Main / Nov1105

Nov 11 05

x[DM] ==== Gaming session started: Thu Nov 10 22:18:24 EST 2005 ====

[DM] ==== Gaming session started: Fri Nov 11 17:49:12 EST 2005 ====

mikE has joined the game on Fri Nov 11 17:58:47 EST 2005

x[DM] No Name moved 88'02".

x[DM] No Name #5 moved 7'09".

x[DM] No Name #4 moved 11'03".

x[DM] No Name #3 moved 7'01".

x[DM] No Name #2 moved 15'10".

mikE is receiving the map Base...

mikE has received the map Base.

x[mikE (to GM only)] Character sheet for No Name #1 modified: Weapon Proficiencies - ADDED: Long Bow. ADDED: Short Sword (Specialized). ADDED: Bola. Weapons - ADDED: Short Sword, null, null, null, 2, +2+$ATK, +2+$DMG, d6, d8, null, $thac0, null, null, null, null. ADDED: Comp. Long Bow, 7, 60/120/210, null, 2, +1+$MATK, $DMG, d6, d6, d6, $mthac0, null, null, null, null. ADDED: Bola, null, null, --, 1, $MATK, $DMG, d3, d2, null, $mthac0, null, null, null, null. Ability Scores - STR: (S) : CHANGED: 17 (null). Exceptional STR: (XSTR) : CHANGED: -- (null). STAM: (ST) : CHANGED: 15 (null). Weight Allowance:: CHANGED: 55 (null). MUSC: (MU) : CHANGED: 19 (null). Attack Adjust: (ATK) : CHANGED: +3 (null). Damage Adjust: (DMG) : CHANGED: +7 (null). Max Press:: CHANGED: 640 (null). Open Doors:: CHANGED: 16 (null). Bend Bars/Lift Gate:: CHANGED: 50 (null). DEX: (D) : CHANGED: 18 (null). AIM: (AI) : CHANGED: 18 (null). Missile Attack Adjust: (MATK) : CHANGED: +2 (null). Balance: (BA) : CHANGED: 18 (null). Reaction Adjust: (RA) : CHANGED: +2 (null). Defensive Adjust: (DEF) : CHANGED: -4 (null). CON: (C) : CHANGED: 16 (null). Health: (HE) : CHANGED: 16 (null). System Shock:: CHANGED: 95 (null). Poison Save: (PS) : CHANGED: 0 (null). Fitness: (FI) : CHANGED: 16 (null). Hit Point Adjust: (HPADJ) : CHANGED: +2 (null). Resurrection Survival:: CHANGED: 96 (null). INT: (I) : CHANGED: 15 (null). Reason: (RE) : CHANGED: 13 (null). Max Spell Level:: CHANGED: 6 (null). Max Spells/Level:: CHANGED: 9 (null). Illusion Immunity:: CHANGED: 0 (null). Knowledge: (KN) : CHANGED: 17 (null). Add'l Languages:: CHANGED: 6 (null). % Chance Learn Spell:: CHANGED: 75 (null). WIS: (W) : CHANGED: 8 (null). Intuition: (IU) : CHANGED: 8 (null). Bonus Spells:: CHANGED: 0 (null). Chance of Spell Failure:: CHANGED: 25 (null). Willpower: (WI) : CHANGED: 8 (null). Magical Defense Adjust: (MDADJ) : CHANGED: +0 (null). Spell Immunity:: CHANGED: 0 (null). CHR: (CH) : CHANGED: 11 (null). Leadership: (LD) : CHANGED: 9 (null). Loyalty Adjust: (LADJ) : CHANGED: +0 (null). Max # of Henchmen:: CHANGED: 4 (null). Appearance: (AP) : CHANGED: 13 (null). Reaction Adjust: (RADJ) : CHANGED: +1 (null). Weapon Proficiencies - Initial Slots:: CHANGED: 2 (null). Add'l Slots/Level:: CHANGED: 4 (null). Non-proficient Penalty:: CHANGED: -3 (null). Non-Weapon Proficiencies - ADDED: Alertness, 1, $W, +1. ADDED: Reading/Writing Elvish, 1, $I, +1. ADDED: Swimming, 1, $S, +0. ADDED: Rope Use, 1, $D, +0. ADDED: Locksmithing, 1, $D, +0. ADDED: Tumbling, 1, $D, +0. ADDED: Observation, 1, $I, +0. ADDED: Looting, 1, $I, +0. Saving Throws - Paralysis, Poison or Death:: CHANGED: 12 (null). Rod, Staff or Wand:: CHANGED: 12 (null). Petrification or Polymorph:: CHANGED: 11 (null). Breath Weapon:: CHANGED: 15 (null). Magical Spell:: CHANGED: 13 (null). Armor - ADDED: 10. ADDED: -2 (Defense Ability). ADDED: -0. ADDED: -4. ADDED: -0. ADDED: 4. ADDED: 0. Personal Information - ADDED: Valedianna. ADDED: mikE. ADDED: Rogue. ADDED: Half Demon, Half Elf. ADDED: M. ADDED: N. ADDED: 124/Female. ADDED: 5'3"/117. ADDED: Black/Purple. ADDED: 15. ADDED: 8. ADDED: 70,000. ADDED: ADDED: ADDED: ADDED: 110,000. ADDED: ADDED: ADDED: Non-Weapon Proficiencies - Add'l Slots/Level:: CHANGED: 4 (null). Combat - ADDED: 58. ADDED: 58. ADDED: 17. ADDED: 17. ADDED: 1. ADDED: +10+$RA. Misc. Attributes - Skills/Detections (d100/% based) - ADDED: Detect Noise, 25, null, null. ADDED: Find/Remove Traps, 95, null, null. ADDED: Hide in Shadows, 95, null, null. ADDED: Move Silently, 95, null, null. ADDED: Open Locks, 95, null, null. ADDED: Scroll Use, 50, null, null. Class Levels - ADDED: 8. ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: 8. ADDED: Equipment - ADDED: null, null.

x[mikE (to GM only)] Character sheet for Mike's new modified: Personal Information -

x[mikE (to GM only)] Character sheet for No Name #2 modified: Weapons - ADDED: Claw, null, null, null, 2, null, null, d3, null, null, $thac0, null, null, null, null. ADDED: Bite, null, null, --, 1, null, null, 2d4, null, null, $thac0, null, null, null, null. ADDED: Hug, null, null, --, 1, null, null, 2d8, null, null, null, null, null, null, null. Ability Scores - STR: (S) : CHANGED: 17 (null). Exceptional STR: (XSTR) : CHANGED: -- (null). STAM: (ST) : CHANGED: 17 (null). Weight Allowance:: CHANGED: 85 (null). MUSC: (MU) : CHANGED: 17 (null). Max Press:: CHANGED: 220 (null). Open Doors:: CHANGED: 10 (null). Bend Bars/Lift Gate:: CHANGED: 13 (null). DEX: (D) : CHANGED: 12 (null). CON: (C) : CHANGED: 13 (null). Health: (HE) : CHANGED: 13 (null). System Shock:: CHANGED: 85 (null). Fitness: (FI) : CHANGED: 13 (null). Resurrection Survival:: CHANGED: 90 (null). INT: (I) : CHANGED: 12 (null). Reason: (RE) : CHANGED: 10 (null). Knowledge: (KN) : CHANGED: 14 (null). Add'l Languages:: CHANGED: 4 (null). WIS: (W) : CHANGED: 13 (null). Intuition: (IU) : CHANGED: 13 (null). Willpower: (WI) : CHANGED: 13 (null). CHR: (CH) : CHANGED: 11 (null). Non-Weapon Proficiencies - ADDED: Brewing, 1, $kn, +0. ADDED: Survival, 2, $re, +0. ADDED: Animal Lore, 2, $kn, +0. ADDED: Tracking, 2, $wi, +0. ADDED: Weather Sense, 1, $wi, -1. ADDED: Direction Sense, 1, $wi, +1. Saving Throws - Paralysis, Poison or Death:: CHANGED: 10 (null). Rod, Staff or Wand:: CHANGED: 12 (null). Petrification or Polymorph:: CHANGED: 11 (null). Breath Weapon:: CHANGED: 12 (null). Magical Spell:: CHANGED: 13 (null). Armor - ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: 2. ADDED: Personal Information - ADDED: Ben. ADDED: mikE. ADDED: Monster. ADDED: Bearwear. ADDED: L. ADDED: CG. ADDED: 24/Male. ADDED: 9'/800. ADDED: Brown/Brown. ADDED: 9. ADDED: 7+3. ADDED: 1400. ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: Combat - ADDED: 59. ADDED: 59. ADDED: 13. ADDED: 13. ADDED: 3. ADDED: +20. Misc. Attributes -

x[mikE (to GM only)] Character sheet for No Name #2 modified: Weapons - CHANGED: Claw -- Atk Adj: +0 (null), CHANGED: Claw -- Damage Adj: +0 (null), CHANGED: Bite -- Atk Adj: +0 (null), CHANGED: Bite -- Damage Adj: +0 (null), CHANGED: Hug -- Atk Adj: +0 (null), CHANGED: Hug -- Damage Adj: +0 (null),

x[mikE] Mike's new: Find/Remove Traps check:(d100) [88] 88. PROBABLY SUCCEEDS against (95) [95] 95!!!

x[mikE] Mike's new: Hide in Shadows check:(d100) [65] 65. PROBABLY SUCCEEDS against (95) [95] 95!!!

x[mikE] Mike's new: Locksmithing check: (d20) [11] 11. PROBABLY SUCCEEDS against (18+0) [18+0] 18!!!

x[mikE] Mike's new: Looting check: (d20) [11] 11. PROBABLY SUCCEEDS against (15+0) [15+0] 15!!!

x[mikE] No Name #2: Tracking check: (d20) [10] 10. PROBABLY SUCCEEDS against (13+0) [13+0] 13!!!

x[mikE] No Name #2: Breath Weapon save: (d20) [12] 12. PROBABLY SUCCEEDS against (12) [12] 12!!!

x[mikE] No Name #2 targets Mike's new. Distance: 15'10"

x[mikE] No Name #2: Attack #1: Claw: (13-(d20+0)) [13-(13+0)] 0. PROBABLY HITS Mike's new (AC FINAL: 4)!!!

x[mikE] No Name #2: Attack #1: Claw: (13-(d20+0)) [13-(9+0)] 4. PROBABLY HITS Mike's new (AC FINAL: 4)!!!

x[mikE] Mike's new targets No Name #4. Distance: 11'03"

x[mikE] Mike's new: Attack #1: Bola: (17-(d20+2)) [17-(17+2)] -2. Probably MISSES No Name #4 (AC FINAL: -1)

mikE is receiving the map Base...

mikE has received the map Base.

x[mikE] Mike's new no longer targets No Name #4.

x[mikE] No Name #2 no longer targets Mike's new.

x[mikE (to GM only)] Character sheet for No Name #3 modified: Weapon Proficiencies - ADDED: Lance. ADDED: Long Bow. ADDED: Natural Weapon. ADDED: Two Handed Sword (Specialized). Weapons - ADDED: Hv. Horse Lance, 10, null, --, 1, $ATK, $DMG, d8+1, 3d6, d12, $thac0, null, null, null, null. ADDED: Lance Charge, 10, null, --, 1, $ATK, $DMG, 2d8+2, 6d6, d12, $thac0, null, null, null, null. ADDED: Comp. L. Bow, 7, 60/120/210, --, 2, $MATK, null, d6, d6, d6, $mthac0, null, null, null, null. ADDED: Two Handed Sword, 10, null, --, 3/2, +1+$ATK, +2+$DMG, d10, 3d6, d12, $thac0, null, null, null, null. ADDED: Hoof, null, null, --, 2, $ATK, $DMG, d6, d6, null, $thac0, null, null, null, null. Ability Scores - STR: (S) : CHANGED: 17 (null). Exceptional STR: (XSTR) : CHANGED: -- (null). STAM: (ST) : CHANGED: 17 (null). Weight Allowance:: CHANGED: 85 (null). MUSC: (MU) : CHANGED: 17 (null). Attack Adjust: (ATK) : CHANGED: +1 (null). Damage Adjust: (DMG) : CHANGED: +1 (null). Max Press:: CHANGED: 220 (null). Open Doors:: CHANGED: 10 (null). Bend Bars/Lift Gate:: CHANGED: 13 (null). DEX: (D) : CHANGED: 14 (null). AIM: (AI) : CHANGED: 12 (null). Missile Attack Adjust: (MATK) : CHANGED: +0 (null). Balance: (BA) : CHANGED: 16 (null). Reaction Adjust: (RA) : CHANGED: +1 (null). Defensive Adjust: (DEF) : CHANGED: -2 (null). CON: (C) : CHANGED: 15 (null). Health: (HE) : CHANGED: 13 (null). System Shock:: CHANGED: 85 (null). Poison Save: (PS) : CHANGED: 0 (null). Fitness: (FI) : CHANGED: 17 (null). Hit Point Adjust: (HPADJ) : CHANGED: +3 (null). Resurrection Survival:: CHANGED: 98 (null). INT: (I) : CHANGED: 13 (null). Reason: (RE) : CHANGED: 12 (null). Max Spell Level:: CHANGED: 6 (null). Max Spells/Level:: CHANGED: 7 (null). Illusion Immunity:: CHANGED: 0 (null). Knowledge: (KN) : CHANGED: 14 (null). Add'l Languages:: CHANGED: 4 (null). % Chance Learn Spell:: CHANGED: 60 (null). WIS: (W) : CHANGED: 13 (null). Intuition: (IU) : CHANGED: 11 (null). Bonus Spells:: CHANGED: 0 (null). Chance of Spell Failure:: CHANGED: 10 (null). Willpower: (WI) : CHANGED: 15 (null). Magical Defense Adjust: (MDADJ) : CHANGED: 1 (null). Spell Immunity:: CHANGED: 0 (null). CHR: (CH) : CHANGED: 12 (null). Leadership: (LD) : CHANGED: 14 (null). Loyalty Adjust: (LADJ) : CHANGED: +1 (null). Max # of Henchmen:: CHANGED: 6 (null). Appearance: (AP) : CHANGED: 10 (null). Reaction Adjust: (RADJ) : CHANGED: 0 (null). Weapon Proficiencies - Initial Slots:: CHANGED: 4 (null). Add'l Slots/Level:: CHANGED: 3 (null). Non-proficient Penalty:: CHANGED: -2 (null). Non-Weapon Proficiencies - ADDED: Intimidation, 1, $S, +0. ADDED: Leatherworking, 1, $I, +0. ADDED: Observation, 1, $I, +0. ADDED: Running, 1, $C, -6. ADDED: Rope Use, 1, $D, +0. ADDED: Artillerist, 1, N/A, +0. ADDED: Tactics, 1, $re, -1. ADDED: Brewing, 1, $kn, +0. Saving Throws - Paralysis, Poison or Death:: CHANGED: 13 (null). Rod, Staff or Wand:: CHANGED: 15 (null). Petrification or Polymorph:: CHANGED: 14 (null). Breath Weapon:: CHANGED: 16 (null). Magical Spell:: CHANGED: 16-$MDADJ (null). Armor - ADDED: 5. ADDED: -3 Banded. ADDED: ADDED: -2. ADDED: ADDED: 0. ADDED: Personal Information - ADDED: Bradwarden. ADDED: mikE. ADDED: Fighter. ADDED: Centaur. ADDED: L. ADDED: CG. ADDED: 20/Male. ADDED: 101"/1044. ADDED: Brown/Green. ADDED: 14. ADDED: 3. ADDED: 4000. ADDED: ADDED: ADDED: ADDED: 8000. ADDED: ADDED: ADDED: Non-Weapon Proficiencies - Add'l Slots/Level:: CHANGED: 3 (null). Combat - ADDED: 35. ADDED: 35. ADDED: 18. ADDED: 18. ADDED: 1. ADDED: -$RA+20. Misc. Attributes - Icon Size:: CHANGED: 5 (2.5). Class Levels - ADDED: ADDED: ADDED: ADDED: ADDED: 3. ADDED: ADDED: ADDED: ADDED:

BiBo!!! has joined the game on Fri Nov 11 18:49:44 EST 2005

BiBo!!! is receiving the map Base...

BiBo!!! has received the map Base.

x[mikE (to GM only)] Character sheet for No Name #4 modified: Weapon Proficiencies - ADDED: Fairy Bow. ADDED: Fairy Sword. Weapons - ADDED: Pixie Sword, 4, null, --, 1, $ATK, $DMG, 1d4+1, 1d4+1, d2, $thac0, null, null, null, null. ADDED: Pixie Bow, 4, null, null, 2, $MATK, null, 1d4, 1d3, d2, $mthac0, null, null, null, null. Ability Scores - STR: (S) : CHANGED: 14 (null). Exceptional STR: (XSTR) : CHANGED: -- (null). STAM: (ST) : CHANGED: 14 (null). Weight Allowance:: CHANGED: 55 (null). MUSC: (MU) : CHANGED: 14 (null). Attack Adjust: (ATK) : CHANGED: +0 (null). Damage Adjust: (DMG) : CHANGED: +0 (null). Max Press:: CHANGED: 170 (null). Open Doors:: CHANGED: 8 (null). Bend Bars/Lift Gate:: CHANGED: 7 (null). DEX: (D) : CHANGED: 16 (null). AIM: (AI) : CHANGED: 14 (null). Missile Attack Adjust: (MATK) : CHANGED: +0 (null). Balance: (BA) : CHANGED: 18 (null). Reaction Adjust: (RA) : CHANGED: +2 (null). Defensive Adjust: (DEF) : CHANGED: -4 (null). CON: (C) : CHANGED: 14 (null). Health: (HE) : CHANGED: 12 (null). System Shock:: CHANGED: 80 (null). Poison Save: (PS) : CHANGED: 0 (null). Fitness: (FI) : CHANGED: 16 (null). Hit Point Adjust: (HPADJ) : CHANGED: +2 (null). Resurrection Survival:: CHANGED: 96 (null). INT: (I) : CHANGED: 14 (null). Reason: (RE) : CHANGED: 12 (null). Max Spell Level:: CHANGED: 6 (null). Max Spells/Level:: CHANGED: 7 (null). Illusion Immunity:: CHANGED: 0 (null). Knowledge: (KN) : CHANGED: 16 (null). Add'l Languages:: CHANGED: 5 (null). % Chance Learn Spell:: CHANGED: 70 (null). WIS: (W) : CHANGED: 13 (null). Intuition: (IU) : CHANGED: 11 (null). Bonus Spells:: CHANGED: 0 (null). Chance of Spell Failure:: CHANGED: 10 (null). Willpower: (WI) : CHANGED: 15 (null). Magical Defense Adjust: (MDADJ) : CHANGED: 1 (null). Spell Immunity:: CHANGED: 0 (null). CHR: (CH) : CHANGED: 12 (null). Leadership: (LD) : CHANGED: 14 (null). Loyalty Adjust: (LADJ) : CHANGED: +1 (null). Max # of Henchmen:: CHANGED: 6 (null). Appearance: (AP) : CHANGED: 10 (null). Reaction Adjust: (RADJ) : CHANGED: 0 (null). Weapon Proficiencies - Initial Slots:: CHANGED: 2 (null). Add'l Slots/Level:: CHANGED: 4 (null). Non-proficient Penalty:: CHANGED: -3 (null). Non-Weapon Proficiencies - ADDED: Alertness, 1, $wi, +1. ADDED: Ventriloquism, 1, $re, -2. ADDED: Animal Noise, 1, $wi, -1. ADDED: Reading/writing, 1, $kn, +1. ADDED: Set Snares, 1, $ai, -1. ADDED: Singing, 1, $ap, +0. ADDED: Trail Marking, 1, $wi, +0. ADDED: Weaving, 1, $re, -1. Saving Throws - Paralysis, Poison or Death:: CHANGED: 13 (null). Rod, Staff or Wand:: CHANGED: 14 (null). Petrification or Polymorph:: CHANGED: 12 (null). Breath Weapon:: CHANGED: 16 (null). Magical Spell:: CHANGED: 15 (null). Armor - ADDED: 5. ADDED: -2 (Defensive Ability). ADDED: -0. ADDED: -4. ADDED: -4. ADDED: -5. ADDED: Personal Information - ADDED: Violet. ADDED: mikE. ADDED: Thief. ADDED: Pixie. ADDED: S. ADDED: CG. ADDED: 121/Female. ADDED: 34"/31. ADDED: White/Green. ADDED: 6/12 B. ADDED: 2. ADDED: 4000. ADDED: ADDED: ADDED: ADDED: 8000. ADDED: ADDED: ADDED: Non-Weapon Proficiencies - Add'l Slots/Level:: CHANGED: 3 (null). Combat - ADDED: 16. ADDED: 16. ADDED: 20. ADDED: 20. ADDED: 1. ADDED: -$RA. Misc. Attributes - Skills/Detections (d100/% based) - ADDED: Detect Noise, 20, null, null. ADDED: Move Silently, 70, null, null. ADDED: Opel Locks, 5, null, null. ADDED: Pick Pockets, 60, null, null. ADDED: Read Languages, 5, null, null. ADDED: Scroll Use, 10, null, null. Class Levels - ADDED: 2. ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: 2. ADDED:

x[mikE (to GM only)] Character sheet for No Name #5 modified: Weapon Proficiencies - ADDED: Long Bow. ADDED: Long Sword. ADDED: Long Spear. ADDED: Two Weapon Fighting. ADDED: Ambidexterity **. Weapons - ADDED: Long Sword, null, null, --, null, null, null, null, null, null, null, null, null, null, null. ADDED: Long Bow, null, null, --, null, null, null, null, null, null, null, null, null, null, null. ADDED: Long Spear, null, null, --, null, null, null, null, null, null, null, null, null, null, null. Ability Scores - STR: (S) : CHANGED: 13 (null). STAM: (ST) : CHANGED: 13 (null). Weight Allowance:: CHANGED: 45 (null). MUSC: (MU) : CHANGED: 13 (null). Attack Adjust: (ATK) : CHANGED: +0 (null). Damage Adjust: (DMG) : CHANGED: +0 (null). Max Press:: CHANGED: 140 (null). Open Doors:: CHANGED: 7 (null). Bend Bars/Lift Gate:: CHANGED: 4 (null). DEX: (D) : CHANGED: 18 (null). AIM: (AI) : CHANGED: 17 (null). Missile Attack Adjust: (MATK) : CHANGED: +2 (null). Balance: (BA) : CHANGED: 19 (null). Reaction Adjust: (RA) : CHANGED: +3 (null). Defensive Adjust: (DEF) : CHANGED: -4 (null). CON: (C) : CHANGED: 15 (null). Health: (HE) : CHANGED: 13 (null). System Shock:: CHANGED: 85 (null). Poison Save: (PS) : CHANGED: 0 (null). Fitness: (FI) : CHANGED: 17 (null). Hit Point Adjust: (HPADJ) : CHANGED: +3 (null). Resurrection Survival:: CHANGED: 98 (null). INT: (I) : CHANGED: 9 (null). Reason: (RE) : CHANGED: 9 (null). Max Spell Level:: CHANGED: 4 (null). Max Spells/Level:: CHANGED: 6 (null). Illusion Immunity:: CHANGED: 0 (null). Knowledge: (KN) : CHANGED: 9 (null). Add'l Languages:: CHANGED: 2 (null). % Chance Learn Spell:: CHANGED: 35 (null). WIS: (W) : CHANGED: 14 (null). Intuition: (IU) : CHANGED: 14 (null). Bonus Spells:: CHANGED: 1 (null). Chance of Spell Failure:: CHANGED: 0 (null). Willpower: (WI) : CHANGED: 14 (null). Magical Defense Adjust: (MDADJ) : CHANGED: 0 (null). Spell Immunity:: CHANGED: 0 (null). CHR: (CH) : CHANGED: 10 (null). Leadership: (LD) : CHANGED: 10 (null). Loyalty Adjust: (LADJ) : CHANGED: 0 (null). Max # of Henchmen:: CHANGED: 4 (null). Appearance: (AP) : CHANGED: 10 (null). Reaction Adjust: (RADJ) : CHANGED: 0 (null). Weapon Proficiencies - Initial Slots:: CHANGED: 4 (null). Add'l Slots/Level:: CHANGED: 3 (null). Non-proficient Penalty:: CHANGED: -2 (null). Non-Weapon Proficiencies - ADDED: Dancing, 1, $D, +0. ADDED: Falconry, 1, $W, -1. ADDED: Land Based Riding - Horses, 1, $W, +3. ADDED: Singing, 1, $C, +0. ADDED: Swimming, 1, $S, +0. ADDED: Weather Sense, 1, $W, -1. Armor - ADDED: 10. ADDED: -2. ADDED: ADDED: -4. ADDED: 0. ADDED: 4. ADDED: 0. Notes - ADDED: Kit, Falconer †† Description: The Falconer is an expert in the handling and training of falcons, birds of prey capable of learning an impressive range of tricks and tasks. Under the direction of a skilled Falconer, a falcon can be taught to snatch a coin purse from a victim's belt, bring down game birds in mid-flight, and fight effectively against creatures many times its size. In addition to his expertise as a bird trainer, the Falconer excels as a hunter and outdoorsman. †† Requirements: Standard. †† Primary Terrain: Required: The Falconer must choose a primary terrain where falcons are most commonly found: Desert, Forest, Hill, Mountain, or Plains. †† Role: Many Falconers serve as retainers of kings or nobles. Others freelance as guides and mercenaries. Some stage public performances in rented halls or on street corners, demonstrating their birds' remarkable stunts for appreciative crowds. Regardless of how they make a living, Falconers are held in high regard by most people, who never fail to be impressed by the Falconer's amazing rapport with his birds. †† As falcons are extremely sensitive creatures, most Falconers by necessity must be even-tempered, patient, and self-assured. These traits also make the Falconer a valuable asset to an adventuring party. The Falconer's comrades will usually find him dependable and supportive, though perhaps a bit preoccupied with the needs of his bird. Sometimes falconers will have traits much like their birds--fierce, swift, and observant. †† In combat, the Falconer fights aggressively, he and his falcon generally conducting their attacks against the same opponent. If his falcon and a human companion are both threatened, the Falconer will often choose to defend his falcon. To prevent misunderstandings, an honorable Falconer will make it clear where his loyalties lie before he joins an adventuring party. †† Secondary Skills: Bowyer/Fletcher, Forester, Groom, Hunter, Leather worker, Trader. †† Weapon Proficiencies: Required: A Falconer must take two of his initial weapon proficiency slots in any of the following: bow (any), crossbow (light), dagger, knife, sling, spear. The remaining slots, as well as all subsequent slots, can be used for any weapon of the Falconer's choice. †† Nonweapon Proficiencies: Bonus: Falconry*. Recommended: Alertness*, Bowyer/Fletcher, Endurance, Hunting, Leatherworking, Veterinary Medicine*. †† Armor/Equipment: A Falconer has no special armor or equipment requirements. However, each falcon he trains requires a set of falconry training equipment (see Chapter 7). †† Species Enemy: Any. †† Followers: Unlike other rangers, a Falconer receives an allotment of 3d6 followers, determined at 1st level. The falconer immediately receives a falcon follower at this time, which counts against his allotment. This falcon will be exceptionally strong and able. The DM may use the statistics in the Falconry proficiency description (see Chapter 5) for the initial falcon follower, as well as for any subsequent falcon followers. † Until 10th level, a Falconer can only have one follower, and that follower must be a falcon. If the falcon follower dies or is otherwise lost, a new falcon follower will arrive in accordance with the guidelines in Chapter 3. The new falcon counts against the 3d6 allotment. †† A Falconer becomes eligible to receive followers other than falcons when he reaches 10th level. At 10th level and beyond, the Falconer may have more than one falcon among his followers, depending on the circumstances of the campaign and decision of the DM. †† Important Note: Remember that a Falconer's follower will be a bird of rare and remarkable characteristics and loyalty. The Falconer can also train lesser birds for himself or others, using the standard training rules. †† Special Benefits: †† Enhanced Training: If a normal falcon has failed to learn a trick or task and become untrainable, the Falconer can try again after gaining a level. †† Attuned Follower: Under certain conditions, a Falconer is able to establish an exceptionally strong bond with a falcon follower. The bond enables the falcon to learn more efficiently, and enhances communication between the falcon and the Falconer. †† Whenever a Falconer acquires a new falcon follower, including the falcon he receives at 1st level, the falcon may be trained as a normal follower (see Chapter 3). However, once the Falconer begins to train the falcon (using either the Standard or Alternate method), the falcon cannot become attuned. †† Otherwise, the Falconer can forego training until he attempts to become attuned to the new falcon. The attuning attempt takes six weeks. For at least an hour each day, the Falconer talks to the bird, strokes its feathers, and engages in other nurturing behavior. The bird learns to respond to the Falconer's voice, though the Falconer refrains from teaching it any specific tricks or tasks during this time. (In combat encounters which take place in this period, the falcon will fly to safety at the first sign of trouble, then return to the Falconer's shoulder when all's clear). †† At the end of the six-week period, the Falconer makes a Wisdom check. If the check fails, the attuning attempt has likewise failed. The falcon continues its relationship with the Falconer as a normal follower. The Falconer may begin to train the falcon according to either the Standard or Alternate method described in Chapter 3. The Falconer can't make a second attempt to attune the falcon. †† If the check succeeds, the falcon is attuned. Normally, the Falconer can teach the attuned falcon a task or trick each time he gains a level, at the same time he undergoes his own level training. The Falconer may also use the normal training rule, either the Standard or Alternative method. Training time is half that given in the falconry proficiency (see Chapter 5). Regardless how it is trained, an attuned falcon can learn tricks or tasks in any combination, up to one per level of the falconer. An attuned falcon never becomes untrainable. †† Additionally, once a falcon becomes attuned, it receives a one-time hit point bonus equal to twice the Falconer's level. For example, if a falcon becomes attuned to a 3rd level Falconer, the falcon receives a bonus of 6 hit points. This bonus remains the same, even if the Falconer later advances in level. †† The following benefits apply only to a Falconer and an attuned falcon. †† Fearless Falcon: When fighting on behalf of a Falconer or under a Falconer's direction, an attuned falcon never needs to make a morale check. †† Falcon Species Enemy: An attuned falcon has its own species enemy. When a falcon follower becomes attuned, determine its species enemy, either by rolling on the appropriate table in Chapter 2 (Tables 20-27), or by the DM choosing a particular enemy. The falcon and ranger may share the same species enemy. The falcon has all of the species enemy bonuses and penalties described in Chapter 2. †† Attack Bonus: An attuned falcon receives a +2 bonus to all attack rolls, except when fighting its species enemy (when it receives a +4 bonus). †† Speak With Falcon: A Falconer who reaches 10th level acquires the ability to speak with an attuned falcon follower. The ability is similar to the 2nd level priest spell speak with animals, except it requires no components or casting time, and the Falconer can do so at will. †† Mental Communication: At 15th level, the Falconer can communicate mentally with an attuned falcon follower. Both the Falconer and attuned falcon can send and receive thoughts at will, up to a distance of 100 yards per level of the Falconer. Walls or other physical boundaries have no effect on this ability. †† Special Hindrances: If an attuned falcon dies, or is lost for any other reason, the Falconer succumbs to grief and despair for 1-4 weeks. During this period of mourning, the Falconer makes all attack rolls and ability checks at a -2 penalty. Additionally, during this period, no new followers can be acquired, nor can the Falconer use the animal empathy ability. Falconry †† This is most properly the Animal Training (Falcon) proficiency. A character with this proficiency is an expert in training and handling falcons, enabling him to teach them tricks and tasks (This proficiency also allows the training of hawks at a -1 penalty. Owls are a separate proficiency and can be trained at -2). †† A character can teach a falcon 2d4 (2-8) tricks or tasks in any combination. It takes 2d6 weeks to teach the falcon a trick, three months for a task. At the end of a training period, the character makes a proficiency check. If the check succeeds, the falcon has learned the trick or task. If the check fails, the falcon is incapable of learning more.. ADDED: Abilities, Favored Enemy: Goblins Ambidexterity and Two Weapon Fighting when in light armor Befriend Animals - save v. rods Tracking. Personal Information - ADDED: Tari Amwanae. ADDED: mikE. ADDED: Ranger. ADDED: Elf. ADDED: M. ADDED: CG. ADDED: 120/Female. ADDED: ADDED: Blonde/Blue. ADDED: 17. ADDED: 1. ADDED: 0. ADDED: ADDED: ADDED: ADDED: 2250. ADDED: ADDED: ADDED: Non-Weapon Proficiencies - Add'l Slots/Level:: CHANGED: 3 (null). Combat - ADDED: 13. ADDED: 13. ADDED: 20. ADDED: 20. ADDED: 1. ADDED: -$RA+10. Misc. Attributes - Skills/Detections (d100/% based) - ADDED: Hide in Shadows, 30, null, null. ADDED: Move Silently, 30, null, null. Class Levels - ADDED: 1. ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: 1. ADDED: ADDED: Equipment - ADDED: Leather Armor, null.

x[mikE (to GM only)] Character sheet for No Name modified: Weapon Proficiencies - ADDED: Long Bow. ADDED: Long Sword (Specialized). ADDED: Two Weapon Fighting. ADDED: Ambidexterity **. Weapons - ADDED: Long Sword, null, null, --, null, null, null, null, null, null, null, null, null, null, null. ADDED: Long Bow, null, null, --, null, null, null, null, null, null, null, null, null, null, null. ADDED: Long Spear, null, null, --, null, null, null, null, null, null, null, null, null, null, null. Ability Scores - STR: (S) : CHANGED: 14 (null). STAM: (ST) : CHANGED: 12 (null). Weight Allowance:: CHANGED: 45 (null). MUSC: (MU) : CHANGED: 16 (null). Attack Adjust: (ATK) : CHANGED: +0 (null). Damage Adjust: (DMG) : CHANGED: +1 (null). Max Press:: CHANGED: 195 (null). Open Doors:: CHANGED: 9 (null). Bend Bars/Lift Gate:: CHANGED: 10 (null). DEX: (D) : CHANGED: 17 (null). AIM: (AI) : CHANGED: 15 (null). Missile Attack Adjust: (MATK) : CHANGED: +0 (null). Balance: (BA) : CHANGED: 19 (null). Reaction Adjust: (RA) : CHANGED: +3 (null). Defensive Adjust: (DEF) : CHANGED: -4 (null). CON: (C) : CHANGED: 14 (null). Health: (HE) : CHANGED: 12 (null). System Shock:: CHANGED: 80 (null). Poison Save: (PS) : CHANGED: 0 (null). Fitness: (FI) : CHANGED: 16 (null). Hit Point Adjust: (HPADJ) : CHANGED: +2 (null). Resurrection Survival:: CHANGED: 95 (null). INT: (I) : CHANGED: 11 (null). Reason: (RE) : CHANGED: 10 (null). Knowledge: (KN) : CHANGED: 12 (null). Add'l Languages:: CHANGED: 3 (null). WIS: (W) : CHANGED: 14 (null). Intuition: (IU) : CHANGED: 12 (null). Bonus Spells:: CHANGED: 0 (null). Chance of Spell Failure:: CHANGED: 5 (null). Willpower: (WI) : CHANGED: 16 (null). Magical Defense Adjust: (MDADJ) : CHANGED: +2 (null). Spell Immunity:: CHANGED: 0 (null). CHR: (CH) : CHANGED: 7 (null). Leadership: (LD) : CHANGED: 7 (null). Appearance: (AP) : CHANGED: 7 (null). Weapon Proficiencies - Initial Slots:: CHANGED: 4 (null). Add'l Slots/Level:: CHANGED: 3 (null). Non-proficient Penalty:: CHANGED: -2 (null). Non-Weapon Proficiencies - ADDED: Ambidexterity, null, null, null. ADDED: Fire Use, null, null, null. ADDED: Swimming, null, null, null. ADDED: Land Based Riding - Horses, null, null, null. ADDED: Survival - Forest, null, null, null. ADDED: Survival - Plains, null, null, null. Armor - ADDED: 10. ADDED: -2. ADDED: ADDED: -4. ADDED: 0. ADDED: 4. ADDED: 0. Notes - ADDED: Kit, Justifier †† Description: Some expeditions are so demanding and some foes so dangerous that they require the attention of a highly trained specialist whose combat skills far exceed those of the typical ranger. Enter the Justifier, a master tactician whose military instincts, fighting versatility, and steely nerves places him in the first rank of elite warriors. †† Though the Justifier specializes in neutralizing monsters, his skills qualify him for a wide range of adventures. He may organize guerilla forces and lead them into hostile territories. He may stage reconnaissance operations to gather information concerning enemy strength and logistics. He may execute strikes against monster lairs, rescue hostages, or eliminate tribal leaders or spell casters. For a determined Justifier, no job is too difficult, no enemy too formidable. †† Requirements: Justifiers must have minimum scores of 14 in Strength and Dexterity. They must be human and of lawful good alignment. †† Primary Terrain: Any. †† Role: Justifiers boast extensive training in weapon use, scouting, warding, and outdoor survival. Some learn these skills in a regular standing military, others are trained by military orders. A few highly motivated individuals are self-taught. Justifiers are in high demand by rulers as army officers, as well as by private individuals who use them as bodyguards. Many hire themselves out as mercenaries or volunteer for causes that further their own ideals. †† As Justifiers thrive on action, most are eager to join adventuring parties. On occasion, freelance Justifiers may demand a retainer from a party or a guaranteed percentage of any treasure found. But more often than not, a freelance Justifier will join a party without remuneration if their task is just and promises him the chance to exercise his combat skills. †† A Justifier's companions will find him disciplined, focused, and unyielding in his determination to accomplish his objectives. He socializes little, preferring instead to keep his body strong with punishing exercise and his mind sharp with quiet meditation. A natural leader in combat situations, he fights with grim intensity and fearless perseverance. †† Secondary Skills: Armorer, Bowyer/Fletcher, Forester, Hunter, Trapper/Furrier, Weaponsmith. †† Weapon Proficiencies: Recommended: Bow (any), crossbow (any), dagger, sling, spear, sword (any). See Special Bonuses. †† Nonweapon Proficiencies: Bonus: Survival; in addition to having this proficiency in his primary terrain, the Justifier receives the proficiency in an extra terrain of his choice (see also, Special Hindrances). Recommended: Alertness*, Blind-fighting, Bowyer/Fletcher, Camouflage*, Endurance, Falconry*, Hunting, Mountaineering, Navigation, Riding (Land-based), Rope Use, Running, Set Snares, Swimming, Weaponsmithing. †† Armor/Equipment: A Justifier has no special armor or equipment requirements. Though most Justifiers prefer light armor, such as leather, they can wear any type of armor and still hide in shadows and move silently. Refer to Table 13: Optional Armor Adjustments in Chapter 1 for adjustments to success chances. †† Species Enemy: Any. A Justifier is more respected by his enemies than other rangers, and therefore suffers only a -2 penalty on encounter reactions with his species enemy, and no penalty if there is a formal truce. †† Followers: Any. †† Special Benefits: †† Weapon Specialization: Because of his extensive combat training, the Justifier must use some of his initial proficiency slots to take one weapon specialization (see Chapter 5 of the Player's Handbook). The weapon of specialization is taken from the list of recommended weapons. †† Stealth: The Justifier receives a +5% bonus to his chance of hiding in natural surroundings and to his chance of moving silently. †† Tactical Advantage: This ability allows the Justifier and his companions to gain a combat advantage by studying the enemy and exploiting their weaknesses. The Justifier must spend at least a full, uninterrupted turn secretly observing an enemy or group of enemies prior to making an attack. At the end of this period, the Justifier makes a Wisdom check. If successful, the Justifier has correctly assessed the enemy's weaknesses and is able to maximize the timing of an attack. The Justifier and his party automatically surprise the enemy and gain the initiative for the first round. A Justifier can attempt to gain a tactical advantage only once in a particular encounter. †† Unarmed Combat Expertise: When fighting with his bare hands, the Justifier inflicts 1-4 points of damage on a successful attack roll. If the Justifier throws an unmodified 20 on his attack roll, the victim suffers 1-4 points of damage and must also make a saving throw vs. paralyzation. If the throw fails, the victim is stunned for 1-6 rounds. †† Coordinated Attack: The Justifier can use this ability, in conjunction with a trained animal follower, to inflict maximum damage on an opponent. The animal follower must have been trained to attack on command (see the Training Followers rules in Chapter 3). †† To attempt a coordinated attack, the Justifier and the animal both make a single attack on the same enemy in the same round (even if one or both are normally allowed multiple attacks; the animal will use its most damaging attack). If either roll misses, then that attacker automatically loses initiative in the next round. If both rolls hit, each attack causes twice the normal amount of damage. A coordinated attack involves only one follower. A coordinated attack may be attempted at any time during a combat, but only once against any particular opponent during an encounter. †† Special Hindrances: †† Limited Proficiencies: The Justifier's mastery of weapons and combat comes at the expense of learning other skills. For this reason, he receives only one nonweapon proficiency slot at 1st level (in addition to his Survival bonus). He acquires additional proficiency slots at the normal rate. †† Limited Spell Use: Because the Justifier devotes less time to the study of magic than to the military arts, he has less access to spells than other rangers. The Justifier doesn't acquire spells until he reaches 10th level. Table 46 shows the Justifier's spell progression. Table 46: Justifier Spell Progression Justifier Casting Priest Spell Level Level Level 1 2 3 1-9 - - - - 10 1 1 - - 11 2 2 - - 12 3 2 1 - 13 4 2 2 - 14 5 2 2 1 15 6 2 2 2 16+ 7 3 2 2. ADDED: Abilities, Favored Enemy: Orcs Ambidexterity and Two Weapon Fighting when in light armor Befriend Animals - save v. rods Tracking. Personal Information - ADDED: Laura Glithanal. ADDED: mikE. ADDED: Ranger. ADDED: Elf. ADDED: M. ADDED: LG. ADDED: 120/Female. ADDED: ADDED: White/Pink. ADDED: 14. ADDED: 1. ADDED: 0. ADDED: ADDED: ADDED: ADDED: 2250. ADDED: ADDED: ADDED: Non-Weapon Proficiencies - Add'l Slots/Level:: CHANGED: 3 (null). Combat - ADDED: 12. ADDED: 12. ADDED: 20. ADDED: 20. ADDED: 1. ADDED: -$RA+10. Misc. Attributes - Skills/Detections (d100/% based) - ADDED: Hide in Shadows, 30, null, null. ADDED: Move Silently, 30, null, null. Class Levels - ADDED: 1. ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: 1. ADDED: ADDED: Equipment - ADDED: Leather Armor, null.

[mikE] sd;klsdakljsdag;kljfsda

Lorie has joined the game on Fri Nov 11 19:10:22 EST 2005

Sean has joined the game on Fri Nov 11 19:10:35 EST 2005

[Lorie] BRB ... need to do a room inspection for KID

[DM] smiles

[DM] sure after all that

[DM] she leaves

[Sean] Greetings and Salutations

[DM] waves to Kid

[mikE] and before we can even say hello...

[Lorie] Alright I'm back and armed with DSL

Lorie is receiving the map Base...

Lorie has received the map Base.

[DM] how was that lor?

[mikE] shweet

x[mikE] Mike's new moved 1'00".

x[mikE] Mike's new moved 2'03".

[Lorie] I already have the map :D

[Lorie] Huge difference

[BiBo!!!] I know I'd rather go without food than broadband

[Lorie] Umm... yeah I'm turning into one of those cheesy commercial people "Now that I have DSL ... I'll never have Dial-up again" :: giggles ::

[DM] smiels

[DM] we will see what happens

[mikE] okay, first thing first, bob

[mikE] i want to go back and search around the basilisk area

[mikE] and find their treasure.

[mikE] we know they have some.

[DM] ok

[BiBo!!!] so, our treasure is 14000 Platinum Pieces. 16 pieces of onyx, 180000 Gold Pieces, 211000 Silver Pieces, 24000 Copper Pieces, 35 pieces of turquoise, 47 pieces of garnet, 49 pieces of ruby, 49 pieces of topaz, 72 pieces of opal, 80000 Electrum Pieces, Armband ( 7500gp) Belt ( 7500gp) Bracelet ( 100gp) Brooch ( 100gp) Buckle ( 1500gp) Buckle ( 2000gp) Cameo ( 2000gp) Collar ( 7500gp) Leaf ( 5000gp) Pendant ( 4000gp) Pin ( 100gp) Scepter ( 20000gp)

[mikE] (2d12) [(11+6)] 17

[BiBo!!!] total value being 715990 gp

[mikE] So if we ever get 17 days to search around, that's what we'll eventually get.

[Lorie] Wow... what was that!

[DM] so that is 17 dyas of searrching, and find all that stuff from over the years,

[mikE] basilisk treasure

[DM] no containers or anything, just misc things from years of victums

[mikE] i personally think that's a worthwile 17 days

[mikE] so, lorie, here's what you paid out for my castle...

[mikE] and some interest...

[mikE] i'm not going to play like fritz, i will put it all in the party pool

[mikE] though, the leaf would be nice to keep.

[BiBo!!!] course if we split it up, we get xp for it :)

[BiBo!!!] 1xp for 1 gp

[Lorie] Wait... Mike ... how much are you putting back in the PP?

[mikE] we do?

[BiBo!!!] all of that at the moment

[mikE] so, i can get all that xp, then donate it to the PP?

[mikE] hrm...

[Lorie] 770950?

[BiBo!!!] nice try

[mikE] =P

[BiBo!!!] total value being 715990 gp

[mikE] i suppose i can be nice. we can put it all in the PP.

[mikE] Kylia and Fin can talk later about what exactly to do with it later.

[mikE] i wonder how much it would cost to get a dimensional pool...

[DM] no

[mikE] awww... c'mon, bob

[mikE] how about magic portal to roadhaven?

[DM] standing stones out of legends and lore

[DM] go for it

Ed has joined the game on Fri Nov 11 19:28:18 EST 2005

[DM] Hey Ed

[BiBo!!!] ::waves:: heyo ed

[Lorie] Good evening Ed

[DM] Lorie I will let Ed fill you in on who he is, he is goign to watch tonight, he knows Marco

[DM] back when he was a kid

[DM] or at least younger

[DM] or at least younger than he is now

[Lorie] uh huh

[Ed] Hi there

[Ed] Sorry, so many files just got loded ;)

[Ed] *loaded

[mikE] okay, so if we can find a 10 level cleric of some god guy, i can get standing stones of teleportation.

[mikE] belenus

[Lorie] which deity

[mikE] belenus

[Lorie] hmmm

[mikE] everything else, roadhaven can put in

[Lorie] let me look at that

[mikE] p. 60 in legends and lore

Ed is receiving the map Base...

Ed has received the map Base.

[Lorie] Yup... just one 10th level cleric... I can come up with enough Celtic clerics for the rest I thinkk... what's the cost :: ponders ::

[Lorie] :: ponders how to get that Torc ::

[DM] cuckles

[DM] so

[DM] there is the possiblity of doing that

[DM] later on

[DM] right now

[DM] anyone have any questions for Ed? Ed any questions?

[Lorie] Umm... I'll go first

[mikE] are you a talking horse?

[Ed] Sometimes

[Lorie] hi Ed, don't know you... tell us a bit about yourself... and since I'm not in Florida, try not to remind me of the fact that it's 50 degrees warmer there

[Lorie] :D

[Ed] I'm actually in Los Angeles, and its so much colder then florida ;)

[Lorie] <-- Had frost on her car this morning and 29 degrees

[DM] brb

[DM] I am away from the keyboard.

[Lorie] How long have you been playing D&D?

[BiBo!!!] ::snickers at lorie for living where snow happens::

[Ed] I've played for about 2 years, though I had a 3 year break from then to now

[Lorie] gotcha...

[Ed] I've played 2 2nd edition campaigns, 1 3rd edition, and a couple of other gaming systems that were a bit wonky but quite enjoyable

[Lorie] :: bobs head :: Gotcha... I think we've all played some "wonky systems" ... Champions anyone?

[BiBo!!!] oh you can't beat paranoia for wonkiness

[Lorie] :: looks at Sean ::

[Lorie] well yes there is that too... What is your clearance level ? :: MEEP :: You're dead

[Ed] Mine was Tales from the floating vagabond, nothing has been quite fun as "An adorably cute furry rabit that is very very lucky with a skill "Hurt things really badly and Run Really Fast"

[DM] I am back at the keyboard.

[DM] cool.

[DM] vagabond was fun

[Lorie] Fuzzy Heroes rocks :)

[Ed] ya, though... my guy was a bit too lucky and got turned into rabits feet for everyone else ;)

[BiBo!!!] kobolds ate my baby was a fun one too. balling up a bit of paper and throwing it at the gm to see if you hit an enemy with a spell was fun

[Ed] I play a good bit on onling rpgs as well.

[Ed] I'm currently playing a rather funny (to me at least) gnome in one of Bibo's other games

[Lorie] Gnome? :: sighs :: well that does it for me

[Ed] Other then that, really, I just work a lot ;)

[BiBo!!!] he is the master of the cantrip

[Ed] Don't like gnomes? they are short and squishy

[Sean] He can be stuffed in the box.

[mikE] better be master of getting out of a box

[Lorie] ROFL Sean... my thoughts exactly

[Ed] I cantriped myself out of a giant sand worm thing after it ate me? that work :D

[Lorie] Ed, I'm Lorie... I live in a suburb of Pittsburgh, PA with my hubby and 2 kids. I use to live in FL until about 10 years ago.

[BiBo!!!] it was a giant sand crocodile thingy

[DM] it has not been ten

[DM] it only feels like that

[mikE] ten years, ten months, what's the difference

[Lorie] I have played most of the gaming gamut... you know Paranoia, Shadowrun, D&D, Star Wars, White Wolf

[Ed] Pittsburgh, so its going to get colder for you :D

[DM] have you been to the website ed?

[Ed] uh no

[DM] www.dragsonslayers-society.org

[mikE] our site is up again/

[BiBo!!!] yeah, and we're gonna tease for for every degree she loses

[mikE] can we post to it?

[Lorie] I currently play in a star wars sim online and used to play in several 2nd ed D&D games in addition to bob's online

[BiBo!!!] at least I am gonna anyway

[Ed] the internet tells me the link is bad.

[Lorie] :P Okay "Mr. I wanted to go live in Seattle "

[DM] in the history section you can see how long we have been playing

x[mikE (to GM only)] Character sheet for Mike's new modified: Notes - ADDED: backstory, Erilith heard the door open and looked up. Seeing who entered the room, she smiled, put down the embroidery she had been working on and walked to the man and embraced him. Her husband was soon to go on a long trip. He would be away for several years in another elven city, visiting with a temple there. This was not the first time he had gone on such trips, nor would it be the last. As an elf, the time wasnít such a bother to her, but she did worry about her son. He had just been dealt a terrible disappointment, and needed his father there to help him get over it. Thinking about her son made her smile. His enthusiasm for the new pastime his father had introduced him to was incredible. The boy would stand outside for hours on end, shooting arrow after arrow into the targets set up in the woods behind the house. Almost, as if sensing her thoughts, the man looked past her through a window at the back of the house. ìHow is he doing?î Arrendennal asked. ìHe is improving. Reminds me of a certain young elf I once knewÖî Erilith smiles coyly at her husband. ìA certain handsome young elf who is about to go away for a long time, leaving his half of the bed coldÖî Arrendennal grinned down at his wife. ìWell, if Finnie is occupied, I suggest we go upstairs and see how warm we can make the bed now before I leave.î * * * * * Several hours later, Erilith lay on her now empty bed. The sheets were strewn about the room in disregard, and the lights had not yet been turned on, though the sun sat low in the sky. Erilith thought back, relishing the last few hours she had with her husband. Perhaps he would come home a few seasons early. Then they could play the encore to this afternoon. She smiled sweetly to herself at the thought and got out of bed. She had better dress and see to her son. If left to himself, he might burn down the house on another of his cooking attempts. * * * * * Meanwhile, in the depths of the Abyss, a great evil smiled. It was not a kind smile. His plans had crystallized in his mind, and the time was right. A piece of his revenge would come to pass soon. * * * * * The seasons passed. Erilith watched her son grow in his skills with the bow. She brought to him texts from the temple. Texts that would prepare him for his new goal in life, to follow in his fatherís footsteps in the temple of Solonor. Young Finglass was growing up. He was almost seventy years old now, it was almost time for him to begin his apprenticeship to the temple. Erilith hoped Arrendennel would be home for that day. Her son would like it if his father was there to welcome him to the order. As Erilith began to turn down the lamps and prepare for bed, the door opened quietly behind her. When she turned to see who had come into her bedroom she smiled, and embraced the man warmly. * * * * * The next morning, Erilith woke up slowly, without opening her eyes she stretched languidly and rolled over to hug her husband, but her arms encountered only an empty bed. She sat up quickly and looked around, frowning. It wasnít like her husband to be up so soon after his first night home. Where could he be? Did he have something to do at the temple? She shrugged and got up. She might as well start unpacking for him. He could tell her of the trip when he was done with his business. Erilith frowned again. Where were his clothes? He always left them at the foot of the bed in their bags for her to take care of. ìFinnie, have you seen you father this morning?î Erilith asked as she came down the delicate wooden stairs of their home. ìMo-om! I told you to stop calling me that. Iím almost seventy now. Itís time to stop calling me my childhood name. And what are you talking about? Father is not supposed to come home for some time now.î Erilith put her hand on the banister to steady herself. Her head swam. But he had been home last night. They shared the night together. He had been there, hadnít he? Was it all a dream? But it was too real. She could feel in herself that he had been. ìMother? Are you alright?î Finglass jumped up at his motherís first sign of wilting and supported her. He walked her to the table and poured for her a cup of sweet tea. ìIím fine, Finnie. Just still tired, I supposeÖî Something was not right. She could feel it in her heart. * * * * * The seasons continued to pass, and something was not right. Erilith was pregnant. She would soon give birth. She talked to the acting head of the temple, and he did not know what could have happened. Arrendennel had not been to the village and was not due back for some days still. There was something not normal about her child. The priests could not divine what it was, but all knew something was badly amiss. Perhaps her husband would have some idea when he came homeÖ Three days later he did come home. He came home and found his wife on the verge of labor with a child that he had no knowledge about. He quickly set about the preparations and called for the village midwife. He would find out what happened after the child was born. After many hours of hard labor, the child came forth. The head emerged, to be followed by a small body wrapped in dark, leathery wings. * * * * * Erilith was sick with worry and confusion. The shock of the birth sent her into a near comma like state. For several days her mind wrestled with the fact that she gave birth to a demon spawn. When she emerged from her state of stupor, she was greeted with the sight of her husband smiling down at her with a cloth wrapped bundle in his arms. Erilith then sat silently as her husband told her what must have happened. The demon he had banished several decades before must have been able to send a servant to this plane. It had cloaked itself in a spell to look like him and laid with her to impregnate her. The demon was unable to yet come to this plane himself, but he thought this would be an attack on Arrendennal. Erilith listened in shock, then realized what he was holding. Her child, the demon spawn. Why was it still there? Why was it alive? He quietly held the baby out to her. She hesitated, then reached out with trembling hands and took it from him. The child in her arms looked just like herself as a child. It was a girl. The baby looked up at her with deep purple eyes and smiled, then reached out a tiny hand to her motherís nose. Arrendennal smiled tenderly at the sight. ìI thought we might call her Valedianna.î Erilith looked up at his quickly, surprised. Realizing what he was saying, her heart grew with even more love for this man she chose as her husband. ìYou will love her just as you love Finglass.î There was no question in her voice. * * * * * The years passed, and Valendianna grew. Finglass knew what she was and where she came from. He was never kind to her, and often ignored her, never able to reconcile that she was the spawn of some filth that crawled out of the Abyss. Val didnít understand why her older brother was so mean to her until much later, instead she turned to bask in the love her parents showed her. She didnít play with the other few children in the village. They gave her a wide berth most of the time. Always slightly uneasy around her. Her sanctuary came from the other odd child her mother and father welcomed into their home. Anterias, the half dwarf, half dragon grew up with her. He was even more different than she was, and she welcomed that with a glad heart. He was an outcast like she was and quickly became her best friend. She was only sad that her brother didnít treat him the same. Finglass would take Anterias with him to train, and talk with and go for walks in the woods. She would have to quietly sneak from tree to tree behind them and listen in on their conversations with a jealous heart. Why did her brother not love her? What was wrong with her? Anterias wasnít even half his blood. * * * * * As the years passed, Val grew to accept her place in the village. She knew she was different and learned to accept the distance her brethren gave her. What she could never learn to accept was the cold way her brother treated her. She grew to hate him as much as he did her. There were often fights at the house until Finglass moved into the temple. In the end, she was glad to be rid of him and have her parents more to herself. They and Anterias were still the only ones who would truly enjoy her for herself. To spite the cruel elves around her, Val began to learn tricks. She taught herself how to blend in with her surroundings, passing unnoticed by the others in the village. She learned how to listen to others, finding out their secrets and embarrassments. She then taught herself how to let herself into their rooms. She felt like a wraith those nights, gliding silently from one house to another, learning of this secret, quietly taking something to reveal that secret, then waited for the morning when the realizations would come. Oh how she delighted in tricking and teasing the cold people about her. But they did deserve it all, didnít they? * * * * * Eventually, Val grew bored of her life in the village. Her brothers were both out adventuring in the human lands. Finglass, curse his soul, had even begun the work of setting up his own church. Who did he think he was? Did he think he could ever be as good as his father? She wanted to leave the village behind as well. She did not like the thought of leaving her mother and father, but how could she live here? She could constantly feel the stares about her. She was never accepted or allowed to pass without those stares following her. One day her father came to her. ìVal, dearest child, your mother and I have come to a decisionÖî * * * * * That morning, Val set out. She was excited. Soon she would see her brother Anterias again. She couldnít wait to hear the tales he would have for her when she arrived at her brotherís church. And oh, she couldnít wait to see the look on that pompus foolís face when he saw who father had sent to help him out. She was going to enjoy tormenting him in any way she could. Oh yes, life had definitely taken a turn for the better. Now she was going to finally get something good out of the world, even if she had to sneak in and take it for herself..

[DM] and the amount of games each person has attended over the years

[Ed] www.dragsonslayers-society.org gives pages not found

[BiBo!!!] well, at least seattle has rain all the time :)

[Sean] www.dragonslayers-society.org

[Ed] got it now

[Lorie] Too close to Alaska for my taste ;)

[Ed] I just noticed the misspelling :(

[mikE] bob can't type

[BiBo!!!] don't trust anything bob types

[BiBo!!!] he misspells a

[Ed] too close to canada for my taste ;)

[DM] alaska is very pretty

[Lorie] teh Anstett brothers can't get thier spelling right

[Lorie] :: giggles ::

[DM] that was cute lor

[Lorie] Canada isn't the problem

[BiBo!!!] I got lost and ended up getting instructions from a mountie

[BiBo!!!] then a church of scientology

[Lorie] :: blinks :: you went to a church of scientology and lived to tell about it... wow

[Ed] is he really alive?

[Lorie] maybe he took THEIR deal ? :: winks ::

[Ed] *gasp*

[Lorie] he could be the Marco doppleganger for all we know

[BiBo!!!] wouldn't be the first time

[Lorie] :: shakes head :: very true

[Lorie] Here get in this pot! :: smooshes the lid down ::

[BiBo!!!] no one's getting my ear this time

x[DM] Squirrels moved 34'02".

[Ed] ah squirrels and the annoying move message!

[Choinoff] I am back at the keyboard.

[mikE] damn squirrels.

[Choinoff] so as you are walking through an area

[mikE] blight on our society

[Ed] So really not much going on with me now with life and such, I'm just working to pay off my student loans and enjoying some games on the side

[Choinoff] one of the pixies

[mikE] apparently russian

[Choinoff] flys up

x[Finglass (mikE)] Yes?

[Choinoff] head elf person sir?

[Choinoff] viloet sent me

x[Finglass (mikE)] Yes, little pixie person?

[Choinoff] violence

[Choinoff] viollette?

x[Finglass (mikE)] Where?

[Choinoff] what was her name?

[Choinoff] hmmm

x[Finglass (mikE)] Violet?

[Choinoff] sits down adn starts to thnk

[Choinoff] v

[Choinoff] i

[Choinoff] hmm

[Choinoff] I think it was an L somewhere

[Choinoff] maybe,

[Choinoff] v i oo

[Choinoff] hmm

[Choinoff] well I will go find otu what her name is and come back later on

x[Finglass (mikE)] ::looks back at the party:: Give her a minute.

x[Finglass (mikE)] No no!

x[Finglass (mikE)] Just give me the message.

x[Finglass (mikE)] And THEN find out her name

[Choinoff] oh, the forest is fired

x[Finglass (mikE)] On fire??

[Lorie] :: raises her hands :: wasn't me

[Choinoff] oh, yeah, that makes a lot more sense done't it

x[Finglass (mikE)] Where?

[Choinoff] maybe I should ask her again?

[Choinoff] points towards the mountains

[Choinoff] out that away

x[Finglass (mikE)] Yes, you go find her now. We're going to go there.

[Choinoff] but just let me chekc on that

[Choinoff] wait

x[BiBo!!! (to GM only)] Character sheet for Alastair modified: Magical Abilities - CHANGED: 3 -- Maximum: 7 (6), CHANGED: 3 -- Current: 7 (6). CHANGED: 4 -- Maximum: 6 (5), CHANGED: 4 -- Current: 6 (5). CHANGED: 5 -- Maximum: 5 (4), CHANGED: 5 -- Current: 5 (4). Spells - DELETED: null, null, null, null, null, null, null, null. CHANGED: Feather Fall -- # Memorized: 1 (0), CHANGED: Continual Light -- # Memorized: 1 (0), CHANGED: Detect Magic -- Level: 1 (22), CHANGED: Detect Magic -- Cast Level: 1 (22), CHANGED: Detect Magic -- # Memorized: 0 (5), CHANGED: Clairvoyance -- # Memorized: 1 (0), CHANGED: Fly -- # Memorized: 1 (0), CHANGED: Lance of disruption -- # Memorized: 1 (0), CHANGED: Lightning Bolt -- # Memorized: 3 (4), CHANGED: Cure disease -- Level: 3 (33), CHANGED: Cure disease -- Cast Level: 3 (33), CHANGED: Cure disease -- # Memorized: 0 (1), CHANGED: Rary's mind scan -- # Memorized: 2 (0), CHANGED: Cone of Cold -- # Memorized: 2 (1), ADDED: null, null, null, null, null, null, null, null. ADDED: Detect Magic, 22, 22, Sniff Sniff. I smell magic! Where's the magic?, 5, 1, null, null. ADDED: Cure disease, 33, 33, Let that icky nasty disease leave your body!, 1, 1, null, null.

[Choinoff] where do you want me to go?

x[Finglass (mikE)] To the head pixie person.

[Choinoff] violen?

[Choinoff] violin?

x[Finglass (mikE)] Whatever her name is, yes.

[Choinoff] viola?

x[Finglass (mikE)] We're going to go that way.

[Choinoff] ok

[Choinoff] sure thing elf dude

x[Choinoff (to GM only)] New Encounter moved 1 mi., 1200'.

[Choinoff] feel free to ask questions Ed, but no hints or help please, but ask about game mechanics or what is happening or who people are etc.

x[Choinoff (to GM only)] New Encounter moved 3185'02".

[DM] so what are you going to do?

[DM] there is nothing you can see in teh trees aroudn you right now

x[Finglass (mikE)] go to the fire. like i said

[Ed] I'll 'listen' for a while first and see if I can figure things out, though I'm probably looking at the wrong map.

[BiBo!!!] ::flies up on claw to see for smoke::

[DM] you should be looking at the base map right now

[DM] that is where we leave people till we have an encounter, etc

[Ed] okay, then Im good

[DM] and as claw accends you see over to the NE there is a large plume of smoke, about 5-6 miles away you would guess

[BiBo!!!] ::points:: fire.

x[Finglass (mikE)] so we go

[DM] how?

[DM] will take you about a days travel through the woods

[DM] over hills, etc

x[Finglass (mikE)] we close our eyes, click our heels together and chant

[Ed] via squirrel! they go through the trees

x[Finglass (mikE)] "there's no place like fire"

x[Finglass (mikE)] well, we have no way of going but to walk

x[Finglass (mikE)] so let's go

[BiBo!!!] I can teleport one person there

x[Finglass (mikE)] take me there, then.

x[Finglass (mikE)] They are my woods, afterall.

x[Alastair (BiBo!!!)] Alastair: Teleport: Bampf!

BiBo!!! is receiving the map Wemic2...

BiBo!!! has received the map Wemic2.

[DM] ok, Al and Fin can click

mikE is receiving the map Wemic2...

mikE has received the map Wemic2.

Ed is receiving the map Wemic2...

Ed has received the map Wemic2.

[DM] and make a wisdom check Finglass

[Lorie] :: looks around :: Hmm... well, this is interesting. Three is a fire somewhere out there...

x[Finglass (mikE)] Finglass: WIS check: (d20) [7] 7. PROBABLY SUCCEEDS against (16) [16] 16!!!

[Lorie] Three = There

x[Finglass (mikE)] you DID type there.

x[DM] fire #5 moved 470'07".

x[DM] fire #13 moved 789'02".

x[DM] fire #13 moved 415'11".

x[DM] fire #4 moved 836'00".

x[DM] fire #12 moved 657'08".

x[DM] fire #10 moved 1042'04".

x[DM] fire #8 moved 856'05".

[DM] so

x[Finglass (mikE)] the fire is MOVING!!!!!

Ed has left the game on Fri Nov 11 20:08:20 EST 2005

[DM] ok, so they have no way of communicating back to the group except Smoke Signals

[DM] sorry Fudge and Kylia

[DM] you can both load the map if you wish

Ed has joined the game on Fri Nov 11 20:09:38 EST 2005

x[Alastair (BiBo!!!)] Alastair: Fly: Fly like an eagle!

[Ed] hi again, klooge decided to be like KLoOge

x[Alastair (BiBo!!!)] Alastair: Haste: Lets move all fast and stuff.

x[Finglass (mikE)] Finglass: Pass Plant: And you thought passing stones was bad. By using this spell, the caster is able to enter a tree and move from inside it to inside another tree. The second tree must lie in approximately the direction desired by the spell user and must be within the range shown in the following table. Oak - 600 yards; Ash - 540 yards; Yew - 480 yards; Elm - 420 yards; Linden - 360 yards; deciduous - 300 yards; coniferous - 240 yards; other - 180 yards The tree entered and that receiving the caster must be of the same type, must both be living, and of girth at least equal to that of the caster. Note that if the caster enters a tree, an ash, for example, and wishes to pass north as far as possible (540 yards), but the only appropriate ash in range is to the south, the caster will pass to the ash in the south. The pass plant spell functions so that the movement takes only one round. The caster can, at his option, remain within the receiving tree for a maximum of one round per level of experience. Otherwise, he can step forth immediately. Should no like tree be in range, the caster simply remains within the first tree, does not pass elsewhere, and must step forth in the appropriate number of rounds. If the occupied tree is chopped down or burned, the caster is slain if he does not exit before the process is complete.

Lorie is receiving the map Wemic2...

Lorie has received the map Wemic2.

x[Finglass (mikE)] Finglass moved 1811'04".

x[Alastair (BiBo!!!)] Alastair moved 1845'00".

Ed is receiving the map Wemic2...

Ed has received the map Wemic2.

x[Finglass (mikE)] Finglass: Pass Plant: And you thought passing stones was bad. By using this spell, the caster is able to enter a tree and move from inside it to inside another tree. The second tree must lie in approximately the direction desired by the spell user and must be within the range shown in the following table. Oak - 600 yards; Ash - 540 yards; Yew - 480 yards; Elm - 420 yards; Linden - 360 yards; deciduous - 300 yards; coniferous - 240 yards; other - 180 yards The tree entered and that receiving the caster must be of the same type, must both be living, and of girth at least equal to that of the caster. Note that if the caster enters a tree, an ash, for example, and wishes to pass north as far as possible (540 yards), but the only appropriate ash in range is to the south, the caster will pass to the ash in the south. The pass plant spell functions so that the movement takes only one round. The caster can, at his option, remain within the receiving tree for a maximum of one round per level of experience. Otherwise, he can step forth immediately. Should no like tree be in range, the caster simply remains within the first tree, does not pass elsewhere, and must step forth in the appropriate number of rounds. If the occupied tree is chopped down or burned, the caster is slain if he does not exit before the process is complete.

x[Finglass (mikE)] Finglass moved 1820'11".

x[Alastair (BiBo!!!)] Alastair moved 1735'00".

[DM] how is that Lorie?

[DM] wanted to try the animated icons with your new connection

x[Finglass (mikE)] are we there yet?

[Lorie] that took a bit longer

[Lorie] but I'm good

[DM] cool

[DM] just so everyone knows, 12 fire elementals,

[DM] methodically burning everything along

[DM] as they march up from the valley towards the moutains

[DM] the map has East as the botton

[DM] and the two characters are inbetween the line of fire and the mountains

x[Finglass (mikE)] Finglass moved 88'02".

x[DM] fire #9, fire #7, fire #8, fire #13, fire #11, fire #12, fire #2, fire #5, fire #6, fire #3, fire #4 and fire #10 moved 1119'02".

x[Finglass (mikE)] Finglass moved 88'02".

x[Finglass (mikE)] Finglass moved 88'02".

x[Alastair (BiBo!!!)] Alastair moved 290'03".

x[DM] fire #13, fire #7, fire #8, fire #11, fire #12, New Encounter, fire #2, fire #5, fire #6, fire #3, fire #4, fire #9 and fire #10 moved 1530'06".

[DM (to GM only)] New Encounter moved 1 mi., 2245'.

x[Finglass (mikE)] this is so gay

Sean is receiving the map Base...

Sean has received the map Base.

x[Finglass (mikE)] Finglass moved 109'05".

x[Finglass (mikE)] Finglass moved 183'06".

x[Finglass (mikE)] are we there yet?

x[Alastair (BiBo!!!)] Alastair moved 152'11".

x[Finglass (mikE)] Finglass moved 1107'11".

x[Finglass (mikE)] so....

[DM] they slowly move forward

x[Alastair (BiBo!!!)] Alastair moved 1149'07".

x[Finglass (mikE)] wanna play a word game as we go?

[DM] burning everything

x[Finglass (mikE)] i see with my little eye...

x[Alastair (BiBo!!!)] I'm thinking of something that starts with f

x[Finglass (mikE)] Finglass moved 4241'02".

[DM] from the area back behind on up the slope

x[Alastair (BiBo!!!)] Alastair moved 4358'05".

x[Finglass (mikE)] Finglass: Protection from Fire: Here, wear this suit and smear this gel all over yourself.

x[Finglass (mikE)] Finglass: Protection from Fire: Here, wear this suit and smear this gel all over yourself.

x[DM] fire #7 moved 824'04".

x[DM] fire #12 moved 1223'11".

x[mikE] Finglass targets fire #7. Distance: 250'03"

x[BiBo!!!] Alastair targets fire #12. Distance: 146'10"

x[DM] fire #12 targets Alastair. Distance: 146'10"

x[DM] fire #7 moved 295'03".

x[DM] Finglass moved 256'02".

[Lorie] Umm... I guess I'm trudging along... about 41/2 miles behind

x[mikE] Finglass no longer targets fire #7.

x[mikE] Finglass targets fire #12. Distance: 206'09"

[DM] yes Lorie, sorry you and fudge kind of were left behind, Marco could not carry you along sorry

x[Finglass (mikE)] where is the closest water to her?

x[Alastair (BiBo!!!)] Alastair: scrolls of magic missile: Take (5d4+5) [(3+4+3+3+3)+5] 21 points of damage darkness!! added to fire #12

[DM] there are streams and the like aaround

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(17+9)] -15. PROBABLY HITS fire #12 (AC FINAL: 2)!!!

x[DM (to GM only)] fire #12's Current Hit Points: adjusted to 75 (-21) - Lightly Wounded

x[Finglass (mikE)] Finglass: Damage v L: Cleathalas, Composite Long Bow of Heartseeking: (1d6+6) [1+6] 7 [ROLL WAS MODIFIED] added to fire #12

x[DM (to GM only)] fire #12's Current Hit Points: adjusted to 96 (21) - Unharmed

x[DM (to GM only)] fire #12's Current Hit Points: adjusted to 81 (-15) - Lightly Wounded

x[DM (to GM only)] fire #12's Current Hit Points: adjusted to 71 (-10) - Moderately Wounded

[DM] ok, so it ignores you and moves forward

x[DM] fire #12 moved 541'11".

x[DM] fire #7 moved 275'02".

x[DM] fire #8 moved 293'06".

x[DM] fire #5, fire #13, fire #11, fire #2, fire #6, fire #3 and fire #9 moved 1708'02".

x[DM] fire #10, fire #8 and fire #4 moved 531'11".

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(11+9)] -9. PROBABLY HITS fire #12 (AC FINAL: 2)!!!

x[Finglass (mikE)] Finglass: Damage v L: Cleathalas, Composite Long Bow of Heartseeking: (1d6+6) [1+6] 7 [ROLL WAS MODIFIED] added to fire #12

x[DM (to GM only)] fire #12's Current Hit Points: adjusted to 61 (-10) - Moderately Wounded

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0) [9+3+0] 12 [ROLL WAS MODIFIED] added to fire #12

x[DM (to GM only)] fire #12's Current Hit Points: adjusted to 56 (-5) - Moderately Wounded

x[Finglass (mikE)] Finglass moved 374'06".

x[Finglass (mikE)] Finglass moved 103'04".

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(12+9)] -10. PROBABLY HITS fire #12 (AC FINAL: 2)!!!

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0) [3+3+0] 6 [ROLL WAS MODIFIED] added to fire #12

x[Alastair (BiBo!!!)] Alastair: scrolls of magic missile: Take (5d4+5) [(1+2+4+1+1)+5] 14 points of damage darkness!! added to fire #12

x[DM (to GM only)] fire #12's Current Hit Points: adjusted to 36 (-20) - Heavily Wounded

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(13+9)] -11. PROBABLY HITS fire #12 (AC FINAL: 2)!!!

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0) [9+3+0] 12 [ROLL WAS MODIFIED] added to fire #12

x[Finglass (mikE)] any good ideas, lorie?

x[DM (to GM only)] fire #12's Current Hit Points: adjusted to 21 (-15) - Massively Wounded

x[Finglass (mikE)] this will take forever.

x[Finglass (mikE) (to GM only)] Character sheet for Finglass modified: Temporary Modifiers - ADDED: ADDED: ADDED: +3. ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: ADDED: ADDED:

[DM] Is Kylia looking for water to use with the gem?

[Lorie] :: looks around for water :: Hmm... it's awfully arid in this forest I guess :: shrugs and turns back around ::

x[Alastair (BiBo!!!)] there was a swamp back there ::points::

x[Finglass (mikE)] conifferous forests are filled with water.

[DM] you can find some water in a turn or two

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(13+9)] -11. PROBABLY HITS fire #12 (AC FINAL: 2)!!!

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(18+9)] -16. PROBABLY HITS fire #12 (AC FINAL: 2)!!!

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0) [2+3+0] 5 [ROLL WAS MODIFIED] added to fire #12

[Lorie] :: looks at EL Fudge :: Shall we?

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0) [11+3+0] 14 [ROLL WAS MODIFIED] added to fire #12

x[DM (to GM only)] fire #12's Current Hit Points: adjusted to 13 (-8) - Massively Wounded

x[Alastair (BiBo!!!)] Alastair: scrolls of magic missile: Take (5d4+5) [(3+1+2+4+2)+5] 17 points of damage darkness!! added to fire #12

x[DM] fire #13, fire #8, fire #11, fire #2, fire #5, fire #6, fire #3, fire #4, fire #9 and fire #10 moved 895'03".

x[DM] fire #7 moved 473'05".

x[Finglass (mikE)] well, do you have anything besides hack at these forever?

x[Finglass (mikE)] this isn't going to work.

x[DM] Finglass moved 764'04".

x[Finglass (mikE)] but i have no spells that can really help us.

x[DM] fire #12 moved 658'02".

x[Alastair (BiBo!!!)] well. do you have a wish spell?

x[Alastair (BiBo!!!)] no? how about abjure or banishment?

Sean goes with Kylia

x[Finglass (mikE)] no. no. no

x[Finglass (mikE)] i have plant and animal

x[Finglass (mikE)] and fire

x[Finglass (mikE)] whoooooooo....

x[Alastair (BiBo!!!)] so conjure a fire elemental

x[DM] fire #2 moved 58'09".

[DM] ok

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(10+9)] -8. PROBABLY HITS fire #12 (AC FINAL: 2)!!!

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(9+9)] -7. PROBABLY HITS fire #12 (AC FINAL: 2)!!!

[DM] changed them to non-animated figs now

[DM] so stop any lag issues

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0) [8+3+0] 11 [ROLL WAS MODIFIED] added to fire #12

x[DM (to GM only)] fire #12's Current Hit Points: adjusted to -15 (-28) - Dead

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0) [6+3+0] 9 [ROLL WAS MODIFIED]

[Ed] 1 down! go go go

[Lorie] :: jumps through the water ::

x[Finglass (mikE)] Finglass moved 793'00".

x[mikE] Finglass targets fire #7. Distance: 630'05"

x[Alastair (BiBo!!!)] Alastair moved 520'02".

x[BiBo!!!] Alastair targets fire #7. Distance: 166'09"

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(20+9)] -18 [CRITICAL HIT]

x[Alastair (BiBo!!!)] Alastair: Cone of Cold: cone 9x45 ft for (9d4+9) [(2+3+1+4+2+3+4+2+4)+9] 34 points of damage, save for half added to fire #7

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(19+9)] -17

[DM] there you go Klyia

[DM] just behing the others

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(8+9)] -6

[Lorie] :: looks around :: Where is the fire?

x[mikE] Finglass targets fire #7. Distance: 711'04"

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0) [6+3+0] 9 [ROLL WAS MODIFIED] added to fire #7

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0) [2+3+0] 5 [ROLL WAS MODIFIED] added to fire #7

x[Alastair (BiBo!!!) (to GM only)] Character sheet for Alastair modified: Spells - DELETED: null, null, null, null, null, null, null, null. CHANGED: Detect Magic -- Level: 1 (22), CHANGED: Detect Magic -- Cast Level: 1 (22), CHANGED: Detect Magic -- # Memorized: 0 (5), CHANGED: Cure disease -- Level: 3 (33), CHANGED: Cure disease -- Cast Level: 3 (33), CHANGED: Cure disease -- # Memorized: 0 (1), CHANGED: Cone of Cold -- Expression: cone 9x45 ft for {($l)d4+$L} points of damage, save for half (cone 9x45 ft for {9d4+9} points of damage, save for half), CHANGED: Cone of Cold -- # Memorized: 2 (1), ADDED: null, null, null, null, null, null, null, null. ADDED: Detect Magic, 22, 22, Sniff Sniff. I smell magic! Where's the magic?, 5, 1, null, null. ADDED: Cure disease, 33, 33, Let that icky nasty disease leave your body!, 1, 1, null, null.

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0) [5+3+0] 8 [ROLL WAS MODIFIED] added to fire #7

x[Alastair (BiBo!!!)] Alastair: Cone of Cold: cone 9x45 ft for ((11)d4+11) [(11)(4+3+2+4+2+1+2+3+2+2+1)+11] 37 points of damage, save for half added to fire #7

x[Finglass (mikE) (to GM only)] Character sheet for Finglass modified: Weapons - CHANGED: Thillithiln, Frost Brand +3/+6 Fire -- Damage Adj: +3+$DMG+$DTM (+3+$DMG),

[Lorie] :: looks around :: Produce Ice? Wall of Ice?

x[DM (to GM only)] fire #7's Current Hit Points: adjusted to 3 (-93) - Massively Wounded

x[Finglass (mikE)] wall of ice would stop one or two.

x[Finglass (mikE)] since they are covering almost three miles

x[DM] fire #4 moved 14'09".

x[DM] fire #4 moved 533'02".

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(15+9)] -13. PROBABLY HITS fire #7 (AC FINAL: 2)!!!

x[DM] fire #11 moved 28'09".

x[Lorie] E. L. Fudge moved 1200'09".

x[Lorie] E. L. Fudge moved 1425'05".

x[Lorie] Kylia Wolfslayer moved 754'07".

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(4+9)] -2. PROBABLY HITS fire #7 (AC FINAL: 2)!!!

x[DM] fire #11 moved 194'11".

x[Alastair (BiBo!!!)] Alastair: scrolls of magic missile: Take (5d4+5) [(3+3+3+4+3)+5] 21 points of damage darkness!! added to fire #7

Sean is receiving the map Wemic2...

Sean has received the map Wemic2.

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0++3) [10+3+0+3] 16 [ROLL WAS MODIFIED] added to fire #7

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0++3) [11+3+0+3] 17 [ROLL WAS MODIFIED] added to fire #7

x[DM (to GM only)] fire #7's Current Hit Points: adjusted to -51 (-54) - Dead

x[Lorie] Kylia Wolfslayer: Whirlwind: This spell creates a powerful cyclone of raging wind that moves as directed by the priest. The whirlwind can move hy zigzagging along the ground or over water at a movement rate of 6. The whirlwind always moves after all other creatures have moved, and many creatures can avoid it simply by keeping their distance. If the cyclone exceeds the spellís range, it moves in a random, uncontrolled fashion for ld3 rounds- possibly endangering the caster or his allies-and then dissipates. Any creature of size L (large) or smaller that comes in contact with the whirlwind must make a successful saving throw vs. breath weapon or suffer 2d8 points of damage. Size M (man-sized) or smaller creatures that fail their first saving throw must attempt a second one, or be picked np bodily by the whirlwind and held suspended in its powerful winds, suffering Id8 points of damage each round with no save allowed. The caster may direct the cyclone to eject any carried creatures whenever he wishes, depositing the hapless souls wherever the whirlwind happens to he when they are released. Maintaining the whirlwind requires the casterís full attention, and he cannot cast other spells or make any attacks while directing the spellís course. Ifhis concentration fails for some reason, he cannot simply cancel the spell. Instead, the spell becomes uncontrolled as described above and dissipates after Id3 rounds. In truly desperate circumstances, priests of Elemental Air have been known to deliberately o v e m their companions in order to carry them out of the path of some certain doom. Few care to repeat the experience.

x[Finglass (mikE)] Finglass and E. L. Fudge moved 2125'05".

x[Lorie] Kylia Wolfslayer moved 807'07".

x[mikE] Finglass targets fire #8. Distance: 290'07"

x[Alastair (BiBo!!!)] Alastair moved 2479'01".

[Lorie] As I understand that Bob... it should just WHOOSH along and take out all the fire elementals with wind as it goes that direction

x[Finglass (mikE)] at a movement rate of six?

[DM] hmmm, it would grab teh one, zoom is up to

[DM] and then the next one is too far out of range

x[Finglass (mikE)] bob gave us such a huge bloody area to cover, it's retarded

[Lorie] Okay... well 1 is a start

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(3+9)] -1. PROBABLY HITS fire #8 (AC FINAL: 2)!!!

[Lorie] I have more spells

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(3+9)] -1. PROBABLY HITS fire #8 (AC FINAL: 2)!!!

x[Alastair (BiBo!!!)] summon a fire elemental :)

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0++3) [4+3+0+3] 10 [ROLL WAS MODIFIED] added to fire #8

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0++3) [8+3+0+3] 14 [ROLL WAS MODIFIED] added to fire #8

[DM] just be sure to target seperate ones Lorie

x[DM (to GM only)] fire #8's Current Hit Points: adjusted to 72 (-24) - Lightly Wounded

x[DM] fire #8 moved 227'06".

x[Lorie] Kylia Wolfslayer: Conjure Fire Elemental: "By the power of my deity Gobinhinu, I call upon the spirit of fire"Upon casting a conjure fire elemental spell, the caster opens a special gate to the elemental plane of Fire, and a fire elemental is summoned to the vicinity of the spellcaster. It is 65% likely that a 12 Hit Dice elemental appears, 20% likely that a 16 Hit Dice elemental appears, 9% likely that two to four salamanders appear, 4% likely that an efreeti appears, and 2% likely that a huge fire elemental of 21 to 24 Hit Dice appears. The caster need not fear that the elemental force summoned will turn on him, so concentration upon the activities of the fire elemental (or other creatures summoned) or protection from the creature is not necessary. The elemental summoned helps the caster however possible, including attacking the caster's opponents. The fire elemental or other creature summoned remains for a maximum of one turn per level of the caster, or until it is slain, sent back by a dispel magic spell, the reverse of this spell, dismiss fire elemental, or similar magic.

x[Finglass (mikE)] lorie, bob is still waiting for something from you about that whirlwind.

x[Finglass (mikE)] he wants to know which one you're attacking.

[Lorie] the one in front of me... the first one

x[Finglass (mikE)] okay.

x[DM] fire #10 moved 161'11".

x[Finglass (mikE)] and roll up a giant one on the percent dice. ;)

x[Alastair (BiBo!!!)] Alastair moved 436'11".

x[Alastair (BiBo!!!)] Alastair moved 207'06".

x[mikE] Finglass no longer targets fire #8.

x[Finglass (mikE)] Finglass and E. L. Fudge moved 693'02".

x[DM] fire #4 moved 257'08".

x[mikE] Finglass targets fire #10. Distance: 78'09"

x[DM] fire #3 moved 512'04".

x[DM] fire #6 moved 493'10".

x[DM] fire #9 moved 407'11".

[Lorie] Roll #1: (d100) [52] 52

x[DM] fire #2 moved 631'04".

x[DM] fire #13 moved 450'11".

x[DM] fire #5 moved 290'05".

x[DM] fire #11 moved 3'09".

x[DM] fire #11 moved 728'08".

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(18+9)] -16. PROBABLY HITS fire #10 (AC FINAL: 2)!!!

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(2+9)] 0. PROBABLY HITS fire #10 (AC FINAL: 2)!!!

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0++3) [11+3+0+3] 17 [ROLL WAS MODIFIED] added to fire #10

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0++3) [2+3+0+3] 8 [ROLL WAS MODIFIED] added to fire #10

x[DM (to GM only)] fire #10's Current Hit Points: adjusted to 71 (-25) - Moderately Wounded

x[Alastair (BiBo!!!)] Alastair moved 194'05".

[DM] Lorie, damage to which one from the whirlwind?

x[BiBo!!!] Alastair targets fire #10. Distance: 96'10"

[DM] just target at this point, so I can apply the damage

x[Finglass (mikE)] (d100) [6] 6

[Lorie] So I guess.. Whirlwind does damage to the first and then Fire elemental can do damage to the next one in line

[DM] ok

x[Lorie] Kylia Wolfslayer targets fire #8. Distance: 728'02"

x[Lorie] Kylia Wolfslayer targets fire #8. Distance: 728'02"

x[DM (to GM only)] fire #8: No adjustments made

[DM] how much to that one?

x[Lorie] Kylia Wolfslayer targets fire #8. Distance: 728'02"

x[Lorie] Kylia Wolfslayer targets fire #8. Distance: 728'02"

x[Alastair (BiBo!!!)] Alastair: Lightning Bolt: (10d6) [(5+5+6+3+3+5+3+3+2+2)] 37 points of zotting to you! added to fire #10

[Lorie] Roll #1: (d8) [4] 4, Roll #2: (d8) [3] 3

x[DM (to GM only)] fire #8's Current Hit Points: adjusted to 64 (-8) - Moderately Wounded

xE. L. Fudge (Sean) summons the djinn

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(16+9)] -14. PROBABLY HITS fire #10 (AC FINAL: 2)!!!

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(16+9)] -14. PROBABLY HITS fire #10 (AC FINAL: 2)!!!

x[DM (to GM only)] fire #10's Current Hit Points: adjusted to 34 (-37) - Heavily Wounded

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0++3) [3+3+0+3] 9 [ROLL WAS MODIFIED] added to fire #10

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0++3) [11+3+0+3] 17 [ROLL WAS MODIFIED] added to fire #10

x[DM (to GM only)] fire #10's Current Hit Points: adjusted to 8 (-26) - Massively Wounded

[DM] so they continue to march forward

x[Finglass (mikE)] and we continue to swing and swing

[DM] they seem to still be ignoring your attacks and mindliessly marching uphil

x[Finglass (mikE)] while they burn down the little forest i have

x[DM (to GM only)] fire #8's Current Hit Points: adjusted to -1 (-65) - Dying

[Ed] I am away from the keyboard.

[DM] going to say that the one with the whirlwind is eating ou one

x[Lorie] Kylia Wolfslayer moved 1988'11".

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(18+9)] -16. PROBABLY HITS fire #10 (AC FINAL: 2)!!!

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(15+9)] -13. PROBABLY HITS fire #10 (AC FINAL: 2)!!!

[DM] and it is gone

x[DM] fire #4 moved 434'00".

x[DM] fire #6 moved 222'04".

x[DM] fire #3 moved 259'11".

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0++3) [10+3+0+3] 16 [ROLL WAS MODIFIED] added to fire #10

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0++3) [11+3+0+3] 17 [ROLL WAS MODIFIED] added to fire #10

x[DM] fire #9 moved 383'08".

x[DM] fire #2 moved 370'10".

x[DM (to GM only)] fire #10's Current Hit Points: adjusted to -25 (-33) - Dead

x[Lorie] Kylia Wolfslayer: Produce Ice: "You might want to bundle up, things are going to get chilly!"

x[Finglass (mikE)] Finglass and E. L. Fudge moved 855'08".

x[mikE] Finglass targets fire #4. Distance: 146'05"

x[DM] fire #11 moved 322'04".

x[DM] fire #13 moved 322'10".

x[DM] fire #5 moved 362'00".

[Lorie] Roll: ((2d4+12)) [((2+3)+12)] 17

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(14+9)] -12. PROBABLY HITS fire #4 (AC FINAL: 2)!!!

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(4+9)] -2. PROBABLY HITS fire #4 (AC FINAL: 2)!!!

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0++3) [10+3+0+3] 16 [ROLL WAS MODIFIED] added to fire #4

[DM] about 6 square miles now burned

x[DM (to GM only)] fire #4's Current Hit Points: adjusted to 80 (-16) - Lightly Wounded

x[Alastair (BiBo!!!)] Alastair moved 933'01".

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0++3) [9+3+0+3] 15 [ROLL WAS MODIFIED] added to fire #4

x[Alastair (BiBo!!!)] Alastair moved 633'02".

[DM] 4 dead, attacking one more

x[BiBo!!!] Alastair targets fire #3. Distance: 266'04"

[DM] and Fudges Genie is now here

x[Alastair (BiBo!!!)] Alastair: Lance of disruption: (5d4+(11*2)) [(3+2+1+1+1)+(11*2)] 30 points of blastiness to you added to fire #3

x[Lorie] Kylia Wolfslayer moved 1 mi., 860'.

x[Lorie] Kylia Wolfslayer targets fire #13. Distance: 1059'02"

x[Lorie] Kylia Wolfslayer targets fire #13. Distance: 1059'02"

[DM] and Kylia has a new Fire elemental to attack another one correct ?

x[Lorie] Kylia Wolfslayer: Produce Ice: "You might want to bundle up, things are going to get chilly!"

x[DM (to GM only)] fire #3's Current Hit Points: adjusted to 66 (-30) - Moderately Wounded

[Lorie] Yes... the new Fire Elemental will attack one of the 3 in front of me

x[E. L. Fudge (Sean)] Before Icomand the djinn to start it's wirlwind, I want it to produce the illusion of a moat, 50' across, around all the fire elementals.

[Lorie] Roll #1: (d100) [31] 31

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(9+9)] -7. PROBABLY HITS fire #4 (AC FINAL: 2)!!!

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(13+9)] -11. PROBABLY HITS fire #4 (AC FINAL: 2)!!!

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0++3) [6+3+0+3] 12 [ROLL WAS MODIFIED] added to fire #4

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0++3) [9+3+0+3] 15 [ROLL WAS MODIFIED] added to fire #4

x[Alastair (BiBo!!!)] Alastair: Lightning Bolt: (10d6) [(6+5+3+6+5+1+5+3+2+1)] 37 points of zotting to you! added to fire #3

x[DM] Kylia Wolfslayer moved 514'04".

x[Alastair (BiBo!!!)] Alastair: Cone of Cold: cone 9x45 ft for ((11)d4+11) [(11)(2+3+2+4+1+1+2+2+4+3+3)+11] 38 points of damage, save for half added to fire #3

x[DM (to GM only)] fire #3's Current Hit Points: adjusted to -9 (-75) - Dying

[Sean] I am away from the keyboard.

x[DM (to GM only)] fire #4's Current Hit Points: adjusted to 38 (-42) - Heavily Wounded

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(4+9)] -2. PROBABLY HITS fire #4 (AC FINAL: 2)!!!

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(13+9)] -11. PROBABLY HITS fire #4 (AC FINAL: 2)!!!

x[Alastair (BiBo!!!)] Alastair moved 1375'08".

x[BiBo!!!] Alastair targets fire #9. Distance: 195'10"

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0++3) [11+3+0+3] 17 [ROLL WAS MODIFIED] added to fire #4

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0++3) [2+3+0+3] 8 [ROLL WAS MODIFIED] added to fire #4

x[DM (to GM only)] fire #4's Current Hit Points: adjusted to 13 (-25) - Massively Wounded

x[Alastair (BiBo!!!)] Alastair: Lightning Bolt: (10d6) [(2+1+4+3+2+6+1+5+5+1)] 30 points of zotting to you! added to fire #9

x[DM (to GM only)] fire #6's Current Hit Points: adjusted to -1 (-97) - Dying

[Sean] I am back at the keyboard.

x[E. L. Fudge (Sean)] So, have the Fire elementals reacted to the illusionary moat?

x[DM (to GM only)] fire #9's Current Hit Points: adjusted to 66 (-30) - Moderately Wounded

[DM] one died in the moat

x[DM] fire #11 moved 290'10".

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(13+9)] -11. PROBABLY HITS fire #4 (AC FINAL: 2)!!!

x[DM] fire #13 moved 411'00".

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(20+9)] -18 [CRITICAL HIT]

x[DM] fire #5 moved 680'01".

x[DM] fire #2 moved 975'01".

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0++3) [8+3+0+3] 14 [ROLL WAS MODIFIED] added to fire #4

x[DM] fire #9 moved 663'07".

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0++3) [12+3+0+3] 18 [ROLL WAS MODIFIED] added to fire #4

x[Lorie] Kylia Wolfslayer moved 957'02".

x[Lorie] Kylia Wolfslayer moved 4139'01".

x[DM (to GM only)] fire #4's Current Hit Points: adjusted to -19 (-32) - Dead

x[Finglass (mikE)] Finglass and E. L. Fudge moved 1982'00".

x[Lorie] Kylia Wolfslayer no longer targets fire #13.

x[Finglass (mikE)] Finglass and E. L. Fudge moved 487'02".

x[mikE] Finglass targets fire #9. Distance: 142'05"

x[Lorie] Kylia Wolfslayer: Cone of Cold: When this spell is cast, it causes a cone-shaped area of extreme cold, originating at the wizard's hand and extending outward in a cone 5 feet long and 1 foot in diameter per level of the caster. It drains heat and causes 1d4+1 points of damage per level of experience of the wizard. For example, a 10th-level wizard would cast a cone of cold 10 feet in diameter and 50 feet long, causing 10d4+10 points of damage.

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(5+9)] -3. PROBABLY HITS fire #9 (AC FINAL: 2)!!!

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(20+9)] -18 [CRITICAL HIT]

[DM] ok, so you have them pined in now

x[Alastair (BiBo!!!)] Alastair: Magic missile: I cast Magic Missile at the darkness!!! (5d4+5) [(4+3+1+2+2)+5] 17 pts of damage! added to fire #9

[DM] by the mosta

x[Finglass (mikE)] Finglass: Attack #1: Thillithiln, Frost Brand +3/+6 Fire: (11-+0-(d20+9)) [11-0-(15+9)] -13. PROBABLY HITS fire #9 (AC FINAL: 2)!!!

[DM] moats

x[Finglass (mikE)] yaaaay...

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0++3) [6+3+0+3] 12 [ROLL WAS MODIFIED] added to fire #9

x[DM (to GM only)] fire #9's Current Hit Points: adjusted to 49 (-17) - Moderately Wounded

[Ed] I am back at the keyboard.

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0++3) [11+3+0+3] 17 [ROLL WAS MODIFIED] added to fire #9

x[Finglass (mikE)] Finglass: Damage v L: Thillithiln, Frost Brand +3/+6 Fire: (1d12+3++0++3) [7+3+0+3] 13 [ROLL WAS MODIFIED] added to fire #9

x[DM (to GM only)] fire #9's Current Hit Points: adjusted to 19 (-30) - Massively Wounded

[DM] I think that shows you can round up and kill the remaining ones

[DM] before they do too much more damage

[DM] total burned area is about 8 square miles

[DM] there is a tower near the far western edge of teh burned area

[DM] stone

[DM] but serverly damaged

x[Finglass (mikE)] so let's go kill whoever we find in there

[DM] that was a full day's battle of movement and containment

x[Finglass (mikE)] no questions, no stopping for pleasantries. kill.

x[Alastair (BiBo!!!)] okay, I say we rest for the night then

x[Finglass (mikE)] kill kill kill kill kill

x[Finglass (mikE)] and if i'm feeling angry, raise and kill again

x[Finglass (mikE) (to GM only)] Character sheet for Finglass modified: Magical Abilities - CHANGED: 3 -- Current: 4 (2). CHANGED: 5 -- Current: 2 (0).

[Ed] isn't killing a little extreme?

x[Finglass (mikE)] no.

x[Finglass (mikE)] they burned the forest, they die. AND, they annoyed me

x[Finglass (mikE)] and we eventually want to kill all of bob's npc's anyway, so this just speeds the process up.

[DM] so you are going to this tower now? or in the morning?

x[Alastair (BiBo!!!)] so, I'm going to sleep while finglass rants

x[Finglass (mikE)] morning, looks like

x[Alastair (BiBo!!!) (to GM only)] Character sheet for Alastair modified: Magical Abilities - Spells - DELETED: null, null, null, null, null, null, null, null. CHANGED: Charm Person -- # Memorized: 1 (0), CHANGED: Detect Magic -- Level: 1 (22), CHANGED: Detect Magic -- Cast Level: 1 (22), CHANGED: Detect Magic -- # Memorized: 0 (5), CHANGED: Fly -- # Memorized: 1 (0), CHANGED: Hold Person -- # Memorized: 1 (0), CHANGED: Lance of disruption -- # Memorized: 2 (0), CHANGED: Lightning Bolt -- # Memorized: 2 (0), CHANGED: Cure disease -- Level: 3 (33), CHANGED: Cure disease -- Cast Level: 3 (33), CHANGED: Cure disease -- # Memorized: 0 (1), CHANGED: Cone of Cold -- # Memorized: 2 (0), CHANGED: Teleport -- # Memorized: 1 (0), ADDED: null, null, null, null, null, null, null, null. ADDED: Detect Magic, 22, 22, Sniff Sniff. I smell magic! Where's the magic?, 5, 1, null, null. ADDED: Cure disease, 33, 33, Let that icky nasty disease leave your body!, 1, 1, null, null.

[Ed] Is this forest important?

x[Alastair (BiBo!!!)] it's the elf's kingdom

x[Finglass (mikE)] yes. it's a forest. they are all important

x[Alastair (BiBo!!!)] ::points to finglass::

x[Finglass (mikE)] and it's MY forest

[Ed] but now you have all this nice burned land to grow new forest!

[DM] so in the morning you come to the burned tower

x[Finglass (mikE)] is there anyone home?

[DM] the door is not there, looks like it was burned away perhaps

[DM] some scraps of timbers around

x[Finglass (mikE)] do we see a charred skelleton?

[DM] not in the doorway

[DM] but it is a muti level tower

x[Finglass (mikE)] you have a map ready?

x[Finglass (mikE)] sigh

x[Finglass (mikE)] let's go kill us a mage, then.

[DM] moved back to base for you

Lorie is receiving the map Base...

Lorie has received the map Base.

Ed is receiving the map Base...

Ed has received the map Base.

x[Finglass (mikE) (to GM only)] Character sheet for Finglass modified: Notes - CHANGED: XP Awards -- : ==== Fri Aug 06 14:01:26 EDT 2004 ==== Slaying !Zombie - 15 Excellent Roleplay - 5000 ==== Fri Aug 06 14:04:32 EDT 2004 ==== Reset XP Test - 12==== Fri Oct 15 20:05:18 EDT 2004 ==== Slaying sahugin warriors #9 - 1 Character Sheets - 250==== Sun Dec 19 21:33:41 EST 2004 ==== Early - 333 ==== Sun Dec 19 21:34:07 EST 2004 ==== All XP for the Island Adventures and Role Play through 27-2-1255 (Dec 17 2004) - 12500==== Fri Jan 28 21:45:12 EST 2005 ==== Ghouls - 240==== Fri Feb 18 19:08:34 EST 2005 ==== Early XP - 333==== Sun Feb 27 21:13:13 EST 2005 ==== Ghouls and Ghasts - 500 (Sun Feb 27 21:07:18 EST 2005) Cube and Sword - 100 (Sun Feb 27 21:09:51 EST 2005) Roleplay - 500 (Sun Feb 27 21:11:37 EST 2005)==== Fri Mar 11 22:05:51 EST 2005 ==== Roleplay - 300 (Fri Mar 11 20:08:20 EST 2005) Roleplay - 500 (Fri Mar 11 22:04:47 EST 2005) ==== Fri Mar 11 22:49:37 EST 2005 ==== Roleplay - 200 (Fri Mar 11 22:48:46 EST 2005)==== Fri Mar 25 18:34:05 EST 2005 ==== Chaos Guardians. - 5000 (Fri Mar 25 18:32:34 EST 2005) ==== Fri Mar 25 21:29:27 EST 2005 ==== Wraiths - 5200 (Fri Mar 25 21:28:41 EST 2005) ==== Fri Mar 25 22:37:47 EST 2005 ==== Statue - 1600 (Fri Mar 25 22:37:17 EST 2005)==== Fri Apr 08 19:25:53 EDT 2005 ==== Early Bonus - 333 (Fri Apr 08 19:09:55 EDT 2005)==== Thu Apr 28 22:55:49 EDT 2005 ==== Story Award - 5000 (Thu Apr 28 22:51:42 EDT 2005) Encounters - 500 (Thu Apr 28 22:55:09 EDT 2005)==== Fri May 20 22:09:35 EDT 2005 ==== rp with yola - 2000 (Fri Apr 29 22:41:34 EDT 2005) Slaying Bodak #1 - 5000 (Fri May 20 20:08:34 EDT 2005) Chasme - 3111 (Fri May 20 22:08:56 EDT 2005)==== Tue Jun 14 12:32:26 EDT 2005 ==== jackassery - -1000 (Fri May 27 21:09:39 EDT 2005) finding isolde - 1000 (Tue Jun 14 12:23:33 EDT 2005) 500 - 1000 (Tue Jun 14 12:25:21 EDT 2005)==== Tue Jun 21 15:24:49 EDT 2005 ==== surviving the big demon fight (sorta) - 23428 (Tue Jun 21 15:24:22 EDT 2005)==== Fri Jun 24 22:20:47 EDT 2005 ==== getting home safely - 2000 (Fri Jun 24 22:19:43 EDT 2005)==== Fri Jul 01 21:27:35 EDT 2005 ==== GP from Marco's - 21019 (Fri Jul 01 21:26:05 EDT 2005)==== Fri Jul 22 12:44:14 EDT 2005 ==== Gold, Magic and Story Award - 20000 (Fri Jul 22 12:41:26 EDT 2005) Wizard Encounter - 500 (Fri Jul 22 12:42:43 EDT 2005) Earl;y Bonus - 500 (Fri Jul 22 12:44:00 EDT 2005) ==== Fri Jul 22 12:49:22 EDT 2005 ==== Character Sheets - 5000 (Fri Jul 22 12:49:18 EDT 2005)==== Fri Sep 16 21:40:18 EDT 2005 ==== Slaying No Name #2 - 4000 (Fri Sep 02 22:55:20 EDT 2005) Slaying No Name #2 - 4000 (Fri Sep 09 19:47:12 EDT 2005) Slaying No Name #3 - 4000 (Fri Sep 09 19:57:18 EDT 2005) Slaying No Name - 4000 (Fri Sep 09 20:33:53 EDT 2005) Story Award Burial Mounds - 250000 (Fri Sep 16 21:36:23 EDT 2005) Icons and out of game work - 100000 (Fri Sep 16 21:38:03 EDT 2005) (==== Fri Aug 06 14:01:26 EDT 2004 ====

Slaying !Zombie - 15

Excellent Roleplay - 5000

==== Fri Aug 06 14:04:32 EDT 2004 ====

Reset XP Test - 12==== Fri Oct 15 20:05:18 EDT 2004 ====

Slaying sahugin warriors #9 - 1

Character Sheets - 250==== Sun Dec 19 21:33:41 EST 2004 ====

Early - 333

==== Sun Dec 19 21:34:07 EST 2004 ====

All XP for the Island Adventures and Role Play through 27-2-1255 (Dec 17 2004) - 12500==== Fri Jan 28 21:45:12 EST 2005 ====

Ghouls - 240==== Fri Feb 18 19:08:34 EST 2005 ====

Early XP - 333==== Sun Feb 27 21:13:13 EST 2005 ====

Ghouls and Ghasts - 500 (Sun Feb 27 21:07:18 EST 2005)

Cube and Sword - 100 (Sun Feb 27 21:09:51 EST 2005)

Roleplay - 500 (Sun Feb 27 21:11:37 EST 2005)==== Fri Mar 11 22:05:51 EST 2005 ====

Roleplay - 300 (Fri Mar 11 20:08:20 EST 2005)

Roleplay - 500 (Fri Mar 11 22:04:47 EST 2005)

==== Fri Mar 11 22:49:37 EST 2005 ====

Roleplay - 200 (Fri Mar 11 22:48:46 EST 2005)==== Fri Mar 25 18:34:05 EST 2005 ====

Chaos Guardians. - 5000 (Fri Mar 25 18:32:34 EST 2005)

==== Fri Mar 25 21:29:27 EST 2005 ====

Wraiths - 5200 (Fri Mar 25 21:28:41 EST 2005)

==== Fri Mar 25 22:37:47 EST 2005 ====

Statue - 1600 (Fri Mar 25 22:37:17 EST 2005)==== Fri Apr 08 19:25:53 EDT 2005 ====

Early Bonus - 333 (Fri Apr 08 19:09:55 EDT 2005)==== Thu Apr 28 22:55:49 EDT 2005 ====

Story Award - 5000 (Thu Apr 28 22:51:42 EDT 2005)

Encounters - 500 (Thu Apr 28 22:55:09 EDT 2005)==== Fri May 20 22:09:35 EDT 2005 ====

rp with yola - 2000 (Fri Apr 29 22:41:34 EDT 2005)

Slaying Bodak #1 - 5000 (Fri May 20 20:08:34 EDT 2005)

Chasme - 3111 (Fri May 20 22:08:56 EDT 2005)==== Tue Jun 14 12:32:26 EDT 2005 ====

jackassery - -1000 (Fri May 27 21:09:39 EDT 2005)

finding isolde - 1000 (Tue Jun 14 12:23:33 EDT 2005)

500 - 1000 (Tue Jun 14 12:25:21 EDT 2005)==== Tue Jun 21 15:24:49 EDT 2005 ====

surviving the big demon fight (sorta) - 23428 (Tue Jun 21 15:24:22 EDT 2005)==== Fri Jun 24 22:20:47 EDT 2005 ====

getting home safely - 2000 (Fri Jun 24 22:19:43 EDT 2005)==== Fri Jul 01 21:27:35 EDT 2005 ====

GP from Marco's - 21019 (Fri Jul 01 21:26:05 EDT 2005)==== Fri Jul 22 12:44:14 EDT 2005 ====

Gold, Magic and Story Award - 20000 (Fri Jul 22 12:41:26 EDT 2005)

Wizard Encounter - 500 (Fri Jul 22 12:42:43 EDT 2005)

Earl;y Bonus - 500 (Fri Jul 22 12:44:00 EDT 2005)

==== Fri Jul 22 12:49:22 EDT 2005 ====

Character Sheets - 5000 (Fri Jul 22 12:49:18 EDT 2005)==== Fri Sep 16 21:40:18 EDT 2005 ====

Slaying No Name #2 - 4000 (Fri Sep 02 22:55:20 EDT 2005)

Slaying No Name #2 - 4000 (Fri Sep 09 19:47:12 EDT 2005)

Slaying No Name #3 - 4000 (Fri Sep 09 19:57:18 EDT 2005)

Slaying No Name - 4000 (Fri Sep 09 20:33:53 EDT 2005)

Story Award Burial Mounds - 250000 (Fri Sep 16 21:36:23 EDT 2005)

Icons and out of game work - 100000 (Fri Sep 16 21:38:03 EDT 2005)). CHANGED: Amulet -- : My mission is to to destroy this shrine. I can: detect evil turn undead (6th level) once per day cast (at 6th level): cure light wounds protection from evil sanctuary (My mission is to to destroy this shrine.

I can:

detect evil

turn undead (6th level)

once per day cast (at 6th level):

cure light wounds

protection from evil

sanctuary). CHANGED: Will -- : This is my last will and testament. If you are reading this, it would mean I have passed on from the plane of existence in an ill fated adventure. I ask that you mourn me not. Know that I am now home with my god and my people in the bright lands. I will take this moment now to thank those I must thank. Those who may still live. To my good friend Alistair: I must thank you from the bottom of my heart. Though your years are few, your wisdom often shone as an elder of the elves. You were the first to befriend me in my travels, and have stood by me through many hardships. We have shared many adventures together, and have done much good, side by side. I am truly thankful for your presence in this world, and pray that your life may not have ended along with mine. I ask that if you are living you would take my body back to my parents for proper burial, and that you tell them the story of my demise. Also, take to them all my possessions. All that I have belongs to the church and my father. Give him my treasures, please. To you, I also give a grave responsibility. You know of my peopleís ways, and my godís ways. You know where I have passed to. If you feel there is great need for me, I give to you permission to call me back to my mortal body. I will come back and aid you without grudge if you need me, and I assume there would be great need if you would go to the trouble of resurrecting me, and only resurrecting me. Remember what we did to that slaver we tracked through the mountains? Youíll wish that was you if you bring me back as something as horrible as a beast or troll through reincarnation. Signed, Finglas It would seem that I have lived long enough to find more good companions. The Dragon Slayers have proven themselves to be good in the legend I have read, and in fact as I have seen. You all have welcomed me into your group, and given me a new family to consider. Thank you all for your hospitality and kindness. To the Lady Kylia: I give to you my thanks good Lady of the Celts. I know that it means much to let a different god into your temple. But this is just what you did when you welcomed me into your keep. Thank you for that honor. I pray that you have survived past my untimely death, and I hope you continue to do good works in this wold. I see underneath your armored exterior, and know that there lies a deep caring for your people and your friends. I hope that this continues as long as you live. If my friend Alistair has perished alongside of me, then I ask that you would do his duties. Take my body and my possessions home, please. To the good E.L. Fudge: ::Written in Elvish:: May the gods bless you my brother. I know it can be difficult at times to deal with the lesser races around us, but I have seen your patience with this sometimes rash group of adventurers. Your calm patience is truly a blessing, and I hope you will use it to protect the good Lady Kylia to the best of your abilities from the nasty traps that lie in wait for her. Also keep an eye out for Alistair. I almost feel responsible for him now. I will see you on the other side. To the Lord Paul: I am glad I was able to meet a man such as yourself. I see many good qualities in you, and know that your influence has greatly shaped the Dragon Slayers to become who they are today. I wish you the best of luck with your protectorate, and hope your troubles as leader there never quell the adventurous spirit within you. Sincerely, Finglas (This is my last will and testament. If you are reading this, it would mean I have passed on from the plane of existence in an ill fated adventure. I ask that you mourn me not. Know that I am now home with my god and my people in the bright lands.

	I will take this moment now to thank those I must thank.  Those who may still live.





	To my good friend Alistair: I must thank you from the bottom of my heart.  Though your years are few, your wisdom often shone as an elder of the elves.  You were the first to befriend me in my travels, and have stood by me through many hardships.  We have shared many adventures together, and have done much good, side by side.  I am truly thankful for your presence in this world, and pray that your life may not have ended along with mine.


	I ask that if you are living you would take my body back to my parents for proper burial, and that you tell them the story of my demise.  Also, take to them all my possessions.  All that I have belongs to the church and my father.  Give him my treasures, please.


	To you, I also give a grave responsibility.  You know of my peopleís ways, and my godís ways.  You know where I have passed to.  If you feel there is great need for me, I give to you permission to call me back to my mortal body.  I will come back and aid you without grudge if you need me, and I assume there would be great need if you would go to the trouble of resurrecting me, and only resurrecting me.  Remember what we did to that slaver we tracked through the mountains?  Youíll wish that was you if you bring me back as something as horrible as a beast or troll through reincarnation.

Signed,

Finglas

	It would seem that I have lived long enough to find more good companions.  The Dragon Slayers have proven themselves to be good in the legend I have read, and in fact as I have seen.  You all have welcomed me into your group, and given me a new family to consider.  Thank you all for your hospitality and kindness.





	To the Lady Kylia:  I give to you my thanks good Lady of the Celts.  I know that it means much to let a different god into your temple.  But this is just what you did when you welcomed me into your keep.  Thank you for that honor.  I pray that you have survived past my untimely death, and I hope you continue to do good works in this wold.  I see underneath your armored exterior, and know that there lies a deep caring for your people and your friends.  I hope that this continues as long as you live.

If my friend Alistair has perished alongside of me, then I ask that you would do his duties. Take my body and my possessions home, please.

	To the good E.L. Fudge: ::Written in Elvish::  May the gods bless you my brother.  I know it can be difficult at times to deal with the lesser races around us, but I have seen your patience with this sometimes rash group of adventurers.  Your calm patience is truly a blessing, and I hope you will use it to protect the good Lady Kylia to the best of your abilities from the nasty traps that lie in wait for her.  Also keep an eye out for Alistair.  I almost feel responsible for him now.  I will see you on the other side.





	To the Lord Paul: I am glad I was able to meet a man such as yourself.  I see many good qualities in you, and know that your influence has greatly shaped the Dragon Slayers to become who they are today.  I wish you the best of luck with your protectorate, and hope your troubles as leader there never quell the adventurous spirit within you.

Sincerely,

Finglas). CHANGED: Backstory -- : Finglas is a young elven priest of the god Solonor Thelandira. His mother is an elven maid of some fame. She is well known in the city of Greenbough for her beauty and her abilities in the arts. His father is a man of stature himself; a high priest of Solonor as well. Finglas is their first born child, and well loved by them because of that. He was doted upon by his parents as a child, and got almost everything he asked for. When Finglas was a child he dreamed of becoming a wind rider. His only goal in life as a young elf was to become the elite of an elite race. Unfortunately, fate did not grant him his wish. He was not an overly strong or hardy boy, stronger than many, but not strong enough to be considered special. Neither was his martial ability up to the skill expected by one of the elite wind riders. When he approached the order in an attempt to be noticed, they tested him and found him wanting in the skills necessary for their recruits. Dejected and bitter over the rejection, Finglas spent a month moping about the house. His mother grew concerned that this might not be a passing childhood fancy, but his father grew impatient. In an attempt to bring Finglas from his black mood, his father hinted at a skill that would best even the elite wind riders. Sparked by interest, and more than a bit of jealousy, Finglas watched his father, seeking this powerful skill that could best the best. After several days, Finglas was unconvinced. Unconvinced until he saw his father using enchanted flying disks as targets for his bow. Finglas knew what his father was hinting at, and wanted to learn more. Over the next few years, Finglas trained with his father in the skills of the archer. His devotion to his training was great. Almost fanatical. During their training sessions, his father also educated young Finglas in the ways of Solonor, hoping Finglas would show interest in the priesthood and follow in his fatherís footsteps. After a time, Finglas indeed grew interested in the patron god of the new center of his life. When the appropriate time came, Finglas sought a position as an acolyte of the church, sponsored by his father. Because he was an elderís son, he was given no quarter in the tests. His testing was in fact much more rigorous and demanding than any others. Finglas was told to expect this, and was prepared. The church elders found his devotion to be true, and his skills to be incredible. Finglas was admitted to the Church of Solonor with wide smiles and great hope for his future. The hopes of the church in Finglas were not ill placed. Finglas proved to be a serious study, and a quick learner. He attended his duties with all his heart, and studied the ways of his god with a sincere heart. He approached his archery practice with great zeal, and was more than a match for many of the priests there by the end of his tenure as a church acolyte. As Finglas celebrated his coming of age, and his acceptance into the church, his father gifted him with one of his most cherished possessions: the magical family bow Cleathalas. Later in life, as a new priest, Finglas was given the duty of escorting a human cleric from the edge of the forest to the temple. The human and a high priest were old friends, and the high priest told his human friend to come live out his last days with his old friend and the beauty of the elven people. Finglas met him at the edge of the wood, and began to take him in. A few days into the woods, the two travelers were ambushed by a group of wild eyed gnolls. Despite the fact that the two were outnumbered three to one, and the elderly human was of little use in battle anymore, Finglas stood fast and called upon his god as his drew his first arrow. The elderly human knew he was looking at the deityís hand aiding this young cleric as Finglas defended his charge. Finglasí first arrow took the lead gnoll in the throat before he could even begin his charge, the order to attack dying in itís throat as a wet gurgle. The remaining five hesitated, staring at the arrow that seemed to magically appear in their leaderís throat as if by magic. They shouldnít have. The next arrow took the closest gnoll in the eye, killing him instantly. This brought the remaining four out of their shock, and believing themselves to still have the advantage, they charged. Finglas stood calm, drawing another arrow from his quiver and sent it at the lead gnoll. The arrow found itís mark in the leg of the gnoll, sending the charging monster to the ground as itís leg lost all ability to bear itís weight. Finglas drew yet another arrow as the gnolls charged, this one finding a home in the chest of one of the remaining creatures, sending that one, too to the ground in a flurry of lifeless limbs and fallen leaves. One of the remaining two stopped his charge and reversed direction, fleeing into the woods. The other continued, and drew close enough to swing his crude sword at Finglas. Finglas stepped quickly to the side of the overhead slash, skillfully parrying it with his bow as all elven archers are trained to do. He returned the strike with one of his own, his bow smashing into the side of the gnollís head, dazing him for a moment. That moment was all the quick priest required. One hand slipped to his quiver and drew forth an arrow. When the stunned gnoll brought his head around to look again at his quarry, he found himself staring into the pointy end of a knocked arrow. But only for an instant. Finglas calmly finished the five in front of him by sending a second arrow into the wounded gnollís chest, silencing his moans of pain. By this time the cowardly gnoll almost out of sight, fleeing as fast as he possibly could from this demon possessed archer. The human thought that was that, the fight won, but he had never seen a priest like this. The young elven cleric that was his guide calmly drew forth another arrow, and aimed at the fleeing monster. After an impossibly long second, Finglas released his arrow, knowing that his god aimed the missile truly at the foul beast. The running gnoll could only look in shock at his chest as the tip of the final arrow burst forth from it, wet with his lifeblood and gore from his now stopped heart. Days after Finglas had brought the human to the temple safely, he was summoned by the elders. As he stepped into the main sanctuary of the temple he was greeted by the sight of the collected elders and the old human, smiling at him warmly. The elderly man was grateful to the young cleric for allowing him to live out his remaining years, as was the clericís god, Mathmahoney. Finglas was bade to kneel and receive the blessings of Mathmahoney from the human. When asked what boon he might wish for, Finglas replied that his only desire was to improve his abilities to defend good from evil as he had that day with the human. With a smile on his lips, the aged priest turned his head to the heavens and asked for Mathmohoneyís blessings to fall upon this brave young cleric. Finglas was then filled with an inner warmth, and he found that from that day forward, his hand was truer than it ever had been with his bow. Years later, wanderlust struck Finglas. He spent the past few years with the human cleric he had guided to the temple. He would listen to the manís stories of the world outside the woods and of adventured had in decades past. Finglas wished to see this world, and perhaps have his own adventures in it. The church elders saw this gifted young clericís desire for adventure and knew it was inspired by their godís will. This young elf was too good with his beloved bow to stay sheltered in the city, doing the work of a cleric in the temple itself. One evening, they summoned him forth again, to a sheltered clearing some miles distant from the city. The elders had gathered there, as had his parents, friends, and the old human. They had prepared for him a last feast, and gifts of farewell. The church blessed him with protective robes, to keep him safe from the dangers he would undoubtedly face. His parents bade him take the family bow with him, to aid him in doing the work of Solonor. The elderly cleric gave his blessings and asked that Finglas always look to defending the weak against evil, as he had that one day years past in the woods. With a smile, Finglas thanked them all bade them farewell. He turned and walked from the woods that were his home that night, to find what the wider world held for him. (Finglas is a young elven priest of the god Solonor Thelandira. His mother is an elven maid of some fame. She is well known in the city of Greenbough for her beauty and her abilities in the arts. His father is a man of stature himself; a high priest of Solonor as well. Finglas is their first born child, and well loved by them because of that. He was doted upon by his parents as a child, and got almost everything he asked for.

	When Finglas was a child he dreamed of becoming a wind rider.  His only goal in life as a young elf was to become the elite of an elite race.  Unfortunately, fate did not grant him his wish.  He was not an overly strong or hardy boy, stronger than many, but not strong enough to be considered special.  Neither was his martial ability up to the skill expected by one of the elite wind riders.  When he approached the order in an attempt to be noticed, they tested him and found him wanting in the skills necessary for their recruits.  Dejected and bitter over the rejection, Finglas spent a month moping about the house.  His mother grew concerned that this might not be a passing childhood fancy, but his father grew impatient.  In an attempt to bring Finglas from his black mood, his father hinted at a skill that would best even the elite wind riders.


	Sparked by interest, and more than a bit of jealousy, Finglas watched his father, seeking this powerful skill that could best the best.  After several days, Finglas was unconvinced.  Unconvinced until he saw his father using enchanted flying disks as targets for his bow.  Finglas knew what his father was hinting at, and wanted to learn more.


	Over the next few years, Finglas trained with his father in the skills of the archer.  His devotion to his training was great.  Almost fanatical.  During their training sessions, his father also educated young Finglas in the ways of Solonor, hoping Finglas would show interest in the priesthood and follow in his fatherís footsteps.  After a time, Finglas indeed grew interested in the patron god of the new center of his life.  


	When the appropriate time came, Finglas sought a position as an acolyte of the church, sponsored by his father.  Because he was an elderís son, he was given no quarter in the tests.  His testing was in fact much more rigorous and demanding than any others.  Finglas was told to expect this, and was prepared.  The church elders found his devotion to be true, and his skills to be incredible.  Finglas was admitted to the Church of Solonor with wide smiles and great hope for his future.


	The hopes of the church in Finglas were not ill placed.  Finglas proved to be a serious study, and a quick learner.  He attended his duties with all his heart, and studied the ways of his god with a sincere heart.  He approached his archery practice with great zeal, and was more than a match for many of the priests there by the end of his tenure as a church acolyte.


	As Finglas celebrated his coming of age, and his acceptance into the church, his father gifted him with one of his most cherished possessions: the magical family bow Cleathalas.





	Later in life, as a new priest, Finglas was given the duty of escorting a human cleric from the edge of the forest to the temple.  The human and a high priest were old friends, and the high priest told his human friend to come live out his last days with his old friend and the beauty of the elven people.


	Finglas met him at the edge of the wood, and began to take him in.  A few days into the woods, the two travelers were ambushed by a group of wild eyed gnolls.  Despite the fact that the two were outnumbered three to one, and the elderly human was of little use in battle anymore, Finglas stood fast and called upon his god as his drew his first arrow.


	The elderly human knew he was looking at the deityís hand aiding this young cleric as Finglas defended his charge.  Finglasí first arrow took the lead gnoll in the throat before he could even begin his charge, the order to attack dying in itís throat as a wet gurgle.


	The remaining five hesitated, staring at the arrow that seemed to magically appear in their leaderís throat as if by magic.  They shouldnít have.  The next arrow took the closest gnoll in the eye, killing him instantly.  This brought the remaining four out of their shock, and believing themselves to still have the advantage, they charged.  Finglas stood calm, drawing another arrow from his quiver and sent it at the lead gnoll.  The arrow found itís mark in the leg of the gnoll, sending the charging monster to the ground as itís leg lost all ability to bear itís weight.  Finglas drew yet another arrow as the gnolls charged, this one finding a home in the chest of one of the remaining creatures, sending that one, too to the ground in a flurry of lifeless limbs and fallen leaves.  


	One of the remaining two stopped his charge and reversed direction, fleeing into the woods.  The other continued, and drew close enough to swing his crude sword at Finglas.  Finglas stepped quickly to the side of the overhead slash, skillfully parrying it with his bow as all elven archers are trained to do.  He returned the strike with one of his own, his bow smashing into the side of the gnollís head, dazing him for a moment.  That moment was all the quick priest required.  One hand slipped to his quiver and drew forth an arrow.  When the stunned gnoll brought his head around to look again at his quarry, he found himself staring into the pointy end of a knocked arrow.  But only for an instant.  Finglas calmly finished the five in front of him by sending a second arrow into the wounded gnollís chest, silencing his moans of pain.


	By this time the cowardly gnoll almost out of sight, fleeing as fast as he possibly could from this demon possessed archer.  The human thought that was that, the fight won, but he had never seen a priest like this.  The young elven cleric that was his guide calmly drew forth another arrow, and aimed at the fleeing monster.  After an impossibly long second, Finglas released his arrow, knowing that his god aimed the missile truly at the foul beast.


	The running gnoll could only look in shock at his chest as the tip of the final arrow burst forth from it, wet with his lifeblood and gore from his now stopped heart.





	Days after Finglas had brought the human to the temple safely, he was summoned by the elders.  As he stepped into the main sanctuary of the temple he was greeted by the sight of the collected elders and the old human, smiling at him warmly.  The elderly man was grateful to the young cleric for allowing him to live out his remaining years, as was the clericís god, Mathmahoney.  Finglas was bade to kneel and receive the blessings of Mathmahoney from the human.  When asked what boon he might wish for, Finglas replied that his only desire was to improve his abilities to defend good from evil as he had that day with the human.  With a smile on his lips, the aged priest turned his head to the heavens and asked for Mathmohoneyís blessings to fall upon this brave young cleric.  Finglas was then filled with an inner warmth, and he found that from that day forward, his hand was truer than it ever had been with his bow.





	Years later, wanderlust struck Finglas.  He spent the past few years with the human cleric he had guided to the temple.  He would listen to the manís stories of the world outside the woods and of adventured had in decades past.  Finglas wished to see this world, and perhaps have his own adventures in it.


	The church elders saw this gifted young clericís desire for adventure and knew it was inspired by their godís will.  This young elf was too good with his beloved bow to stay sheltered in the city, doing the work of a cleric in the temple itself.


	One evening, they summoned him forth again, to a sheltered clearing some miles distant from the city.  The elders had gathered there, as had his parents, friends, and the old human.  They had prepared for him a last feast, and gifts of farewell.  The church blessed him with protective robes, to keep him safe from the dangers he would undoubtedly face.  His parents bade him take the family bow with him, to aid him in doing the work of Solonor.  The elderly cleric gave his blessings and asked that Finglas always look to defending the weak against evil, as he had that one day years past in the woods.


	With a smile, Finglas thanked them all bade them farewell.  He turned and walked from the woods that were his home that night, to find what the wider world held for him.).  CHANGED: My Lands -- :  Grand stone building 50 wooden buildings Small barbican Medium Gate Drawbridge 10 stone walls 10 wooden walls 30 mile radius (Need to raise 46K

Grand stone building

50 wooden buildings

Small barbican

Medium Gate

Drawbridge

10 stone walls

10 wooden walls

30 mile radius).

BiBo!!! is receiving the map Base...

BiBo!!! has received the map Base.

x[Finglass (mikE) (to GM only)] Character sheet for Finglass modified: Notes - CHANGED: Will -- : This is my last will and testament. If you are reading this, it would mean I have passed on from the plane of existence in an ill fated adventure. I ask that you mourn me not. Know that I am now home with my god and my people in the bright lands. I will take this moment now to thank those I must thank. Those who may still live. To my good friend Alistair: I must thank you from the bottom of my heart. Though your years are few, your wisdom often shone as an elder of the elves. You were the first to befriend me in my travels, and have stood by me through many hardships. We have shared many adventures together, and have done much good, side by side. I am truly thankful for your presence in this world, and pray that your life may not have ended along with mine. I ask that if you are living you would take my body back to my parents for proper burial, and that you tell them the story of my demise. Also, take to them all my possessions. All that I have belongs to the church and my father. Give him my treasures, please. To you, I also give a grave responsibility. You know of my peopleís ways, and my godís ways. You know where I have passed to. If you feel there is great need for me, I give to you permission to call me back to my mortal body. I will come back and aid you without grudge if you need me, and I assume there would be great need if you would go to the trouble of resurrecting me, and only resurrecting me. Remember what we did to that slaver we tracked through the mountains? Youíll wish that was you if you bring me back as something as horrible as a beast or troll through reincarnation. Signed, Finglas It would seem that I have lived long enough to find more good companions. The Dragon Slayers have proven themselves to be good in the legend I have read, and in fact as I have seen. You all have welcomed me into your group, and given me a new family to consider. Thank you all for your hospitality and kindness. To the Lady Kylia: I give to you my thanks good Lady of the Celts. I know that it means much to let a different god into your temple. But this is just what you did when you welcomed me into your keep. Thank you for that honor. I pray that you have survived past my untimely death, and I hope you continue to do good works in this wold. I see underneath your armored exterior, and know that there lies a deep caring for your people and your friends. I hope that this continues as long as you live. If my friend Alistair has perished alongside of me, then I ask that you would do his duties. Take my body and my possessions home, please. To the good E.L. Fudge: ::Written in Elvish:: May the gods bless you my brother. I know it can be difficult at times to deal with the lesser races around us, but I have seen your patience with this sometimes rash group of adventurers. Your calm patience is truly a blessing, and I hope you will use it to protect the good Lady Kylia to the best of your abilities from the nasty traps that lie in wait for her. Also keep an eye out for Alistair. I almost feel responsible for him now. I will see you on the other side. To the Lord Paul: I am glad I was able to meet a man such as yourself. I see many good qualities in you, and know that your influence has greatly shaped the Dragon Slayers to become who they are today. I wish you the best of luck with your protectorate, and hope your troubles as leader there never quell the adventurous spirit within you. Sincerely, Finglas ( This is my last will and testament. If you are reading this, it would mean I have passed on from the plane of existence in an ill fated adventure. I ask that you mourn me not. Know that I am now home with my god and my people in the bright lands. I will take this moment now to thank those I must thank. Those who may still live. To my good friend Alistair: I must thank you from the bottom of my heart. Though your years are few, your wisdom often shone as an elder of the elves. You were the first to befriend me in my travels, and have stood by me through many hardships. We have shared many adventures together, and have done much good, side by side. I am truly thankful for your presence in this world, and pray that your life may not have ended along with mine. I ask that if you are living you would take my body back to my parents for proper burial, and that you tell them the story of my demise. Also, take to them all my possessions. All that I have belongs to the church and my father. Give him my treasures, please. To you, I also give a grave responsibility. You know of my peopleís ways, and my godís ways. You know where I have passed to. If you feel there is great need for me, I give to you permission to call me back to my mortal body. I will come back and aid you without grudge if you need me, and I assume there would be great need if you would go to the trouble of resurrecting me, and only resurrecting me. Remember what we did to that slaver we tracked through the mountains? Youíll wish that was you if you bring me back as something as horrible as a beast or troll through reincarnation. Signed, Finglas It would seem that I have lived long enough to find more good companions. The Dragon Slayers have proven themselves to be good in the legend I have read, and in fact as I have seen. You all have welcomed me into your group, and given me a new family to consider. Thank you all for your hospitality and kindness. To the Lady Kylia: I give to you my thanks good Lady of the Celts. I know that it means much to let a different god into your temple. But this is just what you did when you welcomed me into your keep. Thank you for that honor. I pray that you have survived past my untimely death, and I hope you continue to do good works in this wold. I see underneath your armored exterior, and know that there lies a deep caring for your people and your friends. I hope that this continues as long as you live. If my friend Alistair has perished alongside of me, then I ask that you would do his duties. Take my body and my possessions home, please. To the good E.L. Fudge: ::Written in Elvish:: May the gods bless you my brother. I know it can be difficult at times to deal with the lesser races around us, but I have seen your patience with this sometimes rash group of adventurers. Your calm patience is truly a blessing, and I hope you will use it to protect the good Lady Kylia to the best of your abilities from the nasty traps that lie in wait for her. Also keep an eye out for Alistair. I almost feel responsible for him now. I will see you on the other side. To the Lord Paul: I am glad I was able to meet a man such as yourself. I see many good qualities in you, and know that your influence has greatly shaped the Dragon Slayers to become who they are today. I wish you the best of luck with your protectorate, and hope your troubles as leader there never quell the adventurous spirit within you. Sincerely, Finglas). CHANGED: Backstory -- : Finglas is a young elven priest of the god Solonor Thelandira. His mother is an elven maid of some fame. She is well known in the city of Greenbough for her beauty and her abilities in the arts. His father is a man of stature himself; a high priest of Solonor as well. Finglas is their first born child, and well loved by them because of that. He was doted upon by his parents as a child, and got almost everything he asked for. When Finglas was a child he dreamed of becoming a wind rider. His only goal in life as a young elf was to become the elite of an elite race. Unfortunately, fate did not grant him his wish. He was not an overly strong or hardy boy, stronger than many, but not strong enough to be considered special. Neither was his martial ability up to the skill expected by one of the elite wind riders. When he approached the order in an attempt to be noticed, they tested him and found him wanting in the skills necessary for their recruits. Dejected and bitter over the rejection, Finglas spent a month moping about the house. His mother grew concerned that this might not be a passing childhood fancy, but his father grew impatient. In an attempt to bring Finglas from his black mood, his father hinted at a skill that would best even the elite wind riders. Sparked by interest, and more than a bit of jealousy, Finglas watched his father, seeking this powerful skill that could best the best. After several days, Finglas was unconvinced. Unconvinced until he saw his father using enchanted flying disks as targets for his bow. Finglas knew what his father was hinting at, and wanted to learn more. Over the next few years, Finglas trained with his father in the skills of the archer. His devotion to his training was great. Almost fanatical. During their training sessions, his father also educated young Finglas in the ways of Solonor, hoping Finglas would show interest in the priesthood and follow in his fatherís footsteps. After a time, Finglas indeed grew interested in the patron god of the new center of his life. When the appropriate time came, Finglas sought a position as an acolyte of the church, sponsored by his father. Because he was an elderís son, he was given no quarter in the tests. His testing was in fact much more rigorous and demanding than any others. Finglas was told to expect this, and was prepared. The church elders found his devotion to be true, and his skills to be incredible. Finglas was admitted to the Church of Solonor with wide smiles and great hope for his future. The hopes of the church in Finglas were not ill placed. Finglas proved to be a serious study, and a quick learner. He attended his duties with all his heart, and studied the ways of his god with a sincere heart. He approached his archery practice with great zeal, and was more than a match for many of the priests there by the end of his tenure as a church acolyte. As Finglas celebrated his coming of age, and his acceptance into the church, his father gifted him with one of his most cherished possessions: the magical family bow Cleathalas. Later in life, as a new priest, Finglas was given the duty of escorting a human cleric from the edge of the forest to the temple. The human and a high priest were old friends, and the high priest told his human friend to come live out his last days with his old friend and the beauty of the elven people. Finglas met him at the edge of the wood, and began to take him in. A few days into the woods, the two travelers were ambushed by a group of wild eyed gnolls. Despite the fact that the two were outnumbered three to one, and the elderly human was of little use in battle anymore, Finglas stood fast and called upon his god as his drew his first arrow. The elderly human knew he was looking at the deityís hand aiding this young cleric as Finglas defended his charge. Finglasí first arrow took the lead gnoll in the throat before he could even begin his charge, the order to attack dying in itís throat as a wet gurgle. The remaining five hesitated, staring at the arrow that seemed to magically appear in their leaderís throat as if by magic. They shouldnít have. The next arrow took the closest gnoll in the eye, killing him instantly. This brought the remaining four out of their shock, and believing themselves to still have the advantage, they charged. Finglas stood calm, drawing another arrow from his quiver and sent it at the lead gnoll. The arrow found itís mark in the leg of the gnoll, sending the charging monster to the ground as itís leg lost all ability to bear itís weight. Finglas drew yet another arrow as the gnolls charged, this one finding a home in the chest of one of the remaining creatures, sending that one, too to the ground in a flurry of lifeless limbs and fallen leaves. One of the remaining two stopped his charge and reversed direction, fleeing into the woods. The other continued, and drew close enough to swing his crude sword at Finglas. Finglas stepped quickly to the side of the overhead slash, skillfully parrying it with his bow as all elven archers are trained to do. He returned the strike with one of his own, his bow smashing into the side of the gnollís head, dazing him for a moment. That moment was all the quick priest required. One hand slipped to his quiver and drew forth an arrow. When the stunned gnoll brought his head around to look again at his quarry, he found himself staring into the pointy end of a knocked arrow. But only for an instant. Finglas calmly finished the five in front of him by sending a second arrow into the wounded gnollís chest, silencing his moans of pain. By this time the cowardly gnoll almost out of sight, fleeing as fast as he possibly could from this demon possessed archer. The human thought that was that, the fight won, but he had never seen a priest like this. The young elven cleric that was his guide calmly drew forth another arrow, and aimed at the fleeing monster. After an impossibly long second, Finglas released his arrow, knowing that his god aimed the missile truly at the foul beast. The running gnoll could only look in shock at his chest as the tip of the final arrow burst forth from it, wet with his lifeblood and gore from his now stopped heart. Days after Finglas had brought the human to the temple safely, he was summoned by the elders. As he stepped into the main sanctuary of the temple he was greeted by the sight of the collected elders and the old human, smiling at him warmly. The elderly man was grateful to the young cleric for allowing him to live out his remaining years, as was the clericís god, Mathmahoney. Finglas was bade to kneel and receive the blessings of Mathmahoney from the human. When asked what boon he might wish for, Finglas replied that his only desire was to improve his abilities to defend good from evil as he had that day with the human. With a smile on his lips, the aged priest turned his head to the heavens and asked for Mathmohoneyís blessings to fall upon this brave young cleric. Finglas was then filled with an inner warmth, and he found that from that day forward, his hand was truer than it ever had been with his bow. Years later, wanderlust struck Finglas. He spent the past few years with the human cleric he had guided to the temple. He would listen to the manís stories of the world outside the woods and of adventured had in decades past. Finglas wished to see this world, and perhaps have his own adventures in it. The church elders saw this gifted young clericís desire for adventure and knew it was inspired by their godís will. This young elf was too good with his beloved bow to stay sheltered in the city, doing the work of a cleric in the temple itself. One evening, they summoned him forth again, to a sheltered clearing some miles distant from the city. The elders had gathered there, as had his parents, friends, and the old human. They had prepared for him a last feast, and gifts of farewell. The church blessed him with protective robes, to keep him safe from the dangers he would undoubtedly face. His parents bade him take the family bow with him, to aid him in doing the work of Solonor. The elderly cleric gave his blessings and asked that Finglas always look to defending the weak against evil, as he had that one day years past in the woods. With a smile, Finglas thanked them all bade them farewell. He turned and walked from the woods that were his home that night, to find what the wider world held for him. ( Finglas is a young elven priest of the god Solonor Thelandira. His mother is an elven maid of some fame. She is well known in the city of Greenbough for her beauty and her abilities in the arts. His father is a man of stature himself; a high priest of Solonor as well. Finglas is their first born child, and well loved by them because of that. He was doted upon by his parents as a child, and got almost everything he asked for. When Finglas was a child he dreamed of becoming a wind rider. His only goal in life as a young elf was to become the elite of an elite race. Unfortunately, fate did not grant him his wish. He was not an overly strong or hardy boy, stronger than many, but not strong enough to be considered special. Neither was his martial ability up to the skill expected by one of the elite wind riders. When he approached the order in an attempt to be noticed, they tested him and found him wanting in the skills necessary for their recruits. Dejected and bitter over the rejection, Finglas spent a month moping about the house. His mother grew concerned that this might not be a passing childhood fancy, but his father grew impatient. In an attempt to bring Finglas from his black mood, his father hinted at a skill that would best even the elite wind riders. Sparked by interest, and more than a bit of jealousy, Finglas watched his father, seeking this powerful skill that could best the best. After several days, Finglas was unconvinced. Unconvinced until he saw his father using enchanted flying disks as targets for his bow. Finglas knew what his father was hinting at, and wanted to learn more. Over the next few years, Finglas trained with his father in the skills of the archer. His devotion to his training was great. Almost fanatical. During their training sessions, his father also educated young Finglas in the ways of Solonor, hoping Finglas would show interest in the priesthood and follow in his fatherís footsteps. After a time, Finglas indeed grew interested in the patron god of the new center of his life. When the appropriate time came, Finglas sought a position as an acolyte of the church, sponsored by his father. Because he was an elderís son, he was given no quarter in the tests. His testing was in fact much more rigorous and demanding than any others. Finglas was told to expect this, and was prepared. The church elders found his devotion to be true, and his skills to be incredible. Finglas was admitted to the Church of Solonor with wide smiles and great hope for his future. The hopes of the church in Finglas were not ill placed. Finglas proved to be a serious study, and a quick learner. He attended his duties with all his heart, and studied the ways of his god with a sincere heart. He approached his archery practice with great zeal, and was more than a match for many of the priests there by the end of his tenure as a church acolyte. As Finglas celebrated his coming of age, and his acceptance into the church, his father gifted him with one of his most cherished possessions: the magical family bow Cleathalas. Later in life, as a new priest, Finglas was given the duty of escorting a human cleric from the edge of the forest to the temple. The human and a high priest were old friends, and the high priest told his human friend to come live out his last days with his old friend and the beauty of the elven people. Finglas met him at the edge of the wood, and began to take him in. A few days into the woods, the two travelers were ambushed by a group of wild eyed gnolls. Despite the fact that the two were outnumbered three to one, and the elderly human was of little use in battle anymore, Finglas stood fast and called upon his god as his drew his first arrow. The elderly human knew he was looking at the deityís hand aiding this young cleric as Finglas defended his charge. Finglasí first arrow took the lead gnoll in the throat before he could even begin his charge, the order to attack dying in itís throat as a wet gurgle. The remaining five hesitated, staring at the arrow that seemed to magically appear in their leaderís throat as if by magic. They shouldnít have. The next arrow took the closest gnoll in the eye, killing him instantly. This brought the remaining four out of their shock, and believing themselves to still have the advantage, they charged. Finglas stood calm, drawing another arrow from his quiver and sent it at the lead gnoll. The arrow found itís mark in the leg of the gnoll, sending the charging monster to the ground as itís leg lost all ability to bear itís weight. Finglas drew yet another arrow as the gnolls charged, this one finding a home in the chest of one of the remaining creatures, sending that one, too to the ground in a flurry of lifeless limbs and fallen leaves. One of the remaining two stopped his charge and reversed direction, fleeing into the woods. The other continued, and drew close enough to swing his crude sword at Finglas. Finglas stepped quickly to the side of the overhead slash, skillfully parrying it with his bow as all elven archers are trained to do. He returned the strike with one of his own, his bow smashing into the side of the gnollís head, dazing him for a moment. That moment was all the quick priest required. One hand slipped to his quiver and drew forth an arrow. When the stunned gnoll brought his head around to look again at his quarry, he found himself staring into the pointy end of a knocked arrow. But only for an instant. Finglas calmly finished the five in front of him by sending a second arrow into the wounded gnollís chest, silencing his moans of pain. By this time the cowardly gnoll almost out of sight, fleeing as fast as he possibly could from this demon possessed archer. The human thought that was that, the fight won, but he had never seen a priest like this. The young elven cleric that was his guide calmly drew forth another arrow, and aimed at the fleeing monster. After an impossibly long second, Finglas released his arrow, knowing that his god aimed the missile truly at the foul beast. The running gnoll could only look in shock at his chest as the tip of the final arrow burst forth from it, wet with his lifeblood and gore from his now stopped heart. Days after Finglas had brought the human to the temple safely, he was summoned by the elders. As he stepped into the main sanctuary of the temple he was greeted by the sight of the collected elders and the old human, smiling at him warmly. The elderly man was grateful to the young cleric for allowing him to live out his remaining years, as was the clericís god, Mathmahoney. Finglas was bade to kneel and receive the blessings of Mathmahoney from the human. When asked what boon he might wish for, Finglas replied that his only desire was to improve his abilities to defend good from evil as he had that day with the human. With a smile on his lips, the aged priest turned his head to the heavens and asked for Mathmohoneyís blessings to fall upon this brave young cleric. Finglas was then filled with an inner warmth, and he found that from that day forward, his hand was truer than it ever had been with his bow. Years later, wanderlust struck Finglas. He spent the past few years with the human cleric he had guided to the temple. He would listen to the manís stories of the world outside the woods and of adventured had in decades past. Finglas wished to see this world, and perhaps have his own adventures in it. The church elders saw this gifted young clericís desire for adventure and knew it was inspired by their godís will. This young elf was too good with his beloved bow to stay sheltered in the city, doing the work of a cleric in the temple itself. One evening, they summoned him forth again, to a sheltered clearing some miles distant from the city. The elders had gathered there, as had his parents, friends, and the old human. They had prepared for him a last feast, and gifts of farewell. The church blessed him with protective robes, to keep him safe from the dangers he would undoubtedly face. His parents bade him take the family bow with him, to aid him in doing the work of Solonor. The elderly cleric gave his blessings and asked that Finglas always look to defending the weak against evil, as he had that one day years past in the woods. With a smile, Finglas thanked them all bade them farewell. He turned and walked from the woods that were his home that night, to find what the wider world held for him.).

x[Lorie] Kylia Wolfslayer moved 48'10".

x[E. L. Fudge (Sean)] Die kLoOge, die.

[Ed] No, not klooge!

[Ed] I wonder what loot it could drop though....

[DM] I am back at the keyboard.

[DM] ok

x[Finglass (mikE)] is that german for the klooge?

[DM] it is back now

Sean is receiving the map Base...

Sean has received the map Base.

x[Alastair (BiBo!!!)] none, or if it did have loot, it'd all be broken

[DM (to GM only)] wizard tower 1.jpg moved 26'09".

[DM] there is the wizard tower image

mikE is receiving the map Base...

mikE has received the map Base.

[DM] so rather than make you all load a full new set of maps

[DM] there is the image of the tower first floor

[DM] and an idea of what you find

[DM] for future reference in case someone wants to live here,

x[Finglass (mikE)] is the lower level all empty?

[DM] it is carved out of stone

[DM] everything inside seems to be randomly burned

[DM] a desk sits untouched

[DM] a book lays there open and readabe

[DM] the doors from upstairs down and out all look burned through

x[Alastair (BiBo!!!)] Alastair: Detect Magic: Sniff Sniff. I smell magic! Where's the magic?

x[Finglass (mikE)] one of you magey types go read the book

[DM] no magic around, but lots of remeants, of strong magic that no longer exists,

[DM] maybe some sort of wards or something

x[Alastair (BiBo!!!)] so no magicalness about the book then?

[Ed] cept the explosive runes! go go read marco

x[Alastair (BiBo!!!)] ::makes a note to kill off all sha'irs::

[Ed] *eep*

x[Alastair (BiBo!!!)] ::with explosive runes::

[DM] as you read the book

[DM] you see that this seems to be a power elementalist mage's tower

[DM] she was a master of wind and water

[DM] there is a note about attempting to control fire with summoned wind elementals

[DM] and a special ring of summoning

Sean has left the game on Fri Nov 11 21:40:40 EST 2005

[DM] that is all you can get from those notes

x[Finglass (mikE)] guess we should go up, then

x[Alastair (BiBo!!!)] indeed

[Ed] Sorry to interuppt,but I have to go, I'll drop in next week if you all will let me :)

[Lorie] Have a nice evening

Sean has joined the game on Fri Nov 11 21:43:30 EST 2005

[Ed] was nice meeting you all

[DM] have a great week Ed, talk to you later on

x[Alastair (BiBo!!!)] ::waves:: see ya ed

Ed has left the game on Fri Nov 11 21:44:58 EST 2005

x[Finglass (mikE)] so we going up or down?

[Lorie] Umm... I'm running a bit low on spells and would like to be able to defend myself with magic if necessary

Sean is receiving the map Base...

Sean has received the map Base.

x[Alastair (BiBo!!!)] we already rested for the night after the elementals

[DM] it is morning Lor

[DM] wizard tower 2.jpg moved 15'03".

[Lorie] Oh... umm, sorry, I must have missed that in the move. never mind then... no preference

[DM] wizard tower 3.jpg moved 14'11".

[DM] wizard tower 4.jpg moved 15'03".

[DM] wizard tower 5.jpg moved 19'00".

[DM (to GM only)] wizard tower 6.jpg moved 9'02".

[DM] there you go all six maps for you

x[Finglass (mikE)] okay...

x[Finglass (mikE)] lovely.

x[Finglass (mikE)] i have an empty, burnt out tower.

x[Alastair (BiBo!!!)] I'm gonna keep the book if you don't mind

x[Finglass (mikE)] nothing to do with it, but it's there

x[Finglass (mikE)] sure.

x[Finglass (mikE)] there are no rings ling about?

x[Finglass (mikE)] or anything, for that matter?

[DM] no rings, no remains,

x[Finglass (mikE)] this is a COMPLETELY empty tower?

x[Finglass (mikE)] all six levels?

x[Alastair (BiBo!!!)] so, either completely dustified or on another plane?

x[DM] Arabella #1 moved 11'07".

x[Alastair (BiBo!!!)] most likely the latter?

[Arabella #1] as you are exploring teh tower

[Arabella #1] two people walk up to the group by the tower

[Arabella #1] an elf and a gnome

[Arabella #1] who all is here exploring?

[Lorie] :: frowns ::

x[Finglass (mikE)] fin and anterias

x[Alastair (BiBo!!!)] all of us I guess

x[Finglass (mikE)] and all my arrows

x[Finglass (mikE)] she can meet each and every one of them if she likes

[Arabella #1] as the two of them approach you by the tower

[Arabella #1] she steps forward and says hello

x[Finglass (mikE)] detect evil

[Arabella #1] (none)

x[Finglass (mikE)] who are you?

[Arabella #1] My name is arabella, and this is my associate Blueberry

x[Finglass (mikE)] what are you doing here?

[Arabella #1] we are in search of the Dragonslayers

x[Finglass (mikE)] the who?

[Arabella #1] we are looking for a group of adventures

x[Finglass (mikE)] why?

x[Alastair (BiBo!!!)] File your grievance at the temple like everyone else.

[Arabella #1] people who go by the name of the Dragonslayers

[Arabella #1] which temple woudl that be?

x[Alastair (BiBo!!!)] ::hands over some papers:: here's the necessary forms, fill them out in triplicate.

x[Finglass (mikE)] would this happen to be your tower?

[Arabella #1] she shakes her head, oh no, we are not from this area at all

x[Finglass (mikE)] good answer.

[Arabella #1] we are from Terraguard Principality

x[Finglass (mikE)] now what would you want with a group of adventurers?

[Arabella #1] it has come to our ears that you are the dragonslayers is that true?

x[Alastair (BiBo!!!)] Does it matter?

x[Finglass (mikE)] It just came to your ears? right now?

[Arabella #1] (blueberry mutters and scuffs his foot in the dirt)

[Arabella #1] she smiles and asks again, are you they?

x[Finglass (mikE)] so you hear voices? I could take care of that for you.

[Arabella #1] she says, I like the voices I hear

x[Finglass (mikE)] What do you want with a group of adventureres?

x[Finglass (mikE)] maybe we can do your little job for you.

[Arabella #1] we are not looking for a group of adventurers, we are looking for the Dragonslayers

x[Finglass (mikE)] why?

[Blueberry #1] grumbles,

[Blueberry #1] they must be if they are such cowards to hide like this

x[Juniper (BiBo!!!)] ::walks over to blueberry and giggles:: You're my size!

x[Finglass (mikE)] ::sighs:: I tire of your games. Tell me what you want with the Dragonslayers. And I warn you, I am not in a very good mood.

[Arabella #1] she smiles again, please are you or are you not the dragonslayers

x[Juniper (BiBo!!!)] Hi I'm Juniper!

x[Juniper (BiBo!!!)] ::whispers:: He's NEVER in a good mood.

x[Finglass (mikE)] Little one, stay away from him. He might have a disease.

[Arabella #1] growls, what are you doing with these people? you should be home somewhere safe adn sound

x[Juniper (BiBo!!!)] He might? ::looks back at the gnome:: do you have a disease? Master Alistair can fix diseases.

[Arabella #1] and not out in the wilds with a dangerous bunch of

[Blueberry #1] (that was as Blue)

[Blueberry #1] grumbles

[Blueberry #1] the only thing I have a problem with is cowards who refuse to admit who they are,

x[Finglass (mikE)] ::sighs again and draws himself up:: Yes, I am a Dragonslayer. Now what do you want?

x[Juniper (BiBo!!!)] I'm Master Alistair's squire!

[Blueberry #1] the whoele world knows you are

[Arabella #1] very well

[Arabella #1] she smiles,

[Arabella #1] thank you

x[Alastair (BiBo!!!)] Then why bother asking?

[Arabella #1] and hands you a note

x[Finglass (mikE)] And the whole world will see you with feathers sticking out of you if you don't tell me what you want.

[Arabella #1] here you go

x[Finglass (mikE)] What is this?

x[Finglass (mikE)] ::i don't take it::

[Arabella #1] this is a summons for a creature by the name of Kit?

[Arabella #1] is that what you call it?

x[Finglass (mikE)] For what?

[Arabella #1] she is to be judged and executed

x[Alastair (BiBo!!!)] By whom and for what crime?

[Arabella #1] she is dragonspawn

[Arabella #1] and must be executed

[Lorie] :: levels her glance at the Creature

[Arabella #1] if she is not dragonspawn then she may live

x[Antarias (mikE)] ::growls::

x[Alastair (BiBo!!!)] by who's order?

x[Finglass (mikE)] Alistair, please deal with these rabble before I do.

[Arabella #1] the Order of Purity

x[Alastair (BiBo!!!)] ((that a paladin order or something I'd recognize?))

x[Finglass (mikE)] And for an order of purity, you are not very pure, walking around with a sub race like your short friend.

[Lorie] The order of Purity should go back to Terraguard ... NOW

[Arabella #1] (nope never heard of, but they do claim to be from 1,000 miles away)

[Lorie] :: squats to be eye level :: Do you know who I am?

[Arabella #1] she looks at Kylia

[Arabella #1] you would be Lady Kylia

x[Finglass (mikE)] Oh gods...

[Arabella #1] an excellent cleric and a person of upstanding morals if questionable taste in companions

x[Alastair (BiBo!!!)] An does this order have any authority over these lands? It seems to me that this area would be out of its jurisdiction.

[Lorie] You would do well not to mess with the likes of me little one. Kit is under my protection and Roadhaven

x[Finglass (mikE)] ::laughs:: Alatair, you know who has authroity here. And it is not them.

[Lorie] You can tell the Order of Purity and your despot that their charges are not recognized on my lands

[Arabella #1] our order does not recognize any political boundries as barring us from our sworn duties

[Blueberry #1] I am back at the keyboard.

[Blueberry #1] fools errand I tld you

[Blueberry #1] no reason for this

x[Finglass (mikE)] Does your order recognize weapons? Be gone.

[Blueberry #1] we hsould have just attacked like I said

[Blueberry #1] grumbles

[Blueberry #1] no good will come of this

[Blueberry #1] points to Antarias

x[Finglass (mikE)] You are on my lands. Leave or suffer the consequences.

[Lorie] The Order of purity has veyr questionnable morals

[Blueberry #1] and look the scum are breeding more

x[Alastair (BiBo!!!)] If you are to make a trial over this, you must have boundries. A justice system cannot exist without boundries.

[Lorie] :: slaps Blueberry without thinking ::

x[Finglass (mikE)] Finglass, Antarias, Kit and E. L. Fudge moved 102'05".

x[mikE] Antarias targets Blueberry #1. Distance: 14'01"

x[mikE] Finglass targets Blueberry #1. Distance: 23'09"

[Arabella #1] she looks shocked at your attack on him

[Lorie] I ask you once again... leave now

[Arabella #1] we come to present you with

[Arabella #1] sighs

[Arabella #1] very well

[Lorie] Kit is under my protection...

x[Finglass (mikE)] ::Levels his bow at them, two arrows knocked::

[Arabella #1] we tried,

[Arabella #1] I am sorry

[Arabella #1] this means war

[Lorie] You come to insult Lady Kylia and the Dragonslayers

[Lorie] Your insult will not be forgotten

x[Alastair (BiBo!!!)] ::sighs:: may I see the document?

[Arabella #1] we will return later to take them into custody

x[Finglass (mikE)] Finglass: Attack #1: Double Arrow Shot: (11-+2-(d20+9)) [11-2-(12+9)] -12. PROBABLY HITS Blueberry #1 (AC FINAL: 1)!!!

[Arabella #1] hands over the papers

x[Alastair (BiBo!!!)] them?

[Lorie] I demand that Terraguard issue a full apology to the Dragonslayers

x[Alastair (BiBo!!!)] I thought you said you came for kit.

x[Finglass (mikE)] ::that was one at each of them::

x[Finglass (mikE)] Finglass: Damage v SM: Cleathalas, Composite Long Bow of Heartseeking: (1d6+6) [4+6] 10 [ROLL WAS MODIFIED] added to Blueberry #1

[Arabella #1] we came for Kit it is true,

x[Finglass (mikE)] Finglass: Damage v SM: Cleathalas, Composite Long Bow of Heartseeking: (1d6+6) [3+6] 9 [ROLL WAS MODIFIED] added to Blueberry #1

[Arabella #1] how ever we did not know you were harboring another of them here

x[Finglass (mikE)] ::the arrows were released as soon as they said the line about war::

[Lorie] :: blinks ::

x[mikE] Finglass targets Arabella #1. Distance: 23'01"

x[Arabella #1 (to GM only)] Blueberry #1's Current Hit Points: adjusted to 42 (-10) - Lightly Wounded

x[Finglass (mikE)] ((i warned them))

x[Arabella #1 (to GM only)] Arabella #1's Current Hit Points: adjusted to 15 (-9) - Moderately Wounded

x[Alastair (BiBo!!!)] ::pulls out the arrows and lays hands on arabella:: Juniper, could you get the other one?

x[Juniper (BiBo!!!)] ::nods and starts chanting::

[Arabella #1] they both glare at Finglass

x[Finglass (mikE)] What are you doing? Did you not hear them? We are at war.

[Arabella #1] we draw no weapons on you

[Arabella #1] yet you insist on attacking

x[Finglass (mikE)] I told you to leave, you declared war.

x[Juniper (BiBo!!!)] do you know nothing of the rules of engagement?

x[Alastair (BiBo!!!)] do you know nothing of the rules of engagement?

x[Finglass (mikE)] Yes, I do. As you saw, I engaged.

x[Finglass (mikE)] Be glad I didn't use my good arrows. Those were only a warning shot.

x[Arabella #1 (to GM only)] Arabella #1's Current Hit Points: adjusted to 23 (8) - Lightly Wounded

x[Alastair (BiBo!!!)] You do not attack a messenger, merely because they bring bad news.

x[Arabella #1 (to GM only)] Blueberry #1: No adjustments made

x[Alastair (BiBo!!!)] (1d8) [4] 4

x[Arabella #1 (to GM only)] Blueberry #1's Current Hit Points: adjusted to 46 (4) - Lightly Wounded

[Arabella #1] the two of them nods to Alastair and Juniper

x[Finglass (mikE)] Messengers do not have the athority to declare war. And I gave them fair warning.

x[Alastair (BiBo!!!)] ::turns back to the two:: I really am sorry for my companion's rudeness. He is a forest dweller and they do have a hard time understanding the laws of man.

x[Finglass (mikE)] Get out of my lands, and never return, under penalty of death. I will not have any members of your order in my lands.

[Arabella #1] she nods to Alastair

[Arabella #1] the looks to Finglass

[Arabella #1] if you refuse to surrender the creatures

x[Finglass (mikE)] And know, that to lay hands on my companion is to delcare war with the elven nation. He is considered the son of the elves.

[Arabella #1] then we will return to take them from you later

x[Alastair (BiBo!!!)] Still, if there is a possibility to avoid further altercation, I would like to recieve all documentation you can bring me about your order as well as it's formal complaints against both of my clients.

x[Finglass (mikE)] Do not return.

[Arabella #1] she smiles, I think I may speak of the elven nations wishes just as vehemently as you do

[Arabella #1] and I do not beleive that you will find many if any who support your claim of family

x[Finglass (mikE)] ::laughs::

x[Finglass (mikE)] Oh no?

[Arabella #1] very well

[Arabella #1] we will return to bring her to justice later on

x[Finglass (mikE)] I would think the son of the high priest of Solonor would warrant more kindness on your part.

[Arabella #1] have a good day

x[Alastair (BiBo!!!)] I would review your orders laws and complaints before we come to further unnecesary illwill. If you wish, I can come to a neutral territory to avoid further attacks from my allies.

[Arabella #1] and thank you very much for attempts at hospitality

x[Finglass (mikE)] I gave you all the hospitality you will ever get from be. Be gone.

[Arabella #1] we would be willing to meet in the town of Wolfspack,

[Arabella #1] perhaps on,

x[Finglass (mikE)] ::knocks another two arrows::

x[Alastair (BiBo!!!)] I will come there to recieve all documentation you can give me.

[Arabella #1] waiting for you to respond

[Arabella #1] we woudl want the creature to be there as well

[Arabella #1] so that if you do agree that we are correct, you will turn her over to us

[Lorie] :: looks at Alastair and simply shakes her head ::

x[Finglass (mikE)] ::are they gone yet?::

x[Alastair (BiBo!!!)] I wish merely to recieve all the information of your order to see if your cliam deserves merit. Should I determine it does, then we shall continue on with this trial as your people wish.

[Arabella #1] very well

[Arabella #1] upon the dual full moon we will meet you in wolfspack

[Arabella #1] do you have a location you prefer

x[Alastair (BiBo!!!)] As you wish.

x[Alastair (BiBo!!!)] Near the truthgrids should be fine.

[Arabella #1] in the meantime we will continue our efforts to bring them to justice

[Arabella #1] very well

x[Alastair (BiBo!!!)] the one at the southern gate.

[Arabella #1] she nods to the group

[Arabella #1] have a nice day

x[Alastair (BiBo!!!)] Until then, any hostilities will be responded to with like force.

[Arabella #1] and the two of them turn to walk away

x[Finglass (mikE)] ::scowls at Alistair:: One of the few times I have ever regretted travelling with a paladin.

x[Alastair (BiBo!!!)] ::sighs:: You do not understand the way orders work. If we simply attack them now, they will be sending a never ending supply of foes until we are defeated. If we defeat them legally, then we need not worry further attacks.

[Arabella #1] they walk on throught the ashes,

x[Finglass (mikE)] Or we raze their little homes.

[Arabella #1] towards the tree line and back towards Paul's protectorate

x[Finglass (mikE)] They call for the death of my brother, and you want to quibble with words?

[Lorie] Understand... oh no Alastair, I understand Orders all too well. Terraguard and those :: shudders :: Greek worshipping Ne'er do wells will not rest no matter what the law says

x[Finglass (mikE)] They claim to declare war and you wish to parlay?

x[Alastair (BiBo!!!)] You don't seem to have any concept of the grand scheme of things. There will always be more of then. They will keep coming if we do not find a way to keep them from attacking. Force won't stop them.

x[Finglass (mikE)] At least I have one supporter.

[Lorie] I am not the biggest fan of other races but torturing people isn't the way to go ever.

x[Alastair (BiBo!!!)] If they are prepared to attack half dragons, they can have enough force to defeat us sooner or later.

[Lorie] :: resists saying more ::

x[Finglass (mikE)] Then they will see the folly of their ways. They will not win against us.

x[Finglass (mikE)] She sorely misunderstands who stands with whom.

[Lorie] :: shakes head :: They will not Finglass... not ever. Don't have such hope

x[Finglass (mikE)] THey will see it when they meet their gods, Kylia.

x[Alastair (BiBo!!!)] ::sighs:: You are not invincible. There is always someone with bigger spells, bigger weapons.

x[Alastair (BiBo!!!)] Until we can judge their strengths, it is unwise to provoke them.

x[Finglass (mikE)] Anterias is my brother, and Kit a friend. To raise a hand against them is to raise a hand against me, my family, and all our powers.

x[Alastair (BiBo!!!)] They will not be taken, but direct force isn't going to solve this.

x[Finglass (mikE)] The elves will always have the power of the forests. And those who come into our forests unwanted will always regret it.

x[Finglass (mikE)] Then I hope your words can work magic.

[Lorie] Finglass... this is wrong, of that we all agree. But I do agree with Alastiar that we must be sensible about this. Otherwise all our lands will be razed.

x[Finglass (mikE)] Because they will not stop. And when they come into my forests again, I will attack them.

x[Alastair (BiBo!!!)] They have been warned of such, do not go out of your way to provoke them for now.

x[Finglass (mikE)] Enough. When they come, we will take them. For now, we have more important things to worry about.

[Lorie] :: looks at Alastair :: Okay, let us take them and split up. Kit must be kept iwth Paul and Anterias will be safest at Roadhaven. We should not keep them in the same place

x[Alastair (BiBo!!!)] That would not be a bad idea. Though I think these people probably have the resources to find them.

x[Finglass (mikE)] Roadhaven?

x[Alastair (BiBo!!!)] It would be nice if we had some place to keep them where they could not be scried upon.

x[Antarias (mikE)] I have been charged with the protection of Finglass. Not to hide like a girl.

[Lorie] It's not about Finding them... we would be foolish to think we could hide them

[Lorie] :: levels her eys at Antarias:: this isn't being a :: bristles :: a girl... this is about not tempting fate

x[Antarias (mikE)] My fate is what it is, Lady. And I will not hide from it. My duty is to my brother and family.

[Lorie] My other thought is using the musical portal to send them to another plane for a while

x[Alastair (BiBo!!!)] I think for now, the full forces of your clerics and pauls men should keep them at bay until we can better deal with them.

x[Alastair (BiBo!!!)] We could send them to sigil.

[Lorie] I've got a few tricks up my sleeve should they decide to "come for them"

x[Alastair (BiBo!!!)] Unfortunately we do not have any allies on other planes or know of any relatively safe places to keep them

x[Antarias (mikE)] ::shrugs:: I will stay with Finglass, unless my father tells me otherwise, I think.

[Lorie] :: turns and looks at Finglass :: then get your Father and have him order your brother someone else.

[Lorie] Hmmm... We have Dragonslayers spread around the lands... we may have to be creative, but we could keep them safe.

x[Finglass (mikE)] That is too much like giving into them for my tastes.

[Lorie] Surely Sabrina would not turn us a way if we'd need help

[Lorie] Nor would the elves of Almarin's lands

x[Finglass (mikE)] and what happens when they go for him and he does not have us there?

x[Finglass (mikE)] is he to rely on a stranger for protection? i'm sorry, but sending him off is not an idea i like.

x[Finglass (mikE)] i'd prefer him to be at Roadhaven

[Lorie] A dragonslayer is NOT a stranger.

x[Finglass (mikE)] I havn't met them, though.

[Lorie] A Dragonslayer understands better than anyone

x[Finglass (mikE)] But they would be A dragonslayer. Not a group of dragonslayers.

x[Finglass (mikE)] how is that safer?

[Lorie] Ahhh...but these are extremely well connected Dragonslayers.

x[Alastair (BiBo!!!)] Isnt almarin a king?

[Lorie] :: nods :: He is.

[Lorie] Sabrina is quite successful with her Art business and has a side business that might be of use to us

x[Alastair (BiBo!!!)] Alastair: Law check: (d20) [5] 5. PROBABLY SUCCEEDS against (13+0) [13+0] 13!!!

[Lorie] I am quite certain that we could pay a visit to a certain establishment in Wolfspack and we could get some additional assistance across the network

[Lorie] Airlyn is an elf who I'm sure would aid us in our time of need for the elves

x[Finglass (mikE)] Perhaps.

x[Finglass (mikE)] But if we are to send him anywhere, why not home?

[Lorie] :: ponders :: Kevin! He would be an excellent resource as well

x[Antarias (mikE)] I still do not want to be sent somewhere.

x[Alastair (BiBo!!!)] Well, we could move them periodically.

[Lorie] Hmmm... you could send him home, but would your Father have the resources to protect him with our risking too much personal loss

x[Antarias (mikE)] Not many humans know of our city.

x[Finglass (mikE)] He is right. I am the only one out and about, really.

x[Alastair (BiBo!!!)] You keep ignoring that one of them was an elf

x[Finglass (mikE)] She was not of my city.

x[Alastair (BiBo!!!)] does not mean she doesn't know of it

x[Finglass (mikE)] She was of a human city. She does not know us.

x[Finglass (mikE)] And she wouldn't know a Dragonslayer? They seemed to have done their homework.

x[Alastair (BiBo!!!)] it was a formality, she knew.

x[Finglass (mikE)] They also seem more interested in Kit than Anterias. They never did mention him except once in passing.

x[Finglass (mikE)] They also had no summons for him.

x[Alastair (BiBo!!!)] even if they don't know where it is now, they will find out soon enough once they start looking for kit and anterias.

[Lorie] Which is odd... Kit's half is LG so it's not really that side they want I am guessing

x[Alastair (BiBo!!!)] They didn't know of him until now. We will be getting another summons when I go to wolfspack I'm sure.

x[Finglass (mikE)] Then work your magic.

x[Finglass (mikE)] But even if you had a law passed, I have a feeling they will not care.

x[Finglass (mikE)] They seemed eager to ignore your lawful boundaries

[Lorie] Anterias, may I ask, what is your other half? Is it Gold as well?

x[Alastair (BiBo!!!)] no, but there might be a loophole within their order to exploit.

x[Finglass (mikE)] So why would a piece of paper stop them?

x[Antarias (mikE)] Yes, Lady. My father is a great Gold.

x[Alastair (BiBo!!!)] Laws generally are ripe with them.

x[Antarias (mikE)] And, if I really must, I think that Father might be able to contact him to hide me away if I am truly being sent away.

[Lorie] :: ponders :: Okay, why would Terraguard take exception to LG... I know their purity blah blah... but it's LG for crying out loud... surely that is recognized for something

x[Alastair (BiBo!!!)] I have a feeling, they are against half breeds. For all we know, they might be hunting down half elves as well.

[Lorie] :: nods :: Truly...I would agree.

x[Alastair (BiBo!!!)] But what their aims and goals are will soon be revealed.

[Lorie] Antarias, You should go home... I understand your sense of duty, but you are of no use in shackles

x[Alastair (BiBo!!!)] or worse

x[Finglass (mikE)] ::sighs::

x[Finglass (mikE)] Go and tell Father what is going on. Do what he thinks is best.

x[Antarias (mikE)] ::frowns:: Very well, my brother. I do not like leaving you, but it seems it might be for best.

[Lorie] He is not in danger... other than from his temper

[Lorie] You, on the other hand, are in danger I am afraid

x[Finglass (mikE)] So says the pot...

x[Alastair (BiBo!!!)] She can at least keep her weapons sheathed.

x[Alastair (BiBo!!!)] if not her tongue

[Lorie] :: nods :: I am indeed... I will not allow Paul to see her death

x[Finglass (mikE)] You don't actually sheathe bows or arrows.

x[Finglass (mikE)] ::shrugs::

[Lorie] :: turns :: I could have turned them to stone or dust without a blink Finglass... don't forget that

[Lorie] They more than likely have enchantments and other things on them however

[Lorie] It would have been a wasted effort

x[Finglass (mikE)] Whatever. You go have your talks, Alistair. But I hope that when they fail you will stand with me.

x[Finglass (mikE)] And not on the sidelines because of a piece of paper from a kingdom you don't even belong to.

[Lorie] :: turns :: I will take my leave and head for Gon. I'll let Paul decide where Kit will be safe. I have a feeling he may have somewhere safe in mind

x[Alastair (BiBo!!!)] I am not against you, I only wish to attempt to prevent bloodshed. Unless you wish to lose the followers you are clearing these lands for.

x[Finglass (mikE)] Should send her home, too... Might be able to take care of two birds with one stone there.

x[Finglass (mikE)] I'm sure that she and Sara would have a lovely... talk.

[Lorie] :: shakes head :: they should not be together. :: thinks :: I know where she would be safest, but I'll not speak it here in case we have ears

[Arabella #1] ok

[Arabella #1] so this is a good spot to pause

x[Alastair (BiBo!!!)] to the bat cave!

[Arabella #1] and pick up next week

[Arabella #1] thank you all, very well done

[Lorie] Yeah for Lorie for not killing them where they stood!

[Lorie] I really really really wanted to

x[Finglass (mikE)] =P

[Lorie] But being that we were standing in the forest

[Arabella #1] grins

x[Finglass (mikE)] nighty

[Lorie] and they were from Terraguard... things could only have gone badly

[Arabella #1] a burned out forest

[Lorie] :: waves :: night

[Arabella #1] have a fun time everyone

[Lorie] have a great weekend all

mikE has left the game on Fri Nov 11 23:11:10 EST 2005

Lorie has left the game on Fri Nov 11 23:11:12 EST 2005

Sean has left the game on Fri Nov 11 23:11:30 EST 2005