None of the heroes seem interested in the accusations of the Triton other than Trace, and the Ranger responds in kind, providing a final warning of duplicity will earn vengeance. The glow of the Daylight spell and several lesser lights keeps the darkness at bay in the deep, deep waters of the mountaintop, and the expression of Tieria is again blank.
Tiera makes no response, but points again across the courtyard of white stone. "The golems and your treasure are within the great Palace. The entrance is on the south side of the Palace." And she continues to swim near Quinn as the group moves out.
It takes half a minute (5 rounds) to move from the outlaying buildings to the great entrance doors of the Palace. The sculpted white building looms above the group, at least a hundred feet high, thick coral and obsidian walls in graceful swirls stretching up.
Yet at last, the Children of Chaos aligns themselves before the golden doors of the Palace. Two doors thirty feet high and twenty feet wide each, they depict the glory of a race of sea-dwellers. Golden warriors use crossbows, nets, and tridents in driving to the deeps various finned and spined creatures. (Bardic, Arcana, or Nature Knowledge Check DC15 Highlight to display spoiler: { creatures include giant sea creatures, sahaugin, sharks, giant squid, various devils and demons, aboleth, and a black dragon }. Triton craftsmen are depicted fashioning jewelry, plates, cups, clothing, and archetecture. Triton women oversee a classroom, cultivated fields of kelp, and a temple to a regal triton woman (Know:Religion DC20 Highlight to display spoiler: {looks like an undersea version of Mittri}.
The Sea Cats fade away.
The doors are closed.
Quinn AC 29 HP 110 d20+18=22 Monday October 8th, 2007 5:08:32 PM
Quinn bids farewell to the sea cats "I may have use of you yet again. Get ready to take a deep breath."
Quinn looks over at the towering castle "This looks like it. Well Teiria how do we open the doors, or at least how were they opened in the past."
Quinn looks over at Savin "I see the problem. The Golem can not hear you. Please go fetch them. Kazak and I are waiting. Maybe you can swim in through a window and open the doors from the inside if they prove to be locked. Good luck brother. I know Gargul is smiling upon you."
Quinn gets close to Kazak "This should help keep the tip of the spear fit. Are you ready for some stone cutting?" Quinn winks at the dwarf.
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes Aid on Kazak +15 HP plus other aid benifits Freedom of movement cast on Quinn from Peerimus True seeing 13 minutes Shield of Faith +4 13 minutes Bears Endurance on Kazak
Rod of Extend 0/3 Rod of silent lessor 0/3 Pearl of Power - unused
Vinder the Hilt d20+8=18 d20+8=14 d20+19=20 Monday October 8th, 2007 5:48:56 PM
Vinder glides up to the great doors and looks at the pictures. (Using Jack of All Trades for Knowledge (Nature) 18, Knowledge (Religion) 14)
He then snoops along the doors, looking for any traps. (Search 25 (didn't add Jack's bonus))
Durgan AC 30 Hp145/156 Monday October 8th, 2007 6:30:25 PM
Durgan taps his foot impatiently while Vinder checks the door. While he waits he switches weapons again, this time favoring a warhammer. "This ought ter give those golems a piece of me mind."
"Hey Tieria, have ye ever been inside here yerself? I mean before yer people were forced to leave."
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt)
Posting Report For: Monday October 8th, 2007 8:48:10 PM
Game #4 Children of Chaos For the week of October 1, 2007
Dweezil watched the exchange between the Children of Chaos and the triton girl with mild interest. It seemed like the group was a necessary evil to the girl and nothing more. They would have to make great strides to prove themselves heroes instead of mercenaries in her eyes. Dweezil smiled. He hoped for the opportunity to put a wrinkle in any such plans, but his master forbade any such interference. So instead he would follow, watch, and complain bitterly to any fish that got close about the cold and the water. Any fish that got too close to the invisible imp became a nice snack. Dweezil was starting to like it underwater after all, he hadn't eaten so well since riding along with the merchant caravan.
SAVIN d20+18=28 d20+17=25 Tuesday October 9th, 2007 1:05:04 PM
Savin looks to Vinder and when he gets the OK from the thief, he will open the door and peer inside.
"Peerimus, do you want me to go ahead and scout and try to bring a golem back to you? Or do we all go in. Touch my arm once if you want me to go ahead."
If Peerimus gives him a touch, Savin will scout ahead peering into the gloom. spot check 28, listen check 25
He stays away from any big lumps of rocks. He will move ahead around 50' (if possible) and then wave the group in. He will keep moving forward once they start coming ahead.
Kazak Ac 32 Hp 173/158 Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance Tuesday October 9th, 2007 1:52:22 PM
Readying himself for what is surely to come....."thanks Quinn"
Sidling up next to his brother Durgan the younger dwarf whispers " i'll stay on your right ..... we can team up on one of the golems hoping to finish it quickly so the whole group can work on the other "
""this won't be easy " adds Kazak
Looking over at Peerimus and nodding to signify his readyness and whipsrers [i] "two golems ... what tactics ?"
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (fromQuinn)(+26 Hp's)
Trace d20+8=25 d20+15=23 Tuesday October 9th, 2007 1:54:15 PM
Trace cast barkskin on himself and then moves in behind Savin to cover the front three with missle fire if needed. listen dc 25, spot drk vision dc 23
ac 25 cats grace= (27) hp (94)
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
Randall Tuesday October 9th, 2007 4:01:26 PM
Invisible Randall follows the others.
Durgan Tuesday October 9th, 2007 10:54:40 PM
"All right brother, I'll take the left. As for tactics, hit em' till they fall over."
Checking closely, Vinder is not able to find any traps on the golden doors. Looking closely, he is pretty confident that the doors are not even locked. They appear to hinge outwards, and that some strength will be required to pull the huge doors open.
Savin's casual attempt to open the doors fails.
Tieria shakes her head, her eyes wide. "I have not been close enough to see the Golden Doors," she responds. "I could not get around the skrags."
Everyone else gets ready for time or luck to open the doors...
..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Firn'gaer Wednesday October 10th, 2007 7:57:28 AM
"Before the doors are opened, let's prepare. Here's a growth spell, mass enlarge person, for anyone that wants it." Firn'gaer will cast Mass Enlarge Person. It will effect 13 people.
"Savin, we don't know the full capabilities of these things. So let's move in as a group and stick together as a group, for once."
Firn'gaer will give Peerimus Waterbreathing.
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Active Spells extended overland flight - 26 hours extended endure elements [from Peerimus] - 48 hours extended mage armor - 26 hours extended water breathing - 52 hours (on Peerimus) extended water breathing - 52 hours extended polymorph - 26 minutes silenced mass enlarge person - 13 minutes
Vinder the Hilt d20+1=3 Wednesday October 10th, 2007 9:11:04 AM
Vinder makes a door opening motion with his arms and then points to everyone and then back to the door.
He swims down to take position next to Savin and motions for everyone else to crowd around and get a grip on the door. (Strength check 3 to open door)
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Peerimus Gt Octopus AC 23 HP 87/87 d20+5=18 Wednesday October 10th, 2007 2:06:51 PM
Peerimus nods to Firgaer as he gets the spell, just in case. The druid/octopus then swims to one of the doors and wraps a few arms about it. He also reaches out with several other arms to guide Kazak and Durgan over to assist. Peerimus will assist one of the stronger dwarves in opeiing the door. [Aid Another 18 success adds +2 to the check]
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: *(3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: (2) Heal, Sunbeam, Heighten Wall of Stone
Gt Octopus Large creature 20 Str 266 lb. or less light 267-532 lb. medium 533-800 heavy load Take 10 Swim provides Check 32
Savin ac 30 hps 137/137 enlarged d20+6=26 Wednesday October 10th, 2007 2:45:20 PM
Savin accepts the enlarge from Firn'gaer and smiles at the mild rebuke. "I can't help it if you can't keep up!"
He then flexes his muscles and gets a real grip on the door and exerts his considerable strength on it. (rolled natural 20 for a 26 on strength check)
Kazak Ac 32 Hp 173/158 Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge d20+6=20 Wednesday October 10th, 2007 5:06:51 PM
Making his way to the palace doors with help from Peerimus " making sure we're up front " laughs Kazak at the Octopus
Once positioned he grabs a handhold on the door and co-ordinates his attempt with the others (d20+6=20 str ch)
"this just seems way too easy " comments the dwarf "be ready for anything"
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer)
SteveK Wednesday October 10th, 2007 6:40:00 PM
swamped at work, no post tonight
Durgan AC 28 Hp 145/156 d20+7=25 Wednesday October 10th, 2007 7:09:39 PM
Durgan swats away the tentacle as he moves up to the door. "All right! No need ta shove. I can see the door for meself. Kazak? Let's do it."
"Thanks fer the spell Firn'gaer. It never hurts ta be prepared. That's what me uncle always said."
actions: strength check = 25
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size(net +0attack,+1 dmg,-2 AC)
Quinn AC 31 HP 136/110 d20+18=35 Wednesday October 10th, 2007 8:14:02 PM
Quinn waves at the gnome "Cousin, I am good. Gargul will take care of me."
Quinn takes a step back and pull out the all seeing eye of Gargul and casts Righeous might on himself using his rod to extend the spell.
Concentration 35
Quinn grow in size and toughness as he readies for the doors to open. "Lets make some rubble!" Quinn bubbles as he swings his now large mace.
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes Aid on Kazak +15 HP plus other aid benifits Freedom of movement cast on Quinn from Peerimus True seeing 13 minutes Shield of Faith +4 13 minutes Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC
Rod of Extend 1/3 Rod of silent lessor 0/3 Pearl of Power - unused
Trace d20+24=35 d20+24=43 d20+19=22 d20+16=18 d8+7=13 d8+7=10 2d6(2+5)=7 2d6(5+1)=6 Thursday October 11th, 2007 1:58:32 AM
Trace raises his bow with four seeking arrows as the doors open and will fire on anything agressive that rumbles out the door.
(ooc:if fired, the first two hit with the others sailing wide not sure why they are seeking if they can miss) hit ac 35 13hps dmg, 7 holy, = 20hps hit ac 43 10hps dmg, 6 holy, = 16hps total damage if evil = 36 hps.
ac 25 cats grace= (27)barkskin=(29) hp (94)
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
Randall Thursday October 11th, 2007 9:24:27 PM
Randall waits....
Preparing in front of the golden doors, Firn'gear casts a spell, enlarging Savin, Kazak, and Durgan. He also provides spell to Peerimus against sudden return to human form.
Finding convienient handholds on the bas reliefs, Savin, Peerimus, Durgan, and Kazak pull strongly on the golden doors. Against the pressure of water and the wieght of the doors themselves, they open slowly, slowly... slowly...
Peerimus' Daylight spell does not shine stright in from his assistance with the door, but it reveals enough to see a pure white hall cast in deepest shadows. No pillars or ceiling can be seen. Yet the expanse feels oppressive and close despite its vastness.
Laying close to the doors, are two skeletons of human torsos with twin fish tails. Many bones are broken, but they still lay together, hands stretched towards the now open golden doors.
Tieria looks shocked and afraid, her eyes and mouth wide, staring at the two skeletons laying pitifully crushed so very near...
..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Vinder the Hilt d20+24=33 d20+16=34 d20+16=23 Friday October 12th, 2007 9:19:35 AM
Vinder moves through the opening and to the dead tritons. He gives them a quick once over, looking for a cause of death as well as any items of interest. (Search 33, with +5 from Jack)
He then looks about the room for any obvious signs of danger. (Spot 34, Listen 23, both with +5 from Jack)
Quinn AC 31 HP 136/110 d20+18=26 Friday October 12th, 2007 3:32:43 PM
Quinn is itching for a fight now and adds his final preparations by casting an extended Divine power on himself and could not feel better as another of Gargul's blessings fills his body.
concentration 26
Quinn looks around for Savin "Well brother Savin, where are these Golems you are bringing to Kazak and me?"
Quinn looks to the Triton "Where were the Golems stationed?"
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes Aid on Kazak +15 HP plus other aid benifits Freedom of movement cast on Quinn from Peerimus True seeing 13 minutes Shield of Faith +4 13 minutes Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Divine Power (extended)
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Kazak Ac 32 Hp 173/158 (199/184 BE) Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge d20+3=12 Friday October 12th, 2007 9:40:31 PM
Smiling as Quinn's eagerness " you got the spirit of a dwarf " chuckles Kazak
Looking about the entrance " poor souls ... nobody deserves to die that way " adds Kazak quietly
With a look at his fellow allies Kazak spots the shocked expression on Tieria face " did you know them ?? " without waiting for a reply " i'm sorry " adds the dwrf in a consoling whisper
Drawing his new sword of stone he tests it's grip " feels good " as he feels the swords power in his hands
With a look towards the two skeletons " after this .... you'll find a peaceful place to rest "
With the piece of lighted coral leading the way the now large sized dwarf steps into the breach of the doorway in Vinders footsteps .....His eyes sweeping side to side as he goes(spot ch d20+3=12 )
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer)
The Golems [DM SteveK] d20+18=32 2d10(10+7)+10=27 d20+18=29 2d10(3+7)+10=20 Saturday October 13th, 2007 9:16:37 AM
(30 rounds Underwater)
Vinder the manta ray glides over the threshold and to the skelotons and begins to search. There is nothing here except bones, yet the rogue from the far north notices something unusual: apart from the broken bones, the skeletons are complete. If the bodies have been here for 50 years like Tieria said, why are they not scattered about?
Quinn beefs up with another spell and humorously calls for courage.
Kazak moves across the threshold and with Vinder begins to look about the cavernous interior.
The others peer into the gloom or rest from thier exhaustive labors on the doors.
Tieria shakes her head, "I was born in exile and have never been here." She is about to say more when Kazak makes a discovery.
And the gloom soon reveals more. Kazak's Darkvision sees walls, huge pillars, and more caverous space. The dwarf also sees two enormous pedastals flanking the interior walls. Each pedestal holds a stone image of the Sea Cats that Quinn summoned earlier. Nothing moves until Vinder first crosses the threshold. As if the living entering the palace is a signal, both Stone Sea Cats eyes light from within, and they pounce off the pedestals!!!
One Stone Sea Cat Golem swims towards Kazak and strikes out with one large paw. The claws smack the dwarf with a resounding blow. (AC32 Damage 27)
The second Stone Sea Cat Golem targets Vinder and also lays a paw upon the human/manta. The force of the blow nearly throws the rogue to the ground. (AC29 Dam 20)
Both Kazak and Vinder feel a compulsion to not move so fast. (Roll Will Dc 17 or be Slowed: one action per round)
(Map emailed) ..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Quinn AC 31 HP 149(145)/110(106) d20+21=32 2d6(5+6)+10=21 2d6(1+4)=5 2d6(4+5)=9 d6=4 Saturday October 13th, 2007 11:35:24 AM
The enlarged Quinn is practically glowing with Gargul's blessings knows it is time to act. "Keep his busy Brother Vinder, I am on my way."
With Mace held high Quinn charges forward and muses to himself "Where is Brother Savin, he was to lure the golems to us? I trust he was not caught flat footed as he seems to have reneged on our bargin."
Quinn reaches up at the golem that Vinder is playing wtih and smacks it with his mace.
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes Aid on Kazak +15 HP plus other aid benifits Freedom of movement cast on Quinn from Peerimus True seeing 13 minutes Shield of Faith +4 13 minutes Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Divine Power (extended)Str bonus & 13 HP
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Peerimus Gt Octopus AC 23 HP 87/87 d20+19=33 Saturday October 13th, 2007 8:52:18 PM
Peerimus moves 60' to the left and forward (AI-x) don't have numbers but the squares forward. So that he is between Vinder and Kazak. The octopus scans the room for further danger while the group takes position to assist the two already under attack.
Will save 33 if needed
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: *(3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: (2) Heal, Sunbeam, Heighten Wall of Stone
Gt Octopus Large creature 20 Str 266 lb. or less light 267-532 lb. medium 533-800 heavy load Take 10 Swim provides Check 32
Durgan AC 28 Hp 145/156 ,enlarge, blur Saturday October 13th, 2007 9:39:43 PM
Durgan moves into the Palace, heading directly towards the golem on the right, seeing his brother already engaged on the left. He drinks a potion as he goes, his warhammer ready for action.
actions: move 30 feet towards golem #2 drink potion of blur
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min
Vinder HP 82/102 AC 29 (dodge 2; 2 weapon defense; total defense; slow) Sunday October 14th, 2007 5:50:27 PM
(Will Save 12; Slowed; not on post because I had to refresh screen)
Vinder is shocked by the sudden life of the two statues and is unable to defend the initial blow. His fear allows the golems evil to seep into his body and Vinder feels his muscles tighten. Fear begins to build at the base of his neck when he realizes his reaction time has slowed down.
He manages to jerk his knives from his sheathes. Pointing to the two skeletons on the ground, he says, "Deaders!"
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Randall ( HP 63, AC 18/19 with Hast) d20+22=32 Sunday October 14th, 2007 7:14:39 PM
Randall the invisible bubble boy casts HASTE on the party.
Spell check 32
==================== Effects Pearl Extended Resist Element Hast Invisibility
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile Second level (7): 2-Darkness,2-Mirror Image, 2-Knock 1-Levitate: 3rd Level 1-Dispel Magic,1-Protection from Energy 1-Tongues,1-Gaseous Form, 2-HasteX Fourth level (6): 1-Stoneskin,1-Globe of Invulnerability, Lesser 1-Resilient Sphere,2-Invisibility, Greater 1-Enlarge Person, Mass: Fifth level (5): 3-Wall of Force,1-Passwall,1-Telekinesis Sixth Level (4) 1-Dispel Magic, Greater,1-Repulsion,2-Disintegrate Seventh Level (2) 1-Spell Turning, 1-Forcecage
Savin ac 31 hps 137/137 enlarged hasted d20+18=22 d20+19=20 Sunday October 14th, 2007 9:03:03 PM
Savin moves to help his new dwarven friend and swims very quickly into the room thanks to the haste spell. He will tumble to close the distance trying to avoid an AOO (tumble check 22) and take one whack at the golem with his fist. Unfortuately all the monk will do is present himself as another target since he rolled a natural 1 as his attack.
Savin will be next to Kazark on his left (no map coordinates to give
Kazak Ac 32 Hp 146/158 (172/184 BE) Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,Haste d20+10=19 d20+24=29 d20+19=27 d20+14=32 d20+14=17 d20+24=32 2d8(3+6)+5=14 2d6(2+1)=3 2d8(3+4)+5=12 2d6(6+2)=8 2d8(3+1)+5=9 2d6(4+2)=6 2d8(3+3)+5=11 2d6(2+5)=7 Monday October 15th, 2007 12:04:29 AM
Withstanding the stone Seacat's massive blow ....Kazak also shakes off it's magic too (will save d20+10=19 !!)
"Grrrr sneaky cat " growls the dwarf as he counter attacks the stone guardian .... his new stone sword slashes thru the water with ease
(not sure all attacks hit but rolled damage just incase )
"I bite back " growls Kazak as his stone blade hacks stone rips in the stone guardian
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell)
Trace Monday October 15th, 2007 3:29:57 AM
Trace moves to 67 ag and readies his bow for action. I can summon some sea cats if you think that will help out situation.
ac 25 cats grace= (27)barkskin=(29) hp (94)
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
Firn'gaer Monday October 15th, 2007 10:33:14 AM
Firn'gaer moves to AG70, and decides to enclose the golem on Vinder in a force bubble.
"Vinder if the spell contains it, then help Kazak." He shouts in a bubbled voice. He casts Resilient Sphere at the golem on Vinder.
Heightened Resilient Sphere: Reflex save DC23. Creates a 13-ft force bubble around target if Reflex save is failed.
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Active Spells extended overland flight - 26 hours extended endure elements [from Peerimus] - 48 hours extended mage armor - 26 hours extended water breathing - 52 hours (on Peerimus) extended water breathing - 52 hours extended polymorph - 26 minutes silenced mass enlarge person - 13 minutes heightened(6th) resilient sphere - 13 minutes
The Golems-rd2 [DM SteveK] d20+18=36 2d10(9+3)+9=21 d20+16=21 d20+18=22 d20+18=32 d20+18=21 2d10(6+8)+9=23 d20+18=37 d20+18=25 2d10(4+6)+9=19 d20+5=18 d20+5=16 d20+5=11 d20+5=25 d4=1 d6=6 d20+3=18 Monday October 15th, 2007 11:29:35 AM
(31 rounds Underwater)
(ooc: please keep active spells and effects in character posts. If not posted, character may not be able to take advantage of spells and effects if DM can't remember. Thanks!)
Quinn, now of a Large size, doesn't have an unobstructed path to the Sea Cat Golem and so can't charge, but is able to hustle up and be ready to strike (no attack). The cleric also moves within reach of the golem and a stone paw strikes the cleric of Gargul in the chest. (AOO: AC 36, Damage 21)
Peerimus moves in with the Daylight spell and looks around for any other opponents in the large Palace. (DM rolled Spot:21) In the shadows, but flitting closer through the water are gray shadows that look like Tritons holding wispy tridents with blank faces. Two are 30 feet to the right and 40 feet above the floor. There are two more 20 feet above the floor and right at the edge of the light 60 feet beyond the fight!
Durgan drinks a potion (mmm, salty!) begins to blur, and moves forward carefully.
Vinder feels slowed down, but thinks naught of retreat. The rogue pulls his blades and informs his friends that the two skeletons are not dangerous.
Randall overcomes the waters disabilities and casts Haste centering on himself (ooc: assuming this because Randall is now hasted) Unfortuneately, the spell only works on subjects within 30 feet of each other, and so only Randall, Firn'gear, and Tieria are Hasted. The wizard remains invisible.
Savin is not hasted, but his Pearl of the Sirines still allows the monk to close with the Sea Cat Golem. Because of the creatures great size, a paw lashes out at Savin but misses.(AOO: AC 22) Savin returns the favor and all is even.
Kazak is not hasted, but is able to strike three times with the Stone Sword, cutting great gashes across arm, torso, and face. The dwarf could swear the golem blinks in surprise at the effectiveness of the Stone Sword!
Trace moves forward and calls out that he can summon additional reserves if needed.
Firn'gear advances and concentrates on a spell against the golem pummelling Vinder... and it works! A sphere of impenetrable magic encases the golem.
Tiera appears completely frightened at the sudden onset of the golems, and moves back a fin-flick or two. Her trident is at the ready, but she makes no move to join the fight or to flee.
.................
The first golem brings two stone paws upon Kazak, only one striking his shoulder in a display of raw power. (AC 32, 21 Dam: 23)
The second golem is unseen within the resiliant sphere!
The four wisps of tritons move forward very rapidly (60 foot move) and strike at the party. Whispers assail the heroes and they realize the voices are coming from the shadowy tritons. "Left usss to dieee..." "Ssslay...Desssroyieee" "cursed is the king, cursesss to the sssage, cursssed am I..."
Wisp A moves in towards Vinder and stretches out a incorporal hand. The totally defensive Vinder is able to wriggle away from the dead touch. (AC 18 touch)
Wisp B lines up against Durgan and also misses. (AC 16 touch)
Wisp C and D rapidly advance towards Quinn, (Quinn gets an AOO) and strikes at the cleric. One misses, but the other incorporal hand touches the cleric, severely draining him of endurance (AC 11, 25 touch Dam: 1 hit point, 6 Constitution)!
Sea Cat Stone Golem AC 26 Wraith AC 15
(Map emailed) ..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Vinder HP 82/102 AC 29 (dodge a; 2 weapon defense; total defense; slow) d20+15=21 d20+15=27 d4+2=4 d6=2 d4+2=6 d6=6 Monday October 15th, 2007 12:23:05 PM
Vinder sees Firn'gaer's magic surround and imprison his large attacker and the rogue feels slightly less concerned.
Unfortunately, he is unable to move to Kazak's aid due to the sudden appearance of the wraiths. He manages to avoid the first attack. Vinder counters, bring his blades across the chest of wraith a in a scissoring motion.
Hit AC 21 for 4 normal damage + 2 fire damage = 6 total damage Hit AC 27 for 6 normal damage + 6 cold damage = 12 total damage
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes Slow: Unknown (?)
Quinn AC 31 HP 149(124)/110(85) d20+3=13 2d6(4+6)+16=26 d20+19=38 d20+14=34 d20+7=27 d20+7=10 d20+14=26 2d6(6+3)+7=16 2d6(1+5)+7=13 2d6(2+1)+7=10 2d6(2+3)=5 2d6(3+4)=7 2d6(2+3)=5 2d6(2+3)=5 2d6(1+3)=4 2d6(6+5)=11 d6=2 d6=4 d6=2 Monday October 15th, 2007 2:02:33 PM
Quinn can not quite reach the golem and takes a nasty swipe for his trouble and then it is encased in the force field "Nice job!" Quinn exclaims.
Quinn then notices a much more deadly foe and one he is very accustomed to destroying. Quinn will present the eye of Gargul for his AoO.
Turn check - 13 Turn Damge - 26 HD
"Time to be judged by Gargul!" Quinn bubbles out.
OOC: Assuming that Quinn was not touched as the wraith flee or are destroyed.
With his standard attack, Quinn will gleefully swing at any undead within his now extended reach.
AC 38 damage 16 + 5 holy + 7 viscous total 28 damage AC 34 (critical threat 26, critical)damage 13 + 5 holy + 5 vicious total 23 damage AC 27 (critical threat 10 no critical) damage 10 + 4 holy + 11 viscous total 25 damage
Potential damage to Quinn 2, 4, 2 I will adjust next time depending on how many times Quinn needed to swing.
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes Aid on Kazak +15 HP plus other aid benifits Freedom of movement cast on Quinn from Peerimus True seeing 13 minutes Shield of Faith +4 13 minutes Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Divine Power (extended)Str bonus & 13 HP
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 1/10
Trace d10=4 Monday October 15th, 2007 2:24:25 PM
Trace seeing that the number of foes increase pulls out the horn of tritons and blows calling forth four sea cats and then returns the horn to his haversack.
ac 25 cats grace= (27)barkskin=(29) hp (94)
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
Kazak Ac 32 Hp 123/158 (149/184 BE) Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,Power attack+5 d20+20=27 d20+15=32 d20+15=23 d20+10=30 d20+10=26 2d8(2+6)+10=18 2d6(5+3)=8 2d8(5+3)+10=18 2d6(5+4)=9 Monday October 15th, 2007 6:06:48 PM
Winking at the stone guardian "The power of the dwarves is in this blade " growls Kazak "here's another taste of it "
The stone sword slices thru the water..again... and again it finds its mark as stone slices stone.
1st swing d20+27 damage 2d8(2+6)+10=18 bane 2d6(5+3)=8 total 26 2nd swing d20+15=32 crit hit!! d20+15=23 crit hit?? damage 2d8(5+3)+10=18 bane 2d6(5+4)=9 total 27 (if Ac 23 is crit hit
Kazak continued 2d8(1+4)+10=15 2d6(5+1)=6 2d8(2+2)+10=14 2d6(3+3)=6 2d8(4+4)+10=18 2d6(2+6)=8 Monday October 15th, 2007 6:15:59 PM
continued 2nd swing if Ac 23 is crit hit damage for crit hit if needed 2d8(1+4)+10=15 bane 2d6(5+1)=6 total 21
3rd swing d20+10=30 crit hit !!d20+10=26 crit hit?? damage 2d8(2+2)+10=14 bane 2d6(3+3)=6 total = 20,(crit hit if needed 2d8(4+4)+10=18 bane 2d6(2+6)=8 total 26)
hit submit button by mistake before i finished , any questions just let me know
Randall ( HP 63, AC 18/19 with Haste) d20+22=26 Monday October 15th, 2007 8:20:56 PM
Randall moves 30 feet (to AB70) and casts FOCECAGE on the remaining sea cat stone golem (1)
Randall casts the barred cage version ( 20 by 20 cornered at AB/AC 64/65, AF/AG 64/65, AB/AC 60/61, AF/AG 60/61 )
Spell check 26
===================== Effects Pearl Extended Resist Element Haste Invisibility
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile Second level (7): 2-Darkness,2-Mirror Image, 2-Knock 1-Levitate: 3rd Level 1-Dispel Magic,1-Protection from Energy 1-Tongues,1-Gaseous Form, 2-HasteX Fourth level (6): 1-Stoneskin,1-Globe of Invulnerability, Lesser 1-Resilient Sphere,2-Invisibility, Greater 1-Enlarge Person, Mass: Fifth level (5): 3-Wall of Force,1-Passwall,1-Telekinesis Sixth Level (4) 1-Dispel Magic, Greater,1-Repulsion,2-Disintegrate Seventh Level (2) 1-Spell Turning, 1-Forcecage X
Randall Monday October 15th, 2007 8:23:24 PM
Correction. Randall moves to AE70
Posting Report For: Monday October 15th, 2007 8:52:32 PM
Game #4 Children of Chaos For the week of October 8, 2007
Dweezil watched as adventurers strained to open the Palace door. It looked heavy. Even underwater it took their combined effort. Then they all rushed in, the quicker and squishier ones went first and found the golems soon after. "Bene Tellemara" the imp muttered. Will they never learn? Let the slow armored ones go first! Dweezil sighed. He hoped they wouldn't get themselves killed yet. Watching the exploits of the Children of Chaos was the most fun he'd ever had. Well, almost the most fun. Randomly poisoning mortals was the most fun. Dweezil smiled as he moved closer to the triton girl, stinger at the ready...
Peerimus Gt Octopus AC 27 HP 87/87 (AC correction Wearing Full Wild Plate +1) d20+14=29 d100=68 d4+5=8 d20+9=22 d20+9=17 d20+9=11 d20+9=29 d100=54 d100=26 d100=90 d4+10=12 d4+10=13 d20+9=26 d20+9=18 d20+9=26 d20+9=24 d100=89 d100=28 d100=1 d100=32 d4+10=13 Monday October 15th, 2007 9:15:56 PM
Peerimus has a 20' reach and so should get an AoO right?
Peerimus lashes out at one of the creatures moving in on Vinder. Quinn was a cleric and the undead should be little trouble to him. A tentacle quickly pounds one of Vinders attackers. [AoO Hit AC 29 miss %68 historically Al was high means a hit Dmg 8]
Peerimus remains where he is and strikes out again at the two on Vinder. This time with much greater force. pa-5 at A Hit AC 22/17/11/29 %54/26/90 Dmg 12/13 and at B Hit AC 26/18/26/24 %89/28/1/32 Dmg 13
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: *(3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: (2) Heal, Sunbeam, Heighten Wall of Stone
Gt Octopus Large creature 20 Str 266 lb. or less light 267-532 lb. medium 533-800 heavy load Take 10 Swim provides Check 32
Durgan AC 28 Hp 145/156 Speed30, enlarge, blur d20+20=22 2d6(5+3)+8=16 Monday October 15th, 2007 10:45:45 PM
Durgan looks to move towards the first golem only to see it covered with a force globe. He then looks to move to the second golem on the left only to see it covered by a force cage. "Confounded magic users! Leave somethin' fer the slow ones!" Durgan then looks to move towards the undead only to see Quinn using holy might upon them. Sighing, Durgan moves towards any? remaining foes(30 feet) and takes a half-hearted swing.
actions: move 30 feet towards nearest opponent attack with adamantine warhammer = hit ac22, dmg 16
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d6+8(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min
items used: potion of blur
Savin ac 31 hps 137/137 enlarged d20+18=38 d20+18=30 d20+18=33 d20+18=32 d20+15=29 2d6(3+2)+9=14 2d6(1+1)+9=11 2d6(1+3)+9=13 2d6(4+2)+9=15 d20+18=33 4d6(2+5+3+4)+9=23 Tuesday October 16th, 2007 10:27:59 AM
(OOC Steve, it doesn't matter since he missed but I tumbled as I closed last round which should have avoided the AOO. Can I not tumble in this enviroment or couldn't I get there with the non- hasted movement? Just curious for the future.) DM Steve: nope, my fault, Savin was safe and the golem should have AOO against the closing Kazak, which missed also :)
If the golem is still standing after the onslaught of the dwarf, Savin will add his attacks to the dwarves.
Savin launches into a flurry of blows with his velvet fist gloves (adamantine gloves should bypass damage reduction)
First hit is a natural 20 rolled 30 for critical hit which makes it a critical hit. (oops just remembered golems are subject to critical hits) Damage 14 points
Second swing hits ac 33 for 11 poins of damage.
Third swing hits ac 32 for 13 points of damage
Fourth swing hits ac 29 for 15 points of damge
Total damage is 53
If the golem is destroyed by the dwarf, Savin will give him a stern look and say, "Well that was greedy!" and then swim to a wraith and attack it. Hittign ac 33 for 23 points of damage. Extra 2d6 are holy damage
If all the wraiths are destroyed, Savin will just pout.
Firn'gaer 5d4(3+2+2+3+4)+5=19 Tuesday October 16th, 2007 11:45:20 AM
Firn'gaer sends a silenced magic missile at Wraith B.
Magic Missile - 19 points of damage
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Active Spells extended overland flight - 26 hours extended endure elements [from Peerimus] - 48 hours extended mage armor - 26 hours extended water breathing - 52 hours (on Peerimus) extended water breathing - 52 hours extended polymorph - 26 minutes silenced mass enlarge person - 13 minutes heightened(6th) resilient sphere - 13 minutes
The Golems-rd3 [DM SteveK] d100=42 d100=10 5d4(3+4+4+1+4)=16 d100=81 d100=3 d20+20=33 2d10(6+9)+9=24 Tuesday October 16th, 2007 12:18:13 PM
(32 rounds Underwater)
The pressure of the deep, deep ocean encloses the heroes even as they battle the unnatural Palace guardians. Kazak and Quinn feel it most without being magically protected. (Fort DC 17 or 2d6 damage)
Vinder, slowed as he is (5 more rounds), is only able to dart out with one dagger. It scores, but passes harmlessly through the shadowy triton. (Incorporal = 50% miss chance)
(Quinn ooc: AOO a single melee attack. Turning is a standard action. Therefore, I'm ruling that can't Turn as an AOO. Because Quinnn is experienced, I'm flipping his actions so he doesn't waste an AOO. Quinn is still struck by the wraith from last round and loses 1 hit point and 6 constitution points with the related hit point loss (I'm tracking 36 hit points??))
Quinn knows that he is not able to get his holy symbol up in time and elects to use his opportunistic strike at the wraith with his mace, but misses the incorporal form. He then presents his symbol of Gargul to send the undead to the Lands of Rest. Quinn is strong, but is startled to see that the wraiths are not destroyed. "C", "D", and "A" flee into the dark.
(Quinn, Vinder, and Peerimus all get an AOO against either C, D, or A.)
Trace brings forth a conch horn lined with pearls and blows a resounding note. (DM % roll = 10 = 16 Large Sharks) are attracted by the Ranger and will arrive in 4 rounds.
Kazak continue to perform his evisceration of the Stone Golem in front of him and on his third blow, the Sea Cat falls in two, completely lifeless.
Randall sees that the golem is destroyed and holds his spell.
Peerimus snakes out a tentacle and successfully performs an opportunistic strike against Wraith "A" (8 damage) The octopus then works on the remaining one on Vinder (the other three have fled)(38 damage)
Durgan still has one wraith attacking him that wasn't affected by Quinn's power. His hammer rises and falls and strikes the dwarf's opponent. (16 damage, 81% hit)
Savin makes a humorous comment to Kazak, the Stone Slicer, and then swims over to deliver a strike against Wraith "B", but misses the incorporal being (3% miss)
Firn'gear lets fly magic missles that strike wraith B with pur energy (19 damage). The wraith stops moving and then dissolves into the ocean, a parting whisper into the heroes' minds.... thank you...
Tiera grips her trident more tightly and drfts forward with Randall, keeping on guard for any sudden attacks.
.................
The Resiliant Sphere holding the remaining golem wavers and then disappears, the inherit magic resistance of the golem is finally enough to overcome the spell! It prepares to end all life within the Palace, but is only able to strike once at Vinder. The rogue staggers in the dark water from a basalt claw that batters his side. Vinder (AC 33, Damage: 24)
The golems eyes flash, and Peerimus, Quinn, Vinder, Durgan, and Savin all feel thier muscles wanting to slow and become like stone. (Will save DC 17 or slow for 7 rounds)
Wraiths A, C, and D all flee, thier backs are seen at the furthest limit of Peerimus' daylight spell.
And as the heroes see the fleeing shadows, more have arrived at the edge of seeing. Four more medium sized shadows, and then a larger shadow looms at the limit of the light, thier forms passing easily through the deep waters.
Sea Cat Stone Golem AC 26 Wraith AC 15 (50% miss chance, incorporal)
(Map emailed) ..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage per 100 feet for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Savin ac 31 hps 137/137 enlarged d20+14=25 d20+18=27 d20+18=33 d20+18=28 d20+18=38 d20+15=17 2d6(6+1)+9=16 2d6(4+5)+9=18 2d6(5+5)+9=19 Tuesday October 16th, 2007 12:56:10 PM
Savin easily shruggs off the slow spell with a save of 25 and says, "Quinn, you deal with the undead. We can handle the golem. Undead are an affront to Gargul and you should send them to his judgement."
OOC I thought Savin is enlarged? Isn't this so? Not seeing it on the map. I think Savin can attack from where he is but if not, move he forward 5' (tumble check 27 to avoid AOO) SteveK; oops again! I'll make Savin Large in next map. Also, taking a 5 foot step doesn't invoke an AOO :)
Savin attacks the golem with a flurry of blows hitting ac 33, 28, 38 (natural 20 but doesn't matter) and misses with a 17.
Savin does 16, 18 and 19 points of damage to the golem (no damage reduction due to Velvet Fist adamantite gloves) Total damage is 53
Vinder HP 58/102 AC 25 (dodge 2; 2 weapon defense; slow) d20+8=15 d20+14=23 d20+14=26 d20+14=25 d4+2=3 d6=2 d4+2=4 d6=4 d100=52 Tuesday October 16th, 2007 1:01:23 PM
(OOC - SteveK, Vinder still gets two attacks, one with either hand due to his 2 weapon fighting, because he can take a standard action even though slowed.) (SteveK - sorry, but Vinder only gets one attack in a standard action. PHB - "If you get more than one attack per round ... because you fight with two weapons ... you must use a full-round action to get your additional attacks." Until the slow wears off, Vinder can only do one standard action per round and be -1 attack, AC )
Vinder takes another blow from the golem and is again unable to resist being slowed. (Will 15)
He strikes at the retreating wraith A, with his steaming dagger.
Hit AC 23 (52% miss chance, hits) for 3 normal damage + 2 fire damage = 5 total damage
Vinder then lashes out at his aggressor, find a home with his first attack, but unable to pierce the golem's flesh with his second.
Hit AC 26 for 4 normal damage + 4 fire damage = 8 total damage Hit AC 25, miss
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes Slow: 7 rounds
Quinn AC 31 HP 149(85)/110(46) d20+14=25 d20+18=21 d100=79 d20+20=35 2d6(3+2)+10=15 2d6(1+6)=7 2d6(4+2)=6 d6=3 d20+3=14 2d6(1+1)+16=18 Tuesday October 16th, 2007 1:33:43 PM
Fort Save 25
Quinn shrugs off the crushing weight of the ocean and concentrates on what is important, UNDEAD.
Quinn will trust his friends to finish off the golem while he works on the undead.
Quinn feels the golems stare and shakes off the effects of the slow.
Will save 21
Quinn takes one swing at the retreating undead.
mis chance 79%
AC 35, damage 15 + 7 holy + 6 viscious
Total 28 damage
Damage to Quinn 3
Quinn will move forward 5 feet (No AoO) and present the eye of Gargul getting ready to those that enter his range (Ready Action)
If the undead move forward to within 60 feet, Quinn will turn them
Turn Check 14
Turn Damage 18
Quinn brings his spell , holy word, to the top of his mind.
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes Aid on Kazak +15 HP plus other aid benifits Freedom of movement cast on Quinn from Peerimus True seeing 13 minutes Shield of Faith +4 13 minutes Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Divine Power (extended)Str bonus & 13 HP
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 1/10
Trace 3d8(2+4+5)+5=16 Tuesday October 16th, 2007 3:10:23 PM
Trace moves to 66ak and takes out his csw wand and heals Quinn 16pts and then returns the wand back to the haversack.
Trace Tuesday October 16th, 2007 3:10:48 PM
ac 25 cats grace= (27)barkskin=(29) hp (94)
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
Durgan AC 28 Hp 145/156 Speed30, enlarge, blur Tuesday October 16th, 2007 11:19:35 PM
OOC- Durgan is enlarged also
With no current opponent, Durgan moves up to a position ahead of Peerimus. He readies his waraxe as he goes, putting his warhammer into its' weapon pouch.
actions: move to AH64
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d6+8(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min
items used: potion of blur
Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,SOF d20+16=19 Wednesday October 17th, 2007 12:37:22 AM
Feeling the depths of the water about him the dwarf finds the fortitude to fight it off for now (d20+16=19 fort save made !!)
A look of awe and respect shows on Kazak's face as the stone guardian crumbles before him " By the power of dwarves " marvels the dwarf as he hefts the stone blade feeling its weight in his hands "this came along at the right time " as a hugh smile crosses his face
Turning towards the second stone guardian and observes the crowd forming around it " hey can you all handle that little kitty ??" growls Kazak
Catching a glimpse of movement at the edge of the darkness " i think we have more company coming " as he points his stone blade in their direction
With a look at his immediate surroundings and the gathering about the 2nd stone guardian " nobody but me guarding this flank " grumbles the dwarf " guess i'll just cover their backside as he holds his position ... making sure the mages behind have some protection between them and whatever is coming out of the darkness
Fishing out a vial from his haversack the enlarged dwarf sucks it down (Shield of afaith +2 Ac )
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell) SOF (potion 1st lvl 10/10)
Peerimus Gt Octopus AC 27 HP 87/87 d20+9=10 d20+20=22 d20+9=21 d100=93 d4+10=13 d20+9=21 d100=53 d4+10=12 Wednesday October 17th, 2007 8:49:53 AM
As the undead flee from Quinn holy symbol, Peerimus strikes out, but misses. The golems gaze nearly takes ahold of him, but he pushes off the effect and looks out into the dark depths for more intruders. There at the edge of his light. They gather, and did he hear correctly. Very likely, the ghost of the goblin wizard similarly thanked them for putting him to rest. The entire palace, all those who died here might be in the same straits. Peerimus slides to the left and takes a position just to Kazak's right. Peerimus will ready to attack any of the wraiths that close within his 20'
[readied attack PA -5 Hit AC 21 %93 Dmg 13 AoO PA -5 Hit AC 21 %53 Dmg 12]
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: *(3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: (2) Heal, Sunbeam, Heighten Wall of Stone
Gt Octopus Large creature 20 Str 266 lb. or less light 267-532 lb. medium 533-800 heavy load Take 10 Swim provides Check 32
Randall ( HP 63, AC 18/19 with Haste) d20+22=35 5d4(1+1+4+2+4)+5=17 Wednesday October 17th, 2007 2:29:28 PM
Randall DELAYS ACTION until the creatures make their attack. He will cast magic missile against the closest surviving attacker, other then the golem.
Spell check 35 17 damage
===================== Effects Pearl Extended Resist Element Haste Invisibility
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile Second level (7): 2-Darkness,2-Mirror Image, 2-Knock 1-Levitate: 3rd Level 1-Dispel Magic,1-Protection from Energy 1-Tongues,1-Gaseous Form, 2-HasteX Fourth level (6): 1-Stoneskin,1-Globe of Invulnerability, Lesser 1-Resilient Sphere,2-Invisibility, Greater 1-Enlarge Person, Mass: Fifth level (5): 3-Wall of Force,1-Passwall,1-Telekinesis Sixth Level (4) 1-Dispel Magic, Greater,1-Repulsion,2-Disintegrate Seventh Level (2) 1-Spell Turning, 1-Forcecage
Savin pounds on the Stone Golem and the Velvet Gloves cave in great sections of the Sea Cat.
Vinder (slowed 7 rounds) scores on the retreating wraith but is unable to find a vulnerable spot on the golem.
Quinn slams his mace into the fleeing Wraith A and feels it dissolve into nothingness "frree..." it whispers and is gone. The undead advance. Presenting once more the symbol of Gargul, Quinn causes two more wraiths to flee into the darkness.
Trace (16 sharks in 3 rounds) moves forward and heals Quinn of some of his wounds.
Durgan overcomes the golems Slow effect (DM rolled DC 22) and through his Pearl of the Sirines, moves quickly forward of the others to be between his companions and the advancing undead. Stepping away causes the golem to strike out in an opportunity against Durgan, catching him in the shoulder. (AAO: AC38 Dam 20) 31% blur, hit
Kazak keeps his position to ensure the mages have protection. Nothing is going to get through the doughty dwarven fighter!
Peerimus also moves forward and prepares against the next attack.
Randall times his attack and sends some magic missles into one of the Wraiths.
Tiera stays near Randall and Firn'gear.
.................
The golem looks battered, but is still full of fight, and determined to make the heroes pay for the mistake of not finishing it off. Continuing to strike at it's intended target, two great claws strike at the man from Dirt City, beating Vinder to the tiles. (AC 28, 39 Dam 13, 20 = 33 damage to Vinder)
Four wraiths flee into the darkness.
Four more wraiths and the large shadow, like fingers on one hand, all converge on the exposed Durgan. (Durgan is allowed an AOO vs one of the wraiths) (Peerimus gets an AOO vs Wraith 'H') Hands reach to touch and three slide through the defender's armor like it wasn't there, yet the blur spell causes one to miss! (AC 27 Crit 12miss, 8, 25(blur miss), 17 Damage: 3, 1 and Con loss 1, 2)
The large shadow comes forward and stops 10 feet before Durgan. It appears like a cloaked form of a triton, a ghostly crown on the top of his faceless head. Waves of hate beat on Durgan like rain, and the dwarf feels the effects of the creature's Intimidation. (Durgan roll d20+15+ any resistance to fear bonuses. If lower than 35, Durgan is Shaken for next round. Shaken = --2 penalty on attack rolls, ability checks, and saving throws.)
And then the dread creature brings up a hand... and passes through the dwarf's armor. A feeling of hopeless lethargy encases Durgan's mind and body! (AC 31 touch, Damage 10 + 8 Constitution)
Sea Cat Stone Golem AC 26 Wraith AC 15 (50% miss chance, incorporal) Large Wraith AC 25 (50% miss chance, incorporal)
Quinn -6 CON (36 hit points) Durgan -11 CON (78 hit points)
(Map emailed) ..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage per 100 feet for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Savin ac 30 hps 137/137 d20+18=33 d20+18=33 d20+18=38 d20+15=33 3d6(1+4+2)+9=16 3d6(6+5+4)+9=24 3d6(5+5+1)+9=20 3d6(3+5+1)+9=18 Wednesday October 17th, 2007 3:44:43 PM
Savin roars his fury at the golem, "Leave my friends alone and his fists fly in rage smashing into the golem.
Hit ac 33,33,38 and 33 for a total of 78 points of damage. (no damage reduction due to velvet fists. Did wrong damage last round. Forgot I was enlarged which changed my base damage)
Firn'gaer d20+20=37 5d4(3+2+3+1+3)+5=17 Wednesday October 17th, 2007 6:05:08 PM
Firn'gaer draws a wand from his Haversack. Targeting the large wraith he lets loose a volley from the wand.
[Concentration to speak the proper command word: DC37]
Magic Missile - 17 damage
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Active Spells extended overland flight - 26 hours extended endure elements [from Peerimus] - 48 hours extended mage armor - 26 hours extended water breathing - 52 hours (on Peerimus) extended water breathing - 52 hours extended polymorph - 26 minutes silenced mass enlarge person - 13 minutes heightened(6th) resilient sphere - 13 minutes
Quinn AC 31 HP 149(101)/110(62) -6 Constitution d20+18=34 Wednesday October 17th, 2007 8:25:30 PM
Quinn nods his appreciation to Trace, but keeps concentration on the undead draining Durgan.
Quinn takes a 5 foot step forward (No AoO) and channels the word of Gargul (Cast Holy Word)
Concentration 34
40 foot radius effect centered on Quinn
Quinn relishes as the power of Gargul flows through him. Quinn keeps a sharp eye out for more undead, the eye of Gargul at the ready.
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word * Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes Aid on Kazak +15 HP plus other aid benifits Freedom of movement cast on Quinn from Peerimus True seeing 13 minutes Shield of Faith +4 13 minutes Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 2/10
Randall ( HP 63, AC 18/19 with Haste) d20+22=38 10d10(4+7+1+1+5+1+1+4+6+1)=31 10d6(3+4+3+1+5+6+1+1+4+6)=34 Wednesday October 17th, 2007 9:04:26 PM
Not liking what he's seeing, Randall points his staff at the undead hoard and unleashes a big fat ball of steam...
Centered AI/AJ 57 Spell check 38 Damage 34
===================== Effects Pearl Extended Resist Element Haste
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile X Second level (7): 2-Darkness,2-Mirror Image, 2-Knock 1-Levitate: 3rd Level 1-Dispel Magic,1-Protection from Energy 1-Tongues,1-Gaseous Form, 2-HasteX Fourth level (6): 1-Stoneskin,1-Globe of Invulnerability, Lesser 1-Resilient Sphere,2-Invisibility, Greater 1-Enlarge Person, Mass: Fifth level (5): 3-Wall of Force,1-Passwall,1-Telekinesis Sixth Level (4) 1-Dispel Magic, Greater,1-Repulsion,2-Disintegrate Seventh Level (2) 1-Spell Turning, 1-Forcecage
Durgan AC 28 Hp 33/156 Speed30, enlarge, blur d20+23=34 2d8(6+6)+11=23 d20+15=18 Wednesday October 17th, 2007 10:39:12 PM
Durgan reels under the relentless assault of the undead and retreats, hoping his companions can aid him. "I knew I shoulda attacked a golem instead. Uncle Zeke told me there'd be days like this."
actions: AoO: 34 to hit vs wraith , 23 dmg save vs fear= 18, shaken(1 round? or longer) -2 to attacks, ability and saving throws move 30 feet back towards doors(withdraw)
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d8+11(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min Durgan --11 CON, (-78 hit points), shaken
items used: potion of blur
Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,SOF Thursday October 18th, 2007 12:14:18 AM
The smile on the dwarfs face broadens as he he peeks over to see Savin bash the stone guardian to pieces " dats better" growls Kazak
With Peerimus slotting into position between himself and the mighty Quinn " saavy fellow " mumbles the dwarf "he's done this before " as respect for the Druid raises a notch
"Just need da monk to take the right flank and me brother hold the center and nothin will break this line " growls Kazak to Peerimus
Suddenly as the water churns with Durgans retreat " yeah hold da line brother ..... you ok? .... Durgan ? ... Durgan ?... where ya ?? ...going ? "trails off the dwarven warrior
Worry in his voice he looks behind him to the mages "Help me brother ... help Durgan " as he uses his stone sword to point out his retreating brother "Hold on brother i'd be with ya soon to help ya "
Turning back to face the incoming horde of seawraiths " gonna pay for that "growls the dwarf with steel in his voice as he realizes his job is to hold his position and not break the line no matter what .
"We got reach on dem ghosts ... let dem come we'll slaughter dem before they can reach us " growls Kazak to Peerimus
"Hold da line "
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell) SOF (potion 1st lvl 10/10)
Vinder HP 25/102 AC 25 (dodge 2; 2 weapon defense; slow) Thursday October 18th, 2007 9:30:01 AM
Vinder realizes that one more blow from the golem would put him away, so he withdraws (no AoO) to AJ70.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes Slow: 6 rounds
Peerimus Gt Octopus AC 27 HP 87/87 d20+9=27 d100=71 d4+10=12 Thursday October 18th, 2007 12:19:41 PM
Peerimus is unsure at what he is more annoyed at, though none of it surprises him.
Peerimus casts Heal and touches Durgan. [Heals 140HP and all ability score damage. Does not remove negative levels]
AoO if needed when the bad guys close. Hit AC 27 %71 Dmg 12
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: *(3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: (2) Heal, Sunbeam, Heighten Wall of Stone
Gt Octopus Large creature 20 Str 266 lb. or less light 267-532 lb. medium 533-800 heavy load Take 10 Swim provides Check 32
Trace d20+24=31 d20+24=38 d20+19=24 d20+16=29 d8+7=13 d8+7=10 d8+7=13 d8+7=8 2d6(6+4)=10 2d6(6+6)=12 2d6(4+5)=9 2d6(2+2)=4 Thursday October 18th, 2007 3:36:32 PM
Trace sees the approaching trouble and then fires off four holy seeking distance arrows at the king.
hit ac 31 13 hps 10 holy = 23hps hit ac 38 10 hps 12 holy = 22hps hit ac 24 13 hps 09 holy = 22hps hit ac 29 08 hps 04 holy = 12hps
total 79hps
ac 25 cats grace= (27)barkskin=(29) hp (94)
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
Trace Thursday October 18th, 2007 3:40:15 PM
(ooc: seeking-The weapon veers toward its target, negating any miss chances that would otherwise apply)
The Golems-rd5 [DM SteveK] d100=83 d100=5 d100=10 d100=38 d100=47 d20+4=10 d4=1 Thursday October 18th, 2007 4:33:24 PM
(34 rounds Underwater)
Savin lets loose a torrent of attacks upon the Stone Golem Sea Cat, reducing the once-proud statue to rubble. (Golem slain)
Firn'gear strikes at the large wraith using the pure energy of Magic Missles!
Quinn steps forward and an arcane word passes his lips. The High Woldian word accompanied by the intense will of the cleric behind it lashes out in an aura of pure good. The four small wraiths shrink away from the spell and begin flailing about with less purpose. (blind, deaf) The larger wraith seems not affected at all! Quinn may be surprised that the wraiths are not paralyzed by the spell as well... they must be more powerful than first suspected!
Randall seeks to assist Durgan by concentrating on a steam-ball to destroy the wraiths. Flickering in and out of the Woldian plane of existance, only Wraith F is caught and consumed by the steamcloud, the others are not touched. Unfortuneately, Durgan is also caught in the steamball, and could be broiled! (Durgan 20% miss chance or 34 Damage; Reflex Save DC 22 for half)
Peerimus' readied and the druid's and Durgan's opportunistic actions destroy Wraith H before the undead is able to close with Durgan. (ooc: did a d4 to determine if H was one that hit Durgan last round. H missed Durgan last round, so all damage remains.)
IFDurgan takes full damage from Randall's steamball, he is on the ground at -1 hit points. IFDurgan does not take full damage, he manages to stumble back behind the line of Kazak, Peerimus, and Quinn.
Durgan gets a Hero Point for assuming all the enemy's attacks, sacrificing himself to provide time to his companions.
Kazak is worried about his brother, but he holds the line against the ghostly undead.
Vinder sees that the golem is destroyed, but weakened as he is, he prudently withdraws back to the spellcasters.
Peerimus touches Durgan with healing which restores the dwarf to full Constitution and Hit Points! (Octopus 20 foot reach can touch Durgan in either place)
Trace (16 sharks in two rounds) holds his bow and the weapon gleefully fires four arrows at the kingly wraith. Even with the distance and seeking abilities of Trace's new weapon of chaos, only one arrow finds its mark. (40 feet away = -8 to hit for Trace). The incorporability is no protection for the large wraith, and it is struck with holy power.
Tiera gasps at the Holy Word that strikes out in all directions from Quinn affects evil and neutral beings alike. The Triton arches and goes limp, her body floating on the currents beneath the ocean...
.................
Only two wraiths remain as well as the larger, kingly wraith. Malovence and intelligence emanates from the crowned large wraith, and, without turning its head, it withdraws quickly towards the north at a 60 degree angle. It is out of sight.
The two medium wraiths fly straight up and withdraw, not allowing Peerimus/Octopus an opportunity to attack. They are out of sight.
The circle of light shows a battered battle with the Children of Chaos the victors. To the north is a alabaster white statue of a triton blowing on a conch. The conch is blowing a stream of air towards the cieling.
Wraith AC 15 (50% miss chance, incorporal) Large Wraith AC 25 (50% miss chance, incorporal)
Quinn -6 CON (36 hit points) Durgan -11 CON (78 hit points)
(Map emailed) ..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage per 100 feet for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Durgan AC 28 Hp 129?/156 Speed30, enlarge, blur d20+8=12 Thursday October 18th, 2007 8:40:54 PM
"I'm ok brother. Let's finish this."
actions: reflex save= 12(missed it. he dropped where he was before Peerimus heals him. blur doesn't work on area spells. heal=130 Hp? 10xlevel)
Durgan stands up and gives a nod of thanks towards Peerimus. Proper thanks would have to wait till the battle is over. The dwarf returns to business and waits for the wraiths' next attack.
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d8+11(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min
items used: potion of blur
Firn'gaer d20+20=37 5d4(3+4+3+4+2)+5=21 Thursday October 18th, 2007 9:13:04 PM
Firn'gaer takes the wand and again lets go another volley towards the largest wraith.
Concentration - DC 37
Magic Missile - 21 points of damage
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Active Spells extended overland flight - 26 hours extended endure elements [from Peerimus] - 48 hours extended mage armor - 26 hours extended water breathing - 52 hours (on Peerimus) extended water breathing - 52 hours extended polymorph - 26 minutes silenced mass enlarge person - 13 minutes heightened(6th) resilient sphere - 13 minutes
Quinn AC 31 HP 149(137)/110(98) d20+14=22 Thursday October 18th, 2007 11:18:08 PM
Quinn looks at the retreating wraiths and bubbles "We must destroy the undead. It is time to let them be judged."
Quinn cast restoration on himself to cleans his body of the wraiths touch.
concentration check 22
Quinn looks back at the paralyzed triton "Brother Trace you were right, she does not have much good in her soul or Gargul's word would not have touched her so, not that she is evil either, but either way she is out for a few minutes to contemplate her fate."
Quinn takes a 5 foot step in the direction that the wraiths floated off looking up at their rising. "In a few moments Gargul will let me fly through the water after you." Quinn stares off after the wraiths. "We're coming for you."
"Brother Savin maybe this time you can lead our quary back to us, brother Vinder was kind enough to take your spot with the golems while you held the door." Quinn smiles at the monk.
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word * Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes Aid on Kazak +15 HP plus other aid benifits Freedom of movement cast on Quinn from Peerimus True seeing 13 minutes Shield of Faith +4 13 minutes Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 2/10
Trace d20+26=35 d20+21=28 d20+16=36 2d6(2+2)=4 2d6(6+6)=12 2d6(4+4)=8 Friday October 19th, 2007 2:53:27 AM
(ooc:why dosent the seeking negate the water penalty?)
Trace moves up closer (63,AK) and takes aim again (shot on the run) If I cant shot all three times then do not show Trace moving. Trace fires three arrows this time at the dead king. The last arrow fired seems to hit true.
hit ac 35 4 holy dmg hit ac 28 12holy dmg hit ac 36 crit. 8*3=24 holy dmg
total = 40 hps holy
ac 25 cats grace= (27)barkskin=(29) hp (94)
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
Vinder HP 25/102 AC 23 (slow) Friday October 19th, 2007 9:11:48 AM
Vinder sheathes his left handed dagger, his movements achingly slow.
(OOC - Question. If I have Freedom of Movement cast on me (which I do) and then I have Slow cast on me, does the Slow cancel out the Freedom, which normally cancels out Slow?)
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes Slow: 5 rounds
Savin hps 137/137 ac 30 enlarged d20+18=31 Friday October 19th, 2007 9:12:14 AM
Savin waves away the silt that used to be the stone golem and moves up to AL55 holding up his everburning torch looking for wraiths to attack.
"What happened to them all? Brother Quinn, if you just could keep up for a change, then you wouldn't have to always have me lead them back to you. What's it like to move like a turtle?"
Savin peers into the gloom. Spot check 31
Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,SOF Friday October 19th, 2007 1:25:17 PM
Moving forward 10'ft to keep even with Quinn and waving Peerimus forward to keep the even with them .
Looking towards the stone triton and pointing with his stone sword " wonder why its blowing bubbles ??"
With a look over his shoulder "take up a position in line brother .... good to see you ok " adds Kazak with relief
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell) SOF (potion 1st lvl 9/10)
The Palace [DM SteveK] Friday October 19th, 2007 2:05:40 PM
(35 rounds Underwater)
Durgan is overcome by Randall's steamball and falls (AI,59). Within seconds he is returned to complete health by Peerimus' tentacle and the enemy appears to have fled. The dwarf nods his thanks and stands back up ready to continue the battle.
Firn'gear looks to fire a magic missle, but the wraiths have all passed into the darkness, and even his gnomish senses don't know where they are.
Quinn heals himself of the undead's touch and calls loudly that their retribution is at hand. It is unlikely that any other than his immediate companions can hear through the insulating water. Quinn also assesses that Tieria isn't good, but probably isn't evil either judging by the effect of his Holy Word spell.
Trace (ooc: seeking negates % misses, not -# to hit. Therefore, blur, displacement or the wraiths incorporability are negated by seeking. The distance doubles the bows range; since range incriments underwater are -2 per five feet, Trace is able to shoot at -2 per ten feet, which at 40 feet is still a serious penalty to overcome.)
Trace (1 round = 16 sharks) moves forward but doesn't fire any arrows. The wraiths are gone into the dark, and he can't be sure of where they may be.
Vinder moves achingly slow until he remembers that he has a freedom of movement spell on him. Amazingly, the golem's affect vanishes! (ooc: oops! Just another example that I need you Players to know your abilities. I feel like I'll never get ahold of all this! :-)
Savin moves forward looking for the wraiths. The bantering is back as well, as it appears the group has survived nearly unscathed.
Kazak moves forward to keep the line.
The wraiths are still out of sight in the darkness, but the feeling is alive that they are somewhere in the cavernous Palace. When they may appear again is anyones guess.
Tieria's body begins to drift on the water currents to the south-east.
Everyone is within the circle of Peerimus' Daylight Coral. To the north is a alabaster white statue of a triton blowing on a conch. The conch is blowing a stream of air towards the cieling.
Due to the insulating water, verbal communication is limited to a 20 foot radius (same as the range of the torches). Savin can only hear Durgan. Vinder, Firn'gear, Randall can only hear each other.
(Map emailed) ..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage per 100 feet for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Vinder HP 25/102 Friday October 19th, 2007 2:43:30 PM
Vinder sheathes his other blade and swims out to retrieve Tiera's body. He brings her back to Randall and Firn'gaer.
"I don't know what's wrong with her," he says to the two wizards, looking on the triton's still form.
Catching a glance at his own body, he notes that he is not in good shape. He looks up to see Quinn out of ear shot for asking to be healed. Instead, he waits, holding onto Tiera until their next move is determined.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Peerimus Gt Octopus AC 27 HP 87/87 Friday October 19th, 2007 5:19:24 PM
The Octopus grimaces as it spies Tieria. Quite a feat for an Octopus. Peerimus moves back to the Triton. He knew what happened, especially given what he just heard, but he coul not do much about it. Except perhaps apologize when she recovered. The undead were gone. The question in his mind now was would they regroup and come back? Or was this going to turn into a bug hunt. The latter, he doubhted very much that the group had time for.
With 6 of his 8 tentacles, Peerimus gestures forward and past the group. Peerimus swims upward to be at least 15' from the floor.
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: *(3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: *(2) Heal, Sunbeam, Heighten Wall of Stone
Gt Octopus Large creature 20 Str 266 lb. or less light 267-532 lb. medium 533-800 heavy load Take 10 Swim provides Check 32
Quinn AC 31 HP 149(137)/110(98) d20+14=19 Friday October 19th, 2007 11:12:53 PM
Quinn sees Savin move off and gets anxious "Turtle is right Brother Savin, but this one will fly through the water."
Quinn casts fly upon himself.
Concentration check 19
Quinn looks over to Durgan "Cousin Durgan you look well again. Nice job holding the line. How about you and I each grab one of your brothers arms and we pursue Brother Savin and the foul undead. We can not let them keep walking about this place turning Tritons into wraiths."
Quinn now floats over to Kazak and motions to take his arm "Ready for a ride Cousin?"
Quinn wantingly looks up in the direction that the Wraiths floated up and he can still just make out Savin as he continues to swim upwards.
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word * Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes Aid on Kazak +15 HP plus other aid benifits Freedom of movement cast on Quinn from Peerimus True seeing 13 minutes Shield of Faith +4 13 minutes Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP Fly on Quinn
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 2/10
Trace Sunday October 21st, 2007 4:19:43 AM
Trace keeps rank and hollars to the rest to expect a bunch of sharks on his behalf and that they should use them to march forward?
ac 25 cats grace= (27)barkskin=(29) hp (94) darkvision active
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
Randall ( HP 63, AC 18/19 with Haste) 5d4(1+1+3+1+2)+5=13 d20+22=23 Sunday October 21st, 2007 10:05:48 PM
Randall READIES ACTION and prepares to cast a magic missile at the first unfriendly that shows itself.
Spell check Damage 23
===================== Effects Pearl Extended Resist Element Haste
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile X Second level (7): 2-Darkness,2-Mirror Image, 2-Knock 1-Levitate: 3rd Level 1-Dispel Magic,1-Protection from Energy 1-Tongues,1-Gaseous Form, 2-HasteX Fourth level (6): 1-Stoneskin,1-Globe of Invulnerability, Lesser 1-Resilient Sphere,2-Invisibility, Greater 1-Enlarge Person, Mass: Fifth level (5): 3-Wall of Force,1-Passwall,1-Telekinesis Sixth Level (4) 1-Dispel Magic, Greater,1-Repulsion,2-Disintegrate Seventh Level (2) 1-Spell Turning, 1-Forcecage
Savin ac 30 hps 137/137 enlarged Sunday October 21st, 2007 11:36:01 PM
Savin keeps looking around and listening but holds his position as he thinks the group is getting to split up. He will even move back towards Durgan for 10' and say, "We are getting to scattered. This things can pick off the individual. Lets get everyone together now that the golems are dead."
Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,SOF Monday October 22nd, 2007 12:08:58 AM
Shaking his head at Quinn's offer "not yet "
"Peerimus whats our next step ?? ... does Tieria have a map of the palace ?? "inquires Kazak " even if she doesn't i think we should move forward quickly so our magics don't expire"
The dwarf moves forward to be abreast of Savin (AE-55)"come on brother"
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell) SOF (potion 1st lvl 8/10)
The Palace-2 [DM SteveK] Monday October 22nd, 2007 1:48:16 PM
(36 rounds Underwater)
Vinder catches Tieria's body to prevent her from floating away. The limpness of her form and rapid cooling of her body leads the rogue to the inescapable conclusion... the triton is dead.
Peerimus swims back, also confirms Tieria is dead, and then swims back, gliding up off the floor to bring his Daylight spell higher. The light reveals the cieling in this central area is 80 feet above the floor, arched like an elongated dome, and carved in fantastic geometric shapes and animals. The cieling points north and south. There is no sign of the undead...
Quinn takes up the banter and forms a plan to pursue the wraiths by first casting the Fly spell, and he moves over to his favorite dwarf. Unfortuneately, the cleric learns what Firn'gear learned near the surface, that fast movement through Air doesn't equate to a similar fast movement through Water. Quinn is unable to float above the floor.
Trace warns the others of his incoming friends, and then is surrounded by over a dozen sleek blue bullets. (Knowledge Nature DC 15 Highlight to display spoiler: { they seem to be mako or whaler sharks} Ready to do the Ranger's bidding, they school around the entrance, passing very close to Firn'gear, Randall, and the wounded Vinder. It seems lucky that the golems and wraiths did not spill blood in thier attacks...
Randall is ready when anything attacks.
Savin suggests that the group is getting too far separated and needs to stay together. (Spot DC 20 Highlight to display spoiler: {when Peerimus' light touched the cieling, there seemed to be a wraithly shadow that was there, but it passed through the cieling and is gone.}
Kazak moves up a little, agreeing with Savin.
As Peerimus and the Daylight spell moves up, Firn'gear, Randall, and Vinder are beginning to be left behind in the darkness...
Some of the Children have moved up enough to see that the golden doors in fact opened onto a foyer about 40 feet wide which ends in the darkness to the left and right. The two basalt pedastals that had once perched the Stone Golems flank the entrance way to what looks like a grand courtroom. The CoC note one set of columns stretch to the cieling some 80 feet above the floor, and it is easy to assume there are more. The fountain of air continues to bubble, and the Children are sure they have not seen a quarter of the grand courtroom yet...
Due to the insulating water, verbal communication is limited to a 20 foot radius (same as the range of the torches). Vinder, Firn'gear, Randall can only hear each other.
(Map emailed) ..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage per 100 feet for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Peerimus Gt Octopus AC 27 HP 87/87 d20+21=38 d20+17=19 Monday October 22nd, 2007 2:27:04 PM
Peerimus moves back and takes the still form of Tieria in one tentacle, tapping Quinn on the shoulder, he points back to Vinder as he moves. Peerimus will return to moving further north after securing the triton. There would be time later to address the problem, now was certainly not it. There was also little point to the shark issue. Trace had brought them in, though the druid was baffled as to ghow he summoned so many, he certainly couldn't. Would have to speak to the ranger about that on the surface. Peerimus fails to catch what Savin might have gestured or said though.
With Tieria in tow, as he swims by Kazak, Dugan and Savin, he taps each one and points north.
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: *(3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: (2) Heal, Sunbeam, Heighten Wall of Stone
Gt Octopus Large creature 20 Str 266 lb. or less light 267-532 lb. medium 533-800 heavy load Take 10 Swim provides Check 32
Quinn AC 31 HP 149(137)/110(98) d20+12=23 d20+12=28 Monday October 22nd, 2007 3:13:42 PM
Quinn looks up and pushes off the floor only to settle back down. The cleric of Gargul grumbles fiercely about the problems with the envirorment.
Spot 23
Quinn did spot the wraith on the ceiling "The abominations are hiding above. There must be a room above us." Quinn is beside himself now that his fly spell did not work as planned.
Quinn moves forward 30 feet holding his everburning torch aloft in his shield hand, his mace at the ready. "Gargul show me the stair or somthing like it."
Quinn scans the room looking for a way to follow the wraiths.
Spot 28
"Show me the way" Quinn is consumed by his search for a way to get at the affronts to Gargul.
"Can anyone get me up to the Undead!" Quinn begs as he continues his search for quary that is out of reach, for now.
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word * Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes Aid on Kazak +15 HP plus other aid benifits Freedom of movement cast on Quinn from Peerimus True seeing 13 minutes Shield of Faith +4 13 minutes Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP Fly on Quinn
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 2/10
Durgan AC 28 Hp 156/156 Speed30, enlarge, blur d20+8=19 Monday October 22nd, 2007 5:51:17 PM
"Ok, let's take a look around. Maybe the shadows will come back. Quinn, looks like ye have to swim. No flyin today."
actions: Durgan move up to 60 feet towards the fountain, watching for wraiths as he goes. spot =19
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d8+11(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min
items used: potion of blur
Posting Report For: Monday October 22nd, 2007 7:34:10 PM
Game #4 Children of Chaos For the week of October 15, 2007
Dweezil cackled with glee as the triton girl fell lifeless. He wasn't sure if his poison had got her or the adventurers' spell. Either way it was very entertaining. Most of them hadn't even noticed yet. Dweezil looked ahead into the gloom of the triton Palace. The greed and avarice within his dark heart flared to life as he realized the treasures within were ripe for the taking. With the girl dead, no one would know. Dweezil wondered if the Children of Chaos were too squeeemish to take the treasure or if they would loot it to the last coin, leaving the tritons with nothing.
"Aaack!" Dweezil jumped with a start and swam for everything he was worth as a large number of hungry looking sharks appeared. At first he thought they were sniffing after the blood from the battle, but then realized they were under the control of one of the adventurers. Dweezil was thankful for the invisibility. And he hoped they couldn't smell him...
Firn'gaer Monday October 22nd, 2007 8:22:31 PM
Firn'gaer swims up to Quinn and says "By the Gods, Quinn, you killed her you irresponsible menace." He says pointing over to the dead Triton. "You cast a spell like Holy Word without knowing if it will effect your allies. Her death is on you, and don't say it was Gargul's will because I don't think Gargul would condone such recklessness. Do you have no remorse for your action!" He says anger welling up from within. The gnome's face turn's red as the cleric acts cold, icy cold at his murderous act. "You are a menace! A menace, not only to us, but to the Wold itself. You are no better than undead: cold and unfeeling."
He turns to the other, "And the rest of you . . . he commits murder and you act as if this is alright."
He pauses and tries to gain his composure. "We should leave and return Tieria's body to her people and pray for you Quinn that they don't wish vengeance on all of us."
He's going to get us all killed . . . Rages through the wizard's mind.
It never ends . . . comrades are more of a danger then foes . . .
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Active Spells extended overland flight - 26 hours extended endure elements [from Peerimus] - 48 hours extended mage armor - 26 hours extended water breathing - 52 hours (on Peerimus) extended water breathing - 52 hours extended polymorph - 26 minutes silenced mass enlarge person - 13 minutes heightened(6th) resilient sphere - 13 minutes
OOC: George: Posting Reports Monday October 22nd, 2007 11:40:33 PM
I am wondering how our imp is figuring his posting report. When I look back a week, I see that I am posting between every DM post but the report has me missing several days....very confused
DM Steve: BLUF (Bottom Line Up Front): If Player has same # of posts as DM per week, Player is good.
Jerry had a sidebar last month about posting reports. The guidance is record the Day that the person posted, not necessarily that it was between DM posts. Makes it easier for the ADM.
No worries, George!
BZ-this is exactly what I was doing. I just check by the day, that's why people sometimes end up with two posts one day and none the next. I have not heard from Jerry that there are any posting problems in this game, so as Steve said, no worries. However if anyone feels I make any mistakes, please let me know(I'm only human) I will double check, make corrections, and email the updated report to Jerry.
Savin ac 30 hps 137/137 enlarge d20+18=34 Monday October 22nd, 2007 11:44:48 PM
Savin feels the tap on his shoulder and looks to see Peerimus pointing forward. "You really have to work this communication thing out. Can't one of mages cast a message spell?"
Still Savin follows orders and starts moving north towards the bubble maker. He keeps a sharp eye out for the undead and draws his spiked chain to give him the first blow. (Enlarged, I have a 20' reach)
Savin says, "Come on lets finish this business. I have a school to build." Savin moves forward 30 keeping a sharp eye out. Spot 34
"I think I just saw one of the undead up by the ceiling. Think it went through the wall."
Vinder the Hilt HP 25/102 Tuesday October 23rd, 2007 9:18:54 AM
Vinder is shocked when he discovers that Tiera is dead.
When did that happen? Were there enemies behind us, too? he thinks, not making the connection between Quinn's spell and the triton's passing.
Peerimus takes her body from Vinder and the rogue swims forward towards Quinn, still looking for some healing. Of a sudden, he sees Firn'gaer rushing forwards to berate the cleric and Vinder hustles forward to break the pair up, trying to restrain the gnome from attacking.
"Hold!" he says, putting himself between the two. "We are still on dangerous ground and cannot afford to fight with each other when enemies are still about."
He does give Quinn an odd look when Firn'gaer accuses him of Tiera's death. Otherwise, he maintains his position between the two until the danger of a fight is over.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Randall ( HP 63, AC 18/19 with Haste) d20+22=28 Tuesday October 23rd, 2007 12:42:51 PM
Randall ( HP 63, AC 18/19 with Haste)
Seeing that the others are arguing about something or another, Randall swims up to the rest of the party. After hearing the arguments, Randall adds " Correct me if I'm wrong here... clerical spells really aren't my speciality after all... but our guide was affected by the spell, doesn't it mean that she was evil? And if she was evil, then doesn't that mean that the global "we" are better off with her being dead? And really folks, since we're all in danger here of being killed off ourselves by these undeads... shouldn't we just keep our mind on STAYING ALIVE!!! Geez. "
" Quinn, I can use a PASS WALL spell to get us all up there if that's the route we want to go. But since we know what we're up against, let's prepare first. Can you clerical types provide us with any protection against these undeads? I like my life force the way it is thank you very much. "
Waiting for the others to agree... or not... Randall READIES a DISINTEGRATE spell to cast on any hostile creature that comes towards him.
Spell check if needed. Damage 28
===================== Effects Pearl Extended Resist Element Haste
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile X Second level (7): 2-Darkness,2-Mirror Image, 2-Knock 1-Levitate: 3rd Level 1-Dispel Magic,1-Protection from Energy 1-Tongues,1-Gaseous Form, 2-HasteX Fourth level (6): 1-Stoneskin,1-Globe of Invulnerability, Lesser 1-Resilient Sphere,2-Invisibility, Greater 1-Enlarge Person, Mass: Fifth level (5): 3-Wall of Force,1-Passwall,1-Telekinesis Sixth Level (4) 1-Dispel Magic, Greater,1-Repulsion,2-Disintegrate Seventh Level (2) 1-Spell Turning, 1-Forcecage
The Palace-3 [DM SteveK] Tuesday October 23rd, 2007 3:38:41 PM
(37 rounds Underwater)
ooc: I've had the Daylight spell too small (at 40 feet radius instead of 60), and so have corrected on the map. The heroes can see much more to include lots of the cieling. :))
Peerimus secures the body of Tieria and tries to get Quinn to focus his attention on the extremely wounded companion, Vinder. He rolls his octopus eyes in amazement at all the sharks that are swirling around Trace like well-behaved puppies, but tries to communicate to the others with pokes and pointing.
Quinn ignores Peerimus and the wounded Vinder, focusing instead on destroying the remainder of the undead. He moves forward towards the air-bubbling fountain looking for a way to the cieling.
Durgan also moves forward to support the others.
Firn'gear is terribly angry about the death of the triton and the way the others are ignoring it. Forgetting that sound doesn't carry and so only he, Vinder, Peerimus, and Randall even know that Tieria is dead, he swims forward and confronts the cleric on his rash and inconsiderate behavior. He then turns reprimanding words on the others at the front.
Savin keeps looking for the undead and brings forth his spiked chain to help reach them. Normally, a chain wouldn't be very effective in water at all, but the Pearl carried by the monk has made the water as if he were in air!
Vinder hopes to have some healing, but then tries to get between Quinn and Firn'gear and stop a fight! The manta swims quickly and arrives as Firn'gear and the enlarged Quinn are nose to nose, so Vinder has to content himself that his words can get through where his body can't.
Randall also uses his Pearl to get into the conversation. The Wizard suggests that Tieria could have been evil, but the main point is not arguing 300 feet underwater with enemy all around. The wizard then offers a way through the cieling to get at the undead.
Trace and Kazak move up to keep a rear guard on the Children, while Trace's 16 sharks swirl the waters behind him.
As Peerimus and the Daylight spell moves up, even more is revealed. More columns and walls to the left and right, and there seem to be openings to further chambers as well. Further up the aisle, the light outlines three more skeletons, laid bare with time and sprawled as they died.
(Map emailed) ..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage per 100 feet for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Quinn AC 31 HP 149(137)/110(98) d20+14=22 3d8(5+4+6)+13=28 Tuesday October 23rd, 2007 4:11:01 PM
OOC: I did not recieve the map.
---------------------------------
Quinn waves back at Peerimus's eight arms.
Quinn sees the fever in Firn'gaer eyes and responds to the gnome "Cousin Firn'gaer you must calm down and listen to your brother wizard as he speak wisdom. Now is a time for calm and for hunting those that seek to draw our life force and not squabbling. We can save that for later."
Quinn will nod to Randall "You have been sent by Gargul with your rescourfulness and wisdom. A Passwall would solve most of our problems assuming that Cousin Kazak and I can reach, swim or climb to it."
Quinn notices the dead triton "We can deal with her later as we have more pressing matters."
Quinn will sacrifice inviso purge for cure serious wounds on Vinder. "This should help Brother."
Concentration check 22
Cure 28 to Vinder
"Now lets go free those Wraiths of their torment of Unlife."
Since apparently Quinn did not see any pathways to the upper floors he looks to Randall "Where is the best spot to use your passwall Brother?"
Quinn will move 20 feet to whereever he sees a pathway up by climbing or swimming, if none is seen he will move 20 feet toward the giant bubbler as the cleric is to agitated to stay still as he mumbles "Gargul has brought me to the depth for a purpose."
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word * Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes Aid on Kazak +15 HP plus other aid benifits Freedom of movement cast on Quinn from Peerimus True seeing 13 minutes Shield of Faith +4 13 minutes Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP Fly on Quinn
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 2/10
Savin Savin ac 30 hps 137/137 enlarge d20+18=32 Tuesday October 23rd, 2007 7:49:48 PM
(ooc Steve, I didn't mean to go up, I meant to go forward but no big deal.) (DM SteveK: Did send Savin forward. He is standing right next to the bubble fountain right now. Sorry for the map being late)
Savin keeps his eyes peeled for danger and decides to try and lure some. He moves forward another 30' towards the bubble maker keeping a sharp look out. He is is blissfully unaware that the triton guide is dead and his friends and comrades are squabbling.
spot check 32
Durgan AC 28 Hp 156/156 Speed30, enlarge, blur Tuesday October 23rd, 2007 9:58:17 PM
Durgan sees the commotion behind him and stops, waiting to see what is happening. Since he cannot hear anything, he waits, and soon he group seems to have settled it and moves on. "Can anyone who can hear me do sumthin about our ability ta talk?" grumble grumble, dwarven curses about speaking underwater
actions: waiting for group and stayin alert.
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d8+11(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min
items used: potion of blur
Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,SOF Tuesday October 23rd, 2007 11:48:52 PM
Kazak moves a little left ... taking up a position next to Quinn on his left " lets keep this line together " as he keeps pace (moves to AB,AC 55)
Peeking back at the gnome " Murder ?? ... thats a little strong don'tcha think ?? ... we're in middle of a battle ..... many unintended things happen " as he gives Firn'gear a quizzical look
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell) SOF (potion 1st lvl 8/10)
Trace d20+15=24 d20+13=21 Wednesday October 24th, 2007 3:11:53 AM
Trace continues to move with the others and keeps an eye out for trouble (spot 24} Trace inspects the sharks to see what kind they are (dc 21 kn) Trace says aloud to whoever can here, lets move a bit quicker, I thought we were in the thick of things when I called on our sea friends, I hope I hadent wasted my one chance. If we could bring Tirerra back to life then we could blow that horn for more help two more times.
ac 25 cats grace= (27)barkskin=(29) hp (94) darkvision active
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
Vinder the Hilt HP 63/102 2d8(3+4)+3=10 Wednesday October 24th, 2007 9:28:03 AM
Vinder thanks Quinn for the healing and begins to move after the others. While he's going forward, he pulls a potion of cure moderate wounds and swallows it down (Heals 10 HP).
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Peerimus Gt Octopus AC 27 HP 87/87 d20+16=18 Wednesday October 24th, 2007 10:20:54 AM
Peerimus looks at Savin as he mentions the Message spell and recalls asking precisely that line of questions two days ago to them. The octopus shrugs 8 arms and blinks a Savin. While the humor was likely lost on everyone else, the druid thought the whole thing quite funny. That is broken by the death of Tieria and the ensuing headache that rushes forward in the next few minutes. Oh Bother, well they will have to work it out for themselves this time.
Peerimus glances up at the ceiling and then to the several party members who could not get up to it if Randall cast his spell. Momentarily letting go of the triton, Peerimus taps all 8 of them on thier shoulders and points forward. Securing Tieria once more, he swims forward 60' [to row 41]
As he passes the fountain, peerimus gives it a good looking at to make sure they are not swimming right past the conch shell they came here for. [spot 18]
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: *(3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: (2) Heal, Sunbeam, Heighten Wall of Stone
Gt Octopus Large creature 20 Str 266 lb. or less light 267-532 lb. medium 533-800 heavy load Take 10 Swim provides Check 32
Quinn (Second Illegal Post) Wednesday October 24th, 2007 12:58:22 PM
Quinn looks over at Kazak "I can dimension door us up to any room that Brother Randall finds with his passwall, saving you and I swiming time, you up for that Cousin?"
Quinn winks at Kazak.
DM SteveK Wednesday October 24th, 2007 1:02:46 PM
will be posting delay to the evening...
Firn'gaer d20+23=41 d20+9=27 d20+20=34 d20+9=18 Wednesday October 24th, 2007 7:13:47 PM
Firn'gaer's jaw drops as Quinn barely considers his actions, or, for that matter, Firn'gaer's tongue lashing.
[To Quinn] "Do you ACTUALLY know what your spells DO! That spell doesn't just effect evil. The only ones NOT effected are good!"
"Tritons are neither generally good or evil." [This assumes a KS (planes), DC18, is enough to know the basics about tritons.]
[To Randall] "Randall, if you were a wizard worth your weight, you would know about the world of magic beyond your small grasp of it." He snaps to Randall during his defense of Quinn.
[To Kazak] "If you stab me through the heart, do you think you would know it could kill me?" He says to Kazak. "Quinn should have known that spell could have effect her. He's a $@#$ high priest. If he can't handle the responsibility of knowing when to cast indiscriminate killing spell, then he doesn't deserve the power."
[To Quinn] "I can't see how Gargul would allow someone like you to wield his power. It must be desperate times for the Lord of the Dead for him to bestow his power on you."
"You keep your distance from me, murderer!" He says to Quinn.
Firn'gaer (OOC) Wednesday October 24th, 2007 8:26:23 PM
So, please don't take offense in any of the wizard's ravings and rants. I'm just having Firn'gaer react the way he's always reacted in similar situation, confront.
Just be glad Rufus isn't here.
The Palace-4 [DM SteveK Wednesday October 24th, 2007 8:26:47 PM
(38 rounds Underwater)
Quinn tries to calm down Firn'gear, acknowledges the CoC will take care of Tieria's funeral, and heals Vinder. Yet the cleric's eyes and thoughts are mostly on the undead. By light of the Daylight spell, there are no stairs or other means of getting to the cieling. There are also no obvious doors or other openings in the cieling either. Quinn moves beyond the bubbling statue, still within the illumination by the Daylight spell. The statue still bubbles merrily.
Savin also moves beyond the bubbling statue, and sees nothing unusual in the statue. In fact, it seems eerily similar to an above water statue blowing water...
Durgan keeps alert while the others settle it out.
Kazak thinks the terms are a little strong and hopes to calm the gnome down.
Trace keeps his sharks about him and suggests that if they can get Tieria back from the dead, then his magic item could be used twice more.
Vinder gets some healing and provides himself some more.
Peerimus can't affect the argument without becoming human again, and that has its own problems.
Firn'gear tries to convince his companions about how serious unconcerned spellcasting is. He accurately identifies that most Tritons are niether good nor evil and that Quinn's spell would affect anything not specifically good. He ends by telling the cleric to stay away from the gnome!
The Daylight spell gives illumination further than any of the Everburning Torches, and the advancement of the Giant Octopus reveals more. More skeletons of long-dead tritons, more mosaics and carved columns. And then at the edge of the shadowy light, there is the beginning of rubble in the otherwise pristine Palace...
(Map emailed) ..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage per 100 feet for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Quinn AC 31 HP 149(137)/110(98) Wednesday October 24th, 2007 8:45:31 PM
Quinn does not even look at Firn'gaer as he is intent on finding the undead. If only he could use his silver bell, that always brings them out. Responding to Firn'gaer behind him "We need to get you some whiskey and fast as you need to calm down cousin. We have bigger fish to fry. Apparently your knowledge of Tritons is greater than mine. At this point, all I know is that the Triton was not good, but at least she is in the bosum of Gargul, which we need to send the wraiths before they can cause any more harm."
Quinn looks for Randall and his excellent passwall Idea. "Brother Randall can you assist our search for the walking dead?"
Quinn will continue searching using his true seeing spell.
Quinn will mumble to Savin "You have know our cousin longest Brother, is he always this distracted. We may have to take him to the red light district upon our return, I'll buy."
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word * Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes Aid on Kazak +15 HP plus other aid benifits Freedom of movement cast on Quinn from Peerimus True seeing 13 minutes Shield of Faith +4 13 minutes Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP Fly on Quinn
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 2/10
Addendum - DM SteveK Wednesday October 24th, 2007 9:05:24 PM
Quinn looks all the way around with his True Seeing and see noone invisible other than Randall, no secret doors, and no other revelations. The cleric is certain that there is no undead within 120 feet... at least not behind any of the walls...
Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,SOF Wednesday October 24th, 2007 11:37:44 PM
Kazak shakes his head with disbelief and his steel grey eyes stare down Firn'gaer for a moment " keep your cool magic man .... this is no time to lose it .... you two can have a friendly chat over a few mugs of ale after this is over " adds the dwarf with sarcasm
Feeling the tap on his shoulder Kazak moves forward keeping pace with Peerimus (AB 41)
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell) SOF (potion 1st lvl 7/10)
OOC: Firn'gaer - no offense here - badger the mad Cleric all you want ;-) )
Savin ac 30 hps 137/137 enlarged d20+18=28 d20+18=25 Thursday October 25th, 2007 8:54:52 AM
(ooc taking some liberties here since I am not sure if I am in range to her conversation but since it is role playing and not combat, figure it is ok.)
Savin is shocked to learn of Tieria's death and Quinn's somewhat callus disregard for her life.
"Quinn you cavaliar attitude is misguided and wrong. You have taken a life and don't seem to care at all. Yes we were in battle and in battle the innocent sometimes fall to mistake and situation. Still you should have taken more care with your spells.
I think it is your duty to raise her back from the dead after this battle. I know you are just an instrument of your God and his will, not yours will give the final say in the matter but I would like to know Gargul's will in this. If you are unwilling then I think we should withold your share of the treasure to pay an outside priest to perform the spell.
Firn'gaer, does this appease you? Your anger is righteous but Quinn does make a valid point. We are in a dangereous sitation and need to take care of that business first."
With his speech done, Savin takes a little more time to study the statue more closely. He will look at the statue more closely trying to discover where the bubbles are coming from. "Can one of our mighty wizards tell me if this is magic? Is this the treasure Tieria was supposed to find? (spot check 28)
If he discovers nothing, Savin will again move forward and look for the wraiths. spot 25
Vinder the Hilt HP 63/102 Thursday October 25th, 2007 9:27:56 AM
Seeing that Firn'gaer and Quinn at the least won't come to blows, Vinder continues forward, keeping behind Peerimus.
His body still throbs from the recent thrashing he's taken, but with Quinn distracted, he realizes he will get no more healing anytime soon.
That guy is a little nuts, he thinks. Very reckless. And he's our healing. Scary.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Trace 3d8(2+7+1)+5=15 d20+15=29 Thursday October 25th, 2007 12:40:47 PM
Trace moves along with his eyes open for enimies (29 spot). He then moves up and heals Vinder (15hps). Ok, thats enough shouts the usaly reserved ranger, "I did not trust Tieria to begin with because she has put us in danger at the begining, my bow told me that she was keeping things from us. His magic wasnt directed to her so it wasnt murder but Triton slaughter. As for you Savin, you do not have the athority to take any share unless he offers in the end. That spell saved us resources that could potentaly save our lives down here and removed a threat I feel from us. It is my opinion that she was going to betray us. Your shock of so called murder and our non reaction is the same as I felt as when I made everyone aware of her being a problem at the start, but did i freak out, no. Like it has been said now serval times, cram it and lets get the job done at hand and have this discussion when we have air back in our lungs."
Trace cracks his neck after the rant and keeps his bow and arrow notched. He sends the 16 sharks to continue to circle the group out further by 20 foot on the outskirts.
ac 25 cats grace= (27)barkskin=(29) hp (94) darkvision active
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
(ooc:not made just showing Trace's fire and how he belives, to a fualt I guess)
Peerimus Gt Octopus AC 27 HP 87/87 Thursday October 25th, 2007 4:09:37 PM
Peerimus the Octopus keeps his eye on both Firngaer and Quinn. Both were right and he was octopus. He could be down here for a very long time, they however were much more limited. Why did it have to be undead? Quinn becomes all but obsessed by thier mere precense. Obsession of such a consuming manner did not set well at all with the druid. Apparently this Gargul he reveres has a major weakness when it comes to the undead. A thought glides through his mind, is it fear that drives him so against them? Are the animated undead the same as free willed? Peerimus dismisses the distraction as Vinder heads his direction. The rogue did not look particularly healthy and down here that would not do.
Peerimus reaches out again and taps Quinn and points to Vinder. Peerimus keeps Tieria's body with him and nods best he can to Savin and points to the triton and then to Quinn.
Peerimus swims another 60' with the Daylight of the Corral
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: *(3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: *(2) Heal, Sunbeam, Heighten Wall of Stone
Gt Octopus Large creature 20 Str 266 lb. or less light 267-532 lb. medium 533-800 heavy load Take 10 Swim provides Check 32
Firn'gaer Thursday October 25th, 2007 5:13:36 PM
Firn'gaer shoots a piercing glance at Quinn as still he shows no feeling one way or the other over the death of the triton.
"Trace, you don't trust anyone, and you sure have a funny definition of slaughter. You probably think of yourself as a slaughterer of many thing by your definition. Trace, . . . try not to slaughter me should we encounter more foes, and remember your words if a fireball explodes amid melee trying to kill the enemy. I doubt you'd have the same attitude. I doubt any of you would have the same attitude."
Firn'gaer swims to AL45.
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Active Spells extended overland flight - 26 hours extended endure elements [from Peerimus] - 48 hours extended mage armor - 26 hours extended water breathing - 52 hours (on Peerimus) extended water breathing - 52 hours extended polymorph - 26 minutes silenced mass enlarge person - 13 minutes heightened(6th) resilient sphere - 13 minutes
Randall d20+22=25 Thursday October 25th, 2007 8:34:53 PM
The mage waits for the others to stop their little tif and get on with the matter at hand....
" Am I casting this passwall spell or what? "
Waiting for the others to agree... or not... Randall READIES a DISINTEGRATE spell to cast on any hostile creature that comes towards him.
Spell check if needed. 25
===================== Effects Pearl Extended Resist Element Haste
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile X Second level (7): 2-Darkness,2-Mirror Image, 2-Knock 1-Levitate: 3rd Level 1-Dispel Magic,1-Protection from Energy 1-Tongues,1-Gaseous Form, 2-HasteX Fourth level (6): 1-Stoneskin,1-Globe of Invulnerability, Lesser 1-Resilient Sphere,2-Invisibility, Greater 1-Enlarge Person, Mass: Fifth level (5): 3-Wall of Force,1-Passwall,1-Telekinesis Sixth Level (4) 1-Dispel Magic, Greater,1-Repulsion,2-Disintegrate Seventh Level (2) 1-Spell Turning, 1-Forcecage
Durgan AC 28 Hp 156/156 Speed30, enlarge, blur d20+8=15 Thursday October 25th, 2007 10:15:49 PM
Durgan shakes his head and grumbles as he moves back up to the front of the group. "Durned magic. Always causes trouble. Be better off without it."
actions: move up to 60 feet ahead, looking around as he goes. spot = 15
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d8+11(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min
items used: potion of blur
The Palace-5 [DM SteveK] Thursday October 25th, 2007 10:28:15 PM
(39 rounds Underwater)
Quinn looks all the way around with his True Seeing and see noone invisible other than Randall, no secret doors, and no other revelations. The cleric is certain that there is no undead within 120 feet... at least not behind any of the walls.
Kazak concentrates on keeping any opponents in front of him and moves forward easily using his Pearl.
Savin provides a speech that implies that Quinn is in the wrong about the spell and that Firn'gear is in the wrong about making an issue about it now. The monk is certain that this is not the conch that Tieria was talking about; it is carved as part of the statue. The bubbling statue reminds Savin of statues in town squares that he has seen, only spewing water instead of bubbles. He moves forward again, keeping the line with the others.
Vinder keeps moving and stayinig within Peerimus' tentacled reach, hoping for more healing from the pummeling he recieved earlier.
Trace provides a little healing with his wand and orders his sharks to swim in a circle around the group. Then the ranger wades in, providing his doubts about Tieria and reemphasizing to get the job done before the argument should take place.
Peerimus tries to get Quinn's attention on the wounded Vinder and then hustles forward once more.
Firn'gear warns Quinn and Trace about potential consequences of their actions and then moves to the other side of the white statue blowing bubbles to study the area.
Randall again waits for some indication of action, prepared to slaughter any enemy in range.
Durgan keeps pace with the defensive line and the light.
Three heroes stay near the fountain, looking carefully but seeing nothing, no invisible, no secret doors, no magic, nothing unusual: nothing. There is only the bubbling statue that really, really reminds each champion of similar water fountains in towns they have seen.
The Daylight spell gives illumination further than any of the Everburning Torches, and the advancement of the Giant Octopus reveals more. Just before the rubble in the Palace there are thirty-foot openings to the left and right, more chambers into the darkness.
The rubble continues and rises on two steps to a raised dias and an obsidian throne carved to graceful curves and embedded with huge pearls and pink coral. Sitting on the throne is a crushed skeleton, still wearing a crown of glittering crystal. Three more skeletons are laying nearby, similarly crushed.
(Map emailed) ..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage per 100 feet for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,SOF d20+3=15 Thursday October 25th, 2007 11:22:54 PM
The warrior moves forward towards the rubble stopping at the base of the debris.(AA-18)
Looking up at the throne of obsidian " must be th King of the Tritons throne " remarks Kazak as he surveys the ruins (d20+3=15 spot ch)" some nice stonework eh brother "
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell) SOF (potion 1st lvl 6/10)
Quinn AC 31 HP 149(137)/110(98) Thursday October 25th, 2007 11:55:31 PM
Quinn looks at Randall as he finally responded "I have been asking for your passwall brother, but the time seems to have passed as the others have discovered more to this underwater palace. Lets not be tardy."
Quinn hustles up to the group.
Postion AE 26
As Quinn catches up to the group he waves at Peerimus as he is again waving at Quinn. Quinn catches up the end of Savin's remarks "So you wish to set punitive damages against me for my action if I refuse to raise Tieria. Well I will not raise the Triton or any of you and I request that none of you ever consider bringing me back from the dead. I do not want that shadow upon my soul and will not do that to Tieria, she is at peace and has been fairly judged as we all will in our time. I will not accept punitive punishments for following my beliefs. What is done is done. Lets take care of the business at hand and sets the Wraith on the path of judgement."
Quinn scan the area again using his true seeing, hoping to catch sight on the wraiths, especially the master wraith, King Triton.
Quinn's eyes fall upon the resting place of the king and some of his court.
"This must be the area of betrayal or great evil to form the Wraiths. Be ready all."
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word * Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes Aid on Kazak +15 HP plus other aid benifits Freedom of movement cast on Quinn from Peerimus True seeing 13 minutes Shield of Faith +4 13 minutes Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP Fly on Quinn
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 2/10
Vinder the Hilt HP 78/102 Friday October 26th, 2007 9:39:12 AM
Vinder thanks Trace for the healing and stays behind Peerimus.
"I don't like the looks of those skeletons," he says to the octopus. "They're in too good a condition in regards to their environment."
Otherwise, he keeps silent, ready for the party's next move.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Savin ac 30 hps 137/137 enlarge d20+18=22 Friday October 26th, 2007 3:20:04 PM
Savin growls at Quinn, "Yes we will discuss this later.....at length."
Savin then moves forward yet again, his eyes scanning the area, looking for the wraiths. He has his chain ready as he approaches the throne. He will move right up next to it his arms ready to spring in attack
spot check 22
Peerimus Gt Octopus AC 27 HP 87/87 Friday October 26th, 2007 5:11:04 PM
Peerimus casts Sunbeam and swims forward 30'. Quinns statement about raising the dead did not bother him at all. He was unsure if he would want to be beholden to this Gargul of the North. Perhaps he could not do it at all, perhaps Quinn was saving face by admitting he would refuse. It was irrelavent to Peerimus as to the why's. He understood well in that. He would not reach into the well of life himself for just anyone. Such power came with a price and part of the price was knowing when and when not to use it.
Quinn's seeming disregard for life brought him pause though. He had killed Tieria. It could have easily been Yorrick or Shadow and possibly Rufus. Most of the Wold's creatures were not inhereantly good or evil. The noble imposed standard having little to do with them. Yes there would be a conversation and there would be recompensation for the triton's death. Peerimus just hoped that the innocents of Heranmar would not be paying for Quinn.
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: *(3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: *(2) Heal, *Sunbeam, Heighten Wall of Stone
Gt Octopus Large creature 20 Str 266 lb. or less light 267-532 lb. medium 533-800 heavy load Take 10 Swim provides Check 32
Durgan AC 28 Hp 156/156 Speed30, enlarge, blur d20+8=15 Saturday October 27th, 2007 10:43:12 PM
"Aye brother. The craftsmanship is quite nice. I'm sure Tieria could have told us sumthin about it. I wonder where those shadows have got to?"
actions: move up to 60 feet ahead, looking around as he goes. spot = 15
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d8+11(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min
items used: potion of blur
Kazak Monday October 29th, 2007 12:17:47 AM
The dwarf peers over his shoulder behind him "hurry up ..... we ain't got all day " growls Kazak
Trace Monday October 29th, 2007 3:22:29 AM
The dwarf is right, time is short. Tieria couldnt have told us anything, she hasnt been here before, besides, she would have kept her mouth shut on this just like everything else. Like the dwarf said , forward, I miss the dry land.
ac 25 cats grace= (27)barkskin=(29) hp (94) darkvision active
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
The Throne [DM SteveK] Monday October 29th, 2007 12:06:13 PM
(40 rounds Underwater)
Kazak hustles forward to the rubble, looking at the impressive stonework. He passes very close to a smashed skeleton which lays there with unseeing eyes, an obvious victim of the golems 50 years ago. Kazak figures that the pearls are worth some, and the throne itself would be a wonder and worth a lot if the group could bring it back and a buyer could be found.
Quinn hustles forward, but is not able to quite make it to his destination. He plainly states his postition about ressurrection or raising souls from the Lands of Rest, and the scism within the party seems to yawn wider. Yet the cleric of Gargul urges concentration on the job at hand, giving sound advice on the possible reason why there are wraiths in the Palace.
Vinder keeps near the Octopus and casts dubious eyes on the smashed but relatively intact skeletons.
Savin agrees with Quinn on one thing... that the discussion will continue, but later. The monk swims up to the throne (hustling), trusting his reflexes to avoid any sudden troubles.
Peerimus preps for a fight by casting Sunbeam and holding the rays at the ready while he continues to use his Daylight to illuminate the area. The multiple thoughts in his octopus head remain silent, unable to speak with his companions even through his new-found Feather of Affinity, for the laws governing that magic item are set against him.
Durgan moves up, cautious, and wondering where the wraiths have gone...
Trace agrees with the grumbling of Kazak that they should get what they came for and get back to dry land. The trust of Tieria's intentions plain in the ranger's words. His sharks circle around.
(DM Move) Not wanting to be left in the dark, Firn'gear and Randall hustle up to be within the light and protection of thier compaions. Both avoid Quinn as they swim forward to the Giant Octopus.
The Daylight spell gives illumination further than any of the Everburning Torches, and the advancement of the Giant Octopus finally reveals the back of the Palace. Pillars of the whitest coral thrust upwards to the roof, illuminated 80 feet above the floor. The dias is scattered with rubble, a dark basalt that doesn't look like it comes from the Palace proper. The obsidian throne carved to graceful curves and embedded with huge pearls and pink coral and the crystal-crowned crushed skeleton remains unmoving in the still waters.
To the left, the thirty-foot opening strikes shadows to another, lower roofed chamber. To the rihgt, the opening reveals a similar lower roofed chamber, but also a wall that is the first thing not symetrical in the Palace.
(Map emailed) ..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage per 100 feet for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Vinder the Hilt HP 78/102 d20+24=36 Monday October 29th, 2007 3:43:55 PM
As the situation begins to settle again, Vinder is better able to concentrate on just how much he does not want to be here. Trace's circling sharks add to Vinder's discomfort. The giant octopus that serves as his safety net isn't much help, either.
In spite of all this, Vinder remains with the group. His composure is enough that he can still function.
He passes by Peerimus and moves to Kazak and Savin and gives the throne and skeleton a thorough inspection (Search 36, with +5 from Jack)
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Savin Monday October 29th, 2007 6:09:37 PM
Savin looks over to Quinn and asks, "Is their a way to attract the undead? I want to get this battle overwith. I am assuming that this is the head wraith's body. Stand ready everyone, I am gonna see if this brings them."
Savin then cautiously and tentatively touches the skeleton on the throne.
Quinn AC 31 HP 149(137)/110(98) Monday October 29th, 2007 6:50:48 PM
Quinn hustles up to the group once again.
Postion AE 21 (or as far as he can go)
Quinn catches just a bit of what Savin says "Desecrating the undead or the play the the evil or great loss took place have a better than average chance of attracting the undead as they have an affinity for the place. Echos of their tragic past. Good luck brother Savin. Just remember that you may have to do more than just touch the former vessel of the Triton King and it may have something to do with the Throne, his former place of power and grandure."
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word * Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes Aid on Kazak +15 HP plus other aid benifits Freedom of movement cast on Quinn from Peerimus True seeing 13 minutes Shield of Faith +4 13 minutes Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP Fly on Quinn
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 2/10
Peerimus AC 27 HP 87-87 d20+11=27 d100=78 14d6(3+6+1+4+2+1+2+2+3+3+1+3+3+3)=37 Monday October 29th, 2007 7:46:08 PM
Peerimus readies with a ray as he was thinking exactly what Sain was. [readied Touch attack if needed Hit AC 27 %78 Dmg 37 Reflex 24]
Posting Report For: Monday October 29th, 2007 8:15:17 PM
Game #4 Children of Chaos For the week of October 22, 2007
Dweezil watched with anticipation as the Children of Chaos argued over the accidental death of the triton girl. As usual, he hoped it would come to blows, but he was disappointed yet again. It seemed the strain of being several hundred feet underwater was beginning to take a toll on the group. Tempers had flared, and the mission was as yet incomplete. Dweezil floated along lazily waiting to see what would happen next. The group moved further into the palace at a cautious pace. Cautious equalled boredom for the imp. At least the one one with the bow had control over those sharks. Dweezil grew quite alarmed when he counted the number of teeth they had...
Durgan AC 28 Hp 156/156 Speed30, enlarge, blur d20+8=12 Monday October 29th, 2007 8:21:09 PM actions: move up to 60 feet ahead, checking out the opening on the left, and looking within.The grumpy dwarf looks like he is in need of a good ale. spot = 12
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d8+11(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min
items used: potion of blur
Firn'gaer Monday October 29th, 2007 8:36:14 PM
Firn'gaer waits for Quinn and Savin to bring in the wraiths. He readies his wand.
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Active Spells extended overland flight - 26 hours extended endure elements [from Peerimus] - 48 hours extended mage armor - 26 hours extended water breathing - 52 hours (on Peerimus) extended water breathing - 52 hours extended polymorph - 22 minutes silenced mass enlarge person - 9 minutes heightened(6th) resilient sphere - 9 minutes
Randall ( HP 63, AC 18/19 with Haste/24 with the shield of faith) Monday October 29th, 2007 10:36:12 PM
Randall is very uncomfortable in this environment. Not only are they underwater, but now they are " poking the bear" so to speak and trying to attract life energy draining wraiths.
" Guys... I don't like this... "
Randall drinks one of his potions Shield of faith +5
Damage 34
===================== Effects Pearl Extended Resist Element Haste Shield of Faith +5 to AC ( 13 minutes)
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile X Second level (7): 2-Darkness,2-Mirror Image, 2-Knock 1-Levitate: 3rd Level 1-Dispel Magic,1-Protection from Energy 1-Tongues,1-Gaseous Form, 2-HasteX Fourth level (6): 1-Stoneskin,1-Globe of Invulnerability, Lesser 1-Resilient Sphere,2-Invisibility, Greater 1-Enlarge Person, Mass: Fifth level (5): 3-Wall of Force,1-Passwall,1-Telekinesis Sixth Level (4) 1-Dispel Magic, Greater,1-Repulsion,2-Disintegrate Seventh Level (2) 1-Spell Turning, 1-Forcecage
Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,SOF Monday October 29th, 2007 11:49:27 PM
Following Savin the dwarf moves forward towards the throne and teams up with Vinder "nice pearls " winks Kazak
Peering into the darkness with dwarven eyes kazak looks deeper into the darkness as he hefts his stone sword " yeah i don't like it either but this is what we agreed to do ... with or with our triton guide .... so lets keep moving " growls Kazak
"shame about Tieria " looking at the skeletons strewn about " and her people too ... hopefully we can bring them peace and rest "
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell) SOF (potion 1st lvl 5/10)
Trace Tuesday October 30th, 2007 1:53:09 AM
Trace moves up with Peerimus and notches an arrow with three in the waiting.
ac 25 cats grace= (27)barkskin=(29) hp (94) darkvision active
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
The Throne-2 [DM SteveK] Tuesday October 30th, 2007 1:11:44 PM
(41 rounds Underwater)
Vinder in his two-armed mantaray form, glides up to the throne and gives it a careful looking over. Jack assists, not the least affected by the deep crushing water (although he is going to have to dry out once back on dry land :-) ). The Rogue from Dirt City is convinced there are no mechanical traps, switches or levers, nor could there be any but the most potent of magical activations on or around the throne, skeleton, and crown.
Savin feels the best way to force the undead to show up is to play with the remains. He reaches out a hand and touches the skeleton of the king, rattling more when the first touch produces nothing and then...
Quinn hustles up to the others, but his suggestions, while wise, do not carry through the waters beyond Peerimus and Durgan. Directly before him is another smashed skeleton of a long-dead triton.
Peerimus nods, seeing the actions of Savin, and readies an attack. One tentacle still wrapped around the dead form of Tieria.
Durgan uses his Pearl and rapidly moves to the left and checks out the opening (DM moved Durgan more than 60' in a hustle). The dwarf wishes for some good ale as he checks out the lower cielinged chamber. Using his darkvision, Durgan can see far beyond his Everburning Torch. Strong white pillars hold the roof only twenty feet overhead. Durgan can clearly see the north end of the chamber and the west wall. He has the feeling that the chamber is as long as the main throneroom the heroes have just swam down. There are no doors or other openings that Durgan can see.
Firn'gear and Randall both ready themselves for the fight they are sure is going to happen. Randall is reminded of kids poking Yorrick with a stick...
Kazak moves to protect Vinder as the human makes his inspection. My, the pearls are lovely...
Trace moves up next to Peerimus and also waits with readied bow. It whispers in his mind Highlight to display spoiler: {yes, let us lay the evil undead to rest.} The sharks continue to cirle the group.
Very anticlimactically, nothing happens.
Talking Durgan can hear himself. Vinder, Savin, and Kazak can hear each other. Quinn, Peerimus, Firn'gear, Randall, and Trace can hear each other.
(Map emailed) ..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage per 100 feet for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Vinder the Hilt HP 78/102 Tuesday October 30th, 2007 3:25:31 PM
Vinder gives a thumbs up, signifying the throne and skeleton are clean of any traps. He then drifts a few feet away from the throne (in Peerimus' direction) to allow Kazak and Savin the opportunity to fiddle about.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,SOF Tuesday October 30th, 2007 4:48:34 PM
Kazak stops at the throne and inspects it "wonder if it has any scecret buttons on it ??...what do you think Vinder??"
The dwarf face back and waves his fellow swimmers forward "Durgan ? ... Durgan ..? " growls Kazak " as he looks for his brother
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell) SOF (potion 1st lvl 4/10)
Durgan AC 28 Hp 156/156 Speed30, enlarge, blur d20+8=12 Tuesday October 30th, 2007 10:51:57 PM actions: Durgan sees the room is empty and shrugs his shoulders. "Harumph! No dead beasties in here!" Durgan turns around at the silence and sees he is alone. He shrugs his shoulders again and heads back out into the main room looking for wraiths as he goes. spot = 12
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d8+11(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min
items used: potion of blur
Peerimus Tuesday October 30th, 2007 11:32:29 PM
Peerimus picks up the creown and hands it towards Firngaer to stash in his bag. He then moves towards the left hoping to illuminate what appeared to be more of the great chamber lying in that direction.
Quinn AC 31 HP 149(137)/110(98) Tuesday October 30th, 2007 11:55:35 PM
Quinn will again hustle forward to get next to the throne. "Any sign of the shadows of the former triton king and his court? If this does not work, I can concecrate the area, but that will take time. If we can not draw out the afterglow of the triton, we may have to get methodical and start a room by room search."
Quinn scans the room, but looks worried "We must bring the wraiths to rest before their affliction can spread. We have destroyed the guardians that were keep creatures out of the area. We must finish the task at hand."
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word * Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes Aid on Kazak +15 HP plus other aid benifits Freedom of movement cast on Quinn from Peerimus True seeing 13 minutes Shield of Faith +4 13 minutes Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP Fly on Quinn
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 2/10
Savin ac 30 hps 137/137 enlarge Wednesday October 31st, 2007 8:52:37 AM
ooc Steve, via the map, it looks like the throne is partially buried. Is this right?" SteveK: no, that's another mistake on my part :)
Savin will ask, "Can anyone cast a detect magic? Might be helpful to see if their are any enchantments on around here and if the throne is magic."
Savin will inspect the skeleton more closely looking for rings sceptors etc.
He then looks up into the room and says, "Here wraithy wraithy wraithy! I am taking your stuff! You want revenge! What kind of self respecting wraith allows his body to be looted! Lot's of nice life force here! I know your hungry! Come and get it!"
Firn'gaer Wednesday October 31st, 2007 9:27:48 AM
Firn'gaer takes the crown from Peerimus and hangs on to it for the moment.
Firn'gaer moves to AK20 and begins to concentrate on detecting magic within the room.
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Active Spells extended overland flight - 26 hours extended endure elements [from Peerimus] - 48 hours extended mage armor - 26 hours extended water breathing - 52 hours (on Peerimus) extended water breathing - 52 hours extended polymorph - 22 minutes silenced mass enlarge person - 9 minutes heightened(6th) resilient sphere - 9 minutes
The Throne-3 [DM SteveK Wednesday October 31st, 2007 12:55:51 PM
(42 rounds Underwater)
Vinder gives the all clear and then drifts back to allow his companions better access to the throne.
Kazak wonders about secret buttons, but Vinder is rather certain there are none. And then the dwarf wonders where his brother has gone...
Durgan confirms that the left chamber is empty, and knows that no one has checked out the right chamber or the non-symmetric wall dimly seen at the right chamber. He drifts back to the main chamber.
Peerimus moves forward to get his tentacles in range of the throne, picks up the crown with no problem, and gives the crystal ornament to Firn'gear. (move and standard action)
Quinn again hustles forward, concentrating on the destruciton of the undead before the CoC leave.
Savin taunts the wraiths and looks for a fight.
Firn'gear moves forward and looks around with his permenant spells. Other than the CoC, there are no magical auras within 60 feet of Firn'gear while he is standing in the middle of the room.
Trace and Randall stay put in the light of the Daylight spell, ready for any contingency. Trace's sharks continue to cirle, but then move away from the wall to the north-east (right) of the heroes. (Handle Animal DC25 Highlight to display spoiler: { the sharks are agitated and frightened}
Talking Durgan can hear himself. Randall can hear himself. Vinder, Savin,Quinn, Peerimus, and Kazak can hear each other. Firn'gear and Trace can hear each other.
(Map emailed) ..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage per 100 feet for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Trace Wednesday October 31st, 2007 1:16:30 PM
Trace senses his summoned sharks do not want around the north east corner, "Look!, the sharks are moving away from the north east corner, Trace swims to as many as he can to pass along his findings and then takes aim on the corner.
ac 25 cats grace= (27)barkskin=(29) hp (94) darkvision active
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
Vinder the Hilt HP 78/102 d20+16=20 Wednesday October 31st, 2007 2:32:23 PM
Vinder looks in the direction that Trace pointed out. (Spot 20, +5 from Jack)
He stays where he is until the others decide the corner is an interesting place to snoop around.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Quinn AC 31 HP 149(137)/110(98) d20+11=22 Wednesday October 31st, 2007 6:05:10 PM
Quinn looks around worried that the wraiths have not shown up, but notices Traces gestures.
Spot 22
Quinn will cast protection from evil on himself and move in the direction that Trace pointed. "Now we purge the evil from the place and stop it from spreading."
Quinn grips his mace and shield tightly and looks down at the every seeing eye of Gargal dangling from his neck. The symbol give the cleric strenght as he strides purposfully forward.
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word * Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes Aid on Kazak +15 HP plus other aid benifits Freedom of movement cast on Quinn from Peerimus True seeing 13 minutes Shield of Faith +4 13 minutes Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP Fly on Quinn Protection fro Evil on Quinn
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 2/10
Durgan AC 28 Hp 156/156 Speed30, enlarge, blur Wednesday October 31st, 2007 7:43:17 PM
Durgan moves towards the corner everyone seems to be paying attention to. He strides across the room giving a nod to his brother as he goes. "Mebbe this is it eh?" Wary of what the wraiths did to him the last time they fought, Durgan digs out a potion to help his defenses.
actions: move to: 30 feet towards northeast corner retrieve potion of protection from evil from haversack
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d8+11(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min
items used: potion of blur
Savin ac 30 touch ac 23 hps 137/137 d20+18=36 Thursday November 1st, 2007 10:03:07 AM
(OOC Steve, Did Savin find any goodies on the kings skeleton? Not totally sure of my touch ac. Listed it without my ring of protection but does a ring of protection help touch ac?}
Savin notices the movement towards the corner and he too will start moving in that direction looking for enemies to bash with his spiked chain. (remember enlarged it has a range of 20')
spot check 36
Randall ( HP 63, AC 18/19 with Haste/24 with the shield of faith/26 with prot. from evil) Thursday November 1st, 2007 12:23:57 PM
Randall activates his protection frome evil Brahm tatoo and swims near Peerimus (AK 17)
===================== Effects Pearl Extended Resist Element Haste (?) Shield of Faith +5 to AC ( total 13 minutes) Protection frome evil
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile X Second level (7): 2-Darkness,2-Mirror Image, 2-Knock 1-Levitate: 3rd Level 1-Dispel Magic,1-Protection from Energy 1-Tongues,1-Gaseous Form, 2-HasteX Fourth level (6): 1-Stoneskin,1-Globe of Invulnerability, Lesser 1-Resilient Sphere,2-Invisibility, Greater 1-Enlarge Person, Mass: Fifth level (5): 3-Wall of Force,1-Passwall,1-Telekinesis Sixth Level (4) 1-Dispel Magic, Greater,1-Repulsion,2-Disintegrate Seventh Level (2) 1-Spell Turning, 1-Forcecage
Firn'gaer Thursday November 1st, 2007 12:42:27 PM
Firn'gaer moves up to AK15, and again concentrates on magic within his range.
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Active Spells extended overland flight - 26 hours extended endure elements [from Peerimus] - 48 hours extended mage armor - 26 hours extended water breathing - 52 hours (on Peerimus) extended water breathing - 52 hours extended polymorph - 22 minutes silenced mass enlarge person - 9 minutes heightened(6th) resilient sphere - 9 minutes
The crushing depths of the water is again felt by Quinn and Kazak. (Fort DC 18 or 2d6 damage)
Trace calls out his warning and is only heard by Firn'gear. The Ranger levels his bow at the right wall and waits.
Vinder doesn't hear Trace (water pressure), but does notice the ranger raising his bow towards the corner (Spot). The rogue keeps ready but doesn't move from the throne area.
Quinn also notices Trace waving behind him, casts a prepatory spell, and moves towards the wall to be able to quickly come in contact with the enemy.
Durgan sees the commotion around the corner, retrieves a potion and moves with his Pearl easily through the dark waters.
Savin finds nothing on the skeleton or throne except the aforementioned crown (taken by Peerimus) and the pearls. He strides across the dias towards the wall, keeping 20 feet away in order to get some first strikes in against an enemy.
Randall moves forward also focusing on the corner the sharks fled, activating a tattoo as he goes.
Firn'gear moves right next to the enlarged cleric of Gargul and looks around for more magic auras. From his location, he can sense anything on the dias itself, but can find no trace of magic other than his compaions. Perhaps in the chamber to the left or right comes across the gnome's thoughts...
Peek at opponent thoughts authorized... Highlight to display spoiler: {Lifebeings are strong, but we will slay and kill, my companions, hisses the large wraith. I will lead us under the stones and kill them with hands from the ground! Under the stones, the large wraith leads his slaves, stretching his feelings upwards for a lifeforce to whither...}
The Children of Chaos are certain that something is coming through the corner, yet are still surprised when the wraiths show up... through the floor! The large wraith comes first, and soon seven more surround the lone lifeforce of Savin. (Five foot step, Savin gets no AOO)
The large wraith is only seen from the waist up, with the rest of the undead concealed by the floor. It passes a hand through Savin and the monk shudders, feeling his very soul flayed (AC 31touch, Dam 6 hit points and 7 CON). DEATH it whispers.
The other seven wraiths rise from below the floor and all strike out at Savin. The monk's amazing agility keeps most from touching him, though one still gets through. (AC 8, 19, 15, 21, 23HIT, 11, 17 Dam: 2 hit points and 3 CON)
Savin -10 CON = 70 hit points lost
Wraith AC 15, 50% miss incorporal Large Wraith AC 25, 50% miss incorporal
Talking Durgan can hear himself. Savin can hear himself. Vinder, Randall, Quinn, Peerimus,Firn'gear, Trace, and Kazak can hear each other.
(Map emailed) ..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage per 100 feet for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Vinder HP 78/102 AC 30 (2 weap defense, full defense, dodge i) Thursday November 1st, 2007 7:13:56 PM
Vinder glides to AK10, pulling his daggers once more. He stops short, knowing he would be dragged into undeath if he charged directly in.
As he waits for the others to move forward, he thinks, Shouldn't have sold that deader crossbow.
He watches the surrounded Savin and hopes they can get to him before he falls.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Durgan AC/touch 30/16 Hp 156/156 Speed30, enlarge, blur Thursday November 1st, 2007 10:00:42 PM
Durgan shudders as he sees Savin get hit. He knows all too well the deathly cold of the undead touch. He drinks his potion and hurries to Savin's side, anxious to get in the fray.
actions: move to: 30 feet towards wraiths drink potion of protection from evil -dur 1min
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d8+11(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min
items used: potion of blur potion of protection from evil
Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,SOF d20+16=18 d20+22=39 2d8(7+8)+5=20 Thursday November 1st, 2007 10:54:04 PM
Kazak feels the deep water close in on him but fights off its effects(d20+16=18 made it phew !!) " grrrr starting to feel a little squishy " growls the dwarf
Seeing his brother charge to Savins aid Kazak follows his example " Stonewalls to battle " shouts Kazak as charges towards the fray (move 20'ft)(will keep 10'ft reach distance)
His stone sword in his right hand shield in his left Kazak strikes at the nearest wraith(J)
1st swing d20+22=39 damage 2d8(7+8)+5=20
" Rest your restless soul " growls Kazak at the wraith
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell) SOF (potion 1st lvl 3/10)
Quinn AC 33 HP 149(137)/110(98) d20+16=23 d20+3=11 2d6(3+4)+16=23 Thursday November 1st, 2007 11:07:21 PM
OOC: If the lessor are attacking Savin from the floor and can not see him, should Savin not get 50% concelement from them??
-------------------------------------
Fort save 23
Quinn sees the dire situation that Savin has got himself into but he knows the Monks Bait tatic worked "To me Brother Savin to me!" Quinn urges. "Tricky evil undead." Quinn mumbles to himself "We must purge this filth."
Quinn will hold his ground hopefull that Savin can make it to him. If Savin makes it to Quinn he will heal the monk savrificing Banishment.
If Savin does not move to Quinn, he will take a few steps forward and turn the lessor wraiths.
Turn Check 11 Turn Damage 23
Quinn will urge on his fellow "Pour it into the Master Wraith; take down the King!"
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word * Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes Aid on Kazak +15 HP plus other aid benifits Freedom of movement cast on Quinn from Peerimus True seeing 13 minutes Shield of Faith +4 13 minutes Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP Fly on Quinn Protection fro Evil on Quinn
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 2/10
Savin 67/137 -10 con hps tac 23 d20+18=32 d100=95 d20+18=31 d100=83 d20+18=31 d100=56 d20+15=26 d100=30 3d6(5+5+2)+9=21 2d6(4+5)=9 3d6(4+3+3)+9=19 2d6(1+6)=7 3d6(5+1+3)+9=18 2d6(5+4)=9 Thursday November 1st, 2007 11:12:18 PM
Savin thinks about retreat but the thought of chasing down this Wraith king irrates him to much. He yells out "Firn'gaer! Fireball me! Take them out! Quinn prove yourself to your God and take them out!"
He then drops his useless chain and launches into his attacks trying to take out the wraith king.
Hit ac 32 miss chance 95 Hit! 21 + 9 holy 30 total Hit ac 31 miss chance 83 Hit 19 +7 holy for 26 total Hit ac 31 miss chance 56 Hit 18 +9 holy for 27 Hit ac 26 miss chance 30 miss
Total damage is 83 points
Quinn (Second illegal post - reacting to Savin) 13d6(6+3+3+3+2+6+5+4+1+5+3+6+1)=48 d100=31 d100=88 d100=28 d100=16 d100=31 d100=69 d100=40 d100=70 Friday November 2nd, 2007 12:11:11 AM
Quinn is proud for his friend Savin and does his bidding as he calls down a pillar of fire/steam centered on the Triton king.
Damage 48
miss chance 31 % for King
Miss chance for others 88, 28, 16, 31, 69, 40, 70%
Save DC22
Trace d20+26=29 d20+21=35 d20+16=34 d8+7=12 d8+7=14 d8+7=13 2d6(4+6)=10 2d6(4+1)=5 2d6(4+1)=5 Friday November 2nd, 2007 1:57:41 AM
Trace swims up ten feet and then fires three seeking distance arrows at the wraith king
hit ac 29 12hps dmg, 10 holy = 22 hit ac 35 14hps dmg, 05 holy = 19 hit ac 34 13hps dmg, 05 holy = 18
total 59, (phys 39) (holy 20)
ac 25 cats grace= (27)barkskin=(29) hp (94) darkvision active
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
Randall ( HP 63, AC 18/19 with Haste/24 with the shield of faith/26 with prot. from evil) d20+22=34 Friday November 2nd, 2007 8:32:53 AM
Attempting to save his friend from the wraiths, Randall casts Telekinesis on Savin and tries to draw him away from the ennemies and away from the partie's fire power.
ooc> Casts Telekinesis on Savin hopefull before the partie's spells take effect and draws him at a 45 degree angle up and away from the ennemies, hopefully taking him out of the spell range.
Spell check 34
===================== Effects Pearl Extended Resist Element Haste (?) Shield of Faith +5 to AC ( total 13 minutes) Protection frome evil
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile X Second level (7): 2-Darkness,2-Mirror Image, 2-Knock 1-Levitate: 3rd Level 1-Dispel Magic,1-Protection from Energy 1-Tongues,1-Gaseous Form, 2-HasteX Fourth level (6): 1-Stoneskin,1-Globe of Invulnerability, Lesser 1-Resilient Sphere,2-Invisibility, Greater 1-Enlarge Person, Mass: Fifth level (5): 3-Wall of Force,1-Passwall,1-Telekinesis Sixth Level (4) 1-Dispel Magic, Greater,1-Repulsion,2-Disintegrate Seventh Level (2) 1-Spell Turning, 1-Forcecage
Randall Friday November 2nd, 2007 8:34:46 AM
ooc> I would have cast a force cage or a resilient sphere on Savin but he's to big
Peerimus Gt Octopus AC 27 HP 87/87 d20+11=18 d100=50 Friday November 2nd, 2007 3:37:43 PM
Peerimus swims upward 30' and looses a Sunbeam towards the large wraith. The beam passes harmlessly through.
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: *(3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: *(2) Heal, *Sunbeam, Heighten Wall of Stone
Gt Octopus Large creature 20 Str 266 lb. or less light 267-532 lb. medium 533-800 heavy load Take 10 Swim provides Check 32
The Throne-5 [DM SteveK] d20+16=18 d20+7=10 d20+7=14 d20+7=23 d20+7=14 d4=2 d6=4 Friday November 2nd, 2007 4:21:24 PM
(43 rounds Underwater)
Vinder glides forward and readies to fight any wraiths that arrive.
Durgan moves forward to get to the fray while drinking a potion. (ooc: With the Pearl, Durgan's swim speed is 60'...)
Kazak knows it is too far to charge, but hustles towards the fight, going 40' in a few seconds.
Quinn gets ready to turn some undead. He sees Savin mouthing words, but the monk is too far away for anyone to hear him. The cleric of Gargul presents his god's presence and causes Wraith C, I, and J to flee the scene.
Savin shouts into the cold waters, stands his ground and pummels the large wraith with heavy and accurate hands. He is also able to take the opportunity to AOO one of the fleeing wraiths (C, I or J)
Trace swims a bit and fires terrible arrows from his bow at the large wraith. One wobbles wide in the water, but two strike true
Randall sees his companion in danger and casts a Telekinesis to pull the monk from being surrounded. Even the large monk is light enough in the bouyant water to be moved by the spell and Randall pulls Savin away. Major problems occur when the remaining wraiths all get to strike at the hero as he is pulled through thier threatened areas!
Peerimus rises up in the water 30 feet and has a unobstructed view of the large wraith, but his Sunbeam misses the incorporal enemy. .................
Three wraiths recoil in fear of Quinn and his god, and flee to the east, straight through the east wall of the throne room.
AOOs: Large Wraith against Savin (AC 18, misses)
AOOs: Four wraiths against Savin (AC 10, 14, 23, 14) and one succeeds in touching the wriggling monk (Damage: 2 + 4CON)
The large wraith shrieks in hatred and pain,foul land-dwellers soiling my palace!, and dives beneath the floor. The four lesser wraiths follow, and between one breath and the next, the CoC are once again the only moving things in the Palace.
Savin current CON = 2 (-14 CON) Savin current hit points = (29/39)
Talking Everyone is sufficiently close to hear each other.
(Map emailed) ..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage per 100 feet for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Vinder HP 78/102 AC 29 (2 weap defense, full defense) Friday November 2nd, 2007 4:39:25 PM
Seeing the wraiths disappear back into the floor, Vinder glides 10' up from the ground.
"If you can, get off the floor," he warns the others. "They won't be able to surprise you without something to come through."
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Savin 29/39 hps tac 23 d20+18=29 d100=66 d20+18=24 d100=65 d20+18=25 d100=97 5d6(2+3+2+1+3)+9=20 5d6(6+1+6+2+4)+9=28 5d6(1+2+5+3+1)+9=21 Friday November 2nd, 2007 6:11:20 PM
(ooc Savin gets AOO on all three of them since he has combat reflexes)
Savin lashes out with his fists in frustration at the fleeing wraiths.
AOO on wraith C hit ac 29 miss roll 66 for 20 points of damage (combined holy and normal damage)
AOO on wraith I hitting ac 24 with a 65 miss roll doing 28 points of damage
AOO on wraith J hitting ac 25 with a miss roll of 97 doing 21 points of damage
Savin staggers over to Quinn and says, "Sure you tell me to be the bait and I do what you say and look at me now! You didn't kill any of them. Next time, your the bait! Can you cast a restoration spell please. I am feeling a little woozy."
Quinn AC 33 HP 149(137)/110(98) Saturday November 3rd, 2007 12:11:59 PM
Quinn his happy to see Savin settle next to him "Nice job finding the wraiths Brother Savin, excellent job. Next time we will be better prepared for their tactics."
Quinn looks around at all of his comrades "Next time we have to all attack at the moment that lunge for Brother Savin so that we can send them all to Gargul. Be ready everyone, they are very tricky with their foul evilness."
Quinn will raise the eye of Gargul to Savin and "Gargul take away the foul touch of the Wraiths from our Couragous Undead baiter."
Quinn will sacrifice banishment for heal.
"Now you look better. Ready for round two? Now that I know your tactics, I will be closer to you. A heal should do wonders for King Triton."
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment*
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word * Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes Aid on Kazak +15 HP plus other aid benifits Freedom of movement cast on Quinn from Peerimus True seeing 13 minutes Shield of Faith +4 13 minutes Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP Fly on Quinn Protection fro Evil on Quinn
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 3/10
Firn'gaer 5d4(4+2+4+2+4)+5=21 Sunday November 4th, 2007 7:30:27 AM
Firn'gaer swims up 10-ft and readies his wand.
Readied action - 21 damage
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Active Spells extended overland flight - 26 hours extended endure elements [from Peerimus] - 48 hours extended mage armor - 26 hours extended water breathing - 52 hours (on Peerimus) extended water breathing - 52 hours extended polymorph - 22 minutes silenced mass enlarge person - 9 minutes heightened(6th) resilient sphere - 9 minutes
Durgan AC/touch 32/18 Hp 156/156 Speed30, enlarge, blur d20+8=27 Sunday November 4th, 2007 4:11:04 PM
OOC- from DM: (ooc: With the Pearl, Durgan's swim speed is 60'...) I wasn't sure I could make a double move after drinking the potion. Thanks for helping though. :) SteveK; just making sure you weren't shorting Durgan... Durgan can swim at 60 feet, and do a double move for 120 feet because of the Pearl of Sirines
Durgan looks around, waiting for the wraiths to reappear.
actions: spot = 27
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d8+11(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min protection from evil - dur 1min(+2 AC, )
items used: potion of blur potion of protection from evil
Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,SOF Sunday November 4th, 2007 10:57:20 PM
The dwarf watches as the wraiths slide into the floor again " thats not good ... me thinking i better do something " as he looks up at the others as they rise up off the floor.
His eyes survey the area looking for something ... with a grin he spots the throne and quickly scampers up as only a dwarf could .... standing atop the throne his knuckles crackle as his grip tightens on his stone sword and shield grip.
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell) SOF (potion 1st lvl 2/10)
Peerimus Gt Octopus AC 27 HP 87/87 Monday November 5th, 2007 8:13:57 AM
Peerimus swims up over Kazak about 10' above the dwarf. They needed to be moving not sitting here. The wraith were obviously intelligent and being undead made them patient and that meant they could simply wait until the party's protections waned and then start wiping them out. Peerimus could already see that the pressure of the deep was beginning to affect Kazak. The dwarf was mad of stern stuff, but would succumb to the depths eventually. Problem was, the Conch could be anywhere...
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: *(3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: *(2) Heal, *Sunbeam, Heighten Wall of Stone
Gt Octopus Large creature 20 Str 266 lb. or less light 267-532 lb. medium 533-800 heavy load Take 10 Swim provides Check 32
The Throne-6 [DM SteveK] Monday November 5th, 2007 11:38:23 AM
(44 rounds Underwater)
Vinder glides up above the floor and keeps in his defensive crouch.
Savin pummels the retreating wraiths and then, struggling to get out of Randall's Telekinesis and feeling a little woozy (and just this side from becoming a wraith himself) asks Quinn for a little healing...
Quinn keeps the battle-banter going but is unable to spontaneously cast the spell to restore Savin's damaged Constitution. [ooc: PHB: The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name). The spell "Heal" doesn't have "cure" in its name.]
Firn'gear gets off the floor and readies his wand for an instant strike.
Durgan stops and waits for the wraiths to reappear.
Kazak scrambles up onto the throne, keeping himself off the floor.
Peerimus swims over Kazak and worries about the intelligence and patience of the undead...
Trace's sharks resume thier circling around the party.
Firn'gear is able to see magic auras within 60 feet, and is certain there is no magic on the dias that is not part of the CoC themselves. The magical conch must be elsewhere...
.................
Savin current CON = 2 (-14 CON) Savin current hit points = (29/39)
Talking Everyone is sufficiently close to hear each other.
(Map emailed) ..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage per 100 feet for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Yves to DM Monday November 5th, 2007 12:17:23 PM
May I request a post cut off time please. I've missed a few in the last few weeks (including this one) by my own ignorance of what time I need to post by. Thanks. ( Great work so far btw).
DM SteveK: I will ensure at least 24 hours passes between DM posts. I will try to post after 1200noon, but with variances of my schedule, I can't promise more than 24 hours between each DM post. :)
Vinder the Hilt HP 78/102 Monday November 5th, 2007 3:09:09 PM
Vinder relaxes his stance, for a moment, but does not sheath his knives. He continues to float about 10' above the ground and waits for the party's next action.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Trace Monday November 5th, 2007 3:41:12 PM
Trace ask if any healing is needed and then readies himself for the next move. He scans the area for a way out. What is our next move? What besides getting treasure are we here to do? If it is to rid this place of evil than I cant think of a better battle ground than this, anything smaller will bring the ghosts too close for touch attacks. Is it out of question to retreat to the surface for more protection? I feel like we are rolling dice here now that we know what we are up against. What do yall think?
ac 25 cats grace= (27)barkskin=(29) hp (94) darkvision active
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
Randall ( HP 63, AC 18/19 with Haste/24 with the shield of faith/26 with prot. from evil) Monday November 5th, 2007 10:09:33 PM
Randall swims towards the center of the group... ( AI13) and says...
" I'm for finishing these things off.. maybe we can use the sharks as the bait? Stun one and let it sink to the bottom maybe? Then we pounce... Maybe we can put someone in a resilient sphere? That way, they may be able to sense him but couldn't touch him.. in theory anyway. Savin, I have two lesser potions of restoration you can have.. unless our clerical types can cure you.
===================== Effects Pearl Extended Resist Element Haste (?) Shield of Faith +5 to AC ( total 13 minutes) Protection from evil
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile X Second level (7): 2-Darkness,2-Mirror Image, 2-Knock 1-Levitate: 3rd Level 1-Dispel Magic,1-Protection from Energy 1-Tongues,1-Gaseous Form, 2-HasteX Fourth level (6): 1-Stoneskin,1-Globe of Invulnerability, Lesser 1-Resilient Sphere,2-Invisibility, Greater 1-Enlarge Person, Mass: Fifth level (5): 3-Wall of Force,1-Passwall,1-Telekinesis x Sixth Level (4) 1-Dispel Magic, Greater,1-Repulsion,2-Disintegrate Seventh Level (2) 1-Spell Turning, 1-Forcecage
Durgan AC/touch 32/18 Hp 156/156 Speed30, d20+8=21 Monday November 5th, 2007 10:34:42 PM
Durgan moves near to the throne. "Swim up off the floor, I will be the bait."
"Well come on ye poor excuses fer dead tritons. I remain not impressed."
actions: spot = 21 ready an action to enter defensive stance when the wraiths appear.
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d8+11(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min protection from evil - dur 1min(+2 AC, )
items used: potion of blur potion of protection from evil
Posting report for: Monday November 5th, 2007 10:55:48 PM
Game #4 Children of Chaos For the week of October 29, 2007
Dweezil clapped as he watched the incorporeal undead come up out of the floor, attack and then sink into the floor again. If Dweezil had counted correctly the Children of Chaos hadn't even finished any of them off that time. It reminded him of a game he saw once at a human carnival. Little dolls popped up out of a box and the human children had to hit as many as possible with a hammer before they sank down again. Except these dolls hit back. Dweezil watched closely, a sharp-toothed grin on his face. He wondered which of the adventurers would be attacked next...
Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge ,SOF Monday November 5th, 2007 11:00:17 PM
"Swim ?? ... eh not my best skill brother "
With a look up Peerimus the Octopus " so we stay and fight or do we start to move ?"
"If we stay i'll jump off this throne and draw them to Durgan and meself ... this way we know where they will come and concentrate firepower versus da seawraiths " growls Kazak " otherwise lets move and move fast"
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell) SOF (potion 1st lvl 1/10)
Randall 2 Tuesday November 6th, 2007 7:51:02 AM
" Hummmm, why not put someone in a resilient sphere? That way, we don't have to worry about them as we blast the unholy orc poop out of the ennemies? Hello? Anyone? McFly????? "
And Randall swims up a bit to make sur he doesn't touch the floor.
Randall d20+22=40 Tuesday November 6th, 2007 7:51:43 AM
Spell craft check 40 to see if the resilient sphere idea would work
Savin Tuesday November 6th, 2007 9:57:14 AM
Savin looks meaningfully at Quinn waiting for his healing. When it doesn't arrive, he sighs and says, "First you kill the innocent triton. Now you promise healing and don't come through. What are you going to do next? Steal food from babies?"
Savin drifts up around 20' and then asks, "Could someone please get my spiked chain. Maybe I can be of use if they get close enough but right now, I am out of the fight."
Quinn AC 33 HP 149(137)/110(98) d20+18=21 Tuesday November 6th, 2007 10:09:16 AM
OOC: Does QUinn lose the Banishment spell. I thought Heal was a spell that could be sacrificed to. My bad.
------------------------------------
Quinn spreads his hand wide at Savin's words. "Apparently, I can offer you no aid Brother. I have a minor token of protection."
Quinn will cast hide from undead on all party member. "It is doubtful my protection will hide anyone from the master wraith, but the small one it will help. At least until we attack them."
concentration check 21
Quinn will get Savin his chain and then move over with Kazak and Durgan for the wraiths to show up.
"Here you go Brother Savin. Stay off the sea bottom and away from the wall. The rest of us will protect you."
Once over by the dwarves "We take down the master wraith first Cousins. Now how to draw them out?"
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment*
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word * Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes Aid on Kazak +15 HP plus other aid benifits Freedom of movement cast on Quinn from Peerimus True seeing 13 minutes Shield of Faith +4 13 minutes Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP Fly on Quinn Protection fro Evil on Quinn Hide from Undead on all party members 130 minutes
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 3/10
Randall Tuesday November 6th, 2007 10:22:56 AM
Randall sighs and gives Savin his two potions of lesser restoration.
" Here, drink up. "
Peerimus Gt Octopus AC 27 HP 87/87 Tuesday November 6th, 2007 1:44:59 PM
Peerimus reaches out a tentacle and stops randall at the same time he touches Savin. [Cast Heal]
Maintaining his height, Peerimus swims to the right, bringing his light into that area. Somewhere off to the sides, there will be exits.
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: *(3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: **(2) Heal, *Sunbeam, Heighten Wall of Stone
Gt Octopus Large creature 20 Str 266 lb. or less light 267-532 lb. medium 533-800 heavy load Take 10 Swim provides Check 32
The Throne-7 [DM SteveK] Tuesday November 6th, 2007 1:54:53 PM
(50 rounds Underwater)
Vinder keeps ready but relaxes above the floor a little more.
Trace asks several penetrating questions now that the entire group is close by. Some of the answers would be very interesting in the future affluence and lives of the champions...
Randall also provides his thoughts. He gives two potions of Lesser Restoration to help Savin, and he's pretty sure that a resiliant sphere (being a globe of force) will keep out incorporal wraiths.
Durgan keeps ready and offers that he should be the bait.
Kazak also mentions that HE could be the bait, especially since he can't swim very well.
Savin drifts upwards to present less of a target, and again asks for assistance.
Quinn (ooc: no loss of Banishment spell) gathers Savin's chain and seems content to wait for the next Wraith attack.
Peerimus' tentacle sends the potions back to Randall as the druid casts Heal on Savin. (Savin is restored to full hit points and Constitution). He thinks about moving to the right and investigating the right chamber with his light. (ooc: already posted and then saw Peerimus' post. DM is ajusting time to let 5 rounds pass by and giving group opportunity for action vs reaction)
The group gathers defensively around the throne and waits for the wraiths to return. Half a minute passes (ie 5 rounds), and there is no sign on the floor, cieling, or the circling of the sharks that the wraiths are anywhere about. The CoC are still hudddled in a defensive group around the throne, in the feeble light of Peerimus, deep beneath the ocean.
Somewhere, there is a treasure room as told by Tieria that should contain riches and the Conch.
Somewhere, there are wraiths, abominations of life, who would seek to add the CoC into thier company.
Somewhere...
(ooc: PCs can post five rounds worth of actions to repair, beef up, or other actions.
.................
Savin current CON = 2 (-14 CON) Savin current hit points = (29/39)
Talking Everyone is sufficiently close to hear each other.
..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage per 100 feet for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Quinn AC 33 HP 149(137)/110(98) d20+18=29 Tuesday November 6th, 2007 3:07:04 PM
Quinn is fidgiting and ready to move. "Brothers and Cousins, we must move out and find where the wraiths are hiding out. Something is keeping them at bay. Either the great evil that causd them or the tragedy."
Quinn looks over to Trace "Can you send out your shark friends to see which is the best way to search, east or west?"
Quinn looks over to Kazak "Well Cousin, we are the slow ones. Do you want to pick a side, east or west and head out? It will not take the others long to catch up. Lets eee what Gargul has to say."
QUinn will cast Find the Path to find the Triton treasure room.
6th Level (3/1) (DC:23) Find the path (d)* Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word * Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes Aid on Kazak +15 HP plus other aid benifits Freedom of movement cast on Quinn from Peerimus True seeing 13 minutes Shield of Faith +4 13 minutes Bears Endurance on Kazak Righteous Might (extended) +6 Str/+4 Con.+4 AC Damage reduction 10/evil Divine Power (extended)Str bonus & 13 HP Fly on Quinn Protection fro Evil on Quinn Hide from Undead on all party members 130 minutes
Rod of Extend 2/3 Rod of silent lessor 0/3 Pearl of Power - unused
Undead Turn 3/10
Durgan AC/touch 32/18 Hp 156/156 Speed30 Tuesday November 6th, 2007 7:37:25 PM
OOC- request DM time check on durations of active effects please :) That way we can restart them if needed. OOC Back - gonna turn it around :). Request PCs who cast spells, drank potions identify the duration of spells. DM is already providing time underwater. :)
"Trace, we can retreat if we need to, but for now let's stick it out and see how it goes. As for the treasure, I ain't no tomb robber. Let's clear the place out, contact the tritons, and let them decide if they want to reward us. If Tieria were still here, mebbe she coulda given her thoughts on the subject."
actions: ready an action to enter defensive stance when the wraiths appear.
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt) enlarge person(from Firn'gaer)-dur 13min?, +2STR, -2DEX, -1 attack and AC, reach,increased weapon size 2d8+11(net +0attack,+1 dmg,-2 AC) blur - 20%miss chance, dur -3 min protection from evil - dur 1min(+2 AC, )
items used: potion of blur potion of protection from evil
Savin ac 30 hps 137/137 enlarge Tuesday November 6th, 2007 10:09:29 PM
Savin bows low to Peerimus in his octopus form. "Now that is what I call healing! Quinn you need to take notes on how to do it. We need to find this conch, shell or whatever it is. I would bet my share of the treasure, if we find the magic Tieria was after, we will find the wraiths.
Still we need a better plan than we had the last time. We all need to stay in speaking distance and be able to support each other. I am willing to be the bait again. I think I have the best chance of survival since I will be the hardest for them to hit. I can also activate my blink ring to make it even tougher for them. If I am attacked, I want the spell users to hit me with mass spells. Firn'gaer can fireball, and Quinn can cast a mass cure which will help me and hurt them. I think my skills of evasion will keep me undamaged for the most part and its the best way to take them down. I will travel around 20' ahead of you trying to lure them while also looking for the treasure. Sound like a plan?"
If agreed to, Savin will be moving forward but be prepared for combat. He will use his combat expertise to make things harder for the Wraiths to hit him if possible adding 5 to his ac? (ooc Not sure if this is possible, please let me know Steve)
DM Steve; Combat Expertise will help with Touch Attacks.
Kazak Ac 34 Hp 123/158 (149/184 BE)Waterbreathing , Aid+15 Hp,Freedom of movement ,Bears endurance ,Enlarge Tuesday November 6th, 2007 11:03:48 PM
Nodding in agreement to the monks words " yea keep together ..... i know some of us just met each other but yea ... stick close and teamwork in battle is vital " growls Kazak
Jumping off the throne " ok lets go ... any you magic men do some magic stuff to find what we're looking for " query's the dwarf
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn) Bears endurence (from Quinn)(+26 Hp's) Enlarge (from Firn'gaer) Haste (from Randell)
OOC: yeah what Durgan said :-)
Firn'gaer Wednesday November 7th, 2007 12:26:43 AM
Firn'gaer swims up another 10-ft, and waits for a consensus of action.
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Active Spells extended overland flight - 26 hours extended endure elements [from Peerimus] - 48 hours extended mage armor - 26 hours extended water breathing - 52 hours (on Peerimus) extended water breathing - 52 hours extended polymorph - 22 minutes silenced mass enlarge person - 8 minutes heightened(6th) resilient sphere - 8 minutes
Trace Wednesday November 7th, 2007 1:40:01 AM
Trace ask that four of the sharks circle Savin as he decides wich way to head out and has the other 12 continue to circle the group.
Trace Wednesday November 7th, 2007 1:40:20 AM
ac 25 cats grace= (27)barkskin=(29) hp (94) darkvision active
Level 1: resist energy, entangle Level 2: Bark-skin(cast on self), Cats Grace (cast on self) Level 3: natures aly, natures aly
Vinder the Hilt HP 78/102 Wednesday November 7th, 2007 9:46:50 AM
"We're looking for that conch. Sitting here, I doubt it will coming floating to us. We should check the side rooms, and if not there, I can look for hidden passages."
He is glad to see Savin back to full health, which startles him. He's becoming attached to these rapscallions. The thought creates a slight smile and his fear of where he is lessens slightly.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 280 minutes
Peerimus Gt Octopus AC 27 HP 87/87 d4+1=3 Wednesday November 7th, 2007 2:00:56 PM
Not overly keen on the idea, but the druid had few alternatives to voice. As the group go ready though and Savin laid out a plan, Peerimus shifts back to human. Through the water Breathing spell he lays out his plan.
"One minute before we play bait and switch. I will summon several Water elementals to make a quick run about the place. they are far faster than us and simply looking for the Conch should allow them to cover a sizable area. They will report back to me and all this will take less than 2 minutes. We remain here and alert in case the wraith return. It costs us nothing to do this but a fractional moment in time."
Peerimus then summons 3 Medium Water Elementals using a SNA VI a sacrificed Heighten Poison spell. (3)
Peerimus then speaks to them of the magical conch somwhere in the palace and of the wraith. He asks them to split up and search for 36 seconds and then return.
Water elementals swim at 90
tHE DRUID WILL TAKE OFF HIS hAVERSACK AND SHIFT BACK TO AN oCTOPUS
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: *(3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, *Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: **(2) Heal, *Sunbeam, Heighten Wall of Stone
Searching the Palace [DM SteveK] d20+14=16 Wednesday November 7th, 2007 2:13:11 PM
(60 rounds Underwater)
As a group, the Children of Chaos decide it would be best to stick together while they are hundreds of feet below the surface of the salty ocean, in the illuminated darkness of a Palace with known undead about them. Nevertheless, thier spirits for the most part seem light, with humorous conversation spaced with ideas, plans, and preparations.
The preparations take enough time to again have the weight of the ocean make its presence felt against Kazak and Quinn. (Fort DC 19 or 2d6 damage) The others are still protected by Pearl or Cloak or Spell.
Quinn inquires about the Triton's Treasure Room and casts a lengthy spell; Find the Path. Inside his head, Quinn feels confidence flood him, knowing exactly how to get to the hiddden cache. Highlight to display spoiler: { Quinn knows how to get to the Secret Door at the north end of the east chamber. He knows the pattern to open the door and that also disarms the drop-weight above the door. }
Durgan hopes that the group can get the Conch for Tieria's people but not take the rest of the treasure even though Tieria had offered the other treasure in exchange for the group's help. "I'm not a grave robber" states the dwarf.
Savin is happy he is healed and offers again to be the bait, making himself even more difficult to be hit.
Kazak, Vinder and Firn'gear are rearing to go to find the treasure. There is even slightly less fear in the young man's posture...
Trace has his sharks circle Savin and the group as a whole, also moving out with the others.
Peerimus shifts into his human form and calls another plan to the group. Just barely summoning 3 Medium Water Elementals (DM Casting Underwater Check: 16), Peerimus sends them out for a short time and has them report back. Thanks to his Feather of Affinity, Peerimus is able to speak with the elementals, and they are off, quickly coming back. The elementals confirm the Palace is all in one floor, and all open except for two doors, both in the eastern chamber. The South door is easily seen and appears to be magically held since the elementals couldn't get through. The North door is water-tight, corresponds to the description Quinn has from his Find the Path spell, and they also couldn't get in. The only conch shell any of the elementals saw was the bubbling one that is part of the statue and already confirmed by Firn'gear as non-magical.
Keeping in human form until the elementals return (in order to communicate with the elementals and then his companions) Peerimus becomes subject to the crushing depths (Fort DC15 or 2d6 damage)
As directed by Quinn and his Find the Path spell, the group marches (and swims) to the lower east chamber of the Palace's main floor. Once the great light of Peerimus' daylight spell glows in the low-cielinged chamber, the group once again sees more columns of white coral, more carvings and depictions of a proud civilization.
Behind the northernmost column, Quinn directs the group to the Secret Door. The cleric approaches the Secret Door to place in the known combination that will open the Treasure Room, but pauses. From the outer wall to the East, a shudder is felt through the water. And another. And another! Spot DC15 Highlight to display spoiler: { A 20x20 foot section of the white coral wall is cracking near the floor!}
................. Talking Everyone is sufficiently close to hear each other.
..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage per 100 feet for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
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."
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
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."
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
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
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
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
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
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
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
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?"
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
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
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
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
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.
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
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
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.
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)
(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
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
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
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.
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]
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
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.
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
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
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
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
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 .
Firn'gaer Wednesday December 5th, 2007 3:53:16 PM
Firn'gaer continues to swim towards the surface. The whole while thinking of what needs to be done.
This new bunch is a self-serving and dangerous lot. I'll need to take steps. Have to talk to Peerimus and maybe Savin. Though, he's the most "un-ordered" monk I've ever seen. I may not be able to convince him. Peerimus seems ok.
Children Movements [DM SteveK] Wednesday December 5th, 2007 7:46:08 PM
Trace (with all his sharks), Randall, and Firn'gear swim to the surface. Highlight to display spoiler: {The ranger and evoker each have full packs. All are able to swim quickly by use of thier magic (Pearl, Cloak, Spell) and it takes them a minute and a half to get out of the Palace and up to the surface of the ocean. The three don't talk shile going towards the surface, and they break into the sweet air about a half-mile from the immobile Swan Boat.}
Quinn, Durgan, Kazak, Savin, and Vinder all scour the Palace. Highlight to display spoiler: { (145 rounds underwater)OOC-please track which round your spell durations begin, so you know when they end.
Quinn and Kazak must take a Fort Save DC 24, 25, 26, 27. Each failure is 2d6 damage due to the crushing depths.
With four assistants, it only takes three and a half minutes to bring the skeletons together and to perform the simple funeral ritual. Nothing bothers the group even when they are all over the Palace.
It is really a beautiful place once one gets used to the darkness. Carved walls and pillars. Mosaics on the floor. Flying arches over the cieling, and all in a fluid style that blends from surface to surface.
Each roll Spot DC 10 to see Peerimus and his Daylight Spell in the south-eastern corner of the Palace investigating a carved alabaster door.}
Peerimus searches through the Palace in octopus form. Highlight to display spoiler: { It is really a beautiful place once one gets used to the darkness. Carved walls and pillars. Mosaics on the floor. Flying arches over the cieling, and all in a fluid style that blends from surface to surface. In the South-East corner of the Palace, Peerimus discovers a carved alabaster door. This door is the only one in the entire Palace besides the great front doors and the Secret Door that held the treasure.}
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.
Quinn d20+16=25 d20+16=35 d20+16=18 d20+16=25 4d6(4+5+4+3)=16 Wednesday December 5th, 2007 10:31:25 PM
Quinn accepts the crushing depths as he works to lay the tritons to rest (still at it).
damage 16
"Now that the tritons are off to Gargul and we have honored their lives it is time to go home. Are we ready cousins and brothers?"
Rolled concentration check for concecration and greater teleport in last post.
Quinn will teleport his graveyard helper to just outside the Inn where the adventure started, finally.
Savin d20+18=24 Wednesday December 5th, 2007 11:34:34 PM
Savin easily spots Peerimus and wonders what he is doing. "Hold up Quinn. I am uncomfortable just leaving Peerimus alone. If you must go, leave me behind and I will make my own way back."
Savin moves over to Peerimus and says, "What have you found? Do you want company? I know you are upset and sometimes when I am upset, I prefer to be alone. Still we have been attacked here by many different things and I am not comfortable just leaving you alone."
Vinder the Hilt HP 75/102 Thursday December 6th, 2007 9:19:25 AM
OOC - Actually, SteveK, Vinder had started swimming up to the surface with Trace and Firn'gaer. See last post. DM STEVEK: Now, how did I miss that! :-)
Vinder releases a large pent up sigh of relief when he breaks the surface. Seeing the swan boat, he begins to move towards it. Climbing aboard, he sits on a seat and waits for the others.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 270 min
Kazak Hp 151/158 d20+18=25 d20+18=38 d20+18=35 d20+18=34 d20+3=21 Thursday December 6th, 2007 4:13:02 PM
Kazak grits his teeth slightly as he feels the pressure of the watery depths (made all four fort saves )
Going about helping gather the skeltons of the dead Tritons the dwarf spots Peerimus (d20+3=21 spot ch) "what da wold is he doing over there ?" growls Kazak
But Kazak cannot wait on the druid the depths are starting to take their toll on him " time to go brother .... lets go with Quinn " as Kazak joins the Cleric of Gargul when he teleports to fresh air
Peerimus Thursday December 6th, 2007 5:19:00 PM
Peerimus floats on front of the door and looks back to Savin and follows him in with his eyes as the monk swims up. Savin was a good man, hard to keep up with from an energy stand point but good none the less. The druid bobs his head at Savin and gestures to the door
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
Children Movements [DM SteveK] Thursday December 6th, 2007 6:03:50 PM
Trace, Randall, Firn'gear, and Vinder Highlight to display spoiler: { all swim on or close to the surface of the salty ocean to the waiting Swan Boat. It is freeing to be in the light and air again! The Children can see the wall of black clouds and rain off to the East and in the direction of the Gateway Downs. Sixteen sharks circle and swim with the group making all else in the ocean give way. And this includes Tieria's dolphin friend. Eeekkkeeekkk'K takes one look at the approaching party and the sea-going mammal is off like a shot and is soon lost in the waves to the west. The problem with the Swan Boat and Anchor is that they were both invoked by Peerimus and only respond to his commands!}
Quinn, Durgan, and Kazak disappearHighlight to display spoiler: {after they finish thier funerary rites and the cleric teleports the three unerringly to the street outside the INN. Rain is pouring down over the three and the sky is so black that it takes a moment to realize that the spell worked and they are back in Heranmar. The street is deserted, which is not unusual since it is such a downpour. }
Peerimus and Savin Highlight to display spoiler: {(146 rounds underwater)OOC-please track which round your spell durations begin, so you know when they end.
The heroes check out the carved alabaster door. There is a latch and it doesn't seem locked, though there are places for bars and locks to have been set. Upon opening the door, the Octopus and Human see a large working area for a sculptor and magician both. Several blocks of white stone are in one corner, a half-completed statue of a SeaCat in the center of the room. On a bench across the room are bladders and jars of unlabeled liquid and materials. And a table in a corner holds a pile of what looks like turtle shells with writing on it. The shells are strung together into a crude looking book.}
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 4 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 Thursday December 6th, 2007 7:00:23 PM
"Still rainin. Guess it can't make me any wetter", sighs the dwarf. "I feel like we shoulda waited fer the others. We need to work on our teamwork. We got lucky with those creatures. We need to be more coordinated."
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)
Quinn Thursday December 6th, 2007 7:46:58 PM
Quinn shrinks down from his large proportions of his Gagul blessing. "Ahh! It good to be back." Quinn spreads out his arms to the heavens and lets the rain wash over him "This will help to get all off the salt off."
Quinn looks down at Durgan and Kazak "How are you two doing, cousins. Will an ale get the salt out of your mouths."
Quinn looks around "Lets get out of the rain."
Quinn strides over to the inns entrance ready to open the door for the dwarves. "It will be awhile for the others."
Savin Thursday December 6th, 2007 10:19:53 PM
Savin will move over to the workbench and pick up the shells and take a look doubting he will understand the language.
He will glance over at Peerimus and say, "I guess this was the royal golem making workshop. If only they knew. Should we take anything with us?"
Trace Friday December 7th, 2007 1:47:20 AM
Seeing that the Swan boat is anchored and not going to move, Trace throws in a swan boat token and climbs into it. "Well, Firn'gaer and Vinder, do yall wish to stay and wait for Savin and Peerimus to surface or head on in? If you want I can swim back down with the sharks and ask them if they are ready to go. Maybe even put the sharks on guard duty to protect them if we leave. In fact if yall will wait a minute I will dive back down and do just that. I will command the sharks to guard Peerimus and Savin untill they get into the swan boat. What are your thoughts on this?"
Vinder the Hilt HP 75/102 (3 con loss) Friday December 7th, 2007 10:12:23 AM
Vinder is relieved to be back in the boat. He listens to Trace, and responds, "I'll wait for them, here. I can't bear to be IN the ocean any longer, but I can sit on top of it. You should wait here, too. Going back alone is dangerous, and Peerimus chose to put himself in harm's way without asking us, so it's his choice. Don't feel guilty about it. If you want to send the sharks, though, that might be smart."
Vinder waits, now in a much better mood.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 269 min 9 rounds
Trace Friday December 7th, 2007 3:08:04 PM
Trace commands the sharks to go back and protect his friends that are still down in the building.
Kazak Friday December 7th, 2007 5:00:07 PM
With a look up at Quinn " thats the best idea i've heard today " laughs the dwarf " a few mugs of ale should cure my nicks and aches "
The dwarf follows the cleric into the inn for drinks " come on brother lets await our friends out of the rain"
Firn'gaer Friday December 7th, 2007 5:10:28 PM
"I'll wait." He says to Trace. "If there not back in a little while, I'll go back down."
"If there's trouble back home, send up a fireball. I'll get Peerimus and Savin and be back as soon as possible."
Children Movements [DM SteveK] Friday December 7th, 2007 5:56:33 PM
Wednesday December 5th, 2007 7:46:08 PM
Trace creates another Swan Boat, and Randall, Vinder, and Firn'gear are able to get out of the water. The general survey has the group waiting for the emergence of the others, but Trace sends his sharks back down to protect the humans still in the Palace. The wait is not long, only 20 minutes or so, and then surfacing a stone's throw away is Savin and the Octopus.
Without any indication from Peerimus, Savin pockets the turtle shell book for later keeping and the human and Octopus leave the empty Palace and swim up towards the surface. There is a bit of consternation when the two are met by 16 sharks at the Golden Doors at the Entrance of the Palace, but no harm done. Soon enough, the two heroes break the surface a stone's throw from two Swan Boats. One is empty and tied to an anchor, and the other holds Trace, Randall, Vinder, and Firn'gear. There is no sign of Eeekkkeeekkk, the dolphin friend of Tieria.
Quinn, Durgan, and Kazak come in out of the rain in Heranmar and go get a drink. Brina seems to be off today, but the aptmosphere is pleasant, the food plentiful, and the ale strong.
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)
Durgan Friday December 7th, 2007 8:11:42 PM
Durgan finishes off the ale with a loud gulp. "Hmmmm. The first one seems to have had no effect on the saltwater taste in my mouth. I think I'll have another!"
Quinn Friday December 7th, 2007 11:55:55 PM
Quinn takes a second ale with Durgan and his brother. "Cousins, I am getting the open table by the fire. I fear it may take a week to dry me from the outside in. Who is up for some dinner? I just hope whatever is on the menu is not swimming in sause. I could use somthing dry."
Peerimus Saturday December 8th, 2007 2:48:18 PM
In the ocean palace. Peerimus will put Tieria in one of the out rooms beyond the palace that is still structurally sound. It would have to do for now. he needed to find the Tritons and her dolphin friend was going to be the only way tot do that. Peerimus gestures to the surface and then moves up.
Peerimus swims over to the boat and climbs in before shifting back. "Well done Savin. I fully agree on removing the shells so they can be destroyed and no one else fall victim to creations they can not control." Peerimus makes a quick look to Savin that he is in the ship.
Peerimus speaks loudly enough for Vinder and the others in the second boat to hear him "I am going to see if I can locate the dolphin. The sooner I try the better. Waiting until tomorrow is simply too long. The open ocean holds no threats to me in these parts. Its just sharks and maybe some trolls"
Peerimus gives the commands to the ship and anchor, setting the course for home. he then dives over and transforms into a dolphin.
Savin Sunday December 9th, 2007 10:03:09 PM
Savin says to Peerimus, "Why are you not bringing Tieria? Can we get her raised without her body?" Savin looks a little confused by Peerimus's actions but decides to let things be.
As the boat surges forward he sits back in thought and then says to the others, "I like Peerimus but I think we need to make some other arrangements for during combat. We need a combat warlord to take control when Peerimus changes shape. It is one of his best ablilities and I understand his choosing that tactic but not being able to communicate instructions is gonna cost someone their lives.
It might make sense for Firn'gaer to take charge. He tends to stay out of direct combat, can see the entire field of battle and direct the action better. The brothers are logical choices but they will be on the front lines and might miss stuff. What do you think Firn'gaer? Didn't you always want to be a warlord?
Peerimus can still direct our overall stragedy and make the tough decisions that way. Not trying to surplant him in that role. His wisdom and good heart are good guides for us."
Kazak Sunday December 9th, 2007 10:27:25 PM
The dwarf smiles at Durgans and Quinn's desire of another ale " good thinking " as Kazak joins them
Moving over to the fireplace along with the Eye of Gargul ... Kazak takes off his armor and does his best to dry out by the heat of the fire .
"Wonder how long it will take them all to get back? " muses Kazak " how long did it takes us to get out there?"
Vinder the Hilt HP 75/102 (3 con loss) Monday December 10th, 2007 9:20:07 AM
Vinder shrugs in response to Savin's query. "I've never been involved in group combat, before. Always fought by my lonesome. This is new to me."
He seems much calmer now, almost as if he's about to fall asleep. His eyes droop as he looks out in front of the boat, watching for land.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater Freedom of Movement (Peerimus): 269 min 8 rounds
Firn'gaer Monday December 10th, 2007 1:28:17 PM
"I think battle leader is a good idea, but it is completely wasted on us. There are too many individuals that aren't interested in group goals; they're only interested in their own personal goals. I don't want to claim responsibility for them." He says to Savin. "Besides, I think I'm going to be too concerned with staying out of the way of friendly fire to be an effective battle-field commander."
He turns and faces the open water. "On another note, I'm a little worried about the morality of some of our companions." He turns back to Savin. "You have to have seen it - greed, irresponsibility, and casual regards for life. I shouldn't have to tell you I'm worried. Not sure what I plan to do yet, but I will being doing something . . . just not sure yet."
"So, no, I don't want the job . . . give it to Randall."
Children Movements Monday December 10th, 2007 3:13:49 PM
The two Swan Boats splash merrily along back into the cloud bank surrounding Gateway Downs, and arrive at Heranmar by mid-afternoon. The rain has let up to only a sprinkle by then, and in the feeble light of a setting sun, Peerimus emerges from the waters of the harbor. By the time dinner is being served in the INN by Chester, all the Children of Chaos are relatively dry and at their customary table.
Quinn, Durgan, and Kazak have had time to dry off, change, bathe, and be as inebriated as they want to be.
Vinder, Savin, Randall, and Firn'gear have been able to get dry and freshen up a little.
Peerimus has newly arrived, and his cloak is still dripping from the sprinkling of water coming down from the night's sky. The druid has left Tieria's body down in the Palace (unless went back to get her) and was unable to find Eeekkkeeekkk, a Triton, or any sea animal who knew of where a Triton community may be. Peerimus suspects that Tieria and her dolphin may have come from longer than a day's swim away from the Palace.
.............................
(ooc: XPOINTS) Awards include role-playing in-between Nightshade Crypt and Palace, and good posting awards.
ALL - 3,800 experience for Palace adventure
Savin, Peerimus, and Quinn - 500xp bonus for excellent role-playing in-between adventures while setting up roots. (School, Grove, and Temple respectively)
Savin - 500xp for best consistant posting
Quinn, Vinder, Durgan, and Randall - 200xp for good consistant posting
Hero Points (30xp per level bonus with each Hero Point) Durgan - 1 point for standing up to wraiths when really, really low on CON (I already mentioned this one during the fight, so don't double dip if you already counted it! :) Vinder - 1 point for standing up to the golem when getting beaten on.
Trace Monday December 10th, 2007 4:01:25 PM
Trace sits back down in the inn and greets Shadow. Trace throws out 10 gold and ask for the best bottle of fine wine they have. He sits down with the others and offers the wine to whoever will have it.
Durgan -4 CON Monday December 10th, 2007 5:30:53 PM
OOC- How about that help Quinn? ;No double dippin' here unless it's dwarven pipesmoke :)
Durgan drains another ale. Not enough to be drunk, the warrior keeps some measure of his senses about him. Still, he does have a glassy-eyed stare.
"Hey Peerimus, did ye contact the girl's people?"
Posting Report For: Monday December 10th, 2007 5:59:56 PM
Game #4 Children of Chaos For the week of December 3, 2007
Dweezil lounged lazily in the rafters of the Heranmar Inn. He was very glad to be out of the water. "Bene Tellemara. I hope those -adventurers - don't decide to go underwater again anytime soon." Dweezil shuddered a little when he thought about the sharks and a mouth full of more teeth than most demons in the Abyss. Now we shall something interesting the imp thought to himself. I wonder how they shall split the treasure? Or even keep it? Dweezil ate the mutton he stole from the kitchen's larder and settled in to watch the show...
Randall Monday December 10th, 2007 7:33:38 PM
ooc> Lots of things to discuss so let's begin... In no particular order...
First... still short 1200XP for the next level. Beyond harsh!!! :-)
Second, let's get this stuff ID'd, split and off to the Catacombs.
Third- :: Before going to the Inn, Randall fetches Fluffykins. :: At the sigt of her Randall, Fluffy the wonder familiar flies towards him at full speed, perches herself on his shoulder and wraps herself around his neck. Fluffy { Randy dear, you look a mess! Go get dry before you catch cold! } Randall { Yes 'mother', I missed you too... }
Fourth :: At the inn, Randall joins the others. He then pays for a round of drinks and order Fluffy's supper. ::
Fifth ooc> Regarding the dicussion on the boat " The big problem my friends is that our goals are very different. Personnly, I'm in it for the money. That said, I have no problem keeping deals, doing good, saving lives, etc., etc., etc., as long as we're reasonable about it. If you can convince the rest of the boys to accept my directions under fire then I'll take the job. "
:: Randall shrugs ::
" Somebody's gotta do it. "
Sixth " Now, I know we have to return that shell thingy... "
:: Randall hefts his full haversack ::
" But what about the rest?.. and I swear, if anyone suggests NOT keeping it, I'm taking my haversack and leaving... We have items that need to be identified, values assigned to them and then split. Personally, I'll want to go back to that Catacombs place and stock up on some more gear. "
Seventh " Quinn, I'm feeling a little drained myself. Can you help a guy out? "
Quinn Monday December 10th, 2007 8:26:22 PM
Quinn frowns at Durgan "As I told you before we started washing the salt out out our mouths, Gargul will not be able to restore you to full health until after my morning rituals to Gargul."
Quinn now dry and warm sees his damp fellows enter the Inn. "We saved you a seat by the fire. Come on over Brothers as it is warm and dry by the fire." Quinn makes a quick count to make sure everyone made it back in one piece.
Quinn looks for the serving maid "Three more pitchers of ale over here."
Quinn looks around and then at Peerimus "Since being judged by Gargul was not good enough for Tiera soul, what honor did you bestow upon her. Is she now swimming among her people? Did you find Tiera's people while the three of us were playing hooky? I must beg forgivness for leaving early but mine and Kazak's waterbreathing was not going to last out a search for the Triton clan. I trust it was sucsessful."
Quinn will lean back in his chain and twirl his jet black goatee.
Peerimus Monday December 10th, 2007 9:30:28 PM
Peerimus will retrieve the body on being forced to abandon the search and return with it Teiria to shore. The swim home would allow him time to think. Yes She could have come from a very long way indeed. He found this place with Mother's help perhaps he could find the other. I will simply need to move well away from shore before looking. A smile crosses his face, [i]Oh they are certainly not going to like that idea, Savin most of all. The others will likely just write me off as my choice my death or that I will be fine as I am capable of taking care of myself. either way it will need to be done before I take further action.
Onshore Peerimus will take his cloak to wrap her in and then carry her to his grove. Asking Wanderwood and Yorrick to watch over her, he returns to the inn where he expects the others are.
Upon entering he heads right for the group, pulls up a chair and orders a drink and light fare. "Not good enough is not how I would state it. Currently the honor bestowed uopn her as you say, is the decision to return to the living and help her people. As too our search I'm afraid I did not. Your abscence and the others had no affect on that outcome and as you said, the protections would not be lasting forever." Peerimus looks at Vinder changing the subject, "How powerful of a divine spell do you think you can cast. I can boost your wisdom to assit you if needed. As Quinn will not, and I would like to make it clear on that point I have no issue, I think you are the next person we can turn to."
Kazak Monday December 10th, 2007 10:36:51 PM
The dwarf sits by the fire .... leaning back in his chair he quietly and slowly sips a mug of ale .
As the rest of the troup enters the inn " Welcome back .... glad to see you all made it back " adds Kazak sincerly
Feeling warmed by the fire the dwarven warrior is content to keep the peace " walls need to mended ... we all need a little time to settle our thoughts and access what we just went thru " muses Kazak to himself
OOC: should be fun and intresting to see the dialogue between everyone .... role play it anyway you like ... i know i don't take the differences personally ;-)
Vinder the Hilt HP 75/102 (3 con loss) Tuesday December 11th, 2007 9:48:01 AM
Vinder is getting a little fed up with Firn'gaer's snippy remarks. "Excuse me, but I'm a little tired of your holier-than-thou attitude, Firn'gaer. I appreciate and support your decision to not take any treasure, but I'll be darned if I'm gonna listen to you badmouth me for adhering to an agreement. Especially when I had no part in Tiera's death. So kindly shut your trap, unless you have something else to talk about."
Back on land, Vinder releases a huge sigh, his body shakes and he almost collapses to the ground. He manages to stagger to a nearby building and place his hand against the wall so he might catch his breath. Once he can see straight, he follows after the others to the inn.
He sits at the table with a sheepish grin, glad to be by the fire and more than a little embarrassed about his performance under the ocean. He orders a hearty meal and ale and listens to the others chat.
When Peerimus asks him about casting a divine spell, the rogue raises an eyebrow and peers quizzically at the druid. "I'm afraid you've mistaken me for something else, friend. I don't cast spells. I try to avoid them as much as possible. Picking locks and traps, sneaking about. That's my magic."