The Seamount [DM SteveK] Monday September 24th, 2007 11:02:10 AM
Kazak and Quinn are sinking straight down, and so the others match the three's descent. Peerimus is able to retard the sinking of Kazak and Quinn to a manageable level. The heroes with the Pearl of Sirines discover that as soon as they have held the pearl, they are now able to stow it away and still retain the Pearl's benefits.
The slowest is Firn'gear, having to swim down at his 10 foot per round speed. But the gnome can be easily helped by anyone with a Pearl or Manta Cloak, so it is not much trouble in any case. (ooc: Has Firn'gear successfully used flight underwater before? As I'm reading the spell, it gives a fly speed improvement, not swim speed. I'm assuming that Firn'gear would know this and can change his spell accordingly if he wishes)
With Peerimus slowing Kazak and Quinn's decent, and the others able to cavort around, the group descends, the surface and sunlight disappearing into a cold, monochromatic world. Soon the only light available are the three Everburning Torches in the hand/tentacle of Peerimus, Quinn, and Savin. The cold is felt as merely cool by the decending heroes thanks to thier Endure Elements spell. It looks like Tiera has no need of even that magical protection.
As the group with Tieria the Triton passes into the shadowy level, the pressure against thier bodies becomes a palatable thing, attempting to constrict, to crush. Pearl users, Manta Rays, and Octopi discover that thier magic and/or bodies (aquatic) is able to resist the effects of the deep. Not so Quinn, Kazak, and Firn'gear. (Each hero save Fort DC 15, or d6 damage from extreme pressure.)
The darkness beyond the shadow of the torches at forty feet is unbreached. Underwater currents buffet the heroes as they go deeper and deeper into the unknown. It is obvious they are moving sideways in the water, yet Tieria seems unconcerned, peering intently further down. And then, an object! It has been only thirty seconds (5 rounds) to the top of the seamount, but it is a relief to know there is an end to the darkness. A low wall is below the heroes as they come closer before Kazak and then Quinn strike the smooth rock of the seamount, a small cloud of dust swirling into the currents. A moment later, Firn'gear is deposited on the stone as well.
The group huddles around the feeble light of the three Everburning Torches, Quinn, Kazak, and Firn'gear in what appears to be a courtyard or balcony on the edge of the seamount. The others swim ten feet above the flagstones with Tieria.
The Triton points away from the wall and further into the seamount. "I did not know how the currents would affect our descent, and am glad you successfully made the seamount. We are at the outer wall. There should be a broad channel in that direction which will lead us to the Palace." ..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Firn'gaer Monday September 24th, 2007 8:18:32 PM
The gnome wizard decides Davy Jones' locker is a good way to go, therefore, he casts his polymorph spell to change himself into the strange create he's never seen before in his life, but which seems to be at home in the depths.
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Durgan Monday September 24th, 2007 10:31:07 PM
Durgan gets out his everburning torch and takes a look around. With axe in hand he is ready for action. "Well, which way is it? Brother, are ye ready fer some action?" Durgan looks more comfortable than expected. Being this far underwater is not so different than being several hundred feet underground after all.
active effects: pearl of the sirines extended Endure Elements(from Peerimus)
Posting Report For: Monday September 24th, 2007 10:49:15 PM
Game #4 Children of Chaos For the Week of September 17, 2007
Dweezil was annoyed. Adventurers! They dove head first off the side of the boat into the deep water. And Dweezil followed as he was ordered to do. Go wherever they go his master had said. Dweezil sighed, "Bene Tellemara". Hmm better not do that again, the sound carried. They might hear. Using his wings to swim was tough but he was managing. The magic journal was doing fine floating alongside him, immune to the water. Dweezil wondered just how much magic was in that thing anyway? Then suddenly they were at the bottom. Dweezil was uneasy. He had the distinct feeling the female triton could sense his presence, yet she said nothing. And the Children of Chaos were standing about listlessly. Apparently they were not quite as prepared for the depths as they thought. Hmm, this could be interesting...
Quinn Monday September 24th, 2007 11:58:48 PM
Quinn is amazed at his and Kazak's controlled fall to the bottom of the sea, thanks to Peerimus's guiding hands.
Quinn bubbles words at Kazak through the wet dust cloud that he and the dwarf kick up. Quinn seems amused by the way Kazak's beard is floating around his eyes.
Quinn move the every burning torch about and has a look for his friends and anything else down at the depths.
Quinn tests how well he can move on the bottom by jumping and moving about.
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word Summon Monster VII
Spells in Effect:
Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours
Rod of Extend 0/3 Rod of silent lessor 0/3 Pearl of Power - unused
Randall Tuesday September 25th, 2007 7:50:42 AM
Randall the bubble boy continues to follow the others.
-------------------
Effects Invisibility Pearl Extended Resist Element
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile Second level (7): 2-Darkness,2-Mirror Image, 2-Knock 1-Levitate: 3rd Level 1-Dispel Magic,1-Protection from Energy 1-Tongues,1-Gaseous Form,2-Haste Fourth level (6): 1-Stoneskin,1-Globe of Invulnerability, Lesser 1-Resilient Sphere,2-Invisibility, Greater 1-Enlarge Person, Mass: Fifth level (5): 3-Wall of Force,1-Passwall,1-Telekinesis Sixth Level (4) 1-Dispel Magic, Greater,1-Repulsion,2-Disintegrate Seventh Level (2) 1-Spell Turning, 1-Forcecage
Vinder the Hilt Tuesday September 25th, 2007 11:06:44 AM
Vinder floats about, lazily, his mind preoccupied with studying every detail about his environs. Anyone with eyes can see the furious battle he's raging to keep his fear in check.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater
Moving Towards the Palace [DM SteveK] d20+14=23 d20+16=22 Tuesday September 25th, 2007 1:09:56 PM
(Duration Underwater: 6 rounds)
Quinn (DM Fort save 23) and Kazak (DM Fort save 22) are so far impervious to the crushing depths and take no damage.
Prior to going too deep, Finr'gear studies the movements of the Triton and Polymorphs into a male likeness of Tieria. Now able to swim much better (40 feet move) and able to endure the depths, the gnome wizard is able to swim down and float ten feet above the stone courtyard.
Durgan takes out his own Everburning Torch and weapon, getting himself oriented and readying the group to go forward.
Quinn tests his footing and determines that movement is slow, but not overly restrictive. Being able to wield his mace is going to be another matter without his freedom of movement. The cleric also looks ready to continue, knowing he will stay at the bottom with his heavy armor on.
Randall keeps quiet and pretends to be a hole in the water.
Vinder moves slowly and lazily, but inside...
Tiera the Triton again points to the west and toward the entrance of a broad channel between two coral walls that are barely seen by the torches. She speaks slowly and distinctly in Common... "Through the outer buildings, the Palace should be only 300 feet away." She makes no move to lead the party in that direction. .................. Map emailed...
..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Peerimus Gt Octopus AC 18 HP 87/87 d20+16=33 Tuesday September 25th, 2007 1:41:42 PM
Peerimus releases Quinn and Kazak at the bottom and quickly notes those having problems with the greater pressure and such. Fortunately, the expressions of Octopi are unreadable by his companions. A tentacle touches Quinn (Extended Freedom of Movement) Peerimus then moves to a point position with a small tentacle wave at the triton. Swimming forward 30', I also scan for portable debris upon the floor. Perhaps a fist sized rock or corral fragment which I could cast Daylight on.
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: (3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, (2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: (2) Heal, Sunbeam, Heighten Wall of Stone
Spells: Extended Endure Elements 48 hours Wildshape 4/5 14-hours
Gt Octopus Large creature 20 Str 266 lb. or less light 267-532 lb. medium 533-800 heavy load Take 10 Swim provides Check 32
Durgan Tuesday September 25th, 2007 3:41:57 PM
Durgan tucks his everburning torch into his belt and readies his weapon and shield. Then he moves forward towards the Palace, leading the way.
Savin d20+14=32 Tuesday September 25th, 2007 9:03:58 PM
Savin says the to the triton, "Are you coming or do you want us to go on ahead without you?"
Savin will keep swimming easily with the pack enjoying the sensations but squinting into the gloom waiting for trouble.
"What is the battle plan when these golems show up?"
spot check 32
Quinn d20+14=28 Tuesday September 25th, 2007 10:37:00 PM
Quinn starts to speed up after touched by Peerimus/Octopus and he nods to the beast. "It feels just like Gargul's blessing, but different."
Quinn catches some of what Savin is attempting to communicate. "Little miss fish bottom wants us to do her dirty work for her, or at least Cousin Kazak. I say we support our stout friend once the golems show up and he can chop them down for us. Lets just see if we can keep it to one bothering our Cousin at a time."
Quinn give a slow swing of his mace through the cold, dark and dense waters to show he is ready.
"Aid is coming your way to start, once the rocks show up Cousin." Quinn gives a watery smile at Kazak.
"Who is fast enough to flush to Golems to our Cousin?" As Quinn looks at Savin and sees if the water has slowed him at all.
Fort Save 28 - Quinn shruggs off the crushing water, for now.
Quinn finds a strong piece of coral and cast light on it and slides it into Kazak's belt "This way we can always find and see the tip of our spear. Go get'em golem slicer."
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word Summon Monster VII
Spells in Effect:
Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt
Rod of Extend 0/3 Rod of silent lessor 0/3 Pearl of Power - unused
Firn'gaer - Triton form Tuesday September 25th, 2007 10:59:49 PM
Firn'gaer keeps up with the group should they decide to move down the channel.
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Randall Wednesday September 26th, 2007 7:46:41 AM
" The golems will come to us soon enough. Once we see them, I'll use some force walls to corridor them straight to the fighters. "
-------------------
Effects Invisibility Pearl Extended Resist Element
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile Second level (7): 2-Darkness,2-Mirror Image, 2-Knock 1-Levitate: 3rd Level 1-Dispel Magic,1-Protection from Energy 1-Tongues,1-Gaseous Form,2-Haste Fourth level (6): 1-Stoneskin,1-Globe of Invulnerability, Lesser 1-Resilient Sphere,2-Invisibility, Greater 1-Enlarge Person, Mass: Fifth level (5): 3-Wall of Force,1-Passwall,1-Telekinesis Sixth Level (4) 1-Dispel Magic, Greater,1-Repulsion,2-Disintegrate Seventh Level (2) 1-Spell Turning, 1-Forcecage
Vinder the Hilt Wednesday September 26th, 2007 11:30:30 AM
Vinder sticks close to the others. If they start into the canyon, he quickly follows.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater
Moving Towards the Palace v2 [DM SteveK] Wednesday September 26th, 2007 1:16:24 PM
(Duration Underwater: 7 rounds)
Dark and cold and a feeling of tightness surrounds the group deep in the watery depths of the ocean. The salty taste in the mouth is unusual but not unpleasant, as is the slowed movement of some of the heroes. Each discovers that they have to clearly ennunciate when speaking, and they have to shout in order for the words to be understood even a few feet away...
Peerimus the Octopus swims forward and takes point. He notes there are plenty of small bits of rock, coral, and other debris for him to use as a makeshift lantern.
Durgan also moves forward to lead the way with weapons at hand and an Everburning Torch in his belt. Being able to swim faster than Peerimus (thanks to his Pearl), the dwarf quickly overtakes Doc Ock.
Savin throws a question Tieria's way, and easlily keeps pace with the group.
Quinn is ready for a fight, and is sure that Tieria won't be joining the group in battle. But discussion continues as to how to best fight the golems. He also casts light on a piece of coral and places in Kazak's belt.
Firn'gear, Randall, and Vinder also easily keeps up with the group, and ponder what they can do to support the plan once the golems arrive.
The others move in behind Peerimus and continue between the two coral walls as a group.
Tieria also floats in the rear of the group. "The golems will not leave the Palace, for the story gives the only clues to thier orders: "Yes, no living thing can get in the palace with these guardians!" . Her face is unreadable, but her response to Quinn is not; "If I were able to defeat the golems myself, I would have not required others, and would have been able to keep all my people's treasure for myself. I know I am useless against the living stone, and leading would only bring my death." She continues to follow the group from behind.
An opening is seen in the coral wall on the right, a black oval that moves into the interior. Tieria explains that the group is moving through the outer buildings that surround the Palace. "Abandoned since my people fled."
.................. Map emailed...
..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Peerimus Gt Octopus AC 23 HP 87/87 d20+16=29 Wednesday September 26th, 2007 2:21:16 PM
A tentacle flicks out, catching Quinn in the back of the head. Another scoops up a loose piec of debris as Peerimus swims forward another 30'. The tentacle with the torch extends out from him to hold the everburning flame 15' further to the right and the opening as he passes. Hoping his Low light vision will allow him to see nearly the whole of the interior. Yet another tentacle raises and waves to Tieria and still more curve about under him. [Cast Barkskin] [Spot 29 to the interior of the building]
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: *(3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, (2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: (2) Heal, Sunbeam, Heighten Wall of Stone
Gt Octopus Large creature 20 Str 266 lb. or less light 267-532 lb. medium 533-800 heavy load Take 10 Swim provides Check 32
Quinn Wednesday September 26th, 2007 7:14:13 PM
Quinn give the thumbs up sign to Peerimus's encouragement of his action and the Cleric of Gargul tries our his ne movement capabilities. Quinn will shuffle foward with the rest and when he passes Kazak he bubbles "Come on Cousin, we need you up front to slice and dice the big bad golems. Do I need to summon a water elemental to help you move?" Quinn smiles at Kazak.
"Acutally, more of the freedom of movement would be better for our Cousin Kazak...You have any more Brother Peerimus? We need the tip of our spear as agile as possible, at least for a dwarf. Actually, I think our stout cousins are quicker of foot than me."
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word Summon Monster VII
Spells in Effect:
Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt
Rod of Extend 0/3 Rod of silent lessor 0/3 Pearl of Power - unused
Durgan Wednesday September 26th, 2007 8:10:16 PM
Durgan continues to move into the palace area taking the lead. "Can any of ye help with this communicatin' problem?", the dwarf mumbles. "It ain't so bad in here. We are hardly any wetter than we were on the surface."
"The girl-triton seems sad about givin up the treasure. Ye sure about lettin' us keep it all lass?"
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch
Savin Wednesday September 26th, 2007 8:48:57 PM
Savin swims along waiting for the hammer to drop He says to their guide, "It is wise to know your limitations. Their is no shame in not being able to tackle a golem. I am not sure I can either but we will give it our best shot."
Kazak Thursday September 27th, 2007 1:05:28 AM
The dwarf grins as they continue towards the underwater palace ......dragged by peerimus.
"So since we are preparing this attack versus the Stone Golem's.......what type of tactics shall we use ......i mean as teamwork wise ?.....we are afterall still getting used to each others fighting styles" remarks Kazak to Peerimus
Musing to Quinn " so whats for dinner tonight ???.....i'm getting hungry " as he peers about the surrounding sea
Randall Thursday September 27th, 2007 8:21:18 AM
Randall answers Karzak
" Well, I'll be casting Hast and Enlarge on the party. Then Mirror image on the fighters. Then I'll be providing spell supports with walls, Telekinesis, the odd Disintegrate and I've got a Repulsion spell if we get stuck and need a breather. "
Vinder the Hilt Thursday September 27th, 2007 9:10:10 AM
Vinder tries to stick close to Kazak and his light. He finds more comfort in being able to see what's around him, easier. He continues to glide along, just waiting for something big and disgusting to jump out and eat them all.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater
Skrag Attack - rd 1 [DM SteveK] d20+9=29 d20+9=24 d20+9=18 d20+9=16 d6+6=11 Thursday September 27th, 2007 2:28:16 PM
The Children of Chaos continue to move forward through the coral channel. Peerimus sees that the opening to the right is a hollow hall-like area, and it looks completely unoccupied.
Durgan, using his dwarf-vision, is able to spot another opening in the coral wall to the left. Something is not right about it, but Durgan gets no chance to identify what made him pause.
Coming down out of the dark from the top of the coral cliffs are large rubbery humanoids that look like trolls with fins. Two more come around to block the way to the rear, and with them are three 15-foot sharks!
Swimming swiftly, three are able to get into position and attack!
Troll3: claws at Durgan and strikes (AC nat 20, no crit, Dam 11)
Troll4: passes within Peerimus' tentacles (Peerimus take an AOO) before missing Durgan
Troll2: swims against Savin, but misses the monk.
.................. Map emailed...
..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Randall HP 63 AC 18 10d6(5+4+4+2+1+5+6+5+1+3)=36 d20+22=23 Thursday September 27th, 2007 3:13:27 PM
Seeing the beasts coming towards the party, Randall uses his staff of fire to cast a steam ball ( fireball).
Centered at the south/ouest corner to T5 ( DM, could you add grid numbering, a North arrow and scale next time please and thank you?)
Spell check 23 Damage 36
He then moves as far as he can north.
========================================= Effects Pearl Extended Resist Element
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile Second level (7): 2-Darkness,2-Mirror Image, 2-Knock 1-Levitate: 3rd Level 1-Dispel Magic,1-Protection from Energy 1-Tongues,1-Gaseous Form,2-Haste Fourth level (6): 1-Stoneskin,1-Globe of Invulnerability, Lesser 1-Resilient Sphere,2-Invisibility, Greater 1-Enlarge Person, Mass: Fifth level (5): 3-Wall of Force,1-Passwall,1-Telekinesis Sixth Level (4) 1-Dispel Magic, Greater,1-Repulsion,2-Disintegrate Seventh Level (2) 1-Spell Turning, 1-Forcecage
OOC DM SteveK Thursday September 27th, 2007 7:08:51 PM
All, if someone hasn't gotten the map or fail to be able to open the map, please email.
I've changed the map to provide grid numbers and a north seeking arrow :)
Firn'gaer (Triton) - AC 20 Thursday September 27th, 2007 8:30:21 PM
Firn'gaer targets I/J,7/8 with a slow spell. The spell targets the trolls within range: T1, T3, T4.
Silenced Slow: Will save DC20
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Durgan AC 30 Hp145/156 d20+23=41 d20+18=31 d20+13=22 d10+10=12 d10+10=11 d10+10=13 Thursday September 27th, 2007 9:44:39 PM
Durgan sees the trolls and reacts in usual dwarven fashion. "Hey! I didn't know there was such ugly things underwater. Shoulda done this years ago!" Durgan takes a few swings at the trolls to see what they're made of.
actions: attack T4 = 41, 31, 22 dmg = 12, 11, 13
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch
Peerimus Gt Octopus AC 23 HP 87/8 d20+14=34 d20+14=20 d4+5=6 d4+5=9 d20+14=34 d20+14=23 d20+14=34 d20+14=27 d20+14=26 d20+14=18 d20+14=34 d20+14=24 d20+14=27 d20+14=20 d20+9=20 d4+5=8 d4+5=6 d4+5=8 d4+5=8 d4+5=6 d4+5=6 d4+5=9 d4+5=7 d4+5=8 d4+5=6 d8+2=6 Thursday September 27th, 2007 9:58:19 PM
The trolls come in and Peerimus lashes out with a tentacle. It slams into the troll as it passed far too close. [T4 AoO Hit AC 34 crit 20 Dmg 6+9] Randall's Fire is directed towards the Rear and Firngaers goes to the trolls about Durgan. Peerimus decides that his immediate attention would directed there. The sharks were large but the rest of the party was all towards the rear. Durgan was on his own. Peerimus closes 5' towards T4 and attacks it.
[Tentacles Hit AC 34 crit 23/34 crit 27/26/18/34 crit 24/27/20 Bite AC 20 Dmg 8+6/8+8/6/6/9+7/8/6 Bite 6]
If any in the rain of blows fells the troll, Peerimus strikes one more time and then switches targets to T2.
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: *(3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, (2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: (2) Heal, Sunbeam, Heighten Wall of Stone
Gt Octopus Large creature 20 Str 266 lb. or less light 267-532 lb. medium 533-800 heavy load Take 10 Swim provides Check 32
Savin ac 31 hps 137/137 d20+13=20 d20+13=22 d20+13=33 d20+13=14 d20+8=21 4d6(1+6+5+3)+13=28 4d6(1+6+2+6)+13=28 4d6(4+6+1+1)+13=25 4d6(4+6+5+6)+13=34 Thursday September 27th, 2007 10:27:42 PM
Savin launches into action against the undersea troll punching it several times in a flurry of blows attack.
(ooc rolled +5 power attack hitting ac 20 for 28 points of damage, ac 22 for 28 points of damage, ac 33 missed critical for 25 points of damage and finally ac 21 for 34 points of damage. Total damage is 115)
Savin is amazed at the power of his strikes after the new gloves magic is added to his own power.
He calls out, "How do we stop them from regenerating down here?"
Kazak Ac 32 Hp 158/158 d20+22=36 d20+17=22 d20+12=30 d10+11=12 d10+11=16 d10+11=17 Thursday September 27th, 2007 11:28:23 PM
Tthe warrrior slides his shield into place and draws his steel sword and moves into position to attack the nearest opponnet
The dwarf slogs his way thru the unfamilar atmosphere trying to gauge how best to move about
no map e-mail addy posted put Kazak where appropiate as to location as i have no visual reference till map appears,don't worry i trust ya ;-)
Vinder the Hilt HP102/102 AC 25 (2 weap defense) Dodge AC 26 vs T2 d20+15=26 d4+2=5 d6=1 d20+15=29 d4+2=4 d6=5 Friday September 28th, 2007 9:54:20 AM
The fear that Vinder had been suppressing breaks past his weak defenses and overtakes the young rogue. Big sharks. Just what he was the most afraid of.
Fortunately, Vinder isn't one to curl into a ball when afraid, but rather lashes out in desperation. He pulls his two daggers from his belt and swims past Savin to P10. (Mobility feat: +4 to AC for any AoO bringing his AC to 29, or 30 against T2)
He stabs frantically at the troll (T2) with both knives. (Hits AC 26 for 5 normal damage + 1 fire damage = 6 total damage; Hits AC 29 for 4 normal damage + 5 cold damage = total 9 damage)
(OOC- Vinder has a flaming dagger. Would that still affect a troll's regeneration, even underwater? Inquiring minds want to know!)
Quinn AC 25 HP 110 d4+1=3 d20+18=25 d20+14=31 Friday September 28th, 2007 1:25:01 PM
Quinn nodds at Kazak as he becomes the tip of our spear. "Cousin you have the tactics down. You kill the bad guys and we keep you standing. Just remember you must confront the Golems when they arrive."
Quinn motions for the Triton to come behind him for cover and then conjoures up several celestial sea cats (3) to help next round.
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Summoned (3) sea cats - 13 rounds
Rod of Extend 0/3 Rod of silent lessor 0/3 Pearl of Power - unused
Randall throws a small bead of light that rapidly explodes into a ball of steam, smashing into two scrags and two sharks. The wizard then puts his back up against the coral wall, moving as far as he can north without running away from the battle. The mage also becomes visible.
Firn'gear looks to slow down the skrag attack, and manages to reduce the responses of two of the attacking acquatic trolls. (depicted as * on map)
Durgan's axe bites deep into Skrag#4. There is no retreat in the dwarf's mind.
Peerimus' first tentacle smashes Skrag#4 to the ground, and a second tentacle delivers an insurance punch. His follow-on attacks all hit and severely wound Skrag#2.
Savin also makes extremely short work of his aquatic troll, and then asks a very shrewd question.
Kazak was on the opposide flank of the attack and is not able to get into contact. Moving through the cold and dark waters, he pushes towards the back to get at the flanking sea-trolls and thier pet sharks.
Vinder moves to help Savin but is only able to administer the coup-de-gras for the bludgeoned troll. Vinder's dagger steams constantly in the water, but it looks like it is enough to permenantly kill the water-troll.
Quinn checks the area to understand the battle, encourages Kazak's attack, and recommends that the Triton stay near the back. He then begins a complicated spell...
Trace quickly gets his bow to bear on the shark that is coming in from behind and fires. The first arrow drops the wounded shark(AC23 Dam12), and so the follow-on shots are directed at the wounded sea-troll with one arrow hitting (AC26 Dam6) and the second floating off into the darkness. The bow hums in glee at slaying the shark.
Tieria is able to quickly swim in an arc and end beside Quinn. "I shall take your offer of protection, human. I have no means of defeating Skrags."
The sea-trolls and sharks gleefully press in to rip and rend. Troll1: Approaches Durgan and fails to strike.
Troll3: Is slowed and unable to connect with Durgan again.
Troll5 and Troll6: Both push forward and seek to kill Kazak, but the dwarf holds them off with his shield.
Shark2: goes after Savin, but the monk is too fast and the bite goes on empty sea.
Shark3: goes after Kazak, and misses
Skrag AC 16 Shark AC 15
.................. Map emailed...
..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Randall HP 63 AC 18 d20+22=35 10d6(6+3+6+2+5+3+5+3+1+4)=38 Friday September 28th, 2007 8:59:20 PM
"Since it worked so well last time, let's do it again...."
Randall points his staff at the beasts again. A small bead leaves the staff and travels through the water, exploding amongs the creatures.....
Spell Check 35 Damage 38 detonates at intersection u,v/13,14
=============================================== Effects Pearl Extended Resist Element
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile Second level (7): 2-Darkness,2-Mirror Image, 2-Knock 1-Levitate: 3rd Level 1-Dispel Magic,1-Protection from Energy 1-Tongues,1-Gaseous Form,2-Haste Fourth level (6): 1-Stoneskin,1-Globe of Invulnerability, Lesser 1-Resilient Sphere,2-Invisibility, Greater 1-Enlarge Person, Mass: Fifth level (5): 3-Wall of Force,1-Passwall,1-Telekinesis Sixth Level (4) 1-Dispel Magic, Greater,1-Repulsion,2-Disintegrate Seventh Level (2) 1-Spell Turning, 1-Forcecage
Savin ac 31 hps 137/137 d20+8=11 d20+8=18 d20+8=24 d20-2=16 3d6(3+1+2)+18=24 3d6(4+3+3)+18=28 3d6(6+5+5)+18=34 Saturday September 29th, 2007 8:36:35 AM
Savin will take a 5' step to O11 and then with his flurry of blows lash out against the sharks that are threatening his friends. Since he doubts the sharks are evil, just a little misguided, he decides to use the mercy side of his new magic item.
Savin attacks S2 first but misses with his first blow. He makes up for with his second and third swings doing 52 points of subdual damage to the shark. Savin hopes that hurt enough to make the shark go eat some fish and leave his buddies alone.
Savin turns his final blow to S3 and does 34 points of subdual damage to it hoping for the same results.
(ooc explaination of attack. Savin did a 10 power attack. Damage +5 for str, +10 for power attack, +3 for velvet fist, 2d6 normal monk damage, 1d6 extra for velvet fist being used with mercy ablility)
Peerimus Gt Octopus AC 23 HP 87/87 d20+10=16 d20+10=14 d20+10=15 d20+10=15 d20+10=11 d20+10=23 d20+10=15 d20+10=14 d4+8=12 d4+8=9 d4+8=11 Saturday September 29th, 2007 11:03:02 AM
Peerimus splits his attacks, taking full advantage of his forms long reach. He puts more force behind each blow as well.
[Attack T1 Hit AC 16/14/15/15 S3 Hit AC 11/23/15/14 Troll takes 12 dmg Shark takes 9/11 PowerAttack 4]
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: *(3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, (2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: (2) Heal, Sunbeam, Heighten Wall of Stone
Gt Octopus Large creature 20 Str 266 lb. or less light 267-532 lb. medium 533-800 heavy load Take 10 Swim provides Check 32
Quinn AC 25 HP 110 d20+11=12 d20+11=13 d20+11=24 d20+11=18 d20+11=29 d20+6=9 d20+11=13 d20+11=31 d20+11=14 d20+6=8 d8+4=6 d6+6=10 d6+6=8 2d6(1+6)+6=13 d6+6=10 d20+18=27 d20+14=31 Saturday September 29th, 2007 7:15:14 PM
Quinn is please that the Triton found refuge in time and smiles at her before directing his new sea cat friends to attack Shark 2 (S2).
"Go get'em kitties"
The Sea Cats appear at 0 14, P14, Q14 and attack with glee.
Ac 11 Miss AC 13 Just miss AC 19 (took 5 off roll) Damage 6 Hp for bite
Ac 18 10 damage Ac 29 8 damage Ac 9 Bite misses Rend 13 damage
Sushi floats in the water as Sea Cat 2 rips up the shark
Ac 13 Miss Ac 31 (Critical threat 14 just missed) damage 10 Ac 8 Bite Misses
Total damage is 47 Hp (without the two potential flanking hits)
The sea cats look hungry and shark will satisfy their appetite.
OOC: I did not take flanking for this round, if you allow it the critcal hits and one other claw.
---------------------------------
Augment Summoning Celestrial 3 Sea Cats +4 Str & Con Hp 63 AC 18 Move 40 ft Attack +11/+11/+6 Damage D6+6/D6+6/D8+4 Rend 2D6+6 Listen +8 Spot +7 F/R/W +10/+6/+5 Dark vision - low light vision - scent Damage reduction 5/- ----------------------------------------
Quinn takes some time to pump up his mace as he watches the battle: cast greater magic weapon.
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Summoned (3) sea cats - 1/13 rounds Greater magic weapon on mace 13 hours
Rod of Extend 0/3 Rod of silent lessor 0/3 Pearl of Power - unused
Kazak Ac 32 Hp 158/158 d20+22=40 d20+22=41 d20+17=29 d20+12=29 d10+11=21 d10+11=16 d10+11=20 d10+11=19 Saturday September 29th, 2007 10:51:50 PM
"Ya dang fishy trolls "growls the dwarf as he engages the two skrags (T5,T6)his steel blade slicing thru the water slashing the watery fiends
1st swing d20+22=40 crit hit d20+22=41 crit hit made !! damage d10+11=21,d10+11=16 total=37 2nd swing d20+17=29 damage d10+11=20 3rd swing d20+12=29 damage d10+11=19
As the water churns with skrag blood the dwarf quickly scans the watery battle field ......looking both side to side and above and below himself.
(Steve -good post!! i like your info.....the dwarves still live ;-))
Durgan AC 30 Hp145/156 d20+23=42 d20+23=28 d20+18=35 d20+13=23 d10+10=13 d10+10=14 d10+10=11 d10+10=20 d10+10=17 Sunday September 30th, 2007 9:01:42 PM
Durgan presses the attack against the trolls and notes with satisfaction that his armor is holding up the ones on this end. "Hey Kazak, I wonder if they stink more than their land-based cousins?"
actions: attack T4, then T3 with leftover(if any) attacks attack rolls = 42(crit check)- 28 for crit?, 35, 23 dmg = 13( +14, +11 if crit, total if crit= 38), 20, 17
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt)
Vinder the Hilt HP102/102 AC 25 (2 weap defense) Dodge AC 26 vs S2 d20+15=31 d20+15=32 d20+15=20 d20+10=29 d20+10=15 d20+10=18 d20+5=24 d20+5=15 d20+5=22 d4+2=6 d6=6 d4+2=3 d6=5 d4+2=4 d6=1 d4+2=4 d4+2=5 Monday October 1st, 2007 9:27:45 AM
Vinder takes a 5' swim (step) to M12 and attacks S2. A wordless yell, accompanied by a swarm of bubbles, explode from his mouth as he buries his steaming dagger into the side of the shark, then his cold dagger, and lifting his first dagger out, he slams it in once more. (Hits AC 31 for 6 normal damage + 6 fire damage = 12 total damage, Critical hit AC 32/AC 20 for 7 normal damage + 5 cold damage = 12 total damage, Critical hit AC 29/AC 15 for 9 normal damage + 1 fire damage = 10 total damage; TOTAL DAMAGE = 33)
If Savin has already dropped S2, then Vinder swims to J11 and attacks T4 for 24 total damage (6 of which is fire damage and 5 of which is cold damage)
Trace d20+24=44 d20+24=31 d20+24=26 d20+19=29 d20+16=33 3d8(6+5+3)+9=23 2d6(6+3)=9 d8+9=12 d6=4 d8+9=12 2d6(5+1)=6 d8+9=11 2d6(2+5)=7 Monday October 1st, 2007 12:54:56 PM
Trace turns and aims at (t3) the troll getting the least amount of attenion and fires off four glowing shots.
hit ac 44 crit hit(31) damage x3 +2for favored enemy = 23hps + 9 holy = 29 total hit ac 26 +2 for favored enemy = 12hps + 4 holy = 16 total hit ac 29 +2 for favored enemy = 12 hps + 6 holy = 18 total hit ac 33 +2 for favored enemy = 11 hps + 7 holy = 19 total total damage this round = 76 hps
Level 1: resist energy, entangle Level 2: Bark-skin, Cats Grace (cast on self) Level 3: natures aly, natures aly
Skrag Attack - rd 3 [DM SteveK] d20+4=10 d6+6=7 Monday October 1st, 2007 2:08:17 PM
(Underwater 10 rounds) Blood and evicera float in the dim torch-light deep below the waves as the attacking monsters are decimated by the might of the heroes!
Randall easily concentrates enough to cast a fiery spell in the depths of the black ocean. He releases another steamball that seems to be just as effective against water-trolls as a fireball. He catches T6 in the blast, and the monster ceases to move.
Savin's two fists knock out the first shark momentarily and also rocks the second shark with a tremendous blow.
Peerimus strikes one of the sea-trolls in front of Durgan and then pummels the last shark that shows any interest in still attacking.
Quinn calls up three Sea Cats that ferociously attack the stunned and subdued sharks from behind. (Flanking is in effect) The first two tear one into little bitty bits, and the third rends the final shark with additional damage (Crit successful) and the shark begins to drift to the ocean floor. Quinn himself augments his mace, awaiting a time to close with the foe through the chilled waters.
Kazak sees T6 is floating aimlessly from Randall's fireball, and so takes his frustrations out on T5. Planting his broad feet firmly on the submerged flagstones, his sword nearly cuts the sea-troll in half with three vicious strikes!
Likewise, Durgan ignores the already drifting T4 and strikes down T3 in three well placed hits.
Vinder sees the sharks shredded before him by Savin and the SeaCats, so he swims to T4 and delivers the coup de gras with his flame/steam dagger.
Trace spins in the water and locks his targeting on the only enemy still moving, T1. He fires four arrows into the watery gloom, but only two strike true (-2 for every 5 feet in water = -16 to hit T1) Still, it is enough, and the last sea-troll slumps forward unmoving.
Tieria is amazed! In the span of a dozen heartbeats, these humans have destroyed six skrags and thier pets. But wait... "Look to your foe!", she calls to the Children of Chaos, "for some knit back together again!" And the CoC see this is true, for four of the forms are closing wounds and knitting flesh!
The three Sea Cats look about for other enemies of thier master, Quinn.
Skrag AC 16
.................. Map emailed...
..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Vinder the Hilt HP102/102 AC 25 (2 weap defense) Dodge AC 26 vs T3 d20+15=35 d20+15=17 d20+15=18 d4+2=5 d4+2=3 d6=4 d4+2=6 d6=1 Monday October 1st, 2007 2:23:23 PM
Vinder drifts to H11 and slices into the healing T3 with both knives.
Hit AC 35 (Crit Confirm 17) for 8 dam + 4 fire dam = 12 total Hit AC 18 for 6 dam + 1 cold dam = 7 total
Firn'gaer (Triton) - AC 20 5d4(4+4+1+2+2)+5=18 Monday October 1st, 2007 7:01:31 PM
Firn'gaer lets a magic missile go at T1.
Damage - 18 points
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Randall HP 63 AC 18 d20+22=27 5d4(2+1+1+3+4)=11 Monday October 1st, 2007 9:45:28 PM
Randall points his staff at the beasts again. Randall activates a burning hand spell effect and aims the cone of fire at T5.
Spell Check 27 Damage 11
=============================================== Effects Pearl Extended Resist Element
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile Second level (7): 2-Darkness,2-Mirror Image, 2-Knock 1-Levitate: 3rd Level 1-Dispel Magic,1-Protection from Energy 1-Tongues,1-Gaseous Form,2-Haste Fourth level (6): 1-Stoneskin,1-Globe of Invulnerability, Lesser 1-Resilient Sphere,2-Invisibility, Greater 1-Enlarge Person, Mass: Fifth level (5): 3-Wall of Force,1-Passwall,1-Telekinesis Sixth Level (4) 1-Dispel Magic, Greater,1-Repulsion,2-Disintegrate Seventh Level (2) 1-Spell Turning, 1-Forcecage
Durgan AC 30 Hp145/156 d20+8=28 Monday October 1st, 2007 10:38:48 PM
"Hey Vinder, take of this one too eh?"
actions: Durgan looks around to see if any more enemies approach. He also keeps a watchful eye on the fallen trolls until they are dispatched. spot= 28 (yea! a twenty)
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt)
Posting Report For: Monday October 1st, 2007 10:55:59 PM
Game #4 Children of Chaos For the week of September 24, 2007
Dweezil watched as the Children of Chaos made short work of their opponents. The sea-trolls and sharks didn't stand a chance. For the first time since entering the water, Dweezil smiled. The carnage was rather awe-inspiring. Heroes do tend to make a mess of things. Dweezil looked over at the magic journal as it studiously recorded the entire battle. Dweezil just shook his head. He was no longer amazed at the journal's ability to record the group's every action no matter the environment. Suddenly Dweezil sat up at full attention and looked around. Back on the Abyss, any battle causing this much carnage usually attracted scavengers. Dweezil hoped there were no more sharks around...
Savin ac 31 hps 137/137 d20+8=12 d20+8=23 d20+8=16 d20-2=2 3d6(3+4+1)+18=26 3d6(5+3+2)+18=28 Monday October 1st, 2007 11:36:12 PM
Savin pummels into S3 doing a full power attack hitting twice and causing the shark 54 points of subdual damage.
This is assuming that their is a shark left. Map looks like there is but not totally sure. If not, Savin will move forward to engage a troll, but misses with his swing.
He calls to Peerimus, "We have to find a way to permanantantly kill these scrags. While they aren't a real threat to us, I don't like leaving dangerous, evil creatures behind. If the tritons come back to their old home, they could be a menance to them.
Kazak Ac 32 Hp 158/158 d20+22=29 d20+17=24 d20+12=22 d10+11=14 d10+11=12 d10+11=18 Tuesday October 2nd, 2007 12:54:24 AM
Hearing his friends voice their concern about the self healing sea trolls ......the dwarf eagerly attacks the two floating skrags in front of him (T5,T6)
" this oughta keep ya still for awhile till they figure out what to do " growls Kazak as his blade slashes at his foes
"yeah Durgan....these are real stinkers for sure......no wonder fish small bad with these in da water "
Trace Tuesday October 2nd, 2007 1:40:39 AM
Well on land we get rid of Trolls with fire, but not sure how we finish them off under water. Lets try and seperating their heads from the bodies.
Level 1: resist energy, entangle Level 2: Bark-skin, Cats Grace (cast on self) Level 3: natures aly, natures aly
(is there a need to roll attacks with seeking arrows and distance? or do i just roll damage?
Quinn AC 25 HP 110 d20+8=9 d20+8=18 d20+8=15 d20+7=9 d20+7=15 d20+7=8 d20+14=34 d20+18=23 Tuesday October 2nd, 2007 9:10:18 AM
Quinn calls over his kitties and gives them a scratch as they swim over him. "Spread out and Swim wide kitties and see what you can see. Keep the nasties away from us non swimmers, the one octipi and the triton."
OOC: Looking for the celectrial sea cats to swim in a circle around the group 100 feet out and 50 feet between them: searching.
Spot 9, 18, 15 Listen 9, 15, 8
THe sea cats seem a bit distracted by all of the bits of shark in the water that the gobble up as they swim.
---------------------------------
Augment Summoning Celestrial 3 Sea Cats +4 Str & Con Hp 63 AC 18 Move 40 ft Attack +11/+11/+6 Damage D6+6/D6+6/D8+4 Rend 2D6+6 Listen +8 Spot +7 F/R/W +10/+6/+5 Dark vision - low light vision - scent Damage reduction 5/- ----------------------------------------
Quinn looks around "Why are the evil water trolls around and not the golems. Do the Golem's tolerate the trolls and not the Tritons?" Quinn bubbles.
Fort Save 34
Concentraction 23
Quinn cast comprehend languages so that he can understand the Trition if she answers his query or even the water trolls.
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Summoned (3) sea cats - 2/13 rounds Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes
Rod of Extend 0/3 Rod of silent lessor 0/3 Pearl of Power - unused
Peerimus Gt Octopus AC 23 HP 87/87 Tuesday October 2nd, 2007 9:22:28 AM
The Octopus blinks at Savin, the flickering torch burning in the deep balck sea to the side of it. A tentacle seems to unroll itself and bumps Vinder. The tentacle then points to the trolls. Peerimus then moves 10' up and map left.
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: *(3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, (2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: (2) Heal, Sunbeam, Heighten Wall of Stone
Vinder finds his niche as the steaming dagger dispatches another troll. It seems that in the water, the dagger only steams, but when inside the skrag's flesh, the flaming properties are enough to slay the monsters.
Firn'gear throws magic missles at a regenerating skrag which further retards the regeneration process.
Randall overcomes the waters impediment and steams a troll with a Burning Hands spell. The external application of flame spells doesn't seem to have the same effect as Vinder's dagger, and the skrag continues to regenerate.
Durgan brings his eyes to the area around the group, looking for any more enemies. His keen dwarven senses look beyond the murky torchlight, but see nothing beyond the coral channel the group is currently in.
Savin realizes there are no sharks, only summoned Sea Cats, so he swims over to ensure the sea-trolls behind the party stay in a state of regeneration.
Kazak also puts in his two coppers worth of keeping ahead of the trolls' regeneration capabilities.
Trace suggests beheading them for an effective coup de grace. (ooc: Seeking reduces percentage misses due to concealment, displacement, etc. Still have to roll 'to hit' as normal. Distance only doubles the effective range. So for Trace, with the Bow his underwater range incriment is -2 to hit per 10 feet.)
Quinn calls in his lion-fish and gives them his commands in Celestial so they can understand him. Within seconds, the summoned creatures leave whorls of water about Quinn while they swim out to seek other enemy. The cleric maintains his focus on the golems and wonders why they haven't arrived yet.
Peerimus/Octopus blinks at Savin and directs Vinder to the floating trolls.
Tieria blinks at Quinn, obviously impressed with his ability with the ferocious SeaCats, but explains her thoughts on the golems. "According to the stories, the Golems will not venture out of the Palace. They guard the Palace and not the entire mountaintop."
The sea-trolls lay about and continue regenerating. It becomes clear that flame spells striking the outside of the skrags only result in steam, but flames from the inside sear the sea-trolls flesh and cease thier regeneration. After this discovery, it is all too easy for the group's warriors to pummel the trolls into paste until Vinder sinks his flaming dagger into the flesh administering the coup de grace.
It takes several seconds for the trolls to become no threat to anyone ever again. By this time, the Sea Cats are circling the group at the limit of the dwarves sight (about 60 feet). It doesn't look like they have spotted anything else to rend.
"You are powerful for land-dwellers", Tieria exclaims, "I can soon see the end of the golems that destroyed my people's place." She points down the coral channel. "The entrance to the palace is but a little ways hence."
..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Durgan AC 30 Hp145/156 d20+8=9 Tuesday October 2nd, 2007 3:56:27 PM
"Well, let's go then. I reckon there's some more beasties to smash before these tritons can move back into their home."
actions: Move 40 feet towards palace, looking around as he goes. Spot check = 9
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt)
Randall Tuesday October 2nd, 2007 8:34:26 PM
Randall swims up to Peerimus and covertly says to him ( in a way that Tieria couldn't hear )
" Call me paranoid, but I don't trust Tieria... maybe one of us should stay close in case of treachary? "
Savin ac 31 hps 137/137 Wednesday October 3rd, 2007 8:50:28 AM
Savin watches Peerimus try an communicate with him and spreads his hands wide and says, "Ah Peerimus, I am sure you know exactly what you want me to do but I don't have a clue. Me no speak octopus or sign language. You should come up with some universal hand gestures we all understand for when you are in different forms and can't speak a civilized tongue."
Savin pummels trolls until they can be destroyed and then says, "Well that was a nice first course but I am ready for the main meal. I am curious to see Kazak's new weapon in action. Maybe we should all just stand back and let him destroy the golems." Savin slaps Kazak on the back to show he is jesting.
Vinder the Hilt Wednesday October 3rd, 2007 9:26:44 AM
After the skrags have been dealt with, Vinder sheathes his knives. He looks at all the dead trolls.
Well, I guess I'm not totally useless, then.
He seems a little more confident in himself, though still not comfortable at the bottom of the ocean. He glides after the others.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater
Trace Wednesday October 3rd, 2007 11:44:19 AM
Trace falls in line with the rest of the group and if able drinks down a potion of darkvision. He thinks to his bow """Is the triton a threat to us ?""""
Level 1: resist energy, entangle Level 2: Bark-skin, Cats Grace (cast on self) Level 3: natures aly, natures aly
The Grand Courtyard [DM SteveK] Wednesday October 3rd, 2007 1:44:54 PM
(Underwater 21 rounds)
(Quinn: It has now been 8 rounds since the Sea Cats were summoned.)
After the skrags are dispatched (3 rounds) and the viscera floats away, the Children of Chaos form up and continue on thier way. The summoned Sea Cats continually circle Quinn at the very edge of darkvision capabilities, and the depths appear... quiet.
Durgan happily swims forward to continue to look for the Palace.
Randall has his suspicions aroused over thier 'guide' and suggests to Peerimus that the Triton should be watched.
Savin confesses to being confused by Peerimus' octopi pantomime and suggests that some pre-agreed upon hand signals will help the group in the future.
Vinder is a little more confident, but still doesn't like being so, so deep into the cold water...
Trace falls in and sucessfully drinks a potion of Darkvision, enhancing his eyesight tremendously. Through his telepathic link to his bow he hears a response Highlight to display spoiler: {I feel no evil towards you, but there is something the Triton is not revealing }
The others continue down the channel.
It takes half a minute (5 rounds at 30 feet per round, being maximum movement by Peerimus and assuming Kazak and Quinn get helped by thier friends) to traverse the rest of the coral channel. During that time, Quinn and Kazak feel the great pressure of nearly 300 feet of water above them (Fort 16 or 2d6 damage).
Durgan is the first to arrive at a wide open area. The torches reveal nothing in the shadowy distance, and even Durgan and Kazak's darkvision can pick up nothing but emptiness 60 feet distant.
Tieria is becoming more excited and calls loudly in Common to be understood by the whole group. "Here is the Royal Courtyard. The Palace is just ahead, with the Grand Doors on the South Side." .................
Map emailed. Feel free to rearrange your marching order by identifying your location in your post. Using Peerimus as the baseline location (ie Peerimus stays where he is and others can locate themselves in relation to the Octopus)
..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Peerimus Gt Octopus AC 23 HP 87/87 Wednesday October 3rd, 2007 2:59:57 PM
The massive Octopus looks at Savin and blinks before pointing out front towards Durgan and Kazak. As Randall swims up, he finds the octopus pointing 6 great tentacles at Firngaer. The 7th moving up to block the Randall's mouth. The group swims on, The octopus liesurely moving so as to not outdistance those walking under the affects of the Freedom of Movement spells.
The Courtyard opens up and as Tieria mentions the distance to the doors, Peerimus scoops a small block of debris upon the foor and fills the area with Daylight. [Cast Daylight]
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: *(3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: (2) Heal, Sunbeam, Heighten Wall of Stone
Gt Octopus Large creature 20 Str 266 lb. or less light 267-532 lb. medium 533-800 heavy load Take 10 Swim provides Check 32
OOC: Guys remeber to list all spells on you including those others have cast. Vinder Kazak and Quinn all have Freedom of Movement for 280 minutes
Durgan AC 30 Hp145/156 d20+8=11 d20+8=21 Wednesday October 3rd, 2007 6:03:41 PM
Durgan continues to move out in front looking around as he goes. "Any other stinky monsters around here? Mebbe we should look around so Tierias's people don't have too hard of a time movin' back in? Plus, I could always smash a few more trolls."
"Could someone take care of this small wound I have? I don't want to attract too many sharks, heh heh heh."
actions: Move 40 feet towards palace, looking around as he goes. Spot check = 11, 21
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt)
Quinn AC 25 HP 110 d20+18=33 d20+14=29 d8=5 Wednesday October 3rd, 2007 8:45:15 PM
OOC: Please note that Kazak has stout piece of coral in his belt that has a light spell on it.
Quinn is very curious about their new friend the Triton and their surrounding.
Quinn will take a moment to watch the sea cats and wave at them as their take picket duty for the group.
---------------------------------
Augment Summoning Celestrial 3 Sea Cats +4 Str & Con Hp 63 AC 18 Move 40 ft Attack +11/+11/+6 Damage D6+6/D6+6/D8+4 Rend 2D6+6 Listen +8 Spot +7 F/R/W +10/+6/+5 Dark vision - low light vision - scent Damage reduction 5/- ----------------------------------------
Quinn will cast aid on Kazak "Gargul toughen up the tip of our spear."
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Summoned (3) sea cats - 8/13 rounds Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes Aid on Kazak +15 HP plus other aid benifits Freedom of movement cast on Quinn from Peerimus
Rod of Extend 0/3 Rod of silent lessor 0/3 Pearl of Power - unused
Kazak Ac 32 Hp 173/158 Waterbreathing , Aid+15 Hp,Freedom of movement d20+16=28 Wednesday October 3rd, 2007 10:26:20 PM
Smiling as Vinder's blade finishes off the sea trolls " handy little blade ya got there.....i might hafta think about something like that for my sword "
The dwarf moves after his brother Durgan.....sheathing his steel blade as he follows
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn)
Savin ac 31 hps 137/137 d20+18=30 d20+17=27 Wednesday October 3rd, 2007 11:54:33 PM
Savin watches Peerimus's gestures and asks, "Do you want me to take point? Well I think that is what your trying to tell me. Sounds good."
Savin will move to the front of the group and say, "Peerimus wants me to take point. Let me get around 20' ahead of you but be ready to back me up."
Trace Thursday October 4th, 2007 12:27:16 AM
Trace calls for everyone to hault and them moves between Peermius and the Triton, Trace half way raises his bow with four seeking arrows ready to fly, "You Triton, I dont sense any evil with you but before we move another step you must tell all and I warn you that I will know if everything you know has been reveeled. I dont want this to put a damper on the situation but if we are in combat together then we need to trust what is at our backs and there is unreveled knowlage about you and what you know."
Level 1: resist energy, entangle Level 2: Bark-skin, Cats Grace (cast on self) Level 3: natures aly, natures aly
Vinder the Hilt Thursday October 4th, 2007 9:02:09 AM
Vinder moves forward to be behind and between Durgan and Kazak. If he is needed at the front for traps, he will be available to scoot up and take a look. Otherwise, he is content to be surrounded by powerful fighters.
Randall Thursday October 4th, 2007 11:18:30 AM
The mage activates his ring of invisibility and continues to follow the others.
Firn'gaer Thursday October 4th, 2007 12:01:05 PM
Firn'gaer continues to stay with the group. He keeps his relative position with respect to Peerimus as the group moves.
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Peerimus 2nd Post Thursday October 4th, 2007 6:12:14 PM
Peerimus quickly changes direction and deposits his bulk directly in front of Trace. between the elf and the Triton.
Durgan Thursday October 4th, 2007 7:40:42 PM
sighs..."Leave it to an elf to slow down monster huntin'!" Durgan stops and waits. He gets out his crossbow and puts away the axe while the group is stationary and keeps a look out.
The Grand Courtyard-2 [DM SteveK] Thursday October 4th, 2007 10:15:24 PM
(Underwater 22 rounds)
(All: Please state if character is hustling; doing a double move. Per PHB, one hour of hustling is allowed per day without adverse effects.)
Peerimus continues his pantomime and then casts a spell to enhance seeing upon a stray pebble he picks up.
Durgan wonders if he can get the scratch from the last battle seen to and continues to keep his spirits lifted.
Quinn provides magical Aid to Kazak and becomes silently curious about Tieria the Triton.
Kazak also continues to crack battle jokes while moving forward in the watery deep.
Savin's speed with the Pearl allows him to streak out ahead of the group to be lead scout. (hustling allows Savin to move 120')
Trace is more concerned with the triton 'guide'. Bow and four arrows along with an ultimatum are pointed in her direction! Peerimus doesn't like the gesture and puts his Large body in between the ranger and the Triton.
Vinder keeps behind the dwarf wall of protection, and the manta ray from Dirt City feels safer.
Randall becomes a bubble in the ocean and follows the group.
Firn'gear also easily stays with the group.
Tieria stares at Trace as expressionless as a fish, her black eyes revealing nothing before the Giant Octopus moves between the two. "No, I will answer. All I have told you about the golems and the story of my people is the truth. There is nothing that I know that says the golems will do anything other than wait until you enter the doors before attacking." Unapologetically she continues, "I also knew about the skrags infesting the coral. I figured that if you land-dwellers couldn't defeat the sea-trolls, or had a difficult time, I would lead you elsewhere for you would have no chance against the golems. Better to have some dead than all."
"To tell all my secrets would require you to tell all of yours. Do you wish to bare all? Or perhaps you do not wish the lost treasure of my people? You may turn around now and be no better or worse off." Tieria still shows no emotion, and Trace's bow links to him in thier bond... Highlight to display spoiler: {I sense no lie in its words}.
In the furthest dimness of the Daylight spell, a huge rounded wall stretches from the courtyard to be lost in the dark waters above.
..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Quinn AC 25 HP 110 d20+18=26 d20+11=18 Thursday October 4th, 2007 11:18:34 PM
Quinn see Trace, Peerimus and the Trition assume interesting postions and listens to the Trition "Well I am glad we passed the first test. I just hope there are not too many. School always bored me. Lets get to the golems Brothers."
Quinn look out ahead "Brother Savin, please draw forth the golems for Cousin Kazak to slay as he is starting to look waterlogged and I know that makes him grumpy."
---------------------------------
Augment Summoning Celestrial 3 Sea Cats +4 Str & Con Hp 63 AC 18 Move 40 ft Attack +11/+11/+6 Damage D6+6/D6+6/D8+4 Rend 2D6+6 Listen +8 Spot +7 F/R/W +10/+6/+5 Dark vision - low light vision - scent Damage reduction 5/- ----------------------------------------
Quinn will attempt to signal the sea cat closest to Savin to push out ahead of him "Search kittie, and keep Brother Savin safe"
Quinn will slog forward as best he can and bubble "I trust everyone is ready for some action."
Quinn casts true seeing on himself and he scans the area they are entering.
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Summoned (3) sea cats - 8/13 rounds Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes Aid on Kazak +15 HP plus other aid benifits Freedom of movement cast on Quinn from Peerimus True seeing 13 minutes
Rod of Extend 0/3 Rod of silent lessor 0/3 Pearl of Power - unused
Savin d20+18=25 d20+17=33 Friday October 5th, 2007 8:20:31 AM
Savin looks at Quinn in amazement and then shakes his head chuckling. "And I suppose your just gonna sit on the sidelines, scarfing clams and cheering us on hmmm? No I don't think that is a good plan. How about I lead one to Kazak and one to a smug cleric of Gargul. While it beats on you, you can heal yourself and Kazak can get to it after he puts down the other one. Hope it doesn't take him to long. You don't mind sacrificing you body for the greater good do you?"
Savin then says to Tieria, "Your wrong about secrets. Secrets can kill you or your friends. You seem to be very cavalier with our lives. Have you lured other groups to this area who might not have passed your test? Did only a few of them die before you lead them to safety? I know we are just land dwellers to you and maybe not to important, but I am rather fond of all these folks. I will me mighty displeased with anyone who got them killed by withholding information. Yes we are willing to take risks. We are heroes and that is in our job description but if you have any information of a tactical sort that you are withholding, I suggest your rethink your stance now."
Savin waits and then starts to turn away. He stops and shoots over his shoulder, "And if you have any questions for me, feel free to ask. I don't have any shameful secrets that I keep buried."
Savin swim on ahead peering into the gloom. "Here golem golem golem. Here golem golem golem. My friend the cleric wants me to introduce you to him."
spot check 25 listen check 33
Quinn (second illegal post) Friday October 5th, 2007 8:27:45 AM
Torrents of bubbles escape Quinn and he laughs heartily with Savin. "A good plan. I accept. Please bring the golems then and be quick about it. I have gained at least 20 ounds of water weight down here and am looking forward to drying out."
Vinder the Hilt Friday October 5th, 2007 9:12:31 AM
Vinder circles his current position, waiting on the situation between Trace and Tiera to resolve. His frustration is beginning to return.
No time for this nonsense. No time.
Kazak Ac 32 Hp 173/158 Waterbreathing , Aid+15 Hp,Freedom of movement Friday October 5th, 2007 3:55:17 PM
Smiling at the banter between Quinn and Savin "well instead of leading them to me why don'y yu both just lead us to them " cracks Kazak " this way we'll all face them together "
"i mean after all i can barely reach the durned things knees.....maybe one of ya can left me up to get a better swing " laughs the dwarf
" we're monster hunting ?? i thought we're out fishing for dinner "
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn)
Durgan Friday October 5th, 2007 11:32:35 PM
"If ye call stinky trolls dinner, I'm gonna swim back to the Inn at Heranmar."
Tieria the Triton [DM SteveK] Saturday October 6th, 2007 10:53:37 AM
(ooc: Pardon the no posting for Friday. Going to need to resolve the standoff between Trace, Peerimus, and the Triton before moving on.)
The triton looks over at Savin and her unemotional mask wavers. "Now here is a land-dweller that seems more civilized and asks for information instead of demanding it."
"You are the first land-dwellers that I have brought here, so none have died by my guidance here. If you got into real trouble, I would have summoned help and assisted the retreat."
She shakes her head in incomprehension. "I do not know your term 'heroes', and we are not 'friends' or 'family'. You agreed to slay the golems in exchange for all of my people's treasure. There is no other agreement."
"Seeing you slay the skrags so easily, I know I am helpless against even one of you. I have made my people's treasure vulnerable by even showing you this mountain. You can break our agreement and kill me and none of my people would know." And then the mask cracks and everyone can see the contempt on Tieria's face. "If you want to rape the sea's treasure like every other land-dweller, there is nothing to stop you."
Trace Saturday October 6th, 2007 1:39:30 PM
Trace lowers his bow, and begins to march again. "Tieria, we would have come even if you had offered nothing, that is what a hero is. You are the one that offered the loot for us to come. So we will collect when we are done but do not mistake us a evil and I try and ask further questions instead of demanding them. Fair warning though, if you are hiding somthing that is to harm us and I find out, I wont let you die right away. Now as long as there is nothing decietfull in your not sharing then lets move on and get the task done at hand. and please , no more unnesscary test.
Level 1: resist energy, entangle Level 2: Bark-skin, Cats Grace (cast on self) Level 3: natures aly, natures aly
Vinder the Hilt Sunday October 7th, 2007 9:27:40 AM
Vinder sees Trace stand down and hopes that means they can all continue. He is perhaps the most eager of the group to get this all through with. If the party begins to move again, Vinder glides along, keeping his position just behind the Dwarven brothers.
Firn'gaer Sunday October 7th, 2007 11:17:04 PM
Firn'gaer listens in a little surprise at the lecture the triton is receiving at the hands of some of the others. Hoping it ends soon and they can finish what they came to do, Firn'gaer keeps near the center of the pack.
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Peerimus Gt Octopus AC 23 HP 87/87 Sunday October 7th, 2007 11:31:28 PM
The giant octopus blinks a few times, several things rolling through his mind. If only he could talk. This should have been terribly simple. Move on the palace, destroy the golems and thus win an ally in the waters off Heranmar. Pretty much shot to hell now. now they were treasure grabbing mercenaries with no position greater than themselves. Of course other creatures were in the area. the golems had chased off the tritons and thus created a power vaccuum allowing it. Tieria knowing about it before hand was irrevlevant to the druid. For the sake of Father, he didn't even think she would still be around at this point, having ushered them to the mountain top.
Peerimus again considers taking the weight of the ocean and shifting back to be able to communciate with the Triton, but in the end decides against the action. Saying anything now would likely do little good. She had just been threatened with lethal violence and his hopes of what could have been are now crushed. Trace lowers the bow, the octopus blinks again. Trace then implies of bodily harm towards Tieria, for the love of all that good Trace, he screams in his mind. One good thing has come from the exchange however and Peerimus files that decision away.
One tentacle rolls up to the head of the octopus and thumps it several quick times. Peerimus then points to the triton and then off the way they came. Peerimus turns and swims 60' towards where the entrance to the interior of the palace lies. Using his 20' reach to hold the Daylight enchanted rock out in front of him.
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: *(3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: (2) Heal, Sunbeam, Heighten Wall of Stone
Gt Octopus Large creature 20 Str 266 lb. or less light 267-532 lb. medium 533-800 heavy load Take 10 Swim provides Check 32
OOC: Guys remeber to list all spells on you including those others have cast. Vinder Kazak and Quinn all have Freedom of Movement for 280 minutes
Quinn AC 29 HP 110 d20+11=30 d20+18=21 Monday October 8th, 2007 12:20:05 AM
Quinn continues to scan the area with his true seeing as he move forward with the group.
Spot 30
Quinn is not paying any attention to the triton at this point.
---------------------------------
Augment Summoning Celestrial 3 Sea Cats +4 Str & Con Hp 63 AC 18 Move 40 ft Attack +11/+11/+6 Damage D6+6/D6+6/D8+4 Rend 2D6+6 Listen +8 Spot +7 F/R/W +10/+6/+5 Dark vision - low light vision - scent Damage reduction 5/- ----------------------------------------
Quinn gets ready for the battle that is sure to come and cast Shiled of faith on himself.
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Summoned (3) sea cats - 8/13 rounds Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes Aid on Kazak +15 HP plus other aid benifits Freedom of movement cast on Quinn from Peerimus True seeing 13 minutes Shield of Faith +4 13 minutes
Rod of Extend 0/3 Rod of silent lessor 0/3 Pearl of Power - unused
Trace Monday October 8th, 2007 12:32:02 AM
(ooc: Sorry if Trace is rubbing anyone the wrong way, I have played him like this since 99' and he hasent gotten anyone killed yet namely himself :::::::::thumbs up::::)
Kazak Ac 32 Hp 173/158 Waterbreathing , Aid+15 Hp,Freedom of movement Monday October 8th, 2007 1:06:51 AM
Moving forward after the others kazak keeps close to his brother Durgan.....knowing they make a formidable fighting line together.
As Kazak moves past Tieria the Triton " It's not about the treasure......it's about doing the right thing......the treasure is just a bonus.......helping you and your people helps others in this area both below and above the water"
" Our good friend Trace has a good heart.... he just needs to polish up his social graces.... and be pleasant like us dwarves and Tritons" grins the wet dwarf as he swims past
(Trace - no worries about Trace , play him anyway you like he doesn't rub me the wrong way.....only thing i'm worried about is the key word you spoke about .......YET !!! ;-) )
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn
Peerimus Monday October 8th, 2007 2:49:14 PM
OOC no worries on my end Trace :)