Off In Formation (DM/Al) Monday January 2nd, 2006 10:25:17 PM
Lorbius turns from what appears to be a conversation with Yorrick. His smile is genuine as he greets the Children of Chaos.
"Prionel Treestalk," he bows to the elf, "it is an honor to meet the consort of Sabra."
"Thank you, Woodland Strider," Prionel replies, "but I am but an ordinary elf, graced with the love of those consecrated to the Woods."
Lorbius turns to the Children of Chaos. "I will ensure that Prionel is returned safely to his home."
Preparations are made for the journey over water. Lord Lorbius introduces the three Turtle Handlers. Tars is a large man with a full brown beard. Bargle is slight and wiry, with gray eyes that reflect the color of the water. Rhodus the Breaker is bald, as bald as his turtle's enormous bone plated head. All three are tanned and weathered. They are men of the lake, outdoors in all manner of weather.
Jaeden, Dalek and Savin ... no not Savin after all, it is Jasper, board the turtle with the nimble Bargle. Savin, Firn'gaer, Sly and Luke travel with the large man Tars. And Peerimus, Yorrick and Lady Silverhand board behind Rhodus the Breaker. There are metal rings threaded through holes in the bony plates of each Turtle's upper shell. Through these rings, rope nets secure moderate sized bundles to each turtle's back, lashing them down to prevent them from sliding off. Jaeden's trussed armor is held within one, as are any other supplies that require such treatment.
"I will inform Lord Malneth that he no longer need the letter," Lorbius calls after Sly Foxx as the Turtle Handlers push away from the docks with their long boarding pikes. "But I cannot promise that the Holy Pin can be returned to you. It may be possible to send a carrier bird after you with the Pin. But there is no guarantee that it would be able to find you. We will do our best."
As the great turtles, forty feet long and near thirty wide, gain the open waters away from the docks, their powerful flippers surge through the water, propelling them across the lake. They take up a triangular formation, the two behind following riding in the calm of the wake behind the first. Rhodus the Breaker takes point with his turtle.
"Where to, Yer Lourdship?" he calls over his shoulder to Peerimus in a gravelly weather beaten voice. "I heard t'was generally nor'east, but I've heard no more than that."
A good question. Where is the group bound? How long will it take? How will they know when they get there? And what of the mystery of the giant kraken that the Mother and the Father told Peerimus was out here. Somewhere.
=== OOC ===
Going to set up watches? The lead turtle is about 60 feet in front of the two behind. The two behind are about 50 feet apart. If you wish to communicate between boats, you'll probably have to shout.
The time is late morning, nearing noon.
Sly and Luke Tuesday January 3rd, 2006 6:37:04 AM
As the two sit there relaxing, Sly ask Luke "What do the bothof you do while we were gone? Luke answers, "We play chase rabbit! Rabbit fast!" Sly again ask "Did you catch the rabbit?" Luke starts to boast "Me was first to pounce on rabbit, when Yurric with big paw, bat us away. Rabbit ran away, we laught, You come back!" Sly smiles "Well! that was some adventure, you must be tired? Let's take a nap!"
Both Elf and Dog falls asleep.
Savin d20+12=31 d20+12=28 Tuesday January 3rd, 2006 2:57:58 PM
Savin calls over to Jasper and asks, "Can you prepare some create food and waters? I have a feeling we are going to get hungry."
Savin looks at his travelling companions and the quickly sleeping Sly and Luke and sighs. To Firn'gaer he says, "I suppose you are going to just look at those musty old books aren't you? I really miss Niobe. She knew how to keep a day interesting. She didn't even have to say anything. I could just look at her and find myself in the most wonderful place. Why don't you get some rest, so you can study and I will keep watch."
Savin will pull out his pipes and start playing comforting music. After a few songs, he will go up to Tars and watch how he is directing the giant turtle. Eventually if the man is willing, he will try and draw him into conversation. He will scan the horizon and keep his eye on the other turtles as well.
spot check 31 listen check 28
Firn'gaer d20+6=25 Tuesday January 3rd, 2006 4:15:20 PM
Firn'gaer looks at Savin, "Probably will, but for now I'd rather enjoy my pipe and maybe some wine while I look out on the water." Taking out his pipe, "Never been on one of these, not particularly keen on losing my musty old books overboard. So for now I'll just sit and listen. As for food, I'll pass. Haven't really need to eat for some time and don't need a much sleep either."
Jaeden Ohm Tuesday January 3rd, 2006 4:49:59 PM
Looking around Jaeden spots little Firngaer looking out onto the water and puffing on his pipe.
hmm... that looks good. Haven't enjoyed a good pipe since waking up in the Floating City. Have to remember to pick one up next time I can.
He calls out the contented Gnome, "Firngaer, sorry to disturb your thoughts. You should check the mirror every so often to make sure we're on track." He smiles but is unsure if the expression is noticable from this distance.
Peerimus and Yorrick Tuesday January 3rd, 2006 5:00:01 PM
Yorrick is apparently not so keen on the turtle travelling technique and a few whines of protest can be heard as the reptiles push further and further out. Peerimus is quick beside him with a reassuring hand and a few words. Looking out over the widening expanse of water, Peerimus moves up the shell to stand near the handler. "Magnificent creatures these. How long to do you work with them before they are so amicable? What goes into thier training and care." Peerimus truly hopes that there are no answers forth coming that will have him turning back around, but recent events have shown him there is much more to himself than he had acknowledged before. He is not merely the son of Father and Mother, but thier guardian and protector, champion and herald as well.
In answer to Rhodus, he places a hand on his shoulder and leans in slightly to speak over the wind, "You know as much as we right now." His head turns to the side, towards Firngaer and shouts, "Firngaer, We will be needing additional guidance from the Vision!"
Ten Nautical Miles Into The Northeast (DM/Al) Tuesday January 3rd, 2006 9:13:51 PM
Despite the churn of water, the Turtle ride is surprisingly smooth. Perhaps, a bit disconcerting is the slope from the Turtle's back into the dark waters with no benefit of guarding rail.
"We try to raise the Turtles from the Shell, Yer Lourdship," Rhodus answers over his shoulder in reply to Peerimus' question. The man speaks loudly over the sound of the waves and boil of the water. "But sometimes a wild one will come to us. And in that case, it's up to a Breaker, like me to learn them what is and what isn't. Mostly it's patience, and the willingness to live with the critters for weeks on a time. You see, you can't really hurt a Turtle without really hurtin' 'im, if you get my meaning. So the only way of persuadin' 'im to do things for ye is to convince 'im that you're part of 'im. I've heard some that work years with a Turtle. Me, I was two months with Titan here. Some was less fer me. Not many were more. Helps if you have the knack with them. Some has it. Some don't."
The tower of Floating City grows smaller and smaller, gradually disappearing into the horizon. The shoreline too, thins to a haze and then is gone. Water. The Wold becomes nothing but sky and water. The whistle of wind and the splash of water are unending and ubiquitous, interrupted only by the sound of Savin's merry pipes.
"Ye tell me when ye'll be wantin' to stop then, Yer Lourship," Rhodus says to Peerimus. He stands from his seat behind the head of the giant turtle named Titan, and makes his way to the rear. He makes hand signals to Tars and Bargle in the rear, pointing in the direction in which they are headed. Both men seem to understand.
Both Jaeden and Peerimus call out to Firn'gaer for the Vision of Noxnyx. Savin keeps lookout, but he sees nothing but the waters of the lake. Sly sleeps curled with Luke on their Turtle's back.
"Beggin' yer pardon, Yer Lourdship," Rhodus addresses Peerimus again. "But if we'll be going over long, we'll need to be take a few wee rests. Turtles tire just as ye and I. After some eight or so hours, we'll need to rest for four. We'll be floating then. After four hours, the beasties should be ready for another eight."
Those with a head for distances might estimate the progress of the journey at 12 land miles. Peerimus may even have recognized the outer boundary of the Commune with Nature spell that he had cast the day before, as the group, upon their Turtle mounts, passes beyond it. Four Hours Have Passed. The sky is clear and blue, and it is now nearing Three in the Afternoon.
Firn'gaer d20+7=22 d20+8=21 Wednesday January 4th, 2006 7:12:03 AM
Firn'gaer sits enjoying the ride on the turtles until he become bombarded with requests for direction from the mirror. He points in the direction they're going when asked for additional guidance.
He then takes out one of his metamagic rods he cast a spell to enhance his vision before retrieving the Vision.
"Are there any shores with high cliffs where the lake might crash? Perhaps in the current direction of travel." He says to the driver.
Looking into the mirror, the wizard starts to concentrate on what he sees in the mirror. At first he looks at their current position and then he moves the vision forward. Slowly, a little at a time, he moves it away from their position.
Sly and Luke d20+5=20 Wednesday January 4th, 2006 7:59:48 AM
Sly sleep only four hours, he wakes to see Luke is still sleeping. Sly will take his turn at guard duty, Letting the other either nap or sleep. Sly thinks to himself 'Thank goodness for my low light vision.'
Sly will also examin his new gift that he won in the Giggling Ghost, 20 black Flight Arrows in a black leather Quiver and a potion of Flying from Lotto prize.
Spot - 25
Savin Wednesday January 4th, 2006 7:35:07 PM
Savin will nudge Sly with his toe after a couple of hours and when the man looks at him says, "Time for you to keep look out." Savin then stretches out, puts a blanket over his face to keep the light out and goes to sleep
Twenty Nautical Miles And a Rest in the Early Evening (DM/Al) Wednesday January 4th, 2006 9:55:27 PM
The trio of Turtles churns through the afternoon with the Children of Chaos aboard.
Firn'gaer brings out the bronze tripod, the Vision of Noxnyx. Its screen is a swarm with the shapes and shooting lines that have, Powers know, what meaning. Some of the shapes are known. The shapes of each member of the group. Savin shows up more strongly with the Amulet of Seribond in his possession. Sly does as well with Ilsidur tucked away in his snuff box.
All around, however, is chaos. Moving the view slowly ahead reveals more of the same.
The Turtles travel on with nothing but water all around.
Sly awakes and takes over the watch. Savin takes the opportunity to nap.
The sun sinks toward the horizon. The underbellies of the low lying clouds are dyed with a rich purple to counterpoint the orange glow of the sunset. The waters grow even darker still. Sly spots nothing out on the waters. Nothing but more water.
The distance is approximately 24 land miles from Floating City. Eight Hours Have Passed. The sunlight from the distant horizon is faint. For the humans each of the occupants on the Turtle's back is becoming nothing but a dark shape.
Finally, there is a call from Rhodus. The Turtles cease their labours, and the churning white noise of their passage slows to a stop.
"We're resting here," says Rhodus the Breaker. "Four hours. The Turtles will have to be resting. And it's better to wait for the stars to come out so's not to lose our way."
The Handlers break out everburning torches. These they lash to the points of their boarding pikes. The blunt end, the wedge into cleverly crafted holes in the shells of their Turtles. The torches form pools of light in a sea of darkness. Then each of the Handlers drags a wet bag out from under the cargo nets. Bargle grins, as he pulls a worm as fat as his thumb from out of his bag to show Jaeden and Jasper. Each Handler gently enters dark water near the head of their Turtle. Treading water before the large wickedly curved beaks, the Handlers feed their mounts.
The three Turtles are now in tight triangle with 30 feet between them. The darkness is darker still for there being nothing for miles around. The only sounds are the soft splashes of water.
(Firn'gaer, as a gnome, don't you already have Low Light Vision?)
Sly (AC 25 73/85 hp) Thursday January 5th, 2006 7:53:12 AM
When Savin nodges Sly with his toe, Sly Yelps in pain "I'm up!". Sly lets Luke sleep, but goes to Firn-gare "After you done with you thingie! Would you take a look at my side? I had taken an arrow in my side. I thought I had taken care of my wound, but it still hurts."
Sly takes in the beauty of the night, The Feeding of the Turtles and the cooling breeze. Sly Speaks to Luke (who finnaly wakes and sits by Sly's side) "Look how beautiful Mother Nature can be, when she want to be!"
Peerimus and Yorrick d20+13=20 d20+6=18 Thursday January 5th, 2006 8:16:44 AM
With evening falling, Peerimus sits back and watches the handlers with the great turtles. Quite a wondrous sight and very peaceful. A good place for a druid to seek refuge, here on the open waters. Perhaps someday. Peerimus looks over to a just waking Yorrick and smiles and then to the beautiful canopy of stars above.
Breaking from his 'moment', he stands and moves towards the edge of a the turtle and takes a seat. "Nothing then Firngaer? We eclipsed the borders of my commune this afternoon sometime, but are still well within territory of a Kraken. Didn't the seer witch say something about down into the dark. Perhaps it was travel for a day and then go down? If it sounds reasonable, I can look in the morning. Little point now as I could not see. Not that 3 great turtles are likely to be attacked, but our watches tonight, I think should be myself and Firngaer, then Jaeden and Sly with Jasper and Savin for morning."
On Watch Spot 20 Listen 18
Spell 0: Detect Magic x2, Mending, Purify Food and Drink, Read Magic, Light Leve 1: Calm Animals x2, Faerie Fire x2, Shillelagh x2, Speak with Animals Level 2: Barkskin x2, *Hornet Nest, Bull Str x2, Level 3: CMW, Daylight x2, Greater Magic Fang, Dominate Animal Level 4: Freedom of Movement x3, CSW Level 5: Animal Growth, Freedom of Movement, CCW Level 6: Mass Bear's Endurance
Firn'gaer d20+6=25 d20+8=16 Thursday January 5th, 2006 12:20:56 PM
[OOC: Al - He does, but the spell also give a +2 bonus to Spot & Search which he'd need if he's going to have a prayer to spot anything in the mirror.]
After a long day of looking in the Vision of Noxnyx Firn'gaer buts the artifact away and decides to mingle. It'll be a long day on the water and as he said before he'd rather not lose anything overboard.
Meanwhile, Rufus stays in close to the wizard. Occasionally coming out to shout to anyone who'll hear, but mainly to Firn'gaer. I HATE WATER...I HATE WATER...big smelly turtles. If it's not freezing tundra, or smelly foul sewers, it's water. I hate it all. Why can't we go back to the warm comforts of home remember that New Elenna and warm beds and hot meals...I miss hot meals. Sweet breads and sugared treats...I miss the sugar treats...I HATE THE WATER...I HATE IT...
"NO! NOTHING!" Firn'gaer shouts to Peerimus on one of the other turtles.
The wizard raises an eyebrow at Sly's request. "Ooookkay. I can look at that if you want, but bandaging is really out of my expertise. How about I just give you a healing potion and say Call me in the morning." Firn'gaer reaches into his Haversack and takes out a Potion of CLW and hands it to Sly. "This will do more good than I can."
[Sly it is a Potion of Cure Light Wounds. It heals 1d8+1. Let me know if you take it so I can mark it off Firn'gaer's sheet.]
Savin d20+11=21 Thursday January 5th, 2006 8:30:31 PM
Savin hears Sly's groan and then his appeal to Firn'gaer for help. He walks up to the Bladesinger and gently pokes him in the head. "Stupid, you know I have healing skills! Remember I grew up in a monastary. It was a healing order... (Savin's tone drips sarcasm). Now take off that shirt and let me see."
Savin will look at the wound and apply his healing skills to it. Assuming we get 8 hours rest, big assumption, Sly will get back 2 x his level hps back by tomorrow.
Savin looks over at Firn'gaer and says, "Keep the potion for now. Lets use that in emergencies"
Thirty Nautical Miles In The Dead of Night (DM/Al) Thursday January 5th, 2006 9:29:42 PM
The ride upon the Turtle's back is light duty, providing rest and some relaxation for most. With the amazing constitution possessed by most adventurer's, Sly Foxx needs but eight hours of lounging around, and his arrow wounds are nothing but a light scar. [/i](Sly, recover 12hp from normal healing.)[/i]
Firn'gaer reports his lack of findings to Peerimus, while a small squeaking voice reports its displeasure to anyone willing to listen.
The Turtle Handlers climb back aboard, and seated quietly near the heads of their mounts, tend to their own dinners. The last rays of the sun fade to black, but soon the sky winks with one, two, five, ten, hundreds, thousands, oceans of stars. The Handlers take down the everburning torches, and the next four hours are filled with the darkness down on the Wold, the bright canopy of stars, and the gentle lapping of the waves.
Near an hour till midnight, the Turtle Handlers rouse themselves and prepare to continue the journey. Again, they put up the everburning torches. Less to see by, than to see each other by. Tars and Bargle nudge their Turtles to the rear of the formation. Rhodus reads their position from the stars, and once again, the group continues to the Northeast.
The next four hours is wrapped in a disorienting and hypnotic cloak of sameness. The darkness is unchanging, even with the stars above. The sound of the Turtles churning through the water is a constant and unending white noise. With no detail save the dark and endless water, even Sly and Firn'gaer, their vision graced by the light of the stars, can see nothing but a gray and featureless seascape. It dulls thought. The mind prays for morning. If for no other reason, than for the return of light and color.
The distance is approximately 36 land miles from Floating City. 16 Hours Have Passed. The time is around three in the morning.
=== OOC ===
Please state whether you have rested or not. You may backpost to the beginning of the four hour rest period.
Firn'gaer, rest or use the Vision?
Also, if you keep watch, don't forget the Spot Checks. Listen checks seem largely useless. The sound of the Turtles swimming through the water is pretty noisy. -15 Penalty.
Sly and Luke d20+5=19 d20+5=6 Friday January 6th, 2006 7:27:41 AM
Sly look into Firn'gare's eyes. "You know when we first met, I though you was some what of a stuff shirt, But I was wrong, Your Truely the best Wizard and Friend, I like your cures, (Sly LOL)'Take one potion and call me in the morning!' Sounds Good To Me."
At this point Sly is about to take the potion when he get a poke on the back of his head, Sly turns around, There stand Savin Dressing him down and tell Sly to take off his shirt, Sly give back the potion, the takes off his shirt. Sly replies To Savin "When you came off watch, Savin. You were very tired and I though you were asleep,that's why I went to Firn'gare. But Darn! you must have the hearing of an owl, Old Friend!" Sly stand there (not with out pain).
When Savin is finish, Sly odres the both of then to take at least a long nap. "After all your on my watch now, worry only if I fall over board!"
Siting down and waching and listensing,ther is nothing but the sounds of the night. But the stars and the night are beautiful just like his little gypsie girl, Black hair like the night and sparkling Eyes like the stars. He has not though of her for a while, but still hold her in his heart.
Then the handlers come back, then they were off again.
Peerimus and Yorrick Saturday January 7th, 2006 11:08:17 AM
Peerimus is on the first watch which lasts to about Midnight. The druid will stop the handlers from pressing on. "We will wait here until morning, unless you can give reason not to. We might be at our destination such as it may be. In the morning I can asertain perhaps more."
Peerimus will call over to Firgaer, "Make sure to remind Sly we are waiting here til morning." Glancing at the sleeping Jaeden, on a different turtle, Peerimus will ask the handler over there to wake him. "time for your watch Jeaden."
Peerimus then lies down next to a slumbering Yorrick and gets comfortable against his bulk
Spell 0: Detect Magic x2, Mending, Purify Food and Drink, Read Magic, Light Leve 1: Calm Animals x2, Faerie Fire x2, Shillelagh x2, Speak with Animals Level 2: Barkskin x2, *Hornet Nest, Bull Str x2, Level 3: CMW, Daylight x2, Greater Magic Fang, Dominate Animal Level 4: Freedom of Movement x3, CSW Level 5: Animal Growth, Freedom of Movement, CCW Level 6: Mass Bear's Endurance
Added Note Pereimus plans to cast Commune with Nature in the Morning
Jaeden Ohm d20+8=12 d20+2=21 Saturday January 7th, 2006 3:54:26 PM
Despite having been soundly asleep Jaeden has no difficulty instantly waking and taking his watch. Life in a mercenary company prepares one for such things...
The nighttime watch, the vigilance in the dark, reminds the warrior of his past and the painfull memories of disillusionment. Reminds him of difficult choices and the courage it took. 'Did I do the right thing?' he questions himself.
A shrug brings him back to the present and to the calm darkness around him, but before long sameness of the environment pulls him again into thought.
That craziness at the townhouse seemed so similar at first... I don't know what I would have done if that captain didn't try to murder the Elf... do my companions know something that I don't about them... they were so willing to attack them even before anything became clear. I should ask the Druid some time when I can get him alone.
The rest of his watch is much of the same. Periods of watchfullness and periods of contemplation.
rolls and actions watch spot 12 watch listen (just in case) 21 - 15 = 6
Savin Saturday January 7th, 2006 7:47:35 PM
Savin sleeps for a few more hours but wakes up and stretches. He looks over at the decides he wants to test his water magic and get used to it, so he pulls out his pearl of sirines and activates its magic.
He will then dive into the water and swim around amazingly fast, visiting each of the turtles and saying hello to who ever is on guard. He makes sure to stay away from the turtles's heads however since he doesn't want to become a snack.
He will then dive down to test the magic and start doing some kata under the water and getting used to his enviroment. He will then climb back on to his ride and flop down on to his back.
He looks over at Sly and says, "That was fun. Got anything good to eat?"
Firn'gaer d20+7=22 d20+6=16 Sunday January 8th, 2006 6:41:46 AM
The wizard nods at the monk. "Thank you, Sly." He says at to the bladesinger. "It's not always business. Lately it just seems that way."
During his watch, the wizard keeps a light eye on waters around him. He knows it would have to be a 20-ft statue standing up in front of in order to have any chance of see anything out here in the darkness. So to pass the time, he sets the Vision of Noxnyx back up and begins to look into the artifact mirror. He will try a spiral pattern out from there location.
[Int check DC22, Spot DC16]
At the end of his watch, finding something not withstanding, he will wake Sly. "Sly it's your watch. The plan is to stay 'til morning." As he gets ready to bed down, after putting everything away, " Goodnight Sly, see you in a few hours."
Sly and Luke Sunday January 8th, 2006 7:50:25 AM
Sly smiles at Firm-gare "I'm awake! I was reading my spell book, you see, my wizard friend, We elves need only four hours sleep. So I'll easely be awake at dawn. Now you get your rest, Good night! Rest woth out worry."
Sly stay on watch, nothing eventful happen. Sly watches the turtle and his handler, and see the they have more companionship than just being Master and working Beast, almost like Luke and himself.
Towards dawn, Savin moves a little, sit up and streches, asking for food. Sly look into his back pack for some ration, when he hears a splash?? Luke wakes, Sly hurries to the edge of the turtle looking into the water. "Oh! My Gosh! Savin fell over board, Peerimus is going to Kill Me!." When Savin climbs back on the turtle, Sly breaths one great big sigh. "Here's your trail ration for your stomack AND if there's any Stupid Stunts to be done! I'll do it!"
Sly knits his eye-brows together, scratches his head, "That not quite what I menth??"
Thirty Nautical Miles And Holding (DM/Al) Sunday January 8th, 2006 10:17:45 PM
Half way through the night's journey, Peerimus calls a halt. Rhodus lifts a questioning eyebrow, but says nothing. Tars and Bargle appear happy enough to halt for the night. Apparently traveling at night is not the norm for Turtle Ferries. (Sorry, I've already moved you 12 miles further. I'm going to stick to that rather than roll back reality.)
With the watches handled, the Turtle Handlers curl up in oiled bedrolls near the heads of their mounts. Even the Turtles themselves seem to doze with their flippers moving gently in the water to maintain stability.
Some sleep. Some watch. Firn'gaer uses the Vision, moving the view in a slow spiral out in the direction in which the Turtle's head is pointing. That must surely be the northeast. It's boring and tedious. And, in the end, it is fruitless. At this point it's difficult to even determine how far out he reached. Could be a mile. Might be five or ten, could be 100 from the way the wizard's eyes feel.
Sly watches as Savin goes overboard. With startling speed, the monk sports about in the water. Savin finds that he can not only breath perfectly well underwater, but that he can also speak with the same clarity with which he does on land.
Jaeden stares into the featureless dark and contemplates his relationship to these people, how he fits in, and what they really mean to him. As he things, the stars wink away, and a deceptive gray takes over the Wold, the False Dawn. Soon the gray lifts. Over the the perfect rim of the Wold the sun light of the sun reaches rosy fingers. For 360 degrees all around, the Wold is flat. There is nothing but water. The sky lightens to blue.
The distance is approximately 36 land miles from Floating City. 18 Hours Have Passed. It is about five in the morning.
=== OOC ===
Sorry for the late post. It's been one heck of a week.
Jon and Kristel?
New spell selection for today? Sly, Peerimus, Firn'gaer, Jasper?
Sly and Luke Monday January 9th, 2006 1:24:33 PM
Luke wakes, streches and goes to his doggie bags.
Sly finishes his spell for the day, and starts wraping his Spell Book in oil cloth (So It will not get wet. Then watches the sun rise, He sing "Here Comes The Sun." Luke tries to join in with the lerics,"La La La Dee. Under the see, oh under the sea!"!
Sly's Spells for the day. Lvl 0 - Read Magic - Flare X2 - Ray of Frost.
Peerimus and Yorrick Monday January 9th, 2006 4:13:31 PM
Peerimus wakes and basks in the morning. First he strips down and slips off the back of the turle for a bit of a swim. Floating on his back really, the druid relaxes fully as he turns his mind over to Mother and Father. After a bit he swims back and climbs back aboard and dresses. Sopping wet still but very happy. The apparent isolation of the vast body of water upon which the group rests seems to sit very well with him. The beauty of the rising sun dispelling all feelings but that of joy.
Folding his legs he meditates on the tasks to come and then casts Commune With Nature. Upon completion he will approach Savin, going to the other turtle. "I have a great but temporary sacrifice to ask of you. I noticed you have a Pearl of the Sirens. I ask you allow Jasper the item and Rely upon my Freedom of Movement spell and Firngaers Water Breathing. For unless Jasper has a similar pearl or the Feat of Silence, he will not be able to cast spells should our task lead us beneath the waves."
"I have not talked to him about this, as I think it should be you to offer and not him to ask."
Spell 0: Detect Magic x2, Mending, Purify Food and Drink, Read Magic, Light Leve 1: Calm Animals x2, Faerie Fire x2, Shillelagh x2, Speak with Animals Level 2: Barkskin x2, Speak with Animals, Bull Str x2, Level 3: CMW, Daylight x2, Greater Magic Fang, Dominate Animal Level 4: Freedom of Movement x3, CSW Level 5: Animal Growth, Freedom of Movement, CCW Level 6: *Commune with Nature
Firn'gaer Monday January 9th, 2006 5:30:21 PM
The next morning, Firn'gaer feels somewhat better. The smell of the city behind him, he can focus himself forward to the task at hand. He casts one of his spells and lifts off the ground slightly. "Bath time." He says as he prepares for a nice swim in the lake's cool waters.
BATH TIME! Screeches Rufus.
"Yes, bath. It'll do you some good to get the grim off. Keep you coat shiny...frankly you stink and I'm tired of smelling you." He says as he unrobes.
Y'a know you don't smell of sweets.
"That's why it's bath time."
Ouuuuu, i hate water...
"I'll make it quick." He says to calm the anxieties of his tiny furry companion.
"Weeeeeeeeeeeee!" Breaks the quiet sound of the morning. Firn'gaer, and Rufus, take off into the air and after a couple of fly-bys are under the water. Over and over they dive and rise with the assistance of magical flight.
After several minutes, Firn'gaer and an unhappy but clean Rufus land back on the turtle near the wizards gear. "That was fun wasn't it Rufus."
<cough> So much fun... <cough> <cough> i hate water... <cough>
"Where to now- Kraken, crashing cliffs- what say you all?" Firn'gaer says. His spirits up after washing off the remaining grime of the Floating City.
"My spells are basically the same as yesterday. I made some adjustments, but not much." He says to Peerimus about the use of waterbreathing.
Jaeden Ohm Monday January 9th, 2006 9:15:44 PM
While the thought hadn't occured to him on it's own, seeing the others bathe sparks the desire for cleanliness in Jaeden as well. "Guess it may be a while before we get another chance." He leaves clothing and equipment behind as he slips into the water. It is only minutes before the warrior is back aboard and dressed, like the other swimmers feeling quite refreshed.
Savin Monday January 9th, 2006 9:49:41 PM
Savin listens to Peerimus and smiles, "You better make sure that the spells you are offering are cast. I had to sell my guantlets of ogre power and other magic to afford that pearl. Still if you think it is best then I will offer the priest my pearl. He gets ready to dive back into the water and looks at Peerimus again and says sulkily, "You sometimes really take the fun out of life." He activates the ring and jumps into the water and swims over the turtle holding Jasper. He climbs up and pulls off the ring and holds it out to the cleric and says, "I think you can use this better than I can. I don't need to cast spells or talk underwater. You do so please take it for now."
Thirty Nautical Miles And Standing Ready (DM/Al) Monday January 9th, 2006 10:21:09 PM
The group not only prepares for a new day, but they take the time to enjoy the morning. While their passengers swim and bathe, the three Turtle Handlers stand watch. But they see nothing. And the Turtles themselves seem undisturbed.
Peerimus Communes with the Wold in all its life giving essence. He senses no structures, no aberations ... and no magical beasts within the scope of his influence. Nothing within eleven miles all around.
The sun rides on the calm flat horizon, an orange disk against a pale blue sky. It's a new day.
"Are we ready to go yet, Yer Lourdship?" Rhodus asks.
The distance is approximately 36 land miles from Floating City. 19 Hours Have Passed. It is about six in the morning.
=== OOC ===
Jasper, when you check in, please put up a day's spell selection.
Sly and Luke Tuesday January 10th, 2006 8:22:54 AM
Still on his watch when dawn brakes, First he tell the handler "The way I smell, I think I really need a bath, there's nothing about and every thing is quite for now. So I'll go dive in..." To Luke he Yells "LUKE! Let's go for a swim!" Taking off his cloths and armor, Sly jumps into the water. Luke sheds his doggie bags, takes a running and yells "CANNON BALL YAHHHHOOOWWWW!" Splash into the water he goes.
A though hit's Sly?? I forgot one or two important thing? He get out of the water, not bothering to put on his clothes, start looking through his things, through Lukes things and even through the Ivory and Gold Chest. Looking for the warer breathing Seal that the blue Elf gave then, along time ago.
Firn'gaer d20+7=23 d20+6=20 Tuesday January 10th, 2006 12:41:54 PM
Firn'gaer spends the morning in ritual on the turtle before it gets moving for the day. At the end of the ritual he finishes, stands and gives a proud tug of accomplishment on his robes. [Made Dectect Magic and See Invisiblilty permanent.]
"Don't worry Sly, I have enough water breathing for all of us. All you have to worry about is swimming." He says to the Bladesinger. "Neither you nor Luke are going to drown. I'll see to that."
Soon before they leave, Firn'gaer will fly over to the turtle with Peerimus. "I don't mind the peace of the water, but I don't like not knowing what it is we're looking for. I know you felt the Kraken, but that was a long way back. I can't help but feel that we have the clues we need, but are just overlooking them. Something about cirle knows the way and the sound of crashing water against rocks. It must be a coastline or a reef...I think that's where we need to go. I could be misreading it, but at this point we don't have much better. What'd you think?" He says to Peerimus.
Firn'gaer will split his time during the day flying high as a lookout and looking into the Vision. He'll direct the his sight straight ahead along the project path.
Peerimus and Yorrick Tuesday January 10th, 2006 4:54:30 PM
"Don't worry Savin, we won't let you down." The druid looks at Savin a mild hurt in his eyes, "You think so, Honestly?"
After the Commune ends he meets with Firngaer, "I found no trace of the Kraken, but he could easily be waiting for us and yes I agree, forwards seems to be the best course at this time." Looking to the handlers, "Let us be on then, it's a beautiful day."
Spell 0: Detect Magic x2, Mending, Purify Food and Drink, Read Magic, Light Leve 1: Calm Animals x2, Faerie Fire x2, Shillelagh x2, Speak with Animals Level 2: Barkskin x2, Speak with Animals, Bull Str x2, Level 3: CMW, Daylight x2, Greater Magic Fang, Dominate Animal Level 4: Freedom of Movement x3, CSW Level 5: Animal Growth, Freedom of Movement, CCW Level 6: *Commune with Nature
Savin Tuesday January 10th, 2006 8:07:57 PM
Savin still holding out the pearl waits for Jasper to say something. "Ahh do you want this or not?"
Fifty Two Miles Northeast of Floating City (DM/Al) d20+30=47 d20+16=32 d20+16=36 d20+16=32 d20+30=43 d20+16=19 d20+16=20 d20+16=30 Tuesday January 10th, 2006 10:02:00 PM
Sly searches for a seal given to him a long time ago. But the Wold is a funny place. It is, but no one laughs. What the Wold gives, the Wold also takes away. The seal is nowhere to be found.
Firn'gaer stands. With is new Sight, his companions glow with various magic auras. Each takes on a color and a strength. Each color has a meaning to the wizard. It's like having an entirely new sense.
Despite Sly's inability to find his magic seal, the group feels confident in their magic and its ability to handle the water, should things come to that. They speculate upon the nature of their destination. But, in the end, can do nothing but continue on.
Fully rested, the Turtle Handlers again move into formation, and head into the northeast. The day is calm and placid. A gentle breeze moves across the water creating gentle swells.
The sun climbs its way into the sky as miles of water pass behind the group. Firn'gaer watches on the Vision of Noxnyx. It continues to register nothing but the party themselves.
Four hours pass. Four hours stretches on to six, and the sun is full up noon. The Turtles continue on, working toward their eighth hour break. Seven hours into the journey, Firn'gaer spots a very faint multi-colored mark at the lower edge of the Vision. Distance is difficult to determine. Though, from the faintness of the signature all that can be said is that it is most likely ahead.
The distance is approximately 51 land miles from Floating City. 26 Hours Have Passed. It is about one in the afternoon.
As the group presses forward, the multi-colored mark develops more intensity and a clearer definition. It does not change position. The Turtles continue on. Ten minutes pass. Twenty minutes. Suddenly, there is a roll to the water as larger waves ripple over the surface. All three Turtles lift their massive heads from the water an turn a large dark eye back to their Handlers. The Handlers stand and hold a flat palm over their eyes, scanning the lake around them.
Another five minutes passes. Dark clouds begin to form from out of the beautiful clear blue sky. A shadow falls upon the lake. The wind begins to pick up. A few drops begin to fall.
=== OOC ===
Jasper, when you check in, please put up a day's spell selection.
I've sent an email to Jon and Kristel, inquiring as to their situation.
Firn'gaer d20+7=20 d20+21=32 Wednesday January 11th, 2006 2:12:49 PM
Firn'gaer watches in the mirror. A blip appears on the radar. "We have a contact!" He shouts as he watches. "It's ahead, but I don't know how far."
He again looks into the Vison and this time he moves the color to the center and zooms in to see if he can determine how strong a presence the blip is. [Int check DC20]
His spirits are up until the winds pick up and it looks as if they're going to get rained on. "Could the Kraken bring this in?" He says as he goes back though his mind on magical and mythical beasts. [KS - Arcane DC32]
Peerimus and Yorrick d20+13=22 d20+10=18 d20+21=31 Wednesday January 11th, 2006 4:08:01 PM
"Very Good!" comes the return shout to the flying gnome. Peerimus moves back to Yorrick and gives him a big hug and a ruffle to the forehead, "Back into it then my friend eh?"
Peerimus sits down behind and to the left of the handler about 3 feet and stays alert to the water ahead of them. [Sppot 22] Peerimus rises to his feet as the large wave ripple and the turtles look about. His eyes squint into the sun, the fast masking sun, a quick moving storm approaches and it does not look to be very pleasant. [Spellcraft 18 Know Nature 31] Not having rode out a storm at Sea before on a ship let alone on the back of a turtle, Peerimus puts a hand to Rhodus' shoulder. "How much trouble are we in when that hits us?" His other hands points out the storm
Peerimus looks back to Jaeden, Savin adn the rest. Calling out over the rising wind "Everyone start preparing for a bit of a storm! It's looking to be pretty nasty!"
Peerimus casts Greater Magic Fang on Yorrick.
Spell 0: Detect Magic x2, Mending, Purify Food and Drink, Read Magic, Light Leve 1: Calm Animals x2, Faerie Fire x2, Shillelagh x2, Speak with Animals Level 2: Barkskin x2, Speak with Animals, Bull Str x2, Level 3: CMW, Daylight x2, Greater Magic Fang, Dominate Animal Level 4: Freedom of Movement x3, CSW Level 5: Animal Growth, Freedom of Movement, CCW Level 6: *Commune with Nature
Sly Foxx and Luke Wednesday January 11th, 2006 5:42:06 PM
Sly sit there taking in the sun qand scratching Luke behind the eat, "What a plesant day luke, there is Fern-gare up there!"
Then thing starts to happen?? the wind picks up, dark clouds roll in?? then there that wave?? "Oh! Look like trouble rolling in! Let's brace our selves!"
Lvl 2 - Bull Strenth, Blindness or Deftness, Scorching Ray.
Lvl 3 - Lighting Bolts X2.
Jaeden Ohm Wednesday January 11th, 2006 6:27:25 PM
Having been dozing in the noon day sun Jaeden starts awake at a wicker from Dalek. The horse paws nervously at the giant turtles shell.
Jaeden quickley rises and moves to comfort his companion as he looks out to sea to find the cause of unrest. The rolling water and darkening cloads are not well met.
The warrior checks his pouches to make sure that he has access to the things that may keep him alive. Then he checks the ropes that secure the bag his armor is in.
Having done what little preparation he can he stays ready, sitting low to the turtles back as the waters become more choppy.
Savin d20+4=24 Wednesday January 11th, 2006 6:33:05 PM
Savin yells out to the others, "If we have a storm coming or creature, it might be a good idea to make handholds." Savin will ask the handler the best place to tie off some life lines. When he gets his response he will repeat the answer in a shout to the others. He will open his haversack looking for rope and realize he doesn't have any. He slaps himself on the forehead, not believing he forgot to pack rope.
"Sly,Do you have any rope I can borrow? You might want to start making some kind of harness for Luke. If he gets washed over in a storm, we might not be able to get him back."
If Sly gives the forgetful monk some rope, he will start following some directions a little aprehensive on tying the notes. Some how he falls into the combination though and is pleased with his results.
(tie rope roll of 24, nat 20)
Something In The Water (DM/Al) d20+16=30 d20+16=24 d20+16=29 d10=8 Wednesday January 11th, 2006 9:16:53 PM
As rain begins to fall in large wet drops, Firn'gaer concentrates on the Vision. He moves about, attempting to center the dot in the middle of the screen. He finds that the position that bests accomplishes this has him facing downward and straight in the direction in which the group is headed.
The sudden turn of the weather alarms the wizard as well. He wonders aloud whether this could be in any way related to the Kraken spotted by Peerimus near Floating City. Not much is known about Kraken. Among sailors are things of myth and legend. It is a difficult question. And yet, deep in the archives of the Star Mage's Guild, there has been mention of Kraken, and the suspicion that they have the power to control the weather. Indeed there may be a connection here.
Peerimus scans the waves. His eyes are good. But if something were out there, it would be very difficult to see. In the rain and increasingly rough waves, very difficult indeed. Unless it came to the surface. With the secret knowledge shared amongst druids, Peerimus has also heard of the mysterious Kraken, and the tales of their ability to control the weather. If he knew more about this area or more about the spells that control weather, he might be able to determine whether this storm was natural or not. How unfortunate that he knows neither.
Sly and Luke gaze at the mounting storm with concern. Savin requests a rope and counsels Sly to fashion a harness for Luke. As it is, there are the rope nets in the center of each Turtle, the nets under which each Turtle's supplies are secured. They are fastened to iron rings set into the Turtle's bony shell. The nets could afford good purchase to cling to. And the iron rings a place to tie down. Jaeden's armor and things are secured beneath the net in addition to being tied to the buoyant barrel. (Savin, what are you fashioning with the rope? If you get it, that is.)
Savin may be right. If the water becomes more turbulent, it may be the animals, lacking hands, who have the most difficult time.
"I've never seen the like, Yer Lourdship," Rhodus calls over the roar of the mounting wind. Rain now falls in sheets. Visibility is restricted to 60 feet. In the distance, the sky brightens in a burst of white electricity. One second. Two seconds. And thunder rolls over the party.
"Shall we continue on?" the Turtle Handler asks.
The shells of the Turtles, though rough themselves, with places to which to hold, now become slick with rain water. The Turtles pitch up and down as they fight their way through the growing swell. Titan, the Turtle under Rhodus, lifts it's head from the water again. It turns back to look at its Handler, its beak opens wide, exposing a pointed tongue.
"Titan's very upset, Yer Lourdship," Rhodus shouts over the wind. "I think there's something in the water!"
=== OOC ===
Visibility is 60 feet Spot checks take -4 penalty Listen checks take -4 penalty If you fall in, the water is now considered Rough, requiring a Swim check of DC15 or you go under.
Savin d20+4=8 Thursday January 12th, 2006 8:45:44 AM
If Savin can't get rope from Sly, he will try and get borrow some from the handler. He will tie off from the hooks in the turtle's shell and make a simple loop at the people end that can be slipped over the shoulders and arms. He will make three of these the two others for his other friends. He will then look at Luke and try to make him a harness, but has much less luck with it. (rolled an 8 for tie rope skill)
"Sly, make a harness for Luke. It is beyond my nautical skills."
He will look at Firn'gaer and ask, "You might want to start casting any longer lasting spells you have for water use. You might not get a chance later."
OOC Al, since Jasper seems to be a no show, I am taking my ring of sirines back. Have a feeling it should be in the hands of an active poster. I feel OK with this since he never took it. Savin will activate it if he has it.
[ I have been going on the assumption that the transfer of the Pearl of Sirines to Jasper never happened. -- Al ]
Sly and Luke d20+3=14 d20+1=16 d20+1=18 Thursday January 12th, 2006 11:16:34 AM
OOC: Use rope 14 - Spot 16 - listen - 18.
Sly takes Luke by the collar, and a piece of rope and fashion a harness fot his friend, Then fasten himself and Luke to one of the rings on the turtle, with a slip knot.
Once they are secure, Sly will try to see what is in the water, also trying to listen to any odd noise.
"Luke and I are all set for now, I'm trying to see what ever is in these waters!" Yells Sly To Saven!.
Sly's Spells Lvl 0 -Read Magic, Flare X2, Ray of Frost.
Lvl 2 - Bull's Strenth, Blindness or Deftness, Scorching Ray.
Lvl 3 - Lighting Bolts X2.
Firn'gaer Thursday January 12th, 2006 6:48:42 PM
[Al - Waterbreathing requires touch if I were to cast it would I be able to fly around and touch everyone?]
[ I'll allow that. If you accomplish it without any other significant action intervening. Keep in mind, though, you're a small character in winds that are fast approaching Severe. You will soon have to provide a Fort Check just to remain standing. Apply the rules for the Gust of Wind spell.
Also, this is considered Violent Weather, requiring a 5+Spell Level Concentration check or the spell is wasted. I don't anticipate you'll have any difficulty with that. The Flying, however ... -- Al ]
Peerimus andd Yorrick d20+21=36 d20=10 Thursday January 12th, 2006 8:23:09 PM
Peerimus calls back to Rhodus "Hold Here, in fact lets back off a bit." The druid calls out to Firngaer, "There's something spooking the Turtles and I'm pretty sure we know what it is. We are going to need your spells!"
Peerimus then moves to reassure Yorrick and casts Freedom of movement on him. [Handle animal 36 concentration 10+ Sorry don't have sheet]
A final shout "Savin, you and I should go under to take a look!"
Spell 0: Detect Magic x2, Mending, Purify Food and Drink, Read Magic, Light Leve 1: Calm Animals x2, Faerie Fire x2, Shillelagh x2, Speak with Animals Level 2: Barkskin x2, Speak with Animals, Bull Str x2, Level 3: CMW, Daylight x2, *Greater Magic Fang, Dominate Animal Level 4: Freedom of Movement x3, CSW Level 5: Animal Growth, *Freedom of Movement, CCW Level 6: *Commune with Nature
Firn'gaer d20+18=37 Thursday January 12th, 2006 8:33:37 PM
Firn'gaer knows his que. He immediately casts his extended waterbreating spell and then flies around touching everyone. Peerimus, Sly, Luke, Yorrick, Jaeden, Selena, Jasper, himself and Rufus all receive the benefits of the spell.
He tries to shout over the noice. "I can't stay in the air or I'll be blown away!" He lands near Jaeden. Grabbing on hoping the weight of the fighter will keep him grounded. "Hope you don't mind!" He shouts to the fighter.
Jaeden Ohm Thursday January 12th, 2006 8:41:31 PM
"Not at all!" Jaeden calls out over the rising noise of the wind. He grabs onto the netting for stability. The warrior eyes Dalek, hoping the horse will be ok.
Rocking The Boat - Kraken Battle Round 01 (DM/Al) d20+5=25 Thursday January 12th, 2006 10:20:04 PM
Rope is an essential for all nautical craft. Savin receives rope from Tars, and threads the single coil through the iron rings set in the Turtle's shell. Each forms it's own loop, three in all, which he ties into tighter loops.
Sly finds himself able to tie some loops, but a complex harness is beyond him at the moment. (Anything more complicated than a loop or knot is at least a DC15.) Luke is tied in by nothing but his collar, and a leash.
Peerimus gives the order, and Rhodus raises a fist to halt the group's progress. The Turtles slow, the two in the rear drifting in to form a tighter triangle. Peerimus touches his friend with a spell, and Yorrick feels as sure of foot as if he were on dry land.
Firn'gaer casts a Waterbreathing spell touching first himself, Rufus, Sly, Luke and Savin. Then leaps into the air and flies in the direction of the lead Turtle. The wind rips at the wizard's clothing, and threatens to sweep him away. The rain lashes at his face. At the lead Turtle, he touches Peerimus, Yorrick, and Lady Silverhand. Then again, he takes to the air. He very nearly does not make it. The landing is swift and hard, and Firn'gaer nearly blows off the end of the Turtle. There he touches Jasper and Jaeden, and Dalek.
Lady Selena the Jasper, the Cleric of Alemi seem stunned by the violence of the storm. Dalek stamps and rears. Jaeden's mind is flooded with wordless panic. Lightening flashes again followed by the boom of thunder.
The Handlers lash themselves to rings near the Turtles heads. And the Turtles, all three of them, themselves all lift their heads from the water, beaks open in silent screams.
"They're all afraid!" screams Rhodus into the wind and rain. "There's something coming!"
From out of the northeast it comes, materializing from out of the curtain of rain. A fleshy mass, spread across the white tossed waters, even bigger than the Turtles. Slowly, it approaches. Then, suddenly, it jets to the west, passing to Peerimus' left. As the Kraken's bulk cleaves through the water at a startling speed, a wave of water washes up in its wake. The wall of water hits Titan, engulfing Rhodus, Peerimus, Yorrick and Lady Silverhand. The jetting Kraken passes to the left of Tars and his Turtle, and the Wave hits Tars, Savin, Sly and Luke as well.
As the wave strikes, Lady Silverhand, fights her way to the center netting and locks her arms in the mesh ropes. (Nat 20, Lucky lucky girl.) Rhodus, Tars, Savin, and Sly are secured by ropes. Peerimus stands free and is hit by the wave. Luke is hit by the wave, and secured by nothing but a rope around his collar. (Peerimus, see instructions below on the Big Wave. Luke, follow the same instructions. Except, even if you do not make the DC25 swim check, you are still on the Turtle. Instead, you take 1d6 damage from having your neck stretched.)
The wave passes. A thin high pitched reedy voice comes from the direction in which the Kraken had gone. "Surrender or Die! Surrender to meeee!!! Or Diiiiiiiie!!!"
=== OOC ===
Big Wave: If you are not lashed down, make a Swim check. If you beat a DC25, you catch hold of part of the shell or one of the nets, and that arrests your motion. If you beat a DC20, you are swept off the turtle 60 feet to the East, but manage to remain above water. Less than 20 and you go underwater. You go underwater the number of feet that you miss the DC20 by. Those effected by Freedom of Movement are not affected by this wave.
If You are Lashed In, it takes a Move Action to free yourself. If You are Clinging to Something: STR Check vs DC12 to Keep your Grip. If you Lose your Grip, refer to Big Wave. If You are Clinging to Something AND Holding on to Someone Else to keep them from going over: STR Check becomes DC18. Someone else can boost that with an Aide Another STR check.
Spot checks take -4 penalty Listen checks take -4 penalty If you fall in, the water is now considered Rough, requiring a Swim check of DC15 or you go under. Wind has now picked up. It is considered Severe. -4 to Ranged Attacks. This is the velocity of wind produced by the Gust of Wind Spell. The Weather is considered Violent. You must make a Concentration Check of 5+Spell Level in order to Cast a Spell.
Finr'gaer d20-1=19 d20+4=5 d20+2=12 d20+11=25 Friday January 13th, 2006 5:27:18 PM I made it! I made it!
The wind and waves strikes hard at the turtles and those on board. Firn'gaer holding on begins to feel his feet lift off the shell. Holding on to Jaeden with every ounce of strength the gnome can muster, he manages to keep hold.
"We can't stay here!" He shouts the obvious not knowing if anyone other than Jaeden can hear him. "I hate to say this..." He says fighting the sting of the rain as it strikes his face. "I think we should get under water and deal with it. Up here we're good as dead. Underneath we at least have a fighting chance!"
[Strength check DC19, Listen DC5, Spot DC12, Fort save for Gust of Wind DC25]
Sly (AC 25 85/85 hp) and Luke (Ac 21 65/65 hp) d20+6=17 d20+7=14 d20+3=23 d20+4=9 Friday January 13th, 2006 5:49:20 PM
OOC DM AL I hope I can do this right.
Sly is laying on the turtle shell, trying his best to hmake a harnes for Luke. But when the wave hits their turtle, Luke slides into the water. The onlt thing thats holding Lukemhead above water is the rope around his neck. Sly is holding on to the rope, hoping to haul Luke Back on the turtle again. BUT he grabs the wrong end of the rope, ungoing the slip knot and Sly also slip into yhe water.
As Luke splashes into the water pulling Sly along with him, Luke head is on top of the water. But as poor Sly hit the choppy water, he is drag under for about three feet. Sly is very greatful for Firm-gare water breathing touch! 'I have to kiss that wizard when we meet next!'.
Luke - swim check 17 - Str check 23. Sly - swim check 14 - Str check 9 and goes down three feet.
OOC OK! DM Al! now you can yell at me.
Jaeden Ohm Friday January 13th, 2006 5:53:24 PM
A bit too late Jaeden realizes that with all the prep he did he could have gone ahead and worn his armor...
The thought of taking on a beast of this size in a foreign environment and without his armor is not a good one.
Doing so with the frenzied screams of a telepathic horse hammering at his head seems even worse.
He sees Firngaers fee lift from the ground. The Gnomes little muscles look about to pop but his grip holds true. Realizing the Gnome might not last long under his own power Jaeden pulls him into his arms and holds tight to the netting.
"We might be a little more effective down there," the warrior admits, "... but that thing is going to be much much more effective under the water."
While not committing to the Gnomes proposed course of action, neither does Jaeden offer up a better idea.
Savin hps ac 24 hps 106/106 d20+5=16 Friday January 13th, 2006 8:07:09 PM
Savin looks at his companions confusion as the wave crashes into them. He easily maintains his grip as he listens to the monster of the sea. He says to Firn'gaer. "We have to goad it to us. If we try and go to it go to it, its long reach will make mincemeat out of us. Hit it with some lightning or something. It has to learn that we can hurt it from a distance."
Savin will activate his cloak of displacement and pull out a potion on enlarge. He then yells out. "We won't be your slaves! Go away or we will kill you!"
water breathing spell duration ? pearl of sirines duration hours cloak of displacement 1/15
Peerimus and Yorrick d20+6=26 d20+7=9 Saturday January 14th, 2006 4:26:43 PM "I KNOW!" the druid calls over the torrents of rain to Rhodus, it is at that moment the Kraken appears and rips by the group. It seems very likely peerimus will not have to tell them to get clear. Despite the rain and thunder the world is still in the mind of the druid. He hears clearly Firngaer, Jaeden, Sly, Savin all of them. [Listen Natural 20]
"Get Clear Rhodus!" Standing he then cups his hands and calls out, "Everyone...just as the wave sweeps him from sight. [swim 9]
The massive wave breaks across the shelled back and parts off Yorrick with equal ease. The Bear stands and issues his own thundering challenge back towards the great sea creature. Yorrick returns to all fours and looks to Peerimus, but his friend is gone. The bear swings his head about but there is nothing to see.
Just Under the Surface - Kraken Battle Round 02 (DM/Al) d20-11=-6 Saturday January 14th, 2006 10:17:03 PM
Firn'gaer finds that being small has certain disadvantages. He fights against the wind. He fights, and he wins. The wizard calls out to take the fight underwater.
Jaeden has his doubts about that. Dalek, stamps and rears. And Jasper, awakens from his stupor to shy away from the horse.
Through the wind and rain, those on Bargle's Turtle can barely see the edge of the lead Turtle with Rhodus at the head. To the west, they see three quarters of the Turtle with Tars. Luke stands with his feet braced. Savin and Sly are shadows against the curtain of rain.
Firn'gaer, Jaeden and Jasper watch as a suddenly a wave comes out of the northwest, sweeping over the turtle. They have a brief glimpse of two dark shapes caught up in the wave. When the water subsides, Luke is no longer there.
Caught up in the wave, Sly and Luke go overboard. Water fills their mouth and lungs as they are swept and tumbled in the dark water. Yet, the horrible choke of drowning never comes. They are breathing underwater. With breathing taken care of, a bigger problem is figuring out where they are. The water is dark. If the storm obstructed vision, the murky water does even more so. Luke can barely see the paddling feet of a Turtle to the northeast. Sly can only see Luke. (See note on underwater visibility below.)
Savin also has doubts as to the wisdom of going after the Kraken underwater. He activates his cloak and draws a potion. When he looks up, he and Tars are the only one's on the Turtle. Sly and Luke are gone.
Peerimus is lifted from his feet, swept past Yorrick, and thrown into the water. Down deep in the water, the only thing he can see is the head of a Turtle in a direction that must be South. In the gloom filtered by the dark water, Peerimus sees nothing else down under the water to threaten him. (You've got some vertical distance between you and the Turtles too, Peerimus.)
=====
"You will be my thralls!" Again the thin high pitched voice. "You will do my bidding! Obey! Obey! Or you will die!"
The Kraken Jets from West to East. A wave again sweeps over Savin. (STR check vs DC12 or lose the potion.)
The Kraken shoots past Sly and Luke. (Swim check vs DC20 or be pulled along 60 feet to the East in the Kraken's wake. Sink deeper by the number of points you miss the DC20.)
The wave washes over the Turtle holding Tars, Jaeden, Firn'gaer, Jasper, and Dalek. Water, so calm and inviting when it stays in it's place, can be terrible when roused. The wave tears at all upon the Turtle's back, sucking them into the darkness of the lake. (Jaeden, Firn'gaer, Dalek see the rules for the Big Wave below.)
Jasper is swept off the Turtle. One moment he is there, the next he is gone. From underwater, Peerimus sees the splash, and a body that sinks away down into the blackness. Deeper down, even than himself.
Peerimus, finds the water at 11 feet of depth to be turbulent. (Swim Check vs DC15 in order to move at 1/4 speed for a move action. 1/2 speed for a full round action.) Oddly enough, the Druid finds the waters calmer down below. The waters feel as though they swirl less about his feet, than about his head.
To those still on the surface, the Kraken is now nowhere in sight.
* The circles on the map show your range of visibility. Hope it's not too confusing.
Status Sly is 6 feet underwater Luke is 3 feet underwater Peerimus is 11 feet underwater Jasper is 26 feet underwater
Big Wave: If you are not lashed down, make a Swim check. If you beat a DC25, you catch hold of part of the shell or one of the nets, and that arrests your motion. If you beat a DC20, you are swept off the turtle 60 feet to the East, but manage to remain above water. Less than 20 and you go underwater. You go underwater the number of feet that you miss the DC20 by. Those effected by Freedom of Movement are not affected by this wave.
If You are Lashed In, it takes a Move Action to free yourself. If You are Clinging to Something: STR Check vs DC12 to Keep your Grip. If you Lose your Grip, refer to Big Wave. If You are Clinging to Something AND Holding on to Someone Else to keep them from going over: STR Check becomes DC18. Someone else can boost that with an Aide Another STR check.
On The Surface Visibility is 60 feet
Spot checks take -4 penalty Listen checks take -4 penalty If you fall in, the water is now considered Rough, requiring a Swim check of DC15 or you go under. Wind has now picked up. It is considered Severe. -4 to Ranged Attacks. This is the velocity of wind produced by the Gust of Wind Spell. The Weather is considered Violent. You must make a Concentration Check of 5+Spell Level in order to Cast a Spell.
Underwater Visibility is only 30 feet.
Underwater Combat: You must make a successful Swim Check in order to Attack at All. Even after a successful swim check: Thrown weapons are ineffective underwater. Other range weapons take -2 penalty for every 5 feet of water through which they pass. Slashing or Bludgeoning weapons take a -2 to Attack and 1/2 Damage. Also, any time you fail your Swim Check, you are Off Balance, and flailing about in the water. In such cases, you take -2 to AC.
Freedom of Movement effects negate all of the above. With Freedom of Movement, you attack normally.
Sly (AC 25 85/85 hp) and Luke (Ac 21 65/65 hp) d20+6=12 d20+7=8 d20+4=22 Sunday January 15th, 2006 8:31:40 AM
Sly in under water, hold his breath until he can no longer hold it, he has to take and inhale. He get ready to die, BUT find (to his suprise!) he can breath under water. Sly find that he's still holding the rope?? and the rope is floating upwards?? Sly looks up and there is Luke doing the dog paddle (but staying in place.
All of a sudden there something big rushes by?? It swam by so fast that Sly (who is still holding the rope that's tied to Luke's collar.) Sly is being pulled in the wake of this so called Fish!(Oh! Some 60 ft)
Luke Swim - 12
Sly Swin 8 - Str 22.
OOC: Does this mean tha Sly is pulling Luke along?
Lvl 2 - Bull's Strenth, Blindness or Deftness, Scorching Ray.
Lvl 3 - Lighting Bolts X2.
Addendum for Sly - DM/Al Sunday January 15th, 2006 10:43:08 AM
STR check, Sly, vs DC12. Make the check and you are still holding onto the rope and pulling Luke with you.
Peerimus and Yorrick d20+12=19 Monday January 16th, 2006 11:16:01 AM
Yorrick stays upon the turtle back and again roars at the passing Kraken. His friend is in their with that great creature and Yorrick would not see him battle alone.
Peerimus, meanwhile, does not worry about the pitching water and shifts into a giant Octopus. One tentacle quickly snaps out to retrieve the club. [Attack roll AC 19] Just a little more time.
Spell 0: Detect Magic x2, Mending, Purify Food and Drink, Read Magic, Light Leve 1: Calm Animals x2, Faerie Fire x2, Shillelagh x2, Speak with Animals Level 2: Barkskin x2, Speak with Animals, Bull Str x2, Level 3: CMW, Daylight x2, *Greater Magic Fang, Dominate Animal Level 4: Freedom of Movement x3, CSW Level 5: Animal Growth, *Freedom of Movement, CCW Level 6: *Commune with Nature
Sly (AC 25 85/85 hp) and Luke (Ac 21 65/65 hp) d20+4=19 d20+3=18 Monday January 16th, 2006 5:33:10 PM
Sly feel himself sworling in the water, he's not too sure if he's up right or sinking further?? All he knows is he's still has the rope in his grip.
Luke is also tumberling in the wakes sworling, Bue he thinks he cas almost see something, he hope it's Sly.
Savin d20+5=13 Monday January 16th, 2006 7:32:17 PM
Savin barely hangs on to his potion as another wave crashes over him. He quickly sucks down his potion before another wave can wash it away. He swells in size and yells to Firn'gaer, "You must goad him in. We must make him attack us. Then we can use the turtles and all fight together. If we try and attack him, he will slaughter us with his longer reach."
Savin then decides that he doesn't like being alone and dives into the water and starts swimming towards the turtle with Firn'gaer.
He then dives into the water and swims strongly over to the
Jaeden Ohm d20+5=22 d20+5=10 Monday January 16th, 2006 9:47:04 PM
Still clingging to both the net and Firngaer, Jaeden braces against the crash of the wave. As the waters clear from the turtles back both man and gnome remain [str dc 22].
Dalek however is nowhere to be seen [swim dc 10].
Jaeden fights not only against the water and storm, but also against the cries in his head. Fear strikes at his mind like something physical and despite being out of the lake he can't shake the sensation of being surrounded by dark water.
To the Gnome he shouts, "You may be right after all... here hold on tight." He guides the Gnome to the netting and himself lets go. He stands there for a couple seconds, not fully in balance but knowing he doesn't need to be. From his pouch he pulls out a stone and around him the air bursts into bright light.
Holding tight to his stone he plunges into the inky depths, diving down and further down.
notes I think Jaeden still has a move action after pulling his continual light stone. He wants to dive down about 15'.
Firn'gaer d20-1=16 Monday January 16th, 2006 9:57:39 PM
[I made it again!]
Firn'gaer watches as Jaeden tries to put him into the netting. "I can't do anything here! If you go in, I'm going in!" He says as the fighter looks to prepare himself to go in after his horse. "'Sides I can barely hold on as it is. I'll go in on my terms! Hang on Rufus, this is going to get a little rough!"
Rough!... The rodent says as he hides from the beating they've taken so far.
As Jaeden lets loose and goes in, the gnome lets himself go and follows the fighter into the crashing waves. Rolling along with the currents, the wizards starts to assume control using his magical flight.
Into The Dark Depths - Kraken Battle Round 03 (DM/Al) d10=8 d20-11=9 Monday January 16th, 2006 10:41:12 PM Sly and Luke are linked to each other by 8 feet of rope. Still connected by this rope, they are pulled along in the Kraken's wake. Sly finds that in the swirl of water he has sunk deeper. Luke is pulled along behind Sly, and winds up closer, but at the limits of the 8 foot rope, just above Sly. It's darker down here. A few more feet, and Sly knows that he will not be able to see at all. Even with his elven sight. There is one good thing, though. The water does not seem as rough down this deep. It is calmer down and away from the storm above. It is easier to swim.
Yorrick, roars a challenge into the raging storm. He has seen the water beast. His friend is in the water with it. Below the surface, Peerimus changes, becoming larger, growing legs. The druid reaches out to snag his club. And then he senses something wrong. The skin of this new form itches. The itch grows to a low grade burn. There is something horribly wrong. (Knowledge Nature vs DC10 for the reason: Highlight to display spoiler: {The octopus is a saltwater creature. This lake is freshwater. The freshwater drains the natural salts from the octopus' blood.}) Peerimus, please roll a 1d4. You have that many rounds in which to stay in this form before you Sicken.
Savin drinks a potion. As Tars watches, the he grows in size. Then the monk crosses the back of the Turtle and jumps into the water. He swims across the rough waters to the other Turtle, leaving Tars by himself. Then he clambers up onto the edge next to Jaeden and Firn'gaer.
Jaeden holds fast to both the Turtle and the gnomish wizard. But there is a wild neigh of panic as Dalek washes overboard and sinks into the depths. The horse is barely conscious that it is breathing. As Dalek tumbles in the water he settles near something big, with many legs, and comes to a stop right next to it. (This is Peerimus in Octopus form. But I doubt there is any way for Dalek to be aware of this. Dalek is nearly level with Peerimus the Octopus.) The Fighting Man decides there is no point to remaining on the surface. Leaving Firn'gaer, he dives into the waves. (Jaeden, Swim check vs DC15. Make the check and you are at 15 feet. Fail and you're floundering on the surface.)
Firn'gaer jumps in after Jaeden and attempts to control his movement in the same way he would with the power of flight. He finds the rough waters the equivalent of the strong winds above, and he fights for movement, any movement. (Flight underwater, huh? We'll treat this as a strong wind. Fort Save vs DC10 or Flounder and move nowhere.)
Both Jaeden and Firn'gaer find that it's one thing to ride atop a Turtle Ferry. But it's another thing entirely to be in the water next to one. Floating next to one of the giant creatures in the cold dark endless waters is an exercise in feeling small.
Lady Silverhand inches across the Turtle shell into the protective shadow of Yorrick.
Down in the depths, Jasper attempts to swim to the surface in his heavy armor. He makes an heroic effort, but can manage to do no more than flail about ineffectually. Thank Alemi for the Waterbreathing spell, else he would surely drown. It is pitch black at his depth. He shouts for help, but the only thing that issues forth from his mouth is a senseless stream of bubbles.
"ROUND THEM UP!" Rhodus shouts over to Tars and Bargle the wind and rain of the storm. He gives swift instructions to draw the Turtles in closer and point their heads out. The Turtles begin to pull together. Slowly, and cautiously in the rough water. As they pull together, they withdraw from the place at which Sly and Luke were last seen. Peerimus and Jasper too are hidden under the waves. All four, gone, lost in the dark depths.
Through the curtain of rain, there is no sign of the Kraken. The waves show no passage of its bulk. Even underwater, there is only the empty murk. Where could it be? Last it was seen it was headed east. Surely it has not given up so easily.
* The circles on the map show your range of visibility. Hope it's not too confusing. Jasper cannot see. Nor can he be seen at all.
Swimming in the Water (Please Read This) The water on the Surface is considered Rough Water. You must succeed on a Swim Check of DC15 to get anywhere. You may take 10 on this check. I'll give you this bit of info for free. 15 feet below the surface, the turbulence is less. The Swim Check reduces to DC10. At 20 feet of depth, there is no light. You require an artificial light or darkvision in order to see.
Status Sly is 18 feet underwater Luke is 11 feet underwater Peerimus is 11 feet underwater Dalek is 10 feet underwater Jaeden is possibly at 15 feet. Firn'gaer is possibly at 15 feet. Jasper is 26 feet underwater
Big Wave: If you are not lashed down, make a Swim check. If you beat a DC25, you catch hold of part of the shell or one of the nets, and that arrests your motion. If you beat a DC20, you are swept off the turtle 60 feet to the East, but manage to remain above water. Less than 20 and you go underwater. You go underwater the number of feet that you miss the DC20 by. You may NOT Take 10 on this check. Those effected by Freedom of Movement are not affected by this wave.
If You are Lashed In, it takes a Move Action to free yourself. If You are Clinging to Something: STR Check vs DC12 to Keep your Grip. If you Lose your Grip, refer to Big Wave. If You are Clinging to Something AND Holding on to Someone Else to keep them from going over: STR Check becomes DC18. Someone else can boost that with an Aide Another STR check.
On The Surface Visibility is 60 feet
Spot checks take -4 penalty Listen checks take -4 penalty If you fall in, the water is now considered Rough, requiring a Swim check of DC15 or you go under. Wind has now picked up. It is considered Severe. -4 to Ranged Attacks. This is the velocity of wind produced by the Gust of Wind Spell. The Weather is considered Violent. You must make a Concentration Check of 5+Spell Level in order to Cast a Spell.
Underwater Visibility is only 30 feet.
Underwater Combat: You must make a successful Swim Check in order to Attack at All. Even after a successful swim check: Thrown weapons are ineffective underwater. Other range weapons take -2 penalty for every 5 feet of water through which they pass. Slashing or Bludgeoning weapons take a -2 to Attack and 1/2 Damage. Also, any time you fail your Swim Check, you are Off Balance, and flailing about in the water. In such cases, you take -2 to AC.
Freedom of Movement effects negate all of the above. With Freedom of Movement, you attack normally.
Jaeden Last Round OOC Tuesday January 17th, 2006 1:10:53 AM
*** OOC *** OOC ***
- Jaeden takes 10 on his swim check. Unarmored his swim is 10. This gives him a 20. Consider him at 15 ft. below.
- Question: how does his continual light stone affect visibility underwater?
- sorry for the late post. just got in from a weekend trip.
[ The Light Stone has no effect on visibility at the moment. The 30 foot radius of visibility is from murky water rather than lack of light. However, get below 20 feet of depth, and I think you'll find the Stone useful. That's where the light from above cuts out. -- Al ]
Sly (AC 25 85/85 hp) and Luke (Ac 21 65/65 hp) d20+3=20 d20+4=23 Tuesday January 17th, 2006 8:09:30 AM
OOC: Swim Checks - Luke's 20 - Sly's 23.
Luke balances in the water (A little), he sees something below him. Hoping that it's Sly, he'll try to paddle down to him.
Sly, being in calmer water, can balance himself better. Trying to look around but see very little. So he searches his pockets for a ever light torch, but find none. But does find a potion that he won at lotto?? Potting the potion real close to his eyes, he see that it's a potion of growth. "This will come in handy! I'll bet I can grow as big as Peerimus?? This fish is in for a surprise!!!"
Peerimus and Yorrick d20+18=27 d20+17=19 d20+13=25 d20+6=16 Tuesday January 17th, 2006 9:47:35 AM How detrimental might it become? Unknown, Peerimus knew before shifting of the potential problems, but the stakes at hand were great and against the Kraken the risk seemed justified. We shall see. It is one thing to know it is raining, it is another to seek shelter. The Kraken will be returning very shortly and... Fwumsh! Dalek hits the water nearby and Peerimus knows that the animal will be scared enough without a giant octopus right next to him.
A rallying point is needed, Yorrick my friend, I will need your patience a bit longer. Peerimus surfaces and casts Daylight on the club. One great tentacle holds the club high aloft, light shining about him to a radius of 60'.
Yorrick maintains his position in the storm, one of his friends companions needs his strength and so here he shall remain, a Bastion in the raging gale.
Spell 0: Detect Magic x2, Mending, Purify Food and Drink, Read Magic, Light Leve 1: Calm Animals x2, Faerie Fire x2, Shillelagh x2, Speak with Animals Level 2: Barkskin x2, Speak with Animals, Bull Str x2, Level 3: CMW, *Daylight x2, *Greater Magic Fang, Dominate Animal Level 4: Freedom of Movement x3, CSW Level 5: Animal Growth, *Freedom of Movement, CCW Level 6: *Commune with Nature
Know Nature 27 Swim take 10 total 25 Concentration 19 Spot 25 Listen 16
[ BTW, Peerimus, I rule that you may cast underwater in an aquatic form. This is a benefit from your Natural Spell feat. -- Al ]
that was what I was thinking, glad we agree :)
OoC to Sly (DM/Al) Tuesday January 17th, 2006 11:22:08 AM
Please consider what would happen if you opened a vial of liquid underwater. I will give you a chance to retract the drinking of the potion if you wish.
Dalek Tuesday January 17th, 2006 8:17:56 PM
Full of panic Dalek struggles for the surface. Luckily horses can swim. The powerful beast pushes for the surface back towards the direction he came from [full move to ao/ap,31/32][swim take 10 for dc 15]. The horse isn't too thrilled about the strange beast nearby but it is smart enough to know that first things first... air.
notes didn't see any swim checks for horse. strange since I thought they were good swimmers. I did go ahead and apply Dalek's str bonus to his swim check so with taking 10 he has a 15.
Jaeden Ohm (AC 25 HP 97/97) Tuesday January 17th, 2006 8:33:36 PM
Even in the murkiness of the water Jaeden sees the light that Peerimus calls forth. As the direction coinsides with the uncontrolled mental torment from Dalek he decides to head to the light [swim check take 10, dc 20][moving towards ap33 surface].
notes I think it'll take 2 rounds to get to ap33
Firn'gaer d20+11=28 d20+18=31 Tuesday January 17th, 2006 9:05:18 PM
[Fort save DC28]
Firn'gaer resists the pull of the current and drawing forth a rod, meta magic - silenced, he casts Dancing Lights. The motes dance around the gnome give his area a ominous glow.
Rising Light and Sinking Darkness - Kraken Battle Round 04 (DM/Al) d4=1 d20-11=1 Tuesday January 17th, 2006 10:42:07 PM
Without the swirling rush of water caused by the Kraken's passage, Sly and Luke find swimming much easier. Luke swims downward towards Sly, while Sly, himself, fishes about in his pockets for something that might help them out alone and separated from the group. He fails to find a light. But his fingers do touch upon the vial of a potion.
Peerimus the Octopus rises to the surface. With a waving of arms that serves as both speech and gesture to his current form, the druid conjures a powerful light on the end of his club. The rain still falls in torrents, but he can see all three Turtles from his position. It's clear to the Druid that the only ones still on the surface are Yorrick, Lady Silverhand, Savin, and the three Handlers. Dalek's position he knows. Jasper he saw as well. Though whether the cleric of Alemi continues to sink in his heavy armor, and what the depths may do to him is an unknown. Sly, Luke, Jaeden, and Firn'gaer must be under the surface also. Somewhere. Sure enough, the freshwater environment begins to take a toll on the druid's octopus form. Peerimus feels weak and Sickened. (I rolled the 1d4 for you.)
A moment later, Dalek bursts from below. The horse gasps for air that he does not need. Still, the mere fact that he is on the surface seems to calm the horse. (You did exactly the right thing with the Swim check.)
From underwater Jaeden sees the bright light. Then Dalek, legs churning, comes into view above. The warrior heads for the new bright light above. As he kicks his way through the water, he lets his body rise. (Yup, you're right. You have 15 feet for a double move. And that's about 25 to 30 feet to get to AP33 on the surface from down a depth of 15 feet. Also, keep in mind that you're holding that glowing stone. It occupies one hand.)
Firn'gaer maintains a stable position 15 feet underwater. Around him he conjures four spheres that throw off light like torches. (Firn'gaer, you may move the lights to any position within the parameters of the spell. The fourth ball is underneath the turtle.)
A glow from above draws Jasper's eye, and hope fills his breast. Swim! Struggle! Jasper thrashes in the water, but his armor only pulls him deeper into the darkness and away from the light.
Lady Silverhand shivers next to Yorrick in the driving rain.
"Hoy-Ya! In the water! Does ye need a line?" Rhodus cries out from the lead Turtle. Then he sees Peerimus and his tentacle (!) holding the glowing stick of wood. He sees the horse thrashing in the water nearby. "Bargle! Watch yer Fore! Get a line to the horse. The Beast is in our midst!" He pulls his boarding pike from it's socket, and works to undo the rope with which he is lashed to his Turtle.
Meanwhile, the real Kraken is nowhere to be seen. Could it be lurking in the depths? Will it come looming out of the murky waters to pick each member of the group off one by one?
* The circles on the map show your range of visibility. Hope it's not too confusing. Jasper cannot see. Nor can he be seen at all.
Swimming in the Water (Please Read This) The water on the Surface is considered Rough Water. You must succeed on a Swim Check of DC15 to get anywhere. You may take 10 on this check. I'll give you this bit of info for free. 15 feet below the surface, the turbulence is less. The Swim Check reduces to DC10. At 20 feet of depth, there is no light. You require an artificial light or darkvision in order to see.
Status Sly is 18 feet underwater Luke is 18 feet underwater Peerimus is 0 feet underwater Dalek is 0 feet underwater Jaeden is possibly at 7 feet. Firn'gaer is possibly at 15 feet. Dancing Lights are at 15 feet Jasper is 37 feet underwater
Big Wave: If you are not lashed down, make a Swim check. If you beat a DC25, you catch hold of part of the shell or one of the nets, and that arrests your motion. If you beat a DC20, you are swept off the turtle 60 feet to the East, but manage to remain above water. Less than 20 and you go underwater. You go underwater the number of feet that you miss the DC20 by. You may NOT Take 10 on this check. Those effected by Freedom of Movement are not affected by this wave.
If You are Lashed In, it takes a Move Action to free yourself. If You are Clinging to Something: STR Check vs DC12 to Keep your Grip. If you Lose your Grip, refer to Big Wave. If You are Clinging to Something AND Holding on to Someone Else to keep them from going over: STR Check becomes DC18. Someone else can boost that with an Aide Another STR check.
On The Surface Visibility is 60 feet
Spot checks take -4 penalty Listen checks take -4 penalty If you fall in, the water is now considered Rough, requiring a Swim check of DC15 or you go under. Wind has now picked up. It is considered Severe. -4 to Ranged Attacks. This is the velocity of wind produced by the Gust of Wind Spell. The Weather is considered Violent. You must make a Concentration Check of 5+Spell Level in order to Cast a Spell.
Underwater Visibility is only 30 feet.
Underwater Combat: You must make a successful Swim Check in order to Attack at All. Even after a successful swim check: Thrown weapons are ineffective underwater. Other range weapons take -2 penalty for every 5 feet of water through which they pass. Slashing or Bludgeoning weapons take a -2 to Attack and 1/2 Damage. Also, any time you fail your Swim Check, you are Off Balance, and flailing about in the water. In such cases, you take -2 to AC.
Freedom of Movement effects negate all of the above. With Freedom of Movement, you attack normally.
Sly and Luke d20+3=12 d20+4=15 Wednesday January 18th, 2006 8:23:07 AM
Sly hug the dog when he get eye level, Sly scratches the back of his ears. Sly tries to tell Luke (with jesters and hang signs)'I don't know where we are? must go up (pointing to serfave), Try to keep up.'
Sly puts the bottle away (for now), then making the harnes for Luke (witch is better than a rope around the collar,) Tie the end of the rope to himself.
Sly jesters with his thumb (up), the both of then deads for the surface....
Frin'gaer d20+2=3 d20+4=17 Wednesday January 18th, 2006 2:16:20 PM
Firn'gaer looks around with the new orbs about. With the druid's light and his own he can see nothing more than what is in the light area. Moving to AP29 he continues to look, unsuccessfully, for both the Kraken and any other issues that may draw his attention. Seeing none, he holds that position waiting.
Jaeden Ohm (AC 25 HP 97/97) Wednesday January 18th, 2006 2:23:55 PM
Jaeden continues to stroke for the surface. Seeing the four hooved outline of Dalek is a bit of relief but seeing the giant water beast next to him is a bit of a scare.
He bursts through the waters surface while sending what he can in the way of soothing emotions to Dalek [now at ap33]. Seeing that the horse is indeed nearby he does his best to calm him while keeping a wary eye on the tentacled beast nearby. For now the creature does not seem to be threatening.
Dalek Wednesday January 18th, 2006 2:31:11 PM
Dalek does calm as Jaeden emerges from the water but the horse still would rather be away from the creature in the water with him. Doing his best to remain calm and near Jaeden, he moves away from the beast [move to an/ao,33/34].
Peerimus and Yorrick d20+15=28 d20+17=24 d20+11=14 d20+4=6 d20+12=18 Wednesday January 18th, 2006 2:46:29 PM
His skin burns and his body aches, but for now there is nothing he will do. Jasper is sinking and the druid does not know if the ability to breathe water will keep the depths from crushing him. or even if this lake is deep enough to worry about that. First, he must communicate with Yorrick and put disatnce from the turtles.
Keeping the club aloft, several other tentacles writhe about. [Cast Speak with animals]. The great octopus gurgles and pitches slightly, "It is still me my friend, we need to part from the turtles. I took this form in case we must combat the Kraken."
Yorrick gives another roar and his head nods. With a great lunge, he plows into the water to the giant octopus, not to attack, but to just swim over to it. A tentacle ruffles the bears fur and gives it a pat.
Peerimus moves 15' further from the turtles towards AU/20
Spell 0: Detect Magic x2, Mending, Purify Food and Drink, Read Magic, Light Leve 1: Calm Animals x2, Faerie Fire x2, Shillelagh x2, Speak with Animals Level 2: Barkskin x2, Speak with Animals, Bull Str x2, Level 3: CMW, *Daylight x2, *Greater Magic Fang, Dominate Animal Level 4: Freedom of Movement x3, CSW Level 5: Animal Growth, *Freedom of Movement, CCW Level 6: *Commune with Nature
Swim take 10 total 23 Concentration 18 Handle animal 24 Spot 14 Listen 6
Yorrick Swim 18
Jaeden (second illegal post) d20=15 Wednesday January 18th, 2006 8:10:15 PM
Seeing the interaction between tentacled beast and Yorrick, the reality of the situation becomes clear to Jaeden. He does his best send images of of Peerimus superimposed on the creature to Dalek while sending as much comfort as he can through the link between horse and man.
While not terribly accustomed to such mental control, the warrior does an adequate job [15 + whatever modifier should make this at least almost possible] and suceeds in calming Dalek.
Savin d20+2=20 d20+13=28 Wednesday January 18th, 2006 8:59:40 PM
Savin will have to make a decision on what to do. Who to save...Sly and Luke or the priest. He has known Sly longer and decides on him. He knows which direction Sly and Luke drifted off to an dives off the turtle swimming strongly in their direction. He will angle slightly under the water knowing that they most likely sank a little.
Once he sees them (spot 28) he will grab Luke and point upwards to Sly. He will then start to swim towing Sly to the surface.
Savin has a 60 movement normally and the pearl of Sirines also gives him a 60' swim movement. Taking a double movement, Savin should easily be able to grap Luke and get him to the surface.
Rolled an intelligence check of 20 to move in the right direction.
Blow Ballast and Bring Us to the Surface - Kraken Battle Round 05 (DM/Al) d20-11=15 Wednesday January 18th, 2006 9:50:13 PM
The water at 18 feet is calmer. Sly and Luke have a moment of joyful reunion. Sly puts away the potion, then he sets about fashioning a rough harness. The fighter doesn't have a lot of experience with ropes. Fortunately, both he and Luke are swimming better. Both half-elf and dog are stable enough in the water for the harness making. Still, ropes can be tricky. (Sly, roll Use Rope vs DC15 or fail to make that harness.) Sly looks upward toward the surface. Fashioning the harness takes time too, though. Maybe the pair can swim upward after the harness is complete. (Sorry, too many actions in one round, Sly.)
Firn'gaer holds his position. The water is murky. From 15 feet under the water, he sees the bottom of the Turtle, it's flippers moving above. He sees Jaeden's feet, as the fighter kicks toward the surface. And just beyond is a dark mass that is large enough to be Dalek. A light, bright as day, glows somewhere above the surface. Next to the source of the light is a large hazy shadow. Sound seems to carry with an unusual clarity underwater. It is difficult, however to decipher the different churnings of water from each other. There is, however, a bubbling burst of sound that sounds vaguely like a panicked outcry. It sounds like it might be coming from somewhere to the north.
Jaeden breaks the surface next to Dalek. Just beyond is a giant octopus holding a glowing club. What could this be but Peerimus in another animal form. The fighter sends reassuring images to his mount. Dalek calms in the presence of his trusted friend. Still, he swims to the other side of his friend, putting distance between himself and the many legged water beast.
Peerimus casts a spell, then calls to his friend in reassuring tones. The mighty bear leaps into the water, sending water spraying into the air. Peerimus then swims a short distance to the northeast. (Did you mean AU28?)
Savin correctly assumes that Sly and Luke must have been swept up as the kraken passed to the east. He takes a southeasterly course and soon sees the pair down 18 feet. With strong sure strokes, the monk swims the rest of the way down to them and tows them to the surface.
Desperation grips Jasper, or perhaps it's the blessing of Alemi. The cleric finds the right stroke. He kicks his legs, and begins his way back toward the surface. The water around him is still dark. Salvation seems so far away. But one must have faith. One must persevere.
Lady Silverhand and Rhodus the Breaker can do no more than watch as Yorrick leaps into the water to join the giant octopus. This group is truly strange and wondrous. "Hold your positions!" Rhodus shouts to his juniors. "Come, yer Ladyship," he takes Lady Silverhand by the arm. "We must be to lashing you in safe."
Savin, Sly and Luke bob on the surface, tossed by the rough water. They are southeast, separated from the main group. (Savin, Sly and Luke I assume for the moment that you all have your heads above the surface of the water as that is largely the aim of rising to the surface.)
* The circles on the map show your range of visibility. Hope it's not too confusing. Jasper cannot see. Nor can he be seen at all.
Swimming in the Water (Please Read This) The water on the Surface is considered Rough Water. You must succeed on a Swim Check of DC15 to get anywhere. You may take 10 on this check. I'll give you this bit of info for free. 15 feet below the surface, the turbulence is less. The Swim Check reduces to DC10. At 20 feet of depth, there is no light. You require an artificial light or darkvision in order to see.
Status Sly is 0 feet underwater Luke is 0 feet underwater Savin is 0 feet underwater Peerimus is 0 feet underwater Dalek is 0 feet underwater Jaeden is 0 feet. Firn'gaer is 15 feet. Dancing Lights are at 15 feet Jasper is 27 feet underwater
Big Wave: If you are not lashed down, make a Swim check. If you beat a DC25, you catch hold of part of the shell or one of the nets, and that arrests your motion. If you beat a DC20, you are swept off the turtle 60 feet to the East, but manage to remain above water. Less than 20 and you go underwater. You go underwater the number of feet that you miss the DC20 by. You may NOT Take 10 on this check. Those effected by Freedom of Movement are not affected by this wave.
If You are Lashed In, it takes a Move Action to free yourself. If You are Clinging to Something: STR Check vs DC12 to Keep your Grip. If you Lose your Grip, refer to Big Wave. If You are Clinging to Something AND Holding on to Someone Else to keep them from going over: STR Check becomes DC18. Someone else can boost that with an Aide Another STR check.
On The Surface Visibility is 60 feet
Spot checks take -4 penalty Listen checks take -4 penalty If you fall in, the water is now considered Rough, requiring a Swim check of DC15 or you go under. Wind has now picked up. It is considered Severe. -4 to Ranged Attacks. This is the velocity of wind produced by the Gust of Wind Spell. The Weather is considered Violent. You must make a Concentration Check of 5+Spell Level in order to Cast a Spell.
Underwater Visibility is only 30 feet.
Underwater Combat: You must make a successful Swim Check in order to Attack at All. Even after a successful swim check: Thrown weapons are ineffective underwater. Other range weapons take -2 penalty for every 5 feet of water through which they pass. Slashing or Bludgeoning weapons take a -2 to Attack and 1/2 Damage. Also, any time you fail your Swim Check, you are Off Balance, and flailing about in the water. In such cases, you take -2 to AC.
Freedom of Movement effects negate all of the above. With Freedom of Movement, you attack normally.
Sly and Luke d20+1=6 d20+4=23 Thursday January 19th, 2006 8:57:22 AM
Sly is trying to make a harnes for Luke (Use rope ckeck 6), before they head up to the serface. WHEN! all of a sudden? Some one or some thing grab the Luke, as they rise to the serface, Sly hang on tothe rope with both hands now! (Str Check 23)
When reaching the serface, Sly look around but cannot see anything, Nothing in sight Except Savin! Sly must be pailer than usalle, because Savin is laughing at Sly. Sly smiles "Oh! It you?? I though we were fish food for a minute there. Tell me Savin, WhereTheHeckAreWe?. (They are all doing the dog paddle in place.)
Sly Spells Lvl 0 -Read Magic - Flare X2 - Ray of Frost.
Lvl 2 -Blindness or Deftness - Scoching Ray - Bull's Strenth.
Lvl 3 -Lighting bolts X2.
Peerimus and Yorrick d20+17=26 d20+12=19 d20+11=25 d20+4=23 d20+9=27 d20+6=15 Thursday January 19th, 2006 5:27:52 PM
The group was gathering back together, but no Jasper. Hopefully the others will follow. It was time to attempt to take the fight to the Kraken. The ability to breathe water was limited on all of them, the great monster is highly intelligent and might just wait them out.
A burbbling comes from the great octopus and it dives, Yorrick is soon after. The pair are heading straight down. Peerimus will only go 20', so as not to lose Yorrick. The druid casts about for signs of Jasper or the Kraken or any other non freindlies.
Spell 0: Detect Magic x2, Mending, Purify Food and Drink, Read Magic, Light Leve 1: Calm Animals x2, Faerie Fire x2, Shillelagh x2, *Speak with Animals Level 2: Barkskin x2, Speak with Animals, Bull Str x2, Level 3: CMW, *Daylight x2, *Greater Magic Fang, Dominate Animal Level 4: Freedom of Movement x3, CSW Level 5: Animal Growth, *Freedom of Movement, CCW Level 6: *Commune with Nature
Swim take 10 total 23 Concentration 18 Handle animal 26 Spot 25 Listen 23
Yorrick Swim 19 Spot 27 Listen 15
Jaeden Ohm (AC 25 HP 97/97) Thursday January 19th, 2006 6:40:47 PM
Not having a clue what else to do Jaeden continues to tread water (taking 10) in place. Dalek too does his best to remain in place (taking 10).
Firn'gaer d20+2=20 d20+4=10 Thursday January 19th, 2006 7:03:00 PM
Firn'gaer stays in position waiting for something to happen.
Savin ac 24 hps 107/107 d20+13=22 Thursday January 19th, 2006 8:08:14 PM
Since Savin already has a grip on both Sly and Luke from pulling them from the depths, he tranfers Sly to his neck and says, "Hold on!" He then quickly moves towards the turtles using the noise everyone is making to home in on. (Listen check 22)
Savin swims 60 feet and sees the turtles. He gets to the edge and says, "Climb on and don't wander off again."
To the others he yells, "Stay with the turtles! It is crazy to try and fight this thing in its enviroment. We must use spells and missile weapons to soften it up. Make it come to us! Firn'gaer try and locate it on that dodaad thin of yours."
From Out of the Depths - Kraken Battle Round 06 (DM/Al) d20-11=-1 d20+24=36 d20+24=39 d20+40=48 d20+40=45 2d8(1+6)+8=15 2d8(4+4)+8=16 2d8(2+2)+8=12 2d8(2+1)+8=11 Thursday January 19th, 2006 9:33:58 PM Sly and Luke break the surface. The first thing that they see is Savin. At first, it seems as though they could be anywhere. But, they spot the mound of the Turtle to the northwest. Maybe they didn't go as far as they had though after all. But one thing is for sure, visibility under the water is a lot less than above. (Sorry, Sly, I should have changed your circles of visibility when you rose to the surface. I forgot. You can see for 60 feet around you up here.)
Peerimus and Yorrick swim straight down. As they duck their heads under the water, the world shrinks in the murky water. It's a quieter Wold full of infinite darkness. The light on the druid's club glows like the sun, lighting all of the motes that swirl about in the water. And down below, also bathed in the glow of Daylight, Jasper fights to gain the surface. He is just a short reach away.
Jaeden remains on the surface, treading water next to Dalek. Though the horse does not appear as natural a swimmer, he does seem to swim faster than Jaeden himself. Might it be possible to ride the horse underwater?
Firn'gaer remains patient as the light suddenly brightens underwater. Peerimus again. Hopefully. Sounds come from all around. To the southeast, one ... no, two or three figures enter the field of Firn'gaer's vision, and take up a position on the opposite side of the Turtle. One appears large, the other two of medium size.
Savin swims in the direction of the noise. With no more than a few strokes, the Turtle comes into view. Swimming at the edge of the water, he advises the others to climb back aboard. The bright Daylight from the other side of the Turtle suddenly dims. Peerimus? What happened there?
Maybe it's the sight of the bear and the octopus coming down towards him, but Jasper begins thrashing again. The weight of his armor quickly begins to draw him down again. The cleric pulls away from his rescuers.
Rhodus ties a loop for Lady Silverhand, and then returns to the head of Titan to lash himself in as well.
The rain beats down upon the heads of Savin, Sly, Luke, Jaeden and Dalek. The waves toss up and down.
Sly, Luke and Savin feel a sudden rush of water. Both Sly and Luke are slammed from behind. Thick fleshy appendages wrap elf and dog. Savin watches in horror as his friends are jerked underwater.
Hit Sly AC36, Tentacle Damage 15, Grapple check 48, Constricting Damage 12 = Total Damage 27hp Hit Luke AC39, Tentacle Damage 16, Grapple check 45, Constricting Damage 11 = Total Damage 27hp
Sly and Luke are Grappled. Held fast in the long tentacles of the Kraken. With their faces under the water, they can now see the main body of the creature, 15 feet below the surface. It is enormous. (Sly and Luke, Spot vs DC15 to notice the following: Highlight to display spoiler: {The Kraken's skin is a dark gray. Only part of it's body is visible to the two of you, but it looks as though huge scrapes cover the sides of the Kraken's body.})
(Sly and Luke, Grappling is pretty complicated. I can only ask you to read the rules and tell me what you want to do. But, I'll tell you right away, things don't look good. This critter is pretty strong.)
With his head above the surface, all Savin can see is his two friends right next to him, thrashing underwater. Something big wraps both of them. They are most likely fighting for their lives.
* The circles on the map show your range of visibility. Hope it's not too confusing. Jasper cannot see. Nor can he be seen at all.
Swimming in the Water (Please Read This) The water on the Surface is considered Rough Water. You must succeed on a Swim Check of DC15 to get anywhere. You may take 10 on this check. I'll give you this bit of info for free. 15 feet below the surface, the turbulence is less. The Swim Check reduces to DC10. At 20 feet of depth, there is no light. You require an artificial light or darkvision in order to see.
Status Sly is 0 feet underwater (Just below the surface) Luke is 0 feet underwater (Just below the surface) Savin is 0 feet underwater Peerimus is 20 feet underwater Yorrick is 20 feet underwater Dalek is 0 feet underwater Jaeden is 0 feet. Firn'gaer is 15 feet. Dancing Lights are at 15 feet Jasper is 38 feet underwater
Big Wave: If you are not lashed down, make a Swim check. If you beat a DC25, you catch hold of part of the shell or one of the nets, and that arrests your motion. If you beat a DC20, you are swept off the turtle 60 feet to the East, but manage to remain above water. Less than 20 and you go underwater. You go underwater the number of feet that you miss the DC20 by. You may NOT Take 10 on this check. Those effected by Freedom of Movement are not affected by this wave.
If You are Lashed In, it takes a Move Action to free yourself. If You are Clinging to Something: STR Check vs DC12 to Keep your Grip. If you Lose your Grip, refer to Big Wave. If You are Clinging to Something AND Holding on to Someone Else to keep them from going over: STR Check becomes DC18. Someone else can boost that with an Aide Another STR check.
On The Surface Visibility is 60 feet
Spot checks take -4 penalty Listen checks take -4 penalty If you fall in, the water is now considered Rough, requiring a Swim check of DC15 or you go under. Wind has now picked up. It is considered Severe. -4 to Ranged Attacks. This is the velocity of wind produced by the Gust of Wind Spell. The Weather is considered Violent. You must make a Concentration Check of 5+Spell Level in order to Cast a Spell.
Underwater Visibility is only 30 feet.
Underwater Combat: You must make a successful Swim Check in order to Attack at All. Even after a successful swim check: Thrown weapons are ineffective underwater. Other range weapons take -2 penalty for every 5 feet of water through which they pass. Slashing or Bludgeoning weapons take a -2 to Attack and 1/2 Damage. Also, any time you fail your Swim Check, you are Off Balance, and flailing about in the water. In such cases, you take -2 to AC.
Freedom of Movement effects negate all of the above. With Freedom of Movement, you attack normally.
Savin ac 24 hps 107/107 d20+9=25 d20+9=26 d20+9=23 d20+4=16 2d6(6+2)+16=24 2d6(3+2)+16=21 2d6(5+1)+16=22 Friday January 20th, 2006 8:35:48 AM
Savin sees his friends in danger and will yell, "The Kraken is over here! It has Sly and Luke"
Savin turns and with his quarterstaff swings at the tentacles that is holding Sly with his first 2 blows and then Luke with his second two blows. (Took minus 5 to power attack.)
Savin is hoping to cause enough pain to free his friends. He does 45 points of damage to the arm holding Sly and 22 points of damage to the arm holding Luke.
OOC 2d6 due to large size weapon, 10 points do to using two handed weapon to attack, 6 points of strength damage. Take no penalties for fighting in water do to pearl of sirine. It was a good investment!)
pearl of sirine hours enlarge person 2/50 rounds displacement cloak 4/15
Sly (AC 25 58/85 hp) and Luke (Ac 21 38/65 hp) d20+5=15 d20+4=20 d100=78 3d6(5+2+5)+1=13 3d20(8+16+13)+18=55 d6+4=6 Friday January 20th, 2006 11:23:52 AM
OOC: I take it that Sly and Luke are in two different arms? Right?? I think I'm going to nned your Help DM AL. This is how I see it.
Sly see the turtle (who is north/west)"There over there Savin!" Sly tells Savin. Savin swims to the turtels wit Sly and Luke in tow. They get with in ten feet of the turtle, Wnen?? Sly is pulled under water, then Luke is pulled under water.
The first thing Sly and Luke do is look down. They see the kraken and he's Gargantuan!! He's dark gray (no wonder we cannot see him!), he also is covered with scrapes on the side of his body.
The second though that goes through Is "Let Us Go!" in action reflex, Sly will to encurage the beast, by evocing try lighting Bolts through his slimy body. Luke will try to bite the fish.
Sly Spot 20 - Percentage for magic 78% - Magic damages 13hp - (I hope)
Luke - spot 15 - Bite 55 - Damages 6hp -
OOC: I hope I did this right or it looks right Sly will be wet for a long time.
Lvl 2)Blindness or Deftness - Bull's Strenth - Scorching Ray.
Lvl 3) Lighting (down to 1 left.)
[ 1) Two different arms. Right. 2) Turtle nortwest. Right. 3) Savin swims to turtle with Sly and Luke and they are 10 feet from the Turtle. Right. Sly and Luke are just below the waterline. Right. -- Al ]
A Cry From Above - Addendum (DM/Al) Friday January 20th, 2006 12:03:15 PM
Above the water, Jaeden and Lady Silverhand both hear Savin's call with crystal clarity.
Underwater, Peerimus and Jasper hear Savin's cry. The conductivity of the water even allows them to recognize his voice. But the words are distorted by the story waters. They hear, " ... Uraken oover ere! as Sly Luke!" Still, it doesn't take a genius to understand the meaning.
Firn'gaer's version is clearer, and when the wizard turns, he sees the thrashing struggle in the water. Something big and barely visible is attacking on the other side of the Turtle.
Peerimus and Yorrick d20+10=24 d20+12=19 d20+17=31 d20+11=29 d20+4=19 d20+9=17 d20+6=26 Friday January 20th, 2006 12:15:44 PM Got him! A 20' tentacle reaches down and grabs the struggling cleric. But what Now? the Kraken is attacking the rest of the group and spending too much more time with Jasper could be disasterous
A gurrgling squawk from the octopus sends Yorrick swimming hard through the water towards the sound of Savin's cry and, with the Freedom of Movement spell, arrives in moments. AT-41 20'deep
Peerimus swims also in that direction, moving closer to the surface by 10' and 20 directly south.
Peerimus attack AC 24 Yorrick Swim 19
Spell 0: Detect Magic x2, Mending, Purify Food and Drink, Read Magic, Light Leve 1: Calm Animals x2, Faerie Fire x2, Shillelagh x2, *Speak with Animals Level 2: Barkskin x2, Speak with Animals, Bull Str x2, Level 3: CMW, *Daylight x2, *Greater Magic Fang, Dominate Animal Level 4: Freedom of Movement x3, CSW Level 5: Animal Growth, *Freedom of Movement, CCW Level 6: *Commune with Nature
Swim take 10 total 23 Handle animal 31 Spot 29 Listen 19
Yorrick Swim 19 Spot 17 Listen 26
Firn'gaer - AC21, HP 77 d20+11=24 d20=10 10d6(6+6+2+2+4+3+4+2+5+5)=39 d20+18=31 Friday January 20th, 2006 12:24:46 PM
Firn'gaer sends the orbs towards the figures out at the edge of his vision. Assuming he can see the attack on Sly and Luke, Firn'gaer will move to AT34 (Fort DC24) and then using his rod will send a silenced lightning bolt the Kraken's direction.
[Don't know what you would want Al to decide if Firn'gaer can fire the lightning bolt and not hit Sly or Luke. I rolled d20 and got 10 and then based on what you want it to be - Int, level, etc you can go from there.]
[Concentration DC31] [Lightning bolt - 39, Reflex save DC20]
Electrifying Results - Kraken Battle Round 07 (DM/Al) d20+10=14 d20+40=49 d20+40=59 Sunday January 22nd, 2006 3:29:19 PM
[ OOC ] It's noon here on Sunday. Sorry, can't wait any longer.
And, sorry, Savin, but I'm going to rule that you can't make normal Melee attacks against a Kraken's tentacles or arms. Rather, all attacks must be Sunder Attacks. To that end, I'm reconfiguring your attacks for Sunder. That's 1d20 + Your Attack Mod + 4 Two-Handed Weapon + 4 Large Size Creature -5 Power Attack. See Kraken Info below for Kraken stats.
Savin Sunder hit AC33, AC34, AC31, AC24 All misses
[ BIC ]
Savin's quarterstaff slices through the water as he attacks the Tentacles of the Kraken. His blows are powerful, but ungainly, and, perhaps that is why the Kraken is able to turn the strikes, or evade them entirely. When all is done, Sly and Luke still remain captive.
Sly and Luke both fight back in the way they best know. The Kraken's tentacles, however, are so tight that neither is able to move. Sly can't move his arms to make the motions necessary for his spell. And Luke is held so tight that he cannot turn to effectively bite. Both the friends are in a ... tight spot. (Sorry Sly, you are in a real jam. When grappled you cannot cast a spell that requires a Somatic component. That is, a component in which you have to move your body. As for Luke, in order to attack in a grapple, you need to succeed in an opposed grapple check. In the case of the Kraken, you have to beat a DC40. This guy is pretty strong.)
A long tentacle snakes down from above, and Peerimus snags hold of Jasper, arresting the Cleric before he sinks any further. Yorrick follows the commands of his friend, paddling his paws through the murky depths. Above, the bear sees the turtle as he passes underneath it. Then, just ahead, three two legged creatures swim. From the clothing, one is Savin. The other two are Sly and Luke. And, wrapped around Sly and Luke, the bear sees gargantuan fleshy tentacles. Towing Jasper behind him, Peerimus the Giant Octopus also heads in the direction of Savin's shouts at Octopus swim speed. His club lights up the water all around. The light brings the comfort of daylight, if not better underwater visibility. As he drifts upward 10 feet, Peerimus sees the bottom of the turtle with Yorrick swimming below it. He cannot yet make out the forms of either Savin, Sly or Luke. Nor can he see thing that Savin is shouting about. (Peerimus, Yorrick is just under the Southeast Turtle on the map. You can see the corner of his square sticking out at AT41.)
Peerimus' spell, as well as Firn'gaer's both also seem to allow everyone to swim deeper without requiring Darkvision.
The struggle on the other side of the turtle is a hazy outline to Firn'gaer's eyes. He sends his four dancing orbs to the outer extent of his vision. Sly, Luke, and Savin see the orbs as they glide into sight 15 feet below them. Then the gnome flies eastward through the water for a clearer line of fire. Just above him, he can see Peerimus the Octopus with a tentacle stretching downward that holds Jasper the Cleric of Alemi. Yorrick swims under the turtle to the south. But, he has lost sight of Savin, Sly, and Luke. And losing sight of the struggle, loses sight of any trace of the Kraken as well. And yet, from the angle of things, the wizard has a pretty good idea of where the Kraken must be. And, given its size, aiming may not be a problem. Firn'gaer lets loose with a Lightning Bolt.
Several things happen at once. In the split second that the bolt leaves his fingertips, Firn'gaer notes that the electricity feels twice as strong as it should be. The feeling is surprise mixed with some pleasant satisfaction, as the Kraken on the other end of the strike, must surely be hurt quite a bit by this one. The next split second is not quite so nice. The electrical charge fills the water for hundreds of feet around. On the surface, the Turtles raise their heads in silent screams. Everyone in the water is wracked with pain as the electric current fills the water and runs through their bodies. (Everyone in the water - Firn'gaer, Rufus, Peerimus, Yorrick, Jaeden, Dalek, Jasper, Savin, Sly, Luke, Turtles - all take 19hp damage. That's Half the original damage. No Reflex Save. Where to are you going to dodge?)
Lady Silverhand remains clinging to the wet rope on the back of the Turtle as the rain continues to pour down.
In the water, Jaeden, Dalek, and Jasper gasp as electricity shoots through their bodies.
The Kraken screams. Unlike the high reedy voice heard above, underwater, its scream is the piercing cry of the enormous monster that the Kraken is. Everyone hears the scream. Sly and Luke are pushed away as the Kraken breaks the grapple. (Grapple checks 49 and 59.)
Savin sees the tentacles release Sly and Luke. Yorrick, at 20 feet down, and Sly and Luke, just under the waves see the bulk of the Kraken fade to the Southeast. To them, the Kraken appeared to be moving slowly. But, then again, everything moves slowly underwater.
No one else is able to see what happened. And no one can see the Kraken now at all.
* The circles on the map show your range of visibility. Hope it's not too confusing. Jasper cannot see. Nor can he be seen at all.
Kraken Info AC20 Sunder Tentacle DC36 Sunder Arm DC31 Grapple DC40
Swimming in the Water (Please Read This) The water on the Surface is considered Rough Water. You must succeed on a Swim Check of DC15 to get anywhere. You may take 10 on this check. I'll give you this bit of info for free. 15 feet below the surface, the turbulence is less. The Swim Check reduces to DC10. At 20 feet of depth, there is no light. You require an artificial light or darkvision in order to see.
Status Sly is 0 feet underwater (Just below the surface) Luke is 0 feet underwater (Just below the surface) Savin is 0 feet underwater Peerimus is 10 feet underwater Yorrick is 20 feet underwater Dalek is 0 feet underwater Jaeden is 0 feet. Firn'gaer is 15 feet. Dancing Lights are at 15 feet Jasper is 28 feet underwater
Big Wave: If you are not lashed down, make a Swim check. If you beat a DC25, you catch hold of part of the shell or one of the nets, and that arrests your motion. If you beat a DC20, you are swept off the turtle 60 feet to the East, but manage to remain above water. Less than 20 and you go underwater. You go underwater the number of feet that you miss the DC20 by. You may NOT Take 10 on this check. Those effected by Freedom of Movement are not affected by this wave.
If You are Lashed In, it takes a Move Action to free yourself. If You are Clinging to Something: STR Check vs DC12 to Keep your Grip. If you Lose your Grip, refer to Big Wave. If You are Clinging to Something AND Holding on to Someone Else to keep them from going over: STR Check becomes DC18. Someone else can boost that with an Aide Another STR check.
On The Surface Visibility is 60 feet
Spot checks take -4 penalty Listen checks take -4 penalty If you fall in, the water is now considered Rough, requiring a Swim check of DC15 or you go under. Wind has now picked up. It is considered Severe. -4 to Ranged Attacks. This is the velocity of wind produced by the Gust of Wind Spell. The Weather is considered Violent. You must make a Concentration Check of 5+Spell Level in order to Cast a Spell.
Underwater Visibility is only 30 feet.
Underwater Combat: You must make a successful Swim Check in order to Attack at All. Even after a successful swim check: Thrown weapons are ineffective underwater. Other range weapons take -2 penalty for every 5 feet of water through which they pass. Slashing or Bludgeoning weapons take a -2 to Attack and 1/2 Damage. Also, any time you fail your Swim Check, you are Off Balance, and flailing about in the water. In such cases, you take -2 to AC.
Freedom of Movement effects negate all of the above. With Freedom of Movement, you attack normally.
Sly (AC 25 39/85 hp) and Luke (Ac 21 19/65 hp) d20+7=23 d20+6=18 Monday January 23rd, 2006 6:33:47 AM
Sly tries to cast his lighting bolts, but this monster has him and luke in a very tight grip, Sly cannot move hid hand or his arm to conjer his spell hefaces doom.
Luke is in the same spot as Sly, he cannot get his head to twist enoughto get even a bite. But the daog strougles on.
Then it happens, both Sly and Luke gets the sckock of their lives. . , Sly tries to swim towards Luke, but it's hard when your whole bode is numb. Luke on the other arm, is strock so hard that he is almost unconsious, but he'll try to swim toward Sly. Poor dog! he does not know if he's swiming in a strait line or if he's going around in circles.
OOC: Sly Swim 23 - Luke Swim 18
OOC to DM Al - that what I though would happen when Sly and Luke got caught in the monster's grapple. I though we were going to his cave as slaves. BUT you had other ideas. . .
[ LOL. You *we're* going off as slaves. Talk to Firn'gaer. He's the one who convinced the Kraken to let you go. -- Al ]
Peerimus AC 22 HP 51-70 and Yorrick AC 20 HP 63-82 d20+17=20 d4+1=2 d20+11=15 d20+4=18 d20+12=27 d20+9=14 d20+6=8 Monday January 23rd, 2006 10:36:00 AM
The jolt wracks through Peerimus and the subtle flash through the water easily identifies the source. The Scream at least confirms the Kraken was in range as well. Still holding onto Jasper, Peerimus tells Yorrick through the Speak with Animals spell to take up next to Firngaer and ready for the Kraken to retaliate.
The druid begins casting, Father, we are in need of assistance against this abomination.
Spontaneous cast Summon Natures's Ally IV, sacrifice CCW. Next round 2 Huge Sharks arrive. Assuming the Kraken does not reappear before I place them. Shark 1 10' under Peerimus Shark 2 30' south of Shark 1 (AU/41)
Yorrick swims next to Firngaer and waits and watches.
Spell 0: Detect Magic x2, Mending, Purify Food and Drink, Read Magic, Light Leve 1: Calm Animals x2, Faerie Fire x2, Shillelagh x2, *Speak with Animals Level 2: Barkskin x2, Speak with Animals, Bull Str x2, Level 3: CMW, *Daylight x2, *Greater Magic Fang, Dominate Animal Level 4: Freedom of Movement x3, CSW Level 5: Animal Growth, *Freedom of Movement, *CCW Level 6: *Commune with Nature
Swim take 10 total 23 Handle animal 20 Spot 15 Listen 18
Yorrick Swim 27 Spot 14 Listen 8
Spells: Peerimus Speak with Animals 108 rounds Yorrick Freedom of Movement 110 minutes Water Breathing 4 hours
Firn'gaer - 58/77 & Rufus 19/38 5d4(4+3+3+3+1)+5=19 d20+18=28 d20+4=7 d20+2=10 Monday January 23rd, 2006 5:08:35 PM Damn idiot! You know what electricity and water do...stupid, very stupid.
Firn'gaer unable to see the Kraken, waits for the beast to return. He knows full well he'll be a prime target when it decides to attack again. He readies himself for an attack.
[Readied action - using Silence Rod will cast Empowered Magic Missile at Kraken. Empowered Magic Missile - 28 points; Concentration DC28]
Savin 88/107 Monday January 23rd, 2006 6:35:12 PM
Savin feels the electricity charge through the water as the bolt slams into the beast. He is glad the wizard finally got a lick in.
Savin sees his friend's released and the kraken slip away. He is upset that he couldn't strike the beast but happy that his friends are safe. He snatches up Luke and throws him upon the turtle's back.
"Is everyone alright? Where is everyone? Everyone get on the turtles now. We will be safer."
Jaeden Ohm (AC 25 HP 78/97) Monday January 23rd, 2006 9:01:52 PM
Given his position Jaeden decides the best thing would be to head for the turtle [turtle B] He swims to the creatures shell and pulls himself up [AP36]. Once there urges Dalek up as well by pulling on his reigns and mentally encouraging the horse.
Whether or not the warrior is successful getting Dalek up, he heads to the side of the shell where he is closest to the others and takes stock of the situation.
Circling - Kraken Battle Round 08 (DM/Al) d20-11=-8 Monday January 23rd, 2006 10:15:11 PM
Released from the grip of the Kraken, Sly and Luke try to reorient themselves in the choppy storm driven waters. Their bones are crushed, and their nerves are a jangle.
Peerimus calls for Yorrick to watch over Firn'gaer. The bear turns, gliding with the same lithe grace underwater as his polar cousins. He seems eager to please his lifelong friend, a marked contrast from the savage blood lust of only a few days before. The druid begins a conjuration to bring aide against the powerful monster that stalks the group.
Firn'gaer floats in the water, poised for a retaliatory strike by the Kraken. Yorrick swims to his side, five feet below. Peerimus as a Giant Octopus is five feet above. The Kraken, is nowhere to be seen. The sound of the storm masks its movements, even large as it is. Where will it strike next? How fast can it move? Can it see further in this murky water than anyone else in the group? Is it watching right now? Watching as it circles, waiting for its chance?
With the tentacles now gone, Savin reaches into the rough water and pulls Luke to the edge of the Turtle, and up onto the shell. The spots where Savin touches the wardog's body are soft, the bones crushed. Still, Luke does not whimper or cry out. He looks in bad shape.
Jaeden and Dalek climb back onto the back of a Turtle. Bargle stands with his boarding pike as Jaeden walks around him carrying his Greatsword. On the South end of the Turtle, Savin and Sly bob on the rough waves. Injured, Luke stands on the edge of the Turtle. The warrior makes his way across. Somewhere, below, the others battle the Kraken. Though, through Peerimus' magic, the storm tossed surface of the water is lit like a candle, it still gives no sign of what is happening beneath.
(If you're above the water, you can't see what's happening below. And if you're below, you can't see what's happening above.)
Suspended under Peerimus' tentacle, Jasper attempts to swim toward the surface. Try as he might, though, he can do no more than flounder about. Even through his frustration, he gives praise to both Peerimus and Alemi that he is no longer sinking.
On the Turtle with Rhodus, Lady Silverhand, loosens her grip enough to retrieve her bow. Hooking her leg through her loop of rope, the rogue draws an arrow, waiting for the Kraken to make an appearance on the surface.
The group waits for the Kraken to reappear. The bright daylight from Peerimus' club shines out into the murk. Brightly lit motes cloud the water, obscuring vision. The Kraken is out there. Where will it strike next?
* The circles on the map show your range of visibility. Hope it's not too confusing. Jasper cannot see. Nor can he be seen at all.
Kraken Info AC20 Sunder Tentacle DC36 Sunder Arm DC31 Grapple DC40
Swimming in the Water (Please Read This) The water on the Surface is considered Rough Water. You must succeed on a Swim Check of DC15 to get anywhere. You may take 10 on this check. I'll give you this bit of info for free. 15 feet below the surface, the turbulence is less. The Swim Check reduces to DC10. At 20 feet of depth, there is no light. You require an artificial light or darkvision in order to see.
Status Sly is 0 feet underwater (Just below the surface) Luke is 0 feet underwater (Just below the surface) Savin is 0 feet underwater Peerimus is 10 feet underwater Yorrick is 20 feet underwater Dalek is 0 feet underwater Jaeden is 0 feet. Firn'gaer is 15 feet. Dancing Lights are at 15 feet Jasper is 28 feet underwater
Big Wave: If you are not lashed down, make a Swim check. If you beat a DC25, you catch hold of part of the shell or one of the nets, and that arrests your motion. If you beat a DC20, you are swept off the turtle 60 feet to the East, but manage to remain above water. Less than 20 and you go underwater. You go underwater the number of feet that you miss the DC20 by. You may NOT Take 10 on this check. Those effected by Freedom of Movement are not affected by this wave.
If You are Lashed In, it takes a Move Action to free yourself. If You are Clinging to Something: STR Check vs DC12 to Keep your Grip. If you Lose your Grip, refer to Big Wave. If You are Clinging to Something AND Holding on to Someone Else to keep them from going over: STR Check becomes DC18. Someone else can boost that with an Aide Another STR check.
On The Surface Visibility is 60 feet
Spot checks take -4 penalty Listen checks take -4 penalty If you fall in, the water is now considered Rough, requiring a Swim check of DC15 or you go under. Wind has now picked up. It is considered Severe. -4 to Ranged Attacks. This is the velocity of wind produced by the Gust of Wind Spell. The Weather is considered Violent. You must make a Concentration Check of 5+Spell Level in order to Cast a Spell.
Underwater Visibility is only 30 feet.
Underwater Combat: You must make a successful Swim Check in order to Attack at All. Even after a successful swim check: Thrown weapons are ineffective underwater. Other range weapons take -2 penalty for every 5 feet of water through which they pass. Slashing or Bludgeoning weapons take a -2 to Attack and 1/2 Damage. Also, any time you fail your Swim Check, you are Off Balance, and flailing about in the water. In such cases, you take -2 to AC.
Freedom of Movement effects negate all of the above. With Freedom of Movement, you attack normally.
Sly (AC 25 85/85 hp) and Luke (Ac 21 65/65 hp) d20+7=19 Tuesday January 24th, 2006 8:15:49 AM
Sly is floating (in place I cannot make out the numbers) next to Savin, "When I see Firn-gare again< I'm going to give him a great big kiss, For making that thing let go of Luke and me!. Friend Savin, Please tell some one on the turtle, to lash Luke down, he's badly hurt and cannot help himself. I have two broken arms, so I cannot help him either, He has a cure moderat wounds potion in his bor saddle bags. But I did see the Monster, he's black and grayish in color no wonder we cannot see him. But I did see where he was heading, He swam down ward, in the direction of South-East.Thank you again Savin, I owe you one again."
Sly trying as he may, but cannot get on the turtal's back with two crush arms.
Sly's swim check 19.
Peerimus AC 22 HP 51-70 and Yorrick AC 20 HP 63-82 d20+11=27 d20+4=7 d20+9=22 d20+6=24 d20+12=27 Tuesday January 24th, 2006 10:11:09 AM
The two huge great whites arrive, Shark 1 10' under Peerimus Shark 2 30' south of Shark 1 (AU/41) and the druid quickly asks them if they detect the Kraken. Taking advantage of the calm before the storm Peerimus immediately falls into another casting. Spontaneous cast Summon Natures's Ally IV, sacrifice Freedom of Movement. Next round 1 Huge Shark arrives 20'deep AP/32
Yorrick stays near Firngaer and waits, turning a slow circle.
Spell 0: Detect Magic x2, Mending, Purify Food and Drink, Read Magic, Light Leve 1: Calm Animals x2, Faerie Fire x2, Shillelagh x2, *Speak with Animals Level 2: Barkskin x2, Speak with Animals, Bull Str x2, Level 3: CMW, *Daylight x2, *Greater Magic Fang, Dominate Animal Level 4: Freedom of Movement x3, CSW Level 5: Animal Growth, *Freedom of Movement, *CCW Level 6: *Commune with Nature
Swim take 10 total 23 Spot 27 Listen 7
Yorrick Swim 27 Spot 22 Listen 24
Spells: Peerimus Speak with Animals 107 rounds Summon Natures Ally 11 rounds Shark 1 and 2 Yorrick Freedom of Movement 110 minutes Water Breathing 4 hours
helpful note: sharks have Blindsense 180'
[ Hmmm, I show that Sharks only have Blindsense out to 30 feet. Ahhh, I see, you mean Keen Scent. That's 180'. -- Al ]
Savin d20+5=16 Tuesday January 24th, 2006 11:10:01 AM
Savin will grimace at Sly's words and his condition. He grabs hold of the rakish bladesinger and easily hoists him onto the turtle's back.
He then tries to pull himself onto the turtles back as well. "Hang on Sly, I have a potion that should fix up your arms. Then you can take care of Luke while I try and help the others."
Savin is slightly peeved at Peerimus. Where is the druid? Shouldn't he be coordinating everyones actions?
OOC (Al not sure if it is to many actions for the round getting both Sly and myself out of the water.)
Firn'gaer - 58/77 & Rufus 19/38 d20+4=12 d20+2=21 d20+18=30 Tuesday January 24th, 2006 5:28:32 PM
Firn'gaer recognizes the druidic assistance and is glad they have help on the Kraken's level. Maybe the additional bodies will force the Kraken's hand or tentacle. The wizard again waits, rod ready, a spell on the tips of his fingers in case the beast shows.
Jaeden Ohm (AC 25 HP 78/97) Tuesday January 24th, 2006 8:44:54 PM
Jaeden assists both Savin and Sly as they scramble back onto the turtles shell. Once both have secure footing the warrior returns to the turtles edge and waits for something to happen.
Coming Out of the East - Kraken Battle Round 09 (DM/Al) d20-11=-1 d4=1 d20+19=32 d6+2=4 d20+40=45 d6+2=5 Tuesday January 24th, 2006 9:34:41 PM Sly treads water. His first thought is for Luke. He tells Savin about the healing potion in the dog's pack. All the bones in there are now probably soaked. Who knows how they taste. Sly also tells Savin about the direction in which he had seen the Kraken leave.
Two fearsome blunt-headed sharks appear in the water. With thrashing motions, Peerimus asks his summoned sharks whether they see the Kraken. Turning tight frenzied circles, the two sharks both communicate confusion. They are ill. They know food. They know danger. They don't know Kraken. But there is the smell of something in the direction east. Maybe food. Smells wounded. Peerimus begins a second summoning spell, as Yorrick paddles about just below Firn'gaer. (Peerimus, the sharks will be Sickened next round.)
Savin helps Sly up onto the back of the Turtle, and Jaeden makes his way over as well to lend a hand. Then he climbs up himself. He looks around. Jaeden and Dalek, Sly and Luke, himself all on the crowded Turtle. Lady Silverhand just barely visible to the northeast. The others must be below. The rain pelts down upon the choppy waves. Nothing can be seen below this. What could be going on?
Firn'gaer continues to hold, while preparations go on around him. From where would it strike next?
Jasper again tries to swim up from below. Again he fails to make even the slightest headway.
Suddenly, the golden light from Peerimus' club darkens to the east. The Kraken's bulk seems to fill a full one quarter of the view. Only underwater can something seem so big. Only underwater can one's self feel so small. The arms of the creature wave about. To Peerimus this seems an indication of surprise, perhaps at the array of creatures before it, perhaps at the presence of the sharks.
Seven missiles of white light streak from the fingers of the gnome hovering in the water as Firn'gaer unleashes his Readied attack. They crash, much louder underwater, against the dark flesh of the Kraken. Again the sea beast roars.
If there had been any doubt before, as to which of the tiny creatures had unleashed the Lightning Bolt, there is no longer. One of six arms snakes through the water. Passing below Peerimus, and above Yorrick, the arm makes an almost casual flick at Firn'gaer. Then it wraps tightly around the wizard, and it squeezes. (Arm Hit Firn'gaer AC32, Damage 4hp, Grapple 45 on Improved Grab, Constrict Damage 5hp. Total Damage 9hp.)
(Note that the arm has not yet pulled back. The arm is a weapon. You may make Sunder attacks against the arm. You may make normal attacks against the body. But that means you must approach the body. You will meet Attacks of Opportunity at 15 feet out from the Body.)
Peerimus and Firn'gaer, Spot vs DC15 to notice the following: Highlight to display spoiler: {The Kraken's skin is a dark gray. Only part of it's body is visible to the two of you, but it looks as though huge scrapes cover the sides of the Kraken's body.} If you make the Spot, Knowledge Nature vs DC20 for the following: Highlight to display spoiler: {The gray color of the Kraken is too dark. It is as though the skin were dying. The Kraken is ill.})
* The circles on the map show your range of visibility. Hope it's not too confusing.
Kraken Info AC20 Sunder Tentacle DC36 Sunder Arm DC31 Grapple DC40
Swimming in the Water (Please Read This) The water on the Surface is considered Rough Water. You must succeed on a Swim Check of DC15 to get anywhere. You may take 10 on this check. I'll give you this bit of info for free. 15 feet below the surface, the turbulence is less. The Swim Check reduces to DC10. At 20 feet of depth, there is no light. You require an artificial light or darkvision in order to see.
Status Kraken is 15 feet underwater Peerimus is 10 feet underwater Yorrick is 20 feet underwater Firn'gaer is 15 feet underwater Dancing Lights are at 15 feet underwater Jasper is 28 feet underwater Shark1 is 20 feet underwater Shark2 is 20 feet underwater
Out of the Water -Luke -Sly -Savin -Dalek -Jaeden -Selena
On The Surface Visibility is 60 feet
Spot checks take -4 penalty Listen checks take -4 penalty If you fall in, the water is now considered Rough, requiring a Swim check of DC15 or you go under. Wind has now picked up. It is considered Severe. -4 to Ranged Attacks. This is the velocity of wind produced by the Gust of Wind Spell. The Weather is considered Violent. You must make a Concentration Check of 5+Spell Level in order to Cast a Spell.
Underwater Visibility is only 30 feet.
Underwater Combat: You must make a successful Swim Check in order to Attack at All. Even after a successful swim check: Thrown weapons are ineffective underwater. Other range weapons take -2 penalty for every 5 feet of water through which they pass. Slashing or Bludgeoning weapons take a -2 to Attack and 1/2 Damage. Also, any time you fail your Swim Check, you are Off Balance, and flailing about in the water. In such cases, you take -2 to AC.
Freedom of Movement effects negate all of the above. With Freedom of Movement, you attack normally.
Peerimus AC 22 HP 51-70 and Yorrick AC 20 HP 63-82 d20+15=16 d20+15=27 d20+10=17 d20+11=21 d20+11=19 3d6(1+2+1)+11=15 d20+14=26 d20+14=26 d20+9=14 d20+12=28 d20+11=18 d20+16=28 Wednesday January 25th, 2006 7:51:31 AM
The Sharks were Huge not Large, now Gargantuan
Shark 3 appears at AY/38 and attacks the Kraken immediately. Peerimus tells the other two to attack as well and help their brother. Peerimus casts Animal Growth on all three sharks Himself and Yorrick. "Try to free our companion Yorrick." Let the Kraken have other worries. Other thoughts move through the druids mind as well, the kraken itself in a land locked freshwater lake, the wounds across it's body. No conclusions are forthcoming however. Could it be in need of help? The sudden idea almost apalls the druid. Especially if it is th right idea. The three sharks will likely make quick order of the creature. But if he pulls them back and the spells expire, he may doom them all.
The summoned shark becomes slightly disorientated, but lunges quickly at the kraken. The shark fails to find a weak point in the beasts scaley hide. [Shark 3 AC 17] The other two sharks are quick to strike as well. The first shark strikes true, but the second also comes up short. [Shark 1 AC 21 Dmg 15/ Shark 2 AC 19]
Yorrick having too been granted superior strength and size by Father Wold, turns his full attention upon the tentacle holding Firngaer. [Yorrick Sunder 26/26/14 thought as much]
Shark 3 attacked as Huge but listed here as Gargantuan for future Peerimus Defensive Cast 16 hero point 27 Shark 1 Gargantuan (sickened) Att +11 3d6+11 AC 15 HP 85 Swim 60 Grapple 28 DR Magic/10 Reach 15' Shark 2 Gargantuan (sickened) Att +11 3d6+11 AC 15 HP 85 Swim 60 Grapple 28 DR Magic/10 Reach 15' Shark 3 Gargantuan (sickened) Att +11 3d6+11 AC 15 HP 85 Swim 60 Grapple 28 DR Magic/10 Reach 15' Yorrick Huge Att +18/18/13 2d8+13/2d8+13/3d6+6 +18HP Peerimus Huge (sickened) Att +13x8 Dmg 1d6+7 Reach 15' Tentacle 30' +22HP Sickened -2 att/dmg/saves/skills (already factored)
Spell 0: Detect Magic x2, Mending, Purify Food and Drink, Read Magic, Light Leve 1: Calm Animals x2, Faerie Fire x2, Shillelagh x2, *Speak with Animals Level 2: Barkskin x2, Speak with Animals, Bull Str x2, Level 3: CMW, *Daylight x2, *Greater Magic Fang, Dominate Animal Level 4: Freedom of Movement x3, CSW Level 5: Animal Growth, *Freedom of Movement, *CCW Level 6: *Commune with Nature
Spells: Peerimus Speak with Animals 106 rounds Summon Natures Ally 10 rounds Shark 1 and 2 Summon Natures Ally 11 rounds Shark 3 swim check take 10 23 Spot 18 Know Nat 28 Yorrick Freedom of Movement 110 minutes Water Breathing 4 hours Swim check 28
Jaeden Ohm (AC 25 HP 78/97) Wednesday January 25th, 2006 2:15:01 PM
Unable to see below the waters surface begins to drive Jaeden nuts. "Damn it! We need to know whats going on."
From his body language, it is doubtful the warrior will wait much longer before diving back in.
Savin hps 87/107 ac 25 Wednesday January 25th, 2006 8:30:14 PM
Savin activates his boots of speed and dives into the water swimming strongly. He knows the kraken's body is out their somewhere and it is time to do something about it. He tries to swim away from the tentacles and arms and towards the head. (Trying to avoid AOO. Know that is impossible but hoping the kraken attacks the sharks.)
Savin is trying to position himself close enough to get a full attack next round.
displacer cloak 7/15 pearl of sirine last hours water breathing ? enlarge 6/50 speed 1/10
Sly (AC 25 56/85 hp) and Luke (Ac 21 50/65 hp) 3d8(5+6+7)=18 2d8(8+5)=13 3d8(6+7+4)=17 d20+4=21 Wednesday January 25th, 2006 10:36:13 PM
With the help of Savin and Jaeden, Sly drinks the potion that Savin said it would help his crush arms. Sly can feel his bones kniting, feeling coms bach into his arms and fingers.
After a little while Sly tell his friends "OK! I think I can take care of Luke now." Sly will crawl to his back pack and take out three viles (2 Cure Ceriois Wounds and 1 Cure Moderate Wounds.)
Sly will give 1 CCW potion (18hp) and 1 CMW potion (13hp), the other CCW potion (17hp) he gulps down, and the pain is starting to go away.
Luke is tied down and Sly made his Strenth check 21.
OOC: I'm sleepy now so I'lltype sly's spells tomorow. good night.
Frenzy in the Dark - Kraken Battle Round 10 (DM/Al) d20+19=27 d6+2=8 d20+40=54 d6+2=8 d20+19=31 d20+19=21 d6+2=3 d6+2=6 d20+40=45 d20+40=48 d20+24=27 d20+24=25 d20+19=30 d20+19=28 d100=59 d100=2 d100=91 d100=60 d20+40=55 d6+2=6 Wednesday January 25th, 2006 10:53:23 PM
The two sharks appear larger than they did before, Huge in fact. And a third shark appears, even bigger than the first two. At Peerimus' command, all three attack the Kraken. The Kraken takes an Attack of Opportunity against one of the Huge Sharks as it closes to within 10 feet for a bite. (AoO vs Shark2 Hit AC27, Damage 8, Grapple 54, Constrict Damage 8; Total Damage 16hp). The Kraken strikes with its Arm and begins to crush the Shark. The other Huge shark rips into the dark gray flesh of the Kraken, while the Gargantuan white bellied shark clashes its razor sharp teeth shy of the Kraken's rubbery flesh.
Peerimus the Giant Octopus completes a spell and he, Yorrick, and the two Huge sharks grow to a threatening size. Yorrick takes swipes at the Arm that pins Firn'gaer, but the bear cannot manage to connect.
Firn'gaer struggles in vein to escape the crushing grip of the giant rubbery arm.
Jaeden, Sly, Luke and Savin stand at the edge of the Turtle shell. Suddenly the water churns with a frenzied activity. Something is going on down there. Something huge and violent.
Savin leaps into the water, as he cleaves the surface, his eyes take in the Gargantuan bodies swimming locked in mortal combat below. It is a daunting sight, lit up by Peerimus' club. With swift strokes, he swims with quarterstaff in hand, and is surprised when he approaches without drawing the attack of one of the many waving Arms and Tentacles. (One: Only one AoO, and that was taken against Shark2. Two: You didn't list a position or depth. So I'm placing you where I'm placing you, and at 15 feet underwater.)
Sly drinks a potion, and brings out three more. (Sorry, Sly, that's all that you can do this round.)
One Arm each reaches out for the sharks still free. (Hit Shark1 AC31, No Damage vs DR10, Grapple 45, No Damage vs DR10; Hit Shark3 AC21, No Damage vs DR10 Grapple 48, No Damage vs DR10) The Arms whip around the Gargantuan sharks. They grip them tightly, but cannot harm either of them.
Two Arms and two Tentacles make their way for the Displaced human figure in the water. Four limbs attack Savin.
(Hit <= 50 > Miss) Tentacles Hit Savin AC27, Miss 59 Tentacles Hit Savin AC25 (Nat 1), Miss 2 Arms Hit Savin AC30, Miss 91 Arms Hit Savin AC28, Miss 60
Gargantuan ropes of flesh buffet the waters around the Monk, each one with giant suckers grasping for him. But each one passes him by, Savin remains untouched.
The Arm holding Firn'gaer pulls away from Yorrick. It squeezes as it draws the gnomish wizard away. (Grapple 55, Damage 6hp)
Suddenly the water is filled with inky blackness. Peerimus, Yorrick, Savin, Firn'gaer, Shark1, Shark3, you are considered in the Darkness. The only difference is that you are certain of the location in which the Kraken lies. You still, however, have the 50% miss chance to target it. Even with Blindsense.
* The circles on the map show your range of visibility. Hope it's not too confusing.
Kraken Info AC20 Sunder Tentacle DC36 Sunder Arm DC31 Grapple DC40
Swimming in the Water (Please Read This) The water on the Surface is considered Rough Water. You must succeed on a Swim Check of DC15 to get anywhere. You may take 10 on this check. I'll give you this bit of info for free. 15 feet below the surface, the turbulence is less. The Swim Check reduces to DC10. At 20 feet of depth, there is no light. You require an artificial light or darkvision in order to see.
Status Kraken is 10 feet underwater Peerimus is 10 feet underwater Yorrick is 20 feet underwater Firn'gaer is 15 feet underwater /Grappled Dancing Lights are at 15 feet underwater Savin is 15 feet underwater Jasper is 28 feet underwater Shark1 is 20 feet underwater /Grappled Shark2 is 20 feet underwater /Grappled Shark3 is 20 feet underwater /Grappled
Out of the Water -Luke -Sly -Savin -Dalek -Jaeden -Selena
On The Surface Visibility is 60 feet
Spot checks take -4 penalty Listen checks take -4 penalty If you fall in, the water is now considered Rough, requiring a Swim check of DC15 or you go under. Wind has now picked up. It is considered Severe. -4 to Ranged Attacks. This is the velocity of wind produced by the Gust of Wind Spell. The Weather is considered Violent. You must make a Concentration Check of 5+Spell Level in order to Cast a Spell.
Underwater Visibility is only 30 feet.
Underwater Combat: You must make a successful Swim Check in order to Attack at All. Even after a successful swim check: Thrown weapons are ineffective underwater. Other range weapons take -2 penalty for every 5 feet of water through which they pass. Slashing or Bludgeoning weapons take a -2 to Attack and 1/2 Damage. Also, any time you fail your Swim Check, you are Off Balance, and flailing about in the water. In such cases, you take -2 to AC.
Freedom of Movement effects negate all of the above. With Freedom of Movement, you attack normally.
Savin 87/107 ac 25 d20+10=27 d20+10=17 d20+10=28 d20+10=17 d20+5=22 d100=43 d100=54 d100=21 2d6(3+3)+16=22 2d6(5+5)+16=26 Thursday January 26th, 2006 12:42:14 AM
Savin says a quick prayer of thanks for his displacer cloak and knows he better make this few seconds count. Savin lets go with a flurry of blows and hits the body of the beast twice. (I hit 3 times but missed once do to darknes) Savin used +5 on his power attack and gets two solid thumps on the beast doing 22 and 26 points of damage.
(ooc Al I don't think Savin is hindered by the water due to his pearl so didn't take the half damage for fighting in water)
displacer cloak 8/15 pearl of sirine last hours water breathing ? enlarge 7/50 speed 2/10
Sly (AC 25 56/85 hp) and Luke (Ac 21 50/65 hp) d20+4=22 d100=77 d20+3=18 Thursday January 26th, 2006 7:57:52 AM
Sly now takes the Potion of (Growth or Enlargement, that Sly received as a prise) "I know Luke! that when Idive in the water, your going to follw me. Now drink this potion so that you'll have a chance to stay alive with that squid."
After he give the drink to Luke, Sly will get ready to dive into the water, He holds the dagger of Spell Storing and Returning, then he'll conger the spell of Lighting Bolts into it.
Lvl 3- Lighting Bolth X2 (but now one is in the Dagger.)
Sly Check 22 - Magic percentage 77%
Lukes Check - 18
Peerimus AC 22 HP 51-70 and Yorrick AC 20 HP 63-82 d20+13=21 d20+13=33 d20+13=30 d20+13=19 d20+13=28 d20+13=32 d20+13=26 d20+13=29 d100=51 d100=5 d100=82 d100=41 d100=52 d100=4 2d6(6+4)+14=24 d6+7=8 d6+7=8 d20+7=17 d20+7=25 d20+7=8 3d6(4+4+6)+11=25 d20+12=21 Thursday January 26th, 2006 7:59:03 AM
The ink cloud goes up, he's preparing to run The clicks and burbbles of the octopus get translated by magic and Yorrick understands, though he does not particularly like it. The great bear swims back away from the cloud and Kraken. I'll not risk you my friend to this creatures lair
Peerimus puts the other distracting thoughts to the side, it was time to end this. The great octopus moves closer to where the Kraken must be [5' free step] and lashes out with the 7 tentacles not holding the club of Daylight. [Att AC 21/33Crit30/19/28/32/26/29 miss/hit/miss/hit/miss/hit Dmg 24/8/8]
The 3 gargantuan sharks thrash within the tentacles, thier great jaws searching for purchase and one of them finds it. [Shark 1 AC 17 Shark 2 AC 25 Dmg 25 Shark 3 AC 8]
Shark 1 Gargantuan (sickened) Att +11 3d6+11 AC 15 HP 85 Swim 60 Grapple 28 DR Magic/10 Reach 15' Shark 2 Gargantuan (sickened) Att +11 3d6+11 AC 15 HP 69-85 Swim 60 Grapple 28 DR Magic/10 Reach 15' Shark 3 Gargantuan (sickened) Att +11 3d6+11 AC 15 HP 85 Swim 60 Grapple 28 DR Magic/10 Reach 15' Yorrick Huge Att +18/18/13 2d8+13/2d8+13/3d6+6 +18HP Peerimus Huge (sickened) Att +13x8 Dmg 1d6+7 Reach 15' Tentacle 30' +22HP Sickened -2 att/dmg/saves/skills (already factored)
Spell 0: Detect Magic x2, Mending, Purify Food and Drink, Read Magic, Light Leve 1: Calm Animals x2, Faerie Fire x2, Shillelagh x2, *Speak with Animals Level 2: Barkskin x2, Speak with Animals, Bull Str x2, Level 3: CMW, *Daylight x2, *Greater Magic Fang, Dominate Animal Level 4: *Freedom of Movement x3, CSW Level 5: Animal Growth, *Freedom of Movement, *CCW Level 6: *Commune with Nature
Spells: Peerimus Speak with Animals 105 rounds Summon Natures Ally 9 rounds Shark 1 and 2 Summon Natures Ally 10 rounds Shark 3 swim check take 10 23 Yorrick Freedom of Movement 110 minutes Water Breathing 4 hours Swim check 21
Jaeden Ohm (AC 25 HP 78/97) Thursday January 26th, 2006 6:38:47 PM
Just about to dive back into the water, Jaeden notices the Krakens ink as the water below him starts to darken. His plans change and he remains on the turtles shell feeling quite helpless.
Calamari - Kraken Battle End of Combat (DM/Al) d20-11=-5 Thursday January 26th, 2006 8:02:34 PM
Through the dark inky water, Savin strikes ahead with his quarterstaff. Twice it strikes yielding flesh. (Yes, you are correct about the Pearl and the damage underwater.)
Sly drinks a potion, and grows in size. He hands a different potion to Luke, but before diving in, he raises his dagger in preparation to place a spell within it. (Drinking a potion and casting a spell is too many actions, Sly.)
Peerimus the Octopus lashes out through the black waters as well, his Tentacles strike hard against the Kraken's body. Firn'gaer feels the grip around him loosen. The sharks feel it too. One turns, and rips a chunk of flesh from the Kraken with a thrash and a shake. (I believe that when you are in a grapple, you need to beat an opposed grapple check in order to inflict damage. Not beat the AC. But, in this case, the Kraken was already gone at the time the shark attacked.)
Brave Rufus still scampers out, paws splayed, he latches onto the limp rubbery Arm.
Up above, Jaeden hesitates as the water darkens. It is not his element, the water, and he does not enter. Little does he know, that the battle is already over. Firn'gaer feels the Gargantuan fleshy arm drift away as the limp and unmoving body of the Kraken drifts to the surface. Already, the ink begins to dissipate, dispersed by the motion of the water churned up by the storm and the violent thrashing of the sharks in the blood filled water.
A bubbling scream rises up from below, as Jasper, released by Peerimus in the final moments of combat, sinks down 15 more feet. (Jasper is at 48 feet underwater.)
Sly (AC 25 56/85 hp) and Luke (Ac 21 50/65 hp) Friday January 27th, 2006 7:17:10 AM
Sly feels a tickling like rash comming all over his body, but dives inyo the water any way (Sly dives off the eastern side of the turtle) Sly will try to get to Firn-gare first or Peerimus (second though).
Luke dives into the water after Sly, and runs after Yurick,
OOC: DM Al, I don't know how big you want me, But I THINK Sly's swiming has improved greatly?? Sly's plan is to get as many people out of the water as possible, even the sinking Jasper.
Savin Friday January 27th, 2006 7:22:41 AM
Savin ends the use of his diplacer cloak and boots of speed. He then swims down and grabs Jasper and says to him underwater, "You see this is the disadvantage of armor. You really should have become a monk!" He tows the cleric back up with powerful kicks of his legs and helps him aboard a turtle.
He looks at his friends and then at Firn'gaer and asks, "I would bet that this beasty had a lair somewhere around here. Since he liked to collect slaves we might have to perform a rescue operation. Any chance of you using your magic to find it?"
Savin then concentrates on his body bringing his hiptpoints back up to normal.
Firn'gaer - 43/77 & Rufus 19/38 Friday January 27th, 2006 8:13:16 AM
Free from the grips of the Kraken, Firn'gaer looks about. Jasper sinking down into the deep becomes his first concern.
"Quite possible, Savin. Definitely a good idea and the first on the rescue mission is our cleric friend Jasper." Says the wizard pointing down at the flailing body of the cleric.
The wizard begins to form arcane thought and around Jasper a hand reaches out from nothing and takes hold of the cleric. If allowed, it will begin to pull Jasper back to the surface.
[Telekinesis with Jasper as the target. Total weight effected is 225 pounds. He may weight more, but in the water he would be lighter and the spell may allow him an easier time swimming to the surface.]
What Is All This Nonsense? OoC (DM/Al) Friday January 27th, 2006 9:41:06 AM
Please remember that you cannot speak underwater unless you know Aquan. None of what has been said has been understood by anywone else. It all sounds like just so many meaningless bubbles.
George Friday January 27th, 2006 11:19:00 AM
Al, I thought I could talk underwater due tot he pearl. I thought that was why we wanted to give it to Jasper in the first place, so he could cast spells underwater. Is this correct?
[ Yup, you're right. -- Al ]
Peerimus AC 22 HP 51-70 and Yorrick AC 20 HP 63-82 d20+17=37 d20+12=19 Friday January 27th, 2006 3:38:14 PM
Peerimus looks down as Jasper slips further, he knew something was bothering him. The Huge Octopus is about to get the sinking cleric when the Firngaer's spell and Savin both beat him to it. I have about a minute with the sharks, may as well take advantage of it A few clicks and burbbles and all three sharks and Peerimus launch themselves deep and to the Northeast where the Kraken made his original pass from. Knowing the sharks are far faster, Peerimus 'jets' down and away.
Part of his quick aquatic speech was for Yorrick to stay here and climb onto a turtle. [handle animal 37]
Spell 0: Detect Magic x2, Mending, Purify Food and Drink, Read Magic, Light Leve 1: Calm Animals x2, Faerie Fire x2, Shillelagh x2, *Speak with Animals Level 2: Barkskin x2, Speak with Animals, Bull Str x2, Level 3: CMW, *Daylight x2, *Greater Magic Fang, Dominate Animal Level 4: *Freedom of Movement x3, CSW Level 5: Animal Growth, *Freedom of Movement, *CCW Level 6: *Commune with Nature
Spells: Peerimus Speak with Animals 104 rounds Summon Natures Ally 8 rounds Shark 1 and 2 Summon Natures Ally 9 rounds Shark 3 swim check take 10 23 Yorrick Freedom of Movement 110 minutes Water Breathing 4 hours Swim check 19
Savin illegal post Saturday January 28th, 2006 11:03:53 AM
Savin looks over at Firn'gaer and says, "Is their anyting you can salvage out of that beast for components? I bet his ink might be worth something to those dusty scroll writers. Waste not, want not."
A Kraken And Its Territory (DM/Al) Sunday January 29th, 2006 12:17:10 PM
Action continues in the aftermath of the threat. The storm still rages on the surface, but Sly Foxx, bravely, leaps into the water. Luke, of course, is not far behind.
Savin dives down as Jasper sinks almost to the limits of vision. The monk swims like a fish. He gives friendly words of admonishment to which the cleric of Alemi can only reply with a stream of bubbles. With Jasper captured by the back of his armor, Savin makes for the surface. On the way, he speculates as to whether the Kraken might have had a lair in the area. He asks Firn'gaer if it might be possible to use Magic to seek it out.
As Savin rises to the surface with Jasper, he feels the load lighten as Firn'gaer catches the weight of the cleric and aides the monk in a boost to the surface. He calls out a reply, but Firn'gaer's voice, as with Jasper, comes out as no more than a stream of bubbles.
After a word to Yorrick, Peerimus the Giant Octopus heads northeast and into the depths with his cadre of three sharks. With powerful jet blasts, the druid keeps pace with the racing sharks as all four descend into the dark depths. There is little to be seen save the three dimensional emptiness of the open water. Below 20 feet, the light from above again disappears. The light from the druid's club, though is bright as day, and the sharks have no need for light. Also under 20 feet, Peerimus notes the pressure on the skin of his Octopus form. To the Octopus it is less a discomfort, than it is a sensory input that tells the creature how deep it is. Who knows the affect it might have on a human, though. The Octopus also notes the cold. The energy of the sun does not penetrate to this depth, and that brings a heat stealing cold. Not that it bothers the Octopus. The Octopus brain barely registers the cold.
Down and down they go, through the dark emptiness, until finally, they reach the bottom. The Bed of Turtle Lake is a landscape all it's own. Barren, rocky, and largely lifeless. No plants grow in this dull, lightless, monochrome world. Peerimus the Giant Octopus and his small company glide over underwater hills and crags, fields of silt, valleys and crevasses. Depths seem to go as far down as 150 feet in places. To the Sharks and the Giant Octopus, the cold and pressure is a way of life. But to a surface being, it could very well mean pain or death.
It is neither the depth nor the cold that bother the Giant Octopus, rather, it is the water itself. There is a dryness to its rubbery skin. It itches. And the itching grows. The itch holds the threat of eventually becoming a burning pain. It is this, more than anything else, that its instinct tells it will lead to death.
Finally, the sharks wink and are gone. First two, then the last. Peerimus the Giant Octopus is alone at around 100 feet under the water and around 1000 feet to the northeast from the party.
Back at the Turtles, the rain seems to lift a bit, and the wind as well. But, if the storm is indeed abating, it will most certainly be a while before the sky is clear. Just to the west, the Kraken's body floats to the surface, bobbing on the story waves like a small floating sandbar. All three Turtle Handlers rise and shield their eyes from the rain to get a glimpse of the gargantuan body.
Yorrick rejoins Lady Silverhand on the lead turtle. Jaeden, Dalek, Jasper, and Savin are once again on the eastern turtle with Bargle. Sly and Luke are in the water. Firn'gaer is 15 feet below the surface, his dancing lights are to the south and slightly east.
Looking back into the water, Savin calls out to the wizard. Maybe the Kraken could be butchered for its parts. The lifeless body floats nearby.
Sly (AC 25 56/85 hp) and Luke (Ac 21 50/65 hp) Sunday January 29th, 2006 7:20:52 PM
OOC: to DM Al; Once again, You have to tell me how big Sly has grown? I'n going to wing it again this round.
Sly feel as thow he has swallowed a gas filled ballon, but swins toward Firn-gare, Sly grab the wizard with his masive hand and with giant lips kisses Firn-gare on the face. Sly will now swim to the serface to deposit Firn-gare on their Turtle. "There you are safe now." Sly tell him, "Anything else I can do for you?" Sly will not even try to mount the turtle, He's much too big.
Luke follows Sly every move.
[ Sly, you drank a potion of Enlarge Person. Right? The Enlarge Person Spell makes you one size catagory bigger than you are normally. As a half-elf, you are a Medium-sized character. After the potion, you become a Large-sized character. If you are interested in exploring the dimensions of these sizes, please check this link: Size Catagories. -- Al ]
Firn'gaer - 43/77 & Rufus 19/38 Monday January 30th, 2006 2:07:41 PM
Savin's words are met with a shrug and a gurgle of air bubbles as Firn'gaer says something unintelligible.
He maintains his concentration on pulling Jasper to safety with Savin. Once safe on a turtle, Firn'gaer will come out of the water and land himself.
On the surface Firn'gaer says "I don't have means of locating his lair unless a chaos item resides there, but I do want to look more in depth at its body. It did appear on the Vision and perhaps it has a interesting little tidbit.
Jaeden Monday January 30th, 2006 3:42:24 PM
It is with great relief that Jaeden sees each of his companions re-emerge. So too is he relieved that the giant water beast that has come to the surface is quite dead.
The warrior does his best to calm his still agitated horse and assists his companions with boarding the turtle as necessary.
Sly and Luke Monday January 30th, 2006 4:10:46 PM
Sly listens to what Firn-gare would like to examen the Monster, "All right , my Friend. I'll go to see where peerimus is and tow the Thing back. Come On Luke!"
Lukes head bobs on the water, then dives under following Sly.
Sly and Luke will swin towards the body of the monster, hopeing along the way that they meet with Peerimus and Yurrick.
Peerimus and Yorrick d20+9=10 d20+12=26 d20+9=13 Monday January 30th, 2006 5:39:59 PM
Yorrick tries to haul himself out of the water and onto the the lead turtle. Claws scrape and clack as Yorrick is unable to find a good hold. He swims to the other side, maybe better luck over here. [Climb 10 Swim 26 Climb 13]
The sharks are gone and there is not much on the bottom, but at least the lake is not too deep. Endure Elements will stave off the temperature and anyone travelling with him will simply need to be aware is all. Maybe it would be better to wait tol morning. A commune would go a long way to locating a cave system large enough to shelter the Kraken. Any survivors are in no danger he can help with before then anyway. Peerimus turns towards the surface and back to the others.
Savin d20+13=23 d20+2=19 Monday January 30th, 2006 7:19:55 PM
Savin, after helping Jasper get back onto the turtle, will take a good hard look at the Kracken. He will swim all around the beast and even climb up on it for a closer examination.
Savin will call out to Firn'gaer, "Well what now? You had us come out here for what? Fighting this thing was exciting but aren't we supposed to be finding an artifact or something? Pull out that thing you have and get to work!
Peerimus, is their a way we all could search the bottom? I have a couple of endure element potions to help with the cold and as you can see, I am pretty good with the water. I do want to check something though. Give me a couple of minutes."
With that last comment, Savin will pull out his pearl and reativate it so he can move freely still underwater (Al you told me it last 80 minutes for the freedom of movement and the water breathing 16 hours but I am not sure how long it has been. Better safe than sorry!)
Savin then dives into the water and swims down. What he is trying to figure out is will he feel the pressure of the water or does the pearl help with that as well?"
spot check 23 search check 19
Some Things Clear Up (DM/Al) Monday January 30th, 2006 8:33:29 PM
Sly Foxx grows to the size of Yorrick. Not as big as the Kraken or the Turtles. But big enough to make him *feel* big. Magic is pretty special that way.
Firn'gaer finishes helping Jasper up to the surface and onto one of the Turtles. Then Sly helps lift the gnome. The winds of the storm still blow, and the water is rough near the surface, and it's helpful for a small person to have the help of a large person in such situations.
Jaeden aides the others, and spends some time with Dalek. This is decidedly not the environment for a horse. Though, Dalek has his share of native courage, and the presence of his human goes a long way toward bringing about a sense of peace and normalcy to the horse.
Peerimus rises to the surface. The storm here appears no different than the storm some 1000 feet to the southwest where the others should be. A storm like this can cover several miles. Nothing unusual about that. After a minute of swimming, he finds the others.
When Peerimus returns, Savin is swimming around the floating body of the Kraken. He even climbs atop the floating carcass, his large feet sinking into the flesh. It's like walking across a immense feather bed. Sly and Luke swim out to the body as well. They see Yorrick as he climbs onto the northern Turtle to join Lady Silverhand. And they see Peerimus as he returns from the northeast.
An even moderately close examination of the Kraken reveals the full extent of the scars upon the body. They're abrasions that cover the Kraken's entire body all the way around and almost from the tip of its head down to the its arms and tentacles. The wounds must have been painful. How could the monster have received scrapes all over its body?
Anyone near the Kraken, Heal vs DC20 for the following: Highlight to display spoiler: {The wounds appear several weeks old. Though it's difficult to tell how a wound heals when it's constantly underwater. Another thing makes it difficult to tell just how old the wounds are. In addition to the wounds, the Kraken's skin is split and cracked, as though dry and peeling. This beast would most certainly have died some time soon anyway.}
Time passes. Two minutes. Five. Ten. The rain abates. Lightens. Drizzles. Then stops. The wind dies to a gentle breeze. The clouds part, and the sun shines down from above. Savin and Sly shrink back down to normal size after their spells wear off. It's still morning.
Savin tries an experiment. Clasping his pearl, he dives off the body of the Kraken and swims straight down. Before he knows it, the monk is in complete darkness. He is in a completely black, semi-weightless environment. Save for the tug toward the surface created by his natural buoyancy, he could be traveling up or down or sideways. He could swim down until he slams into the bottom. (Savin, you've gone down half your movement. Would you like to continue?)
The water is cold on the monk's skin, but not so much to be unbearable. He should be fine. (Anyone at all, Survival vs DC15 for the following: Highlight to display spoiler: {Water steals the body heat easier than air. Even a moderately cool water could result in hypothermia.})
(BTW, Savin, the Pearl does not have a time limit per day as, say, your boots and cloak do. Rather, that's the time that must elapse before it needs to be activated again. All that takes is a Move Action if it's in storage, and a Standard Action to activate it. And, of course, a Move Action if you wish to store it again. After each activation, it returns to its full time limit again.)