Spells
Round 3 - Cyril and Kat.-M.Missle, Dromar-Disp. Illu
Round 4 - Kilana-Lay on hands, Timber-Healing
Heading into pool room are Dromar, Krom
Dromar attacks the pool, Krom is guarding.
Round 5 - Dromar-B. Hands
Round 6 - Gal.-M.Missle 2, Dromar-B.Hand
Burz has taken 49 HP of damgae and is just eligible for a Deaths Door.
Burz is healed to full by Timber.

Timber runs to Burz. They open the door. First followed by Krom and the rest of the party.

They find a 50 gold cup and a knapsack with 232 GP in it.
Time Stop after they have completely destroyed the Blood Weird so it will never come again.

BLOOD WEIRD  AC 0; MV 12"; HD 6D8+3;
HP 48,             
-3-3-1-2-2 Burz   
-1 Dro
-1-2 Krom
- 23-23-21-22-22 Dromar
-1-1-2 Tim
-1-2 Pi.
-1 Kat
-38 Gal.
#AT 0; DMG PSUDOPOD; SA SEE BELOW; SD SEE BELOW; INT VERY; AL CE; SIZE L; THAC0:13
SUCCESFUL STRIKE DRAGS VICTIM INTO WATER UNLESS SAVE VS PARALYZATION MADE. LEACHES BLOOD AT THE RATE OF 10HP PER RND.

SHARP WEAPONS CAUSE 1HP; COLD SPELLS SLOW IT; FIRE 1/2 OR NO DMG; IMMUNE TO MOST OTHER SPELLS; TAKE OVER WATER ELEMENTALS ON 11+ ROLL ON A D20

Attacking Galranwyn-Pi helps her
DERGHODAEMON ; AC 0; MV 12"; HD 11D8+22;
HP 65; 
-8 Gal
-17-8 Pi
-17 Kat. 
-22 Cyril
-10 Timber
- Krom
#AT 5; DMG 9-13(x5); SA SEE
BELOW; SD SEE BELOW; INT LOW; AL NE; SIZE L; THAC0:9
IF 1ST 2 CLAWS HIT VICTIM IS GRABBED & OTHER ATTACKS ARE AT +2; GRABBED
VICTIMS MAY ATTACK BUT CANNOT RETREAT; SPELLS: CREATE DARKNESS 10' RADIUS, FEAR (AS WAND), TELEPORT WITHOUT ERROR, SLEEP

40% CHANCE OF WEAPONS (25% CHANCE OF CARRYING 1, 10% CHANCE OF CARRYING 2, 5% CHANCE OF CARRYING 3). WHEN HAS WEAPONS PARRY REDUCES AC TO -8 VS 1 ATTACKER FOR THAT MELEE ROUND

80% MAGIC RESISTANT TO 1ST LVL SPELLS




XP 1338

Still left in the dungeon:
Smoke Mephit
C 17
South

Mist Mephit South
A   20        B 21

Neogi
E 22 sl              F32 sl

There should be a place where one of the Rolmphs from about 550 years ago (Rupert Rolmph) put treasure. He was a wise man who valued knowledge above all. The spot he hid his treasure could only be escaped by being able to solve some puzzles and read thorass and a language no one has seen before (a pre-Dark Time tongue). The clues in Thoras will lead to the solutions of 3 of the 4 puzzles that need to be solved before the key to getting out is revealed. The last must be solved by the party. Find some puzzles QUICK!!

Asdf


Text Account:
Dromar is leader pisheo is mapper
They are outside the now open door to room 5.
T Gal. Sends W. Eye into room to look around, it is seen when the curtain moves and a H. Horror hits it.
T She tells them what they saw, and they discuss it.
They prepare by Stal.-W.Form, Gal.-W.Form, Vict. Etherialness, Tim.-Invisible, Pi-Invisible,

They enter room 5.

Round 1 - Dromar-B.Tenticles, 
Round 2 - Kat-M.Missle, Dromar-Flamehands, Gal.-Maj.Missle, Vict.-BlindBeam

42x                 44x                    21x              30x                    34x         38x
-13-17-7-19 Pi -18-9-8-17 Tim    -19 Kilak     -12-25-17 Emb -12-16 Sta  -22 Dro
-                    -6 Kat                 -24 Gal      -3-15 Burz        -22 Dro        -10 Kat


TTT They search the room, find the invisible barrel, open it and find the Caltrops and the Potion
TT They gather up and count the 1975 sp.           
They want to leave. Vict. Dim. Folding them back to in fromt of the Inn.

DAWTREP is impress at their place.
He gets real drunk and passes out in a room they give him. He is very happy!
They divy up the treasure next day.
2000 silver pieces 
These items are contained in barrels. 

Caglistro’s Caltrops 12 of them. - Timber
530 years oid, human, NE.
Potion of Mind Restoration - Party potion
420 old, 500gp, tegeth 
Time Stop


Text Account:
Burzmalli is leader pi. is mapper.
They find a 50 gold cup and a knapsack with 232 GP in it.
Time Stop after they have completely destroyed the Blood Weird so it will never come again. BLOOD WEIRD  AC 0; MV 12"; HD 6D8+3;
T They head off to Room 9 and answer the riddle. The door opens and Dromar almost falls into the pit he forgot about.
Pi as a bat flies across and Stallen uses his boots to get into room 9
RRRRRRRRRR The pit trap closes but no one is inside.
Burzmali comes over and searches for S. Doors as does Pi.
They head off to the West.
They stop and search a spot on their map that has a ? On it. There is nothing there!
T They head W. and to the dead end. They search the room. 
They go back to the intersection. 
T Off to the dead end to the S. Searching.
They go to room 6
T They look at the statue and Kat. Does a L. Lore.
They go into the next room and see nothing but rat skeletons and the bones of the elf. The leave in 3 min
They go back to the Stairway to the 5th level. Vict. Casts D. Fold.
They are back in the Inn and having dinner.
After dinner they continue to bicker about where the party is going to go. 
The next morning, Vict. Crier wakes the party up.
They memorize spells and head back to the dungeon. 
Vict. Does a D. Fold to take them back to the Dungeon. 
They cast spells, Gal-strengthx2, burz-strength, cyril-armor, Gal-armor, Cyril-Invisible.
T They search the passage for S. Doors
T They head t6 the E. 
T 
Room 6 Kroens the door to room 6

Room 5 Hook horror
They return to the 7th level Room 6, the floor has roses.
They head off to the door.
TT They go through s. doors heading to the way down to level 8.
The stairway goes 90' down. Vict. Casts Det. Traps.
T On the 8th below Room 2. No Enc. They search it again.
T They are going toward Room 5. 
They turn and end up going toware Room 6
Krom opens the door and they go in.  There is no trap in this room now.
T They search it. Burz takes a stone pear. Stallen takes a persimon. Timber a apple split into two sections.
T Timber uses a chisel to chip an apple stone appart. It contains nothing.
No Enc.
They go south into the room off the water cavern. There are parasitic worms in this water. 
T They chck across the water with a Wizard Eye.
T Searching around.
T to room 4.
T The flying mace (THAC0 18) will attack every 1d4 rounds-2, 3 
They head into the room. The mace attacks ember.
T They examine the broken weapons. 
T The attacking mace is grabbed by Burz who can barely control it. Timber and Krom help him hang on to it.
No ENc
T Katrina ties a rope to it. Ember drives a peyton in the floor. No Enc.
IT will follow them. 
-6-10 steel 
T They search stuff in Room 3. Det. Magic by Gal. 
T They head through the curtan.
No Enc.
T Searching and mapping as they move toward room 9.
T They go into room 9.
To room 12
T The ruiened chapel. It use to be a chapel to Milikki, but has been desicrated.
They hear the moans of the priests as they were slaughtered by monsters. Timber says a prayer and these sounds dissappear for a day.
Finally, an encounter! The hook horrers are waiting for them back in room 9. They lay an ambush for them there. 
T They continue to search the stone fragments of the truncated statue of Milikki on eiter side of the destroyed alter.
T They search for S. door outside 15
T They search the room.

They go to room 20 and see the coffins. They are protecting the stairway down to the 9th level. 

They head toward 18. 
T They go into room 18 Shimilar Drumenden the drow lived here. CE. Made by human slaves.
The hook horrors are waiting for them outside this room.
Time stop in this room after they have searched. 


10 Appearing
42              44            21                 30            34       


28              32             21                21            38
      
INTELLIGENCE: Low (5-7) 
ALIGNMENT:  Neutral 
NO. APPEARING: 2-12 
ARMOR CLASS:  3   MOVEMENT:  9  HIT DICE: 5 
THAC0: 15   NO. OF ATTACKS: 3  DAMAGE/ATTACK: 1-8/1-8/2-12 


Azdsf


Text Account:
Dromar is leader - Pi is mapper
They are on the 8th level, they head toward 18. 
T They go into room 18 Shimilar Drumenden the drow lived here. CE. Made by human slaves. The hook horrors are waiting for them outside this room.
In room 18. In room to N. 
T They find nothing other that the s. door by burz.
They don't find the other S. door and return to room 18
They open the double doors and go E.
TTT Searching to the E. of 18
No Enc. Back to 18
Hook horrors are wating behind the S. door of room 18.
To room 4 and to the south toward room 6.
No Enc.
T Through room 6
T Mapping around
T Go N. then W. to the water room. The ceiling of this room is stalagtites and a lot of water is dripping from the ceiling. They glisten with moisture. The water here is good to drink. They send a W. eye in and check things out.
T Mapping around 
Toward room 1. The hear sounds from the W. passage.
Round 1
Burz. - fly,
TTTT Searching
thumb screw
Pan Pipes (musical) (Cursed Pipes of endless dance) Play any note to activate.
The one playing cant stop and all who hear ST or dance until exhauseted.
Demons Horn (Enscribed with Dothyargath). Summons him when name is spoken
 and chime is rung. -Greater Yugoloth Made by Beshaba.
Iron Chime of Demon Summoning when used by one holding the horn and speaking his name, Dothyargath will be summoned against his will. He will not be controled by the magic.
They would like to leave.
T They return to Room 6. Kilana, gal, burz memorize this room so they can return to it again later.
L.Lore on the pipes. Made by Rambunctious Rolmph on the 9th level. 2200 years old.
They study the room and d. door back to the Inn.
They get back around 12:20 in the morning and have a light snack before going up to bed. 
They put the griffon bodes out in the snow to freeze. No attrackted carrion beasts.
Gal. Gives the head to be stuffed. The carcases are butchered for good cuts for Fido the rest is dragged to the forest for the critters.
Time stop the day after the trip down to the 8th doing things around the Inn.

GRIFFON (x2); AC 3; MV 12"/30"; HD 7D8;  #AT 3; DMG 1-4(x2)/2-16;
INT SEMI; AL N; SIZE L; THAC0:13
HP 28,                 26
   -8-4 Dromar     -25-36 Krom
   -11-11 Timber

Hook Horrors in room 5
10 Appearing
42              44            21                 30            34       


28              32             21                21            38
      
Any/Subterranean 
 DIET:                        Omnivore 
 INTELLIGENCE:           Low (5-7) 
 TREASURE:                P 
 ALIGNMENT:               Neutral 
 NO. APPEARING:         2-12 
 ARMOR CLASS:           3 
 MOVEMENT:               9 
 HIT DICE:                    5 
 THAC0:                     15 
 NO. OF ATTACKS:       3 
 DAMAGE/ATTACK:      1-8/1-8/2-12 
 SIZE: 
                       L (9' tall) 
 MORALE: 
                       Steady (11-12)
INTELLIGENCE: Low (5-7) 
ALIGNMENT:  Neutral 
NO. APPEARING: 2-12 
ARMOR CLASS:  3   MOVEMENT:  9  HIT DICE: 5 
THAC0: 15   NO. OF ATTACKS: 3  DAMAGE/ATTACK: 1-8/1-8/2-12 




The next random encounter will be with the Su-monsters.
SU-MONSTER (x9); AC 6; MV 9"; HD 5D8+5; #AT 5; DMG 1-4(x4)/2-8; SA SEE BELOW; INT AVERAGE; AL CN; SIZE M; THAC0:13 PSIONICS, ATTACK RATE IS DOUBLE IF MATE IS ATTACKED

HP 34, 28, 29, 23, 32; 

34         28          29       32


Text Account:
Dromar is Leader, Pisheo is mapper
Time stop the day after the trip down to the 8th doing things around the Inn.

Thinking about going to the dungeon again.
They hang out with their followers, Timber loads a cart w/hay and changes shape to a Polar Bear to pull it into the wilderness.
Burz puts mud skins around 10 light rocks. They will take a couple of days inside the inn to harden, but he uses spells to harden them in a single night.
They talk about what to do with the cursed items. Timber and Gal. Want to go to Waterdeep to take them to a temple. Burz wants to find info on Black Elves, and goes to Waterdeep with them
The next morning, they others help out their followers. 
Gal, Tim, and Burz head off to Waterdeep. Gal casts a Teleport spell to go to the temple grounds. Timber turns into a sparrow hawk and sits on Gals shoulder.
Gal. Takes Burz to the Waterdeep library. No Enc.
Gal goes back to the Temple and T.ports to the Inn again about 2:00.
Timber flies away to the Milikki Shrine lands, transforms and looks around for someone. 
The shrine is a humble one, but has been kept clear of snow. Woman 19 years old. An accolite named Tethma. 
Mother Trika. Her familiars are all bugs.  She drugs him with herbs and gets him talking about himself all night long. She takes the cursed items from him and gives him a talking cockroach. It only speaks in single words. He files back to the House 'o Stone.
He gets 20 of 70 miles the first day. He has an encounter late in the 3rd day.
Burz. Looks for a dead end secluded spot to memorize for teleport. He studies the spot then teleports back to the Inn.

Timber encounter with a 5 bugbears late that night. 

HP 15                15                    12,              5                 8
-10 TIm             -9 Timber        -10 Timber

BUGBEAR (x5); AC 5; MV 9"; HD 3D8+1;  #AT 1; DMG 2-8/BY
WEAPON; SA SURPRISES ON 1-3; INT LOW; AL CE; SIZE L; THAC0:16

Round 1 - Invisible Ring
Attacking with Clubs
Round 2 - Attaking
Round 3, 4 attacking. They run away.

He gets back to the Inn 4 days after they were down in the dungeon. 
They talk about going back down to the dungeon.
They make preperations to go down.
Gal casts 2 str spells and an armor, Burz casts str,they are heading down to the 8th level. Kailan casts a D. Fold to the dining hall on the 8th level Room 6
In room 8 is a Monster guarding the gate beyond.
Round 1 - Dromar casts flame hands but misses the unrevealed mosnters.
Round 2 - No Spells, Dromar stands alone.
Round 3 - Gal-M.Missle, 

      35,                 45
-7-7 Dromar          -18-29-8 Krom
-26 Gal                  -2 Burz.
-8-7 Pi

OTYUGH (x2); AC 3; MV 6"; HD 8D8; #AT 3; DMG 1-8(x2)/2-5; SA SEE
BELOW; SD NEVER SURPRISED; INT AVERAGE; AL N; SIZE L; THAC0:12
MAY GUARD OTHERS' TREASURE - 90% CHANCE FOR DISEASE WITH EACH SUCCESSFUL STRIKE

TTT They search the garbage in room 8 for a long time and find nothing.
T They go to the phony door in the North. They don't open it.
T They try the W door, but it is a secret door hidden as a normal door, but it slips into the flor when the preasure plate is pressed on.
T They don't succeed and try the S. door. 
T They search the room for S. door and find the one in the w.
Kilana casts D. Trap
T They go to the room beyond
T into the corredor
To Room 8. 20' wide and high gate
TT They search the room.
This gate has ranbow washes of brillient light that randomly go across the face of the energy wall inside the gate. During this time, the destination is randome!
TT Trying to find the way to open the S. door.
Dried flowers in the door to the W. They are of a variety that some of the people may know is common in Myth Dranor.
TT They go in and search. 
Waiting at the dip just after room 8 the Hook Horrors are waiting.
TT Searching for S. Doors around and not finding any.
Into the place where the hook horrors wait.
Round 1 - Gal-S.Maj.Missle, Dromar-B.Hands, Kat.-M.Missle
Round 2 - Gal-M.Missle, 

Hook Horrors in room 5
10 Appearing
42x                     44x                   21x                    30x                     
-17 Katrina        -27 Krom            -9 Dromar           -17-8 Timber
-21 Dromar       -11-11 Timber     -32 Krom              -4-1 Burz
-31 Gal             -3 Burz                                          -21 Gal
T Searching

Round 1 -  Gal-S.Maj.Missle
Round 2 - No Spells

34x                    28x              32x             21x  
-25 Krom             -28 Krom     -8 Kat           -26 Gal
-15-15-6 Drom     -8 Burz        -8-16 Timb   - 9 Pi
-12 Burz
TTT Searching
No Enc.
TT Searching and mapping to room 23
T Secret Door stuff
Katrina, Timber, Pi and Burz 
In Room 23
"Penibas the Bard died here 1221 Eliant 12"
The oil on the floor is oozing from the lump of clay.
T They search the backpack.
T More mapping and searching. Going toward 24
T Opening the door.
T Into room N of 23
TT Toward room 24.
Fountain in 24:
1 drink - 1 effect
Adds +1 to highest attribute for one day.
Second drink lowers lowest attrib by 2
Will only work once per month.
They memorize this room as a place to teleport and fold.

There are 17 Jermilane and 32 giant rats. The Jermilane send the rats toward the party so they can escape while hiding.

Round 1 - Dro-B.Hands, Tim-Flame Strike, Gal-M.Missle II
Gal xxxxxx
Dromar xxxxxx
Timber xxxxxxx 2 jermilane
Pi-x
Kiana-x
Krom 
Fido x
Burz x
Kat x
Kilak x
Meeth x
Fido x
The party does not see the Jermilane as they escape through the door. There are 17 spreading out throught the dungeon.
TT They search and map the room.
Dromar goes w. form and head down the trap corredor. He may see the opening near the entrance where the 4 rats are hiding.
T Dromar searching in wraithform.
They go back to 16 and see a Jermilane luring them to the E.
T Searching around.
They continue to search around for S doors and the little guy that was luring them to the E.
Off to room 10.
There are 14.
11x       12 x      5x         4x       3x          15x           6x           14x             7x
-7 PI.    -8 Kat   -8 Burz  -8 Dro  -9 Kilak   -9-11 Tim -17Krom  -6-37 kilana  -5 Burz
T Searching 10
TT They search 11
Time Stop standing in front of the steel doors across the stairway down to the 9th level.

The Jermilanes will pester the party and try to stay out of sight leaving traps behind to bother 509 as much as possible.

21            38
These flee and try to stay away from the party!

Any/Subterranean 
 DIET:                        Omnivore 
 INTELLIGENCE:           Low (5-7) 
 TREASURE:                P 
 ALIGNMENT:               Neutral 
 NO. APPEARING:         2-12 
 ARMOR CLASS:           3 
 MOVEMENT:               9 
 HIT DICE:                    5 
 THAC0:                     15 
 NO. OF ATTACKS:       3 
 DAMAGE/ATTACK:      1-8/1-8/2-12 
 SIZE: 
                       L (9' tall) 
 MORALE: 
                       Steady (11-12)
INTELLIGENCE: Low (5-7) 
ALIGNMENT:  Neutral 
NO. APPEARING: 2-12 
ARMOR CLASS:  3   MOVEMENT:  9  HIT DICE: 5 
THAC0: 15   NO. OF ATTACKS: 3  DAMAGE/ATTACK: 1-8/1-8/2-12 
Bvc


Text Account:
Gal. Is Leader
T Searching 10
TT They search 11
Time Stop standing in front of the steel doors across the stairway down to the 9th level.
The doors are guarded by powerful magic cast by Reatk Rolmph, a 18th level mage now Lich. It is a repulser field.
Back to room 16. Stallen trips on one of the traps and his pack strap is cut.
They search for 10 min.
Kalana casts Det. Trap
T They continue to the S. and find the S. Door. They go through into the room beyond
T Searching for door
T Searching to open
Door opens to Room 19.
T They rush in to investigate. Stallen sits on the throne and looks around the rest spread out to search.
T Burz uses a chisel to cut through the bronze floor to the rocky floor.
T They get to rooom 17.. The jermalaines are going to escape. Burz casts fly (11 turns)
T They are searching and 3 Jer have stayed at the doorway to keep an eye on them.
One saves.
One of them fires a dart at stallen but misses and hits his foot.
They trip the trap and get the chest of e. open.
TT They get the coins in Kat. Pouch.
They investigate the griffons and see the eyes are rubys worth 100 gp each.
T Continuing to search and memorize the room for returning later with spells.
T looking for s. doors behind the vase.
They go back to room 16 and to the west. Burz. Flies down the trapped corredor.
TT They hunt around, katrina casts w. form and looks at the rat area.
They go through 20 and past 15.
T Searching for S. doors.
T Toward room 9 and searching
T Toward room 13. Searching for the S. Door here.
TT they are searching the N wall of room outside 13.
Gal uses knock to open E. Wall and enter room 13. The gate here is salmon colored.
Gal., kilana, kat. Are attacked by the Musk Creeper.
5 of them
Round 1 - Kilana, bless - 
The flowers are roused, but the party has backed 10' off. 
T They find the s. door behind the portal in the middle of the room.
They go into 14. 
TTT They heal and make Dawtrep sane. He agrees to come with them. They loan him clothes and a sword.
T They find the s. door to room 5.
Gal uses knock and the 3' square door opens.
Time stop before they investigate.

NAME:DAWTREP

CLASS:FIGHTER
RACE:DWARF
SEX:MALE
LEVEL:7
HIT POINTS:62
ALIGNMENT:LAWFUL NEUTRAL
STR [ 17  ] TO HIT:+1  DAMAGE:+1
INT [ 13  ]
WIS [ 10  ] MAGICAL ATTACK ADJ:+0
DEX [ 16  ] REACT/ATTACK:+1  DEFENSE:-2
CON [ 18  ] HITS:+4  SYS:99%  RES:100%
CHA [ 08  ] REACTION ADJ:+0%

HEIGHT:3'11"   MOVEMENT BASE:12"(6") - WEIGHT:144LB   CARRYING CAPACITY:1000GP
THACO:13       ARMOR CLASS:0(3)
LANGUAGES:
COMMON, LAWFUL NEUTRAL, DWARVISH, GNOME, GOBLIN, 
KOBOLD, ORCISH, SALAMANDER, SPIRIT NAGA

SPECIAL:
 INFRAVISON 60'
 DETECT SLOPE 75%
 DETECT NEW CONSTRUCTION 75%
 DETECT SLIDING WALLS 66%
 DETECT STONEWORK TRAPS 50%
 DETERMINE DEPTH 50%
 +1 TO HIT HALF-ORCS/GOBLINS/HOBGOBLINS/ORCS
-4 ON AC VS. GIANT MONSTERS
+5 ON SAVING THROWS VS. RODS, STAVES, WANDS, SPELLS, AND POISONS

SAVING THROWS:
PARALYZE, POISON OR DEATH MAGIC:10
PETRIFY OR POLYMORPH:11
ROD, STAFF OR WAND:12
BREATH WEAPON:12
SPELL:13

PROFICIENT WEAPONS:BOW, BATTLE AXE, SPEAR, DAGGER, SHORTSWORD, MORNING STAR


Jremalains
CLIMATE/TERRAIN: Subterranean 
 FREQUENCY:  Uncommon 
 ORGANIZATION:  Clan 
 ACTIVITY CYCLE: Any 
 DIET:  Omnivore 
 INTELLIGENCE: Average (Genius cunning) (8-10) 
 TREASURE: Per 10 individuals O, Q; in lair C, Q (x5), S, T 
 ALIGNMENT: Neutral evil (slight lawful tendencies) 
 NO. APPEARING: 12-48 
 ARMOR CLASS: 7 
 MOVEMENT: 15 
 HIT DICE:  1-4 hp 
 THAC0: 20 
 NO. OF ATTACKS: 1 
 DAMAGE/ATTACK: 1-2 or 1-4 
 SPECIAL ATTACKS: See below 
 SPECIAL DEFENSES:  See below 
 MAGIC RESISTANCE: See below 
 SIZE:  T(1'+) 
 MORALE:  Steady (12) 
 XP VALUE:  Normal: 15 



Jermlaine are a diminutive humanoid race that dwells in tunnels and ambushes hapless adventurers. They are known by a variety of names such as jinxkin or bane-midges. 

Jermlaine appear to be tiny humans dressed in baggy clothing and leather helmets. In fact the "clothing" is their own saggy skin and pointed heads. The limbs are knottily muscled. The fingernails and toenails are thick and filthy, although the fingers and toes are very nimble.
Their gray-brown, warty hide blends in with natural earth and stone. When they wear rags or scraps as clothing, such items are also camouflage colored. 
They speak in high-pitched squeaks and twitters. This speech may be mistaken for the sounds of a bat or rat. They can also converse with all sorts of rats, both normal and monstrous. Each jermlaine has a 10% chance to understand common, dwarvish, gnomish, goblin, or orc (roll separately for each language). 

Combat: Jermlaine are cowards who have made an art of the ambush. They only attack when they feel there is no serious opposition. They prefer to attack injured, ill, or sleeping victims. They avoid directly confronting strong, alert parties, although they may try to injure them out of sheer maliciousness. Jermlaine possess weak eyes and infravision that only extends for 30 yards, but their keen smell and hearing enable them to detect even invisible creatures 50% of the time. Jermlaine move silently and quickly, with a scuttling gait (this stealth causes opponents to suffer a -5 penalty to their surprise rolls). They are 75% undetectable, even if listened or watched for, unless the jermlaine purposefully reveal their presence. 

Jermlaine typically arm themselves with needle-sharp darts; they can hurl these 120 yards for 1-2 points of damage. They also carry a miniature pike; these 1½-foot-long sticks with sharp tips inflict 1d4 points of damage. If the jermlaines are out to capture a victim, they are also armed with blackjacks. 

The jermlaines' favorite tactic is capturing victims with nets or pits. In little-used passages the creatures prepare pits covered by camouflaged doors or string nets overhead. In more-traveled passages, the jermlaine stretch trip cords. When a victim falls afoul of a trap, the jermlaine swarm over him. Some pummel him with blackjacks while others tie him with ropes and cords. Such beatings have a cumulative 2% chance per blow of causing the victim to lapse into unconsciousness. If a victim is wearing splint, banded, or plate mail, these pummeling attacks are ineffective. Knowing this, the jermlaine attack well-armored victims with acid or flaming oil missiles. 

Slain victims and 5% of subdued victims are later devoured by the jermlaine and their rats. Most captives are robbed, stripped, shaved totally hairless, and left trussed in a passageway. If an unsuspecting victim pauses near a lurking band of jermlaine, they dart out and cut straps, belts, packs, and pouches. Each jermlaine in the band makes one such attack before fleeing back into the shadows. Such attacks are usually not noticed till 1d12 turns later, when the slashed items begin to fall apart. They also try to steal, damage, or
befoul victims' possessions. 

When encountered, 25% of jermlaine are accompanied by 1d6 rats and 50% are
accompanied by 1d6 giant rats (only one type of rat per group of jermlaine). Groups of 35 or more jermlaine are accompanied by an elder -- a very old jermlaine with the magical ability to drain the magic from most magical items if he can handle such an object for 1d4 rounds. Artifacts and relics are immune to such attacks. 

Jermlaine are treated as 4-Hit Die monsters for purposes of saving throws and magical attacks. Due to their diminutive size, they escape all damage from attacks that normally do half damage if the saving throw is successful.


Text Account:
There was a data loss! Can't find last weeks stuff.
Droamr is Leader, Pisheo is mapper.
They are OK, back in their Inn. They are awake the next morning, talking about what happened.
They are talking about doing the room with the coffins and the way down to the 9th level. Room 20. The Greater Mummies are not evil, they are LG and have freely agreed to become mummies in order to guard against and caution any against going down  
They caution the party against going down. The 9th level is full of nasty creatures (the litch and his minions).
Burz. Casts Str. And is +1+3.
Vict. Volenters to D. Fold them to the fountain room. (Room 24)
They get there safely, and start drinking from the fountain.
3 drinks,2 effects,Infravision, Indifferent to Money, +1 to random ability for 1 mo.
They are heading to the coffin room (20).
They are messing with the paintings, 
Stallen does a L. Lore. On coffins.
Runic Rolmph had the coffins made in Katina 730 years ago. 
Stallen pushes the coffin down and it makes no offensive moves until someone starts down the stairs. They open the coffins.

Greater Mummies - LG Affected only by Neg. Plane spells.
Round 1 - Dro-M.Image, Kilana-Bless
They don't attack, they move to the S.

Round 2 - They attack!  Burz.-F.Ball, Tim-Fire Res.-Kilana-striking, Gal-Blur
Round 3 - Burz.-L.Bolt, Dromar-A.IceBolt, Gal.-Haste, 
All but Katrina, Vict, Stallen,  are in the haste.
Round 4 - Dro-B.Tenticles, 
Round 5 - Dro.-D.Door,Kat-W.Form-
Tim, Emb, Krom attacking Burz to subdue.
Burz -26 Emb   -19 Timber 
Round 6 - Burz-ESP, 
Round 7 - No Spells - 
Round 8 - No Spells
Round 9 - Vict.-Turning, 
Round 10 - No Spells
Round 11 - No Spells
Round 12 - Vict-B.Beam, Kilana-lay hands

A 45x                       B 34sx                   C 29s            D 37sx
-12-13-5 Dromar     -4-5-2 Dromar      -1 Drom           -2 Drom
-5-6-7                     -36 Pi                  -23- Emb         -13 PI-31 Emb

E 37sx                    F 47x                  G 39sx             H 29sx
-2-1 Dromar         -1-5-6 Dromar    -7-8-31 Pi.        -12-11-11 Kilak
-10-9 Tim            - Drom               -22-10 Timber
-20 Tim                -6-4-3-12-11 Burz        -28-37 Emb 
                           -23-11 Tim

I 41x                     J 30sx          K 33
-5 Dro                  On Stallen    -2-5 Kat
-6-13  Burz
-10 Tim
-14 Kilak

Ember, Kilak, Timber, Stallen, Dromar and Pisheo are infected with Positive plane inffection.
"The magical head speaks after all the Mummies go down saying "I can only hope that you are the ones. The way is open to you now!"

Don't forget the Jremalains
CLIMATE/TERRAIN: Subterranean 
 FREQUENCY:  Uncommon 
 ORGANIZATION:  Clan 
 ACTIVITY CYCLE: Any 
 DIET:  Omnivore 
 INTELLIGENCE: Average (Genius cunning) (8-10) 
 TREASURE: Per 10 individuals O, Q; in lair C, Q (x5), S, T 
 ALIGNMENT: Neutral evil (slight lawful tendencies) 
 NO. APPEARING: 12-48 
 ARMOR CLASS: 7 
 MOVEMENT: 15 
 HIT DICE:  1-4 hp 
 THAC0: 20 
 NO. OF ATTACKS: 1 
 DAMAGE/ATTACK: 1-2 or 1-4 
 SPECIAL ATTACKS: See below 
 SPECIAL DEFENSES:  See below 
 MAGIC RESISTANCE: See below 
 SIZE:  T(1'+) 
 MORALE:  Steady (12) 
 XP VALUE:  Normal: 15 



Jermlaine are a diminutive humanoid race that dwells in tunnels and ambushes hapless adventurers. They are known by a variety of names such as jinxkin or bane-midges. 

Jermlaine appear to be tiny humans dressed in baggy clothing and leather helmets. In fact the "clothing" is their own saggy skin and pointed heads. The limbs are knottily muscled. The fingernails and toenails are thick and filthy, although the fingers and toes are very nimble.
Their gray-brown, warty hide blends in with natural earth and stone. When they wear rags or scraps as clothing, such items are also camouflage colored. 
They speak in high-pitched squeaks and twitters. This speech may be mistaken for the sounds of a bat or rat. They can also converse with all sorts of rats, both normal and monstrous. Each jermlaine has a 10% chance to understand common, dwarvish, gnomish, goblin, or orc (roll separately for each language). 

Combat: Jermlaine are cowards who have made an art of the ambush. They only attack when they feel there is no serious opposition. They prefer to attack injured, ill, or sleeping victims. They avoid directly confronting strong, alert parties, although they may try to injure them out of sheer maliciousness. Jermlaine possess weak eyes and infravision that only extends for 30 yards, but their keen smell and hearing enable them to detect even invisible creatures 50% of the time. Jermlaine move silently and quickly, with a scuttling gait (this stealth causes opponents to suffer a -5 penalty to their surprise rolls). They are 75% undetectable, even if listened or watched for, unless the jermlaine purposefully reveal their presence. 

Jermlaine typically arm themselves with needle-sharp darts; they can hurl these 120 yards for 1-2 points of damage. They also carry a miniature pike; these 1½-foot-long sticks with sharp tips inflict 1d4 points of damage. If the jermlaines are out to capture a victim, they are also armed with blackjacks. 

The jermlaines' favorite tactic is capturing victims with nets or pits. In little-used passages the creatures prepare pits covered by camouflaged doors or string nets overhead. In more-traveled passages, the jermlaine stretch trip cords. When a victim falls afoul of a trap, the jermlaine swarm over him. Some pummel him with blackjacks while others tie him with ropes and cords. Such beatings have a cumulative 2% chance per blow of causing the victim to lapse into unconsciousness. If a victim is wearing splint, banded, or plate mail, these pummeling attacks are ineffective. Knowing this, the jermlaine attack well-armored victims with acid or flaming oil missiles. 

Slain victims and 5% of subdued victims are later devoured by the jermlaine and their rats. Most captives are robbed, stripped, shaved totally hairless, and left trussed in a passageway. If an unsuspecting victim pauses near a lurking band of jermlaine, they dart out and cut straps, belts, packs, and pouches. Each jermlaine in the band makes one such attack before fleeing back into the shadows. Such attacks are usually not noticed till 1d12 turns later, when the slashed items begin to fall apart. They also try to steal, damage, or
befoul victims' possessions. 

When encountered, 25% of jermlaine are accompanied by 1d6 rats and 50% are
accompanied by 1d6 giant rats (only one type of rat per group of jermlaine). Groups of 35 or more jermlaine are accompanied by an elder -- a very old jermlaine with the magical ability to drain the magic from most magical items if he can handle such an object for 1d4 rounds. Artifacts and relics are immune to such attacks. 

Jermlaine are treated as 4-Hit Die monsters for purposes of saving throws and magical attacks. Due to their diminutive size, they escape all damage from attacks that normally do half damage if the saving throw is successful.





Zx


Text Account:
The party has a christmas adventure.
There was a time stop when Saint Slacu arose.
There is a 10% Cumulative chance that the party will be visited by the Demon each day. 


Greetings and Drinks 
Dinner 
The name of the demon who has imprisioned Saint Slacus is Chring 
Players will use their own characters as I want to use Saint Slacus for other things in the campaign. 

Clerics get spray bottles "full of holy water". 
Fighters get swords 
Mages get a light spell and a trick dagger to hit without the blindfold. 

The bags we give them are "bags of holding" to take the pinata stuff away in. 
The order of attacks will be: 
Clerics 
Mages 
Fighters 

The pinata will be disguised as a ghost by throwing a sheet over it with red eyes drawn on it. 
If the weather is good, the rope will be thrown over the back stop across the street. If the weather is bad, the rafter of the garage will be
used and all must fight on their knees. 

All will be placed so they can hit the pinata without a chance of hitting each other. 

The pinata may suffere damage before it breaks completely. No treasure may be taken until the "ghost" is pronounced "dead" by the Ref. 

After the creature is dead, the loot is gathered up and placed in the bags or holding 

Important skills and spells to spread around through the party: 
Blind Fighting 
Light Spell 
Read Ancient Languages 
Spaek with Animals 

After the ghost has been dispelled, the party gathers in the house. 
Lisa dressed as santa distributes the gifts they receive for rescuing Saint Slacus. 
The party devides up the pinata "treasure" 

Santa Claus becomes Saint Slacu. 
The Grinch becomes the demon Chring 

In the days of chaos following the Dark Millenium, any figure of law and kindness was revered. Shining out of this time is 
the tale of Saint Slacu.He is said to have been a sailor along the Sword Coast  in his youth. He saw the horror and sadness that are part of
chaos and the lack of laws, and made the chaos and evil his friends. 
Slacu did not start out as a holy man.  He plied the seas and made small toys of cast off rope and sea flotsam which he gave away to
childeren. He did this to gain their confidance which he used to further his nefarious cheats and cons. His youth was spent gatherin wealth in
what ever way presented itself; bit it lawful, ethical or not. 
Soon he owned his own ship and could travel as he willed. At each port he paused at, used small gifts to ingratiate himself to the locals, then
use their trust to bilk them or gain information needed to steal what ever they had of value. The result of these early sins was great wealth. 
Slacus retired with his fortune at a young age. He used the fortune to obtain large land grants and thereupon built a castle to guard them
from invaders and against the many people whom he had cheated or stolen from. The location of the castle he built is not known, but 
is claimed by many small town with ruins nearby. He became absorbed in the study of the misteries of Bob and became 
a cleric. So in his travels,  he continued his good works. He healed the sick and wounded along with his philantrophy. 
Slacus was always one to give thanks to Bob, but in his older years became particulaly interested in his life after this life. In answer to his
prayers, Bob spoke to him and told to take up a new way of life and become a demi-god or continue in his current ways and remain
forever unknown. 

So in his travels,  he continued his good works. He healed the sick and wounded along with his philantrophy. 

He traveled comfortably in a coach during the good weather and a sleigh during the winter. He seldom traveled along the coast. His winter
visits were the favorites among the people as it was such a lonley season and his small gifts were particularly welcome. 

On his visits, he would travel with a dark elf (even then they were feared and dispised). The elfs name was Black Peter 
and would punnish those who broke the law and in particular childeren who were bad. 

Once, he traveled back to one of the places he had cheated and was found out. There he stayed in prison until word of his good conduct in
prison (healing and encouraging all those he met) reached the ear of the local baron. On hearing the story of Slacu's life, the baron granted
him his freedom. 

In another Saint Slacu helped three prisoners wrongly condemned to death. Coming to the scene of their execution, he stopped the
executioner and berated the governor until he repented of having taken a bribe to have them killed. 

When sailors of the Sword Coast bless each other with the words, "May Slacus hold the tiller!" they are alluding to a story of sailors caught
in a terrible storm. Having heard of the holiness and power of the bishop of Bob, these sailors called on his intercession. Slacu came to
them in a vision and took the helm himself and guided the ship into port. When the sailors reached Waterdeep, they went to the Plynth and
gave thans to Bob and there they met Slacu and they recognized their mysterious pilot. 

One of the most famous legends about his life tells of a poor man who was unable to provide dowries for his three daughters. If he couldn't
get them married, he'd have to sell them into slavery. Hearing of the family's predicament, Nicholas took a bag (or a sock, as some versions
have it) of gold, enough for a dowry, and tossed it into the family's house through the window (or down the chimney). He repeated his
anonymous gift for each of the daughters, enabling the girls to marry.


Text Account:
After encountering Saint Slacu.
St. S. follows them into the inn where they are preparing for the New Year celebration. There are 3 people in the Inn and it will fill up that evening.
He gives them 3 gems of summoning telling them that he will come to where ever they are and aid them.

The next morning, Burzmali takes off for 6 months.
They talk about going down to the 9th level, but they decide to hang around for a month to allow the mages to do some stuff.
Krom goes ice fishing, timber goes hunting, Cyril copies Recall spells into his spell book.
Pi. And Katrina hang with their followers and practice with them; hunting, weapons skills, patroling and the like.
Krom and Timber head off to Goldenfields with food and drink. 
3 bags of food, potatoes, grain, dried meat, keg of brandy and bottles of wine.
They meet with Tolgar who entertains them and takes them on a wall patrol.
They meet Jeff's newly rolled NPC named "Seginoviax" who agrees to become a member of local 509. 
They spend the night at Goldenfields, then the bad weather rolls in and snow begins. The storm will last 2 days. After that time, they head off home. They make about 9 mi. per day, so the journey will take 6 days.
Day 1 No Enc.
Day 2 Wargs do not attack
Day 3 No Enc.
Day 4 Hobgoblins don't attack.
Day 5 16 goblins attack
Day 6 They get back to the Inn.

The remainder of Hammer will be past and next game begins with Midwinter celebration.

Round 1 - Timber-Bless
Round 2-6 No Spells
GOBLIN (x16); AC 6; MV 6"; HD 1D6+1; 
HP 5(x4), 3(x5), 4, 7(x3), 2(x3); 
a              b 3           c5x          d 2              e 5              f            g          h
-1 horse   -11           -14           - 9              - 7              -8 Seg

I       j         k          l          m           n           o          p


krom takes 5
#AT 1; DMG 1-6/BY WEAPON; INT AVERAGE; AL LE; SIZE S; THAC0:19
SMALL SWORD (1-6), MILITARY PICK (2-7)
SMALL SWORD (1-6), SLING (2-5)
(x2) SMALL SWORD (1-6), SPEAR (1-6) Red
(x3) SLING (2-5) Guys with topknots
(x5) MORNING STAR (2-8) Lt. Blue
(x4) SPEAR (1-6) Dark Blue

GOBLIN CHIEF/BODYGUARD (x6); AC 4; MV 6"; HD 2D8; 
-8-10-9 Seg
HP 14(x6); #AT 1; DMG 1-6/BY WEAPON; SA SEE BELOW; INT AVERAGE; AL LE; SIZE S; THAC0:16 PRIMARY WEAPON SPEAR (1-6), SECONDARY WEAPON SHORT SWORD (1-6)

WOLF, WORG (x13); AC 6; MV 18"; HD 4D8+4; 
HP 23(x4), 16(x3), 22(x3), 13, 24(x2); 
#AT 1; DMG 2-8; INT LOW; AL NE; SIZE L; THAC0:15
A 23x           B 16x           C 22f            D 13x          E 22f             F 24f     
-16 Krom    -17 Krom    -8 Krom       -7 Krom         -11Timb       -8 Tim
-7 Krom     -10  Krom     -9 Krom     -16 Krom     

G 23x          H 16x               I 22 f               J 24 x            K 23        L 22f       
-16 Krom  - 11 Krom       -9 Timber      -11 Timber    12 krom       -10 Krom
-5 Krom   -15Krom                                  -9 Tim

M16       N 24f       O 15             P21             Q19           R 14
-5 Tim   -9 Krom   -Krom          -8 Tim          - 12 Krom   -7 Tim


Text Account:
Dromar is leader
Time Stop at the end of round 4
One of the pickets from Golden fields that was running picket is killed by the Lich and flies across and drops the body with a note attached.
The note has a message saying "This is your last chance. You may stay in this place as long as you live without attack from me. If you travel to my home again, you will serve me in death forever.'

Round 5 - Krom, Stickey fingers-
They kill the falen zombie and get the note.Krom crawls down the wall.
Round 6 - Vict. Bat Sense, 
The Wand of Baskeador does 4 Mmissles of 1d4+1 each. It has 33 
Round 7 - Vict.,D.Fold to top of tower that was attacked by bask., Katrina flies behind bask and 
Round 8 - Tamara,V. Sphere-Vict. Healing, 
Bask. -1 Followers
Round 9 - Vict.,Healing-Timb,Morale
Round 10 and on. They heal Tamara and discuss what to do about the message from the lich.
They decide initially to stop attacking him. 
2 days later, the river ice cracks and they begin making plans to go to Waterdeep and bring the people back to the town.
They talk about going back to being the mercinaries home.
Gal. Calls Phantozee. 
They are ready to head out to get the mercs after 3 days.
Going are: Tamara, Timber, Gal., Krom, Vict.
Spells cast before D.Fold:Pisheo and Timber str, Pisheo and Tim S.Armor, Armor on Gal.
They D. Fold to the place in the forest where they left the Merc.
It has been 5 days since they left. The mercs complain about the weather, but are OK.
They talk of returning to the ship. They pack up and start to the shore.
While they take a day to break camp, 
Gal and Tam return to the king of  Caer Corwell. Gal. Shirinks and is invisible, Tamara is invisible they t port to the cloak room of Castle Corwell. There is a 10% chance of appearing when someone is in the room.  Tamara goes and gives her report to the King. 
Tamara is rather put down by one of the Kings councilers who is less than appritiative about the information she brings. He resigns her. She is given 300gp plus a 2gp per head bounty on the 5 pirates they sent back with the kings men. They return to the camp. The merc found 3 casks of rum on the ship and brought it back on a sledge.
They head off to the coast the next day riding 2 per horse. This slows them 50% so it takes 3 days to reach the coast.
On the last day of their travel Gal uses the Planitar to talk to Phantoozee. He agrees to meet them at the new ship the next day.
They find 4 fishermen on the ship in a storm, but they leave the next day.
They meet Phantoozee on the ship and he says he'll send an 8 man prize crew that will take the ship to Care Caldwell where they will sell it.
Time Stop.

They get to the Keep and are seated in the Great hall at the head table
There are a family of 4 men who found the abandon ship and are searching it. They are alone.


Asdf


Text Account:
Stallen is leader, Pi. Is Mapper
There are still a couple of weeks before Cyril is done with his spells.
Seg. Is patroling the area with Timber and Krom.
Vict. Is working on his temple and writing scrolls in his off time.
They are using a D. Fold to get down to the 8th leve into room with the fountain.
T They are in Room 24 level 8. Gal casts str and armor spells.
T They get to 4oom 20 and the stairs down to the 9th level.
T Kilana does a F. Traps and they head down the opened door on the stairway.
They see the bluelight at the bottom of the stairs.
No Enc. Upon entrance. Roll again in 30 min.
Round 1 - Stallen tries to get around it.
T They go to the fake door and try to open it. Gal finds the c. door into 22
T The try to find the way to open the door.
T Pi finds the way to open the irregularly shaped hex like how in the floor.
T They roll to open the door.
They encounter the Krosnium skeletons in room 22.
10 Krosnium Skeletons. 20' away.
Round 1 - Web-Cyril, Turning-Vict., Bless-Kilana
Round 2 - L. Bolt-Kat. All 3 affected save.
Round 3 - Disintegrate-Gal., Kilana-heat metal,
Round 4 - LayHands-Vict.,Cryl-M.Missle,Kat.-MagicMissle,
Round 5 - Cyril-M.Missle, H. Metal-Tim.

Ax and Dro are attacked.
One of the creatures in the doorway is webbed.
A 34x                    B 28x             C 49x               D 16                 E 39
-12-12 Dromar      -17 Kat           -17 Kat           -17 Kat 
-18 Kat                 - Gal Disinteg. -17-16 Cyr
                                                -10 Az

She turns 9 of the creatures.
Time Stop where there are 3 down, but all are back against the wall.

zXcv


Text Account:
Pavel is leader, pi is mapper
She turns 9 of the creatures.
Time Stop where there are 3 down, but all are back against the wall.
7 are turned and hanging out at the back of the room.

7 Krosnium Skeletons AC -8 MV 16 HD10 THAC0 8
Seg, Krom, Timber 

Round 6 (2 heated but undamaged skeletons are rushing in to attack, the rest are still turned.
            Cyril - M.Missle, Gal. - M.Missle, Kat.-M.Missle,
Seg, Krom attacked
Round 7 - Cyril-Ice Storm, Gal.-M.Missle2, 
Round 8 - Kat-playing panpipes,Gal-M.Missle,Kilana-Far Hand o' Cure, Cyril-SM.Missle
Round 9 - Cyril-S.M.Missle, Gal-S.M.Missle, 
Round 10 - Kilana-Lay on hands
Round 11 - Kilana-Cureing, Cyril-Armor,
Round 12 - Kilana-Curing

3 (L.Sword), 1d8+4, Electric Strike (2d6),

54x light              50x                        54x              30x               
-23                    -4-6-8-8 Gal            -19 Krom      -27 Drom
-8-4-6-7-8 Gal    -17 Cyril                  -12-27 Gal    -21 Cyril
                         -11 Tim                  -18 Cyril
                         -8 Krom
                         -
39x                       69x                          68x
-12-8-14-8 Tim      -7-12-6-12 Pi            -14 Ax
                            -9-11-14 Tim            -30 Gal
                           -11 Krom                   -24 Drom
After the battle they are checking out the treasure.
TTTT No. Enc. The human Banabilahke makes all the potions found in the dungeon here in Katina.
TT Looking at the door in the S.
They are in the corredor going s.
T Kilana does F. Traps. 
T Room 23 Dire Lions


Round 1 Gal.-Hast, Kilana-Bless, 
Round 2 tim-S. W. Animals,

Timber is approaching to befriend the lions.
2 are befriended, the other two are not
He speaks with them and promices to set them free.


A 23                          B 35
-11-11 TimberSubdu       -35 Krom

TTT Pi picks the locks that hold the lions in their  chains.

Asdf


Text Account:
Stallen is leader, Pi is mapper.
They are in room 23 and are trying to decide what to do with the 3 lions Timber befriended! No Enc.
TTT Pi picks the locks that hold the lions in their  chains.
Several plans (such as blindfolding the lions so they won't bother the party to a lobotomy so they won't care where they are.
They are going to leave this room after it has been memorized and a lion rune scratched into the floor.
TT They are heading out the hall and up to room 2
They try to open the door to 22 but it is locked. All the locks in this dungeon automatically magically locked 10 min (1 turn) after they are opened. This is a security device.
They go into 22.  
TT The find the S. door in the N. and head directly up the long stairway to the 8th level. Gal get tired and does a Levitate then holds onto Krom to allow her to be pulled up.
The get to the entrance to the 8th.
T They lock the doors down to the 9th and Gal. Casts a W. Lock.
T Vict. Casts a D. Foldr to return to the outside of the inn.
Timber succeeds in taking 2 of the 3 lions with him. The third stays behind in the dungeon on the 9th level. It hates Timber.
The other two are freaked out by the snow, but follow Timber to the tree house.
They elect timber "pack leader" and expcet him to hunt for him. They will begin looking for femails as soon as they are full of food.
The rest have been hanging out in the inn.
Timber goes to Katina to find out if anyone has an animal he can slaughter.
He has found a goat for 3-2gp.
They sleep and return to the inn at 9:00 as agreed and discuss what to do that day.
Some say they want to go to Waterdeep; Gal., Ax., Stallen, Timber, Vict., Krom for a day or two.
Kartina, Pic, Cyril,  stay behind.
Before they go timeber gives the lions food an instruct someone in leaving food if necessary.
Pisheo wants to set up the "theiving olympics" where her followers will go through a series of timed tests to determine which is the most skillful in the number of theiving proficiencies.
Gal. Takes Timber to her spot in the temple of Mystra.
Gal and Timber go to the jewler then to the money changer, then to a meat wholesailer.
Ax is going to try and find magic weapons around town.
Stallen meets the rest of the party at the Jade jug.
Krom and Vict. sticks with Stallen who wants to go to the plynth and Danilo his harper contact.
Stallen talks to the priests about their work with trnslating documents.
Ax goes to Saerns Fine swords.
There is a 63% chance of there being 1d5 magic weapons.
They have no magic items except +1 arrows.
No magic in Riautars.
He finds something at Balthors, but not what he was looking for.
He looks all over town and doesn't find the weapon, so he meets the rest at the Jade Jug.

The others are going to D. Fold to the outside of the outer gates of Waterdeep. 
There are several troden paths through the snow leading to the city. There is no one there and it is very cold and damp with the spume blown in the winter wind over the snow making a thick crust of ice.
They do their religious stuff and then head off to the Jade Jug.


Zxcv


Text Account:
The party is split up! 
Ax, Gal. In the Jade Jug
Vict., Stallen, Ember, Krom in Waterdeep
Pisheo, Kat. Dro. in Katina
Timber has been buying meat. Whatever he can get his hands on. 350lbs of Ox meat for the lions. 
Victorex leaves the J. jug after dinner and sleeps at the house of the high priest.
He returns to the JJ the next morning for breakfast.
Vict., Ember, Stallen wants to go shopping. 
Stallen goes back to the plynth.
Timber and Gal go to get his ox meat. She shrinks it and Tports them back to the Inn in Kopeta.
Ax spends the day looking for a Magic Bastard sword he can steal. He doesn't see one. He returns to the J.J. at the end of the day.
Vict.,Stallen and Ember go shopping for armor Ember is looking for good stuff..
At Hillamber and Rhialto.
They go to Riautars and see a +2 short bow for 14000gp.
It is dwarven and is intricatly carved.
They are going to Xoblobs. 
Dandaleus has arrows of 4 550gp ea. Mental Direction. These may be directed by mind control and are +1 Sheif.
Potion of Gasseous form. 
Ring of Phantom Form (Codex item). 10000 gp.
Potion of Nutrition (4) 300gp each.
Then they go to the Riven shield. No magic.
Balthors who has 2 magic items.
Horseshoes of Speed 8K gp
Scroll of 7 Mage spells
They return to the Jade Jug where they meet up with Ax. 
Vict gathers them up and uses her D.Fold back to to the Inn.
Everyone is back at the Inn.
All sleep then get up the next morning and talk about what they are going to do.
Down to the dungeon? Quest for Bastard Swords? 
Some want to go down.
Stallen shows timber a trick with a card and his new arrow.
Stallen sells some of the Arrows of Mental Direction.
The rest of the day they just take it easy and work on projects.
Vict. Begins working on a L. Bow for Extra strength for Timber.
The next morning they once again talk about what to do.
Gal uses the globe to talk to Phantozee. She gets the Owl (Chickolini). 
They will get to the Inn in week. They tell him about the Lions loose. 
The week passes in a poof and it is the day that the Ship get back. It arrives in the afternoon. 
It is carrying fresh fruit from Al Quadim. 
Phantozee asks him to take the Lions to somewhere they can be happy.
The next morning Timber has to get the lions on the ship.
Timber travels 2 days on the ship to the place where they let the lions off.
They kill a buffilo and Timber changes back into his form of a hawk.
It takes him 4 days to get back and a day to clean up his house.
The next day, they meet at the Inn and discuss going down.
They prepare spell lists. Cast spells before leaving: Gal-Armor, 2xstr on Pi and Timber. 
They are going to D. Fold by Kilana to the spot they memorized on the 9th level (Room 23).
It has been more than 2 weeks since their last trip down. The Lich is aware that he has been invaded and put the undead on max alert. But their attention span is not long, nor is the Liches as he is interested only in his research. All sounds will be investigated and there are monsters in the room where they showed up.
A ghost is in room 23. 
18 HP
The first 2 ranks get into the room before the ghost attacks.
Ax is aged 10 years by the ghost.
Round 1 - Kilana does P. Evil 10', Victorex is turning.
Dro,gal,vict, Ember, Kilan, Kilak are protected. Victorex succeeds in turning the Ghost back to the E. Plane.
T They wait 5 min for Ax to become brave again. 
They go out into the hallway.
The ghost will be turned, but will follow the party and wait until Vict. Is not around to turn him and then attack.
Go N. to room 27.
T They look for traps T Pisheo tries to pick lock.
The party enters and begins searching. There is a 15% chance that 2 will be caught in the cold trap (2d12 damage). All magical trap are re-charged in 1 turn.
Katrina is caught in it, but takes no damage as she is immune to cold!
T They search the room
T Pisheo checks out the door for traps.
T Picking lock is good. 
In corredor sound of laughing.
Kilana casts find traps spells
They look in room 5 but don't go in.
T They go back through rm 27 and into corredor beyond. 
They go through 16 which is the noise of chains ratteling.
T They look for a S. Door opening into 18. One at a time.
T They chop their way through the conceiled door into 18
Time Stop just as the haunts begin their attack!

Asdf


Text Account:
Pisheo is leader and mapper
T They look for a S. Door opening into 18. One at a time.
T They chop their way through the conceiled door into 18
Time Stop just as the haunts begin their attack!
Round 1 - Kilana-Bless, Gal-Blur Necklase, Timb-Prot. Evil, Cyril-M.Missle
Pi, Kilana, Gal are blessed.
Round 2 - Kilana-Disp. Magic, Timber-F. Blade, Cyril-Disp. Magic
Round 3 - Cyril-M.Missle, Gal-Disint.
Round 4 - Cyriul-M.Missle, Gal.-M.Missle, 
Round 5 - Gal.-M.Missle, 
HAUNT (x5); AC N/A; MV 6"; #AT 1; INT NON; AL VAR; SIZE M; THAC0:15
IN WILL-O-WISP OR GHOSTLY IMAGE FORMS DRAINS 2 PTS OF DEXTERITY/STRIKE, AT 0 DEXTERITY A CHARACTER IS POSSESSED, LOST DEXTERITY IS GAINED BACK AT THE RATE OF 1/HOUR OF REST
IMMUNE TO CLERICAL TURNING, WEAPONS ONLY CAUSE 1 PT/SUCCESSFUL ATTACK + ANY MAGICAL BONUSES, NORMAL FIRE DOES 1 PT WHILE MAGICAL FIRES ARE AT FULL EFFECT 
HD 5D8; HP 30x,                  19x,                  20x           21x,            23x;
            -4 Krom-xxx      -2-2-2 Kilak-x    -2-2-2-2 Ax-xx -3-3-3-3 Pi-x  -3-3 Kilana-x
            -20-17 Cyril        -20 Cyr            -2 Ax              -3-3-3           -4 Tim
                                   -4 Krom             -2 Kilak            -4                -21 Gal
                                                           -4 Krom
                                                           -21 Gal
They eliminate the haunts. Pi is going to look at the chest and will be hit by the magical globe of cold. Timber heals her.
Kilana does a R. Curse on Krom.
Timber goes over to the chest.
Kilana does F. Traps (8 turns)
T No Enc. Chest contains 1211 They dump the contents of the chest into a bag o holding. 
Kilana does a D. Fold and takes them to the Back Room of the Inn.
Cookie serves them food and the find the numbness wears off in a couple of hours.
They count the coins and divy them up.


Text Account:
The Lich, Reatik Rolmph, has been aware that the party has invaded his level for 12 days. He has been infuriated, afraid and coldly calculating since the discovery. For most of this time, he has considered his options. Neither he or his assistant Baskeidor want a war. They just want the party to lock the door and stay away. 
Reatik has used his Astral 
From what they have seen so far, the party is not necessarily good, so they might be open to bribery or respond to threats. Reatik decided to investigate. He does this on the night of the 20th of Alturiak. 

This is not as easy as it might be as Reatik has forgotten all knowledge of locations around the HOS. Inorder to make it easy to pass from the HOS area to his lair, the lich needs to go to the surface for the first time in 800 years. He is not happy about this and will lash out at anyone or anything that he sees. The Lich made a phase door on the door that the party opened in Room 20 on the 8th level. A Screen spell disguised he and his assistant as they traveled up through the dungeon. They do not wish to encounter anyone or anything as they are just investigating. SO despite his anger, the lich will not attack anything unless necessary until he gets to the surface and his crime can not be directly traced to the dungeon.

As the Lich has retained the plans of the dungeon above him, he has no problem traveling through using the most direct route. He goes:
From Level 8-room 20 to 18 to 4 to 3 to 6 to to P to 2 and up to the 7th level with no encounters. On the 7th level, he goes by the well, avoids the telport at b, through the s. doors and up to the 6th level stairway. They have no encounters.
On the 6th level, they go through 28, then 26, 25, 24, 22, 13, 12, 1 and up to the 5th level with no encounters. From there, the take the passage to the well on the 5th level. Although the dwarves guarding this level and hear the pair, tey find nothing ehen tewy investigate. Th intruders go acroos the cavern to the well. Baskeidor casts a Fly spell on both of them. Still protected by the Screen spell and the darkness, they head out toward the nearest source of light which is the walled fort. They land on the top of the SW guard tower. The person on watch is slain by the lich with a Finger of Death. The Lich stays only log enough to memorize the spot so he can return here, then teleports back to his rooms taking the body back with him for interrogation and conversion into an undead (Coffer Corpse). Baskeiador stays to scout the area. He waits until the sun goes up, then casts a feathery flier to float him to the river bank. Here, he conceils himself and watches the town for a day. He is not discovered. After making notes of all activity he sees, he casts a Phantom Steed and rides across the river. Finding a spot easily recognizable (at the small stream where it goes around a bolder) Baskeidor memorizes the spot. He then casts a Strengh on himself and climbs the highest tree he can. From his high vantage he draws pictures of Katina, the temple the 509 buildings and the Inn. Then, he casts D. Door and returns to the dungeon undetected. The only trace they leave behind is the missing guard. The dwarves will mention "hearing something" that night, but only if asked specifically about it.


Text Account:
Leader is Seginoviax! Mapper is Pisheo
The only event this day is the disappearance of the guard at the SW tower of the walled area. 
The game picks up where the party is in the Inn and 5 hrs has passed since they D Doored there. All the folks down in Dex have recovered. 
It is 7:00 in the evening. Cookie serves roast chicken with wild rice and bean soup.
They eat drink and are merry while the lich pays them a visit. He escapes without detection.
It’s the next morning. Cookie serves chinese pancakes with egg and green peper stuffed. Seginoviax starts chasing young skirt.
They talk about what to do. They talk about going back to the 9th level.
The news of the dissappearance arrives at 9:00.
They are ready to leave at 10:00. 
They hear about the desertion of the guard at the SW tower. 
Kilana, Timber, Ax, Victorex, her leut., Pisheo, Stallen go to investigate.
Vict casts S. Tracker. 
The Lich feels it coming and prepares by casting a ehterialness spell. He dispells the Spirit Tracker easily.
Timber turns into a wolf and get his scent and heads of searching for him.
It will take Vict. 13 hours before the S. Tracker can be cast again.
They mobilize the followers after an hour of searching. There are 350 assembled in the courtyard.
They tell of the dissappearance and send them out to find anything they can.
They ask them questions. The dwarf tells about hearing a noise.
They send out the hunting dogs! Timber, 
Hearing the dogs and fearing capture, Baskeidor casts his fly spell and using his ring of invisibilty, flies high over the encampment. He drops the new zombie who has the letter pinned with a dagger in his chest into the center of the walled area.
After he delivers the message, he flies back to the spot where he had memoized things and does his best to disguies his few footprints in the snow. 
Meanwhile, they muster has heard the message and are not thrilled. Some of Pi. Followers volinteer to go down.
They talk about leaving more people to guard the levels below. 
The group wants to go down.
Pi. Takes Pipin, Morya and 4 more. Stallen takes 10 1 high and the rest low levels. And 2 dwarves that heard something go down too.
25 folks go down.
They go through the Temple of Bob and down to the 5th level.
T They search the walls. And find nothing and head down to where the stairway to the 6th level is mostly blocked.
Gal sends her W. Eye down the blockage and to room 6 were it runs out.
Timber does a transfomating into a burrowing creature (a badger).
Gal casts Armor, Strength on Pi and Timber.
On the 6th level, Timber does his tracking. He finds the tracks of the Lich and his apprentice. 
TTTT They pass quickly through with no encunters to the entrance to the 7th level.
No enc. Entering the 7th level.

Vict -6 from passage, Stallen 0  pts., Emb. 1.
They get to the copper passage and 4 of Stallens followers are felled by the shock.
Commie and Bilbo go through.
They get to the big cavern full of water.
Gal casts fly then searchs the cavern and find the opening to the 4th level.
Pi and Tim transform to bats and follow Gal. And Stallen goes phantom and they head out to the ceiling. They go up to the room that is a privy on the 4th level. They go back down and get to the cavern again.
Stallen in phantom form dives into the water and begins to search the bottom. This will take a hour and a half.
Pi goes human again and guards near room 2.
Timber goes human then into the S. most 10' wide passagin in the S. of the cavern. 
TT He searches the area. Then transfers into an owl.
TT He goes to the entrance to passage south to  7.
He returns after finding footprints leading to the cavern.
TT Stallen returns to the rest of the party. 
Time Stop while they are talking about what to do to get them all across the cavern.


The lich is thinking about what to do today. He will decide to send Baskeidor back secretly to the place on the other side of the river. Baskeidor will return and deliver the Liches ultimatum secretly. It appears on a parchment attacked to the main entrance to the walled area with a dagger.  It is sealed with the crest of the Rolmphs.It says "You have disturbed my research! My vengance can only be avoided by never again passing below the 8th level. If you do, my wrath will fall on you and all you love. The pig stye called Katina will become a graveyard with no bodies, and all your hopes will die. Reatic Rolmph the Recrent." If the party consults the books they obtained in the dungeon, they will find an entry for Reatic. It says:
"Of a family of strange and malignant people, none are more so than Reatic. He lived in the House of Stone for 210 years ceasing to age after he became 70. During this time the land around the House became a carnal house. It is not known how many were killed during his reign, but the town became deserted with no bodies found. Those who moved away before the end told of mass dissappearances and encounters with undead more powerful than previously known. Around the year 630 Reatic dissappeard and the house was vacated allowing one of the lesser brances of Rolmphs to assume control. This was Ralifor Rolmph. He…"


Text Account:
Pisheo is leader
TT Stallen returns to the rest of the party. 
Time Stop while they are talking about what to do to get them all across the cavern.
Pi and Timber change to a bat and a lizard and they fly across.

Ax wants to go underwater with his knife out.
They prepare to take all of the remaining party under water.
Gal. Is flying, Stallen, too.
Ember, Katrina, Dromar, Kilak, Ax, Vict., Kilana, Bilbo, Connie

CROCODILE, GIANT (x9); AC 4; MV 6"//12"; HD 7D8; ; #AT 2; DMG 3-18/2-20; INT ANIMAL; AL N; SIZE L; THAC0:13
            41x,            34x    ,                22x                35x        
            -8-7-8 Ax   -15-17-13 Vict      -14-13 Dro      -9-7-12-7-5-5 kil
            -6-7-10 Kilak
38x                         34x                  22x                    38x                    34x
-4-12-5 Stallen       -8-15-12 Dro    -8-17Pi               -12-14-17 Emb   -14-9-7-5  Pi
-11 Emb                 -3- Katrina
Round 1 - M. Missle, 
Round 2 - Stallen drinks Sup. Water Move
Round 3 - Tim-Animal Call, 
Round 4 - Vict.-LayHands, Kilana-LtWnds
Round 5 - No Spells
Round 6 - No Spells
Timber tracks into ice room 7. 
Stallen, Vict, Emb, Kilak, Ax, Gal, Pi, Kat, Dro all drag an aligator to the passage in room 7. They stack them up and Gal shrinks them, and put them in the bag of holding. 
Dromar wants to find their lair underwater for 3 turns.
Then for another 20 while Timber finds the tracks of the mages. 
Dromar comes back up without finding anything.
They are ready to travel on with Timber in the lead tracking the footprints.


Asdf


Text Account:
Leader is Timber, Pisheo is mapper.
They go through the door to the south, then move to the door of 42.
T In 42 they are searching the trap and stuff. 
T Pisheo picks the lock on the trunk w/treasure in 42. They put the trunk in the Bag o Holding
They leave 42 and go out to the coredore.
They will hit the giggle.
T They decide what to do kilana has 'rnds of 80' det. Traps
Timber does Prot. F. Fire (132HP)-26
Through door to 18.
83 HP from fire trap
T Search for s door- Kilanas Det. Traps goes up
Timber opens the S. Door and see the coredore going S.
T Kilana casts Det. Traps again.
They get to the effect 7 which is small balls of gray luminesent light about as big as the end of a little finger. 
T They investigat the lights. 
Into room 53 - There is a pool with a fountain of water coming from the wall. On a pedisatl in the middle of the pool is a shrine to Cryic.
T They look for the sound at 7.
T Timber goes through the symbol of insanity and is struk 
TT They try stuff to heal him.
In the passageway, they map and continue down
T They search and detect stuff about the rune.
T  They return to room 53. Katrina casts a wish
"I wish that our fellow member is brought back to his full mental health."
It works and Timbers mind is blank.
T They head N. to room 49
T Searching 49. They put the silver pieces in the BoH. They talk about the spell that remain.
T They discuss what trap they want to try.
T They get to the door to 34. Gal casts flame shroud on Katrina. 
T Katrina casts knok and the spell goes off and damages her.
T The door is opened.
Zombie lord with 18 Steel Skeletons
Bilibong fails save of Zombie Lord. He will rise in the 5th round.


Round 1 - Arn.-Stren. Of Stone, Kilana-N. Poison, Gal.-Sn. Maj. Missle, Timb-storm armor. Pi and Kat. Pull out their marbles to throw on the floor.
Round 2 - Dro. Mir. Image(x4), Gal.-Haste, Kat.-M.Missle, Kilana-bless, 
Round 3 - Gal.-E.B.Tenticles, , Tim-Layon Hands,
Steel Skeletons
AC -4, ATT 2, Dam 1d8+3, Electric. THAC0 8
A 18x              B 19x                  C 45x                   D 32             E 28
-25 Krom        -19-11 Dromar      -20-15-28 Krom   -19 Dromar       - Down by Pi marbles
-8 Kat             -3 Kat            -2 Kat            -5 Kat

F 18x             G 19             H 45              I 32             J 28
-35 Krom

She places the Tenticles at the front of the gate (15 2HD AC 4 12 HP)

Zombie Lord 78 HP
-27 Krom   -34 Gal     -7 Seg   - Drom
He retreats to the gate. And gets through in the 2nd round.

 ARMOR CLASS: 6
 MOVEMENT: 6
 HIT DICE: 6
 THAC0:  15
 NO. OF ATTACKS: 2
 DAMAGE/ATTACK: 2-8/2-8

Two skeletal horses in plate barding come through the gate.

Asdf


Text Account:
Stallen is leader, Pi is mapper
Dromar comes back up without finding anything.
They are ready to travel on with Timber in the lead tracking the footprints.
They are in Room 8.
TT They find the s. door towared the stairs, but can't find the way to open it (1 in 12).
The pass is only 5' high. 
T They search to find the mechanism of the S. door
Timber goes invisible.
T They search for the other s. door.
T Timber is searching, Stallen inscribes a rune on the s. door "Yalmis" (turn to baby).
T On the 8th level, Timber tracks and finds tracks going N.
T Tracking To room 9
T Tracking in 9 
T Checking for tracks in the connecting room with 9. 
T In Room 9, Timber tracks.
T Tracking 
T Tracking at room 15.
T To room 20
T Tracking and detecting Illusion.
Its 5:00 in the afternoon as they stop at the stairs to the 9th level.
T Vict memorizes the spot in the stairway so she can use D. Door.
TT The party has a discussion on what to do now.
T Vict. D. Folds to outside the Inn.
A convention of the City Elders is camped out waiting for them to get back.
After a long discussion (Till 1:00) the decide to wait till the next day when Vict. Can cast spells to give them more information.
The next morning, Vict leads all those from the town (45) down to the temple on the 4th level where Vict. Holds his service. Local 509 shows up after the regular service.
Vict then casts a spell of 
(Vict. 5th level Commune Spells) A gigant silver butterfly with the head of a human smoking a pipe appears over the crowd to answer Vict. Questions.
The townspeople are overawed by the vision and fall to knees worshiping Bob.
After the service, as the townspeople are filing out of the temple, Gal hands her dagger to Kilana while Gal. Casts ESP to probe the thoughts and alignments of all 45 people from the village.
They detect nothing unusual (besides a couple of neutral people that they didn't expect) but other than that, the overriding emotion/thoughs are of fear and doubts that the 509 can not guard them.

They head off with a party of followers to go down to the 9th level to check things out.
They get down to the 9th level without much incedent (but the copper arches keep out all but 2 of the followers). The find nothing has changed; the doors are still closed and locked.
They return to the surface and send Cookie and Toby off with the folks refugeeing out of the town.


Text Account:
Stallen is leader Pi is mapper (if necessary).
Bilibong the druid has showed up as he had a feeling things were going to get rough. Arnortha and Ducky are also there for the planning.
They are on the surface watching the folks refugeeing out of the town.
The party wants to send some followers after the townspeople to help them.
Vict - 2 captains (3rd level) and 10 1st level followers. They are mounted.
Stallen send 12 on horseback with orders to find Cookie and Toby and help them get through and then send word back when they get to Waterdeep. Pisheo send 2 mounted with provisions.
Kilana sends 2 high level and 4 lower level as organizers loaded up a wagon with provisions. 
Katrina send 5 followers that are hunters to provide food on the trail. They are mounted. Total of 37 with 22 horse and a conisoga wagon. This organization takes all day.
Morticity enters the Inn as the party is talking to Arnortha and Bilibong. He tells them that the militia has roused all the remaining townspeople and thery are being housed in the city proper. Pickets and guards have been set around the still occupied buildings. 
They continue to talk. Seginoviax heads off that night to Goldenfields to get help.
Vict. And Stallen want to go to Waterdeep to get allies (specifically the Mind Flayer who offered to form a partnership with them earlier).
They are setting watch in the Inn that night. Partyh memembers and the followers.
The party goes to bed and awakes early the next day.
Vic and Stallen ask if anyone wants to go with to Wdeep.
Vict. Does a D. Fold to the Plynth and Stallen goes with him.
Timber and Katrina go to the town to talk the townsfolk into going to the walled buildings.
Gal sends warming stuff to the troops. She then goes to the well and does a rock to mud then mud to rock to block it off. It now is plugged with 40' of rock. She next goes to the 5th level to and examines the tunnel to the river.
Kilana works with her followers and gives them 2 healing and 2 bless scrolls to them.
Vict. Instructs Ember to remove the guard on the 5th level. 
Dromar is hanging out.
Kilank and Pisheo are setting up around the walled enclave including gathering lots of firewood.
Katina and Timber try to talk the townspeople into going behind they walls. They are relucatnt thinking they are protected by the militia and unwilling to leave their homes. Cpt. Morticity visits the meeting and recomends that they will be better protected in the walled school.
29 out of 32 agree to go to the school and live behind the walls. One has his family with him. 
Stallen and Vict arrive in the Plynth. The priest bugs Vict for a donation and they leave quickly.
They head off to see Sangliore the Mind Flayer. He has a room under a non-descript building near the plynth.

The being known as Sangilore, Priest of Oghma is known herein as the party of the first part.
Those beings acknolowding themselves as members of Local 509 are the parties of the 2nd part.
The party of the first part will agree to provide accurate information, aid and wisdom in the form of advise and possibly magical effects to the party of the second part.
The party of the second part will agree to provide accurate information, aid and wisdom in the form of advise and possibly magical effects and 1st choice at current market price of magical items that come up for sale, to the party of the second part.

This contract is mutually binding and is null and void upon either party providing inaccurate information or refulsing aid upon demand. If it may be proven to be true that a statement made in confidance or publically is false, the contract is also void.
The beings known as Victorex and Stallen shall be the executors of this contract. 
They shall be responsible for any lack in knowledge, assistance or magical exchange that may be proven against the inaduiqute completion of agreed upon obligations. 
The party will pride the party of the 1st part with accurate information of their
Sanglore tells them of Baskeidor and that the lich can cast 9tl level spells.
TIGER, SABRE-TOOTH ; AC 6; MV 12"; HD 7D8+2; HP 31; #AT 3; 
DMG 2-5(x2)/2-12;
SA REAR CLAWS (2-8/2-8), +2 TO HIT; SD SURPRISED ONLY ON A 1; INT ANIMAL; AL N; SIZE L; THAC0:11
-5-12-7-15 Ax 
-2-4 Horse

Seginoviax has an encounter at 2:00 in the morning the next day. A hungry white tiger who will attack his horse.
He kills the tiger and heads off moving at 6.
In the evenining (he will arrive at Goldenfields the next afternoon)
6 1st 3 3rd level and 1 5th. Are sent with him. Heavy lance


