Sep 16 05 - Celtic Burial Mounds
[DM] ==== Gaming session started: Fri Sep 16 17:53:23 EDT 2005 ====
[DM] Time of Day: 05:53 PM. Fri, Sep 16th, 2005.
JohnA has joined the game on Fri Sep 16 17:54:25 EDT 2005
[DM] I am around in and about, make it ring if you need me
[DM] I am away from the keyboard.
Lorie has joined the game on Fri Sep 16 17:56:53 EDT 2005
[JohnA] HI!
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Custom Expressions - ADDED: summon1, Paul summons {1d3} {1d20[1=”Ankheg”;2=”Ape”;3=”Banderlog”; 4=”Ettercap”; 5=”Gargoyle”;6=”Ghast”;7=”Hell hound”; 8=”Huecuva”; 9=”Hydra, 5 heads”;10=”Wearwolf”;11=”Ogre”;12=”Ooze, gray”;13=”Owlbear”;14=”Scorpion, huge”;15=”Snake, giant const.”;16=”Toad, poisonous”;17=“Toad, fire”;18=”Wasp, giant”;19=”Worg”;20=”Yeti”]}.
[Lorie] Hi :D
[JohnA] Paul Elvenstire: Parse Error: kLoOgeWerks.iK: invalid label assignment
[Lorie] How is everyone
Lorie is receiving the map...
Lorie has received the map.
[JohnA] i do not know about everyone but my family is fine
[JohnA] that was quick
JohnA is receiving the map...
JohnA has received the map.
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Custom Expressions -
[JohnA] Paul Elvenstire: Parse Error: kLoOgeWerks.iK: invalid label assignment
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Custom Expressions - CHANGED: test -- Expression: summon1 Paul summons {1d20[1=”Ankheg”;2=”Ape”;3=”Banderlog”; 4=”Ettercap”; 5=”Gargoyle”;6=”Ghast”;7=”Hell hound”; 8=”Huecuva”; 9=”Hydra, 5 heads”;10=”Wearwolf”;11=”Ogre”;12=”Ooze, gray”;13=”Owlbear”;14=”Scorpion, huge”;15=”Snake, giant const.”;16=”Toad, poisonous”;17=“Toad, fire”;18=”Wasp, giant”;19=”Worg”;20=”Yi”]} (chptm=6d6).
[JohnA] Paul Elvenstire: Parse Error: kLoOgeWerks.iK: invalid label assignment
[JohnA] Paul Elvenstire: Parse Error: kLoOgeWerks.iK: invalid label assignment
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Custom Expressions - CHANGED: test -- Expression: {1d20[1=”Ankheg”;2=”Ape”;3=”Banderlog”; 4=”Ettercap”; 5=”Gargoyle”;6=”Ghast”;7=”Hell hound”; 8=”Huecuva”; 9=”Hydra, 5 heads”;10=”Wearwolf”;11=”Ogre”;12=”Ooze, gray”;13=”Owlbear”;14=”Scorpion, huge”;15=”Snake, giant const.”;16=”Toad, poisonous”;17=“Toad, fire”;18=”Wasp, giant”;19=”Worg”;20=”Yi”]} (summon1 Paul summons {1d20[1=”Ankheg”;2=”Ape”;3=”Banderlog”; 4=”Ettercap”; 5=”Gargoyle”;6=”Ghast”;7=”Hell hound”; 8=”Huecuva”; 9=”Hydra, 5 heads”;10=”Wearwolf”;11=”Ogre”;12=”Ooze, gray”;13=”Owlbear”;14=”Scorpion, huge”;15=”Snake, giant const.”;16=”Toad, poisonous”;17=“Toad, fire”;18=”Wasp, giant”;19=”Worg”;20=”Yi”]}).
[JohnA] Paul Elvenstire: Parse Error: kLoOgeWerks.iK: invalid label assignment
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Custom Expressions - CHANGED: test -- Expression: {1d5[1=”Ankheg”;2=”Ape”;3=”Banderlog”;4=”Ettercap”;5=”Gargoyle”]} ({1d20[1=”Ankheg”;2=”Ape”;3=”Banderlog”; 4=”Ettercap”; 5=”Gargoyle”;6=”Ghast”;7=”Hell hound”; 8=”Huecuva”; 9=”Hydra, 5 heads”;10=”Wearwolf”;11=”Ogre”;12=”Ooze, gray”;13=”Owlbear”;14=”Scorpion, huge”;15=”Snake, giant const.”;16=”Toad, poisonous”;17=“Toad, fire”;18=”Wasp, giant”;19=”Worg”;20=”Yi”]}).
[JohnA] Paul Elvenstire: Parse Error: kLoOgeWerks.iK: invalid label assignment
[JohnA] Paul Elvenstire: Attack #1: Scimitar +3/+5 vs Spirits: (-(d20+3)) [-(10+3)] -13
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Custom Expressions - CHANGED: test -- Expression: {1d5[1-1=”Ankheg”;2-2=”Ape”;3-3=”Banderlog”;4-4=”Ettercap”;5-5=”Gargoyle”]} ({1d5[1=”Ankheg”;2=”Ape”;3=”Banderlog”;4=”Ettercap”;5=”Gargoyle”]}).
[JohnA] Paul Elvenstire: Parse Error: kLoOgeWerks.iK: invalid label assignment
[JohnA] Paul Elvenstire: Md Str: (d20=();<>()) [9] -1
[JohnA] i give up
[JohnA] I am away from the keyboard.
[Lorie] John, sorry you went away, I was finalising something offline for my French Diplomacy Tournament... the moves are due soon
[DM] I am back at the keyboard.
[DM] cool
[DM] all in french?
[DM] how is the sleuthing going by the way?
[DM] back to deal with issues here, ring me if you need me
[DM] I am away from the keyboard.
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Spells - CHANGED: Monster Summoning IV -- Expression: say hello to my little friends{1d3} {1d20} (say hello to my little friends),
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Custom Expressions - CHANGED: test -- Expression: {1d3} {1d20} ({1d5[1-1=”Ankheg”;2-2=”Ape”;3-3=”Banderlog”;4-4=”Ettercap”;5-5=”Gargoyle”]}).
[JohnA] Paul Elvenstire: test: (1d3) [2] 2 (1d20) [11] 11
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Custom Expressions - CHANGED: test -- Expression: {1d3} {1d20[1="ankheg";2-20="something else"]} ({1d3} {1d20}).
[JohnA] Paul Elvenstire: test: (1d3) [3] 3 (1d20) [18] 18 -- something else
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Custom Expressions - CHANGED: test -- Expression: {1d3} {1d20[1="ankheg";2="Ape";3="banderlog";4-20="something else"]} ({1d3} {1d20[1="ankheg";2-20="something else"]}).
[JohnA] Paul Elvenstire: test: (1d3) [2] 2 (1d20) [12] 12 -- something else
[Lorie] Okay... I'm here now.
[JohnA] I am back at the keyboard.
[Lorie] Let's see... I'm france in the first game of the tourney... it's interesting.
[JohnA] i did not give uo on u
[Lorie] A bunch of people won't even answer my emails...
[Lorie] Sleuth is okay, I'm 7-0
[DM] I am back at the keyboard.
[DM] well I gave up on her :P
[DM] and very good at your record
[DM] no drops yet?
[Lorie] Nope...
[DM] and how experienced are the Diplomacy players?
[Lorie] Not a clue
[DM] so they just do not know yet then
[DM] never attibute to malice what can easily be covered by stupidity
[Lorie] true
[DM] looks at the clock, I have time for one more, really really hard case I think
[DM] trying to advance a hunt,
[Lorie] ahhhh
[DM] am paying attention here promise, if you have any question
[DM] my record now is 4 drops, 203 solved, 0 false
[DM] been over 2 weeks that I had to drop a case
[Lorie] Wow...
[Lorie] Okay... going to get some h20 ... brb
[DM] it sucks when you have the person
[DM] and the PE
[DM] but no motive
[DM] so cannot accuse
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Custom Expressions - CHANGED: test -- Expression: {1d20[1={1d3}"ankhegs";2="Ape";3="banderlog";4-20="something else"]} ({1d3} {1d20[1="ankheg";2="Ape";3="banderlog";4-20="something else"]}).
[JohnA] Paul Elvenstire: Parse Error: unmatched bracket
[Lorie] absolutley
[Lorie] err absolutely
[DM] nods
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Custom Expressions - CHANGED: test -- Expression: {1d20[1="{1d3}ankhegs";2="Ape";3="banderlog";4-20="something else"]} ({1d20[1={1d3}"ankhegs";2="Ape";3="banderlog";4-20="something else"]}).
[DM] and the favor cases are always at one level higher than norm for you
[JohnA] Paul Elvenstire: Parse Error: unmatched bracket
[Lorie] Are you David Palmer?
[DM] no
[DM] r anstett
[DM] but Mojo is us yes
[DM] if you look at the MoJo listing
[Lorie] Ahhh made my daily times
[DM] you can see me
[Lorie] gotcha
[DM] yeap, that was hunt # 49 for the agency too
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Custom Expressions - CHANGED: test -- Expression: {1d20[1="ankhegs";2="Ape";3="banderlog";4-20="something else"]}{1d3) of them ({1d20[1="{1d3}ankhegs";2="Ape";3="banderlog";4-20="something else"]}).
[JohnA] Paul Elvenstire: Parse Error: unmatched brace
[DM] they say that the featured mysteries are very good, much harder to do than one of the same level
[DM] they are full stories
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Custom Expressions - CHANGED: test -- Expression: {1d20[1="ankhegs";2="Ape";3="banderlog";4-20="something else"]} ({1d20[1="ankhegs";2="Ape";3="banderlog";4-20="something else"]}{1d3) of them).
[JohnA] Paul Elvenstire: test: (1d20) [13] 13 -- something else
[Lorie] Ahhh...
[Lorie] John, looks like you are making progress on your dice
[JohnA] well i gave up on pasting from word, and trying to be fancy
[DM] Word sucks
[DM] use notepad
[JohnA] now it's just the tedious typing in all over again
[DM] I do that a lot
[Lorie] Uh oh Bob... I have a case that the Mob wants to go away
[DM] type it in note pad, ctrl C, ctrl V done and over
[DM] nods,
[Lorie] and the Order of Soc. is going to up my rating if I solve
[DM] will cost you points with someone
[DM] and raise you
[DM] at your level I would say do it anyway
[DM] that is how my levels are so bad with some of them
[DM] but I am getting close to worrying about my brotherhood rating
[DM] and if you do a little job for them
[DM] you gain a lot more points then you loose
[Lorie] ahhh
[DM] by the way, on a RRH case, I have 9 suspects, I know that 4 will be liars and 3 PE
[DM] and at least 2 PE will match with a suspect
[DM] so you have to be certian of the valid alibis
[Lorie] Yikes
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Custom Expressions -
[JohnA] Paul Elvenstire: Parse Error: kLoOgeWerks.iK: invalid label assignment
[DM] the crazy thing is I look at this and say , heh, I can get this done in 10 minutes
[Lorie] last night I had three people that couldn't confirm their alibii
[DM] and you had to make a good guess
[DM] have you had any just clam up on you from the beginning yet?
[DM] last case some bitch did that to me, first question, clammed, no chance at motive or alibi or We or anything
[DM] wanted to just scream
[Lorie] Yes... sweet talking did not help
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Custom Expressions - CHANGED: test -- Expression: {1d20[1="ankhegs";2="Ape";3="banderlog";4="Ettercap";5="Gargoyle";6-20="something else"]} ({1d20[1="ankhegs";2="Ape";3="banderlog";4-20="something else"]}).
[JohnA] Paul Elvenstire: test: (1d20) [18] 18 -- something else
[Lorie] the worst is when they kill off the City Hall alibi
[JohnA] Paul Elvenstire: test: (1d20) [5] 5 -- Gargoyle
[DM] I love dead people
[DM] one less person to worry about
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Custom Expressions - CHANGED: test -- Expression: {1d20[1="ankhegs";2="Ape";3="banderlog";4="Ettercap";5="Gargoyle";6="Ghast";7="hellhound";8="Huecuva";9-20="something else"]} ({1d20[1="ankhegs";2="Ape";3="banderlog";4="Ettercap";5="Gargoyle";6-20="something else"]}).
[JohnA] Paul Elvenstire: test: (1d20) [19] 19 -- something else
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Custom Expressions - CHANGED: test -- Expression: {1d20[1="ankhegs";2="Ape";3="banderlog";4="Ettercap";5="Gargoyle";6="Ghast";7="hellhound";8="Huecuva";9="5 headed Hydra";10="Wearwolf";11="Ogre";12="Gray Ooze";13-20="something else"]} ({1d20[1="ankhegs";2="Ape";3="banderlog";4="Ettercap";5="Gargoyle";6="Ghast";7="hellhound";8="Huecuva";9-20="something else"]}).
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Custom Expressions -
[JohnA] Paul Elvenstire: test: (1d20) [15] 15 -- something else
[JohnA] Paul Elvenstire: test: (1d20) [12] 12 -- Gray Ooze
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Custom Expressions - CHANGED: test -- Expression: {1d20[1="ankhegs";2="Ape";3="banderlog";4="Ettercap";5="Gargoyle";6="Ghast";7="hellhound";8="Huecuva";9="5 headed Hydra";10="Wearwolf";11="Ogre";12="Gray Ooze";13="Owlbear";14="Huge Scorpion";15="Giant Constrictor Snake";16="Poisonous Toad";17-20="something else"]} ({1d20[1="ankhegs";2="Ape";3="banderlog";4="Ettercap";5="Gargoyle";6="Ghast";7="hellhound";8="Huecuva";9="5 headed Hydra";10="Wearwolf";11="Ogre";12="Gray Ooze";13-20="something else"]}).
[JohnA] Paul Elvenstire: test: (1d20) [13] 13 -- Owlbear
Sean has joined the game on Fri Sep 16 18:55:33 EDT 2005
[Lorie] Evening Sean
[Sean] Greetings and Salutations
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Custom Expressions - CHANGED: test -- Expression: {1d20[1="ankhegs";2="Ape";3="banderlog";4="Ettercap";5="Gargoyle";6="Ghast";7="hellhound";8="Huecuva";9="5 headed Hydra";10="Wearwolf";11="Ogre";12="Gray Ooze";13="Owlbear";14="Huge Scorpion";15="Giant Constrictor Snake";16="Poisonous Toad";17="Fire Toad";18=Giant Wasp";19="Worg";20="Yeti"]} ({1d20[1="ankhegs";2="Ape";3="banderlog";4="Ettercap";5="Gargoyle";6="Ghast";7="hellhound";8="Huecuva";9="5 headed Hydra";10="Wearwolf";11="Ogre";12="Gray Ooze";13="Owlbear";14="Huge Scorpion";15="Giant Constrictor Snake";16="Poisonous Toad";17-20="something else"]}).
[JohnA] Paul Elvenstire: Parse Error: kLoOgeWerks.iK: invalid label assignment
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Custom Expressions - CHANGED: test -- Expression: {1d20[1="ankhegs";2="Ape";3="banderlog";4="Ettercap";5="Gargoyle";6="Ghast";7="hellhound";8="Huecuva";9="5 headed Hydra";10="Wearwolf";11="Ogre";12="Gray Ooze";13="Owlbear";14="Huge Scorpion";15="Giant Constrictor Snake";16="Poisonous Toad";17="Fire Toad";18=Giant Wasp";19-20="Worg"]} ({1d20[1="ankhegs";2="Ape";3="banderlog";4="Ettercap";5="Gargoyle";6="Ghast";7="hellhound";8="Huecuva";9="5 headed Hydra";10="Wearwolf";11="Ogre";12="Gray Ooze";13="Owlbear";14="Huge Scorpion";15="Giant Constrictor Snake";16="Poisonous Toad";17="Fire Toad";18=Giant Wasp";19="Worg";20="Yeti"]}).
[JohnA] Paul Elvenstire: Parse Error: kLoOgeWerks.iK: invalid label assignment
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Custom Expressions - CHANGED: test -- Expression: {1d20[1="ankhegs";2="Ape";3="banderlog";4="Ettercap";5="Gargoyle";6="Ghast";7="hellhound";8="Huecuva";9="5 headed Hydra";10="Wearwolf";11="Ogre";12="Gray Ooze";13="Owlbear";14="Huge Scorpion";15="Giant Constrictor Snake";16="Poisonous Toad";17-20="Fire ToadWorg"]} ({1d20[1="ankhegs";2="Ape";3="banderlog";4="Ettercap";5="Gargoyle";6="Ghast";7="hellhound";8="Huecuva";9="5 headed Hydra";10="Wearwolf";11="Ogre";12="Gray Ooze";13="Owlbear";14="Huge Scorpion";15="Giant Constrictor Snake";16="Poisonous Toad";17="Fire Toad";18=Giant Wasp";19-20="Worg"]}).
[JohnA] Paul Elvenstire: test: (1d20) [5] 5 -- Gargoyle
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Custom Expressions - CHANGED: test -- Expression: {1d20[1="ankhegs";2="Ape";3="banderlog";4="Ettercap";5="Gargoyle";6="Ghast";7="hellhound";8="Huecuva";9="5 headed Hydra";10="Wearwolf";11="Ogre";12="Gray Ooze";13="Owlbear";14="Huge Scorpion";15="Giant Constrictor Snake";16="Poisonous Toad";17="Fire Toad";18-20="Worg"]} ({1d20[1="ankhegs";2="Ape";3="banderlog";4="Ettercap";5="Gargoyle";6="Ghast";7="hellhound";8="Huecuva";9="5 headed Hydra";10="Wearwolf";11="Ogre";12="Gray Ooze";13="Owlbear";14="Huge Scorpion";15="Giant Constrictor Snake";16="Poisonous Toad";17-20="Fire ToadWorg"]}).
[JohnA] Paul Elvenstire: test: (1d20) [16] 16 -- Poisonous Toad
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Custom Expressions - CHANGED: test -- Expression: {1d20[1="ankhegs";2="Ape";3="banderlog";4="Ettercap";5="Gargoyle";6="Ghast";7="hellhound";8="Huecuva";9="5 headed Hydra";10="Wearwolf";11="Ogre";12="Gray Ooze";13="Owlbear";14="Huge Scorpion";15="Giant Constrictor Snake";16="Poisonous Toad";17="Fire Toad";18="Giant Wasp";19-20="Worg"]} ({1d20[1="ankhegs";2="Ape";3="banderlog";4="Ettercap";5="Gargoyle";6="Ghast";7="hellhound";8="Huecuva";9="5 headed Hydra";10="Wearwolf";11="Ogre";12="Gray Ooze";13="Owlbear";14="Huge Scorpion";15="Giant Constrictor Snake";16="Poisonous Toad";17="Fire Toad";18-20="Worg"]}).
[JohnA] Paul Elvenstire: test: (1d20) [11] 11 -- Ogre
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Custom Expressions - CHANGED: test -- Expression: {1d20[1="ankhegs";2="Ape";3="banderlog";4="Ettercap";5="Gargoyle";6="Ghast";7="hellhound";8="Huecuva";9="5 headed Hydra";10="Wearwolf";11="Ogre";12="Gray Ooze";13="Owlbear";14="Huge Scorpion";15="Giant Constrictor Snake";16="Poisonous Toad";17="Fire Toad";18="Giant Wasp";19="Worg";20="Yeti"]} ({1d20[1="ankhegs";2="Ape";3="banderlog";4="Ettercap";5="Gargoyle";6="Ghast";7="hellhound";8="Huecuva";9="5 headed Hydra";10="Wearwolf";11="Ogre";12="Gray Ooze";13="Owlbear";14="Huge Scorpion";15="Giant Constrictor Snake";16="Poisonous Toad";17="Fire Toad";18="Giant Wasp";19-20="Worg"]}).
[JohnA] Paul Elvenstire: test: (1d20) [2] 2 -- Ape
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Custom Expressions - CHANGED: test -- Expression: Paul Summons {1d3} {1d20[1="ankhegs";2="Ape";3="banderlog";4="Ettercap";5="Gargoyle";6="Ghast";7="hellhound";8="Huecuva";9="5 headed Hydra";10="Wearwolf";11="Ogre";12="Gray Ooze";13="Owlbear";14="Huge Scorpion";15="Giant Constrictor Snake";16="Poisonous Toad";17="Fire Toad";18="Giant Wasp";19="Worg";20="Yeti"]} ({1d20[1="ankhegs";2="Ape";3="banderlog";4="Ettercap";5="Gargoyle";6="Ghast";7="hellhound";8="Huecuva";9="5 headed Hydra";10="Wearwolf";11="Ogre";12="Gray Ooze";13="Owlbear";14="Huge Scorpion";15="Giant Constrictor Snake";16="Poisonous Toad";17="Fire Toad";18="Giant Wasp";19="Worg";20="Yeti"]}).
[DM] Ok
[DM] ready when the three of you are
[JohnA] Paul Elvenstire: test: Paul Summons (1d3) [2] 2 (1d20) [15] 15 -- Giant Constrictor Snake
[Lorie] dinner is here... BRB
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Spells - CHANGED: Monster Summoning IV -- Expression: say hello to my little friends Paul Summons {1d3} {1d20[1="ankhegs";2="Ape";3="banderlog";4="Ettercap";5="Gargoyle";6="Ghast";7="hellhound";8="Huecuva";9="5 headed Hydra";10="Wearwolf";11="Ogre";12="Gray Ooze";13="Owlbear";14="Huge Scorpion";15="Giant Constrictor Snake";16="Poisonous Toad";17="Fire Toad";18="Giant Wasp";19="Worg";20="Yeti"]} (say hello to my little friends{1d3} {1d20}),
[Lorie] I am away from the keyboard.
[JohnA] I'm ready
Sean is receiving the map...
Sean has received the map.
[JohnA] 1 handed, b ut ready
[DM] ok
[DM] Mike just walked in downstairs
[DM] but I am ready when you two are
[Lorie] I am back at the keyboard.
[JohnA] but we still get the xp?
[DM] and Marco
[Lorie] Okay back and ready... but stuck in Sleuth while we waited
[DM] what is stuck?
[DM] Marco and Mike are setting up
[JohnA] i'm only distracted by kids not other on line games
[DM] can I help Lor?
[DM] while they are coming on
[Lorie] :)
[Lorie] I'm ready to play... It will be there at 11
[DM] ok
[DM] we are talking about micro robots right now
[DM] with little hooks that crawl through your veins
[JohnA] nanites
[DM] exactly
[Lorie] sounds like it to me...
[DM] except that these seem to be around now
[JohnA] it has to start somewhere
mikE has joined the game on Fri Sep 16 19:14:05 EDT 2005
[mikE] heyo
mikE is receiving the map...
mikE has received the map.
[JohnA] hey mike too
[Lorie] Hey mike and soon Marco
BiBo!!! has joined the game on Fri Sep 16 19:17:27 EDT 2005
[JohnA] yea!
[BiBo!!!] ::waves::
[JohnA] Can I call you AL?
[BiBo!!!] don't you already?
[DM] ok, so ordering food here, and watching the room to know what is happening
[JohnA] can I move?
[DM] yes
[mikE] are we dead yet?
[JohnA] I fly over the mound
[mikE] i don't wanna
[mikE] you do it
BiBo!!! has left the game on Fri Sep 16 19:20:31 EDT 2005
[JohnA] I did not get a chance to say goodby
BiBo!!! has joined the game on Fri Sep 16 19:21:09 EDT 2005
BiBo!!! is receiving the map...
BiBo!!! has received the map.
[JohnA] Paul is now over the mound, in the black area in front of the party
[BiBo!!!] thought he went inside
[Lorie] Wow... can we still see him?
[JohnA] no over the mound inside
[DM] over themound
[JohnA] maybe BOB should describe the room again
[DM] and yes you see that much John
[BiBo!!!] so... there's mounds inside the mound?
[DM] large cavern like area, there are three mounds inside
[JohnA] but I czn't see my icon
[JohnA] can't see
[Alastair (BiBo!!!)] so, yes?
[JohnA] anything remarkable about the top of the mounds
[mikE (to GM only)] Character sheet for Finglass modified: Magical Abilities - DELETED: solonor thelandira, all, animal, elemental (all), healing, necro, plant, sun, weather. CHANGED: 1 -- Current: 5 (3). CHANGED: 2 -- Current: 5 (1). DELETED: null, null, null. DELETED: null, null, null. ADDED: Solonor Thelandira, all, animal, elemental (all), healing, necro, plant, sun, weather. ADDED: 5, 0, 0. ADDED: 6, 0, 0. ADDED: 7, 0, 0. Weapon Proficiencies - DELETED: Long Bow. ADDED: Long Bow (Specialized). Weapons - CHANGED: Cleathalas, Composite Long Bow of Heartseeking -- Atk Adj: +9 (+11), CHANGED: Cleathalas, Composite Long Bow of Heartseeking -- Knockdown: null (knockdown goes here), CHANGED: Cleathalas, Composite Long Bow of Heartseeking -- Atk Snd: null (attack sound), CHANGED: Cleathalas, Composite Long Bow of Heartseeking -- Dmg Snd: null (damg sound), CHANGED: Cleathalas, Composite Long Bow of Heartseeking -- Atk FX: null (attack effect), CHANGED: Cleathalas, Composite Long Bow of Heartseeking -- Dmg FX: null (Dmg effect). CHANGED: Thillithiln, Frost Brand +3/+6 Fire -- Damage Adj: +3+$DMG (+3), DELETED: Spear, 6, null, --, 1, +4, +0, 1d6, 2d6, null, $thac0, null, null, null, null. DELETED: Thrown Spear, 6, null, --, 1, +6, +0, 1d6, 2d6, null, $mthac0, null, null, null, null. CHANGED: Speed shot #2 -- Atk Adj: +7 (+9), CHANGED: Speed shot #3 -- Atk Adj: +5 (+7), CHANGED: Speed shot #4 -- Atk Adj: +1 (+3), CHANGED: Speed shot #5 -- Atk Adj: -7 (-5), CHANGED: Double Arrow Shot -- Atk Adj: +8 (+10), CHANGED: Foot Shot -- Atk Adj: +8 (+10), CHANGED: Hanging Tree Shot -- Atk Adj: +6 (+8), CHANGED: Staple Shot -- Atk Adj: +5 (+7), CHANGED: Trick Shot -- Atk Adj: +5 (+7), CHANGED: +2/+3 Magic Arrows -- # Atks: 3 (1), CHANGED: +2/+3 Magic Arrows -- Atk Adj: +11 (+9), CHANGED: Detonation Arrows -- # Atks: 3 (1), CHANGED: Arrow of Lightning +1 -- # Atks: 3 (1), CHANGED: Arrow of Lightning +1 -- Atk Adj: +10 (+8), CHANGED: Arrow of Lightning +1 -- Damage Adj: +26 (+6), CHANGED: Arrow of Lightning +1 -- Damage v SM: d6 (d6+20), CHANGED: Arrow of Lightning +1 -- Damage v L: d6 (d6+20), ADDED: Spear - Long, One Handed, 6, null, --, 1, +4, +0+$DMG, 1d8, 1d8+1, null, $thac0, null, null, null, null. ADDED: Thrown Spear - Long, One Handed, 6, null, --, 1, +4, +0, 1d8, 1d8+1, null, $mthac0, null, null, null, null. ADDED: Fire Trap Arrows, null, null, 28, 3, +9, +9, 2d4, 2d4, null, $mthac0, null, null, null, null. ADDED: Cold Iron Arrows, null, null, null, 3, +8, +7, d6, d6, null, $MTHAC0, null, null, null, null. Ability Scores - Weapon Proficiencies - Non-Weapon Proficiencies - CHANGED: Read/Write Elvish -- Slots: 1 (null), CHANGED: Read/Write Elvish -- Attribute: $I (null), CHANGED: Read/Write Elvish -- Modifier: +1 (null). CHANGED: Read/Write Western Common -- Slots: 1 (null), CHANGED: Read/Write Western Common -- Attribute: $I (null), CHANGED: Read/Write Western Common -- Modifier: +1 (null). Spells - CHANGED: Cure Light -- Expression: Be healed! for {1d8} points my son. (Be healed! for {1d8+1} points my son.), CHANGED: Bless -- Expression: Be blessed you good for nothing buggers. Upon uttering the bless spell, the caster raises the morale of friendly creatures and any saving throw rolls they make against fear effects by +1. Furthermore, it raises their attack dice rolls by +1. A blessing, however, affects only those not already engaged in melee combat. The caster determines at what range (up to 60 yards) he will cast the spell. At the instant the spell is completed, it affects all creatures in a 50-foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). A second use of this spell is to bless a single item (for example, a crossbow bolt for use against a rakshasa). The weight of the item is limited to one pound per caster level and the effect lasts until the item is used or the spell duration ends. (Be blessed you good for nothing buggers.), CHANGED: Animal Friendship -- Expression: Lassie, come here, girl! By means of this spell, the caster is able to show any animal of animal intelligence to semi-intelligence (i.e., Intelligence 1-4) that he desires friendship. If the animal does not roll a successful saving throw vs. spell immediately when the spell is begun, it stands quietly while the caster finishes the spell. Thereafter, it follows the caster about. The spell functions only if the caster actually wishes to be the animal's friend. If the caster has ulterior motives, the animal always senses them (for example, the caster intends to eat the animal, send it ahead to set off traps, etc.). The caster can teach the befriended animal three specific tricks or tasks for each point of Intelligence it possesses. Typical tasks are those taught to a dog or similar pet (i.e., they cannot be complex). Training for each such trick must be done over a period of one week, and all must be done within three months of acquiring the creature. During the three-month period, the animal will not harm the caster, but if the creature is left alone for more than a week, it will revert to its natural state and act accordingly. The caster can use this spell to attract up to 2 Hit Dice of animal(s) per experience level he possesses. This is also the maximum total Hit Dice of the animals that can be attracted and trained at one time: no more than twice the caster's experience level. Only unaligned animals can be attracted, befriended, and trained. (Lassie, come here, girl!), CHANGED: Calm Animal -- Expression: Woah... Easy there boy. This spell soothes and quiets normal animals, which renders them docile and harmless. Only creatures with Intelligence ratings of 1 to 4 (in other words, animal- or semi-intelligent creatures) can be affected by this spell. The caster can calm 2d4 Hit Dice of animals, plus 1 Hit Die per level, so a 4th-level priest could affect 2d4+4 Hit Dice of creatures. The caster can affect any animals he wishes to within the spell’s range, but all the subjects must be of the same species. The subject creatures are not allowed a saving throw unless they have magical powers, abilities, or are clearly not entirely natural; a priest could calm a normal bear, war dog, or wolf with little trouble, but it’s more difficult to affect a winter wolf, hell hound, or owlbear. While under the influence of this spell, the affected creatures remain where they are and do not attack or flee, unless they are attacked or confronted by a significant hazard such as a fire or a hungry predator. Once roused, the spell’s magic is broken and the animals are free to act in whatever fashion they normally would. Note that creatures affected by this spell are not helpless and defend themselves normally if attacked. (Woah... Easy there boy.), CHANGED: Combine -- Expression: By your powers combined... Using this spell, three to five priests combine their abilities so that one of them casts spells and turns undead at an enhanced level. The highest-level priest (or one of them, if two or more are tied for highest) stands alone, while the others join hands in a surrounding circle. The central priest casts the combine spell. He temporarily gains one level for each priest in the circle, up to a maximum gain of four levels. The level increase affects turning undead and spell details that vary with the caster's level. Note that the central priest gains no additional spells and that the group is limited to his currently memorized spells. The encircling priests must concentrate on maintaining the combine effect. They lose all Armor Class bonuses for shield and Dexterity. If any of them has his concentration broken, the combine spell ends immediately. If the combine spell is broken while the central priest is in the act of casting a spell, that spell is ruined just as if the caster were disturbed. Spells cast in combination have the full enhanced effect, even if the combine is broken before the duration of the enhanced spell ends. Note that the combination is not broken if only the central caster is disturbed. (By your powers combined...), CHANGED: Create Water -- Expression: 'Scuse me, gotta go make some water now... When the priest casts a create water spell, up to four gallons of water are generated for every experience level of the caster. The water is clean and drinkable (it is just like rain water). The created water can be dispelled within a round of its creation; otherwise, its magic fades, leaving normal water that can be used, spilled, evaporated, etc. The reverse of the spell, destroy water, obliterates without trace (no vapor, mist, fog, or steam) a like quantity of water. Water can be created or destroyed in an area as small as will actually contain the liquid, or in an area as large as 27 cubic feet (1 cubic yard). Note that water can neither be created nor destroyed within a creature. For reference purposes, water weighs about 8 ½ pounds per gallon, and a cubic foot of water weighs approximately 64 pounds. ('Scuse me, gotta go make some water now...), CHANGED: Detect Evil -- Expression: *PING* This spell discovers emanations of evil, or of good in the case of the reverse spell, from any creature, object, or area. Character alignment, however, is revealed only under unusual circumstances: characters who are strongly aligned, who do not stray from their faith, and who are of at least 9th level might radiate good or evil if intent upon appropriate actions. Powerful monsters, such as rakshasas or ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enable them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not. The degree of evil (dim, faint, moderate, strong, or overwhelming) and possibly its general nature (expectant, malignant, gloating, etc.) can be noted. If the evil is overwhelming, the priest has a 10% chance per level of detecting its general bent (lawful, neutral, or chaotic). The duration of a detect evil (or detect good) spell is one turn plus five rounds per level of the priest. Thus, a 1st-level priest can cast a spell with a 15-round duration, a 2nd-level priest can cast a spell with a 20-round duration, etc. The spell has a path of detection 10 feet wide in the direction the priest is facing. The priest must concentrate--stop, have quiet, and intently seek to detect the aura--for at least one round to receive a reading. (*PING*), CHANGED: Dispel Fatigue -- Expression: Feeling a second wind coming on! This spell removes physical fatigue or exhaustion from the subject by undoing the physiological effects of his exertions. The subject is instantly restored to his normal, fully rested level of endurance or vigor. This spell can be used to negate the penalties of forced marching, long swims, jogging, running, or sprinting, or even accumulated fatigue points from either the Player’s Option: Combat & Tactics rules or the magic fatigue rules. (Feeling a second wind coming on!), CHANGED: Entangle -- Expression: Watch yer step now. By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast for the duration of the spell. Any creature entering the area is subject to this effect. A creature that rolls a successful saving throw vs. spell can escape the area, moving at only 10 feet per round until out of the area. Exceptionally large (gargantuan) or strong creatures may suffer little or no distress from this spell, at the DM's option, based on the strength of the entangling plants. (Watch yer step now.), CHANGED: Farie Fire -- Expression: Just what we need, faries AND flamers. This spell enables the caster to outline one or more objects or creatures with a pale glowing light. The number of subjects outlined depends upon the number of square feet the caster can affect. Sufficient footage enables several objects or creatures to be outlined by the faerie fire spell, but one must be fully outlined before the next is begun, and all must be within the area of effect. Outlined objects or creatures are visible at 80 yards in the dark and 40 yards if the viewer is near a bright light source. Outlined creatures are easier to strike; thus, opponents gain a +2 bonus to attack rolls in darkness (including moonlit nights) and a +1 bonus in twilight or better. Note that outlining can render otherwise invisible creatures visible. However, it cannot outline noncorporeal, ethereal, or gaseous creatures. Nor does the light come anywhere close to sunlight. Therefore, it has no special effect on undead or dark-dwelling creatures. The faerie fire can be blue, green, or violet according to the word of the caster at the time of casting. The faerie fire does not cause any harm to the object or creature thus outlined. (Just what we need, faries AND flamers.), CHANGED: Invisibility to Animals -- Expression: Can you see me? When an invisibility to animals spell is cast, the creature touched becomes totally undetectable by normal animals with Intelligences under 6. Normal animals includes giant-sized varieties, but it excludes any with magical abilities or powers. The enchanted individual is able to walk among such animals or pass through them as if he did not exist. For example, this individual could stand before the hungriest of lions or a tyrannosaurus rex and not be molested or even noticed. However, a nightmare, hell hound, or winter wolf would certainly be aware of the individual. For every level the caster has achieved, one creature can be rendered invisible. Any recipient attacking while this spell is in effect ends the spell immediately (for himself only). (Can you see me?), CHANGED: Invisibility to Undead -- Expression: No brains... This spell causes affected undead to lose track of and ignore the warded creature for the duration of the spell. Undead of 4 or fewer Hit Dice are automatically affected, but those with more Hit Dice receive a saving throw vs. spell to avoid the effect. Note that a priest protected by this spell cannot turn affected undead. The spell ends immediately if the recipient makes any attack, although casting spells such as cure light wounds, augury, or chant does not end the ward. (No brains...), CHANGED: Light -- Expression: LET THERE BE LIGHT!!!!! This spell causes a luminous glow within 20 feet of the spell's center. The area of light thus caused is equal in brightness to torchlight. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight or unobstructed path to that point when the spell is cast. Light can spring from air, rock, metal, wood, or almost any similar substance. The effect is immobile unless it is specifically centered on a movable object or mobile creature. If this spell is cast upon a creature, any applicable magic resistance and saving throws must be rolled. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. A light spell centered on the visual organs of a creature blinds it, reducing its attack and saving throw rolls by 4 and worsening its Armor Class by 4. The caster can extinguish the light at any time by uttering a single word. Light spells are not cumulative--multiple castings do not provide a brighter light. The spell is reversible, causing darkness in the same area and under the same conditions as the light spell, but with half the duration. Magical darkness is equal to that of an unlit interior room--pitch darkness. Any normal light source or magical light source of lesser intensity than full daylight does not function in magical darkness. A darkness spell cast directly against a light spell cancels both, and vice versa. (LET THERE BE LIGHT!!!!!), CHANGED: Locate Plants or Animals -- Expression: Here tree. Here boy! ::whistle:: The caster can find the direction and distance of any one type of animal or plant he desires. The caster, facing in a direction, thinks of the animal or plant, and then knows if any such animal or plant is within range. If so, the exact distance and approximate number present is learned. During each round of the spell's duration, the caster can face in only one direction (i.e., only a 20-foot-wide path can be known). The spell lasts one round per level of experience of the caster, while the length of the path is 100 yards plus 20 yards per level of experience. (Here tree. Here boy! ::whistle::), CHANGED: Log of Everburning -- Expression: Break out the ol' Yule Log This spell increases the amount of time that a wooden object will burn before being consumed. Wood that is enchanted in this manner burns brightly without being consumed for the duration of the spell. When the spell ends, the wooden object crumbles to ash. This spell does not cause the wood to catch fire; it must be ignited normally. While it burns, the wood gives off twice the normal amount of heat; thus, a single log can make a cozy fire. The affected wood radiates magic. The priest may enchant up to 1 cubic foot of wood per level of experience. The spell is effective on torches. (Break out the ol' Yule Log), CHANGED: Orison -- Expression: So many boo-boos, so little magic. Casts 9 of 'em. Casts Alleviate, Calm, Clarity, Courage, Guidance, Healing, Magic Sense, Memory, Resistance to Magic, Resistance to Poison (So many boo-boos, so little magic.), CHANGED: Pass Without a Trace -- Expression: Like a bare babe running through the high reeds. When this spell is cast, the recipient can move through any type of terrain--mud, snow, dust, etc.--and leave neither footprints nor scent. The area that is passed over radiates magic for 1d6 turns after the affected creature passes. Thus, tracking a person or other creature covered by this spell is impossible by normal means. Of course, intelligent tracking techniques, such as using a spiral search pattern, can result in the trackers picking up the trail at a point where the spell has worn off. (Like a bare babe running through the high reeds.), CHANGED: Purify Food and Drink -- Expression: Must have for McDonalds. When cast, this spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. Up to 1 cubic foot of food and drink per level can be thus made suitable for consumption. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magical potions. (Must have for McDonalds.), CHANGED: Shillelagh -- Expression: This is my boomstick! This spell enables the caster to change his own oak cudgel or unshod staff into a magical weapon that gains a +1 bonus to its attack roll and inflicts 2d4 points of damage on opponents up to man size, and 1d4+1 points of damage on larger opponents. The spell inflicts no damage to the staff or cudgel. The caster must wield the shillelagh, of course. (This is my boomstick!), CHANGED: Strength of Stone -- Expression: Strong like ox? Psh... This spell grants supernatural strength to the recipient by raising his Strength score by 1d4 points or to a minimum of 16, whichever is higher. Each 10% of exceptional Strength counts as 1 point, so a character with a Strength of 17 could be raised as high as an 18/30, but no higher. Both the priest and the recipient must be in contact with solid stone or earth when the spell is cast—standing on the ground will do nicely, but flying or swimming will not. The spell lasts for 3 rounds plus 1 round per caster level or until the subject loses contact with the earth. Obviously, this can happen in a number of ways, including being picked up or grappled by a larger creature, being knocked through the air by an impact or explosion, or even being magically moved in some fashion. (Strong like ox? Psh...), CHANGED: Sun Scorch -- Expression: Hope you brought you sunscreen. This spell creates a brilliant ray of scorching heat that slants down from the sky to strike one target of the caster’s choice. The victim is entitled to a saving throw vs. spell to avoid the ray—a successful save indicates that it missed altogether. Any creature struck by the ray sustains 1d6 points of damage, plus 1 point per caster level. Undead creatures and monsters vulnerable to bright light sustain 1d6 points of damage, plus 2 points per caster level. In addition to sustaining damage, living victims are also blinded for 1d4 rounds by the spell. The sun must be in the sky when sunscorch is cast, or the spell fails entirely. It cannot be cast underground, indoors, or in hours of darkness, although routine overcasts do not hinder the sunscorch. (Hope you brought you sunscreen.), CHANGED: Wind Column -- Expression: Where's Marilyn Monroe at? A priest with access to this spell need not fear most routine falls, since the casting of the wind column creates a pillar of strong winds to slow his descent. The spell is most effective in areas or regions where a strong breeze is available, such as the heights of a mountain or the mast of a ship at sea. In areas of dead, calm air, it is much more difficult to muster the windpower necessary to arrest the caster’s fall. The caster’s rate of descent (and risk of damage) varies with the strength of the prevailing winds, as shown below. If the wind is very strong, the caster can even choose to gain altitude instead of falling, although he can rise no higher than 5 feet per level above his original height before the wind column loses cohesiveness and he starts to fall again. (Where's Marilyn Monroe at?), CHANGED: Aid -- Expression: Need a hand? The recipient of this spell gains the benefit of a bless spell (+1 to attack rolls and saving throws) and a special bonus of 1d8 additional hit points for the duration of the spell. The aid spell enables the recipient to actually have more hit points than his full normal total. The bonus hit points are lost first when the recipient takes damage; they cannot be regained by curative magic. (Need a hand?), CHANGED: Barkskin -- Expression: Oil of Olay, my kingdom for some Oil of Olay! When a priest casts the barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to AC 6, plus 1 AC for every four levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. This spell does not function in combination with normal armor or any magical protection. In addition, saving throw rolls vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature he touches. (Oil of Olay, my kingdom for some Oil of Olay!), CHANGED: Charm Person or Mammal -- Expression: How YOU doin'? This spell affects any single person or mammal it is cast upon. The creature then regards the caster as a trusted friend and ally to be heeded and protected. The term person includes any bipedal human, demihuman or humanoid of man size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter is included, while an ogre is not. The spell does not enable the caster to control the charmed creature as if it were an automaton, but any word or action of the caster is viewed in the most favorable way. Thus, a charmed creature would not obey a suicide command, but might believe the caster if assured that the only chance to save the caster's life is for the creature to hold back an onrushing red dragon for "just a minute or two" and if the charmed creature's view of the situation suggests that this course of action still allows a reasonable chance of survival. The subject's attitudes and priorities are changed with respect to the caster, but basic personality and alignment are not. A request that a victim make itself defenseless, give up a valued item, or even use a charge from a valued item (especially against former associates or allies) might allow an immediate saving throw to see if the charm is thrown off. Likewise, a charmed creature does not necessarily reveal everything it knows or draw maps of entire areas. Any request may be refused, if such refusal is in character and does not directly harm the caster. The victim's regard for the caster does not necessarily extend to the caster's friends or allies. The victim does not react well to the charmer's allies making suggestions such as, "Ask him this question...," nor does the charmed creature put up with verbal or physical abuse from the charmer's associates, if this is out of character. Note also that the spell does not empower the caster with linguistic capabilities beyond those he normally has. The duration of the spell is a function of the charmed creature's Intelligence, and it is tied to the saving throw. A successful saving throw breaks the spell. This saving throw is checked on a periodic basis according to the creature's Intelligence, even if the caster has not overly strained the relationship. (How YOU doin'?), CHANGED: Dust Devil -- Expression: Sucks more than a Hoover. This spell enables a priest to conjure up a weak air elemental--a dust devil of AC 4, 2 HD, MV 180 feet per round, one attack for 1d4 points of damage--which can be hit by normal weapons. The dust devil appears as a small whirlwind 1 foot in diameter at its base, 5 feet tall, and 3 to 4 feet across at the top. It moves as directed by the priest, but dissipates if it is ever separated from the caster by more than 30 yards. Its winds are sufficient to put out torches, small campfires, exposed lanterns, and other small, open flames of nonmagical origin. The dust devil can hold a gas cloud or a creature in gaseous form at bay or push it away from the caster (though it cannot damage or disperse such a cloud). If skimming along the ground in an area of loose dust, sand, or ash, the dust devil picks up those particles and disperses them in a 10-foot-diameter cloud centered on itself. The cloud obscures normal vision, and creatures caught within are blinded while inside and for one round after they emerge. A spellcaster caught in the dust devil or its cloud while casting must make a saving throw vs. spell to keep his concentration, or the spell is ruined. Any creature native to the Elemental Plane of Air--even another dust devil--can disperse a dust devil with a single hit. (Sucks more than a Hoover.), CHANGED: Firetrap -- Expression: ::FWOOSH!!!:: This spell soothes and quiets normal animals, which renders them docile and harmless. Only creatures with Intelligence ratings of 1 to 4 (in other words, animal- or semi-intelligent creatures) can be affected by this spell. The caster can calm 2d4 Hit Dice of animals, plus 1 Hit Die per level, so a 4th-level priest could affect 2d4+4 Hit Dice of creatures. The caster can affect any animals he wishes to within the spell’s range, but all the subjects must be of the same species. The subject creatures are not allowed a saving throw unless they have magical powers, abilities, or are clearly not entirely natural; a priest could calm a normal bear, war dog, or wolf with little trouble, but it’s more difficult to affect a winter wolf, hell hound, or owlbear. While under the influence of this spell, the affected creatures remain where they are and do not attack or flee, unless they are attacked or confronted by a significant hazard such as a fire or a hungry predator. Once roused, the spell’s magic is broken and the animals are free to act in whatever fashion they normally would. Note that creatures affected by this spell are not helpless and defend themselves normally if attacked. (::FWOOSH!!!::), CHANGED: Flame Blade -- Expression: I see you have built a new lightsaber. With this spell, the caster causes a blazing ray of red-hot fire to spring forth from his hand. This bladelike ray is wielded as if it were a scimitar. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4+4 points of damage, with a damage bonus of +2 (i. e., 7-10 points) if the creature is undead or is especially vulnerable to fire. If the creature is protected from fire, the damage inflicted is reduced by 2 (i.e., 1d4+2 points). Fire dwellers and those using fire as an innate attack form suffer no damage from the spell. The flame blade can ignite combustible materials such as parchment, straw, dry sticks, cloth, etc. However, it is not a magical weapon in the normal sense of the term, so creatures (other than undead) struck only by magical weapons are not harmed by it. This spell does not function under water. (I see you have built a new lightsaber.), CHANGED: Goodberry -- Expression: Best used in slingshots. Casting a goodberry spell upon a handful of freshly picked berries makes 2d4 of them magical. The caster (as well as any other caster of the same faith and 3rd or higher level) can immediately discern which berries are affected. A detect magic spell discovers this also. Berries with the magic either enable a hungry creature of approximately man size to eat one and be as well-nourished as if a full normal meal were eaten, or else cure 1 point of physical damage from wounds or other similar causes, subject to a maximum of 8 points of such curing in any 24-hour period. The reverse of the spell, badberry, causes 2d4 rotten berries to appear wholesome, but each actually delivers 1 point of poison damage (no saving throw) if ingested. (Best used in slingshots.), CHANGED: Heat Metal -- Expression: Wait, that pan is- nevermind... By means of the heat metal spell, the caster is able to make ferrous metal (iron, iron alloys, steel) extremely hot. Elven chain mail is not affected, and magical metal armor receives an item saving throw vs. magical fire to avoid being heated. The material component is a holy symbol. On the first round of the spell, the metal merely becomes very warm and uncomfortable to touch (this is also the effect on the last melee round of the spell's duration). During the second and sixth (next to the last) rounds, heat causes blisters and damage; in the third, fourth, and fifth rounds, the metal becomes searing hot, causing damage to exposed flesh, as shown below: Hot: 1d6 Searing: 1d8 On the final round of searing, the afflicted creature must roll a successful saving throw vs. spell or suffer one of the following disabilities: hand or foot--becomes unusable for 2d4 days; body--becomes disabled for 1d4 days; head--fall unconscious for 1d4 turns. This effect can be completely removed by the 6th-level priest spell heal spell or by normal rest. Note also that materials such as wood, leather, or flammable cloth smolder and burn if exposed to searing hot metal. Such materials cause searing damage to exposed flesh on the next round. Fire resistance (spell, potion, or ring) or a protection from fire spell totally negates the effects of a heat metal spell, as does immersion in water or snow, or exposure to a cold or ice storm spell. This version of the spell does not function under water. For every two experience levels of the caster, the metal of one man-sized creature can be affected (i.e., arms and armor, or a single mass of metal equal to 50 pounds of weight). Thus, a 3rd-level caster would affect one such creature, a 4th- or 5th-level caster two, etc. The reverse of the spell, chill metal, counters a heat metal spell or else causes metal to act as follows: Icy: 1d2 Freezing: 1d4. On the final round of freezing, the afflicted creature must roll a successful saving throw vs. spell or suffer from the numbing effects of the cold. This causes the loss of all feeling in a hand (or hands, if the DM rules the saving throw was failed badly) for 1d4 days. During this time, the character's grip is extremely weak and he cannot use that hand for fighting or any other activity requiring a firm grasp. The chill metal spell is countered by a resist cold spell, or by any great heat--proximity to a blazing fire (not a mere torch), a magical flaming sword, a wall of fire spell, etc. Under water, this version of the spell inflicts no damage, but ice immediately forms around the affected metal, exerting an upward buoyancy. (Wait, that pan is- nevermind...), DELETED: Messanger, 2, 2, Singing Telegram for you., --, 1, null, null. CHANGED: Obscurement -- Expression: Wait, when did we get to London? This spell causes a misty vapor to arise around the caster. It persists in this locale for four rounds per caster level and reduces the visibility ranges of all types of vision (including infravision) to 2d4 feet. The ground area affected by the spell is a square progression based on the caster's level: a 10-foot x 10-foot area at 1st level, a 20-foot x 20-foot area at 2nd level, a 30-foot x 30-foot area at 3rd level, and so on. The height of the vapor is restricted to 10 feet, although the cloud will otherwise expand to fill confined spaces. A strong wind (such as from the 3rd-level wizard spell gust of wind) can cut the duration of an obscurement spell by 75%. This spell does not function under water. (Wait, when did we get to London?), CHANGED: Produce Flame -- Expression: Lemme just get my zippo and... Voila! A bright flame, equal in brightness to a torch, springs forth from the caster's palm when he casts a produce flame spell. The flame does not harm the caster, but it is hot and it causes the combustion of flammable materials (paper, cloth, dry wood, oil, etc.). The caster is capable of hurling the magical flame as a missile, with a range of 40 yards (considered short range). The flame flashes on impact, igniting combustibles within a 3-foot diameter of its center of impact, and then it goes out. A creature struck by the flame suffers 1d4+1 points of damage and, if combustion occurs, must spend a round extinguishing the fire or suffer additional damage assigned by the DM until the fire is extinguished. A miss is resolved as a grenadelike missile. If any duration remains to the spell, another flame immediately appears in the caster's hand. The caster can hurl a maximum of one flame per level, but no more than one flame per round. The caster can snuff out magical flame any time he desires, but fire caused by the flame cannot be so extinguished. This spell does not function under water. (Lemme just get my zippo and... Voila!), CHANGED: Restore Strength -- Expression: I will pump you up, ja! This spell removes unnatural weakness, debilitation, or exhaustion from the creature touched and restores him to his normal strength and stamina. It is useful in countering the effects of chill touch, ray of enfeeblement, ray of fatigue, the touch of a shadow or roper, and any similar spell or effect. Only temporary ability score losses may be alleviated by this spell; if a character suffers an incapacitating, physical injury, restore strength cannot help him. Also, loss of strength or stamina from purely natural causes such as exposure, disease, or exertion is not repaired by restore strength. The duration is permanent in that the subject remains at his maximum strength and endurance only until he is drained again. (I will pump you up, ja!), CHANGED: Sanctify -- Expression: Domino ex Sanctifus! This cooperative spell allows the priests to create a beneficial atmosphere within a specified area. Companions of similar alignment to the casters will feel fortified and encouraged while in the sanctified area. The spell can be cast by a single priest or a group of priests. After casting sanctify, the affected area is imbued with the deity's majesty. For followers of that deity, the area radiates a holy aura. These followers gain a +2 bonus to saving throws against all fear- and charm-based powers (a +2 to morale for BATTLESYSTEM™ rules units). Persons of the same alignment as the caster but of different faiths gain a +1 to saving throws. The effect applies only as long as the characters remain in the sanctified area. Creatures intent on harming the priest or his followers suffer a -1 on saving throws vs. fear and charm when on sanctified ground. Undead creatures within the area are easier to turn; any priest standing on sanctified ground turns undead as if he were one level higher. Although this spell can be cast by a single priest, it is most effective when cast by several priests at once. The duration of the spell is equal to one round per level of the caster. When several priests cast the spell, the level of the most powerful priest is used, with two rounds added for every contributing priest. (Domino ex Sanctifus!), CHANGED: Slow Poison -- Expression: Lemme just put on a tourniquet here... When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, if cast upon the victim before the poison takes full effect. (This period, known as the onset time, is known to the DM.) While this spell does not neutralize the venom, it does prevent it from substantially harming the individual for the duration of its magic in the hope that, during that spell period, the poison can be fully cured. (Lemme just put on a tourniquet here...), CHANGED: Snake Charm -- Expression: ::wears his turban and plays his flute:: When this spell is cast, a hypnotic pattern is set up that causes one or more snakes to cease all activity except a semierect, swaying movement. If the snakes are charmed while in a torpor, the duration of the spell is 1d4+2 turns; if the snakes are not torpid, but are not aroused and angry, the charm lasts 1d3 turns; if the snakes are angry or attacking, the spell lasts 1d4+4 rounds. The priest casting the spell can charm snakes whose total hit points are less than or equal to those of the priest. (::wears his turban and plays his flute::), CHANGED: Soften Earth & Stone -- Expression: yaaaay... When this spell is cast, all natural, undressed earth or stone in the area of effect is softened. Wet earth becomes thick mud; dry earth becomes loose sand or dirt; and stone becomes soft clay, easily molded or chopped. The priest affects a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot (DM option). Magical or enchanted stone cannot be affected by this spell, nor can dressed or worked stone. Creatures attempting to move through an area softened into mud are reduced to a move of 10 feet per round. Any creatures caught within the mud when the spell takes effect must make a saving throw vs. paralyzation or lose the ability to move, attack, or cast spells for 1d2 rounds as they flounder about in the muck. Loose dirt is not as troublesome as mud, and creatures are only reduced to half their normal movement rate, with no chance of being caught for a round or two. However, it is impossible to run, sprint, or charge over either surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before. For example, a party of PCs trying to break out of a cavern might use this spell to soften a wall. While soften earth and stone does not affect dressed or worked stone, vertical surfaces such as cliff faces or cavern ceilings can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face or roof and falls. A moderate amount of structural damage can be inflicted to man-made structures by softening the ground beneath a wall or tower, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed. (yaaaay...), CHANGED: Speak with Animals -- Expression: What's that Lassie? Timmy fell down a well? Again? This spell empowers the priest to comprehend and communicate with any warm- or cold-blooded normal or giant animal that is not mindless. The priest is able to ask questions of and receive answers from the creature, although friendliness and cooperation are by no means assured. Furthermore, terseness and evasiveness are likely in basically wary and cunning creatures (the more stupid ones will instead make inane comments). If the animal is friendly or of the same general alignment as the priest, it may do some favor or service for the priest (as determined by the DM). (What's that Lassie? Timmy fell down a well? Again?), CHANGED: Trip -- Expression: Have a nice one. This magic must be cast upon a normal object--a length of vine, a stick, a pole, a rope, or a similar object. The spell causes the object to rise slightly off the ground or floor it is resting on to trip most creatures crossing it, if they fail their saving throws vs. spell. Note that only as many creatures can be tripped as are actually stepping across the enchanted object. Thus, a 3-foot-long piece of rope could trip only one man-sized creature. Creatures moving at a very rapid pace (running) when tripped suffer 1 point of damage and are stunned for 1d4+1 rounds if the surface they fall upon is very hard (if it is turf or other soft material, they are merely stunned for the rest of that round). Very large creatures, such as elephants, are not affected at all by a trip spell. The object continues to trip all creatures passing over it, including the spellcaster, for as long as the spell duration lasts. A creature aware of the object and its potential adds a +4 bonus to its saving throw roll when crossing the object. The enchanted object is 80% undetectable unless a means that detects magical traps is employed or the operation of the spell is observed. This spell does not function under water. (Have a nice one.), CHANGED: Warp Wood -- Expression: I love pissing the carpenters off. When this spell is cast, the priest causes a volume of wood to bend and warp, permanently destroying its straightness, form, and strength. The range of a warp wood spell is 10 yards for each level of experience of the caster. It affects approximately a 15-inch shaft of wood of up to 1-inch diameter per level of the caster. Thus, at 1st level, a caster might be able to warp a hand axe handle or four crossbow bolts; at 5th level, he could warp the shaft of a typical spear. Note that boards or planks can also be affected, causing a door to be sprung or a boat or ship to leak. Warped missile weapons are useless; warped melee weapons suffer a -4 penalty to their attack rolls. Enchanted wood is affected only if the spellcaster is of higher level than the caster of the prior enchantment. The spellcaster has a 20% cumulative chance of success per level of difference (20% if one level higher, 40% if two levels higher, etc.). Thus, a door magically held or wizard locked by a 5th-level wizard is 40% likely to be affected by a warp wood spell cast by a 7th-level priest. Wooden magical items are considered enchanted at 12th level (or better). Extremely powerful items, such as artifacts, are unaffected by this spell. (I love pissing the carpenters off.), CHANGED: Watery Fist -- Expression: ::cough:: My girlfriend asked for it. Just don't ask. This spell conjures a coherent pseudopod of water from any suitable body of water at least 5 feet across and 2 feet deep (for streams) or 10 feet in diameter and 2 feet deep (for ponds or pools). The pseudopod can stretch up to 10 feet plus 1 foot per caster level from its source, so a 3rd-level priest could command watery fist to strike at a creature hovering thirteen feet above a lake or standing on the shore 13 feet from the water. The pseudopod obeys the priest’s mental commands, although the priest must concentrate each round in order to maintain control of the watery member. The pseudopod is incapable of fine manipulation, but it can be used to make bludgeoning or constricting attacks. When used to strike at opponents, it attacks with the caster’s THAC0 and inflicts 1d10 striking damage and 1d6 constricting damage. The priest may add his magical attack adjustment (from his Wisdom score) to his THAC0, but Strength-based adjustments or special weapon skills don’t help the priest to control watery fist. The pseudopod may be able to make rear or flank attacks if the priest can direct it into the proper position. If used to encircle and constrict, the pseudopod must first make an attack roll as described above, inflicting damage based on the priest’s level. However, in following rounds, the pseudopod automatically strikes its grappled target for constricting damage, +1 point per round of constricting. In other words, in the first round the victim sustains listed damage, in the second round he sustains listed damage +1, in the third he sustains listed damage +2, and so on. The pseudopod holds its target with an effective Strength equal to the priest’s Wisdom score. Watery fist can be released by the priest any time he cares to stop concentrating on maintaining it. The pseudopod immediately resumes its normal state, possibly drenching a grappled creature or extinguishing a small fire if the caster wishes. The pseudopod is AC 6 and has 15 hp plus 1 hp per caster level, but it can only be damaged by magical weapons, fire, or cold; all other attacks simply pass through the water. Transmute water to dust, part water, lower water, and Otiluke’s freezing sphere all destroy watery fist on contact. (::cough:: My girlfriend asked for it. Just don't ask.), CHANGED: Uplift -- Expression: Better than the Oprah Book Club! Uplift bestows increased spellcasting ability on one priest, including additional spells per level and use of spells beyond the caster's normal level. This cooperative spell requires two priests who must spend the day casting this spell. During the casting, the priests must decide which additional spells (of all levels) are desired. Upon completion of the casting, the priests touch palms, and the priest of higher level receives a charge of magical energy. This charge temporarily boosts the level of the priest for spellcasting purposes. The amount of increase is one level per five levels of the lower level caster (fractions rounded up). If both priests are of equal level, the casters must decide who benefits from the spell. The spell grants the priest the spellcasting ability of the new level. It does not improve hit points, attack rolls, or other abilities. If the increase allows more spells per level, the additional spells are instantly placed in the character's memory. A priest is also enabled to cast spells normally beyond his level. Range, duration, area of effect, and other variables are all based on the character's temporary level. The increased effect lasts only 1 turn. At the end of the turn, all additional spells are lost and the character reverts to his normal level. As an example, consider a party with a fallen comrade. The two priests in the party are 7th and 8th level, both unable to cast raise dead. After a night's rest, each priest adds uplift to his memorized spells. After casting the spell, the 8th-level priest suddenly gains the casting abilities of a 10th-level priest, including the ability to cast raise dead. At the end of one turn, the priest's abilities revert to 8th-level. Casting this spell is an arduous task, causing a severe drain on the priests. When the spell expires, the uplifted character suffers 2d6 points of damage from mental exhaustion. This damage cannot be healed by any means until the character has had at least eight hours of rest. C (Just like the Oprah Book Club!), DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. DELETED: null, null, null, null, null, null, null, null. ADDED: Firelight, 1, 1, Kumbeya m'lord! Kumbeyaaaaaaaah! This variant of the spell log of everburning changes one small fire no larger than a campfire into firelight. The flame ceases to produce smoke and becomes much cooler; within 1 turn of the spell’s casting, the fire cools enough to be handled or touched barehanded without causing harm. The firelight is resistant to gusts of wind or poor burning conditions (pouring rain, lack of air, and so on), but complete immersion in water, vacuum, or magical darkness extinguishes the flame immediately. Firelight burns brighter and steadier than a normal flame, and a torch enchanted with this spell sheds light in a 30-foot radius instead of the normal 15-foot radius. The fuel source lasts throughout the duration of the spell. Unlike log of everburning, this spell is not at all useful for staying warm since firelight produces very little heat. Firelight inflicts 1d2 points of damage per caster level if cast on creatures of living or elemental fire, but has no other effect on these monsters., null, null, null, null. ADDED: Messenger, 2, 2, Singing Telegram for you. This spell enables the priest to call upon a tiny (size T) creature of at least animal intelligence to act as his messenger. The spell does not affect giant animals and it does not work on creatures of low (i.e., 5) Intelligence or higher. If the creature is within range, the priest, using some type of food desirable to the animal as a lure, can call the animal to come. The animal is allowed a saving throw vs. spell. If the saving throw is failed, the animal advances toward the priest and awaits his bidding. The priest can communicate with the animal in a crude fashion, telling it to go to a certain place, but directions must be simple. The spellcaster can attach some small item or note to the animal. If so instructed, the animal will then wait at that location until the duration of the spell expires. (Note that unless the intended recipient of a message is expecting a messenger in the form of a small animal or bird, the carrier may be ignored.) When the spell's duration expires, the animal or bird returns to its normal activities. The intended recipient of a message gains no communication ability., --, 1, null, null. Wealth - CHANGED: Gold -- Carried: 5 (null), CHANGED: Gold -- Cached: 18914 (21019). ADDED: null, null, null. ADDED: null, null, null. ADDED: null, null, null. ADDED: null, null, null. ADDED: null, null, null. ADDED: null, null, null. ADDED: null, null, null. Languages - DELETED: W. Common. DELETED: Elvish. Saving Throws - Paralysis, Poison or Death:: CHANGED: 7-$PS (7). Armor - Armor Bonus:: CHANGED: -0 (0). DEX Bonus:: CHANGED: -$DEF (-3). AC FINAL:: CHANGED: -0-$DEF (-3). Notes - 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)and once per day cast (at 6th level): cure light wounds, protection from evil and 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 people’s ways, and my god’s 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? You’ll 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. To you, I give all my possessions. I only ask that you would send my bow back to my family, where it belongs. Tell to my parents the story of my life and let them know that I lived a good life outside our woods. Also tell them that I await them on the other side. To you, I also give a grave responsibility. You know of my people’s ways, and my god’s 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? You’ll 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 to you I entrust all my belongings. I would also ask that you return my bow to my father, as it was he who gave this family possession to me, and tell him my story. The rest of my possessions you may add to your treasure and distribute to those you feel need it most. 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 father’s 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 elder’s 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 deity’s hand aiding this young cleric as Finglas defended his charge. Finglas’ first arrow took the lead gnoll in the throat before he could even begin his charge, the order to attack dying in it’s throat as a wet gurgle. The remaining five hesitated, staring at the arrow that seemed to magically appear in their leader’s throat as if by magic. They shouldn’t 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 it’s mark in the leg of the gnoll, sending the charging monster to the ground as it’s leg lost all ability to bear it’s 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 gnoll’s 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 gnoll’s 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 cleric’s 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 Mathmohoney’s 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 man’s 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 cleric’s desire for adventure and knew it was inspired by their god’s 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 . His mother is an elven maid of some fame. She is well known in the city of for her beauty and her abilities in the arts. His father is a man of stature himself; a high priest of . 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 , hoping Finglas would show interest in the priesthood and follow in his father’s 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 elder’s 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 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 . 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 deity’s hand aiding this young cleric as Finglas defended his charge. Finglas’ first arrow took the lead gnoll in the throat before he could even begin his charge, the order to attack dying in it’s throat as a wet gurgle. The remaining five hesitated, staring at the arrow that seemed to magically appear in their leader’s throat as if by magic. They shouldn’t 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 it’s mark in the leg of the gnoll, sending the charging monster to the ground as it’s leg lost all ability to bear it’s 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 gnoll’s 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 gnoll’s 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 cleric’s god, . Finglas was bade to kneel and receive the blessings of 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 ’s 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 man’s 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 cleric’s desire for adventure and knew it was inspired by their god’s 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 . 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.). Consumable Magic Items - ADDED: Firetrap Arrows, null, 28, 1. ADDED: +2 Arrows, null, 30, 1. ADDED: Detonation Arrows, Them Duke boys are at it again..., 6, 1. ADDED: Arrow of Lightning +1, null, 8, 1. ADDED: Arrow of Undead Slaying, null, 1, 1. ADDED: Temporary Cure Light Potions, null, 0, 1. ADDED: Cure Light Potions, null, 3, 1. ADDED: Holy Water, null, 2, 1. ADDED: Neutralize Poison Scroll, null, 15, 1. ADDED: Cold Iron Arrows, null, 72, 1. Personal Information - Speed:: CHANGED: 14 (12). Magic Item Summary - DELETED: Robe of Rock, Ring of Spell Storing (Dimention Door), null. DELETED: Bow of Heartseeking, null, null. DELETED: Ring of Dark Vision, null, null. ADDED: Bow of Heartseeking (3), From Father, Back. ADDED: Robe of Rock (0), From Church, Body. ADDED: Frost Brand (4), From Party Pack, Hip. ADDED: Ring of Spell Storing - Dimension Door x1 (0), From Party Pack, Right Hand. ADDED: Ring of Dark Vision (0), From Sarzec Fight, Left Hand. ADDED: Aasimon Amulet (0), From Chaos Dungeon, Belt. ADDED: null, null, null. ADDED: null, null, null. Non-Weapon Proficiencies - Combat - Max Hit Points:: CHANGED: 42+($HPADJ*$L) (50). Melee THAC0: (THAC0) : CHANGED: 13-$ATK (13). Missile THAC0: (MTHAC0) : CHANGED: 13-$MATK (11). Misc. Attributes - Encumbrance Totals - ADDED: 0. ADDED: 21.5. ADDED: ADDED: 0. ADDED: 21.5. ADDED: 40. ADDED: ADDED: 40. Racial Abilities - DELETED: All kinds of stuff that makes him a major badass with the bow.. DELETED: Trainer. Carrying Capacity - ADDED: Quiver (Back) (1), 20, 20, 2, 2. ADDED: Spear Sling (Back), 1, 1, 8, 8. ADDED: Quiver (Hip) (1), 20, 20, 2, 2. ADDED: Scabbard (Hip), 1, 1, 4, 4. ADDED: Sashling (Waist), 10, 0, 2.5, 2.5. ADDED: Large Belt Pouch (Sashling) (1), null, null, null, null. ADDED: null, null, null, null, null. ADDED: null, null, null, null, null. Class Levels - Equipment - DELETED: Quiver, null. DELETED: Chalk, null. DELETED: Flint and Steel, Arrow of Light x2. DELETED: 50' Silk Rope, Arrow of Darkness x2. CHANGED: Bow Strings -- Description: Cat gut. Yum. (Firetrap Arrow x10 (5 carried)). CHANGED: Bowyer/Fletcher Kit -- Description: For making Arrows and Bows, stupid. (Flare Arrow x2). DELETED: null, Grapling Arrow. CHANGED: 3 Cure Light Potions -- Description: Drinking cures 1d8+1 hit points. (Arrow of Undead Slaying). DELETED: null, 2x Holy Water. CHANGED: Ring of Spell Storing - 1x Dimension Door -- Description: Instantly moves the wearer and up to 500 lbs. of non-living matter carried or held up to 360 yards unerringly. (null). DELETED: null, null. DELETED: 50 gp, 13 cure light potions. DELETED: null, null. DELETED: AAsimon Amulet, null. CHANGED: Arrow of Lightning +1 -- Description: arrows of lightning +2 on astral, +1 on Prime Material plane but keep same damage +20 Lightning Damage (arrows of lightning +2 on astral, +1 on Prime Material plane but keep same damage). DELETED: null, null. DELETED: null, null. DELETED: null, 15 neutralize poison scrolls. ADDED: Quiver x3, Standard quiver capable of carying 20 arrows. ADDED: Sashling, A billowy sash that conceals 10 interior pockets, each capable of carrying 1/4 lbs.. ADDED: Arrow of Light x2, Arrows enchanted with Continual Light spell. 60' radius of effect.. ADDED: Arrow of Darkness x2, Arrows enchanted with Continual Darkness spell. 60' radius of effect.. ADDED: Firetrap Arrow x10, Arrows enchanted with Fire Trap spell. Cause 1d4 fire damage +1 per level of the caster. Exlpodes in a 5' radius. Crushing Blow vs. pottery to detonate. Consists of a small glass or pottery vial at the end of an arrow. When shot, vial breaks, triggering the firetrap spell.. ADDED: Flare Arrow x2, Flares up brightly as a parachute causes it to drift slowly to ground. If shot at an enemy, it shatters causing 1d4 damage and dispersing it's load of powder on enemy. 50% chace of ignition on impact. If ignited, powder burns for 3 rounds causing 1d4 points of damage a round. Only complete immersion of body will douse flames.. ADDED: Grapling Arrow, Like a grapling hook. Only shot from a bow. Duh.. ADDED: Arrow of Undead Slaying, Arrow +3 that instantly kills the undead it hits.. ADDED: Aasimon Amulet, Amulet that claims to be an Aasimon. Doesn't conform with powers researched. See Notes.. ADDED: Neutralize Poison Scroll x15, Removes any poison or toxin in touched creature.. ADDED: Holy Water x2, Water that is holy. Oh yeah.. ADDED: null, null. ADDED: null, null. ADDED: null, null. ADDED: null, null. ADDED: null, null. ADDED: null, null. ADDED: null, null. ADDED: null, null. ADDED: null, null. ADDED: null, null. ADDED: null, null. ADDED: null, null. ADDED: null, null. ADDED: null, null. ADDED: null, null. ADDED: null, null. ADDED: null, null.
[DM] the cavern is empty except for these
[Alastair (BiBo!!!)] you're there, that's pretty remarkable
[JohnA] is it a hard top or soft
[DM] hard stone above
[JohnA] I fly over, any entrances apparent
[JohnA] or are the tops removable
[DM] there is a break in the side of the mound you are over
[DM] similar to the way you got in here
[DM] on the south west side
[JohnA] ok people, ready on the south side
[DM] ok, goign to get Nyrma's food order and will be right back,
[DM] Mike and Lorie are trying out Google Speak
[DM] brb
[DM] I am away from the keyboard.
[JohnA] I focus on the etheral plane
[Alastair (BiBo!!!)] Alastair: Stoneskin: I like it when swords can't hurt me. (1d4+4) [1+4] 5 hits blocked.
[Paul Elvenstire (JohnA)] I throw a handfull of dirt at AL
[Paul Elvenstire (JohnA)] just kidding
[DM] I am back at the keyboard.
[DM] ok, back
[Paul Elvenstire (JohnA)] I focus on the etheral plane
[mikE] okay. so what do we see?
[mikE] or, what does paul see?
[Lorie] Why is Paul focusing on the Etheral plane?
[Alastair (BiBo!!!)] cuz it's fun?
[Paul Elvenstire (JohnA)] to see if i can see a ghost
[mikE (to GM only)] Character sheet for Antarias modified: Weapon Proficiencies - Weapons - DELETED: Long Sword, null, null, --, 2/3, +4, +10, 1d8, 1d12, null, $thac0, null, null, null, null. ADDED: Cold Iron Long Sword, null, null, --, 2/3, +4, +10, 1d8, 1d12, null, $thac0, null, null, null, null. ADDED: null, null, null, null, null, null, null, null, null, null, null, null, null, null, null. ADDED: null, null, null, null, null, null, null, null, null, null, null, null, null, null, null. Ability Scores - Reaction Adjust: (RA) : CHANGED: +1 (-1). Weapon Proficiencies - Non-Weapon Proficiencies - Wealth - ADDED: null, null, null. ADDED: null, null, null. ADDED: null, null, null. ADDED: null, null, null. ADDED: null, null, null. ADDED: null, null, null. ADDED: null, null, null. ADDED: null, null, null. Saving Throws - Armor - Armor Bonus:: CHANGED: -9 (-8). Notes - Consumable Magic Items - ADDED: null, null, null, null. ADDED: null, null, null, null. ADDED: null, null, null, null. ADDED: null, null, null, null. ADDED: null, null, null, null. ADDED: null, null, null, null. ADDED: null, null, null, null. ADDED: null, null, null, null. Personal Information - Age/Sex:: CHANGED: 90/Male (/Male). Speed:: CHANGED: 6 (10). Magic Item Summary - ADDED: Nightblade, Sigil, Sheathed at hip. ADDED: Dimensional Blade, Yola, Sheathed at hip. ADDED: null, null, null. ADDED: null, null, null. ADDED: null, null, null. ADDED: null, null, null. ADDED: null, null, null. ADDED: null, null, null. Non-Weapon Proficiencies - Combat - Current Hit Points:: CHANGED: 0 (57). Missile THAC0: (MTHAC0) : CHANGED: 16 (17). Misc. Attributes - Encumbrance Totals - Equipment:: CHANGED: 31 (14). Total Weight:: CHANGED: 101 (84). Carrying Capacity - ADDED: Thigh Quiver (1), 20, 20, 2, 2. ADDED: Scabbard (0), 1, 1, 4, 4. ADDED: null, null, null, null, null. ADDED: null, null, null, null, null. ADDED: null, null, null, null, null. ADDED: null, null, null, null, null. ADDED: null, null, null, null, null. ADDED: null, null, null, null, null. Class Levels - Equipment - DELETED: Full Plate Mail, 70 lbs. AC 1. DELETED: Medium Shield, 10 lbs. AC +3 (specialized). DELETED: Long Sword, 4 lbs.. DELETED: 20 Iron Arrows, Ring of Darkvision - Lets user see in any darkness. DELETED: Nightblade, The longsword is based on the astral, it's +3 there, +2 on the prime, half the damage dealt is healed of the user and it can cast darkness 3x a day). ADDED: Full Plate Mail (70), AC 1. ADDED: Medium Shield (10), AC +3 (specialized). ADDED: Long Sword (4), The longsword is based on the astral, it's +3 there, +2 on the prime, half the damage dealt is healed of the user and it can cast darkness 3x a day). ADDED: Dimensional Blade (4), null. ADDED: Heavy Crossbow (14), null. ADDED: null, null. ADDED: null, null. ADDED: null, null.
[Lorie] Ahhh...all the cool kids are, gotcha
[DM] no ghost, just a voice
[Paul Elvenstire (JohnA)] i see a voice?
[DM] remember at the end of the night there was the voice that said who goes there
[Alastair (BiBo!!!)] sweet! I wanna see a voice!
[Alastair (BiBo!!!)] but then I have to eat mushrooms like paul....
[Paul Elvenstire (JohnA)] vaguly
[Paul Elvenstire (JohnA)] I say my name is Paul
[No Name] I am back at the keyboard.
[No Name] who is Paull?
[Paul Elvenstire (JohnA)] me
[Alastair (BiBo!!!)] ::points to paul:: he is
[No Name] why are you here
[Paul Elvenstire (JohnA)] just visitting, heard there was a disturbance
[No Name] female voice
[Paul Elvenstire (JohnA)] want to see if we can help
[No Name] good
[No Name] then repair the damage and leave
[No Name] bring my guards back inside
[Alastair (BiBo!!!)] and how do you propose we do that?
[No Name] who are you
[Alastair (BiBo!!!)] Alistair Dempster, who are you?
[No Name] Queen Ophelia
[Paul Elvenstire (JohnA)] (you are making that up)
[No Name] (no, sorry, I had it picked out a few weeks ago)
[Alastair (BiBo!!!)] Are your guards the skeletal warriors outside?
[No Name] yes my warriors
[Paul Elvenstire (JohnA)] exnay on the ead ay
[Alastair (BiBo!!!)] what caused the damage? do you know?
[No Name] grave robbers
[Alastair (BiBo!!!)] did they get away?
[Paul Elvenstire (JohnA)] bastarts
[Finglass (mikE)] ::Whispers to Alistair:: Isn't that what we're doing?
[No Name] they did not steal my most valuable possesions
[Paul Elvenstire (JohnA)] Paul pints to Al and makes the "detect" jesture
[Alastair (BiBo!!!)] ::whispers back:: no, we're exploring
[Paul Elvenstire (JohnA)] ::looks at Kylia and shruggs::
[Alastair (BiBo!!!)] I'll look around for evil
[Paul Elvenstire (JohnA)] (How big is this crack)
[No Name] ::hmmm, let me check that
[Lorie] Evil > :: waves to Alastair with a giant Sign :: I'm with really evil
[Paul Elvenstire (JohnA)] LOL
[No Name] brb
[Paul Elvenstire (JohnA)] (can we call her a crack queen?)
[Alastair (BiBo!!!)] welp, since bob is wondering if it'll actually work, I'm assuming there's evil
[DM] well see this is the issue
[Lorie] Evil > Will work for horrible cause
[DM] there is no evil per se
[Lorie] per se???
[Paul Elvenstire (JohnA)] (How big is this crack)
[Alastair (BiBo!!!)] what does that mean?
[Lorie] pseudo evil?
[Lorie] Good that wants to be evil?
[Paul Elvenstire (JohnA)] evil lite
[Lorie] Neutral that used to be evil but is really misunderstood?
[Alastair (BiBo!!!)] pepsi one of evil
[Alastair (BiBo!!!)] just one calorie
[DM] it means that there are some things that the non-celtic priests woudl detect as evil, or the celtic people who act a certain way will detect as evil, but you are not detecting any evil right now, just a vague disturbance
[Paul Elvenstire (JohnA)] (How big is this crack)
[DM] like the one to the outside
[DM] have to crawl in
[Paul Elvenstire (JohnA)] not I, a small pikie
[Alastair (BiBo!!!)] so I'm guessin there's wights, and since I'm celtic it don't matter if you're black or wight
[Paul Elvenstire (JohnA)] Queen Ophillia, may I inspect the dammage to this mound
[DM] yes
[Paul Elvenstire (JohnA)] I fly just inside the crack to see how deep it is
[DM] ok
[Paul Elvenstire (JohnA)] is this part stone?
[DM] having a debate on good and evil here by the way
[Paul Elvenstire (JohnA)] enjoy
[Paul Elvenstire (JohnA)] just let me know when I can move more
[DM] go now
[Paul Elvenstire (JohnA)] is this part stone?
[DM] yes
[DM] where you are there is stone
[DM] the break is in the stone and then
[DM] the part above is earthen
[Alastair (BiBo!!!)] do you know who the grave robbers were and where they went?
[No Name] I am back at the keyboard.
[No Name] they were destroyed
[Alastair (BiBo!!!)] so... if they're all dead, how'd they get away with anything?
[No Name] I am sure that my elemental guardians did a fine job
[Lorie] Bob I hear you
[No Name] but inside of the mounds they did not make
[Paul Elvenstire (JohnA)] I am taking care of one of my children( probably Miranda)
[Lorie] John are you on google talk?
[Lorie] do you need an invite?
[Paul Elvenstire (JohnA)] i fly all the way in like i am inspecting thw wa;;
[Paul Elvenstire (JohnA)] no and no
[Finglass (mikE)] hey john, gotta get google speak now. we have great sound with lorie
[No Name] ok, so Paul are you going inside?
[Paul Elvenstire (JohnA)] yes
Fritz has joined the game on Fri Sep 16 19:54:55 EDT 2005
[No Name] hey
[No Name] John, what do you see on your maps?
[Paul Elvenstire (JohnA)] one handed
[Fritz] I just came on to say happy birthday Bob!
[No Name] thank you sir
[Paul Elvenstire (JohnA)] same as before
[Lorie] Hey Fritz...
[No Name] hmmm
[Finglass (mikE)] hi fritz
[No Name] there is more revealed on the Map
[Lorie] That's right... it's almost someone's BDay
mikE is receiving the map...
mikE has received the map.
mikE is receiving the map...
mikE has received the map.
Lorie is receiving the map...
Lorie has received the map.
Lorie is receiving the map...
Lorie has received the map.
[Paul Elvenstire (JohnA)] not for me
[Finglass (mikE)] jhgfhg
Fritz is receiving the map...
Fritz has received the map.
[No Name] ok, back
[No Name] there we go
Fritz is receiving the map...
Fritz has received the map.
[No Name] everyone's map is up to date now?
[Paul Elvenstire (JohnA)] nope
[No Name] you see the inside of the mound?
[Paul Elvenstire (JohnA)] same
[Lorie] it looks like the side of a cow
[No Name] good Lor
[No Name] resending the map to everyone so they see what is revealed then
[No Name] ok
[No Name] so now
[No Name] does everyone see right now?
[Fritz] so how is the birthday boy doing?
[No Name] so far so good
[Alastair (BiBo!!!)] I guess, he's doin as usuall
[Finglass (mikE)] so what does he see already?
[No Name] goign to have people over after the game on Sundy
[Alastair (BiBo!!!)] about to burst a vein from some klooge issue ;)
[No Name] John
[Finglass (mikE)] or does he just keel over?
[Paul Elvenstire (JohnA)] hello?
[Alastair (BiBo!!!)] dance party!
[Fritz] oh well I know you guys have an adventure to finish. I will let you go and hope you all have fun.
[Alastair (BiBo!!!)] well, yeah, we do, tell bob that
[Alastair (BiBo!!!)] ::pokes bob::
[No Name] back
[Lorie] Night Fritz
[No Name] hey
[Paul Elvenstire (JohnA)] seems like it
[No Name] thanks Fritz
[No Name] No Name #2 targets Paul Elvenstire. Distance: 26'09"
[No Name] No Name #1 targets Paul Elvenstire. Distance: 26'04"
[No Name] ok, so as Paul moves in
[Paul Elvenstire (JohnA)] hey hey, you asked me to fix this
[No Name] two creatures are out side
[No Name] your religion Paul?
[No Name] I am going to reveal the rest of the inside of the mound, but not the rest inside
[Paul Elvenstire (JohnA)] I believe there is gods, don't worship any
[Paul Elvenstire (JohnA)] celtics are cool
[No Name] No Name #2: Initiative:(d10(+10+)) [6(10+] -1
[No Name] Paul Elvenstire: Initiative:(d10+10) [1+10] 11
[Paul Elvenstire (JohnA)] tks
[Paul Elvenstire (JohnA)] you roll good for me
[No Name] sorry, roll John
[Paul Elvenstire (JohnA)] no its ok
[DM] INIT: -1 GOING: Start of Round
[DM] ROUND: 1
[DM] INIT: -1 GOING: Start of Round
[No Name] there is no int because only Paul is inside
Fritz has left the game on Fri Sep 16 20:07:24 EDT 2005
[No Name] ok
[Paul Elvenstire (JohnA)] what do I see, two bad guys? But what are they?
[DM] INIT: 11 GOING: Paul Elvenstire (affected by: Protection from Evil (IUS=+2 SAVE VS SPELL, -2 OPPONENT ATTACK))
[No Name] wights
[No Name] in hand to hand
[Finglass (mikE)] go paul!
[Finglass (mikE)] go paul!
[Finglass (mikE)] kill kill kill the wight man
[Alastair (BiBo!!!)] de wights is opressin us!
[Lorie] uh ... that's doesn't roll off the tongue like Kill kill the wight moose chick
[Paul Elvenstire (JohnA)] checking what spell I have available
[mikE (to GM only)] Character sheet for Antarias modified: Ability Scores - Reaction Adjust: (RA) : CHANGED: 1 (+1).
[Paul Elvenstire (JohnA)] Paul Elvenstire: Lance of disruption: " Lance hits for (5d4+20) [(1+2+4+4+4)+20] 35 and rolls (d10) [1] 1 for knockdown"
[Paul Elvenstire (JohnA)] should get them both
[No Name] nice John, how did that work?
[No Name] the knockdown
[Paul Elvenstire (JohnA)] just custom expression
[Paul Elvenstire (JohnA)] I don't know
[Alastair (BiBo!!!)] yeah, same way you put in any dice roll into a spell
[No Name] thank you john, now we need to compare that number
[Paul Elvenstire (JohnA)] with?
[No Name] I mean in the expression
[DM] INIT: 12 GOING: No Name #2
[No Name] comapare the knock down number against the icon size
[Paul Elvenstire (JohnA)] you are never satisfied
[No Name] great song
[No Name] name that artist
[No Name] No Name #2: Attack #1: Claw: (15-(d20+0)) [15-(8+0)] 7. Probably MISSES Paul Elvenstire (AC FINAL: 1)
[Paul Elvenstire (JohnA)] did they take dammage?
[Lorie] isn't that Terry ?
[Paul Elvenstire (JohnA)] and why did it move?
[No Name] No Name #3 targets Paul Elvenstire. Distance: 26'00"
[Paul Elvenstire (JohnA)] and anything else behide them would have taken dammage
[No Name] No Name #3: Attack #1: Claw: (15-(d20+0)) [15-(2+0)] 13. Probably MISSES Paul Elvenstire (AC FINAL: 1)
[No Name (to GM only)] No Name #2's Current Hit Points: adjusted to -22 (-35) - Dead
[No Name (to GM only)] No Name #3's Current Hit Points: adjusted to -11 (-35) - Dead
[Lorie] Good work John!
[Paul Elvenstire (JohnA)] so far, it's nothing
[mikE] rock on
[No Name] ok, so the two of them are dead
[No Name] at least not moving
[Paul Elvenstire (JohnA)] do I see anything else?
[No Name] and you see two other figures inside of the mound now that you move all the way in
[Paul Elvenstire (JohnA)] in from where?
[Paul Elvenstire (JohnA)] out of the shadows?
[DM] Paul moves all the way in
[DM] and you see the two addiational figures inside of here now
[DM] the mound is about 15 tall at the tip
[Paul Elvenstire (JohnA)] ok
[DM] top
[Paul Elvenstire (JohnA)] so new round?
[DM] if you want to be in combat yes
[DM] ROUND: 2
[DM] INIT: -1 GOING: Start of Round
[Lorie] Okay... BRB need to put Alyssa in crib
[Lorie] I am away from the keyboard.
[Paul Elvenstire (JohnA)] so they are not aproaching? What do I see?
[DM] a fen=male ghostly figure
[DM] female ghostly spirit but not a ghost
[DM] and a male in tattered clothes
[DM] standing there in front of her
[DM] there are several large baskets around the edges of the mound
[Paul Elvenstire (JohnA)] true seeing see anything diffrent?
[DM] and a small mound inside that is still in tact
[DM] brb, getting drinks
[Lorie] I am back at the keyboard.
[DM] so
[DM] John?
[Paul Elvenstire (JohnA)] yes
[DM] what do say? do?
[Lorie] Nice call John
[Paul Elvenstire (JohnA)] I asked if I see anything diffrent with True seeing?
[DM] I said no, sorry
[DM] that with the true seeing
[DM] that is what you see
[Paul Elvenstire (JohnA)] I say you must be Queen Ophillia?
[DM] yes
[Guard] I am back at the keyboard.
[Guard] You will address her as your highness
[Paul Elvenstire (JohnA)] Your higness, the damage is great, how was this caused?
[Finglass (mikE)] ::mutters:: address her as filth. Damn undead.
[Lorie] :: smirks :: Damn undead?
[Guard] filthy commers
[Guard] commoners
[Paul Elvenstire (JohnA)] (stutter much)
[Guard] they camen to steal the treasures that are here for the family to use
[Paul Elvenstire (JohnA)] are all the mounds this dammged?
[Guard] no
[Guard] I do not know of the other mounds out side of this one
[Guard] ending combat
[Guard] but this is the royal burial ground
[Guard] if you can recover adn repair the burial grounds,
[Paul Elvenstire (JohnA)] I understand, where the important stuff is
[Guard] I will grant you one piece of treasure from the belongings here
[Finglass (mikE)] Do we choose, or do you?
[Guard] he looks confused
[Guard] choose what?
[Paul Elvenstire (JohnA)] what he means to say is what can we choose from?
[Alastair (BiBo!!!)] do you know of any giants in this area? we were told of some. were they the grave robbers?
[Finglass (mikE)] ::sighs in exasperation:: Even death doesn't improve thier faculties. Choose our treasure.
[Guard] I will grant you the Torc of Choosing
[Paul Elvenstire (JohnA)] ok may I ask what that is?
[Guard] it is was buried here with our queens
[Guard] it will allow the wearer one time to choose to change one thing in the past
[Guard] it can not be something directly with your self
[Lorie] Metal hung around your neck...usually with Gems and the like
[Finglass (mikE)] We can kill the lich aborning!!!!
[Paul Elvenstire (JohnA)] intresting
[Paul Elvenstire (JohnA)] how far in the past?
[Guard] anything that you have seen happen
[Finglass (mikE)] And what do the rest of us recieve?
[Lorie] Seen Happen? Hmmm...what if you had a dream sequence??
[Lorie] :D
[Paul Elvenstire (JohnA)] can anyone use this item?
[Lorie] 1 chance
[Lorie] so says Bob
[Lorie] :(
[Finglass (mikE)] ::still say we kill them all and take everything for ourselves::
[Paul Elvenstire (JohnA)] I ask again
[Paul Elvenstire (JohnA)] can anyone use this item?
[Alastair (BiBo!!!)] me, kylia, and um... rob's char
[Guard] celtic people only John
[Finglass (mikE)] ::this has become lame::
[Lorie] Celtic... Mike is Celtic
[Paul Elvenstire (JohnA)] THE ELF?
[Finglass (mikE)] ::nuh uh. I'm elven::
[Lorie] You converted... you just forget
[Alastair (BiBo!!!)] just me kylia and rob's char
[Lorie] all the time :D
[Guard] John, it works only for celitc people, and onlyin the current era
[Lorie] Sean converted too
[Guard] living memory as Sean has put it
[Paul Elvenstire (JohnA)] but how direct, if we saw it it is somewhat direct
[Guard] nop
[Guard] if it affects you
[Guard] the example is the boulders falling on Fudge
[Paul Elvenstire (JohnA)] could say Kylia stop EL from opening the door before he checked traps?
[Guard] Fudge can not use it, but Kylia not affected by the boulder could
[Paul Elvenstire (JohnA)] she was effected by the aftermath
[Guard] nods
[Paul Elvenstire (JohnA)] did she take dammage?
[Guard] is a find line
[Guard] fine
[Alastair (BiBo!!!)] well, can we get protection from your guards of some sort so they do not attack us while trying to fix these mounds?
[Guard] if she takes damage then no
[Paul Elvenstire (JohnA)] took
[Paul Elvenstire (JohnA)] past tence
[Guard] yes
[Paul Elvenstire (JohnA)] Kylia, did you?
[Guard] and not to al
[Guard] you must do this on your own without destroying the guards
[Lorie] :: ponders :: Umm... I do not believe so.
[Alastair (BiBo!!!)] and how do you expect us to help you if your men are going to be attacking us?
[Paul Elvenstire (JohnA)] I would call them men
[Finglass (mikE)] This guard seems rather unreasonable. Even for a human.
[Alastair (BiBo!!!)] I would think it would be a reasonable request to not attacks us while we help you
[Guard] if you are heathen intruders you will be attacked
[Alastair (BiBo!!!)] so those who are not celtic will be attacked then?
[Paul Elvenstire (JohnA)] so all we have to do is fix a few walls?
[Guard] they will do their duty to their queen
[Finglass (mikE)] Why are you living the undeath in here, anyway?
[Finglass (mikE)] What are you being punished for?
[Alastair (BiBo!!!)] how about a yes or no answer
[Guard] they will defend their charges
[Paul Elvenstire (JohnA)] so all we have to do is fix a few walls?
[Guard] if you can repair the damage, yes
[Alastair (BiBo!!!)] we won't loot, or attack as long as they aren't attacking us. if this is fair enough then we will help.
[Guard] they will not attack true beleivers
[Paul Elvenstire (JohnA)] then you give us the Torc of Change?
[Guard] yes
[Alastair (BiBo!!!)] alright, then we'll help
[Guard] after the burial grounds are returned to their proper states
[Paul Elvenstire (JohnA)] If the wall are sealed how do we get the treasure?
[Finglass (mikE)] I'm not helping to fix a cursed undead's den. I don't understand why we aren't killing them now.
[Guard] you will fix the other areas first
[Guard] adn then I will give you the torc on good faith that you will complete the job and fix this wall
[Alastair (BiBo!!!)] ::mosies over to kylia:: I think the rest of our companions should leave. the two of us could probably fix this place up in a couple of days.
[Paul Elvenstire (JohnA)] How many are broken, I asked and you said only this one
[Finglass (mikE)] I cannot believe you are actually agreeing to this. ::shakes his head::
[Lorie] :: eyes the paladin :: Us? Hmmm... I am not sure the others will leave so easily
[Guard] I do not know what happens out side of this mound
[Alastair (BiBo!!!)] they are seen as defilers as they are not of our faith, surely you can understand that as a priestess.
[Finglass (mikE)] We all know the undead are a bane upon the earth. Of all that is unnatural, they are the worst. Why do we deal with them like merchants?
[Guard] but I am certain that the other queens resting spots have been damaged, and the companions and jesters areas as well
[Paul Elvenstire (JohnA)] so you are asking us just this mound and the larger one this is in?
[Guard] all three of the larger mounds
[Lorie] :: shrugs :: It is worth a shot Alastair
[Finglass (mikE)] Lady Kylia?? You won't see reason, either?
[Lorie] :: smiles :: I see lots of reason...
[Alastair (BiBo!!!)] I am sure you can all understand their desire to keep their burial grounds sacred.
[Alastair (BiBo!!!)] They aren't out to spread evil, just to protect their remains.
[Paul Elvenstire (JohnA)] Kylia, I leave it up to you, let me know what you wish
[Finglass (mikE)] These are not sacred. they are deflied already with the presence of undead. If we are to make it sacred, we should cleanse them of all these monstrosities.
[Alastair (BiBo!!!)] these are guardian undead. ancestor spirits. not evil.
[Finglass (mikE)] All undead are evil.
[Finglass (mikE)] And, I have felt it.
[Alastair (BiBo!!!)] I've detected them and they are not evil, they are merely protecting their remains. I suggest that everyone but kylia and I leave. Though I will do this myself if I must.
[Paul Elvenstire (JohnA)] Fin, I respect your opion but this is a celtic matter, I must respect Kylia's faith
[Paul Elvenstire (JohnA)] Kylia?
[Finglass (mikE)] ::throws his hands up in exasperation:: You are all insane for bargaining with the cursed like this.
[Lorie] Alastair and I should handle this...
[Lorie] It's not bargaining...it's honoring a tradition
[Finglass (mikE)] You probably should. I will have nothing to do with them unless it is sending them to their final, natural rest.
[Paul Elvenstire (JohnA)] :flys out::
[Alastair (BiBo!!!)] It would be the same as refusing to bury your remains in your home ground. These are sacred rites to our people.
[Finglass (mikE)] ::follows paul::
[Guard] so who is leaving and who is staying?
[Paul Elvenstire (JohnA)] ::mutter to Fin, I had to stop and ask::
[Lorie] Staying
[Alastair (BiBo!!!)] staying
[Paul Elvenstire (JohnA)] Kit and Paul leves the general area, call if you need us
[Finglass (mikE)] I knew you should have just killed them.
[Lorie] John --> Marco and I are working together to stoneshape and wall of stone to repair the walls... sorry you didn't hear the discussion
[Finglass (mikE)] john, bob doesn't see you on
[Finglass (mikE)] you are offline for half a minute
[Alastair (BiBo!!!)] today I can do 1 wall of stone, kylia can do 1 wall of stone and 4 stone shapes, come tommorrow I can do 2 walls of stone. how many stone shapes and walls of stone can you do tomorrow lorie?
[Lorie] 5 Stone Shapes and 3 Walls of Stone
[Paul Elvenstire (JohnA)] WOW
[Alastair (BiBo!!!)] okay so 6 today, 10 tomorrow
[Paul Elvenstire (JohnA)] ::sheepishly steps further away::
[Guard] yes 16 will work
[Lorie] thank you
[Alastair (BiBo!!!)] okay so in 2 days we have everything sealed up and head back
[Guard] yes
[Alastair (BiBo!!!)] torc in hand
[Alastair (BiBo!!!)] or on throat as it were
[Guard] you just have to deal with one night of encounters
[Paul Elvenstire (JohnA)] no we don't
[Paul Elvenstire (JohnA)] we go home to sleep
[Alastair (BiBo!!!)] you being me and kylia I'm assumin
[Paul Elvenstire (JohnA)] either way
[Guard] no you can have the rest of the group outside to do watches etc
[Guard] or you can do the Paul idea, but how would you get home
[Lorie] Encounters :(
[Alastair (BiBo!!!)] if we sleep in the mounds will the guards protect us?
[Guard] yes
[Alastair (BiBo!!!)] then we do thusly
[Guard] the celtic pople
[Paul Elvenstire (JohnA)] anyone want to go home with me and kit?
[Guard] only asking how you are getting there?
[Paul Elvenstire (JohnA)] teleport
[Paul Elvenstire (JohnA)] once we are away from the area
[Guard] ok
[DM] ok, so anything else?
[DM] you leave you fix, you get your torc?
[Paul Elvenstire (JohnA)] woo hoo
[Alastair (BiBo!!!)] that's the plan
[DM] no otherwise problem?
[Alastair (BiBo!!!)] unless you've got one for us no
[DM] not antagonizing etc.
[DM] then good
[Lorie] Great!
[mikE] well... we got a free magic item, i suppose. didn't really feel very quest like.
[mikE] not to mention the note had a distinctly sinister sound to it.
[Alastair (BiBo!!!)] you want to hold on to it kylia?
[DM] there you go
[Paul Elvenstire (JohnA)] Go Kylia go
[DM] ok
[Paul Elvenstire (JohnA)] save Roadhaven
[Lorie] :: shrugs :: we should put this in a safe place.. so as to not tempt anyone else
[Paul Elvenstire (JohnA)] no use it now
[DM] so total for the story award is 100,000 for not taking the treasure
[DM] plus you get the Torc
[Paul Elvenstire (JohnA)] WOO HOOO each?
[DM] not each,
[Paul Elvenstire (JohnA)] there you go Mike
[DM] but total,
[DM] plus the misc stuff
[DM] will total that all up now
[Paul Elvenstire (JohnA)] Your all welcome for Paul's understanding
[DM] you should try and work out the castle stuff now
[Paul Elvenstire (JohnA)] he is a changed man
[DM] so that we can keep moving along
[Paul Elvenstire (JohnA)] no need, it will all be un done
[mikE] i'm not thanking
[mikE] his bloody understanding screwed us out of treasure
[Lorie] Go team! It's only 9:25!!!!!
[Alastair (BiBo!!!)] eh, we got the best of the treasure most likely :-P
[DM] plan
[Lorie] shut up... you only care about treasure since you're keeping track ;)
[Paul Elvenstire (JohnA)] reseach this item, see if it can do what we think it can do
[DM] ok, I am working on XP on the sheets
[Paul Elvenstire (JohnA)] if it can, I say we change the past now, so it's easier to go forward
[DM] anyone who has one open committ now
[Alastair (BiBo!!!) (to GM only)] Character sheet for Alastair modified: Temporary Modifiers -
Lorie is receiving the map...
Lorie has received the map.
BiBo!!! is receiving the map...
BiBo!!! has received the map.
[Paul Elvenstire (JohnA)] all closed
[DM] john, lor?
[Paul Elvenstire (JohnA)] all closed
JohnA is receiving the map...
JohnA has received the map.
[Lorie] Here
[DM] I am back at the keyboard.
[DM] ok castles and such
[Lorie] John .. any ideas for the rest of the evening
[DM] while I am working on XP
[DM] so that next week we can continue the building process
[Paul Elvenstire (JohnA)] let me think, what can we do without BOB?
[DM] les
[Paul Elvenstire (JohnA)] as I said I think we should undo the Fiend fiasco and not wory about the building
[Paul Elvenstire (JohnA)] if we need to reseach how this item works to make sure I will
[Paul Elvenstire (JohnA)] I'll cast legend lore
[Alastair (BiBo!!!)] nah, we can fix the keep easy enough. we had very little permanent loss from that
[Paul Elvenstire (JohnA)] BUT WE LET LOOSE FIENDS!!!!
[Alastair (BiBo!!!)] eh, we'll live
[Paul Elvenstire (JohnA)] AL of all people should want to fix that
[Alastair (BiBo!!!)] we do, but I think it's probably a better process to hunt them down and destroy them than bother reimprisoning them
[Paul Elvenstire (JohnA)] ok, I'm open to sugestions, what else can we do
[Alastair (BiBo!!!)] well, apparently we've got a lich army attacking us but not attacking us until we attack them even though we don' t know about them
[Paul Elvenstire (JohnA)] so we make more scrolls?
[Alastair (BiBo!!!)] sure why not
[Alastair (BiBo!!!)] what scrolls now?
[Paul Elvenstire (JohnA)] I hope you mean an army lead by a litch not and army of litches
[Alastair (BiBo!!!)] right, lead by the lich, though I'm sure he has several powerful undead lieutenants like vampires and the like
[Alastair (BiBo!!!)] cuz you know bob
Robert has joined the game on Fri Sep 16 21:38:01 EDT 2005
[mikE] hey hey
[mikE] yar
[Paul Elvenstire (JohnA)] how many earthquakes can Kylia cast in a day?
[Lorie] ROBERT :D
[Robert] ARRRRRRRRR!!! :)
[mikE] oh, and happy constitution day, everyone
[Alastair (BiBo!!!)] well, one if she's uplifted appropriately
[Robert] did I miss anything good?
[Paul Elvenstire (JohnA)] Kit may need training, actually
[Lorie] :: ponders :: How angry is she?
Robert is receiving the map...
Robert has received the map.
[Lorie] Robert, finished the burial mound adventure, trying to find something else to do tonight ;)
[Alastair (BiBo!!!)] you missed the big xp
[Varn (Robert)] I see...
[Paul Elvenstire (JohnA)] what is BOB ready for, sounds like Thedd
[Varn (Robert)] test
[Paul Elvenstire (JohnA)] but we need to do the building thing first
[mikE] go back to my home and visit the mountain.
[Varn (Robert)] hmmmm.. that's odd
mikE is receiving the map...
mikE has received the map.
[Alastair (BiBo!!!)] bob had you invisibile
[Varn (Robert)] never mind... not odd anymore
[Paul Elvenstire (JohnA)] I would love to, oh those mountains
[Alastair (BiBo!!!)] somehow I doubt he's ready for us to go see the avariel
[Varn (Robert)] invisBILE? Is that better than regular bile?
[mikE] you just want an avariel
[mikE] but then, i would want one, too.
[JohnA] I head they are good in bed
[mikE] maybe get one to be a bishop at my church
[DM] ok
[Lorie] :: blinks ::
[mikE] wings give them extra bounce on top
[DM] so the XP shoudl be fixed on the sheets now
[DM] check to see your new totals
[Lorie] :: blinks again ::
[Varn (Robert)] if someone has a PHB handy... could you look up how much XP is needed for 9th level fighter?
[Alastair (BiBo!!!)] lots
[JohnA] umm Kit got 250,000?
[Varn (Robert)] thanks Marco... that helped a lot! :)
[Alastair (BiBo!!!)] paul leveled?
[DM] I added in a bunch of stuff that has been pending
[JohnA] for a total of 312,000
[Lorie] 250'000 Robert
[DM] this is why I wanted to wait till the adventure was over
[Lorie] I'm 12th level... Huzzah!!!!
[JohnA] makes her 9th?
[Varn (Robert)] thank you Lorie... I think I'm 9th now! YAY!!!
[Lorie] and I now can cast 6th level wizard spells
[Lorie] Congrats Robert
[Varn (Robert)] I now have a Thac0 of 4! SWEET!
[Lorie] Whoo Hoo
[Varn (Robert)] How much for 10th?
[mikE (to GM only)] Character sheet for Finglass modified: Notes - Personal Information - Next Level:: CHANGED: 450000 (225000).
[JohnA] and Paul is 13th
[Lorie] 500'000
[Lorie] Yeah John!!!!
[Varn (Robert)] woooo.... that's gonna be a while
[Lorie] Mike says he leveld twice
[Varn (Robert)] nice!
[JohnA] that is nothing to what Kit did
[Lorie] If I die... I can come back as a 9th level fighter
[Alastair (BiBo!!!)] Roll #1: (d4) [4] 4
[JohnA] don't jink it
[Lorie] 11th level wizard
[Lorie] 10thlevel cleric
[Varn (Robert)] Roll #1: (d12) [7] 7
[JohnA] BOB, I think you need to fix Kit
[Lorie] 12th level thief
[Lorie] I'm set ;)
[Varn (Robert) (to GM only)] Character sheet for Varn modified: Notes - Personal Information - Combat - Max Hit Points:: CHANGED: 111 (99).
[JohnA] I realy wish you would have let me bring Khan
[Varn (Robert)] 111 HP.... nice... :)
[mikE (to GM only)] Character sheet for Finglass modified: Personal Information - Next Level:: CHANGED: 675000 (450000). Combat - Current Hit Points:: CHANGED: 57 (50). Max Hit Points:: CHANGED: 49+($HPADJ*$L) (42+($HPADJ*$L)). Class Levels - Character Level: (L) : CHANGED: 10 (8). Cleric: (CL) : CHANGED: 10 (8).
[DM] what to fix on Kit?
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Magical Abilities - CHANGED: 1 -- Maximum: 6 (5), CHANGED: 1 -- Current: 6 (5). CHANGED: 2 -- Maximum: 11 (9), CHANGED: 2 -- Current: 11 (9). CHANGED: 3 -- Maximum: 6 (5), CHANGED: 3 -- Current: 6 (5). CHANGED: 5 -- Current: 5 (4). CHANGED: 6 -- Maximum: 3 (2), CHANGED: 6 -- Current: 3 (2). Personal Information -
[JohnA] you gave her an equal share?
[DM] oh, sorry, yeah 125,000 not 250000 sorry
[Varn (Robert) (to GM only)] Character sheet for Varn modified: Personal Information - Next Level:: CHANGED: 500000 (250000). Combat - Melee THAC0: (THAC0) : CHANGED: 9 (10). Temporary Modifiers - Class Levels - Character Level: (L) : CHANGED: 9 (8).
[Varn (Robert)] I think I got some proficiency slots also... I'll have to decide what to take
[DM] there you go
[Varn (Robert)] I'll do that later
[DM] Fudge is 11 thief/11 mage now
[Lorie] Me too weapon and NPC
[Lorie] err NWP
[DM] there is a lot to work out
[DM] and the castle stuff etc
[DM] everyoen should be prepared for that next week
[DM] to deal with these issues that do not get handled in email
[Lorie (to GM only)] Character sheet for Kylia Wolfslayer modified: Magical Abilities - CHANGED: 2 -- Current: 5 (0). Personal Information - Combat - Current Hit Points:: CHANGED: 74 (73). Max Hit Points:: CHANGED: 74 (73). Class Levels - Character Level: (L) : CHANGED: 12 (11). Cleric: (CL) : CHANGED: 12 (11).
[Lorie (to GM only)] Character sheet for Kylia Wolfslayer modified: Class Levels - Wizard: (WL) : CHANGED: 12 (11).
[DM] then after that is done John will run his adventure
[mikE] all fin has is a non that he's saving till 12th level anyway
[E. L. Fudge (Sean) (to GM only)] Character sheet for E. L. Fudge modified: Personal Information - ExperienceC1:: CHANGED: 220000 (108686). ExperienceC2:: CHANGED: 375000 (111845). Temporary Modifiers -
[DM] Antarias's Current Hit Points: adjusted to 57 (57) - Unharmed
[JohnA] Paul can cast 5 more spells, and 1 more hit pt
[Alastair (BiBo!!!)] got me 4 more hp
[Lorie] I need to train for 6th level wizard spells
[Alastair (BiBo!!!)] train yourself
[Alastair (BiBo!!!)] you've got a good wis right?
[Alastair (BiBo!!!)] okay, then have paul train her
[Lorie] John can you train in Evocation spells
[JohnA] Roll: ((2d10+8)) [((9+10)+8)] 27
[JohnA] WOOOO
[DM] what was thar for?
[JohnA] hit pt for kit
[Lorie] the barking cookie
[DM] ahh
[JohnA] and btw, she can now breathe fire
[JohnA (to GM only)] Character sheet for Kit modified: Personal Information - Next Level:: CHANGED: 250000 (64000). Combat - Current Hit Points:: CHANGED: 78 (51). Max Hit Points:: CHANGED: 78 (51). Class Levels - Warrior: (WARL) : CHANGED: 8 (6).
[mikE] i think mine can, too!
[DM] aaarrrrgggghhhh
[Varn (Robert)] what was the +8 from?
[JohnA] 2 levels of con
[Varn (Robert)] ahhhhh... I see.... very nice!
[JohnA] I am just so surprised I got the 9 & 10
[JohnA] with Klooge dies!
[JohnA] dice
[JohnA] Kit now looks even more Dragon like, a true beast
[E. L. Fudge (Sean)] 2d6+2
[E. L. Fudge (Sean)] (2d6+2) [(1+3)+2] 6
[Lorie] Tell her to bring it on... I see her Dragon Breath and raise her Fireball and I believe I can cast IMproved Fireball at 12th level :D
[E. L. Fudge (Sean)] (3d6+2) [(2+5+1)+2] 10
[E. L. Fudge (Sean)] (2d4) [(1+1)] 2
[Lorie (to GM only)] Character sheet for Kylia Wolfslayer modified: Equipment - DELETED: null, null. DELETED: null, null. DELETED: null, null. ADDED: null, null. ADDED: null, null. ADDED: Torc of Choosing (from Undead Celtic Queen), null.
[mikE (to GM only)] Character sheet for Antarias modified: Weapon Proficiencies - ADDED: . Non-Weapon Proficiencies - ADDED: , , , . Languages - DELETED: Orc. ADDED: Dragon. Saving Throws - Paralysis, Poison or Death:: CHANGED: 6 (7). Rod, Staff or Wand:: CHANGED: 8 (9). Petrification or Polymorph:: CHANGED: 11 (12). Breath Weapon:: CHANGED: 12 (13). Magical Spell:: CHANGED: 9 (10). Notes - Personal Information - Next Level:: CHANGED: 250000 (32000). Combat - Current Hit Points:: CHANGED: 89 (57). Max Hit Points:: CHANGED: 89 (57). Melee THAC0: (THAC0) : CHANGED: 13 (16). Missile THAC0: (MTHAC0) : CHANGED: 13 (16). Attacks Per Round:: CHANGED: 2 (1). Racial Abilities - DELETED: +1 to hit orcs, half-orcs, goblins, and hobgoblins. DELETED: -4 AC against ogres, trolls, ogre magi, giants, and titans. ADDED: Firebreathing - 2/day, 10' long spray, 3d6 damage. ADDED: Waterbreating. Class Levels - Character Level: (L) : CHANGED: 8 (5). Warrior: (WARL) : CHANGED: 8 (5).
[mikE (to GM only)] Character sheet for Finglass modified: Ability Scores - Non-Weapon Proficiencies - ADDED: , , , . Saving Throws - Paralysis, Poison or Death:: CHANGED: 6-$PS (7-$PS). Rod, Staff or Wand:: CHANGED: 10 (11). Petrification or Polymorph:: CHANGED: 9 (10). Breath Weapon:: CHANGED: 12 (13). Magical Spell:: CHANGED: 11 (12). Combat - Current Hit Points:: CHANGED: 59 (57). Melee THAC0: (THAC0) : CHANGED: 11-$ATK (13-$ATK). Missile THAC0: (MTHAC0) : CHANGED: 11-$MATK (13-$MATK).
[JohnA (to GM only)] Character sheet for Paul Elvenstire modified: Personal Information - Next Level:: CHANGED: 1500000 (1125000). Combat - Current Hit Points:: CHANGED: 62 (61). Max Hit Points:: CHANGED: 62 (61). Class Levels - Character Level: (L) : CHANGED: 13 (12). Wizard: (WL) : CHANGED: 13 (12).
[Alastair (BiBo!!!)] anyone know what a ring of removal is?
[DM] john should be fixed now
[JohnA] tks,
[DM] John, the ring of removal, any idea where that came from
[mikE (to GM only)] Character sheet for Finglass modified: Ability Scores - CON: (C) : CHANGED: 14 (13). Health: (HE) : CHANGED: 12 (11). System Shock:: CHANGED: 80 (75). Fitness: (FI) : CHANGED: 16 (15). Hit Point Adjust: (HPADJ) : CHANGED: +2 (+1). Resurrection Survival:: CHANGED: 96 (94).
[JohnA] not I, Is it from my list?
[Alastair (BiBo!!!)] it's in the scroll of shelter
[DM] yes
[JohnA] Fritz added that after
[JohnA] same with the mace and bracers
[JohnA (to GM only)] Character sheet for Kit modified: Saving Throws - Paralysis, Poison or Death:: CHANGED: 10 (11). Rod, Staff or Wand:: CHANGED: 12 (13). Petrification or Polymorph:: CHANGED: 11 (12). Breath Weapon:: CHANGED: 12 (13). Magical Spell:: CHANGED: 13 (14). Racial Abilities - DELETED: Breathe Fire (when turn 7th). ADDED: Breathe Fire (7th).
[mikE] what kind of cool weapons do we have lying around?
[mikE] anterias has a weapons slot open now
[mikE] n/m. he can do mastery
[mikE] and we have our trainer on hold.
[Alastair (BiBo!!!)] ring of removal's from the chaos dungeon, apparently it pulls you out of existence for while you're wearing it and it's part of a set of 2
[Alastair (BiBo!!!)] least that's what fritz says
[JohnA] is that a good thing?
[Alastair (BiBo!!!)] if you have both rings you can store stuff
[JohnA] so cool, we only have one?
[Alastair (BiBo!!!)] yeah, the other's prolly in the chaos dungeon somewhere
[JohnA] I show we have a +1 bastard and a +1 Stiletto
[JohnA] for ANT
[E. L. Fudge (Sean) (to GM only)] Character sheet for E. L. Fudge modified: Magical Abilities - CHANGED: 2 -- Maximum: 4 (3), ADDED: 5, 2, . Weapon Proficiencies - ADDED: 2. ADDED: 1. ADDED: -3. Non-Weapon Proficiencies - DELETED: null, null, null, null. DELETED: null, null, null, null. ADDED: need to fill in, null, null, null. ADDED: null, null, null, null. Personal Information - Hit Dice:: CHANGED: {{10d6+2}+{10d4}/2} (7d6). ExperienceC1:: CHANGED: 305445 (220000). ExperienceC2:: CHANGED: 305445 (375000). ExperienceC3:: CHANGED: null (15890). Next Level:: CHANGED: 815000 ((135,000 Mage) (160,000 Thief)). Next LevelC1:: CHANGED: 440000 (135000). Next LevelC2:: CHANGED: 375000 (110000). Combat - Max Hit Points:: CHANGED: 39 (33). Melee THAC0: (THAC0) : CHANGED: 14 (16). Missile THAC0: (MTHAC0) : CHANGED: 12 (15). Class Levels - Character Level: (L) : CHANGED: 11/10 (8/8). Thief: (RGL) : CHANGED: 11 (8). Wizard: (WL) : CHANGED: 10 (8).
[JohnA] Well I think I will wokr on the rest off
[JohnA] line
[JohnA] good night all
[Lorie] I'm studying over here what I can take and spells
[Lorie] Night John!!!
[JohnA] 6th level huh
[Varn (Robert)] g'night John
[Lorie] Yeah
[DM] there you go
[Lorie] I'm in shock...never expected this level
[JohnA] does our Libray help you Lori?
[Lorie] It might... I'll have to look :D
[Lorie (to GM only)] Character sheet for Kylia Wolfslayer modified: Personal Information - Next Level:: CHANGED: 1125000 (900000).
[E. L. Fudge (Sean) (to GM only)] Character sheet for E. L. Fudge modified: Notes - CHANGED: Thief Skills -- : Pick pockets: 30 open locks: 90 traps: 95 +10% if magical move silent: 20 hide: 20 detect noise: 65 climb walls: 60 read lang: 25 let's see if this changes any ... okay ... seems I have to make mroe than just a simple change to save this (Pick pockets: 30 open locks: 90 traps: 95/105 (if magical) move silent: 20 hide: 20 detect noise: 65 climb walls: 60 read lang: 25 let's see if this changes any ... okay ... seems I have to make mroe than just a simple change to save this).
JohnA has left the game on Fri Sep 16 22:23:45 EDT 2005
[E. L. Fudge (Sean) (to GM only)] Character sheet for E. L. Fudge modified: Notes - CHANGED: Thief Skills -- : Pick pockets: 30 open locks: 90 traps: 95 +10% if magical disarm magic: 1d4 + level/3 rounds move silent: 20 hide: 20 detect noise: 65 climb walls: 60 read lang: 25 let's see if this changes any ... okay ... seems I have to make mroe than just a simple change to save this (Pick pockets: 30 open locks: 90 traps: 95 +10% if magical move silent: 20 hide: 20 detect noise: 65 climb walls: 60 read lang: 25 let's see if this changes any ... okay ... seems I have to make mroe than just a simple change to save this).
[mikE (to GM only)] Character sheet for Finglass modified: Magical Abilities - CHANGED: 1 -- Maximum: 6 (5), CHANGED: 1 -- Current: 6 (5). CHANGED: 2 -- Maximum: 6 (5), CHANGED: 2 -- Current: 6 (5). CHANGED: 4 -- Maximum: 4 (3), CHANGED: 4 -- Current: 4 (3). CHANGED: 5 -- Maximum: 2 (0), CHANGED: 5 -- Current: 2 (0).
[Lorie] I can't hear anyone anymore
[DM] we noticed
[Robert] all right I think I'll call it a night also... g'night all!
Robert has left the game on Fri Sep 16 22:44:32 EDT 2005
[Alastair (BiBo!!!) (to GM only)] Character sheet for Alastair modified: Magical Abilities - CHANGED: 2 -- Maximum: 3 + 1 evocation + 1 divination (2 + 1 evocation + 1 divination), CHANGED: 5 -- Maximum: 2 + 1 evocation + 1 divination (1 + 1 evocation + 1 divination), Languages - ADDED: Western common. ADDED: Central Common. ADDED: Eastern common. ADDED: Dwarvish. ADDED: Elvish. Personal Information - Next Level:: CHANGED: 384000 (259000). Combat - Current Hit Points:: CHANGED: 54 (50). Max Hit Points:: CHANGED: 54 (50). Class Levels - Character Level: (L) : CHANGED: 10 (9). Wizard: (WL) : CHANGED: 10 (9).
mikE has left the game on Fri Sep 16 22:52:40 EDT 2005
BiBo!!! has left the game on Fri Sep 16 22:52:41 EDT 2005
Lorie has left the game on Fri Sep 16 22:52:55 EDT 2005
Sean has left the game on Fri Sep 16 22:54:08 EDT 2005