None of the heroes seem interested in the accusations of the Triton other than Trace, and the Ranger responds in kind, providing a final warning of duplicity will earn vengeance. The glow of the Daylight spell and several lesser lights keeps the darkness at bay in the deep, deep waters of the mountaintop, and the expression of Tieria is again blank.
Tiera makes no response, but points again across the courtyard of white stone. "The golems and your treasure are within the great Palace. The entrance is on the south side of the Palace." And she continues to swim near Quinn as the group moves out.
It takes half a minute (5 rounds) to move from the outlaying buildings to the great entrance doors of the Palace. The sculpted white building looms above the group, at least a hundred feet high, thick coral and obsidian walls in graceful swirls stretching up.
Yet at last, the Children of Chaos aligns themselves before the golden doors of the Palace. Two doors thirty feet high and twenty feet wide each, they depict the glory of a race of sea-dwellers. Golden warriors use crossbows, nets, and tridents in driving to the deeps various finned and spined creatures. (Bardic, Arcana, or Nature Knowledge Check DC15 Highlight to display spoiler: { creatures include giant sea creatures, sahaugin, sharks, giant squid, various devils and demons, aboleth, and a black dragon }. Triton craftsmen are depicted fashioning jewelry, plates, cups, clothing, and archetecture. Triton women oversee a classroom, cultivated fields of kelp, and a temple to a regal triton woman (Know:Religion DC20 Highlight to display spoiler: {looks like an undersea version of Mittri}.
The Sea Cats fade away.
The doors are closed.
Quinn AC 29 HP 110 d20+18=22 Monday October 8th, 2007 5:08:32 PM
Quinn bids farewell to the sea cats "I may have use of you yet again. Get ready to take a deep breath."
Quinn looks over at the towering castle "This looks like it. Well Teiria how do we open the doors, or at least how were they opened in the past."
Quinn looks over at Savin "I see the problem. The Golem can not hear you. Please go fetch them. Kazak and I are waiting. Maybe you can swim in through a window and open the doors from the inside if they prove to be locked. Good luck brother. I know Gargul is smiling upon you."
Quinn gets close to Kazak "This should help keep the tip of the spear fit. Are you ready for some stone cutting?" Quinn winks at the dwarf.
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 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 Bears Endurance on Kazak
Rod of Extend 0/3 Rod of silent lessor 0/3 Pearl of Power - unused
Vinder the Hilt d20+8=18 d20+8=14 d20+19=20 Monday October 8th, 2007 5:48:56 PM
Vinder glides up to the great doors and looks at the pictures. (Using Jack of All Trades for Knowledge (Nature) 18, Knowledge (Religion) 14)
He then snoops along the doors, looking for any traps. (Search 25 (didn't add Jack's bonus))
Durgan AC 30 Hp145/156 Monday October 8th, 2007 6:30:25 PM
Durgan taps his foot impatiently while Vinder checks the door. While he waits he switches weapons again, this time favoring a warhammer. "This ought ter give those golems a piece of me mind."
"Hey Tieria, have ye ever been inside here yerself? I mean before yer people were forced to leave."
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt)
Posting Report For: Monday October 8th, 2007 8:48:10 PM
Game #4 Children of Chaos For the week of October 1, 2007
Dweezil watched the exchange between the Children of Chaos and the triton girl with mild interest. It seemed like the group was a necessary evil to the girl and nothing more. They would have to make great strides to prove themselves heroes instead of mercenaries in her eyes. Dweezil smiled. He hoped for the opportunity to put a wrinkle in any such plans, but his master forbade any such interference. So instead he would follow, watch, and complain bitterly to any fish that got close about the cold and the water. Any fish that got too close to the invisible imp became a nice snack. Dweezil was starting to like it underwater after all, he hadn't eaten so well since riding along with the merchant caravan.
SAVIN d20+18=28 d20+17=25 Tuesday October 9th, 2007 1:05:04 PM
Savin looks to Vinder and when he gets the OK from the thief, he will open the door and peer inside.
"Peerimus, do you want me to go ahead and scout and try to bring a golem back to you? Or do we all go in. Touch my arm once if you want me to go ahead."
If Peerimus gives him a touch, Savin will scout ahead peering into the gloom. spot check 28, listen check 25
He stays away from any big lumps of rocks. He will move ahead around 50' (if possible) and then wave the group in. He will keep moving forward once they start coming ahead.
Kazak Ac 32 Hp 173/158 Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance Tuesday October 9th, 2007 1:52:22 PM
Readying himself for what is surely to come....."thanks Quinn"
Sidling up next to his brother Durgan the younger dwarf whispers " i'll stay on your right ..... we can team up on one of the golems hoping to finish it quickly so the whole group can work on the other "
""this won't be easy " adds Kazak
Looking over at Peerimus and nodding to signify his readyness and whipsrers [i] "two golems ... what tactics ?"
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (fromQuinn)(+26 Hp's)
Trace d20+8=25 d20+15=23 Tuesday October 9th, 2007 1:54:15 PM
Trace cast barkskin on himself and then moves in behind Savin to cover the front three with missle fire if needed. listen dc 25, spot drk vision dc 23
ac 25 cats grace= (27) hp (94)
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
Randall Tuesday October 9th, 2007 4:01:26 PM
Invisible Randall follows the others.
Durgan Tuesday October 9th, 2007 10:54:40 PM
"All right brother, I'll take the left. As for tactics, hit em' till they fall over."
Checking closely, Vinder is not able to find any traps on the golden doors. Looking closely, he is pretty confident that the doors are not even locked. They appear to hinge outwards, and that some strength will be required to pull the huge doors open.
Savin's casual attempt to open the doors fails.
Tieria shakes her head, her eyes wide. "I have not been close enough to see the Golden Doors," she responds. "I could not get around the skrags."
Everyone else gets ready for time or luck to open the doors...
..................
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 Wednesday October 10th, 2007 7:57:28 AM
"Before the doors are opened, let's prepare. Here's a growth spell, mass enlarge person, for anyone that wants it." Firn'gaer will cast Mass Enlarge Person. It will effect 13 people.
"Savin, we don't know the full capabilities of these things. So let's move in as a group and stick together as a group, for once."
Firn'gaer will give Peerimus Waterbreathing.
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Active Spells extended overland flight - 26 hours extended endure elements [from Peerimus] - 48 hours extended mage armor - 26 hours extended water breathing - 52 hours (on Peerimus) extended water breathing - 52 hours extended polymorph - 26 minutes silenced mass enlarge person - 13 minutes
Vinder the Hilt d20+1=3 Wednesday October 10th, 2007 9:11:04 AM
Vinder makes a door opening motion with his arms and then points to everyone and then back to the door.
He swims down to take position next to Savin and motions for everyone else to crowd around and get a grip on the door. (Strength check 3 to open door)
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Peerimus Gt Octopus AC 23 HP 87/87 d20+5=18 Wednesday October 10th, 2007 2:06:51 PM
Peerimus nods to Firgaer as he gets the spell, just in case. The druid/octopus then swims to one of the doors and wraps a few arms about it. He also reaches out with several other arms to guide Kazak and Durgan over to assist. Peerimus will assist one of the stronger dwarves in opeiing the door. [Aid Another 18 success adds +2 to the check]
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 30 hps 137/137 enlarged d20+6=26 Wednesday October 10th, 2007 2:45:20 PM
Savin accepts the enlarge from Firn'gaer and smiles at the mild rebuke. "I can't help it if you can't keep up!"
He then flexes his muscles and gets a real grip on the door and exerts his considerable strength on it. (rolled natural 20 for a 26 on strength check)
Kazak Ac 32 Hp 173/158 Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge d20+6=20 Wednesday October 10th, 2007 5:06:51 PM
Making his way to the palace doors with help from Peerimus " making sure we're up front " laughs Kazak at the Octopus
Once positioned he grabs a handhold on the door and co-ordinates his attempt with the others (d20+6=20 str ch)
"this just seems way too easy " comments the dwarf "be ready for anything"
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer)
SteveK Wednesday October 10th, 2007 6:40:00 PM
swamped at work, no post tonight
Durgan AC 28 Hp 145/156 d20+7=25 Wednesday October 10th, 2007 7:09:39 PM
Durgan swats away the tentacle as he moves up to the door. "All right! No need ta shove. I can see the door for meself. Kazak? Let's do it."
"Thanks fer the spell Firn'gaer. It never hurts ta be prepared. That's what me uncle always said."
actions: strength check = 25
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size(net +0attack,+1 dmg,-2 AC)
Quinn AC 31 HP 136/110 d20+18=35 Wednesday October 10th, 2007 8:14:02 PM
Quinn waves at the gnome "Cousin, I am good. Gargul will take care of me."
Quinn takes a step back and pull out the all seeing eye of Gargul and casts Righeous might on himself using his rod to extend the spell.
Concentration 35
Quinn grow in size and toughness as he readies for the doors to open. "Lets make some rubble!" Quinn bubbles as he swings his now large mace.
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 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 Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC
Rod of Extend 1/3 Rod of silent lessor 0/3 Pearl of Power - unused
Trace d20+24=35 d20+24=43 d20+19=22 d20+16=18 d8+7=13 d8+7=10 2d6(2+5)=7 2d6(5+1)=6 Thursday October 11th, 2007 1:58:32 AM
Trace raises his bow with four seeking arrows as the doors open and will fire on anything agressive that rumbles out the door.
(ooc:if fired, the first two hit with the others sailing wide not sure why they are seeking if they can miss) hit ac 35 13hps dmg, 7 holy, = 20hps hit ac 43 10hps dmg, 6 holy, = 16hps total damage if evil = 36 hps.
ac 25 cats grace= (27)barkskin=(29) hp (94)
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
Randall Thursday October 11th, 2007 9:24:27 PM
Randall waits....
Preparing in front of the golden doors, Firn'gear casts a spell, enlarging Savin, Kazak, and Durgan. He also provides spell to Peerimus against sudden return to human form.
Finding convienient handholds on the bas reliefs, Savin, Peerimus, Durgan, and Kazak pull strongly on the golden doors. Against the pressure of water and the wieght of the doors themselves, they open slowly, slowly... slowly...
Peerimus' Daylight spell does not shine stright in from his assistance with the door, but it reveals enough to see a pure white hall cast in deepest shadows. No pillars or ceiling can be seen. Yet the expanse feels oppressive and close despite its vastness.
Laying close to the doors, are two skeletons of human torsos with twin fish tails. Many bones are broken, but they still lay together, hands stretched towards the now open golden doors.
Tieria looks shocked and afraid, her eyes and mouth wide, staring at the two skeletons laying pitifully crushed so very near...
..................
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 d20+24=33 d20+16=34 d20+16=23 Friday October 12th, 2007 9:19:35 AM
Vinder moves through the opening and to the dead tritons. He gives them a quick once over, looking for a cause of death as well as any items of interest. (Search 33, with +5 from Jack)
He then looks about the room for any obvious signs of danger. (Spot 34, Listen 23, both with +5 from Jack)
Quinn AC 31 HP 136/110 d20+18=26 Friday October 12th, 2007 3:32:43 PM
Quinn is itching for a fight now and adds his final preparations by casting an extended Divine power on himself and could not feel better as another of Gargul's blessings fills his body.
concentration 26
Quinn looks around for Savin "Well brother Savin, where are these Golems you are bringing to Kazak and me?"
Quinn looks to the Triton "Where were the Golems stationed?"
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 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 Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Divine Power (extended)
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Kazak Ac 32 Hp 173/158 (199/184 BE) Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge d20+3=12 Friday October 12th, 2007 9:40:31 PM
Smiling as Quinn's eagerness " you got the spirit of a dwarf " chuckles Kazak
Looking about the entrance " poor souls ... nobody deserves to die that way " adds Kazak quietly
With a look at his fellow allies Kazak spots the shocked expression on Tieria face " did you know them ?? " without waiting for a reply " i'm sorry " adds the dwrf in a consoling whisper
Drawing his new sword of stone he tests it's grip " feels good " as he feels the swords power in his hands
With a look towards the two skeletons " after this .... you'll find a peaceful place to rest "
With the piece of lighted coral leading the way the now large sized dwarf steps into the breach of the doorway in Vinders footsteps .....His eyes sweeping side to side as he goes(spot ch d20+3=12 )
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer)
The Golems [DM SteveK] d20+18=32 2d10(10+7)+10=27 d20+18=29 2d10(3+7)+10=20 Saturday October 13th, 2007 9:16:37 AM
(30 rounds Underwater)
Vinder the manta ray glides over the threshold and to the skelotons and begins to search. There is nothing here except bones, yet the rogue from the far north notices something unusual: apart from the broken bones, the skeletons are complete. If the bodies have been here for 50 years like Tieria said, why are they not scattered about?
Quinn beefs up with another spell and humorously calls for courage.
Kazak moves across the threshold and with Vinder begins to look about the cavernous interior.
The others peer into the gloom or rest from thier exhaustive labors on the doors.
Tieria shakes her head, "I was born in exile and have never been here." She is about to say more when Kazak makes a discovery.
And the gloom soon reveals more. Kazak's Darkvision sees walls, huge pillars, and more caverous space. The dwarf also sees two enormous pedastals flanking the interior walls. Each pedestal holds a stone image of the Sea Cats that Quinn summoned earlier. Nothing moves until Vinder first crosses the threshold. As if the living entering the palace is a signal, both Stone Sea Cats eyes light from within, and they pounce off the pedestals!!!
One Stone Sea Cat Golem swims towards Kazak and strikes out with one large paw. The claws smack the dwarf with a resounding blow. (AC32 Damage 27)
The second Stone Sea Cat Golem targets Vinder and also lays a paw upon the human/manta. The force of the blow nearly throws the rogue to the ground. (AC29 Dam 20)
Both Kazak and Vinder feel a compulsion to not move so fast. (Roll Will Dc 17 or be Slowed: one action per round)
(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.
Quinn AC 31 HP 149(145)/110(106) d20+21=32 2d6(5+6)+10=21 2d6(1+4)=5 2d6(4+5)=9 d6=4 Saturday October 13th, 2007 11:35:24 AM
The enlarged Quinn is practically glowing with Gargul's blessings knows it is time to act. "Keep his busy Brother Vinder, I am on my way."
With Mace held high Quinn charges forward and muses to himself "Where is Brother Savin, he was to lure the golems to us? I trust he was not caught flat footed as he seems to have reneged on our bargin."
Quinn reaches up at the golem that Vinder is playing wtih and smacks it with his mace.
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 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 Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Divine Power (extended)Str bonus & 13 HP
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Peerimus Gt Octopus AC 23 HP 87/87 d20+19=33 Saturday October 13th, 2007 8:52:18 PM
Peerimus moves 60' to the left and forward (AI-x) don't have numbers but the squares forward. So that he is between Vinder and Kazak. The octopus scans the room for further danger while the group takes position to assist the two already under attack.
Will save 33 if needed
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
Durgan AC 28 Hp 145/156 ,enlarge, blur Saturday October 13th, 2007 9:39:43 PM
Durgan moves into the Palace, heading directly towards the golem on the right, seeing his brother already engaged on the left. He drinks a potion as he goes, his warhammer ready for action.
actions: move 30 feet towards golem #2 drink potion of blur
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min
Vinder HP 82/102 AC 29 (dodge 2; 2 weapon defense; total defense; slow) Sunday October 14th, 2007 5:50:27 PM
(Will Save 12; Slowed; not on post because I had to refresh screen)
Vinder is shocked by the sudden life of the two statues and is unable to defend the initial blow. His fear allows the golems evil to seep into his body and Vinder feels his muscles tighten. Fear begins to build at the base of his neck when he realizes his reaction time has slowed down.
He manages to jerk his knives from his sheathes. Pointing to the two skeletons on the ground, he says, "Deaders!"
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Randall ( HP 63, AC 18/19 with Hast) d20+22=32 Sunday October 14th, 2007 7:14:39 PM
Randall the invisible bubble boy casts HASTE on the party.
Spell check 32
==================== Effects Pearl Extended Resist Element Hast Invisibility
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-HasteX 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 enlarged hasted d20+18=22 d20+19=20 Sunday October 14th, 2007 9:03:03 PM
Savin moves to help his new dwarven friend and swims very quickly into the room thanks to the haste spell. He will tumble to close the distance trying to avoid an AOO (tumble check 22) and take one whack at the golem with his fist. Unfortuately all the monk will do is present himself as another target since he rolled a natural 1 as his attack.
Savin will be next to Kazark on his left (no map coordinates to give
Kazak Ac 32 Hp 146/158 (172/184 BE) Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,Haste d20+10=19 d20+24=29 d20+19=27 d20+14=32 d20+14=17 d20+24=32 2d8(3+6)+5=14 2d6(2+1)=3 2d8(3+4)+5=12 2d6(6+2)=8 2d8(3+1)+5=9 2d6(4+2)=6 2d8(3+3)+5=11 2d6(2+5)=7 Monday October 15th, 2007 12:04:29 AM
Withstanding the stone Seacat's massive blow ....Kazak also shakes off it's magic too (will save d20+10=19 !!)
"Grrrr sneaky cat " growls the dwarf as he counter attacks the stone guardian .... his new stone sword slashes thru the water with ease
(not sure all attacks hit but rolled damage just incase )
"I bite back " growls Kazak as his stone blade hacks stone rips in the stone guardian
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell)
Trace Monday October 15th, 2007 3:29:57 AM
Trace moves to 67 ag and readies his bow for action. I can summon some sea cats if you think that will help out situation.
ac 25 cats grace= (27)barkskin=(29) hp (94)
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
Firn'gaer Monday October 15th, 2007 10:33:14 AM
Firn'gaer moves to AG70, and decides to enclose the golem on Vinder in a force bubble.
"Vinder if the spell contains it, then help Kazak." He shouts in a bubbled voice. He casts Resilient Sphere at the golem on Vinder.
Heightened Resilient Sphere: Reflex save DC23. Creates a 13-ft force bubble around target if Reflex save is failed.
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Active Spells extended overland flight - 26 hours extended endure elements [from Peerimus] - 48 hours extended mage armor - 26 hours extended water breathing - 52 hours (on Peerimus) extended water breathing - 52 hours extended polymorph - 26 minutes silenced mass enlarge person - 13 minutes heightened(6th) resilient sphere - 13 minutes
The Golems-rd2 [DM SteveK] d20+18=36 2d10(9+3)+9=21 d20+16=21 d20+18=22 d20+18=32 d20+18=21 2d10(6+8)+9=23 d20+18=37 d20+18=25 2d10(4+6)+9=19 d20+5=18 d20+5=16 d20+5=11 d20+5=25 d4=1 d6=6 d20+3=18 Monday October 15th, 2007 11:29:35 AM
(31 rounds Underwater)
(ooc: please keep active spells and effects in character posts. If not posted, character may not be able to take advantage of spells and effects if DM can't remember. Thanks!)
Quinn, now of a Large size, doesn't have an unobstructed path to the Sea Cat Golem and so can't charge, but is able to hustle up and be ready to strike (no attack). The cleric also moves within reach of the golem and a stone paw strikes the cleric of Gargul in the chest. (AOO: AC 36, Damage 21)
Peerimus moves in with the Daylight spell and looks around for any other opponents in the large Palace. (DM rolled Spot:21) In the shadows, but flitting closer through the water are gray shadows that look like Tritons holding wispy tridents with blank faces. Two are 30 feet to the right and 40 feet above the floor. There are two more 20 feet above the floor and right at the edge of the light 60 feet beyond the fight!
Durgan drinks a potion (mmm, salty!) begins to blur, and moves forward carefully.
Vinder feels slowed down, but thinks naught of retreat. The rogue pulls his blades and informs his friends that the two skeletons are not dangerous.
Randall overcomes the waters disabilities and casts Haste centering on himself (ooc: assuming this because Randall is now hasted) Unfortuneately, the spell only works on subjects within 30 feet of each other, and so only Randall, Firn'gear, and Tieria are Hasted. The wizard remains invisible.
Savin is not hasted, but his Pearl of the Sirines still allows the monk to close with the Sea Cat Golem. Because of the creatures great size, a paw lashes out at Savin but misses.(AOO: AC 22) Savin returns the favor and all is even.
Kazak is not hasted, but is able to strike three times with the Stone Sword, cutting great gashes across arm, torso, and face. The dwarf could swear the golem blinks in surprise at the effectiveness of the Stone Sword!
Trace moves forward and calls out that he can summon additional reserves if needed.
Firn'gear advances and concentrates on a spell against the golem pummelling Vinder... and it works! A sphere of impenetrable magic encases the golem.
Tiera appears completely frightened at the sudden onset of the golems, and moves back a fin-flick or two. Her trident is at the ready, but she makes no move to join the fight or to flee.
.................
The first golem brings two stone paws upon Kazak, only one striking his shoulder in a display of raw power. (AC 32, 21 Dam: 23)
The second golem is unseen within the resiliant sphere!
The four wisps of tritons move forward very rapidly (60 foot move) and strike at the party. Whispers assail the heroes and they realize the voices are coming from the shadowy tritons. "Left usss to dieee..." "Ssslay...Desssroyieee" "cursed is the king, cursesss to the sssage, cursssed am I..."
Wisp A moves in towards Vinder and stretches out a incorporal hand. The totally defensive Vinder is able to wriggle away from the dead touch. (AC 18 touch)
Wisp B lines up against Durgan and also misses. (AC 16 touch)
Wisp C and D rapidly advance towards Quinn, (Quinn gets an AOO) and strikes at the cleric. One misses, but the other incorporal hand touches the cleric, severely draining him of endurance (AC 11, 25 touch Dam: 1 hit point, 6 Constitution)!
Sea Cat Stone Golem AC 26 Wraith 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.
Vinder HP 82/102 AC 29 (dodge a; 2 weapon defense; total defense; slow) d20+15=21 d20+15=27 d4+2=4 d6=2 d4+2=6 d6=6 Monday October 15th, 2007 12:23:05 PM
Vinder sees Firn'gaer's magic surround and imprison his large attacker and the rogue feels slightly less concerned.
Unfortunately, he is unable to move to Kazak's aid due to the sudden appearance of the wraiths. He manages to avoid the first attack. Vinder counters, bring his blades across the chest of wraith a in a scissoring motion.
Hit AC 21 for 4 normal damage + 2 fire damage = 6 total damage Hit AC 27 for 6 normal damage + 6 cold damage = 12 total damage
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes Slow: Unknown (?)
Quinn AC 31 HP 149(124)/110(85) d20+3=13 2d6(4+6)+16=26 d20+19=38 d20+14=34 d20+7=27 d20+7=10 d20+14=26 2d6(6+3)+7=16 2d6(1+5)+7=13 2d6(2+1)+7=10 2d6(2+3)=5 2d6(3+4)=7 2d6(2+3)=5 2d6(2+3)=5 2d6(1+3)=4 2d6(6+5)=11 d6=2 d6=4 d6=2 Monday October 15th, 2007 2:02:33 PM
Quinn can not quite reach the golem and takes a nasty swipe for his trouble and then it is encased in the force field "Nice job!" Quinn exclaims.
Quinn then notices a much more deadly foe and one he is very accustomed to destroying. Quinn will present the eye of Gargul for his AoO.
Turn check - 13 Turn Damge - 26 HD
"Time to be judged by Gargul!" Quinn bubbles out.
OOC: Assuming that Quinn was not touched as the wraith flee or are destroyed.
With his standard attack, Quinn will gleefully swing at any undead within his now extended reach.
AC 38 damage 16 + 5 holy + 7 viscous total 28 damage AC 34 (critical threat 26, critical)damage 13 + 5 holy + 5 vicious total 23 damage AC 27 (critical threat 10 no critical) damage 10 + 4 holy + 11 viscous total 25 damage
Potential damage to Quinn 2, 4, 2 I will adjust next time depending on how many times Quinn needed to swing.
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 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 Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Divine Power (extended)Str bonus & 13 HP
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 1/10
Trace d10=4 Monday October 15th, 2007 2:24:25 PM
Trace seeing that the number of foes increase pulls out the horn of tritons and blows calling forth four sea cats and then returns the horn to his haversack.
ac 25 cats grace= (27)barkskin=(29) hp (94)
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
Kazak Ac 32 Hp 123/158 (149/184 BE) Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,Power attack+5 d20+20=27 d20+15=32 d20+15=23 d20+10=30 d20+10=26 2d8(2+6)+10=18 2d6(5+3)=8 2d8(5+3)+10=18 2d6(5+4)=9 Monday October 15th, 2007 6:06:48 PM
Winking at the stone guardian "The power of the dwarves is in this blade " growls Kazak "here's another taste of it "
The stone sword slices thru the water..again... and again it finds its mark as stone slices stone.
1st swing d20+27 damage 2d8(2+6)+10=18 bane 2d6(5+3)=8 total 26 2nd swing d20+15=32 crit hit!! d20+15=23 crit hit?? damage 2d8(5+3)+10=18 bane 2d6(5+4)=9 total 27 (if Ac 23 is crit hit
Kazak continued 2d8(1+4)+10=15 2d6(5+1)=6 2d8(2+2)+10=14 2d6(3+3)=6 2d8(4+4)+10=18 2d6(2+6)=8 Monday October 15th, 2007 6:15:59 PM
continued 2nd swing if Ac 23 is crit hit damage for crit hit if needed 2d8(1+4)+10=15 bane 2d6(5+1)=6 total 21
3rd swing d20+10=30 crit hit !!d20+10=26 crit hit?? damage 2d8(2+2)+10=14 bane 2d6(3+3)=6 total = 20,(crit hit if needed 2d8(4+4)+10=18 bane 2d6(2+6)=8 total 26)
hit submit button by mistake before i finished , any questions just let me know
Randall ( HP 63, AC 18/19 with Haste) d20+22=26 Monday October 15th, 2007 8:20:56 PM
Randall moves 30 feet (to AB70) and casts FOCECAGE on the remaining sea cat stone golem (1)
Randall casts the barred cage version ( 20 by 20 cornered at AB/AC 64/65, AF/AG 64/65, AB/AC 60/61, AF/AG 60/61 )
Spell check 26
===================== Effects Pearl Extended Resist Element Haste Invisibility
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-HasteX 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 X
Randall Monday October 15th, 2007 8:23:24 PM
Correction. Randall moves to AE70
Posting Report For: Monday October 15th, 2007 8:52:32 PM
Game #4 Children of Chaos For the week of October 8, 2007
Dweezil watched as adventurers strained to open the Palace door. It looked heavy. Even underwater it took their combined effort. Then they all rushed in, the quicker and squishier ones went first and found the golems soon after. "Bene Tellemara" the imp muttered. Will they never learn? Let the slow armored ones go first! Dweezil sighed. He hoped they wouldn't get themselves killed yet. Watching the exploits of the Children of Chaos was the most fun he'd ever had. Well, almost the most fun. Randomly poisoning mortals was the most fun. Dweezil smiled as he moved closer to the triton girl, stinger at the ready...
Peerimus Gt Octopus AC 27 HP 87/87 (AC correction Wearing Full Wild Plate +1) d20+14=29 d100=68 d4+5=8 d20+9=22 d20+9=17 d20+9=11 d20+9=29 d100=54 d100=26 d100=90 d4+10=12 d4+10=13 d20+9=26 d20+9=18 d20+9=26 d20+9=24 d100=89 d100=28 d100=1 d100=32 d4+10=13 Monday October 15th, 2007 9:15:56 PM
Peerimus has a 20' reach and so should get an AoO right?
Peerimus lashes out at one of the creatures moving in on Vinder. Quinn was a cleric and the undead should be little trouble to him. A tentacle quickly pounds one of Vinders attackers. [AoO Hit AC 29 miss %68 historically Al was high means a hit Dmg 8]
Peerimus remains where he is and strikes out again at the two on Vinder. This time with much greater force. pa-5 at A Hit AC 22/17/11/29 %54/26/90 Dmg 12/13 and at B Hit AC 26/18/26/24 %89/28/1/32 Dmg 13
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
Durgan AC 28 Hp 145/156 Speed30, enlarge, blur d20+20=22 2d6(5+3)+8=16 Monday October 15th, 2007 10:45:45 PM
Durgan looks to move towards the first golem only to see it covered with a force globe. He then looks to move to the second golem on the left only to see it covered by a force cage. "Confounded magic users! Leave somethin' fer the slow ones!" Durgan then looks to move towards the undead only to see Quinn using holy might upon them. Sighing, Durgan moves towards any? remaining foes(30 feet) and takes a half-hearted swing.
actions: move 30 feet towards nearest opponent attack with adamantine warhammer = hit ac22, dmg 16
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d6+8(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min
items used: potion of blur
Savin ac 31 hps 137/137 enlarged d20+18=38 d20+18=30 d20+18=33 d20+18=32 d20+15=29 2d6(3+2)+9=14 2d6(1+1)+9=11 2d6(1+3)+9=13 2d6(4+2)+9=15 d20+18=33 4d6(2+5+3+4)+9=23 Tuesday October 16th, 2007 10:27:59 AM
(OOC Steve, it doesn't matter since he missed but I tumbled as I closed last round which should have avoided the AOO. Can I not tumble in this enviroment or couldn't I get there with the non- hasted movement? Just curious for the future.) DM Steve: nope, my fault, Savin was safe and the golem should have AOO against the closing Kazak, which missed also :)
If the golem is still standing after the onslaught of the dwarf, Savin will add his attacks to the dwarves.
Savin launches into a flurry of blows with his velvet fist gloves (adamantine gloves should bypass damage reduction)
First hit is a natural 20 rolled 30 for critical hit which makes it a critical hit. (oops just remembered golems are subject to critical hits) Damage 14 points
Second swing hits ac 33 for 11 poins of damage.
Third swing hits ac 32 for 13 points of damage
Fourth swing hits ac 29 for 15 points of damge
Total damage is 53
If the golem is destroyed by the dwarf, Savin will give him a stern look and say, "Well that was greedy!" and then swim to a wraith and attack it. Hittign ac 33 for 23 points of damage. Extra 2d6 are holy damage
If all the wraiths are destroyed, Savin will just pout.
Firn'gaer 5d4(3+2+2+3+4)+5=19 Tuesday October 16th, 2007 11:45:20 AM
Firn'gaer sends a silenced magic missile at Wraith B.
Magic Missile - 19 points of damage
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Active Spells extended overland flight - 26 hours extended endure elements [from Peerimus] - 48 hours extended mage armor - 26 hours extended water breathing - 52 hours (on Peerimus) extended water breathing - 52 hours extended polymorph - 26 minutes silenced mass enlarge person - 13 minutes heightened(6th) resilient sphere - 13 minutes
The Golems-rd3 [DM SteveK] d100=42 d100=10 5d4(3+4+4+1+4)=16 d100=81 d100=3 d20+20=33 2d10(6+9)+9=24 Tuesday October 16th, 2007 12:18:13 PM
(32 rounds Underwater)
The pressure of the deep, deep ocean encloses the heroes even as they battle the unnatural Palace guardians. Kazak and Quinn feel it most without being magically protected. (Fort DC 17 or 2d6 damage)
Vinder, slowed as he is (5 more rounds), is only able to dart out with one dagger. It scores, but passes harmlessly through the shadowy triton. (Incorporal = 50% miss chance)
(Quinn ooc: AOO a single melee attack. Turning is a standard action. Therefore, I'm ruling that can't Turn as an AOO. Because Quinnn is experienced, I'm flipping his actions so he doesn't waste an AOO. Quinn is still struck by the wraith from last round and loses 1 hit point and 6 constitution points with the related hit point loss (I'm tracking 36 hit points??))
Quinn knows that he is not able to get his holy symbol up in time and elects to use his opportunistic strike at the wraith with his mace, but misses the incorporal form. He then presents his symbol of Gargul to send the undead to the Lands of Rest. Quinn is strong, but is startled to see that the wraiths are not destroyed. "C", "D", and "A" flee into the dark.
(Quinn, Vinder, and Peerimus all get an AOO against either C, D, or A.)
Trace brings forth a conch horn lined with pearls and blows a resounding note. (DM % roll = 10 = 16 Large Sharks) are attracted by the Ranger and will arrive in 4 rounds.
Kazak continue to perform his evisceration of the Stone Golem in front of him and on his third blow, the Sea Cat falls in two, completely lifeless.
Randall sees that the golem is destroyed and holds his spell.
Peerimus snakes out a tentacle and successfully performs an opportunistic strike against Wraith "A" (8 damage) The octopus then works on the remaining one on Vinder (the other three have fled)(38 damage)
Durgan still has one wraith attacking him that wasn't affected by Quinn's power. His hammer rises and falls and strikes the dwarf's opponent. (16 damage, 81% hit)
Savin makes a humorous comment to Kazak, the Stone Slicer, and then swims over to deliver a strike against Wraith "B", but misses the incorporal being (3% miss)
Firn'gear lets fly magic missles that strike wraith B with pur energy (19 damage). The wraith stops moving and then dissolves into the ocean, a parting whisper into the heroes' minds.... thank you...
Tiera grips her trident more tightly and drfts forward with Randall, keeping on guard for any sudden attacks.
.................
The Resiliant Sphere holding the remaining golem wavers and then disappears, the inherit magic resistance of the golem is finally enough to overcome the spell! It prepares to end all life within the Palace, but is only able to strike once at Vinder. The rogue staggers in the dark water from a basalt claw that batters his side. Vinder (AC 33, Damage: 24)
The golems eyes flash, and Peerimus, Quinn, Vinder, Durgan, and Savin all feel thier muscles wanting to slow and become like stone. (Will save DC 17 or slow for 7 rounds)
Wraiths A, C, and D all flee, thier backs are seen at the furthest limit of Peerimus' daylight spell.
And as the heroes see the fleeing shadows, more have arrived at the edge of seeing. Four more medium sized shadows, and then a larger shadow looms at the limit of the light, thier forms passing easily through the deep waters.
Sea Cat Stone Golem AC 26 Wraith AC 15 (50% miss chance, incorporal)
(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 per 100 feet 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.
Savin ac 31 hps 137/137 enlarged d20+14=25 d20+18=27 d20+18=33 d20+18=28 d20+18=38 d20+15=17 2d6(6+1)+9=16 2d6(4+5)+9=18 2d6(5+5)+9=19 Tuesday October 16th, 2007 12:56:10 PM
Savin easily shruggs off the slow spell with a save of 25 and says, "Quinn, you deal with the undead. We can handle the golem. Undead are an affront to Gargul and you should send them to his judgement."
OOC I thought Savin is enlarged? Isn't this so? Not seeing it on the map. I think Savin can attack from where he is but if not, move he forward 5' (tumble check 27 to avoid AOO) SteveK; oops again! I'll make Savin Large in next map. Also, taking a 5 foot step doesn't invoke an AOO :)
Savin attacks the golem with a flurry of blows hitting ac 33, 28, 38 (natural 20 but doesn't matter) and misses with a 17.
Savin does 16, 18 and 19 points of damage to the golem (no damage reduction due to Velvet Fist adamantite gloves) Total damage is 53
Vinder HP 58/102 AC 25 (dodge 2; 2 weapon defense; slow) d20+8=15 d20+14=23 d20+14=26 d20+14=25 d4+2=3 d6=2 d4+2=4 d6=4 d100=52 Tuesday October 16th, 2007 1:01:23 PM
(OOC - SteveK, Vinder still gets two attacks, one with either hand due to his 2 weapon fighting, because he can take a standard action even though slowed.) (SteveK - sorry, but Vinder only gets one attack in a standard action. PHB - "If you get more than one attack per round ... because you fight with two weapons ... you must use a full-round action to get your additional attacks." Until the slow wears off, Vinder can only do one standard action per round and be -1 attack, AC )
Vinder takes another blow from the golem and is again unable to resist being slowed. (Will 15)
He strikes at the retreating wraith A, with his steaming dagger.
Hit AC 23 (52% miss chance, hits) for 3 normal damage + 2 fire damage = 5 total damage
Vinder then lashes out at his aggressor, find a home with his first attack, but unable to pierce the golem's flesh with his second.
Hit AC 26 for 4 normal damage + 4 fire damage = 8 total damage Hit AC 25, miss
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes Slow: 7 rounds
Quinn AC 31 HP 149(85)/110(46) d20+14=25 d20+18=21 d100=79 d20+20=35 2d6(3+2)+10=15 2d6(1+6)=7 2d6(4+2)=6 d6=3 d20+3=14 2d6(1+1)+16=18 Tuesday October 16th, 2007 1:33:43 PM
Fort Save 25
Quinn shrugs off the crushing weight of the ocean and concentrates on what is important, UNDEAD.
Quinn will trust his friends to finish off the golem while he works on the undead.
Quinn feels the golems stare and shakes off the effects of the slow.
Will save 21
Quinn takes one swing at the retreating undead.
mis chance 79%
AC 35, damage 15 + 7 holy + 6 viscious
Total 28 damage
Damage to Quinn 3
Quinn will move forward 5 feet (No AoO) and present the eye of Gargul getting ready to those that enter his range (Ready Action)
If the undead move forward to within 60 feet, Quinn will turn them
Turn Check 14
Turn Damage 18
Quinn brings his spell , holy word, to the top of his mind.
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 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 Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Divine Power (extended)Str bonus & 13 HP
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 1/10
Trace 3d8(2+4+5)+5=16 Tuesday October 16th, 2007 3:10:23 PM
Trace moves to 66ak and takes out his csw wand and heals Quinn 16pts and then returns the wand back to the haversack.
Trace Tuesday October 16th, 2007 3:10:48 PM
ac 25 cats grace= (27)barkskin=(29) hp (94)
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
Durgan AC 28 Hp 145/156 Speed30, enlarge, blur Tuesday October 16th, 2007 11:19:35 PM
OOC- Durgan is enlarged also
With no current opponent, Durgan moves up to a position ahead of Peerimus. He readies his waraxe as he goes, putting his warhammer into its' weapon pouch.
actions: move to AH64
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d6+8(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min
items used: potion of blur
Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,SOF d20+16=19 Wednesday October 17th, 2007 12:37:22 AM
Feeling the depths of the water about him the dwarf finds the fortitude to fight it off for now (d20+16=19 fort save made !!)
A look of awe and respect shows on Kazak's face as the stone guardian crumbles before him " By the power of dwarves " marvels the dwarf as he hefts the stone blade feeling its weight in his hands "this came along at the right time " as a hugh smile crosses his face
Turning towards the second stone guardian and observes the crowd forming around it " hey can you all handle that little kitty ??" growls Kazak
Catching a glimpse of movement at the edge of the darkness " i think we have more company coming " as he points his stone blade in their direction
With a look at his immediate surroundings and the gathering about the 2nd stone guardian " nobody but me guarding this flank " grumbles the dwarf " guess i'll just cover their backside as he holds his position ... making sure the mages behind have some protection between them and whatever is coming out of the darkness
Fishing out a vial from his haversack the enlarged dwarf sucks it down (Shield of afaith +2 Ac )
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell) SOF (potion 1st lvl 10/10)
Peerimus Gt Octopus AC 27 HP 87/87 d20+9=10 d20+20=22 d20+9=21 d100=93 d4+10=13 d20+9=21 d100=53 d4+10=12 Wednesday October 17th, 2007 8:49:53 AM
As the undead flee from Quinn holy symbol, Peerimus strikes out, but misses. The golems gaze nearly takes ahold of him, but he pushes off the effect and looks out into the dark depths for more intruders. There at the edge of his light. They gather, and did he hear correctly. Very likely, the ghost of the goblin wizard similarly thanked them for putting him to rest. The entire palace, all those who died here might be in the same straits. Peerimus slides to the left and takes a position just to Kazak's right. Peerimus will ready to attack any of the wraiths that close within his 20'
[readied attack PA -5 Hit AC 21 %93 Dmg 13 AoO PA -5 Hit AC 21 %53 Dmg 12]
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
Randall ( HP 63, AC 18/19 with Haste) d20+22=35 5d4(1+1+4+2+4)+5=17 Wednesday October 17th, 2007 2:29:28 PM
Randall DELAYS ACTION until the creatures make their attack. He will cast magic missile against the closest surviving attacker, other then the golem.
Spell check 35 17 damage
===================== Effects Pearl Extended Resist Element Haste Invisibility
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-HasteX 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 pounds on the Stone Golem and the Velvet Gloves cave in great sections of the Sea Cat.
Vinder (slowed 7 rounds) scores on the retreating wraith but is unable to find a vulnerable spot on the golem.
Quinn slams his mace into the fleeing Wraith A and feels it dissolve into nothingness "frree..." it whispers and is gone. The undead advance. Presenting once more the symbol of Gargul, Quinn causes two more wraiths to flee into the darkness.
Trace (16 sharks in 3 rounds) moves forward and heals Quinn of some of his wounds.
Durgan overcomes the golems Slow effect (DM rolled DC 22) and through his Pearl of the Sirines, moves quickly forward of the others to be between his companions and the advancing undead. Stepping away causes the golem to strike out in an opportunity against Durgan, catching him in the shoulder. (AAO: AC38 Dam 20) 31% blur, hit
Kazak keeps his position to ensure the mages have protection. Nothing is going to get through the doughty dwarven fighter!
Peerimus also moves forward and prepares against the next attack.
Randall times his attack and sends some magic missles into one of the Wraiths.
Tiera stays near Randall and Firn'gear.
.................
The golem looks battered, but is still full of fight, and determined to make the heroes pay for the mistake of not finishing it off. Continuing to strike at it's intended target, two great claws strike at the man from Dirt City, beating Vinder to the tiles. (AC 28, 39 Dam 13, 20 = 33 damage to Vinder)
Four wraiths flee into the darkness.
Four more wraiths and the large shadow, like fingers on one hand, all converge on the exposed Durgan. (Durgan is allowed an AOO vs one of the wraiths) (Peerimus gets an AOO vs Wraith 'H') Hands reach to touch and three slide through the defender's armor like it wasn't there, yet the blur spell causes one to miss! (AC 27 Crit 12miss, 8, 25(blur miss), 17 Damage: 3, 1 and Con loss 1, 2)
The large shadow comes forward and stops 10 feet before Durgan. It appears like a cloaked form of a triton, a ghostly crown on the top of his faceless head. Waves of hate beat on Durgan like rain, and the dwarf feels the effects of the creature's Intimidation. (Durgan roll d20+15+ any resistance to fear bonuses. If lower than 35, Durgan is Shaken for next round. Shaken = --2 penalty on attack rolls, ability checks, and saving throws.)
And then the dread creature brings up a hand... and passes through the dwarf's armor. A feeling of hopeless lethargy encases Durgan's mind and body! (AC 31 touch, Damage 10 + 8 Constitution)
Sea Cat Stone Golem AC 26 Wraith AC 15 (50% miss chance, incorporal) Large Wraith AC 25 (50% miss chance, incorporal)
Quinn -6 CON (36 hit points) Durgan -11 CON (78 hit points)
(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 per 100 feet 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.
Savin ac 30 hps 137/137 d20+18=33 d20+18=33 d20+18=38 d20+15=33 3d6(1+4+2)+9=16 3d6(6+5+4)+9=24 3d6(5+5+1)+9=20 3d6(3+5+1)+9=18 Wednesday October 17th, 2007 3:44:43 PM
Savin roars his fury at the golem, "Leave my friends alone and his fists fly in rage smashing into the golem.
Hit ac 33,33,38 and 33 for a total of 78 points of damage. (no damage reduction due to velvet fists. Did wrong damage last round. Forgot I was enlarged which changed my base damage)
Firn'gaer d20+20=37 5d4(3+2+3+1+3)+5=17 Wednesday October 17th, 2007 6:05:08 PM
Firn'gaer draws a wand from his Haversack. Targeting the large wraith he lets loose a volley from the wand.
[Concentration to speak the proper command word: DC37]
Magic Missile - 17 damage
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Active Spells extended overland flight - 26 hours extended endure elements [from Peerimus] - 48 hours extended mage armor - 26 hours extended water breathing - 52 hours (on Peerimus) extended water breathing - 52 hours extended polymorph - 26 minutes silenced mass enlarge person - 13 minutes heightened(6th) resilient sphere - 13 minutes
Quinn AC 31 HP 149(101)/110(62) -6 Constitution d20+18=34 Wednesday October 17th, 2007 8:25:30 PM
Quinn nods his appreciation to Trace, but keeps concentration on the undead draining Durgan.
Quinn takes a 5 foot step forward (No AoO) and channels the word of Gargul (Cast Holy Word)
Concentration 34
40 foot radius effect centered on Quinn
Quinn relishes as the power of Gargul flows through him. Quinn keeps a sharp eye out for more undead, the eye of Gargul at the ready.
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 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 Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 2/10
Randall ( HP 63, AC 18/19 with Haste) d20+22=38 10d10(4+7+1+1+5+1+1+4+6+1)=31 10d6(3+4+3+1+5+6+1+1+4+6)=34 Wednesday October 17th, 2007 9:04:26 PM
Not liking what he's seeing, Randall points his staff at the undead hoard and unleashes a big fat ball of steam...
Centered AI/AJ 57 Spell check 38 Damage 34
===================== Effects Pearl Extended Resist Element Haste
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile X 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-HasteX 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 28 Hp 33/156 Speed30, enlarge, blur d20+23=34 2d8(6+6)+11=23 d20+15=18 Wednesday October 17th, 2007 10:39:12 PM
Durgan reels under the relentless assault of the undead and retreats, hoping his companions can aid him. "I knew I shoulda attacked a golem instead. Uncle Zeke told me there'd be days like this."
actions: AoO: 34 to hit vs wraith , 23 dmg save vs fear= 18, shaken(1 round? or longer) -2 to attacks, ability and saving throws move 30 feet back towards doors(withdraw)
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d8+11(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min Durgan --11 CON, (-78 hit points), shaken
items used: potion of blur
Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,SOF Thursday October 18th, 2007 12:14:18 AM
The smile on the dwarfs face broadens as he he peeks over to see Savin bash the stone guardian to pieces " dats better" growls Kazak
With Peerimus slotting into position between himself and the mighty Quinn " saavy fellow " mumbles the dwarf "he's done this before " as respect for the Druid raises a notch
"Just need da monk to take the right flank and me brother hold the center and nothin will break this line " growls Kazak to Peerimus
Suddenly as the water churns with Durgans retreat " yeah hold da line brother ..... you ok? .... Durgan ? ... Durgan ?... where ya ?? ...going ? "trails off the dwarven warrior
Worry in his voice he looks behind him to the mages "Help me brother ... help Durgan " as he uses his stone sword to point out his retreating brother "Hold on brother i'd be with ya soon to help ya "
Turning back to face the incoming horde of seawraiths " gonna pay for that "growls the dwarf with steel in his voice as he realizes his job is to hold his position and not break the line no matter what .
"We got reach on dem ghosts ... let dem come we'll slaughter dem before they can reach us " growls Kazak to Peerimus
"Hold da line "
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell) SOF (potion 1st lvl 10/10)
Vinder HP 25/102 AC 25 (dodge 2; 2 weapon defense; slow) Thursday October 18th, 2007 9:30:01 AM
Vinder realizes that one more blow from the golem would put him away, so he withdraws (no AoO) to AJ70.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes Slow: 6 rounds
Peerimus Gt Octopus AC 27 HP 87/87 d20+9=27 d100=71 d4+10=12 Thursday October 18th, 2007 12:19:41 PM
Peerimus is unsure at what he is more annoyed at, though none of it surprises him.
Peerimus casts Heal and touches Durgan. [Heals 140HP and all ability score damage. Does not remove negative levels]
AoO if needed when the bad guys close. Hit AC 27 %71 Dmg 12
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
Trace d20+24=31 d20+24=38 d20+19=24 d20+16=29 d8+7=13 d8+7=10 d8+7=13 d8+7=8 2d6(6+4)=10 2d6(6+6)=12 2d6(4+5)=9 2d6(2+2)=4 Thursday October 18th, 2007 3:36:32 PM
Trace sees the approaching trouble and then fires off four holy seeking distance arrows at the king.
hit ac 31 13 hps 10 holy = 23hps hit ac 38 10 hps 12 holy = 22hps hit ac 24 13 hps 09 holy = 22hps hit ac 29 08 hps 04 holy = 12hps
total 79hps
ac 25 cats grace= (27)barkskin=(29) hp (94)
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
Trace Thursday October 18th, 2007 3:40:15 PM
(ooc: seeking-The weapon veers toward its target, negating any miss chances that would otherwise apply)
The Golems-rd5 [DM SteveK] d100=83 d100=5 d100=10 d100=38 d100=47 d20+4=10 d4=1 Thursday October 18th, 2007 4:33:24 PM
(34 rounds Underwater)
Savin lets loose a torrent of attacks upon the Stone Golem Sea Cat, reducing the once-proud statue to rubble. (Golem slain)
Firn'gear strikes at the large wraith using the pure energy of Magic Missles!
Quinn steps forward and an arcane word passes his lips. The High Woldian word accompanied by the intense will of the cleric behind it lashes out in an aura of pure good. The four small wraiths shrink away from the spell and begin flailing about with less purpose. (blind, deaf) The larger wraith seems not affected at all! Quinn may be surprised that the wraiths are not paralyzed by the spell as well... they must be more powerful than first suspected!
Randall seeks to assist Durgan by concentrating on a steam-ball to destroy the wraiths. Flickering in and out of the Woldian plane of existance, only Wraith F is caught and consumed by the steamcloud, the others are not touched. Unfortuneately, Durgan is also caught in the steamball, and could be broiled! (Durgan 20% miss chance or 34 Damage; Reflex Save DC 22 for half)
Peerimus' readied and the druid's and Durgan's opportunistic actions destroy Wraith H before the undead is able to close with Durgan. (ooc: did a d4 to determine if H was one that hit Durgan last round. H missed Durgan last round, so all damage remains.)
IFDurgan takes full damage from Randall's steamball, he is on the ground at -1 hit points. IFDurgan does not take full damage, he manages to stumble back behind the line of Kazak, Peerimus, and Quinn.
Durgan gets a Hero Point for assuming all the enemy's attacks, sacrificing himself to provide time to his companions.
Kazak is worried about his brother, but he holds the line against the ghostly undead.
Vinder sees that the golem is destroyed, but weakened as he is, he prudently withdraws back to the spellcasters.
Peerimus touches Durgan with healing which restores the dwarf to full Constitution and Hit Points! (Octopus 20 foot reach can touch Durgan in either place)
Trace (16 sharks in two rounds) holds his bow and the weapon gleefully fires four arrows at the kingly wraith. Even with the distance and seeking abilities of Trace's new weapon of chaos, only one arrow finds its mark. (40 feet away = -8 to hit for Trace). The incorporability is no protection for the large wraith, and it is struck with holy power.
Tiera gasps at the Holy Word that strikes out in all directions from Quinn affects evil and neutral beings alike. The Triton arches and goes limp, her body floating on the currents beneath the ocean...
.................
Only two wraiths remain as well as the larger, kingly wraith. Malovence and intelligence emanates from the crowned large wraith, and, without turning its head, it withdraws quickly towards the north at a 60 degree angle. It is out of sight.
The two medium wraiths fly straight up and withdraw, not allowing Peerimus/Octopus an opportunity to attack. They are out of sight.
The circle of light shows a battered battle with the Children of Chaos the victors. To the north is a alabaster white statue of a triton blowing on a conch. The conch is blowing a stream of air towards the cieling.
Wraith AC 15 (50% miss chance, incorporal) Large Wraith AC 25 (50% miss chance, incorporal)
Quinn -6 CON (36 hit points) Durgan -11 CON (78 hit points)
(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 per 100 feet 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.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Durgan AC 28 Hp 129?/156 Speed30, enlarge, blur d20+8=12 Thursday October 18th, 2007 8:40:54 PM
"I'm ok brother. Let's finish this."
actions: reflex save= 12(missed it. he dropped where he was before Peerimus heals him. blur doesn't work on area spells. heal=130 Hp? 10xlevel)
Durgan stands up and gives a nod of thanks towards Peerimus. Proper thanks would have to wait till the battle is over. The dwarf returns to business and waits for the wraiths' next attack.
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d8+11(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min
items used: potion of blur
Firn'gaer d20+20=37 5d4(3+4+3+4+2)+5=21 Thursday October 18th, 2007 9:13:04 PM
Firn'gaer takes the wand and again lets go another volley towards the largest wraith.
Concentration - DC 37
Magic Missile - 21 points of damage
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Active Spells extended overland flight - 26 hours extended endure elements [from Peerimus] - 48 hours extended mage armor - 26 hours extended water breathing - 52 hours (on Peerimus) extended water breathing - 52 hours extended polymorph - 26 minutes silenced mass enlarge person - 13 minutes heightened(6th) resilient sphere - 13 minutes
Quinn AC 31 HP 149(137)/110(98) d20+14=22 Thursday October 18th, 2007 11:18:08 PM
Quinn looks at the retreating wraiths and bubbles "We must destroy the undead. It is time to let them be judged."
Quinn cast restoration on himself to cleans his body of the wraiths touch.
concentration check 22
Quinn looks back at the paralyzed triton "Brother Trace you were right, she does not have much good in her soul or Gargul's word would not have touched her so, not that she is evil either, but either way she is out for a few minutes to contemplate her fate."
Quinn takes a 5 foot step in the direction that the wraiths floated off looking up at their rising. "In a few moments Gargul will let me fly through the water after you." Quinn stares off after the wraiths. "We're coming for you."
"Brother Savin maybe this time you can lead our quary back to us, brother Vinder was kind enough to take your spot with the golems while you held the door." Quinn smiles at the monk.
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 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 Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 2/10
Trace d20+26=35 d20+21=28 d20+16=36 2d6(2+2)=4 2d6(6+6)=12 2d6(4+4)=8 Friday October 19th, 2007 2:53:27 AM
(ooc:why dosent the seeking negate the water penalty?)
Trace moves up closer (63,AK) and takes aim again (shot on the run) If I cant shot all three times then do not show Trace moving. Trace fires three arrows this time at the dead king. The last arrow fired seems to hit true.
hit ac 35 4 holy dmg hit ac 28 12holy dmg hit ac 36 crit. 8*3=24 holy dmg
total = 40 hps holy
ac 25 cats grace= (27)barkskin=(29) hp (94)
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
Vinder HP 25/102 AC 23 (slow) Friday October 19th, 2007 9:11:48 AM
Vinder sheathes his left handed dagger, his movements achingly slow.
(OOC - Question. If I have Freedom of Movement cast on me (which I do) and then I have Slow cast on me, does the Slow cancel out the Freedom, which normally cancels out Slow?)
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes Slow: 5 rounds
Savin hps 137/137 ac 30 enlarged d20+18=31 Friday October 19th, 2007 9:12:14 AM
Savin waves away the silt that used to be the stone golem and moves up to AL55 holding up his everburning torch looking for wraiths to attack.
"What happened to them all? Brother Quinn, if you just could keep up for a change, then you wouldn't have to always have me lead them back to you. What's it like to move like a turtle?"
Savin peers into the gloom. Spot check 31
Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,SOF Friday October 19th, 2007 1:25:17 PM
Moving forward 10'ft to keep even with Quinn and waving Peerimus forward to keep the even with them .
Looking towards the stone triton and pointing with his stone sword " wonder why its blowing bubbles ??"
With a look over his shoulder "take up a position in line brother .... good to see you ok " adds Kazak with relief
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell) SOF (potion 1st lvl 9/10)
The Palace [DM SteveK] Friday October 19th, 2007 2:05:40 PM
(35 rounds Underwater)
Durgan is overcome by Randall's steamball and falls (AI,59). Within seconds he is returned to complete health by Peerimus' tentacle and the enemy appears to have fled. The dwarf nods his thanks and stands back up ready to continue the battle.
Firn'gear looks to fire a magic missle, but the wraiths have all passed into the darkness, and even his gnomish senses don't know where they are.
Quinn heals himself of the undead's touch and calls loudly that their retribution is at hand. It is unlikely that any other than his immediate companions can hear through the insulating water. Quinn also assesses that Tieria isn't good, but probably isn't evil either judging by the effect of his Holy Word spell.
Trace (ooc: seeking negates % misses, not -# to hit. Therefore, blur, displacement or the wraiths incorporability are negated by seeking. The distance doubles the bows range; since range incriments underwater are -2 per five feet, Trace is able to shoot at -2 per ten feet, which at 40 feet is still a serious penalty to overcome.)
Trace (1 round = 16 sharks) moves forward but doesn't fire any arrows. The wraiths are gone into the dark, and he can't be sure of where they may be.
Vinder moves achingly slow until he remembers that he has a freedom of movement spell on him. Amazingly, the golem's affect vanishes! (ooc: oops! Just another example that I need you Players to know your abilities. I feel like I'll never get ahold of all this! :-)
Savin moves forward looking for the wraiths. The bantering is back as well, as it appears the group has survived nearly unscathed.
Kazak moves forward to keep the line.
The wraiths are still out of sight in the darkness, but the feeling is alive that they are somewhere in the cavernous Palace. When they may appear again is anyones guess.
Tieria's body begins to drift on the water currents to the south-east.
Everyone is within the circle of Peerimus' Daylight Coral. To the north is a alabaster white statue of a triton blowing on a conch. The conch is blowing a stream of air towards the cieling.
Due to the insulating water, verbal communication is limited to a 20 foot radius (same as the range of the torches). Savin can only hear Durgan. Vinder, Firn'gear, Randall can only hear each other.
(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.
Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.
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 per 100 feet 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.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Vinder HP 25/102 Friday October 19th, 2007 2:43:30 PM
Vinder sheathes his other blade and swims out to retrieve Tiera's body. He brings her back to Randall and Firn'gaer.
"I don't know what's wrong with her," he says to the two wizards, looking on the triton's still form.
Catching a glance at his own body, he notes that he is not in good shape. He looks up to see Quinn out of ear shot for asking to be healed. Instead, he waits, holding onto Tiera until their next move is determined.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Peerimus Gt Octopus AC 27 HP 87/87 Friday October 19th, 2007 5:19:24 PM
The Octopus grimaces as it spies Tieria. Quite a feat for an Octopus. Peerimus moves back to the Triton. He knew what happened, especially given what he just heard, but he coul not do much about it. Except perhaps apologize when she recovered. The undead were gone. The question in his mind now was would they regroup and come back? Or was this going to turn into a bug hunt. The latter, he doubhted very much that the group had time for.
With 6 of his 8 tentacles, Peerimus gestures forward and past the group. Peerimus swims upward to be at least 15' from the floor.
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 31 HP 149(137)/110(98) d20+14=19 Friday October 19th, 2007 11:12:53 PM
Quinn sees Savin move off and gets anxious "Turtle is right Brother Savin, but this one will fly through the water."
Quinn casts fly upon himself.
Concentration check 19
Quinn looks over to Durgan "Cousin Durgan you look well again. Nice job holding the line. How about you and I each grab one of your brothers arms and we pursue Brother Savin and the foul undead. We can not let them keep walking about this place turning Tritons into wraiths."
Quinn now floats over to Kazak and motions to take his arm "Ready for a ride Cousin?"
Quinn wantingly looks up in the direction that the Wraiths floated up and he can still just make out Savin as he continues to swim upwards.
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 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 Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP Fly on Quinn
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 2/10
Trace Sunday October 21st, 2007 4:19:43 AM
Trace keeps rank and hollars to the rest to expect a bunch of sharks on his behalf and that they should use them to march forward?
ac 25 cats grace= (27)barkskin=(29) hp (94) darkvision active
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
Randall ( HP 63, AC 18/19 with Haste) 5d4(1+1+3+1+2)+5=13 d20+22=23 Sunday October 21st, 2007 10:05:48 PM
Randall READIES ACTION and prepares to cast a magic missile at the first unfriendly that shows itself.
Spell check Damage 23
===================== Effects Pearl Extended Resist Element Haste
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile X 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-HasteX 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 30 hps 137/137 enlarged Sunday October 21st, 2007 11:36:01 PM
Savin keeps looking around and listening but holds his position as he thinks the group is getting to split up. He will even move back towards Durgan for 10' and say, "We are getting to scattered. This things can pick off the individual. Lets get everyone together now that the golems are dead."
Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,SOF Monday October 22nd, 2007 12:08:58 AM
Shaking his head at Quinn's offer "not yet "
"Peerimus whats our next step ?? ... does Tieria have a map of the palace ?? "inquires Kazak " even if she doesn't i think we should move forward quickly so our magics don't expire"
The dwarf moves forward to be abreast of Savin (AE-55)"come on brother"
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell) SOF (potion 1st lvl 8/10)
The Palace-2 [DM SteveK] Monday October 22nd, 2007 1:48:16 PM
(36 rounds Underwater)
Vinder catches Tieria's body to prevent her from floating away. The limpness of her form and rapid cooling of her body leads the rogue to the inescapable conclusion... the triton is dead.
Peerimus swims back, also confirms Tieria is dead, and then swims back, gliding up off the floor to bring his Daylight spell higher. The light reveals the cieling in this central area is 80 feet above the floor, arched like an elongated dome, and carved in fantastic geometric shapes and animals. The cieling points north and south. There is no sign of the undead...
Quinn takes up the banter and forms a plan to pursue the wraiths by first casting the Fly spell, and he moves over to his favorite dwarf. Unfortuneately, the cleric learns what Firn'gear learned near the surface, that fast movement through Air doesn't equate to a similar fast movement through Water. Quinn is unable to float above the floor.
Trace warns the others of his incoming friends, and then is surrounded by over a dozen sleek blue bullets. (Knowledge Nature DC 15 Highlight to display spoiler: { they seem to be mako or whaler sharks} Ready to do the Ranger's bidding, they school around the entrance, passing very close to Firn'gear, Randall, and the wounded Vinder. It seems lucky that the golems and wraiths did not spill blood in thier attacks...
Randall is ready when anything attacks.
Savin suggests that the group is getting too far separated and needs to stay together. (Spot DC 20 Highlight to display spoiler: {when Peerimus' light touched the cieling, there seemed to be a wraithly shadow that was there, but it passed through the cieling and is gone.}
Kazak moves up a little, agreeing with Savin.
As Peerimus and the Daylight spell moves up, Firn'gear, Randall, and Vinder are beginning to be left behind in the darkness...
Some of the Children have moved up enough to see that the golden doors in fact opened onto a foyer about 40 feet wide which ends in the darkness to the left and right. The two basalt pedastals that had once perched the Stone Golems flank the entrance way to what looks like a grand courtroom. The CoC note one set of columns stretch to the cieling some 80 feet above the floor, and it is easy to assume there are more. The fountain of air continues to bubble, and the Children are sure they have not seen a quarter of the grand courtroom yet...
Due to the insulating water, verbal communication is limited to a 20 foot radius (same as the range of the torches). Vinder, Firn'gear, Randall can only hear each other.
(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.
Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.
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 per 100 feet 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.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Peerimus Gt Octopus AC 27 HP 87/87 d20+21=38 d20+17=19 Monday October 22nd, 2007 2:27:04 PM
Peerimus moves back and takes the still form of Tieria in one tentacle, tapping Quinn on the shoulder, he points back to Vinder as he moves. Peerimus will return to moving further north after securing the triton. There would be time later to address the problem, now was certainly not it. There was also little point to the shark issue. Trace had brought them in, though the druid was baffled as to ghow he summoned so many, he certainly couldn't. Would have to speak to the ranger about that on the surface. Peerimus fails to catch what Savin might have gestured or said though.
With Tieria in tow, as he swims by Kazak, Dugan and Savin, he taps each one and points north.
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 31 HP 149(137)/110(98) d20+12=23 d20+12=28 Monday October 22nd, 2007 3:13:42 PM
Quinn looks up and pushes off the floor only to settle back down. The cleric of Gargul grumbles fiercely about the problems with the envirorment.
Spot 23
Quinn did spot the wraith on the ceiling "The abominations are hiding above. There must be a room above us." Quinn is beside himself now that his fly spell did not work as planned.
Quinn moves forward 30 feet holding his everburning torch aloft in his shield hand, his mace at the ready. "Gargul show me the stair or somthing like it."
Quinn scans the room looking for a way to follow the wraiths.
Spot 28
"Show me the way" Quinn is consumed by his search for a way to get at the affronts to Gargul.
"Can anyone get me up to the Undead!" Quinn begs as he continues his search for quary that is out of reach, for now.
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 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 Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP Fly on Quinn
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 2/10
Durgan AC 28 Hp 156/156 Speed30, enlarge, blur d20+8=19 Monday October 22nd, 2007 5:51:17 PM
"Ok, let's take a look around. Maybe the shadows will come back. Quinn, looks like ye have to swim. No flyin today."
actions: Durgan move up to 60 feet towards the fountain, watching for wraiths as he goes. spot =19
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d8+11(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min
items used: potion of blur
Posting Report For: Monday October 22nd, 2007 7:34:10 PM
Game #4 Children of Chaos For the week of October 15, 2007
Dweezil cackled with glee as the triton girl fell lifeless. He wasn't sure if his poison had got her or the adventurers' spell. Either way it was very entertaining. Most of them hadn't even noticed yet. Dweezil looked ahead into the gloom of the triton Palace. The greed and avarice within his dark heart flared to life as he realized the treasures within were ripe for the taking. With the girl dead, no one would know. Dweezil wondered if the Children of Chaos were too squeeemish to take the treasure or if they would loot it to the last coin, leaving the tritons with nothing.
"Aaack!" Dweezil jumped with a start and swam for everything he was worth as a large number of hungry looking sharks appeared. At first he thought they were sniffing after the blood from the battle, but then realized they were under the control of one of the adventurers. Dweezil was thankful for the invisibility. And he hoped they couldn't smell him...
Firn'gaer Monday October 22nd, 2007 8:22:31 PM
Firn'gaer swims up to Quinn and says "By the Gods, Quinn, you killed her you irresponsible menace." He says pointing over to the dead Triton. "You cast a spell like Holy Word without knowing if it will effect your allies. Her death is on you, and don't say it was Gargul's will because I don't think Gargul would condone such recklessness. Do you have no remorse for your action!" He says anger welling up from within. The gnome's face turn's red as the cleric acts cold, icy cold at his murderous act. "You are a menace! A menace, not only to us, but to the Wold itself. You are no better than undead: cold and unfeeling."
He turns to the other, "And the rest of you . . . he commits murder and you act as if this is alright."
He pauses and tries to gain his composure. "We should leave and return Tieria's body to her people and pray for you Quinn that they don't wish vengeance on all of us."
He's going to get us all killed . . . Rages through the wizard's mind.
It never ends . . . comrades are more of a danger then foes . . .
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Active Spells extended overland flight - 26 hours extended endure elements [from Peerimus] - 48 hours extended mage armor - 26 hours extended water breathing - 52 hours (on Peerimus) extended water breathing - 52 hours extended polymorph - 26 minutes silenced mass enlarge person - 13 minutes heightened(6th) resilient sphere - 13 minutes
OOC: George: Posting Reports Monday October 22nd, 2007 11:40:33 PM
I am wondering how our imp is figuring his posting report. When I look back a week, I see that I am posting between every DM post but the report has me missing several days....very confused
DM Steve: BLUF (Bottom Line Up Front): If Player has same # of posts as DM per week, Player is good.
Jerry had a sidebar last month about posting reports. The guidance is record the Day that the person posted, not necessarily that it was between DM posts. Makes it easier for the ADM.
No worries, George!
BZ-this is exactly what I was doing. I just check by the day, that's why people sometimes end up with two posts one day and none the next. I have not heard from Jerry that there are any posting problems in this game, so as Steve said, no worries. However if anyone feels I make any mistakes, please let me know(I'm only human) I will double check, make corrections, and email the updated report to Jerry.
Savin ac 30 hps 137/137 enlarge d20+18=34 Monday October 22nd, 2007 11:44:48 PM
Savin feels the tap on his shoulder and looks to see Peerimus pointing forward. "You really have to work this communication thing out. Can't one of mages cast a message spell?"
Still Savin follows orders and starts moving north towards the bubble maker. He keeps a sharp eye out for the undead and draws his spiked chain to give him the first blow. (Enlarged, I have a 20' reach)
Savin says, "Come on lets finish this business. I have a school to build." Savin moves forward 30 keeping a sharp eye out. Spot 34
"I think I just saw one of the undead up by the ceiling. Think it went through the wall."
Vinder the Hilt HP 25/102 Tuesday October 23rd, 2007 9:18:54 AM
Vinder is shocked when he discovers that Tiera is dead.
When did that happen? Were there enemies behind us, too? he thinks, not making the connection between Quinn's spell and the triton's passing.
Peerimus takes her body from Vinder and the rogue swims forward towards Quinn, still looking for some healing. Of a sudden, he sees Firn'gaer rushing forwards to berate the cleric and Vinder hustles forward to break the pair up, trying to restrain the gnome from attacking.
"Hold!" he says, putting himself between the two. "We are still on dangerous ground and cannot afford to fight with each other when enemies are still about."
He does give Quinn an odd look when Firn'gaer accuses him of Tiera's death. Otherwise, he maintains his position between the two until the danger of a fight is over.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Randall ( HP 63, AC 18/19 with Haste) d20+22=28 Tuesday October 23rd, 2007 12:42:51 PM
Randall ( HP 63, AC 18/19 with Haste)
Seeing that the others are arguing about something or another, Randall swims up to the rest of the party. After hearing the arguments, Randall adds " Correct me if I'm wrong here... clerical spells really aren't my speciality after all... but our guide was affected by the spell, doesn't it mean that she was evil? And if she was evil, then doesn't that mean that the global "we" are better off with her being dead? And really folks, since we're all in danger here of being killed off ourselves by these undeads... shouldn't we just keep our mind on STAYING ALIVE!!! Geez. "
" Quinn, I can use a PASS WALL spell to get us all up there if that's the route we want to go. But since we know what we're up against, let's prepare first. Can you clerical types provide us with any protection against these undeads? I like my life force the way it is thank you very much. "
Waiting for the others to agree... or not... Randall READIES a DISINTEGRATE spell to cast on any hostile creature that comes towards him.
Spell check if needed. Damage 28
===================== Effects Pearl Extended Resist Element Haste
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile X 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-HasteX 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
The Palace-3 [DM SteveK] Tuesday October 23rd, 2007 3:38:41 PM
(37 rounds Underwater)
ooc: I've had the Daylight spell too small (at 40 feet radius instead of 60), and so have corrected on the map. The heroes can see much more to include lots of the cieling. :))
Peerimus secures the body of Tieria and tries to get Quinn to focus his attention on the extremely wounded companion, Vinder. He rolls his octopus eyes in amazement at all the sharks that are swirling around Trace like well-behaved puppies, but tries to communicate to the others with pokes and pointing.
Quinn ignores Peerimus and the wounded Vinder, focusing instead on destroying the remainder of the undead. He moves forward towards the air-bubbling fountain looking for a way to the cieling.
Durgan also moves forward to support the others.
Firn'gear is terribly angry about the death of the triton and the way the others are ignoring it. Forgetting that sound doesn't carry and so only he, Vinder, Peerimus, and Randall even know that Tieria is dead, he swims forward and confronts the cleric on his rash and inconsiderate behavior. He then turns reprimanding words on the others at the front.
Savin keeps looking for the undead and brings forth his spiked chain to help reach them. Normally, a chain wouldn't be very effective in water at all, but the Pearl carried by the monk has made the water as if he were in air!
Vinder hopes to have some healing, but then tries to get between Quinn and Firn'gear and stop a fight! The manta swims quickly and arrives as Firn'gear and the enlarged Quinn are nose to nose, so Vinder has to content himself that his words can get through where his body can't.
Randall also uses his Pearl to get into the conversation. The Wizard suggests that Tieria could have been evil, but the main point is not arguing 300 feet underwater with enemy all around. The wizard then offers a way through the cieling to get at the undead.
Trace and Kazak move up to keep a rear guard on the Children, while Trace's 16 sharks swirl the waters behind him.
As Peerimus and the Daylight spell moves up, even more is revealed. More columns and walls to the left and right, and there seem to be openings to further chambers as well. Further up the aisle, the light outlines three more skeletons, laid bare with time and sprawled as they died.
(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.
Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.
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 per 100 feet 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.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Quinn AC 31 HP 149(137)/110(98) d20+14=22 3d8(5+4+6)+13=28 Tuesday October 23rd, 2007 4:11:01 PM
OOC: I did not recieve the map.
---------------------------------
Quinn waves back at Peerimus's eight arms.
Quinn sees the fever in Firn'gaer eyes and responds to the gnome "Cousin Firn'gaer you must calm down and listen to your brother wizard as he speak wisdom. Now is a time for calm and for hunting those that seek to draw our life force and not squabbling. We can save that for later."
Quinn will nod to Randall "You have been sent by Gargul with your rescourfulness and wisdom. A Passwall would solve most of our problems assuming that Cousin Kazak and I can reach, swim or climb to it."
Quinn notices the dead triton "We can deal with her later as we have more pressing matters."
Quinn will sacrifice inviso purge for cure serious wounds on Vinder. "This should help Brother."
Concentration check 22
Cure 28 to Vinder
"Now lets go free those Wraiths of their torment of Unlife."
Since apparently Quinn did not see any pathways to the upper floors he looks to Randall "Where is the best spot to use your passwall Brother?"
Quinn will move 20 feet to whereever he sees a pathway up by climbing or swimming, if none is seen he will move 20 feet toward the giant bubbler as the cleric is to agitated to stay still as he mumbles "Gargul has brought me to the depth for a purpose."
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 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 Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP Fly on Quinn
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 2/10
Savin Savin ac 30 hps 137/137 enlarge d20+18=32 Tuesday October 23rd, 2007 7:49:48 PM
(ooc Steve, I didn't mean to go up, I meant to go forward but no big deal.) (DM SteveK: Did send Savin forward. He is standing right next to the bubble fountain right now. Sorry for the map being late)
Savin keeps his eyes peeled for danger and decides to try and lure some. He moves forward another 30' towards the bubble maker keeping a sharp look out. He is is blissfully unaware that the triton guide is dead and his friends and comrades are squabbling.
spot check 32
Durgan AC 28 Hp 156/156 Speed30, enlarge, blur Tuesday October 23rd, 2007 9:58:17 PM
Durgan sees the commotion behind him and stops, waiting to see what is happening. Since he cannot hear anything, he waits, and soon he group seems to have settled it and moves on. "Can anyone who can hear me do sumthin about our ability ta talk?" grumble grumble, dwarven curses about speaking underwater
actions: waiting for group and stayin alert.
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d8+11(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min
items used: potion of blur
Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,SOF Tuesday October 23rd, 2007 11:48:52 PM
Kazak moves a little left ... taking up a position next to Quinn on his left " lets keep this line together " as he keeps pace (moves to AB,AC 55)
Peeking back at the gnome " Murder ?? ... thats a little strong don'tcha think ?? ... we're in middle of a battle ..... many unintended things happen " as he gives Firn'gear a quizzical look
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell) SOF (potion 1st lvl 8/10)
Trace d20+15=24 d20+13=21 Wednesday October 24th, 2007 3:11:53 AM
Trace continues to move with the others and keeps an eye out for trouble (spot 24} Trace inspects the sharks to see what kind they are (dc 21 kn) Trace says aloud to whoever can here, lets move a bit quicker, I thought we were in the thick of things when I called on our sea friends, I hope I hadent wasted my one chance. If we could bring Tirerra back to life then we could blow that horn for more help two more times.
ac 25 cats grace= (27)barkskin=(29) hp (94) darkvision active
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
Vinder the Hilt HP 63/102 2d8(3+4)+3=10 Wednesday October 24th, 2007 9:28:03 AM
Vinder thanks Quinn for the healing and begins to move after the others. While he's going forward, he pulls a potion of cure moderate wounds and swallows it down (Heals 10 HP).
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Peerimus Gt Octopus AC 27 HP 87/87 d20+16=18 Wednesday October 24th, 2007 10:20:54 AM
Peerimus looks at Savin as he mentions the Message spell and recalls asking precisely that line of questions two days ago to them. The octopus shrugs 8 arms and blinks a Savin. While the humor was likely lost on everyone else, the druid thought the whole thing quite funny. That is broken by the death of Tieria and the ensuing headache that rushes forward in the next few minutes. Oh Bother, well they will have to work it out for themselves this time.
Peerimus glances up at the ceiling and then to the several party members who could not get up to it if Randall cast his spell. Momentarily letting go of the triton, Peerimus taps all 8 of them on thier shoulders and points forward. Securing Tieria once more, he swims forward 60' [to row 41]
As he passes the fountain, peerimus gives it a good looking at to make sure they are not swimming right past the conch shell they came here for. [spot 18]
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 (Second Illegal Post) Wednesday October 24th, 2007 12:58:22 PM
Quinn looks over at Kazak "I can dimension door us up to any room that Brother Randall finds with his passwall, saving you and I swiming time, you up for that Cousin?"
Quinn winks at Kazak.
DM SteveK Wednesday October 24th, 2007 1:02:46 PM
will be posting delay to the evening...
Firn'gaer d20+23=41 d20+9=27 d20+20=34 d20+9=18 Wednesday October 24th, 2007 7:13:47 PM
Firn'gaer's jaw drops as Quinn barely considers his actions, or, for that matter, Firn'gaer's tongue lashing.
[To Quinn] "Do you ACTUALLY know what your spells DO! That spell doesn't just effect evil. The only ones NOT effected are good!"
"Tritons are neither generally good or evil." [This assumes a KS (planes), DC18, is enough to know the basics about tritons.]
[To Randall] "Randall, if you were a wizard worth your weight, you would know about the world of magic beyond your small grasp of it." He snaps to Randall during his defense of Quinn.
[To Kazak] "If you stab me through the heart, do you think you would know it could kill me?" He says to Kazak. "Quinn should have known that spell could have effect her. He's a $@#$ high priest. If he can't handle the responsibility of knowing when to cast indiscriminate killing spell, then he doesn't deserve the power."
[To Quinn] "I can't see how Gargul would allow someone like you to wield his power. It must be desperate times for the Lord of the Dead for him to bestow his power on you."
"You keep your distance from me, murderer!" He says to Quinn.
Firn'gaer (OOC) Wednesday October 24th, 2007 8:26:23 PM
So, please don't take offense in any of the wizard's ravings and rants. I'm just having Firn'gaer react the way he's always reacted in similar situation, confront.
Just be glad Rufus isn't here.
The Palace-4 [DM SteveK Wednesday October 24th, 2007 8:26:47 PM
(38 rounds Underwater)
Quinn tries to calm down Firn'gear, acknowledges the CoC will take care of Tieria's funeral, and heals Vinder. Yet the cleric's eyes and thoughts are mostly on the undead. By light of the Daylight spell, there are no stairs or other means of getting to the cieling. There are also no obvious doors or other openings in the cieling either. Quinn moves beyond the bubbling statue, still within the illumination by the Daylight spell. The statue still bubbles merrily.
Savin also moves beyond the bubbling statue, and sees nothing unusual in the statue. In fact, it seems eerily similar to an above water statue blowing water...
Durgan keeps alert while the others settle it out.
Kazak thinks the terms are a little strong and hopes to calm the gnome down.
Trace keeps his sharks about him and suggests that if they can get Tieria back from the dead, then his magic item could be used twice more.
Vinder gets some healing and provides himself some more.
Peerimus can't affect the argument without becoming human again, and that has its own problems.
Firn'gear tries to convince his companions about how serious unconcerned spellcasting is. He accurately identifies that most Tritons are niether good nor evil and that Quinn's spell would affect anything not specifically good. He ends by telling the cleric to stay away from the gnome!
The Daylight spell gives illumination further than any of the Everburning Torches, and the advancement of the Giant Octopus reveals more. More skeletons of long-dead tritons, more mosaics and carved columns. And then at the edge of the shadowy light, there is the beginning of rubble in the otherwise pristine Palace...
(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.
Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.
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 per 100 feet 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.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Quinn AC 31 HP 149(137)/110(98) Wednesday October 24th, 2007 8:45:31 PM
Quinn does not even look at Firn'gaer as he is intent on finding the undead. If only he could use his silver bell, that always brings them out. Responding to Firn'gaer behind him "We need to get you some whiskey and fast as you need to calm down cousin. We have bigger fish to fry. Apparently your knowledge of Tritons is greater than mine. At this point, all I know is that the Triton was not good, but at least she is in the bosum of Gargul, which we need to send the wraiths before they can cause any more harm."
Quinn looks for Randall and his excellent passwall Idea. "Brother Randall can you assist our search for the walking dead?"
Quinn will continue searching using his true seeing spell.
Quinn will mumble to Savin "You have know our cousin longest Brother, is he always this distracted. We may have to take him to the red light district upon our return, I'll buy."
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 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 Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP Fly on Quinn
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 2/10
Addendum - DM SteveK Wednesday October 24th, 2007 9:05:24 PM
Quinn looks all the way around with his True Seeing and see noone invisible other than Randall, no secret doors, and no other revelations. The cleric is certain that there is no undead within 120 feet... at least not behind any of the walls...
Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,SOF Wednesday October 24th, 2007 11:37:44 PM
Kazak shakes his head with disbelief and his steel grey eyes stare down Firn'gaer for a moment " keep your cool magic man .... this is no time to lose it .... you two can have a friendly chat over a few mugs of ale after this is over " adds the dwarf with sarcasm
Feeling the tap on his shoulder Kazak moves forward keeping pace with Peerimus (AB 41)
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell) SOF (potion 1st lvl 7/10)
OOC: Firn'gaer - no offense here - badger the mad Cleric all you want ;-) )
Savin ac 30 hps 137/137 enlarged d20+18=28 d20+18=25 Thursday October 25th, 2007 8:54:52 AM
(ooc taking some liberties here since I am not sure if I am in range to her conversation but since it is role playing and not combat, figure it is ok.)
Savin is shocked to learn of Tieria's death and Quinn's somewhat callus disregard for her life.
"Quinn you cavaliar attitude is misguided and wrong. You have taken a life and don't seem to care at all. Yes we were in battle and in battle the innocent sometimes fall to mistake and situation. Still you should have taken more care with your spells.
I think it is your duty to raise her back from the dead after this battle. I know you are just an instrument of your God and his will, not yours will give the final say in the matter but I would like to know Gargul's will in this. If you are unwilling then I think we should withold your share of the treasure to pay an outside priest to perform the spell.
Firn'gaer, does this appease you? Your anger is righteous but Quinn does make a valid point. We are in a dangereous sitation and need to take care of that business first."
With his speech done, Savin takes a little more time to study the statue more closely. He will look at the statue more closely trying to discover where the bubbles are coming from. "Can one of our mighty wizards tell me if this is magic? Is this the treasure Tieria was supposed to find? (spot check 28)
If he discovers nothing, Savin will again move forward and look for the wraiths. spot 25
Vinder the Hilt HP 63/102 Thursday October 25th, 2007 9:27:56 AM
Seeing that Firn'gaer and Quinn at the least won't come to blows, Vinder continues forward, keeping behind Peerimus.
His body still throbs from the recent thrashing he's taken, but with Quinn distracted, he realizes he will get no more healing anytime soon.
That guy is a little nuts, he thinks. Very reckless. And he's our healing. Scary.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Trace 3d8(2+7+1)+5=15 d20+15=29 Thursday October 25th, 2007 12:40:47 PM
Trace moves along with his eyes open for enimies (29 spot). He then moves up and heals Vinder (15hps). Ok, thats enough shouts the usaly reserved ranger, "I did not trust Tieria to begin with because she has put us in danger at the begining, my bow told me that she was keeping things from us. His magic wasnt directed to her so it wasnt murder but Triton slaughter. As for you Savin, you do not have the athority to take any share unless he offers in the end. That spell saved us resources that could potentaly save our lives down here and removed a threat I feel from us. It is my opinion that she was going to betray us. Your shock of so called murder and our non reaction is the same as I felt as when I made everyone aware of her being a problem at the start, but did i freak out, no. Like it has been said now serval times, cram it and lets get the job done at hand and have this discussion when we have air back in our lungs."
Trace cracks his neck after the rant and keeps his bow and arrow notched. He sends the 16 sharks to continue to circle the group out further by 20 foot on the outskirts.
ac 25 cats grace= (27)barkskin=(29) hp (94) darkvision active
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
(ooc:not made just showing Trace's fire and how he belives, to a fualt I guess)
Peerimus Gt Octopus AC 27 HP 87/87 Thursday October 25th, 2007 4:09:37 PM
Peerimus the Octopus keeps his eye on both Firngaer and Quinn. Both were right and he was octopus. He could be down here for a very long time, they however were much more limited. Why did it have to be undead? Quinn becomes all but obsessed by thier mere precense. Obsession of such a consuming manner did not set well at all with the druid. Apparently this Gargul he reveres has a major weakness when it comes to the undead. A thought glides through his mind, is it fear that drives him so against them? Are the animated undead the same as free willed? Peerimus dismisses the distraction as Vinder heads his direction. The rogue did not look particularly healthy and down here that would not do.
Peerimus reaches out again and taps Quinn and points to Vinder. Peerimus keeps Tieria's body with him and nods best he can to Savin and points to the triton and then to Quinn.
Peerimus swims another 60' with the Daylight of the Corral
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
Firn'gaer Thursday October 25th, 2007 5:13:36 PM
Firn'gaer shoots a piercing glance at Quinn as still he shows no feeling one way or the other over the death of the triton.
"Trace, you don't trust anyone, and you sure have a funny definition of slaughter. You probably think of yourself as a slaughterer of many thing by your definition. Trace, . . . try not to slaughter me should we encounter more foes, and remember your words if a fireball explodes amid melee trying to kill the enemy. I doubt you'd have the same attitude. I doubt any of you would have the same attitude."
Firn'gaer swims to AL45.
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Active Spells extended overland flight - 26 hours extended endure elements [from Peerimus] - 48 hours extended mage armor - 26 hours extended water breathing - 52 hours (on Peerimus) extended water breathing - 52 hours extended polymorph - 26 minutes silenced mass enlarge person - 13 minutes heightened(6th) resilient sphere - 13 minutes
Randall d20+22=25 Thursday October 25th, 2007 8:34:53 PM
The mage waits for the others to stop their little tif and get on with the matter at hand....
" Am I casting this passwall spell or what? "
Waiting for the others to agree... or not... Randall READIES a DISINTEGRATE spell to cast on any hostile creature that comes towards him.
Spell check if needed. 25
===================== Effects Pearl Extended Resist Element Haste
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile X 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-HasteX 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 28 Hp 156/156 Speed30, enlarge, blur d20+8=15 Thursday October 25th, 2007 10:15:49 PM
Durgan shakes his head and grumbles as he moves back up to the front of the group. "Durned magic. Always causes trouble. Be better off without it."
actions: move up to 60 feet ahead, looking around as he goes. spot = 15
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d8+11(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min
items used: potion of blur
The Palace-5 [DM SteveK] Thursday October 25th, 2007 10:28:15 PM
(39 rounds Underwater)
Quinn looks all the way around with his True Seeing and see noone invisible other than Randall, no secret doors, and no other revelations. The cleric is certain that there is no undead within 120 feet... at least not behind any of the walls.
Kazak concentrates on keeping any opponents in front of him and moves forward easily using his Pearl.
Savin provides a speech that implies that Quinn is in the wrong about the spell and that Firn'gear is in the wrong about making an issue about it now. The monk is certain that this is not the conch that Tieria was talking about; it is carved as part of the statue. The bubbling statue reminds Savin of statues in town squares that he has seen, only spewing water instead of bubbles. He moves forward again, keeping the line with the others.
Vinder keeps moving and stayinig within Peerimus' tentacled reach, hoping for more healing from the pummeling he recieved earlier.
Trace provides a little healing with his wand and orders his sharks to swim in a circle around the group. Then the ranger wades in, providing his doubts about Tieria and reemphasizing to get the job done before the argument should take place.
Peerimus tries to get Quinn's attention on the wounded Vinder and then hustles forward once more.
Firn'gear warns Quinn and Trace about potential consequences of their actions and then moves to the other side of the white statue blowing bubbles to study the area.
Randall again waits for some indication of action, prepared to slaughter any enemy in range.
Durgan keeps pace with the defensive line and the light.
Three heroes stay near the fountain, looking carefully but seeing nothing, no invisible, no secret doors, no magic, nothing unusual: nothing. There is only the bubbling statue that really, really reminds each champion of similar water fountains in towns they have seen.
The Daylight spell gives illumination further than any of the Everburning Torches, and the advancement of the Giant Octopus reveals more. Just before the rubble in the Palace there are thirty-foot openings to the left and right, more chambers into the darkness.
The rubble continues and rises on two steps to a raised dias and an obsidian throne carved to graceful curves and embedded with huge pearls and pink coral. Sitting on the throne is a crushed skeleton, still wearing a crown of glittering crystal. Three more skeletons are laying nearby, similarly crushed.
(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.
Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.
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 per 100 feet 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.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,SOF d20+3=15 Thursday October 25th, 2007 11:22:54 PM
The warrior moves forward towards the rubble stopping at the base of the debris.(AA-18)
Looking up at the throne of obsidian " must be th King of the Tritons throne " remarks Kazak as he surveys the ruins (d20+3=15 spot ch)" some nice stonework eh brother "
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell) SOF (potion 1st lvl 6/10)
Quinn AC 31 HP 149(137)/110(98) Thursday October 25th, 2007 11:55:31 PM
Quinn looks at Randall as he finally responded "I have been asking for your passwall brother, but the time seems to have passed as the others have discovered more to this underwater palace. Lets not be tardy."
Quinn hustles up to the group.
Postion AE 26
As Quinn catches up to the group he waves at Peerimus as he is again waving at Quinn. Quinn catches up the end of Savin's remarks "So you wish to set punitive damages against me for my action if I refuse to raise Tieria. Well I will not raise the Triton or any of you and I request that none of you ever consider bringing me back from the dead. I do not want that shadow upon my soul and will not do that to Tieria, she is at peace and has been fairly judged as we all will in our time. I will not accept punitive punishments for following my beliefs. What is done is done. Lets take care of the business at hand and sets the Wraith on the path of judgement."
Quinn scan the area again using his true seeing, hoping to catch sight on the wraiths, especially the master wraith, King Triton.
Quinn's eyes fall upon the resting place of the king and some of his court.
"This must be the area of betrayal or great evil to form the Wraiths. Be ready all."
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 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 Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP Fly on Quinn
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 2/10
Vinder the Hilt HP 78/102 Friday October 26th, 2007 9:39:12 AM
Vinder thanks Trace for the healing and stays behind Peerimus.
"I don't like the looks of those skeletons," he says to the octopus. "They're in too good a condition in regards to their environment."
Otherwise, he keeps silent, ready for the party's next move.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Savin ac 30 hps 137/137 enlarge d20+18=22 Friday October 26th, 2007 3:20:04 PM
Savin growls at Quinn, "Yes we will discuss this later.....at length."
Savin then moves forward yet again, his eyes scanning the area, looking for the wraiths. He has his chain ready as he approaches the throne. He will move right up next to it his arms ready to spring in attack
spot check 22
Peerimus Gt Octopus AC 27 HP 87/87 Friday October 26th, 2007 5:11:04 PM
Peerimus casts Sunbeam and swims forward 30'. Quinns statement about raising the dead did not bother him at all. He was unsure if he would want to be beholden to this Gargul of the North. Perhaps he could not do it at all, perhaps Quinn was saving face by admitting he would refuse. It was irrelavent to Peerimus as to the why's. He understood well in that. He would not reach into the well of life himself for just anyone. Such power came with a price and part of the price was knowing when and when not to use it.
Quinn's seeming disregard for life brought him pause though. He had killed Tieria. It could have easily been Yorrick or Shadow and possibly Rufus. Most of the Wold's creatures were not inhereantly good or evil. The noble imposed standard having little to do with them. Yes there would be a conversation and there would be recompensation for the triton's death. Peerimus just hoped that the innocents of Heranmar would not be paying for Quinn.
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
Durgan AC 28 Hp 156/156 Speed30, enlarge, blur d20+8=15 Saturday October 27th, 2007 10:43:12 PM
"Aye brother. The craftsmanship is quite nice. I'm sure Tieria could have told us sumthin about it. I wonder where those shadows have got to?"
actions: move up to 60 feet ahead, looking around as he goes. spot = 15
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d8+11(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min
items used: potion of blur
Kazak Monday October 29th, 2007 12:17:47 AM
The dwarf peers over his shoulder behind him "hurry up ..... we ain't got all day " growls Kazak
Trace Monday October 29th, 2007 3:22:29 AM
The dwarf is right, time is short. Tieria couldnt have told us anything, she hasnt been here before, besides, she would have kept her mouth shut on this just like everything else. Like the dwarf said , forward, I miss the dry land.
ac 25 cats grace= (27)barkskin=(29) hp (94) darkvision active
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
The Throne [DM SteveK] Monday October 29th, 2007 12:06:13 PM
(40 rounds Underwater)
Kazak hustles forward to the rubble, looking at the impressive stonework. He passes very close to a smashed skeleton which lays there with unseeing eyes, an obvious victim of the golems 50 years ago. Kazak figures that the pearls are worth some, and the throne itself would be a wonder and worth a lot if the group could bring it back and a buyer could be found.
Quinn hustles forward, but is not able to quite make it to his destination. He plainly states his postition about ressurrection or raising souls from the Lands of Rest, and the scism within the party seems to yawn wider. Yet the cleric of Gargul urges concentration on the job at hand, giving sound advice on the possible reason why there are wraiths in the Palace.
Vinder keeps near the Octopus and casts dubious eyes on the smashed but relatively intact skeletons.
Savin agrees with Quinn on one thing... that the discussion will continue, but later. The monk swims up to the throne (hustling), trusting his reflexes to avoid any sudden troubles.
Peerimus preps for a fight by casting Sunbeam and holding the rays at the ready while he continues to use his Daylight to illuminate the area. The multiple thoughts in his octopus head remain silent, unable to speak with his companions even through his new-found Feather of Affinity, for the laws governing that magic item are set against him.
Durgan moves up, cautious, and wondering where the wraiths have gone...
Trace agrees with the grumbling of Kazak that they should get what they came for and get back to dry land. The trust of Tieria's intentions plain in the ranger's words. His sharks circle around.
(DM Move) Not wanting to be left in the dark, Firn'gear and Randall hustle up to be within the light and protection of thier compaions. Both avoid Quinn as they swim forward to the Giant Octopus.
The Daylight spell gives illumination further than any of the Everburning Torches, and the advancement of the Giant Octopus finally reveals the back of the Palace. Pillars of the whitest coral thrust upwards to the roof, illuminated 80 feet above the floor. The dias is scattered with rubble, a dark basalt that doesn't look like it comes from the Palace proper. The obsidian throne carved to graceful curves and embedded with huge pearls and pink coral and the crystal-crowned crushed skeleton remains unmoving in the still waters.
To the left, the thirty-foot opening strikes shadows to another, lower roofed chamber. To the rihgt, the opening reveals a similar lower roofed chamber, but also a wall that is the first thing not symetrical in the Palace.
(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.
Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.
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 per 100 feet 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.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Vinder the Hilt HP 78/102 d20+24=36 Monday October 29th, 2007 3:43:55 PM
As the situation begins to settle again, Vinder is better able to concentrate on just how much he does not want to be here. Trace's circling sharks add to Vinder's discomfort. The giant octopus that serves as his safety net isn't much help, either.
In spite of all this, Vinder remains with the group. His composure is enough that he can still function.
He passes by Peerimus and moves to Kazak and Savin and gives the throne and skeleton a thorough inspection (Search 36, with +5 from Jack)
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Savin Monday October 29th, 2007 6:09:37 PM
Savin looks over to Quinn and asks, "Is their a way to attract the undead? I want to get this battle overwith. I am assuming that this is the head wraith's body. Stand ready everyone, I am gonna see if this brings them."
Savin then cautiously and tentatively touches the skeleton on the throne.
Quinn AC 31 HP 149(137)/110(98) Monday October 29th, 2007 6:50:48 PM
Quinn hustles up to the group once again.
Postion AE 21 (or as far as he can go)
Quinn catches just a bit of what Savin says "Desecrating the undead or the play the the evil or great loss took place have a better than average chance of attracting the undead as they have an affinity for the place. Echos of their tragic past. Good luck brother Savin. Just remember that you may have to do more than just touch the former vessel of the Triton King and it may have something to do with the Throne, his former place of power and grandure."
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 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 Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP Fly on Quinn
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 2/10
Peerimus AC 27 HP 87-87 d20+11=27 d100=78 14d6(3+6+1+4+2+1+2+2+3+3+1+3+3+3)=37 Monday October 29th, 2007 7:46:08 PM
Peerimus readies with a ray as he was thinking exactly what Sain was. [readied Touch attack if needed Hit AC 27 %78 Dmg 37 Reflex 24]
Posting Report For: Monday October 29th, 2007 8:15:17 PM
Game #4 Children of Chaos For the week of October 22, 2007
Dweezil watched with anticipation as the Children of Chaos argued over the accidental death of the triton girl. As usual, he hoped it would come to blows, but he was disappointed yet again. It seemed the strain of being several hundred feet underwater was beginning to take a toll on the group. Tempers had flared, and the mission was as yet incomplete. Dweezil floated along lazily waiting to see what would happen next. The group moved further into the palace at a cautious pace. Cautious equalled boredom for the imp. At least the one one with the bow had control over those sharks. Dweezil grew quite alarmed when he counted the number of teeth they had...
Durgan AC 28 Hp 156/156 Speed30, enlarge, blur d20+8=12 Monday October 29th, 2007 8:21:09 PM actions: move up to 60 feet ahead, checking out the opening on the left, and looking within.The grumpy dwarf looks like he is in need of a good ale. spot = 12
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d8+11(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min
items used: potion of blur
Firn'gaer Monday October 29th, 2007 8:36:14 PM
Firn'gaer waits for Quinn and Savin to bring in the wraiths. He readies his wand.
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Active Spells extended overland flight - 26 hours extended endure elements [from Peerimus] - 48 hours extended mage armor - 26 hours extended water breathing - 52 hours (on Peerimus) extended water breathing - 52 hours extended polymorph - 22 minutes silenced mass enlarge person - 9 minutes heightened(6th) resilient sphere - 9 minutes
Randall ( HP 63, AC 18/19 with Haste/24 with the shield of faith) Monday October 29th, 2007 10:36:12 PM
Randall is very uncomfortable in this environment. Not only are they underwater, but now they are " poking the bear" so to speak and trying to attract life energy draining wraiths.
" Guys... I don't like this... "
Randall drinks one of his potions Shield of faith +5
Damage 34
===================== Effects Pearl Extended Resist Element Haste Shield of Faith +5 to AC ( 13 minutes)
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile X 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-HasteX 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
Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,SOF Monday October 29th, 2007 11:49:27 PM
Following Savin the dwarf moves forward towards the throne and teams up with Vinder "nice pearls " winks Kazak
Peering into the darkness with dwarven eyes kazak looks deeper into the darkness as he hefts his stone sword " yeah i don't like it either but this is what we agreed to do ... with or with our triton guide .... so lets keep moving " growls Kazak
"shame about Tieria " looking at the skeletons strewn about " and her people too ... hopefully we can bring them peace and rest "
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell) SOF (potion 1st lvl 5/10)
Trace Tuesday October 30th, 2007 1:53:09 AM
Trace moves up with Peerimus and notches an arrow with three in the waiting.
ac 25 cats grace= (27)barkskin=(29) hp (94) darkvision active
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
The Throne-2 [DM SteveK] Tuesday October 30th, 2007 1:11:44 PM
(41 rounds Underwater)
Vinder in his two-armed mantaray form, glides up to the throne and gives it a careful looking over. Jack assists, not the least affected by the deep crushing water (although he is going to have to dry out once back on dry land :-) ). The Rogue from Dirt City is convinced there are no mechanical traps, switches or levers, nor could there be any but the most potent of magical activations on or around the throne, skeleton, and crown.
Savin feels the best way to force the undead to show up is to play with the remains. He reaches out a hand and touches the skeleton of the king, rattling more when the first touch produces nothing and then...
Quinn hustles up to the others, but his suggestions, while wise, do not carry through the waters beyond Peerimus and Durgan. Directly before him is another smashed skeleton of a long-dead triton.
Peerimus nods, seeing the actions of Savin, and readies an attack. One tentacle still wrapped around the dead form of Tieria.
Durgan uses his Pearl and rapidly moves to the left and checks out the opening (DM moved Durgan more than 60' in a hustle). The dwarf wishes for some good ale as he checks out the lower cielinged chamber. Using his darkvision, Durgan can see far beyond his Everburning Torch. Strong white pillars hold the roof only twenty feet overhead. Durgan can clearly see the north end of the chamber and the west wall. He has the feeling that the chamber is as long as the main throneroom the heroes have just swam down. There are no doors or other openings that Durgan can see.
Firn'gear and Randall both ready themselves for the fight they are sure is going to happen. Randall is reminded of kids poking Yorrick with a stick...
Kazak moves to protect Vinder as the human makes his inspection. My, the pearls are lovely...
Trace moves up next to Peerimus and also waits with readied bow. It whispers in his mind Highlight to display spoiler: {yes, let us lay the evil undead to rest.} The sharks continue to cirle the group.
Very anticlimactically, nothing happens.
Talking Durgan can hear himself. Vinder, Savin, and Kazak can hear each other. Quinn, Peerimus, Firn'gear, Randall, and Trace can hear each other.
(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.
Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.
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 per 100 feet 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.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Vinder the Hilt HP 78/102 Tuesday October 30th, 2007 3:25:31 PM
Vinder gives a thumbs up, signifying the throne and skeleton are clean of any traps. He then drifts a few feet away from the throne (in Peerimus' direction) to allow Kazak and Savin the opportunity to fiddle about.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,SOF Tuesday October 30th, 2007 4:48:34 PM
Kazak stops at the throne and inspects it "wonder if it has any scecret buttons on it ??...what do you think Vinder??"
The dwarf face back and waves his fellow swimmers forward "Durgan ? ... Durgan ..? " growls Kazak " as he looks for his brother
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell) SOF (potion 1st lvl 4/10)
Durgan AC 28 Hp 156/156 Speed30, enlarge, blur d20+8=12 Tuesday October 30th, 2007 10:51:57 PM actions: Durgan sees the room is empty and shrugs his shoulders. "Harumph! No dead beasties in here!" Durgan turns around at the silence and sees he is alone. He shrugs his shoulders again and heads back out into the main room looking for wraiths as he goes. spot = 12
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d8+11(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min
items used: potion of blur
Peerimus Tuesday October 30th, 2007 11:32:29 PM
Peerimus picks up the creown and hands it towards Firngaer to stash in his bag. He then moves towards the left hoping to illuminate what appeared to be more of the great chamber lying in that direction.
Quinn AC 31 HP 149(137)/110(98) Tuesday October 30th, 2007 11:55:35 PM
Quinn will again hustle forward to get next to the throne. "Any sign of the shadows of the former triton king and his court? If this does not work, I can concecrate the area, but that will take time. If we can not draw out the afterglow of the triton, we may have to get methodical and start a room by room search."
Quinn scans the room, but looks worried "We must bring the wraiths to rest before their affliction can spread. We have destroyed the guardians that were keep creatures out of the area. We must finish the task at hand."
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 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 Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP Fly on Quinn
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 2/10
Savin ac 30 hps 137/137 enlarge Wednesday October 31st, 2007 8:52:37 AM
ooc Steve, via the map, it looks like the throne is partially buried. Is this right?" SteveK: no, that's another mistake on my part :)
Savin will ask, "Can anyone cast a detect magic? Might be helpful to see if their are any enchantments on around here and if the throne is magic."
Savin will inspect the skeleton more closely looking for rings sceptors etc.
He then looks up into the room and says, "Here wraithy wraithy wraithy! I am taking your stuff! You want revenge! What kind of self respecting wraith allows his body to be looted! Lot's of nice life force here! I know your hungry! Come and get it!"
Firn'gaer Wednesday October 31st, 2007 9:27:48 AM
Firn'gaer takes the crown from Peerimus and hangs on to it for the moment.
Firn'gaer moves to AK20 and begins to concentrate on detecting magic within the room.
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Active Spells extended overland flight - 26 hours extended endure elements [from Peerimus] - 48 hours extended mage armor - 26 hours extended water breathing - 52 hours (on Peerimus) extended water breathing - 52 hours extended polymorph - 22 minutes silenced mass enlarge person - 9 minutes heightened(6th) resilient sphere - 9 minutes
The Throne-3 [DM SteveK Wednesday October 31st, 2007 12:55:51 PM
(42 rounds Underwater)
Vinder gives the all clear and then drifts back to allow his companions better access to the throne.
Kazak wonders about secret buttons, but Vinder is rather certain there are none. And then the dwarf wonders where his brother has gone...
Durgan confirms that the left chamber is empty, and knows that no one has checked out the right chamber or the non-symmetric wall dimly seen at the right chamber. He drifts back to the main chamber.
Peerimus moves forward to get his tentacles in range of the throne, picks up the crown with no problem, and gives the crystal ornament to Firn'gear. (move and standard action)
Quinn again hustles forward, concentrating on the destruciton of the undead before the CoC leave.
Savin taunts the wraiths and looks for a fight.
Firn'gear moves forward and looks around with his permenant spells. Other than the CoC, there are no magical auras within 60 feet of Firn'gear while he is standing in the middle of the room.
Trace and Randall stay put in the light of the Daylight spell, ready for any contingency. Trace's sharks continue to cirle, but then move away from the wall to the north-east (right) of the heroes. (Handle Animal DC25 Highlight to display spoiler: { the sharks are agitated and frightened}
Talking Durgan can hear himself. Randall can hear himself. Vinder, Savin,Quinn, Peerimus, and Kazak can hear each other. Firn'gear and Trace can hear each other.
(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.
Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.
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 per 100 feet 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.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Trace Wednesday October 31st, 2007 1:16:30 PM
Trace senses his summoned sharks do not want around the north east corner, "Look!, the sharks are moving away from the north east corner, Trace swims to as many as he can to pass along his findings and then takes aim on the corner.
ac 25 cats grace= (27)barkskin=(29) hp (94) darkvision active
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
Vinder the Hilt HP 78/102 d20+16=20 Wednesday October 31st, 2007 2:32:23 PM
Vinder looks in the direction that Trace pointed out. (Spot 20, +5 from Jack)
He stays where he is until the others decide the corner is an interesting place to snoop around.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Quinn AC 31 HP 149(137)/110(98) d20+11=22 Wednesday October 31st, 2007 6:05:10 PM
Quinn looks around worried that the wraiths have not shown up, but notices Traces gestures.
Spot 22
Quinn will cast protection from evil on himself and move in the direction that Trace pointed. "Now we purge the evil from the place and stop it from spreading."
Quinn grips his mace and shield tightly and looks down at the every seeing eye of Gargal dangling from his neck. The symbol give the cleric strenght as he strides purposfully forward.
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 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 Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP Fly on Quinn Protection fro Evil on Quinn
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 2/10
Durgan AC 28 Hp 156/156 Speed30, enlarge, blur Wednesday October 31st, 2007 7:43:17 PM
Durgan moves towards the corner everyone seems to be paying attention to. He strides across the room giving a nod to his brother as he goes. "Mebbe this is it eh?" Wary of what the wraiths did to him the last time they fought, Durgan digs out a potion to help his defenses.
actions: move to: 30 feet towards northeast corner retrieve potion of protection from evil from haversack
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d8+11(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min
items used: potion of blur
Savin ac 30 touch ac 23 hps 137/137 d20+18=36 Thursday November 1st, 2007 10:03:07 AM
(OOC Steve, Did Savin find any goodies on the kings skeleton? Not totally sure of my touch ac. Listed it without my ring of protection but does a ring of protection help touch ac?}
Savin notices the movement towards the corner and he too will start moving in that direction looking for enemies to bash with his spiked chain. (remember enlarged it has a range of 20')
spot check 36
Randall ( HP 63, AC 18/19 with Haste/24 with the shield of faith/26 with prot. from evil) Thursday November 1st, 2007 12:23:57 PM
Randall activates his protection frome evil Brahm tatoo and swims near Peerimus (AK 17)
===================== Effects Pearl Extended Resist Element Haste (?) Shield of Faith +5 to AC ( total 13 minutes) Protection frome evil
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile X 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-HasteX 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
Firn'gaer Thursday November 1st, 2007 12:42:27 PM
Firn'gaer moves up to AK15, and again concentrates on magic within his range.
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Active Spells extended overland flight - 26 hours extended endure elements [from Peerimus] - 48 hours extended mage armor - 26 hours extended water breathing - 52 hours (on Peerimus) extended water breathing - 52 hours extended polymorph - 22 minutes silenced mass enlarge person - 9 minutes heightened(6th) resilient sphere - 9 minutes
The crushing depths of the water is again felt by Quinn and Kazak. (Fort DC 18 or 2d6 damage)
Trace calls out his warning and is only heard by Firn'gear. The Ranger levels his bow at the right wall and waits.
Vinder doesn't hear Trace (water pressure), but does notice the ranger raising his bow towards the corner (Spot). The rogue keeps ready but doesn't move from the throne area.
Quinn also notices Trace waving behind him, casts a prepatory spell, and moves towards the wall to be able to quickly come in contact with the enemy.
Durgan sees the commotion around the corner, retrieves a potion and moves with his Pearl easily through the dark waters.
Savin finds nothing on the skeleton or throne except the aforementioned crown (taken by Peerimus) and the pearls. He strides across the dias towards the wall, keeping 20 feet away in order to get some first strikes in against an enemy.
Randall moves forward also focusing on the corner the sharks fled, activating a tattoo as he goes.
Firn'gear moves right next to the enlarged cleric of Gargul and looks around for more magic auras. From his location, he can sense anything on the dias itself, but can find no trace of magic other than his compaions. Perhaps in the chamber to the left or right comes across the gnome's thoughts...
Peek at opponent thoughts authorized... Highlight to display spoiler: {Lifebeings are strong, but we will slay and kill, my companions, hisses the large wraith. I will lead us under the stones and kill them with hands from the ground! Under the stones, the large wraith leads his slaves, stretching his feelings upwards for a lifeforce to whither...}
The Children of Chaos are certain that something is coming through the corner, yet are still surprised when the wraiths show up... through the floor! The large wraith comes first, and soon seven more surround the lone lifeforce of Savin. (Five foot step, Savin gets no AOO)
The large wraith is only seen from the waist up, with the rest of the undead concealed by the floor. It passes a hand through Savin and the monk shudders, feeling his very soul flayed (AC 31touch, Dam 6 hit points and 7 CON). DEATH it whispers.
The other seven wraiths rise from below the floor and all strike out at Savin. The monk's amazing agility keeps most from touching him, though one still gets through. (AC 8, 19, 15, 21, 23HIT, 11, 17 Dam: 2 hit points and 3 CON)
Savin -10 CON = 70 hit points lost
Wraith AC 15, 50% miss incorporal Large Wraith AC 25, 50% miss incorporal
Talking Durgan can hear himself. Savin can hear himself. Vinder, Randall, Quinn, Peerimus,Firn'gear, Trace, and Kazak can hear each other.
(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.
Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.
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 per 100 feet 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.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Vinder HP 78/102 AC 30 (2 weap defense, full defense, dodge i) Thursday November 1st, 2007 7:13:56 PM
Vinder glides to AK10, pulling his daggers once more. He stops short, knowing he would be dragged into undeath if he charged directly in.
As he waits for the others to move forward, he thinks, Shouldn't have sold that deader crossbow.
He watches the surrounded Savin and hopes they can get to him before he falls.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Durgan AC/touch 30/16 Hp 156/156 Speed30, enlarge, blur Thursday November 1st, 2007 10:00:42 PM
Durgan shudders as he sees Savin get hit. He knows all too well the deathly cold of the undead touch. He drinks his potion and hurries to Savin's side, anxious to get in the fray.
actions: move to: 30 feet towards wraiths drink potion of protection from evil -dur 1min
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d8+11(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min
items used: potion of blur potion of protection from evil
Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,SOF d20+16=18 d20+22=39 2d8(7+8)+5=20 Thursday November 1st, 2007 10:54:04 PM
Kazak feels the deep water close in on him but fights off its effects(d20+16=18 made it phew !!) " grrrr starting to feel a little squishy " growls the dwarf
Seeing his brother charge to Savins aid Kazak follows his example " Stonewalls to battle " shouts Kazak as charges towards the fray (move 20'ft)(will keep 10'ft reach distance)
His stone sword in his right hand shield in his left Kazak strikes at the nearest wraith(J)
1st swing d20+22=39 damage 2d8(7+8)+5=20
" Rest your restless soul " growls Kazak at the wraith
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell) SOF (potion 1st lvl 3/10)
Quinn AC 33 HP 149(137)/110(98) d20+16=23 d20+3=11 2d6(3+4)+16=23 Thursday November 1st, 2007 11:07:21 PM
OOC: If the lessor are attacking Savin from the floor and can not see him, should Savin not get 50% concelement from them??
-------------------------------------
Fort save 23
Quinn sees the dire situation that Savin has got himself into but he knows the Monks Bait tatic worked "To me Brother Savin to me!" Quinn urges. "Tricky evil undead." Quinn mumbles to himself "We must purge this filth."
Quinn will hold his ground hopefull that Savin can make it to him. If Savin makes it to Quinn he will heal the monk savrificing Banishment.
If Savin does not move to Quinn, he will take a few steps forward and turn the lessor wraiths.
Turn Check 11 Turn Damage 23
Quinn will urge on his fellow "Pour it into the Master Wraith; take down the King!"
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 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 Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP Fly on Quinn Protection fro Evil on Quinn
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 2/10
Savin 67/137 -10 con hps tac 23 d20+18=32 d100=95 d20+18=31 d100=83 d20+18=31 d100=56 d20+15=26 d100=30 3d6(5+5+2)+9=21 2d6(4+5)=9 3d6(4+3+3)+9=19 2d6(1+6)=7 3d6(5+1+3)+9=18 2d6(5+4)=9 Thursday November 1st, 2007 11:12:18 PM
Savin thinks about retreat but the thought of chasing down this Wraith king irrates him to much. He yells out "Firn'gaer! Fireball me! Take them out! Quinn prove yourself to your God and take them out!"
He then drops his useless chain and launches into his attacks trying to take out the wraith king.
Hit ac 32 miss chance 95 Hit! 21 + 9 holy 30 total Hit ac 31 miss chance 83 Hit 19 +7 holy for 26 total Hit ac 31 miss chance 56 Hit 18 +9 holy for 27 Hit ac 26 miss chance 30 miss
Total damage is 83 points
Quinn (Second illegal post - reacting to Savin) 13d6(6+3+3+3+2+6+5+4+1+5+3+6+1)=48 d100=31 d100=88 d100=28 d100=16 d100=31 d100=69 d100=40 d100=70 Friday November 2nd, 2007 12:11:11 AM
Quinn is proud for his friend Savin and does his bidding as he calls down a pillar of fire/steam centered on the Triton king.
Damage 48
miss chance 31 % for King
Miss chance for others 88, 28, 16, 31, 69, 40, 70%
Save DC22
Trace d20+26=29 d20+21=35 d20+16=34 d8+7=12 d8+7=14 d8+7=13 2d6(4+6)=10 2d6(4+1)=5 2d6(4+1)=5 Friday November 2nd, 2007 1:57:41 AM
Trace swims up ten feet and then fires three seeking distance arrows at the wraith king
hit ac 29 12hps dmg, 10 holy = 22 hit ac 35 14hps dmg, 05 holy = 19 hit ac 34 13hps dmg, 05 holy = 18
total 59, (phys 39) (holy 20)
ac 25 cats grace= (27)barkskin=(29) hp (94) darkvision active
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
Randall ( HP 63, AC 18/19 with Haste/24 with the shield of faith/26 with prot. from evil) d20+22=34 Friday November 2nd, 2007 8:32:53 AM
Attempting to save his friend from the wraiths, Randall casts Telekinesis on Savin and tries to draw him away from the ennemies and away from the partie's fire power.
ooc> Casts Telekinesis on Savin hopefull before the partie's spells take effect and draws him at a 45 degree angle up and away from the ennemies, hopefully taking him out of the spell range.
Spell check 34
===================== Effects Pearl Extended Resist Element Haste (?) Shield of Faith +5 to AC ( total 13 minutes) Protection frome evil
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile X 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-HasteX 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
Randall Friday November 2nd, 2007 8:34:46 AM
ooc> I would have cast a force cage or a resilient sphere on Savin but he's to big
Peerimus Gt Octopus AC 27 HP 87/87 d20+11=18 d100=50 Friday November 2nd, 2007 3:37:43 PM
Peerimus swims upward 30' and looses a Sunbeam towards the large wraith. The beam passes harmlessly through.
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
The Throne-5 [DM SteveK] d20+16=18 d20+7=10 d20+7=14 d20+7=23 d20+7=14 d4=2 d6=4 Friday November 2nd, 2007 4:21:24 PM
(43 rounds Underwater)
Vinder glides forward and readies to fight any wraiths that arrive.
Durgan moves forward to get to the fray while drinking a potion. (ooc: With the Pearl, Durgan's swim speed is 60'...)
Kazak knows it is too far to charge, but hustles towards the fight, going 40' in a few seconds.
Quinn gets ready to turn some undead. He sees Savin mouthing words, but the monk is too far away for anyone to hear him. The cleric of Gargul presents his god's presence and causes Wraith C, I, and J to flee the scene.
Savin shouts into the cold waters, stands his ground and pummels the large wraith with heavy and accurate hands. He is also able to take the opportunity to AOO one of the fleeing wraiths (C, I or J)
Trace swims a bit and fires terrible arrows from his bow at the large wraith. One wobbles wide in the water, but two strike true
Randall sees his companion in danger and casts a Telekinesis to pull the monk from being surrounded. Even the large monk is light enough in the bouyant water to be moved by the spell and Randall pulls Savin away. Major problems occur when the remaining wraiths all get to strike at the hero as he is pulled through thier threatened areas!
Peerimus rises up in the water 30 feet and has a unobstructed view of the large wraith, but his Sunbeam misses the incorporal enemy. .................
Three wraiths recoil in fear of Quinn and his god, and flee to the east, straight through the east wall of the throne room.
AOOs: Large Wraith against Savin (AC 18, misses)
AOOs: Four wraiths against Savin (AC 10, 14, 23, 14) and one succeeds in touching the wriggling monk (Damage: 2 + 4CON)
The large wraith shrieks in hatred and pain,foul land-dwellers soiling my palace!, and dives beneath the floor. The four lesser wraiths follow, and between one breath and the next, the CoC are once again the only moving things in the Palace.
Savin current CON = 2 (-14 CON) Savin current hit points = (29/39)
Talking Everyone is sufficiently close to hear each other.
(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.
Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.
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 per 100 feet 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.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Vinder HP 78/102 AC 29 (2 weap defense, full defense) Friday November 2nd, 2007 4:39:25 PM
Seeing the wraiths disappear back into the floor, Vinder glides 10' up from the ground.
"If you can, get off the floor," he warns the others. "They won't be able to surprise you without something to come through."
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Savin 29/39 hps tac 23 d20+18=29 d100=66 d20+18=24 d100=65 d20+18=25 d100=97 5d6(2+3+2+1+3)+9=20 5d6(6+1+6+2+4)+9=28 5d6(1+2+5+3+1)+9=21 Friday November 2nd, 2007 6:11:20 PM
(ooc Savin gets AOO on all three of them since he has combat reflexes)
Savin lashes out with his fists in frustration at the fleeing wraiths.
AOO on wraith C hit ac 29 miss roll 66 for 20 points of damage (combined holy and normal damage)
AOO on wraith I hitting ac 24 with a 65 miss roll doing 28 points of damage
AOO on wraith J hitting ac 25 with a miss roll of 97 doing 21 points of damage
Savin staggers over to Quinn and says, "Sure you tell me to be the bait and I do what you say and look at me now! You didn't kill any of them. Next time, your the bait! Can you cast a restoration spell please. I am feeling a little woozy."
Quinn AC 33 HP 149(137)/110(98) Saturday November 3rd, 2007 12:11:59 PM
Quinn his happy to see Savin settle next to him "Nice job finding the wraiths Brother Savin, excellent job. Next time we will be better prepared for their tactics."
Quinn looks around at all of his comrades "Next time we have to all attack at the moment that lunge for Brother Savin so that we can send them all to Gargul. Be ready everyone, they are very tricky with their foul evilness."
Quinn will raise the eye of Gargul to Savin and "Gargul take away the foul touch of the Wraiths from our Couragous Undead baiter."
Quinn will sacrifice banishment for heal.
"Now you look better. Ready for round two? Now that I know your tactics, I will be closer to you. A heal should do wonders for King Triton."
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 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 Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP Fly on Quinn Protection fro Evil on Quinn
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 3/10
Firn'gaer 5d4(4+2+4+2+4)+5=21 Sunday November 4th, 2007 7:30:27 AM
Firn'gaer swims up 10-ft and readies his wand.
Readied action - 21 damage
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Active Spells extended overland flight - 26 hours extended endure elements [from Peerimus] - 48 hours extended mage armor - 26 hours extended water breathing - 52 hours (on Peerimus) extended water breathing - 52 hours extended polymorph - 22 minutes silenced mass enlarge person - 9 minutes heightened(6th) resilient sphere - 9 minutes
Durgan AC/touch 32/18 Hp 156/156 Speed30, enlarge, blur d20+8=27 Sunday November 4th, 2007 4:11:04 PM
OOC- from DM: (ooc: With the Pearl, Durgan's swim speed is 60'...) I wasn't sure I could make a double move after drinking the potion. Thanks for helping though. :) SteveK; just making sure you weren't shorting Durgan... Durgan can swim at 60 feet, and do a double move for 120 feet because of the Pearl of Sirines
Durgan looks around, waiting for the wraiths to reappear.
actions: spot = 27
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d8+11(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min protection from evil - dur 1min(+2 AC, )
items used: potion of blur potion of protection from evil
Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,SOF Sunday November 4th, 2007 10:57:20 PM
The dwarf watches as the wraiths slide into the floor again " thats not good ... me thinking i better do something " as he looks up at the others as they rise up off the floor.
His eyes survey the area looking for something ... with a grin he spots the throne and quickly scampers up as only a dwarf could .... standing atop the throne his knuckles crackle as his grip tightens on his stone sword and shield grip.
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell) SOF (potion 1st lvl 2/10)
Peerimus Gt Octopus AC 27 HP 87/87 Monday November 5th, 2007 8:13:57 AM
Peerimus swims up over Kazak about 10' above the dwarf. They needed to be moving not sitting here. The wraith were obviously intelligent and being undead made them patient and that meant they could simply wait until the party's protections waned and then start wiping them out. Peerimus could already see that the pressure of the deep was beginning to affect Kazak. The dwarf was mad of stern stuff, but would succumb to the depths eventually. Problem was, the Conch could be anywhere...
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
The Throne-6 [DM SteveK] Monday November 5th, 2007 11:38:23 AM
(44 rounds Underwater)
Vinder glides up above the floor and keeps in his defensive crouch.
Savin pummels the retreating wraiths and then, struggling to get out of Randall's Telekinesis and feeling a little woozy (and just this side from becoming a wraith himself) asks Quinn for a little healing...
Quinn keeps the battle-banter going but is unable to spontaneously cast the spell to restore Savin's damaged Constitution. [ooc: PHB: The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name). The spell "Heal" doesn't have "cure" in its name.]
Firn'gear gets off the floor and readies his wand for an instant strike.
Durgan stops and waits for the wraiths to reappear.
Kazak scrambles up onto the throne, keeping himself off the floor.
Peerimus swims over Kazak and worries about the intelligence and patience of the undead...
Trace's sharks resume thier circling around the party.
Firn'gear is able to see magic auras within 60 feet, and is certain there is no magic on the dias that is not part of the CoC themselves. The magical conch must be elsewhere...
.................
Savin current CON = 2 (-14 CON) Savin current hit points = (29/39)
Talking Everyone is sufficiently close to hear each other.
(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.
Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.
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 per 100 feet 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.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Yves to DM Monday November 5th, 2007 12:17:23 PM
May I request a post cut off time please. I've missed a few in the last few weeks (including this one) by my own ignorance of what time I need to post by. Thanks. ( Great work so far btw).
DM SteveK: I will ensure at least 24 hours passes between DM posts. I will try to post after 1200noon, but with variances of my schedule, I can't promise more than 24 hours between each DM post. :)
Vinder the Hilt HP 78/102 Monday November 5th, 2007 3:09:09 PM
Vinder relaxes his stance, for a moment, but does not sheath his knives. He continues to float about 10' above the ground and waits for the party's next action.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Trace Monday November 5th, 2007 3:41:12 PM
Trace ask if any healing is needed and then readies himself for the next move. He scans the area for a way out. What is our next move? What besides getting treasure are we here to do? If it is to rid this place of evil than I cant think of a better battle ground than this, anything smaller will bring the ghosts too close for touch attacks. Is it out of question to retreat to the surface for more protection? I feel like we are rolling dice here now that we know what we are up against. What do yall think?
ac 25 cats grace= (27)barkskin=(29) hp (94) darkvision active
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
Randall ( HP 63, AC 18/19 with Haste/24 with the shield of faith/26 with prot. from evil) Monday November 5th, 2007 10:09:33 PM
Randall swims towards the center of the group... ( AI13) and says...
" I'm for finishing these things off.. maybe we can use the sharks as the bait? Stun one and let it sink to the bottom maybe? Then we pounce... Maybe we can put someone in a resilient sphere? That way, they may be able to sense him but couldn't touch him.. in theory anyway. Savin, I have two lesser potions of restoration you can have.. unless our clerical types can cure you.
===================== Effects Pearl Extended Resist Element Haste (?) Shield of Faith +5 to AC ( total 13 minutes) Protection from evil
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile X 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-HasteX 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 x Sixth Level (4) 1-Dispel Magic, Greater,1-Repulsion,2-Disintegrate Seventh Level (2) 1-Spell Turning, 1-Forcecage
Durgan AC/touch 32/18 Hp 156/156 Speed30, d20+8=21 Monday November 5th, 2007 10:34:42 PM
Durgan moves near to the throne. "Swim up off the floor, I will be the bait."
"Well come on ye poor excuses fer dead tritons. I remain not impressed."
actions: spot = 21 ready an action to enter defensive stance when the wraiths appear.
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d8+11(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min protection from evil - dur 1min(+2 AC, )
items used: potion of blur potion of protection from evil
Posting report for: Monday November 5th, 2007 10:55:48 PM
Game #4 Children of Chaos For the week of October 29, 2007
Dweezil clapped as he watched the incorporeal undead come up out of the floor, attack and then sink into the floor again. If Dweezil had counted correctly the Children of Chaos hadn't even finished any of them off that time. It reminded him of a game he saw once at a human carnival. Little dolls popped up out of a box and the human children had to hit as many as possible with a hammer before they sank down again. Except these dolls hit back. Dweezil watched closely, a sharp-toothed grin on his face. He wondered which of the adventurers would be attacked next...
Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,SOF Monday November 5th, 2007 11:00:17 PM
"Swim ?? ... eh not my best skill brother "
With a look up Peerimus the Octopus " so we stay and fight or do we start to move ?"
"If we stay i'll jump off this throne and draw them to Durgan and meself ... this way we know where they will come and concentrate firepower versus da seawraiths " growls Kazak " otherwise lets move and move fast"
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell) SOF (potion 1st lvl 1/10)
Randall 2 Tuesday November 6th, 2007 7:51:02 AM
" Hummmm, why not put someone in a resilient sphere? That way, we don't have to worry about them as we blast the unholy orc poop out of the ennemies? Hello? Anyone? McFly????? "
And Randall swims up a bit to make sur he doesn't touch the floor.
Randall d20+22=40 Tuesday November 6th, 2007 7:51:43 AM
Spell craft check 40 to see if the resilient sphere idea would work
Savin Tuesday November 6th, 2007 9:57:14 AM
Savin looks meaningfully at Quinn waiting for his healing. When it doesn't arrive, he sighs and says, "First you kill the innocent triton. Now you promise healing and don't come through. What are you going to do next? Steal food from babies?"
Savin drifts up around 20' and then asks, "Could someone please get my spiked chain. Maybe I can be of use if they get close enough but right now, I am out of the fight."
Quinn AC 33 HP 149(137)/110(98) d20+18=21 Tuesday November 6th, 2007 10:09:16 AM
OOC: Does QUinn lose the Banishment spell. I thought Heal was a spell that could be sacrificed to. My bad.
------------------------------------
Quinn spreads his hand wide at Savin's words. "Apparently, I can offer you no aid Brother. I have a minor token of protection."
Quinn will cast hide from undead on all party member. "It is doubtful my protection will hide anyone from the master wraith, but the small one it will help. At least until we attack them."
concentration check 21
Quinn will get Savin his chain and then move over with Kazak and Durgan for the wraiths to show up.
"Here you go Brother Savin. Stay off the sea bottom and away from the wall. The rest of us will protect you."
Once over by the dwarves "We take down the master wraith first Cousins. Now how to draw them out?"
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 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 Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP Fly on Quinn Protection fro Evil on Quinn Hide from Undead on all party members 130 minutes
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 3/10
Randall Tuesday November 6th, 2007 10:22:56 AM
Randall sighs and gives Savin his two potions of lesser restoration.
" Here, drink up. "
Peerimus Gt Octopus AC 27 HP 87/87 Tuesday November 6th, 2007 1:44:59 PM
Peerimus reaches out a tentacle and stops randall at the same time he touches Savin. [Cast Heal]
Maintaining his height, Peerimus swims to the right, bringing his light into that area. Somewhere off to the sides, there will be exits.
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
The Throne-7 [DM SteveK] Tuesday November 6th, 2007 1:54:53 PM
(50 rounds Underwater)
Vinder keeps ready but relaxes above the floor a little more.
Trace asks several penetrating questions now that the entire group is close by. Some of the answers would be very interesting in the future affluence and lives of the champions...
Randall also provides his thoughts. He gives two potions of Lesser Restoration to help Savin, and he's pretty sure that a resiliant sphere (being a globe of force) will keep out incorporal wraiths.
Durgan keeps ready and offers that he should be the bait.
Kazak also mentions that HE could be the bait, especially since he can't swim very well.
Savin drifts upwards to present less of a target, and again asks for assistance.
Quinn (ooc: no loss of Banishment spell) gathers Savin's chain and seems content to wait for the next Wraith attack.
Peerimus' tentacle sends the potions back to Randall as the druid casts Heal on Savin. (Savin is restored to full hit points and Constitution). He thinks about moving to the right and investigating the right chamber with his light. (ooc: already posted and then saw Peerimus' post. DM is ajusting time to let 5 rounds pass by and giving group opportunity for action vs reaction)
The group gathers defensively around the throne and waits for the wraiths to return. Half a minute passes (ie 5 rounds), and there is no sign on the floor, cieling, or the circling of the sharks that the wraiths are anywhere about. The CoC are still hudddled in a defensive group around the throne, in the feeble light of Peerimus, deep beneath the ocean.
Somewhere, there is a treasure room as told by Tieria that should contain riches and the Conch.
Somewhere, there are wraiths, abominations of life, who would seek to add the CoC into thier company.
Somewhere...
(ooc: PCs can post five rounds worth of actions to repair, beef up, or other actions.
.................
Savin current CON = 2 (-14 CON) Savin current hit points = (29/39)
Talking Everyone is sufficiently close to hear each other.
..................
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.
Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.
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 per 100 feet 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.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Quinn AC 33 HP 149(137)/110(98) d20+18=29 Tuesday November 6th, 2007 3:07:04 PM
Quinn is fidgiting and ready to move. "Brothers and Cousins, we must move out and find where the wraiths are hiding out. Something is keeping them at bay. Either the great evil that causd them or the tragedy."
Quinn looks over to Trace "Can you send out your shark friends to see which is the best way to search, east or west?"
Quinn looks over to Kazak "Well Cousin, we are the slow ones. Do you want to pick a side, east or west and head out? It will not take the others long to catch up. Lets eee what Gargul has to say."
QUinn will cast Find the Path to find the Triton treasure room.
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 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 Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP Fly on Quinn Protection fro Evil on Quinn Hide from Undead on all party members 130 minutes
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 3/10
Durgan AC/touch 32/18 Hp 156/156 Speed30 Tuesday November 6th, 2007 7:37:25 PM
OOC- request DM time check on durations of active effects please :) That way we can restart them if needed. OOC Back - gonna turn it around :). Request PCs who cast spells, drank potions identify the duration of spells. DM is already providing time underwater. :)
"Trace, we can retreat if we need to, but for now let's stick it out and see how it goes. As for the treasure, I ain't no tomb robber. Let's clear the place out, contact the tritons, and let them decide if they want to reward us. If Tieria were still here, mebbe she coulda given her thoughts on the subject."
actions: ready an action to enter defensive stance when the wraiths appear.
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d8+11(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min protection from evil - dur 1min(+2 AC, )
items used: potion of blur potion of protection from evil
Savin ac 30 hps 137/137 enlarge Tuesday November 6th, 2007 10:09:29 PM
Savin bows low to Peerimus in his octopus form. "Now that is what I call healing! Quinn you need to take notes on how to do it. We need to find this conch, shell or whatever it is. I would bet my share of the treasure, if we find the magic Tieria was after, we will find the wraiths.
Still we need a better plan than we had the last time. We all need to stay in speaking distance and be able to support each other. I am willing to be the bait again. I think I have the best chance of survival since I will be the hardest for them to hit. I can also activate my blink ring to make it even tougher for them. If I am attacked, I want the spell users to hit me with mass spells. Firn'gaer can fireball, and Quinn can cast a mass cure which will help me and hurt them. I think my skills of evasion will keep me undamaged for the most part and its the best way to take them down. I will travel around 20' ahead of you trying to lure them while also looking for the treasure. Sound like a plan?"
If agreed to, Savin will be moving forward but be prepared for combat. He will use his combat expertise to make things harder for the Wraiths to hit him if possible adding 5 to his ac? (ooc Not sure if this is possible, please let me know Steve)
DM Steve; Combat Expertise will help with Touch Attacks.
Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge Tuesday November 6th, 2007 11:03:48 PM
Nodding in agreement to the monks words " yea keep together ..... i know some of us just met each other but yea ... stick close and teamwork in battle is vital " growls Kazak
Jumping off the throne " ok lets go ... any you magic men do some magic stuff to find what we're looking for " query's the dwarf
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell)
OOC: yeah what Durgan said :-)
Firn'gaer Wednesday November 7th, 2007 12:26:43 AM
Firn'gaer swims up another 10-ft, and waits for a consensus of action.
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Active Spells extended overland flight - 26 hours extended endure elements [from Peerimus] - 48 hours extended mage armor - 26 hours extended water breathing - 52 hours (on Peerimus) extended water breathing - 52 hours extended polymorph - 22 minutes silenced mass enlarge person - 8 minutes heightened(6th) resilient sphere - 8 minutes
Trace Wednesday November 7th, 2007 1:40:01 AM
Trace ask that four of the sharks circle Savin as he decides wich way to head out and has the other 12 continue to circle the group.
Trace Wednesday November 7th, 2007 1:40:20 AM
ac 25 cats grace= (27)barkskin=(29) hp (94) darkvision active
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
Vinder the Hilt HP 78/102 Wednesday November 7th, 2007 9:46:50 AM
"We're looking for that conch. Sitting here, I doubt it will coming floating to us. We should check the side rooms, and if not there, I can look for hidden passages."
He is glad to see Savin back to full health, which startles him. He's becoming attached to these rapscallions. The thought creates a slight smile and his fear of where he is lessens slightly.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Peerimus Gt Octopus AC 27 HP 87/87 d4+1=3 Wednesday November 7th, 2007 2:00:56 PM
Not overly keen on the idea, but the druid had few alternatives to voice. As the group go ready though and Savin laid out a plan, Peerimus shifts back to human. Through the water Breathing spell he lays out his plan.
"One minute before we play bait and switch. I will summon several Water elementals to make a quick run about the place. they are far faster than us and simply looking for the Conch should allow them to cover a sizable area. They will report back to me and all this will take less than 2 minutes. We remain here and alert in case the wraith return. It costs us nothing to do this but a fractional moment in time."
Peerimus then summons 3 Medium Water Elementals using a SNA VI a sacrificed Heighten Poison spell. (3)
Peerimus then speaks to them of the magical conch somwhere in the palace and of the wraith. He asks them to split up and search for 36 seconds and then return.
Water elementals swim at 90
tHE DRUID WILL TAKE OFF HIS hAVERSACK AND SHIFT BACK TO AN oCTOPUS
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
Searching the Palace [DM SteveK] d20+14=16 Wednesday November 7th, 2007 2:13:11 PM
(60 rounds Underwater)
As a group, the Children of Chaos decide it would be best to stick together while they are hundreds of feet below the surface of the salty ocean, in the illuminated darkness of a Palace with known undead about them. Nevertheless, thier spirits for the most part seem light, with humorous conversation spaced with ideas, plans, and preparations.
The preparations take enough time to again have the weight of the ocean make its presence felt against Kazak and Quinn. (Fort DC 19 or 2d6 damage) The others are still protected by Pearl or Cloak or Spell.
Quinn inquires about the Triton's Treasure Room and casts a lengthy spell; Find the Path. Inside his head, Quinn feels confidence flood him, knowing exactly how to get to the hiddden cache. Highlight to display spoiler: { Quinn knows how to get to the Secret Door at the north end of the east chamber. He knows the pattern to open the door and that also disarms the drop-weight above the door. }
Durgan hopes that the group can get the Conch for Tieria's people but not take the rest of the treasure even though Tieria had offered the other treasure in exchange for the group's help. "I'm not a grave robber" states the dwarf.
Savin is happy he is healed and offers again to be the bait, making himself even more difficult to be hit.
Kazak, Vinder and Firn'gear are rearing to go to find the treasure. There is even slightly less fear in the young man's posture...
Trace has his sharks circle Savin and the group as a whole, also moving out with the others.
Peerimus shifts into his human form and calls another plan to the group. Just barely summoning 3 Medium Water Elementals (DM Casting Underwater Check: 16), Peerimus sends them out for a short time and has them report back. Thanks to his Feather of Affinity, Peerimus is able to speak with the elementals, and they are off, quickly coming back. The elementals confirm the Palace is all in one floor, and all open except for two doors, both in the eastern chamber. The South door is easily seen and appears to be magically held since the elementals couldn't get through. The North door is water-tight, corresponds to the description Quinn has from his Find the Path spell, and they also couldn't get in. The only conch shell any of the elementals saw was the bubbling one that is part of the statue and already confirmed by Firn'gear as non-magical.
Keeping in human form until the elementals return (in order to communicate with the elementals and then his companions) Peerimus becomes subject to the crushing depths (Fort DC15 or 2d6 damage)
As directed by Quinn and his Find the Path spell, the group marches (and swims) to the lower east chamber of the Palace's main floor. Once the great light of Peerimus' daylight spell glows in the low-cielinged chamber, the group once again sees more columns of white coral, more carvings and depictions of a proud civilization.
Behind the northernmost column, Quinn directs the group to the Secret Door. The cleric approaches the Secret Door to place in the known combination that will open the Treasure Room, but pauses. From the outer wall to the East, a shudder is felt through the water. And another. And another! Spot DC15 Highlight to display spoiler: { A 20x20 foot section of the white coral wall is cracking near the floor!}
................. Talking Everyone is sufficiently close to hear each other.
..................
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.
Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.
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 per 100 feet 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.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.