# Adventure Notes-509

Text Account:
Timber is leader
Timber, Dromar, Krom, Ti Ziah are heading down the tiny stairway toward the evil temple.
T Looking around at the foot of the stairway.
They walk over ans see the polished stone landing before the statue where the invisible statue lies. They find the pattern of the disguised prayer rynes. They go back and tell the rest what he has seen. 
Sir Ulla says he will go if Beorn goes willingly. Beorn does go. 
The 200 Grave Skeletons will rise and use their manicles as weapons!
Grave Skeletons - HD 4 - Turn as gast - AC 4 - Att 2 (With Chains) Dam d8+2 THAC0=12
Roll 5 better than needed to hit indicates weapon is held till str roll is mad w/no att/. that round.
R Mirror Image
R Turning - 7 are turned, R. Ring
Heading down - Pi, Kagar, Kilak, Gal, Broda, Kilana, Katrina
R A. Arrow, 
Dam.=-12-5-8 Te Ziah Jumps up on the statue niche Fails possess roll
Pi, Kagar head in, Gal, Kilak hang at 10' from back party (180 from wall)
Broda, Kilana, Katrina get to the bottom
R E. Black Tent., Neck missles, Blur necklace, 
15 Tenticles , 18 Killed with Necklace Missle
R 2xturning, Haste, Necklace Missle, 
Kalana turns 5, 19 Killed with Necklace (Total out of list below-49)
R M. Missle, Far Cure
R R. Ring, Far Cure, M. Missle
R Far CUre
R F Cure
R 
R R Cure
R F Cure
R F Cure
R F Cure
R Healing, Striking
R
R Healing
A 22x           25x              12x            12x             23x
-13-24 Tim      -10 Ulla        -32 Krom        -10-4 Krom      -10-8-5 Ulla

22x              18x              28x             25x           12x
-53 Krom        -12-12 Tim        -6-11-7-16 Ulla -21-11 Krom   -12Krom

12x              17x             18x              14x           21x
-24 pi          -10-5-8 Kag      -9-15 Pi         -11-11 Krom   -13-9 Tim

12x              17x              19            20              27x
-8-8 Kag         -17 Krom         -13 Gal       -6 Gal         -15-8-9 Pi

16x             21x              19x            19x             20x
-23 Krom        -4-11-10 Kag     -7-17 Kilak    -16-5 Ulla      -19-15 Krom
 
11x             17              14              20x             21x
-11 Dro         -12 Gal         -8 Gal          -15-10 Krom     -20-16 Pi

15x              17x             22x             23x             18x
-11-6 Kilak      -17 Kagar       -19-16 Krom     -15-11 Ulla   -7-6-9 Katrina

19x              9x              18x             11x             22x
-9-8-11 Tim      -11 Kag         -25 Krom        -13 Pi          -16-11 Kilak

18x              28x              15x             12x            23
-13-16 Ulla      -12-33 Kag       -19 Krom        -9-13 Gal   -5-4-5-2 Broda

12x             17x              18x             14x             21x
-12 PI          -9-8 Kilak       -24 Krom        -33 Krom       -6-14-13 Pi

19x              20x             15x            19x              16x 
-6-7-9 Gal       -12-13 Tim     -16 Kag         -7-4-12 Ulla     -21 Krom

17x             17x              15x             25x             16x
-9-11-4 Kilak   -14-14 Kag       -14-19 Krom     -17-8 Pi        -7-11 Kilak

20x              13x             10x              14x             15x
-14-8 Tim        -17 Krom       -8-12 Krom       -15 Pi          -7-6-8 Gal

12x              17x              19x              20x             27x
-17 Kilak        -5-10-13 Ulla    -11-15 Kag      -13-8 Pi      -10-1-11 Kat

18x              28x              15x              12x            23
-10-14 Tim       -11-27 Krom      -8-12 Kilak      -13 Kag        -4-8-9 Dro

12x              17x              18x             14x             21x
-25 Pi          -21 Kagar       -12-12 Krom      -16 Pi          -7-15 Pi

16x              21x              19x             19x            19x
-7-9 Gal         -11-7-6 Ulla     -26 Kagar       -29 Krom       -14-12 Tim

12x              17x            14x               20x              21x
- 17 Kag        -20 Krom        -6-4-7 Gal        -15-16 Kag      -28 Krom

15x              17x             16x              23x              18x
-17 Pi          -25 Krom        -15-11 Kag        -9-5-8 kilana     -615 Gal
                                                  -17 Kag

19x              9x              18x              21x              22x
-3-12-8 Fido      -12 Pi         -12-16 Krom      -4-5- Ulla       -25 Krom
                                                  -10-4 Tim

18x              28x            15x               12x             23x
-11-6-12 Ulla    -29 Pi         -19 Krom          -8-19 Kag       -23 Pi

Tenticles - Gal
19x              20x            15hx              19x            16x
-4              -5-7            -7-8              -4            -5-8
-23 Krom        -13-12 Pi                         -28 Krom      -6 Dro

17x              17x            15x              25h             16hx             -7-5            -7-7            -6-6             -5-3-8-6        -5-6-7
-11 Kagar       -5 Gal          -12 Pi

20hx            13x              10hx            14x        15x
-6-7-6          -4              -4-5-6           -6-3        -6-6
                -7-10 Tim                        -12 Pi      -5 Fido
There are two different sections in the figure 8 shaped room. One is dedicated to duty. This is where the throne is located.
Time Stop


Text Account:
Leader is Stalen (Peter)
The party is battered and injured at the end of the battle. Time Stop.
Dam.=-12-5-8 Te Ziah Jumps up on the statue niche Fails possess roll
Ti Ziah is under the influence of the Goat Footed god (Chih-Chiang Fyu-ya).
While under the influence he will get violent about any possible desicration or theft of items from the crypts. He feels very save in the room now.
When sacrafice spell is cast, a rumbling is heard as the secret section pivots outward revealing the stairwazy down 45'x40'.
T The party heals themselves.
TT Te Ziah begins the sacrafice.
They run back up stairs when the section opens. The stairsw have a brite white light in the center of the corredor. (4.5 hours since last stop)
T They go to the opening and search for traps
TT They go 10' into corredor and stop and search for traps again and again.
4.5 Hours searching the entire 45'x60 down the stairs.
15 Hours - They rest and eat and guard while they regain their spells.
They cast some spells before they leave - S.Skin,S.Skin,Strx2,Healing
Kilana casts det. traps and they walk down the stairs.
They get to the double blued steel doors with the figure 8 on them.
T Searching the doors.
T Attempting to open the door.
T They go down the coredor indicated by Beorn.
There are two different sections in the figure 8 shaped room. One is dedicated to duty. This is where the throne is located. The other is devoted to pleasure and has a mixture of real and illusionary pleasures. Illusionary women and men will see to everyones needs. They will try to hold people there for as long as possible (bones of past inmates can be found under the largest bed).
TT They go to the dias where the throne is. 
In front of the throne is a figure 8. In one circle is a pentagram in the other is a yin yang.
They enter and search the room.
The rest of the party spreads out along the edge of the dias.
The base of the throne is made of blued steel and is covered with cogs and gears. The top is made of feathers of giant birds. Moving any of the gears or levers before the prayer is made will cause the heat trap to go off.
TT Ti Ziah says his prayer in the Yin Yang circle.
T They see the stairway and examine it for traps. They find the nitches and the figurenes in the wall were illusions as they cant be seen when the throne arm pas pushed back down again.
They see the blades in the ceiling of the stairway at 600 feet down. There is a blade over each step that will swing down into the floor. The rest of the stairway is lined with these blades. The trap is set off if the doors at the bottom (to the 9th Level) are opened without using the Emperor's Chop. A knock spell will not open the door behind as a mechanical bar prevents it.
TTT They go 600' down the stairs. 
T They see the trap and sent Stalloen down to check it out.
T He sees the crome steel door at the end of the stairs.
T Talk about what Stallen sees
H They wait for something to happen as Vict. idea spell said to (intending to encourage them down to the triger on the floor at the end of the stairs.
T Stallen goes back up to the top of the stairs and looks for the way to open the s. door, but fails
T Vict. and Tim go back up and look around too.

Going down-Dro, Ember, Krom, Pi, Kat, Vict. Ulla, Beorn, Kilak, Kagar, Brodda, Phanto-z, darcon, etc. with the other 3 bringing up the rear.
TTT Stallen puts 2 spikes in the blade cracks.
T THe last of the party gets to the last step.
T They put 10 spikes in the slits
T L. Lore, searching the walls, and door.
T Tim., Gal., Phan, Darcon
They find the way to open the door.
Bumps o the ceiling are stars taht glow brightly when sacarafice begins.
St. cast cont. light in air 50' from ceiling. Examines the spokes. 
T Back down to the party, they head toward the sarchoughougous

Tan Yah Je is emperor of 9th level. L.G.
Crystal Statue of Chung Keul 200' high will turn capstan which opens a 50' wide opening 
TT Te Ziah does the sacrafice. 
They get on the barge of Ivory and find the two good casks. One of coniak (150 proof) and the "Happy Dreams" rum and opium mix.
Time Stop when the barge reaches the bottom of the tunnel.


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

These creatures look like skeletons, except the torso is a solid piece of bone. The white boney exterior of these creatures is a carapace like the covering of a lobster. This bone is very thick and must be broken to do any damage at all. They have the equivilent to stone skin. It takes 8 hits before any damage is done. They move with a jerkey crab-like movement.


Text Account:
Timber is leader (for 100 exp!)
Time Stop when the barge reaches the bottom of the tunnel.
They look out the window and see the 3 panelled sliding doors. 
They are double doors (6 panels) and are made of ebony with inlaid gold leaf in the chop of the 79th emperor Tan yek Tu. 
T Det Trips cast-depth undergournd about 1200.
T They try not to break the seal on the double doors, but it turns to powder
T Door opened, they examine the room. The lights go on when they step on the stairs down. They recognize 2 of the portrates of the 79 in the floor. 
T They walk to the fountain with out stepping on the stained glass.
T They check out the fountain and see the holes where the chemical to sterlize the water. They play with the water. Aireation in the water below neutralizes the sterilizer. 
They see the koi and the plants in the pool below and go to investigate.
When they stop on the floor of the bottom room, the Bone Men attack.

Bone Men (Battle Beast) - HD 18  AC -10 Att-6 THAC0=10 Dam-1d8
A 89                    B 77                    C 81            D 101

These creatures look like stone, but they bend at the joints. The white boney exterior of these creatures is a carapace like the covering of a lobster. This bone is very thick and must be broken to do any damage at all. They have the equivilent to stone skin. It takes 8 hits before any damage is done. They move with incredable speed (24) and will always attack the same creature until killing it then they pick the next victem. Thye are immune to head, cold and electic spells. Their speed intitles them to -2 for initive. When HP go lower than 0, they explode for 2d8 of damage to all within 6'

R Bless, Fly
R Spirit Clal, Frost Blade, Rock2mud, E. Blast
R - None
R - Poly Ohter, F H Healing
R - Roly Other, F H Healing\R - Poly Other, F H Healing
R - F H Healing, Healingx2
Victorex dies - fells like soul leaving body is possible.
T Healing while Stallen eamines Koi pool. He throws bread into the water adnd attracts the old one.
TT The party meets the Old One, the talking Koi in the pool. 
H Stallen, Tim. climb into the pool.
T Talking done, they allow Beorn to lead them to the NE double doors. 
T They examine the coffen until krom calls them to look at the alter/statue
T Light spell cast to light the face of the statue of the emperer-as-a-god.
T The look around and talk about what to do
TT Deciding to do no sacrafice, but read the prayer. The door is heard grinding open.
T Vict. casts Det Magic and the examine the stsairs down.
TTTTTT They walk down the stairs and come to the distroyed 11th level crypt
T They examine the de-hinged doors at the end of the corredor.
T carefully, they make their way through the rubble, following Beorn
TT They get to the opening to the stairs down and discuss what to do about saying the prayer. 
T Deciding not to say the prayer, they search the area around the other de-hinged door.
TTTTTT They walk down the stairs to the 12th level entrance.
T They see the sliding pnumatic satinless steel doors. 
T Searching for how to open it.
T Pi finds chop button 
T The open the door and stand studying the electric lights and the square alcoves with the mirrors where the soul containers are stored.
T Searching for stuff, they enter the room
TT Still following Beorn, they make their way through the wswitchbacks between the sould containers till they come to the neon throne. 
Throne is red, green, yellow, blue and white 1.5" tubes of neon. The 243 small red glass rods stick 1/8" away from the lower portion of the throne that light up as the correct words to the prayer is read.
T They search and find nothing.
TT Te Ziah begins the prayer.
T The door to the 13th level opens up
Time Stop


Text Account:
Leader is Dromar
Time stop as the entrance to the door to the 13th level opens up.
The door is pnumatic and slides down into the floor.
Beorn and the rest shuffle toward the opening down.
Stallen breaks a bulb. 
T They search for traps and stuff.
TTTTTT They get to the bottom of the stairs and search and cast find traps.
T @100', they enter the magic dead area. They search for stuff
12 Hours - They go back 50' and sleep and rest.
T They head out again and go to the non-magic area and check tings out - 
T They head toward door to 13th.
T They find the beam that controls the lights
TT Go down to the end of the passage and experiment with the door security system. Guns attack as THAC0 12 - 1d10 damage - 6 att per gun per round.
Guns take 20 HP of damage.
<10%-Malf. Guns open up
11-50%-No access allowed
51-75%-Hostile no access
76%-95%-Correct operation, recognizes proper ID
>96-Open up w/out warning
TT Trying different combinations of breaking the beam and playing with the chop.
T They look around where the beam is again.
They go back down to the guns and Stallen tries presenting the chop again. Rolls a 97! The guns open up on him for a 3 shot burst each.
He runs away and the party backs off to about 40' away.
T Vict. casts spells to get hints about what to do.
TTT They talk about what to do. They decide to send stallen toward the door to use his web gun on the guns. 
T He takes damage, but webs the gun so it does not fire.
TT They send Ember in Stallens armor down to get the second gun
TT They send dromar down with the gun and Stallens armor
"This security. facility. is. currently off line. Plesase summon technician."
T They get close to the doors and
T damage them beyond firing. 
T They try to mark the door with dagers and a diamond chisle.
TT They are trying to chisle the door open. 
T They short out the electricity.
8 Hours to break the door mechanism. 
They finally break the door and it opens 14"!
T They go inside and find the access panel.
Dromar begins to losten the screws on the door on the right
T They tire and decide to return to where magic works and cast healing
They decide to spend a night here to rememorize spells before going on the the next room.
Time Stop


Text Account:
Leader is 
Time Stop - They tire and decide to return to where magic works (back down the corredor toward the stairs) and cast healing. They decide to spend a night here to rememorize spells before going on the the next room.
T They head back down the corredor toward the entry door to the 13th level. They get to where the doors lie 14" open. 
They follow Beorn as he heads toward the tower stairway.
Beorn personality
Interest --  History -  Occupation -- Leather Tanner
Morals -- Immoral       General -- Non-descript
Intellect -- Brilliant  Piety -- Average
Personality -- Well Spoken - Nature -- Forgiving
Materialism -- Aesthetic - Possessions -- Exceptional
Apparent Age -- Young   Bravery -- Brave
General Tendencies --   Altrust - Disposition -- Even Tempered
Honesty -- Average -    Sanity -- Unstable
Energy -- Driven -      Thrift -- Miserly - Collections -- Animal Skins
T They head up the stairway made of a giant spring that has spokes coming out of it as a ladder. It looks like a DNA strand.
T They get to the second level and pause.
THH They go past the 10th level and continue on the the 20th level where they stop to rest. 12 Con or less tired and ST VS Con for >12.
HTT Kat, Krom, St., Dromar begin searching the soul containers.
The prayer is one of rising the fate of mankind and prayers for prolific birth of animals, plants and man.
TT Ti Ziah begins the prayer and the rest wait.
The hydroloic bridge comes down and strikes the platform causing it to begin shaking. 
T Searching the landing. They head down. The light rocks come on after 100' down.
HH 2048 steps to long corredor.
T They pause at the foot of the stairs to cast spells now the maigc works.
W. Master, Str. x 2, Dispel Fatigue
Down to the end of the corredor and cast a Find traps.
TTT
Prayer to peace eternal.
TT
TT
T They find the stairs down
TTTTTT They continue down the stairway with the 10' ramps on both sides with a 35' stairway between. 1000 Stairs.
T The dwarves notice the chisle marks and flat sides on the rubble at the end of the 50' corredor at the end of the stairs. They search around for a door or a secret door.
TT They continue to investigate the area around the blocking rocks. They see that the ceiling continues under the rocks at the top and conclude that the rocks are not from a cave in, but that there were placed here intentionally.
TTT They clear an area at the top about 5x5' and decide this would take too long. 
T Gal does a rock to mud into the next room. After the mud flows away the being to examine the area beyond the hole through the rubble. Det. Traps is cast.
T Cautiously, they advance through the hole and stop at the edge. They see the phosphoressent glowing green ceiling that is light enough to illuminate the room. The scramble down the slope of piled rocks and mud to the floor of the 15th level.
T Seeing no traps, they continue walking toward the 
Feet=Glowing white ball of light 5' in dia.
Crypt=Golden pagoda 10x10' by 12'high
Gates=rainbow-Con.Cord.Opp., static gray-deadly, lt blue-To Coast Ruins
Clay Soldiers=7000 in S.E. Corner
Skeletons=432 lying lined up with their arms crossed. No belongings or clothing.
T They get to the point where the room widenes in the south and stop to look at the Hearse.
Time Stop looking at the Hearse


Text Account:
Stallen is leader 3 times (300exp)
Camping Adventure - To be entered later (when I find the handwritten stuff).
They leave off searching the Hearse and start moving toward the back of the room where Beourn wants to go. The clay soldiers line themselves up in front of them. The Ancient One hears and will investigate. The party stops and hesitates in front of the soldiers. Gal. and St. see the Ancient moving behind the soldiers. THey try several things to get the old one to talk to them. Finally, the send Beourn up to make his plea. He does so convincingly and the reaction rol is high.
Eventually, they set out some food and the Ancient one begins to talk to them.,
They convince him to allow Beourn and Sir Ulla to proceed toward the Feet to see if they are the one "prophosied".
As the party looks on the endgame events take place. 
After the feet are in place, Beourn touches the Ancient One and releases his soul. He then contines to cast the spells to fix Kou Melian.
The party rests then discusses with Beourn what to do next. They are told that they can try to go theough the gate in the 15th level or use the cubic gate to get to the Outlands.
They finally decide to go through the gate. They all jump through and come out near the Palace of Judgement. The gate entrance is crowded with small out buildings all of which are very crowded. There are thousands of people (souls) trying to get in. People approach them and begin to tell the good parts of their life in hopes that the party will speak favorably for them. 
It is so crowded, they travel for many hours to get to where they can see the second side of the palace which is just as croweded around the gate as the one they came through. 
They return to the original gate and approach the crowd. A Foo dog sees them and approaches. He interrogates them and leaves to get an escort when he is shown the chop of the emperor. A lion with a mans face comes to escort them to the gate. The gate guards are barbed devils and a Maloblodg takes them to a warehouse and interrogates them in a threatening way.
He is convinced there is something in what they are saying. 
They are taken to the top level of the palace. There is a large group of people here waiting for judgement. After a couple of days, they are taken into a interrogation where they see a Oriental mage, a high gravity human and a living spiral (blushes colors to communicate).
They are then taken down to another waiting room with only 15 people in it. The servace and food is better here. They are kept here for a day then are taken to another interrogation room. 
This time a hillbilly, a mist and a h= interrogate them and pass them up for final judgement. They are taken to a guest suite where they spend another day. Then they are taken to the Judgement room to meet Yen-Wang-Yeh. They see him judging the souls brought before him by throwing them into the holes that are gates to the planes where he sends them. 
The party is brought before him by the Tiki Head with monkey body creature. He judges them worthy as they have freed so many spirits. They are given the name of Chornipsis and told to go through one hole that will lead them to the place where they will find out what is needed to complete this part of their quest. The god says he is in their debt.
They walk through the gate and come out on a street in Sigil. They wander around through the fog until they see a man coming out of a building. They ask him questions and pay him a couple of gold to take them to an Inn. He takes them to "Scuppers" a moderate quality place where they spend the night. The next morning they hire a guide to take them through the city. He tells them something about the way the city works on the way. He takes tthem to a new Inn where there are guards available for their rooms. Then thaty go to Humeroes Curioes where they buy a lot of mundain stuff and are told they have some magic. They don't have enough money, so they want to go back to their inn. 
Time Stop.


Text Account:
Solo Game with Lisa (Galranwyn).
She is in Humerous Curious with the rest of the party. They make a down payment on the mundane stuff they want and take off back to their Inn to get money and return. 
They encounter some Dabus and Slide tells about them.
They get to the Bowling Green Inn and Slide sends a messenger off to the mage sage.
Yesenda arrives 1/2 hour later. He is very shy and speaks haltingly at first, but as he warms to the subject gets more loquatious.
They eat lunch as he arrives.
Slider gathers the rest up and takes them off to the gem store tand then to the money changers to get their cash.
Yesenda stays behind with Gal, Kagar, Kilana


Text Account:
Cindy (Pisheo) is leader. They are returning to their Inn.
They see the Dabus and arrive back at the Inn. Yesenda is sent for and the party will be splitting up; some going with Slide to the jewlers and some staying with Gal. who is talking to Yesenda.
Gems- Pi., Dro., Kat., Tim. Brodda
City enc. roll every time movement occurs. Roll 1 on 1d6 to indicate enc. Use the type of enc.
They get to the gem smith and send Katrina in with 20,000 in gems (5000 per party member) to convert to coin. 
He offers 3000 platinum pieces in 30 10lb bars which they accept. 
Dromar also wants to change in some of his personal gems. And cashes 6000 in.
They return to Bowling green and Gal. tells them what she has found out. They investigate the Mirmir. They decide to ask Slide if he can help them get to Chronypsis. He says that for 6000gp he will set things up.
They pay 1000 down and he leaves to set things up. 
They wait an hour and when Slide returns listen to him tell them about what he has found. He can get them to one of 3 cities (Glorium, D. Mountains, ...)
They accept the cost for a trip to Glorium.
They are getting ready to go to Humeroes and look at magic items.
They get to the shop with no enc.
He has 3 magic items:
Enchanter's Bane - +1 to hit and +2 VS mages and enchanted creatures.
8000gp
Shield of Keth Kanoi-11000gp - Kilana / 
Cloak of Hellfurnace-13000gp
They go to Mooska the Mystics
He has 2 misc items, 3 potions and 4 scrolls.
Red Dragon Breath, Diminution, Ring of Protect, Wind Breathe spell, Flesh to clay potion.
They discuss what to purchase and make their payments.
Time Stop leaving Mooshks.


Text Account:
Dromar is Leader
Time Stop leaving Mooshkas.
They want to eat out-"Pahtaay". Slide tell them of this place that is the crossroads of verything in Sigel the World serpent Inn.
They back track to return to their inn. No Encounters.
At the Inn (The bowling Green). 
World Serpent Inn about 2 miles from their current inn.  No Encounter.
They get to the World Serpent Inn. 
Slide takes them in (the key is a rock from sigil, "the world servpent inn oroborous"
Inside, they order drinks slide order hong kong snickersnee.
He sets off to mingle and locate stuff for them. 
They wait till he gets back in a half an hour. 
He makes contact with the coruiers and tells them about the courtiers. 
They agree to pay 1000gp to Slide for arranging things and 200gp to rouriers for 2 messages One to the courtiers for accompanyment (6 women) and a list of items and a total price. 
Magic War Hammer (Silver) - 6000
Magic Shield - 7000
3 Magic Plate Armor - 10000
Magical Battle Ax - 8000
Scroll of Fireball - 9000x
Ion stone of Int. - 15000
Magic Shield -10000
2 Ring of Prot. -15000
Air elemental control - 10000
Magical morning star - 10000
Ion stone of Chr - 15000
Guantlets of dex - 15000
Magic 5th level spell - 15000
Ring of Spell Turning - 30000
Item Recharge (Fireball or ram ring)
Pouch of Holding - 5000x
16 Items they will find 5
This hooskis the avid. Has 3 items. He want ready money.
Gal., Slide, and Vict get back to the inn for money.
They grab everybodies money except timber.
They put it in the bag of holding. They return to the alley of the WSI
They go back through the gate and arrive 155 deg away from party.
Take an hour and a half.
Scroll with 4 spells/1-6,2-5,1-4(27000), Pouch of holding 8000, Septer of Plague 58,000
Katrina buys the Pouch.
They talk about trading 2 scrolls and knocking 7K off, but don't do it.
The centipede bouncers throw a cheater through a random gate.
Gal., Vict, Kagar, Ember, Brodda
2 Items - +1 Battle Axe (13000), Storm Star(32000) a 5d6 bolt Req. hit roll to strike, ST half dam. - 1d10 to ignite flamable. 10' range.
They go back to their table.
They have spent 6 hours so far in the inn.
Time Stop


Text Account:
Small game with Peter, Lucy, Lisa in Sigil
They are in the World Serpent Inn and have been for 6 hours.
Stallen decides he wants to go off with the brunette (Lolly) on his arm.
He goes over to slide at the table and decides to play nearby. He rolls a 2 on percentile and gives the performance of his life. He get 77 GP part in silver. He give the silver (23gp) to Lolly. Slide thinks St. is good luck and talks him into another set. Stallen is looking for magic stuff and is approached by a small 4' high guy with a big head and bushy eyebroiws very paronoiid who says that for 75gp he will be the contack for a guy in the "dark room" who has potions to selkl. The dark room is very hot humid and no light can penitrate.
He offers:
POTION OF CLIMBING              500
POTION OF INVISIBILITY          750
PHILTER OF LOVE                 750
POTION OF PLANT CONTROL         500
POTION OF FLYING                850
POTION OF SUPER-HEROISM         1200
OIL OF SLIPPERINESS             850

St. busy slippery stuff and goes to a table near the dark room. The potion is good and stallen ties to decid on getting more.

Meanwhile, Vict. and Gal are waiting for other contacts to roll up with stuff to offer.
SCROLL OF PROTECTION FROM MAGIC         3500
+1 BOW +2 VS Elves                      10000
Potion of Devotion (Works for 1 week)   2500
The raven flies down and Gal and Vict. follow.
It is a large black sultan like guy who speaks in deep voice. He is a merchant woho travels in the highest circles. 
Re-re-bo-bo is that name of the polite merchant who regailse them with stories while they wait for Stallen to take a look at the bow. Stallen arrives and checks it out. 
Black bow of Ha'ah Hoo from Mishtara made by dark elves 75 years - Easier to hit. 
12700gp is offer for bow and scroll. 
They head back to the parties table.
Slide takes off with his woman
They have a killer meal with 3 cources and 32 condiments.
Fat and happy, they go through the door that leads back to Sigel.
No Enc. They get back to the Bowling Green and all sleep very late the next day.
Time Stop


Text Account:
Galranweyn is the leader this time.
Time Start when they are waking up in the morning and coming down to the common room.
Sir Ulla and Beourn are there. They talk about what will happen after they get the Soul of the Feet. 
Melekie has no temple as she is existing exclusivly on Kopeta
They decide to let Slide lead them around the city some more.
He will take them to some of the high lights.
They will go counter clockwise this will be winged!
They come to the Cloistered Monks of The Unknown castle (winged)
  It is very large and has 30' high brick walls.
  The Enclave (the unlabled walled buildings near the Court-where the officials live)
  The Unified Temples (unlabeled walled area with large building to the right of the prison. 
Stallen, Dromar, Phonto-z are going into the temple of Venia
Unified Temple religions - All good - based around the plane Seven Heavens
1) Lunia - Vishnu DD79-389 - White stone, 2 arched wings 100' long w/40' high white dome in the center
2) Belkhanu - Petal Throne - 7 - A pyramid with a great monolith of the god's symbol in front 4 stories high.
3) Mercuria - Athena DD65-329 - Greek Temple of marble and Ionic Colums
4) Ilmater - Forgotten Realms  - ray Granite gothic cathedrial
5) Venia - Daikoku DD81-350 - Tea House with teak wood and paper walls. Inside is a courtyard which has a life size statue of the fat god clutching to his brest a leg of mutton. The center garden has many healthy plants.  The priests speak chow. Head Priest is Winged Lion. 
6) Fharlanghn - Greyhawk - Arched top planks of wood like a quonsit hut.
7) Solianias- Labelas Enoreth (elvin) UE114-310
8) Mertion - Shu DD54-346 A walled area with no roof
9) Jovar - Ebisu DD82-313 - Shaped like a ship
10) Chronias - Surya (Greater God) DD78-360 Shell like entrance of mother of pearl to a great marble hall with colems lining the entrance that leads to the great statue of the four armed god. 80'wide, 30' high 200' long
On their way to the armory, they meet a dwarf of the free league. He attempts to intimidate them into being fair in all their dealings. They go to the market., 
They stop at the open market. They are accosted by a dwarf belonging to the Free League who tells them the rules of commerce. The businesses at the market that day are: spices, raw Vegs, drugs, feather seller. spider pet in cage, jam seller, bronze seller, magic item quaility braziers, insect repelant, boot maker, bag man, insence, coal seller, arrow seller (metal arrows).
Time Stop after they complete their purchases at the Open Market.

What the party will see on their circumnavigation of the town of Sigel
Armory
Foundry
Ruined Temple
Gatehouse
Hive
Hall of Records
Civic Festhall
Hall of Speakers
Gymnasium


Text Account:
Leader is Galranwyn - In the city of Sigil in the Outlnads.
Time Stop after they complete their purchases at the Open Market.
Stallen want insinuative poison
They decide to go through the city the fast way.
What the party will see on their circumnavigation of the town of Sigel
They are accosted by begars, 
They go to the Festhall and party the evening away.
After sobering them up, Slide takes them back to their rooms at the Bowling Green. They go to bed immediatly
Next morngin, they are allowed to sleep in as they have nothing important to do that day. It is spent relaxing and getting to know a trio of friendly dwarves who instruct some of the party in how to play 10 pins. Krom tries throwing the bowling ball at the pin.
Ember and the best looking dwarf have a one nighter.
Every one has a nice day just eating without cooking and drinking as much as they want. They are told to go to bed fairly early by Slide who cautions them that the place they are going to is one where it pays to be on your toes.
The next morning (the 4th day of their stay in Sigel) Slide wakes them up relativly early and forms them up with all their gear. 
He takes them via a circuitious route to a cul-de-sac where the team of guards meets them and takes the remaining 5000gp in payment. The parties eyes are bound with thick cloth and led blindfolded to the place where the gate is (150yrds NE of The Grand Bazar). A pine seed from Glorium is the key to the gate. They suripticiously place the sead on each of the people going through.
The gate is glowing blue and lies at the bottom of a stairway inside a building that has 6 steps going up to it.
ARRIVAL IN GLORIUM
They pause to gather their wits, then see the fieord, the water gate etc.
They go up the path to the clearing and see the longhouses.
They approach a woker splitting a long log. Vict. casts Know Customs and speaks to him. He tells them they will pay for their lodging by draging more of the 25' long 3' diameter logs over to where he is working. The get 8 dragged over before the thick clouds come over preceeded by booming thunder. This makes it night (*the swerling pearlesent glowing sky is obscured and there is no sun).
The worker they help is Svald. He takes them to the long house. They perform the introductions where Svald shakes their forearm. He then introduces them to the old woman who watches the door. She goes off to get the Skald to judge their labor and judge them.
Time stop where they are given a haunch of venison on a wooden platter and a keg of lager with no glasses as their evening meal. As they eat, they look around and see the ring near the central firepit. Svald explains that is where the First Blood contests take place.
Time Stop in the Longhouse of Skald Horvish an hour after dark.


Text Account:
Leader is Timber
Time Stop in the Longhouse of Skald Horvish an hour after dark.
Weather - Med. Snow - 25 MPH wind
Korvish comes by and OKs the party as long as Svard speaks for htem. He tells them "Courtesy, Privacy and Respect" and they take it to heart. 
They decide not to look around for the merchant and interact as little as possible.
They spend the night watching all the wierd activity.
The next morning Svard kicks them out of the Longhouse and goes off to his pole splitting with the logs the party stacked up the day before.
They wander over to a large stump and brake their fast on a huge stump in the 3' of snow.
They pull out the Mirmier and ask it about Iornfist and the Dwarven Mountains.
They discuss how they will find where they need to go.
They want to find Svald again to ask him about the temple of Odin.
He tells them where to go and their off to the temple.
The temple is a 15'x6'highx40' long building made of pine saplings curvend into a quonsit hut shape which has been covered with ice. The door is low and forces them to bow as they enter. 
The priests consult each other before answering any questions. Stallen tells them that they are worthy of Odins blessing because they are performing a quest to get to the Maus. of Chronipsis and bring back its head.
The priests are impressed and do a Fog of Purification on the party. They have little information, and soon the party leaves. 
They go into the forest and make a clearing whle they try to formulate a plan.
They are splitting up.
Timber goes off to search for tracks and the trail for 3 hours. Katrina and Fido head off into the forest 50'. Stallen goes back toward the town to find someone to talk to.
Fido and Kat. find nothing interesting.
Timber finds the road to the mountains.
Rnd. Enc. Grizzly bear. He befriends it and they split up when Tikm. goes back to the p0arty without encounter.
Stallen goes into the city and approaches a woman in furs that is splitting frozen fish with a cleaver. She takes a liking to Stallen and calls him out wagering his pritty butt against the knowledge he seaks. St. calles for First Blood. They fight in the center of the city, naked. St. Wins!
She will tell St. how to go about finding a guide.
Yeselda will take St. to her Long house of Beorvil.
She takes him to the long house and introduces him to Hegimoonis the woman dwarf. Heg. proposes the deal and St. Agrees
Skald Beorvil sets them the task of clearing the path to the fiourd in the morning for all of the party to stay there.
He goes out to the party and meets Tim. outside. They go back and the poarty agrees to the conditions.
They return to the Beorvil Longhouse.
They agree to the task and are given a dinner. 
Heg. comes by after they have finished their dinner. She proposes the same deal (the party thinks they are taking the stone to Iornridge, but Hegimonus says "to the dwarves" which means to the dwarvewn settlement.
They will begin their trek after they finish clearing the path to the fiourd. Yeselda is rebuffed by Stallen and sleeps alone.
Time stop as they bed down in the Longhous of Beorvil.


Text Account:
Stallen is leader
Time stop as they bed down in the Longhouse of Beorvil.
The giant triangle wakes them in morning and summons them to work.
While they are working on diging their way through the snow to the fioud (their task) Hegimonis approaches them and says she has to see the proests and will meet them in about an hour. The decide to go down to the waters of the fiord where they do some fishing.
Tim., Vict., Stalen go into the water to fish.
No Enc. Until they search for fish to catch. It takes them 80 min to find:
Giant Lamprey
A 21            B 29
-2-2-3 Tim      -1-3 ST Entangled
-9-12-17 Vict   -23-15 Krom
They wrestle the fish to the shore where they de-head and gut them. They ask how to cook them and find out they are not vbery good (tough, oily and rank).
They get 40lbs of fish off one, and throw the oter off the ciord.
Hegimoonis will take them to a good camping spot near her cache of rocks.
No Enc.
They make a camp (heg. turns their glann into a pool then drains the water to make an ice covered camp.
They cook their fish. And eat it.
No enc, No Enc.
They wake the next morning. Heg. makes a travous.
10 day journey.
The next morning, Heg. makes pine seed coffie, cuts wood for a travois and takes off into the wilderness to get her rocks.
The party looks around throws out the fish and Timber makes Beorn a pair of snowshoes.
They devide up the rock so ev3ery on has an average of 40lbs of rock, depending on their strength. No one is encoumbered, but the load is somewhat unbalanced (-2 to dex rolls).
No Enc.

Midday on the 6th day Rand. Enc
Monster Name:    Giant Rat                                On Page:
Organization:                                    5% CHANCE/WOUND TO CAUSE
Activity Cycle:                                  DISEASE
Intelligence:    Semi
Treasure:        Nil
Armor Class:     7
Movement:        12"//6"
Hit Dice:        1D4
No. Attacks:     1
Damage/Attacks:  1-3
Magic Resistance:Standard
Size:            S
Alignment:       NEUTRAL
THAC0:           20
Frequency:       C
4 Appearing
A 14x              B 13              C 26x              D 12x
-29 Krom           -9-7-8 Vict           -3-9 Ulla           -10 Killak
                                    -8-7 Stallen        -31 Ember

Rounds
1-Bless,
They see the rats eyes have no iris, the are large and black and unnatural. A horified Heg. tells them they are beholder thralls (creatures charmed by a B. and driven mad with torture and fear). The battle is over, and Heg. wants to run away, put as much space as possible between them and the beholder.
They ren 210 min and rest 30
They ren 80 and rest for 1/2 hour.
No Enc.  
The next morning the snow stops but has effectivly covered the tracks. They head out trying to stay hidden.
On the 9th day afternoon encounter. Encounter House Cat
It is a deader on its way toward the gate leading to the dwarven planes.
The Inn is the Last Highland Home.
Slug Steak, portabello mushrooms, bear stew, fungus ala fleeson
They take rooms
The cat runs off.
Heg. moans about the dwarves not giving her enough for the rock, so she takes most of it out and buries it.
They spend the day waiting for her. She returns and tells them that they will start the journey to the Mausoleium of Chronosys in the morning.
Next day she takes them to a grocer and they stalk on on their food.
Time Stop as they are heading out of the city and toward the mountains beyond.


Text Account:
Lisa's Birthday! Leader is Stallen
They are leaving Ironridge (the town in the Dwarven Mountains).
Time Stop as they are heading out of the city and toward the mountains beyond.
Begining a 10 day journey.
Krom is in the lead with snowshoes with the rest of the party is following single file. Hegimoonis is second.
Morning encounter!
They encounter a merchant heading toward Ironridge.
Bohagora is a merchant who sells antiques and junk.
The hail starts just after they pass the merchant without trying to contact him.
Enc. Late the night of the 3rd day on the journey.
Encounter Polar Bear
Name: Cave Bear      Listed as: Bear    OnPage: 17
H.D.: 6D8+6 - THAC0: 13 - # Attacks: 3 - Dam: 1-8(x2)/1-12
A.C.: 6 - Move: 12" - Size: L - M.R.: Standard
# Appearing:  - Align.: NEUTRAL - Morale: 
Freq: U - Org:  - Act.: 
Diet:  - Int: Semi -  Treas: Nil -
Evening of the 5th day, Rand. Enc.
Monster Name:    Giant Stag                               On Page:
Located Under:                                   EITHER 1 ANTLER ATTACK/MELEE
In Monster Man:                                  ROUND (4-16) OR 2 HOOF
Organization:                                    ATTACKS/MELEE ROUND (1-4/1-
Intelligence:    Animal - Treasure:        Nil
Armor Class:     7 - Movement:        21"
Hit Dice:        5D8 - HP 27 -3-4 Pi, -4-11 St., -3 Timber
No. Attacks:     SEE BELOW
Damage/Attacks:  SEE BELOW - Magic Resistance:Standard
Size:            L
Alignment:       NEUTRAL - THAC0:           15
It is a very noble looking beast as it stands on a outcropping of rock about 250 yrds away. 
They fire their bows at it and wound it. Stallen takes off after it flying, and Timber uses his league striding boots and overshoots the stag by 2 leagues! He gets back to within 3/4 of a mile and shouts untill they get back together.
Stallen catches up with the stag as it is running scared and at last (after 17 min) it begins to slow down a lot and he can catch up. He makes one cut and then another begfroe the beast goes down. The rest of the party follows the trail of blood dncatches up with stallen after 1 and a half hours.
They butcher the stag and take it through the early night to a good camp. They make a big fire and feast on the stag. Krom and Stallen eat the heart and toast to the stag.
Day 6 midday - Rand. Enc. Mountain Giant 
It has no desire to attak so large a paty, but wants to keep and eye on them.
Day 9 Rand Enc. Giant Eagle 
It watches them and is visible to them too. It is an inspiring sight.
They get to the bottom of the mountain although they have to use their torches for a while. She tells them she is going back now they can see the Mous.
Early in the morning, the dragon checks them out invisible.
They hear it but can't do anything.
Time stop when they are 30mi from the mausoleum. 
It has the shape of a black triangular pyramid. Sticking out of the pyramide are spires each with a different shape. At the top of each is a platform that is a landing pad for dragons. Each spire is a different color; the color of a race of dragons.


Text Account:
They are just over the last rise of the foothills of the Dwarven Mountains looking across the broken land to the Mausoleum of Chronipsis.
They will be travelling across the broken lands toward the Maus. It will take them a day and a half. It is about 1 hr before dark when the game begins. Their Dwarf guide Hegimoonis is leaving the next morning.
Black pyramid with 18 spires each a different color.  The is a large entry way with a barred gate.
When they see the dragon Chronipsis (an ancient crystal dragon) they will be blinded for 
1d20 rnds if it is exposed to bright light (which will not commonly be seen ouside the mausoleum.
It will meet them at night, invisible and try to find out what they are doing and what they want. The voice is loud and ringing "crystaline". It is basically friendly, but this is tempered by the serious nature of his duty.
All reaction rolls for humanoids is -1.

Body	Tail
Lgt. (')	Lgt. (')	AC	Weapon	Wizard/Priest	MR	Type		EXP
80-92	84-91	-8	12d4+12	2 2 1/2 2 2 2	40%	H, Qx9, Tx2	16,000

Spells:
M. Missle
Invisibility
Silence 15' Dia.
Dancing Lights

They find a depression at the foot of the hill and make their camp.
Early morning, the dragon is checking them out from above as the evening before.
If the party prepares their weapons, he will wait for them in his strong hold. If they seem friendly, he will land to talk to them.
The party is not very watchfull (fail on 5 rolls out of 6 for surprise) and are even more surprised when Chronipsis (encouraged by their wachlessness) decides to talk to them.
They make no agressive movements and talk politely and promice a riddle which intregues the dragon.
It invites them to wake up the rest of the party.  
They wake up and make no agressive movmentts this encourages her to reveal herself to them.
The weather is turning foul. The 1st layer of clouds never goes away and just after midday, the second level of clouds moves in. As night falls and successive curtains of cloud roll in, the lightning starts and the 8th level of clouds brings the rain.
 The dragon opens the gate for them and they walk into the hollow pyramid. It is fulled with the hourglasses and the dragon lies reclining on a great wedge shaped "throne" 
It calls for Beourn and they speak. When the dragon hears that  Beourn is Gaga, he files into a rage. He eats Beourn! Beourn hangs onto his tounge and pleads. The dragon uses his breath weapon, B. saves and takes 26HP. Sir Ulla attacks the dragons back foot doing 6 pt dam., but the dragon grabes him and swqeezes for 18 HP damage. B. finally remembers the name of the dragon. He forces the dragon to open the throne front to reveal the soul inside. 
Beourn touches the glowing ball of light and it races through his body to rest in the feet. 
The dragon is still outraged and tortured at being forced by his true name to return the soul to Beourn, the one creature in the entire universe that he hates the worst.
Beourn promices to free the souls of the dragons he imprisioned and Chronipsis curses him for giving the dragon hope again. 
The party leaves quickly and travel an hour throught the night. They make camp for the night and when they are having breakfast, Beourn explains what was up with the hourglasses and the dragons souls.


Text Account:
Leader is Timber
They have completed the adventure of Chroipsis and are about 3 mi from the Mausolium.
They discuss the various ways they can get back home.
Stallen tries to reach the P Mat. Plane, and the spell fails (can only get to outer planes or astral from the Outlands).
Vict. tries to use Dimensional folding. The spell fails and shows him the edge of the Outlands the great road and the abbys.
They talk about going back to Ironridge and fear their ability to find it again without a guide.
Or try using Stallens cube to get to the astral plane.
No Enc.
No visible Pool
They arrive in Katina at the inn
Boris the black is the new bartender/bouncer 6'2"x280 lbs STR 17,Con16
He is a retired pirate.
The mayor Turnlmore has gotten fat.
Ralpholio is t. guild
Dorm, 

They left on the 12th of alturic and will arrive at 
They have been away from home

5th of Eleasias (august) 5days after Midsummer

Attracting followers
Pi, Timber, Victorex, Stallen, Kilana, Katrina
Bards - 10d6
Priest - 20 to 200 (3)
Ftrs - 20-70


Kroms tree house is finished.
79 Weeks have passed
800 feet complete, 540 feet yet to do

Stallen's Amphitheater is ready.
Gal's tower-70x70x3stories all finished but the roof
, Temple to Mystra, Mage school
Farm Buildings rebuilt and added to is complete

Timbers log cabin is finished

School Wall, 
They want to go to Waterdeep

Timber leaves to go off and search for a place to set up as a temple to Melikki


Text Account:
Big basen camping recod entry from paper notes.
Lisa Solo adventrue
The party has arrived at the Hero's Rest (their inn in Katina) and have been talking and partying. Gal. begins studying at copying the spell "Wind Breath" into her spell book. It takes 4 days (4th level) but does not prevent her from keeping up with the latest news from the rest of the party.
Ulla and Beourn do a lot of walking around the school grounds. Beourn likes to spend the rest of the day in the common room of the inn watching people and talking to them.
Gal. spends the 5th day examining her tower and finding out what is needed to get it habitable. The roof will take 2 wks more to complete, but that and some cleanup and polishing (1 more week) is all htat is needed before they can move in. 
Gal. talks to the architect and gets suuggestions about who to go to in the city to find furnishings. Carpenters guild.
The "Katina School" as it is known outside Katina is getting a rep for being a good place to work from those from Waterdeep.
Gal. begins thinking of Elf funcishings. She telkls the party that she is going home for a visit to her folks in Longsaddle for a couple days.
Next morning (6th day) Gal. puts on her bolero jacket, a long skirt and best pair of boots and of course her magical stuff. She casts a Teleport to go to her old room in the store in Longsaddle. She makes it fine. She listens for the sounds of the building and hears her dad moving around downstairs. She goes down stairs and meed her dad who is VERY surprised to see her. He takes the day off.
He talks then takes her to dinner in the Gilded Horseshoe for a nice meal of local mutton. They talk more about what Gal has been doing. He gets on her case about living such a dangerous life. He pleads with her to be safe and quit adventuring new she is rich and well know. Gal is embarised and explains that she now has responsbilities and goals that means she has a task to complete. Her dad (Malcore) relents and talks about business, the rising of Ork numbers and making trouble on the farms around. They return to dads shop and he gives her names of people to see about rurnicture in the Neverwinter Wood.
Gal. teleports to her mons glade in the fores (NW Wood) but her mom isn't there. Gal goes looking for her. She isn't at her favorite -p[lace by the stream, so Gal goes to the common clearing. There she meets an old family friend sitting with the other women shelling nuts. They invite Gal to help (who does so with ill grace not wanting to damage her hands). They chat while the shuck. Mom comes to the Gather place after hunting and has a goose for dinner. They take the bird back to her Moms glade where they have a nice meal wihle discussing whats going on in the forest. Mom also ask Gal to come home and be safe and stop her adventuring life. 
Gal demures and changes the subject.
Mom tells Gal that the Harpell's have ask about her among the elfs and have requested her to vit them if Gals is in the Town. Gal promices to go see them.


Text Account:
Time Stop where Gal. is spending the night with her mom.
The next morning Gal. gets up and prepares to go into town to see the Harpells. 
The Wizards of the North are meeting to hear first hand what the Local 509 have been up to and to get Gals story.
She goes to the gate of the farm. The grandmother of Ardinak (W8) is watching the gate magically disguised as a young girl.Granny Nolan as she has know is playing with flowers near the gate. She speaks with Gal then goes into the fenced area and coms back with a rock which gets Gal past the wards. It is an uncut diamond though Gal doesnt notice this. Gal is taken to the Ivy Mansion itself. The door requires a password (20th level doorward spell). Inside the entry hall are co.ord parquay floor. The colors change as various tiles are stepped on. There is supposed to be a predictable pattere, but not one has discovered it yet.
They go down a hall past a talking Grandfather clock.There are 5 wizards in the meeting room when Gal arrives, but the others get there soon. Melchor is the last to appear. Ecach mage has been researchin an area that might have been affected by the magical change. 
Ardinak (the political head of the Harpells and the mayor of Longsaddle) is the host and leader of the meeting. Also attending is:
Kelatask the Blue (W16) from Conberry. He has a big, florrid nose and a red face. He has been checking into the politiocal changes that have taken place since the changes in the magic took place. (Gal is surprised by this) There appear to have changed little, but may in the future as the state of the powerful mages becomes known.
Yanab Howaya (W12) is thin with a cold pale face. He coimes from Neseme and has a blue Ion Stone whirling around his head. Reports that there are as yet no major economic changes. The changes of power have not been so large as to change things as yet.
Toolie Osaka (W9) From Waterdeep is young, brash and very friendly. He has been looking into changes in Waterdeep and tells of confusion at the temples and a vastly increased number of the faithful have been coming to service. Other than that, things are prity much the same.
Alastra Hathwinter (W21) lives in Longsaddle. She is motherly, friendly and wide of body. She says little, but is closely observing what the other are saying.
Ophala Cheldatron - Looks about 35 yrs old with blond hair and long ears. Is a Harper from W.deep and just returned from a trip to Shodowdale and Elminster. She tells of her conversations with Elminster. He says that the changes in the magic are subtle, but undenyable. He suggests that this will result in new areas of Magical research and has begun to work in this area.
Tabra - Harper
Hanovers Melop (W13) says he is from "many" p0laces. He is a big man with a dark beard and flasy merchant clothing. He tells about the changes across the contanent and reports that disruptions in magic are occuring across the land.
Cleetus (W18) - Philosopher Mage and Specialist in Divinatory magic is old but firm and very likable (17 CHR). He tells them about Meta-Magic and the theories of Koolik who has some interesting theories on the subject and how this may have reflected the change.
Melchore Harpell (W13) - Galranwyns teacher. He tells of how Longsaddle and a bit of how the Mage guild is reacting to the chenge. He tells that the mages guild are nervous and don't know whoat to make of it any more than they do. They too are studying it.
Kelatask is outrages with others about the fact that Elminster knew much of what was happening and did not share the information with them so they might prepare. 
After the report, they ask Gal to tell her tale and how it might fit in with what has happened. She holds nothing back and provides proof ofwhat she says using spells to display 2d moving images of her memories of important times. It is typical of what they thik is arogent behaviour on the part of Elminster.They ask Gal about the mer people and other events closely and it takes a couple of hours to finish the tale.
After the reports are made, they begin talking about whot if anything to do. It seems like the debate is cluttered by a lot of old business and it gets pritty boring. Malchor invites Gal, and Tabra and Cleetus to get a tour of the farm. 
He takes them to the Minimals in the stable, and around the other wonders of the buildings. He shows them the "Fuzzy Quarterstaff"  ball room too and shows them how the automatic orchestra works. The house is filled with convienient magical items.
When they go back to the meeting room they are still arguing. They decide to :
Send Cleetus to interview Beourn, the Harpers will ask Shou Lung operatives to invesatigate the goings on regardin returnin to Kou Melan, Koolisk will do more asking around in the Mages Guild. He will also sponsor Koolisk the Meta-Mage into the guild in hopes this will speed his research. Gal decides to leave. Malchor accompanies her out to a secret door that leads to a teleport rune linked to his study. In a moment they are there. He gives Gal a scroll of Mistward and gives her some info on W. Deep and what to do there.
Gal return to her mom, but tells her that she will be leaving the next day.

Dale and Cindy get to camp and want to play! 
Timber and Pi. are in the Hero
s Rest. They party till late the night of their arrival.
Day 11 - Pi and Timber fo riding around the school. They find deep (20') swimming hole about a mile and a half up the river. They go skinny dipping and have a picnic lunch.
Days 2-6 The continue riding out in the day and going back to the Inn at night for a good meal and to talk about plans for the school. 
Pi sees the maps of 4th and 5th levels in the HOS Dungeon and the passage that comes out at the cliff by the river. Timber looks for a place to have his shrine and finds a couple of likely sites.
Days 7-9 They hang out at the Inn talking to Beourn and waiting for Gal to get back so they can go to W. deep.


Text Account:
Gal. Gets up the next day and talks her into going into Longsaddle using teleport. 
They get to the store and the family talks together for a while. Then they decide to take up the invitation from the "Night Cloak" (the Inn that Alastra owns and runs). They go to a private room and hae a nice meal of catered Elvin food.
Arantha takes gal aside and offers help for 509 if they need it and promises to take care of Gals parents while she is gone.
Gal returns to the table where her folks are and they have a nother bottle of wine. They go back to the store and sleep.
Next morning they have a domestic sceene of breakfat making and such.
Now her mom knows how easily Gal can get there, she will be less surprised to se her popping up. Gal meets Cleetus there in her dads shop as she is saying goodby to him. She and Cleetus teleport to the Hero's Rest just outside the fromt doior. They head into the Inn where Gal introduces Cleetus to them and to Beourn.
Time stop.
Gals dad sends her a bent wood bookstand/podium from the Neverwinterwood.
The rest of the party meets up in the Hero's Rest. on the 8th day since they got back. Everyone wants to go to Waterdeep. Cleetus speaks with Beourn. He wants to cast some information spells on Beourn. Ulla is unwilling to do this unless the party helps him identify Cleetus and make sure he has no bad thoughts toward Beourn. As a diviner, Cleetus understands the need to know positivly who and what they are doing and agrees to submit to the questions and spells of the patry before he casts any spells on Beourn.
He is wearing several magic items which he has to take off before the spells of the party will work. Amulet of Attraction (+3 Chr), a ring of x-ray vision, s ring of Disease detection, a Robe of Eyes, a Gem of Insight mounted into another ring and the Human Influence flute.
Cleetus submits to a through examination. It turns up that Cleetus is NG, Well intentioned, a scholor and seeks only to find out about Beourn.
They then allow Cleetus to return his magical items to him and scast what spells he will on Beourn. He tells them what he is doing as he casts his spells and tells them some of what he sees in a running commentary that is very technical like a autopy report.
Cleetus is fascinated and will try to help Beourn recover his memory and regain his stability. Ulla agrees to this as he sees no reason not to trust Cleetus now and he might help.
That day, Local 509 heads out toward Waterdeep. It is a 60 mile journey and will take 4 days by horse. After no important encounters, they get to the city and go in the south gate. 
They go to the Unicorn's horn and see the new decorating. Despite a bad first impression, they decide to stay there that night. The rooms are expensive and while the service is good, they don't like the place any more. They move to the Jade Jug across the street. Once they store their stuff and cast their ward spelss on the important stuff, they head down stairs to talk to the one-armed porprioteress. They go to the Blue Jack tabern for drinks. Then they go to the furriers guild and sell some of there gems at the jewlers nearby.
Gal. teleports from her room to the library in the Mages Guild building. A student see her there and takes her quickly in to talk to the woman who heads the guild. She also asks for Gals story and is obliged. Mhair is impressed by her story and as Gal is dismissed she too offers the help of the guild. Gal notices nothing interesting stuff on the bulitin board. She teleports back to her room at the Jade Jug.
The party gets together again after a good lunch and decides to go to Balthors. They get there with no incedent. they find there:
Bocobs Blessed Book 39KGP
Ring of Elemental Control - Air 16KGP
Scemitar (+3 to hit, +2 dam) 13KGP
Globe of Serenity 15KGP
Pipe of Bob Flute (non magical)
 and other nonmagical stuff - Fire opal, Black Horn Drinking set, Crystal Boozed container
The next morning, Timber goes to shrione to Miliki on the hill inside the Heros park at the N gate. They tell him to immediatly go to a inn in the city where the waiter are monsters. There he meets a ranger with a ring of Plant Passage. He takes Tim into the stand of trees outside W. Deep and uses the ring to go to the Falls of Stumbling Stars where the main gathering of the followers of Milliki is located. There they examine him and determine that by direct decree from the Goddess, that all ranger/clerics are to become Ranger/Druids! They explaine to him what is involved and Timber changes his stats.
He is taught some Pegasus, and Treent.
He has the Sign of Shadowier which is the symbol of the goddess in the skin of his right hand. This will be invisible except when in the shadow of moonlight. It then glows pale green. Shadowioers are special guardians of forests often assigned specific tasks by the church. 
He gains the non-weapon proficiencies: Animal Lore, Survival Woodlds, Religion
Adds weapon prof.: SWpear Scemitar
New Spell Sphere list.
His studies intensivly, using priest endurance to complete his training as quickly as possible. he doesn't slepep during his 6 week stay. 
Meanwhile the rest of the party is taking care of business.
Broddas new spheres are chedked. Kilana also dissappears for her conversion (only changes to spheres) a new spoell slist for her is produced. 
St. and Vict. go to the plynth where it is jamed. St. uses his charisma to work his way up though the waiting line. They get to the temple of Bob and find it almost empty. Vict is told that no changes have been noticed to the proests of Bob even though most other religions are going through changes. Vict. volentiers to help the old priest  while he is in the city;.
St. goes to the temple to Oghma where there has been a shake up. Several leading priests in the religion have suddenly and inexplicably died and the church hierarchy is completely re-arrainged. They have been told to be more attentive to gathering information and have set up new procedures for gathering information. With the aid of a new spell (remote writing) they take dictation into huge books. St tells the story of 509 in Shou Lung and the priest is excited by this and promices to pass the info up the priestly chain.
Pi tries to contact the thieves guild and finds may of their buildings have become abandoned. She findss out htat a concentrated force of city guards and noble militia in the hundrads shut them down about 4 weeks ago. Not there is little of the guild remaining in the city. Pi finds their hideout in the Rat Hills and is spending a considerable amount of time with them to try to get her followers.
Pi comes back to the Jade Jug the next day and finds out what everyone did the day before. She get her stuff ready to go back out to the Rat Hills, but decides to go with the party to Aurora's catelog shop and buy some mundane items. Time Stop after leaving Aurora's.


Text Account:
Time stop after the party shops at Aurora's.
They are back at the Jade Jug and talking about what they want to do next.
We work out how many followers will appear to the party so they know how much they need to buy in the city. They get:
These will all be treated as a "Bandit" group in the Monster guide to determine the number of leaders that will show up along with the 0 level folks.
Victorex attracts 116 0 level followers 
Kilana gets 87 peopls level 0
Stallen attracts 38 followers
Pisheo talks 18 theives into following her out of the Rat Hills.

Gal. got an introduction from Melchor to the Nobleman family, Hawkwinter. She and St go to the Hawkwinter Villa to introduce themselves and try to get an invite to a party. They meet Raylin Hawkwinter and he sees that they receive an invitation to a party a few days hence. The party takes care of indevidual business until the day of the party. Pi comes into the city from the Rat Hills to attend. They rent a coach and 6 to take them to the party;; the first time many have been in such a vehicle.
They get to the party and do a lot of milling around. They are impressed by the food and drink and enjoy themselves but are not impressed by most of the Nobles they meet. None the less, they do make some important contacts.
Nobles listed in W. Deep docs:
Adarbrent
Anteos "Belick" 2nd son
Eron Taller
Gost
Ilavanstarr "Requiest" 3rd son
Melshimber
Roaringhorn
Tesper
Waands "Maskar"
Zun
and the adventure/merchants:
Rulanthor - Island King
Xanathar - Theif Noble
Kitty the theif
Ildare Orsabbas
They decide to leave the party as it is quickly seen that they are "on display" and they don't like this. 
Time Stop as they get out of the Villa.


Text Account:
Small Game - Cindy, Dale and Lisa
They are in the city of Waterdeep. They have just attended the Noble party and made some contacts
Things left to do:
Gal-Kappian and the Mage's Guild
St. and All-Weapon Smith
Gal., All-Carpenter and Glass Maker
St.-Bard School
All Magic Party
All-Follower Supplies
They have left the Nobles Party and are returning to the Jade Jug. 
Note: Get them to the Old Monster Shop 146!
They get back to the Jade Jug without incedent using a coach and 6 as before.
Pi starys the night there.
Next morning they talk to their one-armed hostess about where to go to get furnicture. She tells them of Carvers Guild and the Whickerwork guild.
(110) rope bunk beds @ 10gp(2 per day constructed), 20 Fine Bunks @20gp (1 per day) and 200 std. chests @4gp (4 per day). Total=2300gp will be done within 2 months.
Gal. buys a bed carved from a single slice of a redwood tree 8' cube (2500gp). Finely carved with fauns and faireies in the top of the canopy 6' overhead. 
Desk 8' long on back, 4' long of sides, cold drawer, warm drawer, light rocks in top, (3000gp)
Table and chairs made of natural wood with the bark still on.
Wardrobe with secret bags 2"x6" in the back behind the drawers that run up both sides.
Big throne with rearing lion and slave rings in the arms.
Hovee Mauksoun is the one they deal with (Son of Guild leader)
They go to Orsabbas and check out the imported goods from Calimshan and further south.
They find a few things and move on.
Calculating the cost of followers
Food 3sp per day - 2 Lb per day-260 followers
70gp per day, 500 lbs per day = 15000 per month (7 tons, 7 dray carts)
2 weeks to get to city
They get a meal from a street vendor and continue on to a place recommended to Krom by Rualathar the Island King. They go to The Splended Order of Armorers, Locksmiths, and Finesmiths. at 279
They heading off the the Blushing Mermaid looking for the Beholder Theif leader.
They have the Ship's Galley meal with the pirate and the 6 slave girls.
Pi. finds where the contact is (in an alley nearby) named Notef
She goes outside while the rest are still at diner.
She meets him and sees that he is one of the Beholders men by the eye ring on his finger.
The beholder is recruting, but Pi is not interested. She finds out how to contact Notif again at the Mermaid.
They return to the Jade Jug late that day
The next day, they are looking for a way to feed all the followers. They talk about farming and what it would take.
They find the Order of Farmer/Grociers and buy seed grain at 10gp per 50lb grain which wil cover 1 acre.
That acre will grow 10,000 lbs of food (one grain will grow 200 more, 200x50 lbs per acre)
They need 180000 pounds of food per year. They will need to plant 1000 lbs of seed which costs them 200gp.
They return to the Jade Jug.


Text Account:
Tonights game begins with some retrospective stuff for Gal.
She was to go to the Mages guild the second day she was in the city. This is about 2 wks before tonights game, but she has been patient about doing its.
It is the 3rd day since she was in the city.
She wants to go to the guild and talk to Kappian Fleurmeister.
A group of mages will listen to her in the guild chambers.
She prepares to go to the meeting by adjusting her spell list somewhat and takes along a spell "Galranwyns Sticky Fingers" and additional scrolls and teleports. Wearing all her magic items and dress to the 9s in her best mage outfit.  The meeting starts after the midday meal. Gal. walks with Kagar to the guild.
No encounter, they reach the guild building. Kagar will wait outside with the guild building in view.
Kappian, Mhair and Malchor are there with
Eleifal the Mystic (W12 Evil) Weak, mousy brown hair, ple and a lisp.
Derias Selenborin a high elf mage (w13) an Invoker specialist.

Katrina rolls to find her number of followers and comes up with 40 total. 
They go to talk business with Benit Hillgauntlet; Nobles  who are military mercinary providers and outfitters. 
They send word to Belick to arrange a meeting with the party.
They get a meeting a day later where they are treated like customers in a very efficient way. 
The party uses the carrage to get to the meeting.
They are introduced to Leutenant Mokiner Horserider. He is very good at what he does and is willing to discuss with them what 
they have in mind and how they will work it out. Kadre and bivowak and soldiery and weapons.
They explaine that they are building a school and fortification on the fronteer and are about to grow rapidly. 
They find a few things and move on.
Will send a squad of 12 men in a cadre unit. (350 per mo)
8 Carts  taking 10 tons of grain  
20gp each for backpack. 
Monthly caravan with guard to take an additional 10 tons of grain per month. 
1gp per 20 lbs-plus storage and drayage charges mean a charge of 200 gp per cart (1600 per trip)
Calculating the cost of followers
Food 3sp per day - 2 Lb per day-260 followers
70gp per day, 500 lbs per day = 15000 per month (7 tons, 7 dray carts)
2 weeks to get to city
Balugis o'Yeclept Master mage who charges the wand of fireballs for 22Kgp.


Text Account:
It is the 3rd day since she was in the city.
She wants to go to the guild and talk to Kappian Fleurmeister.
A group of mages will listen to her in the guild chambers.
She prepares to go to the meeting by adjusting her spell list somewhat and takes along a spell "Galranwyns Sticky Fingers" and additional scrolls and teleports. Wearing all her magic items and dress to the 9s in her best mage outfit.  The meeting starts after the midday meal. Gal. walks with Kagar to the guild.
No encounter, they reach the guild building. Kagar will wait outside with the guild building in view.
Kappian, Mhair and Malchor are there with
Eleifal the Mystic (W12 Evil) Weak, mousy brown hair, ple and a lisp.
Derias Selenborin a high elf mage (w13) an Invoker specialist.
They ask questions about the kind of (level) spells that Gal can cast and ask her to do her 2 tleeport spells.
With this demonstration of her power, M'hair asks for a vote on her advancement within the guild. Strangely, some mage puts both a white and black stones in the cup. M'hair suspects that someone is mistrustful of Gal and requests a show of hands in hope of flushing the disenter out, but all raise their hands normally. The disenting mage is Karnask the Silent.

They hold a reception for Gal in the library where they have had the old men chased out.  They have champaine and toast her heartily.
Derias wants to befriend Gal and it initially is a simple attempt to curry favor with an up and coming mage, but her initial reaction was high and she is warming to Gal. as well. She tells Gal some of the "perks" of being a master.
Zan if friendly! 
She is not the only one wanting to get on Gal good side. of the 12 mages at the reception, only Zan offers to be of help. 

Gal. is told that there are always a scroll of the Guilds "official spells" for the masters as they save 1 for their use at all times. Some do get used however, so for masters there is an 80% chance of having each spell on the list.
Alter StoneSkin to only work once not the roll listed.
Cat Spirit 1
Cloud Ladder 1
Fabricate 5
The party breaks up after a couple of hours and Gal starts wandering arou8nd the guild building. There is no where she can't go (except for some concealed places) so she scouts around. She meets Zan in the Masters slounge on the 4th floor. They talk for a while and it turns out he's a nobles son and tells Gal his life story.
She wanders down to the purchase counter and learns that the guild may buy an item and sell it quickly at a profit and the finder of the item takes a cut of profits. 25% of an item being available.
Looks at b. board and see 16 messages 1 is interesting Traveling Spell Book of OOlatek W/9 Spells 
Dispel Magic
Affect Normal Filres
Infravision
Toungues
Resist Fire
Wizard Eye
Fire Trap
Flaming Vortex
Fire Aura


Text Account:
Starting out early with Lisa and Gordon in Waterdeep.
Gal. is copying spells into her spell book from the book she bought at the autcion.
It is 19 days since they came into the city. Gal has been copying spells and Krom has been partying.
Gal. takes Krom back to the Woodcarvers Guild to look for furnicture. 
Hovee Mauksoun is the one they deal with (Son of Guild leader)
2100gp for Throne, 1800gp for table and chairs with bark.
Buys Weapon Rack (150), bed(250), chest of drawers(150), comfy chair and ottoman(200), Wardrobe(750), Cigar Humidore (25), Table Bar (1000), Chest (150). Hanging table (40), Lepord statue (50), tiger statue (400) , Briar Wood Pipe,  Love seat, sofa, 4 large chairs (1000)  Total - 8075 Takes 7600gp
Rookie Rotiki - Bar craftsman Gal. leaves a deposit for a custom table bar to be shaped model of the the "School" main building. He will do it for 1500gp W/out glassware.
Custom made crests for the party - Local 509 carved Shields: Large (450)-2, Med (200)-8, Sm (50)-12=2000gp
Gal. buys Dragon Statues-500 takes 475
They go back to the Jade Jug and go to Gal.s room w/Krom and calls Phanotoozie.
Gal. tells him to do a drop at the School and come to W.Deep immediatly aftrerward which will take 5 more days.
They want to go to the weavers looking fo rugs and hangings.
Buying wool rugs. 
Krom buysLepord colored, brown, wine red, orange 4 large,1 med, 1 runner=100gp
Gal.forest green, 3 large, med small, 2 runners=95gp
Batik Tapistrys 8-6x6@65gp2-sm 3x3@20gp=900
They go to the Maerdos furriers and want to buy stuff (duh)
Krom sees brown bear pelt and elephant pelt.
They go to the furriers and wollmans, but they don't have any pelts and are not nice to them so they leave and return to the Jade Jug.
There they meet up with the rest of the party. They plan on going back to Balthors to look for more magic stuff (1d4-1 it4ems possible as they bought them out 3 wks agol).
The rest of the party arrives and they are off to Balthor's one more time..
Stallen and Katrina is preaching in the street and in the inns and bards collage. - "Fell like your lifes in a rut need some adventure Im looking for a few good men to follow me for treasure and adventure."
Vict. goes to the plyntha and preach for followers.
Pi. is going out to the Rat Hills to convince theves to go with her. 
St. and Kat. go to the Bards school. St. jumps on the stage and begins talking.
They play for hours. A drumnmer comes up and help them out. They lead a conga line to the warehouse where they are going to wait until 509 is ready to go. The party members come by for training and greeting them.
The leader of this troop is Hoopi Gloopta Sgt at arms..
Vict goes to the temple fo bob in the plynth and talks the priesxt to go down to the outside of the plynth and preach.
Vict attracts a number of followers (80) and tells them to gou out and btring more followers back. 
The Sgt. Digety boogh takes over the training of the men.
Pi. is out with the remains of the Theives Guild in the Rat Hills.
Pi selects several of the most likely theives and asks them to meet her out by the old dead tree. She makes them a pitch to come out the HOS. 
They spend the remainder of the time till the ship comes hanging out at the inn or helping get the followers together.
The ship arrives and they go to the dock in a goup to meet it.
cHICK AND HANTO TALK ABOUT THEIR ADVENTURES.
Phantoozie brings them presents : Powder of Shrieker Growth, 4 Oil of slip, 2 Healing, 2 Rainbow Hue, Poly Self, 
Francous is new cook and he is conceated and arogent. 
Phanto tells them of the sacked castle where the furnicture came from. They spend the night there and begin loading things that morning
They have travleing with them 40,38, 116, 18, 87
Time stop 4 wks after getting back to the School. All the followers have arrived and they are getting organized!


Text Account:
What the rest of the followers are doing.
1 Week - Vict. takes one of the buildings in the school and gets his men stettled in.
The party set many of their followers to clearing the land in preperation for the next years crop.
10 men working for a week may clear 1 hex on the white map.
Vict. sets up a forge, sends out hunters and trappers, 
1/3 Working on the temple 
Elemental is summond and clears 60 sq yards. (180x180)  or 3240'x10'x10'
down to the temple on the 6th level (see player map by Pisheo!)
Timber has been helping find tree to clear, Help finding where they should be clearing the land Sings his song.
Pi. sets her guys working on the 3rd level, first setting up the cave as a rap and rappel area and getting it set up as a school.
Gal. spell writing in her spellbook for 3 weeks and the last week Takes the Statue of Mystra from the 6th level and brings it up to the surface and takes it to her tower in her study.
Stallen is getting fighters trained, and finding a place for them to have and starting construction by cutting logs and putting up log cabins. They are staying in the sholl buildings.  In the month they find trees, trim them, de-bark them, drag them back to the outside of the school wall where they will be built. They get enough wood to build 1 - 5 plex building.
Day 1 for seeing - no 
next day 2- no 
next day 3 - sees something, but looses it.
The watchers get back to the rest of the troop.
The men spread out at 3:00 and will begin the attack at 3:30.
They attack in 2 waves with the 3rd wave held in reserve until the drums begin double time.
The party wakes up in 2 to 4 rounds, except for Gal who wakes up in the 5th.
Families are escaping, double baring the doors and guarding, some of the adventurous head out to help. 
Building R (with 1 dwarf in it) is burned; farm 9 is burning.

Time stop where the party (PCs and NPCs) have moved and it is time to begin with the militia.
An additional troup of foot will leave the fort (5 min muster)


Text Account:
Timber is leader
Time stop where the party (PCs and NPCs) have moved and it is time to begin with the militia.
An additional troup of foot will leave the fort (5 min muster)
Game begins 5 min. after the attack began. The townspeople are roused, and they are all reacting to the attack in different ways. The party is just leaving the Inn, the followers are waiting for commands from the superiors, the remainder of the orks are being held in reserve, the ship has not been allerted and lies 1/2 mile (10 min) away.
The battle continues...
Round 5 Completion - Only PC and Inn NPC have gone
Round Completed
Round 6 Continues
Round 7 Orks at school, fort appear
Round 8 Battle going against Orks, PC&NPC continue to leave school
Time stop before Initive roll for 9th level


Text Account:
The party is looking for the ship. It will arrive the next round. 20% chance of seeing something in the air.
18th round begins
Vict. calles for clerics to aid the town-Kalana, kagar, ember, vict., Pi
Gal. checks her tower for damage. (1)
Timber changes into an owl and scouting for Orks, but stops by the tree house to check it out. 3 rnds (3)
Stallen does L Lore on holy symbol. (5)
Katrina is asking tell ing the town members that they are safe and help is needed. (5)

round 19 
Vict D Door spell cast- they get to the WH Sleigh
Gal D Doors into town again at the WH Sleigh
Dro. - searching bodies in the back door (5)
Round 20 
Town party running to bark and bite
Round 21
Create water to douse bark and bite, gal heads for peewees - 9 (3)
Tim sees the ship coming
Round 22
Tim sees tree house is OK
Dromar tells the ship to head for town.
Gives 30 EP found on Okrs to cookie, gathers weapons and begins searching theif guys.
Round 23 Gal starts putting out the fire (2)
Round 24 Timber gets to school and tells them to gather their stuff and head to the town to help
Then he turns to a bat and heads out to do widening spirals round the town to find ork trail. Search for 2 hours.
Stallen does L.Lore on rod (2 charges)-fails
Pi. organizes a bucket brigade. 
St. L.Lore on armor and potion

Katrina - 20 - L. Swords, Spike shields
Stallens Hammer - 38 - 20 axes, spears and 20 L. Swords
Pi - 18 (have own)
Kilana - 63 - 20 axes, 20 L:. Swors, 20 Halberds
Victorex - 60 - 20 L. Swords, 20 axe, 20 halbards
Total 181  armed men
15+4+4+6=29 have weapons
Militia 20 (10 on horse) - 5 men in field on horse.
Vollentiers - 22 led by Halaf Fec and Brinna the Warior Woman (11 each)
235 total

At 1:00 they set out. They will do 5 miles a day in the field as they have 4 hours of training 2 in the mornging and 2 at night.
It is 75 mi to C Stair - They will take 15 days to reach it. No encounters.
Pi. Horse, food, norrmal field gear - Advance
Gal. Horse, food, field gear - Advance
Katrina Horse, Food, field gear, fido - Advance
Kilak walks field gear - stays with troop
Kagar horse, field gear - stays with troop
Kilana horse, field gear - stays with troop
Krom on horse, food, field gear, extra weapons - Advance
Brodda on horse, field gear - Stays with troop
Stallen on foot, loans his horse out to followers. and takes his instruments - Advance
Vict. on horse, with food, field gear., weapon gear - Advance
Ember on horse, field gear - Advance
Dromar stays behind to study
Advance troop
Pi, Gal, Kat, Krom, Stallen, Vict

Timber and bilabong head off intothe wilderness at top speed seeking the orks.
Billabong
NAME:                    CLASS: Druid                RACE: Human
Height:  5'11"                Level 9                     Diety: Sylvanus
Weight:  135                                            Hit Points:  59
Eyes:  Brown                                              Base THAC0: 16
Hair: Lt. Brown                                               Adj THAC0: 16
------------------------- ABILITY SCORES AND BONUSES -----------------------
STR  16      To Hit:  0 Dmg: +1 Wgt: 70 Max Pr 195 Open Door 9 Bend Bar 10
DEX  15      Reac Adjust:  0   Mag Att Adjust:  0    Armor Class Adj: -1
CON  17      HP Bonus:  2  S.Shock: 97%  R.Surv: 98%  Pois Sv:  0  Reg:  0
INT  17      #Languages: 6  Spell Lvl:  8th  Lrn: 75%  Max Spells/Lvl: 14
WIS  18      Mag Def Adjust: 4   Spell Failure:  0   Bonus Spells 2/2/1/1
CHA  18      Maximum Henchmen 15  Loyalty Base 8  Reaction Adjust 7
COM  14
Interest --  Trees			Occupation -- Fisher (Fresh Water)
Morals -- Amoral			General -- Rough
Intellect -- Scheming			Piety -- Saintly
Personality -- Friendly			Nature -- Jealous
Materialism -- Avaricious		Possessions -- Average
Apparent Age -- Middle-aged		Bravery -- Normal
General Tendencies -- Hedonist		Disposition -- Compassionate
Honesty -- Scrupulous			Sanity -- Normal
Energy -- Normal			Thrift -- Spendthrift

Surviving orks=130
Timber and billabong travel on foot the first day to find out as much as possible about the passingof the orks throuhg thte territory.
Advance party is 11 miles back. Orks move at 15 mi per day, horses at 24 mi per day, eagles at 30 mi per day; they start 1 mile back. Druids take eagle form and catch up quickly. They find the trail they made going to Katina and follow it forward
The party will take 1 day and 3 hours to catch them. They send a stringer back to warn Mordicity that there are 120 orks.
The next morning, Timber returns to the party using his boots and Bilibong keeps an eye on the orks.
Timber finds the party 1.5 mi from the orks. They discuss what to do with the fleeing orks. 
Ti turns into eagle and joins bilibong overhead. 
The party advance party travels at 15.
Timber sees the place where the trail turns from NW to E. He uses his boots to return to the troops. 
He tells Mordicity about the change of direction and M. will cut the elbo of the trial off and save 9 miles of travel.
He stops by the Advance party and tells them what to expect.
He joins back up with Bilibong and tells all.
Time Stop when the Advance party and the Orks make their camp for the night.

Katina Damage:
Building Burned (4)- 9 (Pee Wee), 1 (Sadie), 11 (miles Tague), R (Bark and Bite)
Buildings Looted (2)- 10 (Melisande), 7 (Karis)
Deaths (11) - Shark (white Horse Sleigh), Cretin (Bark and Bite), Worker (Bark and Bite), 3 childen of Karis (7), Sadie's husband (1), Elsbetghs Husband, Karis 2 grandparents, Slashers
20 horses of the Militia (several euthanized)
Mad - Daughter of Mayor (the one who ran off; found wandering in forest)
Enemies Killed
Mortikate (12th Level priest of Bane)
Club, F. Mace
Potion of Clairaudience, Folding Boat, Rod of Rulership (2 charges)
Theifs (8)
8 L. Swords, 24 daggers (All poisoned), Human leather armor (no cleaning,fixing needed)
Orks Killed - 178
Armor recovered 152 - Alll require 1d4 hours to clean and 1d4 hours of repair/resizing by armorer for human use
Weapons Recovered
Spkie Shields - 28-4 distroyed=24
L. Swords - 28+19+25=72-11 distroyed=61+29
Daggers - 164-8 distroyed=156
Spears - 19-2 distroyed=17
Axes - 71-10 distroyed=61
Halbards - 46-7 distroyed=39
All weapons are of poor to moderate quality (reason for so many distroyed) 
1d20% require 1d4 hours of repair by weapon smith
181 follow3ers are going

Militia Leader reports to Waterdeep superiors about battle, answer will return in 8 days
Town meeting is held by Mayor who is maddened by attack and seeks revenge
Militia leader will to lead possee and requests help from Local 509 - Willing to wait to arm followers
Trackers sent out - 509 Requested to lead party


Combined notes for Ork attack adventure
What the rest of the followers are doing.
1 Week - Vict. takes one of the buildings in the school and gets his men stettled in.
The party set many of their followers to clearing the land in preperation for the next years crop.
10 men working for a week may clear 1 hex on the white map.
Vict. sets up a forge, sends out hunters and trappers, 
1/3 Working on the temple 
Elemental is summond and clears 60 sq yards. (180x180)  or 3240'x10'x10'
down to the temple on the 6th level (see player map by Pisheo!)
Timber has been helping find tree to clear, Help finding where they should be clearing the land Sings his song.
Pi. sets her guys working on the 3rd level, first setting up the cave as a rap and rappel area and getting it set up as a school.
Gal. spell writing in her spellbook for 3 weeks and the last week Takes the Statue of Mystra from the 6th level and brings it up to the surface and takes it to her tower in her study.
Stallen is getting fighters trained, and finding a place for them to have and starting construction by cutting logs and putting up log cabins. They are staying in the sholl buildings.  In the month they find trees, trim them, de-bark them, drag them back to the outside of the school wall where they will be built. They get enough wood to build 1 - 5 plex building.
Day 1 for seeing - no 
next day 2- no 
next day 3 - sees something, but looses it.
The watchers get back to the rest of the troop.
The men spread out at 3:00 and will begin the attack at 3:30.
They attack in 2 waves with the 3rd wave held in reserve until the drums begin double time.
Attack Begins with a simultanious attack on 6 homes.
The party wakes up in 2 to 4 rounds, except for Gal who wakes up in the 5th.
Families are escaping, double baring the doors and guarding, some of the adventurous head out to help. 
Building R (with 1 dwarf in it) is burned; farm 9 is burning.

Time stop where the party (PCs and NPCs) have moved and it is time to begin with the militia.
An additional troup of foot will leave the fort (5 min muster)

Timber is leader
Time stop where the party (PCs and NPCs) have moved and it is time to begin with the militia.
An additional troup of foot will leave the fort (5 min muster)
Game begins 5 min. after the attack began. The townspeople are roused, and they are all reacting to the attack in different ways. The party is just leaving the Inn, the followers are waiting for commands from the superiors, the remainder of the orks are being held in reserve, the ship has not been allerted and lies 1/2 mile (10 min) away.
The battle continues...
Round 5 Completion - Only PC and Inn NPC have gone
Round Completed
Round 6 Continues
Round 7 Orks at school, fort appear
Round 8 Battle going against Orks, PC&NPC continue to leave school
Time stop before Initive roll for 9th level



It was a fine, warm late summer evening. All the people in the tiny village of Katina slept soundly after their day's labor, unspecting that they would soon be the target of a vicious, unprovoked surprise attack by the largest band of Orks seen in this area for decades. Of all the people in the vile, only two small patrols of militia were awake that night. They rode slowly through the town on their horses. They fought their boredom by gossiping about the events of the day,  debating the charms of the villages young women and talking of all the things they would do when their tour of duty was over and they could return to their companies in Waterdeep. They had no idea that they and the town had been observed for days by shadowy figures.

The Heros of Local 509 slept soundly too. It was a busy time for them as well. The huge influx of people who followed them to the frontier village had presented them with logistic problems the like of which they were ill prepared to deal with. They had spent the day overseeing the labors of those followers and the workmen rushing to complete the construction of the walled bailey they refered to as "The School". Although the wall had been completed two weeks before, construction continued on several of the buildings inside and two of the small towers. 

A small contingent of grumbling followers patrolled the walls. They spent more time looking at the construction of the buildings inside than they did watching for movement outside them. Tired from their day's training in the ways of war, they complained of the bumps and bruses they had received. They barely know how to draw the swords the carried ackwardly. And they were the lucky ones who had received one of the few weapons produced by the newly construced forge. Weapon making had been a low priority for the school compared to completing its construction before the colds winds and rains of fall began.

The frst sign that this night was to be different han the thousands of similar night that had come before was the deep sound of war drums. Placed some distance from the village, their sound seemed to fill the air with their booming. It was impossible to tell the direction the sound came from; it seemed to come from everywhere. 

The militia reigned in their horses and listened trying to determine what the sound was and where it came from. The followers on the walls of The School asked each other what it was and men began running between the widely spread groups trying to find someone who could answer the question.A few of the people in their homes were awakened, but those were mostly childeren. Frightened, they got up and ran to wake their parents. And so, slowly the word that something untoward was begining.


Text Account:
It's the 22nd of Marpenoth, and they are on the Ork trail!
Cindy (Katrina) gets 200 exp for duplicating the map of the 3 and 4th level of the HOS dungeon.
Timber joins back up with Bilibong and the rest of the party tells all.
Time Stop when the Advance party and the Orks make their camp for the night.
They are speaking the morning the 4th day out of the village of Katina. The Orks are moving 15 mi per day, so the party is keeping up twith them easily on their horses.
They continue to follow the party of Orks at a safe distance. They will continue on until the army catches up or something else comes.
The destination of the Orks (Crumbling Stair) is 90 miles east of Katina, and 95 mi after they start to the NE.
They do 15 mi per days so its a 6 day journey. They are currently 25 mi E of Katina and continuing E.
It will take another 4 days.
Last recorded date is the 5th of Eleasias (august) 5days after Midsummer. Its been 47 days since then It's the 22nd of Marpenoth.
Day 1 No Enc. 
Day 2 Morning Encounter - Injured Ork Gal sees it and sends Krom out to check on it.  It is whining and pleading (it only speaks ork). Krom dispatches it.
They have another encounter that night - it is with a wild animal. Wild Bats spreading out from the Crumbling stairs.
Day 3 - No encounter.
Day 4 They get to the town of Bogsend
They come to Bogsend. They see 3 people moving around in the city. One is a young girl 9 yrs old who is washing clothes in the pool. Karttrina talks to her. Deliah is her name.
They go into the Tavern and talk to the wotn people. They ask about what the pray is doing there and tell them about the mink. A selection of pelts and items is put up for sale. Hats and muffs. Pelts 200gp each and the hat is 250 gp and the muff is 400gp. 20% discount in pelts more than 20.
They leave the Village and see the Crumbling Stair just at sundown.
That night the Orks are having a "Pecking Order" meeting with a huge bonfire made of furnishing from the castlel
The party tries to figure out what to do.
Krom, Kat. , Gal. head out toward the ruin at 10:00 in the dark. 
infravisionx2,armorx2, invisibility, 
There are 4 guard orks hidden in the ruins. They will give alert and will not attack.
They get to the ruin and circumlocute it going clockwise. They arrive back at their starting place and listen to the orks in their shakedown. 
200 orks are in the ruins. Gal sends a wizard eye and sees the battleing for position by the tribal leaders.
Gal. wants to climb up to the top of the rubble and cast a wall of fire on the croud below.
Kat goes with her to cast wall of fog.
They get to the top undetected and begin casting their spells.
Rnd 1 Fire Wall spell - 5 to 8 HP damage
Rnd 2 Fire Wall - 8 to 5 4 and wall of fog.
They get to the bridge and run across.
The orks try to dump them off the bridge and fail. Krom throws one of the logs in the moat
They get back to the party safely and advise them to leave their current camp toi a spot further away.


Text Account:
Pi. is leader and then Stallen takes over
Another small adventure. Cindy, Dale and Lisa are playing Timber, Pisheo and Bilibong the Druid.
They are on the trail of the orks as they run toward the Crumbling Stair. The day before, they killed 11 and wounded 4 using giant ants.
They continue to follow the orks, keeping them in sight.
They talk about what to do for the night. They decide to go back to the rest of the party and tell them what the orks have been doing during the day.
There are no encounters.
Timber finds a big beetle and he saves it to use on the orks tomorrow. They search around for another beetle and find one (15%!)
They get up easrly the next morning and change into gflying forms to quickly (3.5 hours) catch up with the fleeing orks.
Ambush terrain
--
1 Creek
2 Water
3 Forest
4 Marsh
5 Funnel 
6 clifs
7 high hills
8 dense undergrouth


They find a spot with dense undergrouth between hills after 1 hour (11:00 in morning)
They cast spikesx2,, on sides of hill, entangles inbetween the trees, snair behind one tree.while they wait at the end of the undergrought with the beetles. And here come the orks!
They cast their enlarge insect on the beetles 
Spike grouths get 6@
Irks
9-9x        2-9f         3-8x        4-3x        5-8f        6-6f
6,9	5,3	4,6           11          7            4

7-2x        8-9 x       9-8x        10-8 x       11-9f        92-4x
12	2,8	9             11           2,4	     7	

13-5        94-5        95-7        96-2x        97-4 x       98-3x
pi	pi	-4	-4	-4	-4	

99-2        20-8        29-2x        22-3        23-9        24-5
-4	-21	-2	-2	-2

25-9        26-8        27-8        28-4        29-7        30-7        39-6        32-5        33-7        34-8        35-4        36-5
Kat-12    Krom-9  Krom-13 K-11       Kat-8       Kat--9	   Vict.,-11 Krom-9  Krom-18

37-4        38-6        39-2        40-4         25-9        26-8        27-8        28-4        29-7        30-7
Krom-8   kat-7       Krom-10Vict.-13  Krom-16Vict.-8    Kat-1	   
Round 1 - MMissl,
R 2 - MMissle
R3
R4

They stop harassing the orks, and follow them until they get to the Crumbling stair. They find the party in Bogsend and let them know what is going on. 
When Gal, Kat and Kroim go off to do recon on the castle, the rest set up a campo and go to sleep.
They move the camp when they return from recon and continue to talk about what they will do. They talk about letting the army know where the Orks are.
Bilibong leaves to find the army, They continue to talk about what there are doing at daybreak. 
Timber changes into a bird and files off to the castle; Stallen files off with him. 
Flying for 2hrs to recon. They find some stuff.
Gal,  Stallen go toward the courtyard.
Timber as wolf goes to E. side.
Katrina, Krom and Vict. (invisible) goes to watch the front of the castle where the arch is
Pi goes invisible sneaking around. She doesn't see anything.
A group of orks leaves (35) and Kat, Krom, and Vict. follow them until they are 3/4 mile from the castle and attack. They kill more than half of the orks, but 2 get back to the castle to warn the rest. They all decide that the castle is a dangerous area, and they were going to go their olwn way anyhow now that the cleric is no longer exerting his influence. Finding that the day is too dangerous, they move out under cover of darkness in early evening. 
The party regroups at camp and spend the evening trying to figure what to do. They wake up the next morning, and head back to the castle to watch. They don't see any orks. Stallen invisible goes inside the courtyard and son't see any orks. He checks out the archway. Makes people unable to kill anything if they fail their save when going through the arch.
He also checks out the inside of the courtyard. Stallen climbs the wall and plays his harp to tell the rest of the party that the orks are gone.
At 1:00 in afternoon they re-group outside the moat and discuss what to do now the orks are gone. They all agree that Morticity will be pissed off when he founds out they are not bottled up.
Gal wants to go inside the courtyard. Stalen says it's safe. They head in.

Time Stop


Text Account:
Stallen is leader. Cindy is mapper.  28th of Marpenoth. At 1:00 in afternoon they re-group outside the moat and discuss what to do now the orks are gone. They all agree that Morticity will be pissed off when he founds out they are not bottled up.
TTT Gal wants to go inside the courtyard. Stalen says it's safe. They head in.
They go in through the double doors. They go down the corredor to the first door in the N. (rm 33).
TT They search the room.
T Mapping and walking-No Enc.
T Outside Rm35. They go in 
TTT searching Timber is affected by the lysergic acid on the rye bread in Rm -35.  It will take 80 min to come on, peak in 3hrs andf last 7.
Cloaker - 30HP
-6 Gal
-12-12 Timber
-11 Pi
TTT The Perfume bottle of s c. Human, Boretaly,sweet irresistable smell. ST vs Spell or must try it on (+4 to ST for men) made in Thormaren d(on Tekumel). They smell it but make their saves and they put it away without using any.
Rand. Enc at 4 way intersection
17 Ghouls
GHOUL (x17); AC 6; MV 9"; HD 2D8; HP 8(x5), 9(x3), 4(x4), 10(x3), 13(x2); #AT
3; DMG 1-3(x2)/1-6; SA PARALYZATION; SD IMMUNE TO SLEEP & CHARM SPELLS; INT
LOW; AL CE; SIZE M; THAC0:16
Turning, 4+8=-12 disintergraate
R Invisibility
R Turning, Turning  -17 -19 Krom,
R M. missle, Dark Light, -7-6-4 Gal, -8 Timber, -10 Dromar, -14 Krom
R St. rejoins party and tells them of the stairs up. He does not see the treasure!!!
TT They search the ghouls and find nothing on them. They look in the various passageways and map .
T Back to Rm 36  Searching 
Out into 4 way then to E.  Rm 38
T They don't see anything and go back to the W.
T Into rm 37
TTTTTTT They find the treasure and check it out No Enc.
Time stop with them in Rm 37.


Text Account:
Lucy (Victorex) is leader, Cindy (PIsheo) is mapper.
Time stop with them in Rm 37. 26 rounds since entering (~4.5 hrs - 5:30 in evening)
The sun will be going down in 1 hour 20min
T Tim. examines bones for type (ork, human, animal), St. goes up the stairs to where he can see the next floor.
Encounter at the top of the stairs.  Crab spider. They don't go up
They go to do in W of room and open it into the Armory room
TT They map the room and check out the middle too.
T They go to door in E. to bedroom 41.  Opening the door.
Krom, Gal. and Pi look through the arch. Rand Enc. - Giant Termite/Soldier (38) 
2+2 HD, AC 2
A 13x	B 9x	14x	13x	17x	11x	8x	13x	11x
-18 Kr 	-11 Kr	-18 Kr	-9 Kr	-3 G	-5-12 Pi	-10 T	-7 G	-10 T
-7 G				-8 Pi/-15K		-19 K	- 2 G

A 13x	B 9x	14x	13f	17f	11f	8f	13x	11f
-8-3  Kt	-8 Kat	-8 Kat	-3 G	-8 G	-2 G	-7 G	-10-14 K
- 16 Kr	-9 Kr	-17 K	-8 Kr
In the room
A 13x	B 9x	14x	13x	17'	11x	8x	13x	11x
-22G	-22G	-12 Dro  -7-8 Pi 	-2-4 Kt	-7-7 Kt	-4-4 Kt	-8 G	-5 St.
		-7 Pi	-5 G	-9- Tim13Dr		-2g	-8 Pi	-8 Kt
R - M. Missle
R - G. Seeing, Insect Prot., Maj. Missle
R - M. Missle, Web, Ram Ring,
R - B. Hand, M. Missle, M. Missle II
R - M. Misslex2,
R - None
Battle Ends
T Dro drags body away to light it on fire. Krom ring of clean, Gal does clean cantrip on all. Take Termite parts
TTT They get termite spit htat does 1d8 in 5' and 1d4 in 10' per potion bottle worth.
T They look at the harl of arches - Go to 42
T Searcing 42 find crysatl ball
T Back into 41
TTT Open door to 39 and search
T They go back to the tower. Att. Rnd. Encounter 4 Bodolare Spiders hiding on ceiling
25		16		22		21
-12 Gx		-8 G		-8 G		-5 g
-5-6-6-8 Kt	-4 Pi		-3 G		-1-3 Pi
 						-1-7 St
R - M. Missle II, Striking, A. Arrow, 
R - Ram Ring, E. Black Tent., 
R - None
Time Stop at the end of the battle.


Text Account:
TTT Open door to 39 and search
T They go back to the tower. Att. Rnd. Encounter 4 Bodolare Spiders hiding on ceiling
Time Stop at the end of the battle.
T They discuss wethyer to go out of the dungeon or not. (No Enc.)
They go up the stairs.  Into 2nd Lev. Rm 34 (No Enc.,)
TT They search around and map.
T They head up to the 3rd level (Rm 13) They quickly search and go to the door in the W. (No Enc)
T They are mapping and searching Rm 20
T They check it out and then go to the door leading to the stairs to the 4th level.
T They go N to room 10 and open the door
Open the door Enc. Rock will fall on the first person going through the door. SV vs dex -2 to jump back or take 2d4 dam.
T St. saves against the stone falling from the 4th level. 
They go backj into the20 and talk/
TT They go to Rm 18 and search the on to 17.  (No Enc.,)
They go back to the door to 10 and open it up again. 
TTT They look at the stairs They clear the stairway. 
T They get top the top floor and see the nest. The treasure is 12 PP.
TTT They all go put to the next level and search around (No Enc.)
T Stalelen searches the "pearch"; the section of the roof to the 4th level that wtill retains part of the old crenilations. This is where the Roc pearched on nice days.
T They go back inside the 3rd level room (20) and talk about where to go next.
They go down stairs into the Armory. and then dopwn to the gournd floor.
T They go to Rm 39 and prepare for sleep
T. They plan to rest here for the night (10 hours) Enc. at 9 hours with spitting spiders. They will wait outside the door for something they smell inside comes out. 
Day 2
They sleep 9 hours and then spend time memorizing spells and stuff. 
Morning Spells - Armor(gal), Strentgth(Tim., Pi.,Dro.), 
They leave No Surprise
4 Spitting Spiders
A 31		B 32G. Ins	C 27Blind 4rx		D 17
-13 Gal		-2 Dromar	-20 Dro			-8 PI
-5 Dro		-13 Gal		-8 Kat			-8 Kat

R-
R- B. Beam, MMissle, MMissle II, Rev. Giant Insect
R- B Hands
T They clean themselfves.
T They dissect the dead spider 
T They continue on to Rm 37,
T Stallen goes up the stairs in wraith form.
The party goes up the stairs. 
12 Crab Spiders in web at entrance to 2-31. The party goers into the web, cutting it carefully. 
10x	12	8x	9x	12	8	13
-20dro	-10dro	-20dro	-7 vict	-7 Dro
	-13 Dro		-8 Vic

12x	10x	9x	15	12	11x	7x
- Gal	-5 Gal	-8 Kat	-5 Gal	-9 Vic	-12 Vice-`6 Krom
-8 Kro	-11 Kr
- 7 Gal

R-B. Hands
R-No Spells
TTT They are searching the room. They find the shrine and the pedistal. 
After searching the room, they are getting ready to move on.
Time stop in Rm 2-31


Text Account:
Dromar is leader, Pisheo is mapper. Time stop in Rm 2-31 at 10:10 in the morning of the second day in the ruins.
They searched the room & they found the shrine and the pedistal. 
T They go through the door to the E. and walk in Setting off the gas trap. no one fails. 
T They back out close the door, and wait for the gas to dissapate.
T They decide to open the N. door and look in. Timber casts Find Traps and see none
They go back to the E. door and open it. No traps seen they enter.
T They map and search in Rm 32.  
They leave and go back to Rm 30.
T They go in to Rm 30. Search and map
Rnd Enc. Attracted Monster Spitting Spiders
4 Spitting 
A 13		B 14		
-9 Pi		- 10 Kat
-6 Kat		-7 Gal
-11 Gal
They return to the S. to Rm 29
T They Open and stallen sees the chest. He runs in, graps a chair and throws it at the chest.
T Katrina uses a knock to take the lock off. St. opens it. Trap goes off.
T They take everything out of the chest and search the rest of the stuff in the room. The chairs are woth 50gp, but there are only 2 intact . 
T They appraise the stuff in the chest.
T They go on to RM 28 and listen successfully
They hear the wind but the spiders arent making noise then. They get ready, light a torch and open
Spitting Spiders 15
11x	12x	12x	13x	10x	16
-5 Gal	-6 Gal	-8 Gal	-2 Gal	-8 Gal	- Dro
-2 Kat	-2 Kat	-4 Kat	`-3 Kat	-3 Kat	-13 Krom
-12 Dro	-14 Tim		-12 Krom

11	12	12	13	10	16


11	12	12	13	10F	16F

R - M. Misslex2
R - M.Missle II,
R - W. Eye, Glasses, 
T They move into the room and find the wardrobe that folds out into a small magical workshop. 
T They find and dispell the magical trap.
T Searching for additional traps - 
T Open the wardrobe. 
T They search it and find lots of stuff
Time stop


Text Account:
Timber is leader, Pisheo is mapper.
 They go on to RM 28 and listen successfully. T They search it and find lots of stuff.  Time stop (in rm for 1 hr)
Game Begins with an encounter. Jumping Spiders. They were attracted by the noise and will weait until they get out into the corredor leaving the room.  They will wait util the party is not entirely there.
They leave and go to 24. Spiders attack
12 Spiders 2+2 HD 

A 15		B 12		C 25		D 12x		E 21
-20 Dro		-10 Dro		-9 Pi		-8 Tim		-9 Krom
-4 Kat		-4 Kat		-4 Kat		-4 Kat		-5 Kat

F 18		G 15		H 12		I 10x		J 20
-7		-8		-3		-14

K 19x		L 23x
-3 Kat		-19 Pi
-14 Dro		-18 Krom
-23 Tim
R - M. Missle, B. Hands
R - M.Missle2,
The rest of the spiders flee down to S. and will wait until the party is smaller.
TTT They are searching the statue and alter.
They take the statue down and then put it into the bag o0f holding. They open one of the coffins and find the metal capsule inside. They open t and find the stuff inside. It is a stasus capsule. None of them are functioning properly and only one occupant (5) is alive. He will die in 3 min of opening stasus field.
They move on to Room 27


Text Account:
Timber is leader, Pi. is mapper
It is a stasus capsule. None of them are functioning properly and only one occupant (5) is alive. He will die in 3 min of opening stasus field.
They move on to Room 27-Level +2 in ruins.
They go downstairs to Rm 37 and then out to the open courtyard.
They are breathing fresh air and looking at the seaguls that are on top of the rubble.
They leave a message (druid) over a scroll tube which contains the note. This leaves instructions to the soldiers who will follow in case they can't get out in the 2 days that remain until the army arrives.
The archway that glows green in inscribed with "Blessing of all gods to all who pass this way in peace". 
They are stainding in front of the archway down to the dungeon. They are discussing how to pass without going through the arch. 
Victorex casts dimensional folding . 
Timber csast bat sence and Stallen uses his light rock. 
They go down to where the slime begins (70'). They look down the stairs.
After Stallen falls while going down by himself, they put pitons in the wall and tie a knotted rope to it. They use this to let themselves down. Thus, if they fall, they dont fall far (1d4 Hp per fall, check every 20')
Gal., Vict., Timber use a levitate to get them edown the stairs, the rest use the rope.
They get to the 50' (400') from the bottom point and look. 
T They see something, but lose initiative and don't get much clue. Gal casts W. Eye and sends it into the room.
T They see the roaches sitting out of the light. They roll a light rock into the room and see them quickly moving out of the way of the light.
TT The move over to the column and examine it. They are standing 20's. of the bridge.
TT They move around the room mapping and end up atht e SW corner of the room.
Rand. Enc.  with Valuable Roach
R none
They let it go by.
They go to room 28
T Searching 28
Attrackted Monster Enc. Roach hordes.
R B. Hands 8 die   Pi-1,G.-1,K-2
R Glasses 
TT They try to communicate with them. The roaches stand on the rotting ticking of the cushions and rub their mandibles together for 10 min. Then they eat some of it and begin to mill around when they are full.
T Matress searched
They leave the room.  The roaches stream into 28 to eat. They close the door on them!
Time stop outside room 28.


Text Account:
Dromar is leader , pi is mapper
They leave the room 28.  The roaches stream into 28 to eat. They close the door on them!
They walk up the cooredor 29 to the big room (21). Time stop just outside the opening.
T  They go to Rm 30 and open the door. They start walkking down the corredore to the door in the south  
T They stop and turn around because of the smell
TT They go into 21again, and cast det. Magic. They go around the room c. clockwise. They see magic in 26 only (the rune of protection over the bookcases on W wall).
T They go to 19 and easily see the tan valuable roaches in the room. Everyone hides and Dromar firsts casts Ice Bolt, then Fireball into the room. 36 roaches+25 Roaches of 145 roaches. 26 - Dromar
T The roaches start streaming in! They shut the doors, but 50+ get in and start rubbing themselves on the grease covered surfaces. They call more.
T They leave.
T Go to 26 and open the door
TTT They search the desks; investigate the magic protection of the rune in the bookcases, capture a couple of organic roaches and throw one into the protection over the bookcases.
H They search the books, cast light spells on the ceiling over the darkness door, take out some interesting books.
TTT The do l. lore on books and the stuff they found in 19.
Gal. casts Room of Seclusion. 
They will stay for at least 10 hours and use the time to read the books and study stuff.
Time Stop 1 hour before the rest of the party is ready to go (12:00 in afternoon of 3rd day since army started toward them. The army will arrive at 2:30 the next day.


Text Account:
Dromar is leader (again!) pi is mapper
Time Stop 1 hour before the rest of the party is ready to go (12:00 in afternoon of 3rd day since army started toward them. The army will arrive at 2:30 the next day.
They are in the Room of Seclusion talking about what the books told them.

Data Loss! Somehow the record from the first part of the game got lost. They have been through rooms 32, 22, 23, 25, 19, 17, 8, 9, 7, 12, 17
Time stop for dinner (turkey!! Great Stuff!)
They are in room 21, Dromar is looking at room 15, others looked in rm 16 and they are waiting for dromar to complete a hole in the "sandstone" of 15.
TTT He makes a hole as deep as his l. sword and finds nothing. Pi looks in rm 16 and finds nothing except the door to 15
T The party moves into Rm 16 and they try to open the door to 15
They leave 16 and walk around mapping to rm 6.
They open the door, then rush in when they see it's undisturbed
TT They search the room and find nothing. 
T They leave and walk and map around room 4. They look inside, but don't go in as it's empty
They wal up toward Rm 2 and look inside. They see the defending bugs and cast a Det. Magic
T They go toward the magical opening down to L. 2 (the levitating plug of stone that covers the 5' wide hole leading down.
T They find how to activate the plug (they see the "Approach Slowly" sign) 
T They check out the pool and search the room (they don't spot the water bugs)
T They search the stairs down and then head out.
TT They get to Level 2 Rm 6.  (The roaches scatter when they see the light coming. Their pheromnes allert the Outcasts. They will investigate in 2d4 rounds for 5 rounds after arriving in Rm 6
They map the room then 
ARMOR CLASS:  -10 to edged, -10 to blunt
MOVEMENT:  12"
HIT DICE: 18
THAC0:  5
NO. OF ATTACKS: 3 (front arms, mandibles)
DAMAGE/ATTACK:  6d4 +4
SPECIAL ATTACKS: Poison (Paralization ST at -8)
SPECIAL DEFENSES: Nil
SIZE:  10' long
MORALE:  High  (12) - Very High in lair (15)
Attacked by 12 of these creatures.
R Locust, M.Missel 2, bless, Flying
R M.Missle 2, 

R S. Skin, S. Force (Of party turning into POreying Mantis4es and attacking them) 
A 74		B 85		C 94		D 76		E 105
- Krom		- Pi		- Tim		-16 Gal		-15 Gal
- Vict		- Dro		- 22 St.
				- 21dro
F 93		G 86		H 78		i 92		j 102
-21dro		-21dro		-11dro		-11dro
They flee up to the 1st level again except Stallen who stays below. He plunges into the water when he hears "fire in the hole".
The F. Ball goes off and he soon comes up and out. 
The Wise roaches are guarding at the W. Archway. He casts toungues and listens to them speak intellegently.
Invisible with a darklight spell going, he speaks with them.
They send off the the Wise roach who comes in on the backs of 4 other roaches. He tells st. that he requires "signs of rank" before they will not attack them.
After a turn St. rejoins the party
They discuss whAT they will do next 
Rand., Enc. Glue Spitter Roach - Dro shoots at it and misses. Stallen befriends it and learns how to "milk" it for the glue.
They go S and look into Room 2. Dromar wants to F. Ball it!
T The party stands off and he lets go 
He kills most of the, but many survivors head out of the room toward him.
He casts another F. Ball and he is caught in the area of effect (9pts dam).
T He walks into Rm 2 and sees more roaches. He uses his ram ring to clear the way before him.
TT The rest of the party follows him into the room. They search the mounds of roach droppings.
Gal. sends a W. Eye down the main hole to see the larva and eggs with the 18" long brood mother presiding over the eggs.
TTT They leave this room through the N. and map the area beyond. 
They go inside Rm 5 and map and search.
Rnd Enc. with dust roaches who drop off a load of dust.
TT They continue searching the room in the S. wall for S. doors
TT They make their way to Rm 6 and search for S. Doors not finding any.
TT Down to corredore 29 to the 2nd door to the s. on the W. wall Rm 34
T They search the bunks and the cabinets and find a few coins, lots of trash and a tin cup.
TT Find a semi-intact infantry uniofrm.
Time Stop in Rm 34


Text Account:
Down to corredore 29 to the 2nd door to the s. on the W. wall Rm 34. Find a semi-intact infantry uniofrm.
Time Stop in Rm 34 at 4 in afternoon.
They talk about what they want to do now they have found the uniform. 
TT Gal casts Mending on the Uniform coat they found and it is intact except for it's mottled color.Puts it in her Backpack.
T They go down to rm 35. They see the bugs running away. They light a bullseye lantern. And look around.
53 Vermin roaches attack (92 more are in the room).
ARMOR CLASS:  -4 to edged, -2 to blunt
MOVEMENT:  24"
HIT DICE: 2+1
THAC0:  16 (very quick)
NO. OF ATTACKS:  2
DAMAGE/ATTACK:  1d4
SPECIAL ATTACKS: Poison - Paralyzing
R M Missle 2,
R No spells, the party flees
R No Spells They run to 21 and the roaches disappate.
4x		13		4		6		8x
8ga		7ga		1ga		2ga		8ga	

8x		17		3x		9		16
-14 Kr		-11Kr 		-10 Tim		-6 Pi

9		11		8		11		4	

TT They discuss what they want to do while they are in Rm 21. Healing and stuff.
T They go back to the  roach room. They all go in. 
T They look inside Room 38 and see the roach lavia. 
T They go back up to 29 corredore. 
T They plan how to wipe them out. Timber will have bad dreams about this episode. If he participates in the effort, he will suffer a loss of his highest level spells for a month.
They go down 30 to 35 and open the door.
T Dromar casts 2 fireballs into the room to kill roaches.
The spells around the gate door react against the F. Ball and hits dromar with a Ray of Enf. which he saves against.
T They search the rubble of the male nest and find nothing.
T They look into Rm 38 and see the roaches have herded the larva to the SW corner and are guarding them.
T Gal. does Det. Magic  And walks around the room.
T Stallen goes etherial and investigates the door.
T They talk about getting the big blocks of stone. 
T They head up to Rm 17 They are making camp that night. They rest until 6:00 the next morning. (The army will aririve at 2:30).
They get up and go to Rm 20
Stallen stays behind in Rm 17.
He goes back to the Library room and casts wraith self and slips under the door.,
He is caught by the contingency spell and pulled into the room. He arrives in the room, searches it and finds no exits. The only choice is to go through the gate and he ends up in Condom Tower. He stops there to consider the fact that he is a free man. 
T In rm 20 they see that the dozen roaches have not done any percevable damage to the stuff in the room.
TT They are spelling the casks to mend them. Krom and Timber grab one and Vict. casts dimension folding
TTT They get outside of the archway into the crumbling stair. 
TTT They set up a camp in the courtyard of the castle. 
T Pi, Vict, Kat,krom go up inside the ruins.
Dromar summons his pahntom steed and heads toward the school.
They go up to the second laevel 
T Encounter Giant Termites. They attack!
They surprise! - Krom blind for a turn!
R M.Missle, Cleaning - 12 rounds blind for Vict.
14		7		10		3x	
-5		-3		-2		-5

8		13		5		13	
-2 

The sighted ones grab the blinded ones and go out of the building.
They make camp in the courtyard again.
They look around. They wait until the army arrives at 2:30 Time stop


Text Account:
Timber is the leader 
They wait until the army arrives at 2:30 Time stop Stallen has been missing since 8:00 this morning.
They meet 2 scouts of the army.  They are disappointed that the Orks are gone and are happy that some weapons were found in the dungeon.
They head off to rejoin the army who are 4.5 hrs away.
The army will be travelling the last hour in the dark.
Timber asks for voluntiers to go back down and look for Stallen. Tim, Vict, Gal, up for it, but they remember they can't get past the arch and decide to wait for the next day.
They wait for the army to arrive.
They ride up and put handkerchifs down to mark setup camp areas.
Vict. talks to stallens men and tells them about him being missing.
They have a meeting and talk Morticity into going into the ruins to get the weapons. 
They party is sitting around the dying fire after the meeting when Duzi appears and tries to convince the party she is worty to adventure with them. Timber casts a tongues and speaks with her in Chow. Gal. casts an ESP and listens to her mind and found confusion and a weighing of options that are not understandable. Duzi suggests that they each tell the story of their lives and starts off by telling her story.
They agree to take Duzi down with them to look for stalen in the morning.
Timber goes off to sleep in the trees.
The night passes without encounters and the troops begin to muster for their expedition into the castle.
They get up and talk to the captain suggesting things for them to do. They spread out with the troops that do not go down and search things.
They go to the top of the stairs and cast Dimension folding to get to the bottom of the stairs.
Gal. casts a Magic Mirror and see stallen in Underdeep dungeon in Waterdeep. He emerged at the point makred with a "o" near the "D" areas of level 1. (D5?)
She tells the party he is alive but she can't get to him.
TH No. Enc
Duzi is searching the room. She uses her powers of observation to pick up clues, and such. She finds nothing of importance.
They talk about what to do now they know St. is alive. They decide to go out. 
The party returns to the bottom of the stairs and the folding of dimensions takes them back out to.the area just outside the archway. 
They toast to stallen and promise to kill him when he gets back.
Gal. wnts to go back to the Ruins to get the portable lab.
Gal. and Doze goes to the W. wall of the ruins. 
They go inside level 2, room 28 - No Enc.
TT They pack up the lab and Gal. gets ready to go back to the school with the lab. She drops it off. She gives a note there to Cookie that tells Dromar that St. is OK but lost.
The soldiers that were sent into the ruins return with all the rusted weapons from the muster room on the second level tower.

Dromar uses his phantom steed to get back to the Inn. This takes 7 days. (5 more from the ending of this game).
Dromar gets back to the Inn and prays for a day at the shrine to tymora for St. save return, then on the second day he gets drunk and holds a personal wake for him.
He spends the rest of the time (till future notice) studying spells and books.


Text Account:
Timber is leader - 
The soldiers that were sent into the ruins return with all the rusted weapons from the muster room on the second level tower. 
Smaller than usual game. Cindy and Dale are later to be joined by Dromar and Katrina.
The game starts mid day of the second day where the soldiers got to the Castle Karatuk.
They inventory the stuff theat was brought out of the ruins (room armory). They find there are 23 Metal re-enforced Clubs, 22 S. Swords, 26 L. Swords, 14 Maces. in servicable condition. 
They send 20 followers into the ruins to pick up what they could find and return it. 
While the followers are in the ruins, Mordicity and the party discusses what to do with the ruins, what the parties plans for the School are and how Mord. thinks the party should get involved in politics.
The followers return with a bunch of stuff found inside and no casualities.
They inventory and devide the stuff found.
The night passes and they discuss what to do that day. Timber turns into eagle and flies off.
The party sends in another different group of followers to get the rest of the stuff in the ruins. They are gone most of the day and fight several battles. They drag a bunch of stuff up.,
Timber meets Biloibong also in eagle form. They fly down turn human and catch up. Timber talks to Bilibong about his allignment problems. They turn into panther and tiger to hunt a deer which they bring back to camp.
The followers get back to camp and display the stuff they found. 
Gal. does Identify on Perfume of Sex Change.
Timber and Bil. talk that night. Bil. gives Tim. herbs to Spirit Walk to find a Animal Friend.
The army and the party begin to head back that morning. 
They army will take 7 days, the party 3 days to reach Katina.
Gal. teleports back to Inn to drop off delicate stuff, then goes right back.
Journey - Day 1-4 No Enc.
Day 5 morning - Enc. Stone Giants
They will watch the party from a visible position.
The army continues but Gal, Tim, Pi approach the giants on foot.
They are surprised by the giants who surround them. They ask the party their intentions and tell them not to stray away from their current path. They ask the party to trad and the party agrees.
They trade the party a 100 carat garnet and a 5 carat uncut emerald for the chest of chain they found in the dungeon. They like the party who seem to the giants to be agreeable travelling merchants. They agree to trade with the party again if they build a big smoky fire in the area.
The army reaches the city of Katina 3 days later.
Dromar has been sudying for 9 days at the Inn.

Plans for the next month:
Dromar researches a spell and needs to make a roll to see if it was successful and he begins work on another spell. 
Gal spends time with Kilana's followers looking for those with talent (students for the school) and some research. 
Pi sticks with her followers and directs work on the buildings and their furnishings.
Timber increasing his mapping and survalence of the area around the school and helping the farmers increase the yield from their land.
Phantozie gets back to the school a week after they get back. 
Timber finds lulu the brown bear and befriends it. It is a guard bear.
After 8 days at the inn from when the army returns, Phantoozie arrives and brings the stuff they were having built in Waterdeep. They received everything they had ordered excpept for the ciustome thro Krom ordered.ne
He gives Dro. a 10% profit on his 25000 investment and will give the same to Stallen when he gets back. He asks the party to wait to receive their profit until he can do somehting other than work on the school stuff.
They want him to take them for a trip to the city of Waterdeep one more time.
The party heads out for Waterdeep on the Ship 2 days later.
They leave for Waterdeep at night and arrive the next morning.
Time stop as they arrive in Waterdeep docks.


Text Account:
Dromar is leader as the party pulls into Waterdeep harbor. The pilot takes them to one of the docks which are very crowded. Once at dock, they discuss what they want to do:
Katrina - Party!
Timber - Making a trip to his forest temple.
Dromar - Drin, go to balthors, go to a bookseller
Gal., - Guild, balthors
Pi. - Shopping, trading, books
Kilana - Tample of Mystra
Kagar - Hanging and partying
Kilak - Re-supply, partying
Krom - Partying

They arrive at the docsk and decide to walk to their inn.
They stay at the Mermaids Arms for a night or two. Dromar decides to move on to the Unicorn's Horn.
They walk out into the city to see what shops there are in this quarter. They go to Old Xoblobs and pick up some pecular sundries. Then they move on to Serpintils Books. He has one partially burned spoell book with the following spells therin:
Monster Sum. 1 - 2
Monster Sum 4 - 6
Minor Globe of inv. - 4
Illusionary Wall - 4
Demi Shadow Magic - 6
Demi Shadow Monsters - 5
                                                                                                                                               
They buy the book for 10000 gp as it is damaged. Dromar puts 1K down and the rest of the ready money is Gal's and will be given over when she returns from her Guild trip.
Time stop when they are out on the street.


Text Account:
Small game. Starts with just Gal. going to the Mage's guild.
Gal. goes to guild and meets Kalitheria. She is happy to see Gal. (t's been 18 mo.) and spends the day discussing the current situation and other personal stuff all day.  They atempt to contatct Elminster, but he refuses the call.
They decide to go back to Gal. in and they drink a liquor called Selesin made of Orchids and opium and coccane). They spend the night talking and are still talking when the sun rises. They go back to the M. Guild and Elminster tells them to leave "sooner than later" for "where ever it is your'e goin. No don't tell me!"
The rest spend the day sorting out mundain items they purchase.
Timber goes to the shrine to Melekki outside Waterdeep to donate, worship and talk folks up.
Victorex speaks to the builder of the school to arrange for a stained glass window for her temple.
She casts spells to reveal where stallen is (home) and what  he is doing (eating). Stallen uses his cubic gate to go to the Etherial plane and frrom there return to the Inn where is waiting for the party to return.
Katrina goe temple. help Pi. shop for stuff. 
Dromar gets 5K from Gal. for the spell book and they pay it off.
Timber and Phantoz (yes - Dave did show up!) and P. finds out about the changes in his church.
After a week, they gather back in the Mermaids Arms and discuss what to do next. Phanotzee says the ship is loaded and it's ready to go. They say they are ready to go back to the School. 
They set out late in the day of the 7th day, and arrive at the river the next day.
The party returns to the School and meets Stallen who arrived back a day after they left for the city. They give him a hard time. 
They are setting things up at the school for their departure.


Text Account:
Dromar is leader
Time Stop
The party returns to the School and meets Stallen who arrived back a day after they left for the city. They give him a hard time. They are setting things up at the school for their departure.
Seluneite is the name the moon dog chooses to be known by. 
They cast spells of information and toungues to find out more about the moondog
They return to the inn and talk to beourn and ulla on the way back.
At the inn, the party wonders about cookies reaction to the creature. It first turns into a wolfhound and then into a human with lots of hair that wears armor of dog hair.
Dromar wants 15 days to work on his spell book and the party agrees as the other mages also have some spells they want to copy.
Cookie feels sorry for the moon dog as it convinces her he is mute. She senses its goodness and goes out of her way to help him. Toby also takes to him and they spend a lot of time with toby and he roaming across the countryside. 
Vict. talks to Stallen asking him to watch over her followers and advise them. St. agrees to do this to the best of his ability.
Vict. instructs her followers to become self sufficient and tells the to e "fruitfull and multiply."
Katrina, Gal. and Dro. all copy new spells into their books.
Duzy spends time in the town getting to know the townspeople and get culturally acclimated.
The party talks to Duzy asking why she should be with the party.
Sir Ulla talks to Duzy and tells her that the party is on a holy mission that she can know nothing of. The party will have to cast spells on her before she will be trucste. If he does not want to lose her p[rivacy, she should leave and not come with them. Duzy goes off to consider this and the rest of the party memorizes spells to cast on her. 
The next day duzy acts as normal. That evening, they examine her.
They cast know allign.x2, know intent, det. style, det., Det. Enemy, Know History, L. Lore on her belt, and others so that they trust her better.
Ulla asks for Duzy's word that wshe will not reveal what she is about to be told and then runs the quest details to her. He then asks for the rest of the party to tell her of themselves so that she may trust them too.,
The 15 days pass and they are ready to go.
Duzy finds rust colored cloth that will blend into the sand of seker and Gal. casts a color that closer matches it.
They are ready to go.
The dog begins to run without moving and opens a hole into the astral plane. They all join hands and are pulled into that plane. Duzy looses it and is struck dumb. They drag her along following the dog in a direction of the astral plane where the party has never gone before. They see the color pools moving as they approach the conduits that lay in the North of this plane. The dog takes them into the area where the conduits are thickest and then locates the one that will take them to Seker. He movews into it and the party begins to accelerate untill the segmented wall of the conduit blur past. 
Suddenly, they are on the arrival spot of seker.
They find the crystaline outcroppings are of a soft quartz that has an odd flaking way of breaking almost like mika.
They investigate the yellow moss, then head toward the building. They walk around it, hop the wall and look at the glass roof. 
Gal. hops up on the roof and sees the eggs and the greenman baby. She hops down. 
As the party is preparing to leave they see a party of 15 greenmen on thoats riding toward them.
Time stop while they are 1/2 mile off.


Text Account:
Leader is Gal.
As the party is preparing to leave they see a party of 15 greenmen on thoats riding toward them.
Time stop while they are 1/2 mile off.
Round 1 - Weapons Master - 4, Bless - 1, Change to hawk-Phanto
Round 2 - Tounges - 3, 
Round 3 - Dust Devil -2,
Round 4 - Wall of Fog, Cure Lt. on Crom
Round 5 - No spells - They see the wall of fog and stop. Gal talks to them and they agree not to attack while parlaying (this is a false promice, they have no honor).
Round 6 - No Spells, 
Round 7 the parly - Know Customs (3)
Round 8 - They parlay and the party agrees to allow them to pass through and attack the hatchery.
It takes them 25 min to kill everything inside. They go back to where the party waits and invites the party to follow them as they return to their city. They will not wait, but will place markers to point them toward their city.
An hour after they meet, the Green men take off home.
Dromar casts P. Steed and follows them, moving between the green men and the party as long as possible so he can keep an eye on them and the party.
They party does double time after them. They notice the longer day.
Days are 28 hours long. It gets down to 28deg at night and gets up to around 92 deg at the hotes part of the day.

The night passes. In the desert, there is little wild life that can attack a party, so there will be 1 Rnd. Enc roll at night and 2 during the day. No Enc.


Text Account:
Phanto-Z is leader.
They are on the Yellow Plane spending the night before continuing on their way to the city ofr the green men. The journey will take 6 days on the yellow plane and the red peaks.
The night passes without encounters.
They move out after figuring out what spells they could cast with the new rules. 
They have no encounters that day or night.
They have an encounter the next morning.  Group of vicious horned toads.
Giant Horned Toads
AC 0  HD 3+2    ATT. 1   DAM 1d8 (Poison - Paralize)     Size - Small dog   (20)  THAC0 16

A 8x		B 10x		C 18esc	D 14Unk	E 17x		F 21x
-2		-3		-1		-3		-1		-2
-4-6- Pi		-8-4 Kat		-3-3-4 Gal	-4-5(5) Du	-23 Em		-15-9 Dro
				- Pi

G 12x		H 16esc	I 20esc		J 14x		K 16esc		L 21x
-2		-3		-1		-3		-1Blinded	-2
-11 Vict		-10-Tim		-6-8 Ulla	-13 Kagar	-1-1-1- Phan	-12-11 Krom	

M 8x		N 16x		O 22x		P 16/Att		Q 16x		R 13x
-6 Kilak		-13-14 Kag	-15-14 Em	-6-4- Dar	-4-13 Krom	-9-6 Pi
-2						-21 Krom

S 9x		T 13x		U 12x		V 19x		W 22x		X 17esc
-10 Kil		-11-12 Kag	-1-5-7 Dro	-8-13 Vict	-14-15 Kro	-6-8 Katr

Y 12x		Z 18x		
-26 Emb	-9-5-9 Kil

Round 1 - Bless, S. Grouth - 3
Round 2 -  No Splls
Round 3 - No Spells
Round 4 - No Spells
Duzy captured his after subduing and Timber talks to it. It worrires about Rocs. Phanto talks to one and asks about the surrounding. They take 2 hours and they get 3 skins and 3 poison sacks. The poison goes bad in 24 hours when exposed to air.
Day 3-4 No Enc.
5th Day - Night Enc Bat Swarm Normal Size 2000
6th Day - They arrive at the ruined cityTorquas. They arrive just at dusk and can get only a quick view of the city..


Text Account:
Leader is Duzi
6th Day - They arrive at the ruined cityTorquas. They arrive just at dusk and can get only a quick view of the city..
They are seeing the city from a distance before they enter.
There are no encounters as they make their way from the hills down to the plain. They follow the tracks of the Tharks that goes toward the road going to the E. of the city.
They get to the bottom of the hills and make camp for the night which was chosed for defensability.
Timber turns into a vulture and heads off toward the city.  He is flying in a circular pattern trying to see what he can. From 3/4 mile he can see the spokelike layout of the roads, large areas of devistation. No enc.
They head off following the trail again. They head up the road, to the stairs, and into the city.
They follow the wide road that leads off the plazaat the top of the stiarway. There is a loot of debris covering the road and making the trail of the party like a drunken man as they avoid it.
They come to the bridge that stretches across the huge stadium. It is ringed with a 30' plaza that was lined with buisnesses. They stop to investigate. Duzi uses glass to examine the saandy floor of the stadium.  Timber is tracking.  They smell the C Apes.  They see the ape tracks. 
Enc. With Carniverous Apes.
They are surprised!
HD 10		THAC0 8	Att 5 1-4+1x4,2d12+2 bite

50,		51		50		64		
-13 Vict		-13 Krom	-17 Dromar	-12-15 Pi
-23 Gal		- 9 Dromar

58x		43x		54		45		
-5-7-12-5 Duzi	-13-29 Emb	-13-14 Kilak	-12 Vict.
-14 Pi		-21-18 Ulla
-23 Emb
42		52		50x			39x
-15-9 Tim.	-29-5-15 Krom	-9-10-12-20 Kagar	-8-9 Kilana
							-17 Kat
							-9 Ulla
58		43		54
-8 Selunite	- Broda
		-20 Gal
		-12 Dro

Round 1 - Bless, M.Missle, Wall of fog, E. Blast,, Fireball
Round 2 - M.Misslex2, Invisib, F. Ball, 
Healing Cast to 4 round.
They cvontinue on their way into the center of the city. No Enc.
They get to the dwellings of the green men.
6 G. Men with rifles accoust them
Round 1 - Tongues, 
They are taken to the inner city of the green men. Tars Tarkus has a building for them and has assigned an old woman (sola) and a Chalot (8 legged dog) to take care of them while they are there.
Time Stop while they are talking to the old woman.


Text Account:
Leader is Duzi
They are taken to the inner city of the green men. Tars Tarkus has a building for them and has assigned an old woman (sola) and a Chalot (8 legged dog) to take care of them while they are there.
Time Stop while they are talking to the old woman.
Sola begins teaching them how to speak the language of the planet.
They cast some healing spells, and Sola is scared out of the room.
They make her come back in and Gal talks to her. They discuss some questions that the party has. They spend the night.
The next morning, they are fed the yellow much (yellow mossw soaked in water for 6 days) and room-temp Thoat meat. The eat a little
They go down into the court with the fountain and the green men and women gater around. The men are threatening. When Tars gets in the circle, he talles them that they must each withstand a challenge. Sola tells them that they could say they are a tribe and elect a single member to challenge for them all. If they loose the party would all be slaves. If they win, they become a tribe on a equil level with the upper menbers of this tribe.
They elect Krom to the task and go to the courtyard.
Krom takes off his armor in accordance with Tars demand and receives the spells:
W. Master, Haste, Strength, 
To Hit
+1, +2, +1
 +1, L. Sword
+3 2-Hand
Dammage
+3, +2, +2,  Weapons
+2 2-Hand
+3 L. Sword
Armor
-3, -2, +2, +2, +2, +1
His Opponent
HD 12		Thaco 8	Dam by weap (2d12) +3	HP 98		Att. 5   AC 3
-19, Called shot to arm -20,19,20,23,18
They have a part for 3 hours celebrating Krom's victory. Tars says they are equils to them and Gal. get the metal and the wife of the man Krom killed (Yes Kafka).
They return to their room and Krom is heled. Sola makes the wife (who is now their slave) wait outside the room and she become the one to fetch food and carry stuff.
The wife is named Kark. 
The next morning, Kark brings the food for the day. It is a pail full of the yellow much, the other is a pail of Yes Kafka who has been butchered and server up to the victor according to custom. Most of the party eats a bite but little more. Sola eats it and taunts Kark with it. They get into a fight and Kark wins.
After Sola has recovered and hour later, she takes up her language lessons again.
They do this for 3 days.  
That evening, they talk to Tars about their prospective travels. 
Their meeting is i9nterrupted by a "sucking storm" a wind storm that reduces the amount of air by blowing it out of the thin layer of atmosphere.
They cast a room os seclusion with members of the party volinteering to take the power hit. 
They spend a day in the room waiting for the storm to blow over.
They come out and Sola is fine. She is giving them her lesson that morning.
In the afternoon, Timber changes into a bird and files up to look around. He see the approaching praty of red men approaching from the SE.
They send Sola Gal, and Tim to Tars that something is flying toward them.
Tars says he will lay a trap and seds up the men with the catapult nets.
Time stop when they begin to hear the first of the shots from the radium rifles.


Text Account:
Leader is Timber
There was data loss here! The records for this night are missing and these are what I can get from memory.
Time stop when they begin to hear the first of the shots from the radium rifles.
The party is in their house and when allerted by the flashes make their way up the stairs to the wall of the 3rd story. Looking out over the city they can see the ships darting down into the city. 
The party send out Duzi, Tim, Pi. and Gal to scout out the battle. 
The red men in their air cars attack. There are 3 troop transport carring 12 men and 9 small flyers with 2 or 3 inside. They are using their radium rifles to shoot down on the green men.
They drop a silver ball that melts the stone building of the city for 1/4 block area.
The green men use their 40' long spears and fire back with their radium rifles bringing several of the small craft down. 
The green men use a huge net but miss. An attempt to hook one of the troop transports succeeds with grappling hooks. They drag the ship to the ground.
The small party reaches the area where the battle is taking place. They don't find anything initially except some green men bodies.
After another couple of the small craft are downed, the air cars begin their retreat. 
On the ground, the small party begins searching around. They examine the spot where the bomb went off and eventually find a radium rifle and soime ammo. Duzi splits off and finds some radium bullets.
They return to the house and rejoin the rest of the party. They are told by Sola who hears the shouting of victory that a celebration is being held in the ornate square where Tar Tarkus holds court. They make their way there.
Arriving, they see 3 red man bodies on tables being butched and eaten by the crowd that surrounds the central battle area. Tars Tarkus ritually cuts out and eats the heart of one of the bodies.
They bring forth a captive, who is Dejah Thoris. She looks at the party and pleads with her eyes. She is instantly attracted to Krom. Eventually, Krom can stand it no more and enters the arena attempting to buy her from TT. This fails and Tars challenges Krom to a battle to decide who gets her. Tars strips and expects Krom to do the same. Krom takes off all his armor and the girdle to fight him. The battle is going against Krom and Dejah uses his discarded sword to cut her way free of her bonds. She picks up the sword and attack Tars. He takes it for a while until he is getting beat up then pulls the plug. 
He says that they have broken the compact and banishes them. They have to be out of the city by sundown.
They return to their house and get their stuff. They look at the sun and find they will be lucky to get out in time. They begin a forced march. At many of the intersections, a green man on a thark joins the group following them out of the city.
They are all exhaused when the reach the edge of the city and go down the stair to the plain below. The green men do not follow. The move a 1/4 mile away and camp. That night they dicscuss what they will do.
They decide to return to the spot where the large air flyer went down. 
Using a Dimension fold, they arrive on the scene and fin only 32 guards on duty. They quickly kill them and fly the craft out of the city.
They point the craft toward Helium. They travel for a day and get to the atmosphere plant. They circle down to it and spend the night within the area of maximum oxigen. 
Time Stop as they fall asleep that night.


Text Account:
Timber is leader.
Time stop where they are at the atmosphere plant on the way to Helium.
They are in an overloaded air car heading across the Dead Sea toward Helium.
They wake up and talk about what they want to do that day.
They decide to head toward Helium as quickly as possible travelling both day and nithg.
They pass over the strangely carved rocks and the lost city before the light dies and night comes on. Dejah raises the altitude of the ship so it will go faster. The party falls asleep and wakes up felling like they did not sleep.
Muraie - grain
Odwar Jus Tekmal
Rasjak Greebus
Leleana Katori
They reach an outlying pump house where the irrigated canals is and Deja lands there.
She is very imperial (despite being mostly nude) as she walks into the house like she owns the place. She demands to be allowed to use their communication equipment. The "radio" is a 4"x2" screened "mike" attached to a flexable pipe. Inside is a locust like insect that tranfers the sound to another insect. The sound is made by the bugs wings that vibrate to reproduce the sounds heard and telepathically transmitted to the bug at the other end.
She gets in touch with her fathers men and they send hundrads ships out to welcome her.
They meet the partiues ship before they get to Helium. The party trasfers to the Flagship. They meet Odwar Jus Tekmal the Naval Command officer. He is an older guy who is very respectful to the princess and the party.
They also are introduced to Rasjak Greebus her fiance. He is a jerk, an arogant asshole and a powerful and devious fighter.
He and Deja argue and she goes to her stateroom to change.
The party is taken down to the mess and they play the question and answer game with the Odwar.
The Odwar is called when they get near Helium and he takes the party up to the deck to see as they approach the city.
They make their way to the central military building where the prison is. The party is shown every respect, but is delivered to their plush cell by armed guards. 
They are shown to a luxerious suite with modern convieniences.
They are sent Lelana Katori who is a inter-city diplomat and a special friend to Deja. She is willing to do almost anything they want except for anything that would not be welcomed by the Jedak. They are told that they will be judged the next morning. 
Time stop when they are locked in their wuite watiing for the morning.


Text Account:
Leader is Timber
They are told that they will be judged the next morning. 
Time stop when they are locked in their wuite watiing for the morning.
Odwar Jus Tekmal - Rasjak Greebus - Leleana Katori - Mors Kajak (Dejas dad)
They continue to ask questions of Leeana. 
Helium are at war with Jahar.
Leleana leaves and leaves them alone in the room. 
They wake up the next morning and the day is already hot outside. Leleana arrives with slaves carrying their Helium clothes. 
Duzi does not wear the Helium clothes. They leave for the Hall.
They are respectful and Krom speaks well for the party. The questions of the judge are answered honestly but slanted in the direction of the party.
They judges deliberate and decide:
The flier captain in charge of recon. is censured and busted.
Deja is absolved in navigational errors
The party is thanked for their deeds and remanded to study by the schlors in Lesser Helium.
Rube Hickman is their scholor.
They are given a nice place to live during this time.
Time stop just after Deja joins them in their room with Leeana.


Text Account:
Time Stop where they ar in their rooms at the University of Lesser Helium.
Rube Hickman is the Professor of Extra-normal sciences. He loves the question answer game and also loves to ramble in his answer. He plays by what he calls "scholor's rules. This means that if he doesn't have the answer:
1) He has to find the answer out as soon as possible
2) The person who asked asks twice more.
3) If they are somewhere where a drink can be made, the faiure to answer forces a drink.
4) Any question may be judged "possiblyu unaswerable" in which case the loos of a question (or a drink) are imposed.
He is interested in the party on both a professional level and a personal level. To this end, if the party is nice to him, he will go out of his way to answer his questions.
He will tell them what they know of the Dark Sun lands. They know a little of everything, but nothing completely enough to allow them to know what to expect.
A student is dispatched to the party to conduct them to the interview with Rube.
They are led to a 480 story building in the middle of the city. Called the University of Lesser Helium.
The game is going very slowly as there is nothing but information about the Dark Sun lands being told to them. 
They like Rube and begin to respect him. He is intregued by them and feels like they are freaks, but is too polite to tell them about it.
I tell them that rather than do the question and answer thing, that I ewill just give them some information and allow them more info as the adventure continues. They spend a month with him and we need to pick up next week with what they are doing other than working with Rube during that time.


Text Account:
Leader is Duzi
They spend a month with him and we need to pick up next week with what they are doing other than working with Rube during that time.
They are shown a compressed air gun (clalled a "gugun".
Timber will be sudeced by a martian woman named "Lo'es Togor".
They go to the "kuval" named "Hanging Gardens of Jum"
Klevis Loors - student of strange physics.
The music is "ancient voices of childeren" and the production is a combination of small ensmb. where those not playing dance in a form of mime-dance acting out the indeciferable action of the play.
The platform on which the perfom slides down the staircase by metal groves placed in the railing of the spiral ramp where the tables are placed. The performance is an ancient one and is not really enjoyed by anyone at the party, but is considered the essence of "high culture" in Helium. Their dinner is similar to dim sum in that there are about 32 small courses served california cusine style with ingredients from the limited Seker botany serverd in many different ways.
After the ramp appears at the table of the party and the performance concludes, they all decide to go out and have some "common folk fun".
Le'eanna rents them a large flyer and takes them for a joy ride. She weaves among the towers, swoops from high to low altitude, follows the intercity flyer race course to Greater Helium and back. They are impressed with the speed and manuverability of an undammaged air speeder. 
They go to a place where the young people go. It is a place that has something they call a music machine. This is in the center of the place and is "programmed" by placing cams and strange cogs with drums and other strange instruments to produce is rythemic pulsations. It is similar to industrial music.
Timber will is confronted by a very good looking red woman who asks him to dance. She gets him away from the party to the most secluded part of the bar. Then he is  suduced by the martian woman named "Lo'es Togor".
This will be the pry bar to get them away from the city quickly. Unsuspecting that their doom has been encoumpased by the woman who is an agent for the family of Deja Thoris's fiance.
After a tiring night of enjoyable excitement, they return to their rooms at the University.
Time stop 2 weeks after they have been sent for study.


Text Account:
Leader is Timber - They are at the University of Lesser Helium.
Timber is  suduced by the martian woman named "Lo'es Togor". This will be the pry bar to get them away from the city quickly. Unsuspecting that their doom has been encoumpased by the woman who is an agent for the family of Deja Thoris's fiance. After a tiring night of enjoyable excitement, they return to their rooms at the University. Time stop 4 weeks after they have been sent for study. Rasjak Greebus is bad sutor - Padwar Jat Or is her helper
We pick up the morning after their party where Rube is worried about roumers he has heard. Le'eanna isn't around but comes in after they have been discussing where their craft is going to go. 
They discuss the crime of "genetic contamination" and tells them that the woman is guilty as well but that she will be supported by the Greebus family for life when she get out of prison. 
The punishment for Timber is probably castration unless he throws himself on the mercy of the court in which case he would be imprisoned for 2 years.
They don't like any of their options.
Jat Or arrives and acts as a go between for the party and Deja.
She sends word back through him in 2 hours.
He tell them that "he will be 2-3 miles nw of the city on centry duty with a large air car for the next 24 hours".
After a long discussion, the party asks Le-eanna what she wants to do. This is what she has been waiting for. It shows they condiser her feelings and reveals them as honorable peop,le. She agrees to flee with them, putting her life in her hands.
They leave the university and out toward the air car.
They take 1.5 hours to get out of the city, and 45 min to get to the air car.
In the hold of the ship they find 8 rifles and 4 pistols with 100 rounds of ammo, along with wilderness survival gear, 3 mo of food and 6 mo of water.
They fly through the night and have come to the Marshes in the morning. As soon as the sun begins to warm the glass globes and expose the ice. It melts making the ice release the mineral which neutralizes the boyant gas. They begin loosing altitude making the gas less efficient. It soon becomes obvious that they are going down. 
Deja set the ship down easily and they are in the Toonolian Marsh. They need to travel 60 miles to get to the foot hills of the Southern Ring that surrounds the S. Pole.
Kalat looks like a very large leafed Lilly without flowers. This completely covers the marsh. The leaves are slightly acidy, and will cause death if eaten. It will cause a acid saving throw VS acit for any item immersed in the marsh with a +2 to ST every 4 hours. A person immersed in the marsh will suffer eye irritation and itching in every mucus membrane.
There is something that travels through the mud unhindered and is always looking for something to eat that is different from the Kalat.
Timber flys out and 20 min away from the ship see 6 ships coming. He returns 20 min and tells the party they are coming 9in the next hour or 2. 
They discuss what they are going to do, and after 1/2 hour, meeth the owl see 6 ships coming and about an hour away.
They begin planning faster!
There are 6 ships that are following them. There are 3 scout 2 man ships and 3 troop ships carring ten men as well as p[ilot and co-pilot. They are led by Tek Keolot Teedwar with a secret aliegence to the Greebus family.
They decide to try and capture one of the ships.
The troop transports can fire 5 shots per round. The first are +1 to hit, the second no plus.
Duzi takes hand gun Timber has a rifle, 
Pi takes a gun and uses ring to go invisible.
Gal. strength spell on Pi, Timber, get sleep powder from Katrina (for her staff sling),
Kat. gets rifle and watis on the deck of ship and casting Invisible on herself and a 10' radius.
Duzi grabs a handgun, gets a weapon and hides in the shadow of the ship railing successfully.
Ember gets in the Invisibility with throwing hammer.
Dromar gets a rifle,and waits on the right hand side of the ship
Kilak grabs rifle.
Vict. huddles along the railing in the 10' rad invisibility.
Timber grabs a radium rifle and stands by.
Ulla guards beourn in the mess
Kagar, in 10' rad and gets a rifle near the railing.
Krom is in 10' rad with swordds ready.
Iliana on deck ready to cast spells,
Brodda is in 10' rad. thinking spells
10 min from arrival, Dromar casts an illusion (Advanced illusion - 5th) duration 9 rounds
Illusion of crashed ship, bodies strewn, deja injured.
It takes them 10 min to get there and dromar casts a second spell.
7 min later, the  transports and 1 scout are circling letting 2 scouts to go in and take a look.
The scouts land and throw grappling hooks to the parties ship. 
Mutual surprise.
Round 1 - Dromar casts sleep oin the guys with the grapling hooks, duzi jumps onto the scout at the stern and falls down and con not attack.,
Pilot a - 28x hp -15 Ember, -8 kilak. - 2 Timber. -6 f. fire
Pilot b - 22x -10 Kagar, -16 Krom
Round 2 - B. Beam, 
Gal and Leona go over to the bow and where krom is in the other small scout.
-8 -9 Dromar
Round 3 - Bless (Kat, Keja, Le'an, Gal), W. Walking, W. of Fog, 
Le'anna and Gal go into the scout with kroms help.
Round 4 - Healing No action from above, they are looking at the fog and talking about going into it to attack them further. Slept personsl will wake up this round.
in Gal., Le'ann ship, the soldier wakes up and fires. 
Co-Pilotx a 18 Hp does - 7 to Le'anna , -- 5 gal., Vict. - 18
Co-Pilot is alive (-9 HPO out of 23) and lies doggo until the first arrives.
At the end of the round:
Gal., Le'anna, Lilana, Krom and Vict are on one scout craft
Timber is on the other scout ship, Deja and ember are in the mud headed toward it.
Everyone else is on the downed ship.


Text Account:
Dromar is leader. They are in the marshes SE of Helium where their flyer went down. Le'anna 22HP -8+6-15+5+12-16+8-6+5-8+21
Gal., Le'anna, Krom and Vict, Kilana are on one scout craft. Co-Pilot is alive (-9 HPO out of 23).-3 Gal, - 15 Vict
Timber is on the other scout ship, Deja and Ember are in the mud headed toward it. Everyone else is on the downed ship.
Round 5 - Healing, 
The ships above despatch one to land 500' from the downed ship, below the wall of fog. It will arrive the round after this. It is approaching from the N going S to the downed craft. Co-pilot continues to play dead, but will attack if an attempt is made to disarm him.
Deja raises the scout ship and docks it against the downed ship.
Round 6 - Dromar gets on the second flier, they tie themselves to the first ship so they can't easliy fall off.
Round 7 - The big ship becomes visible at the end of this round (not so they can get shots off).
Boat 1 - Leanna, Krom, Vict , Kilana, Gal
Boat 2 - Deja, Dromar, Duzi, Ember (Timber)
Round 8 - Phantasmal Killer (4), M.Missle 2(3), 
Round 9 - M Missle, Healingx2, D. Door (4)  - Dromar ends up in the center of the attacking craft.
Round 10 - One of the troop ships approaches to aid the one under attack, the other ship is going to drop a bom on the main ship below as soon as the wall of fog goes away.
Round 11 - Color Spray, Resil. Sphere, Heal far, healing
Round 12 - Healing,x2 ,armor
Round 13 - Healingx2, 
Round 14 - Healing, C. Spray, 
Round 15 - Strength, B Hands- Pilot wants to loop the ship to dump dromar off.
Round 16 - Healing - Dromar clings to the harnes of the dead pilot as it goes over.
Round 17 - No Spells - Dro. hits the control to hard and the ship begins to plunge toward the ground.
Round 18 - F. Fall 
Round 19 - Dromar gets control of the ship!
Round 20 - Trying to get the ships in the party control together.
Round 21 - The fog dissappers and they drop the bomb. It will explode only if a 18 or better is rolled. Otherwise it buries itself harmlessly in the marsh to go off in 1d4 rounds.
They all return to the downed ship where the party regroups and decides to take the globes out of the smaller ship and put them into their original ship. Dromar doesn't want to do with the globes, so he heads off on his phantom steed to wait for them to finish.
It takes them most of the night, but there are no accidents. They leave about 3:00 in the morning and head due south to get out of the marsh ASAP.
They clean the ship off.

Shipmen 3HD (10)
A		bStun2Killed	c		d		estun6
13x		17		19x		15x		20
- 16 Kat		- Emb		-6 Kag		-11 Gal		-1 Gal
				-14 Gal		-9 Emb

f		gStun6		hStun4		i3		jstun5falls
12x		18		15		19		20
-15 Kag		-3 Gal		-9 Gal		-4 Gal 
		-5 Emb

PIlot 24  	co-pilot ,25
Dies 		-9-21 Dromar


Text Account:
Leader is Timber
They leave about 3:00 in the morning and head due south to get out of the marsh ASAP.
Dromar has been gone 3.5 hours and then decides to return to the rest of the party. He turns around and comes back (arriving at 10:00 that night).
Dromar is evasive about why he took off, but appoligizes.
As the sun rises, they begin to see off in the distance, the end of the marsh signified the begining of the Tornado zone.
They reach the Ootz mountains and begins circleing around to get the pass. There are two shades of whiteness seen on the enourmously high mountains. The lighter color at the base and a slightly darker white at the top which is the atmospheres. (No Encouter)
They get to the point where Pisheo sees the "W" shaped peaks that lead to the pass through the mountains. After getting them as close as possible to the pass, they find a rocky hill and land the ship. (No Enc.)
They spend the night there eating a warm meal and casting some spells (healing, savory, and the like). They spend the night there (no enc.)
The night passes unevently, and they awake the next morning.
Memorizing spells, they prepare for the end of their journey that day.
They go up the next morning and find the begining of the pass.
They get to the snow and the sekerians want to get down in it as they hav e never seen it before. They are surprised that the snow is lighter, fluffier and less dencily packed.
They continue to the SE looking for a way between the mountains. At nightfall, they put out the land anchor and spend the night hovering over the snow.
They head off in the same direction the next morning, looking for a low spot to the S. indicated by the pure white snow that indicates water ice.
They find the pass through about mid-day, and find it slow and difficult to get enough bouyancy to fly over it.
Timber goes bird, levitate spells cast, to lighten ship and allow it to pass over. The trip takes 90 min of which an hour is spent with little or no oxy.
Con roll every 10 min. for the unprotected.
Duzy, Kilak*, Timber*, Kagar, Kilana, Selunite, Brodda
Cover the globes with clothing having warm perm., Lighten Load, levitate, and others.
It's not enough.
The base roll is on a 20 sider with a 1 needed if they hold on to all their goods. For each reduction of 1/10th of their food, they will get an additional 1. They need a 12 or lower to make it to the island. Timber rolls a 5 which gives them an hour to look around for a place to set down in fromt of the 25o' high ice cliff that surrounds the island.
Deja lands the ship on a icy ledge 120' long and 30' wide at the base of the glaciers. They will be starting an overland glacier trek.

They are attacked by the wind mothes.


Text Account:
Leader is Dromar
Deja lands the ship on a icy ledge 120' long and 30' wide at the base of the glaciers. They will be starting an overland glacier trek.
They will have to travel 124 miles to get over the mountain and down the other side to the city of the Therns. 
They will need to search to find the pass through the mountains. Without finding the pass there is no way to get to the city.
There is a pass at position 2 and they land at position 4. 
They start the adv. at 3:00 in afternoon
SE wind at 15 mph.
Timber transforms into a pigeon hawk and flies up. He searches the cliff face for the best way to climb it. He returns to the party and tells them where to go.
They secure the ship to the clif side and prepare to leave.
Mountaineering is possessed by Pi, Dromar, Krom.
As they will be climbing on ice, they have no chance of unskilled people to climb up. 
They discuss how to get the non-climbers up.
They chimney is the right size and gives them a +20% to their roll for that 120'.
4:00 they are still discussing how to get up.
They decide to wait until Timber can change into a bird and fly a rope up to the top of the cliff.
They are going to spend the night on the shelf. They go back into the ship and down into the empty hold to sleep. They have backpack food from Kopeta for 3 meals. They create food and dine of cleric muck that night. They also cast endure cold and the like on themselves to spend a more comfortable night.
The next morning they wake, arrange their backpacks, get out of the ship and down on the ice ledge where they have a cold breakfast and memorize their spells for the day. They will have 18 hours of daylight that day, and they begin memorizing at 8:00 (3 hrs after sunup).
Timber takes up the rope and peitons to the top of the cliff after turning into a frigate bird. He gets to the top of the glacier and has a peiton hammered in after an hour. He throws the rope down to the rest below.
Gal. casts 5 levitate spells, Katrina casts 3 so there are 2 people per spell to be brought up the rope.
They arrive at the top after 80 min.
They decide to head E. Timber changes into a polar bear. They travel all day and get 6 miles E along the cliffs.
Overland travel. Deep snow and low temps reduces movement to 6 mi per days. They will travel the Con number in days before reducing their condition.
3 Enc. rolls per day, a 1 on 10 indicating an encounter.
1) Snow covered crevas
2) Storm
3) Warm Spot
4) Cold Snap
Day 1 No Enc. 6 Mi traveled
They find a low spot and the bear digs a snow trench to keep the wind out.
Day 2 No Enc. 6 miles
They see the lights of the city on the other side of the mountain. Krom says it's not light like A. Boralis.
Day 3 No Enc. 4 miles Deja and LeAnna are suffering from the cold and move more slowly.
Day 4 They begin using control temp to keep the Sekerians moving. 6 Miles
They tie themselves toghether and head toward the hole. Dex rolls necessary. 
             Midday Encounter - Warm Spot Dromar sends Meeth over to look. It is a cleft which is so deep the geothermal heat rises to keep the snow melted away from the top. On the sides of the cleft are numerous snow caves which are warm.
The cleft is an opening to a gigantic cave heated by the last of the hot springs on the planet. Here there are all manner of plants and animals left from the pre-dark millenium genetic engineers.  This area is part of a secret project designed to prepare forms for release on the planet surface. Make up the wierdest creatures and plants here. 
They have some artifacts of the techs, but nothing works except a few items using radiation to make them work (lights and the like).
They back off of the cleft and make camp so they can think about wether to go down or not.

The city of the Therns is barely visible as the bulk of the place is below ground.


Text Account:
This is a not small game with Lucy and Lisa. They are currently outside the hot opening wondering about going on or investigating.
 This area is part of a secret project designed to prepare forms for release on the planet surface. Make up the wierdest creatures and plants here. They have some artifacts of the techs, but nothing works except a few items using radiation to make them work (lights and the like).
They back off of the cleft and make camp so they can think about wether to go down or not.
They will meet a Crystal Dragon named Carish-olastik-kasta


Text Account:
Leader is Galranwyn
They are in the Land of the Therns (the central island of the south pole) and are going overland to get to the inner city. They are at a cleft where warm air is melting the snow.
They back off of the cleft and make camp so they can think about wether to go down or not.
Timber and Pisheo decide to change shape into bats and arrange a form of sign communication.
They fly down into the cleft.
They fly around for a while and see the green worms like long fly larva that cover the ceiling and are luminessent and provide the greenish light used by the plants for photosenthysis. 
They attract the attention of Draconis Farie Turquois the fariy dragon that live in the cavern by the cleft.
It approaches them flying and invisible. It casts a charm spell which has no effect. It uses its euphoric breath weapon and they save. It then realizes that they are not bats and speaks to them in common saying "I won't harm you, come back!"
They begin to trust it when it stopps coming after them. They agree to return to it to it's nest where it talks to them and encourages them to bring down their frinds so they can have a partyh. 
Pi goes up to bring them down.
She tells of the plants and strange creatures that live down the cleft. Deja Thoris and Le'eanna are excited and caqnt wait to get down. 
Gala and Kat.  cast feather fall and everyone except Duzi use them to drift down. Duzi uses a rope to get to the rocky part.
This place is called "GS38" Geothermal Station 38.
MPLP Mk3 is the weapon designation for the debris Duzi found.
"Perpetual Power - GASS Atline"

From Last Week:
They will have to travel 124 miles to get over the mountain and down the other side to the city of the Therns. 
Deep snow and low temps reduces movement to 6 mi per days. They will travel the Con number in days before reducing their condition. They have traveled 4 days in the snow.
3 Enc. rolls per day, a 1 on 10 indicating an encounter.
1) Snow covered crevas
2) Storm
3) Warm Spot
4) Cold Snap
Midday Encounter - Warm Spot Dromar sends Meeth over to look. It is a cleft which is so deep the geothermal heat rises to keep the snow melted away from the top. On the sides of the cleft are numerous snow caves which are warm.
The cleft is an opening to a gigantic cave heated by the last of the hot springs on the planet. Here there are all manner of plants and animals left from the pre-dark millenium genetic engineers.  This area is part of a secret project designed to prepare forms for release on the planet surface. Make up the wierdest creatures and plants here. 
They have some artifacts of the techs, but nothing works except a few items using radiation to make them work (lights and the like).
"Turquoi" The Blue-Green farie dragon is a giant of the variety (6' high 10' long) and speaks and writes common and also understands the ancient tongues. He knows nothing about the way things are around here now. It has been ages since anyone has been here (the last were the workmen taking the last batch of animals that were experimented with on the surface)

Time stop where they are going to spend 2 days in the cave resting, getting warm and gathering food and specimines.

Size (in feet): 9 to 15 - Hit Die Range: 13 to 15 - Armor Class Range: -3 to -5 - Alignment: CE - Intelligence Range: animal
Dexterity Range: 16 to - 18 Ground Speed: 12"/turn - Attacks:      breath - poison 1d4      constriction - #2/r - 1d10
Immunities:      fire      petrification Perceptions:      telepathy


Text Account:
Leader is Pi.
Time stop where they are going to spend 2 days in the cave resting, getting warm and gathering food and specimines.
Turquoi spends lots of time with Le'eanna teaching her everything about the p-lants and the purpose that it has work toward all these years. She gathers huge quontitys of samples enough to maker her encumbered when she leaves. She will say nothing of this until they are outside.
They talk to the Dragon - at length.
They find out that spells work as they ar on Kopeta (normally). They cast a bunch of gratituous spells.
They eat the worms from the ceiling and find they each have a different color. They are shaped like maggots, but have a mouth like  plicostomus fish and 2 rows of chitonous tiny gripper feet (15 per row). 
They ask Turquis to gather some of the worms and they feast on them that night.
The dragon snorts and make them dream. Gal, Pi, Tim., Duzi. have dreams about the coming adventure.
Duzi takes some grains of rice out of her pack and gives it to Turq. She is very grateful and will treasure them.
They memorize spells and pack up the food they have gathered. Most of it goes into the bag of holding (which sterilizes them).
They begin their journey again. They travel for 2 days.
They will have to travel 124 miles to get over the mountain and down the other side to the city of the Therns.  This will take a total of 21 days minimum. They will travel 14 days to get to the top of the pass.
the cliffs.
Overland travel. Deep snow and low temps reduces movement to 6 mi per days. They will travel the Con number in days before reducing their condition.
3 Enc. rolls per day, a 1 on 10 indicating an encounter.
1) Snow covered crevas
2) Storm
3) Warm Spot
4) Cold Snap
They travel for 5 days No Enc.
They begin to climb up the pass. 
Day one, afternoon encounter with a avalansh.
1 in 10 chance of being engulphed. They are not, but it roars past only a mile or two away. They are covered in the spume of the falling snow.
They travel another 5 (10 total) days through the snow. Deja and Le both are frostbitten. They have to use their air rocks the last two days, some NPCs need spells.
Encounter on the 13 day near the top of the mountain. Encounter ape patrol. They will attack! 30' slope.

A 73x		B 64x		C 70x		D 68x
- Duzi		- Timber	-5-17 Krom	-10-7-15 Vict.
-16 Gal		-4-19-24 Gal	-6 Gal		-7 Gal
-12-29 Ember	-14 Brodda	-13-12 Pi	-7 Dromar
-19 Kat		-20 Kat		-18 Kagar	-9-11 Kilak
-7 Dromar	-8 Kilana	-14 Brodda
		-8 Dro
Round 1 Bless, Transform, M. Missle 2, E. Blast
Round 2 M Misslex2, B. Beam, E. Blast
Round 3 M.Missle, Maj. Missle, F. Ball, transform, E.Blast
They kill the last one. Krom goes into hypothermia and is unconcious.
Duzi is killed. Rod of Ressurection used and 8 charges expended. Duzi fails ressurection roll!
They have a funeral ceremony, wrap the body in a shroud and place her in the Bag of Holding.
They move away from the battle and make camp
They continue their journey the next day and can see they will reach their objective the next day.
Time stop at the begining of the day they see the city of the Tharns for the first time.

Giant Carniverous Spider Monkey Ape
Size (in feet): 12  - Hit Die Range: 14 - Armor Class: -3   Alignment: CE - Intelligence Range: 10
Dexterity: 17 Ground Speed: 15"/turn - Attacks: 3d4x4,     breath - poison 2d6     constriction - #2/r - 1d10
Immunities:      fire      petrification Perceptions:      telepathy
E 40		F 66		G 58		H 48	I 60		J 72		K 69		L 77


Text Account:
She will be with the apes when they attack, but will remain hidden until her help is absolutely necessary.


They have reached the bottom of the snow and spend a day following a road made by Greldan machines by melting the stone of the mountain.

Dio Roe 
They get to the bottom at the end of the fourth day.
Lake of Souls.
Wintergarden

Dio Roe 
Proculator - Io Rem
Examiner - Io Cim
Illuminatrix - Dio Joe
The head judge is call The Hekkador and is named Matai Shang


Text Account:
Dromar is leader
They are in the clear citidel of the city at the south pole.
They are waiting to be judged for their killing of the apes as they approached the city.
Dio Roe is the ranger type that brought them into the city.
Proculator - Io Rem
Examiner - Io Cim
Illuminatrix - Dio Joe

Dromar the Leader does coke then and the rest stretch out to sleep.
The night passes and soon after the sun rises Dio Joe appears bringing a cart full of food and drink for them.
She says she will answer all their questions if she can. She has some prohibitions as they have not yet appeared before the president.
Dio Joe arrives that morning.
Dio Mi are the holy name for the spider monkey carniverous apes.
She takes the party to Wintergarden
Animator - Io Fee
Retrogenesis - the process of growing younger in wintergarden
Catabolites - those living in Wintergarden
Mnomodrome - an area of the Jebel that seperates the soul from the body and projects it into the phlogistron.
They have no family unit, they are raised in a creech by child rearing specialists.

After talking to Dio Joe they want to travel to the Wintergarden. They are taken on a tour of the place and see some of the horrors and decide they don't want to go there ever! They wonder about getting out of the city using the underground passages though.
They get back to their room, and Dio Joe wants to ask them some questions so she can better help them the next day at the trial. She is shocked when they tell her of their experiences as she has not been exposed to the thoughts of other people living on other planets and the life they lead there. She is particularly surprised when they tell her that they have a magical device that will allow them to talk to a real Greldian.

She leave saying she has to have some time to absorb what she has been told, but promices to get there early the next day.
The party talks about what they saw that day and agree that Dromar will be the one to speak for them at the judgement.

They next day, Dio Joe takes them to the place of judging where there is the president at one large tables and the opposition and the state at tables on either side (5 apeace).
They discuss the charges against the party and decide to spread the blame for the deaths of the apes among the party and repremand them.
On the charge of blasphme, they decide to allow the party to do their magical items in  a secluded room where only the leader of the party, opposition and the president (along with Dio Joe). They show him Dozi's body pulled out of the box of holding. Then they pull out their communication sphere to talk to Dio Mas. The others gather around to see.
Gal. tells her she is on Seker in the city of the tharns. Dio Mas asks if there are Sekerians there and when Gal. tells her there are, she abruptly cuts connection.
After this startling evidence, they agree to allow the party to stay un-censored in the city. 
When they get back to their rooms, Dio Joe explains that this is out of the frying pan and into the fire. She leave to prepare for the morning.
In the next hour, they are met by representatives of the scientists and the holy men who want to talk to them, but refuse to do so in the event they might be accused of disruption of the society.
Time stop where they are sleeping preparing for the next day.


Text Account:
Leader is Timber
In the next hour, they are met by representatives of the scientists and the holy men who want to talk to them, but refuse to do so in the event they might be accused of disruption of the society.
They are left unprotected.
The next morning, Dio Joe arrives with reps from the scientists (called the cabalists) and the Holy Men (called Followers) hot on her heels.
Beourn tells them he thinks the Theocrats will want to get rid of them asap, where the scientists would want to have the around for a while.
Io Rem - cabalist (they guy who greeted them)
Io Ka - Religious
They go the the Jebel.
There are 4 main entrances (Mind, Soul, Body, Childeren)
Dio Ras is the sage of the Dark Sun.
Io Yar is the professional witness


They talk with the party about their mission and Beourn tells them most of what they are looking for. The scientist is interested in this, but Vict. is mostly talking to the religious leader keeping him busy so he doesn't hear much about the rest of what they.
Dio Ras tells the about the current state of things in Tyr. They find out they will have to go into Tyr and


Text Account:
Game at Dale and Cindys.
Io Rem - cabalist (they guy who greeted them)
Io Ka - Religious
Dio Ras is the sage of the Dark Sun.

Anti-contaminate is their term for a health worker.
Io Shep is the elevator repair man.
13 city states 7 joined.

They talk a long time and decide that they have to get more information about their situation.
Selunite asks them to form a circle and place their bed clothes around them to sheid him from view while he changes shape so he can talk. He recommends that they "inflluence" (charm) someone.
They decide to charm Dio Joe. They ask to see the countryside and when they are isolated and hidden cast the spell. Dio Joe is charmed. She will not hesitate to tell the party the truth about what their situation is and she will leave off with her secret agenda (trying to keep them from leaving of their own accord.


Text Account:
They are in the Jebel of the Tharns
Attending are Cindy II, Mike, Peter, Lucy and Lisa
The night is spent doing the introduction of the new combat and tactics rules.
They are well received and I think they understand the need for more detailed combat.
They have updated their char. sheets with the new stats necessary.


Text Account:
They have been in the Jebel, going through the mock adventure designed to teach them the new combat and tactics rules.  This game is at lucy and peter's (after a good diner). They decide that they want ot go bac k to the main adventure.
Dio Joe tells them they have been in the Jebel for 48 hours.
She discusses some things about the party and their plans, but she is not disuaded from her opinion that the party plans on staying in the Jebel for the rest of their lives.
They get her to leave their room and talk about how they are going to get out. Victorex tells them that she can cast a dimension folding to get them out, and ask Deja Thoris how she thinks they will be received in her city. She tells them that it depends on how the political winds have blow since their departure.
They want to go back to Helium and heve decided to use the dim. fold. They want to steal one of the flying belts first.  They go to sleep and wait until Dio Joe come back the next day.
They ask Dio Joe questions trying to find a way to get the flying belts, but it doesn't know of any way to get them.
They tell dio joe that they want to ask forgiveness of their gods for killing the white apes. She agrees to take them to a secluded place where they can pray.
They load up all their stuff and head out. DJ takes them to a spot W. of the lake and N. of the city to a place that is almost out of site of the city. They stop and tell DJ that they will begin their communing here.
They walk away and discuss how to cover Dio Joe so she will not be sent to Wintergarden. 
Katrina casts a sleep spell on her and they tie her up. Timber hits her in the head with his sword pummel and she is shocked and begins to cry. They leave her tied up and crying and move off to one side
Victorex casts his Dimensional Folding spell. It ages everyone 1d2 years!
But is successful and we time stop where they are in the underground chamber under the University across from where they used to live.


Text Account:
Victorex casts his Dimensional Folding spell. It ages everyone 1d2 years!
But is successful and we time stop where they are in the underground chamber under the University across from where they used to live.
Deja Thoris, Le'eanna volintier to check up on the situation. Kilana casts a spell on them so they won't be recognized as they make contact with their friends. They will first contact le'Eannas boy friend in the military and see if he's not in the stockade. Next she will try to contact her teacher to let him know the treasures she has (the seeds and stuff from the Fariy Dragons pocket ecology) and find out if he was disrupted because of their hasty departure.
Deja Thoris will contact the most trused minester of her father.
They use their disguise abilitys to make Deja and Le look different.
They take off and leave the party alone. They want to hide and decide to have Gal. do a Room of Seclusion. Dromar is first watch. 
Le'eanna is back in an hour. She says that at first the party was outlawed. But it came out that much of the unrest at the time was due to the influence of Rasjak Greebus and his family.  Lo'es Togor confessed that she was the one responsible for luring Timber into the trap.
Jat Or is not around, he is on patrol. Rube is the professor.
Klevis Loors - student of strange physics. Kartic Haam is big tough guy and Yani Vemisha is lower nobilities daughter. 
She says she has a place that was their servents quarters that is under construction that they can stay in.
They are taken to the building in a large "truck" that is driven by pedle power from up to 4 people.  It gets going a top speed of 6 MPH. It takes them about a half hour to get to the building.
It is simple, but has some basic provisions and they have an informal party.
Mors Kajak (Dejas dad) sends a representative to say he will be visiting within the hour.
He meets them to tell them that they will appera before the council and that lots of evidance about the affair with timber has been discovered.
They have found out it was a plot by Rasjak to discredit them and either have them locked up or driven out of the cit.
They appear before the council the next day and dromar is the spokesperson.
Mor Kajak leads the inquiery and leads the testimony in favor of local 509.
In the end, Rasjak is discredited and they are granted "mitigating circumstance" which along with their previous service results in their sentence being "community service" to be determined by the council. They are taken back to their old rooms near the University and they meet with Rube again.
Their debriefing takes about 10 days, but at the end of that time they have enough information about things beneficial to the city that Rube agrees to testify at the council for their censure to be lifted.
Time stop the day before they are to appear before the council a second time to gain their freedom.


Text Account:
Their debriefing takes about 10 days, but at the end of that time they have enough information about things beneficial to the city that Rube agrees to testify at the council for their censure to be lifted.
They are given 10 days of house arrest in the University for the crime of leaving the city.
They wake up the next morning rested and more relaxed since they got to the Jebel.
Hup Yo is their guard going back to Lesser Heluim.
They are take to their room near the university.
Klevis arrives first and speaks to the party about "their task". They reveal too much and Beourn is forced to explain to Klevis what the whole story is. Klevis agrees to keep it a secret and help them in any way they can (but he really doesn't understand what the implications of their success will be.
After a day describing what they did on their trip to Rube, they make their way to a bar called "The Board" It is a students bar with Jetan tables. They have a good time and find out about the game. 
The nex t day they return to the university and Rube. He engages them in the game and they ask him questions.

Tirmoskus - Ancient name for Tyr
Oomar - The closest city to their route to the Dark Sun
The ten days passes quickly and the party exchanges a lot of information with the Sekerians that will stnad them in good stead in the journey across the S. Hemisphere


Text Account:
The ten days passes quickly and the party exchanges a lot of information with the Sekerians that will stand them in good stead in the journey across the S. Hemisphere.
Rube estimates that the dead zone is 300-350 miles across. It is about 700 miles to get to the dead zone from Helium.
On the last day of their debreifing, Rube gathers together all the people who have worked with the party to discuss with Local509 and them what has been discovered. They discuss how to get across the dead zone. They discuss many things, but decide they want to see the dead zone first hand.
They send Timber, Gal. and Pi. Timber who uses his league boots (each step is a league (3 miles)) and takes 10 Min. for a step. A 50 min wait is required after each 10 min of walking. 12 hours is the normal maximum amount of time that can be spend walking and resting.
Gal. and Pi. are shrunk with a reverse enlarge and carried in a modified backpack. As Timber has endurance, he is able to travel twice as long as normal (24 hours). This takes them 20 mi inside the dead zone.
They set out and nothing of interest happens until the 22nd hour when Tim. runs off a 6' high ledge and twists his ankle. He heals himself and continues on. A running encounter is rolled on a d10. A 1 indicates something has happened. It may be a creature encounter if there is something that can keep up with him, so it will usually be a fall or some other action.
Soon after the sun rises, they stop
Gal and Pi. take soil samples and look around for a couple of hours.
They find nothing interesting and the thought of spending the night here is nasty. They decide to return quickly to the rest of the group.
Pi and Tim are shrunk and Gal picks them up and casts teleport to her room at the University in Lesser Helium. They tell what they found ad how they found the league boots work, they head to bed (after getting healing spells to heal the damage from  Gal acting a 5th level spell.
They discuss possibilities what the knowledge brought back by the runners and plan a way to run across the dead zome.
Time Stop


Text Account:
They discuss possibilities what the knowledge brought back by the runners and plan a way to run across the dead zome.
They are looking forward to Krom's weading. I will hold off role playing the wedding until Gordon can play. It will take place 2 days before they leave.
7 days to when Krom will get married. They spend 2 days discussing what the plane will be. They discuss Aquariums on wheels - Etherialness, turning into rocks, dying etc., firing them out a cannon.
They decide that they weill set up a base camp on this side of the dead zone from which a scout craft will carry 3 people.  This ship will make the run with 3 people on board. These will then Dimension Door back to the party and bring the rest through to where they set the ship down.
 The military tells them their plan is riskey and they would ask for volinteers, but agree to help the party all they can. They assign 6 ships and 120 men to the escort. 2 Scouts, 1 dreadnaught (20 archers, 20 marines and 10 crew), 3 transports (20 men each).
They take 3 days before the wedding off and just take it easy. Victorex prays a bunch and studying areas.
They wedding happens and Krom asks if they would mind waiting an extra couple of days before taking off.
They set out to the base camp 4 days after the wedding.
Tallak Beers is the Commander of the expedition.
Jat Or is the luetenant of the Dreadnaught.
They 6 ships take of and set a course of NNW.
They travel 10 hours and then make camp about 200 miles from the dead zone.
They are up and out the next day and arrive at the point where the Commander says is at the dead zone. It is actually 50 miles less far from the zone than Timber ran. (They are now 400 miles from the other side of the dead zone.)
They make camp and semi permanant so it will be here when the others return.
Time Stop


Text Account:
Krom's marriage will happen as an "interrupt" to the time stream. They are up and out the next day and arrive at the point where the Commander says is at the dead zone. It is actually 50 miles less far from the zone than Timber ran. (They are now 400 miles from the other side of the dead zone.)
They make camp and semi permanant so it will be here when the others return.
The party helps make camp. Vict. wants to make  cairn of rock to help him memorize this location. 
Timber wants to run around for an hour using his boots to scout things out. Tracking, set snairs etc. A Ulsio - Hairless Rat. Size of a med. dog is attracted to him, but surprises Timber. It decides to hide and follow him back to camp where it will cause problems. 
Vict. wants to make the pyramid and the flags before he leaves. This takes an extra day. Timber checks his snare and finds nothing in it, but he does hear tales of the Uliso gettig into the food that night. The scars on the food container from it's claws are frightning.
As they are discussing their plan that 3 will go. Krom (driving), Vict. and Timber. Timber sets a snair the second night.
They take off just as it's getting quickly warmer at around 6:00). They cast spells before leaving:
2 Strength Spells
3 armor spells (chain)
Bat Sense Spell

Vict.
Ring of e Control, ls _+3, pearl ow wis. scarab of prot.S. Deaths door, 5 vials H. water, l. rock, jade locust, em. air breathing, flask of firy burn, 3 flaming oil spear. 
Timber,
R. prot, sheild, sword. +2 sw, Emerald of W. Breath, Potion D. breath, bow arrows.
They head out into the dead zone!
At 5 hours into the flight (11:00 it is 110 deg), Timber fails his con roll against the effects of the NO2. Endure heat and cold (12 hours). 
At 11:30, Vict. casts Endure too. and one on Krom. casts Control temp. (12 turns 2 hours)
At 7 hours (1:00 afternoon), the temp is up to 150. 
At 8 hours - Timer passes out. Krom bind his face so the oxy from the rock is the only gas hes breathing. As they are binding ictorex the same way, the control temp. spell goes out. At 8:45, another cont. temp is cast.
The outside temp is now 160. Vict. casts nap spell. 
The 9th hour arrives (3:00) and it gets up to `180 deg. Effectivly 100 deg even with the spell. At this time they see a canal that has split down to the bedrodk and is now activly volcanic. 100' high clouds of smoke and gas block their way going from SW to NE across their path.
They are just begining the 10th hour of their journey when Timber wakes up. It is 1/2 hour till the spell goes out. 
They parallel the fisure. Timber casts his zone of sweet air. 
Vict.  casts heals, Timber casts a nap on Vict.
Krom zones out on the driving, but saves against it.
The control temp goes out ant they take dammage.
Timber casts the spell. They spend 15 min discussing to go around or through the fisure.
They continue. 
It's 1/2 hour till Vict. wakes. They see a low place in the smoke of the fissure (only 40' high)
Cast sweet air, they slow to 5mph and head toward the fissure. They throw away all but 1 days worth of supplies. This lightens the load by 30lbs and gives them about 3' of height. They throw all but 3 days ration of water over themselves, the ship and the ground. This amounts to 70 lbs and they are now back at 36' high.
Vict. wakes up 15 min before the control temp goes off.
The lighten load spell sends the ship up to 60' high.
Control temp from Timber.
They go through the smoke! Krom looses control but regains it again after a couple of minutes. It takes them 9 min to go through and they gain150 of altitude which they lose as soon as they are out of the high updraft. 
They fall and almost crash but Krom has control at the end. They end up goint 15 mph and about 5' over the ground.
Its been 10.5 hours since they left. They are about 80 miles from the end of the dead zone. There are 2 hours till dark.
Vict. casts a lighten on each end of the ship, and it goes up 12 feet more to almost 18'.
After another hour, the temp falls to 130 and the ship mostly stabailzed at 10' high and going 10mph.
Timber takes the rock out of his mouth and waits to see what happens. They are out of the worst of the NO2 and he sufferes only a touch of disyness. Its about 120 deg at sundown. They will reach the point where the circling mountains appear after 7 more hours of travel from this point. 
It gets dark and they contine flying.
They  go another 2 hours. They decide to keep going as far as they can.
When they see their first patch of yellow moss, they are 420 mil from where they left
They travel another 2 hours and they see the tops of the mountains (when they can).
Another hour and they are an hour away from the foothills. 
As the land rises, the ship falls, but they do nothing to let them notice. 
They stop suddenly and Krom makes a successful skill roll. THe bottom of the ship hits the ground and another couple of globes break. They find thems selves hovering abouty 3' over the ground..
Timber gets down over the edge and onto the ground to scout. ENCOUNTER!
Needle Man attacks it has 18HP  Timber -11 HP -13 Victorex.
Timber changes into a big brown bear.  Krom and Vict. sleep and take watches in turn. 
They wake up 2 hrs before sunup.  Timber memorizes his spells and casts a endure. 
They look at Timber's wound on the neck. It doesnt look bad, but he will make a disease roll everyday vs disease until it is take care of.
They gather their stuff together and vict. casts his D. Folding spell.

Krom
2 hand Sw., Schimetar, B. defencs, E Water breathing, girdle, R. plane travel, R. cleanlieness, jerkey, helm, shield. 

The Weding
Wenlod is Dejas cousin in the guard who is part of the guard of honor.
They meet the family of deja and as they are sitting down to breakfast, Local 509 comes in as the Jedak has decided they are Kroms family. They are introduced to the family of Deja too. They all have a leasurly breakfast.
The 

Hok Bleeb
AC 6 Level 12, THACO 4 right and 5 left. 4 Att per round Dam +2 hit +1 HP 67
-10-12-8-15-6-8-5-14


Text Account:
They are at the base camp on the S. side of the Dead Zone. They are discussing how to get the Red men through the D. Folding without freaking out.
They decide that Dink and Deja will go with the party. Dink is afraid of the magic and it is hard to convince him that he will not be changed in a way he can't detect. 
Gal talks to him and gives up. She asks Vict. to talk to him. Vict. taks and does no more. Tim. talks to him for a minute and walks out before he can reply.  Sir Ulla goes to see him and has limited success. They decide to tell him all about their task ahead and how they will need their magic to counter the magic their enemies wield. 
They try to decide what if anything they are leaving behind.
They pick out things from the camp stores that they think will be valuable on the other side of the Dead Zone.
They load up on water and food (not much). And get ready to go.
Std. Desert Kit
1 gal flat panel water container
1 Folding Waste Distiller
2 lb of "Food Sticks"
White Garment/Tent with gloves, hood, scarf
They memorize spells. They cast spells - 2 Strength, 2 Armor,  End. Heat & Cold,
Vict. casts Dim. Folding to take them back to the place they crashed the airship.
They will arrive in the same time zone as they left. The temp is about the same, but the air seems thinner.
They arrive! Dink freaks a bit, but is OK in an hour. He is very jumpy.
They get dressed in their desert clothes and walk up the hill to take a look about.
50 Miles to mountains, they are a minimum of 10 miles wide (unless they find a pass) and 65 miles from the flats on the other side. The mountains are not less than 8000 feet. It is 35 miles through the foothills (40 threading their way). Their journey will take at least 100 miles as they stik to the low ground. Adjust from there if they do something clever.
Day 1
Roll encounters on d10 one per day and two at night. 
They travlel 3 hours and the temp is 110 deg.  They stop to camp; they have traveled about 2 miles.
They discover that they can use all the clerics 1st level spells to cast a Endure H&C on the entire party. 
They continue to walk.  They go 4 miles that day and make camp. They set watches. Kilana casts 2 Wyvery Watch, Warning when people go to sleep.
They get up just before dawn and are gone by daylight.
Encouter in early morning. Spider.
Gargantuan Spider 6 - They work together to spin webs blocking 3 ways out of the camp are byt the party. They will signal when their pray arrives and summon the other 4.
HD 8+8, AC 4, Move 9, Att. 1, Dam 2d6, Thaco 11,  Average 
A 52x		B 48x
-7 Bro		-22-18 Gal -8 Kilana, -6 Brodda
-8 Kil Stru
-7 Vict.
-17 Pi
The rest do NOT attack as their friends are dead when they arrive (none faster than 3)
C 51		D 50		

E 47		F 51

The spiders work together. They create a vaugly lizard like shape out of their web on a rock that hangs over a shadow area where they hide. When something investigtes, they attack. IF they feel threatened they squeek and summon the other who arrive in 1d4 rounds. They surprise and web krom and Tim.

Round 1 Tim-change shape to mouse, 2 -E. Blast, Maj. Missle, 
Round 2 2 E. Blast, M. Missle, One is killed and the other stunned.
Battle Over. They write up a description of the creatures. Take parts. Cast protective spells.
Day 2
Set out on their journey again. They normally travel 12 miles per day, half of that is 6. No day encounter.
Day 3
Day 4
Time Stop
Day 5 
late Night encounter


Text Account:
Day 2 - Set out on their journey again. They normally travel 12 miles per day, half of that is 6. No day encounter.
Day 3, Day 4, Time Stop at Day 5 morning
Day 5  - late Night encounter - Dwarf Banshee
AT 1/2 per rnd. - Dmg. 1d2+10 - THACO 10 - HD 10 - HP 65
						- 20 Gal
						-19 Kat
						- 18 Timber
						-15 Brodda
						- 4 Pi
Gaze Paralization - Malediction (Curse) - Psionics (Protection only)
Attacks on 3rd watch. - Mutual Surprise! - 80' Away
Ember - Saves - Vict., Ember, Krom, Deja Thoris, Dromar Fail
Deaths door Kilana on Vict. D. Door by Kilana on Dromar, D. Door Brodda on Deja, D Door buy Timber on Krom. , D Door by Timber on Ember. They are all at -5 hp and stable.
2 Round - 2xE. Blast, Howling, Turning, 2xM. Missle, 
They follow the footsteps back near the crystal cave that the dwarf was workiing on. 
They are attacked by his pet poisonous hopping spider.
AC 5	HD 5	THACO 15	Att-1	Dam. 1d6+2 (Poison-TYpe D) 15 per round for 3 rnds/2d6)
HP 39
-19 -20-19 Krom is poisoned!
-7 Dromar he fires his cane of fireballs to summon help
Pi, Kat, Gal see the fireball and head out. 
They find Krom and Dromar and find their way back to camp.
They arrive just as the clerics are waking up from their "Nap" spell.
They cast more healing spells (mostly on Krom). They travel no more that day. They make no progress that day.
Day 6 No Enc
Day 7 Into the mountain-No Enc.
Day 8 - No Enc.
Day 9 No Enc.
Day 10 Day enc Cha'thrang
AC -2	HD 8+3	Man size 	Move 3	THACO 11	Att 3 -1/4,1/4,1/12
HP 52
-23 Kat , 	- 13 Brodda,
Round 2 M. Missle, Insect Control, E. Blast
-12Pi, -8 Kagar, -36 Ember
Day 11, Day 12, Day 13, Day 14 They get out of the mountains.
Time Stop at day 15 - They are in the foothils and will arrive on the flats in 4 more days.


Text Account:
Day 11, Day 12, Day 13, Day 14 They get out of the mountains.
Time Stop at day 15 - They are in the foothils and will arrive on the flats in 4 more.
Day 16, 17, 18, 19 -They have no encounters until they get to the base of the hills. They do begin to see more strange wildlife. Bugs (Inisible Sand Mites), mini-mice,  
They have the encounter with Jon-Quille.
Sand Mites Psionic camaflauge. Tiny 1" mouse is befriended by Timber.
Timber takes off and investigates the caravan and does a flyby of the fleeing slaves. He gets back after JQ has joined them. 
They start talking and make camp. JQ tells them about his history and how he became the way he is.
Psi crabs do a pt per day of damage. 10 pts done lowers HP perm. by 1.
For each month that the creature is undetected, a save VS death is needed or int goes down by 1 pt perm.
They decide to go to the caravan and see what is to be found.
They travel toward it for 3 days. Encounter the morning they arrive at the caravan. 
The chances of attracting a psi crab is double in the area of the caravan.
They make camp the night before they get to the caravan.
Warning spells cast.
No encounter that night. 
They memorize spells and take off for the caravan. They arrive in an hour and are accosted by the remaining 12 guards.
They insult JQ. 2 of them attack them.
A 12		B 6
- 13		- 22
JQ Defeats them and the rest of the guards don't dare get in the parties way.
They give JQs weapons and sheild back.
They search the caravan, but find only the map of interest even though they don't know what it is.
They move 4 miles down the road, and make camp for the night. No enc.
Time Stop
They wake the next morning and are preparing to leave.
The guards will follow them at a distance of 3 miles.
h


Text Account:
Time Stop at the ruined caravan- Dromar is leader
They wake the next morning and are preparing to leave.
The guards will follow them at a distance of 3 miles.
The red men are few and completely enslaved.
JC watches them do magic and studies their words and gestures carefully.
Magic is not thought well of in the city and is activly supressed by the S. King and by those who have had their energy reduced by a low level mage stealing their energy for his spell.
No Enc. 
The party will move about 10 miles per day on the flat. There will be enc. rolled 2 per day and 2 per night with 1 on a d10 indicating a encounter.
They will get to Yaramuk in 7 days. Dromar is casting his spectral steed and counting on his regeneration to keep him up on HP.
Day 2 - No enc.
Day 3 Night Encounter - The party will be assailed by 2 spectres who will approach closer every night until they get to the ruins.  3rd watch. Kagar sees it for an instant only.
Day 4 Night Encounter - Spectre 1st watch.  Katrina sees 2
Day 5 Night Encounter - Spectre 2nd. watch. They get closer.
Day 6 Night Encounter - Spectre 2nd. watch. There are 6 and they will attack just to see how powerful they are. They will try to avoid disolution.
They are seen by the party before they arrive, but still manage to get within 20' till they are seen.
AC 2  THACO 13  Att 1   Dam 1-8 W/Energy drain HD 7+3
35		38		31
-22		-22		-11
24		35		34
Dromar, Kilian, Beourn are attacked, Beourn scares his away, dromar looses a level.
Gal. looses a level.
Round 1 -2xTurning, F. Phantom, B. Hands

Day 7 They reach Yaramuk
They deviate to check out the ruins. No Enc.
Dromar sends Meeth up to check things out and he gives them info
the city is laid out in a radial fashion from the basalt stone bowl where the pool of the Black Waters lies. The ruins are visible only by occasional ridges in the sand formed by the stone walls underneith. A few walls have stones that poke up above the sand.
They go to the center of the city and check out the Oasis.
They check out the stream that runs into the desert and notice there are no plants around the water which is very unusual. Dromar takes a helmat full of water. 
he wets the area around a column and wants to dig down to get to the bottom. There is 4' of sand to be cleared away, and he will spend an hour digging and such.
Victorex casts an Genius spell to find out about the value of spending time in this place. 
The treasure is not wet.
They spend a couple of hours investigating the water and the area.
They hurry on their way. And make camp about 2 mi away
AC 2  THACO 13  Att 1   Dam 1-8 W/Energy drain HD 7+3
35		38		31
F-6-		F-5		-6-8t

24		35		34
F-6-		-5-8t		-6t

33		37		25
F-8		-8t		F-6
Round 1 - howel, bless - Win init.-deja down 2 lev!
Round 2 - 2xTurn, F. Phantom, Cont. Light, Win init.
The spectres are driven away for the night.
Day 8 No Enc - They return to the center of the city (oasis) as they realize they can't continue to suffer the loss of levels. They are looking for a way to eliminate the spirits. They cast spells to find out about the city. They see a length of wall 12'x2' high above the sand that could be cleard to allow casting of the room of seclusion.
Time stop 100yrs away from oasis.


Text Account:
Victorex is leader.
They see a length of wall 12'x2' high above the sand that could be cleard to allow casting of the room of seclusion.
Time stop 100yrs away from oasis. They are wondering what to do to get the Spectres to leave them alone.
Vict and Ember clear the sand away from the rock outcroping to uncover the necessary 5x5' area needed for Gal.s Room of Seclusion
JK returns to the skeleton that they found. He investigates it then investigates the area; digging in the sand nearby with the help of Pisheo.
Gal. looks around at the ground debating about unseen servent.
Kilik helps emb and vict.
Sir Ulla circumnavigates the pool. JK continues to clear the sand away. 

Kilana is preparing to cast a Consecrate Ground near where the rock they excavated lies to make it into a graveyard. This will really piss off the spectres and they will all come out to harass them. Problem is, they have no power.
Timber turns into a bird to find out the layout of the place. This will not allow him to map buildings, but it will serve to find the roads.
Pi is looking at the crack with brodda and Ulla who are on the other side of the stream.
After 10 min., the spectres and other spirits rise from the sand to try and stop them.
Prot. from evil - 8 turns, wikoll last to the end of the copnsecrate
Turn 1 passes
Round 1 - Broda, Vict-turn, Gal. - F. Phantom, Selunite-howling
Round 2 - No spells.
Round 3 - Vict. P. Evil, - Beourn destroys one that attacks him.
Round 4 - No Spells
Turn 2 over

SPECTRE (x8); AC 2; MV 15"/30"; HD 7D8+3; 
34              41,             36,             37x Captured by JK 
-8 Tim                                         - 6,7,6,5,6,5,8

38              34x              
-7 Beam         Beourn Destroys!

36              37      
- Vict.         -12 Kagar
                -7 Pi
Turn 3
Turn 4 - E. Blast-Timber 
Turn 5 - P. from evil-Timber he goes to the river to investigate the crys there and hears that there are a bunch and they are all along the river.
JK captures one of the undead in his Soul Catcher net and they attempt to talk to it.
The Consecrate is completed and with a final cry, the place is quiet.
Time Stop - It is 11:30 AM

#AT 1; DMG 1-8; SA DRAIN 2 LIFE LVLS; INT HIGHLY; AL LE; SIZE M
THAC0:13
IMMUNE TO SLEEP, CHARM, HOLD, OR COLD SPELLS; 
NOT AFFECTED BY POISON OR PARALYZATION, 
+1 OR BETTER WEAPON TO HIT
IN LAIR TREAS 5000 GP, 3 GEMS, 1 POTION, 1 MISC. MAGIC

There are 2 ways to get rid of the spectres. They can remove the taint from the well or if they can discover their lair. They are in a underground area of the old armory 100 yards from Pool directly opposite of the river.
Their will be a clue that will lead them to a dungeon that contains a vast fortune hidden in the old palace which has 2 levels that have been covered with sand. It is the only building in the area that has a round outline.

Day 9 No enc
Day 10 No enc
Day 11 Day enc.


Text Account:
Timber is leader
The Consecrate is completed and with a final cry, the place is quiet.
Time Stop - It is 11:30 AM
Pi goes back to investigating the crack in the pool where the water comes out. Gal. searches around the "wall" where she will cast her spell.
Looking around for old bits of stuff or inscribed rocks. Uses glasses of seeing and sees nothing. Timber goes to the stream and looks around for a clue.
They go a ways down the stream throwing in a light rock on a rope and finding out how deep the stream is. They finally draw up a vial of the water to investigate. They find the timy white worms in the water. Timber puts a drop of water and they grow to 1/8" long in a few seconeds as they feed on the blood. They figure out the skeleton they found with it's hands to its throat died being eaten by these worms from the inside out!
They return to the rest of the party and tell them what they found. They talk about how to purify the pool or clear it up some.
They find the crypt of the spectres under the slab.

SPECTRES (x8); AC 2; MV 15"/30"; HD 7D8+3; 
34              41,             36,             37x Captured by JK 
-8 Tim                                         - 6,7,6,5,6,5,8
38              34x              
-7 Beam         Beourn Destroys!
36              37      
- Vict.         -12 Kagar
                -7 Pi
#AT 1; DMG 1-8; SA DRAIN 2 LIFE LVLS; INT HIGHLY; AL LE; SIZE M
THAC0:13    IMMUNE TO SLEEP, CHARM, HOLD, OR COLD SPELLS; 
NOT AFFECTED BY POISON OR PARALYZATION, +1 OR BETTER WEAPON TO HIT
IN LAIR TREAS 5000 Steel, 3 GEMS, 1 POTION, 1 MISC. MAGIC
POTION OF LONGEVITY - MANUAL OF GAINFUL EXERCISE

There are 2 ways to get rid of the spectres. They can remove the taint from the well (Carniverous White worms) or if they can discover their lair. They are in a underground area of the old armory 100 yards from Pool directly opposite of the river.
Their will be a clue that will lead them to a dungeon that contains a vast fortune hidden in the old palace which has 2 levels that have been covered with sand. It is the only building in the area that has a round outline.

Day 9 No enc
Day 10 No enc
Day 11 Day enc.


Text Account:
Jon Keel is leader
They return to the rest of the party and tell them what they found. They talk about how to purify the pool or clear it up some.
They find the crypt of the spectres under the slab.
Use map 44, enter at room 1 and find the creatures in room 30.
They form a marching order and prepare to walk down.
Spells: Det. Snares and Pits (32 rnds)
The 90' long stairway down comes into room 1 at the NW corner.
They reach room 1. No Enc.
Ceiling is 7' in staiway and 8' inside the entire dungeon.
T they put on armor and search for traps and the like.
There is a piece of insence that can be found in room 1, but no one finds it in the first 10 min.
Room 7, there are dozens of frescos of life before the water fled from this place.
In alcove is a river seen, onb the N. wall is a wheat field at sunset and the S. wall is a picture of an active volcano.
They enter room 7 and Kat does a legend lore (6 rnds).
Bongelebong painted it, age is 375 years,
On the S. wall i turn for legend lore.
Kleepek Gleesh.
Room 14 cdontains a swarm of stinging moths (poison 2 pts per).
In the S. alcove is a human statue of a man praying for rain.
L. Lore on the statue. Caag is artist. 
They search around and finally open the N. door to room 10.
Round 1 - Insect repelletx3 Statuette of Insect Prot.
Gal 2, Pi 1, Sel. 1, hits from the moths.
They investigate room 10 with the 200' deep 7.5' wide hole covered with moth larvie and cocoons. The blast then.
They pass to room 20 containing the statue of the warrior in combat with the duckbill pterridactal.
Kat does a legend lore. 250gp worth, Vulaw, 380 years old.
They examine the rows of polaques on the wall with a steel piece in the center of each.
There is no surprise when the spectres float into the room to attack.


Text Account:
Leader is JK - Room 15
Kat does a legend lore. 250gp worth, Vulaw, 380 years old.
They examine the rows of plaques on the wall with a steel piece in the center of each.
There is no surprise when the spectres float into the room to attack.
Round 1 - F. Phantom, B. Hands, 2xTurning, Prot. F. Evil, Howling
They are turned 
SPECTRE (x8); AC 2; MV 15"/30"; HD 7D8+3; 
34              41x,             36,             37x Captured by JK 
-8 Tim          - Kat           -24-8 Kag        - 6,7,6,5,6,5,8
                -6 Vict
                -8 Selunite
                -4 Dromar
                -13 Ember
                -10 Gal.

-7 Beam         Beourn Destroys!

36              37      
- Vict.         -12 Kagar
-6-5 Ulla         -7 Pi
Victorex  finds a stainless steel weapon forged from  the metal found only in the reclaimed metal from the atmosphere.
It was made by Benetrix. It was made 420 years ago in Kaligdny which has an evil reputation as they make things from the atmosphere factory nearby that was destroyed. Vict. also finds a target sheild of Mellicot shell. Both have the old runes on it that none can read.
They cast a knock spell to knoc all the opening on the E. wall. They examine the openings and find many things inside.
Gold 4x1lb 
Platinum 3x1lb
Bottle Magical Efreti bottle 1217 years old
Plate Mellicot
Chain stainless steel
Mace platinum head with petrified wood ha 
Obsidean Schimitar
Bone tube with Lance of Disruption scroll inside
Ring of camelion
Gauntlets of fumbling - Made in Tyr by Kafit
4 gold plates
1 platnum plate
Mother of pearl rotted scale male
Fine obsideon sword
Rusted Steel sword
They do L. Lore on items and find out a considerable amount about them. They are absorbed for an hour examining them.
The players devide up their spoils


Text Account:
Leader is Victorex. They are in Map 44-Room 15, soon after they have examined the items.
They open the door to the south and find the connecting room. Victorex opends the door to 19 and sees the room of darkness. In the darkness is hidden a skeletal form on a throne of rotting wood that was once finely carved. There is nothing of value in this room.
T They search for traps
T They examine the debris 
They walk back into the door to the S. and oen the door to the south.
Secret door to room 18 in the NW part of the room.
Room 176 contains the remains of desicated food in bins along the S. wall
T Room 18 contains the remains of steel swords that have rusted beyond use.
T They open the door to 18 The door is 3x2'. The 1/2 lings enter the room  and investigate the ruiend weapons. There are 19 intact obsidan weapons.
T Kagar looks for intact weapons and finds 2 that she takes with her.
They go into 17 and look at the bins long the S. wall and JK tries to move the barrel in the SW 
Spectrescorner that hides the s. door into room 26. It disintegrates and they find nothing so they go back into the room S. of 15.
T Room 28 has a dry 3 tier fountian in the center.
They don't look in the room much and quickly go to the door in the south.
Vict. opens the door, the see the corredor and go to the in the E. of 28. 
They see the corredor and return to the door to the south and check for traps.
T They find no traps.
Room 32 has a tan marble statue of a beautiful human woman presenting a fish in her hands facing the NW corner.
They open the door to 32 and send in the 1/2lings.
They return to 28 and go through the E door to the 4 way intersection and map.
They map the connecting corredors and end up going to room 40. This is a residential room and is completely empty.
They enter the room, find nothing and contine to the W wall and open it.
Room 39 is completely empty (another residential room).
They go to the 4 way intersection to the N then to room 36. This room is full of corpses. 
They attract the spectres. 
Round 1 - Turnx3, Howeling, 

A 34              B 36x          C 25x            D 16x      
-16-5- Dromar      -18-34 Krom   - Entraps Jon   -10-7 Gal
-10 Pi                           -7 Sel
-5 Tim                           -19 Jon
Her name is boot'ora              -4 Brodda
Sir Ulla also is diseased!
She shows them the way to open the secret door into room 24/.

T They search the courpses. Dromar is diseased by the corpses! 
Krom looses 2 levels!
They find one of the less decomposed bodies and bring it to Kilna so she can cast speak with dead, but the creature makes it ST.
The DID in 30 screams as the remaining spectre attacks her to gain power to attack the. They party hears.
Jon, Vict. Timber, Brodda, Pi, Krom move toward the sound
Round 1 Turning, 
In room 30 is a good looking woman of about 35 years old that has been used as a lure for travelers to get them into the dungeon. She is more than half mad from her ordeal, but will be increadably grateful to her rescuers and will tell them where the treasure is if they will take her away and give her a share.


Text Account:
Timber is leader. In the specters lair in Yaramuk.
Spectres are 3K each (for 30K) and 30K each char. for following them to their lair. After the battle in the crypt, room 30...
She is more than half mad from her ordeal, but will be increadably grateful to her rescuers and will tell them where the treasure is if they will take her away and give her a share.
Boot'ora is the woman of 35 that they find.
She takes them to room 24 and show them how to opperate the trap.

Crypt Treasure:
868 Steel pieces
238 GP
91 Silver Bars
Oil of Acid Resistance - Rappog 
Oil of Disenchantment
To Boot'ora Alexandrite 100gp
Bloodstone 50gp
Lapis Lazult 10gp
Amethyst 1000 gp
Topaz 1000gp
Pearl 500gp
Rock Crystal 50gp (shaped like horned lizard)
Tiger Eye 10gp
Tourmaline 100gp
Timb, Vict., Pi., Ember, Kilak, Boot'ora grab the 17 backpacks and the chest.
She tells them to disable the trap and leave instructions on the rock of the basin telling travelllers to boil the water.
They take the treasure up and out and arrive on the surface about 2 hrs after Sunset. 
They count and devide the treasure.
No Encounter that night as they celebrate their success.
They are off the next morning after they carve their messages in the stone of the basin.
On the trail to Tyr. 
tHE HEXES ON THE MAP ARE 5 MILES AND THEY WILL BE TRAVELLING BECAUSE OFTHE DWARVES ONLY 8 MI PER DAY, OR 3 HEXES IN 2 DAYS.
They travel 4 days and have an encounter in the morning of the 5th day.
They arrive at the Lake Pit of Dragons Bowel on the 3rd day of their journey about 2:00 in the afternoon.
They get to the edge of the Dragons Bowl and Timber investigates the place as a vulture.
After an hour, they begin to discuss what to do about this beautiful place. Many of the chars want to investigate, but many think it's a time waister which it is.
They decide to talk about how to get down. They camp before going down.
There are no encounters that night. They talk about how they will descend the cliffs and how they will get back up again. Gal. and Vict. study a distintive part of the local terrain to focus their recognition for spells like D. Door.
They talk about Tim. going falcon to the ground and fly him back Vuct. 
They talk about various spells to get them down. They speak on into the night.
Gal., Kat., Dromar, cast their feather fall spell to get down into the bowl.
Pi, Vict, JK, fall with the Mages and Timber flies
They get to the bottom safely (although Kats spell doesnt last till they get to the ground and they have to cast another.
ENc ounters Small animals
1-2 Hopping hare (Tiny Kangaroo)
3-4 Pterdactal
5-6 Jumping Jaluip (a tiny 1" long mouse)
7-8 Beetle
9-10 Large Rat
They head off to the lake and it will take over a day to get there. They will only get to the forest if they travel in the dark. They do.
Timber casts speak with plant.
They camp in the forest and the night passes without encounters.
They wake the next morning and have only 2hours to get to the lake that morning.

Other encounters
Mul Enola
Druid
Small Animal


Rapogg, Manaet, Paqety, Tib, Tauf, O'Sauhan, Teoz, Uhru, Nikori, Xoxhah, Aljelev, Zeqyo, O'Paohaw, Avtuseg, Afdo, Zoowiz, Wobob, Zej


Text Account:
Leader is JK.
They are in the valley of the Dragons Bowl, traveling toward the lake.
Vict, Krom., Gal., JK are playing.
They camp in the forest and the night passes without encounters.
They wake the next morning and have only 2hours to get to the lake that 
They head off toward the lake.
They meet the Mul Druid Enola who makes them sware by that which they most value that they will not disturb the lake or the land.
Ka'ealeh is the god of the valley.
JK goes under the water and uses his psionics and is able to stay under the water for a half an hour.
They have a feast of nuts, berries and oat gruel which tastes like a great feast to them. After, they tell their stories and come to know each other better.
They levitate/climb up the sides of the cliff, and the time stops where they arrive on te top of the cliff.
I takes 10 d10 rounds to take effects.
Ther are no further encounters until they get to the city.
They stand off some 10 miles from the city and examine the armys surrounding it and discuss the best way to approach.


Text Account:
They levitate/climb up the sides of the cliff, and the time stops where they arrive on te top of the cliff.
They meet up with the rest of the party. 
Boot'ora is still there as she is waiting to see if they manage to get out alive. She is impressed they managed it and will travel with them.
The PCs travel toward the place where the NPCs have made their camp.
They realize there is a 3 hour hole.
There is a layer of fog over the lake when they wake up the ext moring.
25 Hexes, 5 misles each. 
They will cross a road in 2 days.
They get to the road that is between Urik and Tyr
5 days, No enc.-They need to ravel 3 hex  per 3 days.
IOt will take 8 eays to see the cityh of Ty.
Enc. 6th dayt morning.
They see pictures of the desert. They see desert cactus and other plants as dangers which they avoid.
They continue travelling through the desert until they are just in sight of the outermost edges of the people of Tyr.


Text Account:
They continue travelling through the desert until they are just in sight of the outermost edges of the people of Tyr. They will stop and talk about what to do next.
They talk to JK about the conditions in the city so that they can try to fit in.
List of things going into the bag:
Vict. - In bag of Holding- All armor, magic sword is wrapped in scabbard. mace, gauntlets, 
Pi. - Puts all metal in her backpack as do the rest
They send a scout party - made up of the PCs-Vict., Tim., JK, Pi., Gal, Krom
The rest stay behind (Dromar, Kat, and NPCs). Vict. studies the location for teleporting
They get their cover story together.
The plan is that the Elves & 1/2 elves are jewel dealers and the rest are guards. 509 Trading Co.
They head out! They travel all day and have no encounters.
They will arrive the next day
No night encounters.
Front - Krom, JK
Mid - gal, pi
back - Vict, Tim
They head out again in the morning.
They come across the road guard. This is a party of 30 soldiers from the city. They are there to respond only to military threats. They won't care about them. There may be 20% somethere to spy for one of the city factions.
There is no spy. They continue on and see the outskirts of the soldiers and the light from the city. No encounters that night.
They get ready to meet the public.
They move off to the side of the road to let the Mekillot wagon pass them. It will challenge them in the name of the Sorcer-King.
The seraget gives them the census. They tell him they are from Tamark, which is a far away place.
They pay 2 steel for the census and 2 men to go with them into the city.
They head to Kloks place once they get into the city.
The Oasis is a local pub that may have information about business.
Time Stop where they are at Kloks waiting for word from the Oasis.


Text Account:
JK is leader. In the city are:
Front - Krom, JK/Mid - gal, pi/back - Vict, Tim
They head to K'lok place once they get into the city.
The Oasis is a local pub that may have information about business.
Time Stop where they are at K'loks waiting for word from the Oasis.
K'Lok is a ex-gladiator.
He returns after a couple of hours with some options:
10-No word of anything available
20-A weak lead on a place; roll again tomorrow
30-A lead on a place; travel cross town (20% chance of success)
40-A lead on a place; travel cross town (50% chance of success)
50-A good lead! Travel cross town to see place
60-A lead. Travel short way to see place
70-A sure thing. Travel to see a good place
80-A natural. Nearby building at good price
90-A choice of places (roll 1d3)
00-A choice of places (roll 1d4)
COST
10-Death to all in building (300st)
20-Threaten death to all (200st)
30-Threaten injury/trouble to all (150st)
40-Toss occupants out (100st)
50-High 50st per day
60-high 40st per day
etc.
K'Lok returns and has a small lead that doesnt turn out.
They talk to him about their plan somewhat.
Te'ak is in the revolutionary underground.
He tells them of the G. Games starting
They decide to go to the games.
Town encounters:
Roll for 2 encounters going cross town
No Encounters.
They are going along the line looking at the people.
Streetwalkers fighting about encrochment on the ones territory.
Ka'chook is who they get their seats from.
They go to Te'ak's cell and he tells them to meet him after the match at the Buy You.
Uh'hoo is a simain gladiator.
They place bets on them.
Ketchock (giant beetle) VS 2 slaves
8 HP for the Ketchock AC 8
-6-1-1-1
They go to the Buy You and meet Te'ak.
He talks to them in a rented privte room. They discuss finding out about the item they seek.
Encounter near home. City Guard questions them.
1=bad shakedown
2=costly shakedown
3=threaten
4=Let Go
5=Told something
6=important info
Timber casts create water in his tent and fills the parties water skins.
The night passes. They spend the morning in the tent.
K'Lok returns with a "fixer" named "Busar" who can show them 3 different places nearby that they can have at the going rate.
30st-2 rooms,100st+50 per day-6 rooms,25st-4 rooms
They go to the 25st building. The place is owned by a fightsy little old lady named Ma'Raka.
She takes their money, gives Busar 50st and leaves them in their rooms.
They talk about how to get the rest of the party together.
They want to use a Dim. Folding
Victorex cast one to go to the rest of the party, then back to the room in the center area of the Tyr Warrens. There was much rejoycing.
Time Stop


Text Account:
The whole party is reunited in their 3 room apt. They hang out for the night, talking about what to do the next day.
They decide to wait for JK to contact his men and just lay low the next day.
There are no encounters unless the party forces one the next day.
The day when JK was supposed to see Te'ak arrives. He will bring them to see Urik'uta at the Buy You club near the stadium.
JK, Vict, Krom, Katrina, Dromar are going into the city. They want to go shoping before their appointment. They work on disguising dromar. 
Katrina uses her proficiency to disguise Dromar as a Dwarf.
There is an encounter while getting to the Elven market. They pass by a group of City Guard. They move away from them. They want to look around the fast way. Un-obtrusive clothing 90%, water jugs 95%, cosmetics to hide the skin color of people 70%, odities (art 35, curios 40, unique crafts 30), weapons 50, books 20, jewlery 35.
No unusual encounters during the 2 hours they are shopping.
They return to their house. They stop at a lizard meat skewer vendor. They buy a dozen of them to take back to the house.
No Encounters. 
Ovals are 10th of a steel.
Vict. fills up the 2-15 gallon jug with water.
They change their clothes into those they bought.
The same people go to the stadium. They want to do some gambling and check out the sceine.
No encounters to get there. They see the workers on the Ziggurat.
Kalak is the Sorcerer King.
They get to the Stadium. They pay to cut into the line and to get in. They make their way to their seats.
The first event is 5 against 5 slaves fighting witht the wicked and unbalanced weapon called the Katar. The battle is comic.
They bet on fights-win some and lose some. 
They leave the stadium and are met outside the Buy You club by Vaerhimana the Preserver/Fighter.
She takes them into a basement at a secret location and she will interrogate the party there. They are being watched by other members of the underground who are hidden behind a secret wall in the basement.
Keeyatuk is truth sayer, Meer is his bodyguard.
Ka'eera is a beautiful Mata-Hari type. She is a spy for the underground.
Beourn tells her is story and show her signs so she beleaves him. She leaves in 2 hours and tells the underground about them, saying they are worth a hundrad slaves in a battle. They will be contacted the next day and told thay there is help they can receive, but at a price. They will be contacted again in 2 days.


Text Account:
Dromar is leader.
From Last Week:
Ka'eera is a beautiful Mata-Hari type. She is a spy for the underground.
Beourn tells her is story and show her signs so she beleaves him. She leaves in 2 hours and tells the underground about them, saying they are worth a hundrad slaves in a battle. They will be contacted the next day and told thay there is help they can receive, but at a price. They will be contacted again in 2 days.
Time Stop where they were all back at their 3 room place in the Warrens.
They discuss how to spend the next couple of days
Tecala is the landlady.
They go down to see her to get access to the basement (hoping the elemental would be able to get them to the zigurat or something). They go down to ask her about using her basement for storing their water. She is stand offish, and Gal uses her amulet of esp on her. She is a horder, and has a bunch of stuff filling every room.
She agrees to let them store their 2 big jugs in the basement if they give her one. She cleans up the basement, and they take the jugs down.
They see a walled up arch on the wall opposite the stairs. They talk to her for a while and she tells them about her husband and stuff. She takes them back up and as they are leaving, she is much better inclined to them. Vict. casts a successful Charm on her. They continue to be nice to her.
The go back upstairs and discuss what they will do in the basement.
They (Vict., Kat. Gal., JK) go back to her just before dark (4:00). 
They use some sleep powder on her as she is serving tea. Then cast a silence so she wont hear anything. They make her comfortable.
Vict., Gal. JK head for the basement.
Roll perc ent for type 16 HD.
60 cube yards.=1620 sq. ft. the entrance is 720' away in a strait line.
She tells it to dig a tunnel to the zigurat. It goes into the floor to investigate and dig from the zig to the basement. It make a hole 27" in diameter that goes to the floor of a storeroom on the 2nd level of the zig. underground. (Map 23-room 18). The 1st floor is map 22.
They discuss what to dco with a hople that is too small for humans to go through. 
Gal casts haste on Dromar which lasts 13 rounds and JK drinks potion of snake form which lasts 4 hours
Map 23 Room 18 - A store room for oil, insense and spices.
They travel down the tunnel and investigate the room in the dark. They allow some light after Dromar uses his clothes to block the floor crack of the door. They check out the room. Communication is hard as JK is a snake!
Dromar casts a Wraithe self and investigates the corredors. He goes to Room 6 (templar prayer room) and hears them during their devotions (whispered ritual words).
He returns to the storeroom and summons meeth. The party doesn't follow.
Meeth get there and they are dissapointed and return to the party.
They go back up to their room after putting the landlady to bed.
They decide to return to the room to hide the hole.
JK uses teleport to take Vict. to the room.
Vict. does a rock form spell to hide the hole and begins tostudy the room tor use a spell to return. 
THEY ARE SURPRISE BY A KEY IN THE LOCK!

There will be an encounter where a psionic slave keeper punishes his recalcitrent slave with psysic death on the street.


Text Account:
Timber is leader.
The begining of the battle for Tyr
The party has been told all they should know, and are waiting the 3 days until the Game begins.
The Soothsayer comes and talks to them after giving them some information about the underground and about Beourn.
The game starts 2 hours before sundown with the game the day after tomorrow.
They discuss what they will do at the games. Some planing!!!
The morning of the next day, another note from the fabric store comes and they read lots of print in the hidden writing.
The landlady comes up and brings them the note from the kid working as legs for the underground. She wants to go with them to the games. They agree to let her come with her. 
Wait for the signal of purple pyrotechnics. Do not allert guards or templars, but make note of their position.
Ember, Kagar - Solo-Search and destroy any and all Templars.
Brodda - Assist forces at entrance to Palace. Meet at green trim house 1 blk NE of Stadium gate
Kilak - Assist at the Caravan gate. Meet at courtyard 1block N of Gate.
Kilana - Outside the S. entrance to the Stadium. Meet at entrance after game begins. 
Going to the game are:
JK, Pi., Gal., Katrina, Dromar, Vict., Timber, Sir Ulla, Beourn, Selunite, Krom, Deja Thoris. 12
They leave at 8:00.  They go back inside and Gl casts strength on Pi and Tim.
They pick up the landlady. Ma (as in ma kettle)
They hit the street - with Ma. - They decide to go the back way to get there. 2 Encounter rolls
Encounter-City Guard
They surprise the party and mistake them for Gladiators on their way (late) to the Stadium. They appologize (accepting their error) and hurry on in the direction the guards indicate.
No other encounter.
They get to the stadium and are easily able to find seats in a lower cheap section directly across the stadium.
They enter and settle down and wait quietly for the 3 extra hours.
The emperor enters in his steel paliquin and takes his seat,
The slaves are chanting "Freedom".
Beourn detects the Mouth is still under the zigerat.
They watch the games wating for the signal.
The emperor is attacked.
Armor, Bark Skin, D. Fold, C. Adrenilin, S. Force
Vict. bungles the spell and they age 1-2 years.
Ma is left in the stadium.
They are in the store room at dung 23-room 18
Round 3 after the King is hit, they arrive in the room.
They are casting spells and putting on their armor. No one hears them with the door closed
Krom and Vict takes 8 rounds.
E. H. and Cold, invis 10' rad
RDromar and JK go out looking around while the rest put on armor.
One in 20 room without numbers has an encounter, 1 in 10 numbered rooms and 1 in 6 encounter roll in corredors (1 per hour until bad stuff happens)
rr The go to the room between 13&14-open the door
r They go N to room 6
r They go in room 6 and find a 16 year old accolyte.
JK knocks him out and takes him back to room 18. He will be out for 7 rounds 
Encounter just as he enter corredor outside room
Dromar re-arranges insencs in the temple room.
Encounter with a Templar. The rest of the guard will catch up with him in a round.
4th Level Templar 24 HP  AC 8 THACO 18 Str-16 -12 Pummel damage
Dagger Schemitar
He is suspicious, but sees the wounded boy. 
Pummel is attempted. He is knocked off his feet.


Text Account:
Dromar is leader (SK spell will go off in 15 min)
4th Level Templar 24 HP  AC 8 THACO 18 Str-16 -12 Pummel damage
Dagger Schemitar
He is suspicious, but sees the wounded boy. 
Pummel is attempted. He is knocked off his feet.
4th Level Templar 24 HP  AC 8 THACO 18 Str-16 (-12-24 pummeling)-3 Pummel
(-7) -22 Kat, -19 Dro
 damage. Will be out 4 rounds.

Guards (8)
Human (6)
4th Level AC 7   MV 12   3d10+10   Att. 1   Bone Spear/Ob. L. Sword
A 16x            B 17x          C 21x           D 19      E 25     F 17
-4-9 Krom         -22 Gal       -5-4 Kat        -15 Krom  -7 JK
-4 kat                          -14 Vict        
-13 Vict          -3 Kat        -2              -2
G 18
-26 Leg off, Severe bleed
Mul (1)
5th Level AC 6(4) MV 12  Att. 2 Clubs  31 HP
-24-11 JK
1/2 Giant AC 7  MV 6 Att. 1 2 hand Sword HP 33 (Blinded -7 rnd in 4th)
-14 Gal -14-8 Krom
JK attacks templar as he gets up and knocks him down again.

Round 1 - JK decks templar with a fist
Round 2 - Door opened and JK knoks templar out and uses him as a shield.
Round 3 - Guards throw spears, Krom-Vict-Gal move into corredor
Round 4 - M. Missle, F. Vortex, Blinding Beam, Teleport-
Round 5 - Guards cry out for help (No hear)
Round 6 - 
Round 7 - (No Hear) JD. Door - Alerts guards nearby muster point
Round 8 - M. Missle, F. Hands
Round 9 - One gives up
Round 10 -  Mopping up

Dromar,Kat begin searching templar Dro for 1 round, then puts on armor 5
Krom is draggin bodies into the room
JK ties up the wrists of the 2 that surrendered, hobbles and gags them
Gal. guarding
Vict puts on armor for 1 then searches bodies thouraly
Time stop 19 min


Text Account:
Dromar is leader
Picking up the threads of the NPCs adventurers. 
Describe what happened 4 hours before SK gets whacked (briefly!), then get just up to the SK attack and then give them the purple pyrotechnics.
Ember, Kagar - Solo-Search and destroy any and all Templars.
Brodda - Assist forces at entrance to Palace. Meet at green trim house 1 blk NE of Stadium gate
Kilak - Assist at the Caravan gate. Meet at courtyard 1block N of Gate.
Kilana - Outside the S. entrance to the Stadium. Meet at entrance after game begins.
Dale is playing Brodda who is waiting in the crowds at the entrance to the palace.
Cindy is playing Kilak who is at the caravan gate.
Lisa is playing Kilana (at S. Entrance to stadium) and Kagar on the search and destroy mission.
Peter is playing no one!
Lucy is playing Ember who is with Kagar looking for Templars to kill.
Gordon is playing no one.
Brodda takes charge of things at the gate. (200 HP on gate) -8
He casts a spell at the gate "E. Blast".
There are 2 theives (2nd story men)
Brodda send folks off to loot a weapon store, sends folks off for stone tools and some go toget a battering ram.
A loud voice from the other side of the gate telling "get away from the gate". 
Time stop
Kilak at the caravan gate get there by the back streets. Waits and watches.
Encounter at 11:00 in the morning with patrol.
A troop of 100 men comes to the gate and clears the area. They then prvent anyone from coming into the gate area.
After the stadium show starts, kikak tries to make contact with people around. He meets a 6th level psionicist (ex-nobility) named Booka. 
Sherum is a female mage - 4th level preserver. She show the the perch that lets them see outside the gate. They look at the dual flanexes outside the gates and the 200 troops inside the gate.
The PP goes off and the get down to the street.
Time Stop
Kilana is at the stadium gate. Melds with the crowd and drifts toware the stadium. No encounters. 
She finds a hidden pace to settle in for an hour. Finds an OK spot.
She waits and watches as the gate is blocked, spiked and guarded. A crowd begins to gather quickly until they hear the groas and cries from the stadium. The crowd gathers quickly after that. Kilana joins them. She sees the PP. She takes control.
The section on Ember and Kagar will be postponed.
We will pick the game up after pizza with what the main party is doing. 
The concussion will happen in 2 min (21 after SK goes down).
A group of guard with 5 high level people rush to the party.
2 1/2 giants 6th level HD 6d10, AC 5, MV 10, HP 75 Att 3/2 - 1d10 (Copper club)
A 75            B 75

2 Mid level Templars 6th AC 5- MV 12 - 6d8 - Att. 1 - THAC0 18
C 38            D 23
3-1st,2-2nd,1-3rd
cause,curse,schl-flame blade,produce flame-summon biting centipedes
Save VS death magic every round. Each fail results in a level loss.
They send the slaves ahead to lead them to the stairs to the next lev el down. 
They take them through 21 nd then turn N.
The concussion.
Selunite1, dromar5, gal.2 go uncontious
Vict get sel, Timber get dro, Krom gets gal.
selunite, a guard, katrina, deja, sir ulla, beourn, dromar failes-loose level
Next round, they try to think of what to do to help them out.
A guard, Katrina, deja, Ulla,  miss
round 3 katrina, 
Round 4-Ulla, selunite, beorun, dromar - the run down the stairs and come to the room on the 3rde level where the accolites are chanting "kalak is becoming ..." they stop without entering and look insie the room
round 5  dimension blade,iceball, prayer, 
Guards
A 23x    B 12x    c 21    D 19    E 28    F31     G 12    H 22
-32 Kr   -12 JK
45 Accolites Iceball 39 pts damage 22 killed
Dragon statue, Litc h statue, Misc human./
ST fails are none!
Time stop at the begining of the 2nd round of combat in the tempel of level3.


Text Account:
Guards
2 1/2 giants 6th level HD 6d10, AC 5, MV 10, HP 75 Att 3/2 - 1d10 (Copper club)
A 23x    B 12x    c 21x    D 19x    E 28x    F31x     G 12    H 22x
-32 Kr   -12 JK   -26 Pi   -13-13   JK-9-7-22-9-7 Pi
 pi -16 Tim -9 Krom  -9-14-24 Vict           -8-12 Ti

Templars
H 41x            I 47x
-28-10-10 Krom  -16 Tim-13
-14-10 Pi       -18 tim

45 Accolites Iceball 39 pts damage 22 killed
Dragon statue, Litch statue, Misc human.
ST fails are none!
Time stop at the begining of the 2nd round of combat in the tempel of level3.
Round 2 They win inititave with a 10 Psi combat with Gal.
Round 3 no spells
Round 4 Psi combat on Krom
Round 5 6 Fail Morale (accolites) - 
Round 6 
Round 7 Det. H. Doors
Round 8 No spells
Katrina takes a pouch from one of the bodies of the fallen guards. Contains
3 GEMS - TOTAL VALUE 71 GP
1      10gp  Average   Hematite : Grey-Black
2      10gp  Average   Azurite : Mottled Deep Blue
3      51gp  Small     Chalcedony : White

Time stop where Vict. has found the S. door down, roll ST vs Gold glow next round.


Text Account:
Leader is JK
Round 8 No spells
Time stop where Vict. has found the S. door down, roll ST vs Gold glow next round.
Round 9 Det. Traps-vict (, Cure Med.-Tim
ST Vs Golden Glow all make it!
Non combat rounds
Knock, Bless, Cure Lt.
The knock opens the door and they send their captive (poor bastard) down first. 
Round - They get to the bottom
Level 4 - 1 Waterfall room, 
They are not surprised by the 4 guards (5th level).
A 22x            B 21x            C 20x            D 19x
-16 JK          -11-18 Pi         -5 Vi           -13 Ti
-14 Tim                           -14-24 Krom
Round 1 - Sleep,                                -10 Krom
Round 2 - No Spells
Round 3 - The last of them goes down.
ST Vs Gold Glow
The guard comes out from hiding and offers to help them if he can
They do esp and glasses
ST vs Glow - Deja goes down.
They run through room 4 down to the s. door
Knock spell is cast and the door opens.
ST vs Glow
They get down to the 5th level. 
ST vs. Glow 
They get to the intersection in Level 5 aned they st6op aned look aroudn
Bless spell by timber.
ST vs Glow
They think about where to go in the 6 openings
Round 1 - Phant Killer
Round 2 - 2nd Attacks on charge.
Round 3 - M. Missle, A. Arrow. 

Bad Guys from 4th level (-2 levels from glow)
A 65 Killed by Phant. Killer    B 60x 2/3 move
-10 Vict        `               -10-28 Vict.
                                -2 Dro
                                -23 Gal
                                -5 Dro
Time Stop at the entrance to room 9 after the battle.


Text Account:
Leader is Katrina
Time Stop at the entrance to room 9 after the battle.
They are 22 min away from the SK next event.
They are standing over the dead body of the guards on the way to room 9.
Det. S. Doors goes away - 7 rnds since Det. Traps (13 min)
Vict. is at the head of the party and they are troting.
ST Vs Glow
Bless(6rnds), Det. S. Doors(8 rnds),
ST vs Glow (Deja Thoris goes down)
Stuff DT in bag of holding.
ST vs Glow They head down the stairs
ST vs glow They are partway down the stairs
ST vs Glow - Haste (Tim, Dro, Vict., Ulla), They reach the end of the stairs and Jon tries to open door.
ST vs Glow - Kat gives dro his wand Krom opens door to 15, 
St Glow - They find the s door to level 7
ST vs Glow - Knock, JK shrinks to man size.
St vs glow
Dro., Tim, Krom, Vict., JK, Gal, Kat, Ulla, Beourn, Selunite, Pi
F Fall. 
ST vs glow - Dro, Tim, Krom, Vict. JK, Gal, Ull, Sel, Beourn,
St vs glow they all get to the bottom.
ST vs Glow Out of 1 to 11
ST vs glow Tim. light lantern in 11, the rest are catching up
ST vs glow
Tim, Dro, Krom, Vict,  They reach room 9 (BIG!)
ST vs glow - They see the mouth!~!
ST vs glow - They see the monsters
A 105x                B 98x                           C 87
-16-18-16-24 Vict       -17-14-4 Krom                -6-8-3-9-5-3 Pi
-12-12-4-9- Tim      -9-10-4-24 Pi Stunned 3 round   - Krom
- JK                 -8-8-8 Dro                      -7-12-5-7-16 JK
(87)                 -6- JK                          - Dro
                                                     -9 Tim
                                                     -9 Vi
Round 1 - Wand of M. F. Ball Cirt. Event - Expose armor for 1 strike 
Round 2 - No spells - Mon. go in av round.
Round 3 - Haste, Armor, stunned guy
Break for dinner
Round 4 - Attacking!
Round 5 - Krom poisoned!
Round 6 - 
Round 7 - Selinite goes away
Round 8 - I. Bolt, D. Door, 
Round 9 - Cure Lt.,
Round 10 - A. Arrow
Round 11 - P. Other - JK Poisoned
The last of the creatures is killed 
Meeth went out of the city Dromar take a point of int.


Text Account:
Leader is JK
After the gods have departed, the party begins to count the coins. 
During the game, we will start by finding out what happened to the NPCs
Ember, Kagar - Solo-Search and destroy any and all Templars.
Brodda - Assist forces at entrance to Palace. Meet at green trim house 1 blk
NE of Stadium gate
Kilak - Assist at the Caravan gate. Meet at courtyard 1block N of Gate.
Kilana - Outside the S. entrance to the Stadium. Meet at entrance after game
begins.
Broda 
At the time he sees the golden glow begin to spread into the around he casts a bless.
He takes off toward the stadium S. gate to try to find Kilana.
Time Stop
Kilana was at the entrance to the stadium. She and some others of the underground are going to try to open the gate.
Kilana casts a create water spell at the guards at the stadium gate. She wetys 8 of the 10 in the front ow of guards.
2 guards throw their spears at her. One hits. 
Kilana casts her E. Blast
A 17x B 25 C 16s  D 27  E 32  F 24  G 28
-19  -10   -5     -10   -10   -2    -4
     -4    -5     -3    -7-1

Kilana says "Get that gate open, we have to save the people inside". 4 of the 6 underground are with her nad muster 2d8 people.
7 of the 15 guards fail their morale rolls,
3 guards loose a level, 4 of the crowd go down. 
2 ug 2 crowd
Warp wood on gate does 10 pts of str damage - it has 120 HP
4 guards remain 
L. bolt from mace cast on the gate does 20
Changes weapons
H 13x   I 20f  J 16x     K 21x
-5-7           -2-6-6-7  -1-9-5-3-7

Kilana succeeds in opening the gate and allow 8 people who survived the golden glow to escape.
Brodda finds Kilana after 6 round of the G. Glow and Kil casts a haste spell. 
They ru toweard the Caravan gate and rech there in 9 rounds. They are at the gate 15 rounds after the glow starts.

Kilak is at the Caravan Gate with the 4th level F. Mage. The street is full of running people.
Rnd They head to the gate shoulting "Veiled Alliance!" and they pick up 1d8 Rnd. more alliance members. (7) by the time they get to the gate for a toatl of 10.
Rnd They shout for the crowd to attack
Rnd they see the g. glow, but don't know what it is. The crowd will attack the next round.
Rnd.  They attack 
A 25x       B 25x       C 19x       D 13x  E 19x
-8-11-14    -5-5-25     -4-4-6-12   -7-16  -7-8-6
rrr/rrr
Opening the gate 30-8-9-8-1-2-3 (9 rounds of golden glow)
Kilak runs over to help with the battering ram
Kilak leaves the gate area outside the golden glow i the 10th round.

Ember and Kilak don't find any templars to attack and are near the the stadium gate. They delay 2 rounds and make their first save vs the glow in the 3rd round. They head of running toward the stadium.
rrrrrrr/Haste spell on the rest of you.
They get to the Caravan gate 16 min since the glow began.
They heal each other for 2 rounds.
At 20 rounds Kalak completes his becomng and rises as an ancient black dragon 
He is rampant and gloting for 2 rounds and then is attacked and explodes and reverts back to his human form. He is captured and will be tortured for years.
In the city (unknown to the party who are reunited in the 7th level where the mouth was), the city is overrun by the city state armies that lie outside and the city is looted. They will capture the SK and torture him.

They are back down in the cave and looking at all the treasure. They take the time to collect and count the stuff. They find 2 chests of jewlery.
Vict. is collecting gems and coins
Timber goes back to the room with the rope to make sure it is clear
Gal. is memorizing the area of the cave with the pedistal of the mouth.
Brodda, Ember is looking at treasure.
JK is looking at the monsters
Pi. is counting coins
They count and Gal does for an hour then cast a nap spell
vict, jk, gal, tim, kil, broda, katrina 
Gal does more than 1/3 of the room to stack GP.
JK counts platinum
Vict. is counting everything, 
8'x5'x2.5'
96x60x30=16,200

1320 lbs of steel
8 Player Chars
7 NPC
Total 15 total shares = 23
Treasure should be ~ 10K per share=230K
123K CP
Gold pieces=92k
Silver=52K
46K Platnium
1320 lbs steel
12,300 lbs copper
------
13,620 LBS total

9200 lbs gold
5200 lbs silver
4600 lbs platnium
----
19,000 lbs
The cart will take 8000 lbs


1sq" per pound - 500 lbs per backpack
Pi -   280
JK -   480
Krom - 480
Vict - 305
Emb  - 380
Gal  - 1250
Kilak- 280
Timber-280
kag -  280
kilana-280
Brodda-195
Deja  -305
     ------
     4509 lbs

They are going to the back room of the Inn.
Gal. goes before to check the way. arrive 4" above the floor.
They let 5 min pass then Vict casts d. folding
Gal. Kagar, Brodda, Kilak, JK, Emb, Vict, Stallen, Timber
and a cart, 4 chests, backpacks, weapons go through the D Fold that vict does to get back to the cave with the treasure.
JK will take Dromar up to get his owl. JK casts teleport to appear just outside the caravan gate.
They are in deep shit! The city is overrun with the the looting soldiers of the other citysttes. There will be a 30% chance that they will be attacked on sight. Even if this doesnt happen, they will be severly harased.
They leave the city and walk off a ways so dromar can call Meeth.
He comes quickly. Dro casts invis. 10' and they head back to Ma's.
It takes them 2 turns to get there. The looters have been there and totally ransacked the place. They think about where to go next. JK does his reduction to a size small enough to get down the hole. They go down the hole and once they are in the room, JK gets regular size. They take some of the insense and stuff.  They head back down to the treasure room. Make a int roll (each) to take the right direction.
They get to the 3rd level but cant find how to opend the sec. door to get to down. JK dimensio walks through the s. door and opens it.
They get to the next s. door and they are forced to do another phase to get. 
They get down to the 4th level and loot some stuff from room 4. They cant find the s. door and are forced tocast another phase spell 40 min spent lookgin for s door.. They spike it open. They go down to the 5th level loot room 9 for 20 min. The boxes are arraied for easy inspection later.
They head down the stairs to the 6th level. They have to cut their wy through one of the doors, but they are at the rope going down.
They get to the 7th level and back to the rest of the party
They have been gone 3 hours.
The rest have been loading chest and putting them into the B o Holding.
After 2 hrs gal. teleports back to Gal. room at the inn. She leaves the bag on her bed and goes down stairs. 
They get 2500 lbs of treasure out of the bag.
Gal. resets W> lock on her room after emptying the back packs she is ready to leave in 2 hrs. She D. Doors invisible to the Kitchen. She gets a huge picknick basket from cookie and telep-orts back to the party in seker.
It takes 3 hours to get another bag o holding (2500 lbs) and Ember and Gal teleports back to the inn. They spend 1/2 hour unloading. Teleport back to Seker.
They start filling up the sacks and chests. 18 hour wait before they can memorize spells. They finish filling up the cart in 4 more hours.
Gal, Kilana, Vict., JK go back up the rope to the room with the stuff in it.
They loot the room and take everything except 4 bales of cotton. It takes them 2 hours. The rest have been loading the cart.
After they get back, they spend 3 more hours getting the cart loaded.
Vict. takes 3 dim. foldings. Dro 3 d. doors
Vict casts d. fold. 
 Time stop where they get back to the back room at the inn with the cart.

5K each in jewlery, 4k in gold, 2K in Silver and 2K in Platnium.
1      50gp  Average   Carnelian/Sard : Orange to Reddish Brown)
2     500gp  Small     Aquamarine : Pale Blue Green
3      50gp  Average   Smokey Quartz : Grey, Yellow or Blue, all light
4      10gp  Large     Obsidian : Black
5     100gp  Small     Smokey Quartz : Grey, Yellow or Blue, all light
6     500gp  Large     Aquamarine : Pale Blue Green
7      53gp  Small     Sardonyx : Bands of Sard(red) and Onyx(White) or Sard
8     500gp  Large     Aquamarine : Pale Blue Green
9      52gp  Small     Jasper : Blue, Black to Brown
0      10gp  Small     Obsidian : Black
1      50gp  Small     Chalcedony : White
x2    5000gp  Large     Diamond : Clear blue white
3     200gp  Average   Amethyst : Deep Purple
4      10gp  Large     Malachite : Striated light and Green
5      10gp  Average   Moss Agate : Pink
6      50gp  Average   Carnelian/Sard : Orange to Reddish Brown)
7      52gp  Large     Chrysoprase : Apple Green to Emerald Green
8     980gp  Small     Sapphire : Clear
9      10gp  Average   Moss Agate : Yellow-White with Greyish "Moss Markings"
0     500gp  Average   Spinel : Very Deep Blue
1     500gp  Large     Peridot : Rich Olive Green
2     105gp  Large     Alexandrite : Dark Green
3     100gp  Average   Chrysoberyl : Green
4     485gp  Small     Aquamarine : Pale Blue Green
5      52gp  Small     Chalcedony : White
6      50gp  Large     Chrysoprase : Apple Green to Emerald Green
7      10gp  Small     Rhodochrosite : Light Pink
8      52gp  Large     Jasper : Blue, Black to Brown
9      10gp  Large     Lapis Lazuli : Light & Dark with Yellow flecks
0    1000gp  Average   Oriental Amethyst : Rich Purple
1     200gp  Average   Chrysoberyl : Green
2     105gp  Large     Garnet : Brown-Green
3     100gp  Average   Spinel : Deep Green
4    1000gp  Average   Fire Opal : Fiery Red
5     970gp  Small     Sapphire : Medium Blue
6     500gp  Large     Peridot : Rich Olive Green
7      53gp  Large     Chalcedony : White
8      10gp  Large     Hematite : Grey-Black
9     500gp  Average   Garnet : Violet
0      98gp  Small     Spinel : Red-Brown
1     200gp  Large     Pearl : Pinkish
2      10gp  Average   Azurite : Mottled Deep Blue
3     200gp  Small     Amber : Rich Gold
4     490gp  Large     Pearl : Pure Black
5      50gp  Average   Smokey Quartz : Grey, Yellow or Blue, all light
6      50gp  Average   Chalcedony : White
47      10gp  Average   Malachite : Striated light and Green
48     105gp  Small     Amber : Watery Gold
49      50gp  Average   Onyx : Bands of Black & White or pure Black or White
50     485gp  Small     Peridot : Rich Olive Green
51     500gp  Large     Spinel : Very Deep Blue
52    1000gp  Small     Opal : Pale Blue with Green and Golden Mottling
53    1000gp  Average   Fire Opal : Fiery Red
54      10gp  Average   Tiger Eye : Rich Brown with Golden centre under-hue
55     490gp  Average   Peridot : Rich Olive Green
56     200gp  Small     Amethyst : Deep Purple
57      50gp  Small     Red Star Rose Quartz : Rosy stone with "Star" centre
58    2000gp  Large     Opal : Pale Blue with Green and Golden Mottling
59      10gp  Average   Malachite : Striated light and Green
60      98gp  Average   Amber : Watery Gold
61      10gp  Large     Hematite : Grey-Black
62     100gp  Average   Jade : Deep Green and White
63      10gp  Small     Moss Agate : Yellow-White with Greyish "Moss Markings"
64     100gp  Average   Pearl : Yellowish
65     500gp  Average   Garnet : Violet
66    1000gp  Small     Garnet : Violet
67     200gp  Average   Jade : White
68      10gp  Average   Hematite : Grey-Black
69      20gp  Large     Malachite : Striated light and Green
70      10gp  Small     Moss Agate : Yellow-White with Greyish "Moss Markings"
71      50gp  Large     Red Star Rose Quartz : Rosy stone with "Star" centre
72     200gp  Large     Amethyst : Deep Purple
73     200gp  Large     Spinel : Red
74     100gp  Average   Tourmaline : Brown
75    2000gp  Small     Fire Opal : Fiery Red
76      20gp  Large     Azurite : Mottled Deep Blue
77      48gp  Large     Red Star Rose Quartz : Rosy stone with "Star" centre
78     500gp  Large     Aquamarine : Pale Blue Green
79     200gp  Average   Tourmaline : Blue
80      97gp  Small     Pearl : Yellowish
81      48gp  Average   Chrysoprase : Apple Green to Emerald Green
82     500gp  Small     Spinel : Very Deep Blue
83     100gp  Large     Garnet : Red
84      50gp  Small     Bloodstone : Dark Grey with Red flecks
85      10gp  Average   Blue Quartz : Pale Blue
86    2000gp  Large     Black Opal : Dark Green,Black Mottling & Golden Flecks
x87    2000gp  Average   Oriental Topaz : Fiery Yellow
88     510gp  Average   Pearl : Pure Black
89    1000gp  Large     Peridot : Rich Olive Green
90     485gp  Average   Spinel : Very Deep Blue
91      10gp  Average   Lapis Lazuli : Light & Dark with Yellow flecks
92    2000gp  Average   Opal : Pale Blue with Green and Golden Mottling
93     100gp  Small     Red Star Rose Quartz : Rosy stone with "Star" centre
94     100gp  Average   Pearl : Yellowish
95      10gp  Large     Tiger Eye : Rich Brown with Golden centre under-hue
96      52gp  Average   Chalcedony : White
97     500gp  Large     Peridot : Rich Olive Green
x98    2000gp  Average   Emerald : Deep Bright Green
99     100gp  Large     Citrine : Pale Yellow Brown
100      20gp  Small     Malachite : Striated light and Green
101      50gp  Average   Sardonyx : Bands of Sard(red) and Onyx(White) or Sard
102      20gp  Large     Azurite : Mottled Deep Blue
103     200gp  Large     Pearl : Yellowish
104      10gp  Small     Obsidian : Black
105     500gp  Large     Aquamarine : Pale Blue Green
106      52gp  Average   Red Star Rose Quartz : Rosy stone with "Star" centre
107     485gp  Large     Garnet : Violet
108     525gp  Average   Spinel : Very Deep Blue
109     500gp  Average   Spinel : Very Deep Blue
110     100gp  Small     Coral : Crimson
111     500gp  Small     Peridot : Rich Olive Green
112     500gp  Small     Spinel : Very Deep Blue
113     100gp  Large     Amber : Rich Gold
114      49gp  Small     Moonstone : White with pale Blue glow
115      50gp  Small     Carnelian/Sard : Orange to Reddish Brown)
116    1000gp  Average   Emerald : Deep Bright Green
117     100gp  Large     Coral : Crimson
118     485gp  Large     Peridot : Rich Olive Green
119      50gp  Small     Bloodstone : Dark Grey with Red flecks
120     500gp  Large     Spinel : Very Deep Blue
121      50gp  Large     Onyx : Bands of Black & White or pure Black or White
122     100gp  Large     Onyx : Bands of Black & White or pure Black or White
123      50gp  Small     Bloodstone : Dark Grey with Red flecks
124      50gp  Large     Chrysoprase : Apple Green to Emerald Green
125     100gp  Large     Pearl : Yellowish
126     485gp  Average   Aquamarine : Pale Blue Green
127      49gp  Average   Smokey Quartz : Grey, Yellow or Blue, all light
128      10gp  Large     Eye Agate : Circles of Grey,White,Brown,Blue and Green
129     500gp  Large     Spinel : Very Deep Blue
130     490gp  Average   Garnet : Violet
131      48gp  Average   Jasper : Blue, Black to Brown
132     100gp  Large     Spinel : Deep Green
133      50gp  Large     Chrysoprase : Apple Green to Emerald Green
134     525gp  Large     Garnet : Violet
135      97gp  Average   Tourmaline : Blue
136     100gp  Small     Tourmaline : Pale Green
x137   10200gp  Average   Tourmaline : Pale Green
138     490gp  Average   Spinel : Very Deep Blue
139      48gp  Large     Jasper : Blue, Black to Brown
140      52gp  Average   Citrine : Pale Yellow Brown
141      48gp  Average   Jasper : Blue, Black to Brown
142     490gp  Large     Peridot : Rich Olive Green
143     525gp  Small     Pearl : Pure Black
144     520gp  Large     Pearl : Pure Black
145      10gp  Small     Tiger Eye : Rich Brown with Golden centre under-hue
146     100gp  Average   Red Star Rose Quartz : Rosy stone with "Star" centre
147      10gp  Small     Eye Agate : Circles of Grey,White,Brown,Blue and Green
148     100gp  Large     Jade : Deep Green and White
149     100gp  Small     Chrysoberyl : Green
150    1000gp  Small     Pearl : Pure Black
151      50gp  Large     Carnelian/Sard : Orange to Reddish Brown)
152      52gp  Average   Red Star Rose Quartz : Rosy stone with "Star" centre
153      10gp  Small     Malachite : Striated light and Green
154      10gp  Large     Azurite : Mottled Deep Blue
155     100gp  Average   Coral : Crimson
156     100gp  Large     Chrysoprase : Apple Green to Emerald Green
157    2000gp  Large     Fire Opal : Fiery Red
158    1000gp  Small     Oriental Amethyst : Rich Purple
159     970gp  Average   Oriental Amethyst : Rich Purple
160      10gp  Large     Moss Agate : Pink
161      50gp  Large     Chalcedony : White
162     103gp  Average   Tourmaline : Pale Green
163      98gp  Average   Tourmaline : Blue
164     100gp  Large     Jade : Deep Green and White
165      52gp  Small     Red Star Rose Quartz : Rosy stone with "Star" centre
166     105gp  Small     Tourmaline : Blue
167      50gp  Average   Sardonyx : Bands of Sard(red) and Onyx(White) or Sard
168      50gp  Average   Chalcedony : White
169      49gp  Average   Chrysoprase : Apple Green to Emerald Green
170    1000gp  Large     Sapphire : Clear
171     100gp  Large     Spinel : Deep Green
172    1000gp  Small     Garnet : Violet
173     100gp  Large     Citrine : Pale Yellow Brown
174     100gp  Average   Red Star Rose Quartz : Rosy stone with "Star" centre
175      50gp  Small     Onyx : Bands of Black & White or pure Black or White
176      50gp  Small     Red Star Rose Quartz : Rosy stone with "Star" centre
177     100gp  Average   Sardonyx : Bands of Sard(red) and Onyx(White) or Sard
178     100gp  Average   Tourmaline : Brown
179      50gp  Large     Red Star Rose Quartz : Rosy stone with "Star" centre
180      97gp  Average   Spinel : Deep Green
181     105gp  Large     Tourmaline : Brown
182     100gp  Small     Sardonyx : Bands of Sard(red) and Onyx(White) or Sard
183     490gp  Large     Pearl : Pure Black
184      98gp  Small     Pearl : Pinkish
185    1000gp  Average   Sapphire : Clear
186     100gp  Small     Chalcedony : White
187      10gp  Small     Obsidian : Black
188     500gp  Large     Spinel : Very Deep Blue
189      10gp  Small     Banded Agate : Striped Brown & Blue and White & Red
190     100gp  Small     Jade : Light Green
191     970gp  Average   Black Opal : Dark Green,Black Mottling & Golden Flecks
192      10gp  Large     Rhodochrosite : Light Pink
193     100gp  Small     Chalcedony : White
194     500gp  Small     Aquamarine : Pale Blue Green
195      50gp  Large     Jasper : Blue, Black to Brown
196     500gp  Large     Peridot : Rich Olive Green
197      10gp  Large     Moss Agate : Yellow-White with Greyish "Moss Markings"
198      10gp  Average   Tiger Eye : Rich Brown with Golden centre under-hue
199      48gp  Average   Onyx : Bands of Black & White or pure Black or White
x200    9700gp  Average   Ruby : Bands of red and deeper scarlet.
201     520gp  Large     Peridot : Rich Olive Green
202      50gp  Large     Rock Crystal : Clear
203      52gp  Large     Citrine : Pale Yellow Brown
204      50gp  Average   Jasper : Blue, Black to Brown
205     500gp  Large     Spinel : Very Deep Blue
206      50gp  Large     Citrine : Pale Yellow Brown
207     520gp  Large     Spinel : Very Deep Blue
208     100gp  Large     Jet : Deep Black
209      50gp  Average   Moonstone : White with pale Blue glow
210     100gp  Large     Bloodstone : Dark Grey with Red flecks
211     515gp  Small     Spinel : Very Deep Blue
212     980gp  Large     Sapphire : Medium Blue
213      10gp  Large     Azurite : Mottled Deep Blue
214     520gp  Large     Garnet : Violet
215     485gp  Large     Spinel : Very Deep Blue
216     200gp  Average   Chrysoberyl : Yellow-Green
217    1000gp  Average   Black Opal : Dark Green,Black Mottling & Golden Flecks
218      10gp  Small     Obsidian : Black
219    5250gp  Large     Ruby : Clear Red
220      50gp  Small     Sardonyx : Bands of Sard(red) and Onyx(White) or Sard
221    5250gp  Small     Jacinth : Fiery Orange
222     980gp  Small     Star Ruby : Transulcent Ruby with White "Star" centre
223      10gp  Average   Tiger Eye : Rich Brown with Golden centre under-hue
224     100gp  Average   Jade : White
225    1000gp  Average   Oriental Amethyst : Rich Purple
226     105gp  Large     Spinel : Red-Brown
227      53gp  Large     Bloodstone : Dark Grey with Red flecks
228      48gp  Large     Sardonyx : Bands of Sard(red) and Onyx(White) or Sard
229      98gp  Large     Jet : Deep Black
230     500gp  Average   Aquamarine : Pale Blue Green
231      10gp  Small     Blue Quartz : Pale Blue
232      10gp  Average   Tiger Eye : Rich Brown with Golden centre under-hue
233    1000gp  Average   Sapphire : Clear
234     200gp  Average   Jade : Deep Green and White
235      10gp  Average   Moss Agate : Yellow-White with Greeny "Moss Markings"
236      50gp  Small     Moonstone : White with pale Blue glow
237     200gp  Small     Chrysoberyl : Green
238      10gp  Small     Rhodochrosite : Light Pink
239     100gp  Large     Jade : White
240      10gp  Average   Lapis Lazuli : Light & Dark with Yellow flecks
241      50gp  Large     Smokey Quartz : Grey, Yellow or Blue, all light
242      50gp  Large     Onyx : Bands of Black & White or pure Black or White
243     100gp  Average   Garnet : Brown-Green
244    4850gp  Large     Diamond : Clear blue white
245    1000gp  Average   Pearl : Pure Black
246     500gp  Small     Spinel : Very Deep Blue
247      50gp  Large     Onyx : Bands of Black & White or pure Black or White
248      50gp  Large     Sardonyx : Bands of Sard(red) and Onyx(White) or Sard
249      10gp  Small     Moss Agate : Pink
250      10gp  Small     Malachite : Striated light and Green
251      10gp  Small     Banded Agate : Striped Brown & Blue and White & Red
252     200gp  Large     Pearl : Lustrous White
253      50gp  Small     Chalcedony : White
254     500gp  Large     Pearl : Pure Black
255      20gp  Large     Eye Agate : Circles of Grey,White,Brown,Blue and Green
256      10gp  Small     Azurite : Mottled Deep Blue
257      50gp  Small     Rock Crystal : Clear
258     100gp  Small     Jade : White
259      50gp  Large     Citrine : Pale Yellow Brown
260      10gp  Large     Azurite : Mottled Deep Blue
261     525gp  Large     Peridot : Rich Olive Green
262    2000gp  Large     Fire Opal : Fiery Red
263      50gp  Small     Citrine : Pale Yellow Brown
264      10gp  Average   Tiger Eye : Rich Brown with Golden centre under-hue
265      10gp  Average   Azurite : Mottled Deep Blue
266     500gp  Small     Spinel : Very Deep Blue
267      50gp  Small     Rock Crystal : Clear
268      53gp  Large     Red Star Rose Quartz : Rosy stone with "Star" centre
269     100gp  Average   Rock Crystal : Clear
270     100gp  Large     Spinel : Red
271      50gp  Small     Rock Crystal : Clear
272     500gp  Small     Spinel : Very Deep Blue
273      10gp  Small     Banded Agate : Striped Brown & Blue and White & Red
274      10gp  Small     Malachite : Striated light and Green
275    1020gp  Large     Oriental Amethyst : Rich Purple
276    1000gp  Average   Aquamarine : Pale Blue Green
277     500gp  Large     Pearl : Pure Black
278      10gp  Large     Moss Agate : Pink
279     970gp  Large     Sapphire : Clear
280      10gp  Small     Blue Quartz : Pale Blue
281      98gp  Small     Jade : Light Green
282     490gp  Large     Aquamarine : Pale Blue Green
283     102gp  Large     Chrysoberyl : Green
284     100gp  Small     Jade : Deep Green and White
285    1040gp  Small     Star Ruby : Transulcent Ruby with White "Star" centre
286      10gp  Large     Tiger Eye : Rich Brown with Golden centre under-hue
287     105gp  Small     Chrysoberyl : Green
288    1000gp  Large     Peridot : Rich Olive Green
289      48gp  Average   Smokey Quartz : Grey, Yellow or Blue, all light
290     100gp  Large     Rock Crystal : Clear
291      48gp  Small     Smokey Quartz : Grey, Yellow or Blue, all light
292      10gp  Large     Rhodochrosite : Light Pink
293      51gp  Average   Sardonyx : Bands of Sard(red) and Onyx(White) or Sard
294     200gp  Small     Tourmaline : Blue
x295    5000gp  Large     Black Sapphire : Lustrous Black - glowing highlights
296     100gp  Average   Amber : Watery Gold
297     100gp  Average   Tourmaline : Brown
298   10000gp  Large     Jacinth : Fiery Orange
299      10gp  Small     Lapis Lazuli : Light & Dark with Yellow flecks
300     100gp  Average   Garnet : Brown-Green
301    1000gp  Average   Opal : Pale Blue with Green and Golden Mottling
302      50gp  Large     Bloodstone : Dark Grey with Red flecks
303      20gp  Average   Blue Quartz : Pale Blue
304   10000gp  Large     Ruby : Clear Red
305      50gp  Small     Citrine : Pale Yellow Brown
306      10gp  Small     Blue Quartz : Pale Blue
307     100gp  Large     Amber : Rich Gold
308      50gp  Small     Citrine : Pale Yellow Brown
309     200gp  Large     Jet : Deep Black
310     100gp  Small     Spinel : Red
311      50gp  Average   Red Star Rose Quartz : Rosy stone with "Star" centre
312    1000gp  Large     Opal : Pale Blue with Green and Golden Mottling
313      52gp  Small     Bloodstone : Dark Grey with Red flecks
314      10gp  Large     Moss Agate : Yellow-White with Greeny "Moss Markings"
315      20gp  Small     Obsidian : Black
316     500gp  Average   Spinel : Very Deep Blue
317      10gp  Large     Lapis Lazuli : Light & Dark with Yellow flecks
318      20gp  Small     Blue Quartz : Pale Blue
319      10gp  Small     Obsidian : Black
320     100gp  Small     Pearl : Yellowish
321      10gp  Small     Eye Agate : Circles of Grey,White,Brown,Blue and Green
322      20gp  Average   Azurite : Mottled Deep Blue
323      10gp  Large     Blue Quartz : Pale Blue
324     100gp  Small     Chalcedony : White
325     100gp  Average   Jade : Deep Green and White
326    1000gp  Large     Garnet : Violet
327     100gp  Small     Coral : Crimson
328     100gp  Average   Jade : White
329     100gp  Small     Coral : Crimson
330     500gp  Large     Spinel : Very Deep Blue
331     200gp  Large     Alexandrite : Dark Green
332      20gp  Large     Lapis Lazuli : Light & Dark with Yellow flecks
333    1000gp  Large     Peridot : Rich Olive Green
334      50gp  Small     Sardonyx : Bands of Sard(red) and Onyx(White) or Sard
335      10gp  Large     Moss Agate : Yellow-White with Greyish "Moss Markings"
336      10gp  Large     Lapis Lazuli : Light & Dark with Yellow flecks
337    1000gp  Average   Sapphire : Medium Blue
338     500gp  Large     Spinel : Very Deep Blue
339      10gp  Average   Eye Agate : Circles of Grey,White,Brown,Blue and Green
340      10gp  Large     Malachite : Striated light and Green
341      10gp  Large     Moss Agate : Yellow-White with Greyish "Moss Markings"
342      10gp  Average   Malachite : Striated light and Green
343      98gp  Small     Garnet : Brown-Green
344     100gp  Large     Tourmaline : Brown
345     980gp  Average   Oriental Amethyst : Rich Purple
346     500gp  Large     Garnet : Violet
347    1000gp  Large     Pearl : Pure Black
348      10gp  Small     Tiger Eye : Rich Brown with Golden centre under-hue
349      97gp  Large     Amethyst : Deep Purple
350     100gp  Large     Alexandrite : Dark Green
351      10gp  Average   Eye Agate : Circles of Grey,White,Brown,Blue and Green
352      50gp  Small     Chalcedony : White
353      52gp  Small     Chrysoprase : Apple Green to Emerald Green
354      48gp  Average   Onyx : Bands of Black & White or pure Black or White
355     500gp  Large     Pearl : Pure Black
356      51gp  Average   Onyx : Bands of Black & White or pure Black or White
357    1000gp  Average   Sapphire : Clear
358      10gp  Large     Moss Agate : Yellow-White with Greyish "Moss Markings"
359     100gp  Large     Citrine : Pale Yellow Brown
360     500gp  Average   Pearl : Pure Black
361     500gp  Small     Aquamarine : Pale Blue Green
362      10gp  Average   Tiger Eye : Rich Brown with Golden centre under-hue
363      49gp  Small     Onyx : Bands of Black & White or pure Black or White
364     100gp  Large     Bloodstone : Dark Grey with Red flecks
365      20gp  Large     Blue Quartz : Pale Blue
366     500gp  Small     Pearl : Pure Black
367    1000gp  Average   Oriental Amethyst : Rich Purple
368      50gp  Small     Sardonyx : Bands of Sard(red) and Onyx(White) or Sard
369      50gp  Average   Carnelian/Sard : Orange to Reddish Brown)
370     500gp  Large     Peridot : Rich Olive Green
371      10gp  Small     Rhodochrosite : Light Pink
372     500gp  Average   Garnet : Violet
373    1000gp  Large     Peridot : Rich Olive Green
374    1020gp  Average   Star Ruby : Transulcent Ruby with White "Star" centre
375     500gp  Small     Garnet : Violet
376     525gp  Average   Peridot : Rich Olive Green
377      10gp  Average   Moss Agate : Yellow-White with Greyish "Moss Markings"
378      10gp  Average   Hematite : Grey-Black
379     100gp  Average   Jade : Light Green
380    1000gp  Small     Opal : Pale Blue with Green and Golden Mottling
381     500gp  Small     Aquamarine : Pale Blue Green
382    1000gp  Large     Sapphire : Medium Blue
383      20gp  Small     Azurite : Mottled Deep Blue
384     500gp  Average   Aquamarine : Pale Blue Green
385     100gp  Average   Spinel : Deep Green
386      10gp  Large     Moss Agate : Pink
387     200gp  Small     Coral : Crimson
388      20gp  Average   Hematite : Grey-Black
389      48gp  Large     Red Star Rose Quartz : Rosy stone with "Star" centre
390     100gp  Large     Amber : Rich Gold
391    4850gp  Average   Jacinth : Fiery Orange
392      10gp  Small     Azurite : Mottled Deep Blue
393      20gp  Large     Moss Agate : Pink
394     200gp  Average   Pearl : Pinkish
395     100gp  Average   Citrine : Pale Yellow Brown
396      10gp  Large     Eye Agate : Circles of Grey,White,Brown,Blue and Green
397      50gp  Average   Rock Crystal : Clear
398      50gp  Large     Rock Crystal : Clear
399    2000gp  Large     Emerald : Deep Bright Green
400      51gp  Large     Smokey Quartz : Grey, Yellow or Blue, all light
401    2000gp  Average   Star Ruby : Transulcent Ruby with White "Star" centre
402    2000gp  Large     Fire Opal : Fiery Red
403     500gp  Average   Peridot : Rich Olive Green
404      52gp  Small     Moonstone : White with pale Blue glow
405      10gp  Large     Malachite : Striated light and Green
406      20gp  Large     Banded Agate : Striped Brown & Blue and White & Red
407     970gp  Large     Fire Opal : Fiery Red
408     100gp  Small     Chalcedony : White
409     100gp  Large     Garnet : Brown-Green
410    1040gp  Average   Black Opal : Dark Green,Black Mottling & Golden Flecks
411      10gp  Average   Rhodochrosite : Light Pink
412     100gp  Large     Chrysoberyl : Yellow-Green
413      52gp  Small     Bloodstone : Dark Grey with Red flecks
414     500gp  Small     Pearl : Pure Black
415      10gp  Small     Moss Agate : Pink
416      10gp  Small     Azurite : Mottled Deep Blue
417      10gp  Average   Moss Agate : Pink
418     100gp  Large     Chalcedony : White
419      20gp  Average   Hematite : Grey-Black
420      10gp  Average   Blue Quartz : Pale Blue
421      50gp  Small     Chrysoprase : Apple Green to Emerald Green
422     100gp  Large     Spinel : Red
423      10gp  Average   Moss Agate : Yellow-White with Greyish "Moss Markings"
424    1000gp  Small     Oriental Amethyst : Rich Purple
425     100gp  Large     Chrysoberyl : Yellow-Green
426    1000gp  Small     Emerald : Deep Bright Green
427     490gp  Small     Aquamarine : Pale Blue Green
428    2000gp  Average   Sapphire : Medium Blue
429     500gp  Small     Garnet : Violet
430     515gp  Large     Pearl : Pure Black
431      50gp  Average   Rock Crystal : Clear
432    2000gp  Small     Oriental Topaz : Fiery Yellow
433     100gp  Large     Pearl : Pinkish
434     200gp  Large     Jade : Deep Green and White
435      10gp  Small     Malachite : Striated light and Green
436      52gp  Large     Sardonyx : Bands of Sard(red) and Onyx(White) or Sard
437      52gp  Small     Carnelian/Sard : Orange to Reddish Brown)
438      50gp  Average   Citrine : Pale Yellow Brown
439      10gp  Large     Tiger Eye : Rich Brown with Golden centre under-hue
440     100gp  Large     Carnelian/Sard : Orange to Reddish Brown)
441    1000gp  Large     Emerald : Deep Bright Green
442     500gp  Small     Aquamarine : Pale Blue Green
443      50gp  Large     Smokey Quartz : Grey, Yellow or Blue, all light
444     100gp  Large     Jasper : Blue, Black to Brown
445    1000gp  Large     Star Ruby : Transulcent Ruby with White "Star" centre
446      50gp  Small     Sardonyx : Bands of Sard(red) and Onyx(White) or Sard
447      50gp  Large     Smokey Quartz : Grey, Yellow or Blue, all light
448      50gp  Large     Carnelian/Sard : Orange to Reddish Brown)
449      51gp  Small     Red Star Rose Quartz : Rosy stone with "Star" centre
450      50gp  Average   Red Star Rose Quartz : Rosy stone with "Star" centre
451     103gp  Small     Spinel : Red-Brown
452      48gp  Small     Onyx : Bands of Black & White or pure Black or White
453      10gp  Small     Lapis Lazuli : Light & Dark with Yellow flecks
454     500gp  Small     Spinel : Very Deep Blue
455      10gp  Small     Moss Agate : Yellow-White with Greyish "Moss Markings"
456     500gp  Large     Aquamarine : Pale Blue Green
457    1000gp  Small     Pearl : Pure Black
458     100gp  Average   Chrysoprase : Apple Green to Emerald Green
459     100gp  Small     Tourmaline : Brown
460     100gp  Average   Tourmaline : Brown
461     490gp  Large     Spinel : Very Deep Blue
462      50gp  Large     Moonstone : White with pale Blue glow
463      98gp  Large     Pearl : Lustrous White
464    2000gp  Average   Oriental Amethyst : Rich Purple
465      97gp  Small     Jade : Deep Green and White
466     500gp  Average   Garnet : Violet
467    1050gp  Small     Black Opal : Dark Green,Black Mottling & Golden Flecks
468     104gp  Large     Pearl : Lustrous White
469      50gp  Large     Red Star Rose Quartz : Rosy stone with "Star" centre
470    1000gp  Average   Spinel : Very Deep Blue
471      98gp  Average   Alexandrite : Dark Green
472      50gp  Small     Red Star Rose Quartz : Rosy stone with "Star" centre
473     500gp  Small     Peridot : Rich Olive Green
474      10gp  Average   Hematite : Grey-Black
475      50gp  Large     Moonstone : White with pale Blue glow
476      49gp  Average   Moonstone : White with pale Blue glow
477      50gp  Large     Onyx : Bands of Black & White or pure Black or White
478     100gp  Average   Rock Crystal : Clear
479      10gp  Average   Moss Agate : Yellow-White with Greeny "Moss Markings"
480      50gp  Average   Red Star Rose Quartz : Rosy stone with "Star" centre
481     100gp  Large     Coral : Crimson
482     980gp  Average   Sapphire : Medium Blue
483     200gp  Large     Garnet : Brown-Green
484      10gp  Average   Obsidian : Black
485      20gp  Large     Obsidian : Black
486     200gp  Small     Chrysoberyl : Green
487     515gp  Large     Pearl : Pure Black
488      50gp  Small     Chalcedony : White
489      20gp  Small     Moss Agate : Yellow-White with Greyish "Moss Markings"
490      50gp  Average   Rock Crystal : Clear
491      10gp  Average   Banded Agate : Striped Brown & Blue and White & Red
492      98gp  Small     Amber : Watery Gold
493    4850gp  Small     Oriental Emerald : Clear Bright Green
494     500gp  Small     Spinel : Very Deep Blue
495     500gp  Average   Spinel : Very Deep Blue
496     500gp  Large     Pearl : Pure Black
497     500gp  Small     Pearl : Pure Black
498      52gp  Average   Sardonyx : Bands of Sard(red) and Onyx(White) or Sard
499     100gp  Small     Rock Crystal : Clear
500     500gp  Large     Aquamarine : Pale Blue Green
501      10gp  Small     Blue Quartz : Pale Blue
502      50gp  Average   Red Star Rose Quartz : Rosy stone with "Star" centre
503      10gp  Large     Hematite : Grey-Black
504     100gp  Small     Moonstone : White with pale Blue glow
505      98gp  Small     Amber : Rich Gold
506     500gp  Small     Peridot : Rich Olive Green
507      50gp  Average   Citrine : Pale Yellow Brown
508     100gp  Small     Amethyst : Deep Purple
509      20gp  Average   Moss Agate : Pink
510     500gp  Small     Aquamarine : Pale Blue Green
511    1000gp  Large     Peridot : Rich Olive Green
512     104gp  Average   Spinel : Red-Brown
513    1000gp  Large     Sapphire : Clear
514      51gp  Large     Carnelian/Sard : Orange to Reddish Brown)
515      50gp  Small     Carnelian/Sard : Orange to Reddish Brown)
516      20gp  Small     Hematite : Grey-Black
517    5000gp  Average   Jacinth : Fiery Orange
518     100gp  Average   Jade : White
519      10gp  Small     Banded Agate : Striped Brown & Blue and White & Red
520      49gp  Large     Moonstone : White with pale Blue glow
521     980gp  Average   Oriental Topaz : Fiery Yellow
522     100gp  Large     Pearl : Lustrous White
523     100gp  Average   Alexandrite : Dark Green
524    2000gp  Large     Emerald : Deep Bright Green
525     100gp  Small     Carnelian/Sard : Orange to Reddish Brown)
526     100gp  Average   Chrysoberyl : Yellow-Green
527      50gp  Average   Carnelian/Sard : Orange to Reddish Brown)
528     515gp  Large     Pearl : Pure Black
529      49gp  Small     Carnelian/Sard : Orange to Reddish Brown)
530      10gp  Average   Moss Agate : Yellow-White with Greyish "Moss Markings"
531      98gp  Average   Pearl : Yellowish
532     500gp  Large     Spinel : Very Deep Blue
533     100gp  Large     Garnet : Brown-Green
534      10gp  Large     Eye Agate : Circles of Grey,White,Brown,Blue and Green
535      10gp  Small     Malachite : Striated light and Green
536      10gp  Average   Hematite : Grey-Black
537    1000gp  Average   Peridot : Rich Olive Green
538     100gp  Large     Spinel : Red-Brown
539    1000gp  Average   Emerald : Deep Bright Green
540     100gp  Average   Tourmaline : Brown
541     500gp  Large     Peridot : Rich Olive Green
542      52gp  Small     Carnelian/Sard : Orange to Reddish Brown)
543    1000gp  Large     Garnet : Violet
544      48gp  Small     Moonstone : White with pale Blue glow
545     100gp  Large     Pearl : Lustrous White
546      10gp  Average   Banded Agate : Striped Brown & Blue and White & Red
547     970gp  Average   Emerald : Deep Bright Green
548    1000gp  Average   Peridot : Rich Olive Green
549    4900gp  Small     Jacinth : Fiery Orange
550    1050gp  Small     Fire Opal : Fiery Red
551     103gp  Large     Coral : Crimson
552      10gp  Average   Moss Agate : Yellow-White with Greeny "Moss Markings"
553      50gp  Average   Rock Crystal : Clear
554     100gp  Large     Smokey Quartz : Grey, Yellow or Blue, all light
555    1000gp  Large     Sapphire : Clear
556     500gp  Average   Pearl : Pure Black
557      53gp  Small     Smokey Quartz : Grey, Yellow or Blue, all light
558      10gp  Large     Lapis Lazuli : Light & Dark with Yellow flecks
559      98gp  Average   Jet : Deep Black
560      50gp  Large     Chalcedony : White
561      10gp  Small     Banded Agate : Striped Brown & Blue and White & Red
562     100gp  Small     Tourmaline : Brown
563      50gp  Large     Rock Crystal : Clear
564     100gp  Small     Jet : Deep Black
565     100gp  Small     Jade : Deep Green and White
566      50gp  Small     Bloodstone : Dark Grey with Red flecks
567      51gp  Large     Citrine : Pale Yellow Brown
568     500gp  Average   Aquamarine : Pale Blue Green
569     100gp  Average   Moonstone : White with pale Blue glow
570      10gp  Small     Eye Agate : Circles of Grey,White,Brown,Blue and Green
571      50gp  Large     Carnelian/Sard : Orange to Reddish Brown)
572      20gp  Average   Rhodochrosite : Light Pink
573     103gp  Small     Jade : Light Green
574     200gp  Large     Amethyst : Deep Purple
575    2000gp  Large     Sapphire : Medium Blue
576      48gp  Average   Sardonyx : Bands of Sard(red) and Onyx(White) or Sard
577   10000gp  Small     Jacinth : Fiery Orange
578      10gp  Small     Moss Agate : Pink
579      10gp  Small     Moss Agate : Pink
580     100gp  Large     Spinel : Red-Brown
581      50gp  Large     Moonstone : White with pale Blue glow
582     485gp  Large     Spinel : Very Deep Blue
583     100gp  Average   Amber : Watery Gold
584    1000gp  Large     Emerald : Deep Bright Green
585     100gp  Small     Chrysoberyl : Yellow-Green
586     500gp  Average   Pearl : Pure Black
587    1000gp  Average   Aquamarine : Pale Blue Green
588     510gp  Average   Spinel : Very Deep Blue
589     102gp  Small     Jade : White
590      10gp  Average   Obsidian : Black
591      10gp  Large     Obsidian : Black
592      49gp  Large     Bloodstone : Dark Grey with Red flecks
593      49gp  Small     Chrysoprase : Apple Green to Emerald Green
594      48gp  Large     Chrysoprase : Apple Green to Emerald Green
595      49gp  Large     Rock Crystal : Clear
596     500gp  Large     Peridot : Rich Olive Green
597      53gp  Average   Carnelian/Sard : Orange to Reddish Brown)
598     500gp  Small     Pearl : Pure Black
599     980gp  Small     Star Ruby : Transulcent Ruby with White "Star" centre
600      10gp  Average   Moss Agate : Pink
601      10gp  Small     Azurite : Mottled Deep Blue
602      10gp  Average   Rhodochrosite : Light Pink
603      51gp  Large     Jasper : Blue, Black to Brown
604     490gp  Large     Garnet : Violet
605      10gp  Average   Malachite : Striated light and Green
606      20gp  Small     Moss Agate : Yellow-White with Greeny "Moss Markings"
607      10gp  Large     Lapis Lazuli : Light & Dark with Yellow flecks
608     520gp  Large     Pearl : Pure Black
609      51gp  Average   Bloodstone : Dark Grey with Red flecks
610      97gp  Large     Coral : Crimson
611      98gp  Large     Spinel : Red
612      50gp  Large     Chrysoprase : Apple Green to Emerald Green
613      49gp  Small     Rock Crystal : Clear
614     500gp  Average   Peridot : Rich Olive Green
615      49gp  Small     Chrysoprase : Apple Green to Emerald Green
616    2000gp  Large     Sapphire : Clear
617     100gp  Large     Spinel : Deep Green
618     105gp  Small     Jet : Deep Black
619      10gp  Average   Tiger Eye : Rich Brown with Golden centre under-hue
620     500gp  Large     Spinel : Very Deep Blue
621      10gp  Average   Lapis Lazuli : Light & Dark with Yellow flecks
622     970gp  Small     Oriental Amethyst : Rich Purple
623      10gp  Large     Banded Agate : Striped Brown & Blue and White & Red
624      10gp  Small     Tiger Eye : Rich Brown with Golden centre under-hue
625    4850gp  Average   Jacinth : Fiery Orange
626      50gp  Average   Jasper : Blue, Black to Brown
627    2000gp  Average   Black Opal : Dark Green,Black Mottling & Golden Flecks
628     100gp  Small     Jade : White
629     102gp  Average   Spinel : Red
630     100gp  Average   Garnet : Brown-Green
631    1000gp  Average   Oriental Topaz : Fiery Yellow
632     525gp  Small     Pearl : Pure Black
633      10gp  Average   Moss Agate : Yellow-White with Greeny "Moss Markings"
634    1000gp  Large     Opal : Pale Blue with Green and Golden Mottling
635    1000gp  Small     Peridot : Rich Olive Green
636      10gp  Large     Lapis Lazuli : Light & Dark with Yellow flecks
637     485gp  Small     Spinel : Very Deep Blue
638     100gp  Small     Rock Crystal : Clear
639    1050gp  Large     Sapphire : Medium Blue
640   20000gp  Large     Sapphire : Medium Blue
641      20gp  Large     Eye Agate : Circles of Grey,White,Brown,Blue and Green
642    1000gp  Small     Sapphire : Clear
643      51gp  Large     Moonstone : White with pale Blue glow
644   10000gp  Average   Jacinth : Fiery Orange
645      50gp  Average   Red Star Rose Quartz : Rosy stone with "Star" centre
646     100gp  Large     Jade : Deep Green and White
647     510gp  Small     Pearl : Pure Black
648     485gp  Average   Garnet : Violet
649     100gp  Large     Tourmaline : Blue
650      97gp  Large     Jade : White
651      10gp  Small     Rhodochrosite : Light Pink
652     500gp  Small     Garnet : Violet
653     200gp  Large     Garnet : Brown-Green
654     200gp  Large     Spinel : Red-Brown
655      52gp  Average   Citrine : Pale Yellow Brown
656      50gp  Large     Onyx : Bands of Black & White or pure Black or White
657   20000gp  Small     Onyx : Bands of Black & White or pure Black or White
658     100gp  Large     Sardonyx : Bands of Sard(red) and Onyx(White) or Sard
659      10gp  Small     Lapis Lazuli : Light & Dark with Yellow flecks
660      50gp  Large     Carnelian/Sard : Orange to Reddish Brown)
661    2000gp  Average   Black Opal : Dark Green,Black Mottling & Golden Flecks
662     100gp  Large     Tourmaline : Blue
663    5000gp  Large     Oriental Emerald : Clear Bright Green
664      10gp  Small     Obsidian : Black
665      10gp  Average   Tiger Eye : Rich Brown with Golden centre under-hue
666     100gp  Large     Garnet : Brown-Green
667      10gp  Average   Obsidian : Black
668      50gp  Average   Chalcedony : White
669     500gp  Average   Peridot : Rich Olive Green
670      50gp  Average   Chrysoprase : Apple Green to Emerald Green
671    1000gp  Small     Black Opal : Dark Green,Black Mottling & Golden Flecks
672      10gp  Large     Azurite : Mottled Deep Blue
673     500gp  Small     Garnet : Violet
674     500gp  Large     Pearl : Pure Black
675      20gp  Large     Lapis Lazuli : Light & Dark with Yellow flecks
676    1000gp  Average   Sapphire : Clear
677      20gp  Average   Banded Agate : Striped Brown & Blue and White & Red
678      20gp  Average   Hematite : Grey-Black
679      10gp  Large     Eye Agate : Circles of Grey,White,Brown,Blue and Green
680     105gp  Small     Amethyst : Deep Purple
681     100gp  Large     Garnet : Red
682      10gp  Large     Obsidian : Black
683     200gp  Average   Jet : Deep Black
684      98gp  Average   Amber : Rich Gold
685     485gp  Average   Pearl : Pure Black
686     200gp  Average   Pearl : Pinkish
687     500gp  Small     Pearl : Pure Black
688      50gp  Large     Carnelian/Sard : Orange to Reddish Brown)
689     100gp  Large     Smokey Quartz : Grey, Yellow or Blue, all light
690     200gp  Average   Spinel : Red-Brown
691     100gp  Average   Jasper : Blue, Black to Brown
692     485gp  Large     Garnet : Violet
693      10gp  Average   Moss Agate : Pink
694     100gp  Large     Spinel : Red
695     490gp  Small     Pearl : Pure Black
696     100gp  Large     Smokey Quartz : Grey, Yellow or Blue, all light
697      10gp  Small     Malachite : Striated light and Green
698    5000gp  Large     Ruby : Clear Red
699      10gp  Average   Eye Agate : Circles of Grey,White,Brown,Blue and Green
700     500gp  Small     Peridot : Rich Olive Green
701      98gp  Small     Jade : Light Green
702    1000gp  Large     Sapphire : Medium Blue
703     500gp  Small     Garnet : Violet
704     500gp  Large     Garnet : Violet
705    1000gp  Average   Fire Opal : Fiery Red
706      10gp  Average   Blue Quartz : Pale Blue
707     500gp  Average   Pearl : Pure Black
708      20gp  Small     Moss Agate : Yellow-White with Greeny "Moss Markings"
709     500gp  Large     Garnet : Violet
710      10gp  Average   Obsidian : Black
711     485gp  Average   Peridot : Rich Olive Green
712     100gp  Small     Sardonyx : Bands of Sard(red) and Onyx(White) or Sard
713      50gp  Small     Chalcedony : White
714      10gp  Average   Moss Agate : Yellow-White with Greyish "Moss Markings"
715     100gp  Small     Amber : Watery Gold
716    1000gp  Large     Spinel : Very Deep Blue
717      10gp  Large     Lapis Lazuli : Light & Dark with Yellow flecks
718      10gp  Large     Tiger Eye : Rich Brown with Golden centre under-hue
719      50gp  Small     Onyx : Bands of Black & White or pure Black or White
720    5200gp  Large     Ruby : Clear Red
721     500gp  Average   Pearl : Pure Black
722      98gp  Large     Coral : Crimson
723    1000gp  Small     Sapphire : Clear
724      10gp  Large     Hematite : Grey-Black
725    1000gp  Small     Pearl : Pure Black
726    1000gp  Large     Sapphire : Medium Blue
727      49gp  Average   Carnelian/Sard : Orange to Reddish Brown)
728     100gp  Large     Jade : Light Green
729      10gp  Average   Obsidian : Black
730   49000gp  Small     Obsidian : Black
731      20gp  Large     Blue Quartz : Pale Blue
732      50gp  Large     Citrine : Pale Yellow Brown
733      10gp  Large     Eye Agate : Circles of Grey,White,Brown,Blue and Green
734     100gp  Large     Jade : Light Green
735     100gp  Average   Moonstone : White with pale Blue glow
736     100gp  Large     Coral : Crimson
737     500gp  Average   Peridot : Rich Olive Green
738      10gp  Large     Blue Quartz : Pale Blue
739      10gp  Average   Obsidian : Black
740      50gp  Large     Moonstone : White with pale Blue glow
741      51gp  Small     Carnelian/Sard : Orange to Reddish Brown)
742      10gp  Average   Obsidian : Black
743      50gp  Small     Chalcedony : White
744    1000gp  Large     Aquamarine : Pale Blue Green
745     500gp  Small     Garnet : Violet
746      50gp  Small     Jasper : Blue, Black to Brown
747      52gp  Average   Moonstone : White with pale Blue glow
748     515gp  Small     Aquamarine : Pale Blue Green
749   10000gp  Average   Jacinth : Fiery Orange
750     100gp  Large     Tourmaline : Pale Green
751     103gp  Small     Pearl : Yellowish
752     105gp  Small     Jade : Light Green
753     100gp  Average   Carnelian/Sard : Orange to Reddish Brown)
754      98gp  Average   Jade : Deep Green and White
755     500gp  Small     Peridot : Rich Olive Green
756     102gp  Large     Tourmaline : Brown
757     500gp  Large     Peridot : Rich Olive Green
758     100gp  Small     Pearl : Pinkish
759    1000gp  Small     Fire Opal : Fiery Red
760      50gp  Average   Bloodstone : Dark Grey with Red flecks
761      97gp  Large     Pearl : Yellowish
762      50gp  Small     Smokey Quartz : Grey, Yellow or Blue, all light
763     100gp  Average   Coral : Crimson
764    1000gp  Average   Black Opal : Dark Green,Black Mottling & Golden Flecks
765      10gp  Large     Eye Agate : Circles of Grey,White,Brown,Blue and Green
766     100gp  Large     Pearl : Lustrous White
767     490gp  Small     Spinel : Very Deep Blue
768     500gp  Small     Garnet : Violet
769      10gp  Average   Moss Agate : Pink
770     104gp  Large     Alexandrite : Dark Green
771      50gp  Small     Smokey Quartz : Grey, Yellow or Blue, all light
772     105gp  Average   Pearl : Pinkish
773    1030gp  Small     Sapphire : Clear
774     105gp  Average   Jet : Deep Black
775      10gp  Average   Moss Agate : Yellow-White with Greyish "Moss Markings"
776      50gp  Average   Chrysoprase : Apple Green to Emerald Green
777      20gp  Large     Moss Agate : Yellow-White with Greyish "Moss Markings"
778      10gp  Small     Banded Agate : Striped Brown & Blue and White & Red
779      10gp  Average   Azurite : Mottled Deep Blue
780     100gp  Average   Pearl : Pinkish
781      10gp  Average   Moss Agate : Yellow-White with Greeny "Moss Markings"
782    1000gp  Large     Fire Opal : Fiery Red
783     100gp  Small     Spinel : Deep Green
784     100gp  Small     Jade : White
785     100gp  Average   Spinel : Red
786    5150gp  Large     Ruby : Clear Red
787      50gp  Large     Carnelian/Sard : Orange to Reddish Brown)
788     100gp  Small     Tourmaline : Pale Green
789    1000gp  Average   Oriental Topaz : Fiery Yellow
790      20gp  Average   Blue Quartz : Pale Blue
791     100gp  Small     Tourmaline : Pale Green
792     100gp  Average   Pearl : Lustrous White
793      52gp  Large     Citrine : Pale Yellow Brown
794    1000gp  Average   Oriental Amethyst : Rich Purple
795    2000gp  Large     Fire Opal : Fiery Red
796     500gp  Small     Aquamarine : Pale Blue Green
797     485gp  Small     Peridot : Rich Olive Green
798     100gp  Average   Pearl : Yellowish
799     100gp  Average   Jet : Deep Black
800      50gp  Average   Carnelian/Sard : Orange to Reddish Brown)
801      51gp  Large     Onyx : Bands of Black & White or pure Black or White
802     100gp  Average   Pearl : Lustrous White
803     100gp  Average   Spinel : Deep Green
804    1000gp  Average   Spinel : Very Deep Blue
805     100gp  Large     Coral : Crimson
806     100gp  Average   Jade : White
807      50gp  Average   Smokey Quartz : Grey, Yellow or Blue, all light
808     500gp  Small     Spinel : Very Deep Blue
809      50gp  Average   Rock Crystal : Clear
810     525gp  Average   Pearl : Pure Black
811      10gp  Average   Eye Agate : Circles of Grey,White,Brown,Blue and Green
812     490gp  Average   Aquamarine : Pale Blue Green
813      10gp  Small     Blue Quartz : Pale Blue
814     500gp  Average   Pearl : Pure Black
815     500gp  Average   Peridot : Rich Olive Green
816      53gp  Small     Sardonyx : Bands of Sard(red) and Onyx(White) or Sard
817     100gp  Large     Garnet : Brown-Green
818      97gp  Small     Pearl : Lustrous White
819      97gp  Large     Chrysoberyl : Green
820     100gp  Average   Citrine : Pale Yellow Brown
821     100gp  Small     Tourmaline : Pale Green
822     485gp  Average   Pearl : Pure Black
823    1000gp  Small     Oriental Topaz : Fiery Yellow
824      10gp  Large     Banded Agate : Striped Brown & Blue and White & Red
825     103gp  Average   Spinel : Deep Green
826      10gp  Small     Malachite : Striated light and Green
827     100gp  Average   Spinel : Red
829     100gp  Small     Tourmaline : Brown
830      10gp  Small     Eye Agate : Circles of Grey,White,Brown,Blue and Green
831      10gp  Large     Malachite : Striated light and Green
832      50gp  Large     Chrysoprase : Apple Green to Emerald Green
833      20gp  Large     Moss Agate : Pink
834     104gp  Small     Garnet : Red
835     500gp  Average   Garnet : Violet
836      50gp  Average   Bloodstone : Dark Grey with Red flecks
837      10gp  Average   Moss Agate : Pink
838    1000gp  Small     Fire Opal : Fiery Red
839      10gp  Large     Obsidian : Black
840      10gp  Large     Moss Agate : Yellow-White with Greeny "Moss Markings"
841     525gp  Large     Peridot : Rich Olive Green
842     100gp  Small     Spinel : Red
843     500gp  Average   Garnet : Violet
844     100gp  Small     Pearl : Pinkish
845    5000gp  Small     Ruby : Clear Red
846    1000gp  Small     Sapphire : Medium Blue
847     500gp  Small     Spinel : Very Deep Blue
848    1000gp  Large     Aquamarine : Pale Blue Green
849     500gp  Average   Peridot : Rich Olive Green
850      51gp  Small     Smokey Quartz : Grey, Yellow or Blue, all light
851      50gp  Small     Red Star Rose Quartz : Rosy stone with "Star" centre
852     485gp  Small     Garnet : Violet
853     200gp  Large     Spinel : Red-Brown
854     980gp  Large     Black Opal : Dark Green,Black Mottling & Golden Flecks
855     515gp  Large     Spinel : Very Deep Blue
856    1020gp  Average   Sapphire : Clear
857     500gp  Average   Garnet : Violet
858      50gp  Large     Citrine : Pale Yellow Brown
859      10gp  Large     Eye Agate : Circles of Grey,White,Brown,Blue and Green
860     100gp  Large     Chalcedony : White
861      10gp  Small     Eye Agate : Circles of Grey,White,Brown,Blue and Green
862     100gp  Small     Coral : Crimson
863    4850gp  Average   Jacinth : Fiery Orange
864      10gp  Average   Moss Agate : Yellow-White with Greyish "Moss Markings"
865    1000gp  Average   Pearl : Pure Black
866      52gp  Large     Chalcedony : White
867     500gp  Large     Spinel : Very Deep Blue
868      10gp  Average   Obsidian : Black
869    2000gp  Large     Oriental Topaz : Fiery Yellow
870     500gp  Small     Peridot : Rich Olive Green
871     500gp  Average   Garnet : Violet
872      52gp  Average   Sardonyx : Bands of Sard(red) and Onyx(White) or Sard
873     490gp  Small     Garnet : Violet
874    1030gp  Average   Oriental Amethyst : Rich Purple
829     100gp  Small     Tourmaline : Brown
830      10gp  Small     Eye Agate : Circles of Grey,White,Brown,Blue and Green
831      10gp  Large     Malachite : Striated light and Green
832      50gp  Large     Chrysoprase : Apple Green to Emerald Green
833      20gp  Large     Moss Agate : Pink
834     104gp  Small     Garnet : Red
835     500gp  Average   Garnet : Violet
836      50gp  Average   Bloodstone : Dark Grey with Red flecks
837      10gp  Average   Moss Agate : Pink
838    1000gp  Small     Fire Opal : Fiery Red
839      10gp  Large     Obsidian : Black
840      10gp  Large     Moss Agate : Yellow-White with Greeny "Moss Markings"
841     525gp  Large     Peridot : Rich Olive Green
842     100gp  Small     Spinel : Red
843     500gp  Average   Garnet : Violet
844     100gp  Small     Pearl : Pinkish
845    5000gp  Small     Ruby : Clear Red
846    1000gp  Small     Sapphire : Medium Blue
847     500gp  Small     Spinel : Very Deep Blue
848    1000gp  Large     Aquamarine : Pale Blue Green
849     500gp  Average   Peridot : Rich Olive Green
850      51gp  Small     Smokey Quartz : Grey, Yellow or Blue, all light
851      50gp  Small     Red Star Rose Quartz : Rosy stone with "Star" centre
852     485gp  Small     Garnet : Violet
853     200gp  Large     Spinel : Red-Brown
854     980gp  Large     Black Opal : Dark Green,Black Mottling & Golden Flecks
855     515gp  Large     Spinel : Very Deep Blue
856    1020gp  Average   Sapphire : Clear
857     500gp  Average   Garnet : Violet
858      50gp  Large     Citrine : Pale Yellow Brown
859      10gp  Large     Eye Agate : Circles of Grey,White,Brown,Blue and Green
860     100gp  Large     Chalcedony : White
861      10gp  Small     Eye Agate : Circles of Grey,White,Brown,Blue and Green
862     100gp  Small     Coral : Crimson
863    4850gp  Average   Jacinth : Fiery Orange
864      10gp  Average   Moss Agate : Yellow-White with Greyish "Moss Markings"
865    1000gp  Average   Pearl : Pure Black
866      52gp  Large     Chalcedony : White
867     500gp  Large     Spinel : Very Deep Blue
868      10gp  Average   Obsidian : Black
869    2000gp  Large     Oriental Topaz : Fiery Yellow
870     500gp  Small     Peridot : Rich Olive Green
871     500gp  Average   Garnet : Violet
872      52gp  Average   Sardonyx : Bands of Sard(red) and Onyx(White) or Sard
873     490gp  Small     Garnet : Violet
874    1030gp  Average   Oriental Amethyst : Rich Purple
875      10gp  Average   Moss Agate : Yellow-White with Greeny "Moss Markings"
876      97gp  Average   Chrysoberyl : Yellow-Green
877    1000gp  Large     Aquamarine : Pale Blue Green
878    1000gp  Small     Star Ruby : Transulcent Ruby with White "Star" centre
879     100gp  Average   Tourmaline : Pale Green
880    1000gp  Small     Pearl : Pure Black
881    1000gp  Large     Emerald : Deep Bright Green
882   10000gp  Large     Black Sapphire : Lustrous Black - glowing highlights
883      20gp  Small     Malachite : Striated light and Green
884    1050gp  Small     Sapphire : Medium Blue
885    1030gp  Average   Opal : Pale Blue with Green and Golden Mottling
886      50gp  Average   Chrysoprase : Apple Green to Emerald Green
887      97gp  Small     Chrysoberyl : Yellow-Green
888   10000gp  Average   Diamond : Clear blue white
889    1000gp  Average   Oriental Topaz : Fiery Yellow
890     100gp  Average   Pearl : Lustrous White
891      50gp  Average   Onyx : Bands of Black & White or pure Black or White
892      50gp  Average   Smokey Quartz : Grey, Yellow or Blue, all light
893     490gp  Average   Aquamarine : Pale Blue Green
894     100gp  Average   Jet : Deep Black
895      50gp  Small     Sardonyx : Bands of Sard(red) and Onyx(White) or Sard
896     104gp  Average   Tourmaline : Blue
897     500gp  Small     Garnet : Violet
898     490gp  Large     Pearl : Pure Black
899      10gp  Large     Moss Agate : Yellow-White with Greeny "Moss Markings"
900    1000gp  Average   Star Ruby : Transulcent Ruby with White "Star" centre
901     100gp  Small     Garnet : Brown-Green
902      20gp  Small     Eye Agate : Circles of Grey,White,Brown,Blue and Green
903      10gp  Large     Banded Agate : Striped Brown & Blue and White & Red
904      52gp  Large     Chalcedony : White
905      52gp  Large     Chrysoprase : Apple Green to Emerald Green
906     490gp  Large     Peridot : Rich Olive Green
907     520gp  Small     Aquamarine : Pale Blue Green
908      10gp  Small     Obsidian : Black
909     100gp  Average   Jade : Deep Green and White
910     100gp  Large     Amber : Rich Gold
911    1000gp  Small     Oriental Amethyst : Rich Purple
912     100gp  Average   Alexandrite : Dark Green
913      10gp  Average   Eye Agate : Circles of Grey,White,Brown,Blue and Green
914    1040gp  Large     Opal : Pale Blue with Green and Golden Mottling
915    1000gp  Average   Peridot : Rich Olive Green
916     500gp  Small     Peridot : Rich Olive Green
917      50gp  Large     Moonstone : White with pale Blue glow
918      51gp  Average   Chalcedony : White
919     100gp  Large     Spinel : Red
920     100gp  Average   Chalcedony : White
921      50gp  Average   Citrine : Pale Yellow Brown
922     100gp  Average   Jade : White
923    1000gp  Small     Emerald : Deep Bright Green
924      10gp  Small     Malachite : Striated light and Green
925      10gp  Small     Azurite : Mottled Deep Blue
926    1000gp  Small     Star Ruby : Transulcent Ruby with White "Star" centre
927      10gp  Small     Azurite : Mottled Deep Blue
928     970gp  Large     Star Ruby : Transulcent Ruby with White "Star" centre
929      50gp  Small     Red Star Rose Quartz : Rosy stone with "Star" centre
930      10gp  Small     Moss Agate : Yellow-White with Greyish "Moss Markings"
931     100gp  Small     Tourmaline : Blue
932      98gp  Average   Coral : Crimson
933      50gp  Average   Carnelian/Sard : Orange to Reddish Brown)
934      10gp  Small     Hematite : Grey-Black
935      53gp  Average   Moonstone : White with pale Blue glow
936     100gp  Large     Carnelian/Sard : Orange to Reddish Brown)
937   10000gp  Large     Jacinth : Fiery Orange
938      10gp  Average   Banded Agate : Striped Brown & Blue and White & Red
939      50gp  Small     Bloodstone : Dark Grey with Red flecks
940     500gp  Large     Garnet : Violet
941     100gp  Small     Onyx : Bands of Black & White or pure Black or White
942     500gp  Average   Pearl : Pure Black
943      50gp  Large     Smokey Quartz : Grey, Yellow or Blue, all light
944     520gp  Average   Aquamarine : Pale Blue Green
945      10gp  Large     Lapis Lazuli : Light & Dark with Yellow flecks
946      98gp  Average   Chrysoberyl : Green
947     500gp  Large     Peridot : Rich Olive Green
948      10gp  Large     Eye Agate : Circles of Grey,White,Brown,Blue and Green
949     485gp  Average   Peridot : Rich Olive Green
950      10gp  Average   Lapis Lazuli : Light & Dark with Yellow flecks
951     500gp  Small     Spinel : Very Deep Blue
952      10gp  Large     Rhodochrosite : Light Pink
953      50gp  Average   Chalcedony : White
954     100gp  Small     Citrine : Pale Yellow Brown
955      10gp  Average   Lapis Lazuli : Light & Dark with Yellow flecks
956     485gp  Small     Garnet : Violet
957     103gp  Average   Pearl : Lustrous White
958     100gp  Small     Pearl : Lustrous White
959     100gp  Average   Chrysoberyl : Green
960      50gp  Large     Chalcedony : White
961      50gp  Small     Citrine : Pale Yellow Brown
962     100gp  Small     Tourmaline : Blue
963     105gp  Small     Spinel : Deep Green
964     485gp  Small     Aquamarine : Pale Blue Green
965     510gp  Small     Peridot : Rich Olive Green
966    1000gp  Large     Sapphire : Medium Blue
967      10gp  Large     Moss Agate : Yellow-White with Greeny "Moss Markings"
968     100gp  Average   Garnet : Brown-Green
969      50gp  Average   Onyx : Bands of Black & White or pure Black or White
970     100gp  Average   Carnelian/Sard : Orange to Reddish Brown)
971      49gp  Large     Jasper : Blue, Black to Brown
972      10gp  Small     Moss Agate : Yellow-White with Greyish "Moss Markings"
973     102gp  Average   Jade : White
974      10gp  Small     Eye Agate : Circles of Grey,White,Brown,Blue and Green
975    1000gp  Large     Spinel : Very Deep Blue
976      50gp  Average   Sardonyx : Bands of Sard(red) and Onyx(White) or Sard
977     100gp  Average   Pearl : Lustrous White
978     100gp  Average   Tourmaline : Blue
979     500gp  Large     Pearl : Pure Black
980      49gp  Small     Chalcedony : White
981      10gp  Average   Lapis Lazuli : Light & Dark with Yellow flecks
982     100gp  Large     Onyx : Bands of Black & White or pure Black or White
983      10gp  Average   Blue Quartz : Pale Blue
984     500gp  Small     Aquamarine : Pale Blue Green
985      10gp  Average   Banded Agate : Striped Brown & Blue and White & Red
986    5000gp  Large     Jacinth : Fiery Orange
987      51gp  Large     Red Star Rose Quartz : Rosy stone with "Star" centre
988      50gp  Small     Bloodstone : Dark Grey with Red flecks
989      10gp  Average   Hematite : Grey-Black
990     100gp  Average   Jade : White
991     500gp  Large     Aquamarine : Pale Blue Green
992    1000gp  Small     Garnet : Violet
993      98gp  Small     Spinel : Deep Green
994     500gp  Average   Garnet : Violet
995     100gp  Small     Pearl : Lustrous White
996     105gp  Large     Spinel : Red
997      20gp  Small     Moss Agate : Pink
998      50gp  Average   Rock Crystal : Clear
999     980gp  Small     Sapphire : Clear
1000    1000gp  Small     Garnet : Violet
1001     485gp  Large     Peridot : Rich Olive Green
1002      10gp  Small     Obsidian : Black
1003     500gp  Large     Aquamarine : Pale Blue Green
1004     100gp  Average   Carnelian/Sard : Orange to Reddish Brown)
1005      50gp  Large     Sardonyx : Bands of Sard(red) and Onyx(White) or Sard
1006     490gp  Small     Pearl : Pure Black
1007      50gp  Large     Onyx : Bands of Black & White or pure Black or White
1008     200gp  Small     Chrysoberyl : Green
1009      50gp  Average   Jasper : Blue, Black to Brown
1010      10gp  Average   Malachite : Striated light and Green
1011     100gp  Small     Spinel : Red-Brown
1012      98gp  Large     Pearl : Lustrous White
1016      52gp  Large     Rock Crystal : Clear
1017      10gp  Average   Hematite : Grey-Black
1018    1000gp  Small     Pearl : Pure Black
1019     200gp  Small     Amethyst : Deep Purple
1020    1000gp  Average   Peridot : Rich Olive Green
1021     490gp  Large     Spinel : Very Deep Blue
1022      49gp  Average   Onyx : Bands of Black & White or pure Black or White
1023     500gp  Small     Peridot : Rich Olive Green
1024      10gp  Average   Moss Agate : Pink
1025     515gp  Large     Peridot : Rich Olive Green
1026      10gp  Average   Azurite : Mottled Deep Blue
1027    1040gp  Large     Sapphire : Clear
1028      10gp  Average   Banded Agate : Striped Brown & Blue and White & Red
1029     500gp  Average   Garnet : Violet
1030     485gp  Small     Aquamarine : Pale Blue Green
1031      50gp  Large     Citrine : Pale Yellow Brown
1032     500gp  Small     Garnet : Violet
1033     500gp  Average   Peridot : Rich Olive Green
1034      50gp  Large     Chrysoprase : Apple Green to Emerald Green
1035     100gp  Average   Pearl : Lustrous White
1036    1000gp  Small     Opal : Pale Blue with Green and Golden Mottling
1037     100gp  Average   Pearl : Pinkish
1038     200gp  Average   Spinel : Red-Brown
1039     500gp  Average   Aquamarine : Pale Blue Green
1040     100gp  Average   Carnelian/Sard : Orange to Reddish Brown)
1041     500gp  Average   Peridot : Rich Olive Green
1042     100gp  Large     Chrysoberyl : Green
1043    1000gp  Average   Black Opal : Dark Green,Black Mottling & Golden Flecks

1044      10gp  Small     Rhodochrosite : Light Pink
1045      20gp  Large     Tiger Eye : Rich Brown with Golden centre under-hue
1046    1000gp  Large     Garnet : Violet
1047    1040gp  Average   Oriental Topaz : Fiery Yellow
1048     100gp  Average   Spinel : Red-Brown
1049      52gp  Small     Citrine : Pale Yellow Brown
1050     970gp  Large     Black Opal : Dark Green,Black Mottling & Golden Flecks

1051      50gp  Average   Rock Crystal : Clear
1052     100gp  Average   Bloodstone : Dark Grey with Red flecks
1053     490gp  Small     Garnet : Violet
1054      50gp  Large     Rock Crystal : Clear
1055     100gp  Large     Garnet : Red
1056    1000gp  Large     Garnet : Violet
1057     100gp  Large     Garnet : Brown-Green
1058     100gp  Average   Jade : Deep Green and White
1060      10gp  Average   Banded Agate : Striped Brown & Blue and White & Red
1061     525gp  Average   Peridot : Rich Olive Green
1062      20gp  Small     Blue Quartz : Pale Blue
1063    1000gp  Average   Emerald : Deep Bright Green
1064     200gp  Large     Tourmaline : Pale Green
1065      10gp  Large     Moss Agate : Pink
1066      98gp  Small     Chrysoberyl : Green
1067     500gp  Large     Garnet : Violet
1068      50gp  Average   Citrine : Pale Yellow Brown
1069     500gp  Small     Spinel : Very Deep Blue
1070      10gp  Average   Hematite : Grey-Black
1071     102gp  Large     Garnet : Brown-Green
1072     100gp  Average   Rock Crystal : Clear
1073      48gp  Average   Moonstone : White with pale Blue glow
1074     100gp  Small     Garnet : Brown-Green
1075      10gp  Small     Hematite : Grey-Black
1076      52gp  Average   Rock Crystal : Clear
1077      10gp  Small     Blue Quartz : Pale Blue
1078      50gp  Small     Carnelian/Sard : Orange to Reddish Brown)
1079    5250gp  Average   Diamond : Clear blue white
1080     100gp  Small     Rock Crystal : Clear
1081      50gp  Average   Bloodstone : Dark Grey with Red flecks
1082     200gp  Average   Chrysoberyl : Green
1083     100gp  Small     Jade : Light Green
1084      10gp  Average   Eye Agate : Circles of Grey,White,Brown,Blue and Green

1085     100gp  Large     Jade : White
1086    1000gp  Large     Sapphire : Medium Blue
1087     500gp  Small     Aquamarine : Pale Blue Green
1088     515gp  Large     Peridot : Rich Olive Green
1089      51gp  Average   Onyx : Bands of Black & White or pure Black or White
1090      10gp  Small     Hematite : Grey-Black
1091      10gp  Large     Banded Agate : Striped Brown & Blue and White & Red
1092    1000gp  Small     Oriental Amethyst : Rich Purple
1093    1000gp  Average   Spinel : Very Deep Blue
1094      10gp  Large     Lapis Lazuli : Light & Dark with Yellow flecks
1095     510gp  Large     Peridot : Rich Olive Green
1096     500gp  Average   Garnet : Violet
1097    9700gp  Small     Garnet : Violet
1098     500gp  Average   Peridot : Rich Olive Green
1099     100gp  Average   Red Star Rose Quartz : Rosy stone with "Star" centre
1100      97gp  Average   Coral : Crimson
1101      10gp  Large     Banded Agate : Striped Brown & Blue and White & Red
1102      50gp  Small     Moonstone : White with pale Blue glow
1103      10gp  Average   Rhodochrosite : Light Pink
1104      51gp  Small     Jasper : Blue, Black to Brown


Text Account:
Dromar is leader
Time stop where they get back to the back room at the inn with the cart. They arrive at 4:00 in the morning on Elias 11.
Meanwhile, Pisheo checks the place out and looks at 204 gems.
They have the cart in the small common room and are in the PUblic room having breakfast.
They will leave in 30 hours.
Pi., Dromar, Emb, Kilak, Vict., Kag, spends all day investigating the building.
Gal goes to her tower.
Kat. goes to see Katina and the folks, and let fido run free.
Timber visits his wilderness shrine.
Kilana visits followers.
Krom and Deja are alone in the tree house. 
Stallin is prepring his adventurnig equipment and preparing to leave his followers that he is leaving.
JK goes off with Timber
Brodda making plans to cast substitution spell and constructing the clay idol.

Hunting wild boar - Swords out. 
Tim uses his boots to outrun it and fails.
Phase then sprinting off goes JK.
It gets away.
5 min later they get together again.
They go back to the Inn.
Figureine has 9 HP.
Katrina goes to the city.
They get together in the city.
She sings to them and t3ells them some tales for 2 hrs.
She visits the orphanage.
There are only 3 childeren left, the rest have been placed.
She entertains the kids and talks to Ma about the ones who left.
She offers Ma some coins 50gp and is profuce in her thanks.
Late afternoon she goes to the Tymora shrine.
Then she return to the Inn and then to the Heros Rest with the rest of the city elders.
The grand tour.
His name is Jeaze and he is a Riddlemaster who has retired
Race   -- Human                Interest --  Architecture    Level: 7
Weapons: Spear (Disguised as a Staff), Dagger, Crossbow
Class   --  Bard (Riddlemaster)Occupation -- Builder/Designer
Sex        -- Male             Morals -- Immoral
Strength   -- 14               General -- Clean
Intelegence -- 15              Intellect -- Active
Wisdom      -- 11              Piety -- Iconclastic
Dexterity   -- 12              Personality -- Causticaly Superior at times
Constitution -- 16             Hit Dice -- d6  HD: 35
Charisma    -- 17              Nature -- Vengeful
Comeliness  -- 11              Materialism -- Average
Allignment  -- Chaotic Neutral Possessions -- None
Age          -- 4              Apparent Age -- Mature
Armor Class  -- 8              Bravery -- Brave+
Favored weapon -- L. sword     General Tendencies -- Kindly
Height in "   -- 62            Disposition -- Morose
Weight in #   -- 146            Honesty -- Average
Hair Color    -- Black         Sanity -- Very Stable
Complexion    -- Pale          Energy -- Energetic
Features      -- Rounded       Thrift -- Average
Social Standing - Upper Middle Collections -- Gems

Vict. sees his temple room and the pews and the stained glass. 
He calls the faithfull together at the templeon the 4th level and makes a speach of thanks.
The secode level cave to the river has Pi. theive followers living in t=it.
They return to the Inn, to meet the rest of the party.
They get up to a very nice day and Krom an Deja come back to the Inn.
They decide to devide the treasure later and put it in Gal.s tower in a room with a wizard lock on it. They leave 7.5 thousands with Boris to give to the architect. She tells kilana, kagar, dromar, katrina, stallen the password.
Not Going to Seker - Ulla, Dromar, Beourn, Kilana.
The rest re ready to go by 9:00 in the morning.
JK is secondary leader.
Gal. has the chests and bag of holding.
Victorex casts does D. Folding to the treasure room under the Ziggurat.
1320 lbs steel
Krom takes 3K copper and JK takes 1850cp Katrina takes 1k lbs of cp.
party takes 2780 lbs copper
6 people for 8 hours to load this. 
9 hours to load up cart. 
Encounter at 8th hour. Ant Lion encounter. HP = 41
-17-11 Kat, -14 Pi, -11 Vict, - 1 rock fall. -15
Krom and Tim
Viactorex falls down
Krom trips on him, 
Gal, Pi, vict. 
Round 1 MMissle - katrina, 
Crit event to ant lion - knocked down
Cirt event to party - knocked down
Citr event to party - Battlefield dammaged.
Round 2 MMissle - Katrina, Bless - Brodda, Al.E.Arc - Stallen

At 9 hours Victorex  concentrate on the underground area under the university.
The cart knocks over a bunch of boxes as they arrive, but no one hears.
They cover the cart and Tim empties backpack, JK takes out450cp, 450sp and leaves the rest.
They have arrived 3 days after the mouth was obtained.
Hour passes then they go up the elevator. 
Capt. x greets them and leads them to the air car that takes them to the palace of helium. 
They arrive on the 45th floor where they are met by  buch of soldiers.
The palace senishal greets them and takes them to their old luxery suite. 
They fall asleep that night and Deja has her dream and she and Krom split.
The next morning, they ask about the steel peces. 
Vict., Pi., Ember go back to Kopeta for the day.
Vict. does the inspection with ember, pi goes to meet with her followers.
Flying trip, 
Gal. pulls out the planitar and contacts Phatosie ut fails on her first attempt. She casts teleport and goes back to Kopeta and tries again. It works this time and she speaks with Chickolini. They will get to kopet in a monthe with the hold filled with Krotskies a kind of piclked pastry.
Stallen goes out with Le'eanna and dosent have a good time. 

They talk the next morning. and devide up the 50 lbs of dirt.
JK get 1 lb of dirt. Timber takes 5 lbs.

JK teleports to the cleft and gives it to the shore of the lake where they spent the evening with the druid. He approaches in an hour with his dire wolf friend. They speak. He give him a lb of soil and hears that the druid sense a change in the weather of dangerous proportions.

He returns to the party in time for dejas departure. She says good bye to krom and heads oout into the destert with nothgin bbut a backopack and a few liter johns of water.
They go back to the city and see the black horizon.
They disc us what to do the next day. They want to see the weather conditions and some want to go to the turquoise dragons cave. 
The dust storm will hit in 2 days.
Gal, Le'anna and Katrina go to the cave. 
Stalen, JK, and the rest go back to Kopeta.
The effects of the wether on the cave. The storm has raged for 4 days here and has dumped huge amounts of water down the cleft. The winds are 85mph, and the opening to the drain on the small pond in the cave is wide open, and the water has been rising 2" per day (8").
They arrive and it only takes 3 min before he sees them and come flying toward them invisible. 
They call out to him and he flies by then approaches. 
They speak and the dragno thaks them fo telling others of his exitance
They see the water level and pass through the waterfall at the entrance to the cave to see the weather at the top of the cleft.
They stay in the cave for the day and go back to helium for dinner.
They arrive back at the palace rooms. They are treated well and spend the night in comfort.
THis is the 7th day after the mouth.
They wait until the evening of the 8th day to leave and seee the begining of the great dust storm before they arrive back a the inn at 3:00am.
Time Stop.


Text Account:
Leader is Victorex
They wait until the evening of the 8th day to leave and seee the begining of the great dust storm before they arrive back a the inn at 3:00am.
Time Stop.
Time begins where they wake up and go downstairs to discuss what they are going to do.
They have 5 days before Beourn wants to leave.
Timber - Hunting
Pi. - quality time with her followers
Gal. - Looking into her buildings
Ember - Drink Heavily and spend time with other dwarves
Dromar - Pulling the carrot
Kilak - fishing relaxing
Kagar - Relaxing, drinking heavily
Kilana - Hanging with followers
Katina - Hunting
JK - Hunting with Timber
Brodda - Drinking heavily
Stallen - Writing Song and going over his adventuring stuff.
Vict. - Prays and makes an extra heavy bow for Timber.
They want to have a party the day before they leave for the outer plane.
Day 1 hunting
Tim., Katrina, JK, go hunting 
day 1 - Ermine, they let it go
goat - they follow and follow it. They fail surprise.
7 stay till the fast turn
1 Doe 6 hp -3 katrina, -6 JK 50 lbs
1 Young Tim 2 HP , Misses
They dress the goat, and JK carries it
17 cattle, 2 young
Young attack JK, HP6, JK -2-4, -4-5 Timber
They take the meat back to the Inn
They meet Neusrat Scorn - (Jesse's new character).
THey discuss the party.
Kat will juggle
Tim. goes bear and does tricks
Vict. want to set up 2 card tables one dice, dance like a reptile
Gal. does magic tricks and plays flute
They wake up the next morning and get ready to party that night.
Scorn goes out to look at the local graves getting informations.
The rest get ready
They begin to arrive, the followers first and the townspeople about 2:00 in the afternoon.
The party has a good time at the party and spend the night in the inn without incedent.
VIct. does a Genius spell and finds out to look on the astral plane and they see the golden plane thtat the genius spell told them of
They have 110 min to find all their stuff in the inn and get back.
They get there after 10 min and the gate to astral is opened and they all jump through.


Text Account:
They have popped out of the party after 10 min of preperation into the Astral Plane.
They are dealoing with the effects but evgeryone makes their save :>(
Some are concentrating on the gold spot
Vict. Timber. Katrina, Stallen, dromar, krom, 
The rest take a while, but they concentrate on stayhing with the party and they head out.
They stop for 10 min to get ther armor on.
They continue
No Enc.
Kat. does not use her emerald, treads water
Swimming - Pi., Emb., Kat, Vict., kag, krom, 
Not Swimming - Gal., Dromar, Kilak, Stallen, Neusrat, Kilana, jk, Brodda, timb., 
Pi, kt get to shore.
They meet the Zoveri and do not attack.
They are taken to the shore and the Zoveri sing to them, make them comfortable ad answer their questions.
They are having a nice time, when the lantern comes and the zoveri leave.
They talk to Tocheree and find about the 6 ways.
As they listen, they drift off to sleep. Beourn and Dro stay up to hear everything the zoveri says.
The next morning, the lantern takes timber off to get fruit for the rest of the party. As they are sitting around eating the fruit, beourn goes off to meditabe with ulla as his guide.
They are hanging.
timber and brodda head off into the forest.
They memorize spells for the day.
They don't know what they want to do.
Time Stop


Text Account:
Stallen is leader.
They memorize spells for the day.
They don't know what they want to do.Time Stop
They decide that with Beourn leaving, they are free to do what they want.
They would like to go to the place with the Library (Katsudarma).
They meet the hound archon "Luka".
He meets with the party and they tell them what it is they want ot do. 
He decides he needs help to take care of them. He will summon help and considering the power of the party, a Warden agrees to tke them to the Library and keep an eye on them.
His name is Bubber and looks like a bear. His voice is low an rumbling. He is not chearful, and rather resents having to leave his other tasks. He folows the path of Renunciation. Charity, Poverty and Mortification.
Vict takes tocheeree aside and says how high up is Bubber and turns out he is the highest level that lives on thes level
Timber tries out his 7 league boots. He ends up lost, curses himself, and heads back.
Stallen takes off after him with his flying boots. Bubber runs after the sent of the boar and then sets up to wait for the to come his way (like ticckling trout). It takes 40 min. but the kill is quick an they are soon headed for home (about 1hr elapsed to the kill and 20 in to get home.
Timber casts Know Direction and gets the general direction for home.  He uses the boots and doesn't do a bad job getting back.
They are both gone about 1.5 hours. Bubber cleans the pig, prays over it then takes off to flaggelate himself.
Neusrat, Pi, Vict are foraging, and looking for onions. Find the carrots. They head back a 40 min later. with plenty to feed themselves.
Bubber returns and his back is covered with wealts.
They have a wonderful meal and pack the rest for travel.
They decide to head off to the Library soon.
They pack up and head out that same day.
They talk of the meaning of life and the reason for being here.
As they walk across the park like grounds, Timber wants to be a hawk and fly around about 100 feet up and goes ahead then falls behind the party.
They travel for 1 day.
Next morning Bubber tels them it will take a couple days.
It takes 8 days to get to the Realm of "Nectar of Life".
He takes them to the City of Katsudahrma.
Dromar - Inventorying and recreational interest
Gal - Inventorying and recreational interest
Newsrat - Looking for necromantic spells.-preservation spells
Stallen Looking for new songs, and lookikng for a practitioner of the path (12%) or battle skills. Looking for an excursions.
Katrina - bard/musical teleport cabinet
The rest go shoping. 
There are two inns Fat Heffer, one is vegitarian.
There is an adventurers suppy stone, a scribe stone, art works-curios, instruments.
60gp for vellum 1gp per parchment, 10pgs per gold and 100pages per 2 gold
2 quills per gp. 1gp for small bottle of good ink.
They go to the harp.


Text Account:
Leader is Nuesrat, they are in Celestina
There are two inns Fat Heffer, one is vegitarian.
There is an adventurers suppy stone, a scribe stone, art works-curios, instruments.
Harp Store is where they were last.
They locate the only inn in the small walled town of Katsudharma called Rest for the weary.
They go back to the Fat Heffer and get some rest.
6 primes - 3 humans, a gith, an elf and a dwarf with male pattern baldness.
Katrina wants to play for the crowd.
Krom orders ale, Dromar goes back to the library.
Katrina asks the waitress if she can play and plays her pan pipe.
The elf is named Radhikatirame from the planet Kiren and the town Lahsan.
She plays one more time and heads up to bed.
The next morning they want to goes to the library.
The party goes to the library (except for Kagar, Krom, who stay at the inn).
Dromar is looking for information about out of body experiences and finds some information on legends of people that had out of body experiences.
Newsrat is looking for famillar spell information. He hires Edwin, and doesn't find anything the first day.
Gal and Kat try to do it themselves the first day and finde noithing nothing interesting, but several that are humerous.
Day 1 - Newsrat hires his helpers, dromar looks for saints
Day 2 - Gal. makes scrolls and does not do research, dromar looks for absolution, Newsrat and Kat do their research. 19gp no go. Kat and Newsrat talk that evening about spellb0oks and they swap spells. Kat has familkar and newsrat has Hold Portal.
Day 3 - Newsrat continues the Edwin in his employ but begins to copy the spell into his spellbook. Gal. is making scrolls.
Day 4 - Copying spells 
Day 5 - Copying spells they succeed!
Day 6 - looking for more information. Kat, Newsrat, Stallen, about conjuring (cabinet). Library
Vict. dromar look for trouble (fun) Holy carrot. Walking to the ocean they see a spelljammer ship. They investigate. They meet a trader who is one of the tall grey people who live in the phlogistron and they talk to him and trade. They trade him for information on where magic is effective. He has not been to the SOS system, but has been to some of the outer planes.
He is from Tookerok planet. Piklak is blue bottle of liquid that smels like slime, but is a living beverage. It will grow explosivly if exposed to sunlight. It is poisonous to carbon based creatures (injestive a) but alcoholic to those who are alergic to sun.
Vict. buys a crysteel knife (normal knife but immune to temp.)
He takes off.
Day 7 - 
Time Stop


Text Account:
Leader is Timber
They have spent 8 days in Nectar of Life and the Great Library in Katsudarma 
They have found nothing so far in the library.
They find a description of the various paths to the top of the mountain.
I read them events from the encounter list.
9 the day in the library.
They see the docuent that they have peiced together in the library.
Day 15 - They get word from Beourn - Winged elf "Trumpet Archon"
He tells them that Beourn is following his path and is releasing them.
Beourn will either call to them or come to them when he is ready, but it is very opened to change and the length of time is not estimated!
The next morning they are ready to take off.
The Trumpet returns and makes them dring from his trumpet. which thakes them to the border ehterial plane. They head off to the World Serpent Inn.
They sleep 4 times. 
Then they come to the neon light that looks like a circle. They are pushed into a pitch black weightless room. They look around and see a door covered with bright red tuck and roll appolstrey
They buy drugs (50-300 gp for dromar).
Ember goes up to some dwarves from Earth who are really into the music.
Comes to a dwarf and propsoses that she join him. His name is Borigard.
She helps him contact the waiter to try to find a guide to show them how to get back to earth.
Katrina finds a craps game and spends some time gambeling.
Dromar looks for a drug contact. 
Stallen is looking for "Birdmen". 2gp to look for them. Not found.
Looking for a guide.
They find a guide Re ReBobo big black guy.
4 hours later, they get word of a magic item for sale.
Holy Sword of BelkHanu of Tekumel. 25K gp
Next hour - Armor of Quirks type 20 (decrepit) - Chain +2 12K
Legend Lore - 19% 
Who - Jamis of Le'her
Where - Horfast, Thuria
DMG Type = Quirk Armor
ALign - LE
age - 1420 years old
Any human can use it.
Sold. They get no more answers to their enquirey.
Dromar puts up his scarf of evil thoughts for sale for 2K GP.
4 hours later, a bite. Wont pay  more than 1200
Ember takes 1d8+2 hours to return to the party.
On the second hour, the fairy returns. She has Mescaline (12 doses 1.2 grams) 30 gp.
They take off with no word on dromars scarf.
They get a guide to take them to the Waterdeep Gate. 100gp.
Time sto where they are in darkness in 1.6" of dirty water in Underdeep Dungeon.
Time Stop


Text Account:
Timber is leader
Time stop where they are in darkness in 1.6" of dirty water in Underdeep Dungeon. Time Sto.p They arrive in the corredore outside room I3 at I Teleport. They have been on the outer plane for 4d6 days. (11 days). It is Elias the 22nd.
I Teleport - This is a 10'wide corredor filled with about 2" of water in the center (they are a little off center.
There is no rnd enc.
T Timber uses his bat sense spell. 
Dormar detects distance underground - 110'
Detect Direction (Direction sense).
Pi. uses the Lamp of ever burning and Kat. uses her light rock.
T Search for traps. The water is only about 60' wide formed by a small depression.
T I 3 Magic Mouth welcomes inter-dimension travelers.
Rest spot with only random encounters. There is a lock on the INSIDE of this door making it a good place to hang out if wounded.
They enter and hear the MM speak. They search the room and don't find anything interestig. Dro. then Gal. use the glasses.
T Gal. finds out its an alteration spell.
They go to I 18
They enter. The claws are in the pillared area on the ceiling.
E Pillar-Stallen, Pi., Gal., Vict goes to W
Round 1 - M.Missle, Teleport boots, Turning, 
Round 2 - E.Blast, M.Missle
Round 3 - M.Missle
Round 4 -One on stallen one on the floor.
Round 5 - 2 still running around

Gal, St., 

A 3-5Galx        B4-5Galx        C4-3Gal-8Pix      D4-3Gal-14Emb    E4-2Gal
F3-7Pix      G2-7Pi  H5-6xPi       I3PI-6x       J2-16Pix  K4-9pix    
L3-9-Brox
M5-6 JKx       N5-12Timx       O5-9Pi.x       P3-jk       Q2-8Krom


Vict
A-35Katx         B4-5Katx        C4-1Tim-10Kil      D4-10Emx    E4-10embx
F3-14Victx  G2-28x Emb H2-8Kilx    I2-6Kilx  J4-4Katx   K4-4Katx   L2-2Katx
M2-4Katx       N2-14Embx       O3-11Embx       P4-10Vicx       Q4-19Kromx

Vict attacked by 10, 1 hits for5pts
Victorex casts a D. Folding to take them from the dungeon to Katina (outside the Inn).
They arrive without Incedent at 5:00 AM
Time Stop


I 18 - Nest of crawling claws acting independantlly.
Monster Name:    Crawling Claw
Located Under:   Crawling Claw
In Monster Man:
Organization:    Swarm
Activity Cycle:  Any
Diet:            Special
Intelligence:    Non- (0)
Treasure:        Any
No. Appearing:   1-20
Armor Class:     7
Movement:        9
Hit Dice:        2-4 hit points
No. Attacks:     1
Damage/Attacks:  1-4 (armored
Magic Resistance:See below
Size:            T (human hand)
Morale:          Fearless (19-20)
XP Value:        35
Alignment:       Neutral
THAC0:           20
Frequency:       R


Text Account:
Stallen from the last year.

Wants his men to train both on their weapons and a couple of dhours a day on learning instrunmenbts.

Stallen wants to go underground to secure the dungeon under the school.

Wants to make a bunch of improvements on his amhitheatre and build a theatre next to it.

They want to search the area around for other resources and will think about taking an expedition to the crumbling stairs.




Vent the kitchen

Privies-New rooms 8, existing rooms 2

A new room in the W.

Cell rooms inside middle rooms.


Desired Furnishings for Temple:

Storage Room (Shelves etc,)

Study/meditation (Bookcases, chairs, tables)

Library (Books, Book cases, tables, Sofas)

Rec room Bar, tables, chairs, skittles table (Homemade)

Office for Victtorex - Desk, Chairs, Maps, Bookcase

Kitchen mess hall - Tables, chairs, cutlery, plates, cups, pots, pans, knives, crocks

High priest room - Bed, chest, drawers, bookcase, table, basin

Temple - Stand for basin (Expensive!), Pad Pews?, statue?, 


Stallen finds 3 scrolls for sale. Noe are bard specialist.

Dispel Magic 800 (1)
Anti-Magic Shell (6) 12000
Torgons Faithful Steed (4) 9,000


Text Account:
Leader is Stallen- They are in the Hero's Rest Inn Elient 12th.
Katching up on their craftsmens works and finding out what they want them to do. The PCs describe what they have been doing.
They are given the background info on what the followers have been doing
3 weeks from when they arrive back have passed.
Ellias 22 + 20 days is Eleint the 12th. Gals birthday is on the 15th.
Timber wants to meet bilibon, hang, recreate, enjoy nature, do outing with the kids (Jon K goes along).
He meets with Bilibong. 
Victorex has 5 third level folowers.
Pisheo has folowers of 8th, 8th, 6th levels. - Have Chars
Stallen has .. Guys
Kilana (2) 3rd level cleric-Have chars
Katrina 3rd level fighter
Gal. - 3rd cl, (2) 3rd fi- have chars
They talk about getting together a bunch of mixxed followers to gow down under the HOS dung. They don't know if they want tht followers or do themselves.

They head off to waterdeep.
Kilik takes 18 people
Vict 2,3,2,3,4,2,3,5,2,4,9,2=40
Pi.-16 go
Katrina take 10
Stallen takes 20
total=94
--------
Takes 2 days to prepare
They take the third day celebrating Gal. birthday.
She puts on a magic show in the amphitheatre for the town folks and talks the rest of the party into performing too.
They meet Ox for the first time and he decides to go with them. Brodda and Kagar announce they are going home, but are talked into going with the party to WD.

They head out with a bunch of people in a 200' long line with PCs around them. 
Day 1 no enc - Timber will ack as point man, Stallen is troop leader. 

Day 2-Stallen gets them up early with a pennywhistle tune through the camp which played to mixed regviews. He tells the men whot to do that day and takes charge. Evening encounter. Gnome Enc. Traveling Tinker gnome with a cart full of tin goods and his inventions.

Kuster Fooks has a lot of interesting and useless things for sale. Some are unique (his own inventions) and some are made by his Tinker brethern. Some bear marks of makers from cities they have never heard of.

They stump for Katina and promote Local 509
3rd no enc
4th no enc
5th enc. in evening. NPC Party. 11 chars. Scared and threatening.
FIghter-8, Fighter-9, Fighter-10, Wiz-10, Cleric-8 (Tyr), Bard-5, Cleric-9, FIghter -7
Fighter-6, wiz-5, Theif-7, cleric-6, druid-9, fighter-10, fighter-11
They name themselves the Murder Guild.
Front line is Vict, Krom,  Stallen, 
Second line JK, Gal, Katrina

Thery send forth a champion from both side to battle for right of way on the road.
They send the 10th level dwarf. 18 67 str, 16 Dex and 87 HP THACO 5 +5 dam 
AC 5 One absorbed blow. 
JK does flesh armor makes him AC 4, Adrenilin Control, Reduce to 5' high
Dwarf (Krusty) calls foul and takes spells from his mage.
-48 Total He helps JK up and congratulates him on a good fight.
JK looses by a knock out on a critical hit. They make way for the other patry. They pass by proudly.
Day 6 No enc.
Day 7 Morn encounter. Farmer stands aside to let the through.
Day 13 Night encounter. 189 Kobolds (Urd) 4:00 AM En mass. 
The kobalds are heard before they get colse to attack. They move away and the camp alerts. They begin running. (3rd rounds) Fido is sent to search.
Stallen takes off chasing them with his flying boots. He find sthem and find their number and returns to the party after 23 elapsed min.

17 days no encounter. They reach the first signs of civilization.
They meet the High road about 40 mi N. of waterdeep.
Time Stop


Text Account:
Leader is Dromar-Marpenoth 2nd
17 days no encounter. They reach the first signs of civilization.
They meet the High road about 40 mi s. of waterdeep.
The go about 5 miles and get to the Selpir R. The water is very low at the end of summer as it is. They get the edge of the river and decide to cross that day.
They stay in a prepared camp and find the vegitation is very decimated and they have to go 1/2 miles till they find wood.
Day 2
They travel along the High Road and have no encounters. Very hot day (90deg)
Day 3 Zundbridge
3 weeks until the City Festival.

They see a caravan that has been busted for contraband at the bridge. There are 4 weagons and a gourp of 8 drovers and 4 merchants. When the party getws there the 5 head guys are tied together and being led away while the drovers arfe released free about 10 min after they pass.
The party is shown to a really good camp spot inbetween some hill taht has a pool 50' across at the bottom. The drovers from the caravan have followed them hoping to mooch.
Night Encounter with City Guard. There are 6 of them and they are looking for a guy that escaped the caraqvan.
They don't learn much from the drovers and take off after 45 min. They give them some torches.
The next morning, the followers make a special breakfast and they discuss how to get the followers into the city and what they plan to do when they get there.
Katrina gives each of hers 10gp and are told to have fun till the money runs out and then come back to the camp.
Pi. gives her 10gp telling them to camp for a week and then they can come.
Kilana tells them to go in shifts. They decide to wait until 2 weeks to see if they can all get a day at the festival.
pi, gal, kilana and ,katrina-10 leashes fido,newsrat,timber,dromar, ox,Kilak, brodda, kagar and the rest of the PCs and NPCs (no followers) go into town.
They go to the blushing mermaid and spend 25+tipgp
They get back to the villa that they rented for 225gp + 100gp security.
Its a nice 3 story plac3e3 with a gate large enough to drive 2 coaches at one time with a 10 ' high wall and 12' hiigh ceilings. There is a balcony facing the se that has entrances from 3 rooms.


Text Account:
The first game after the Big Basin Trip.
See document "Trip to Waterdeep" for camping trip notes.
One thing that isn't in the notes is where Victorex was told the nearet temple to Bob is. I think I told Vict. it was in Cormyr, and so it is. I may have told him the wrong city though. The big Temple to Bob is in Arabel and the name of the high priest is Daramos Lauthy "Duke of Arabel".
They are in waterdeep on the 10th of Marpenoth staying in the Stormwatch
Newsrat has been staying in the Mages Guild rooms pumping the others about his ideas for spells.
They are back just after nightfall and having dinner in the informal dining room. Newsrat is there.
Timber wants to go to his Druid shrine outside the city the next morning.
Pi wants to continute shopping rfor carts and some other stuff
Gal is going to the Mage Guild
Kat. goes to the temple of Tymora and gamble and shopping.
Dromar looking for pharmicologist, at Philanters
Victorex shopping for carts, food and stuff and going to the Plynth
Timber leaves later that night to go to his temple in the woods.
Stallen that night goes up to his room and plays with his new harp, the next day wanders around with his harp to different music places.
Newsrat asks for a loan and asks about lab equipment for researching spells.
JK is helping out Xobolb.
Ember wants to go to where  the dwarves are and carouse the next day.
What are the followers doing? They are helping around the place 
Rotating watches-1 person at each door and 2 at the gate and 5 more around the wall. Watches change 8 hours for 24 hours a day.
The days are there own.

Vict wants to party that night. Krom is willing to go, Ox too, Stallen and dromar, Neusrat, JK, Ember, Kilak.
They head out for the "Bloody" fist on the Way of the dragon.
They are acting tough and buying beers
Barf the fighter asks them for a job.
They get their beers and watch the crowd for a while.
Stallen plays to influence the crowd to fight.
Ember takes offence to a comment from the crowd. 
The drunk picks a fight with Ember.
St 11, Dex 13, Con 11-2nd Level 14 HP -7 hp
Ember hits him and he goes down. He get up hoping there is "no offence".
They decide to move on.
They head off toward the docs to the Sleeping Wench. There is alut and flute duet going and the partons are slistening quietly.
They fit 2 tales for 4 together and get the chairs.
The place has waitresses. Ox begins making noise. They have 3 kinds of beer and 4 kinds of wine. They make their orders. Ox begins dancing on the table.
Victorex finds a bob follower and talks to him. Tumaktoi is the guy.
Neusrtat casts a salt cantrip on a beer of the table next to them.
Krom is drininking steadily. 
Stallen is listening to the music and trying to enjoy it.
JK pays for the first round (tries to pay with steel peices).

Meanwhile back at the Villa, Gal, Pi. 
Pi is contacted by one of the new theives orgs. named the red X. There is also the Mailed fist who is a competator with the thrid org that contacted her first. The red x is the one that has the guys from the fallen stars area that are trying to get ta new org together. She is met by a guy named Twix who asks her to com back to the thirst throat in 3 days to talk to a superior.
Back at the bar, Neusrat taks about Undermountain, stallen-tries to talk them into going down, but he is talked out of it.
They head off to the Friendly  Flounder.
Neusrat makes an obnoxious statement and starts yelling.
A dockworker follows him out.
Str-11, Dex-9, Con-9 Level 3 HP 16 -3
He knoks Neusrat out with a Hammer against his knee. He will be out for 29 rounds
Vict. heals him, throws him over his shoulder and they head back to the Villa.
The next morning they talk about going to Undermountain.
Vict, Ember, Stallen, JK, Neusrat, Katrina, Dromar are ready to go down.


Text Account:
First record since the Comapq went down! It's great not to have to use ugly old paper! Pisheo is mapper, Dromar is leader.
They are in Undermountain on the third level outside the room with the Dopplegangers after Ember and Stallen fled.
Stallen wants to cast a spell to make sure that his spells weren't sucked away by the door. He casts choak spell. It works. 
Timber goes to the intersection and casts a healing on himself.
Random Attracted Encounter - 3 Ochre Jellies
OCHRE JELLY (x3); AC 8; MV 3"; HD 6D8; #AT 1; DMG 3-12; SD
LIGHTNING ATTACKS CREATE 2 JELLIES; INT NON; AL N; SIZE M; THAC0:13

HP 28,          25,             20; 
-9 Dromar       -2 Katrina      -11 JK
-4-4 Timber     -4-11 Pis       -11 Ember
-6 Kat          -9 Kat          -4 Katrina
-26 Emb         -9 
R-1 Timber goes back to the party, 
R Burning Hands, 
R M. Missle, 
No further attracted encounters
T-They search the creatures and wipe off their weapons
Off to the X and to the N to the funnel room 302
The door is type 1 (Sleep door) they make their save
T-Pisheo picks the lock on the door, Timber opens it. He rolls a light rock on a string into the corridor and it stays lit. No Enc.
T-They enter 303 and search for 10 minutes - No encounter
They return to room 301 and pass by to 304 and 307
T-They go to 306 and begin to map. then the go to door (feeble) and 
T-Pisheo picks the lock-No Enc.
T-JK opens the door. 
T-Timber searches for tracks (there aren't any of intrest) and no enc.
Room 309 - Labritory abandon. Evidance of flesh golem construction.
Drom, Neus, Timber, Ember,
T-Neus searches for trap - No enc.
T-Neusrat searches the autopsy table in the E. wall.
T-Stallen enters and starts to search.
There is a box with partial instructions (which spells to use) of a Flesh Golumn construction. Good reference for Neusrat.
T-Searching the table and the rest of the room.
T-Stallen reads the Exploding Rune and explodes in his face for 24 HP of dam.
T-Healing him and putting out the pages of the Golum Manual.
Those outside are simply guarding and watching JK.
T - They go to 308 to map and search, No Enc.
T-Room 307 Pisheo picks the lock. Dromar opens the room.
T- They head off to 310 and see the two statues
Statues of a man a woman they are magical.
The statues are of indefferent carving and of humble material; the grey graite of the dungeon. They are on 6" pedistal and are a total of 8' high.
The woman asks what a person's purpose is. Constructed by Neffar.
The man turns the touched into a flesh golumn with exactly the same stats and subject to undead problems.
T-They do legend lores on the two statues. No Enc.
They continue to the N. 
T-Search for traps, No enc
T-They go up to natural caves around the Lake., No Enc. 
Time Stop


Text Account:
Galranwyn is leader, Pisheo is mapper.
They are in Undermountain on the third level. They go up to natural caves around the Lake. No Enc. 

They are just in sight of the natural caverns. 
They move toward the lake and investigate. They don't find anything. No enc.
JK tests the water by tasting it. It tastes biter, but is drinkable.
T-Stallen flying and Timber as a bat take off and investigate the islands in the center of the lake.
T-Timber goes back to the party, Stallen does a clock-wise navigation around the circumferance of the lake.
They go out of the irregular area and back into the regular area. They go to Room 310 and 
T-Search the doors for traps (Pi and Tim) No enc.
T-Pisheo picks the lock and Timber opens the door (and gets the shock)
The statues are made out of milkey white marble with no viegns.
A-5,8-Human with a benificient expression on a clerical type. Advises characters that they should raise whatever char has reciently died.
b-5,2- Barbarian type looking down and to the west. Tells characters to always be brave. +2 to hit in next battle as long as he does not retreat. Works for fighters only.
c-7,5-Looks like an Efreete looks toward the door, Touching statue shape changes char to a efreete. Only a remove curse will change person back.
d-Giant squating Toad statue facing to the door-7,4-Shape changes char to Giant Toad. A kiss will turn her back.
e-3,1-The statue is human and is smiling. Touching casts sleep that lasts 2d6 hours no save (but for elves). Acts as a Nap spell, even if the spell was cast the same 24 hours!
g-6,Bard of tales dressed in fine robes.7-Demands poem and rewards a successful telling within 2 rounds with a healing potion. Bards only! Non-bards are struck dumb for 1d12 hours!
Statues are of the same age and manufacture; Human, TikaTeaka (maker), Starteling Statue, Senicol (crumbling stairs). 245 years old, Chaotic evil, 250gp.
T-Timber casts healing, Vict casts det. traps. No Enc.
Victorex touches the toad and changes to a toad! (Makes system shock roll)
Stallen does a l. Lore on the statue.
Gal looks at a statue.
Kat looks at styatue f. Does a legend lore.
Timber is toad hearding.
T - Stallen touches the bard statue and succeeds in repeating a poem. He gets his potion. No Enc.
Katrina touches the statue and gets her reward.
T-Stallen does L. Lore on clerical statue. No enc.
Pi., Timber, Kilak go to stairs and search the room up the stairs.
Katrina does a L. Lore on same statue.
JK attacks the statue with a dimension blade on his 2hand sword and the statue saves twice. Thrid time, he succeeds and the weapon is distroyed and he takes damage. The statue is distroyed (it is sliced across diagonally) and in two pieces.
T-Stallen does a L. Lore on Efreete statue. No Enc.
Katrina does one on the same statue. Timber touches the cleirc statue 3 times as Victorex did.
T-They finish plahing with the statues.
Rnd. Encounter-Imp
IMP ; AC 2; MV 6"/18"; HD 2D8+2; HP 11; #AT 1; DMG 1-4; SA SEE BELOW; SD SEE
BELOW; MR 25%; INT AVERAGE; AL LE; SIZE S; THAC0:16
POLY SELF; 
DETECT GOOD & EVIL, 
INVIS, SUGGESTION; TAIL (SAVE VS POISON)
REGEN 1HP/MELEE ROUND; ONLY SILVER OR MAGICAL WEAPONS HIT; IMMUNE TO MAGIC,
COLD, FIRE, & ELECTRICITY; SAVES AS 7HD

TREAS 3000 CP, 3000 SP
XP 308

IN LAIR TREAS 1000 CP

They continue to map.
The Imp has followed them from the intersection at the "X".
It is in the form of a spider and is invisible. It will suggest that they ignore the spidert if it is forced to appear. It will cange to a goat if surprised.

They hear the imp as it followes them to the S. as they map.
Time stop


Text Account:
Leader is Galranwyn; Mapper is Katrina
They are in Room 310 investigating the statues and about ready to leave.
They hear the imp as it followes them to the S. as they map. - Time stop
They are looking into room 319 (empty)
The Imp retreats to the N. until it hears anything, then it will retreat S. then N. (toward master)
T-They stop chasing it and begin mapping in the ne. No Enc.
T-More mapping No Enc.
Changing Encounter roll to 1 on d8 to get some encounters!
T-More Mapping No Enc.
T-Searching Garbage (Dro., JK, Vict,emb.) No Enc.
They go to the corredor that connects in the NW to room 302. Door type 1):
Stallen tries to pick the lock and trips the main trap 
6 Stirges

STIRGE (x8); AC 8; MV 3"/18"; HD 1D8+1; 
#AT 1; DMG 1-3; SA SEE BELOW; INT ANIMAL; AL N; SIZE S; THAC0:18
DRAINS BLOOD AFTER 1ST HIT FOR 1-4/ROUND UNTIL 12 PTS IS REACHED

HP 6x On St         7x       5 x      4x
   -1-7 Dro         -5 gal  -4 gal  -4 gal
                    -6 Vict -8 Dro.
HP 7,dazed    5 x      4x St      3x St
   -6 Emb     -3 gal  -2-7 Gal.  -7 Gal
    -2 Dromar -5 Gal

R M. Missle, Flying
R M. Missle
T - They heal Stallen and he searches the body in the pit and finds a serpent belt buckle of bronze.
Attracted Monster Encounter.
Dromar and Stallen go down the pit and encounter the lampreys

LAMPREY, LAND (x9); AC 7; MV 12"; HD 1D8+2; 
#AT 1; DMG 1; SA SEE BELOW; INT NON; AL N; SIZE S; THAC0:18
AFTER SUCCESSFUL ATTACK IS ATTACHED & AUTOMATICALLY DOES 1HP FOR 3 ROUNDS,
SUBTRACTS 1 FROM THE VICTIM'S DEXTERITY WHILE ATTACHED

HP      7x              10x        3x       10x
        -18 Dro         -18 Dro    -13 Dro  -4-6 Dro.

HP      7x      5,      8x,      3;
        -2-4 St -2 St   -12 Emb  -2-3 St
                -7 Dro

R 1-B. Hands
R  
R
R 
R
The Imp has heard the commotion at the trap and will be hiding from the door they are at keeping an eye on them.
Kat casts knock on door and it opens after doing damage to her.
Stallen enters the room alone, luckely it's only a corredor to room 302. They decide to have him rejoin them and they will go around.
They go back to the X and then to the SE
They go to the door on the E. and JK does dim. blade on door.
The doors have 50HP each.
-14-14 JK He cuts the lock from the door, then opens the door.

Monster "M" is 12 Large Spiders (in Lair)
SPIDER, LARGE (x10); AC 8; MV 6"*15"; 
6; #AT 1; DMG 1; SA POISON BITE (SAVE AT +2); INT NON; AL N; SIZE S; THAC0:18
IN LAIR TREAS 12 CP, 9 SP, 6 EP, 4 GP, 2 PP

HD 1D8+1; HP 7x          7x      9x,      2x         5x       5x
             -13 Kat     -7 Kat  -10 Dro  -0-10 Dro  -0 Kat
                                                     -4 Gal  -5 gal   
                                                     -5 Dro
             7x       7x         2x       5x
             -11 Gal  -10 Gal    - St
                                 -4 Gal  -6 Gal
R 2xM. Missle Gal and Kat
R M. Missle gal
Vict. does find traps at the stairs to "M" room.
No Attracted Monsters
They go up to the webs and Stallen uses torch to fire webs and reveal the treasure.
RRRR Treasure
T Continuing to look around to the N or the "M" room. No Enc.
Trying to open a door. 3-12-17 HP to 45 HP door.
                       -11
Trying to go through the broken door, JK goes blind and febleminded for 4 rounds.
T JK recovers.
Time Stop back out at door leading to 4 way intersection to W.

Last Week - Rnd. Encounter-Imp

IMP ; AC 2; MV 6"/18"; HD 2D8+2; HP 11; #AT 1; DMG 1-4; SA SEE BELOW; SD SEE
BELOW; MR 25%; INT AVERAGE; AL LE; SIZE S; THAC0:16
POLY SELF; DETECT GOOD & EVIL, INVIS, SUGGESTION; TAIL (SAVE VS POISON)
REGEN 1HP/MELEE ROUND; ONLY SILVER OR MAGICAL WEAPONS HIT; IMMUNE TO MAGIC,
COLD, FIRE, & ELECTRICITY; SAVES AS 7HD
TREAS 3000 CP, 3000 SP - IN LAIR TREAS 1000 CP

Room Listing
Room 311 The Grand Theatre
Room 312 Diorama of Menace
Room 313 Double Trap room (Staircase is thin wood)
Room 314 Relaxing Room
Room 315 Labratory
Room 316 Storage Area
Room 317 Bedroom/Retreat
Room 318 Cantrap Squares
There is a cantrip every 3' on the floor laid out like a checker board. There are no spells for 6" along the circumference of the room and a dex roll lets the person move along one wall without stepping over the invisible wall.
The entire 30'x20' room is covered in 9 rows of 7 squares as follows

1-Bee, Belch, Bluelight, Boil Water, Bug, Buggery, Candle
-2Cough, Count, Creak, Curdle, Dampen, Dim, Dirty, 
3-Firefinger, Flavor, Footfall, Freshen, Gather, Giggle, Gnats
4-Groan, Hairy,Haze, Hide, Shoo, Silvadel's Magic Feathe
5-Slap, Slider, Smokepuff, Sneeze, Sobriety, Sort, Sour
6-Sparks, Spice, Spider, Spill, Sprout, Stepping Stones, Sterility
7-Stitch, Stone, Styrman's Luminous Eyes, Sweeten, Tangle, Tap, Tarnish
8-Thump, Tie, Tune, Turn Page, Tweak, Twitch, Two-D'Lusion
9-Unbutton, Unlock, Untie, Vermin, Warm, Wash, Wink

CHILLUS (Lair room is 317)

  Personal Information
  Name: Chillus         Player: Chip NPC
  Race: Half-elf        Gender: Male   Height: 5'10"   Weight: 124 lbs
  Class: Necromancer    Level: 13      Alignment: Lawful Evil
  XP: 1,125,000                        Next Level: 1,500,000
  Kit: None

  Ability Scores
  Str: 14 Weight Allowance: 55 lbs               Bend Bars/Lift Gates: 7%

          Attack Adj.: +0     Damage Adj.:  Max. Press: 170 Open Doors: 8
                                   +0             lbs

  Dex: 15 Missile Adjustment:    Pick Pockets: +0%        Open Locks: +0%
          +0
          Reaction            Armor Class:  Move Silently:   Climb Walls:
          Adjustment: +0           -1             +0%                 +0%
  Con: 8  System Shock: 60%                               Poison Save: +0
          Hit Point Adjustment: +0               Resurrection Chance: 65%

  Int: 17 Max. Spell Level:       Max. Spells Per      Illusion Immunity:
          8th                        Level: 14                       None

          Bonus Proficiencies: 6               Chance to Learn New Spell:
                                                                      75%

  Wis: 16 Bonus Clerical Spells: 2, 2, 0,          Clerical Spell Failure
          0, 0, 0, 0                                           Chance: 0%
          Magic Defense Adjustment: +2               Spell Immunity: None
  Cha: 14 Loyalty Base: +1                  Maximum Number of Henchmen: 6
          Initial Reaction Adjustment: +2

  Saving Throws

  Paralyzation: 11 Poison: 11 Death Magic: Petrification: 9  Polymorph: 9
                              11
  Rod: 7           Staff: 7   Wand: 7      Breath Weapon: 11 Spell: 8

  Combat                   Weapon Proficiencies   Non-Weapon Proficiencies
  Hit Points:        25    Quarterstaff           Spellcraft          16
                           Sling
  Base THAC0:        16                           Reading/Writing     18
  Melee THAC0:       16                                        Common
  Missile THAC0:     16                           Ancient History     16
                                                  Armorer             17
  Armor                                           Modern Languages    18
  Natural armor                                                Elf
  class              10
                                                  Seamanship          18
  Cloak of the Manta
  Ray                -4                           Native Languages
  DEX Defensive adj. -1                                        Regional
  FINAL:              5

  Weapons
                  THAC0    Attacks/  Speed    Damage             Range  (-2) (-5)
     Weapon   Melee Missile  Round  Factor Sm-Med LargeType Size Short MediumLong
  Staff-Spear
  +5           11              1       4   1d6+5  1d6+5  B    M
  Staff-Spear
  +4           12              1       4   1d6+4  1d6+4  B    M

  Racial Abilities
  Detect secret doors - Because of their acute senses, half-elves are
  quick to spot concealed doors and hidden entranceways. Merely passing
  within 10' of a concealed door allows an elf a one-in-six chance (a 1 on
  1d6) to notice it. If actively searching, an elf's chances improve to a
  two-in-six chance (1 or 2 on 1d6) to find secret doors, and a
  three-in-six (1, 2, or 3 on 1d6) to notice a concealed door.
  Infravision - Infravision with a range of 60'.
  Resistance - 30% resistance to sleep and charm spells.

  Inventory

     * Items Carried
          o Backpack
               + Dry rations (1 week)
               + Eversmoking Bottle
               + Flint and steel
               + Oil of Elemental Plane Invulnerability (Earth)
               + Paper (per sheet)
               + Signal whistle
               + Torch
               + Wineskin
               + Winter blanket
               + Writing ink (per vial)
          o Staff-Spear +4
     * Items Readied
          o Staff-Spear +5
     * Items Stored
          o Spellbook
               + Read Magic (5)
               + Gaze Reflection (6)
               + Shocking Grasp (1)
               + Light (5)
               + Protection from Good (1)
               + Burning Hands (4)
               + Magic Missile (3)
               + Shield (2)
               + Chill Touch (1)
               + Color Spray (5)
               + Patternweave (6)
               + Cantrip (6)
               + Levitate (3)
               + Chaos Shield (5)
               + Spectral Hand (7)
               + ESP (3)
               + Whispering Wind (7)
               + Past Life (4)
               + Pyrotechnics (6)
               + Wall of Gloom (3)
               + Protection From Paralysis (6)
               + Dispel Magic (8)
          o Spellbook
               + Alamir's Fundamental Breakdown (7)
               + Melf's Minute Meteors (5)
               + Air Breathing (5)
               + Secret Page (5)
               + Alternate Reality (6)
               + Flame Arrow (4)
               + Hold Undead (7)
               + Vampiric Touch (6)
               + Thunder Staff (9)
               + Wizard Eye (6)
               + Turn Pebble to Boulder (5)
               + Solid Fog (4)
               + Polymorph Other (9)
               + Ice Storm (8)
               + Vacancy (5)
               + Turn Boulder to Pebble (4)
               + Leomund's Secure Shelter (4)
          o Spellbook
               + Mask of Death (6)
               + Contagion (9)
               + Fabricate (8)
               + Far Reaching III (10)
               + Invunlerability to Normal Weapons (10)
               + Leomund's Secret Chest (10)
               + Stone Shape (5)
               + Cone of Cold (9)
               + Animate Dead (6)
               + Summon Shadow (7)
               + Superior Magnetism (9)
               + Invulnerability to Magical Weapons (10)
          o Spellbook
               + Project Image (8)
               + Arrow of Bone (9)
               + Antimagic Shell (10)
               + Conjure Animals (8)
               + Dimensional Blade (6)
               + Globe of Invulnerability (9)
               + Invisible Stalker (9)
          o Spellbook
     * Items Worn
          o Belt pouch, small
          o Cloak of the Manta Ray
          o Good cloth cloak
     * Spending Money
          o * Gold Pieces x12,030

  Spells
         Class        1st   2nd  3rd   4th   5th   6th  7th   8th   9th
  Necromancer          6     6    6     5     5     3

  Spells Memorized

     * Necromancer
          o 1st Level
               + Burning Hands
               + Chill Touch
               + Gaze Reflection
               + Light x2
               + Read Magic
          o 2nd Level
               + Chaos Shield
               + Past Life x2
               + Pyrotechnics
               + Spectral Hand
               + Whispering Wind
          o 3rd Level
               + Air Breathing
               + Alamir's Fundamental Breakdown
               + Alternate Reality
               + Dispel Magic
               + Secret Page
               + Vampiric Touch
          o 4th Level
               + Contagion
               + Solid Fog
               + Thunder Staff
               + Turn Boulder to Pebble x2
          o 5th Level
               + Cone of Cold
               + Fabricate
               + Invunlerability to Normal Weapons
               + Leomund's Secret Chest
               + Summon Shadow
          o 6th Level
               + Arrow of Bone
               + Dimensional Blade
               + Superior Magnetism

  Spells Known
         Spell          Time      Range       Area of Effect   Components
                                 1st Level
  Burning Hands       1        0           The caster          V, S, M
  Cantrip             1        10 ft       Special             V, S, M
  Chill Touch         1        0           The caster          V, S

  Color Spray         1        0           5 x 20 x 20 ft      V, S, M
                                           wedge

  Find Familiar       2d12     1 mile/lvl  1 familiar          V, S, M
                      hrs
  Gaze Reflection     1        0           Special             V, S
  Light               1        60 yds      20-ft radius        V, M

  Magic Missile       1        60 yds + 10 1-5 targets         V, S
                               yds/lvl
  Patternweave        3        10 yds      10-ft sq            V, S, M
  Protection from
  Good                1        Touch       Creature Touched    V, S, M
  Read Magic          1 rd     0           Special             V, S, M
  Shield              1        0           Special             V, S, M
  Shocking Grasp      1        Touch       Creature            V, S
                                 2nd Level
  Chaos Shield        2        0           The caster          V, S

  ESP                 2        0           5 yds/lvl (90 yds   V, S, M
                                           max)

  Levitate            2        20 yds/lvl  1 creature or       V, S, M
                                           object
  Magic Mouth         2        10 yds      1 object            V, S, M
  Past Life           1 rd     Touch       One creature        V, S
  Protection From
  Paralysis           2        Touch       One creature        V, S, M
  Pyrotechnics        2        120 yds     1 fire source       V, S, M

  Spectral Hand       2        30 yds + 5  1 opponent          V, S
                               yds/lvl
                                           Two 10-ft cubes +
  Wall of Gloom       2        30 yds      one 10-ft cube/lvl  V, S, M
                                           (max is 8 cubes)
  Whispering Wind     2        1 mile/lvl  2-ft radius         V, S
                                 3rd Level
  Air Breathing       3        Touch       Creature touched    V, S, M
  Alamir's
  Fundamental         1 rd     Touch       One item            V, S, M
  Breakdown
  Alternate Reality   3        0           Creature touched    V, S, M
  Dispel Magic        3        120 yds     30-ft cube          V, S

  Flame Arrow         3        30 yds + 10 Special             V, S, M
                               yds/lvl
  Hold Undead         5        60 ft       1d3 undead          V, S, M
  Melf's Minute                70 yds + 10
  Meteors             3        yds/lvl     1 target/meteor     V, S, M

  Secret Page         1 turn   Alteration  1 page, up to 2 ft  V, S, M
                                           sq
  Vampiric Touch      3        0           The caster          V, S
                                 4th Level
  Contagion           4        30 yds      1 creature          V, S
  Ice Storm           4        10 yds/lvl  20 or 40 ft radius  V, S, M
  Leomund's Secure
  Shelter             4 turns  20 yds      30 sq ft/lvl        V, S, M
  Mask of Death       1 rd     Touch       One creature        V, S, M
  Polymorph Other     4        5 yds/lvl   1 creature          V, S, M
                                           20 x 10 x10 ft
  Solid Fog           4        30 yds      volume/lvl of       V, S, M
                                           caster
  Thunder Staff       4        0           20' x 40' cone      V, S, M
  Turn Boulder to
  Pebble              4        Touch       Special             V, S, M
  Turn Pebble to
  Boulder             4        Touch       Special             V, S, M
  Vacancy             4        10 yds/lvl  10-ft radius/lvl    V, S, M
  Wizard Eye          1 turn   0           Special             V, S, M
                                 5th Level
  Animate Dead        5 rds    10 yds      Special             V, S, M
  Cantrip Permanaency 1 Hour   0           Object Touched      V, S
  Cone of Cold        5        0           Special             V, S, M
  Fabricate           Special  5 yds/lvl   1 cubic yd/lvl      V, S, M
  Far Reaching III    5        0           Special             V
  Invunlerability to
  Normal Weapons      2        0           5-ft rad.           V, M
  Leomund's Secret                         One chest, about 2
  Chest               1 turn   Special     x 2 x 3 ft          V, S, M
  Stone Shape         1 rd     Touch       1 cubic ft/lvl      V, S, M
  Summon Shadow       5        10 yds      10-ft cube          V, S, M
                                 6th Level
  Antimagic Shell     1        0           1 ft/lvl diameter   V, S
  Arrow of Bone       6        0           1 missile           V, S, M
  Conjure Animals     6        Special     30 yd radius        V, S
  Dimensional Blade   3        0           1 object            V, S
  Globe of
  Invulnerability     1 rd     0           5-ft radius         V, S, M
  Invisible Stalker   1 rd     10 yds      Special             V, S, M
  Invulnerability to
  Magical Weapons     3        0           5-ft rad            V, M
  Project Image       6        10 yds/lvl  Special             V, S, M

  Superior Magnetism  6        30 yds + 5  Special             V, S, M
                               yds/lvl

  Psionics
  PSPs: 0        MTHAC0: 14           MAC: 8
       Power       PSPs      Range          Area of Effect          MAC
                                Wild Talent

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0 on
08/06/99 09:22:54


Text Account:
Retro-active stuff from the second day the 509 got to Waterdeep for Kilana who has not been played reciently.
This is a game to cover some game stuff with Kilana and her temple, plus she wants to buy some mundane stuff too.

The second day in the city Kilana goes to the Temple of Mystra in Waterdeep called the House of Wonder. The Mage Meloghost is the High Priest and Priestess Misgoora runs the temple staff.

The building is round with a dome at the top surrounded by a wall. The gate lets anyone in usually. West side is for people, East is for priests. 

Kilana has returned and wants to see the "Head Guy".
Will be met by Misgoora after 10 hours.
Kilana goes into the temple and prays. 20gp donation
She prays for a half hour, then begins to circulate among the congragation looking for information. There is a 20% chance per hours (Cumulative) she will meet someone she recognizes.
Kilana wants to talk to a pregnant woman. Casts a heal, rem. Pain, gives her some coins.
After 6 hours have passed.  Kilana heals the broken leg of a street urchin who broke it playing on a statue in The Heros Rest park.
Meets Pat Tooiee the second level priest Kal went to accolite school with.
She arrainges for Kat to see Misgoora
Misgoora hears a bit of her story, but stops her when she mentions Local 509 and makes an appointment for breakfast.
Next Morning she get to the temple for breakfast and meets Misgoora again.
Misgoora pumps her over a very long meal about everything to do with the quest. Concentrates on outer planer stuff.
Wants Kal to talk to high priest in 3 days. offers her a room and Kil accepts
Pat Tooiee meets her after the meeting and they go to a restraunt.
Talk about everything and Pat wants to be Kil assistant.
They go back to the temple and Pat is now Kilanas helper.
Kilana returns to Villa. Spends 2 days with party shopping.
On 5th city day she goes back to Temple and meets Pat who has questions about strange roumers she has heard about Kil and tells her that she has an appointment with Misgoora and Meloeghost that afternoon.
She goes back to the temple with PaT and spends 3 hours praying and casting info spells.

She frankly tells them anything they want to know. 
She tells them she wants:
Santion to consecrate her Temple in Katina.
Misgoora 8th, Kilana 9th, Pat 2nd, Donitch 5th, Fomeata 4th
Will the Temple Complex be a success "If it abides"
Does Mystra support the quest? "Not Now"
Would Mystras power diminish if it succeeds. "Unknown"
Will more changes occur soon? "No"
Does Mystra oppose the aims of the quest? "Not Now"
Will the quest be successful "Unknown"
Do some gods support the quest "Yes"
Should Kilana continue in the quest? "Yes"
Kilana donates 3Kgp to the church. Begins shopping for her followers.
Galranwyn dontes 3Kgp too.


Text Account:
Dromar is leader, Cindy is mapping.
They are just outside the room with the spider webs at the corredor going south (not the stairs).
They go S. and investigate the room with the water.
No Encounter in water room. (1 on 1d8)
dromra, stall, tim, jk goe to look at the water.
Timber throws a Light Rock won a rope into the pool.
Attracted Monsters  None!
THey look down the passage SE that follows along the pool
Dromar goes Wraith Form and scouts ahead.
Encounter Gorgomera
GORGIMERA (x3); AC 5/2; MV 12"/15"; HD 10D8; 
HP      
56,                     49x,Stunned 3 rnds  39
-27 Gal                 -14-26-11 Dro         - Pi
-8-5 Dro                                -10 Emb
-Blinded by Vic. 3 rnds                 
-9 Pisheo arrow
- St
 
#AT 5; DMG 1-3(x2)/2-8/2-12/3-12; SA SEE BELOW; INT SEMI; AL CE; SIZE L; THAC0:10
2 BREATH WEAPONS: GORGON HEAD TURNS VICTIMS TO STONE WITH A BLAST, DRAGON HEAD, BREATHS FIRE (3D8)
Encounter
R D. Door
R No Spells
It escapes to the N. and calls to it's friends who will come from th3e direction he came from.
R M. Image, A. Control, E. Flameshroud, Invisible, prot. fire
6 Dromars, JK Str=22dex,24,conx26
One of the 3 DGorgons heads off to go up and down the stairs to get them from the N. of the room they are in. They will attack in 5 minutes and stay out of sight till then...
R A. Illusion (grasping big spider over the water), Sword
R Fireball, Gorgon heads for deep water and finds enough to cover itself.
R Light, Fireball, 
R Fireball, The party moves south except for dro, stal
R Fireball, 
Battle Field Event - Party person drops weapon Intitive 
R Phase, 
Time Stop
The party will be arriving with Dro and St the next round.
There are two on Stallen, but the one on Dro was stunned.
Timber and Stallen go into the water.
Timber activtes his sword and looks at the water.
Dromar d. doors back to the paqrty and get them to leave the room.
JK starts to reel in the oth4er two in the water.
Those underwater have just ehtir heads underwater.
R S. Maj. Missle, B. Beam, A. Ice Bolt


Text Account:
Big Basin Game
Gorgamira  Treasure
     Summary:                                 Art Object (80 gp)
             GP Value: 8,432                  Azurite (10 gp)
             XP Value: 3,600                  Banded Agate (10 gp)
                                              Black Opal (1000 gp)
                                              Chrysoprase (50 gp)
     * Gold Pieces x1,042
811 gp 2302sp 28 Cp
                                              Coral (100 gp)
                                              Obsidian (10 gp) x2
     (SP/EP/GP)                               Opal (1000 gp)
     Decanter of Endless Water                Pearl (100 gp)
     Gem of Brightness                        Peridot (500 gp)
       Charge x50                             Rhodochrosite (10 gp)
     Gems and Art                             Spinel (100 gp)
       Alexandrite (100 gp)                   Topaz (500 gp)
       Aquamarine (500 gp)                    Tourmaline (100 gp)
       Art Object (1700 gp)                   Turquoise Gem of Brightness
       Art Object (400 gp)                  Potion of Diminution
       Art Object (500 gp)                  Potion of Gaseous Form
       Art Object (600 gp)

Tesifwin's Unsurpassed Egg of Ventriloquism
It has this power: as a Ventriloquism type spell when held. Holds6d4 charges and is rechargeable by being hit by natural lightningwhile being held by user. The duration is one round per level.Tesifwin's Unsurpassed Egg of Ventriloquism is not useable byHalflings. The experience for first use is 910 EP.

Average (3.8 inch tall) bronze statuette of a mighty male warrior made by a Tagga that is worth 252 gold.

Giant (7.5 inch tall) blue jade statuette of a werewolf made by a Tagga that is worth 680 gold.

Sizeable (5.0 inch tall) brass statuette of a rat made by a Human that is worth 151 gold. (This treasure is covered with a contact poison that causes weakness.)

Average (3.8 inch tall) jade statuette of a theif made by a Human that is worth 146 gold.


Text Account:
They are in the Villa Stormwatch discussing the days events. Victorex tells them of his Commune spell and of his coming voyage to Arabel to go to the temple there. Stallen tells him something of what his Harper contact told him about the situation in Arabel.
It is the last night when the first shift of followers will be replaced by the next, so they are almost alone in the house except for 5 guards. Either the New Guild or the Red Guild have been waiting for a chance to brake into the villa and rip them off. There is a 35% chance they will pick tonight. A roll of 69 indicates they will wait for another time.
They devide up the treasure they got from the Gorgameras.
Katrina does a L. Lore on a bunch of different stuff.
I ask them what they want to do the next couple of days, but they continue to have a hard time dividing up the treasure. They get into a philosophical discussion about different approaches and their drawbacks.
They start to party and have a very good time.
Early the next morning, Gal. and Dro. get together in Gal.s room. Gal. casts Teleport spell and takes them back to Katina. Dromar goes up to his room.
They find that their wildspace ship with Phanotz and Chickolini landed the day before with 8 tons of salt beef for the followers that they have to land and get put away. They get all the stuff loaded into the school that day thanks to Gl.s miniturized spells.

The next morning, the gem merchants let their pay guy know that they have 438,000gp worth of money available for them at the money changers.
Time Stop when they have received the total amount of money for the gems and a party in the Inn at Katina when the sailors take liberty after getting things loaded up.
_____

 They see the star fish man named "Wheeglug". He is from Tefnut and they call the race "Star men". They like to keep their skin wet by soaking in water (preferably fresh) whenever possible. His form is almost exactly like the form of a regular starfish, but has tentical eye-stalks that allow him to see in any 2 directions at once. They have a fleshy sphincter in the center of their bodies that they use to speak. When they eat or drink, a beak about an 1" long comes out of the spincter.
They walk as fast as a Dwarf (9") and use the flexable tenticles and use them as bendable feet. Their suckers are small and sensitive and allow them to pick up things and take a heavy load if both are used.
On Tefnut, they are the masters of the islands as they can breath air (after spending milenia on the shoals and watersedge, but are completely pasifists. They will only defend themselves, never attack and even if in danger of their life will not kill their opponent intentinonally.
They call themselves the "Oppopglugblug", but no one else does.
17900gp invested from Dromar
10k from stallen invested


Text Account:
Small adventure with Stallen and Victorex.
After his commune with Bob, Vict. has decided to go to Arabel to get his church recognized. He anounces (the evening before Gal. and Dro. go to Katina) that he and Stallen (who has Harper buisness) are going to be leaving in the next couple of days.
The game will pick up where St and Vict are in Stormwatch just after they have been told how much money the jewlers have bought the gems for.
They take the time to figure out how much they have in coins and gems (Vict and JK).
They invite JK to go along with them, and he accepted.

Stallen heads off to the Jade Jug to meet someone from the Harpers Guild that would give him papers to help him in his trip to Arabel. All that is waiting for him is a leather wallet with the papers and an appology from Savengriff who has inserted a seperate note.

The main information speaks to problems to be encountered in their overland journey (watch out for the weather, do not go over the mountains, use the pass and so on). He is given a contact in Arabela. He is Tumoris Arotea, a N. G. Knight of the city who hangs out in The Weary Knight (#4 on map).

Bix (one of Vict. followers) comes up to him in the morning after breakfast and asks questions about what the followers will do when he leaves. 
Vict. talkes to hime. Instructs them to say and have fun in the festival, buy clothers, get safely back to Katina. They can go back with the rest of the party (with Stallens followers) and Ember will provide guidence, but Bix lead them. Ultimatly, he must take orders from Local 509 PCs. Vict gives his merchants some money and tells them to check with the head of the "Bob farms" back in Katina, then buy what is necessary to keep the farms going. The teamsters will use the carts bought by the merchants in Bob's Gang. Instructs the artizens to pick out materials needed for the Temple. 

Stallen leaves his followers with 25gp each, Bart=50, bubba=35 and is leaving 3.5Kgp for villa expenses, follower supplies and his part of the general costs for 509. Leaves 500gp with Bart this is the co. private stash of money for emergencies. 

Stallen creates NPCs for his 3 leutenants.
They introduce JK to the leaders of the followers.


Both Stallen and Victorex followers have been told to look to Kilana and/or Galranwyn to OK their purchases. 20gp for personal cash and 4540 to be spent on remaining villa bill and Katina Supplies. She gives them a shoping list that should come in about 3K for everything.

Stallen wants to know who is in charge in Katina. He tells his followers to:
Help grow food, learn their instruments, learn to ride. Tells them he will be back in a couple of months.

Stallen heads off the the Jade Jug. No Enc.
He is taken into the dining room and orders lunch. Staqllen asks after the owner of the Rest. She send the wallet down to Stallen who eats his lunch before opening the wallet. 
Inside is a message from Savengriff appologizing for not meeting Stallen, a Bio of the High Priest. Describing main features of his personality and appearance (St. will recognize him from the description when he sees him).
Triell and Eveningstar are places along the overland route where the Harpers have contact points.
His instructions on Arabel are "Stabalize the city government of Arabel using the influence of those you meet."
He gets directions for the overland route to Arabel and some information about the contact at #4 in the city.

They spend the rest of the day talking to their followers and getting the money and lists of stuff to buy.

Follower information. Stallen has followers 38 and there are 20 in Waterdeep, including a 3rd level guy (Bart) and a 2nd level guy (Bubba).
Victorex - Has total of 106 followers of which 23 came with him to the Waterdeep festival. There are 5 leutenants and the #1 guy is named Bix.

At dinner, the 509 discuss what they are going to do with the folks leaving and they are told about what the followers have been told.
Gal. comes back after they have been discussing this for a couple of hours and tells them that the ship with Phantooze will be arriving morning after tomorrow. They want to borrow the ship to travel to Arabel. 

The ship in atmosphere travels 800 miles per day, so the journey will take a little over a day (1000 "as the bird flys") to get to the nearest "sea" called "Wyvernwater" which is about 60 miles S. of Arabel.

The party discusses how they can stay in touch with each other and with the ship. They continue to talk about their upcoming journey and what they should instruct their followers to buy and do.
St and Vict. are up early the next morning.
It is the day before the ship arrives and 2 days until they leave.

They spend a lot of time talking to their followers about what they want them to do while they are gone.
Also St. tells them to practice with their weapons. He gives them one of his explosive arrows "just in case you get in trouble" and not to be used frivolously.

Victorex wants to buy a war horse, as does JK. They will go looking for one.
Time Stop when they are ready to set out on their shopping day.


Text Account:
Stallen is leader; it is the 11th day of their trip to Waterdeep.
They are hanging out in the villa the night of their 10th day in Waterdeep. 
The Flying ship with Fantoozie will be there in 2 days.
Io Do might be interested in them. He has heard that they are not in good graces on Greld and with Dio Mas.
Timber considers going with St. and Vict.
They spend the night and the next morning comes.
Pi. rousts her folks and they go back to the Rat Hills and come back with new followers.
Gal. goes shopping and wandering
Vict. exchanging her followers, buying a horse
JK goes to Xoblobs and checks on repairs.
Does a D. Door and goes to his followers taking St. and his men. Casts a Weather Stasis on campground keeps a 100' sq. area cool. Vict. and St. men D. Door back to city.
Timber goofing off (buying a backpack).
Stallen flys with his boots and his followers go through the d. door w/Vict. He leaves Bubba in charge of the Rat Hill followers.
Stallen flys back to the villa and arrives just after 12:00
He spends the day walking around the city eating, drinking and entertaining those he meets and raising the visibility of Local 509.
Gets up to 102 deg that day.
Gal., Tim., Kilak, Ember, go out into the city at about 10:30
Leather Guild, Furriers, Nice Lunch, Auroras, 
L. Guild (239)
Meardo fine furs (112)
Gal buys black ermine cloak 4.5' long and w/silver ermine head clasp 1.5K
Otter fur double breasted overcoat 1.2k
Beaver Hat 80GP
3 gloves-Ladies, Functional, mittens
Gal. custom orders a ermine cowl (450gp) and muffler (250gp)
Alpaka vest 200gp
Walking to the L. Guild, they pass the Wagon and Cart builders guild at 216.
Gal gets 2 team Conistoga and 1 team open wagon. Orders a custom built carrage.
They go to the L. guild. Timber looks at the backpacks. 
120 gp of various cow and kid hides for Gal.


Text Account:
Timber is the leader. Titus is the butler.
They go to the L. guild. Timber looks at the backpacks. 
120 gp of various cow and kid hides for Gal.
Time stop as they have returned to the villa. It is about 3:00 in the afternoon when they get back.
Vict. gets back to the villa about 11:00 with all the followers.
He takes them to the baraks and introduce them to the butler. Ask the other followers to introduce themselves. Gives them guard duty and.
One of St., Kilana, Pi., Kat., Vict., followers is left on guard duty that night & the rest are going out. Vict. tells them to take a bath.
St arrives around 1:00 and checks their cleanliness. 
8 hour watches, 5 guards-2 at gate, 1 at front door, 2 roving checking in at front gate. (Guys get every other day off).
Vict. and St. wait for the rest of the group to get back from shopping at 3:00.
Kilak, Jasper, Tim., JK, Vict., Gal, St., head out to look at horses. 
They head off to Guild of Stablemasters at 195 and plan on looking at the other stables on the way to the South gate. No Enc.
4 lrhorses.
They have a warhorse, 2 clydesdales, 4 riding horses and a young pegasis.
Gal. looking for gentle L. Riding Horse, Vict wants a warhorse, JK wants the biggest W. horse they have, Kilack 2 lrhorses, Kilana looking for a pony.
He has a connemra named "dancer" (light of build and the least impressive of the bunch) a chessnut stallion named "Big Red" is the best looking. The other 2 are roans (not matched).
They have a H. War Horse named "Vindication" (percheron) and 2 draft horses (clydsdales). LRHorse3=Gelderlandr mare name "louisa", coal black Rhinelander named "Uncle Tom".
Timber speaks to the war horse and introduces JK to Vindicator and instructs the horse to accept JK which he agrees to do as he likes a challenge.
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) Sells for 1400gp.
They are looking for another war horse and are taken to Kutukomen the pegisis trainer. He tells them about pegasai and about where to buy war horses (Roaringhorns).
The place are going to board the horses for 20gp and learns of Local 509.
They return to the villa and have missed dinner, but one of the maids fixes them a leftover platter that is great.
They have dinner. Unless some of them leave the guild will not come.
All the followers go out into the city except the guards.
They send in the floozies. A pimp guy is sent to get entrance.
Timber goes out walking the perrimiter and the guard is happy to see him as the pimp has been asking him to let him speak to them.
The 10th level theif is inside the courtyard spying on the house. He almost misses his silence room (93) but needed a 95 so he stays hidden.
The pimp at the gate is a 5th level Buckaneer.
Timber sends the pimp away, and he sends in the acrobats and mimes.
They come up to the gate and ask to be let in (the mime asks).
They call themselves the "Nonesuch". 
The party lets them in and they begin to entertain.
All go out except Victorex. who is in the dining room, Pis. is taking a bath in her room. The theives know there are at least 2 maybe 3 still inside.
While they are occupied, the first step is to sap the roaming guard. The 10th level guy will take care of that.
The guard is surprised by the hiding theif. Theif attacks with the sap and hits. Guard misses save and goes unconsious. He is tied up along the S. side of the house. The signal is given and the men start coming up the wall to the balcony. It takes them 5 min to go up the 20'. Mr. 10th meets the rest of the men as the come over the rope ladder over the wall. They get to the base of the wall in 5 min. and will stay hidden about 100' away from the party.
They pick the lock on the balcony door. This takes 10 min. No prob. they are in 15 min. There is a chance one of the last of the ones coming over the wall will make a noise. It is a 6d6 noise. One of them has a bird hiddin in case there is a FU. A guard hears, but is interested in the show.
Stallen notices the guard is missing. He tells the others.
Time Stop.
Wizard Locked rooms are Katrina's, Dromar and Pi-Gal.
Stallen's room has a screamer rune on his door. 
They come in the balcon into the SeaWatch and see nothing. 10 goes E to Jon&Kroms room-clean it out, 8 goes w. to Vict, Neusrats room. Clean it out
Into the vestibule and trye doors. They are wizard locked.
They go to Kilana/Ember and Ox/Kilak. Clean them out. 
This takes 10 min after entering.
They go to Gal/Pisheo and cant open it. They go to timever and stalen and set off the screamer.
Pisheo is in the bathtub, Vict. and Timber are in the dining room and the rest are in the house.
The shrieking siren in Stallens room goes off.
Timber hears it on the 1st level Vict doesn't
Gal. the only one outside.
eMBER, OX, jk< KILLAK AND 4 GUARDS are watching the guys outside. 
St,emb.  starts sprints for the house, JK is wearing a sword as is Timber.
Ox confronts the performers.
The 4 performers rush him-Ox will wrestle one down. 
Kilak tries a wrestling move and fails.
Ox gets a hold on a green guy
Kilana acts threatening, Ember grabs chair and charges.
Ember kills one and picks up his sword.
R2 Castigate, F. Blade, 
R3 MMissle2, Teleport(Fails)
R4 Teleport (Failed)
R5 Teleport, D. Door, 
The rest of the robber flee successfully.
They took all the stuff out of JK and Krom, Neus and Vict., Dromar (Empty), Ox-killak room.
They find the ransacked rooms.
Time Stop as they prepare to find their stuff again.

R Teleport, roll 10 for inititive!
Pi gets out of the tub and grabs her weapons.
Tim. tells Vict. about it. He and Vict head upstairs.
Gal. says stallens shriekers going off, then teleports to her room (W/pI.).
Pi. sees Gal. appear in the room and heads off to the rest of the house. Gal goes to the window and casts MMissle spells on the guys fighting outside.
Pi sees 3 theives leaving; one of them engages her in combat so the others can escape. By the time the one Pi is fighting dies, the rest have had 3 min. to get down the rope and make their escape. They have split up; each going to a different hole. One 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.


They are being watched by the New Theives guild as a possible hit that night. The attack will be called (has been scouted and planned already) if the watcher can count the number of people in the villa and it is less that 15.
The fewer of PCs the better.
They will send a party girl to them to try and draw more of them out of the building. There will also be some performers (Acrobats) from the guild to draw more of the followers away.


Text Account:
Leader is Timber
Stallens follower is dead, one of Victorex's is bleeding to death (-2) near the front door.
By the time the one Pi is fighting dies, the rest have had 3 min. to get down the rope and make their escape. They have split up; each going to a different hole. One 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 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 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) goes to the guild hideout on Sorangallers Swordthrust after walking along the city wall to the docks.
Pi, Vict., St., Timber on the third floor in the common room. On the balcony are JK and Gal.
Back on the ground floor are Katrina, Ember, Kilak, Ox, Kilana.
We are still in rounds.

Round 6 
Pi leaves to put some clothes on. This will take 2 rounds. 
Gal. tells JK whats going on. JK looks for a rope, Gal looks for soldiers on the wall and in the towers.
Katrina talks her followers about what to do. Looks around the ground for wounded. Calls Kilana's attention to them.
Ember is going into the house and heading for her room.
Kilak looks around for evidance of where the theives were or are. Sees only a warm spot where they were hiding out against the wall of the building.
Victorex goes to his room and finds all his stuff gone!
Stallen and Timber goes to check his room. The door is locked and stuff is OK
Ox heads to the front door where the theif with the Robe blinked out (invisible). 
Kilana searchs for followers. Finds 2. Checking them.

Round 7
Pi. dressing,
Gal. casts locate object (Kilana's Club of Striking.) range 200 yards. They have moved away for at least 5 rounds (5x120=600 feet). They are running and are out of range.
Katrina binds the 1 theif prisoners.
Kilak goes back to the porch.
Victorex realizes that he had a follower and he gets worried and runs down to the ground floor (2 rounds).
Timber goes to the balcony.
Stallen gathers some things from his room (preparing for the hunt).
Does a cure light wounds on victorex's follower.
JK does a hand over hand on the rope the theives went down.

Round 8
Pi heads out to the balcony wearing a simple pull on shift.
Gal. steps inside and talks to the folks there (Stallen, Pi, Timber).
Ember finds the stuff in his room is gone.
Ox and Kilak heads off to find the city guard.
JK finds the rope going down to the sea. Tells the others what he sees.
Katrina leaves her follower to guard the theif and goes off with Fido tracking. Takes a turn to do the whole yard.

Round 9
Pi changes to bat, Timber changes to owl, gal casts strength on Tim., Ka
Victorex get downstairs and goes out the door and sees his follower is OK and looks at the other fallen one. 
Stallen ready's a rope to get down off of the balcony.
Kilana looks for other followers. 
JK casts phase immune to physical force, walk through solid stuff, etc (MOVE: vert 10' per round). Hops off cliff and will float to the ground. Moves too slow, so he grabs the rope and goes hand over hand. 
Round 10
Bat Pi. flys down following JK. to the bottom of the cliff and heads toward the docks.
Timber flys down to the ledge and heads in the opposite direction from Pi.
Gal. hangs on the balcony. Ember calls to his hammer. 
Vict. casts D. Door on the follower (he's still dead).
St reaches the bottom of the wall, JK is half way down the cliff.
Kilana does a Raise Dead on the follower and brings him back to life.

Round 11
Ox and Kilak get back with 5 of the city guard. They talk to the party to find out what happened.
Pi continues to search toward the docks
Katrina finds the bound and gagged follower. She releases him.
Gal. and Ember are on the balcony Ember tells Gal she is going down and look for the theives.
Victorex casts Spirit Tracker and looks for "locate the people who are currently holding Vict. magical armor." It will find the one in the city of the Dead in 14 rounds from now (25)

Round 12
There is a 20% chance Timber will see the theif that went along the wall.
Pi finds nothing,
Gal. on balcony hanging, Stallen going down rope
Katrina, Ember, Kilak, Ok, kilana are talking to the guards. 2 search the theif bodies, 2 go with Katrina to search the villa and the leader (a subalteren named Tully) stays to talk to them. Ox takes message to "Baksha" in the big tower near the villa. 
JK get to the bottom of the cliff

Round 13
Gal hangs. 
Ember Kilak and Kilana are talking to Tully who talks to Jink Sta'ick the concious theif captive. Kilana casts a zone of truth and Jink fails Saving Throw. 
JK searches around at the bottom of the cliff.
Ember, Kilak, JK, Tim, Pi, Kilana, Gal. killed theives.
Kilana goes into the house to bring out Gal., Pi, Timber and JK

Leave off doing round by round.
St. does a spell Dark Light heads toward the docks and JK heads away from the docks. They are covering as much ground as possible. A 25% chance of finding where the boat was beached fails.

Timber flys back and lands at the bottom of the cliff below the villa and does some tracking. He hears the guard at the balcony calling to Stallen and JK to come back to the guard. He does some tracking and finds the mark the boat left on the mossy rocks. He turns into a bat and goes out into the dark sea looking for the theives.

Stallen hears the shouting between Gal and JK so he meets JK and JK does a teleport and both of them go back up to the balcony. Everyone meets on the balcony. 

Ox arrives with the rest of the guards. There are 5 more on the ground and 2 (leut. Boker and Subaltern Kalawhaka) go to the balcony. 
Timber rejoins the party and they all head off to the Magistrates.

Time Stop as they head off to Night Court.


