
GM West |

Sunday, 9th day of Planting, 594 C.Y.
Weather outside is unknown (underground for 2 days)
Current time is unknown, probably mid-morning.
-------------------------------------------------
Neb sees his allies moving up to the platform and prepares to cast a beneficial spell that will catch them all. Reonnyn reaches the platform in the blink of an eye and sees the wall of fire in front of him. The halfling keeps a sharp eye on the doors, still concerned about being outflanked. Aurora's spell continues to inflict pain on the half-ogres, heating their armor nearly to that of a forge as they scream in a mix of anger and pain, the smell of burnt flesh now strong in the tight confines of the cavern (7 damage). The artificer curses in Giantish and points the blast rod at the unwounded half-ogre, unleashing a torrent of energy that smashes full into his chest (44 damage!) Somehow, despite the smoking crater in its armor, the thing is still alive! Shadow moves into the room as well, though the spider-like construct stays on the ceiling, out of the reach of the halberd-wielding half-ogres.
Despite being surrounded by foes, Verdan casts a protective spell (Fire Shield) that will harm those that attack him, then moves further into the room, bravely taking the blows as he lowers his defenses in order to allow his allies to move into the chamber as well. Despite the fact that the armored priest appears to be wreathed in flames, still the brutes attack - and though only the one with the smoking crater in its chest manages to connect solidly (20 damage), the cold flames surrounding Verdan burn into the creature (Purple - 15 cold damage), and its eyes roll up into its head as it falls dead to the ground! The cleric's spiritual weapon is deflected by its target's armor, then disappears in the blink of an eye. Morrow moves into the cavern, his magical ring negating the fire as he does so, and swings his blade at the nearest half-ogre (Blue - 13 damage), wounding it badly! With his companions now gathered together, Neb casts a spell (Haste) that grants his allies the ability to move much faster than their foes!
Despite their pain and wounds, the half-ogres move in to surround Verdan, though the one on the far side of the cavern turns to face the duskblade. Those attacking the cleric seem to focus more on precision after noting how well-armored their foe is and two of them connect (26 damage), paying the price for their well-aimed blows (Yellow - 11 cold damage; Green 13 cold damage) - though Verdan is now terribly wounded and barely standing! The one attacking Morrow swings a vicious blow and connects solidly (22 damage!)
Green Half-Ogre’s Halberd (AoO) Attack: 1d20 + 10 ⇒ (11) + 10 = 21 vs Verdan’s AC (25) = Miss!
Yellow Half-Ogre’s Halberd (AoO) Attack: 1d20 + 10 ⇒ (10) + 10 = 20 vs Verdan’s AC (25) = Miss!
Blue Half-Ogre’s Halberd (AoO) Attack: 1d20 + 10 ⇒ (13) + 10 = 23 vs Verdan’s AC (25) = Miss!
Purple Half-Ogre’s Halberd (AoO) Attack: 1d20 + 10 ⇒ (16) + 10 = 26 vs Verdan’s AC (25) = Hit!
Halberd Damage: 1d10 + 15 ⇒ (5) + 15 = 20
Fire Shield Damage: 1d6 + 10 ⇒ (5) + 10 = 15 cold (vs Purple Half-Ogre)
Orange Half-Ogre’s Halberd Attack: 1d20 + 13 ⇒ (5) + 13 = 18 vs Verdan’s AC (26) = Miss!
Red Half-Ogre’s Halberd Attack: 1d20 + 13 ⇒ (4) + 13 = 17 vs Verdan’s AC (26) = Miss!
Yellow Half-Ogre’s Halberd Attack: 1d20 + 13 ⇒ (19) + 13 = 32 vs Verdan’s AC (26) = Hit!
Halberd Damage: 1d10 + 9 ⇒ (7) + 9 = 16
Fire Shield Damage: 1d6 + 10 ⇒ (1) + 10 = 11 cold (vs Yellow Half-Ogre)
Green Half-Ogre’s Halberd Attack: 1d20 + 13 ⇒ (20) + 13 = 33 vs Verdan’s AC (26) = Hit! Possible Crit!
Crit Confirmation: 1d20 + 13 ⇒ (3) + 13 = 16 vs Verdan’s AC (26) = No Crit!
Halberd Damage: 1d10 + 9 ⇒ (1) + 9 = 10
Fire Shield Damage: 1d6 + 10 ⇒ (3) + 10 = 13 cold (vs Green Half-Ogre)
Blue Half-Ogre’s Halberd Attack: 1d20 + 10 ⇒ (20) + 10 = 30 vs Morrow’s AC (20) = Hit! Possible Crit!
Crit Confirmation: 1d20 + 10 ⇒ (8) + 10 = 18 vs Morrow’s AC (20) = No Crit!
Halberd Damage: 1d10 + 15 ⇒ (7) + 15 = 22
Sorry Neb, missed the augmented summoning ability - though it likely wouldn't have mattered, as their Power Attack damage is brutal and they'd have maxed it against unarmored creatures attacking them. By the way, I went ahead and had you 'delay' until your allies reached the top of the platform (they were down below when you would have cast your spell) so they could all benefit from Haste. You still act before the half-ogres though. Also, in the future, do me a favor and give me stats for your summoned creatures, if you wouldn't mind? Just anything that'd be outside of the standard statblock (AC, HP, damage, etc.) I'd find on the internet would help me a lot - or heck, give me all the stats if you're up to the task. Thanks!! Verdan, I think Yellow got an AoO as well, since you took a move action (more than 5'), as even though you stayed within his reach you moved out of one reach square and into another. I know 5e allows that sort of manuevering, but I think it still draws the AoO in 3.5 rules. Still, that attack hurt him worse than it hurt you! Still... fortunate that crit didn't confirm - a x3 crit with their damage bonuses would have killed you outright, I think! Morrow probably would have survived. Probably... Two missed crits, you lucked out in my return to this adventure! You can ALL post your actions for Round 5, with Reonnyn now up first!
Ruins of Castle Greyhawk (Overview)
Map History of the Ruins of Castle Greyhawk
----------------------------------------------
Round 5 – Initiative & Combat Notes
Reonnyn 64/64 [Hasted (+1 to attack rolls, +1 to AC/Reflex saves, 30' added movement, extra full-round attack) for 10 rounds; Blessed (+1 to attack rolls/fear saves) for 10 minutes; DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]
Aurora 52/52 [Hasted (+1 to attack rolls, +1 to AC/Reflex saves, 30' added movement, extra full-round attack) for 10 rounds; Blessed (+1 to attack rolls/fear saves) for 10 minutes; Resist Energy (30 Resistance to Acid) for 100 minutes]
Shadow 25/63 [Hasted (+1 to attack rolls, +1 to AC/Reflex saves, 30' added movement, extra full-round attack) for 10 rounds; Blessed (+1 to attack rolls/fear saves) for 10 minutes; Resist Energy (30 Resistance to Acid) for 100 minutes]
Verdan 15/61 [Hasted (+1 to attack rolls, +1 to AC/Reflex saves, 30' added movement, extra full-round attack) for 10 rounds; Fire (Chill) Shield (attacker takes 1d6 +10 cold damage, Verdan takes half damage from fire-based attacks) for 10 rounds; Blessed (+1 to attack rolls/fear saves) for 10 minutes; Iron Silence (No AC penalty to stealth checks) for 7 hours; Resist Energy (30 Resistance to Acid) for 100 minutes; +3 Deflection bonus to AC for 10 minutes]
Morrow 53/75 [Hasted (+1 to attack rolls, +1 to AC/Reflex saves, 30' added movement, extra full-round attack) for 10 rounds; Blessed (+1 to attack rolls/fear saves) for 10 minutes; Resist Energy (30 Resistance to Acid) for 100 minutes]
Nebuzaradan 38/50 [30’ above the floor; Hasted (+1 to attack rolls, +1 to AC/Reflex saves, 30' added movement, extra full-round attack) for 10 rounds; Invisible for 10 minutes; Blessed (+1 to attack rolls/fear saves) for 10 minutes; Greater Mage Armor (+6 to AC) for 17 hours; Overland Flight (40’ Fly speed) for 7 hours; Spectral Hand for 20 minutes]
5 Half-Ogres Green – Wounded (-29 HP); Red – Wounded (-35 HP); Orange – Wounded (-36 HP); Yellow – Wounded (-31 HP); Blue – Wounded (-33 HP) [All are affected by Heat Metal (Round 5 of 7)]

Reonnyn |

Reonnyn curses again as he can see Verdan get cut off from him and his friends despite the burning flames in front of him! Steeling himself against the heat he first sends and eldritch blast at the closest ogre before leaping mightily over the flames before him!
Eldritch Blast Attack (ranged touch) vs Yellow: 1d20 + 13 + 1 + 1 + 1 ⇒ (7) + 13 + 1 + 1 + 1 = 23
Eldritch Blast Damage: 3d6 + 2 ⇒ (1, 5, 6) + 2 = 14
Miss chance 20%: 1d100 ⇒ 9
Reonnyn needs to make a DC 10 Jump check to make the 5' jump over the wall here, which he cannot fail (Jump +14 base). Let me know if the DC is higher here thanks.

Reonnyn |

Reflex save: 1d20 + 9 + 1 + 1 ⇒ (9) + 9 + 1 + 1 = 20

Nebuzaradan |

Nebuzaradan summons a lantern archon, "Archon ego te voco e plano caelesti." He will also recall Bart empathically. The lantern archon will be summoned next to him.
AC 15/17 vs evil HD 1 (hp 6) MV fly 60' perfect Atk 2 light rays +2/1d6 Fort +2 (+6 against poison), Ref +2, Will +2
Aura of menace, damage reduction 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, teleport, tongues
Light Ray (Ex)
A lantern archon’s light rays have a range of 30 feet. This attack overcomes damage reduction of any type.
I'll increase the amount of info for the lions. Last time I provided HP, DR, and resistances plus I included atk and dmg info in the actual attack. I'll add AC and saves. That was actually a pretty major spell that should have taken them much longer to deal with and should have provided additional damage against the ogres.

Aurora metalgazer |

Seeing the brutal onslaught on Verdan and how even one of those half-oagre could survive a full blast rod, she knowns she cannot hold back.
She grabs her wand again, and empowers it. Aiming all the 5 bolts at the orange half-ogre
Wand: 5d4 + 5 ⇒ (1, 1, 1, 2, 3) + 5 = 13 ( empower feat: 13 * 1.5 = 19 )
heat metal round 5: 2d4 ⇒ (3, 1) = 4
Using empower feat on the wand again, meaning 2 extra charges, but 1.5x more damage
Do we need to include the haste round now, or do you first want to do this normal combat round?

Morrow, Tue |

Seeing the danger Verdan is in Morrow burns one of his spells (second level) to enhance the damage from his sword and focuses on the enemy between him and the cleric.
Full attack on Green. If that one drops Cleave would apply as he switches to Blue.
Attack #1: 1d20 + 10 + 3 + 2 + 1 + 1 ⇒ (9) + 10 + 3 + 2 + 1 + 1 = 26 BAB,STR,Magic,Haste,Bless
damage: 1d8 + 1d6 + 2 + 2 + 4 ⇒ (4) + (2) + 2 + 2 + 4 = 14
Attack Haste: 1d20 + 10 + 3 + 2 + 1 + 1 ⇒ (3) + 10 + 3 + 2 + 1 + 1 = 20
damage: 1d8 + 1d6 + 2 + 2 + 4 ⇒ (6) + (6) + 2 + 2 + 4 = 20
Attack #2: 1d20 + 5 + 3 + 2 + 1 + 1 ⇒ (9) + 5 + 3 + 2 + 1 + 1 = 21
damage: 1d8 + 1d6 + 2 + 2 + 4 ⇒ (2) + (5) + 2 + 2 + 4 = 15
Cleave: 1d20 + 5 + 3 + 2 + 1 + 1 ⇒ (4) + 5 + 3 + 2 + 1 + 1 = 16 BAB would be +10 instead of +5 if Cleave happens after attack #1 or the Haste attack, so 21 to hit. ??
damage: 1d8 + 1d6 + 2 + 2 + 4 ⇒ (6) + (2) + 2 + 2 + 4 = 16

GM West |

This is a Hasted round. Sorry Neb, I must have totally whiffed on that information you provided. My only excuse is my RL was busier than hell and I must have just overlooked it. I promise to be better from here on out! :)

Nebuzaradan |

My apologies, I was just being a cranky old man when I wrote that. Travel kicked my butt. RL should be everyone's priority. Junk happens in games and we deal. I hope all is working out for you.

Verdan priest of Pelor |

With blood flowing from many cuts. Verdan just smiles to the ogres as blow after blow hits him.
After his hit points get to less than 30
A yellow aura forms around Verdan, his "insurance" kicks in as the Stalwart Pact become active.
He gains 50 Temp. Hit points and any other blows after the Stalwart Pact went off is 5/magic effected for the next 10 rounds
He then casts defensively Cure light wounds on his person.
Concentration: 1d20 + 10 ⇒ (3) + 10 = 13
cure Light Wounds: 1d8 + 10 ⇒ (5) + 10 = 15 +7 = 22 hit points healed.
Stalwart Pact
(Races of Destiny
Evocation
Level: Cleric 5, Destiny (RD) 5,
Components:
Casting Time: 10 minutes
Range: Touch
Target: Willing living creature touched
Duration: Permanent until triggered, then 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell allows the target to enter a binding agreement with a deity, who provides a measure of protection when the need is dire.
Once this spell is cast, the pact remains dormant until the target is reduced to fewer than half of her full normal hit points.
The target immediately gains 5 temporary hit points per caster level, damage reduction 5/magic, and a +4 luck bonus on saving throws.
The hit points, damage reduction, and saving throw bonus disappear when the spell ends.
XP Cost: 250 XP.

GM West |

Sunday, 9th day of Planting, 594 C.Y.
Weather outside is unknown (underground for 2 days)
Current time is unknown, probably mid-morning.
-------------------------------------------------
Reonnyn sends an eldritch blast through the fire, but the wavering image confounds his vision and he misses his target (concealment miss confirmed), then jumps through the fire, getting only slightly singed. The same cannot be said of the half-ogres though, whose armor is glowing hot as though passed through a forge (4 fire damage each), though it seems the heat is starting to dissipate now - if quite slowly. Aurora aims her wand at one of the creatures and sends five bolts that explode into its head, killing it instantly! Verdan tries to heal himself, but the cleric is hard-pressed from all sides and the spell fizzles out. Morrow wades into the battle, his sword snapping toward his foes, fueled by the duskblade's magic and striking with uncanny accuracy as three of the half-giants go down to his blade!
With a terrible bellow, the half-ogre tries to bring down the cleric, despite being surrounded and seeing the effects of Verdan's fire shield. The blow connects solidly (12 damage), and though Verdan nearly collapses to his knees, still the cleric stands despite the awful wounds he has sustained and Verdan's smile is triumphant as the half-ogre falls dead at his feet, its flesh iced over as though it froze to death - at odds with the burning armor that turns the ice into steam within mere seconds.
Fire Damage: 1d6 ⇒ 2 vs Reonnyn (1/2 for the successful jump and a further 1/2 for the Reflex save = 1 fire damage
Red Half-Ogre’s Halberd Attack: 1d20 + 13 ⇒ (16) + 13 = 29 vs Verdan’s AC (26) = Hit!
Halberd Damage: 1d10 + 9 ⇒ (3) + 9 = 12
Fire Shield Damage: 1d6 + 10 ⇒ (4) + 10 = 14 cold (vs Red Half-Ogre)
The battle is done, and the party is able to take a look around as Verdan heaves a sigh of relief, knowing that he only just barely survived that bloody battle. The half-ogres are quite large, about 8' tall or so, but their weapons and armor aren't so big that they would be unwieldy to anyone but the halfling. They are (were) armed with glaives and clad in breastplate armor. They each also carried heavy composite longbows that look VERY tough to draw to their full pull (+5 STR), though those weapons are scattered on the floor when they were dropped by the creatures to engage in melee. Each of them also have quivers with arrows and large pouches that are filled with gold and silver coins.
The chamber itself is roughly hewn, nearly natural in appearance. A worked passage to the north leads to a door, while another door to the west is also set in a worked section of the cavern wall to the north. A steep cliff rises to the east, though it isn't much of a climb - about five feet high (no Climb check needed if you have ample time to do so - in the heat of combat it'd need a roll though) and those that try to get a peek as to what's beyond can see only darkness - though they get the sense it is a very large cavern that must surely be empty. Unless whoever is lurking there doesn't care that a half-dozen giant warriors over here were killed in a very noisy combat...
Verdan, I don't recall the Stalwart Pact being cast in any earlier posts? Interesting spell in any case, but that Races of Destiny isn't a book I have access to, and I don't track XP anymore, so I'm not inclined to allow spells from that book for those reasons. Apologies for that, but if you DID indeed cast that spell earlier in the adventure and I glossed over it, I'll allow it as a one-time thing - figuring it was a blessed amulet or something. Not that you wound up needing it anyway! Morrow, those were some awful rolls on the d20, but somehow you hit each time! And correct, that Cleave hit should have been a +10 BAB since it was your first strike that dropped a foe to 0 HP. You can take a 5' step between attacks, figured you'd do that to reach Yellow to take down that third one. Neb, let me know if you still want to summon that Lantern Archon, but that last opponent was looking in awfully bad shape by the time your action came around, so I'm guessing you'd have held off on that summoning spell? It couldn't have engaged until your turn in Round 6, and the battle ended when the creature struck Verdan at the end of Round 5 - right after you would have started your spell.
Ruins of Castle Greyhawk (Overview)
Map History of the Ruins of Castle Greyhawk
----------------------------------------------
PC Health & Adventure Notes
Reonnyn 63/64 [Hasted (+1 to attack rolls, +1 to AC/Reflex saves, 30' added movement, extra full-round attack) for 10 rounds; Blessed (+1 to attack rolls/fear saves) for 10 minutes; DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]
Aurora 52/52 [Hasted (+1 to attack rolls, +1 to AC/Reflex saves, 30' added movement, extra full-round attack) for 10 rounds; Blessed (+1 to attack rolls/fear saves) for 10 minutes; Resist Energy (30 Resistance to Acid) for 100 minutes]
Shadow 25/63 [Hasted (+1 to attack rolls, +1 to AC/Reflex saves, 30' added movement, extra full-round attack) for 10 rounds; Blessed (+1 to attack rolls/fear saves) for 10 minutes; Resist Energy (30 Resistance to Acid) for 100 minutes]
Verdan 3/61 [Hasted (+1 to attack rolls, +1 to AC/Reflex saves, 30' added movement, extra full-round attack) for 10 rounds; Fire (Chill) Shield (attacker takes 1d6 +10 cold damage, Verdan takes half damage from fire-based attacks) for 10 rounds; Blessed (+1 to attack rolls/fear saves) for 10 minutes; Iron Silence (No AC penalty to stealth checks) for 7 hours; Resist Energy (30 Resistance to Acid) for 100 minutes; +3 Deflection bonus to AC for 10 minutes]
Morrow 53/75 [Hasted (+1 to attack rolls, +1 to AC/Reflex saves, 30' added movement, extra full-round attack) for 10 rounds; Blessed (+1 to attack rolls/fear saves) for 10 minutes; Resist Energy (30 Resistance to Acid) for 100 minutes]
Nebuzaradan 38/50 [30’ above the floor; Hasted (+1 to attack rolls, +1 to AC/Reflex saves, 30' added movement, extra full-round attack) for 10 rounds; Invisible for 10 minutes; Blessed (+1 to attack rolls/fear saves) for 10 minutes; Greater Mage Armor (+6 to AC) for 17 hours; Overland Flight (40’ Fly speed) for 7 hours; Spectral Hand for 20 minutes]

Reonnyn |

Reonnyn surveys the group silently giving the cleric a brief shake of his head in amazement at his bravery (?). Motioning silently to the cliff face to the east he whispers softly, "Wait here. I will check that out, make sure no one is lurking therein.". He then scrambles quietly up to the top of the cliff face peering over the side.
Hide: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
Spot: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7 Keep in mind Reonnyn can see normally in darkness here.

GM West |

Reonnyn scrambles up the slope to take a peek. His darkvision allows him to see that the cave is indeed quite deep, with a passage to his immediate left and an opening further ahead, which appears to open into a very wide cavern. He can see what appears to be a fire pit that is currently unlit and apparently quite cold, with no embers or the like. He spots a good many bones lying discarded around the fire pit, and further back against the far wall of the cave (and just inside his darkvision range) the halfling sees crude fur beds that appear to be large enough to accommodate the half-ogres. He doesn't say any more of the creatures, though. At least not within his field of view.

Nebuzaradan |

I will save my archon.
Nebuzaradan casts detect magic and studies the ogres for anything of interest. If he spots anything he will mention it to the others.

Verdan priest of Pelor |

No worries, I will adjust my sheet
Verdan pulls out a wand and starts to drink in the healing from it.
Cure light wounds: 10d8 + 10 ⇒ (7, 3, 1, 4, 7, 6, 7, 6, 5, 1) + 10 = 57 using 10 charges from his wand.
Then he moves over to Nebuzaradan and Morrow to heal them with his wand.
Cure light wounds: 4d8 + 4 ⇒ (4, 3, 1, 2) + 4 = 14 :Nebuzaradan
Cure light wounds: 5d8 + 5 ⇒ (5, 5, 1, 7, 3) + 5 = 26 :Morrow
Total of 19 charges used

Aurora metalgazer |

Aurora sighs with relieve as the battle is over and everyone is still alive. The courage or lets say the foolishness of the cleric has stunned her a bit. He almost got killed!
But her main concern is getting Shadow all fixed before any step in these dark caves are to be taken.
casting repair light: 1d8 + 5 ⇒ (1) + 5 = 6
casting repair light: 1d8 + 5 ⇒ (4) + 5 = 9
casting repair light: 1d8 + 5 ⇒ (8) + 5 = 13
casting repair light: 1d8 + 5 ⇒ (7) + 5 = 12
"We have many doors to check, but lets take a breath before we continue. Suggest to either check or secure the doors near the blob first, we don't want to be attacked in the back"
Spells used: 1:5, 2:3. 3:2. 4:0, fast infusions: 1

Nebuzaradan |

If there is nothing magical on the ogres, Nebuzaradan (still invisible) will float in behind Reonynn and detect magic in the other room. If he detects anything, he will quietly notify the halfling.

Morrow, Tue |

With the brutes all down Morrow cleans his blade but keeps it ready in case more enemy come. When Verdan comes to heal him he sighs the feeling of wounds closing. "Disgusting creatures. Anything useful on them?"

GM West |

Sunday, 9th day of Planting, 594 C.Y.
Weather outside is unknown (underground for 2 days)
Current time is unknown, probably mid-morning.
-------------------------------------------------
Neb quickly determines that the glaives used by the half-ogres hold a mild enchantment (+1), as do their breastplate armor (+1). The creatures were apparently well-equipped as guards - and paid, for the party finds a fair amount of coins lining their pouches. Notably, the coins all appear to be minted in the City of Greyhawk.
Verdan gets to work healing himself, then Neb (a somewhat difficult task with the dwarf being invisible and all) and finally Morrow - as Aurora tends to Shadow. As the cleric finishes his work, using his wand until it is about half spent, the dwarven wizard and the halfling investigate the large cavern a bit closer, determining quickly that it is entirely uninhabited - though the invisible, flying dwarf keeps startling the warlock every time he swoops down to whisper in his ear that he's not sensing anything magical. A tunnel leads north, terminating in what appears to be a cross-passage, separated from that corridor by another small drop. The cavern itself is quite large and appears entirely natural. Though dozens of stalactites still hang from ceiling thirty feet up, the cave appears to have been cleared out long ago of any debris, as well as the stalagmites that once rose up from the floor here and there - only thick knobs of rock, polished nearly smooth over the years, remain. Nearly two dozen crude fur beds (22 to be exact) line the walls of the cavern, and the unlit fire pit in the center is surrounded by gnawed bones. The half-ogre encampent smells quite foul due to lingering body odor, rotting bones and flesh of past meals (not to mention the uncured hides that make up the half-ogre's beds), and an unhealthy looking trough in the short passage north, which seems to have been used as a latrine by the creatures, judging by the foul odor emanating from that area.
I'm imagining that Reonnyn is starting to get kinda jumpy with the invisible, flying Neb swooping in to say he's not finding any magical auras softly in his ear every twenty seconds or so! :) Your short term buffs have worn off by this point, just a heads-up. Figure that about three minutes have passed by to this point, and I've adjusted your mid-length buffs accordingly as well.
Magical Glaive +1 (x6)
Magical Breastplate +1 (x6)
Masterwork Composite Longbow (+5 STR) (x6)
96 Standard Arrows
149gp (gold orbs)
77sp (silver nobles)
103cp (copper commons)
Ruins of Castle Greyhawk (Overview)
Map History of the Ruins of Castle Greyhawk
----------------------------------------------
PC Health & Adventure Notes
Reonnyn 63/64 [Blessed (+1 to attack rolls/fear saves) for 7 minutes; DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]
Aurora 52/52 [Blessed (+1 to attack rolls/fear saves) for 7 minutes; Resist Energy (30 Resistance to Acid) for 97 minutes]
Shadow 63/63 [Blessed (+1 to attack rolls/fear saves) for 7 minutes; Resist Energy (30 Resistance to Acid) for 97 minutes]
Verdan 60/61 [Blessed (+1 to attack rolls/fear saves) for 7 minutes; Iron Silence (No AC penalty to stealth checks) for 7 hours; Resist Energy (30 Resistance to Acid) for 97 minutes; +3 Deflection bonus to AC for 7 minutes]
Morrow 75/75 [Blessed (+1 to attack rolls/fear saves) for 7 minutes; Resist Energy (30 Resistance to Acid) for 97 minutes]
Nebuzaradan 50/50 [15’ above the floor; Invisible for 7 minutes; Blessed (+1 to attack rolls/fear saves) for 7 minutes; Greater Mage Armor (+6 to AC) for 17 hours; Overland Flight (40’ Fly speed) for 7 hours; Spectral Hand for 17 minutes]

Reonnyn |

Once the crew has assembled in the cavern Reonnyn points at the northern exit, wrinkling his nose in disgust. "I don't want to go that way...who knows what filthy diseases lurk there!" Gazing back towards the entrance he ponders, "These half-ogres were well equipped and well-paid. I think we had better investigate who is paying them...and why."
Judging by the map, it looks like the four doors in room F1 are false, and likely trapped. I say we leave them be and head out of the leftmost exit in F2.

GM West |

Judging by the map, it looks like the four doors in room F1 are false, and likely trapped. I say we leave them be and head out of the leftmost exit in F2.
Just a reminder that you are up quite a bit higher than those doors. Just sayin'... :)

Morrow, Tue |

Morrow moves to the open area/cross-passage. "I don't want to cross through the fire, but there's an open area here. If anything was here it could hear the battle. Let's check this before we work on doors."
Doing as stated.

GM West |

Sunday, 9th day of Planting, 594 C.Y.
Weather outside is unknown (underground for 2 days)
Current time is unknown, probably mid-morning.
-------------------------------------------------
The party heads into the large, darkened cavern that Reonnyn and Neb are investigating - though the dwarf is still unseen, you can occasionally hear the rustling of his robes somewhere above you. The halfling and the dwarf provide a rough description of the cave, though it is entirely unseen to those without darkvision. The cavern with the half-ogres was fairly well lit by the flames, but the light only barely extends into this chamber. The foul, noxious stench of the latrine to the north is quite palpable however, though the duskblade isn't deterred from taking that route to get a closer look at the cross-passage once he has some light to see by.
This whole area is shrouded in darkness, so you'll need light to see (unless you have darkvision - which I think includes only Neb and Reoynnyn.) Be sure to let me know who is holding a light source and what it is until you encounter areas that are lit. Morrow, I moved you back into the cavern until we get this little detail resolved.
Ruins of Castle Greyhawk (Overview)
Map History of the Ruins of Castle Greyhawk
----------------------------------------------
PC Health & Adventure Notes
Reonnyn 63/64 [Blessed (+1 to attack rolls/fear saves) for 7 minutes; DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]
Aurora 52/52 [Blessed (+1 to attack rolls/fear saves) for 7 minutes; Resist Energy (30 Resistance to Acid) for 97 minutes]
Shadow 63/63 [Blessed (+1 to attack rolls/fear saves) for 7 minutes; Resist Energy (30 Resistance to Acid) for 97 minutes]
Verdan 60/61 [Blessed (+1 to attack rolls/fear saves) for 7 minutes; Iron Silence (No AC penalty to stealth checks) for 7 hours; Resist Energy (30 Resistance to Acid) for 97 minutes; +3 Deflection bonus to AC for 7 minutes]
Morrow 75/75 [Blessed (+1 to attack rolls/fear saves) for 7 minutes; Resist Energy (30 Resistance to Acid) for 97 minutes]
Nebuzaradan 50/50 [15’ above the floor; Invisible for 7 minutes; Blessed (+1 to attack rolls/fear saves) for 7 minutes; Greater Mage Armor (+6 to AC) for 17 hours; Overland Flight (40’ Fly speed) for 7 hours; Spectral Hand for 17 minutes]

Reonnyn |

I believe Verdan knows Light as a spell. Also he does have an Everburning Torch, if it comes to that.

Aurora metalgazer |

After having healed her spider Aurora accomponies Reonnyn and Ebuzaradan into searching the large room. She lets her spider move ahead using her 'eyes' to scan the room.
The spider has darkvision and lowlight vision, and it can share its sight with the owner
Sorry, I am out of level 1 spells, but I think I can burn a level 2 to cast a level 1 light spell?

GM West |

And 3.5 doesn't allow you to cast those 0 level spells ad nauseam, remember! Didn't notice that Shadow allows that Aurora, so you're good to go! You'll probably want to use Verdan's everburning torch for he and Morrow to see by, rather than burning a 2nd level spell that won't last terribly long, but I'll leave that to you. Yes, you can always burn a higher level spell slot to cast a spell in a lower level slot - though only if you're a spontaneous spellcaster, obviously. Still, you might want to hold onto your spell slots for now.

Morrow, Tue |

Norebo’s Hand is a +2 Shocking Burst Longsword (+1d6 electricity damage on a hit, +1d10 ‘extra’ on a critical hit) and grants the wielder the following abilities:
~Darkvision out to 120’
~Blindsense to 60’
~Cure Moderate Wounds (2d8+3) up to 3/day on its wielder
~Detect Magic at will
I don't have a torch in the shape of a sword anymore.... But I can see!

Aurora metalgazer |

Aurora borrows Verdan's torch to searchthe big room together with Shadow. Looking for stuff thats out of the ordinary.
Then she will focus her attention of the doors in F2, being extra carefull near and on the doors as those are places most likely to be boobytrapped.

GM West |

Sunday, 9th day of Planting, 594 C.Y.
Weather outside is unknown (underground for 2 days)
Current time is unknown, probably mid-morning.
-------------------------------------------------
Aurora spends some time searching the beds and the walls using Verdan's magical torch [Search Check (Take 10) = 28], and the keen-eyed artificer notices an odd bulge in some of the piled-up furs. It turns out to be a coffer made of metal, roughly a foot wide and long and about half that in its depth. The box is secured with a stout lock, but judging by the rattling inside as she picks it up, it sounds like there's a good deal of coins and other small objects inside.
Beyond that potential source of treasure, there's nothing else of note - no secret door the like. At least, nothing she spotted with a cursory look that lasted all of about two or three minutes.
I'll nudge Verdan and see if he's still around. Aurora, you can give me a Search check if you'd like to see if you manage to find anything more - but you were guaranteed of finding that box even with a '1' on the dice roll with that modifier.
Ruins of Castle Greyhawk (Overview)
Map History of the Ruins of Castle Greyhawk
----------------------------------------------
PC Health & Adventure Notes
Reonnyn 63/64 [Blessed (+1 to attack rolls/fear saves) for 7 minutes; DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]
Aurora 52/52 [Blessed (+1 to attack rolls/fear saves) for 7 minutes; Resist Energy (30 Resistance to Acid) for 97 minutes]
Shadow 63/63 [Blessed (+1 to attack rolls/fear saves) for 7 minutes; Resist Energy (30 Resistance to Acid) for 97 minutes]
Verdan 60/61 [Blessed (+1 to attack rolls/fear saves) for 7 minutes; Iron Silence (No AC penalty to stealth checks) for 7 hours; Resist Energy (30 Resistance to Acid) for 97 minutes; +3 Deflection bonus to AC for 7 minutes]
Morrow 75/75 [Blessed (+1 to attack rolls/fear saves) for 7 minutes; Resist Energy (30 Resistance to Acid) for 97 minutes]
Nebuzaradan 50/50 [15’ above the floor; Invisible for 7 minutes; Blessed (+1 to attack rolls/fear saves) for 7 minutes; Greater Mage Armor (+6 to AC) for 17 hours; Overland Flight (40’ Fly speed) for 7 hours; Spectral Hand for 17 minutes]

Aurora metalgazer |

Oh, what have we gots here...."
Search room: 1d20 + 18 ⇒ (14) + 18 = 32
Search trap on box : 1d20 + 18 ⇒ (11) + 18 = 29
Open lock on box: 1d20 + 14 ⇒ (6) + 14 = 20

Verdan priest of Pelor |

Being in the dark Verdan gets his magic torch for Aurora, To lighten his way he uses the glow from his holy mace, it's not much but at least he won't trip on his own feet as he walks.

GM West |

Sunday, 9th day of Planting, 594 C.Y.
Weather outside is unknown (underground for 2 days)
Current time is unknown, probably mid-morning.
-------------------------------------------------
Aurora doesn't find anything else of interest in the room, nor any secret doors or the like and returns her attention to the metal box as Verdan holds the torch for her to work by. Finding no traps, she proceeds to pick the lock - though it proves a bit tricky and it takes her a few tries to get it open...
Just FYI, since the PHB appears to allow one to 'Take 20' on Open Locks, I'm usually not worried about it unless you're in a big hurry to open that lock OR if you roll a 1. I figure that probably means you snapped your lockpicks in half or something and jammed it good. So Aurora, give me a few more rolls please until you beat DC 30. In the future, I'll just put the DC down and you can roll over and over until you beat it (or roll a '1'!)
Ruins of Castle Greyhawk (Overview)
Map History of the Ruins of Castle Greyhawk
----------------------------------------------
PC Health & Adventure Notes
Reonnyn 63/64 [Darkvision; Blessed (+1 to attack rolls/fear saves) for 7 minutes; DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]
Aurora 52/52 [Darkvision; Carrying Everburning Torch for light (for Verdan's sake); Blessed (+1 to attack rolls/fear saves) for 7 minutes; Resist Energy (30 Resistance to Acid) for 97 minutes]
Shadow 63/63 [Blessed (+1 to attack rolls/fear saves) for 7 minutes; Resist Energy (30 Resistance to Acid) for 97 minutes]
Verdan 60/61 [Darkvision; Blessed (+1 to attack rolls/fear saves) for 7 minutes; Iron Silence (No AC penalty to stealth checks) for 7 hours; Resist Energy (30 Resistance to Acid) for 97 minutes; +3 Deflection bonus to AC for 7 minutes]
Morrow 75/75 [Darkvision; Blessed (+1 to attack rolls/fear saves) for 7 minutes; Resist Energy (30 Resistance to Acid) for 97 minutes]
Nebuzaradan 50/50 [Darkvision; 15’ above the floor; Invisible for 7 minutes; Blessed (+1 to attack rolls/fear saves) for 7 minutes; Greater Mage Armor (+6 to AC) for 17 hours; Overland Flight (40’ Fly speed) for 7 hours; Spectral Hand for 17 minutes]

GM West |

Aurora curses as her fine tools break off inside as she works, jamming the lock...
Oops indeed! You can try again, though the DC just went up by 5 (to 35) and unless you have a spare set of lockpicks (just give me a plausible idea of what you're using) you'll be at a -2 to the roll. You can also try and force the lock with a weapon, of course with a strong chance of damaging whatever is in the box. Coins would be safe, of course! Hardness=10, HP=15, Break DC=25.

Reonnyn |

Question: Could Reonnyn use his Eldritch Blast here to blast the lock away? According to the ability description the Blast does half damage to objects. The key point here is whether Reonnyn can focus the ray on a tiny object like a padlock without damaging the box itself. Your call here.

GM West |

Question: Could Reonnyn use his Eldritch Blast here to blast the lock away? According to the ability description the Blast does half damage to objects. The key point here is whether Reonnyn can focus the ray on a tiny object like a padlock without damaging the box itself. Your call here.
Interesting! With the half damage to objects (still subject to Hardness, I should think) you can definitely try to blast the box apart! Not the lock, though. Too small. Same goes if you use a sword or an axe or anything else to destroy the box and get inside.

Aurora metalgazer |

As a burgler, always have backup tools, never relay on plan a alone
That darned lock was challenging her, provoking her, a mere half-giant lock mocking her. She would not have it... NEVER
She then focusses all her attention at that damned padlock
open lock: 1d20 + 18 - 2 ⇒ (18) + 18 - 2 = 34
open lock: 1d20 + 18 - 2 ⇒ (11) + 18 - 2 = 27
open lock: 1d20 + 18 - 2 ⇒ (16) + 18 - 2 = 32
open lock: 1d20 + 18 - 2 ⇒ (17) + 18 - 2 = 33
open lock: 1d20 + 18 - 2 ⇒ (20) + 18 - 2 = 36

GM West |

Reonnyn take a closer look at the box, trying to determine if his magic might help. But Aurora only gives the halfling a dark look and withdraws some backup tools from her pack. Not as finely crafted as her burglar tools, but they'll do in a pinch. After about a half minute of intense work, the lock springs open, much to the artificer's delight.
There are a good number of valuables inside, including gold and platinum coins, an ivory ring set with an amethyst and a small leather bag tied off to a braided leather necklace. Inside the bag is a tiny bead that resembles a lusterless pearl. The group notes that these coins are mostly minted from various nearby kingdoms, including the Duchy of Urnst, Verbobonc, Furyondy, Dyvers and even far-flung Ahlissa. Some are local Greyhawk currency, but for the most part these coins have likely been collected over many years across the lands - probably from the victims of raids and the like.
140 pp
1,300 gp
Ring (ivory, set with amethyst - value of 500gp)
Bead (resembling a lusterless pearl - value of 10gp)

Reonnyn |

Long experience, coupled with a healthy sense of paranoia, leads Reonnyn to examine the discovered jewelry a bit closer...Detect Magic.

GM West |

The ring is a mundane, if valuable piece of jewelry. The small pearl however, radiates a moderately powerful magical aura - though the halfling isn't familiar enough with the various schools of magic to determine what kind it belongs to, much less what it might be used for...
I'm pretty generous with my rules for identifying magical items in 3.5, as I use the Pathfinder rules for this rather than forcing players to use up pearls and Identify over and over again. Knowledge (Arcana) will identify the school of magic, and Spellcraft will allow you to identify the properties of a magical item. Reonnyn, alas, has neither of the above.

Aurora metalgazer |

Aurora examines the small pearl with renewed interest... Why did I miss that in the first place?
Artificer knowledge: 1d20 + 15 ⇒ (8) + 15 = 23
Aurora has Artificer knowledge feat, though not to sure what the base
number ( parhaps knowledge arcana ). I excluded it out of the roll for now
Artificer knowledge ( An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Int modifier to detect whether a specific item has a magical aura. The artificer must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item. )

GM West |

So that sounds like a limited 'at will' Detect Magic to me - you don't even need to make the roll, since even a 1 will give you success. But the ability states specifically you can't glean any specific powers, only the fact that it's magic. Somebody with ranks in Spellcraft can cast the spell Detect Magic to get more - or you can use an Identify spell.

Aurora metalgazer |

Talking to the pearl: "Okay you little beauty, your secret will be learned later." She wanted to give the pearl a little kiss, but it could have some unknown, bad magic. So she just picks all the coins and put it in one sack into her haversack.
When she gets back to the rest, she tells them what she found and then she start examining the door and the path to it for traps.
search traps: 1d20 + 18 ⇒ (3) + 18 = 21.
Aurora has spellcraft ranks, I would think she would be able to see which magic aura it gives ( divine, necro ), or does she only see its magic?

GM West |

Aurora has spellcraft ranks, I would think she would be able to see which magic aura it gives ( divine, necro ), or does she only see its magic?
Aurora, I'm currently working on your character sheet - that homunculus is giving me some problems, but working through it. Anyway, after some thought and in trying to make identifying magic items at least a little easier for you all , go ahead and roll up a Spellcraft check!
Aurora finds no traps on the door in question.
Aurora, I moved your avatar on the map to the door I'm thinking that you just checked.

Morrow, Tue |

"Can I check it?"
Arcane Attunement for Detect Magic. Spellcraft +15 1d20 + 15 ⇒ (13) + 15 = 28