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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

Name-MTWRFSS

DM SteveK-XXXXXOO
Durgan-XXXXOOX
Firn'gaer-XOXXOOX
Kazak-2XOXOOX
Peerimus-XXOOXOO
Quinn-XXXXXXO
Randall-XOOXXOO
Savin-XOX2XOO
Trace-XXXOXOO
Vinder-XXXXXOO

Submitted by Adm BrianZ

an excerpt from the journal of Dweezil the imp:

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?"

0 Level (6) (DC: 17)
Light x2* Read magic x2 Detect Magic x2

1st Level (7/1) (DC: 18)
True Strike(d) Hide from Undead* Entropic Shield Shield of Faith* Divine Favor Comprehend Languages* Protection From Evil x2*

2 level (7/1) (DC: 19)
See Invisible (d) Aid* Bull Str. Bears Endurance* Silence Consecrate Align weapon

3rd Level (6/1) (DC: 20)
Fly *(d) Dispel Magic Magical Vestments x2 **Inviso Purge* Waterbreathing x2 **

4th Level (5/1) (DC: 21)
Dimension Door (d) Summon Monster IV Spell Immunity Divine Powder* Greater Magic Weapon * Restoration *

5th Level (4/1) (DC: 22)
True Seeing (d)* Summon Monster V Flame Strike Spell Resistance Righteous Might*

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

Spells:
Extended Endure Elements 48 hours
Wildshape 4/5 14-hours
Barkskin +5 134.7 minutes
Daylight 60' radius +60 shadow 135.7 minutes
Sunbeam 8 rounds 1 beam fired

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.

concentration check 29

0 Level (6) (DC: 17)
Light x2* Read magic x2 Detect Magic x2

1st Level (7/1) (DC: 18)
True Strike(d) Hide from Undead* Entropic Shield Shield of Faith* Divine Favor Comprehend Languages* Protection From Evil x2*

2 level (7/1) (DC: 19)
See Invisible (d) Aid* Bull Str. Bears Endurance* Silence Consecrate Align weapon

3rd Level (6/1) (DC: 20)
Fly *(d) Dispel Magic Magical Vestments x2 **Inviso Purge* Waterbreathing x2 **

4th Level (5/1) (DC: 21)
Dimension Door (d) Summon Monster IV Spell Immunity Divine Powder* Greater Magic Weapon * Restoration *

5th Level (4/1) (DC: 22)
True Seeing (d)* Summon Monster V Flame Strike Spell Resistance Righteous Might*

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

Wand Charges Used - 2

Spells Prepared
0 -- dancing lights(r), ghost sound(r), light *2, prestidigitation(r), read magic *2

1 -- endure elements x4, magic missile x2,

2 -- extended mage armor*, silenced mage armor, silenced magic missile x2**, silenced ray of enfeeblement x2

3 -- silenced extended elf sight, silent invisibility x2, silenced knock, silenced mirror image, silenced scorching ray

4 -- extended water breathing*, silenced dispel magic x2, silenced haste, silenced slow*

5 -- silenced extended water breathing x2*, silenced black tentacles, silenced mass enlarge person*

6 -- extended overland flight*, silenced empowered fireball, silenced extended polymorph*

7 -- silenced heightened(6th) resilient sphere*, silenced mage's lucubration


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

Spells:
Extended Endure Elements 48 hours
Wildshape 4/5 14-hours
Barkskin +5 134.2 minutes
Daylight 60' radius +60 shadow 135.2 minutes
Sunbeam 3 rounds 1 beam fired

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.

Vinder the Hilt HP 78/102  d20+16=28
Wednesday November 7th, 2007 4:54:44 PM

Vinder follows after the others, eager to get what they came for and get out.

Then come the rumblings and Vinder's darting glance picks up the cracks beginning to form in the Eastern wall. (Spot 23, shouldn't have added +5 from Jack)

"There!" He points towards the cracks. "Is something coming through?"

Active Spells/Items
Endure Elements (Peerimus): 48 hours
Cloak of the Manta Ray - breathe underwater
Freedom of Movement (Peerimus): 280 minutes

Quinn AC 33 HP 149(137)/110(98)  d20+16=36
Wednesday November 7th, 2007 7:12:47 PM

The crushing deep is of no concern to Quinn.

Fort save 36, natural 20!!!!

Quinn is on the scent "This way everyone, follow me." Quinn directs everyone to the door and explains its workings.

When the rumbles sounds the Cleric of Gargul exclaims "That my friends does not appear to be our wraiths. I think we have new guests."

0 Level (6) (DC: 17)
Light x2* Read magic x2 Detect Magic x2

1st Level (7/1) (DC: 18)
True Strike(d) Hide from Undead* Entropic Shield Shield of Faith* Divine Favor Comprehend Languages* Protection From Evil x2*

2 level (7/1) (DC: 19)
See Invisible (d) Aid* Bull Str. Bears Endurance* Silence Consecrate Align weapon

3rd Level (6/1) (DC: 20)
Fly *(d) Dispel Magic Magical Vestments x2 **Inviso Purge* Waterbreathing x2 **

4th Level (5/1) (DC: 21)
Dimension Door (d) Summon Monster IV Spell Immunity Divine Powder* Greater Magic Weapon * Restoration *

5th Level (4/1) (DC: 22)
True Seeing (d)* Summon Monster V Flame Strike Spell Resistance Righteous Might*

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 28/14 Hp 156/156 Speed30 
Wednesday November 7th, 2007 7:20:06 PM

OOC-dropped blur and pro from evil due to duration.

Durgan waits until everyone is ready. He then follows Savin and Quinn, staying close to the group and keeping a wary eye out for wraiths. "Eh? What's that noise? Another golem?"

actions:

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)

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  d20+16=27 d20+3=11
Wednesday November 7th, 2007 9:51:52 PM

Shaking off the pressure of the depths (d20+16=27 fort save) the armored dwarf moves after Quinn keeping close to the lead with his stone sword ready.

Feeling the water pulse Kazak looks about 9d20+3=11 spot check) but doesn't find the answer.

"I don't know brother but it doesn't sound friendly " grins Kazak as he waves his sword a little " fun ... fun " chuckles the warrior

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)



Savin ac 30 hps 137/137 enlarge, invisible to undead  d20+13=30
Wednesday November 7th, 2007 11:02:10 PM

Savin also spots the cracks and says, "I wonder if those little golems have a big brother? They didn't seem tough enough to kill an entire kingdom. Savin has his chain ready for the undead in case they make an appearance but floats up to 15' so he won't be surprised.

spot check 30

Trace 
Thursday November 8th, 2007 1:52:59 AM

Trace swims next to Quinn and readies his bow. "What do you think bow? Is that quaking have evil intent behind it?"

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


Peerimus Gt Octopus AC 32 HP 87/87  d20+15=30 d20+16=28 d20+15=21 d4+5=7 d100=90
Thursday November 8th, 2007 10:01:01 AM

Mentally prepared for the pounding orce of the deep ocean, Peerimus pops his ears and shifts back (Fort save 30) The rumbling gets his and everyone elses attention and Peerimus glides back 30'.

Quinn and the elementals confirmed with certainty where the shell will lie. The fact that the doors are water tight seems odd. Could there be objects within that would be damaged by water? How would the Tritons themselves when living in the Palace acccessed the area? Peerimus decides the Tritons must have a way and therefore Vinder could find it, otr that wateer exists on the opposite side and the potential issue does not exist.

The druid keeps his eyes about him. [Spot 28]
Readied Attack Hit AC 21 Dmg 7 %90

Level 0:
Create Water x2, Mending, (2) Read Magic, Detect Magic
Level 1:
Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal
Level 2:
*(3) Barkskin, (4) Resist Energy
Level 3:
(2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight
Level 4:
(3) Freedom of Movement, Rusting Grasp, Control Water
Level 5:
Animal Growth, ***(3) Extend Freedom Movement
Level 6:
Heighten Extended Freedom of Movement, *Heighten Poison, Greater Dispel Magic, Heighten Control Water
Level 7:
**(2) Heal, *Sunbeam, Heighten Wall of Stone

Spells:
Extended Endure Elements 48 hours
Wildshape 4/5 14-hours
Barkskin +5 134.2 minutes
Daylight 60' radius +60 shadow 134.2 minutes

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, 20 with prot. from evil)  d20+22=36
Thursday November 8th, 2007 11:58:03 AM



Randall swims to the rest of the group and then activates his tatoo again, casting Protection from Evil on himself. He then casts Mirror image (SR 36) and activates his ring of invisibility

=====================
Effects
Pearl
Extended Resist Element
Protection from evil
Mage image
invisibility

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 Imagex, 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


Trace 
Thursday November 8th, 2007 2:09:48 PM

If the room is water tight maybe there is access up above there the bubbles flow from the statue to the ceiling. Maybe we go up and over? Or it could be nothing at all and we just have to simply open the door. Sometimes I have learned you can really over think these things.

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

Quinn (second illegal post) 
Thursday November 8th, 2007 6:14:29 PM

Quinn muses out loud "We could always telport, dimension door or blink inside? I can take several with me to check it out. Any volunteers?"

Quinn looks at everyones watery face for a response.


Something Big This Way Comes[ADM BrianZ] 
Thursday November 8th, 2007 7:14:57 PM

(61 rounds underwater)

Everyone notices the sights and sounds of the cracking wall at this point. Everyone is within talking distance of one another.

Quinn staves off the crushing depths once again as does Kazak.
Savin is ready for action, so is Trace and the rest of the group.
Several in the party wonder as to the nature of the creature or object causing this commotion.
Peerimus- readied attack failed. No creature present this round.
Trace and Quinn muse about the nature of the room beyond the secret door.
Randall- too many actions? All three of those effects require a standard action to activate. Please choose one in your next post.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The wall shudders under the continued impacts. The cracks deepen and the vibrations can be felt as they ripple right through the water. The nearby sharks start to swim in a nervous tense pattern. They are clearly agitated, but they do not react as they did to the presence of the wraiths. BOOM! BOOM! The pounding on the wall bears a distinct resemblance to the sounds of thunder. Thunder underwater?...

The wall section bearing the most cracks is located at BO -21,22,23,24. Please list coordinates of any movement in your next post as per the most recent map.

..................

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.

Durgan AC/touch 28/14 Hp 156/156 Speed30 
Thursday November 8th, 2007 7:30:19 PM

Durgan looks at his brother as he mentions that the pounding doesn't sound friendly. "Never met a 'doesn't sound friendly' that I didn't like", grumbles the dwarf. Durgan stands ready with axe and shield, waiting to see what happens.

actions:
move to position near front of party - BK 23-24

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)

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 
Thursday November 8th, 2007 11:48:42 PM

"What ever it is it sure sounds big " growls Kazak " i'm thinking them stone cats were just gate keepers to the real stone guardians "

" but if its that big it won't be able to follow us into the palace itself i mean after all .... all the hallways and tunnels weren't built for something of that size " wonders Kazak aloud

the younger dwarf stands next to his brother " we'll stand together Durgan "

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)



Quinn AC 33 HP 149(137)/110(98) 
Friday November 9th, 2007 8:27:14 AM

"Well Brothers and Cousins lets see who is coming o visit before we enter this strange room. I think we have plenty of options to enter the water tight doors with magic. I can take 4 with dimension door along to investigate."

Quinn turns to the crumbling wall. "Lets spread out so we do not all get rolled up."

0 Level (6) (DC: 17)
Light x2* Read magic x2 Detect Magic x2

1st Level (7/1) (DC: 18)
True Strike(d) Hide from Undead* Entropic Shield Shield of Faith* Divine Favor Comprehend Languages* Protection From Evil x2*

2 level (7/1) (DC: 19)
See Invisible (d) Aid* Bull Str. Bears Endurance* Silence Consecrate Align weapon

3rd Level (6/1) (DC: 20)
Fly *(d) Dispel Magic Magical Vestments x2 **Inviso Purge* Waterbreathing x2 **

4th Level (5/1) (DC: 21)
Dimension Door (d) Summon Monster IV Spell Immunity Divine Powder* Greater Magic Weapon * Restoration *

5th Level (4/1) (DC: 22)
True Seeing (d)* Summon Monster V Flame Strike Spell Resistance Righteous Might*

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


Vinder the Hilt HP 78/102 
Friday November 9th, 2007 9:01:48 AM

Vinder quickly moves to BH17 and pulls out Jack, preparing to do a search of the door. "If I can get this open, we might be able to slip inside before whatever that is comes through."

If they weren't underwater, Vinder would be sweating with nervous energy. His eyes flicker from the door to the crumbling wall and back again. "I hope the whole palace doesn't come down on us."

Active Spells/Items
Endure Elements (Peerimus): 48 hours
Cloak of the Manta Ray - breathe underwater
Freedom of Movement (Peerimus): 280 minutes

Firn'gaer 
Friday November 9th, 2007 12:49:25 PM

"Let me see if there is any magic up ahead as we go before you check things out."

Firn'gaer remains in the middle of the group while they investigate. He will stay 10-ft off the ground whenever possible.

Savin ac 30 hps 137/137 enlarge, inivisible to undead, blinking  d20+18=38
Friday November 9th, 2007 3:11:22 PM

Savin says, "I can use my blink ring to take a quick look on what is through that door. Let me do that and save the spells."

Savin moves up to the door BK17 and activates his blink ring.

Savin will then step trough the wall, take a quick look around and duck back to BK17 (spot check 38 natural 20)

blinking 1/7

Randall ( HP 63, AC 18, 20 with prot. from evil)  d4+4=7
Friday November 9th, 2007 3:15:27 PM

Last round
Randall swims to the rest of the group and then activates his tatoo again, casting Protection from Evil on himself.

This round
He then casts Mirror image (SR 36) creating 7 images of himself.

" Hummmm. Someone please take me with them and let's get out of here..... "

=====================
Effects
Pearl
Extended Resist Element
Protection from evil
Mage image

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 Imagex, 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


Peerimus Gt Octopus AC 32 HP 87/87 
Saturday November 10th, 2007 9:41:49 AM

The Door? They can't be serious. Savin blinks off. Very well then

Peerimus remains where he is.

Level 0:
Create Water x2, Mending, (2) Read Magic, Detect Magic
Level 1:
Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal
Level 2:
*(3) Barkskin, (4) Resist Energy
Level 3:
(2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight
Level 4:
(3) Freedom of Movement, Rusting Grasp, Control Water
Level 5:
Animal Growth, ***(3) Extend Freedom Movement
Level 6:
Heighten Extended Freedom of Movement, *Heighten Poison, Greater Dispel Magic, Heighten Control Water
Level 7:
**(2) Heal, *Sunbeam, Heighten Wall of Stone

Spells:
Extended Endure Elements 48 hours
Wildshape 4/5 14-hours
Barkskin +5 134.1 minutes
Daylight 60' radius +60 shadow 134.1 minutes

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  d20+20=32
Saturday November 10th, 2007 11:37:58 AM

Firn'gaer holds up Lhari towards the pounding wall. "Lhari aid me; place a wall over crack."

Firn'gaer calls forth a wall of force that is centered at BO22-23. The wall is 20-ft high and 60-ft long along that wall. [Should run BO17-BO28].

Concentration DC32 for articulating underwater.

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

Wand charges used - 2
Lhari charges used - 2

Spells Prepared
0 -- dancing lights(r), ghost sound(r), light *2, prestidigitation(r), read magic *2

1 -- endure elements x4, magic missile x2,

2 -- extended mage armor*, silenced mage armor, silenced magic missile x2**, silenced ray of enfeeblement x2

3 -- silenced extended elf sight, silent invisibility x2, silenced knock, silenced mirror image, silenced scorching ray

4 -- extended water breathing*, silenced dispel magic x2, silenced haste, silenced slow*

5 -- silenced extended water breathing x2*, silenced black tentacles, silenced mass enlarge person*

6 -- extended overland flight*, silenced empowered fireball, silenced extended polymorph*

7 -- silenced heightened(6th) resilient sphere*, silenced mage's lucubration

Bound and Determined [ADM BrianZ] 
Saturday November 10th, 2007 2:20:55 PM

(62 rounds underwater)

Durgan readies weapons and armor waiting to see what happens next.

Kazak moves alongside his brother creating a dwarven wall of steel to oppose the force coming through the wall.

Quinn suggests spreading out, and offers a quick way into the next room if things turn sour.

Vinder repositions, and prepares to search the door. He seems nervous about the whole situation.

Savin moves up to the door and activates his ring, preparing to step through to the other side.(You already moved, stepping through the wall has to wait till next round)

Randall prepares a second defensive spell(wise wizard!), then seems apprehensive.

Peerimus the octopus remains where he is, preparing for the worst and hoping for the best.

Firn'gaer activates his staff, placing a wall of force over the wall and blocking whatever it is from coming through. Lhari seems pleased with the defensive maneuver.

Trace sits ready with his bow.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The pounding stops when the wall of force gives resistance to the creature's attacks. The wall is extremely badly damaged, but is not quite ready to fall over. The wall of force is likely the only thing holding it up. After a moment you hear pounding again. Once, then another then another. Each hit changing sound and pitch, indicating the creature is moving away, testing for a new place to break through the wall. DC 15 listen check to display spoiler: Highlight to display spoiler: { The creature moved north and seems to have settled on a spot which is behind the closed door, in the room beyond. }

..................

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 78/105  d20+16=35 d20+24=31
Sunday November 11th, 2007 10:44:14 AM

(Listen 35)

"It's moving North, to the room on the other side of this door," he informs the others.

He then proceeds to search the door for traps or other peculiarities. (Search 31; is there a lock?)

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 
Sunday November 11th, 2007 8:44:36 PM

"Well we should try and get into position to try and surprise it ... at least get in the first swing " grins Kazak "cuz that stone wall ain't gonna hold for long "

"It knows we are hear so it must either hear us or sense us somehow " adds the dwarven warrior

Moving up behind Vinder Kazak taps his stone shield on his shield " come on brother ... we gotta deal with this stone guardian ... lets get the drop on it before it makes us even shorter by stomping on us " growls Kazak

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)


Randall ( HP 63, AC 18, 20 with prot. from evil) 
Monday November 12th, 2007 10:30:26 AM

Randall activates his ring of invisibility....

Randall follows the others...


=====================
Effects
Pearl
Extended Resist Element
Protection from evil
Mage image
Invisible

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 Imagex, 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


Peerimus Gt Octopus AC 32 HP 87/87 
Monday November 12th, 2007 2:12:54 PM

Peerimus nods to Vinder as the man searches the door. the creature will be trying to penetrate the outer wall and will then have to penetrate this inner wall. They certainly had some time before those two events happened. What the druid did not have was much to do during that time. Likely it was another golem, but perhaps it was something else. Peerimus glances at Teiria's body and a shadow comes over his thoughts. Perhpas it was a powerful ally of the triton who had placed a spell upon her to keep watch and now that spell declared her dead. Divine magic, he knew could do as much, but then why would whatever was coming simply not have come through the amply large main passage.

Peerimus moves away from the wall and rises in height. [drop back to row 23 increase Ht to 20'] Soon his thoughts should be answered for better or worse.

Level 0:
Create Water x2, Mending, (2) Read Magic, Detect Magic
Level 1:
Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal
Level 2:
*(3) Barkskin, (4) Resist Energy
Level 3:
(2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight
Level 4:
(3) Freedom of Movement, Rusting Grasp, Control Water
Level 5:
Animal Growth, ***(3) Extend Freedom Movement
Level 6:
Heighten Extended Freedom of Movement, *Heighten Poison, Greater Dispel Magic, Heighten Control Water
Level 7:
**(2) Heal, *Sunbeam, Heighten Wall of Stone

Spells:
Extended Endure Elements 48 hours
Wildshape 4/5 14-hours
Barkskin +5 133.9 minutes
Daylight 60' radius +60 shadow 133.9 minutes

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 enlarge, inivisible to undead, blinking 
Monday November 12th, 2007 8:20:30 PM

Savin decides to follow his first plan. He will blink through the wall where he has been informed the secret door is. He will take a look around, especially looking for the conk item described by Tieria. If he sees it, he will stay and move to pick it up. If their are no monsters or guardians and he doesn't see the conk, he will stay and take an inventory of the room, picking up anything that looks to be helpful to the fight.

Savin has a base movement of 45' while blinking.

Blinking 2/7

The Room [Adm BrianZ] 
Monday November 12th, 2007 9:34:18 PM

(63 rounds underwater)

Vinder searches the door. There are no traps that he can determine, but there is a very high quality lock. It may take time to open it. Vinder also notices a small depression in the door. It has a distinct shape of a seashell.

Kazak wonders about the creature's senses and prepares for battle along with his brother.

Randall activates his ring. His defenses are now up.

Peerimus repositions for better advantage.

Everyone else sits tight and awaits the opportunity to get into the room.

Savin blinks and passes through the door and into the room. Before him lies a bounty of treasure. Coins, pieces of art, glittering gems and jewelry, and several weapons all lay scattered about the coins. Of more immediate concern however are the widening cracks in the wall as the creature continues to pound his way through.

BOOM! BOOM! the noise echoes through the treasure room and into the surrounding areas. The creature is attacking the wall again and is making very good progress. Is the creature after the treasure?...

..................

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.



Posting Report For: 
Monday November 12th, 2007 9:42:56 PM

Game #4 Children of Chaos
For the week of November 5, 2007

Name-MTWRFSS

DM SteveK-XXX----
ADM BrianZ- ---XOXO
Durgan-XXXXOOO
Firn'gaer-OXOOXXO
Kazak-XXXXOOX
Peerimus-XXXXOXO
Quinn-O2XXXOO
Randall-X2OXXOO
Savin-O2XOXOO
Trace-XOX2OOO
Vinder-XO2OXOX

Submitted by Adm BrianZ

an excerpt from the journal of Dweezil the imp:

Dwwezil sat and stared. The wall was being pounded into non-existence by some unknown creature and instead of running away, the Children of Chaos bravely faced the unknown. What was it he wondered? It could be almost anything. A Kraken for example would have the strength to pound through a wall like that. They would see soon enough. Dweezil licked his lips in anticipation, but then he was foiled! One of the wizards placed a wall of force in the way. Oh well. But wait, now it was trying to get in through the next room. Maybe Dweezil would get to see what it was after all...


Durgan AC/touch 28/14 Hp 156/156 Speed30 
Monday November 12th, 2007 9:47:48 PM

actions:
move to position near the door, waiting for Vinder to get them through.

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)

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 
Monday November 12th, 2007 11:23:16 PM

"Where did he go " " questions the dwarf of Savins dissappearence "

"Hey Savin you in da room ?? .... hey you in there?? ... try and open da door from that side .... might be easier " growls Kazak thru the door

" what do you see on dat side??? anything intresting ??"

"Hurry up before dat thing gets you to you all alone "

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)



Vinder the Hilt HP 78/102  d20+26=29
Tuesday November 13th, 2007 9:17:56 AM

"It looks like there's some kind of key that might open this door." He turns to look at Peerimus. "Is there a seashell on Tiara?" he hollers to the octopus, trying to be heard over the crashing.

If the answer is "no," Vinder turns back to the lock and begins working on the lock. "A little assistance, if you please, Jack-o," he mutters, his nimble fingers moving over his picks and the lock. (Open Lock 29, +5 from Jack)

Active Spells/Items
Endure Elements (Peerimus): 48 hours
Cloak of the Manta Ray - breathe underwater
Freedom of Movement (Peerimus): 280 minutes

Quinn 
Tuesday November 13th, 2007 10:45:43 AM

OOC: Quick post as I am on the road.

-----------------------------------

Quinn waits for Savin's report about the room and doubts the creature is after the treasure as it did not start beating on that wall. Quinn says to no one in particular "We should have brother Savin blink outside to see what is knocking on the door?"



Savin ac 30 hps 137/137 enlarge, inivisible to undead, blinking 
Tuesday November 13th, 2007 5:00:01 PM

OOC couple of quick questions. I am assuming that this room is filled with water? Seemed to be some question about that earlier

Savin is torn to see what is pounding on the walls or try and see if he can open the door from the inside? Savin takes a quick look at door to see if it is barred, or has a lock that he can operate from this side. If he can, he will use his time to open the door. If he can't, he will say through the door, "Kazak, the door is locked! The room is filled with treasure. Hurry up and break through. Something is beating through the wall!"

Savin keeps looking for the conk or item described and will start quickly shifting through the treasure looking for it, while keeping an eye on the widening cracks and roof waiting to bolt if necessary.

Randall ( HP 63, AC 18, 20 with prot. from evil) 
Tuesday November 13th, 2007 5:38:19 PM

Randall readies a disintegrate spell, preparing to cast it any ennemies breaking through.

=====================
Effects
Pearl
Extended Resist Element
Protection from evil
Mage image
Invisible

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 X, 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


The Door and the Creature[ADM BrianZ] 
Tuesday November 13th, 2007 10:42:40 PM

(64 rounds underwater)

Kazak declares his anxiousness to get through the door, while his brother Durgan waits more quietly nearby.

Vinder works on the lock but is not quite able to open it. (good quality DC30) He asks if Tieria has a key.

Quinn suggests that Savin take a look and see what the creature is. However, Savin is on the other side of a sealed door.

Savin (the room is water-filled, the door is sealed very tight) Savin sees the door is locked and is unable to open it from the inside. He pokes his head through the door and relays some important information to the group, including the fact that this does in fact appear to be the treasure room. Savin begins to search through the treasure for the conch shell, but it is a jumbled mess and he does not see it yet.

Randall readies for action.

Peerimus looks at Tieria upon Vinder's suggestion and does find that her necklace has a shell attached to it. Handing the shell to Vinder, the rogue finds the shell fits perfectly in the indentation. The door swings open...

The pounding continues, and Savin turns around to see the wall crumble behind him. Through the hole strides a creature. Pieces of wall bounce off of its' armored body as it wades through the falling rubble and the remains of the wall. The creature is outfitted in golden armor over an onyx-colored body. It is humanoid in shape, but much larger than a human and seems to be made of mechanical parts. It carries no weapons or other equipment.

Sense motive DC15 to display spoiler: Highlight to display spoiler: { The creature does not appear immediately hostile but seems to scan the room as if looking for something. }

..................

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.



Durgan AC/touch 28/14 Hp 156/156 Speed30 
Tuesday November 13th, 2007 10:47:33 PM

Actions:
Durgan sees the door open, and waits for the others before rushing through. "Whoa. That's a Big'un."

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)

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 
Tuesday November 13th, 2007 11:52:16 PM

"Good thinking " remarks Kazak as Peerimus and Vinder work out the key to opeing the door

Kazak steps near his brother Durgan and stands ready to form a fighting wall of dwrven steel alas ..... his stone sword ready he taps againist his shield " ready brother o got ya flank " as he stands on Durgans right side

" hold on Savin we're coming " growls Kazak as he moves in concert with 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)



Vinder HP 78/102 AC 25 (dodge)  d20+16=35
Wednesday November 14th, 2007 9:10:12 AM

After Vinder opens the door, he sees the monster and is able to glean some information from his actions. (Sense Motive 35, +5 from Jack)

"Hold a moment!" he calls to his friends. "He appears to be looking for something. Maybe we won't have to fight."

He quickly stashes Tiera's key and Jack in his haversack and moves into the room and away from the monster. He keeps a careful eye open in case it does attack.

Active Spells/Items
Endure Elements (Peerimus): 48 hours
Cloak of the Manta Ray - breathe underwater
Freedom of Movement (Peerimus): 280 minutes

Firn'gaer  d20+9=15 d20+23=37 d20+2=21
Wednesday November 14th, 2007 9:14:53 AM

Sense Motive DC21

Firn'gaer lets out a sigh. Another golem... He maintains a neutral posture. "Someone ask it what it wants." He says.

Knowledges: planes DC15, arcane DC37

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

Wand charges used - 2
Lhari charges used - 2

Spells Prepared
0 -- dancing lights(r), ghost sound(r), light *2, prestidigitation(r), read magic *2

1 -- endure elements x4, magic missile x2,

2 -- extended mage armor*, silenced mage armor, silenced magic missile x2**, silenced ray of enfeeblement x2

3 -- silenced extended elf sight, silent invisibility x2, silenced knock, silenced mirror image, silenced scorching ray

4 -- extended water breathing*, silenced dispel magic x2, silenced haste, silenced slow*

5 -- silenced extended water breathing x2*, silenced black tentacles, silenced mass enlarge person*

6 -- extended overland flight*, silenced empowered fireball, silenced extended polymorph*

7 -- silenced heightened(6th) resilient sphere*, silenced mage's lucubration


SAVIN 
Wednesday November 14th, 2007 11:01:20 AM

Savin hears Vinder's comments and Firn'gaer's questions. He holds up his hands in a peaceful manner and says, "Hello my friend. Can we help you in some way?"

Trace 
Wednesday November 14th, 2007 2:51:39 PM

(ooc:sorry for the non post, I have a horrible virus on my computer, trying to kill it )

Trace not sure what to do next holdhis postion and ask his bow, "What do you think he is looking for?"

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, 20 with prot. from evil) 
Wednesday November 14th, 2007 5:54:57 PM


Randall readies a wall of force spell and will cast it between the creature and the party should it start to advance towards us.

=====================
Effects
Pearl
Extended Resist Element
Protection from evil
Mage image
Invisible

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 X, 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



Peerimus Gt Octopus AC 32 HP 87/87  d20+14=34
Wednesday November 14th, 2007 7:41:46 PM

Peerimus holds where he is and gains another 10' if possible. he tries to nod as Vinder mentions the golem seems to be looking for something and to hold offensive action.
[spot 34]
Mostly Peerimus tries to keep an eye to the surrounding waters for the return of the wraith

Level 0:
Create Water x2, Mending, (2) Read Magic, Detect Magic
Level 1:
Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal
Level 2:
*(3) Barkskin, (4) Resist Energy
Level 3:
(2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight
Level 4:
(3) Freedom of Movement, Rusting Grasp, Control Water
Level 5:
Animal Growth, ***(3) Extend Freedom Movement
Level 6:
Heighten Extended Freedom of Movement, *Heighten Poison, Greater Dispel Magic, Heighten Control Water
Level 7:
**(2) Heal, *Sunbeam, Heighten Wall of Stone

Spells:
Extended Endure Elements 48 hours
Wildshape 4/5 14-hours
Barkskin +5 133.7 minutes
Daylight 60' radius +60 shadow 133.7 minutes

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


Inevitable Confrontation [ADM BrianZ] 
Wednesday November 14th, 2007 11:12:37 PM

(65 rounds underwater)

Kazak and Durgan hold steady, ready to defend against the creature.

Firn'gaer suggests someone communicate with the creature. Highlight to display spoiler: { Firn'gaer determines the creature is a Marut Inevitable }

Savin attempts to communicate with the creature.

Trace holds steady, waiting to see what the creature does next.

Randall readies a spell in case it is needed, the arcane energy on the tip of his tongue.

Peerimus adjusts his position and keeps a lookout for the mysteriously absent wraith.

~~~~~~~~~~~~~~~~~~~~~~~~~~~

The creature looks about the room, its eyes resting briefly upon each of the adventurers. Then it speaks, stating intent. "I seek a transgressor that goes by the designation of Daeselathon. Rumors place the cheater of death near Dre Moria. Do any of you know of it?" As it speaks, energy pulses along its' powerful frame. Looking closely, you can see mechanical gears at all of the joints. The creature appears to be some sort of living construct.

..................

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 
Wednesday November 14th, 2007 11:24:04 PM

The dwarf stares up at the living construct "it talks " adds the bemused Kazak

Holding to his position with his brother Durgan "so whats next ?? .... turning to Peerimus with a wide smile " can we keep him ??" jokes the dwarf

Kazak turns back to the construct and awaits Savins reply to the creature " i thinki he's asking you "

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)



Vinder HP 78/102 AC 30 (2 weapon defense, dodge, total defense) 
Thursday November 15th, 2007 9:39:37 AM

Vinder slowly draws his two knives as a precaution. Being pounded on by large statues earlier has made him wary. He is unfamiliar with both the person and place the thing is asking about and refrains from saying anything.

Active Spells/Items
Endure Elements (Peerimus): 48 hours
Cloak of the Manta Ray - breathe underwater
Freedom of Movement (Peerimus): 280 minutes

Quinn 
Thursday November 15th, 2007 10:02:08 AM

As everyone moves forward to see the creature, QUinn does the same. "Interesting. I bet there is no soul for Gargul to judge."

Quinn watches the creature carfully "It looks to be searching. I wonder if the Tritons borrowed something from it and that brought their evil demise. That might explain the wraiths, maybe."

Firn'gaer 
Thursday November 15th, 2007 4:16:44 PM

"It is called a Marut, an Inevitable." He says. "They're not from this plane."

He continues watch.

Peerimus Gt Octopus AC 32 HP 87/87 
Thursday November 15th, 2007 8:22:13 PM

Peerimus shrugs eight arms, again the inability to speak is really annoying him. Likely the being this marut seeks is the very wraith king they are fighting. If only he'd thought to ask Tieria the king's name. At the time, though it did not seem that important. Peerimus floats into range of Randall and thumps the container in which the wizard carries the magical book of knowledge. Peerimus will thump with every available arm if the wizard tries to ignore him.

Level 0:
Create Water x2, Mending, (2) Read Magic, Detect Magic
Level 1:
Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal
Level 2:
*(3) Barkskin, (4) Resist Energy
Level 3:
(2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight
Level 4:
(3) Freedom of Movement, Rusting Grasp, Control Water
Level 5:
Animal Growth, ***(3) Extend Freedom Movement
Level 6:
Heighten Extended Freedom of Movement, *Heighten Poison, Greater Dispel Magic, Heighten Control Water
Level 7:
**(2) Heal, *Sunbeam, Heighten Wall of Stone

Spells:
Extended Endure Elements 48 hours
Wildshape 4/5 14-hours
Barkskin +5 133.6 minutes
Daylight 60' radius +60 shadow 133.6 minutes

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, 20 with prot. from evil) 
Thursday November 15th, 2007 8:25:36 PM

"I seek a transgressor that goes by the designation of Daeselathon. Rumors place the cheater of death near Dre Moria. Do any of you know of it?"

Randall
" Cheater of death aye... sounds like you may be looking for the wraith kind that's been attacking us... or not. How about this for a proposal big guy... help us reach our goals here... and I'll give you my word that I'll use the full resources of the Star Mage Guild to help you find this Daeselathon and Dre Moria... sounds good to you? "

=====================
Effects
Pearl
Extended Resist Element
Protection from evil
Mage image
Invisible

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 X, 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


Randall part 2 
Thursday November 15th, 2007 8:27:19 PM

Randall looks at Peerimus and gives him a knowing wink...

ooc> and it should be 'wraith king' not 'wraith kind'



Savin 
Thursday November 15th, 2007 10:16:02 PM

Savin watches the construction with interest. He has seen golems before but never one with intelligence. "Can you tell us why you seek out this Daeselathon? Has he caused you harm? We are currently battling a wraith who was the king of this accursed land. He is powerful but we believe he was killed by golems he created. Does this make sense to you? Could this Triton King be the one you are searching for?"

Inevitable Confrontation round 2 [ADM BrianZ] 
Thursday November 15th, 2007 11:48:36 PM

(66 rounds underwater)

Kazak and Durgan hold steady, ready to defend if necseeary.

Vinder cautiously draws his weapons, uneasy with the creatures appearance.

Quinn moves in for a closer look, and speculates on its' motives.

Firn'gaer passes along his wizardly knowledge of the creature.

Peerimus muses and tries to get Randall's attention and communicate with him in a crude but effective manner.

Randall and Savin attempt to communicate with the Marut, hoping to stave off a confrontation.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The creature seems reluctant to stand still for long, but reacts to the group's questions and presses for information.

"Wraith King? I know him not. But when my current assignment is complete, I may return for him next. Daeselathon has extended his life unnaturally by becoming a lich. I was constructed to destroy Daeselathon as he has broken the LAW. The law I have been programmed to uphold is : Do not cheat death."

"Rumor has placed Daeselathon in the vicinity of Dre Moria. Do any of you know of it?"


-Knowledge local, geography, or a survival check to determine the general direction of Dre Moria.

..................

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.


Durgan AC/touch 28/14 Hp 156/156 Speed30 
Thursday November 15th, 2007 11:53:34 PM

Actions:
Durgan shifts uneasily. "The thing may very well attack if we don't answer its' durned questions." With his brother and fighting companions at his side, Durgan is ready to do so if necessary.

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)

Items used:
potion of blur
potion of protection from evil

Quinn  d20+2=12
Friday November 16th, 2007 1:17:34 AM

Quinn's ears perk up when the automotone speaks of liches and unnatural stays "I think I like our new friend and his motives, at least those that involve liches."

Quinn speak louder over his friends "Good friend, how do you plan to destroy this Lich as I am always looking for new methods and idea. One can never have enough you know."

Knowledge check 12

Peerimus Gt Octopus AC 32 HP 87/87  d20+26=42
Friday November 16th, 2007 8:02:25 AM

Peerimus blinks a few more times. Dre Moria...Dre Moria... I know that name The giant octopus then halts, its eyes go wide and it nearly drops eveything it is holding. Peerimus swims down to the Marut and puts down thee rock, Haversack and triton. Bracing himself he shifts back.

"Yes I know Dre Moria. It is the land of the elves, to the east of Threshold. Your current location is the Plactik Ocean 10 miles southwest of the town Heranmar. Threshold is several days south of that down Trade Road.

Peerimus shifts back.
[survival 42] If he can provide more accurte distances and direction, the druid does so.

Level 0:
Create Water x2, Mending, (2) Read Magic, Detect Magic
Level 1:
Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal
Level 2:
*(3) Barkskin, (4) Resist Energy
Level 3:
(2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight
Level 4:
(3) Freedom of Movement, Rusting Grasp, Control Water
Level 5:
Animal Growth, ***(3) Extend Freedom Movement
Level 6:
Heighten Extended Freedom of Movement, *Heighten Poison, Greater Dispel Magic, Heighten Control Water
Level 7:
**(2) Heal, *Sunbeam, Heighten Wall of Stone

Spells:
Extended Endure Elements 48 hours
Wildshape 3/5 14-hours
Barkskin +5 133.3 minutes
Daylight 60' radius +60 shadow 133.3 minutes

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

Vinder HP 78/102 AC 30 (2 weapon defense, dodge, total defense) 
Friday November 16th, 2007 9:13:20 AM

Vinder maintains his defense, watching as others try to communicate with the Marut. His adrenaline begins to rush as the possibility of not having to fight this thing presents itself.

Please go away. Please go away. Please...

Active Spells/Items
Endure Elements (Peerimus): 48 hours
Cloak of the Manta Ray - breathe underwater
Freedom of Movement (Peerimus): 280 minutes

Savin 
Friday November 16th, 2007 9:15:38 AM

Savin is a little surprised at Peerimus's knowledge but goes with it. "We too have recently battled liches and many other undead on our journey to the Koshe Mar. We find all undead repugnant and destroy them when we find them. Do you seek allies in your quest to kill the lich? I am willing to travel with you to help bring down an evil that lies so close to our new home. I am sure my brother in arms Quinn will also be eager to travel and battle the lich as he has a real hard place in his heart for undead.

We need to finish our business here first but if you are willing to help us, I am willing to help you. Can you delay your search for a few days?"

trace 
Friday November 16th, 2007 1:34:45 PM

Trace stands ready for any movment and continues to look about.

(ooc:sorry for short post, posting from ps3)

Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge 
Friday November 16th, 2007 5:28:06 PM

Having comfort in the fact the Durgan is next to him Kazak holds his ground "umm"

Arching an eyebrow as Peerimus appraoches the construct "he's not doing what i'm thinking he's doing ?" whispers the younger brother to older brother

Gripping his shield and sword of stone ... Kazak ready's himself for the worst .

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)


Randall ( HP 63, AC 18, 20 with prot. from evil) 
Friday November 16th, 2007 7:36:07 PM



"Rumor has placed Daeselathon in the vicinity of Dre Moria. Do any of you know of it?"

[Randall]

" I'll make you a deal... help us with the wraith king and I'll provide you with information regarding your quest. Win win for you. Win, win for us... "

=====================
Effects
Pearl
Extended Resist Element
Protection from evil
Mage image
Invisible

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 X, 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


Firn'gaer 
Saturday November 17th, 2007 8:58:57 PM

Firn'gaer's mind drifts back to the liche they encountered under the mountain. "I hate undead, especially liches."

Inevitable Confrontation round 3 [ADM BrianZ] 
Sunday November 18th, 2007 2:59:18 PM

(67 rounds underwater)OOC-please track which round your spell durations begin, so you know when they end.

Durgan stands ready for action should the creature turn hostile.

Quinn decides he likes the creature's will to destroy undead. He asks a question of it as well.

Peerimus briefly shifts back to normal and gives accurate directions to the Marut's destination.

Vinder is uneasy in the presence of the creature but is glad there is no quarrel with it. Yet.

Savin communicates with the creature and offers an alliance.

Trace keeps an eye on the group's flank. There is no sign of the wraiths.

Kazak stands with his brother, preparing to form a defensive shield for the party.

Randall tries to back up Savin's offer.

Firn'gaer notes an agreement of feelings with Quinn regarding undead.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Your offer is tempting mortal, but Law will not allow me to wait a moment longer. Daeselathon must be destroyed as soon as possible to restore the balance. I will end his existence with my enchanted fists. One of thunder and the other is electric. His unnatural life shall be ended at the strike of my gauntlets."

"There are other Inevitables who serve Law. Small breaks of Law are not worthy for an Inevitable, who are only sent against the worst breakers of Law; terrible undead, horrific oathbreakers, those on the run from Justice, those who break the Laws of Reality. All transgressors will be punished."

Tha Marut gives a nod towards Peerimus. "My thanks mortal."


The Marut begins to move. He marches very exactly in the direction Peerimus indicated, with hardly a pause to swat rubble out of his way. The group wisely moves if they are in the path(unless anyone wants to stop him?). When he reaches the far wall of the palace he hardly slows, slamming into it with both fists and then pounding upon the wall. With each hit the cracks widen and soon a large hole appears in the wall. A few more hits and the Marut strides through, ignoring any falling rubble from the hole he created.

OOC- The Marut's actions will take about three rounds.

Kn geography or survival DC 15, highlight to display spoiler: Highlight to display spoiler: { The creature seems to be heading in the exact direction Peerimus gave. You recall that to get to Dre Moria from here, the creature will likely pass almost directly through the Gateway Downs. }

..................

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+2=19 d20+24=34 d20+29=41
Sunday November 18th, 2007 8:13:09 PM

(Survival 19)

Vinder steps out of the giant's way and sheathes his knives. When the thing is gone, he turns to the others. "So, we should search through here and try to find our shell."

He pulls out Jack and begins searching the walls and floors for traps. (Search 34, +5 from Jack; Search 41, +10 from Jack for 2nd round and every round thereafter up to 1 hour)

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 32 HP 87/87  d20+21=32
Monday November 19th, 2007 11:46:13 AM

Perimus likewise does not get in his way. The People of the Gateway Downs will simply need to stay out of his way.

Level 0:
Create Water x2, Mending, (2) Read Magic, Detect Magic
Level 1:
Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal
Level 2:
*(3) Barkskin, (4) Resist Energy
Level 3:
(2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight
Level 4:
(3) Freedom of Movement, Rusting Grasp, Control Water
Level 5:
Animal Growth, ***(3) Extend Freedom Movement
Level 6:
Heighten Extended Freedom of Movement, *Heighten Poison, Greater Dispel Magic, Heighten Control Water
Level 7:
**(2) Heal, *Sunbeam, Heighten Wall of Stone

Spells:
Extended Endure Elements 48 hours
Wildshape 3/5 14-hours
Barkskin +5 133.3 minutes
Daylight 60' radius +60 shadow 133.3 minutes

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 
Monday November 19th, 2007 12:54:30 PM

Trace moves up postion behind Peerimus and waits for orders.

Quinn 
Monday November 19th, 2007 1:18:15 PM

Quinn smiles in delight "Mr. Marut, I can not speak for everyone here, but you seem to have a noble purpose. Destruction of undead is a necessary and often overlooked profession. I appreciate the assistance and will attempt to aid you in your quest. Liches needs to be brought to Gagul for judgement. We need to finish off the wraiths in the underwater palace and then we can join your quest. Do you have any interest in eliminating the Master wraith that is cheating judgement in this palace? We must also lay to rest of the Trition that have fallen under the Wraiths conrol."

Quinn waits for a response from the Marut.

Savin 
Monday November 19th, 2007 4:49:09 PM

Savin looks at the treasure and then at Peerimus, "Well should we gather the treasure and go? I say with Tieria's death we need to reevaluate this situation. Obviously we haven't found this item she wanted us to locate but if we find it now, what are we going to do with it?

I say we gather our reward for killing the golems and go. We can use Quinn's magic to either raise the girl or at least speak with her and find out what to do next. Just aimlessly walking around here isn't accomplishing anything. Brother Quinn only seems to be able to drive the Wraiths away, not get them to stand up and fight. If the wraiths attack as we are doing this, then we can try and destroy them but why seek out ambushes.

I am also uneasy sending that walking singleminded death machine towards our new home and friends. Lets go look after the living and then come back if we need to."

Quinn (second illegal post) 
Monday November 19th, 2007 5:13:56 PM

QUinn is horrified that Savin does not want to kill the wraiths "We can not leave the evil menace intact. It will spread and grow. Have the Tritons not suffered enough already."

Quinn sighs "I repeat. I will not be raising the Triton or anyone else for that matter. If we are worried about the Marut, I can offer to teleport him and a few of us past our town to avoid any accidents with the populace."



Kazak 
Monday November 19th, 2007 7:41:39 PM

The dwarf makes sure to avoid the hugh contruct " i ain't gonna be no bug on bottom of his shoe " growls Kazak as clears a path for the big fella

Randall 
Monday November 19th, 2007 8:05:30 PM

Out of curiosity, Randall uses the Book of Lore and concentrates on finding out information regarding Daeselathon. If he is successfull and the Marut is still in range he'll yell out to it and share the info.

(knowledge check 28, 38 if it's a arcane knowledge role).

=====================
Effects
Pearl
Extended Resist Element
Protection from evil
Mage image
Invisible

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 X, 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


Posting Report For: 
Monday November 19th, 2007 9:20:36 PM

Game#4 Children of Chaos
For the week of November 12, 2007

Name-MTWRFSS

DM SteveK - on short hiatus
ADM BrianZ -XXXXOOX
Durgan-XXOXOOO
Firn'gaer-OOXXOXO
Kazak-XXXOXOO
Peerimus-XOXXXOO
Quinn-OXOXXOO
Randall-XXXXXOO
Savin-XXXXXOO
Trace-OOXOXOO
Vinder-OXXXXOX

Notes: Trace is having problems with a computer virus. Durgan has light posting due to Adm posting.

Submitted by Adm BrianZ

an excerpt from the journal of Dweezil the imp:

Dweezil watched as the adventurers sought to confront watever creature was pounding its' way through the walls of the palace instead of going away from the creature. He was always amazed at the adventurer's willingness to not only face danger but actively seek it. What marvel! The creture bashed its way through the wall to reveal itself as a Marut. Dweezil wondered if it was immune to poison? He had never encountered such a creature. He was even more amazed when the Children of Chaos managed to communicate with it with words instead of spells and swords. Dweezil was impressed with the creature's power and its unwavering devotion to Law. As it stomped off, Dweezil was almost sorry he couldn't follow it to see what damage it caused while looking for the lich it was after. Now the group found themselves within the treasure room. Dweezil wondered if he could sneak a few coins into his pouch without anyone noticing...


Durgan AC/touch 28/14 Hp 156/156 Speed30 
Monday November 19th, 2007 9:23:31 PM

"Aye Quinn. The tritons have indeed suffered enough already."

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)

Items used:
potion of blur
potion of protection from evil


Savin "illegal post" 
Monday November 19th, 2007 10:42:32 PM

"Quinn, I have no problems killing the wraiths if you can find them. Do something to accomplish that. Still they have been here for years without spreading. What makes you think they will spread now?"

Trace 
Tuesday November 20th, 2007 2:35:25 AM

(OOC: about 25 man hours, $50 in virus protection and yet another reminder that
nothing worth having is free. The virus is gone and I think I am back to norm. Without formatting my hard drive. real close to that today.)

Trace continues his post waiting for the girlish bickering to end.

Inevitable Confrontation round 4 [DM SteveK] 
Tuesday November 20th, 2007 11:41:51 AM

(68 rounds underwater)OOC-please track which round your spell durations begin, so you know when they end.

Vinder, Peerimus, Kazak, and Trace move aside and let the Marut stride towards the confrontation with the lich, Daeselathon.

Quinn renews the offer to assist the Marut in exchange for slaying the other undead that haunt the Palace.

Savin suggests that the group gather the treasure from the room and then return to Heranmar. Once home, the group can decide what to do about Tieria, the Tritons, and the Treasure. An argument ensues with Quinn about whether and how to slay the wraiths and compensation for Tieria's death.

Randall begins to get his book out but pauses. His precious book will get exceptionally wet and may become damaged. So too, it will take at least a minute to get the information, and the wizard is certain the Marut will be gone by then. The information WOULD be interesting, though, wouldn't it?

Durgan agrees that the tritons have suffered enough. Whether that means that the wraiths should be slain, or that the tritons should be found and compensated, the dwarf doesn't yet elaborate.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The Marut does not slow or alter his purposeful movement, but does respond to Quinn.

"Your offer is tempting mortal, but Law will not allow me to wait a moment longer. Daeselathon must be destroyed as soon as possible to restore the balance. I will end his existence with my enchanted fists. One of thunder and the other is electric. His unnatural life shall be ended at the strike of my gauntlets."

Continuing to move, the Marut reaches the far wall of the palace and slams into it with both fists, thunder and electricity dances about the walls.

A fist pauses, and the glowing eyes turn back to the Children of Chaos. "Be sure that you do not break the Laws of Reality. All transgressors will be punished."

And the fists start again.

..................

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 
Tuesday November 20th, 2007 3:01:34 PM

Quinn is clearly excited by the Marut's enthusism about the destruction of undead. "Well met then. We will take care of the undead hear and meet you once you hit dry land. It is too intruging to destroy rampaging liches. You can count me in for support."

Quinn looks around at the group "We need to destroy the wraiths so that they no longer replicate. Once the wraiths are waiting before Gargul for a final judgement, we can put the remnants of the tritions to rest in the palace. We then can invite the living tritons to reclaim their palace."

Quinn looks at Savin "Monks with such a desire for the accumlation of wealth. That is a new on for me. Not far from my heart. We need to take our reward based on what we set up with Teira, but leave for the tritons what Teira set out to get. Reclaiming the palace will go a long way to retoring their former grandure."

"Well brother Savin, start counting and categorizing the wealth, unless you have a way to find the wraiths. Counting the booty may draw them out."

Quinn will move over to Peerimus and motion that he will take the dead triton. "Time to rest my dear."


Durgan AC/touch 28/14 Hp 156/156 Speed30  d20+8=9
Tuesday November 20th, 2007 8:55:15 PM

"So where is this conch anyway?" Durgan looks around the room to look for it. Spot= 9

"Do we have a way to contact the tritons?"

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)

Items used:
potion of blur
potion of protection from evil


Kazak 
Tuesday November 20th, 2007 11:27:31 PM

" I say we keep on his good side " smirks Kazak

"You got that right brother .... lets search for that conch .... and see what else is in this pile of treasure " grins Kazak

Tthe dwarf starts to carefully sift threw the treasure looking for the lost item

Randall  d20+22=27
Wednesday November 21st, 2007 9:14:14 AM

I'm for destroying the wraiths as well. My previous suggestion remains... we use bait and then blast them to the seven hells. Get a volunteer, I'll cast a resilient sphere on them for protection, draw out the wraiths and fire ball or otherwise shoot spells and weapons at them from a safe distance away.
Done deal. If they come towards us, I can cast a repulsion spell to keep them at bay until we can finish the job.

----------
Spell craft check (27) to see if the spells involved with this plan work the way Randall think's.

----------------------
Effects
Pearl
Extended Resist Element
Protection from evil
Mage image
Invisible

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 X, 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


Vinder the Hilt HP 78/102 
Wednesday November 21st, 2007 9:32:40 AM

Vinder continues his search for traps through the room. (Search 34 1st round, 41 every round thereafter.)

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 32 HP 87/87  d20+16=32
Wednesday November 21st, 2007 10:42:18 AM

Peerimus looks to the Construct, Lightning and Thunder? I am afraid you will be very hard pressed to destroy a being as powerful as a lich Peerimus continues to observe the Marut. Break the laws of reality? I do so on a daily basis. Make sure you cause no harm of innocents as you pursue your goal or I will find out who sent you and see to them.

Quinn's movement gets his attetion and the octopus shifts the Triton away from Quinn while attempting to shake his head in a negative fashion. A tentacle points back towards the throne room where the group was last set upon by the wraith.

As to the treasure, Peerimus is not precisely sure, nor does he know how to contact the tritons. He knows he plans to try, perhaps Eee'Eeekk could help him, but that would be later. Peerimus too casts his eye about the open room for the Conch. [spot 32]

Level 0:
Create Water x2, Mending, (2) Read Magic, Detect Magic
Level 1:
Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal
Level 2:
*(3) Barkskin, (4) Resist Energy
Level 3:
(2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight
Level 4:
(3) Freedom of Movement, Rusting Grasp, Control Water
Level 5:
Animal Growth, ***(3) Extend Freedom Movement
Level 6:
Heighten Extended Freedom of Movement, *Heighten Poison, Greater Dispel Magic, Heighten Control Water
Level 7:
**(2) Heal, *Sunbeam, Heighten Wall of Stone

Spells:
Extended Endure Elements 48 hours
Wildshape 3/5 14-hours
Barkskin +5 133.1 minutes
Daylight 60' radius +60 shadow 133.1 minutes

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 November 21st, 2007 3:12:51 PM

Quinn shakes his head "Can anyone speak octipi? How has the group communicated with Brother Peerimus in the past when he goes all animal? Very annoying. Can someone float up to our silent leader and retrive the trition so I can perform rites on her and her comrades?"

Quinn looks around "I think we need a tactical leader for battle in the future as brother Peerimus is incapable of communicating and coordinating action in his animal state? I vote for our money loving monk, Brother Savin."

Quinn smiles a very watery smile.

Treasure Room [DM SteveK] 
Wednesday November 21st, 2007 3:44:32 PM

(73 rounds underwater)OOC-please track which round your spell durations begin, so you know when they end.

It takes half a minute for the Marut to leave (there is another hole through the wall leading towards the Gateway Downs), and the Children of Chaos use the time wisely to investigate the treasure for traps and the conch, for an assessment of the wraiths, and for thoughts on what to do next.

The time has been long enough for Quinn and Kazak to once again feel the pressure of the ocean bearing down. (Fort DC 21 or 2d6 damage)

After a little searching, Vinder is convinced that there aren't any traps on the treasure itself. Gold, silver, and platnuim coins are scattered about along with weapons, armor, art objects, and other things less likely to be worth much. Vinder's professional assessment is that it will take up to 10 minutes (ie 100 rounds) to sort the worthless and scoop up the rest. Scooping everything into extra-dimensional bags and then sorting later should take no more than 3 or 4 minutes (ie 30 to 40 rounds).

Some of the companions have been moving through the treasure area as well. Peerimus overturns a tumble of coins and discovers a white conch the size of a human torso. Firn'gear can see the conch glows with magic, and this is obviously the item that Tieria was looking for. The gnome notes there are several other items within and among the coins and objects 'd art that also glow faintly.

As for the wraiths, Randall is certain that his Resiliant Sphere idea would work to keep the friend inside away from the wraiths. Fireballs would be as chancy as a sword with the undead's incorporability, so Randall thinks it best that overdone is well done.

(ooc: map on the way. Please post any adjustments to your location)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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 
Wednesday November 21st, 2007 4:44:52 PM

"No traps, in this room," Vinder tells everyone. He then sets about scooping items into his haversack. (Vinder will take the quicker method of getting everything and sorting, later.)

Active Spells/Items
Endure Elements (Peerimus): 48 hours
Cloak of the Manta Ray - breathe underwater
Freedom of Movement (Peerimus): 272 min 7 rounds

Durgan AC/touch 28/14 Hp 156/156 Speed30 
Wednesday November 21st, 2007 7:28:47 PM

OOC- couldn't open the map. Please position near Vinder.

Durgan volunteers his bag of holding for gathering the treasure. He seems a bit guilty about taking it.

"I will be yer volunteer. Once the wraiths show up, mebbe the wizards have some way to keep em from escaping?"

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)

Items used:
potion of blur
potion of protection from evil

SteveK 
Wednesday November 21st, 2007 9:21:27 PM

everyone has had map trouble.

will skip a post for Thursday for Thanksgiving, will post again on Friday

Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge  d20+18=22
Wednesday November 21st, 2007 11:26:21 PM

Kazak feels the depths of the ocean but manages to hold off its worst (d20+18=22 fort save made!!)

Kazak takes off his haversack and stuffs in as many small items as possible ... taking some time to stack some of the bigger stuff in piles .... " we can tie a strap around some of the bigger items and carry them " grins Kazak

"Come on brother don't be shy " smirks kazak at his brother " we can lotta good with this stuff ... tritons have gotten by without for decades " growls the dwarf "we can return the kings crown if that makes ya feel better "

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)


Savin 
Wednesday November 21st, 2007 11:56:05 PM

Savin smiles at Durgan's offer but says, "No good dwarf. I am the logical choice. Your armor doesn't protect you from these foes and I have the ability to dimension door if I need to. If we are going to use fire, then I would appreciate some protections from it if possible."

Savin also starts scooping treasure as well into his haversack. "Can anyone detect magic to tell us what is more valuable?"

Quinn  d20+14=26
Thursday November 22nd, 2007 10:44:14 AM

Quinn smiles at both Savin and Durgan "There seems to be a fight for who wants to be the bait. Very touching. If only I had protections from fires. I stocked up on water breathing. Who knew we would be fighting wraiths underwater and want to use fire spells. Well lets get this going as none of us want to be under water forever."

Fort Save 26

Quinn shakes off the crushing depths.

SteveK 
Thursday November 22nd, 2007 1:58:01 PM

HAPPY THANKSGIVING!

Randall  d20+23=35
Thursday November 22nd, 2007 9:00:23 PM

" The resilient sphere will protect you from all of the damage, including the fire. So you don't have to worry about that me fellow soggy adventurers. "

Randall draws his wand of detect magic and uses a charge to assist the others is sorting out the good stuff from the bad. Randall also has a haversack and an efficiant quiver to contribute to the booty collection.

" Having things over a bit more... I wonder how a wall of fire spell would work out here. Is it did work... it work work much better then the fire balls as it does extra damage against undeads.... "

spellcraft check 35- how woyld a wall of flamme work underwater?

=====================
Effects
Pearl
Extended Resist Element

Cantrips
2-Light, 2-Ray of Frost, 1-Mage Hand,
1-Open/Close
First level (7):
2-Shield, 5-Magic Missile X
Second level (7):
2-Darkness,2-Mirror Image X, 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


Firn'gaer 
Friday November 23rd, 2007 6:16:42 PM

"I can find the best items, and if you can still dimensional travel then you might be the best choice. I have something for you to wear if there is not other ideas." He says to Savin. Taking off an amulet, "This will protect you from the draining effects of their touch, but it is limited. It may only give you a dozen or so seconds. But that may be enough to keep you alive."

Firn'gaer has a scarab of protection that is fully charged. It can absorb 12 draining attacks before it is destroyed.

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 - 19 minutes
silenced mass enlarge person - 6 minutes
heightened(6th) resilient sphere - 6 minutes

Wand charges used - 2
Lhari charges used - 2

Spells Prepared
0 -- dancing lights(r), ghost sound(r), light *2, prestidigitation(r), read magic *2

1 -- endure elements x4, magic missile x2,

2 -- extended mage armor*, silenced mage armor, silenced magic missile x2**, silenced ray of enfeeblement x2

3 -- silenced extended elf sight, silent invisibility x2, silenced knock, silenced mirror image, silenced scorching ray

4 -- extended water breathing*, silenced dispel magic x2, silenced haste, silenced slow*

5 -- silenced extended water breathing x2*, silenced black tentacles, silenced mass enlarge person*

6 -- extended overland flight*, silenced empowered fireball, silenced extended polymorph*

7 -- silenced heightened(6th) resilient sphere*, silenced mage's lucubration


Treasure Room - Three Bags Full [DM SteveK] 
Friday November 23rd, 2007 8:01:03 PM

(93 rounds underwater)OOC-please track which round your spell durations begin, so you know when they end.

Two minutes pass shoveling and sorting loot. Kazak and Quinn must make two more saves against the crushing depths. (Fort DC 22 and 23, 2d6 for each failed save)

Two minutes pass as Vinder, Durgan, Kazak, and Randall bring out HHH and Bags of Holding to shovel in treasure and debris with complete impartiality. All coins, bars of precious metal, jewelry, and gems goes into the pocket dimensions. Randall and Firn'gear sort out the magical armor and weapons, but that leaves quite a bit that is not gathered yet. The question remains: what to do with this leftover stuff, and what to do with the magical giant ivory conch shell? Not everything will fit...

Stuff Left: 23 chain shirts, 15 tridents, 34 daggers, 9 crossbows (wood rotten), 320 bolts (wood rotten), various bits and pieces of lead and iron, 2 carved marble candelabra, several six foot red marble statues (winged woman without arms, medusa, hydra, lion, minotaur, centaur, satyr), gold-and-pearl chessmen set with marble board, 12 piece blue-and-white china tableware set, 8 framed paintings, 1 wooden vestibule screen, and 1 rotten wooden chest filled with non-magical scrolls.

More talk is made about how to destroy the wraiths when they show up. (Most seem convinced they will return).

Randall is pretty sure that if he is able to get the fire spell to work underwater, it will act as a Wall of Steam, with the same properties as his steamballs.

Trace and the sharks maintain a lookout outside the Treasure Room.

(ooc: map on the way. Please post any adjustments to your location)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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  d20+18=23 d20+18=28
Friday November 23rd, 2007 11:11:18 PM

Grimacing slightly as he feels the depths of the water pressure his body (1st fort save d20+18=23 made !!, 2nd fort save d20+18=28 made !) Kazak shakes it off " grrr .... we can't stay here forever " growls the dwarf

Pausing a moment of the dilema of not being alble to carry all the treasure " we gotta figure a way to get more of this stuff "

Ggriining widely he fishes out an extra shirt and lays it next to the pile of daggers and starts stacking the weapons on the spread out shirt ..... once stacked neatly he tucks in the sides and ties the sleeves together to form a neat carrying handle for the bundled up daggers " not bad if i say so meself "

Eyeing the tridents " anybody have 10'ft of rope??" inquires Kazak " again bundling the tridents together he aquires the rope and wraps each end of the stacked together weapons with the rope attached to both ends as a handy carry grip." ya can just carry this by putting the rope on ye shoulder ... nice balanced load "

" anyone have an idea for all that armor ?? ... i figure the conch we can just carry out by hand .... i'll make room for dat chess set in ma haversack ... thats an intresting game "

" we can always tie the paintings and other stuff togther and drag it up to the surface unless any of you magic men have some better mode of transportation "

"Dem statues are beyond me .... are they magical ??" asks Kazak

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)



Quinn AC 33 HP 149(137)/110(98)  d20+16=34 d20+16=34 d20+7=25
Saturday November 24th, 2007 8:45:53 AM

Quinn again feels uneffected by the crushing depths as he moves about, and Quinn's thoughts go to Gargul as he must be protecting him.

Fort save 34 and 34

Quinn looks around at his friends picking through and stuffing their pockets with treasure and he does not help as his thought are with the tritons that are dead and undead. Quinn's only comment is "Leave some for the Triton's to start fresh."

Quinn pauses before continueing as Kazak's words ring true "Our magical protections will not last forever. We should make haste in finishing off the wraiths."

Quinn then looks at Peerimus the octipi "Please give me the Triton's body, unless you are taking responsibility for her last rites." Quinn hold out his arms for the body.

Quinn will wait a few moments and leave with or without the body and go back into the thrown room "Looks like I am the bait as I bless this tragic ground."

Quinn will use his time to gather the remains of the Tritons and place them by the remains of their king.

Quinn will attempt to remeber any tid bits for last rites in the Triton religion.

Knowledge Religion 25

Quinn will then concecrate the ground around all of the bodies and perfrom and rites of the Triton religiion he can recall from his earlier teachings.

Quinn will not turn a blind eye as he is keeping watch for the wraiths and hopefully his new friends.

0 Level (6) (DC: 17)
Light x2* Read magic x2 Detect Magic x2

1st Level (7/1) (DC: 18)
True Strike(d) Hide from Undead* Entropic Shield Shield of Faith* Divine Favor Comprehend Languages* Protection From Evil x2*

2 level (7/1) (DC: 19)
See Invisible (d) Aid* Bull Str. Bears Endurance* Silence Consecrate Align weapon

3rd Level (6/1) (DC: 20)
Fly *(d) Dispel Magic Magical Vestments x2 **Inviso Purge* Waterbreathing x2 **

4th Level (5/1) (DC: 21)
Dimension Door (d) Summon Monster IV Spell Immunity Divine Powder* Greater Magic Weapon * Restoration *

5th Level (4/1) (DC: 22)
True Seeing (d)* Summon Monster V Flame Strike Spell Resistance Righteous Might*

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


Savin 
Saturday November 24th, 2007 3:52:43 PM

Savin smiles and pulls out his own nearly empty Hewards Haversack and says, "We can fill up mine as well. Just make sure that the daggers have sheaths on them or we could run into trouble. Don't bother with the armor unless it is magic. No sense weighing us down.

Savin finishes his chores and then with a regretful sigh, takes off his peripept of wisdom and stores it in a pocket. He takes the amulet that Firn'ger is offering and pins it on.

"Where do you think we should try and spring this trap? I don't mind trying this for a while, but if the wraiths don't come, then I vote to get out of here. I feel the need to get some dry land under my feet.

(ooc Savin is normal sized again. Potion would have worn off by now.)

Vinder the Hilt HP 78/102  d20+8=12
Sunday November 25th, 2007 11:12:36 AM

Vinder pulls the scrolls from the rotted chest to try and determine what they could be. (Decipher Script 12, +5 from Jack)

Otherwise, he's not too concerned about the remaining items. "We shouldn't bother with the rotted stuff."

Active Spells/Items
Endure Elements (Peerimus): 48 hours
Cloak of the Manta Ray - breathe underwater
Freedom of Movement (Peerimus): 270 min 7 rounds


Durgan AC/touch 30/16 Hp 156/156 Speed30 
Sunday November 25th, 2007 6:49:14 PM

OOC- are the paintings ruined?

"I wonder why they had so many wooden made weapons? Surely they knew the things would rot quickly underwater?"

"Well do we have any way of drawing the dead beasties out?"

Active Effects:
pearl of the sirines
extended Endure Elements(from Peerimus)
everburning torch(tucked into belt)

Items used:
potion of blur
potion of protection from evil


Firn'gaer 
Monday November 26th, 2007 8:42:40 AM

"If we have what we came for we should leave. That inevitable is heading towards our home, and I don't think the villagers are going to react well to it." He says.

Randall 
Monday November 26th, 2007 12:16:19 PM

"I suggest that we leave the mondane stuff behind and get our of here... for now. We know what we're facing so we should take the loot, get better prepared and then come back to finish off the wraiths. They're not going anywhere. And then we can always clean out the rest of the loot. "



Treasure Room - Four Bags Full? [DM SteveK] 
Monday November 26th, 2007 1:42:03 PM

(94 rounds underwater)OOC-please track which round your spell durations begin, so you know when they end.

Kazak wraps the 34 daggers into an overlarge package that he'll tote on his pack, and manages to stuff in the chess set before the HHH is full.

Quinn suggests that they leave some stuff for the Tritons to return, and asks for Tieria's body from the Giant Octopus. When the Octopus says nothing, Quinn leaves the treasure room and thinks on the process to gather the triton dead and consecrate the place. The cleric knows of locations of several triton bodies and estimates about 5-10 minutes to locate and collect them all in the watery darkness and place them at the throne (There are two bodies in the east chamber, two at the front doors, three in the central chamber, and five on or near the dias that Quinn can remember). He wonders if he should really take that much time...
(ooc: please confirm or alter Quinn's intended actions in light of new information :-)

Savin offers his HHH to bring more stuff, but the question remains... what stuff is he going to stuff inside?

Vinder pulls the scrolls from the chest and discovers they have not fared well in the water. They come apart at first touch with bits of paper and papyrus floating in the water.

Durgan checks out the paintings and wooden weapons, noting that though there had been some type of waterproofing on them, the fifty years of laying abandoned in the water has done its work. The oil-based paint is still good, but any movement will probably make the canvas and wood come apart.

Firn'gear continues to worry about the onward moving Inevitable and its effect on the Gateway Downs.

Randall suggests everything else is left behind.

Peerimus makes no movement or sound, well, he is an Octopus right now! But as he thinks about speaking with the others, there is an itching on one of his tentacles. Closer inspection reveals that the broken spiral tattoo is there and is the center of the itch...

Stuff Left: 34 daggers, 9 crossbows (wood rotten), 320 bolts (wood rotten), various bits and pieces of lead and iron, 2 carved marble candelabra, several six foot red marble statues (winged woman without arms, medusa, hydra, lion, minotaur, centaur, satyr), 12 piece blue-and-white china tableware set, 8 framed paintings, 1 wooden vestibule screen, and 1 rotten wooden chest filled with non-magical scrolls.

(ooc: map on the way. Please post any adjustments to your location)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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 
Monday November 26th, 2007 1:43:32 PM

(ooc:well, it took a fdisk to get back, now my days are filled with installing all my software wich I have tons.)

Trace throws down his haversack for the others to fill and pulls out his 100' rope. I suggest we try and put the treasue into a pile and then teleport it and us back to hernamar, spend the night and teleport back here and do some hunting. Taking the treasue without killing the wraiths dosnt sit right with me. Besides when we are in town we can resupply and get an item or two that will help deal with the problems of wraith killing.

Quinn 
Monday November 26th, 2007 2:32:29 PM

Quinn agrees with Trace and Randall and stays by the treasure room door "Great Idea Brothers. I am looking to get dry as soon as possible. I can teleport myself and four back to the Inn. We can get dry and prepare to take care of the Wraiths in the morning. It will give me more time to prepare the Tritons for their final undisturbed rest."

Quinn looks around "Who is coming with me?"

Quinn looks up at the floating octipi "You keep the Triton for now as you seem reluctant to put her in my charge. I plan on bringing her back to her home in the place tomorrow."

"I will buy the first round at the bar, that is as long as it does not have salt in it."

Quinn will greater teleport himself and any volunteers (preferably Kazak, Durgan and Trace, Savin) back to the Inn. "I trust the Wizards can handle the rest."

Randall 
Monday November 26th, 2007 3:04:40 PM

" No teleport spells here. The magic involved go against my chosen school. I either go along or make my own way back 'on foot' so to speak. And don't get to comfortable at that inn Quinn, we should take the loot to the Catacombs and get some better gear before coming back here to deal with the undead. "



Vinder the Hilt HP 78/102 
Monday November 26th, 2007 4:55:13 PM

Vinder hustles over to Quinn when he hears the cleric is about to teleport back to town.

"I'm ready to go!" he almost hollers, eager to get out of here. "Let's go!"

Active Spells/Items
Endure Elements (Peerimus): 48 hours
Cloak of the Manta Ray - breathe underwater
Freedom of Movement (Peerimus): 270 min 6 rounds

Durgan AC/touch 30/16 Hp 156/156 Speed30 
Monday November 26th, 2007 7:27:47 PM

"Huh? Yer leavin? No self-respectin dwarf leaves a job unfinished. We got the job, got the payment, but didn't finish the job yet. I ain't goin anywhere till the wraiths are destroyed. I'm not sure we really even earned the money considering the girl died. I figgerd a dead hunter such as yerself woulda agreed with that but I guess not. It's the least we can do to repay what we owe to the poor lass and her people."

Durgan gets his weapon and shield ready, then keeps a lookout for the wraith. He is not going anywhere yet.

Active Effects:
pearl of the sirines
extended Endure Elements(from Peerimus)
everburning torch(tucked into belt)

Items used:
potion of blur
potion of protection from evil

Posting Report For: 
Monday November 26th, 2007 7:43:06 PM

Game #4 Children of Chaos
For the week of November 19, 2007

Name-MTWRFSS

DMSteveK- -X2-XOO
Adm BZ- turned it back over...
Durgan- XXX-OOX
Firn'gaer- OOO-XOO
Kazak- XXX-XOO
Peerimus- XOX-OOOO
Quinn- 2XXXOXO
Randall- XOXXOOO
Savin- 2OX-OXO
Trace-XXO-OOO
Vinder-OO2-OOX

notes: Thanksgiving day on Thursday. Hope everyone enjoyed it.

Submitted by Adm BrianZ

an excerpt from the journal of Dweezil the imp:

Dweezil sat bored while the adventurers collected the loot. Spoils of battle. Then he smiled. They seemed to be doing a thorough job of looting the place. Were there some weak morals here? His master will be pleased...


Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge 
Monday November 26th, 2007 11:25:28 PM

"I'm with you brother .... we stay and finish the wraithking ..... free his soul " growls Kazak

" The Tritons cannot reclaim their home until he is put to rest "

"But we're taking the loot when we leave " winks the 4'1" 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)



Savin 
Monday November 26th, 2007 11:32:24 PM

Savin smiles at Durgan and says, "We were asked to kill the golems and in return, we would recieve the treasure minus the magic conk that she wanted for her people. She never mentioned the sea trolls. We killed them. We also killed the golems as we were supposed to. Tieria also never mentioned the wraiths. She wasn't very straight forward with us and her deceit could have caused us our lives. I was almost turned into a wraith.

Still I am willing to use part of our treasure to have the triton raised and still give her the magic conk that she desired. I wish Quinn would perform the rite, but he is so arrogant in his beliefs that he knows his God's desires that he won't so we will have to find a different cleric. I am hoping he will learn humility if Gargul decides to raise her.

I am willing to come back but the wraiths have wisely hidden themselves from us. Let us return to dry land, protect the town from the metal man and possibly aid him in his fight against the lich and then come back.

Of course if you can get the wraiths to appear before I am finished packing up this loot, I will gladly join you in the fight."

Savin will take the smaller items first, 2 carved marble candelabra, the daggers as long as they have sheathes,12 piece blue-and-white china tableware set etc. He will keep going until he runs into a room problem or finds he can't get the item into the haversack. (assuming the statues would be to heavy as well as the wooden vestible.)

Peerimus 
Tuesday November 27th, 2007 8:53:28 AM

Peerimus takes human form again. "I have heard enough. None of us deseerve any of this treasure. Apparently you just don't get it. WE...KILLED...HER! Father open your eyes for the love of what is good. It matters not who cast the spell, the fact remains in battle we directly killed her as surely as if we had plunged a sword through her. Now you audasitly rationalize the taking of the treasure because the triton did not answer unasked questions about sea trolls. Creatures I could have destroyed by my self without much effort. Are you so self deploring in your own skills to think you were really ever in danger from them? I ask any of you. Did we ever levy a question about other dangers encountered? NO! I can say why for my part and that is becasue there would not be anything worth mentioning to us. Would we hold the men and women of Heranmar in such contempt if they did not tell us of the ogres lairing nearby the Trade Road if we were attacked!? NO! Because they are inconsequential and our skills and powers far exceed thiers! Trolls indeed. Tieria also said she had never been inside the palace, the wraith are inside the palace. Use your head, she did not know."

"The treasure is blood money, her blood, Tieria and anythin you purchase is tainted with her soul. I will stay to destroy the wraith as the Tritons can not reclaim thier home if we do not. The treasure belongs to the tritons. Our bargain was with Teiria, we killed her and so to killed the bargain. When we destroy the wraiths, we can speak to the tritons about what value they place upon the life of Tieria. I had hoped it would not come to this, but it has. Leave the treasure, it is not yours to take."

Level 0:
Create Water x2, Mending, (2) Read Magic, Detect Magic
Level 1:
Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal
Level 2:
*(3) Barkskin, (4) Resist Energy
Level 3:
(2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight
Level 4:
(3) Freedom of Movement, Rusting Grasp, Control Water
Level 5:
Animal Growth, ***(3) Extend Freedom Movement
Level 6:
Heighten Extended Freedom of Movement, *Heighten Poison, Greater Dispel Magic, Heighten Control Water
Level 7:
**(2) Heal, *Sunbeam, Heighten Wall of Stone

Spells:
Extended Endure Elements 48 hours
Wildshape 3/5 14-hours
Barkskin +5 132.0 minutes
Daylight 60' radius +60 shadow 132.0 minutes

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 
Tuesday November 27th, 2007 11:30:51 AM

Looks at Peerimus with an opened mouth before slinging his now full haversack back on...

" Okee then... well, I better get back to town now.. Fluffy gets cranky when I'm away for to long. Quinn, I'll go with you if you have the room. If not, whoever's coming, let's get out of here. "



Treasure Room - Five Bags and Company [DM SteveK]  d20+26=44 d20+16=27 2d6(6+4)=10 d8=5 d20+7=22 d20+7=16 d20+7=26 d20+7=22 d20+7=16 d20+7=25 d20+7=8 d4=4 d4=4 d4=2 d6=6 d6=2 d6=1 d20+10=20 d20+6=14 d20+6=19 d20+6=13 d20+6=23 d20+6=16 d20+6=24 d20+6=20
Tuesday November 27th, 2007 12:08:30 PM

(95 rounds underwater)OOC-please track which round your spell durations begin, so you know when they end.

Trace shakes his head, freeing himself from a irritable virus (ooc: welcome back!) and then helps with the group. He brings off his HHH to fill more stuff, but also speaks his reservations about getting the loot without killing the wraiths.

Quinn prepares to teleport back to Heranmar with the bulky loot along with volunteers, but only Vinder seems willing. He tells Peerimus and the others that they need to come back to lay to rest the wraiths and the triton dead to include Tieria.

Randall states he can't teleort and will make his way back to the Swan Boat.

Vinder is more than ready to teleport to Heranmar! He stands by Quinn to make use of the spell.

Durgan and Kazak are adamant in NOT going anywhere until they have another crack at the wraiths.

Savin is able to put all the vaulable items minus the statues and vestibule panelling in his HHH. He doesn't do the daggers (no sheaths), but Kazak already has a plan on those. The monk also remakes the suggestion of raising Tieria with some of the treasure, lamenting that Quinn is not willing to provide the service despite Gargul being the god of life as well as death...

Peerimus goes a bit further. Unable to contain himself more, he reverts to human form and berates the CoC on misunderstandings, misinterpretations, and mis-guided thinking. "We killed Tieria, so we killed the bargain", he coldly tells his friends.

Stuff Left: 9 crossbows (wood rotten), 320 bolts (wood rotten), various bits and pieces of lead and iron, several six foot red marble statues (winged woman without arms, medusa, hydra, lion, minotaur, centaur, satyr), 8 framed paintings, 1 wooden vestibule screen, and 1 rotten wooden chest filled with bits of floating paper and some non-magical scrolls.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

And it is at this moment that the Wraiths return. Floating up from the floor of the treasure room, they are too far away from the sharks to give the CoC any early warning.

The Wraith King floats up first, only the upper part of his body above the floor (and overcoming the Hide from Undead spell: DC20). A deathly hate strikes at Durgan as the Wraith reaches out his hand. "You will join me eventually. Do not delay", breathes the malevolent voice. The intimidating presense encourages Durgan to weaken.

(Intimidate: 44 Durgan roll d20 + character level + Wisdom bonus + any modifier vs fear) Failure means Durgan is Shaken for one round (--2 attack rolls, ability checks, and saving throws).

The King then touches the dwarf, draining him again. (AC 27, Dam 10 + 5 CON (ie 39 additional hit points loss)

Then the other wraiths arrive. It looks like the Wraith King is attempting a different tactic, for two wraiths rise up from the floor and strike at Savin, Randall, and Peerimus. A seventh wraith joins its King in attacking Durgan.

c DC 16 fails to see Peerimus
d DC 19 touch AC 16 hit Peerimus Dam 4 + 2 CON
e DC 13 fails to see Savin
g DC 23 touch AC 22 miss Savin
i DC 16 fails to see Randall
j DC 24 touch AC 25 hit Randall Dam 2 + 1 CON
f DC 20 touch AC 8 miss Durgan

Peerimus loses 8 dam and 8 CON (ie 56 additional damage)
Randall loses 2 dam and 1 CON (ie no additional)

Whispers surround the Children of Chaos urging them to succumb to death and join the wraiths. It would be so easy...

(ooc: 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 
Tuesday November 27th, 2007 12:20:44 PM

Trace's face flushes red even under this cold water.

I did not come down here to walk away empty handed, yes we did ask her, cause I did and she would not tell all and everyone was fine with that. Search your memory, I asked just before we met the golems.

I......am headed back with my share of the treasue, going to get a couple of better supplies to deal with undead and underwater fighting and then come back and search for the dead. That is what I am doing. After that I will pay a portion of the fee to riase the triton. After that this underwater adventure is done and we can try and catch up the the machine and make sure no one gets in its way.
I am not going to stay down here unprepared, the wraiths can wait 24 hours.

Trace loads what he can into his HHH and is ready to travel.

Oh, and who every isnt able to travel by teleport, I have a swan boat token, I will travel that way if someone wants to take my place in the teleport.

Vinder HP 78/102 AC 26 (2 weapon defense, dodge c)  d100=35 d20+16=31 d4+2=6 d6=4
Tuesday November 27th, 2007 12:37:53 PM

Vinder is shocked at Peerimus' harsh words, but doesn't have time to respond. The wraiths are back and his friends are in trouble.

Vinder moves to BI 15, freeing his knives as he does. In a bubbling holler, he lunges forward at wraith c with a steaming dagger.

Forgot what hit or miss chance is, but rolled a 35%
If that's good, he hits wraith c AC 31 for 6 normal damage + 4 fire damage = 10 total damage

Active Spells/Items
Endure Elements (Peerimus): 48 hours
Cloak of the Manta Ray - breathe underwater
Freedom of Movement (Peerimus): 270 min 5 rounds

Quinn AC 33 HP 136/110  3d8(3+6+6)+13=28
Tuesday November 27th, 2007 1:26:02 PM

ooc: Please note that all party members have on hide from undead and the undead must make a will save DC 18 to see each of us. Until Quinn attacks this turn.
DM SteveK: thanks for the reminder... I made changes in the DM Post

----------------------------------

Quinn understands the dwarves reluctance to leave the wraiths "Finding the wraiths is the problem currently cousins."

Quinn is glad to see that Peerimus finally turns into something that can communicate with the group, that is until he opens his mouth. "I think we can wait to have this discussion once we are all dry as being wet has made us cranky."

Quinn does not get to finish his conversation with Peerimus. Once Quinn sees the wraiths attack, he happy and concerned at the same time. Glad the wraiths showed up to be sent to Gargul and concerned for his new friends.

Quinn steps into the room and cast cure critical wounds mass targeting all the Wraiths, Vinder, Kazak, Randall, Durgan, Quinn.

Cure 28
Damage 28 to all wraiths

Sacrified summon monster VII

0 Level (6) (DC: 17)
Light x2* Read magic x2 Detect Magic x2

1st Level (7/1) (DC: 18)
True Strike(d) Hide from Undead* Entropic Shield Shield of Faith* Divine Favor Comprehend Languages* Protection From Evil x2*

2 level (7/1) (DC: 19)
See Invisible (d) Aid* Bull Str. Bears Endurance* Silence Consecrate Align weapon

3rd Level (6/1) (DC: 20)
Fly *(d) Dispel Magic Magical Vestments x2 **Inviso Purge* Waterbreathing x2 **

4th Level (5/1) (DC: 21)
Dimension Door (d) Summon Monster IV Spell Immunity Divine Powder* Greater Magic Weapon * Restoration *

5th Level (4/1) (DC: 22)
True Seeing (d)* Summon Monster V Flame Strike Spell Resistance Righteous Might*

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


Quinn Supplimental  d100=59 d100=87 d100=76 d100=36 d100=95 d100=92
Tuesday November 27th, 2007 3:54:40 PM

Forgot the 50% miss chance

Master 59

Regualr wraiths 87, 76, 36, 95, 92

Savin ac 28 hps 137/137  d20+12=24 d100=6 d20+12=26 d100=73 d20+12=26 d100=71 d20+7=12 4d6(4+4+1+6)+14=29 4d6(1+6+3+3)+14=27
Tuesday November 27th, 2007 5:08:12 PM

Savin is shocked to hear Peerimus's words and is about to respond when the wraiths attack. He is relieved to be fighting with the wraiths as opposed to Peerimus.

Savin blasts into his attacks striking out with his magical gloves. He swings with a flurry of blows hitting:

ac 24 but missing because of the 50% miss chance
ac 26 rolled 73 for 29 points of damage
ac 26 rolled 71 for 27 points of damage
ac 12 miss

(ooc did a 6 point powerattack)

Kazak Ac 34 Hp 151/158 (177/184 BE) Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge  d20+24=27 d20+19=28 d20+14=26 2d8(4+8)+5=17 2d8(5+3)+5=13 2d8(7+7)+5=19
Tuesday November 27th, 2007 5:35:04 PM

Feeling the infusion of Quinn's healing the dwarf steps to help Randell (5'ft move)using his long reach his stone blade slices thru the water towards the wraith(J)

1st swing d20+24=27 damage 2d8(4+8)+5=17
2nd swing d20+19=28 damage 2d8(5+3)+5=13
3rd swing d20+14=26 damage 2d8(7+7)+5=19

(Kazak has cleave feat , might get him to wraith (I))

"I'd send ya to rest ya soul" growls 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)



Randall ( HP 61/63, AC 18)  d20+22=24 4d4(1+4+2+2)=9 4d6(6+4+2+5)+26=43 2d6(6+2)+13=21 2d6(5+2)+13=20
Tuesday November 27th, 2007 8:38:41 PM

"DAMN!!!!"

Randall takes a five foot step back, raises his staff and casts a wall of steam directly in front of him.

ooc>
Spell check 24
Casts a wall of steam centered at BH9, 80 feet in length. Unfortunatly, two of my team mates get caught in it too...
J, I, and F take 9 points of damage.
W takes 43 points of damage.
Trace takes 21 points of damage and Durgan takes 20. No saving throws but spell resistance is allowed ( sorry guys ).

=====================
Effects
Pearl
Extended Resist Element
Con damage 1

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 X, 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 41/27 Hp 113/156 Speed30  d20+17=18 d20+12=32 d20+7=13 d10+11=21 d10+11=16 d10+11=15 d100=6 d100=55 d100=72
Tuesday November 27th, 2007 11:22:02 PM

OOC- dropped the enlarge, Intimidate-max is 35 so didn't roll, dmg taken- (10-39-20 +26gain)

Durgan growls at the king. "I ain't impressed. Ye are not the ugliest thing I've ever fought." The discussion about the treasure would have to wait. Durgan was glad Peerimus spoke. His views reflected the dwarf's own mood.

Actions:
Durgan enters a defensive stance and also fights with his focus on defending against the wraiths' attacks.(target the wraith king)
defensive stance- +2STR,+4CON(+26Hp),+4 Dodge AC, reach(item), dur- 11rounds
combat expertise- -5 attack, +5 Dodge AC
defensive weapon- -2 hit, +2 AC(stacks with anything)
net -6 hit/+1 dmg, +9 dodge AC, +2 unnamed AC

attacks: 18(nat 1), 32(nat20!), 13 ,50%= 6, 55, 72
dmg: 21, 16, 15

Active Effects:
-pearl of the sirines
-extended Endure Elements(from Peerimus)
-everburning torch(tucked into belt)
-shaken- dur 1round, (-2 attack rolls, ability checks, and saving throws).
- -5 CON (-39Hp)

Items Used:
potion of blur
potion of protection from evil

Edit: I forgot the -2 to attacks for being shaken, this puts the attacks at: 16, 30, 11

Trace  d20+25=40 d20+25=40 d20+20=36 d20+17=35 2d6(3+4)=7 2d6(2+6)=8 2d6(3+1)=4 2d6(5+1)=6
Wednesday November 28th, 2007 2:13:53 AM

Trace is right on top of the closest wraith, allmost tooclose to use bow, allmost. Trace lets go four arrows at the nearest wraith. Trace thinks to his bow, "allright buddy,let me know who starts to think about us and we will weigh our options between us and who needs help the most.

hit ac 40 7holy
hit ac 40 8holy
hit ac 36 4holy
hit ac 35 6holy
25 total holy damgage

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

Peerimus Touch AC 22 HP 101  d100=68
Wednesday November 28th, 2007 8:17:11 AM

As he knew they would the arguements and reactions begin. The question to him now was how far would he go to prevent his companions from stealing the treasures. What they are specifically saying he is not really paying attention to. Then in an instant the wraith reappear and that matter is set aside. The Haversack and coral fall from his hands [Free actions] and he draws his staff.

With both hands he brings it around on the wraith Vinder just struck [c], but the the weapon passes through the creature.

"Force spells, take down the king with Force Spells!

Level 0:
Create Water x2, Mending, (2) Read Magic, Detect Magic
Level 1:
Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal
Level 2:
*(3) Barkskin, (4) Resist Energy
Level 3:
(2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight
Level 4:
(3) Freedom of Movement, Rusting Grasp, Control Water
Level 5:
Animal Growth, ***(3) Extend Freedom Movement
Level 6:
Heighten Extended Freedom of Movement, *Heighten Poison, Greater Dispel Magic, Heighten Control Water
Level 7:
**(2) Heal, *Sunbeam, Heighten Wall of Stone

Spells:
Extended Endure Elements 48 hours
Wildshape 3/5 14-hours
Barkskin +5 131.9minutes
Daylight 60' radius +60 shadow 131.9minutes

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  5d4(4+4+4+2+1)+5=20 d20=13
Wednesday November 28th, 2007 9:49:54 AM

Firn'gaer levels his wand at the Wraith King, W, and looses a volley of magic missiles.

Magic Missile - 20 points [concentration to speak properly DC 33]

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 - 17 minutes
silenced mass enlarge person - 4 minutes
heightened(6th) resilient sphere - 4 minutes

Wand charges used - 3
Lhari charges used - 2

Spells Prepared
0 -- dancing lights(r), ghost sound(r), light *2, prestidigitation(r), read magic *2

1 -- endure elements x4, magic missile x2,

2 -- extended mage armor*, silenced mage armor, silenced magic missile x2**, silenced ray of enfeeblement x2

3 -- silenced extended elf sight, silent invisibility x2, silenced knock, silenced mirror image, silenced scorching ray

4 -- extended water breathing*, silenced dispel magic x2, silenced haste, silenced slow*

5 -- silenced extended water breathing x2*, silenced black tentacles, silenced mass enlarge person*

6 -- extended overland flight*, silenced empowered fireball, silenced extended polymorph*

7 -- silenced heightened(6th) resilient sphere*, silenced mage's lucubration


SteveK - ooc 
Wednesday November 28th, 2007 11:38:03 AM

will be a late post tonight.

QUinn supplimental  d20+18=23
Wednesday November 28th, 2007 12:45:57 PM

Concentration check 23 to cast underwater.

Treasure Room - Five Bags and Company-2 [DM SteveK]  d20+14=15 d20+6=10 d20+6=25 d20+6=9 d20+6=13 d20+6=10 d20+6=15 d20+6=7 d100=77 d100=55 d100=8 d100=84 d100=5 d100=59 d100=49 d100=92 d100=24 d100=92 d20+7=20 d4=1 d6=3 d20+7=18 d20+7=24 d20+7=20 d4=3 d6=3
Wednesday November 28th, 2007 10:42:57 PM

(96 rounds underwater)OOC-please track which round your spell durations begin, so you know when they end.

Last Round:
Durgan loses 10 + 5 CON (ie 39 hit point loss from CON loss)
Peerimus was missed due to the Ghost Armor he wears)
Randall loses 2 dam + 1 CON (ie no hit point loss from CON loss)

Vinder moves in with his daggers to support Peerimus but fails to strike the incorporal spirit. (over 50% to hit)

Quinn casts a Mass Cure spell, catching all the wraiths and Durgan, Peerimus, Savin, and Randall. The CoC wounds close, but the CON loss (and those hit points) are not restored. The wraiths scream and moan as positive energy floods the treasure room. One suceeds in being incorporal and another overcomes the spell with sheer will, but the rest are blasted, even the King Wraith! (two additional % rolls both strike)

Savin immediately turns his fists on one assailant, and destroys the wounded wraith with two great blows. released!.... and the wraith is gone.

Kazak strikes three times at J, but only one axe swing connects, the others passing harmlessly through (% hit 8, 84hit, 5)

Randall shouts an explicative, backs up and is able to concentrate enough to form a steam wall. The wraiths flicker in and out, J and F not being touched, but I and the King get steamed along with Trace and Durgan.

Durgan shrugs off the King's attempt at intimidation and moves into the immovable stance of a Dwarven Defender. Durgan ignores the steam wall, the other wraiths, and concentrates on two strikes into the large King Wraith.

Trace also ignores the wall steaming him like a lobster. He and his bow are able to ignore the flickering of the wraiths, and four arrows bury themselves into wraith J and I. With whispered thanks, they dissolve into the waters.

Peerimus attempts to defend himself and is unable to connect against the incorporal attacker.

Firn'gear levels his wand and four beads of force strike the Wraith King. Rising up, the great shadow wails. I must protect my people, Vinizier, from golems, from death, from youuuu...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The four remaining wraiths wail thier hatred and unendurable loss. Free of the King Wraith, they redouble thier efforts to rend and bring the CoC to death with them.

C attacks Vinder touch AC 20 Dam 1 + 3CON (ie 26 points due to CON loss)
D attacks Peerimus and misses
E attacks Savin and misses
F attacks Durgan touch AC 20 Dam 3 + 3CON (ie 13 points due to CON loss)

(ooc: 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 151/158 (177/184 BE) Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge 
Wednesday November 28th, 2007 11:28:07 PM

"I hate ghosts " growls Kazak " ya can't get a grip on dem "

Holding his position the dwarf survey's the battle field and watches as the wraithking fades away "not a good way to exist " as Kazak shakes his head sadly

Finally he moves towards his brother Durgan and takes a flanking position " i got ya on ya left "

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)



Savin ac 28 hps 137/137  d20+18=25 d20+18=35 d20+18=35 d20+13=29 d100=38 d100=41 d100=81 d100=71 4d6(3+1+5+4)+8=21 4d6(6+4+6+6)+8=30
Thursday November 29th, 2007 7:52:01 AM

Savin turns his fists upon the one Wraith still facing him and with a regular flurry of blows (no power attack) he swings at his ghostly foe.

Hit ac 25 missed 50% roll
Hit ac 35 missed 50% roll
Hit ac 35 made 50% roll damage 21
Hit ac 29 made 50% roll damage 30

total of 51 points of damage

Quinn AC 33 HP 136/110  d20+18=35 2d8(3+7)+13=23 d100=92 d100=62 d100=91 d100=97
Thursday November 29th, 2007 7:59:37 AM

OOC: Hide from undead is over.

--------------------------------

Quinn sees the wraiths leaving to be judged and is pleased. "Lets finish them off."

Spell cast concentration check 35

Quinn sacrifices Banishment to cast cure moderate wounds mass.

Targets - 4 wraiths, Kazak, Durgan, Vinder, Randall

Cure 23
Damage to Wraiths 23 - DC 23 for half damage

Concelment rolls - 92, 62, 91, 97

"It looks like Gargul has blessed us all."

0 Level (6) (DC: 17)
Light x2* Read magic x2 Detect Magic x2

1st Level (7/1) (DC: 18)
True Strike(d) Hide from Undead* Entropic Shield Shield of Faith* Divine Favor Comprehend Languages* Protection From Evil x2*

2 level (7/1) (DC: 19)
See Invisible (d) Aid* Bull Str. Bears Endurance* Silence Consecrate Align weapon

3rd Level (6/1) (DC: 20)
Fly *(d) Dispel Magic Magical Vestments x2 **Inviso Purge* Waterbreathing x2 **

4th Level (5/1) (DC: 21)
Dimension Door (d) Summon Monster IV Spell Immunity Divine Powder* Greater Magic Weapon * Restoration *

5th Level (4/1) (DC: 22)
True Seeing (d)* Summon Monster V Flame Strike Spell Resistance Righteous Might*

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 - ended

Rod of Extend 2/3
Rod of silent lessor 0/3
Pearl of Power - unused

Undead Turn 3/10


Vinder HP 52/102 AC 26 (2 weapon defense, dodge c)  d100=53 d100=85 d100=19 d100=82 d20+15=18 d20+15=30 d20+10=17 d4+2=6 d4+2=3 d4+2=5 d6=3 d6=1 d6=3
Thursday November 29th, 2007 10:40:05 AM

Vinder loses a step when the wraith's cold sucking touch drains his strength. He sucks in a deep watery breath and grits his teeth.

He gives the attacking wraith a nasty look and then slashes right to left, left to right, and brings both blades back in a scissoring motion.

3 attacks hit Wraith C (53%, 85%, 19%, & 82%)
Hits AC 18 for 6 normal damage + 3 fire damage = 9 total damage
Hits AC 30 for 3 normal damage + 1 cold damage = 4 total damage
Hits AC 17 for 5 normal damage + 3 cold damage = 8 total damage

Active Spells/Items
Endure Elements (Peerimus): 48 hours
Cloak of the Manta Ray - breathe underwater
Freedom of Movement (Peerimus): 270 min 4 rounds

Firn'gaer  d20+20=26 5d4(1+2+4+3+3)+4=17
Thursday November 29th, 2007 11:46:26 AM

Firn'gaer targets a wraith on Peerimus and looses another charge from his wand. [or the closest if not one on Peerimus]

Magic Missile - 17 points [Concentration check DC26]

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 - 17.4 minutes
silenced mass enlarge person - 4.4 minutes
heightened(6th) resilient sphere - 4.4 minutes

Wand charges used - 4
Lhari charges used - 2

Spells Prepared
0 -- dancing lights(r), ghost sound(r), light *2, prestidigitation(r), read magic *2

1 -- endure elements x4, magic missile x2,

2 -- extended mage armor*, silenced mage armor, silenced magic missile x2**, silenced ray of enfeeblement x2

3 -- silenced extended elf sight, silent invisibility x2, silenced knock, silenced mirror image, silenced scorching ray

4 -- extended water breathing*, silenced dispel magic x2, silenced haste, silenced slow*

5 -- silenced extended water breathing x2*, silenced black tentacles, silenced mass enlarge person*

6 -- extended overland flight*, silenced empowered fireball, silenced extended polymorph*

7 -- silenced heightened(6th) resilient sphere*, silenced mage's lucubration

Peerimus Touch AC 22 (24) HP 101  d20+12=15 d20+7=8 d100=2
Thursday November 29th, 2007 6:00:31 PM

Peerimus nods slightly to himself as the king wraith goes down and stores this Vinizier word for later study. Perhaps an ally of the king, or a friend or perhaps more.

Peerimus takes another pair of strikes at the [c] wraith still attacking him.
[Attacking Defensive to boost AC +2 Dodge reflected in stats ()]

But again the incorporeal nature of the opponent allows it to elude him. Peerimus is not too concerned, Firngaer and Quinn have the real weapons in this battle. his task at hand it to occupy the wraith and allow them to work

Level 0:
Create Water x2, Mending, (2) Read Magic, Detect Magic
Level 1:
Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal
Level 2:
*(3) Barkskin, (4) Resist Energy
Level 3:
(2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight
Level 4:
(3) Freedom of Movement, Rusting Grasp, Control Water
Level 5:
Animal Growth, ***(3) Extend Freedom Movement
Level 6:
Heighten Extended Freedom of Movement, *Heighten Poison, Greater Dispel Magic, Heighten Control Water
Level 7:
**(2) Heal, *Sunbeam, Heighten Wall of Stone

Spells:
Extended Endure Elements 48 hours
Wildshape 3/5 14-hours
Barkskin +5 131.8 minutes
Daylight 60' radius +60 shadow 131.8 minutes

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 63/63, AC 18)  d20+22=29 5d4(1+1+2+3+3)+1=11
Thursday November 29th, 2007 6:57:44 PM


Randall drops his wall of steam and unleashes a barrage of magic missiles towards one of the remaining wraiths (D).

ooc>
Spell check 29
15 damage

=====================
Effects
Pearl
Extended Resist Element
Con damage 1

Cantrips
2-Light, 2-Ray of Frost, 1-Mage Hand,
1-Open/Close
First level (7):
2-Shield, 5-Magic Missile XX
Second level (7):
2-Darkness,2-Mirror Image X, 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 41/27 Hp 113/156 Speed30  d20+17=26 d20+12=21 d20+7=9 d100=59 d100=44 d100=17 d10+9=14 d10+9=13 d10+9=16
Thursday November 29th, 2007 9:56:15 PM

OOC- was Durgan hit this round? His touch armor should be 27(I believe I calculated correctly)

Durgan nods at his brother as he takes up a nearby fighting position. "Watch out fer the steamin wall. It's a doozy. It seems the beasties are a bit determined? Let's show them how dwarves deal with determination."

Actions:
Durgan attacks the nearest wraith(10 foot reach) showing off his defensive maneuvers.

attacks: 26, 21, 9 ;50%= 59, 44, 17 ;dmg: 14, 13, 16

Active Effects:
-pearl of the sirines
-extended Endure Elements(from Peerimus)
-everburning torch(tucked into belt)
- -5 CON (-39Hp)
-defensive stance- +2STR,+4CON(+26Hp),+4 Dodge AC, reach(item), dur- 11rounds
-combat expertise- -5 attack, +5 Dodge AC
-defensive weapon- -2 hit/dmg, +2 AC(stacks with anything)
:net -6 hit/-1 dmg, +9 dodge AC, +2 unnamed AC

Items Used:
potion of blur
potion of protection from evil

Wraith of Kahn [DM SteveK]  d20+6=17 d20+6=24 d20+6=22 d20+6=26
Thursday November 29th, 2007 10:55:02 PM

(97 rounds underwater)OOC-please track which round your spell durations begin, so you know when they end.

Kazak moves over to support his brother.

Savin unleashes a savage series of blows that causes a wraith to collapse with a thankful freee....

Quinn bathes the damaged Children and the Wraiths in more healing magic, and the wraiths squirm and moan, and two dissapate to the Lands of Rest, while the remaining two are wracked by the pain of life.

Vinder cuts the wraith in front of him twice, and the cloaked shadow disappears among the waters. "Free at last, free at last, mighty Mittani I'm free at last..."
(ooc: Vinder has two attacks with main hand and one with off hand, 3 total)

Firn'gear strikes the last wraith with force missles, but the shadowy undead is still fighting. Peerimus is not able to connect, but further missles from Randall ends the last wraiths undeath. The wall is also sent away to avoid further damage to the Children.

Durgan (not struck last round) doesn't have an enemy to attack, and his axe moves to a defensive stance.

The companions are injured, but not seriously. The wraiths are gone, and all that is left is the treasure hastily stuffed into sacks, the crushing black water all around, angry words, and a dead body of a triton...

COC injury:
Randall 1 CON loss (ie no hit point loss from CON loss)
Vinder 3 CON loss (ie 26 points due to CON loss)
Durgan 5 CON loss (ie 39 points due to CON loss)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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 151/158 (177/184 BE) Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge 
Thursday November 29th, 2007 11:52:33 PM

Peering about as the battlefield quiets " is that all of dem ? .... Quinn can you sense more ?" inquires Kazak

Holding his position at Durgans flank the dwarf waits for another possible attack .

" I hope they are put to rest now " adds Kazak sadly

Taking a peek over at Peerimus the warrior knows more of the Druids harsh words will soon follow " he'll get a few words of mine for sure " growls Kazak quietly " a bit tempermental that one "

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)



Vinder the Hilt HP 75/102 (3 CON loss; 26 hp) 
Friday November 30th, 2007 9:31:55 AM

Vinder huffs as the last wraith is finished and he resheathes his blades. The wraith's cold touch still stays with the thief.

"Can we leave now? And discuss things on land, rather than the bottom of the ocean."

Active Spells/Items
Endure Elements (Peerimus): 48 hours
Cloak of the Manta Ray - breathe underwater
Freedom of Movement (Peerimus): 270 min 3 rounds

Randall ( HP 63/63, AC 18) 
Friday November 30th, 2007 10:42:06 AM

Randall swims up to the others...

" I fully concure, let's get the heck out of here. "



Trace 
Friday November 30th, 2007 1:52:08 PM

Trace picks up his full HHH with what he can cram into their and readies his bow for the exit and offering healing to who ever calls for it. (I have a swan boat token, do we need it or will the other boat still be there?) Trace will offer a ride to who needs it up to the surface. (once on top are we able to teleport back or is it still a boat ride for some of us?)

Trace will hold his tounge uless provoked again.

Trace begins to wonder what this will do to the group at hand, saving the world hardened them and kept an easy goal in mind but a simple search and destroy for payment put them at odds. Trace wonders if they need to start digging a hole right now to fight the devil lord himself to give the group that great goal again?

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


Quinn  d20+10=14 d20+18=33 d20+18=37 d20+16=34 d20+16=32 d20+16=35 d20+16=33
Friday November 30th, 2007 2:50:56 PM

Quinn is relieved that the triton wraiths are now at rest. "I am sooo ready to leave Brothers, but I want to lay the tritons to rest. It will only take a minute or two. If Brother Peerimus will release his charge, I will lay her to rest as well."

Quinn does not wait for Peerimus's answer and goes to collect the bones of the fallen trition and place them behind the throne.

Quinn will concecrate the ground of the fallen triton and gently place their guide on the same ground as well, if Peerimus hands her over.

"Gargul take these wayward souls into your presence. Find a safe place for our guide as her death was a result of our actions. A tragedy that was unfortunate. Keep her well."

Knowledge religion 14 To know about Triton death rituals.

Quinn will return to his friends "What four of you want to return home the fast way. I can take four with me. We may want the heavily burdened to come with me so they can start the identification process. I can not wait to breath air."

Quinn will teleport back with the first four volunteers.

Concentration check 33 to cast concecrate and 37 for teleport.

Fort saves as necessary for deep water 34, 32, 35, 33

SAVIN 
Friday November 30th, 2007 4:47:33 PM

Savin picks up his haversack and slings it over his shoulder. "Do you need to bring the body of Tieria with us to have her raised? Will putting her to rest interfer with that?"

Savin sighs and says, "I to am ready to get moving. With my luck that golem like thing is going to march right through my house!"

DM SteveK 
Saturday December 1st, 2007 12:20:36 PM

We are out of combat rounds. Feel free for multiple posts until Monday. With only four posts, I'll hold off til the beginning of the week. :-)

Kazak Ac 34 Hp 151/158 (177/184 BE) Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge  d20+2=16
Saturday December 1st, 2007 11:49:32 PM

Sheathing his sword of stone the dwarf faces his brother " Durgan you look a little pale .. you ok ??"

"I know you'll tough it out till we get get " adds Kazak as he slaps Durgan on his back " just like ol time times eh ..... Stonewall brothers battle side by side " smiles the dwarf " or toe to toe " laughs the younger brother

Observing his new friends starting to pack up the treasure the dwarf follows suit ....1st he dons the haversack then picks up the tridents he tied up with rope and slings it over his shoulder ... finally he grabs the daggers wrapped and bundled up in an extra shirt

"We should send a message somehow to the Tritons and tell them they can return to their homeland and start to rebuild "

With a look at Peerimus " Once back on dry land we can have the time to measure our words more carefully and agree on how to honor the fallen and perhaps start to buld bridges of diplomacy with the Triton Kingdom " adds Kazak with an awkward attempt at dilpomacy (d20+2=16 diplomacy check) by the warrior of steel and stone but not words

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)



Peerimus 
Monday December 3rd, 2007 8:29:39 AM

Peerimus remains in human form as the last of the wraiths are vanquished. The druid restates his position of earlier. "Yes we can leave now, but the tritons treasure should remain. I will not force you to leave it, Though we disagree we are still brothers in arms. I also know that discussing it once we are back on land will be pointless. The treasure will then be in our possession there and no one will be giving it back to me to take back here. I would make the same offer. Leave the treasure and we will discuss it back on dry land. If need be, we can return to collect what we deem our fair share."

Quinn asks for the Triton body and this time Peerimus flatly refuses. "No Quinn, I will not hand her over."

Level 0:
Create Water x2, Mending, (2) Read Magic, Detect Magic
Level 1:
Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal
Level 2:
*(3) Barkskin, (4) Resist Energy
Level 3:
(2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight
Level 4:
(3) Freedom of Movement, Rusting Grasp, Control Water
Level 5:
Animal Growth, ***(3) Extend Freedom Movement
Level 6:
Heighten Extended Freedom of Movement, *Heighten Poison, Greater Dispel Magic, Heighten Control Water
Level 7:
**(2) Heal, *Sunbeam, Heighten Wall of Stone

Spells:
Extended Endure Elements 48 hours
Wildshape 3/5 14-hours
Barkskin +5 131.3 minutes
Daylight 60' radius +60 shadow 131.3 minutes

Savin 
Monday December 3rd, 2007 9:14:43 AM

Savin looks on with compassion at Peerimus and says, "I know you are trying to do the right thing and I applaud your motives, but I disagree with your thinking. There are to many unkowns. We don't even know if the tritons will know to come back. The only one we have dealt with is Teiria who has fallen. As I have said earlier, we at least need to talk to her spirit and I would still like to see her raised.

Leaving the treasure behind makes no sense. I don't have the funds to see her raised so we will need money to do this since Quinn has religious objections. Others could come and pillage it or it could never be claimed. By bringing it back with us, we can make educated decisions."

Savin looks at Quinn, "Does it makes sense to split up? While I would love to be on dry land, I believe we should stay together in case some other threat materializes. If you want to go ahead to warn the village of the walking machine, that is fine but the rest of us should stay together."

Firn'gaer 
Monday December 3rd, 2007 9:18:23 AM

"I'm in agreement with Peerimus. The treasure should stay. It's blood money, and I'll have no part of it."

"Savin there aren't many unknowns. The triton asks us to defeat the evil cursing the city. She came with us as guild, but under our protection just as if she had been a human who asked for our help. Quinn calls a Holy Word and kills her, while she was under our protection. We do not deserve any reward for her death." His eyes are trained squarely on Quinn.

"Oh, on that note," responding to Kazak's question, "it hasn't been cleared. There is still a golem trapped in a resilient sphere that should be getting out any time now. So perhaps you should handle it before you leave."


Trace 
Monday December 3rd, 2007 1:08:41 PM

Trace puts his hhh back on filled with as much loot that was promised to him as he can. It even looks like the seems would bust if not for the magic that holds it together.

Fine, Peerimus and Firn'gaer, if you dont want to take the loot and that you feel you have not earned this then dont, by all means dont betray your feelings. BUT! You will not get between me and my just reward. Lets go and finish the las golem and head back to town and raise the triton, give her the conch shell back and be done with the horrible idea. I have earned my pay and have not dishonored anyone. I am allmost at the end of being civil about this. I consider my part of the matter closed. If you want to continue to bicker about this amoung yourselves then so be it, but my share of the treasure go home with me and enough to pay for the raise of the mistrustful Triton.

If not for beign underwater Trace would have spat on the ground. He begins to glide back to where they encountered the golem.

Randall 
Monday December 3rd, 2007 1:56:31 PM

Listening to Peerimus and Firn'gaer....

" Say what????.... You two don't want your shares?.. Fine then, more stuff for me then. "

Randall adjusts his haversack...

" Are we going or what? Or do we want to wait for yet more creatures to come and attack us? "

"Durgan, drink this... "

Randall hands Durgan a potion of lesser restoration.





Peerimus 
Monday December 3rd, 2007 4:02:41 PM

"Not to dampen anyone's enthusiasm for questioning the triton's spirit, but. Can anyone truly think that she will tell her killers where her people live. She knows our power, knows that none in her community could stand against us. After threatening her, we killed her, took the treasure and we will be asking her to direct us to her people."

"You will have to pardon my skeptisism to that plan, assuming Quinn would even cast the spell. and more notably, especially if Quinn cast the spell."

Peerimus turns towards Trace, but then simply shakes his head. He points out the way they came in, "Firngaer is right, there is still a golem to destroy and explore the rest of the palace. We have not destroyed all the golems and unless we go through the rest of the palace we can not say we have."

The druid shifts again into the form of 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

Spells:
Extended Endure Elements 48 hours
Wildshape 2/5 14-hours
Barkskin +5 131.3 minutes
Daylight 60' radius +60 shadow 131.3 minutes

Treasure Disputes [DM SteveK] 
Monday December 3rd, 2007 6:47:13 PM

(98 rounds underwater)OOC-please track which round your spell durations begin, so you know when they end.

The Children of Chaos seem to move into different groups.

Kazak, Trace, and Savin all heft thier packs and are ready to start swimming back up to the surface and the awaiting Swan Boat that the group left about 10 minutes ago.

Vinder and Randall are even more eager. They collect thier packs and seek out Quinn to get him to teleport immediately to dry land!

Quinn wants to delay 4 to 10 minutes while he collects the 12 known Triton skeletons and Tieria at the throne and provide a fitting funeral rite. Quinn's memory goes back to an elderly cleric visiting the deMarco's and telling the eager young acolyte that most intelligent sea-dwellers revere an obscure Power whose domain is the open ocean. No name was ever given.

Peerimus and Firn'gear want the rest to realize that the group has done wrong and shouldn't delude themselves. While they won't fight thier companions, it is a serious event to consider. However, it doesn't look like the others are taking the incident as seriously, and it is mentioned that if the two feel that strongly about the matter, well, they don't have to have a share of the treasure!

Firn'gear mentions the golem in the Resiliant Spheere before he remembers that the sphere had only worked a single round before being dispelled and that the trapped golem was destroyed by the Children of Chaos within seconds.

Peerimus returns to his octopus shape, and retains the body of Tieria.

COC injury:
Randall 1 CON loss (ie no hit point loss from CON loss)
Vinder 3 CON loss (ie 26 points due to CON loss)
Durgan 5 CON loss (ie 39 points due to CON loss)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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.

Durgan -4 CON  d4=1
Monday December 3rd, 2007 7:19:32 PM

"I have fared worse brother. I yet live." Durgan drops his defensive stance as the battle ends. He graciously accepts the potion from Randall. "My thanks wizard. I owe ye one."

Durgan stands still for several moments in deep contemplation(for a dwarf!). Then he squats down and begins emptying the contents of his bag of holding upon the ground. He speaks his mind as he works. "My brother. How would we feel if some humans robbed one of the tombs of our ancestors? We still consider those items interred with the fallen to be their possesions. If we paid someone those things for a great service to the dwarven people that is different. I will not rob the tritons. If they feel the need to pay us for restoring their home to them, then they will pay us."

"I will agree to take whatever is needed to have Tieria restored. Dwarves do not usually use such magic, but I have nothing against it. Once she is restored, she can contact her people and give us any reward she still feels we deserve. If any."

Actions:
Durgan drinks the potion - 1(doh!)

Active Effects:
-pearl of the sirines
-extended Endure Elements(from Peerimus)
-everburning torch(tucked into belt)
- -4 CON (-39Hp?)

Items Used:
potion of blur
potion of protection from evil
potion of lesser restoration(from Randall)

Posting Report For: 
Monday December 3rd, 2007 7:48:47 PM

Game#4 Children of Chaos
For the week of November 26, 2007

Name-MTWRFSS

DM SteveK- XXXXOOO
Durgan- XXOXOOO
Firn'gaer- XOXXOOO
Kazak- XXXXOXO
Peerimus- OXXXOOO
Quinn- XXOXXOO
Randall- 22OXXOO
Savin- XXOXXOO
Trace- XXXOXOO
Vinder- XXOXXOO

Submitted by Adm BrianZ

an excerpt from the journal of Dweezil the imp:

Dweezil clapped his little claws together with barely disguised glee. The wraith were finished off( too quickly for any real entertainment!) but the adventurers continued to bicker over the treasure. Would it come to blows? The imp has seen the group defeat some pretty impressive adversaries, but their biggest enemy might prove to be themselves. The magic quill scribbled furiously into the journal, noting every nuance of each of their personalities. The magic journal missed nothing and its' true master will be pleased to read it one day...


Quinn 
Monday December 3rd, 2007 10:59:58 PM

Quinn goes about to collect he bodies of the fallen Tritons.

Trace 
Tuesday December 4th, 2007 3:55:09 AM

Trace keeps his pack on, "I was asked by the Triton to help retirve the conch, wich we did and she said that we were free to take what we wanted. Her death was not on purpose and we will correct that. If yall dont want the treasue then jsut leave it for the fish, I will not take your share, but me and my share short of the cost of reviveing the Triton wich I will pay part of because we are a group but the rest I will sell and use to better equip my self for future adventures. If you belive that it is wrong of you to take what was offered to you than I am proud that you can resist and hold to your principals but you will not enforce your wants on this matter to me. I do not want to leave the group cause I have grown quite fond of you all. But if any of you cant go on with me then I will leave for the good of the whole. I say and have learned that no group of people, even more so as one with as much power as we have will not allways be happy happy joy joy, but will make us stronger in the end if we can work around this and move on.

I say we search the rest of the temple for any more dangers, revive the Triton and tell her the terrible accident was not on purpose, wich it was most certianly not. On tell her that her homeland is now free and give her the dang conch shell and be on our way.

If anyone with a half a brian thinks that this was done on purpose then why would we take the great cost of bringing her life back. The wrong will be made right and life will go on.

Trace pulls up his bow and nochs another arrow, now lets finish the search and destroy so that this can happen. does anyone need resist energy spell or cure serious wounds before we continue our search?

Quinn (second illegal post) 
Tuesday December 4th, 2007 8:59:24 AM

Quinn only smiles when he hears Trace's words, but he continues to take care of the fallen tritons and waits for Peerimus to hand over Teira for the final ritual.

Quinn spots Durgan and he looks a bit grey. "I will take care of what ails you tomorrow morning Cousin. Right after my morning rituals."

Vinder the Hilt HP 75/102 
Tuesday December 4th, 2007 9:22:23 AM

"Let's get out of here!" complains Vinder. Now that the action has stopped, the crushing weight of the sea descends on the rogue, once more. "The golems and wraiths are destroyed. We can argue about this on land instead of under the freakin' ocean!"

Active Spells/Items
Endure Elements (Peerimus): 48 hours
Cloak of the Manta Ray - breathe underwater
Freedom of Movement (Peerimus): 270 min 2 rounds

Randall 
Tuesday December 4th, 2007 3:15:33 PM

Well boys, I'm leaving...I'm tired, wet and my spells are stating to be depleted. We can always come back tomorrow once we're healed and rested up.

Kazak 
Tuesday December 4th, 2007 3:34:34 PM

Shaking his head at his brother "Durgan ... Trace is right ... i agree with him ... we recovered the conch and freed her homeland ... they can return in peace "

"The treasure is ours as agreed to by Teria ... we'll try and bring her back and as Trace has spoken we will pay that cost to do so "

Turning to look at the oters " Her death was a tragic and unfortunate but her fate could of been ours as well ..... we risked our lives to accomplish this ..... would say i was murdered if i fell ??" asks Kazak as he looks eyes with Peerimus

"We can hopefully bring her back .... that would show them and yourselves that we're not just in it for the treasure .... we desire to live in peace and harmony with our neighbors "

"Lets finish this discussion on land ..... come on brother stuff your bag and lets go "

Trace 
Tuesday December 4th, 2007 3:45:07 PM

Quinn, the triton is coming back with us to be raised, not burried here. You wanna bury the other bones be my guest. Try and hurry please, this whole situation has draged on far too long.

Does anyone need a lift to the surface? If no one accepts his lift Trace will then start swimming with the sharks and head for the boat.

If the boat is not there, he will use a toaken and raise another swan boat and climb in helping whoever else into the boat as needed.

Children Movements [DM SteveK] 
Tuesday December 4th, 2007 4:54:10 PM

(99 rounds underwater)OOC-please track which round your spell durations begin, so you know when they end.

Quinn begins his collection of the triton skeletons to give them a proper funeral rite. He knows that he will have to overcome the ocean's crushing wieght several times before the skeletons are gathered and the rites are complete, but seems to think it is worth it.

Trace clearly states his objectives that he is going to keep the treasure and will try to raise Tieria to give her the conch... once they are back at Heranmar. He begins to swim out of the Palace.

Vinder and Randall are more than ready to be leaving now, but they do not move yet, perhaps hoping to convince the others to begin travelling back to the surface.

Kazak and Durgan echo Trace in that thier intent is to bring the treasure, Tieria's body, and the conch to Heranmar. There they will try and raise Tieria, give her the conch, and contact the Tritons about thier Palace.

Peerimus, Firn'gear, and Savin are silent.

.................

There is an immediate choice to be made. Will each hero stay with Quinn and help with the funeral rites, or will they swim back to the surface with Trace?

(Heroes without a Pearl, Cloak of Manta, or form with Swim speed requires a Swim DC 10 to swim upwards 10 feet. Failure is no movement. Failure of more than 5 is go down 10 feet. Basically, Quinn and Kazak need minimum of 25 successful Swim checks to make it to the surface unless they go by other means.)

COC injury:
Randall 1 CON loss (ie no hit point loss from CON loss)
Vinder 3 CON loss (ie 26 points due to CON loss)
Durgan 5 CON loss (ie 39 points due to CON loss)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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.

Randall 
Tuesday December 4th, 2007 7:09:42 PM

Randall swims after Trace.

" See you boys back on top then... "



Durgan 
Tuesday December 4th, 2007 8:18:07 PM

OOC- at -4 CON thanks to Randall's potion, not -5

Durgan sighs. "Quinn, I will help ye with the tritons. After that, I will gather my bag with the treasure and ye can get us back to town. I don't expect swimmin up to tha surface in my full plate will be much fun, and I don't care to walk. Ye can take care of me other problem tomorrow as ye promised."

"As for the treasure? As long as Tieria is restored, she may still gift it to us if she desires. We will see."

Active Effects:
-pearl of the sirines
-extended Endure Elements(from Peerimus)
-everburning torch(tucked into belt)
- -4 CON (-39Hp?)

Items Used:
potion of blur
potion of protection from evil
potion of lesser restoration(from Randall)

Firn'gaer 
Tuesday December 4th, 2007 8:55:16 PM

While still in Triton form, Firn'gaer swims off towards the surface, at his best speed (swim speed 40-ft), without saying another word to the others.

Peerimus 
Tuesday December 4th, 2007 9:26:42 PM

Before becoming the octopus again...
Peerimus frowns at Kazak, "You are altering words to create a benefit. I never said murder. I said we killed her. In my world and I surely hope yours, there is a gulf as vast as the Plactik Ocean itself in the difference between those two things."

"Trace I would like to point out to you that if this had been on land, Shadow would be just as dead as Tieria. Brush off the casting of the spell if you will, but there are others issues at work here beyond the treasure. Our own companions should never be among the possible threats. I will meet you on dry land, the boat is still anchored above."

As an octopus Peerimus then swims deeper into the Palace.

Level 0:
Create Water x2, Mending, (2) Read Magic, Detect Magic
Level 1:
Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal
Level 2:
*(3) Barkskin, (4) Resist Energy
Level 3:
(2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight
Level 4:
(3) Freedom of Movement, Rusting Grasp, Control Water
Level 5:
Animal Growth, ***(3) Extend Freedom Movement
Level 6:
Heighten Extended Freedom of Movement, *Heighten Poison, Greater Dispel Magic, Heighten Control Water
Level 7:
**(2) Heal, *Sunbeam, Heighten Wall of Stone

Spells:
Extended Endure Elements 48 hours
Wildshape 2/5 14-hours
Barkskin +5 131.1 minutes
Daylight 60' radius +60 shadow 131.1 minutes

Savin 
Tuesday December 4th, 2007 9:34:05 PM

Savin is dismayed at the sundering of the group. He decides to stay with Quinn and help in the job of putting the other tritons to rest as this is only respectful.

He will help haul bodies and keep an eye out for trouble as he does so.

(ooc I am a bit confused on the issue of the golems. I thought they were all dead but it was mentioned one was trapped in a force cage. Is it dead or trapped?)
DM SteveK: nope, its dead. The resiliant sphere was dispelled by something and the golem was destroyed by Durgan.

Quinn  d20+16=30 d20+16=18 d20+16=18 d20+18=21 d20+18=31
Wednesday December 5th, 2007 12:38:39 AM

Quinn goes about his business taking and collecting the bones of the tritions. The depths begin to take their toll on the Cleric and he is itching to leave when the task is complete. "Thank you Brothers and Cousins for assisting in the task of the dead."

Quinn will perform his concecration when complete.

Concentration check 21

Quinn then grabs hold od Durgan, Kazak and Savin and uses greater teleport to get back to the inn. In fact just outside so they do not slop sea water all over the inn.

concentration check 31

Vinder the Hilt HP 75/102 
Wednesday December 5th, 2007 9:42:03 AM

Vinder too notices the splitting of the group; some beginning to swim back to the surface, some sticking around to bury the dead, and Peerimus going off on his lonesome further into the palace.

"Peerimus," he tries to call after the octopus. "No one else is going with you. Come back to land, first. You don't know what traps there are or if there are more enemies about. Don't go alone."

Whether the druid listens or not, Vinder can't take it anymore and swims after Trace and Firn'gaer, easily keeping up due to his cloak.

Active Spells/Items
Endure Elements (Peerimus): 48 hours
Cloak of the Manta Ray - breathe underwater
Freedom of Movement (Peerimus): 270 min 1 round

Kazak 
Wednesday December 5th, 2007 2:03:14 PM

The dwarven warrior helps Quinn in gathering the dead tritons so they can be given a respectful buriel.

Afterwards he joins the Cleric of Gargul to be magically transported back to their new home .



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