[User]
 The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a small room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, a torch is already lit, resting in a sconce near the room's single door.

Map:
 Spoiler
{table]|A_|B_|C_
1|||
2||S|
3|||
4|||[/table]

There is a door at C-4, south side.

DM notes:
 Spoiler
 Sheet

[User]
 Okay, Teleported to an empty room, still got my tools, let's start this thing

Search the torch  (1d20+8)[ 11 ]
Search the door  (1d20+8)[ 18 ]
If no traps are found take the torch and open the door.

Edit: In hindsight, would you be rolling search checks?

[User]
 No traps.

You roll your own checks, don't worry.

Opening the door reveals a corridor to the south.

After 5', there's a split east.

After 25', there's a split east.

After 35', the corridor ends in a T-junction.

The corridor is 5' wide, and unlit apart from the torch you hold.

[User] I'll take the first eastern split, Searching for traps along the way taking 10 for a result of 18.

[User]
 To the east, you see a north.south junction after 10', a door north after 30', and the corridor continues on long after your light fades.

At the junction, you can see 20' north and south, and both corridors turn to the right.

[User]
 Go to the door
Listen at the door:  (1d20-1)[ 8 ]
check for traps  (1d20+8)[ 24 ]
If trapped: Disable Device  (1d20+8)[ 27 ]
See if it's locked
If locked: Open Locks  (1d20+9)[ 17 ]

Invoke Dark One's Own Luck to Will saves

[User]
 No traps, no noise, no lock.

The door is a sheet of lead that appears to slide into the wall.

[User]
 Lead? Hmm...
I'll Slide open the door.

[User] Oh, along the way, your character steps on a Pit trap. Make a reflex save to avoid falling in for  (2d6)[ 7 ]  falling damage.

[User]
 PIT TRAP? (how far down the hallway?)
  Reflex Save  - (1d20+5)[ 11 ]

Eew...don't like the look of that.

[User]
 10' past the first junction.

You fall, taking 7 damage.

[User]
 Disabled...

Well...this looks like a good spot to take a nap.

I'll take off my armor and use my empty sack to cover myself while I rest for 8 hours

[User]
 Huh.

 (d100)[ 98 ]
 (d100)[ 45 ]
 (d100)[ 45 ]
 (d100)[ 54 ]
 (d100)[ 29 ]
 (d100)[ 21 ]
 (d100)[ 65 ]
 (d100)[ 10 ]

EDIT: You wake up refreshed and happy.

[User]
 I didn't have any chance to bleed out. I was at 0, not -1.

1 hit point isn't exactly refreshed, but it's better than nothing and time to climb out of the hole.

This is going to suck
putting everything in my sack, at the top of the pit, put on my armor again.
Climb check:  (1d20+4)[ 10 ]

[User]
 It was for something else entirely. Had the rolls been different, you'd be very dead.

Opening the door reveals the following room:
 Spoiler

{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||L||
4|||||
5|||||[/table]
There are doors at A5 south and E1 north.
In the room there is an ugly looking, blue scaled, lizard thing with fire in it's mouth!
Initiative:  (1d20+1)[ 21 ]

[User]
 uh oh!
  initiative  - (1d20+7)[ 14 ]

[User]
 Well, this is mean..

 (d6)[ 3 ]  halved, minimum 1, and halved again on reflex, again minimum 1 unless you have evasion.

Also, you're entangled if you take damage.

[User]
 I take one, I'm disabled and entangeld.

on my init I...Close the damn door!

Also, I'm probably dead.

Short dungeon trip.

[User] Well, you take another d6 damage every turn for  (d4)[ 1 ]  turns.

[User]
 Originally Posted by term1nally s1ck
 Well, you take another d6 damage every turn for  (1d6)[ 6 ]  turns.

 (1d6)[ 6 ]  damage

[User]
 -6 and dying

 (1d100)[ 7 ]
 (1d100)[ 91 ]
 (1d100)[ 55 ]
 (1d100)[ 49 ]
Negative six and stable. I have three and a half days of unconsciousness, though something will come along and eat me by then.

[User]
 Yeah, he pops back out after a couple of rounds to finish you off.

You can restart if you only edit items or swap feats. Any other changes would require you to re-submit.

[User] I'll restart. No equipment changes. No feat exchanges.

[User] Ok. Everything is the same. What do?

[User]
 Okay then, take the torch
Enter the hallway invoke Dark One's Own Luck to reflex saves
Go to the end of the hallway, turn west.

[User]
 You go west 10', south 10', and turn east. There appears to be no end to this corridor within sight, and no features.

Do you wish to continue down said corridor?

[User]
 Search each five feet for 20 feet down, stopping if I find anything.
 (1d20+8)[ 20 ]
 (1d20+8)[ 14 ]
 (1d20+8)[ 9 ]
 (1d20+8)[ 9 ]

[User] Nothing x4. You can barely make out a door north about 60' away after moving forward 15'.

[User] Hmm...I'll head down that way towards the door, taking 20 on my search checks down the hall for a result of 28 (2 minutes a square, that's nearly 2 hours)

[User] You find 2 pits on the way, but you reach the door.

[User]
 Well...that's better than falling down them.
Invoke DOOL for Will Saves
Search the door
 (1d20+8)[ 19 ]
Disable Device
 (1d20+8)[ 11 ]
Open Lock
 (1d20+9)[ 13 ]

[User]
 No traps, no lock.

Opening the door reveals the following room:

 Spoiler
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||1|
4|||||
5||||| [/table]
There is a door at B5, and another at B1. There is an orc in the middle of the room. It holds a Ripper and wears a chainmail, as well as a pair of goggles.
Initiative: (1d20+2)[ 6 ]

[User] Initiative:   (1d20+7)[ 17 ]

[User]
 Got the jump on him! Let's roll!

Five Foot Step to B5

Eldritch Blast vs. Flat Fooded Touch w/Sneak Attack
  attack  - (1d20+3)[ 19 ]
  damage  - (1d6)[ 6 ]  +   sneak attack  - (1d6)[ 6 ]
  Crit Confirm  - (1d20+3)[ 16 ]
  crit damage  - (1d6)[ 5 ]

[User]
 Nice damage rolls. He drops.

150XP, Ripper, javelin, sundark goggles, and random loot to the tune of:

 (d100)[ 49 ]

[User]
 (4d4)[ 7 ]  x100sp

 (2d4)[ 6 ]  x10gp gem

 (d100)[ 1 ]  A Wand.

[User] At work right now. I'll update when I get home, but what are the stats on a ripper/what book is it from?

[User]
 Okay, time to adjust my weight allowance. I will take the sack out of my pack.
I'll put in the Ripper (still would like to know what book that's from, and does it have a sheath), the silver pieces, and the Sundark Goggles (how much to they weigh?) in the sack. As well as my Crowbar, My Rope, and My Spare Torches in there as well.

I'll pocket the wand and gems

From now on, Before I enter search a door, I will leave the sack drop my sack outside the room next to the door in the direction I just came from.

*Singing*   "I love stealin'; I love takin' things."

[User]
 Not certain on the book, but it's basically a greatsword but Piercing damage, like a big spear.

and it costs 55gp.

sundarks are 1lb.

[User]
 Alright then, I'll switch Dark One's Own Luck to Fortitude saves then head towards the door to the north.
  Search  - (1d20+8)[ 9 ]
  Disable Device  - (1d20+8)[ 23 ]
  Open Locks  - (1d20+9)[ 19 ]

(Also, How far did that hallway that I came from go, or did it continue an additional 60ft?)

[User]
 at least another 60'.

5' east, the corridor turns north.

15' west, the corridor turns south.

[User]
 "Hmm...according to that map I drew, west and south should hit a dead end, but the best treasure is always at a dead end, So I'll head west"

I'll take 20 on search checks and light a new torch if this one goes out.

[User] Actually, you find a door west, and then it meets up with the corridor with the bullseye outside a door.

[User]
 Wait a second....*Checks Compass* silly me! I got turned around.

If I go west and south from that new door, it leads down in to that near endless hallway. If I head east and north...I think I'm lost.

 Spoiler

I'm at that corner northwest of the orc/ripper room, what do I see?

[User]
 O_o

Lol.

Uploaded with  ImageShack.us

[User]
 OH! well...crap...One mistake and I'm around in circles.

I'll go West then South and check out the more northern door, first.
Invoke Dark One's Own luck to Fortitude
  Search  - (1d20+8)[ 15 ]
  Disable Device  - (1d20+8)[ 21 ]
  Open Locks  - (1d20+9)[ 16 ]
Before I Open the Door, Invoke Dark One's Own Luck to Will

[User]
 Opening the door reveals the following room:
 Spoiler

{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||
4||||B|H[/table]
There is a door at A-2, another at E-4, south side and another at E-3. There is a human wearing a chain shirt and holding a longsword standing behind a beast with patchy dark fur that covers its unhealthy shrunken black skin in some places. Open sores dot its hide and a feral, catlike head glances with it's blank eyes at the wall in front of it.
Initiative: (1d20+2)[ 12 ]

[User]
 "HOLY CRAP!"
  Initiative  - (1d20+7)[ 26 ]

[User]
 Move into C-1.

"HAVE A HEALTHY BREAKFAST OF ARCANE ENERGIES SUCKER!"

Shoot the guy in armor with an Edritch Blast, Flatfooted Ranged Touch Attack
  Attack vs. Flatfooted Touch  - (1d20+3)[ 18 ]
  Damage  - (1d6)[ 4 ]  +   Sneak Attack  - (1d6)[ 4 ]
  Crit Confirm  - (1d20+3)[ 15 ]
  Crid Damage  - (1d6)[ 4 ]

[User]
 He takes the hit.

The creature vanishes.

The human moves closer, then hits you with a wave of rainbow light.

Make a will save or be stunned, blind, and unconscious for  (2d4)[ 8 ]  rounds, then blind and stunned for  (d4)[ 3 ]  rounds, and stunned for 1 round after that.

[User]
 Lets hope that the dark one that I'm dreawing luck from is one of the strong willed ones.

  Will Save  - (1d20+4)[ 21 ]

[User] Very much a pass.

[User]
 "Well then, have a taste of your own  medicine! "
  Bluff Check to Feint  - (1d20+7)[ 19 ]
Five foot Step away
Eldritch Blast. Possibly to flat footed touch (If he fails Sense Motive)
  Attack  - (1d20+3)[ 7 ]
  Damage  - (1d6)[ 2 ]
  Sneak Attack if Feint Worked  - (1d6)[ 6 ]
  Crit Confirm  - (1d20+3)[ 10 ]
  Crit Damage  - (1d6)[ 5 ]

Done

EDIT:
OOF! that's probably a miss even with the feint, Shadow Bless me...

[User]
 That is indeed a miss.

Another color spray, another Will save please.

[User]
 The random nimber gods have not smiled on me recently here's hoping that they had a change of heart

  Will Save  - (1D20+1)[ 11 ]

Edit: Well F*** you, too Random number god

[User]
 No change of heart.

I'm gonna guess you're quite dead.

 (2d4)[ 3 ]
of:
 (d20-1)[ 14 ]  for  (d8-1)[ 2 ]  (vs disabled AC)
 (2d8-2)[ 8 ]
 (2d8-2)[ 7 ]
 (2d8-2)[ 10 ]
 (2d8-2)[ 5 ]
 (2d8-2)[ 13 ]
 (2d8-2)[ 7 ]
 (2d8-2)[ 4 ]

15 damage enough?

[User] that's plenty, thanks. not my lucky day...

[User]
 Restart?
 Y / N

[User]
 N

I'll be making a new character shortly


[User]
 Battlemat- Battlemap

Everyone roll initiative, then we get started!

[User] Alla & summoned elemental initiative:   (1d20+22)[ 33 ]

[User]
 Yukionna

 (1d20+9)[ 15 ]

[User]
 The Lord of The Flies:
Initiative Roll.

 Spoiler
 (1d20+23)[ 43 ]

[User]
 Yamidamian Yagdsrial's Initiative:

 Spoiler

 (1d20+12)[ 21 ]

[User]
 Sir Chivalry, if I can suggest, we might best proceed without Noodles.  He hasn't posted at all since the end of November, and we might need to proceed without him.

That would leave us with:

 The Lord of the Wasps  - blaster/factotum -  Initiative 43
 Alla Virk  - multi-caster & buffmonster -  Initiative 33
 Yamidamian Yagdsrial  - Half-dragon troll killing machine -  Initiative 21
 Yukionna  - Succubus Gish extraordinaire -  Initiative 15

[User]
 43 - Lord of the Flies
 33 - Alla & summoned elemental
 29 - Lady San- Minion of Bel [paralzed, blinded, deafened]
 27 - Luavain- Disciple of Dispater
 26 - Meghan Glynis- Disciple of Fierna
 24 - Cael- Disciple of Levistus
 23 - Reece Gwyneed- Disciple of Belial [paralzed, blinded, deafened]
 21 - Yamidamian
 20 - Donovan O'Doyle- Minion of Bel [paralzed, blinded, deafened]
 16 - Jordan Corello- Minion of Mammon
 15 - Yukionna
 15 - Argo- Disciple of Glasya
 15 - Susurrus- Disciple of Mephistopholes [paralzed, blinded, deafened]
 15 - Sasha- Disciple of Mammon [blinded, deafened]
 14 - Drust- Disciple of Baalzebul
 11 - Faramond- Disciple of Asmodeus [blinded, deafened]
 4 - Oakwhisper- Disciple of Bel
 -4 - Am Ten Nos- Minion of Asmodeus

[User]
 First group-
Lord of the Flies
Alla

[User] I'll assume that I was meant to be in there too.  Are there any limitations to where we can place ourselves on the map?

[User]
 Originally Posted by Toliudar
 I'll assume that I was meant to be in there too.  Are there any limitations to where we can place ourselves on the map?

Within 50 feet of the door.

[User]
 Since everything else is related to this event, I'm postponing any cunning surge-able actions to after this action resolves.

The Lord of the Flies commands his locust swarm pets Beelzebul (Druid Companion Alternate Class Feature) and Beelzebub (Vermin Lord Prestige Class feature) to integrate and form a hive mind (Vermin Lord ultimate prestige class ability).

[User]
 Alla will start in L8, with the Air Elemental west of her, in whirlwind form.

Before she acts, Alla takes a look around, using her Greater Arcane Sight.  Can I get a list of the spell effects active on the opponents within 120' of her?  True seeing is also active, so even if a creature is invisible or ethereal, she'd be getting this info.  I think this covers everyone except the one at Y29-Z30.  She will mentally transmit this information to her colleagues via Telepathic Bond on her turn.

Holding off posting action pending these results.

 Spoiler
Stat block, incorporating buffs:
   Grandmother Alla Virk
Female NG Human (Native Outsider - Saint) Cleric/Wizard (see below),  Level  20/20,  Init  +22,  HP  250/155,  DR  10/evil,  Speed  70'/Fly 70'
 AC  74,  Touch  57,  Flat-footed  66,  Fort  +32,  Ref  +32,  Will  +47,  Base Attack Bonus  20
 Boosted to +5 by GMW +1 Dagger of Warning (8,300) (Shocking Burst, Undead bane)   +42 (1d3+17+1d6 holy, 19-20)
 Touch of Golden Ice Unarmed Strike   +37 (1d6+9, x2)
   Vest of the Archmagi ,    Shield Spell   (+8 Armor, +4 Shield, +8 Dex, +1 Size, +5 Natural, +5 Deflect, +33 Misc)
 Abilities  Str 28, Dex 26, Con 25, Int 36, Wis 40, Cha 28
 Condition  Active Spell Effects:

Mass Conviction
Create Magic Tattoo 3 W (pick your benefit)
Death Ward 5 C
Divine Agility 6 C
Elation 2C
Energy Immunity Acid 7 C
Energy Immunity Cold 7 C
Energy Immunity Electricity 7 C
Energy Immunity Fire 7 C
Energy Immunity Sonic 7 C
Freedom of Movement 5C
Greater Blindsight 5C
Greater Magic Weapon 5C
Heart of Water 3 W
Heart of Earth 4 W
Heart of Air 5 W
Heart of Fire 6 W
Heroes Feast 6C
Heroics 3W
Hunter’s Eye (through Miracle) 9C
Recitation 4C
Righteous Wrath of the Faithful 3C
Sacred Haven 9C
Shield of Faith 2C
Spell Resistance, Mass 8C
Spiderskin 4W
Starmantle 7W
Superior Invisibility 7 W
Superior Resistance 8C
Undead Bane Weapon 5C
Vigor, Greater 4C
Weapon of Energy 4C
Wraithstrike (through miracle) 9C

Yesterday's buffs, personal:
Bite of the Werebear 8 W
Elemental Body (air) 7W
Greater Arcane Sight 7W
Greater Visage of the Deity 9C
Holy Star 8 C
Effulgent Epuration 9 W
Shapechange 9 W
Undermaster 9 W

TODAY'S BUFFS, GROUP:
Chained Displacement 4W
Haste 3W
Nerveskitter 2W (uses 5 turn attempts)
Telepathic Bond 5W
True Seeing 6C (uses 5 turn attempts)

Bite of the Werebear
Divine Power (DMM persisted)
Entropic Shield (DMM persisted)
Foresight
Owl’s Insight (from Lord of the Wasps)
Phantom Steed
Reduce Person
Shield
Summon Monster IX (brought in an elder air elemental 5 rounds ago)

Saint Template:
Armor Class: A saint gains an insight bonus to AC equal to the character’s Wisdom bonus.
Special Attacks: A saint retains all the character’s special
attacks and gains those listed below.
Holy Power (Su): The save DCs of any and all of the saint’s
special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +2.
Holy Touch (Su): A saint’s entire being is suffused with holy power, which likewise flows into any weapon the saint
wields. A saint’s melee attacks with any weapon (or unarmed)
deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural
weapon takes holy damage as if hit by the saint’s attack.
Spell-Like Abilities: At will—guidance, resistance, virtue, and bless. A saint’s caster level is equal to its Hit Die total. The save DCs are Charisma-based.
Special Qualities: A saint retains all the character’s special
qualities and gains those listed below, as well as the outsider
type.
Damage Reduction (Ex): Saints gain damage reduction according to their Hit Dice (including character level).
HD Damage Reduction
1–3 —
4–7 5/magic
8–11 5/evil
12+ 10/evil
If the base creature already has damage reduction, use the better value.
Fast Healing (Ex): Each round, a saint heals damage equal to
half of its Hit Dice (including character levels, to a maximum of
10 points healed). If the base creature already has fast healing, use the better value.
Immunities (Ex): A saint is immune to acid, cold, electricity,
and petrification attacks.
Keen Vision (Ex): Saints have low-light vision and 60-foot darkvision.
Protective Aura (Su): As a free action, a saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as
a double-strength magic circle against evil and as a lesser globe of invulnerability, both as cast by a cleric whose level equal to the saint’s Hit Dice.
Resistances (Ex): Saints have resistance to fire 10 and receive a +4 racial bonus on Fortitude saves against poison.
Tongues (Su): A saint can speak with any creature that has a
language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.
Abilities: Modify the base creature as follows: Con +2, Wis
+2, Cha +4.

[User]
 Yukionna

Yukionna is positioned at M4 and uses a Chain Spell'ed Telekinesis to disarm the Disciples of Asmodeus from M27 to R29 and wield the weapons telekinetically (Master of the Unseen Hand telekinetic wielder) if they have weapons or trip them if they do not.

If disarming,  (1d20+54)[ 68 ]  (+18 CL as BAB + 20 CHA as STR + 20 CHA (Art of War aura) -4 light weapon (unarmed))
If tripping, touch attack  (1d20+38)[ 58 ]  (+18 CL as BAB +20 CHA as STR) and trip attempt  (1d20+40)[ 46 ]  (+20 CHA as STR + 20 CHA (Art of war Aura))

[User]
 Yamidamian Is positioned at O6:P7 and grapples Cael.

Grappling for the round:

 Spoiler

Touch Attack is  (1d20+47)[ 65 ]
And then the grapple check is [roll]1d20+47[/roll]
If that suceeds, Grapple attack (using beast strike) is  (1d20+42)[ 44 ]
The damage if that suceeds is  (1d6+31)[ 34 ]
Then damage from starver armor is  (2d6)[ 7 ]

[User]
 Originally Posted by Toliudar
 Alla will start in L8, with the Air Elemental west of her, in whirlwind form.

Before she acts, Alla takes a look around, using her Greater Arcane Sight.  Can I get a list of the spell effects active on the opponents within 120' of her?  True seeing is also active, so even if a creature is invisible or ethereal, she'd be getting this info.  I think this covers everyone except the one at Y29-Z30.  She will mentally transmit this information to her colleagues via Telepathic Bond on her turn.

Holding off posting action pending these results.

 Spoiler
Stat block, incorporating buffs:
   Grandmother Alla Virk
Female NG Human (Native Outsider - Saint) Cleric/Wizard (see below),  Level  20/20,  Init  +22,  HP  250/155,  DR  10/evil,  Speed  70'/Fly 70'
 AC  74,  Touch  57,  Flat-footed  66,  Fort  +32,  Ref  +32,  Will  +47,  Base Attack Bonus  20
 Boosted to +5 by GMW +1 Dagger of Warning (8,300) (Shocking Burst, Undead bane)   +42 (1d3+17+1d6 holy, 19-20)
 Touch of Golden Ice Unarmed Strike   +37 (1d6+9, x2)
   Vest of the Archmagi ,    Shield Spell   (+8 Armor, +4 Shield, +8 Dex, +1 Size, +5 Natural, +5 Deflect, +33 Misc)
 Abilities  Str 28, Dex 26, Con 25, Int 36, Wis 40, Cha 28
 Condition  Active Spell Effects:

Mass Conviction
Create Magic Tattoo 3 W (pick your benefit)
Death Ward 5 C
Divine Agility 6 C
Elation 2C
Energy Immunity Acid 7 C
Energy Immunity Cold 7 C
Energy Immunity Electricity 7 C
Energy Immunity Fire 7 C
Energy Immunity Sonic 7 C
Freedom of Movement 5C
Greater Blindsight 5C
Greater Magic Weapon 5C
Heart of Water 3 W
Heart of Earth 4 W
Heart of Air 5 W
Heart of Fire 6 W
Heroes Feast 6C
Heroics 3W
Hunter’s Eye (through Miracle) 9C
Recitation 4C
Righteous Wrath of the Faithful 3C
Sacred Haven 9C
Shield of Faith 2C
Spell Resistance, Mass 8C
Spiderskin 4W
Starmantle 7W
Superior Invisibility 7 W
Superior Resistance 8C
Undead Bane Weapon 5C
Vigor, Greater 4C
Weapon of Energy 4C
Wraithstrike (through miracle) 9C

Yesterday's buffs, personal:
Bite of the Werebear 8 W
Elemental Body (air) 7W
Greater Arcane Sight 7W
Greater Visage of the Deity 9C
Holy Star 8 C
Effulgent Epuration 9 W
Shapechange 9 W
Undermaster 9 W

TODAY'S BUFFS, GROUP:
Chained Displacement 4W
Haste 3W
Nerveskitter 2W (uses 5 turn attempts)
Telepathic Bond 5W
True Seeing 6C (uses 5 turn attempts)

Bite of the Werebear
Divine Power (DMM persisted)
Entropic Shield (DMM persisted)
Foresight
Owl’s Insight (from Lord of the Wasps)
Phantom Steed
Reduce Person
Shield
Summon Monster IX (brought in an elder air elemental 5 rounds ago)

Saint Template:
Armor Class: A saint gains an insight bonus to AC equal to the character’s Wisdom bonus.
Special Attacks: A saint retains all the character’s special
attacks and gains those listed below.
Holy Power (Su): The save DCs of any and all of the saint’s
special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +2.
Holy Touch (Su): A saint’s entire being is suffused with holy power, which likewise flows into any weapon the saint
wields. A saint’s melee attacks with any weapon (or unarmed)
deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural
weapon takes holy damage as if hit by the saint’s attack.
Spell-Like Abilities: At will—guidance, resistance, virtue, and bless. A saint’s caster level is equal to its Hit Die total. The save DCs are Charisma-based.
Special Qualities: A saint retains all the character’s special
qualities and gains those listed below, as well as the outsider
type.
Damage Reduction (Ex): Saints gain damage reduction according to their Hit Dice (including character level).
HD Damage Reduction
1–3 —
4–7 5/magic
8–11 5/evil
12+ 10/evil
If the base creature already has damage reduction, use the better value.
Fast Healing (Ex): Each round, a saint heals damage equal to
half of its Hit Dice (including character levels, to a maximum of
10 points healed). If the base creature already has fast healing, use the better value.
Immunities (Ex): A saint is immune to acid, cold, electricity,
and petrification attacks.
Keen Vision (Ex): Saints have low-light vision and 60-foot darkvision.
Protective Aura (Su): As a free action, a saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as
a double-strength magic circle against evil and as a lesser globe of invulnerability, both as cast by a cleric whose level equal to the saint’s Hit Dice.
Resistances (Ex): Saints have resistance to fire 10 and receive a +4 racial bonus on Fortitude saves against poison.
Tongues (Su): A saint can speak with any creature that has a
language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.
Abilities: Modify the base creature as follows: Con +2, Wis
+2, Cha +4.

Most everyone is unbuffed for the most part, besides the disciple of Belial, Disciple of Fierna and Cael.

Belial has righteous might, divine power, divine favour, greater invisibility, death ward, unholy aura, freedom of movement

Fierna has stoenskin, antilife shell, undermaster, tortoise shell, freedom of movement, and venomfire

Cael has freedom of movement

Yuki's trip fails against Am Ten Nos

Cael slips effortlessly from the grapple

[User] So, do I succeed on hivemind integration or not?

[User]
 Alla points gestures to the air elemental, which in whirlwind form zips around the room, picking up fiends and disciples wherever it can and sweeping them back towards the rear middle of the room.  Once it's there, Alla darts towards it and speaks a word of tremendous power.

 Spoiler
The air elemental has 260' of movement with a double move.  It's in whirlwind form, and will try to pick up as many of the opponents as it can.  Each of them makes a reflex DC 22 to resist being picked up and carried along with it, and the elemental does not draw attacks of opportunity for its movement.

The elemental moves to F6 to try to get the disciple of Belial, then to D12 to get the disciple of Glasya, to G22 to get the disciple of Mammon, to south of the pillars.  It drops them to P25-Q26 and then moves across to try to pick up the disciple of Dispater in Y29-Z30.

Alla will move past the Disciple of Mephistopheles (probably drawing an attack of opportunity) to get to M20.  She defensively (Concentration  (1d20+30)[ 40 ] ) casts Radiant Assault, centred at Q23.   (15d6)[ 45 ]  Untyped damage and dazed for  (1d6)[ 3 ]  rounds, Will DC 27 for half damage and no dazing.  SR check  (1d20+24)[ 27 ] .

She finishes off with a quickened Holy Word (caster level 24).  This should encompass everyone picked up  and dumped by the elemental, along with the Disciple of Mammon, Minion of Asmodeus, Disciple of Mephistopheles, and Minions A&B of Belial.

[User]
 Originally Posted by Toliudar
 Alla points gestures to the air elemental, which in whirlwind form zips around the room, picking up fiends and disciples wherever it can and sweeping them back towards the rear middle of the room.  Once it's there, Alla darts towards it and speaks a word of tremendous power.

 Spoiler
The air elemental has 260' of movement with a double move.  It's in whirlwind form, and will try to pick up as many of the opponents as it can.  Each of them makes a reflex DC 22 to resist being picked up and carried along with it, and the elemental does not draw attacks of opportunity for its movement.

The elemental moves to F6 to try to get the disciple of Belial, then to D12 to get the disciple of Glasya, to G22 to get the disciple of Mammon, to south of the pillars.  It drops them to P25-Q26 and then moves across to try to pick up the disciple of Dispater in Y29-Z30.

Alla will move past the Disciple of Mephistopheles (probably drawing an attack of opportunity) to get to M20.  She defensively (Concentration [roll0]) casts Radiant Assault, centred at Q23.  [roll1] Untyped damage and dazed for [roll2] rounds, Will DC 27 for half damage and no dazing.  SR check [roll3].

She finishes off with a quickened Holy Word (caster level 24).  This should encompass everyone picked up  and dumped by the elemental, along with the Disciple of Mammon, Minion of Asmodeus, Disciple of Mephistopheles, and Minions A&B of Belial.

 Originally Posted by Sachiru
 So, do I succeed on hivemind integration or not?

The Disciple of Mephistopholes attacks Alla and misses. The air elemental only succeeds in picking up the Disciple of Belial, and all the guys make their saves against being dazed, leaving the Disciple of Mephistopohles and the Minions of Bel blinded, deafened and paralyzed, but the Disciple of Asmodeus and Mammon unaffected due to undeath and the Minion of Asmodeus unaffected due to 96 HD.

Yes the hivemind worked.

[User]
 Spoiler
Thanks for the quick response, Sir Chivalry.  Keep in mind that we don't know what any of these folks look like.  Any chance we could get descriptions of our opponents?  I don't know if we're facing winged devils, cultists, or mounds of goo.

[User]
 Originally Posted by Toliudar

 Spoiler
Thanks for the quick response, Sir Chivalry.  Keep in mind that we don't know what any of these folks look like.  Any chance we could get descriptions of our opponents?  I don't know if we're facing winged devils, cultists, or mounds of goo.

I'll do so, though in the case of the two undead, they look very human due to thier natures, so that was a sad occurence that needed to happen. I personally think the effects of Holy Word shoudl still affect undead, but I can't find any offical stuff to support that.

Disciple of Bel- Oakwhisper, Plant Man dressed in ivory white armour
Minion of Bel A- Donovan O'Doyle, Dark-haired nobleman with black armour and sword that flashes blood red in the light
Minion of Bel B- Lady San (shorten name), beautiful elven woman in a silk dress
Disciple of Dispater- Luavain, partially blind and deaf iron angel with hooks for hands and a long hook clenched in her teeth
Disciple of Mammon- Sasha, half-elf woman in leather armour, actually a type of theif lich called a sepulchral theif
Minion of Mammon- Jordan Corello- half-elf, dressed in desert outfit with large double scimitar and large bat wings.
Disciple of Belial- Reece Gwyneed, halfling with sharpened teeth and nails and braided hair
Disciple of Fierna- Meghan Glynis, nymph in revealing dress
Disciple of Levistus- Cael, elven vampire dressed in prisoners clothing
Disciple of Glasya- Argo, muscular female centaur with multiple tumours and protruding bones, body covered in slime, face covered in an iron mask
Disciple of Baalzebul- Drust, greater barghest, horrifying to look at.
Disciple of Mephistopholes- Sussurus, werewolf lord (hybrid form)
Disciple of Asmodues- Faramond, undead warlock, looks fairly normal, goatee and finery and such
Minion of Asmodues- Am Ten Nos, incarnate iron colossus, massive statue brought to living life.

Also, I forgot, the air elemental must make a DC 17 reflex save of take 4d6 electricity damage from Luavain's gaze attack, which still works despite her partial blindness.

[User]
 Spoiler
Your call, of course, but there's nothing in Holy Word that seems to match up with undead immunities, except for the paralysis effect.  It's not mind affecting, it doesn't allow a fort save, and Holy Word doesn't specify "living creature", the way so many other spells do when undead and constructs are not meant to be affected.  Indeed, as you point out, Holy Word seems thematically to be perfect for undead.

A fun mix of opponents!  Thanks for running this.

Reflex save for the elemental:   (1d20+19)[ 36 ]

[User]
 Spoiler
From my hivemind calculations, both Beelzebub and Beelzebul gain an additional +394 int and charisma, and 394 levels of sorcerer casting.

That's also an additional 394 feats.
Subdividing it here:

+7 more Fonts of Inspiration, bringing total font feats to 14 (110 inspiration points)
+1 Quicken Spell
+1 Rapid Spell
+1 Easy Metamagic
+1 Ocular Spell
+1 Chain Spell
+1 Twin Spell
+1 Split Ray
+1 Reach Spell
+1 Corrupt Spell
+1 Repeat Spell
+1 Eschew Material Components
+1 Arcane Thesis (Shivering Touch)
+1 Arcane Thesis (Maw of Chaos)
+1 Arcane Thesis (Limited Wish)
+1 Arcane Thesis (Disintegrate)
+1 Arcane Thesis (Seeking Ray)
+1 Arcane Thesis (Ray of Stupidity)
+1 Spell Focus (Necromancy)
+9 Practical Metamagic (for each metamagic feat taken except for easy metamagic)
32 feats taken. The rest to be used later.

Actions:

I burn 30 inspiration points to take 10 actions:

 Spoiler
a) Wish spell, burning 5k xp to replicate Mage's Magnificent Mansion, then I command Beelzebul and Beelzebub to enter and lend me spells from there.
b) True Strike on self.
c)Twinned Chained Split Ray Ocular Spell Arcane Thesised Seeking Ray, DC 404 on primary target, targeting D of Glasya at D13
d) True Strike on self
e) Twinned Chained Split Ray Ocular Spell Arcane Thesised Shivering Touch, DC 404 on primary target, targeting D of Glasya at D13
f) Twinned Chained Split Ray Ocular Spell Arcane Thesised Shivering Touch, DC 404 on primary target, targeting D of Glasya at D13
g) Twinned Chained Split Ray Ocular Spell Arcane Thesised Shivering Touch, DC 404 on primary target, targeting D of Glasya at D13
h) Maw of Chaos, centered on myself.
i) Chained Solipsism, same target, DC 404.
j) Twinned Chained Split Ray Arcane Thesised Ray of Stupidity, DC 404 on primary target, targeting D of Glasya at D13.

I'd like to ask for the results of the spells before taking any more surgeable actions.

[User]
 Ranged touch attack rolls.

 Spoiler
Seeking Ray
 (1d20+48)[ 54 ]

Shivering Touch (true striked)
 (1d20+52)[ 63 ]

Shivering Touch
 (1d20+28)[ 32 ]

Shivering Touch
 (1d20+28)[ 34 ]

Maw of Chaos damage roll

 Spoiler
 (394d6)[ 1342 ]

[User]
 All the enemies disintegrate into dust.

Am Ten Nos, the giant, falls last, his ashes sprinkling down like snow flakes.

[User] The Maw of Chaos is what did it.


[User]
 Arena Tournament, Round 99:  Ro-Gayn  vs.  The Beast
 Map:
 Spoiler

 XP Award:  300 XP
 GP Award:  300 GP

 Ro-Gayn  - Bakkan
 The Beast  - Beelzebub1111

 All Combatants, please roll initiative and declare final purchases, if any

[User]
 The Beast: Initiative
  Initiative  - (1d20-5)[ 5 ]
Purchases:
Sling and 10 bullets (1sp)

[User]
 (Sorry I'm late)

 Ro-Gayn: Initiative
 (1d20+8)[ 14 ]

No purchases

[User]
 Ro-Gayn: Round 1

Refs/LoS:

 Spoiler

Begin in  B13 holding scythe in left hand and with toad familiar on left shoulder.

Move Action: Move at half speed to  C12

Standard Action: Ready action to cast Scorching Ray at The Beast if I gain LoS to him, he has no concealment, and he is within 40 feet.

  Hide  - (1d20+6)[ 13 ]
  Move Silently  - (1d20+6)[ 22 ]
  Spot  - (1d20-1)[ 19 ]
  Listen  - (1d20-1)[ 19 ]

 Stats and Status

 Spoiler

Location:  C12

HP: 8/8
AC: 14; Touch 14; Flat-Footed 10

Spells Prepared:

 Spoiler

0th - Light, Electric Jolt, Electric Jolt
1st - Burning Hands, Kelgore's Fire Bolt, Sunstroke
2nd - Scorching Ray

[User]
 The Beast Round 1
Refs/LoS

 Spoiler

Start in Y13 with Loaded Sling in right hand
Five foot step to X12
Use Abberant Dragonmark SLA
 Spoiler
Shield

 Done
Stats

 Spoiler

Location: X12
Left hand: Empty
Right hand: Loaded Sling
AC: 18 (T:11 FF:17)
Abarrant Dragonmark: 10 rounds

[User]
 Ro-Gayn: Round 2

Refs/LoS:

 Spoiler

Standard Action: Ready action to
 Spoiler
cast Scorching Ray at The Beast if I gain LoS to him, he has no concealment, and he is within 40 feet.

Move Action: Hide

  Hide  - (1d20+6)[ 16 ]
  Listen  - (1d20-1)[ 9 ]
  Spot  - (1d20-1)[ 5 ]

 Stats and Status

 Spoiler

Location:  C12

HP: 8/8
AC: 14; Touch 14; Flat-Footed 10

Spells Prepared:

 Spoiler

0th - Light, Electric Jolt, Electric Jolt
1st - Burning Hands, Kelgore's Fire Bolt, Sunstroke
2nd - Scorching Ray

[User]
 The Beast, Round 2
Refs/LoS

 Spoiler

Double Move to L12
  Jump Check from U12-R12  - (1d20+2)[ 6 ]
  Jump Check from O12-L12  - (1d20+2)[ 5 ]

 Spoiler

Location: L12 if I pass my jump checks
Left hand: Empty
Right hand: Loaded Sling
AC: 18 (T:11 FF:17)
Abarrant Dragonmark: 9 rounds

[User]
 Refs

 Spoiler

Ro-Gayn

 Spoiler
on his first turn, Beast appears in X12, loaded sling in hand, and uses a spell-like ability. Does this change your turn 2?

The Beast

 Spoiler
no LoS

need 1 answer

[User]
 Refs

 Spoiler

First, if there is any way for me to identify the spell-like ability:   Spellcraft  - (1d20+7)[ 23 ]

What is the light source illuminating him?  I was under the impression that the corners of the platforms are dark, as they are 15 feet away from the lanterns.

If I am correct: Then my turn 2 holds, and I will take my turn 3 after I get an answer.

If I am not correct, and I am illuminated now: then my turn 2 would change, which might change his turn 2.

Thanks.

[User]
 Refs

 Spoiler
oopsies

Ro-Gayn

 Spoiler
my bad, didn't know the first square counts as diagonal. Since you didn't get LoS you original turn stands.
You see Beast move through W and V 12, then leave LoS to the west

The Beast

 Spoiler
your first jump check fails, but by less than 5

 f you fail the check by less than 5, you don’t clear the distance, but you can make a DC 15 Reflex save to grab the far edge of the gap. You end your movement grasping the far edge. If that leaves you dangling over a chasm or gap, getting up requires a move action and a DC 15 Climb check.

Roll the save to avoid falling to your fiery doom. You have your second move or a standard action left afterward

input needed from Beast

[User]
 Refs

 Spoiler

Random Number Gods! Don't Fail me now...
  Reflex Save  - (1d20+1)[ 10 ]

[User]
 And now my favorite, Man falling off a cliff:
 "NNOOOOOOOOoooooooo....."

[User]
 Originally Posted by Beelzebub1111
 And now my favorite, Man falling off a cliff:
 "NNOOOOOOOOoooooooo....."

nice Scrubs reference. Neverethless

  High Ref TheFallenOne
 Ro-Gayn takes the victory by virtue of not falling into a fiery pit of doom.

[User] ☹ Sorry Beel, I was looking forward to it!


[User]
 Pollux, you wakes up suddenly with a shadows hand over your mouth preventing you from making noise. It breathes into your ear "Be silent, we shall leave and have a talk". With that you are gagged by a clothe string bag over your head and half-carried, half-guided away from camp.

As you reach the edges of town, the blindfold comes off and the two of you are alone on the side streets.

 Spoiler
You two can conduct this little escapade here. I probably won't have to step in much or guide you, just present you with whatever you see. Speaking of which, where are we going? Direct the spotlight and I'll tell you what's there.

[User]
 Pollux Cannith

*At the sudden, and extremely rude awakening, Pollux fights for a second, but it stops just as quickly. If the man was talented enough to make it past Krieg, he'd likely kill him without the others being the wiser, and the only other option was that the man had destroyed Krieg without making a sound. That scared him more.*

*Once they reached the side street, Pollux levels a flat stare at the man as he pulls the gag out, waiting for a moment before speaking.*
 "Alright. It would seem you have something of extreme importance to speak with me about, and while your methods are unorthodox, I'm listening. Pollux is my name, by the way."

[User]
 Footnote grins behind the iron mask, eyes wide in the moonlight.

 "Yes. Names, names and more names! What are names without meaning behind them? That is why I am Footnote. Come."

Footnote leans in close and sniffs the other man, like some bizzare dog.

 "Yes. Yes indeed and Grey to boot! Listen carefully..."

The crazed man's eyes dart about wildly, as if searching for something...
 "Four cycles of the Ritual I have tracked the servants of the Lord of Blades. I would like to enter that temple over yonder, but I cannot. It is sacred ground. You will come with me so that I can. Together we will see what it is they might have taken, and then we will follow them, and then we will kill them. For  Cyre. "

[User]
 Pollux Cannith

*The man was crazy, but what could be expected of someone surviving on his own in this blighted land? It was not coincidence, however. There was no such thing in this life. The Host had guided him here for a reason. Whether to give or receive aid, it didn't matter. Both would happen if it was meant to be.*

*Turning to glance around warily, Pollux nods, extending a hand to the man, a hand to him, a slight smile on his face.*
 "Then let it be sealed with a shake - a partnership - for Cyre. You have it on my faith and honor."

*When their hands clasp, the holy symbol draped from his neck gives a small flash of power. Whether from something divine or some influence more mundane, it would be impossible to say.*

[User]
 "He. Hehe. Hehehehehe. Shh! No laughing!"

With that remark Footnote gets down on his hands and knees and sniffs the surrounding ground.

 "Okay. This way, and quietly."

 Spoiler

And with that, we'll make our way to the church, quiet-like.

[User]
 Pollux Cannith

OOC:

 Spoiler

I think our almight Furious Metal Leader (sounds like a name from full metal alchemist, doesn't it?) - is away on vacation having far more fun than should be legally allowed, so we might have to wait for the church set-up. That's alright with me though, just a bit busy with life, so no worries!

[User]
 OOC:

 Spoiler

Roger Roger Righto! And, yes, yes it does.


[User]
 As you begin to leave the southern edge of Rostland, and thus Brevoy you lay eyes upon the trading post of Oleg Leveton the first, or last, stop into the stolen lands. Just a speck in the distance, it marks the threshold of your new destinies. You and your new companions had scarcely met but a week ago as you left civilization behind. Once you arrive, things will truly begin.

 Spoiler
This is just going to be a quick opportunity for your characters to interact and for me to get an idea of your party dynamic while i prepare the  ENCOUNTER AT OLEGS

[User] What I wouldn't give for single digit temperatures!! How can people live like this?  Winter turns to look at her companions.  Does it even snow where you guys are from?

[User] Laine replies  "Born and raised in Restov. Snow just buries us most winters, a real pain in the backside for everyone. Why, where're you from? "

[User]
 Veyraan hasn't been saying much during the first leagues of the journey south. Silently observing his companions, he attempts to imagine what kind of person they might be like, in keeping with their outward appearance.

When he opens his mouth for the first time, it is to answer the woman's question.

 "I was born in the Icerime Peaks; we're no strangers to snow there. But surely we aren't going to go so far south that winter will cease to exist. I take it you hail from even colder climates ?"

 Spoiler
Mari01, did you post a physical description and backstory beyond what's in your Mythweavers sheet ?

[User] Ah the Icerime. A delightful place. I'm from the northern parts of Issia. Mountains and snow are what I've grown up on, so all of this , she motions in all directions,  is just not cutting it. I don't remember the last time I looked down and didn't see either snow or rock.

[User] "Yeah, it's a damn shame we're not freezing our arses off in five feet of snow"  Laine quipped, sarcasm all but dripping off his smile.  "We'll need to generate some adversity for ourselves, now."

[User]
 Virgil, though rarely the one to begin conversation, was friendly and well-mannered on the trip from Restov. He is clearly a little disappointed when Veyraan's first words are so short, perhaps more could be coaxed from the enigmatic druid this evening at the trading post.

Hoping that the others will overlook him, Virgil offers no information on the home he left behind. He know's better than to subject himself to the teasing and disrespect that his disgraced family name carries.

[User]
 As the walking leagues go by, Veyraan begins to overcome his initial shyness and responds to the young priest's overtures. His chatter, cautious at first, grows more natural along the way, and he shares some anecdotes from his explorations of the mountains.

 "... This was the only time I saw a avalanche this close. A most awesome sight, and more a little terrifying, let me tell you. If it weren't for that big rock I managed to hide behind, I would not be here to tell the tale."

All of a sudden, he switches to a completely different subject.

 "And, if I may ask, what brings you to undertake such a big mission to the Stolen Lands ?"

[User] Would you like the truthful answer or the good answer?

[User]
 " Big mission? I'm not sure a few bandits can be thought of as big. Ruffians like them don't deserve to be credited as an actual threat to civilization. "

Virgil hoped his vague misdirection would satisfy the druid. He preferred lies of omission over lying directly when possible. If it were revealed that his enlistment wasn't being backed by the Abadarian church as he had claimed, he could get summoned back to Restov to stand trial. Hopefully that fiasco could be avoided if he maintained his cover of 'civilized missionary'.

[User]
 "Well, it's not just about a few bandits. The charter calls for exploration of an area the size of Lake Reykal ! Not something one can do in a few weeks. I, for one, am eager to discover what may be found in those lands."

Turning to Winter, he looks a little surprised, even embarrassed.

 "Er... I won't push the matter, if you don't like to answer that question... "

[User] "Broadening my horizons", or "questing for knowledge", sounds a lot better than murdering bandits in some uncontrolled area for money right?

[User] "Hey, it's not murder if they're bandits. Call it proactive self-defense,"  Laine jokes.  "Remove vermin from premises & get paid handsomely, I'd say everyone wins."

[User] " Unorthodox and quite unacceptable in most places, I think in the Stolen Lands there may be some truth to your words. These bandits gave up their right to due process when they decided they would kill and steal on the fringes of civilization. Brutal justice for a brutal place, almost poetically simple. Still, some may still be redeemed, let's not forget that. "

[User]
 "I don't consider it murder, since we have official writ to enact justice. That justice will be summary, but I don't think this bothers the Swordlords too much. Rostland has a right to defend itself against threats. Besides, I suspect if we meet bandits, it will be a matter of survival for us.

Now, our charter allows for repentance. But before we have to deal with repentant bandits, we first need to beat them, don't we ?"

[User] "First things first, let's get to that outpost. Never make important decisions, it is well said, when you're tired or hungry, and right now I'm both. Correct me if I'm wrong, but when we're planning our next move, we'll all think more clearly after dinner and a bath."

[User]
 " You're speaking my language Laine " Virgil remarks as he scratches at his stubble. " Cleaning up and eating a meal that wasn't cooked over a campfire. That's your best idea yet. "

With that he quickens his pace and urges Irving forward as well.

 Spoiler
Irving is a mule. Virgil would offer to have him help carry other people's gear as well.

[User]
 "Well said, indeed... Especially as Oleg's might be our last warm bed for a while. Beyond that, it's said to be all savage lands,"  the young man says, with a smile that indicates he welcomes the prospect of wild spaces, at least as much as that of a comfortable inn.

High above, a very large bird flies over, not for the first time.

[User]
 Geran twitched slightly, hearing his new comrades casually talking about killing bandits. While he was a rather heartless individual, he had once BEEN one of those bandits, doing everything he could to survive in the heartless Stolen Lands.

  "Come now, friends, there's no reason to be cruel. While they are lawless vagabonds, they are also someones family, just as we each were once."   Geran smiled, brushing his fiery red hair away from his eyes. Seeing the outpost, and hearing the suggestion of Laine, Geran directed his donkey, Ecnud, towards it.  "But yes, let's not speak of these matters lightly while hungry. My mother was always fond of telling our... friends that thinking violence on an empty stomach was bad for our health."

[User] "Everyone is someone's family, doesn't make anyone special. Even Razmir had a mother, after all."

[User] "Geran, you are a man of good sense. I would decidedly prefer talk of what might our next meal be, rather than which criminals deserve the worst punishment. We shouldn't be too far by now..."  The slim young man hurries down the path, impatient to get to the group's destination.

[User] Geran blinked after the young man who had spoken to him about having good sense. With a frown, he turned back to the road.  "It's not a matter of good sense. I just find it shortsighted and wasteful. Why would  you kill someone who could be of use to you?

[User] "He'd stab you in the back as soon as the opportunity arises, if someone else pays him more or just for the sheer hell of it."

[User]
 "Gentlemen, I would suggest that we refrain from passing judgment, one way or another, on any bandits until we actually meet some. Oh, and we'd need to capture them too, by the way,"  answers Veyraan, smiling.

  Not to mention, and to survive the encounter,   he adds to himself silently.


[User]
 Unauthorized readers will be fed to the illithid.

Your character finds the tunnels, and progresses deep into them. There is much construction going on underneath the city, and you pass through the worked halls until you enter rougher hewn stone. You begin to find a few kobolds around, some foremen, and tables laid with papers.

 Spoiler
Kobolds are strong clan folk, but immigration into the city has broken many of the outside ties that once bound them. Think of city kobolds as a race-wide clan.

[User]
 Kaltack Heavy-tooth  goes in search of some athority, asking his fellow kobalds for guidence if the athority is not self evident.

 Spoiler

so a/b?

[User] You walk around, talking to various kobolds as you watch them carve out a massive hall from the stone. Eventually you stumble upon a group of kobolds working intently at a section of wall, with a finely dressed kobold watching them.

[User]
 Kaltack approaches the observing kobald, and begins speaking in draconic.

< Hello overseer, are you the local clan leader, or is that another? >*

* translated from draconic.

[User] The kobold turns and looks at you, his movements slowed with fatigue. He wearily replies in draconic,  "Yes, I'm the overseer. I'm very busy, is there something I can help you with?"

[User] Do you know who I should ask for employment?  I am...  new to the city, and a chance to aid our people again is appealing.

[User]
 The kobold will stand back, and give you an appraising eye. He'll note your equipment, and then lean in and say,  "You're an adventurer, correct? If you're serious about helping your people, meet me in the Kobold quarter of the Beggar's district at this location. Now shake my hand and walk away."

He seems rather nervous, and extends his hand out.

[User]
 Kaltack raises an eyebrow, but none the less shakes the other bolds hand.
  what kobold would not work to aid another...

He walks away, heading to "that" location.

[User] As you shake his hand, you feel a slip of paper that has a small sketch of the beggars district, with a building near the western wall circled. After looking at it for a few seconds, the image fades, leaving you holding a blank piece of paper. You head out immediately, and as you reach the surface, the sun is beginning to dip the the sky, filling the horizon with a brilliant orange. By the time you get to the beggars, evening will be setting in. As you search the district, a flood of slithery sounds comes from behind you marking the return of the kobolds from the mines. They move along worn, and tired. Finally, you reach the building shown, and it is a small dilapidated home, common to the type seen in the beggars guild.

[User] Kaltack goes up and knocks on the door.  If no one answers, he waits 10 minutes and knocks again.  After that he will wait 1 hour, then he will break down the door with his pick(addimantine so ignoring hardness...  will get through eventually).


[User]
 Unauthorized readers will be defenestrated.

  Silva Stormrage

Your character walks into a seedy looking bar. A kobold is passed out on a table to your left, and a hulking cloaked figure sits at a table to your right. There is a human, in some rather tattered leathers sitting at the bar drinking. Behind the bar a dwarf is cleaning a filthy cup with a slightly less dirty rage.

 Spoiler
Please post your character sheet in your first post.

[User]
 Lyon pauses,   Hm, this probably isn't a mage's guild. I might as well ask if they know anything though.

Lyon walks up to bar and sits at the bar. Lyon then begins to talk to the barkeep.  Hello, I am new to the city. Just trying to find out where a mage guild is. I heard that they often go into bars or taverns to recruit. Do you happen to know where one would be?

Character Sheet:

 Spoiler
http://www.myth-weavers.com/sheetview.php?sheetid=441262

[User] The dwarf looks up from behind the bar, puts down his rag and cup, then crosses his arms,  "Aye, might be that I have" , is all that he says, fixing a look on you.

[User]
 So in that case tell me where one is that I could join. , Lyon says somewhat losing his patience with the rudeness of this town.

Manifesting Suggestion: DC 17 Negates

[User] The dwarfs eyes will go fuzzy for about half a second before he snaps back, and replies,  "Across the river of course, in the Library" . Folding his arms across his chest, he thinks for a second, and then says,  "Still if you're not the patient type to wait for the Town Crier, I hear they are meeting in the Docks tonight for a traveling merchant carrying some of their cargo. They're not recruiting, but it would let you talk to them."

[User] Hm, I am not exceptionally patient. Do you know where in the docks? Near a landmark of some sort? I am as I said earlier new to this town and thus don't know where exactly in the docks they would be likely to meet.

[User] The barkeep relates where the warehouse is located in the Docks, and a few landmarks to find it there. The Docks are carved into the cliffs, and a the warehouse is south of the tunnels entrance.

[User] Lyon nods,  Thank you for the information  Lyon leaves and then heads towards the docks. Once out of tavern Lyon sighs,   So I have to MIND CONTROL people to get them to tell me things. Useful to know. I can see how living in this city for any extended time would enhance people's skills.

[User] The sun is starting to dip into the early after noon as you emerge from beneath the Tunnels. To your right and your left, a massive shelf has been carved into the face of the rock, and docked at the wooden thrusts  extending from the shelf are massive ships of varying size, make and color. Around you, the rougher edge of community pushes and shouts as crates are loaded and unloaded into  the buildings built either out of wood, or carved into the back of the shelf.

[User] Lyon heads, south towards the warehouse.

[User] The warehouse in questions lies on the very southern edge of the shelf, built right into the rock. The windows are dark, but there is hustle and bustle around the docks in the dying sun.

[User] Lyon, walks up to the door of the warehouse and knocks. If no one responds he looks around to see if anyone looks like a caster. If he can't find anyone he walks to the nearest person who doesn't look busy and ask them. " Hello, were there a group of people working out of that warehouse today? If so when were they working and did you notice when they left

[User] No one replies, and you stop one of the workers on the docks. He replies,  " Aye, I think a group went in about an hour ago with some cargo. Can't say rightly if they've left or not. Best not to poke your nose into other's business, you see."

[User]
 Lyon nods and smiles,  Don't worry I am not prodding into other's business.  Lyon walks away,   So lets see, they locked the door and are probably still inside. However, due to the way this town seems to be breaking in and trying to discuss with them will quickly get me labeled as either a thief of an assailant. Neither of which are quite good. However, it would also demonstrate that I am an incredibly skill mage if I managed to enter without them knowing or identifying me. Choices, choices... well lets settle this easily .    With that Lyon pulls a coin from his purse and tosses it in the air.    Heads I attempt to enter and meet the guild, Tails I go back to the main square. Talk to the squire and stop attempting to bypass the standard system of entering a guild.
 (1d2)[ 2 ]  (1: Heads 2: Tails)

 Well looks like I will play it safe for today then.   Lyon muses to himself. He heads back to the main district.

Upon arriving back in the town square

 Spoiler
Lyon approaches the Town Crier (If he is still there) and asks him,  Hello, I am new to the city. Where can I find an Inn to stay the night. And also what Inns do the local mage guilds use to accept new members? Preferably the guild "The Eldritch Circle" if it still exists. Also preferably, I can stay there for the night.

[User] The man will reply that they haven't been around for three weeks or so, so sometime next week they'll show up at the Red Arrow. It's a pub in the Plaza district, but the price to join is steep, he says.

[User] Lyon nods,  How steep are we talking? 100, 1000, 10000gp? I am not from around here so the scale may be different from where I am from. Also do you think they would cut the price down a bit if I demonstrated sufficient power and expertise for them?

[User] He replies that he's unsure, but that it takes a small fortune. They have to maintain their faculties.

[User] Lyon sighs,  Thats... not exactly reassuring. Maybe my first task should be to get some local renown before attempting to join. They might be more accepting of me regardless of my money if I show them I would be a good investment. Well then where is the Red Arrow and can I rent a room there? Or is for drinking only?

[User] He scratches his head, and says that he'd have to be pretty damn hot stuff for them to waive the fee, but that the Red Arrow does have some rooms, but they are too expensive for the likes of himself.

[User] Lyon nods,  Fair enough, could you give me some names of some other cheaper inns if this inn is too expensive for me? . After he gets the names he heads off to the Red Arrow.

[User] He rattles of a few names that should be easily findable, and you head out. The Red Arrow is in the Plaza district, the outside a respectable looking tavern. The shutters are open, and the door thrown open in the warmth of the day.

[User] Lyon walks into the Red Arrow and tries to find someone who works there who might be able to get him a room, Lyon then walks up to them and asks,  Hello, I have just arrived into the city and am looking for a room. How much is a room here per night?


[User]
 [b]System: Dungeons and dragons 3.5
[b]Player Count:2-3
[b]Style of Play: mix
[b]Allowed Content: most things except psionics and incarnum
 Character Creation:

 Backstory: required, 250xp when i recieve it
 Alignment: any

[User]
 how dice roller works

[roll]#d#[/roll]Diplays cumulative results. 1d6 gives the results of 1 six-sided die, for example.
 (1d6)[ 2 ] gives you  (3d6+5)[ 11 ]

[rollv]#d#[/rollv]Displays individual dice results, then cumulative.
 (3d6)[ 5 ][ 4 ][ 5 ](14) gives you  (3d6-5)[ 9 ]

[roll]#d#+X[/roll]Displays the cumulative results, with the added modifier (X) totalled into it.
 (3d6+5)[ 11 ]  gives you  (4d6b3)[ 14 ]

[roll]#d#-X[/roll]Displays the cumulative results, with the added modifier (X) subtracted from it.
 (3d6-5)[ 9 ]  gives you [roll5]

[roll]#d#b#[/roll]Diplays the cumulative results of the best of the dice (4d6b3, for example, would give cumulative results of the best 3 dice of 4 6-sided dice).
 (4d6b3)[ 14 ]  gives you [roll6]

[rollv]#d#b#[/rollv]DOES NOT WORK! It only gives the cumulative result of all the dice, not the best # of dice. You have to do the math yourself if you want to see the best-of results, or remove the v from the roller.

[roll]#d#b#+X[/roll]DOES NOT WORK! It gets ignored.

[User]
 red ink is for what your character is saying
 good day milord, doth you have a quest most epic for us today?
blue is for NPC quotes
 no, now **** off.

[User]
 and we're not allowed to cuss
Justin, I believe you and Dellyn and your three cabalists are on the streed of Sumberton plotting your next move against the cult of grey.
Tyler where are you

[User] seriously guys post at sometime


[User]
 You approach the cabin cautiously, aware of the violent tendencies of the men you've tracked this far and none too eager to have it visited upon yourselves. The cabin and surrounding areas are quiet, and the inside is dark save the dim light of a few candles you can just barely make out through the grimy windows.

 Spoiler

You aren't in initiative order yet. How do you want to proceed? Tree spaces are difficult terrain should it become relevant.

[User]
 Loranys moves forward, a wand in her left hand and a tanglefoot bag in her right. She pauses, her lips drawn into a pout, as she awaits her companions' actions.

 Spoiler
Move forward 20' and ready to cast Wall of Smoke at the door the moment it opens. Wand of Grease in hand, tanglefoot bag in the other.

Effects/Durations
Expeditious Retreat: 1 min
Mage Armor: 1 hour

[User]
 Vlad, long spear in hand, starts to make his way to the back side of the cabin. He's warded his companions from the fire that burns within him. He's itching to get rid of these thieves.

 Spoiler
Move 20 ft to the left.

**Tip** Is it possible to put letters and numbers onto the grid? Might help when moving to just say move to L# verses "5ft diagonal top left and 15 left"

[User]
 For we wield, the righteous flaaaaaames of justice!   Archibald finishes his (utterly abysmal) song, smirking as his own longsword and the weapons of his allies burst into flames.  Ready, lads? Oh, and lady.

 Spoiler

Using my Dragonfire Inspiration. +2d6 fire damage on everyone's attacks, moving in front of Loranys and readying an attack against the first enemy that comes within range.

[User]
 Samuel will move silently until he's 15 feet away from the door.  He'll then wait until he hears the tell tale sign of his fire breathing companion before he does anything else.

Spoiler

 Spoiler

Senses Aura is up: +1 initiative for all allies within 30 feet.
Right Hand: Shield
Left Hand: Shortspear
Shape Soulmeld: Rageclaws
Invested 1 essentia into Rage Claws

[User]
 As the rest of the party readies themselves for the coming fight, Vladmir circles around the cabin. Moments later an entire corner of the cabin is ablaze, door and all. Apparently not all of the inhabitants of the cabin were asleep however, for a cry goes up scarcely a second after the flames take hold of the log siding. After some muffled cursing, the other door is flung open, revealing one of the bandits standing in the doorway, sword in hand. His eyes open wide at the sight of the rest of the party apparently ready and waiting for that very action.

 Spoiler

Each of the bandits is carrying a shortsword and is wearing leather armor. The bandit king (the unique token) is technically currently out of sight of the party, but since you'll see him shortly it hardly matters. His shortsword is of finer make than the others and his leather armor is reinforced with thin discs of steel.

You lost initiative, but all of the bandits' actions were consumed by standing, drawing weapons, or opening the door. Your move.

[User]
 Vlad, happy with the way the cabin is starting to burn, runs as fast as his short legs can carry him back towards the front of the house, wary of the flames that he's started.

 Spoiler
Running x2 Speed. 5ft step Bottom Left and then down for rest of turn

[User]
 Samuel sneers but doesn't say anything charging forward the moment the door opens.  The shortspear tears through the man in an explosion of pure force and fire sending charred bits of viscera across the back of the room.

Combat

 Spoiler

Swift Action: Switch to Power Aura (+1 bonus to melee damage rolls)
Full Round Action: Charge
Shortspear  (1d20+6)[ 25 ]  for  (3d6+5)[ 21 ]  points of damage.

[User]
 Loranys sees the door open and summons a noxious cloud to block the entrance.

 Spoiler
Cast Wall of Smoke 10' across the entrance of the door and into the cabin. Fortitude saves against nausea for anyone passing through it. Grants concealment. Let's whack 'em as they come through, lads.

[User]
 Laughing merrily, Archibald leaps into the fray, deftly slashing his thin longsword at the bandit outside the smoky door, flames dancing along its edge.

 Spoiler

Charging the bandit as well.
Attack:  (1d20+2)[ 10 ]
Damage:  (1d8+2)[ 7 ]  &  (2d6)[ 6 ]  fire

[User]
 It hardly seems possible, but Samuel does indeed make one of the bandits quite literally explode, aided by Archibald's magic. Archibald's own attack proves slightly less fruitful, hacking weakly at what remains of the unfortunate man.

Three of the remaining bandits pour out of and into the doorway, coughing at the thick smoke suddenly present. One of them doubles over in a fit of choking coughs as he stumbles free, but the other two seem to weather its effects with little harm, circling around Archibald and seeking to make short work of him.

Inside, the bandit king draws closer and readies his weapon warily, waiting to see the outcome of the melee.

 Spoiler

(The two bandits outside provoke AoOs from Archibald and Samuel as they move past. The one on the left came out first and is nauseated. If your AoOs drop both of them, ignore the second attack, reduce the attack rolls by 2, and ignore the precision damage.)

Attacks against Archibald:  (1d20+6)[ 22 ]  for  (1d6+2)[ 8 ]  +   (1d6)[ 5 ]  precision damage.
  (1d20+6)[ 26 ]  for  (1d6+2)[ 8 ]  +  (1d6)[ 1 ]  precision damage.

[User]
 Vlad keeps running, long spear in hand ready to join the fray. Their plan to block an exit with fire worked. Rounding the corner of the house, he takes a few more steps before stopping.

 Spoiler
running again. Stopping 2 squares from left bandit (5ft gap between.

[User]
 Archibald frantically counterattacks, his sword whirling about.

 Spoiler

Attack:  (1d20+2)[ 20 ]
Damage:  (1d8+3)[ 5 ]  +  (2d6)[ 8 ]  fire.

[User]
 Attack of Opportunity on the second guy:
Shortspear  (1d20+6)[ 17 ]  for  (3d6+5)[ 16 ]  points of damage.

[User]
 Samuel had driven his spear so violently through the first guy that he continued the momentum of his attack impaling a second guy onto his spear.  Again a burst of flames ignites the man and the two of them are dead before Samuel can even use his mailed boot to kick them off his weapon.

" Really? A smarter man would have thrown down his weapon. " Samuel had said when the third man had attacked Archibald instead of begging for his life. Samuel's attack was thrust slowly forward, and the bandit had easily been able to parry the spear away from his vitals.  Something about the way Samuel looked at the man, a half smile and a spark in his eyes, indicated that he was playing with the bandit.

 Spoiler

When the man in the doorway attacks Archibald, Samuel switches his aura from power to vigor as a swift action (Fast healing 1).

If Archibald is unconscious Samuel will five foot step over his body.

 (1d20+4)[ 9 ]  for  (3d6+4)[ 14 ]  points of damage.

I'll probably save my AoO for the main dude and ignore the side guys this round.

[User]
 Loranys summons a burst of flame just inside the doorway, catching both the hapless bandit standing there and his nearby captain. Though the wall of smoke she had summoned dissipated, new fumes arose from the blaze she had conjured.

 Spoiler
Loranys moves north 5' to be within range. She casts a 5' fiery burst just inside the doorway, one square NW of the bandit in the door/standing in front of Archibald, catching both him and the bandit leader.
 (2d6)[ 8 ]  fire damage to each, DC 17 Reflex save for half. Flammable objects are possibly set ablaze.


[User] Previous post will be found at the  Main

[User]
 "Alright, everyone here?"  Jake asked to the people he was going to travel with. He looked in turn from Devlin to Kaya to Zaphrina.  "I suggest we take the bridge and go to the mainland. Though if you guys want to go another way, just tell me so..."  he said. He checked his backpack one last time, looked at the time his pokedex gave him, and was ready to set out.

It was a beautiful day, a beautiful Journey about to start.

[User]
 Following everyone else's lead, Kaya returns home for a while, Tochic perched on her shoulder as she goes with an uncharacteristic smile.  At her home, she greets her parents and completes her little ritual of asking if her brother's are home yet.  Of course not.  Her parents are stunned but proud, if a little cautious, to see Kaya get on so well with a Pokemon as she seemed to be with Torchic.  That done, she packs her things, and leaves the house for what she intended to be a fairly long while.   "M-Mon, Dad, I'll call home every day that I can.  And don't be scared... Torchic will look after me."   That said, she gives her parents one last hug at the door and agrees to bring her brothers any messages they want conveyed, when she finds them of course.

She shows up in her usual outfit, but with a rucksack slung over her shoulders in addition to her regular pouches - all the equipment her parents insisted she take with her.  Though she apparently left her Pokegear at home, she was too embarrassed and modest to simply go back for it and instead forges ahead when the others show up to the meeting spot.  There wasn't much on that Pokegear except for her family's numbers, after all.

 "I-I'm ready, Jake-kun..."  she remarks, following his lead.   "Um, I'll take whatever route one normally takes for the gym challenge.  Your way seems fine..."   Even if I can't challenge brother now, I'd like to see him...

[User]
 Devlin will wave to the others as he approaches the rest of his group and places Chimchan's Pokeball on his belt.

" I am ok with going where ever as long we can stop at the safari zone and (insert name of city closest to safari zone here) along the way. I doubt I will find much, but there is something I want to look for there. "

[User] Zaphrina picks up her Turtwig and runs towards the school when she sees everyone else from the group waiting for her to arrive.  "Sorry everyone, had to make sure I had everything packed for the trip. My dad told me the easiest way to start moving about is by going straight to the mainland over the bridge. That way we start with easy Pokemon and work our way up from there."  She pants as she explains that her dad has taken her close to the bridge before but anything on the other side was not his jurisdiction and that they had to return to the park.  It's easy to get there and there are normally a few Pokemon on the way. We might even get in a battle before we cross the bridge."

[User] Kaya nods as everyone seems to decide a route, going with them to the bridge, giving Torchic an affectionate rub as she does so

[User] Devlin walks along with the others on their path.  "So, Jake and Zephrina, I know where I would like to go and I know that Kaya wants to challenge gym leaders. What about you two? Do either of you have a place you would like to go eventually?"

[User] Zaphrina stops to think for a second.  "Well, I know I'd like to go to a place with lots of wild Pokemon so I can build up my collection of drawings. I think I'll settle down in a nice little forrest or a cool, dry cave... Or maybe a haunted house... I'm not sure yet but as long as there are Pokemon along the way I will definitely press on."  She looks down at her Turtwig and smiles brightly as they continue on the path to the bridge.

[User] Spoiler

[User] Zaphrina leads the way, as her father has brought her to the bridge many times. She motions for the others to follow her as her Turtwig dances excitedly at her heels, ready for their first big adventure together.

[User] " Oh you plan on settling down somewhere like that? I more meant a place you wanted to visit somewhere in your travels."

[User]
 "I want to see my brothers..."   Kaya admits quietly.   "They might make a funny look with their faces when they see how well I get on with Torchic, ha..."

She follows Zaphrina's lead.   "H-have you heard of my brothers...?"

As they approach a mass of where wild pokemon are said to be, Kaya shivers, flicking her eyes around and screaming at any sudden movement, a true fear in her eyes.  Torchic rubs its fluffy little cheek against her own to calm her down but even that doesn't quite seem to take when it comes to Kaya's nerves.  Torchic looks a bit annoyed, pecking her in the head to snap her out of it, and standing strong atop her head, constantly vigilant, ready to pounce on any opposing Pokemon that came its way and tried to hurt Kaya

[User]
 "Oh come on, Kaya-  Jake laughs,  - you don't need to be afraid of everything!"  he says. He tries to comfort her a little, while still walking the road. The next city was quite some miles away, and he wished he had some sort of transportation. Maybe a bicycle, or even better shoes would do. He should've gone shopping last saturday...

When inquired about the places he wanted to go, he had but one answer:  "I really want to go to the Shotaka waterfalls, and view them with full moon."  he said. There was a legend that every full moon, the most beautiful pokemon visited the giant waterfalls to celebrate the existance of everything on the world. He hoped those legends were true.

 Spoiler

I hope I can sandbox this world a little, if not, tell me.

[User] Devlin nods when the others state where they want to go. " Ok. We will just have to make sure to go to all these places. "


[User]
 OOC
 The little half of a black rock he kept in his deepest pocket was his secret. Though the reflection on its one smooth face was crude, it was enough to show him what he needed to see. And for that, it was a Vanity worthy of some awful punishment even if he was only eight. But Meril Tan was a good boy otherwise. He peered at the little reflection this early morning because he was terribly excited and didn't want to wake his grandfather who tired so easily. To his delight, one of his eyes was a light blue, the other a deep green.

The Bishops of the Prism had said that they, the Pilgrims, would come upon strangers today. They would be few, not many as in the town the Pilgrimage had passed by. They had been lucky to catch that revelation before last sundown, when light ceased to fuel the Scintillations and the Prism was put away for the night. The whole Pilgrimage had urged itself through the night, taking shifts of rest in the covered wagons they had with them, that they might reach the strangers sooner. Today, four Left Skies would be chosen to be the first to greet them, and he was ever so excited for that. Meril pocketed the rock, patted the wrinkles from his white robe, and jumped from the moving wagon to join the marchers.

A child like him would surely be chosen to set the strangers at ease.

[User] Rex sniffed through the bushes, hoping to find something to eat, as food could be at a premium in the wilderness. Not finding anything edible, and finding that he was near the edge of the woods, Rex decided to poke his head out and see if there was anything of interest outside the trees.

[User] Dani watched Rex search for something in the foliage and stick his head curiously. Knowing they weren't far from civilization made her nervous, but she made herself put on a small smile and stepped out of the tree line herself. She looks up and sniffs the air.  "There's something on the wind. Maybe it's got something for us to eat, yeah?"  She asks, glancing back at Rex.

[User]
 Making somewhat irritated grunt as he made his way through the forest with his dimunitive companion, the grim Fey hunter wondered just how he had ended up travelling with a Dum-Dum of all things. The trouble that they had ran into at the same time had somehow managed to convince the two to work together for the time, and now Ian found that he had quite energic travelling companion. An odd way to make friends to be sure, but he did not complain apart from occassional grumbling: the childlike being was a knight after all, and someone with weapon training came in useful in long treks full of danger.

  "Just how far is the next town anyhow? I thought you knew how to read the map"   he said in somewhat annoyed tone, pausing to sit down on a rock for a moment and adjusting the straps that secured his twin longswords to his back, their handles sticking over his shoulders.   "I do not know about you, but I could do with a warm meal and sleeping in an actual bed after this."

[User]
 Ezekiel is walking down a road, excited and worried.  The map says that there's a town ahead, and that's a lot of opportunities.  Mostly for things to go wrong, but still, there can be good as well.

He stops, and steps to the side.  Are those people down the way, walking closer?  It seems they are.  He pulls a mirror out of his pocket and looks in, making sure his appearance won't disturb them.  Eyes the same color?  Only two of them?  Okay, all looks good.

He heads forward, hoping that this will be a good meeting.

[User]
 Rex and Danielle

 Spoiler
You've come to a wide grassy clearing surrounded by more of the young evergreen forest you've been traveling through. The morning is bright and clear, the only sign of clouds just barely visible over the western treeline. You spotted a well-traveled country road from higher in the hilly forest yesterday. If your reckoning is correct, you should reach it a little after midday.

Not that you don't expect anyone to be living in a place like this, but the laughter of a young child surprises you, coming from somewhere across from you in the clearing. And something smells cooked.

 OOC

 Spoiler
I change tenses and persons on a whim. Posts for everyone else coming soon.

[User] Excited by the prospect of food, Rex barked happily before attempting to locate the source of the smell.

[User]
 Dani's smile widens as she smells food, but disappears when she hears the child. She freezes in place.   What is a kid doing out here?   she wonders as she looks around, trying to find out where the child is.

 Spoiler

Perception check to see if I can find the kid as well as anything else that might not be immediately apparent about the situation- (1d12)[ 6 ] + (9d6)[ 26 ]  (4 Mental, 2 Recon, 1 Inhuman Senses, 2 Hunting)


[User]
 .

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Epi1-Epi2: Grey's Anatomy Season 10 Episode 1 & 2 Watch Online Free Meanwhile, we see that is in the backseat of his Beamer with 4 “men” who call themselves the ‘ You Crew’ and they are quickly draining of his and drinking it all while driving to Mississippi. There is some weird shot of one of them drinking the and then playing with his nipples, eh-hem, and the poor driver of the vehicle was left out so the kindly gentleman in the backseat had him tip his head back so he could spit the into his mouth for him. How nice.

[User]
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